· 6 years ago · Jun 02, 2019, 03:22 AM
1
2Guide to chemistry
3Chemist action.png Tippo Felangus, the Chemist says:
4"Hey mate, welcome to Chemistry. This is one of the few jobs where you can make a man heal back up to full health one second and make him explode the next.
5Sound too complicated? Naw, this shit is really simple to make. All you have to do is pour some of this Potassium into a beaker of water, like so..."
6
7
8This guide will primarily be useful for chemists but may come in handy to any player and especially traitors. See Chemical recipes for dispenser macros and simplified versions on how to make complicated chemicals (may be outdated). If you don't have a chem dispenser, see the Guide to Ghetto Chemistry.
9
10Contents
111 Machinery
121.1 Chemistry Dispensers
131.2 Chemical Heater
141.3 ChemMaster 3000
151.4 All-In-One Grinder
161.5 Smoke Machine
172 Metabolism
183 Active Pure Chemicals
194 Components
205 Medicines
215.1 Core Healing Medicines
225.2 Superior Healing Medicines
235.3 Unique Healing Medicines
245.4 Non-craftable Medicines
256 Narcotics
267 Pyrotechnics
278 Other Reagents
288.1 Virology Recipes
298.2 Mutation Toxins
309 Toxins
3110 Lavaland Chemicals
3211 Reagent Delivery
3311.1 Under the hood
3411.2 Smoke vs foam vs others
3512 Beyond the Dispenser
36Machinery
37You have all sorts of chems here, and can make many things. You can make medicines, smoke, foam, flash powder, poisons, space lube, acid and much more. The limit on combinations is a limit that exists only in your creativity (and the game engine). Be sure to be careful though, as mixing the wrong chemicals can be bad for your health, and please make sure you know what a chemical does before you use it. Experiment at your own risk.
38
39
40Chem Dispenser Chemistry Dispensers
41Chem dispensers can be upgraded to unlock more chemicals, allow for more precise macro usage, increased power recharge rate and higher power capacity. If you run out of power, you can disassemble the dispenser with screwdriver+crowbar and rebuild it by first putting the circuit board back, and then all other things but use a full power cell Power cell.png instead of the old one. Then screwdriver to finish. Or you can charge the machine with an inducer Inducer.png.
42
43Available chemicals:
44
45 [Expand]
46Click expand to see what chemicals are available:
47
48Upgradeable parts:
49
50 [Expand]
51Click expand to see upgrades:
52
53Chemical Heater Chemical Heater
54Some chemical reactions will require you to heat the reagents in a Chemical Heater. Unless the recipes says otherwise, these reactions need you to heat the reagents above the required temperature. This machine will heat/cool a beaker to the desired temperature, slowing down the heating/cooling speed as it approaches the target temperature. If you don't risk making the chemical explode by overheating it (like with meth) you can just set it to a very high temperature to avoid this.
55
56Due to a rounding bug you sometimes need to heat chems 1 degree higher than the recipe says.
57
58Upgrading the laser will increase the heating/cooling speed.
59
60ChemMaster 3000 ChemMaster 3000
61Separates, bottles, and makes pills/patches out of chemicals loaded inside. You can load pretty much any container - beakers, spray bottles, water bottles and so on.
62Maximum size for dispensed bottles is 30u, patches 40u and pills 50u. Use a chemistry bag Chemistry bag.png to quickly move large quantities of bottles, patches or pills.
63Can be upgraded with bigger beakers to allow a bigger buffer. By default it contains two ordinary 50u beakers for a total buffer volume of 100u.
64
65Reagent Grinder All-In-One Grinder
66Grinds, crushes, liquefies and extracts reagents from materials placed into it.
67If there is a significant reagent associated with the item, the Reagent grinder will distill a pure sample inside the collection beaker.
68For example: Plasma/gold/uranium/metal sheets, donk pockets, fruits, dead mice.
69
70Smoke Machine Smoke Machine
71Dispenses any chemical inside as a smoke cloud. Needs to be secured by wrenching first.
72A great alternative to smoke grenades, but easily incites lynch mobs.
73Can only be obtained through the circuit board being printed, and the required parts being assembled first.
74Upgradeable parts:
75
76 [Expand]
77Click expand to see upgrades:
78
79Metabolism
80When a reagent enters a body, it will then "tick" or "cycle" about every 2 seconds (not to be confused with server ticks/tickrate). When this happens the body is purged of an amount of every reagent depending on their metabolism rates. This is the rate at which the chemical disappears from your body. It doesn't matter how many chems you have in your body, as they are all metabolized separately. If you are hungry (sluggish), this will happen 20% slower, which makes chemicals have a bigger total effect since they last longer without being weaker per tick.
81
82Active Pure Chemicals
83A.K.A. what happens when you eat or splash these. Their metabolism rate is 0.4u per cycle unless said otherwise. Chemicals unmentioned don't have any effect.
84
85Chlorine: Causes 1 brute damage per tick to a random body part.
86Copper: Can be splashed on metal sheets to create bronze sheets.
87Ethanol: A decent alcoholic "beverage", with a booze power of 65. Increases success rate of surgery and flammability when applied externally. Metabolism rate 0.2.
88Fluorine: Causes 1 toxin damage per tick.
89Lithium: Causes twitching, drooling, moaning and not being able to walk straight.
90Mercury: Causes 1 brain damage per tick, twitching, drooling, moaning and not being able to walk straight.
91Plasma: Causes 3 toxin damage per tick. Creates gas form plasma when spilled. Not to be confused with Stable Plasma, which does nothing.
92Radium: Slowly causes irradiation. Creates glowing green goo on floor if more than 3u is spilled.
93Sugar: Gives nutrition. Causes hyperglycemic shock if overdosed (200u). Metabolism rate 0.8.
94Sulphuric Acid: Causes 1 toxin damage and some instant brute damage to one body part when ingested, and slightly more brute damage when injected. Destroys head-wear and causes burn damage when sprayed or splashed on someone. Counts as a toxin.
95Uranium: Causes slight irradiation. Creates glowing green goo on floor if more than 3u is spilled.
96Welding Fuel: Causes 1 toxin damage per tick. Makes people flammable if splashed on.
97Components
98These are very basic chemicals that you'll use in a lot of other more complicated chems. They can still be toxic, though.
99
100Name Formula Description
101Ash ▮ 1 part Oil
102
103
104Temperature 480K
105
106Ingredient in Lye, Charcoal and Plastic Sheets. Can also be aquired by lighting a piece of paper on fire and scooping up the resulting ashes with a beaker. 30u per paper.
107Oil ▮ 1 part Welding Fuel
1081 part Carbon
1091 part Hydrogen
110
111Can be heated into Ash. Also ingredient in Phenol, Acetone, Perfluorodecalin, Ephedrine, Diphenhydramine, Miner's Salve, Haloperidol, Napalm, Plastic Sheets, Spray Tan and Cyanide. Can be scooped up from destroyed cyborgs and such.
112Acetone ▮ 1 part Oil
113
114
1151 part Welding Fuel
1161 part Oxygen
117
118Ingredient in Cryoxadone, Atropine, Mutadone, Epinephrine, Smart Foaming Agent, Sulfonal, Modafinil and Neurine.
119Diethylamine ▮ 1 part Ammonia
120
1211 part Ethanol
122
123A very potent fertilizer. When used on a growing plant, it adds 2u of nutrient, increases yield more than Ammonia, heals the plant AND kills pests. Also ingredient in Atropine, Ephedrine, Diphenhydramine, Epinephrine, Modafinil, Meth Explosion and Lipolicide.
124Phenol ▮ 1 part Oil
125
126
1271 part Chlorine
1281 part Water
129
130Ingredient in Salicyclic Acid, Oxandrolone, Atropine, Epinephrine, Corazone and Modafinil.
131Ammonia▮ 3 parts Hydrogen
1321 part Nitrogen
133
134An effective fertilizer. Adds adds 1u of nutrient, heals plants and increases yield, though it isn't as powerful as Diethylamine. Ingredient in Diethylamine, Silver Sulfadiazine, Salbutamol, Pentetic Acid, Crank, Modafinil, Nitrous Oxide, Space Cleaner, Cyanide, Itching Powder and Weed Killer. (Results in 3 units instead of 4)
135Saltpetre▮ 3 parts Oxygen
1361 part Potassium
1371 part Nitrogen
138
139Works as a fertilizer. Heals your plant, increases potency and decreases production time. Doesn't add nutrient. Ingredient in Bath Salts and Black Powder. (Results in 3 units instead of 5)
140Lye▮ 1 part Sodium
1411 part Hydrogen
1421 part Oxygen
143
144Ingredient in Soap.
145Lye (Alternate Recipe)▮ 1 part Ash
146
147
148
1491 part Water
1501 part Carbon
151
152Ingredient in Soap. (Results in 2 units instead of 3)
153Medicines
154"And that's how I lost my medical license!" Don't be this guy. Make these. Lots of these.
155
156See Guide to Medicine for more information on what to use when.
157
158Core Healing Medicines
159These healing drugs form the "core" drugs used to heal the most common forms of damage. All other medical drugs outside of this section are either harder to make upgrades, or highly specific forms of healing for rarer situations.
160
161Many reagents can be overdosed and/or cause addiction, leading to a negative outcome. Be sure to monitor how many units someone is injected with. If an overdose occurs, the negative effects will keep being applied every tick until that chemical is completely out of the system. If an addiction occurs, the negative effects will only start occuring some time after the chemical is out of the system, and can be negated by keeping taking it. You can usually only remove an addiction by waiting it out (or by dying and getting cloned).
162
163Name Recipe Treatment for Description Metabolism Rate Overdose Threshold
164Silver Sulfadiazine▮ 1 part Ammonia
165
1661 part Silver
1671 part Sulfur
1681 part Oxygen
1691 part Chlorine
170
171Burn On touch, instantly heals 1 burn damage per unit, then heals 2 burn per tick over time while it stays in the system. Basic anti-burn healing drug.
