Guide to chemistry: Difference between revisions

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m Silver Sulf had a copy (namewise), that was fixed.
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|45 Units
|45 Units
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!style='background-color:#FFEE88;'|{{anchor|Silver Sulfadiazine}}Silver Sulfadiazine<span style="color:#D2D2D2;background-color:white">▮</span>
!style='background-color:#FFEE88;'|{{anchor|Styptic Powder}}Styptic Powder<span style="color:#D2D2D2;background-color:white">▮</span>
|{{RecursiveChem/Silver Sulfadiazine}}
|{{RecursiveChem/Styptic Powder}}
|Brute
|Brute
|On touch, instantly heals 1 brute damage per unit, then heals 2 brute per tick over time while it stays in the system. Basic anti-brute healing drug.
|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.

Revision as of 19:17, 21 April 2020

File:Chemist action.png
 
Bryon Styles, the Chemist says:
"Welcome to chemistry, the place where you can make special drugs that are both capable of healing someone back to life, or dealing some serious damage without them knowing any better."


This guide will primarily be useful for chemists but may come in handy to any player and especially traitors

Machinery

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


Chem Dispenser Chemistry Dispensers

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

Available chemicals:

Click expand to see what chemicals are available:

Normal:

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

Upgraded (tier 2 matter manipulator):

  • Oil
  • Ammonia
  • Ash

Upgraded (tier 3 matter manipulator):

  • Acetone
  • Phenol
  • Diethylamine

Upgraded (tier 4 matter manipulator):

  • Miner's Slave
  • Toxin

Emagged Reagents:

  • Space Drugs
  • Plasma
  • Frost Oil
  • Carp Toxin
  • Histamine
  • Morphine

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.

Chemical Heater Chemical Heater

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

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

Upgrading the laser will increase the heating/cooling speed.

ChemMaster 3000 ChemMaster 3000

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

Reagent Grinder All-In-One Grinder

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

Smoke Machine Smoke Machine

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

Upgradeable parts:

Click expand to see upgrades:

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

Metabolism

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

Active Pure Chemicals

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

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

Components

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 drop a comment in the discord wiki-general .

Name Formula Description
Ash 1 part
Oil
1 part Welding Fuel

1 part Carbon
1 part Hydrogen


Temperature 480K

Ingredient in Lye and Plastic Sheets. Can also be acquired by lighting a piece of paper on fire and scooping up the resulting ashes with a beaker. 30u per paper.
Oil 1 part Welding Fuel

1 part Carbon
1 part Hydrogen

Can be heated into Ash. Also ingredient in Phenol, Acetone, Ephedrine, Diphenhydramine, Miner's Salve, Haloperidol, Napalm, Plastic Sheets, Spray Tan and Cyanide. Can be scooped up from destroyed cyborgs and such. Flammable.
Acetone 1 part
Oil
1 part Welding Fuel

1 part Carbon
1 part Hydrogen


1 part Welding Fuel
1 part Oxygen

Ingredient in Cryoxadone, Atropine, Mutadone, Epinephrine, Smart Foaming Agent, Sulfonal, Modafinil and Neurine.
Diethylamine 1 part
Ammonia
3 parts Hydrogen
1 part Nitrogen

1 part Ethanol

A very potent fertilizer. When used on a growing plant, it adds 2u of nutrient, increases yield more than Ammonia, heals the plant AND kills pests. Also ingredient in Atropine, Ephedrine, Diphenhydramine, Epinephrine, Modafinil, Meth Explosion and Lipolicide.
Phenol 1 part
Oil
1 part Welding Fuel

1 part Carbon
1 part Hydrogen


1 part Chlorine
1 part Water

Ingredient in Salicylic Acid, Oxandrolone, Atropine, Epinephrine and Modafinil.
Ammonia 3 parts Hydrogen

1 part Nitrogen

An effective fertilizer. Adds adds 1u of nutrient, heals plants and increases yield, though it isn't as powerful as Diethylamine. Ingredient in Diethylamine, Salbutamol, Pentetic Acid, Crank, Modafinil, Nitrous Oxide, Space Cleaner, Cyanide, Itching Powder and Weed Killer. (Results in 3 units instead of 4)
Saltpetre 3 parts Oxygen

1 part Potassium
1 part Nitrogen

Works as a fertilizer. Heals your plant, increases potency and decreases production time. Doesn't add nutrient. Ingredient in Bath Salts and Gunpowder. (Results in 3 units instead of 5)
Sodium Chloride 1 part Chlorine

1 part Sodium

It's actually salt. That's what I said, sodium chloride. It is often used to season food.

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

Lye 1 part Sodium

1 part Hydrogen
1 part Oxygen

Ingredient in Soap.
Lye (Alternate Recipe) 1 part
Ash
1 part
Oil
1 part Welding Fuel

1 part Carbon
1 part Hydrogen


Temperature 480K


1 part Water
1 part Carbon

Ingredient in Soap. (Results in 2 units instead of 3)

Medicines

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

Many reagents can also be overdosed and/or cause addiction, leading to a negative outcome. Be sure to monitor how many units someone is injected with. If an overdose occurs, the negative effects will keep being applied every tick until that chemical is completely out of the system. If an addiction occurs, the negative effects will only start occuring some time after the chemical is out of the system, and can be negated by keeping taking it. You can usually only remove an addiction by waiting it out.

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

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 Treatment for Description Metabolism Rate Overdose Threshold
Bicaridine 1 part Carbon

1 part Oxygen
1 part Sugar

Brute The most basic chemical for healing brute damage. Heals brute damage at a rate of 2 units per tick. If overdosed deals 2 brute damage per tick. 0.4 units per tick 30 Units
Kelotane 1 part Carbon

1 part Silicon

Burn The most basic chemical for healing burn damage. Heals burn damage at a rate of 2 units per tick. If overdosed deals 2 burn damage per tick. 0.4 units per tick 30 Units
Anti-Toxin 1 part Nitrogen

1 part Silicon
1 part Potassium

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 30 Units
Tricordrazine 1 part
Anti-Toxin
1 part Nitrogen

1 part Silicon
1 part Potassium


1 part
Bicaridine
1 part Carbon

1 part Oxygen
1 part Sugar


1 part
Kelotane
1 part Carbon

1 part Silicon

Brute, Burn, Toxin, Suffocation 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 30 Units
Dexalin Template:RecursiveChem/Dexalin 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
Charcoal 1 part
Sodium Chloride
1 part Chlorine

1 part Sodium


1 part
Ash
1 part
Oil
1 part Welding Fuel

1 part Carbon
1 part Hydrogen


Temperature 480K


Temperature 380K

Toxin Heals toxin damage at a rate of 2 per tick, while also removing 1u of any other chemicals. Only works when ingested. 0.2 units per tick N/A

Advanced Healing Medicines

This category was added in case Jake Park's Chemistry PR is full merged.

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

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

Burn On touch, instantly heals 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 45 Units
Styptic Powder 1 part Aluminium

1 part Hydrogen
1 part Oxygen
1 part Sulphuric Acid

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 45 Units

Heretic Work Bookmark

Superior Healing Medicines

These healing drugs are harder to make than the advanced healing medicines, however they often heal faster and and better overall.

