Guide to chemistry
This guide will primarily be useful for chemists 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, sulphur, sulphuric 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
- Sulphuric 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.
- Sulphuric 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 temperature 480 K |
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 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 Water 1 part Chlorine 1 part Oil |
Used for certain medical recipes. |
Acetone ▮ | 1 part Oil 1 part Welding Fuel 1 part Oxygen |
Common ingredient in other recipes. |
Diethylamine ▮ | 1 part Ammonia 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▮ | 1 part Potassium 1 part Nitrogen 3 parts Oxygen |
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 |
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 1 part Silver 1 part Sulfur 1 part Oxygen 1 part Chlorine |
Burn | On touch, instantly heals burn damage, then heals over time while it stays in the system. Basic anti-burn healing drug. On ingestion, deals minor toxin damage. |
0.4 units per tick | N/A | N/A |
Styptic Powder▮ | 1 part Aluminium 1 part Hydrogen 1 part Oxygen 1 part Sulfuric Acid |
Brute | On touch, instantly heals brute damage, then heals over time while it stays in the system. Basic anti-brute healing drug. On ingestion, deals minor toxin damage. |
0.4 units per tick | N/A | N/A |
Saline-Glucose Solution▮ | 1 part Sodium Chloride 1 part Water 1 part Sugar |
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. | 0.2 units per tick | N/A | N/A |
Synthflesh▮ | 1 part Blood 1 part Carbon 1 part Styptic Powder |
Brute, burn | Has a 100% chance of instantly healing brute and burn damage. Touch based only. Does nothing while inside a mob. |
0.4 units per tick | N/A | N/A |
Charcoal▮ | 1 part Ash 1 part Sodium Chloride temperature 380 K |
Toxin | Heals toxin damage at a rate of 2 per tick, will also slowly remove any other chemicals. | 0.2 units per tick | N/A | N/A |
Salbutamol▮ | 1 part Salicyclic Acid 1 part Lithium 1 part Aluminium 1 part Bromine 1 part Ammonia |
Suffocation | Quickly heals oxygen damage at a rate of 3 per tick while slowing down suffocation. Great for stabilizing critical patients! | 0.1 units per tick | N/A | N/A |
Bicaridine▮ | 1 part Carbon 1 part Oxygen 1 part Sugar |
Brute | Heals brute damage at a rate of 2 units per tick. If overdosed deals 2 brute damage per tick. | 0.4 units per tick | 30u | N/A |
Kelotane▮ | 1 part Carbon 1 part Silicon |
Burn | Heals burn damage at a rate of 2 units per tick. If overdosed deals 2 burn damage per tick. | 0.4 units per tick | 30u | N/A |
Antitoxin▮ | 1 part Nitrogen 1 part Silicon 1 part Potassium |
Toxin | Heals 2 toxin damage and removes 1u of other chemicals per tick. If overdosed deals 2 toxin damage per tick. | 0.4 units per tick | 30u | N/A |
Tricordrazine▮ | 1 part Kelotane 1 part Bicaridine 1 part Antitoxin |
Brute/Burn/Toxin | Heals 1 of each damage type per tick. If overdosed deals 2 damage of every type per tick. | 0.4 units per tick | 30u | N/A |
Cryoxadone▮ | 1 part Stable Plasma 1 part Acetone 1 part Unstable Mutagen |
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. Is more effective in colder environments. | 0.4 units per tick | N/A | N/A |
Clonexadone▮ | 1 part Cryoxadone 1 part Sodium 5 units Plasma (catalyst) |
Clone | Quickly heals clone damage, but only when in a cold environment. | 0.6 units per tick | N/A | N/A |
Mannitol▮ | 1 part Hydrogen 1 part Water 1 part Sugar |
Brain | Quickly heals brain damage - best used in cryo alongside Cryoxadone, but will still heal if taken via other means. | 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 Sodium 1 part Phenol 1 part Carbon 1 part Oxygen 1 part Sulfuric Acid |
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. | 0.2 units per tick | 25 units | N/A |
Oxandrolone▮ | 3 parts Carbon 1 part Phenol 1 part Hydrogen 1 part Oxygen |
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. | 0.2 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 of each damage type per tick. If overdosed it will deal 1.5 damage of each damage type per tick. | 0.1 units per tick | 30 | N/A |
Pentetic Acid▮ | 1 part Welding Fuel 1 part Chlorine 1 part Ammonia 1 part Formaldehyde 1 part Sodium 1 part Cyanide |
