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This guide will primarily be useful for [[Chemist|chemists]] but may come in handy to any player and especially [[Traitor|traitors]].


This guide will primarily be useful for [[Chemist|chemists]] and [[Botanist|Botanists]] using [[Guide to hydroponics#Strange Seeds|Strange Seeds]] but may come in handy to any player and especially [[Traitor|traitors]].
= Chemicals =
The building blocks of chemistry are aluminium, bromine, carbon, chlorine, copper, ethanol, fluorine, hydrogen, iodine, iron, lithium, mercury, nitrogen, oxygen, phosphorus, potassium, radium, silicon, silver, sodium, stable plasma, sugar, sulfur, sulfuric acid, water and welding fuel. These can be produced from the [[Chem Dispenser]] in [[Chemistry]].


{{Box|2=<font size=3>'''What's all this new stuff then?'''</font size>
You have all sorts of things here, and can make so much. You can make medicines, foam, flash powder, poisons, space lube, window hardener, and so 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, 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.
Confused by all the new strange stuff? Where's your tricordazine? Recently, we added a whole bunch of special chemicals, mostly taken from Goonstation. These are either weaker, more specialised, or vastly more powerful than the old chems, usually being made in several stages. A few of the older chemicals have remained, such as Tricordrazine, Kelotane, Antitoxin, and Bicaridine.


Mixing these special chemicals often requires a new tool called the [[File:Chemical_Heater.png]] '''Chemical Heater'''. With this, you enter a given temperature (in degrees Kelvin) to heat or cool a beaker and its reagents. This can sometimes result in dangerous reactions, so be careful!
Some pure chemicals are lethal or will cause heavy toxin damage if injected or ingested in their pure form.
 
Grinding minerals from mining will also get you:
* [[Plasma]]
* Uranium
[[Emag|Emagging]] a chem dispenser will add:
* Space Drugs
* Morphine
* Toxin
* Carpotoxin
* Miner's Salve
The [[Vending_machines#Medbay|NanoMed Plus]] is your main source of generic toxin when hacked.


Additionally, the chemical dispenser has four new reagents. '''Stable Plasma''', '''Welding Fuel''', '''Iodine''', and '''Bromine'''.
Some chemical reactions will require you to heat the reagents in a [[File:Chemical_Heater.png]] '''Chemical Heater'''. This machine will heat a beaker to the desired temperature, slowing down the heating speed as it approaches the target temperature. If you don't risk making the chemical explode by overheating it (such as Meth) you can just set it to a very high temperature to avoid this.
}}




= Chemicals =
== Machinery ==
The building blocks of chemistry are aluminium, bromine, carbon, chlorine, copper, ethanol, fluorine, hydrogen, iodine, iron, lithium, mercury, nitrogen, oxygen, phosphorus, potassium, radium, silicon, silver, sodium, stable plasma, sugar, sulphur, sulphuric acid, water and welding fuel. These can be produced from the [[Chem Dispenser]] in [[Chemistry]].
You have all sorts of chems here, and can make many things. You can make [[#Medicines|medicines]], [[#Smoke|smoke]], [[#Fluorosurfactant|foam]], [[#Flash Powder|flash powder]], [[#Toxins|poisons]], [[#Space Lube|space lube]], [[#Fluorosulfuric Acid|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.


You have all sorts of things here, and can make so much. You can make medicines, foam, flash powder, poisons, space lube, window hardener, and so 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, 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.


Some pure chemicals are lethal or will cause heavy toxin damage if injected or ingested in their pure form.
=== [[File:Dispenser.png|Chem Dispenser]] Chemistry Dispensers ===
[[Chem Dispenser|Chem 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 [[File:High power cell updated.png]] instead of the old one. Then screwdriver to finish. Or you can charge the machine with an [[inducer]] [[File:Inducer.png]].


Grinding minerals from mining will also get you:
'''Available chemicals''':
<div class="toccolours mw-collapsible mw-collapsed">
Click expand to see what chemicals are available:
<div class="mw-collapsible-content">
'''Normal''':
* Hydrogen
* Oxygen
* Silicon
* Phosphorus
* Sulfur
* Carbon
* Nitrogen
* Water
* Lithium
* Sugar
* Sulfuric acid
* Copper
* Mercury
* Sodium
* Iodine
* Bromine
* Ethanol
* Chlorine
* Potassium
* Aluminium
* Radium
* Fluorine
* Iron
* Welding fuel
* Silver
* Stable plasma
'''Upgraded (tier 4 matter manipulator)''':
* Acetone
* Ammonia
* Ash
* Diethylamine
* Oil
* Saltpetre
'''Emagged''':
* Space Drugs
* Morphine
* Toxin
* Carpotoxin
* Miner's Salve
</div>
</div>
'''Upgradeable parts''':
<div class="toccolours mw-collapsible mw-collapsed">
Click expand to see upgrades:
<div class="mw-collapsible-content">
* '''Better matter bins:''' greater power efficiency per unit dispensed.
* '''Better capacitor:''' faster recharging speed.
* '''Better power cell:''' larger maximum power capacity.
* '''Better manipulator:''' unlocks more chemicals. <s>Longer and more complex chemistry macros can be performed. At tier 1 manips, macros round to the nearest 5u, then 3u at tier 2, 2u at tier 3 and 1u at tier 4</s>
</div>
</div>
=== [[File:Chemical_Heater.png|Chemical Heater]] Chemical Heater ===
Some 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 [[#Methamphetamine|meth]]) you can just set it to a very high temperature to avoid this. <br><br>'''Due to a rounding bug you sometimes need to heat chems 1 degree higher than the recipe says.'''<br><br>
Upgrading the laser will increase the heating/cooling speed.
=== [[File:Chemmaster.gif|ChemMaster 3000]] ChemMaster 3000 ===
Separates, 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.<br>
Maximum size for dispensed bottles is 30u, patches 40u and pills 50u. Use a chemistry bag [[File:Chemistry_bag.png]] to quickly move large quantities of bottles, patches or pills. <br>
Can 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.
=== [[File:Blender.png|Reagent Grinder]] All-In-One Grinder ===
Grinds, crushes, liquefies and extracts reagents from materials placed into it.<br>
If there is a significant reagent associated with the item, the Reagent grinder will distill a pure sample inside the collection beaker.<br>
For example: Plasma/gold/uranium/metal sheets, donk pockets, fruits, dead mice.
=== [[File:Smoke_machine.png|Smoke Machine]] Smoke Machine ===
Dispenses any chemical inside as a [[#Smoke|smoke]] cloud. Needs to be secured by wrenching first.<br>
A great alternative to [[#Smoke|smoke]] [[Grenade|grenades]], but easily incites lynch mobs.<br>
Can only be obtained through the circuit board being printed, and the required parts being assembled first.<br>
'''Upgradeable parts''':
<div class="toccolours mw-collapsible mw-collapsed">
Click expand to see upgrades:
<div class="mw-collapsible-content">
* '''Manipulator''': Unlocks the higher range settings.
* '''Matter bin''': Increases maximum capacity.
* '''Capacitor''': Increases efficiency.
</div>
</div>


* [[Plasma]]
* Uranium


The [[Vending_machines#Medbay|NanoMed Plus]] is your main source of generic toxin when hacked.
==Metabolism==
When a reagent enters a body, it will then "tick" or "cycle" about every 2 seconds (these are called "life ticks", and are 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 [[Guide_to_food_and_drinks#Hunger|hungry]] (sluggish), this will happen 20% slower, which makes chemicals have a bigger total effect since they last longer without being weaker per tick. Many mobs are "simplemobs" which means they don't have bloodstreams and can thus not be poisoned, sedated or healed with medicine. Monkeys and most playable humanoids are the exceptions to this.




==Active Pure Chemicals==
==Active Pure Chemicals==
A.K.A. what happens when you eat these. Chemicals unmentioned don't have any effect.
A.K.A. what happens when you eat or splash these. Their metabolism rate is 0.4u per cycle unless said otherwise. Unmentioned dispensable chemicals don't have any effects. Plasma and uranium requires you to grind mineral sheets to acquire.
*'''Chlorine''': Causes minor physical damage to various body parts.
*'''Chlorine''': Causes {{dmgs|q|1 brute damage}} per tick to a random body part.
*'''Ethanol''': The most potent alcoholic "beverage", with the fastest toxicity.
*'''Copper''': Can be splashed on metal sheets to create bronze sheets.
*'''Fluorine''': Causes minor toxin damage.
*{{anchor|Ethanol}}'''Ethanol''': A decent alcoholic "beverage", with a [[Guide_to_food_and_drinks#Drinks|booze power]] of 65. Increases success rate of [[Surgery|surgery]] and flammability when applied externally. Metabolism rate 0.2.
*'''Fluorine''': Causes {{dmgs|e|1 toxin damage}} per tick.
*'''Iron''': Slowly restores blood volume.
*'''Lithium''': Causes twitching, drooling, moaning and not being able to walk straight.
*'''Lithium''': Causes twitching, drooling, moaning and not being able to walk straight.
*'''Mercury''': Causes brain damage, twitching, drooling, moaning and not being able to walk straight.
*'''Mercury''': Causes 1 brain damage per tick, twitching, drooling, moaning and not being able to walk straight.
*'''Radium''': Causes irradation.
*'''[[Plasma]]''': Causes {{dmgs|e|3 toxin damage}} per tick and explodes with a bright flash when heated to 320k. Not to be confused with Stable Plasma, which does nothing.
*'''Sugar''': Gives nutrition.
*'''Radium''': Slowly causes irradiation (2 per tick). Creates glowing green goo on floor if more than 3u is spilled.
*'''Sulphuric Acid''': Causes minor toxin damage and instant brute damage to one body part when ingested. Destroys head-wear and causes burn damage when sprayed on someone.
*'''Sugar''': Gives nutrition. Causes hyperglycemic shock if overdosed (200u). Metabolism rate 0.8.
*'''[[Plasma]]''': Causes major toxin damage.
*'''Sulfuric Acid''': Causes {{dmgs|e|1 toxin damage}} and {{dmgs|q|some instant brute damage}} to one body part when ingested, and slightly more {{dmgs|q|brute damage}} when ''injected''. Destroys head-wear and causes {{dmgs|w|burn damage}} when sprayed or splashed on someone. Counts as a [[#Toxins|toxin]].
*'''Uranium''': Causes slight irradiation.
*'''Uranium''': Causes slight (1 per tick) irradiation. Creates glowing green goo on floor if more than 3u is spilled.
*'''Toxin''': Causes moderate toxin damage.
*'''Welding Fuel''': Causes {{dmgs|e|1 toxin damage}} per tick. Makes people flammable if splashed on.
 
 
== Components ==
== Components ==
These are very basic chemicals that you'll use in a lot of other more complicated chems. They can still be toxic, though.
These are very basic chemicals that you'll use in a lot of other more complicated chems. They can still be toxic, though.
{| class="wikitable sortable" style="width:100%; text-align:left; border: 3px solid #FFDD66; cellspacing=0; cellpadding=2; background-color:white;"
{| class="wikitable sortable" style="width:100%; text-align:left; border: 3px solid #FFDD66; cellspacing=0; cellpadding=2; background-color:white;"
! scope="col" style='width:150px; background-color:#FFDD66;'|Name
! scope="col" style='width:150px; background-color:#FFDD66;'|Name
Line 50: Line 139:
|-
|-
!style='background-color:#FFEE88;'|{{anchor|Ash}}Ash <span style="color:#C8A5DC;background-color:white">▮</span>
!style='background-color:#FFEE88;'|{{anchor|Ash}}Ash <span style="color:#C8A5DC;background-color:white">▮</span>
|1 part [[#Oil|Oil]]<br>temperature 480 K
|{{RecursiveChem/Ash}}
|Basic ingredient in a couple of recipes.
|Basic ingredient in a couple of recipes.
|-
|-
Line 58: Line 147:
|-
|-
!style='background-color:#FFEE88;'|{{anchor|Carpet}}Carpet <span style="color:#C8A5DC;background-color:white">▮</span>
!style='background-color:#FFEE88;'|{{anchor|Carpet}}Carpet <span style="color:#C8A5DC;background-color:white">▮</span>
|1 part [[#Space Drugs|Space Drugs]]<br>1 part Blood
|{{RecursiveChem/Carpet}}
|Creates a dirty carpet on the floor.
|Creates a dirty carpet on the floor.
|-
|-
!style='background-color:#FFEE88;'|{{anchor|Oil}}Oil <span style="color:#C8A5DC;background-color:white">▮</span>
!style='background-color:#FFEE88;'|{{anchor|Oil}}Oil <span style="color:#C8A5DC;background-color:white">▮</span>
|1 part Welding Fuel<br>1 part Carbon<br>1 part Hydrogen
|1 part Welding Fuel
1 part Carbon
 
1 part Hydrogen
|Burns in a small smoky fire, mostly used to get Ash.
|Burns in a small smoky fire, mostly used to get Ash.
|-
|-
Line 70: Line 162:
|-
|-
!style='background-color:#FFEE88;'|{{anchor|Phenol}}Phenol <span style="color:#C8A5DC;background-color:white">▮</span>
!style='background-color:#FFEE88;'|{{anchor|Phenol}}Phenol <span style="color:#C8A5DC;background-color:white">▮</span>
|1 part Water<br>1 part Chlorine<br>1 part [[#Oil|Oil]]
|{{RecursiveChem/Phenol}}
|Used for certain medical recipes.
|Used for certain medical recipes.
|-
|-
!style='background-color:#FFEE88;'|{{anchor|Acetone}}Acetone <span style="color:#C8A5DC;background-color:white">▮</span>
!style='background-color:#FFEE88;'|{{anchor|Acetone}}Acetone <span style="color:#C8A5DC;background-color:white">▮</span>
|1 part [[#Oil|Oil]]<br>1 part Welding Fuel<br>1 part Oxygen
|{{RecursiveChem/Acetone}}
|Common ingredient in other recipes.
|Common ingredient in other recipes.
|-
|-
!style='background-color:#FFEE88;'|{{anchor|Diethylamine}}Diethylamine
!style='background-color:#FFEE88;'|{{anchor|Diethylamine}}Diethylamine <span style="color:#604030;background-color:white">▮</span>
|1 part [[#Ammonia|Ammonia]]<br>1 part Ethanol
|{{RecursiveChem/Diethylamine}}
|A very potent fertilizer, and the base component of some medicines.
|A very potent fertilizer, and the base component of some medicines.
|-
|-
!style='background-color:#FFEE88;'|{{anchor|Saltpetre}}Saltpetre<span style="color:#C8A5DC;background-color:white">▮</span>
!style='background-color:#FFEE88;'|{{anchor|Ammonia}}Ammonia<span style="color:#404030;background-color:white">▮</span>
|1 part Potassium<br>1 part Nitrogen<br>3 parts Oxygen
|{{RecursiveChem/Ammonia}}
|Ingredient for Bath Salts and Black Powder (results in 3 units instead of 5).
|An effective fertilizer which is better than what is available to the botanist initially, though it isn't as powerful as [[Diethylamine]] (results in 3 units instead of 4).
|-
!style='background-color:#FFEE88;'|{{anchor|Saltpetre}}Saltpetre<span style="color:#60A584;background-color:white"></span>
|{{RecursiveChem/Saltpetre}}
|Ingredient for Bath Salts and Black Powder (results in 3 units instead of 5). Increases potency of plants.
|-
|-
!style='background-color:#FFEE88;'|{{anchor|Lye}}Lye<span style="color:#C8A5DC;background-color:white">▮</span>
!style='background-color:#FFEE88;'|{{anchor|Lye}}Lye<span style="color:#C8A5DC;background-color:white">▮</span>
|1 part Sodium<br>1 part Hydrogen<br>1 part Oxygen
|{{RecursiveChem/Lye}}
|Useful in the manufacturing of wax items like soap.
|Useful in the manufacturing of wax items like soap.
|-
|-
!style='background-color:#FFEE88;'|Lye (Alternate Recipe)<span style="color:#C8A5DC;background-color:white">▮</span>
!style='background-color:#FFEE88;'|Lye (Alternate Recipe)<span style="color:#FFFFD6;background-color:white">▮</span>
|1 part Ash<br>1 part Water
|1 part [[#Ash|Ash]]<br>1 part Water<br>1 part Carbon
|Useful in the manufacturing of wax items like soap.
|Useful in the manufacturing of wax items like soap.
|-
|-
|}
|}
== Medicines ==
== Medicines ==
"''And that's how I lost my medical license!''" Don't be this guy. Make these. Lots of these.
"''And that's how I lost my medical license!''" Don't be this guy. Make these. Lots of these.


See [[guide to medicine|Guide to Medicine]] for more information on what to use when.
See [[guide to medicine|Guide to Medicine]] for more information on what to use when.
===Core Healing Medicines===
===Core Healing Medicines===
These 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.
These 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.
{| class="wikitable sortable" style="width:100%; text-align:left; border: 3px solid #FFDD66; cellspacing=0; cellpadding=2; background-color:white;"
{| class="wikitable sortable" style="width:100%; text-align:left; border: 3px solid #FFDD66; cellspacing=0; cellpadding=2; background-color:white;"
! scope="col" style='width:150px; background-color:#FFDD66;'|Name
! scope="col" style='width:150px; background-color:#FFDD66;'|Name
Line 114: Line 206:
|-
|-
!style='background-color:#FFEE88;'|{{anchor|Silver Sulfadiazine}}Silver Sulfadiazine<span style="color:#C8A5DC;background-color:white">▮</span>
!style='background-color:#FFEE88;'|{{anchor|Silver Sulfadiazine}}Silver Sulfadiazine<span style="color:#C8A5DC;background-color:white">▮</span>
|1 part Ammonia<br>1 part Silver<br>1 part Sulfur<br>1 part Oxygen<br>1 part Chlorine
|{{RecursiveChem/Silver Sulfadiazine}}
|Burn
|Burn
|On touch, quickly heals burn damage. Basic anti-burn healing drug.<br>On ingestion, deals minor toxin damage.
|If applied by patch - Instantly heals {{dmgs|w|burn}} damage on the location it is applied to, equal to the amount applied. Will also heal an additional {{dmgs|w|0.5 burn}} damage per tick, but may also temporarily disable limbs or the player due to extreme pain.
|0.4 units per tick
On ingestion, inhalation or injection, it deals {{dmgs|e|0.5 toxin}} damage per tick instead.
|N/A
 
On overdose, will suffocate at {{dmgs|r|1 suffocation}} damage per tick.  
|1.0 units per tick
|100 units
|N/A
|N/A
|-
|-
!style='background-color:#FFEE88;'|{{anchor|Styptic Powder}}Styptic Powder<span style="color:#C8A5DC;background-color:white">▮</span>
! style="background-color:#FFEE88;" |{{anchor|Styptic Powder}}Styptic Powder<span style="color:#FF9696;background-color:white">▮</span>
|1 part Aluminium<br>1 part Hydrogen<br>1 part Oxygen<br>1 part Sulfuric Acid
|{{RecursiveChem/Styptic Powder}}
|Brute
|Brute
|On touch, quickly heals brute damage. Basic anti-brute healing drug.<br>On ingestion, deals minor toxin damage.
|If applied by patch - Instantly heals {{dmgs|q|brute}} damage on the location it is applied, equal to the amount applied. Will also heal an additional {{dmgs|q|0.5 brute}} damage per tick, but may also temporarily disable limbs or the player due to extreme pain.
|0.4 units per tick
On ingestion, inhalation or injection, it deals {{dmgs|e|0.5 toxin}} damage per tick instead.
|N/A
 
On overdose, will suffocate at {{dmgs|r|1 suffocation}} damage per tick.  
|1.0 units per tick
|100 units
|N/A
|N/A
|-
|-
!style='background-color:#FFEE88;'|{{anchor|Saline-Glucose Solution}}Saline-Glucose Solution<span style="color:#C8A5DC;background-color:white">▮</span>
! style="background-color:#FFEE88;" |{{anchor|Saline-Glucose Solution}}Saline-Glucose Solution<span style="color:#DCDCDC;background-color:white">▮</span>
|1 part [[Sodium Chloride]]<br>1 part Water<br>1 part Sugar
|{{RecursiveChem/Saline-Glucose Solution}}
|Brute, burn
|Brute, burn
|Has a 33% chance per metabolism cycle to heal brute and burn damage. Can be used as a substitute for blood if hooked up via IV drip.
|Has a 33% chance per tick to heal {{dmgs|qw|0.5 brute|0.5 burn|}}. Can be used as a temporary substitute for blood if hooked up via IV drip or injected via a syringe.
|0.5 units per tick
On overdose, rarely deals {{dmgs|qw|1 brute|1 burn}} and metabolize 1u of salt or 1u of sugar.
|N/A
 
The rare damages on overdose are countered by the healing done by the saline.
|0.2 units per tick
|60 units
|N/A
|N/A
|-
|-
!style='background-color:#FFEE88;'|{{anchor|Synthflesh}}Synthflesh<span style="color:#C8A5DC;background-color:white">▮</span>
! style="background-color:#FFEE88;" |{{anchor|Synthflesh}}Synthflesh<span style="color:#FFEBEB;background-color:white">▮</span>
|1 part Blood<br>1 part Carbon<br>1 part [[Styptic Powder]]
|{{RecursiveChem/Synthflesh}}
|Brute, burn
|Brute, burn
|Has a 100% chance of instantly healing brute and burn damage. <br>Touch based only
|If applied by patch - Instantly heals {{dmgs|qw|brute|burn}} damage on the location it is applied to, equal to the amount applied. Will also heal an additional {{dmgs|qw|0.5 brute|0.5 burn|}} per tick, but may also temporarily disable limbs or the player due to extreme pain.
|0.4 units per tick
<s>On ingestion, inhalation or injection, it deals {{dmgs|e|2 toxin}} damage per tick instead.</s>
|N/A
 
|N/A
On overdose, deals {{dmgs|e|2 toxin}} damage per tick.
 
'''100u may be applied to a husked corpse with less than {{dmgs|w|50 burn}} damage to restore the body to normal integrity.'''
| 1.0 units per tick  
|125 units
|N/A  
|-
|-
!style='background-color:#FFEE88;'|{{anchor|Charcoal}}Charcoal<span style="color:#C8A5DC;background-color:white">▮</span>
! style="background-color:#FFEE88;" |{{anchor|Charcoal}}Charcoal<span style="color:#000000;background-color:white">▮</span>
|1 part Ash<br>1 part Sodium Chloride temperature 380 K
|{{RecursiveChem/Charcoal}}
|Toxin
|Toxin
|Slowly heals toxin damage at a rate of 2 per tick, will also slowly remove any other chemicals.
|Heals {{dmgs|e|1 toxin}} damage per tick, will also purge any other chemicals at 0.75u per tick.
|0.5 units per tick
|0.4 units per tick
|N/A
|N/A
|N/A
|N/A
|-
|-
!style='background-color:#FFEE88;'|{{anchor|Salbutamol}}Salbutamol<span style="color:#C8A5DC;background-color:white">▮</span>
! style="background-color:#FFEE88;" |{{anchor|Salbutamol}}Salbutamol<span style="color:#00FFFF;background-color:white">▮</span>
|1 part [[Salicyclic Acid]]<br>1 part Lithium<br>1 part Aluminium<br>1 part Bromine<br>1 part [[Ammonia]]
|{{RecursiveChem/Salbutamol}}
|Suffocation
|Suffocation  
|Quickly heals oxygen damage at a rate of 3 per tick while slowing down suffocation. Great for stabilizing critical patients!
|Quickly heals {{dmgs|r|3 suffocation}} damage per tick while slowing down suffocation. Overdoses cause excess Salbutamol to be metabolized into [[Histamine]] at a rate of 1u of Salbutamol to 1u of Histamine per tick.
|.25 units per tick
|0.1 units per tick
|N/A
|25 units
|N/A
|N/A
|-
|-
!style='background-color:#FFEE88;'|{{anchor|Bicaridine}}Bicaridine<span style="color:#C8A5DC;background-color:white">▮</span>
! style="background-color:#FFEE88;" |{{anchor|Bicaridine}}Bicaridine<span style="color:#C8A5DC;background-color:white">▮</span>
|1 part Carbon <br>1 part Oxygen<br>1 part Sugar<br>
|{{RecursiveChem/Bicaridine}}
|Brute
|Brute
|Heals brute damage.
|Heals {{dmgs|q|1 brute damage}} at first, but gradually drops in efficacy as the patient's body accumulates BC1 Metabolites from processing it.
|0.4 per tick
Overdoses cause the patient's body to rapidly purge the medicine and deal minor liver damage.  
|30u
|0.2 units per tick
| 30 units
|N/A
|N/A
|-
|-
!style='background-color:#FFEE88;'|{{anchor|Kelotane}}Kelotane<span style="color:#C8A5DC;background-color:white">▮</span>
! style="background-color:#FFEE88;" |{{anchor|Kelotane}}Kelotane<span style="color:#C8A5DC;background-color:white">▮</span>
|1 part Carbon <br>1 part Silicon<br>
|{{RecursiveChem/Kelotane}}
|Burn
|Burn
|Heals burn damage at a rate of 2 units per tick..
|Heals {{dmgs|w|1 burn damage}} at first, but gradually drops in efficacy as the patient's body accumulates KL1 Metabolites from processing it.
|0.4 per tick
Overdoses cause the patient's body to rapidly purge the medicine and deal minor liver damage.  
|30u
|0.2 units per tick
|30 units
|N/A
|N/A
|-
|-
!style='background-color:#FFEE88;'|{{anchor|Antitoxin}}Antitoxin<span style="color:#C8A5DC;background-color:white">▮</span>
! style="background-color:#FFEE88;" |{{anchor|Antitoxin}}Antitoxin<span style="color:#C8A5DC;background-color:white">▮</span>
|1 part Nitrogen<br>1 part Silicon<br>1 part Potassium<br>
|{{RecursiveChem/Antitoxin}}
|Toxin
|Toxin
|Heals 2 toxin damage and removes 1u of other chemicals per tick.
|Heals {{dmgs|e|1 toxin damage}} at first, but gradually drops in efficacy as the patient's body accumulates AT1 Metabolites from processing it.
|0.4 per tick
Overdoses cause the patient's body to rapidly purge the medicine and deal minor liver damage.  
|30u
|0.4 units per tick
|30 units
|N/A
|N/A
|-
|-
!style='background-color:#FFEE88;'|{{anchor|Tricordrazine}}Tricordrazine<span style="color:#C8A5DC;background-color:white">▮</span>
! style="background-color:#FFEE88;" |{{anchor|Dexalin}}Dexalin<span style="color:#C8A5DC;background-color:white">▮</span>
|1 part Kelotane<br>1 part Bicaridine<br>1 part Antitoxin<br>
|{{RecursiveChem/Dexalin}}
|Brute/Burn/Toxin
|Suffocation
|Heals 1 of each damage type per tick.
|Heals {{dmgs|r|1.5 suffocation damage}} per tick
|0.4 per tick
Overdoses cause 2 heart damage per tick.
|30u
|0.2 units per tick
|30 units
|N/A
|-
! style="background-color:#FFEE88;" |{{anchor|Dexalin+}}Dexalin Plus<span style="color:#C8A5DC;background-color:white">▮</span>
|{{RecursiveChem/Dexalin Plus}}
|Suffocation
|Heals {{dmgs|r|3 suffocation}} damage per tick. Overdoses cause rapid heart damage at 4 per tick and are likely to lead to cardiac arrest.
|0.4 units per tick
|25 units
| N/A
|-
! style="background-color:#FFEE88;" |{{anchor|Tricordrazine}}Tricordrazine<span style="color:#C8A5DC;background-color:white"></span>
|{{RecursiveChem/Tricordazine}}
|All four basic types
|Heals {{dmgs|qwer|2 brute|2 burn|2 toxin|2 suffocation}} damage per tick, but rapidly drops in efficacy as the patient's body accumulates TC1 Metabolites from processing it. Due to its rapid metabolization and drop in efficacy, Tricordrazine is best used as an additive with other medicines or treatments for a extra burst of help, but is not going to do much when used alone.
Overdoses cause 1 liver damage and {{dmgs|e|2 toxin}} damage per tick
|1.2 units per tick  
|30 units
|N/A
|N/A
|-
|-
!style='background-color:#FFEE88;'|{{anchor|Cryoxadone}}Cryoxadone<span style="color:#C8A5DC;background-color:white">▮</span>
! style="background-color:#FFEE88;" |{{anchor|Cryoxadone}}Cryoxadone<span style="color:#0000C8;background-color:white">▮</span>
|1 part Stable Plasma<br>1 part Acetone<br>1 part Unstable Mutagen
|{{RecursiveChem/Cryoxadone}}
|All types
|All types
|Required for the proper function of cryogenics. It heals all types of damage (including clone damage) very swiftly, but only when in a very cold environment. Is more effective in colder environments.
|Required for the proper function of cryogenics. It heals all types of damage very swiftly (except clone damage, which is healed very slowly), but only when in a very cold environment. Healing strength is proportional to temperature.
|0.4 units per tick
|0.4 units per tick
|N/A
|N/A
|N/A
|N/A
|-
|-
!style='background-color:#FFEE88;'|{{anchor|Mannitol}}Mannitol<span style="color:#C8A5DC;background-color:white">▮</span>
! style="background-color:#FFEE88;" |{{anchor|Pyroxadone}}Pyroxadone<span style="color:#f7832a;background-color:white">▮</span>
|1 part Hydrogen<br>1 part Water<br>1 part Sugar
|{{RecursiveChem/Pyroxadone}}
|All four basic types and cellular
|Inverse [[#Cryoxadone|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 {{dmgs|e|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 {{dmgs|qer|10 brute|10 toxin|20 suffocation}} and 10 cellular. Works on [[Guide_to_races#Jelly_and_Slime_Mutants|slimepeople]].
|0.4 units per tick
|N/A
|N/A
|-
! style="background-color:#FFEE88;" |{{anchor|Clonexadone}}Clonexadone<span style="color:#0000C8;background-color:white">▮</span>
|{{RecursiveChem/Clonexadone}}
|Clone
|Quickly heals clone damage, but only when in a cold environment. Healing strength is proportional to temperature. Fixes changeling sting body swaps If drunk, returning the consumer to their original form. (note, the unit amount varies due to server lag, as the clonexadone must be metabolised for 90 seconds. 35u or more should always be enough.)
|0.6 units per tick
|N/A
|N/A
|-
! style="background-color:#FFEE88;" |{{anchor|Mannitol}}Mannitol<span style="color:#DCDCFF;background-color:white"></span>
|{{RecursiveChem/Mannitol}}
|Brain
|Brain
|Quickly heals brain damage - best used in cryo alongside Cryoxadone, but will still heal if taken via other means.
|Quickly heals brain damage at 2 per tick - best used in cryo alongside Cryoxadone, but will still heal if taken via other means.<br />Usually it has no overdose, but it has 35u overdose to brain tumor people. When overdosed, has awful brain healing to brain tumor people, at 0.1 damage per tick.
| 0.4 units per tick
|N/A
|N/A
|-
! style="background-color:#FFEE88;" |{{anchor|System Cleaner}}System Cleaner<span style="color:#DCDCFF;background-color:white">▮</span>
|{{RecursiveChem/System Cleaner}}
|Toxin
|Quickly purges {{dmgs|e|2 toxin|}} damage per tick in the rare case an IPC gets said damage. Will also purge other chemicals at 1u per tick.
'''Only works on IPCs.'''
|0.2 units per tick
|N/A
|N/A
|-
! style="background-color:#FFEE88;" |{{anchor|Solder}}Solder<span style="color:#DCDCFF;background-color:white">▮</span>
|{{RecursiveChem/Solder}}
|Brain
|Quickly heals brain damage at 3 per tick, reduces hallucinations and has a chance to cure [[Guide to Traumas|mild]] and [[Guide to Traumas#Special|special brain traumas]] every tick.
'''Only works on IPCs.'''
| 0.4 units per tick
|N/A
|N/A
|-
! style="background-color:#FFEE88;" |{{anchor|Neurine}}Neurine<span style="color:#EEFF8F;background-color:white">▮</span>
|{{RecursiveChem/Neurine}}
| Minor brain traumas
|Reacts with neural tissue, helping reform damaged connections. Chance every tick to cure [[Guide_to_Traumas#Basic_Traumas_Without_Prefix|basic traumas]]. More [[Guide_to_Traumas#Severe_Prefix|severe]] traumas usually require [[surgery]]. Quickly purges [[Guide_to_food_and_drinks#Neurotoxin |Neurotoxin]].
|0.4 units per tick
|0.4 units per tick
|N/A
|N/A
Line 210: Line 379:
|-
|-
|}
|}
 
=== Superior Healing Medicines===
===Superior Healing Medicines===  
These healing drugs are harder to make than the core healing drugs, however they are significantly better at healing.
These healing drugs are harder to make than the core healing drugs, however they are significantly better at healing.