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

1 part Carbon
1 part Hydrogen


1 part Chlorine
1 part Water


1 part Sodium
1 part Carbon
1 part Oxygen
1 part Sulphuric Acid

Brute If you have more than 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
Phenol
1 part
Oil
1 part Welding Fuel

1 part Carbon
1 part Hydrogen


1 part Chlorine
1 part Water


1 part Hydrogen
1 part Oxygen

Burn 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
Salicylic Acid
1 part
Phenol
1 part
Oil
1 part Welding Fuel

1 part Carbon
1 part Hydrogen


1 part Chlorine
1 part Water


1 part Sodium
1 part Carbon
1 part Oxygen
1 part Sulphuric Acid


1 part
Ammonia
3 parts Hydrogen
1 part Nitrogen

1 part Aluminium
1 part Bromine
1 part Lithium

Suffocation Quickly heals oxygen damage at a rate of 3 per tick while slowing down suffocation. Great for stabilizing critical patients! 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 Hydrogen


1 part
Tinea Luxor
Mushroom Stem (Embershroom)

2 parts Radium


or grind an unused slime extract

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
Cyanide
1 part
Oil
1 part Welding Fuel

1 part Carbon
1 part Hydrogen


1 part
Ammonia
3 parts Hydrogen
1 part Nitrogen

1 part Oxygen
Temperature 380K


1 part
Formaldehyde
1 part Ethanol

1 part Oxygen
1 part Silver
Temperature 420K


1 part
Ammonia
3 parts Hydrogen
1 part Nitrogen

1 part Welding Fuel

1 parts
Salt
1 part Chlorine

1 part Sodium

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
Acetone
1 part
Oil
1 part Welding Fuel

1 part Carbon
1 part Hydrogen


1 part Welding Fuel

1 part Oxygen

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

1 part Ethanol


1 part
Phenol
1 part
Oil
1 part Welding Fuel

1 part Carbon
1 part Hydrogen


1 part Chlorine
1 part Water


1 part Ethanol
1 part Sulphuric Acid

Brute, burn and suffocation If 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
Temperature 374K

Purge Quickly purges the body of all chemicals (2.5u per tick). If your health is above 20, 2.5 toxin damage is dealt. 0.2 units per tick N/A
Cryoxadone 1 part
Acetone
1 part
Oil
1 part Welding Fuel

1 part Carbon
1 part Hydrogen


1 part Welding Fuel

1 part Oxygen

1 part
Unstable Mutagen
1 part Chlorine

1 part Phosphorus
1 part Radium


1 part Stable Plasma

All 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. Works on slimepeople, despite being cold. 0.4 units per tick N/A
Pyroxadone 1 part
Cryoxadone
1 part
Acetone
1 part
Oil
1 part Welding Fuel

1 part Carbon
1 part Hydrogen


1 part Welding Fuel

1 part Oxygen

1 part
Unstable Mutagen
1 part Chlorine

1 part Phosphorus
1 part Radium


1 part Stable Plasma


1 part
Slime Jelly
Must be mixed in a Glowshroom
3 parts
Oil
1 part Welding Fuel

1 part Carbon
1 part Hydrogen


1 part
Tinea Luxor
Mushroom Stem (Embershroom)

2 parts Radium


or grind an unused slime extract

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

1 part Carbon
1 part Hydrogen


1 part Welding Fuel

1 part Oxygen

1 part
Unstable Mutagen
1 part Chlorine

1 part Phosphorus
1 part Radium


1 part Stable Plasma


1 part Sodium
5 units Plasma (catalyst)

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 Sugar


1 part Copper

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 Treatment for Description Metabolism Rate Overdose Threshold Addiction Threshold
Mutadone 1 part
Acetone
1 part
Oil
1 part Welding Fuel

1 part Carbon
1 part Hydrogen


1 part Welding Fuel

1 part Oxygen

1 part
Unstable Mutagen
1 part Chlorine

1 part Phosphorus
1 part Radium


1 part Bromine

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
1 part Sugar

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
Acetone
1 part
Oil
1 part Welding Fuel

1 part Carbon
1 part Hydrogen


1 part Welding Fuel

1 part Oxygen

1 part
Mannitol
1 part Hydrogen

1 part Water
1 part Sugar


1 part Oxygen

Minor brain traumas Reacts with neural tissue, helping reform damaged connections. Chance every tick to cure basic traumas. More severe traumas usually require surgery. Quickly purges Neurotoxin. 0.4 units per tick N/A N/A
Potassium Iodide 1 part Potassium

1 part Iodine

Radiation Reduces low radiation damage very effectively. 0.8 units per tick N/A N/A
Saline-Glucose Solution 2 parts
Saltwater
1 Part
Salt
1 part Chlorine

1 part Sodium

1 Part Water


1 part Sugar

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
Diethylamine
1 part
Ammonia
3 parts Hydrogen
1 part Nitrogen

1 part Ethanol


1 part
Oil
1 part Welding Fuel

1 part Carbon
1 part Hydrogen


1 part Hydrogen
1 part Sugar

Stun Reduces stun times 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
Diethylamine
1 part
Ammonia
3 parts Hydrogen
1 part Nitrogen

1 part Ethanol


1 part
Oil
1 part Welding Fuel

1 part Carbon
1 part Hydrogen


1 part Bromine
1 part Carbon
1 part Ethanol

Histamine Overdose Purges body of lethal Histamine and reduces jitteriness while causing minor drowsiness. 0.2 units per tick N/A N/A
Oculine 1 part
Multiver
1 part
Sodium Chloride
1 part Chlorine

1 part Sodium


1 part
Ash
1 part
Oil
1 part Welding Fuel

1 part Carbon
1 part Hydrogen


Temperature 480K


Temperature 380K


1 part Carbon
1 part Hydrogen

Eye Quickly heals eye damage and has 20% chance per tick to reverts 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
Sodium Chloride
1 part Chlorine

1 part Sodium


1 part
Ash
1 part
Oil
1 part Welding Fuel

1 part Carbon
1 part Hydrogen


Temperature 480K


Temperature 380K


1 part Carbon
1 part Water

Ear Instantly removes all ear damage. Does not work against genetic deafness, which needs Mutadone. (Results in 2 units instead of 3) 0.4 units per tick N/A N/A
Epinephrine 1 part
Acetone
1 part
Oil
1 part Welding Fuel

1 part Carbon
1 part Hydrogen


1 part Welding Fuel

1 part Oxygen

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

1 part Ethanol


1 part
Phenol
1 part
Oil
1 part Welding Fuel

1 part Carbon
1 part Hydrogen


1 part Chlorine
1 part Water


1 part Chlorine
1 part Hydrogen
1 part Oxygen

Stun + Brute, burn, suffocation and toxin 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
Sodium Chloride
1 part Chlorine

1 part Sodium


1 part
Ash
1 part
Oil
1 part Welding Fuel

1 part Carbon
1 part Hydrogen


Temperature 480K


Temperature 380K


1 part Copper
1 part Ethanol

Alcohol Purges 3u alcoholic drinks from someone's body per 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 Sugar Dependency Increases sugar depletion. 0.2 units per tick N/A N/A
Strange Reagent 1 part
Unstable Mutagen
1 part Chlorine

1 part Phosphorus
1 part Radium


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

1 part Holy Water

Death A miracle drug that can bring a dead body back to life. 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 iving 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
1 part Water

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
Acetone
1 part
Oil
1 part Welding Fuel

