Guide to chemistry: Difference between revisions

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{{Speech
|name=Tippo Felangus, the Chemist
|text=Hey mate, welcome to Chemistry. This is one of the few jobs where you can make a man heal back up to full health one second and make him explode the next.
<i>Sound too complicated? Naw, this shit is really simple to make. All you have to do is pour some of this Potassium into a beaker of water, like so...</i>
|image=[[File:Chemist action.png|64px|right]]
}}


This guide will primarily be useful for [[Chemist|chemists]] and [[Botanist|Botanists]] using [[Guide to hydroponics#Strange Seeds|Strange Seeds]] but may come in handy to any player and especially [[Traitor|traitors]].
= Chemicals =
The building blocks of chemistry are aluminium, bromine, carbon, chlorine, copper, ethanol, fluorine, hydrogen, iodine, iron, lithium, mercury, nitrogen, oxygen, phosphorus, potassium, radium, silicon, silver, sodium, stable plasma, sugar, sulfur, sulfuric acid, water and welding fuel. These can be produced from the [[Chem Dispenser]] in [[Chemistry]].
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
[[Emag|Emagging]] a chem dispenser will add:
* Space Drugs
* Morphine
* Toxin
* Carpotoxin
* Miner's Salve
The [[Vending_machines#Medbay|NanoMed Plus]] is your main source of generic toxin when hacked.
Some chemical reactions will require you to heat the reagents in a [[File:Chemical_Heater.png]] '''Chemical Heater'''. This machine will heat a beaker to the desired temperature, slowing down the heating speed as it approaches the target temperature. If you don't risk making the chemical explode by overheating it (such as Meth) you can just set it to a very high temperature to avoid this.


This guide will primarily be useful for [[Chemist|chemists]] but may come in handy to any player and especially [[Traitor|traitors]]. See [[Chemical recipes]] for dispenser macros and simplified versions on how to make complicated chemicals (may be outdated). If you don't have a [[#Chemistry_Dispensers|chem dispenser]], see the [[Guide_to_Ghetto_Chemistry|Guide to Ghetto Chemistry]].


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


'''Available chemicals''':
'''Available chemicals''':
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* Lithium
* Lithium
* Sugar
* Sugar
* Sulphuric acid
* Sulfuric acid
* Copper
* Copper
* Mercury
* Mercury
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* Welding fuel
* Welding fuel
* Silver
* Silver
* Stable_plasma
* Stable plasma
 
'''Upgraded (tier 4 matter manipulator)''':
'''Upgraded (tier 4 matter manipulator)''':
* Acetone
* Acetone
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* Oil
* Oil
* Saltpetre
* Saltpetre
'''Emagged''':
'''Emagged''':
* Space Drugs
* Space Drugs
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</div>
</div>
</div>
</div>
'''Upgradeable parts''':
'''Upgradeable parts''':
<div class="toccolours mw-collapsible mw-collapsed">
<div class="toccolours mw-collapsible mw-collapsed">
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* '''Better matter bins:''' greater power efficiency per unit dispensed.
* '''Better matter bins:''' greater power efficiency per unit dispensed.
* '''Better capacitor:''' faster recharging speed.
* '''Better capacitor:''' faster recharging speed.
* '''Better power cell:''' larger maximum power capacity.
* '''Better power cell:''' larger maximum power capacity.
* '''Better manipulator:''' unlocks more chemicals at tier 4. 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.
* '''Better manipulator:''' unlocks more chemicals. <s>Longer and more complex chemistry macros can be performed. At tier 1 manips, macros round to the nearest 5u, then 3u at tier 2, 2u at tier 3 and 1u at tier 4</s>
</div>
</div>
</div>
</div>
=== [[File:Chemical_Heater.png|Chemical Heater]] Chemical Heater ===
=== [[File:Chemical_Heater.png|Chemical Heater]] Chemical Heater ===
Some chemical reactions will require you to heat the reagents in a [[Chemical Heater]]. Unless the recipes says otherwise, these reactions need you to heat the reagents ''above'' the required temperature.
Some chemical reactions will require you to heat the reagents in a [[Chemical Heater]]. Unless the recipes says otherwise, these reactions need you to heat the reagents ''above'' the required temperature.
This machine will heat/cool a beaker to the desired temperature, slowing down the heating/cooling speed as it approaches the target temperature. If you don't risk making the chemical explode by overheating it (like with [[#Methamphetamine|meth]]) you can just set it to a very high temperature to avoid this. <br><br>'''Due to a rounding bug you sometimes need to heat chems 1 degree higher than the recipe says.'''<br><br>
This machine will heat/cool a beaker to the desired temperature, slowing down the heating/cooling speed as it approaches the target temperature. If you don't risk making the chemical explode by overheating it (like with [[#Methamphetamine|meth]]) you can just set it to a very high temperature to avoid this. <br><br>'''Due to a rounding bug you sometimes need to heat chems 1 degree higher than the recipe says.'''<br><br>
Upgrading the laser will increase the heating/cooling speed.
Upgrading the laser will increase the heating/cooling speed.
=== [[File:Chemmaster.gif|ChemMaster 3000]] ChemMaster 3000 ===
=== [[File:Chemmaster.gif|ChemMaster 3000]] ChemMaster 3000 ===
Separates, bottles, and makes pills/patches out of chemicals loaded inside. You can load pretty much any container - beakers, spray bottles, water bottles and so on.<br>
Separates, bottles, and makes pills/patches out of chemicals loaded inside. You can load pretty much any container - beakers, spray bottles, water bottles and so on.<br>
Maximum size for dispensed bottles is 30u, patches 40u and pills 50u. Use a chemistry bag [[File:Chemistry_bag.png]] to quickly move large quantities of bottles, patches or pills. <br>
Maximum size for dispensed bottles is 30u, patches 40u and pills 50u. Use a chemistry bag [[File:Chemistry_bag.png]] to quickly move large quantities of bottles, patches or pills. <br>
Can be upgraded with bigger beakers to allow a bigger buffer. By default it contains two ordinary 50u beakers for a total buffer volume of 100u.
Can be upgraded with bigger beakers to allow a bigger buffer. By default it contains two ordinary 50u beakers for a total buffer volume of 100u.
=== [[File:Blender.png|Reagent Grinder]] All-In-One Grinder ===
=== [[File:Blender.png|Reagent Grinder]] All-In-One Grinder ===
Grinds, crushes, liquefies and extracts reagents from materials placed into it.<br>
Grinds, crushes, liquefies and extracts reagents from materials placed into it.<br>
If there is a significant reagent associated with the item, the Reagent grinder will distill a pure sample inside the collection beaker.<br>
If there is a significant reagent associated with the item, the Reagent grinder will distill a pure sample inside the collection beaker.<br>
For example: Plasma/gold/uranium/metal sheets, donk pockets, fruits, dead mice.
For example: Plasma/gold/uranium/metal sheets, donk pockets, fruits, dead mice.
=== [[File:Smoke_machine.png|Smoke Machine]] Smoke Machine ===
=== [[File:Smoke_machine.png|Smoke Machine]] Smoke Machine ===
Dispenses any chemical inside as a [[#Smoke|smoke]] cloud. Needs to be secured by wrenching first.<br>
Dispenses any chemical inside as a [[#Smoke|smoke]] cloud. Needs to be secured by wrenching first.<br>
A great alternative to [[#Smoke|smoke]] [[Grenade|grenades]], but easily incites lynch mobs.<br>
A great alternative to [[#Smoke|smoke]] [[Grenade|grenades]], but easily incites lynch mobs.<br>
Can only be obtained through the circuit board being printed, and the required parts being assembled first.<br>
Can only be obtained through the circuit board being printed, and the required parts being assembled first.<br>
'''Upgradeable parts''':
'''Upgradeable parts''':
<div class="toccolours mw-collapsible mw-collapsed">
<div class="toccolours mw-collapsible mw-collapsed">
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</div>
</div>
</div>
</div>


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


==Active Pure Chemicals==
==Active Pure Chemicals==
A.K.A. what happens when you eat or splash these. Their metabolism rate is 0.4u per cycle unless said otherwise. Chemicals unmentioned don't have any effect.  
A.K.A. what happens when you eat or splash these. Their metabolism rate is 0.4u per cycle unless said otherwise. Unmentioned dispensable chemicals don't have any effects. Plasma and uranium requires you to grind mineral sheets to acquire.
*'''Chlorine''': Causes 1 brute damage per tick to a random body part.  
*'''Chlorine''': Causes {{dmgs|q|1 brute damage}} per tick to a random body part.
*'''Copper''': Can be splashed on metal sheets to create bronze sheets.  
*'''Copper''': Can be splashed on metal sheets to create bronze sheets.
*{{anchor|Ethanol}}'''Ethanol''': A decent alcoholic "beverage", with a [[Guide_to_food_and_drinks#Drinks|booze power]] of 65. Increases success rate of surgery and flammability when applied externally. Metabolism rate 0.2.  
*{{anchor|Ethanol}}'''Ethanol''': A decent alcoholic "beverage", with a [[Guide_to_food_and_drinks#Drinks|booze power]] of 65. Increases success rate of [[Surgery|surgery]] and flammability when applied externally. Metabolism rate 0.2.
*'''Fluorine''': Causes 1 toxin damage per tick.
*'''Fluorine''': Causes {{dmgs|e|1 toxin damage}} per tick.
*'''Iron''': Slowly restores blood volume.
*'''Lithium''': Causes twitching, drooling, moaning and not being able to walk straight.
*'''Lithium''': Causes twitching, drooling, moaning and not being able to walk straight.
*'''Mercury''': Causes 1 brain damage per tick, 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. Not to be confused with Stable Plasma, which does nothing.  
*'''[[Plasma]]''': Causes {{dmgs|e|3 toxin damage}} per tick and explodes with a bright flash when heated to 320k. Not to be confused with Stable Plasma, which does nothing.
*'''Radium''': Slowly causes irradiation. Creates glowing green goo on floor if more than 3u is spilled.  
*'''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.  
*'''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 [[#Toxins|toxin]].  
*'''Sulfuric Acid''': Causes {{dmgs|e|1 toxin damage}} and {{dmgs|q|some instant brute damage}} to one body part when ingested, and slightly more {{dmgs|q|brute damage}} when ''injected''. Destroys head-wear and causes {{dmgs|w|burn damage}} when sprayed or splashed on someone. Counts as a [[#Toxins|toxin]].
*'''Uranium''': Causes slight irradiation. Creates glowing green goo on floor if more than 3u is spilled.  
*'''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.
*'''Welding Fuel''': Causes {{dmgs|e|1 toxin damage}} per tick. Makes people flammable if splashed on.
 
== Components ==
== Components ==
These are very basic chemicals that you'll use in a lot of other more complicated chems. They can still be toxic, though.
These are very basic chemicals that you'll use in a lot of other more complicated chems. They can still be toxic, though.
{| class="wikitable sortable" style="width:100%; text-align:left; border: 3px solid #FFDD66; cellspacing=0; cellpadding=2; background-color:white;"
{| class="wikitable sortable" style="width:100%; text-align:left; border: 3px solid #FFDD66; cellspacing=0; cellpadding=2; background-color:white;"
! scope="col" style='width:150px; background-color:#FFDD66;'|Name
! scope="col" style='width:150px; background-color:#FFDD66;'|Name
Line 138: Line 139:
|-
|-
!style='background-color:#FFEE88;'|{{anchor|Ash}}Ash <span style="color:#C8A5DC;background-color:white">▮</span>
!style='background-color:#FFEE88;'|{{anchor|Ash}}Ash <span style="color:#C8A5DC;background-color:white">▮</span>
|1 part [[#Oil|Oil]]<br>Temperature 480K
|{{RecursiveChem/Ash}}
|Ingredient in [[#Lye|Lye]], [[#Charcoal|Charcoal]] and [[#Plastic Sheets|Plastic Sheets]]. Can also be aquired by lighting a piece of paper on fire and scooping up the resulting ashes with a beaker. 30u per paper.  
|Basic ingredient in a couple of recipes.
|-
!style='background-color:#FFEE88;'|Ash (Alternate Recipe) <span style="color:#C8A5DC;background-color:white">▮</span>
|Light a piece of paper on fire, and scoop up the resulting ashes with a beaker.
|Basic ingredient in a couple of recipes.
|-
!style='background-color:#FFEE88;'|{{anchor|Carpet}}Carpet <span style="color:#C8A5DC;background-color:white">▮</span>
|{{RecursiveChem/Carpet}}
|Creates a dirty carpet on the floor.
|-
|-
!style='background-color:#FFEE88;'|{{anchor|Oil}}Oil <span style="color:#C8A5DC;background-color:white">▮</span>
!style='background-color:#FFEE88;'|{{anchor|Oil}}Oil <span style="color:#C8A5DC;background-color:white">▮</span>
|1 part Welding Fuel<br>1 part Carbon<br>1 part Hydrogen
|1 part Welding Fuel
|Can be heated into [[#Ash|Ash]]. Also ingredient in [[#Phenol|Phenol]], [[#Acetone|Acetone]], [[#Perfluorodecalin|Perfluorodecalin]], [[#Ephedrine|Ephedrine]], [[#Diphenhydramine|Diphenhydramine]], [[#Miner's Salve|Miner's Salve]], [[#Haloperidol|Haloperidol]], [[#Napalm|Napalm]], [[#Plastic Sheets|Plastic Sheets]], [[#Spray Tan|Spray Tan]] and [[#Cyanide|Cyanide]]. Can be scooped up from destroyed cyborgs and such.
1 part Carbon
 
1 part Hydrogen
|Burns in a small smoky fire, mostly used to get Ash.
|-
!style='background-color:#FFEE88;'|Oil (Alternate Recipe) <span style="color:#C8A5DC;background-color:white">▮</span>
|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.
|-
!style='background-color:#FFEE88;'|{{anchor|Phenol}}Phenol <span style="color:#C8A5DC;background-color:white">▮</span>
|{{RecursiveChem/Phenol}}
|Used for certain medical recipes.
|-
|-
!style='background-color:#FFEE88;'|{{anchor|Acetone}}Acetone <span style="color:#C8A5DC;background-color:white">▮</span>
!style='background-color:#FFEE88;'|{{anchor|Acetone}}Acetone <span style="color:#C8A5DC;background-color:white">▮</span>
|1 part [[#Oil|Oil]]<br>1 part Welding Fuel<br>1 part Oxygen
|{{RecursiveChem/Acetone}}
|Ingredient in [[#Cryoxadone|Cryoxadone]], [[#Atropine|Atropine]], [[#Mutadone|Mutadone]], [[#Epinephrine|Epinephrine]], [[#Smart Foaming Agent|Smart Foaming Agent]], [[#Sulfonal|Sulfonal]], [[#Modafinil|Modafinil]] and [[#Neurine|Neurine]].
|Common ingredient in other recipes.
|-
|-
!style='background-color:#FFEE88;'|{{anchor|Diethylamine}}Diethylamine <span style="color:#604030;background-color:white">▮</span>
!style='background-color:#FFEE88;'|{{anchor|Diethylamine}}Diethylamine <span style="color:#604030;background-color:white">▮</span>
|1 part [[#Ammonia|Ammonia]]<br>1 part Ethanol
|{{RecursiveChem/Diethylamine}}
|A very potent fertilizer. When used on a growing plant, it adds 2u of nutrient, increases yield more than [[#Ammonia|Ammonia]], heals the plant AND kills pests. Also ingredient in [[#Atropine|Atropine]], [[#Ephedrine|Ephedrine]], [[#Diphenhydramine|Diphenhydramine]], [[#Epinephrine|Epinephrine]], [[#Modafinil|Modafinil]], [[#Meth Explosion|Meth Explosion]] and [[#Lipolicide|Lipolicide]].
|A very potent fertilizer, and the base component of some medicines.
|-
!style='background-color:#FFEE88;'|{{anchor|Phenol}}Phenol <span style="color:#C8A5DC;background-color:white">▮</span>
|1 part [[#Oil|Oil]]<br>1 part Chlorine<br>1 part Water
|Ingredient in [[#Salicyclic Acid|Salicyclic Acid]], [[#Oxandrolone|Oxandrolone]], [[#Atropine|Atropine]], [[#Epinephrine|Epinephrine]], [[#Corazone|Corazone]] and [[#Modafinil|Modafinil]].
|-
|-
!style='background-color:#FFEE88;'|{{anchor|Ammonia}}Ammonia<span style="color:#404030;background-color:white">▮</span>
!style='background-color:#FFEE88;'|{{anchor|Ammonia}}Ammonia<span style="color:#404030;background-color:white">▮</span>
|3 parts Hydrogen<br>1 part Nitrogen
|{{RecursiveChem/Ammonia}}
|An effective fertilizer. Adds adds 1u of nutrient, heals plants and increases yield, though it isn't as powerful as [[#Diethylamine|Diethylamine]]. Ingredient in [[#Diethylamine|Diethylamine]], [[#Silver Sulfadiazine|Silver Sulfadiazine]], [[#Salbutamol|Salbutamol]], [[#Pentetic Acid|Pentetic Acid]], [[#Crank|Crank]], [[#Modafinil|Modafinil]], [[#Nitrous Oxide|Nitrous Oxide]], [[#Space Cleaner|Space Cleaner]], [[#Cyanide|Cyanide]], [[#Itching Powder|Itching Powder]] and [[#Weed Killer|Weed Killer]]. (Results in 3 units instead of 4)
|An effective fertilizer which is better than what is available to the botanist initially, though it isn't as powerful as [[Diethylamine]] (results in 3 units instead of 4).
|-
|-
!style='background-color:#FFEE88;'|{{anchor|Saltpetre}}Saltpetre<span style="color:#60A584;background-color:white">▮</span>
!style='background-color:#FFEE88;'|{{anchor|Saltpetre}}Saltpetre<span style="color:#60A584;background-color:white">▮</span>
|3 parts Oxygen<br>1 part Potassium<br>1 part Nitrogen
|{{RecursiveChem/Saltpetre}}
|Works as a fertilizer. Heals your plant, increases potency and decreases production time. Doesn't add nutrient. Ingredient in [[#Bath Salts|Bath Salts]] and [[#Black Powder|Black Powder]]. (Results in 3 units instead of 5)
|Ingredient for Bath Salts and Black Powder (results in 3 units instead of 5). Increases potency of plants.
|-
|-
!style='background-color:#FFEE88;'|{{anchor|Lye}}Lye<span style="color:#C8A5DC;background-color:white">▮</span>
!style='background-color:#FFEE88;'|{{anchor|Lye}}Lye<span style="color:#C8A5DC;background-color:white">▮</span>
|1 part Sodium<br>1 part Hydrogen<br>1 part Oxygen
|{{RecursiveChem/Lye}}
|Ingredient in [[#Soap|Soap]].
|Useful in the manufacturing of wax items like soap.
|-
|-
!style='background-color:#FFEE88;'|Lye (Alternate Recipe)<span style="color:#FFFFD6;background-color:white">▮</span>
!style='background-color:#FFEE88;'|Lye (Alternate Recipe)<span style="color:#FFFFD6;background-color:white">▮</span>
|1 part [[#Ash|Ash]]<br>1 part Water<br>1 part Carbon
|1 part [[#Ash|Ash]]<br>1 part Water<br>1 part Carbon
|Ingredient in [[#Soap|Soap]]. (Results in 2 units instead of 3)
|Useful in the manufacturing of wax items like soap.
|-
|-
|}
|}
 
== Medicines ==
== Medicines{{anchor|Medicines}} ==
"''And that's how I lost my medical license!''" Don't be this guy. Make these. Lots of these.
"''And that's how I lost my medical license!''" Don't be this guy. Make these. Lots of these.


See [[guide to medicine|Guide to Medicine]] for more information on what to use when.
See [[guide to medicine|Guide to Medicine]] for more information on what to use when.
===Core Healing Medicines===
===Core Healing Medicines===
These healing drugs form the "core" drugs used to heal the most common forms of damage. All other medical drugs outside of this section are either harder to make upgrades, or highly specific forms of healing for rarer situations.  
These healing drugs form the "core" drugs used to heal the most common forms of damage. All other medical drugs outside of this section are either harder to make upgrades, or highly specific forms of healing for rarer situations.
 
Many reagents can be overdosed and/or cause addiction, leading to a negative outcome. Be sure to monitor how many units someone is injected with. If an overdose occurs, the negative effects will keep being applied every tick until that chemical is completely out of the system. If an addiction occurs, the negative effects will only start occuring some time ''after'' the chemical is out of the system, and can be negated by keeping taking it. You can usually only remove an addiction by waiting it out (or by dying and getting cloned).
 
{| class="wikitable sortable" style="width:100%; text-align:left; border: 3px solid #FFDD66; cellspacing=0; cellpadding=2; background-color:white;"
{| class="wikitable sortable" style="width:100%; text-align:left; border: 3px solid #FFDD66; cellspacing=0; cellpadding=2; background-color:white;"
! scope="col" style='width:150px; background-color:#FFDD66;'|Name
! scope="col" style='width:150px; background-color:#FFDD66;'|Name
Line 192: Line 203:
! scope="col" class="unsortable" style='background-color:#FFDD66;'|Metabolism Rate
! scope="col" class="unsortable" style='background-color:#FFDD66;'|Metabolism Rate
! scope="col" style='background-color:#FFDD66;'|Overdose Threshold
! scope="col" style='background-color:#FFDD66;'|Overdose Threshold
! scope="col" style='background-color:#FFDD66;'|Addiction Threshold
|-
|-
!style='background-color:#FFEE88;'|{{anchor|Silver Sulfadiazine}}Silver Sulfadiazine<span style="color:#C8A5DC;background-color:white">▮</span>
!style='background-color:#FFEE88;'|{{anchor|Silver Sulfadiazine}}Silver Sulfadiazine<span style="color:#C8A5DC;background-color:white">▮</span>
|1 part [[#Ammonia|Ammonia]]<br>1 part Silver<br>1 part Sulfur<br>1 part Oxygen<br>1 part Chlorine
|{{RecursiveChem/Silver Sulfadiazine}}
|Burn
|Burn
|On touch, instantly heals 1 burn damage per unit, then heals 2 burn per tick over time while it stays in the system. Basic anti-burn healing drug.<br>On ingestion also deals minor toxin damage.<br>1u heals roughly 6 burn damage.
|If applied by patch - Instantly heals {{dmgs|w|burn}} damage on the location it is applied to, equal to the amount applied. Will also heal an additional {{dmgs|w|0.5 burn}} damage per tick, but may also temporarily disable limbs or the player due to extreme pain.
|0.4 units per tick
On ingestion, inhalation or injection, it deals {{dmgs|e|0.5 toxin}} damage per tick instead.  
 
On overdose, will suffocate at {{dmgs|r|1 suffocation}} damage per tick.  
|1.0 units per tick
|100 units
|N/A
|N/A
|-
|-
!style='background-color:#FFEE88;'|{{anchor|Styptic Powder}}Styptic Powder<span style="color:#FF9696;background-color:white">▮</span>
! style="background-color:#FFEE88;" |{{anchor|Styptic Powder}}Styptic Powder<span style="color:#FF9696;background-color:white">▮</span>
|1 part Aluminium<br>1 part Hydrogen<br>1 part Oxygen<br>1 part Sulphuric Acid
|{{RecursiveChem/Styptic Powder}}
|Brute
|Brute
|On touch, instantly heals 1 brute damage per unit, then heals 2 brute per tick over time while it stays in the system. Basic anti-brute healing drug.<br>On ingestion also deals minor toxin damage.<br>1u heals roughly 6 brute damage.
|If applied by patch - Instantly heals {{dmgs|q|brute}} damage on the location it is applied, equal to the amount applied. Will also heal an additional {{dmgs|q|0.5 brute}} damage per tick, but may also temporarily disable limbs or the player due to extreme pain.
|0.4 units per tick
On ingestion, inhalation or injection, it deals {{dmgs|e|0.5 toxin}} damage per tick instead.  
 
On overdose, will suffocate at {{dmgs|r|1 suffocation}} damage per tick.  
|1.0 units per tick
|100 units
|N/A
|N/A
|-
|-
!style='background-color:#FFEE88;'|{{anchor|Saline-Glucose Solution}}Saline-Glucose Solution<span style="color:#DCDCDC;background-color:white">▮</span>
! style="background-color:#FFEE88;" |{{anchor|Saline-Glucose Solution}}Saline-Glucose Solution<span style="color:#DCDCDC;background-color:white">▮</span>
|1 part [[#Sodium Chloride|Sodium Chloride]]<br>1 part Water<br>1 part Sugar
|{{RecursiveChem/Saline-Glucose Solution}}
|Brute, burn
|Brute, burn
|Has a 33% chance per metabolism cycle to heal 0.5 brute and burn damage. Can be used as a temporary substitute for blood if hooked up via IV drip. If overdosed, it will have a 33% chance to deal brute and burn damage and a small chance to become 1u salt or sugar each metabolism cycle.  
|Has a 33% chance per tick to heal {{dmgs|qw|0.5 brute|0.5 burn|}}. Can be used as a temporary substitute for blood if hooked up via IV drip or injected via a syringe.
On overdose, rarely deals {{dmgs|qw|1 brute|1 burn}} and metabolize 1u of salt or 1u of sugar.
 
The rare damages on overdose are countered by the healing done by the saline.
|0.2 units per tick
|0.2 units per tick
|60u
|60 units
|N/A
|-
|-
!style='background-color:#FFEE88;'|{{anchor|Synthflesh}}Synthflesh<span style="color:#FFEBEB;background-color:white">▮</span>
! style="background-color:#FFEE88;" |{{anchor|Synthflesh}}Synthflesh<span style="color:#FFEBEB;background-color:white">▮</span>
|1 part [[#Styptic Powder|Styptic Powder]]<br>1 part Blood<br>1 part Carbon
|{{RecursiveChem/Synthflesh}}
|Brute, burn
|Brute, burn
|Instantly heals 1.25 brute and burn damage per unit of the chemical applied. Can be used to prepare corpses for defibrillation (needs under 180 brute and burn). <br>Touch and [[#Smoke|smoke]] application only. Does nothing while inside a mob's bloodstream.
|If applied by patch - Instantly heals {{dmgs|qw|brute|burn}} damage on the location it is applied to, equal to the amount applied. Will also heal an additional {{dmgs|qw|0.5 brute|0.5 burn|}} per tick, but may also temporarily disable limbs or the player due to extreme pain.
<s>On ingestion, inhalation or injection, it deals {{dmgs|e|2 toxin}} damage per tick instead.</s>
 
On overdose, deals {{dmgs|e|2 toxin}} damage per tick.  
 
