Chemistry Rehberi

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18.17, 25 Nisan 2023 tarihinde Amorak (mesaj | katkılar) tarafından oluşturulmuş 452 numaralı sürüm
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Chemist action.png
 
Tippo Felangus, the Chemist:
"Hey mate, welcome to Chemistry. This is one of the few jobs where you can make a man heal back up to full health one second and make him explode the next.

Sound too complicated? Naw, this shit is really simple to make. All you have to do is pour some of this Potassium into a beaker of water, like so..."

Bu rehberde SS13'ün kimya sistemi, mekanikleri ve kimyasal tarifler bulunur. Bu rehber ana olarak chemist'ler için olsa da özellikle traitorlar veya kimyasallarla uğraşacak her oyuncu için çok kullanışlı olacaktır. Bomba yapımı hakkında daha fazla bilgi için bkz. Bomba Rehberi. Eğer erişiminizde chem dispenser yok Ghetto Chemistry Rehberi'nden yararlanabilirsiniz.

Units

SS13'te bütün kimyasallar ve sıvıların miktarı unit (birim) olarak belirtilir. Kısaca "u" olarak yazılır. Örneğin 10 birimlik bir sıvı 10u sıvı olarak belirtilir.

Kimyasal Reaksiyonlar

Herhangi bir kimyasal tarifi uyguladığınız zaman bu kimyasallar belirli süreliğine reaksiyona girecektir. Gerekli koşulları sağladığınız ve tarifi doğru uyguladığınız sürece reaksiyonun sonunda karışımı yaptığınız beher veya kabın içinde sonuç olarak hedeflenen kimyasal oluşacaktır. Bu reaksiyon süresi boyunca; reaksiyon süresinin uzunluğunu, tarifin başarılı bir şekilde sonuçlanmasını ve sonda elde ettiğiniz ürünün kalitesini etkileyen bir takım unsurlar bulunmaktadır.

Sıcaklık

Ani reaksiyonlar dışında bütün reaksiyonların beherin sıcaklığına bağlı bir reaksiyon hızı bulunmaktadır. Eğer bir reaksiyon fazla yavaş gerçekleşiyorsa, basitçe beheri ısıtarak reaksiyonun hızlanmasını sağlayabilirsiniz. Gerçekleşen reaksiyon ya ekzotermik (etrafına ısı yayan) veya endotermik (etrafından ısı emen) olacaktır. Dikkatli olmanız gereken reaksiyonlar ekzotermik reaksiyonlardır. Gereğinden fazla ısıtılmış bir reaksiyon normalden az ürün ortaya çıkaracaktır. Bunun üzerine belirli kimyasal reaksiyonlar belli sıcaklıkların üzerine çıktığında özel durumlar ortaya çıkabilir, bu nedenle bir tarifi uygulamadan uygun sıcaklık aralığını ve ekzotermik olup olmadığını kontrol ediniz. Bir reaksiyonun ne kadar ısınacağı da bulunduğu sıcaklığa bağlı olduğundan bir reaksiyonun sıcaklığını karışım ısındıkça kontrol altında tutmak zorlaşacaktır. Yüksek sıcaklık gerektiren karışımlarda dikkatli ilerleyin, kontrolü kaybetmemeye çalışın, olur da kontrolü kaybederseniz arkanıza bakmadan kaçın.

Reaksiyon Hızları

Yukarıda da belirtildiği gibi bir reaksiyonun hızını yükseltmenin en kolay yolu karışımı ısıtmak olacaktır. Ancak başka yöntemlere ihtiyacınız var ise, örneğin seri üretim fabrikası yaparken, karışıma bazı katalizörleri (örneğin ilaçlar için Palladium synthate) yeterli miktarda ekleyerek de reaksiyon hızını artırabilirsiniz. Son olarak bir karışıma Tempomyocin katmak da reaksiyon hızının anlık artmasını sağlacakatır.

pH Skalası

Kimya derslerinizden de tanıyabileceğiniz pH skalasının burada da karışımlarınız için önemi yüksek. Her kimyasalın bir başlangıç pH'ı vardır. Basit kimyasalların pH değerlerini chem dispenser'daki çarka basarak görebilirsiniz. Bir beherin toplam pH seviyesi beherin içindeki kimyasalların pH'larına ve miktarlarına bağlı olarak değişir. Karışım yaptığınız beherin pH seviyesi sonda elde edeceğiniz ürünün kalitesi ve saflığını doğrudan etkiler. Tercihi pH seviyesi belirtilmiş tarifler için en optimal pH seviyesi belirtilen aralığın tam ortasıdır. Bir reaksiyon başladıktan sonra beherin pH seviyesi değişmeye başlayabilir. Sonda elde etmek istediğiniz ürünün kalitesini korumak için değişen bu pH seviyesini ya chemical heater'lardaki buffer reagentlar aracılığıyla ya da asidik veya alkalin kimyasallar ekleyerek dengeleyebilirsiniz. Doğru ayarlanmamış bir pH seviyesi ürününüzün kalitesini azıcık bozmanın yanı sıra ürününüzün tamamiyle bozulmasına veya ölümcül patlamalara da yol açabilir.

Purity (Saflık)

Bir reaksiyonun sonucunda elde edilen ürünün saflığını belirleyen başlıca iki unsur reaksiyona giren kimyasalların kendi saflık dereceleri ve toplam pH seviyesidir. Eğer bir karışım reaksiyona girerken gerekli pH aralığından azıcık sapmışsa sondaki ürün saf ve kirli ürün olarak ayrılır. En sonda beherin içinde sadece bir kimyasal gözükse de bu kimyasalın sadece belirli bir kısmı saf kimyasal olduğundan kullanıldığında istenen etkiyi göstermeyebilir. Eğer reaksiyonun sondaki saflık derecesi istikrarsız saflık derecesinin altındaysa ürün başarısız kimyasala dönüşür. Farklı saflık derecelerinin kimyasalın performansına etkisini tarifin açıklama kısmında bulabilirsiniz.

Örnek olarak saflık derecesinin kimyasalın etkisi:

  • 100% saflıkta 10u kimyasal X tüketildiğinde kişinin sistemine 10u kimyasal X geçer.
  • 75% saflıkta 10u kimyasal X tüketildiğinde kişinin sistemine 7.5u kimyasal X, 2.5u Chemical Isomers(kimyasal isomerler) geçer.
  • 75% saflıkta, retain volume (hacmin korunması) özelliğine sahip 10u kimyasal Y tüketildiğinde kişinin sistemine 10u kimyasal Y, 2.5u Chemical Isomers(kimyasal isomerler) geçer.
  • 20% saflıkta 10u kimyasal X tüketildiğinde kişinin sistemine 10u Toxic monomers (zehirli monomerler) geçer.
  • Bir beherde 10u Kimyasal X üretilirken saflık derecesi 10%'un altına düşerse ürün olarak reaksiyon sonunda beherde 10u Viscous sludge olacaktır.


Bunların dışında bu rehberde saflık hakkında kullanılan önemli terminoloji aşşağıdaki gibidir:

  • Unstable Purity - İstikrarsız Saflık: Altına düşüldüğünde reaksiyonun istikrarını bozacak saflık seviyesi. Bu saflık seviyesinin altına düşülmesi durumunda reaksiyona bağlı olarak değişik etkilere sebep olabilir (bkz. Helgrasp). Eğer reaksiyonun belirlenmiş bir başarısız ürünü var ise bu seviyenin altına düşmek ürünün bir kısmının veya tamamının bu kimyasalla değişmesine sebep olabilir.
  • Insolvency - İflas/Başarısızlık durumu: Özellikle saf olmayan bir reaksiyonun başarısız/ters kimyasallarının tüketim halinde ürünün bir kısmını bozmak yerine tamamının yerine geçmesi durumu.
  • Unreacted Purity - Tepkimeye Girmemiş Saflık: Bu oyunda hazır bulunan, kimyagerler tarafında yapılmamış her ürünün saflık derecesidir ve genelde 75% civarındadır.
  • Overdose Scaling - Aşırı Doz Ölçeği:

Unreacted purity'leri 100% altında olan kimyasallar için aşırı doza yol açan dozaj miktarı kesin belirli değildir. Bu kimyasallar için aşırı doz dozajı kimyasalın saflığına göre azalır. Ancak bunun aksi geçerli değildir, yani bir ürünün aşırı doz dozajı ürünün saflığı düşürülerek artırılamaz. Konunun daha rahat anlaşılması için bir örnek:

Ephedrine'in unreacted purity'si 75%'tir. Eğer 100% saflıkta ephedrine üretirseniz aşırı doz dozajında 25%'lik bir düşüşe sebep olursunuz. Normalde aşırı doz dozajı 30u olan ephedrine'in aşırı dozu böylece 30'dan 22.5'e düşmüş olur. Örneğin aşırı dozun altında oldğuğunu düşünerek hazırlayacağınız 23u'luk bir patch kullanana acılı dakikalar yaşatabilir.


Genel Tavsiyeler

  • Saf bir ürün amaçlıyorsanız ürünün pH seviyesinin doğru aralıkta olup olmadığını reaksiyonu başlatmadan kontrol edin. pH seviyesi kontrol edilmemiş bir reaksiyon 0% saflıkta ürünlere ve hatta patlamalara bile yol açabilir.
  • Kullanılmayan, boşta duran ısıtıcıların hedef sıcaklığını düşük bir sıcaklıkta tutun. Bir chemical heatera beherinizi koymadan ısıtıcının açık olup olmadığını kontrol edin, hedef sıcaklığın kabul edilebilir bir aralıkta olduğundan emin olun. Açık bırakılmış ve 1000K'de unutulmuş bir ısıtıcı ölümcül sonuçlar doğurabilir.
  • Reaksiyonunuzda bir şeyler istediğiniz gibi gitmiyorsa reaksiyonu hızlıca soğutarak hızını oldukça düşürebilir, hatta reaksiyonu durdurabilirsiniz.
  • Özellikle aniden gerçekleşen veya çok hızlı gerçekleşen karışımlar için reaksiyonu başlatmadan her bileşenin doğru pH aralığında olup olmadığını kontrol etmek iyi olacaktır.

Alet Edevatlar

Kimya laboratuvarınız ilaçlar, tedaviler, zehirler, bombalar ve hayale sığmayacak karışımlar yapmanız için donatılmış durumda. Yapabileceğiniz karışımlar kimya bilginiz ve hayal gücünüzle (ve tabii ki de oyun motoru ile) sınırlı! Ancak iki kimyasalı karıştırmadan önce dikkatli olmayı unutmayın, bu karışımın etkilerinden emin değilseniz kontrol edin, nitekim karışmaması gereken iki kimyasal karışınca ortaya çıkacak sonuçlar kimsenin hayrına olmayacaktır. Bunun yanında kimyasal becerilerinzi ve olanakalranızı geliştirecek önemli bir diğer unsur da erişiminizdeki araç gereçlere hakimiyetinizdir.


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

Available chemicals:

Click expand to see what chemicals are available:

Normal:

  • Hydrogen
  • Oxygen
  • Silicon
  • Phosphorus
  • Sulfur
  • Carbon
  • Nitrogen
  • Water
  • Lithium
  • Sugar
  • Sulfuric acid
  • Copper
  • Mercury
  • Sodium
  • Iodine
  • Bromine
  • Ethanol
  • Chlorine
  • Potassium
  • Aluminium
  • Radium
  • Fluorine
  • Iron
  • Welding fuel
  • Silver Removed Oct, 2020.
  • Stable plasma

Upgraded (tier 4 matter manipulator):

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

Emagged:

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

Upgradeable parts:

Click expand to see upgrades:

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

Chemical Heater Reaction Chamber

The reaction chamber (previously known as the chem heater) provides all the tools needed to help you react your reactions. You can set your heat, dispense buffers and watch your reactions in real time. An unupgraded reaction chamber will let you know when a reaction is overheated by highlighting it in red. More buffer can be added to the chamber by putting in a beaker into the heater and pressing the draw all button next to the buffer volume display.

Some chemical reactions will require you to heat the reagents in a Reaction Chamber. Unless the recipes says otherwise, these reactions need you to heat the reagents above the required temperature in order to start the reaction. Some reactions can stop if they drop below their required temperature. Don't forget you can use droppers directly on reaction chambers to add/draw to/from as well! This machine will heat/cool a beaker to the desired temperature, slowing down the heating/cooling speed as it approaches the target temperature. If you don't risk making the chemical explode by overheating it (like with meth) you can just set it to a very high temperature to avoid this.

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

Upgrading the laser will increase the heating/cooling speed as well as the capabilities of the machine. See below:

Level 1: Dosya:Reaction chamber level 1.gif Level 4: Dosya:Reaction chamber level 4.gif

An upgraded reaction chamber gives you more tools and information about the reactions held within it.

  • At level 2 the pH meter will flash if any of the reactions are outside of the pH optimal
  • At level 3 the reaction chamber will be able to follow your reaction progress in real time
  • At level 4 the reaction chamber will be able to determine the reaction quality in real time, displaying the effects of purity, pH and other factors along a dial. The dial will flash if the reaction is below the minimum purity for the reaction.

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 Chemistry bag.png to quickly move large quantities of bottles, patches or pills.
Can be upgraded with bigger beakers to allow a bigger buffer. By default it contains two ordinary 50u beakers for a total buffer volume of 100u.

ChemMaster 3000 Portable Chemical Mixer

This item does NOT require an anomaly core anymore.

A portable device that fits into the belt slot, enabling you to store, mix and dispense chemicals on the go. Can be printed at the medical lathe.

CTRL + Left click will open or close the portable mixer. While open Dosya:Portable Chemical Mixer (open).png you can access it like any other bag, and fill it with up to 50 beakers and bottles. When closed Dosya:Portable Chemical Mixer (closed).pngyou can do a simple Left click to open it's UI. While the portable mixer is closed Dosya:Portable Chemical Mixer (closed).png it functions similar to a Chemistry Dispenser, allowing you to add and remove a single beaker which you can dispense into Dosya:Portable Chemical Mixer (closed).pngDosya:Portable Chemical Mixer (Beaker).png

Dosya:Portable Chemical Mixer (Accessed like a bag).png
Different containers with chemicals, stored inside the portable chemical mixer.(Image 1 of 2)
Dosya:Portable Chemical Mixer (UI Controls).png
All chemicals inside the containers of the portable chemical mixer, combined into UI buttons. (Image 2 of 2)

Tips for the Portable Chemical Mixer

  • Unlike the chemistry bag Chemistry bag.pngthe portable chemical mixer does not combine beakers of the same type into one single icon when accessing its contents. This makes it a superior option for beaker storage.
  • All containers with the same, main chemical inside them, are represented as a single button in the UI. (e.g. a small beaker with 50u Inacusiate and a big beaker with 100u Inacusiate, are represented as 150u Inacusiate (see image).
  • A container with more than one chemical inside will be represented by the most dominant chemical in it. (Try to avoid adding beakers with more than one chemical in them, if you want to stay on the safe side)
  • The portable chemical mixer is an excellent storage device for pure chemicals that you want to store until you need them in other recipes. Filling it with beakers of pure Oil, Phenol or Multiver means quick and easy access to them, whenever you need them in advanced chemicals.
  • Tired of the floor in chemistry being littered with beakers? Put them in the portable chemical mixer.
  • The botanist made you some Carpotoxin and filled it into condiment bottles? No need to carry them by hand, use the portable chemical mixer.
  • The Janitor is too lazy to clean medbay? Put one beaker with Fluorosurfactant, one with Space Cleaner and one with Water in your portable chem mixer, position yourself and dispense them in equal amounts into a big beaker. Instant cleaner grenade action.
  • The AI and bots are trying to kill you? Get some Uranium from the lathe, grind it, and put a beaker of it with a beaker of Iron into your portable chem mixer. Dispense both in equal amounts into a big beaker to cause an EMP.
  • The doctors are too busy to help and the paramedic is too dead to help? Get yourself a health analyzer, fill your portable chem mixer with beakers of useful medicines (and/or cures and vaccines) and dispense the right dosages for people in need, anywhere on the station.

HPLC High-performance liquid chromatography machine (HPLC)

Can detect impurity levels of reagents added to it, making it one of the best ways to detect purity of a reagent at roundstart. See below:

Dosya:Mass spec.png

The HPLC can also purify a reagent up to it's standard purity (usually 75%). This takes time and a bit of volume. Inverted reagents cannot be purified, though any reagent that is passed through the system will still cost time. While it's processing the Mass Spectroscopy cannot be used at the same time.

To use the HPLC left clicking will interact with the input beaker - so left clicking with a beaker will add it, alt click with a beaker in it will remove it. Right clicking with a beaker will add a beaker to the output slot, and alt right clicking will remove it. The machine needs both an input and output to purify - though can still analyse with just a single input.

The icon also indicates at what state it is at - a bar chart on the screen shows that it's analysing an input beaker, a sine wave shows that it's currently purifying and a blank screen indicates that it's input beaker is either empty or removed.

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.

pH paper

pH paper can tell you the rough pH by putting it into the beaker. The colour of the strip will indicate what the pH is.

Buffer reagents

Buffers are reagents that alter the pH of a mixture towards acidity (0) or alkalinity (14). These liquids dissiplate into a mixture, unless stabilizing agent is added.

Chemical analyzer

A handy meter that can tell you all about the reagents found in a beaker, as well as being one of the two ways to testt purity (the other bring the purity tester, which will tell you if the reagent is inverse). Resarchable and printable by the lathe. Currently the only way to detect purity of a reagent, other than taking it yourself.

Plumbing

On some maps the chemists have access to a large empty area with plumbing tools. The available chemicals those can synthesize should be the same as with an unupgraded chem dispenser, but the workflow is more like a production line chem factory instead of instant dispensing. See the Guide to plumbing to learn more about this system. You may still have access to the pharmacy though, which has chem dispensers.

Metabolism

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

Addiction

Every time you metabolize a drug, you will gain addiction points in the category it belongs to. For every unit of drugs metabolized you receive addiction points. More extreme drugs and alcohol will give you more points. If you gain 600 points in addiction category, you will become addicted. By not taking said drugs you will lower the amount of addiction points. High sanity speeds up the process.

  • You lose 0,5 points per tick with no withdrawal or stage 1 withdrawal.
  • You lose 1 point per tick with stage 2 withdrawal.
  • You lose 1,5 points per tick with stage 3 withdrawal.

When your mood is good you always lose 2 points per tick regardless of the stage. If you then fall below 400 points you stop being addicted. Taking more of the drug you're addicted to will temporarily suppress symptoms. Addiction stages advance from time in withdrawal.

Addiction categories:

Stimulants

Stimulant withdrawal makes you slow in a number of ways.

  • At the first stage you get craving messages about feeling tired and needing a little pick me up. Your actions also become slower(action speed penalty).
  • At the second stage you recieve a click cooldown penalty.
  • At the third stage you get a movement speed penalty and more craving messages.

Opiods

The main symptom of opiod withdrawal is nausea.

  • At the first stage you get craving messages about feels aches in your body, chills and needing opioids. You start yawning intermittently.
  • At the second stage your high blood pressure will increase rate of blood loss from any open wounds.
  • At the third stage you will get hit by waves of nausea and vomiting.

Alcohol

Alcohol withdrawal is easy to stave off due to the abundance of low alcohol content drinks available from the bar, but it is the only one that can be outright lethal.

  • At the first stage you get craving messages about feeling thirsty, wondering if the bar is still open and needing a little Dutch courage. You also start to jitter.
  • At the second stage you start to hallucinate.
  • At the third stage you start to suffer intermittant seizures that paralyze you for 1-3 seconds and cause 10-30 brain damage depending on duration. Your seizures also cause heavy jittering. Seizures can be prevented by taking neurine or sodium thiopental.

Hallucinogens

  • At the first stage you get craving messages about feeling empty, spirtually detached and you start to wonder what the machine elves are up to.
  • At the second stage you get visual disturbances.
  • At the third stage you enter a hypnotic trance.

Maintenance Drugs

  • At the first stage you get craving messages, start growling intermittently and your health indicator will become unreliable.
  • At the second stage you can only stomach GROSS food and you grow a scraggly beard if male.
  • At the third stage you will become very dizzy and confused when exposed to light, but it also gives you night vision.

Medicines

  • Stage 1: You become unsure of your own health, are you aching, or is it just the down from the meds?
  • Stage2: You develop a fever.
  • Stage 3: You organs begin to ache a bit too.

In general most pure medicines don't accrue addiction points – it’s instead the inverse or impure chems that will turn you into a hypochondriac.

Special

Some reagents have their own unique addiction type. Such as Nicotine.

Active Pure Chemicals

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

  • Chlorine: Causes 1 brute damage per tick to a random body part.
  • Copper: Can be splashed on metal sheets to create bronze sheets.
  • Ethanol: A decent alcoholic "beverage", with a booze power of 65. Increases the speed of surgery procedures and flammability when applied externally. Metabolism rate 0.2.
  • Fluorine: Causes 1 toxin damage per tick.
  • Iron: Slowly restores blood volume.
  • Lithium: Causes twitching, drooling, moaning and not being able to walk straight.
  • Mercury: Causes 1 brain damage per tick, twitching, drooling, moaning and not being able to walk straight.
  • Plasma: Causes 3 toxin damage per tick. Creates gas form plasma when spilled or heated to 323.15K (50°C). Not to be confused with Stable Plasma, which does nothing.
  • Radium: Causes 2 toxin damage 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.
  • Sulfuric 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 1 toxin damage per tick. Creates glowing green goo on floor if more than 3u is spilled.
  • Water: Slightly generates blood volume. Additionally, freezes into ice below 274K.
  • Welding Fuel: Causes 1 toxin damage per tick. Makes people flammable if splashed on. If splashed on the floor, makes a pool of fuel that can be ignited, which can ignite other pools around it.

Catalysts

When a reagent in a recipe is marked "(catalyst)" it means it will not be consumed in the reaction. Some Catalysts are optional and are highlighted as such. These optional catalysts affect the ongoing reaction in certain ways.

Components

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

Hover a chemical component to see tooltips. On Firefox-based browsers the tooltips might block clickable links. If you find an incorrect recipe then please drop a comment in the discord wiki-general.