Also, many upgraded drugs can be overdosed with, leading to a negative outcome. Be sure to monitor how many units of chemicals someone is injected with.
Also, many upgraded drugs can be overdosed with, leading to a negative outcome. Be sure to monitor how many units of chemicals someone is injected with.
{| class="wikitable sortable" style="width:100%; text-align:left; border: 3px solid #FFDD66; cellspacing=0; cellpadding=2; background-color:white;"
{| class="wikitable sortable" style="width:100%; text-align:left; border: 3px solid #FFDD66; cellspacing=0; cellpadding=2; background-color:white;"
! scope="col" style='width:150px; background-color:#FFDD66;'|Name
! scope="col" style="width:150px; background-color:#FFDD66;" |Name  
! scope="col" class="unsortable" style='width:150px; background-color:#FFDD66;'|Recipe
! scope="col" class="unsortable" style="width:150px; background-color:#FFDD66;" |Recipe
! scope="col" style='background-color:#FFDD66;'|Treatment for
! scope="col" style="background-color:#FFDD66;" |Treatment for
! scope="col" class="unsortable" style='background-color:#FFDD66;'|Description
! scope="col" class="unsortable" style="background-color:#FFDD66;" |Description
! scope="col" class="unsortable" style='background-color:#FFDD66;'|Metabolism Rate
! scope="col" class="unsortable" style="background-color:#FFDD66;" |Metabolism Rate
! scope="col" style='background-color:#FFDD66;'|Overdose Threshold
! scope="col" style="background-color:#FFDD66;" |Overdose Threshold  
! scope="col" style='background-color:#FFDD66;'|Addiction Threshold
! scope="col" style="background-color:#FFDD66;" | Addiction Threshold
|-
|-
!style='background-color:#FFEE88;'|{{anchor|Salicyclic Acid}}Salicyclic Acid<span style="color:#C8A5DC;background-color:white">▮</span>
! style="background-color:#FFEE88;" |{{anchor|Salicyclic Acid}}Salicyclic Acid<span style="color:#D2D2D2;background-color:white">▮</span>
|1 part Sodium<br>1 part [[Phenol]]<br>1 part Carbon<br>1 part Oxygen<br>1 part Sulfuric Acid
|{{RecursiveChem/Salicyclic Acid}}
|Brute
|Brute
|If you have more than 50 brute damage, heals 4 units. If you have less than 50 brute damage, heals 0.5 units. Overdosing will deal more brute damage.
| Heals {{dmgs|q|3 brute damage}} per tick, but causes exhaustion while it is healing. Overdoses cause 2 liver and {{dmgs|e||3 toxin|}} damage per tick, but also double the {{dmgs|q|brute|}} healing.  
|0.5 per tick
|0.2 units per tick
|25 units
|25 units
|N/A
|N/A
|-
|-
!style='background-color:#FFEE88;'|{{anchor|Oxandrolone}}Oxandrolone<span style="color:#C8A5DC;background-color:white">▮</span>
! style="background-color:#FFEE88;" |{{anchor|Oxandrolone}}Oxandrolone<span style="color:#F7FFA5;background-color:white">▮</span>
|3 parts Carbon<br>1 part [[Phenol]]<br>1 part Hydrogen<br>1 part Oxygen
|{{RecursiveChem/Oxandrolone}}
|Burn
|Burn
|If you have more than 50 burn damage, heals 4 units. If you have less than 50 burn damage, heals 0.5 units. Overdosing will deal more burn damage.
|Heals {{dmgs|w|3 burn damage}} per tick, but causes exhaustion while it is healing. Overdoses cause 2 liver and {{dmgs|e|3 toxin|}} damage per tick, but also double the {{dmgs|w|burn|}} healing.
|0.5 per tick
|0.2 units per tick
|25 units
|25 units
|N/A
|N/A
|-
|-
!style='background-color:#FFEE88;'|{{anchor|Omnizine}}Omnizine<span style="color:#C8A5DC;background-color:white">▮</span>
! style="background-color:#FFEE88;" |{{anchor|Carthatoline}}Carthatoline<span style="color:#225722;background-color:white">▮</span>
|Grown from Ambrosia Deus
|{{RecursiveChem/Carthatoline}}
|Brute, burn, toxin and suffocation
|Toxin
|Heals .5 of each damage type per tick, no side effects or restrictions. Found in Ambrosia Deus.<br>If overdosed it will deal 1.5 damage of each damage type per tick.
|Heals {{dmgs|e|3 toxin damage}} per tick while purging toxic chems at a rate of 1u per tick as well as being very likely to cause vomiting. Overdoses cause 2 brain damage per tick.
|0.25 units per tick
|0.4 units per tick
|30
|25 units
| N/A
|-
! style="background-color:#FFEE88;" |{{anchor|Omnizine}}Omnizine<span style="color:#DCDCDC;background-color:white">▮</span>
|Grown from Ambrosia Deus or found in heated Donk Pockets
|Brute, burn, toxin and suffocation  
|Heals {{dmgs|qwer|0.5 brute|0.5 burn|0.5 toxin|0.5 suffocation}} damages per tick except cellular. If overdosed it will deal {{dmgs|qwer|1.5 brute|1.5 burn|1.5 toxin|1.5 suffocation}} per tick but not cellular damage.
|0.1 units per tick
| 30 units
|N/A
|N/A
|-
|-
!style='background-color:#FFEE88;'|{{anchor|Pentetic Acid}}Pentetic Acid<span style="color:#C8A5DC;background-color:white">▮</span>
! style="background-color:#FFEE88;" |{{anchor|Pentetic Acid}}Pentetic Acid<span style="color:#E6FFF0;background-color:white">▮</span>
|1 part Welding Fuel<br>1 part Chlorine<br>1 part [[Ammonia]]<br>1 part [[Formaldehyde]]<br>1 part Sodium<br>1 part [[Cyanide]]
|{{RecursiveChem/Pentetic Acid}}
|Radiation, toxin
|Radiation, toxin
|Reduces massive amounts of radiation and toxin damage while purging other chemicals from the body. Has a chance of dealing brute damage.
|Treats massive radiation exposure extremely well but has deminishing returns the lower radiation you have. Treats {{dmgs|e|2 toxin|}} damage a tick but purges all other chemicals from body at a rate of 2u per tick, including medicines.<br>Other [[#Carthatoline|anti-toxins]] should be used instead if only treating toxin damage.
|0.5 units per tick
|0.2 units per tick
|N/A
|N/A
|N/A
|N/A
|-
|-
!style='background-color:#FFEE88;'|{{anchor|Perfluorodecalin}}Perfluorodecalin<span style="color:#C8A5DC;background-color:white">▮</span>
! style="background-color:#FFEE88;" |{{anchor|Perfluorodecalin}}Perfluorodecalin<span style="color:#FF6464;background-color:white">▮</span>
|1 part Hydrogen<br>1 part Fluorine<br>1 part [[Oil]] temperature 370 K
|{{RecursiveChem/Perfluorodecalin}}
|Suffocation
|Suffocation
|Heals suffocation damage so quickly that you could have a spacewalk, but it mutes your voice. Has a 33% chance of healing brute and burn damage per cycle as well.
| Heals suffocation damage incredibly quickly at a rate of {{dmgs|r|10 suffocation}} per tick. which can allow you to spacewalk. Also heals your lungs 2 damage per tick, but will cause {{dmgs|e|2 toxin|}} damage per tick. Overdoses cause 2 heart damage per tick.
|0.25 units per tick
|0.1 units per tick
|N/A
|30 units
|N/A
|N/A
|-
|-
!style='background-color:#FFEE88;'|{{anchor|Atropine}}Atropine<span style="color:#C8A5DC;background-color:white">▮</span>
! style="background-color:#FFEE88;" |{{anchor|Atropine}}Atropine<span style="color:#000000;background-color:white">▮</span>
|1 part Ethanol<br>1 part Acetone<br>1 part Diethylamine<br>1 part Phenol<br>1 part Sulphuric Acid
|{{RecursiveChem/Atropine}}
|Brute, burn and suffocation
|Brute, Burn, Toxin and Suffocation
|If patients health is critical it will heal 2 brute, burn and toxin damage per cycle, as well as stop any oxyloss. Good for stabilising critical patients.<br>If overdosed it will deal toxin damage.
|Rapidly stabilizes and heals anyone in or near critical condition by healing {{dmgs|qwer|4 brute|4 burn|4 toxin|5 suffocation}} damages per tick, but causes dizziness and jittering. Overdoses will cause excess Atropine to be rapidly metabolized into [[Histamine]], at a rate of 3u of Histamine for 2u of Atropine.
|0.25 units per tick
|0.1 units per tick
|35
|15 units
|N/A
|N/A
|-
|-
!style='background-color:#FFEE88;'|{{anchor|Calomel}}Calomel<span style="color:#C8A5DC;background-color:white">▮</span>
! style="background-color:#FFEE88;" |{{anchor|Calomel}}Calomel<span style="color:#19C832;background-color:white">▮</span>
|1 part Mercury<br>1 part Chlorine temperature 374 K
|{{RecursiveChem/Calomel}}
|Purge
|Purge
|Quickly purges the body of all chemicals. If your health is above 20, large amounts of toxin damage is dealt.
|Quickly purges the body of all chemicals at 2.5u per tick.
|0.5 units per tick
'''If your health is above 20, {{dmgs|e|2.5 toxin|}} damage is dealt per tick.'''
|0.2 units per tick
|N/A
|N/A
|N/A
|N/A
|-
|-
!style='background-color:#FFEE88;'|{{anchor|Mutadone}}Mutadone<span style="color:#C8A5DC;background-color:white">▮</span>
! style="background-color:#FFEE88;" |{{anchor|Hepanephrodaxon}}Hepanephrodaxon<span style="color:#D2691E;background-color:white">▮</span>
|1 part Unstable Mutagen<br>1 part Acetone<br>1 part Bromine
|{{RecursiveChem/Hepanephrodaxon}}
|Liver, Toxin
|Superior anti-toxin that heals {{dmgs|e|6 toxin|}} damage per tick and also heals liver damage at a quick rate of 4 damage per tick, so long as the liver is still functional, but causes confusion. Overdoses cause brain 2 damage per tick and more severe confusion. Extremely fast metabolization.
|3.75 units per tick
|10 units
|N/A
|-
|-
! style="background-color:#FFEE88;" |{{anchor|Mutadone}}Mutadone<span style="color:#5096C8;background-color:white"></span>
|{{RecursiveChem/Mutadone}}
|Genetic
|Genetic
|Heals your genetic mutations.
|Removes all your genetic mutations, this can't humanize monkeys.
|0.4 units per tick
|0.4 units per tick
|N/A
|N/A
|N/A
|N/A
|-
|-
! style="background-color:#FFEE88;" |{{anchor|Inaprovaline}}Inaprovaline<span style="color:#5096C8;background-color:white">▮</span>
|Wave the meditopia banner around.
|Oxygen
|Stabilizes the breathing of patients. Good for those in critical condition.
|N/A
|N/A
|N/A
|}
|}
 
===Unique Healing Medicines===
===Unique Healing Medicines===  
These healing drugs preform a unique function that is not commonly used or seen in game.
These healing drugs preform a unique function that is not commonly used or seen in game.
{| class="wikitable sortable" style="width:100%; text-align:left; border: 3px solid #FFDD66; cellspacing=0; cellpadding=2; background-color:white;"
{| class="wikitable sortable" style="width:100%; text-align:left; border: 3px solid #FFDD66; cellspacing=0; cellpadding=2; background-color:white;"
! scope="col" style='width:150px; background-color:#FFDD66;'|Name
! scope="col" style="width:150px; background-color:#FFDD66;" | Name
! scope="col" class="unsortable" style='width:150px; background-color:#FFDD66;'|Recipe
! scope="col" class="unsortable" style="width:150px; background-color:#FFDD66;" |Recipe
! scope="col" style='background-color:#FFDD66;'|Treatment for
! scope="col" style="background-color:#FFDD66;" |Treatment for
! scope="col" class="unsortable" style='background-color:#FFDD66;'|Description
! scope="col" class="unsortable" style="background-color:#FFDD66;" |Description
! scope="col" class="unsortable" style='background-color:#FFDD66;'|Metabolism Rate
! scope="col" class="unsortable" style="background-color:#FFDD66;" |Metabolism Rate
! scope="col" style='background-color:#FFDD66;'|Overdose Threshold
! scope="col" style="background-color:#FFDD66;" |Overdose Threshold
! scope="col" style='background-color:#FFDD66;'|Addiction Threshold
! scope="col" style="background-color:#FFDD66;" |Addiction Threshold
|-
|-
!style='background-color:#FFEE88;'|{{anchor|Potassium Iodide}}Potassium Iodide<span style="color:#C8A5DC;background-color:white">▮</span>
! style="background-color:#FFEE88;" |{{anchor|Potassium Iodide}}Potassium Iodide<span style="color:#14FF3C;background-color:white">▮</span>
|1 part Potassium<br>1 part Iodine
|{{RecursiveChem/Potassium Iodide}}
|Radiation
|Radiation
|Reduces low radiation damage very effectively.
|Reduces low radiation damage very effectively.
|2 units per tick
|0.8 units per tick
|N/A
|N/A
|N/A
|N/A
|-
|-
!style='background-color:#FFEE88;'|{{anchor|Ephedrine}}Ephedrine<span style="color:#C8A5DC;background-color:white">▮</span>
! style="background-color:#FFEE88;" |{{anchor|Ephedrine}}Ephedrine<span style="color:#D2FFFA;background-color:white">▮</span>
|1 part [[Diethylamine]]<br>1 part Sugar<br>1 part Oil<br>1 part Hydrogen
|{{RecursiveChem/Ephedrine}}
|Stun
|Stun
|Reduces stun times, increases run speed, and stabilizes crit.<br>If overdosed it will deal toxin and oxyloss damage.
|Reduces stun times, increases run speed.<br>If overdosed it will deal {{dmgs|er|toxin| suffocation}} damage and will cause seizures also has a chance to make you drop the thing you were holding..
|0.5 units per tick
|0.2 units per tick
|45
|30 units
|30
|25 units
|-
|-
!style='background-color:#FFEE88;'|{{anchor|Diphenhydramine}}Diphenhydramine<span style="color:#C8A5DC;background-color:white">▮</span>
! style="background-color:#FFEE88;" |{{anchor|Diphenhydramine}}Diphenhydramine<span style="color:#64FFE6;background-color:white">▮</span>
|1 part Oil<br>1 part Carbon<br>1 part Bromine<br>1 part [[Diethylamine]]<br>1 part Ethanol
|{{RecursiveChem/Diphenhydramine}}
|Histamine Overdose
|Histamine Overdose
|Purges body of lethal Histamine and reduces jitteriness while causing minor drowsiness.
|Purges body of lethal Histamine at a rate of 3u per tick and reduces jitteriness while causing minor drowsiness.  
|0.5 units per tick
|0.2 units per tick  
|N/A
|N/A
| N/A
|-
! style="background-color:#FFEE88;" |{{anchor|Meclizine}}Meclizine<span style="color:#CECECE;background-color:white">▮</span>
|{{RecursiveChem/Meclizine}}
|Vomiting
|Prevents vomiting and has a small chance to heal {{dmgs|e|1 toxin|}} damage. Overdosing causes {{dmgs|e|2 toxin|}} damage and 2 stomach damage per tick.
|0.25 units per tick
|25
|N/A
|N/A
|-
|-
!style='background-color:#FFEE88;'|{{anchor|Morphine}}Morphine<span style="color:#C8A5DC;background-color:white">▮</span>
! style="background-color:#FFEE88;" |{{anchor|Morphine}}Morphine<span style="color:#A9FBFB;background-color:white">▮</span>
|None: Can be either ordered from Cargo, grown from Botany or found in a NanoMed Plus
|{{RecursiveChem/Morphine}}
|Movement Speed
|Movement Speed
|Will allow you to walk faster. Will eventually knock you out if you take too much.<br>If overdosed it will cause jitteriness, dizziness, force the victim to drop items in their hands and eventually deal toxin damage.
|Will allow you to walk faster. Will make you feel tired after 12 cycles and will knock you out after 24.<br>If overdosed it will cause jitteriness, dizziness, force the victim to drop items in their hands and eventually deal {{dmgs|e|toxin|}} damage.  
|0.5 units per tick
|0.2 units per tick
|30
|30 units
|25
|25 units
|-
|-
!style='background-color:#FFEE88;'|{{anchor|Oculine}}Oculine<span style="color:#C8A5DC;background-color:white">▮</span>
! style="background-color:#FFEE88;" |{{anchor|Oculine}}Oculine<span style="color:#FFFFFF;background-color:white">▮</span>
|1 part [[Charcoal]]<br>1 part Carbon<br>1 part Hydrogen
|{{RecursiveChem/Oculine}}
|Eye
|Eye
|Quickly heals eye damage and reverts blindness.
|Quickly heals eye damage and reverts blindness.
|0.25 units per tick
|0.1 units per tick
|N/A
|N/A
|N/A
| N/A
|-
|-
!style='background-color:#FFEE88;'|{{anchor|Inacusiate}}Inacusiate<span style="color:#6600FF;background-color:white">▮</span>
! style="background-color:#FFEE88;" |{{anchor|Inacusiate}}Inacusiate<span style="color:#6600FF;background-color:white">▮</span>
|1 part [[Charcoal]]<br>1 part Carbon<br>1 part Water
|{{RecursiveChem/Inacusiate}}
|Ear
|Ear
|Instantly removes all ear damage.
|Instantly removes all ear damage. (Results in 2 units instead of 3)
|0.4 units per tick
|0.4 units per tick
|N/A
|N/A
|N/A
|N/A
|-
|-
!style='background-color:#FFEE88;'|{{anchor|Epinephrine}}Epinephrine<span style="color:#C8A5DC;background-color:white">▮</span>
! style="background-color:#FFEE88;" |{{anchor|Epinephrine}}Epinephrine<span style="color:#D2FFFA;background-color:white">▮</span>
|1 part Phenol<br>1 part Acetone<br>1 part Diethylamine<br>1 part Oxygen<br>1 part Chlorine<br>1 part Hydrogen
|{{RecursiveChem/Epinephrine}}
|Stun + Brute, burn, suffocation and toxin
|Stun + Brute, burn, suffocation and toxin
|20% chance each tick to reduce knockout/stun effects, minor stamina regeneration buff. Prevents oxygen damage from going over 35. If the patient is in crit, slowly heals toxins, brute, and burn.<br>If overdosed will deal toxin and stamina damage, and cause suffocation.
|20% chance each tick to reduce knockout/stun effects, minor stamina regeneration buff. Prevents {{dmgs|r|suffocation}} damage from going over 35. If the patient is in crit, it heals {{dmgs|qwer|0.5 brute|0.5 burn|0.5 toxin|0.5 suffocation}} damages per tick.<br>If overdosed will deal {{dmgs|e|toxin|}} and stamina damage, and cause {{dmgs|r|suffocation}}. This is in the EpiPens.
|0.25 units per tick
|0.1 units per tick
|30
|30 units
|N/A
|N/A
|-
|-
!style='background-color:#FFEE88;'|{{anchor|Antihol}}Antihol<span style="color:#C8A5DC;background-color:white">▮</span>
! style="background-color:#FFEE88;" |{{anchor|Antihol}}Antihol<span style="color:#00B4C8;background-color:white">▮</span>
|1 part Ethanol<br>1 part Charcoal<br>1 part Copper<br>
|{{RecursiveChem/Antihol}}
|Alcohol  
|Alcohol
|Helps remove Alcohol from someone's body, as well as eliminating its side effects.
| Helps remove Alcohol from someone's body, as well as eliminating its side effects and slowly healing {{dmgs|e|toxin|}} damage.
|0.4 units per tick
|0.4 units per tick
|N/A
|N/A
|N/A
|N/A
|-
|-
!style='background-color:#FFEE88;'|{{anchor|Stimulants}}Stimulants<span style="color:#C8A5DC;background-color:white">▮</span>
! style="background-color:#FFEE88;" |{{anchor|Stimulants}}Stimulants<span style="color:#78008C;background-color:white">▮</span>
|None
|Traitor Adrenals or Stimpack
|Stun
|Stun
|Increases run speed and eliminates stuns, can heal minor damage.<br>If overdosed it will deal toxin damage and stun.
|Increases run speed and eliminates stuns, can heal all four basic damage types at a rate {{dmgs|qwer|1 brute|1 burn|1 toxin|1 suffocation}} per tick if your total damage is below 50.<br>If overdosed it will deal {{dmgs|e|toxin}} damage and stun.
|0.5 units per tick
|0.2 units per tick
|60
| 60 units
|N/A
|N/A
|-
|-
!style='background-color:#FFEE88;'|{{anchor|Insulin}}Insulin<span style="color:#C8A5DC;background-color:white">▮</span>
! style="background-color:#FFEE88;" |{{anchor|Insulin}}Insulin<span style="color:#FFFFF0;background-color:white">▮</span>
|None
|Found in NanoMed Plus
|Sugar Dependency  
|Sugar Dependency
|Increases sugar depletion.
|Increases sugar depletion by 3u per tick and can wake you up from a hyperglycemic shock faster.
|0.5 units per tick
|0.2 units per tick
|N/A
|N/A
|N/A
|N/A
|-
|-
!style='background-color:#FFEE88;'|{{anchor|Strange Reagent}}Strange Reagent<span style="color:#C8A5DC;background-color:white">▮</span>
! style="background-color:#FFEE88;" |{{anchor|Strange Reagent}}Strange Reagent<span style="color:#A0E85E;background-color:white">▮</span>
|1 part [[Omnizine]]<br>1 part Holy Water<br>1 part Unstable Mutagen
|{{RecursiveChem/Strange Reagent}}
|Death
|Death
|A miracle drug that can bring a dead body back to life! If the corpse has suffered more than 100 brute or burn damage it will fail, however.<br>If used on a living person it will deal Brute and Burn damage.  
|A miracle drug that can bring a dead body back to life! If the corpse has suffered more than 100 {{dmgs|q|brute|}} or {{dmgs|w|burn|}} damage it will fail, however.<br>If used on a living person it will deal minor amounts of {{dmgs|qw|brute|burn}} damage each tick.
|0.4 units per tick
|0.4 units per tick
|N/A
|N/A
|N/A
|N/A  
|-
|-
!style='background-color:#FFEE88;'|{{anchor|Life}}Life<span style="color:#C8A5DC;background-color:white">▮</span>
! style="background-color:#FFEE88;" |{{anchor|Synaptizine}}Synaptizine<span style="color:#FF00FF;background-color:white">▮</span>
|1 part Strange Reagent<br>1 part Synthflesh<br>1 part Blood<br>temperature 375K
|{{RecursiveChem/Synaptizine}}
|Life
|Can create a life form, however its not guaranteed to be friendly. May want to have Security on hot standby. (Results in 1 unit instead of 3)
|N/A
|N/A
|N/A
|-
!style='background-color:#FFEE88;'|{{anchor|Synaptizine}}Synaptizine<span style="color:#C8A5DC;background-color:white">▮</span>
|1 part Sugar<br>1 part Lithium<br>1 part Water
|Hallucination Decrease
|Hallucination Decrease
|Helps Hallucinations go away much faster, and helps you recover from stuns faster. Also Purges Mindbreaker Toxin very quickly. Mildly toxic.
|Helps Hallucinations go away much faster and helps you recover from stuns and knockdowns faster. Also Purges Mindbreaker Toxin very quickly. Deals {{dmgs|e|1 toxin}} damage per tick. Use after the super matter deliminates to stop all hallcuincations.
|0.4 units per tick
|0.4 units per tick
|N/A
|N/A
|N/A
|N/A
|-
|-
!style='background-color:#FFEE88;'|{{anchor|Rezadone}}Rezadone<span style="color:#669900;background-color:white">▮</span>
! style="background-color:#FFEE88;" |{{anchor|Rezadone}}Rezadone<span style="color:#669900;background-color:white">▮</span>
|1 part Carpotoxin<br>1 part Cryptobiolin<br>1 part Copper
|{{RecursiveChem/Rezadone}}
|Cellular Damage Healing
| Cellular Damage Healing
|Instantly heals all cellular damage. Can melt your face and be poisonous if left in the body for a long time. Very good for speedcloning.
|Instantly heals all cellular damage, while healing damage to the body parts. If overdosed deals {{dmgs|e|1 toxin}} damage per tick. Very good for speedcloning.
'''5 units applied to a husk with less than {{dmgs|w|50 burn}} damage will unhusk it.'''
|0.4 units per tick
|0.4 units per tick
|N/A
|30 units
|N/A
|N/A
|-
|-
!style='background-color:#FFEE88;'|{{anchor|Spaceacillin}}Spaceacillin<span style="color:#C8A5DC;background-color:white">▮</span>
! style="background-color:#FFEE88;" |{{anchor|Spaceacillin}}Spaceacillin<span style="color:#C8A5DC;background-color:white">▮</span>
|1 part [[Guide_to_chemistry#Epinephrine|Epinephrine]]<br>1 part [[Guide_to_chemistry#Cryptobiolin|Cryptobiolin]]
|{{RecursiveChem/Spaceacillin}}
|Infections
|Infections
|An all-purpose antiviral agent. Prevents you from spreading any virus in your body.
|An all-purpose antiviral agent. Prevents you from spreading any virus in your body.
|0.5 units per tick
|0.04 units per tick
|N/A
|N/A
|N/A
|N/A
|-
|-
!style='background-color:#FFEE88;'|{{anchor|Miner's Salve}}Miner's Salve<span style="color:#6D6374;background-color:white">▮</span>
! style="background-color:#FFEE88;" |{{anchor|Miner's Salve}}Miner's Salve<span style="color:#6D6374;background-color:white">▮</span>
|1 part Iron<br>1 Part Oil<br>1 Part Water <br>OR grind a twinkie, a sheet of metal and a sheet of plasma
|{{RecursiveChem/Miner's Salve}}
|Improvised Patch Healing Chem
| Improvised Patch Healing Chem
|Heals over time, but prevents you from telling how injured you are. Causes stomach cramps if not applied via touch/patch.
|Slowly heals {{dmgs|qw|brute|burn|}}, but prevents you from telling how injured you are. Causes stomach cramps if not applied via touch/patch. Increases the success chance of surgical steps by 10% if applied via touch/patch.
|0.4 units per tick
|0.16 units per tick
|N/A
|N/A
|N/A
|N/A
|-
|-
!style='background-color:#FFEE88;'|{{anchor|Haloperidol}}Haloperidol<span style="color:#27870a;background-color:white">▮</span>
! style="background-color:#FFEE88;" |{{anchor|Haloperidol}}Haloperidol<span style="color:#27870a;background-color:white">▮</span>
|1 part Chlorine<br>1 part Flourine<br>1 part Aluminum<br>1 part Potassium Iodine<br>1 part Oil
|{{RecursiveChem/Haloperidol}}
|Anti-Drug and Light Sedative
|Anti-Drug and Light Sedative
|Helps fight against the effects of most drugs, while purging them. However also causes drowsiness and stamina damage.
|Helps fight against the effects of most drugs, while purging them at a rate of 5u per tick. However also causes drowsiness and stamina damage and has a small chance to cause brain damage each tick.
|0.16 units per tick
|N/A
|N/A
|-
! style="background-color:#FFEE88;" |{{anchor|Leporazine}}Leporazine <span style="color:#C8A5DC;background-color:white">▮</span>
|{{RecursiveChem/Leporazine}}
|Body temperature
|Keeps a patient's body temperature stable, but if overdosed will cause wild fluctuations in body temperature instead.
| 0.1 units per tick
|30 units
|N/A
|-
! style="background-color:#FFEE88;" |{{anchor|Corazone}}Corazone<span style="color:#F5F5F5;background-color:white">▮</span>
|{{RecursiveChem/Corazone}}
|Heart attack
|Helps prevent cardiac arrest and liver failure, also heals 1.5 heart damage per tick. Overdoses cause Corazone to be metabolized into [[Histamine]] at a rate of 1u per tick.
|0.4 units per tick
|0.4 units per tick
|20 units
|N/A
|-
! style="background-color:#FFEE88;" |{{anchor|Psicodine}}Psicodine<span style="color:#F5F5F5;background-color:white">▮</span>
|{{RecursiveChem/Psicodine}}
|Phobias and Mood
|Suppresses phobias and turns bad mood into neutral mood. Also reduces [[Status_Effects#Jitteriness|jitteriness]], [[Status_Effects#Dizziness|dizziness]], [[Status_Effects#Confusion|confusion]] and [[Status_Effects#Disgust|disgust]]. If overdosed it causes [[Status_Effects#Hallucinations|hallucinations]] and {{dmgs|e|1 toxin}} damage per tick.
|0.1 units per tick
|30 units
|N/A
|N/A
|-
! style="background-color:#FFEE88;" |{{anchor|Energized Jelly}}Energized Jelly<span style="color:#CAFF43;background-color:white">▮</span>
|{{RecursiveChem/Energized Jelly}}
|Stun
|Reduces stun times by around 60% (depends) for [[Guide_to_races#Jellypeople|jellypeople]], while also speeding up [[Guide_to_races#Luminescents|Luminescent's]] cooldowns. Non-jelly lifeforms will just get shocked.
| 0.4 units per tick
| N/A
|N/A
|N/A
|-
|-
!style='background-color:#FFEE88;'|{{anchor|Leporazine}}Leporazine <span style="color:#C8A5DC;background-color:white">▮</span>
! style="background-color:#FFEE88;" |{{anchor|Regenerative Jelly}}Regenerative Jelly<span style="color:#CAFF43;background-color:white">▮</span>
|1 part Copper<br>1 part Silicon<br>5 units Plasma (catalyst)
|{{RecursiveChem/Regenerative Jelly}}
|Body temperature
|Healing
|This keeps a patient's body temperature stable. High doses can allow short periods of unprotected EVA.
|Gradually regenerates all four types of basic damage at a rate of {{dmgs|qwer|0.5 brute|0.5 burn|0.5 toxin|0.5 suffocation}} per tick, without harming [[Guide_to_races#Oozeling|Oozling]] anatomy.
|0.4 units per tick
|0.4 units per tick
|N/A
|N/A
|N/A
|N/A
|}
===Noncraftable Medicines===
These healing drugs are used in sleepers and medibots, but are otherwise uncraftable.
{| class="wikitable sortable" style="width:100%; text-align:left; border: 3px solid #FFDD66; cellspacing=0; cellpadding=2; background-color:white;"
! scope="col" style='width:150px; background-color:#FFDD66;'|Name
! scope="col" style='background-color:#FFDD66;'|Treatment for
! scope="col" class="unsortable" style='background-color:#FFDD66;'|Description
! scope="col" class="unsortable" style='background-color:#FFDD66;'|Metabolism Rate
! scope="col" style='background-color:#FFDD66;'|Overdose Threshold
! scope="col" style='background-color:#FFDD66;'|Addiction Threshold
|-
|-
!style='background-color:#FFEE88;'|{{anchor|Dexalin}}Dexalin<span style="color:#C8A5DC;background-color:white">▮</span>
! style="background-color:#FFEE88;" |{{anchor|Polypyrylium Oligomers}}Polypyrylium Oligomers<span style="color:#9423FF;background-color:white">▮</span>
|Suffocation
|{{RecursiveChem/Polypyrylium Oligomers}}
|Heals oxygen damage (slower than Salbutamol).
| Healing
|0.4 per tick
| Heals your lungs for 0.25 damage and your body {{dmgs|q|0.35 brute}} damage per tick, has a 50% chance to reduce bleeding each tick. Changes your hair and beard color to purple.
|30u
|0.4 units per tick
|50 units
|N/A
|-
! style="background-color:#FFEE88;" |{{anchor|Silibinin}}Silibinin<span style="color:#FFFFD0;background-color:white">▮</span>
|{{RecursiveChem/Silibinin}}
|Healing
|Heals 2 liver damage per tick.
|0.6 units per tick
|N/A
|N/A
|N/A
|-
! style="background-color:#FFEE88;" |{{anchor|Earthsblood}}Earthsblood<span style="color:#FFAF00;background-color:white">▮</span>
|{{RecursiveChem/Earthsblood}}
|Healing
|Heals {{dmgs|qwer|3 brute|3 burn|3 toxin|15 suffocation}}, 1 cellular and 30 stamina damage per tick and causes 1 brain damage per tick (max 150). Causes jitteriness and gets you drugged. Overdose causes hallucinations and {{dmgs|e|toxin}} damage.
|0.4 units per tick
|25 units
|N/A
|-
|-
|}
|}
 
==Narcotics==
== Narcotics ==
Narcotics are highly addicitve drugs that can aggressively, or passively, provide a benefit. Be wary as its very easy to become addicted, or overdose, on a narcotic.
Narcotics are highly addicitve drugs that can aggressively, or passively, provide a benefit. Be wary as its very easy to become addicted, or overdose, on a narcotic.


