Guide to chemistry: Difference between revisions
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This guide will primarily be useful for [[Chemist|chemists]] but may come in handy to any player and especially [[Traitor|traitors]]. See [[Chemical recipes]] for dispenser macros and simplified versions on how to make complicated chemicals (may be outdated). If you don't have a [[#Chemistry_Dispensers|chem dispenser]], see the [[Guide_to_Ghetto_Chemistry|Guide to Ghetto Chemistry]]. | This guide will primarily be useful for [[Chemist|chemists]] but may come in handy to any player and especially [[Traitor|traitors]]. See [[Chemical recipes]] for dispenser macros and simplified versions on how to make complicated chemicals (may be outdated). If you don't have a [[#Chemistry_Dispensers|chem dispenser]], see the [[Guide_to_Ghetto_Chemistry|Guide to Ghetto Chemistry]]. | ||
<!-- | |||
Invisible comment for wiki editors: | |||
== Machinery == | How to make a recipe recursive (giving it multi-level mouseover tooltips): | ||
1. Create a new template page. Example: https://tgstation13.org/wiki/Template:RecursiveChem/Modafinil | |||
2. Edit that page with the recipe. Again, see Modafinil for an example of what it should look like. | |||
3. Replace the recipe on this Guide to Chemistry page with {{RecursiveChem/Modafinil}} <- Replace modafinil with the actual chem name. | |||
Finished. | |||
ShadowQuill, who originally added this feature May 2019, made another guide here: | |||
https://tgstation13.org/wiki/Template:RecursiveChem | |||
- Angust Nov 16 2019 | |||
--> | |||
{{Speech | |||
|name=Tippo Felangus, the Chemist | |||
|text=Hey mate, welcome to Chemistry. This is one of the few jobs where you can make a man heal back up to full health one second and make him explode the next. | |||
<i>Sound too complicated? Naw, this shit is really simple to make. All you have to do is pour some of this Potassium into a beaker of water, like so...</i> | |||
|image=[[File:Chemist action.png|64px|right]] | |||
}} | |||
This guide will primarily be useful for [[Chemist|chemists]] 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 See [[Chemical recipes]] for simplified step-by-step instructions on how to make complicated chemicals (sometimes outdated), and for info about using the dispenser's ''recipe recording'' function. For grenade making see [[Grenade|Grenades]]. If you don't have a [[#Chemistry_Dispensers|chem dispenser]], see the [[Guide_to_Ghetto_Chemistry|Guide to Ghetto Chemistry]]. | |||
<br><br> | |||
A helper client for browsing this wiki (with several extra features) can be found here: [https://tghandbook.ovo.ovh/ https://tghandbook.ovo.ovh]. That site is unofficial so use at own risk. | |||
'''Chemistry is in the middle of an expansion, so recipes are likely to change (though, the reagents will likely remain the same). It's also recommended you read the guide on how to handle reactions, or use the help/quick tutorial button on the chem heater (now renamed reaction chamber).''' | |||
== Handling reactions == | |||
For returning players - reactions now work over time. In general reaction rate is tied to temperature and in some cases the presence of an optional catalyst. In general Purity is tied to the purity of your reagents, and how far away from optimal your pH is. It's important to note that the basic reaction is a one size fits all while each reaction is updated over a batch of updates, so it's unlikely that they'll cause too much trouble for you. Keep your pH within 5-9 and bare in mind all reactions are exothermic now. Meth, however, has been tweaked - and it's a tad more dangerous, I recommending reading the entry on it. | |||
For a quick crash course in mechanics, the help button on the chem heater (now renamed the reaction chamber) will get you up to speed by guiding you through a calomel reaction. There's an achievement too if you complete it with a 100% purity product! | |||
=== Temperature === | |||
All reactions that are non-instant have a reaction rate tied to the temperature of a beaker. If a chemical is reacting too slowly, simply heat the beaker up to speed it up. As a reaction occurs, it is either Exothermic (heat producing) or Endothermic (heat consuming). Care should be taken for the Exothermic reactions, as they are liable to overheat. An overheated reaction will reduce the yield of your reaction by default, and other reactions can have specialise effects when they get too hot (not in yet, but soon!). The rate in which a reaction heats up is faster the hotter it is, be careful to not lose control, and run if you do. | |||
=== Reaction rates === | |||
The easiest way to speed a reaction up is to heat the reaction up, but if you're looking for other ways, such as for plumbing, having an optional catalyst (such as Palladium synthate catalyst for medicines) at it's required volume will also speed it up. Finally, one other alternative is to use Tempomyocin on a reaction to suddenly give it a boost. | |||
=== Potential of Hydrogen (pH) === | |||
Every chemical has an innate pH, which can be seen by pressing the cog on the dispenser. The pH of the beaker is the sum of the pHes in the mix. The pH of a beaker determines how pure a product is, for the recipes with a given pH, you want to have your pH at the centre of the limits when the reaction starts. As a reaction progresses, it's likely the pH will begin to drift, and must be compensated for either with buffer reagents or acidic/alkaline compounds. The pH range is something chemists often have to learn over several reactions, and the ChemMaster 3000 analyse function can give an insight into what pH you should be aiming for (Not in yet). Highly impure compounds are liable to affect your reaction too thus it is prudent to set your pH before reacting, as an overly impure reaction will drag the purity down of all other reagents with it. | |||
Presently the pH meter on the machines have a higher accuracy than normal to help players accumulate. | |||
=== Purity === | |||
Purity of a reagent is determined by how pure your reactants were, and how optimal the pH was during the reaction. If the product is slightly impure, it'll split into the impure chem, if it is highly impure, it will invert all of the product into the inverse chem. By default an impure chem will reduce your total effective volume when administered, and cause slight liver damage. If your purity is too pure, but you still complete the reaction, it will 100% convert into the inverse chem, which will cause slight toxin damage. If you fail the reaction from purity, the reaction will crash out into a foul sludge, which causes nutritional damage. the impure, inverse and failed chems are all given above (not in yet) and differ on a reagent basis, and in the case of drinks, their impure and inverse chem is water. | |||
=== Optional catalysts === | |||
For some reactions, an optional catalyst can be added to modify the reaction of a whole group slightly. At present the only optional catalyst is Palladium synthate catalyst, which speeds up the rate of all medicine reactions. | |||
=== Competitive reactions === | |||
These reactions are ones that compete with each other (aka equilibrium reactions) and will go back and forth depending on the conditions of the beaker. At present the only competing reaction is Tempomyocin and Purity tester reagent, but more will be put in soon. | |||
==== Do like an otter, add acid to water. ==== | |||
Not in yet | |||
==== General tips ==== | |||
* Make sure your pH is correct before heating up the reaction, If it's not reacting, this is usually the problem, after the reaction has started however, it will keep going past the limits, <b>producing 0% purity product</b>. | |||
* Keeping your reaction in the heater to cool it can be a way to deal with exothermic reactions. | |||
* You can adjust the pH of a reaction easily by using a dropper with buffer. Using a dropper on a heater will adjust the pH of the beaker within. | |||
* Take a note of how your pH changes across the reaction and adjust beforehand accordingly, or have some buffer handy to inject into the reaction in the middle of it. | |||
* You can abort reactions by crashing the temperature and hoping it's not exothermic enough to overcome that anyways. Alternatively, you could throw the beaker in a panic. | |||
* Upgrading the heater and the dispenser will improve their ability to detect pH. (soon) | |||
* For some reactions, it can be useful to keep reagents away from each other until both of them have optimal conditions. | |||
* Temperature of buffers will change the temperature of whatever you're adding it to! Make sure to not pour hot buffer into a temperature sensitive reaction! | |||
== Tools and Machinery == | |||
You have all sorts of chems here, and can make many things. You can make [[#Medicines|medicines]], [[#Smoke|smoke]], [[#Fluorosurfactant|foam]], [[#Flash Powder|flash powder]], [[#Toxins|poisons]], [[#Space Lube|space lube]], [[#Fluorosulfuric Acid|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. | You have all sorts of chems here, and can make many things. You can make [[#Medicines|medicines]], [[#Smoke|smoke]], [[#Fluorosurfactant|foam]], [[#Flash Powder|flash powder]], [[#Toxins|poisons]], [[#Space Lube|space lube]], [[#Fluorosulfuric Acid|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. | ||
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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 | [[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]]. | ||
'''Available chemicals''': | '''Available chemicals''': | ||
<div class="toccolours mw-collapsible mw-collapsed"> | <div class="toccolours mw-collapsible mw-collapsed"> | ||
Click expand to see what chemicals are available: | |||
<div class="mw-collapsible-content"> | <div class="mw-collapsible-content"> | ||
'''Normal''': | '''Normal''': | ||
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* Iron | * Iron | ||
* Welding fuel | * Welding fuel | ||
* Silver | * <s>Silver</s> Removed Oct, 2020. | ||
* | * Stable plasma | ||
'''Upgraded (tier | '''Upgraded (tier 4 matter manipulator)''': | ||
* Acetone | |||
* | |||
* Ammonia | * Ammonia | ||
* Ash | * Ash | ||
* Diethylamine | |||
* Oil | |||
* Saltpetre | |||
* Diethylamine | |||
* | |||
* | |||
'''Emagged''': | '''Emagged''': | ||
* Space Drugs | * Space Drugs | ||
* | * Morphine | ||
* | * Toxin | ||
* Carpotoxin | * Carpotoxin | ||
* | * Miner's Salve | ||
</div> | </div> | ||
</div> | </div> | ||
Line 88: | Line 152: | ||
* '''Better capacitor:''' faster recharging speed. | * '''Better capacitor:''' faster recharging speed. | ||
* '''Better power cell:''' larger maximum power capacity. | * '''Better power cell:''' larger maximum power capacity. | ||
* '''Better manipulator:''' unlocks more chemicals | * '''Better manipulator:''' unlocks more chemicals. <s>Longer and more complex chemistry macros can be performed. At tier 1 manips, macros round to the nearest 5u, then 3u at tier 2, 2u at tier 3 and 1u at tier 4</s> | ||
</div> | </div> | ||
</div> | </div> | ||
=== [[File:Chemical_Heater.png|Chemical Heater]] | === [[File:Chemical_Heater.png|Chemical Heater]] Reaction Chamber === | ||
Some chemical reactions will require you to heat the reagents in a [[ | The reaction chamber (previously known as the chem heater) provides all the tools needed to help you react your reactions. You can set your heat, dispense buffers and watch your reactions in real time. An unupgraded reaction chamber will let you know when a reaction is overheated by highlighting it in red. More buffer can be added to the chamber by putting in a beaker into the heater and pressing the draw all button next to the buffer volume display. | ||
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> | Some chemical reactions will require you to heat the reagents in a [[Reaction Chamber]]. Unless the recipes says otherwise, these reactions need you to heat the reagents ''above'' the required temperature in order to start the reaction. Some reactions can stop if they drop below their required temperature. | ||
Upgrading the laser will increase the heating/cooling speed. | Don't forget you can use droppers directly on reaction chambers to add/draw to/from as well! | ||
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 as well as the capabilities of the machine. See below: | |||
=== [[File:Chemmaster. | Level 1: | ||
[[File:Reaction chamber level 1.gif]] | |||
Level 4: | |||
[[File:Reaction chamber level 4.gif]] | |||
An upgraded reaction chamber gives you more tools and information about the reactions held within it. | |||
* At level 2 the pH meter will flash if any of the reactions are outside of the pH optimal | |||
* At level 3 the reaction chamber will be able to follow your reaction progress in real time | |||
* At level 4 the reaction chamber will be able to determine the reaction quality in real time, displaying the effects of purity, pH and other factors along a dial. The dial will flash if the reaction is below the minimum purity for the reaction. | |||
=== [[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> | ||
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</div> | </div> | ||
=== | === pH paper === | ||
pH paper can tell you the rough pH by putting it into the beaker. The colour of the strip will indicate what the pH is. | |||
=== Buffer reagents === | |||
Buffers are reagents that alter the pH of a mixture towards acidity (0) or alkalinity (14). These liquids dissiplate into a mixture, unless stabilizing agent is added. | |||
=== Chemical analyzer === | |||
A handy meter that can tell you all about the reagents found in a beaker, as well as being one of the two ways to testt purity (the other bring the purity tester, which will tell you if the reagent is inverse). Resarchable and printable by the lathe. Currently the only way to detect purity of a reagent, other than taking it yourself. | |||
===Plumbing=== | |||
On some maps the [[Chemist|chemists]] have access to a large empty area with plumbing tools. The available chemicals those can synthesize should be the same as with an unupgraded [[#Chemistry_Dispensers|chem dispenser]], but the workflow is more like a production line chem factory instead of instant dispensing. See the [[Guide_to_plumbing|Guide to plumbing]] to learn more about this system. You may still have access to the pharmacy though, which has chem dispensers. | |||
==Metabolism== | ==Metabolism== | ||
When a reagent enters a | When a reagent enters a bloodstream it will start to "tick"(aka "cycle") about every 2 seconds. These are called "life ticks", and are not to be confused with server ticks/tickrate. When this happens the bloodstream is purged of an amount of every reagent usually equal to their listed 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 metabolised 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 thus cannot 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. | A.K.A. what happens when you eat or splash these. Their metabolism rate is 0.4u per tick/cycle unless said otherwise. Unmentioned dispensable chemicals don't have any effects. Plasma and uranium require you to grind mineral sheets to acquire. | ||
*'''Chlorine''': Causes 1 brute damage per tick to a random body part. | *'''Chlorine''': Causes 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 | *{{anchor|Ethanol}}'''Ethanol''': A decent alcoholic "beverage", with a [[Guide_to_food_and_drinks#Drinks|booze power]] of 65. Increases the speed of [[Surgery|surgery]] procedures and flammability when applied externally. Metabolism rate 0.2. | ||
*'''Fluorine''': Causes 1 toxin damage per tick. | *'''Fluorine''': Causes 1 toxin damage per tick. | ||
*'''Iron''': Slowly restores blood volume. | |||
*'''Lithium''': Causes twitching, drooling, moaning and not being able to walk straight. | *'''Lithium''': Causes twitching, drooling, moaning and not being able to walk straight. | ||
*'''Mercury''': Causes 1 brain damage per tick, twitching, drooling, moaning and not being able to walk straight. | *'''Mercury''': Causes 1 brain damage per tick, twitching, drooling, moaning and not being able to walk straight. | ||
*'''[[Plasma]]''': Causes 3 toxin damage per tick. Creates gas form plasma when spilled. Not to be confused with Stable Plasma, which does nothing. | *'''[[Plasma]]''': Causes 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. 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]]. | *'''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]]. | ||
*'''Uranium''': Causes slight irradiation. Creates glowing green goo on floor if more than 3u is spilled. | *'''Uranium''': Causes slight (1 per tick) irradiation. Creates glowing green goo on floor if more than 3u is spilled. | ||
*'''Water''': Slightly generates blood volume. | |||
*'''Welding Fuel''': Causes 1 toxin damage per tick. Makes people flammable if splashed on. | *'''Welding Fuel''': Causes 1 toxin damage per tick. Makes people flammable if splashed on. | ||
===Catalysts=== | |||
{{Anchor|Catalyst}}When a reagent in a recipe is marked "(catalyst)" it means it will not be consumed in the reaction. Some Catalysts are optional and are highlighted as such. These optional catalysts affect the ongoing reaction in certain ways. | |||
== Components == | == Components == | ||
These are very basic chemicals that you'll use in a lot of other more complicated chems. They can still be toxic, though. | These are very basic chemicals that you'll use in a lot of other more complicated chems. They can still be toxic, though.<br> | ||
Hover a chemical component to see tooltips. On Firefox-based browsers the tooltips might block clickable links. If you find an incorrect recipe then please drop a comment in the [https://tgstation13.org/phpBB/viewforum.php?f=60 discord] wiki-general. | |||
{| 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:200px; style='background-color:#FFDD66;'|Reaction conditions | |||
! scope="col" class="unsortable" style='background-color:#FFDD66;'|Description | ! scope="col" class="unsortable" style='background-color:#FFDD66;'|Description | ||
|- | |- | ||
!style='background-color:#FFEE88;'|{{anchor| | !style='background-color:#FFEE88;'|{{anchor|Ash}}Ash <span style="color:#515151;background-color:white">?</span> | ||
| | |{{RecursiveChem/Ash}} | ||
| | |<b>Min react temp:</b> 480K <br><b>Overheat temp:</b> 900K <br><b>Optimal pH range:</b> 5 to 9 <br><b>Min purity:</b> 0.3 <br>Mildly exothermic<br>Mildly H+ consuming | ||
|Ingredient in a few recipes. Can also be aquired by lighting a piece of paper on fire and scooping up the resulting ashes with a beaker. 30u per paper. | |||
<div class="toccolours mw-collapsible mw-collapsed"> | |||
Used in: | |||
<div class="mw-collapsible-content"> | |||
[[#Lye|Lye]], [[#Multiver|Multiver]] and [[#Plastic Sheets|Plastic Sheets]]. | |||
</div> | |||
</div> | |||
|- | |- | ||
!style='background-color:#FFEE88;'|{{anchor| | !style='background-color:#FFEE88;'|{{anchor|Oil}}Oil <span style="color:#2D2D2D;background-color:white">?</span> | ||
| | |{{RecursiveChem/Oil}} | ||
| | |<b>Min react temp:</b> 100K <br><b>Overheat temp:</b> 900K <br><b>Optimal pH range:</b> 5 to 9 <br><b>Min purity:</b> 0.3 <br>Mildly exothermic<br>Mildly H+ consuming | ||
|Can be heated into [[#Ash|Ash]]. Can be scooped up from destroyed cyborgs and such. Flammable. Ingredient in many recipes. | |||
<div class="toccolours mw-collapsible mw-collapsed"> | |||
Used in: | |||
<div class="mw-collapsible-content"> | |||
[[#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]]. | |||
</div> | |||
</div> | |||
|- | |- | ||
!style='background-color:#FFEE88;'|{{anchor| | !style='background-color:#FFEE88;'|{{anchor|Acetone}}Acetone <span style="color:#AF14B7;background-color:white">?</span> | ||
| | |{{RecursiveChem/Acetone}} | ||
|<b>Min react temp:</b> 100K <br><b>Overheat temp:</b> 900K <br><b>Optimal pH range:</b> 5 to 9 <br><b>Min purity:</b> 0.3 <br>Mildly exothermic<br>Mildly H+ consuming | |||
|Ingredient in many recipes. | |||
<div class="toccolours mw-collapsible mw-collapsed"> | |||
Used in: | |||
<div class="mw-collapsible-content"> | |||
[[#Cryoxadone|Cryoxadone]], [[#Atropine|Atropine]], [[#Mutadone|Mutadone]], [[#Epinephrine|Epinephrine]], [[#Probital|Probital]], [[#Tirimol|Tirimol]] [[#Smart Foaming Agent|Smart Foaming Agent]], [[#Sulfonal|Sulfonal]], [[#Modafinil|Modafinil]], [[#Acetaldehyde|Acetaldehyde]], [[#Acetone_Oxide|Acetone Oxide]] and [[#Neurine|Neurine]]. | |||
</div> | |||
</div> | |||
|- | |- | ||
!style='background-color:#FFEE88;'|{{anchor| | !style='background-color:#FFEE88;'|{{anchor|Diethylamine}}Diethylamine <span style="color:#604030;background-color:white">?</span> | ||
| | |{{RecursiveChem/Diethylamine}} | ||
|<b>Min react temp:</b> 100K <br><b>Overheat temp:</b> 900K <br><b>Optimal pH range:</b> 5 to 9 <br><b>Min purity:</b> 0.3 <br>Mildly exothermic<br>Mildly H+ consuming | |||
|A very potent [[Guide_to_hydroponics#Diethylamine|fertilizer]]. Ingredient in many recipes. | |||
<div class="toccolours mw-collapsible mw-collapsed"> | |||
Used in: | |||
<div class="mw-collapsible-content"> | |||
[[#Atropine|Atropine]], [[#Ephedrine|Ephedrine]], [[#Diphenhydramine|Diphenhydramine]], [[#Epinephrine|Epinephrine]], [[#Modafinil|Modafinil]], [[#Meth Explosion|Meth Explosion]] and [[#Lipolicide|Lipolicide]]. | |||
</div> | |||
</div> | |||
|- | |- | ||
!style='background-color:#FFEE88;'|{{anchor| | !style='background-color:#FFEE88;'|{{anchor|Phenol}}Phenol <span style="color:#E7EA91;background-color:white">?</span> | ||
| | |{{RecursiveChem/Phenol}} | ||
| | |<b>Min react temp:</b> 100K <br><b>Overheat temp:</b> 900K <br><b>Optimal pH range:</b> 5 to 9 <br><b>Min purity:</b> 0.3 <br>Mildly exothermic<br>Mildly H+ consuming | ||
|Ingredient in many recipes. | |||
<div class="toccolours mw-collapsible mw-collapsed"> | |||
Used in: | |||
<div class="mw-collapsible-content"> | |||
[[#Salicylic Acid|Salicylic Acid]], [[#Oxandrolone|Oxandrolone]], [[#Atropine|Atropine]], [[#Epinephrine|Epinephrine]], [[#Libital|Libital]], [[#Higadrite|Higadrite]] and [[#Modafinil|Modafinil]]. | |||
</div> | |||
</div> | |||
|- | |- | ||
!style='background-color:#FFEE88;'|{{anchor| | !style='background-color:#FFEE88;'|{{anchor|Ammonia}}Ammonia <span style="color:#404030;background-color:white">?</span> | ||
| | |{{RecursiveChem/Ammonia}} | ||
| | |<b>Min react temp:</b> 100K <br><b>Overheat temp:</b> 900K <br><b>Optimal pH range:</b> 1 to 12 <br><b>Min purity:</b> 0.3 <br>Mildly exothermic<br>Mildly H+ consuming | ||
|An effective [[Guide_to_hydroponics#Ammonia|fertilizer]]. Ingredient in many recipes. (Results in 3 units instead of 4) | |||
<div class="toccolours mw-collapsible mw-collapsed"> | |||
Used in: | |||
<div class="mw-collapsible-content"> | |||
[[#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]]. | |||
</div> | |||
</div> | |||
|- | |- | ||
!style='background-color:#FFEE88;'|{{anchor| | !style='background-color:#FFEE88;'|{{anchor|Saltpetre}}Saltpetre <span style="color:#60A584;background-color:white">?</span> | ||
| | |{{RecursiveChem/Saltpetre}} | ||
| | |<b>Min react temp:</b> 100K <br><b>Overheat temp:</b> 900K <br><b>Optimal pH range:</b> 5 to 9 <br><b>Min purity:</b> 0.3 <br>Mildly exothermic<br>Mildly H+ consuming | ||
|Works as a [[Guide_to_hydroponics#Saltpetre|fertilizer]]. Ingredient in a few recipes. (Results in 3 units instead of 5) | |||
<div class="toccolours mw-collapsible mw-collapsed"> | |||
Used in: | |||
<div class="mw-collapsible-content"> | |||
[[#Bath Salts|Bath Salts]] and [[#Gunpowder|Gunpowder]]. | |||
</div> | |||
</div> | |||
|- | |- | ||
!style='background-color:#FFEE88;'|{{anchor| | !style='background-color:#FFEE88;'|{{anchor|Sodium Chloride}}Sodium Chloride <span style="color:#FFFFFF;background-color:white">?</span> | ||
| | |{{RecursiveChem/Sodium Chloride}} | ||
|<b>Min react temp:</b> 100K <br><b>Overheat temp:</b> 900K <br><b>Optimal pH range:</b> 5 to 9 <br><b>Min purity:</b> 0.3 <br>Mildly exothermic<br>Mildly H+ consuming | |||
|Commonly known as table salt, Sodium Chloride is often used to season food.<br> | |||
Special uses include messing with [[Revenant|Revenants]] - they can't jaunt through salt piles. | |||
|- | |- | ||
!style='background-color:#FFEE88;'|{{anchor| | !style='background-color:#FFEE88;'|{{anchor|Lye}}Lye <span style="color:#C8A5DC;background-color:white">?</span> | ||
| | |{{RecursiveChem/Lye}} | ||
| | |<b>Min react temp:</b> 100K <br><b>Overheat temp:</b> 900K <br><b>Optimal pH range:</b> 5 to 9 <br><b>Min purity:</b> 0.3 <br>Mildly exothermic<br>Mildly H+ consuming | ||
|Ingredient in [[#Soap|Soap]]. | |||
|- | |- | ||
!style='background-color:#FFEE88;'| | !style='background-color:#FFEE88;'|Lye (Alternate Recipe) <span style="color:#FFFFD6;background-color:white">?</span> | ||
| | |{{RecursiveChem/Lye_Alt}} | ||
| | |<b>Min react temp:</b> 100K <br><b>Overheat temp:</b> 900K <br><b>Optimal pH range:</b> 5 to 9 <br><b>Min purity:</b> 0.3 <br>Mildly exothermic<br>Mildly H+ consuming | ||
|Ingredient in [[#Soap|Soap]]. (Results in 2 units instead of 3) | |||
|- | |- | ||
!style='background-color:#FFEE88;'|{{anchor| | !style='background-color:#FFEE88;'|{{anchor|Hydrogen Peroxide}}Hydrogen Peroxide <span style="color:#FFFFD6;background-color:white">?</span> | ||
| | |{{RecursiveChem/Hydrogen Peroxide}} | ||
| | |<b>Min react temp:</b> 100K <br><b>Overheat temp:</b> 900K <br><b>Optimal pH range:</b> 5 to 9 <br><b>Min purity:</b> 0.3 <br>Mildly exothermic<br>Mildly H+ consuming | ||
|Burns people on touch. | |||
|- | |- | ||
!style='background-color:#FFEE88;'|{{anchor| | !style='background-color:#FFEE88;'|{{anchor|Pentaerythritol}}Pentaerythritol <span style="color:#FFFFD6;background-color:white">?</span> | ||
| | |{{RecursiveChem/Pentaerythritol}} | ||
| | |<b>Min react temp:</b> 100K <br><b>Overheat temp:</b> 900K <br><b>Optimal pH range:</b> 5 to 9 <br><b>Min purity:</b> 0.3 <br>Mildly exothermic<br>Mildly H+ consuming | ||
|Results in 2 units instead of 5. | |||
|- | |- | ||
!style='background-color:#FFEE88;'|{{anchor| | !style='background-color:#FFEE88;'|{{anchor|Acetaldehyde}}Acetaldehyde <span style="color:#FFFFD6;background-color:white">?</span> | ||
| | |{{RecursiveChem/Acetaldehyde}} | ||
| | |<b>Min react temp:</b> 450K <br><b>Overheat temp:</b> 900K <br><b>Optimal pH range:</b> 5 to 9 <br><b>Min purity:</b> 0.3 <br>Mildly exothermic<br>Mildly H+ consuming | ||
| | |||
|- | |- | ||
!style='background-color:#FFEE88;'|{{anchor| | !style='background-color:#FFEE88;'|{{anchor|Acetone Oxide}}Acetone Oxide <span style="color:#FFFFD6;background-color:white">?</span> | ||
| | |{{RecursiveChem/Acetone Oxide}} | ||
| | |<b>Min react temp:</b> 100K <br><b>Overheat temp:</b> 900K <br><b>Optimal pH range:</b> 5 to 9 <br><b>Min purity:</b> 0.3 <br>Mildly exothermic<br>Mildly H+ consuming | ||
|Burns people badly on touch. (Results in 2 units instead of 4) | |||
|- | |- | ||
!style='background-color:#FFEE88;'|{{anchor| | !style='background-color:#FFEE88;'|{{anchor|Wittel}}Wittel <span style="color:#FFFFFF;background-color:white">?</span> | ||
|A | |{{RecursiveChem/Geyser}} | ||
|N/A | |||
|A lavaland geyser has a 1 in 27 chance to produce Wittel. Does nothing, but can be used to make [[#Gravitum|Gravitum]]. | |||
|- | |- | ||
!style='background-color:#FFEE88;'|{{anchor| | !style='background-color:#FFEE88;'|{{anchor|Hyper-Plasmium Oxide}}Hyper-Plasmium Oxide <span style="color:#470750;background-color:white">?</span> | ||
|A | |{{RecursiveChem/Geyser}} | ||
| | |N/A | ||
|A lavaland geyser has a chance to produce this. Does nothing, but can be used to make [[#Exotic_Stabilizer|Exotic Stabilizer]]. | |||
|- | |- | ||
!style='background-color:#FFEE88;'|{{anchor| | !style='background-color:#FFEE88;'|{{anchor|Exotic Stabilizer}}Exotic Stabilizer <span style="color:#180000;background-color:white">?</span> | ||
|{{RecursiveChem/Exotic_Stabilizer}} | |||
|N/A | |||
|Is required to stabilize [[#Nitroglycerin|Nitroglycerin]] and [[#TaTP|TaTP]]. | |||
| | |||
| | |||
| | |||
| | |||
|- | |- | ||
|} | |} | ||
== Reaction agents == | |||
These reagents have active effects on reactions, consuming themselves on transfer. They can even be added to a full beaker for their effects to take place! | |||
{| 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='width:200px; style='background-color:#FFDD66;'|Reaction conditions | |||
! scope="col" class="unsortable" style='background-color:#FFDD66;'|Description | ! scope="col" class="unsortable" style='background-color:#FFDD66;'|Description | ||
|- | |- | ||
!style='background-color:#FFEE88;'|{{anchor| | !style='background-color:#FFEE88;'|{{anchor|Acidic buffer}}Acidic buffer<span style="color:#fbc314;background-color:white">?</span> | ||
| | |2 parts [[#Sodium|Sodium]]<br>2 parts [[#Hydrogen|Hydrogen]]<br>2 parts [[#Ethanol|Ethanol]]<br>2 parts [[#Water|Water]]<br> | ||
|<br><b>Min react temp:</b> 250K <br><b>Overheat temp:</b> 9999K <br><b>pH range:</b> 0 to 14 <br><b>Min purity:</b> 0.3 <br>Mildly H+ producing | |||
|This reagent will consume itself and move the pH of a beaker towards acidity when added to another. | |||
|- | |- | ||
!style='background-color:#FFEE88;'|{{anchor| | !style='background-color:#FFEE88;'|{{anchor|Basic buffer}}Basic buffer<span style="color:#3853a4;background-color:white">?</span> | ||
| | |3 parts [[#Ammonia|Ammonia]]<br>2 parts [[#Chlorine|Chlorine]]<br>2 parts [[#Hydrogen|Hydrogen]]<br>2 parts [[#Oxygen|Oxygen]] | ||
|<br><b>Min react temp:</b> 250K <br><b>Overheat temp:</b> 9999K <br><b>pH range:</b> 0 to 14 <br><b>Min purity:</b> 0.3 <br>Mildly H+ consuming | |||
|This reagent will consume itself and move the pH of a beaker towards alkalinity when added to another. | |||
|- | |- | ||
!style='background-color:#FFEE88;'|{{anchor| | !style='background-color:#FFEE88;'|{{anchor|Purity Tester Reagent}}Purity Tester Reagent<span style="color:#3853a4;background-color:white">?</span> | ||
| | |{{RecursiveChem/Purity Tester Reagent}} | ||
| | |<b>Required temp:</b>below 800K <br><b>Overheat temp:</b> none <br><b>Optimal pH range:</b> 2 to 12 <br><b>Min purity:</b> 0.25 <br>minorly H+ producing | ||
|When added to a beaker, this reagent will either fizzle if a reagent in there is impure, or will do nothing if all of the reagents are above their purity threshold. | |||
|- | |- | ||
!style='background-color:#FFEE88;'| | !style='background-color:#FFEE88;'|Tempomyocin<span style="color:#3853a4;background-color:white">?</span> | ||
| | |{{RecursiveChem/Tempomyocin}} | ||
| | |<b>Required temp:</b> 50K <br><b>Overheat temp:</b> 500K <br><b>Optimal pH range:</b> 5 to 8 <br><b>Min purity:</b> 0.35 <br>H+ producing<br><b>Dangerous</b> | ||
|This will instantly speed up any reaction added it is added to, giving it a short burst of speed. Adding this reagent to a reaction will give it a suddent speed boost up to 3x times - with the output purity of the boost modified by the Tempomyocin's purity.5u per 100u will give you 2x, 10 u per 100u will give you 3x. It caps at 3x for a single addition, but there is nothing preventing you from adding multiple doses for multiple boosts. | |||
|- | |- | ||
!style='background-color:#FFEE88;'|{{anchor| | !style='background-color:#FFEE88;'|{{anchor|Prefactor a}}Prefactor a<span style="color:#3853a4;background-color:white">?</span> | ||
|{{RecursiveChem/Prefactor a}} | |||
|<b>Required temp:</b>below 800K <br><b>Overheat temp:</b> none <br><b>Optimal pH range:</b> 2 to 12 <br><b>Min purity:</b> 0.25 <br>Very Endothermic | |||
|This is part of a competitive reaction between Purity Tester and Tempomyocin. This outcompetes when the reaction is cold. | |||
| | |||
|- | |- | ||
!style='background-color:#FFEE88;'|{{anchor|Prefactor b}}Prefactor b<span style="color:#3853a4;background-color:white">?</span> | |||
|{{RecursiveChem/Prefactor b}} | |||
|<b>Required temp:</b> 50K <br><b>Overheat temp:</b> 500K <br><b>Optimal pH range:</b> 5 to 8 <br><b>Min purity:</b> 0.35 <br>Extremely Endothermic<br>minor H+ producing<br>Dangerously volitile | |||
|This is part of a competitive reaction between Purity Tester and Tempomyocin. This outcompetes when the reaction is hot. | |||
|} | |} | ||
== Medicines{{anchor|Medicines}} == | == Medicines{{anchor|Medicines}} == | ||
"''And that's how I lost my medical license!''" Don't be this guy. Make these. Lots of these. | "''And that's how I lost my medical license!''" Don't be this guy. Make these. Lots of these. | ||
See [[guide to medicine|Guide to Medicine]] for more information on what to use when. | Some medicines have special suffixes to specify which damage types they are meant to treat:<br> | ||
*Brute = -ibital | |||
*Burn = -uri | |||
*Oxy = -mol | |||
*Tox = iver | |||
*Organ = -rite | |||
<br> | |||
Many reagents can also be overdosed and/or cause addiction, leading to a negative outcome. An overdose/addiction will happen when moment the bloodstream (not stomach) gets the exact listed amount of units or above in it. If an overdose occurs, the negative effects will keep being applied every tick until that chemical is completely out of the bloodstream. 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. Be sure to monitor how many units someone have in their bloodstream. | |||
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 roundstart available patch or pill and the patient is fixed. Instead [[Surgery#Tend_Wounds|surgery]] has been made much easier. <br> | |||
During development many more changes may follow. <br> | |||
To prevent confusion amongst returning players some old recipes/names removed from /tg/ are still be visible in the [[#Removed_Medicines|Removed Medicines]] section. This is also a small service to servers using old /tg/code, which is still widely used. | |||
==== Optional catalysts for ALL medicine reactions ==== | |||
{| class="wikitable sortable" style="width:100%; text-align:left; border: 3px solid #FFDD66; cellspacing=0; cellpadding=2; background-color:white;" | |||
! scope="col" style='width:150px; background-color:#FFDD66;'|Name | |||
! scope="col" class="unsortable" style='width:150px; background-color:#FFDD66;'|Formula | |||
! scope="col" class="unsortable" style='width:200px; style='background-color:#FFDD66;'|Reaction conditions | |||
! scope="col" class="unsortable" style='background-color:#FFDD66;'|Description | |||
|- | |||
!style='background-color:#FFEE88;'|{{anchor|Palladium synthate catalyst}}Palladium synthate catalyst<span style="color:#FFEE88;background-color:white">?</span> | |||
|{{RecursiveChem/Palladium synthate catalyst}} | |||
|<b>Required temp:</b> 320K <br><b>Overheat temp:</b> 800K <br><b>Optimal pH range:</b> 5 to 6 <br><b>Min purity:</b> 0 <br>H+ producing<br>Very exothermic | |||
|This will cause all medicines reacted in the same beaker to react faster, with it's speed equal to the purity of the catalyst (up to 2x, though it is still limited by it's maximum rate). An impure catalyst can be purposely made to slow down reactions, if desired. At least 10u is required in a beaker for it to have any effect on the reactions contained within. | |||
|- | |||
|} | |||
===Core Healing Medicines=== | ===Core Healing Medicines=== | ||
These healing drugs | These healing drugs may be considered to be cheap or commonly available "core" drugs, used to heal common ailments. Some of them should not be used repeatedly on the same patient, as they may have dangerous side effects. Consider using [[Surgery#Tend_Wounds|Tend Wounds surgery]] if satisfactory medicines aren't available. These are also known as ''"Category 2 Cobbychems". '' | ||
{| 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='width:200px; style='background-color:#FFDD66;'|Reaction conditions | |||
! scope="col" style='background-color:#FFDD66;'|Treatment for | ! scope="col" style='background-color:#FFDD66;'|Treatment for | ||
! scope="col" class="unsortable" style='background-color:#FFDD66;'|Description | ! scope="col" class="unsortable" style='background-color:#FFDD66;'|Description | ||
! scope="col" class="unsortable" style='background-color:#FFDD66;'|Metabolism Rate | ! scope="col" class="unsortable" style='background-color:#FFDD66;'|Metabolism Rate | ||
! scope="col" style='background-color:#FFDD66;'|Overdose Threshold | ! scope="col" style='background-color:#FFDD66;'|Overdose Threshold | ||
|- | |- | ||
!style='background-color:#FFEE88;'|{{anchor| | !style='background-color:#FFEE88;'|{{anchor|Libital}}Libital<span style="color:#ECEC8D;background-color:white">?</span> | ||
| | |{{RecursiveChem/Libital}} | ||
| | |<b>Min react temp:</b> 100K <br><b>Overheat temp:</b> 900K <br><b>Optimal pH range:</b> 5 to 10 <br><b>Min purity:</b> 0.25 <br>Mildly exothermic<br>Mildly H+ consuming | ||
| | |Brute | ||
|0. | |Medicine for treating brute damage. Each tick heals 3 brute and causes 0.3 [[Guide_to_medicine#Organ_table|liver]] damage. | ||
| | |0.2 units per tick | ||
|N/A | |||
|- | |- | ||
!style='background-color:#FFEE88;'|{{anchor| | !style='background-color:#FFEE88;'|{{anchor|Helbital}}Helbital<span style="color:#9400D3;background-color:white">?</span> | ||
| | |{{RecursiveChem/Helbital}} | ||
|<b>Min react temp:</b> 100K <br><b>Overheat temp:</b> 900K <br><b>Optimal pH range:</b> 5 to 10 <br><b>Min purity:</b> 0.25 <br>Mildly exothermic<br>Mildly H+ consuming | |||
|Brute | |Brute | ||
| | |Heals brute faster the more base damage you have. No side effects if in hardcrit.<br> | ||
|0. | * If not in crit: Heals (dmg/50) brute and deals 2 suffocation. | ||
| | * If in softcrit: Heals (dmg/47) brute and deals 1 suffocation. | ||
* If in hardcrit: Heals (dmg/45) brute and has no side effects. 0.0001% chance to make you play a game of rock-paper-scissors against the reaper for your life, potentially dusting you or healing you to full. | |||
Overdose applies a semi-blinding curse. | |||
|0.2 units per tick | |||