172On ingestion also deals minor toxin damage.
1731u heals roughly 6 burn damage. 0.4 units per tick N/A
174Styptic Powder▮ 1 part Aluminium
1751 part Hydrogen
1761 part Oxygen
1771 part Sulphuric Acid
178
179Brute On touch, instantly heals 1 brute damage per unit, then heals 2 brute per tick over time while it stays in the system. Basic anti-brute healing drug.
180On ingestion also deals minor toxin damage.
1811u heals roughly 6 brute damage. 0.4 units per tick N/A
182Saline-Glucose Solution▮ 1 part Sodium Chloride
183
184
1851 part Water
1861 part Sugar
187
188Brute, burn Has a 33% chance per metabolism cycle to heal 0.5 brute and burn damage. Can be used as a temporary substitute for blood if hooked up via IV drip. If overdosed, it will have a 33% chance to deal brute and burn damage and a small chance to become 1u salt or sugar each metabolism cycle. 0.2 units per tick 60u
189Synthflesh▮ 1 part Styptic Powder
190
191
192
1931 part Blood
1941 part Carbon
195
196Brute, burn Instantly heals 1.25 brute and burn damage per unit of the chemical applied. Can be used to prepare corpses for defibrillation (needs under 180 brute and burn).
197Touch and smoke application only. Does nothing while inside a mob's bloodstream. 0.4 units per tick N/A
198Charcoal▮ 1 part Sodium Chloride
199
200
2011 part Ash
202
203
204
205Temperature 480K
206
207Toxin Heals toxin damage at a rate of 2 per tick, while also removing 1u of any other chemicals. 0.2 units per tick N/A
208Salbutamol▮ 1 part Salicyclic Acid
209
210
211
212
213
214
215
216
2171 part Ammonia
218
2191 part Aluminium
2201 part Bromine
2211 part Lithium
222
223Suffocation Quickly heals oxygen damage at a rate of 3 per tick while slowing down suffocation. Great for stabilizing critical patients! 0.1 units per tick N/A
224Bicaridine▮ 1 part Carbon
2251 part Oxygen
2261 part Sugar
227
228Brute Heals brute damage at a rate of 2 units per tick. If overdosed deals 2 brute damage per tick. 0.4 units per tick 30u
229Kelotane▮ 1 part Carbon
2301 part Silicon
231
232Burn Heals burn damage at a rate of 2 units per tick. If overdosed deals 2 burn damage per tick. 0.4 units per tick 30u
233Anti-Toxin▮ 1 part Nitrogen
2341 part Silicon
2351 part Potassium
236
237Toxin Heals 2 toxin damage and removes 1u toxin reagents per tick. If overdosed deals 2 toxin damage per tick. 0.4 units per tick 30u
238Tricordrazine▮ 1 part Kelotane
239
2401 part Bicaridine
241
242
2431 part Anti-Toxin
244
245All types Has 80% chance to heal 1 each of the four basic damage types per tick. If overdosed deals an average of 1.2 damage of every type per tick. 0.4 units per tick 30u
246Regenerative Jelly▮ 1 part Tricordrazine
247
248
249
250
251
252
253
2541 part Slime Jelly All types Heals 1.5 of each of the four basic damage types without the risk of overdose or damaging jellypeople. 0.4 units per tick N/A
255Cryoxadone▮ 1 part Acetone
256
257
258
259
2601 part Unstable Mutagen
261
262
2631 part Stable Plasma
264
265All types Required for the proper function of cryogenics. It heals all types of damage swiftly, but only when in a very cold environment. It heals suffocation 3x as fast as most other damage types. Is more effective the colder the person is. If used in unupgraded cryo tubes every cycle will typically heal above 6 suffocation, 2 brute, 2 burn, 2 toxin and 2 cellular damage. Works on slimepeople, despite being cold. 0.4 units per tick N/A
266Pyroxadone▮ 1 part Cryoxadone
267
268
269
270
271
272
273
274
2751 part Slime Jelly All types Inverse Cryoxadone that heals faster the hotter the patient is. For max efficiency you need to be over 460°K and on fire. In optimal conditions every cycle will heal 15 burn before the damage taken from being on fire, which is usually faster than the fire hurts you (unless too hot). It will then also heal 10 brute, 10 toxin, 20 oxyloss and 10 cellular. Works on slimepeople. 0.4 units per tick N/A
276Clonexadone▮ 1 part Cryoxadone
277
278
279
280
281
282
283
284
2851 part Sodium
2865 units Plasma (catalyst)
287
288Clone Quickly heals clone (cellular) damage, but only when in a cold environment. The colder the faster heal. Heals about 5 cellular per tick if used in unupgraded cryo tubes. 0.6 units per tick N/A
289Mannitol▮ 1 part Hydrogen
2901 part Water
2911 part Sugar
292
293Brain Heals 2 brain damage per tick. Often used in cryo alongside Cryoxadone. Does not heal traumas. 0.4 units per tick N/A
294Neurine▮ 1 part Acetone
295
296
297
298
2991 part Mannitol
300
301
3021 part Oxygen
303
304Minor brain traumas Reacts with neural tissue, helping reform damaged connections. Chance every tick to cure basic traumas. More severe traumas usually require surgery. Quickly purges Neurotoxin. 0.4 units per tick N/A
305Superior Healing Medicines
306These healing drugs are harder to make than the core healing medicines, however they often heal faster.
307
308Name Recipe Treatment for Description Metabolism Rate Overdose Threshold
309Salicyclic Acid▮ 1 part Phenol
310
311
312
313
3141 part Sodium
3151 part Carbon
3161 part Oxygen
3171 part Sulphuric Acid
318
319Brute If you have more than 50 brute damage, heals 4 brute. If you have less than 50 brute damage, heals 0.5. Overdosing will deal more brute damage. 0.2 units per tick 25 Units
320Oxandrolone▮ 3 parts Carbon
3211 part Phenol
322
323
324
325
3261 part Hydrogen
3271 part Oxygen
328
329Burn If you have more than 50 burn damage, heals 4 burn. If you have less than 50 burn damage, heals 0.5. Overdosing will deal more burn damage. 0.2 units per tick 25 Units
330Omnizine▮ Grown from Ambrosia Deus or found in lollipops and heated Donk Pockets Brute, burn, toxin and suffocation Heals 0.5 of each damage type per tick. If overdosed it will deal 1 damage of each type per tick. 0.1 units per tick 30 Units
331Honey▮ Beekeeping Brute, burn, toxin and suffocation 55% chance to heal 1 of each damage type per tick. Metabolizes very quickly and adds sugar to your system. 1 unit per tick N/A
332Earthsblood▮ Grown from Ambrosia Gaia All damage types Each tick heals 3 brute/burn/toxin, 15 suffocation, 1 cellular and 30 stamina. Also causes 2 brain damage (up to max 150), jitteriness and drugginess. Overdosing causes hallucinations and 2 toxin damage per tick. 0.4 units per tick 25 Units
333Pentetic Acid▮ 1 part Cyanide
334
335
336
337
338
339
3401 part Formaldehyde
341
342
343
3441 part Ammonia
345
3461 part Welding Fuel
3471 part Sodium
3481 part Chlorine
349
350Radiation, toxin Reduces high levels of radiation and heals 2 toxin damage per tick while purging 2u of other chemicals from the body. 0.2 units per tick N/A
351Perfluorodecalin▮ 1 part Oil
352
353
3541 part Fluorine
3551 part Hydrogen
356Temperature 370K
357
358Suffocation Every tick heals 12 suffocation and deals 0.3 toxin damage. 0.1 units per tick N/A
359Atropine▮ 1 part Acetone
360
361
362
363
3641 part Diethylamine
365
366
3671 part Phenol
368
369
370
371
3721 part Ethanol
3731 part Sulphuric Acid
374
375Brute, burn and suffocation If patient's health is critical it will heal brute/burn/toxin (2 / tick) and oxyloss (5 / tick) damage, as well as stop any further oxyloss. It also causes jitter and dizziness, which will shake the screen. Good for quickly getting critical patients back on their feet, but bad for combat because of the screenshake.
376If overdosed it will deal toxin damage and cause extra jitter and dizziness. 0.1 units per tick 35 Units
377Calomel▮ 1 part Mercury
3781 part Chlorine
379Temperature 374K
380
381Purge Quickly purges the body of all chemicals (2.5u per tick). If your health is above 20, 2.5 toxin damage is dealt. 0.2 units per tick N/A
382Mutadone▮ 1 part Acetone
383
384
385
386
3871 part Unstable Mutagen
388
389
3901 part Bromine
391
392Genetic Instantly removes your genetic mutations. Hulks hate it! 0.4 units per tick N/A
393Unique Healing Medicines
394These healing drugs perform niche functions that help against less common ailments.
395
396Name Recipe Treatment for Description Metabolism Rate Overdose Threshold Addiction Threshold
397Potassium Iodide▮ 1 part Potassium
3981 part Iodine
399
400Radiation Reduces low radiation damage very effectively. 0.8 units per tick N/A N/A
401Ephedrine▮ 1 part Diethylamine
402
403
4041 part Oil
405
406
4071 part Hydrogen
4081 part Sugar
409
410Stun Reduces stun times by typically around 30% (depends), increases run speed, regenerates 1 stamina per tick and causes 20% chance to drop held items.