Line 474: Line 701:


People 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.
People 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.
{| class="wikitable sortable" style="width:100%; text-align:left; border: 3px solid #FFDD66; cellspacing=0; cellpadding=2; background-color:white;"
{| class="wikitable sortable" style="width:100%; text-align:left; border: 3px solid #FFDD66; cellspacing=0; cellpadding=2; background-color:white;"
! scope="col" style='width:150px; background-color:#FFDD66;'|Name
! scope="col" style="width:150px; background-color:#FFDD66;" |Name
! scope="col" class="unsortable" style='width:150px; background-color:#FFDD66;'|Recipe
! scope="col" class="unsortable" style="width:150px; background-color:#FFDD66;" |Recipe
! scope="col" class="unsortable" style='background-color:#FFDD66;'|Description
! scope="col" class="unsortable" style="background-color:#FFDD66;" |Description
! scope="col" style='background-color:#FFDD66;'|Overdose Threshold
! scope="col" class="unsortable" style="background-color:#FFDD66;" |Metabolism Rate
! scope="col" style='background-color:#FFDD66;'|Addiction Threshold
! scope="col" style="background-color:#FFDD66;" |Overdose Threshold
! scope="col" style="background-color:#FFDD66;" |Addiction Threshold
|-
|-
!style='background-color:#FFEE88;'|{{anchor|Nicotine}}Nicotine<span style="color:#C8A5DC;background-color:white">▮</span>
! style="background-color:#FFEE88;" |{{anchor|Nicotine}}Nicotine<span style="color:#60A584;background-color:white">▮</span>
|None! Automatically starts in cigarettes.
|Grown in tobacco or found in cigarettes.
|Slightly reduces stun times.<br>If overdosed it will deal toxin and oxygen damage.
|Slightly reduces stun times.
|35
If overdosed, will deal negligeable ammount of toxin damage.
|30
|0.05 units per tick
|15 units
|10 units
|-
|-
!style='background-color:#FFEE88;'|{{anchor|Krokodil}}Krokodil<span style="color:#C8A5DC;background-color:white">▮</span>
! style="background-color:#FFEE88;" |{{anchor|Krokodil}}Krokodil<span style="color:#0064B4;background-color:white">▮</span>
|1 part [[#Diphenhydramine|Diphenhydramine]]<br>1 part Space Cleaner<br>1 part Potassium<br>1 part Morphine<br>1 part Phosphorus<br>1 part Welding Fuel<br>temperature 390 K
|{{RecursiveChem/Krokodil}}
|Provides messages of calmness and protection.<br>If overdosed it will deal significant Brain and Toxin damage.<br>If addicted too it will begin to deal fatal amounts of Brute damage as the subjects skin falls off.
|Provides messages of calmness and protection.<br>If overdosed it will deal significant Brain and {{dmgs|e|toxin}} damage.<br>On withdrawal will begin to deal fatal amounts of {{dmgs|q|brute}} damage as the subjects skin falls off.
|20
|0.2 units per tick
|15
|20 units
|15 units
|-
|-
!style='background-color:#FFEE88;'|{{anchor|Crank}}Crank<span style="color:#C8A5DC;background-color:white">▮</span>
! style="background-color:#FFEE88;" |{{anchor|Crank}}Crank<span style="color:#FA00C8;background-color:white">▮</span>
|1 part [[#Diphenhydramine|Diphenhydramine]]<br>1 part [[#Ammonia|Ammonia]]<br>1 part Lithium<br>1 part Sulfuric Acid<br>1 part Welding Fuel<br>temperature 390 K
|{{RecursiveChem/Crank}}
|Reduces stun times by about 200%.<br>If overdosed or addicted it will deal significant Toxin, Brute and Brain damage.
|Reduces stun times by about 200%.<br>If overdosed or addicted it will deal significant {{dmgs|qe|brute|toxin}} and Brain damage.
|20
| 0.2 units per tick
|10
|20 units
|10 units
|-
|-
!style='background-color:#FFEE88;'|{{anchor|Methamphetamine}}Methamphetamine<span style="color:#C8A5DC;background-color:white">▮</span>
! style="background-color:#FFEE88;" |{{anchor|Methamphetamine}}Methamphetamine<span style="color:#FAFAFA;background-color:white">▮</span>
|1 part Ephedrine<br>1 part Iodine<br>1 part Phosphorus<br>1 part Hydrogen<br>temperature 374 k
|{{RecursiveChem/Methamphetamine}}
|Reduces stun times by about 300% and allows the user to quickly recover stamina while dealing a small amount of Brain damage.<br>If overdosed the subject will move randomly, laugh randomly, drop items and suffer from Toxin and Brain damage.<br>If addicted the subject will constantly jitter and drool, before becoming dizzy and losing motor control and eventually suffer heavy toxin damage.<br>A great deal of caution must be taken when heating this chemical, as it will explode if it reaches a temperature of or greater than 380 k.
|Every chemist's favorite, and the leading cause of chemist deaths.
|20
Reduces stun times by about 300%. Allows the user to quickly recover stamina while dealing a small amount of Brain damage.<br>If overdosed the subject will move, laugh, and drop items randomly while suffering from {{dmgs|e|toxin}} and Brain damage.<br>On withdrawal the subject will constantly jitter and drool, before becoming dizzy and losing motor control and eventually suffer heavy {{dmgs|e|toxin}} damage.<br>A great deal of caution must be taken when heating this chemical, as it will explode if it reaches a temperature of or greater than 380 k.
|10
|0.3 units per tick
|20 units
|10 units
|-
|-
!style='background-color:#FFEE88;'|{{anchor|Bath Salts}}Bath Salts<span style="color:#C8A5DC;background-color:white">▮</span>
! style="background-color:#FFEE88;" |{{anchor|Bath Salts}}Bath Salts<span style="color:#FAFAFA;background-color:white">▮</span>
|1 part Food Poisoning<br>1 part Saltpetre<br>1 part Nutriment<br>1 part Cleaner<br>1 part Enzyme<br> 1 part Tea<br>1 part Mercury<br>temperature 374k
|{{RecursiveChem/Bath Salts}}
|Makes the subject nearly impervious to stuns, however the subject will suffer Toxin and Brain damage, constant hallucinations and will lose motor control.<br>If overdosed the subject will lose even more motor control, drool and drop items in their hand.<br>If addicted the subject will suffer very severe Brain damage, severe hallucinations, complete loss of motor control and eventually fatal amounts of Toxin damage.
|Makes the subject nearly impervious to stuns, however the subject will suffer {{dmgs|e|toxin}} and Brain damage, constant hallucinations and will lose motor control.<br>If overdosed the subject will lose even more motor control, drool and drop items in their hand.<br>On withdrawal the subject will suffer very severe Brain damage, severe hallucinations, complete loss of motor control and eventually fatal amounts of {{dmgs|e|toxin}} damage.  
|20
|0.2 units per tick
|10
| 20 units
|10 units
|-
|-
!style='background-color:#FFEE88;'|{{anchor|Aranesp}}Aranesp<span style="color:#C8A5DC;background-color:white">▮</span>
! style="background-color:#FFEE88;" |{{anchor|Aranesp}}Aranesp<span style="color:#78FFF0;background-color:white">▮</span>
|1 part Epinephrine<br>1 part Atropine<br>1 part Morphine
|{{RecursiveChem/Aranesp}}
|The subject will think they are "amped", however the drug typically cause the subject to suffocate to death.
|The subject will think they are "amped" and regenerate stamina, however the drug typically causes the subject to {{dmgs|r|suffocate}} to death. Also deals minor {{dmgs|e|toxin}} damage and prevents the user from blocking.
|0.2 units per tick
|N/A
|N/A
|N/A
|N/A
|-
|-
!style='background-color:#FFEE88;'|{{anchor|Space Drugs}}Space Drugs
! style="background-color:#FFEE88;" |{{anchor|Space Drugs}}Space Drugs<span style="color:#60A584;background-color:white"></span>
|1 part Lithium<br>1 part Mercury<br>1 part Sugar
|{{RecursiveChem/Space Drugs}}
|An illegal compound which induces a number of effects such as loss of balance and visual artefacts.
|An illegal compound which induces a number of effects such as loss of balance and visual artefacts. If overdosed causes hallucinations.
|0.2 units per tick
|30 units
|N/A
|N/A
|-
! style="background-color:#FFEE88;" |{{anchor|Happiness}}Happiness<span style="color:#0000C8;background-color:white">▮</span>
|{{RecursiveChem/Happiness}}
|Suppresses 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. On withdrawal it will slowly drive your mood to "insane". Be sure to cool the Nitrous Oxide down before mixing or your plasma will explode in your face!
|0.2 units per tick
|20 units
|10 units
|-
! style="background-color:#FFEE88;" |{{anchor|Modafinil}}Modafinil<span style="color:#BEF7D8;background-color:white">▮</span>
|{{RecursiveChem/Modafinil}}
|Slowly-metabolizing medicine. Heals dizziness, drowsiness, sleep and heats you up if frozen, similarly to Coffee Latte.
Gives 15 stamina regeneration and slightly increase speed. If overdosed causes jitteriness, stuttering, dizziness (later), 50% chance to choke. After 41 cycles 20% chance to stun you. Cycle 82 puts you into endless sleep while constantly dealing 1.5 stamina and {{dmgs|r|suffocation}} damage.
|0.02-0.08 units per&nbsp;tick
|Random, initially 20 but goes up or down 0.1u each tick.
|N/A
|N/A
|-
! style="background-color:#FFEE88;" |{{anchor|Ketamine}}Ketamine<span style="color:#C9C9C9;background-color:white">▮</span>
|{{RecursiveChem/Ketamine}}
|A Dissociative Anesthetic. Causes Hallucinations, Allows User to Ignore the Damage Slowdown(Like Morphine). Reduces Jitters and Confusion, and provides a mood boost if disgusted. Will eventually knock you out.
Overdose: Gives you a split personality. No more slowdown ignore. Hallucinations are worse.
|0.5 Units Per Tick
|16 Units
|8 Units
|-
|-
|}
|}
==Pyrotechnics==
==Pyrotechnics==
The manipulation of fire and matter.
The manipulation of fire and matter.
{| class="wikitable sortable" style="width:100%; text-align:left; border: 3px solid #FFDD66; cellspacing=0; cellpadding=2; background-color:white;"
{| class="wikitable sortable" style="width:100%; text-align:left; border: 3px solid #FFDD66; cellspacing=0; cellpadding=2; background-color:white;"
! scope="col" style='width:150px; background-color:#FFDD66;'|Name
! scope="col" style="width:150px; background-color:#FFDD66;" |Name
! scope="col" class="unsortable" style='width:150px; background-color:#FFDD66;'|Recipe
! scope="col" class="unsortable" style="width:150px; background-color:#FFDD66;" |Recipe
! scope="col" class="unsortable" style='background-color:#FFDD66;'|Description
! scope="col" class="unsortable" style="background-color:#FFDD66;" | Description
|-
! style="background-color:#FFEE88;" |{{anchor|Stabilizing Agent}}Stabilizing Agent<span style="color:#FFFF00;background-color:white">▮</span>
|{{RecursiveChem/Stabilizing Agent}}
|When 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!'''
|-
|-
!style='background-color:#FFEE88;'|{{anchor|Stabilizing Agent}}Stabilizing Agent
! style="background-color:#FFEE88;" |{{anchor|Foam Surfactant}}Foam Surfactant<span style="color:#9E6B38;background-color:white"></span>
|1 part Iron<br>1 part Oxygen<br>1 part Hydrogen
|{{RecursiveChem/Fluorosurfactant}}
|When mixed with certain pyrotechnics, it stabilizes the reaction and prevents the reaction for usage later. '''This does not work on everything, so be warned!'''
|Also known as Fluorosurfactant. Creates 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 walls, floors, objects, or people and 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). Foam is slippery!
|-
|-
!style='background-color:#FFEE88;'|{{anchor|Foam Surfactant}}Foam Surfactant
! style="background-color:#FFEE88;" |{{anchor|Firefighting Foam}}Firefighting Foam<span style="color:#A6FAFF55;background-color:white"></span>
|2 parts Carbon<br>2 parts Fluorine<br>1 part Sulphuric Acid
|{{RecursiveChem/Firefighting Foam}}
|Creates 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 walls, floors, objects, or people and 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). Foam is slippery!
|A historical fire suppressant. Originally believed to simply displace oxygen to starve fires, it actually interferes with the combustion reaction itself. Vastly superior to the cheap water-based extinguishers. When used in a spray or with smoke it creates a non-slippery foam which extinguishes fires and burning creatures, and removes burning plasma from the air
|-
|-
!style='background-color:#FFEE88;'|{{anchor|Smoke}}Smoke
! style="background-color:#FFEE88;" |{{anchor|Smoke}}Smoke<span style="color:#C8C8C8;background-color:white"></span>
|1 part Phosphorous<br>1 part Potassium<br>1 part Sugar
|{{RecursiveChem/Smoke}}
|This 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.
|This 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 with Stabilizing Reagent. If stabilized, heat to 374K to activate.
|-
|-
!style='background-color:#FFEE88;'|{{anchor|Flash Powder}}Flash Powder
! style="background-color:#FFEE88;" |{{anchor|Flash Powder}}Flash Powder<span style="color:#C8C8C8;background-color:white"></span>
|1 part Aluminium<br>1 part Potassium<br>1 part Sulphur
|{{RecursiveChem/Flash Powder}}
|Flashes in a radius that scales up with the amount detonated. Can be stabilized with Stabilizing Reagent. If stabilized, heat to 374K to activate.
| Flashes in a radius that scales up with the amount detonated. Can be stabilized with Stabilizing Reagent. If stabilized, heat to 374K to activate.
|-
|-
!style='background-color:#FFEE88;'|{{anchor|Phlogiston}}Phlogiston
! style="background-color:#FFEE88;" |{{anchor|Phlogiston}}Phlogiston<span style="color:#FA00AF;background-color:white"></span>
|1 part Phosphorus<br>1 part Sulphuric Acid<br>1 part Stable Plasma
|{{RecursiveChem/Phlogiston}}
|Turns into a spreading fireball 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 Reagent. Does not react immediately.
|Turns into a spreading plasma fire if not stabilized during mixing. Makes you burn longer, and ignites you. Deals increasing {{dmgs|w|burn}} damage based on how much you're burning up to {{dmgs|w|4 burn}} damage every 3 seconds. Can be stabilized with Stabilizing Reagent.
|-
|-
!style='background-color:#FFEE88;'|{{anchor|Napalm}}Napalm
! style="background-color:#FFEE88;" |{{anchor|Napalm}}Napalm<span style="color:#FA00AF;background-color:white"></span>
|1 part Oil<br>1 part Welding Fuel<br>1 part Ethanol
|{{RecursiveChem/Napalm}}
|A substance that burns for much longer then other fuels. Inject it into someone and then apply heat for a warm toasty fireball human.
|A substance that burns for much longer then other fuels. Inject it into someone and then apply heat for a warm toasty fireball human.
|-
|-
!style='background-color:#FFEE88;'|{{anchor|Sonic Powder}}Sonic Powder
! style="background-color:#FFEE88;" |{{anchor|Sonic Powder}}Sonic Powder<span style="color:#C8C8C8;background-color:white"></span>
|1 part Oxygen<br>1 part Cola<br>1 part Phosphorus
|{{RecursiveChem/Sonic Powder}}
|Deafens in a radius that scales up with the amount detonated. Can be stabilized with Stabilizing Reagent. If stabilized, heat to 374K to activate.
|Deafens in a radius that scales up with the amount detonated. Can be stabilized with Stabilizing Reagent. If stabilized, heat to 374K to activate.  
|-
|-
!style='background-color:#FFEE88;'|{{anchor|Pyrosium}}Pyrosium<span style="color:#C8A5DC;background-color:white">▮</span>
! style="background-color:#FFEE88;" |{{anchor|Pyrosium}}Pyrosium<span style="color:#64FAC8;background-color:white">▮</span>
|1 part Stable Plasma<br>1 part Radium<br>1 part Phosphorus
|{{RecursiveChem/Pyrosium}}
|Comes into existence at 20K. As long as there is sufficient oxygen for it to react with, Pyrosium slowly heats all other reagents in the container up. Useful for delayed reactions.
|Comes into existence at 20K. As long as there is sufficient oxygen for it to react with, Pyrosium slowly heats all other reagents in the container up. Useful for delayed reactions.
|-
|-
!style='background-color:#FFEE88;'|{{anchor|Cryostylane}}Cryostylane<span style="color:#C8A5DC;background-color:white">▮</span>
! style="background-color:#FFEE88;" |{{anchor|Cryostylane}}Cryostylane<span style="color:#0000DC;background-color:white">▮</span>
|1 part Water<br>1 part Stable Plasma<br>1 part Nitrogen
|{{RecursiveChem/Cryostylane}}
|Comes into existence at 20K. As long as there is sufficient oxygen for it to react with, Cryostylane slowly cools all other reagents in the container down. Useful for delayed reactions.
| Comes into existence at 20K. As long as there is sufficient oxygen for it to react with, Cryostylane slowly cools all other reagents in the container down. Useful for delayed reactions.
|-
|-
!style='background-color:#FFEE88;'|{{anchor|Chlorine Trifluoride}}Chlorine Trifluoride<span style="color:#C8A5DC;background-color:white">▮</span>
! style="background-color:#FFEE88;" |{{anchor|Chlorine Trifluoride}}Chlorine Trifluoride<span style="color:#FFC8C8;background-color:white">▮</span>
|1 part Chlorine<br>3 parts Fluorine
|{{RecursiveChem/Chlorine Trifluoride}}
|When 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 burn you from the inside out. It metabolizes out of your body extremely fast, however.
|When 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 burn you from the inside out. It metabolizes out of your body extremely fast, however.
|-
|-
!style='background-color:#FFEE88;'|{{anchor|Sorium}}Sorium<span style="color:#C8A5DC;background-color:white">▮</span>
! style="background-color:#FFEE88;" |{{anchor|Sorium}}Sorium<span style="color:#5A64C8;background-color:white">▮</span>
|1 part Mercury<br>1 part Oxygen<br>1 part Nitrogen<br>1 part Carbon
|{{RecursiveChem/Sorium}}
|When detonated it will send any movable object or person flying away from the detonation point. Can be stabilized with Stabilizing Reagent. If stabilized, heat to 474K to activate.
| When detonated it will send any movable object or person flying away from the detonation point. Can be stabilized with Stabilizing Reagent. If stabilized, heat to 474K to activate.
|-
|-
!style='background-color:#FFEE88;'|{{anchor|Liquid Dark Matter}}Liquid Dark Matter<span style="color:#C8A5DC;background-color:white">▮</span>
! style="background-color:#FFEE88;" |{{anchor|Liquid Dark Matter}}Liquid Dark Matter<span style="color:#210021;background-color:white">▮</span>
|1 part Stable Plasma<br>1 part Radium<br>1 part Carbon
|{{RecursiveChem/Liquid Dark Matter}}
|When detonated it will suck in any movable object or person. Can be stabilized with Stabilizing Reagent. If stabilized, heat to 474K to activate.
|When detonated it will suck in any movable object or person. Can be stabilized with Stabilizing Reagent. If stabilized, heat to 474K to activate.
|-
|-
!style='background-color:#FFEE88;'|{{anchor|Black Powder}}Black Powder<span style="color:#C8A5DC;background-color:white">▮</span>
! style="background-color:#FFEE88;" |Meth Explosion<span style="color:#FAFAFA;background-color:white">▮</span>
|1 part Saltpetre<br>1 part Charcoal<br>1 part Sulfur
|{{RecursiveChem/Meth Explosion}}
|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. Blows up with the same strength as Black Powder.
|-
! style="background-color:#FFEE88;" |{{anchor|Black Powder}}Black Powder<span style="color:#000000;background-color:white">▮</span>
|{{RecursiveChem/Black Powder}}
|Sparks, and then creates a violent explosion when heated to 474K.
|Sparks, and then creates a violent explosion when heated to 474K.
|-
|-
!style='background-color:#FFEE88;'|{{anchor|Nitroglycerin}}Nitroglycerin
! style="background-color:#FFEE88;" |{{anchor|Nitroglycerin}}Nitroglycerin<span style="color:#808080;background-color:white"></span>
|1 part [[Glycerol]]<br>1 part [[Fluorosulfuric Acid]]<br>1 part Sulphuric Acid
|{{RecursiveChem/Nitroglycerin}}
|A heavy, colourless, oily, explosive liquid obtained by nitrating glycerol. Explodes immediately on mixing (results in 2 units instead of 3).
| A heavy, colourless, oily, explosive liquid obtained by nitrating glycerol. Explodes immediately on mixing (results in 2 units instead of 3). Can be stabilized with Stabilizing Reagent. If stabilized, heat to 474K to activate.
|-
|-
!style='background-color:#FFEE88;'|{{anchor|Explosion}}Explosion
! style="background-color:#FFEE88;" |{{anchor|Explosion}}Explosion
|1 part Potassium<br>1 part Water
|{{RecursiveChem/Explosion}}
|This explodes immediately on mixing, which may knock you over or even kill you. Only useful in grenade production.
|This explodes immediately on mixing, which may knock you over or even kill you. Only useful in grenade production.
|-
! style="background-color:#FFEE88;" |{{anchor|Plasma Flash}}Plasma Flash
|{{RecursiveChem/Plasma_Flash}}
|Makes a small explosion with a bright light and fire, igniting everyone nearby.
|-
! style="background-color:#FFEE88;" |{{anchor|Holy Explosion}}Holy Explosion
|{{RecursiveChem/Holy Explosion}}
|This 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 [[revenant]]s and sets nearby [[Blood Cult|cultists]] on fire. Otherwise it behaves like a normal Water-Potassium explosion.
|-
! style="background-color:#FFEE88;" |{{anchor|EMP}}EMP
|{{RecursiveChem/EMP}}
|This reacts immediately on mixing, creating an electromagnetic pulse which affects electronics nearby; such as temporarily deactivating energy weapons, cameras. Radius depends on amount mixed. Has 50/50 chance to open locked containers.
|-
! style="background-color:#FFEE88;" |{{anchor|Tesla Shock}}Tesla Shock
|{{RecursiveChem/Tesla Shock}}
|This reacts immediately on mixing, shooting electric bolts to anyone near the reaction, shocking people and disabling/damaging electronics.
|-
! style="background-color:#FFEE88;" |{{anchor|Thermite}}Thermite<span style="color:#550000;background-color:white">▮</span>
|{{RecursiveChem/Thermite}}
|A mixture that becomes extremely hot when ignited, and which can burn straight through walls when applied and ignited. Doesn't work on Lockers or Crates(sadly). Causes minor {{dmgs|w|burn}} damage to humans when ingested.
|-
! style="background-color:#FFEE88;" |{{anchor|Bee Explosion}}Bee Explosion
|{{RecursiveChem/Bee Explosion}}
|This reacts immediately on mixing, spawning 1 aggressive bee per 15u.
|-
|-
|}
|}
Line 598: Line 889:
==Other Recipes==
==Other Recipes==
These are either pure reactions that typically leave nothing remaining or other chemicals that have non-medicinal uses. Many of these are useful in the manufacture of grenades, but many can be quite dangerous.
These are either pure reactions that typically leave nothing remaining or other chemicals that have non-medicinal uses. Many of these are useful in the manufacture of grenades, but many can be quite dangerous.
{| class="wikitable sortable" style="width:100%; text-align:left; border: 3px solid #FFDD66; cellspacing=0; cellpadding=2; background-color:white;"
{| class="wikitable sortable" style="width:100%; text-align:left; border: 3px solid #FFDD66; cellspacing=0; cellpadding=2; background-color:white;"
! scope="col" style='width:150px; background-color:#FFDD66;'|Name
! scope="col" style="width:150px; background-color:#FFDD66;" |Name  
! scope="col" class="unsortable" style='width:150px; background-color:#FFDD66;'|Formula
! scope="col" class="unsortable" style="width:150px; background-color:#FFDD66;" |Formula
! scope="col" class="unsortable" style='background-color:#FFDD66;'|Description
! scope="col" class="unsortable" style="background-color:#FFDD66;" |Description
|-
|-
!style='background-color:#FFEE88;'|{{anchor|Ammonia}}Ammonia
! style="background-color:#FFEE88;" |{{anchor|Plastic Sheets}}Plastic Sheets<span style="color:#C8A5DC;background-color:white">▮</span>
|3 parts Hydrogen<br>1 part Nitrogen
|{{RecursiveChem/Plastic Sheets}}
|An effective fertilizer which is better than what is available to the botanist initially, though it isn't as powerful as [[Diethylamine]] (results in 3 units instead of 4).
| Creates Plastic sheets. 1 Plastic sheet per 10u of solution. Can be used in hand to craft plastic bottles (they work just like beakers)<br>Required to print certain items such as surgical drapes or Plumbing Constructor in the protolathes.
|-
|-
!style='background-color:#FFEE88;'|{{anchor|Barber's Aid}}Barber's Aid
! style="background-color:#FFEE88;" |{{anchor|Barber's Aid}}Barber's Aid<span style="color:#C8A5DC;background-color:white"></span>
|1 part Carpet<br>1 part Radium<br>1 part Space Drugs
|{{RecursiveChem/Barber's Aid}}
|Changes your hair style, useful if you are bald! (Results in 5 units instead of 3)
|Changes your hair style, useful if you are bald! (Results in 5 units instead of 3)
|-
|-
!style='background-color:#FFEE88;'|{{anchor|Concentrated Barber's Aid}}Concentrated Barber's Aid
! style="background-color:#FFEE88;" |{{anchor|Barbers A}}Concentrated Barber's Aid<span style="color:#C8A5DC;background-color:white">▮</span>
|1 part Barber's Aid<br>1 part Unstable Mutagen
|{{RecursiveChem/Concentrated Barber's Aid}}
|Grows your hair very long!
|Grows your hair very long!
|-
|-
!style='background-color:#FFEE88;'|{{anchor|Candle}}Candle
! style="background-color:#FFEE88;" |{{anchor|Barber's Afro Mania}}Barber's Afro Mania<span style="color:##FF8800;background-color:white">▮</span>
|10 parts Liquid Gibs<br>10 parts Oxygen<br>Temperature 374K
|{{RecursiveChem/Barber's Afro Mania}}
|Makes you grow an afro. Unleash the funk within you.
|-
! style="background-color:#FFEE88;" |{{anchor|Barbers Shaving Aid}}Barber's Shaving Aid<span style="color:#C0FFAB;background-color:white">▮</span>
|{{RecursiveChem/Barber's Shaving Aid}}
|"It seems I messed up. Time to go bald."
|-
! style="background-color:#FFEE88;" |{{anchor|Candle}}Candle
|{{RecursiveChem/Candle}}
|Creates a red candle for use in decoration or rituals.
|Creates a red candle for use in decoration or rituals.
|-
|-
!style='background-color:#FFEE88;'|{{anchor|Carbon Dioxide}}Carbon Dioxide
! style="background-color:#FFEE88;" |{{anchor|Carbon Dioxide}}Carbon Dioxide
|1 part Carbon<br>2 parts Oxygen<br>Temperature 777K
|{{RecursiveChem/Carbon Dioxide}}
|What the fuck is carbon dioxide?
|What the fuck is carbon dioxide? It will create [[Guide_to_Atmospherics#CO2|CO<sub>2</sub>]] in gas form. Might be useful for creative traitors.
|-
!style='background-color:#FFEE88;'|{{anchor|Chloral Hydrate}}Chloral Hydrate
|3 parts Chlorine<br>1 part Ethanol<br>1 part Water
|A powerful sedative which causes death in doses around 30 units (results in 1 units instead of 5).
|-
|-
!style='background-color:#FFEE88;'|{{anchor|Colorful Reagent}}Colorful Reagent
! style="background-color:#FFEE88;" |{{anchor|Colorful Reagent}}Colorful Reagent<span style="color:#C8A5DC;background-color:white"></span>
|1 part Stable Plasma<br>1 part Radium<br>1 part Space Drugs<br>1 part Cyroxadone<br>1 part Triple Citrus
|{{RecursiveChem/Colorful Reagent}}
|Use this to color EVERYTHING! Keep away from the clown and assistants!
|Use this to color EVERYTHING! Keep away from the clown and assistants!
|-
|-
!style='background-color:#FFEE88;'|{{anchor|Condensed Capsaicin}}Condensed Capsaicin
! style="background-color:#FFEE88;" |{{anchor|Condensed Capsaicin}}Condensed Capsaicin<span style="color:#B31008;background-color:white">▮</span>
|1 part Capsaicin Oil<br>5 parts Ethanol
|{{RecursiveChem/Condensed Capsaicin}}
|A chemical agent used for self-defense and in police work (results in 5 units instead of 6).
|A chemical agent used for self-defense and in police work (results in 5 units instead of 6).
|-
|-
!style='background-color:#FFEE88;'|{{anchor|Corgium}}Corgium
! style="background-color:#FFEE88;" |{{anchor|Life}}Life<span style="color:#C8A5DC;background-color:white">▮</span>
|1 part Nutriment<br>1 part Colorful Reagent<br>1 part Strange Reagent<br>1 part Blood
|{{RecursiveChem/Life}}
|Creates your own Corgi!
