Difference between revisions of "Guide to chemistry"

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{{Speech
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= Chemicals =
|name=Tippo Felangus, the Chemist
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The building blocks of chemistry are aluminium, bromine, carbon, chlorine, copper, ethanol, fluorine, hydrogen, iodine, iron, lithium, mercury, nitrogen, oxygen, phosphorus, potassium, radium, silicon, silver, sodium, stable plasma, sugar, sulphur, sulphuric acid, water and welding fuel. These can be produced from the [[Chem Dispenser]] in [[Chemistry]].
|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]]
 
}}
 
  
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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.
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 +
Some pure chemicals are lethal or will cause heavy toxin damage if injected or ingested in their pure form.
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 +
Grinding minerals from mining will also get you:
 +
* [[Plasma]]
 +
* Uranium
 +
[[Emag|Emagging]] a chem dispenser will add:
 +
* Space Drugs
 +
* Morphine
 +
* Toxin
 +
* Carpotoxin
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* Miner's Salve
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The [[Vending_machines#Medbay|NanoMed Plus]] is your main source of generic toxin when hacked.
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Some chemical reactions will require you to heat the reagents in a [[File:Chemheater.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 simplified step-by-step instructions on how to make complicated chemicals (sometimes outdated), and for info about using the dispenser's ''recipe recording'' function. 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:Power_cell.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 rebuild it by first putting the circuit board back, and then all other things but use a full power cell [[File:Power_cell.png]] instead of the old one. Then screwdriver to finish. Or you can charge the machine with an [[inducer]] [[File:Inducer.png]].
  
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* Welding fuel
 
* Welding fuel
 
* Silver
 
* Silver
* Stable_plasma
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* 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.
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* '''Better power cell:''' larger maximum power capacity.
 
* '''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>
 
* '''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>
 
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=== [[File:Chemheater.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>
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==Metabolism==
 
==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 [[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.
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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#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. Unmentioned dispensable chemicals don't have any effects. Plasma and uranium requires you to grind mineral sheets to acquire.
 
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.
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*'''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|surgery]] and flammability when applied externally. Metabolism rate 0.2.
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*{{anchor|Ethanol}}'''Ethanol''': A decent alcoholic "beverage", with a [[Guide_to_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.
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*'''Fluorine''': Causes {{dmgs|e|1 toxin damage}} per tick.
 
*'''Iron''': Slowly restores blood volume.
 
*'''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.
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*'''Mercury''': Causes {{dmgs|t|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.
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*'''[[Plasma]]''': Causes {{dmgs|e|3 toxin damage}} per tick. Creates gas form plasma when spilled or heated to 323.15K (50°C). Not to be confused with Stable Plasma, which does nothing.
 
*'''Radium''': Slowly causes irradiation (2 per tick). Creates glowing green goo on floor if more than 3u is spilled.
 
*'''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]].
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*'''Sulphuric Acid''': Causes {{dmgs|e|1 toxin damage}} and some {{dmgs|q|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 (1 per tick) 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.
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*'''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.<br>
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These are very basic chemicals that you'll use in a lot of other more complicated chems. They can still be toxic, though.
 
 
Hover a chemical component to see tooltips. On Firefox-based browsers the tooltips might block clickable links. There is no solution available, but ask in the [https://tgstation13.org/phpBB/viewforum.php?f=60 discord] wiki-general for a temporary workaround. Also do drop a comment there if you find an incorrect recipe.
 
 
 
 
{| 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
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!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>
 
|{{RecursiveChem/Ash}}
 
|{{RecursiveChem/Ash}}
|Ingredient in [[#Lye|Lye]], [[#Multiver|Multiver]] 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.
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|Basic ingredient in a couple of recipes.
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|-
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!style='background-color:#FFEE88;'|Ash (Alternate Recipe) <span style="color:#C8A5DC;background-color:white">▮</span>
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|Light a piece of paper on fire, and scoop up the resulting ashes with a beaker.
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|Basic ingredient in a couple of recipes.
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|-
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!style='background-color:#FFEE88;'|{{anchor|Carpet}}Carpet <span style="color:#C8A5DC;background-color:white">▮</span>
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|{{RecursiveChem/Carpet}}
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|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>
 
|{{RecursiveChem/Oil}}
 
|{{RecursiveChem/Oil}}
|Can be heated into [[#Ash|Ash]]. Also ingredient in [[#Phenol|Phenol]], [[#Acetone|Acetone]], [[#Convermol|Convermol]], [[#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.
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|Burns to ash in a small smoky fire. Used to maintain various systems in the [[Weapons Bay]].
 +
|-
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!style='background-color:#FFEE88;'|Oil (Alternate Recipe) <span style="color:#C8A5DC;background-color:white">▮</span>
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|Scoop up oil from destroyed cyborgs or robots off the ground with a beaker.
 +
|Burns to ash in a small smoky fire. Used to maintain various systems in the [[Weapons Bay]].
 +
|-
 +
!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>
 
|{{RecursiveChem/Acetone}}
 
|{{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>
 
|{{RecursiveChem/Diethylamine}}
 
|{{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]].
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|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>
 
|{{RecursiveChem/Phenol}}
 
|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>
 
|{{RecursiveChem/Ammonia}}
 
|{{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]], [[#Aiuri|Aiuri]], [[#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>
 
|{{RecursiveChem/Saltpetre}}
 
|{{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|Sodium Chloride}}Sodium Chloride<span style="color:#FFFFFF;background-color:white">▮</span>
 
|{{RecursiveChem/Sodium Chloride}}
 
|Commonly known as table salt, Sodium Chloride is often used to season food.<br>
 
Exotic uses include messing with [[Revenant|Revenants]] - they can't jaunt through salt piles.
 
 
|-
 
|-
 
!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>
 
|{{RecursiveChem/Lye}}
 
|{{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>
|{{RecursiveChem/Lye_Alt}}
+
|{{RecursiveChem/Lye2}}
|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.
  
Some medicines have special suffixes to specify which damage types they are meant to treat:<br>
+
See [[guide to medicine|Guide to Medicine]] for more information on what to use when.
 
 
*Brute = -ibital
 
*Burn  = -uri
 
*Oxy  = -mol
 
*Tox  = iver
 
<br>
 
 
 
Many reagents can also 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).
 
 
 
See [[guide to medicine|Guide to Medicine]] for more information on what to use and when.  
 
 
 
===Medicine Changes===
 
Returning chemists may notice several changes (mostly made mid 2019) in the list of medicines. The easily available medicines (including brute and burn patches) are getting severely nerfed or replaced by inferior versions with downsides. This is part of an ongoing major overhaul (as per Aug 2019). The intension is (amongst other things) to add more interesting choices to the /tg/station medical system than to (in most cases) simply apply a patch or pill and the patient is fixed. Instead [[Surgery#Tend_Wounds|surgery]] has been made much easier. This is also to reduce the dependency on chemists, to give them more time to experiment with their many other chemicals.<br>
 
 
 
Strong medicines without downsides (such as [[#Salicyclic_Acid|Salicyclic Acid]] are still intended to exist however. During development they might become harder to make by requiring ingredients from other departments. <br>
 
 
 
Returning players may be confused from the changes, so some old recipes removed from /tg/ will still be visible (striked through) ''for now''. And you can hover over some of the old names (for reworked chems) to see their old recipes ([[#Silver_Sulfadiazine|Silver Sulfadiazine]]) and [[#Styptic_Powder|Styptic Powder]]).
 
 
 
 
===Core Healing Medicines===
 
===Core Healing Medicines===
These healing drugs may be considered to be cheap or commonly available "core" drugs, used to heal common ailments. Some of them should only be used for treating minor damage, as they have dangerous side effects. Consider using [[Surgery#Tend_Wounds|Tend Wounds surgery]] instead unless more rare medicines are available.  
+
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.
 
 
 
{| 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 216: Line 199:
 
! 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|Libital}}Libital<span style="color:#ECEC8D;background-color:white">▮</span>
+
!style='background-color:#FFEE88;'|{{anchor|Silver Sulfadiazine}}Silver Sulfadiazine<span style="color:#C8A5DC;background-color:white">▮</span>
|{{RecursiveChem/Libital}}
+
|{{RecursiveChem/Silver_Sulfadiazine}}
 +
|Burn
 +
|On touch, instantly heals burn damage, then heals over time while it stays in the system. Basic anti-burn healing drug.<br>On ingestion, deals minor toxin damage. Deals stamina damage when used.<br>If overdosed, deals oxygen damage.
 +
|1 unit per tick
 +
|100u
 +
|N/A
 +
|-
 +
!style='background-color:#FFEE88;'|{{anchor|Styptic Powder}}Styptic Powder<span style="color:#FF9696;background-color:white">▮</span>
 +
|{{RecursiveChem/Styptic Powder}}
 
|Brute
 
|Brute
|Inferior medicine only used for treating minor brute damage. Each tick heals 1 brute and causes 1 [[Guide_to_medicine#Organ_table|liver]] damage.  
+
|On touch, instantly heals brute damage. Basic anti-brute healing drug.<br>On ingestion, deals minor toxin damage.<br>If overdosed, deals oxygen damage.<br>Deals stamina damage when used.
 +
|1 unit per tick
 +
|100u
 +
|N/A
 +
|-
 +
!style='background-color:#FFEE88;'|{{anchor|Saline-Glucose Solution}}Saline-Glucose Solution<span style="color:#DCDCDC;background-color:white">▮</span>
 +
|{{RecursiveChem/Saline-Glucose Solution}}
 +
|Brute, burn
 +
|Has a 33% chance per metabolism cycle to heal brute and burn damage. Can be used as a substitute for blood if hooked up via IV drip.<br>If overdosed, deals either brute and burn damage or adds Sodium Chloride or Sugar.
 +
|0.2 units per tick
 +
|60u
 +
|N/A
 +
|-
 +
!style='background-color:#FFEE88;'|{{anchor|Synthflesh}}Synthflesh<span style="color:#FFEBEB;background-color:white">▮</span>
 +
|{{RecursiveChem/Synthflesh}}
 +
|Brute, burn
 +
|Has a 100% chance of instantly healing brute and burn damage. <br>Touch based only. Does nothing while inside a mob. Deals stamina damage upon usage.<br>If overdosed, deals Toxin damage.
 +
|1 unit per tick
 +
|125u
 +
|N/A
 +
|-
 +
!style='background-color:#FFEE88;'|{{anchor|Charcoal}}Charcoal<span style="color:#000000;background-color:white">▮</span>
 +
|{{RecursiveChem/Charcoal}}
 +
|Toxin
 +
|Heals toxin damage at a rate of 2 per tick, will also slowly remove any other chemicals.
 
|0.4 units per tick
 
|0.4 units per tick
 +
|N/A
 
|N/A
 
|N/A
 
|-
 
|-
!style='background-color:#FFEE88;'|{{anchor|Sanguibital}}Sanguibital<span style="color:#ECEC8D;background-color:white">▮</span>
+
!style='background-color:#FFEE88;'|{{anchor|Salbutamol}}Salbutamol<span style="color:#00FFFF;background-color:white">▮</span>
|{{RecursiveChem/Sanguibital}}
+
|{{RecursiveChem/Salbutamol}}
 +
|Suffocation
 +
|Quickly heals oxygen damage at a rate of 3 per tick while slowing down suffocation. Great for stabilizing critical patients!<br>If overdosed, adds Histamine.
 +
|0.1 units per tick
 +
|25u
 +
|N/A
 +
|-
 +
!style='background-color:#FFEE88;'|{{anchor|Bicaridine}}Bicaridine<span style="color:#bf0000;background-color:white">▮</span>
 +
|{{RecursiveChem/Bicaridine}}
 
|Brute
 
|Brute
|Heals brute only if you're bleeding, scaling with the rate at which you are bleeding out. Dilates blood streams, increasing the amount of blood lost. Each tick heals 0.5 brute per "bleed rate" and increases bleed rate by 2. Overdosing doubles the increase in bleed rate.  
+
|Heals brute damage at a rate of 1.5 units per tick if brute damage is less than 50 otherwise it heals brute damage at a rate of 0.5 units per tick. If overdosed it will annihilate your liver, can kill an upgraded cybernetic liver.
|0.4 units per tick
+
|0.2 units per tick
|35 Units
+
|30u
 +
|N/A
 
|-
 
|-
!style='background-color:#FFEE88;'|{{anchor|Aiuri}}Aiuri<span style="color:#C8A5DC;background-color:white">▮</span>
+
!style='background-color:#FFEE88;'|{{anchor|Kelotane}}Kelotane<span style="color:#FFa800;background-color:white">▮</span>
|{{RecursiveChem/Aiuri}}
+
|{{RecursiveChem/Kelotane}}
 
|Burn
 
|Burn
|Inferior medicine only used for treating minor burn damage. Each tick heals 0.5 burn and causes 1 [[Guide_to_medicine#Organ_table|eye]] damage.
+
|Heals burn damage at a rate of 1.5 units per tick if below 50 burn damage otherwise it heals at a rate of 0.5 units per tick. If overdosed it will annihilate your liver, can kill an upgraded cybernetic liver.
 +
|0.2 units per tick
 +
|30u
 +
|N/A
 +
|-
 +
!style='background-color:#FFEE88;'|{{anchor|Antitoxin}}Antitoxin<span style="color:#00a000;background-color:white">▮</span>
 +
|{{RecursiveChem/Antitoxin}}
 +
|Toxin
 +
|Heals 2 toxin damage and removes 1u of other chemicals per tick. If overdosed damages your liver.
 +
|0.2 units per tick
 +
|30u
 +
|N/A
 +
|-
 +
!style='background-color:#FFEE88;'|{{anchor|Dexalin}}Dexalin<span style="color:#C8A5DC;background-color:white">▮</span>
 +
|{{RecursiveChem/Dexalin}}
 +
|Suffocation
 +
|Heals 2 oxygen damage per tick (slower than Salbutamol). If overdosed damages the heart.
 
|0.4 units per tick
 
|0.4 units per tick
 +
|30u
 
|N/A
 
|N/A
 
|-
 
|-
!style='background-color:#FFEE88;'|{{anchor|Ichiyuri}}Ichiyuri<span style="color:#C8A5DC;background-color:white">▮</span>
+
!style='background-color:#FFEE88;'|{{anchor|Dexalin+}}Dexalin Plus<span style="color:#C8A5DC;background-color:white">▮</span>
|{{RecursiveChem/Ichiyuri}}
+
|{{RecursiveChem/Dexalin Plus}}
|Burn
+
|Suffocation
|Used to treat serious burns. Prolonged exposure can cause burns to itch. Heals 2 burn per tick, and randomly makes you scratch yourself every few seconds, causing 1-7 burn and bleeding. The itch will happen more often the longer it's been in your system.  
+
|Heals 4 oxygen damage per tick (slightly faster than Salbutamol). If overdosed deals a large amount of damage to the heart.
 
|0.4 units per tick
 
|0.4 units per tick
 +
|25u
 
|N/A
 
|N/A
 
|-
 
|-
!style='background-color:#FFEE88;'|{{anchor|Synthflesh}}{{anchor|Instabitaluri}}Synthflesh (Instabitaluri)<span style="color:#FFEBEB;background-color:white">▮</span>
+
!style='background-color:#FFEE88;'|{{anchor|Tricordrazine}}Tricordrazine<span style="color:#707A00;background-color:white">▮</span>
|{{RecursiveChem/Synthflesh}}
+
|{{RecursiveChem/Tricordrazine}}
|Brute, burn
+
|Brute/Burn/Toxin
|Instantly heals 1.25 brute and burn damage per unit of the chemical applied, but also instantly deals toxin damage equal to 75% of brute and burn damage healed. Can be used to prepare corpses for [[Guide_to_medicine#Death|defibrillation]] (needs under 180 brute and burn). <br>[[#Touch|Touch]] and [[#Smoke|smoke]] application only. Does nothing while inside a mob's bloodstream.
+
|Heals 1 of each damage type per tick. If overdosed deals 2 damage of toxin per tick and kills your liver.
 
|0.4 units per tick
 
|0.4 units per tick
 +
|30u
 
|N/A
 
|N/A
 
|-
 
|-
!style='background-color:#FFEE88;'|{{anchor|Multiver}}Multiver<span style="color:#000000;background-color:white">▮</span>
+
!style='background-color:#FFEE88;'|{{anchor|Cryoxadone}}Cryoxadone<span style="color:#0000C8;background-color:white">▮</span>
|{{RecursiveChem/Multiver}}
+
|{{RecursiveChem/Cryoxadone}}
|Toxin
+
|All types
|Inferior antitoxin that heals toxin damage and purges chems (including itself) faster the more unique ''medicines'' there are in the body. Also causes [[Guide_to_medicine#Organ_table|lung]] damage. Each tick heals 0.5 toxin, purges 0.5u of every reagent and deals 1 lung damage per unique medicine currently in your body.  
+
|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
 
|0.4 units per tick
 +
|N/A
 
|N/A
 
|N/A
 
|-
 
|-
!style='background-color:#FFEE88;'|{{anchor|Fiziver}}Fiziver<span style="color:#000000;background-color:white">▮</span>
+
!style='background-color:#FFEE88;'|{{anchor|Pyroxadone}}Pyroxadone<span style="color:#f7832a;background-color:white">▮</span>
|{{RecursiveChem/Fiziver}}
+
|{{RecursiveChem/Pyroxadone}}
|Toxin
+
|All four basic types and cellular
|An antitoxin that heals toxin damage extremely fast, but temporarily physically weakens the user, adding a damage modifier making them take extra brute, burn, suffocation and stamina damage. The damage modifier and toxin healed increases the longer it's been in the body (over triple damage taken after metabolizing about 10u). Overdosing will make the chem instantly purge itself and take minor brute, burn and suffocation damage based on the existing damage modifier before overdosing.  
+
|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]].
 