1 part Carbon
1 part Hydrogen


1 part Welding Fuel

1 part Oxygen

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

1 part Ethanol


1 part
Phenol
1 part
Oil
1 part Welding Fuel

1 part Carbon
1 part Hydrogen


1 part Chlorine
1 part Water


1 part Chlorine
1 part Hydrogen
1 part Oxygen


1 part
Cryptobiolin
1 part Oxygen

1 part Potassium
1 part Sugar

Infections An all-purpose antiviral agent. Prevents you from spreading any virus in your body. 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 Hydrogen


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

Improvised Patch Healing Chem Heals 0.25 brute and burn per tick, but prevents you from telling how injured you are. Causes stomach cramps if not applied via touch/patch, which reduces nutrition by 5. If applied with touch/patch it increases surgery success chance by 10%.
1u heals roughly 1.5 burn+brute.
0.16 units per tick N/A N/A
Haloperidol 1 part
Oil
1 part Welding Fuel

1 part Carbon
1 part Hydrogen


1 part
Potassium Iodide
1 part Potassium

1 part Iodine


1 part Aluminium
1 part Chlorine
1 part Fluorine

Anti-Drug and Light Sedative Helps fight against the effects of most drugs, while purging them. 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
5 units Plasma (catalyst)

Body temperature This keeps a patient's body temperature stable. High doses can allow short periods of unprotected EVA. Not viable for unprotected EVA anymore ever since space brute damage was tripled. 0.4 units per tick N/A N/A
Higadrite 2 parts
Phenol
1 part
Oil
1 part Welding Fuel

1 part Carbon
1 part Hydrogen


1 part Chlorine
1 part Water


1 part Lithium

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 Sugar


1 part
Impedrezene
1 part Mercury

1 part Oxygen
1 part Sugar


2 parts Water

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

1 part Sodium


1 part
Ash
1 part
Oil
1 part Welding Fuel

1 part Carbon
1 part Hydrogen


Temperature 480K


Temperature 380K


1 part
Saltpetre
3 parts Oxygen

1 part Potassium
1 part Nitrogen


1 part Sulfur


1 part Silver
1 part Stable Plasma
Temperature 400K


1 part
Slime Jelly
Must be mixed in a Glowshroom
3 parts
Oil
1 part Welding Fuel

1 part Carbon
1 part Hydrogen


1 part
Tinea Luxor
Mushroom Stem (Embershroom)

2 parts Radium


or grind an unused slime extract

Stun Reduces stun times by around 60% (depends) for jellypeople, while also speeding up Luminescent's cooldowns. Non-jelly lifeforms will just get shocked. 0.4 units per tick N/A N/A
Penthrite 1 part
Pentaerythritol
1 part
Acetaldehyde
1 part
Acetone
1 part
Oil
1 part Welding Fuel

1 part Carbon
1 part Hydrogen


1 part Welding Fuel

1 part Oxygen

1 part
Formaldehyde
1 part Ethanol

1 part Oxygen
1 part Silver
Temperature 420K


1 part Water

Temperature 450K

3 parts
Formaldehyde
1 part Ethanol

1 part Oxygen
1 part Silver
Temperature 420K


1 part Water


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

1 part Carbon
1 part Hydrogen


1 part Welding Fuel

1 part Oxygen

1 part
Wittel
Extract from a Geyser with a liquid pump.

Heart An explosive compound used to stabilize heart conditions. Causes slow stomach damage. (Results in 4 units instead of 6) 0.4 units per tick N/A 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 cheaper and 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 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. 0.1 units per tick 50 Units N/A
Lavaland Extract Survival medipens Brute, burn Very quickly heals damaged bodyparts. Survival medipens come with 2u of this, and also have several other chemicals. If overdosed it will deal 3 brute, burn and toxin damage per tick. Has very low overdose threshold. 0.4 units per tick 3 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 as much as methamphetamine. Reduces stun times by around 90% or less (depends). Recovers 5 stamina per tick. Will heal 1 of each damage type if health is between 0 and 50. If overdosed has 33% chance per tick to deal 2.5 stamina damage, 1 toxin damage and cause loss of breath. 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
Experimental Stimulants Syndicate adrenal implant Stun Makes you immune to sleep and damage slowdown. Each tick recovers 10 stamina but has 30% chance to make you drop held items, 33% chance to make you lose some breath, and can make you dizzy and jittery. Gives a moderate increase to movement speed. Also reduces knockdown times from stunbatons (including stunprods ) by 90%. 0.4 units per tick N/A 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
1 part Sugar

Brute Heals brute damage at a rate of 2 units per tick. If overdosed deals 2 brute damage per tick. 0.4 units per tick 30u 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
1 part Potassium

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 Potassium


1 part
Bicaridine
1 part Carbon

1 part Oxygen
1 part Sugar


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
Ash
1 part
Oil
1 part Welding Fuel

1 part Carbon
1 part Hydrogen


Temperature 480K


Temperature 380K

Toxin Heals toxin damage at a rate of 2 per tick, 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
1 part Sulfur
1 part Oxygen
1 part Chlorine

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
1 part Oxygen
1 part Sulphuric Acid

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 Hydrogen


1 part Fluorine
1 part Hydrogen
Temperature 370K

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
1 part Sugar

Brute One of the first "Cobbychems". Only existed on /tg/ for a short while. Removed by Cobby because it wasn't ever used 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
1 part Sulfur
1 part Oxygen
1 part Chlorine

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
1 part Potassium

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
Phenol
1 part
Oil
1 part Welding Fuel

1 part Carbon
1 part Hydrogen


1 part Chlorine
1 part Water


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

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 Description Metabolism Rate Overdose Threshold Addiction Threshold
Nicotine Grown in tobacco or found in cigarettes. Reduces stun times by typically around 20% (depends). Addiction does nothing. If overdosed it will deal 1.1 oxygen and 0.1 toxin damage per tick. Metabolizes slowly. 0.05 units per tick 15 Units 10 Units
Krokodil 1 part
Diphenhydramine
1 part
Diethylamine
1 part
Ammonia
3 parts Hydrogen
1 part Nitrogen

1 part Ethanol


1 part
Oil
1 part Welding Fuel

1 part Carbon
1 part Hydrogen


1 part Bromine
1 part Carbon
1 part Ethanol


1 part
Morphine
2 parts Carbon

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


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

1 part Water


1 part Phosphorus
1 part Potassium
1 part Welding Fuel
Temperature 380K

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
Diethylamine
1 part
Ammonia
3 parts Hydrogen
1 part Nitrogen

1 part Ethanol


1 part
Oil
1 part Welding Fuel

1 part Carbon
1 part Hydrogen


1 part Bromine
1 part Carbon
1 part Ethanol


1 part
Ammonia
3 parts Hydrogen
1 part Nitrogen

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

Reduces stun times by 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
Diethylamine
1 part
Ammonia
3 parts Hydrogen
1 part Nitrogen

1 part Ethanol


1 part
Oil
1 part Welding Fuel

1 part Carbon
1 part Hydrogen


1 part Hydrogen
1 part Sugar


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

Reduces stun times by 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. Can not explode in a body.
0.3 units per tick 20 Units 10 Units
Bath Salts 1 part
Saltpetre
3 parts Oxygen

1 part Potassium
1 part Nitrogen


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

1 part Water


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

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
Acetone
1 part
Oil
1 part Welding Fuel

