Guide to chemistry

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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:

Emagging a chem dispenser will add:

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

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

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


Machinery

You have all sorts of chems here, and can make many things. You can make medicines, smoke, foam, flash powder, poisons, space lube, acid and much more. The limit on combinations is a limit that exists only in your creativity (and the game engine). Be sure to be careful though, as mixing the wrong chemicals can be bad for your health, and please make sure you know what a chemical does before you use it. Experiment at your own risk.


Chem Dispenser Chemistry Dispensers

Chem dispensers can be upgraded to unlock more chemicals, allow for more precise macro usage, increased power recharge rate and higher power capacity. If you run out of power, you can disassemble the dispenser with screwdriver+crowbar and rebuild it by first putting the circuit board back, and then all other things but use a full power cell instead of the old one. Then screwdriver to finish. Or you can charge the machine with an inducer .

Available chemicals:

Click expand to see what chemicals are available:

Normal:

  • Hydrogen
  • Oxygen
  • Silicon
  • Phosphorus
  • Sulfur
  • Carbon
  • Nitrogen
  • Water
  • Lithium
  • Sugar
  • 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 Chemical Heater

Some chemical reactions will require you to heat the reagents in a Chemical Heater. Unless the recipes says otherwise, these reactions need you to heat the reagents above the required temperature. This machine will heat/cool a beaker to the desired temperature, slowing down the heating/cooling speed as it approaches the target temperature. If you don't risk making the chemical explode by overheating it (like with meth) you can just set it to a very high temperature to avoid this.

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

Upgrading the laser will increase the heating/cooling speed.

ChemMaster 3000 ChemMaster 3000

Separates, bottles, and makes pills/patches out of chemicals loaded inside. You can load pretty much any container - beakers, spray bottles, water bottles and so on.
Maximum size for dispensed bottles is 30u, patches 40u and pills 50u. Use a chemistry bag to quickly move large quantities of bottles, patches or pills.
Can be upgraded with bigger beakers to allow a bigger buffer. By default it contains two ordinary 50u beakers for a total buffer volume of 100u.

Reagent Grinder All-In-One Grinder

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

Smoke Machine Smoke Machine

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

Click expand to see upgrades:

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


Metabolism

When a reagent enters a body, it will then "tick" or "cycle" about every 2 seconds (these are called "life ticks", and are not to be confused with server ticks/tickrate). When this happens the body is purged of an amount of every reagent depending on their metabolism rates. This is the rate at which the chemical disappears from your body. It doesn't matter how many chems you have in your body, as they are all metabolized separately. If you are hungry (sluggish), this will happen 20% slower, which makes chemicals have a bigger total effect since they last longer without being weaker per tick. Many mobs are "simplemobs" which means they don't have bloodstreams and can thus not be poisoned, sedated or healed with medicine. Monkeys and most playable humanoids are the exceptions to this.


Active Pure Chemicals

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

  • Chlorine: Causes 1 brute damage per tick to a random body part.
  • Copper: Can be splashed on metal sheets to create bronze sheets.
  • Ethanol: A decent alcoholic "beverage", with a booze power of 65. Increases success rate of surgery and flammability when applied externally. Metabolism rate 0.2.
  • Fluorine: Causes 1 toxin damage per tick.
  • Iron: Slowly restores blood volume.
  • Lithium: Causes twitching, drooling, moaning and not being able to walk straight.
  • Mercury: Causes 1 brain damage per tick, twitching, drooling, moaning and not being able to walk straight.
  • Plasma: Causes 3 toxin damage per tick. 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 If applied by patch - Instantly heals burn damage on the location it is applied to with some minor additional healing over time, but may also temporarily disable limbs or the player due to extreme pain.

On ingestion, inhalation or injection, it deals minor toxin damage instead.

On overdose, causes suffocation.

1.0 units per tick 100 units N/A
Styptic Powder 1 part Aluminium
1 part Hydrogen
1 part Oxygen
1 part Sulfuric Acid
Brute If applied by patch - Instantly heals brute damage on the location it is applied to with some minor additional healing over time, but may also temporarily disable limbs or the player due to extreme pain.

On ingestion, inhalation or injection, it deals minor toxin damage instead.

On overdose, causes suffocation.

1.0 units per tick 100 units 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 temporary substitute for blood if hooked up via IV drip. 0.2 units per tick 60 units N/A
Synthflesh 1 part Blood
1 part Carbon
1 part Styptic Powder
1 part Silver Sulfadiazine
Brute, burn If applied by patch - Instantly heals brute and burn damage on the location it is applied to with some minor additional healing over time, but may also temporarily disable limbs or the player due to extreme pain.