|0.4 units per tick
 
|0.4 units per tick
|11 Units
+
|N/A
 +
|N/A
 
|-
 
|-
!style='background-color:#FFEE88;'|{{anchor|Syriniver}}{{anchor|Thializid}}Syriniver<span style="color:#8CDF24;background-color:white">▮</span>
+
!style='background-color:#FFEE88;'|{{anchor|Clonexadone}}Clonexadone<span style="color:#3D3DC6;background-color:white">▮</span>
|{{RecursiveChem/Syriniver}}
+
|{{RecursiveChem/Clonexadone}}
 +
|Clone
 +
|Quickly heals clone damage, but only when in a cold environment.
 +
|0.6 units per tick
 +
|N/A
 +
|N/A
 +
|-
 +
!style='background-color:#FFEE88;'|{{anchor|Mannitol}}Mannitol<span style="color:#A0A0A0;background-color:white">▮</span>
 +
|{{RecursiveChem/Mannitol}}
 +
|Brain
 +
|Quickly heals brain damage - best used in cryo alongside Cryoxadone, but will still heal if taken via other means. When Overdosed, slows the working speed of it.
 +
|0.4 units per tick?
 +
|35u If using the Brain Tumor Trait
 +
|N/A
 +
|-
 +
!style='background-color:#FFEE88;'|{{anchor|System Cleaner}}System Cleaner<span style="color:#DCDCFF;background-color:white">▮</span>
 +
|{{RecursiveChem/System Cleaner}}
 
|Toxin
 
|Toxin
|Heals 1 toxin per tick while purging 1u [[#Toxins|toxin reagents]] and damaging [[Guide_to_medicine#Organ_table|liver]], but if applied using an IV drip it can heal more and safer. Heals more and purges more toxins if injected over time with an IV drip. Should be diluted for safety if used in an IV. If at least 0.6u is [[#Inject|injected]] (syringe or IV-drip), a large portion of this chem is transformed into the much safer [[#Musiver|Musiver]]. An IV drip with a 40% solution of syriniver will heal about 5 toxin per cycle and purge 2u [[#Toxins|toxin reagents]], but is unsafe since it makes [[#Musiver|Musiver]] overdose very likely. A 20% solution is pretty safe. The more damaged liver the patient has, the lower amount will be turned into [[#Musiver|Musiver]] when injected. This means a damaged liver will take more damage than a healthy one. If overdosed causes muscle weakness, high liver damage and [[Status_Effects#Disgust|disgust]].
+
|Quickly purges toxin damage in the rare case an IPC gets said damge.
|0.3 units per tick
+
|0.2 units per tick
|6 Units
+
|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 and traumas, but only if you're an IPC.
 +
|0.4 units per tick
 +
|N/A
 +
|N/A
 
|-
 
|-
!style='background-color:#FFEE88;'|{{anchor|Tirimol}}Tirimol<span style="color:#FF6464;background-color:white">▮</span>
+
!style='background-color:#FFEE88;'|{{anchor|Radioactive Disinfectant}}Radioactive Disinfectant<span style="color:#EEFF8F;background-color:white">▮</span>
|{{RecursiveChem/Tirimol}}
+
|{{RecursiveChem/Radioactive Disinfectant}}
|Suffocation
+
|Radiation
|Inferior oxygen deprivation medication that causes fatigue and can make you fall asleep. Heals 1 suffocation and deals 2 stamina damage per tick. Causes [[Status_Effects#Drowsiness|drowsiness]] after 15 seconds, and then every 45 seconds. If it was in your system longer than 20 cycles, you will fall asleep for 20 seconds when it's out.  
+
|Purges radiation from IPC's.
 
|0.4 units per tick
 
|0.4 units per tick
 +
|N/A
 
|N/A
 
|N/A
 
|-
 
|-
!style='background-color:#FFEE88;'|{{anchor|Convermol}}Convermol<span style="color:#FF6464;background-color:white">▮</span>
+
!style='background-color:#FFEE88;'|{{anchor|Neurine}}Neurine<span style="color:#C0C0C0;background-color:white">▮</span>
|{{RecursiveChem/Convermol}}
+
|{{RecursiveChem/Neurine}}
|Suffocation
+
|Minor brain traumas
|Quickly converts suffocation damage into toxin damage, with a 5:2 ratio. Each tick will heal suffocation damage equal to 2.5 times current cycle. Both scale with drug exposure and amount of oxygen deprivation. Overdose causes toxic byproducts regardless of oxygen deprivation.
+
|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_drinks#Neurotoxin |Neurotoxin]].
|0.1 units per tick
+
|0.4 units per tick
|35 Units
+
|N/A
 +
|N/A
 
|-
 
|-
 
|}
 
|}
  
 
===Superior Healing Medicines===
 
===Superior Healing Medicines===
These healing drugs are harder to make than the core healing medicines, however they often heal faster and with fewer side effects (if any).  
+
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.
 
{| 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 299: Line 374:
 
! 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|Trophazole}}Trophazole<span style="color:#FFFF6B;background-color:white">▮</span>
 
|{{RecursiveChem/Trophazole}}
 
|Brute
 
|Heals 1.5 brute per tick. But if ingested by mouth it creates a special  [[#Mitogen_Metabolism_Factor|enzyme]] in your system (1.25u per 5u ingested), which turns any [[Guide_to_food_and_drinks#Food|food]] you eat into [[Guide_to_food_and_drinks#Peptides|healing peptides]]. These peptides heal an additional 3 brute and 1 burn (not per tick, but every few seconds at least). If overdosed deals 1.5 brute per tick.
 
|0.4 units per tick
 
|20 Units
 
|-
 
!style='background-color:#FFEE88;'|{{anchor|Rhigoxane}}Rhigoxane<span style="color:#B6D2F2;background-color:white">▮</span>
 
|{{RecursiveChem/Rhigoxane}}
 
|Burn
 
|Heals 2 burn per tick. If applied with [[#Vapor|vapor]], such as with a [[General_items#Space_Cleaner|spray bottle]] [[File:Cleaner.png]] it also cools you down (if above body temperature), and extinguishes if burning.
 
|0.4 units per tick
 
|25 Units
 
 
|-
 
|-
 
!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>
 
|{{RecursiveChem/Salicyclic Acid}}
 
|{{RecursiveChem/Salicyclic Acid}}
 
|Brute
 
|Brute
|If you have more than 25 brute damage, heals 4 brute. If you have equal to or less than 25 brute damage, heals 0.5. Overdosing will deal more brute damage.
+
|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 make it double the healing speed of brute damage at the low price of taking toxin damage and the death of your liver. Deals stamina damage upon usage.
 
|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:#1E8BFF;background-color:white">▮</span>
 
|{{RecursiveChem/Oxandrolone}}
 
|{{RecursiveChem/Oxandrolone}}
 
|Burn
 
|Burn
|If you have more than 25 burn damage, heals 4 burn. If you have equal to or less than 25 burn damage, heals 0.5. Overdosing will deal more burn damage.
+
|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 double the healing speed of burn damage at the low price of taking toxin damage and the death of your liver. Deals stamina damage upon usage.
 
|0.2 units per tick
 
|0.2 units per tick
|25 Units
+
|25 units
 +
|N/A
 
|-
 
|-
!style='background-color:#FFEE88;'|{{anchor|Salbutamol}}Salbutamol<span style="color:#00FFFF;background-color:white">▮</span>
+
!style='background-color:#FFEE88;'|{{anchor|Omnizine}}Omnizine<span style="color:#DCDCDC;background-color:white">▮</span>
|{{RecursiveChem/Salbutamol}}
+
|{{RecursiveChem/Omnizine}}
|Suffocation
+
|Brute, burn, toxin and suffocation
|Quickly heals oxygen damage at a rate of 3 per tick while slowing down suffocation. Great for stabilizing critical patients!
+
|Heals 0.5 of each damage type per tick. If overdosed it will deal 1.5 damage of each damage type per tick.
 
|0.1 units per tick
 
|0.1 units per tick
 +
|30u
 
|N/A
 
|N/A
 
|-
 
|-
!style='background-color:#FFEE88;'|{{anchor|Regenerative Jelly}}Regenerative Jelly<span style="color:#91D865;background-color:white">▮</span>
+
!style='background-color:#FFEE88;'|{{anchor|Carthatoline}}Carthatoline<span style="color:#225722;background-color:white">▮</span>
|{{RecursiveChem/Regenerative Jelly}}
+
|{{RecursiveChem/Carthatoline}}
|All four basic types
+
|Toxin
|Heals 1.5 of each of the four basic damage types without the risk of overdose or damaging [[Guide_to_races#Jellypeople|jellypeople]].
+
|Used to treat severe toxin damage. Side effects include: Janitors forming unions, vomiting. If overdosed then it will start damaging your brain.
 
|0.4 units per tick
 
|0.4 units per tick
 +
|25u
 
|N/A
 
|N/A
 
|-
 
|-
Line 345: Line 411:
 
|{{RecursiveChem/Pentetic Acid}}
 
|{{RecursiveChem/Pentetic Acid}}
 
|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.
+
|Reduces massive amounts of radiation and toxin damage while purging other chemicals from the body.
 
|0.2 units per tick
 
|0.2 units per tick
 +
|N/A
 
|N/A
 
|N/A
 
|-
 
|-
!style='background-color:#FFEE88;'|{{anchor|Atropine}}Atropine<span style="color:#000000;background-color:white">▮</span>
+
!style='background-color:#FFEE88;'|{{anchor|Perfluorodecalin}}Perfluorodecalin<span style="color:#FF6464;background-color:white">▮</span>
 +
|{{RecursiveChem/Perfluorodecalin}}
 +
|Suffocation
 +
|Heals suffocation damage so quickly that you could have a spacewalk but causes minor toxin damage. Heals lungs. If overdosed will significantly damage the heart.
 +
|0.1 units per tick
 +
|30u
 +
|N/A
 +
|-
 +
!style='background-color:#FFEE88;'|{{anchor|Atropine}}Atropine<span style="color:#1D3535;background-color:white">▮</span>
 
|{{RecursiveChem/Atropine}}
 
|{{RecursiveChem/Atropine}}
 
|Brute, burn and suffocation
 
|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 [[Status_Effects#Jitteriness|jitteriness]] and [[Status_Effects#Dizziness|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 [[Status_Effects#Jitteriness|jitteriness]] and [[Status_Effects#Dizziness|dizziness]].
+
|If patients health is critical it will heal 2 brute, burn and toxin damage per cycle, as well as stop any oxyloss. Good for stabilising critical patients.<br>If overdosed it will deal toxin damage. Side effects include: Minor Confusion.
 
|0.1 units per tick
 
|0.1 units per tick
|35 Units
+
|15u
 +
|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>
 
|{{RecursiveChem/Calomel}}
 
|{{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. If your health is above 20, large amounts of toxin damage is dealt.
 
|0.2 units per tick
 
|0.2 units per tick
 +
|N/A
 
|N/A
 
|N/A
 
|-
 
|-
!style='background-color:#FFEE88;'|{{anchor|Cryoxadone}}Cryoxadone<span style="color:#0000C8;background-color:white">▮</span>
+
!style='background-color:#FFEE88;'|{{anchor|Hepanephrodaxon}}Hepanephrodaxon<span style="color:#D2691E;background-color:white">▮</span>
|{{RecursiveChem/Cryoxadone}}
+
|{{RecursiveChem/Hepanephrodaxon}}
|All four basic types and cellular
+
|Liver, Toxin
|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.
+
|Heals damage to the liver as well as toxin damage. If overdosed then it deals damage to the brain
 
|0.4 units per tick
 
|0.4 units per tick
 +
|10u
 
|N/A
 
|N/A
 
|-
 
|-
!style='background-color:#FFEE88;'|{{anchor|Pyroxadone}}Pyroxadone<span style="color:#f7832a;background-color:white">▮</span>
+
!style='background-color:#FFEE88;'|{{anchor|Mutadone}}Mutadone<span style="color:#5096C8;background-color:white">▮</span>
|{{RecursiveChem/Pyroxadone}}
+
|{{RecursiveChem/Mutadone}}
|All four basic types and cellular
+
|Genetic
|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]].
+
|Heals your genetic mutations.
 
|0.4 units per tick
 
|0.4 units per tick
 
|N/A
 
|N/A
|-
 
!style='background-color:#FFEE88;'|{{anchor|Clonexadone}}Clonexadone<span style="color:#0000C8;background-color:white">▮</span>
 
|{{RecursiveChem/Clonexadone}}
 
|Cellular
 
|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]].
 
|0.6 units per tick
 
 
|N/A
 
|N/A
 
|-
 
|-
!style='background-color:#FFEE88;'|{{anchor|Rezadone}}Rezadone<span style="color:#669900;background-color:white">▮</span>
+
!style='background-color:#FFEE88;'|{{anchor|Earthsblood}}Earthsblood<span style="color:#FFAF00;background-color:white">▮</span>
|{{RecursiveChem/Rezadone}}
+
|{{RecursiveChem/Earthsblood}}
|Cellular
+
|All four basic types, cloning and stamina
|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 cellular damage on the spot.
+
|Ichor from an extremely powerful plant. Great for restoring wounds, but it's a little heavy on the brain. If overdosed, deals rapidly scaling toxin damage.
 
|0.4 units per tick
 
|0.4 units per tick
|30 Units
+
|25u
 +
|N/A
 
|-
 
|-
 
|}
 
|}
  
 
===Unique Healing Medicines===
 
===Unique Healing Medicines===
These healing drugs perform niche functions that help against less common ailments.
+
These healing drugs preform a unique function that is not commonly used or seen in game.
 
 
 
{| 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 405: Line 477:
 
! scope="col" style='background-color:#FFDD66;'|Addiction Threshold
 
! scope="col" style='background-color:#FFDD66;'|Addiction Threshold
 
|-
 
|-
!style='background-color:#FFEE88;'|{{anchor|Mutadone}}Mutadone<span style="color:#5096C8;background-color:white">▮</span>
+
!style='background-color:#FFEE88;'|{{anchor|Potassium Iodide}}Potassium Iodide<span style="color:#BAA15D;background-color:white">▮</span>
|{{RecursiveChem/Mutadone}}
 
|Mutations
 
|Instantly removes your genetic mutations. Hulks hate it!
 
|0.4 units per tick
 
|N/A
 
|N/A
 
|-
 
!style='background-color:#FFEE88;'|{{anchor|Mannitol}}Mannitol<span style="color:#DCDCFF;background-color:white">▮</span>
 
|{{RecursiveChem/Mannitol}}
 
|Brain
 
|Heals 2 brain damage per tick. Often used in cryo alongside [[#Cryoxadone|Cryoxadone]]. Does not heal [[Guide_to_Traumas#Mild|traumas]].
 
|0.4 units per tick
 
|N/A
 
|N/A
 
|-
 
!style='background-color:#FFEE88;'|{{anchor|Neurine}}Neurine<span style="color:#EEFF8F;background-color:white">▮</span>
 
|{{RecursiveChem/Neurine}}
 
|Minor brain traumas
 
|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
 
|N/A
 
|N/A
 
|-
 
!style='background-color:#FFEE88;'|{{anchor|Potassium Iodide}}Potassium Iodide<span style="color:#14FF3C;background-color:white">▮</span>
 
 
|{{RecursiveChem/Potassium Iodide}}
 
|{{RecursiveChem/Potassium Iodide}}
 
|Radiation
 
|Radiation
Line 435: Line 483:
 
|0.8 units per tick
 
|0.8 units per tick
 
|N/A
 
|N/A
|N/A
 
|-
 
!style='background-color:#FFEE88;'|{{anchor|Saline-Glucose Solution}}Saline-Glucose Solution<span style="color:#DCDCDC;background-color:white">▮</span>
 
|{{RecursiveChem/Saline-Glucose Solution}}
 
|Brute, burn, blood loss
 
|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.
 
|0.2 units per tick
 
|60u
 
 
|N/A
 
|N/A
 
|-
 
|-
Line 448: Line 488:
 
|{{RecursiveChem/Ephedrine}}
 
|{{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 [[Status_Effects#Jitteriness|jitteriness]].
+
|Reduces stun times, increases run speed, and stabilizes crit.<br>If overdosed it will deal toxin and oxyloss damage.
 
|0.2 units per tick
 
|0.2 units per tick
|30 Units
+
|30u
|25 Units
+
|25u
 
|-
 
|-
 
!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>
 
|{{RecursiveChem/Diphenhydramine}}
 
|{{RecursiveChem/Diphenhydramine}}
 
|Histamine Overdose
 
|Histamine Overdose
|Purges body of lethal [[#Histamine|Histamine]] and reduces [[Status_Effects#Jitteriness|jitteriness]] while causing minor [[Status_Effects#Drowsiness|drowsiness]].
+
|Purges body of lethal Histamine and reduces jitteriness while causing minor drowsiness.
 
|0.2 units per tick
 
|0.2 units per tick
 
|N/A
 
|N/A
 
|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>
 +
|{{RecursiveChem/Morphine}}
 +
|Movement Speed
 +
|Will allow you to walk faster. Will eventually knock you out if you take too much.<br>If overdosed it will cause jitteriness, dizziness, force the victim to drop items in their hands and eventually deal toxin damage.<br>It is recommended to heat up the mixture <i>before</i> adding hydrogen or carbon as the last ingredient to prevent accidentally making [[#Hydrocarbon|Hydrocarbon]].
 +
|0.2 units per tick
 +
|30u
 +
|25u
 +
|-
 +
!style='background-color:#FFEE88;'|{{anchor|Oculine}}Oculine<span style="color:#404040;background-color:white">▮</span>
 
|{{RecursiveChem/Oculine}}
 
|{{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.<br>Mix below 333K or the recipe will result in [[#Hydrocarbon|Hydrocarbon]].
 
