Guide to chemistry
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:
- Plasma
- Uranium
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.
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
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
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.
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
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. Creates gas form plasma when spilled or heated to 323.15K (50°C). 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 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 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 Chlorine |
Used for certain medical recipes. |
Acetone ▮ | 1 part Oil 1 part Welding Fuel 1 part Carbon 1 part Welding Fuel |
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 |
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 |
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 |
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 |
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 |
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 Silver Sulfadiazine 1 part Ammonia 3 parts Hydrogen 1 part Nitrogen 1 part Silver 1 part Blood |
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 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 Ash 1 part Oil 1 part Welding Fuel 1 part Carbon 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 Ammonia 3 parts Hydrogen 1 part Nitrogen 1 part Aluminium |
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 |
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 |
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 |
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 1 Part Carbon |
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 Antitoxin 1 Part Nitrogen
1 Part Silicon |
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 Unstable Mutagen 1 part Chlorine 1 part Phosphorus 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 Unstable Mutagen 1 part Chlorine 1 part Phosphorus 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 Unstable Mutagen 1 part Chlorine 1 part Phosphorus 1 part Stable Plasma 1 part Sodium |
Clone | Quickly heals clone damage, but only when in a cold environment. Healing strength is proportional to temperature. | 0.6 units per tick | N/A | N/A |
Mannitol▮ | 1 part Hydrogen 1 part Water |
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 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 |
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 Mannitol 1 part Hydrogen 1 part Water 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 Sodium |
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 Hydrogen |
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 2 parts Carbon |
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 Formaldehyde 1 part Ethanol 1 part Oxygen 1 part Ammonia 3 parts Hydrogen 1 part Nitrogen 1 part Welding Fuel |
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 Fluorine |
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 Diethylamine 1 part Ammonia 3 parts Hydrogen 1 part Nitrogen 1 part Ethanol 1 part Phenol 1 part Ethanol |
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 |
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 2 parts Carbon 2 Parts Carbon |
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 Unstable Mutagen 1 part Chlorine 1 part Phosphorus 1 part Bromine |
Genetic | Removes all your genetic mutations, this can't humanize monkeys. | 0.4 units per tick | 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 |
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 Bromine |
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 |
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 |
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 Ash 1 part Oil 1 part Welding Fuel 1 part Carbon Temperature 480K Temperature 380K 1 part Carbon |
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 Ash 1 part Oil 1 part Welding Fuel 1 part Carbon Temperature 480K Temperature 380K 1 part Carbon |
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 Diethylamine 1 part Ammonia 3 parts Hydrogen 1 part Nitrogen 1 part Ethanol 1 part Phenol 1 part Chlorine |
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 Ash 1 part Oil 1 part Welding Fuel 1 part Carbon Temperature 480K Temperature 380K 1 part Copper |
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 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 |
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 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 Diethylamine 1 part Ammonia 3 parts Hydrogen 1 part Nitrogen 1 part Ethanol 1 part Phenol 1 part Chlorine 1 part Cryptobiolin 1 part Oxygen
1 part Potassium |
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 Iron |
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 Potassium Iodide 1 part Potassium 1 part Iodine 1 part Aluminium |
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 |
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 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 Impedrezene 1 part Mercury 1 part Oxygen 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 Ash 1 part Oil 1 part Welding Fuel 1 part Carbon Temperature 480K Temperature 380K 1 part Saltpetre 3 parts Oxygen 1 part Potassium 1 part Sulfur 1 part Silver 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 Antitoxin 1 Part Nitrogen 1 Part Silicon 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 Bromine 1 part Morphine 2 parts Carbon 2 parts Hydrogen 1 part Space Cleaner 1 part Ammonia 3 parts Hydrogen 1 part Nitrogen 1 part Water 1 part Phosphorus |
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 Bromine 1 part Ammonia 3 parts Hydrogen 1 part Nitrogen 1 part Lithium |
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 |
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. |
0.3 units per tick | 20 units | 10 units |
Bath Salts▮ | 1 part Saltpetre 3 parts Oxygen 1 part Potassium 1 part Space Cleaner 1 part Ammonia 3 parts Hydrogen 1 part Nitrogen 1 part Water 1 part Bad Food |
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 Diethylamine 1 part Ammonia 3 parts Hydrogen 1 part Nitrogen 1 part Ethanol 1 part Phenol 1 part Chlorine 1 part Atropine 1 part Acetone 1 part Diethylamine 1 part Ammonia 3 parts Hydrogen 1 part Nitrogen 1 part Ethanol 1 part Phenol 1 part Ethanol 1 part Morphine 2 parts Carbon
2 parts Hydrogen |
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 |
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 1 part Epinephrine 1 part Acetone 1 part Diethylamine 1 part Ammonia 3 parts Hydrogen 1 part Nitrogen 1 part Ethanol 1 part Phenol 1 part Chlorine 1 part Ethanol |
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". | 0.2 units per tick | 20 units | 10 units |
Modafinil▮ | 1 part Acetone 1 part Diethylamine 1 part Ammonia 3 parts Hydrogen 1 part Nitrogen 1 part Ethanol 1 part Phenol 1 part Ammonia 3 parts Hydrogen 1 part Nitrogen 1 part Sulfuric Acid |
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 3 Parts Chloral Hydrate 3 parts Chlorine 1 part Ethanol 3 Parts Fentanyl 1 part Space Drugs 1 part Lithium 1 part Mercury Temperature 675K 3 Parts Epinephrine 1 part Acetone
1 part Diethylamine 1 part Ammonia 3 parts Hydrogen 1 part Nitrogen 1 part Ethanol 1 part Phenol 1 part Chlorine 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.