'''100u may be applied to a husked corpse with less than {{dmgs|w|50 burn}} damage to restore the body to normal integrity.'''
| 1.0 units per tick
|125 units
|N/A
|-
! style="background-color:#FFEE88;" |{{anchor|Charcoal}}Charcoal<span style="color:#000000;background-color:white">▮</span>
|{{RecursiveChem/Charcoal}}
|Toxin
|Heals {{dmgs|e|1 toxin}} damage per tick, will also purge any other chemicals at 0.75u per tick.
|0.4 units per tick
|0.4 units per tick
|N/A
|N/A
|-
!style='background-color:#FFEE88;'|{{anchor|Charcoal}}Charcoal<span style="color:#000000;background-color:white">▮</span>
|1 part [[#Sodium Chloride|Sodium Chloride]]<br>1 part [[#Ash|Ash]]<br>Temperature 480K
|Toxin
|Heals toxin damage at a rate of 2 per tick, and will also removing 1u of any other chemicals.
|0.2 units per tick
|N/A
|N/A
|-
|-
!style='background-color:#FFEE88;'|{{anchor|Salbutamol}}Salbutamol<span style="color:#00FFFF;background-color:white">▮</span>
! style="background-color:#FFEE88;" |{{anchor|Salbutamol}}Salbutamol<span style="color:#00FFFF;background-color:white">▮</span>
|1 part [[#Salicyclic Acid|Salicyclic Acid]]<br>1 part [[#Ammonia|Ammonia]]<br>1 part Aluminium<br>1 part Bromine<br>1 part Lithium
|{{RecursiveChem/Salbutamol}}
|Suffocation
|Suffocation  
|Quickly heals oxygen damage at a rate of 3 per tick while slowing down suffocation. Great for stabilizing critical patients!
|Quickly heals {{dmgs|r|3 suffocation}} damage per tick while slowing down suffocation. Overdoses cause excess Salbutamol to be metabolized into [[Histamine]] at a rate of 1u of Salbutamol to 1u of Histamine per tick.
|0.1 units per tick
|0.1 units per tick
|25 units
|N/A
|N/A
|-
|-
!style='background-color:#FFEE88;'|{{anchor|Bicaridine}}Bicaridine<span style="color:#C8A5DC;background-color:white">▮</span>
! style="background-color:#FFEE88;" |{{anchor|Bicaridine}}Bicaridine<span style="color:#C8A5DC;background-color:white">▮</span>
|1 part Carbon <br>1 part Oxygen<br>1 part Sugar<br>
|{{RecursiveChem/Bicaridine}}
|Brute
|Brute
|Heals brute damage at a rate of 2 units per tick. If overdosed deals 2 brute damage per tick.
|Heals {{dmgs|q|1 brute damage}} at first, but gradually drops in efficacy as the patient's body accumulates BC1 Metabolites from processing it.
|0.4 units per tick
Overdoses cause the patient's body to rapidly purge the medicine and deal minor liver damage.  
|30u
|0.2 units per tick
| 30 units
|N/A
|-
|-
!style='background-color:#FFEE88;'|{{anchor|Kelotane}}Kelotane<span style="color:#C8A5DC;background-color:white">▮</span>
! style="background-color:#FFEE88;" |{{anchor|Kelotane}}Kelotane<span style="color:#C8A5DC;background-color:white">▮</span>
|1 part Carbon <br>1 part Silicon<br>
|{{RecursiveChem/Kelotane}}
|Burn
|Burn
|Heals burn damage at a rate of 2 units per tick. If overdosed deals 2 burn damage per tick.
|Heals {{dmgs|w|1 burn damage}} at first, but gradually drops in efficacy as the patient's body accumulates KL1 Metabolites from processing it.
|0.4 units per tick
Overdoses cause the patient's body to rapidly purge the medicine and deal minor liver damage.  
|30u
|0.2 units per tick
|30 units
|N/A
|-
|-
!style='background-color:#FFEE88;'|{{anchor|Anti-Toxin}}Anti-Toxin<span style="color:#C8A5DC;background-color:white">▮</span>
! style="background-color:#FFEE88;" |{{anchor|Antitoxin}}Antitoxin<span style="color:#C8A5DC;background-color:white">▮</span>
|1 part Nitrogen<br>1 part Silicon<br>1 part Potassium<br>
|{{RecursiveChem/Antitoxin}}
|Toxin
|Toxin
|Heals 2 toxin damage and removes 1u of other chemicals per tick. If overdosed deals 2 toxin damage per tick.
|Heals {{dmgs|e|1 toxin damage}} at first, but gradually drops in efficacy as the patient's body accumulates AT1 Metabolites from processing it.
Overdoses cause the patient's body to rapidly purge the medicine and deal minor liver damage.  
|0.4 units per tick
|0.4 units per tick
|30u
|30 units
|N/A
|-
|-
!style='background-color:#FFEE88;'|{{anchor|Tricordrazine}}Tricordrazine<span style="color:#C8A5DC;background-color:white">▮</span>
! style="background-color:#FFEE88;" |{{anchor|Dexalin}}Dexalin<span style="color:#C8A5DC;background-color:white">▮</span>
|1 part [[#Kelotane|Kelotane]]<br>1 part [[#Bicaridine|Bicaridine]]<br>1 part [[#Anti-Toxin|Anti-Toxin]]<br>
|{{RecursiveChem/Dexalin}}
|All types
|Suffocation
|Has 80% chance to heal 1 of each damage type per tick. If overdosed deals an average of 1.2 damage of every type per tick.
|Heals {{dmgs|r|1.5 suffocation damage}} per tick
Overdoses cause 2 heart damage per tick.
|0.2 units per tick
|30 units
|N/A
|-
! style="background-color:#FFEE88;" |{{anchor|Dexalin+}}Dexalin Plus<span style="color:#C8A5DC;background-color:white">▮</span>
|{{RecursiveChem/Dexalin Plus}}
|Suffocation
|Heals {{dmgs|r|3 suffocation}} damage per tick. Overdoses cause rapid heart damage at 4 per tick and are likely to lead to cardiac arrest.
|0.4 units per tick
|0.4 units per tick
|30u
|25 units
| N/A
|-
|-
!style='background-color:#FFEE88;'|{{anchor|Regenerative Jelly}}Regenerative Jelly<span style="color:#91D865;background-color:white">▮</span>
! style="background-color:#FFEE88;" |{{anchor|Tricordrazine}}Tricordrazine<span style="color:#C8A5DC;background-color:white">▮</span>
|1 part [[#Tricordrazine|Tricordrazine]]<br>1 part [[Guide_to_chemistry#Slime_Jelly|Slime Jelly]]
|{{RecursiveChem/Tricordazine}}
|All types
|All four basic types
|Heals 1.5 of each of the four basic damage types without the risk of overdose or damaging [[Guide_to_races#Jellypeople|jellypeople]].
|Heals {{dmgs|qwer|2 brute|2 burn|2 toxin|2 suffocation}} damage per tick, but rapidly drops in efficacy as the patient's body accumulates TC1 Metabolites from processing it. Due to its rapid metabolization and drop in efficacy, Tricordrazine is best used as an additive with other medicines or treatments for a extra burst of help, but is not going to do much when used alone.
|0.4 units per tick
Overdoses cause 1 liver damage and {{dmgs|e|2 toxin}} damage per tick
|1.2 units per tick  
|30 units
|N/A
|N/A
|-
|-
!style='background-color:#FFEE88;'|{{anchor|Cryoxadone}}Cryoxadone<span style="color:#0000C8;background-color:white">▮</span>
! style="background-color:#FFEE88;" |{{anchor|Cryoxadone}}Cryoxadone<span style="color:#0000C8;background-color:white">▮</span>
|1 part [[#Acetone|Acetone]]<br>1 part [[#Unstable Mutagen|Unstable Mutagen]]<br>1 part Stable Plasma
|{{RecursiveChem/Cryoxadone}}
|All types
|All types
|Required for the proper function of cryogenics. It heals all types of damage swiftly, but only when in a very cold environment. It heals [[Guide_to_medicine#Suffocation|suffocation]] 3x as fast as most other damage types. Is more effective the colder the person is. If used in unupgraded [[Guide_to_medicine#Cryogenics_Tube|cryo tubes]] every cycle will typically heal above 6 suffocation, 2 brute, 2 burn, 2 toxin and 2 cellular damage. Works on [[Guide_to_races#Jelly_and_Slime_Mutants|slimepeople]], despite being cold.  
|Required for the proper function of cryogenics. It heals all types of damage very swiftly (except clone damage, which is healed very slowly), but only when in a very cold environment. Healing strength is proportional to temperature.
|0.4 units per tick
|0.4 units per tick
|N/A
|N/A
|N/A
|-
|-
!style='background-color:#FFEE88;'|{{anchor|Pyroxadone}}Pyroxadone<span style="color:#f7832a;background-color:white">▮</span>
! style="background-color:#FFEE88;" |{{anchor|Pyroxadone}}Pyroxadone<span style="color:#f7832a;background-color:white">▮</span>
|1 part [[#Cryoxadone|Cryoxadone]]<br>1 part [[Guide_to_chemistry#Slime_Jelly|Slime Jelly]]
|{{RecursiveChem/Pyroxadone}}
|All types
|All four basic types and cellular
|Inverse [[#Cryoxadone|Cryoxadone]] that heals faster the hotter the patient is. For max efficiency you need to be ''over'' 460°K and on fire. In optimal conditions every cycle will heal 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 [[Guide_to_races#Jelly_and_Slime_Mutants|slimepeople]].  
|Inverse [[#Cryoxadone|Cryoxadone]] that heals faster the hotter the patient is. For max efficiency you need to be ''over'' 460°K and on fire. In optimal conditions every cycle will heal {{dmgs|e|15 burn}} ''before'' the damage taken from being on fire, which is usually faster than the fire hurts you (unless too hot). It will then also heal {{dmgs|qer|10 brute|10 toxin|20 suffocation}} and 10 cellular. Works on [[Guide_to_races#Jelly_and_Slime_Mutants|slimepeople]].
|0.4 units per tick
|0.4 units per tick
|N/A
|N/A
|N/A
|-
|-
!style='background-color:#FFEE88;'|{{anchor|Clonexadone}}Clonexadone<span style="color:#0000C8;background-color:white">▮</span>
! style="background-color:#FFEE88;" |{{anchor|Clonexadone}}Clonexadone<span style="color:#0000C8;background-color:white">▮</span>
|1 part [[#Cryoxadone|Cryoxadone]]<br>1 part Sodium<br>5 units Plasma (catalyst)
|{{RecursiveChem/Clonexadone}}
|Clone
|Clone
|Quickly heals clone (cellular) damage, but only when in a cold environment. The colder the faster heal. Heals about 5 cellular per tick if used in unupgraded [[Guide_to_medicine#Cryogenics_Tube|cryo tubes]].  
|Quickly heals clone damage, but only when in a cold environment. Healing strength is proportional to temperature. Fixes changeling sting body swaps If drunk, returning the consumer to their original form. (note, the unit amount varies due to server lag, as the clonexadone must be metabolised for 90 seconds. 35u or more should always be enough.)
|0.6 units per tick
|0.6 units per tick
|N/A
|N/A
|N/A
|-
|-
!style='background-color:#FFEE88;'|{{anchor|Mannitol}}Mannitol<span style="color:#DCDCFF;background-color:white">▮</span>
! style="background-color:#FFEE88;" |{{anchor|Mannitol}}Mannitol<span style="color:#DCDCFF;background-color:white">▮</span>
|1 part Hydrogen<br>1 part Water<br>1 part Sugar
|{{RecursiveChem/Mannitol}}
|Brain
|Brain
|Heals 2 brain damage per tick. Often used in cryo alongside [[#Cryoxadone|Cryoxadone]]. Does not heal [[Guide_to_Traumas#Mild|traumas]].  
|Quickly heals brain damage at 2 per tick - best used in cryo alongside Cryoxadone, but will still heal if taken via other means.<br />Usually it has no overdose, but it has 35u overdose to brain tumor people. When overdosed, has awful brain healing to brain tumor people, at 0.1 damage per tick.
|0.4 units per tick
| 0.4 units per tick
|N/A
|N/A
|-
! style="background-color:#FFEE88;" |{{anchor|System Cleaner}}System Cleaner<span style="color:#DCDCFF;background-color:white">▮</span>
|{{RecursiveChem/System Cleaner}}
|Toxin
|Quickly purges {{dmgs|e|2 toxin|}} damage per tick in the rare case an IPC gets said damage. Will also purge other chemicals at 1u per tick.
'''Only works on IPCs.'''
|0.2 units per tick
|N/A
|N/A
|-
! style="background-color:#FFEE88;" |{{anchor|Solder}}Solder<span style="color:#DCDCFF;background-color:white">▮</span>
|{{RecursiveChem/Solder}}
|Brain
|Quickly heals brain damage at 3 per tick, reduces hallucinations and has a chance to cure [[Guide to Traumas|mild]] and [[Guide to Traumas#Special|special brain traumas]] every tick.
'''Only works on IPCs.'''
| 0.4 units per tick
|N/A
|N/A
|N/A
|-
|-
!style='background-color:#FFEE88;'|{{anchor|Neurine}}Neurine<span style="color:#DCDCFF;background-color:white">▮</span>
! style="background-color:#FFEE88;" |{{anchor|Neurine}}Neurine<span style="color:#EEFF8F;background-color:white">▮</span>
|1 part [[#Acetone|Acetone]]<br>1 part [[#Mannitol|Mannitol]]<br>1 part Oxygen
|{{RecursiveChem/Neurine}}
|Minor brain traumas
| Minor brain traumas
|Reacts with neural tissue, helping reform damaged connections. Chance every tick to cure minor [[Guide_to_Traumas#Basic_Traumas_Without_Prefix]]. More [[Guide_to_Traumas#Severe_Prefix|severe]] traumas usually require [[surgery]]. Quickly purges [[Guide_to_food_and_drinks#Neurotoxin |Neurotoxin]].  
|Reacts with neural tissue, helping reform damaged connections. Chance every tick to cure [[Guide_to_Traumas#Basic_Traumas_Without_Prefix|basic traumas]]. More [[Guide_to_Traumas#Severe_Prefix|severe]] traumas usually require [[surgery]]. Quickly purges [[Guide_to_food_and_drinks#Neurotoxin |Neurotoxin]].
|0.4 units per tick
|0.4 units per tick
|N/A
|N/A
|N/A
|-
|-
|}
|}
=== Superior Healing Medicines===
These healing drugs are harder to make than the core healing drugs, however they are significantly better at healing.


===Superior Healing Medicines===
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.
These healing drugs are harder to make than the core healing medicines, however they often heal faster.
 
{| class="wikitable sortable" style="width:100%; text-align:left; border: 3px solid #FFDD66; cellspacing=0; cellpadding=2; background-color:white;"
{| class="wikitable sortable" style="width:100%; text-align:left; border: 3px solid #FFDD66; cellspacing=0; cellpadding=2; background-color:white;"
! scope="col" style='width:150px; background-color:#FFDD66;'|Name
! scope="col" style="width:150px; background-color:#FFDD66;" |Name  
! scope="col" class="unsortable" style='width:150px; background-color:#FFDD66;'|Recipe
! scope="col" class="unsortable" style="width:150px; background-color:#FFDD66;" |Recipe
! scope="col" style='background-color:#FFDD66;'|Treatment for
! scope="col" style="background-color:#FFDD66;" |Treatment for
! scope="col" class="unsortable" style='background-color:#FFDD66;'|Description
! scope="col" class="unsortable" style="background-color:#FFDD66;" |Description
! scope="col" class="unsortable" style='background-color:#FFDD66;'|Metabolism Rate
! scope="col" class="unsortable" style="background-color:#FFDD66;" |Metabolism Rate
! scope="col" style='background-color:#FFDD66;'|Overdose Threshold
! scope="col" style="background-color:#FFDD66;" |Overdose Threshold
! scope="col" style="background-color:#FFDD66;" | Addiction Threshold
|-
|-
!style='background-color:#FFEE88;'|{{anchor|Salicyclic Acid}}Salicyclic Acid<span style="color:#D2D2D2;background-color:white">▮</span>
! style="background-color:#FFEE88;" |{{anchor|Salicyclic Acid}}Salicyclic Acid<span style="color:#D2D2D2;background-color:white">▮</span>
|1 part [[#Phenol|Phenol]]<br>1 part Sodium<br>1 part Carbon<br>1 part Oxygen<br>1 part Sulphuric Acid
|{{RecursiveChem/Salicyclic Acid}}
|Brute
|Brute
|If you have more than 50 brute damage, heals 4 brute. If you have less than 50 brute damage, heals 0.5. Overdosing will deal more brute damage.
| Heals {{dmgs|q|3 brute damage}} per tick, but causes exhaustion while it is healing. Overdoses cause 2 liver and {{dmgs|e||3 toxin|}} damage per tick, but also double the {{dmgs|q|brute|}} healing.  
|0.2 units per tick
|0.2 units per tick
|25 Units
|25 units
|N/A
|-
|-
!style='background-color:#FFEE88;'|{{anchor|Oxandrolone}}Oxandrolone<span style="color:#F7FFA5;background-color:white">▮</span>
! style="background-color:#FFEE88;" |{{anchor|Oxandrolone}}Oxandrolone<span style="color:#F7FFA5;background-color:white">▮</span>
|3 parts Carbon<br>1 part [[#Phenol|Phenol]]<br>1 part Hydrogen<br>1 part Oxygen
|{{RecursiveChem/Oxandrolone}}
|Burn
|Burn
|If you have more than 50 burn damage, heals 4 burn. If you have less than 50 burn damage, heals 0.5. Overdosing will deal more burn damage.
|Heals {{dmgs|w|3 burn damage}} per tick, but causes exhaustion while it is healing. Overdoses cause 2 liver and {{dmgs|e|3 toxin|}} damage per tick, but also double the {{dmgs|w|burn|}} healing.
|0.2 units per tick
|0.2 units per tick
|25 Units
|25 units
|N/A
|-
! style="background-color:#FFEE88;" |{{anchor|Carthatoline}}Carthatoline<span style="color:#225722;background-color:white">▮</span>
|{{RecursiveChem/Carthatoline}}
|Toxin
|Heals {{dmgs|e|3 toxin damage}} per tick while purging toxic chems at a rate of 1u per tick as well as being very likely to cause vomiting. Overdoses cause 2 brain damage per tick.
|0.4 units per tick
|25 units
| N/A
|-
|-
!style='background-color:#FFEE88;'|{{anchor|Omnizine}}Omnizine<span style="color:#DCDCDC;background-color:white">▮</span>
! style="background-color:#FFEE88;" |{{anchor|Omnizine}}Omnizine<span style="color:#DCDCDC;background-color:white">▮</span>
|Grown from Ambrosia Deus or found in lollipops and heated Donk Pockets
|Grown from Ambrosia Deus or found in heated Donk Pockets
|Brute, burn, toxin and suffocation
|Brute, burn, toxin and suffocation  
|Heals 0.5 of each damage type per tick. If overdosed it will deal 1 damage of each type per tick.
|Heals {{dmgs|qwer|0.5 brute|0.5 burn|0.5 toxin|0.5 suffocation}} damages per tick except cellular. If overdosed it will deal {{dmgs|qwer|1.5 brute|1.5 burn|1.5 toxin|1.5 suffocation}} per tick but not cellular damage.
|0.1 units per tick
|0.1 units per tick
|30 Units
| 30 units
|-
!style='background-color:#FFEE88;'|{{anchor|Honey}}Honey<span style="color:#A98307;background-color:white">▮</span>
|[[Beekeeping]]
|Brute, burn, toxin and suffocation
|55% chance to heal 1 of each damage type per tick. Metabolizes very quickly and adds sugar to your system.
|1 unit per tick
|N/A
|N/A
|-
|-
!style='background-color:#FFEE88;'|{{anchor|Earthsblood}}Earthsblood<span style="color:#DCDCDC;background-color:white">▮</span>
! style="background-color:#FFEE88;" |{{anchor|Pentetic Acid}}Pentetic Acid<span style="color:#E6FFF0;background-color:white">▮</span>
|Grown from Ambrosia Gaia
|{{RecursiveChem/Pentetic Acid}}
|All damage types
|Very quickly heals all damage types (almost as fast as [[#Cryoxadone|Cryoxadone]]), but causes brain damage, jitteriness and gets you high. Overdosing causes hallucinations and heavy toxin damage.
|0.4 units per tick
|25 Units
|-
!style='background-color:#FFEE88;'|{{anchor|Pentetic Acid}}Pentetic Acid<span style="color:#E6FFF0;background-color:white">▮</span>
|1 part [[#Cyanide|Cyanide]]<br>1 part [[#Formaldehyde|Formaldehyde]]<br>1 part [[#Ammonia|Ammonia]]<br>1 part Welding Fuel<br>1 part Sodium<br>1 part Chlorine
|Radiation, toxin
|Radiation, toxin
|Reduces high levels of radiation and heals 2 toxin damage per tick while purging 2u of other chemicals from the body.
|Treats massive radiation exposure extremely well but has deminishing returns the lower radiation you have. Treats {{dmgs|e|2 toxin|}} damage a tick but purges all other chemicals from body at a rate of 2u per tick, including medicines.<br>Other [[#Carthatoline|anti-toxins]] should be used instead if only treating toxin damage.
|0.2 units per tick
|0.2 units per tick
|N/A
|N/A
|N/A
|-
|-
!style='background-color:#FFEE88;'|{{anchor|Perfluorodecalin}}Perfluorodecalin<span style="color:#FF6464;background-color:white">▮</span>
! style="background-color:#FFEE88;" |{{anchor|Perfluorodecalin}}Perfluorodecalin<span style="color:#FF6464;background-color:white">▮</span>
|1 part [[#Oil|Oil]]<br>1 part Fluorine<br>1 part Hydrogen<br>Temperature 370K
|{{RecursiveChem/Perfluorodecalin}}
|Suffocation
|Suffocation
|Every tick heals 12 suffocation and deals 0.3 toxin damage.  
| Heals suffocation damage incredibly quickly at a rate of {{dmgs|r|10 suffocation}} per tick. which can allow you to spacewalk. Also heals your lungs 2 damage per tick, but will cause {{dmgs|e|2 toxin|}} damage per tick. Overdoses cause 2 heart damage per tick.
|0.1 units per tick
|0.1 units per tick
|30 units
|N/A
|N/A
|-
|-
!style='background-color:#FFEE88;'|{{anchor|Atropine}}Atropine<span style="color:#000000;background-color:white">▮</span>
! style="background-color:#FFEE88;" |{{anchor|Atropine}}Atropine<span style="color:#000000;background-color:white">▮</span>
|1 part [[#Acetone|Acetone]]<br>1 part [[#Diethylamine|Diethylamine]]<br>1 part [[#Phenol|Phenol]]<br>1 part Ethanol<br>1 part Sulphuric Acid
|{{RecursiveChem/Atropine}}
|Brute, burn and suffocation
|Brute, Burn, Toxin and Suffocation
|If patient's health is critical it will heal brute/burn/toxin (2 / tick) and oxyloss (5 / tick) damage, as well as stop any further oxyloss. It also causes jitter and dizziness, which will shake the screen. Good for quickly getting critical patients back on their feet, but bad for combat because of the screenshake.<br>If overdosed it will deal toxin damage and cause extra jitter and dizziness.  
|Rapidly stabilizes and heals anyone in or near critical condition by healing {{dmgs|qwer|4 brute|4 burn|4 toxin|5 suffocation}} damages per tick, but causes dizziness and jittering. Overdoses will cause excess Atropine to be rapidly metabolized into [[Histamine]], at a rate of 3u of Histamine for 2u of Atropine.
|0.1 units per tick
|0.1 units per tick
|35 Units
|15 units
|N/A
|-
|-
!style='background-color:#FFEE88;'|{{anchor|Calomel}}Calomel<span style="color:#19C832;background-color:white">▮</span>
! style="background-color:#FFEE88;" |{{anchor|Calomel}}Calomel<span style="color:#19C832;background-color:white">▮</span>
|1 part Mercury<br>1 part Chlorine<br>Temperature 374K
|{{RecursiveChem/Calomel}}
|Purge
|Purge
|Quickly purges the body of all chemicals (2.5u per tick). If your health is above 20, 2.5 toxin damage is dealt.  
|Quickly purges the body of all chemicals at 2.5u per tick.
'''If your health is above 20, {{dmgs|e|2.5 toxin|}} damage is dealt per tick.'''
|0.2 units per tick
|0.2 units per tick
|N/A
|N/A
|N/A
|-
|-
!style='background-color:#FFEE88;'|{{anchor|Mutadone}}Mutadone<span style="color:#5096C8;background-color:white">▮</span>
! style="background-color:#FFEE88;" |{{anchor|Hepanephrodaxon}}Hepanephrodaxon<span style="color:#D2691E;background-color:white">▮</span>
|1 part [[#Acetone|Acetone]]<br>1 part [[#Unstable Mutagen|Unstable Mutagen]]<br>1 part Bromine
|{{RecursiveChem/Hepanephrodaxon}}
|Liver, Toxin
|Superior anti-toxin that heals {{dmgs|e|6 toxin|}} damage per tick and also heals liver damage at a quick rate of 4 damage per tick, so long as the liver is still functional, but causes confusion. Overdoses cause brain 2 damage per tick and more severe confusion. Extremely fast metabolization.
|3.75 units per tick
|10 units
|N/A
|-
|-
! style="background-color:#FFEE88;" |{{anchor|Mutadone}}Mutadone<span style="color:#5096C8;background-color:white"></span>
|{{RecursiveChem/Mutadone}}
|Genetic
|Genetic
|Instantly removes your genetic mutations. Hulks hate it!
|Removes all your genetic mutations, this can't humanize monkeys.
|0.4 units per tick
|0.4 units per tick
|N/A
|N/A
|N/A
|-
|-
! style="background-color:#FFEE88;" |{{anchor|Inaprovaline}}Inaprovaline<span style="color:#5096C8;background-color:white">▮</span>
|Wave the meditopia banner around.
|Oxygen
|Stabilizes the breathing of patients. Good for those in critical condition.
|N/A
|N/A
|N/A
|}
|}
 
===Unique Healing Medicines===
===Unique Healing Medicines===  
These healing drugs preform a unique function that is not commonly used or seen in game.
These healing drugs perform niche functions that help against less common ailments.
 
{| class="wikitable sortable" style="width:100%; text-align:left; border: 3px solid #FFDD66; cellspacing=0; cellpadding=2; background-color:white;"
{| class="wikitable sortable" style="width:100%; text-align:left; border: 3px solid #FFDD66; cellspacing=0; cellpadding=2; background-color:white;"
! scope="col" style='width:150px; background-color:#FFDD66;'|Name
! scope="col" style="width:150px; background-color:#FFDD66;" | Name
! scope="col" class="unsortable" style='width:150px; background-color:#FFDD66;'|Recipe
! scope="col" class="unsortable" style="width:150px; background-color:#FFDD66;" |Recipe
! scope="col" style='background-color:#FFDD66;'|Treatment for
! scope="col" style="background-color:#FFDD66;" |Treatment for
! scope="col" class="unsortable" style='background-color:#FFDD66;'|Description
! scope="col" class="unsortable" style="background-color:#FFDD66;" |Description
! scope="col" class="unsortable" style='background-color:#FFDD66;'|Metabolism Rate
! scope="col" class="unsortable" style="background-color:#FFDD66;" |Metabolism Rate
! scope="col" style='background-color:#FFDD66;'|Overdose Threshold
! scope="col" style="background-color:#FFDD66;" |Overdose Threshold
! scope="col" style='background-color:#FFDD66;'|Addiction Threshold
! scope="col" style="background-color:#FFDD66;" |Addiction Threshold
|-
|-
!style='background-color:#FFEE88;'|{{anchor|Potassium Iodide}}Potassium Iodide<span style="color:#14FF3C;background-color:white">▮</span>
! style="background-color:#FFEE88;" |{{anchor|Potassium Iodide}}Potassium Iodide<span style="color:#14FF3C;background-color:white">▮</span>
|1 part Potassium<br>1 part Iodine
|{{RecursiveChem/Potassium Iodide}}
|Radiation
|Radiation
|Reduces low radiation damage very effectively.
|Reduces low radiation damage very effectively.
Line 410: Line 501:
|N/A
|N/A
|-
|-
!style='background-color:#FFEE88;'|{{anchor|Ephedrine}}Ephedrine<span style="color:#D2FFFA;background-color:white">▮</span>
! style="background-color:#FFEE88;" |{{anchor|Ephedrine}}Ephedrine<span style="color:#D2FFFA;background-color:white">▮</span>
|1 part [[#Diethylamine|Diethylamine]]<br>1 part [[#Oil|Oil]]<br>1 part Hydrogen<br>1 part Sugar
|{{RecursiveChem/Ephedrine}}
|Stun
|Stun
|Reduces stun times by typically around 30% (depends), increases run speed, regenerates 1 stamina per tick and causes 20% chance to drop held items. <br>If overdosed it will deal toxin damage with a 2% chance to cause a heart attack. If addicted it will deal toxin damage, cause breathing problems, cause increasingly frequent seizures and long term jitter.  
|Reduces stun times, increases run speed.<br>If overdosed it will deal {{dmgs|er|toxin| suffocation}} damage and will cause seizures also has a chance to make you drop the thing you were holding..
|0.2 units per tick
|0.2 units per tick
|30 Units
|30 units
|25 Units
|25 units
|-
|-
!style='background-color:#FFEE88;'|{{anchor|Diphenhydramine}}Diphenhydramine<span style="color:#64FFE6;background-color:white">▮</span>
! style="background-color:#FFEE88;" |{{anchor|Diphenhydramine}}Diphenhydramine<span style="color:#64FFE6;background-color:white">▮</span>
|1 part [[#Diethylamine|Diethylamine]]<br>1 part [[#Oil|Oil]]<br>1 part Bromine<br>1 part Carbon<br>1 part Ethanol
|{{RecursiveChem/Diphenhydramine}}
|Histamine Overdose
|Histamine Overdose
|Purges body of lethal [[#Histamine|Histamine]] and reduces jitteriness while causing minor drowsiness.
|Purges body of lethal Histamine at a rate of 3u per tick and reduces jitteriness while causing minor drowsiness.  
|0.2 units per tick
|0.2 units per tick  
|N/A
|N/A
| N/A
|-
! style="background-color:#FFEE88;" |{{anchor|Meclizine}}Meclizine<span style="color:#CECECE;background-color:white">▮</span>
|{{RecursiveChem/Meclizine}}
|Vomiting
|Prevents vomiting and has a small chance to heal {{dmgs|e|1 toxin|}} damage. Overdosing causes {{dmgs|e|2 toxin|}} damage and 2 stomach damage per tick.
|0.25 units per tick
|25
|N/A
|N/A
|-
|-
!style='background-color:#FFEE88;'|{{anchor|Oculine}}Oculine<span style="color:#FFFFFF;background-color:white">▮</span>
! style="background-color:#FFEE88;" |{{anchor|Morphine}}Morphine<span style="color:#A9FBFB;background-color:white">▮</span>
|1 part [[#Charcoal|Charcoal]]<br>1 part Carbon<br>1 part Hydrogen
|{{RecursiveChem/Morphine}}
|Movement Speed
|Will allow you to walk faster. Will make you feel tired after 12 cycles and will knock you out after 24.<br>If overdosed it will cause jitteriness, dizziness, force the victim to drop items in their hands and eventually deal {{dmgs|e|toxin|}} damage.
|0.2 units per tick
|30 units
|25 units
|-
! style="background-color:#FFEE88;" |{{anchor|Oculine}}Oculine<span style="color:#FFFFFF;background-color:white"></span>
|{{RecursiveChem/Oculine}}
|Eye
|Eye
|Quickly heals eye damage and has 20% chance per tick to reverts blindness. Does not work against [[Guide_to_genetics#Mutations_and_Their_Consequences|genetic]] blindness, which needs [[#Mutadone|Mutadone]]. For blindness caused by brain damage you will need [[Surgery#Brain_Surgery|surgery]] or [[Disease#Symptoms_Table|other means]].  
|Quickly heals eye damage and reverts blindness.
|0.1 units per tick
|0.1 units per tick
|N/A
|N/A
|N/A
| N/A
|-
|-
!style='background-color:#FFEE88;'|{{anchor|Inacusiate}}Inacusiate<span style="color:#6600FF;background-color:white">▮</span>
! style="background-color:#FFEE88;" |{{anchor|Inacusiate}}Inacusiate<span style="color:#6600FF;background-color:white">▮</span>
|1 part [[#Charcoal|Charcoal]]<br>1 part Carbon<br>1 part Water
|{{RecursiveChem/Inacusiate}}
|Ear
|Ear
|Instantly removes all ear damage. Does not work against [[Guide_to_genetics#Mutations_and_Their_Consequences|genetic]] deafness, which needs [[#Mutadone|Mutadone]]. (Results in 2 units instead of 3)
|Instantly removes all ear damage. (Results in 2 units instead of 3)
|0.4 units per tick
|0.4 units per tick
|N/A
|N/A
|N/A
|N/A
|-
|-
!style='background-color:#FFEE88;'|{{anchor|Epinephrine}}Epinephrine<span style="color:#D2FFFA;background-color:white">▮</span>
! style="background-color:#FFEE88;" |{{anchor|Epinephrine}}Epinephrine<span style="color:#D2FFFA;background-color:white">▮</span>
|1 part [[#Acetone|Acetone]]<br>1 part [[#Diethylamine|Diethylamine]]<br>1 part [[#Phenol|Phenol]]<br>1 part Chlorine<br>1 part Hydrogen<br>1 part Oxygen
|{{RecursiveChem/Epinephrine}}
|Stun + Brute, burn, suffocation and toxin
|Stun + Brute, burn, suffocation and toxin
|Prevents oxygen damage from crit state. If the patient is in crit it heals 0.5 oxyloss, toxins, brute, and burn. 20% chance each tick to reduce stun times a bit. Gives a minor stamina regeneration buff.<br> Worse than [[#Atropine|Atropine]] at saving critical patients, but better for mid combat use. If overdosed it will randomly deal light toxin and stamina damage, and some suffocation.
|20% chance each tick to reduce knockout/stun effects, minor stamina regeneration buff. Prevents {{dmgs|r|suffocation}} damage from going over 35. If the patient is in crit, it heals {{dmgs|qwer|0.5 brute|0.5 burn|0.5 toxin|0.5 suffocation}} damages per tick.<br>If overdosed will deal {{dmgs|e|toxin|}} and stamina damage, and cause {{dmgs|r|suffocation}}. This is in the EpiPens.
|0.1 units per tick
|0.1 units per tick
|30 Units
|30 units
|N/A
|N/A
|-
|-
!style='background-color:#FFEE88;'|{{anchor|Antihol}}Antihol<span style="color:#00B4C8;background-color:white">▮</span>
! style="background-color:#FFEE88;" |{{anchor|Antihol}}Antihol<span style="color:#00B4C8;background-color:white">▮</span>
|1 part [[#Charcoal|Charcoal]]<br>1 part Copper<br>1 part Ethanol
|{{RecursiveChem/Antihol}}
|Alcohol  
|Alcohol
|Helps remove Alcohol from someone's body, as well as eliminating drunkenness, drowsiness, slurring, dizziness and confusion. Heals 0.2 toxin per tick.  
| Helps remove Alcohol from someone's body, as well as eliminating its side effects and slowly healing {{dmgs|e|toxin|}} damage.
|0.4 units per tick
|0.4 units per tick
|N/A
|N/A
|N/A
|N/A
|-
|-
!style='background-color:#FFEE88;'|{{anchor|Stimulants}}Stimulants<span style="color:#78008C;background-color:white">▮</span>
! style="background-color:#FFEE88;" |{{anchor|Stimulants}}Stimulants<span style="color:#78008C;background-color:white">▮</span>
|Traitor/Changeling Adrenals or Stimpack
|Traitor Adrenals or Stimpack
|Stun
|Stun
|Instantly removes current stuns when injected. Reduces stun times by around 90% or less (depends), increases run speed and rapidly recovers stamina. Will heal 1 of each damage type if health is between 0 and 50.<br>If overdosed it will hurt stamina and deal minor toxin damage.
|Increases run speed and eliminates stuns, can heal all four basic damage types at a rate {{dmgs|qwer|1 brute|1 burn|1 toxin|1 suffocation}} per tick if your total damage is below 50.<br>If overdosed it will deal {{dmgs|e|toxin}} damage and stun.
|0.2 units per tick
|0.2 units per tick
|60 Units
| 60 units
|N/A
|N/A
|-
|-
!style='background-color:#FFEE88;'|{{anchor|Insulin}}Insulin<span style="color:#FFFFF0;background-color:white">▮</span>
! style="background-color:#FFEE88;" |{{anchor|Insulin}}Insulin<span style="color:#FFFFF0;background-color:white">▮</span>
|Found in NanoMed Plus
|Found in NanoMed Plus
|Sugar Dependency  
|Sugar Dependency
|Increases sugar depletion.
|Increases sugar depletion by 3u per tick and can wake you up from a hyperglycemic shock faster.
|0.2 units per tick
|0.2 units per tick
|N/A
|N/A
|N/A
|N/A
|-
|-
!style='background-color:#FFEE88;'|{{anchor|Strange Reagent}}Strange Reagent<span style="color:#A0E85E;background-color:white">▮</span>
! style="background-color:#FFEE88;" |{{anchor|Strange Reagent}}Strange Reagent<span style="color:#A0E85E;background-color:white">▮</span>
|1 part [[#Unstable Mutagen|Unstable Mutagen]]<br>1 part [[#Omnizine|Omnizine]]<br>1 part Holy Water
|{{RecursiveChem/Strange Reagent}}
|Death
|Death
|A miracle drug that can bring a dead body back to life in just 10 seconds! If the corpse has suffered more than 100 brute or burn damage (or is husked) it will fail, however.<br>If used on a living person each tick will deal 0.5 Brute and Burn damage.  
|A miracle drug that can bring a dead body back to life! If the corpse has suffered more than 100 {{dmgs|q|brute|}} or {{dmgs|w|burn|}} damage it will fail, however.<br>If used on a living person it will deal minor amounts of {{dmgs|qw|brute|burn}} damage each tick.
|0.4 units per tick
|0.4 units per tick
|N/A
|N/A
|N/A
|N/A  
|-
|-
!style='background-color:#FFEE88;'|{{anchor|Life}}Life<span style="color:#C8A5DC;background-color:white">▮</span>
! style="background-color:#FFEE88;" |{{anchor|Synaptizine}}Synaptizine<span style="color:#FF00FF;background-color:white">▮</span>
|1 part [[#Strange Reagent|Strange Reagent]]<br>1 part [[#Synthflesh|Synthflesh]]<br>1 part Blood<br>Temperature 375K
|{{RecursiveChem/Synaptizine}}
|Life
|Creates one or multiple pissed off lifeforms. It's a good idea to assume the worst and have Security on hot standby. (Results in 1 unit instead of 3)
|N/A
|N/A
|N/A
|-
!style='background-color:#FFEE88;'|{{anchor|Life (Friendly)}}Life (Friendly)<span style="color:#C8A5DC;background-color:white">▮</span>
|1 part [[#Strange Reagent|Strange Reagent]]<br>1 part [[#Synthflesh|Synthflesh]]<br>1 part Sugar<br>Temperature 375K
|Life
|Creates one or multiple friendly lifeforms. Good for when you want to be surrounded by fluffy Corgis, or for when cargo has a bounty on Corgi pelts. (Results in 1 unit instead of 3)
|N/A
|N/A
|N/A
|-
!style='background-color:#FFEE88;'|{{anchor|Synaptizine}}Synaptizine<span style="color:#FF00FF;background-color:white">▮</span>
|1 part Sugar<br>1 part Lithium<br>1 part Water
|Hallucination Decrease
|Hallucination Decrease
|Reduces stun times by typically around 30% (depends). Helps [[Status_Effects#Drowsiness|drowsiness]] and [[Status_Effects#Hallucinations|hallucinations]] go away much faster. Also purges [[#Mindbreaker_Toxin|Mindbreaker Toxin]] at 5u per tick. 30% chance per tick to cause 1 toxin damage.  
|Helps Hallucinations go away much faster and helps you recover from stuns and knockdowns faster. Also Purges Mindbreaker Toxin very quickly. Deals {{dmgs|e|1 toxin}} damage per tick. Use after the super matter deliminates to stop all hallcuincations.
|0.4 units per tick
|0.4 units per tick
|N/A
|N/A
|N/A
|N/A
|-
|-
!style='background-color:#FFEE88;'|{{anchor|Rezadone}}Rezadone<span style="color:#669900;background-color:white">▮</span>
! style="background-color:#FFEE88;" |{{anchor|Rezadone}}Rezadone<span style="color:#669900;background-color:white">▮</span>
|1 part [[#Carpotoxin|Carpotoxin]]<br>1 part [[#Cryptobiolin|Cryptobiolin]]<br>1 part Copper
|{{RecursiveChem/Rezadone}}
|Cellular Damage Healing
| Cellular Damage Healing
|Instantly heals all cellular damage, while also healing 1 brute and burn damage per tick. If overdosed deals 1 toxin damage per tick and makes you [[Status_Effects#Dizziness|dizzy]] and [[Status_Effects#Jitteriness|jittery]]. Very good for treating genetic damage on the spot.
|Instantly heals all cellular damage, while healing damage to the body parts. If overdosed deals {{dmgs|e|1 toxin}} damage per tick. Very good for speedcloning.
'''5 units applied to a husk with less than {{dmgs|w|50 burn}} damage will unhusk it.'''
|0.4 units per tick
|0.4 units per tick
|30 Units
|30 units
|N/A
|N/A
|-
|-
!style='background-color:#FFEE88;'|{{anchor|Spaceacillin}}Spaceacillin<span style="color:#C8A5DC;background-color:white">▮</span>
! style="background-color:#FFEE88;" |{{anchor|Spaceacillin}}Spaceacillin<span style="color:#C8A5DC;background-color:white">▮</span>
|1 part [[#Epinephrine|Epinephrine]]<br>1 part [[#Cryptobiolin|Cryptobiolin]]
|{{RecursiveChem/Spaceacillin}}
|Infections
|Infections
|An all-purpose antiviral agent. Prevents you from spreading any [[Infections|virus]] in your body. Metabolises very slowly.  
|An all-purpose antiviral agent. Prevents you from spreading any virus in your body.
|0.04 units per tick
|0.04 units per tick
|N/A
|N/A
|N/A
|N/A
|-
|-
!style='background-color:#FFEE88;'|{{anchor|Miner's Salve}}Miner's Salve<span style="color:#6D6374;background-color:white">▮</span>
! style="background-color:#FFEE88;" |{{anchor|Miner's Salve}}Miner's Salve<span style="color:#6D6374;background-color:white">▮</span>
|1 Part [[#Oil|Oil]]<br>1 part Iron<br>1 Part Water <br>OR grind a twinkie, a sheet of metal and a sheet of plasma
|{{RecursiveChem/Miner's Salve}}
|Improvised Patch Healing Chem
| Improvised Patch Healing Chem
|Heals 0.25 brute and burn per tick, but prevents you from telling how injured you are. Causes stomach cramps if not applied via touch/patch, which reduces nutrition by 5. If applied with touch/patch it increases [[Surgery|surgery]] success chance by 10%. <br>1u heals roughly 1.5 burn+brute.
|Slowly heals {{dmgs|qw|brute|burn|}}, but prevents you from telling how injured you are. Causes stomach cramps if not applied via touch/patch. Increases the success chance of surgical steps by 10% if applied via touch/patch.
|0.16 units per tick
|0.16 units per tick
|N/A
|N/A
|N/A
|N/A
|-
|-
!style='background-color:#FFEE88;'|{{anchor|Haloperidol}}Haloperidol<span style="color:#27870a;background-color:white">▮</span>
! style="background-color:#FFEE88;" |{{anchor|Haloperidol}}Haloperidol<span style="color:#27870a;background-color:white">▮</span>
|1 part [[#Oil|Oil]]<br>1 part [[#Potassium Iodide|Potassium Iodide]]<br>1 part Aluminium<br>1 part Chlorine<br>1 part Fluorine
|{{RecursiveChem/Haloperidol}}
|Anti-Drug and Light Sedative
|Anti-Drug and Light Sedative
|Helps fight against the effects of most drugs, while purging them. Reduces [[Status_Effects#Jitteriness|jitteriness]] and [[Status_Effects#Hallucinations|hallucinations]], However each tick also causes [[Status_Effects#Drowsiness|drowsiness]], 2.5 stamina damage and 20% chance for 1 brain damage (up to 50).
|Helps fight against the effects of most drugs, while purging them at a rate of 5u per tick. However also causes drowsiness and stamina damage and has a small chance to cause brain damage each tick.
|0.16 units per tick
|0.16 units per tick
|N/A
|N/A
|N/A
|N/A
|-
|-
!style='background-color:#FFEE88;'|{{anchor|Leporazine}}Leporazine <span style="color:#C8A5DC;background-color:white">▮</span>
! style="background-color:#FFEE88;" |{{anchor|Leporazine}}Leporazine <span style="color:#C8A5DC;background-color:white">▮</span>
|1 part Copper<br>1 part Silicon<br>5 units Plasma (catalyst)
|{{RecursiveChem/Leporazine}}
|Body temperature
|Body temperature
|This keeps a patient's body temperature stable. <s>High doses can allow short periods of unprotected EVA.</s> Not viable for unprotected EVA anymore ever since space brute damage was tripled.
|Keeps a patient's body temperature stable, but if overdosed will cause wild fluctuations in body temperature instead.
|0.4 units per tick
| 0.1 units per tick
|N/A
|30 units
|N/A
|N/A
|-
|-
!style='background-color:#FFEE88;'|{{anchor|Corazone}}Corazone<span style="color:#F5F5F5;background-color:white">▮</span>
! style="background-color:#FFEE88;" |{{anchor|Corazone}}Corazone<span style="color:#F5F5F5;background-color:white">▮</span>
|2 parts [[#Phenol|Phenol]]<br>1 part Lithium
|{{RecursiveChem/Corazone}}
|Heart attack
|Heart attack
|Prevents cardiac arrest, fully protects from heart attack damage as well as liver failure.  
|Helps prevent cardiac arrest and liver failure, also heals 1.5 heart damage per tick. Overdoses cause Corazone to be metabolized into [[Histamine]] at a rate of 1u per tick.
|0.4 units per tick
|0.4 units per tick
|N/A
|20 units
|N/A
|N/A
|-
|-
!style='background-color:#FFEE88;'|{{anchor|Psicodine}}Psicodine<span style="color:#F5F5F5;background-color:white">▮</span>
! style="background-color:#FFEE88;" |{{anchor|Psicodine}}Psicodine<span style="color:#F5F5F5;background-color:white">▮</span>
|2 parts [[#Mannitol|Mannitol]]<br>1 part [[#Impedrezene|Impedrezene]]<br>2 parts Water
|{{RecursiveChem/Psicodine}}
|Phobias and Mood
|Phobias and Mood  
|Suppresses phobias and turns bad mood into neutral mood. Also reduces [[Status_Effects#Jitteriness|jitteriness]], [[Status_Effects#Dizziness|dizziness]], [[Status_Effects#Confusion|confusion]] and [[Status_Effects#Disgust|disgust]]. If overdosed it causes [[Status_Effects#Hallucinations|hallucinations]] and 1 toxin damage per tick.  
|Suppresses phobias and turns bad mood into neutral mood. Also reduces [[Status_Effects#Jitteriness|jitteriness]], [[Status_Effects#Dizziness|dizziness]], [[Status_Effects#Confusion|confusion]] and [[Status_Effects#Disgust|disgust]]. If overdosed it causes [[Status_Effects#Hallucinations|hallucinations]] and {{dmgs|e|1 toxin}} damage per tick.
|0.1 units per tick
|0.1 units per tick
|30 units
|30 units
|N/A
|N/A
|-
|-
!style='background-color:#FFEE88;'|{{anchor|Energized Jelly}}Energized Jelly<span style="color:#CAFF43;background-color:white">▮</span>
! style="background-color:#FFEE88;" |{{anchor|Energized Jelly}}Energized Jelly<span style="color:#CAFF43;background-color:white">▮</span>
|1 part [[#Teslium|Teslium]]<br>1 part [[Guide_to_chemistry#Slime_Jelly|Slime Jelly]]
|{{RecursiveChem/Energized Jelly}}
|Stun
|Stun
|Reduces stun times by around 60% (depends) for [[Guide_to_races#Jellypeople|jellypeople]], while also speeding up [[Guide_to_races#Luminescents|Luminescent's]] cooldowns. Non-jelly lifeforms will just get shocked.
|Reduces stun times by around 60% (depends) for [[Guide_to_races#Jellypeople|jellypeople]], while also speeding up [[Guide_to_races#Luminescents|Luminescent's]] cooldowns. Non-jelly lifeforms will just get shocked.
| 0.4 units per tick
| N/A
|N/A
|-
! style="background-color:#FFEE88;" |{{anchor|Regenerative Jelly}}Regenerative Jelly<span style="color:#CAFF43;background-color:white">▮</span>
|{{RecursiveChem/Regenerative Jelly}}
|Healing
|Gradually regenerates all four types of basic damage at a rate of {{dmgs|qwer|0.5 brute|0.5 burn|0.5 toxin|0.5 suffocation}} per tick, without harming [[Guide_to_races#Oozeling|Oozling]] anatomy.
|0.4 units per tick
|0.4 units per tick
|N/A
|N/A
|N/A
|N/A
|-
|-
|}
! style="background-color:#FFEE88;" |{{anchor|Polypyrylium Oligomers}}Polypyrylium Oligomers<span style="color:#9423FF;background-color:white">▮</span>
 