1 part Carbon
1 part Hydrogen


1 part Welding Fuel

1 part Oxygen

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

1 part Ethanol


1 part
Phenol
1 part
Oil
1 part Welding Fuel

1 part Carbon
1 part Hydrogen


1 part Chlorine
1 part Water


1 part Chlorine
1 part Hydrogen
1 part Oxygen


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

1 part Carbon
1 part Hydrogen


1 part Welding Fuel

1 part Oxygen

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

1 part Ethanol


1 part
Phenol
1 part
Oil
1 part Welding Fuel

1 part Carbon
1 part Hydrogen


1 part Chlorine
1 part Water


1 part Ethanol
1 part Sulphuric Acid


1 part
Morphine
2 parts Carbon

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

The subject will think they are "amped" and 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
Nitrous Oxide
2 parts
Ammonia
3 parts Hydrogen
1 part Nitrogen

2 parts Oxygen
1 part Nitrogen
Temperature 525K


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

1 part Carbon
1 part Hydrogen


1 part Welding Fuel

1 part Oxygen

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

1 part Ethanol


1 part
Phenol
1 part
Oil
1 part Welding Fuel

1 part Carbon
1 part Hydrogen


1 part Chlorine
1 part Water


1 part Chlorine
1 part Hydrogen
1 part Oxygen


1 part Ethanol
5 units Plasma (catalyst)

Suppresses phobias and fills you with 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
Modafinil 1 part
Acetone
1 part
Oil
1 part Welding Fuel

1 part Carbon
1 part Hydrogen


1 part Welding Fuel

1 part Oxygen

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

1 part Ethanol


1 part
Phenol
1 part
Oil
1 part Welding Fuel

1 part Carbon
1 part Hydrogen


1 part Chlorine
1 part Water


1 part
Ammonia
3 parts Hydrogen
1 part Nitrogen

1 part Sulphuric Acid
1 unit Bromine (catalyst)

Slowly-metabolizing medicine. Heals dizziness, drowsiness, sleep 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
Space Drugs 1 part Lithium

1 part Mercury
1 part Sugar

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
Morphine 2 parts Carbon

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

Will allow you to run at full speed, even when hurt or in a hardsuit, but you'll 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.


If overdosed or addicted it will cause jitteriness, dizziness and force the victim to drop items in their hands. If addicted it will also eventually deal 1, 2 and later 3 toxin damage per tick. Can be ordered from Cargo, be grown at Botany or be found in a NanoMed Plus. (Results in 3 parts instead of 6)

0.2 units per tick 30 Units 25 Units
Pump-Up 2 parts
Epinephrine
1 part
Acetone
1 part
Oil
1 part Welding Fuel

1 part Carbon
1 part Hydrogen


1 part Welding Fuel

1 part Oxygen

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

1 part Ethanol


1 part
Phenol
1 part
Oil
1 part Welding Fuel

1 part Carbon
1 part Hydrogen


1 part Chlorine
1 part Water


1 part Chlorine
1 part Hydrogen
1 part Oxygen


5 parts Coffee

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

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
1 part Hydrogen

When mixed with certain pyrotechnics, it stabilizes the reaction and prevents the reaction for usage later. The stabilizing agent is not consumed when stabilizing explosives, and one unit is enough to stabilize any amount of explosives. This does not work on everything, so be warned! 0.4 units per tick
Fluorosurfactant 2 parts Carbon

2 parts Fluorine
1 part Sulphuric Acid

Creates a large amount of foam when mixed with an equal amount of water. This foam carries any reagents along with it in the container, allowing you to apply reagents to large areas at a time. The foam will apply any carried reagents to any 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
1 part Sugar

This creates a large cloud of smoke that will take on the properties of everything (if anything) in the container of the reaction. The chemicals in the smoke will touch and react with everything that the smoke touches. Mobs caught within the smoke cloud without wearing a gas mask or breathing through a gas tank will ingest the smoke chemicals. Great for distributing toxins in a crowded area. Can be stabilized into Smoke Powder with Stabilizing Agent. N/A
Smoke Powder 1 part Phosphorous

1 part Potassium
1 part Sugar

1 part
Stabilizing Agent
1 part Iron

1 part Oxygen
1 part Hydrogen

(catalyst)
The stabilized version of Smoke - only one third as effective as the unstabilized chemical reaction. Heat to 374K to activate. Can not react in a body. 0.4 units per tick
Flash Powder 1 part Aluminium

1 part Potassium
1 part Sulfur

Flashes in a radius that scales up with the amount detonated. Can be stabilized with Stabilizing Agent. If stabilized, heat to 374K to activate. 0.4 units per tick
Phlogiston 1 part Phosphorus

1 part Sulphuric Acid
1 part Stable Plasma

Turns into a spreading plasma fire if not stabilized during mixing. Makes you burn longer, and ignites you. Deals increasing fire damage based on how much you're burning up to 4 fire damage every 3 seconds. Can be stabilized with Stabilizing Agent. 0.4 units per tick
Napalm 1 part
Oil
1 part Welding Fuel

1 part Carbon
1 part Hydrogen


1 part Welding Fuel
1 part Ethanol

A substance that burns for much longer 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
1 part Phosphorus

Deafens in a radius that scales up with the amount detonated. Can be stabilized with Stabilizing Agent. If stabilized, heat to 374K to activate. 0.4 units per tick
Pyrosium 1 part Stable Plasma

1 part Radium
1 part Phosphorus

When first mixed it becomes 20 Kelvin cold. Instantly consumes all liquid Oxygen to heat its container for each unit of Oxygen consumed. This does not expend the Pyrosium, so 1u will have the same effect as 50u. Does nothing whatsoever without being mixed with liquid Oxygen. Does not react with the oxygen in air. Can not react in a body. 0.2 units per tick
Cryostylane 1 part Water

1 part Stable Plasma
1 part Nitrogen

When first mixed it becomes 20 Kelvin cold. Instantly consumes all liquid Oxygen to cool its container for each unit of Oxygen consumed. This does not expend the Cryostylane, so 1u will have the same effect as 50u, unless you want to prevent it from metabolising out of a body too fast. Does nothing without being mixed with liquid Oxygen. Does not react with the oxygen in air. Deals toxin damage to slimes. Can not react in a body. 0.2 units per tick
Chlorine Trifluoride 3 parts Fluorine

1 part Chlorine
Temperature 424K

When created it will create a temporary 3x3 fireball. Comes into existence at 1000K. A flammable substance so dangerous it can burn through the hull of the station. It lights you on fire when it comes into contact with you, and if it gets inside of you will 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
1 part Nitrogen
1 part Oxygen

When detonated it will send any movable object or person flying away from the detonation point. Can be stabilized with Stabilizing Agent. If stabilized, heat to 474K to activate. 0.4 units per tick
Liquid Dark Matter 1 part Carbon

1 part Stable Plasma
1 part Radium

When detonated it will suck in any movable object or person. Can be stabilized with Stabilizing Agent. If stabilized, heat to 474K to activate. 0.4 units per tick
Meth Explosion 1 part
Diethylamine
1 part
Ammonia
3 parts Hydrogen
1 part Nitrogen

1 part Ethanol


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

Reagents are 300K (room temperature) by default, so if you are making Methamphetamine and mixing the Ephedrine last, make sure you're using a chilled container, or it'll blow up just as if it was overheated. Definitely safer to just make the ephedrine separately. 100u explodes with about half the strength of 100u exploding Meth. Can not explode in a body. Has an explosive strength of 0.167, with a flat +1 size to the explosion N/A
Gunpowder 1 part
Multiver
1 part
Sodium Chloride
1 part Chlorine