On ingestion, inhalation or injection, it deals minor toxin damage instead.

On overdose, causes toxin damage.

100u may be applied to a husked corpse to restore the body to normal integrity.

1.0 units per tick 125 units 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. 0.4 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. Overdoses cause excess Salbutamol to be metabolized into Histamine. 0.1 units per tick 25 units N/A
Bicaridine 1 part Carbon
1 part Oxygen
1 part Sugar
Brute Heals brute damage at a rate of 1.5 damage per tick unless you have more than 50 total damage. At more than 50 damage, the effectiveness is reduced to 0.5 healing per tick and better medicines will be needed for a speedy recovery. Overdoses cause liver damage. 0.2 units per tick 30 units N/A
Kelotane 1 part Carbon
1 part Silicon
Burn Heals burn damage at a rate of 1.5 damage per tick unless you have more than 50 total damage. At more than 50 damage, the effectiveness is reduced to 0.5 healing per tick and better medicines will be needed for a speedy recovery. Overdoses cause liver damage. 0.2 units per tick 30 units N/A
Antitoxin 1 part Nitrogen
1 part Silicon
1 part Potassium
Toxin Heals toxin damage at a rate of 1.5 damage per tick unless you have more than 50 total damage. At more than 50 damage, the effectiveness is reduced to 0.5 healing per tick and better medicines will be needed for a speedy recovery. Overdoses cause liver damage. 0.4 units per tick 30 units N/A
Dexalin 5 part Oxygen
5 part Nitrogen
5 part Plasma(catalyst)
Suffocation Heals suffocation damage at a rate of 1.5 damage per tick unless you have more than 50 total damage. At more than 50 damage, the effectiveness is reduced to 0.5 healing per tick and better medicines will be needed for a speedy recovery. Overdoses cause heart damage. 0.2 units per tick 30 units N/A
Dexalin Plus 1 part Dexalin
1 part Carbon
1 part Iron
Suffocation Heals suffocation damage at a rate of 3 per tick. Overdoses cause rapid heart damage and are likely to lead to cardiac arrest. 0.4 units per tick 25 units N/A
Tricordrazine 1 part Kelotane
1 part Bicaridine
1 part Antitoxin
All four basic types Heals 1 of each damage type per tick. Overdoses cause toxin and liver damage. 0.4 units per tick 30 units 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
Pyroxadone 1 part Cryoxadone
1 part Acetone
1 part Oil
1 part Welding Fuel