Name Formula Reaction conditions Description
Ash


Inverse: Toxic Monomers <25%
pH: 6.5

1 part Oil
1 part Welding Fuel

1 part Carbon

1 part Hydrogen

Temperature 480K

Min temp: 480K


Overheat: 900K
Optimal pH: 5 to 9
Unstable purity: <15%
Weakly Exothermic
H+ consuming

Ingredient in a few recipes. Can also be aquired by lighting a piece of paper on fire and scooping up the resulting ashes with a beaker. 30u per paper.

Used in:

Oil


Inverse: Toxic Monomers <25%
pH: 4

1 part Welding Fuel

1 part Carbon
1 part Hydrogen

Min temp: 100K


Overheat: 900K
Optimal pH: 5 to 9
Unstable purity: <15%
Weakly Exothermic
H+ consuming

Can be heated into Ash. Can be scooped up from destroyed cyborgs and such. Flammable. Ingredient in many recipes.
Acetone


Inverse: Toxic Monomers <25%
pH: 7

1 part Oil
1 part Welding Fuel

1 part Carbon

1 part Hydrogen

1 part Welding Fuel
1 part Oxygen

Min temp: 100K


Overheat: 900K
Optimal pH: 5 to 9
Unstable purity: <15%
Weakly Exothermic
H+ consuming

Ingredient in many recipes.
Diethylamine


Inverse: Toxic Monomers <25%
pH: 12

1 part Ammonia
3 parts Hydrogen
1 part Nitrogen

1 part Ethanol

Min temp: 100K


Overheat: 900K
Optimal pH: 5 to 9
Unstable purity: <15%
Weakly Exothermic
H+ consuming

A very potent fertilizer. Ingredient in many recipes.
Phenol


Inverse: Toxic Monomers <25%
pH: 5.5

1 kısım Oil
1 part Welding Fuel

1 part Carbon

1 part Hydrogen

1 kısım Chlorine
1 kısım Water

Min temp: 100K


Overheat: 900K
Optimal pH: 5 to 9
Unstable purity: <15%
Weakly Exothermic
H+ producing

Ingredient in many recipes.
Ammonia


Inverse: Toxic Monomers <25%
pH: 11.6

3 parts Hydrogen

1 part Nitrogen

Min temp: 100K


Overheat: 900K
Optimal pH: 1 to 12
Unstable purity: <15%
Weakly Exothermic
H+ consuming

An effective fertilizer. Ingredient in many recipes. (Results in 3 units instead of 4)
Saltpetre


Inverse: Toxic Monomers <25%
pH: 11.2

3 parts Oxygen

1 part Potassium
1 part Nitrogen

Min temp: 100K


Overheat: 900K
Optimal pH: 5 to 9
Unstable purity: <15%
Weakly Exothermic
H+ consuming

Works as a fertilizer. Ingredient in a few recipes. (Results in 3 units instead of 5)

Used in:

Sodium Chloride


pH: 7

1 part Chlorine

1 part Sodium
1 part Water

Min temp: 100K


Overheat: 900K
Optimal pH: 5 to 9
Unstable purity: <15%
Weakly Exothermic
H+ producing

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

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

Lye


Inverse: Toxic Monomers <25%
pH: 11.9

1 kısım Sodium

1 kısım Hydrogen
1 kısım Oxygen

Min temp: 10K


Overheat: 900K
Optimal pH: 5 to 9
Unstable purity: <15%
Weakly Exothermic
H+ consuming

Ingredient in Soap.
Lye


Inverse: Toxic Monomers <25%
pH: 11.9

1 kısım Ash
1 part Oil
1 part Welding Fuel

1 part Carbon

1 part Hydrogen

Temperature 480K

1 kısım Water
1 kısım Carbon

Min temp: 100K


Overheat: 900K
Optimal pH: 5 to 9
Unstable purity: <15%
Weakly Exothermic
H+ consuming

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


Inverse: Toxic Monomers <25%
pH: 6.2

1 kısım Chlorine

1 kısım Oxygen
1 kısım Water

Min temp: 100K


Overheat: 900K
Optimal pH: 5 to 9
Unstable purity: <15%
Weakly Exothermic
H+ producing

Burns people on touch.
Pentaerythritol


Inverse: Toxic Monomers <25%
pH: 7

1 kısım Acetaldehyde
1 kısım Acetone
1 part Oil
1 part Welding Fuel

1 part Carbon

1 part Hydrogen

1 part Welding Fuel

1 part Oxygen

1 kısım Formaldehyde
1 kısım Ethanol

1 kısım Oxygen
1 kısım Silver

420K Sıcaklık

1 kısım Water

450K Sıcaklık

3 kısım Formaldehyde
1 kısım Ethanol

1 kısım Oxygen
1 kısım Silver

420K Sıcaklık

1 kısım Lye
1 kısım Sodium

1 kısım Hydrogen

1 kısım Oxygen

Min temp: 100K


Overheat: 900K
Optimal pH: 5 to 9
Unstable purity: <15%
Weakly Exothermic
H+ consuming

Results in 2 units instead of 5.
Acetaldehyde


Inverse: Toxic Monomers <25%
pH: 7

1 kısım Acetone
1 part Oil
1 part Welding Fuel

1 part Carbon

1 part Hydrogen

1 part Welding Fuel

1 part Oxygen

1 kısım Formaldehyde
1 kısım Ethanol

1 kısım Oxygen
1 kısım Silver

420K Sıcaklık

1 kısım Water
450K Sıcaklık

Min temp: 450K


Overheat: 900K
Optimal pH: 5 to 9
Unstable purity: <15%
Weakly Exothermic
H+ consuming

Acetone Oxide


Inverse: Toxic Monomers <25%
pH: 7

2 kısım Acetone
1 part Oil
1 part Welding Fuel

1 part Carbon

1 part Hydrogen

1 part Welding Fuel

1 part Oxygen

1 kısım Hydrogen Peroxide
1 kısım Chlorine

1 kısım Oxygen

1 kısım Water

1 kısım Oxygen

Min temp: 100K


Overheat: 900K
Optimal pH: 5 to 9
Unstable purity: <15%
Weakly Exothermic
H+ producing

Burns people badly on touch. (Results in 2 units instead of 4)
Wittel Bir gayzerden liquid pump ile çıkarabilirsiniz. N/A A lavaland geyser has a 1 in 27 chance to produce Wittel. Does nothing, but can be used to make Gravitum.
Hyper-Plasmium Oxide Bir gayzerden liquid pump ile çıkarabilirsiniz. N/A A lavaland geyser has a chance to produce this. Does nothing, but can be used to make Exotic Stabilizer.
Exotic Stabilizer 1 kısım Hyper-Plasmium Oxide
Bir gayzerden liquid pump ile çıkarabilirsiniz.

1 kısım Stabilizing Agent
1 part Iron

1 part Oxygen

1 part Hydrogen
N/A Is required to stabilize Nitroglycerin and TaTP.

Reaction agents

These reagents have active effects on reactions, consuming themselves on transfer. They can even be added to a full beaker for their effects to take place!

Name Formula Reaction conditions Description
Acidic Buffer 2 parts Ethanol
2 parts Hydrogen
2 parts Sodium
2 parts Water

Min react temp: 250K
Overheat temp: 9999K
pH range: 0 to 14
Min purity: 0.3
Mildly H+ producing
This reagent will consume itself and move the pH of a beaker towards acidity when added to another.
Basic Buffer 3 parts Ammonia
2 parts Chlorine
2 parts Hydrogen
2 parts Oxygen

Min react temp: 250K
Overheat temp: 9999K
pH range: 0 to 14
Min purity: 0.3
Mildly H+ consuming
This reagent will consume itself and move the pH of a beaker towards alkalinity when added to another.
Universal indicator 1 kısım Ash
1 part Oil
1 part Welding Fuel

1 part Carbon

1 part Hydrogen

Temperature 480K

1 kısım Ethanol
1 kısım Iodine


Min react temp: 274K
This reagent can be used to craft pH paper from the crafting menu. Will also dye anything it touches its associated pH value.
Purity Tester Reagent 1 kısım Prefactor a
1 kısım Phenol
1 kısım Oil
1 part Welding Fuel

1 part Carbon

1 part Hydrogen

1 kısım Chlorine

1 kısım Water

3 kısım Ethanol
1 kısım Plasma

Düşük Sıcaklık

1 kısım Stable plasma

Required temp:below 800K
Overheat temp: none
Optimal pH range: 2 to 12
Min purity: 0.25
minorly H+ producing
When added to a beaker, this reagent will either fizzle if a reagent in there is impure, or will do nothing if all of the reagents are above their purity threshold.
Tempomyocin 1 kısım Prefactor b
1 kısım Phenol
1 kısım Oil
1 part Welding Fuel

1 part Carbon

1 part Hydrogen

1 kısım Chlorine

1 kısım Water

3 kısım Ethanol
1 kısım Plasma

Yüksek Sıcaklık

1 kısım Stable plasma

Required temp: 50K
Overheat temp: 500K
Optimal pH range: 5 to 8
Min purity: 0.35
H+ producing
Dangerous
This will instantly speed up any reaction added it is added to, giving it a short burst of speed. Adding this reagent to a reaction will give it a sudden speed boost up to 3x - with the output purity of the boost modified by the Tempomyocin's purity. 5u per 100u will give you 2x, 10u per 100u will give you 3x. It caps at 3x for a single addition, but there is nothing preventing you from adding multiple doses for multiple boosts.
Prefactor a 1 kısım Phenol
1 kısım Oil
1 part Welding Fuel

1 part Carbon

1 part Hydrogen

1 kısım Chlorine

1 kısım Water

3 kısım Ethanol
1 kısım Plasma
Düşük Sıcaklık

Required temp:below 800K
Overheat temp: none
Optimal pH range: 2 to 12
Min purity: 0.25
Very Endothermic
This is part of a competitive reaction between Purity Tester and Tempomyocin. This outcompetes when the reaction is cold.
Prefactor b 1 kısım Phenol
1 kısım Oil
1 part Welding Fuel

1 part Carbon

1 part Hydrogen

1 kısım Chlorine

1 kısım Water

3 kısım Ethanol
1 kısım Plasma
Yüksek Sıcaklık

Required temp: 50K
Overheat temp: 500K
Optimal pH range: 5 to 8
Min purity: 0.35
Extremely Endothermic
minor H+ producing
Dangerously volitile
This is part of a competitive reaction between Purity Tester and Tempomyocin. This outcompetes when the reaction is hot.

Medicines

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

Some medicines have special suffixes to specify which damage types they are meant to treat:

  • Brute = -ibital
  • Burn = -uri
  • Oxy = -mol
  • Tox = iver
  • Organ = -rite


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


Optional catalysts for ALL medicine reactions

Name Formula Reaction conditions Description
Palladium synthate catalyst


Impurity: Chemical Isomers
Failed: Viscous sludge <15%
pH: 2

3 kısım Libital
1 kısım Phenol
1 kısım Oil
1 part Welding Fuel

1 part Carbon

1 part Hydrogen

1 kısım Chlorine

1 kısım Water

1 kısım Nitrogen

1 kısım Oxygen

4 kısım Probital
2 kısım Acetone
1 part Oil
1 part Welding Fuel

1 part Carbon

1 part Hydrogen

1 part Welding Fuel

1 part Oxygen

1 kısım Copper

1 kısım Phosphorus

2 kısım Plasma

Required temp: 200K
Overheat temp: 800K
Optimal pH range: 5 to 6
Min purity: 0
H+ producing
Very exothermic
This will cause all medicines reacted in the same beaker to react faster, with it's speed equal to the purity of the catalyst (up to 2x, though it is still limited by it's maximum rate). An impure catalyst can be purposely made to slow down reactions, if desired. At least 10u is required in a beaker for it to have any effect on the reactions contained within. (Results in 2 parts instead of 9)

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". All these reactions will generally result in a 75% purity product with no intervention. For those returning - a 75% purity reagent will have the same effects as the reagents you're familiar with, which means that 100% pure reagents are 33% more effective.

Name Formula Reaction conditions Treatment for Description Chemical properties
Libital


Impurity: Libitoil
Failed: Insolvent medicinal precipitate <20%
pH: 8.2

1 kısım Phenol
1 kısım Oil
1 part Welding Fuel

1 part Carbon

1 part Hydrogen

1 kısım Chlorine

1 kısım Water

1 kısım Nitrogen
1 kısım Oxygen

Min temp: 225K


Overheat: 840K
Optimal pH: 6 to 10
Unstable purity: <20%
Exothermic

Brute Medicine for treating brute damage. Each tick heals 3 base brute (modified by purity) and causes 0.3 liver damage.


Inverse chem:Libitoil below 30% Failed chem: Insolvent medicinal precipitate below 10%

Rate: 0.2u/tick


Unreacted purity: 75%

Helbital


Inverse: Helgrasp <30%
pH: 8

1 kısım Carbon

1 kısım Fluorine
1 kısım Sugar

Min temp: 250K


Overheat: 550K
Optimal pH: 5 to 9.5
Unstable purity: <55%
Exothermic

Brute Heals brute faster the more base damage you have. No side effects if in hardcrit.
  • If not in crit: Heals (dmg/50) brute and deals 2 suffocation.
  • If in softcrit: Heals (dmg/47) brute and deals 1 suffocation.
  • If in hardcrit: Heals (dmg/45) brute and has no side effects. 0.0001% chance to make you play a game of rock-paper-scissors against the reaper for your life, potentially dusting you or healing you to full.

Overdose applies a semi-blinding curse.
Purity adjusts the damage requirements for each of the stages and modifies the brute damage healed.
Inverse chem:Helgrasp below 30%. When purity is below 25%, it will catch fire during the reaction, watch out for the flames!

Rate: 0.2u/tick


Unreacted purity: 75%
OD: 35u

Probital


Inverse: Mitogen Metabolism Factor <50%
Failed: Metabolic Inhibition Factor <35%
pH: 5.5

2 kısım Acetone
1 part Oil
1 part Welding Fuel

1 part Carbon

1 part Hydrogen

1 part Welding Fuel

1 part Oxygen

1 kısım Copper
1 kısım Phosphorus

Min temp: 225K


Overheat: 750K
Optimal pH: 4.5 to 12
Unstable purity: <35%
Weakly Exothermic

Brute Each tick heals 2.25 base brute (modified by purity) but also deals (decreasing) stamina damage. If ingested by mouth it also creates a special enzyme in your system (bloodstream) (1.25u per 5u ingested), which turns any food you eat into healing peptides. These peptides heal an additional 3 brute and 1 burn with a 50% chance every tick.

Overdose deals 3 stamina AND:

  • If stamina dmg over 80: Causes drowsiness.
  • If stamina dmg over 100: Removes 100 stamina damage and puts you to sleep for 10 seconds.

Inverse chem: Mitogen Metabolism Factor below 50%
Failed chem: Metabolic Inhibition Factor below 30%
Was originally named Trophazole.

Rate: 0.2u/tick


Unreacted purity: 75%
OD: 20u

Aiuri


Impurity: Aivime
Failed: Insolvent medicinal precipitate <25%
pH: 4

1 kısım Ammonia
3 parts Hydrogen
1 part Nitrogen

2 kısım Hydrogen
1 kısım Sulfuric Acid

Min temp: 50K


Overheat: 315K
Optimal pH: 4.8 to 9
Unstable purity: <25%
Moderately endothermic

Burn Medicine for treating burn damage. Each tick heals 2 base burn (modified by purity) and causes 0.25 eye damage.


Impure chem: Aivime
Failed chem: Insolvent medicinal precipitate below 25%

Rate: 0.2u/tick


Unreacted purity: 75%

Lenturi


Impurity: Lentslurri
Failed: Ichiyuri <25%
pH: 4.7

1 kısım Ammonia
3 parts Hydrogen
1 part Nitrogen

1 kısım Silver
1 kısım Sulfur
1 kısım Oxygen
1 kısım Chlorine

Min temp: 200K


Overheat: 500K
Optimal pH: 6 to 11
Unstable purity: <25%
Endothermic

Burn Each tick heals 3 base burn (modified by purity) and deals 0.4 stomach damage.

Impure chem: Lenslurri
Failed chem: Ichiyuri below 25%

Rate: 0.2u/tick


Unreacted purity: 75%

Hercuri


Inverse: Herignis <30%
Failed: Insolvent medicinal precipitate <15%
pH: 8.9

3 kısım Cryostylane
1 kısım Ice

1 kısım Stable Plasma

1 kısım Nitrogen

1 kısım Lye
1 kısım Sodium

1 kısım Hydrogen

1 kısım Oxygen

1 kısım Bromine
47 Kelvin'in altında sıcaklık gerekmekte.

Cold reaction


Min temp: 47K
Overheat: 5K
Optimal pH: 6 to 10
Unstable purity: <15%
Weakly endothermic

Burn Heals burn damage and can cool you to unsafe levels. If applied with vapor such as with a spray bottle Cleaner.png it also removes some firestacks (extinguishes you).
  • If burn is over 50: Heals 2 base burn (modified by purity)
  • If burn is under 50: Heals 1.25 base burn (modified by purity)

Overdose cools you down even more. Was originally named Rhigoxane.
Inverse chem: Herignis below 30% - inverse chem is insolvent and will precipitate out during reaction.
Failed chem: Insolvent medicinal precipitate below 15%

Rate: 0.2u/tick


Unreacted purity: 75%
OD: 25u

Granibitaluri


Impurity: Chemical Isomers
Inverse: Toxic monomers <25%
Failed: Viscous sludge <10%
pH: 7

1 kısım Sodium Chloride
1 part Chlorine

1 part Sodium

1 part Water

1 kısım Carbon
1 kısım Sulfuric Acid
5u Iron (katalizör)

Min temp: 100K


Overheat: 900K
Optimal pH: 5 to 10
Unstable purity: <10%
Weakly Exothermic

Brute and Burn Heals a small amount of brute and burn each cycle. The maximum healing you can get is 0.5 per cycle, and this decreases by 0.1 for every 10 combined brute and burn you have. At 50 or more combined damage, it heals nothing. Overdose deals 0.2 liver and toxin damage. Rate: 0.2u/tick


Unreacted purity: 100%
OD: 50u

Synthflesh


Failed: Insolvent medicinal precipitate <30%
pH: 7.2

1 kısım Libital
1 kısım Phenol
1 kısım Oil
1 part Welding Fuel

1 part Carbon

1 part Hydrogen

1 kısım Chlorine

1 kısım Water

1 kısım Nitrogen

1 kısım Oxygen

1 kısım Blood
1 kısım Carbon

Min temp: 250K


Overheat: 325K
Optimal pH: 5.5 to 9.5
Unstable purity: <30%
Weakly Exothermic

Brute, burn Instantly heals 1.25 brute and burn damage per unit of the chemical applied, but also instantly deals toxin damage equal to 50 to 75% (based on purity, 56% when unreacted) of brute and burn damage healed. Can be used to prepare corpses for defibrillation (needs under 180 brute and burn).
Touch and vapor application only. If a husked corpse has at least 100u and under 50 burn damage it will be unhusked.


Failed chem: Insolvent medicinal precipitate below 30%

Rate: 0.2u/tick


Unreacted purity: 75%

Multiver


Inverse: Monover <35%
pH: 9.2

1 part Sodium Chloride
1 part Chlorine

1 part Sodium

1 part Water

1 part Ash
1 part Oil
1 part Welding Fuel

1 part Carbon

1 part Hydrogen

Temperature 480K

Temperature 380K

Min temp: 380K


Overheat: 410K
Optimal pH: 5 to 9.5
Unstable purity: <10%
Weakly endothermic

Mildly H+ producing

Toxin A chem purger that purges chems from bloodstream (3u per tick) and heals toxin damage faster the more unique medicines there are in the body (0.5 per med, max 1.5, modified by purity). Also causes 0.5 lung damage each tick. Having 3+ unique meds (2+multiver) will make it not purge medicines. If your Multiver is pure, the medicinal requirement is reduced by 1 (i.e. muliver + 1 medicine).


Inverse chem: Monover below 30% - will precipitate out during a reaction and can catch fire if too hot.

Rate: 0.2u/tick


Unreacted purity: 75%

Seiver


Inverse: Technetium 99 <45%
pH: 3.7

1 kısım Aluminium

1 kısım Nitrogen
1 kısım Potassium

Cold reaction


Min temp: 320K
Overheat: 99999K
Optimal pH: 5 to 8
Unstable purity: <20%
Strongly endothermic
H+ producing

Radiation and Toxin A medicine that shifts functionality based on temperature.
  • Temperatures between 125K and 1000K heal between 0 and 5 toxin damage per tick (modified by purity). The temperature bonus is capped at 1000K.
  • Temperatures below 150K have a chance to heal between 15.4 and 34.1 toxin damage per tick (modified by purity) only to irradiated patients, with more healing at colder temperatures. The chance scales from 0% at 150K to 100% at 50K, and is rolled once when the medicine enters your system, meaning if the roll fails, all of the seiver in your system will also be nonfunctional. Ultra-cold seiver has a chance to get an additional 20% healing bonus, scaling from 0% at 15K to 100% at 5K.
Rate: 0.2u/tick


Unreacted purity: 75%

Syriniver


Impurity: Syrinifergus
Failed: Insolvent medicinal precipitate <30%
pH: 8.6

2 kısım Nitrous Oxide
2 kısım Ammonia
3 parts Hydrogen
1 part Nitrogen

2 kısım Oxygen
1 kısım Nitrogen

525K Sıcaklık

1 kısım Toxin
NanoMed otomatları (contraband), Emaglı Chem Dispenser

1 kısım Fluorine
1 kısım Sulfur

Min temp: 250K


Overheat: 99999K
Optimal pH: 6.5 to 9
Unstable purity: <30%
Weakly endothermic

Toxin

tl;dr: Put 20% of this and 80% water into a beaker and inject it with an IV-drip, and it will heal toxin damage and purge reagents from bloodstream pretty fast.

Impure reagent: Syrinifergus
Failed chem: Insolvent medicinal precipitate below 30%

Click expand for long description.

When injected (syringe or IV-drip), the following happens:

  • Instantly heals toxin damage equal to 1.5x the injected amount, up to 3 base toxin (modified by purity). A minimum of 0.6u must be injected for any effect.
  • Transforms up to 100% of the drug (based on purity, unreacted is 80%) into the much safer Musiver, depending on how healthy your liver is. The more damaged liver the patient has, the lower amount will be turned into Musiver. You get the max transformation rate as long as your liver has more than 80 hp.