1 part Sodium


1 part
Ash
1 part
Oil
1 part Welding Fuel

1 part Carbon
1 part Hydrogen


Temperature 480K


Temperature 380K


1 part
Saltpetre
3 parts Oxygen

1 part Potassium
1 part Nitrogen


1 part Sulfur

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 0.167 and a modifier of 1. 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 be stabilized with Stabilizing Agent. 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
Phenol
1 part
Oil
1 part Welding Fuel

1 part Carbon
1 part Hydrogen


1 part Chlorine
1 part Water


1 part
Acetone Oxide
2 parts
Acetone
1 part
Oil
1 part Welding Fuel

1 part Carbon
1 part Hydrogen


1 part Welding Fuel

1 part Oxygen

1 part
Hydrogen Peroxide
1 part Chlorine

1 part Oxygen
1 part Water


1 part Oxygen

1 part

1 unit Gold (catalyst)
Temperature 404K

A military grade explosive. Explodes immediately unless stabilized with Stabilizing Agent. If stabilized, explodes on heating to 474k, or when mixed with a equal amount of liquid electricity or teslium. Has an explosive strength of 0.125, or 0.25 if activated electrically. Additionally, when activated electrically it has a modifier of 2, and a modifier of 4 if you use teslium. (Results in 1 unit instead of 4) 0.4 units per tick
TaTP 1 part
Acetone Oxide
2 parts
Acetone
1 part
Oil
1 part Welding Fuel

1 part Carbon
1 part Hydrogen


1 part Welding Fuel

1 part Oxygen

1 part
Hydrogen Peroxide
1 part Chlorine

1 part Oxygen
1 part Water


1 part Oxygen

1 part
1 part
Pentaerythritol
1 part
Acetaldehyde
1 part
Acetone
1 part
Oil
1 part Welding Fuel

1 part Carbon
1 part Hydrogen


1 part Welding Fuel

1 part Oxygen

1 part
Formaldehyde
1 part Ethanol

1 part Oxygen
1 part Silver
Temperature 420K


1 part Water

Temperature 450K

3 parts
Formaldehyde
1 part Ethanol

1 part Oxygen
1 part Silver
Temperature 420K


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 be stabilized with Stabilizing Agent. If stabilized, explodes at a random temperature between 501k and 599k. Has an explosive strength of 0.33. (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
Acetone
1 part
Oil
1 part Welding Fuel

1 part Carbon
1 part Hydrogen


1 part Welding Fuel

1 part Oxygen

1 part
Formaldehyde
1 part Ethanol

1 part Oxygen
1 part Silver
Temperature 420K


1 part Water

Temperature 450K

3 parts
Formaldehyde
1 part Ethanol

1 part Oxygen
1 part Silver
Temperature 420K


1 part Water


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

1 part Carbon
1 part Hydrogen


1 part Welding Fuel

1 part Oxygen

1 part
Wittel
Extract from a Geyser with a liquid pump.


1 part
Phenol
1 part
Oil
1 part Welding Fuel

1 part Carbon
1 part Hydrogen


1 part Chlorine
1 part Water


1 part
Acetone Oxide
2 parts
Acetone
1 part
Oil
1 part Welding Fuel

1 part Carbon
1 part Hydrogen


1 part Welding Fuel

1 part Oxygen

1 part
Hydrogen Peroxide
1 part Chlorine

1 part Oxygen
1 part Water


1 part Oxygen

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
1 part Aluminum

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 Radium


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. N/A
Teslium 1 part
Gunpowder
1 part
Multiver
1 part
Sodium Chloride
1 part Chlorine

1 part Sodium


1 part
Ash
1 part
Oil
1 part Welding Fuel

1 part Carbon
1 part Hydrogen


Temperature 480K


Temperature 380K


1 part
Saltpetre
3 parts Oxygen

1 part Potassium
1 part Nitrogen


1 part Sulfur


1 part Silver
1 part Stable Plasma
Temperature 400K

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
Sodium Chloride
1 part Chlorine

1 part Sodium


1 part
Ash
1 part
Oil
1 part Welding Fuel

1 part Carbon
1 part Hydrogen


Temperature 480K


Temperature 380K


1 part
Saltpetre
3 parts Oxygen

1 part Potassium
1 part Nitrogen


1 part Sulfur


1 part Silver
1 part Stable Plasma
Temperature 400K


1 part Water
OR

Heating
Teslium
1 part
Gunpowder
1 part
Multiver
1 part
Sodium Chloride
1 part Chlorine

1 part Sodium


1 part
Ash
1 part
Oil
1 part Welding Fuel

1 part Carbon
1 part Hydrogen


Temperature 480K


Temperature 380K


1 part
Saltpetre
3 parts Oxygen

1 part Potassium
1 part Nitrogen


1 part Sulfur


1 part Silver
1 part Stable Plasma
Temperature 400K

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

1 part Iron
1 part Oxygen

A mixture that can burn straight through walls or floors when splashed and ignited. Needed amount depends on target structure. 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 Description Metabolism Rate
Baldium 1 part
Lye
1 part Sodium

1 part Hydrogen
1 part Oxygen


1 part Radium
1 part Sulphuric Acid
Temperature 395K

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
Carpet
1 part
Space Drugs
1 part Lithium

1 part Mercury
1 part Sugar


1 part Blood


1 part
Space Drugs
1 part Lithium

1 part Mercury
1 part Sugar


1 part Radium

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 Occasionally causes random short distance teleportation if ingested. 0.4 units per tick
BZ Metabolites Breathe BZ gas 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
Carpet
1 part
Space Drugs
1 part Lithium

1 part Mercury
1 part Sugar


1 part Blood


1 part
Space Drugs
1 part Lithium

1 part Mercury
1 part Sugar


1 part Radium


1 part
Unstable Mutagen
1 part Chlorine

1 part Phosphorus
1 part Radium

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
Temperature 374K

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
Temperature 777K

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 Sugar


1 part Blood

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:

Oil
1 part Welding Fuel

1 part Carbon
1 part Hydrogen

: Black Carpet
Cryostylane
1 part Water

1 part Stable Plasma
1 part Nitrogen

: Blue Carpet
Cyanide
1 part
Oil
1 part Welding Fuel

1 part Carbon
1 part Hydrogen


1 part
Ammonia
3 parts Hydrogen
1 part Nitrogen

1 part Oxygen
Temperature 380K

: Cyan Carpet

Green Beer: Green Carpet
Orange Juice: Orange Carpet

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 Hydrogen


1 part
Tinea Luxor
Mushroom Stem (Embershroom)

2 parts Radium


or grind an unused slime extract

: Purple Carpet

Liquid Gibs: Red Carpet

Some of the above carpet chemicals can be further refined:

Black Carpet +
Royal Bee Jelly
40 parts Honey
10 parts
Unstable Mutagen
1 part Chlorine

1 part Phosphorus
1 part Radium

: Royal Black Carpet
Blue Carpet +
Royal Bee Jelly
40 parts Honey
10 parts
Unstable Mutagen
1 part Chlorine

1 part Phosphorus
1 part Radium

: Royal Blue Carpet
0.4 units per tick
Colorful Reagent 1 part
Triple Citrus
1 part Lemon Juice