Radiation, toxin | Reduces massive amounts of radiation and toxin damage while purging other chemicals from the body. | 0.2 units per tick | N/A | N/A |
Perfluorodecalin▮ | 1 part Hydrogen 1 part Fluorine 1 part Oil temperature 370 K |
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. | 0.1 units per tick | N/A | N/A |
Atropine▮ | 1 part Ethanol 1 part Acetone 1 part Diethylamine 1 part Phenol 1 part Sulphuric Acid |
Brute, burn 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. If overdosed it will deal toxin damage. |
0.1 units per tick | 35 | N/A |
Calomel▮ | 1 part Mercury 1 part Chlorine temperature 374 K |
Purge | Quickly purges the body of all chemicals. If your health is above 20, large amounts of toxin damage is dealt. | 0.2 units per tick | N/A | N/A |
Mutadone▮ | 1 part Unstable Mutagen 1 part Acetone 1 part Bromine |
Genetic | Heals your genetic mutations. | 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 Sugar 1 part Oil 1 part Hydrogen |
Stun | Reduces stun times, increases run speed, and stabilizes crit. If overdosed it will deal toxin and oxyloss damage. |
0.2 units per tick | 45 | 30 |
Diphenhydramine▮ | 1 part Oil 1 part Carbon 1 part Bromine 1 part Diethylamine 1 part Ethanol |
Histamine Overdose | Purges body of lethal Histamine and reduces jitteriness while causing minor drowsiness. | 0.2 units per tick | N/A | N/A |
Morphine▮ | None: Can be either ordered from Cargo, grown from Botany or found in a NanoMed Plus | Movement Speed | Will allow you to walk faster. Will eventually knock you out if you take too much. 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 | 25 |
Oculine▮ | 1 part Charcoal 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 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 Phenol 1 part Acetone 1 part Diethylamine 1 part Oxygen 1 part Chlorine 1 part Hydrogen |
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. If overdosed will deal toxin and stamina damage, and cause suffocation. |
0.1 units per tick | 30 | N/A |
Antihol▮ | 1 part Ethanol 1 part Charcoal 1 part Copper |
Alcohol | Helps remove Alcohol from someone's body, as well as eliminating its side effects. | 0.4 units per tick | N/A | N/A |
Stimulants▮ | Traitor Adrenals or Stimpack | Stun | Increases run speed and eliminates stuns, can heal minor damage. If overdosed it will deal toxin damage and stun. |
0.2 units per tick | 60 | N/A |
Insulin▮ | Found in NanoMed Plus | Sugar Dependency | Increases sugar depletion. | 0.2 units per tick | N/A | N/A |
Strange Reagent▮ | 1 part Omnizine 1 part Holy Water 1 part Unstable Mutagen |
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 Brute and Burn damage. |
0.4 units per tick | N/A | N/A |
Life▮ | 1 part Strange Reagent 1 part Synthflesh 1 part Blood temperature 375K |
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 |
Synaptizine▮ | 1 part Sugar 1 part Lithium 1 part Water |
Hallucination Decrease | Helps Hallucinations go away much faster, and helps you recover from stuns faster. Also Purges Mindbreaker Toxin very quickly. Mildly toxic. | 0.4 units per tick | N/A | N/A |
Rezadone▮ | 1 part Carpotoxin 1 part Cryptobiolin 1 part Copper |
Cellular Damage Healing | Instantly heals all cellular damage, while healing brute and burn damage over time. If overdosed deals toxin damage. Very good for speedcloning. | 0.4 units per tick | 30 | N/A |
Spaceacillin▮ | 1 part Epinephrine 1 part Cryptobiolin |
Infections | An all-purpose antiviral agent. Prevents you from spreading any virus in your body. | 0.2 units per tick | N/A | N/A |
Miner's Salve▮ | 1 part Iron 1 Part Oil 1 Part Water OR grind a twinkie, a sheet of metal and a sheet of plasma |
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. | 0.16 units per tick | N/A | N/A |
Haloperidol▮ | 1 part Chlorine 1 part Fluorine 1 part Aluminum 1 part Potassium Iodide 1 part Oil |
Anti-Drug and Light Sedative | Helps fight against the effects of most drugs, while purging them. However also causes drowsiness and stamina damage. | 0.16 units per tick | N/A | N/A |
Leporazine ▮ | 1 part Copper 1 part Silicon 5 units Plasma (catalyst) |
Body temperature | This keeps a patient's body temperature stable. High doses can allow short periods of unprotected EVA. | 0.4 units per tick | N/A | N/A |
Noncraftable Medicines
These healing drugs are used in sleepers and medibots, but are otherwise uncraftable.