|
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 |
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 |
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 Fluorosurfactant 2 parts Carbon 2 parts Fluorine 1 part Carbon |
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 |
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 |
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 |
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 Welding Fuel |
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 |
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 |
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 |
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 |
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 |
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 |
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 |
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 Ash 1 part Oil 1 part Welding Fuel 1 part Carbon Temperature 480K Temperature 380K 1 part Saltpetre 3 parts Oxygen 1 part Potassium 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 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. |
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 Ash 1 part Oil 1 part Welding Fuel 1 part Carbon Temperature 480K Temperature 380K 1 part Saltpetre 3 parts Oxygen 1 part Potassium 1 part Sulfur 1 part Silver 1 part Water 1 part Black Powder to 474K
1 part Charcoal 1 part Sodium Chloride 1 part Chlorine 1 part Sodium 1 part Ash 1 part Oil 1 part Welding Fuel 1 part Carbon Temperature 480K Temperature 380K 1 part Saltpetre 3 parts Oxygen 1 part Potassium 1 part Sulfur 1 part Silver |
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 |
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. |
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 3 parts Ash 1 part Oil 1 part Welding Fuel 1 part Carbon Temperature 480K 2 parts Sulfuric Acid |
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 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 Unstable Mutagen 1 part Chlorine
1 part Phosphorus |
Grows your hair very long! |
Candle | 10 parts Liquid Gibs 10 parts Oxygen |
Creates a red candle for use in decoration or rituals. |
Carbon Dioxide | 2 parts Oxygen 1 part Carbon |
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 Cryoxadone 1 part Acetone 1 part Unstable Mutagen 1 part Chlorine 1 part Phosphorus 1 part Stable Plasma 1 part Space Drugs 1 part Lithium 1 part Mercury 1 part Radium |
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 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 Silver Sulfadiazine 1 part Ammonia 3 parts Hydrogen 1 part Nitrogen 1 part Silver 1 part Blood 1 part Blood |
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 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 Silver Sulfadiazine 1 part Ammonia 3 parts Hydrogen 1 part Nitrogen 1 part Silver 1 part Blood 1 part Sugar |
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 Cryoxadone 1 part Acetone 1 part Unstable Mutagen 1 part Chlorine 1 part Phosphorus 1 part Stable Plasma 1 part Space Drugs 1 part Lithium 1 part Mercury 1 part Radium 1 part Strange Reagent 1 part Unstable Mutagen 1 part Chlorine 1 part Phosphorus 1 part Omnizine Grown from Ambrosia Deus or found in lollipops and heated Donk Pockets 1 part Holy Water 1 part Nutriment |
Creates your own Corgi! Turns you into a Corgi if ingested. |
Cryptobiolin▮ | 1 part Oxygen 1 part Potassium |
Causes confusion and dizziness. This is essential to make Spaceacillin. |
Drying Agent▮ | 2 parts Stable Plasma 1 part Ethanol |
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. |
Fluorosulfuric Acid▮ | 1 part Fluorine 1 part Hydrogen |
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 |
Solidifies a sheet of gold into your hand. Requires Frost Oil, thus help from botany. |
Solid Adamantine▮ | 5 Parts Frost Oil 10 Parts Adamantine |
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 Cryoxadone 1 part Acetone 1 part Unstable Mutagen 1 part Chlorine 1 part Phosphorus 1 part Stable Plasma 1 part Space Drugs 1 part Lithium 1 part Mercury 1 part Radium 1 part Space Drugs 1 part Lithium 1 part Mercury 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 |
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 |
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. |
Nitrous Oxide | 2 parts Ammonia 3 parts Hydrogen 1 part Nitrogen 2 parts Oxygen |
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 |
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 Ash 1 part Oil 1 part Welding Fuel 1 part Carbon Temperature 480K Temperature 380K 1 part Hydrogen 1 part Synaptizine 1 part Sugar 1 part Lithium 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 |
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 10 parts Liquid Gibs |
Creates a bar of soap, slightly faster cleaning than what you get on the station. |
Sodium Chloride▮ | 1 part Chlorine 1 part Sodium |
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 OR 1 part Corn Oil
1 part Carbon |
Darkens the skin when sprayed or applied. Do not swallow! |
Space Lube▮ | 1 part Oxygen 1 part Silicon |
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 Ash 1 part Oil 1 part Welding Fuel 1 part Carbon Temperature 480K Temperature 380K 1 part Chlorine |