1 part Lime Juice
1 part Orange Juice


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

1 part Carbon
1 part Hydrogen


1 part Welding Fuel

1 part Oxygen

1 part
Unstable Mutagen
1 part Chlorine

1 part Phosphorus
1 part Radium


1 part Stable Plasma


1 part
Space Drugs
1 part Lithium

1 part Mercury
1 part Sugar


1 part Radium
1 part Stable Plasma

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

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 Radium


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

1 part Holy Water


1 part
Synthflesh
1 part
Libital
1 part
Phenol
1 part
Oil
1 part Welding Fuel

1 part Carbon
1 part Hydrogen


1 part Chlorine
1 part Water


1 part Nitrogen
1 part Oxygen


1 part Blood
1 part Carbon


1 part Blood
Temperature 375K

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 Radium


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

1 part Holy Water


1 part
Synthflesh
1 part
Libital
1 part
Phenol
1 part
Oil
1 part Welding Fuel

1 part Carbon
1 part Hydrogen


1 part Chlorine
1 part Water


1 part Nitrogen
1 part Oxygen


1 part Blood
1 part Carbon


1 part Sugar
Temperature 375K

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 A crystaline polydextrose polymer, plants swear by this stuff. Used for making Medicated Sutures. 0.4 units per tick
Cellulose Carbonization 1 part

Temperature 512K

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 Orange Juice


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

1 part Carbon
1 part Hydrogen


1 part Welding Fuel

1 part Oxygen

1 part
Unstable Mutagen
1 part Chlorine

1 part Phosphorus
1 part Radium


1 part Stable Plasma


1 part
Space Drugs
1 part Lithium

1 part Mercury
1 part Sugar


1 part Radium
1 part Stable Plasma


1 part
Strange Reagent
1 part
Unstable Mutagen
1 part Chlorine

1 part Phosphorus
1 part Radium


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

1 part Holy Water


1 part Blood
1 part Nutriment
Temperature 374K

Creates your own Corgi! N/A
Color Powder Grow Rainbow Bunch 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 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
1 part Sugar

Causes confusion and dizziness. This is essential to make Spaceacillin. 0.6 units per tick
Drying Agent 2 parts Stable Plasma

1 part Ethanol
1 part Sodium

Creates a solution that when applied to galoshes, causes them to be extra absorbent and dry any wet tiling they step on. (Results in 3 units instead of 4) 0.4 units per tick
Foaming Agent 1 part Lithium

1 part Hydrogen

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 Hydrogen


1 part
Fluorosurfactant
2 parts Carbon

2 parts Fluorine
1 part Sulphuric Acid


1 part Carbon
Temperature below 200K

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 White glitter, blue glitter and pink glitter are three different chems which when touching floors turn into fake gasses. 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

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
1 part Nitrogen
1 part Oxygen

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 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. Identical to water, but will become holy water when mixed with it. 0.4 units per tick
Impedrezene 1 part Mercury

1 part Oxygen
1 part Sugar

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 Orange Juice


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

1 part Carbon
1 part Hydrogen


1 part Welding Fuel

1 part Oxygen

1 part
Unstable Mutagen
1 part Chlorine

1 part Phosphorus
1 part Radium


1 part Stable Plasma


1 part
Space Drugs
1 part Lithium

1 part Mercury
1 part Sugar


1 part Radium
1 part Stable Plasma


1 part
Space Drugs
1 part Lithium

1 part Mercury
1 part Sugar


1 part Radium

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
Causes you to laugh. (Results in 10 units instead of 2) instant
Magillitis Syndicate uplink 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
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
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.

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)

1 part
Liquid Dark Matter
1 part Carbon

1 part Stable Plasma
1 part Radium

(add last)
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 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
Acetone
1 part
Oil
1 part Welding Fuel

1 part Carbon
1 part Hydrogen


1 part Welding Fuel

1 part Oxygen

1 part Iron

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
3 parts
Foaming Agent
1 part Lithium
1 part Hydrogen

1 part
Acetone
1 part
Oil
1 part Welding Fuel

1 part Carbon
1 part Hydrogen


1 part Welding Fuel

1 part Oxygen

1 part Iron

1 part
Fluorosulfuric Acid
1 part Fluorine
1 part Hydrogen
1 part Potassium
1 part Sulphuric Acid
Temperature 380 K
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
1 part Nitrogen
Temperature 525K

Creates N2O in liquid form. Explodes when heated to 575K. 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
Gold Solidification 20 parts Gold

5 parts Frost Oil
1 part Iron

Solidifies a large amount of liquid Gold into a bar. Can not react in a body. N/A
Plasma Solidification 20 parts Plasma

5 parts Iron
5 parts Frost Oil

Solidifies a large amount of liquid Plasma into a bar. Can not react in a body. N/A
Uranium Solidification 20 parts Uranium

5 parts Frost Oil
1 part Potassium

Solidifies a large amount of liquid Plasma into a bar. Can not react in a body. N/A
Plastic Sheets 5 parts
Oil
1 part Welding Fuel

1 part Carbon
1 part Hydrogen


3 parts
Ash
1 part
Oil
1 part Welding Fuel

1 part Carbon
1 part Hydrogen


Temperature 480K


2 parts Sulphuric Acid
Temperature 374K

Creates Plastic sheets at a rate of 10u per Plastic sheet. Can be used in hand to craft plastic bottles . N/A
Romerol Syndicate uplink 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
1 part Radium

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 Makes you randomly twitch, drool, moan and gasp. 0.1 units per tick
Soap 10 parts
Lye
1 part Sodium

1 part Hydrogen
1 part Oxygen


10 parts Liquid Gibs
Temperature 374K

Creates a bar of soap, 10% faster cleaning than with what you get on the station. Can not react in a body. N/A
Space Cleaner 1 part
Ammonia
3 parts Hydrogen
1 part Nitrogen

1 part Water

This is able to clean almost all surfaces of most things that may dirty them. The janitor is likely to appreciate refills. 0.4 units per tick
Spray Tan 1 part Orange Juice
1 part
Oil
1 part Welding Fuel

1 part Carbon
1 part Hydrogen

OR 1 part Corn Oil
Darkens the skin when sprayed or 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
1 part Water

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
Sodium Chloride
1 part Chlorine

1 part Sodium


1 part
Ash
1 part
Oil
1 part Welding Fuel

1 part Carbon
1 part Hydrogen


Temperature 480K


Temperature 380K


1 part Chlorine
1 part Ethanol

When applied via touch or vapor, increases the speed (or success chance) 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
Acetone
1 part
Oil
1 part Welding Fuel

1 part Carbon
1 part Hydrogen


1 part Welding Fuel

1 part Oxygen

1 part
Unstable Mutagen
1 part Chlorine

1 part Phosphorus
1 part Radium


1 part Stable Plasma

Creates a slab of synthetic meat. N/A
Medicated Suture 20 units
Formaldehyde
1 part Ethanol

1 part Oxygen
1 part Silver
Temperature 420K


15 units
10 units
Creates a Medicated Suture. N/A
File:Advanced regenerative mesh closed.pngAdvanced Regenerative Mesh 10 units
Sterilizine
1 part
Multiver
1 part
Sodium Chloride
1 part Chlorine

1 part Sodium


1 part
Ash
1 part
Oil
1 part Welding Fuel

1 part Carbon
1 part Hydrogen


Temperature 480K


Temperature 380K


1 part Chlorine
1 part Ethanol


20 units Aloe Juice

20 units
Creates an Advanced Regenerative Mesh. N/A
Organic Slurry Dip a dead mouse in at least 3 units of Welding Fuel 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
Sodium Chloride
1 part Chlorine