Each tick heals 1 point of toxin damage, purges 0.4u reagents and deals 0.8 points of liver damage. This works even if the chem was taken with other methods than injection. Should ideally be diluted for safety and used in an intravenous medicine bag or beaker attached to an IV (injects 5u at a time):

  • Injecting a 40% solution of syriniver with an IV will heal about 5 toxin per cycle (plus 1+1 passive healing from syriniver + Musiver), but is unsafe since it makes Musiver overdose very likely. Having more than 40% will not heal faster.
  • Injecting a 20% solution with an IV is pretty safe and will heal about 3 toxin per cycle (plus 1+1 passive healing from syriniver + Musiver).

If overdosed causes muscle weakness, high liver damage and disgust. Was originally named Thializid.

Rate: 0.3u/tick


Unreacted purity: 75%
OD: 6u

Tirimol


Inverse: Super Melatonin <40%
Failed: Insolvent medicinal precipitate <20%
pH: 5.6

2 kısım Acetone
1 part Oil
1 part Welding Fuel

1 part Carbon

1 part Hydrogen

1 part Welding Fuel

1 part Oxygen

3 kısım Nitrogen
1u Sulfuric Acid (katalizör)
İsteğe Bağlı Olarak:
pH dengeleyici olark Oxygen

Min temp: 100K


Overheat: 720K
Optimal pH: 2 to 7.1
Unstable purity: <20%
Weakly endothermic

Suffocation Emergency oxygen deprivation medication that causes fatigue and can make you fall asleep. Heals 3 base suffocation (modified by purity) and deals 2 stamina damage per tick. Causes drowsiness after 15 seconds, and then every 45 seconds. If it was in your system longer than 20 cycles, you will fall asleep for 10 seconds when it's out.


Inverse chem: Super Melatonin below 40%
Failed chem: Insolvent medicinal precipitate below 20%

Rate: 0.2u/tick


Unreacted purity: 75%

Convermol


Inverse: Coveroli <40%
Failed: Insolvent medicinal precipitate <40%
pH: 5.6

1 kısım Oil
1 part Welding Fuel

1 part Carbon

1 part Hydrogen

1 kısım Fluorine
1 kısım Hydrogen
İsteğe Bağlı Olarak:
Reaksiyon hızını artırmak için - Oxygen

Min temp: 370K


Overheat: 570K
Optimal pH: 3.045 to 8.5
Unstable purity: <40%
Weakly Exothermic

Suffocation Quickly converts suffocation damage into toxin damage, with a 5:1 ratio. Each tick heals 2.5 base suffocation damage (modified by purity) multiplied by the number of ticks the chemical has been in your system, and deals toxin damage equal to 0.2 of base suffocation healing. Will always deal at least 0.1 toxin damage, even without suffocation healed. Overdose causes toxin damage as if you always healed max suffocation, and quickly purges the chem.


Inverse chem: Coveroli below 40%
Failed chem: Insolvent medicinal precipitate below 40%

Rate: 0.2u/tick


Unreacted purity: 75%
OD: 35u

Superior Healing Medicines

These healing drugs are harder to make than the core healing medicines, however they often heal faster and with fewer side effects (if any).

Name Recipe Reaction conditions Treatment for Description Metabolism Rate Overdose Threshold
Salicylic Acid


Impurity: Chemical Isomers
Failed: Viscous sludge <15%
pH: 2.1

1 kısım Phenol
1 kısım Oil
1 part Welding Fuel

1 part Carbon

1 part Hydrogen

1 kısım Chlorine

1 kısım Water

1 kısım Sodium
1 kısım Carbon
1 kısım Oxygen
1 kısım Sulfuric Acid

Min react temp: 100K
Overheat temp: 900K
Optimal pH range: 5 to 10
Min purity: 0.25
Mildly exothermic
Mildly H+ consuming
Brute If you have more than 25 brute damage, heals 4 brute. If you have equal to or less than 25 brute damage, heals 0.5. Overdosing will deal more brute damage. 0.2 units per tick 25 Units
Oxandrolone


Impurity: Chemical Isomers
Failed: Viscous sludge <15%
pH: 10.7

3 kısım Carbon
1 kısım Phenol
1 kısım Oil
1 part Welding Fuel

1 part Carbon

1 part Hydrogen

1 kısım Chlorine

1 kısım Water

1 kısım Hydrogen
1 kısım Oxygen

Min react temp: 100K
Overheat temp: 900K
Optimal pH range: 5 to 10
Min purity: 0.25
Mildly exothermic
Mildly H+ consuming
Burn If you have more than 25 burn damage, heals 4 burn. If you have equal to or less than 25 burn damage, heals 0.5. Overdosing will deal more burn damage. 0.2 units per tick 25 Units
Salbutamol


Impurity: Chemical Isomers
Failed: Viscous sludge <15%
pH: 2

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

1 part Carbon

1 part Hydrogen

1 kısım Chlorine

1 kısım Water

1 kısım Sodium
1 kısım Carbon
1 kısım Oxygen

1 kısım Sulfuric Acid

1 kısım Ammonia
3 parts Hydrogen
1 part Nitrogen

1 kısım Aluminium
1 kısım Bromine
1 kısım Lithium

Min react temp: 100K
Overheat temp: 900K
Optimal pH range: 5 to 10
Min purity: 0.25
Mildly exothermic
Mildly H+ consuming
Suffocation Quickly heals oxygen damage at a rate of 3 per tick while slowing down suffocation. Great for stabilizing critical patients! 0.1 units per tick N/A
Regenerative Jelly


Impurity: Chemical Isomers
Failed: Viscous sludge <15%
pH: 7

1 kısım Omnizine
Ambrosia Deus, ısıtımış donkpocketlar, şefin yaptığı lolipoplar (cyborglarınki geçersiz) ve birkaç şef yemeği.

1 kısım Slime Jelly
Bir Glowshroom içerisinde karıştırılmalıdır. Glowshroom.png
3 kısım Oil
1 part Welding Fuel

1 part Carbon

1 part Hydrogen

1 kısım Tinea Luxor
Mantar kökü (Embershroom)

2 kısım Radium


veya daha işlenmemiş bir slime extract öğütünüz.
Min react temp: 100K
Overheat temp: 900K
Optimal pH range: 5 to 10
Min purity: 0.25
Mildly exothermic
Mildly H+ consuming
All four basic types Heals 1.5 of each of the four basic damage types without the risk of overdose or damaging jellypeople. 0.4 units per tick N/A
Pentetic Acid


Impurity: Chemical Isomers
Failed: Viscous sludge <15%
pH: 1

1 kısım Cyanide
1 kısım Oil
1 part Welding Fuel

1 part Carbon

1 part Hydrogen

1 kısım Ammonia
3 parts Hydrogen
1 part Nitrogen

1 kısım Oxygen

380K Sıcaklık

1 kısım Formaldehyde
1 kısım Ethanol

1 kısım Oxygen
1 kısım Silver

420K Sıcaklık

1 kısım Ammonia
3 parts Hydrogen
1 part Nitrogen

1 kısım Welding Fuel
1 kısım Sodium
1 kısım Chlorine

Min react temp: 100K
Overheat temp: 900K
Optimal pH range: 5 to 10
Min purity: 0.25
Mildly exothermic
Mildly H+ consuming
Radiation, toxin Heals 2 toxin damage per tick while purging 2u of other chemicals from the body. Prevents taking damage from radiation. 0.2 units per tick N/A
Atropine


Impurity: Chemical Isomers
Failed: Viscous sludge <15%
pH: 12

1 kısım Acetone
1 part Oil
1 part Welding Fuel

1 part Carbon

1 part Hydrogen

1 part Welding Fuel

1 part Oxygen

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

1 part Ethanol

1 kısım Phenol
1 kısım Oil
1 part Welding Fuel

1 part Carbon

1 part Hydrogen

1 kısım Chlorine

1 kısım Water

1 kısım Ethanol
1 kısım Sulfuric Acid

Min react temp: 100K
Overheat temp: 900K
Optimal pH range: 5 to 10
Min purity: 0.25
Mildly exothermic
Mildly H+ consuming
Crit, all basic types If patient's health is critical it will heal brute/burn/toxin (2 / tick) and oxyloss (5 / tick) damage, as well as stop any further oxyloss. It also causes jitteriness and dizziness, which will shake the screen. Good for quickly getting critical patients back on their feet, but bad for combat because of the screenshake.
If overdosed it will deal toxin damage and cause extra jitteriness and dizziness.
0.1 units per tick 35 Units
Calomel


Impurity: Chemical Isomers

Failed: Viscous sludge <15%

pH: 1.5

1 kısım Mercury

1 kısım Chlorine
374K Sıcaklık

Min react temp: 374K

Overheat temp: 900K Optimal pH range: 5 to 10

Min purity: 0.25 Mildly exothermic Mildly H+ consuming

Purge Quickly purges the bloodstream of reagents (3u per tick). If your health is 100, toxin damage is dealt until your health is 0. Toxin damage will heal when you health is lower than 0.

If overdosed 2.5 extra toxin damage will be dealt and will purge itself at a rate of 2u per tick.

0.4 units per tick 20 Units
Ammoniated Mercury


Impurity: Chemical Isomers

Failed: Viscous sludge <15%

pH: 7

1 kısım Calomel
1 kısım Mercury

1 kısım Chlorine

374K Sıcaklık

2 kısım Ammonia
3 parts Hydrogen
1 part Nitrogen
Min react temp: 100K

Overheat temp: 900K Optimal pH range: 5 to 10

Min purity: 0.25 Mildly exothermic Mildly H+ consuming

Purge Quickly purges the bloodstream of toxins (5u per tick). If you have no brute/burn loss you will heal 3 toxin damage per tick. For every 15 brute damage and 30 fire damage 1 toxin damage will be dealt. Purges itself 1u per tick when there are no toxins present.

If overdosed 3 extra toxin damage will be dealt.

0.04 units per tick 10 Units
Pyroxadone


Impurity: Chemical Isomers
Failed: Viscous sludge <15%
pH: 12

1 kısım 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 kısım Slime Jelly
Bir Glowshroom içerisinde karıştırılmalıdır. Glowshroom.png
3 kısım Oil
1 part Welding Fuel

1 part Carbon

1 part Hydrogen

1 kısım Tinea Luxor
Mantar kökü (Embershroom)

2 kısım Radium


veya daha işlenmemiş bir slime extract öğütünüz.
Min react temp: 100K
Overheat temp: 900K
Optimal pH range: 5 to 10
Min purity: 0.25
Mildly exothermic
Mildly H+ consuming
All four basic types and cellular Inverse Cryoxadone that heals faster the hotter the patient is. For max efficiency you need to be over 460°K and on fire. In optimal conditions every cycle will heal 15 burn before the damage taken from being on fire, which is usually faster than the fire hurts you (unless too hot). It will then also heal 10 brute, 10 toxin, 20 oxyloss and 10 cellular. Can heal wounds. Works on slimepeople. 0.4 units per tick N/A
Clonexadone


Impurity: Chemical Isomers
Failed: Viscous sludge <15%
pH: 13

1 kısım 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 kısım Sodium
5u Plasma (katalizör)

Min react temp: 100K
Overheat temp: 900K
Optimal pH range: 5 to 10
Min purity: 0.25
Mildly exothermic
Mildly H+ consuming
Cellular Quickly heals (cellular) damage, but only when in a cold environment. The colder the faster heal. Heals about 5 cellular per tick if used in unupgraded cryo tubes. 0.6 units per tick N/A
Rezadone


Impurity: Chemical Isomers
Failed: Viscous sludge <15%
pH: 12.2

1 kısım Carpotoxin
Space Carp, Koibeans, Emagged Chem Dispenser

1 kısım Cryptobiolin
1 kısım Oxygen

1 kısım Potassium

1 kısım Sugar

1 kısım Copper

Min react temp: 100K
Overheat temp: 900K
Optimal pH range: 5 to 10
Min purity: 0.25
Mildly exothermic
Mildly H+ consuming
Cellular Instantly heals all cellular damage while also healing 1 brute and burn damage per tick. If a husked corpse is treated with at least 5u and has under 50 burn damage it will be unhusked. If overdosed deals 1 toxin damage per tick and makes you dizzy and jittery. Very good for treating cellular damage on the spot. 0.4 units per tick 30 Units

Unique Healing Medicines

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

Name Formula Reaction conditions Treatment for Description Chemical properties
Mutadone 1 kısım Acetone
1 part Oil
1 part Welding Fuel

1 part Carbon

1 part Hydrogen

1 part Welding Fuel

1 part Oxygen

1 kısım Unstable Mutagen
1 part Chlorine

1 part Phosphorus

1 part Radium

1 kısım Bromine

Min react temp: 100K
Overheat temp: 900K
Optimal pH range: 5 to 10
Min purity: 0.25
Mildly exothermic
Mildly H+ consuming
Mutations Instantly removes your genetic mutations. Hulks hate it! 0.4 units per tick
Mannitol


Impurity: Mannitoil
Inverse: Toxic Monomers <45%
Failed: Insolvent Medicinal Precipitate <40%
pH: 10.4

1 kısım Hydrogen

1 kısım Water
1 kısım Sugar

Min temp: 50K


Overheat: 650K
Optimal pH: 5 to 7.5
Unstable purity: <40%
Exothermic
H+ consuming

Brain Heals 2 brain damage per tick. Does not heal traumas. Can be poured directly on brains to heal 2 damage per unit (minimum 10 units). Healing scales with purity. Will also increase your eyesight in the dark depending on purity.

Overdose will increase your brain power, granting you E n l i g h t e n m e n t!

Rate: 0.4u/tick


Unreacted purity: 100%
OD: 15u

Neurine


Impurity: Neruwhine
Inverse: Neruwhine <50%
Failed: Insolvent medicinal precipitate <40%
pH: 7

1 kısım Acetone
1 part Oil
1 part Welding Fuel

1 part Carbon

1 part Hydrogen

1 part Welding Fuel

1 part Oxygen

1 kısım Mannitol
1 kısım Hydrogen

1 kısım Water

1 kısım Sugar

1 kısım Oxygen

Min temp: 100K


Overheat: 700K
Optimal pH: 6.8 to 10
Unstable purity: <40%
Exothermic
H+ producing

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. When added to a patient, it will remember their brain damage - if their brain damage is below that value when added it will restore it back to what it was on consumption. When used on the dead will heal a corpse's brain slowly (patient must be dead and have a brain!). Healing scales with purity. Rate: 0.4u/tick


Unreacted purity: 75%
Works on the dead

Potassium Iodide 1 kısım Potassium

1 kısım Iodine

Min react temp: 100K
Overheat temp: 900K
Optimal pH range: 5 to 10
Min purity: 0.25
Mildly exothermic
Mildly H+ consuming
Radiation Prevents damage from radiation, and heals 1 toxin damage each tick if you're irradiated. 0.8 units per tick
Saline-Glucose Solution 1 kısım Sodium Chloride
1 part Chlorine

1 part Sodium

1 part Water

1 kısım Water
1 kısım Sugar

Min react temp: 100K
Overheat temp: 900K
Optimal pH range: 5 to 10
Min purity: 0.25
Mildly exothermic
Mildly H+ consuming
Brute, burn, blood loss Has a 33% chance per metabolism cycle to heal 0.5 brute and burn damage. Can be used as a temporary substitute for blood if hooked up via IV drip. If overdosed, it will have a 33% chance to deal brute and burn damage and a small chance to become 1u salt or sugar each metabolism cycle. 0.2 units per tick


OD: 60u

Ephedrine


Impurity: Chemical Isomers
Inverse: Corazargh <40%
Failed: Insolvent medicinal precipitate <30%
pH: 12

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

1 part Ethanol

1 kısım Oil
1 part Welding Fuel

1 part Carbon

1 part Hydrogen

1 kısım Hydrogen
1 kısım Sugar

Min temp: 200K


Overheat: 500K
Optimal pH: 7 to 9
Unstable purity: <30%
Weakly endothermic
H+ consuming
Explosive

Stun Reduces stun times by typically around 30% (depends), increases run speed by 50%, regenerates 1 stamina per tick and causes up to 20% chance to drop held items, based on purity following: 20% * (1 - purity). Pure ephedrine has 0% chance to drop held items. Also prevents the knockdown from stunbatons StunBaton.gif (including stunprods Stunprod.png).


If overdosed it will deal toxin damage with an up to roughly 3% chance to set in progress heart failure, based on purity, down to roughly 2% at 100% purity. If addicted it will deal toxin damage, cause breathing problems, cause increasingly frequent seizures and long term jitteriness.

Rate: 0.2u/tick


Unreacted purity: 75%
OD: 30u
Addictions:
Weak stimulant (4 points)

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

1 part Ethanol

1 kısım Oil
1 part Welding Fuel

1 part Carbon

1 part Hydrogen

1 kısım Bromine
1 kısım Carbon
1 kısım Ethanol

Min react temp: 100K
Overheat temp: 900K
Optimal pH range: 5 to 10
Min purity: 0.25
Mildly exothermic
Mildly H+ consuming
Histamine Overdose Purges bloodstream of lethal Histamine and reduces jitteriness while causing minor drowsiness. 0.2 units per tick
Oculine


Inverse: Oculater <45%
Failed: Insolvent medicinal precipitate <30%
pH: 10

1 kısım Multiver
1 part Sodium Chloride
1 part Chlorine

1 part Sodium

1 part Water

1 part Ash
1 part Oil
1 part Welding Fuel

1 part Carbon

1 part Hydrogen

Temperature 480K

Temperature 380K

1 kısım Carbon
1 kısım Hydrogen

Min temp: 200K


Overheat: 600K
Optimal pH: 4.8 to 8.5
Unstable purity: <30%
Weakly Exothermic
H+ consuming

Eye Quickly heals eye damage and has 20% chance per tick to revert blindness. Does not work against genetic blindness, which needs Mutadone. For blindness caused by brain damage you will need surgery or other means. Improves your ability to see in the dark based off purity while it's in your system. Rate: 0.1u/tick


Unreacted purity: 75%

Inacusiate


Impurity: Tinacusiate
Inverse: Tinacusiate <30%
Failed: Insolvent medicinal precipitate <25%
pH: 2

1 kısım Multiver
1 part Sodium Chloride
1 part Chlorine

1 part Sodium

1 part Water

1 part Ash
1 part Oil
1 part Welding Fuel

1 part Carbon

1 part Hydrogen

Temperature 480K

Temperature 380K

1 kısım Carbon
1 kısım Water

Min temp: 300K


Overheat: 500K
Optimal pH: 5 to 10
Unstable purity: <25%
Weakly Exothermic
H+ consuming

Ear Rapidly repairs damage to the patient's ears to cure deafness, assuming the source of said deafness isn't from genetic mutations, chronic deafness, or a total deficit of ears. Lets you hear whispers from a distance if it's 100% pure. (Results in 2 units instead of 3) Rate: 0.4u/tick


Unreacted purity: 75%

Epinephrine 1 kısım Acetone
1 part Oil
1 part Welding Fuel

1 part Carbon

1 part Hydrogen

1 part Welding Fuel

1 part Oxygen

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

1 part Ethanol

1 kısım Phenol
1 kısım Oil
1 part Welding Fuel

1 part Carbon

1 part Hydrogen

1 kısım Chlorine

1 kısım Water

1 kısım Chlorine
1 kısım Hydrogen
1 kısım Oxygen

Min react temp: 100K
Overheat temp: 900K
Optimal pH range: 5 to 10
Min purity: 0.25
Mildly exothermic
Mildly H+ consuming
Crit Prevents oxygen damage from crit state. If the patient is in crit it heals 0.5 oxyloss, toxins, brute, and burn. 20% chance each tick to reduce stun times a bit. Gives a minor stamina regeneration buff. Stops the formation of Histamine during allergic reactions.
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


OD: 30 Units

Antihol


Impurity: Chemical Isomers
Inverse: Prohol <35%
Failed: Insolvent medicinal precipitate <15%
pH: 4

1 kısım Multiver
1 part Sodium Chloride
1 part Chlorine

1 part Sodium

1 part Water

1 part Ash
1 part Oil
1 part Welding Fuel

1 part Carbon

1 part Hydrogen

Temperature 480K

Temperature 380K

1 kısım Copper
1 kısım Ethanol

Min temp: 1K


Overheat: 550K
Optimal pH: 3.5 to 8.5
Unstable purity: <15%
Endothermic
H+ producing

Alcohol Purges 0-4u alcoholic drinks from someone's bloodstream each tick (depending on purity), as well as eliminating drunkenness, drowsiness, slurring, dizziness and confusion. Heals 0.2 toxin per tick. Rate: 0.4u/tick


Unreacted purity: 75%

Insulin Found in NanoMed Plus N/A Sugar Dependency Increases sugar depletion. 0.2 units per tick
Strange Reagent 1 part Unstable Mutagen
1 part Chlorine

1 part Phosphorus

1 part Radium

1 part Omnizine
Ambrosia Deus, ısıtımış donkpocketlar, şefin yaptığı lolipoplar (cyborglarınki geçersiz) ve birkaç şef yemeği.