|Creates a or multiple very unpleseant life forms. You always want to have Security on hot standby if you attemtp this. (Results in 1 unit instead of 3)
|-
! style="background-color:#FFEE88;" |{{anchor|Life Friendly}}Life Friendly<span style="color:#C8A5DC;background-color:white"></span>
|{{RecursiveChem/Life Friendly}}
|Creates a or multiple friendly life forms. If you want to have some fun creating life and not end up getting exectuted by security (Results in 1 unit instead of 3)
|-
|-
!style='background-color:#FFEE88;'|{{anchor|Cryptobiolin}}Cryptobiolin
! style="background-color:#FFEE88;" |{{anchor|Corgium}}Corgium
|1 part Oxygen<br>1 part Potassium<br>1 part Sugar
|{{RecursiveChem/Corgium}}
|Creates your own Corgi! Turns you into a Corgi if ingested.
|-
! style="background-color:#FFEE88;" |{{anchor|Cryptobiolin}}Cryptobiolin<span style="color:#C8A5DC;background-color:white"></span>
|{{RecursiveChem/Cryptobiolin}}
|Causes confusion and dizziness. This is essential to make Spaceacillin.
|Causes confusion and dizziness. This is essential to make Spaceacillin.
|-
|-
!style='background-color:#FFEE88;'|{{anchor|Drying Agent}}Drying Agent
! style="background-color:#FFEE88;" |{{anchor|Drying Agent}}Drying Agent<span style="color:#A70FFF;background-color:white"></span>
|2 parts Stable Plasma<br>1 part Ethanol<br>1 part Sodium
|{{RecursiveChem/Drying Agent}}
|Creates 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).
|Creates 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).  
|-
|-
!style='background-color:#FFEE88;'|{{anchor|EMP}}EMP
! style="background-color:#FFEE88;" |{{anchor|Foaming Agent}}Foaming Agent<span style="color:#664B63;background-color:white">▮</span>
|1 part Iron<br>1 part Uranium
|{{RecursiveChem/Foaming Agent}}
|This reacts immediately on mixing, it creates a large electromagnetical pulse which affects all electronical thingies; very useful for causing chaos.
|Used in Metal Foam production. Creates 1 unit instead of 2.
|-
|-
!style='background-color:#FFEE88;'|{{anchor|Foaming Agent}}Foaming Agent
! style="background-color:#FFEE88;" |{{anchor|Smart Foaming Agent}}Smart Foaming Agent<span style="color:#664B63;background-color:white">▮</span>
|1 part Lithium<br>1 part Hydrogen
|{{RecursiveChem/Smart Foaming Agent}}
|Used in Metal Foam production. Creates 1 unit instead of 2.
|Used in Smart Metal Foam production. Creates 3 units instead of 5.
|-
|-
!style='background-color:#FFEE88;'|{{anchor|Fluorosulfuric Acid}}Fluorosulfuric Acid
! style="background-color:#FFEE88;" |{{anchor|Fluorosulfuric Acid}}Fluorosulfuric Acid<span style="color:#5050FF;background-color:white"></span>
|1 part Fluorine<br>1 part Hydrogen<br>1 part Potassium<br>1 part Sulphuric Acid<br>temperature 380 K
|{{RecursiveChem/Fluorosulfuric Acid}}
|A highly caustic and dangerous substance. Keep away from faces and valuable equipment. Used in some other recipes.
|A highly caustic and dangerous substance. Keep away from faces and valuable equipment. Used in some other recipes.
|-
|-
!style='background-color:#FFEE88;'|{{anchor|Glycerol}}Glycerol
! style="background-color:#FFEE88;" |{{anchor|Glycerol}}Glycerol<span style="color:#808080;background-color:white">▮</span>
|3 parts Corn Oil<br>1 part Sulphuric Acid
|{{RecursiveChem/Glycerol}}
|Requires blended corn, so thus help from the botanist. This is only useful in other reactions (results in 1 unit instead of 4). Slippery like water.
|Requires blended corn, so thus help from the botanist. This is only useful in other reactions (results in 1 unit instead of 4). Slippery like water.
|-
|-
!style='background-color:#FFEE88;'|{{anchor|Hair Dye}}Hair Dye
! style="background-color:#FFEE88;" |{{anchor|Solid Gold}}Solid Gold<span style="color:#FFD700;background-color:white"></span>
|1 part Colorful Reagent<br>1 part Radium<br>1 part [[Space Drugs]]
|{{RecursiveChem/Solid Gold}}
|Changes your hair color when you apply or spray it! (Results in 5 units instead of 3)
|Solidifies a sheet of gold into your hand. Requires Frost Oil, thus help from botany.
|-
|-
!style='background-color:#FFEE88;'|{{anchor|Impedrezene}}Impedrezene
! style="background-color:#FFEE88;" |{{anchor|Solid Adamantine}}Solid Adamantine<span style="color:#E0FFFF;background-color:white"></span>
|1 part Mercury<br>1 part Oxygen<br>1 part Sugar
|{{RecursiveChem/Solid Adamantine}}
|A narcotic that impedes one's ability by slowing down the higher brain cell functions. Causes massive brain damage (results in 2 units instead of 3).
|Creates a single sheet of Adamantine in your hand. Requires Frost Oil, thus help from Botany.
|-
|-
!style='background-color:#FFEE88;'|{{anchor|Laughter}}Laughter
! style="background-color:#FFEE88;" |{{anchor|Quantum Hair Dye}}Quantum Hair Dye<span style="color:#C8A5DC;background-color:white">▮</span>
|1 part Sugar<br>1 part Banana Juice
|{{RecursiveChem/Quantum Hair Dye}}
|Causes you to laugh (results in 10 units instead of 2).
|Changes your hair color when you apply or spray it! (Results in 5 units instead of 3)
|-
|-
!style='background-color:#FFEE88;'|{{anchor|Lexorin}}Lexorin
! style="background-color:#FFEE88;" |{{anchor|Laughter}}Laughter<span style="color:#FF4DD2;background-color:white"></span>
|1 part Hydrogen<br>1 part Nitrogen<br>1 part [[Plasma]]
|{{RecursiveChem/Laughter}}
|Temporarily stops respiration and causes tissue damage. Large doses are fatal, and will cause people to pass out very quickly.
|Causes you to laugh, reduces slip knockdown, and gives a positive moodlet when slipped. Useful for the clown! (results in 10 units instead of 2).  
|-
|-
!style='background-color:#FFEE88;'|{{anchor|Meat Product}}Meat Product
! style="background-color:#FFEE88;" |{{anchor|Meat Product}}Meat Product
|10 parts Liquid Gibs<br> 10 parts Nutriment<br> 10 parts Carbon
|{{RecursiveChem/Meat Product}}
|Creates a slab of chemically processed meat.
| Creates a slab of chemically processed meat.
|-
|-
!style='background-color:#FFEE88;'|{{anchor|Metal Foam}}Metal Foam
! style="background-color:#FFEE88;" |{{anchor|Metal Foam}}Metal Foam
|3 parts Iron/Aluminium<br>1 part [[Foaming Agent]]<br>1 part [[Fluorosulfuric Acid]]
|{{RecursiveChem/Metal Foam}}
|Creates lightweight metal foam walls. These can be easily torn through, but may be useful for plugging hull breaches. Can be made with either iron or aluminium.
|Creates lightweight metal foam walls. These can be easily torn through, but may be useful for plugging hull breaches. Can be made with either iron or aluminium. Spreads immediately when mixed.
|-
|-
!style='background-color:#FFEE88;'|{{anchor|Mindbreaker Toxin}}Mindbreaker Toxin
! style="background-color:#FFEE88;" |{{anchor|Smart Metal Foam}}Smart Metal Foam
|1 part [[Charcoal]]<br>1 part Hydrogen<br>1 part Silicon
|{{RecursiveChem/Smart Metal Foam}}
|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".
|Compared to the regular [[Guide to chemistry#Metal Foam|Metal Foam]], this sticks and applies only next to walls. Used for emergency sealing of hull breaches, while keeping areas accessible.
|-
|-
!style='background-color:#FFEE88;'|{{anchor|Mute Toxin}}Mute Toxin
! style="background-color:#FFEE88;" |{{anchor|Nitrous Oxide}}Nitrous Oxide
|2 part Uranium<br>1 part Water<br>1 part Carbon
|{{RecursiveChem/Nitrous Oxide}}
|Makes the subject unable to speak for some time.
|Creates [[Guide to Atmospherics#The Gases and Their Functions|N2O]] in liquid form, which explodes when heated to 575K. Can become gaseous if spilled or released in a smoke. Be careful!
|-
|-
!style='background-color:#FFEE88;'|{{anchor|Pest Killer}}Pest Killer
! style="background-color:#FFEE88;" |{{anchor|Plasma Solidification}}Plasma Solidification
|1 part Toxin<br>4 parts Ethanol
|{{RecursiveChem/Plasma Solidification}}
|Kills pests in hydroponics trays, causes minor toxin damage to humans.
|Solidifies a large amount of [[plasma]] into a bar.
|-
|-
!style='background-color:#FFEE88;'|{{anchor|Plant-B-Gone}}Plant-B-Gone
! style="background-color:#FFEE88;" |{{anchor|Pax}}Pax<span style="color:#AAAAAA55;background-color:white">▮</span>
|1 part Toxin<br>4 parts Water
|{{RecursiveChem/Pax}}
|A potent herbicide which is useful to replace the limited supply the botanist starts with. Causes minor toxin damage to humans.
| Pacifies by preventing the victim from using harm intent, certain harmful weapons and only letting them use passive and aggressive grabs. Non-harmful weapons such as disablers still work. Metabolizes at the rate of 0.1 units per tick.
|-
|-
!style='background-color:#FFEE88;'|{{anchor|Plasma Solidification}}Plasma Solidification
! style="background-color:#FFEE88;" |{{anchor|Royal Bee Jelly}}Royal Bee Jelly<span style="color:#00FF80;background-color:white">▮</span>
|20 parts [[Plasma]]<br>5 parts Iron<br>5 parts Frost Oil
|{{RecursiveChem/Royal Bee Jelly}}
|Solidifies a large amount of [[plasma]] into a bar.
|-
!style='background-color:#FFEE88;'|{{anchor|Royal Bee Jelly}}Royal Bee Jelly
|10 parts Unstable Mutagen<br>40 parts Honey
|Causes a Queen Bee to split in two when injected (results in 5 units instead of 50).
|Causes a Queen Bee to split in two when injected (results in 5 units instead of 50).
|-
|-
!style='background-color:#FFEE88;'|{{anchor|Soap}}Soap
! style="background-color:#FFEE88;" |{{anchor|Soap}}Soap
|10 parts Lye<br>10 parts Liquid Gibs<br>Temperature 374K
|{{RecursiveChem/Soap}}
|Creates a bar of soap, slightly faster cleaning than what you get on the station.
|Creates a bar of soap, slightly faster cleaning than what you get on the station.
|-
|-
!style='background-color:#FFEE88;'|{{anchor|Sodium Chloride}}Sodium Chloride
! style="background-color:#FFEE88;" |{{anchor|Sodium Chloride}}Sodium Chloride<span style="color:#FFFFFF;background-color:white"></span>
|1 part Sodium<br>1 part Chlorine<br>1 part Water
|{{RecursiveChem/Sodium Chloride}}
|Commonly known as salt, Sodium Chloride is often used to season food.
| Commonly known as salt, Sodium Chloride is often used to season food. Contrary to popular belief does '''NOT HURT OOZELINGS'''
|-
|-
!style='background-color:#FFEE88;'|{{anchor|Space Cleaner}}Space Cleaner
! style="background-color:#FFEE88;" |{{anchor|Space Cleaner}}Space Cleaner<span style="color:#A5F0EE;background-color:white">▮</span>
|1 part [[Ammonia]]<br>1 part Water
|{{RecursiveChem/Space Cleaner}}
|This is able to clean almost all surfaces of almost anything that may dirty them. The janitor is likely to appreciate refills.
|This is able to clean almost all surfaces of almost anything that may dirty them. The janitor is likely to appreciate refills.
|-
|-
!style='background-color:#FFEE88;'|{{anchor|Spray Tan}}Spray Tan
! style="background-color:#FFEE88;" |{{anchor|Spray Tan}}Spray Tan<span style="color:#FFC080;background-color:white">▮</span>
|1 part Orange Juice<br>1 part [[Oil]] OR 1 Part Corn Oil
|{{RecursiveChem/Spray Tan}}
|Darkens the skin when sprayed or applied. Do not swallow!
|Darkens the skin when sprayed or applied. Do not swallow!
|-
|-
!style='background-color:#FFEE88;'|{{anchor|Space Lube}}Space Lube
! style="background-color:#FFEE88;" |{{anchor|Space Lube}}Space Lube<span style="color:#009CA8;background-color:white"></span>
|1 part Oxygen<br>1 part Silicon<br>1 part Water
|{{RecursiveChem/Space Lube}}
|Space Lube is a high performance lubricant intended for maintenance of extremely complex mechanical equipment (results in 4 units instead of 3).
|Space Lube is a high performance lubricant intended for maintenance of extremely complex mechanical equipment (results in 4 units instead of 3).  
|-
|-
!style='background-color:#FFEE88;'|{{anchor|Sterilizine}}Sterilizine
! style="background-color:#FFEE88;" |{{anchor|Sterilizine}}Sterilizine<span style="color:#C8A5DC;background-color:white"></span>
|1 part [[Anti-Toxin]]<br>1 part Chlorine<br>1 part Ethanol
|{{RecursiveChem/Sterilizine}}
|When applied via touch or vapor, increases the success chance of surgical steps by 20%. Useful for surgery in less than ideal conditions.
|When applied via touch or vapor, increases the success chance of surgical steps by 20%. Useful for surgery in less than ideal conditions.
|-
|-
!style='background-color:#FFEE88;'|{{anchor|Thermite}}Thermite
! style="background-color:#FFEE88;" |{{anchor|Synthmeat}}Synthmeat
|1 part Aluminium<br>1 part Iron<br>1 part Oxygen
|{{RecursiveChem/Synthmeat}}
|A mixture that becomes extremely hot when ignited, and which can burn straight through walls when applied and ignited. Causes minor burn damage to humans when ingested.
|Creates a slab of synthetic meat.
|-
|-
!style='background-color:#FFEE88;'|{{anchor|Unstable Mutagen}}Unstable Mutagen
! style="background-color:#FFEE88;" |{{anchor|Unstable Mutagen}}Unstable Mutagen<span style="color:#00FF00;background-color:white"></span>
|1 part Chlorine<br>1 part Phosphorus<br>1 part Radium
|{{RecursiveChem/Unstable Mutagen}}
|Causes mutations when injected into living people or plants. High doses may be lethal, especially in humans. Only useful for Botany and Virology.
|Causes mutations when injected into living people or plants. High doses may be lethal, especially in humans. Only useful for Botany and Virology.
|-
|-
!style='background-color:#FFEE88;'|{{anchor|Virus Food}} Virus Food
! style="background-color:#FFEE88;" |{{anchor|Cooking Oil}}Cooking Oil<span style="color:#4B004B;background-color:white">▮</span>
|5 parts Water<br>5 parts Milk
|{{RecursiveChem/Cooking Oil}}
|A chemical which allows viruses and bacteria to quickly grow. (Results in 15 units instead of 10)
|A cooking oil used in deep-fryer to deepfry things. God forbid if clown gets their hands on this.
|-
! style="background-color:#FFEE88;" |{{anchor|Light pink Glitter}}Light pink Glitter
|5 part Oil
2 part Sulfuric Acid
3 part Ash
2 part Aluminum
|Causes a mess when split on the ground or added to grenades. Light pink colour (results in 10 parts instead of 12).
|-
! style="background-color:#FFEE88;" |{{anchor|Pink Glitter}}Pink Glitter
|5 part Light Pink Glitter
1 part Stable-plasma
|Causes a mess when split on the ground or added to grenades. Pink colour (results in 5 parts instead of 6).
|-
!style="background-color:#FFEE88;" |{{anchor|Blue Glitter}}Blue Glitter
|5 part Light Pink Glitter
1 part Nitrogen
|Causes a mess when split on the ground or added to grenades. Blue colour (results in 5 parts instead of 6).
|-
!style="background-color:#FFEE88;" |{{anchor|White Glitter}}White Glitter
|5 part Light Pink Glitter
1 part Sugar
|Causes a mess when split on the ground or added to grenades. White colour (results in 5 parts instead of 6).
|}
===Construction Recipes===
These chemicals usually can be used to produce something strictly structural or a building material, such as tiles!
{| class="wikitable sortable" style="width:100%; text-align:left; border: 3px solid #FFDD66; cellspacing=0; cellpadding=2; background-color:white;"
! scope="col" style="width:150px; background-color:#FFDD66;" | Name
! scope="col" class="unsortable" style="width:150px; background-color:#FFDD66;" | Formula
! scope="col" class="unsortable" style="background-color:#FFDD66;" |Description
|-
! style="background-color:#FFEE88;" |{{anchor|Black Carpet}} Black Carpet<span style="color:#1E1E1E;background-color:white">▮</span>
|{{RecursiveChem/Black Carpet}}
|Produces Black carpet
|-
! style="background-color:#FFEE88;" |{{anchor|Blue Carpet}} Blue Carpet<span style="color:#0000DC;background-color:white">▮</span>
|{{RecursiveChem/Blue Carpet}}
|Produces Blue carpet
|-
! style="background-color:#FFEE88;" |{{anchor|Cyan Carpet}} Cyan Carpet<span style="color:#00B4FF;background-color:white">▮</span>
|{{RecursiveChem/Cyan Carpet}}
|Produces Cyan carpet
|-
! style="background-color:#FFEE88;" |{{anchor|Green Carpet}} Green Carpet<span style="color:#A8E61D;background-color:white">▮</span>
|{{RecursiveChem/Green Carpet}}
|Produces Green carpet
|-
! style="background-color:#FFEE88;" |{{anchor|Orange Carpet}} Orange Carpet<span style="color:#E78108;background-color:white">▮</span>
|{{RecursiveChem/Orange Carpet}}
|Produces Orange carpet
|-
! style="background-color:#FFEE88;" |{{anchor|Purple Carpet}} Purple Carpet<span style="color:#91D865;background-color:white">▮</span>
|{{RecursiveChem/Purple Carpet}}
|Produces Purple carpet
|-
! style="background-color:#FFEE88;" |{{anchor|Red Carpet}} Red Carpet<span style="color:#731008;background-color:white">▮</span>
|{{RecursiveChem/Red Carpet}}
|Produces Red carpet
|-
! style="background-color:#FFEE88;" |{{anchor|Royal Black Carpet}} Royal Black Carpet<span style="color:#000000;background-color:white">▮</span>
|{{RecursiveChem/Royal_Black Carpet}}
|Produces Royal Black carpet
|-
! style="background-color:#FFEE88;" |{{anchor|Royal Blue Carpet}} Royal Blue Carpet<span style="color:#5A64C8;background-color:white">▮</span>
|{{RecursiveChem/Royal_Blue Carpet}}
|Produces Royal Blue carpet
|}
===Virology Recipes===
These chemicals are used to mutate viruses, and have few uses beyond that.
{| class="wikitable sortable" style="width:100%; text-align:left; border: 3px solid #FFDD66; cellspacing=0; cellpadding=2; background-color:white;"
! scope="col" style="width:150px; background-color:#FFDD66;" | Name
! scope="col" class="unsortable" style="width:150px; background-color:#FFDD66;" | Formula
! scope="col" class="unsortable" style="background-color:#FFDD66;" |Description
|-
|-
!style='background-color:#FFEE88;'|{{anchor|Weed Killer}} Weed Killer
! style="background-color:#FFEE88;" |{{anchor|Virus Food}} Virus Food<span style="color:#899613;background-color:white">▮</span>
|1 part Toxin<br>4 parts [[Ammonia]]
|{{RecursiveChem/Virus Food}}
|Kills weeds, causes minor toxin damage to humans.
|Only useful in Virology. It is used to get a virus symptom of level1 and 2. It is also a primary ingredient for all other Virology-related chemicals. Also boosts the speed at which a virus advances to the next stage by 10 times while in one's bloodstream. (Results in 15 units instead of 10)
|-
|-
!style='background-color:#FFEE88;'|{{anchor|Mutagenic Agar}} Mutagenic Agar
! style="background-color:#FFEE88;" |{{anchor|Mutagenic Agar}} Mutagenic Agar<span style="color:#A3C00F;background-color:white">▮</span>
|1 part Unstable Mutagen<br>1 part Virus food
|{{RecursiveChem/Mutagenic Agar}}
|Extremely similar to Unstable Mutagen. Only useful to Virology. It is used to get a virus symptom of level 3 only. (Results in 1 unit instead of 2)
|Extremely similar to Unstable Mutagen. Only useful to Virology. It is used to get a virus symptom of level 3 only. (Results in 1 unit instead of 2)  
|-
|-
!style='background-color:#FFEE88;'|{{anchor|Sucrose Agar}} Sucrose Agar
! style="background-color:#FFEE88;" |{{anchor|Sucrose Agar}} Sucrose Agar<span style="color:#41B0C0;background-color:white">▮</span>
|1 part Mutagenic agar<br>1 part [[Sugar]]
|{{RecursiveChem/Sucrose Agar}}
|Extremely similar to Mutagenic agar. Only useful to Virology. It is used to get a virus symptom of level 4 only.
|Extremely similar to Mutagenic agar. Only useful to Virology. It is used to get a virus symptom of level 4 only.
|-
|-
!style='background-color:#FFEE88;'|{{anchor|Virus Plasma}} Virus Plasma
! style="background-color:#FFEE88;" |{{anchor|Virus Plasma}} Virus Plasma<span style="color:#A69DA9;background-color:white">▮</span>
|1 part Virus food<br>1 part [[Plasma]]
|{{RecursiveChem/Virus Plasma}}
|Extremely similar to Plasma. Only useful to Virology. It is used to get a virus symptom of level 6 only. (Results in 1 unit instead of 2)
|Extremely similar to Plasma. Only useful to Virology. It is used to get a virus symptom of level 6 only. (Results in 1 unit instead of 2)
|-
|-
!style='background-color:#FFEE88;'|{{anchor|Weakened Virus Plasma}} Weakened Virus Plasma
! style="background-color:#FFEE88;" |{{anchor|Weakened Virus Plasma}} Weakened Virus Plasma<span style="color:#CEC3C6;background-color:white">▮</span>
|1 part Virus plasma<br>1 part [[Synaptizine]]
|{{RecursiveChem/Weakened Virus Plasma}}
|Weakened variety of virus plasma. Only useful to Virology. It is used to get a virus symptom of level 5 only.
|Weakened variety of virus plasma. Only useful to Virology. It is used to get a virus symptom of level 5 only.  
|-
|-
!style='background-color:#FFEE88;'|{{anchor|Virus Rations}} Virus Rations
! style="background-color:#FFEE88;" |{{anchor|Virus Rations}} Virus Rations<span style="color:#D18AA5;background-color:white">▮</span>
|1 part Virus food<br>1 part [[Synaptizine]]
|{{RecursiveChem/Virus Rations}}
|Depleted virus food. Only useful to Virology. It is used to get a virus symptom of level 1 only. (Results in 1 unit instead of 2)
|Depleted virus food. Only useful to Virology. It is used to get a virus symptom of level 1 only. (Results in 1 unit instead of 2)
|-
! style="background-color:#FFEE88;" |{{anchor|Decaying Uranium Gel}} Decaying Uranium Gel<span style="color:#D18AA5;background-color:white">▮</span>
|{{RecursiveChem/Decaying Uranium Gel}}
|Powerful viral mutagen. Only useful to Virology. It is used to get a virus symptom of level 6 or 7. (Results in 1 unit instead of 2)
|-
! style="background-color:#FFEE88;" |{{anchor|Unstable Uranium Gel}} Unstable Uranium Gel<span style="color:#D18AA5;background-color:white">▮</span>
|{{RecursiveChem/Unstable Uranium Gel}}
|Powerful viral mutagen. Only useful to Virology. It is used to get a virus symptom of level 7. (Results in 1 unit instead of 6)
|-
! style="background-color:#FFEE88;" |{{anchor|Stable Uranium Gel}} Stable Uranium Gel<span style="color:#D18AA5;background-color:white">▮</span>
|{{RecursiveChem/Stable Uranium Gel}}
|Powerful viral mutagen. Only useful to Virology. It is used to get a virus symptom of level 8. (Results in 1 unit instead of 21)
|-
! style="background-color:#FFEE88;" |{{anchor|Anomalous Virus Food}} Anomalous Virus Food<span style="color:#D18AA5;background-color:white">▮</span>
|{{RecursiveChem/Anomalous Virus Food}}
|Unusual viral mutagen. Only useful to virology. It is used to get a virus symptom of level 0. (Results in 1 unit instead of 6)
|}
===Mutation Toxins===
Obtainable through xenobiology, these chemicals transform humaniods in other humanoid [[Guide_to_races|races]].
{| class="wikitable sortable" style="width:100%; text-align:left; border: 3px solid #FFDD66; cellspacing=0; cellpadding=2; background-color:white;"
! scope="col" style="width:150px; background-color:#FFDD66;" |Name
! scope="col" class="unsortable" style="width:150px; background-color:#FFDD66;" |Formula
! scope="col" class="unsortable" style="background-color:#FFDD66;" | Description
|-
! style="background-color:#FFEE88;" |{{anchor|Imperfect Mutation Toxin}} Imperfect Mutation Toxin<span style="color:#13BC5E;background-color:white">▮</span>
|{{RecursiveChem/Mutation Toxin}}
|Mutagenic chemical that transforms into a [[Slimepeople|slimeperson]].
|-
! style="background-color:#FFEE88;" |{{anchor|Unstable Mutation Toxin}} Unstable Mutation Toxin<span style="color:#5EFF3B;background-color:white">▮</span>
|{{RecursiveChem/Unstable Mutation Toxin}}
|Mutagenic chemical that transforms into a random, safe race.
|-
! style="background-color:#FFEE88;" |{{anchor|Stable Mutation Toxin}} Stable Mutation Toxin<span style="color:#5EFF3B;background-color:white">▮</span>
|{{RecursiveChem/Stable Mutation Toxin}}
|Mutagenic chemical that transforms into a [[Guide_to_races#Human|human]].
|-
! style="background-color:#FFEE88;" |{{anchor|Mulligan Toxin}}Mulligan Toxin<span style="color:#5EFF3B;background-color:white">▮</span>
|{{RecursiveChem/Mulligan Toxin}}
|Changes identity by randomizing the subject's appearance.
|-
! style="background-color:#FFEE88;" |{{anchor|Lizard Mutation Toxin}} Lizard Mutation Toxin<span style="color:#5EFF3B;background-color:white">▮</span>
|{{RecursiveChem/Lizard Mutation Toxin}}
|Mutagenic chemical that transforms into a [[Guide_to_races#Lizardpeople|lizardperson]].
|-
! style="background-color:#FFEE88;" |{{anchor|Felinid Mutation Toxin}} Felinid Mutation Toxin<span style="color:#5EFF3B;background-color:white">▮</span>
|{{RecursiveChem/Felinid Mutation Toxin}}
|Mutagenic chemical that transforms into a [[Guide_to_races#Felinids|felinid]].
|-
! style="background-color:#FFEE88;" |{{anchor|Moth Mutation Toxin}} Moth Mutation Toxin<span style="color:#5EFF3B;background-color:white">▮</span>
|{{RecursiveChem/Moth Mutation Toxin}}
|Mutagenic chemical that transforms into a [[Guide_to_races#Mothpeople|moth]].
|-
! style="background-color:#FFEE88;" |{{anchor|Fly Mutation Toxin}} Fly Mutation Toxin<span style="color:#5EFF3B;background-color:white">▮</span>
|{{RecursiveChem/Fly Mutation Toxin}}
|Mutagenic chemical that transforms into a [[Guide_to_races#Flypeople|flyperson]].
|-
! style="background-color:#FFEE88;" |{{anchor|Pod Mutation Toxin}} Pod Mutation Toxin<span style="color:#5EFF3B;background-color:white">▮</span>
|{{RecursiveChem/Pod Mutation Toxin}}
|Mutagenic chemical that transforms into a [[Guide_to_races#Podpeople|podperson]].
|-
! style="background-color:#FFEE88;" |{{anchor|Golem Mutation Toxin}} Golem Mutation Toxin<span style="color:#5EFF3B;background-color:white">▮</span>
|{{RecursiveChem/Golem Mutation Toxin}}
|Mutagenic chemical that transforms into a [[Guide_to_races#Golems|golem]].
|-
! style="background-color:#FFEE88;" |{{anchor|Abductor Mutation Toxin}} Abductor Mutation Toxin<span style="color:#5EFF3B;background-color:white">▮</span>
|{{RecursiveChem/Abductor Mutation Toxin}}
|Mutagenic chemical that transforms into an [[Guide_to_races#Abductors|abductor]].
|-
! style="background-color:#FFEE88;" |{{anchor|Oozeling Mutation Toxin}} Oozeling Mutation Toxin<span style="color:#5EFF3B;background-color:white">▮</span>
|{{RecursiveChem/Oozeling Mutation Toxin}}
|Mutagenic chemical that transforms into an [[Guide to races#Oozeling|Oozeling]]
|-
! style="background-color:#FFEE88;" |{{anchor|Advanced Mutation Toxin}} Advanced Mutation Toxin<span style="color:#13BC5E;background-color:white">▮</span>
|{{RecursiveChem/Advanced Mutation Toxin}}
|Mutagenic chemical that slowly morphs the victim into a [[slime]].
|-
! style="background-color:#FFEE88;" |{{anchor|Skeleton Mutation Toxin}} Skeleton Mutation Toxin<span style="color:#5EFF3B;background-color:white">▮</span>
|{{RecursiveChem/Skeleton Mutation Toxin}}
|Mutagenic chemical that transforms into a [[Guide_to_races#Skeletons|skeleton]].
|-
! style="background-color:#FFEE88;" |{{anchor|Zombie Mutation Toxin}} Zombie Mutation Toxin<span style="color:#5EFF3B;background-color:white">▮</span>
|{{RecursiveChem/Zombie Mutation Toxin}}
|Mutagenic chemical that transforms into a non-infectious and completely fake Zombie.
|-
! style="background-color:#FFEE88;" |{{anchor|Ash Mutation Toxin}} Ash Mutation Toxin<span style="color:#5EFF3B;background-color:white">▮</span>
|{{RecursiveChem/Ash Mutation Toxin}}
|Mutagenic chemical that transforms into an Ash Walker.
|-
! style="background-color:#FFEE88;" |{{anchor|Shadow Mutation Toxin}} Shadow Mutation Toxin<span style="color:#5EFF3B;background-color:white">▮</span>
|{{RecursiveChem/Shadow Mutation Toxin}}
|Mutagenic chemical that transforms into a [[Guide_to_races#Shadowpeople|shadowperson]].
|-
! style="background-color:#FFEE88;" |{{anchor|Plasma Mutation Toxin}} Plasma Mutation Toxin<span style="color:#5EFF3B;background-color:white">▮</span>
|{{RecursiveChem/Plasma Mutation Toxin}}
|Mutagenic chemical that transforms into a [[Guide_to_races#Plasmaman|plasmaman]].
|}
|}