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 Unstable Mutagen 1 part Chlorine 1 part Phosphorus 1 part Stable Plasma |
Creates a slab of synthetic meat. |
Unstable Mutagen▮ | 1 part Chlorine 1 part Phosphorus |
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 Welding Fuel
1 part Carbon |
A cooking oil used in deep-fryer to deepfry things. God forbid if clown gets their hands on this. |
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 0.1 Parts Oil 1 part Welding Fuel 1 part Carbon |
Produces Black carpet |
Blue Carpet▮ | 1 Parts Carpet 0.1 Parts Cryostylane 1 part Water 1 part Stable Plasma |
Produces Blue carpet |
Cyan Carpet▮ | 1 Parts Carpet 0.1 Parts Cyanide |
Produces Cyan carpet |
Green Carpet▮ | 1 Parts Carpet 0.1 Parts Green Beer |
Produces Green carpet |
Orange Carpet▮ | 1 Parts Carpet 0.1 Parts Orange Juice |
Produces Orange carpet |
Purple Carpet▮ | 1 Parts Carpet 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 Antitoxin 1 Part Nitrogen 1 Part Silicon 1 part Slime Jelly Extracted from oozelings |
Produces Purple carpet |
Red Carpet▮ | 1 Parts Carpet 0.1 Parts Liquid Gibs |
Produces Red carpet |
Royal Black Carpet▮ | 1 Parts Black Carpet 0.1 Parts Royal Bee Jelly 40 parts Honey 10 parts Unstable Mutagen 1 part Chlorine 1 part Phosphorus |
Produces Royal Black carpet |
Royal Blue Carpet▮ | 1 Parts Blue Carpet 0.1 Parts Royal Bee Jelly 40 parts Honey 10 parts Unstable Mutagen 1 part Chlorine 1 part Phosphorus |
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 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 Virus Food 5 parts Water 5 parts Milk 1 part Sugar or Saline-Glucose Solution |
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 Synaptizine 1 part Sugar
1 part Lithium |
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 |
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 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 |
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 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 Temperature 675K 10 Parts Impedrezene 1 part Mercury
1 part Oxygen |
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 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 |
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 10 Parts Mute Toxin 2 parts Uranium
1 part Water |
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 30 Parts Bad Food (Grind Burned Mess) |
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 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 Bromine 1 part Morphine 2 parts Carbon 2 parts Hydrogen 1 part Space Cleaner 1 part Ammonia 3 parts Hydrogen 1 part Nitrogen 1 part Water 1 part Phosphorus 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 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 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 |
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 |
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 Ash 1 part Oil 1 part Welding Fuel 1 part Carbon Temperature 480K Temperature 380K 1 part Hydrogen |
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. Results in 5 units instead of 3. | 0.4 units per tick |
Impedrezene▮ | 1 part Mercury 1 part Oxygen |
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 |
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 Nothing |
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 Fluorine 1 part Diethylamine 1 part Ammonia 3 parts Hydrogen 1 part Nitrogen 1 part Ethanol 1 part Sulfur 1 Part Plasma |
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 Fluorine 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 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 |
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 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 Ammonia 3 parts Hydrogen 1 part Nitrogen 1 part Oxygen |
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 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 Diethylamine 1 part Ammonia 3 parts Hydrogen 1 part Nitrogen 1 part Ethanol 1 part Phenol 1 part Chlorine 1 part Zombie Powder 5 parts Morphine
2 parts Carbon 2 parts Hydrogen 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 Ash 1 part Oil 1 part Welding Fuel 1 part Carbon 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 Ash 1 part Oil 1 part Welding Fuel 1 part Carbon 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 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 |
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 Sodium |
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 Ash 1 part Oil 1 part Welding Fuel 1 part Carbon Temperature 480K Temperature 380K 1 part Saltpetre 3 parts Oxygen 1 part Potassium 1 part Sulfur 1 part Silver |
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 Ash 1 part Oil 1 part Welding Fuel 1 part Carbon Temperature 480K Temperature 380K 1 part Saltpetre 3 parts Oxygen 1 part Potassium 1 part Sulfur 1 part Silver 1 part Mindbreaker Toxin 1 part Charcoal 1 part Sodium Chloride 1 part Chlorine 1 part Sodium 1 part Ash 1 part Oil 1 part Welding Fuel 1 part Carbon Temperature 480K Temperature 380K 1 part Hydrogen 1 part Fentanyl 1 part Space Drugs
1 part Lithium 1 part Mercury 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 Potassium Iodide 1 part Potassium 1 part Iodine 1 part Aluminium 1 part Impedrezene 1 part Mercury 1 part Oxygen 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.