1 part Carbon

1 part Hydrogen

1 part Welding Fuel

1 part Oxygen

1 part Unstable Mutagen
1 part Chlorine

1 part Phosphorus

1 part Radium

1 part Stable Plasma

1 part Slime Jelly
Extracted from oozelings
All four basic types and cellular Inverse Cryoxadone that heals faster the hotter the patient is. For max efficiency you need to be over 460°K and on fire. In optimal conditions every cycle will heal 15 burn before the damage taken from being on fire, which is usually faster than the fire hurts you (unless too hot). It will then also heal 10 brute, 10 toxin, 20 oxyloss and 10 cellular. Works on slimepeople. 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
System Cleaner 1 part Ethanol
1 part Chlorine
2 parts Phenol
1 part Potassium
Toxin Quickly purges toxin damage in the rare case an IPC gets said damge. 0.2 units per tick N/A N/A
Solder 1 part Ethanol
1 part Copper
1 part Silver
Temperature 374K
Brain Quickly heals brain damage and traumas, but only if you're an IPC. 0.4 units per tick N/A N/A
Neurine 1 part Mannitol
1 part Acetone
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 Sodium
1 part Phenol
1 part Carbon
1 part Oxygen
1 part Sulphuric Acid
Brute Heals 3 brute damage per tick, but causes exhaustion while it is healing. Overdose causes liver and toxin damage, but will also double the brute healing. 0.2 units per tick 25 units N/A
Oxandrolone 3 parts Carbon
1 part Phenol
1 part Hydrogen
1 part Oxygen
Burn Heals 3 burn damage per tick, but causes exhaustion whie it is healing. Overdosing will cause liver and toxin damage, but will also double the burn healing. 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 units N/A
Carthatoline 1 part Anti-Toxin
2 parts Carbon
1 part Plasma (catalyst)
Toxin Heals 3 toxin damage per tick and causes frequent vomiting to purge the body of chemicals (including the Carthatoline). Overdoses cause brain damage. 0.4 units per tick 25 units 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 Treats massive radiation exposure extremely well but has diminsing returns the lower radiaton you have. Treats 2 toxin damage a tick but purges all other chemicals from body, 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 Hydrogen
1 part Fluorine
1 part Oil
temperature 370 K
Suffocation Heals suffocation damage so quickly that you could have a spacewalk, and also heals your lungs if they are damaged, but will cause gradual toxin damage. Overdoses cause heart damage. 0.1 units per tick 30 units N/A
Atropine 1 part Ethanol
1 part Acetone
1 part Diethylamine
1 part Phenol
1 part Sulphuric Acid
Brute, burn and suffocation Rapidly stabilizes and heals anyone in or near critical condition, but causes dizziness and jittering. Overdoses will cause excess Atropine to be rapidly metabolized into Histamine. 0.1 units per tick 15 units N/A
Calomel 1 part Mercury
1 part Chlorine temperature 374 K
Purge Quickly purges the body of all chemicals at 2.5u per tick. If your health is above 20, large amounts of toxin damage is dealt. 0.2 units per tick N/A N/A
Hepanephrodaxon 2 parts Carthatoline
2 parts Carbon
1 part Lithium
5 parts Plasma (catalyst)
Liver, Toxin Superior anti-toxin that heals 6 toxin damage per tick and also heals liver damage so long as the liver is still functional, but causes confusion. Overdoses cause brain damage and more severe confusion. Extremely fast metabolization. 1.5 units per tick 10 units 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 30 units 25 units
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 2 parts Carbon
2 parts Hydrogen
1 part Ethanol
1 part Oxygen
Tempurature 480k
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 units 25 units
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 units 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 units 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
Synaptizine 1 part Sugar
1 part Lithium
1 part Water
Hallucination Decrease Helps Hallucinations go away much faster and helps you recover from stuns and knockdowns faster. Also Purges Mindbreaker Toxin very quickly. Mildly toxic. Use after the super matter deliminates to stop all hallcuincations. 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. 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 Cryptobiolin
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 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 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 1 part Phenol
1 part Lithium
Heart attack Helps prevent cardiac arrest by gradually healing heart damage. Overdoses cause Corazone to be metabolized into Histamine. 0.4 units per tick 20 units N/A
Psicodine 2 parts Mannitol
1 part Impedrezene
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 Slime Jelly
Stun Reduces stun times by around 60% (depends) for jellypeople, while also speeding up Luminescent's cooldowns. Non-jelly lifeforms will just get shocked. 0.4 units per tick N/A N/A

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. 0.05 units per tick 15 units 10 units
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 units 15 units
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 units 10 units
Methamphetamine 1 part Ephedrine
1 part Iodine
1 part Phosphorus
1 part Hydrogen
temperature 375 k
Every chemist's favorite, and the leading cause of chemist deaths.

Reduces stun times by about 300%. Allows the user to quickly recover stamina while dealing a small amount of Brain damage.
If overdosed the subject will move, laugh, and drop items randomly while suffering from Toxin and Brain damage.
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 units 10 units
Bath Salts 1 part Poisoned Food
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 units 10 units
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 units N/A
Happiness 2 parts Nitrous Oxide
1 part Epinephrine
1 part Ethanol
5 units Plasma (catalyst)
Suppresses phobias and fills you with ecstasic emotional numbness. Removes jitteriness, confusion and disgust. Causes 0.2 brain damage per tick. Highly addictive. If overdosed causes sudden mood swings and an additional 0.5 brain damage per tick. If addicted 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 Phenol
1 part Ammonia
1 part Sulphuric Acid
1 unit Bromine (catalyst)
Slowly-metabolizing medicine. Heals dizziness, drowsiness, sleep and heats you up if frozen, similarly to Coffee Latte. Reduces stun times slightly. If overdosed causes jitteriness, stuttering, dizziness (later), 50% chance to choke. After 41 cycles 20% chance to stun you. Cycle 82 puts you into endless sleep while constantly dealing 1.5 stamina and oxygen 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
3 Parts Chloral Hydrate
3 Parts Fentanyl
3 Parts Epinephrine
Temperature 370k
A Dissociative Anesthetic. Causes Hallucinations, Allows User to Ignore the Damage Slowdown(Like Morphine). Reduces Jitters and Confusion, and provides a mood boost if disgusted. Will eventually knock you out.


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

.5 Units Per Tick 16 Units 8 Units

Pyrotechnics

The manipulation of fire and matter.