1 part Holy Water

Min react temp: 100K
Overheat temp: 900K
Optimal pH range: 5 to 10
Min purity: 0.25
Mildly exothermic
Mildly H+ consuming
Death A miracle drug that can bring a dead body back to life. Only works on ingestion. Amount needed increases depending on how much brute+burn damage the body has (at most 10u at 200 damage). Extra amounts will partly heal organ damage and blood levels on successful revive. The drug doesn't work on corpses with over 200 brute+burn damage or husks.
In living people each tick randomly deals 0-2.5 brute and burn damage. Can revive simplemobs as well by splashing it on them.
0.5 units per tick
Synaptizine 1 kısım Sugar

1 kısım Lithium
1 kısım Water

Min react temp: 100K
Overheat temp: 900K
Optimal pH range: 5 to 10
Min purity: 0.25
Mildly exothermic
Mildly H+ consuming
Hallucination Decrease Reduces stun times by typically around 30% (depends). Helps drowsiness and hallucinations go away much faster. Also purges Mindbreaker Toxin at 5u per tick. 30% chance per tick to cause 1 toxin damage. 0.4 units per tick
Spaceacillin 1 kısım Epinephrine
1 kısım Acetone
1 part Oil
1 part Welding Fuel

1 part Carbon

1 part Hydrogen

1 part Welding Fuel

1 part Oxygen

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

1 part Ethanol

1 kısım Phenol
1 kısım Oil
1 part Welding Fuel

1 part Carbon

1 part Hydrogen

1 kısım Chlorine

1 kısım Water

1 kısım Chlorine
1 kısım Hydrogen

1 kısım Oxygen

1 kısım Cryptobiolin
1 kısım Oxygen

1 kısım Potassium

1 kısım Sugar
Min react temp: 100K
Overheat temp: 900K
Optimal pH range: 5 to 10
Min purity: 0.25
Mildly exothermic
Mildly H+ consuming
Infections An all-purpose antiviral agent. Prevents you from spreading any virus if you are infected. Has a high chance to block infection from disease and zombie attacks. Will slow disease progression and alien larva growth if already infected. Metabolises very slowly. 0.04 units per tick
Miner's Salve 1 kısım Oil
1 part Welding Fuel

1 part Carbon

1 part Hydrogen

1 kısım Iron
1 kısım Water
VEYA
5 kısım Plasma
5 kısım Iron
1 kısım Sugar
(Bir twinkie, bir sheet of metal (metal plaka) ve bir sheet of plasma öğütün)
(11 kısım yerine 15 kısım ile sonuçlanacaktır.)

Min react temp: 100K
Overheat temp: 900K
Optimal pH range: 5 to 10
Min purity: 0.25
Mildly exothermic
Mildly H+ consuming
Improvised Patch Healing Chem Helps treat severe burn wounds and heals 0.25 brute and burn per tick, but prevents you from telling how injured you are. Causes stomach cramps if not applied via touch/patch, which reduces nutrition by 5. Gives 20 painkiller bonus, which is used when treated with bone gel. If applied with touch/patch it increases surgery speed by 10%.
1u heals roughly 1.5 burn+brute.
0.16 units per tick
Modafinil 1 kısım Acetone
1 part Oil
1 part Welding Fuel

1 part Carbon

1 part Hydrogen

1 part Welding Fuel

1 part Oxygen

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

1 part Ethanol

1 kısım Phenol
1 kısım Oil
1 part Welding Fuel

1 part Carbon

1 part Hydrogen

1 kısım Chlorine

1 kısım Water

1 kısım Ammonia
3 parts Hydrogen
1 part Nitrogen

1 kısım Sulfuric Acid
1u Bromine (catalyst)

Min react temp: 100K
Overheat temp: 900K
Optimal pH range: 5 to 10
Min purity: 0.25
Mildly exothermic
Mildly H+ consuming
Sleep Slowly-metabolizing medicine. Heals dizziness, drowsiness, sleep (but not unconsciousness) and heats you up if frozen, similarly to Coffee Latte. Reduces stun times slightly.


If overdosed causes jitteriness, stuttering, dizziness (later), 50% chance to choke. The metabolism rate is slowed down. 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


OD: Random, initially 20 but goes up or down 0.1 each tick.

Morphine 2 kısım Carbon

2 kısım Hydrogen
1 kısım Ethanol
1 kısım Oxygen
480K Sıcaklık

Min react temp: 480K
Overheat temp: 900K
Optimal pH range: 5 to 10
Min purity: 0.25
Mildly exothermic
Mildly H+ consuming
Damage slowdown Allows you to run at full speed even when hurt, even from stamina damage, but does not remove slowdown from wearing a Modsuit. You'll get drowsy after 12 cycles, and fall asleep if it's in your system for 24 cycles. You will not wake up until it's out of your system. Gives 20 painkiller bonus, which is used when treated with bone gel.


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 2 parts instead of 6)

0.2 units per tick


OD: 30 Units
Opiate(10 points)

Haloperidol 1 kısım Oil
1 part Welding Fuel

1 part Carbon

1 part Hydrogen

1 kısım Potassium Iodide
1 kısım Potassium
1 kısım Iodine

1 kısım Aluminium
1 kısım Chlorine
1 kısım Fluorine

Min react temp: 100K
Overheat temp: 900K
Optimal pH range: 5 to 10
Min purity: 0.25
Mildly exothermic
Mildly H+ consuming
Anti-Drug and Light Sedative Helps fight against the effects of some drugs while purging them. Reduces jitteriness and hallucinations. However each tick also causes drowsiness, 2.5 stamina damage and 20% chance for 1 brain damage (up to 50). 0.16 units per tick
Leporazine 1 kısım Copper

1 kısım Silicon
5u Plasma (katalizör)

Min react temp: 100K
Overheat temp: 900K
Optimal pH range: 5 to 10
Min purity: 0.25
Mildly exothermic
Mildly H+ consuming
Body temperature This keeps a patient's body temperature stable. 0.4 units per tick
Higadrite 2 kısım Phenol
1 kısım Oil
1 part Welding Fuel

1 part Carbon

1 part Hydrogen

1 kısım Chlorine

1 kısım Water

1 kısım Lithium

Min react temp: 100K
Overheat temp: 900K
Optimal pH range: 5 to 10
Min purity: 0.25
Mildly exothermic
Mildly H+ consuming
Liver failure Protects from toxin damage caused by liver failure. 0.4 units per tick
Psicodine 2 kısım Mannitol
1 kısım Hydrogen

1 kısım Water

1 kısım Sugar

1 kısım Impedrezene
1 kısım Mercury

1 kısım Oxygen

1 kısım Sugar

2 kısım Water

Min react temp: 100K
Overheat temp: 900K
Optimal pH range: 5 to 10
Min purity: 0.25
Mildly exothermic
Mildly H+ consuming
Phobias and Mood Suppresses phobias and raises sanity to neutral. Also reduces jitteriness, dizziness, confusion and disgust. If overdosed it causes hallucinations and 1 toxin damage per tick. 0.1 units per tick


OD: 30 units

Energized Jelly 1 kısım Teslium
1 kısım Gunpowder
1 kısım Multiver
1 part Sodium Chloride
1 part Chlorine

1 part Sodium

1 part Water

1 part Ash
1 part Oil
1 part Welding Fuel

1 part Carbon

1 part Hydrogen

Temperature 480K

Temperature 380K

1 kısım Saltpetre
3 parts Oxygen

1 part Potassium

1 part Nitrogen

1 kısım Sulfur

1 kısım Silver
1 kısım Stable Plasma

400K Sıcaklık

1 kısım Slime Jelly
Bir Glowshroom içerisinde karıştırılmalıdır. Glowshroom.png
3 kısım Oil
1 part Welding Fuel

1 part Carbon

1 part Hydrogen

1 kısım Tinea Luxor
Mantar kökü (Embershroom)

2 kısım Radium


veya daha işlenmemiş bir slime extract öğütünüz.
Min react temp: 100K
Overheat temp: 900K
Optimal pH range: 5 to 10
Min purity: 0.25
Mildly exothermic
Mildly H+ consuming
Stun Reduces stun times by around 60% (depends) for jellypeople, while also speeding up Luminescent's cooldowns. Non-jelly lifeforms will just get shocked. 0.4 units per tick
Penthrite


Inverse: Nooartrium <25%
pH: 12.7

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

1 part Carbon

1 part Hydrogen

1 part Welding Fuel

1 part Oxygen

1 kısım Formaldehyde
1 kısım Ethanol

1 kısım Oxygen
1 kısım Silver

420K Sıcaklık

1 kısım Water

450K Sıcaklık

3 kısım Formaldehyde
1 kısım Ethanol

1 kısım Oxygen
1 kısım Silver

420K Sıcaklık

1 kısım Lye
1 kısım Sodium

1 kısım Hydrogen

1 kısım Oxygen


1 kısım Nitric Acid
1 kısım Acetone
1 part Oil
1 part Welding Fuel

1 part Carbon

1 part Hydrogen

1 part Welding Fuel

1 part Oxygen

1 kısım Wittel
Bir gayzerden liquid pump ile çıkarabilirsiniz.


Min temp: 255K


Overheat: 450K
Optimal pH: 5 to 9
Exothermic

Heart, crit An explosive compound used to stabilize heart conditions. If you are not in crit it stabilizes your heart. If health is under crit threshold it prevents crit, heals you 2 tox/brute/burn, 6 oxy and damages heart 0.1 per unit. If you reach -60 health the penthrite is purged and you get a heart attack. Causes slow stomach damage. Overdose causes instant heart attack. Explodes when mixed with equal amounts Epinephrine (strenghtdiv 5) OR Atropine (strenghtdiv 5, modifier 5) (Results in 3 units instead of 4)


Purity will adjusts the threshold requirements (above 75% lowered requirements, below 75% higher requirements).
Inverse reagent: Nooatrium below 25%
Reaction will boom like a heart if overheated.

Rate: 0.2u/tick


OD: 50u

Sanguirite Epipen'lerin içinde bulunur. N/A Bleeding A coagulant used to help bleeding wounds clot faster. Passively reduces bleeding by 30% while in the bloodstream. Only helps clot whichever wound is currently bleeding the most. Overdose can cause blood to clot in the veins, causing 15% chance of suffocation per tick with possible minor lung and heart damage. 0.1 units per tick


OD: 20 units

Seraka Extract Seraka mantarlarının içinde eser miktarda bulunur. N/A Bleeding A powerful coagulant used to help clot bleeding wounds faster. Clots faster than any other chem and passively reduces bleeding by 40% while in the bloodstream. Only helps clot the currently worst wound. Overdose can cause blood to clot in the veins, causing 15% chance of suffocation per tick with possible minor lung and heart damage. 0.1 units per tick


OD: 10 units

Pulped Banana Peel Muz kabuklarını öğütün veya kabukların suyunu çıkarın. N/A Bleeding A coagulant used to help bleeding wounds clot faster. Exact same effects as Sanguirite except slightly weaker clot coefficiency. Overdose can cause blood to clot in the veins, causing 15% chance of suffocation per tick with possible minor lung and heart damage. 0.4 units per tick


OD: 20 units

Determination Receive a wound. Moderate: 1

Severe: 2.5

Critical: 5

Losing a limb: 7.5

N/A Wounds Determination is added to your system when you're wounded and helps deal with the effects. Reduces bloodloss by 15%, limping by 75%, heals each wounded limb by .25 and heals stamina by the same amount, cures Adrenal Crisis caused by purging Kronkaine, and gives a +10 painkiller bonus. When it clears out of your system, you instantly take 3 stamina damage for each moderate wound, 6 for each severe, and 9 for each critical. 0.3 units per tick


Caps at 10

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 Points
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

Ambrosia Deus, ısıtımış donkpocketlar, şefin yaptığı lolipoplar (cyborglarınki geçersiz) ve birkaç şef yemeği.

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 Bir gayzerden liquid pump ile çıkarabilirsiniz. Brute, burn, toxin and suffocation Heals 0.2 of each damage type per tick. If overdosed it will deal 1 damage of each type per tick. A weaker omnizine, but can be used in Strange Reagent crafting. 0.1 units per tick 30 Units N/A
Godblood Strange Seed'lerden elde edilebilir. Ayrıca Lavaland'de bulunan Healing Foutnain'lar kullanan kişiye bu sıvıdan 20u enjekte eder. 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 Arıcılık Brute, burn, toxin and suffocation 55% chance to heal 1 of each damage type per tick. Metabolizes very quickly and adds 3u sugar to your system. 1 unit per tick N/A N/A
Earthsblood Ambrosia Gaia yetiştirerek elde edilebilir. 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 hallucinogens(14 points)
Silibinin Galaxythistle büyüterek elde edilebilir. Liver damage Each tick heals 2 liver damage. 0.6 units per tick N/A N/A
Polypyrylium Oligomers Spaceman's Trumpet Plant yetiştirilerek elde edilebilir. Lung damage A purple mixture of short polyelectrolyte chains not easily synthesized in the laboratory. Each tick heals 0.25 lung damage and 0.35 brute. Stops bleeding (over time). Will color hair and beard purple from touch or vapor. Overdose deals 0.25 lung damage. 0.1 units per tick 50 Units N/A
Mitogen Metabolism Factor Eating Probital Brute If this enzyme exists as a catalyst in your body (at least 0.5u), any food you eat turns into healing peptides, which heal brute and some burn. If overdosed the metabolism changes to 0.8 units per tick and makes you vomit with a chance of 13% every second the medicine is in a body. 0.025 units per tick 10 Units N/A
Musiver Injecting Syriniver Toxin Heals 1 toxin per tick while purging 0.2u reagents and dealing 0.1 liver damage (1/8 as much as liver damage as Syriniver). If overdosed causes muscle weakness, high liver damage and disgust. 0.1 units per tick 25u N/A
Muscle Stimulant Strange seeds Slowdown Makes you ignore slowdowns from being hurt. 0.4 units per tick N/A N/A
Cordiolis Hepatico Strange seeds, Abductor's operating table injects this too Heart and liver failure Removes the need for heart and liver. 0.4 units per tick N/A N/A
Stimulants Syndicate uplink Stun Increases movement speed a lot. Reduces stun times by around 90% or less (depends). Recovers 5 stamina per tick. Will heal 1 of each damage type if health is between 0 and 50. If overdosed has 33% chance per tick to deal 2.5 stamina damage, 1 toxin damage and cause loss of breath. Also prevents the knockdown from stunbatons StunBaton.gif (including stunprods Stunprod.png). Can be bought with syndicate uplink. 0.2 units per tick 60 Units Stimulant(4 points)
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. 0.4 units per tick 30 Units N/A
Synaphydramine Viruses Drowsiness, Hallucinations, Histamine Reduces drowsiness, caps and reduces the frequency of hallucinations, quickly purges Mindbreaker Toxin and Histamine from the body. Automatically generated by a virus with Mind Restoration as a symptom. 0.4 units per tick N/A N/A
Adminordrazine Admin Intervention Everything When injected into a person, it heals everything, and by everything, I mean EVERYTHING. When used on a handcuffed individual, it even used to break them out of cuffs. When used on a hydroponics tray, it cures all ailments and has a high chance of triggering a mutation. 0.5 units per tick N/A 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.
Şablon:RecursiveChem/Bicaridine
Brute Heals brute damage at a rate of 2 units per tick. If overdosed deals 2 brute damage per tick. 0.4 units per tick 30u N/A
Kelotane Was completely removed from /tg/ July 2019.
Şablon:RecursiveChem/Kelotane
Burn Heals burn damage at a rate of 2 units per tick. If overdosed deals 2 burn damage per tick. 0.4 units per tick 30u N/A
Anti-Toxin Was completely removed from /tg/ July 2019.
Şablon:RecursiveChem/Anti-Toxin
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.
Şablon:RecursiveChem/Tricordrazine
All types Has 80% chance to heal 1 each of the four basic damage types per tick. If overdosed deals an average of 1.2 damage of every type per tick. 0.4 units per tick 30u N/A
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.
Şablon:RecursiveChem/Charcoal
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.
Şablon:RecursiveChem/Silver Sulfadiazine
Burn On touch, instantly heals 1 burn damage per unit, then heals 2 burn per tick over time while it stays in the system. Basic anti-burn healing drug.
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.
Şablon:RecursiveChem/Styptic Powder
Brute On touch, instantly heals 1 brute damage per unit, then heals 2 brute per tick over time while it stays in the system. Basic anti-brute healing drug.
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.
Şablon:RecursiveChem/Perfluorodecalin
Suffocation Quickly converts suffocation damage into toxin damage, with a 5:2 ratio. Each tick will heal suffocation damage equal to 2.5 times current cycle. This means you will take 2 toxin damage for every 5 suffocation damage healed. You will always take at least 0.2 toxin damage per tick, even if you don't heal any suffocation. If overdosed each tick will deal toxin damage equal to 1 times current cycle, regardless of suffocation damage healed. 0.1 units per tick 35 Units N/A
Sanguibital Was replaced with Helbital Sept 2019.
Şablon:RecursiveChem/Sanguibital
Brute One of the first "Cobbychems". Only existed on /tg/ for a short while. Removed by Cobby because it wasn't ever used (except as a poison) and the entire gimmick made it undesirable. Heals brute if you have lower than full blood levels, scaling with missing blood volume. Will heal up to 5(10?) brute per tick if very low on blood. Dilates blood streams, increasing the amount of blood lost by 2 per tick. Overdosing doubles the blood lost from this chem. 0.2 units per tick 35 Units N/A
Ichiyuri Was replaced with Lenturi Oct 2019.
Şablon:RecursiveChem/Ichiyuri
Burn One of the first "Cobbychems". Removed by MacBlaze1 with Cobby approval because it was never used and simply wasn't fun to be on. Used to treat serious burns. Prolonged exposure can cause burns to itch. Heals 2 burn per tick, and randomly makes you scratch yourself every few seconds, causing 1-7 brute and bleeding. The itch will happen more often the longer it's been in your system. 0.2 units per tick N/A N/A
Fiziver Was replaced with Seiver Oct 2019.
Şablon:RecursiveChem/Fiziver
Toxin One of the first "Cobbychems". Removed by Cobby because Fiziver didn't see much use and I grew to dislike the overall damage mods. An antitoxin that heals toxin damage but temporarily physically weakens the user, adding a damage modifier making them take extra brute, burn, suffocation and stamina damage. The damage modifier increases the longer it's been in the body (capped to triple damage). Toxin damage healed is 0.3 points per tick multiplied with the damage modifier (so up to 0.6). Overdosing has a 50% chance each tick to deal 0.2 brute and burn damage, which will be amplified by the damage multiplier in effect. 0.1 units per tick 11 Units N/A
Corazone Name changed to Higadrite Nov 2019.
Şablon:RecursiveChem/Corazone
Liver Nov 2019 it was changed to only work on livers. Since Corazone is Spanish for "heart" it had its name changed to Higadrite (higado = liver). Protects from liver failure. 0.4 units per tick N/A N/A
Lavaland Extract Was removed in June, 2020. Brute, burn Survival medipens used to come with 2u of this. Very quickly heals damaged bodyparts. If overdosed it will deal heal about 2 brute/burn but deal 3 toxin damage per tick. Has very low overdose threshold. 0.4 units per tick 3 Units N/A

Narcotics

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

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

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

Name Recipe Reaction conditions Description Metabolism Rate Overdose Threshold Addiction Points
Nicotine Grown in tobacco or found in cigarettes. N/A Reduces stun times by typically around 20% (depends). Addiction causes bad mood, coughing and jitter. If overdosed it will deal 1.1 oxygen and 0.1 toxin damage per tick. Metabolizes slowly. 0.05 units per tick 15 Units Nicotine(18 points)
Krokodil 1 kısım Diphenhydramine
1 kısım Diethylamine
1 part Ammonia
3 parts Hydrogen
1 part Nitrogen

1 part Ethanol

1 kısım Oil
1 part Welding Fuel

1 part Carbon

1 part Hydrogen

1 kısım Bromine
1 kısım Carbon

1 kısım Ethanol

1 kısım Morphine
2 kısım Carbon

2 kısım Hydrogen
1 kısım Ethanol
1 kısım Oxygen

480K Sıcaklık

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

1 kısım Water

1 kısım Phosphorus
1 kısım Potassium
1 kısım Welding Fuel
380K Sıcaklık

Min react temp: 380K
Overheat temp: 900K
Optimal pH range: 5 to 9
Min purity: 0.3
Mildly exothermic
Mildly H+ consuming
Provides messages of calmness and protection.
If overdosed it will deal 0.25 Brain and Toxin damage per tick.
If addicted it will first deal some toxin and brain damage, and later switch to dealing 3 Brute damage, right before the addict's skin falls off, dealing 50 Brute. This turns you into a fake zombie.
0.2 units per tick 20 Units Opiods(18 points)
Methamphetamine 1 kısım Ephedrine
1 kısım Diethylamine
1 part Ammonia
3 parts Hydrogen
1 part Nitrogen

1 part Ethanol

1 kısım Oil
1 part Welding Fuel

1 part Carbon

1 part Hydrogen

1 kısım Hydrogen

1 kısım Sugar

1 kısım Hydrogen
1 kısım Iodine
1 kısım Phosphorus
374K Sıcaklık
(Tepkimeye girmezse 1 derece daha ısıtınız.)

Required temp: 372K
Overheat temp: 380K
Optimal pH range: 6.5 to 7.5
Min purity: 0.5
Exothermic nature is tied to purity
H+ producing
Reduces stun times by around 60% (depends), makes you run 65% faster, makes you jittery and recovers 2 stamina while dealing 1 to 4 Brain damage.
If overdosed the subject will move randomly, laugh randomly, drop items and suffer from 1 Toxin and 0.5 to 1 Brain damage per tick.
If addicted the subject will constantly jitter and drool, before becoming dizzy and lose motor control and eventually suffer 5 Toxin damage per tick.
A great deal of caution must be taken when heating this chemical, as it will explode if it reaches a temperature of or greater than 380K. Explosive strength about 0.083 with modifier 5. Can not explode in a body.

The lower the purity is, the more exothermic of the reaction will be. Keep some buffer handy, and keep your pH between the tight window, and you should have no problems.