|{{RecursiveChem/Polypyrylium Oligomers}}
===Non-craftable Medicines===
| Healing
These healing drugs are used in some situations, but are otherwise uncraftable.
| Heals your lungs for 0.25 damage and your body {{dmgs|q|0.35 brute}} damage per tick, has a 50% chance to reduce bleeding each tick. Changes your hair and beard color to purple.
 
|0.4 units per tick
{| class="wikitable sortable" style="width:100%; text-align:left; border: 3px solid #FFDD66; cellspacing=0; cellpadding=2; background-color:white;"
|50 units
! scope="col" style='width:150px; background-color:#FFDD66;'|Name
|N/A
! scope="col" style='background-color:#FFDD66;'|Treatment for
! scope="col" class="unsortable" style='background-color:#FFDD66;'|Description
! scope="col" class="unsortable" style='background-color:#FFDD66;'|Metabolism Rate
! scope="col" style='background-color:#FFDD66;'|Overdose Threshold
! scope="col" style='background-color:#FFDD66;'|Addiction Threshold
|-
|-
!style='background-color:#FFEE88;'|{{anchor|Dexalin}}Dexalin<span style="color:#C8A5DC;background-color:white">▮</span>
! style="background-color:#FFEE88;" |{{anchor|Silibinin}}Silibinin<span style="color:#FFFFD0;background-color:white">▮</span>
|Suffocation
|{{RecursiveChem/Silibinin}}
|Heals 2 oxygen damage per tick (slower than [[#Salbutamol|Salbutamol]]). If overdosed deals 2 oxygen damage per tick. Used by medibots.
|Healing
|0.4 units per tick
|Heals 2 liver damage per tick.
|30 Units
|0.6 units per tick
|N/A
|N/A
|N/A
|-
|-
!style='background-color:#FFEE88;'|{{anchor|Lavaland Extract}}Lavaland Extract<span style="color:#FFEBEB;background-color:white">▮</span>
! style="background-color:#FFEE88;" |{{anchor|Earthsblood}}Earthsblood<span style="color:#FFAF00;background-color:white">▮</span>
|Brute, burn
|{{RecursiveChem/Earthsblood}}
|Very quickly heals damaged bodyparts. Survival medipens come with 2u of this, and also have several other chemicals. If overdosed it will deal 3 brute, burn and toxin damage per tick. Has very low overdose threshold.  
|Healing
|Heals {{dmgs|qwer|3 brute|3 burn|3 toxin|15 suffocation}}, 1 cellular and 30 stamina damage per tick and causes 1 brain damage per tick (max 150). Causes jitteriness and gets you drugged. Overdose causes hallucinations and {{dmgs|e|toxin}} damage.
|0.4 units per tick
|0.4 units per tick
|3 Units
|25 units
|N/A
|N/A  
|-
|-
|}
|}
 
==Narcotics==
== Narcotics ==
Narcotics are highly addicitve drugs that can aggressively, or passively, provide a benefit. Be wary as its very easy to become addicted, or overdose, on a narcotic.
Narcotics are highly addictive 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.
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.
People who overdose or get addicted to Narcotics tend to usually end up dying to the negative effects or requiring immedient medical attention. Take in moderation.
{| class="wikitable sortable" style="width:100%; text-align:left; border: 3px solid #FFDD66; cellspacing=0; cellpadding=2; background-color:white;"
{| class="wikitable sortable" style="width:100%; text-align:left; border: 3px solid #FFDD66; cellspacing=0; cellpadding=2; background-color:white;"
! scope="col" style='width:150px; background-color:#FFDD66;'|Name
! scope="col" style="width:150px; background-color:#FFDD66;" |Name
! scope="col" class="unsortable" style='width:150px; background-color:#FFDD66;'|Recipe
! scope="col" class="unsortable" style="width:150px; background-color:#FFDD66;" |Recipe
! scope="col" class="unsortable" style='background-color:#FFDD66;'|Description
! scope="col" class="unsortable" style="background-color:#FFDD66;" |Description
! scope="col" class="unsortable" style='background-color:#FFDD66;'|Metabolism Rate
! scope="col" class="unsortable" style="background-color:#FFDD66;" |Metabolism Rate
! scope="col" style='background-color:#FFDD66;'|Overdose Threshold
! scope="col" style="background-color:#FFDD66;" |Overdose Threshold
! scope="col" style='background-color:#FFDD66;'|Addiction Threshold
! scope="col" style="background-color:#FFDD66;" |Addiction Threshold
|-
|-
!style='background-color:#FFEE88;'|{{anchor|Nicotine}}Nicotine<span style="color:#60A584;background-color:white">▮</span>
! style="background-color:#FFEE88;" |{{anchor|Nicotine}}Nicotine<span style="color:#60A584;background-color:white">▮</span>
|Grown in tobacco or found in cigarettes.
|Grown in tobacco or found in cigarettes.
|Reduces stun times by typically around 20% (depends). Addiction does nothing. If overdosed it will deal 1.1 oxygen and 0.1 toxin damage per tick. Metabolizes slowly.  
|Slightly reduces stun times.
If overdosed, will deal negligeable ammount of toxin damage.
|0.05 units per tick
|0.05 units per tick
|15 Units
|15 units
|10 Units
|10 units
|-
|-
!style='background-color:#FFEE88;'|{{anchor|Krokodil}}Krokodil<span style="color:#0064B4;background-color:white">▮</span>
! style="background-color:#FFEE88;" |{{anchor|Krokodil}}Krokodil<span style="color:#0064B4;background-color:white">▮</span>
|1 part [[#Diphenhydramine|Diphenhydramine]]<br>1 part [[#Morphine|Morphine]]<br>1 part [[#Space Cleaner|Space Cleaner]]<br>1 part Phosphorus<br>1 part Potassium<br>1 part Welding Fuel<br>Temperature 390K
|{{RecursiveChem/Krokodil}}
|Provides messages of calmness and protection.<br>If overdosed it will deal 0.25 Brain and Toxin damage per tick.<br>If addicted it will first deal some toxin and brain damage, and later switch to dealing 3 Brute damage, right before the addict's skin falls off, dealing 50 Brute. This turns you into a fake zombie.  
|Provides messages of calmness and protection.<br>If overdosed it will deal significant Brain and {{dmgs|e|toxin}} damage.<br>On withdrawal will begin to deal fatal amounts of {{dmgs|q|brute}} damage as the subjects skin falls off.
|0.2 units per tick
|0.2 units per tick
|20 Units
|20 units
|15 Units
|15 units
|-
|-
!style='background-color:#FFEE88;'|{{anchor|Crank}}Crank<span style="color:#FA00C8;background-color:white">▮</span>
! style="background-color:#FFEE88;" |{{anchor|Crank}}Crank<span style="color:#FA00C8;background-color:white">▮</span>
|1 part [[#Diphenhydramine|Diphenhydramine]]<br>1 part [[#Ammonia|Ammonia]]<br>1 part Lithium<br>1 part Sulphuric Acid<br>1 part Welding Fuel<br>Temperature 390K
|{{RecursiveChem/Crank}}
|Reduces stun times by typically around 30% (depends). If overdosed it will deal 2 Brain, 2 Toxin and 2 Brute per tick. If addicted, every tick will first deal 5 Brain, then 5 Toxin, then 5 Brute, and at the last stage 3 Brain, 5 Toxin and 5 Brute at the same time.  
|Reduces stun times by about 200%.<br>If overdosed or addicted it will deal significant {{dmgs|qe|brute|toxin}} and Brain damage.
|0.2 units per tick
| 0.2 units per tick
|20 Units
|20 units
|10 Units
|10 units
|-
|-
!style='background-color:#FFEE88;'|{{anchor|Methamphetamine}}Methamphetamine<span style="color:#FAFAFA;background-color:white">▮</span>
! style="background-color:#FFEE88;" |{{anchor|Methamphetamine}}Methamphetamine<span style="color:#FAFAFA;background-color:white">▮</span>
|1 part [[#Ephedrine|Ephedrine]]<br>1 part Hydrogen<br>1 part Iodine<br>1 part Phosphorus<br>Temperature 374K
|{{RecursiveChem/Methamphetamine}}
|Reduces stun times by around 60% (depends), gives a large speed boost, makes you [[Status_Effects#Jitteriness|jittery]] and recovers 2 stamina while dealing 1 to 4 Brain damage.<br>If overdosed the subject will move randomly, laugh randomly, drop items and suffer from 1 Toxin and 0.5 to 1 Brain damage per tick.<br>If addicted the subject will constantly [[Status_Effects#Jitteriness|jitter]] and drool, before becoming [[Status_Effects#Dizziness|dizzy]] and lose motor control and eventually suffer 5 Toxin damage per tick.<br>A great deal of caution must be taken when heating this chemical, as it will explode if it reaches a temperature of or greater than 380K. Can not explode in a body.  
|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.<br>If overdosed the subject will move, laugh, and drop items randomly while suffering from {{dmgs|e|toxin}} and Brain damage.<br>On withdrawal the subject will constantly jitter and drool, before becoming dizzy and losing motor control and eventually suffer heavy {{dmgs|e|toxin}} damage.<br>A great deal of caution must be taken when heating this chemical, as it will explode if it reaches a temperature of or greater than 380 k.
|0.3 units per tick
|0.3 units per tick
|20 Units
|20 units
|10 Units
|10 units
|-
|-
!style='background-color:#FFEE88;'|{{anchor|Bath Salts}}Bath Salts<span style="color:#FAFAFA;background-color:white">▮</span>
! style="background-color:#FFEE88;" |{{anchor|Bath Salts}}Bath Salts<span style="color:#FAFAFA;background-color:white">▮</span>
|1 part [[#Saltpetre|Saltpetre]]<br>1 part [[#Space Cleaner|Space Cleaner]]<br>1 part Bad Food<br>1 part Enzyme<br>1 part Nutriment<br> 1 part Tea<br>1 part Mercury<br>Temperature 374K
|{{RecursiveChem/Bath Salts}}
|Makes the subject immune to sleep and stuns, grants 5 stamina regeneration and grants the user the psychotic brawling martial art, which makes your interactions with people have certain random effects. However the subject will suffer 4 Brain damage (per tick), constant [[Status_Effects#Hallucinations|hallucinations]] and will lose some motor control.<br>If overdosed the subject will lose even more motor control, drool, and randomly drop items in their hand.<br>If addicted the subject will [[Status_Effects#Jitteriness|jitter]], suffer 10 Brain damage (per tick), severe [[Status_Effects#Hallucinations|hallucinations]], [[Status_Effects#Dizziness|dizziness]], yet more loss of motor control and eventually 5 Toxin damage (per tick). This drug will melt your brain.  
|Makes the subject nearly impervious to stuns, however the subject will suffer {{dmgs|e|toxin}} and Brain damage, constant hallucinations and will lose motor control.<br>If overdosed the subject will lose even more motor control, drool and drop items in their hand.<br>On withdrawal the subject will suffer very severe Brain damage, severe hallucinations, complete loss of motor control and eventually fatal amounts of {{dmgs|e|toxin}} damage.  
|0.2 units per tick
|0.2 units per tick
|20 Units
| 20 units
|10 Units
|10 units
|-
|-
!style='background-color:#FFEE88;'|{{anchor|Aranesp}}Aranesp<span style="color:#78FFF0;background-color:white">▮</span>
! style="background-color:#FFEE88;" |{{anchor|Aranesp}}Aranesp<span style="color:#78FFF0;background-color:white">▮</span>
|1 part [[#Epinephrine|Epinephrine]]<br>1 part [[#Atropine|Atropine]]<br>1 part [[#Morphine|Morphine]]
|{{RecursiveChem/Aranesp}}
|The subject will think they are "amped" and get 18 stamina regeneration. However the drug has 50% chance every tick to cause the subject to suffocate (and take 1 oxyloss), while also dealing 0.5 toxin damage per tick.  
|The subject will think they are "amped" and regenerate stamina, however the drug typically causes the subject to {{dmgs|r|suffocate}} to death. Also deals minor {{dmgs|e|toxin}} damage and prevents the user from blocking.
|0.2 units per tick
|0.2 units per tick
|N/A
|N/A
|N/A
|N/A
|-
|-
!style='background-color:#FFEE88;'|{{anchor|Happiness}}Happiness<span style="color:#0000C8;background-color:white">▮</span>
! style="background-color:#FFEE88;" |{{anchor|Space Drugs}}Space Drugs<span style="color:#60A584;background-color:white">▮</span>
|2 parts [[#Nitrous Oxide|Nitrous Oxide]]<br>1 part [[#Epinephrine|Epinephrine]]<br>1 part Ethanol<br>5 units Plasma (catalyst)
|{{RecursiveChem/Space Drugs}}
|Suppresses phobias and fills you with ecstasic emotional numbness. Removes [[Status_Effects#Jitteriness|jitteriness]], [[Status_Effects#Confusion|confusion]] and [[Status_Effects#Disgust|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".  
|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
|0.2 units per tick
|20 Units
|30 units
|10 Units
|-
!style='background-color:#FFEE88;'|{{anchor|Modafinil}}Modafinil<span style="color:#BEF7D8;background-color:white">▮</span>
|1 part [[#Acetone|Acetone]]<br>1 part [[#Diethylamine|Diethylamine]]<br>1 part [[#Phenol|Phenol]]<br>1 part [[#Ammonia|Ammonia]]<br>1 part Sulphuric acid<br>1 unit Bromine (catalyst)
|Slowly-metabolizing medicine. Heals [[Status_Effects#Dizziness|dizziness]], [[Status_Effects#Drowsiness|drowsiness]], [[Status_Effects#Sleep|sleep]]and heats you up if frozen, similarly to [[Guide_to_food_and_drinks#Coffee Latte|Coffee Latte]]. Reduces stun times slightly. If overdosed causes [[Status_Effects#Jitteriness|jitteriness]], [[Status_Effects#Stuttering|stuttering]], [[Status_Effects#Dizziness|dizziness]] (later), 50% chance to choke. After 41 cycles 20% chance to [[Status_Effects#Paralyze|stun]] you. On cycle 82 puts you into endless sleep while constantly taking 1.5 stamina and oxygen damage.<br>No chance for addiction but very finicky OD.
|0.02-0.08 units per tick
|Random, initially 20 but goes up or down 0.1 each tick.
|N/A
|N/A
|-
|-
!style='background-color:#FFEE88;'|{{anchor|Space Drugs}}Space Drugs<span style="color:#60A584;background-color:white">▮</span>
! style="background-color:#FFEE88;" |{{anchor|Happiness}}Happiness<span style="color:#0000C8;background-color:white">▮</span>
|1 part Lithium<br>1 part Mercury<br>1 part Sugar
|{{RecursiveChem/Happiness}}
|An illegal compound which induces [[Status_Effects#Drugginess|drugginess]], randomly makes you step in any direction and makes you drool, giggle and similar. If overdosed causes [[Status_Effects#Hallucinations|hallucinations]].
|Suppresses phobias and fills you with ecstasic emotional numbness. Removes jitteriness, confusion and disgust. Causes 0.2 brain damage per tick. Highly addictive. If overdosed causes sudden mood swings and an additional 0.5 brain damage per tick. On withdrawal it will slowly drive your mood to "insane". Be sure to cool the Nitrous Oxide down before mixing or your plasma will explode in your face!
|0.2 units per tick
|0.2 units per tick
|30 Units
|20 units
|10 units
|-
! style="background-color:#FFEE88;" |{{anchor|Modafinil}}Modafinil<span style="color:#BEF7D8;background-color:white">▮</span>
|{{RecursiveChem/Modafinil}}
|Slowly-metabolizing medicine. Heals dizziness, drowsiness, sleep and heats you up if frozen, similarly to Coffee Latte.
Gives 15 stamina regeneration and slightly increase speed. If overdosed causes jitteriness, stuttering, dizziness (later), 50% chance to choke. After 41 cycles 20% chance to stun you. Cycle 82 puts you into endless sleep while constantly dealing 1.5 stamina and {{dmgs|r|suffocation}} damage.
|0.02-0.08 units per&nbsp;tick
|Random, initially 20 but goes up or down 0.1u each tick.
|N/A
|N/A
|-
|-
!style='background-color:#FFEE88;'|{{anchor|Morphine}}Morphine<span style="color:#A9FBFB;background-color:white">▮</span>
! style="background-color:#FFEE88;" |{{anchor|Ketamine}}Ketamine<span style="color:#C9C9C9;background-color:white">▮</span>
|2 parts Carbon<br>2 parts Hydrogen<br>1 part Ethanol<br>1 part Oxygen<br>Temperature 480K
|{{RecursiveChem/Ketamine}}
|Will allow you to run at full speed, even when hurt or in a [[Clothing_and_Accessories#Hardsuits|hardsuit]], but you'll get [[Status_Effects#Drowsiness|drowsy]] after 12 cycles, and fall [[Status_Effects#Sleep|asleep]] if it's in your system for 24 cycles. You will not wake up until it's out of your system.<br>
|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.


