Difference between revisions of "Guide to chemistry"

From /tg/station 13 Wiki
Jump to navigation Jump to search
m (→‎Narcotics: typo "ecstasic")
(Updated sugar overdose)
 
(338 intermediate revisions by 57 users not shown)
Line 22: Line 22:
  
  
This guide will primarily be useful for [[Chemist|chemists]] but may come in handy to any player and especially [[Traitor|traitors]]. See [[Chemical recipes]] for simplified step-by-step instructions on how to make complicated chemicals (sometimes outdated), and for info about using the dispenser's ''recipe recording'' function. If you don't have a [[#Chemistry_Dispensers|chem dispenser]], see the [[Guide_to_Ghetto_Chemistry|Guide to Ghetto Chemistry]].
+
This guide will primarily be useful for [[Chemist|chemists]] but may come in handy to any player and especially [[Traitor|traitors]]. See [[Chemical recipes]] for simplified step-by-step instructions on how to make complicated chemicals (sometimes outdated), and for info about using the dispenser's ''recipe recording'' function. For grenade making see [[Grenade|Grenades]]. If you don't have a [[#Chemistry_Dispensers|chem dispenser]], see the [[Guide_to_Ghetto_Chemistry|Guide to Ghetto Chemistry]].
 +
<br><br>
  
== Machinery ==
+
A helper client for browsing this wiki (with several extra features) can be found here: https://hamcha.github.io/tghandbook/. That site is unofficial so use at own risk.
 +
 
 +
== Handling reactions ==
 +
 
 +
For returning players - reactions now work over time. In general reaction rate is tied to temperature and in some cases the presence of an optional catalyst. In general Purity is tied to the purity of your reagents, and how far away from optimal your pH is. It's important to note that the basic reaction is a one size fits all while each reaction is updated over a batch of updates, so it's unlikely that they'll cause too much trouble for you. Keep your pH within 5-9 and bare in mind most reactions are exothermic now meaning they generate heat when reacting, dangerous when using certain explosive chemicals opposite is for endothermic reactions. [[#Methamphetamine|Meth]] has been tweaked - and it's a tad more dangerous, since it becomes more exothermic the less pure it is and meth explodes if it gets to 380k so be careful out there Walter!.
 +
 
 +
For a quick crash course in mechanics, the help button on the chem heater (now renamed the reaction chamber) will get you up to speed by guiding you through a calomel reaction. There's an achievement too if you complete it with a 100% purity product!
 +
 
 +
=== Temperature ===
 +
 
 +
All reactions that are non-instant have a reaction rate tied to the temperature of a beaker. If a chemical is reacting too slowly, simply heat the beaker up to speed it up. As a reaction occurs, it is either Exothermic (heat producing) or Endothermic (heat consuming). Care should be taken for the Exothermic reactions, as they are liable to overheat. An overheated reaction will reduce the yield of your reaction by default, and other reactions can have specialise effects when they get too hot (not in yet, but soon!). The rate in which a reaction heats up is faster the hotter it is, be careful to not lose control, and run if you do.
 +
 
 +
=== Reaction rates ===
 +
The easiest way to speed a reaction up is to heat the reaction up, but if you're looking for other ways, such as for plumbing, having an optional catalyst (such as Palladium synthate catalyst for medicines) at its required volume will also speed it up. Finally, one other alternative is to use Tempomyocin on a reaction to suddenly give it a boost.
 +
 
 +
=== Potential of Hydrogen (pH) ===
 +
 
 +
Every chemical has an innate pH, which can be seen by pressing the cog on the dispenser. The pH of the beaker is the sum of the pHes in the mix. The pH of a beaker determines how pure a product is, for the recipes with a given pH, you want to have your pH at the centre of the limits when the reaction starts. As a reaction progresses, it's likely the pH will begin to drift, and must be compensated for either with [[#Acidic_Buffer|buffer reagents]] or acidic/alkaline compounds. The pH range is something chemists often have to learn over several reactions, and the ChemMaster 3000 analyse function can give an insight into what pH you should be aiming for (Not in yet). Highly impure compounds are liable to affect your reaction too thus it is prudent to set your pH before reacting, as an overly impure reaction will drag the purity down of all other reagents with it.
 +
 
 +
Presently the pH meter on the machines have a higher accuracy than normal to help players accumulate.
 +
 
 +
=== Purity ===
 +
 
 +
Purity of a reagent is determined by how pure your reactants were, and how optimal the pH was during the reaction. If the product is slightly impure it'll split into the impure chem. 100% pure reagents will not split. If it is highly impure it will invert all of the product into the inverse chem (the percentage thresholds are given on the reagent's entry). If the reaction's purity is below the unstable purity, and the reaction has a failed chem, it will be replaced by that chem at the end of the reaction. Purity also can have an effect on a reagent's performance too which is detailed in the description. To clarify, here's an example case:
 +
 
 +
* Reagent A 10u 100% purity on consumption - 10u of Reagent A added to the patient.
 +
* Reagent A 10u 75% purity on consumption - 7.5u of Reagent A added to the patient, 2.5u [[#Chemical Isomers|Chemical Isomers]] added to the patient.
 +
* Reagent B with the retain volume trait 10u 75% purity on consumption - 10u Reagent B added to the patient and 2.5u [[#Chemical Isomers|Chemical Isomers]] added to the patient.
 +
* Reagent A 10u 20% purity on consumption - 10u of [[#Toxic monomers|Toxic monomers]] added to the patient.
 +
* Reagent A 10u <10% purity at the end of a reaction - 10u of [[#Viscous sludge|Viscous sludge]] replaces Reagent A in the beaker.
 +
 
 +
Here's a glossary on some of the terms used in the wiki:
 +
* Unstable purity - Going below this value will make the reaction less stable - Causing extra effects specific to the reaction (such as Helbital's fire spin). If the reaction has an associated failed chem then that will be created as well either at the end, or during tte reaction if it is insolvent.
 +
* Insolvency - Specifically for a reaction's impure/inverse products, if it is insolvent then it will precipitate out either during, or at the end of, a reaction as opposed to the standard effect of splitting on consumption.
 +
* Unreacted purity - This is the purity of all reagents in the game that aren't made by chemists (generally 75%)
 +
* Retains volume on splitting - Splitting into it's impure form does not reduce the original's volume (See reagent B example above, only applies for impure chem splitting, not inverse or failed.) At the moment core medicines are the only ones to do this.
 +
 
 +
=== Overdose scaling ===
 +
 
 +
For reagents that have an unreacted purity lower than 100% and an overdose effect, the dosage at which you overdose is not set in stone. For these reagents, the overdose dosage is lowered by how much purer the reagent you are taking is compared to its unreacted purity. The inverse, however, is not true. The overdose dosage can not be raised by using a reagent that is less pure than its unreacted purity. For clarity, a number example:
 +
 
 +
* Ephedrine has 75% unreacted purity
 +
* You create ephedrine with a purity of 100%, which results in a decrease of 25% in its overdose threshold
 +
* As ephedrine has a 30u overdose dosage normally, 30u is multiplied by 0.75, resulting in 22.5u being the true overdose threshold
 +
* You apply a patch of 23u pure ephedrine to yourself, thinking you are safe. You overdose.
 +
 
 +
=== Optional catalysts ===
 +
 
 +
For some reactions, an optional catalyst can be added to modify the reaction of a whole group slightly. At present the only optional catalyst is Palladium synthate catalyst, which speeds up the rate of all medicine reactions.
 +
 
 +
=== Competitive reactions ===
 +
 
 +
These reactions are ones that compete with each other (aka equilibrium reactions) and will go back and forth depending on the conditions of the beaker. At present the only competing reaction is Tempomyocin and Purity tester reagent, but more will be put in soon.
 +
 
 +
==== General tips ====
 +
 
 +
* Make sure your pH is correct before heating up the reaction, If it's not reacting, this is usually the problem, after the reaction has started however, it will keep going past the limits, <b>producing 0% purity product</b>.
 +
* Keeping your reaction in the heater to cool it can be a way to deal with exothermic reactions.
 +
* You can adjust the pH of a reaction easily by using a dropper with buffer. Using a dropper on a heater will adjust the pH of the beaker within.
 +
* Take a note of how your pH changes across the reaction and adjust beforehand accordingly, or have some buffer handy to inject into the reaction in the middle of it.
 +
* You can abort reactions by crashing the temperature and hoping it's not exothermic enough to overcome that anyways. Alternatively, you could throw the beaker in a panic.
 +
* Upgrading the heater and the dispenser will improve their ability to detect pH. (soon)
 +
* For some reactions, it can be useful to keep reagents away from each other until both of them have optimal conditions.
 +
* Temperature of buffers will change the temperature of whatever you're adding it to! Make sure to not pour hot buffer into a temperature sensitive reaction!
 +
 
 +
== Tools and Machinery ==
 
You have all sorts of chems here, and can make many things. You can make [[#Medicines|medicines]], [[#Smoke|smoke]], [[#Fluorosurfactant|foam]], [[#Flash Powder|flash powder]], [[#Toxins|poisons]], [[#Space Lube|space lube]], [[#Fluorosulfuric Acid|acid]] and much more. The limit on combinations is a limit that exists only in your creativity (and the game engine). Be sure to be careful though, as mixing the wrong chemicals can be bad for your health, and please make sure you know what a chemical does before you use it. Experiment at your own risk.
 
You have all sorts of chems here, and can make many things. You can make [[#Medicines|medicines]], [[#Smoke|smoke]], [[#Fluorosurfactant|foam]], [[#Flash Powder|flash powder]], [[#Toxins|poisons]], [[#Space Lube|space lube]], [[#Fluorosulfuric Acid|acid]] and much more. The limit on combinations is a limit that exists only in your creativity (and the game engine). Be sure to be careful though, as mixing the wrong chemicals can be bad for your health, and please make sure you know what a chemical does before you use it. Experiment at your own risk.
  
Line 47: Line 113:
 
* Lithium
 
* Lithium
 
* Sugar
 
* Sugar
* Sulphuric acid
+
* Sulfuric acid
 
* Copper
 
* Copper
 
* Mercury
 
* Mercury
Line 61: Line 127:
 
* Iron
 
* Iron
 
* Welding fuel
 
* Welding fuel
* Silver
+
* <s>Silver</s> Removed Oct, 2020.
 
* Stable plasma
 
* Stable plasma
  
Line 93: Line 159:
 
</div>
 
</div>
  
=== [[File:Chemical_Heater.png|Chemical Heater]] Chemical Heater ===
+
=== [[File:Chemical_Heater.png|Chemical Heater]] Reaction Chamber ===
  
Some chemical reactions will require you to heat the reagents in a [[Chemical Heater]]. Unless the recipes says otherwise, these reactions need you to heat the reagents ''above'' the required temperature.
+
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 [[#Methamphetamine|meth]]) you can just set it to a very high temperature to avoid this. <br><br>'''Due to a rounding bug you sometimes need to heat chems 1 degree higher than the recipe says.'''<br><br>
 
This machine will heat/cool a beaker to the desired temperature, slowing down the heating/cooling speed as it approaches the target temperature. If you don't risk making the chemical explode by overheating it (like with [[#Methamphetamine|meth]]) you can just set it to a very high temperature to avoid this. <br><br>'''Due to a rounding bug you sometimes need to heat chems 1 degree higher than the recipe says.'''<br><br>
Upgrading the laser will increase the heating/cooling speed.
+
Upgrading the laser will increase the heating/cooling speed as well as the capabilities of the machine. See below:
 +
 
 +
Level 1:
 +
[[File:Reaction chamber level 1.gif]]
 +
Level 4:
 +
[[File:Reaction chamber level 4.gif]]
 +
 
 +
An upgraded reaction chamber gives you more tools and information about the reactions held within it.
 +
* At level 2 the pH meter will flash if any of the reactions are outside of the pH optimal
 +
* At level 3 the reaction chamber will be able to follow your reaction progress in real time
 +
* At level 4 the reaction chamber will be able to determine the reaction quality in real time, displaying the effects of purity, pH and other factors along a dial. The dial will flash if the reaction is below the minimum purity for the reaction.
  
 
=== [[File:Chemmaster.gif|ChemMaster 3000]] ChemMaster 3000 ===
 
=== [[File:Chemmaster.gif|ChemMaster 3000]] ChemMaster 3000 ===
Line 104: Line 183:
 
Maximum size for dispensed bottles is 30u, patches 40u and pills 50u. Use a chemistry bag [[File:Chemistry_bag.png]] to quickly move large quantities of bottles, patches or pills. <br>
 
Maximum size for dispensed bottles is 30u, patches 40u and pills 50u. Use a chemistry bag [[File:Chemistry_bag.png]] to quickly move large quantities of bottles, patches or pills. <br>
 
Can be upgraded with bigger beakers to allow a bigger buffer. By default it contains two ordinary 50u beakers for a total buffer volume of 100u.
 
Can be upgraded with bigger beakers to allow a bigger buffer. By default it contains two ordinary 50u beakers for a total buffer volume of 100u.
 +
 +
=== [[File:PortableMixerBig.png|alt=|ChemMaster 3000]] Portable Chemical Mixer ===
 +
 +
'''This item''' '''does <u>NOT</u> require an [[Guide to toxins#Implosion Compressor and Anomaly Refining|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 [[File:Portable Chemical Mixer (open).png|alt=]] you can access it like any other bag, and fill it with up to 50 beakers and bottles. When closed [[File:Portable Chemical Mixer (closed).png|alt=]]you can do a simple '''Left click''' to open it's UI. While the portable mixer is closed [[File:Portable Chemical Mixer (closed).png|alt=]] it functions similar to a [[Guide to chemistry#Tools and Machinery|Chemistry Dispenser]], allowing you to add and remove a single beaker which you can dispense into [[File:Portable Chemical Mixer (closed).png|alt=]][[File:Portable Chemical Mixer (Beaker).png|alt=]]
 +
[[File:Portable Chemical Mixer (Accessed like a bag).png|thumb|Different containers with chemicals, stored inside the portable chemical mixer.(Image 1 of 2)]]
 +
[[File:Portable Chemical Mixer (UI Controls).png|thumb|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 [[File:Chemistry_bag.png]]the 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 [[Guide to chemistry#Oil|Oil]], [[Guide to chemistry#Phenol|Phenol]] or [[Guide to chemistry#Multiver|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 [[Guide to chemistry#Carpotoxin|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 [[Guide to chemistry#Fluorosurfactant|Fluorosurfactant]], one with [[Guide to chemistry#Space Cleaner|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 [[Guide to chemistry#EMP|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.
 +
 +
=== [[File:Hplc.gif|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:
 +
 +
[[File: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.
  
