Guide to chemistry

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Revision as of 17:14, 15 September 2018 by imported>Angust (→‎Toxins{{anchor|Toxins}})
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This guide will primarily be useful for chemists but may come in handy to any player and especially traitors. See Chemical recipes for dispenser macros and simplified versions on how to make complicated chemicals. If you don't have a chem dispenser, see the Guide to Ghetto Chemistry.

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.

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


Chem Dispenser Chemistry Dispensers

Chem dispensers produce different chemicals depending on the manipulator installed.

Roundstart chem dispensers come with T3 chemicals and can be upgraded to unlock special properties.

Certain space and lavaland ruins also come with their own, special dispensers.

Available chemicals:

Click expand to see what chemicals are available:

Normal:

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

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: 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.
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 (such as Meth) you can just set it to a very high temperature to avoid this.
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, pills/patches are 50u max.
Pill bottles can be loaded to directly dispense pills/patches into them.


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.

Active Pure Chemicals

A.K.A. what happens when you eat or splash these. Chemicals unmentioned don't have any effect.

  • Chlorine: Causes minor physical damage to various body parts.
  • 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.
  • Fluorine: Causes minor toxin damage.
  • Lithium: Causes twitching, drooling, moaning and not being able to walk straight.
  • Mercury: Causes brain damage, twitching, drooling, moaning and not being able to walk straight.
  • Radium: Causes irradiation.
  • Sugar: Gives nutrition.
  • Sulphuric Acid: Causes minor toxin damage and instant brute damage to one body part when ingested. Destroys head-wear and causes burn damage when sprayed on someone.
  • Plasma: Causes major toxin damage.
  • Uranium: Causes slight irradiation.

Components

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

Name Formula Description
Ash 1 part Oil
Temperature 480K
Ingredient in Lye, Charcoal and Plastic Sheets.
Ash (Alternate Recipe) Light a piece of paper on fire, and scoop up the resulting ashes with a beaker. Ingredient in Lye, Charcoal and Plastic Sheets.
Oil 1 part Welding Fuel
1 part Carbon
1 part Hydrogen
Burns in a small smoky fire. Can be heated into Ash. Also ingredient in Phenol, Acetone, Perfluorodecalin, Ephedrine, Diphenhydramine, Miner's Salve, Haloperidol, Napalm, Plastic Sheets, Spray Tan and Cyanide.
Oil (Alternate Recipe) Scoop up oil from destroyed cyborgs or robots off the ground with a beaker. Burns in a small smoky fire. Can be heated into Ash. Also ingredient in Phenol, Acetone, Perfluorodecalin, Ephedrine, Diphenhydramine, Miner's Salve, Haloperidol, Napalm, Plastic Sheets, Spray Tan and Cyanide.
Acetone 1 part Oil
1 part Welding Fuel
1 part Oxygen
Ingredient in Cryoxadone, Atropine, Mutadone, Epinephrine, Smart Foaming Agent, Sulfonal and Modafinil.
Diethylamine 1 part Ammonia
1 part Ethanol
A very potent fertilizer. When used on a growing plant, it adds 2u of nutrient, increases yield more than Ammonia, heals the plant AND kills pests. Also ingredient in Atropine, Ephedrine, Diphenhydramine, Epinephrine, Modafinil, Meth Explosion and Lipolicide.
Phenol 1 part Oil
1 part Chlorine
1 part Water
Ingredient in Salicyclic Acid, Oxandrolone, Atropine, Epinephrine, Corazone and Modafinil.
Ammonia 3 parts Hydrogen
1 part Nitrogen
An effective fertilizer. Adds adds 1u of nutrient, heals plants and increases yield, though it isn't as powerful as Diethylamine. Ingredient in Diethylamine, Silver Sulfadiazine, Salbutamol, Pentetic Acid, Crank, Modafinil, Nitrous Oxide, Space Cleaner, Cyanide, Itching Powder and Weed Killer. (Results in 3 units instead of 4)
Saltpetre 3 parts Oxygen
1 part Potassium
1 part Nitrogen
Works as a fertilizer. Heals your plant, increases potency and decreases production time. Doesn't add nutrient. Ingredient in Bath Salts and Black Powder. (Results in 3 units instead of 5)
Lye 1 part Sodium
1 part Hydrogen
1 part Oxygen
Ingredient in Soap.
Lye (Alternate Recipe) 1 part Ash
1 part Water
1 part Carbon
Ingredient in Soap. (Results in 2 units instead of 3)