|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:#606060;background-color:white">▮</span>
 
|{{RecursiveChem/Inacusiate}}
 
|{{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
 +
|-
 +
!style='background-color:#FFEE88;'|{{anchor|Meclizine}}Meclizine<span style="color:#cecece;background-color:white">▮</span>
 +
|{{RecursiveChem/Meclizine}}
 +
|Vomiting
 +
|Primary used to prevent vomiting although it's capable of rarely healing toxin damage, if overdosed deals Toxin Damage and makes your stomach wish it never existed.
 +
|0.1 units per tick
 +
|25u
 
|N/A
 
|N/A
 
|-
 
|-
Line 480: Line 536:
 
|{{RecursiveChem/Epinephrine}}
 
|{{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 oxygen damage from going over 35. If the patient is in crit, slowly heals toxins, brute, and burn.<br>If overdosed will deal toxin and stamina damage, and cause suffocation.
 
|0.1 units per tick
 
|0.1 units per tick
|30 Units
+
|30u
 
|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>
 
|{{RecursiveChem/Antihol}}
 
|{{RecursiveChem/Antihol}}
|Alcohol
+
|Alcohol  
|Purges 3u alcoholic drinks from someone's body per tick, as well as eliminating drunkenness, [[Status_Effects#Drowsiness|drowsiness]], slurring, [[Status_Effects#Dizziness|dizziness]] and [[Status_Effects#Confusion|confusion]]. Heals 0.2 toxin per tick.
+
|Helps remove Alcohol from someone's body, as well as eliminating its side effects.
 
|0.4 units per tick
 
|0.4 units per tick
 
|N/A
 
|N/A
 +
|N/A
 +
|-
 +
!style='background-color:#FFEE88;'|{{anchor|Stimulants}}Stimulants<span style="color:#78008C;background-color:white">▮</span>
 +
|Traitor Adrenals or Stimpack
 +
|Stun
 +
|Increases run speed and eliminates stuns, can heal minor damage.<br>If overdosed it will deal toxin damage, stun and suffocation.
 +
|0.2 units per tick
 +
|60u
 
|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.
 
|0.2 units per tick
 
|0.2 units per tick
Line 504: Line 568:
 
|{{RecursiveChem/Strange Reagent}}
 
|{{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. Reviving someone with this reagent heals all the [[Guide_to_medicine#Organ_damage|organs]] of the patient.
+
|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.<br>If used on a living person it will deal Brute and Burn damage.  
|0.4 units per tick
+
|0.2 units per tick
 
|N/A
 
|N/A
 
|N/A
 
|N/A
Line 512: Line 576:
 
|{{RecursiveChem/Life}}
 
|{{RecursiveChem/Life}}
 
|Life
 
|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)
+
|Can create a life form, however its not guaranteed to be friendly. May want to have Security on hot standby. (Results in 1 unit instead of 3)
|N/A
 
|N/A
 
|N/A
 
|-
 
!style='background-color:#FFEE88;'|{{anchor|Life (Friendly)}}Life (Friendly)<span style="color:#C8A5DC;background-color:white">▮</span>
 
|{{RecursiveChem/Life (Friendly)}}
 
|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
 
|N/A
Line 528: Line 584:
 
|{{RecursiveChem/Synaptizine}}
 
|{{RecursiveChem/Synaptizine}}
 
|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 faster. Also Purges Mindbreaker Toxin very quickly. Mildly toxic.
 
|0.4 units per tick
 
|0.4 units per tick
 
|N/A
 
|N/A
 
|N/A
 
|N/A
 
|-
 
|-
!style='background-color:#FFEE88;'|{{anchor|Spaceacillin}}Spaceacillin<span style="color:#C8A5DC;background-color:white">▮</span>
+
!style='background-color:#FFEE88;'|{{anchor|Rezadone}}Rezadone<span style="color:#669900;background-color:white">▮</span>
 +
|{{RecursiveChem/Rezadone}}
 +
|Cellular Damage Healing
 +
|Instantly heals all cellular damage, while healing brute and burn damage over time, if applied through touch to a burnt husk which has under 50 burn damage, then it cures them. If overdosed deals toxin damage. Very good for speedcloning.
 +
|0.4 units per tick
 +
|30u
 +
|N/A
 +
|-
 +
!style='background-color:#FFEE88;'|{{anchor|Spaceacillin}}Spaceacillin<span style="color:#E1F2E6;background-color:white">▮</span>
 
|{{RecursiveChem/Spaceacillin}}
 
|{{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
Line 544: Line 608:
 
|{{RecursiveChem/Miner's Salve}}
 
|{{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.
+
|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
 
|0.16 units per tick
 
|N/A
 
|N/A
Line 552: Line 616:
 
|{{RecursiveChem/Haloperidol}}
 
|{{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. However also causes drowsiness and stamina damage.
 
|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:#DB90C6;background-color:white">▮</span>
 
|{{RecursiveChem/Leporazine}}
 
|{{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.
+
|This keeps a patient's body temperature stable. High doses can allow short periods of unprotected EVA.<br>If overdosed, will randomly shift the patients body temperature from 200K to -200K.
|0.4 units per tick
+
|0.1 units per tick
|N/A
+
|30u
 
|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:#F49797;background-color:white">▮</span>
 
|{{RecursiveChem/Corazone}}
 
|{{RecursiveChem/Corazone}}
 
|Heart attack
 
|Heart attack
|Prevents cardiac arrest, fully protects from heart attack damage as well as liver failure.
+
|Prevents cardiac arrest, fully protects from heart attack damage as well as liver failure.<br>If overdosed, adds Histamine.
 
|0.4 units per tick
 
|0.4 units per tick
|N/A
+
|20u
 
|N/A
 
|N/A
 
|-
 
|-
Line 589: Line 653:
 
|N/A
 
|N/A
 
|-
 
|-
|}
+
!style='background-color:#FFEE88;'|{{anchor|Regenerative Ooze}}Regenerative Ooze<span style="color:#65d891;background-color:white">▮</span>
 
+
|{{RecursiveChem/Regenerative Ooze}}
===Non-craftable Medicines===
+
|Healing
These healing drugs are used in some situations, but are otherwise uncraftable.
+
|Gradually regenerates all types of damage, without harming Oozling anatomy.
 
 
{| 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;'|How to get
 
! 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|Changeling Adrenaline}}Changeling Adrenaline<span style="color:#C8A5DC;background-color:white">▮</span>
 
|[[Changeling|Changelings]]
 
|Stun
 
|Reduces stun times by typically around 30% (depends) and regenerates 1 stamina per tick. <br>If overdosed it will deal 1 toxin damage per tick. A changeling using the [[Changeling#Adrenaline_Sacs|Adrenaline Sacs]] ability will inject 10u of this.
 
 
|0.4 units per tick
 
|0.4 units per tick
|30 Units
 
|N/A
 
|-
 
!style='background-color:#FFEE88;'|{{anchor|Changeling Haste}}Changeling Haste<span style="color:#C8A5DC;background-color:white">▮</span>
 
||[[Changeling|Changelings]]
 
|Speed
 
|Increases your speed to the maximum possible in most cases. A changeling using the [[Changeling#Adrenaline_Sacs|Adrenaline Sacs]] ability will inject 2u of this. Deals 2 toxin damage per tick.
 
|1 unit per tick
 
 
|N/A
 
|N/A
 
|N/A
 
|N/A
 
|-
 
|-
!style='background-color:#FFEE88;'|{{anchor|Omnizine}}Omnizine<span style="color:#DCDCDC;background-color:white">▮</span>
+
!style='background-color:#FFEE88;'|{{anchor|Regenerative Jelly}}Regenerative Jelly<span style="color:#CC23FF;background-color:white">▮</span>
|{{RecursiveChem/Omnizine}}
+
|{{RecursiveChem/Regenerative Jelly}}
|Brute, burn, toxin and suffocation
+
|Healing
|Heals 0.5 of each damage type per tick. If overdosed it will deal 1 damage of each type per tick.
+
|Gradually regenerates all types of damage, without harming slime anatomy.
|0.1 units per tick
 
|30 Units
 
|N/A
 
|-
 
!style='background-color:#FFEE88;'|{{anchor|Honey}}Honey<span style="color:#A98307;background-color:white">▮</span>
 
|{{RecursiveChem/Honey}}
 
|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>
 
|{{RecursiveChem/Earthsblood}}
 
|All damage types
 
|Each tick heals 3 brute/burn/toxin, 15 suffocation, 1 cellular and 30 stamina. Also causes 2 brain damage (up to max 150), [[Status_Effects#Jitteriness|jitteriness]] and [[Status_Effects#Drugginess|drugginess]]. Overdosing causes [[Status_Effects#Hallucinations|hallucinations]] and 2 toxin damage per tick.
 
 
|0.4 units per tick
 
|0.4 units per tick
|25 Units
 
|N/A
 
|-
 
!style='background-color:#FFEE88;'|{{anchor|Silibinin}}Silibinin<span style="color:#FFFFD0;background-color:white">▮</span>
 
|{{RecursiveChem/Silibinin}}
 
|Liver damage
 
|Each tick heals 2 [[Guide_to_medicine#Organ_table|liver]] damage.
 
|0.6 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>
+
!style='background-color:#FFEE88;'|{{anchor|Liquid Electricity}}Liquid Electricity
|{{RecursiveChem/Polypyrylium_Oligomers}}
+
|1 part [[#Liquid Electricity|Liquid Electricity]]<br>1 part Plasma <br>3 parts Ethanol
|Lung damage
+
|Blood Loss for Ethereals
|A purple mixture of short polyelectrolyte chains not easily synthesized in the laboratory. Each tick heals 0.25 [[Guide_to_medicine#Organ_table|lung]] damage and 0.35 brute. Stops bleeding (over time). Will color hair and beard purple from [[#Touch|touch]] or [[#Vapor|vapor]].
+
|Restores blood for [[Ethereals]]. Non-ethereals have a small chance to be lightly shocked while it is in their system. (Results in 3 units instead of 5)
|0.1 units per tick
 
|50 Units
 
|N/A
 
|-
 
!style='background-color:#FFEE88;'|{{anchor|Lavaland Extract}}Lavaland Extract<span style="color:#FFEBEB;background-color:white"></span>
 
|Survival medipens
 
|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
 
|0.4 units per tick
|3 Units
 
 
|N/A
 
|N/A
|-
 
!style='background-color:#FFEE88;'|{{anchor|Mitogen_Metabolism_Factor}}Mitogen Metabolism Factor<span style="color:#DC605D;background-color:white">▮</span>
 
|Ingesting [[#Trophazole|Trophazole]] by mouth
 
|Brute
 
|If this enzyme exists as a catalyst in your body (at least 0.5u), any [[Guide_to_food_and_drinks#Food|food]] you eat turns into [[Guide_to_food_and_drinks#Peptides|healing peptides]], which heal brute and some burn. If overdosed the metabolism changes to 2 units per tick and makes you vomit.
 
|0.025 units per tick
 
|10 Units
 
 
|N/A
 
|N/A
 
|-
 
|-
!style='background-color:#FFEE88;'|{{anchor|Oxalizid}}{{anchor|Musiver}}Musiver<span style="color:#DFD54E;background-color:white">▮</span>
+
!style='background-color:#FFEE88;'|{{anchor|Modafinil}}Modafinil<span style="color:#BEF7D8;background-color:white">▮</span>
|Injecting [[#Syriniver|Syriniver]]
+
|{{RecursiveChem/Modafinil}}
|Toxin
+
|Sleep Suppressants
|Heals 1 toxin per tick while purging 1u [[#Toxins|toxin reagents]] and dealing minor liver damage (1/8 as much as liver damage as [[#Syriniver|Syriniver]]). If overdosed causes muscle weakness, high liver damage and [[Status_Effects#Disgust|disgust]].
+
|Long-lasting sleep suppressant that very slightly reduces stun and knockdown times. Overdosing has horrendous side effects and deals lethal oxygen damage, will knock you unconscious if not dealt with.  
|0.1 units per tick
+
|0.01 to 0.08 units per tick.  
|25u
+
|Over 20u to under 10u
|N/A
 
|-
 
!style='background-color:#FFEE88;'|{{anchor|Muscle Stimulant}}Muscle Stimulant<span style="color:#C8A5DC;background-color:white">▮</span>
 
|Strange seeds
 
|Slowdown
 
|Makes you ignore slowdowns from being hurt.
 
|0.4 units per tick
 
|N/A
 
|N/A
 
|-
 
!style='background-color:#FFEE88;'|{{anchor|Stimulants}}Stimulants<span style="color:#78008C;background-color:white">▮</span>
 
|[[Syndicate_Items#Stimpack|Syndicate uplink]]
 
|Stun
 
|Increases movement speed as much as [[#Methamphetamine|methamphetamine]]. Reduces stun times by around 90% or less (depends). Recovers 5 stamina per tick. Will heal 1 of each damage type if health is between 0 and 50. If overdosed has 33% chance per tick to deal 2.5 stamina damage, 1 toxin damage and cause loss of breath. Can be bought with [[Syndicate_Items#Stimpack|syndicate uplink]]
 
|0.2 units per tick
 
|60 Units
 
|N/A
 
|-
 
!style='background-color:#FFEE88;'|{{anchor|Syndicate Nanites}}{{anchor|Restorative Nanites}}Restorative Nanites<span style="color:#78008C;background-color:white">▮</span>
 
|[[Syndicate_items#Syndicate_Cyborg|Syndicate medical cyborgs]]
 
|All damage types
 
|Each tick heals 5 brute/burn/toxin, 15 suffocation, 15 brain and  3 cellular. If overdosed this very quickly purges itself and causes random vomiting. Only available to [[Syndicate_items#Syndicate_Cyborg|Syndicate medical cyborgs]]. This is just a chemical, so don't confuse with the programmable [[Guide_to_Nanites|Nanites]].
 
|0.4 units per tick
 
|30 Units
 
|N/A
 
|-
 
|}
 
 
 
====Removed Medicines====
 
These healing meds used to exist, but have since been removed or renamed for one reason or another.
 
 
 
{| 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;'|How to get
 
! 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|Bicaridine}}Bicaridine<span style="color:#C8A5DC;background-color:white">▮</span>
 
|{{RecursiveChem/Bicaridine}}
 
|Brute
 
|Heals brute damage at a rate of 2 units per tick. If overdosed deals 2 brute damage per tick.
 
|0.4 units per tick
 
|30u
 
|N/A
 
|-
 
!style='background-color:#FFEE88;'|{{anchor|Kelotane}}Kelotane<span style="color:#C8A5DC;background-color:white">▮</span>
 
|{{RecursiveChem/Kelotane}}
 
|Burn
 
|Heals burn damage at a rate of 2 units per tick. If overdosed deals 2 burn damage per tick.
 
|0.4 units per tick
 
|30u
 
|N/A
 
|-
 
!style='background-color:#FFEE88;'|{{anchor|Anti-Toxin}}Anti-Toxin<span style="color:#C8A5DC;background-color:white">▮</span>
 
|{{RecursiveChem/Anti-Toxin}}
 
|Toxin
 
|Heals 2 toxin damage and removes 1u [[#Toxins|toxin reagents]] per tick. If overdosed deals 2 toxin damage per tick.
 
|0.4 units per tick
 
|30u
 
|N/A
 
|-
 
!style='background-color:#FFEE88;'|{{anchor|Tricordrazine}}Tricordrazine<span style="color:#C8A5DC;background-color:white">▮</span>
 
|{{RecursiveChem/Tricordrazine}}
 
|All types
 
|Has 80% chance to heal 1 each of the four basic damage types per tick. If overdosed deals an average of 1.2 damage of every type per tick.</s>
 
|0.4 units per tick
 
|30u
 
|N/A
 
|-
 
!style='background-color:#FFEE88;'|{{anchor|Dexalin}}Dexalin><span style="color:#C8A5DC;background-color:white">▮</span>
 
|Was completely removed from /tg/ Aug 2019.<br><s>[[Cyborg#Medical|Medical cyborg]] hypospray and other sources</s><br>
 
|Suffocation
 
|Heals 2 oxygen damage per tick. If overdosed deals 2 oxygen damage per tick. Used by medibots.
 
|0.4 units per tick
 
|30 Units
 
|N/A
 
|-
 
!style='background-color:#FFEE88;'|{{anchor|Charcoal}}Charcoal<span style="color:#000000;background-color:white">▮</span>
 
|Was replaced with [[#Multiver|multiver]] Aug 2019.<br>{{RecursiveChem/Charcoal}}
 
|Toxin
 
|Heals toxin damage at a rate of 2 per tick, while also removing 1u of any other chemicals. Only works when [[#Ingest|ingested]].
 
|0.2 units per tick
 
|N/A
 
|N/A
 
|-
 
!style='background-color:#FFEE88;'|{{anchor|Silver Sulfadiazine}}Silver Sulfadiazine<span style="color:#C8A5DC;background-color:white">▮</span>
 
|Was replaced with [[#Aiuri|Aiuri]] Aug 2019.<br>{{RecursiveChem/Silver Sulfadiazine}}
 
|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. Deals minor burn and toxin damage when overdosed.
 
|0.4 units per tick
 
|45u
 
|N/A
 
|-
 
!style='background-color:#FFEE88;'|{{anchor|Styptic Powder}}Styptic Powder<span style="color:#FF9696;background-color:white">▮</span>
 
||Was replaced with [[#Libital|Libital]] Aug 2019.<br>{{RecursiveChem/Styptic Powder}}
 
|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. Deals minor brute and toxin damage when overdosed.
 
|0.4 units per tick
 
|45u
 
|N/A
 
|-
 
!style='background-color:#FFEE88;'|{{anchor|Perfluorodecalin}}Perfluorodecalin<span style="color:#FF6464;background-color:white">▮</span>
 
|Was renamed to [[#Convermol|Convermol]] Aug 2019.<br>{{RecursiveChem/Perfluorodecalin}}
 
|Suffocation
 
|Quickly converts suffocation damage into toxin damage, with a 5:2 ratio. Each tick will heal suffocation damage equal to 2.5 times current cycle. This means you will take 2 toxin damage for every 5 suffocation damage healed. You will always take at least 0.2 toxin damage per tick, even if you don't heal any suffocation. If overdosed each tick will deal toxin damage equal to 1 times current cycle, regardless of suffocation damage healed.
 
|0.1 units per tick
 
|35 Units
 
 
|N/A
 
|N/A
 
|-
 
|-
Line 796: Line 688:
  
 
== Narcotics ==
 
== Narcotics ==
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.
+
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.
 