1 part Sodium


1 part
Ash
1 part
Oil
1 part Welding Fuel

1 part Carbon
1 part Hydrogen


Temperature 480K


Temperature 380K


1 part Hydrogen
1 part Silicon


1 part
Synaptizine
1 part Sugar

1 part Lithium
1 part Water


1 part Water

Pacifies by preventing the victim from using harm intent, certain harmful weapons and only letting them use passive and aggressive grabs. Non-harmful weapons such as disablers still work. 0.1 units per tick
Synthpax Peacekeeper Cyborgs Same as Pax but metabolises much faster. Can only be used by Peacekeeper Cyborgs. 0.6 units per tick
Dizzying Solution Peacekeeper Cyborgs Makes the target dizzy and confused. Can only be used by Peacekeeper Cyborgs. 0.6 units per tick
Tranquility Gondola Meat Induces a virus that creates Pax within the victims body and slowly turns the victim into a Gondola. Can be cured with Condensed Capsaicin. 0.4 units per tick
Liquid Electricity Ethereal blood, certain foods Periodically electrocutes any non-Ethereals that have this in their system. 0.4 units per tick
Monkey Powder 2 parts Nutriment

1 part Banana Juice
1 part Liquid Gibs

Add 1u water to 30u of this to create a monkey. (Results in 3 units instead of 4) N/A
Electrolysis 5 units Water
1 unit
Liquid Electricity
Ethereal blood, certain foods

Turns the ingredients into 20u hydrogen and 10u oxygen. N/A
Scream 5 parts Cream

5 parts Lizard wine

1 part
Strange Reagent
1 part
Unstable Mutagen
1 part Chlorine

1 part Phosphorus
1 part Radium


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

1 part Holy Water


Temperature 374K

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 Hydrogen


1 part
Tinea Luxor
Mushroom Stem (Embershroom)

2 parts Radium


or grind an unused slime extract


5 parts Frost Oil
5 parts Plasma

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
1 part Water

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 Radium


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 Radium


1 part
Virus Food
5 parts Water

5 parts Milk


1 part Sugar or
Saline-Glucose Solution
2 parts
Saltwater
1 Part
Salt
1 part Chlorine

1 part Sodium

1 Part Water


1 part Sugar


Used to get a virus symptom of level 4.
Weakened Virus Plasma 1 part
Virus Plasma
1 part
Virus Food
5 parts Water

5 parts Milk


1 part Plasma


1 part
Synaptizine
1 part Sugar

1 part Lithium
1 part Water

Weakened variety of virus plasma. 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
Virus Plasma
1 part
Virus Food
5 parts Water

5 parts Milk


1 part Plasma


5 parts Uranium

Powerful viral mutagen. Used to get a virus symptom of level 7. (Results in 1 unit instead of 6)
Stable Uranium Gel 1 part
Virus Plasma
1 part
Virus Food
5 parts Water

5 parts Milk


1 part Plasma


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 Radium


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
Mutation Toxin Green slimes After 20 cycles (about 4 units) transforms you into a slimeperson. 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 a bunch of these through the traitor uplink, but if you don't wanna waste telecrystals you can mix it. The human liver will quickly purge toxins under 3u from its system.

Name Recipe Damage dealt Description Metabolism Rate Overdose Threshold
Toxin Hacked NanoMed vendors, Emagged Chem Dispenser Toxin Will deal 1.5 toxin damage per tick. 0.4 units per tick N/A
Bad Food From eating poorly made food Toxin Will deal 0.5 toxin damage per tick. 0.1 units per tick N/A
Chloral Hydrate 3 parts Chlorine

1 part Ethanol
1 part Water

Stun, Toxin A powerful sedative which first 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
Sodium Chloride
1 part Chlorine

1 part Sodium


1 part
Ash
1 part
Oil
1 part Welding Fuel

1 part Carbon
1 part Hydrogen


Temperature 480K


Temperature 380K


1 part Hydrogen
1 part Silicon

Hallucinations A potent hallucinogenic compound that is illegal under space law. Formerly known as LSD, but was renamed so people understand that it is not a "fun time".
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
1 part Carbon

Speech Makes the subject unable to speak for some time. (Results in 2 units instead of 4) 0.4 units per tick N/A
Mime's Bane 1 part
Mute Toxin
2 parts Uranium

1 part Water
1 part Carbon


1 part Nothing
1 part Radium

Gestures Makes the subject unable to gesticulate. 0.4 units per tick N/A
Bone Hurting Juice 3 parts
Itching Powder
1 part
Multiver
1 part
Sodium Chloride
1 part Chlorine

1 part Sodium


1 part
Ash
1 part
Oil
1 part Welding Fuel

1 part Carbon
1 part Hydrogen


Temperature 480K


Temperature 380K


1 part
Ammonia
3 parts Hydrogen
1 part Nitrogen

1 part Welding Fuel


1 part
Unstable Mutagen
1 part Chlorine

1 part Phosphorus
1 part Radium


1 part Milk

Stamina Damage and Delimbing Skeletons Does 7.5 stamina damage per tick. On overdose, it has a 4% chance of causing a spike of 200 stamina damage to a random limb, temporarily disabling it. If you're a skeleton or a plasmaman, it will deal 7.5 stamina and 0.5 brute damage per tick, and overdosing can cause a spike of 200 brute damage to a random limb, instead of stamina. 0.4 units per tick 50 Units
Mulligan Toxin 1 part
1 part
Unstable Mutagen
1 part Chlorine

1 part Phosphorus
1 part Radium

Identity Randomizes the subject's appearance. Infinite N/A
Lexorin 1 part
Salbutamol
1 part
Salicylic Acid
1 part
Phenol
1 part
Oil
1 part Welding Fuel

1 part Carbon
1 part Hydrogen


1 part Chlorine
1 part Water


1 part Sodium
1 part Carbon
1 part Oxygen
1 part Sulphuric Acid


1 part
Ammonia
3 parts Hydrogen
1 part Nitrogen

1 part Aluminium
1 part Bromine
1 part Lithium


1 part Plasma
1 part Hydrogen

Suffocation Temporarily stops respiration and causes 5 oxyloss damage per tick. Even small doses are fatal, and will cause people to pass out quickly. 0.4 units per tick N/A
Initropidril Poison Kit, Bioterror Spray Cardiac Arrest 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 Stamina Damage Deals 13 stamina damage per tick, which constantly lowers. Usually harmless. 0.4 units per tick N/A
Tiring Solution Peacekeeper Cyborgs 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 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 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 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
Acetone
1 part
Oil
1 part Welding Fuel

1 part Carbon
1 part Hydrogen


1 part Welding Fuel

1 part Oxygen

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

1 part Ethanol


1 part Sulfur

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 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 Toxin Damage Deals 2.5 toxin damage per tick. 0.4 units per tick N/A
Bungotoxin Grow Bungo Tree 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
Unstable Mutagen 1 part Chlorine

1 part Phosphorus
1 part Radium

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. The botanist wants this in liquid form. Turns into blood if mixed with blood, due to
Blood Duplication
1 part
Unstable Mutagen
1 part Chlorine

1 part Phosphorus
1 part Radium


1 part Blood

0.4 units per tick N/A
Lipolicide 1 part
Ephedrine
1 part
Diethylamine
1 part
Ammonia
3 parts Hydrogen
1 part Nitrogen