|35 Units | |||
|- | |- | ||
!style='background-color:#FFEE88;'|{{anchor| | !style='background-color:#FFEE88;'|{{anchor|Trophazole}}{{anchor|Probital}}Probital<span style="color:#FFFF6B;background-color:white">?</span> | ||
| | |{{RecursiveChem/Probital}} | ||
|Brute | |<b>Min react temp:</b> 100K <br><b>Overheat temp:</b> 900K <br><b>Optimal pH range:</b> 5 to 10 <br><b>Min purity:</b> 0.25 <br>Mildly exothermic<br>Mildly H+ consuming | ||
| | |Brute | ||
|Heals 2.25 brute per tick but also deals (decreasing) stamina damage. If ingested by mouth it also creates a special [[#Mitogen_Metabolism_Factor|enzyme]] in your system (bloodstream) (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 with a 50% chance every tick. | |||
Overdose deals 3 stamina AND: | |||
* If stamina dmg over 80: Causes [[Status_Effects#Drowsiness|drowsiness]]. | |||
* If stamina dmg over 100: Removes 100 stamina damage and puts you to [[Status_Effects#Sleep|sleep]] for 10 seconds. | |||
Was originally named '''Trophazole'''. | |||
|0.2 units per tick | |0.2 units per tick | ||
| | |20 Units | ||
|- | |- | ||
!style='background-color:#FFEE88;'|{{anchor| | !style='background-color:#FFEE88;'|{{anchor|Aiuri}}Aiuri<span style="color:#8C93FF;background-color:white">?</span> | ||
| | |{{RecursiveChem/Aiuri}} | ||
| | |<b>Min react temp:</b> 100K <br><b>Overheat temp:</b> 900K <br><b>Optimal pH range:</b> 5 to 10 <br><b>Min purity:</b> 0.25 <br>Mildly exothermic<br>Mildly H+ consuming | ||
| | |Burn | ||
| | |Medicine for treating burn damage. Each tick heals 2 burn and causes 0.25 [[Guide_to_medicine#Organ_table|eye]] damage. | ||
|0.2 units per tick | |||
|N/A | |N/A | ||
|- | |- | ||
!style='background-color:#FFEE88;'|{{anchor| | !style='background-color:#FFEE88;'|{{anchor|Lenturi}}Lenturi<span style="color:#6171FF;background-color:white">?</span> | ||
| | |{{RecursiveChem/Lenturi}} | ||
|<b>Min react temp:</b> 100K <br><b>Overheat temp:</b> 900K <br><b>Optimal pH range:</b> 5 to 10 <br><b>Min purity:</b> 0.25 <br>Mildly exothermic<br>Mildly H+ consuming | |||
|Burn | |||
|Used to treat burns but slows you down and hurts stomach while it's in your system. Each tick heals 3 burn and deals 0.4 [[Guide_to_medicine#Organ_table|stomach]] damage. | |||
| | |||
| | |||
|0.2 units per tick | |0.2 units per tick | ||
|N/A | |N/A | ||
|- | |- | ||
!style='background-color:#FFEE88;'|{{anchor| | !style='background-color:#FFEE88;'|{{anchor|Rhigoxane}}{{anchor|Hercuri}}Hercuri<span style="color:#F7FFA5;background-color:white">?</span> | ||
| | |{{RecursiveChem/Hercuri}} | ||
|<b>Cold reaction</b><br><b>Min react temp:</b> 47K <br><b>Overheat temp:</b> 5K <br><b>pH range:</b> 5 to 9 <br><b>Min purity:</b> 0.25 <br>Endothermic<br>Mildly H+ consuming | |||
|Burn | |Burn | ||
|Heals burn damage | |Heals burn damage and can cool you to unsafe levels. If applied with [[#Vapor|vapor]] such as with a [[General_items#Space_Cleaner|spray bottle]] [[File:Cleaner.png]] it also removes some firestacks (extinguishes you). | ||
|0. | * If burn is over 50: Heals 2 burn. | ||
| | * If burn is under 50: Heals 1.25 burn. | ||
Overdose cools you down even more. Was originally named '''Rhigoxane'''. | |||
|0.2 units per tick | |||
|25 Units | |||
|- | |- | ||
!style='background-color:#FFEE88;'|{{anchor| | !style='background-color:#FFEE88;'|{{anchor|Granibitaluri}}Granibitaluri<span style="color:#E0E0E0;background-color:white">?</span> | ||
| | |{{RecursiveChem/Granibitaluri}} | ||
| | |<b>Min react temp:</b> 100K <br><b>Overheat temp:</b> 900K <br><b>Optimal pH range:</b> 5 to 10 <br><b>Min purity:</b> 0.25 <br>Mildly exothermic<br>Mildly H+ consuming | ||
|Heals | |Brute and Burn | ||
|0. | |Heals a small amount of brute and burn each cycle. The maximum healing you can get is 0.5 per cycle, and this decreases by 0.1 for every 10 combined brute and burn you have. At 50 or more combined damage, it heals nothing. Overdose deals 0.2 liver and toxin damage. | ||
| | |0.2 units per tick | ||
|50 Units | |||
|- | |- | ||
!style='background-color:#FFEE88;'|{{anchor| | !style='background-color:#FFEE88;'|{{anchor|Synthflesh}}{{anchor|Instabitaluri}}Synthflesh<span style="color:#FFEBEB;background-color:white">?</span> | ||
| | |{{RecursiveChem/Synthflesh}} | ||
| | |<b>Min react temp:</b> 100K <br><b>Overheat temp:</b> 900K <br><b>Optimal pH range:</b> 5 to 10 <br><b>Min purity:</b> 0.25 <br>Mildly exothermic<br>Mildly H+ consuming | ||
| | |Brute, burn | ||
|Instantly heals 1.25 brute and burn damage per unit of the chemical applied, but also instantly deals toxin damage equal to 66% 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 [[#Vapor|vapor]] application only. If a husked corpse has at least 100u and under 50 burn damage it will be unhusked. | |||
|0.2 units per tick | |||
|0. | |||
|N/A | |N/A | ||
|- | |- | ||
!style='background-color:#FFEE88;'|{{anchor| | !style='background-color:#FFEE88;'|{{anchor|Multiver}}Multiver<span style="color:#000000;background-color:white">?</span> | ||
| | |{{RecursiveChem/Multiver}} | ||
| | |<b>Min react temp:</b> 100K <br><b>Overheat temp:</b> 900K <br><b>Optimal pH range:</b> 5 to 10 <br><b>Min purity:</b> 0.25 <br>Mildly exothermic<br>Mildly H+ consuming | ||
| | |Toxin | ||
|0. | |A chem purger that purges chems from bloodstream (3u per tick) and heals toxin damage faster the more unique [[#Medicines|medicines]] there are in the body (0.5 per med, max 1.5). Also causes 0.5 [[Guide_to_medicine#Organ_table|lung]] damage each tick. Having 3+ unique meds (2+multiver) will make it not purge medicines. | ||
|0.2 units per tick | |||
|N/A | |N/A | ||
|- | |- | ||
!style='background-color:#FFEE88;'|{{anchor| | !style='background-color:#FFEE88;'|{{anchor|Seiver}}Seiver<span style="color:#000000;background-color:white">?</span> | ||
| | |{{RecursiveChem/Seiver}} | ||
| | |<b>Min react temp:</b> 100K <br><b>Overheat temp:</b> 900K <br><b>Optimal pH range:</b> 5 to 10 <br><b>Min purity:</b> 0.25 <br>Mildly exothermic<br>Mildly H+ consuming | ||
| | |Radiation or Toxin | ||
|0. | |Heals radiation or toxin depending on the temperature of the chem when it's in the body. If the chem is cold it heals up to 45 radiation (plus bonus 10-25% of current rads if very cold). If the chem is hot it heals toxin damage (the hotter the faster). Deals a scaling amount of [[Guide_to_medicine#Organ_table|heart]] damage based on rads and toxin healed. | ||
|0.2 units per tick | |||
|N/A | |N/A | ||
|- | |- | ||
!style='background-color:#FFEE88;'|{{anchor| | !style='background-color:#FFEE88;'|{{anchor|Syriniver}}{{anchor|Thializid}}Syriniver<span style="color:#8CDF24;background-color:white">?</span> | ||
| | |{{RecursiveChem/Syriniver}} | ||
| | |<b>Min react temp:</b> 100K <br><b>Overheat temp:</b> 900K <br><b>Optimal pH range:</b> 5 to 10 <br><b>Min purity:</b> 0.25 <br>Mildly exothermic<br>Mildly H+ consuming | ||
| | |Toxin | ||
|0. | | | ||
| | '''tl;dr:''' Put 20% of this and 80% water into a beaker and inject it with an IV-drip, and it will heal toxin damage and purge reagents from bloodstream pretty fast. <br> | ||
<div class="toccolours mw-collapsible mw-collapsed"> | |||
Click expand for long description. | |||
<div class="mw-collapsible-content"> | |||
When [[#Inject|injected]] (syringe or IV-drip), the following happens: | |||
* Instantly heals toxin damage equal to 1.5x the injected amount, up to 3 toxin. A minimum of 0.6u must be injected for any effect. | |||
* Transforms up to 80% of the drug into the much safer [[#Musiver|Musiver]], depending on how healthy your liver is. The more damaged liver the patient has, the lower amount will be turned into [[#Musiver|Musiver]]. You get the max transformation rate as long as your [[Guide_to_medicine#Organ_table|liver]] has more than 80 hp. | |||
Each tick heals 1 point of toxin damage, purges 0.4u reagents and deals 0.8 points of liver damage. This works even if the chem was taken with other methods than [[#Inject|injection]]. Should ideally be diluted for safety and used in an intravenous medicine bag or beaker attached to an IV (injects 5u at a time): | |||
* Injecting a 40% solution of syriniver with an IV will heal about 5 toxin per cycle (plus 1+1 passive healing from syriniver + [[#Musiver|Musiver]]), but is unsafe since it makes [[#Musiver|Musiver]] overdose very likely. Having more than 40% will not heal faster. | |||
* Injecting a 20% solution with an IV is pretty safe and will heal about 3 toxin per cycle (plus 1+1 passive healing from syriniver + [[#Musiver|Musiver]]). | |||
If overdosed causes muscle weakness, high liver damage and [[Status_Effects#Disgust|disgust]]. Was originally named '''Thializid'''. | |||
</div> | |||
</div> | |||
|0.3 units per tick | |||
|6 Units | |||
|- | |- | ||
!style='background-color:#FFEE88;'|{{anchor| | !style='background-color:#FFEE88;'|{{anchor|Tirimol}}Tirimol<span style="color:#FF6464;background-color:white">?</span> | ||
| | |{{RecursiveChem/Tirimol}} | ||
| | |<b>Min react temp:</b> 100K <br><b>Overheat temp:</b> 900K <br><b>Optimal pH range:</b> 5 to 10 <br><b>Min purity:</b> 0.25 <br>Mildly exothermic<br>Mildly H+ consuming | ||
|Heals 2 | |Suffocation | ||
|0. | |Emergency oxygen deprivation medication that causes fatigue and can make you fall asleep. Heals 3 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 10 seconds when it's out. | ||
|0.2 units per tick | |||
|N/A | |N/A | ||
|- | |- | ||
!style='background-color:#FFEE88;'|{{anchor| | !style='background-color:#FFEE88;'|{{anchor|Convermol}}Convermol<span style="color:#FF6464;background-color:white">?</span> | ||
| | |{{RecursiveChem/Convermol}} | ||
| | |<b>Min react temp:</b> 370K <br><b>Overheat temp:</b> 900K <br><b>Optimal pH range:</b> 5 to 10 <br><b>Min purity:</b> 0.25 <br>Mildly exothermic<br>Mildly H+ consuming | ||
| | |Suffocation | ||
|0. | |Quickly converts suffocation damage into toxin damage, with a 5:1 ratio. Each tick will heal suffocation damage equal to 2.5 times current cycle and deal toxin damage equal to 0.2 of suffocation healed. Will always deal at least 0.1 toxin damage, even without suffocation healed. Overdose causes toxin damage as if you always healed max suffocation, and quickly purges the chem. | ||
| | |0.2 units per tick | ||
|35 Units | |||
|- | |- | ||
|} | |} | ||
===Superior Healing Medicines=== | ===Superior Healing Medicines=== | ||
These healing drugs are harder to make than the core healing medicines, however they often heal faster. | These healing drugs are harder to make than the core healing medicines, however they often heal faster and with fewer side effects (if any). | ||
{| 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='width:200px; style='background-color:#FFDD66;'|Reaction conditions | |||
! scope="col" style='background-color:#FFDD66;'|Treatment for | ! scope="col" style='background-color:#FFDD66;'|Treatment for | ||
! scope="col" class="unsortable" style='background-color:#FFDD66;'|Description | ! scope="col" class="unsortable" style='background-color:#FFDD66;'|Description | ||
Line 499: | Line 617: | ||
! scope="col" style='background-color:#FFDD66;'|Overdose Threshold | ! scope="col" style='background-color:#FFDD66;'|Overdose Threshold | ||
|- | |- | ||
!style='background-color:#FFEE88;'|{{anchor|Salicyclic Acid}} | !style='background-color:#FFEE88;'|{{anchor|Salicylic Acid}}{{anchor|Salicyclic Acid}}Salicylic Acid<span style="color:#D2D2D2;background-color:white">?</span> | ||
| | |{{RecursiveChem/Salicyclic Acid}} | ||
|<b>Min react temp:</b> 100K <br><b>Overheat temp:</b> 900K <br><b>Optimal pH range:</b> 5 to 10 <br><b>Min purity:</b> 0.25 <br>Mildly exothermic<br>Mildly H+ consuming | |||
|Brute | |Brute | ||
|If you have more than | |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. | ||
|0.2 units per tick | |0.2 units per tick | ||
|25 Units | |25 Units | ||
|- | |- | ||
!style='background-color:#FFEE88;'|{{anchor|Oxandrolone}}Oxandrolone<span style="color:# | !style='background-color:#FFEE88;'|{{anchor|Oxandrolone}}Oxandrolone<span style="color:#1E8BFF;background-color:white">?</span> | ||
| | |{{RecursiveChem/Oxandrolone}} | ||
|<b>Min react temp:</b> 100K <br><b>Overheat temp:</b> 900K <br><b>Optimal pH range:</b> 5 to 10 <br><b>Min purity:</b> 0.25 <br>Mildly exothermic<br>Mildly H+ consuming | |||
|Burn | |Burn | ||
|If you have more than | |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. | ||
|0.2 units per tick | |0.2 units per tick | ||
|25 Units | |25 Units | ||
|- | |- | ||
!style='background-color:#FFEE88;'|{{anchor| | !style='background-color:#FFEE88;'|{{anchor|Salbutamol}}Salbutamol<span style="color:#00FFFF;background-color:white">?</span> | ||
| | |{{RecursiveChem/Salbutamol}} | ||
| | |<b>Min react temp:</b> 100K <br><b>Overheat temp:</b> 900K <br><b>Optimal pH range:</b> 5 to 10 <br><b>Min purity:</b> 0.25 <br>Mildly exothermic<br>Mildly H+ consuming | ||
| | |Suffocation | ||
|Quickly heals oxygen damage at a rate of 3 per tick while slowing down suffocation. Great for stabilizing critical patients! | |||
|0.1 units per tick | |0.1 units per tick | ||
|N/A | |N/A | ||
|- | |- | ||
!style='background-color:#FFEE88;'|{{anchor| | !style='background-color:#FFEE88;'|{{anchor|Regenerative Jelly}}Regenerative Jelly<span style="color:#CC23FF;background-color:white">?</span> | ||
| | |{{RecursiveChem/Regenerative Jelly}} | ||
|All | |<b>Min react temp:</b> 100K <br><b>Overheat temp:</b> 900K <br><b>Optimal pH range:</b> 5 to 10 <br><b>Min purity:</b> 0.25 <br>Mildly exothermic<br>Mildly H+ consuming | ||
| | |All four basic types | ||
|Heals 1.5 of each of the four basic damage types without the risk of overdose or damaging [[Guide_to_races#Jellypeople|jellypeople]]. | |||
|0.4 units per tick | |0.4 units per tick | ||
| | |N/A | ||
|- | |- | ||
!style='background-color:#FFEE88;'|{{anchor|Pentetic Acid}}Pentetic Acid<span style="color:#E6FFF0;background-color:white"> | !style='background-color:#FFEE88;'|{{anchor|Pentetic Acid}}Pentetic Acid<span style="color:#E6FFF0;background-color:white">?</span> | ||
| | |{{RecursiveChem/Pentetic Acid}} | ||
|<b>Min react temp:</b> 100K <br><b>Overheat temp:</b> 900K <br><b>Optimal pH range:</b> 5 to 10 <br><b>Min purity:</b> 0.25 <br>Mildly exothermic<br>Mildly H+ consuming | |||
|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 high levels of radiation and heals 2 toxin damage per tick while purging 2u of other chemicals from the body. | ||
Line 541: | Line 657: | ||
|N/A | |N/A | ||
|- | |- | ||
!style='background-color:#FFEE88;'|{{anchor| | !style='background-color:#FFEE88;'|{{anchor|Atropine}}Atropine<span style="color:#1D3535;background-color:white">?</span> | ||
| | |{{RecursiveChem/Atropine}} | ||
|<b>Min react temp:</b> 100K <br><b>Overheat temp:</b> 900K <br><b>Optimal pH range:</b> 5 to 10 <br><b>Min purity:</b> 0.25 <br>Mildly exothermic<br>Mildly H+ consuming | |||
|Crit, all basic types | |||
|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 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 | |||
|0.1 units per tick | |0.1 units per tick | ||
|35 Units | |35 Units | ||
|- | |- | ||
!style='background-color:#FFEE88;'|{{anchor|Calomel}}Calomel<span style="color:#19C832;background-color:white"> | !style='background-color:#FFEE88;'|{{anchor|Calomel}}Calomel<span style="color:#19C832;background-color:white">?</span> | ||
| | |{{RecursiveChem/Calomel}} | ||
|<b>Min react temp:</b> 374K <br><b>Overheat temp:</b> 900K <br><b>Optimal pH range:</b> 5 to 10 <br><b>Min purity:</b> 0.25 <br>Mildly exothermic<br>Mildly H+ consuming | |||
|Purge | |Purge | ||
|Quickly purges the | |Quickly purges the bloodstream of toxins (3u per tick). If your health is above 20, 1 toxin damage is dealt. | ||
|0.2 units per tick | |0.2 units per tick | ||
|N/A | |N/A | ||
|- | |- | ||
!style='background-color:#FFEE88;'|{{anchor| | !style='background-color:#FFEE88;'|{{anchor|Cryoxadone}}Cryoxadone<span style="color:#0000C8;background-color:white">?</span> | ||
| | |{{RecursiveChem/Cryoxadone}} | ||
| | |<b>Min react temp:</b> 100K <br><b>Overheat temp:</b> 900K <br><b>Optimal pH range:</b> 5 to 10 <br><b>Min purity:</b> 0.25 <br>Mildly exothermic<br>Mildly H+ consuming | ||
| | |All four basic types and cellular | ||
|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. Can heal [[Guide_to_Wounds|wounds]]. Works on [[Guide_to_races#Jelly_and_Slime_Mutants|slimepeople]], despite being cold. | |||
|0.4 units per tick | |||
|N/A | |||
|- | |||
!style='background-color:#FFEE88;'|{{anchor|Pyroxadone}}Pyroxadone<span style="color:#f7832a;background-color:white">?</span> | |||
|{{RecursiveChem/Pyroxadone}} | |||
|<b>Min react temp:</b> 100K <br><b>Overheat temp:</b> 900K <br><b>Optimal pH range:</b> 5 to 10 <br><b>Min purity:</b> 0.25 <br>Mildly exothermic<br>Mildly H+ consuming | |||
|All four basic types and cellular | |||
|Inverse [[#Cryoxadone|Cryoxadone]] that heals faster the hotter the patient is. For max efficiency you need to be ''over'' 460°K and on fire. In optimal conditions every cycle will heal 15 burn ''before'' the damage taken from being on fire, which is usually faster than the fire hurts you (unless too hot). It will then also heal 10 brute, 10 toxin, 20 oxyloss and 10 cellular. Can heal [[Guide_to_Wounds|wounds]]. Works on [[Guide_to_races#Jelly_and_Slime_Mutants|slimepeople]]. | |||
|0.4 units per tick | |0.4 units per tick | ||
|N/A | |N/A | ||
|- | |||
!style='background-color:#FFEE88;'|{{anchor|Clonexadone}}Clonexadone<span style="color:#3D3DC6;background-color:white">?</span> | |||
|{{RecursiveChem/Clonexadone}} | |||
|<b>Min react temp:</b> 100K <br><b>Overheat temp:</b> 900K <br><b>Optimal pH range:</b> 5 to 10 <br><b>Min purity:</b> 0.25 <br>Mildly exothermic<br>Mildly H+ consuming | |||
|Cellular | |||
|Quickly heals (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 | |||
|- | |||
!style='background-color:#FFEE88;'|{{anchor|Rezadone}}Rezadone<span style="color:#669900;background-color:white">?</span> | |||
|{{RecursiveChem/Rezadone}} | |||
|<b>Min react temp:</b> 100K <br><b>Overheat temp:</b> 900K <br><b>Optimal pH range:</b> 5 to 10 <br><b>Min purity:</b> 0.25 <br>Mildly exothermic<br>Mildly H+ consuming | |||
|Cellular | |||
|Instantly heals all cellular damage while also healing 1 brute and burn damage per tick. If a husked corpse is treated with at least 5u and has under 50 burn damage it will be unhusked. 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. | |||
|0.4 units per tick | |||
|30 Units | |||
|- | |- | ||
|} | |} | ||
===Unique Healing Medicines=== | ===Unique Healing Medicines=== | ||
These healing drugs perform niche functions that help against less common ailments. | These healing drugs perform niche functions that help against less common ailments. | ||
Line 577: | Line 713: | ||
! 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='width:200px; style='background-color:#FFDD66;'|Reaction conditions | |||
! scope="col" style='background-color:#FFDD66;'|Treatment for | ! scope="col" style='background-color:#FFDD66;'|Treatment for | ||
! scope="col" class="unsortable" style='background-color:#FFDD66;'|Description | ! scope="col" class="unsortable" style='background-color:#FFDD66;'|Description | ||
Line 583: | Line 720: | ||
! scope="col" style='background-color:#FFDD66;'|Addiction Threshold | ! scope="col" style='background-color:#FFDD66;'|Addiction Threshold | ||
|- | |- | ||
!style='background-color:#FFEE88;'|{{anchor|Potassium Iodide}}Potassium Iodide<span style="color:# | !style='background-color:#FFEE88;'|{{anchor|Mutadone}}Mutadone<span style="color:#5096C8;background-color:white">?</span> | ||
| | |{{RecursiveChem/Mutadone}} | ||
|<b>Min react temp:</b> 100K <br><b>Overheat temp:</b> 900K <br><b>Optimal pH range:</b> 5 to 10 <br><b>Min purity:</b> 0.25 <br>Mildly exothermic<br>Mildly H+ consuming | |||
|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:#A0A0A0;background-color:white">?</span> | |||
|{{RecursiveChem/Mannitol}} | |||
|<b>Min react temp:</b> 100K <br><b>Overheat temp:</b> 900K <br><b>Optimal pH range:</b> 5 to 10 <br><b>Min purity:</b> 0.25 <br>Mildly exothermic<br>Mildly H+ consuming | |||
|Brain | |||
|Heals 2 brain damage per tick. Does not heal [[Guide_to_Traumas#Mild|traumas]]. Can be poured directly on brains to heal 2 damage per unit (minimum 10 units). | |||
|0.4 units per tick | |||
|N/A | |||
|N/A | |||
|- | |||
!style='background-color:#FFEE88;'|{{anchor|Neurine}}Neurine<span style="color:#C0C0C0;background-color:white">?</span> | |||
|{{RecursiveChem/Neurine}} | |||
|<b>Min react temp:</b> 100K <br><b>Overheat temp:</b> 900K <br><b>Optimal pH range:</b> 5 to 10 <br><b>Min purity:</b> 0.25 <br>Mildly exothermic<br>Mildly H+ consuming | |||
|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:#BAA15D;background-color:white">?</span> | |||
|{{RecursiveChem/Potassium Iodide}} | |||
|<b>Min react temp:</b> 100K <br><b>Overheat temp:</b> 900K <br><b>Optimal pH range:</b> 5 to 10 <br><b>Min purity:</b> 0.25 <br>Mildly exothermic<br>Mildly H+ consuming | |||
|Radiation | |Radiation | ||
|Reduces low radiation damage very effectively. | |Reduces low radiation damage very effectively. | ||
Line 591: | Line 756: | ||
|N/A | |N/A | ||
|- | |- | ||
!style='background-color:#FFEE88;'|{{anchor|Ephedrine}}Ephedrine<span style="color:#D2FFFA;background-color:white"> | !style='background-color:#FFEE88;'|{{anchor|Saline-Glucose Solution}}Saline-Glucose Solution<span style="color:#DCDCDC;background-color:white">?</span> | ||
| | |{{RecursiveChem/Saline-Glucose Solution}} | ||
|<b>Min react temp:</b> 100K <br><b>Overheat temp:</b> 900K <br><b>Optimal pH range:</b> 5 to 10 <br><b>Min purity:</b> 0.25 <br>Mildly exothermic<br>Mildly H+ consuming | |||
|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 | |||
|- | |||
!style='background-color:#FFEE88;'|{{anchor|Ephedrine}}Ephedrine<span style="color:#D2FFFA;background-color:white">?</span> | |||
|{{RecursiveChem/Ephedrine}} | |||
|<b>Min react temp:</b> 100K <br><b>Overheat temp:</b> 900K <br><b>Optimal pH range:</b> 5 to 10 <br><b>Min purity:</b> 0.25 <br>Mildly exothermic<br>Mildly H+ consuming | |||
|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 | |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]]. Also reduces [[Status_Effects#Knockdown|knockdown]] times from [[Security_items#Stun_Baton|stunbatons]] [[File:StunBaton.gif]] (including [[Makeshift_weapons#Stunprod|stunprods]] [[File:Stunprod.png]]) by 90%. | ||
|0.2 units per tick | |0.2 units per tick | ||
|30 Units | |30 Units | ||
|25 Units | |25 Units | ||
|- | |- | ||
!style='background-color:#FFEE88;'|{{anchor|Diphenhydramine}}Diphenhydramine<span style="color:#64FFE6;background-color:white"> | !style='background-color:#FFEE88;'|{{anchor|Diphenhydramine}}Diphenhydramine<span style="color:#64FFE6;background-color:white">?</span> | ||
| | |{{RecursiveChem/Diphenhydramine}} | ||
|<b>Min react temp:</b> 100K <br><b>Overheat temp:</b> 900K <br><b>Optimal pH range:</b> 5 to 10 <br><b>Min purity:</b> 0.25 <br>Mildly exothermic<br>Mildly H+ consuming | |||
|Histamine Overdose | |Histamine Overdose | ||
|Purges | |Purges bloodstream of lethal [[#Histamine|Histamine]] and reduces [[Status_Effects#Jitteriness|jitteriness]] while causing minor [[Status_Effects#Drowsiness|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:# | !style='background-color:#FFEE88;'|{{anchor|Oculine}}Oculine<span style="color:#404040;background-color:white">?</span> | ||
| | |{{RecursiveChem/Oculine}} | ||
|<b>Min react temp:</b> 100K <br><b>Overheat temp:</b> 900K <br><b>Optimal pH range:</b> 5 to 10 <br><b>Min purity:</b> 0.25 <br>Mildly exothermic<br>Mildly H+ consuming | |||
|Eye | |Eye | ||
|Quickly heals eye damage and has 20% chance per tick to | |Quickly heals eye damage and has 20% chance per tick to revert 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]]. | ||
|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:# | !style='background-color:#FFEE88;'|{{anchor|Inacusiate}}Inacusiate<span style="color:#606060;background-color:white">?</span> | ||
| | |{{RecursiveChem/Inacusiate}} | ||
|<b>Min react temp:</b> 100K <br><b>Overheat temp:</b> 900K <br><b>Optimal pH range:</b> 5 to 10 <br><b>Min purity:</b> 0.25 <br>Mildly exothermic<br>Mildly H+ consuming | |||
|Ear | |Ear | ||
| | |Rapidly repairs damage to the patient's ears to cure deafness, assuming the source of said deafness isn't from [[Guide_to_genetics#Mutations_and_Their_Consequences|genetic mutations]], chronic deafness, or a total deficit of ears. (Results in 2 units instead of 3) | ||
|0.4 units per tick | |0.4 units per tick | ||
|N/A | |N/A | ||
|N/A | |N/A | ||
|- | |- | ||
!style='background-color:#FFEE88;'|{{anchor|Epinephrine}}Epinephrine<span style="color:#D2FFFA;background-color:white"> | !style='background-color:#FFEE88;'|{{anchor|Epinephrine}}Epinephrine<span style="color:#D2FFFA;background-color:white">?</span> | ||
| | |{{RecursiveChem/Epinephrine}} | ||
| | |<b>Min react temp:</b> 100K <br><b>Overheat temp:</b> 900K <br><b>Optimal pH range:</b> 5 to 10 <br><b>Min purity:</b> 0.25 <br>Mildly exothermic<br>Mildly H+ consuming | ||
|Crit | |||
|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. | |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. | ||
|0.1 units per tick | |0.1 units per tick | ||
Line 631: | Line 810: | ||
|N/A | |N/A | ||
|- | |- | ||
!style='background-color:#FFEE88;'|{{anchor| | !style='background-color:#FFEE88;'|{{anchor|Antihol}}Antihol<span style="color:#00B4C8;background-color:white">?</span> | ||
| | |{{RecursiveChem/Antihol}} | ||
|<b>Min react temp:</b> 100K <br><b>Overheat temp:</b> 900K <br><b>Optimal pH range:</b> 5 to 10 <br><b>Min purity:</b> 0.25 <br>Mildly exothermic<br>Mildly H+ consuming | |||
|Alcohol | |||
|Purges 3u alcoholic drinks from someone's bloodstream each 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. | |||
|Alcohol | |||
| | |||
|0.4 units per tick | |0.4 units per tick | ||
|N/A | |N/A | ||
|N/A | |N/A | ||
|- | |- | ||
!style='background-color:#FFEE88;'|{{anchor| | !style='background-color:#FFEE88;'|{{anchor|Insulin}}Insulin<span style="color:#FFFFF0;background-color:white">?</span> | ||
| | |Found in NanoMed Plus | ||
|N/A | |N/A | ||
|Sugar Dependency | |||
|Sugar Dependency | |||
|Increases sugar depletion. | |Increases sugar depletion. | ||
|0.2 units per tick | |0.2 units per tick | ||
Line 663: | Line 828: | ||
|N/A | |N/A | ||
|- | |- | ||
!style='background-color:#FFEE88;'|{{anchor|Strange Reagent}}Strange Reagent<span style="color:#A0E85E;background-color:white"> | !style='background-color:#FFEE88;'|{{anchor|Strange Reagent}}Strange Reagent<span style="color:#A0E85E;background-color:white">?</span> | ||
| | |{{RecursiveChem/Strange Reagent}} | ||
|<b>Min react temp:</b> 100K <br><b>Overheat temp:</b> 900K <br><b>Optimal pH range:</b> 5 to 10 <br><b>Min purity:</b> 0.25 <br>Mildly exothermic<br>Mildly H+ consuming | |||
|Death | |Death | ||
|A miracle drug that can bring a dead body back to life | |A miracle drug that can bring a dead body back to life. Only works on [[#Ingest|ingestion]]. Amount needed increases depending on how much brute+burn damage the body has (at most 10u at 200 damage). Extra amounts will partly heal [[Guide_to_medicine#Organ_damage|organ damage]] and blood levels on successful revive. The drug doesn't work on corpses with over 200 brute+burn damage or [[Guide_to_medicine#Husk|husks]]. <br>In living people each tick randomly deals 0-2.5 brute and burn damage. Can revive [[#Metabolism|simplemobs]] as well. | ||
|0. | |0.5 units per tick | ||
|N/A | |N/A | ||
|N/A | |N/A | ||
|- | |- | ||
!style='background-color:#FFEE88;'|{{anchor| | !style='background-color:#FFEE88;'|{{anchor|Synaptizine}}Synaptizine<span style="color:#FF00FF;background-color:white">?</span> | ||
| | |{{RecursiveChem/Synaptizine}} | ||
|<b>Min react temp:</b> 100K <br><b>Overheat temp:</b> 900K <br><b>Optimal pH range:</b> 5 to 10 <br><b>Min purity:</b> 0.25 <br>Mildly exothermic<br>Mildly H+ consuming | |||
|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. | |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. | ||
|0.4 units per tick | |0.4 units per tick | ||
|N/A | |N/A | ||
|N/A | |N/A | ||
|- | |- | ||
!style='background-color:#FFEE88;'|{{anchor| | !style='background-color:#FFEE88;'|{{anchor|Spaceacillin}}Spaceacillin<span style="color:#E1F2E6;background-color:white">?</span> | ||
| | |{{RecursiveChem/Spaceacillin}} | ||
|<b>Min react temp:</b> 100K <br><b>Overheat temp:</b> 900K <br><b>Optimal pH range:</b> 5 to 10 <br><b>Min purity:</b> 0.25 <br>Mildly exothermic<br>Mildly H+ consuming | |||
|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 [[Infections|virus]] in your body. Metabolises very slowly. | ||
|0.04 units per tick | |0.04 units per tick | ||
|N/A | |N/A | ||
|N/A | |N/A | ||
|- | |- | ||
!style='background-color:#FFEE88;'|{{anchor|Miner's Salve}}Miner's Salve<span style="color:#6D6374;background-color:white"> | !style='background-color:#FFEE88;'|{{anchor|Miner's Salve}}Miner's Salve<span style="color:#6D6374;background-color:white">?</span> | ||
| | |{{RecursiveChem/Miner's Salve}} | ||
|<b>Min react temp:</b> 100K <br><b>Overheat temp:</b> 900K <br><b>Optimal pH range:</b> 5 to 10 <br><b>Min purity:</b> 0.25 <br>Mildly exothermic<br>Mildly H+ consuming | |||
|Improvised Patch Healing Chem | |Improvised Patch Healing Chem | ||
| | |Helps treat [[Guide_to_Wounds#Critical:_Catastrophic_Burns|severe burn wounds]] and 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. Gives 20 painkiller bonus, which is used when treated with [[Medical_items#Bone_Gel|bone gel]]. If applied with touch/patch it increases [[Surgery|surgery]] speed by 10%. <br>1u heals roughly 1.5 burn+brute. | ||
|0.16 units per tick | |0.16 units per tick | ||
|N/A | |N/A | ||
|N/A | |N/A | ||
|- | |- | ||
!style='background-color:#FFEE88;'|{{anchor| | !style='background-color:#FFEE88;'|{{anchor|Modafinil}}Modafinil<span style="color:#BEF7D8;background-color:white">?</span> | ||
|1 | |{{RecursiveChem/Modafinil}} | ||
|<b>Min react temp:</b> 100K <br><b>Overheat temp:</b> 900K <br><b>Optimal pH range:</b> 5 to 10 <br><b>Min purity:</b> 0.25 <br>Mildly exothermic<br>Mildly H+ consuming | |||
|Sleep | |||
|Slowly-metabolizing medicine. Heals [[Status_Effects#Dizziness|dizziness]], [[Status_Effects#Drowsiness|drowsiness]], [[Status_Effects#Sleep|sleep]] (but not [[Status_Effects#Unconscious|unconsciousness]]) 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. Cycle 82 puts you into endless [[Status_Effects#Sleep|sleep]] while constantly dealing 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 | |||
|- | |||
!style='background-color:#FFEE88;'|{{anchor|Morphine}}Morphine<span style="color:#A9FBFB;background-color:white">?</span> | |||
|{{RecursiveChem/Morphine}} | |||
|<b>Min react temp:</b> 480K <br><b>Overheat temp:</b> 900K <br><b>Optimal pH range:</b> 5 to 10 <br><b>Min purity:</b> 0.25 <br>Mildly exothermic<br>Mildly H+ consuming | |||
|Damage slowdown | |||
|Allows you to run at full speed even when hurt, even from [[Health#Stamina|stamina]] damage, but does '''not''' remove slowdown from wearing a [[Clothing_and_Accessories#Hardsuits|hardsuit]]. 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. Gives 20 painkiller bonus, which is used when treated with [[Medical_items#Bone_Gel|bone gel]].<br> | |||
<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 2 parts instead of 6) | |||
|0.2 units per tick | |||
|30 Units | |||
|25 Units | |||
|- | |||
!style='background-color:#FFEE88;'|{{anchor|Haloperidol}}Haloperidol<span style="color:#27870a;background-color:white">?</span> | |||
|{{RecursiveChem/Haloperidol}} | |||
|<b>Min react temp:</b> 100K <br><b>Overheat temp:</b> 900K <br><b>Optimal pH range:</b> 5 to 10 <br><b>Min purity:</b> 0.25 <br>Mildly exothermic<br>Mildly H+ consuming | |||
|Anti-Drug and Light Sedative | |Anti-Drug and Light Sedative | ||
|Helps fight against the effects of | |Helps fight against the effects of some 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). | ||
|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:# | !style='background-color:#FFEE88;'|{{anchor|Leporazine}}Leporazine <span style="color:#DB90C6;background-color:white">?</span> | ||
| | |{{RecursiveChem/Leporazine}} | ||
|<b>Min react temp:</b> 100K <br><b>Overheat temp:</b> 900K <br><b>Optimal pH range:</b> 5 to 10 <br><b>Min purity:</b> 0.25 <br>Mildly exothermic<br>Mildly H+ consuming | |||
|Body temperature | |Body temperature | ||
|This keeps a patient's body temperature stable | |This keeps a patient's body temperature stable. | ||
|0.4 units per tick | |0.4 units per tick | ||
|N/A | |N/A | ||
|N/A | |N/A | ||
|- | |- | ||
!style='background-color:#FFEE88;'|{{anchor| | !style='background-color:#FFEE88;'|{{anchor|Higadrite}}Higadrite<span style="color:#F49797;background-color:white">?</span> | ||
| | |{{RecursiveChem/Higadrite}} | ||
| | |<b>Min react temp:</b> 100K <br><b>Overheat temp:</b> 900K <br><b>Optimal pH range:</b> 5 to 10 <br><b>Min purity:</b> 0.25 <br>Mildly exothermic<br>Mildly H+ consuming | ||
| | |Liver failure | ||
|Protects from toxin damage caused by liver failure. | |||
|0.4 units per tick | |0.4 units per tick | ||
|N/A | |N/A | ||
|N/A | |N/A | ||
|- | |- | ||
!style='background-color:#FFEE88;'|{{anchor|Psicodine}}Psicodine<span style="color:# | !style='background-color:#FFEE88;'|{{anchor|Psicodine}}Psicodine<span style="color:#07E79E;background-color:white">?</span> | ||
| | |{{RecursiveChem/Psicodine}} | ||
|<b>Min react temp:</b> 100K <br><b>Overheat temp:</b> 900K <br><b>Optimal pH range:</b> 5 to 10 <br><b>Min purity:</b> 0.25 <br>Mildly exothermic<br>Mildly H+ consuming | |||
|Phobias and Mood | |Phobias and Mood | ||
|Suppresses phobias and turns bad mood into neutral mood. Also reduces [[Status_Effects#Jitteriness|jitteriness]], [[Status_Effects#Dizziness|dizziness]], [[Status_Effects#Confusion|confusion]] and [[Status_Effects#Disgust|disgust]]. If overdosed it causes [[Status_Effects#Hallucinations|hallucinations]] and 1 toxin damage per tick. | |Suppresses phobias and turns bad mood into neutral mood. Also reduces [[Status_Effects#Jitteriness|jitteriness]], [[Status_Effects#Dizziness|dizziness]], [[Status_Effects#Confusion|confusion]] and [[Status_Effects#Disgust|disgust]]. If overdosed it causes [[Status_Effects#Hallucinations|hallucinations]] and 1 toxin damage per tick. | ||
|0.1 units per tick | |0.1 units per tick | ||
|30 units | |30 units | ||
|N/A | |N/A | ||
|- | |- | ||
!style='background-color:#FFEE88;'|{{anchor|Energized Jelly}}Energized Jelly<span style="color:#CAFF43;background-color:white"> | !style='background-color:#FFEE88;'|{{anchor|Energized Jelly}}Energized Jelly<span style="color:#CAFF43;background-color:white">?</span> | ||
| | |{{RecursiveChem/Energized Jelly}} | ||
|<b>Min react temp:</b> 100K <br><b>Overheat temp:</b> 900K <br><b>Optimal pH range:</b> 5 to 10 <br><b>Min purity:</b> 0.25 <br>Mildly exothermic<br>Mildly H+ consuming | |||
|Stun | |Stun | ||
|Reduces stun times by around 60% (depends) for [[Guide_to_races#Jellypeople|jellypeople]], while also speeding up [[Guide_to_races#Luminescents|Luminescent's]] cooldowns. Non-jelly lifeforms will just get shocked. | |Reduces stun times by around 60% (depends) for [[Guide_to_races#Jellypeople|jellypeople]], while also speeding up [[Guide_to_races#Luminescents|Luminescent's]] cooldowns. Non-jelly lifeforms will just get shocked. | ||
|0.4 units per tick | |0.4 units per tick | ||
|N/A | |N/A | ||
|N/A | |||
|- | |||
!style='background-color:#FFEE88;'|{{anchor|Penthrite}}Penthrite<span style="color:#F5F5F5;background-color:white">?</span> | |||
|{{RecursiveChem/Penthrite}} | |||
|<b>Min react temp:</b> 100K <br><b>Overheat temp:</b> 900K <br><b>Optimal pH range:</b> 5 to 10 <br><b>Min purity:</b> 0.25 <br>Mildly exothermic<br>Mildly H+ consuming | |||
|Heart, crit | |||
|An explosive compound used to stabilize heart conditions. If you are not in crit it stabilizes your heart. If health is under crit threshold it prevents crit, heals you 2 tox/brute/burn, 6 oxy and damages heart 0.1 per unit. If you reach -60 health the penthrite is purged and you get a heart attack. Causes slow stomach damage. Overdose causes instant heart attack. Explodes when mixed with equal amounts [[#Epinephrine|Epinephrine]] (strenghtdiv 5) OR [[#Atropine|Atropine]] (strenghtdiv 5, modifier 5) (Results in 3 units instead of 4) | |||
|0.2 units per tick | |||
|50 units | |||
|N/A | |||
|- | |||
!style='background-color:#FFEE88;'|{{anchor|Sanguirite}}{{anchor|Coagulant}}Sanguirite<span style="color:#bb2424;background-color:white">?</span> | |||
|{{RecursiveChem/Sanguirite}} | |||
|N/A | |||
|Bleeding | |||
|A coagulant used to help [[Guide_to_Wounds#Slash_Wounds|bleeding wounds]] clot faster. Passively reduces bleeding by 30% while in the bloodstream. Only helps clot whichever wound is currently bleeding the most. Overdose can cause blood to clot in the veins, causing 15% chance of suffocation, with possible minor lung and heart damage. | |||
|0.1 units per tick | |||
|20 units | |||
|N/A | |||
|- | |||
!style='background-color:#FFEE88;'|{{anchor|Pulped_Banana_Peel}}Pulped Banana Peel<span style="color:#863333;background-color:white">?</span> | |||
|{{RecursiveChem/Pulped_Banana_Peel}} | |||
|N/A | |||
|Bleeding | |||
|A coagulant used to help [[Guide_to_Wounds#Slash_Wounds|bleeding wounds]] clot faster. Exact same effects as [[#Sanguirite|Sanguirite]] except slightly weaker clot coefficiency. Overdose can cause blood to clot in the veins, causing 15% chance of suffocation, with possible minor lung and heart damage. | |||
|0.4 units per tick | |||
|20 units | |||
|N/A | |N/A | ||
|- | |- | ||
|} | |} | ||
=== | ===Non-craftable Medicines=== | ||
These drugs are | These healing drugs are used in some situations, but are otherwise uncraftable. | ||