== Toxins ==
==Toxins==
The 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 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.
{| class="wikitable sortable" style="width:100%; text-align:left; border: 3px solid #FFDD66; cellspacing=0; cellpadding=2; background-color:white;"
{| class="wikitable sortable" style="width:100%; text-align:left; border: 3px solid #FFDD66; cellspacing=0; cellpadding=2; background-color:white;"
! scope="col" style='width:150px; background-color:#FFDD66;'|Name
! scope="col" style="width:150px; background-color:#FFDD66;" | Name  
! scope="col" class="unsortable" style='width:150px; background-color:#FFDD66;'|Recipe  
! scope="col" class="unsortable" style="width:150px; background-color:#FFDD66;" |Recipe
! scope="col" style='background-color:#FFDD66;'|Damage dealt
! scope="col" style="background-color:#FFDD66;" |Damage dealt
! scope="col" class="unsortable" style='background-color:#FFDD66;'|Description
! scope="col" class="unsortable" style="background-color:#FFDD66;" |Description
! scope="col" class="unsortable" style="background-color:#FFDD66;" |Metabolism Rate
|-
! style="background-color:#FFEE88;" |{{anchor|Toxin}}Toxin<span style="color:#CF3600;background-color:white">▮</span>
|Medbay Vendors, Emagged Chem Dispenser
|Toxin
|Will deal {{dmgs|e|toxin}} damage over time.
|0.4 units per tick
|-
|-
!style='background-color:#FFEE88;'|{{anchor|Food Poisoning}}Food Poisoning<span style="color:#C8A5DC;background-color:white">▮</span>
! style="background-color:#FFEE88;" |{{anchor|Food Poisoning}}Bad Food<span style="color:#D6D6D8;background-color:white">▮</span>
|From eating poorly made food
|From eating poorly made food
|Toxin
|Toxin
|Will deal a minor amount of Toxin damage
|Will deal a minor amount of {{dmgs|e|toxin}} damage.
|0.1 units per tick
|-
! style="background-color:#FFEE88;" |{{anchor|Chloral Hydrate}}Chloral Hydrate<span style="color:#000067;background-color:white">▮</span>
|{{RecursiveChem/Chloral Hydrate}}
|Stun, Toxin
|A short-lived sedative which stuns after a bit, but can be deadly in large doses. Results in 1 units instead of 5.
| 0.6 units per tick
|-
! style="background-color:#FFEE88;" |{{anchor|Mindbreaker Toxin}}Mindbreaker Toxin<span style="color:#B31008;background-color:white">▮</span>
|{{RecursiveChem/Mindbreaker Toxin}}
|Very Mild Hallucinations
| Popular legend about this drug lead CentCom to space-alter its effects, which now only creates simple hallucinations like reporting you as "dead". Space drugs, far simpler to create, have taken its place. Can to treat Reality Dissociation Syndrome. Results in 5 units instead of 3.
|0.4 units per tick
|-
! style="background-color:#FFEE88;" |{{anchor|Impedrezene}}Impedrezene<span style="color:#C8A5DC;background-color:white">▮</span>
|{{RecursiveChem/Impedrezene}}
| Brain
|A narcotic that impedes one's ability by slowing down the higher brain cell functions. Causes massive brain damage (results in 2 units instead of 3).
|0.4 units per tick
|-
|-
!style='background-color:#FFEE88;'|{{anchor|Initropidril}}Initropidril<span style="color:#C8A5DC;background-color:white">▮</span>
! style="background-color:#FFEE88;" |{{anchor|Mute Toxin}}Mute Toxin<span style="color:#F0F8FF;background-color:white">▮</span>
|{{RecursiveChem/Mute Toxin}}
|Speech
|Makes the subject unable to speak for some time.
|0.4 units per tick
|-
! style="background-color:#FFEE88;" |{{anchor|Mime's Bane}}Mime's Bane<span style="color:#F0F8FF;background-color:white">▮</span>
|{{RecursiveChem/Mime's Bane}}
| Gestures
|A nonlethal neurotoxin that interferes with the victim's ability to gesture
|0.4 units per tick
|-
! style="background-color:#FFEE88;" |{{anchor|Lexorin}}Lexorin<span style="color:#7DC3A0;background-color:white">▮</span>
|{{RecursiveChem/Lexorin}}
|Suffocation
|Temporarily stops respiration and causes tissue damage. Large doses are fatal, and will cause people to pass out very quickly.
|0.4 units per tick
|-
! style="background-color:#FFEE88;" |{{anchor|Initropidril}}Initropidril<span style="color:#7F10C0;background-color:white">▮</span>
|Traitor Uplink
|Traitor Uplink
|Cardiac Arrest
|Cardiac Arrest
|33% chance to hit with 5-25 toxin damage every 3 seconds, and a 5-10% chance to either stun, cause lots of oxygen damage, or cause your heart to stop. Combat it with electric shocks from grilles and doors in a pinch, or a defib for more reliable methods.
|Deals heavy {{dmgs|e|toxin}} damage over time, and a 25% chance to do one of the following: stun, cause loss of breath and oxygen damage, or cause your heart to stop. Combat the latter with electric shocks from grilles and doors in a pinch, or a defib for a more reliable method.
|0.2 units per tick
|-
! style="background-color:#FFEE88;" |{{anchor|Tirizene}}Tirizene<span style="color:#6E2828;background-color:white">▮</span>
|Traitor Sleepypen, Emagged Soda Dispenser, [[Guide_to_botany#Deathberry|Death Berry]], [[Guide_to_botany#Poison-berry|Poison-Berry]]
|Stamina Damage
|Deals stamina damage over time, slowing down and causing collapse in large doses, but otherwise harmless.
|0.4 units per tick
|-
|-
!style='background-color:#FFEE88;'|{{anchor|Polonium}}Polonium<span style="color:#C8A5DC;background-color:white">▮</span>
! style="background-color:#FFEE88;" |{{anchor|Tiring Solution}}Tiring Solution<span style="color:#6E2828;background-color:white">▮</span>
|Traitor Uplink
|Peacekeeper Cyborgs
|Radiation  
|Stamina Damage
|Cause significant Radiation damage over time.
|Deals stamina damage over time, slowing down. Won't go higher than 50 stamina damage.
|0.6 units per tick
|-
! style="background-color:#FFEE88;" |{{anchor|Polonium}}Polonium<span style="color:#787878;background-color:white">▮</span>
|Traitor Uplink  
|Radiation
|Cause significant Radiation damage over time. It's metabolized very slowly.
|0.1 units per tick
|-
|-
!style='background-color:#FFEE88;'|{{anchor|Pancuronium}}Pancuronium<span style="color:#C8A5DC;background-color:white">▮</span>
! style="background-color:#FFEE88;" |{{anchor|Pancuronium}}Pancuronium<span style="color:#195096;background-color:white">▮</span>
|Traitor Uplink
|Traitor Uplink
|Paralysis and Suffocation
|Paralysis and Suffocation
|Paralyses you after 30 seconds, with a 7% chance to cause 3-5 seconds of loss of breath.  
|Paralyses you after 10 seconds, with a 20% chance to cause 4 seconds of loss of breath.  
|0.1 units per tick
|-
|-
!style='background-color:#FFEE88;'|{{anchor|Sodium Thiopental}}Sodium Thiopental<span style="color:#C8A5DC;background-color:white">▮</span>
! style="background-color:#FFEE88;" |{{anchor|Sodium Thiopental}}Sodium Thiopental<span style="color:#6496FA;background-color:white">▮</span>
|Traitor Uplink
|Traitor Uplink
|Knockout and Stamina
|Knockout and Stamina
|Knocks you out after 30 seconds, and destroys your stamina.
|Knocks you out after 11 seconds, and destroys your stamina.
|0.3 units per tick
|-
|-
!style='background-color:#FFEE88;'|{{anchor|Sulfonal}}Sulfonal<span style="color:#C8A5DC;background-color:white">▮</span>
! style="background-color:#FFEE88;" |{{anchor|Sulfonal}}Sulfonal<span style="color:#7DC3A0;background-color:white">▮</span>
|1 part Acetone<br>1 part Diethylamine<br>1 part Sulfur
|{{RecursiveChem/Sulfonal}}
|Knockout and Toxin
|Knockout and Toxin
| +1 toxin damage every 3 seconds, knocks you out after 66 seconds.
|{{dmgs|e|1 toxin}} damage every 2 cycles, knocks you out after 22 cycles. Metabolized very slowly: two units are enough to trigger the knockout.
|0.05 units per tick
|-
|-
!style='background-color:#FFEE88;'|{{anchor|Amantin}}Amantin<span style="color:#C8A5DC;background-color:white">▮</span>
! style="background-color:#FFEE88;" |{{anchor|Amanitin}}Amanitin<span style="color:#FFFFFF;background-color:white">▮</span>
|Traitor Uplink
|Traitor Uplink
|Delayed Toxin Damage  
|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.
|On the last second it is in you, it hits you with a large stack of {{dmgs|e|toxin}} damage based on how long it was in your system. Larger doses means a longer waiting period but more damage.
|0.2 units per tick
|-
|-
!style='background-color:#FFEE88;'|{{anchor|Lipolicide}}Lipolicide<span style="color:#C8A5DC;background-color:white">▮</span>
! style="background-color:#FFEE88;" |{{anchor|Lipolicide}}Lipolicide<span style="color:#F0FFF0;background-color:white">▮</span>
|1 part Mercury<br>1 part Diethylamine<br>1 part Ephedrine
|{{RecursiveChem/Lipolicide}}
|Weight Loss
|Weight Loss
| +1 toxin damage unless you have nutriment in you.
|Drains nutrition and deals minor {{dmgs|e|toxin}} damage, will deal more {{dmgs|e|toxin}} damage if you are starving. Useful if you are fat or obese.
|0.2 units per tick
|-
|-
!style='background-color:#FFEE88;'|{{anchor|Coiine}}Coiine<span style="color:#C8A5DC;background-color:white">▮</span>
! style="background-color:#FFEE88;" |{{anchor|Coniine}}Coniine<span style="color:#7DC3A0;background-color:white">▮</span>
|Traitor Uplink
|Traitor Uplink
|Toxin and breath loss
|Toxin and breath loss
| +2 toxin damage and +5 seconds of loss of breath.
|{{dmgs|e|1.75 toxin}} damage and 5 seconds of loss of breath per tick. EXTREMELY slow metabolization.
|0.024 units per tick
|-
|-
!style='background-color:#FFEE88;'|{{anchor|Curare}}Curare<span style="color:#C8A5DC;background-color:white">▮</span>
! style="background-color:#FFEE88;" |{{anchor|Curare}}Curare<span style="color:#191919;background-color:white">▮</span>
|Traitor Uplink
|Traitor Uplink
|Knockout, Oxygen, and Toxin
|Knockout, Oxygen, and Toxin
|Does 1 unit of toxin and 1 unit of oxygen damage every 3 seconds, and knocks you out after 33 seconds.
|Does {{dmgs|e|1 toxin}} and {{dmgs|r|1 suffocation}} damage every second, and knocks you out after 11 seconds. Metabolizes slowly.
|0.05 units per tick
|-
|-
!style='background-color:#FFEE88;'|{{anchor|Histamine}}Histamine<span style="color:#C8A5DC;background-color:white">▮</span>
! style="background-color:#FFEE88;" |{{anchor|Histamine}}Histamine<span style="color:#FA6464;background-color:white">▮</span>
|Traitor Uplink
|Traitor Uplink
|Brute, toxin, oxyloss and eyesight
|Brute, toxin, oxyloss and eyesight
|Causes a moderatre amount of Brute damage over time, will also impair eyesight<br>If overdosed (30 units) it will also deal a significant amount of Brute, Toxin and Oxyloss damage.
|Has a chance each tick to cause small amounts of {{dmgs|q|brute}} damage or blur vision.<br>If overdosed (30 units) it will also deal a significant amount of {{dmgs|qer|brute|toxin|suffocation}} damage each tick.
|0.1 units per tick
|-
|-
!style='background-color:#FFEE88;'|{{anchor|Formaldehyde}}Formaldehyde<span style="color:#C8A5DC;background-color:white">▮</span>
! style="background-color:#FFEE88;" |{{anchor|Formaldehyde}}Formaldehyde<span style="color:#B4004B;background-color:white">▮</span>
|1 part Ethanol<br>1 part Oxygen<br>1 part Silver<br>temperature 420 K
|{{RecursiveChem/Formaldehyde}}
|Toxin
|Toxin
|Causes a moderatre amount of Toxin damage over time. Has a chance to turn into 10 to 15 units of Histamine.
|Causes a moderate amount of {{dmgs|e|toxin}} damage over time. Has a chance to turn into 5 to 15 units of Histamine. Preserves corpses from organ decay.
|0.2 units per tick
|-
|-
!style='background-color:#FFEE88;'|{{anchor|Venom}}Venom<span style="color:#C8A5DC;background-color:white">▮</span>
! style="background-color:#FFEE88;" |{{anchor|Venom}}Venom<span style="color:#F0FFF0;background-color:white">▮</span>
|Traitor Uplink
|Traitor Uplink
|Brute, toxin
|Brute, toxin
|Will deal scaling amounts of Toxin and Brute damage over time. Has a chance to turn into 5 to 10 units of Histamine.
|Will deal {{dmgs|qe|brute|toxin}} damage over time based on how much venom is in the body. Has a chance to turn into 5 to 10 units of Histamine.
|0.1 units per tick
|-
|-
!style='background-color:#FFEE88;'|{{anchor|Neurotoxin}}Neurotoxin<span style="color:#C8A5DC;background-color:white">▮</span>
! style="background-color:#FFEE88;" |{{anchor|Fentanyl}}Fentanyl<span style="color:#64916E;background-color:white">▮</span>
|1 part [[#Space Drugs|Space Drugs]]<br>temperature 674 K
|{{RecursiveChem/Fentanyl}}
|Toxin, brain
|Toxin, brain
|Will deal Toxin and Brain damage up to around 60 points of damage each, if the drug is not removed after around 17 cycles it will knock the user unconscious.
|Will deal {{dmgs|e|1 toxin}} and 3 brain damage, up to 60 points of {{dmgs|e|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
|-
|-
!style='background-color:#FFEE88;'|{{anchor|Cyanide}}Cyanide<span style="color:#C8A5DC;background-color:white">▮</span>
! style="background-color:#FFEE88;" |{{anchor|Cyanide}}Cyanide<span style="color:#00B4FF;background-color:white">▮</span>
|1 part [[#Oil|Oil]]<br>1 part [[#Ammonia|Ammonia]]<br>1 part Oxygen<br>temperature 380 K
|{{RecursiveChem/Cyanide}}
|Toxin, oxyloss
|Toxin, oxyloss
|Deals random amounts of toxin damage while slowly suffocating its target. '''Often extremely lethal'''.
|Causes headaches and sickness at first,followed by failure of cellular respiration leading to cardiac arrest, {{dmgs|r|suffocating}} its target.'''Often extremely lethal'''.
|0.05 units per tick
|-
|-
!style='background-color:#FFEE88;'|{{anchor|Zombie Powder}}Zombie Powder<span style="color:#C8A5DC;background-color:white">▮</span>
! style="background-color:#FFEE88;" |{{anchor|Carpotoxin}}Carpotoxin<span style="color:#003333;background-color:white">▮</span>
|5 parts Morphine<br>5 parts CarpoToxin<br>5 parts Copper
|Space Carp, Koi Beans, Emagged Chem Dispenser
|Fake death, stun
| Toxin
|Paralyses people, and makes them appear dead to the most rudimentary of tests. Requires CarpoToxin, which must be harvested from Space Carp (results in 2 units instead of 15).
|Deals constant {{dmgs|e|toxin}} damage over time.
|0.4 units per tick
|-
|-
!style='background-color:#FFEE88;'|{{anchor|Itching Powder}}Itching Powder<span style="color:#C8A5DC;background-color:white">▮</span>
! style="background-color:#FFEE88;" |{{anchor|Zombie Powder}}Zombie Powder<span style="color:#669900;background-color:white">▮</span>
|1 part Fuel<br>1 part Ammonia<br>1 part Charcoal
|{{RecursiveChem/Zombie Powder}}
|Stamina, Fake death
|Does nothing for the first 9 ticks it is metabolized, and then begins dealing rapidly increasing stamina damage. Triggers a fake death which lasts until fully metabolized when stamina damage exceeds 145. (Results in 2 units instead of 15)
|0.4 units per tick
|-
! style="background-color:#FFEE88;" |{{anchor|Ghoul Powder}}Ghoul Powder<span style="color:#669900;background-color:white">▮</span>
|{{RecursiveChem/Ghoul Powder}}
|Fake "death"
| Same as Zombie Powder, but victim can move.
|0.4 units per tick
|-
! style="background-color:#FFEE88;" |{{anchor|Itching Powder}}Itching Powder<span style="color:#C8C8C8;background-color:white"></span>
|{{RecursiveChem/Itching Powder}}
|Brute, annoyance
|Brute, annoyance
|Will cause annoying effects, as well as a chance that the subject will scratch themselves dealing slights amount of Brute damage. Has a chance to transform into 1 to 3 units of histamine.
|Will cause annoying effects, as well as a chance that the subject will scratch themselves dealing slight amounts of {{dmgs|q|brute}} damage. Has a chance to transform into 1 to 3 units of histamine.
|0.16 units per tick
|-
! style="background-color:#FFEE88;" |{{anchor|Bone Hurting Juice}}Bone Hurting Juice<span style="color:#AAAAAA77;background-color:white">▮</span>
|{{RecursiveChem/Bone Hurting Juice}}
|Stamina, Brute to Skeletons
|Does 7.5 stamina damage per tick. 50u overdose threshold. If overdosed, it has a 4% chance to cause 200 stamina damage to a random limb, temporarily disabling it. If you're a skeleton or a plasmaman, it will deal additional {{dmgs|q|0.5 brute}} damage per tick, and if overdosed has 4% chance to cause {{dmgs|q|200 brute}} damage to a random limb instead of stamina damage.
|0.4 units per tick
|-
|-
!style='background-color:#FFEE88;'|{{anchor|Mint Toxin}}Mint Toxin<span style="color:#C8A5DC;background-color:white">▮</span>
! style="background-color:#FFEE88;" |{{anchor|Mint Toxin}}Mint Toxin<span style="color:#CF3600;background-color:white">▮</span>
|Grind the mint in the kitchen
|Grind the mint in the kitchen
|Conditional death
|Conditional death
|Instantly gibs fat people when ingested.
|Instantly gibs fat people when ingested.  
|0.4 units per tick
|-
|-
!style='background-color:#FFEE88;'|{{anchor|Heparin}}Heparin<span style="color:#C8C8C8;background-color:white">▮</span>
! style="background-color:#FFEE88;" |{{anchor|Slime Jelly}}Slime Jelly<span style="color:#801E28;background-color:white">▮</span>
|1 part Formaldehyde<br>1 Part Sodium<br>1 Part Chlorine<br>1 Part Lithium
|Extracted from oozelings
|Brute, Bleeding
|Toxin
|Heals {{dmgs|q|brute}} damage over time, but randomly deals bursts of {{dmgs|e|1-10 toxin}} damage, functions as blood for oozeling races.
|0.4 units per tick
|-
! style="background-color:#FFEE88;" |{{anchor|Liquid Electricity}}Liquid Electricity<span style="color:#97ee63;background-color:white">▮</span>
|{{RecursiveChem/Liquid Electricity}} <br> '''OR''' <br> Ethereals <br> '''OR''' <br> High power energy bars
|Toxin
|Has a 3% chance each tick to shock you, Ethereals use this as blood and get no negative effects from ingesting or injecting this chemical
|0.4 units per tick
|-
! style="background-color:#FFEE88;" |{{anchor|Heparin}}Heparin<span style="color:#C8C8C8;background-color:white">▮</span>
|{{RecursiveChem/Heparin}}
| Brute, Bleeding
|Causes bleeding constantly while in the system of the victim.
|Causes bleeding constantly while in the system of the victim.
|0.08 units per tick
|-
|-
!style='background-color:#FFEE88;'|{{anchor|Teslium}}Teslium<span style="color:#20324D;background-color:white">▮</span>
! style="background-color:#FFEE88;" |{{anchor|Teslium}}Teslium<span style="color:#20324D;background-color:white">▮</span>
|1 Part Plasma<br>1 Part Silver<br>1 Part Blackpowder<br>Temperature 400K<br>
|{{RecursiveChem/Teslium}}
|Random Shocks
|Random Shocks
|Randomly shocks the victim while it is in their system, ignoring any protection cause the shock comes from inside them.
|Randomly shocks the victim while it is in their system, ignoring any protection cause the shock comes from inside them. Also increases damage taken from normal shocks.
|0.2 units per tick
|-
! style="background-color:#FFEE88;" |{{anchor|Rotatium}}Rotatium<span style="color:#AC88CA;background-color:white">▮</span>
|{{RecursiveChem/Rotatium}}
|Toxin
|Causes the victim's screen to display a rocking motion and deals moderate toxin damage.
|0.24 units per tick
|-
! style="background-color:#FFEE88;" |{{anchor|Anacea}}Anacea<span style="color:#3C5133;background-color:white">▮</span>
|{{RecursiveChem/Anacea}}
|Toxin and Purges Medicines
|Metabolizes very slowly and quickly purges medicines in the victim while dealing light {{dmgs|e|toxin}} damage.
|0.032 units per tick
|-
! style="background-color:#FFEE88;" |{{anchor|Weed Killer}} Weed Killer<span style="color:#4B004B;background-color:white">▮</span>
|{{RecursiveChem/Weed Killer}}
|Toxin
|Kills weeds, causes minor {{dmgs|e|toxin}} damage to humans.
|0.4 units per tick
|-
! style="background-color:#FFEE88;" |{{anchor|Pest Killer}}Pest Killer<span style="color:#4B004B;background-color:white">▮</span>
|{{RecursiveChem/Pest Killer}}
|Toxin
|Kills pests in hydroponics trays, causes minor {{dmgs|e|toxin}} damage to humans. Deals heavy {{dmgs|e|toxin}} damage to fly people.
|0.4 units per tick.
|-
! style="background-color:#FFEE88;" |{{anchor|Plant-B-Gone}}Plant-B-Gone<span style="color:#49002E;background-color:white">▮</span>
|{{RecursiveChem/Plant-B-Gone}}
|Toxin
|A potent herbicide which is useful to replace the limited supply the botanist starts with. Causes minor {{dmgs|e|toxin}} damage to humans. Deals heavy {{dmgs|e|toxin}} damage to pod people.
|0.4 units per tick
|-
! style="background-color:#FFEE88;" |{{anchor|Bungotoxin}}Bungotoxin<span style="color:#EBFF8E;background-color:white">▮</span>
|{{RecursiveChem/Bungotoxin}}
|Toxin
|Deals heavy heart damage and makes you dizzy.
|0.2 units per tick
|-
! style="background-color:#FFEE88;" |Frost Oil<span style="color:#5050FF;background-color:white">▮</span>
|Aquireable from Blue Slimes or from grinding Ice Pepper.
|Slow down, Burn
|Reduces body temperature. Will cool you faster the longer it has been in the body, up to maximum strength after 35 cycles. Creates slippery ice tiles if spilled on floor for about 1 second per unit, depending on pressure and temperature. Spilling reduces area temperature by 5K per unit.
|0.4 units per tick
|-
|}
 
==Mushroom Chemicals==
Found primarily in Lavaland flora.
{| class="wikitable sortable" style="width:100%; text-align:left; border: 3px solid #FFDD66; cellspacing=0; cellpadding=2; background-color:white;"
! scope="col" style="width:150px; background-color:#FFDD66;" |Name
! scope="col" style="background-color:#FFDD66;" |Type
! scope="col" class="unsortable" style="background-color:#FFDD66;" |Description
! scope="col" class="unsortable" style="background-color:#FFDD66;" |Metabolism Rate
|-
! style="background-color:#FFEE88;" |{{anchor|Entropic Polypnium}}Entropic Polypnium<span style="color:#1D043D;background-color:white">▮</span>
|Poison
|Stamina, Brain, {{dmgs|e| toxin}}, {{dmgs|r| suffocation}}, and a bit of Eye Damage, Oh My! More than 5u will paralyze someone as well.
|0.4 units per tick
|-
! style="background-color:#FFEE88;" |{{anchor|Tinea Luxor}}Tinea Luxor<span style="color:#B5A213;background-color:white">▮</span>
|Other
|Makes the consumer glow.
|0.4 units per tick
|-
! style="background-color:#FFEE88;" |{{anchor|Vitrium Froth}}Vitrium Froth<span style="color:#D3A308;background-color:white">▮</span>
| Medicine
|80% chance to heal {{dmgs|qw|1 brute|1 burn}} damage each tick.
|0.4 units per tick
|-
|}
|}
==Reagent Delivery{{anchor|Reagent Delivery}}==
{{anchor|Under_the_hood}}There are different ways you can apply chemicals to a person or the environment.


== Beyond the Dispenser ==
===Delivery types===
Just 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.
First of all, there are actually 5 types of delivery, called '''ingest''', '''inject''', '''vapor''', '''touch''' and '''patch'''. If you are not interested in the details, you can skip to [[#Smoke_vs_foam|Smoke vs Foam vs others]]. <br>
====Ingest====
Ingest and '''inject'''{{anchor|Inject}} both usually do the exact same thing. The reagent simply enters the target's bloodstream. Used by pills, cigarettes, e-cigarettes, inhaling [[#Smoke|smoke]] and drinking the reagent directly.
====Inject====
Works the same as '''ingest''', where the reagent simply enters the target's bloodstream. Used by syringes and IV-drips.
====Vapor====
Vapor is used by (ranged) spray bottles and [[#Fluorosurfactant|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|Fluorosulfuric Acid]]. See more about [[#Fluorosurfactant|foam]] [[#Smoke_vs_foam|below]], with examples.
====Touch====
Touch is used by [[#Smoke|smoke]] and splashing. If the reagent has a "touch" based component, that component will affect the target (such as the instant heal part of [[#Synthflesh|Synthflesh]]), 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|smoke]] [[#Smoke_vs_foam|below]], with examples.
==== Patch====
Patch is used by patches and medical gels. 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.
=== Smoke vs foam vs others===
These are the major practical differences between pills, syringes, patches, cigarettes, [[#Smoke|smoke]], [[#Fluorosurfactant|foam]], splash and spray. <br>
====Pills====
Pills can be instantly [[#Ingest|ingested]] if used on yourself. It doesn't work if mouth is covered. [[Plasmaman|Plasmamen]] will have trouble taking these. Holds up to 50u. <br>
==== Syringes====
Syringes can inject into people even with their mouths covered, either by hand or with a syringe gun. It doesn't work on players wearing hardsuits or other pierce-immune clothing, unless you use a piercing syringe or manage to aim for an exposed part of their body. [[Golem]]s are completely immune to syringes (even piercing syringes), but [[Guide_to_chemistry#Patches|patches]] do work on them. A syringe holds between 10-60u, depending on type. Common syringes hold 15u. <br>
====Patches====
Will add all reagents into a person's bloodstream through any clothing, including hardsuits. Also apply [[#Touch|touch]]/[[#Patch|patch]] based effects. Example: A patch of 20u [[#Synthflesh|Synthflesh]] will instantly heal 25 brute and burn (touch component), and also enter the target's bloodstream (which in this case does nothing). Usable by [[Plasmaman|plasmamen]]. Can hold up to 40u. <br>
==== Cigarettes====
Can be dipped in reagents to be filled. If smoking/vaping, you will slowly [[#Ingest|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|smoke]]. <br>
====[[#Smoke|Smoke]]====
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 [[#Touch|touched]] by the reagents. If they do not have internals on, they will also [[#Ingest|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, [[#Fluorosulfuric Acid|acid]] or [[#Space_Cleaner|Space Cleaner]]) will do so. Smoke will usually block sight. <br>
'''Smoke example 1:''' Smoke containing 20u [[#Synthflesh|Synthflesh]]. Everyone caught in the cloud, including people wearing hardsuits, will slowly heal 25 brute and burn, if they stay in the smoke for its full duration (otherwise they will heal partially). Those who are not wearing internals will also [[#Ingest|ingest]] 20u of the medicine, making it enter their bloodstream (which does nothing in this case). <br>
'''Smoke example:''' Smoke containing 20u [[#Chlorine Trifluoride|Chlorine Trifluoride]](CLF3). CLF3 has a [[#Touch|touch]](and [[#Vapor|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|ingest]] 20u of the CLF3 and thus, start heating up from the inside, effectively burning from both in and out at the same time. <br>
====[[#Fluorosurfactant|Foam]]====
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|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 [[#Fluorosulfuric Acid|acid]], [[#Chlorine Trifluoride|CLF3]], or [[#Space_Cleaner|Space Cleaner]] to any tile it touches (but not walls, windows or doors). Foam will not block sight. <br>
'''Foam example 1:''' 250u foam containing 10u [[#Cyanide|Cyanide]] will spread a blue foam that does nothing to those it touches. The poison is too diluted to work at all. <br>
'''Foam example 2:''' 20u foam containing 250u [[#Fluorosulfuric Acid|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. <br>
====Splashing====
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|smoke]] or [[#Fluorosurfactant|foam]]. Splashing only does [[#Touch|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|touch]] component will apply that component only. Example: If you throw a beaker of 80u [[#Synthflesh|Synthflesh]] at someone, you will instantly heal them for 100 brute and burn (and deal up to 150 toxin damage), since Synthflesh is touch/patch based. It doesn't matter if the target uses hardsuit or internals in this case. This means throwing a beaker of poison at someone will do nothing at all. Splashing can apply chemicals such as [[#Thermite|Thermite]] to walls. <br>
====Spraying====
Spraying reagents will apply them to environments (if they have any such effect), and will enter hit people's bloodstreams through the [[#Vapor|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 [[#Fluorosulfuric Acid|acid]], [[#Chlorine Trifluoride|CLF3]], or [[#Space_Cleaner|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. <br><br>




== Beyond the Dispenser==
Just 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.
[[Category:Guides]]
[[Category:Guides]]

Latest revision as of 03:22, 19 March 2024

This guide will primarily be useful for chemists and Botanists using Strange Seeds but may come in handy to any player and especially traitors.