<br>If overdosed or addicted it will cause [[Status_Effects#Jitteriness|jitteriness]], [[Status_Effects#Dizziness|dizziness]] and force the victim to drop items in their hands. If addicted it will also eventually deal 1, 2 and later 3 toxin damage per tick. Can be ordered from [[Supply_crates#Medical_Supplies_Crate|Cargo]], be grown at [[Guide_to_hydroponics#Reishi|Botany]] or be found in a [[Vendor#NanoMed_Plus|NanoMed Plus]]. (Results in 3 units instead of 6)
 
|0.2 units per tick
Overdose: Gives you a split personality. No more slowdown ignore. Hallucinations are worse.  
|30 Units
|0.5 Units Per Tick
|25 Units
|16 Units
|8 Units
|-
|-
|}
|}
==Pyrotechnics==
==Pyrotechnics==
The manipulation of fire and matter.
The manipulation of fire and matter.
{| class="wikitable sortable" style="width:100%; text-align:left; border: 3px solid #FFDD66; cellspacing=0; cellpadding=2; background-color:white;"
{| class="wikitable sortable" style="width:100%; text-align:left; border: 3px solid #FFDD66; cellspacing=0; cellpadding=2; background-color:white;"
! scope="col" style='width:150px; background-color:#FFDD66;'|Name
! scope="col" style="width:150px; background-color:#FFDD66;" |Name
! scope="col" class="unsortable" style='width:150px; background-color:#FFDD66;'|Recipe
! scope="col" class="unsortable" style="width:150px; background-color:#FFDD66;" |Recipe
! scope="col" class="unsortable" style='background-color:#FFDD66;'|Description
! scope="col" class="unsortable" style="background-color:#FFDD66;" | Description
! scope="col" class="unsortable" style='background-color:#FFDD66;'|Metabolism Rate
|-
|-
!style='background-color:#FFEE88;'|{{anchor|Stabilizing Agent}}Stabilizing Agent<span style="color:#FFFF00;background-color:white">▮</span>
! style="background-color:#FFEE88;" |{{anchor|Stabilizing Agent}}Stabilizing Agent<span style="color:#FFFF00;background-color:white">▮</span>
|1 part Iron<br>1 part Oxygen<br>1 part Hydrogen
|{{RecursiveChem/Stabilizing Agent}}
|When mixed with certain pyrotechnics, it stabilizes the reaction and prevents the reaction for usage later. The stabilizing agent is not consumed when stabilizing explosives, and one unit is enough to stabilize any amount of explosives. '''This does not work on everything, so be warned!'''
|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!'''
|0.4 units per tick
|-
|-
!style='background-color:#FFEE88;'|{{anchor|Fluorosurfactant}}Fluorosurfactant<span style="color:#9E6B38;background-color:white">▮</span>
! style="background-color:#FFEE88;" |{{anchor|Foam Surfactant}}Foam Surfactant<span style="color:#9E6B38;background-color:white">▮</span>
|2 parts Carbon<br>2 parts Fluorine<br>1 part Sulphuric Acid
|{{RecursiveChem/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 floors, objects, people or animals in the area of the foam. The reagents will be absorbed through a mob's exposed skin and somewhat through clothes unless completely impermeable(hardsuit/biohazard/medical gear). The less foam used, the more reagent will be delivered into a person's system. Foam is slippery! Can not react in a body.  
|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!
|0.4 units per tick
|-
! style="background-color:#FFEE88;" |{{anchor|Firefighting Foam}}Firefighting Foam<span style="color:#A6FAFF55;background-color:white">▮</span>
|{{RecursiveChem/Firefighting Foam}}
|A historical fire suppressant. Originally believed to simply displace oxygen to starve fires, it actually interferes with the combustion reaction itself. Vastly superior to the cheap water-based extinguishers. When used in a spray or with smoke it creates a non-slippery foam which extinguishes fires and burning creatures, and removes burning plasma from the air
|-
! style="background-color:#FFEE88;" |{{anchor|Smoke}}Smoke<span style="color:#C8C8C8;background-color:white">▮</span>
|{{RecursiveChem/Smoke}}
|This creates a large cloud of smoke that will take on the properties of everything (if anything) in the container of the reaction. The chemicals in the smoke will touch and react with everything that the smoke touches. Mobs caught within the smoke cloud without wearing a gas mask or breathing through a gas tank will ingest the smoke chemicals. Great for distributing toxins in a crowded area. Can be stabilized with Stabilizing Reagent. If stabilized, heat to 374K to activate.
|-
|-
!style='background-color:#FFEE88;'|{{anchor|Smoke}}Smoke<span style="color:#C8C8C8;background-color:white">▮</span>
! style="background-color:#FFEE88;" |{{anchor|Flash Powder}}Flash Powder<span style="color:#C8C8C8;background-color:white">▮</span>
|1 part Phosphorous<br>1 part Potassium<br>1 part Sugar
|{{RecursiveChem/Flash Powder}}
|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 into [[#Smoke_Powder|Smoke Powder]] with [[#Stabilizing Agent|Stabilizing Agent]].  
| Flashes in a radius that scales up with the amount detonated. Can be stabilized with Stabilizing Reagent. If stabilized, heat to 374K to activate.
|N/A
|-
|-
!style='background-color:#FFEE88;'|{{anchor|Smoke Powder}}Smoke Powder<span style="color:#C8C8C8;background-color:white">▮</span>
! style="background-color:#FFEE88;" |{{anchor|Phlogiston}}Phlogiston<span style="color:#FA00AF;background-color:white">▮</span>
|1 part Phosphorous<br>1 part Potassium<br>1 part Sugar<br>1 part [[#Stabilizing Agent|Stabilizing Agent]] (catalyst)
|{{RecursiveChem/Phlogiston}}
|The stabilized version of [[#Smoke|Smoke]] - only one third as effective as the unstabilized chemical reaction. Heat to 374K to activate. Can not react in a body.
|Turns into a spreading plasma fire if not stabilized during mixing. Makes you burn longer, and ignites you. Deals increasing {{dmgs|w|burn}} damage based on how much you're burning up to {{dmgs|w|4 burn}} damage every 3 seconds. Can be stabilized with Stabilizing Reagent.
|0.4 units per tick
|-
|-
!style='background-color:#FFEE88;'|{{anchor|Flash Powder}}Flash Powder<span style="color:#C8C8C8;background-color:white">▮</span>
! style="background-color:#FFEE88;" |{{anchor|Napalm}}Napalm<span style="color:#FA00AF;background-color:white">▮</span>
|1 part Aluminium<br>1 part Potassium<br>1 part Sulfur
|{{RecursiveChem/Napalm}}
|Flashes in a radius that scales up with the amount detonated. Can be stabilized with [[#Stabilizing Agent|Stabilizing Agent]]. If stabilized, heat to 374K to activate.
|A substance that burns for much longer then other fuels. Inject it into someone and then apply heat for a warm toasty fireball human.
|0.4 units per tick
|-
|-
!style='background-color:#FFEE88;'|{{anchor|Phlogiston}}Phlogiston<span style="color:#FA00AF;background-color:white">▮</span>
! style="background-color:#FFEE88;" |{{anchor|Sonic Powder}}Sonic Powder<span style="color:#C8C8C8;background-color:white">▮</span>
|1 part Phosphorus<br>1 part Sulphuric Acid<br>1 part Stable Plasma
|{{RecursiveChem/Sonic Powder}}
|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 Agent|Stabilizing Agent]].  
|Deafens in a radius that scales up with the amount detonated. Can be stabilized with Stabilizing Reagent. If stabilized, heat to 374K to activate.  
|0.4 units per tick
|-
|-
!style='background-color:#FFEE88;'|{{anchor|Napalm}}Napalm<span style="color:#FA00AF;background-color:white">▮</span>
! style="background-color:#FFEE88;" |{{anchor|Pyrosium}}Pyrosium<span style="color:#64FAC8;background-color:white">▮</span>
|1 part [[#Oil|Oil]]<br>1 part Welding Fuel<br>1 part Ethanol
|{{RecursiveChem/Pyrosium}}
|A substance that burns for much longer than other fuels. Inject it into someone and then apply heat for a warm toasty fireball human.
|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.
|0.4 units per tick
|-
|-
!style='background-color:#FFEE88;'|{{anchor|Sonic Powder}}Sonic Powder<span style="color:#C8C8C8;background-color:white">▮</span>
! style="background-color:#FFEE88;" |{{anchor|Cryostylane}}Cryostylane<span style="color:#0000DC;background-color:white">▮</span>
|1 part Oxygen<br>1 part Cola<br>1 part Phosphorus
|{{RecursiveChem/Cryostylane}}
|Deafens in a radius that scales up with the amount detonated. Can be stabilized with [[#Stabilizing Agent|Stabilizing Agent]]. If stabilized, heat to 374K to activate.
| 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.
|0.4 units per tick
|-
|-
!style='background-color:#FFEE88;'|{{anchor|Pyrosium}}Pyrosium<span style="color:#64FAC8;background-color:white">▮</span>
! style="background-color:#FFEE88;" |{{anchor|Chlorine Trifluoride}}Chlorine Trifluoride<span style="color:#FFC8C8;background-color:white">▮</span>
|1 part Stable Plasma<br>1 part Radium<br>1 part Phosphorus
|{{RecursiveChem/Chlorine Trifluoride}}
|When first mixed it becomes 20 Kelvin cold. Instantly consumes all liquid Oxygen to heat its container for each unit of Oxygen consumed. This does not expend the Pyrosium, so 1u will have the same effect as 50u. Does nothing whatsoever without being mixed with liquid Oxygen. Does not react with the oxygen in air. Can not react in a body.  
|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.
|0.2 units per tick
|-
|-
!style='background-color:#FFEE88;'|{{anchor|Cryostylane}}Cryostylane<span style="color:#0000DC;background-color:white">▮</span>
! style="background-color:#FFEE88;" |{{anchor|Sorium}}Sorium<span style="color:#5A64C8;background-color:white">▮</span>
|1 part Water<br>1 part Stable Plasma<br>1 part Nitrogen
|{{RecursiveChem/Sorium}}
|When first mixed it becomes 20 Kelvin cold. Instantly consumes all liquid Oxygen to cool its container for each unit of Oxygen consumed. This does not expend the Cryostylane, so 1u will have the same effect as 50u, unless you want to prevent it from metabolising out of a body too fast. Does nothing without being mixed with liquid Oxygen. Does not react with the oxygen in air. Deals toxin damage to slimes. Can not react in a body.
| 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.
|0.2 units per tick
|-
|-
!style='background-color:#FFEE88;'|{{anchor|Chlorine Trifluoride}}Chlorine Trifluoride<span style="color:#FFC8C8;background-color:white">▮</span>
! style="background-color:#FFEE88;" |{{anchor|Liquid Dark Matter}}Liquid Dark Matter<span style="color:#210021;background-color:white">▮</span>
|3 parts Fluorine<br>1 part Chlorine<br>Temperature 424K
|{{RecursiveChem/Liquid Dark Matter}}
|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 deal 6 burn per tick from the inside. It metabolizes out of your body extremely fast, however.
|When detonated it will suck in any movable object or person. Can be stabilized with Stabilizing Reagent. If stabilized, heat to 474K to activate.
|4 units per tick
|-
|-
!style='background-color:#FFEE88;'|{{anchor|Sorium}}Sorium<span style="color:#5A64C8;background-color:white">▮</span>
! style="background-color:#FFEE88;" |Meth Explosion<span style="color:#FAFAFA;background-color:white">▮</span>
|1 part Carbon<br>1 part Mercury<br>1 part Nitrogen<br>1 part Oxygen
|{{RecursiveChem/Meth Explosion}}
|When detonated it will send any movable object or person flying away from the detonation point. Can be stabilized with [[#Stabilizing Agent|Stabilizing Agent]]. If stabilized, heat to 474K to activate.
|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.
|0.4 units per tick
|-
|-
!style='background-color:#FFEE88;'|{{anchor|Liquid Dark Matter}}Liquid Dark Matter<span style="color:#210021;background-color:white">▮</span>
! style="background-color:#FFEE88;" |{{anchor|Black Powder}}Black Powder<span style="color:#000000;background-color:white">▮</span>
|1 part Carbon<br>1 part Stable Plasma<br>1 part Radium<br>
|{{RecursiveChem/Black Powder}}
|When detonated it will suck in any movable object or person. Can be stabilized with [[#Stabilizing Agent|Stabilizing Agent]]. If stabilized, heat to 474K to activate.
|Sparks, and then creates a violent explosion when heated to 474K.
|0.4 units per tick
|-
|-
!style='background-color:#FFEE88;'|{{anchor|Meth Explosion}}Meth Explosion<span style="color:#FAFAFA;background-color:white">▮</span>
! style="background-color:#FFEE88;" |{{anchor|Nitroglycerin}}Nitroglycerin<span style="color:#808080;background-color:white">▮</span>
|1 part [[#Diethylamine|Diethylamine]]<br>1 part Hydrogen<br>1 part Iodine<br>1 part Phosphorus<br>Temperature 300K<br>
|{{RecursiveChem/Nitroglycerin}}
|Reagents are 300K (room temperature) by default, so if you are making [[#Methamphetamine|Methamphetamine]] and mixing the [[#Ephedrine|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]]. Can not explode in a body.  
| 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.
|N/A
|-
|-
!style='background-color:#FFEE88;'|{{anchor|Black Powder}}Black Powder<span style="color:#000000;background-color:white">▮</span>
! style="background-color:#FFEE88;" |{{anchor|Explosion}}Explosion
|1 part [[#Charcoal|Charcoal]]<br>1 part [[#Saltpetre|Saltpetre]]<br>1 part Sulfur
|{{RecursiveChem/Explosion}}
|When heated to 474K it sparks, and then creates a violent explosion 5-10 seconds later. Causes hallucinations in plasmamen.
|This explodes immediately on mixing, which may knock you over or even kill you. Only useful in grenade production.
|0.05 units per tick
|-
|-
!style='background-color:#FFEE88;'|{{anchor|Nitroglycerin}}Nitroglycerin<span style="color:#808080;background-color:white">▮</span>
! style="background-color:#FFEE88;" |{{anchor|Plasma Flash}}Plasma Flash
|1 part [[#Glycerol|Glycerol]]<br>1 part [[#Fluorosulfuric Acid|Fluorosulfuric Acid]]<br>1 part Sulphuric Acid
|{{RecursiveChem/Plasma_Flash}}
|A heavy, colourless, oily, explosive liquid obtained by nitrating glycerol. Explodes immediately on mixing. Can be stabilized with [[#Stabilizing Agent|Stabilizing Agent]]. If stabilized, heat to 474K to activate. (Results in 2 units instead of 3)
|Makes a small explosion with a bright light and fire, igniting everyone nearby.
|0.4 units per tick
|-
|-
!style='background-color:#FFEE88;'|{{anchor|Explosion}}Explosion
! style="background-color:#FFEE88;" |{{anchor|Holy Explosion}}Holy Explosion
|1 part Potassium<br>1 part Water
|{{RecursiveChem/Holy Explosion}}
|This explodes immediately on mixing, which may knock you over or even kill you. Useful in [[Grenade|grenade]] production.
|This explodes immediately on mixing. If it combined at least 75 of each reagent, it results in a more powerful explosion, which also paralyzes and reveals [[revenant]]s and sets nearby [[Blood Cult|cultists]] on fire. Otherwise it behaves like a normal Water-Potassium explosion.
|N/A
|-
|-
!style='background-color:#FFEE88;'|{{anchor|Holy Explosion}}Holy Explosion
! style="background-color:#FFEE88;" |{{anchor|EMP}}EMP
|1 part Potassium<br>1 part Holy Water
|{{RecursiveChem/EMP}}
|This explodes immediately on mixing. If it combined at least 75 of each reagent, it results in a more powerful explosion, which also paralyzes and reveals [[revenant]]s and sets nearby [[Blood Cult|cultists]] on fire. Otherwise it behaves like a normal Water-Potassium explosion. Much more efficient if less Potassium is used.
|This reacts immediately on mixing, creating an electromagnetic pulse which affects electronics nearby; such as temporarily deactivating energy weapons, cameras. Radius depends on amount mixed. Has 50/50 chance to open locked containers.
|N/A
|-
|-
!style='background-color:#FFEE88;'|{{anchor|EMP}}EMP
! style="background-color:#FFEE88;" |{{anchor|Tesla Shock}}Tesla Shock
|1 part Iron<br>1 part Uranium
|{{RecursiveChem/Tesla Shock}}
|This reacts immediately on mixing, creating an electromagnetic pulse which affects electronics nearby; very useful for causing chaos.
|This reacts immediately on mixing, shooting electric bolts to anyone near the reaction, shocking people and disabling/damaging electronics.
|N/A
|-
|-
!style='background-color:#FFEE88;'|{{anchor|Bee Explosion}}Bee Explosion (Beesplosion)
! style="background-color:#FFEE88;" |{{anchor|Thermite}}Thermite<span style="color:#550000;background-color:white">▮</span>
|1 part [[#Honey|Honey]]<br>1 part [[#Strange Reagent|Strange Reagent]]<br>1 part Radium
|{{RecursiveChem/Thermite}}
|Creates bees. 1 bee per 5 created volume. If mixed in a beaker or grenade containing other reagents, then every bee will contain one of those reagents. The bees from this reaction have a limited lifespan, and will die after 50 seconds.  
|A mixture that becomes extremely hot when ignited, and which can burn straight through walls when applied and ignited. Doesn't work on Lockers or Crates(sadly). Causes minor {{dmgs|w|burn}} damage to humans when ingested.
|N/A
|-
|-
!style='background-color:#FFEE88;'|{{anchor|Tesla Shock}}Tesla Shock
! style="background-color:#FFEE88;" |{{anchor|Bee Explosion}}Bee Explosion
|1 part [[#Teslium|Teslium]]<br>1 part Water<br>Or heating [[#Teslium|Teslium]] to 474K
|{{RecursiveChem/Bee Explosion}}
|This reacts immediately on mixing, shooting electric bolts at anyone near the reaction, shocking people and disabling/damaging electronics.
|This reacts immediately on mixing, spawning 1 aggressive bee per 15u.
|N/A
|-
|-
!style='background-color:#FFEE88;'|{{anchor|Thermite}}Thermite<span style="color:#550000;background-color:white">▮</span>
|1 part Aluminium<br>1 part Iron<br>1 part Oxygen
|A mixture that can burn straight through walls or floors when splashed and ignited. Needed amount depends on target structure. Does not work on doors or windows. Causes 1 burn damage per tick to humans when ingested.
|0.4 units per tick
|}
|}


==Other Recipes==
==Other Recipes==
These are either pure reactions that typically leave nothing remaining or other chemicals that have non-medicinal uses. Many of these are useful in the manufacture of [[Grenade|grenades]], but many can be quite dangerous.
These are either pure reactions that typically leave nothing remaining or other chemicals that have non-medicinal uses. Many of these are useful in the manufacture of grenades, but many can be quite dangerous.
 
{| class="wikitable sortable" style="width:100%; text-align:left; border: 3px solid #FFDD66; cellspacing=0; cellpadding=2; background-color:white;"
{| class="wikitable sortable" style="width:100%; text-align:left; border: 3px solid #FFDD66; cellspacing=0; cellpadding=2; background-color:white;"
! scope="col" style='width:150px; background-color:#FFDD66;'|Name
! scope="col" style="width:150px; background-color:#FFDD66;" |Name  
! scope="col" class="unsortable" style='width:150px; background-color:#FFDD66;'|Formula
! scope="col" class="unsortable" style="width:150px; background-color:#FFDD66;" |Formula
! scope="col" class="unsortable" style='background-color:#FFDD66;'|Description
! scope="col" class="unsortable" style="background-color:#FFDD66;" |Description
! scope="col" class="unsortable" style='background-color:#FFDD66;'|Metabolism Rate
|-
! style="background-color:#FFEE88;" |{{anchor|Plastic Sheets}}Plastic Sheets<span style="color:#C8A5DC;background-color:white">▮</span>
|{{RecursiveChem/Plastic Sheets}}
| Creates Plastic sheets. 1 Plastic sheet per 10u of solution. Can be used in hand to craft plastic bottles (they work just like beakers)<br>Required to print certain items such as surgical drapes or Plumbing Constructor in the protolathes.
|-
! style="background-color:#FFEE88;" |{{anchor|Barber's Aid}}Barber's Aid<span style="color:#C8A5DC;background-color:white">▮</span>
|{{RecursiveChem/Barber's Aid}}
|Changes your hair style, useful if you are bald! (Results in 5 units instead of 3)
|-
! style="background-color:#FFEE88;" |{{anchor|Barbers A}}Concentrated Barber's Aid<span style="color:#C8A5DC;background-color:white">▮</span>
|{{RecursiveChem/Concentrated Barber's Aid}}
|Grows your hair very long!
|-
! style="background-color:#FFEE88;" |{{anchor|Barber's Afro Mania}}Barber's Afro Mania<span style="color:##FF8800;background-color:white">▮</span>
|{{RecursiveChem/Barber's Afro Mania}}
|Makes you grow an afro. Unleash the funk within you.
|-
|-
!style='background-color:#FFEE88;'|{{anchor|Barber's Aid}}Barber's Aid<span style="color:#C8A5DC;background-color:white">▮</span>
! style="background-color:#FFEE88;" |{{anchor|Barbers Shaving Aid}}Barber's Shaving Aid<span style="color:#C0FFAB;background-color:white">▮</span>
|1 part [[#Carpet|Carpet]]<br>1 part [[#Space Drugs|Space Drugs]]<br>1 part Radium
|{{RecursiveChem/Barber's Shaving Aid}}
|If sprayed or splashed on you it changes your hair style. Does nothing when ingested. (Results in 5 units instead of 3)
|"It seems I messed up. Time to go bald."
|0.4 units per tick
|-
|-
!style='background-color:#FFEE88;'|{{anchor|Bluespace Dust}}Bluespace Dust<span style="color:#C8A5DC;background-color:white">▮</span>
! style="background-color:#FFEE88;" |{{anchor|Candle}}Candle
|Grind a bluespace crystal
|{{RecursiveChem/Candle}}
|Occasionally causes random short distance teleportation if ingested.
|Creates a red candle for use in decoration or rituals.
|0.4 units per tick
|-
|-
!style='background-color:#FFEE88;'|{{anchor|Concentrated Barber's Aid}}Concentrated Barber's Aid<span style="color:#C8A5DC;background-color:white">▮</span>
! style="background-color:#FFEE88;" |{{anchor|Carbon Dioxide}}Carbon Dioxide
|1 part [[#Barber's Aid|Barber's Aid]]<br>1 part [[#Unstable Mutagen|Unstable Mutagen]]
|{{RecursiveChem/Carbon Dioxide}}
|If sprayed or splashed on you it grows your hair very long. Does nothing when ingested.  
|What the fuck is carbon dioxide? It will create [[Guide_to_Atmospherics#CO2|CO<sub>2</sub>]] in gas form. Might be useful for creative traitors.
|0.4 units per tick
|-
|-
!style='background-color:#FFEE88;'|{{anchor|Candle}}Candle
! style="background-color:#FFEE88;" |{{anchor|Colorful Reagent}}Colorful Reagent<span style="color:#C8A5DC;background-color:white"></span>
|10 parts Liquid Gibs<br>10 parts Oxygen<br>Temperature 374K
|{{RecursiveChem/Colorful Reagent}}
|Creates a red candle for use in decoration or rituals. Can not react in a body.
|Use this to color EVERYTHING! Keep away from the clown and assistants!
|N/A
|-
|-
!style='background-color:#FFEE88;'|{{anchor|Carbon Dioxide}}Carbon Dioxide
! style="background-color:#FFEE88;" |{{anchor|Condensed Capsaicin}}Condensed Capsaicin<span style="color:#B31008;background-color:white"></span>
|2 parts Oxygen<br>1 part Carbon<br>Temperature 777K
|{{RecursiveChem/Condensed Capsaicin}}
|Creates [[Guide to Atmospherics#The Gases and Their Functions|CO2]] in liquid form. Spilling this will release gas form CO2 into the atmosphere. Has no other effects.
|A chemical agent used for self-defense and in police work (results in 5 units instead of 6).
|0.4 units per tick
|-
|-
!style='background-color:#FFEE88;'|{{anchor|Carpet}}Carpet <span style="color:#C8A5DC;background-color:white">▮</span>
! style="background-color:#FFEE88;" |{{anchor|Life}}Life<span style="color:#C8A5DC;background-color:white">▮</span>
|1 part [[#Space Drugs|Space Drugs]]<br>1 part Blood
|{{RecursiveChem/Life}}
|Creates a carpet on the floor. Best used in a [[#Smoke|smoke]] machine/[[Grenade|grenade]] or spray bottle. Ingredient in [[#Barber's Aid|Barber's Aid]].
|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)
|0.4 units per tick
|-
|-
!style='background-color:#FFEE88;'|{{anchor|Colorful Reagent}}Colorful Reagent<span style="color:#C8A5DC;background-color:white">▮</span>
! style="background-color:#FFEE88;" |{{anchor|Life Friendly}}Life Friendly<span style="color:#C8A5DC;background-color:white">▮</span>
|1 part [[Guide to food and drinks#Triple Citrus|Triple Citrus]]<br>1 part [[#Cryoxadone|Cryoxadone]]<br>1 part [[#Space Drugs|Space Drugs]]<br>1 part Radium<br>1 part Stable Plasma
|{{RecursiveChem/Life Friendly}}
|Use this to color EVERYTHING! Keep away from the clown and assistants! Add this to your [[#Smoke|smoke]] [[Grenade|grenades]].
|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)
|0.4 units per tick
|-
|-
!style='background-color:#FFEE88;'|{{anchor|Condensed Capsaicin}}Condensed Capsaicin<span style="color:#B31008;background-color:white">▮</span>
! style="background-color:#FFEE88;" |{{anchor|Corgium}}Corgium
|5 parts Ethanol<br>1 part Capsaicin Oil
|{{RecursiveChem/Corgium}}
|A chemical agent used for self-defense and in police work. Stuns when sprayed or splashed into unprotected eyes. (Results in 5 units instead of 6)
|Creates your own Corgi! Turns you into a Corgi if ingested.
|0.4 units per tick
|-
|-
!style='background-color:#FFEE88;'|{{anchor|Corgium}}Corgium
! style="background-color:#FFEE88;" |{{anchor|Cryptobiolin}}Cryptobiolin<span style="color:#C8A5DC;background-color:white"></span>
|1 part [[#Colorful Reagent|Colorful Reagent]]<br>1 part [[#Strange Reagent|Strange Reagent]]<br>1 part Nutriment<br>1 part Blood<br>Temperature 374K
|{{RecursiveChem/Cryptobiolin}}
|Creates your own Corgi!
|Causes confusion and dizziness. This is essential to make Spaceacillin.
|N/A
|-
|-
!style='background-color:#FFEE88;'|{{anchor|Cryptobiolin}}Cryptobiolin<span style="color:#C8A5DC;background-color:white">▮</span>
! style="background-color:#FFEE88;" |{{anchor|Drying Agent}}Drying Agent<span style="color:#A70FFF;background-color:white">▮</span>
|1 part Oxygen<br>1 part Potassium<br>1 part Sugar
|{{RecursiveChem/Drying Agent}}
|Causes confusion and dizziness. This is essential to make [[#Spaceacillin|Spaceacillin]].
|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).  
|0.6 units per tick
|-
|-
!style='background-color:#FFEE88;'|{{anchor|Drying Agent}}Drying Agent<span style="color:#A70FFF;background-color:white">▮</span>
! style="background-color:#FFEE88;" |{{anchor|Foaming Agent}}Foaming Agent<span style="color:#664B63;background-color:white">▮</span>
|2 parts Stable Plasma<br>1 part Ethanol<br>1 part Sodium
|{{RecursiveChem/Foaming Agent}}
|Creates a solution that when applied to galoshes, causes them to be extra absorbent and dry any wet tiling they step on. (Results in 3 units instead of 4)
|Used in Metal Foam production. Creates 1 unit instead of 2.
|0.4 units per tick
|-
|-
!style='background-color:#FFEE88;'|{{anchor|Foaming Agent}}Foaming Agent<span style="color:#664B63;background-color:white">▮</span>
! style="background-color:#FFEE88;" |{{anchor|Smart Foaming Agent}}Smart Foaming Agent<span style="color:#664B63;background-color:white">▮</span>
|1 part Lithium<br>1 part Hydrogen
|{{RecursiveChem/Smart Foaming Agent}}
|Used in [[#Metal Foam|Metal Foam]] production. Creates 1 unit instead of 2.
|Used in Smart Metal Foam production. Creates 3 units instead of 5.
|0.4 units per tick
|-
|-
!style='background-color:#FFEE88;'|{{anchor|Firefighting Foam}}Firefighting Foam<span style="color:#A6FAFF55;background-color:white">▮</span>
! style="background-color:#FFEE88;" |{{anchor|Fluorosulfuric Acid}}Fluorosulfuric Acid<span style="color:#5050FF;background-color:white">▮</span>
|1 part [[#Stabilizing Agent|Stabilizing Agent]]<br>1 part [[#Fluorosurfactant|Fluorosurfactant]]<br>1 part Carbon<br>Temperature '''below''' 200K
|{{RecursiveChem/Fluorosulfuric Acid}}
|When used in a spray or with [[#Smoke|smoke]] it creates a non-slippery [[#Fluorosurfactant|foam]] which extinguishes fires and burning creatures, and removes plasma from the air, dumping it on the floor upon dissipation.
|A highly caustic and dangerous substance. Keep away from faces and valuable equipment. Used in some other recipes.
|0.4 units per tick
|-
|-
!style='background-color:#FFEE88;'|{{anchor|Glycerol}}Glycerol<span style="color:#808080;background-color:white">▮</span>
! style="background-color:#FFEE88;" |{{anchor|Glycerol}}Glycerol<span style="color:#808080;background-color:white">▮</span>
|3 parts Corn Oil<br>1 part Sulphuric Acid
|{{RecursiveChem/Glycerol}}
|Requires blended corn, so thus help from the botanist. Used to make [[#Nitroglycerin|Nitroglycerin]] or [[Research_items#Unloaded Technological Shell|FRAG-12 shotgun slugs]]. Slippery like water. (Results in 1 unit instead of 4)
|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.
|0.4 units per tick
|-
|-
!style='background-color:#FFEE88;'|{{anchor|Quantum Hair Dye}}Quantum Hair Dye<span style="color:#C8A5DC;background-color:white">▮</span>
! style="background-color:#FFEE88;" |{{anchor|Solid Gold}}Solid Gold<span style="color:#FFD700;background-color:white">▮</span>
|1 part [[#Colorful Reagent|Colorful Reagent]]<br>1 part [[#Space Drugs|Space Drugs]]<br>1 part Radium
|{{RecursiveChem/Solid Gold}}
|If sprayed or splashed on you it changes your hair color. Does nothing when ingested. (Results in 5 units instead of 3)
|Solidifies a sheet of gold into your hand. Requires Frost Oil, thus help from botany.
|0.4 units per tick
|-
|-
!style='background-color:#FFEE88;'|{{anchor|Laughter}}Laughter<span style="color:#FF4DD2;background-color:white">▮</span>
! style="background-color:#FFEE88;" |{{anchor|Solid Adamantine}}Solid Adamantine<span style="color:#E0FFFF;background-color:white">▮</span>
|1 part Sugar<br>1 part Banana Juice
|{{RecursiveChem/Solid Adamantine}}
|Causes you to laugh. (Results in 10 units instead of 2)
|Creates a single sheet of Adamantine in your hand. Requires Frost Oil, thus help from Botany.
|instant
|-
|-
!style='background-color:#FFEE88;'|{{anchor|Meat Product}}Meat Product
! style="background-color:#FFEE88;" |{{anchor|Quantum Hair Dye}}Quantum Hair Dye<span style="color:#C8A5DC;background-color:white"></span>
|10 parts Liquid Gibs<br> 10 parts Nutriment<br> 10 parts Carbon
|{{RecursiveChem/Quantum Hair Dye}}
|Creates a slab of chemically processed meat. Can not react in a body.
|Changes your hair color when you apply or spray it! (Results in 5 units instead of 3)
|N/A
|-
|-
!style='background-color:#FFEE88;'|{{anchor|Metal Foam}}Metal Foam
! style="background-color:#FFEE88;" |{{anchor|Laughter}}Laughter<span style="color:#FF4DD2;background-color:white"></span>
|3 parts Iron/Aluminium<br>1 part [[#Foaming Agent|Foaming Agent]]<br>1 part [[#Fluorosulfuric Acid|Fluorosulfuric Acid]]
|{{RecursiveChem/Laughter}}
|Creates lightweight metal foam walls. These can be easily torn through, but are useful for plugging hull breaches or blocking off AI turrets.<br>
|Causes you to laugh, reduces slip knockdown, and gives a positive moodlet when slipped. Useful for the clown! (results in 10 units instead of 2).  
Can be made with either iron or aluminium for different looks. The foam carries any other reagent in the reaction. Can not react in a body.  
|N/A
|-
|-
!style='background-color:#FFEE88;'|{{anchor|Smart Foaming Agent}}Smart Foaming Agent
! style="background-color:#FFEE88;" |{{anchor|Meat Product}}Meat Product
|3 parts [[#Foaming Agent|Foaming Agent]]<br>1 part [[#Acetone|Acetone]]<br>1 part Iron
|{{RecursiveChem/Meat Product}}
|Required to make smart metal foam.
| Creates a slab of chemically processed meat.
|0.4 units per tick
|-
|-
!style='background-color:#FFEE88;'|{{anchor|Smart Metal Foam}}Smart Metal Foam
! style="background-color:#FFEE88;" |{{anchor|Metal Foam}}Metal Foam
|3 parts Aluminium<br>1 part [[#Smart Foaming Agent|Smart Foaming Agent]]<br>1 parts [[#Fluorosulfuric Acid|Fluorosulfuric Acid]]
|{{RecursiveChem/Metal Foam}}
|A "smart" version of metal foam that reacts to tiles exposed to space by forming floors/walls. Usually doesn't encase people or block hallways. The foam carries any other reagent in the reaction. Can not react in a body.  
|Creates lightweight metal foam walls. These can be easily torn through, but may be useful for plugging hull breaches. Can be made with either iron or aluminium. Spreads immediately when mixed.
|N/A
|-
|-
!style='background-color:#FFEE88;'|{{anchor|Nitrous Oxide}}Nitrous Oxide
! style="background-color:#FFEE88;" |{{anchor|Smart Metal Foam}}Smart Metal Foam
|2 parts [[#Ammonia|Ammonia]]<br>2 parts Oxygen<br>1 part Nitrogen<br>Temperature 525K
|{{RecursiveChem/Smart Metal Foam}}
|Creates [[Guide to Atmospherics#The Gases and Their Functions|N2O]] in liquid form. Explodes when heated to 575K. Will cause drowsiness on touch. When consumed or injected it also causes anemia, confusion and loss of breath. Spilling this will release gas form N2O into the atmosphere.
|Compared to the regular [[Guide to chemistry#Metal Foam|Metal Foam]], this sticks and applies only next to walls. Used for emergency sealing of hull breaches, while keeping areas accessible.
|0.6 units per tick
|-
|-
!style='background-color:#FFEE88;'|{{anchor|Gold Solidification}}Gold Solidification
! style="background-color:#FFEE88;" |{{anchor|Nitrous Oxide}}Nitrous Oxide
|20 parts Gold<br>5 parts [[#Frost Oil|Frost Oil]]<br>1 part Iron
|{{RecursiveChem/Nitrous Oxide}}
|Solidifies a large amount of liquid Gold into a bar. Can not react in a body.  
|Creates [[Guide to Atmospherics#The Gases and Their Functions|N2O]] in liquid form, which explodes when heated to 575K. Can become gaseous if spilled or released in a smoke. Be careful!
|N/A
|-
|-
!style='background-color:#FFEE88;'|{{anchor|Plasma Solidification}}Plasma Solidification
! style="background-color:#FFEE88;" |{{anchor|Plasma Solidification}}Plasma Solidification
|20 parts [[Plasma]]<br>5 parts Iron<br>5 parts [[#Frost Oil|Frost Oil]]
|{{RecursiveChem/Plasma Solidification}}
|Solidifies a large amount of liquid [[Plasma]] into a bar. Can not react in a body.
|Solidifies a large amount of [[plasma]] into a bar.
|N/A
|-
|-
!style='background-color:#FFEE88;'|{{anchor|Plastic Sheets}}Plastic Sheets
! style="background-color:#FFEE88;" |{{anchor|Pax}}Pax<span style="color:#AAAAAA55;background-color:white"></span>
|5 parts [[#Oil|Oil]]<br>3 parts [[#Ash|Ash]]<br>2 parts Sulphuric Acid<br>Temperature 374K
|{{RecursiveChem/Pax}}
|Creates Plastic sheets at a rate of 10u per Plastic sheet.  
| 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.
|N/A
|-
|-
!style='background-color:#FFEE88;'|{{anchor|Royal Bee Jelly}}Royal Bee Jelly<span style="color:#00FF80;background-color:white">▮</span>
! style="background-color:#FFEE88;" |{{anchor|Royal Bee Jelly}}Royal Bee Jelly<span style="color:#00FF80;background-color:white">▮</span>
|40 parts Honey<br>10 parts [[#Unstable Mutagen|Unstable Mutagen]]
|{{RecursiveChem/Royal Bee Jelly}}
|Causes a Queen Bee to split in two when injected. (Results in 5 units instead of 50)
|Causes a Queen Bee to split in two when injected (results in 5 units instead of 50).
|0.4 units per tick
|-
|-
!style='background-color:#FFEE88;'|{{anchor|Soap}}Soap
! style="background-color:#FFEE88;" |{{anchor|Soap}}Soap
|10 parts [[#Lye|Lye]]<br>10 parts Liquid Gibs<br>Temperature 374K
|{{RecursiveChem/Soap}}
|Creates a bar of soap, 10% faster cleaning than with what you get on the station. Can not react in a body.
|Creates a bar of soap, slightly faster cleaning than what you get on the station.
|N/A
|-
|-
!style='background-color:#FFEE88;'|{{anchor|Sodium Chloride}}Sodium Chloride<span style="color:#FFFFFF;background-color:white">▮</span>
! style="background-color:#FFEE88;" |{{anchor|Sodium Chloride}}Sodium Chloride<span style="color:#FFFFFF;background-color:white">▮</span>
|1 part Chlorine<br>1 part Sodium<br>1 part Water
|{{RecursiveChem/Sodium Chloride}}
|Commonly known as table salt, Sodium Chloride is often used to season food.<br>
| Commonly known as salt, Sodium Chloride is often used to season food. Contrary to popular belief does '''NOT HURT OOZELINGS'''
Exotic uses include messing with [[Revenant|Revenants]] - they can't jaunt through salt piles.
|0.4 units per tick
|-
|-
!style='background-color:#FFEE88;'|{{anchor|Space Cleaner}}Space Cleaner<span style="color:#A5F0EE;background-color:white">▮</span>
! style="background-color:#FFEE88;" |{{anchor|Space Cleaner}}Space Cleaner<span style="color:#A5F0EE;background-color:white">▮</span>
|1 part [[#Ammonia|Ammonia]]<br>1 part Water
|{{RecursiveChem/Space Cleaner}}
|This is able to clean almost all surfaces of most things that may dirty them. The janitor is likely to appreciate refills.
|This is able to clean almost all surfaces of almost anything that may dirty them. The janitor is likely to appreciate refills.
|0.4 units per tick
|-
|-
!style='background-color:#FFEE88;'|{{anchor|Spray Tan}}Spray Tan<span style="color:#FFC080;background-color:white">▮</span>
! style="background-color:#FFEE88;" |{{anchor|Spray Tan}}Spray Tan<span style="color:#FFC080;background-color:white">▮</span>
|1 part Orange Juice<br>1 part [[#Oil|Oil]] OR 1 Part Corn Oil
|{{RecursiveChem/Spray Tan}}
|Darkens the skin when sprayed or patched. Ingesting more than 10u overdoses you, which makes you tanned, spiky haired, randomly flex your muscles and spout an old meme.
|Darkens the skin when sprayed or applied. Do not swallow!
|0.4 units per tick
|-
|-
!style='background-color:#FFEE88;'|{{anchor|Space Lube}}Space Lube<span style="color:#009CA8;background-color:white">▮</span>
! style="background-color:#FFEE88;" |{{anchor|Space Lube}}Space Lube<span style="color:#009CA8;background-color:white">▮</span>
|1 part Oxygen<br>1 part Silicon<br>1 part Water
|{{RecursiveChem/Space Lube}}
|Space Lube is a high performance lubricant. Splashing it on floor tiles makes them extremely slippery for a very long time. Only way to remove it is to pry out/replace the floor tiles or wait.  (Results in 4 units instead of 3)
|Space Lube is a high performance lubricant intended for maintenance of extremely complex mechanical equipment (results in 4 units instead of 3).  
|0.4 units per tick
|-
|-
!style='background-color:#FFEE88;'|{{anchor|Sterilizine}}Sterilizine<span style="color:#C8A5DC;background-color:white">▮</span>
! style="background-color:#FFEE88;" |{{anchor|Sterilizine}}Sterilizine<span style="color:#C8A5DC;background-color:white">▮</span>
|1 part [[#Charcoal|Charcoal]]<br>1 part Chlorine<br>1 part Ethanol
|{{RecursiveChem/Sterilizine}}
|When applied via touch or vapor, increases the success chance of surgical steps by 20%. Useful for surgery in less than ideal conditions.
|When applied via touch or vapor, increases the success chance of surgical steps by 20%. Useful for surgery in less than ideal conditions.
|0.4 units per tick
|-
|-
!style='background-color:#FFEE88;'|{{anchor|Synthmeat}}Synthmeat
! style="background-color:#FFEE88;" |{{anchor|Synthmeat}}Synthmeat
|5 parts Blood<br>1 part [[#Cryoxadone|Cryoxadone]]
|{{RecursiveChem/Synthmeat}}
|Creates a slab of synthetic meat.
|Creates a slab of synthetic meat.
|N/A
|-
! style="background-color:#FFEE88;" |{{anchor|Unstable Mutagen}}Unstable Mutagen<span style="color:#00FF00;background-color:white">▮</span>
|{{RecursiveChem/Unstable Mutagen}}
|Causes mutations when injected into living people or plants. High doses may be lethal, especially in humans. Only useful for Botany and Virology.
|-
! style="background-color:#FFEE88;" |{{anchor|Cooking Oil}}Cooking Oil<span style="color:#4B004B;background-color:white">▮</span>
|{{RecursiveChem/Cooking Oil}}
|A cooking oil used in deep-fryer to deepfry things. God forbid if clown gets their hands on this.
|-
! style="background-color:#FFEE88;" |{{anchor|Light pink Glitter}}Light pink Glitter
|5 part Oil
2 part Sulfuric Acid
3 part Ash
2 part Aluminum
|Causes a mess when split on the ground or added to grenades. Light pink colour (results in 10 parts instead of 12).
|-
! style="background-color:#FFEE88;" |{{anchor|Pink Glitter}}Pink Glitter
|5 part Light Pink Glitter
1 part Stable-plasma
|Causes a mess when split on the ground or added to grenades. Pink colour (results in 5 parts instead of 6).
|-
!style="background-color:#FFEE88;" |{{anchor|Blue Glitter}}Blue Glitter
|5 part Light Pink Glitter
1 part Nitrogen
|Causes a mess when split on the ground or added to grenades. Blue colour (results in 5 parts instead of 6).
|-
!style="background-color:#FFEE88;" |{{anchor|White Glitter}}White Glitter
|5 part Light Pink Glitter
1 part Sugar
|Causes a mess when split on the ground or added to grenades. White colour (results in 5 parts instead of 6).
|}
===Construction Recipes===
These chemicals usually can be used to produce something strictly structural or a building material, such as tiles!
{| class="wikitable sortable" style="width:100%; text-align:left; border: 3px solid #FFDD66; cellspacing=0; cellpadding=2; background-color:white;"
! scope="col" style="width:150px; background-color:#FFDD66;" | Name
! scope="col" class="unsortable" style="width:150px; background-color:#FFDD66;" | Formula
! scope="col" class="unsortable" style="background-color:#FFDD66;" |Description
|-
! style="background-color:#FFEE88;" |{{anchor|Black Carpet}} Black Carpet<span style="color:#1E1E1E;background-color:white">▮</span>
|{{RecursiveChem/Black Carpet}}
|Produces Black carpet
|-
! style="background-color:#FFEE88;" |{{anchor|Blue Carpet}} Blue Carpet<span style="color:#0000DC;background-color:white">▮</span>
|{{RecursiveChem/Blue Carpet}}
|Produces Blue carpet
|-
! style="background-color:#FFEE88;" |{{anchor|Cyan Carpet}} Cyan Carpet<span style="color:#00B4FF;background-color:white">▮</span>
|{{RecursiveChem/Cyan Carpet}}
|Produces Cyan carpet
|-
! style="background-color:#FFEE88;" |{{anchor|Green Carpet}} Green Carpet<span style="color:#A8E61D;background-color:white">▮</span>
|{{RecursiveChem/Green Carpet}}
|Produces Green carpet
|-
! style="background-color:#FFEE88;" |{{anchor|Orange Carpet}} Orange Carpet<span style="color:#E78108;background-color:white">▮</span>
|{{RecursiveChem/Orange Carpet}}
|Produces Orange carpet
|-
! style="background-color:#FFEE88;" |{{anchor|Purple Carpet}} Purple Carpet<span style="color:#91D865;background-color:white">▮</span>
|{{RecursiveChem/Purple Carpet}}
|Produces Purple carpet
|-
! style="background-color:#FFEE88;" |{{anchor|Red Carpet}} Red Carpet<span style="color:#731008;background-color:white">▮</span>
|{{RecursiveChem/Red Carpet}}
|Produces Red carpet
|-
! style="background-color:#FFEE88;" |{{anchor|Royal Black Carpet}} Royal Black Carpet<span style="color:#000000;background-color:white">▮</span>
|{{RecursiveChem/Royal_Black Carpet}}
|Produces Royal Black carpet
|-
! style="background-color:#FFEE88;" |{{anchor|Royal Blue Carpet}} Royal Blue Carpet<span style="color:#5A64C8;background-color:white">▮</span>
|{{RecursiveChem/Royal_Blue Carpet}}
|Produces Royal Blue carpet
|}
|}
===Virology Recipes===
===Virology Recipes===
These chemicals are used to mutate [[Infections|viruses]], and have few uses beyond that.
These chemicals are used to mutate viruses, and have few uses beyond that.
 