{| 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;'| | ! scope="col" class="unsortable" style='width:150px; background-color:#FFDD66;'|How to get | ||
! scope="col" style='background-color:#FFDD66;'|Treatment for | ! scope="col" style='background-color:#FFDD66;'|Treatment for | ||
! scope="col" class="unsortable" style='background-color:#FFDD66;'|Description | ! scope="col" class="unsortable" style='background-color:#FFDD66;'|Description | ||
Line 773: | Line 970: | ||
! scope="col" style='background-color:#FFDD66;'|Addiction Threshold | ! scope="col" style='background-color:#FFDD66;'|Addiction Threshold | ||
|- | |- | ||
!style='background-color:#FFEE88;'|{{anchor| | !style='background-color:#FFEE88;'|{{anchor|Changeling Adrenaline}}Changeling Adrenaline<span style="color:#C1151D;background-color:white">?</span> | ||
| | |[[Changeling|Changelings]] | ||
|Brute/ | |Stun | ||
|If used in | |Makes you immune to sleep and damage slowdown. Reduces stun times by typically around 30% (depends) and regenerates 10 stamina per tick. Can make you [[Status_Effects#Dizziness|dizzy]] and [[Status_Effects#Jitteriness|jittery]]. <br>If overdosed it will deal 1 toxin damage per tick. A changeling using the [[Changeling#Adrenaline_Sacs|Adrenaline Sacs]] ability will inject 4u of this. | ||
| | |0.4 units per tick | ||
| | |30 Units | ||
| | |N/A | ||
|- | |||
!style='background-color:#FFEE88;'|{{anchor|Changeling Haste}}Changeling Haste<span style="color:#AE151D;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 | |||
|- | |||
!style='background-color:#FFEE88;'|{{anchor|Omnizine}}Omnizine<span style="color:#DCDCDC;background-color:white">?</span> | |||
|{{RecursiveChem/Omnizine}} | |||
|Brute, burn, toxin and suffocation | |||
|Heals 0.5 of each damage type per tick. If overdosed it will deal 1 damage of each type per tick. | |||
|0.1 units per tick | |||
|30 Units | |||
|N/A | |||
|- | |||
!style='background-color:#FFEE88;'|{{anchor|Protozine}}Protozine<span style="color:#DCDCDC;background-color:white">?</span> | |||
|{{RecursiveChem/Geyser}} | |||
|Brute, burn, toxin and suffocation | |||
|Heals 0.2 of each damage type per tick. If overdosed it will deal 1 damage of each type per tick. A weaker [[#Omnizine|omnizine]], but can be used in [[#Strange_Reagent|Strange Reagent]] crafting. | |||
|0.1 units per tick | |||
|30 Units | |||
|N/A | |||
|- | |||
!style='background-color:#FFEE88;'|{{anchor|Godblood}}Godblood<span style="color:#DCDCDC;background-color:white">?</span> | |||
|{{RecursiveChem/Godblood}} | |||
|Brute, burn, toxin and suffocation | |||
|This is Omnizine with 5 times higher overdose threshold. Just like Omnizine, heals 0.5 of each damage type per tick. If overdosed it will deal 1 damage of each type per tick, but that's not really a concern. | |||
|0.1 units per tick | |||
|150 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 3u sugar to your system. | |||
|1 unit per tick | |||
|N/A | |||
|N/A | |||
|- | |||
!style='background-color:#FFEE88;'|{{anchor|Earthsblood}}Earthsblood<span style="color:#FFAF00;background-color:white">?</span> | |||
|{{RecursiveChem/Earthsblood}} | |||
|All damage types | |||
|The first 25 cycles, each tick heals 1 brute, 1 burn, 0.5 suffocation, 0.5 toxin, 0.1 cellular and 0.5 stamina while dealing 1 brain damage (up to max 150). Cycle 26 and onwards, each tick heals 5 brute, 5 burn, 3 suffocation, 3 toxin, 1 cellular and 3 stamina while dealing 2 brain damage (up to max 150) and giving you [[Status_Effects#Jitteriness|jitteriness]] and [[Status_Effects#Drugginess|drugginess]] (your character might say some special messages as well!). You will be unable to directly hurt anyone via most means while it's in your body (this effect is similar to that of [[#Pax|Pax]]). Overdosing causes [[Status_Effects#Hallucinations|hallucinations]], deals no damage before cycle 26, a net of 1 toxin damage per tick from cycles 26 to 100 and a net of 3 toxin damage per tick after cycle 100. Overdosing also gives you the [[Guide_to_Traumas#Severe_Prefix|severe]] traumatic non-violence [[Guide_to_Traumas|brain trauma]] ([[Surgery#Brain_Surgery|brain surgery]] level). The trauma does not go away until cured. | |||
|0.4 units per tick (static) | |||
|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 | |||
|- | |||
!style='background-color:#FFEE88;'|{{anchor|Polypyrylium Oligomers}}Polypyrylium Oligomers<span style="color:#9423FF;background-color:white">?</span> | |||
|{{RecursiveChem/Polypyrylium_Oligomers}} | |||
|Lung damage | |||
|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]]. Overdose deals 0.25 lung damage. | |||
|0.1 units per tick | |||
|50 Units | |||
|N/A | |||
|- | |||
!style='background-color:#FFEE88;'|{{anchor|Mitogen_Metabolism_Factor}}Mitogen Metabolism Factor<span style="color:#FFBE00;background-color:white">?</span> | |||
|Eating [[#Probital|Probital]] | |||
|Brute | |||
|If this enzyme exists as a [[#Catalysts|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 | |||
|- | |||
!style='background-color:#FFEE88;'|{{anchor|Oxalizid}}{{anchor|Musiver}}Musiver<span style="color:#DFD54E;background-color:white">?</span> | |||
|Injecting [[#Syriniver|Syriniver]] | |||
|Toxin | |||
|Heals 1 toxin per tick while purging 0.2u reagents and dealing 0.1 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]]. | |||
|0.1 units per tick | |||
|25u | |||
|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|Cordiolis Hepatico}}Cordiolis Hepatico<span style="color:#C8A5DC;background-color:white">?</span> | |||
|Strange seeds, Abductor's operating table injects this too | |||
|Heart and liver failure | |||
|Removes the need for heart and liver. | |||
|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 a lot. 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. Also reduces [[Status_Effects#Knockdown|knockdown]] times from [[Security_items#Stun_Baton|stunbatons]] [[File:StunBaton.gif]] (including [[Makeshift_weapons#Stunprod|stunprods]] [[File:Stunprod.png]]) by 90%. Can be bought with [[Syndicate_Items#Stimpack|syndicate uplink]]. | |||
|0.2 units per tick | |||
|60 Units | |||
|N/A | |||
|- | |- | ||
!style='background-color:#FFEE88;'|{{anchor| | !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 | These healing meds used to exist, but have since been removed or renamed for one reason or another. Some servers still use these, but /tg/ does not, and the recipes for them will not work on /tg/. | ||
<div class="toccolours mw-collapsible mw-collapsed"> | |||
{| 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;'|How to get | |||
! scope="col" style='background-color:#FFDD66;'|Treatment for | ! scope="col" style='background-color:#FFDD66;'|Treatment for | ||
! scope="col" class="unsortable" style='background-color:#FFDD66;'|Description | ! scope="col" class="unsortable" style='background-color:#FFDD66;'|Description | ||
Line 809: | Line 1,104: | ||
! scope="col" style='background-color:#FFDD66;'|Addiction Threshold | ! scope="col" style='background-color:#FFDD66;'|Addiction Threshold | ||
|- | |- | ||
!style='background-color:#FFEE88;'|{{anchor|Dexalin}}Dexalin<span style="color:#C8A5DC;background-color:white"> | !style='background-color:#FFEE88;'|{{anchor|Bicaridine}}Bicaridine<span style="color:#C8A5DC;background-color:white">?</span> | ||
|Was completely removed from /tg/ July 2019.<br>{{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> | |||
|Was completely removed from /tg/ July 2019.<br>{{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> | |||
|Was completely removed from /tg/ July 2019.<br>{{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> | |||
|Was completely removed from /tg/ July 2019.<br>{{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. | |||
|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>[[Cyborg#Medical|Medical cyborg]] hypospray and other sources<br> | |||
|Suffocation | |Suffocation | ||
|Heals 2 oxygen damage per tick | |Heals 2 oxygen damage per tick. If overdosed deals 2 oxygen damage per tick. Used by medibots. | ||
|0.4 units per tick | |0.4 units per tick | ||
|30 Units | |30 Units | ||
|N/A | |N/A | ||
|- | |- | ||
!style='background-color:#FFEE88;'|{{anchor|Lavaland Extract}}Lavaland Extract<span style="color:# | !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 [[#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 | |||
|- | |||
!style='background-color:#FFEE88;'|{{anchor|Sanguibital}}Sanguibital<span style="color:#ECEC8D;background-color:white">?</span> | |||
|Was replaced with [[#Helbital|Helbital]] Sept 2019.<br>{{RecursiveChem/Sanguibital}} | |||
|Brute | |||
|One of the first "Cobbychems". Only existed on /tg/ for a short while. Removed by Cobby because it wasn't ever used (except as a poison) and the entire gimmick made it undesirable. Heals brute if you have lower than full blood levels, scaling with missing blood volume. Will heal up to 5(10?) brute per tick if very low on blood. Dilates blood streams, increasing the amount of blood lost by 2 per tick. Overdosing doubles the blood lost from this chem. | |||
|0.2 units per tick | |||
|35 Units | |||
|N/A | |||
|- | |||
!style='background-color:#FFEE88;'|{{anchor|Ichiyuri}}Ichiyuri<span style="color:#C8A5DC;background-color:white">?</span> | |||
|Was replaced with [[#Lenturi|Lenturi]] Oct 2019.<br>{{RecursiveChem/Ichiyuri}} | |||
|Burn | |||
|One of the first "Cobbychems". Removed by MacBlaze1 with Cobby approval because it was never used and simply wasn't fun to be on. 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 brute and bleeding. The itch will happen more often the longer it's been in your system. | |||
|0.2 units per tick | |||
|N/A | |||
|N/A | |||
|- | |||
!style='background-color:#FFEE88;'|{{anchor|Fiziver}}Fiziver<span style="color:#000000;background-color:white">?</span> | |||
|Was replaced with [[#Seiver|Seiver]] Oct 2019.<br>{{RecursiveChem/Fiziver}} | |||
|Toxin | |||
|One of the first "Cobbychems". Removed by Cobby because ''Fiziver didn't see much use and I grew to dislike the overall damage mods''. An antitoxin that heals toxin damage but temporarily physically weakens the user, adding a damage modifier making them take extra brute, burn, suffocation and stamina damage. The damage modifier increases the longer it's been in the body (capped to triple damage). Toxin damage healed is 0.3 points per tick multiplied with the damage modifier (so up to 0.6). Overdosing has a 50% chance each tick to deal 0.2 brute and burn damage, which will be amplified by the damage multiplier in effect. | |||
|0.1 units per tick | |||
|11 Units | |||
|N/A | |||
|- | |||
!style='background-color:#FFEE88;'|{{anchor|Corazone}}Corazone<span style="color:#F49797;background-color:white">?</span> | |||
|Name changed to [[#Higadrite|Higadrite]] Nov 2019. <br>{{RecursiveChem/Corazone}} | |||
|Liver | |||
|Nov 2019 it was changed to only work on livers. Since Corazone is Spanish for "heart" it had its name changed to [[#Higadrite|Higadrite]] (higado = liver). Protects from liver failure. | |||
|0.4 units per tick | |||
|N/A | |||
|N/A | |||
|- | |||
!style='background-color:#FFEE88;'|{{anchor|Lavaland Extract}}Lavaland Extract<span style="color:#6B372E;background-color:white">?</span> | |||
|Was removed in June, 2020. | |||
|Brute, burn | |Brute, burn | ||
| | |Survival medipens used to come with 2u of this. Very quickly heals damaged bodyparts. If overdosed it will <s>deal</s> heal about 2 brute/burn but deal 3 toxin damage per tick. Has very low overdose threshold. | ||
|0.4 units per tick | |0.4 units per tick | ||
|3 Units | |3 Units | ||
Line 824: | Line 1,217: | ||
|- | |- | ||
|} | |} | ||
</div> | |||
== 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 addictive drugs that can aggressively, or passively, provide a benefit. Be wary as its very easy to become addicted, or overdose, on a narcotic. | ||
Line 835: | Line 1,228: | ||
! 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='width:200px; style='background-color:#FFDD66;'|Reaction conditions | |||
! 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 | ||
Line 840: | Line 1,234: | ||
! scope="col" style='background-color:#FFDD66;'|Addiction Threshold | ! scope="col" style='background-color:#FFDD66;'|Addiction Threshold | ||
|- | |- | ||
!style='background-color:#FFEE88;'|{{anchor|Nicotine}}Nicotine<span style="color:#60A584;background-color:white"> | !style='background-color:#FFEE88;'|{{anchor|Nicotine}}Nicotine<span style="color:#60A584;background-color:white">?</span> | ||
|Grown in tobacco or found in cigarettes. | |Grown in tobacco or found in cigarettes. | ||
|Reduces stun times by typically around 20% (depends). Addiction does nothing. If overdosed it will deal 1.1 oxygen and 0.1 toxin damage per tick. | |N/A | ||
|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. | |||
|0.05 units per tick | |0.05 units per tick | ||
|15 Units | |15 Units | ||
|10 Units | |10 Units | ||
|- | |- | ||
!style='background-color:#FFEE88;'|{{anchor|Krokodil}}Krokodil<span style="color:#0064B4;background-color:white"> | !style='background-color:#FFEE88;'|{{anchor|Krokodil}}Krokodil<span style="color:#0064B4;background-color:white">?</span> | ||
| | |{{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. | |<b>Min react temp:</b> 380K <br><b>Overheat temp:</b> 900K <br><b>Optimal pH range:</b> 5 to 9 <br><b>Min purity:</b> 0.3 <br>Mildly exothermic<br>Mildly H+ consuming | ||
|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. | |||
|0.2 units per tick | |0.2 units per tick | ||
|20 Units | |20 Units | ||
|15 Units | |15 Units | ||
|- | |- | ||
!style='background-color:#FFEE88;'|{{anchor|Crank}}Crank<span style="color:#FA00C8;background-color:white"> | !style='background-color:#FFEE88;'|{{anchor|Crank}}Crank<span style="color:#FA00C8;background-color:white">?</span> | ||
| | |{{RecursiveChem/Crank}} | ||
|Reduces stun times by typically around 30% (depends). If overdosed it will deal 2 Brain, 2 Toxin and 2 Brute per tick. If addicted, every tick will | |<b>Min react temp:</b> 390K <br><b>Overheat temp:</b> 900K <br><b>Optimal pH range:</b> 5 to 9 <br><b>Min purity:</b> 0.3 <br>Mildly exothermic<br>Mildly H+ consuming | ||
|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. | |||
|0.2 units per tick | |0.2 units per tick | ||
|20 Units | |20 Units | ||
|10 Units | |10 Units | ||
|- | |- | ||
!style='background-color:#FFEE88;'|{{anchor|Methamphetamine}}Methamphetamine<span style="color:#FAFAFA;background-color:white"> | !style='background-color:#FFEE88;'|{{anchor|Methamphetamine}}Methamphetamine<span style="color:#FAFAFA;background-color:white">?</span> | ||
| | |{{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. | |<b>Required temp:</b> 372K <br><b>Overheat temp:</b> 380K <br><b>Optimal pH range:</b> 6.5 to 7.5 <br><b>Min purity:</b> 0.5 <br>Exothermic nature is tied to purity<br>H+ producing | ||
|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. Explosive strength about 0.083 with modifier 5. Can not explode in a body. | |||
The lower the impurty is, the stronger the exothermic nature of the reaction will be. Keep some buffer handy and keep your pH between the tight window and you should have no problems. | |||
|0.3 units per tick | |0.3 units per tick | ||
|20 Units | |20 Units | ||
|10 Units | |10 Units | ||
|- | |- | ||
!style='background-color:#FFEE88;'|{{anchor|Bath Salts}}Bath Salts<span style="color:#FAFAFA;background-color:white"> | !style='background-color:#FFEE88;'|{{anchor|Bath Salts}}Bath Salts<span style="color:#FAFAFA;background-color:white">?</span> | ||
| | |{{RecursiveChem/Bath Salts}} | ||
|Makes the subject immune to sleep and stuns, grants 5 stamina regeneration and grants the user the psychotic brawling martial art, which makes your interactions with people have certain random effects. However the subject will suffer 4 Brain damage (per tick), constant [[Status_Effects#Hallucinations|hallucinations]] and will lose some motor control.<br>If overdosed the subject will lose even more motor control, drool, and randomly drop items in their hand.<br>If addicted the subject will [[Status_Effects#Jitteriness|jitter]], suffer 10 Brain damage (per tick), severe [[Status_Effects#Hallucinations|hallucinations]], [[Status_Effects#Dizziness|dizziness]], yet more loss of motor control and eventually 5 Toxin damage (per tick). This drug will melt your brain. | |<b>Min react temp:</b> 374K <br><b>Overheat temp:</b> 900K <br><b>Optimal pH range:</b> 5 to 9 <br><b>Min purity:</b> 0.3 <br>Mildly exothermic<br>Mildly H+ consuming | ||
|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. | |||
|0.2 units per tick | |0.2 units per tick | ||
|20 Units | |20 Units | ||
|10 Units | |10 Units | ||
|- | |- | ||
!style='background-color:#FFEE88;'|{{anchor|Aranesp}}Aranesp<span style="color:#78FFF0;background-color:white"> | !style='background-color:#FFEE88;'|{{anchor|Aranesp}}Aranesp<span style="color:#78FFF0;background-color:white">?</span> | ||
| | |{{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. | |<b>Min react temp:</b> 100K <br><b>Overheat temp:</b> 900K <br><b>Optimal pH range:</b> 5 to 9 <br><b>Min purity:</b> 0.3 <br>Mildly exothermic<br>Mildly H+ consuming | ||
|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. | |||
|0.2 units per tick | |0.2 units per tick | ||
|N/A | |N/A | ||
|N/A | |N/A | ||
|- | |- | ||
!style='background-color:#FFEE88;'|{{anchor|Happiness}}Happiness<span style="color:#0000C8;background-color:white"> | !style='background-color:#FFEE88;'|{{anchor|Happiness}}Happiness<span style="color:#0000C8;background-color:white">?</span> | ||
| | |{{RecursiveChem/Happiness}} | ||
|Suppresses phobias and fills you with | |<b>Min react temp:</b> 100K <br><b>Overheat temp:</b> 900K <br><b>Optimal pH range:</b> 5 to 9 <br><b>Min purity:</b> 0.3 <br>Mildly exothermic<br>Mildly H+ consuming | ||
|Suppresses phobias and fills you with ecstatic 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 | |0.2 units per tick | ||
|20 Units | |20 Units | ||
|10 Units | |10 Units | ||
|- | |- | ||
!style='background-color:#FFEE88;'|{{anchor| | !style='background-color:#FFEE88;'|{{anchor|Space Drugs}}Space Drugs<span style="color:#60A584;background-color:white">?</span> | ||
| | |{{RecursiveChem/Space Drugs}} | ||
| | |<b>Min react temp:</b> 100K <br><b>Overheat temp:</b> 900K <br><b>Optimal pH range:</b> 5 to 9 <br><b>Min purity:</b> 0.3 <br>Mildly exothermic<br>Mildly H+ consuming | ||
|0. | |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]]. | ||
| | |0.2 units per tick | ||
|30 Units | |||
|N/A | |N/A | ||
|- | |- | ||
!style='background-color:#FFEE88;'|{{anchor| | !style='background-color:#FFEE88;'|{{anchor|Pump-Up}}Pump-Up<span style="color:#e38e44;background-color:white">?</span> | ||
| | |{{RecursiveChem/Pump-Up}} | ||
| | |<b>Min react temp:</b> 100K <br><b>Overheat temp:</b> 900K <br><b>Optimal pH range:</b> 5 to 9 <br><b>Min purity:</b> 0.3 <br>Mildly exothermic<br>Mildly H+ consuming | ||
| | |Reduces [[Status_Effects#Knockdown|knockdown]] 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. Can be found in maintenance [[File:Pump_up_injector.png]]. (Results in 5 parts instead of 7) | ||
|1.2 units per tick | |||
|30 Units | |30 Units | ||
|N/A | |N/A | ||
|- | |- | ||
!style='background-color:#FFEE88;'|{{anchor| | !style='background-color:#FFEE88;'|{{anchor|Maintenance_Tar}}Maintenance Tar<span style="color:#000000;background-color:white">?</span> | ||
| | |{{RecursiveChem/Maintenance_Tar}} | ||
|<b>Min react temp:</b> 100K <br><b>Overheat temp:</b> 900K <br><b>Optimal pH range:</b> 5 to 9 <br><b>Min purity:</b> 0.3 <br>Mildly exothermic<br>Mildly H+ consuming | |||
|Raw tar, straight from the floor. It can help you with escaping bad situations at the cost of liver damage. Adjusts stuns by -10 and deals 1.5 liver damage each tick. Overdose deals 5 toxin and an additional 3 liver damage. Addiction will later deal toxin damage and make you randomly drop held items. <br>(Results in 3 parts Maintenance Tar and 1 part Sulphuric Acid, instead of 3 or 5) | |||
<br> | |||
|0.2 units per tick | |0.2 units per tick | ||
|30 Units | |30 Units | ||
|10 Units | |||
|- | |||
!style='background-color:#FFEE88;'|{{anchor|Maintenance_Sludge}}Maintenance Sludge<span style="color:#203d2c;background-color:white">?</span> | |||
|{{RecursiveChem/Maintenance_Sludge}} | |||
|<b>Min react temp:</b> 100K <br><b>Overheat temp:</b> 900K <br><b>Optimal pH range:</b> 5 to 9 <br><b>Min purity:</b> 0.3 <br>Mildly exothermic<br>Mildly H+ consuming | |||
|Makes you more resistant to wounds but causes toxins to accumulate. Deals 0.5 toxin. Overdose deals 1 extra toxin with 10% chance of 5 toxin and vomit. Addiction will later deal more toxin damage and make you randomly drop held items. (Results in 1 part instead of 4) | |||
|0.8 units per tick | |||
|25 Units | |25 Units | ||
|10 Units | |||
|- | |||
!style='background-color:#FFEE88;'|{{anchor|Maintenance_Powder}}Maintenance Powder<span style="color:#ffffff;background-color:white">?</span> | |||
|{{RecursiveChem/Maintenance_Powder}} | |||
|<b>Min react temp:</b> 100K <br><b>Overheat temp:</b> 900K <br><b>Optimal pH range:</b> 5 to 9 <br><b>Min purity:</b> 0.3 <br>Mildly exothermic<br>Mildly H+ consuming | |||
|Enhances your mental ability, making you learn stuff a lot faster. Multiplies skill gain depending on volume, but deals 0.1 brain damage. Overdose deals an additional 3 brain damage. Addiction will later deal toxin damage and make you randomly drop held items. (Results in 1 part instead of 8) | |||
|0.2 units per tick | |||
|15 Units | |||
|6 Units | |||
|- | |- | ||
|} | |} | ||
==Pyrotechnics== | ==Pyrotechnics== | ||
The manipulation of fire and matter. | The manipulation of fire and matter. <br> | ||
===Explosive Strength=== | |||
For chemicals which are explosive, you may notice an 'explosive strength' listed in the description. This is a multiplier that directly affects how large of an explosion a given quantity of the reagent will produce. A few types of explosion have a 'modifier', which adds a flat amount to the size of the explosion. By default the outer 'light impact' radius of an explosion is equal to √(mod+quantity*strength)*√2, while the heavy impact radius and devastation radius is one half and one quarter of that, respectively. Chemical explosions are not a subject to the standard TTV Bombcap. Eventough it doesn't have a hardcoded maxcap currently the biggest possible explosion is that of 2100u custom made chemical payload bomb. | |||
Note that all non-standard explosions or other AoE pyrotechnics, such as [[#Flash_Powder|Flash Powder]] or [[#Liquid_Dark_Matter|Liquid Dark Matter]], do not work like this. The scaling and max size of these effects vary on a case-by-case basis. | |||
{| 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;" | ||
Line 923: | Line 1,347: | ||
! 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|Stabilizing Agent}}Stabilizing Agent<span style="color:#FFFF00;background-color:white"> | !style='background-color:#FFEE88;'|{{anchor|Stabilizing Agent}}Stabilizing Agent<span style="color:#FFFF00;background-color:white">?</span> | ||
| | |{{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!''' Also turns plasma into stable plasma (which can already be dispensed from chem dispenser) if mixed 1:1. | ||
|0.4 units per tick | |0.4 units per tick | ||
|- | |- | ||
!style='background-color:#FFEE88;'|{{anchor|Fluorosurfactant}}Fluorosurfactant<span style="color:#9E6B38;background-color:white"> | !style='background-color:#FFEE88;'|{{anchor|Fluorosurfactant}}Fluorosurfactant<span style="color:#9E6B38;background-color:white">?</span> | ||
| | |{{RecursiveChem/Fluorosurfactant}} | ||
|Creates a large amount of foam when mixed with an equal amount of water. This foam carries any reagents along with it in the container, allowing you to apply reagents to large areas at a time. The foam will apply any carried reagents to any floors, objects, people or animals in the area of the foam. The reagents will be absorbed through a mob's exposed skin and somewhat through clothes unless completely impermeable(hardsuit/biohazard/medical gear). The less foam used, the more reagent will be delivered into a person's system. Foam is slippery! Can not react in a body. | |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. | ||
|0.4 units per tick | |0.4 units per tick | ||
|- | |- | ||
!style='background-color:#FFEE88;'|{{anchor|Smoke}}Smoke<span style="color:#C8C8C8;background-color:white"> | !style='background-color:#FFEE88;'|{{anchor|Smoke}}Smoke<span style="color:#C8C8C8;background-color:white">?</span> | ||
| | |{{RecursiveChem/Smoke}} | ||
|This creates a large cloud of smoke that will take on the properties of everything (if anything) in the container of the reaction. The chemicals in the smoke will touch and react with everything that the smoke touches. Mobs caught within the smoke cloud without wearing a gas mask or breathing through a gas tank will ingest the smoke chemicals. Great for distributing toxins in a crowded area. Can be stabilized 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 into [[#Smoke_Powder|Smoke Powder]] with [[#Stabilizing Agent|Stabilizing Agent]]. | ||
|N/A | |N/A | ||
|- | |- | ||
!style='background-color:#FFEE88;'|{{anchor|Smoke Powder}}Smoke Powder<span style="color:#C8C8C8;background-color:white"> | !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. | |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 | |0.4 units per tick | ||
|- | |- | ||
!style='background-color:#FFEE88;'|{{anchor|Flash Powder}}Flash Powder<span style="color:#C8C8C8;background-color:white"> | !style='background-color:#FFEE88;'|{{anchor|Flash Powder}}Flash Powder<span style="color:#C8C8C8;background-color:white">?</span> | ||
| | |{{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 Agent|Stabilizing Agent]]. If stabilized, heat to 374K to activate. | ||
|0.4 units per tick | |0.4 units per tick | ||
|- | |- | ||
!style='background-color:#FFEE88;'|{{anchor|Phlogiston}}Phlogiston<span style="color:#FA00AF;background-color:white"> | !style='background-color:#FFEE88;'|{{anchor|Phlogiston}}Phlogiston<span style="color:#FA00AF;background-color:white">?</span> | ||
| | |{{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 | |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 6 fire damage every 2 seconds. Can be stabilized with [[#Stabilizing Agent|Stabilizing Agent]]. | ||
|0.4 units per tick | |0.4 units per tick | ||
|- | |- | ||
!style='background-color:#FFEE88;'|{{anchor|Napalm}}Napalm<span style="color:#FA00AF;background-color:white"> | !style='background-color:#FFEE88;'|{{anchor|Napalm}}Napalm<span style="color:#FA00AF;background-color:white">?</span> | ||
| | |{{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 than other fuels. Inject it into someone and then apply heat for a warm toasty fireball human. | ||
|0.4 units per tick | |0.4 units per tick | ||
|- | |- | ||
!style='background-color:#FFEE88;'|{{anchor|Sonic Powder}}Sonic Powder<span style="color:#C8C8C8;background-color:white"> | !style='background-color:#FFEE88;'|{{anchor|Sonic Powder}}Sonic Powder<span style="color:#C8C8C8;background-color:white">?</span> | ||
| | |{{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 Agent|Stabilizing Agent]]. If stabilized, heat to 374K to activate. | ||
|0.4 units per tick | |0.4 units per tick | ||
|- | |- | ||
!style='background-color:#FFEE88;'|{{anchor|Pyrosium}}Pyrosium<span style="color:#64FAC8;background-color:white"> | !style='background-color:#FFEE88;'|{{anchor|Pyrosium}}Pyrosium<span style="color:#64FAC8;background-color:white">?</span> | ||
| | |{{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. | |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. In a body 0.5u oxygen will be consumed every tick to increase body temperature by 15. | ||
|0.2 units per tick | |0.2 units per tick | ||
|- | |- | ||
!style='background-color:#FFEE88;'|{{anchor|Cryostylane}}Cryostylane<span style="color:#0000DC;background-color:white"> | !style='background-color:#FFEE88;'|{{anchor|Cryostylane}}Cryostylane<span style="color:#0000DC;background-color:white">?</span> | ||
| | |{{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 | |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. Does nothing without being mixed with liquid Oxygen. Does not react with the oxygen in air. Deals toxin damage to slimes. In a body 0.5u oxygen will be consumed every tick to decrease body temperature by 15. | ||
|0.2 units per tick | |0.2 units per tick | ||
|- | |- | ||
!style='background-color:#FFEE88;'|{{anchor|Chlorine Trifluoride}}Chlorine Trifluoride<span style="color:#FFC8C8;background-color:white"> | !style='background-color:#FFEE88;'|{{anchor|Chlorine Trifluoride}}{{anchor|CLF3}}{{anchor|clf3}}Chlorine Trifluoride<span style="color:#FFC8C8;background-color:white">?</span> | ||
| | |{{RecursiveChem/Chlorine Trifluoride}} | ||
|When created it will create a temporary 3x3 fireball. | |When created it will create a temporary 3x3 fireball. Becomes 1000K when first mixed. A flammable substance so dangerous it can instantly melt floor or floor plating with high amounts. 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. | ||
|4 units per tick | |4 units per tick | ||
|- | |- | ||
!style='background-color:#FFEE88;'|{{anchor|Sorium}}Sorium<span style="color:#5A64C8;background-color:white"> | !style='background-color:#FFEE88;'|{{anchor|Sorium}}Sorium<span style="color:#5A64C8;background-color:white">?</span> | ||
| | |{{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 Agent|Stabilizing Agent]]. If stabilized, heat to 474K to activate. | ||
|0.4 units per tick | |0.4 units per tick | ||
|- | |- | ||
!style='background-color:#FFEE88;'|{{anchor|Liquid Dark Matter}}Liquid Dark Matter<span style="color:#210021;background-color:white"> | !style='background-color:#FFEE88;'|{{anchor|Liquid Dark Matter}}Liquid Dark Matter<span style="color:#210021;background-color:white">?</span> | ||
| | |{{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 Agent|Stabilizing Agent]]. If stabilized, heat to 474K to activate. | ||
|0.4 units per tick | |0.4 units per tick | ||
|- | |- | ||
!style='background-color:#FFEE88;'|{{anchor|Meth Explosion}}Meth Explosion<span style="color:#FAFAFA;background-color:white"> | !style='background-color:#FFEE88;'|{{anchor|Meth Explosion}}Meth Explosion<span style="color:#FAFAFA;background-color:white">?</span> | ||
| | |{{RecursiveChem/Meth Explosion}} | ||
|Reagents are 300K (room temperature) by default | |Reagents are 300K (room temperature) by default so this will blow up when mixed unless some reagents were cooled. Has an explosive strength of 0.083, with a modifier 5, but results in 1 part instead of 4 so is effectively much weaker than exploding [[#Methamphetamine|Meth]]. Can not explode in a body. | ||
|N/A | |N/A | ||
|- | |- | ||
!style='background-color:#FFEE88;'|{{anchor|Black Powder}} | !style='background-color:#FFEE88;'|{{anchor|Black Powder}}{{anchor|Gunpowder}}Gunpowder<span style="color:#000000;background-color:white">?</span> | ||
| | |{{RecursiveChem/Gunpowder}} | ||
|When heated to 474K it sparks, and then creates a violent explosion 5-10 seconds later. Causes hallucinations in plasmamen. | |When heated to 474K it sparks, and then creates a violent explosion 5-10 seconds later. Causes [[Status_Effects#Hallucinations|hallucinations]] and [[Status_Effects#Drugginess|drugginess]] in plasmamen. Has an explosive strength of 0.1 and a modifier of 5. Was originally named '''Black Powder'''. | ||
|0.05 units per tick | |0.05 units per tick | ||
|- | |- | ||
!style='background-color:#FFEE88;'|{{anchor|Nitroglycerin}}Nitroglycerin<span style="color:#808080;background-color:white"> | !style='background-color:#FFEE88;'|{{anchor|Nitroglycerin}}Nitroglycerin<span style="color:#808080;background-color:white">?</span> | ||
| | |{{RecursiveChem/Nitroglycerin}} | ||
|A heavy, colourless, oily, explosive liquid obtained by nitrating glycerol. Explodes immediately on mixing. Can be stabilized | |A heavy, colourless, oily, explosive liquid obtained by nitrating glycerol. Explodes immediately on mixing. Can only be stabilized by having [[#Exotic_Stabilizer|Exotic Stabilizer]] (at least 1u per 25u nitroglycerin made) in the container on mix. If stabilized, heat to 474K to activate. (Results in 2 units instead of 3). Has an explosive strength of 0.5. | ||
|0.4 units per tick | |||
|- | |||
!style='background-color:#FFEE88;'|{{anchor|RDX}}RDX<span style="color:#808080;background-color:white">?</span> | |||
|{{RecursiveChem/RDX}} | |||
|A military grade explosive. Explodes immediately unless stabilized with [[#Stabilizing Agent|Stabilizing Agent]]. If stabilized, explodes on heating to 474k, or when mixed with an equal amount of [[#Liquid_Electricity|liquid electricity]] or [[#Teslium|teslium]]. Has an explosive strength of 0.143, or 0.286 if activated electrically . Additionally, when activated electrically it has extra fire range, a modifier of 4, or a modifier of 6 if you use [[#Teslium|teslium]]. (200 heated RDX would be same as 100 RDX + 100 [[#Teslium|teslium]] if it wasn't for the modifiers. )(Results in 1 unit instead of 4) | |||
|0.4 units per tick | |0.4 units per tick | ||
|- | |||
!style='background-color:#FFEE88;'|{{anchor|TaTP}}TaTP<span style="color:#808080;background-color:white">?</span> | |||
|{{RecursiveChem/TaTP}} | |||
|Suicide grade explosive. Forms and immediately explodes at a random temperature between 401k and 499k. Can only be stabilized by having [[#Exotic_Stabilizer|Exotic Stabilizer]] (at least 1u per 50u TaTP made) in the container on mix. If stabilized, explodes at a random temperature between 501k and 599k. The more units you use the stronger the explosive strenght becomes, topping off at 0.67 at around 2100u. (Results in 1 units instead of 3) | |||
|0.4 units per tick | |||
|- | |||
!style='background-color:#FFEE88;'|{{anchor|Penthrite Explosion}}Penthrite Explosion<span style="color:#808080;background-color:white">?</span> | |||
|{{RecursiveChem/Penthrite Explosion}} | |||
|An explosive reaction involving [[#Penthrite|Penthrite]]. Explodes on heating to 315k. Has an explosive strength of 0.2 | |||
|N/A | |||
|- | |- | ||
!style='background-color:#FFEE88;'|{{anchor|Explosion}}Explosion | !style='background-color:#FFEE88;'|{{anchor|Explosion}}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. Useful in [[Grenade|grenade]] production. Has an explosive strength of 0.05 | ||
|N/A | |N/A | ||
|- | |- | ||
!style='background-color:#FFEE88;'|{{anchor|Holy Explosion}}Holy Explosion | !style='background-color:#FFEE88;'|{{anchor|Holy Explosion}}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 | |This explodes immediately on mixing. If it combined at least 75 of each reagent, it results in a more powerful explosion with an explosive strength of 0.125, 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 | |N/A | ||
|- | |- | ||
!style='background-color:#FFEE88;'|{{anchor|EMP}}EMP | !style='background-color:#FFEE88;'|{{anchor|EMP}}EMP | ||
| | |{{RecursiveChem/EMP}} | ||
|This reacts immediately on mixing, creating an electromagnetic pulse which affects electronics nearby; very useful for causing chaos. | |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, burns wearers of some hardsuits and randomly pulses [[Hacking#Hackables|wires]]. | ||
|N/A | |N/A | ||
|- | |- | ||
!style='background-color:#FFEE88;'|{{anchor|Bee Explosion}}Bee Explosion (Beesplosion) | !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. | |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. Doesn't work in grenades. | ||
|N/A | |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}} | ||
|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 at anyone near the reaction, shocking people and disabling/damaging electronics. Teslium amount determines damage and number of bolts. 10u for one bolt, 40u for 2 bolts, and 75u for 3 bolts. Each extra bolt deals more damage than the previous one. | ||
|N/A | |N/A | ||
|- | |- | ||
!style='background-color:#FFEE88;'|{{anchor|Thermite}}Thermite<span style="color:#550000;background-color:white"> | !style='background-color:#FFEE88;'|{{anchor|Thermite}}Thermite<span style="color:#550000;background-color:white">?</span> | ||
| | |{{RecursiveChem/Thermite}} | ||
|A mixture that can burn straight through walls or floors when splashed and ignited. Needed amount depends on target structure. Does not work on doors or windows. Causes 1 burn damage per tick to humans when ingested. | |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. | ||
|0.4 units per tick | |0.4 units per tick | ||
|} | |} | ||
==Other | ==Other Reagents== | ||
These are | {{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='width:200px; style='background-color:#FFDD66;'|Reaction conditions | |||
! 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| | !style='background-color:#FFEE88;'|{{anchor|Baldium}}Baldium<span style="color:#ECB2CF;background-color:white">?</span> | ||
| | |{{RecursiveChem/Baldium}} | ||
|<b>Min react temp:</b> 395K <br><b>Overheat temp:</b> 900K <br><b>Optimal pH range:</b> 5 to 9 <br><b>Min purity:</b> 0.3 <br>Mildly exothermic<br>Mildly H+ consuming | |||
|If sprayed or splashed on you, it makes you go bald. Keep away from the [[Clown]]! Does nothing when ingested. (Results in 1 unit instead of 3) | |||
|0.4 units per tick | |||
|- | |||
!style='background-color:#FFEE88;'|{{anchor|Barbers Aid}}Barber's Aid<span style="color:#A86B45;background-color:white">?</span> | |||
|{{RecursiveChem/Barber's Aid}} | |||
|<b>Min react temp:</b> 100K <br><b>Overheat temp:</b> 900K <br><b>Optimal pH range:</b> 5 to 9 <br><b>Min purity:</b> 0.3 <br>Mildly exothermic<br>Mildly H+ consuming | |||
|If sprayed or splashed on you it changes your hair style. Does nothing when ingested. (Results in 5 units instead of 3) | |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 | |0.4 units per tick | ||