Name | Treatment for | Description | Metabolism Rate | Overdose Threshold | Addiction Threshold |
---|---|---|---|---|---|
Dexalin▮ | Suffocation | Heals 2 oxygen damage per tick (slower than Salbutamol). If overdosed deals 2 oxygen damage per tick. | 0.4 units per tick | 30u | 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. | 0.2 units per tick | N/A | 30 |
Krokodil▮ | 1 part Diphenhydramine 1 part Space Cleaner 1 part Potassium 1 part Morphine 1 part Phosphorus 1 part Welding Fuel temperature 390 K |
Provides messages of calmness and protection. If overdosed it will deal significant Brain and Toxin damage. If addicted too it will begin to deal fatal amounts of Brute damage as the subjects skin falls off. |
0.2 units per tick | 20 | 15 |
Crank▮ | 1 part Diphenhydramine 1 part Ammonia 1 part Lithium 1 part Sulfuric Acid 1 part Welding Fuel temperature 390 K |
Reduces stun times by about 200%. If overdosed or addicted it will deal significant Toxin, Brute and Brain damage. |
0.2 units per tick | 20 | 10 |
Methamphetamine▮ | 1 part Ephedrine 1 part Iodine 1 part Phosphorus 1 part Hydrogen temperature 374 k |
Reduces stun times by about 300% and allows the user to quickly recover stamina while dealing a small amount of Brain damage. If overdosed the subject will move randomly, laugh randomly, drop items and suffer from Toxin and Brain damage. If addicted 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 | 10 |
Bath Salts▮ | 1 part Food Poisoning 1 part Saltpetre 1 part Nutriment 1 part Space Cleaner 1 part Enzyme 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. If addicted 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 | 10 |
Aranesp▮ | 1 part Epinephrine 1 part Atropine 1 part Morphine |
The subject will think they are "amped" and regenerate stamina at an incredible rate, however the drug typically cause the subject to suffocate to death. | 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 | N/A |
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 Sulphuric Acid |
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! |
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 Sulphur |
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 Sulphuric 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 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. |
Napalm▮ | 1 part Oil 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▮ | 1 part Chlorine 3 parts Fluorine 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 Mercury 1 part Oxygen 1 part Nitrogen 1 part Carbon |
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 Stable Plasma 1 part Radium 1 part Carbon |
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 Iodine 1 part Phosphorus 1 part Hydrogen temperature 300k (Room temperature) |
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 Saltpetre 1 part Charcoal 1 part Sulfur |
Sparks, and then creates a violent explosion when heated to 474K. |
Nitroglycerin▮ | 1 part Glycerol 1 part Fluorosulfuric Acid 1 part Sulphuric 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; very useful for causing chaos. |
Tesla Shock | 1 part Teslium 1 part Water |
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. 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 |
---|---|---|
Barber's Aid▮ | 1 part Carpet 1 part Radium 1 part Space Drugs |
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 |
Grows your hair very long! |
Candle | 10 parts Liquid Gibs 10 parts Oxygen Temperature 374K |
Creates a red candle for use in decoration or rituals. |
Carbon Dioxide | 1 part Carbon 2 parts Oxygen Temperature 777K |
What the fuck is carbon dioxide? |
Colorful Reagent▮ | 1 part Stable Plasma 1 part Radium 1 part Space Drugs 1 part Cryoxadone 1 part Triple Citrus |
Use this to color EVERYTHING! Keep away from the clown and assistants! |
Condensed Capsaicin▮ | 1 part Capsaicin Oil 5 parts Ethanol |
A chemical agent used for self-defense and in police work (results in 5 units instead of 6). |
Corgium | 1 part Nutriment 1 part Colorful Reagent 1 part Strange Reagent 1 part Blood |
Creates your own Corgi! |
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. |
Fluorosulfuric Acid▮ | 1 part Fluorine 1 part Hydrogen 1 part Potassium 1 part Sulphuric Acid temperature 380 K |