411If overdosed it will deal toxin damage with a 2% chance to cause a heart attack. If addicted it will deal toxin damage, cause breathing problems, cause increasingly frequent seizures and long term jitter. 0.2 units per tick 30 Units 25 Units
412Diphenhydramine▮ 1 part Diethylamine
413
414
4151 part Oil
416
417
4181 part Bromine
4191 part Carbon
4201 part Ethanol
421
422Histamine Overdose Purges body of lethal Histamine and reduces jitteriness while causing minor drowsiness. 0.2 units per tick N/A N/A
423Oculine▮ 1 part Charcoal
424
425
426
427
428
429
430
4311 part Carbon
4321 part Hydrogen
433
434Eye Quickly heals eye damage and has 20% chance per tick to reverts blindness. Does not work against genetic blindness, which needs Mutadone. For blindness caused by brain damage you will need surgery or other means. 0.1 units per tick N/A N/A
435Inacusiate▮ 1 part Charcoal
436
437
438
439
440
441
442
4431 part Carbon
4441 part Water
445
446Ear Instantly removes all ear damage. Does not work against genetic deafness, which needs Mutadone. (Results in 2 units instead of 3) 0.4 units per tick N/A N/A
447Epinephrine▮ 1 part Acetone
448
449
450
451
4521 part Diethylamine
453
454
4551 part Phenol
456
457
458
459
4601 part Chlorine
4611 part Hydrogen
4621 part Oxygen
463
464Stun + Brute, burn, suffocation and toxin Prevents oxygen damage from crit state. If the patient is in crit it heals 0.5 oxyloss, toxins, brute, and burn. 20% chance each tick to reduce stun times a bit. Gives a minor stamina regeneration buff.
465Worse than Atropine at saving critical patients, but better for mid combat use. If overdosed it will randomly deal light toxin and stamina damage, and some suffocation. 0.1 units per tick 30 Units N/A
466Antihol▮ 1 part Charcoal
467
468
469
470
471
472
473
4741 part Copper
4751 part Ethanol
476
477Alcohol Purges 3u alcoholic drinks from someone's body per tick, as well as eliminating drunkenness, drowsiness, slurring, dizziness and confusion. Heals 0.2 toxin per tick. 0.4 units per tick N/A N/A
478Insulin▮ Found in NanoMed Plus Sugar Dependency Increases sugar depletion. 0.2 units per tick N/A N/A
479Strange Reagent▮ 1 part Unstable Mutagen
480
481
4821 part Omnizine
4831 part Holy Water
484
485Death A miracle drug that can bring a dead body back to life in just 10 seconds! If the corpse has suffered more than 100 brute or burn damage (or is husked) it will fail, however.
486If used on a living person each tick will deal 0.5 Brute and Burn damage. 0.4 units per tick N/A N/A
487Life▮ 1 part Strange Reagent
488
489
490
491
4921 part Synthflesh
493
494
495
496
497
4981 part Blood
499Temperature 375K
500
501Life Creates one or multiple pissed off lifeforms. It's a good idea to assume the worst and have Security on hot standby. (Results in 1 unit instead of 3) N/A N/A N/A
502Life (Friendly)▮ 1 part Strange Reagent
503
504
505
506
5071 part Synthflesh
508
509
510
511
512
5131 part Sugar
514Temperature 375K
515
516Life Creates one or multiple friendly lifeforms. Good for when you want to be surrounded by fluffy Corgis, or for when cargo has a bounty on Corgi pelts. (Results in 1 unit instead of 3) N/A N/A N/A
517Synaptizine▮ 1 part Sugar
5181 part Lithium
5191 part Water
520
521Hallucination Decrease Reduces stun times by typically around 30% (depends). Helps drowsiness and hallucinations go away much faster. Also purges Mindbreaker Toxin at 5u per tick. 30% chance per tick to cause 1 toxin damage. 0.4 units per tick N/A N/A
522Rezadone▮ 1 part Carpotoxin
5231 part Cryptobiolin
524
525
5261 part Copper
527
528Cellular Damage Healing Instantly heals all cellular damage, while also healing 1 brute and burn damage per tick. If overdosed deals 1 toxin damage per tick and makes you dizzy and jittery. Very good for treating genetic damage on the spot. 0.4 units per tick 30 Units N/A
529Spaceacillin▮ 1 part Epinephrine
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
5451 part Cryptobiolin
546
547Infections An all-purpose antiviral agent. Prevents you from spreading any virus in your body. Metabolises very slowly. 0.04 units per tick N/A N/A
548Miner's Salve▮ 1 part Oil
549
550
5511 part Iron
5521 part Water
553OR
554Grind a tinkie, a sheet of metal, and a sheet of plasma
555
556Improvised Patch Healing Chem Heals 0.25 brute and burn per tick, but prevents you from telling how injured you are. Causes stomach cramps if not applied via touch/patch, which reduces nutrition by 5. If applied with touch/patch it increases surgery success chance by 10%.
5571u heals roughly 1.5 burn+brute. 0.16 units per tick N/A N/A
558Haloperidol▮ 1 part Oil
559
560
5611 part Potassium Iodide
562
5631 part Aluminium
5641 part Chlorine
5651 part Fluorine
566
567Anti-Drug and Light Sedative Helps fight against the effects of most drugs, while purging them. Reduces jitteriness and hallucinations, However each tick also causes drowsiness, 2.5 stamina damage and 20% chance for 1 brain damage (up to 50). 0.16 units per tick N/A N/A
568Leporazine ▮ 1 part Copper
5691 part Silicon
5705 units Plasma (catalyst)
571
572Body temperature This keeps a patient's body temperature stable. High doses can allow short periods of unprotected EVA. Not viable for unprotected EVA anymore ever since space brute damage was tripled. 0.4 units per tick N/A N/A
573Corazone▮ 2 parts Phenol
574
575
576
577
5781 part Lithium
579
580Heart attack Prevents cardiac arrest, fully protects from heart attack damage as well as liver failure. 0.4 units per tick N/A N/A
581Psicodine▮ 2 parts Mannitol
582
583
5841 part Impedrezene
585
586
5872 parts Water
588
589Phobias and Mood Suppresses phobias and turns bad mood into neutral mood. Also reduces jitteriness, dizziness, confusion and disgust. If overdosed it causes hallucinations and 1 toxin damage per tick. 0.1 units per tick 30 units N/A
590Energized Jelly▮ 1 part Teslium
591
592
593
594
595
596
597
598
599
600
601
602
603
604
6051 part Slime Jelly Stun Reduces stun times by around 60% (depends) for jellypeople, while also speeding up Luminescent's cooldowns. Non-jelly lifeforms will just get shocked. 0.4 units per tick N/A N/A
606Non-craftable Medicines
607These healing drugs are used in some situations, but are otherwise uncraftable.
608
609Name Treatment for Description Metabolism Rate Overdose Threshold Addiction Threshold
610Changeling Adrenaline▮ Stun Reduces stun times by typically around 30% (depends) and regenerates 1 stamina per tick.
611If overdosed it will deal 1 toxin damage per tick. A changeling using the Adrenaline Sacs ability will inject 10u of this. 0.4 units per tick 30 Units N/A
612Changeling Haste▮ Speed Increases your speed to the maximum possible in most cases. A changeling using the Adrenaline Sacs ability will inject 2u of this. Deals 2 toxin damage per tick. 1 unit per tick N/A N/A
613Dexalin▮ Suffocation Heals 2 oxygen damage per tick (slower than Salbutamol). If overdosed deals 2 oxygen damage per tick. Used by medibots. 0.4 units per tick 30 Units N/A
614Lavaland Extract▮ Brute, burn Very quickly heals damaged bodyparts. Survival medipens come with 2u of this, and also have several other chemicals. If overdosed it will deal 3 brute, burn and toxin damage per tick. Has very low overdose threshold. 0.4 units per tick 3 Units N/A
615Muscle Stimulant▮ Slowdown Makes you ignore slowdowns from being hurt. 0.4 units per tick N/A N/A
616Stimulants▮ Stun Increases movement speed as much as methamphetamine. Reduces stun times by around 90% or less (depends). Recovers 5 stamina per tick. Will heal 1 of each damage type if health is between 0 and 50. If overdosed has 33% chance per tick to deal 2.5 stamina damage, 1 toxin damage and cause loss of breath. Can be bought with syndicate uplink 0.2 units per tick 60 Units N/A
617Restorative Nanites▮ All damage types Each tick heals 5 brute/burn/toxin, 15 suffocation, 15 brain and 3 cellular. If overdosed this very quickly purges itself and causes random vomiting. Only available to Syndicate medical cyborgs. This is just a chemical, so don't confuse with the programmable Nanites. 0.4 units per tick 30 Units N/A
618Narcotics
619Narcotics are highly addictive drugs that can aggressively, or passively, provide a benefit. Be wary as its very easy to become addicted, or overdose, on a narcotic.
620
621As a general rule of thumb, the more of a positive effect (or any effect) a narcotic can provide, the easier it is to get addicted or overdose on it.
622
623People who overdose or get addicted to Narcotics tend to usually end up dying to the negative effects or requiring immedient medical attention. Take in moderation.
624
625Name Recipe Description Metabolism Rate Overdose Threshold Addiction Threshold
626Nicotine▮ Grown in tobacco or found in cigarettes. Reduces stun times by typically around 20% (depends). Addiction does nothing. If overdosed it will deal 1.1 oxygen and 0.1 toxin damage per tick. Metabolizes slowly. 0.05 units per tick 15 Units 10 Units
627Krokodil▮ 1 part Diphenhydramine
628
629
630
631
632
633
634
635
6361 part Morphine
637
638
639
640
6411 part Space Cleaner
642
643
6441 part Phosphorus
6451 part Potassium
6461 part Welding Fuel
647Temperature 390K
648
649Provides messages of calmness and protection.
650If overdosed it will deal 0.25 Brain and Toxin damage per tick.