|- | |- | ||
!style='background-color:#FFEE88;'|{{anchor|Bluespace Dust}}Bluespace Dust<span style="color:# | !style='background-color:#FFEE88;'|{{anchor|Bluespace Dust}}Bluespace Dust<span style="color:#0000CC;background-color:white">?</span> | ||
| | |{{RecursiveChem/Bluespace_Dust}} | ||
|Occasionally causes random short distance teleportation | |N/A | ||
|Occasionally causes random short distance teleportation. If splashed on someone it teleports them 1 tile per 5 units used. | |||
|0.4 units per tick | |0.4 units per tick | ||
|- | |- | ||
!style='background-color:#FFEE88;'|{{anchor|Concentrated Barber's Aid}}Concentrated Barber's Aid<span style="color:# | !style='background-color:#FFEE88;'|{{anchor|BZ Metabolites}}BZ Metabolites<span style="color:#FAFF00;background-color:white">?</span> | ||
| | |Breathe [[Guide_to_Atmospherics#BZ|BZ gas]] | ||
|If sprayed or splashed on you it grows your hair very long. Does nothing when ingested. | |N/A | ||
|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:#7A4E33;background-color:white">?</span> | |||
|{{RecursiveChem/Concentrated Barber's Aid}} | |||
|<b>Min react temp:</b> 100K <br><b>Overheat temp:</b> 900K <br><b>Optimal pH range:</b> 5 to 9 <br><b>Min purity:</b> 0.3 <br>Mildly exothermic<br>Mildly H+ consuming | |||
|If sprayed or splashed on you it grows your hair very long. Does nothing when ingested. | |||
|0.4 units per tick | |0.4 units per tick | ||
|- | |- | ||
!style='background-color:#FFEE88;'|{{anchor|Candle}}Candle | !style='background-color:#FFEE88;'|{{anchor|Candle}}Candle | ||
| | |{{RecursiveChem/Candle}} | ||
|Creates a red candle for use in decoration or rituals. Can not react in a body. | |<b>Min react temp:</b> 374K <br><b>Overheat temp:</b> 900K <br><b>Optimal pH range:</b> 5 to 9 <br><b>Min purity:</b> 0.3 <br>Mildly exothermic<br>Mildly H+ consuming | ||
|Creates a red candle for use in decoration or rituals. Can not react in a body. | |||
|N/A | |N/A | ||
|- | |- | ||
!style='background-color:#FFEE88;'|{{anchor|Carbon Dioxide}}Carbon Dioxide | !style='background-color:#FFEE88;'|{{anchor|Carbon Dioxide}}Carbon Dioxide<span style="color:#B0B0B0;background-color:white">?</span> | ||
| | |{{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. | |<b>Min react temp:</b> 777K <br><b>Overheat temp:</b> 900K <br><b>Optimal pH range:</b> 5 to 9 <br><b>Min purity:</b> 0.3 <br>Mildly exothermic<br>Mildly H+ consuming | ||
|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. | |||
|0.4 units per tick | |0.4 units per tick | ||
|- | |- | ||
!style='background-color:#FFEE88;'|{{anchor|Carpet}}Carpet <span style="color:#C8A5DC;background-color:white"> | !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]]. | |<b>Min react temp:</b> 100K <br><b>Overheat temp:</b> 900K <br><b>Optimal pH range:</b> 5 to 9 <br><b>Min purity:</b> 0.3 <br>Mildly exothermic<br>Mildly H+ consuming | ||
|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]].<br> | |||
Can be mixed 1:1 with other chemicals to create different types of carpet:<br> | |||
<div class="toccolours mw-collapsible mw-collapsed"> | |||
Click expand for list of recipes. | |||
<div class="mw-collapsible-content"> | |||
{{Tooltip|[[#Oil|Oil]]|{{RecursiveChem/Oil}}}}: Black Carpet<br> | |||
{{Tooltip|[[#Cryostylane|Cryostylane]]|{{RecursiveChem/Cryostylane}}}}: Blue Carpet<br> | |||
{{Tooltip|[[#Cyanide|Cyanide]]|{{RecursiveChem/Cyanide}}}}: Cyan Carpet<br> | |||
[[Guide_to_food_and_drinks#Green_Beer|Green Beer]]: Green Carpet<br> | |||
[[Guide_to_food_and_drinks#Orange_Juice|Orange Juice]]: Orange Carpet<br> | |||
{{Tooltip|[[#Regenerative_Jelly|Regenerative Jelly]]|{{RecursiveChem/Regenerative_Jelly}}}}: Purple Carpet<br> | |||
[[#Liquid_Gibs|Liquid Gibs]]: Red Carpet<br><br> | |||
Some of the above carpet chemicals can be further refined:<br> | |||
Black Carpet + {{Tooltip|[[#Royal_Bee_Jelly|Royal Bee Jelly]]|{{RecursiveChem/Royal_Bee_Jelly}}}}: Royal Black Carpet<br> | |||
Blue Carpet + {{Tooltip|[[#Royal_Bee_Jelly|Royal Bee Jelly]]|{{RecursiveChem/Royal_Bee_Jelly}}}}: Royal Blue Carpet | |||
</div> | |||
</div> | |||
|0.4 units per tick | |0.4 units per tick | ||
|- | |- | ||
!style='background-color:#FFEE88;'|{{anchor|Colorful Reagent}}Colorful Reagent<span style="color:#C8A5DC;background-color:white"> | !style='background-color:#FFEE88;'|{{anchor|Colorful Reagent}}Colorful Reagent<span style="color:#C8A5DC;background-color:white">?</span> | ||
| | |{{RecursiveChem/Colorful Reagent}} | ||
| | |<b>Min react temp:</b> 100K <br><b>Overheat temp:</b> 900K <br><b>Optimal pH range:</b> 5 to 9 <br><b>Min purity:</b> 0.3 <br>Mildly exothermic<br>Mildly H+ consuming | ||
|Randomly colors floor, items and people. Keep away from the clown. Add this to your [[#Smoke|smoke]] [[Grenade|grenade]] for a "rainbow bomb". | |||
|0.4 units per tick | |0.4 units per tick | ||
|- | |- | ||
!style='background-color:#FFEE88;'|{{anchor|Condensed Capsaicin}}Condensed Capsaicin<span style="color:#B31008;background-color:white"> | !style='background-color:#FFEE88;'|{{anchor|Condensed Capsaicin}}Condensed Capsaicin<span style="color:#B31008;background-color:white">?</span> | ||
|5 | |{{RecursiveChem/Condensed Capsaicin}} | ||
|A chemical agent used for self-defense and in police work. | |<b>Min react temp:</b> 100K <br><b>Overheat temp:</b> 900K <br><b>Optimal pH range:</b> 5 to 9 <br><b>Min purity:</b> 0.3 <br>Mildly exothermic<br>Mildly H+ consuming | ||
|Also known as "pepper spray". A chemical agent used for self-defense and in police work. When a target is sprayed with this, the effects depend on if that person is wearing "pepper proof" gear over both mouth and eyes or not. Unless the target has full protection, they will be affected by 3 seconds of [[Status_Effects#Knockdown|knockdown]], 6 seconds of blindness, 10 seconds of blurry eyes, 10 seconds of [[Status_Effects#Confusion|confusion]] and 10 seconds of slowdown. <br> | |||
Some examples of pepper proof items are: Gas masks, security gas masks, riot or welding helmets with visor down, space helmets, bandanas (mouth only), plasmaman helmets and radiation hoods. Found in pepper spray refillers. (Results in 5 units instead of 6) | |||
|0.4 units per tick | |0.4 units per tick | ||
|- | |||
!style='background-color:#FFEE88;'|{{anchor|Life}}Life<span style="color:#C8A5DC;background-color:white">?</span> | |||
|{{RecursiveChem/Life}} | |||
|N/A | |||
|Creates one or multiple pissed off lifeforms. It's a good idea to assume the worst and have Security on hot standby. (Results in 1 unit instead of 3) | |||
|N/A | |||
|- | |||
!style='background-color:#FFEE88;'|{{anchor|Life (Friendly)}}Life (Friendly)<span style="color:#C8A5DC;background-color:white">?</span> | |||
|{{RecursiveChem/Life (Friendly)}} | |||
|N/A | |||
|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 | |||
|- | |||
!style='background-color:#FFEE88;'|{{anchor|Cellulose Fibers}}{{anchor|Cellulose}}Cellulose Fibers | |||
|{{RecursiveChem/Cellulose}} | |||
|N/A | |||
|A crystaline polydextrose polymer. Plants swear by this stuff. Used for making [[#Medicated_Suture|Medicated Sutures]]. | |||
|0.4 units per tick | |||
|- | |||
!style='background-color:#FFEE88;'|{{anchor|Cellulose Carbonization}}Cellulose Carbonization | |||
|{{RecursiveChem/Cellulose_Carbonization}} | |||
|<b>Min react temp:</b> 512K <br><b>Overheat temp:</b> 900K <br><b>Optimal pH range:</b> 5 to 9 <br><b>Min purity:</b> 0.3 <br>Mildly exothermic<br>Mildly H+ consuming | |||
|Turns [[#Cellulose|cellulose]] into carbon. | |||
|N/A | |||
|- | |- | ||
!style='background-color:#FFEE88;'|{{anchor|Corgium}}Corgium | !style='background-color:#FFEE88;'|{{anchor|Corgium}}Corgium | ||
| | |{{RecursiveChem/Corgium}} | ||
|N/A | |||
|Creates your own Corgi! | |Creates your own Corgi! | ||
|N/A | |N/A | ||
|- | |- | ||
!style='background-color:#FFEE88;'|{{anchor|Cryptobiolin}}Cryptobiolin<span style="color:# | !style='background-color:#FFEE88;'|{{anchor|Color Powder}}Color Powder<span style="color:#DA0000;background-color:white">?</span> | ||
| | |Grow [[Guide_to_hydroponics#Rainbow_Bunch|Rainbow Bunch]] | ||
|Causes confusion and dizziness. This is essential to make [[#Spaceacillin|Spaceacillin]]. | |N/A | ||
|Colors floor, items and people. There are several different color powder reagents, such as Mundane Powder, Invisible Powder and Blue Powder. There is no reagent with the actual name "color powder". | |||
|0.4 units per tick | |||
|- | |||
!style='background-color:#FFEE88;'|{{anchor|Crayon Powder}}Crayon Powder<span style="color:#DA0000;background-color:white">?</span> | |||
|Grind a [[General_items#Crayon|crayon]] | |||
|N/A | |||
|A variety of [[#Color_Powder|Color Powder]] that works the same except it can't color mobs. There are several different crayon powder colors. | |||
|0.4 units per tick | |||
|- | |||
!style='background-color:#FFEE88;'|{{anchor|Cryptobiolin}}Cryptobiolin<span style="color:#ADB5DB;background-color:white">?</span> | |||
|{{RecursiveChem/Cryptobiolin}} | |||
|<b>Min react temp:</b> 100K <br><b>Overheat temp:</b> 900K <br><b>Optimal pH range:</b> 5 to 9 <br><b>Min purity:</b> 0.3 <br>Mildly exothermic<br>Mildly H+ consuming | |||
|Causes [[Status_Effects#Confusion|confusion]] and [[Status_Effects#Dizziness|dizziness]]. This is essential to make [[#Spaceacillin|Spaceacillin]]. | |||
|0.6 units per tick | |0.6 units per tick | ||
|- | |- | ||
!style='background-color:#FFEE88;'|{{anchor|Drying Agent}}Drying Agent<span style="color:#A70FFF;background-color:white"> | !style='background-color:#FFEE88;'|{{anchor|Drying Agent}}Drying Agent<span style="color:#A70FFF;background-color:white">?</span> | ||
| | |{{RecursiveChem/Drying Agent}} | ||
|<b>Min react temp:</b> 100K <br><b>Overheat temp:</b> 900K <br><b>Optimal pH range:</b> 5 to 9 <br><b>Min purity:</b> 0.3 <br>Mildly exothermic<br>Mildly H+ consuming | |||
|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 | |0.4 units per tick | ||
|- | |- | ||
!style='background-color:#FFEE88;'|{{anchor|Foaming Agent}}Foaming Agent<span style="color:#664B63;background-color:white"> | !style='background-color:#FFEE88;'|{{anchor|Foaming Agent}}Foaming Agent<span style="color:#664B63;background-color:white">?</span> | ||
| | |{{RecursiveChem/Foaming Agent}} | ||
|Used in [[#Metal Foam|Metal Foam]] production. | |<b>Min react temp:</b> 100K <br><b>Overheat temp:</b> 900K <br><b>Optimal pH range:</b> 5 to 9 <br><b>Min purity:</b> 0.3 <br>Mildly exothermic<br>Mildly H+ consuming | ||
|Used in [[#Metal Foam|Metal Foam]] production. (Results in 1 unit instead of 2) | |||
|0.4 units per tick | |0.4 units per tick | ||
|- | |- | ||
!style='background-color:#FFEE88;'|{{anchor|Firefighting Foam}}Firefighting Foam<span style="color:#A6FAFF55;background-color:white"> | !style='background-color:#FFEE88;'|{{anchor|Firefighting Foam}}Firefighting Foam<span style="color:#A6FAFF55;background-color:white">?</span> | ||
| | |{{RecursiveChem/Firefighting 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. | |<b>Cold reaction</b><br><b>Min react temp:</b> 200K <br><b>Overheat temp:</b> 5K <br><b>pH range:</b> 5 to 9 <br><b>Min purity:</b> 0.3 <br>Very endothermic<br>Mildly H+ consuming | ||
|When used in a spray or with [[#Smoke|smoke]] it creates a non-slippery [[#Fluorosurfactant|foam]] which extinguishes fires and burning creatures, and removes burning plasma from the air, dumping it on the floor upon dissipation. | |||
|0.4 units per tick | |0.4 units per tick | ||
|- | |- | ||
!style='background-color:#FFEE88;'|{{anchor|Glycerol}}Glycerol<span style="color:# | !style='background-color:#FFEE88;'|{{anchor|Glitter}}Glitter<span style="color:#FFFFFF;background-color:white">?</span> | ||
|3 | |Prize from [[Computers#Arcade_Machines|arcade machines]] | ||
|N/A | |||
|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|gases]]. Used for pranks. Can be cleaned up with the ordinary [[Janitor#Equipment|cleaning tools]]. | |||
|0.4 units per tick | |||
|- | |||
!style='background-color:#FFEE88;'|{{anchor|Glycerol}}Glycerol<span style="color:#D3B913;background-color:white">?</span> | |||
|{{RecursiveChem/Glycerol}} | |||
|<b>Min react temp:</b> 100K <br><b>Overheat temp:</b> 900K <br><b>Optimal pH range:</b> 5 to 9 <br><b>Min purity:</b> 0.3 <br>Mildly exothermic<br>Mildly H+ consuming | |||
|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. 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) | ||
|0.4 units per tick | |0.4 units per tick | ||
|- | |- | ||
!style='background-color:#FFEE88;'|{{anchor| | !style='background-color:#FFEE88;'|{{anchor|Gravitum}}Gravitum<span style="color:#ff0000;background-color:white">?</span> | ||
|1 | |{{RecursiveChem/Gravitum}} | ||
|<b>Min react temp:</b> 100K <br><b>Overheat temp:</b> 900K <br><b>Optimal pH range:</b> 5 to 9 <br><b>Min purity:</b> 0.3 <br>Mildly exothermic<br>Mildly H+ consuming | |||
|Makes you completely weightless as long as it's in your system. Can be sprayed on objects to make them weightless aswell, for 1 minute per unit. Metabolizes extremely slowly. Paraplegics and clownophobes swear by this stuff. | |||
|0.04 units per tick | |||
|- | |||
!style='background-color:#FFEE88;'|{{anchor|Growth Serum}}Growth Serum<span style="color:#ff0000;background-color:white">?</span> | |||
|{{RecursiveChem/Growth_Serum}} | |||
|N/A | |||
|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|Hollow Water}}Hollow Water<span style="color:#ff0000;background-color:white">?</span> | |||
|{{RecursiveChem/Geyser}} | |||
|N/A | |||
|Identical to water, but will turn water into holy water when mixed with it. | |||
|0.4 units per tick | |||
|- | |||
!style='background-color:#FFEE88;'|{{anchor|Impedrezene}}Impedrezene<span style="color:#E07DDD;background-color:white">?</span> | |||
|{{RecursiveChem/Impedrezene}} | |||
|<b>Min react temp:</b> 100K <br><b>Overheat temp:</b> 900K <br><b>Optimal pH range:</b> 5 to 9 <br><b>Min purity:</b> 0.3 <br>Mildly exothermic<br>Mildly H+ consuming | |||
|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> | |||
|{{RecursiveChem/Quantum Hair Dye}} | |||
|<b>Min react temp:</b> 100K <br><b>Overheat temp:</b> 900K <br><b>Optimal pH range:</b> 5 to 9 <br><b>Min purity:</b> 0.3 <br>Mildly exothermic<br>Mildly H+ consuming | |||
|If sprayed or splashed on you it changes your hair color. Does nothing when ingested. (Results in 5 units instead of 3) | |If sprayed or splashed on you it changes your hair color. Does nothing when ingested. (Results in 5 units instead of 3) | ||
|0.4 units per tick | |0.4 units per tick | ||
|- | |- | ||
!style='background-color:#FFEE88;'|{{anchor|Laughter}}Laughter<span style="color:#FF4DD2;background-color:white"> | !style='background-color:#FFEE88;'|{{anchor|Laughter}}Laughter<span style="color:#FF4DD2;background-color:white">?</span> | ||
|1 part Sugar<br>1 part Banana Juice | |1 part Sugar<br>1 part Banana Juice | ||
|<b>Min react temp:</b> 100K <br><b>Overheat temp:</b> 900K <br><b>Optimal pH range:</b> 5 to 9 <br><b>Min purity:</b> 0.3 <br>Mildly exothermic<br>Mildly H+ consuming | |||
|Causes you to laugh. (Results in 10 units instead of 2) | |Causes you to laugh. (Results in 10 units instead of 2) | ||
|instant | |instant | ||
|- | |||
!style='background-color:#FFEE88;'|{{anchor|Magillitis}}Magillitis<span style="color:#00f041;background-color:white">?</span> | |||
|[[Syndicate_Items#Magillitis_Serum_Autoinjector|Syndicate uplink]] | |||
|N/A | |||
|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 | |10 parts Liquid Gibs<br> 10 parts Nutriment<br> 10 parts Carbon | ||
|Creates a slab of chemically processed meat. Can not react in a body. | |N/A | ||
|Creates a slab of chemically processed meat. Can not react in a body. | |||
|N/A | |N/A | ||
|- | |- | ||
!style='background-color:#FFEE88;'|{{anchor|Metal Foam}}Metal Foam | !style='background-color:#FFEE88;'|{{anchor|Metal Foam}}Metal Foam | ||
|3 | |{{RecursiveChem/Metal Foam}} | ||
|<b>Min react temp:</b> 100K <br><b>Overheat temp:</b> 900K <br><b>Optimal pH range:</b> 5 to 9 <br><b>Min purity:</b> 0.3 <br>Mildly exothermic<br>Mildly H+ consuming | |||
|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 lightweight metal foam walls. These can be easily torn through, but are useful for plugging hull breaches or blocking off AI turrets.<br> | ||
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. | 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|Metalgen}}Metalgen | |||
|{{RecursiveChem/Metalgen}} | |||
|Randomized! | |||
|Very rare, very interesting and very abusable. Metalgen, when imprinted with a material, will turn all objects it comes into contact with into that material. See the reaction below for imprinting. Does nothing to people. Make super mood rooms by turnin the whole thing into gold, or just kill everyone by turning the escape shuttle into uranium or plasma. Can be used for practically limitless resource generation. | |||
|N/A | |||
|- | |||
!style='background-color:#FFEE88;'|{{anchor|Metalgen Imprint}}Metalgen Imprint | |||
|{{RecursiveChem/Metalgen Imprint}} | |||
|N/A | |||
|When the this reaction happens, the metalgen used will become imprinted with the used material. The remaining metalgen will still have the same name but will convert items and structures into the imprinted material if it [[#Touch|touches]] them. Note that certain materials, like diamonds, don't have a liquid form. Silicon will work for glass. | |||
|N/A | |||
|- | |||
!style='background-color:#FFEE88;'|{{anchor|Nanomachines}}Nanomachines<span style="color:#535E66;background-color:white">?</span> | |||
|Roburgers from [[Guide_to_xenobiology#Silver_Slime|silver slime extracts]] | |||
|N/A | |N/A | ||
|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. | |||
|0.4 units per tick | |||
|- | |- | ||
!style='background-color:#FFEE88;'|{{anchor|Smart Foaming Agent}}Smart Foaming Agent | !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 smart metal foam. | |<b>Min react temp:</b> 100K <br><b>Overheat temp:</b> 900K <br><b>Optimal pH range:</b> 5 to 9 <br><b>Min purity:</b> 0.3 <br>Mildly exothermic<br>Mildly H+ consuming | ||
|Required to make [[Guide_to_chemistry#Smart_Metal_Foam|smart metal foam]]. (Results in 3 units instead of 5) | |||
|0.4 units per tick | |0.4 units per tick | ||
|- | |- | ||
!style='background-color:#FFEE88;'|{{anchor|Smart Metal Foam}}Smart Metal Foam | !style='background-color:#FFEE88;'|{{anchor|Smart Metal Foam}}Smart Metal Foam | ||
|3 | |{{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. | |<b>Min react temp:</b> 100K <br><b>Overheat temp:</b> 900K <br><b>Optimal pH range:</b> 5 to 9 <br><b>Min purity:</b> 0.3 <br>Mildly exothermic<br>Mildly H+ consuming | ||
|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 | |N/A | ||
|- | |- | ||
!style='background-color:#FFEE88;'|{{anchor|Nitrous Oxide}}Nitrous Oxide | !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. | |<b>Min react temp:</b> 525K <br><b>Overheat temp:</b> 900K <br><b>Optimal pH range:</b> 5 to 9 <br><b>Min purity:</b> 0.3 <br>Mildly exothermic<br>Mildly H+ consuming | ||
|Creates [[Guide to Atmospherics#The Gases and Their Functions|N2O]] in liquid form.When heated to 575K it throws things away and then explodes. Will cause [[Status_Effects#Drowsiness|drowsiness]] when sprayed on someone. While it is inside of someone, it 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 | |0.6 units per tick | ||
|- | |||
!style='background-color:#FFEE88;'|{{anchor|Silver Solidification}}Silver Solidification | |||
|{{RecursiveChem/Silver Solidification}} | |||
|N/A | |||
|Solidifies a large amount of liquid Silver into a bar. Can not react in a body. | |||
|N/A | |||
|- | |- | ||
!style='background-color:#FFEE88;'|{{anchor|Gold Solidification}}Gold Solidification | !style='background-color:#FFEE88;'|{{anchor|Gold Solidification}}Gold Solidification | ||
| | |{{RecursiveChem/Gold Solidification}} | ||
|Solidifies a large amount of liquid Gold into a bar. Can not react in a body. | |N/A | ||
|Solidifies a large amount of liquid Gold into a bar. Can not react in a body. | |||
|N/A | |N/A | ||
|- | |- | ||
!style='background-color:#FFEE88;'|{{anchor|Plasma Solidification}}Plasma Solidification | !style='background-color:#FFEE88;'|{{anchor|Plasma Solidification}}Plasma Solidification | ||
| | |{{RecursiveChem/Plasma Solidification}} | ||
|Solidifies a large amount of liquid [[Plasma]] into a bar. Can not react in a body. | |N/A | ||
|Solidifies a large amount of liquid [[Plasma]] into a bar. Can not react in a body. | |||
|N/A | |||
|- | |||
!style='background-color:#FFEE88;'|{{anchor|Uranium Solidification}}Uranium Solidification | |||
|{{RecursiveChem/Uranium Solidification}} | |||
|N/A | |||
|Solidifies a large amount of liquid Uranium into a sheet. Can not react in a body. | |||
|N/A | |N/A | ||
|- | |- | ||
!style='background-color:#FFEE88;'|{{anchor|Plastic Sheets}}Plastic Sheets | !style='background-color:#FFEE88;'|{{anchor|Plastic Sheets}}Plastic Sheets | ||
| | |{{RecursiveChem/Plastic Sheets}} | ||
|Creates Plastic sheets at a rate of 10u per Plastic sheet. | |N/A | ||
|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]]. | |||
|N/A | |N/A | ||
|- | |- | ||
!style='background-color:#FFEE88;'|{{anchor|Royal Bee Jelly}}Royal Bee Jelly<span style="color:#00FF80;background-color:white"> | !style='background-color:#FFEE88;'|{{anchor|Romerol}}Romerol<span style="color:#123524;background-color:white">?</span> | ||
| | |[[Syndicate_Items#Romerol|Syndicate uplink]] | ||
|N/A | |||
|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]]. | |||
|instant | |||
|- | |||
!style='background-color:#FFEE88;'|{{anchor|Royal Bee Jelly}}Royal Bee Jelly<span style="color:#00FF80;background-color:white">?</span> | |||
|{{RecursiveChem/Royal Bee Jelly}} | |||
|<b>Min react temp:</b> 100K <br><b>Overheat temp:</b> 900K <br><b>Optimal pH range:</b> 5 to 9 <br><b>Min purity:</b> 0.3 <br>Mildly exothermic<br>Mildly H+ consuming | |||
|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 | |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]] | |||
|N/A | |||
|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}} | ||
|Creates a bar of soap, 10% faster cleaning than with what you get on the station. Can not react in a body. | |N/A | ||
|Creates a bar of soap, 10% faster cleaning than with what you get on the station. Can not react in a body. | |||
|N/A | |N/A | ||
|- | |- | ||
!style='background-color:#FFEE88;'|{{anchor| | !style='background-color:#FFEE88;'|{{anchor|Space Cleaner}}Space Cleaner<span style="color:#A5F0EE;background-color:white">?</span> | ||
| | |{{RecursiveChem/Space Cleaner}} | ||
|<b>Min react temp:</b> 100K <br><b>Overheat temp:</b> 900K <br><b>Optimal pH range:</b> 5 to 9 <br><b>Min purity:</b> 0.3 <br>Mildly exothermic<br>Mildly H+ consuming | |||
|This is able to clean almost all surfaces of most things that may dirty them. The janitor is likely to appreciate refills. Unlike scrubbing tools, this does not clean forensics (fingerprints). | |||
|0.4 units per tick | |0.4 units per tick | ||
|- | |- | ||
!style='background-color:#FFEE88;'|{{anchor| | !style='background-color:#FFEE88;'|{{anchor|Spray Tan}}Spray Tan<span style="color:#FFC080;background-color:white">?</span> | ||
| | |{{RecursiveChem/Spray Tan}} | ||
| | |<b>Min react temp:</b> 100K <br><b>Overheat temp:</b> 900K <br><b>Optimal pH range:</b> 5 to 9 <br><b>Min purity:</b> 0.3 <br>Mildly exothermic<br>Mildly H+ consuming | ||
|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. | |||
|0.4 units per tick | |0.4 units per tick | ||
|- | |- | ||
!style='background-color:#FFEE88;'|{{anchor| | !style='background-color:#FFEE88;'|{{anchor|Space Lube}}Space Lube<span style="color:#009CA8;background-color:white">?</span> | ||
|{{RecursiveChem/Space Lube}} | |||
|<b>Min react temp:</b> 100K <br><b>Overheat temp:</b> 900K <br><b>Optimal pH range:</b> 5 to 9 <br><b>Min purity:</b> 0.3 <br>Mildly exothermic<br>Mildly H+ consuming | |||
|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. 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) | ||
|0.4 units per tick | |0.4 units per tick | ||
|- | |- | ||
!style='background-color:#FFEE88;'|{{anchor|Sterilizine}}Sterilizine<span style="color:# | !style='background-color:#FFEE88;'|{{anchor|Sterilizine}}Sterilizine<span style="color:#D0EFEE;background-color:white">?</span> | ||
| | |{{RecursiveChem/Sterilizine}} | ||
|When applied via touch or vapor, increases the | |<b>Min react temp:</b> 100K <br><b>Overheat temp:</b> 900K <br><b>Optimal pH range:</b> 5 to 9 <br><b>Min purity:</b> 0.3 <br>Mildly exothermic<br>Mildly H+ consuming | ||
|When applied via touch or vapor, increases the speed of surgical steps by 20%. Useful for surgery in less than ideal conditions. | |||
|0.4 units per tick | |0.4 units per tick | ||
|- | |- | ||
!style='background-color:#FFEE88;'|{{anchor|Synthmeat}}Synthmeat | !style='background-color:#FFEE88;'|{{anchor|Synthmeat}}Synthmeat | ||
| | |{{RecursiveChem/Synthmeat}} | ||
|N/A | |||
|Creates a slab of synthetic meat. | |Creates a slab of synthetic meat. | ||
|N/A | |||
|- | |||
!style='background-color:#FFEE88;'|{{anchor|Medicated Suture}}[[File:Medicated_suture.png]] Medicated Suture | |||
|{{RecursiveChem/Medicated_Suture}} | |||
|N/A | |||
|Creates a [[Medical_items#Medicated_Suture|Medicated Suture]]. | |||
|N/A | |||
|- | |||
!style='background-color:#FFEE88;'|{{anchor|Advanced Regenerative Mesh}}[[File:Advanced_regenerative_mesh_closed.png]]Advanced Regenerative Mesh | |||
|{{RecursiveChem/Advanced_Regenerative_Mesh}} | |||
|N/A | |||
|Creates an [[Medical_items#Advanced_Regenerative_Mesh|Advanced Regenerative Mesh]]. | |||
|N/A | |||
|- | |||
!style='background-color:#FFEE88;'|{{anchor|Mourning_Poultice}}[[File:Mourning_poultice.png]]Mourning Poultice | |||
|{{RecursiveChem/Mourning_Poultice}} | |||
|N/A | |||
|Creates a [[Medical_items#Mourning_Poultice|Mourning Poultice]]. | |||
|N/A | |||
|- | |||
!style='background-color:#FFEE88;'|{{anchor|Organic Slurry}}Organic Slurry<span style="color:#545000;background-color:white">?</span> | |||
|{{RecursiveChem/Organic_Slurry}} | |||
|N/A | |||
|A mixture of various differently colored fluids. Only works when [[#Ingest|ingested]]. If [[#Inject|injected]], will revert to Welding Fuel. Randomly induces vomiting and later short [[Status_Effects#Stun|stuns]] as well. Rapidly purges itself each vomit when stunning. Results in 4 units instead of 3. | |||
|0.4 units per tick | |||
|- | |||
!style='background-color:#FFEE88;'|{{anchor|Pax}}Pax<span style="color:#AAAAAA55;background-color:white">?</span> | |||
|{{RecursiveChem/Pax}} | |||
|<b>Min react temp:</b> 100K <br><b>Overheat temp:</b> 900K <br><b>Optimal pH range:</b> 5 to 9 <br><b>Min purity:</b> 0.3 <br>Mildly exothermic<br>Mildly H+ consuming | |||
|Pacifies by preventing the victim from using {{Combat_Mode}}, certain harmful weapons and only letting them use passive or aggressive {{Grab}}.. Non-harmful weapons such as [[Security_items#Disabler|disablers]] still work. | |||
|0.1 units per tick | |||
|- | |||
!style='background-color:#FFEE88;'|{{anchor|Synthpax}}Synthpax<span style="color:#AAAAAA55;background-color:white">?</span> | |||
|[[Cyborg#Peacekeeper|Peacekeeper Cyborgs]] | |||
|N/A | |||
||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]] | |||
|N/A | |||
||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 | |||
|N/A | |||
|Induces a [[Infections|virus]] that creates [[#Pax|Pax]] within the victim's body and slowly turns them 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> | |||
|{{RecursiveChem/Liquid_Electricity}} | |||
|N/A | |||
|Periodically electrocutes any non-Ethereals that have this in their system. Insulated gloves do not protect against this. | |||
|0.4 units per tick | |||
|- | |||
!style='background-color:#FFEE88;'|{{anchor|Monkey Powder}}Monkey Powder | |||
|{{RecursiveChem/Monkey_Powder}} | |||
|<b>Min react temp:</b> 100K <br><b>Overheat temp:</b> 900K <br><b>Optimal pH range:</b> 5 to 9 <br><b>Min purity:</b> 0.3 <br>Mildly exothermic<br>Mildly H+ consuming | |||
|Add 1u water to 50u of this to create a monkey. Gibs monkeys if another monkey spawns inside them. (Results in 5 units instead of 4) | |||
|N/A | |||
|- | |||
!style='background-color:#FFEE88;'|{{anchor|Electrolysis}}Electrolysis | |||
|{{RecursiveChem/Electrolysis}} | |||
|<b>Min react temp:</b> 100K <br><b>Overheat temp:</b> 900K <br><b>Optimal pH range:</b> 5 to 9 <br><b>Min purity:</b> 0.3 <br>Mildly exothermic<br>Mildly H+ consuming | |||
|Turns the ingredients into 3u hydrogen and 1.5u oxygen. | |||
|N/A | |||
|- | |||
!style='background-color:#FFEE88;'|{{anchor|Scream}}Scream | |||
|{{RecursiveChem/Scream}} | |||
|N/A | |||
|When mixed the ingredients are consumed and the solution screams. Bigger reaction causes louder scream. | |||
|N/A | |||
|- | |||
!style='background-color:#FFEE88;'|{{anchor|Slime Extractification}}Slime Extractification | |||
|{{RecursiveChem/Slime_Extractification}} | |||
|N/A | |||
|The mixture condenses into a [[Guide_to_xenobiology#Grey_Slime|grey slime extract]]. | |||
|N/A | |N/A | ||
|} | |} | ||
===Virology Recipes=== | ===Virology Recipes=== | ||
These chemicals are used to mutate [[Infections|viruses]], and have few uses beyond that. | These chemicals are used to mutate [[Infections|viruses]], and have few uses beyond that. | ||
Line 1,213: | Line 1,908: | ||
! 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"> | !style='background-color:#FFEE88;'|{{anchor|Virus Rations}} Virus Rations<span style="color:#D18AA5;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) | |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"> | !style='background-color:#FFEE88;'|{{anchor|Virus Food}} Virus Food<span style="color:#899613;background-color:white">?</span> | ||
| | |{{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) | |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) | ||
|- | |- | ||
!style='background-color:#FFEE88;'|{{anchor|Mutagenic Agar}} Mutagenic Agar<span style="color:#A3C00F;background-color:white"> | !style='background-color:#FFEE88;'|{{anchor|Mutagenic Agar}} Mutagenic Agar<span style="color:#A3C00F;background-color:white">?</span> | ||
| | |{{RecursiveChem/Mutagenic Agar}} | ||
| | |Used to get a [[Infections|virus]] symptom of level 3. (Results in 1 unit instead of 2) | ||
|- | |- | ||
!style='background-color:#FFEE88;'|{{anchor|Sucrose Agar}} Sucrose Agar<span style="color:#41B0C0;background-color:white"> | !style='background-color:#FFEE88;'|{{anchor|Sucrose Agar}} Sucrose Agar<span style="color:#41B0C0;background-color:white">?</span> | ||
| | |{{RecursiveChem/Sucrose Agar}} | ||
| | |Used to get a [[Infections|virus]] symptom of level 4. | ||
|- | |- | ||
!style='background-color:#FFEE88;'|{{anchor|Weakened Virus Plasma}} Weakened Virus Plasma<span style="color:#CEC3C6;background-color:white"> | !style='background-color:#FFEE88;'|{{anchor|Weakened Virus Plasma}} Weakened Virus Plasma<span style="color:#CEC3C6;background-color:white">?</span> | ||
| | |{{RecursiveChem/Weakened Virus Plasma}} | ||
|Weakened variety of virus plasma. Used to get a [[Infections|virus]] symptom of level 5. | |Weakened variety of virus plasma. Used to get a [[Infections|virus]] symptom of level 5. | ||
|- | |- | ||
!style='background-color:#FFEE88;'|{{anchor|Virus Plasma}} Virus Plasma<span style="color:#A69DA9;background-color:white"> | !style='background-color:#FFEE88;'|{{anchor|Virus Plasma}} Virus Plasma<span style="color:#A69DA9;background-color:white">?</span> | ||
| | |{{RecursiveChem/Virus Plasma}} | ||
| | |Used to get a [[Infections|virus]] symptom of level 6. (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"> | !style='background-color:#FFEE88;'|{{anchor|Decaying Uranium Gel}} Decaying Uranium Gel<span style="color:#D18AA5;background-color:white">?</span> | ||
| | |{{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. Used to get a [[Infections|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"> | !style='background-color:#FFEE88;'|{{anchor|Unstable Uranium Gel}} Unstable Uranium Gel<span style="color:#D18AA5;background-color:white">?</span> | ||
| | |{{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. Used to get a [[Infections|virus]] symptom of level 7. (Results in 1 unit instead of 6) | ||
|- | |- | ||
!style='background-color:#FFEE88;'|{{anchor|Stable Uranium Gel}} Stable Uranium Gel<span style="color:#D18AA5;background-color:white"> | !style='background-color:#FFEE88;'|{{anchor|Stable Uranium Gel}} Stable Uranium Gel<span style="color:#D18AA5;background-color:white">?</span> | ||
| | |{{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. Used to get a [[Infections|virus]] symptom of level 8. (Results in 1 unit instead of 21) | ||
|- | |||
!style='background-color:#FFEE88;'|{{anchor|Blood Duplication}} Blood Duplication<span style="color:#B31008;background-color:white">?</span> | |||
|{{RecursiveChem/Blood Duplication}} | |||
|Not exactly a recipe or an usual reaction, more of an useful byproduct of virology recipes. When any chemical that mutates viruses is combined with any blood, it increases the amount of blood without the need for it to be removed from someone. With plumbing, this is most useful when used with Unstable Mutagen, as it's easy to produce and allows you to infinitely create blood for use in chemfactories. | |||
|} | |} | ||
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 xenobiology, these chemicals transform | Obtainable through [[Guide_to_xenobiology|xenobiology]], these chemicals transform humanoids into other [[Guide_to_races|races]]. It only takes 1u to start the transformation. | ||
{| 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 | ! scope="col" class="unsortable" style='background-color:#FFDD66;'|Metabolism Rate | ||
|- | |- | ||
!style='background-color:#FFEE88;'|{{anchor| | !style='background-color:#FFEE88;'|{{anchor|Slime Mutation Toxin}}{{anchor|Mutation Toxin}}{{anchor|Imperfect Mutation Toxin}} Imperfect Mutation Toxin<span style="color:#5EFF3B;background-color:white">?</span> | ||
| | |[[Guide_to_xenobiology#Green_Slime|Green slimes]] | ||
| | |After 20 cycles (about 4 units) transforms you into a random [[Slimepeople|slimeperson]] subspecies. If you're already a slimeperson this will randomly change your subspecies. Used to be named ''Slime Mutation Toxin''. | ||
|0.2 units per tick | |||
|0. | |||
|- | |- | ||
!style='background-color:#FFEE88;'|{{anchor| | !style='background-color:#FFEE88;'|{{anchor|Unstable Mutation Toxin}}{{anchor|Lizard Mutation Toxin}} Lizard Mutation Toxin<span style="color:#5EFF3B;background-color:white">?</span> | ||
|[[Guide_to_xenobiology#Green_Slime|Green slimes]] | |||
|After 20 cycles (about 4 units) transforms you into a [[Guide_to_races#Lizardpeople|lizardperson]]. | |||
| | |||
|20 | |||
|0.2 units per tick | |0.2 units per tick | ||
|- | |- | ||
!style='background-color:#FFEE88;'|{{anchor| | !style='background-color:#FFEE88;'|{{anchor|Stable Mutation Toxin}} Stable Mutation Toxin<span style="color:#5EFF3B;background-color:white">?</span> | ||
| | |[[Guide_to_xenobiology#Green_Slime|Green slimes]] | ||
|After 20 cycles (about 4 units) transforms you into a [[Guide_to_races#Human|human]]. | |||
|0.2 units per tick | |0.2 units per tick | ||
|- | |- | ||
!style='background-color:#FFEE88;'|{{anchor| | !style='background-color:#FFEE88;'|{{anchor|Advanced Mutation Toxin}} Advanced Mutation Toxin<span style="color:#13BC5E;background-color:white">?</span> | ||
| | |[[Guide_to_xenobiology#Black_Slime|Black slimes]] | ||
| | |Makes the victim contract a disease which slowly morphs them into a [[slime]]. The disease can be cured with [[Guide_to_food_and_drinks#Frost_Oil|Frost Oil]]. | ||
|0.2 units per tick | |0.2 units per tick | ||
|} | |} | ||
== Toxins{{anchor|Toxins}} == | == Toxins{{anchor|Toxins}} == | ||
The deadliest of deadly chemicals. You can get | The deadliest of deadly chemicals. You can get some of these through the traitor uplink. The human liver will quickly purge individual toxins at 3u and under from the bloodstream (1 unit per tick at full liver health). Toxins in the stomach is also taken into consideration, i.e. having 2u in the bloodstream and 10u in the stomach means the purge doesn't happen. The purge threshold lowers with higher liver damage. All toxins deal liver damage at higher volumes in the body. | ||
{| 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='width:200px; style='background-color:#FFDD66;'|Reaction conditions | |||
! 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 | ||
Line 1,459: | Line 1,993: | ||
! scope="col" style='background-color:#FFDD66;'|Overdose Threshold | ! scope="col" style='background-color:#FFDD66;'|Overdose Threshold | ||
|- | |- | ||
!style='background-color:#FFEE88;'|{{anchor|Toxin}}Toxin<span style="color:#CF3600;background-color:white"> | !style='background-color:#FFEE88;'|{{anchor|Toxin}}Toxin<span style="color:#CF3600;background-color:white">?</span> | ||
| | |{{RecursiveChem/Toxin}} | ||
|N/A | |||
|Toxin | |Toxin | ||
|Will deal 1.5 toxin damage per tick. | |Will deal 1.5 toxin damage per tick. | ||
Line 1,466: | Line 2,001: | ||
|N/A | |N/A | ||
|- | |- | ||
!style='background-color:#FFEE88;'|{{anchor|Bad Food}}Bad Food<span style="color:#D6D6D8;background-color:white"> | !style='background-color:#FFEE88;'|{{anchor|Bad Food}}Bad Food<span style="color:#D6D6D8;background-color:white">?</span> | ||
|From eating poorly made food | |From eating poorly made food | ||
|N/A | |||
|Toxin | |Toxin | ||
|Will deal 0.5 toxin damage per tick. | |Will deal 0.5 toxin damage per tick. | ||
Line 1,473: | Line 2,009: | ||
|N/A | |N/A | ||
|- | |- | ||
!style='background-color:#FFEE88;'|{{anchor|Chloral Hydrate}}Chloral Hydrate<span style="color:#000067;background-color:white"> | !style='background-color:#FFEE88;'|{{anchor|Chloral Hydrate}}Chloral Hydrate<span style="color:#000067;background-color:white">?</span> | ||