 
=== [[File:Blender.png|Reagent Grinder]] All-In-One Grinder ===
 
=== [[File:Blender.png|Reagent Grinder]] All-In-One Grinder ===
Line 127: Line 239:
 
</div>
 
</div>
  
===Plumbing===
+
=== pH paper ===
On some maps the [[Chemist|chemists]] have access to a large empty area with plumbing tools. The available chemicals those can synthesize should be the same as with an unupgraded [[#Chemistry_Dispensers|chem dispenser]], but the workflow is more like a production line chem factory instead of instant dispensing. See the [[Guide_to_plumbing|Guide to plumbing]] to learn more about this system. You may still have access to the pharmacy though, which has chem dispensers.
 
 
 
==Metabolism==
 
When a reagent enters a body, it will then "tick" or "cycle" about every 2 seconds (these are called "life ticks", and are not to be confused with server ticks/tickrate). When this happens the body is purged of an amount of every reagent depending on their metabolism rates. This is the rate at which the chemical disappears from your body. It doesn't matter how many chems you have in your body, as they are all metabolized separately. If you are [[Guide_to_food_and_drinks#Hunger|hungry]] (sluggish), this will happen 20% slower, which makes chemicals have a bigger total effect since they last longer without being weaker per tick. Many mobs are "simplemobs" which means they don't have bloodstreams and can thus not be poisoned, sedated or healed with medicine. Monkeys and most playable humanoids are the exceptions to this.
 
  
==Active Pure Chemicals==
+
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.  
A.K.A. what happens when you eat or splash these. Their metabolism rate is 0.4u per cycle unless said otherwise. Unmentioned dispensable chemicals don't have any effects. Plasma and uranium requires you to grind mineral sheets to acquire.
 
*'''Chlorine''': Causes 1 brute damage per tick to a random body part.
 
*'''Copper''': Can be splashed on metal sheets to create bronze sheets.
 
*{{anchor|Ethanol}}'''Ethanol''': A decent alcoholic "beverage", with a [[Guide_to_food_and_drinks#Drinks|booze power]] of 65. Increases success rate of [[Surgery|surgery]] and flammability when applied externally. Metabolism rate 0.2.
 
*'''Fluorine''': Causes 1 toxin damage per tick.
 
*'''Iron''': Slowly restores blood volume.
 
*'''Lithium''': Causes twitching, drooling, moaning and not being able to walk straight.
 
*'''Mercury''': Causes 1 brain damage per tick, twitching, drooling, moaning and not being able to walk straight.
 
*'''[[Plasma]]''': Causes 3 toxin damage per tick. Creates gas form plasma when spilled or heated to 323.15K (50°C). Not to be confused with Stable Plasma, which does nothing.
 
*'''Radium''': Slowly causes irradiation (2 per tick). Creates glowing green goo on floor if more than 3u is spilled.
 
*'''Sugar''': Gives nutrition. Causes hyperglycemic shock if overdosed (200u). Metabolism rate 0.8.
 
*'''Sulphuric Acid''': Causes 1 toxin damage and some instant brute damage to one body part when ingested, and slightly more brute damage when ''injected''. Destroys head-wear and causes burn damage when sprayed or splashed on someone. Counts as a [[#Toxins|toxin]].
 
*'''Uranium''': Causes slight (1 per tick) irradiation. Creates glowing green goo on floor if more than 3u is spilled.
 
*'''Welding Fuel''': Causes 1 toxin damage per tick. Makes people flammable if splashed on.
 
  
== Components ==
+
=== Buffer reagents ===
These are very basic chemicals that you'll use in a lot of other more complicated chems. They can still be toxic, though.<br>
 
  
Hover a chemical component to see tooltips. On Firefox-based browsers the tooltips might block clickable links. If you find an incorrect recipe then drop a comment in the [https://tgstation13.org/phpBB/viewforum.php?f=60 discord] wiki-general .  
+
[[#Acidic_Buffer|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.  
  
{| class="wikitable sortable" style="width:100%; text-align:left; border: 3px solid #FFDD66; cellspacing=0; cellpadding=2; background-color:white;"
+
=== Chemical analyzer ===
! scope="col" style='width:150px; background-color:#FFDD66;'|Name
 
! scope="col" class="unsortable" style='width:150px; background-color:#FFDD66;'|Formula
 
! scope="col" class="unsortable" style='background-color:#FFDD66;'|Description
 
|-
 
!style='background-color:#FFEE88;'|{{anchor|Ash}}Ash <span style="color:#515151;background-color:white">▮</span>
 
|{{RecursiveChem/Ash}}
 
|Ingredient in [[#Lye|Lye]], [[#Multiver|Multiver]] and [[#Plastic Sheets|Plastic Sheets]]. Can also be aquired by lighting a piece of paper on fire and scooping up the resulting ashes with a beaker. 30u per paper.
 
|-
 
!style='background-color:#FFEE88;'|{{anchor|Oil}}Oil <span style="color:#2D2D2D;background-color:white">▮</span>
 
|{{RecursiveChem/Oil}}
 
|Can be heated into [[#Ash|Ash]]. Also ingredient in [[#Phenol|Phenol]], [[#Acetone|Acetone]], [[#Convermol|Convermol]], [[#Ephedrine|Ephedrine]], [[#Diphenhydramine|Diphenhydramine]], [[#Miner's Salve|Miner's Salve]], [[#Haloperidol|Haloperidol]], [[#Napalm|Napalm]], [[#Plastic Sheets|Plastic Sheets]], [[#Spray Tan|Spray Tan]] and [[#Cyanide|Cyanide]]. Can be scooped up from destroyed cyborgs and such. Flammable.
 
|-
 
!style='background-color:#FFEE88;'|{{anchor|Acetone}}Acetone <span style="color:#AF14B7;background-color:white">▮</span>
 
|{{RecursiveChem/Acetone}}
 
|Ingredient in [[#Cryoxadone|Cryoxadone]], [[#Atropine|Atropine]], [[#Mutadone|Mutadone]], [[#Epinephrine|Epinephrine]], [[#Probital|Probital]], [[#Tirimol|Tirimol]] [[#Granibitaluri|Granibitaluri]], [[#Smart Foaming Agent|Smart Foaming Agent]], [[#Sulfonal|Sulfonal]], [[#Modafinil|Modafinil]], [[#Acetaldehyde|Acetaldehyde]], [[#Acetone_Oxide|Acetone Oxide]] and [[#Neurine|Neurine]].
 
|-
 
!style='background-color:#FFEE88;'|{{anchor|Diethylamine}}Diethylamine <span style="color:#604030;background-color:white">▮</span>
 
|{{RecursiveChem/Diethylamine}}
 
|A very potent fertilizer. When used on a growing plant, it adds 2u of nutrient, increases yield more than [[#Ammonia|Ammonia]], heals the plant AND kills pests. Also ingredient in [[#Atropine|Atropine]], [[#Ephedrine|Ephedrine]], [[#Diphenhydramine|Diphenhydramine]], [[#Epinephrine|Epinephrine]], [[#Modafinil|Modafinil]], [[#Meth Explosion|Meth Explosion]] and [[#Lipolicide|Lipolicide]].
 
|-
 
!style='background-color:#FFEE88;'|{{anchor|Phenol}}Phenol <span style="color:#E7EA91;background-color:white">▮</span>
 
|{{RecursiveChem/Phenol}}
 
|Ingredient in [[#Salicylic Acid|Salicylic Acid]], [[#Oxandrolone|Oxandrolone]], [[#Atropine|Atropine]], [[#Epinephrine|Epinephrine]], [[#Libital|Libital]], [[#Granibitaluri|Granibitaluri]], [[#Higadrite|Higadrite]] and [[#Modafinil|Modafinil]].
 
|-
 
!style='background-color:#FFEE88;'|{{anchor|Ammonia}}Ammonia <span style="color:#404030;background-color:white">▮</span>
 
|{{RecursiveChem/Ammonia}}
 
|An effective fertilizer. Adds adds 1u of nutrient, heals plants and increases yield, though it isn't as powerful as [[#Diethylamine|Diethylamine]]. Ingredient in [[#Diethylamine|Diethylamine]], [[#Aiuri|Aiuri]], [[#Salbutamol|Salbutamol]], [[#Pentetic Acid|Pentetic Acid]], [[#Crank|Crank]], [[#Modafinil|Modafinil]], [[#Nitrous Oxide|Nitrous Oxide]], [[#Space Cleaner|Space Cleaner]], [[#Cyanide|Cyanide]], [[#Itching Powder|Itching Powder]] and [[#Weed Killer|Weed Killer]]. (Results in 3 units instead of 4)
 
|-
 
!style='background-color:#FFEE88;'|{{anchor|Saltpetre}}Saltpetre <span style="color:#60A584;background-color:white">▮</span>
 
|{{RecursiveChem/Saltpetre}}
 
|Works as a fertilizer. Heals your plant, increases potency and decreases production time. Doesn't add nutrient. Ingredient in [[#Bath Salts|Bath Salts]] and [[#Gunpowder|Gunpowder]]. (Results in 3 units instead of 5)
 
|-
 
!style='background-color:#FFEE88;'|{{anchor|Sodium Chloride}}Sodium Chloride <span style="color:#FFFFFF;background-color:white">▮</span>
 
|{{RecursiveChem/Sodium Chloride}}
 
|Commonly known as table salt, Sodium Chloride is often used to season food.<br>
 
Exotic uses include messing with [[Revenant|Revenants]] - they can't jaunt through salt piles.
 
|-
 
!style='background-color:#FFEE88;'|{{anchor|Lye}}Lye <span style="color:#C8A5DC;background-color:white">▮</span>
 
|{{RecursiveChem/Lye}}
 
|Ingredient in [[#Soap|Soap]].
 
|-
 
!style='background-color:#FFEE88;'|Lye (Alternate Recipe) <span style="color:#FFFFD6;background-color:white">▮</span>
 
|{{RecursiveChem/Lye_Alt}}
 
|Ingredient in [[#Soap|Soap]]. (Results in 2 units instead of 3)
 
|-
 
!style='background-color:#FFEE88;'|{{anchor|Hydrogen Peroxide}}Hydrogen Peroxide <span style="color:#FFFFD6;background-color:white">▮</span>
 
|{{RecursiveChem/Hydrogen Peroxide}}
 
|Burns people on touch.
 
|-
 
!style='background-color:#FFEE88;'|{{anchor|Pentaerythritol}}Pentaerythritol <span style="color:#FFFFD6;background-color:white">▮</span>
 
|{{RecursiveChem/Pentaerythritol}}
 
|Results in 2 units instead of 5.
 
|-
 
!style='background-color:#FFEE88;'|{{anchor|Acetaldehyde}}Acetaldehyde <span style="color:#FFFFD6;background-color:white">▮</span>
 
|{{RecursiveChem/Acetaldehyde}}
 
|
 
|-
 
!style='background-color:#FFEE88;'|{{anchor|Acetone Oxide}}Acetone Oxide <span style="color:#FFFFD6;background-color:white">▮</span>
 
|{{RecursiveChem/Acetone Oxide}}
 
|Burns people badly on touch. (Results in 2 units instead of 4)
 
|-
 
!style='background-color:#FFEE88;'|{{anchor|Wittel}}Wittel <span style="color:#FFFFD6;background-color:white">▮</span>
 
|{{RecursiveChem/Geyser}}
 
|A lavaland geyser has a 1 in 27 chance to produce Wittel. Does nothing, but can be used to make Metalgen and Gravitum.
 
|-
 
|}
 
  
== Medicines{{anchor|Medicines}} ==
+
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.
"''And that's how I lost my medical license!''" Don't be this guy. Make these. Lots of these.
 
  
Some medicines have special suffixes to specify which damage types they are meant to treat:<br>
+
===Plumbing===
 +
On some maps the [[Chemist|chemists]] have access to a large empty area with plumbing tools. The available chemicals those can synthesize should be the same as with an unupgraded [[#Chemistry_Dispensers|chem dispenser]], but the workflow is more like a production line chem factory instead of instant dispensing. See the [[Guide_to_plumbing|Guide to plumbing]] to learn more about this system. You may still have access to the pharmacy though, which has chem dispensers.
  
*Brute = -ibital
+
==Metabolism==
*Burn  = -uri
+
When a reagent enters a bloodstream it will start to "tick"(aka "cycle") about every 2 seconds. These are called "life ticks", and are not to be confused with server ticks/tickrate. When this happens the bloodstream is purged of an amount of every reagent usually equal to their listed metabolism rates. This is the rate at which the chemical disappears from your body. It doesn't matter how many chems you have in your body, as they are all metabolised separately. If you are [[Guide_to_food#Hunger|hungry]] (sluggish), this will happen 20% slower, which makes chemicals have a bigger total effect since they last longer without being weaker per tick. Many mobs are "simplemobs" which means they don't have bloodstreams and thus cannot be poisoned, sedated or healed with medicine. Monkeys and most playable humanoids are the exceptions to this.
*Oxy  = -mol
 
*Tox  = iver
 
*Organ = -rite
 
<br>
 
  
Many reagents can also be overdosed and/or cause addiction, leading to a negative outcome. Be sure to monitor how many units someone is injected with. If an overdose occurs, the negative effects will keep being applied every tick until that chemical is completely out of the system. If an addiction occurs, the negative effects will only start occuring some time ''after'' the chemical is out of the system, and can be negated by keeping taking it. You can usually only remove an addiction by waiting it out.  
+
==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 [[Guide_to_drinks|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 [[Mood|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.  
  
See [[guide to medicine|Guide to Medicine]] for more information on what to use and when.
+
'''Addiction categories:'''
 +
===Stimulants===
  
===Medicine Changes===
+
Stimulant withdrawal makes you slow in a number of ways.
Returning chemists may notice several changes (mostly made mid 2019) in the list of medicines. The easily available medicines (including brute and burn patches) are getting severely nerfed or replaced by inferior versions with downsides. This is part of an ongoing major overhaul (as per Aug 2019). The intension is (amongst other things) to add more interesting choices to the /tg/station medical system than to (in most cases) simply apply a roundstart available patch or pill and the patient is fixed. Instead [[Surgery#Tend_Wounds|surgery]] has been made much easier. <br>
 
  
During development many more changes may follow. <br>
+
*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.
  