0.3 units per tick 20 Units stimulants(12 points)
Bath Salts 1 kısım Saltpetre
3 parts Oxygen

1 part Potassium

1 part Nitrogen

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

1 kısım Water

1 kısım Bad Food
1 kısım Universal Enzyme
1 kısım Nutriment
1 kısım Tea
1 kısım Mercury
374K Sıcaklık

Min react temp: 374K
Overheat temp: 900K
Optimal pH range: 5 to 9
Min purity: 0.3
Mildly exothermic
Mildly H+ consuming
Makes the subject immune to sleep and stuns, grants 5 stamina regeneration and grants the user the psychotic brawling martial art, which makes your interactions with people have certain random effects. However the subject will suffer 4 Brain damage (per tick), constant hallucinations and will lose some motor control.
If overdosed the subject will lose even more motor control, drool, and randomly drop items in their hand.
If addicted the subject will jitter, suffer 10 Brain damage (per tick), severe hallucinations, dizziness, yet more loss of motor control and eventually 5 Toxin damage (per tick). This drug will melt your brain.
0.2 units per tick 20 Units stimulants(25 points)
Aranesp 1 kısım Epinephrine
1 kısım Acetone
1 part Oil
1 part Welding Fuel

1 part Carbon

1 part Hydrogen

1 part Welding Fuel

1 part Oxygen

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

1 part Ethanol

1 kısım Phenol
1 kısım Oil
1 part Welding Fuel

1 part Carbon

1 part Hydrogen

1 kısım Chlorine

1 kısım Water

1 kısım Chlorine
1 kısım Hydrogen

1 kısım Oxygen

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

1 part Carbon

1 part Hydrogen

1 part Welding Fuel

1 part Oxygen

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

1 part Ethanol

1 kısım Phenol
1 kısım Oil
1 part Welding Fuel

1 part Carbon

1 part Hydrogen

1 kısım Chlorine

1 kısım Water

1 kısım Ethanol

1 kısım Sulfuric Acid

1 kısım Morphine
2 kısım Carbon

2 kısım Hydrogen
1 kısım Ethanol
1 kısım Oxygen

480K Sıcaklık
Min react temp: 100K
Overheat temp: 900K
Optimal pH range: 5 to 9
Min purity: 0.3
Mildly exothermic
Mildly H+ consuming
The subject will think they are "amped" and get 18 stamina regeneration. However the drug has 50% chance every tick to cause the subject to suffocate (and take 1 oxyloss), while also dealing 0.5 toxin damage per tick. 0.2 units per tick N/A stimulants(8 points)
Happiness 2 kısım Nitrous Oxide
2 kısım Ammonia
3 parts Hydrogen
1 part Nitrogen

2 kısım Oxygen
1 kısım Nitrogen

525K Sıcaklık

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

1 part Carbon

1 part Hydrogen

1 part Welding Fuel

1 part Oxygen

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

1 part Ethanol

1 kısım Phenol
1 kısım Oil
1 part Welding Fuel

1 part Carbon

1 part Hydrogen

1 kısım Chlorine

1 kısım Water

1 kısım Chlorine
1 kısım Hydrogen

1 kısım Oxygen

1 kısım Ethanol
5u Plasma (catalyst)

Min react temp: 100K
Overheat temp: 900K
Optimal pH range: 5 to 9
Min purity: 0.3
Mildly exothermic
Mildly H+ consuming
Suppresses phobias and fills you with ecstatic emotional numbness. Removes jitteriness, confusion and disgust. Causes 0.2 brain damage per tick. Highly addictive. If overdosed causes sudden mood swings and an additional 0.5 brain damage per tick. If addicted it will slowly drive your mood to "insane". 0.2 units per tick 20 Units hallucinogens(18 points)
Space Drugs 1 kısım Lithium

1 kısım Mercury
1 kısım Sugar

Min react temp: 100K
Overheat temp: 900K
Optimal pH range: 5 to 9
Min purity: 0.3
Mildly exothermic
Mildly H+ consuming
An illegal compound which induces drugginess, randomly makes you step in any direction and makes you drool, giggle and similar. If overdosed causes hallucinations. 0.2 units per tick 30 Units hallucinogens(10 points)
Pump-Up 2 kısım Epinephrine
1 kısım Acetone
1 part Oil
1 part Welding Fuel

1 part Carbon

1 part Hydrogen

1 part Welding Fuel

1 part Oxygen

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

1 part Ethanol

1 kısım Phenol
1 kısım Oil
1 part Welding Fuel

1 part Carbon

1 part Hydrogen

1 kısım Chlorine

1 kısım Water

1 kısım Chlorine
1 kısım Hydrogen

1 kısım Oxygen

5 kısım Coffee

Min react temp: 100K
Overheat temp: 900K
Optimal pH range: 5 to 9
Min purity: 0.3
Mildly exothermic
Mildly H+ consuming
Prevents the knockdown from stunbatons StunBaton.gif (including stunprods Stunprod.png). 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 Dosya:Pump up injector.png. (Results in 5 parts instead of 7) 1.2 units per tick 30 Units stimulants(6 points)
Maintenance Tar 1 kısım Organic Slurry

1 kısım Tea
1 kısım Welding Fuel
VEYA
3 kısım Universal Enzyme
1 kısım Tea
1 kısım Welding Fuel

Min react temp: 100K
Overheat temp: 900K
Optimal pH range: 5 to 9
Min purity: 0.3
Mildly exothermic
Mildly H+ consuming
Raw tar, straight from the floor. It can help you with escaping bad situations at the cost of liver damage. Adjusts stuns by -10 and deals 1.5 liver damage each tick. Overdose deals 5 toxin and an additional 3 liver damage. Addiction will later deal toxin damage and make you randomly drop held items.
(Results in 3 parts Maintenance Tar and 1 part Sulfuric Acid, instead of 3 or 5)
0.2 units per tick 30 Units maintenance drugs(5 points)
Maintenance Sludge 3 kısım Maintenance Tar
1 kısım Organic Slurry

1 kısım Tea
1 kısım Welding Fuel
VEYA
3 kısım Universal Enzyme
1 kısım Tea

1 kısım Welding Fuel

1 kısım Fluorosulfuric Acid
1 part Fluorine

1 part Hydrogen
1 part Potassium
1 part Sulfuric Acid

Temperature 380K

5u Hydrogen Peroxide
1 kısım Chlorine

1 kısım Oxygen

1 kısım Water
(katalizör)
Min react temp: 100K
Overheat temp: 900K
Optimal pH range: 5 to 9
Min purity: 0.3
Mildly exothermic
Mildly H+ consuming
Makes you more resistant to wounds but causes toxins to accumulate. Deals 0.5 toxin. Overdose deals 1 extra toxin with 10% chance of 5 toxin and vomit. Addiction will later deal more toxin damage and make you randomly drop held items. (Results in 1 part instead of 4) 0.8 units per tick 25 Units maintenance drugs(8 points)
Maintenance Powder 6 kısım Maintenance Sludge
3 kısım Maintenance Tar
1 kısım Organic Slurry

1 kısım Tea
1 kısım Welding Fuel
VEYA
3 kısım Universal Enzyme
1 kısım Tea

1 kısım Welding Fuel

1 kısım Fluorosulfuric Acid
1 part Fluorine

1 part Hydrogen
1 part Potassium
1 part Sulfuric Acid

Temperature 380K

5u Hydrogen Peroxide
1 kısım Chlorine

1 kısım Oxygen

1 kısım Water
(katalizör)

1 kısım Nitric Acid

1 kısım Universal Enzyme

5u Acetone Oxide
2 kısım Acetone
1 part Oil
1 part Welding Fuel

1 part Carbon

1 part Hydrogen

1 part Welding Fuel

1 part Oxygen

1 kısım Hydrogen Peroxide
1 kısım Chlorine

1 kısım Oxygen

1 kısım Water

1 kısım Oxygen
(katalizör)
Min react temp: 100K
Overheat temp: 900K
Optimal pH range: 5 to 9
Min purity: 0.3
Mildly exothermic
Mildly H+ consuming
Enhances your mental ability, making you learn stuff a lot faster. Multiplies skill gain depending on volume, but deals 0.1 brain damage. Overdose deals an additional 3 brain damage. Addiction will later deal toxin damage and make you randomly drop held items. (Results in 1 part instead of 8) 0.2 units per tick 15 Units maintenance drugs(14 points)
Mushroom Hallucinogen Grown in botany or found in special cigarettes. N/A An potent compound which induces drugginess, makes you slur, drool, giggle and similar. If overdosed causes the person to speak random languages. Metabolizes slowly. 0.02 units per tick 30 Units hallucinogens(12 points)
Kronkaine 15 kısım Kronkus Extract

10 kısım Welding Fuel

5 kısım Ammonia
3 parts Hydrogen
1 part Nitrogen
N/A Instantly heals 4 * volume stamina damage and halves the time it takes to do most actions while it is in your body while causing 0.3 heart damage. Causes adrenal crisis syndrome if you try and purge it with multiver and haloperidol.

Deals significant heart damage when overdosed.

0.4 units per tick 20 Units stimulants(20 points)
bLaSToFF 10 kısım Cyanide
1 kısım Oil
1 part Welding Fuel

1 part Carbon

1 part Hydrogen

1 kısım Ammonia
3 parts Hydrogen
1 part Nitrogen

1 kısım Oxygen

380K Sıcaklık

10 kısım Silver

5 kısım Lye
1 kısım Sodium

1 kısım Hydrogen

1 kısım Oxygen
N/A Causes you to flip randomly based on volume. Every third flip is a superflip that launches you forward. Every third spin is a super spin that causes nausea but throws anyone grabbing you. Also causes trippy visuals, 0.3 lung damage and reduces knockdowns. When overdosed it causes you spin randomly based on volume and additional 0.3 lung damage. 0.4 units per tick 30 Units hallucinogens(15 points)
SaturnX 5 kısım Lead

5 kısım Nothing

10 kısım Maintenance Tar
1 kısım Organic Slurry

1 kısım Tea
1 kısım Welding Fuel
VEYA
3 kısım Universal Enzyme
1 kısım Tea

1 kısım Welding Fuel
N/A Makes the user invisible, although their clothes are still visible. Causes 0.3 liver damage and applies a unique visual effect. When overdosed it causes additional liver damage and causes the user to giggle. 0.2 units per tick 25 Units maintenance drugs(20 points)

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, explosive strength is not affected by purity unless stated otherwise.

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. In low enough levels, an explosion will purge its reagent container without causing any damage or knockback. A chemist can abuse this to clear a beaker or person of chemicals so long as they keep the doses low.

Name Formula Reaction conditions Description Chemical properties
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! Also turns plasma into stable plasma (which can already be dispensed from chem dispenser) if mixed 1:1. 0.4 units per tick
Fluorosurfactant 2 kısım Carbon

2 kısım Fluorine
1 kısım Sulfuric 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(MODsuit/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 kısım Phosphorus

1 kısım Potassium
1 kısım 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 kısım Phosphorus

1 kısım Potassium
1 kısım Sugar

1 kısım Stabilizing Agent
1 part Iron

1 part Oxygen

1 part Hydrogen
(katalizör)
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 kısım Aluminium

1 kısım Potassium
1 kısım 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 kısım Phosphorus

1 kısım Sulfuric Acid
1 kısım 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 6 fire damage every 2 seconds. Can be stabilized with Stabilizing Agent. 0.4 units per tick
Napalm 1 part Oil
1 part Welding Fuel

1 part Carbon

1 part 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 kısım Oxygen

1 kısım Cola
1 kısım 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 kısım Stable Plasma

1 kısım Radium
1 kısım 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. In a body 0.5u oxygen will be consumed every tick to increase body temperature by 15. 0.2 units per tick
Cryostylane


Impurity: Ice
Inverse: Cryogelidia <50%
pH: 8.6

1 kısım Ice

1 kısım Stable Plasma
1 kısım Nitrogen

Min temp: -200K


Overheat: 99999K
Optimal pH: 4 to 10
Unstable purity: <20%
Strongly endothermic
H+ consuming

Induces a cryostasis like state in a patient's organs, preventing them from decaying while dead. Slows down surgery while in a patient however. Will progressively consume all liquid Oxygen to cool its container for each unit of Oxygen consumed. This does not expend the Cryostylane, so 1u will have the same effect as 50u. Does not react with the oxygen in air. In a body 0.5u oxygen will be consumed every tick to decrease body temperature by 15.

Special reaction mechanics :The colder it is during the reaction, the lower the purity will be.

Rate: 0.02u/tick


Unreacted purity: 100%
Works on the dead

Chlorine Trifluoride 3 kısım Fluorine

1 kısım Chlorine
424K Sıcaklık

When created it will create a temporary 3x3 fireball. Becomes 1000K when first mixed. A flammable substance so dangerous it can instantly melt floor or floor plating with high amounts. It lights you on fire when it comes into contact with you, and if it gets inside of you will deal 6 burn per tick from the inside. It metabolizes out of your body extremely fast however. 4 units per tick
Sorium 1 kısım Carbon

1 kısım Mercury
1 kısım Nitrogen
1 kısım 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 kısım Carbon

1 kısım Stable Plasma
1 kısım 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 kısım Diethylamine
1 part Ammonia
3 parts Hydrogen
1 part Nitrogen

1 part Ethanol

1 kısım Hydrogen
1 kısım Iodine
1 kısım Phosphorus
300K Sıcaklık

Reagents are 300K (room temperature) by default so this will blow up when mixed unless some reagents were cooled. Has an explosive strength of 0.083, with a modifier 5, but results in 1 part instead of 4 so is effectively much weaker than exploding Meth. Can not explode in a body. N/A
Gunpowder 1 kısım Multiver
1 part Sodium Chloride
1 part Chlorine

1 part Sodium

1 part Water

1 part Ash
1 part Oil
1 part Welding Fuel

1 part Carbon

1 part Hydrogen

Temperature 480K

Temperature 380K

1 kısım Saltpetre
3 parts Oxygen

1 part Potassium

1 part Nitrogen

1 kısım Sulfur

When heated to 474K it sparks, and then creates a violent explosion 5-10 seconds later. Causes hallucinations and drugginess in plasmamen. Has an explosive strength of 0.1 and a modifier of 5. Was originally named Black Powder. 0.05 units per tick
Nitroglycerin 1 kısım Glycerol
3 kısım Corn Oil
1 kısım Sulfuric Acid

1 kısım Nitric Acid

1 kısım Sulfuric Acid

A heavy, colourless, oily, explosive liquid obtained by nitrating glycerol. Explodes immediately on mixing. Can only be stabilized by having Exotic Stabilizer (at least 1u per 25u nitroglycerin made) in the container on mix. If stabilized, heat to 474K to activate. (Results in 2 units instead of 3). Has an explosive strength of 0.5. 0.4 units per tick
RDX 2 kısım Phenol
1 kısım Oil
1 part Welding Fuel

1 part Carbon

1 part Hydrogen

1 kısım Chlorine

1 kısım Water

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

1 part Carbon

1 part Hydrogen

1 part Welding Fuel

1 part Oxygen

1 kısım Hydrogen Peroxide
1 kısım Chlorine

1 kısım Oxygen

1 kısım Water

1 kısım Oxygen

1 kısım Nitric Acid

1u Gold (katalizör)
404K Sıcaklık

A military grade explosive. Explodes immediately unless stabilized with Stabilizing Agent. If stabilized, explodes on heating to 474k, or when mixed with an equal amount of liquid electricity or teslium. Has an explosive strength of 0.143, or 0.286 if activated electrically . Additionally, when activated electrically it has extra fire range, a modifier of 4, or a modifier of 6 if you use teslium. (200 heated RDX would be same as 100 RDX + 100 teslium if it wasn't for the modifiers. )(Results in 1 unit instead of 4) 0.4 units per tick
TaTP 1 kısım Acetone Oxide
2 kısım Acetone
1 part Oil
1 part Welding Fuel

1 part Carbon

1 part Hydrogen

1 part Welding Fuel

1 part Oxygen

1 kısım Hydrogen Peroxide
1 kısım Chlorine

1 kısım Oxygen

1 kısım Water

1 kısım Oxygen

1 kısım Nitric Acid
1 kısım Pentaerythritol
1 kısım Acetaldehyde
1 kısım Acetone
1 part Oil
1 part Welding Fuel

1 part Carbon

1 part Hydrogen

1 part Welding Fuel

1 part Oxygen

1 kısım Formaldehyde
1 kısım Ethanol

1 kısım Oxygen
1 kısım Silver

420K Sıcaklık

1 kısım Water

450K Sıcaklık

3 kısım Formaldehyde
1 kısım Ethanol

1 kısım Oxygen
1 kısım Silver

420K Sıcaklık

1 kısım Lye
1 kısım Sodium

1 kısım Hydrogen

1 kısım Oxygen


401K ve 499K arasında bir sıcaklı (her round başı rastgele olarak belirlenir)

Suicide grade explosive. Forms and immediately explodes at a random temperature between 401k and 499k. Can only be stabilized by having Exotic Stabilizer (at least 1u per 50u TaTP made) in the container on mix. If stabilized, explodes at a random temperature between 501k and 599k. When detonated after being stablised, the explosive strength increases with the amount used, topping off at 0.67 at around 2100u. (Results in 1 units instead of 3) 0.4 units per tick
Penthrite Explosion 1 kısım Penthrite
1 kısım Pentaerythritol
1 kısım Acetaldehyde
1 kısım Acetone
1 part Oil
1 part Welding Fuel

1 part Carbon

1 part Hydrogen

1 part Welding Fuel

1 part Oxygen

1 kısım Formaldehyde
1 kısım Ethanol

1 kısım Oxygen
1 kısım Silver

420K Sıcaklık

1 kısım Water

450K Sıcaklık

3 kısım Formaldehyde
1 kısım Ethanol

1 kısım Oxygen
1 kısım Silver

420K Sıcaklık

1 kısım Lye
1 kısım Sodium

1 kısım Hydrogen

1 kısım Oxygen


1 kısım Nitric Acid
1 kısım Acetone
1 part Oil
1 part Welding Fuel

1 part Carbon

1 part Hydrogen

1 part Welding Fuel

1 part Oxygen

1 kısım Wittel
Bir gayzerden liquid pump ile çıkarabilirsiniz.


1 kısım Phenol
1 kısım Oil
1 part Welding Fuel

1 part Carbon

1 part Hydrogen

1 kısım Chlorine

1 kısım Water

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

1 part Carbon

1 part Hydrogen

1 part Welding Fuel

1 part Oxygen

1 kısım Hydrogen Peroxide
1 kısım Chlorine

1 kısım Oxygen

1 kısım Water

1 kısım Oxygen

315K Sıcaklık

An explosive reaction involving Penthrite. Explodes on heating to 315k. Has an explosive strength of 0.2 N/A
Explosion 1 kısım Potassium

1 kısım 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. Commonly used in low doses to explode the chemicals out of someone, though more than 5u being used causes a damaging explosion. N/A
Holy Explosion 1 kısım Potassium

1 kısım 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 kısım Iron

1 kısım Uranium

1 part Aluminium

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, and randomly pulses wires. N/A
Bee Explosion (Beesplosion) 1 kısım Honey
1 kısım Strange Reagent
1 part Unstable Mutagen
1 part Chlorine

1 part Phosphorus

1 part Radium

1 part Omnizine
Ambrosia Deus, ısıtımış donkpocketlar, şefin yaptığı lolipoplar (cyborglarınki geçersiz) ve birkaç şef yemeği.

1 part Holy Water

1 kısım 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 kısım Gunpowder
1 kısım Multiver
1 part Sodium Chloride
1 part Chlorine

1 part Sodium

1 part Water

1 part Ash
1 part Oil
1 part Welding Fuel

1 part Carbon

1 part Hydrogen

Temperature 480K

Temperature 380K

1 kısım Saltpetre
3 parts Oxygen

1 part Potassium

1 part Nitrogen

1 kısım Sulfur

1 kısım Silver
1 kısım Stable Plasma
400K Sıcaklık

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

1 part Sodium

1 part Water

1 part Ash
1 part Oil
1 part Welding Fuel

1 part Carbon

1 part Hydrogen

Temperature 480K

Temperature 380K

1 kısım Saltpetre
3 parts Oxygen

1 part Potassium

1 part Nitrogen

1 kısım Sulfur

1 kısım Silver
1 kısım Stable Plasma

400K Sıcaklık

1 kısım Water
VEYA

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

1 part Sodium

1 part Water

1 part Ash
1 part Oil
1 part Welding Fuel

1 part Carbon

1 part Hydrogen

Temperature 480K

Temperature 380K

1 kısım Saltpetre
3 parts Oxygen

1 part Potassium

1 part Nitrogen

1 kısım Sulfur

1 kısım Silver
1 kısım Stable Plasma

400K Sıcaklık
'u 474 Kelvin'e ısıtarak elde edilebilir.
This reacts immediately on mixing, shooting electric bolts at anyone near the reaction, shocking people and disabling/damaging electronics. Teslium amount determines damage and number of bolts. 10u for one bolt, 40u for 2 bolts, and 75u for 3 bolts. Each extra bolt deals more damage than the previous one. N/A
Thermite 1 kısım Aluminium

1 kısım Iron
1 kısım 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 Reaction conditions Description Metabolism Rate
Ice 1 kısım Water

274K altına soğutunuz.


Min react temp: below 274K
Chilly!
Baldium 1 kısım Lye
1 kısım Sodium

1 kısım Hydrogen

1 kısım Oxygen

1 kısım Radium
1 kısım Sulfuric Acid
395K Sıcaklık

Min react temp: 395K
Overheat temp: 900K
Optimal pH range: 5 to 9
Min purity: 0.3
Mildly exothermic
Mildly H+ consuming
If sprayed or splashed on you, it makes you go bald. Keep away from the Clown! Does nothing when ingested. (Results in 1 unit instead of 3) 0.4 units per tick
Barber's Aid 1 kısım Carpet
1 kısım Space Drugs
1 kısım Lithium

1 kısım Mercury

1 kısım Sugar

1 kısım Blood

1 kısım Space Drugs
1 kısım Lithium

1 kısım Mercury

1 kısım Sugar

1 kısım Radium

Min react temp: 100K
Overheat temp: 900K
Optimal pH range: 5 to 9
Min purity: 0.3
Mildly exothermic
Mildly H+ consuming
If sprayed or splashed on you it changes your hair style. Does nothing when ingested. (Results in 5 units instead of 3) 0.4 units per tick
Bluespace Dust Bir bluespace kristali öğütünüz. N/A Occasionally causes random short distance teleportation. If splashed on someone it teleports them 1 tile per 5 units used. 0.4 units per tick
BZ Metabolites Breathe BZ gas N/A Does nothing unless you're a changeling. Slowly drains a changeling's chemical storage. 0.08 units per tick
Concentrated Barber's Aid 1 kısım Barber's Aid
1 kısım Carpet
1 kısım Space Drugs
1 kısım Lithium

1 kısım Mercury

1 kısım Sugar

1 kısım Blood

1 kısım Space Drugs
1 kısım Lithium

1 kısım Mercury

1 kısım Sugar

1 kısım Radium

1 kısım Unstable Mutagen
1 part Chlorine

1 part Phosphorus

1 part Radium
Min react temp: 100K
Overheat temp: 900K
Optimal pH range: 5 to 9
Min purity: 0.3
Mildly exothermic
Mildly H+ consuming
If sprayed or splashed on you it grows your hair very long. Does nothing when ingested. 0.4 units per tick
Candle 10 kısım Liquid Gibs

10 kısım Oxygen
374K Sıcaklık

Min react temp: 374K
Overheat temp: 900K
Optimal pH range: 5 to 9
Min purity: 0.3
Mildly exothermic
Mildly H+ consuming
Creates a red candle for use in decoration or rituals. Can not react in a body. N/A
Carbon Dioxide 2 kısım Oxygen

1 kısım Carbon
777K Sıcaklık

Min react temp: 777K
Overheat temp: 900K
Optimal pH range: 5 to 9
Min purity: 0.3
Mildly exothermic
Mildly H+ consuming
Creates CO2 in liquid form. Spilling this will release gas form CO2 into the atmosphere. Has no other effects. 0.4 units per tick
Carpet 1 kısım Space Drugs
1 kısım Lithium

1 kısım Mercury

1 kısım Sugar

1 kısım Blood

Min react temp: 100K
Overheat temp: 900K
Optimal pH range: 5 to 9
Min purity: 0.3
Mildly exothermic
Mildly H+ consuming
Creates a carpet on the floor. Best used in a smoke machine/grenade or spray bottle. Ingredient in Barber's Aid.