|3 | |{{RecursiveChem/Chloral Hydrate}} | ||
|<b>Min react temp:</b> 100K <br><b>Overheat temp:</b> 900K <br><b>Optimal pH range:</b> 5 to 9 <br><b>Min purity:</b> 0.3 <br>Mildly exothermic<br>Mildly H+ consuming | |||
|Stun, Toxin | |Stun, Toxin | ||
|A powerful sedative which first [[Status_Effects#Confusion|confuses]] and makes you [[Status_Effects#Drowsiness|drowsy]], and then after 10 cycles puts the victim to sleep. After 51 total cycles, it starts dealing ever increasing toxin damage, until death. (Results in 1 unit instead of 5) | |A 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) | ||
|0.6 units per tick | |0.6 units per tick | ||
|N/A | |N/A | ||
|- | |- | ||
!style='background-color:#FFEE88;'|{{anchor|Mindbreaker Toxin}}Mindbreaker Toxin<span style="color:#B31008;background-color:white"> | !style='background-color:#FFEE88;'|{{anchor|Mindbreaker Toxin}}Mindbreaker Toxin<span style="color:#B31008;background-color:white">?</span> | ||
| | |{{RecursiveChem/Mindbreaker Toxin}} | ||
|<b>Min react temp:</b> 100K <br><b>Overheat temp:</b> 900K <br><b>Optimal pH range:</b> 5 to 9 <br><b>Min purity:</b> 0.3 <br>Mildly exothermic<br>Mildly H+ consuming | |||
|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 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".<br> For people with the Reality Dissociation Syndrome trait, this will instead suppress [[Status_Effects#Hallucinations|hallucinations]]. (Results in 5 units instead of 3) | ||
|0.4 units per tick | |0.4 units per tick | ||
|N/A | |N/A | ||
|- | |- | ||
!style='background-color:#FFEE88;'|{{anchor| | !style='background-color:#FFEE88;'|{{anchor|Mute Toxin}}Mute Toxin<span style="color:#F0F8FF;background-color:white">?</span> | ||
|{{RecursiveChem/Mute Toxin}} | |||
|<b>Min react temp:</b> 100K <br><b>Overheat temp:</b> 900K <br><b>Optimal pH range:</b> 5 to 9 <br><b>Min purity:</b> 0.3 <br>Mildly exothermic<br>Mildly H+ consuming | |||
|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. (Results in 2 units instead of 4) | ||
Line 1,501: | Line 2,033: | ||
|N/A | |N/A | ||
|- | |- | ||
!style='background-color:#FFEE88;'|{{anchor|Mime's Bane}}Mime's Bane<span style="color:#F0F8FF;background-color:white"> | !style='background-color:#FFEE88;'|{{anchor|Mime's Bane}}Mime's Bane<span style="color:#F0F8FF;background-color:white">?</span> | ||
| | |{{RecursiveChem/Mime's Bane}} | ||
|<b>Min react temp:</b> 100K <br><b>Overheat temp:</b> 900K <br><b>Optimal pH range:</b> 5 to 9 <br><b>Min purity:</b> 0.3 <br>Mildly exothermic<br>Mildly H+ consuming | |||
|Gestures | |Gestures | ||
|Makes the subject unable to gesticulate. | |Makes the subject unable to gesticulate. | ||
Line 1,508: | Line 2,041: | ||
|N/A | |N/A | ||
|- | |- | ||
!style='background-color:#FFEE88;'|{{anchor|Bone Hurting Juice}}Bone Hurting Juice<span style="color:#F0F8FF;background-color:white"> | !style='background-color:#FFEE88;'|{{anchor|Bone Hurting Juice}}Bone Hurting Juice<span style="color:#F0F8FF;background-color:white">?</span> | ||
|3 | |{{RecursiveChem/Bone Hurting Juice}} | ||
|Stamina Damage | |<b>Min react temp:</b> 100K <br><b>Overheat temp:</b> 900K <br><b>Optimal pH range:</b> 5 to 9 <br><b>Min purity:</b> 0.3 <br>Mildly exothermic<br>Mildly H+ consuming | ||
|Does | |Stamina Damage | ||
|Does 7.5 [[Health#Stamina|stamina]] damage per tick. On overdose it has a 4% chance of causing a spike of 20 brute and 200 [[Health#Stamina|stamina]] damage to a random limb, which has a high chance of [[Guide_to_wounds#Bone_Wounds|hurting bones]]. | |||
|0.4 units per tick | |0.4 units per tick | ||
|50 Units | |50 Units | ||
|- | |- | ||
!style='background-color:#FFEE88;'|{{anchor|Mulligan Toxin}}Mulligan Toxin<span style="color:#5EFF3B;background-color:white"> | !style='background-color:#FFEE88;'|{{anchor|Mulligan Toxin}}Mulligan Toxin<span style="color:#5EFF3B;background-color:white">?</span> | ||
| | |{{RecursiveChem/Mulligan Toxin}} | ||
|<b>Min react temp:</b> 100K <br><b>Overheat temp:</b> 900K <br><b>Optimal pH range:</b> 5 to 9 <br><b>Min purity:</b> 0.3 <br>Mildly exothermic<br>Mildly H+ consuming | |||
|Identity | |Identity | ||
|Randomizes the subject's appearance. | |Randomizes the subject's appearance. | ||
Line 1,522: | Line 2,057: | ||
|N/A | |N/A | ||
|- | |- | ||
!style='background-color:#FFEE88;'|{{anchor|Lexorin}}Lexorin<span style="color:#7DC3A0;background-color:white"> | !style='background-color:#FFEE88;'|{{anchor|Lexorin}}Lexorin<span style="color:#7DC3A0;background-color:white">?</span> | ||
| | |{{RecursiveChem/Lexorin}} | ||
|<b>Min react temp:</b> 100K <br><b>Overheat temp:</b> 900K <br><b>Optimal pH range:</b> 5 to 9 <br><b>Min purity:</b> 0.3 <br>Mildly exothermic<br>Mildly H+ consuming | |||
|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 5 oxyloss damage per tick. Even small doses are fatal, and will cause people to [[Status_Effects#Unconscious|pass out]] quickly. Countered by [[#Epinephrine|epinephrine]] which purges 2u lexorin (and 1u of itself) with 20% chance to add 4u [[#Histamine|histamines]]. | ||
|0.4 units per tick | |0.4 units per tick | ||
|N/A | |N/A | ||
|- | |- | ||
!style='background-color:#FFEE88;'|{{anchor|Initropidril}}Initropidril<span style="color:#7F10C0;background-color:white"> | !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]] | |[[Syndicate_Items#Poison_Kit|Poison Kit]], [[Syndicate_Items#Biohazardous_Chemical_Sprayer|Bioterror Spray]] | ||
|N/A | |||
|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. | |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. | ||
Line 1,536: | Line 2,073: | ||
|N/A | |N/A | ||
|- | |- | ||
!style='background-color:#FFEE88;'|{{anchor|Tirizene}}Tirizene<span style="color:#6E2828;background-color:white"> | !style='background-color:#FFEE88;'|{{anchor|Tirizene}}Tirizene<span style="color:#6E2828;background-color:white">?</span> | ||
|Traitor Sleepypen, Emagged Soda Dispenser/Borg Hypo, Poison/Death Berries | |Traitor Sleepypen, Emagged Soda Dispenser/Borg Hypo, Poison/Death Berries | ||
|N/A | |||
|Stamina Damage | |Stamina Damage | ||
|Deals 13 stamina damage per tick, which constantly lowers. Usually harmless. | |Deals 13 stamina damage per tick, which constantly lowers. Usually harmless. | ||
|0.4 units per tick | |0.4 units per tick | ||
|N/A | |N/A | ||
|- | |- | ||
!style='background-color:#FFEE88;'|{{anchor|Tiring Solution}}Tiring Solution<span style="color:#6E2828;background-color:white"> | !style='background-color:#FFEE88;'|{{anchor|Tiring Solution}}Tiring Solution<span style="color:#6E2828;background-color:white">?</span> | ||
|Peacekeeper Cyborgs | |Peacekeeper Cyborgs | ||
|N/A | |||
|Stamina Damage | |Stamina Damage | ||
|Deals 10 stamina damage per tick, slowing you down. Won't go higher than 50 stamina damage. | |Deals 10 stamina damage per tick, slowing you down. Won't go higher than 50 stamina damage. | ||
Line 1,550: | Line 2,089: | ||
|N/A | |N/A | ||
|- | |- | ||
!style='background-color:#FFEE88;'|{{anchor|Polonium}}Polonium<span style="color:#787878;background-color:white"> | !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]] | |[[Syndicate_Items#Poison_Kit|Poison Kit]], [[Syndicate_Items#Biohazardous_Chemical_Sprayer|Bioterror Spray]] | ||
|Radiation | |N/A | ||
|Cause significant | |Radiation | ||
|Cause significant radiation damage over time (4 per tick). It's metabolized very slowly. | |||
|0.05 units per tick | |0.05 units per tick | ||
|N/A | |N/A | ||
|- | |- | ||
!style='background-color:#FFEE88;'|{{anchor|Pancuronium}}Pancuronium<span style="color:#195096;background-color:white"> | !style='background-color:#FFEE88;'|{{anchor|Pancuronium}}Pancuronium<span style="color:#195096;background-color:white">?</span> | ||
|[[Syndicate_Items#Poison_Kit|Poison Kit]] | |[[Syndicate_Items#Poison_Kit|Poison Kit]] | ||
|N/A | |||
|Stun and Suffocation | |Stun and Suffocation | ||
|After 10 cycles stuns you with no warning. Randomly causes loss of breath, which can choke you to death. | |After 10 cycles stuns you with no warning. Randomly causes loss of breath, which can choke you to death. | ||
|0.1 units per tick | |0.1 units per tick | ||
|N/A | |N/A | ||
|- | |- | ||
!style='background-color:#FFEE88;'|{{anchor|Sodium Thiopental}}Sodium Thiopental<span style="color:#6496FA;background-color:white"> | !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 Borg Hypo, [[Syndicate_Items#Poison_Kit|Poison Kit]], [[Syndicate_Items#Biohazardous_Chemical_Sprayer|Bioterror Spray]]/Syringe/Dart | ||
|N/A | |||
|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 10 cycles, and deals 10 stamina damage per tick. Similar to [[#Chloral Hydrate|Chloral Hydrate]] but longer lasting and can't kill you. | ||
Line 1,571: | Line 2,113: | ||
|N/A | |N/A | ||
|- | |- | ||
!style='background-color:#FFEE88;'|{{anchor|Sulfonal}}Sulfonal<span style="color:#7DC3A0;background-color:white"> | !style='background-color:#FFEE88;'|{{anchor|Sulfonal}}Sulfonal<span style="color:#7DC3A0;background-color:white">?</span> | ||
| | |{{RecursiveChem/Sulfonal}} | ||
|<b>Min react temp:</b> 100K <br><b>Overheat temp:</b> 900K <br><b>Optimal pH range:</b> 5 to 9 <br><b>Min purity:</b> 0.3 <br>Mildly exothermic<br>Mildly H+ consuming | |||
|Knockout and Toxin | |Knockout and Toxin | ||
|0.5 toxin damage every cycle and knocks you out after 22 cycles. Metabolized very slowly. | |0.5 toxin damage every cycle and knocks you out after 22 cycles. Metabolized very slowly. | ||
Line 1,578: | Line 2,121: | ||
|N/A | |N/A | ||
|- | |- | ||
!style='background-color:#FFEE88;'|{{anchor|Amanitin}}Amanitin<span style="color:#FFFFFF;background-color:white"> | !style='background-color:#FFEE88;'|{{anchor|Amanitin}}Amanitin<span style="color:#FFFFFF;background-color:white">?</span> | ||
|[[Guide_to_hydroponics#Plant_reference_chart|Destroying Angel]] | |[[Guide_to_hydroponics#Plant_reference_chart|Destroying Angel]] | ||
|Delayed Toxin Damage | |N/A | ||
|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. | |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. | |||
|0.2 units per tick | |0.2 units per tick | ||
|N/A | |N/A | ||
|- | |- | ||
!style='background-color:#FFEE88;'|{{anchor|Amatoxin}}Amatoxin<span style="color:#FFFFFF;background-color:white"> | !style='background-color:#FFEE88;'|{{anchor|Amatoxin}}Amatoxin<span style="color:#FFFFFF;background-color:white">?</span> | ||
|[[Guide_to_hydroponics#Plant_reference_chart|Fly Amanita]] | |[[Guide_to_hydroponics#Plant_reference_chart|Fly Amanita]] | ||
|Toxin Damage | |N/A | ||
|Toxin Damage | |||
|Deals 2.5 toxin damage per tick. | |Deals 2.5 toxin damage per tick. | ||
|0.4 units per tick | |0.4 units per tick | ||
|N/A | |N/A | ||
|- | |- | ||
!style='background-color:#FFEE88;'|{{anchor|Unstable Mutagen}}Unstable Mutagen<span style="color:#00FF00;background-color:white"> | !style='background-color:#FFEE88;'|{{anchor|Bungotoxin}}Bungotoxin<span style="color:#EBFF8E;background-color:white">?</span> | ||
| | |{{RecursiveChem/Bungotoxin}} | ||
|N/A | |||
|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|Lead Acetate}}Lead Acetate<span style="color:#EBFF8E;background-color:white">?</span> | |||
|{{RecursiveChem/Lead_Acetate}} | |||
|N/A | |||
|Brain and ear damage | |||
|Deals 1 brain and [[Guide_to_medicine#Organ_table|ear]] damage per tick. Tiny chance to cause confusion. | |||
|0.4 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}} | |||
|<b>Min react temp:</b> 100K <br><b>Overheat temp:</b> 900K <br><b>Optimal pH range:</b> 5 to 9 <br><b>Min purity:</b> 0.3 <br>Mildly exothermic<br>Mildly H+ consuming | |||
|Mutations | |Mutations | ||
|Causes mutations when injected into/consumed by living people or plants. In people the mutation happens instantly moment you take the chem, and not from metabolization. The chance | |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 to activate a dormant 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]]. Turns into blood if mixed with blood, due to {{Tooltip|[[#Blood Duplication|Blood Duplication]]|{{RecursiveChem/Blood Duplication}}}}. | ||
|0.4 units per tick | |0.4 units per tick | ||
|N/A | |N/A | ||
|- | |- | ||
!style='background-color:#FFEE88;'|{{anchor|Lipolicide}}Lipolicide<span style="color:#F0FFF0;background-color:white"> | !style='background-color:#FFEE88;'|{{anchor|Lipolicide}}Lipolicide<span style="color:#F0FFF0;background-color:white">?</span> | ||
| | |{{RecursiveChem/Lipolicide}} | ||
|<b>Min react temp:</b> 100K <br><b>Overheat temp:</b> 900K <br><b>Optimal pH range:</b> 5 to 9 <br><b>Min purity:</b> 0.3 <br>Mildly exothermic<br>Mildly H+ consuming | |||
|Weight Loss | |Weight Loss | ||
|Drains nutrition. Useful for weight loss. Will deal toxin damage if you are starving. | |Drains nutrition. Useful for weight loss. Will deal toxin damage if you are starving. | ||
|0.2 units per tick | |0.2 units per tick | ||
|N/A | |N/A | ||
|- | |- | ||
!style='background-color:#FFEE88;'|{{anchor|Coniine}}Coniine<span style="color:#7DC3A0;background-color:white"> | !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 | |Death Berries, [[Syndicate_Items#Biohazardous_Chemical_Sprayer|Bioterror Spray]]/Syringe | ||
|N/A | |||
|Toxin and breath loss | |Toxin and breath loss | ||
|1.75 toxin damage and 5 | |Each tick does 1.75 toxin damage and refreshes 5 ticks of being unable to breathe. EXTREMELY slow metabolization, but fast acting. Comparable to [[#Lexorin|Lexorin]]. | ||
|0.024 units per tick | |0.024 units per tick | ||
|N/A | |N/A | ||
|- | |- | ||
!style='background-color:#FFEE88;'|{{anchor|Curare}}Curare<span style="color:#191919;background-color:white"> | !style='background-color:#FFEE88;'|{{anchor|Curare}}Curare<span style="color:#191919;background-color:white">?</span> | ||
|[[Syndicate_Items#Poison_Kit|Poison Kit]] | |[[Syndicate_Items#Poison_Kit|Poison Kit]] | ||
|N/A | |||
|Paralyzation, Oxygen, and Toxin | |Paralyzation, Oxygen, and Toxin | ||
|Paralyzes you after 11 cycles, while dealing 1 oxyloss and 1 toxic damage. Metabolizes slowly; very lethal. | |[[Status_Effects#Paralyze|Paralyzes]] you after 11 cycles, while dealing 1 oxyloss and 1 toxic damage. Metabolizes slowly; very lethal. | ||
|0.05 units per tick | |0.05 units per tick | ||
|N/A | |N/A | ||
|- | |- | ||
!style='background-color:#FFEE88;'|{{anchor|Histamine}}Histamine<span style="color:#FA6464;background-color:white"> | !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]] | |[[Guide_to_hydroponics#Plant_reference_chart|Omega Weed]], [[Syndicate_Items#Poison_Kit|Poison Kit]], [[#Formaldehyde|Formaldehyde]], [[#Venom|Venom]], [[#Itching Powder|Itching Powder]] | ||
|N/A | |||
|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 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. | ||
Line 1,627: | Line 2,193: | ||
|30 Units | |30 Units | ||
|- | |- | ||
!style='background-color:#FFEE88;'|{{anchor|Formaldehyde}}Formaldehyde<span style="color:#B4004B;background-color:white"> | !style='background-color:#FFEE88;'|{{anchor|Formaldehyde}}Formaldehyde<span style="color:#B4004B;background-color:white">?</span> | ||
| | |{{RecursiveChem/Formaldehyde}} | ||
|<b>Min react temp:</b> 100K <br><b>Overheat temp:</b> 900K <br><b>Optimal pH range:</b> 5 to 9 <br><b>Min purity:</b> 0.3 <br>Mildly exothermic<br>Mildly H+ consuming | |||
|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 1 Toxin damage per tick. Has a 5% chance to turn into 5 to 15 units of [[#Histamine|Histamine]]. Preserves corpses from organ decay. | ||
|0.2 units per tick | |0.2 units per tick | ||
|N/A | |N/A | ||
|- | |- | ||
!style='background-color:#FFEE88;'|{{anchor|Venom}}Venom<span style="color:#F0FFF0;background-color:white"> | !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 | |[[Syndicate_Items#Poison_Kit|Poison Kit]], [[Syndicate_Items#Biohazardous_Chemical_Sprayer|Bioterror Spray]], [[Critters#Giant_Spider|Giant Spider]] bites | ||
|N/A | |||
|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]]. | |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]]. | ||
Line 1,641: | Line 2,209: | ||
|N/A | |N/A | ||
|- | |- | ||
!style='background-color:#FFEE88;'|{{anchor| | !style='background-color:#FFEE88;'|{{anchor|Fake Beer}}Fake Beer<span style="color:#664300;background-color:white">?</span> | ||
| | |{{RecursiveChem/Fake_Beer}} | ||
|N/A | |||
|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> | |||
|{{RecursiveChem/Fentanyl}} | |||
|<b>Min react temp:</b> 674K <br><b>Overheat temp:</b> 900K <br><b>Optimal pH range:</b> 5 to 9 <br><b>Min purity:</b> 0.3 <br>Mildly exothermic<br>Mildly H+ consuming | |||
|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 | |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 make the user fall asleep. | ||
|0.2 units per tick | |0.2 units per tick | ||
|N/A | |N/A | ||
|- | |- | ||
!style='background-color:#FFEE88;'|{{anchor|Cyanide}}Cyanide<span style="color:#00B4FF;background-color:white"> | !style='background-color:#FFEE88;'|{{anchor|Cyanide}}Cyanide<span style="color:#00B4FF;background-color:white">?</span> | ||
| | |{{RecursiveChem/Cyanide}} | ||
|<b>Min react temp:</b> 380K <br><b>Overheat temp:</b> 900K <br><b>Optimal pH range:</b> 5 to 9 <br><b>Min purity:</b> 0.3 <br>Mildly exothermic<br>Mildly H+ consuming | |||
|Toxin, oxyloss | |Toxin, oxyloss | ||
|Deals | |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. | ||
|0.05 units per tick | |0.05 units per tick | ||
|N/A | |N/A | ||
|- | |- | ||
!style='background-color:#FFEE88;'|{{anchor|Carpotoxin}}Carpotoxin<span style="color:#003333;background-color:white"> | !style='background-color:#FFEE88;'|{{anchor|Carpotoxin}}Carpotoxin<span style="color:#003333;background-color:white">?</span> | ||
| | |{{RecursiveChem/Carpotoxin}} | ||
|N/A | |||
|Toxin | |Toxin | ||
|Deals 2 toxin damage per tick. | |Deals 2 toxin damage per tick. May heal scars when ingested. Can be used to make [[#Rezadone|Rezadone]] and [[Guide_to_food_and_drinks#Seafood|imitation carpmeat]]. | ||
|0.4 units per tick | |0.4 units per tick | ||
|N/A | |N/A | ||
|- | |- | ||
!style='background-color:#FFEE88;'|{{anchor|Zombie Powder}}Zombie Powder<span style="color:#669900;background-color:white"> | !style='background-color:#FFEE88;'|{{anchor|Zombie Powder}}Zombie Powder<span style="color:#669900;background-color:white">?</span> | ||
| | |{{RecursiveChem/Zombie Powder}} | ||
|<b>Min react temp:</b> 100K <br><b>Overheat temp:</b> 900K <br><b>Optimal pH range:</b> 5 to 9 <br><b>Min purity:</b> 0.3 <br>Mildly exothermic<br>Mildly H+ consuming | |||
|Fake death, stun | |Fake death, stun | ||
| | |If [[#Ingest|ingested]] instantly [[Status_Effects#Unconscious|knocks people out]] (CURRENTLY [https://github.com/tgstation/tgstation/issues/54959 BUGGED]), and makes them appear dead to the most rudimentary of tests. If taken any other way than [[#Ingest|ingestion]] it makes you [[Status_Effects#Confusion|confused]] and [[Status_Effects#Drowsiness|drowsy]] cycle 1-5, deals 40 stamina damage cycle 5-8 and causes the fake death cycle 9 and onwards. Deals 0.5 suffocation and toxin damage per tick. (Results in 2 units instead of 15) | ||
|0.4 units per tick | |0.4 units per tick | ||
|N/A | |N/A | ||
|- | |- | ||
!style='background-color:#FFEE88;'|{{anchor|Ghoul Powder}}Ghoul Powder<span style="color:#669900;background-color:white"> | !style='background-color:#FFEE88;'|{{anchor|Ghoul Powder}}Ghoul Powder<span style="color:#669900;background-color:white">?</span> | ||
| | |{{RecursiveChem/Ghoul Powder}} | ||
|<b>Min react temp:</b> 100K <br><b>Overheat temp:</b> 900K <br><b>Optimal pH range:</b> 5 to 9 <br><b>Min purity:</b> 0.3 <br>Mildly exothermic<br>Mildly H+ consuming | |||
|Fake death | |Fake death | ||
|Slows metabolism to a death-like state, while keeping the patient fully aware and mobile. Deals 1 suffocation and 0.8 toxin damage per tick. | |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 | |0.4 units per tick | ||
|N/A | |N/A | ||
|- | |- | ||
!style='background-color:#FFEE88;'|{{anchor|Itching Powder}}Itching Powder<span style="color:#C8C8C8;background-color:white"> | !style='background-color:#FFEE88;'|{{anchor|Itching Powder}}Itching Powder<span style="color:#C8C8C8;background-color:white">?</span> | ||
| | |{{RecursiveChem/Itching Powder}} | ||
|<b>Min react temp:</b> 100K <br><b>Overheat temp:</b> 900K <br><b>Optimal pH range:</b> 5 to 9 <br><b>Min purity:</b> 0.3 <br>Mildly exothermic<br>Mildly H+ consuming | |||
|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 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]]. | ||
Line 1,683: | Line 2,265: | ||
|N/A | |N/A | ||
|- | |- | ||
!style='background-color:#FFEE88;'|{{anchor|Mint Toxin}}Mint Toxin<span style="color:#CF3600;background-color:white"> | !style='background-color:#FFEE88;'|{{anchor|Mint Toxin}}Mint Toxin<span style="color:#CF3600;background-color:white">?</span> | ||
|Mints, Emagged | |Mints, Emagged Booze Dispenser, Mushroom Shavings (Lavaland) | ||
|N/A | |||
|Conditional death | |Conditional death | ||
|Instantly gibs fat people when ingested. | |Instantly gibs fat people when ingested. | ||
Line 1,690: | Line 2,273: | ||
|N/A | |N/A | ||
|- | |- | ||
!style='background-color:#FFEE88;'|{{anchor|Slime Jelly}}Slime Jelly<span style="color:#801E28;background-color:white"> | !style='background-color:#FFEE88;'|{{anchor|Slime Jelly}}Slime Jelly<span style="color:#801E28;background-color:white">?</span> | ||
| | |{{RecursiveChem/Slime Jelly}} | ||
|<b>Min react temp:</b> 100K <br><b>Overheat temp:</b> 900K <br><b>Optimal pH range:</b> 5 to 9 <br><b>Min purity:</b> 0.3 <br>Mildly exothermic<br>Mildly H+ consuming | |||
|Toxin | |Toxin | ||
|The base reagent for slime based chemicals. Grinding [[Formulas|slime extracts]] yields 20u slime jelly per use left. 40% chance to heal 5 Brute damage each tick, but also has a 10% chance to deal a burst of 20-60 toxin damage. | |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. | ||
|0.4 units per tick | |0.4 units per tick | ||
|N/A | |N/A | ||
|- | |- | ||
!style='background-color:#FFEE88;'|{{anchor| | !style='background-color:#FFEE88;'|{{anchor|Heparin}}Heparin<span style="color:#C8C8C8;background-color:white">?</span> | ||
|{{RecursiveChem/Heparin}} | |||
|<b>Min react temp:</b> 100K <br><b>Overheat temp:</b> 900K <br><b>Optimal pH range:</b> 5 to 9 <br><b>Min purity:</b> 0.3 <br>Mildly exothermic<br>Mildly H+ consuming | |||
|Bleeding | |||
|A powerful anticoagulant. All open [[Guide_to_Wounds#Slash_Wounds|bleeding wounds]] on the victim will open up and bleed much faster. Increases bleed flow by 0.5. Doesn't work unless the victim has a [[Guide_to_Wounds#Slash_Wounds|bleeding wound]]. | |||
| | |||
| | |||
|0.08 units per tick | |0.08 units per tick | ||
|N/A | |N/A | ||
|- | |- | ||
!style='background-color:#FFEE88;'|{{anchor| | !style='background-color:#FFEE88;'|{{anchor|Rotatium}}{{anchor|Skewium}}Rotatium<span style="color:#AC88CA;background-color:white">?</span> | ||
| | |{{RecursiveChem/Rotatium}} | ||
|<b>Min react temp:</b> 100K <br><b>Overheat temp:</b> 900K <br><b>Optimal pH range:</b> 5 to 9 <br><b>Min purity:</b> 0.3 <br>Mildly exothermic<br>Mildly H+ consuming | |||
|Toxin | |Toxin | ||
|After 20 cycles, causes the victim's screen to display a rocking motion. Deals 0.5 toxin damage per tick. | |After 20 cycles, causes the victim's screen to display a rocking motion. Deals 0.5 toxin damage per tick. <br>Was previously refinable into Skewium, but skewium was removed from tgstation Oct 2019 for causing client crashes. | ||
|0.24 units per tick | |0.24 units per tick | ||
|N/A | |N/A | ||
|- | |- | ||
!style='background-color:#FFEE88;'|{{anchor| | !style='background-color:#FFEE88;'|{{anchor|Spewium}}Spewium<span style="color:#2F6617;background-color:white">?</span> | ||
| | |[[Syndicate_Items#Poison_Kit|Poison Kit]] | ||
|N/A | |N/A | ||
|Toxin | |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. | |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 15% chance to eject an organ each tick if overdosing. Requires very high doses. | ||
|0.4 units per tick | |0.4 units per tick | ||
|29 Units | |29 Units | ||
|- | |- | ||
!style='background-color:#FFEE88;'|{{anchor|Anacea}}Anacea<span style="color:#3C5133;background-color:white"> | !style='background-color:#FFEE88;'|{{anchor|Anacea}}Anacea<span style="color:#3C5133;background-color:white">?</span> | ||
| | |{{RecursiveChem/Anacea}} | ||
|<b>Min react temp:</b> 100K <br><b>Overheat temp:</b> 900K <br><b>Optimal pH range:</b> 5 to 9 <br><b>Min purity:</b> 0.3 <br>Mildly exothermic<br>Mildly H+ consuming | |||
|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 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. | ||
|0.032 units per tick | |0.032 units per tick | ||
|N/A | |N/A | ||
|- | |- | ||
!style='background-color:#FFEE88;'|{{anchor|Fluorosulfuric Acid}}Fluorosulfuric Acid<span style="color:#5050FF;background-color:white"> | !style='background-color:#FFEE88;'|{{anchor|Fluorosulfuric Acid}}Fluorosulfuric Acid<span style="color:#5050FF;background-color:white">?</span> | ||
| | |{{RecursiveChem/Fluorosulfuric Acid}} | ||
|<b>Min react temp:</b> 380K <br><b>Overheat temp:</b> 900K <br><b>Optimal pH range:</b> 5 to 9 <br><b>Min purity:</b> 0.3 <br>Mildly exothermic<br>Mildly H+ consuming | |||
|Corrosion | |Corrosion | ||
|A highly caustic and dangerous substance. Slowly melts equipment and clothes it touches. Instantly deals brute damage if | |A highly caustic and dangerous substance. Slowly melts equipment and clothes it touches. Instantly deals brute damage if added to or splashed on people. Deals 2 toxin and (current cycle / 15) burn in body. "Acidpower" 42. | ||
|0.4 units per tick | |0.4 units per tick | ||
|N/A | |N/A | ||
|- | |- | ||
!style='background-color:#FFEE88;'|{{anchor|Weed Killer}} Weed Killer<span style="color:#4B004B;background-color:white"> | !style='background-color:#FFEE88;'|{{anchor|Nitric Acid}}Nitric Acid<span style="color:#5050FF;background-color:white">?</span> | ||
| | |{{RecursiveChem/Nitric Acid}} | ||
|<b>Min react temp:</b> 480K <br><b>Overheat temp:</b> 900K <br><b>Optimal pH range:</b> 5 to 9 <br><b>Min purity:</b> 0.3 <br>Mildly exothermic<br>Mildly H+ consuming | |||
|Corrosion | |||
|A corrosive and dangerous substance. Instantly deals brute damage if added to or splashed on people. Deals 3 toxin and (volume / 10) burn in body. "Acidpower" 5. (Results in 2 units instead of 3) | |||
|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}} | |||
|<b>Min react temp:</b> 100K <br><b>Overheat temp:</b> 900K <br><b>Optimal pH range:</b> 5 to 9 <br><b>Min purity:</b> 0.3 <br>Mildly exothermic<br>Mildly H+ consuming | |||
|Toxin | |Toxin | ||
|Kills weeds and causes 1 toxin damage per tick to humans. | |Kills weeds and causes 1 toxin damage per tick to humans. | ||
Line 1,760: | Line 2,337: | ||
|N/A | |N/A | ||
|- | |- | ||
!style='background-color:#FFEE88;'|{{anchor|Pest Killer}}Pest Killer<span style="color:#4B004B;background-color:white"> | !style='background-color:#FFEE88;'|{{anchor|Pest Killer}}Pest Killer<span style="color:#4B004B;background-color:white">?</span> | ||
| | |{{RecursiveChem/Pest Killer}} | ||
|<b>Min react temp:</b> 100K <br><b>Overheat temp:</b> 900K <br><b>Optimal pH range:</b> 5 to 9 <br><b>Min purity:</b> 0.3 <br>Mildly exothermic<br>Mildly H+ consuming | |||
|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 1 toxin damage to humans and 4 toxin damage to [[Guide_to_races#Flypeople|fly people]], each tick. | ||
Line 1,767: | Line 2,345: | ||
|N/A | |N/A | ||
|- | |- | ||
!style='background-color:#FFEE88;'|{{anchor|Plant-B-Gone}}Plant-B-Gone<span style="color:#49002E;background-color:white"> | !style='background-color:#FFEE88;'|{{anchor|Plant-B-Gone}}Plant-B-Gone<span style="color:#49002E;background-color:white">?</span> | ||
| | |{{RecursiveChem/Plant-B-Gone}} | ||
|<b>Min react temp:</b> 100K <br><b>Overheat temp:</b> 900K <br><b>Optimal pH range:</b> 5 to 9 <br><b>Min purity:</b> 0.3 <br>Mildly exothermic<br>Mildly H+ consuming | |||
|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 1 toxin damage to humans and 2 toxin damage to [[Guide_to_races#Podpeople|pod people]], each tick. | ||
Line 1,774: | Line 2,353: | ||
|N/A | |N/A | ||
|- | |- | ||
!style='background-color:#FFEE88;'|{{anchor| | !style='background-color:#FFEE88;'|{{anchor|Hot_Ice_Slush}}Hot Ice Slush<span style="color:#724cb8;background-color:white">?</span> | ||
| | |{{RecursiveChem/Hot_Ice_Slush}} | ||
|N/A | |N/A | ||
| | |Toxin | ||
|Heats you up, deals 3 toxin damage and increases the plasma volume of [[Xeno|xenos]]. Slowly purges [[#Epinephrine|epinephrine]]. Melts into 12 units of liquid form plasma if heated to 30°C (303.15 K). | |||
|0.4 units per tick | |0.4 units per tick | ||
|N/A | |N/A | ||
Line 1,820: | Line 2,372: | ||
! 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"> | !style='background-color:#FFEE88;'|{{anchor|Entropic Polypnium}}Entropic Polypnium<span style="color:#1D043D;background-color:white">?</span> | ||
|Mushroom Cap (Inocybe), from tall mushrooms | |Mushroom Cap (Inocybe), from tall mushrooms | ||
| | |Food | ||
|20% chance each tick to | |20% chance each tick to deal 4 ticks of breath loss, 2 brain damage (max 150), 3 toxin, 10 stamina and blurry eyes. Knocks you unconcious after 10 cycles. | ||
|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"> | !style='background-color:#FFEE88;'|{{anchor|Tinea Luxor}}Tinea Luxor<span style="color:#B5A213;background-color:white">?</span> | ||
| | |{{RecursiveChem/Tinea_Luxor}} | ||
| | |Food | ||
|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"> | !style='background-color:#FFEE88;'|{{anchor|Vitrium Froth}}Vitrium Froth<span style="color:#D3A308;background-color:white">?</span> | ||
|Cactus Fruit (Fruiting Cactus), Mushroom Leaf (Porcini) | |Cactus Fruit (Fruiting Cactus), Mushroom Leaf (Porcini) | ||
| | |Food | ||
|80% chance to heal 1 burn and 1 brute damage each tick. | |80% chance to heal 1 burn and 1 brute damage each tick. | ||
|0.4 units per tick | |0.4 units per tick | ||
Line 1,840: | Line 2,392: | ||
|} | |} | ||
== | ==Reagent Delivery{{anchor|Reagent Delivery}}== | ||
{{anchor|Under_the_hood}}There are different ways you can apply chemicals to a person or the environment. | |||
===Delivery types=== | |||
There are 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==== | |||
Ingesting reagents puts them into the [[Guide_to_medicine#Organ_table|stomach]]. The individual reagents in the stomach will then be digested over time, which slowly moves them to the bloodstream at a rate partly based on the amount of them in the stomach, and stomach type ([[Guide_to_races|race]]). Most reagents have no effect until they have been moved to the bloodstream where they start metabolising (an exception is milk). They can be ejected if the person vomits. Ingestion is used by pills, cigarettes, [[General_items#Vape|e-cigarettes]] and drinking/eating the reagent directly. Inhaling [[#Smoke|smoke]] counts as ingesting, with the difference that smoke bypasses the stomach and is added directly to the bloodstream. [[#Probital|Probital]] works best when ingested. | |||
| | |||
| | |||
| | |||
| | |||
| | |||
== | ====Inject==== | ||
On inject the reagent simply enters the target's bloodstream and starts metabolising. Reagents in blood can be [[Surgery#Filter_Blood|filtered out]] using surgery. Used by syringes and IV-drips. [[#Syriniver|Syriniver]] works best if injected. | |||
=== | ====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. [[#Hercuri|Hercuri]] works best as vapor. | |||
====Touch==== | |||
Touch is used by [[#Smoke|smoke]] and splashing. If the reagent has a "touch" based component, that component will affect the target (such as the instant heal part of [[#Synthflesh|Synthflesh]]), without being blocked by clothing. Nothing at all will enter the target's bloodstream, with the exception of smoke if the target has no internals on. Currently all "touch" components are also "patch" components. See more on [[#Smoke|smoke]] [[#Smoke_vs_foam|below]], with examples. | |||
====Patch==== | |||
Patch is used by patches and medical gels. The reagent enters the target's bloodstream entirely AND if the reagent has a "patch" based component, that component will affect the target. Currently all "patch" components are also "touch" components. | |||
===Smoke vs foam vs others | ===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 can be instantly [[#Ingest|ingested]] if used on yourself. It doesn't work if mouth is covered. [[Plasmaman|Plasmamen]] will have trouble taking these. They hold up to 50u. Aren't added to bloodstream instantly. <br> | |||
====Syringes==== | |||
Syringes can inject into people even with their mouths covered, either by hand or with a syringe gun. It doesn't work on players wearing hardsuits or other pierce-immune clothing, unless you use a piercing syringe or manage to aim for an exposed part of their body. [[Golem]]s are completely immune to syringes (even piercing syringes), but [[Guide_to_chemistry#Patches|patches]] do work on them. A syringe holds between 10-60u, depending on type. Common syringes hold 15u. <br> | |||
====Patches==== | |||
Will add all reagents into a person's bloodstream through any clothing, including hardsuits. Also apply [[#Touch|touch]]/[[#Patch|patch]] based effects. Example: A patch of 20u [[#Synthflesh|Synthflesh]] will instantly heal 25 brute and burn (touch component), and also enter the target's bloodstream (which in this case does nothing). Usable by [[Plasmaman|plasmamen]]. Can hold up to 40u. <br> | |||
====Cigarettes==== | |||
Can be dipped in reagents to be filled. If smoking/vaping, you will slowly [[#Ingest|ingest]] whatever reagents the cigarette/cigar/[[General_items#Vape|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. [[General_items#Vape|E-cigarettes]] can be trimmed with a screwdriver and multitool to also create [[#Smoke|smoke]]. <br> | |||
====[[#Smoke|Smoke]]==== | |||
'''Smoke example 1:''' Smoke containing 20u [[# | {{Anchor|Smoke_effect}} | ||
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 or gas mask 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 (and take toxin damage), 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 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]]==== | |||
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> | ||
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'''Foam example 2:''' 20u foam containing 250u [[#Fluorosulfuric Acid|Fluorosulfuric Acid]]. A small area and everyone touched by the foam will have large amounts of acid slowly melting their clothing and the affected floor and items. Those who did not wear a hardsuit with helmet on will also have a large amount of acid in their bloodstreams, depending on what they were wearing and how long they were in the foam. If they had internals on or not doesn't matter. <br> | '''Foam example 2:''' 20u foam containing 250u [[#Fluorosulfuric Acid|Fluorosulfuric Acid]]. A small area and everyone touched by the foam will have large amounts of acid slowly melting their clothing and the affected floor and items. Those who did not wear a hardsuit with helmet on will also have a large amount of acid in their bloodstreams, depending on what they were wearing and how long they were in the foam. If they had internals on or not doesn't matter. <br> | ||
====Splashing==== | |||
Throwing a beaker or using {{Rightclick}} on something while holding it will splash its contents. The longer throw distance, the more the splash will spread out. A [[grenade]] will splash its content unless it also contains [[#Smoke|smoke]] or [[#Fluorosurfactant|foam]]. Splashing only does [[#Touch|touch]] delivery. This means most chemicals will do absolutely nothing when splashed. Reagents that have special properties to affect environment, such as Water, will do so where splashed (creates slippery tile). Reagents that have a [[#Touch|touch]] component will apply that component only. Example: If you throw a beaker of 80u [[#Synthflesh|Synthflesh]] at someone, you will instantly heal them for 100 brute and burn (and deal up to 150 toxin damage), since Synthflesh is touch/patch based. It doesn't matter if the target uses hardsuit or internals in this case. This means throwing a beaker of poison at someone will do nothing at all. Splashing can apply chemicals such as [[#Thermite|Thermite]] to walls. <br> | |||
====Spraying==== | |||
Spraying reagents will apply them to environments (if they have any such effect), and will enter hit people's bloodstreams through the [[#Vapor|vapor]] delivery. This means clothing will protect from some/most/all of the reagents, depending on what they are wearing. Using a hardsuit with helmet on makes them immune to getting the reagent into their bloodstream. Reagents such as [[#Fluorosulfuric Acid|acid]], [[#Chlorine Trifluoride|CLF3]], or [[#Space_Cleaner|Space Cleaner]] will still cause their special effects when sprayed on people/environments, but will not enter the bloodstream if the target is wearing too heavy clothing. <br><br> | |||
== Beyond the Dispenser == | == Beyond the Dispenser == | ||
Just because it isn't found in the dispenser or the guide above doesn't mean you can't use it! | 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. | ||
[[Category:Guides]] | [[Category:Guides]] |
Revision as of 18:07, 12 February 2021
PRIORITY: Not defined
Tippo Felangus, the Chemist says: "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. 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..." |
This guide will primarily be useful for chemists but may come in handy to any player and especially traitors. See Chemical recipes for dispenser macros and simplified versions on how to make complicated chemicals (may be outdated). If you don't have a chem dispenser, see the Guide to Ghetto Chemistry.
