diff --git a/code/game/machinery/poolcontroller.dm b/code/game/machinery/poolcontroller.dm
new file mode 100644
index 000000000000..937629589ed8
--- /dev/null
+++ b/code/game/machinery/poolcontroller.dm
@@ -0,0 +1,129 @@
+/obj/machinery/poolcontroller
+ name = "Pool Controller"
+ desc = "A controller for the nearby pool."
+ icon = 'icons/obj/airlock_machines.dmi'
+ icon_state = "airlock_control_standby"
+ var/list/linkedturfs = list() //List contains all of the linked pool turfs to this controller, assignment happens on New()
+ var/temperature = "normal" //The temperature of the pool, starts off on normal, which has no effects.
+ var/srange = 5 //The range of the search for pool turfs, change this for bigger or smaller pools.
+ var/linkedmist = list() //Used to keep track of created mist
+ var/misted = 0 //Used to check for mist.
+
+/obj/machinery/poolcontroller/New() //This proc automatically happens on world start
+ for(var/turf/simulated/floor/beach/water/W in range(srange,src)) //Search for /turf/simulated/floor/beach/water in the range of var/srange
+ src.linkedturfs += W //Add found pool turfs to the central list.
+ ..() //Changed to call parent as per MarkvA's recommendation
+
+/obj/machinery/poolcontroller/emag_act(user as mob) //Emag_act, this is called when it is hit with a cryptographic sequencer.
+ if(!emagged) //If it is not already emagged, emag it.
+ user << "\red You disable \the [src]'s temperature safeguards." //Inform the mob of what emagging does.
+ emagged = 1 //Set the emag var to true.
+
+/obj/machinery/poolcontroller/attackby(obj/item/P as obj, mob/user as mob, params) //Proc is called when a user hits the pool controller with something.
+
+ if(istype(P,/obj/item/device/multitool)) //If the mob hits the pool controller with a multitool, reset the emagged status
+ if(emagged) //Check the emag status
+ user << "\red You re-enable \the [src]'s temperature safeguards." //Inform the user that they have just fixed the safeguards.
+ emagged = 0 //Set the emagged var to false.
+ return
+ else
+ user << "\red Nothing happens." //If not emagged, don't do anything, and don't tell the user that it can be emagged.
+
+ return //Return, nothing else needs to be done.
+ else //If it's not a multitool, defer to /obj/machinery/proc/attackby
+ ..()
+
+/obj/machinery/poolcontroller/attack_hand()
+ if(!Adjacent(usr))
+ usr << "You moved away."
+ return
+
+ if(emagged) //Emagging unlocks more (deadly) options.
+ var/temp = input("What temperature would you like to set the pool to?", "Pool Temperature") in list("Scalding","Frigid", "Warm", "Cool", "Normal","Cancel") //Allow user to choose which temperature they want.
+
+ switch(temp) //Used for setting the actual temperature var based on user input.
+ if("Scalding")
+ miston() //Turn on warning mist for the pool
+ temperature = "scalding" //Burn em!
+ usr << "You flick the pool temperature to [temperature](WARNING)." //Differ from standard message to make sure the user understands the temperature is harmful.
+ return //Return to avoid calling the un-unique message.
+ if("Frigid")
+ temperature = "frigid"
+ usr << "You flick the pool temperature to [temperature](WARNING)." //Differ from standard message to make sure the user understands the temperature is harmful.
+ mistoff() //this won't get called otherwise
+ return //Return to avoid calling the un-unique message.
+
+ //Regular non-traitorous temperature choices still avalible.
+ if("Warm")
+ temperature = "warm"
+ if("Cool")
+ temperature = "cool"
+ if("Normal")
+ temperature = "normal"
+ if("Cancel")
+ return
+
+ mistoff() //Remove all mist, setting it to scalding returns before now, only regular temperatures will call it
+ usr << "You flick the pool temperature to [temperature]." //Inform the mob of the temperature they just picked.
+ return
+
+ else
+ var/temp = input("What temperature would you like to set the pool to?", "Pool Temperature") in list("Warm","Cool","Normal","Cancel") //Allow user to choose which temperature they want.
+
+ switch(temp) //Used for setting the actual temperature var based on user input.
+ if("Warm")
+ temperature = "warm"
+ if("Cool")
+ temperature = "cool"
+ if("Normal")
+ temperature = "normal"
+ if("Cancel") //Cancel does nothing and leaves the temperature at it's previous state.
+ return
+
+ mistoff() //Remove all mist, because it shouldn't be here if the pool is not set to scalding
+ usr << "You flick the pool temperature to [temperature]." //Display what the user picked.
+ return
+
+/obj/machinery/poolcontroller/process()
+ updateMobs() //Call the mob affecting proc
+
+/obj/machinery/poolcontroller/proc/updateMobs()
+ for(var/turf/simulated/floor/beach/water/W in linkedturfs) //Check for pool-turfs linked to the controller.
+ for(var/mob/M in W) //Check for mobs in the linked pool-turfs.
+ switch(temperature) //Apply different effects based on what the temperature is set to.
+ if("scalding") //Burn the mob.
+ M.bodytemperature = min(500, M.bodytemperature + 35) //heat mob at 35k(elvin) per cycle
+ M << "The water is searing hot!"
+ return
+
+ if("frigid") //Freeze the mob.
+ M.bodytemperature = max(80, M.bodytemperature - 35) //cool mob at -35k per cycle
+ M << "The water is freezing!"
+ return
+
+ if("normal") //Normal temp does nothing, because it's just room temperature water.
+ return
+
+ if("warm") //Gently warm the mob.
+ M.bodytemperature = min(330, M.bodytemperature + 10) //Heats up mobs to just over normal, not enough to burn
+ M << "The water is quite warm." //Inform the mob it's warm water.
+ return
+
+ if("cool") //Gently cool the mob.
+ M.bodytemperature = max(290, M.bodytemperature - 10) //Cools mobs to just below normal, not enough to burn
+ M << "The water is chilly." //Inform the mob it's chilly water.
+ return
+
+/obj/machinery/poolcontroller/proc/miston() //Spawn /obj/effect/mist (from the shower) on all linked pool tiles
+ for(var/turf/simulated/floor/beach/water/W in linkedturfs)
+ var/M = new /obj/effect/mist(W)
+ if(misted)
+ return
+ linkedmist += M
+
+ misted = 1 //var just to keep track of when the mist on proc has been called.
+
+/obj/machinery/poolcontroller/proc/mistoff() //Delete all /obj/effect/mist from all linked pool tiles.
+ for(var/obj/effect/mist/M in linkedmist)
+ del(M)
+ misted = 0 //no mist left, turn off the tracking var
\ No newline at end of file
diff --git a/paradise.dme b/paradise.dme
index 61d3712b2aeb..27274de9efac 100644
--- a/paradise.dme
+++ b/paradise.dme
@@ -449,6 +449,7 @@
#include "code\game\machinery\OpTable.dm"
#include "code\game\machinery\overview.dm"
#include "code\game\machinery\PDApainter.dm"
+#include "code\game\machinery\poolcontroller.dm"
#include "code\game\machinery\portable_tag_turret.dm"
#include "code\game\machinery\portable_turret.dm"
#include "code\game\machinery\programmable_unloader.dm"