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
Silver Sulfadiazine 1 part Ammonia
1 part Silver
1 part Sulfur
1 part Oxygen
1 part Chlorine
Burn On touch, instantly heals burn damage, then heals over time while it stays in the system. Basic anti-burn healing drug.
On ingestion also deals minor toxin damage.
0.4 units per tick N/A
Styptic Powder 1 part Aluminium
1 part Hydrogen
1 part Oxygen
1 part Sulphuric Acid
Brute On touch, instantly heals brute damage, then heals over time while it stays in the system. Basic anti-brute healing drug.
On ingestion also deals minor toxin damage.
0.4 units per tick N/A
Saline-Glucose Solution 1 part Sodium Chloride
1 part Water
1 part Sugar
Brute, burn Has a 33% chance per metabolism cycle to heal brute and burn damage. Can be used as a temporary substitute for blood if hooked up via IV drip. If overdosed, it will have a 33% chance to deal brute and burn damage and a small chance to become salt or sugar each metabolism cycle. 0.2 units per tick 60u
Synthflesh 1 part Styptic Powder
1 part Blood
1 part Carbon
Brute, burn Instantly heals 1 brute and burn damage per unit of the chemical applied. Can be used to prepare corpses for defibrillation (under 180 brute and burn).
Touch and smoke application only. Does nothing while inside a mob's bloodstream.
0.4 units per tick N/A
Charcoal 1 part Sodium Chloride
1 part Ash
Temperature 480K
Toxin Heals toxin damage at a rate of 2 per tick, will also slowly remove any other chemicals. Ash usually stays hot enough to heat this reaction. 0.2 units per tick N/A
Salbutamol 1 part Salicyclic Acid
1 part Ammonia
1 part Aluminium
1 part Bromine
1 part Lithium
Suffocation Quickly heals oxygen damage at a rate of 3 per tick while slowing down suffocation. Great for stabilizing critical patients! 0.1 units per tick N/A
Bicaridine 1 part Carbon
1 part Oxygen
1 part Sugar
Brute Heals brute damage at a rate of 2 units per tick. If overdosed deals 2 brute damage per tick. 0.4 units per tick 30u
Kelotane 1 part Carbon
1 part Silicon
Burn Heals burn damage at a rate of 2 units per tick. If overdosed deals 2 burn damage per tick. 0.4 units per tick 30u
Anti-Toxin 1 part Nitrogen
1 part Silicon
1 part Potassium
Toxin Heals 2 toxin damage and removes 1u of other chemicals per tick. If overdosed deals 2 toxin damage per tick. 0.4 units per tick 30u
Tricordrazine 1 part Kelotane
1 part Bicaridine
1 part Anti-Toxin
All types 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. 0.4 units per tick 30u
Regenerative Jelly 1 part Tricordrazine
1 part Slime Jelly
All types An improved variation of Tricordrazine that heals 50% faster without the risk of overdose or damaging jellypeople. 0.4 units per tick N/A
Cryoxadone 1 part Acetone
1 part Unstable Mutagen
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. Is more effective in colder environments. 0.4 units per tick N/A
Pyroxadone 1 part Cryoxadone
1 part Slime Jelly
All types Inverse Cryoxadone that heals faster the hotter the patient is. Bonus if they're on fire! 0.4 units per tick N/A
Clonexadone 1 part Cryoxadone
1 part Sodium
5 units Plasma (catalyst)
Clone Quickly heals clone damage, but only when in a cold environment. 0.6 units per tick N/A
Mannitol 1 part Hydrogen
1 part Water
1 part Sugar
Brain Quickly heals brain damage - best used in cryo alongside Cryoxadone, but will still heal if taken via other means. 0.4 units per tick N/A

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
Salicyclic Acid 1 part Phenol
1 part Sodium
1 part Carbon
1 part Oxygen
1 part Sulphuric Acid
Brute If you have more than 50 brute damage, heals 4 units. If you have less than 50 brute damage, heals 0.5 units. Overdosing will deal more brute damage. 0.2 units per tick 25 Units
Oxandrolone 3 parts Carbon
1 part Phenol
1 part Hydrogen
1 part Oxygen
Burn If you have more than 50 burn damage, heals 4 units. If you have less than 50 burn damage, heals 0.5 units. Overdosing will deal more burn damage. 0.2 units per tick 25 Units
Omnizine Grown from Ambrosia Deus or found in lollipops and heated Donk Pockets 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. 0.1 units per tick 30 Units
Lavaland Extract Survival Medipens from mining Brute, burn 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. 0.4 units per tick 3 units
Honey 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
Earthsblood Grown from Ambrosia Gaia All damage types Very quickly heals all damage types (almost as fast as Cryoxadone), but causes brain damage, jitteriness and gets you high. Overdosing causes hallucinations and heavy toxin damage. 0.4 units per tick 25 Units
Pentetic Acid 1 part Cyanide
1 part Formaldehyde
1 part Ammonia
1 part Welding Fuel
1 part Sodium
1 part Chlorine
Radiation, toxin Reduces massive amounts of radiation and toxin damage while purging other chemicals from the body. 0.2 units per tick N/A
Perfluorodecalin 1 part Oil
1 part Fluorine
1 part Hydrogen
Temperature 370K
Suffocation Heals suffocation damage so quickly that you could have a spacewalk, but it mutes your voice. Has a 33% chance of healing brute and burn damage per cycle as well. 0.1 units per tick N/A
Atropine 1 part Acetone
1 part Diethylamine
1 part Phenol
1 part Ethanol
1 part Sulphuric Acid
Brute, burn 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 dizziness and jitter, which will shake the screen. Good for quickly getting critical patients back on their feet, but bad for combat because of the screenshake.
If overdosed it will deal toxin damage and cause extra jitter and dizziness.
0.1 units per tick 35 Units
Calomel 1 part Mercury
1 part Chlorine
Temperature 374K
Purge Quickly purges the body of all chemicals. If your health is above 20, large amounts of toxin damage is dealt. 0.2 units per tick N/A
Mutadone 1 part Acetone
1 part Unstable Mutagen
1 part Bromine
Genetic Heals your genetic mutations. Hulks hate it! 0.4 units per tick N/A

Unique Healing Medicines

These healing drugs perform niche functions that help against less common ailments.