Can be mixed 1:1 with other chemicals to create different types of carpet:

Click expand for list of recipes.

Oil
1 part Welding Fuel

1 part Carbon

1 part Hydrogen
: Black Carpet
Cryostylane
1 kısım Ice

1 kısım Stable Plasma

1 kısım Nitrogen
: Blue Carpet
Cyanide
1 kısım Oil
1 part Welding Fuel

1 part Carbon

1 part Hydrogen

1 kısım Ammonia
3 parts Hydrogen
1 part Nitrogen

1 kısım Oxygen

380K Sıcaklık
: Cyan Carpet

Green Beer: Green Carpet
Orange Juice: Orange Carpet

Regenerative Jelly
1 kısım Omnizine
Ambrosia Deus, ısıtımış donkpocketlar, şefin yaptığı lolipoplar (cyborglarınki geçersiz) ve birkaç şef yemeği.

1 kısım Slime Jelly
Bir Glowshroom içerisinde karıştırılmalıdır. Glowshroom.png
3 kısım Oil
1 part Welding Fuel

1 part Carbon

1 part Hydrogen

1 kısım Tinea Luxor
Mantar kökü (Embershroom)

2 kısım Radium


veya daha işlenmemiş bir slime extract öğütünüz.
: Purple Carpet

Liquid Gibs: Red Carpet

Some of the above carpet chemicals can be further refined:

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

1 part Phosphorus

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

1 part Phosphorus

1 part Radium
: Royal Blue Carpet
0.4 units per tick
Colorful Reagent 1 kısım Triple Citrus
1 kısım 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 kısım Space Drugs
1 kısım Lithium

1 kısım Mercury

1 kısım Sugar

1 kısım Radium
1 kısım Stable Plasma

Min react temp: 100K
Overheat temp: 900K
Optimal pH range: 5 to 9
Min purity: 0.3
Mildly exothermic
Mildly H+ consuming
Randomly colors floor, items and people. Keep away from the clown. Add this to your smoke grenade for a "rainbow bomb". 0.4 units per tick
Condensed Capsaicin 5 kısım Ethanol

1 kısım Capsaicin Oil

Min react temp: 100K
Overheat temp: 900K
Optimal pH range: 5 to 9
Min purity: 0.3
Mildly exothermic
Mildly H+ consuming
Also known as "pepper spray". A chemical agent used for self-defense and in police work. When a target is sprayed with this, the effects depend on if that person is wearing "pepper proof" gear over both mouth and eyes or not. Unless the target has full protection, they will be affected by 3 seconds of knockdown, 6 seconds of blindness, 10 seconds of blurry eyes, 10 seconds of confusion and 10 seconds of slowdown.

Some examples of pepper proof items are: Gas masks, security gas masks, riot or welding helmets with visor down, space helmets, bandanas (mouth only), plasmaman helmets and radiation hoods. Found in pepper spray refillers. (Results in 5 units instead of 6)

0.4 units per tick
Life 1 kısım Strange Reagent
1 part Unstable Mutagen
1 part Chlorine

1 part Phosphorus

1 part Radium

1 part Omnizine
Ambrosia Deus, ısıtımış donkpocketlar, şefin yaptığı lolipoplar (cyborglarınki geçersiz) ve birkaç şef yemeği.

1 part Holy Water

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

1 part Carbon

1 part Hydrogen

1 kısım Chlorine

1 kısım Water

1 kısım Nitrogen

1 kısım Oxygen

1 kısım Blood

1 kısım Carbon

1 kısım Blood
375K Sıcaklık

N/A Creates one or multiple pissed off lifeforms. It's a good idea to assume the worst and have Security on hot standby. (Results in 1 unit instead of 3) N/A
Life (Friendly) 1 kısım Strange Reagent
1 part Unstable Mutagen
1 part Chlorine

1 part Phosphorus

1 part Radium

1 part Omnizine
Ambrosia Deus, ısıtımış donkpocketlar, şefin yaptığı lolipoplar (cyborglarınki geçersiz) ve birkaç şef yemeği.

1 part Holy Water

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

1 part Carbon

1 part Hydrogen

1 kısım Chlorine

1 kısım Water

1 kısım Nitrogen

1 kısım Oxygen

1 kısım Blood

1 kısım Carbon

1 kısım Sugar
375K Sıcaklık

N/A Creates one or multiple friendly lifeforms. Good for when you want to be surrounded by fluffy Corgis, or for when cargo has a bounty on Corgi pelts. (Results in 1 unit instead of 3) N/A
Cellulose Fibers Tahta kalas öğütünüz. N/A A crystaline polydextrose polymer. Plants swear by this stuff. Used for making Medicated Sutures. 0.4 units per tick
Cellulose Carbonization 1 kısım Cellulose
Tahta kalas öğütünüz.

512K Sıcaklık

Min react temp: 512K
Overheat temp: 900K
Optimal pH range: 5 to 9
Min purity: 0.3
Mildly exothermic
Mildly H+ consuming
Turns cellulose into carbon. N/A
Corgium 1 kısım Colorful Reagent
1 kısım Triple Citrus
1 kısım 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 kısım Space Drugs
1 kısım Lithium

1 kısım Mercury

1 kısım Sugar

1 kısım Radium

1 kısım Stable Plasma

1 kısım Strange Reagent
1 part Unstable Mutagen
1 part Chlorine

1 part Phosphorus

1 part Radium

1 part Omnizine
Ambrosia Deus, ısıtımış donkpocketlar, şefin yaptığı lolipoplar (cyborglarınki geçersiz) ve birkaç şef yemeği.

1 part Holy Water

1 kısım Blood
1 kısım Nutriment
374K Sıcaklık

N/A Creates your own Corgi! N/A
Color Powder Grow Rainbow Bunch N/A Colors floor, items and people. There are several different color powder reagents, such as Mundane Powder, Invisible Powder and Blue Powder. There is no reagent with the actual name "color powder". 0.4 units per tick
Crayon Powder Grind a crayon N/A A variety of Color Powder that works the same except it can't color mobs. There are several different crayon powder colors. 0.4 units per tick
Cryptobiolin 1 kısım Oxygen

1 kısım Potassium
1 kısım Sugar

Min react temp: 100K
Overheat temp: 900K
Optimal pH range: 5 to 9
Min purity: 0.3
Mildly exothermic
Mildly H+ consuming
Causes confusion and dizziness. This is essential to make Spaceacillin. 0.6 units per tick
Drying Agent 2 kısım Stable Plasma

1 kısım Ethanol
1 kısım Sodium

Min react temp: 100K
Overheat temp: 900K
Optimal pH range: 5 to 9
Min purity: 0.3
Mildly exothermic
Mildly H+ consuming
Creates a solution that when applied to galoshes, causes them to be extra absorbent and dry any wet tiling they step on. (Results in 3 units instead of 4) 0.4 units per tick
Foaming Agent 1 kısım Lithium

1 kısım Hydrogen

Min react temp: 100K
Overheat temp: 900K
Optimal pH range: 5 to 9
Min purity: 0.3
Mildly exothermic
Mildly H+ consuming
Used in Metal Foam production. (Results in 1 unit instead of 2) 0.4 units per tick
Firefighting Foam 1 kısım Stabilizing Agent
1 part Iron

1 part Oxygen

1 part Hydrogen

1 kısım Fluorosurfactant
2 kısım Carbon

2 kısım Fluorine

1 kısım Sulfuric Acid

1 kısım Carbon
200K altında sıcaklık.

Cold reaction
Min react temp: 200K
Overheat temp: 5K
pH range: 5 to 9
Min purity: 0.3
Very endothermic
Mildly H+ consuming
When used in a spray or with smoke it creates a non-slippery foam which extinguishes fires and burning creatures, and removes burning plasma from the air, dumping it on the floor upon dissipation. 0.4 units per tick
Glitter Prize from arcade machines N/A White glitter, blue glitter and pink glitter are three different chems which when touching floors turn into fake gases. Used for pranks. Can be cleaned up with the ordinary cleaning tools. 0.4 units per tick
Glycerol 3 kısım Corn Oil

1 kısım Sulfuric Acid

Min react temp: 100K
Overheat temp: 900K
Optimal pH range: 5 to 9
Min purity: 0.3
Mildly exothermic
Mildly H+ consuming
Requires blended corn, so thus help from the botanist. Used to make Nitroglycerin or FRAG-12 shotgun slugs. Slippery like water. (Results in 1 unit instead of 4) 0.4 units per tick
Gravitum 1 kısım Wittel
Bir gayzerden liquid pump ile çıkarabilirsiniz.

10 kısım Sorium
1 kısım Carbon

1 kısım Mercury
1 kısım Nitrogen

1 kısım Oxygen
Min react temp: 100K
Overheat temp: 900K
Optimal pH range: 5 to 9
Min purity: 0.3
Mildly exothermic
Mildly H+ consuming
Makes you 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 Fly amanita N/A Makes you larger as long as it's in your systems. The more you have the bigger you become. Maximum size is achievable by having at least 200 units in your body. 0.4 units per tick
Hollow Water Bir gayzerden liquid pump ile çıkarabilirsiniz. N/A Used in a catalystic reaction where it gets turned into holy water if its mixed with holy water. 0.4 units per tick
Impedrezene 1 kısım Mercury

1 kısım Oxygen
1 kısım Sugar

Min react temp: 100K
Overheat temp: 900K
Optimal pH range: 5 to 9
Min purity: 0.3
Mildly exothermic
Mildly H+ consuming
A narcotic that impedes one's ability by slowing down the higher brain cell functions. 80% chance per tick to cause 2 brain damage and 50% to cause drowsiness. (Results in 2 units instead of 3) 0.4 units per tick
Quantum Hair Dye 1 kısım Colorful Reagent
1 kısım Triple Citrus
1 kısım 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 kısım Space Drugs
1 kısım Lithium

1 kısım Mercury

1 kısım Sugar

1 kısım Radium

1 kısım Stable Plasma

1 kısım Space Drugs
1 kısım Lithium

1 kısım Mercury

1 kısım Sugar

1 kısım Chlorine

Min react temp: 100K
Overheat temp: 900K
Optimal pH range: 5 to 9
Min purity: 0.3
Mildly exothermic
Mildly H+ consuming
If sprayed or splashed on you it changes your hair color. Does nothing when ingested. (Results in 5 units instead of 3) 0.4 units per tick
Laughter 1 part Sugar
1 part Banana Juice
Min react temp: 100K
Overheat temp: 900K
Optimal pH range: 5 to 9
Min purity: 0.3
Mildly exothermic
Mildly H+ consuming
Causes you to laugh. (Results in 10 units instead of 2) instant
Magillitis Syndicate uplink N/A Turns monkeys and humans into gorillas after 10 cycles. 0.4 units per tick
Meat Product 10 parts Liquid Gibs
10 parts Nutriment
10 parts Carbon
N/A Creates a slab of chemically processed meat. Can not react in a body. N/A
Metal Foam 3 kısım Iron/Aluminium
1 kısım Foaming Agent
1 kısım Lithium
1 kısım Hydrogen

1 kısım Fluorosulfuric Acid
1 part Fluorine

1 part Hydrogen
1 part Potassium
1 part Sulfuric Acid

Temperature 380K
Min react temp: 100K
Overheat temp: 900K
Optimal pH range: 5 to 9
Min purity: 0.3
Mildly exothermic
Mildly H+ consuming
Creates lightweight metal foam walls. These can be easily torn through, but are useful for plugging hull breaches or blocking off AI turrets.

Can be made with either iron or aluminium for different looks. The foam carries any other reagent in the reaction. Can not react in a body.

N/A
Metalgen Tarif her 3 günde bir rastgele belirlenir.

Yeni belirlenen tarifi bir ruin'de bulabilirsiniz.

Randomized! Very rare, very interesting and very abusable. Metalgen, when imprinted with a material, will turn all objects it comes into contact with into that material. See the reaction below for imprinting. Does nothing to people. Make super mood rooms by turnin the whole thing into gold, or just kill everyone by turning the escape shuttle into uranium or plasma. Can be used for practically limitless resource generation. N/A
Metalgen Imprint Herhangi bir miktarMetalgen
Tarif her 3 günde bir rastgele belirlenir. Yeni belirlenen tarifi bir ruin'de bulabilirsiniz.

40 kısım herhangi bir sıvı materyal (Bluespace dust, gold, uranium, silver, iron, silicon and plasma)

1 kısım Liquid Dark Matter
1 kısım Carbon

1 kısım Stable Plasma

1 kısım Radium
(add last)
N/A When the this reaction happens, the metalgen used will become imprinted with the used material. The remaining metalgen will still have the same name but will convert items and structures into the imprinted material if it touches them. Note that certain materials, like diamonds, don't have a liquid form. Silicon will work for glass. N/A
Nanomachines Roburgers from silver slime extracts N/A Inflicts a disease which turns the victim into a cyborg with Asimov laws. The disease can be cured with an injection of copper. 0.4 units per tick
Smart Foaming Agent 3 kısım Foaming Agent
1 kısım Lithium
1 kısım Hydrogen

1 kısım Acetone
1 part Oil
1 part Welding Fuel

1 part Carbon

1 part Hydrogen

1 part Welding Fuel

1 part Oxygen

1 kısım Iron

Min react temp: 100K
Overheat temp: 900K
Optimal pH range: 5 to 9
Min purity: 0.3
Mildly exothermic
Mildly H+ consuming
Required to make smart metal foam. (Results in 3 units instead of 5) 0.4 units per tick
Smart Metal Foam 3 kısım Aluminium
1 kısım Smart Foaming Agent
3 kısım Foaming Agent
1 kısım Lithium
1 kısım Hydrogen

1 kısım Acetone
1 part Oil
1 part Welding Fuel

1 part Carbon

1 part Hydrogen

1 part Welding Fuel

1 part Oxygen

1 kısım Iron

1 kısım Fluorosulfuric Acid
1 part Fluorine

1 part Hydrogen
1 part Potassium
1 part Sulfuric Acid

Temperature 380K
Min react temp: 100K
Overheat temp: 900K
Optimal pH range: 5 to 9
Min purity: 0.3
Mildly exothermic
Mildly H+ consuming
A "smart" version of metal foam that reacts to tiles exposed to space by forming floors/walls. Usually doesn't encase people or block hallways. The foam carries any other reagent in the reaction. Can not react in a body. N/A
Nitrous Oxide 2 kısım Ammonia
3 parts Hydrogen
1 part Nitrogen

2 kısım Oxygen
1 kısım Nitrogen
525K Sıcaklık

Min react temp: 525K
Overheat temp: 900K
Optimal pH range: 5 to 9
Min purity: 0.3
Mildly exothermic
Mildly H+ consuming
Creates N2O in liquid form.When heated to 575K it throws things away and then explodes. Will cause drowsiness when sprayed on someone. While it is inside of someone, it causes anemia (blood loss), confusion, and loss of breath. Spilling this will release gas form N2O into the atmosphere. If during reaction the purity of the N2O dips below 30% it will begin airolating itself. Nitrous Oxide has an explosive power of 1/9 and a modifier of 1. 0.6 units per tick
Silver Solidification 20 kısım Silver

10 kısım Carbon
630K Sıcaklık

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

5 kısım Frost Oil
1 kısım Iron

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

5 kısım Iron
5 kısım Frost Oil

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

5 kısım Frost Oil
1 kısım Potassium

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

1 part Carbon

1 part Hydrogen

3 kısım Ash
1 part Oil
1 part Welding Fuel

1 part Carbon

1 part Hydrogen

Temperature 480K

2 kısım Sulfuric Acid
374K Sıcaklık

N/A Creates Plastic sheets at a rate of 10u per Plastic sheet. Can be used in hand to craft plastic bottles Dosya:Large water bottle.png and other novelties. Be sure to put some plastic sheets in the Protolathe, as plastic is needed for a lot of advanced medical equipment. N/A
Romerol Syndicate uplink N/A Romerol adds a zombie infection tumor (festering ooze) to the victims' heads. When those victims die, they will revive as zombies who can infect other people by clawing them. It can be applied to corpses directly, allowing creation of zombies from corpses in the Morgue. Can be applied with both touch and ingestion. The tumor can be removed with surgery. instant
Royal Bee Jelly 40 kısım Honey
10 kısım Unstable Mutagen
1 part Chlorine

1 part Phosphorus

1 part Radium
Min react temp: 100K
Overheat temp: 900K
Optimal pH range: 5 to 9
Min purity: 0.3
Mildly exothermic
Mildly H+ consuming
Causes a Queen Bee to split in two when injected. (Results in 5 units instead of 50) 0.4 units per tick
Serotrotium Strange seeds N/A Makes you randomly twitch, drool, moan and gasp. 0.1 units per tick
Soap 10 kısım Lye
1 kısım Sodium

1 kısım Hydrogen

1 kısım Oxygen

10 kısım Liquid Gibs
374K Sıcaklık

N/A Creates a bar of soap. Slightly slower at cleaning than with what you can find on the station. Can not react in a body. N/A
Space Cleaner 1 kısım Ammonia
3 parts Hydrogen
1 part Nitrogen

1 kısım Water

Min react temp: 100K
Overheat temp: 900K
Optimal pH range: 5 to 9
Min purity: 0.3
Mildly exothermic
Mildly H+ consuming
This is able to clean almost all surfaces of most things that may dirty them. The janitor is likely to appreciate refills. Unlike scrubbing tools, this does not clean forensics (fingerprints). 0.4 units per tick
Spray Tan 1 kısım Orange Juice
1 kısım Oil
1 part Welding Fuel

1 part Carbon

1 part Hydrogen
OR 1 part Corn Oil
Min react temp: 100K
Overheat temp: 900K
Optimal pH range: 5 to 9
Min purity: 0.3
Mildly exothermic
Mildly H+ consuming
Darkens the skin when sprayed or patched. Ingesting more than 10u overdoses you, which makes you tanned, spiky haired, randomly flex your muscles and spout an old meme. 0.4 units per tick
Space Lube 1 kısım Oxygen

1 kısım Silicon
1 kısım Water

Min react temp: 100K
Overheat temp: 900K
Optimal pH range: 5 to 9
Min purity: 0.3
Mildly exothermic
Mildly H+ consuming
Space Lube is a high performance lubricant. Splashing it on floor tiles makes them extremely slippery for a very long time. Only way to remove it is to pry out/replace the floor tiles or wait. (Results in 4 units instead of 3) 0.4 units per tick
Sterilizine 1 kısım Multiver
1 part Sodium Chloride
1 part Chlorine

1 part Sodium

1 part Water

1 part Ash
1 part Oil
1 part Welding Fuel

1 part Carbon

1 part Hydrogen

Temperature 480K

Temperature 380K

1 kısım Chlorine
1 kısım Ethanol

Min react temp: 100K
Overheat temp: 900K
Optimal pH range: 5 to 9
Min purity: 0.3
Mildly exothermic
Mildly H+ consuming
When applied via touch or vapor, increases the speed of surgical steps by 20%. Useful for surgery in less than ideal conditions. 0.4 units per tick
Synthmeat 5 kısım Blood
1 kısım 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
N/A Creates a slab of synthetic meat. N/A
Dosya:Medicated suture.png Medicated Suture 20u Formaldehyde
1 kısım Ethanol

1 kısım Oxygen
1 kısım Silver

420K Sıcaklık

15u Polypyrylium Oligomers
Spaceman's Trumpet Plant yetiştirilerek elde edilebilir.

10u Cellulose
Tahta kalas öğütünüz.
N/A Creates a Medicated Suture. N/A
Dosya:Advanced regenerative mesh closed.pngAdvanced Regenerative Mesh 10u Sterilizine
1 kısım Multiver
1 part Sodium Chloride
1 part Chlorine

1 part Sodium

1 part Water

1 part Ash
1 part Oil
1 part Welding Fuel

1 part Carbon

1 part Hydrogen

Temperature 480K

Temperature 380K

1 kısım Chlorine

1 kısım Ethanol

20u Aloe Juice

20u Cellulose
Tahta kalas öğütünüz.
N/A Creates an Advanced Regenerative Mesh. N/A
Dosya:Mourning poultice.pngMourning Poultice 20u Aloe Juice
20u Bungotoxin
Bungo Tree yetiştirilerek elde edilebilir.