651If addicted it will first deal some toxin and brain damage, and later switch to dealing 3 Brute damage, right before the addict's skin falls off, dealing 50 Brute. This turns you into a fake zombie. 0.2 units per tick 20 Units 15 Units
652Crank▮ 1 part Diphenhydramine
653
654
655
656
657
658
659
660
6611 part Ammonia
662
6631 part Lithium
6641 part Sulphuric Acid
6651 part Welding Fuel
666Temperature 390K
667
668Reduces stun times by typically around 30% (depends). If overdosed it will deal 2 Brain, 2 Toxin and 2 Brute per tick. If addicted, every tick will first deal 5 Brain, then 5 Toxin, then 5 Brute, and at the last stage 3 Brain, 5 Toxin and 5 Brute at the same time. 0.2 units per tick 20 Units 10 Units
669Methamphetamine▮ 1 part Ephedrine
670
671
672
673
674
675
676
6771 part Hydrogen
6781 part Iodine
6791 part Phosphorus
680Temperature 374K
681(Heat another degree if it doesn't work)
682
683Reduces stun times by around 60% (depends), gives a large speed boost, makes you jittery and recovers 2 stamina while dealing 1 to 4 Brain damage.
684If overdosed the subject will move randomly, laugh randomly, drop items and suffer from 1 Toxin and 0.5 to 1 Brain damage per tick.
685If addicted the subject will constantly jitter and drool, before becoming dizzy and lose motor control and eventually suffer 5 Toxin damage per tick.
686A great deal of caution must be taken when heating this chemical, as it will explode if it reaches a temperature of or greater than 380K. Can not explode in a body. 0.3 units per tick 20 Units 10 Units
687Bath Salts▮ 1 part Saltpetre
688
689
6901 part Space Cleaner
691
692
6931 part Bad Food
6941 part Enzyme
6951 part Nutriment
6961 part Tea
6971 part Mercury
698Temperature 374K
699
700Makes the subject immune to sleep and stuns, grants 5 stamina regeneration and grants the user the psychotic brawling martial art, which makes your interactions with people have certain random effects. However the subject will suffer 4 Brain damage (per tick), constant hallucinations and will lose some motor control.
701If overdosed the subject will lose even more motor control, drool, and randomly drop items in their hand.
702If addicted the subject will jitter, suffer 10 Brain damage (per tick), severe hallucinations, dizziness, yet more loss of motor control and eventually 5 Toxin damage (per tick). This drug will melt your brain. 0.2 units per tick 20 Units 10 Units
703Aranesp▮ 1 part Epinephrine
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
7191 part Atropine
720
721
722
723
724
725
726
727
728
729
730
731
732
733
7341 part Morphine
735
736
737
738The subject will think they are "amped" and get 18 stamina regeneration. However the drug has 50% chance every tick to cause the subject to suffocate (and take 1 oxyloss), while also dealing 0.5 toxin damage per tick. 0.2 units per tick N/A N/A
739Happiness▮ 2 parts Nitrous Oxide
740
741
742
743
7441 part Epinephrine
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
7601 part Ethanol
7615 units Plasma (catalyst)
762
763Suppresses phobias and fills you with ecstasic emotional numbness. Removes jitteriness, confusion and disgust. Causes 0.2 brain damage per tick. Highly addictive. If overdosed causes sudden mood swings and an additional 0.5 brain damage per tick. If addicted it will slowly drive your mood to "insane". 0.2 units per tick 20 Units 10 Units
764Modafinil▮ 1 part Acetone
765
766
767
768
7691 part Diethylamine
770
771
7721 part Phenol
773
774
775
776
7771 part Ammonia
778
7791 part Sulphuric Acid
7801 unit Bromine (catalyst)
781
782Slowly-metabolizing medicine. Heals dizziness, drowsiness, sleep and heats you up if frozen, similarly to Coffee Latte. Reduces stun times slightly. If overdosed causes jitteriness, stuttering, dizziness (later), 50% chance to choke. After 41 cycles 20% chance to stun you. On cycle 82 puts you into endless sleep while constantly taking 1.5 stamina and oxygen damage.
783No chance for addiction but very finicky OD. 0.02-0.08 units per tick Random, initially 20 but goes up or down 0.1 each tick. N/A
784Space Drugs▮ 1 part Lithium
7851 part Mercury
7861 part Sugar
787
788An illegal compound which induces drugginess, randomly makes you step in any direction and makes you drool, giggle and similar. If overdosed causes hallucinations. 0.2 units per tick 30 Units N/A
789Morphine▮ 2 parts Carbon
7902 parts Hydrogen
7911 part Ethanol
7921 part Oxygen
793Temperature 480K
794
795Will allow you to run at full speed, even when hurt or in a hardsuit, but you'll get drowsy after 12 cycles, and fall asleep if it's in your system for 24 cycles. You will not wake up until it's out of your system.
796
797If overdosed or addicted it will cause jitteriness, dizziness and force the victim to drop items in their hands. If addicted it will also eventually deal 1, 2 and later 3 toxin damage per tick. Can be ordered from Cargo, be grown at Botany or be found in a NanoMed Plus. (Results in 3 units instead of 6)
798
7990.2 units per tick 30 Units 25 Units
800Pyrotechnics
801The manipulation of fire and matter.
802
803Name Recipe Description Metabolism Rate
804Stabilizing Agent▮ 1 part Iron
8051 part Oxygen
8061 part Hydrogen
807
808When mixed with certain pyrotechnics, it stabilizes the reaction and prevents the reaction for usage later. The stabilizing agent is not consumed when stabilizing explosives, and one unit is enough to stabilize any amount of explosives. This does not work on everything, so be warned! 0.4 units per tick
809Fluorosurfactant▮ 2 parts Carbon
8102 parts Fluorine
8111 part Sulphuric Acid
812
813Creates a large amount of foam when mixed with an equal amount of water. This foam carries any reagents along with it in the container, allowing you to apply reagents to large areas at a time. The foam will apply any carried reagents to any floors, objects, people or animals in the area of the foam. The reagents will be absorbed through a mob's exposed skin and somewhat through clothes unless completely impermeable(hardsuit/biohazard/medical gear). The less foam used, the more reagent will be delivered into a person's system. Foam is slippery! Can not react in a body. 0.4 units per tick
814Smoke▮ 1 part Phosphorous
8151 part Potassium
8161 part Sugar
817
818This creates a large cloud of smoke that will take on the properties of everything (if anything) in the container of the reaction. The chemicals in the smoke will touch and react with everything that the smoke touches. Mobs caught within the smoke cloud without wearing a gas mask or breathing through a gas tank will ingest the smoke chemicals. Great for distributing toxins in a crowded area. Can be stabilized into Smoke Powder with Stabilizing Agent. N/A
819Smoke Powder▮ 1 part Phosphorous
8201 part Potassium
8211 part Sugar
8221 part Stabilizing Agent
823
824(catalyst) The stabilized version of Smoke - only one third as effective as the unstabilized chemical reaction. Heat to 374K to activate. Can not react in a body. 0.4 units per tick
825Flash Powder▮ 1 part Aluminium
8261 part Potassium
8271 part Sulfur
828
829Flashes in a radius that scales up with the amount detonated. Can be stabilized with Stabilizing Agent. If stabilized, heat to 374K to activate. 0.4 units per tick
830Phlogiston▮ 1 part Phosphorus
8311 part Sulphuric Acid
8321 part Stable Plasma
833
834Turns into a spreading plasma fire if not stabilized during mixing. Makes you burn longer, and ignites you. Deals increasing fire damage based on how much you're burning up to 4 fire damage every 3 seconds. Can be stabilized with Stabilizing Agent. 0.4 units per tick
835Napalm▮ 1 part Oil
836
837
8381 part Welding Fuel
8391 part Ethanol
840
841A substance that burns for much longer than other fuels. Inject it into someone and then apply heat for a warm toasty fireball human. 0.4 units per tick
842Sonic Powder▮ 1 part Oxygen
8431 part Cola
8441 part Phosphorus
845
846Deafens in a radius that scales up with the amount detonated. Can be stabilized with Stabilizing Agent. If stabilized, heat to 374K to activate. 0.4 units per tick
847Pyrosium▮ 1 part Stable Plasma
8481 part Radium
8491 part Phosphorus
850
851When first mixed it becomes 20 Kelvin cold. Instantly consumes all liquid Oxygen to heat its container for each unit of Oxygen consumed. This does not expend the Pyrosium, so 1u will have the same effect as 50u. Does nothing whatsoever without being mixed with liquid Oxygen. Does not react with the oxygen in air. Can not react in a body. 0.2 units per tick
852Cryostylane▮ 1 part Water
8531 part Stable Plasma
8541 part Nitrogen
855
856When first mixed it becomes 20 Kelvin cold. Instantly consumes all liquid Oxygen to cool its container for each unit of Oxygen consumed. This does not expend the Cryostylane, so 1u will have the same effect as 50u, unless you want to prevent it from metabolising out of a body too fast. Does nothing without being mixed with liquid Oxygen. Does not react with the oxygen in air. Deals toxin damage to slimes. Can not react in a body. 0.2 units per tick
857Chlorine Trifluoride▮ 3 parts Fluorine
8581 part Chlorine
859Temperature 424K
860
861When created it will create a temporary 3x3 fireball. Comes into existence at 1000K. A flammable substance so dangerous it can burn through the hull of the station. It lights you on fire when it comes into contact with you, and if it gets inside of you will deal 6 burn per tick from the inside. It metabolizes out of your body extremely fast, however. 4 units per tick
862Sorium▮ 1 part Carbon