{| class="wikitable sortable" style="width:100%; text-align:left; border: 3px solid #FFDD66; cellspacing=0; cellpadding=2; background-color:white;"
{| class="wikitable sortable" style="width:100%; text-align:left; border: 3px solid #FFDD66; cellspacing=0; cellpadding=2; background-color:white;"
! scope="col" style='width:150px; background-color:#FFDD66;'|Name
! scope="col" style="width:150px; background-color:#FFDD66;" | Name
! scope="col" class="unsortable" style='width:150px; background-color:#FFDD66;'|Formula
! scope="col" class="unsortable" style="width:150px; background-color:#FFDD66;" | Formula
! scope="col" class="unsortable" style='background-color:#FFDD66;'|Description
! scope="col" class="unsortable" style="background-color:#FFDD66;" |Description
|-
! style="background-color:#FFEE88;" |{{anchor|Virus Food}} Virus Food<span style="color:#899613;background-color:white">▮</span>
|{{RecursiveChem/Virus Food}}
|Only useful in Virology. It is used to get a virus symptom of level1 and 2. It is also a primary ingredient for all other Virology-related chemicals. Also boosts the speed at which a virus advances to the next stage by 10 times while in one's bloodstream. (Results in 15 units instead of 10)
|-
|-
!style='background-color:#FFEE88;'|{{anchor|Virus Rations}} Virus Rations<span style="color:#D18AA5;background-color:white">▮</span>
! style="background-color:#FFEE88;" |{{anchor|Mutagenic Agar}} Mutagenic Agar<span style="color:#A3C00F;background-color:white">▮</span>
|1 part [[#Virus Food|Virus food]]<br>1 part [[#Synaptizine|Synaptizine]]
|{{RecursiveChem/Mutagenic Agar}}
|Depleted virus food. Used to get a [[Infections|virus]] symptom of level 1. (Results in 1 unit instead of 2)
|Extremely similar to Unstable Mutagen. Only useful to Virology. It is used to get a virus symptom of level 3 only. (Results in 1 unit instead of 2)  
|-
|-
!style='background-color:#FFEE88;'|{{anchor|Virus Food}} Virus Food<span style="color:#899613;background-color:white">▮</span>
! style="background-color:#FFEE88;" |{{anchor|Sucrose Agar}} Sucrose Agar<span style="color:#41B0C0;background-color:white">▮</span>
|5 parts Water<br>5 parts Milk
|{{RecursiveChem/Sucrose Agar}}
|Allows viruses and bacteria to quickly grow. Used to get a [[Infections|virus]] symptom of level 1 or 2. The [[Virologist|virologist]] has a dispenser with this on a wall in the lab. (Results in 15 units instead of 10)
|Extremely similar to Mutagenic agar. Only useful to Virology. It is used to get a virus symptom of level 4 only.
|-
|-
!style='background-color:#FFEE88;'|{{anchor|Mutagenic Agar}} Mutagenic Agar<span style="color:#A3C00F;background-color:white">▮</span>
! style="background-color:#FFEE88;" |{{anchor|Virus Plasma}} Virus Plasma<span style="color:#A69DA9;background-color:white">▮</span>
|1 part [[#Unstable Mutagen|Unstable Mutagen]]<br>1 part [[#Virus Food|Virus food]]
|{{RecursiveChem/Virus Plasma}}
|Extremely similar to [[#Unstable Mutagen|Unstable Mutagen]]. Used to get a [[Infections|virus]] symptom of level 3. (Results in 1 unit instead of 2)
|Extremely similar to Plasma. Only useful to Virology. It is used to get a virus symptom of level 6 only. (Results in 1 unit instead of 2)
|-
|-
!style='background-color:#FFEE88;'|{{anchor|Sucrose Agar}} Sucrose Agar<span style="color:#41B0C0;background-color:white">▮</span>
! style="background-color:#FFEE88;" |{{anchor|Weakened Virus Plasma}} Weakened Virus Plasma<span style="color:#CEC3C6;background-color:white">▮</span>
|1 part [[#Mutagenic Agar|Mutagenic agar]]<br>1 part Sugar
|{{RecursiveChem/Weakened Virus Plasma}}
|Extremely similar to Mutagenic Agar. Used to get a [[Infections|virus]] symptom of level 4.
|Weakened variety of virus plasma. Only useful to Virology. It is used to get a virus symptom of level 5 only.  
|-
|-
!style='background-color:#FFEE88;'|{{anchor|Weakened Virus Plasma}} Weakened Virus Plasma<span style="color:#CEC3C6;background-color:white">▮</span>
! style="background-color:#FFEE88;" |{{anchor|Virus Rations}} Virus Rations<span style="color:#D18AA5;background-color:white">▮</span>
|1 part [[#Virus Plasma|Virus plasma]]<br>1 part [[#Synaptizine|Synaptizine]]
|{{RecursiveChem/Virus Rations}}
|Weakened variety of virus plasma. Used to get a [[Infections|virus]] symptom of level 5.
|Depleted virus food. Only useful to Virology. It is used to get a virus symptom of level 1 only. (Results in 1 unit instead of 2)
|-
|-
!style='background-color:#FFEE88;'|{{anchor|Virus Plasma}} Virus Plasma<span style="color:#A69DA9;background-color:white">▮</span>
! style="background-color:#FFEE88;" |{{anchor|Decaying Uranium Gel}} Decaying Uranium Gel<span style="color:#D18AA5;background-color:white">▮</span>
|1 part [[#Virus Food|Virus food]]<br>1 part [[Plasma]]
|{{RecursiveChem/Decaying Uranium Gel}}
|Extremely similar to Plasma. Used to get a [[Infections|virus]] symptom of level 6. (Results in 1 unit instead of 2)
|Powerful viral mutagen. Only useful to Virology. It is used to get a virus symptom of level 6 or 7. (Results in 1 unit instead of 2)  
|-
|-
!style='background-color:#FFEE88;'|{{anchor|Decaying Uranium Gel}} Decaying Uranium Gel<span style="color:#D18AA5;background-color:white">▮</span>
! style="background-color:#FFEE88;" |{{anchor|Unstable Uranium Gel}} Unstable Uranium Gel<span style="color:#D18AA5;background-color:white">▮</span>
|1 part [[#Virus Food|Virus food]]<br>1 part Uranium
|{{RecursiveChem/Unstable Uranium Gel}}
|Powerful viral mutagen. Used to get a [[Infections|virus]] symptom of level 6 or 7. (Results in 1 unit instead of 2)
|Powerful viral mutagen. Only useful to Virology. It is used to get a virus symptom of level 7. (Results in 1 unit instead of 6)  
|-
|-
!style='background-color:#FFEE88;'|{{anchor|Unstable Uranium Gel}} Unstable Uranium Gel<span style="color:#D18AA5;background-color:white">▮</span>
! style="background-color:#FFEE88;" |{{anchor|Stable Uranium Gel}} Stable Uranium Gel<span style="color:#D18AA5;background-color:white">▮</span>
|1 part [[#Virus Plasma|Virus Plasma]]<br>5 parts Uranium
|{{RecursiveChem/Stable Uranium Gel}}
|Powerful viral mutagen. Used to get a [[Infections|virus]] symptom of level 7. (Results in 1 unit instead of 6)
|Powerful viral mutagen. Only useful to Virology. It is used to get a virus symptom of level 8. (Results in 1 unit instead of 21)
|-
|-
!style='background-color:#FFEE88;'|{{anchor|Stable Uranium Gel}} Stable Uranium Gel<span style="color:#D18AA5;background-color:white">▮</span>
! style="background-color:#FFEE88;" |{{anchor|Anomalous Virus Food}} Anomalous Virus Food<span style="color:#D18AA5;background-color:white">▮</span>
|1 part Plasma<br>10 parts Uranium<br>10 parts Silver OR Gold
|{{RecursiveChem/Anomalous Virus Food}}
|Powerful viral mutagen. Used to get a [[Infections|virus]] symptom of level 8. (Results in 1 unit instead of 21)
|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===
===Mutation Toxins===
Obtainable through xenobiology, these chemicals transform humaniods in other humanoid [[Guide_to_races|races]]. It only takes 1u to start the transformation.
Obtainable through xenobiology, these chemicals transform humaniods in other humanoid [[Guide_to_races|races]].
 
{| class="wikitable sortable" style="width:100%; text-align:left; border: 3px solid #FFDD66; cellspacing=0; cellpadding=2; background-color:white;"
{| class="wikitable sortable" style="width:100%; text-align:left; border: 3px solid #FFDD66; cellspacing=0; cellpadding=2; background-color:white;"
! scope="col" style='width:150px; background-color:#FFDD66;'|Name
! scope="col" style="width:150px; background-color:#FFDD66;" |Name
! scope="col" class="unsortable" style='width:150px; background-color:#FFDD66;'|Formula
! scope="col" class="unsortable" style="width:150px; background-color:#FFDD66;" |Formula
! scope="col" class="unsortable" style='background-color:#FFDD66;'|Description
! scope="col" class="unsortable" style="background-color:#FFDD66;" | Description
|-
|-
!style='background-color:#FFEE88;'|{{anchor|Slime Mutation Toxin}} Slime Mutation Toxin<span style="color:#13BC5E;background-color:white">▮</span>
! style="background-color:#FFEE88;" |{{anchor|Imperfect Mutation Toxin}} Imperfect Mutation Toxin<span style="color:#13BC5E;background-color:white">▮</span>
|Use Plasma on a green slime
|{{RecursiveChem/Mutation Toxin}}
|Mutagenic chemical that transforms into a [[Slimepeople|slimeperson]].
|Mutagenic chemical that transforms into a [[Slimepeople|slimeperson]].
|-
|-
!style='background-color:#FFEE88;'|{{anchor|Unstable Mutation Toxin}} Lizard Mutation Toxin<span style="color:#5EFF3B;background-color:white">▮</span>
! style="background-color:#FFEE88;" |{{anchor|Unstable Mutation Toxin}} Unstable Mutation Toxin<span style="color:#5EFF3B;background-color:white">▮</span>
|Use Radium on a green slime
|{{RecursiveChem/Unstable Mutation Toxin}}
|Transforms into a [[Guide_to_races#Lizardpeople|lizardperson]].
|Mutagenic chemical that transforms into a random, safe race.
|-
|-
!style='background-color:#FFEE88;'|{{anchor|Stable Mutation Toxin}} Stable Mutation Toxin<span style="color:#5EFF3B;background-color:white">▮</span>
! style="background-color:#FFEE88;" |{{anchor|Stable Mutation Toxin}} Stable Mutation Toxin<span style="color:#5EFF3B;background-color:white">▮</span>
|Use Blood on a green slime
|{{RecursiveChem/Stable Mutation Toxin}}
|That transforms into a [[Guide_to_races#Human|human]].
|Mutagenic chemical that transforms into a [[Guide_to_races#Human|human]].
|-
|-
!style='background-color:#FFEE88;'|{{anchor|Advanced Mutation Toxin}} Advanced Mutation Toxin<span style="color:#13BC5E;background-color:white">▮</span>
! style="background-color:#FFEE88;" |{{anchor|Mulligan Toxin}}Mulligan Toxin<span style="color:#5EFF3B;background-color:white">▮</span>
|Use Plasma on a black slime
|{{RecursiveChem/Mulligan Toxin}}
|Slowly morphs the victim into a [[slime]]. The transformation can be stopped with [[#Frost Oil|Frost Oil]].
|Changes identity by randomizing the subject's appearance.
|-
! style="background-color:#FFEE88;" |{{anchor|Lizard Mutation Toxin}} Lizard Mutation Toxin<span style="color:#5EFF3B;background-color:white">▮</span>
|{{RecursiveChem/Lizard Mutation Toxin}}
|Mutagenic chemical that transforms into a [[Guide_to_races#Lizardpeople|lizardperson]].
|-
! style="background-color:#FFEE88;" |{{anchor|Felinid Mutation Toxin}} Felinid Mutation Toxin<span style="color:#5EFF3B;background-color:white">▮</span>
|{{RecursiveChem/Felinid Mutation Toxin}}
|Mutagenic chemical that transforms into a [[Guide_to_races#Felinids|felinid]].
|-
! style="background-color:#FFEE88;" |{{anchor|Moth Mutation Toxin}} Moth Mutation Toxin<span style="color:#5EFF3B;background-color:white">▮</span>
|{{RecursiveChem/Moth Mutation Toxin}}
|Mutagenic chemical that transforms into a [[Guide_to_races#Mothpeople|moth]].
|-
! style="background-color:#FFEE88;" |{{anchor|Fly Mutation Toxin}} Fly Mutation Toxin<span style="color:#5EFF3B;background-color:white">▮</span>
|{{RecursiveChem/Fly Mutation Toxin}}
|Mutagenic chemical that transforms into a [[Guide_to_races#Flypeople|flyperson]].
|-
! style="background-color:#FFEE88;" |{{anchor|Pod Mutation Toxin}} Pod Mutation Toxin<span style="color:#5EFF3B;background-color:white">▮</span>
|{{RecursiveChem/Pod Mutation Toxin}}
|Mutagenic chemical that transforms into a [[Guide_to_races#Podpeople|podperson]].
|-
! style="background-color:#FFEE88;" |{{anchor|Golem Mutation Toxin}} Golem Mutation Toxin<span style="color:#5EFF3B;background-color:white">▮</span>
|{{RecursiveChem/Golem Mutation Toxin}}
|Mutagenic chemical that transforms into a [[Guide_to_races#Golems|golem]].
|-
! style="background-color:#FFEE88;" |{{anchor|Abductor Mutation Toxin}} Abductor Mutation Toxin<span style="color:#5EFF3B;background-color:white">▮</span>
|{{RecursiveChem/Abductor Mutation Toxin}}
|Mutagenic chemical that transforms into an [[Guide_to_races#Abductors|abductor]].
|-
! style="background-color:#FFEE88;" |{{anchor|Oozeling Mutation Toxin}} Oozeling Mutation Toxin<span style="color:#5EFF3B;background-color:white">▮</span>
|{{RecursiveChem/Oozeling Mutation Toxin}}
|Mutagenic chemical that transforms into an [[Guide to races#Oozeling|Oozeling]]
|-
! style="background-color:#FFEE88;" |{{anchor|Advanced Mutation Toxin}} Advanced Mutation Toxin<span style="color:#13BC5E;background-color:white">▮</span>
|{{RecursiveChem/Advanced Mutation Toxin}}
|Mutagenic chemical that slowly morphs the victim into a [[slime]].
|-
! style="background-color:#FFEE88;" |{{anchor|Skeleton Mutation Toxin}} Skeleton Mutation Toxin<span style="color:#5EFF3B;background-color:white">▮</span>
|{{RecursiveChem/Skeleton Mutation Toxin}}
|Mutagenic chemical that transforms into a [[Guide_to_races#Skeletons|skeleton]].
|-
! style="background-color:#FFEE88;" |{{anchor|Zombie Mutation Toxin}} Zombie Mutation Toxin<span style="color:#5EFF3B;background-color:white">▮</span>
|{{RecursiveChem/Zombie Mutation Toxin}}
|Mutagenic chemical that transforms into a non-infectious and completely fake Zombie.
|-
! style="background-color:#FFEE88;" |{{anchor|Ash Mutation Toxin}} Ash Mutation Toxin<span style="color:#5EFF3B;background-color:white">▮</span>
|{{RecursiveChem/Ash Mutation Toxin}}
|Mutagenic chemical that transforms into an Ash Walker.
|-
! style="background-color:#FFEE88;" |{{anchor|Shadow Mutation Toxin}} Shadow Mutation Toxin<span style="color:#5EFF3B;background-color:white">▮</span>
|{{RecursiveChem/Shadow Mutation Toxin}}
|Mutagenic chemical that transforms into a [[Guide_to_races#Shadowpeople|shadowperson]].
|-
! style="background-color:#FFEE88;" |{{anchor|Plasma Mutation Toxin}} Plasma Mutation Toxin<span style="color:#5EFF3B;background-color:white">▮</span>
|{{RecursiveChem/Plasma Mutation Toxin}}
|Mutagenic chemical that transforms into a [[Guide_to_races#Plasmaman|plasmaman]].
|}
|}


== Toxins{{anchor|Toxins}} ==
==Toxins==
The deadliest of deadly chemicals. You can get a bunch of these through the traitor uplink, but if you don't wanna waste telecrystals you can mix it. The human liver will quickly purge toxins under 3u from its system.
The deadliest of deadly chemicals. You can get a bunch of these through the traitor uplink, but if you don't wanna waste telecrystals you can mix it.
 
