Guide to chemistry
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:
- Plasma
- Uranium
Emagging a chem dispenser will add:
- Space Drugs
- Morphine
- Toxin
- Carpotoxin
- Miner's Salve
The NanoMed Plus is your main source of generic toxin when hacked.
Some chemical reactions will require you to heat the reagents in a Chemical Heater. This machine will heat a beaker to the desired temperature, slowing down the heating speed as it approaches the target temperature. If you don't risk making the chemical explode by overheating it (such as Meth) you can just set it to a very high temperature to avoid this.
Machinery[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.
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 instead of the old one. Then screwdriver to finish. Or you can charge the machine with an inducer .
Available chemicals:
Click expand to see what chemicals are available:
Normal:
- Hydrogen
- Oxygen
- Silicon
- Phosphorus
- Sulfur
- Carbon
- Nitrogen
- Water
- Lithium
- Sugar
- Sulphuric acid
- Copper
- Mercury
- Sodium
- Iodine
- Bromine
- Ethanol
- Chlorine
- Potassium
- Aluminium
- Radium
- Fluorine
- Iron
- Welding fuel
- Silver
- Stable plasma
Upgraded (tier 4 matter manipulator):
- Acetone
- Ammonia
- Ash
- Diethylamine
- Oil
- Saltpetre
Emagged:
- Space Drugs
- Morphine
- Toxin
- Carpotoxin
- Miner's Salve
Upgradeable parts:
Click expand to see upgrades:
- Better matter bins: greater power efficiency per unit dispensed.
- Better capacitor: faster recharging speed.
- Better power cell: larger maximum power capacity.
- Better manipulator: unlocks more chemicals.
Longer and more complex chemistry macros can be performed. At tier 1 manips, macros round to the nearest 5u, then 3u at tier 2, 2u at tier 3 and 1u at tier 4
Chemical Heater[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[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 to quickly move large quantities of bottles, patches or pills.
Can be upgraded with bigger beakers to allow a bigger buffer. By default it contains two ordinary 50u beakers for a total buffer volume of 100u.
All-In-One Grinder[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[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 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 Blood |
Creates a dirty carpet on the floor. |
Oil ▮ | 1 part Welding Fuel 1 part Carbon |
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 Chlorine |
Used for certain medical recipes. |
Acetone ▮ | 1 part Oil 1 part Welding Fuel 1 part Carbon 1 part Welding Fuel |
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 |
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 |
Useful in the manufacturing of wax items like soap. |
Lye (Alternate Recipe)▮ | 1 part 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 |
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 |
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 |
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 Styptic Powder 1 part Aluminium 1 part Hydrogen 1 part Silver Sulfadiazine
1 part Ammonia 3 parts Hydrogen 1 part Nitrogen 1 part Silver |
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 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 1 part Ammonia 3 parts Hydrogen 1 part Nitrogen 1 part Aluminium |
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 |
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 |
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 |
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 1 part Carbon |
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 Bicaridine 1 part Carbon 1 part Oxygen 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 1 part Unstable Mutagen 1 part Chlorine 1 part Phosphorus 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 1 part Unstable Mutagen 1 part Chlorine 1 part Phosphorus 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 1 part Unstable Mutagen 1 part Chlorine 1 part Phosphorus 1 part Stable Plasma 1 part Sodium |
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 |
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 1 part Ethanol |
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 |
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 5 part Ethanol |
Radiation | Purges radiation from IPC's. | 0.4 units per tick | N/A | N/A |
Neurine▮ | 1 part 1 part Mannitol 1 part Hydrogen 1 part Water 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 1 part Sodium |
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 3 parts Carbon |
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 2 parts Carbon |
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 1 part Formaldehyde 1 part Ethanol 1 part Oxygen 1 part Ammonia 3 parts Hydrogen 1 part Nitrogen 1 part Welding Fuel |
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 Fluorine |
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 1 part Diethylamine 1 part Ammonia 3 parts Hydrogen 1 part Nitrogen 1 part Ethanol 1 part 1 part Ethanol |
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 |
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 2 parts Carbon 2 parts Carbon |
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 1 part Unstable Mutagen 1 part Chlorine 1 part Phosphorus 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 |
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 Bromine |
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 |
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 Carbon |
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 Carbon |
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 |
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 1 part Diethylamine 1 part Ammonia 3 parts Hydrogen 1 part Nitrogen 1 part Ethanol 1 part 1 part Chlorine |
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 Copper |
Alcohol | Helps remove Alcohol from someone's body, as well as eliminating its side effects. | 0.4 units per tick | N/A | N/A |