Tippo Felangus, the Chemist says: "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. 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..." |
This guide will primarily be useful for chemists but may come in handy to any player and especially 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. For grenade making see Grenades. If you don't have a chem dispenser, see the Guide to Ghetto Chemistry.
A helper client for browsing this wiki (with several extra features) can be found here: https://tghandbook.ovo.ovh. That site is unofficial so use at own risk.
Chemistry is in the middle of an expansion, so recipes are likely to change (though, the reagents will likely remain the same). It's also recommended you read the guide on how to handle reactions, or use the help/quick tutorial button on the chem heater (now renamed reaction chamber).
Handling reactions
For returning players - reactions now work over time. In general reaction rate is tied to temperature and in some cases the presence of an optional catalyst. In general Purity is tied to the purity of your reagents, and how far away from optimal your pH is. It's important to note that the basic reaction is a one size fits all while each reaction is updated over a batch of updates, so it's unlikely that they'll cause too much trouble for you. Keep your pH within 5-9 and bare in mind all reactions are exothermic now. Meth, however, has been tweaked - and it's a tad more dangerous, I recommending reading the entry on it.
For a quick crash course in mechanics, the help button on the chem heater (now renamed the reaction chamber) will get you up to speed by guiding you through a calomel reaction. There's an achievement too if you complete it with a 100% purity product!
Temperature
All reactions that are non-instant have a reaction rate tied to the temperature of a beaker. If a chemical is reacting too slowly, simply heat the beaker up to speed it up. As a reaction occurs, it is either Exothermic (heat producing) or Endothermic (heat consuming). Care should be taken for the Exothermic reactions, as they are liable to overheat. An overheated reaction will reduce the yield of your reaction by default, and other reactions can have specialise effects when they get too hot (not in yet, but soon!). The rate in which a reaction heats up is faster the hotter it is, be careful to not lose control, and run if you do.
Reaction rates
The easiest way to speed a reaction up is to heat the reaction up, but if you're looking for other ways, such as for plumbing, having an optional catalyst (such as Palladium synthate catalyst for medicines) at it's required volume will also speed it up. Finally, one other alternative is to use Tempomyocin on a reaction to suddenly give it a boost.
Potential of Hydrogen (pH)
Every chemical has an innate pH, which can be seen by pressing the cog on the dispenser. The pH of the beaker is the sum of the pHes in the mix. The pH of a beaker determines how pure a product is, for the recipes with a given pH, you want to have your pH at the centre of the limits when the reaction starts. As a reaction progresses, it's likely the pH will begin to drift, and must be compensated for either with buffer reagents or acidic/alkaline compounds. The pH range is something chemists often have to learn over several reactions, and the ChemMaster 3000 analyse function can give an insight into what pH you should be aiming for (Not in yet). Highly impure compounds are liable to affect your reaction too thus it is prudent to set your pH before reacting, as an overly impure reaction will drag the purity down of all other reagents with it.
Presently the pH meter on the machines have a higher accuracy than normal to help players accumulate.
Purity
Purity of a reagent is determined by how pure your reactants were, and how optimal the pH was during the reaction. If the product is slightly impure, it'll split into the impure chem, if it is highly impure, it will invert all of the product into the inverse chem. By default an impure chem will reduce your total effective volume when administered, and cause slight liver damage. If your purity is too pure, but you still complete the reaction, it will 100% convert into the inverse chem, which will cause slight toxin damage. If you fail the reaction from purity, the reaction will crash out into a foul sludge, which causes nutritional damage. the impure, inverse and failed chems are all given above (not in yet) and differ on a reagent basis, and in the case of drinks, their impure and inverse chem is water.
Optional catalysts
For some reactions, an optional catalyst can be added to modify the reaction of a whole group slightly. At present the only optional catalyst is Palladium synthate catalyst, which speeds up the rate of all medicine reactions.
Competitive reactions
These reactions are ones that compete with each other (aka equilibrium reactions) and will go back and forth depending on the conditions of the beaker. At present the only competing reaction is Tempomyocin and Purity tester reagent, but more will be put in soon.
Do like an otter, add acid to water.
Not in yet
General tips
- Make sure your pH is correct before heating up the reaction, If it's not reacting, this is usually the problem, after the reaction has started however, it will keep going past the limits, producing 0% purity product.
- Keeping your reaction in the heater to cool it can be a way to deal with exothermic reactions.
- You can adjust the pH of a reaction easily by using a dropper with buffer. Using a dropper on a heater will adjust the pH of the beaker within.
- Take a note of how your pH changes across the reaction and adjust beforehand accordingly, or have some buffer handy to inject into the reaction in the middle of it.
- You can abort reactions by crashing the temperature and hoping it's not exothermic enough to overcome that anyways. Alternatively, you could throw the beaker in a panic.
- Upgrading the heater and the dispenser will improve their ability to detect pH. (soon)
- For some reactions, it can be useful to keep reagents away from each other until both of them have optimal conditions.
- Temperature of buffers will change the temperature of whatever you're adding it to! Make sure to not pour hot buffer into a temperature sensitive reaction!
Tools and Machinery
You have all sorts of chems here, and can make many things. You can make medicines, smoke, foam, flash powder, poisons, space lube, acid and much more. The limit on combinations is a limit that exists only in your creativity (and the game engine). Be sure to be careful though, as mixing the wrong chemicals can be bad for your health, and please make sure you know what a chemical does before you use it. Experiment at your own risk.
Chemistry Dispensers
Chem dispensers can be upgraded to unlock more chemicals, allow for more precise macro usage, increased power recharge rate and higher power capacity. If you run out of power, you can disassemble the dispenser with screwdriver+crowbar and rebuild it by first putting the circuit board back, and then all other things but use a full power cell instead of the old one. Then screwdriver to finish. Or you can charge the machine with an inducer .
Available chemicals:
Click expand to see what chemicals are available:
Normal:
- Hydrogen
- Oxygen
- Silicon
- Phosphorus
- Sulfur
- Carbon
- Nitrogen
- Water
- Lithium
- Sugar
- Sulphuric acid
- Copper
- Mercury
- Sodium
- Iodine
- Bromine
- Ethanol
- Chlorine
- Potassium
- Aluminium
- Radium
- Fluorine
- Iron
- Welding fuel
SilverRemoved Oct, 2020.- 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
Reaction Chamber
The reaction chamber (previously known as the chem heater) provides all the tools needed to help you react your reactions. You can set your heat, dispense buffers and watch your reactions in real time. An unupgraded reaction chamber will let you know when a reaction is overheated by highlighting it in red. More buffer can be added to the chamber by putting in a beaker into the heater and pressing the draw all button next to the buffer volume display.
Some chemical reactions will require you to heat the reagents in a Reaction Chamber. Unless the recipes says otherwise, these reactions need you to heat the reagents above the required temperature in order to start the reaction. Some reactions can stop if they drop below their required temperature.
Don't forget you can use droppers directly on reaction chambers to add/draw to/from as well!
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 as well as the capabilities of the machine. See below:
An upgraded reaction chamber gives you more tools and information about the reactions held within it.
- At level 2 the pH meter will flash if any of the reactions are outside of the pH optimal
- At level 3 the reaction chamber will be able to follow your reaction progress in real time
- At level 4 the reaction chamber will be able to determine the reaction quality in real time, displaying the effects of purity, pH and other factors along a dial. The dial will flash if the reaction is below the minimum purity for the reaction.
ChemMaster 3000
Separates, bottles, and makes pills/patches out of chemicals loaded inside. You can load pretty much any container - beakers, spray bottles, water bottles and so on.
Maximum size for dispensed bottles is 30u, patches 40u and pills 50u. Use a chemistry bag to quickly move large quantities of bottles, patches or pills.
Can be upgraded with bigger beakers to allow a bigger buffer. By default it contains two ordinary 50u beakers for a total buffer volume of 100u.
All-In-One Grinder
Grinds, crushes, liquefies and extracts reagents from materials placed into it.
If there is a significant reagent associated with the item, the Reagent grinder will distill a pure sample inside the collection beaker.
For example: Plasma/gold/uranium/metal sheets, donk pockets, fruits, dead mice.
Smoke Machine
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.
pH paper
pH paper can tell you the rough pH by putting it into the beaker. The colour of the strip will indicate what the pH is.
Buffer reagents
Buffers are reagents that alter the pH of a mixture towards acidity (0) or alkalinity (14). These liquids dissiplate into a mixture, unless stabilizing agent is added.
Chemical analyzer
A handy meter that can tell you all about the reagents found in a beaker, as well as being one of the two ways to testt purity (the other bring the purity tester, which will tell you if the reagent is inverse). Resarchable and printable by the lathe. Currently the only way to detect purity of a reagent, other than taking it yourself.
Plumbing
On some maps the chemists have access to a large empty area with plumbing tools. The available chemicals those can synthesize should be the same as with an unupgraded chem dispenser, but the workflow is more like a production line chem factory instead of instant dispensing. See the Guide to plumbing to learn more about this system. You may still have access to the pharmacy though, which has chem dispensers.
Metabolism
When a reagent enters a bloodstream it will start to "tick"(aka "cycle") about every 2 seconds. These are called "life ticks", and are not to be confused with server ticks/tickrate. When this happens the bloodstream is purged of an amount of every reagent usually equal to their listed 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 metabolised 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 thus cannot be poisoned, sedated or healed with medicine. Monkeys and most playable humanoids are the exceptions to this.
Active Pure Chemicals
A.K.A. what happens when you eat or splash these. Their metabolism rate is 0.4u per tick/cycle unless said otherwise. Unmentioned dispensable chemicals don't have any effects. Plasma and uranium require 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 the speed of surgery procedures 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.
- Water: Slightly generates blood volume.
- Welding Fuel: Causes 1 toxin damage per tick. Makes people flammable if splashed on.
Catalysts
When a reagent in a recipe is marked "(catalyst)" it means it will not be consumed in the reaction. Some Catalysts are optional and are highlighted as such. These optional catalysts affect the ongoing reaction in certain ways.
Components
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. If you find an incorrect recipe then please drop a comment in the discord wiki-general.
Name | Formula | Reaction conditions | Description |
---|---|---|---|
Ash ? | 1 part Oil 1 part Welding Fuel 1 part Carbon Temperature 480K |
Min react temp: 480K Overheat temp: 900K Optimal pH range: 5 to 9 Min purity: 0.3 Mildly exothermic Mildly H+ consuming |
Ingredient in a few recipes. Can also be aquired by lighting a piece of paper on fire and scooping up the resulting ashes with a beaker. 30u per paper.
Used in: Lye, Multiver and Plastic Sheets. |
Oil ? | 1 part Welding Fuel 1 part Carbon |
Min react temp: 100K Overheat temp: 900K Optimal pH range: 5 to 9 Min purity: 0.3 Mildly exothermic Mildly H+ consuming |
Can be heated into Ash. Can be scooped up from destroyed cyborgs and such. Flammable. Ingredient in many recipes.
Used in: |
Acetone ? | 1 part Oil 1 part Welding Fuel 1 part Carbon 1 part Welding Fuel |
Min react temp: 100K Overheat temp: 900K Optimal pH range: 5 to 9 Min purity: 0.3 Mildly exothermic Mildly H+ consuming |
Ingredient in many recipes.
Used in: |
Diethylamine ? | 1 part Ammonia 3 parts Hydrogen 1 part Nitrogen 1 part Ethanol |
Min react temp: 100K Overheat temp: 900K Optimal pH range: 5 to 9 Min purity: 0.3 Mildly exothermic Mildly H+ consuming |
A very potent fertilizer. Ingredient in many recipes.
Used in: |
Phenol ? | 1 part Oil 1 part Welding Fuel 1 part Carbon 1 part Chlorine |
Min react temp: 100K Overheat temp: 900K Optimal pH range: 5 to 9 Min purity: 0.3 Mildly exothermic Mildly H+ consuming |
Ingredient in many recipes.
Used in: |
Ammonia ? | 3 parts Hydrogen 1 part Nitrogen |
Min react temp: 100K Overheat temp: 900K Optimal pH range: 1 to 12 Min purity: 0.3 Mildly exothermic Mildly H+ consuming |
An effective fertilizer. Ingredient in many recipes. (Results in 3 units instead of 4)
Used in: |
Saltpetre ? | 3 parts Oxygen 1 part Potassium |
Min react temp: 100K Overheat temp: 900K Optimal pH range: 5 to 9 Min purity: 0.3 Mildly exothermic Mildly H+ consuming |
Works as a fertilizer. Ingredient in a few recipes. (Results in 3 units instead of 5)
Used in: Bath Salts and Gunpowder. |
Sodium Chloride ? | 1 part Chlorine 1 part Sodium |
Min react temp: 100K Overheat temp: 900K Optimal pH range: 5 to 9 Min purity: 0.3 Mildly exothermic Mildly H+ consuming |
Commonly known as table salt, Sodium Chloride is often used to season food. Special uses include messing with Revenants - they can't jaunt through salt piles. |
Lye ? | 1 part Sodium 1 part Hydrogen |
Min react temp: 100K Overheat temp: 900K Optimal pH range: 5 to 9 Min purity: 0.3 Mildly exothermic Mildly H+ consuming |
Ingredient in Soap. |
Lye (Alternate Recipe) ? | 1 part 1 part Water |
Min react temp: 100K Overheat temp: 900K Optimal pH range: 5 to 9 Min purity: 0.3 Mildly exothermic Mildly H+ consuming |
Ingredient in Soap. (Results in 2 units instead of 3) |
Hydrogen Peroxide ? | 1 part Chlorine 1 part Oxygen |
Min react temp: 100K Overheat temp: 900K Optimal pH range: 5 to 9 Min purity: 0.3 Mildly exothermic Mildly H+ consuming |
Burns people on touch. |
Pentaerythritol ? | 1 part Acetaldehyde 1 part 1 part Formaldehyde 1 part Ethanol 1 part Oxygen 1 part Water 3 parts Formaldehyde 1 part Ethanol 1 part Oxygen 1 part Water |
Min react temp: 100K Overheat temp: 900K Optimal pH range: 5 to 9 Min purity: 0.3 Mildly exothermic Mildly H+ consuming |
Results in 2 units instead of 5. |
Acetaldehyde ? | 1 part 1 part Formaldehyde 1 part Ethanol 1 part Oxygen 1 part Water |
Min react temp: 450K Overheat temp: 900K Optimal pH range: 5 to 9 Min purity: 0.3 Mildly exothermic Mildly H+ consuming |
|
Acetone Oxide ? | 2 parts 1 part Hydrogen Peroxide 1 part Chlorine 1 part Oxygen 1 part Oxygen |
Min react temp: 100K Overheat temp: 900K Optimal pH range: 5 to 9 Min purity: 0.3 Mildly exothermic Mildly H+ consuming |
Burns people badly on touch. (Results in 2 units instead of 4) |
Wittel ? | Extract from a Geyser with a liquid pump. | N/A | A lavaland geyser has a 1 in 27 chance to produce Wittel. Does nothing, but can be used to make Gravitum. |
Hyper-Plasmium Oxide ? | Extract from a Geyser with a liquid pump. | N/A | A lavaland geyser has a chance to produce this. Does nothing, but can be used to make Exotic Stabilizer. |
Exotic Stabilizer ? | 1 part Hyper-Plasmium Oxide Extract from a Geyser with a liquid pump.
1 part Stabilizing Agent
1 part Iron 1 part Oxygen |
N/A | Is required to stabilize Nitroglycerin and TaTP. |
Reaction agents
These reagents have active effects on reactions, consuming themselves on transfer. They can even be added to a full beaker for their effects to take place!
Name | Formula | Reaction conditions | Description |
---|---|---|---|
Acidic buffer? | 2 parts Sodium 2 parts Hydrogen 2 parts Ethanol 2 parts Water |
Min react temp: 250K Overheat temp: 9999K pH range: 0 to 14 Min purity: 0.3 Mildly H+ producing |
This reagent will consume itself and move the pH of a beaker towards acidity when added to another. |
Basic buffer? | 3 parts Ammonia 2 parts Chlorine 2 parts Hydrogen 2 parts Oxygen |
Min react temp: 250K Overheat temp: 9999K pH range: 0 to 14 Min purity: 0.3 Mildly H+ consuming |
This reagent will consume itself and move the pH of a beaker towards alkalinity when added to another. |
Purity Tester Reagent? | 1 part 1 part Stable plasma |
Required temp:below 800K Overheat temp: none Optimal pH range: 2 to 12 Min purity: 0.25 minorly H+ producing |
When added to a beaker, this reagent will either fizzle if a reagent in there is impure, or will do nothing if all of the reagents are above their purity threshold. |
Tempomyocin? | 1 part 1 part Stable plasma |
Required temp: 50K Overheat temp: 500K Optimal pH range: 5 to 8 Min purity: 0.35 H+ producing Dangerous |
This will instantly speed up any reaction added it is added to, giving it a short burst of speed. Adding this reagent to a reaction will give it a suddent speed boost up to 3x times - with the output purity of the boost modified by the Tempomyocin's purity.5u per 100u will give you 2x, 10 u per 100u will give you 3x. It caps at 3x for a single addition, but there is nothing preventing you from adding multiple doses for multiple boosts. |
Prefactor a? | 1 part 3 parts Ethanol |
Required temp:below 800K Overheat temp: none Optimal pH range: 2 to 12 Min purity: 0.25 Very Endothermic |
This is part of a competitive reaction between Purity Tester and Tempomyocin. This outcompetes when the reaction is cold. |
Prefactor b? | 1 part 3 parts Ethanol |
Required temp: 50K Overheat temp: 500K Optimal pH range: 5 to 8 Min purity: 0.35 Extremely Endothermic minor H+ producing Dangerously volitile |
This is part of a competitive reaction between Purity Tester and Tempomyocin. This outcompetes when the reaction is hot. |
Medicines
"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:
- Brute = -ibital
- Burn = -uri
- Oxy = -mol
- Tox = iver
- Organ = -rite
Many reagents can also be overdosed and/or cause addiction, leading to a negative outcome. An overdose/addiction will happen when moment the bloodstream (not stomach) gets the exact listed amount of units or above in it. If an overdose occurs, the negative effects will keep being applied every tick until that chemical is completely out of the bloodstream. 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. Be sure to monitor how many units someone have in their bloodstream.
See 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 roundstart available patch or pill and the patient is fixed. Instead surgery has been made much easier.
During development many more changes may follow.
To prevent confusion amongst returning players some old recipes/names removed from /tg/ are still be visible in the Removed Medicines section. This is also a small service to servers using old /tg/code, which is still widely used.
Optional catalysts for ALL medicine reactions
Name | Formula | Reaction conditions | Description |
---|---|---|---|
Palladium synthate catalyst? | 3 parts 4 parts 2 parts Plasma |
Required temp: 320K Overheat temp: 800K Optimal pH range: 5 to 6 Min purity: 0 H+ producing Very exothermic |
This will cause all medicines reacted in the same beaker to react faster, with it's speed equal to the purity of the catalyst (up to 2x, though it is still limited by it's maximum rate). An impure catalyst can be purposely made to slow down reactions, if desired. At least 10u is required in a beaker for it to have any effect on the reactions contained within. |
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 not be used repeatedly on the same patient, as they may have dangerous side effects. Consider using Tend Wounds surgery if satisfactory medicines aren't available. These are also known as "Category 2 Cobbychems".
Name | Recipe | Reaction conditions | Treatment for | Description | Metabolism Rate | Overdose Threshold |
---|---|---|---|---|---|---|
Libital? | 1 part 1 part Nitrogen |
Min react temp: 100K Overheat temp: 900K Optimal pH range: 5 to 10 Min purity: 0.25 Mildly exothermic Mildly H+ consuming |
Brute | Medicine for treating brute damage. Each tick heals 3 brute and causes 0.3 liver damage. | 0.2 units per tick | N/A |
Helbital? | 1 part Carbon 1 part Fluorine |
Min react temp: 100K Overheat temp: 900K Optimal pH range: 5 to 10 Min purity: 0.25 Mildly exothermic Mildly H+ consuming |
Brute | Heals brute faster the more base damage you have. No side effects if in hardcrit.
Overdose applies a semi-blinding curse. |
0.2 units per tick | 35 Units |
Probital? | 2 parts 1 part Copper |
Min react temp: 100K Overheat temp: 900K Optimal pH range: 5 to 10 Min purity: 0.25 Mildly exothermic Mildly H+ consuming |
Brute | Heals 2.25 brute per tick but also deals (decreasing) stamina damage. If ingested by mouth it also creates a special enzyme in your system (bloodstream) (1.25u per 5u ingested), which turns any food you eat into healing peptides. These peptides heal an additional 3 brute and 1 burn with a 50% chance every tick.
Overdose deals 3 stamina AND:
Was originally named Trophazole. |
0.2 units per tick | 20 Units |
Aiuri? | 1 part Ammonia 3 parts Hydrogen 1 part Nitrogen 2 parts Hydrogen |
Min react temp: 100K Overheat temp: 900K Optimal pH range: 5 to 10 Min purity: 0.25 Mildly exothermic Mildly H+ consuming |
Burn | Medicine for treating burn damage. Each tick heals 2 burn and causes 0.25 eye damage. | 0.2 units per tick | N/A |
Lenturi? | 1 part Ammonia 3 parts Hydrogen 1 part Nitrogen 1 part Silver |
Min react temp: 100K Overheat temp: 900K Optimal pH range: 5 to 10 Min purity: 0.25 Mildly exothermic Mildly H+ consuming |
Burn | Used to treat burns but slows you down and hurts stomach while it's in your system. Each tick heals 3 burn and deals 0.4 stomach damage. | 0.2 units per tick | N/A |
Hercuri? | 3 parts Cryostylane 1 part Water 1 part Stable Plasma 1 part Lye 1 part Sodium 1 part Hydrogen 1 part Bromine |
Cold reaction Min react temp: 47K Overheat temp: 5K pH range: 5 to 9 Min purity: 0.25 Endothermic Mildly H+ consuming |
Burn | Heals burn damage and can cool you to unsafe levels. If applied with vapor such as with a spray bottle it also removes some firestacks (extinguishes you).
Overdose cools you down even more. Was originally named Rhigoxane. |
0.2 units per tick | 25 Units |
Granibitaluri? | 1 part Sodium Chloride 1 part Chlorine 1 part Sodium 1 part Carbon |
Min react temp: 100K Overheat temp: 900K Optimal pH range: 5 to 10 Min purity: 0.25 Mildly exothermic Mildly H+ consuming |
Brute and Burn | Heals a small amount of brute and burn each cycle. The maximum healing you can get is 0.5 per cycle, and this decreases by 0.1 for every 10 combined brute and burn you have. At 50 or more combined damage, it heals nothing. Overdose deals 0.2 liver and toxin damage. | 0.2 units per tick | 50 Units |
Synthflesh? | 1 part 1 part Blood |
Min react temp: 100K Overheat temp: 900K Optimal pH range: 5 to 10 Min purity: 0.25 Mildly exothermic Mildly H+ consuming |
Brute, burn | Instantly heals 1.25 brute and burn damage per unit of the chemical applied, but also instantly deals toxin damage equal to 66% of brute and burn damage healed. Can be used to prepare corpses for defibrillation (needs under 180 brute and burn). Touch and vapor application only. If a husked corpse has at least 100u and under 50 burn damage it will be unhusked. |
0.2 units per tick | N/A |
Multiver? | 1 part Sodium Chloride 1 part Chlorine 1 part Sodium 1 part Temperature 380K |
Min react temp: 100K Overheat temp: 900K Optimal pH range: 5 to 10 Min purity: 0.25 Mildly exothermic Mildly H+ consuming |
Toxin | A chem purger that purges chems from bloodstream (3u per tick) and heals toxin damage faster the more unique medicines there are in the body (0.5 per med, max 1.5). Also causes 0.5 lung damage each tick. Having 3+ unique meds (2+multiver) will make it not purge medicines. | 0.2 units per tick | N/A |
Seiver? | 1 part Aluminium 1 part Nitrogen |
Min react temp: 100K Overheat temp: 900K Optimal pH range: 5 to 10 Min purity: 0.25 Mildly exothermic Mildly H+ consuming |
Radiation or Toxin | Heals radiation or toxin depending on the temperature of the chem when it's in the body. If the chem is cold it heals up to 45 radiation (plus bonus 10-25% of current rads if very cold). If the chem is hot it heals toxin damage (the hotter the faster). Deals a scaling amount of heart damage based on rads and toxin healed. | 0.2 units per tick | N/A |
Syriniver? | 2 parts 1 part Toxin Hacked NanoMed vendors, Emagged Chem Dispenser
1 part Fluorine |
Min react temp: 100K Overheat temp: 900K Optimal pH range: 5 to 10 Min purity: 0.25 Mildly exothermic Mildly H+ consuming |
Toxin |
tl;dr: Put 20% of this and 80% water into a beaker and inject it with an IV-drip, and it will heal toxin damage and purge reagents from bloodstream pretty fast. Click expand for long description. When injected (syringe or IV-drip), the following happens:
Each tick heals 1 point of toxin damage, purges 0.4u reagents and deals 0.8 points of liver damage. This works even if the chem was taken with other methods than injection. Should ideally be diluted for safety and used in an intravenous medicine bag or beaker attached to an IV (injects 5u at a time):
If overdosed causes muscle weakness, high liver damage and disgust. Was originally named Thializid. |
0.3 units per tick | 6 Units |
Tirimol? | 2 parts 3 parts Nitrogen |
Min react temp: 100K Overheat temp: 900K Optimal pH range: 5 to 10 Min purity: 0.25 Mildly exothermic Mildly H+ consuming |
Suffocation | Emergency oxygen deprivation medication that causes fatigue and can make you fall asleep. Heals 3 suffocation and deals 2 stamina damage per tick. Causes drowsiness after 15 seconds, and then every 45 seconds. If it was in your system longer than 20 cycles, you will fall asleep for 10 seconds when it's out. | 0.2 units per tick | N/A |
Convermol? | 1 part Oil 1 part Welding Fuel 1 part Carbon 1 part Fluorine |
Min react temp: 370K Overheat temp: 900K Optimal pH range: 5 to 10 Min purity: 0.25 Mildly exothermic Mildly H+ consuming |
Suffocation | Quickly converts suffocation damage into toxin damage, with a 5:1 ratio. Each tick will heal suffocation damage equal to 2.5 times current cycle and deal toxin damage equal to 0.2 of suffocation healed. Will always deal at least 0.1 toxin damage, even without suffocation healed. Overdose causes toxin damage as if you always healed max suffocation, and quickly purges the chem. | 0.2 units per tick | 35 Units |
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).
Name | Recipe | Reaction conditions | Treatment for | Description | Metabolism Rate | Overdose Threshold |
---|---|---|---|---|---|---|
Salicylic Acid? | 1 part 1 part Sodium |
Min react temp: 100K Overheat temp: 900K Optimal pH range: 5 to 10 Min purity: 0.25 Mildly exothermic Mildly H+ consuming |
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. | 0.2 units per tick | 25 Units |
Oxandrolone? | 3 parts Carbon 1 part 1 part Hydrogen |
Min react temp: 100K Overheat temp: 900K Optimal pH range: 5 to 10 Min purity: 0.25 Mildly exothermic Mildly H+ consuming |
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. | 0.2 units per tick | 25 Units |
Salbutamol? | 1 part 1 part Ammonia 3 parts Hydrogen 1 part Nitrogen 1 part Aluminium |
Min react temp: 100K Overheat temp: 900K Optimal pH range: 5 to 10 Min purity: 0.25 Mildly exothermic Mildly H+ consuming |
Suffocation | Quickly heals oxygen damage at a rate of 3 per tick while slowing down suffocation. Great for stabilizing critical patients! | 0.1 units per tick | N/A |
Regenerative Jelly? | 1 part Omnizine Grown from Ambrosia Deus or found in lollipops and heated Donk Pockets
1 part Slime Jelly
Must be mixed in a Glowshroom 3 parts Oil 1 part Welding Fuel 1 part Carbon 1 part Tinea Luxor Mushroom Stem (Embershroom)
2 parts Radium
|
Min react temp: 100K Overheat temp: 900K Optimal pH range: 5 to 10 Min purity: 0.25 Mildly exothermic Mildly H+ consuming |
All four basic types | Heals 1.5 of each of the four basic damage types without the risk of overdose or damaging jellypeople. | 0.4 units per tick | 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 Salt
1 part Chlorine 1 part Sodium |
Min react temp: 100K Overheat temp: 900K Optimal pH range: 5 to 10 Min purity: 0.25 Mildly exothermic Mildly H+ consuming |
Radiation, toxin | Reduces high levels of radiation and heals 2 toxin damage per tick while purging 2u of other chemicals from the body. | 0.2 units per tick | N/A |
Atropine? | 1 part 1 part 1 part 1 part Ethanol |
Min react temp: 100K Overheat temp: 900K Optimal pH range: 5 to 10 Min purity: 0.25 Mildly exothermic Mildly H+ consuming |
Crit, all basic types | 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 jitteriness and dizziness, which will shake the screen. Good for quickly getting critical patients back on their feet, but bad for combat because of the screenshake. If overdosed it will deal toxin damage and cause extra jitteriness and dizziness. |
0.1 units per tick | 35 Units |
Calomel? | 1 part Mercury 1 part Chlorine |
Min react temp: 374K Overheat temp: 900K Optimal pH range: 5 to 10 Min purity: 0.25 Mildly exothermic Mildly H+ consuming |
Purge | Quickly purges the bloodstream of toxins (3u per tick). If your health is above 20, 1 toxin damage is dealt. | 0.2 units per tick | N/A |
Cryoxadone? | 1 part 1 part Unstable Mutagen 1 part Chlorine 1 part Phosphorus 1 part Stable Plasma |
Min react temp: 100K Overheat temp: 900K Optimal pH range: 5 to 10 Min purity: 0.25 Mildly exothermic Mildly H+ consuming |
All four basic types and cellular | Required for the proper function of cryogenics. It heals all types of damage swiftly, but only when in a very cold environment. It heals suffocation 3x as fast as most other damage types. Is more effective the colder the person is. If used in unupgraded cryo tubes every cycle will typically heal above 6 suffocation, 2 brute, 2 burn, 2 toxin and 2 cellular damage. Can heal wounds. Works on slimepeople, despite being cold. | 0.4 units per tick | 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
Must be mixed in a Glowshroom 3 parts Oil 1 part Welding Fuel 1 part Carbon 1 part Tinea Luxor Mushroom Stem (Embershroom)
2 parts Radium
|
Min react temp: 100K Overheat temp: 900K Optimal pH range: 5 to 10 Min purity: 0.25 Mildly exothermic Mildly H+ consuming |
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. Can heal wounds. Works on slimepeople. | 0.4 units per tick | 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 |
Min react temp: 100K Overheat temp: 900K Optimal pH range: 5 to 10 Min purity: 0.25 Mildly exothermic Mildly H+ consuming |
Cellular | Quickly heals (cellular) damage, but only when in a cold environment. The colder the faster heal. Heals about 5 cellular per tick if used in unupgraded cryo tubes. | 0.6 units per tick | N/A |
Rezadone? | 1 part Carpotoxin Space Carp, Koibeans, Emagged Chem Dispenser
1 part Cryptobiolin 1 part Oxygen 1 part Potassium 1 part Copper |
Min react temp: 100K Overheat temp: 900K Optimal pH range: 5 to 10 Min purity: 0.25 Mildly exothermic Mildly H+ consuming |
Cellular | Instantly heals all cellular damage while also healing 1 brute and burn damage per tick. If a husked corpse is treated with at least 5u and has under 50 burn damage it will be unhusked. If overdosed deals 1 toxin damage per tick and makes you dizzy and jittery. Very good for treating cellular damage on the spot. | 0.4 units per tick | 30 Units |
Unique Healing Medicines
These healing drugs perform niche functions that help against less common ailments.