To prevent confusion amongst returning players some old recipes/names removed from /tg/ are still be visible in the [[#Removed_Medicines|Removed Medicines]] section. This is also a small service to servers using old /tg/code, which is still widely used.
+
===Opiods===
  
===Core Healing Medicines===
+
The main symptom of opiod withdrawal is nausea.  
These healing drugs may be considered to be cheap or commonly available "core" drugs, used to heal common ailments. Some of them should not be used repeatedly on the same patient, as they may have dangerous side effects. Consider using [[Surgery#Tend_Wounds|Tend Wounds surgery]] if satisfactory medicines aren't available. These are also known as ''"Category 2 Cobbychems". ''
 
  
{| class="wikitable sortable" style="width:100%; text-align:left; border: 3px solid #FFDD66; cellspacing=0; cellpadding=2; background-color:white;"
+
*At the first stage you get craving messages about feels aches in your body, chills and needing opioids. You start yawning intermittently.
! scope="col" style='width:150px; background-color:#FFDD66;'|Name
+
*At the second stage your high blood pressure will increase rate of blood loss from any open wounds.
! scope="col" class="unsortable" style='width:150px; background-color:#FFDD66;'|Recipe
+
*At the third stage you will get hit by waves of nausea and vomiting.
! scope="col" style='background-color:#FFDD66;'|Treatment for
 
! scope="col" class="unsortable" style='background-color:#FFDD66;'|Description
 
! scope="col" class="unsortable" style='background-color:#FFDD66;'|Metabolism Rate
 
! scope="col" style='background-color:#FFDD66;'|Overdose Threshold
 
|-
 
!style='background-color:#FFEE88;'|{{anchor|Libital}}Libital<span style="color:#ECEC8D;background-color:white">▮</span>
 
|{{RecursiveChem/Libital}}
 
|Brute
 
|Medicine for treating brute damage. Each tick heals 3 brute and causes 0.3 [[Guide_to_medicine#Organ_table|liver]] damage.
 
|0.2 units per tick
 
|N/A
 
|-
 
!style='background-color:#FFEE88;'|{{anchor|Helbital}}Helbital<span style="color:#9400D3;background-color:white">▮</span>
 
|{{RecursiveChem/Helbital}}
 
|Brute
 
|Heals brute faster the more base damage you have. No side effects if in hardcrit.<br>
 
* If not in crit: Heals (dmg/50) brute and deals 2 suffocation.
 
* If in softcrit: Heals (dmg/47) brute and deals 1 suffocation.
 
* If in hardcrit: Heals (dmg/45) brute and has no side effects. 0.0001% chance to make you play a game of rock-paper-scissors against the reaper for your life, potentially dusting you or healing you to full.
 
Overdose applies a semi-blinding curse.
 
|0.2 units per tick
 
|35 Units
 
|-
 
!style='background-color:#FFEE88;'|{{anchor|Trophazole}}{{anchor|Probital}}Probital<span style="color:#FFFF6B;background-color:white">▮</span>
 
|{{RecursiveChem/Probital}}
 
|Brute
 
|Heals 2.25 brute per tick but also deals (decreasing) stamina damage. If ingested by mouth it also creates a special  [[#Mitogen_Metabolism_Factor|enzyme]] in your system (1.25u per 5u ingested), which turns any [[Guide_to_food_and_drinks#Food|food]] you eat into [[Guide_to_food_and_drinks#Peptides|healing peptides]]. These peptides heal an additional 3 brute and 1 burn with a 50% chance every tick.  
 
Overdose deals 3 stamina AND:
 
* If stamina dmg over 80: Causes [[Status_Effects#Drowsiness|drowsiness]].  
 
* If stamina dmg over 100: Removes 100 stamina damage and puts you to [[Status_Effects#Sleep|sleep]] for 10 seconds.
 
Was originally named '''Trophazole'''.
 
|0.2 units per tick
 
|20 Units
 
|-
 
!style='background-color:#FFEE88;'|{{anchor|Aiuri}}Aiuri<span style="color:#8C93FF;background-color:white">▮</span>
 
|{{RecursiveChem/Aiuri}}
 
|Burn
 
|Medicine for treating burn damage. Each tick heals 2 burn and causes 0.25 [[Guide_to_medicine#Organ_table|eye]] damage.
 
|0.2 units per tick
 
|N/A
 
|-
 
!style='background-color:#FFEE88;'|{{anchor|Lenturi}}Lenturi<span style="color:#6171FF;background-color:white">▮</span>
 
|{{RecursiveChem/Lenturi}}
 
|Burn
 
|Used to treat burns but slows you down and hurts stomach while it's in your system. Each tick heals 3 burn and deals 0.4 [[Guide_to_medicine#Organ_table|stomach]] damage.
 
|0.2 units per tick
 
|N/A
 
|-
 
!style='background-color:#FFEE88;'|{{anchor|Rhigoxane}}{{anchor|Hercuri}}Hercuri<span style="color:#F7FFA5;background-color:white">▮</span>
 
|{{RecursiveChem/Hercuri}}
 
|Burn
 
|Heals burn damage and can cool you to unsafe levels. If applied with [[#Vapor|vapor]] such as with a [[General_items#Space_Cleaner|spray bottle]] [[File:Cleaner.png]] it also removes some firestacks (extinguishes you).
 
* If burn is over 50: Heals 2 burn.
 
* If burn is under 50: Heals 1.25 burn.
 
Overdose cools you down even more. Was originally named  '''Rhigoxane'''.
 
|0.2 units per tick
 
|25 Units
 
|-
 
!style='background-color:#FFEE88;'|{{anchor|Granibitaluri}}Granibitaluri<span style="color:#E0E0E0;background-color:white">▮</span>
 
|{{RecursiveChem/Granibitaluri}}
 
|Brute then Burn
 
|Heals a small amount of brute and burn each cycle. The maximum healing you can get is 0.5 per cycle, and this decreases by 0.1 for every 10 combined brute and burn you have. At 50 or more combined damage, it heals nothing. Overdose deals 0.2 liver and toxin damage.
 
|0.2 units per tick
 
|50 Units
 
|-
 
!style='background-color:#FFEE88;'|{{anchor|Synthflesh}}{{anchor|Instabitaluri}}Synthflesh (Instabitaluri)<span style="color:#FFEBEB;background-color:white">▮</span>
 
|{{RecursiveChem/Synthflesh}}
 
|Brute, burn
 
|Instantly heals 1.25 brute and burn damage per unit of the chemical applied, but also instantly deals toxin damage equal to 66% of brute and burn damage healed. Can be used to prepare corpses for [[Guide_to_medicine#Death|defibrillation]] (needs under 180 brute and burn). <br>[[#Touch|Touch]] and [[#Smoke|smoke]] application only. If a husked corpse has at least 100u and under 50 burn damage it will be unhusked.
 
|0.2 units per tick
 
|N/A
 
|-
 
!style='background-color:#FFEE88;'|{{anchor|Multiver}}Multiver<span style="color:#000000;background-color:white">▮</span>
 
|{{RecursiveChem/Multiver}}
 
|Toxin
 
|A chem purger that purges chems (0.5u times meds for toxins and drinks, 0.1u otherwise) and heals toxin damage (0.2 times meds) faster the more unique [[#Medicines|medicines]] there are in the body. Also causes (1.5/"unique medicines") [[Guide_to_medicine#Organ_table|lung]] damage each tick. Having 5+ unique meds (4+multiver) will make it not purge medicines.
 
|0.2 units per tick
 
|N/A
 
|-
 
!style='background-color:#FFEE88;'|{{anchor|Seiver}}Seiver<span style="color:#000000;background-color:white">▮</span>
 
|{{RecursiveChem/Seiver}}
 
|Radiation or Toxin
 
|Heals radiation or toxin depending on the temperature of the chem when it's in the body. If the chem is cold it heals up to 45 radiation (plus bonus 10-25% of current rads if very cold). If the chem is hot it heals toxin damage (the hotter the faster). Deals a scaling amount of [[Guide_to_medicine#Organ_table|heart]] damage based on rads and toxin healed.
 
|0.2 units per tick
 
|N/A
 
|-
 
!style='background-color:#FFEE88;'|{{anchor|Syriniver}}{{anchor|Thializid}}Syriniver<span style="color:#8CDF24;background-color:white">▮</span>
 
|{{RecursiveChem/Syriniver}}
 
|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 pretty fast. <br>
 
<div class="toccolours mw-collapsible mw-collapsed">
 
Click expand for long description.
 
<div class="mw-collapsible-content">
 
When [[#Inject|injected]] (syringe or IV-drip), the following happens:
 
* Instantly heals toxin damage equal to 1.5x the injected amount, up to 3 toxin. A minimum of 0.6u must be injected for any effect.  
 
* Transforms up to 80% of the drug into the much safer [[#Musiver|Musiver]], depending on how healthy your liver is. The more damaged liver the patient has, the lower amount will be turned into [[#Musiver|Musiver]]. You get the max transformation rate as long as your [[Guide_to_medicine#Organ_table|liver]] has more than 80 hp.  
 
  
Each tick heals 1 point of toxin damage, purges 0.4u reagents and deals 0.8 points of liver damage. This works even if the chem was taken with other methods than [[#Inject|injection]]. Should ideally be diluted for safety and used in an intravenous medicine bag or beaker attached to an IV (injects 5u at a time):
+
===Alcohol===
* Injecting a 40% solution of syriniver with an IV will heal about 5 toxin per cycle (plus 1+1 passive healing from syriniver + [[#Musiver|Musiver]]), but is unsafe since it makes [[#Musiver|Musiver]] overdose very likely. Having more than 40% will not heal faster.
 
* Injecting a 20% solution with an IV is pretty safe and will heal about 3 toxin per cycle (plus 1+1 passive healing from syriniver + [[#Musiver|Musiver]]).
 
  
If overdosed causes muscle weakness, high liver damage and [[Status_Effects#Disgust|disgust]]. Was originally named '''Thializid'''.
+
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.
</div>
 
</div>
 
|0.3 units per tick
 
|6 Units
 
|-
 
!style='background-color:#FFEE88;'|{{anchor|Tirimol}}Tirimol<span style="color:#FF6464;background-color:white">▮</span>
 
|{{RecursiveChem/Tirimol}}
 
|Suffocation
 
|Emergency oxygen deprivation medication that causes fatigue and can make you fall asleep. Heals 3 suffocation and deals 2 stamina damage per tick. Causes [[Status_Effects#Drowsiness|drowsiness]] after 15 seconds, and then every 45 seconds. If it was in your system longer than 20 cycles, you will fall asleep for 10 seconds when it's out.
 
|0.2 units per tick
 
|N/A
 
|-
 
!style='background-color:#FFEE88;'|{{anchor|Convermol}}Convermol<span style="color:#FF6464;background-color:white">▮</span>
 
|{{RecursiveChem/Convermol}}
 
|Suffocation
 
|Quickly converts suffocation damage into toxin damage, with a 5:1 ratio. Each tick will heal suffocation damage equal to 2.5 times current cycle and deal toxin damage equal to 0.2 of suffocation healed. Will always deal at least 0.5 toxin damage, even without suffocation healed. Overdose causes toxin damage as if you always healed max suffocation, and quickly purges the chem.
 
|0.2 units per tick
 
|35 Units
 
|-
 
|}
 
  
===Superior Healing Medicines===
+
*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.
These healing drugs are harder to make than the core healing medicines, however they often heal faster and with fewer side effects (if any).  
+
*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|neurine]] or [[#Sodium_Thiopental|sodium thiopental]].  
  
{| class="wikitable sortable" style="width:100%; text-align:left; border: 3px solid #FFDD66; cellspacing=0; cellpadding=2; background-color:white;"
+
===Hallucinogens===
! scope="col" style='width:150px; background-color:#FFDD66;'|Name
 
! scope="col" class="unsortable" style='width:150px; background-color:#FFDD66;'|Recipe
 
! scope="col" style='background-color:#FFDD66;'|Treatment for
 
! scope="col" class="unsortable" style='background-color:#FFDD66;'|Description
 
! scope="col" class="unsortable" style='background-color:#FFDD66;'|Metabolism Rate
 
! scope="col" style='background-color:#FFDD66;'|Overdose Threshold
 
|-
 
!style='background-color:#FFEE88;'|{{anchor|Salicylic Acid}}{{anchor|Salicyclic Acid}}Salicylic Acid<span style="color:#D2D2D2;background-color:white">▮</span>
 
|{{RecursiveChem/Salicyclic Acid}}
 
|Brute
 
|If you have more than 25 brute damage, heals 4 brute. If you have equal to or less than 25 brute damage, heals 0.5. Overdosing will deal more brute damage.
 
|0.2 units per tick
 
|25 Units
 
|-
 
!style='background-color:#FFEE88;'|{{anchor|Oxandrolone}}Oxandrolone<span style="color:#1E8BFF;background-color:white">▮</span>
 
|{{RecursiveChem/Oxandrolone}}
 
|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
 
|-
 
!style='background-color:#FFEE88;'|{{anchor|Salbutamol}}Salbutamol<span style="color:#00FFFF;background-color:white">▮</span>
 
|{{RecursiveChem/Salbutamol}}
 
|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
 
|-
 
!style='background-color:#FFEE88;'|{{anchor|Regenerative Jelly}}Regenerative Jelly<span style="color:#CC23FF;background-color:white">▮</span>
 
|{{RecursiveChem/Regenerative Jelly}}
 
|All four basic types
 
|Heals 1.5 of each of the four basic damage types without the risk of overdose or damaging [[Guide_to_races#Jellypeople|jellypeople]].
 
|0.4 units per tick
 
|N/A
 
|-
 
!style='background-color:#FFEE88;'|{{anchor|Pentetic Acid}}Pentetic Acid<span style="color:#E6FFF0;background-color:white">▮</span>
 
|{{RecursiveChem/Pentetic Acid}}
 
|Radiation, toxin
 
|Reduces high levels of radiation and heals 2 toxin damage per tick while purging 2u of other chemicals from the body.
 