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 Oil
1 part Hydrogen
1 part Sugar
Stun Reduces stun times by 2 seconds per tick, increases run speed, and stabilizes crit.
If overdosed or addicted it will deal toxin damage and cause breathing problems.
0.2 units per tick 45 Units 30 Units
Diphenhydramine 1 part Diethylamine
1 part Oil
1 part Bromine
1 part Carbon
1 part Ethanol
Histamine Overdose Purges body of lethal Histamine and reduces jitteriness while causing minor drowsiness. 0.2 units per tick N/A N/A
Oculine 1 part Charcoal
1 part Carbon
1 part Hydrogen
Eye Quickly heals eye damage and reverts blindness. 0.1 units per tick N/A N/A
Inacusiate 1 part Charcoal
1 part Carbon
1 part Water
Ear Instantly removes all ear damage. (Results in 2 units instead of 3) 0.4 units per tick N/A N/A
Epinephrine 1 part Acetone
1 part Diethylamine
1 part Phenol
1 part Chlorine
1 part Hydrogen
1 part Oxygen
Stun + Brute, burn, suffocation and toxin Prevents oxygen damage from going over 35. If the patient is in crit, slowly heals toxins, brute, and burn. 20% chance each tick to reduce stun times by 2 seconds. Gives a minor stamina regeneration buff.
Worse than Atropine at saving critical patients, but better for mid combat use. If overdosed will deal toxin and stamina damage, and cause suffocation.
0.1 units per tick 30 Units N/A
Antihol 1 part Charcoal
1 part Copper
1 part Ethanol
Alcohol Helps remove Alcohol from someone's body, as well as eliminating its side effects. 0.4 units per tick N/A N/A
Stimulants Traitor/Changeling Adrenals or Stimpack Stun Reduces stun times by 6 seconds per tick, increases run speed and rapidly recovers stamina. Will heal 1 of each damage type if health is between 0 and 50.
If overdosed it will hurt stamina and deal minor toxin damage.
0.2 units per tick 60 Units N/A
Insulin Found in NanoMed Plus Sugar Dependency Increases sugar depletion. 0.2 units per tick N/A N/A
Strange Reagent 1 part Unstable Mutagen
1 part Omnizine
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 Brute and Burn damage.
0.4 units per tick N/A N/A
Life 1 part Strange Reagent
1 part Synthflesh
1 part Blood
Temperature 375K
Life Can create a life form, however it's not guaranteed to be friendly. May want to have Security on hot standby. (Results in 1 unit instead of 3) N/A N/A N/A
Synaptizine 1 part Sugar
1 part Lithium
1 part Water
Hallucination Decrease Reduces stun times by 2 seconds per tick. Helps Hallucinations go away much faster. Also Purges Mindbreaker Toxin very quickly. Mildly toxic. 0.4 units per tick N/A N/A
Rezadone 1 part Carpotoxin
1 part Cryptobiolin
1 part Copper
Cellular Damage Healing Instantly heals all cellular damage, while healing brute and burn damage over time. If overdosed deals toxin damage. Very good for treating genetic damage on the spot. 0.4 units per tick 30 Units N/A
Spaceacillin 1 part Epinephrine
1 part Cryptobiolin
Infections An all-purpose antiviral agent. Prevents you from spreading any virus in your body. Metabolises very slowly. 0.04 units per tick N/A N/A
Miner's Salve 1 Part Oil
1 part Iron
1 Part Water
OR grind a twinkie, a sheet of metal and a sheet of plasma
Improvised Patch Healing Chem Heals over time, but prevents you from telling how injured you are. Causes stomach cramps if not applied via touch/patch. 0.16 units per tick N/A N/A
Haloperidol 1 part Oil
1 part Potassium Iodide
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. However also causes drowsiness and stamina damage. 0.16 units per tick N/A N/A
Leporazine 1 part Copper
1 part Silicon
5 units Plasma (catalyst)
Body temperature This keeps a patient's body temperature stable. High doses can allow short periods of unprotected EVA. Not viable for unprotected EVA anymore ever since space brute damage was tripled. 0.4 units per tick N/A N/A
Corazone 2 parts Phenol
1 part Lithium
Heart attack Prevents cardiac arrest, fully protects from heart attack damage as well as liver failure. 0.4 units per tick N/A N/A
Energized Jelly 1 part Teslium
1 part Slime Jelly
Stun Reduces stun times by 4 seconds per tick 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

Noncraftable Medicines

These healing drugs are used in sleepers and medibots, but are otherwise uncraftable.