Name Recipe Description
Stabilizing Agent 1 part Iron
1 part Oxygen
1 part Hydrogen
When mixed with certain pyrotechnics, it stabilizes the reaction and prevents the reaction for usage later. The stabilizing agent is not consumed when stabilizing explosives, and one unit is enough to stabilize any amount of explosives. This does not work on everything, so be warned!
Foam Surfactant 2 parts Carbon
2 parts Fluorine
1 part Sulphuric Acid
Also known as Fluorosurfactant. Creates a large amount of foam when mixed with an equal amount of water. This foam carries any reagents along with it in the container, allowing you to apply reagents to large areas at a time. The foam will apply any carried reagents to any walls, floors, objects, or people and animals in the area of the foam. The reagents will be absorbed through a mob's exposed skin and somewhat through clothes unless completely impermeable(hardsuit/biohazard/medical gear). Foam is slippery!
Firefighting Foam 1 part Stabilizing Agent
1 part Foam Surfactant
1 part Carbon
temperature 200k
A historical fire suppressant. Originally believed to simply displace oxygen to starve fires, it actually interferes with the combustion reaction itself. Vastly superior to the cheap water-based extinguishers. When used in a spray or with smoke it creates a non-slippery foam which extinguishes fires and burning creatures, and removes burning plasma from the air
Smoke 1 part Phosphorous
1 part Potassium
1 part Sugar
This creates a large cloud of smoke that will take on the properties of everything (if anything) in the container of the reaction. The chemicals in the smoke will touch and react with everything that the smoke touches. Mobs caught within the smoke cloud without wearing a gas mask or breathing through a gas tank will ingest the smoke chemicals. Great for distributing toxins in a crowded area. Can be stabilized with Stabilizing Reagent. If stabilized, heat to 374K to activate.
Flash Powder 1 part Aluminium
1 part Potassium
1 part 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. Radius depends on amount mixed. Has 50/50 chance to open locked containers.
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. 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 3 parts Ash
5 parts Oil
2 parts Sulphuric Acid
Temperature 374K
Creates Plastic sheets. 1 Plastic sheet per 10u of solution. Can be used in hand to craft plastic bottles (they work just like beakers)
Required to print certain items such as surgical drapes or Plumbing Constructor in the protolathes.
Barber's Aid 1 part Carpet
1 part 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? It will create CO2 in gas form. Might be useful for creative traitors.
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).
Life 1 part Strange Reagent
1 part Synthflesh
1 part Blood
temperature 375K
Creates a or multiple very unpleseant life forms. You always want to have Security on hot standby if you attemtp this. (Results in 1 unit instead of 3)
Life Friendly 1 part Strange Reagent
1 part Synthflesh
1 part Sugar
temperature 375K
Creates a or multiple friendly life forms. If you want to have some fun creating life and not end up getting exectuted by security (Results in 1 unit instead of 3)
Corgium 1 part 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 2 parts Ammonia
1 part Nitrogen
2 parts Oxygen
Temperature 525 K
Creates N2O in liquid form, which explodes when heated to 575K.
Plasma Solidification 20 parts Plasma
5 parts Iron
5 parts Frost Oil
Solidifies a large amount of plasma into a bar.
Pax 1 part Mindbreaker Toxin
1 part Synaptizine
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 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.
Fake CBZ 1 part Concentrated BZ
3 parts Neurine
Looks and acts exactly like Concentrated BZ, but affects everyone as if they were not a changeling. Useful for sneaky changelings to bluff their way out of difficult situations. 0.4 units per tick.
Cooking Oil 1 part Hydrogen
1 part Oil
1 part Sugar
1 part Carbon
A cooking oil used in deep-fryer to deepfry things. God forbid if clown gets their hands on this.