|0.2 units per tick
 
|N/A
 
|-
 
!style='background-color:#FFEE88;'|{{anchor|Atropine}}Atropine<span style="color:#1D3535;background-color:white">▮</span>
 
|{{RecursiveChem/Atropine}}
 
|Brute, burn and suffocation
 
|If patient's health is critical it will heal brute/burn/toxin (2 / tick) and oxyloss (5 / tick) damage, as well as stop any further oxyloss. It also causes [[Status_Effects#Jitteriness|jitteriness]] and [[Status_Effects#Dizziness|dizziness]], which will shake the screen. Good for quickly getting critical patients back on their feet, but bad for combat because of the screenshake.<br>If overdosed it will deal toxin damage and cause extra [[Status_Effects#Jitteriness|jitteriness]] and [[Status_Effects#Dizziness|dizziness]].
 
|0.1 units per tick
 
|35 Units
 
|-
 
!style='background-color:#FFEE88;'|{{anchor|Calomel}}Calomel<span style="color:#19C832;background-color:white">▮</span>
 
|{{RecursiveChem/Calomel}}
 
|Purge
 
|Quickly purges the body of all chemicals (2.5u per tick). If your health is above 20, 2.5 toxin damage is dealt.
 
|0.2 units per tick
 
|N/A
 
|-
 
!style='background-color:#FFEE88;'|{{anchor|Cryoxadone}}Cryoxadone<span style="color:#0000C8;background-color:white">▮</span>
 
|{{RecursiveChem/Cryoxadone}}
 
|All four basic types and cellular
 
|Required for the proper function of cryogenics. It heals all types of damage swiftly, but only when in a very cold environment. It heals [[Guide_to_medicine#Suffocation|suffocation]] 3x as fast as most other damage types. Is more effective the colder the person is. If used in unupgraded [[Guide_to_medicine#Cryogenics_Tube|cryo tubes]] every cycle will typically heal above 6 suffocation, 2 brute, 2 burn, 2 toxin and 2 cellular damage. Works on [[Guide_to_races#Jelly_and_Slime_Mutants|slimepeople]], despite being cold.
 
|0.4 units per tick
 
|N/A
 
|-
 
!style='background-color:#FFEE88;'|{{anchor|Pyroxadone}}Pyroxadone<span style="color:#f7832a;background-color:white">▮</span>
 
|{{RecursiveChem/Pyroxadone}}
 
|All four basic types and cellular
 
|Inverse [[#Cryoxadone|Cryoxadone]] that heals faster the hotter the patient is. For max efficiency you need to be ''over'' 460°K and on fire. In optimal conditions every cycle will heal 15 burn ''before'' the damage taken from being on fire, which is usually faster than the fire hurts you (unless too hot). It will then also heal 10 brute, 10 toxin, 20 oxyloss and 10 cellular. Works on [[Guide_to_races#Jelly_and_Slime_Mutants|slimepeople]].
 
|0.4 units per tick
 
|N/A
 
|-
 
!style='background-color:#FFEE88;'|{{anchor|Clonexadone}}Clonexadone<span style="color:#3D3DC6;background-color:white">▮</span>
 
|{{RecursiveChem/Clonexadone}}
 
|Cellular
 
|Quickly heals (cellular) damage, but only when in a cold environment. The colder the faster heal. Heals about 5 cellular per tick if used in unupgraded [[Guide_to_medicine#Cryogenics_Tube|cryo tubes]].
 
|0.6 units per tick
 
|N/A
 
|-
 
!style='background-color:#FFEE88;'|{{anchor|Rezadone}}Rezadone<span style="color:#669900;background-color:white">▮</span>
 
|{{RecursiveChem/Rezadone}}
 
|Cellular
 
|Instantly heals all cellular damage while also healing 1 brute and burn damage per tick. If a husked corpse is treated with at least 5u and has under 50 burn damage it will be unhusked.  If overdosed deals 1 toxin damage per tick and makes you [[Status_Effects#Dizziness|dizzy]] and [[Status_Effects#Jitteriness|jittery]]. Very good for treating cellular damage on the spot.
 
|0.4 units per tick
 
|30 Units
 
|-
 
|}
 
  
===Unique Healing Medicines===
+
*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.
These healing drugs perform niche functions that help against less common ailments.
+
*At the second stage you get visual disturbances.
 +
*At the third stage you enter a [[Traitor_items#Hypnotic_Flash|hypnotic trance]].  
  
{| class="wikitable sortable" style="width:100%; text-align:left; border: 3px solid #FFDD66; cellspacing=0; cellpadding=2; background-color:white;"
+
===Maintenance Drugs===
! scope="col" style='width:150px; background-color:#FFDD66;'|Name
 
! scope="col" class="unsortable" style='width:150px; background-color:#FFDD66;'|Recipe
 
! scope="col" style='background-color:#FFDD66;'|Treatment for
 
! scope="col" class="unsortable" style='background-color:#FFDD66;'|Description
 
! scope="col" class="unsortable" style='background-color:#FFDD66;'|Metabolism Rate
 
! scope="col" style='background-color:#FFDD66;'|Overdose Threshold
 
! scope="col" style='background-color:#FFDD66;'|Addiction Threshold
 
|-
 
!style='background-color:#FFEE88;'|{{anchor|Mutadone}}Mutadone<span style="color:#5096C8;background-color:white">▮</span>
 
|{{RecursiveChem/Mutadone}}
 
|Mutations
 
|Instantly removes your genetic mutations. Hulks hate it!
 
|0.4 units per tick
 
|N/A
 
|N/A
 
|-
 
!style='background-color:#FFEE88;'|{{anchor|Mannitol}}Mannitol<span style="color:#A0A0A0;background-color:white">▮</span>
 
|{{RecursiveChem/Mannitol}}
 
|Brain
 
|Heals 2 brain damage per tick. Does not heal [[Guide_to_Traumas#Mild|traumas]]. Can be poured directly on brains to heal 2 damage per unit (minimum 10 units).
 
|0.4 units per tick
 
|N/A
 
|N/A
 
|-
 
!style='background-color:#FFEE88;'|{{anchor|Neurine}}Neurine<span style="color:#C0C0C0;background-color:white">▮</span>
 
|{{RecursiveChem/Neurine}}
 
|Minor brain traumas
 
|Reacts with neural tissue, helping reform damaged connections. Chance every tick to cure [[Guide_to_Traumas#Basic_Traumas_Without_Prefix|basic traumas]]. More [[Guide_to_Traumas#Severe_Prefix|severe]] traumas usually require [[surgery]]. Quickly purges [[Guide_to_food_and_drinks#Neurotoxin |Neurotoxin]].
 
|0.4 units per tick
 
|N/A
 
|N/A
 
|-
 
!style='background-color:#FFEE88;'|{{anchor|Potassium Iodide}}Potassium Iodide<span style="color:#BAA15D;background-color:white">▮</span>
 
|{{RecursiveChem/Potassium Iodide}}
 
|Radiation
 
|Reduces low radiation damage very effectively.
 
|0.8 units per tick
 
|N/A
 
|N/A
 
|-
 
!style='background-color:#FFEE88;'|{{anchor|Saline-Glucose Solution}}Saline-Glucose Solution<span style="color:#DCDCDC;background-color:white">▮</span>
 
|{{RecursiveChem/Saline-Glucose Solution}}
 
|Brute, burn, blood loss
 
|Has a 33% chance per metabolism cycle to heal 0.5 brute and burn damage. Can be used as a temporary substitute for blood if hooked up via IV drip. If overdosed, it will have a 33% chance to deal brute and burn damage and a small chance to become 1u salt or sugar each metabolism cycle.
 
|0.2 units per tick
 
|60u
 
|N/A
 
|-
 
!style='background-color:#FFEE88;'|{{anchor|Ephedrine}}Ephedrine<span style="color:#D2FFFA;background-color:white">▮</span>
 
|{{RecursiveChem/Ephedrine}}
 
|Stun
 
|Reduces stun times by typically around 30% (depends), increases run speed, regenerates 1 stamina per tick and causes 20% chance to drop held items. <br>If overdosed it will deal toxin damage with a 2% chance to cause a heart attack. If addicted it will deal toxin damage, cause breathing problems, cause increasingly frequent seizures and long term [[Status_Effects#Jitteriness|jitteriness]]. Also reduces [[Status_Effects#Knockdown|knockdown]] times from [[Security_items#Stun_Baton|stunbatons]] [[File:StunBaton.gif]] (including [[Makeshift_weapons#Stunprod|stunprods]] [[File:Stunprod.png]]) by 90%.
 
|0.2 units per tick
 
|30 Units
 
|25 Units
 
|-
 
!style='background-color:#FFEE88;'|{{anchor|Diphenhydramine}}Diphenhydramine<span style="color:#64FFE6;background-color:white">▮</span>
 
|{{RecursiveChem/Diphenhydramine}}
 
|Histamine Overdose
 
|Purges body of lethal [[#Histamine|Histamine]] and reduces [[Status_Effects#Jitteriness|jitteriness]] while causing minor [[Status_Effects#Drowsiness|drowsiness]].
 
|0.2 units per tick
 
|N/A
 
|N/A
 
|-
 
!style='background-color:#FFEE88;'|{{anchor|Oculine}}Oculine<span style="color:#404040;background-color:white">▮</span>
 
|{{RecursiveChem/Oculine}}
 
|Eye
 
|Quickly heals eye damage and has 20% chance per tick to reverts blindness. Does not work against [[Guide_to_genetics#Mutations_and_Their_Consequences|genetic]] blindness, which needs [[#Mutadone|Mutadone]]. For blindness caused by brain damage you will need [[Surgery#Brain_Surgery|surgery]] or [[Disease#Symptoms_Table|other means]].
 
|0.1 units per tick
 
|N/A
 
|N/A
 
|-
 
!style='background-color:#FFEE88;'|{{anchor|Inacusiate}}Inacusiate<span style="color:#606060;background-color:white">▮</span>
 
|{{RecursiveChem/Inacusiate}}
 
|Ear
 
|Instantly removes all ear damage. Does not work against [[Guide_to_genetics#Mutations_and_Their_Consequences|genetic]] deafness, which needs [[#Mutadone|Mutadone]]. (Results in 2 units instead of 3)
 
|0.4 units per tick
 
|N/A
 
|N/A
 
|-
 
!style='background-color:#FFEE88;'|{{anchor|Epinephrine}}Epinephrine<span style="color:#D2FFFA;background-color:white">▮</span>
 
|{{RecursiveChem/Epinephrine}}
 
|Stun + Brute, burn, suffocation and toxin
 
|Prevents oxygen damage from crit state. If the patient is in crit it heals 0.5 oxyloss, toxins, brute, and burn. 20% chance each tick to reduce stun times a bit. Gives a minor stamina regeneration buff.<br> Worse than [[#Atropine|Atropine]] at saving critical patients, but better for mid combat use. If overdosed it will randomly deal light toxin and stamina damage, and some suffocation.
 
|0.1 units per tick
 
|30 Units
 
|N/A
 
|-
 
!style='background-color:#FFEE88;'|{{anchor|Antihol}}Antihol<span style="color:#00B4C8;background-color:white">▮</span>
 
|{{RecursiveChem/Antihol}}
 
|Alcohol
 
|Purges 3u alcoholic drinks from someone's body per tick, as well as eliminating drunkenness, [[Status_Effects#Drowsiness|drowsiness]], slurring, [[Status_Effects#Dizziness|dizziness]] and [[Status_Effects#Confusion|confusion]]. Heals 0.2 toxin per tick.
 
|0.4 units per tick
 
|N/A
 
|N/A
 
|-
 
!style='background-color:#FFEE88;'|{{anchor|Insulin}}Insulin<span style="color:#FFFFF0;background-color:white">▮</span>
 
|Found in NanoMed Plus
 
|Sugar Dependency
 
|Increases sugar depletion.
 
|0.2 units per tick
 
|N/A
 
|N/A
 
|-
 
!style='background-color:#FFEE88;'|{{anchor|Strange Reagent}}Strange Reagent<span style="color:#A0E85E;background-color:white">▮</span>
 
|{{RecursiveChem/Strange Reagent}}
 
|Death
 
|A miracle drug that can bring a dead body back to life. Only works on [[#Ingest|ingestion]]. Amount needed increases depending on how much brute+burn damage the body has (at most 10u at 200 damage). Extra amounts will partly heal [[Guide_to_medicine#Organ_damage|organ damage]] and blood levels on successful revive. The drug doesn't work on corpses with over 200 brute+burn damage or [[Guide_to_medicine#Husk|husks]]. <br>In iving people each tick randomly deals 0-2.5 brute and burn damage. Can revive [[#Metabolism|simplemobs]] as well.
 
|0.5 units per tick
 
|N/A
 
|N/A
 
|-
 
!style='background-color:#FFEE88;'|{{anchor|Synaptizine}}Synaptizine<span style="color:#FF00FF;background-color:white">▮</span>
 
|{{RecursiveChem/Synaptizine}}
 
|Hallucination Decrease
 
|Reduces stun times by typically around 30% (depends). Helps [[Status_Effects#Drowsiness|drowsiness]] and [[Status_Effects#Hallucinations|hallucinations]] go away much faster. Also purges [[#Mindbreaker_Toxin|Mindbreaker Toxin]] at 5u per tick. 30% chance per tick to cause 1 toxin damage.
 
|0.4 units per tick
 
|N/A
 
|N/A
 
|-
 
!style='background-color:#FFEE88;'|{{anchor|Spaceacillin}}Spaceacillin<span style="color:#E1F2E6;background-color:white">▮</span>
 
|{{RecursiveChem/Spaceacillin}}
 
|Infections
 
|An all-purpose antiviral agent. Prevents you from spreading any [[Infections|virus]] in your body. Metabolises very slowly.
 
|0.04 units per tick
 
|N/A
 
|N/A
 
|-
 
!style='background-color:#FFEE88;'|{{anchor|Miner's Salve}}Miner's Salve<span style="color:#6D6374;background-color:white">▮</span>
 
|{{RecursiveChem/Miner's Salve}}
 
|Improvised Patch Healing Chem
 
|Heals 0.25 brute and burn per tick, but prevents you from telling how injured you are. Causes stomach cramps if not applied via touch/patch, which reduces nutrition by 5. If applied with touch/patch it increases [[Surgery|surgery]] success chance by 10%. <br>1u heals roughly 1.5 burn+brute.
 