Name Treatment for Description Metabolism Rate Overdose Threshold Addiction Threshold
Dexalin Suffocation Heals 2 oxygen damage per tick (slower than Salbutamol). If overdosed deals 2 oxygen damage per tick. 0.4 units per tick 30u N/A

Narcotics

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

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

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

Name Recipe Description Metabolism Rate Overdose Threshold Addiction Threshold
Nicotine Grown in tobacco or found in cigarettes. Reduces stun times by 2 seconds per tick and slightly recovers stamina. Addiction does nothing except displaying messages. 0.2 units per tick N/A 30 Units
Krokodil 1 part Diphenhydramine
1 part Morphine
1 part Space Cleaner
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.
If addicted too it will begin to deal fatal amounts of Brute damage as the addict's skin falls off.
0.2 units per tick 20 Units 15 Units
Crank 1 part Diphenhydramine
1 part Ammonia
1 part Lithium
1 part Sulphuric Acid
1 part Welding Fuel
Temperature 390K
Reduces stun times by 2 seconds per tick.
If overdosed or addicted, it will deal significant Toxin, Brute and Brain damage.
0.2 units per tick 20 Units 10 Units
Methamphetamine 1 part Ephedrine
1 part Hydrogen
1 part Iodine
1 part Phosphorus
Temperature 374K
Reduces stun times by 4 seconds per tick, gives a large speed boost, and recovers stamina while dealing Brain damage.
If overdosed the subject will move randomly, laugh randomly, drop items and suffer from Toxin and Brain damage.
If addicted the subject will constantly jitter and drool, before becoming dizzy and losing motor control and eventually suffer heavy toxin damage.
A great deal of caution must be taken when heating this chemical, as it will explode if it reaches a temperature of or greater than 380K. Can not explode in a body.
0.3 units per tick 20 Units 10 Units
Bath Salts 1 part Saltpetre
1 part Space Cleaner
1 part Bad Food
1 part Enzyme
1 part Nutriment
1 part Tea
1 part Mercury
Temperature 374K
Makes the subject immune to sleep and stuns, and grants a stamina regeneration buff. However the subject will suffer Brain damage, constant hallucinations and will lose some motor control.
If overdosed the subject will lose even more motor control, drool, and drop items in their hand.
If addicted the subject will suffer very severe Brain damage, severe hallucinations, complete loss of motor control and eventually fatal amounts of Toxin damage.
0.2 units per tick 20 Units 10 Units
Aranesp 1 part Epinephrine
1 part Atropine
1 part Morphine
The subject will think they are "amped" and regenerate stamina at an incredible rate, however the drug typically causes the subject to suffocate to death. 0.2 units per tick N/A N/A
Modafinil 1 part Acetone
1 part Diethylamine
1 part Phenol
1 part Ammonia
1 part Sulphuric acid
1 unit Bromine (catalyst)
Slowly-metabolizing compound. Heals dizziness, drowsiness, sleep and heats you up if frozen, similarly to Coffee Latte. If overdosed causes jitteriness, stuttering, rapid oxygen damage and eventually puts you to a lethal sleep.
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
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
Morphine 2 parts Carbon
2 parts Hydrogen
1 part Ethanol
1 part Oxygen
Temperature 480K
Will allow you to run at full speed, even when hurt or in a hardsuit, but you'll fall asleep if it's in your system for 24 cycles.


If overdosed or addicted it will cause jitteriness, dizziness and force the victim to drop items in their hands. If addicted it will also eventually deal toxin damage. Can be ordered from Cargo, be grown at Botany or be found in a NanoMed Plus. (Results in 3 units instead of 6)