8631 part Mercury
8641 part Nitrogen
8651 part Oxygen
866
867When detonated it will send any movable object or person flying away from the detonation point. Can be stabilized with Stabilizing Agent. If stabilized, heat to 474K to activate. 0.4 units per tick
868Liquid Dark Matter▮ 1 part Carbon
8691 part Stable Plasma
8701 part Radium
871
872When detonated it will suck in any movable object or person. Can be stabilized with Stabilizing Agent. If stabilized, heat to 474K to activate. 0.4 units per tick
873Meth Explosion▮ 1 part Diethylamine
874
875
8761 part Hydrogen
8771 part Iodine
8781 part Phosphorus
879Temperature 300K
880
881Reagents are 300K (room temperature) by default, so if you are making Methamphetamine and mixing the Ephedrine last, make sure you're using a chilled container, or it'll blow up just as if it was overheated. Definitely safer to just make the ephedrine separately. 100u explodes with about half the strength of 100u exploding Meth. Can not explode in a body. N/A
882Black Powder▮ 1 part Charcoal
883
884
885
886
887
888
889
8901 part Saltpetre
891
892
8931 part Sulfur
894
895When heated to 474K it sparks, and then creates a violent explosion 5-10 seconds later. Causes hallucinations in plasmamen. 0.05 units per tick
896Nitroglycerin▮ 1 part Glycerol
897
8981 part Fluorosulfuric Acid
899
900
901
902
9031 part Sulphuric Acid
904
905A heavy, colourless, oily, explosive liquid obtained by nitrating glycerol. Explodes immediately on mixing. Can be stabilized with Stabilizing Agent. If stabilized, heat to 474K to activate. (Results in 2 units instead of 3) 0.4 units per tick
906Explosion 1 part Potassium
9071 part Water
908
909This explodes immediately on mixing, which may knock you over or even kill you. Useful in grenade production. N/A
910Holy Explosion 1 part Potassium
9111 part Holy Water
912
913This explodes immediately on mixing. If it combined at least 75 of each reagent, it results in a more powerful explosion, which also paralyzes and reveals revenants and sets nearby cultists on fire. Otherwise it behaves like a normal Water-Potassium explosion. Much more efficient if less Potassium is used. N/A
914EMP 1 part Iron
9151 part Uranium
916
917This reacts immediately on mixing, creating an electromagnetic pulse which affects electronics nearby; very useful for causing chaos. Has different effects on different things. Turns off headsets, stuns cyborgs, disables security cameras, messes with Cybernetics and randomly pulses wires. N/A
918Bee Explosion (Beesplosion) 1 part Honey
9191 part Strange Reagent
920
921
922
923
9241 part Radium
925
926Creates bees. 1 bee per 5 created volume. If mixed in a beaker or grenade containing other reagents, then every bee will contain one of those reagents. The bees from this reaction have a limited lifespan, and will die after 50 seconds. N/A
927Teslium▮ 1 part Black Powder
928
929
930
931
932
933
934
935
936
937
938
9391 part Silver
9401 part Stable Plasma
941Temperature 400K
942
943Randomly shocks the victim every 5-30 seconds while it is in their system, ignoring any protection because the shock comes from inside them. Also increases damage taken from normal shocks. Heating this to 474K will create a Tesla Shock 0.2 units per tick
944Tesla Shock 1 part Teslium
945
946
947
948
949
950
951
952
953
954
955
956
957
958
9591 part Water
960OR
961Heating Teslium
962
963
964
965
966
967
968
969
970
971
972
973
974
975 to 474K This reacts immediately on mixing, shooting electric bolts at anyone near the reaction, shocking people and disabling/damaging electronics. N/A
976Thermite▮ 1 part Aluminium
9771 part Iron
9781 part Oxygen
979
980A mixture that can burn straight through walls or floors when splashed and ignited. Needed amount depends on target structure. Does not work on doors or windows. Causes 1 burn damage per tick to humans when ingested. 0.4 units per tick
981Other Reagents
982These are other chemicals that usually have non-medicinal uses. Many of these are useful in the manufacturing of grenades, but some can be quite dangerous.
983
984Name Formula Description Metabolism Rate
985Barber's Aid▮ 1 part Carpet
986
987
988
989
9901 part Space Drugs
991
992
9931 part Radium
994
995If sprayed or splashed on you it changes your hair style. Does nothing when ingested. (Results in 5 units instead of 3) 0.4 units per tick
996Bluespace Dust▮ Grind a bluespace crystal Occasionally causes random short distance teleportation if ingested. 0.4 units per tick
997BZ Metabolites▮ Breathe BZ gas Does nothing unless you're a changeling. Slowly drains a changeling's chemical storage, and makes them unable to communicate on the changeling hivemind channel. 0.08 units per tick
998Concentrated Barber's Aid▮ 1 part Barber's Aid
999
1000
1001
1002
1003
1004
1005
1006
10071 part Unstable Mutagen
1008
1009If sprayed or splashed on you it grows your hair very long. Does nothing when ingested. 0.4 units per tick
1010Candle 10 parts Liquid Gibs
101110 parts Oxygen
1012Temperature 374K
1013
1014Creates a red candle for use in decoration or rituals. Can not react in a body. N/A
1015Carbon Dioxide▮ 2 parts Oxygen
10161 part Carbon
1017Temperature 777K
1018
1019Creates CO2 in liquid form. Spilling this will release gas form CO2 into the atmosphere. Has no other effects. 0.4 units per tick
1020Carpet ▮ 1 part Space Drugs
1021
1022
10231 part Blood
1024Creates a carpet on the floor. Best used in a smoke machine/grenade or spray bottle. Ingredient in Barber's Aid. 0.4 units per tick
1025Colorful Reagent▮ 1 part Triple Citrus
1026
1027
10281 part Cryoxadone
1029
1030
1031
1032
1033
1034
1035
1036
10371 part Space Drugs
1038
1039
10401 part Radium
10411 part Stable Plasma
1042
1043Randomly colors floor, items and people. Keep away from the clown. Add this to your smoke grenade for a "rainbow bomb". 0.4 units per tick
1044Condensed Capsaicin▮ 5 parts Ethanol
10451 part Capsaicin Oil
1046
1047A chemical agent used for self-defense and in police work. Stuns when sprayed or splashed into unprotected eyes. Found in pepper spray refillers. (Results in 5 units instead of 6) 0.4 units per tick
1048Corgium 1 part Colorful Reagent
1049
1050
1051
1052
1053
1054
1055
1056
1057
1058
1059
1060
1061
1062
1063
1064
10651 part Strange Reagent
1066
1067
1068
1069
10701 part Nutriment
10711 part Blood
1072Temperature 374K
1073
1074Creates your own Corgi! N/A
1075Crayon Powder Grind a crayon Colors floor, items and people. There are several different crayon powder colors. 0.4 units per tick
1076Cryptobiolin▮ 1 part Oxygen
10771 part Potassium
10781 part Sugar
1079
1080Causes confusion and dizziness. This is essential to make Spaceacillin. 0.6 units per tick
1081Drying Agent▮ 2 parts Stable Plasma
10821 part Ethanol
10831 part Sodium
1084
1085Creates a solution that when applied to galoshes, causes them to be extra absorbent and dry any wet tiling they step on. (Results in 3 units instead of 4) 0.4 units per tick
1086Foaming Agent▮ 1 part Lithium
10871 part Hydrogen
1088
1089Used in Metal Foam production. Creates 1 unit instead of 2. 0.4 units per tick
1090Firefighting Foam▮ 1 part Stabilizing Agent
1091
1092
10931 part Fluorosurfactant
1094
1095
10961 part Carbon
1097Temperature below 200K
1098
1099When used in a spray or with smoke it creates a non-slippery foam which extinguishes fires and burning creatures, and removes plasma from the air, dumping it on the floor upon dissipation. 0.4 units per tick
1100Glitter▮ Prize from arcade machines White glitter, blue glitter and pink glitter are three different chems which when touching floors turn into fake gasses. Used for pranks. Can be cleaned up with the ordinary cleaning tools. 0.4 units per tick
1101Glycerol▮ 3 parts Corn Oil
11021 part Sulphuric Acid
1103
1104Requires blended corn, so thus help from the botanist. Used to make Nitroglycerin or FRAG-12 shotgun slugs. Slippery like water. (Results in 1 unit instead of 4) 0.4 units per tick
1105Growth Serum▮ Fly amanita Makes you larger as long as it's in your systems. The more you have the bigger you become. Maximum size is achievable by having at least 200 units in your body. 0.4 units per tick
1106Impedrezene▮ 1 part Mercury
11071 part Oxygen
11081 part Sugar
1109
1110A narcotic that impedes one's ability by slowing down the higher brain cell functions. 80% chance per tick to cause 2 brain damage and 50% to cause drowsiness. (Results in 2 units instead of 3) 0.4 units per tick
1111Quantum Hair Dye▮ 1 part Colorful Reagent
1112
1113
1114
1115
1116
1117
1118
1119
1120
1121
1122
1123
1124
1125
1126
1127
11281 part Space Drugs
1129
1130
11311 part Radium
1132
1133If sprayed or splashed on you it changes your hair color. Does nothing when ingested. (Results in 5 units instead of 3) 0.4 units per tick
1134Laughter▮ 1 part Sugar
11351 part Banana Juice Causes you to laugh. (Results in 10 units instead of 2) instant
1136Magillitis▮ Syndicate uplink Turns monkeys and humans into gorillas after 10 cycles. 0.4 units per tick
1137Meat Product 10 parts Liquid Gibs
113810 parts Nutriment
113910 parts Carbon Creates a slab of chemically processed meat. Can not react in a body. N/A
1140Metal Foam 3 parts Iron/Aluminium
11411 part Foaming Agent
1142
11431 part Fluorosulfuric Acid
1144
1145
1146
1147Creates lightweight metal foam walls. These can be easily torn through, but are useful for plugging hull breaches or blocking off AI turrets.
1148Can be made with either iron or aluminium for different looks. The foam carries any other reagent in the reaction. Can not react in a body.