|0.16 units per tick
 
|N/A
 
|N/A
 
|-
 
!style='background-color:#FFEE88;'|{{anchor|Haloperidol}}Haloperidol<span style="color:#27870a;background-color:white">▮</span>
 
|{{RecursiveChem/Haloperidol}}
 
|Anti-Drug and Light Sedative
 
|Helps fight against the effects of most drugs, while purging them. Reduces [[Status_Effects#Jitteriness|jitteriness]] and [[Status_Effects#Hallucinations|hallucinations]], However each tick also causes [[Status_Effects#Drowsiness|drowsiness]], 2.5 stamina damage and 20% chance for 1 brain damage (up to 50).
 
|0.16 units per tick
 
|N/A
 
|N/A
 
|-
 
!style='background-color:#FFEE88;'|{{anchor|Leporazine}}Leporazine <span style="color:#DB90C6;background-color:white">▮</span>
 
|{{RecursiveChem/Leporazine}}
 
|Body temperature
 
|This keeps a patient's body temperature stable. <s>High doses can allow short periods of unprotected EVA.</s> Not viable for unprotected EVA anymore ever since space brute damage was tripled.
 
|0.4 units per tick
 
|N/A
 
|N/A
 
|-
 
!style='background-color:#FFEE88;'|{{anchor|Higadrite}}Higadrite<span style="color:#F49797;background-color:white">▮</span>
 
|{{RecursiveChem/Higadrite}}
 
|Liver failure
 
|Protects from toxin damage caused by liver failure.
 
|0.4 units per tick
 
|N/A
 
|N/A
 
|-
 
!style='background-color:#FFEE88;'|{{anchor|Psicodine}}Psicodine<span style="color:#F5F5F5;background-color:white">▮</span>
 
|{{RecursiveChem/Psicodine}}
 
|Phobias and Mood
 
|Suppresses phobias and turns bad mood into neutral mood. Also reduces [[Status_Effects#Jitteriness|jitteriness]], [[Status_Effects#Dizziness|dizziness]], [[Status_Effects#Confusion|confusion]] and [[Status_Effects#Disgust|disgust]]. If overdosed it causes [[Status_Effects#Hallucinations|hallucinations]] and 1 toxin damage per tick.
 
|0.1 units per tick
 
|30 units
 
|N/A
 
|-
 
!style='background-color:#FFEE88;'|{{anchor|Energized Jelly}}Energized Jelly<span style="color:#CAFF43;background-color:white">▮</span>
 
|{{RecursiveChem/Energized Jelly}}
 
|Stun
 
|Reduces stun times by around 60% (depends) for [[Guide_to_races#Jellypeople|jellypeople]], while also speeding up [[Guide_to_races#Luminescents|Luminescent's]] cooldowns. Non-jelly lifeforms will just get shocked.
 
|0.4 units per tick
 
|N/A
 
|N/A
 
|-
 
!style='background-color:#FFEE88;'|{{anchor|Penthrite}}Penthrite<span style="color:#CAFF43;background-color:white">▮</span>
 
|{{RecursiveChem/Penthrite}}
 
|Heart
 
|An explosive compound used to stabilize heart conditions. Causes slow stomach damage. (Results in 4 units instead of 6)
 
|0.4 units per tick
 
|N/A
 
|N/A
 
|-
 
|}
 
  
===Non-craftable Medicines===
+
*At the first stage you get craving messages, start growling intermittently and your health indicator will become unreliable.
These healing drugs are used in some situations, but are otherwise uncraftable.
+
*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.
  
{| class="wikitable sortable" style="width:100%; text-align:left; border: 3px solid #FFDD66; cellspacing=0; cellpadding=2; background-color:white;"
+
===Medicines===
! scope="col" style='width:150px; background-color:#FFDD66;'|Name
+
*Stage 1: You become unsure of your own health, are you aching, or is it just the down from the meds?
! scope="col" class="unsortable" style='width:150px; background-color:#FFDD66;'|How to get
+
*Stage 2: You develop a fever.
! scope="col" style='background-color:#FFDD66;'|Treatment for
+
*Stage 3: You organs begin to ache a bit too.
! scope="col" class="unsortable" style='background-color:#FFDD66;'|Description
 
! scope="col" class="unsortable" style='background-color:#FFDD66;'|Metabolism Rate
 
! scope="col" style='background-color:#FFDD66;'|Overdose Threshold
 
! scope="col" style='background-color:#FFDD66;'|Addiction Threshold
 
|-
 
!style='background-color:#FFEE88;'|{{anchor|Changeling Adrenaline}}Changeling Adrenaline<span style="color:#C1151D;background-color:white">▮</span>
 
|[[Changeling|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 [[Status_Effects#Dizziness|dizzy]] and [[Status_Effects#Jitteriness|jittery]]. <br>If overdosed it will deal 1 toxin damage per tick. A changeling using the [[Changeling#Adrenaline_Sacs|Adrenaline Sacs]] ability will inject 4u of this.
 
|0.4 units per tick
 
|30 Units
 
|N/A
 
|-
 
!style='background-color:#FFEE88;'|{{anchor|Changeling Haste}}Changeling Haste<span style="color:#AE151D;background-color:white">▮</span>
 
||[[Changeling|Changelings]]
 
|Speed
 
|Increases your speed to the maximum possible in most cases. A changeling using the [[Changeling#Adrenaline_Sacs|Adrenaline Sacs]] ability will inject 2u of this. Deals 2 toxin damage per tick.
 
|1 unit per tick
 
|N/A
 
|N/A
 
|-
 
!style='background-color:#FFEE88;'|{{anchor|Omnizine}}Omnizine<span style="color:#DCDCDC;background-color:white">▮</span>
 
|{{RecursiveChem/Omnizine}}
 
|Brute, burn, toxin and suffocation
 
|Heals 0.5 of each damage type per tick. If overdosed it will deal 1 damage of each type per tick.
 
|0.1 units per tick
 
|30 Units
 
|N/A
 
|-
 
!style='background-color:#FFEE88;'|{{anchor|Protozine}}Protozine<span style="color:#DCDCDC;background-color:white">▮</span>
 
|{{RecursiveChem/Geyser}}
 
|Brute, burn, toxin and suffocation
 
|Heals 0.2 of each damage type per tick. If overdosed it will deal 1 damage of each type per tick. A cheaper and weaker omnizine, but can be used in Strange Reagent crafting.
 
|0.1 units per tick
 
|30 Units
 
|N/A
 
|-
 
!style='background-color:#FFEE88;'|{{anchor|Godblood}}Godblood<span style="color:#DCDCDC;background-color:white">▮</span>
 
|{{RecursiveChem/Godblood}}
 
|Brute, burn, toxin and suffocation
 
|This is Omnizine with 5 times higher overdose threshold. Just like Omnizine, heals 0.5 of each damage type per tick. If overdosed it will deal 1 damage of each type per tick, but that's not really a concern.
 
|0.1 units per tick
 
|150 Units
 
|N/A
 
|-
 
!style='background-color:#FFEE88;'|{{anchor|Honey}}Honey<span style="color:#A98307;background-color:white">▮</span>
 
|{{RecursiveChem/Honey}}
 
|Brute, burn, toxin and suffocation
 
|55% chance to heal 1 of each damage type per tick. Metabolizes very quickly and adds sugar to your system.
 
|1 unit per tick
 
|N/A
 
|N/A
 
|-
 
!style='background-color:#FFEE88;'|{{anchor|Earthsblood}}Earthsblood<span style="color:#FFAF00;background-color:white">▮</span>
 
|{{RecursiveChem/Earthsblood}}
 
|All damage types
 
|The first 25 cycles, each tick heals 1 brute, 1 burn, 0.5 suffocation, 0.5 toxin, 0.1 cellular and 0.5 stamina while dealing 1 brain damage (up to max 150). Cycle 26 and onwards, each tick heals 5 brute, 5 burn, 3 suffocation, 3 toxin, 1 cellular and 3 stamina while dealing 2 brain damage (up to max 150) and giving you [[Status_Effects#Jitteriness|jitteriness]] and [[Status_Effects#Drugginess|drugginess]] (your character might say some special messages as well!). You will be unable to directly hurt anyone via most means while it's in your body (this effect is similar to that of [[#Pax|Pax]]). Overdosing causes [[Status_Effects#Hallucinations|hallucinations]], deals no damage before cycle 26, a net of 1 toxin damage per tick from cycles 26 to 100 and a net of 3 toxin damage per tick after cycle 100. Overdosing also gives you the [[Guide_to_Traumas#Severe_Prefix|severe]] traumatic non-violence [[Guide_to_Traumas|brain trauma]] ([[Surgery#Brain_Surgery|brain surgery]] level). The trauma does not go away until cured.
 
|0.4 units per tick (static)
 
|25 Units
 
|N/A
 
|-
 
!style='background-color:#FFEE88;'|{{anchor|Silibinin}}Silibinin<span style="color:#FFFFD0;background-color:white">▮</span>
 
|{{RecursiveChem/Silibinin}}
 
|Liver damage
 
|Each tick heals 2 [[Guide_to_medicine#Organ_table|liver]] damage.
 
|0.6 units per tick
 
|N/A
 
|N/A
 
|-
 
!style='background-color:#FFEE88;'|{{anchor|Polypyrylium Oligomers}}Polypyrylium Oligomers<span style="color:#9423FF;background-color:white">▮</span>
 
|{{RecursiveChem/Polypyrylium_Oligomers}}
 
|Lung damage
 
|A purple mixture of short polyelectrolyte chains not easily synthesized in the laboratory. Each tick heals 0.25 [[Guide_to_medicine#Organ_table|lung]] damage and 0.35 brute. Stops bleeding (over time). Will color hair and beard purple from [[#Touch|touch]] or [[#Vapor|vapor]].
 
|0.1 units per tick
 
|50 Units
 
|N/A
 
|-
 
!style='background-color:#FFEE88;'|{{anchor|Lavaland Extract}}Lavaland Extract<span style="color:#6B372E;background-color:white">▮</span>
 
|Survival medipens
 
|Brute, burn
 
|Very quickly heals damaged bodyparts. Survival medipens come with 2u of this, and also have several other chemicals. If overdosed it will deal 3 brute, burn and toxin damage per tick. Has very low overdose threshold.
 
|0.4 units per tick
 
|3 Units
 
|N/A
 
|-
 
!style='background-color:#FFEE88;'|{{anchor|Mitogen_Metabolism_Factor}}Mitogen Metabolism Factor<span style="color:#FFBE00;background-color:white">▮</span>
 
|Eating [[#Probital|Probital]]
 
|Brute
 
|If this enzyme exists as a catalyst in your body (at least 0.5u), any [[Guide_to_food_and_drinks#Food|food]] you eat turns into [[Guide_to_food_and_drinks#Peptides|healing peptides]], which heal brute and some burn. If overdosed the metabolism changes to 2 units per tick and makes you vomit.
 
|0.025 units per tick
 
|10 Units
 
|N/A
 
|-
 
!style='background-color:#FFEE88;'|{{anchor|Oxalizid}}{{anchor|Musiver}}Musiver<span style="color:#DFD54E;background-color:white">▮</span>
 
|Injecting [[#Syriniver|Syriniver]]
 
|Toxin
 
|Heals 1 toxin per tick while purging 0.2u reagents and dealing 0.1 liver damage (1/8 as much as liver damage as [[#Syriniver|Syriniver]]). If overdosed causes muscle weakness, high liver damage and [[Status_Effects#Disgust|disgust]].
 
|0.1 units per tick
 
|25u
 
|N/A
 
|-
 
!style='background-color:#FFEE88;'|{{anchor|Muscle Stimulant}}Muscle Stimulant<span style="color:#C8A5DC;background-color:white">▮</span>
 
|Strange seeds
 
|Slowdown
 
|Makes you ignore slowdowns from being hurt.
 
|0.4 units per tick
 
|N/A
 
|N/A
 
|-
 
!style='background-color:#FFEE88;'|{{anchor|Cordiolis Hepatico}}Cordiolis Hepatico<span style="color:#C8A5DC;background-color:white">▮</span>
 
|Strange seeds, Abductor's operating table injects this too
 
|Heart and liver failure
 
|Removes the need for heart and liver
 
|0.4 units per tick
 
|N/A
 
|N/A
 
|-
 
!style='background-color:#FFEE88;'|{{anchor|Stimulants}}Stimulants<span style="color:#78008C;background-color:white">▮</span>
 
|[[Syndicate_Items#Stimpack|Syndicate uplink]]
 
|Stun
 
|Increases movement speed as much as [[#Methamphetamine|methamphetamine]]. Reduces stun times by around 90% or less (depends). Recovers 5 stamina per tick. Will heal 1 of each damage type if health is between 0 and 50. If overdosed has 33% chance per tick to deal 2.5 stamina damage, 1 toxin damage and cause loss of breath. Also reduces [[Status_Effects#Knockdown|knockdown]] times from [[Security_items#Stun_Baton|stunbatons]] [[File:StunBaton.gif]] (including [[Makeshift_weapons#Stunprod|stunprods]] [[File:Stunprod.png]]) by 90%. Can be bought with [[Syndicate_Items#Stimpack|syndicate uplink]].
 
|0.2 units per tick
 
|60 Units
 
|N/A
 
|-
 
!style='background-color:#FFEE88;'|{{anchor|Experimental Stimulants}}Experimental Stimulants<span style="color:#F5F5F5;background-color:white">▮</span>
 
|[[Syndicate_items#Adrenal_Implant|Syndicate adrenal implant]]
 
|Stun
 
|Makes you immune to sleep and damage slowdown. Each tick recovers 10 stamina but has 30% chance to make you drop held items, 33% chance to make you lose some breath, and can make you [[Status_Effects#Dizziness|dizzy]] and [[Status_Effects#Jitteriness|jittery]]. Gives a moderate increase to movement speed. Also reduces [[Status_Effects#Knockdown|knockdown]] times from [[Security_items#Stun_Baton|stunbatons]] [[File:StunBaton.gif]] (including [[Makeshift_weapons#Stunprod|stunprods]] [[File:Stunprod.png]]) by 90%.  
 
|0.4 units per tick
 
|N/A
 
|N/A
 
|-
 
!style='background-color:#FFEE88;'|{{anchor|Syndicate Nanites}}{{anchor|Restorative Nanites}}Restorative Nanites<span style="color:#78008C;background-color:white">▮</span>
 
|[[Syndicate_items#Syndicate_Cyborg|Syndicate medical cyborgs]]
 
|All damage types
 
|Each tick heals 5 brute/burn/toxin, 15 suffocation, 15 brain and  3 cellular. If overdosed this very quickly purges itself and causes random vomiting. Only available to [[Syndicate_items#Syndicate_Cyborg|Syndicate medical cyborgs]]. This is just a chemical, so don't confuse with the programmable [[Guide_to_Nanites|Nanites]].
 
|0.4 units per tick
 
|30 Units
 
|N/A
 
|-
 
|}
 
  
====Removed Medicines====
+
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.
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/.
 