0.2 units per tick 30 Units 25 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!
Fluorosurfactant 2 parts Carbon
2 parts Fluorine
1 part Sulphuric Acid
Creates a large amount of foam when mixed with an equal amount of water. This foam carries any reagents along with it in the container, allowing you to apply reagents to large areas at a time. The foam will apply any carried reagents to any walls, floors, objects, or people and animals in the area of the foam. The reagents will be absorbed through a mob's exposed skin and somewhat through clothes unless completely impermeable(hardsuit/biohazard/medical gear). The less foam used, the more reagent will be delivered into a person's bloodstream. Foam is slippery! Can not react in a body.
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 into Smoke Powder with Stabilizing Agent.
Smoke Powder 1 part Phosphorous
1 part Potassium
1 part Sugar
1 part Stabilizing Agent (catalyst)
The stabilized version of Smoke - only one third as effective as the unstabilized chemical reaction.Heat to 374K to activate. Can not react in a body.
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 Agent. If stabilized, heat to 374K to activate.
Phlogiston 1 part Phosphorus
1 part Sulphuric Acid
1 part Stable Plasma
Turns into a spreading plasma fire if not stabilized during mixing. Makes you burn longer, and ignites you. Deals increasing fire damage based on how much you're burning up to 4 fire damage every 3 seconds. Can be stabilized with Stabilizing Agent. Does not react immediately.
Napalm 1 part Oil
1 part Welding Fuel
1 part Ethanol
A substance that burns for much longer than 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 Agent. If stabilized, heat to 374K to activate.
Pyrosium 1 part Stable Plasma
1 part Radium
1 part Phosphorus
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, unless you want to prevent it from metabolising out of a body too fast. Does nothing whatsoever without being mixed with liquid Oxygen. Does not react with the oxygen in air. Can not react in a body.
Cryostylane 1 part Water
1 part Stable Plasma
1 part Nitrogen
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.
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 Mercury
1 part Oxygen
1 part Nitrogen
1 part Carbon
When detonated it will send any movable object or person flying away from the detonation point. Can be stabilized with Stabilizing Agent. If stabilized, heat to 474K to activate.
Liquid Dark Matter 1 part Stable Plasma
1 part Radium
1 part Carbon
When detonated it will suck in any movable object or person. Can be stabilized with Stabilizing Agent. If stabilized, heat to 474K to activate.
Meth Explosion 1 part Diethylamine
1 part Iodine
1 part Phosphorus
1 part Hydrogen
Temperature 300K
Reagents are 300K (room temperature) by default, so 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. Can not explode in a body.
Black Powder 1 part Charcoal
1 part Saltpetre
1 part Sulfur
Sparks, and then creates a violent explosion when heated to 474K. Causes hallucinations in plasmamen.
Nitroglycerin 1 part Glycerol
1 part Fluorosulfuric Acid
1 part Sulphuric Acid
A heavy, colourless, oily, explosive liquid obtained by nitrating glycerol. Explodes immediately on mixing. Can be stabilized with Stabilizing Agent. If stabilized, heat to 474K to activate. (Results in 2 units instead of 3)
Explosion 1 part Potassium
1 part Water
This explodes immediately on mixing, which may knock you over or even kill you. Only useful in grenade production.
Holy Explosion 1 part Potassium
1 part Holy Water
This explodes immediately on mixing. If it combined at least 75 of each reagent, it results in a more powerful explosion, which also paralyzes and reveals revenants and sets nearby cultists on fire. Otherwise it behaves like a normal Water-Potassium explosion. Much more efficient if less Potassium is used.
EMP 1 part Iron
1 part Uranium
This reacts immediately on mixing, creating an electromagnetic pulse which affects electronics nearby; very useful for causing chaos.
Bee Explosion 1 part Honey
1 part Strange Reagent
1 part Radium
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.
Tesla Shock 1 part Teslium
1 part Water
Or heating Teslium 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 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 minor burn damage to humans when ingested.

Other Recipes

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

Name Formula Description
Barber's Aid 1 part Carpet
1 part Space Drugs
1 part Radium
Changes your hair style, useful if you are bald! (Results in 5 units instead of 3)
Bluespace Dust Grind a bluespace crystal Occasionally causes random short distance teleportation if ingested.
Concentrated Barber's Aid 1 part Barber's Aid
1 part Unstable Mutagen
Grows your hair very long!
Candle 10 parts Liquid Gibs
10 parts Oxygen
Temperature 374K
Creates a red candle for use in decoration or rituals. Can not react in a body.
Carbon Dioxide 2 parts Oxygen
1 part Carbon
Temperature 777K
Creates CO2 in liquid form. Spilling this will release gas form CO2 into the atmosphere. Has no other effects.
Carpet 1 part Space Drugs
1 part Blood
Creates a carpet on the floor. Best used in a smoke machine/grenade or spray bottle. Ingredient in Barber's Aid.
Colorful Reagent 1 part Triple Citrus
1 part Cryoxadone
1 part Space Drugs
1 part Radium
1 part Stable Plasma
Use this to color EVERYTHING! Keep away from the clown and assistants! Add this to your smoke grenades.
Condensed Capsaicin 5 parts Ethanol
1 part Capsaicin Oil
A chemical agent used for self-defense and in police work. Stuns when sprayed into unprotected eyes. (Results in 5 units instead of 6)
Corgium 1 part Colorful Reagent
1 part Strange Reagent
1 part Nutriment
1 part Blood
Temperature 374K
Creates your own Corgi!
Cryptobiolin 1 part Oxygen
1 part Potassium
1 part Sugar
Causes confusion and dizziness. This is essential to make Spaceacillin.
Drying Agent 2 parts Stable Plasma
1 part Ethanol
1 part Sodium
Creates a solution that when applied to galoshes, causes them to be extra absorbent and dry any wet tiling they step on. (Results in 3 units instead of 4)
Foaming Agent 1 part Lithium
1 part Hydrogen
Used in Metal Foam production. Creates 1 unit instead of 2.
Firefighting Foam 1 part Stabilizing Agent
1 part Fluorosurfactant
1 part Carbon
Temperature 200K
When used in a spray or with smoke it creates a non-slippery foam which extinguishes fires and burning creatures, and removes plasma from the air, dumping it on the floor upon dissipation.
Fluorosulfuric Acid 1 part Fluorine
1 part Hydrogen
1 part Potassium
1 part Sulphuric 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 Sulphuric Acid
Requires blended corn, so thus help from the botanist. Used to make Nitroglycerin or FRAG-12 shotgun slugs. Slippery like water. (Results in 1 unit instead of 4)
Quantum Hair Dye 1 part Colorful Reagent
1 part Space Drugs
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. (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. Can not react in a body.
Metal Foam 3 parts Iron/Aluminium
1 part Foaming Agent
1 part Fluorosulfuric Acid
Creates lightweight metal foam walls. These can be easily torn through, but are useful for plugging hull breaches or blocking off AI turrets.