1149
1150N/A
1151Nanomachines▮ Roburgers from silver slime extracts Inflicts a disease which turns the victim into a cyborg with Asimov laws. The disease can be cured with an injection of copper. 0.4 units per tick
1152Smart Foaming Agent▮ 3 parts Foaming Agent
1153
11541 part Acetone
1155
1156
1157
1158
11591 part Iron
1160
1161Required to make smart metal foam. 0.4 units per tick
1162Smart Metal Foam 3 parts Aluminium
11631 part Smart Foaming Agent
1164
1165
1166
1167
1168
1169
1170
11711 part Fluorosulfuric Acid
1172
1173
1174
1175A "smart" version of metal foam that reacts to tiles exposed to space by forming floors/walls. Usually doesn't encase people or block hallways. The foam carries any other reagent in the reaction. Can not react in a body. N/A
1176Nitrous Oxide▮ 2 parts Ammonia
1177
11782 parts Oxygen
11791 part Nitrogen
1180Temperature 525K
1181
1182Creates N2O in liquid form. Explodes when heated to 575K. Will cause drowsiness on touch. When consumed or injected it also causes anemia, confusion and loss of breath. Spilling this will release gas form N2O into the atmosphere. 0.6 units per tick
1183Gold Solidification 20 parts Gold
11845 parts Frost Oil
11851 part Iron
1186
1187Solidifies a large amount of liquid Gold into a bar. Can not react in a body. N/A
1188Plasma Solidification 20 parts Plasma
11895 parts Iron
11905 parts Frost Oil
1191
1192Solidifies a large amount of liquid Plasma into a bar. Can not react in a body. N/A
1193Plastic Sheets 5 parts Oil
1194
1195
11963 parts Ash
1197
1198
1199
12002 parts Sulphuric Acid
1201Temperature 374K
1202
1203Creates Plastic sheets at a rate of 10u per Plastic sheet. N/A
1204Romerol▮ Syndicate uplink Romerol adds a zombie infection tumor (festering ooze) to the victims' heads. When those victims die, they will revive as zombies who can infect other people by clawing them. It can be applied to corpses directly, allowing creation of zombies from corpses in the Morgue. Can be applied with both touch and ingestion. The tumor can be removed with surgery. instant
1205Royal Bee Jelly▮ 40 parts Honey
120610 parts Unstable Mutagen
1207
1208Causes a Queen Bee to split in two when injected. (Results in 5 units instead of 50) 0.4 units per tick
1209Serotrotium▮ Strange seeds Makes you randomly twitch, drool, moan and gasp. 0.1 units per tick
1210Soap 10 parts Lye
1211
1212
121310 parts Liquid Gibs
1214Temperature 374K
1215
1216Creates a bar of soap, 10% faster cleaning than with what you get on the station. Can not react in a body. N/A
1217Sodium Chloride▮ 1 part Chlorine
12181 part Sodium
12191 part Water
1220
1221Commonly known as table salt, Sodium Chloride is often used to season food.
1222Exotic uses include messing with Revenants - they can't jaunt through salt piles.
1223
12240.4 units per tick
1225Space Cleaner▮ 1 part Ammonia
1226
12271 part Water
1228
1229This is able to clean almost all surfaces of most things that may dirty them. The janitor is likely to appreciate refills. 0.4 units per tick
1230Spray Tan▮ 1 part Orange Juice
12311 part Oil
1232
1233 OR 1 part Corn Oil Darkens the skin when sprayed or patched. Ingesting more than 10u overdoses you, which makes you tanned, spiky haired, randomly flex your muscles and spout an old meme. 0.4 units per tick
1234Space Lube▮ 1 part Oxygen
12351 part Silicon
12361 part Water
1237
1238Space Lube is a high performance lubricant. Splashing it on floor tiles makes them extremely slippery for a very long time. Only way to remove it is to pry out/replace the floor tiles or wait. (Results in 4 units instead of 3) 0.4 units per tick
1239Sterilizine▮ 1 part Charcoal
1240
1241
1242
1243
1244
1245
1246
12471 part Chlorine
12481 part Ethanol
1249
1250When applied via touch or vapor, increases the success chance of surgical steps by 20%. Useful for surgery in less than ideal conditions. 0.4 units per tick
1251Synthmeat 5 parts Blood
12521 part Cryoxadone
1253
1254
1255
1256
1257
1258
1259
1260Creates a slab of synthetic meat. N/A
1261Pax▮ 1 part Mindbreaker Toxin
1262
1263
1264
1265
1266
1267
1268
1269
1270
12711 part Synaptizine
1272
1273
12741 part Water
1275
1276Suppresses violence by preventing the victim from using harm intent, certain harmful weapons and only letting them use passive grabs. Non-harmful weapons such as disablers still work. 0.1 units per tick
1277Synthpax▮ Peacekeeper Cyborgs Same as Pax but metabolises much faster. Can only be used by Peacekeeper Cyborgs. 0.6 units per tick
1278Dizzying Solution Peacekeeper Cyborgs Makes the target dizzyand confused. Can only be used by Peacekeeper Cyborgs. 0.6 units per tick
1279Tranquility▮ Gondola Meat Induces a virus that creates Pax within the victims body and slowly turns the victim into a Gondola. Can be cured with Condensed Capsaicin. 0.4 units per tick
1280Liquid Electricity▮ Ethereal blood, certain foods Periodically electrocutes any non-Ethereals that have this in their system. 0.4 units per tick
1281
1282Virology Recipes
1283These chemicals are used to mutate viruses, and have few uses beyond that.
1284
1285Name Formula Description
1286Virus Rations▮ 1 part Virus Food
1287
12881 part Synaptizine
1289
1290Depleted virus food. Used to get a virus symptom of level 1. (Results in 1 unit instead of 2)
1291Virus Food▮ 5 parts Water
12925 parts Milk
1293
1294Allows viruses and bacteria to quickly grow. Used to get a virus symptom of level 1 or 2. The virologist has a dispenser with this on a wall in the lab. (Results in 15 units instead of 10)
1295Mutagenic Agar▮ 1 part Unstable Mutagen
1296
1297
12981 part Virus Food
1299Used to get a virus symptom of level 3. (Results in 1 unit instead of 2)
1300Sucrose Agar▮ 1 part Mutagenic Agar
1301
1302
1303
1304
13051 part Sugar
1306
1307Used to get a virus symptom of level 4.
1308Weakened Virus Plasma▮ 1 part Virus Plasma
1309
1310
13111 part Synaptizine
1312
1313Weakened variety of virus plasma. Used to get a virus symptom of level 5.
1314Virus Plasma▮ 1 part Virus Food
1315
13161 part Plasma
1317
1318Used to get a virus symptom of level 6. (Results in 1 unit instead of 2)
1319Decaying Uranium Gel▮ 1 part Virus Food
1320
13211 part Uranium
1322
1323Powerful viral mutagen. Used to get a virus symptom of level 6 or 7. (Results in 1 unit instead of 2)
1324Unstable Uranium Gel▮ 1 part Virus Plasma
1325
1326
13275 parts Uranium
1328
1329Powerful viral mutagen. Used to get a virus symptom of level 7. (Results in 1 unit instead of 6)
1330Stable Uranium Gel▮ 1 part Plasma
133110 parts Uranium
133210 parts Silver OR Gold
1333
1334Powerful viral mutagen. Used to get a virus symptom of level 8. (Results in 1 unit instead of 21)
1335There are also chemicals that do nothing, which can be found in Strange seeds. Example: Plastic Polymers.
1336
1337Mutation Toxins
1338Obtainable through xenobiology, these chemicals transform humanoids into other races. It only takes 1u to start the transformation.
1339
1340Name Formula Description
1341Slime Mutation Toxin▮ Green slimes Mutagenic chemical that transforms you into a slimeperson.
1342Lizard Mutation Toxin▮ Green slimes Transforms you into a lizardperson.
1343Stable Mutation Toxin▮ Green slimes Transforms you into a human.
1344Advanced Mutation Toxin▮ Black slimes Slowly morphs the victim into a slime. The transformation can be stopped with Frost Oil.
1345Toxins
1346The deadliest of deadly chemicals. You can get a bunch of these through the traitor uplink, but if you don't wanna waste telecrystals you can mix it. The human liver will quickly purge toxins under 3u from its system.
1347
1348Name Recipe Damage dealt Description Metabolism Rate Overdose Threshold
1349Toxin▮ Medbay Vendors, Emagged Chem Dispenser Toxin Will deal 1.5 toxin damage per tick. 0.4 units per tick N/A
1350Bad Food▮ From eating poorly made food Toxin Will deal 0.5 toxin damage per tick. 0.1 units per tick N/A
1351Chloral Hydrate▮ 3 parts Chlorine
13521 part Ethanol
13531 part Water
1354
1355Stun, Toxin A powerful sedative which first confuses and makes you drowsy, and then after 10 cycles puts the victim to sleep. After 51 total cycles, it starts dealing ever increasing toxin damage, until death. (Results in 1 unit instead of 5) 0.6 units per tick N/A
1356Mindbreaker Toxin▮ 1 part Charcoal
1357
1358
1359
1360
1361
1362
1363
13641 part Hydrogen
13651 part Silicon
1366
1367Hallucinations A potent hallucinogenic compound that is illegal under space law. Formerly known as LSD, but was renamed so people understand that it is not a "fun time".