20u Cellulose
Tahta kalas öğütünüz.
N/A Creates a Mourning Poultice. N/A
Organic Slurry Dipping a Dead mouse in 3 to 45 units of welding fuel and grinding it down. N/A A mixture of various differently colored fluids. Only works when ingested. If injected, will revert to Welding Fuel. Randomly induces vomiting and later short stuns as well. Rapidly purges itself each vomit when stunning. Results in 4 units instead of 3. 0.4 units per tick
Pax 1 kısım Mindbreaker Toxin
1 kısım Multiver
1 part Sodium Chloride
1 part Chlorine

1 part Sodium

1 part Water

1 part Ash
1 part Oil
1 part Welding Fuel

1 part Carbon

1 part Hydrogen

Temperature 480K

Temperature 380K

1 kısım Hydrogen

1 kısım Silicon

1 kısım Synaptizine
1 kısım Sugar

1 kısım Lithium

1 kısım Water

1 kısım Water

Min react temp: 100K
Overheat temp: 900K
Optimal pH range: 5 to 9
Min purity: 0.3
Mildly exothermic
Mildly H+ consuming
Pacifies by preventing the victim from using Combat Mode Combat 32.pngVarsayılan olarak 4 ile etkinleştirin, 1 ile devre dışı bırakın veya F ile geçiş yapın. İnsanlara eli boşken Sol-tıklamak, açıksa onlara Harm Harm 32.png veya kapalıysa onlara Help Help 32.png uygular. Ayrıca insanlarla çarpıştığınızda yer değiştirmenizi veya itilmenizi engeller. , certain harmful weapons and only letting them use passive or aggressive Grab action.png Grab 32.pngCTRL'ye basılı tutarak bir kişiye sol tıklayın. Combat Mode Combat 32.pngVarsayılan olarak 4 ile etkinleştirin, 1 ile devre dışı bırakın veya F ile geçiş yapın. İnsanlara eli boşken Sol-tıklamak, açıksa onlara Harm Harm 32.png veya kapalıysa onlara Help Help 32.png uygular. Ayrıca insanlarla çarpıştığınızda yer değiştirmenizi veya itilmenizi engeller. açık veya kapalı olması fark etmez. Kısa bir gecikme ile, grabin (yakalamanın) seviyesini agresif (seviye 2), boyun (seviye 3) ve boğma (seviye 4) olarak yükseltmek için tıklamaya devam edin... Non-harmful weapons such as disablers still work. 0.1 units per tick
Synthpax Peacekeeper Cyborgs N/A Same as Pax but metabolises much faster. Can only be used by Peacekeeper Cyborgs. 0.6 units per tick
Dizzying Solution Peacekeeper Cyborgs N/A Makes the target dizzy and confused. Can only be used by Peacekeeper Cyborgs. 0.6 units per tick
Tranquility Gondola Meat N/A Induces a virus that creates Pax within the victim's body and slowly turns them into a Gondola. Can be cured with Condensed Capsaicin. 0.4 units per tick
Liquid Electricity Ethereal kanında ve bazı yemeklerde bulunur. N/A The blood of Ethereals. Does nothing in non-ethereals unless it's the 'enriched' type found in some plants and food. Enriched Liquid Electricity periodically electrocutes any non-Ethereals that have it in their system. Insulated gloves do not protect against this. 0.4 units per tick
Monkey Powder 2 kısım Nutriment

1 kısım Banana Juice
1 kısım Liquid Gibs

Min react temp: 100K
Overheat temp: 900K
Optimal pH range: 5 to 9
Min purity: 0.3
Mildly exothermic
Mildly H+ consuming
Add 1u water to 50u of this to create a monkey. Gibs monkeys if another monkey spawns inside them. (Results in 5 units instead of 4) N/A
Electrolysis 5u Water
1u Liquid Electricity
Ethereal kanında ve bazı yemeklerde bulunur.

Min react temp: 100K
Overheat temp: 900K
Optimal pH range: 5 to 9
Min purity: 0.3
Mildly exothermic
Mildly H+ consuming
Turns the ingredients into 3u hydrogen and 1.5u oxygen. N/A
Scream 5 kısım Cream

5 kısım Lizard wine

1 kısım Strange Reagent
1 part Unstable Mutagen
1 part Chlorine

1 part Phosphorus

1 part Radium

1 part Omnizine
Ambrosia Deus, ısıtımış donkpocketlar, şefin yaptığı lolipoplar (cyborglarınki geçersiz) ve birkaç şef yemeği.

1 part Holy Water

374K Sıcaklık

N/A When mixed the ingredients are consumed and the solution screams. Bigger reaction causes louder scream. N/A
Slime Extractification 30 kısım Slime Jelly
Bir Glowshroom içerisinde karıştırılmalıdır. Glowshroom.png
3 kısım Oil
1 part Welding Fuel

1 part Carbon

1 part Hydrogen

1 kısım Tinea Luxor
Mantar kökü (Embershroom)

2 kısım Radium


veya daha işlenmemiş bir slime extract öğütünüz.

5 kısım Frost Oil
5 kısım Plasma

N/A The mixture condenses into a grey slime extract. N/A


Virology Recipes

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

Name Formula Description
Virus Rations 1 kısım Virus Food
5 parts Water
5 parts Milk

1 kısım Synaptizine
1 kısım Sugar

1 kısım Lithium

1 kısım 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 kısım Unstable Mutagen
1 part Chlorine

1 part Phosphorus

1 part Radium

1 kısım 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 kısım Mutagenic Agar
1 kısım Unstable Mutagen
1 part Chlorine

1 part Phosphorus

1 part Radium

1 kısım Virus Food
5 parts Water
5 parts Milk

1 kıısm Sugar veya Saline-Glucose Solution
1 kısım Sodium Chloride
1 part Chlorine

1 part Sodium

1 part Water

1 kısım Water

1 kısım Sugar

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

1 kısım Plasma

1 kısım Synaptizine
1 kısım Sugar

1 kısım Lithium

1 kısım Water
Weakened variety of virus plasma. Used to get a virus symptom of level 5.
Virus Plasma 1 kısım Virus Food
5 parts Water
5 parts Milk

1 kısım Plasma

Used to get a virus symptom of level 6. (Results in 1 unit instead of 2)
Decaying Uranium Gel 1 kısım Virus Food
5 parts Water
5 parts Milk

1 kısım 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 kısım Virus Plasma
1 kısım Virus Food
5 parts Water
5 parts Milk

1 kısım Plasma

5 kısım Uranium

Powerful viral mutagen. Used to get a virus symptom of level 7. (Results in 1 unit instead of 6)
Stable Uranium Gel 1 kısım Plasma

10 kısım Uranium
10 kısım Silver OR Gold

Powerful viral mutagen. Used to get a virus symptom of level 8. (Results in 1 unit instead of 21)
Blood Duplication 1 kısım Unstable Mutagen
1 part Chlorine

1 part Phosphorus

1 part Radium

1 kısım Blood

Not exactly a recipe or an usual reaction, more of an useful byproduct of virology recipes. When any chemical that mutates viruses is combined with any blood, it increases the amount of blood without the need for it to be removed from someone. With plumbing, this is most useful when used with Unstable Mutagen, as it's easy to produce and allows you to infinitely create blood for use in chemfactories.

There are also chemicals that do nothing, which can be found in Strange seeds. Example: Plastic Polymers.

Mutation Toxins

Obtainable through xenobiology, these chemicals transform humanoids into other races. It only takes 1u to start the transformation.

Name Formula Description Metabolism Rate
Imperfect Mutation Toxin Green slimes After 20 cycles (about 4 units) transforms you into a random slimeperson subspecies. If you're already a slimeperson this will randomly change your subspecies. Used to be named Slime Mutation Toxin. 0.2 units per tick
Lizard Mutation Toxin Green slimes After 20 cycles (about 4 units) transforms you into a lizardperson. 0.2 units per tick
Stable Mutation Toxin Green slimes After 20 cycles (about 4 units) transforms you into a human. 0.2 units per tick
Advanced Mutation Toxin Black slimes Makes the victim contract a disease which slowly morphs them into a slime. The disease can be cured with Frost Oil. 0.2 units per tick

Toxins

The deadliest of deadly chemicals. You can get some of these through the traitor uplink. The human liver will stop individual toxins from working if there are 3u or less of it in a body. The threshold for a toxin to work lowers with higher liver damage. Toxins deal liver damage.

Name Recipe Reaction conditions Damage dealt Description Metabolism Rate Overdose Threshold
Toxin

NanoMed otomatları (contraband), Emaglı Chem Dispenser

N/A Toxin Will deal 1.5 toxin damage per tick. 0.4 units per tick N/A
Bad Food From eating poorly made food N/A Toxin Will deal 0.5 toxin damage per tick. 0.1 units per tick N/A
Chloral Hydrate


Impurity: Chloralax
Inverse: Toxic monomers <25%
Failed: Viscous sludge <60%
pH: 11

3 kısım Chlorine

1 kısım Ethanol
1 kısım Water

Min temp: 200K


Overheat: 900K
Optimal pH: 7 to 9
Unstable purity: <60%
Moderately exothermic
H+ consuming

Stun, Toxin A powerful sedative which first confuses and makes you drowsy, and then after 10 cycles puts the victim to sleep. After 51 total cycles, it starts dealing ever increasing toxin damage, until death. (Results in 1 unit instead of 5) 0.6 units per tick N/A
Mindbreaker Toxin


Impurity: Rosenol
Failed: Viscous sludge <40%
pH: 11

1 kısım Multiver
1 part Sodium Chloride
1 part Chlorine

1 part Sodium

1 part Water

1 part Ash
1 part Oil
1 part Welding Fuel

1 part Carbon

1 part Hydrogen

Temperature 480K

Temperature 380K

1 kısım Hydrogen
1 kısım Silicon

Min temp: 100K


Overheat: 900K
Optimal pH: 6 to 14
Unstable purity: <40%
Exothermic
H+ consuming

Hallucinations A potent hallucinogenic compound that is illegal under space law. Formerly known as LSD, but was renamed so people understand that it is not a "fun time".
For people with the Reality Dissociation Syndrome trait, this will instead suppress hallucinations. (Results in 5 units instead of 3)
0.4 units per tick N/A
Mute Toxin


Impurity: Chemical Isomers
Inverse: Toxic monomers <25%
Failed: Viscous sludge <40%
pH: 12.2

2 kısım Uranium

1 kısım Water
1 kısım Carbon

Min temp: 100K


Overheat: 900K
Optimal pH: 6 to 14
Unstable purity: <40%
Moderately endothermic
H+ consuming

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


Impurity: Chemical Isomers
Inverse: Toxic monomers <25%
Failed: Viscous sludge <50%
pH: 1.7

1 kısım Mute Toxin
2 kısım Uranium

1 kısım Water

1 kısım Carbon

1 kısım Nothing
1 kısım Radium

Min temp: 100K


Overheat: 900K
Optimal pH: 0 to 8
Unstable purity: <50%
Moderately endothermic
H+ producing

Gestures Makes the subject unable to gesticulate. 0.4 units per tick N/A
Bone Hurting Juice


Impurity: Chemical Isomers
Inverse: Toxic monomers <25%
Failed: Viscous sludge <40%
pH: 3.1

3 kısım Itching Powder
1 kısım Multiver
1 part Sodium Chloride
1 part Chlorine

1 part Sodium

1 part Water

1 part Ash
1 part Oil
1 part Welding Fuel

1 part Carbon

1 part Hydrogen

Temperature 480K

Temperature 380K

1 kısım Ammonia
3 parts Hydrogen
1 part Nitrogen

1 kısım Welding Fuel

1 kısım Unstable Mutagen
1 part Chlorine

1 part Phosphorus

1 part Radium

1 kısım Milk

Min temp: 100K


Overheat: 900K
Optimal pH: 5 to 9
Unstable purity: <40%
Moderately endothermic
H+ producing

Stamina Damage Does 7.5 stamina damage per tick. On overdose it has a 4% chance of causing a spike of 20 brute and 200 stamina damage to a random limb, which has a high chance of hurting bones. 0.4 units per tick 50 Units


Unreacted purity: 75%

Mulligan Toxin 1 kısım Slime Mutation Toxin
1 kısım Unstable Mutagen
1 part Chlorine

1 part Phosphorus

1 part Radium
Min react temp: 100K
Overheat temp: 900K
Optimal pH range: 5 to 9
Min purity: 0.3
Mildly exothermic
Mildly H+ consuming
Identity Randomizes the subject's appearance. Infinite N/A
Lexorin


Impurity: Chemical Isomers
Inverse: Toxic monomers <25%
Failed: Viscous sludge <40%
pH: 1.2

1 kısım Salbutamol
1 kısım Salicylic Acid
1 kısım Phenol
1 kısım Oil
1 part Welding Fuel

1 part Carbon

1 part Hydrogen

1 kısım Chlorine

1 kısım Water

1 kısım Sodium
1 kısım Carbon
1 kısım Oxygen

1 kısım Sulfuric Acid

1 kısım Ammonia
3 parts Hydrogen
1 part Nitrogen

1 kısım Aluminium
1 kısım Bromine

1 kısım Lithium

1 kısım Plasma
1 kısım Hydrogen

Min temp: 100K


Overheat: 900K
Optimal pH: 1.8 to 7
Unstable purity: <40%
Moderately endothermic
H+ producing

Suffocation Temporarily stops respiration and causes 5 oxyloss damage per tick. Even small doses are fatal, and will cause people to pass out quickly. Countered by epinephrine which purges 2u lexorin (and 1u of itself) with 20% chance to add 4u histamines.

Note: Heat your lexorin making mixture to speed up the chemical reaction to 5 seconds. (300-500K)

0.4 units per tick N/A
Initropidril Poison Kit, Bioterror Spray N/A Cardiac Arrest Each cycle deals 2.5 toxin damage, with 25% chance to cause one of the following: 6 second stun, 5-25 oxyloss damage, or cardiac arrest. Combat the latter with electric shocks from grilles and doors in a pinch, or a defib if available. 0.2 units per tick N/A
Tirizene Traitor Sleepypen, Emagged Soda Dispenser/Borg Hypo, Poison/Death Berries N/A Stamina Damage Deals 13 stamina damage per tick, which constantly lowers. Usually harmless. 0.4 units per tick N/A
Tiring Solution Peacekeeper Cyborgs N/A Stamina Damage Deals 10 stamina damage per tick, slowing you down. Won't go higher than 50 stamina damage. 0.6 units per tick N/A
Polonium Poison Kit, Bioterror Spray N/A Radiation Almost instantly irradiates a victim. 0.05 units per tick N/A
Pancuronium Poison Kit N/A Stun and Suffocation After 10 cycles stuns you with no warning. Randomly causes loss of breath, which can choke you to death. 0.1 units per tick N/A
Sodium Thiopental Emagged Borg Hypo, Poison Kit, Bioterror Spray/Syringe/Dart N/A Knockout and Stamina Knocks you out after 10 cycles, and deals 10 stamina damage per tick. Similar to Chloral Hydrate but longer lasting and can't kill you. 0.3 units per tick N/A
Sulfonal


Impurity: Chemical Isomers
Inverse: Toxic monomers <25%
Failed: Viscous sludge <50%
pH: 6

1 kısım Acetone
1 part Oil
1 part Welding Fuel

1 part Carbon

1 part Hydrogen

1 part Welding Fuel

1 part Oxygen

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

1 part Ethanol

1 kısım Sulfur

Min temp: 100K


Overheat: 900K
Optimal pH: 4 to 9
Unstable purity: <50%
Exothermic
H+ consuming

Knockout and Toxin 0.5 toxin damage every cycle and knocks you out after 22 cycles. Metabolized very slowly. 0.05 units per tick N/A
Amanitin Destroying Angel N/A Delayed Toxin Damage On the last second it is in you, it hits you with a large stack of toxin damage based on how long it was in your system. Larger doses means a longer waiting period but more damage. Deals 3 toxin damage per cycle it was in you. 0.2 units per tick N/A
Amatoxin Fly Amanita N/A Toxin Damage Deals 2.5 toxin damage per tick. 0.4 units per tick N/A
Bungotoxin Bungo Tree yetiştirilerek elde edilebilir. N/A Heart Damage Deals 3 heart damage per tick and sets their confusion stat to their dizziness stat. After 12 cycles the victim can randomly start feeling heart spasms, being faint, out of breath, and being in pain. 0.2 units per tick N/A
Lead Acetate Party Pods (hidden tech) N/A Brain and ear damage Deals 1 brain and ear damage per tick. Tiny chance to cause confusion. 0.4 units per tick N/A
Unstable mutagen


Impurity: Chemical Isomers
Inverse: Toxic monomers <25%
Failed: Viscous sludge <70%
pH: 2.3

1 part Chlorine

1 part Phosphorus
1 part Radium

Min temp: 100K


Overheat: 900K
Optimal pH: 3 to 9
Unstable purity: <70%
Moderately exothermic
H+ producing

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%. Also useful for Virology. Turns into blood if mixed with blood, due to Blood Duplication
1 kısım Unstable Mutagen
1 part Chlorine

1 part Phosphorus

1 part Radium

1 kısım Blood
.
0.4 units per tick N/A
Lipolicide


Impurity: Ipecacide
Inverse: Toxic monomers <25%
Failed: Viscous sludge <70%
pH: 6

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

1 part Ethanol

1 kısım Oil
1 part Welding Fuel

1 part Carbon

1 part Hydrogen

1 kısım Hydrogen

1 kısım Sugar

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

1 part Ethanol

1 kısım Mercury

Min temp: 100K


Overheat: 900K
Optimal pH: 4 to 8.5
Unstable purity: <70%
Moderately exothermic
H+ producing

Weight Loss Drains nutrition. Useful for weight loss. Will deal toxin damage if you are starving. 0.2 units per tick N/A
Coniine Death Berries, Bioterror Spray/Syringe N/A Toxin and breath loss Each tick does 1.75 toxin damage and refreshes 5 ticks of being unable to breathe. EXTREMELY slow metabolization, but fast acting. Comparable to Lexorin. 0.024 units per tick N/A
Curare Poison Kit N/A Paralyzation, Oxygen, and Toxin Paralyzes you after 11 cycles, while dealing 1 oxyloss and 1 toxic damage. Metabolizes slowly; very lethal. 0.05 units per tick N/A
Histamine Omega Weed, Poison Kit, Formaldehyde, Venom, Itching Powder N/A Brute, toxin, oxyloss and eyesight Has a small chance each tick to cause 2 Brute damage or blur vision. If overdosed it will also deal 2 Brute, Toxin and Oxyloss damage each tick. 0.1 units per tick 30 Units
Formaldehyde


Impurity: Methanol
Inverse: Toxic monomers <25%
Failed: Viscous sludge <50%
pH: 2

1 kısım Ethanol

1 kısım Oxygen
1 kısım Silver
420K Sıcaklık

Min temp: 420K


Overheat: 900K
Optimal pH: 0 to 7
Unstable purity: <50%
Exothermic
H+ producing

Toxin Causes a 1 Toxin damage per tick. Has a 5% chance to turn into 5 to 15 units of Histamine. Preserves corpses from organ decay. 0.2 units per tick N/A
Venom Poison Kit, Bioterror Spray, Giant Spider bites N/A Brute, toxin Each cycle will deal 0.2 Toxin and 0.3 Brute damage per volume of venom in the body. Has a 15% chance to turn into 5 to 10 units of Histamine. 0.1 units per tick N/A
Fake Beer Emagged service cyborg N/A Knockout Instantly puts the victim to sleep. Cycle 51 and onwards it will also deal (current cycle - 50) toxin damage. 0.6 units per tick N/A
Fentanyl


Impurity: Chemical Isomers
Inverse: Toxic monomers <25%
Failed: Viscous sludge <50%
pH: 9

1 kısım Space Drugs
1 kısım Lithium

1 kısım Mercury

1 kısım Sugar

674K Sıcaklık

Min temp: 674K


Overheat: 874K
Optimal pH: 7 to 11
Unstable purity: <50%
Weakly Exothermic
H+ consuming

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


Impurity: Chemical Isomers
Inverse: Toxic monomers <25%
Failed: Viscous sludge <40%
pH: 9.3

1 kısım Oil
1 part Welding Fuel

1 part Carbon

1 part Hydrogen

1 kısım Ammonia
3 parts Hydrogen
1 part Nitrogen

1 kısım Oxygen
380K Sıcaklık

Min temp: 380K


Overheat: 1000K
Optimal pH: 9 to 11
Unstable purity: <40%
Moderately endothermic
H+ consuming

Toxin, oxyloss Deals 1.25 toxin damage per tick, with 8% chance to stun for 4 seconds and take 2 additional toxin damage. Also 5% chance to lose breath for a moment. Metabolizes slowly. 0.05 units per tick N/A
Carpotoxin Space Carp, Koibeans, Emagged Chem Dispenser N/A Toxin Deals 2 toxin damage per tick (unless you are a felinid !) . Can be used to make Rezadone and imitation carpmeat. 0.4 units per tick N/A
Zombie Powder


Impurity: Chemical Isomers
Inverse: Toxic monomers <25%
Failed: Viscous sludge <30%
pH: 13

5 kısım Morphine
2 kısım Carbon

2 kısım Hydrogen
1 kısım Ethanol
1 kısım Oxygen

480K Sıcaklık

5 kısım Carpotoxin
Space Carp, Koibeans, Emagged Chem Dispenser

5 kısım Copper

Min temp: 100K


Overheat: 900K
Optimal pH: 5 to 14
Unstable purity: <30%
Exothermic
H+ consuming

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


Impurity: Chemical Isomers
Inverse: Toxic monomers <25%
Failed: Viscous sludge <40%
pH: 14.5

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

1 part Carbon

1 part Hydrogen

1 part Welding Fuel

1 part Oxygen

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

1 part Ethanol

1 kısım Phenol
1 kısım Oil
1 part Welding Fuel

1 part Carbon

1 part Hydrogen

1 kısım Chlorine

1 kısım Water

1 kısım Chlorine
1 kısım Hydrogen

1 kısım Oxygen

1 kısım Zombie Powder
5 kısım Morphine
2 kısım Carbon

2 kısım Hydrogen
1 kısım Ethanol
1 kısım Oxygen

480K Sıcaklık

5 kısım Carpotoxin
Space Carp, Koibeans, Emagged Chem Dispenser

5 kısım Copper
Min temp: 100K


Overheat: 900K
Optimal pH: 5 to 14
Unstable purity: <40%
Exothermic
H+ consuming

Fake death Slows metabolism to a death-like state, while keeping the patient fully aware and mobile. Deals 1 suffocation and 0.8 toxin damage per tick. 0.4 units per tick N/A
Itching Powder


Impurity: Chemical Isomers
Inverse: Toxic monomers <25%
Failed: Viscous sludge <30%
pH: 7

1 kısım Multiver
1 part Sodium Chloride
1 part Chlorine

1 part Sodium

1 part Water

1 part Ash
1 part Oil
1 part Welding Fuel

1 part Carbon

1 part Hydrogen

Temperature 480K

Temperature 380K

1 kısım Ammonia
3 parts Hydrogen
1 part Nitrogen

1 kısım Welding Fuel

Min temp: 280K


Overheat: 700K
Optimal pH: 5 to 9
Unstable purity: <30%
Moderately endothermic
H+ consuming

Brute, annoyance Will cause annoying effects, as well as a chance that the subject will scratch themselves dealing 0.2 Brute damage. Unlike other chems, itching powder will enter your bloodstream from touch, such as from getting splashed with it. Has a 3% chance to transform into 1 to 3 units of Histamine. 0.2 units per tick N/A
Mint Toxin Mints, Emagged Booze Dispenser, Mushroom Shavings (Lavaland) N/A Conditional death Instantly gibs fat people when ingested. 0.4 units per tick N/A
Slime Jelly Bir Glowshroom içerisinde karıştırılmalıdır. Glowshroom.png
3 kısım Oil
1 part Welding Fuel

1 part Carbon

1 part Hydrogen

1 kısım Tinea Luxor
Mantar kökü (Embershroom)

2 kısım Radium


veya daha işlenmemiş bir slime extract öğütünüz.