Can be made with either iron or aluminium. Can not react in a body.

Smart Foaming Agent 3 parts Foaming Agent
1 part Acetone
1 part Iron
Required to make smart metal foam.
Smart Metal Foam 3 parts Aluminium
1 part Smart Foaming Agent
1 parts Fluorosulfuric Acid
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. Can not react in a body.
Nitrous Oxide 2 parts Ammonia
2 parts Oxygen
1 part Nitrogen
Temperature 525K
Creates 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.
Gold Solidification 20 parts Gold
5 parts Frost Oil
1 part Iron
Solidifies a large amount of liquid Gold into a bar. Can not react in a body.
Plasma Solidification 20 parts Plasma
5 parts Iron
5 parts Frost Oil
Solidifies a large amount of liquid Plasma into a bar. Can not react in a body.
Plastic Sheets 5 parts Oil
3 parts Ash
2 parts Sulphuric Acid
Temperature 374K
Creates Plastic sheets at a rate of 10u per Plastic sheet.
Royal Bee Jelly 40 parts Honey
10 parts Unstable Mutagen
Causes a Queen Bee to split in two when injected. (Results in 5 units instead of 50)
Soap 10 parts Lye
10 parts Liquid Gibs
Temperature 374K
Creates a bar of soap, 10% faster cleaning than with what you get on the station. Can not react in a body.
Sodium Chloride 1 part Sodium
1 part Chlorine
1 part Water
Commonly known as salt, Sodium Chloride is often used to season food.

Exotic uses include messing with Revenants - they can't jaunt through salt piles.

Space Cleaner 1 part Ammonia
1 part Water
This is able to clean almost all surfaces of almost anything that may dirty them. The janitor is likely to appreciate refills.
Spray Tan 1 part Orange Juice
1 part Oil OR 1 Part Corn Oil
Darkens the skin when sprayed or applied. Ingesting more than 10u causes side effects!
Space Lube 1 part Oxygen
1 part Silicon
1 part Water
Space Lube is a high performance lubricant intended for maintenance of extremely complex mechanical equipment. (Results in 4 units instead of 3)
Sterilizine 1 part Charcoal
1 part Chlorine
1 part Ethanol
When applied via touch or vapor, increases the success chance of surgical steps by 20%. Useful for surgery in less than ideal conditions.
Synthmeat 5 parts Blood
1 part Cryoxadone
Creates a slab of synthetic meat.
Unstable Mutagen 1 part Chlorine
1 part Phosphorus
1 part Radium
Causes mutations when injected into living people or plants. High doses may be lethal, especially in humans. Also useful for Virology.

Virology Recipes

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

Name Formula Description
Virus Food 5 parts Water
5 parts Milk
Allows viruses and bacteria to quickly grow. Used to get a virus symptom of level 2. (Results in 15 units instead of 10)
Virus Rations 1 part Virus food
1 part Synaptizine
Depleted virus food. Used to get a virus symptom of level 1. (Results in 1 unit instead of 2)
Mutagenic Agar 1 part Unstable Mutagen
1 part Virus food
Extremely similar to Unstable Mutagen. Used to get a virus symptom of level 3. (Results in 1 unit instead of 2)
Sucrose Agar 1 part Mutagenic agar
1 part Sugar
Extremely similar to Mutagenic Agar. Used to get a virus symptom of level 4.
Weakened Virus Plasma 1 part Virus plasma
1 part Synaptizine
Weakened variety of virus plasma. Used to get a virus symptom of level 5.
Virus Plasma 1 part Virus food
1 part Plasma
Extremely similar to Plasma. Used to get a virus symptom of level 6. (Results in 1 unit instead of 2)
Decaying Uranium Gel 1 part Virus food
1 part Uranium
Powerful viral mutagen. Used to get a virus symptom of level 6 or 7. (Results in 1 unit instead of 2)
Unstable Uranium Gel 1 part Virus Plasma
5 parts Uranium
Powerful viral mutagen. Used to get a virus symptom of level 7. (Results in 1 unit instead of 6)
Stable Uranium Gel 1 part Plasma
10 parts Uranium
10 parts Silver OR Gold
Powerful viral mutagen. Used to get a virus symptom of level 8. (Results in 1 unit instead of 21)

Mutation Toxins

Obtainable through xenobiology, these chemicals transform humaniods in other humanoid races. It only takes 1u to start the transformation.

Name Formula Description
Slime Mutation Toxin Use Plasma on a green slime Mutagenic chemical that transforms into a slimeperson.
Lizard Mutation Toxin Use Radium on a green slime Transforms into a lizardperson.
Stable Mutation Toxin Use Blood on a green slime That transforms into a human.
Advanced Mutation Toxin Use Plasma on a black slime Slowly morphs the victim into a slime. The transformation can be stopped with Frost Oil.