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 Sulphuric 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. |
Quantum Hair Dye▮ | 1 part Colorful Reagent 1 part Radium 1 part Space Drugs |
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 (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 Fluorosulfuric Acid |
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. |
Nitrous Oxide | 3 parts Ammonia 1 part Nitrogen 1 part Oxygen Temperature 525 K |
Creates N2O in liquid form, which explodes when heated to 575K. Results in 2 units instead of 6. Results in 4 units of water as a by-product. |
Plasma Solidification | 20 parts Plasma 5 parts Iron 5 parts Frost Oil |
Solidifies a large amount of plasma into a bar. |
Royal Bee Jelly▮ | 10 parts Unstable Mutagen 40 parts Honey |
Causes a Queen Bee to split in two when injected (results in 5 units instead of 50). |
Soap | 10 parts Lye 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 Sodium 1 part Chlorine 1 part Water |
Commonly known as salt, Sodium Chloride is often used to season food. |
Space Cleaner▮ | 1 part Ammonia 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 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 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 |
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. |
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 |
A chemical which allows viruses and bacteria to quickly grow. (Results in 15 units instead of 10) |
Mutagenic Agar▮ | 1 part Unstable Mutagen 1 part Virus food |
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 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 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 |
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 1 part Synaptizine |
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 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 5 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▮ | 1 part Plasma 10 parts Uranium 10 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) |
Mutation Toxins
Obtainable through xenobiology, these chemicals transform humaniods in other humanoid races.
Name | Formula | Description |
---|---|---|
Mutation Toxin▮ | Use Plasma on a green slime | Mutagenic chemical that transforms into a slimeperson. |
Unstable Mutation Toxin▮ | Use Radium on a green slime | Mutagenic chemical that transforms into a random, safe race. |
Stable Mutation Toxin▮ | 1 part Unstable Mutation Toxin 1 part Blood |
Mutagenic chemical that transforms into a human. |
Lizard Mutation Toxin▮ | 1 part Unstable Mutation Toxin 1 part Radium |
Mutagenic chemical that transforms into a lizardperson. |
Fly Mutation Toxin▮ | 1 part Unstable Mutation Toxin 1 part Unstable Mutagen |
Mutagenic chemical that transforms into a flyperson. |
Imperfect Mutation Toxin▮ | 1 part Unstable Mutation Toxin 1 part Slime Jelly |
Mutagenic chemical that transforms into a jellyperson. |
Pod Mutation Toxin▮ | 1 part Unstable Mutation Toxin 1 part EZ Nutrient |
Mutagenic chemical that transforms into a podperson. |
Golem Mutation Toxin▮ | 1 part Unstable Mutation Toxin 1 part Silver |
Mutagenic chemical that transforms into a golem. |
Abductor Mutation Toxin▮ | 1 part Unstable Mutation Toxin 1 part Morphine |
Mutagenic chemical that transforms into an abductor. |
Android Mutation Toxin▮ | 1 part Unstable Mutation Toxin 1 part Teslium |
Mutagenic chemical that transforms into an android. |
Advanced Mutation Toxin▮ | Use Plasma on a black slime | Mutagenic chemical that slowly morphs the victim into a slime. |
Skeleton Mutation Toxin▮ | 1 part Advanced Mutation Toxin 1 part Milk |
Mutagenic chemical that transforms into a skeleton. |
Zombie Mutation Toxin▮ | 1 part Advanced Mutation Toxin 1 part Toxin |
Mutagenic chemical that transforms into a non-infectious zombie. |
Ash Mutation Toxin▮ | 1 part Advanced Mutation Toxin 1 part Lizard Mutation Toxin 1 part Ash |
Mutagenic chemical that transforms into an Ash Walker. |
Shadow Mutation Toxin▮ | 1 part Advanced Mutation Toxin 1 part Stabilized Liquid Dark Matter 1 part Holy Water |
Mutagenic chemical that transforms into a shadowperson. |
Plasma Mutation Toxin▮ | 1 part Skeleton Mutation Toxin 1 part Uranium 1 part 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 |