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
2 parts Uranium
Powerful viral mutagen. Only useful to Virology. It is used to get a virus symptom of level 7. (Results in 1 unit instead of 6)
Stable Uranium Gel 5 part Plasma
5 parts Uranium
5 parts Silver OR Gold
Powerful viral mutagen. Only useful to Virology. It is used to get a virus symptom of level 8. (Results in 1 unit instead of 21)
Advanced Virus Food Base 1u is available in virology at round start used to make Advanced Virus Food
Advanced Virus Food 1 part Viral Base
20 parts Uranium
Insanely powerful viral mutagen. Only useful to Virology. It is used to get a virus symptom of level 9. (Results in 1 unit instead of 21)
Anomalous Virus Food 1 part Virus Food
5 parts Laughter
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
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 5 part Unstable Mutation Toxin
10 part Blood
Mutagenic chemical that transforms into a human.
Mulligan Toxin 1 part Stable Mutation Toxin
1 part Unstable Mutagen
Also found in the Traitor Uplink.
Changes identity by randomizing the subject's appearance.
Lizard Mutation Toxin 5 part Unstable Mutation Toxin
10 part Liquid Gibs
Mutagenic chemical that transforms into a lizardperson.
Felinid Mutation Toxin 5 part Unstable Mutation Toxin
10 part Fentanyl
10 part Impedrezene
Mutagenic chemical that transforms into a felinid.
Moth Mutation Toxin 5 part Unstable Mutation Toxin
10 part Lipolicide
Mutagenic chemical that transforms into a moth.
Squid Mutation Toxin 5 part Unstable Mutation Toxin
10 part Salt
20 part Water
Mutagenic chemical that transforms into a squid.
Fly Mutation Toxin 5 part Unstable Mutation Toxin
10 part Unstable Mutagen
Mutagenic chemical that transforms into a flyperson.
Pod Mutation Toxin 5 part Unstable Mutation Toxin
10 part EZ Nutrient
Mutagenic chemical that transforms into a podperson.
Golem Mutation Toxin 5 part Unstable Mutation Toxin
20 part Liquid Adamantine (grind an Adamantine bar)
Mutagenic chemical that transforms into a golem.
Abductor Mutation Toxin 5 part Unstable Mutation Toxin
10 part Morphine
10 part Mute Toxin
Mutagenic chemical that transforms into an abductor.
IPC Mutation Toxin 5 part Unstable Mutation Toxin
20 part Teslium
Mutagenic chemical that transforms into an IPC.
Advanced Mutation Toxin Use Plasma on a black slime Mutagenic chemical that slowly morphs the victim into a slime.
Skeleton Mutation Toxin 5 part Advanced Mutation Toxin
30 part Milk
30 part Fluorosulfuric acid
Mutagenic chemical that transforms into a skeleton.
Zombie Mutation Toxin 5 part Advanced Mutation Toxin
10 part Krokodil
10 part Bad Food
Mutagenic chemical that transforms into a non-infectious and comletely fake Zombie.
Ash Mutation Toxin 5 part Advanced Mutation Toxin
1 part Lizard Mutation Toxin
5 part Entropic Polypnium
Mutagenic chemical that transforms into an Ash Walker.
Shadow Mutation Toxin 5 part Advanced Mutation Toxin
30 part Stabilized Liquid Dark Matter
10 part Holy Water
Mutagenic chemical that transforms into a shadowperson.
Plasma Mutation Toxin 5 part Advanced Mutation Toxin
20 part Uranium
60 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
Bad Food From eating poorly made food Toxin Will deal a minor amount of Toxin damage. 0.1 units per tick
Chloral Hydrate 3 parts Chlorine
1 part Ethanol
1 part Water
Stun, Toxin A short-lived sedative which stuns after a bit, but can be deadly in large doses. Results in 1 units instead of 5. 0.6 units per tick
Mindbreaker Toxin 1 part Charcoal
1 part Hydrogen
1 part Silicon
Very Mild Hallucinations Popular legend about this drug lead CentCom to space-alter its effects, which now only creates simple hallucinations like reporting you as "dead". Space drugs, far simpler to create, have taken its place. Results in 5 units instead of 3. 0.4 units per tick
Impedrezene 1 part Mercury
1 part Oxygen
1 part Sugar
Brain A narcotic that impedes one's ability by slowing down the higher brain cell functions. Causes massive brain damage (results in 2 units instead of 3). 0.4 units per tick
Mute Toxin 2 parts Uranium
1 part Water
1 part Carbon
Speech Makes the subject unable to speak for some time. 0.4 units per tick
Mime's Bane 1 part Radium
1 part Mute Toxin
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 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, 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 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. Preserves corpses from organ decay. 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
Fentanyl 1 part Space Drugs
temperature 674 K
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 Ammonia
1 part Oxygen
temperature 380 K
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
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
Ghoul Powder 1 part Zombie Powder
1 part Epinephrine
Fake "death" Same as Zombie Powder, but victim can move. 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
Bone Hurting Juice 1 part Unstable Mutagen
3 part Itching Powder
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 Slimes or slimepeople Toxin Heals brute damage over time, but randomly deals bursts of 20-60 toxin damage making it useful as slimepeople take reverse toxin damage/healing. 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 Fentanyl
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
Concentrated BZ 10 parts Nitrous Oxide
40 parts Plasma
Brain, revealing and incapacitating changelings Does minor brain damage, 2/tick, capped at 50 total. Disables changeling hivemind, drains chemicals and causes suffocation in changelings only. 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.