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 Overdose Threshold
Toxin Medbay Vendors, Emagged Chem Dispenser Toxin Will deal toxin damage over time. 0.4 units per tick N/A
Bad Food From eating poorly made food Toxin Will deal a minor amount of Toxin damage. 0.1 units per tick N/A
Chloral Hydrate 3 parts Chlorine
1 part Ethanol
1 part Water
Stun, Toxin A powerful sedative which first dizzies and confuses, 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) 0.6 units per tick N/A
Mindbreaker Toxin 1 part Charcoal
1 part Hydrogen
1 part Silicon
Hallucinations A potent hallucinogenic compound that is illegal under space law. Formerly known as LSD, but was renamed so people understand that it is not a "fun time".
For people with the Reality Dissociation Syndrome trait, this will instead suppress hallucinations. (Results in 5 units instead of 3)
0.4 units per tick N/A
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 N/A
Mute Toxin 2 parts Uranium
1 part Water
1 part Carbon
Speech Makes the subject unable to speak for some time. (Results in 2 units instead of 4) 0.4 units per tick N/A
Mime's Bane 1 part Mute Toxin
1 part Nothing
1 part Radium
Gestures Makes the subject unable to gesticulate. 0.4 units per tick N/A
Bone Hurting Juice 3 parts Itching Powder
1 part Unstable Mutagen
1 part Milk
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 skeleton or a 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. Metabolized very fast. 2 units per tick 50 Units
Mulligan Toxin 1 part Slime Mutation Toxin
1 Part Unstable Mutagen
Found in the Traitor Uplink.
Identity Randomizes the subject's appearance. Infinite N/A
Lexorin 1 part Plasma
1 part Hydrogen
1 part Oxygen
Suffocation Temporarily stops respiration and causes oxyloss damage. Large doses are fatal, and will cause people to pass out quickly. 0.4 units per tick N/A
Initropidril Poison Kit, Bioterror Spray Cardiac Arrest Deals heavy toxin damage, with a 25% chance each cycle to cause one of the following: long stun, high oxyloss damage, or cardiac arrest. Combat the latter with electric shocks from grilles and doors in a pinch, or a defib if available. 0.2 units per tick N/A
Tirizene Traitor Sleepypen, Emagged Soda Dispenser/Borg Hypo, Poison/Death Berries Stamina Damage Deals stamina damage over time, slowing down and causing collapse in large doses, but otherwise harmless. 0.4 units per tick N/A
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 N/A
Polonium Poison Kit, Bioterror Spray Radiation Cause significant Radiation damage over time. It's metabolized very slowly. 0.05 units per tick N/A
Pancuronium Poison Kit, Emagged Medibot Paralysis and Suffocation After 10 seconds, knocks you out with no warning. Causes high oxyloss damage; lethal in small doses. 0.1 units per tick N/A
Sodium Thiopental Emagged Borg Hypo, Poison Kit, Bioterror Spray/Syringe/Dart, Emagged Medibot Knockout and Stamina Knocks you out after 11 seconds, and destroys your stamina. A more powerful version of Chloral Hydrate. 0.3 units per tick N/A
Sulfonal 1 part Acetone
1 part Diethylamine
1 part Sulfur
Knockout and Toxin 1 toxin damage every 2 cycles, knocks you out after 22 seconds. Metabolized very slowly: two units are enough to trigger the knockout. 0.05 units per tick N/A
Amanitin Destroying Angel 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 N/A
Amatoxin Fly Amanita Toxin Damage Deals 2.5 toxin damage per tick. 0.4 units per tick N/A
Lipolicide 1 part Ephedrine
1 part Diethylamine
1 part Mercury
Weight Loss Drains nutrition. Useful for weight loss. Will deal toxin damage if you are starving. 0.2 units per tick N/A
Coniine Death Berries, Bioterror Spray/Syringe 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. 0.024 units per tick N/A
Curare Poison Kit Knockout, Oxygen, and Toxin Paralyzes you after 11 seconds, while dealing oxyloss and toxic damage. Metabolizes slowly; very lethal. 0.05 units per tick N/A
Histamine Omega Weed, Poison Kit, Formaldehyde, Venom, Itching Powder Brute, toxin, oxyloss and eyesight Has a chance each tick to cause small amounts of brute damage or blur vision. If overdosed (30 units) it will also deal a significant amount of Brute, Toxin and Oxyloss damage each tick. 0.1 units per tick N/A
Formaldehyde 1 part Ethanol
1 part Oxygen
1 part Silver
Temperature 420K
Toxin Causes a small amount of Toxin damage over time. Has a 5% chance to turn into 5 to 15 units of Histamine. 0.2 units per tick N/A
Venom Poison Kit, Bioterror Spray, Giant Spider bites Brute, toxin Will deal Toxin and Brute damage over time based on how much venom is in the body. Has a chance to turn into 5 to 10 units of Histamine. 0.1 units per tick N/A
Fentanyl 1 part Space Drugs
Temperature 674K
Toxin, brain Will deal 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 N/A
Cyanide 1 part Oil
1 part Ammonia
1 part Oxygen
Temperature 380K
Toxin, oxyloss Deals random amounts of toxin damage while slowly suffocating or stunning its target. Metabolizes slowly. 0.05 units per tick N/A
Carpotoxin Space Carp, Koi Beans, Emagged Chem Dispenser Toxin Deals constant toxin damage over time. No special effects, but can be used to make Rezadone and imitation carpmeat. 0.4 units per tick N/A
Zombie Powder 5 parts Morphine
5 parts Carpotoxin
5 parts Copper
Fake death, stun Paralyses people, and makes them appear dead to the most rudimentary of tests. Deals minor oxygen and toxin damage. (Results in 2 units instead of 15) 0.4 units per tick N/A
Ghoul Powder 1 part Epinephrine
1 part Zombie Powder
Fake death Slows metabolism to a death-like state, while keeping the patient fully aware and mobile. Deals minor toxin damage. 0.4 units per tick N/A
Itching Powder 1 part Charcoal
1 part Ammonia
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 N/A
Mint Toxin Mints, Emagged Chem Dispenser, Mushroom Shavings (Lavaland) Conditional death Instantly gibs fat people when ingested. 0.4 units per tick N/A
Slime Jelly Grinding an unused slime extract Toxin The base reagent for slime based chemicals. Grinding extracts yields 20u jelly per use left. Heals brute damage over time, but randomly deals bursts of 20-60 toxin damage. 0.4 units per tick N/A
Heparin 1 part Formaldehyde
1 Part Sodium
1 Part Chlorine
1 Part Lithium
Brute, Bleeding Causes bleeding constantly while in the system of the victim. 0.08 units per tick N/A
Teslium 1 Part Black Powder
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. Heating this to 474K will create a Tesla Shock 0.2 units per tick N/A
Rotatium 1 Part Teslium
1 Part Mindbreaker Toxin
1 Part Fentanyl
Toxin Causes the victim's screen to display a rocking motion and deals moderate toxin damage. 0.24 units per tick N/A
Skewium 2 Parts Rotatium
2 Parts Plasma
1 Part Sulphuric Acid
Toxin Causes heavy skewing of the victim's screen every tick, swinging fucking every where, zooming in and out, spinning, inverting, and generally making you want to throw up. Deals minor toxin damage. If you are wanting to fight someone, inject them with this and they will be practically unable to fight. 0.32 units per tick N/A
Spewium Poison Kit Toxin After 11 ticks, has up to a 50% chance of causing strong vomiting while purging other toxins each tick. After 33 ticks, there is a chance to eject an organ each tick if overdosing. Requires very high doses. 0.32 units per tick 29 Units
Anacea 1 Part Haloperidol
1 Part Impedrezene
1 Part Radium
Toxin and Purges Medicines Metabolizes very slowly and quickly purges other chemicals in the victim while dealing light toxin damage. 0.032 units per tick N/A
Weed Killer 1 part Toxin
4 parts Ammonia
Toxin Kills weeds, causes minor toxin damage to humans. 0.4 units per tick N/A
Pest Killer 1 part Toxin
4 parts Ethanol
Toxin Kills pests in hydroponics trays, causes minor toxin damage to humans. Deals heavy toxin damage to fly people. 0.4 units per tick. N/A
Plant-B-Gone 1 part Toxin
4 parts Water
Toxin A potent herbicide which is useful to replace the limited supply the botanist starts with. Causes minor toxin damage to humans. Deals heavy toxin damage to pod people. 0.4 units per tick N/A
Pax 1 part Mindbreaker Toxin
1 part Synaptizine
1 part Water
Special Suppresses violence by preventing the victim from using anything but the help intent and passive grabs. 0.25 units per tick N/A
Tranquility Gondola Meat Special Induces a virus that creates Pax within the victims body and slowly turns the victim into a Gondola. 0.4 units per tick N/A