  
{| class="wikitable sortable" style="width:100%; text-align:left; border: 3px solid #FFDD66; cellspacing=0; cellpadding=2; background-color:white;"
+
===Special===
! scope="col" style='width:150px; background-color:#FFDD66;'|Name
+
Some reagents have their own unique addiction type. Such as [[Guide_to_chemistry#Nicotine|Nicotine]].
! scope="col" class="unsortable" style='width:150px; background-color:#FFDD66;'|How to get
 
! scope="col" style='background-color:#FFDD66;'|Treatment for
 
! scope="col" class="unsortable" style='background-color:#FFDD66;'|Description
 
! scope="col" class="unsortable" style='background-color:#FFDD66;'|Metabolism Rate
 
! scope="col" style='background-color:#FFDD66;'|Overdose Threshold
 
! scope="col" style='background-color:#FFDD66;'|Addiction Threshold
 
|-
 
!style='background-color:#FFEE88;'|{{anchor|Bicaridine}}Bicaridine<span style="color:#C8A5DC;background-color:white">▮</span>
 
|Was completely removed from /tg/ July 2019.<br>{{RecursiveChem/Bicaridine}}
 
|Brute
 
|Heals brute damage at a rate of 2 units per tick. If overdosed deals 2 brute damage per tick.
 
|0.4 units per tick
 
|30u
 
|N/A
 
|-
 
!style='background-color:#FFEE88;'|{{anchor|Kelotane}}Kelotane<span style="color:#C8A5DC;background-color:white">▮</span>
 
|Was completely removed from /tg/ July 2019.<br>{{RecursiveChem/Kelotane}}
 
|Burn
 
|Heals burn damage at a rate of 2 units per tick. If overdosed deals 2 burn damage per tick.
 
|0.4 units per tick
 
|30u
 
|N/A
 
|-
 
!style='background-color:#FFEE88;'|{{anchor|Anti-Toxin}}Anti-Toxin<span style="color:#C8A5DC;background-color:white">▮</span>
 
|Was completely removed from /tg/ July 2019.<br>{{RecursiveChem/Anti-Toxin}}
 
|Toxin
 
|Heals 2 toxin damage and removes 1u [[#Toxins|toxin reagents]] per tick. If overdosed deals 2 toxin damage per tick.
 
|0.4 units per tick
 
|30u
 
|N/A
 
|-
 
!style='background-color:#FFEE88;'|{{anchor|Tricordrazine}}Tricordrazine<span style="color:#C8A5DC;background-color:white">▮</span>
 
|Was completely removed from /tg/ July 2019.<br>{{RecursiveChem/Tricordrazine}}
 
|All types
 
|Has 80% chance to heal 1 each of the four basic damage types per tick. If overdosed deals an average of 1.2 damage of every type per tick.</s>
 
|0.4 units per tick
 
|30u
 
|N/A
 
|-
 
!style='background-color:#FFEE88;'|{{anchor|Dexalin}}Dexalin<span style="color:#C8A5DC;background-color:white">▮</span>
 
|Was completely removed from /tg/ Aug 2019.<br>[[Cyborg#Medical|Medical cyborg]] hypospray and other sources<br>
 
|Suffocation
 
|Heals 2 oxygen damage per tick. If overdosed deals 2 oxygen damage per tick. Used by medibots.
 
|0.4 units per tick
 
|30 Units
 
|N/A
 
|-
 
!style='background-color:#FFEE88;'|{{anchor|Charcoal}}Charcoal<span style="color:#000000;background-color:white">▮</span>
 
|Was replaced with [[#Multiver|Multiver]] Aug 2019.<br>{{RecursiveChem/Charcoal}}
 
|Toxin
 
|Heals toxin damage at a rate of 2 per tick, while also removing 1u of any other chemicals. Only works when [[#Ingest|ingested]].
 
|0.2 units per tick
 
|N/A
 
|N/A
 
|-
 
!style='background-color:#FFEE88;'|{{anchor|Silver Sulfadiazine}}Silver Sulfadiazine<span style="color:#C8A5DC;background-color:white">▮</span>
 
|Was replaced with [[#Aiuri|Aiuri]] Aug 2019.<br>{{RecursiveChem/Silver Sulfadiazine}}
 
|Burn
 
|On touch, instantly heals 1 burn damage per unit, then heals 2 burn per tick over time while it stays in the system. Basic anti-burn healing drug.<br>On ingestion also deals minor toxin damage.<br>1u heals roughly 6 burn damage. Deals minor burn and toxin damage when overdosed.
 
|0.4 units per tick
 
|45u
 
|N/A
 
|-
 
!style='background-color:#FFEE88;'|{{anchor|Styptic Powder}}Styptic Powder<span style="color:#FF9696;background-color:white">▮</span>
 
||Was replaced with [[#Libital|Libital]] Aug 2019.<br>{{RecursiveChem/Styptic Powder}}
 
|Brute
 
|On touch, instantly heals 1 brute damage per unit, then heals 2 brute per tick over time while it stays in the system. Basic anti-brute healing drug.<br>On ingestion also deals minor toxin damage.<br>1u heals roughly 6 brute damage. Deals minor brute and toxin damage when overdosed.
 
|0.4 units per tick
 
|45u
 
|N/A
 
|-
 
!style='background-color:#FFEE88;'|{{anchor|Perfluorodecalin}}Perfluorodecalin<span style="color:#FF6464;background-color:white">▮</span>
 
|Was renamed [[#Convermol|Convermol]] Aug 2019.<br>{{RecursiveChem/Perfluorodecalin}}
 
|Suffocation
 
|Quickly converts suffocation damage into toxin damage, with a 5:2 ratio. Each tick will heal suffocation damage equal to 2.5 times current cycle. This means you will take 2 toxin damage for every 5 suffocation damage healed. You will always take at least 0.2 toxin damage per tick, even if you don't heal any suffocation. If overdosed each tick will deal toxin damage equal to 1 times current cycle, regardless of suffocation damage healed.
 
|0.1 units per tick
 
|35 Units
 
|N/A
 
|-
 
!style='background-color:#FFEE88;'|{{anchor|Sanguibital}}Sanguibital<span style="color:#ECEC8D;background-color:white">▮</span>
 
|Was replaced with [[#Helbital|Helbital]] Sept 2019.<br>{{RecursiveChem/Sanguibital}}
 
|Brute
 
|One of the first "Cobbychems". Only existed on /tg/ for a short while. Removed by Cobby because it wasn't ever used and the entire gimmick made it undesirable. Heals brute if you have lower than full blood levels, scaling with missing blood volume. Will heal up to 5(10?) brute per tick if very low on blood. Dilates blood streams, increasing the amount of blood lost by 2 per tick. Overdosing doubles the blood lost from this chem.
 
|0.2 units per tick
 
|35 Units
 
|N/A
 
|-
 
!style='background-color:#FFEE88;'|{{anchor|Ichiyuri}}Ichiyuri<span style="color:#C8A5DC;background-color:white">▮</span>
 
|Was replaced with [[#Lenturi|Lenturi]] Oct 2019.<br>{{RecursiveChem/Ichiyuri}}
 
|Burn
 
|One of the first "Cobbychems". Removed by MacBlaze1 with Cobby approval because it was never used and simply wasn't fun to be on. Used to treat serious burns. Prolonged exposure can cause burns to itch. Heals 2 burn per tick, and randomly makes you scratch yourself every few seconds, causing 1-7 brute and bleeding. The itch will happen more often the longer it's been in your system.
 
|0.2 units per tick
 
|N/A
 
|N/A
 
|-
 
!style='background-color:#FFEE88;'|{{anchor|Fiziver}}Fiziver<span style="color:#000000;background-color:white">▮</span>
 
|Was replaced with [[#Seiver|Seiver]] Oct 2019.<br>{{RecursiveChem/Fiziver}}
 
|Toxin
 
|One of the first "Cobbychems". Removed by Cobby because ''Fiziver didn't see much use and I grew to dislike the overall damage mods''. An antitoxin that heals toxin damage but temporarily physically weakens the user, adding a damage modifier making them take extra brute, burn, suffocation and stamina damage. The damage modifier increases the longer it's been in the body (capped to triple damage). Toxin damage healed is 0.3 points per tick multiplied with the damage modifier (so up to 0.6). Overdosing has a 50% chance each tick to deal 0.2 brute and burn damage, which will be amplified by the damage multiplier in effect.
 
|0.1 units per tick
 
|11 Units
 
|N/A
 
|-
 
!style='background-color:#FFEE88;'|{{anchor|Corazone}}Corazone<span style="color:#F49797;background-color:white">▮</span>
 
|Name changed to [[#Higadrite|Higadrite]] Nov 2019. <br>{{RecursiveChem/Corazone}}
 
|Liver
 
|Nov 2019 it was changed to only work on livers. Since Corazone is Spanish for "heart" it had its name changed to [[#Higadrite|Higadrite]] (higado = liver). Protects from liver failure.
 
|0.4 units per tick
 
|N/A
 
|N/A
 
|-
 
|}
 
  
== Narcotics ==
+
==Active Pure Chemicals==
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.
+
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.
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.
+
*'''Copper''': Can be splashed on metal sheets to create bronze sheets.
 +
*{{anchor|Ethanol}}'''Ethanol''': A decent alcoholic "beverage", with a [[Guide_to_drinks|booze power]] of 65. Increases the speed of [[Surgery|surgery]] procedures and flammability when applied externally. Metabolism rate 0.2.
 +
*'''Fluorine''': Causes 1 toxin damage per tick.
 +
*'''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 (120u). Metabolism rate 2.
 +
*'''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 [[#Toxins|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.
  
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.
+
===Catalysts===
 +
{{Anchor|Catalyst}}When a reagent in a recipe is marked "(catalyst)" it means it will not be consumed in the reaction. Some Catalysts are optional and are highlighted as such. These optional catalysts affect the ongoing reaction in certain ways.
 +
<!--
 +
As of July 31, 2023, reagents are stored on separate pages to reduce lag in the editor and make them easier to maintain.
 +
IF YOU ARE EDITING REAGENTS, THEY ARE SORTED IN THE FOLLOWING CATEGORIES
 +
----------------------
 +
| Components        |
 +
| Reaction agents    |
 +
| Medicines          |
 +
| Narcotics          |
 +
| Pyrotechnics      |
 +
| Other reagents    |
 +
| Toxins            |
 +
| Undesired reagents |
 +
----------------------
  
{| class="wikitable sortable" style="width:100%; text-align:left; border: 3px solid #FFDD66; cellspacing=0; cellpadding=2; background-color:white;"
+
Go to the file that you want to add the reagent to (example: tgstation13.org/wiki/Chemistry/Components) and edit the corresponding table.
! scope="col" style='width:150px; background-color:#FFDD66;'|Name
+
any changes you make will automatically be updated here!
! scope="col" class="unsortable" style='width:150px; background-color:#FFDD66;'|Recipe
 
! scope="col" class="unsortable" style='background-color:#FFDD66;'|Description
 
! scope="col" class="unsortable" style='background-color:#FFDD66;'|Metabolism Rate
 
! scope="col" style='background-color:#FFDD66;'|Overdose Threshold
 
! scope="col" style='background-color:#FFDD66;'|Addiction Threshold
 
|-
 
!style='background-color:#FFEE88;'|{{anchor|Nicotine}}Nicotine<span style="color:#60A584;background-color:white">▮</span>
 
|Grown in tobacco or found in cigarettes.
 
|Reduces stun times by typically around 20% (depends). Addiction does nothing. If overdosed it will deal 1.1 oxygen and 0.1 toxin damage per tick. Metabolizes slowly.
 
|0.05 units per tick
 
|15 Units
 
|10 Units
 
|-
 
!style='background-color:#FFEE88;'|{{anchor|Krokodil}}Krokodil<span style="color:#0064B4;background-color:white">▮</span>
 
|{{RecursiveChem/Krokodil}}
 
|Provides messages of calmness and protection.<br>If overdosed it will deal 0.25 Brain and Toxin damage per tick.<br>If addicted it will first deal some toxin and brain damage, and later switch to dealing 3 Brute damage, right before the addict's skin falls off, dealing 50 Brute. This turns you into a fake zombie.
 
|0.2 units per tick
 
|20 Units
 
|15 Units
 
|-
 
!style='background-color:#FFEE88;'|{{anchor|Crank}}Crank<span style="color:#FA00C8;background-color:white">▮</span>
 
|{{RecursiveChem/Crank}}
 
|Reduces stun times by typically around 30% (depends). If overdosed it will deal 2 Brain, 2 Toxin and 2 Brute per tick. If addicted, at the beginning of withdrawal every tick will deal 5 Brain, then 5 Toxin, then 5 Brute, and at the last stage 3 Brain, 5 Toxin and 5 Brute at the same time.
 
|0.2 units per tick
 
|20 Units
 
|10 Units
 
|-
 
!style='background-color:#FFEE88;'|{{anchor|Methamphetamine}}Methamphetamine<span style="color:#FAFAFA;background-color:white">▮</span>
 
|{{RecursiveChem/Methamphetamine}}
 
|Reduces stun times by around 60% (depends), gives a large speed boost, makes you [[Status_Effects#Jitteriness|jittery]] and recovers 2 stamina while dealing 1 to 4 Brain damage.<br>If overdosed the subject will move randomly, laugh randomly, drop items and suffer from 1 Toxin and 0.5 to 1 Brain damage per tick.<br>If addicted the subject will constantly [[Status_Effects#Jitteriness|jitter]] and drool, before becoming [[Status_Effects#Dizziness|dizzy]] and lose motor control and eventually suffer 5 Toxin damage per tick.<br>A great deal of caution must be taken when heating this chemical, as it will explode if it reaches a temperature of or greater than 380K. Can not explode in a body.
 