Stimulants▮ | Traitor Adrenals or Stimpack | Stun | Increases run speed and eliminates stuns, can heal minor damage. If overdosed it will deal toxin damage, 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 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 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 Styptic Powder 1 part Aluminium 1 part Hydrogen 1 part Silver Sulfadiazine 1 part Ammonia 3 parts Hydrogen 1 part Nitrogen 1 part Silver 1 part Blood |
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 |
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 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 1 part Diethylamine 1 part Ammonia 3 parts Hydrogen 1 part Nitrogen 1 part Ethanol 1 part 1 part Chlorine 1 part Cryptobiolin
1 part Oxygen 1 part Potassium |
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 Iron |
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 Potassium Iodide 1 part Potassium 1 part Iodine 1 part Aluminium |
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 |
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 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 Impedrezene 1 part Mercury 1 part Oxygen 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 Saltpetre 3 parts Oxygen 1 part Potassium 1 part Sulfur 1 part Silver 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 Bicaridine 1 part Carbon 1 part Oxygen 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 Bicaridine 1 part Carbon 1 part Oxygen 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 1 part Diethylamine 1 part Ammonia 3 parts Hydrogen 1 part Nitrogen 1 part Ethanol 1 part 1 part Ammonia 3 parts Hydrogen 1 part Nitrogen 1 part Sulphuric Acid |
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 Bromine 1 part Morphine 2 parts Carbon 2 parts Hydrogen 1 part Space Cleaner 1 part Ammonia 3 parts Hydrogen 1 part Nitrogen 1 part Water 1 part Phosphorus |
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 Bromine 1 part Ammonia 3 parts Hydrogen 1 part Nitrogen 1 part Lithium |
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 |
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 Space Cleaner 1 part Ammonia 3 parts Hydrogen 1 part Nitrogen 1 part Water 1 part Bad Food |
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 1 part Epinephrine 1 part 1 part Diethylamine 1 part Ammonia 3 parts Hydrogen 1 part Nitrogen 1 part Ethanol 1 part 1 part Chlorine 1 part Ethanol |
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 1 part Diethylamine 1 part Ammonia 3 parts Hydrogen 1 part Nitrogen 1 part Ethanol 1 part 1 part Chlorine 1 part Atropine 1 part 1 part Diethylamine 1 part Ammonia 3 parts Hydrogen 1 part Nitrogen 1 part Ethanol 1 part 1 part Ethanol 1 part Morphine
2 parts Carbon 2 parts Hydrogen |
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 |
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 3 part Chloral Hydrate 3 parts Chlorine 1 part Ethanol 3 part Fentanyl 1 part Space Drugs 1 part Lithium 1 part Mercury Temperature 647K 3 part Epinephrine 1 part 1 part Diethylamine 1 part Ammonia 3 parts Hydrogen 1 part Nitrogen 1 part Ethanol 1 part 1 part Chlorine 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 1 part 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 |
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 |
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 |
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 |
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 |
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 Welding Fuel |
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 |
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 |
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 Saltpetre 3 parts Oxygen 1 part Potassium 1 part Sulfur 1 part Silver |
Boosts Oozeling's nervous system, but only shocks other lifeforms. |
Cryostylane▮ | 1 part Water 1 part Stable Plasma |
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 |
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 |
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 |
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 |
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 Saltpetre 3 parts Oxygen 1 part Potassium 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 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 Saltpetre 3 parts Oxygen 1 part Potassium 1 part Sulfur 1 part Silver 1 part Water Teslium to 474K
1 part Black Powder 1 part Charcoal 1 part Saltpetre 3 parts Oxygen 1 part Potassium 1 part Sulfur 1 part Silver |
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 |
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 1 part Space Drugs 1 part Lithium 1 part Mercury 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 Unstable Mutagen
1 part Chlorine 1 part Phosphorus |
Grows your hair very long! |
Candle | 5 parts Liquid Gibs 5 parts Oxygen |
Creates a red candle for use in decoration or rituals. |
Carbon Dioxide | 2 parts Oxygen 1 part Carbon |
What the fuck is carbon dioxide? |
Colorful Reagent▮ | 1 part Triple Citrus 1 part Lemon Juice 1 part Lime Juice 1 part Cryoxadone 1 part 1 part Unstable Mutagen 1 part Chlorine 1 part Phosphorus 1 part Stable Plasma 1 part Space Drugs 1 part Lithium 1 part Mercury 1 part Radium |
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 Cryoxadone 1 part 1 part Unstable Mutagen 1 part Chlorine 1 part Phosphorus 1 part Stable Plasma 1 part Space Drugs 1 part Lithium 1 part Mercury 1 part Radium 1 part Strange Reagent 1 part Unstable Mutagen 1 part Chlorine 1 part Phosphorus 1 part Omnizine Grown from Ambrosia Deus or found in lollipops and heated Donk Pockets 1 part Holy Water 1 part Nutriment |
Creates your own Corgi! |
Cryptobiolin▮ | 1 part Oxygen 1 part Potassium |
Causes confusion and dizziness. This is essential to make Spaceacillin. |
Cooking Oil▮ | 1 part Oil 1 part Welding Fuel 1 part Carbon 1 part Sugar |