1368For people with the Reality Dissociation Syndrome trait, this will instead suppress hallucinations. (Results in 5 units instead of 3) 0.4 units per tick N/A
1369Mute Toxin▮ 2 parts Uranium
13701 part Water
13711 part Carbon
1372
1373Speech Makes the subject unable to speak for some time. (Results in 2 units instead of 4) 0.4 units per tick N/A
1374Mime's Bane▮ 1 part Mute Toxin
1375
1376
13771 part Nothing
13781 part Radium
1379
1380Gestures Makes the subject unable to gesticulate. 0.4 units per tick N/A
1381Bone Hurting Juice▮ 3 parts Itching Powder
1382
1383
1384
1385
1386
1387
1388
1389
1390
1391
13921 part Unstable Mutagen
1393
1394Stamina Damage and Delimbing Skeletons Does 15 stamina damage per tick. On overdose, it has a 4% chance of causing a spike of 200 stamina damage to a random limb, temporarily disabling it. If you're a skeleton or a plasmaman, it will deal 15 stamina and 0.5 brute damage per tick, and overdosing can cause a spike of 200 brute damage to a random limb, instead of stamina. 0.4 units per tick 50 Units
1395Mulligan Toxin▮ 1 part Slime Mutation Toxin
13961 part Unstable Mutagen
1397
1398Identity Randomizes the subject's appearance. Infinite N/A
1399Lexorin▮ 1 part Plasma
14001 part Hydrogen
14011 part Oxygen
1402
1403Suffocation Temporarily stops respiration and causes 5 oxyloss damage per tick. Even small doses are fatal, and will cause people to pass out quickly. 0.4 units per tick N/A
1404Initropidril▮ Poison Kit, Bioterror Spray Cardiac Arrest Each cycle deals 2.5 toxin damage, with 25% chance to cause one of the following: 6 second stun, 5-25 oxyloss damage, or cardiac arrest. Combat the latter with electric shocks from grilles and doors in a pinch, or a defib if available. 0.2 units per tick N/A
1405Tirizene▮ Traitor Sleepypen, Emagged Soda Dispenser/Borg Hypo, Poison/Death Berries Stamina Damage Deals 13 stamina damage per tick, which constantly lowers. Usually harmless. 0.4 units per tick N/A
1406Tiring Solution▮ Peacekeeper Cyborgs Stamina Damage Deals 10 stamina damage per tick, slowing you down. Won't go higher than 50 stamina damage. 0.6 units per tick N/A
1407Polonium▮ Poison Kit, Bioterror Spray Radiation Cause significant Radiation damage over time. It's metabolized very slowly. 0.05 units per tick N/A
1408Pancuronium▮ Poison Kit, Emagged Medibot Stun and Suffocation After 10 cycles stuns you with no warning. Randomly causes loss of breath, which can choke you to death. 0.1 units per tick N/A
1409Sodium Thiopental▮ Emagged Borg Hypo, Poison Kit, Bioterror Spray/Syringe/Dart, Emagged Medibot Knockout and Stamina Knocks you out after 10 cycles, and deals 10 stamina damage per tick. Similar to Chloral Hydrate but longer lasting and can't kill you. 0.3 units per tick N/A
1410Sulfonal▮ 1 part Acetone
1411
1412
1413
1414
14151 part Diethylamine
1416
1417
14181 part Sulfur
1419
1420Knockout and Toxin 0.5 toxin damage every cycle and knocks you out after 22 cycles. Metabolized very slowly. 0.05 units per tick N/A
1421Amanitin▮ Destroying Angel Delayed Toxin Damage On the last second it is in you, it hits you with a large stack of toxin damage based on how long it was in your system. Larger doses means a longer waiting period but more damage. Deals 3 toxin damage per cycle it was in you. 0.2 units per tick N/A
1422Amatoxin▮ Fly Amanita Toxin Damage Deals 2.5 toxin damage per tick. 0.4 units per tick N/A
1423Unstable Mutagen▮ 1 part Chlorine
14241 part Phosphorus
14251 part Radium
1426
1427Mutations Causes mutations when injected into/consumed by living people or plants. In people the mutation happens instantly the moment you take the chem, and not from metabolization. The chance for a bad mutation is 98%, and good mutation 2%. Causes radiation. High doses are lethal to your liver. Also useful for Virology. The botanist wants this in liquid form. Turns into blood if mixed with blood. 0.4 units per tick N/A
1428Lipolicide▮ 1 part Ephedrine
1429
1430
1431
1432
1433
1434
1435
14361 part Diethylamine
1437
1438
14391 part Mercury
1440
1441Weight Loss Drains nutrition. Useful for weight loss. Will deal toxin damage if you are starving. 0.2 units per tick N/A
1442Coniine▮ Death Berries, Bioterror Spray/Syringe Toxin and breath loss 1.75 toxin damage and 5 seconds of loss of breath per tick. EXTREMELY slow metabolization, but fast acting. Comparable to Lexorin. 0.024 units per tick N/A
1443Curare▮ Poison Kit Paralyzation, Oxygen, and Toxin Paralyzes you after 11 cycles, while dealing 1 oxyloss and 1 toxic damage. Metabolizes slowly; very lethal. 0.05 units per tick N/A
1444Histamine▮ Omega Weed, Poison Kit, Formaldehyde, Venom, Itching Powder Brute, toxin, oxyloss and eyesight Has a small chance each tick to cause 2 Brute damage or blur vision. If overdosed it will also deal 2 Brute, Toxin and Oxyloss damage each tick. 0.1 units per tick 30 Units
1445Formaldehyde▮ 1 part Ethanol
14461 part Oxygen
14471 part Silver
1448Temperature 420K
1449
1450Toxin Causes a 1 Toxin damage per tick. Has a 5% chance to turn into 5 to 15 units of Histamine. 0.2 units per tick N/A
1451Venom▮ Poison Kit, Bioterror Spray, Giant Spider bites Brute, toxin Each cycle will deal 0.2 Toxin and 0.3 Brute damage per volume of venom in the body. Has a 15% chance to turn into 5 to 10 units of Histamine. 0.1 units per tick N/A
1452Fentanyl▮ 1 part Space Drugs
1453
1454
1455Temperature 647K
1456
1457Toxin, brain Will deal 1 toxin and 3 brain damage, up to 60 points of toxin damage and 150 points of brain damage (brains have 200 points of health). If the drug is not removed before 18 cycles it will knock the user unconscious. 0.2 units per tick N/A
1458Cyanide▮ 1 part Oil
1459
1460
14611 part Ammonia
1462
14631 part Oxygen
1464Temperature 380K
1465
1466Toxin, oxyloss Deals random amounts of toxin damage while slowly suffocating or stunning its target. Metabolizes slowly. 0.05 units per tick N/A
1467Carpotoxin▮ Space Carp, Koibeans, Emagged Chem Dispenser Toxin Deals 2 toxin damage per tick. No special effects, but can be used to make Rezadone and imitation carpmeat. 0.4 units per tick N/A
1468Zombie Powder▮ 5 parts Morphine
1469
1470
1471
1472
14735 parts Carpotoxin
14745 parts Copper
1475
1476Fake death, stun Instantlyknocks people out, and makes them appear dead to the most rudimentary of tests. Deals 0.5 suffocation and toxin damage per tick. (Results in 2 units instead of 15) 0.4 units per tick N/A
1477Ghoul Powder▮ 1 part Epinephrine
1478
1479
1480
1481
1482
1483
1484
1485
1486
1487
1488
1489
1490
1491
1492
14931 part Zombie Powder
1494
1495
1496
1497
1498
1499Fake death Slows metabolism to a death-like state, while keeping the patient fully aware and mobile. Deals 1 suffocation and 0.8 toxin damage per tick. 0.4 units per tick N/A
1500Itching Powder▮ 1 part Charcoal
1501
1502
1503
1504
1505
1506
1507
15081 part Ammonia
1509
15101 part Welding Fuel
1511
1512Brute, annoyance Will cause annoying effects, as well as a chance that the subject will scratch themselves dealing 0.2 Brute damage. Unlike other chems, itching powder will enter your bloodstream from touch, such as from getting splashed with it. Has a 3% chance to transform into 1 to 3 units of Histamine. 0.2 units per tick N/A
1513Mint Toxin▮ Mints, Emagged Chem Dispenser, Mushroom Shavings (Lavaland) Conditional death Instantly gibs fat people when ingested. 0.4 units per tick N/A
1514Slime Jelly▮ Grind an unused slime extract Toxin The base reagent for slime based chemicals. Grinding slime extracts yields 20u slime jelly per use left. 40% chance to heal 5 Brute damage each tick, but also has a 10% chance to deal a burst of 20-60 toxin damage. 0.4 units per tick N/A
1515Heparin▮ 1 part Formaldehyde
1516
1517
1518
15191 part Sodium
15201 part Chlorine
15211 part Lithium
1522
1523Brute, Bleeding Causes bleeding constantly while in the system of the victim. Deals 1 brute and drains more than 1 percentage point of blood volume per tick. 0.08 units per tick N/A
1524Rotatium▮ 1 part Teslium
1525
1526
1527
1528
1529
1530
1531
1532
1533
1534
1535
1536
1537
1538
15391 part Mindbreaker Toxin
1540
1541
1542
1543
1544
1545
1546
1547
1548
15491 part Fentanyl
1550
1551
1552Toxin After 20 cycles, causes the victim's screen to display a rocking motion. Deals 0.5 toxin damage per tick. 0.24 units per tick N/A
1553Skewium▮ 2 parts Rotatium
1554
1555
1556
1557
1558
1559
1560
1561
1562
1563
1564
1565
1566
1567
1568
1569
1570
1571
1572
1573
1574
1575
1576
1577
1578
1579
1580
1581
15822 parts Plasma
15831 part Sulphuric Acid
1584
1585Toxin After 5 cycles, causes heavy skewing of the victim's screen, swinging fucking everywhere, zooming in and out, spinning, inverting, and generally making you want to throw up. Deals 0.25 toxin damage per tick. If you are wanting to fight someone, inject them with this and they will practically be unable to fight. 0.32 units per tick N/A
1586Spewium▮ Poison Kit Toxin After 11 ticks, has up to a 50% chance of causing strong vomiting while purging other toxins each tick. After 33 cycles, there is a chance to eject an organ each tick if overdosing. Requires very high doses. 0.4 units per tick 29 Units
1587Anacea▮ 1 part Haloperidol
1588
1589
1590
1591
1592
1593
1594
15951 part Impedrezene
1596
1597
15981 part Radium
1599
1600Toxin and Purges Medicines Metabolizes very slowly and purges 5u medicines from the victim while dealing 0.15 toxin damage per tick. If the victim also has Pentetic Acid or Calomel, the purging is slowed down to 0.5u per tick. 0.032 units per tick N/A
1601Fluorosulfuric Acid▮ 1 part Fluorine
16021 part Hydrogen
16031 part Potassium
16041 part Sulphuric Acid
1605Temperature 380K
1606
1607Corrosion A highly caustic and dangerous substance. Slowly melts equipment and clothes it touches. Instantly deals brute damage if ingested or splashed on people. Deals 2 toxin and constantly increasing burn damage if ingested. 0.4 units per tick N/A
1608Weed Killer▮ 4 parts Ammonia
1609
16101 part Toxin
1611Toxin Kills weeds and causes 1 toxin damage per tick to humans. 0.4 units per tick N/A
1612Pest Killer▮ 1 part Toxin
16134 parts Ethanol
1614
1615Toxin Kills pests in hydroponics trays. Causes 1 toxin damage to humans and 4 toxin damage to fly people, each tick. 0.4 units per tick. N/A
1616Plant-B-Gone▮ 1 part Toxin
16174 parts Water
1618
1619Toxin A potent herbicide which is useful to replace the limited supply the botanist starts with. Causes 1 toxin damage to humans and 2 toxin damage to pod people, each tick. 0.4 units per tick N/A
1620Lavaland Chemicals
1621Found primarily in Lavaland flora.