{| class="wikitable sortable" style="width:100%; text-align:left; border: 3px solid #FFDD66; cellspacing=0; cellpadding=2; background-color:white;"
{| class="wikitable sortable" style="width:100%; text-align:left; border: 3px solid #FFDD66; cellspacing=0; cellpadding=2; background-color:white;"
! scope="col" style='width:150px; background-color:#FFDD66;'|Name
! scope="col" style="width:150px; background-color:#FFDD66;" | Name  
! scope="col" class="unsortable" style='width:150px; background-color:#FFDD66;'|Recipe  
! scope="col" class="unsortable" style="width:150px; background-color:#FFDD66;" |Recipe
! scope="col" style='background-color:#FFDD66;'|Damage dealt
! scope="col" style="background-color:#FFDD66;" |Damage dealt
! scope="col" class="unsortable" style='background-color:#FFDD66;'|Description
! scope="col" class="unsortable" style="background-color:#FFDD66;" |Description
! scope="col" class="unsortable" style='background-color:#FFDD66;'|Metabolism Rate
! scope="col" class="unsortable" style="background-color:#FFDD66;" |Metabolism Rate
! scope="col" style='background-color:#FFDD66;'|Overdose Threshold
|-
|-
!style='background-color:#FFEE88;'|{{anchor|Toxin}}Toxin<span style="color:#CF3600;background-color:white">▮</span>
! style="background-color:#FFEE88;" |{{anchor|Toxin}}Toxin<span style="color:#CF3600;background-color:white">▮</span>
|Medbay Vendors, Emagged Chem Dispenser
|Medbay Vendors, Emagged Chem Dispenser
|Toxin
|Toxin
|Will deal 1.5 toxin damage per tick.
|Will deal {{dmgs|e|toxin}} damage over time.
|0.4 units per tick
|0.4 units per tick
|N/A
|-
|-
!style='background-color:#FFEE88;'|{{anchor|Bad Food}}Bad Food<span style="color:#D6D6D8;background-color:white">▮</span>
! style="background-color:#FFEE88;" |{{anchor|Food Poisoning}}Bad Food<span style="color:#D6D6D8;background-color:white">▮</span>
|From eating poorly made food
|From eating poorly made food
|Toxin
|Toxin
|Will deal 0.5 toxin damage per tick.
|Will deal a minor amount of {{dmgs|e|toxin}} damage.
|0.1 units per tick
|0.1 units per tick
|N/A
|-
|-
!style='background-color:#FFEE88;'|{{anchor|Chloral Hydrate}}Chloral Hydrate<span style="color:#000067;background-color:white">▮</span>
! style="background-color:#FFEE88;" |{{anchor|Chloral Hydrate}}Chloral Hydrate<span style="color:#000067;background-color:white">▮</span>
|3 parts Chlorine<br>1 part Ethanol<br>1 part Water
|{{RecursiveChem/Chloral Hydrate}}
|Stun, Toxin
|Stun, Toxin
|A powerful sedative which first [[Status_Effects#Confusion|confuses]] and makes you [[Status_Effects#Drowsiness|drowsy]], and then after 10 cycles puts the victim to sleep. After 51 total cycles, it starts dealing ever increasing toxin damage, until death. (Results in 1 unit instead of 5)
|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
| 0.6 units per tick
|N/A
|-
|-
!style='background-color:#FFEE88;'|{{anchor|Mindbreaker Toxin}}Mindbreaker Toxin<span style="color:#B31008;background-color:white">▮</span>
! style="background-color:#FFEE88;" |{{anchor|Mindbreaker Toxin}}Mindbreaker Toxin<span style="color:#B31008;background-color:white">▮</span>
|1 part [[#Charcoal|Charcoal]]<br>1 part Hydrogen<br>1 part Silicon
|{{RecursiveChem/Mindbreaker Toxin}}
|Hallucinations
|Very Mild 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".<br> For people with the Reality Dissociation Syndrome trait, this will instead suppress hallucinations. (Results in 5 units instead of 3)
| Popular legend about this drug lead CentCom to space-alter its effects, which now only creates simple hallucinations like reporting you as "dead". Space drugs, far simpler to create, have taken its place. Can to treat Reality Dissociation Syndrome. Results in 5 units instead of 3.
|0.4 units per tick
|0.4 units per tick
|N/A
|-
|-
!style='background-color:#FFEE88;'|{{anchor|Impedrezene}}Impedrezene<span style="color:#C8A5DC;background-color:white">▮</span>
! style="background-color:#FFEE88;" |{{anchor|Impedrezene}}Impedrezene<span style="color:#C8A5DC;background-color:white">▮</span>
|1 part Mercury<br>1 part Oxygen<br>1 part Sugar
|{{RecursiveChem/Impedrezene}}
|Brain
| Brain
|A narcotic that impedes one's ability by slowing down the higher brain cell functions. 80% chance per tick to cause 2 brain damage and 50% to cause drowsiness. (Results in 2 units instead of 3)
|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
|0.4 units per tick
|N/A
|-
|-
!style='background-color:#FFEE88;'|{{anchor|Mute Toxin}}Mute Toxin<span style="color:#F0F8FF;background-color:white">▮</span>
! style="background-color:#FFEE88;" |{{anchor|Mute Toxin}}Mute Toxin<span style="color:#F0F8FF;background-color:white">▮</span>
|2 parts Uranium<br>1 part Water<br>1 part Carbon
|{{RecursiveChem/Mute Toxin}}
|Speech
|Speech
|Makes the subject unable to speak for some time. (Results in 2 units instead of 4)
|Makes the subject unable to speak for some time.
|0.4 units per tick
|0.4 units per tick
|N/A
|-
|-
!style='background-color:#FFEE88;'|{{anchor|Mime's Bane}}Mime's Bane<span style="color:#F0F8FF;background-color:white">▮</span>
! style="background-color:#FFEE88;" |{{anchor|Mime's Bane}}Mime's Bane<span style="color:#F0F8FF;background-color:white">▮</span>
|1 part [[#Mute Toxin|Mute Toxin]]<br>1 part [[Guide to food and drinks#Nothing|Nothing]]<br>1 part Radium
|{{RecursiveChem/Mime's Bane}}
|Gestures
| Gestures
|Makes the subject unable to gesticulate.
|A nonlethal neurotoxin that interferes with the victim's ability to gesture
|0.4 units per tick
|0.4 units per tick
|N/A
|-
|-
!style='background-color:#FFEE88;'|{{anchor|Bone Hurting Juice}}Bone Hurting Juice<span style="color:#F0F8FF;background-color:white">▮</span>
! style="background-color:#FFEE88;" |{{anchor|Lexorin}}Lexorin<span style="color:#7DC3A0;background-color:white">▮</span>
|3 parts [[#Itching_Powder|Itching Powder]]<br>1 part [[#Unstable Mutagen|Unstable Mutagen]]<br>1 part [[Guide_to_food_and_drinks#Milk|Milk]]
|{{RecursiveChem/Lexorin}}
|Stamina Damage and Delimbing Skeletons
|Does 15 stamina damage per tick. On overdose, it has a 4% chance of causing a spike of 200 stamina damage to a random limb, temporarily disabling it. If you're a [[Guide_to_races#Skeletons|skeleton]] or a [[Guide_to_races#Plasmaman|plasmaman]], it will deal 15 stamina and 0.5 brute damage per tick, and overdosing can cause a spike of 200 brute damage to a random limb, instead of stamina.
|0.4 units per tick
|50 Units
|-
!style='background-color:#FFEE88;'|{{anchor|Mulligan Toxin}}Mulligan Toxin<span style="color:#5EFF3B;background-color:white">▮</span>
|1 part [[#Slime Mutation Toxin|Slime Mutation Toxin]]<br>1 Part [[#Unstable Mutagen|Unstable Mutagen]]<br>Found in the [[Syndicate Items|Traitor Uplink]].
|Identity
|Randomizes the subject's appearance.
|Infinite
|N/A
|-
!style='background-color:#FFEE88;'|{{anchor|Lexorin}}Lexorin<span style="color:#7DC3A0;background-color:white">▮</span>
|1 part [[Plasma]]<br>1 part Hydrogen<br>1 part Oxygen
|Suffocation
|Suffocation
|Temporarily stops respiration and causes 5 oxyloss damage per tick. Even small doses are fatal, and will cause people to pass out quickly.
|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
|0.4 units per tick  
|N/A
|-
|-
!style='background-color:#FFEE88;'|{{anchor|Initropidril}}Initropidril<span style="color:#7F10C0;background-color:white">▮</span>
! style="background-color:#FFEE88;" |{{anchor|Initropidril}}Initropidril<span style="color:#7F10C0;background-color:white">▮</span>
|[[Syndicate_Items#Poison_Kit|Poison Kit]], [[Syndicate_Items#Biohazardous_Chemical_Sprayer|Bioterror Spray]]
|Traitor Uplink
|Cardiac Arrest
|Cardiac Arrest
|Each cycle deals 2.5 toxin damage, with 25% chance to cause one of the following: 6 second stun, 5-25 oxyloss damage, or cardiac arrest. Combat the latter with electric shocks from grilles and doors in a pinch, or a defib if available.
|Deals heavy {{dmgs|e|toxin}} damage over time, and a 25% chance to do one of the following: stun, cause loss of breath and oxygen damage, or cause your heart to stop. Combat the latter with electric shocks from grilles and doors in a pinch, or a defib for a more reliable method.
|0.2 units per tick
|0.2 units per tick
|N/A
|-
|-
!style='background-color:#FFEE88;'|{{anchor|Tirizene}}Tirizene<span style="color:#6E2828;background-color:white">▮</span>
! style="background-color:#FFEE88;" |{{anchor|Tirizene}}Tirizene<span style="color:#6E2828;background-color:white">▮</span>
|Traitor Sleepypen, Emagged Soda Dispenser/Borg Hypo, Poison/Death Berries
|Traitor Sleepypen, Emagged Soda Dispenser, [[Guide_to_botany#Deathberry|Death Berry]], [[Guide_to_botany#Poison-berry|Poison-Berry]]
|Stamina Damage
|Stamina Damage  
|Deals 13 stamina damage per tick, which constantly lowers. Usually harmless.  
|Deals stamina damage over time, slowing down and causing collapse in large doses, but otherwise harmless.
|0.4 units per tick
|0.4 units per tick
|N/A
|-
|-
!style='background-color:#FFEE88;'|{{anchor|Tiring Solution}}Tiring Solution<span style="color:#6E2828;background-color:white">▮</span>
! style="background-color:#FFEE88;" |{{anchor|Tiring Solution}}Tiring Solution<span style="color:#6E2828;background-color:white">▮</span>
|Peacekeeper Cyborgs
|Peacekeeper Cyborgs
|Stamina Damage
|Stamina Damage
|Deals 10 stamina damage per tick, slowing you down. Won't go higher than 50 stamina damage.
|Deals stamina damage over time, slowing down. Won't go higher than 50 stamina damage.
|0.6 units per tick
|0.6 units per tick
|N/A
|-
|-
!style='background-color:#FFEE88;'|{{anchor|Polonium}}Polonium<span style="color:#787878;background-color:white">▮</span>
! style="background-color:#FFEE88;" |{{anchor|Polonium}}Polonium<span style="color:#787878;background-color:white">▮</span>
|[[Syndicate_Items#Poison_Kit|Poison Kit]], [[Syndicate_Items#Biohazardous_Chemical_Sprayer|Bioterror Spray]]
|Traitor Uplink
|Radiation  
|Radiation
|Cause significant Radiation damage over time. It's metabolized very slowly.
|Cause significant Radiation damage over time. It's metabolized very slowly.
|0.05 units per tick
|0.1 units per tick
|N/A
|-
|-
!style='background-color:#FFEE88;'|{{anchor|Pancuronium}}Pancuronium<span style="color:#195096;background-color:white">▮</span>
! style="background-color:#FFEE88;" |{{anchor|Pancuronium}}Pancuronium<span style="color:#195096;background-color:white">▮</span>
|[[Syndicate_Items#Poison_Kit|Poison Kit]], Emagged [[Medibot]]
|Traitor Uplink
|Stun and Suffocation
|Paralysis and Suffocation
|After 10 cycles stuns you with no warning. Randomly causes loss of breath, which can choke you to death.  
|Paralyses you after 10 seconds, with a 20% chance to cause 4 seconds of loss of breath.  
|0.1 units per tick
|0.1 units per tick
|N/A
|-
|-
!style='background-color:#FFEE88;'|{{anchor|Sodium Thiopental}}Sodium Thiopental<span style="color:#6496FA;background-color:white">▮</span>
! style="background-color:#FFEE88;" |{{anchor|Sodium Thiopental}}Sodium Thiopental<span style="color:#6496FA;background-color:white">▮</span>
|Emagged Borg Hypo, [[Syndicate_Items#Poison_Kit|Poison Kit]], [[Syndicate_Items#Biohazardous_Chemical_Sprayer|Bioterror Spray]]/Syringe/Dart, Emagged [[Medibot]]
|Traitor Uplink
|Knockout and Stamina
|Knockout and Stamina
|Knocks you out after 10 cycles, and deals 10 stamina damage per tick. Similar to [[#Chloral Hydrate|Chloral Hydrate]] but longer lasting and can't kill you.
|Knocks you out after 11 seconds, and destroys your stamina.
|0.3 units per tick
|0.3 units per tick
|N/A
|-
|-
!style='background-color:#FFEE88;'|{{anchor|Sulfonal}}Sulfonal<span style="color:#7DC3A0;background-color:white">▮</span>
! style="background-color:#FFEE88;" |{{anchor|Sulfonal}}Sulfonal<span style="color:#7DC3A0;background-color:white">▮</span>
|1 part [[#Acetone|Acetone]]<br>1 part [[#Diethylamine|Diethylamine]]<br>1 part Sulfur
|{{RecursiveChem/Sulfonal}}
|Knockout and Toxin
|Knockout and Toxin
|0.5 toxin damage every cycle and knocks you out after 22 cycles. Metabolized very slowly.
|{{dmgs|e|1 toxin}} damage every 2 cycles, knocks you out after 22 cycles. Metabolized very slowly: two units are enough to trigger the knockout.
|0.05 units per tick
|0.05 units per tick
|N/A
|-
|-
!style='background-color:#FFEE88;'|{{anchor|Amanitin}}Amanitin<span style="color:#FFFFFF;background-color:white">▮</span>
! style="background-color:#FFEE88;" |{{anchor|Amanitin}}Amanitin<span style="color:#FFFFFF;background-color:white">▮</span>
|[[Guide_to_hydroponics#Plant_reference_chart|Destroying Angel]]
|Traitor Uplink
|Delayed Toxin Damage  
|Delayed Toxin Damage
|On the last second it is in you, it hits you with a large stack of toxin damage based on how long it was in your system. Larger doses means a longer waiting period but more damage. Deals 3 toxin damage per cycle it was in you.  
|On the last second it is in you, it hits you with a large stack of {{dmgs|e|toxin}} damage based on how long it was in your system. Larger doses means a longer waiting period but more damage.
|0.2 units per tick
|0.2 units per tick
|N/A
|-
!style='background-color:#FFEE88;'|{{anchor|Amatoxin}}Amatoxin<span style="color:#FFFFFF;background-color:white">▮</span>
|[[Guide_to_hydroponics#Plant_reference_chart|Fly Amanita]]
|Toxin Damage
|Deals 2.5 toxin damage per tick.
|0.4 units per tick
|N/A
|-
|-
!style='background-color:#FFEE88;'|{{anchor|Unstable Mutagen}}Unstable Mutagen<span style="color:#00FF00;background-color:white">▮</span>
! style="background-color:#FFEE88;" |{{anchor|Lipolicide}}Lipolicide<span style="color:#F0FFF0;background-color:white">▮</span>
|1 part Chlorine<br>1 part Phosphorus<br>1 part Radium
|{{RecursiveChem/Lipolicide}}
|Mutations
|Causes mutations when injected into/consumed by living people or plants. In people the mutation happens instantly the moment you take the chem, and not from metabolization. The chance for a bad mutation is 98%, and good mutation 2%. Causes radiation. High doses are lethal to your [[Surgery##Organ_Manipulation|liver]].  Also useful for [[Infections|Virology]]. The [[Botanist|botanist]] wants this in liquid form.
|0.4 units per tick
|N/A
|-
!style='background-color:#FFEE88;'|{{anchor|Lipolicide}}Lipolicide<span style="color:#F0FFF0;background-color:white">▮</span>
|1 part [[#Ephedrine|Ephedrine]]<br>1 part [[#Diethylamine|Diethylamine]]<br>1 part Mercury
|Weight Loss
|Weight Loss
|Drains nutrition. Useful for weight loss. Will deal toxin damage if you are starving.  
|Drains nutrition and deals minor {{dmgs|e|toxin}} damage, will deal more {{dmgs|e|toxin}} damage if you are starving. Useful if you are fat or obese.
|0.2 units per tick
|0.2 units per tick
|N/A
|-
|-
!style='background-color:#FFEE88;'|{{anchor|Coniine}}Coniine<span style="color:#7DC3A0;background-color:white">▮</span>
! style="background-color:#FFEE88;" |{{anchor|Coniine}}Coniine<span style="color:#7DC3A0;background-color:white">▮</span>
|Death Berries, [[Syndicate_Items#Biohazardous_Chemical_Sprayer|Bioterror Spray]]/Syringe
|Traitor Uplink
|Toxin and breath loss
|Toxin and breath loss
|1.75 toxin damage and 5 seconds of loss of breath per tick. EXTREMELY slow metabolization, but fast acting. Comparable to [[#Lexorin|Lexorin]].
|{{dmgs|e|1.75 toxin}} damage and 5 seconds of loss of breath per tick. EXTREMELY slow metabolization.  
|0.024 units per tick
|0.024 units per tick
|N/A
|-
|-
!style='background-color:#FFEE88;'|{{anchor|Curare}}Curare<span style="color:#191919;background-color:white">▮</span>
! style="background-color:#FFEE88;" |{{anchor|Curare}}Curare<span style="color:#191919;background-color:white">▮</span>
|[[Syndicate_Items#Poison_Kit|Poison Kit]]
|Traitor Uplink
|Paralyzation, Oxygen, and Toxin
|Knockout, Oxygen, and Toxin
|Paralyzes you after 11 cycles, while dealing 1 oxyloss and 1 toxic damage. Metabolizes slowly; very lethal.
|Does {{dmgs|e|1 toxin}} and {{dmgs|r|1 suffocation}} damage every second, and knocks you out after 11 seconds. Metabolizes slowly.
|0.05 units per tick
|0.05 units per tick
|N/A
|-
|-
!style='background-color:#FFEE88;'|{{anchor|Histamine}}Histamine<span style="color:#FA6464;background-color:white">▮</span>
! style="background-color:#FFEE88;" |{{anchor|Histamine}}Histamine<span style="color:#FA6464;background-color:white">▮</span>
|[[Guide_to_hydroponics#Plant_reference_chart|Omega Weed]], [[Syndicate_Items#Poison_Kit|Poison Kit]], [[#Formaldehyde|Formaldehyde]], [[#Venom|Venom]], [[#Itching Powder|Itching Powder]]
|Traitor Uplink
|Brute, toxin, oxyloss and eyesight
|Brute, toxin, oxyloss and eyesight
|Has a small chance each tick to cause 2 Brute damage or blur vision. If overdosed it will also deal 2 Brute, Toxin and Oxyloss damage each tick.
|Has a chance each tick to cause small amounts of {{dmgs|q|brute}} damage or blur vision.<br>If overdosed (30 units) it will also deal a significant amount of {{dmgs|qer|brute|toxin|suffocation}} damage each tick.
|0.1 units per tick
|0.1 units per tick
|30 Units
|-
|-
!style='background-color:#FFEE88;'|{{anchor|Formaldehyde}}Formaldehyde<span style="color:#B4004B;background-color:white">▮</span>
! style="background-color:#FFEE88;" |{{anchor|Formaldehyde}}Formaldehyde<span style="color:#B4004B;background-color:white">▮</span>
|1 part Ethanol<br>1 part Oxygen<br>1 part Silver<br>Temperature 420K
|{{RecursiveChem/Formaldehyde}}
|Toxin
|Toxin
|Causes a 1 Toxin damage per tick. Has a 5% chance to turn into 5 to 15 units of [[#Histamine|Histamine]].
|Causes a moderate amount of {{dmgs|e|toxin}} damage over time. Has a chance to turn into 5 to 15 units of Histamine. Preserves corpses from organ decay.
|0.2 units per tick
|0.2 units per tick
|N/A
|-
|-
!style='background-color:#FFEE88;'|{{anchor|Venom}}Venom<span style="color:#F0FFF0;background-color:white">▮</span>
! style="background-color:#FFEE88;" |{{anchor|Venom}}Venom<span style="color:#F0FFF0;background-color:white">▮</span>
|[[Syndicate_Items#Poison_Kit|Poison Kit]], [[Syndicate_Items#Biohazardous_Chemical_Sprayer|Bioterror Spray]], [[Critters#Giant_Spider|Giant Spider]] bites
|Traitor Uplink
|Brute, toxin
|Brute, toxin
|Each cycle will deal 0.2 Toxin and 0.3 Brute damage ''per volume of venom'' in the body. Has a 15% chance to turn into 5 to 10 units of [[#Histamine|Histamine]].
|Will deal {{dmgs|qe|brute|toxin}} damage over time based on how much venom is in the body. Has a chance to turn into 5 to 10 units of Histamine.
|0.1 units per tick
|0.1 units per tick
|N/A
|-
|-
!style='background-color:#FFEE88;'|{{anchor|Fentanyl}}Fentanyl<span style="color:#64916E;background-color:white">▮</span>
! style="background-color:#FFEE88;" |{{anchor|Fentanyl}}Fentanyl<span style="color:#64916E;background-color:white">▮</span>
|1 part [[#Space Drugs|Space Drugs]]<br>Temperature 674K
|{{RecursiveChem/Fentanyl}}
|Toxin, brain
|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.
|Will deal {{dmgs|e|1 toxin}} and 3 brain damage, up to 60 points of {{dmgs|e|toxin}} damage and 150 points of brain damage (brains have 200 points of health). If the drug is not removed before 18 cycles it will knock the user unconscious.
|0.2 units per tick
|0.2 units per tick
|N/A
|-
|-
!style='background-color:#FFEE88;'|{{anchor|Cyanide}}Cyanide<span style="color:#00B4FF;background-color:white">▮</span>
! style="background-color:#FFEE88;" |{{anchor|Cyanide}}Cyanide<span style="color:#00B4FF;background-color:white">▮</span>
|1 part [[#Oil|Oil]]<br>1 part [[#Ammonia|Ammonia]]<br>1 part Oxygen<br>Temperature 380K
|{{RecursiveChem/Cyanide}}
|Toxin, oxyloss
|Toxin, oxyloss
|Deals random amounts of toxin damage while slowly suffocating or stunning its target. Metabolizes slowly.
|Causes headaches and sickness at first,followed by failure of cellular respiration leading to cardiac arrest, {{dmgs|r|suffocating}} its target.'''Often extremely lethal'''.
|0.05 units per tick
|0.05 units per tick
|N/A
|-
|-
!style='background-color:#FFEE88;'|{{anchor|Carpotoxin}}Carpotoxin<span style="color:#003333;background-color:white">▮</span>
! style="background-color:#FFEE88;" |{{anchor|Carpotoxin}}Carpotoxin<span style="color:#003333;background-color:white">▮</span>
|Space Carp, Koi Beans, Emagged Chem Dispenser
|Space Carp, Koi Beans, Emagged Chem Dispenser
|Toxin
| Toxin
|Deals 2 toxin damage per tick. No special effects, but can be used to make [[#Rezadone|Rezadone]] and [[Guide_to_food_and_drinks#Seafood|imitation carpmeat]].
|Deals constant {{dmgs|e|toxin}} damage over time.
|0.4 units per tick
|0.4 units per tick
|N/A
|-
|-
!style='background-color:#FFEE88;'|{{anchor|Zombie Powder}}Zombie Powder<span style="color:#669900;background-color:white">▮</span>
! style="background-color:#FFEE88;" |{{anchor|Zombie Powder}}Zombie Powder<span style="color:#669900;background-color:white">▮</span>
|5 parts [[#Morphine|Morphine]]<br>5 parts [[#Carpotoxin|Carpotoxin]]<br>5 parts Copper
|{{RecursiveChem/Zombie Powder}}
|Fake death, stun
|Stamina, Fake death
|Instantly[[Status_Effects#Unconscious|knocks people out]], and makes them appear dead to the most rudimentary of tests. Deals 0.5 suffocation and toxin damage per tick. (Results in 2 units instead of 15)
|Does nothing for the first 9 ticks it is metabolized, and then begins dealing rapidly increasing stamina damage. Triggers a fake death which lasts until fully metabolized when stamina damage exceeds 145. (Results in 2 units instead of 15)
|0.4 units per tick
|0.4 units per tick
|N/A
|-
|-
!style='background-color:#FFEE88;'|{{anchor|Ghoul Powder}}Ghoul Powder<span style="color:#669900;background-color:white">▮</span>
! style="background-color:#FFEE88;" |{{anchor|Ghoul Powder}}Ghoul Powder<span style="color:#669900;background-color:white">▮</span>
|1 part [[#Epinephrine|Epinephrine]]<br>1 part [[#Zombie Powder|Zombie Powder]]
|{{RecursiveChem/Ghoul Powder}}
|Fake death
|Fake "death"
|Slows metabolism to a death-like state, while keeping the patient fully aware and mobile. Deals 1 suffocation and 0.8 toxin damage per tick.  
| Same as Zombie Powder, but victim can move.
|0.4 units per tick
|0.4 units per tick  
|N/A
|-
|-
!style='background-color:#FFEE88;'|{{anchor|Itching Powder}}Itching Powder<span style="color:#C8C8C8;background-color:white">▮</span>
! style="background-color:#FFEE88;" |{{anchor|Itching Powder}}Itching Powder<span style="color:#C8C8C8;background-color:white">▮</span>
|1 part [[#Charcoal|Charcoal]]<br>1 part [[#Ammonia|Ammonia]]<br>1 part Welding Fuel
|{{RecursiveChem/Itching Powder}}
|Brute, annoyance
|Brute, annoyance
|Will cause annoying effects, as well as a chance that the subject will scratch themselves dealing 0.2 Brute damage. Unlike other chems, itching powder will enter your bloodstream from [[#Under the hood|touch]], such as from getting splashed with it. Has a 3% chance to transform into 1 to 3 units of [[#Histamine|Histamine]].
|Will cause annoying effects, as well as a chance that the subject will scratch themselves dealing slight amounts of {{dmgs|q|brute}} damage. Has a chance to transform into 1 to 3 units of histamine.
|0.2 units per tick
|0.16 units per tick
|N/A
|-
! style="background-color:#FFEE88;" |{{anchor|Bone Hurting Juice}}Bone Hurting Juice<span style="color:#AAAAAA77;background-color:white">▮</span>
|{{RecursiveChem/Bone Hurting Juice}}
|Stamina, Brute to Skeletons
|Does 7.5 stamina damage per tick. 50u overdose threshold. If overdosed, it has a 4% chance to cause 200 stamina damage to a random limb, temporarily disabling it. If you're a skeleton or a plasmaman, it will deal additional {{dmgs|q|0.5 brute}} damage per tick, and if overdosed has 4% chance to cause {{dmgs|q|200 brute}} damage to a random limb instead of stamina damage.
|0.4 units per tick
|-
|-
!style='background-color:#FFEE88;'|{{anchor|Mint Toxin}}Mint Toxin<span style="color:#CF3600;background-color:white">▮</span>
! style="background-color:#FFEE88;" |{{anchor|Mint Toxin}}Mint Toxin<span style="color:#CF3600;background-color:white">▮</span>
|Mints, Emagged Chem Dispenser, Mushroom Shavings (Lavaland)
|Grind the mint in the kitchen
|Conditional death
|Conditional death
|Instantly gibs fat people when ingested.
|Instantly gibs fat people when ingested.  
|0.4 units per tick
|0.4 units per tick
|N/A
|-
|-
!style='background-color:#FFEE88;'|{{anchor|Slime Jelly}}Slime Jelly<span style="color:#801E28;background-color:white">▮</span>
! style="background-color:#FFEE88;" |{{anchor|Slime Jelly}}Slime Jelly<span style="color:#801E28;background-color:white">▮</span>
|Grinding an unused slime extract
|Extracted from oozelings
|Toxin
|Toxin
|The base reagent for slime based chemicals. Grinding [[Formulas|slime extracts]] yields 20u slime jelly per use left. 40% chance to heal 5 Brute damage each tick, but also has a 10% chance to deal a burst of 20-60 toxin damage.
|Heals {{dmgs|q|brute}} damage over time, but randomly deals bursts of {{dmgs|e|1-10 toxin}} damage, functions as blood for oozeling races.
|0.4 units per tick
|0.4 units per tick
|N/A
|-
|-
!style='background-color:#FFEE88;'|{{anchor|Frost Oil}}Frost Oil<span style="color:#801E28;background-color:white">▮</span>
! style="background-color:#FFEE88;" |{{anchor|Liquid Electricity}}Liquid Electricity<span style="color:#97ee63;background-color:white">▮</span>
|[[Guide_to_xenobiology#Blue_Slime|Blue Slimes]] or from grinding [[Guide_to_hydroponics#Ice_Pepper|Ice Pepper]]
|{{RecursiveChem/Liquid Electricity}} <br> '''OR''' <br>  Ethereals <br> '''OR''' <br> High power energy bars
|Burn
|Toxin
|A special oil that noticably chills the body. Extracted from ice peppers or slimes. Will cool you faster the longer it has been in the body, up to maximum strength after 35 cycles. [[Changeling]] [[Changeling#Cryogenic_Sting|cryo sting]] injects this. Creates slippery ice tiles if spilled on floor for about 1 second per unit, depending on pressure and temperature. Spilling also reduces area temperature by 5K per unit. Hurts slimes and [[Guide_to_races#Jellypeople|slimepeople]].
|Has a 3% chance each tick to shock you, Ethereals use this as blood and get no negative effects from ingesting or injecting this chemical
|0.4 units per tick
|0.4 units per tick
|N/A
|-
|-
!style='background-color:#FFEE88;'|{{anchor|Heparin}}Heparin<span style="color:#C8C8C8;background-color:white">▮</span>
! style="background-color:#FFEE88;" |{{anchor|Heparin}}Heparin<span style="color:#C8C8C8;background-color:white">▮</span>
|1 part [[#Formaldehyde|Formaldehyde]]<br>1 Part Sodium<br>1 Part Chlorine<br>1 Part Lithium
|{{RecursiveChem/Heparin}}
|Brute, Bleeding
| Brute, Bleeding
|Causes bleeding constantly while in the system of the victim. Deals 1 brute and drains more than 1 percentage point of blood volume per tick.  
|Causes bleeding constantly while in the system of the victim.
|0.08 units per tick
|0.08 units per tick
|N/A
|-
|-
!style='background-color:#FFEE88;'|{{anchor|Teslium}}Teslium<span style="color:#20324D;background-color:white">▮</span>
! style="background-color:#FFEE88;" |{{anchor|Teslium}}Teslium<span style="color:#20324D;background-color:white">▮</span>
|1 Part [[#Black Powder|Black Powder]]<br>1 Part Silver<br>1 Part Stable Plasma<br>Temperature 400K<br>
|{{RecursiveChem/Teslium}}
|Random Shocks
|Random Shocks
|Randomly shocks the victim every 5-30 seconds while it is in their system, ignoring any protection cause the shock comes from inside them. Also increases damage taken from normal shocks. Heating this to 474K will create a [[#Tesla Shock|Tesla Shock]]
|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
|0.2 units per tick  
|N/A
|-
|-
!style='background-color:#FFEE88;'|{{anchor|Rotatium}}Rotatium<span style="color:#AC88CA;background-color:white">▮</span>
! style="background-color:#FFEE88;" |{{anchor|Rotatium}}Rotatium<span style="color:#AC88CA;background-color:white">▮</span>
|1 Part [[#Teslium|Teslium]]<br>1 Part [[#Mindbreaker Toxin|Mindbreaker Toxin]]<br>1 Part [[#Fentanyl|Fentanyl]]
|{{RecursiveChem/Rotatium}}
|Toxin
|Toxin
|After 20 cycles, causes the victim's screen to display a rocking motion. Deals 0.5 toxin damage per tick.
|Causes the victim's screen to display a rocking motion and deals moderate toxin damage.
|0.24 units per tick
|0.24 units per tick
|N/A
|-
|-
!style='background-color:#FFEE88;'|{{anchor|Skewium}}Skewium<span style="color:#ADBDCD;background-color:white">▮</span>
! style="background-color:#FFEE88;" |{{anchor|Anacea}}Anacea<span style="color:#3C5133;background-color:white">▮</span>
|2 Parts [[#Rotatium|Rotatium]]<br>2 Parts [[Plasma]]<br>1 Part Sulphuric Acid
|{{RecursiveChem/Anacea}}
|Toxin
|After 5 cycles, causes heavy skewing of the victim's screen, swinging fucking everywhere, zooming in and out, spinning, inverting, and generally making you want to throw up. Deals 0.25 toxin damage per tick. If you are wanting to fight someone, inject them with this and they will practically be unable to fight.
|0.32 units per tick
|N/A
|-
!style='background-color:#FFEE88;'|{{anchor|Spewium}}Spewium<span style="color:#2F6617;background-color:white">▮</span>
|[[Syndicate_Items#Poison_Kit|Poison Kit]]
|Toxin
|After 11 ticks, has up to a 50% chance of causing strong vomiting while purging other toxins each tick. After 33 cycles, there is a chance to eject an organ each tick if overdosing. Requires very high doses.
|0.4 units per tick
|29 Units
|-
!style='background-color:#FFEE88;'|{{anchor|Anacea}}Anacea<span style="color:#3C5133;background-color:white">▮</span>
|1 Part [[#Haloperidol|Haloperidol]]<br>1 Part [[#Impedrezene|Impedrezene]]<br>1 Part Radium
|Toxin and Purges Medicines
|Toxin and Purges Medicines
|Metabolizes very slowly and purges 5u medicines from the victim while dealing 0.15 toxin damage per tick. If the victim also has [[#Pentetic_Acid|Pentetic Acid]] or [[#Calomel|Calomel]], the purging is slowed down to 0.5u per tick.  
|Metabolizes very slowly and quickly purges medicines in the victim while dealing light {{dmgs|e|toxin}} damage.
|0.032 units per tick
|0.032 units per tick  
|N/A
|-
|-
!style='background-color:#FFEE88;'|{{anchor|Fluorosulfuric Acid}}Fluorosulfuric Acid<span style="color:#5050FF;background-color:white">▮</span>
! style="background-color:#FFEE88;" |{{anchor|Weed Killer}} Weed Killer<span style="color:#4B004B;background-color:white">▮</span>
|1 part Fluorine<br>1 part Hydrogen<br>1 part Potassium<br>1 part Sulphuric Acid<br>Temperature 380K
|{{RecursiveChem/Weed Killer}}
|Corrosion
|A highly caustic and dangerous substance. Slowly melts equipment and clothes it touches. Instantly deals brute damage if ingested or splashed on people. Deals 2 toxin and constantly increasing burn damage if ingested.
|0.4 units per tick
|N/A
|-
!style='background-color:#FFEE88;'|{{anchor|Weed Killer}} Weed Killer<span style="color:#4B004B;background-color:white">▮</span>
|1 part [[#Toxin|Toxin]]<br>4 parts [[#Ammonia|Ammonia]]
|Toxin
|Toxin
|Kills weeds and causes 1 toxin damage per tick to humans.
|Kills weeds, causes minor {{dmgs|e|toxin}} damage to humans.
|0.4 units per tick
|0.4 units per tick
|N/A
|-
|-
!style='background-color:#FFEE88;'|{{anchor|Pest Killer}}Pest Killer<span style="color:#4B004B;background-color:white">▮</span>
! style="background-color:#FFEE88;" |{{anchor|Pest Killer}}Pest Killer<span style="color:#4B004B;background-color:white">▮</span>
|1 part [[#Toxin|Toxin]]<br>4 parts Ethanol
|{{RecursiveChem/Pest Killer}}
|Toxin
|Toxin
|Kills pests in hydroponics trays. Causes 1 toxin damage to humans and 4 toxin damage to [[Guide_to_races#Flypeople|fly people]], each tick.
|Kills pests in hydroponics trays, causes minor {{dmgs|e|toxin}} damage to humans. Deals heavy {{dmgs|e|toxin}} damage to fly people.
|0.4 units per tick.
|0.4 units per tick.
|N/A
|-
|-
!style='background-color:#FFEE88;'|{{anchor|Plant-B-Gone}}Plant-B-Gone<span style="color:#49002E;background-color:white">▮</span>
! style="background-color:#FFEE88;" |{{anchor|Plant-B-Gone}}Plant-B-Gone<span style="color:#49002E;background-color:white">▮</span>
|1 part [[#Toxin|Toxin]]<br>4 parts Water
|{{RecursiveChem/Plant-B-Gone}}
|Toxin
|Toxin
|A potent herbicide which is useful to replace the limited supply the botanist starts with. Causes 1 toxin damage to humans and 2 toxin damage to [[Guide_to_races#Podpeople|pod people]], each tick.
|A potent herbicide which is useful to replace the limited supply the botanist starts with. Causes minor {{dmgs|e|toxin}} damage to humans. Deals heavy {{dmgs|e|toxin}} damage to pod people.
|0.4 units per tick
|0.4 units per tick  
|N/A
|-
|-
!style='background-color:#FFEE88;'|{{anchor|Pax}}Pax<span style="color:#AAAAAA55;background-color:white">▮</span>
! style="background-color:#FFEE88;" |{{anchor|Bungotoxin}}Bungotoxin<span style="color:#EBFF8E;background-color:white">▮</span>
|1 part [[#Mindbreaker Toxin|Mindbreaker Toxin]]<br>1 part [[#Synaptizine|Synaptizine]]<br>1 part Water
|{{RecursiveChem/Bungotoxin}}
|Special
|Toxin
|Suppresses violence by preventing the victim from using harm intent, certain harmful weapons and only letting them use passive grabs. Non-harmful weapons such as [[Security_items#Disabler|disablers]] still work.  
|Deals heavy heart damage and makes you dizzy.  
|0.1 units per tick
|0.2 units per tick
|N/A
|-
|-
!style='background-color:#FFEE88;'|{{anchor|Synthpax}}Synthpax<span style="color:#AAAAAA55;background-color:white">▮</span>
! style="background-color:#FFEE88;" |Frost Oil<span style="color:#5050FF;background-color:white">▮</span>
|[[Cyborg#Peacekeeper|Peacekeeper Cyborgs]]
|Aquireable from Blue Slimes or from grinding Ice Pepper.
|Special
|Slow down, Burn
||Same as [[#Pax|Pax]] but metabolises much faster. Can only be used by [[Cyborg#Peacekeeper|Peacekeeper Cyborgs]].
|Reduces body temperature. Will cool you faster the longer it has been in the body, up to maximum strength after 35 cycles. Creates slippery ice tiles if spilled on floor for about 1 second per unit, depending on pressure and temperature. Spilling reduces area temperature by 5K per unit.
|0.6 units per tick
|N/A
|-
!style='background-color:#FFEE88;'|{{anchor|Dizzying_Solution}}Dizzying Solution<span style="color:#AAAAAA55;background-color:white">▮</span>
|[[Cyborg#Peacekeeper|Peacekeeper Cyborgs]]
|Special
||Makes the target [[Status_Effects#Dizziness|dizzy]]and [[Status_Effects#Confusion|confused]]. Can only be used by [[Cyborg#Peacekeeper|Peacekeeper Cyborgs]].
|0.6 units per tick
|N/A
|-
!style='background-color:#FFEE88;'|{{anchor|Tranquility}}Tranquility<span style="color:#9A6750;background-color:white">▮</span>
|Gondola Meat
|Special
|Induces a [[Infections|virus]] that creates [[#Pax|Pax]] within the victims body and slowly turns the victim into a Gondola.
|0.4 units per tick
|0.4 units per tick
|N/A
|-
|-
!style='background-color:#FFEE88;'|{{anchor|Liquid Electricity}}Liquid Electricity<span style="color:#97EE63;background-color:white">▮</span>
|Ethereal blood, certain foods
|Special
|Periodically electrocutes any non-Ethereals that have this in their system.
|0.4 units per tick
|N/A
|}
|}