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
Line 811: Line 702:
 
|-
 
|-
 
!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.
+
|{{RecursiveChem/Nicotine}}
|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.<br>If overdosed, deals toxin damage and oxygen damage  
 
|0.05 units per tick
 
|0.05 units per tick
|15 Units
+
|15u
|10 Units
+
|10u
 
|-
 
|-
 
!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>
 
|{{RecursiveChem/Krokodil}}
 
|{{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 Toxin damage.<br>If addicted too it will begin to deal fatal amounts of Brute damage as the subjects skin falls off.
|0.2 units per tick
+
|0.4 units per tick
|20 Units
+
|20u
|15 Units
+
|15u
 
|-
 
|-
 
!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>
 
|{{RecursiveChem/Crank}}
 
|{{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, at the beginning of withdrawal every tick will 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 Toxin, Brute and Brain damage.
|0.2 units per tick
+
|0.4 units per tick
|20 Units
+
|20u
|10 Units
+
|10u
 
|-
 
|-
 
!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>
 
|{{RecursiveChem/Methamphetamine}}
 
|{{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.
+
|Reduces stun times by about 300% and allows the user to quickly recover stamina while dealing a small amount of Brain damage.<br>If overdosed the subject will move randomly, laugh randomly, drop items and suffer from Toxin and Brain damage.<br>If addicted the subject will constantly jitter and drool, before becoming dizzy and losing motor control and eventually suffer heavy 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
+
|20u
|10 Units
+
|10u
 
|-
 
|-
 
!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>
 
|{{RecursiveChem/Bath Salts}}
 
|{{RecursiveChem/Bath Salts}}
|Makes the subject immune to [[Status_Effects#Sleep|sleep]] and [[Status_Effects#Disables|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 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>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
+
|0.4 units per tick
|20 Units
+
|20u
|10 Units
+
|10u
 +
|-
 +
!style='background-color:#FFEE88;'|{{anchor|Happiness}}Happiness<span style="color:#FFF378;background-color:white">▮</span>
 +
|{{RecursiveChem/Happiness}}
 +
|Fills you with ecstatic numbness and causes minor brain damage. Highly addictive. If overdosed causes sudden mood swings.
 +
|0.4 units per tick
 +
|20u
 +
|10u
 
|-
 
|-
 
!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>
 
|{{RecursiveChem/Aranesp}}
 
|{{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 at an incredible rate, however the drug typically cause the subject to suffocate to death.
|0.2 units per tick
+
|0.4 units per tick
 
|N/A
 
|N/A
|N/A
 
|-
 
!style='background-color:#FFEE88;'|{{anchor|Happiness}}Happiness<span style="color:#0000C8;background-color:white">▮</span>
 
|{{RecursiveChem/Happiness}}
 
|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".
 
|0.2 units per tick
 
|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 [[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 [[Status_Effects#Sleep|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|Space Drugs}}Space Drugs<span style="color:#60A584;background-color:white">▮</span>
 
|{{RecursiveChem/Space Drugs}}
 
|{{RecursiveChem/Space Drugs}}
|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]].
+
|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
+
|0.4 units per tick
|30 Units
+
|30u
 
|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>
|{{RecursiveChem/Morphine}}
+
|{{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 heavy duty tranquilizer found to also invoke feelings of euphoria, and assist with pain. Popular at parties and amongst small frogmen who drive Honda Civics. If overdosed, will cause brain traumas.
 
 
<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 parts instead of 6)
 
 
|0.2 units per tick
 
|0.2 units per tick
|30 Units
+
|16u
|25 Units
+
|8u
 
|-
 
|-
!style='background-color:#FFEE88;'|{{anchor|Pump-Up}}Pump-Up<span style="color:#e38e44;background-color:white">▮</span>
+
!style='background-color:#FFEE88;'|{{anchor|Highjack}}Highjack<span style="color:#271509;background-color:white">▮</span>
|{{RecursiveChem/Pump-Up}}
+
|{{RecursiveChem/Highjack}}
|Reduces stun times from [[Security_items#Stun_Baton|stunbatons]] [[File:StunBaton.gif]] (including [[Makeshift_weapons#Stunprod|stunprods]] [[File:Stunprod.png]]) by 90%. Doesn't affect [[Status_Effects#Disables|stuns]] from other sources. 15% chance to cause loss of breath, and 5% to cause some [[Status_Effects#Jitteriness|jitter]]. If overdosed has 20% chance of causing loss of breath and 4 stamina damage, 15% to cause 2 toxin, 5% to drop held items, 5% to [[Status_Effects#Jitteriness|jitter]] and can also make you drool. (Results in 5 parts instead of 7)
+
|"Repairs" brain damage in synthetics by making them high as hell, basically it's Space Drugs but for Synthetics. If overdosed, has a chance to "cure" brain damage in Synthetics by decapitation.
|1.2 units per tick
+
|0.4 units per tick  
|30 Units
+
|30u
 
|N/A
 
|N/A
 
|-
 
|-
Line 893: Line 775:
 
==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>
 
|{{RecursiveChem/Stabilizing Agent}}
 
|{{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>
|{{RecursiveChem/Fluorosurfactant}}
+
|{{RecursiveChem/Foam Surfactant}}
|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.
+
|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|Smoke}}Smoke<span style="color:#C8C8C8;background-color:white">▮</span>
 
!style='background-color:#FFEE88;'|{{anchor|Smoke}}Smoke<span style="color:#C8C8C8;background-color:white">▮</span>
 
|{{RecursiveChem/Smoke}}
 
|{{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 into [[#Smoke_Powder|Smoke Powder]] with [[#Stabilizing Agent|Stabilizing Agent]].
+
|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.
|N/A
 
|-
 
!style='background-color:#FFEE88;'|{{anchor|Smoke Powder}}Smoke Powder<span style="color:#C8C8C8;background-color:white">▮</span>
 
|{{RecursiveChem/Smoke Powder}}
 
|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.
 
|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|Flash Powder}}Flash Powder<span style="color:#C8C8C8;background-color:white">▮</span>
 
|{{RecursiveChem/Flash Powder}}
 
|{{RecursiveChem/Flash Powder}}
|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.
+
|Flashes 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|Phlogiston}}Phlogiston<span style="color:#FA00AF;background-color:white">▮</span>
 
!style='background-color:#FFEE88;'|{{anchor|Phlogiston}}Phlogiston<span style="color:#FA00AF;background-color:white">▮</span>
 
|{{RecursiveChem/Phlogiston}}
 
|{{RecursiveChem/Phlogiston}}
|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]].
+
|Turns into a spreading plasma fire if not stabilized during mixing. Makes you burn longer, and ignites you. Deals increasing fire damage based on how much you're burning up to 4 fire damage every 3 seconds. Can be stabilized with Stabilizing Reagent. Does not react immediately.
|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|Napalm}}Napalm<span style="color:#FA00AF;background-color:white">▮</span>
 
|{{RecursiveChem/Napalm}}
 
|{{RecursiveChem/Napalm}}
|A substance that burns for much longer than other fuels. Inject it into someone and then apply heat for a warm toasty fireball human.
+
|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|Sonic Powder}}Sonic Powder<span style="color:#C8C8C8;background-color:white">▮</span>
 
!style='background-color:#FFEE88;'|{{anchor|Sonic Powder}}Sonic Powder<span style="color:#C8C8C8;background-color:white">▮</span>
 
|{{RecursiveChem/Sonic Powder}}
 
|{{RecursiveChem/Sonic Powder}}
|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.
+
|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|Pyrosium}}Pyrosium<span style="color:#64FAC8;background-color:white">▮</span>
 
!style='background-color:#FFEE88;'|{{anchor|Pyrosium}}Pyrosium<span style="color:#64FAC8;background-color:white">▮</span>
 
|{{RecursiveChem/Pyrosium}}
 
|{{RecursiveChem/Pyrosium}}
|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.
+
|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.
|0.2 units per tick
+
|-
 +
!style='background-color:#FFEE88;'|{{anchor|Energized Ooze}}Energized Ooze<span style="color:#CAFF43;background-color:white">▮</span>
 +
|{{RecursiveChem/Energized Ooze}}
 +
|Boosts Oozeling's nervous system, but only shocks other lifeforms.
 
|-
 
|-
 
!style='background-color:#FFEE88;'|{{anchor|Cryostylane}}Cryostylane<span style="color:#0000DC;background-color:white">▮</span>
 
!style='background-color:#FFEE88;'|{{anchor|Cryostylane}}Cryostylane<span style="color:#0000DC;background-color:white">▮</span>
 
|{{RecursiveChem/Cryostylane}}
 
|{{RecursiveChem/Cryostylane}}
|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.
+
|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.
|0.2 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|Chlorine Trifluoride}}Chlorine Trifluoride<span style="color:#FFC8C8;background-color:white">▮</span>
 
|{{RecursiveChem/Chlorine Trifluoride}}
 
|{{RecursiveChem/Chlorine Trifluoride}}
|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 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.
|4 units per tick
 
 
|-
 
|-
 
!style='background-color:#FFEE88;'|{{anchor|Sorium}}Sorium<span style="color:#5A64C8;background-color:white">▮</span>
 
!style='background-color:#FFEE88;'|{{anchor|Sorium}}Sorium<span style="color:#5A64C8;background-color:white">▮</span>
 
|{{RecursiveChem/Sorium}}
 
|{{RecursiveChem/Sorium}}
|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.
+
|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.
|0.4 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|Liquid Dark Matter}}Liquid Dark Matter<span style="color:#210021;background-color:white">▮</span>
 
|{{RecursiveChem/Liquid Dark Matter}}
 
|{{RecursiveChem/Liquid Dark Matter}}
|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.
+
|When detonated it will suck in any movable object or person. Can be stabilized with Stabilizing Reagent. If stabilized, heat to 474K to activate.
|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;'|Meth Explosion<span style="color:#FAFAFA;background-color:white">▮</span>
 
|{{RecursiveChem/Meth Explosion}}
 
|{{RecursiveChem/Meth Explosion}}
|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. 100u explodes with about half the strength of 100u exploding [[#Methamphetamine|Meth]]. Can not explode in a body.
+
|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.
|N/A
 
 
|-
 
|-
 
!style='background-color:#FFEE88;'|{{anchor|Black Powder}}Black Powder<span style="color:#000000;background-color:white">▮</span>
 
!style='background-color:#FFEE88;'|{{anchor|Black Powder}}Black Powder<span style="color:#000000;background-color:white">▮</span>
 
|{{RecursiveChem/Black Powder}}
 
|{{RecursiveChem/Black Powder}}
|When heated to 474K it sparks, and then creates a violent explosion 5-10 seconds later. Causes [[Status_Effects#Hallucinations|hallucinations]] in plasmamen.
+
|Sparks, and then creates a violent explosion when heated to 474K.
|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|Nitroglycerin}}Nitroglycerin<span style="color:#808080;background-color:white">▮</span>
 
|{{RecursiveChem/Nitroglycerin}}
 
|{{RecursiveChem/Nitroglycerin}}
|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)
+
|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.
|0.4 units per tick
 
 
|-
 
|-
 
!style='background-color:#FFEE88;'|{{anchor|Explosion}}Explosion
 
!style='background-color:#FFEE88;'|{{anchor|Explosion}}Explosion
 
|{{RecursiveChem/Explosion}}
 
|{{RecursiveChem/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, which may knock you over or even kill you. Only useful in grenade production.
|N/A
 
 
|-
 
|-
 
!style='background-color:#FFEE88;'|{{anchor|Holy Explosion}}Holy Explosion
 
!style='background-color:#FFEE88;'|{{anchor|Holy Explosion}}Holy Explosion
 
|{{RecursiveChem/Holy Explosion}}
 
|{{RecursiveChem/Holy Explosion}}
|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 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|EMP}}EMP
 
!style='background-color:#FFEE88;'|{{anchor|EMP}}EMP
 
|{{RecursiveChem/EMP}}
 
|{{RecursiveChem/EMP}}
|This reacts immediately on mixing, creating an electromagnetic pulse which affects electronics nearby; very useful for causing chaos. Has different effects on different things. Turns off [[Clothing_and_Accessories#Earpieces|headsets]], stuns [[Cyborg|cyborgs]], disables [[Guide_to_construction#Security_Camera|security cameras]], messes with [[Surgery#Cybernetic_Implants|Cybernetics]], randomizes suit sensor settings and randomly pulses [[Hacking#Hackables|wires]].
+
|This reacts immediately on mixing, creating an electromagnetic pulse which affects electronics nearby; very useful for causing chaos.
|N/A
 
|-
 
!style='background-color:#FFEE88;'|{{anchor|Bee Explosion}}Bee Explosion (Beesplosion)
 
|{{RecursiveChem/Bee Explosion}}
 
|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.
 
|N/A
 
|-
 
!style='background-color:#FFEE88;'|{{anchor|Teslium}}Teslium<span style="color:#20324D;background-color:white">▮</span>
 
|{{RecursiveChem/Teslium}}
 
|Randomly shocks the victim every 5-30 seconds while it is in their system, ignoring any protection because the shock comes from inside them. Also increases damage taken from normal shocks. Heating this to 474K will create a [[#Tesla Shock|Tesla Shock]]
 
|0.2 units per tick
 
 
|-
 
|-
 
!style='background-color:#FFEE88;'|{{anchor|Tesla Shock}}Tesla Shock
 
!style='background-color:#FFEE88;'|{{anchor|Tesla Shock}}Tesla Shock
 
|{{RecursiveChem/Tesla Shock}}
 
|{{RecursiveChem/Tesla Shock}}
|This reacts immediately on mixing, shooting electric bolts at anyone near the reaction, shocking people and disabling/damaging electronics.
+
|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|Thermite}}Thermite<span style="color:#550000;background-color:white">▮</span>
 
!style='background-color:#FFEE88;'|{{anchor|Thermite}}Thermite<span style="color:#550000;background-color:white">▮</span>
 
|{{RecursiveChem/Thermite}}
 
|{{RecursiveChem/Thermite}}
|A mixture that can burn straight through walls or floors when splashed and ignited. Needed amount depends on target structure. A normal wall requires 30u. A reinforced wall requires 50u. One unit of thermite burns for 0.35 seconds and the maximum burn length is 20 seconds. The fire is fake and cosmetic. Does not work on doors or windows. Causes 1 burn damage per tick to humans when ingested.
+
|A mixture that becomes extremely hot when ignited, and which can burn straight through walls when applied and ignited. Causes minor burn damage to humans when ingested.
|0.4 units per tick
 
 
|}
 
|}
 
+
==Other Recipes==
==Other Reagents==
+
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.
{{anchor|Other Recipes}}These are other chemicals that usually have non-medicinal uses. Many of these are useful in the manufacturing of [[Grenade|grenades]], but some 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|Barbers Aid}}Barber's Aid<span style="color:#C8A5DC;background-color:white">▮</span>
 
|{{RecursiveChem/Barber's Aid}}
 
|If sprayed or splashed on you it changes your hair style. Does nothing when ingested. (Results in 5 units instead of 3)
 
|0.4 units per tick
 
 
|-
 
|-
!style='background-color:#FFEE88;'|{{anchor|Bluespace Dust}}Bluespace Dust<span style="color:#0000CC;background-color:white">▮</span>
+
!style='background-color:#FFEE88;'|{{anchor|Barber's Aid}}Barber's Aid<span style="color:#C8A5DC;background-color:white">▮</span>
|{{RecursiveChem/Bluespace_Dust}}
+
|{{RecursiveChem/Barber's_Aid}}
|Occasionally causes random short distance teleportation if ingested.
+
|Changes your hair style, useful if you are bald! (Results in 5 units instead of 3)
|0.4 units per tick
 
|-
 
!style='background-color:#FFEE88;'|{{anchor|BZ Metabolites}}BZ Metabolites<span style="color:#FAFF00;background-color:white">▮</span>
 
|Breathe [[Guide_to_Atmospherics#BZ|BZ gas]]
 
|Does nothing unless you're a [[Changeling|changeling]]. Slowly drains a [[Changeling|changeling's]] chemical storage, and makes them unable to communicate on the changeling hivemind channel.
 
|0.08 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|Concentrated Barber's Aid}}Concentrated Barber's Aid<span style="color:#C8A5DC;background-color:white">▮</span>
 
|{{RecursiveChem/Concentrated Barber's Aid}}
 
|{{RecursiveChem/Concentrated Barber's Aid}}
|If sprayed or splashed on you it grows your hair very long. Does nothing when ingested.
+
|Grows your hair very long!
|0.4 units per tick
 
 
|-
 
|-
 
!style='background-color:#FFEE88;'|{{anchor|Candle}}Candle
 
!style='background-color:#FFEE88;'|{{anchor|Candle}}Candle
 
|{{RecursiveChem/Candle}}
 
|{{RecursiveChem/Candle}}
|Creates a red candle for use in decoration or rituals. Can not react in a body.
+
|Creates a red candle for use in decoration or rituals.
|N/A
 
 
|-
 
|-
!style='background-color:#FFEE88;'|{{anchor|Carbon Dioxide}}Carbon Dioxide<span style="color:#B0B0B0;background-color:white">▮</span>
+
!style='background-color:#FFEE88;'|{{anchor|Carbon Dioxide}}Carbon Dioxide
 
|{{RecursiveChem/Carbon Dioxide}}
 
|{{RecursiveChem/Carbon Dioxide}}
|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.
+
|What the fuck is carbon dioxide?
|0.4 units per tick
 
|-
 
!style='background-color:#FFEE88;'|{{anchor|Carpet}}Carpet <span style="color:#C8A5DC;background-color:white">▮</span>
 
|{{RecursiveChem/Carpet}}
 
|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]].
 