Name | Recipe | Reaction conditions | Treatment for | Description | Metabolism Rate | Overdose Threshold | Addiction Threshold |
---|---|---|---|---|---|---|---|
Mutadone? | 1 part 1 part Unstable Mutagen 1 part Chlorine 1 part Phosphorus 1 part Bromine |
Min react temp: 100K Overheat temp: 900K Optimal pH range: 5 to 10 Min purity: 0.25 Mildly exothermic Mildly H+ consuming |
Mutations | Instantly removes your genetic mutations. Hulks hate it! | 0.4 units per tick | N/A | N/A |
Mannitol? | 1 part Hydrogen 1 part Water |
Min react temp: 100K Overheat temp: 900K Optimal pH range: 5 to 10 Min purity: 0.25 Mildly exothermic Mildly H+ consuming |
Brain | Heals 2 brain damage per tick. Does not heal traumas. Can be poured directly on brains to heal 2 damage per unit (minimum 10 units). | 0.4 units per tick | N/A | N/A |
Neurine? | 1 part 1 part Mannitol 1 part Hydrogen 1 part Water 1 part Oxygen |
Min react temp: 100K Overheat temp: 900K Optimal pH range: 5 to 10 Min purity: 0.25 Mildly exothermic Mildly H+ consuming |
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 |
Potassium Iodide? | 1 part Potassium 1 part Iodine |
Min react temp: 100K Overheat temp: 900K Optimal pH range: 5 to 10 Min purity: 0.25 Mildly exothermic Mildly H+ consuming |
Radiation | Reduces low radiation damage very effectively. | 0.8 units per tick | N/A | N/A |
Saline-Glucose Solution? | 2 parts 1 part Sugar |
Min react temp: 100K Overheat temp: 900K Optimal pH range: 5 to 10 Min purity: 0.25 Mildly exothermic Mildly H+ consuming |
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 |
Ephedrine? | 1 part 1 part Oil 1 part Welding Fuel 1 part Carbon 1 part Hydrogen |
Min react temp: 100K Overheat temp: 900K Optimal pH range: 5 to 10 Min purity: 0.25 Mildly exothermic Mildly H+ consuming |
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. 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 jitteriness. Also reduces knockdown times from stunbatons (including stunprods ) by 90%. |
0.2 units per tick | 30 Units | 25 Units |
Diphenhydramine? | 1 part 1 part Oil 1 part Welding Fuel 1 part Carbon 1 part Bromine |
Min react temp: 100K Overheat temp: 900K Optimal pH range: 5 to 10 Min purity: 0.25 Mildly exothermic Mildly H+ consuming |
Histamine Overdose | Purges bloodstream of lethal Histamine and reduces jitteriness while causing minor drowsiness. | 0.2 units per tick | N/A | N/A |
Oculine? | 1 part Multiver 1 part Carbon |
Min react temp: 100K Overheat temp: 900K Optimal pH range: 5 to 10 Min purity: 0.25 Mildly exothermic Mildly H+ consuming |
Eye | Quickly heals eye damage and has 20% chance per tick to revert blindness. Does not work against genetic blindness, which needs Mutadone. For blindness caused by brain damage you will need surgery or other means. | 0.1 units per tick | N/A | N/A |
Inacusiate? | 1 part Multiver 1 part Carbon |
Min react temp: 100K Overheat temp: 900K Optimal pH range: 5 to 10 Min purity: 0.25 Mildly exothermic Mildly H+ consuming |
Ear | Rapidly repairs damage to the patient's ears to cure deafness, assuming the source of said deafness isn't from genetic mutations, chronic deafness, or a total deficit of ears. (Results in 2 units instead of 3) | 0.4 units per tick | N/A | N/A |
Epinephrine? | 1 part 1 part 1 part 1 part Chlorine |
Min react temp: 100K Overheat temp: 900K Optimal pH range: 5 to 10 Min purity: 0.25 Mildly exothermic Mildly H+ consuming |
Crit | 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. Worse than 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. |
0.1 units per tick | 30 Units | N/A |
Antihol? | 1 part Multiver 1 part Copper |
Min react temp: 100K Overheat temp: 900K Optimal pH range: 5 to 10 Min purity: 0.25 Mildly exothermic Mildly H+ consuming |
Alcohol | Purges 3u alcoholic drinks from someone's bloodstream each tick, as well as eliminating drunkenness, drowsiness, slurring, dizziness and confusion. Heals 0.2 toxin per tick. | 0.4 units per tick | N/A | N/A |
Insulin? | Found in NanoMed Plus | N/A | 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 |
Min react temp: 100K Overheat temp: 900K Optimal pH range: 5 to 10 Min purity: 0.25 Mildly exothermic Mildly H+ consuming |
Death | A miracle drug that can bring a dead body back to life. Only works on ingestion. Amount needed increases depending on how much brute+burn damage the body has (at most 10u at 200 damage). Extra amounts will partly heal organ damage and blood levels on successful revive. The drug doesn't work on corpses with over 200 brute+burn damage or husks. In living people each tick randomly deals 0-2.5 brute and burn damage. Can revive simplemobs as well. |
0.5 units per tick | N/A | N/A |
Synaptizine? | 1 part Sugar 1 part Lithium |
Min react temp: 100K Overheat temp: 900K Optimal pH range: 5 to 10 Min purity: 0.25 Mildly exothermic Mildly H+ consuming |
Hallucination Decrease | Reduces stun times by typically around 30% (depends). Helps drowsiness and hallucinations go away much faster. Also purges Mindbreaker Toxin at 5u per tick. 30% chance per tick to cause 1 toxin damage. | 0.4 units per tick | N/A | N/A |
Spaceacillin? | 1 part Epinephrine 1 part Cryptobiolin
1 part Oxygen 1 part Potassium |
Min react temp: 100K Overheat temp: 900K Optimal pH range: 5 to 10 Min purity: 0.25 Mildly exothermic Mildly H+ consuming |
Infections | An all-purpose antiviral agent. Prevents you from spreading any virus in your body. Metabolises very slowly. | 0.04 units per tick | N/A | N/A |
Miner's Salve? | 1 part Oil 1 part Welding Fuel 1 part Carbon 1 part Iron |
Min react temp: 100K Overheat temp: 900K Optimal pH range: 5 to 10 Min purity: 0.25 Mildly exothermic Mildly H+ consuming |
Improvised Patch Healing Chem | Helps treat severe burn wounds and 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. Gives 20 painkiller bonus, which is used when treated with bone gel. If applied with touch/patch it increases surgery speed by 10%. 1u heals roughly 1.5 burn+brute. |
0.16 units per tick | N/A | N/A |
Modafinil? | 1 part 1 part 1 part 1 part Ammonia 3 parts Hydrogen 1 part Nitrogen 1 part Sulphuric Acid |
Min react temp: 100K Overheat temp: 900K Optimal pH range: 5 to 10 Min purity: 0.25 Mildly exothermic Mildly H+ consuming |
Sleep | Slowly-metabolizing medicine. Heals dizziness, drowsiness, sleep (but not unconsciousness) and heats you up if frozen, similarly to Coffee Latte. Reduces stun times slightly. If overdosed causes jitteriness, stuttering, dizziness (later), 50% chance to choke. After 41 cycles 20% chance to stun you. Cycle 82 puts you into endless sleep while constantly dealing 1.5 stamina and oxygen damage. 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 |
Morphine? | 2 parts Carbon 2 parts Hydrogen |
Min react temp: 480K Overheat temp: 900K Optimal pH range: 5 to 10 Min purity: 0.25 Mildly exothermic Mildly H+ consuming |
Damage slowdown | Allows you to run at full speed even when hurt, even from stamina damage, but does not remove slowdown from wearing a hardsuit. You'll get drowsy after 12 cycles, and fall asleep if it's in your system for 24 cycles. You will not wake up until it's out of your system. Gives 20 painkiller bonus, which is used when treated with bone gel.
|
0.2 units per tick | 30 Units | 25 Units |
Haloperidol? | 1 part Oil 1 part Welding Fuel 1 part Carbon 1 part Potassium Iodide 1 part Potassium 1 part Iodine 1 part Aluminium |
Min react temp: 100K Overheat temp: 900K Optimal pH range: 5 to 10 Min purity: 0.25 Mildly exothermic Mildly H+ consuming |
Anti-Drug and Light Sedative | Helps fight against the effects of some drugs while purging them. Reduces jitteriness and hallucinations. However each tick also causes drowsiness, 2.5 stamina damage and 20% chance for 1 brain damage (up to 50). | 0.16 units per tick | N/A | N/A |
Leporazine ? | 1 part Copper 1 part Silicon |
Min react temp: 100K Overheat temp: 900K Optimal pH range: 5 to 10 Min purity: 0.25 Mildly exothermic Mildly H+ consuming |
Body temperature | This keeps a patient's body temperature stable. | 0.4 units per tick | N/A | N/A |
Higadrite? | 2 parts 1 part Lithium |
Min react temp: 100K Overheat temp: 900K Optimal pH range: 5 to 10 Min purity: 0.25 Mildly exothermic Mildly H+ consuming |
Liver failure | Protects from toxin damage caused by liver failure. | 0.4 units per tick | N/A | N/A |
Psicodine? | 2 parts Mannitol 1 part Hydrogen 1 part Water 1 part Impedrezene 1 part Mercury 1 part Oxygen 2 parts Water |
Min react temp: 100K Overheat temp: 900K Optimal pH range: 5 to 10 Min purity: 0.25 Mildly exothermic Mildly H+ consuming |
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 Gunpowder 1 part Multiver 1 part Saltpetre 3 parts Oxygen 1 part Potassium 1 part Sulfur 1 part Silver 1 part Slime Jelly
Must be mixed in a Glowshroom 3 parts Oil 1 part Welding Fuel 1 part Carbon 1 part Tinea Luxor Mushroom Stem (Embershroom)
2 parts Radium
|
Min react temp: 100K Overheat temp: 900K Optimal pH range: 5 to 10 Min purity: 0.25 Mildly exothermic Mildly H+ consuming |
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 |
Penthrite? | 1 part Pentaerythritol 1 part Acetaldehyde 1 part 1 part Formaldehyde 1 part Ethanol 1 part Oxygen 1 part Water 3 parts Formaldehyde 1 part Ethanol 1 part Oxygen 1 part Water 1 part 1 part 1 part Wittel Extract from a Geyser with a liquid pump.
|
Min react temp: 100K Overheat temp: 900K Optimal pH range: 5 to 10 Min purity: 0.25 Mildly exothermic Mildly H+ consuming |
Heart, crit | An explosive compound used to stabilize heart conditions. If you are not in crit it stabilizes your heart. If health is under crit threshold it prevents crit, heals you 2 tox/brute/burn, 6 oxy and damages heart 0.1 per unit. If you reach -60 health the penthrite is purged and you get a heart attack. Causes slow stomach damage. Overdose causes instant heart attack. Explodes when mixed with equal amounts Epinephrine (strenghtdiv 5) OR Atropine (strenghtdiv 5, modifier 5) (Results in 3 units instead of 4) | 0.2 units per tick | 50 units | N/A |
Sanguirite? | Found in epipens | N/A | Bleeding | A coagulant used to help bleeding wounds clot faster. Passively reduces bleeding by 30% while in the bloodstream. Only helps clot whichever wound is currently bleeding the most. Overdose can cause blood to clot in the veins, causing 15% chance of suffocation, with possible minor lung and heart damage. | 0.1 units per tick | 20 units | N/A |
Pulped Banana Peel? | Grind or juice banana peels | N/A | Bleeding | A coagulant used to help bleeding wounds clot faster. Exact same effects as Sanguirite except slightly weaker clot coefficiency. Overdose can cause blood to clot in the veins, causing 15% chance of suffocation, with possible minor lung and heart damage. | 0.4 units per tick | 20 units | N/A |
Non-craftable Medicines
These healing drugs are used in some situations, but are otherwise uncraftable.
Name | How to get | Treatment for | Description | Metabolism Rate | Overdose Threshold | Addiction Threshold |
---|---|---|---|---|---|---|
Changeling Adrenaline? | Changelings | Stun | Makes you immune to sleep and damage slowdown. Reduces stun times by typically around 30% (depends) and regenerates 10 stamina per tick. Can make you dizzy and jittery. If overdosed it will deal 1 toxin damage per tick. A changeling using the Adrenaline Sacs ability will inject 4u of this. |
0.4 units per tick | 30 Units | N/A |
Changeling Haste? | Changelings | Speed | Increases your speed to the maximum possible in most cases. A changeling using the Adrenaline Sacs ability will inject 2u of this. Deals 2 toxin damage per tick. | 1 unit per tick | N/A | 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 damage of each type per tick. | 0.1 units per tick | 30 Units | N/A |
Protozine? | Extract from a Geyser with a liquid pump. | Brute, burn, toxin and suffocation | Heals 0.2 of each damage type per tick. If overdosed it will deal 1 damage of each type per tick. A weaker omnizine, but can be used in Strange Reagent crafting. | 0.1 units per tick | 30 Units | N/A |
Godblood? | Healing Fountain in Lavaland injects 20u of Godblood on use, Strange Seeds. | Brute, burn, toxin and suffocation | This is Omnizine with 5 times higher overdose threshold. Just like Omnizine, heals 0.5 of each damage type per tick. If overdosed it will deal 1 damage of each type per tick, but that's not really a concern. | 0.1 units per tick | 150 Units | N/A |
Honey? | Beekeeping | Brute, burn, toxin and suffocation | 55% chance to heal 1 of each damage type per tick. Metabolizes very quickly and adds 3u sugar to your system. | 1 unit per tick | N/A | N/A |
Earthsblood? | Grown from Ambrosia Gaia | All damage types | The first 25 cycles, each tick heals 1 brute, 1 burn, 0.5 suffocation, 0.5 toxin, 0.1 cellular and 0.5 stamina while dealing 1 brain damage (up to max 150). Cycle 26 and onwards, each tick heals 5 brute, 5 burn, 3 suffocation, 3 toxin, 1 cellular and 3 stamina while dealing 2 brain damage (up to max 150) and giving you jitteriness and drugginess (your character might say some special messages as well!). You will be unable to directly hurt anyone via most means while it's in your body (this effect is similar to that of Pax). Overdosing causes hallucinations, deals no damage before cycle 26, a net of 1 toxin damage per tick from cycles 26 to 100 and a net of 3 toxin damage per tick after cycle 100. Overdosing also gives you the severe traumatic non-violence brain trauma (brain surgery level). The trauma does not go away until cured. | 0.4 units per tick (static) | 25 Units | N/A |
Silibinin? | Grow Galaxythistle | Liver damage | Each tick heals 2 liver damage. | 0.6 units per tick | N/A | N/A |
Polypyrylium Oligomers? | Grow Spaceman's Trumpet Plant | Lung damage | A purple mixture of short polyelectrolyte chains not easily synthesized in the laboratory. Each tick heals 0.25 lung damage and 0.35 brute. Stops bleeding (over time). Will color hair and beard purple from touch or vapor. Overdose deals 0.25 lung damage. | 0.1 units per tick | 50 Units | N/A |
Mitogen Metabolism Factor? | Eating Probital | Brute | If this enzyme exists as a catalyst in your body (at least 0.5u), any food you eat turns into 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 |
Musiver? | Injecting Syriniver | Toxin | Heals 1 toxin per tick while purging 0.2u reagents and dealing 0.1 liver damage (1/8 as much as liver damage as Syriniver). If overdosed causes muscle weakness, high liver damage and disgust. | 0.1 units per tick | 25u | N/A |
Muscle Stimulant? | Strange seeds | Slowdown | Makes you ignore slowdowns from being hurt. | 0.4 units per tick | N/A | N/A |
Cordiolis Hepatico? | Strange seeds, Abductor's operating table injects this too | Heart and liver failure | Removes the need for heart and liver. | 0.4 units per tick | N/A | N/A |
Stimulants? | Syndicate uplink | Stun | Increases movement speed a lot. 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. Also reduces knockdown times from stunbatons (including stunprods ) by 90%. Can be bought with syndicate uplink. | 0.2 units per tick | 60 Units | N/A |
Restorative Nanites? | 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 medical cyborgs. This is just a chemical, so don't confuse with the programmable 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. Some servers still use these, but /tg/ does not, and the recipes for them will not work on /tg/.
Name | How to get | Treatment for | Description | Metabolism Rate | Overdose Threshold | Addiction Threshold |
---|---|---|---|---|---|---|
Bicaridine? | Was completely removed from /tg/ July 2019. 1 part Carbon 1 part Oxygen |
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 |
Kelotane? | Was completely removed from /tg/ July 2019. 1 part Carbon 1 part Silicon |
Burn | Heals burn damage at a rate of 2 units per tick. If overdosed deals 2 burn damage per tick. | 0.4 units per tick | 30u | N/A |
Anti-Toxin? | Was completely removed from /tg/ July 2019. 1 part Nitrogen 1 part Silicon |
Toxin | Heals 2 toxin damage and removes 1u toxin reagents per tick. If overdosed deals 2 toxin damage per tick. | 0.4 units per tick | 30u | N/A |
Tricordrazine? | Was completely removed from /tg/ July 2019. 1 part Anti-Toxin 1 part Nitrogen 1 part Silicon 1 part Bicaridine 1 part Carbon 1 part Oxygen 1 part Kelotane
1 part Carbon 1 part Silicon |
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. | 0.4 units per tick | 30u | N/A |
Dexalin? | Was completely removed from /tg/ Aug 2019. Medical cyborg hypospray and other sources |
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 |
Charcoal? | Was replaced with Multiver Aug 2019. 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, while also removing 1u of any other chemicals. Only works when ingested. | 0.2 units per tick | N/A | N/A |
Silver Sulfadiazine? | Was replaced with Aiuri Aug 2019. 1 part Ammonia 3 parts Hydrogen 1 part Nitrogen 1 part Silver |
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. On ingestion also deals minor toxin damage. 1u heals roughly 6 burn damage. Deals minor burn and toxin damage when overdosed. |
0.4 units per tick | 45u | N/A |
Styptic Powder? | Was replaced with Libital Aug 2019. 1 part Aluminium 1 part Hydrogen |
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. On ingestion also deals minor toxin damage. 1u heals roughly 6 brute damage. Deals minor brute and toxin damage when overdosed. |
0.4 units per tick | 45u | N/A |
Perfluorodecalin? | Was renamed Convermol Aug 2019. 1 part Oil 1 part Welding Fuel 1 part Carbon 1 part Fluorine |
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 |
Sanguibital? | Was replaced with Helbital Sept 2019. 1 part Carbon 1 part Fluorine |
Brute | One of the first "Cobbychems". Only existed on /tg/ for a short while. Removed by Cobby because it wasn't ever used (except as a poison) and the entire gimmick made it undesirable. Heals brute if you have lower than full blood levels, scaling with missing blood volume. Will heal up to 5(10?) brute per tick if very low on blood. Dilates blood streams, increasing the amount of blood lost by 2 per tick. Overdosing doubles the blood lost from this chem. | 0.2 units per tick | 35 Units | N/A |
Ichiyuri? | Was replaced with Lenturi Oct 2019. 1 part Ammonia 3 parts Hydrogen 1 part Nitrogen 1 part Silver |
Burn | One of the first "Cobbychems". Removed by MacBlaze1 with Cobby approval because it was never used and simply wasn't fun to be on. 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 brute and bleeding. The itch will happen more often the longer it's been in your system. | 0.2 units per tick | N/A | N/A |
Fiziver? | Was replaced with Seiver Oct 2019. 1 part Aluminium 1 part Nitrogen |
Toxin | One of the first "Cobbychems". Removed by Cobby because Fiziver didn't see much use and I grew to dislike the overall damage mods. An antitoxin that heals toxin damage but temporarily physically weakens the user, adding a damage modifier making them take extra brute, burn, suffocation and stamina damage. The damage modifier increases the longer it's been in the body (capped to triple damage). Toxin damage healed is 0.3 points per tick multiplied with the damage modifier (so up to 0.6). Overdosing has a 50% chance each tick to deal 0.2 brute and burn damage, which will be amplified by the damage multiplier in effect. | 0.1 units per tick | 11 Units | N/A |
Corazone? | Name changed to Higadrite Nov 2019. 2 parts 1 part Lithium |
Liver | Nov 2019 it was changed to only work on livers. Since Corazone is Spanish for "heart" it had its name changed to Higadrite (higado = liver). Protects from liver failure. | 0.4 units per tick | N/A | N/A |
Lavaland Extract? | Was removed in June, 2020. | Brute, burn | Survival medipens used to come with 2u of this. Very quickly heals damaged bodyparts. If overdosed it will |
0.4 units per tick | 3 Units | N/A |
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.
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 | Reaction conditions | Description | Metabolism Rate | Overdose Threshold | Addiction Threshold |
---|---|---|---|---|---|---|
Nicotine? | Grown in tobacco or found in cigarettes. | N/A | 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. | 0.05 units per tick | 15 Units | 10 Units |
Krokodil? | 1 part Diphenhydramine 1 part 1 part Oil 1 part Welding Fuel 1 part Carbon 1 part Bromine 1 part Morphine 2 parts Carbon 2 parts Hydrogen 1 part 1 part Phosphorus |
Min react temp: 380K Overheat temp: 900K Optimal pH range: 5 to 9 Min purity: 0.3 Mildly exothermic Mildly H+ consuming |
Provides messages of calmness and protection. If overdosed it will deal 0.25 Brain and Toxin damage per tick. 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. |
0.2 units per tick | 20 Units | 15 Units |
Crank? | 1 part Diphenhydramine 1 part 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 |
Min react temp: 390K Overheat temp: 900K Optimal pH range: 5 to 9 Min purity: 0.3 Mildly exothermic Mildly H+ consuming |
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. | 0.2 units per tick | 20 Units | 10 Units |
Methamphetamine? | 1 part Ephedrine 1 part 1 part Oil 1 part Welding Fuel 1 part Carbon 1 part Hydrogen 1 part Hydrogen |
Required temp: 372K Overheat temp: 380K Optimal pH range: 6.5 to 7.5 Min purity: 0.5 Exothermic nature is tied to purity H+ producing |
Reduces stun times by around 60% (depends), gives a large speed boost, makes you jittery and recovers 2 stamina while dealing 1 to 4 Brain damage. 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. If addicted the subject will constantly jitter and drool, before becoming dizzy and lose motor control and eventually suffer 5 Toxin damage per tick. 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. Explosive strength about 0.083 with modifier 5. Can not explode in a body. The lower the impurty is, the stronger the exothermic nature of the reaction will be. Keep some buffer handy and keep your pH between the tight window and you should have no problems. |
0.3 units per tick | 20 Units | 10 Units |
Bath Salts? | 1 part Saltpetre 3 parts Oxygen 1 part Potassium 1 part 1 part Bad Food |
Min react temp: 374K Overheat temp: 900K Optimal pH range: 5 to 9 Min purity: 0.3 Mildly exothermic Mildly H+ consuming |
Makes the subject immune to sleep and stuns, grants 5 stamina regeneration and grants the user the psychotic brawling martial art, which makes your interactions with people have certain random effects. However the subject will suffer 4 Brain damage (per tick), constant hallucinations and will lose some motor control. If overdosed the subject will lose even more motor control, drool, and randomly drop items in their hand. If addicted the subject will jitter, suffer 10 Brain damage (per tick), severe hallucinations, dizziness, yet more loss of motor control and eventually 5 Toxin damage (per tick). This drug will melt your brain. |
0.2 units per tick | 20 Units | 10 Units |
Aranesp? | 1 part Epinephrine 1 part Atropine 1 part Morphine
2 parts Carbon 2 parts Hydrogen |
Min react temp: 100K Overheat temp: 900K Optimal pH range: 5 to 9 Min purity: 0.3 Mildly exothermic Mildly H+ consuming |
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. | 0.2 units per tick | N/A | N/A |
Happiness? | 2 parts 1 part Epinephrine 1 part Ethanol |
Min react temp: 100K Overheat temp: 900K Optimal pH range: 5 to 9 Min purity: 0.3 Mildly exothermic Mildly H+ consuming |
Suppresses phobias and fills you with ecstatic emotional numbness. Removes jitteriness, confusion and disgust. Causes 0.2 brain damage per tick. Highly addictive. If overdosed causes sudden mood swings and an additional 0.5 brain damage per tick. If addicted it will slowly drive your mood to "insane". | 0.2 units per tick | 20 Units | 10 Units |
Space Drugs? | 1 part Lithium 1 part Mercury |
Min react temp: 100K Overheat temp: 900K Optimal pH range: 5 to 9 Min purity: 0.3 Mildly exothermic Mildly H+ consuming |
An illegal compound which induces drugginess, randomly makes you step in any direction and makes you drool, giggle and similar. If overdosed causes hallucinations. | 0.2 units per tick | 30 Units | N/A |
Pump-Up? | 2 parts Epinephrine 5 parts Coffee |
Min react temp: 100K Overheat temp: 900K Optimal pH range: 5 to 9 Min purity: 0.3 Mildly exothermic Mildly H+ consuming |
Reduces knockdown times from stunbatons (including stunprods ) by 90%. Doesn't affect stuns from other sources. 15% chance to cause loss of breath, and 5% to cause some 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 jitter and can also make you drool. Can be found in maintenance File:Pump up injector.png. (Results in 5 parts instead of 7) | 1.2 units per tick | 30 Units | N/A |
Maintenance Tar? | 1 part Organic Slurry Dip a dead mouse in at least 3 units of Welding Fuel
1 part Tea |
Min react temp: 100K Overheat temp: 900K Optimal pH range: 5 to 9 Min purity: 0.3 Mildly exothermic Mildly H+ consuming |
Raw tar, straight from the floor. It can help you with escaping bad situations at the cost of liver damage. Adjusts stuns by -10 and deals 1.5 liver damage each tick. Overdose deals 5 toxin and an additional 3 liver damage. Addiction will later deal toxin damage and make you randomly drop held items. (Results in 3 parts Maintenance Tar and 1 part Sulphuric Acid, instead of 3 or 5) |
0.2 units per tick | 30 Units | 10 Units |
Maintenance Sludge? | 3 parts Maintenance Tar 1 part Organic Slurry Dip a dead mouse in at least 3 units of Welding Fuel
1 part Tea 1 part Fluorosulfuric Acid 1 part Fluorine 1 part Hydrogen 1 part Potassium 1 part Sulphuric Acid Temperature 380 K 5 units Hydrogen Peroxide (catalyst)
1 part Chlorine 1 part Oxygen |
Min react temp: 100K Overheat temp: 900K Optimal pH range: 5 to 9 Min purity: 0.3 Mildly exothermic Mildly H+ consuming |
Makes you more resistant to wounds but causes toxins to accumulate. Deals 0.5 toxin. Overdose deals 1 extra toxin with 10% chance of 5 toxin and vomit. Addiction will later deal more toxin damage and make you randomly drop held items. (Results in 1 part instead of 4) | 0.8 units per tick | 25 Units | 10 Units |
Maintenance Powder? | 6 parts Maintenance Sludge 3 parts Maintenance Tar 1 part Organic Slurry Dip a dead mouse in at least 3 units of Welding Fuel
1 part Tea 1 part Fluorosulfuric Acid 1 part Fluorine 1 part Hydrogen 1 part Potassium 1 part Sulphuric Acid Temperature 380 K 5 units Hydrogen Peroxide (catalyst)
1 part Chlorine 1 part Oxygen 1 part 1 part Universal Enzyme Acetone Oxide (catalyst)
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Min react temp: 100K Overheat temp: 900K Optimal pH range: 5 to 9 Min purity: 0.3 Mildly exothermic Mildly H+ consuming |
Enhances your mental ability, making you learn stuff a lot faster. Multiplies skill gain depending on volume, but deals 0.1 brain damage. Overdose deals an additional 3 brain damage. Addiction will later deal toxin damage and make you randomly drop held items. (Results in 1 part instead of 8) | 0.2 units per tick | 15 Units | 6 Units |
Pyrotechnics
The manipulation of fire and matter.
Explosive Strength
For chemicals which are explosive, you may notice an 'explosive strength' listed in the description. This is a multiplier that directly affects how large of an explosion a given quantity of the reagent will produce. A few types of explosion have a 'modifier', which adds a flat amount to the size of the explosion. By default the outer 'light impact' radius of an explosion is equal to √(mod+quantity*strength)*√2, while the heavy impact radius and devastation radius is one half and one quarter of that, respectively. Chemical explosions are not a subject to the standard TTV Bombcap. Eventough it doesn't have a hardcoded maxcap currently the biggest possible explosion is that of 2100u custom made chemical payload bomb.
Note that all non-standard explosions or other AoE pyrotechnics, such as Flash Powder or Liquid Dark Matter, do not work like this. The scaling and max size of these effects vary on a case-by-case basis.
Name | Recipe | Description | Metabolism Rate |
---|---|---|---|
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! Also turns plasma into stable plasma (which can already be dispensed from chem dispenser) if mixed 1:1. | 0.4 units per tick |
Fluorosurfactant? | 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 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. | 0.4 units per tick |
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 into Smoke Powder with Stabilizing Agent. | N/A |
Smoke Powder? | 1 part Phosphorous 1 part Potassium Stabilizing Agent (catalyst)
1 part Iron 1 part Oxygen |
The stabilized version of Smoke - only one third as effective as the unstabilized chemical reaction. Heat to 374K to activate. Can not react in a body. | 0.4 units per tick |
Flash Powder? | 1 part Aluminium 1 part Potassium |
Flashes in a radius that scales up with the amount detonated. Can be stabilized with Stabilizing Agent. If stabilized, heat to 374K to activate. | 0.4 units per tick |
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 6 fire damage every 2 seconds. Can be stabilized with Stabilizing Agent. | 0.4 units per tick |
Napalm? | 1 part Oil 1 part Welding Fuel 1 part Carbon 1 part Welding Fuel |
A substance that burns for much longer than other fuels. Inject it into someone and then apply heat for a warm toasty fireball human. | 0.4 units per tick |
Sonic Powder? | 1 part Oxygen 1 part Cola |
Deafens in a radius that scales up with the amount detonated. Can be stabilized with Stabilizing Agent. If stabilized, heat to 374K to activate. | 0.4 units per tick |
Pyrosium? | 1 part Stable Plasma 1 part Radium |
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. In a body 0.5u oxygen will be consumed every tick to increase body temperature by 15. | 0.2 units per tick |
Cryostylane? | 1 part Water 1 part Stable Plasma |
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. Does nothing without being mixed with liquid Oxygen. Does not react with the oxygen in air. Deals toxin damage to slimes. In a body 0.5u oxygen will be consumed every tick to decrease body temperature by 15. | 0.2 units per tick |
Chlorine Trifluoride? | 3 parts Fluorine 1 part Chlorine |
When created it will create a temporary 3x3 fireball. Becomes 1000K when first mixed. A flammable substance so dangerous it can instantly melt floor or floor plating with high amounts. 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. | 4 units per tick |
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 Agent. If stabilized, heat to 474K to activate. | 0.4 units per tick |
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 Agent. If stabilized, heat to 474K to activate. | 0.4 units per tick |
Meth Explosion? | 1 part 1 part Hydrogen |
Reagents are 300K (room temperature) by default so this will blow up when mixed unless some reagents were cooled. Has an explosive strength of 0.083, with a modifier 5, but results in 1 part instead of 4 so is effectively much weaker than exploding Meth. Can not explode in a body. | N/A |
Gunpowder? | 1 part Multiver 1 part Saltpetre 3 parts Oxygen 1 part Potassium 1 part Sulfur |
When heated to 474K it sparks, and then creates a violent explosion 5-10 seconds later. Causes hallucinations and drugginess in plasmamen. Has an explosive strength of 0.1 and a modifier of 5. Was originally named Black Powder. | 0.05 units per tick |
Nitroglycerin? | 1 part Glycerol 3 parts Corn Oil 1 part Sulphuric Acid 1 part 1 part Sulphuric Acid |
A heavy, colourless, oily, explosive liquid obtained by nitrating glycerol. Explodes immediately on mixing. Can only be stabilized by having Exotic Stabilizer (at least 1u per 25u nitroglycerin made) in the container on mix. If stabilized, heat to 474K to activate. (Results in 2 units instead of 3). Has an explosive strength of 0.5. | 0.4 units per tick |
RDX? | 2 parts 1 part Acetone Oxide 1 part 1 unit Gold (catalyst) |
A military grade explosive. Explodes immediately unless stabilized with Stabilizing Agent. If stabilized, explodes on heating to 474k, or when mixed with an equal amount of liquid electricity or teslium. Has an explosive strength of 0.143, or 0.286 if activated electrically . Additionally, when activated electrically it has extra fire range, a modifier of 4, or a modifier of 6 if you use teslium. (200 heated RDX would be same as 100 RDX + 100 teslium if it wasn't for the modifiers. )(Results in 1 unit instead of 4) | 0.4 units per tick |
TaTP? | 1 part Acetone Oxide 1 part 1 part Pentaerythritol 1 part Acetaldehyde 1 part 1 part Formaldehyde 1 part Ethanol 1 part Oxygen 1 part Water 3 parts Formaldehyde 1 part Ethanol 1 part Oxygen 1 part Water Temperature between 401K and 499K (randomized at roundstart) |
Suicide grade explosive. Forms and immediately explodes at a random temperature between 401k and 499k. Can only be stabilized by having Exotic Stabilizer (at least 1u per 50u TaTP made) in the container on mix. If stabilized, explodes at a random temperature between 501k and 599k. The more units you use the stronger the explosive strenght becomes, topping off at 0.67 at around 2100u. (Results in 1 units instead of 3) | 0.4 units per tick |
Penthrite Explosion? | 1 part Penthrite 1 part Pentaerythritol 1 part Acetaldehyde 1 part 1 part Formaldehyde 1 part Ethanol 1 part Oxygen 1 part Water 3 parts Formaldehyde 1 part Ethanol 1 part Oxygen 1 part Water 1 part 1 part 1 part Wittel Extract from a Geyser with a liquid pump.
1 part 1 part Acetone Oxide Temperature 315K |
An explosive reaction involving Penthrite. Explodes on heating to 315k. Has an explosive strength of 0.2 | N/A |
Explosion | 1 part Potassium 1 part Water |
This explodes immediately on mixing, which may knock you over or even kill you. Useful in grenade production. Has an explosive strength of 0.05 | N/A |
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 with an explosive strength of 0.125, which also paralyzes and reveals revenants and sets nearby cultists on fire. Otherwise it behaves like a normal Water-Potassium explosion. | N/A |
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. Has different effects on different things. Turns off headsets, stuns cyborgs, disables security cameras, messes with Cybernetics, randomizes suit sensor settings, burns wearers of some hardsuits and randomly pulses wires. | N/A |
Bee Explosion (Beesplosion) | 1 part 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 Radium |
Creates bees. 1 bee per 5 created volume. If mixed in a beaker or grenade containing other reagents, then every bee will contain one of those reagents. The bees from this reaction have a limited lifespan, and will die after 50 seconds. Doesn't work in grenades. | N/A |
Teslium? | 1 part Gunpowder 1 part Multiver 1 part Saltpetre 3 parts Oxygen 1 part Potassium 1 part Sulfur 1 part Silver |
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 | 0.2 units per tick |
Tesla Shock | 1 part Teslium 1 part Gunpowder 1 part Multiver 1 part Saltpetre 3 parts Oxygen 1 part Potassium 1 part Sulfur 1 part Silver 1 part Water Teslium to 474K
1 part Gunpowder 1 part Multiver 1 part Saltpetre 3 parts Oxygen 1 part Potassium 1 part Sulfur 1 part Silver |
This reacts immediately on mixing, shooting electric bolts at anyone near the reaction, shocking people and disabling/damaging electronics. Teslium amount determines damage and number of bolts. 10u for one bolt, 40u for 2 bolts, and 75u for 3 bolts. Each extra bolt deals more damage than the previous one. | N/A |
Thermite? | 1 part Aluminium 1 part Iron |
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. | 0.4 units per tick |
Other Reagents
These are other chemicals that usually have non-medicinal uses. Many of these are useful in the manufacturing of grenades, but some can be quite dangerous.
Name | Formula | Reaction conditions | Description | Metabolism Rate |
---|---|---|---|---|
Baldium? | 1 part Lye 1 part Sodium 1 part Hydrogen 1 part Radium |
Min react temp: 395K Overheat temp: 900K Optimal pH range: 5 to 9 Min purity: 0.3 Mildly exothermic Mildly H+ consuming |
If sprayed or splashed on you, it makes you go bald. Keep away from the Clown! Does nothing when ingested. (Results in 1 unit instead of 3) | 0.4 units per tick |
Barber's Aid? | 1 part 1 part Space Drugs 1 part Lithium 1 part Mercury 1 part Radium |
Min react temp: 100K Overheat temp: 900K Optimal pH range: 5 to 9 Min purity: 0.3 Mildly exothermic Mildly H+ consuming |
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 |
Bluespace Dust? | Grind a bluespace crystal | N/A | Occasionally causes random short distance teleportation. If splashed on someone it teleports them 1 tile per 5 units used. | 0.4 units per tick |
BZ Metabolites? | Breathe BZ gas | N/A | Does nothing unless you're a changeling. Slowly drains a changeling's chemical storage, and makes them unable to communicate on the changeling hivemind channel. | 0.08 units per tick |
Concentrated Barber's Aid? | 1 part Barber's Aid 1 part Unstable Mutagen
1 part Chlorine 1 part Phosphorus |
Min react temp: 100K Overheat temp: 900K Optimal pH range: 5 to 9 Min purity: 0.3 Mildly exothermic Mildly H+ consuming |
If sprayed or splashed on you it grows your hair very long. Does nothing when ingested. | 0.4 units per tick |
Candle | 10 parts Liquid Gibs 10 parts Oxygen |
Min react temp: 374K Overheat temp: 900K Optimal pH range: 5 to 9 Min purity: 0.3 Mildly exothermic Mildly H+ consuming |
Creates a red candle for use in decoration or rituals. Can not react in a body. | N/A |
Carbon Dioxide? | 2 parts Oxygen 1 part Carbon |
Min react temp: 777K Overheat temp: 900K Optimal pH range: 5 to 9 Min purity: 0.3 Mildly exothermic Mildly H+ consuming |
Creates CO2 in liquid form. Spilling this will release gas form CO2 into the atmosphere. Has no other effects. | 0.4 units per tick |
Carpet ? | 1 part Space Drugs 1 part Lithium 1 part Mercury 1 part Blood |
Min react temp: 100K Overheat temp: 900K Optimal pH range: 5 to 9 Min purity: 0.3 Mildly exothermic Mildly H+ consuming |
Creates a carpet on the floor. Best used in a smoke machine/grenade or spray bottle. Ingredient in Barber's Aid. Can be mixed 1:1 with other chemicals to create different types of carpet: Click expand for list of recipes. Oil : Black Carpet1 part Welding Fuel 1 part Carbon Cryostylane : Blue Carpet1 part Water 1 part Stable Plasma : Cyan Carpet Green Beer: Green Carpet Regenerative Jelly : Purple Carpet1 part Omnizine Grown from Ambrosia Deus or found in lollipops and heated Donk Pockets
1 part Slime Jelly
Must be mixed in a Glowshroom 3 parts Oil 1 part Welding Fuel 1 part Carbon 1 part Tinea Luxor Mushroom Stem (Embershroom)
2 parts Radium
Liquid Gibs: Red Carpet Royal Bee Jelly : Royal Black Carpet40 parts Honey 10 parts Unstable Mutagen
1 part Chlorine 1 part Phosphorus Blue Carpet + Royal Bee Jelly : Royal Blue Carpet
40 parts Honey 10 parts Unstable Mutagen
1 part Chlorine 1 part Phosphorus |
0.4 units per tick |
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 |
Min react temp: 100K Overheat temp: 900K Optimal pH range: 5 to 9 Min purity: 0.3 Mildly exothermic Mildly H+ consuming |
Randomly colors floor, items and people. Keep away from the clown. Add this to your smoke grenade for a "rainbow bomb". | 0.4 units per tick |
Condensed Capsaicin? | 5 parts Ethanol 1 part Capsaicin Oil |
Min react temp: 100K Overheat temp: 900K Optimal pH range: 5 to 9 Min purity: 0.3 Mildly exothermic Mildly H+ consuming |
Also known as "pepper spray". A chemical agent used for self-defense and in police work. When a target is sprayed with this, the effects depend on if that person is wearing "pepper proof" gear over both mouth and eyes or not. Unless the target has full protection, they will be affected by 3 seconds of knockdown, 6 seconds of blindness, 10 seconds of blurry eyes, 10 seconds of confusion and 10 seconds of slowdown. Some examples of pepper proof items are: Gas masks, security gas masks, riot or welding helmets with visor down, space helmets, bandanas (mouth only), plasmaman helmets and radiation hoods. Found in pepper spray refillers. (Results in 5 units instead of 6) |
0.4 units per tick |
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 1 part Blood |
N/A | Creates one or multiple pissed off lifeforms. It's a good idea to assume the worst and have Security on hot standby. (Results in 1 unit instead of 3) | N/A |
Life (Friendly)? | 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 1 part Sugar |
N/A | 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 |
Cellulose Fibers | Grind wood planks | N/A | A crystaline polydextrose polymer. Plants swear by this stuff. Used for making Medicated Sutures. | 0.4 units per tick |
Cellulose Carbonization | 1 part Cellulose Grind wood planks
Temperature 512K |
Min react temp: 512K Overheat temp: 900K Optimal pH range: 5 to 9 Min purity: 0.3 Mildly exothermic Mildly H+ consuming |
Turns cellulose into carbon. | N/A |
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 Blood |
N/A | Creates your own Corgi! | N/A |
Color Powder? | Grow Rainbow Bunch | N/A | Colors floor, items and people. There are several different color powder reagents, such as Mundane Powder, Invisible Powder and Blue Powder. There is no reagent with the actual name "color powder". | 0.4 units per tick |
Crayon Powder? | Grind a crayon | N/A | A variety of Color Powder that works the same except it can't color mobs. There are several different crayon powder colors. | 0.4 units per tick |
Cryptobiolin? | 1 part Oxygen 1 part Potassium |
Min react temp: 100K Overheat temp: 900K Optimal pH range: 5 to 9 Min purity: 0.3 Mildly exothermic Mildly H+ consuming |
Causes confusion and dizziness. This is essential to make Spaceacillin. | 0.6 units per tick |
Drying Agent? | 2 parts Stable Plasma 1 part Ethanol |
Min react temp: 100K Overheat temp: 900K Optimal pH range: 5 to 9 Min purity: 0.3 Mildly exothermic Mildly H+ consuming |
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 |
Foaming Agent? | 1 part Lithium 1 part Hydrogen |
Min react temp: 100K Overheat temp: 900K Optimal pH range: 5 to 9 Min purity: 0.3 Mildly exothermic Mildly H+ consuming |
Used in Metal Foam production. (Results in 1 unit instead of 2) | 0.4 units per tick |
Firefighting Foam? | 1 part Stabilizing Agent 1 part Iron 1 part Oxygen 1 part Fluorosurfactant 2 parts Carbon 2 parts Fluorine 1 part Carbon |
Cold reaction Min react temp: 200K Overheat temp: 5K pH range: 5 to 9 Min purity: 0.3 Very endothermic Mildly H+ consuming |
When used in a spray or with smoke it creates a non-slippery foam which extinguishes fires and burning creatures, and removes burning plasma from the air, dumping it on the floor upon dissipation. | 0.4 units per tick |
Glitter? | Prize from arcade machines | N/A | White glitter, blue glitter and pink glitter are three different chems which when touching floors turn into fake gases. Used for pranks. Can be cleaned up with the ordinary cleaning tools. | 0.4 units per tick |
Glycerol? | 3 parts Corn Oil 1 part Sulphuric Acid |
Min react temp: 100K Overheat temp: 900K Optimal pH range: 5 to 9 Min purity: 0.3 Mildly exothermic Mildly H+ consuming |
Requires blended corn, so thus help from the botanist. Used to make Nitroglycerin or FRAG-12 shotgun slugs. Slippery like water. (Results in 1 unit instead of 4) | 0.4 units per tick |
Gravitum? | 1 part Wittel Extract from a Geyser with a liquid pump.