== Lavaland Chemicals ==
==Mushroom Chemicals==
Found primarily in Lavaland flora.
Found primarily in Lavaland flora.
{| class="wikitable sortable" style="width:100%; text-align:left; border: 3px solid #FFDD66; cellspacing=0; cellpadding=2; background-color:white;"
{| class="wikitable sortable" style="width:100%; text-align:left; border: 3px solid #FFDD66; cellspacing=0; cellpadding=2; background-color:white;"
! scope="col" style='width:150px; background-color:#FFDD66;'|Name
! scope="col" style="width:150px; background-color:#FFDD66;" |Name
! scope="col" class="unsortable" style='width:150px; background-color:#FFDD66;'|Found in
! scope="col" style="background-color:#FFDD66;" |Type
! scope="col" style='background-color:#FFDD66;'|Type
! scope="col" class="unsortable" style="background-color:#FFDD66;" |Description
! scope="col" class="unsortable" style='background-color:#FFDD66;'|Description
! scope="col" class="unsortable" style="background-color:#FFDD66;" |Metabolism Rate  
! scope="col" class="unsortable" style='background-color:#FFDD66;'|Metabolism Rate
|-
|-
!style='background-color:#FFEE88;'|{{anchor|Entropic Polypnium}}Entropic Polypnium<span style="color:#1D043D;background-color:white">▮</span>
! style="background-color:#FFEE88;" |{{anchor|Entropic Polypnium}}Entropic Polypnium<span style="color:#1D043D;background-color:white">▮</span>
|Mushroom Cap (Inocybe), from tall mushrooms
|Poison
|Poison
|20% chance each tick to do Stamina, Brain, Toxin, Oxygen, and a bit of Eye Damage. Also knocks you unconcious after 10 cycles.  
|Stamina, Brain, {{dmgs|e| toxin}}, {{dmgs|r| suffocation}}, and a bit of Eye Damage, Oh My! More than 5u will paralyze someone as well.
|0.4 units per tick
|0.4 units per tick
|-
|-
!style='background-color:#FFEE88;'|{{anchor|Tinea Luxor}}Tinea Luxor<span style="color:#B5A213;background-color:white">▮</span>
! style="background-color:#FFEE88;" |{{anchor|Tinea Luxor}}Tinea Luxor<span style="color:#B5A213;background-color:white">▮</span>
|Mushroom Stem (Embershroom)
|Other
|Other
|Makes the consumer glow.
|Makes the consumer glow.
|0.4 units per tick
|0.4 units per tick
|-
|-
!style='background-color:#FFEE88;'|{{anchor|Vitrium Froth}}Vitrium Froth<span style="color:#D3A308;background-color:white">▮</span>
! style="background-color:#FFEE88;" |{{anchor|Vitrium Froth}}Vitrium Froth<span style="color:#D3A308;background-color:white">▮</span>
|Cactus Fruit (Fruiting Cactus), Mushroom Leaf (Porcini)
| Medicine
|Medicine
|80% chance to heal {{dmgs|qw|1 brute|1 burn}} damage each tick.
|80% chance to heal 1 burn and 1 brute damage each tick.
|0.4 units per tick
|0.4 units per tick
|-
|-
|}
|}
==Reagent Delivery{{anchor|Reagent Delivery}}==
==Reagent Delivery{{anchor|Reagent Delivery}}==
There are different ways you can apply chemicals to a person or the environment.
{{anchor|Under_the_hood}}There are different ways you can apply chemicals to a person or the environment.
 
===Under the hood===
First of all, there are actually 5 different ways of delivery, called '''ingest''', '''inject''', '''vapor''', '''touch''' and '''patch'''. If you are not interested in the details, you can skip to [[#Smoke_vs_foam|Smoke vs Foam vs others]]. <br>
 
*'''Ingest'''{{anchor|Ingest}} and '''inject'''{{anchor|Inject}} both almost always do the exact same thing. The reagent simply enters the target's bloodstream. Used by pills, syringes, cigarettes, e-cigarettes, inhaling [[#Smoke|smoke]] and drinking the reagent directly.
*'''Vapor'''{{anchor|Vapor}} is used by (ranged) spray bottles and [[#Fluorosurfactant|foam]]. A portion of the reagents will enter the bloodstream of the target, but clothes will protect from some/most/all of it depending on clothing. Any hardsuit typically makes the target completely immune to getting it into their bloodstream, if the helmet is closed. But if the reagent has a "vapor" based component, that component will still affect the target, like [[#Fluorosulfuric Acid|Fluorosulfuric Acid]]. See more about [[#Fluorosurfactant|foam]] [[#Smoke_vs_foam|below]], with examples.
*'''Touch'''{{Anchor|Touch}} is used by [[#Smoke|smoke]] and splashing. If the reagent has a "touch" based component, that component will affect the target (such as the instant heal part of [[#Styptic Powder|Styptic Powder]]), without being blocked by clothing. Nothing at all will enter the target's bloodstream, with the exception of smoke if the target has no internals on. Currently all "touch" components are also "patch" components. See more on [[#Smoke|smoke]] [[#Smoke_vs_foam|below]], with examples.
*'''Patch'''{{anchor|Patch}} is used by patches and medical sprays. The reagent enters the target's bloodstream entirely AND if the reagent has a "patch" based component, that component will affect the target. Currently all  "patch" components are also "touch" components.


When a reagent enters a bloodstream, it will then "tick" about every 2 seconds, depending on server lag. Each tick or "cycle" will cause the chemical to apply its effects, while removing the amount described under the [[#Metabolism|metabolism]]-columns on this guide.


===Smoke vs foam vs others{{anchor|Smoke_vs_foam}}===
===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|Smoke vs Foam vs others]]. <br>
====Ingest====
Ingest and '''inject'''{{anchor|Inject}} both usually do the exact same thing. The reagent simply enters the target's bloodstream. Used by pills, cigarettes, e-cigarettes, inhaling [[#Smoke|smoke]] and drinking the reagent directly.
====Inject====
Works the same as '''ingest''', where the reagent simply enters the target's bloodstream. Used by syringes and IV-drips.
====Vapor====
Vapor is used by (ranged) spray bottles and [[#Fluorosurfactant|foam]]. A portion of the reagents will enter the bloodstream of the target, but clothes will protect from some/most/all of it depending on clothing. Any hardsuit typically makes the target completely immune to getting it into their bloodstream, if the helmet is closed. But if the reagent has a "vapor" based component, that component will still affect the target, like [[#Fluorosulfuric Acid|Fluorosulfuric Acid]]. See more about [[#Fluorosurfactant|foam]] [[#Smoke_vs_foam|below]], with examples.
====Touch====
Touch is used by [[#Smoke|smoke]] and splashing. If the reagent has a "touch" based component, that component will affect the target (such as the instant heal part of [[#Synthflesh|Synthflesh]]), without being blocked by clothing. Nothing at all will enter the target's bloodstream, with the exception of smoke if the target has no internals on. Currently all "touch" components are also "patch" components. See more on [[#Smoke|smoke]] [[#Smoke_vs_foam|below]], with examples.
==== Patch====
Patch is used by patches and medical gels. The reagent enters the target's bloodstream entirely AND if the reagent has a "patch" based component, that component will affect the target. Currently all "patch" components are also "touch" components.
=== Smoke vs foam vs others===
These are the major practical differences between pills, syringes, patches, cigarettes, [[#Smoke|smoke]], [[#Fluorosurfactant|foam]], splash and spray. <br>
These are the major practical differences between pills, syringes, patches, cigarettes, [[#Smoke|smoke]], [[#Fluorosurfactant|foam]], splash and spray. <br>
*'''Pills'''{{anchor|Pills}}: Can be instantly [[#Ingest|ingested]] if used on yourself. It doesn't work if mouth is covered. [[Plasmaman|Plasmamen]] will have trouble taking these. Holds up to 50u. <br>
====Pills====
 
Pills can be instantly [[#Ingest|ingested]] if used on yourself. It doesn't work if mouth is covered. [[Plasmaman|Plasmamen]] will have trouble taking these. Holds up to 50u. <br>
*'''Syringes''': Can be injected into people with their mouths covered, either by hand or with a syringe gun. It doesn't work on players wearing hardsuits, or on people with pierce-immune skin (like [[Golem]]s or [[Plasmaman|Plasmamen]]), unless you use a piercing syringe or manage to aim for an exposed part of their body. Holds between 10-60u, depending on syringe. Common syringes hold 15u. <br>
==== Syringes====
 
Syringes can inject into people even with their mouths covered, either by hand or with a syringe gun. It doesn't work on players wearing hardsuits or other pierce-immune clothing, unless you use a piercing syringe or manage to aim for an exposed part of their body. [[Golem]]s are completely immune to syringes (even piercing syringes), but [[Guide_to_chemistry#Patches|patches]] do work on them. A syringe holds between 10-60u, depending on type. Common syringes hold 15u. <br>
*'''Patches''': Will apply all reagents into a person's bloodstream through any clothing, including hardsuits. Also apply [[#Touch|touch]]/[[#Patch|patch]] based effects. Example: A patch of 20u [[#Styptic Powder|Styptic Powder]] will instantly heal 20 brute (touch component), and also enter the target's bloodstream for a long heal over time. Usable by [[Plasmaman|plasmamen]]. Can hold up to 40u. <br>
====Patches====
 
Will add all reagents into a person's bloodstream through any clothing, including hardsuits. Also apply [[#Touch|touch]]/[[#Patch|patch]] based effects. Example: A patch of 20u [[#Synthflesh|Synthflesh]] will instantly heal 25 brute and burn (touch component), and also enter the target's bloodstream (which in this case does nothing). Usable by [[Plasmaman|plasmamen]]. Can hold up to 40u. <br>
*'''Cigarettes''': Can be dipped in reagents to be filled. If smoking/vaping, you will slowly [[#Ingest|ingest]] whatever reagents the cigarette/cigar/e-cig contains. Though, if the reagents are too diluted, they may not build up in your bloodstream fast enough to have any effect at all. E-cigarettes can be trimmed with a screwdriver and multitool to also create [[#Smoke|smoke]]. <br>
==== Cigarettes====
 
Can be dipped in reagents to be filled. If smoking/vaping, you will slowly [[#Ingest|ingest]] whatever reagents the cigarette/cigar/e-cig contains. Though, if the reagents are too diluted, they may not build up in your bloodstream fast enough to have any effect at all. E-cigarettes can be trimmed with a screwdriver and multitool to also create [[#Smoke|smoke]]. <br>
*'''[[#Smoke|Smoke]]''': When a smoke reaction occurs, the smoke will consume any other reagent in its original containers, and spread that reagent to flooring and people/mobs who enter its area of effect. People who enter the smoke will be [[#Touch|touched]] by the reagents. If they do not have internals on, they will also [[#Ingest|ingest]] the reagents. The amount of smoke does not dilute the reagents. The reagents will be copied to every individual or tile (not walls, windows or doors) over the cloud's duration. Reagents that are special coded to affect floor/environment (such as blood, [[#Fluorosulfuric Acid|acid]] or [[#Space_Cleaner|Space Cleaner]]) will do so. Smoke will usually block sight. <br>
====[[#Smoke|Smoke]]====
'''Smoke example 1:''' Smoke containing 20u [[#Styptic Powder|Styptic Powder]]. Everyone caught in the cloud, including people wearing hardsuits, will slowly heal 20 brute (and scream in pain), if they stay in the smoke for its full duration (otherwise they will heal partially). Those who are not wearing internals will also [[#Ingest|ingest]] 20u of the medicine, making it enter their bloodstream and start healing them over time. But since this particular medicine will deal toxin damage if not applied via [[#Touch|touch]]/[[#Patch|patch]], those who inhale it will also start taking toxin damage. <br>
When a smoke reaction occurs, the smoke will consume any other reagent in its original containers, and spread that reagent to flooring and people/mobs who enter its area of effect. People who enter the smoke will be [[#Touch|touched]] by the reagents. If they do not have internals on, they will also [[#Ingest|ingest]] the reagents. The amount of smoke does not dilute the reagents. The reagents will be copied to every individual or tile (not walls, windows or doors) over the cloud's duration. Reagents that are special coded to affect floor/environment (such as blood, [[#Fluorosulfuric Acid|acid]] or [[#Space_Cleaner|Space Cleaner]]) will do so. Smoke will usually block sight. <br>
 
'''Smoke example 1:''' Smoke containing 20u [[#Synthflesh|Synthflesh]]. Everyone caught in the cloud, including people wearing hardsuits, will slowly heal 25 brute and burn, if they stay in the smoke for its full duration (otherwise they will heal partially). Those who are not wearing internals will also [[#Ingest|ingest]] 20u of the medicine, making it enter their bloodstream (which does nothing in this case). <br>
'''Smoke example 2:''' Smoke containing 20u [[#Chlorine Trifluoride|Chlorine Trifluoride]](CLF3). CLF3 has a [[#Touch|touch]](and [[#Vapor|vapor]]) component, so everyone caught in the cloud, including people wearing hardsuits and internals, will catch on fire. It will also deal burn damage to the environment, since CLF3 is coded to do so. Those who are not wearing internals will also [[#Ingest|ingest]] 20u of the CLF3 and thus, start heating up from the inside, effectively burning from both in and out at the same time. <br>
'''Smoke example:''' Smoke containing 20u [[#Chlorine Trifluoride|Chlorine Trifluoride]](CLF3). CLF3 has a [[#Touch|touch]](and [[#Vapor|vapor]]) component, so everyone caught in the cloud, including people wearing hardsuits and internals, will catch on fire. It will also deal burn damage to the environment, since CLF3 is coded to do so. Those who are not wearing internals will also [[#Ingest|ingest]] 20u of the CLF3 and thus, start heating up from the inside, effectively burning from both in and out at the same time. <br>
 
====[[#Fluorosurfactant|Foam]]====
*'''[[#Fluorosurfactant|Foam]]''': When a foam reaction occurs, the foam will consume any other reagent in its original containers, and spread that reagent to flooring and people/mobs who enter its area of effect. The foam will spread slower than smoke and is usually slippery. Reagents will be copied through the [[#Vapor|vapor]] type delivery to those affected over the duration of the foam, BUT the reagents will be heavily diluted depending on the amount of foaming reagent used. Any clothing will reduce how much of the reagents will enter a person's bloodstream. Furthermore, foam reagent bloodstream insertion is divided into several 'ticks'. A minimum amount of reagent is required per tick for it to enter a bloodstream. So if too little reagents are contained in the reaction, or too much foam is used, the foam will do nothing. These ticks are counted ''after'' dilution and protection from clothing. On the other hand, if you use very small amounts of foam, the reagents may instead multiply in the bloodstream to more than the original amount. Hardsuits with helmets on will make people immune to getting reagents into their bloodstream through foam. Despite dilution, the foam will still copy remaining chems such as [[#Fluorosulfuric Acid|acid]], [[#Chlorine Trifluoride|CLF3]], or [[#Space_Cleaner|Space Cleaner]] to any tile it touches (but not walls, windows or doors). Foam will not block sight. <br>
When a foam reaction occurs, the foam will consume any other reagent in its original containers, and spread that reagent to flooring and people/mobs who enter its area of effect. The foam will spread slower than smoke and is usually slippery. Reagents will be copied through the [[#Vapor|vapor]] type delivery to those affected over the duration of the foam, BUT the reagents will be heavily diluted depending on the amount of foaming reagent used. Any clothing will reduce how much of the reagents will enter a person's bloodstream. Furthermore, foam reagent bloodstream insertion is divided into several 'ticks'. A minimum amount of reagent is required per tick for it to enter a bloodstream. So if too little reagents are contained in the reaction, or too much foam is used, the foam will do nothing. These ticks are counted ''after'' dilution and protection from clothing. On the other hand, if you use very small amounts of foam, the reagents may instead multiply in the bloodstream to more than the original amount. Hardsuits with helmets on will make people immune to getting reagents into their bloodstream through foam. Despite dilution, the foam will still copy remaining chems such as [[#Fluorosulfuric Acid|acid]], [[#Chlorine Trifluoride|CLF3]], or [[#Space_Cleaner|Space Cleaner]] to any tile it touches (but not walls, windows or doors). Foam will not block sight. <br>
 
'''Foam example 1:''' 250u foam containing 10u [[#Cyanide|Cyanide]] will spread a blue foam that does nothing to those it touches. The poison is too diluted to work at all. <br>
'''Foam example 1:''' 250u foam containing 10u [[#Cyanide|Cyanide]] will spread a blue foam that does nothing to those it touches. The poison is too diluted to work at all. <br>
'''Foam example 2:''' 20u foam containing 250u [[#Fluorosulfuric Acid|Fluorosulfuric Acid]]. A small area and everyone touched by the foam will have large amounts of acid slowly melting their clothing and the affected floor and items. Those who did not wear a hardsuit with helmet on will also have a large amount of acid in their bloodstreams, depending on what they were wearing and how long they were in the foam. If they had internals on or not doesn't matter. <br>
'''Foam example 2:''' 20u foam containing 250u [[#Fluorosulfuric Acid|Fluorosulfuric Acid]]. A small area and everyone touched by the foam will have large amounts of acid slowly melting their clothing and the affected floor and items. Those who did not wear a hardsuit with helmet on will also have a large amount of acid in their bloodstreams, depending on what they were wearing and how long they were in the foam. If they had internals on or not doesn't matter. <br>
====Splashing====
Throwing a beaker, or using a beaker on anything with harm intent, will splash its contents. The longer throw distance, the more the splash will spread out. A [[grenade]] will splash its content unless it also contains [[#Smoke|smoke]] or [[#Fluorosurfactant|foam]]. Splashing only does [[#Touch|touch]] delivery. This means most chemicals will do absolutely nothing when splashed. Reagents that have special properties to affect environment, such as Water, will do so where splashed (creates slippery tile). Reagents that have a [[#Touch|touch]] component will apply that component only. Example: If you throw a beaker of 80u [[#Synthflesh|Synthflesh]] at someone, you will instantly heal them for 100 brute and burn (and deal up to 150 toxin damage), since Synthflesh is touch/patch based. It doesn't matter if the target uses hardsuit or internals in this case. This means throwing a beaker of poison at someone will do nothing at all. Splashing can apply chemicals such as [[#Thermite|Thermite]] to walls. <br>
====Spraying====
Spraying reagents will apply them to environments (if they have any such effect), and will enter hit people's bloodstreams through the [[#Vapor|vapor]] delivery. This means clothing will protect from some/most/all of the reagents, depending on what they are wearing. Using a hardsuit with helmet on makes them immune to getting the reagent into their bloodstream. Reagents such as [[#Fluorosulfuric Acid|acid]], [[#Chlorine Trifluoride|CLF3]], or [[#Space_Cleaner|Space Cleaner]] will still cause their special effects when sprayed on people/environments, but will not enter the bloodstream if the target is wearing too heavy clothing. <br><br>


*'''Splashing''': Throwing a beaker, or using a beaker on anything with harm intent, will splash its contents. The longer throw distance, the more the splash will spread out. A [[grenade]] will splash its content unless it also contains [[#Smoke|smoke]] or [[#Fluorosurfactant|foam]]. Splashing only does [[#Touch|touch]] delivery. This means most chemicals will do absolutely nothing when splashed. Reagents that have special properties to affect environment, such as Water, will do so where splashed (creates slippery tile). Reagents that have a [[#Touch|touch]] component will apply that component only. Example: If you throw a beaker of 80u [[#Synthflesh|Synthflesh]] at someone, you will instantly heal them for 100 brute and burn, since Synthflesh is touch/patch based. It doesn't matter if the target uses hardsuit or internals in this case. Another example: If you throw a beaker of 100u [[#Silver_Sulfadiazine|Silver Sulfadiazine]] at someone, you will instantly heal them 100 burn. But none of the medicine will enter the bloodstream, so there won't be a heal over time. This means throwing a beaker of poison at someone will do nothing at all. Splashing can apply chemicals such as [[#Thermite|Thermite]] to walls. <br>
*'''Spraying''': Spraying reagents will apply them to environments (if they have any such effect), and will enter hit people's bloodstreams through the [[#Vapor|vapor]] delivery. This means clothing will protect from some/most/all of the reagents, depending on what they are wearing. Using a hardsuit with helmet on makes them immune to getting the reagent into their bloodstream. Reagents such as [[#Fluorosulfuric Acid|acid]], [[#Chlorine Trifluoride|CLF3]], or [[#Space_Cleaner|Space Cleaner]] will still cause their special effects when sprayed on people/environments, but will not enter the bloodstream if the target is wearing too heavy clothing. <br><br>


A final note: Many mobs are "simplemobs" which means they don't have a bloodstream and can thus not be poisoned/sedated. Monkeys and most playable humanoids are the exceptions to this.
== Beyond the Dispenser==
 
== 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.
Just because it isn't found in the dispenser or the guide above doesn't mean you can't use it! Holy water, slime cores and plenty of other things can provide limitless fun for an enterprising and curious chemist.
[[Category:Guides]]
[[Category:Guides]]

Latest revision as of 03:22, 19 March 2024

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

Chemicals

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

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

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

Grinding minerals from mining will also get you:

Emagging a chem dispenser will add:

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

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

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


Machinery

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


Chem Dispenser Chemistry Dispensers

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

Available chemicals:

Click expand to see what chemicals are available:

Normal:

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

Upgraded (tier 4 matter manipulator):

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

Emagged:

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

Upgradeable parts:

Click expand to see upgrades:

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

Chemical Heater Chemical Heater

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

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

Upgrading the laser will increase the heating/cooling speed.

ChemMaster 3000 ChemMaster 3000

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

Reagent Grinder All-In-One Grinder

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

Smoke Machine Smoke Machine

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

Click expand to see upgrades:

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


Metabolism

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


Active Pure Chemicals

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

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

Components

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

Name Formula Description
Ash 1 part Oil
1 part Welding Fuel

1 part Carbon

1 part Hydrogen

Temperature 480K

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

1 part Mercury

1 part Sugar

1 part Blood

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

1 part Carbon

1 part Hydrogen

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

1 part Carbon

1 part Hydrogen

1 part Chlorine
1 part Water

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

1 part Carbon

1 part Hydrogen

1 part Welding Fuel
1 part Oxygen

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

1 part Ethanol

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

1 part Nitrogen

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

1 part Potassium
1 part Nitrogen

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

1 part Hydrogen
1 part Oxygen

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

Medicines

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

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

Core Healing Medicines

These healing drugs form the "core" drugs used to heal the most common forms of damage. All other medical drugs outside of this section are either harder to make upgrades, or highly specific forms of healing for rarer situations.

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

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

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

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

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

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

1 part Hydrogen
1 part Oxygen
1 part Sulfuric Acid

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

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

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

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

1 part Sodium

1 part Water

1 part Water
1 part Sugar

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

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

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

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

1 part Hydrogen
1 part Oxygen

1 part Sulfuric Acid

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

1 part Silver
1 part Sulfur
1 part Oxygen

1 part Chlorine

1 part Blood
1 part Carbon

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

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

On overdose, deals 2 toxin damage per tick.

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

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

1 part Sodium

1 part Water

1 part Ash
1 part Oil
1 part Welding Fuel

1 part Carbon

1 part Hydrogen

Temperature 480K

Temperature 380K

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

1 part Carbon

1 part Hydrogen

1 part Chlorine

1 part Water

1 part Sodium
1 part Carbon
1 part Oxygen

1 part Sulfuric Acid

1 part Ammonia
3 parts Hydrogen
1 part Nitrogen

1 part Aluminium
1 part Bromine
1 part Lithium

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

1 part Oxygen
1 part Sugar

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

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

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

1 part Silicon

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

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

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

1 Part Silicon
1 Part Potassium

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

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

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

1 Part Nitrogen
5 Parts Plasma (Catalyst)

Suffocation Heals 1.5 suffocation damage per tick

Overdoses cause 2 heart damage per tick.

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

1 Part Nitrogen

5 Parts Plasma (Catalyst)

1 Part Carbon
1 Part Iron

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

1 Part Bicaridine
1 part Carbon

1 part Oxygen

1 part Sugar

1 Part Antitoxin
1 Part Nitrogen

1 Part Silicon

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

Overdoses cause 1 liver damage and 2 toxin damage per tick

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

1 part Carbon

1 part Hydrogen

1 part Welding Fuel

1 part Oxygen

1 part Unstable Mutagen
1 part Chlorine

1 part Phosphorus

1 part Radium

1 part Stable Plasma

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

1 part Carbon

1 part Hydrogen

1 part Welding Fuel

1 part Oxygen

1 part Unstable Mutagen
1 part Chlorine

1 part Phosphorus

1 part Radium

1 part Stable Plasma

1 part Slime Jelly
Extracted from oozelings
All four basic types and cellular Inverse Cryoxadone that heals faster the hotter the patient is. For max efficiency you need to be over 460°K and on fire. In optimal conditions every cycle will heal 15 burn before the damage taken from being on fire, which is usually faster than the fire hurts you (unless too hot). It will then also heal 10 brute/10 toxin/20 suffocation and 10 cellular. Works on slimepeople. 0.4 units per tick N/A N/A
Clonexadone 1 part Cryoxadone
1 part Acetone
1 part Oil
1 part Welding Fuel

1 part Carbon

1 part Hydrogen

1 part Welding Fuel

1 part Oxygen

1 part Unstable Mutagen
1 part Chlorine

1 part Phosphorus

1 part Radium

1 part Stable Plasma

1 part Sodium
5 units Plasma (catalyst)

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

1 part Water
1 part Sugar

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

1 part Chlorine

2 parts Phenol
1 part Oil
1 part Welding Fuel

1 part Carbon

1 part Hydrogen

1 part Chlorine

1 part Water

1 part Potassium

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

Only works on IPCs.

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

1 part Copper
1 part Silver
Temperature 374K

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

Only works on IPCs.

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

1 part Carbon

1 part Hydrogen

1 part Welding Fuel

1 part Oxygen

1 part Mannitol
1 part Hydrogen

1 part Water

1 part Sugar

1 part Oxygen

Minor brain traumas Reacts with neural tissue, helping reform damaged connections. Chance every tick to cure basic traumas. More severe traumas usually require surgery. Quickly purges Neurotoxin. 0.4 units per tick N/A N/A

Superior Healing Medicines

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

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

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

1 part Carbon

1 part Hydrogen

1 part Chlorine

1 part Water

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

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

1 part Carbon

1 part Hydrogen

1 part Chlorine

1 part Water

1 part Hydrogen
1 part Oxygen

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

1 Part Silicon

1 Part Potassium

2 parts Carbon
5 parts Plasma (Catalyst)

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

1 part Carbon

1 part Hydrogen

1 part Ammonia
3 parts Hydrogen
1 part Nitrogen

1 part Oxygen

Temperature 380K

1 part Formaldehyde
1 part Ethanol

1 part Oxygen
1 part Silver

Temperature 420K

1 part Ammonia
3 parts Hydrogen
1 part Nitrogen

1 part Welding Fuel
1 part Sodium
1 part Chlorine

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

1 part Carbon

1 part Hydrogen

1 part Fluorine
1 part Hydrogen
Temperature 370K

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

1 part Carbon

1 part Hydrogen

1 part Welding Fuel

1 part Oxygen

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

1 part Ethanol

1 part Phenol
1 part Oil
1 part Welding Fuel

1 part Carbon

1 part Hydrogen

1 part Chlorine

1 part Water

1 part Ethanol
1 part Sulfuric Acid

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

1 part Chlorine
Temperature 374K

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

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

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

1 Part Silicon

1 Part Potassium

2 parts Carbon

5 parts Plasma (Catalyst)

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

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

1 part Carbon

1 part Hydrogen

1 part Welding Fuel

1 part Oxygen

1 part Unstable Mutagen
1 part Chlorine

1 part Phosphorus

1 part Radium

1 part Bromine

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

Unique Healing Medicines

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

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

1 part Iodine

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

1 part Ethanol

1 part Oil
1 part Welding Fuel

1 part Carbon

1 part Hydrogen

1 part Hydrogen
1 part Sugar

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

1 part Ethanol

1 part Oil
1 part Welding Fuel

1 part Carbon

1 part Hydrogen

1 part Bromine
1 part Carbon
1 part Ethanol

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

1 part Chlorine
2 parts Carbon

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

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

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

1 part Sodium

1 part Water

1 part Ash
1 part Oil
1 part Welding Fuel

1 part Carbon

1 part Hydrogen

Temperature 480K

Temperature 380K

1 part Carbon
1 part Hydrogen

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

1 part Sodium

1 part Water

1 part Ash
1 part Oil
1 part Welding Fuel

1 part Carbon

1 part Hydrogen

Temperature 480K

Temperature 380K

1 part Carbon
1 part Water

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

1 part Carbon

1 part Hydrogen

1 part Welding Fuel

1 part Oxygen

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

1 part Ethanol

1 part Phenol
1 part Oil
1 part Welding Fuel

1 part Carbon

1 part Hydrogen

1 part Chlorine

1 part Water

1 part Chlorine
1 part Hydrogen
1 part Oxygen

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

1 part Sodium

1 part Water

1 part Ash
1 part Oil
1 part Welding Fuel

1 part Carbon

1 part Hydrogen

Temperature 480K

Temperature 380K

1 part Copper
1 part Ethanol

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

1 part Phosphorus

1 part Radium

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

1 part Holy Water

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

1 part Lithium
1 part Water

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

1 part Cryptobiolin
1 part Oxygen

1 part Potassium

1 part Sugar

1 part Copper

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

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

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

1 part Carbon

1 part Hydrogen

1 part Welding Fuel

1 part Oxygen

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

1 part Ethanol

1 part Phenol
1 part Oil
1 part Welding Fuel

1 part Carbon

1 part Hydrogen

1 part Chlorine

1 part Water

1 part Chlorine
1 part Hydrogen

1 part Oxygen

1 part Cryptobiolin
1 part Oxygen

1 part Potassium

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

1 part Carbon

1 part Hydrogen

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

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

1 part Carbon

1 part Hydrogen

1 part Potassium Iodide
1 part Potassium
1 part Iodine

1 part Aluminium
1 part Chlorine
1 part Fluorine

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

1 part Silicon
5 units Plasma (catalyst)

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

1 part Carbon

1 part Hydrogen

1 part Chlorine

1 part Water

1 part Lithium

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

1 part Water

1 part Sugar

1 part Impedrezene
1 part Mercury

1 part Oxygen

1 part Sugar

2 parts Water

Phobias and Mood Suppresses phobias and turns bad mood into neutral mood. Also reduces jitteriness, dizziness, confusion and disgust. If overdosed it causes hallucinations and 1 toxin damage per tick. 0.1 units per tick 30 units N/A
Energized Jelly 1 part Teslium
1 part Black Powder
1 part Charcoal
1 part Sodium Chloride
1 part Chlorine

1 part Sodium

1 part Water

1 part Ash
1 part Oil
1 part Welding Fuel

1 part Carbon

1 part Hydrogen

Temperature 480K

Temperature 380K

1 part Saltpetre
3 parts Oxygen

1 part Potassium

1 part Nitrogen

1 part Sulfur

1 part Silver
1 part Stable Plasma

Temperature 400K

1 part Slime Jelly
Extracted from oozelings
Stun Reduces stun times by around 60% (depends) for jellypeople, while also speeding up Luminescent's cooldowns. Non-jelly lifeforms will just get shocked. 0.4 units per tick N/A N/A
Regenerative Jelly 1 part Tricordazine
1 Part Kelotane
1 part Carbon
1 part Silicon

1 Part Bicaridine
1 part Carbon

1 part Oxygen

1 part Sugar

1 Part Antitoxin
1 Part Nitrogen

1 Part Silicon

1 Part Potassium

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

Narcotics

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

As a general rule of thumb, the more of a positive effect (or any effect) a narcotic can provide, the easier it is to get addicted or overdose on it.