|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|Colorful Reagent}}Colorful Reagent<span style="color:#C8A5DC;background-color:white">▮</span>
 
|{{RecursiveChem/Colorful Reagent}}
 
|{{RecursiveChem/Colorful Reagent}}
|Randomly colors floor, items and people. Keep away from the clown. Add this to your [[#Smoke|smoke]] [[Grenade|grenade]] for a "rainbow bomb".
+
|Use this to color EVERYTHING! Keep away from the clown and assistants!
|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|Condensed Capsaicin}}Condensed Capsaicin<span style="color:#B31008;background-color:white">▮</span>
 
|{{RecursiveChem/Condensed Capsaicin}}
 
|{{RecursiveChem/Condensed Capsaicin}}
|A chemical agent used for self-defense and in police work. Stuns when sprayed or splashed into unprotected eyes. Found in pepper spray refillers. (Results in 5 units instead of 6)
+
|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|Corgium}}Corgium
 
!style='background-color:#FFEE88;'|{{anchor|Corgium}}Corgium
 
|{{RecursiveChem/Corgium}}
 
|{{RecursiveChem/Corgium}}
 
|Creates your own Corgi!
 
|Creates your own Corgi!
|N/A
 
|-
 
!style='background-color:#FFEE88;'|{{anchor|Crayon Powder}}Crayon Powder
 
|Grind a [[General_items#Crayon|crayon]]
 
|Colors floor, items and people. There are several different crayon powder colors.
 
|0.4 units per tick
 
 
|-
 
|-
 
!style='background-color:#FFEE88;'|{{anchor|Cryptobiolin}}Cryptobiolin<span style="color:#C8A5DC;background-color:white">▮</span>
 
!style='background-color:#FFEE88;'|{{anchor|Cryptobiolin}}Cryptobiolin<span style="color:#C8A5DC;background-color:white">▮</span>
 
|{{RecursiveChem/Cryptobiolin}}
 
|{{RecursiveChem/Cryptobiolin}}
|Causes [[Status_Effects#Confusion|confusion]] and [[Status_Effects#Dizziness|dizziness]]. This is essential to make [[#Spaceacillin|Spaceacillin]].
+
|Causes confusion and dizziness. This is essential to make Spaceacillin.
|0.6 units per tick
+
|-
 +
!style='background-color:#FFEE88;'|{{anchor|Cooking Oil}}Cooking Oil<span style="color:#EADD6B;background-color:white">▮</span>
 +
|{{RecursiveChem/Cooking Oil}}
 +
|Used in food preparation and frying.<br>Metabolises at a rate of 4 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|Drying Agent}}Drying Agent<span style="color:#A70FFF;background-color:white">▮</span>
 
|{{RecursiveChem/Drying Agent}}
 
|{{RecursiveChem/Drying 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)
+
|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).
|0.4 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|Foaming Agent}}Foaming Agent<span style="color:#664B63;background-color:white">▮</span>
 
|{{RecursiveChem/Foaming Agent}}
 
|{{RecursiveChem/Foaming Agent}}
|Used in [[#Metal Foam|Metal Foam]] production. Creates 1 unit instead of 2.
+
|Used in Metal Foam production. Creates 1 unit instead of 2.
|0.4 units per tick
+
|-
 +
!style='background-color:#FFEE88;'|{{anchor|Fluorosurfactant}}Fluorosurfactant<span style="color:#9E6B38;background-color:white">▮</span>
 +
|{{RecursiveChem/Fluorosurfactant}}
 +
|A perfluoronated sulfonic acid that forms a foam when mixed with water.
 +
|-
 +
!style='background-color:#FFEE88;'|{{anchor|Smart Foaming Agent}}Smart Foaming Agent<span style="color:#664B63;background-color:white">▮</span>
 +
|{{RecursiveChem/Smart Foaming Agent}}
 +
|An agent that yields metallic foam which conforms to area boundaries when mixed with light metal and a strong acid.
 +
|-
 +
!style='background-color:#FFEE88;'|{{anchor|Metal Foam}}Metal Foam
 +
|{{RecursiveChem/Metal Foam}}
 +
|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.
 
|-
 
|-
!style='background-color:#FFEE88;'|{{anchor|Firefighting Foam}}Firefighting Foam<span style="color:#A6FAFF55;background-color:white">▮</span>
+
!style='background-color:#FFEE88;'|{{anchor|Smart Metal Foam}}Smart Metal Foam
|{{RecursiveChem/Firefighting Foam}}
+
|{{RecursiveChem/Smart Metal Foam}}
|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.
+
|Creates lightweight metal foam walls in areas that have been breached. These can be easily torn through.
|0.4 units per tick
 
 
|-
 
|-
!style='background-color:#FFEE88;'|{{anchor|Glitter}}Glitter<span style="color:#FFFFFF;background-color:white">▮</span>
+
!style='background-color:#FFEE88;'|{{anchor|Fluorosulfuric Acid}}Fluorosulfuric Acid<span style="color:#5050FF;background-color:white">▮</span>
|Prize from [[Computers#Arcade_Machines|arcade machines]]
+
|{{RecursiveChem/Fluorosulfuric Acid}}
|White glitter, blue glitter and pink glitter are three different chems which when touching floors turn into fake [[Guide_to_Atmospherics#The_Gases_and_Their_Functions|gasses]]. Used for pranks. Can be cleaned up with the ordinary [[Janitor#Equipment|cleaning tools]].
+
|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>
 
|{{RecursiveChem/Glycerol}}
 
|{{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|Growth Serum}}Growth Serum<span style="color:#ff0000;background-color:white">▮</span>
 
|{{RecursiveChem/Growth_Serum}}
 
|Makes you larger as long as it's in your systems. The more you have the bigger you become. Maximum size is achievable by having at least 200 units in your body.
 
|0.4 units per tick
 
|-
 
!style='background-color:#FFEE88;'|{{anchor|Impedrezene}}Impedrezene<span style="color:#C8A5DC;background-color:white">▮</span>
 
|{{RecursiveChem/Impedrezene}}
 
|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 [[Status_Effects#Drowsiness|drowsiness]]. (Results in 2 units instead of 3)
 
|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|Methane}}Methane<span style="color:#ccf6ff;background-color:white">▮</span>
|{{RecursiveChem/Quantum Hair Dye}}
+
|{{RecursiveChem/Methane}}
|If sprayed or splashed on you it changes your hair color. Does nothing when ingested. (Results in 5 units instead of 3)
+
|A light, flammable hydrocarbon. Commonly used in the production of cryogenic fuel.
|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|Laughter}}Laughter<span style="color:#FF4DD2;background-color:white">▮</span>
|1 part Sugar<br>1 part Banana Juice
+
|{{RecursiveChem/Laughter}}
|Causes you to laugh. (Results in 10 units instead of 2)
+
|Causes you to laugh (results in 10 units instead of 2).
|instant
 
|-
 
!style='background-color:#FFEE88;'|{{anchor|Magillitis}}Magillitis<span style="color:#00f041;background-color:white">▮</span>
 
|[[Syndicate_Items#Magillitis_Serum_Autoinjector|Syndicate uplink]]
 
|Turns monkeys and humans into gorillas after 10 cycles.
 
|0.4 units per tick
 
 
|-
 
|-
 
!style='background-color:#FFEE88;'|{{anchor|Meat Product}}Meat Product
 
!style='background-color:#FFEE88;'|{{anchor|Meat Product}}Meat Product
|10 parts Liquid Gibs<br> 10 parts Nutriment<br> 10 parts Carbon
+
|{{RecursiveChem/Meat Product}}
|Creates a slab of chemically processed meat. Can not react in a body.
+
|Creates a slab of chemically processed meat.
|N/A
 
 
|-
 
|-
!style='background-color:#FFEE88;'|{{anchor|Metal Foam}}Metal Foam
+
!style='background-color:#FFEE88;'|{{anchor|Nitrous Oxide}}Nitrous Oxide
|{{RecursiveChem/Metal Foam}}
+
|{{RecursiveChem/Nitrous Oxide}}
|Creates lightweight metal foam walls. These can be easily torn through, but are useful for plugging hull breaches or blocking off AI turrets.<br>
+
|Creates [[Guide to Atmospherics#The Gases and Their Functions|N2O]] in liquid form, which explodes when heated to 575K.
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|Nanomachines}}Nanomachines<span style="color:#535E66;background-color:white">▮</span>
+
!style='background-color:#FFEE88;'|{{anchor|Plasma Solidification}}Plasma Solidification
|Roburgers from [[Guide_to_xenobiology#Silver_Slime|silver slime extracts]]
+
|{{RecursiveChem/Plasma Solidification}}
|Inflicts a [[Infections#Simple_Diseases|disease]] which turns the victim into a [[Cyborg|cyborg]] with [[Asimov#Core_AI_Modules|Asimov laws]]. The disease can be cured with an injection of copper.
+
|Solidifies a large amount of [[plasma]] into a bar.
|0.4 units per tick
 
|-
 
!style='background-color:#FFEE88;'|{{anchor|Smart Foaming Agent}}Smart Foaming Agent<span style="color:#664B63;background-color:white">▮</span>
 
|{{RecursiveChem/Smart Foaming Agent}}
 
|Required to make [[Guide_to_chemistry#Smart_Metal_Foam|smart metal foam]].
 
|0.4 units per tick
 
|-
 
!style='background-color:#FFEE88;'|{{anchor|Smart Metal Foam}}Smart Metal Foam
 
|{{RecursiveChem/Smart 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.
 
|N/A
 
|-
 
!style='background-color:#FFEE88;'|{{anchor|Nitrous Oxide}}Nitrous Oxide<span style="color:#808080;background-color:white">▮</span>
 
|{{RecursiveChem/Nitrous Oxide}}
 
|Creates [[Guide to Atmospherics#The Gases and Their Functions|N2O]] in liquid form. Explodes when heated to 575K. Will cause [[Status_Effects#Drowsiness|drowsiness]] on touch. When consumed or injected it also causes anemia (blood loss), [[Status_Effects#Confusion|confusion]] and loss of breath. Spilling this will release gas form N2O into the atmosphere.
 
|0.6 units per tick
 
 
|-
 
|-
 
!style='background-color:#FFEE88;'|{{anchor|Gold Solidification}}Gold Solidification
 
!style='background-color:#FFEE88;'|{{anchor|Gold Solidification}}Gold Solidification
 
|{{RecursiveChem/Gold Solidification}}
 
|{{RecursiveChem/Gold Solidification}}
|Solidifies a large amount of liquid Gold into a bar. Can not react in a body.
+
|Solidifies a large amount of gold into a bar.
|N/A
 
 
|-
 
|-
!style='background-color:#FFEE88;'|{{anchor|Plasma Solidification}}Plasma Solidification
+
!style='background-color:#FFEE88;'|{{anchor|Adamantine Solidification}}Adamantine Solidification
|{{RecursiveChem/Plasma Solidification}}
+
|{{RecursiveChem/Adamantine Solidification}}
|Solidifies a large amount of liquid [[Plasma]] into a bar. Can not react in a body.
+
|Solidifies a large amount of adamantine into a sheet.
|N/A
 
 
|-
 
|-
 
!style='background-color:#FFEE88;'|{{anchor|Plastic Sheets}}Plastic Sheets
 
!style='background-color:#FFEE88;'|{{anchor|Plastic Sheets}}Plastic Sheets
 
|{{RecursiveChem/Plastic Sheets}}
 
|{{RecursiveChem/Plastic Sheets}}
|Creates Plastic sheets at a rate of 10u per Plastic sheet. Can be used in hand to craft [[Medical_items#Large_Water_Bottle|plastic bottles]] [[File:large_water_bottle.png]].
+
|Creates a sheet of plastic, used [[Guide_to_construction#Plastic|in hand]] or in fabricators to make items.
|N/A
 
 
|-
 
|-
!style='background-color:#FFEE88;'|{{anchor|Romerol}}Romerol<span style="color:#123524;background-color:white">▮</span>
+
!style='background-color:#FFEE88;'|{{anchor|Hair Dye}}Quantum Hair Dye<span style="color:#C8A5DC;background-color:white">▮</span>
|[[Syndicate_Items#Romerol|Syndicate uplink]]
+
|{{RecursiveChem/Quantum Hair Dye}}
|Romerol adds a zombie infection tumor (festering ooze) to the victims' heads. When those victims die, they will revive as [[Zombie#Romerol_Zombies|zombies]] who can infect other people by clawing them. It can be applied to corpses directly, allowing creation of zombies from corpses in the [[Morgue]]. Can be applied with both [[#Touch|touch]] and [[#Ingest|ingestion]]. The tumor can be removed with [[Surgery#Romerol_Tumor|surgery]].
+
|Changes your hair color when you apply or spray it! (Results in 5 units instead of 3)
|instant
 
 
|-
 
|-
 
!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>
 
|{{RecursiveChem/Royal Bee Jelly}}
 
|{{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|Serotrotium}}Serotrotium<span style="color:#202040;background-color:white">▮</span>
 
|[[Guide_to_hydroponics#Strange_Seeds|Strange seeds]]
 
|Makes you randomly twitch, drool, moan and gasp.
 
|0.1 units per tick
 
 
|-
 
|-
 
!style='background-color:#FFEE88;'|{{anchor|Soap}}Soap
 
!style='background-color:#FFEE88;'|{{anchor|Soap}}Soap
 
|{{RecursiveChem/Soap}}
 
|{{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>
 +
|{{RecursiveChem/Sodium Chloride}}
 +
|Commonly known as table salt, Sodium Chloride is often used to season food.
 
|-
 
|-
 
!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>
 
|{{RecursiveChem/Space Cleaner}}
 
|{{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>
 
|{{RecursiveChem/Spray Tan}}
 
|{{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>
 
|{{RecursiveChem/Space Lube}}
 
|{{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>
 
|{{RecursiveChem/Sterilizine}}
 
|{{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
 
|{{RecursiveChem/Synthmeat}}
 
|{{RecursiveChem/Synthmeat}}
 
|Creates a slab of synthetic meat.
 
|Creates a slab of synthetic meat.
|N/A
 
 
|-
 
|-
!style='background-color:#FFEE88;'|{{anchor|Organic Slurry}}Organic Slurry<span style="color:#545000;background-color:white">▮</span>
+
!style='background-color:#FFEE88;'|{{anchor|Cryogenic Tyrosene}}Cryogenic Tyrosene<span style="color:#009CA8;background-color:white">▮</span>
|{{RecursiveChem/Organic_Slurry}}
+
|{{RecursiveChem/Cryogenic Tyrosene}}
|A mixture of various differently colored fluids. Randomly induces vomiting and short [[Status_Effects#Stun|stuns]]. Results in 4 units instead of 3.
+
|A high performance cryogenic fuel used in most small fighter craft. '''Will explode when heated above 130K.'''
|0.4 units per tick
 
 
|-
 
|-
!style='background-color:#FFEE88;'|{{anchor|Pax}}Pax<span style="color:#AAAAAA55;background-color:white">▮</span>
+
! style="background-color:#FFEE88;" |{{anchor|Unstable Mutagen}}Unstable Mutagen<span style="color:#00FF00;background-color:white">▮</span>
|{{RecursiveChem/Pax}}
+
|{{RecursiveChem/Unstable Mutagen}}
|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.
+
|Causes mutations when injected into living people or plants. High doses may be lethal, especially in humans. Only useful for Botany and Virology.
|0.1 units per tick
 
|-
 
!style='background-color:#FFEE88;'|{{anchor|Synthpax}}Synthpax<span style="color:#AAAAAA55;background-color:white">▮</span>
 
|[[Cyborg#Peacekeeper|Peacekeeper Cyborgs]]
 
||Same as [[#Pax|Pax]] but metabolises much faster. Can only be used by [[Cyborg#Peacekeeper|Peacekeeper Cyborgs]].
 
|0.6 units per tick
 
|-
 
!style='background-color:#FFEE88;'|{{anchor|Dizzying_Solution}}Dizzying Solution
 
|[[Cyborg#Peacekeeper|Peacekeeper Cyborgs]]
 
||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
 
|-
 
!style='background-color:#FFEE88;'|{{anchor|Tranquility}}Tranquility<span style="color:#9A6750;background-color:white">▮</span>
 
|Gondola Meat
 
|Induces a [[Infections|virus]] that creates [[#Pax|Pax]] within the victims body and slowly turns the victim into a Gondola. Can be cured with [[#Condensed_Capsaicin|Condensed Capsaicin]].
 
|0.4 units per tick
 
|-
 
!style='background-color:#FFEE88;'|{{anchor|Liquid Electricity}}Liquid Electricity<span style="color:#97ee63;background-color:white">▮</span>
 
|Ethereal blood, certain foods
 
|Periodically electrocutes any non-Ethereals that have this in their system.
 
|0.4 units per tick
 
 
|}
 
|}
 
 
 