Food Poisoning▮ | 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 powerful sedative which stuns after a bit, and becomes deadly if left in the system too long (results in 1 units instead of 5). | 0.6 units per tick |
Mindbreaker Toxin▮ | 1 part Charcoal 1 part Hydrogen 1 part Silicon |
Hallucinations | 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". (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 part Uranium 1 part Water 1 part Carbon |
Speech | Makes the subject unable to speak for some time. | 0.4 units per tick |
Mulligan Toxin▮ | 1 part Stable Mutation Toxin 1 part Unstable Mutagen Also found in the Traitor Uplink. |
Identity | Randomizes the subject's appearance. | Infinite |
Lexorin▮ | 1 part Hydrogen 1 part Oxygen 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 | 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. | 0.05 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 Acetone 1 part Diethylamine 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 Mercury 1 part Diethylamine 1 part Ephedrine |
Weight Loss | Drains nutrition and deals minor toxin damage, will deal more toxin damage if you are starving. | 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 unit of toxin and 1 unit of oxygen 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 and Oxyloss damage each tick. |
0.1 units per tick |
Formaldehyde▮ | 1 part Ethanol 1 part Oxygen 1 part Silver temperature 420 K |
Toxin | Causes a moderate amount of Toxin damage over time. Has a chance to turn into 5 to 15 units of Histamine. | 0.2 units per tick |
Venom▮ | Traitor Uplink | Brute, toxin | Will deal Toxin and Brute 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 |
Neurotoxin▮ | 1 part Space Drugs temperature 674 K |
Toxin, brain | Will deal Toxin and Brain damage up to around 60 points of damage total, if the drug is not removed after around 17 cycles it will knock the user unconscious. Do not confuse it with the eponymous drink. | 0.2 units per tick |
Cyanide▮ | 1 part Oil 1 part Ammonia 1 part Oxygen temperature 380 K |
Toxin, oxyloss | Deals random amounts of toxin damage while slowly suffocating its target. Metabolizes slowly. 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 5 parts CarpoToxin 5 parts Copper |
Fake death, stun | Paralyses people, and makes them appear dead to the most rudimentary of tests. Requires CarpoToxin, which must be harvested from Space Carp. Deals minor oxygen and toxin damage. (Results in 2 units instead of 15) | 0.4 units per tick |
Itching Powder▮ | 1 part Fuel 1 part Ammonia 1 part Charcoal |
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 |
Mint Toxin▮ | Grind the mint in the kitchen | Conditional death | Instantly gibs fat people when ingested. | 0.4 units per tick |
Slime Jelly▮ | Slimes or slimepeople | Toxin | Heals brute damage over time, but randomly deals bursts of 20-60 toxin damage. | 0.4 units per tick |
Heparin▮ | 1 part Formaldehyde 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 Stable Plasma 1 Part Silver 1 Part Black Powder 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 Mindbreaker Toxin 1 Part Teslium 1 Part Neurotoxin |
Toxin | Causes the victim's screen to display a rocking motion and deals moderate toxin damage. | 0.24 units per tick |
Skewium▮ | 2 Parts Rotatium 2 Parts Plasma 1 Part Sulphuric Acid |
Toxin | Causes heavy skewing of the victim's screen every tick, swinging fucking every where, zooming in and out, spinning, inverting, and generally making you want to throw up. Deals minor toxin damage. If you are wanting to fight someone, inject them with this and they will be practically unable to fight. | 0.32 units per tick |
Anacea▮ | 1 Part Haloperidol 1 Part Impedrezene 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▮ | 1 part Toxin 4 parts Ammonia |
Toxin | Kills weeds, causes minor toxin damage to humans. | 0.4 units per tick |
Pest Killer▮ | 1 part Toxin 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 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 |
Mushroom Chemicals
Found primarily in Lavaland flora.
Name | Type | Description | Metabolism Rate |
---|---|---|---|
Entropic Polypnium▮ | Poison | Stamina, Brain, Toxin, Oxygen, 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 burn and 1 brute 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.