10 part Sorium
1 part Carbon 1 part Mercury |
Min react temp: 100K Overheat temp: 900K Optimal pH range: 5 to 9 Min purity: 0.3 Mildly exothermic Mildly H+ consuming |
Makes you completely weightless as long as it's in your system. Can be sprayed on objects to make them weightless aswell, for 1 minute per unit. Metabolizes extremely slowly. Paraplegics and clownophobes swear by this stuff. | 0.04 units per tick |
Growth Serum? | Grind a Fly amanita | N/A | 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 |
Hollow Water? | Extract from a Geyser with a liquid pump. | N/A | Identical to water, but will turn water into holy water when mixed with it. | 0.4 units per tick |
Impedrezene? | 1 part Mercury 1 part Oxygen |
Min react temp: 100K Overheat temp: 900K Optimal pH range: 5 to 9 Min purity: 0.3 Mildly exothermic Mildly H+ consuming |
A narcotic that impedes one's ability by slowing down the higher brain cell functions. 80% chance per tick to cause 2 brain damage and 50% to cause drowsiness. (Results in 2 units instead of 3) | 0.4 units per tick |
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 |
Min react temp: 100K Overheat temp: 900K Optimal pH range: 5 to 9 Min purity: 0.3 Mildly exothermic Mildly H+ consuming |
If sprayed or splashed on you it changes your hair color. Does nothing when ingested. (Results in 5 units instead of 3) | 0.4 units per tick |
Laughter? | 1 part Sugar 1 part Banana Juice |
Min react temp: 100K Overheat temp: 900K Optimal pH range: 5 to 9 Min purity: 0.3 Mildly exothermic Mildly H+ consuming |
Causes you to laugh. (Results in 10 units instead of 2) | instant |
Magillitis? | Syndicate uplink | N/A | Turns monkeys and humans into gorillas after 10 cycles. | 0.4 units per tick |
Meat Product | 10 parts Liquid Gibs 10 parts Nutriment 10 parts Carbon |
N/A | Creates a slab of chemically processed meat. Can not react in a body. | N/A |
Metal Foam | 3 parts Iron/Aluminium 1 part Foaming Agent 1 part Lithium 1 part Hydrogen 1 part Fluorosulfuric Acid
1 part Fluorine 1 part Hydrogen 1 part Potassium 1 part Sulphuric Acid Temperature 380 K |
Min react temp: 100K Overheat temp: 900K Optimal pH range: 5 to 9 Min purity: 0.3 Mildly exothermic Mildly H+ consuming |
Creates lightweight metal foam walls. These can be easily torn through, but are useful for plugging hull breaches or blocking off AI turrets. Can be made with either iron or aluminium for different looks. The foam carries any other reagent in the reaction. Can not react in a body. |
N/A |
Metalgen | Randomized every 3 days.
Recipe can be found in a ruin. |
Randomized! | Very rare, very interesting and very abusable. Metalgen, when imprinted with a material, will turn all objects it comes into contact with into that material. See the reaction below for imprinting. Does nothing to people. Make super mood rooms by turnin the whole thing into gold, or just kill everyone by turning the escape shuttle into uranium or plasma. Can be used for practically limitless resource generation. | N/A |
Metalgen Imprint | Any amount of Metalgen Randomized every 3 days.
Recipe can be found in a ruin. 40 parts of any liquid material (Bluespace dust, gold, uranium, silver, iron, silicon and plasma) Liquid Dark Matter (add last)
1 part Carbon 1 part Stable Plasma |
N/A | When the this reaction happens, the metalgen used will become imprinted with the used material. The remaining metalgen will still have the same name but will convert items and structures into the imprinted material if it touches them. Note that certain materials, like diamonds, don't have a liquid form. Silicon will work for glass. | N/A |
Nanomachines? | Roburgers from silver slime extracts | N/A | Inflicts a disease which turns the victim into a cyborg with Asimov laws. The disease can be cured with an injection of copper. | 0.4 units per tick |
Smart Foaming Agent? | 3 parts Foaming Agent 1 part Lithium 1 part Hydrogen 1 part 1 part Iron |
Min react temp: 100K Overheat temp: 900K Optimal pH range: 5 to 9 Min purity: 0.3 Mildly exothermic Mildly H+ consuming |
Required to make smart metal foam. (Results in 3 units instead of 5) | 0.4 units per tick |
Smart Metal Foam | 3 parts Aluminum 1 part Smart Foaming Agent 1 part Fluorosulfuric Acid
1 part Fluorine 1 part Hydrogen 1 part Potassium 1 part Sulphuric Acid Temperature 380 K |
Min react temp: 100K Overheat temp: 900K Optimal pH range: 5 to 9 Min purity: 0.3 Mildly exothermic Mildly H+ consuming |
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 |
Nitrous Oxide? | 2 parts Ammonia 3 parts Hydrogen 1 part Nitrogen 2 parts Oxygen |
Min react temp: 525K Overheat temp: 900K Optimal pH range: 5 to 9 Min purity: 0.3 Mildly exothermic Mildly H+ consuming |
Creates N2O in liquid form.When heated to 575K it throws things away and then explodes. Will cause drowsiness when sprayed on someone. While it is inside of someone, it causes anemia (blood loss), confusion, and loss of breath. Spilling this will release gas form N2O into the atmosphere. | 0.6 units per tick |
Silver Solidification | 20 parts Silver 10 parts Carbon |
N/A | Solidifies a large amount of liquid Silver into a bar. Can not react in a body. | N/A |
Gold Solidification | 20 parts Gold 5 parts Frost Oil |
N/A | Solidifies a large amount of liquid Gold into a bar. Can not react in a body. | N/A |
Plasma Solidification | 20 parts Plasma 5 parts Iron |
N/A | Solidifies a large amount of liquid Plasma into a bar. Can not react in a body. | N/A |
Uranium Solidification | 20 parts Uranium 5 parts Frost Oil |
N/A | Solidifies a large amount of liquid Uranium into a sheet. Can not react in a body. | N/A |
Plastic Sheets | 5 parts Oil 1 part Welding Fuel 1 part Carbon 3 parts 2 parts Sulphuric Acid |
N/A | Creates Plastic sheets at a rate of 10u per Plastic sheet. Can be used in hand to craft plastic bottles . | N/A |
Romerol? | Syndicate uplink | N/A | Romerol adds a zombie infection tumor (festering ooze) to the victims' heads. When those victims die, they will revive as 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 and ingestion. The tumor can be removed with surgery. | instant |
Royal Bee Jelly? | 40 parts Honey 10 parts Unstable Mutagen
1 part Chlorine 1 part Phosphorus |
Min react temp: 100K Overheat temp: 900K Optimal pH range: 5 to 9 Min purity: 0.3 Mildly exothermic Mildly H+ consuming |
Causes a Queen Bee to split in two when injected. (Results in 5 units instead of 50) | 0.4 units per tick |
Serotrotium? | Strange seeds | N/A | Makes you randomly twitch, drool, moan and gasp. | 0.1 units per tick |
Soap | 10 parts Lye 1 part Sodium 1 part Hydrogen 10 parts Liquid Gibs |
N/A | Creates a bar of soap, 10% faster cleaning than with what you get on the station. Can not react in a body. | N/A |
Space Cleaner? | 1 part Ammonia 3 parts Hydrogen 1 part Nitrogen 1 part Water |
Min react temp: 100K Overheat temp: 900K Optimal pH range: 5 to 9 Min purity: 0.3 Mildly exothermic Mildly H+ consuming |
This is able to clean almost all surfaces of most things that may dirty them. The janitor is likely to appreciate refills. Unlike scrubbing tools, this does not clean forensics (fingerprints). | 0.4 units per tick |
Spray Tan? | 1 part Orange Juice 1 part Oil OR 1 part Corn Oil
1 part Welding Fuel 1 part Carbon |
Min react temp: 100K Overheat temp: 900K Optimal pH range: 5 to 9 Min purity: 0.3 Mildly exothermic Mildly H+ consuming |
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. | 0.4 units per tick |
Space Lube? | 1 part Oxygen 1 part Silicon |
Min react temp: 100K Overheat temp: 900K Optimal pH range: 5 to 9 Min purity: 0.3 Mildly exothermic Mildly H+ consuming |
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) | 0.4 units per tick |
Sterilizine? | 1 part Multiver 1 part Chlorine |
Min react temp: 100K Overheat temp: 900K Optimal pH range: 5 to 9 Min purity: 0.3 Mildly exothermic Mildly H+ consuming |
When applied via touch or vapor, increases the speed of surgical steps by 20%. Useful for surgery in less than ideal conditions. | 0.4 units per tick |
Synthmeat | 5 parts Blood 1 part Cryoxadone
1 part 1 part Unstable Mutagen 1 part Chlorine 1 part Phosphorus 1 part Stable Plasma |
N/A | Creates a slab of synthetic meat. | N/A |
Medicated Suture | 20 units Formaldehyde 1 part Ethanol 1 part Oxygen 15 units 10 units Cellulose
Grind wood planks
|
N/A | Creates a Medicated Suture. | N/A |
File:Advanced regenerative mesh closed.pngAdvanced Regenerative Mesh | 10 units Sterilizine 1 part Multiver 1 part Chlorine 20 units Aloe Juice Cellulose
Grind wood planks
|
N/A | Creates an Advanced Regenerative Mesh. | N/A |
File:Mourning poultice.pngMourning Poultice | 20 units Aloe Juice 20 units Bungotoxin Grow Bungo Tree
20 units Cellulose
Grind wood planks
|
N/A | Creates a Mourning Poultice. | N/A |
Organic Slurry? | Dip a dead mouse in at least 3 units of Welding Fuel | N/A | A mixture of various differently colored fluids. Only works when ingested. If injected, will revert to Welding Fuel. Randomly induces vomiting and later short stuns as well. Rapidly purges itself each vomit when stunning. Results in 4 units instead of 3. | 0.4 units per tick |
Pax? | 1 part Mindbreaker Toxin 1 part Multiver 1 part Hydrogen 1 part Synaptizine 1 part Sugar 1 part Lithium 1 part Water |
Min react temp: 100K Overheat temp: 900K Optimal pH range: 5 to 9 Min purity: 0.3 Mildly exothermic Mildly H+ consuming |
Pacifies by preventing the victim from using , certain harmful weapons and only letting them use passive or aggressive Hold CTRL and left-click a person with your hand empty. It doesn't matter if is on or off. Repeat after a short delay to upgrade grab to aggressive (lvl 2), neck (lvl 3) and strangling (lvl 4). |
0.1 units per tick |
Synthpax? | Peacekeeper Cyborgs | N/A | Same as Pax but metabolises much faster. Can only be used by Peacekeeper Cyborgs. | 0.6 units per tick |
Dizzying Solution | Peacekeeper Cyborgs | N/A | Makes the target dizzy and confused. Can only be used by Peacekeeper Cyborgs. | 0.6 units per tick |
Tranquility? | Gondola Meat | N/A | Induces a virus that creates Pax within the victim's body and slowly turns them into a Gondola. Can be cured with Condensed Capsaicin. | 0.4 units per tick |
Liquid Electricity? | Ethereal blood, certain foods | N/A | Periodically electrocutes any non-Ethereals that have this in their system. Insulated gloves do not protect against this. | 0.4 units per tick |
Monkey Powder | 2 parts Nutriment 1 part Banana Juice |
Min react temp: 100K Overheat temp: 900K Optimal pH range: 5 to 9 Min purity: 0.3 Mildly exothermic Mildly H+ consuming |
Add 1u water to 50u of this to create a monkey. Gibs monkeys if another monkey spawns inside them. (Results in 5 units instead of 4) | N/A |
Electrolysis | 5 units Water 1 unit Liquid Electricity Ethereal blood, certain foods
|
Min react temp: 100K Overheat temp: 900K Optimal pH range: 5 to 9 Min purity: 0.3 Mildly exothermic Mildly H+ consuming |
Turns the ingredients into 3u hydrogen and 1.5u oxygen. | N/A |
Scream | 5 parts Cream 5 parts Lizard wine 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 Temperature 374K |
N/A | When mixed the ingredients are consumed and the solution screams. Bigger reaction causes louder scream. | N/A |
Slime Extractification | 30 parts Slime Jelly Must be mixed in a Glowshroom 3 parts Oil 1 part Welding Fuel 1 part Carbon 1 part Tinea Luxor Mushroom Stem (Embershroom)
2 parts Radium
|
N/A | The mixture condenses into a grey slime extract. | N/A |
Virology Recipes
These chemicals are used to mutate viruses, and have few uses beyond that.
Name | Formula | Description |
---|---|---|
Virus Rations? | 1 part Virus Food 5 parts Water 5 parts Milk 1 part Synaptizine
1 part Sugar 1 part Lithium |
Depleted virus food. Used to get a virus symptom of level 1. (Results in 1 unit instead of 2) |
Virus Food? | 5 parts Water 5 parts Milk |
Allows viruses and bacteria to quickly grow. Used to get a virus symptom of level 1 or 2. The virologist has a dispenser with this on a wall in the lab. (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 |
Used to get a virus symptom of level 3. (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 or |
Used to get a virus symptom of level 4. |
Weakened Virus Plasma? | 1 part 1 part Synaptizine
1 part Sugar 1 part Lithium |
Weakened variety of virus plasma. Used to get a virus symptom of level 5. |
Virus Plasma? | 1 part Virus Food 5 parts Water 5 parts Milk 1 part Plasma |
Used to get a virus symptom of level 6. (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. Used to get a virus symptom of level 6 or 7. (Results in 1 unit instead of 2) |
Unstable Uranium Gel? | 1 part 5 parts Uranium |
Powerful viral mutagen. Used to get a virus symptom of level 7. (Results in 1 unit instead of 6) |
Stable Uranium Gel? | 1 part 5 parts Uranium |
Powerful viral mutagen. Used to get a virus symptom of level 8. (Results in 1 unit instead of 21) |
Blood Duplication? | 1 part Unstable Mutagen 1 part Chlorine 1 part Phosphorus 1 part Blood |
Not exactly a recipe or an usual reaction, more of an useful byproduct of virology recipes. When any chemical that mutates viruses is combined with any blood, it increases the amount of blood without the need for it to be removed from someone. With plumbing, this is most useful when used with Unstable Mutagen, as it's easy to produce and allows you to infinitely create blood for use in chemfactories. |
There are also chemicals that do nothing, which can be found in Strange seeds. Example: Plastic Polymers.
Mutation Toxins
Obtainable through xenobiology, these chemicals transform humanoids into other races. It only takes 1u to start the transformation.
Name | Formula | Description | Metabolism Rate |
---|---|---|---|
Imperfect Mutation Toxin? | Green slimes | After 20 cycles (about 4 units) transforms you into a random slimeperson subspecies. If you're already a slimeperson this will randomly change your subspecies. Used to be named Slime Mutation Toxin. | 0.2 units per tick |
Lizard Mutation Toxin? | Green slimes | After 20 cycles (about 4 units) transforms you into a lizardperson. | 0.2 units per tick |
Stable Mutation Toxin? | Green slimes | After 20 cycles (about 4 units) transforms you into a human. | 0.2 units per tick |
Advanced Mutation Toxin? | Black slimes | Makes the victim contract a disease which slowly morphs them into a slime. The disease can be cured with Frost Oil. | 0.2 units per tick |
Toxins
The deadliest of deadly chemicals. You can get some of these through the traitor uplink. The human liver will quickly purge individual toxins at 3u and under from the bloodstream (1 unit per tick at full liver health). Toxins in the stomach is also taken into consideration, i.e. having 2u in the bloodstream and 10u in the stomach means the purge doesn't happen. The purge threshold lowers with higher liver damage. All toxins deal liver damage at higher volumes in the body.
Name | Recipe | Reaction conditions | Damage dealt | Description | Metabolism Rate | Overdose Threshold |
---|---|---|---|---|---|---|
Toxin? | Hacked NanoMed vendors, Emagged Chem Dispenser | N/A | Toxin | Will deal 1.5 toxin damage per tick. | 0.4 units per tick | N/A |
Bad Food? | From eating poorly made food | N/A | Toxin | Will deal 0.5 toxin damage per tick. | 0.1 units per tick | N/A |
Chloral Hydrate? | 3 parts Chlorine 1 part Ethanol |
Min react temp: 100K Overheat temp: 900K Optimal pH range: 5 to 9 Min purity: 0.3 Mildly exothermic Mildly H+ consuming |
Stun, Toxin | A powerful sedative which first confuses and makes you drowsy, and then after 10 cycles puts the victim to sleep. After 51 total cycles, it starts dealing ever increasing toxin damage, until death. (Results in 1 unit instead of 5) | 0.6 units per tick | N/A |
Mindbreaker Toxin? | 1 part Multiver 1 part Hydrogen |
Min react temp: 100K Overheat temp: 900K Optimal pH range: 5 to 9 Min purity: 0.3 Mildly exothermic Mildly H+ consuming |
Hallucinations | A potent hallucinogenic compound that is illegal under space law. Formerly known as LSD, but was renamed so people understand that it is not a "fun time". For people with the Reality Dissociation Syndrome trait, this will instead suppress hallucinations. (Results in 5 units instead of 3) |
0.4 units per tick | N/A |
Mute Toxin? | 2 parts Uranium 1 part Water |
Min react temp: 100K Overheat temp: 900K Optimal pH range: 5 to 9 Min purity: 0.3 Mildly exothermic Mildly H+ consuming |
Speech | Makes the subject unable to speak for some time. (Results in 2 units instead of 4) | 0.4 units per tick | N/A |
Mime's Bane? | 1 part Mute Toxin 2 parts Uranium 1 part Water 1 part Nothing |
Min react temp: 100K Overheat temp: 900K Optimal pH range: 5 to 9 Min purity: 0.3 Mildly exothermic Mildly H+ consuming |
Gestures | Makes the subject unable to gesticulate. | 0.4 units per tick | N/A |
Bone Hurting Juice? | 3 parts Itching Powder 1 part Multiver 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 |
Min react temp: 100K Overheat temp: 900K Optimal pH range: 5 to 9 Min purity: 0.3 Mildly exothermic Mildly H+ consuming |
Stamina Damage | Does 7.5 stamina damage per tick. On overdose it has a 4% chance of causing a spike of 20 brute and 200 stamina damage to a random limb, which has a high chance of hurting bones. | 0.4 units per tick | 50 Units |
Mulligan Toxin? | 1 part 1 part Unstable Mutagen
1 part Chlorine 1 part Phosphorus |
Min react temp: 100K Overheat temp: 900K Optimal pH range: 5 to 9 Min purity: 0.3 Mildly exothermic Mildly H+ consuming |
Identity | Randomizes the subject's appearance. | Infinite | N/A |
Lexorin? | 1 part Salbutamol 1 part 1 part Ammonia 3 parts Hydrogen 1 part Nitrogen 1 part Aluminium 1 part Plasma |
Min react temp: 100K Overheat temp: 900K Optimal pH range: 5 to 9 Min purity: 0.3 Mildly exothermic Mildly H+ consuming |
Suffocation | Temporarily stops respiration and causes 5 oxyloss damage per tick. Even small doses are fatal, and will cause people to pass out quickly. Countered by epinephrine which purges 2u lexorin (and 1u of itself) with 20% chance to add 4u histamines. | 0.4 units per tick | N/A |
Initropidril? | Poison Kit, Bioterror Spray | N/A | 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. | 0.2 units per tick | N/A |
Tirizene? | Traitor Sleepypen, Emagged Soda Dispenser/Borg Hypo, Poison/Death Berries | N/A | Stamina Damage | Deals 13 stamina damage per tick, which constantly lowers. Usually harmless. | 0.4 units per tick | N/A |
Tiring Solution? | Peacekeeper Cyborgs | N/A | Stamina Damage | Deals 10 stamina damage per tick, slowing you down. Won't go higher than 50 stamina damage. | 0.6 units per tick | N/A |
Polonium? | Poison Kit, Bioterror Spray | N/A | Radiation | Cause significant radiation damage over time (4 per tick). It's metabolized very slowly. | 0.05 units per tick | N/A |
Pancuronium? | Poison Kit | N/A | Stun and Suffocation | After 10 cycles stuns you with no warning. Randomly causes loss of breath, which can choke you to death. | 0.1 units per tick | N/A |
Sodium Thiopental? | Emagged Borg Hypo, Poison Kit, Bioterror Spray/Syringe/Dart | N/A | Knockout and Stamina | Knocks you out after 10 cycles, and deals 10 stamina damage per tick. Similar to Chloral Hydrate but longer lasting and can't kill you. | 0.3 units per tick | N/A |
Sulfonal? | 1 part 1 part 1 part Sulfur |
Min react temp: 100K Overheat temp: 900K Optimal pH range: 5 to 9 Min purity: 0.3 Mildly exothermic Mildly H+ consuming |
Knockout and Toxin | 0.5 toxin damage every cycle and knocks you out after 22 cycles. Metabolized very slowly. | 0.05 units per tick | N/A |
Amanitin? | Destroying Angel | N/A | 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. | 0.2 units per tick | N/A |
Amatoxin? | Fly Amanita | N/A | Toxin Damage | Deals 2.5 toxin damage per tick. | 0.4 units per tick | N/A |
Bungotoxin? | Grow Bungo Tree | N/A | Heart Damage | Deals 3 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 |
Lead Acetate? | Party Pods (hidden tech) | N/A | Brain and ear damage | Deals 1 brain and ear damage per tick. Tiny chance to cause confusion. | 0.4 units per tick | N/A |
Unstable Mutagen? | 1 part Chlorine 1 part Phosphorus |
Min react temp: 100K Overheat temp: 900K Optimal pH range: 5 to 9 Min purity: 0.3 Mildly exothermic Mildly H+ consuming |
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 to activate a dormant bad mutation is 98%, and good mutation 2%. Causes radiation. High doses are lethal to your liver. Also useful for Virology. Turns into blood if mixed with blood, due to . | 0.4 units per tick | N/A |
Lipolicide? | 1 part Ephedrine 1 part 1 part Oil 1 part Welding Fuel 1 part Carbon 1 part Hydrogen 1 part 1 part Mercury |
Min react temp: 100K Overheat temp: 900K Optimal pH range: 5 to 9 Min purity: 0.3 Mildly exothermic Mildly H+ consuming |
Weight Loss | Drains nutrition. Useful for weight loss. Will deal toxin damage if you are starving. | 0.2 units per tick | N/A |
Coniine? | Death Berries, Bioterror Spray/Syringe | N/A | Toxin and breath loss | Each tick does 1.75 toxin damage and refreshes 5 ticks of being unable to breathe. EXTREMELY slow metabolization, but fast acting. Comparable to Lexorin. | 0.024 units per tick | N/A |
Curare? | Poison Kit | N/A | Paralyzation, Oxygen, and Toxin | Paralyzes you after 11 cycles, while dealing 1 oxyloss and 1 toxic damage. Metabolizes slowly; very lethal. | 0.05 units per tick | N/A |
Histamine? | Omega Weed, Poison Kit, Formaldehyde, Venom, Itching Powder | N/A | 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. | 0.1 units per tick | 30 Units |
Formaldehyde? | 1 part Ethanol 1 part Oxygen |
Min react temp: 100K Overheat temp: 900K Optimal pH range: 5 to 9 Min purity: 0.3 Mildly exothermic Mildly H+ consuming |
Toxin | Causes a 1 Toxin damage per tick. Has a 5% chance to turn into 5 to 15 units of Histamine. Preserves corpses from organ decay. | 0.2 units per tick | N/A |
Venom? | Poison Kit, Bioterror Spray, Giant Spider bites | N/A | 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. | 0.1 units per tick | N/A |
Fake Beer? | Emagged service cyborg | N/A | Knockout | Instantly puts the victim to sleep. Cycle 51 and onwards it will also deal (current cycle - 50) toxin damage. | 0.6 units per tick | N/A |
Fentanyl? | 1 part Space Drugs 1 part Lithium 1 part Mercury Temperature 674K |
Min react temp: 674K Overheat temp: 900K Optimal pH range: 5 to 9 Min purity: 0.3 Mildly exothermic Mildly H+ consuming |
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 make the user fall asleep. | 0.2 units per tick | N/A |
Cyanide? | 1 part Oil 1 part Welding Fuel 1 part Carbon 1 part Ammonia 3 parts Hydrogen 1 part Nitrogen 1 part Oxygen |
Min react temp: 380K Overheat temp: 900K Optimal pH range: 5 to 9 Min purity: 0.3 Mildly exothermic Mildly H+ consuming |
Toxin, oxyloss | Deals 1.25 toxin damage per tick, with 8% chance to stun for 4 seconds and take 2 additional toxin damage. Also 5% chance to lose breath for a moment. Metabolizes slowly. | 0.05 units per tick | N/A |
Carpotoxin? | Space Carp, Koibeans, Emagged Chem Dispenser | N/A | Toxin | Deals 2 toxin damage per tick. May heal scars when ingested. Can be used to make Rezadone and imitation carpmeat. | 0.4 units per tick | N/A |
Zombie Powder? | 5 parts Morphine 2 parts Carbon 2 parts Hydrogen 5 parts Carpotoxin Space Carp, Koibeans, Emagged Chem Dispenser
5 parts Copper |
Min react temp: 100K Overheat temp: 900K Optimal pH range: 5 to 9 Min purity: 0.3 Mildly exothermic Mildly H+ consuming |
Fake death, stun | If ingested instantly knocks people out (CURRENTLY BUGGED), and makes them appear dead to the most rudimentary of tests. If taken any other way than ingestion it makes you confused and drowsy cycle 1-5, deals 40 stamina damage cycle 5-8 and causes the fake death cycle 9 and onwards. Deals 0.5 suffocation and toxin damage per tick. (Results in 2 units instead of 15) | 0.4 units per tick | N/A |
Ghoul Powder? | 1 part Epinephrine 1 part Zombie Powder
5 parts Morphine 2 parts Carbon 2 parts Hydrogen 5 parts Carpotoxin Space Carp, Koibeans, Emagged Chem Dispenser
5 parts Copper |
Min react temp: 100K Overheat temp: 900K Optimal pH range: 5 to 9 Min purity: 0.3 Mildly exothermic Mildly H+ consuming |
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 |
Itching Powder? | 1 part Multiver 1 part Ammonia 3 parts Hydrogen 1 part Nitrogen 1 part Welding Fuel |
Min react temp: 100K Overheat temp: 900K Optimal pH range: 5 to 9 Min purity: 0.3 Mildly exothermic Mildly H+ consuming |
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 touch, such as from getting splashed with it. Has a 3% chance to transform into 1 to 3 units of Histamine. | 0.2 units per tick | N/A |
Mint Toxin? | Mints, Emagged Booze Dispenser, Mushroom Shavings (Lavaland) | N/A | Conditional death | Instantly gibs fat people when ingested. | 0.4 units per tick | N/A |
Slime Jelly? | Must be mixed in a Glowshroom 3 parts Oil 1 part Welding Fuel 1 part Carbon 1 part Tinea Luxor Mushroom Stem (Embershroom)
2 parts Radium
|
Min react temp: 100K Overheat temp: 900K Optimal pH range: 5 to 9 Min purity: 0.3 Mildly exothermic Mildly H+ consuming |
Toxin | The base reagent for slime based chemicals. Grinding 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. | 0.4 units per tick | N/A |
Heparin? | 1 part Formaldehyde 1 part Ethanol 1 part Oxygen 1 part Salt
1 part Chlorine 1 part Sodium 1 part Lithium |
Min react temp: 100K Overheat temp: 900K Optimal pH range: 5 to 9 Min purity: 0.3 Mildly exothermic Mildly H+ consuming |
Bleeding | A powerful anticoagulant. All open bleeding wounds on the victim will open up and bleed much faster. Increases bleed flow by 0.5. Doesn't work unless the victim has a bleeding wound. | 0.08 units per tick | N/A |
Rotatium? | 1 part Teslium 1 part Gunpowder 1 part Multiver 1 part Saltpetre 3 parts Oxygen 1 part Potassium 1 part Sulfur 1 part Silver 1 part Mindbreaker Toxin 1 part Multiver 1 part Hydrogen 1 part |
Min react temp: 100K Overheat temp: 900K Optimal pH range: 5 to 9 Min purity: 0.3 Mildly exothermic Mildly H+ consuming |
Toxin | After 20 cycles, causes the victim's screen to display a rocking motion. Deals 0.5 toxin damage per tick. Was previously refinable into Skewium, but skewium was removed from tgstation Oct 2019 for causing client crashes. |
0.24 units per tick | N/A |
Spewium? | Poison Kit | N/A | 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 15% chance to eject an organ each tick if overdosing. Requires very high doses. | 0.4 units per tick | 29 Units |
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 |
Min react temp: 100K Overheat temp: 900K Optimal pH range: 5 to 9 Min purity: 0.3 Mildly exothermic Mildly H+ consuming |
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 or Calomel, the purging is slowed down to 0.5u per tick. | 0.032 units per tick | N/A |
Fluorosulfuric Acid? | 1 part Fluorine 1 part Hydrogen 1 part Potassium 1 part Sulphuric Acid Temperature 380 K |
Min react temp: 380K Overheat temp: 900K Optimal pH range: 5 to 9 Min purity: 0.3 Mildly exothermic Mildly H+ consuming |
Corrosion | A highly caustic and dangerous substance. Slowly melts equipment and clothes it touches. Instantly deals brute damage if added to or splashed on people. Deals 2 toxin and (current cycle / 15) burn in body. "Acidpower" 42. | 0.4 units per tick | N/A |
Nitric Acid? | Template:RecursiveChem/Nitric Acid | Min react temp: 480K Overheat temp: 900K Optimal pH range: 5 to 9 Min purity: 0.3 Mildly exothermic Mildly H+ consuming |
Corrosion | A corrosive and dangerous substance. Instantly deals brute damage if added to or splashed on people. Deals 3 toxin and (volume / 10) burn in body. "Acidpower" 5. (Results in 2 units instead of 3) | 0.4 units per tick | N/A |
Weed Killer? | 4 parts Ammonia 3 parts Hydrogen 1 part Nitrogen 1 part Toxin Hacked NanoMed vendors, Emagged Chem Dispenser
|
Min react temp: 100K Overheat temp: 900K Optimal pH range: 5 to 9 Min purity: 0.3 Mildly exothermic Mildly H+ consuming |
Toxin | Kills weeds and causes 1 toxin damage per tick to humans. | 0.4 units per tick | N/A |
Pest Killer? | 1 part Toxin Hacked NanoMed vendors, Emagged Chem Dispenser
4 parts Ethanol |
Min react temp: 100K Overheat temp: 900K Optimal pH range: 5 to 9 Min purity: 0.3 Mildly exothermic Mildly H+ consuming |
Toxin | Kills pests in hydroponics trays. Causes 1 toxin damage to humans and 4 toxin damage to fly people, each tick. | 0.4 units per tick. | N/A |
Plant-B-Gone? | 1 part Toxin Hacked NanoMed vendors, Emagged Chem Dispenser
4 parts Water |
Min react temp: 100K Overheat temp: 900K Optimal pH range: 5 to 9 Min purity: 0.3 Mildly exothermic Mildly H+ consuming |
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 pod people, each tick. | 0.4 units per tick | N/A |
Hot Ice Slush? | Grind Hot Ice. 50u per sheet. | N/A | Toxin | Heats you up, deals 3 toxin damage and increases the plasma volume of xenos. Slowly purges epinephrine. Melts into 12 units of liquid form plasma if heated to 30°C (303.15 K). | 0.4 units per tick | N/A |
Lavaland Chemicals
Found primarily in Lavaland flora.
Name | Found in | Type | Description | Metabolism Rate |
---|---|---|---|---|
Entropic Polypnium? | Mushroom Cap (Inocybe), from tall mushrooms | Food | 20% chance each tick to deal 4 ticks of breath loss, 2 brain damage (max 150), 3 toxin, 10 stamina and blurry eyes. Knocks you unconcious after 10 cycles. | 0.4 units per tick |
Tinea Luxor? | Mushroom Stem (Embershroom) | Food | Makes the consumer glow. | 0.4 units per tick |
Vitrium Froth? | Cactus Fruit (Fruiting Cactus), Mushroom Leaf (Porcini) | Food | 80% chance to heal 1 burn and 1 brute damage each tick. | 0.4 units per tick |
Reagent Delivery
There are different ways you can apply chemicals to a person or the environment.
Delivery types
There are 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
Ingesting reagents puts them into the stomach. The individual reagents in the stomach will then be digested over time, which slowly moves them to the bloodstream at a rate partly based on the amount of them in the stomach, and stomach type (race). Most reagents have no effect until they have been moved to the bloodstream where they start metabolising (an exception is milk). They can be ejected if the person vomits. Ingestion is used by pills, cigarettes, e-cigarettes and drinking/eating the reagent directly. Inhaling smoke counts as ingesting, with the difference that smoke bypasses the stomach and is added directly to the bloodstream. Probital works best when ingested.
Inject
On inject the reagent simply enters the target's bloodstream and starts metabolising. Reagents in blood can be filtered out using surgery. Used by syringes and IV-drips. Syriniver works best if injected.
Vapor
Vapor is used by (ranged) spray bottles and foam. A portion of the reagents will enter the bloodstream of the target, but clothes will protect from some/most/all of it depending on clothing. Any hardsuit typically makes the target completely immune to getting it into their bloodstream, if the helmet is closed. But if the reagent has a "vapor" based component, that component will still affect the target, like Fluorosulfuric Acid. See more about foam below, with examples. Hercuri works best as vapor.
Touch
Touch is used by smoke and splashing. If the reagent has a "touch" based component, that component will affect the target (such as the instant heal part of Synthflesh), without being blocked by clothing. Nothing at all will enter the target's bloodstream, with the exception of smoke if the target has no internals on. Currently all "touch" components are also "patch" components. See more on smoke below, with examples.
Patch
Patch is used by patches and medical gels. The reagent enters the target's bloodstream entirely AND if the reagent has a "patch" based component, that component will affect the target. Currently all "patch" components are also "touch" components.
Smoke vs foam vs others
These are the major practical differences between pills, syringes, patches, cigarettes, smoke, foam, splash and spray.
Pills
Pills can be instantly ingested if used on yourself. It doesn't work if mouth is covered. Plasmamen will have trouble taking these. They hold up to 50u. Aren't added to bloodstream instantly.
Syringes
Syringes can inject into people even with their mouths covered, either by hand or with a syringe gun. It doesn't work on players wearing hardsuits or other pierce-immune clothing, unless you use a piercing syringe or manage to aim for an exposed part of their body. Golems are completely immune to syringes (even piercing syringes), but patches do work on them. A syringe holds between 10-60u, depending on type. Common syringes hold 15u.
Patches
Will add all reagents into a person's bloodstream through any clothing, including hardsuits. Also apply touch/patch based effects. Example: A patch of 20u Synthflesh will instantly heal 25 brute and burn (touch component), and also enter the target's bloodstream (which in this case does nothing). Usable by plasmamen. Can hold up to 40u.
Cigarettes
Can be dipped in reagents to be filled. If smoking/vaping, you will slowly ingest whatever reagents the cigarette/cigar/e-cig contains. Though, if the reagents are too diluted, they may not build up in your bloodstream fast enough to have any effect at all. E-cigarettes can be trimmed with a screwdriver and multitool to also create smoke.
Smoke
When a smoke reaction occurs, the smoke will consume any other reagent in its original containers, and spread that reagent to flooring and people/mobs who enter its area of effect. People who enter the smoke will be touched by the reagents. If they do not have internals or gas mask 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 (and take toxin damage), if they stay in the smoke for its full duration (otherwise they will heal partially). Those who are not wearing internals will also ingest 20u of the medicine, making it enter their bloodstream (which does nothing in this case).
Smoke example: Smoke containing 20u Chlorine Trifluoride(CLF3). CLF3 has a touch(and vapor) component, so everyone caught in the cloud, including people wearing hardsuits and internals, will catch on fire. It will also deal burn damage to the environment, since CLF3 is coded to do so. Those who are not wearing internals will also ingest 20u of the CLF3 and thus, start heating up from the inside, effectively burning from both in and out at the same time.
Foam
When a foam reaction occurs, the foam will consume any other reagent in its original containers, and spread that reagent to flooring and people/mobs who enter its area of effect. The foam will spread slower than smoke and is usually slippery. Reagents will be copied through the vapor type delivery to those affected over the duration of the foam, BUT the reagents will be heavily diluted depending on the amount of foaming reagent used. Any clothing will reduce how much of the reagents will enter a person's bloodstream. Furthermore, foam reagent bloodstream insertion is divided into several 'ticks'. A minimum amount of reagent is required per tick for it to enter a bloodstream. So if too little reagents are contained in the reaction, or too much foam is used, the foam will do nothing. These ticks are counted after dilution and protection from clothing. On the other hand, if you use very small amounts of foam, the reagents may instead multiply in the bloodstream to more than the original amount. Hardsuits with helmets on will make people immune to getting reagents into their bloodstream through foam. Despite dilution, the foam will still copy remaining chems such as acid, CLF3, or Space Cleaner to any tile it touches (but not walls, windows or doors). Foam will not block sight.
Foam example 1: 250u foam containing 10u Cyanide will spread a blue foam that does nothing to those it touches. The poison is too diluted to work at all.
Foam example 2: 20u foam containing 250u Fluorosulfuric Acid. A small area and everyone touched by the foam will have large amounts of acid slowly melting their clothing and the affected floor and items. Those who did not wear a hardsuit with helmet on will also have a large amount of acid in their bloodstreams, depending on what they were wearing and how long they were in the foam. If they had internals on or not doesn't matter.
Splashing
Throwing a beaker or using
on something while holding it will splash its contents. The longer throw distance, the more the splash will spread out. A grenade will splash its content unless it also contains smoke or foam. Splashing only does touch delivery. This means most chemicals will do absolutely nothing when splashed. Reagents that have special properties to affect environment, such as Water, will do so where splashed (creates slippery tile). Reagents that have a touch component will apply that component only. Example: If you throw a beaker of 80u Synthflesh at someone, you will instantly heal them for 100 brute and burn (and deal up to 150 toxin damage), since Synthflesh is touch/patch based. It doesn't matter if the target uses hardsuit or internals in this case. This means throwing a beaker of poison at someone will do nothing at all. Splashing can apply chemicals such as Thermite to walls.
Spraying
Spraying reagents will apply them to environments (if they have any such effect), and will enter hit people's bloodstreams through the vapor delivery. This means clothing will protect from some/most/all of the reagents, depending on what they are wearing. Using a hardsuit with helmet on makes them immune to getting the reagent into their bloodstream. Reagents such as acid, CLF3, or Space Cleaner will still cause their special effects when sprayed on people/environments, but will not enter the bloodstream if the target is wearing too heavy clothing.
Beyond the Dispenser
Just because it isn't found in the dispenser or the guide above doesn't mean you can't use it! Drinks, slime cores and plenty of other things can provide limitless fun for an enterprising and curious chemist.