 
===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 Rations}} Virus Rations<span style="color:#D18AA5;background-color:white">▮</span>
+
! style="background-color:#FFEE88;" |{{anchor|Virus Food}} Virus Food<span style="color:#899613;background-color:white">▮</span>
|{{RecursiveChem/Virus Rations}}
 
|Depleted virus food. Used to get a [[Infections|virus]] symptom of level 1. (Results in 1 unit instead of 2)
 
|-
 
!style='background-color:#FFEE88;'|{{anchor|Virus Food}} Virus Food<span style="color:#899613;background-color:white">▮</span>
 
 
|{{RecursiveChem/Virus Food}}
 
|{{RecursiveChem/Virus Food}}
|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)
+
|A chemical which allows viruses and bacteria to quickly grow. (Results in 15 units instead of 10)
 
|-
 
|-
!style='background-color:#FFEE88;'|{{anchor|Mutagenic Agar}} Mutagenic Agar<span style="color:#A3C00F;background-color:white">▮</span>
+
! style="background-color:#FFEE88;" |{{anchor|Mutagenic Agar}} Mutagenic Agar<span style="color:#A3C00F;background-color:white">▮</span>
 
|{{RecursiveChem/Mutagenic Agar}}
 
|{{RecursiveChem/Mutagenic Agar}}
|Used to get a [[Infections|virus]] symptom of level 3. (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|Sucrose Agar}} Sucrose Agar<span style="color:#41B0C0;background-color:white">▮</span>
+
! style="background-color:#FFEE88;" |{{anchor|Sucrose Agar}} Sucrose Agar<span style="color:#41B0C0;background-color:white">▮</span>
 
|{{RecursiveChem/Sucrose Agar}}
 
|{{RecursiveChem/Sucrose Agar}}
|Used to get a [[Infections|virus]] symptom of level 4.
+
|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|Weakened Virus Plasma}} Weakened Virus Plasma<span style="color:#CEC3C6;background-color:white">▮</span>
+
! style="background-color:#FFEE88;" |{{anchor|Virus Plasma}} Virus Plasma<span style="color:#A69DA9;background-color:white">▮</span>
 +
|{{RecursiveChem/Virus 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)
 +
|-
 +
! style="background-color:#FFEE88;" |{{anchor|Weakened Virus Plasma}} Weakened Virus Plasma<span style="color:#CEC3C6;background-color:white">▮</span>
 
|{{RecursiveChem/Weakened Virus Plasma}}
 
|{{RecursiveChem/Weakened Virus Plasma}}
|Weakened variety of virus plasma. Used to get a [[Infections|virus]] symptom of level 5.
+
|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|Virus Plasma}} Virus Plasma<span style="color:#A69DA9;background-color:white">▮</span>
+
! style="background-color:#FFEE88;" |{{anchor|Virus Rations}} Virus Rations<span style="color:#D18AA5;background-color:white">▮</span>
|{{RecursiveChem/Virus Plasma}}
+
|{{RecursiveChem/Virus Rations}}
|Used to get a [[Infections|virus]] symptom of level 6. (Results in 1 unit instead of 2)
+
|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|Decaying Uranium Gel}} Decaying Uranium Gel<span style="color:#D18AA5;background-color:white">▮</span>
+
! style="background-color:#FFEE88;" |{{anchor|Decaying Uranium Gel}} Decaying Uranium Gel<span style="color:#D18AA5;background-color:white">▮</span>
 
|{{RecursiveChem/Decaying Uranium Gel}}
 
|{{RecursiveChem/Decaying 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 6 or 7. (Results in 1 unit instead of 2)
 
|-
 
|-
!style='background-color:#FFEE88;'|{{anchor|Unstable Uranium Gel}} Unstable 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>
 
|{{RecursiveChem/Unstable Uranium Gel}}
 
|{{RecursiveChem/Unstable 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 7. (Results in 1 unit instead of 3)
 
|-
 
|-
!style='background-color:#FFEE88;'|{{anchor|Stable Uranium Gel}} Stable 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>
 
|{{RecursiveChem/Stable Uranium Gel}}
 
|{{RecursiveChem/Stable Uranium Gel}}
|Powerful viral mutagen. Used to get a [[Infections|virus]] symptom of level 8. (Results in 1 unit instead of 21)
+
|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|Viral Base}} Advanced Virus Food Base<span style="color:#D18AA5;background-color:white">▮</span>
 +
|{{RecursiveChem/Viral Base}}
 +
|used to make Advanced Virus Food
 +
|-
 +
! style="background-color:#FFEE88;" |{{anchor|Highly Unstable Virus Food}} Advanced Virus Food<span style="color:#D18AA5;background-color:white">▮</span>
 +
|{{RecursiveChem/Highly Unstable Virus Food}}
 +
|Insanely powerful viral mutagen. Only useful to Virology. It is used to get a virus symptom of level 9. (Results in 1 unit instead of 21)
 +
|-
 +
! style="background-color:#FFEE88;" |{{anchor|Anomalous Virus Food}} Anomalous Virus Food<span style="color:#D18AA5;background-color:white">▮</span>
 +
|{{RecursiveChem/Anomalous Virus Food}}
 +
|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)
 
|}
 
|}
 
There are also chemicals that do nothing, which can be found in [[Guide_to_hydroponics#Strange_Seeds|Strange seeds]]. Example: Plastic Polymers{{anchor|Plastic Polymers}}.
 
 
 
===Mutation Toxins===
 
===Mutation Toxins===
Obtainable through [[Guide_to_xenobiology|xenobiology]], these chemicals transform humanoids into other [[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|Mutation Toxin}} Mutation Toxin<span style="color:#13BC5E;background-color:white">▮</span>
 +
|{{RecursiveChem/Mutation Toxin}}
 +
|Mutagenic chemical that transforms into a [[Slimepeople|slimeperson]].
 +
|-
 +
! style="background-color:#FFEE88;" |{{anchor|Unstable Mutation Toxin}} Unstable Mutation Toxin<span style="color:#13BC5E;background-color:white">▮</span>
 +
|{{RecursiveChem/Unstable Mutation Toxin}}
 +
|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>
 +
|{{RecursiveChem/Stable Mutation Toxin}}
 +
|Mutagenic chemical that transforms into a [[Guide_to_races#Human|human]].
 +
|-
 +
! 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|Squid Mutation Toxin}} Squid Mutation Toxin<span style="color:#5EFF3B;background-color:white">▮</span>
 +
|{{RecursiveChem/Squid Mutation Toxin}}
 +
|Mutagenic chemical that transforms into a squid.
 +
|-
 +
! style="background-color:#FFEE88;" |{{anchor|Apid Mutation Toxin}} Apid Mutation Toxin<span style="color:#5EFF3B;background-color:white">▮</span>
 +
|{{RecursiveChem/Apid Mutation Toxin}}
 +
|Mutagenic chemical that transforms into an Apid.
 +
|-
 +
! style="background-color:#FFEE88;" |{{anchor|Ethereal Mutation Toxin}} Ethereal Mutation Toxin<span style="color:#5EFF3B;background-color:white">▮</span>
 +
|{{RecursiveChem/Ethereal Mutation Toxin}}
 +
|Mutagenic chemical that transforms into a [[Guide_to_races#Ethereals|Ethereals]].
 +
|-
 +
! 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|IPC Mutation Toxin}} IPC Mutation Toxin<span style="color:#5EFF3B;background-color:white">▮</span>
 +
|{{RecursiveChem/IPC Mutation Toxin}}
 +
|Mutagenic chemical that transforms into an [[Guide_to_races#IPC|IPC]].
 +
|-
 +
! style="background-color:#FFEE88;" |{{anchor|Oozeling Mutation Toxin}}Oozeling Mutation Toxin<span style="color:#611E80;background-color:white">▮</span>
 +
|{{RecursiveChem/Oozeling Mutation Toxin}}
 +
|Mutagenic chemical that transforms into an 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|Slime Mutation Toxin}} Slime Mutation Toxin<span style="color:#5EFF3B;background-color:white">▮</span>
+
! style="background-color:#FFEE88;" |{{anchor|Zombie Mutation Toxin}} Zombie Mutation Toxin<span style="color:#5EFF3B;background-color:white">▮</span>
|[[Guide_to_xenobiology#Green_Slime|Green slimes]]
+
|{{RecursiveChem/Zombie Mutation Toxin}}
|Mutagenic chemical that transforms you into a [[Slimepeople|slimeperson]].
+
|Mutagenic chemical that transforms into a non-infectious and comletely fake Zombie.
 
|-
 
|-
!style='background-color:#FFEE88;'|{{anchor|Unstable Mutation Toxin}} Lizard Mutation Toxin<span style="color:#5EFF3B;background-color:white">▮</span>
+
! style="background-color:#FFEE88;" |{{anchor|Ash Mutation Toxin}} Ash Mutation Toxin<span style="color:#5EFF3B;background-color:white">▮</span>
|[[Guide_to_xenobiology#Green_Slime|Green slimes]]
+
|{{RecursiveChem/Ash Mutation Toxin}}
|Transforms you into a [[Guide_to_races#Lizardpeople|lizardperson]].
+
|Mutagenic chemical that transforms into an Ash Walker.
 
|-
 
|-
!style='background-color:#FFEE88;'|{{anchor|Stable Mutation Toxin}} Stable Mutation Toxin<span style="color:#5EFF3B;background-color:white">▮</span>
+
! style="background-color:#FFEE88;" |{{anchor|Shadow Mutation Toxin}} Shadow Mutation Toxin<span style="color:#5EFF3B;background-color:white">▮</span>
|[[Guide_to_xenobiology#Green_Slime|Green slimes]]
+
|{{RecursiveChem/Shadow Mutation Toxin}}
|Transforms you into a [[Guide_to_races#Human|human]].
+
|Mutagenic chemical that transforms into a [[Guide_to_races#Shadowpeople|shadowperson]].
 
|-
 
|-
!style='background-color:#FFEE88;'|{{anchor|Advanced Mutation Toxin}} Advanced Mutation Toxin<span style="color:#13BC5E;background-color:white">▮</span>
+
! style="background-color:#FFEE88;" |{{anchor|Plasma Mutation Toxin}} Plasma Mutation Toxin<span style="color:#5EFF3B;background-color:white">▮</span>
|[[Guide_to_xenobiology#Black_Slime|Black slimes]]
+
|{{RecursiveChem/Plasma Mutation Toxin}}
|Slowly morphs the victim into a [[slime]]. The transformation can be stopped with [[Guide_to_food_and_drinks#Frost_Oil|Frost Oil]].
+
|Mutagenic chemical that transforms into a [[Guide_to_races#Plasmaman|plasmaman]].
 
|}
 
|}
 
+
==Toxins==
== Toxins{{anchor|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 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.
 
 
 
 
{| 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>
 
|{{RecursiveChem/Toxin}}
 
|{{RecursiveChem/Toxin}}
 
|Toxin
 
|Toxin
|Will deal 1.5 toxin damage per tick.
+
|Will deal 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}}Food Poisoning<span style="color:#D6D6D8;background-color:white">▮</span>
|From eating poorly made food
+
|{{RecursiveChem/Food Poisoning}}
 
|Toxin
 
|Toxin
|Will deal 0.5 toxin damage per tick.
+
|Will deal a minor amount of 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>
 
|{{RecursiveChem/Chloral Hydrate}}
 
|{{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 [[Status_Effects#Sleep|sleep]]. After 51 total cycles, it starts dealing ever increasing toxin damage, until death. (Results in 1 unit instead of 5)
+
|A powerful sedative which stuns after a bit, and becomes deadly if left in the system too long (results in 1 units instead of 5).
|0.6 units per tick
+
| 0.6 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
 +
|A strange substance that looks a lot like water. Drinking it is oddly tempting. Oof ouch. Overdose at 50u.
 +
|0.4 units per tick
 
|-
 
|-
!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>
 
|{{RecursiveChem/Mindbreaker Toxin}}
 
|{{RecursiveChem/Mindbreaker Toxin}}
 
|Hallucinations
 
|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 [[Status_Effects#Hallucinations|hallucinations]]. (Results in 5 units instead of 3)
+
|A potent hallucinogenic compound that is illegal under space law. Formerly known as LSD, but was renamed so people understand that it is not a "fun time". (Results in 5 units instead of 3)
 +
|0.4 units per tick
 +
|-
 +
! style="background-color:#FFEE88;" |{{anchor|Impedrezene}}Impedrezene<span style="color:#C8A5DC;background-color:white">▮</span>
 +
|{{RecursiveChem/Impedrezene}}
 +
|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
 
|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>
 
|{{RecursiveChem/Mute Toxin}}
 
|{{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|Mulligan Toxin}}Mulligan Toxin<span style="color:#5EFF3B;background-color:white">▮</span>
|{{RecursiveChem/Mime's Bane}}
 
|Gestures
 
|Makes the subject unable to gesticulate.
 
|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>
 
|{{RecursiveChem/Bone Hurting Juice}}
 
|Stamina Damage and Delimbing Skeletons
 
|Does 7.5 [[Health#Stamina|stamina]] damage per tick. On overdose, it has a 4% chance of causing a spike of 200 [[Health#Stamina|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 7.5 [[Health#Stamina|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>
 
 
|{{RecursiveChem/Mulligan Toxin}}
 
|{{RecursiveChem/Mulligan Toxin}}
 
|Identity
 
|Identity
 
|Randomizes the subject's appearance.
 
|Randomizes the subject's appearance.
 
|Infinite
 
|Infinite
|N/A
 
 
|-
 
|-
!style='background-color:#FFEE88;'|{{anchor|Lexorin}}Lexorin<span style="color:#7DC3A0;background-color:white">▮</span>
+
! style="background-color:#FFEE88;" |{{anchor|Lexorin}}Lexorin<span style="color:#7DC3A0;background-color:white">▮</span>
 
|{{RecursiveChem/Lexorin}}
 
|{{RecursiveChem/Lexorin}}
 
|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]]
+
|{{RecursiveChem/Initropidril}}
 
|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 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
+
|{{RecursiveChem/Tirizene}}
 
|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
+
|{{RecursiveChem/Tiring Solution}}
 
|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]]
+
|{{RecursiveChem/Polonium}}
 
|Radiation
 
|Radiation
|Cause significant radiation damage over time (4 per tick). It's metabolized very slowly.
+
|Cause significant Radiation damage over time. It's metabolized very slowly.
 
|0.05 units per tick
 
|0.05 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]]
+
|{{RecursiveChem/Pancuronium}}
|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]]
+
|{{RecursiveChem/Sodium Thiopental}}
 
|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>
 
|{{RecursiveChem/Sulfonal}}
 
|{{RecursiveChem/Sulfonal}}
 
|Knockout and Toxin
 
|Knockout and Toxin
|0.5 toxin damage every cycle and knocks you out after 22 cycles. Metabolized very slowly.
+
|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]]
+
|{{RecursiveChem/Amanitin}}
 
|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 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>
+
! style="background-color:#FFEE88;" |{{anchor|Lipolicide}}Lipolicide<span style="color:#F0FFF0;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|Bungotoxin}}Bungotoxin<span style="color:#EBFF8E;background-color:white">▮</span>
 
|{{RecursiveChem/Bungotoxin}}
 
|Heart Damage
 
|Deals 3 [[Guide_to_medicine#Organ_table|heart]] damage per tick. After 12 cycles the victim can randomly start feeling heart spasms, being faint, out of breath, and being in pain.
 
|0.2 units per tick
 
|N/A
 
|-
 
!style='background-color:#FFEE88;'|{{anchor|Unstable Mutagen}}Unstable Mutagen<span style="color:#00FF00;background-color:white">▮</span>
 
|{{RecursiveChem/Unstable Mutagen}}
 
|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. Turns into blood if mixed with blood.
 
|0.4 units per tick
 
|N/A
 
|-
 
!style='background-color:#FFEE88;'|{{anchor|Lipolicide}}Lipolicide<span style="color:#F0FFF0;background-color:white">▮</span>
 
 
|{{RecursiveChem/Lipolicide}}
 
|{{RecursiveChem/Lipolicide}}
 
|Weight Loss
 
|Weight Loss
|Drains nutrition. Useful for weight loss. Will deal toxin damage if you are starving.
+
|Drains nutrition and deals minor toxin damage, will deal more toxin damage if you are starving.
|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
+
|{{RecursiveChem/Coniine}}
 
|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]].
+
|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]]
+
|{{RecursiveChem/Curare}}
|Paralyzation, Oxygen, and Toxin
+
|Knockout, Oxygen, and Toxin
|[[Status_Effects#Paralyze|Paralyzes]] you after 11 cycles, while dealing 1 oxyloss and 1 toxic damage. Metabolizes slowly; very lethal.
+
|Does 1 unit of toxin and 1 unit of oxygen damage every second, and knocks you out after 11 seconds. Metabolizes slowly.
 
|0.05 units per tick
 
|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]]
+
|{{RecursiveChem/Histamine}}
 
|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 brute damage or blur vision.<br>If overdosed (30 units) it will also deal a significant amount of Brute, Toxin and Oxyloss 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>
 
|{{RecursiveChem/Formaldehyde}}
 
|{{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 Toxin damage over time. Has a chance to turn into 5 to 15 units of Histamine.
 
|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
+
|{{RecursiveChem/Venom}}
 
|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 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
 
|0.1 units per tick
|N/A
 
|-
 
!style='background-color:#FFEE88;'|{{anchor|Fake Beer}}Fake Beer<span style="color:#664300;background-color:white">▮</span>
 
|{{RecursiveChem/Fake_Beer}}
 
|Knockout
 
|Instantly puts the victim to [[Status_Effects#Sleep|sleep]]. Cycle 51 and onwards it will also deal (current cycle - 50) toxin damage.
 
|0.6 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>
 
|{{RecursiveChem/Fentanyl}}
 
|{{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 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
 
|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>
 
|{{RecursiveChem/Cyanide}}
 
|{{RecursiveChem/Cyanide}}
 
|Toxin, oxyloss
 
|Toxin, oxyloss
|Deals 1.25 toxin damage per tick, with 8% chance to [[Status_Effects#Stun|stun]] for 4 seconds and take 2 additional toxin damage. Also 5% chance to lose breath for a moment. Metabolizes slowly.
+
|Deals random amounts of toxin damage while slowly suffocating its target. Metabolizes slowly. '''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>
 
|{{RecursiveChem/Carpotoxin}}
 
|{{RecursiveChem/Carpotoxin}}
 
|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 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>
 
|{{RecursiveChem/Zombie Powder}}
 
|{{RecursiveChem/Zombie Powder}}
 
|Fake death, stun
 
|Fake death, stun
|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)
+
|Paralyses people, and makes them appear dead to the most rudimentary of tests. Requires CarpoToxin, which must be harvested from Space Carp. Deals minor oxygen and toxin damage. (Results in 2 units instead of 15)
 
|0.4 units per tick
 
|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|Itching Powder}}Itching Powder<span style="color:#C8C8C8;background-color:white">▮</span>
|{{RecursiveChem/Ghoul Powder}}
 
|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.
 