1 part Ethanol


1 part
Oil
1 part Welding Fuel

1 part Carbon
1 part Hydrogen


1 part Hydrogen
1 part Sugar


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

1 part Ethanol


1 part Mercury

Weight Loss Drains nutrition. Useful for weight loss. Will deal toxin damage if you are starving. 0.2 units per tick N/A
Coniine Death Berries, Bioterror Spray/Syringe Toxin and breath loss 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 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 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
1 part Silver
Temperature 420K

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 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 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
1 part Sugar


Temperature 674K

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

1 part Carbon
1 part Hydrogen


1 part
Ammonia
3 parts Hydrogen
1 part Nitrogen

1 part Oxygen
Temperature 380K

Toxin, oxyloss Deals 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 Toxin Deals 2 toxin damage per tick. No special effects, but can be used to make Rezadone and imitation carpmeat. 0.4 units per tick N/A
Zombie Powder 5 parts
Morphine
2 parts Carbon

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


5 parts
Carpotoxin
Space Carp, Koibeans, Emagged Chem Dispenser

5 parts Copper

Fake death, stun If ingested instantly knocks people out, 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
Acetone
1 part
Oil
1 part Welding Fuel

1 part Carbon
1 part Hydrogen


1 part Welding Fuel

1 part Oxygen

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

1 part Ethanol


1 part
Phenol
1 part
Oil
1 part Welding Fuel

1 part Carbon
1 part Hydrogen


1 part Chlorine
1 part Water


1 part Chlorine
1 part Hydrogen
1 part Oxygen


1 part
Zombie Powder
5 parts
Morphine
2 parts Carbon

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


5 parts
Carpotoxin
Space Carp, Koibeans, Emagged Chem Dispenser

5 parts Copper

Fake death 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
Sodium Chloride
1 part Chlorine

1 part Sodium


1 part
Ash
1 part
Oil
1 part Welding Fuel

1 part Carbon
1 part Hydrogen


Temperature 480K


Temperature 380K


1 part
Ammonia
3 parts Hydrogen
1 part Nitrogen

1 part Welding Fuel

Brute, annoyance Will cause annoying effects, as well as a chance that the subject will scratch themselves dealing 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) 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 Hydrogen


1 part
Tinea Luxor
Mushroom Stem (Embershroom)

2 parts Radium


or grind an unused slime extract

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 Silver
Temperature 420K


1 part
Salt
1 part Chlorine

1 part Sodium

1 part Lithium

Brute, Bleeding Causes bleeding constantly while in the system of the victim. Deals 1 brute and drains more than 1 percentage point of blood volume per tick. 0.08 units per tick N/A
Rotatium 1 part
Teslium
1 part
Gunpowder
1 part
Multiver
1 part
Sodium Chloride
1 part Chlorine

1 part Sodium


1 part
Ash
1 part
Oil
1 part Welding Fuel

1 part Carbon
1 part Hydrogen


Temperature 480K


Temperature 380K


1 part
Saltpetre
3 parts Oxygen

1 part Potassium
1 part Nitrogen


1 part Sulfur


1 part Silver
1 part Stable Plasma
Temperature 400K


1 part
Mindbreaker Toxin
1 part
Multiver
1 part
Sodium Chloride
1 part Chlorine

1 part Sodium


1 part
Ash
1 part
Oil
1 part Welding Fuel

1 part Carbon
1 part Hydrogen


Temperature 480K


Temperature 380K


1 part Hydrogen
1 part Silicon


1 part
Fentanyl
1 part
Space Drugs
1 part Lithium

1 part Mercury
1 part Sugar


Temperature 674K

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 Toxin After 11 ticks, has up to a 50% chance of causing strong vomiting while purging other toxins each tick. After 33 cycles, there is a chance to eject an organ each tick if overdosing. Requires very high doses. 0.4 units per tick 29 Units
Anacea 1 part
Haloperidol
1 part
Oil
1 part Welding Fuel

1 part Carbon
1 part Hydrogen


1 part
Potassium Iodide
1 part Potassium

1 part Iodine


1 part Aluminium
1 part Chlorine
1 part Fluorine


1 part
Impedrezene
1 part Mercury

1 part Oxygen
1 part Sugar


1 part Radium

Toxin and Purges Medicines Metabolizes very slowly and 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
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 constantly increasing burn damage if ingested. "Acidpower" 42. 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

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

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

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
Nitric Acid Template:RecursiveChem/Nitric Acid Corrosion A corrosive and dangerous substance. Instantly deals brute damage if added to or splashed on people. Deals 2 toxin and constantly increasing burn damage if ingested. "Acidpower" 5. (Results in 2 units instead of 3) 0.4 units per tick N/A

Lavaland Chemicals

Found primarily in Lavaland flora.

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

Reagent Delivery

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


Delivery types

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

Ingest

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

Inject

Works the same as ingest, where the reagent simply enters the target's bloodstream. 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. Holds up to 50u.

Syringes

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

Patches

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

Cigarettes

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

Smoke

When a smoke reaction occurs, the smoke will consume any other reagent in its original containers, and spread that reagent to flooring and people/mobs who enter its area of effect. People who enter the smoke will be touched by the reagents. If they do not have internals 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, if they stay in the smoke for its full duration (otherwise they will heal partially). Those who are not wearing internals will also ingest 20u of the medicine, making it enter their bloodstream (which does nothing in this case).

Smoke example: Smoke containing 20u Chlorine Trifluoride(CLF3). CLF3 has a touch(and vapor) component, so everyone caught in the cloud, including people wearing hardsuits and internals, will catch on fire. It will also deal burn damage to the environment, since CLF3 is coded to do so. Those who are not wearing internals will also ingest 20u of the CLF3 and thus, start heating up from the inside, effectively burning from both in and out at the same time.

Foam

When a foam reaction occurs, the foam will consume any other reagent in its original containers, and spread that reagent to flooring and people/mobs who enter its area of effect. The foam will spread slower than smoke and is usually slippery. Reagents will be copied through the vapor type delivery to those affected over the duration of the foam, BUT the reagents will be heavily diluted depending on the amount of foaming reagent used. Any clothing will reduce how much of the reagents will enter a person's bloodstream. Furthermore, foam reagent bloodstream insertion is divided into several 'ticks'. A minimum amount of reagent is required per tick for it to enter a bloodstream. So if too little reagents are contained in the reaction, or too much foam is used, the foam will do nothing. These ticks are counted after dilution and protection from clothing. On the other hand, if you use very small amounts of foam, the reagents may instead multiply in the bloodstream to more than the original amount. Hardsuits with helmets on will make people immune to getting reagents into their bloodstream through foam. Despite dilution, the foam will still copy remaining chems such as acid, CLF3, or Space Cleaner to any tile it touches (but not walls, windows or doors). Foam will not block sight.

Foam example 1: 250u foam containing 10u Cyanide will spread a blue foam that does nothing to those it touches. The poison is too diluted to work at all.

Foam example 2: 20u foam containing 250u Fluorosulfuric Acid. A small area and everyone touched by the foam will have large amounts of acid slowly melting their clothing and the affected floor and items. Those who did not wear a hardsuit with helmet on will also have a large amount of acid in their bloodstreams, depending on what they were wearing and how long they were in the foam. If they had internals on or not doesn't matter.

Splashing

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

Spraying

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

Beyond the Dispenser

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