Used in food preparation and frying. Metabolises at a rate of 4 units per tick |
Drying Agent▮ | 2 parts Stable Plasma 1 part Ethanol |
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 |
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 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 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 1 part Fluorosulfuric Acid 1 part Fluorine 1 part Hydrogen 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 |
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 |
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 |
Creates a slab of chemically processed meat. |
Nitrous Oxide | 2 parts Ammonia 3 parts Hydrogen 1 part Nitrogen 2 parts Oxygen |
Creates N2O in liquid form, which explodes when heated to 575K. |
Plasma Solidification | 20 parts Plasma 5 parts Iron |
Solidifies a large amount of plasma into a bar. |
Gold Solidification | 20 parts Gold 5 parts Frost Oil |
Solidifies a large amount of gold into a bar. |
Adamantine Solidification | 10 parts Liquid Adamantine 5 parts Gold |
Solidifies a large amount of adamantine into a sheet. |
Plastic Sheets | 5 parts Oil 1 part Welding Fuel 1 part Carbon 3 parts 2 parts Sulphuric Acid |
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 Cryoxadone 1 part 1 part Unstable Mutagen 1 part Chlorine 1 part Phosphorus 1 part Stable Plasma 1 part Space Drugs 1 part Lithium 1 part Mercury 1 part Radium 1 part Space Drugs 1 part Lithium 1 part Mercury 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 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 10 parts Liquid Gibs |
Creates a bar of soap, slightly faster cleaning than what you get on the station. |
Sodium Chloride▮ | 1 part Chlorine 1 part Sodium |
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 OR 1 part Corn Oil
1 part Welding Fuel 1 part Carbon |
Darkens the skin when sprayed or applied. Do not swallow! |
Space Lube▮ | 1 part Oxygen 1 part Silicon |
Space Lube is a high performance lubricant intended for maintenance of extremely complex mechanical equipment (results in 4 units instead of 3). |
Sterilizine▮ | 1 part Charcoal 1 part Chlorine |
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 1 part Unstable Mutagen 1 part Chlorine 1 part Phosphorus 1 part Stable Plasma 5 parts Blood |
Creates a slab of synthetic meat. |
Cryogenic Tyrosene▮ | 5 parts Methane 4 parts Hydrogen 1 part Carbon 1 part Welding fuel |
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 |
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 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 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 1 part Synaptizine
1 part Sugar 1 part Lithium |
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 |
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 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 |
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 Temperature 647K 10 part Impedrezene
1 part Mercury 1 part Oxygen |
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 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 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 Liquid Electricity Template loop detected: Template:RecursiveChem/Liquid Electricity 1 part Plasma|Plasma |
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 |
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 10 part Mute Toxin
2 parts Uranium 1 part Water |
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 Saltpetre 3 parts Oxygen 1 part Potassium 1 part Sulfur 1 part Silver |
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 30 part Food Poisoning |
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 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 Bromine 1 part Morphine 2 parts Carbon 2 parts Hydrogen 1 part Space Cleaner 1 part Ammonia 3 parts Hydrogen 1 part Nitrogen 1 part Water 1 part Phosphorus 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 (to use it here you may need to stabilize it with 1 part Carbon 1 part Stable Plasma Stabilizing Agent )1 part Iron 1 part Oxygen 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 |
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 |
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 Ammonia 3 parts Hydrogen 1 part Nitrogen 1 part Welding Fuel 1 part Unstable Mutagen 1 part Chlorine 1 part Phosphorus 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 Hydrogen |
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 |
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 |
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 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 Fluorine 1 part Diethylamine 1 part Ammonia 3 parts Hydrogen 1 part Nitrogen 1 part Ethanol 1 part Sulfur 1 part Hydrogen |
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 Fluorine 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 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 |
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 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 Ammonia 3 parts Hydrogen 1 part Nitrogen 1 part Oxygen |
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 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 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 Nothing |
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 Sodium |
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 Saltpetre 3 parts Oxygen 1 part Potassium 1 part Sulfur 1 part Silver |
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 Saltpetre 3 parts Oxygen 1 part Potassium 1 part Sulfur 1 part Silver 1 part Mindbreaker Toxin 1 part Charcoal 1 part Hydrogen 1 part Fentanyl
1 part Space Drugs 1 part Lithium 1 part Mercury 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 Potassium Iodide 1 part Potassium 1 part Iodine 1 part Aluminium 1 part Impedrezene 1 part Mercury 1 part Oxygen 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.