Chemicals

The building blocks of chemistry are aluminium, bromine, carbon, chlorine, copper, ethanol, fluorine, hydrogen, iodine, iron, lithium, mercury, nitrogen, oxygen, phosphorus, potassium, radium, silicon, silver, sodium, stable plasma, sugar, sulfur, sulfuric acid, water and welding fuel. These can be produced from the Chem Dispenser in Chemistry.

You have all sorts of things here, and can make so much. You can make medicines, foam, flash powder, poisons, space lube, window hardener, and so 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, 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.

Some pure chemicals are lethal or will cause heavy toxin damage if injected or ingested in their pure form.

Grinding minerals from mining will also get you:

Emagging a chem dispenser will add:

  • Space Drugs
  • Morphine
  • Toxin
  • Carpotoxin
  • Miner's Salve

The NanoMed Plus is your main source of generic toxin when hacked.

Some chemical reactions will require you to heat the reagents in a Chemical Heater. This machine will heat a beaker to the desired temperature, slowing down the heating speed as it approaches the target temperature. If you don't risk making the chemical explode by overheating it (such as Meth) you can just set it to a very high temperature to avoid this.


Machinery

You 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.


Chem Dispenser Chemistry Dispensers

Chem 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 instead of the old one. Then screwdriver to finish. Or you can charge the machine with an inducer .

Available chemicals:

Click expand to see what chemicals are available:

Normal:

  • Hydrogen
  • Oxygen
  • Silicon
  • Phosphorus
  • Sulfur
  • Carbon
  • Nitrogen
  • Water
  • Lithium
  • Sugar
  • Sulfuric acid
  • Copper
  • Mercury
  • Sodium
  • Iodine
  • Bromine
  • Ethanol
  • Chlorine
  • Potassium
  • Aluminium
  • Radium
  • Fluorine
  • Iron
  • Welding fuel
  • Silver
  • Stable plasma

Upgraded (tier 4 matter manipulator):

  • Acetone
  • Ammonia
  • Ash
  • Diethylamine
  • Oil
  • Saltpetre

Emagged:

  • Space Drugs
  • Morphine
  • Toxin
  • Carpotoxin
  • Miner's Salve

Upgradeable parts:

Click expand to see upgrades:

  • Better matter bins: greater power efficiency per unit dispensed.
  • Better capacitor: faster recharging speed.
  • Better power cell: larger maximum power capacity.
  • Better manipulator: unlocks more chemicals. Longer and more complex chemistry macros can be performed. At tier 1 manips, macros round to the nearest 5u, then 3u at tier 2, 2u at tier 3 and 1u at tier 4

Chemical Heater Chemical Heater

Some 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.

Due to a rounding bug you sometimes need to heat chems 1 degree higher than the recipe says.

Upgrading the laser will increase the heating/cooling speed.

ChemMaster 3000 ChemMaster 3000

Separates, 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.
Maximum size for dispensed bottles is 30u, patches 40u and pills 50u. Use a chemistry bag to quickly move large quantities of bottles, patches or pills.
Can 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.

Reagent Grinder All-In-One Grinder

Grinds, crushes, liquefies and extracts reagents from materials placed into it.
If there is a significant reagent associated with the item, the Reagent grinder will distill a pure sample inside the collection beaker.
For example: Plasma/gold/uranium/metal sheets, donk pockets, fruits, dead mice.

Smoke Machine Smoke Machine

Dispenses any chemical inside as a smoke cloud. Needs to be secured by wrenching first.
A great alternative to smoke grenades, but easily incites lynch mobs.
Can only be obtained through the circuit board being printed, and the required parts being assembled first.
Upgradeable parts:

Click expand to see upgrades:

  • Manipulator: Unlocks the higher range settings.
  • Matter bin: Increases maximum capacity.
  • Capacitor: Increases efficiency.


Metabolism

When a reagent enters a body, it will then "tick" or "cycle" about every 2 seconds (these are called "life ticks", and are 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. Many mobs are "simplemobs" which means they don't have bloodstreams and can thus not be poisoned, sedated or healed with medicine. Monkeys and most playable humanoids are the exceptions to this.


Active Pure Chemicals

A.K.A. what happens when you eat or splash these. Their metabolism rate is 0.4u per cycle unless said otherwise. Unmentioned dispensable chemicals don't have any effects. Plasma and uranium requires you to grind mineral sheets to acquire.

  • Chlorine: Causes 1 brute damage per tick to a random body part.
  • Copper: Can be splashed on metal sheets to create bronze sheets.
  • Ethanol: A decent alcoholic "beverage", with a booze power of 65. Increases success rate of surgery and flammability when applied externally. Metabolism rate 0.2.
  • Fluorine: Causes 1 toxin damage per tick.
  • Iron: Slowly restores blood volume.
  • Lithium: Causes twitching, drooling, moaning and not being able to walk straight.
  • Mercury: Causes 1 brain damage per tick, twitching, drooling, moaning and not being able to walk straight.
  • Plasma: Causes 3 toxin damage per tick and explodes with a bright flash when heated to 320k. Not to be confused with Stable Plasma, which does nothing.
  • Radium: Slowly causes irradiation (2 per tick). Creates glowing green goo on floor if more than 3u is spilled.
  • Sugar: Gives nutrition. Causes hyperglycemic shock if overdosed (200u). Metabolism rate 0.8.
  • Sulfuric 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.
  • Uranium: Causes slight (1 per tick) irradiation. Creates glowing green goo on floor if more than 3u is spilled.
  • Welding Fuel: Causes 1 toxin damage per tick. Makes people flammable if splashed on.

Components

These are very basic chemicals that you'll use in a lot of other more complicated chems. They can still be toxic, though.

Name Formula Description
Ash 1 part Oil
1 part Welding Fuel

1 part Carbon

1 part Hydrogen

Temperature 480K

Basic ingredient in a couple of recipes.
Ash (Alternate Recipe) Light a piece of paper on fire, and scoop up the resulting ashes with a beaker. Basic ingredient in a couple of recipes.
Carpet 1 part Space Drugs
1 part Lithium

1 part Mercury

1 part Sugar

1 part Blood

Creates a dirty carpet on the floor.
Oil 1 part Welding Fuel

1 part Carbon

1 part Hydrogen

Burns in a small smoky fire, mostly used to get Ash.
Oil (Alternate Recipe) Scoop up oil from destroyed cyborgs or robots off the ground with a beaker. Burns in a small smoky fire, mostly used to get Ash.
Phenol 1 part Oil
1 part Welding Fuel

1 part Carbon

1 part Hydrogen

1 part Chlorine
1 part Water

Used for certain medical recipes.
Acetone 1 part Oil
1 part Welding Fuel

1 part Carbon

1 part Hydrogen

1 part Welding Fuel
1 part Oxygen

Common ingredient in other recipes.
Diethylamine 1 part Ammonia
3 parts Hydrogen
1 part Nitrogen

1 part Ethanol

A very potent fertilizer, and the base component of some medicines.
Ammonia 3 parts Hydrogen

1 part Nitrogen

An effective fertilizer which is better than what is available to the botanist initially, though it isn't as powerful as Diethylamine (results in 3 units instead of 4).
Saltpetre 3 parts Oxygen

1 part Potassium
1 part Nitrogen

Ingredient for Bath Salts and Black Powder (results in 3 units instead of 5). Increases potency of plants.
Lye 1 part Sodium

1 part Hydrogen
1 part Oxygen

Useful in the manufacturing of wax items like soap.
Lye (Alternate Recipe) 1 part Ash
1 part Water
1 part Carbon
Useful in the manufacturing of wax items like soap.

Medicines

"And that's how I lost my medical license!" Don't be this guy. Make these. Lots of these.

See Guide to Medicine for more information on what to use when.

Core Healing Medicines

These 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.

Name Recipe Treatment for Description Metabolism Rate Overdose Threshold Addiction Threshold
Silver Sulfadiazine 1 part Ammonia
3 parts Hydrogen
1 part Nitrogen

1 part Silver
1 part Sulfur
1 part Oxygen
1 part Chlorine

Burn If applied by patch - Instantly heals burn damage on the location it is applied to, equal to the amount applied. Will also heal an additional 0.5 burn damage per tick, but may also temporarily disable limbs or the player due to extreme pain.

On ingestion, inhalation or injection, it deals 0.5 toxin damage per tick instead.

On overdose, will suffocate at 1 suffocation damage per tick.

1.0 units per tick 100 units N/A
Styptic Powder 1 part Aluminium

1 part Hydrogen
1 part Oxygen
1 part Sulfuric Acid

Brute If applied by patch - Instantly heals brute damage on the location it is applied, equal to the amount applied. Will also heal an additional 0.5 brute damage per tick, but may also temporarily disable limbs or the player due to extreme pain.

On ingestion, inhalation or injection, it deals 0.5 toxin damage per tick instead.

On overdose, will suffocate at 1 suffocation damage per tick.

1.0 units per tick 100 units N/A
Saline-Glucose Solution 1 part Sodium Chloride
1 part Chlorine

1 part Sodium

1 part Water

1 part Water
1 part Sugar

Brute, burn Has a 33% chance per tick to heal 0.5 brute/0.5 burn. Can be used as a temporary substitute for blood if hooked up via IV drip or injected via a syringe.

On overdose, rarely deals 1 brute/1 burn and metabolize 1u of salt or 1u of sugar.

The rare damages on overdose are countered by the healing done by the saline.

0.2 units per tick 60 units N/A
Synthflesh 1 part Styptic Powder
1 part Aluminium

1 part Hydrogen
1 part Oxygen

1 part Sulfuric Acid

1 part Silver Sulfadiazine
1 part Ammonia
3 parts Hydrogen
1 part Nitrogen

1 part Silver
1 part Sulfur
1 part Oxygen

1 part Chlorine

1 part Blood
1 part Carbon

Brute, burn If applied by patch - Instantly heals brute/burn damage on the location it is applied to, equal to the amount applied. Will also heal an additional 0.5 brute/0.5 burn per tick, but may also temporarily disable limbs or the player due to extreme pain.

On ingestion, inhalation or injection, it deals 2 toxin damage per tick instead.

On overdose, deals 2 toxin damage per tick.

100u may be applied to a husked corpse with less than 50 burn damage to restore the body to normal integrity.

1.0 units per tick 125 units N/A
Charcoal 1 part Sodium Chloride
1 part Chlorine

1 part Sodium

1 part Water

1 part Ash
1 part Oil
1 part Welding Fuel

1 part Carbon

1 part Hydrogen

Temperature 480K

Temperature 380K

Toxin Heals 1 toxin damage per tick, will also purge any other chemicals at 0.75u per tick. 0.4 units per tick N/A N/A
Salbutamol 1 part Salicyclic Acid
1 part Phenol
1 part Oil
1 part Welding Fuel

1 part Carbon

1 part Hydrogen

1 part Chlorine

1 part Water

1 part Sodium
1 part Carbon
1 part Oxygen

1 part Sulfuric Acid

1 part Ammonia
3 parts Hydrogen
1 part Nitrogen

1 part Aluminium
1 part Bromine
1 part Lithium

Suffocation Quickly heals 3 suffocation damage per tick while slowing down suffocation. Overdoses cause excess Salbutamol to be metabolized into Histamine at a rate of 1u of Salbutamol to 1u of Histamine per tick. 0.1 units per tick 25 units N/A
Bicaridine 1 part Carbon

1 part Oxygen
1 part Sugar

Brute Heals 1 brute damage at first, but gradually drops in efficacy as the patient's body accumulates BC1 Metabolites from processing it.

Overdoses cause the patient's body to rapidly purge the medicine and deal minor liver damage.

0.2 units per tick 30 units N/A
Kelotane 1 part Carbon

1 part Silicon

Burn Heals 1 burn damage at first, but gradually drops in efficacy as the patient's body accumulates KL1 Metabolites from processing it.

Overdoses cause the patient's body to rapidly purge the medicine and deal minor liver damage.

0.2 units per tick 30 units N/A
Antitoxin 1 Part Nitrogen

1 Part Silicon
1 Part Potassium

Toxin Heals 1 toxin damage at first, but gradually drops in efficacy as the patient's body accumulates AT1 Metabolites from processing it.

Overdoses cause the patient's body to rapidly purge the medicine and deal minor liver damage.

0.4 units per tick 30 units N/A
Dexalin 1 Part Oxygen

1 Part Nitrogen
5 Parts Plasma (Catalyst)

Suffocation Heals 1.5 suffocation damage per tick

Overdoses cause 2 heart damage per tick.

0.2 units per tick 30 units N/A
Dexalin Plus 1 Part Dexalin
1 Part Oxygen

1 Part Nitrogen

5 Parts Plasma (Catalyst)

1 Part Carbon
1 Part Iron

Suffocation Heals 3 suffocation damage per tick. Overdoses cause rapid heart damage at 4 per tick and are likely to lead to cardiac arrest. 0.4 units per tick 25 units N/A
Tricordrazine 1 Part Kelotane
1 part Carbon
1 part Silicon

1 Part Bicaridine
1 part Carbon

1 part Oxygen

1 part Sugar

1 Part Antitoxin
1 Part Nitrogen

1 Part Silicon

1 Part Potassium
All four basic types Heals 2 brute/2 burn/2 toxin/2 suffocation damage per tick, but rapidly drops in efficacy as the patient's body accumulates TC1 Metabolites from processing it. Due to its rapid metabolization and drop in efficacy, Tricordrazine is best used as an additive with other medicines or treatments for a extra burst of help, but is not going to do much when used alone.

Overdoses cause 1 liver damage and 2 toxin damage per tick

1.2 units per tick 30 units N/A
Cryoxadone 1 part Acetone
1 part Oil
1 part Welding Fuel

1 part Carbon

1 part Hydrogen

1 part Welding Fuel

1 part Oxygen

1 part Unstable Mutagen
1 part Chlorine

1 part Phosphorus

1 part Radium

1 part Stable Plasma

All types Required for the proper function of cryogenics. It heals all types of damage very swiftly (except clone damage, which is healed very slowly), but only when in a very cold environment. Healing strength is proportional to temperature. 0.4 units per tick N/A N/A
Pyroxadone 1 part Cryoxadone
1 part Acetone
1 part Oil
1 part Welding Fuel

1 part Carbon

1 part Hydrogen

1 part Welding Fuel

1 part Oxygen

1 part Unstable Mutagen
1 part Chlorine

1 part Phosphorus

1 part Radium

1 part Stable Plasma

1 part Slime Jelly
Extracted from oozelings
All four basic types and cellular 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 suffocation and 10 cellular. Works on slimepeople. 0.4 units per tick N/A N/A
Clonexadone 1 part Cryoxadone
1 part Acetone
1 part Oil
1 part Welding Fuel

1 part Carbon

1 part Hydrogen

1 part Welding Fuel

1 part Oxygen

1 part Unstable Mutagen
1 part Chlorine

1 part Phosphorus

1 part Radium

1 part Stable Plasma

1 part Sodium
5 units Plasma (catalyst)

Clone Quickly heals clone damage, but only when in a cold environment. Healing strength is proportional to temperature. Fixes changeling sting body swaps If drunk, returning the consumer to their original form. (note, the unit amount varies due to server lag, as the clonexadone must be metabolised for 90 seconds. 35u or more should always be enough.) 0.6 units per tick N/A N/A
Mannitol 1 part Hydrogen

1 part Water
1 part Sugar

Brain Quickly heals brain damage at 2 per tick - best used in cryo alongside Cryoxadone, but will still heal if taken via other means.
Usually it has no overdose, but it has 35u overdose to brain tumor people. When overdosed, has awful brain healing to brain tumor people, at 0.1 damage per tick.
0.4 units per tick N/A N/A
System Cleaner 1 part Ethanol

1 part Chlorine

2 parts Phenol
1 part Oil
1 part Welding Fuel

1 part Carbon

1 part Hydrogen

1 part Chlorine

1 part Water

1 part Potassium

Toxin Quickly purges 2 toxin damage per tick in the rare case an IPC gets said damage. Will also purge other chemicals at 1u per tick.

Only works on IPCs.

0.2 units per tick N/A N/A
Solder 1 part Ethanol

1 part Copper
1 part Silver
Temperature 374K

Brain Quickly heals brain damage at 3 per tick, reduces hallucinations and has a chance to cure mild and special brain traumas every tick.

Only works on IPCs.

0.4 units per tick N/A N/A
Neurine 1 part Acetone
1 part Oil
1 part Welding Fuel

1 part Carbon

1 part Hydrogen

1 part Welding Fuel

1 part Oxygen

1 part Mannitol
1 part Hydrogen

1 part Water

1 part Sugar

1 part Oxygen

Minor 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 N/A

Superior Healing Medicines

These healing drugs are harder to make than the core healing drugs, however they are significantly better at healing.

Also, many upgraded drugs can be overdosed with, leading to a negative outcome. Be sure to monitor how many units of chemicals someone is injected with.

Name Recipe Treatment for Description Metabolism Rate Overdose Threshold Addiction Threshold
Salicyclic Acid 1 part Phenol
1 part Oil
1 part Welding Fuel

1 part Carbon

1 part Hydrogen

1 part Chlorine

1 part Water

1 part Sodium
1 part Carbon
1 part Oxygen
1 part Sulfuric Acid

Brute Heals 3 brute damage per tick, but causes exhaustion while it is healing. Overdoses cause 2 liver and damage per tick, but also double the brute healing. 0.2 units per tick 25 units N/A
Oxandrolone 3 parts Carbon
1 part Phenol
1 part Oil
1 part Welding Fuel

1 part Carbon

1 part Hydrogen

1 part Chlorine

1 part Water

1 part Hydrogen
1 part Oxygen

Burn Heals 3 burn damage per tick, but causes exhaustion while it is healing. Overdoses cause 2 liver and 3 toxin damage per tick, but also double the burn healing. 0.2 units per tick 25 units N/A
Carthatoline 1 part Antitoxin
1 Part Nitrogen

1 Part Silicon

1 Part Potassium

2 parts Carbon
5 parts Plasma (Catalyst)

Toxin Heals 3 toxin damage per tick while purging toxic chems at a rate of 1u per tick as well as being very likely to cause vomiting. Overdoses cause 2 brain damage per tick. 0.4 units per tick 25 units N/A
Omnizine Grown from Ambrosia Deus or found in heated Donk Pockets Brute, burn, toxin and suffocation Heals 0.5 brute/0.5 burn/0.5 toxin/0.5 suffocation damages per tick except cellular. If overdosed it will deal 1.5 brute/1.5 burn/1.5 toxin/1.5 suffocation per tick but not cellular damage. 0.1 units per tick 30 units N/A
Pentetic Acid 1 part Cyanide
1 part Oil
1 part Welding Fuel

1 part Carbon

1 part Hydrogen

1 part Ammonia
3 parts Hydrogen
1 part Nitrogen

1 part Oxygen

Temperature 380K

1 part Formaldehyde
1 part Ethanol

1 part Oxygen
1 part Silver

Temperature 420K

1 part Ammonia
3 parts Hydrogen
1 part Nitrogen

1 part Welding Fuel
1 part Sodium
1 part Chlorine

Radiation, toxin Treats massive radiation exposure extremely well but has deminishing returns the lower radiation you have. Treats 2 toxin damage a tick but purges all other chemicals from body at a rate of 2u per tick, including medicines.
Other anti-toxins should be used instead if only treating toxin damage.
0.2 units per tick N/A N/A
Perfluorodecalin 1 part Oil
1 part Welding Fuel

1 part Carbon

1 part Hydrogen

1 part Fluorine
1 part Hydrogen
Temperature 370K

Suffocation Heals suffocation damage incredibly quickly at a rate of 10 suffocation per tick. which can allow you to spacewalk. Also heals your lungs 2 damage per tick, but will cause 2 toxin damage per tick. Overdoses cause 2 heart damage per tick. 0.1 units per tick 30 units N/A
Atropine 1 part Acetone
1 part Oil
1 part Welding Fuel

1 part Carbon

1 part Hydrogen

1 part Welding Fuel

1 part Oxygen

1 part Diethylamine
1 part Ammonia
3 parts Hydrogen
1 part Nitrogen

1 part Ethanol

1 part Phenol
1 part Oil
1 part Welding Fuel

1 part Carbon

1 part Hydrogen

1 part Chlorine

1 part Water

1 part Ethanol
1 part Sulfuric Acid

Brute, Burn, Toxin and Suffocation Rapidly stabilizes and heals anyone in or near critical condition by healing 4 brute/4 burn/4 toxin/5 suffocation damages per tick, but causes dizziness and jittering. Overdoses will cause excess Atropine to be rapidly metabolized into Histamine, at a rate of 3u of Histamine for 2u of Atropine. 0.1 units per tick 15 units N/A
Calomel 1 part Mercury

1 part Chlorine
Temperature 374K

Purge Quickly purges the body of all chemicals at 2.5u per tick.

If your health is above 20, 2.5 toxin damage is dealt per tick.

0.2 units per tick N/A N/A
Hepanephrodaxon 2 Parts Carthatoline
1 part Antitoxin
1 Part Nitrogen

1 Part Silicon

1 Part Potassium

2 parts Carbon

5 parts Plasma (Catalyst)

2 Parts Carbon
1 Part Lithium
5 Parts Plasma (Catalyst)

Liver, Toxin Superior anti-toxin that heals 6 toxin damage per tick and also heals liver damage at a quick rate of 4 damage per tick, so long as the liver is still functional, but causes confusion. Overdoses cause brain 2 damage per tick and more severe confusion. Extremely fast metabolization. 3.75 units per tick 10 units N/A
Mutadone 1 part Acetone
1 part Oil
1 part Welding Fuel

1 part Carbon

1 part Hydrogen

1 part Welding Fuel

1 part Oxygen

1 part Unstable Mutagen
1 part Chlorine

1 part Phosphorus

1 part Radium

1 part Bromine

Genetic Removes all your genetic mutations, this can't humanize monkeys. 0.4 units per tick N/A N/A
Inaprovaline Wave the meditopia banner around. Oxygen Stabilizes the breathing of patients. Good for those in critical condition. N/A N/A N/A

Unique Healing Medicines

These healing drugs preform a unique function that is not commonly used or seen in game.

Name Recipe Treatment for Description Metabolism Rate Overdose Threshold Addiction Threshold
Potassium Iodide 1 part Potassium

1 part Iodine

Radiation Reduces low radiation damage very effectively. 0.8 units per tick N/A N/A
Ephedrine 1 part Diethylamine
1 part Ammonia
3 parts Hydrogen
1 part Nitrogen

1 part Ethanol

1 part Oil
1 part Welding Fuel

1 part Carbon

1 part Hydrogen

1 part Hydrogen
1 part Sugar

Stun Reduces stun times, increases run speed.
If overdosed it will deal toxin/ suffocation damage and will cause seizures also has a chance to make you drop the thing you were holding..
0.2 units per tick 30 units 25 units
Diphenhydramine 1 part Diethylamine
1 part Ammonia
3 parts Hydrogen
1 part Nitrogen

1 part Ethanol

1 part Oil
1 part Welding Fuel

1 part Carbon

1 part Hydrogen

1 part Bromine
1 part Carbon
1 part Ethanol

Histamine Overdose Purges body of lethal Histamine at a rate of 3u per tick and reduces jitteriness while causing minor drowsiness. 0.2 units per tick N/A N/A
Meclizine 1 part Ammonia
3 parts Hydrogen
1 part Nitrogen

1 part Chlorine
2 parts Carbon

Vomiting Prevents vomiting and has a small chance to heal 1 toxin damage. Overdosing causes 2 toxin damage and 2 stomach damage per tick. 0.25 units per tick 25 N/A
Morphine 2 parts Carbon

2 parts Hydrogen
1 part Ethanol
1 part Oxygen
Temperature 480K

Movement Speed Will allow you to walk faster. Will make you feel tired after 12 cycles and will knock you out after 24.
If overdosed it will cause jitteriness, dizziness, force the victim to drop items in their hands and eventually deal toxin damage.
0.2 units per tick 30 units 25 units
Oculine 1 part Charcoal
1 part Sodium Chloride
1 part Chlorine

1 part Sodium

1 part Water

1 part Ash
1 part Oil
1 part Welding Fuel

1 part Carbon

1 part Hydrogen

Temperature 480K

Temperature 380K

1 part Carbon
1 part Hydrogen

Eye Quickly heals eye damage and reverts blindness. 0.1 units per tick N/A N/A
Inacusiate 1 part Charcoal
1 part Sodium Chloride
1 part Chlorine

1 part Sodium

1 part Water

1 part Ash
1 part Oil
1 part Welding Fuel

1 part Carbon

1 part Hydrogen

Temperature 480K

Temperature 380K

1 part Carbon
1 part Water

Ear Instantly removes all ear damage. (Results in 2 units instead of 3) 0.4 units per tick N/A N/A
Epinephrine 1 part Acetone
1 part Oil
1 part Welding Fuel

1 part Carbon

1 part Hydrogen

1 part Welding Fuel

1 part Oxygen

1 part Diethylamine
1 part Ammonia
3 parts Hydrogen
1 part Nitrogen

1 part Ethanol

1 part Phenol
1 part Oil
1 part Welding Fuel

1 part Carbon

1 part Hydrogen

1 part Chlorine

1 part Water

1 part Chlorine
1 part Hydrogen
1 part Oxygen

Stun + Brute, burn, suffocation and toxin 20% chance each tick to reduce knockout/stun effects, minor stamina regeneration buff. Prevents suffocation damage from going over 35. If the patient is in crit, it heals 0.5 brute/0.5 burn/0.5 toxin/0.5 suffocation damages per tick.
If overdosed will deal toxin and stamina damage, and cause suffocation. This is in the EpiPens.
0.1 units per tick 30 units N/A
Antihol 1 part Charcoal
1 part Sodium Chloride
1 part Chlorine

1 part Sodium

1 part Water

1 part Ash
1 part Oil
1 part Welding Fuel

1 part Carbon

1 part Hydrogen

Temperature 480K

Temperature 380K

1 part Copper
1 part Ethanol

Alcohol Helps remove Alcohol from someone's body, as well as eliminating its side effects and slowly healing toxin damage. 0.4 units per tick N/A N/A
Stimulants Traitor Adrenals or Stimpack Stun Increases run speed and eliminates stuns, can heal all four basic damage types at a rate 1 brute/1 burn/1 toxin/1 suffocation per tick if your total damage is below 50.
If overdosed it will deal toxin damage and stun.
0.2 units per tick 60 units N/A
Insulin Found in NanoMed Plus Sugar Dependency Increases sugar depletion by 3u per tick and can wake you up from a hyperglycemic shock faster. 0.2 units per tick N/A N/A
Strange Reagent 1 part Unstable Mutagen
1 part Chlorine

1 part Phosphorus

1 part Radium

1 part Omnizine
Grown from Ambrosia Deus or found in lollipops and heated Donk Pockets

1 part Holy Water

Death A miracle drug that can bring a dead body back to life! If the corpse has suffered more than 100 brute or burn damage it will fail, however.
If used on a living person it will deal minor amounts of brute/burn damage each tick.
0.4 units per tick N/A N/A
Synaptizine 1 part Sugar

1 part Lithium
1 part Water

Hallucination Decrease Helps Hallucinations go away much faster and helps you recover from stuns and knockdowns faster. Also Purges Mindbreaker Toxin very quickly. Deals 1 toxin damage per tick. Use after the super matter deliminates to stop all hallcuincations. 0.4 units per tick N/A N/A
Rezadone 1 part Carpotoxin
Space Carp, Koibeans, Emagged Chem Dispenser

1 part Cryptobiolin
1 part Oxygen

1 part Potassium

1 part Sugar

1 part Copper

Cellular Damage Healing Instantly heals all cellular damage, while healing damage to the body parts. If overdosed deals 1 toxin damage per tick. Very good for speedcloning.

5 units applied to a husk with less than 50 burn damage will unhusk it.