|0.3 units per tick
 
|20 Units
 
|10 Units
 
|-
 
!style='background-color:#FFEE88;'|{{anchor|Bath Salts}}Bath Salts<span style="color:#FAFAFA;background-color:white">▮</span>
 
|{{RecursiveChem/Bath Salts}}
 
|Makes the subject immune to [[Status_Effects#Sleep|sleep]] and [[Status_Effects#Disables|stuns]], grants 5 stamina regeneration and grants the user the psychotic brawling martial art, which makes your interactions with people have certain random effects. However the subject will suffer 4 Brain damage (per tick), constant [[Status_Effects#Hallucinations|hallucinations]] and will lose some motor control.<br>If overdosed the subject will lose even more motor control, drool, and randomly drop items in their hand.<br>If addicted the subject will [[Status_Effects#Jitteriness|jitter]], suffer 10 Brain damage (per tick), severe [[Status_Effects#Hallucinations|hallucinations]], [[Status_Effects#Dizziness|dizziness]], yet more loss of motor control and eventually 5 Toxin damage (per tick). This drug will melt your brain.
 
|0.2 units per tick
 
|20 Units
 
|10 Units
 
|-
 
!style='background-color:#FFEE88;'|{{anchor|Aranesp}}Aranesp<span style="color:#78FFF0;background-color:white">▮</span>
 
|{{RecursiveChem/Aranesp}}
 
|The subject will think they are "amped" and get 18 stamina regeneration. However the drug has 50% chance every tick to cause the subject to suffocate (and take 1 oxyloss), while also dealing 0.5 toxin damage per tick.
 
|0.2 units per tick
 
|N/A
 
|N/A
 
|-
 
!style='background-color:#FFEE88;'|{{anchor|Happiness}}Happiness<span style="color:#0000C8;background-color:white">▮</span>
 
|{{RecursiveChem/Happiness}}
 
|Suppresses phobias and fills you with ecstatic emotional numbness. Removes [[Status_Effects#Jitteriness|jitteriness]], [[Status_Effects#Confusion|confusion]] and [[Status_Effects#Disgust|disgust]]. Causes 0.2 brain damage per tick. Highly addictive. If overdosed causes sudden mood swings and an additional 0.5 brain damage per tick. If addicted it will slowly drive your mood to "insane".
 
|0.2 units per tick
 
|20 Units
 
|10 Units
 
|-
 
!style='background-color:#FFEE88;'|{{anchor|Modafinil}}Modafinil<span style="color:#BEF7D8;background-color:white">▮</span>
 
|{{RecursiveChem/Modafinil}}
 
|Slowly-metabolizing medicine. Heals [[Status_Effects#Dizziness|dizziness]], [[Status_Effects#Drowsiness|drowsiness]], [[Status_Effects#Sleep|sleep]] and heats you up if frozen, similarly to [[Guide_to_food_and_drinks#Coffee Latte|Coffee Latte]]. Reduces stun times slightly. If overdosed causes [[Status_Effects#Jitteriness|jitteriness]], [[Status_Effects#Stuttering|stuttering]], [[Status_Effects#Dizziness|dizziness]] (later), 50% chance to choke. After 41 cycles 20% chance to [[Status_Effects#Paralyze|stun]] you. Cycle 82 puts you into endless [[Status_Effects#Sleep|sleep]] while constantly dealing 1.5 stamina and oxygen damage.<br>No chance for addiction but very finicky OD.
 
|0.02-0.08 units per tick
 
|Random, initially 20 but goes up or down 0.1 each tick.
 
|N/A
 
|-
 
!style='background-color:#FFEE88;'|{{anchor|Space Drugs}}Space Drugs<span style="color:#60A584;background-color:white">▮</span>
 
|{{RecursiveChem/Space Drugs}}
 
|An illegal compound which induces [[Status_Effects#Drugginess|drugginess]], randomly makes you step in any direction and makes you drool, giggle and similar. If overdosed causes [[Status_Effects#Hallucinations|hallucinations]].
 
|0.2 units per tick
 
|30 Units
 
|N/A
 
|-
 
!style='background-color:#FFEE88;'|{{anchor|Morphine}}Morphine<span style="color:#A9FBFB;background-color:white">▮</span>
 
|{{RecursiveChem/Morphine}}
 
|Will allow you to run at full speed, even when hurt or in a [[Clothing_and_Accessories#Hardsuits|hardsuit]], but you'll get [[Status_Effects#Drowsiness|drowsy]] after 12 cycles, and fall [[Status_Effects#Sleep|asleep]] if it's in your system for 24 cycles. You will not wake up until it's out of your system.<br>
 
  
<br>If overdosed or addicted it will cause [[Status_Effects#Jitteriness|jitteriness]], [[Status_Effects#Dizziness|dizziness]] and force the victim to drop items in their hands. If addicted it will also eventually deal 1, 2 and later 3 toxin damage per tick. Can be ordered from [[Supply_crates#Medical_Supplies_Crate|Cargo]], be grown at [[Guide_to_hydroponics#Reishi|Botany]] or be found in a [[Vendor#NanoMed_Plus|NanoMed Plus]]. (Results in 3 parts instead of 6)
+
IF YOU WANT TO CREATE ANOTHER CATEGORY
|0.2 units per tick
+
Create a new page under the Chemistry page with the name of your category
|30 Units
+
Wrap the data you want to put on another page in <onlyinclude></onlyinclude>
|25 Units
+
Include the table below using the template {{:Chemistry/YourCategory}}
|-
+
See tgstation13.org/wiki/Chemistry/Components for an example implementation
!style='background-color:#FFEE88;'|{{anchor|Pump-Up}}Pump-Up<span style="color:#e38e44;background-color:white"></span>
 
|{{RecursiveChem/Pump-Up}}
 
|Reduces [[Status_Effects#Knockdown|knockdown]] times from [[Security_items#Stun_Baton|stunbatons]] [[File:StunBaton.gif]] (including [[Makeshift_weapons#Stunprod|stunprods]] [[File:Stunprod.png]]) by 90%. Doesn't affect [[Status_Effects#Disables|stuns]] from other sources. 15% chance to cause loss of breath, and 5% to cause some [[Status_Effects#Jitteriness|jitter]]. If overdosed has 20% chance of causing loss of breath and 4 stamina damage, 15% to cause 2 toxin, 5% to drop held items, 5% to [[Status_Effects#Jitteriness|jitter]] and can also make you drool. Can be found in maintenance [[File:Pump_up_injector.png]]. (Results in 5 parts instead of 7)
 
|1.2 units per tick
 
|30 Units
 
|N/A
 
|-
 
|}
 
  
==Pyrotechnics==
+
IF YOU WANT TO PUT THE REAGENTS ON ANOTHER PAGE
The manipulation of fire and matter.   <br>
+
Either copy the following templates for the reagents you want or use the template {{:Reagents}} to include all of them on a page.
 +
-->
 +
{{anchor|Reagents}}
 +
{{:Chemistry/Components}}
  
===Explosive Strength===
+
{{:Chemistry/Reaction_agents}}
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 subject to the bomb cap.
 
  
Note that all non-standard explosions or other AoE pyrotechnics, such as [[#Flash_Powder|Flash Powder]] or [[#Liquid_Dark_Matter|Liquid Dark Matter]], do not work like this. The scaling and max size of these effects vary on a case-by-case basis.
+
{{:Chemistry/Medicines}}
  
{| class="wikitable sortable" style="width:100%; text-align:left; border: 3px solid #FFDD66; cellspacing=0; cellpadding=2; background-color:white;"
+
{{:Chemistry/Narcotics}}
! scope="col" style='width:150px; background-color:#FFDD66;'|Name
 
! scope="col" class="unsortable" style='width:150px; background-color:#FFDD66;'|Recipe
 
! scope="col" class="unsortable" style='background-color:#FFDD66;'|Description
 
! scope="col" class="unsortable" style='background-color:#FFDD66;'|Metabolism Rate
 
|-
 
!style='background-color:#FFEE88;'|{{anchor|Stabilizing Agent}}Stabilizing Agent<span style="color:#FFFF00;background-color:white">▮</span>
 
|{{RecursiveChem/Stabilizing Agent}}
 
|When mixed with certain pyrotechnics, it stabilizes the reaction and prevents the reaction for usage later. The stabilizing agent is not consumed when stabilizing explosives, and one unit is enough to stabilize any amount of explosives. '''This does not work on everything, so be warned!'''
 
|0.4 units per tick
 
|-
 
!style='background-color:#FFEE88;'|{{anchor|Fluorosurfactant}}Fluorosurfactant<span style="color:#9E6B38;background-color:white">▮</span>
 
|{{RecursiveChem/Fluorosurfactant}}
 
|Creates a large amount of foam when mixed with an equal amount of water. This foam carries any reagents along with it in the container, allowing you to apply reagents to large areas at a time. The foam will apply any carried reagents to any floors, objects, people or animals in the area of the foam. The reagents will be absorbed through a mob's exposed skin and somewhat through clothes unless completely impermeable(hardsuit/biohazard/medical gear). The less foam used, the more reagent will be delivered into a person's system. Foam is slippery! Can not react in a body.
 
|0.4 units per tick
 
|-
 
!style='background-color:#FFEE88;'|{{anchor|Smoke}}Smoke<span style="color:#C8C8C8;background-color:white">▮</span>
 
|{{RecursiveChem/Smoke}}
 
|This creates a large cloud of smoke that will take on the properties of everything (if anything) in the container of the reaction. The chemicals in the smoke will touch and react with everything that the smoke touches. Mobs caught within the smoke cloud without wearing a gas mask or breathing through a gas tank will ingest the smoke chemicals. Great for distributing toxins in a crowded area. Can be stabilized into [[#Smoke_Powder|Smoke Powder]] with [[#Stabilizing Agent|Stabilizing Agent]].
 
|N/A
 
|-
 
!style='background-color:#FFEE88;'|{{anchor|Smoke Powder}}Smoke Powder<span style="color:#C8C8C8;background-color:white">▮</span>
 
|{{RecursiveChem/Smoke Powder}}
 
|The stabilized version of [[#Smoke|Smoke]] - only one third as effective as the unstabilized chemical reaction. Heat to 374K to activate. Can not react in a body.
 
|0.4 units per tick
 
|-
 
!style='background-color:#FFEE88;'|{{anchor|Flash Powder}}Flash Powder<span style="color:#C8C8C8;background-color:white">▮</span>
 
|{{RecursiveChem/Flash Powder}}
 
|Flashes in a radius that scales up with the amount detonated. Can be stabilized with [[#Stabilizing Agent|Stabilizing Agent]]. If stabilized, heat to 374K to activate.
 
|0.4 units per tick
 
|-
 
!style='background-color:#FFEE88;'|{{anchor|Phlogiston}}Phlogiston<span style="color:#FA00AF;background-color:white">▮</span>
 
|{{RecursiveChem/Phlogiston}}
 
|Turns into a spreading plasma fire if not stabilized during mixing. Makes you burn longer, and ignites you. Deals increasing fire damage based on how much you're burning up to 4 fire damage every 3 seconds. Can be stabilized with [[#Stabilizing Agent|Stabilizing Agent]].
 
|0.4 units per tick
 
|-
 
!style='background-color:#FFEE88;'|{{anchor|Napalm}}Napalm<span style="color:#FA00AF;background-color:white">▮</span>
 
|{{RecursiveChem/Napalm}}
 
|A substance that burns for much longer than other fuels. Inject it into someone and then apply heat for a warm toasty fireball human.
 
|0.4 units per tick
 
|-
 
!style='background-color:#FFEE88;'|{{anchor|Sonic Powder}}Sonic Powder<span style="color:#C8C8C8;background-color:white">▮</span>
 
|{{RecursiveChem/Sonic Powder}}
 
|Deafens in a radius that scales up with the amount detonated. Can be stabilized with [[#Stabilizing Agent|Stabilizing Agent]]. If stabilized, heat to 374K to activate.
 
|0.4 units per tick
 
|-
 
!style='background-color:#FFEE88;'|{{anchor|Pyrosium}}Pyrosium<span style="color:#64FAC8;background-color:white">▮</span>
 
|{{RecursiveChem/Pyrosium}}
 
|When first mixed it becomes 20 Kelvin cold. Instantly consumes all liquid Oxygen to heat its container for each unit of Oxygen consumed. This does not expend the Pyrosium, so 1u will have the same effect as 50u. Does nothing whatsoever without being mixed with liquid Oxygen. Does not react with the oxygen in air. Can not react in a body.
 
|0.2 units per tick
 
|-
 
!style='background-color:#FFEE88;'|{{anchor|Cryostylane}}Cryostylane<span style="color:#0000DC;background-color:white">▮</span>
 
|{{RecursiveChem/Cryostylane}}
 
|When first mixed it becomes 20 Kelvin cold. Instantly consumes all liquid Oxygen to cool its container for each unit of Oxygen consumed. This does not expend the Cryostylane, so 1u will have the same effect as 50u, unless you want to prevent it from metabolising out of a body too fast. Does nothing without being mixed with liquid Oxygen. Does not react with the oxygen in air. Deals toxin damage to slimes. Can not react in a body.
 
|0.2 units per tick
 
|-
 
!style='background-color:#FFEE88;'|{{anchor|Chlorine Trifluoride}}Chlorine Trifluoride<span style="color:#FFC8C8;background-color:white">▮</span>
 
|{{RecursiveChem/Chlorine Trifluoride}}
 
|When created it will create a temporary 3x3 fireball. Comes into existence at 1000K. A flammable substance so dangerous it can burn through the hull of the station. It lights you on fire when it comes into contact with you, and if it gets inside of you will deal 6 burn per tick from the inside. It metabolizes out of your body extremely fast, however.
 
|4 units per tick
 
|-
 
!style='background-color:#FFEE88;'|{{anchor|Sorium}}Sorium<span style="color:#5A64C8;background-color:white">▮</span>
 
|{{RecursiveChem/Sorium}}
 
|When detonated it will send any movable object or person flying away from the detonation point. Can be stabilized with [[#Stabilizing Agent|Stabilizing Agent]]. If stabilized, heat to 474K to activate.
 
|0.4 units per tick
 
|-
 
!style='background-color:#FFEE88;'|{{anchor|Liquid Dark Matter}}Liquid Dark Matter<span style="color:#210021;background-color:white">▮</span>
 
|{{RecursiveChem/Liquid Dark Matter}}
 
|When detonated it will suck in any movable object or person. Can be stabilized with [[#Stabilizing Agent|Stabilizing Agent]]. If stabilized, heat to 474K to activate.
 