|0.4 units per tick
 
|N/A
 
|-
 
!style='background-color:#FFEE88;'|{{anchor|Itching Powder}}Itching Powder<span style="color:#C8C8C8;background-color:white">▮</span>
 
 
|{{RecursiveChem/Itching Powder}}
 
|{{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 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|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)
+
|{{RecursiveChem/Mint Toxin}}
 
|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>
 
|{{RecursiveChem/Slime Jelly}}
 
|{{RecursiveChem/Slime Jelly}}
 
|Toxin
 
|Toxin
|The base reagent for slime based chemicals. Grinding [[Guide_to_xenobiology#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 brute damage over time, but randomly deals bursts of 20-60 toxin damage.
 +
|0.4 units per tick
 +
|-
 +
! style="background-color:#FFEE88;" |{{anchor|Slime Ooze}}Slime Ooze<span style="color:#611e80;background-color:white">▮</span>
 +
|{{RecursiveChem/Slime Ooze}}
 +
|Toxin
 +
|Heals brute damage over time, but randomly deals bursts of 1-10 toxin damage.
 +
| 0.4 units per tick
 +
|-
 +
! style="background-color:#FFEE88;" |{{anchor|Mime's Bane}}Mime's Bane<span style="color:#F0F8FF;background-color:white">▮</span>
 +
|{{RecursiveChem/Mime's Bane}}
 +
|Emote Mute
 +
|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|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>
 
|{{RecursiveChem/Heparin}}
 
|{{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|Rotatium}}Rotatium<span style="color:#AC88CA;background-color:white">▮</span>
+
! style="background-color:#FFEE88;" |{{anchor|Teslium}}Teslium<span style="color:#20324D;background-color:white">▮</span>
 +
|{{RecursiveChem/Teslium}}
 +
|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
 +
|-
 +
! style="background-color:#FFEE88;" |{{anchor|Rotatium}}Rotatium<span style="color:#AC88CA;background-color:white">▮</span>
 
|{{RecursiveChem/Rotatium}}
 
|{{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>
 
|{{RecursiveChem/Skewium}}
 
|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>
+
! style="background-color:#FFEE88;" |{{anchor|Anacea}}Anacea<span style="color:#3C5133;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>
 
 
|{{RecursiveChem/Anacea}}
 
|{{RecursiveChem/Anacea}}
 
|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 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>
|{{RecursiveChem/Fluorosulfuric Acid}}
 
|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>
 
 
|{{RecursiveChem/Weed Killer}}
 
|{{RecursiveChem/Weed Killer}}
 
|Toxin
 
|Toxin
|Kills weeds and causes 1 toxin damage per tick to humans.
+
|Kills weeds, causes minor 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>
 
|{{RecursiveChem/Pest Killer}}
 
|{{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 toxin damage to humans. Deals heavy 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>
 
|{{RecursiveChem/Plant-B-Gone}}
 
|{{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 toxin damage to humans. Deals heavy toxin damage to pod people.
 
|0.4 units per tick
 
|0.4 units per tick
|N/A
 
 
|}
 
|}
 
+
==Mushroom Chemicals==
== Lavaland 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, Toxin, Oxygen, 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 1 burn and 1 brute damage each tick.
 
|80% chance to heal 1 burn and 1 brute damage each tick.
Line 1,680: Line 1,428:
 
|-
 
|-
 
|}
 
|}
 
 
 
==Reagent Delivery{{anchor|Reagent Delivery}}==
 
==Reagent Delivery{{anchor|Reagent Delivery}}==
 
{{anchor|Under_the_hood}}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.
  
  
 
+
===Delivery types ===
===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>
 
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====
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. [[#Trophazole|Trophazole]] works best when ingested.
+
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====
 
====Inject====
Works the same as '''ingest''', where the reagent simply enters the target's bloodstream. Used by syringes and IV-drips. [[#Syriniver|Syriniver]] works best if injected.
+
Works the same as '''ingest''', where the reagent simply enters the target's bloodstream. Used by syringes and IV-drips.
 
 
 
====Vapor====
 
====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. [[#Rhigoxane|Rhigoxane]] works best as 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====
 
 
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.
 
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====
+
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.
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 ===
 
 
===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====
 
====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>
 
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====
 
====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>
 
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====
 
====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>
 
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====
 
====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>
 
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]]====
 
====[[#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>
 
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 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:''' 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====
====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>
 
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====
 
 
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>
 
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>
  
== Beyond the Dispenser ==
 
Just because it isn't found in the dispenser or the guide above doesn't mean you can't use it! [[Guide_to_food_and_drinks#Drinks|Drinks]], [[Guide_to_xenobiology|slime cores]] and plenty of other things can provide limitless fun for an enterprising and curious chemist.
 
  
 +
==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.
 
[[Category:Guides]]
 
[[Category:Guides]]

Latest revision as of 01:41, 30 November 2023

Chemicals[edit | edit source]

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

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

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

Grinding minerals from mining will also get you:

Emagging a chem dispenser will add:

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

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

Some chemical reactions will require you to heat the reagents in a Chemheater.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.


Machinery[edit | edit source]

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[edit | edit source]

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 Power cell.png instead of the old one. Then screwdriver to finish. Or you can charge the machine with an inducer Inducer.png.

Available chemicals:

Click expand to see what chemicals are available:

Normal:

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

Upgraded (tier 4 matter manipulator):

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

Emagged:

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

Upgradeable parts:

Click expand to see upgrades:

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

Chemical Heater Chemical Heater[edit | edit source]

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[edit | edit source]

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 Chemistry bag.png 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[edit | edit source]

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[edit | edit source]

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[edit | edit source]

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[edit | edit source]

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

  • Chlorine: Causes 1 brute damage per tick to a random body part.
  • Copper: Can be splashed on metal sheets to create bronze sheets.
  • Ethanol: A decent alcoholic "beverage", with a booze power of 65. Increases success rate of surgery and flammability when applied externally. Metabolism rate 0.2.
  • Fluorine: Causes 1 toxin damage per tick.
  • Iron: Slowly restores blood volume.
  • Lithium: Causes twitching, drooling, moaning and not being able to walk straight.
  • Mercury: Causes 1 brain damage per tick, twitching, drooling, moaning and not being able to walk straight.
  • Plasma: Causes 3 toxin damage per tick. Creates gas form plasma when spilled or heated to 323.15K (50°C). Not to be confused with Stable Plasma, which does nothing.
  • Radium: Slowly causes irradiation (2 per tick). Creates glowing green goo on floor if more than 3u is spilled.
  • Sugar: Gives nutrition. Causes hyperglycemic shock if overdosed (200u). Metabolism rate 0.8.
  • Sulphuric Acid: Causes 1 toxin damage and some instant brute damage to one body part when ingested, and slightly more brute damage when injected. Destroys head-wear and causes burn damage when sprayed or splashed on someone. Counts as a toxin.
  • Uranium: Causes slight (1 per tick) irradiation. Creates glowing green goo on floor if more than 3u is spilled.
  • Welding Fuel: Causes 1 toxin damage per tick. Makes people flammable if splashed on.

Components[edit | edit source]

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 to ash in a small smoky fire. Used to maintain various systems in the Weapons Bay.
Oil (Alternate Recipe) Scoop up oil from destroyed cyborgs or robots off the ground with a beaker. Burns to ash in a small smoky fire. Used to maintain various systems in the Weapons Bay.
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
Oil
1 part Welding Fuel

1 part Carbon

1 part Hydrogen

Temperature 480K

1 part Water

Useful in the manufacturing of wax items like soap.

Medicines[edit | edit source]

"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[edit | edit source]

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 On touch, instantly heals burn damage, then heals over time while it stays in the system. Basic anti-burn healing drug.
On ingestion, deals minor toxin damage. Deals stamina damage when used.
If overdosed, deals oxygen damage.
1 unit per tick 100u N/A
Styptic Powder 1 part Aluminium

1 part Hydrogen
1 part Oxygen
1 part Sulphuric Acid

Brute On touch, instantly heals brute damage. Basic anti-brute healing drug.
On ingestion, deals minor toxin damage.
If overdosed, deals oxygen damage.
Deals stamina damage when used.
1 unit per tick 100u 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 metabolism cycle to heal brute and burn damage. Can be used as a substitute for blood if hooked up via IV drip.
If overdosed, deals either brute and burn damage or adds Sodium Chloride or Sugar.
0.2 units per tick 60u N/A
Synthflesh 1 part Blood

1 part Carbon

1 part
Styptic Powder
1 part Aluminium

1 part Hydrogen
1 part Oxygen

1 part Sulphuric 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
Brute, burn Has a 100% chance of instantly healing brute and burn damage.
Touch based only. Does nothing while inside a mob. Deals stamina damage upon usage.
If overdosed, deals Toxin damage.
1 unit per tick 125u 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 toxin damage at a rate of 2 per tick, will also slowly remove any other chemicals. 0.4 units per tick N/A N/A
Salbutamol 1 part
Salicyclic Acid
1 part
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 Sulphuric Acid

1 part
Ammonia
3 parts Hydrogen
1 part Nitrogen

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!
If overdosed, adds Histamine.
0.1 units per tick 25u N/A
Bicaridine 1 part Carbon

1 part Oxygen
1 part Sugar

Brute Heals brute damage at a rate of 1.5 units per tick if brute damage is less than 50 otherwise it heals brute damage at a rate of 0.5 units per tick. If overdosed it will annihilate your liver, can kill an upgraded cybernetic liver. 0.2 units per tick 30u N/A
Kelotane 1 part Carbon

1 part Silicon

Burn Heals burn damage at a rate of 1.5 units per tick if below 50 burn damage otherwise it heals at a rate of 0.5 units per tick. If overdosed it will annihilate your liver, can kill an upgraded cybernetic liver. 0.2 units per tick 30u N/A
Antitoxin 1 part Nitrogen

1 part Silicon
1 part Potassium

Toxin Heals 2 toxin damage and removes 1u of other chemicals per tick. If overdosed damages your liver. 0.2 units per tick 30u N/A
Dexalin 5 part Oxygen

5 parts Nitrogen
5 part Plasma(catalyst)

Suffocation Heals 2 oxygen damage per tick (slower than Salbutamol). If overdosed damages the heart. 0.4 units per tick 30u N/A
Dexalin Plus 1 part
Dexalin
5 part Oxygen

5 parts Nitrogen

5 part Plasma(catalyst)

1 part Carbon
1 part Iron

Suffocation Heals 4 oxygen damage per tick (slightly faster than Salbutamol). If overdosed deals a large amount of damage to the heart. 0.4 units per tick 25u N/A
Tricordrazine 1 part
Antitoxin
1 part Nitrogen

1 part Silicon

1 part Potassium

1 part
Bicaridine
1 part Carbon

1 part Oxygen

1 part Sugar

1 part
Kelotane
1 part Carbon
1 part Silicon
Brute/Burn/Toxin Heals 1 of each damage type per tick. If overdosed deals 2 damage of toxin per tick and kills your liver. 0.4 units per tick 30u 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. Is more effective in colder environments. 0.4 units per tick N/A N/A
Pyroxadone 1 part
Cryoxadone
1 part
Acetone
1 part
Oil
1 part Welding Fuel

1 part Carbon

1 part Hydrogen

1 part Welding Fuel

1 part Oxygen

1 part
Unstable Mutagen
1 part Chlorine

1 part Phosphorus

1 part Radium

1 part Stable Plasma

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

1 part Water
1 part Sugar

Brain Quickly heals brain damage - best used in cryo alongside Cryoxadone, but will still heal if taken via other means. When Overdosed, slows the working speed of it. 0.4 units per tick? 35u If using the Brain Tumor Trait N/A
System Cleaner 2 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 Chlorine
1 part Potassium

Toxin Quickly purges toxin damage in the rare case an IPC gets said damge. 0.2 units per tick N/A N/A
Solder 1 part Ethanol

1 part Copper
1 part Silver
Temperature 370K

Brain Quickly heals brain damage and traumas, but only if you're an IPC. 0.4 units per tick N/A N/A
Radioactive Disinfectant 1 part
Phenol
1 part
Oil
1 part Welding Fuel

1 part Carbon

1 part Hydrogen

1 part Chlorine

1 part Water

5 part Ethanol
1 part Iodine
1 part water

Radiation Purges radiation from IPC's. 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[edit | edit source]

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 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 make it double the healing speed of brute damage at the low price of taking toxin damage and the death of your liver. Deals stamina damage upon usage. 0.2 units per tick 25 units N/A
Oxandrolone 1 part
Phenol
1 part
Oil
1 part Welding Fuel

1 part Carbon

1 part Hydrogen

1 part Chlorine

1 part Water

3 parts Carbon
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 double the healing speed of burn damage at the low price of taking toxin damage and the death of your liver. Deals stamina damage upon usage. 0.2 units per tick 25 units N/A
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 1.5 damage of each damage type per tick. 0.1 units per tick 30u N/A
Carthatoline 1 part
Antitoxin
1 part Nitrogen

1 part Silicon

1 part Potassium

2 parts Carbon
1 part Plasma (catalyst)

Toxin Used to treat severe toxin damage. Side effects include: Janitors forming unions, vomiting. If overdosed then it will start damaging your brain. 0.4 units per tick 25u 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 Reduces massive amounts of radiation and toxin damage while purging other chemicals from the body. 0.2 units per tick N/A N/A
Perfluorodecalin 1 part
Oil
1 part Welding Fuel

1 part Carbon

1 part Hydrogen

1 part Fluorine
1 part Hydrogen
Temperature 370K

Suffocation Heals suffocation damage so quickly that you could have a spacewalk but causes minor toxin damage. Heals lungs. If overdosed will significantly damage the heart. 0.1 units per tick 30u 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 Sulphuric Acid

Brute, burn and suffocation If patients health is critical it will heal 2 brute, burn and toxin damage per cycle, as well as stop any oxyloss. Good for stabilising critical patients.
If overdosed it will deal toxin damage. Side effects include: Minor Confusion.
0.1 units per tick 15u N/A
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 N/A
Hepanephrodaxon 2 parts
Carthatoline
1 part
Antitoxin
1 part Nitrogen

1 part Silicon

1 part Potassium

2 parts Carbon

1 part Plasma (catalyst)

2 parts Carbon
1 part Lithium
5 parts Plasma (catalyst)

Liver, Toxin Heals damage to the liver as well as toxin damage. If overdosed then it deals damage to the brain 0.4 units per tick 10u 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 Heals your genetic mutations. 0.4 units per tick N/A N/A
Earthsblood Grown from Ambrosia Gaia All four basic types, cloning and stamina Ichor from an extremely powerful plant. Great for restoring wounds, but it's a little heavy on the brain. If overdosed, deals rapidly scaling toxin damage. 0.4 units per tick 25u N/A

Unique Healing Medicines[edit | edit source]

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, and stabilizes crit.
If overdosed it will deal toxin and oxyloss damage.
0.2 units per tick 30u 25u
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 and reduces jitteriness while causing minor drowsiness. 0.2 units per tick N/A N/A
Morphine 2 parts Carbon

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

Movement Speed Will allow you to walk faster. Will eventually knock you out if you take too much.
If overdosed it will cause jitteriness, dizziness, force the victim to drop items in their hands and eventually deal toxin damage.
It is recommended to heat up the mixture before adding hydrogen or carbon as the last ingredient to prevent accidentally making Hydrocarbon.
0.2 units per tick 30u 25u
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.
Mix below 333K or the recipe will result in Hydrocarbon.
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
Meclizine 1 part
Ammonia
3 parts Hydrogen
1 part Nitrogen

1 part Chlorine
2 parts Carbon

Vomiting Primary used to prevent vomiting although it's capable of rarely healing toxin damage, if overdosed deals Toxin Damage and makes your stomach wish it never existed. 0.1 units per tick 25u 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 oxygen damage from going over 35. If the patient is in crit, slowly heals toxins, brute, and burn.
If overdosed will deal toxin and stamina damage, and cause suffocation.
0.1 units per tick 30u 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. 0.4 units per tick N/A N/A
Stimulants Traitor Adrenals or Stimpack Stun Increases run speed and eliminates stuns, can heal minor damage.
If overdosed it will deal toxin damage, stun and suffocation.
0.2 units per tick 60u 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 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 Brute and Burn damage.
0.2 units per tick N/A N/A
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 Blood

1 part Carbon

1 part
Styptic Powder
1 part Aluminium

1 part Hydrogen
1 part Oxygen

1 part Sulphuric 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
Temperature 375K

Life Can create a life form, however its not guaranteed to be friendly. May want to have Security on hot standby. (Results in 1 unit instead of 3) N/A N/A N/A
Synaptizine 1 part Sugar

1 part Lithium
1 part Water

Hallucination Decrease Helps Hallucinations go away much faster, and helps you recover from stuns faster. Also Purges Mindbreaker Toxin very quickly. Mildly toxic. 0.4 units per tick N/A N/A
Rezadone 1 part
Carpotoxin
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 brute and burn damage over time, if applied through touch to a burnt husk which has under 50 burn damage, then it cures them. If overdosed deals toxin damage. Very good for speedcloning. 0.4 units per tick 30u 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 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 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. 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.
If overdosed, will randomly shift the patients body temperature from 200K to -200K.
0.1 units per tick 30u 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 Prevents cardiac arrest, fully protects from heart attack damage as well as liver failure.
If overdosed, adds Histamine.
0.4 units per tick 20u 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
Grind an unused slime extract
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 Ooze 1 part
Tricordrazine
1 part
Antitoxin
1 part Nitrogen

1 part Silicon

1 part Potassium

1 part
Bicaridine
1 part Carbon

1 part Oxygen

1 part Sugar

1 part
Kelotane
1 part Carbon
1 part Silicon

1 part
Slime Ooze
Oozelings
Healing Gradually regenerates all types of damage, without harming Oozling anatomy. 0.4 units per tick N/A N/A
Regenerative Jelly 1 part
Tricordrazine
1 part
Antitoxin
1 part Nitrogen