0.4 units per tick 30 units N/A
Spaceacillin 1 part Epinephrine
1 part Acetone
1 part Oil
1 part Welding Fuel

1 part Carbon

1 part Hydrogen

1 part Welding Fuel

1 part Oxygen

1 part Diethylamine
1 part Ammonia
3 parts Hydrogen
1 part Nitrogen

1 part Ethanol

1 part Phenol
1 part Oil
1 part Welding Fuel

1 part Carbon

1 part Hydrogen

1 part Chlorine

1 part Water

1 part Chlorine
1 part Hydrogen

1 part Oxygen

1 part Cryptobiolin
1 part Oxygen

1 part Potassium

1 part Sugar
Infections An all-purpose antiviral agent. Prevents you from spreading any virus in your body. 0.04 units per tick N/A N/A
Miner's Salve 1 part Oil
1 part Welding Fuel

1 part Carbon

1 part Hydrogen

1 part Iron
1 part Water
OR
5 parts Plasma
5 parts Iron
1 part Sugar
(Grind a twinkie, a sheet of metal, and a sheet of plasma)
(Results in 15 parts instead of 11)

Improvised Patch Healing Chem Slowly heals brute/burn, but prevents you from telling how injured you are. Causes stomach cramps if not applied via touch/patch. Increases the success chance of surgical steps by 10% if applied via touch/patch. 0.16 units per tick N/A N/A
Haloperidol 1 part Oil
1 part Welding Fuel

1 part Carbon

1 part Hydrogen

1 part Potassium Iodide
1 part Potassium
1 part Iodine

1 part Aluminium
1 part Chlorine
1 part Fluorine

Anti-Drug and Light Sedative Helps fight against the effects of most drugs, while purging them at a rate of 5u per tick. However also causes drowsiness and stamina damage and has a small chance to cause brain damage each tick. 0.16 units per tick N/A N/A
Leporazine 1 part Copper

1 part Silicon
5 units Plasma (catalyst)

Body temperature Keeps a patient's body temperature stable, but if overdosed will cause wild fluctuations in body temperature instead. 0.1 units per tick 30 units N/A
Corazone 2 parts Phenol
1 part Oil
1 part Welding Fuel

1 part Carbon

1 part Hydrogen

1 part Chlorine

1 part Water

1 part Lithium

Heart attack Helps prevent cardiac arrest and liver failure, also heals 1.5 heart damage per tick. Overdoses cause Corazone to be metabolized into Histamine at a rate of 1u per tick. 0.4 units per tick 20 units N/A
Psicodine 2 parts Mannitol
1 part Hydrogen

1 part Water

1 part Sugar

1 part Impedrezene
1 part Mercury

1 part Oxygen

1 part Sugar

2 parts Water

Phobias 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
Energized Jelly 1 part Teslium
1 part Black Powder
1 part Charcoal
1 part Sodium Chloride
1 part Chlorine

1 part Sodium

1 part Water

1 part Ash
1 part Oil
1 part Welding Fuel

1 part Carbon

1 part Hydrogen

Temperature 480K

Temperature 380K

1 part Saltpetre
3 parts Oxygen

1 part Potassium

1 part Nitrogen

1 part Sulfur

1 part Silver
1 part Stable Plasma

Temperature 400K

1 part Slime Jelly
Extracted from oozelings
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
Regenerative Jelly 1 part Tricordazine
1 Part Kelotane
1 part Carbon
1 part Silicon

1 Part Bicaridine
1 part Carbon

1 part Oxygen

1 part Sugar

1 Part Antitoxin
1 Part Nitrogen

1 Part Silicon

1 Part Potassium

1 part Slime Jelly
Extracted from oozelings
Healing Gradually regenerates all four types of basic damage at a rate of 0.5 brute/0.5 burn/0.5 toxin/0.5 suffocation per tick, without harming Oozling anatomy. 0.4 units per tick N/A N/A
Polypyrylium Oligomers Grow Spaceman's Trumpet Plant Healing Heals your lungs for 0.25 damage and your body 0.35 brute damage per tick, has a 50% chance to reduce bleeding each tick. Changes your hair and beard color to purple. 0.4 units per tick 50 units N/A
Silibinin Grow Galaxythistle Healing Heals 2 liver damage per tick. 0.6 units per tick N/A N/A
Earthsblood Grown from Ambrosia Gaia Healing Heals 3 brute/3 burn/3 toxin/15 suffocation, 1 cellular and 30 stamina damage per tick and causes 1 brain damage per tick (max 150). Causes jitteriness and gets you drugged. Overdose causes hallucinations and toxin damage. 0.4 units per tick 25 units N/A

Narcotics

Narcotics are highly addicitve drugs that can aggressively, or passively, provide a benefit. Be wary as its very easy to become addicted, or overdose, on a narcotic.

As 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.

People 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.

Name Recipe Description Metabolism Rate Overdose Threshold Addiction Threshold
Nicotine Grown in tobacco or found in cigarettes. Slightly reduces stun times.

If overdosed, will deal negligeable ammount of toxin damage.

0.05 units per tick 15 units 10 units
Krokodil 1 part Diphenhydramine
1 part Diethylamine
1 part Ammonia
3 parts Hydrogen
1 part Nitrogen

1 part Ethanol

1 part Oil
1 part Welding Fuel

1 part Carbon

1 part Hydrogen

1 part Bromine
1 part Carbon

1 part Ethanol

1 part Morphine
2 parts Carbon

2 parts Hydrogen
1 part Ethanol
1 part Oxygen

Temperature 480K

1 part Space Cleaner
1 part Ammonia
3 parts Hydrogen
1 part Nitrogen

1 part Water

1 part Phosphorus
1 part Potassium
1 part Welding Fuel
Temperature 390K

Provides messages of calmness and protection.
If overdosed it will deal significant Brain and toxin damage.
On withdrawal will begin to deal fatal amounts of brute damage as the subjects skin falls off.
0.2 units per tick 20 units 15 units
Crank 1 part Diphenhydramine
1 part Diethylamine
1 part Ammonia
3 parts Hydrogen
1 part Nitrogen

1 part Ethanol

1 part Oil
1 part Welding Fuel

1 part Carbon

1 part Hydrogen

1 part Bromine
1 part Carbon

1 part Ethanol

1 part Ammonia
3 parts Hydrogen
1 part Nitrogen

1 part Lithium
1 part Sulfuric Acid
1 part Welding Fuel
Temperature 390K

Reduces stun times by about 200%.
If overdosed or addicted it will deal significant brute/toxin and Brain damage.
0.2 units per tick 20 units 10 units
Methamphetamine 1 part Ephedrine
1 part Diethylamine
1 part Ammonia
3 parts Hydrogen
1 part Nitrogen

1 part Ethanol

1 part Oil
1 part Welding Fuel

1 part Carbon

1 part Hydrogen

1 part Hydrogen

1 part Sugar

1 part Hydrogen
1 part Iodine
1 part Phosphorus
Temperature 374K
(Heat another degree if it doesn't work)

Every chemist's favorite, and the leading cause of chemist deaths.

Reduces stun times by about 300%. Allows the user to quickly recover stamina while dealing a small amount of Brain damage.
If overdosed the subject will move, laugh, and drop items randomly while suffering from toxin and Brain damage.
On withdrawal the subject will constantly jitter and drool, before becoming dizzy and losing motor control and eventually suffer heavy toxin damage.
A great deal of caution must be taken when heating this chemical, as it will explode if it reaches a temperature of or greater than 380 k.

0.3 units per tick 20 units 10 units
Bath Salts 1 part Saltpetre
3 parts Oxygen

1 part Potassium

1 part Nitrogen

1 part Space Cleaner
1 part Ammonia
3 parts Hydrogen
1 part Nitrogen

1 part Water

1 part Bad Food
1 part Enzyme
1 part Nutriment
1 part Tea
1 part Mercury
Temperature 374K

Makes the subject nearly impervious to stuns, however the subject will suffer toxin and Brain damage, constant hallucinations and will lose motor control.
If overdosed the subject will lose even more motor control, drool and drop items in their hand.
On withdrawal the subject will suffer very severe Brain damage, severe hallucinations, complete loss of motor control and eventually fatal amounts of toxin damage.
0.2 units per tick 20 units 10 units
Aranesp 1 part Epinephrine
1 part Acetone
1 part Oil
1 part Welding Fuel

1 part Carbon

1 part Hydrogen

1 part Welding Fuel

1 part Oxygen

1 part Diethylamine
1 part Ammonia
3 parts Hydrogen
1 part Nitrogen

1 part Ethanol

1 part Phenol
1 part Oil
1 part Welding Fuel

1 part Carbon

1 part Hydrogen

1 part Chlorine

1 part Water

1 part Chlorine
1 part Hydrogen

1 part Oxygen

1 part Atropine
1 part Acetone
1 part Oil
1 part Welding Fuel

1 part Carbon

1 part Hydrogen

1 part Welding Fuel

1 part Oxygen

1 part Diethylamine
1 part Ammonia
3 parts Hydrogen
1 part Nitrogen

1 part Ethanol

1 part Phenol
1 part Oil
1 part Welding Fuel

1 part Carbon

1 part Hydrogen

1 part Chlorine

1 part Water

1 part Ethanol

1 part Sulfuric Acid

1 part Morphine
2 parts Carbon

2 parts Hydrogen
1 part Ethanol
1 part Oxygen

Temperature 480K
The subject will think they are "amped" and regenerate stamina, however the drug typically causes the subject to suffocate to death. Also deals minor toxin damage and prevents the user from blocking. 0.2 units per tick N/A N/A
Space Drugs 1 part Lithium

1 part Mercury
1 part Sugar

An illegal compound which induces a number of effects such as loss of balance and visual artefacts. If overdosed causes hallucinations. 0.2 units per tick 30 units N/A
Happiness 2 parts Nitrous Oxide
2 parts Ammonia
3 parts Hydrogen
1 part Nitrogen

2 parts Oxygen
1 part Nitrogen

Temperature 525K

1 part Epinephrine
1 part Acetone
1 part Oil
1 part Welding Fuel

1 part Carbon

1 part Hydrogen

1 part Welding Fuel

1 part Oxygen

1 part Diethylamine
1 part Ammonia
3 parts Hydrogen
1 part Nitrogen

1 part Ethanol

1 part Phenol
1 part Oil
1 part Welding Fuel

1 part Carbon

1 part Hydrogen

1 part Chlorine

1 part Water

1 part Chlorine
1 part Hydrogen

1 part Oxygen

1 part Ethanol
5 units Plasma (catalyst)

Suppresses 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. On withdrawal it will slowly drive your mood to "insane". Be sure to cool the Nitrous Oxide down before mixing or your plasma will explode in your face! 0.2 units per tick 20 units 10 units
Modafinil 1 part Acetone
1 part Oil
1 part Welding Fuel

1 part Carbon

1 part Hydrogen

1 part Welding Fuel

1 part Oxygen

1 part Diethylamine
1 part Ammonia
3 parts Hydrogen
1 part Nitrogen

1 part Ethanol

1 part Phenol
1 part Oil
1 part Welding Fuel

1 part Carbon

1 part Hydrogen

1 part Chlorine

1 part Water

1 part Ammonia
3 parts Hydrogen
1 part Nitrogen

1 part Sulfuric Acid
1 unit Bromine (catalyst)

Slowly-metabolizing medicine. Heals dizziness, drowsiness, sleep and heats you up if frozen, similarly to Coffee Latte.

Gives 15 stamina regeneration and slightly increase speed. If overdosed causes jitteriness, stuttering, dizziness (later), 50% chance to choke. After 41 cycles 20% chance to stun you. Cycle 82 puts you into endless sleep while constantly dealing 1.5 stamina and suffocation damage.

0.02-0.08 units per tick Random, initially 20 but goes up or down 0.1u each tick. N/A
Ketamine 3 Parts Morphine
2 parts Carbon

2 parts Hydrogen
1 part Ethanol
1 part Oxygen

Temperature 480K

3 Parts Chloral Hydrate
3 parts Chlorine

1 part Ethanol

1 part Water

3 Parts Fentanyl
1 part Space Drugs
1 part Lithium

1 part Mercury

1 part Sugar

Temperature 675K

3 Parts Epinephrine
1 part Acetone
1 part Oil
1 part Welding Fuel

1 part Carbon

1 part Hydrogen

1 part Welding Fuel

1 part Oxygen

1 part Diethylamine
1 part Ammonia
3 parts Hydrogen
1 part Nitrogen

1 part Ethanol

1 part Phenol
1 part Oil
1 part Welding Fuel

1 part Carbon

1 part Hydrogen

1 part Chlorine

1 part Water

1 part Chlorine
1 part Hydrogen

1 part Oxygen

Temperature 370K

A Dissociative Anesthetic. Causes Hallucinations, Allows User to Ignore the Damage Slowdown(Like Morphine). Reduces Jitters and Confusion, and provides a mood boost if disgusted. Will eventually knock you out.


Overdose: Gives you a split personality. No more slowdown ignore. Hallucinations are worse.

0.5 Units Per Tick 16 Units 8 Units

Pyrotechnics

The manipulation of fire and matter.

Name Recipe Description
Stabilizing Agent 1 part Iron

1 part Oxygen
1 part Hydrogen

When 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!
Foam Surfactant 2 parts Carbon

2 parts Fluorine
1 part Sulfuric Acid

Also known as Fluorosurfactant. Creates 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 walls, floors, objects, or people and 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). Foam is slippery!
Firefighting Foam 1 part Stabilizing Agent
1 part Iron

1 part Oxygen

1 part Hydrogen

1 part Fluorosurfactant
2 parts Carbon

2 parts Fluorine

1 part Sulfuric Acid

1 part Carbon
Temperature below 200K

A historical fire suppressant. Originally believed to simply displace oxygen to starve fires, it actually interferes with the combustion reaction itself. Vastly superior to the cheap water-based extinguishers. When used in a spray or with smoke it creates a non-slippery foam which extinguishes fires and burning creatures, and removes burning plasma from the air
Smoke 1 part Phosphorous

1 part Potassium
1 part Sugar

This 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 with Stabilizing Reagent. If stabilized, heat to 374K to activate.
Flash Powder 1 part Aluminium

1 part Potassium
1 part Sulfur

Flashes in a radius that scales up with the amount detonated. Can be stabilized with Stabilizing Reagent. If stabilized, heat to 374K to activate.
Phlogiston 1 part Phosphorus

1 part Sulfuric Acid
1 part Stable Plasma

Turns into a spreading plasma fire if not stabilized during mixing. Makes you burn longer, and ignites you. Deals increasing burn damage based on how much you're burning up to 4 burn damage every 3 seconds. Can be stabilized with Stabilizing Reagent.
Napalm 1 part Oil
1 part Welding Fuel

1 part Carbon

1 part Hydrogen

1 part Welding Fuel
1 part Ethanol

A substance that burns for much longer then other fuels. Inject it into someone and then apply heat for a warm toasty fireball human.
Sonic Powder 1 part Oxygen

1 part Cola
1 part Phosphorus

Deafens in a radius that scales up with the amount detonated. Can be stabilized with Stabilizing Reagent. If stabilized, heat to 374K to activate.
Pyrosium 1 part Stable Plasma

1 part Radium
1 part Phosphorus

Comes into existence at 20K. As long as there is sufficient oxygen for it to react with, Pyrosium slowly heats all other reagents in the container up. Useful for delayed reactions.
Cryostylane 1 part Water

1 part Stable Plasma
1 part Nitrogen

Comes into existence at 20K. As long as there is sufficient oxygen for it to react with, Cryostylane slowly cools all other reagents in the container down. Useful for delayed reactions.
Chlorine Trifluoride 3 parts Fluorine

1 part Chlorine
Temperature 424K

When 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 burn you from the inside out. It metabolizes out of your body extremely fast, however.
Sorium 1 part Carbon

1 part Mercury
1 part Nitrogen
1 part Oxygen

When detonated it will send any movable object or person flying away from the detonation point. Can be stabilized with Stabilizing Reagent. If stabilized, heat to 474K to activate.
Liquid Dark Matter 1 part Carbon

1 part Stable Plasma
1 part Radium

When detonated it will suck in any movable object or person. Can be stabilized with Stabilizing Reagent. If stabilized, heat to 474K to activate.
Meth Explosion 1 part Diethylamine
1 part Ammonia
3 parts Hydrogen
1 part Nitrogen

1 part Ethanol

1 part Hydrogen
1 part Iodine
1 part Phosphorus
Temperature 300K

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. Blows up with the same strength as Black Powder.
Black Powder 1 part Charcoal
1 part Sodium Chloride
1 part Chlorine

1 part Sodium

1 part Water

1 part Ash
1 part Oil
1 part Welding Fuel

1 part Carbon

1 part Hydrogen

Temperature 480K

Temperature 380K

1 part Saltpetre
3 parts Oxygen

1 part Potassium

1 part Nitrogen

1 part Sulfur

Sparks, and then creates a violent explosion when heated to 474K.
Nitroglycerin 1 part Glycerol
3 parts Corn Oil
1 part Sulfuric Acid

1 part Fluorosulfuric Acid
1 part Fluorine

1 part Hydrogen
1 part Potassium
1 part Sulfuric Acid

Temperature 380K

1 part Sulfuric Acid

A heavy, colourless, oily, explosive liquid obtained by nitrating glycerol. Explodes immediately on mixing (results in 2 units instead of 3). Can be stabilized with Stabilizing Reagent. If stabilized, heat to 474K to activate.
Explosion 1 part Potassium

1 part Water

This explodes immediately on mixing, which may knock you over or even kill you. Only useful in grenade production.
Plasma Flash Heating Plasma to 320K Makes a small explosion with a bright light and fire, igniting everyone nearby.
Holy Explosion 1 part Potassium

1 part Holy Water

This 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.
EMP 1 part Iron

1 part Uranium

This reacts immediately on mixing, creating an electromagnetic pulse which affects electronics nearby; such as temporarily deactivating energy weapons, cameras. Radius depends on amount mixed. Has 50/50 chance to open locked containers.
Tesla Shock 1 part Teslium
1 part Black Powder
1 part Charcoal
1 part Sodium Chloride
1 part Chlorine

1 part Sodium

1 part Water

1 part Ash
1 part Oil
1 part Welding Fuel

1 part Carbon

1 part Hydrogen

Temperature 480K

Temperature 380K

1 part Saltpetre
3 parts Oxygen

1 part Potassium

1 part Nitrogen

1 part Sulfur

1 part Silver
1 part Stable Plasma

Temperature 400K

1 part Water
OR

Heating Teslium
1 part Black Powder
1 part Charcoal
1 part Sodium Chloride
1 part Chlorine

1 part Sodium

1 part Water

1 part Ash
1 part Oil
1 part Welding Fuel

1 part Carbon

1 part Hydrogen

Temperature 480K

Temperature 380K

1 part Saltpetre
3 parts Oxygen

1 part Potassium

1 part Nitrogen

1 part Sulfur

1 part Silver
1 part Stable Plasma

Temperature 400K
to 474K
This reacts immediately on mixing, shooting electric bolts to anyone near the reaction, shocking people and disabling/damaging electronics.
Thermite 1 part Aluminium

1 part Iron
1 part Oxygen

A mixture that becomes extremely hot when ignited, and which can burn straight through walls when applied and ignited. Doesn't work on Lockers or Crates(sadly). Causes minor burn damage to humans when ingested.
Bee Explosion 1 part Honey
1 part Strange Reagent
1 part Unstable Mutagen
1 part Chlorine

1 part Phosphorus

1 part Radium

1 part Omnizine
Grown from Ambrosia Deus or found in lollipops and heated Donk Pockets

1 part Holy Water

1 part Radium

This reacts immediately on mixing, spawning 1 aggressive bee per 15u.

Other Recipes

These are either pure reactions that typically leave nothing remaining or other chemicals that have non-medicinal uses. Many of these are useful in the manufacture of grenades, but many can be quite dangerous.

Name Formula Description
Plastic Sheets 5 parts Oil
1 part Welding Fuel

1 part Carbon

1 part Hydrogen

3 parts Ash
1 part Oil
1 part Welding Fuel

1 part Carbon

1 part Hydrogen

Temperature 480K

2 parts Sulfuric Acid
Temperature 374K

Creates Plastic sheets. 1 Plastic sheet per 10u of solution. Can be used in hand to craft plastic bottles (they work just like beakers)
Required to print certain items such as surgical drapes or Plumbing Constructor in the protolathes.
Barber's Aid 1 part Carpet
1 part Space Drugs
1 part Lithium

1 part Mercury

1 part Sugar

1 part Blood

1 part Space Drugs
1 part Lithium

1 part Mercury

1 part Sugar

1 part Radium

Changes your hair style, useful if you are bald! (Results in 5 units instead of 3)
Concentrated Barber's Aid 1 part Barber's Aid
1 part Carpet
1 part Space Drugs
1 part Lithium

1 part Mercury

1 part Sugar

1 part Blood

1 part Space Drugs
1 part Lithium

1 part Mercury

1 part Sugar

1 part Radium

1 part Unstable Mutagen
1 part Chlorine

1 part Phosphorus

1 part Radium
Grows your hair very long!
Barber's Afro Mania 1 part Concentrated Barber's Aid
1 part Barber's Aid
1 part Carpet
1 part Space Drugs
1 part Lithium

1 part Mercury

1 part Sugar

1 part Blood

1 part Space Drugs
1 part Lithium

1 part Mercury

1 part Sugar

1 part Radium

1 part Unstable Mutagen
1 part Chlorine

1 part Phosphorus

1 part Radium

1 part Colorful Reagent
1 part Triple Citrus
1 part Lemon Juice

1 part Lime Juice

1 part Orange Juice

1 part Cryoxadone
1 part Acetone
1 part Oil
1 part Welding Fuel

1 part Carbon

1 part Hydrogen

1 part Welding Fuel

1 part Oxygen

1 part Unstable Mutagen
1 part Chlorine

1 part Phosphorus

1 part Radium

1 part Stable Plasma

1 part Space Drugs
1 part Lithium

1 part Mercury

1 part Sugar

1 part Radium

1 part Stable Plasma
Makes you grow an afro. Unleash the funk within you.
Barber's Shaving Aid 1 part Concentrated Barber's Aid
1 part Barber's Aid
1 part Carpet
1 part Space Drugs
1 part Lithium

1 part Mercury

1 part Sugar

1 part Blood

1 part Space Drugs
1 part Lithium

1 part Mercury

1 part Sugar

1 part Radium

1 part Unstable Mutagen
1 part Chlorine

1 part Phosphorus

1 part Radium

1 part Napalm
1 part Oil
1 part Welding Fuel

1 part Carbon

1 part Hydrogen

1 part Welding Fuel

1 part Ethanol
"It seems I messed up. Time to go bald."
Candle 10 parts Liquid Gibs

10 parts Oxygen
Temperature 374K

Creates a red candle for use in decoration or rituals.
Carbon Dioxide 2 parts Oxygen

1 part Carbon
Temperature 777K

What the fuck is carbon dioxide? It will create CO2 in gas form. Might be useful for creative traitors.
Colorful Reagent 1 part Triple Citrus
1 part Lemon Juice

1 part Lime Juice

1 part Orange Juice

1 part Cryoxadone
1 part Acetone
1 part Oil
1 part Welding Fuel

1 part Carbon

1 part Hydrogen

1 part Welding Fuel

1 part Oxygen

1 part Unstable Mutagen
1 part Chlorine

1 part Phosphorus

1 part Radium

1 part Stable Plasma

1 part Space Drugs
1 part Lithium

1 part Mercury

1 part Sugar

1 part Radium
1 part Stable Plasma

Use this to color EVERYTHING! Keep away from the clown and assistants!
Condensed Capsaicin 5 parts Ethanol

1 part Capsaicin Oil

A chemical agent used for self-defense and in police work (results in 5 units instead of 6).
Life 1 part Strange Reagent
1 part Unstable Mutagen
1 part Chlorine

1 part Phosphorus

1 part Radium

1 part Omnizine
Grown from Ambrosia Deus or found in lollipops and heated Donk Pockets

1 part Holy Water

1 part Synthflesh
1 part Styptic Powder
1 part Aluminium

1 part Hydrogen
1 part Oxygen

1 part Sulfuric Acid

1 part Silver Sulfadiazine
1 part Ammonia
3 parts Hydrogen
1 part Nitrogen

1 part Silver
1 part Sulfur
1 part Oxygen

1 part Chlorine

1 part Blood

1 part Carbon

1 part Blood
Temperature 375K

Creates a or multiple very unpleseant life forms. You always want to have Security on hot standby if you attemtp this. (Results in 1 unit instead of 3)
Life Friendly 1 part Strange Reagent
1 part Unstable Mutagen
1 part Chlorine

1 part Phosphorus

1 part Radium

1 part Omnizine
Grown from Ambrosia Deus or found in lollipops and heated Donk Pockets

1 part Holy Water

1 part Synthflesh
1 part Styptic Powder
1 part Aluminium

1 part Hydrogen
1 part Oxygen

1 part Sulfuric Acid

1 part Silver Sulfadiazine
1 part Ammonia
3 parts Hydrogen
1 part Nitrogen

1 part Silver
1 part Sulfur
1 part Oxygen

1 part Chlorine

1 part Blood

1 part Carbon

1 part Sugar
Temperature 375K

Creates a or multiple friendly life forms. If you want to have some fun creating life and not end up getting exectuted by security (Results in 1 unit instead of 3)
Corgium 1 part Colorful Reagent
1 part Triple Citrus
1 part Lemon Juice

1 part Lime Juice

1 part Orange Juice

1 part Cryoxadone
1 part Acetone
1 part Oil
1 part Welding Fuel

1 part Carbon

1 part Hydrogen

1 part Welding Fuel

1 part Oxygen

1 part Unstable Mutagen
1 part Chlorine

1 part Phosphorus

1 part Radium

1 part Stable Plasma

1 part Space Drugs
1 part Lithium

1 part Mercury

1 part Sugar

1 part Radium

1 part Stable Plasma

1 part Strange Reagent
1 part Unstable Mutagen
1 part Chlorine

1 part Phosphorus

1 part Radium

1 part Omnizine
Grown from Ambrosia Deus or found in lollipops and heated Donk Pockets

1 part Holy Water

1 part Nutriment
1 part Blood

Creates your own Corgi! Turns you into a Corgi if ingested.
Cryptobiolin 1 part Oxygen

1 part Potassium
1 part Sugar

Causes confusion and dizziness. This is essential to make Spaceacillin.
Drying Agent 2 parts Stable Plasma

1 part Ethanol
1 part Sodium

Creates 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).
Foaming Agent 1 part Lithium

1 part Hydrogen

Used in Metal Foam production. Creates 1 unit instead of 2.
Smart Foaming Agent 3 parts Foaming Agent
1 part Lithium
1 part Hydrogen

1 part Acetone
1 part Oil
1 part Welding Fuel

1 part Carbon

1 part Hydrogen

1 part Welding Fuel

1 part Oxygen

1 part Iron

Used in Smart Metal Foam production. Creates 3 units instead of 5.
Fluorosulfuric Acid 1 part Fluorine

1 part Hydrogen
1 part Potassium
1 part Sulfuric Acid
Temperature 380K

A highly caustic and dangerous substance. Keep away from faces and valuable equipment. Used in some other recipes.
Glycerol 3 parts Corn Oil

1 part Sulfuric Acid

Requires blended corn, so thus help from the botanist. This is only useful in other reactions (results in 1 unit instead of 4). Slippery like water.
Solid Gold 5 Parts Frost Oil

20 Parts Gold
1 Part Iron

Solidifies a sheet of gold into your hand. Requires Frost Oil, thus help from botany.
Solid Adamantine 5 Parts Frost Oil

10 Parts Adamantine
5 Parts Gold

Creates a single sheet of Adamantine in your hand. Requires Frost Oil, thus help from Botany.
Quantum Hair Dye 1 part Colorful Reagent
1 part Triple Citrus
1 part Lemon Juice

1 part Lime Juice

1 part Orange Juice

1 part Cryoxadone
1 part Acetone
1 part Oil
1 part Welding Fuel

1 part Carbon

1 part Hydrogen

1 part Welding Fuel

1 part Oxygen

1 part Unstable Mutagen
1 part Chlorine

1 part Phosphorus

1 part Radium

1 part Stable Plasma

1 part Space Drugs
1 part Lithium

1 part Mercury

1 part Sugar

1 part Radium

1 part Stable Plasma

1 part Space Drugs
1 part Lithium

1 part Mercury

1 part Sugar

1 part Radium

Changes your hair color when you apply or spray it! (Results in 5 units instead of 3)
Laughter 1 Part Sugar

1 Part Banana Juice

Causes you to laugh, reduces slip knockdown, and gives a positive moodlet when slipped. Useful for the clown! (results in 10 units instead of 2).
Meat Product 10 Parts Liquid Gibs

10 Parts Nutriment
10 Parts Carbon

Creates a slab of chemically processed meat.
Metal Foam 3 parts Iron/Aluminium
1 part Foaming Agent
1 part Lithium
1 part Hydrogen

1 part Fluorosulfuric Acid
1 part Fluorine

1 part Hydrogen
1 part Potassium
1 part Sulfuric Acid

Temperature 380K
Creates lightweight metal foam walls. These can be easily torn through, but may be useful for plugging hull breaches. Can be made with either iron or aluminium. Spreads immediately when mixed.
Smart Metal Foam 3 parts Aluminium
1 part Smart Foaming Agent
3 parts Foaming Agent
1 part Lithium
1 part Hydrogen

1 part Acetone
1 part Oil
1 part Welding Fuel

1 part Carbon

1 part Hydrogen

1 part Welding Fuel

1 part Oxygen

1 part Iron

1 part Fluorosulfuric Acid
1 part Fluorine

1 part Hydrogen
1 part Potassium
1 part Sulfuric Acid

Temperature 380K
Compared to the regular Metal Foam, this sticks and applies only next to walls. Used for emergency sealing of hull breaches, while keeping areas accessible.
Nitrous Oxide 2 parts Ammonia
3 parts Hydrogen
1 part Nitrogen

2 parts Oxygen
1 part Nitrogen
Temperature 525K

Creates N2O in liquid form, which explodes when heated to 575K. Can become gaseous if spilled or released in a smoke. Be careful!
Plasma Solidification 20 parts Plasma

5 parts Iron
5 parts Frost Oil

Solidifies a large amount of plasma into a bar.
Pax 1 part Mindbreaker Toxin
1 part Charcoal
1 part Sodium Chloride
1 part Chlorine

1 part Sodium

1 part Water

1 part Ash
1 part Oil
1 part Welding Fuel

1 part Carbon

1 part Hydrogen

Temperature 480K

Temperature 380K

1 part Hydrogen

1 part Silicon

1 part Synaptizine
1 part Sugar

1 part Lithium

1 part Water

1 part Water

Pacifies by preventing the victim from using harm intent, certain harmful weapons and only letting them use passive and aggressive grabs. Non-harmful weapons such as disablers still work. Metabolizes at the rate of 0.1 units per tick.
Royal Bee Jelly 40 parts Honey
10 parts Unstable Mutagen
1 part Chlorine

1 part Phosphorus

1 part Radium
Causes a Queen Bee to split in two when injected (results in 5 units instead of 50).
Soap 10 parts Lye
1 part Sodium

1 part Hydrogen

1 part Oxygen

10 parts Liquid Gibs
Temperature 374K

Creates a bar of soap, slightly faster cleaning than what you get on the station.
Sodium Chloride 1 part Chlorine

1 part Sodium
1 part Water

Commonly known as salt, Sodium Chloride is often used to season food. Contrary to popular belief does NOT HURT OOZELINGS
Space Cleaner 1 part Ammonia
3 parts Hydrogen
1 part Nitrogen

1 part Water

This is able to clean almost all surfaces of almost anything that may dirty them. The janitor is likely to appreciate refills.
Spray Tan 1 part Orange Juice
1 part Oil
1 part Welding Fuel

1 part Carbon

1 part Hydrogen
OR 1 part Corn Oil
Darkens the skin when sprayed or applied. Do not swallow!
Space Lube 1 part Oxygen

1 part Silicon
1 part Water

Space Lube is a high performance lubricant intended for maintenance of extremely complex mechanical equipment (results in 4 units instead of 3).
Sterilizine 1 part Charcoal
1 part Sodium Chloride
1 part Chlorine

1 part Sodium

1 part Water

1 part Ash
1 part Oil
1 part Welding Fuel

1 part Carbon

1 part Hydrogen

Temperature 480K

Temperature 380K

1 part Chlorine
1 part Ethanol

When applied via touch or vapor, increases the success chance of surgical steps by 20%. Useful for surgery in less than ideal conditions.
Synthmeat 5 parts Blood
1 part Cryoxadone
1 part Acetone
1 part Oil
1 part Welding Fuel

1 part Carbon

1 part Hydrogen

1 part Welding Fuel

1 part Oxygen

1 part Unstable Mutagen
1 part Chlorine

1 part Phosphorus

1 part Radium

1 part Stable Plasma
Creates a slab of synthetic meat.
Unstable Mutagen 1 part Chlorine

1 part Phosphorus
1 part Radium

Causes mutations when injected into living people or plants. High doses may be lethal, especially in humans. Only useful for Botany and Virology.
Cooking Oil 1 Part Hydrogen

1 Part Sugar
1 Part Carbon

1 PartOil
1 part Welding Fuel

1 part Carbon

1 part Hydrogen
A cooking oil used in deep-fryer to deepfry things. God forbid if clown gets their hands on this.
Light pink Glitter 5 part Oil

2 part Sulfuric Acid 3 part Ash 2 part Aluminum

Causes a mess when split on the ground or added to grenades. Light pink colour (results in 10 parts instead of 12).
Pink Glitter 5 part Light Pink Glitter

1 part Stable-plasma

Causes a mess when split on the ground or added to grenades. Pink colour (results in 5 parts instead of 6).
Blue Glitter 5 part Light Pink Glitter

1 part Nitrogen

Causes a mess when split on the ground or added to grenades. Blue colour (results in 5 parts instead of 6).
White Glitter 5 part Light Pink Glitter

1 part Sugar

Causes a mess when split on the ground or added to grenades. White colour (results in 5 parts instead of 6).