People who overdose or get addicted to Narcotics tend to usually end up dying to the negative effects or requiring immedient medical attention. Take in moderation.

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

If overdosed, will deal negligeable ammount of toxin damage.

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

1 part Ethanol

1 part Oil
1 part Welding Fuel

1 part Carbon

1 part Hydrogen

1 part Bromine
1 part Carbon

1 part Ethanol

1 part Morphine
2 parts Carbon

2 parts Hydrogen
1 part Ethanol
1 part Oxygen

Temperature 480K

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

1 part Water

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

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

1 part Ethanol

1 part Oil
1 part Welding Fuel

1 part Carbon

1 part Hydrogen

1 part Bromine
1 part Carbon

1 part Ethanol

1 part Ammonia
3 parts Hydrogen
1 part Nitrogen

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

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

1 part Ethanol

1 part Oil
1 part Welding Fuel

1 part Carbon

1 part Hydrogen

1 part Hydrogen

1 part Sugar

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

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

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

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

1 part Potassium

1 part Nitrogen

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

1 part Water

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

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

1 part Carbon

1 part Hydrogen

1 part Welding Fuel

1 part Oxygen

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

1 part Ethanol

1 part Phenol
1 part Oil
1 part Welding Fuel

1 part Carbon

1 part Hydrogen

1 part Chlorine

1 part Water

1 part Chlorine
1 part Hydrogen

1 part Oxygen

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

1 part Carbon

1 part Hydrogen

1 part Welding Fuel

1 part Oxygen

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

1 part Ethanol

1 part Phenol
1 part Oil
1 part Welding Fuel

1 part Carbon

1 part Hydrogen

1 part Chlorine

1 part Water

1 part Ethanol

1 part Sulfuric Acid

1 part Morphine
2 parts Carbon

2 parts Hydrogen
1 part Ethanol
1 part Oxygen

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

1 part Mercury
1 part Sugar

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

2 parts Oxygen
1 part Nitrogen

Temperature 525K

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

1 part Carbon

1 part Hydrogen

1 part Welding Fuel

1 part Oxygen

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

1 part Ethanol

1 part Phenol
1 part Oil
1 part Welding Fuel

1 part Carbon

1 part Hydrogen

1 part Chlorine

1 part Water

1 part Chlorine
1 part Hydrogen

1 part Oxygen

1 part Ethanol
5 units Plasma (catalyst)

Suppresses phobias and fills you with ecstasic emotional numbness. Removes jitteriness, confusion and disgust. Causes 0.2 brain damage per tick. Highly addictive. If overdosed causes sudden mood swings and an additional 0.5 brain damage per tick. On withdrawal it will slowly drive your mood to "insane". Be sure to cool the Nitrous Oxide down before mixing or your plasma will explode in your face! 0.2 units per tick 20 units 10 units
Modafinil 1 part Acetone
1 part Oil
1 part Welding Fuel

1 part Carbon

1 part Hydrogen

1 part Welding Fuel

1 part Oxygen

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

1 part Ethanol

1 part Phenol
1 part Oil
1 part Welding Fuel

1 part Carbon

1 part Hydrogen

1 part Chlorine

1 part Water

1 part Ammonia
3 parts Hydrogen
1 part Nitrogen

1 part Sulfuric Acid
1 unit Bromine (catalyst)

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

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

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

2 parts Hydrogen
1 part Ethanol
1 part Oxygen

Temperature 480K

3 Parts Chloral Hydrate
3 parts Chlorine

1 part Ethanol

1 part Water

3 Parts Fentanyl
1 part Space Drugs
1 part Lithium

1 part Mercury

1 part Sugar

Temperature 675K

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

1 part Carbon

1 part Hydrogen

1 part Welding Fuel

1 part Oxygen

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

1 part Ethanol

1 part Phenol
1 part Oil
1 part Welding Fuel

1 part Carbon

1 part Hydrogen

1 part Chlorine

1 part Water

1 part Chlorine
1 part Hydrogen

1 part Oxygen

Temperature 370K

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


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

0.5 Units Per Tick 16 Units 8 Units

Pyrotechnics

The manipulation of fire and matter.

Name Recipe Description
Stabilizing Agent 1 part Iron

1 part Oxygen
1 part Hydrogen

When mixed with certain pyrotechnics, it stabilizes the reaction and prevents the reaction for usage later. The stabilizing agent is not consumed when stabilizing explosives, and one unit is enough to stabilize any amount of explosives. This does not work on everything, so be warned!
Foam Surfactant 2 parts Carbon

2 parts Fluorine
1 part Sulfuric Acid

Also known as Fluorosurfactant. Creates a large amount of foam when mixed with an equal amount of water. This foam carries any reagents along with it in the container, allowing you to apply reagents to large areas at a time. The foam will apply any carried reagents to any walls, floors, objects, or people and animals in the area of the foam. The reagents will be absorbed through a mob's exposed skin and somewhat through clothes unless completely impermeable(hardsuit/biohazard/medical gear). Foam is slippery!
Firefighting Foam 1 part Stabilizing Agent
1 part Iron

1 part Oxygen

1 part Hydrogen

1 part Fluorosurfactant
2 parts Carbon

2 parts Fluorine

1 part Sulfuric Acid

1 part Carbon
Temperature below 200K

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

1 part Potassium
1 part Sugar

This creates a large cloud of smoke that will take on the properties of everything (if anything) in the container of the reaction. The chemicals in the smoke will touch and react with everything that the smoke touches. Mobs caught within the smoke cloud without wearing a gas mask or breathing through a gas tank will ingest the smoke chemicals. Great for distributing toxins in a crowded area. Can be stabilized with Stabilizing Reagent. If stabilized, heat to 374K to activate.
Flash Powder 1 part Aluminium

1 part Potassium
1 part Sulfur

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

1 part Sulfuric Acid
1 part Stable Plasma

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

1 part Carbon

1 part Hydrogen

1 part Welding Fuel
1 part Ethanol

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

1 part Cola
1 part Phosphorus

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

1 part Radium
1 part Phosphorus

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

1 part Stable Plasma
1 part Nitrogen

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

1 part Chlorine
Temperature 424K

When created it will create a temporary 3x3 fireball. Comes into existence at 1000K. A flammable substance so dangerous it can burn through the hull of the station. It lights you on fire when it comes into contact with you, and if it gets inside of you will burn you from the inside out. It metabolizes out of your body extremely fast, however.
Sorium 1 part Carbon

1 part Mercury
1 part Nitrogen
1 part Oxygen

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

1 part Stable Plasma
1 part Radium

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

1 part Ethanol

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

If you are making Methamphetamine and mixing the ephedrine last, make sure you're using a chilled container, or it'll blow up just as if it was overheated. Definitely safer to just make the ephedrine separately. Blows up with the same strength as Black Powder.
Black Powder 1 part Charcoal
1 part Sodium Chloride
1 part Chlorine

1 part Sodium

1 part Water

1 part Ash
1 part Oil
1 part Welding Fuel

1 part Carbon

1 part Hydrogen

Temperature 480K

Temperature 380K

1 part Saltpetre
3 parts Oxygen

1 part Potassium

1 part Nitrogen

1 part Sulfur

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

1 part Fluorosulfuric Acid
1 part Fluorine

1 part Hydrogen
1 part Potassium
1 part Sulfuric Acid

Temperature 380K

1 part Sulfuric Acid

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

1 part Water

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

1 part Holy Water

This explodes immediately on mixing. If it combined at least 75 of each reagent, it results in a more powerful explosion, which also paralyzes and reveals revenants and sets nearby cultists on fire. Otherwise it behaves like a normal Water-Potassium explosion.
EMP 1 part Iron

1 part Uranium

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

1 part Sodium

1 part Water

1 part Ash
1 part Oil
1 part Welding Fuel

1 part Carbon

1 part Hydrogen

Temperature 480K

Temperature 380K

1 part Saltpetre
3 parts Oxygen

1 part Potassium

1 part Nitrogen

1 part Sulfur

1 part Silver
1 part Stable Plasma

Temperature 400K

1 part Water
OR

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

1 part Sodium

1 part Water

1 part Ash
1 part Oil
1 part Welding Fuel

1 part Carbon

1 part Hydrogen

Temperature 480K

Temperature 380K

1 part Saltpetre
3 parts Oxygen

1 part Potassium

1 part Nitrogen

1 part Sulfur

1 part Silver
1 part Stable Plasma

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

1 part Iron
1 part Oxygen

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

1 part Phosphorus

1 part Radium

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

1 part Holy Water

1 part Radium

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

Other Recipes

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

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

1 part Carbon

1 part Hydrogen

3 parts Ash
1 part Oil
1 part Welding Fuel

1 part Carbon

1 part Hydrogen

Temperature 480K

2 parts Sulfuric Acid
Temperature 374K

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

1 part Mercury

1 part Sugar

1 part Blood

1 part Space Drugs
1 part Lithium

1 part Mercury

1 part Sugar

1 part Radium

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

1 part Mercury

1 part Sugar

1 part Blood

1 part Space Drugs
1 part Lithium

1 part Mercury

1 part Sugar

1 part Radium

1 part Unstable Mutagen
1 part Chlorine

1 part Phosphorus

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

1 part Mercury

1 part Sugar

1 part Blood

1 part Space Drugs
1 part Lithium

1 part Mercury

1 part Sugar

1 part Radium

1 part Unstable Mutagen
1 part Chlorine

1 part Phosphorus

1 part Radium

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

1 part Lime Juice

1 part Orange Juice

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

1 part Carbon

1 part Hydrogen

1 part Welding Fuel

1 part Oxygen

1 part Unstable Mutagen
1 part Chlorine

1 part Phosphorus

1 part Radium

1 part Stable Plasma

1 part Space Drugs
1 part Lithium

1 part Mercury

1 part Sugar

1 part Radium

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

1 part Mercury

1 part Sugar

1 part Blood

1 part Space Drugs
1 part Lithium

1 part Mercury

1 part Sugar

1 part Radium

1 part Unstable Mutagen
1 part Chlorine

1 part Phosphorus

1 part Radium

1 part Napalm
1 part Oil
1 part Welding Fuel

1 part Carbon

1 part Hydrogen

1 part Welding Fuel

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

10 parts Oxygen
Temperature 374K

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

1 part Carbon
Temperature 777K

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

1 part Lime Juice

1 part Orange Juice

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

1 part Carbon

1 part Hydrogen

1 part Welding Fuel

1 part Oxygen

1 part Unstable Mutagen
1 part Chlorine

1 part Phosphorus

1 part Radium

1 part Stable Plasma

1 part Space Drugs
1 part Lithium

1 part Mercury

1 part Sugar

1 part Radium
1 part Stable Plasma

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

1 part Capsaicin Oil

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

1 part Phosphorus

1 part Radium

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

1 part Holy Water

1 part Synthflesh
1 part Styptic Powder
1 part Aluminium

1 part Hydrogen
1 part Oxygen

1 part Sulfuric Acid

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

1 part Silver
1 part Sulfur
1 part Oxygen

1 part Chlorine

1 part Blood

1 part Carbon

1 part Blood
Temperature 375K

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

1 part Phosphorus

1 part Radium

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

1 part Holy Water

1 part Synthflesh
1 part Styptic Powder
1 part Aluminium

1 part Hydrogen
1 part Oxygen

1 part Sulfuric Acid

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

1 part Silver
1 part Sulfur
1 part Oxygen

1 part Chlorine

1 part Blood

1 part Carbon

1 part Sugar
Temperature 375K

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

1 part Lime Juice

1 part Orange Juice

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

1 part Carbon

1 part Hydrogen

1 part Welding Fuel

1 part Oxygen

1 part Unstable Mutagen
1 part Chlorine

1 part Phosphorus

1 part Radium

1 part Stable Plasma

1 part Space Drugs
1 part Lithium

1 part Mercury

1 part Sugar

1 part Radium

1 part Stable Plasma

1 part Strange Reagent
1 part Unstable Mutagen
1 part Chlorine

1 part Phosphorus

1 part Radium

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

1 part Holy Water

1 part Nutriment
1 part Blood

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

1 part Potassium
1 part Sugar

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

1 part Ethanol
1 part Sodium

Creates a solution that when applied to galoshes, causes them to be extra absorbent and dry any wet tiling they step on (results in 3 units instead of 4).
Foaming Agent 1 part Lithium

1 part Hydrogen

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

1 part Acetone
1 part Oil
1 part Welding Fuel

1 part Carbon

1 part Hydrogen

1 part Welding Fuel

1 part Oxygen

1 part Iron

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

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

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

1 part Sulfuric Acid

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

20 Parts Gold
1 Part Iron

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

10 Parts Adamantine
5 Parts Gold

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

1 part Lime Juice

1 part Orange Juice

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

1 part Carbon

1 part Hydrogen

1 part Welding Fuel

1 part Oxygen

1 part Unstable Mutagen
1 part Chlorine

1 part Phosphorus

1 part Radium

1 part Stable Plasma

1 part Space Drugs
1 part Lithium

1 part Mercury

1 part Sugar

1 part Radium

1 part Stable Plasma

1 part Space Drugs
1 part Lithium

1 part Mercury

1 part Sugar

1 part Radium

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

1 Part Banana Juice

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

10 Parts Nutriment
10 Parts Carbon

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

1 part Fluorosulfuric Acid
1 part Fluorine

1 part Hydrogen
1 part Potassium
1 part Sulfuric Acid

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

1 part Acetone
1 part Oil
1 part Welding Fuel

1 part Carbon

1 part Hydrogen

1 part Welding Fuel

1 part Oxygen

1 part Iron

1 part Fluorosulfuric Acid
1 part Fluorine

1 part Hydrogen
1 part Potassium
1 part Sulfuric Acid

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

2 parts Oxygen
1 part Nitrogen
Temperature 525K

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

5 parts Iron
5 parts Frost Oil

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

1 part Sodium

1 part Water

1 part Ash
1 part Oil
1 part Welding Fuel

1 part Carbon

1 part Hydrogen

Temperature 480K

Temperature 380K

1 part Hydrogen

1 part Silicon

1 part Synaptizine
1 part Sugar

1 part Lithium

1 part Water

1 part Water

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

1 part Phosphorus

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

1 part Hydrogen

1 part Oxygen

10 parts Liquid Gibs
Temperature 374K

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

1 part Sodium
1 part Water

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

1 part Water

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

1 part Carbon

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

1 part Silicon
1 part Water

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

1 part Sodium

1 part Water

1 part Ash
1 part Oil
1 part Welding Fuel

1 part Carbon

1 part Hydrogen

Temperature 480K

Temperature 380K

1 part Chlorine
1 part Ethanol

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

1 part Carbon

1 part Hydrogen

1 part Welding Fuel

1 part Oxygen

1 part Unstable Mutagen
1 part Chlorine

1 part Phosphorus

1 part Radium

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

1 part Phosphorus
1 part Radium

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

1 Part Sugar
1 Part Carbon

1 PartOil
1 part Welding Fuel

1 part Carbon

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

2 part Sulfuric Acid 3 part Ash 2 part Aluminum

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

1 part Stable-plasma

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

1 part Nitrogen

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

1 part Sugar

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

Construction Recipes

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

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

1 part Mercury

1 part Sugar

1 part Blood

0.1 Parts Oil
1 part Welding Fuel

1 part Carbon

1 part Hydrogen

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

1 part Mercury

1 part Sugar

1 part Blood

0.1 Parts Cryostylane
1 part Water

1 part Stable Plasma

1 part Nitrogen

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

1 part Mercury

1 part Sugar

1 part Blood

0.1 Parts Cyanide
1 part Oil
1 part Welding Fuel

1 part Carbon

1 part Hydrogen

1 part Ammonia
3 parts Hydrogen
1 part Nitrogen

1 part Oxygen

Temperature 380K

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

1 part Mercury

1 part Sugar

1 part Blood

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

1 part Mercury

1 part Sugar

1 part Blood

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

1 part Mercury

1 part Sugar

1 part Blood

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

1 Part Bicaridine
1 part Carbon

1 part Oxygen

1 part Sugar

1 Part Antitoxin
1 Part Nitrogen

1 Part Silicon

1 Part Potassium

1 part Slime Jelly
Extracted from oozelings

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

1 part Mercury

1 part Sugar

1 part Blood

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

1 part Mercury

1 part Sugar

1 part Blood

0.1 Parts Oil
1 part Welding Fuel

1 part Carbon

1 part Hydrogen


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

1 part Phosphorus

1 part Radium

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

1 part Mercury

1 part Sugar

1 part Blood

0.1 Parts Cryostylane
1 part Water

1 part Stable Plasma

1 part Nitrogen


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

1 part Phosphorus

1 part Radium

Produces Royal Blue carpet

Virology Recipes

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

Name Formula Description
Virus Food 5 parts Water

5 parts Milk

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

1 part Phosphorus

1 part Radium

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

1 part Phosphorus

1 part Radium

1 part Virus Food
5 parts Water
5 parts Milk

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

1 part Sodium

1 part Water

1 part Water

1 part Sugar

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

1 part Plasma

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

1 part Plasma

1 part Synaptizine
1 part Sugar

1 part Lithium

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

1 part Synaptizine
1 part Sugar

1 part Lithium

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

1 part Uranium

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

1 part Plasma

2 parts Uranium

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

5 parts Uranium
5 parts Silver OR Gold

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

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

Mutation Toxins

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

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

10 Parts Blood

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

1 part Unstable Mutagen
1 part Chlorine

1 part Phosphorus

1 part Radium

Also found in the Traitor Uplink.

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

10 Parts Liquid Gibs

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

10 Parts Fentanyl
1 part Space Drugs
1 part Lithium

1 part Mercury

1 part Sugar

Temperature 675K

10 Parts Impedrezene
1 part Mercury

1 part Oxygen

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

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

1 part Ethanol

1 part Oil
1 part Welding Fuel

1 part Carbon

1 part Hydrogen

1 part Hydrogen

1 part Sugar

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

1 part Ethanol

1 part Mercury

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

10 Parts Unstable Mutagen
1 part Chlorine

1 part Phosphorus

1 part Radium

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

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

20 Parts Adamantine

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

10 Parts Morphine
2 parts Carbon

2 parts Hydrogen
1 part Ethanol
1 part Oxygen

Temperature 480K

10 Parts Mute Toxin
2 parts Uranium

1 part Water

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

10 Parts Calomel
1 part Mercury

1 part Chlorine

Temperature 374K

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

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

30 Parts Fluorosulfuric Acid
1 part Fluorine

1 part Hydrogen
1 part Potassium
1 part Sulfuric Acid

Temperature 380K

30 Parts Milk

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

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

1 part Ethanol

1 part Oil
1 part Welding Fuel

1 part Carbon

1 part Hydrogen

1 part Bromine
1 part Carbon

1 part Ethanol

1 part Morphine
2 parts Carbon

2 parts Hydrogen
1 part Ethanol
1 part Oxygen

Temperature 480K

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

1 part Water

1 part Phosphorus
1 part Potassium
1 part Welding Fuel

Temperature 390K

10 Parts Bad Food

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

10 Parts Ash
1 part Oil
1 part Welding Fuel

1 part Carbon

1 part Hydrogen

Temperature 480K

5 Parts Entropic Polypnium
Found primarily in Lavaland flora.

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

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

30 Parts Stabilized Liquid Dark Matter
1 part Carbon

1 part Stable Plasma

1 part Radium

10 Parts Holy Water

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

20 Parts Uranium
60 Parts Plasma

Mutagenic chemical that transforms into a plasmaman.

Toxins

The deadliest of deadly chemicals. You can get a bunch of these through the traitor uplink, but if you don't wanna waste telecrystals you can mix it.

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

1 part Ethanol
1 part Water

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

1 part Sodium

1 part Water

1 part Ash
1 part Oil
1 part Welding Fuel

1 part Carbon

1 part Hydrogen

Temperature 480K

Temperature 380K

1 part Hydrogen
1 part Silicon

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

1 part Oxygen
1 part Sugar

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

1 part Water
1 part Carbon

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

1 part Water

1 part Carbon

1 part Nothing
1 part Radium

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

1 part Carbon

1 part Hydrogen

1 part Fluorine
1 part Hydrogen

Temperature 370K

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

1 part Ethanol

1 part Sulfur

1 Part Plasma
1 Part Hydrogen
1 Part Oxygen

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

1 part Carbon

1 part Hydrogen

1 part Fluorine
1 part Hydrogen

Temperature 370K

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

1 part Ethanol

1 part Sulfur

Knockout and Toxin 1 toxin damage every 2 cycles, knocks you out after 22 cycles. Metabolized very slowly: two units are enough to trigger the knockout. 0.05 units per tick
Amanitin Traitor Uplink Delayed Toxin Damage On the last second it is in you, it hits you with a large stack of toxin damage based on how long it was in your system. Larger doses means a longer waiting period but more damage. 0.2 units per tick
Lipolicide 1 part Ephedrine
1 part Diethylamine
1 part Ammonia
3 parts Hydrogen
1 part Nitrogen

1 part Ethanol

1 part Oil
1 part Welding Fuel

1 part Carbon

1 part Hydrogen

1 part Hydrogen

1 part Sugar

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

1 part Ethanol

1 part Mercury

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

1 part Oxygen
1 part Silver
Temperature 420K

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

1 part Mercury

1 part Sugar

Temperature 675K

Toxin, brain Will deal 1 toxin and 3 brain damage, up to 60 points of toxin damage and 150 points of brain damage (brains have 200 points of health). If the drug is not removed before 18 cycles it will knock the user unconscious. 0.2 units per tick
Cyanide 1 part Oil
1 part Welding Fuel

1 part Carbon

1 part Hydrogen

1 part Ammonia
3 parts Hydrogen
1 part Nitrogen

1 part Oxygen
Temperature 380K

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

2 parts Hydrogen
1 part Ethanol
1 part Oxygen

Temperature 480K

5 parts Carpotoxin
Space Carp, Koibeans, Emagged Chem Dispenser

5 parts Copper

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

1 part Carbon

1 part Hydrogen

1 part Welding Fuel

1 part Oxygen

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

1 part Ethanol

1 part Phenol
1 part Oil
1 part Welding Fuel

1 part Carbon

1 part Hydrogen

1 part Chlorine

1 part Water

1 part Chlorine
1 part Hydrogen

1 part Oxygen

1 part Zombie Powder
5 parts Morphine
2 parts Carbon

2 parts Hydrogen
1 part Ethanol
1 part Oxygen

Temperature 480K

5 parts Carpotoxin
Space Carp, Koibeans, Emagged Chem Dispenser

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

1 part Sodium

1 part Water

1 part Ash
1 part Oil
1 part Welding Fuel

1 part Carbon

1 part Hydrogen

Temperature 480K

Temperature 380K

1 part Ammonia
3 parts Hydrogen
1 part Nitrogen

1 part Welding Fuel

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

1 part Sodium

1 part Water

1 part Ash
1 part Oil
1 part Welding Fuel

1 part Carbon

1 part Hydrogen

Temperature 480K

Temperature 380K

1 part Ammonia
3 parts Hydrogen
1 part Nitrogen

1 part Welding Fuel

1 part Unstable Mutagen
1 part Chlorine

1 part Phosphorus

1 part Radium

1 part Milk

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

1 part Plasma
3 parts Ethanol

OR
Ethereals
OR
High power energy bars

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

1 part Oxygen
1 part Silver

Temperature 420K

1 part Sodium
1 part Chlorine
1 part Lithium

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

1 part Sodium

1 part Water

1 part Ash
1 part Oil
1 part Welding Fuel

1 part Carbon

1 part Hydrogen

Temperature 480K

Temperature 380K

1 part Saltpetre
3 parts Oxygen

1 part Potassium

1 part Nitrogen

1 part Sulfur

1 part Silver
1 part Stable Plasma
Temperature 400K

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

1 part Sodium

1 part Water

1 part Ash
1 part Oil
1 part Welding Fuel

1 part Carbon

1 part Hydrogen

Temperature 480K

Temperature 380K

1 part Saltpetre
3 parts Oxygen

1 part Potassium

1 part Nitrogen

1 part Sulfur

1 part Silver
1 part Stable Plasma

Temperature 400K

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

1 part Sodium

1 part Water

1 part Ash
1 part Oil
1 part Welding Fuel

1 part Carbon

1 part Hydrogen

Temperature 480K

Temperature 380K

1 part Hydrogen

1 part Silicon

1 part Fentanyl
1 part Space Drugs
1 part Lithium

1 part Mercury

1 part Sugar

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

1 part Carbon

1 part Hydrogen

1 part Potassium Iodide
1 part Potassium
1 part Iodine

1 part Aluminium
1 part Chlorine

1 part Fluorine

1 part Impedrezene
1 part Mercury

1 part Oxygen

1 part Sugar

1 part Radium

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

1 part Toxin
Hacked NanoMed vendors, Emagged Chem Dispenser

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

4 parts Ethanol

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

4 parts Water

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

Mushroom Chemicals

Found primarily in Lavaland flora.

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

Reagent Delivery

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


Delivery types

First of all, there are actually 5 types of delivery, called ingest, inject, vapor, touch and patch. If you are not interested in the details, you can skip to Smoke vs Foam vs others.

Ingest

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

Inject

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

Vapor

Vapor is used by (ranged) spray bottles and foam. A portion of the reagents will enter the bloodstream of the target, but clothes will protect from some/most/all of it depending on clothing. Any hardsuit typically makes the target completely immune to getting it into their bloodstream, if the helmet is closed. But if the reagent has a "vapor" based component, that component will still affect the target, like Fluorosulfuric Acid. See more about foam below, with examples.

Touch

Touch is used by smoke and splashing. If the reagent has a "touch" based component, that component will affect the target (such as the instant heal part of Synthflesh), without being blocked by clothing. Nothing at all will enter the target's bloodstream, with the exception of smoke if the target has no internals on. Currently all "touch" components are also "patch" components. See more on smoke below, with examples.

Patch

Patch is used by patches and medical gels. The reagent enters the target's bloodstream entirely AND if the reagent has a "patch" based component, that component will affect the target. Currently all "patch" components are also "touch" components.

Smoke vs foam vs others

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

Pills

Pills can be instantly ingested if used on yourself. It doesn't work if mouth is covered. Plasmamen will have trouble taking these. Holds up to 50u.

Syringes

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

Patches

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

Cigarettes

Can be dipped in reagents to be filled. If smoking/vaping, you will slowly ingest whatever reagents the cigarette/cigar/e-cig contains. Though, if the reagents are too diluted, they may not build up in your bloodstream fast enough to have any effect at all. E-cigarettes can be trimmed with a screwdriver and multitool to also create smoke.

Smoke

When a smoke reaction occurs, the smoke will consume any other reagent in its original containers, and spread that reagent to flooring and people/mobs who enter its area of effect. People who enter the smoke will be touched by the reagents. If they do not have internals on, they will also ingest the reagents. The amount of smoke does not dilute the reagents. The reagents will be copied to every individual or tile (not walls, windows or doors) over the cloud's duration. Reagents that are special coded to affect floor/environment (such as blood, acid or Space Cleaner) will do so. Smoke will usually block sight.
Smoke example 1: Smoke containing 20u Synthflesh. Everyone caught in the cloud, including people wearing hardsuits, will slowly heal 25 brute and burn, if they stay in the smoke for its full duration (otherwise they will heal partially). Those who are not wearing internals will also ingest 20u of the medicine, making it enter their bloodstream (which does nothing in this case).
Smoke example: Smoke containing 20u Chlorine Trifluoride(CLF3). CLF3 has a touch(and vapor) component, so everyone caught in the cloud, including people wearing hardsuits and internals, will catch on fire. It will also deal burn damage to the environment, since CLF3 is coded to do so. Those who are not wearing internals will also ingest 20u of the CLF3 and thus, start heating up from the inside, effectively burning from both in and out at the same time.

Foam

When a foam reaction occurs, the foam will consume any other reagent in its original containers, and spread that reagent to flooring and people/mobs who enter its area of effect. The foam will spread slower than smoke and is usually slippery. Reagents will be copied through the vapor type delivery to those affected over the duration of the foam, BUT the reagents will be heavily diluted depending on the amount of foaming reagent used. Any clothing will reduce how much of the reagents will enter a person's bloodstream. Furthermore, foam reagent bloodstream insertion is divided into several 'ticks'. A minimum amount of reagent is required per tick for it to enter a bloodstream. So if too little reagents are contained in the reaction, or too much foam is used, the foam will do nothing. These ticks are counted after dilution and protection from clothing. On the other hand, if you use very small amounts of foam, the reagents may instead multiply in the bloodstream to more than the original amount. Hardsuits with helmets on will make people immune to getting reagents into their bloodstream through foam. Despite dilution, the foam will still copy remaining chems such as acid, CLF3, or Space Cleaner to any tile it touches (but not walls, windows or doors). Foam will not block sight.
Foam example 1: 250u foam containing 10u Cyanide will spread a blue foam that does nothing to those it touches. The poison is too diluted to work at all.
Foam example 2: 20u foam containing 250u Fluorosulfuric Acid. A small area and everyone touched by the foam will have large amounts of acid slowly melting their clothing and the affected floor and items. Those who did not wear a hardsuit with helmet on will also have a large amount of acid in their bloodstreams, depending on what they were wearing and how long they were in the foam. If they had internals on or not doesn't matter.

Splashing

Throwing a beaker, or using a beaker on anything with harm intent, will splash its contents. The longer throw distance, the more the splash will spread out. A grenade will splash its content unless it also contains smoke or foam. Splashing only does touch delivery. This means most chemicals will do absolutely nothing when splashed. Reagents that have special properties to affect environment, such as Water, will do so where splashed (creates slippery tile). Reagents that have a touch component will apply that component only. Example: If you throw a beaker of 80u Synthflesh at someone, you will instantly heal them for 100 brute and burn (and deal up to 150 toxin damage), since Synthflesh is touch/patch based. It doesn't matter if the target uses hardsuit or internals in this case. This means throwing a beaker of poison at someone will do nothing at all. Splashing can apply chemicals such as Thermite to walls.

Spraying

Spraying reagents will apply them to environments (if they have any such effect), and will enter hit people's bloodstreams through the vapor delivery. This means clothing will protect from some/most/all of the reagents, depending on what they are wearing. Using a hardsuit with helmet on makes them immune to getting the reagent into their bloodstream. Reagents such as acid, CLF3, or Space Cleaner will still cause their special effects when sprayed on people/environments, but will not enter the bloodstream if the target is wearing too heavy clothing.


Beyond the Dispenser

Just because it isn't found in the dispenser or the guide above doesn't mean you can't use it! Holy water, slime cores and plenty of other things can provide limitless fun for an enterprising and curious chemist.