1622
1623Name Found in Type Description Metabolism Rate
1624Entropic Polypnium▮ Mushroom Cap (Inocybe), from tall mushrooms Poison 20% chance each tick to do Stamina, Brain, Toxin, Oxygen, and a bit of Eye Damage. Also knocks you unconcious after 10 cycles. 0.4 units per tick
1625Tinea Luxor▮ Mushroom Stem (Embershroom) Other Makes the consumer glow. 0.4 units per tick
1626Vitrium Froth▮ Cactus Fruit (Fruiting Cactus), Mushroom Leaf (Porcini) Medicine 80% chance to heal 1 burn and 1 brute damage each tick. 0.4 units per tick
1627Reagent Delivery
1628There are different ways you can apply chemicals to a person or the environment.
1629
1630Under the hood
1631First of all, there are actually 5 different ways of delivery, called ingest, inject, vapor, touch and patch. If you are not interested in the details, you can skip to Smoke vs Foam vs others.
1632Ingest and inject both almost always do the exact same thing. The reagent simply enters the target's bloodstream. Used by pills, syringes, cigarettes, e-cigarettes, inhaling smoke and drinking the reagent directly.
1633Vapor is used by (ranged) spray bottles and foam. A portion of the reagents will enter the bloodstream of the target, but clothes will protect from some/most/all of it depending on clothing. Any hardsuit typically makes the target completely immune to getting it into their bloodstream, if the helmet is closed. But if the reagent has a "vapor" based component, that component will still affect the target, like Fluorosulfuric Acid. See more about foam below, with examples.
1634Touch is used by smoke and splashing. If the reagent has a "touch" based component, that component will affect the target (such as the instant heal part of Styptic Powder), without being blocked by clothing. Nothing at all will enter the target's bloodstream, with the exception of smoke if the target has no internals on. Currently all "touch" components are also "patch" components. See more on smoke below, with examples.
1635Patch is used by patches and medical sprays. The reagent enters the target's bloodstream entirely AND if the reagent has a "patch" based component, that component will affect the target. Currently all "patch" components are also "touch" components.
1636When a reagent enters a bloodstream, it will then "tick" about every 2 seconds, depending on server lag. Each tick or "cycle" will cause the chemical to apply its effects, while removing the amount described under the metabolism-columns on this guide.
1637
1638Smoke vs foam vs others
1639These are the major practical differences between pills, syringes, patches, cigarettes, smoke, foam, splash and spray.
1640Pills: Can be instantly ingested if used on yourself. It doesn't work if mouth is covered. Plasmamen will have trouble taking these. Holds up to 50u.
1641Syringes: Can be injected into people with their mouths covered, either by hand or with a syringe gun. It doesn't work on players wearing hardsuits, or on people with pierce-immune skin (like Golems or Plasmamen), unless you use a piercing syringe or manage to aim for an exposed part of their body. Holds between 10-60u, depending on syringe. Common syringes hold 15u.
1642Patches: Will apply all reagents into a person's bloodstream through any clothing, including hardsuits. Also apply touch/patch based effects. Example: A patch of 20u Styptic Powder will instantly heal 20 brute (touch component), and also enter the target's bloodstream for a long heal over time. Usable by plasmamen. Can hold up to 40u.
1643Cigarettes: Can be dipped in reagents to be filled. If smoking/vaping, you will slowly ingest whatever reagents the cigarette/cigar/e-cig contains. Though, if the reagents are too diluted, they may not build up in your bloodstream fast enough to have any effect at all. E-cigarettes can be trimmed with a screwdriver and multitool to also create smoke.
1644Smoke: When a smoke reaction occurs, the smoke will consume any other reagent in its original containers, and spread that reagent to flooring and people/mobs who enter its area of effect. People who enter the smoke will be touched by the reagents. If they do not have internals on, they will also ingest the reagents. The amount of smoke does not dilute the reagents. The reagents will be copied to every individual or tile (not walls, windows or doors) over the cloud's duration. Reagents that are special coded to affect floor/environment (such as blood, acid or Space Cleaner) will do so. Smoke will usually block sight.
1645Smoke example 1: Smoke containing 20u Styptic Powder. Everyone caught in the cloud, including people wearing hardsuits, will slowly heal 20 brute (and scream in pain), if they stay in the smoke for its full duration (otherwise they will heal partially). Those who are not wearing internals will also ingest 20u of the medicine, making it enter their bloodstream and start healing them over time. But since this particular medicine will deal toxin damage if not applied via touch/patch, those who inhale it will also start taking toxin damage.
1646Smoke example 2: Smoke containing 20u Chlorine Trifluoride(CLF3). CLF3 has a touch(and vapor) component, so everyone caught in the cloud, including people wearing hardsuits and internals, will catch on fire. It will also deal burn damage to the environment, since CLF3 is coded to do so. Those who are not wearing internals will also ingest 20u of the CLF3 and thus, start heating up from the inside, effectively burning from both in and out at the same time.
1647Foam: When a foam reaction occurs, the foam will consume any other reagent in its original containers, and spread that reagent to flooring and people/mobs who enter its area of effect. The foam will spread slower than smoke and is usually slippery. Reagents will be copied through the vapor type delivery to those affected over the duration of the foam, BUT the reagents will be heavily diluted depending on the amount of foaming reagent used. Any clothing will reduce how much of the reagents will enter a person's bloodstream. Furthermore, foam reagent bloodstream insertion is divided into several 'ticks'. A minimum amount of reagent is required per tick for it to enter a bloodstream. So if too little reagents are contained in the reaction, or too much foam is used, the foam will do nothing. These ticks are counted after dilution and protection from clothing. On the other hand, if you use very small amounts of foam, the reagents may instead multiply in the bloodstream to more than the original amount. Hardsuits with helmets on will make people immune to getting reagents into their bloodstream through foam. Despite dilution, the foam will still copy remaining chems such as acid, CLF3, or Space Cleaner to any tile it touches (but not walls, windows or doors). Foam will not block sight.
1648Foam example 1: 250u foam containing 10u Cyanide will spread a blue foam that does nothing to those it touches. The poison is too diluted to work at all.
1649Foam example 2: 20u foam containing 250u Fluorosulfuric Acid. A small area and everyone touched by the foam will have large amounts of acid slowly melting their clothing and the affected floor and items. Those who did not wear a hardsuit with helmet on will also have a large amount of acid in their bloodstreams, depending on what they were wearing and how long they were in the foam. If they had internals on or not doesn't matter.
1650Splashing: Throwing a beaker, or using a beaker on anything with harm intent, will splash its contents. The longer throw distance, the more the splash will spread out. A grenade will splash its content unless it also contains smoke or foam. Splashing only does touch delivery. This means most chemicals will do absolutely nothing when splashed. Reagents that have special properties to affect environment, such as Water, will do so where splashed (creates slippery tile). Reagents that have a touch component will apply that component only. Example: If you throw a beaker of 80u Synthflesh at someone, you will instantly heal them for 100 brute and burn, since Synthflesh is touch/patch based. It doesn't matter if the target uses hardsuit or internals in this case. Another example: If you throw a beaker of 100u Silver Sulfadiazine at someone, you will instantly heal them 100 burn. But none of the medicine will enter the bloodstream, so there won't be a heal over time. This means throwing a beaker of poison at someone will do nothing at all. Splashing can apply chemicals such as Thermite to walls.
1651Spraying: Spraying reagents will apply them to environments (if they have any such effect), and will enter hit people's bloodstreams through the vapor delivery. This means clothing will protect from some/most/all of the reagents, depending on what they are wearing. Using a hardsuit with helmet on makes them immune to getting the reagent into their bloodstream. Reagents such as acid, CLF3, or Space Cleaner will still cause their special effects when sprayed on people/environments, but will not enter the bloodstream if the target is wearing too heavy clothing.
1652
1653A final note: Many mobs are "simplemobs" which means they don't have a bloodstream and can thus not be poisoned/sedated. Monkeys and most playable humanoids are the exceptions to this.
1654
1655Beyond the Dispenser
1656Just because it isn't found in the dispenser or the guide above doesn't mean you can't use it! Holy water, slime cores and plenty of other things can provide limitless fun for an enterprising and curious chemist.
1657
1658Category: Guides
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1685This page was last modified on 25 May 2019, at 20:34.
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