Construction Recipes

These chemicals usually can be used to produce something strictly structural or a building material, such as tiles!

Name Formula Description
Black Carpet 1 Parts Carpet
1 part Space Drugs
1 part Lithium

1 part Mercury

1 part Sugar

1 part Blood

0.1 Parts Oil
1 part Welding Fuel

1 part Carbon

1 part Hydrogen

Produces Black carpet
Blue Carpet 1 Parts Carpet
1 part Space Drugs
1 part Lithium

1 part Mercury

1 part Sugar

1 part Blood

0.1 Parts Cryostylane
1 part Water

1 part Stable Plasma

1 part Nitrogen

Produces Blue carpet
Cyan Carpet 1 Parts Carpet
1 part Space Drugs
1 part Lithium

1 part Mercury

1 part Sugar

1 part Blood

0.1 Parts Cyanide
1 part Oil
1 part Welding Fuel

1 part Carbon

1 part Hydrogen

1 part Ammonia
3 parts Hydrogen
1 part Nitrogen

1 part Oxygen

Temperature 380K

Produces Cyan carpet
Green Carpet 1 Parts Carpet
1 part Space Drugs
1 part Lithium

1 part Mercury

1 part Sugar

1 part Blood

0.1 Parts Green Beer
Produces Green carpet
Orange Carpet 1 Parts Carpet
1 part Space Drugs
1 part Lithium

1 part Mercury

1 part Sugar

1 part Blood

0.1 Parts Orange Juice
Produces Orange carpet
Purple Carpet 1 Parts Carpet
1 part Space Drugs
1 part Lithium

1 part Mercury

1 part Sugar

1 part Blood

0.1 Parts Regenerative Jelly
1 part Tricordazine
1 Part Kelotane
1 part Carbon
1 part Silicon

1 Part Bicaridine
1 part Carbon

1 part Oxygen

1 part Sugar

1 Part Antitoxin
1 Part Nitrogen

1 Part Silicon

1 Part Potassium

1 part Slime Jelly
Extracted from oozelings

Produces Purple carpet
Red Carpet 1 Parts Carpet
1 part Space Drugs
1 part Lithium

1 part Mercury

1 part Sugar

1 part Blood

0.1 Parts Liquid Gibs
Produces Red carpet
Royal Black Carpet 1 Parts Black Carpet
1 Parts Carpet
1 part Space Drugs
1 part Lithium

1 part Mercury

1 part Sugar

1 part Blood

0.1 Parts Oil
1 part Welding Fuel

1 part Carbon

1 part Hydrogen


0.1 Parts Royal Bee Jelly
40 parts Honey
10 parts Unstable Mutagen
1 part Chlorine

1 part Phosphorus

1 part Radium

Produces Royal Black carpet
Royal Blue Carpet 1 Parts Blue Carpet
1 Parts Carpet
1 part Space Drugs
1 part Lithium

1 part Mercury

1 part Sugar

1 part Blood

0.1 Parts Cryostylane
1 part Water

1 part Stable Plasma

1 part Nitrogen


0.1 Parts Royal Bee Jelly
40 parts Honey
10 parts Unstable Mutagen
1 part Chlorine

1 part Phosphorus

1 part Radium

Produces Royal Blue carpet

Virology Recipes

These chemicals are used to mutate viruses, and have few uses beyond that.

Name Formula Description
Virus Food 5 parts Water

5 parts Milk

Only useful in Virology. It is used to get a virus symptom of level1 and 2. It is also a primary ingredient for all other Virology-related chemicals. Also boosts the speed at which a virus advances to the next stage by 10 times while in one's bloodstream. (Results in 15 units instead of 10)
Mutagenic Agar 1 part Unstable Mutagen
1 part Chlorine

1 part Phosphorus

1 part Radium

1 part Virus Food
5 parts Water
5 parts Milk
Extremely similar to Unstable Mutagen. Only useful to Virology. It is used to get a virus symptom of level 3 only. (Results in 1 unit instead of 2)
Sucrose Agar 1 part Mutagenic Agar
1 part Unstable Mutagen
1 part Chlorine

1 part Phosphorus

1 part Radium

1 part Virus Food
5 parts Water
5 parts Milk

1 part Sugar or Saline-Glucose Solution
1 part Sodium Chloride
1 part Chlorine

1 part Sodium

1 part Water

1 part Water

1 part Sugar

Extremely similar to Mutagenic agar. Only useful to Virology. It is used to get a virus symptom of level 4 only.
Virus Plasma 1 part Virus Food
5 parts Water
5 parts Milk

1 part Plasma

Extremely similar to Plasma. Only useful to Virology. It is used to get a virus symptom of level 6 only. (Results in 1 unit instead of 2)
Weakened Virus Plasma 1 part Virus Plasma
1 part Virus Food
5 parts Water
5 parts Milk

1 part Plasma

1 part Synaptizine
1 part Sugar

1 part Lithium

1 part Water
Weakened variety of virus plasma. Only useful to Virology. It is used to get a virus symptom of level 5 only.
Virus Rations 1 part Virus Food
5 parts Water
5 parts Milk

1 part Synaptizine
1 part Sugar

1 part Lithium

1 part Water
Depleted virus food. Only useful to Virology. It is used to get a virus symptom of level 1 only. (Results in 1 unit instead of 2)
Decaying Uranium Gel 1 part Virus Food
5 parts Water
5 parts Milk

1 part Uranium

Powerful viral mutagen. Only useful to Virology. It is used to get a virus symptom of level 6 or 7. (Results in 1 unit instead of 2)
Unstable Uranium Gel 1 part Virus Plasma
1 part Virus Food
5 parts Water
5 parts Milk

1 part Plasma

2 parts Uranium

Powerful viral mutagen. Only useful to Virology. It is used to get a virus symptom of level 7. (Results in 1 unit instead of 6)
Stable Uranium Gel 5 part Plasma

5 parts Uranium
5 parts Silver OR Gold

Powerful viral mutagen. Only useful to Virology. It is used to get a virus symptom of level 8. (Results in 1 unit instead of 21)
Anomalous Virus Food 1 Part Virus Food 5 Parts Laughter
1 Part Sugar
1 Part Banana Juice

Unusual viral mutagen. Only useful to virology. It is used to get a virus symptom of level 0. (Results in 1 unit instead of 6)

Mutation Toxins

Obtainable through xenobiology, these chemicals transform humaniods in other humanoid races.

Name Formula Description
Imperfect Mutation Toxin Use Plasma on a Green Slime extract. Mutagenic chemical that transforms into a slimeperson.
Unstable Mutation Toxin Use Radium on a Green Slime extract. Mutagenic chemical that transforms into a random, safe race.
Stable Mutation Toxin 5 Parts Unstable Mutation Toxin
Use Radium on a Green Slime extract.

10 Parts Blood

Mutagenic chemical that transforms into a human.
Mulligan Toxin 1 part Imperfect Mutation Toxin
Use Plasma on a Green Slime extract.

1 part Unstable Mutagen
1 part Chlorine

1 part Phosphorus

1 part Radium

Also found in the Traitor Uplink.

Changes identity by randomizing the subject's appearance.
Lizard Mutation Toxin 5 Parts Unstable Mutation Toxin
Use Radium on a Green Slime extract.

10 Parts Liquid Gibs

Mutagenic chemical that transforms into a lizardperson.
Felinid Mutation Toxin 5 Parts Unstable Mutation Toxin
Use Radium on a Green Slime extract.

10 Parts Fentanyl
1 part Space Drugs
1 part Lithium

1 part Mercury

1 part Sugar

Temperature 675K

10 Parts Impedrezene
1 part Mercury

1 part Oxygen

1 part Sugar
Mutagenic chemical that transforms into a felinid.
Moth Mutation Toxin 5 Parts Unstable Mutation Toxin
Use Radium on a Green Slime extract.

10 Parts Lipolicide
1 part Ephedrine
1 part Diethylamine
1 part Ammonia
3 parts Hydrogen
1 part Nitrogen

1 part Ethanol

1 part Oil
1 part Welding Fuel

1 part Carbon

1 part Hydrogen

1 part Hydrogen

1 part Sugar

1 part Diethylamine
1 part Ammonia
3 parts Hydrogen
1 part Nitrogen

1 part Ethanol

1 part Mercury

Mutagenic chemical that transforms into a moth.
Fly Mutation Toxin 5 Parts Unstable Mutation Toxin
Use Radium on a Green Slime extract.

10 Parts Unstable Mutagen
1 part Chlorine

1 part Phosphorus

1 part Radium

Mutagenic chemical that transforms into a flyperson.
Pod Mutation Toxin 5 Parts Unstable Mutation Toxin
Use Radium on a Green Slime extract.

10 Parts EZ-Nutrient
Obtain from the Botany Nutri-Max Vendors or Biogen
Mutagenic chemical that transforms into a podperson.
Golem Mutation Toxin 5 Parts Unstable Mutation Toxin
Use Radium on a Green Slime extract.

20 Parts Adamantine

Mutagenic chemical that transforms into a golem.
Abductor Mutation Toxin 5 Parts Unstable Mutation Toxin
Use Radium on a Green Slime extract.

10 Parts Morphine
2 parts Carbon

2 parts Hydrogen
1 part Ethanol
1 part Oxygen

Temperature 480K

10 Parts Mute Toxin
2 parts Uranium

1 part Water

1 part Carbon
Mutagenic chemical that transforms into an abductor.
Oozeling Mutation Toxin 5 Parts Unstable Mutation Toxin
Use Radium on a Green Slime extract.

10 Parts Calomel
1 part Mercury

1 part Chlorine

Temperature 374K

30 Parts Bad Food (Grind Burned Mess)
5 Parts Stable Plasma

Mutagenic chemical that transforms into an Oozeling
Advanced Mutation Toxin Use Plasma on a Black Slime Extract. Mutagenic chemical that slowly morphs the victim into a slime.
Skeleton Mutation Toxin 5 Parts Advanced Mutation Toxin
Use Plasma on a Black Slime Extract.

30 Parts Fluorosulfuric Acid
1 part Fluorine

1 part Hydrogen
1 part Potassium
1 part Sulfuric Acid

Temperature 380K

30 Parts Milk

Mutagenic chemical that transforms into a skeleton.
Zombie Mutation Toxin 5 Parts Advanced Mutation Toxin
Use Plasma on a Black Slime Extract.

10 Parts Krokodil
1 part Diphenhydramine
1 part Diethylamine
1 part Ammonia
3 parts Hydrogen
1 part Nitrogen

1 part Ethanol

1 part Oil
1 part Welding Fuel

1 part Carbon

1 part Hydrogen

1 part Bromine
1 part Carbon

1 part Ethanol

1 part Morphine
2 parts Carbon

2 parts Hydrogen
1 part Ethanol
1 part Oxygen

Temperature 480K

1 part Space Cleaner
1 part Ammonia
3 parts Hydrogen
1 part Nitrogen

1 part Water

1 part Phosphorus
1 part Potassium
1 part Welding Fuel

Temperature 390K

10 Parts Bad Food

Mutagenic chemical that transforms into a non-infectious and completely fake Zombie.
Ash Mutation Toxin 5 Parts Advanced Mutation Toxin
Use Plasma on a Black Slime Extract.

10 Parts Ash
1 part Oil
1 part Welding Fuel

1 part Carbon

1 part Hydrogen

Temperature 480K

5 Parts Entropic Polypnium
Found primarily in Lavaland flora.

1 Part Lizard Mutation Toxin
5 Parts Unstable Mutation Toxin
Use Radium on a Green Slime extract.

10 Parts Liquid Gibs
Mutagenic chemical that transforms into an Ash Walker.
Shadow Mutation Toxin 5 Parts Advanced Mutation Toxin
Use Plasma on a Black Slime Extract.

30 Parts Stabilized Liquid Dark Matter
1 part Carbon

1 part Stable Plasma

1 part Radium

10 Parts Holy Water

Mutagenic chemical that transforms into a shadowperson.
Plasma Mutation Toxin 5 Parts Advanced Mutation Toxin
Use Plasma on a Black Slime Extract.

20 Parts Uranium
60 Parts Plasma

Mutagenic chemical that transforms into a plasmaman.

Toxins

The 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.

Name Recipe Damage dealt Description Metabolism Rate
Toxin Medbay Vendors, Emagged Chem Dispenser Toxin Will deal toxin damage over time. 0.4 units per tick
Bad Food From eating poorly made food Toxin Will deal a minor amount of toxin damage. 0.1 units per tick
Chloral Hydrate 3 parts Chlorine

1 part Ethanol
1 part Water

Stun, Toxin A short-lived sedative which stuns after a bit, but can be deadly in large doses. Results in 1 units instead of 5. 0.6 units per tick
Mindbreaker Toxin 1 part Charcoal
1 part Sodium Chloride
1 part Chlorine

1 part Sodium

1 part Water

1 part Ash
1 part Oil
1 part Welding Fuel

1 part Carbon

1 part Hydrogen

Temperature 480K

Temperature 380K

1 part Hydrogen
1 part Silicon

Very Mild Hallucinations Popular legend about this drug lead CentCom to space-alter its effects, which now only creates simple hallucinations like reporting you as "dead". Space drugs, far simpler to create, have taken its place. Can to treat Reality Dissociation Syndrome. Results in 5 units instead of 3. 0.4 units per tick
Impedrezene 1 part Mercury

1 part Oxygen
1 part Sugar

Brain A narcotic that impedes one's ability by slowing down the higher brain cell functions. Causes massive brain damage (results in 2 units instead of 3). 0.4 units per tick
Mute Toxin 2 parts Uranium

1 part Water
1 part Carbon

Speech Makes the subject unable to speak for some time. 0.4 units per tick
Mime's Bane 1 part Mute Toxin
2 parts Uranium

1 part Water

1 part Carbon

1 part Nothing
1 part Radium

Gestures A nonlethal neurotoxin that interferes with the victim's ability to gesture 0.4 units per tick
Lexorin 1 Part Sulfonal
1 part Perfluorodecalin
1 part Oil
1 part Welding Fuel

1 part Carbon

1 part Hydrogen

1 part Fluorine
1 part Hydrogen

Temperature 370K

1 part Diethylamine
1 part Ammonia
3 parts Hydrogen
1 part Nitrogen

1 part Ethanol

1 part Sulfur

1 Part Plasma
1 Part Hydrogen
1 Part Oxygen

Suffocation Temporarily stops respiration and causes tissue damage. Large doses are fatal, and will cause people to pass out very quickly. 0.4 units per tick
Initropidril Traitor Uplink Cardiac Arrest Deals heavy toxin damage over time, and a 25% chance to do one of the following: stun, cause loss of breath and oxygen damage, or cause your heart to stop. Combat the latter with electric shocks from grilles and doors in a pinch, or a defib for a more reliable method. 0.2 units per tick
Tirizene Traitor Sleepypen, Emagged Soda Dispenser, Death Berry, Poison-Berry Stamina Damage Deals stamina damage over time, slowing down and causing collapse in large doses, but otherwise harmless. 0.4 units per tick
Tiring Solution Peacekeeper Cyborgs Stamina Damage Deals stamina damage over time, slowing down. Won't go higher than 50 stamina damage. 0.6 units per tick
Polonium Traitor Uplink Radiation Cause significant Radiation damage over time. It's metabolized very slowly. 0.1 units per tick
Pancuronium Traitor Uplink Paralysis and Suffocation Paralyses you after 10 seconds, with a 20% chance to cause 4 seconds of loss of breath. 0.1 units per tick
Sodium Thiopental Traitor Uplink Knockout and Stamina Knocks you out after 11 seconds, and destroys your stamina. 0.3 units per tick
Sulfonal 1 part Perfluorodecalin
1 part Oil
1 part Welding Fuel

1 part Carbon

1 part Hydrogen

1 part Fluorine
1 part Hydrogen

Temperature 370K

1 part Diethylamine
1 part Ammonia
3 parts Hydrogen
1 part Nitrogen

1 part Ethanol

1 part Sulfur

Knockout and Toxin 1 toxin damage every 2 cycles, knocks you out after 22 cycles. Metabolized very slowly: two units are enough to trigger the knockout. 0.05 units per tick
Amanitin Traitor Uplink 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. 0.2 units per tick
Lipolicide 1 part Ephedrine
1 part Diethylamine
1 part Ammonia
3 parts Hydrogen
1 part Nitrogen

1 part Ethanol

1 part Oil
1 part Welding Fuel

1 part Carbon

1 part Hydrogen

1 part Hydrogen

1 part Sugar

1 part Diethylamine
1 part Ammonia
3 parts Hydrogen
1 part Nitrogen

1 part Ethanol

1 part Mercury

Weight Loss Drains nutrition and deals minor toxin damage, will deal more toxin damage if you are starving. Useful if you are fat or obese. 0.2 units per tick
Coniine Traitor Uplink Toxin and breath loss 1.75 toxin damage and 5 seconds of loss of breath per tick. EXTREMELY slow metabolization. 0.024 units per tick
Curare Traitor Uplink Knockout, Oxygen, and Toxin Does 1 toxin and 1 suffocation damage every second, and knocks you out after 11 seconds. Metabolizes slowly. 0.05 units per tick
Histamine Traitor Uplink Brute, toxin, oxyloss and eyesight Has a chance each tick to cause small amounts of brute damage or blur vision.
If overdosed (30 units) it will also deal a significant amount of brute/toxin/suffocation damage each tick.
0.1 units per tick
Formaldehyde 1 part Ethanol

1 part Oxygen
1 part Silver
Temperature 420K

Toxin Causes a moderate amount of toxin damage over time. Has a chance to turn into 5 to 15 units of Histamine. Preserves corpses from organ decay. 0.2 units per tick
Venom Traitor Uplink Brute, toxin Will deal brute/toxin damage over time based on how much venom is in the body. Has a chance to turn into 5 to 10 units of Histamine. 0.1 units per tick
Fentanyl 1 part Space Drugs
1 part Lithium

1 part Mercury

1 part Sugar

Temperature 675K

Toxin, 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
Cyanide 1 part Oil
1 part Welding Fuel

1 part Carbon

1 part Hydrogen

1 part Ammonia
3 parts Hydrogen
1 part Nitrogen

1 part Oxygen
Temperature 380K

Toxin, oxyloss Causes headaches and sickness at first,followed by failure of cellular respiration leading to cardiac arrest, suffocating its target.Often extremely lethal. 0.05 units per tick
Carpotoxin Space Carp, Koi Beans, Emagged Chem Dispenser Toxin Deals constant toxin damage over time. 0.4 units per tick
Zombie Powder 5 parts Morphine
2 parts Carbon

2 parts Hydrogen
1 part Ethanol
1 part Oxygen

Temperature 480K

5 parts Carpotoxin
Space Carp, Koibeans, Emagged Chem Dispenser

5 parts Copper

Stamina, Fake death Does nothing for the first 9 ticks it is metabolized, and then begins dealing rapidly increasing stamina damage. Triggers a fake death which lasts until fully metabolized when stamina damage exceeds 145. (Results in 2 units instead of 15) 0.4 units per tick
Ghoul Powder 1 part Epinephrine
1 part Acetone
1 part Oil
1 part Welding Fuel

1 part Carbon

1 part Hydrogen

1 part Welding Fuel

1 part Oxygen

1 part Diethylamine
1 part Ammonia
3 parts Hydrogen
1 part Nitrogen

1 part Ethanol

1 part Phenol
1 part Oil
1 part Welding Fuel

1 part Carbon

1 part Hydrogen

1 part Chlorine

1 part Water

1 part Chlorine
1 part Hydrogen

1 part Oxygen

1 part Zombie Powder
5 parts Morphine
2 parts Carbon

2 parts Hydrogen
1 part Ethanol
1 part Oxygen

Temperature 480K

5 parts Carpotoxin
Space Carp, Koibeans, Emagged Chem Dispenser

5 parts Copper
Fake "death" Same as Zombie Powder, but victim can move. 0.4 units per tick
Itching Powder 1 part Charcoal
1 part Sodium Chloride
1 part Chlorine

1 part Sodium

1 part Water

1 part Ash
1 part Oil
1 part Welding Fuel

1 part Carbon

1 part Hydrogen

Temperature 480K

Temperature 380K

1 part Ammonia
3 parts Hydrogen
1 part Nitrogen

1 part Welding Fuel

Brute, annoyance Will cause annoying effects, as well as a chance that the subject will scratch themselves dealing slight amounts of brute damage. Has a chance to transform into 1 to 3 units of histamine. 0.16 units per tick
Bone Hurting Juice 3 parts Itching Powder
1 part Charcoal
1 part Sodium Chloride
1 part Chlorine

1 part Sodium

1 part Water

1 part Ash
1 part Oil
1 part Welding Fuel

1 part Carbon

1 part Hydrogen

Temperature 480K

Temperature 380K

1 part Ammonia
3 parts Hydrogen
1 part Nitrogen

1 part Welding Fuel

1 part Unstable Mutagen
1 part Chlorine

1 part Phosphorus

1 part Radium

1 part Milk

Stamina, Brute to Skeletons Does 7.5 stamina damage per tick. 50u overdose threshold. If overdosed, it has a 4% chance to cause 200 stamina damage to a random limb, temporarily disabling it. If you're a skeleton or a plasmaman, it will deal additional 0.5 brute damage per tick, and if overdosed has 4% chance to cause 200 brute damage to a random limb instead of stamina damage. 0.4 units per tick
Mint Toxin Grind the mint in the kitchen Conditional death Instantly gibs fat people when ingested. 0.4 units per tick
Slime Jelly Extracted from oozelings Toxin Heals brute damage over time, but randomly deals bursts of 1-10 toxin damage, functions as blood for oozeling races. 0.4 units per tick
Liquid Electricity 1 part Liquid Electricity

1 part Plasma
3 parts Ethanol

OR
Ethereals
OR
High power energy bars

Toxin Has a 3% chance each tick to shock you, Ethereals use this as blood and get no negative effects from ingesting or injecting this chemical 0.4 units per tick
Heparin 1 part Formaldehyde
1 part Ethanol

1 part Oxygen
1 part Silver

Temperature 420K

1 part Sodium
1 part Chlorine
1 part Lithium

Brute, Bleeding Causes bleeding constantly while in the system of the victim. 0.08 units per tick
Teslium 1 part Black Powder
1 part Charcoal
1 part Sodium Chloride
1 part Chlorine

1 part Sodium

1 part Water

1 part Ash
1 part Oil
1 part Welding Fuel

1 part Carbon

1 part Hydrogen

Temperature 480K

Temperature 380K

1 part Saltpetre
3 parts Oxygen

1 part Potassium

1 part Nitrogen

1 part Sulfur

1 part Silver
1 part Stable Plasma
Temperature 400K

Random Shocks Randomly shocks the victim while it is in their system, ignoring any protection cause the shock comes from inside them. Also increases damage taken from normal shocks. 0.2 units per tick
Rotatium 1 part Teslium
1 part Black Powder
1 part Charcoal
1 part Sodium Chloride
1 part Chlorine

1 part Sodium

1 part Water

1 part Ash
1 part Oil
1 part Welding Fuel

1 part Carbon

1 part Hydrogen

Temperature 480K

Temperature 380K

1 part Saltpetre
3 parts Oxygen

1 part Potassium

1 part Nitrogen

1 part Sulfur

1 part Silver
1 part Stable Plasma

Temperature 400K

1 part Mindbreaker Toxin
1 part Charcoal
1 part Sodium Chloride
1 part Chlorine

1 part Sodium

1 part Water

1 part Ash
1 part Oil
1 part Welding Fuel

1 part Carbon

1 part Hydrogen

Temperature 480K

Temperature 380K

1 part Hydrogen

1 part Silicon

1 part Fentanyl
1 part Space Drugs
1 part Lithium

1 part Mercury

1 part Sugar

Temperature 675K
Toxin Causes the victim's screen to display a rocking motion and deals moderate toxin damage. 0.24 units per tick
Anacea 1 part Haloperidol
1 part Oil
1 part Welding Fuel

1 part Carbon

1 part Hydrogen

1 part Potassium Iodide
1 part Potassium
1 part Iodine

1 part Aluminium
1 part Chlorine

1 part Fluorine

1 part Impedrezene
1 part Mercury

1 part Oxygen

1 part Sugar

1 part Radium

Toxin and Purges Medicines Metabolizes very slowly and quickly purges medicines in the victim while dealing light toxin damage. 0.032 units per tick
Weed Killer 4 parts Ammonia
3 parts Hydrogen
1 part Nitrogen

1 part Toxin
Hacked NanoMed vendors, Emagged Chem Dispenser

Toxin Kills weeds, causes minor toxin damage to humans. 0.4 units per tick
Pest Killer 1 part Toxin
Hacked NanoMed vendors, Emagged Chem Dispenser

4 parts Ethanol

Toxin Kills pests in hydroponics trays, causes minor toxin damage to humans. Deals heavy toxin damage to fly people. 0.4 units per tick.
Plant-B-Gone 1 part Toxin
Hacked NanoMed vendors, Emagged Chem Dispenser

4 parts Water

Toxin A potent herbicide which is useful to replace the limited supply the botanist starts with. Causes minor toxin damage to humans. Deals heavy toxin damage to pod people. 0.4 units per tick
Bungotoxin Grow Bungo Tree Toxin Deals heavy heart damage and makes you dizzy. 0.2 units per tick
Frost Oil Aquireable from Blue Slimes or from grinding Ice Pepper. Slow down, Burn Reduces body temperature. Will cool you faster the longer it has been in the body, up to maximum strength after 35 cycles. Creates slippery ice tiles if spilled on floor for about 1 second per unit, depending on pressure and temperature. Spilling reduces area temperature by 5K per unit. 0.4 units per tick

Mushroom Chemicals

Found primarily in Lavaland flora.

Name Type Description Metabolism Rate
Entropic Polypnium Poison Stamina, Brain, toxin, suffocation, and a bit of Eye Damage, Oh My! More than 5u will paralyze someone as well. 0.4 units per tick
Tinea Luxor Other Makes the consumer glow. 0.4 units per tick
Vitrium Froth Medicine 80% chance to heal 1 brute/1 burn damage each tick. 0.4 units per tick

Reagent Delivery

There are different ways you can apply chemicals to a person or the environment.


Delivery types

First of all, there are actually 5 types 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.

Ingest

Ingest and inject both usually do the exact same thing. The reagent simply enters the target's bloodstream. Used by pills, cigarettes, e-cigarettes, inhaling smoke and drinking the reagent directly.

Inject

Works the same as ingest, where the reagent simply enters the target's bloodstream. Used by syringes and IV-drips.

Vapor

Vapor 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.

Touch

Touch 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 Synthflesh), 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.

Patch

Patch is used by patches and medical gels. 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.

Smoke vs foam vs others

These are the major practical differences between pills, syringes, patches, cigarettes, smoke, foam, splash and spray.

Pills

Pills 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.

Syringes

Syringes can inject into people even with their mouths covered, either by hand or with a syringe gun. It doesn't work on players wearing hardsuits or other pierce-immune clothing, unless you use a piercing syringe or manage to aim for an exposed part of their body. Golems are completely immune to syringes (even piercing syringes), but patches do work on them. A syringe holds between 10-60u, depending on type. Common syringes hold 15u.

Patches

Will add all reagents into a person's bloodstream through any clothing, including hardsuits. Also apply touch/patch based effects. Example: A patch of 20u Synthflesh will instantly heal 25 brute and burn (touch component), and also enter the target's bloodstream (which in this case does nothing). Usable by plasmamen. Can hold up to 40u.

Cigarettes

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.

Smoke

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.
Smoke example 1: Smoke containing 20u Synthflesh. Everyone caught in the cloud, including people wearing hardsuits, will slowly heal 25 brute and burn, 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 (which does nothing in this case).
Smoke example: 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.

Foam

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.
Foam 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.
Foam 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.

Splashing

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 (and deal up to 150 toxin damage), since Synthflesh is touch/patch based. It doesn't matter if the target uses hardsuit or internals in this case. This means throwing a beaker of poison at someone will do nothing at all. Splashing can apply chemicals such as Thermite to walls.

Spraying

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.


Beyond the Dispenser

Just 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.