Min react temp: 100K
Overheat temp: 900K
Optimal pH range: 5 to 9
Min purity: 0.3
Mildly exothermic
Mildly H+ consuming
Toxin The base reagent for slime based chemicals. Grinding slime extracts yields 20u slime jelly per use left. 40% chance to heal 5 Brute damage each tick, but also has a 10% chance to deal a burst of 20-60 toxin damage. 0.4 units per tick N/A
Heparin


Impurity: Chemical Isomers
Inverse: Toxic Monomers <25%
Failed: Viscous Sludge <60%
pH: 11.6

1 kısım Formaldehyde
1 kısım Ethanol

1 kısım Oxygen
1 kısım Silver

420K Sıcaklık

1 kısım Sodium
1 kısım Chlorine
1 kısım Lithium

Min temp: 100K
Overheat: 800K
Optimal pH: 5 to 9.5
Unstable purity: <60%
Moderately exothermic
H+ consuming
Bleeding A powerful anticoagulant. All open bleeding wounds on the victim will open up and bleed much faster. Increases bleed flow by 0.5. Doesn't work unless the victim has a bleeding wound. Rate: 0.08u/tick


Unreacted purity: 75%

N/A
Rotatium


Impurity: Chemical Isomers
Inverse: Toxic Monomers <25%
Failed: Viscous Sludge <60%
pH: 6.2

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

1 part Sodium

1 part Water

1 part Ash
1 part Oil
1 part Welding Fuel

1 part Carbon

1 part Hydrogen

Temperature 480K

Temperature 380K

1 kısım Saltpetre
3 parts Oxygen

1 part Potassium

1 part Nitrogen

1 kısım Sulfur

1 kısım Silver
1 kısım Stable Plasma

400K Sıcaklık

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

1 part Sodium

1 part Water

1 part Ash
1 part Oil
1 part Welding Fuel

1 part Carbon

1 part Hydrogen

Temperature 480K

Temperature 380K

1 kısım Hydrogen

1 kısım Silicon

1 kısım Fentanyl
1 kısım Space Drugs
1 kısım Lithium

1 kısım Mercury

1 kısım Sugar

674K Sıcaklık
Min temp: 100K


Overheat: 900K
Optimal pH: 3 to 9
Unstable purity: <60%
Moderately endothermic
H+ consuming

Toxin After 20 cycles, causes the victim's screen to display a rocking motion. Deals 0.5 toxin damage per tick.
Was previously refinable into Skewium, but skewium was removed from tgstation Oct 2019 for causing client crashes.
Rate: 0.24u/tick


Unreacted purity: 75%

Spewium Poison Kit N/A Toxin After 11 ticks, has up to a 50% chance of causing strong vomiting while purging other toxins each tick. After 33 cycles, there is a 15% chance to eject an organ each tick if overdosing. Requires very high doses. 0.4 units per tick 29 Units
Anacea


Impurity: Chemical Isomers
Inverse: Toxic monomers <25%
Failed: Viscous sludge <70%
pH: 8

1 kısım Haloperidol
1 kısım Oil
1 part Welding Fuel

1 part Carbon

1 part Hydrogen

1 kısım Potassium Iodide
1 kısım Potassium
1 kısım Iodine

1 kısım Aluminium
1 kısım Chlorine

1 kısım Fluorine

1 kısım Impedrezene
1 kısım Mercury

1 kısım Oxygen

1 kısım Sugar

1 kısım Radium

Min temp: 100K


Overheat: 900K
Optimal pH: 6 to 9
Unstable purity: <70%
Moderately exothermic
H+ consuming

Toxin and Purges Medicines Metabolizes very slowly and purges 5u medicines from the victim while dealing 0.15 toxin damage per tick. If the victim also has Pentetic Acid or Calomel, the purging is slowed down to 0.5u per tick. 0.032 units per tick N/A
Fluorosulfuric acid


Impurity: Chemical Isomers
Inverse: Toxic monomers <25%
Failed: Viscous sludge <50%
pH: 0

1 part Fluorine

1 part Hydrogen
1 part Potassium
1 part Sulfuric Acid
Temperature 380K

Min temp: 380K


Overheat: 800K
Optimal pH: 0 to 2
Unstable purity: <50%
Moderately endothermic
H+ producing

Corrosion A highly caustic and dangerous substance. Slowly melts equipment and clothes it touches. Instantly deals brute damage if added to or splashed on people. Deals 2 toxin and (current cycle / 15) burn in body. The burn damage scales with purity, with 100% of the burn damage being applied at 100% purity. "Acidpower" 42. 0.4 units per tick N/A
Nitric acid


Impurity: Chemical Isomers
Inverse: Toxic monomers <25%
Failed: Viscous sludge <50%
pH: 1.3

  1. REDIRECT Template:RecursiveChem/Nitric Acid
Min temp: 480K


Overheat: 900K
Optimal pH: 0 to 4.1
Unstable purity: <50%
Moderately endothermic
H+ producing

Corrosion A corrosive and dangerous substance. Instantly deals brute damage if added to or splashed on people. Deals 3 toxin and (volume / 10) burn in body. The burn damage scales with purity, with 100% of the burn damage being applied at 100% purity. "Acidpower" 5. (Results in 2 units instead of 3) 0.4 units per tick N/A
Weed Killer 4 parts Ammonia
3 parts Hydrogen
1 part Nitrogen

1 part Toxin
NanoMed otomatları (contraband), Emaglı Chem Dispenser

Min react temp: 100K
Overheat temp: 900K
Optimal pH range: 5 to 9
Min purity: 0.3
Mildly exothermic
Mildly H+ consuming
Toxin Kills weeds and causes 1 toxin damage per tick to humans. 0.4 units per tick N/A
Pest Killer 1 part Toxin
NanoMed otomatları (contraband), Emaglı Chem Dispenser

4 parts Ethanol

Min react temp: 100K
Overheat temp: 900K
Optimal pH range: 5 to 9
Min purity: 0.3
Mildly exothermic
Mildly H+ consuming
Toxin Kills pests in hydroponics trays. Causes 1 toxin damage to humans and 4 toxin damage to fly people, each tick. 0.4 units per tick. N/A
Plant-B-Gone 1 part Toxin
NanoMed otomatları (contraband), Emaglı Chem Dispenser

4 parts Water

Min react temp: 100K
Overheat temp: 900K
Optimal pH range: 5 to 9
Min purity: 0.3
Mildly exothermic
Mildly H+ consuming
Toxin A potent herbicide. Causes 1 toxin damage to humans and 2 toxin damage to pod people, each tick. 0.4 units per tick N/A
Hot Ice Slush Hot Ice öğütünüz. Levha başına 50u bulunur. N/A Toxin Heats you up, deals 3 toxin damage and increases the plasma volume of xenos. Slowly purges epinephrine. Melts into 12 units of liquid form plasma if heated to 30°C (303.15 K). 0.4 units per tick N/A

Unique Chemicals

These reagents have either a bit more to their use or reaction - making them a bit of unique case

Name Formula Reaction conditions Description Chemical properties
Eigenstasium


Impurity: Eigenswap
Failed: Bluespace Dust <40%
pH: 3.7

1 kısım Caramel
1 kısım Bluespace Dust
Bir bluespace kristali öğütünüz.

1 kısım Stable Plasma

Min temp: 350K


Overheat: 650K
Optimal pH: 9 to 12
Unstable purity: <40%
Extremely exothermic
H+ producing

A strange mixture formed from a controlled reaction of bluespace with plasma, that causes localised eigenstate fluxuations within the patient.

If the purity of the reagent is over 90%, it will teleport the player to the creation location on consumption (ingestion only) Next, it will save the location you took the reagent, and create a blue eigenstate version of your character to signal where you will return to. When the reagent leaves a patients bloodstream, it will teleport the player back to the consumption location. Dying does not stop processing, you will still return to the consumption location even if dead.

Overdosing causes the stability of your character to split - Teleporting you to a random location close to where you are every second and causing Disgust. Afterwards you will slowly become more and more unstable causing various effect. At the end of your symptoms, you get transposed with an alternate reality form of yourself... which can be a way to fix some debilitating traumas or addictions. These effects, up until transposition, can be reversed/held off by taking stabilising agent, bluespace dust or more eigenstasium.

Spraying this on multiple lockers on the same tile (with an over 80% pure reagent) links the lockers together, creating eigenlockers. Eigenlocker are linked together, teleporting whatever enters them to the next locker in the sequence. You can link as many lockers as you like in a sequence, but you have to have all the lockers on top of each other when you link them. Lockers with a damaged link (i.e. all other lockers in the sequence are destroyed) can be reused in a sequence, but otherwise linked lockers can't be relinked.

Rate: 0.4u/tick


Unreacted purity: 50%
OD: 15u
Works on the dead

Impure / Inverse / Failed Chemicals

These chemicals can only be created from inoptimal reactions.

Name Description Chemical properties
Chemical Isomers


Impure reagent
pH: 3

Impure chemical isomers made from inoptimal reactions. Causes mild liver damage Rate: 0.1u/tick
Toxic monomers


Inverse reagent
pH: 2

This is the 'default' inverse reagent. Inverse reagents are created when a reagent's purity is below it's inverse threshold. The are created either during ingestion - which will then replace their associated reagent, or some can be created during the reaction process. This does 1 toxin damage per tick. Rate: 0.4u/tick
Viscous sludge


Impurity: Water
pH: 1.5

A off smelling sludge that's created when a reaction gets too impure. Rate: 0.4u/tick
Insolvent medicinal precipitate


Impure reagent
pH: 11

A viscous mess of various medicines. Will heal a damage type at random Rate: 1u/tick


Addictions:
medicine

Helgrasp


Inverse reagent
pH: 14

This rare and forbidden concoction is thought to bring you closer to the grasp of the Norse goddess Hel. Sends Hel's hands after whomever has the hubris to consume it. Will often cause the crew to start screaming about Heretics due to their visual similarity to the Hands of the Mansus. The hands will deal 5 burn damage, reduced by armor. Additionally, it will also deal 0.25 toxin damage per tick. Rate: 1u/tick
Libitoil


Impure reagent
pH: 13.5

Temporarily interferes a patient's ability to process alcohol, making them more susceptible to its effects. Rate: 0.1u/tick


Addictions:
Weak medicine

Metabolic Inhibition Factor


Impure reagent
pH: 1

This enzyme catalyzes crashes the conversion of nutritious food into healing peptides. Overdosing causes it to metabolize at 1.6u/tick, instead. Rate: 0.025u/tick


OD: 10u
Addictions:
Weak medicine

Lentslurri


Impure reagent
pH: 3

A highly addicitive muscle relaxant that is made when Lenturi reactions go wrong, this will cause the patient to move slowly. Rate: 0.1u/tick


Addictions:
medicine

Ichiyuri


Impure reagent
pH: 1.7

Prolonged exposure to this chemical can cause an overwhelming urge to itch oneself. Rate: 0.4u/tick


Addictions:
Weak medicine

Aivime


Impure reagent
pH: 3.1

This reagent is known to interfere with the eyesight of a patient. Rate: 0.1u/tick


Addictions:
Weak medicine

Herignis


Inverse reagent
pH: 0.8

This reagent causes a dramatic raise in a patient's body temperature. Specifically, chem temperature is raised by a number between 5 and 25, multiplied by the purity of the reagent. Body temperature is raised by this number, with an added 50%. Keep in mind that chemicals and the body return to a normal temperature over time, and this is accelerated the further from normal you are. Lastly, if applied through vapor, body temperature is raised by 1.5 times the volume that you are exposed to in that tick, and will add fire stacks following: exposed volume divided by 2, if you are on fire. Overdosing causes the liver to take roughly 2 damage per tick, and to heat both chemicals and the body even faster. Rate: 0.4u/tick


OD: 25u
Addictions:
Weak medicine

Super Melatonin


Inverse reagent
pH: 12.5

Every tick, this has a 50% chance to cause you to yawn. After 10 cycles, causes you to fall asleep. When the reagent is no longer present in a body, the affected person will let out a hearty snore, as a subtle tell the effect is ending. Uniquely, a 25% boost to all healing from medicines in the patient while they are asleep is applied. Rate: 0.4u/tick


Addictions:
Weak medicine
Works on the dead

Coveroli


Inverse reagent
pH: 3.82

This reagent is known to coat the inside of a patient's lungs, providing greater protection against hot or cold air. Specifically, the thresholds for the different levels of damage from both hot and cold air are multiplied by 1.5 times the purity of the reagent. Rate: 0.4u/tick


Addictions:
Weak medicine

Technetium 99


Inverse reagent
pH: 2

A radioactive tracer agent that can improve a scanner's ability to detect internal organ damage, giving numerical health values of each organ. Also upgrades any health to advanced while it is present. This will deal 1 toxin damage every 10 seconds. Rate: 0.3u/tick
Syrinifergus


Impure reagent
pH: 2

This reagent reduces the purity of all non medicines within the patient, reducing their effects by 20%. Rate: 0.4u/tick


Addictions:
Weak medicine
Works on the dead

Monover


Inverse reagent
pH: 0.5

A toxin treating reagent, that only is effective if it's the only reagent present in the patient. Heals 0 to 2 toxin/tick depending on its purity, however if there are any other reagents in the body other than monover it will deal 0.5 lung damage per tick instead. Rate: 0.4u/tick


Addictions:
Weak medicine

Nooartrium


Inverse reagent
pH: 14

A reagent that is known to stimulate the heart in a dead patient, temporarily bringing back recently dead patients at great cost to their heart. When working on someone that's back from the dead, the metabolization rate is instead 0.2u/tick.

While this reagent is within a patient it will keep them alive and damage their heart, but make them temporarily unable to die and enter crit. As they take more damage they move slower and attack slower, and if they get over 500 damage before the reagent is through them their heart will explode at the end. Overdosing blows up the heart of those affected if the reagent was used to bring them back from the dead. Requires a functional heart to work.

Rate: 0.05u/tick


OD: 20u
Addictions:
Strong medicine
Works on the dead

Cryogelidia


Inverse reagent
pH: 14

Freezes the live or dead patient in a cryostasis ice block, putting them in stasis for a short period of time, and making them unable to be affected by damage except explosions that would gib them. Does 1 toxin damage every tick. Rate: 1u/tick


Works on the dead

Eigenswap


Impure reagent
pH: 3.3

This reagent is known to swap the handedness of a patient, causing items held by the patient to swap between their left and right hands. Additionally deals 0.4 liver damage per tick. Rate: 0.1u/tick
Ipecacide


Impure reagent
pH: 7

An extremely gross substance that induces vomiting. It is produced when Lipolicide reactions are impure. Rate: 0.05u/tick
Methanol


Impure reagent
pH: 7

A light, colourless liquid with a distinct smell. Ingestion can lead to blindness. It is a byproduct of organisms processing impure Formaldehyde. Rate: 0.05u/tick
Chloralax


Impure reagent
pH: 7

An oily, colorless and slightly toxic liquid. It is produced when impure choral hydrate is broken down inside an organism. Rate: 0.05u/tick
Rosenol


Impure reagent
pH: 7

A strange, blue liquid that is produced during impure mindbreaker toxin reactions. Ingesting it will cause the user to do poetry.

Can also be found in plums.

Rate: 0.1u/tick
Mannitoil


Impure reagent
pH: 12.4

Gives the patient a temporary speech impediment which lasts until the reagent is removed from the patient. Rate: 0.1u/tick


Addictions:
Weak medicine

Neruwhine


Inverse reagent
pH: 13.4

Induces a temporary brain trauma in the patient by redirecting neuron activity. The trauma lasts as long as they have their reagent in their system. Rate: 0.025u/tick


Addictions:
medicine

Corazargh


Inverse reagent
pH: 13.5

Interferes with the body's natural pacemaker, forcing the patient to manually beat their heart. Every failure to beat the heart will remove 100 blood from them. 5 consecutive failures will result in immediate death. Rate: 1u/tick


Addictions:
Weak medicine
Works on the dead

Prohol


Inverse reagent
pH: 2

Promotes alcoholic substances within the patients body, making alcohols in a body more potent. Making it an effective reagent to spike someone's drink with! The longer it's in their system, the stronger the alcohol will become. This chemical does not show up on any form of reagent analysis when inside of a body, such as the reagent scan of a health analyzer. Rate: 0.05u/tick


Addictions:
Weak medicine

Oculater


Inverse reagent
pH: 13

Temporarily blinds the patient while it's in their system. The odds of the blindness starting is 1 - creation purity every tick this is inside of someone. Blindness lasts until the chem has finished metabolizing. Because of how the odds work, lower purities of this chemical are better if you intend to blind someone, and this chemical will have no effect at 100% purity. Rate: 0.2u/tick


Addictions:
Weak medicine

Tinacusiate


Impure reagent
pH: 1

Makes the patient's hearing temporarily funky, making things they hear sound funny. Rate: 0.04u/tick


Addictions:
medicine

Lavaland Chemicals

Found primarily in Lavaland flora.

Name Found in Type Description Metabolism Rate
Entropic Polypnium Mushroom Cap (Inocybe), from tall mushrooms Food 20% chance each tick to deal 4 ticks of breath loss, 2 brain damage (max 150), 3 toxin, 10 stamina and blurry eyes. Knocks you unconcious after 10 cycles. 0.4 units per tick
Tinea Luxor Mantar kökü (Embershroom) Food Makes the consumer glow. 0.4 units per tick
Vitrium Froth Cactus Fruit (Fruiting Cactus), Mushroom Leaf (Porcini) Food 80% chance to heal 1 burn and 1 brute damage each tick. 0.4 units per tick

Reagent Delivery

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

Delivery types

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

Ingest

Ingesting reagents puts them into the stomach. The individual reagents in the stomach will then be digested over time, which slowly moves them to the bloodstream at a rate partly based on the amount of them in the stomach, and stomach type (race). Most reagents have no effect until they have been moved to the bloodstream where they start metabolising (an exception is milk). They can be ejected if the person vomits. Ingestion is used by pills, cigarettes, e-cigarettes and drinking/eating the reagent directly. Inhaling smoke counts as ingesting, with the difference that smoke bypasses the stomach and is added directly to the bloodstream. Probital works best when ingested.

Inject

On inject the reagent simply enters the target's bloodstream and starts metabolising. Reagents in blood can be filtered out using surgery. Used by syringes and IV-drips. Syriniver works best if injected.

Vapor

Vapor is used by (ranged) spray bottles and foam. A portion of the reagents will enter the bloodstream of the target, depending on the overall bio protection the target's clothing offers. Any MODsuit typically makes the target completely immune to getting it into their bloodstream, if the helmet is closed. But if the reagent has a "vapor" based component, that component will still affect the target, like Fluorosulfuric Acid. See more about foam below, with examples. Hercuri works best as vapor.

Touch

Touch is used by smoke and splashing. If the reagent has a "touch" based component, that component will affect the target (such as the instant heal part of Synthflesh), without being blocked by clothing. Nothing at all will enter the target's bloodstream, with the exception of smoke if the target has no internals on. Currently all "touch" components are also "patch" components. See more on smoke below, with examples.

Patch

Patch is used by patches and medical gels. The reagent enters the target's bloodstream entirely AND if the reagent has a "patch" based component, that component will affect the target. Currently all "patch" components are also "touch" components.

Smoke vs foam vs others

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

Pills

Pills can be instantly ingested if used on yourself. It doesn't work if mouth is covered. Plasmamen will have trouble taking these. They hold up to 50u. Aren't added to bloodstream instantly.

Syringes

Syringes can inject into people even with their mouths covered, either by hand or with a syringe gun. It doesn't work on players wearing MODsuits 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 MODsuits. 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 a 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 MODsuits, will slowly heal 25 brute and burn (and take toxin damage), if they stay in the smoke for its full duration (otherwise they will heal partially). Those who are not wearing internals will also ingest 20u of the medicine, making it enter their bloodstream (which does nothing in this case).

Smoke example: Smoke containing 20u Chlorine Trifluoride(CLF3). CLF3 has a touch component, so everyone caught in the cloud, including people wearing MODsuit 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. MODsuits 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 MODsuit 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 Sagtiklama.pngSıradan sağ-tıklama. Combat Mode Combat 32.pngVarsayılan olarak 4 ile etkinleştirin, 1 ile devre dışı bırakın veya F ile geçiş yapın. İnsanlara eli boşken Sol-tıklamak, açıksa onlara Harm Harm 32.png veya kapalıysa onlara Help Help 32.png uygular. Ayrıca insanlarla çarpıştığınızda yer değiştirmenizi veya itilmenizi engeller. açık veya kapalı olması fark etmez. on something while holding it will splash its contents. The longer throw distance, the more the splash will spread out. A grenade will splash its content unless it also contains smoke or foam. Splashing only does touch delivery. This means most chemicals will do absolutely nothing when splashed. Reagents that have special properties to affect environment, such as Water, will do so where splashed (creates slippery tile). Reagents that have a touch component will apply that component only. Example: If you throw a beaker of 80u Synthflesh at someone, you will instantly heal them for 100 brute and burn (and deal up to 150 toxin damage), since Synthflesh is touch/patch based. It doesn't matter if the target uses MODsuit 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 MODsuit 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.