1 part Silicon

1 part Potassium

1 part
Bicaridine
1 part Carbon

1 part Oxygen

1 part Sugar

1 part
Kelotane
1 part Carbon
1 part Silicon

1 part
Slime Jelly
Grind an unused slime extract
Healing Gradually regenerates all types of damage, without harming slime anatomy. 0.4 units per tick N/A N/A
Liquid Electricity 1 part Liquid Electricity
1 part Plasma
3 parts Ethanol
Blood Loss for Ethereals Restores blood for Ethereals. Non-ethereals have a small chance to be lightly shocked while it is in their system. (Results in 3 units instead of 5) 0.4 units per tick N/A N/A
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 Sulphuric Acid
1 unit Bromine (catalyst)

Sleep Suppressants Long-lasting sleep suppressant that very slightly reduces stun and knockdown times. Overdosing has horrendous side effects and deals lethal oxygen damage, will knock you unconscious if not dealt with. 0.01 to 0.08 units per tick. Over 20u to under 10u N/A

Narcotics[edit | edit source]

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, deals toxin damage and oxygen damage
0.05 units per tick 15u 10u
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.
If addicted too it will begin to deal fatal amounts of Brute damage as the subjects skin falls off.
0.4 units per tick 20u 15u
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 Sulphuric Acid
1 part Welding Fuel
Temperature 390K

Reduces stun times by about 200%.
If overdosed or addicted it will deal significant Toxin, Brute and Brain damage.
0.4 units per tick 20u 10u
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)

Reduces stun times by about 300% and allows the user to quickly recover stamina while dealing a small amount of Brain damage.
If overdosed the subject will move randomly, laugh randomly, drop items and suffer from Toxin and Brain damage.
If addicted the subject will constantly jitter and drool, before becoming dizzy and losing motor control and eventually suffer heavy toxin damage.
A great deal of caution must be taken when heating this chemical, as it will explode if it reaches a temperature of or greater than 380 k.
0.3 units per tick 20u 10u
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.
If addicted the subject will suffer very severe Brain damage, severe hallucinations, complete loss of motor control and eventually fatal amounts of Toxin damage.
0.4 units per tick 20u 10u
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)

Fills you with ecstatic numbness and causes minor brain damage. Highly addictive. If overdosed causes sudden mood swings. 0.4 units per tick 20u 10u
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 Sulphuric 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 at an incredible rate, however the drug typically cause the subject to suffocate to death. 0.4 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. 0.4 units per tick 30u N/A
Ketamine 3 part
Morphine
2 parts Carbon

2 parts Hydrogen
1 part Ethanol
1 part Oxygen

Temperature 480K

3 part
Chloral Hydrate
3 parts Chlorine

1 part Ethanol

1 part Water

3 part
Fentanyl
1 part
Space Drugs
1 part Lithium

1 part Mercury

1 part Sugar

Temperature 647K

3 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

Temperature 370K

A heavy duty tranquilizer found to also invoke feelings of euphoria, and assist with pain. Popular at parties and amongst small frogmen who drive Honda Civics. If overdosed, will cause brain traumas. 0.2 units per tick 16u 8u
Highjack 1 part
Solder
1 part Ethanol

1 part Copper
1 part Silver

Temperature 370K

1 part
System Cleaner
2 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 Chlorine

1 part Potassium

1 part
Radioactive Disinfectant
1 part
Phenol
1 part
Oil
1 part Welding Fuel

1 part Carbon

1 part Hydrogen

1 part Chlorine

1 part Water

5 part Ethanol
1 part Iodine

1 part water

1 part Radium

"Repairs" brain damage in synthetics by making them high as hell, basically it's Space Drugs but for Synthetics. If overdosed, has a chance to "cure" brain damage in Synthetics by decapitation. 0.4 units per tick 30u N/A

Pyrotechnics[edit | edit source]

The manipulation of fire and matter.

Name Recipe Description
Stabilizing Agent 1 part Iron

1 part Oxygen
1 part Hydrogen

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

2 parts Fluorine
1 part Sulphuric Acid

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

1 part Potassium
1 part Sugar

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

1 part Potassium
1 part 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 Sulphuric Acid
1 part Stable Plasma

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

1 part 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.
Energized Ooze 1 part
Slime Ooze
Oozelings

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
Boosts Oozeling's nervous system, but only shocks other lifeforms.
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 Sulphuric Acid

1 part
Fluorosulfuric Acid
1 part Fluorine

1 part Hydrogen
1 part Potassium
1 part Sulphuric Acid

Temperature 380K

1 part Sulphuric Acid

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

1 part Water

This explodes immediately on mixing, which may knock you over or even kill you. Only useful in grenade production.
Holy Explosion 1 part Potassium

1 part Holy Water

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

1 part Uranium

This reacts immediately on mixing, creating an electromagnetic pulse which affects electronics nearby; very useful for causing chaos.
Tesla Shock 1 part
Teslium
1 part
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. Causes minor burn damage to humans when ingested.

Other Recipes[edit | edit source]

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 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!
Candle 5 parts Liquid Gibs

5 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?
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).
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!
Cryptobiolin 1 part Oxygen

1 part Potassium
1 part Sugar

Causes confusion and dizziness. This is essential to make Spaceacillin.
Cooking Oil 1 part
Oil
1 part Welding Fuel

1 part Carbon

1 part Hydrogen

1 part Sugar
1 part Hydrogen
1 part Carbon

Used in food preparation and frying.
Metabolises at a rate of 4 units per tick
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.
Fluorosurfactant 2 parts Carbon

2 parts Fluorine
1 part Sulphuric Acid

A perfluoronated sulfonic acid that forms a foam when mixed with water.
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

An agent that yields metallic foam which conforms to area boundaries when mixed with light metal and a strong acid.
Metal Foam 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 Sulphuric Acid

Temperature 380K

3 parts Iron/Aluminium

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.
Smart Metal Foam 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 Sulphuric Acid

Temperature 380K

3 parts Aluminium

Creates lightweight metal foam walls in areas that have been breached. These can be easily torn through.
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. This is only useful in other reactions (results in 1 unit instead of 4). Slippery like water.
Methane 4 parts Hydrogen

1 part Carbon
Temperature 520 K

A light, flammable hydrocarbon. Commonly used in the production of cryogenic fuel.
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.
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.
Plasma Solidification 20 parts Plasma

5 parts Iron
5 parts Frost Oil

Solidifies a large amount of plasma into a bar.
Gold Solidification 20 parts Gold

5 parts Frost Oil
1 part Iron

Solidifies a large amount of gold into a bar.
Adamantine Solidification 10 parts Liquid Adamantine

5 parts Gold
5 parts Frost Oil

Solidifies a large amount of adamantine into a sheet.
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 Sulphuric Acid
Temperature 374K

Creates a sheet of plastic, used in hand or in fabricators to make items.
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)
Royal Bee Jelly 10 parts
Unstable Mutagen
1 part Chlorine

1 part Phosphorus

1 part Radium

40 parts Honey

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 table salt, Sodium Chloride is often used to season food.
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 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

5 parts Blood

Creates a slab of synthetic meat.
Cryogenic Tyrosene 5 parts
Methane
4 parts Hydrogen

1 part Carbon

Temperature 520 K

1 part Welding fuel
Temperature 40K

A high performance cryogenic fuel used in most small fighter craft. Will explode when heated above 130K.
Unstable Mutagen 1 part Chlorine

1 part Phosphorus
1 part Radium

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

Virology Recipes[edit | edit source]

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

Name Formula Description
Virus Food 5 parts Water

5 parts Milk

A chemical which allows viruses and bacteria to quickly grow. (Results in 15 units instead of 10)
Mutagenic Agar 1 part
Unstable Mutagen
1 part 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

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 3)
Stable Uranium Gel 5 part Plasma

5 part Uranium
5 part Silver OR Gold

Powerful viral mutagen. Only useful to Virology. It is used to get a virus symptom of level 8. (Results in 1 unit instead of 21)
Advanced Virus Food Base 1u is available in virology at round start used to make Advanced Virus Food
Advanced Virus Food 1 part
Viral Base
1u is available in virology at round start

20 parts Uranium

Insanely powerful viral mutagen. Only useful to Virology. It is used to get a virus symptom of level 9. (Results in 1 unit instead of 21)
Anomalous Virus Food 1 part
Virus Food
5 parts Water
5 parts Milk

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[edit | edit source]

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

Name Formula Description
Mutation Toxin Use Plasma on a green slime Mutagenic chemical that transforms into a slimeperson.
Unstable Mutation Toxin Use Radium on a green slime Mutagenic chemical that transforms into a random, safe race.
Stable Mutation Toxin 5 part
Unstable Mutation Toxin
Use Radium on a green slime

10 part Blood

Mutagenic chemical that transforms into a human.
Lizard Mutation Toxin 5 part
Unstable Mutation Toxin
Use Radium on a green slime

10 part Liquid Gibs}}

Mutagenic chemical that transforms into a lizardperson.
Felinid Mutation Toxin 5 part
Unstable Mutation Toxin
Use Radium on a green slime

10 part
Fentanyl
1 part
Space Drugs
1 part Lithium

1 part Mercury

1 part Sugar

Temperature 647K

10 part
Impedrezene
1 part Mercury

1 part Oxygen

1 part Sugar
Mutagenic chemical that transforms into a felinid.
Moth Mutation Toxin 5 part
Unstable Mutation Toxin
Use Radium on a green slime

10 part
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.
Squid Mutation Toxin 5 part
Unstable Mutation Toxin
Use Radium on a green slime

10 part
Sodium Chloride
1 part Chlorine

1 part Sodium

1 part Water

20 part Water

Mutagenic chemical that transforms into a squid.
Apid Mutation Toxin 5 part
Unstable Mutation Toxin
Use Radium on a green slime

20 part
Mutagenic chemical that transforms into an Apid.
Ethereal Mutation Toxin 5 part
Unstable Mutation Toxin
Use Radium on a green slime

20 part
Liquid Electricity
1 part

1 part Plasma|Plasma

3 parts EthanolEthanol
Mutagenic chemical that transforms into a Ethereals.
Fly Mutation Toxin 5 part
Unstable Mutation Toxin
Use Radium on a green slime

10 part
Unstable Mutagen
1 part Chlorine

1 part Phosphorus

1 part Radium
Mutagenic chemical that transforms into a flyperson.
Pod Mutation Toxin 5 part
Unstable Mutation Toxin
Use Radium on a green slime

10 part EZ Nutrient

Mutagenic chemical that transforms into a podperson.
Golem Mutation Toxin 5 part
Unstable Mutation Toxin
Use Radium on a green slime

20 part Liquid Adamantine (grind an Adamantine bar)

Mutagenic chemical that transforms into a golem.
Abductor Mutation Toxin 5 part
Unstable Mutation Toxin
Use Radium on a green slime

10 part
Morphine
2 parts Carbon

2 parts Hydrogen
1 part Ethanol
1 part Oxygen

Temperature 480K

10 part
Mute Toxin
2 parts Uranium

1 part Water

1 part Carbon
Mutagenic chemical that transforms into an abductor.
IPC Mutation Toxin 5 part
Unstable Mutation Toxin
Use Radium on a green slime

20 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
Mutagenic chemical that transforms into an IPC.
Oozeling Mutation Toxin 5 part
Unstable Mutation Toxin
Use Radium on a green slime

10 part
Calomel
1 part Mercury

1 part Chlorine

Temperature 374K

30 part Food Poisoning
5 part Stable Plasma

Mutagenic chemical that transforms into an Oozeling.
Advanced Mutation Toxin Use Plasma on a black slime Mutagenic chemical that slowly morphs the victim into a slime.
Skeleton Mutation Toxin 5 part
Advanced Mutation Toxin
Use Plasma on a black slime

30 part
Fluorosulfuric acid
1 part Fluorine

1 part Hydrogen
1 part Potassium
1 part Sulphuric Acid

Temperature 380K

30 part Milk

Mutagenic chemical that transforms into a skeleton.
Zombie Mutation Toxin 5 part
Advanced Mutation Toxin
Use Plasma on a black slime

10 part
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 part Food Poisoning

Mutagenic chemical that transforms into a non-infectious and comletely fake Zombie.
Ash Mutation Toxin 5 part
Advanced Mutation Toxin
Use Plasma on a black slime

1 part
Lizard Mutation Toxin
5 part
Unstable Mutation Toxin
Use Radium on a green slime

10 part Liquid Gibs

5 part Entropic Polypnium

Mutagenic chemical that transforms into an Ash Walker.
Shadow Mutation Toxin 5 part
Advanced Mutation Toxin
Use Plasma on a black slime

30 part
Liquid Dark Matter
1 part Carbon

1 part Stable Plasma

1 part Radium
(to use it here you may need to stabilize it with
Stabilizing Agent
1 part Iron

1 part Oxygen

1 part Hydrogen
)

10 part Holy Water

Mutagenic chemical that transforms into a shadowperson.
Plasma Mutation Toxin 5 part
Advanced Mutation Toxin
Use Plasma on a black slime

20 part Uranium
60 part Plasma

Mutagenic chemical that transforms into a plasmaman.

Toxins[edit | edit source]

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 Hacked NanoMed vendors, Emagged Chem Dispenser Toxin Will deal toxin damage over time. 0.4 units per tick
Food Poisoning Result of poorly made food Toxin Will deal a minor amount of Toxin damage. 0.1 units per tick
Chloral Hydrate 3 parts Chlorine

1 part Ethanol
1 part Water

Stun, Toxin A powerful sedative which stuns after a bit, and becomes deadly if left in the system too long (results in 1 units instead of 5). 0.6 units per tick
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 A strange substance that looks a lot like water. Drinking it is oddly tempting. Oof ouch. Overdose at 50u. 0.4 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

Hallucinations A potent hallucinogenic compound that is illegal under space law. Formerly known as LSD, but was renamed so people understand that it is not a "fun time". (Results in 5 units instead of 3) 0.4 units per tick
Impedrezene 1 part Mercury

1 part Oxygen
1 part Sugar

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

1 part Water
1 part Carbon

Speech Makes the subject unable to speak for some time. 0.4 units per tick
Mulligan Toxin 1 part
Unstable Mutagen
1 part Chlorine

1 part Phosphorus

1 part Radium

1 part
Stable Mutation Toxin
5 part
Unstable Mutation Toxin
Use Radium on a green slime

10 part Blood

Also found in the Traitor Uplink.

Identity Randomizes the subject's appearance. Infinite
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 Hydrogen
1 part Oxygen
1 part Plasma

Suffocation Temporarily stops respiration and causes tissue damage. Large doses are fatal, and will cause people to pass out very quickly. 0.4 units per tick
Initropidril Traitor Uplink Cardiac Arrest Deals heavy toxin damage over time, and a 25% chance to do one of the following: stun, cause loss of breath and oxygen damage, or cause your heart to stop. Combat the latter with electric shocks from grilles and doors in a pinch, or a defib for a more reliable method. 0.2 units per tick
Tirizene Traitor Sleepypen, Emagged Soda Dispenser Stamina Damage Deals stamina damage over time, slowing down and causing collapse in large doses, but otherwise harmless. 0.4 units per tick
Tiring Solution Peacekeeper Cyborgs Stamina Damage Deals stamina damage over time, slowing down. Won't go higher than 50 stamina damage. 0.6 units per tick
Polonium Traitor Uplink Radiation Cause significant Radiation damage over time. It's metabolized very slowly. 0.05 units per tick
Pancuronium Traitor Uplink Paralysis and Suffocation Paralyses you after 10 seconds, with a 20% chance to cause 4 seconds of loss of breath. 0.1 units per tick
Sodium Thiopental Traitor Uplink Knockout and Stamina Knocks you out after 11 seconds, and destroys your stamina. 0.3 units per tick
Sulfonal 1 part
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. 0.2 units per tick
Coniine Traitor Uplink Toxin and breath loss 1.75 toxin damage and 5 seconds of loss of breath per tick. EXTREMELY slow metabolization. 0.024 units per tick
Curare Traitor Uplink Knockout, Oxygen, and Toxin Does 1 unit of toxin and 1 unit of oxygen damage every second, and knocks you out after 11 seconds. Metabolizes slowly. 0.05 units per tick
Histamine Traitor Uplink Brute, toxin, oxyloss and eyesight Has a chance each tick to cause small amounts of brute damage or blur vision.
If overdosed (30 units) it will also deal a significant amount of Brute, Toxin and Oxyloss damage each tick.
0.1 units per tick
Formaldehyde 1 part Ethanol

1 part Oxygen
1 part Silver
Temperature 420K

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

1 part Mercury

1 part Sugar

Temperature 647K

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 Deals random amounts of toxin damage while slowly suffocating its target. Metabolizes slowly. Often extremely lethal. 0.05 units per tick
Carpotoxin Space Carp, Koibeans, 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

Fake death, stun Paralyses people, and makes them appear dead to the most rudimentary of tests. Requires CarpoToxin, which must be harvested from Space Carp. Deals minor oxygen and toxin damage. (Results in 2 units instead of 15) 0.4 units per tick
Itching Powder 1 part
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
Mint Toxin Grind the mint in the kitchen Conditional death Instantly gibs fat people when ingested. 0.4 units per tick
Slime Jelly Grind an unused slime extract Toxin Heals brute damage over time, but randomly deals bursts of 20-60 toxin damage. 0.4 units per tick
Slime Ooze Oozelings Toxin Heals brute damage over time, but randomly deals bursts of 1-10 toxin damage. 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

Emote Mute A nonlethal neurotoxin that interferes with the victim's ability to gesture 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 647K
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

Mushroom Chemicals[edit | edit source]

Found primarily in Lavaland flora.

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

Reagent Delivery[edit | edit source]

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


Delivery types[edit | edit source]

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[edit | edit source]

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[edit | edit source]

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

Vapor[edit | edit source]

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[edit | edit source]

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[edit | edit source]

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[edit | edit source]

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

Pills[edit | edit source]

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[edit | edit source]

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[edit | edit source]

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[edit | edit source]

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[edit | edit source]

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[edit | edit source]

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[edit | edit source]

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[edit | edit source]

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[edit | edit source]

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.