Lavaland Chemicals

Found primarily in Lavaland flora.

Name Found in Type Description Metabolism Rate
Entropic Polypnium Mushroom Cap (Inocybe), from tall mushrooms Poison 20% chance each tick to do Stamina, Brain, Toxin, Oxygen, and a bit of Eye Damage. Also knocks you unconcious after 10 cycles. 0.4 units per tick
Tinea Luxor Mushroom Stem (Embershroom) Other Makes the consumer glow. 0.4 units per tick
Vitrium Froth Cactus Fruit (Fruiting Cactus), Mushroom Leaf (Porcini) Medicine 80% chance to heal 1 burn and 1 brute damage each tick. 0.4 units per tick

Reagent Delivery

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

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 vs others.

  • Ingest and inject both currently do the exact same thing. The reagent simply enters the target's bloodstream. Used by pills, syringes, cigarettes, e-cigarettes, inhaling smoke and drinking the reagent directly.
  • 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 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 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 below, with examples.
  • 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-column of this guide.

Smoke vs foam vs others

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

  • 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: 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 Golems or 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.
  • Patches: Will apply all reagents into a person's bloodstream through any clothing, including hardsuits. Also apply touch/patch based effects. Example: A patch of 20u Styptic Powder will instantly heal 20 brute (touch component), and also enter the target's bloodstream for a long heal over time. 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 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 the 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 and start healing them over time. But since this particular medicine will deal toxin damage if not applied via touch/patch, those who inhale it will also start taking toxin damage.

Smoke example 2: 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. Also, foam will not dilute reagent's effects on environment. So, similarly to smoke, foam will copy 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 blood with a virus. The floor will be dirtied by blood, but none of those touched by the foam will have their bloodstreams affected, since the blood was too diluted.

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. 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 90u Synthflesh at someone, you will instantly heal them for 90 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 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 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.

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

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.