|0.4 units per tick
 
|-
 
!style='background-color:#FFEE88;'|{{anchor|Meth Explosion}}Meth Explosion<span style="color:#FAFAFA;background-color:white">▮</span>
 
|{{RecursiveChem/Meth Explosion}}
 
|Reagents are 300K (room temperature) by default, so if you are making [[#Methamphetamine|Methamphetamine]] and mixing the [[#Ephedrine|Ephedrine]] last, make sure you're using a chilled container, or it'll blow up just as if it was overheated. Definitely safer to just make the ephedrine separately. 100u explodes with about half the strength of 100u exploding [[#Methamphetamine|Meth]]. Can not explode in a body. Has an explosive strength of 0.167, with a flat +1 size to the explosion
 
|N/A
 
|-
 
!style='background-color:#FFEE88;'|{{anchor|Black Powder}}{{anchor|Gunpowder}}Gunpowder<span style="color:#000000;background-color:white">▮</span>
 
|{{RecursiveChem/Gunpowder}}
 
|When heated to 474K it sparks, and then creates a violent explosion 5-10 seconds later. Causes [[Status_Effects#Hallucinations|hallucinations]] and [[Status_Effects#Drugginess|drugginess]] in plasmamen. Has an explosive strength of 0.167 and a modifier of 1
 
|0.05 units per tick
 
|-
 
!style='background-color:#FFEE88;'|{{anchor|Nitroglycerin}}Nitroglycerin<span style="color:#808080;background-color:white">▮</span>
 
|{{RecursiveChem/Nitroglycerin}}
 
|A heavy, colourless, oily, explosive liquid obtained by nitrating glycerol. Explodes immediately on mixing. Can be stabilized with [[#Stabilizing Agent|Stabilizing Agent]]. If stabilized, heat to 474K to activate. (Results in 2 units instead of 3). Has an explosive strength of 0.5. Was originally named '''Black Powder'''.
 
|0.4 units per tick
 
|-
 
!style='background-color:#FFEE88;'|{{anchor|RDX}}RDX<span style="color:#808080;background-color:white">▮</span>
 
|{{RecursiveChem/RDX}}
 
|A military grade explosive. Explodes immediately unless stabilized with [[#Stabilizing Agent|Stabilizing Agent]]. If stabilized, explodes on heating to 474k, or when mixed with a equal amount of [[#Liquid_Electricity|liquid electricity]] or [[#Teslium|teslium]]. Has an explosive strength of 0.125, or 0.25 if activated electrically. Additionally, when activated electrically it has a modifier of 2, and a modifier of 4 if you use [[#Teslium|teslium]]. (Results in 1 unit instead of 3)
 
|0.4 units per tick
 
|-
 
!style='background-color:#FFEE88;'|{{anchor|TaTP}}TaTP<span style="color:#808080;background-color:white">▮</span>
 
|{{RecursiveChem/TaTP}}
 
|Suicide grade explosive. Forms and immediately explodes at a random temperature between 401k and 499k. Can be stabilized with [[#Stabilizing Agent|Stabilizing Agent]]. If stabilized, explodes at a random temperature between 501k and 599k. Has an explosive strength of 0.33. (Results in 1 units instead of 3)
 
|0.4 units per tick
 
|-
 
!style='background-color:#FFEE88;'|{{anchor|Penthrite Explosion}}Penthrite Explosion<span style="color:#808080;background-color:white">▮</span>
 
|{{RecursiveChem/Penthrite Explosion}}
 
|An explosive reaction involving [[#Penthrite|Penthrite]]. Explodes on heating to 315k. Has an explosive strength of 0.2
 
|N/A
 
|-
 
!style='background-color:#FFEE88;'|{{anchor|Explosion}}Explosion
 
|{{RecursiveChem/Explosion}}
 
|This explodes immediately on mixing, which may knock you over or even kill you. Useful in [[Grenade|grenade]] production. Has an explosive strength of 0.05
 
|N/A
 
|-
 
!style='background-color:#FFEE88;'|{{anchor|Holy Explosion}}Holy Explosion
 
|{{RecursiveChem/Holy Explosion}}
 
|This explodes immediately on mixing. If it combined at least 75 of each reagent, it results in a more powerful explosion with an explosive strength of 0.125, which also paralyzes and reveals [[revenant]]s and sets nearby [[Blood Cult|cultists]] on fire. Otherwise it behaves like a normal Water-Potassium explosion.
 
|N/A
 
|-
 
!style='background-color:#FFEE88;'|{{anchor|EMP}}EMP
 
|{{RecursiveChem/EMP}}
 
|This reacts immediately on mixing, creating an electromagnetic pulse which affects electronics nearby; very useful for causing chaos. Has different effects on different things. Turns off [[Clothing_and_Accessories#Earpieces|headsets]], stuns [[Cyborg|cyborgs]], disables [[Guide_to_construction#Security_Camera|security cameras]], messes with [[Surgery#Cybernetic_Implants|Cybernetics]], randomizes suit sensor settings, burns wearers of some hardsuits and randomly pulses [[Hacking#Hackables|wires]].
 
|N/A
 
|-
 
!style='background-color:#FFEE88;'|{{anchor|Bee Explosion}}Bee Explosion (Beesplosion)
 
|{{RecursiveChem/Bee Explosion}}
 
|Creates bees. 1 bee per 5 created volume. If mixed in a beaker or grenade containing other reagents, then every bee will contain one of those reagents. The bees from this reaction have a limited lifespan, and will die after 50 seconds.
 
|N/A
 
|-
 
!style='background-color:#FFEE88;'|{{anchor|Teslium}}Teslium<span style="color:#20324D;background-color:white">▮</span>
 
|{{RecursiveChem/Teslium}}
 
|Randomly shocks the victim every 5-30 seconds while it is in their system, ignoring any protection because the shock comes from inside them. Also increases damage taken from normal shocks. Heating this to 474K will create a [[#Tesla Shock|Tesla Shock]]
 
|0.2 units per tick
 
|-
 
!style='background-color:#FFEE88;'|{{anchor|Tesla Shock}}Tesla Shock
 
|{{RecursiveChem/Tesla Shock}}
 
|This reacts immediately on mixing, shooting electric bolts at anyone near the reaction, shocking people and disabling/damaging electronics.
 
|N/A
 
|-
 
!style='background-color:#FFEE88;'|{{anchor|Thermite}}Thermite<span style="color:#550000;background-color:white">▮</span>
 
|{{RecursiveChem/Thermite}}
 
|A mixture that can burn straight through walls or floors when splashed and ignited. Needed amount depends on target structure. A normal wall requires 30u. A reinforced wall requires 50u. One unit of thermite burns for 0.35 seconds and the maximum burn length is 20 seconds. The fire is fake and cosmetic. Does not work on doors or windows. Causes 1 burn damage per tick to humans when ingested.
 
|0.4 units per tick
 
|}
 
  
==Other Reagents==
+
{{:Chemistry/Pyrotechnics}}
{{anchor|Other Recipes}}These are other chemicals that usually have non-medicinal uses. Many of these are useful in the manufacturing of [[Grenade|grenades]], but some can be quite dangerous.
 
  
{| class="wikitable sortable" style="width:100%; text-align:left; border: 3px solid #FFDD66; cellspacing=0; cellpadding=2; background-color:white;"
+
{{:Chemistry/Other_reagents}}
! scope="col" style='width:150px; background-color:#FFDD66;'|Name
 
! scope="col" class="unsortable" style='width:150px; background-color:#FFDD66;'|Formula
 
! scope="col" class="unsortable" style='background-color:#FFDD66;'|Description
 
! scope="col" class="unsortable" style='background-color:#FFDD66;'|Metabolism Rate
 
|-
 
!style='background-color:#FFEE88;'|{{anchor|Baldium}}Baldium<span style="color:#ECB2CF;background-color:white">▮</span>
 
|{{RecursiveChem/Baldium}}
 
|If sprayed or splashed on you, it makes you go bald. Keep away from the [[Clown]]! Does nothing when ingested. (Results in 1 unit instead of 3)
 
|0.4 units per tick
 
|-
 
!style='background-color:#FFEE88;'|{{anchor|Barbers Aid}}Barber's Aid<span style="color:#A86B45;background-color:white">▮</span>
 
|{{RecursiveChem/Barber's Aid}}
 
|If sprayed or splashed on you it changes your hair style. Does nothing when ingested. (Results in 5 units instead of 3)
 
|0.4 units per tick
 
|-
 
!style='background-color:#FFEE88;'|{{anchor|Bluespace Dust}}Bluespace Dust<span style="color:#0000CC;background-color:white">▮</span>
 
|{{RecursiveChem/Bluespace_Dust}}
 
|Occasionally causes random short distance teleportation if ingested.
 
|0.4 units per tick
 
|-
 
!style='background-color:#FFEE88;'|{{anchor|BZ Metabolites}}BZ Metabolites<span style="color:#FAFF00;background-color:white">▮</span>
 
|Breathe [[Guide_to_Atmospherics#BZ|BZ gas]]
 
|Does nothing unless you're a [[Changeling|changeling]]. Slowly drains a [[Changeling|changeling's]] chemical storage, and makes them unable to communicate on the changeling hivemind channel.
 
|0.08 units per tick
 
|-
 
!style='background-color:#FFEE88;'|{{anchor|Concentrated Barber's Aid}}Concentrated Barber's Aid<span style="color:#7A4E33;background-color:white">▮</span>
 
|{{RecursiveChem/Concentrated Barber's Aid}}
 
|If sprayed or splashed on you it grows your hair very long. Does nothing when ingested.
 
|0.4 units per tick
 
|-
 
!style='background-color:#FFEE88;'|{{anchor|Candle}}Candle
 
|{{RecursiveChem/Candle}}
 
|Creates a red candle for use in decoration or rituals. Can not react in a body.
 
|N/A
 
|-
 
!style='background-color:#FFEE88;'|{{anchor|Carbon Dioxide}}Carbon Dioxide<span style="color:#B0B0B0;background-color:white">▮</span>
 
|{{RecursiveChem/Carbon Dioxide}}
 
|Creates [[Guide to Atmospherics#The Gases and Their Functions|CO2]] in liquid form. Spilling this will release gas form CO2 into the atmosphere. Has no other effects.
 
|0.4 units per tick
 
|-
 
!style='background-color:#FFEE88;'|{{anchor|Carpet}}Carpet <span style="color:#C8A5DC;background-color:white">▮</span>
 
|{{RecursiveChem/Carpet}}
 
|Creates a carpet on the floor. Best used in a [[#Smoke|smoke]] machine/[[Grenade|grenade]] or spray bottle. Ingredient in [[#Barber's Aid|Barber's Aid]].<br>
 
Can be mixed 1:1 with other chemicals to create different types of carpet:<br>
 
{{Tooltip|[[#Oil|Oil]]|{{RecursiveChem/Oil}}}}: Black Carpet<br>
 
{{Tooltip|[[#Cryostylane|Cryostylane]]|{{RecursiveChem/Cryostylane}}}}: Blue Carpet<br>
 
{{Tooltip|[[#Cyanide|Cyanide]]|{{RecursiveChem/Cyanide}}}}: Cyan Carpet<br>
 
[[Guide_to_food_and_drinks#Green_Beer|Green Beer]]: Green Carpet<br>
 
[[Guide_to_food_and_drinks#Orange_Juice|Orange Juice]]: Orange Carpet<br>
 
{{Tooltip|[[#Regenerative_Jelly|Regenerative Jelly]]|{{RecursiveChem/Regenerative_Jelly}}}}: Purple Carpet<br>
 
[[#Liquid_Gibs|Liquid Gibs]]: Red Carpet<br><br>
 
Some of the above carpet chemicals can be further refined:<br>
 
Black Carpet + {{Tooltip|[[#Royal_Bee_Jelly|Royal Bee Jelly]]|{{RecursiveChem/Royal_Bee_Jelly}}}}: Royal Black Carpet<br>
 
Blue Carpet + {{Tooltip|[[#Royal_Bee_Jelly|Royal Bee Jelly]]|{{RecursiveChem/Royal_Bee_Jelly}}}}: Royal Blue Carpet
 
|0.4 units per tick
 
|-
 
!style='background-color:#FFEE88;'|{{anchor|Colorful Reagent}}Colorful Reagent<span style="color:#C8A5DC;background-color:white">▮</span>
 
|{{RecursiveChem/Colorful Reagent}}
 
|Randomly colors floor, items and people. Keep away from the clown. Add this to your [[#Smoke|smoke]] [[Grenade|grenade]] for a "rainbow bomb".
 
|0.4 units per tick
 
|-
 
!style='background-color:#FFEE88;'|{{anchor|Condensed Capsaicin}}Condensed Capsaicin<span style="color:#B31008;background-color:white">▮</span>
 
|{{RecursiveChem/Condensed Capsaicin}}
 
|Also known as "pepper spray". A chemical agent used for self-defense and in police work. When a target is sprayed with this, the effects depend on if that person is wearing "pepper proof" gear over both mouth and eyes or not. Unless the target has full protection, they will be affected by 3 seconds of [[Status_Effects#Knockdown|knockdown]], 6 seconds of blindness, 10 seconds of blurry eyes, 10 seconds of [[Status_Effects#Confusion|confusion]] and 10 seconds of slowdown. <br>
 
  
Some examples of pepper proof items are: Gas masks, security gas masks, riot or welding helmets with visor down, space helmets, bandanas (mouth only), plasmaman helmets and radiation hoods. Found in pepper spray refillers. (Results in 5 units instead of 6)
+
{{:Chemistry/Toxins}}
|0.4 units per tick
 
|-
 
!style='background-color:#FFEE88;'|{{anchor|Life}}Life<span style="color:#C8A5DC;background-color:white">▮</span>
 
|{{RecursiveChem/Life}}
 
|Creates one or multiple pissed off lifeforms. It's a good idea to assume the worst and have Security on hot standby. (Results in 1 unit instead of 3)
 
|N/A
 
|-
 
!style='background-color:#FFEE88;'|{{anchor|Life (Friendly)}}Life (Friendly)<span style="color:#C8A5DC;background-color:white">▮</span>
 
|{{RecursiveChem/Life (Friendly)}}
 
|Creates one or multiple friendly lifeforms. Good for when you want to be surrounded by fluffy Corgis, or for when cargo has a bounty on Corgi pelts. (Results in 1 unit instead of 3)
 
|N/A
 
|-
 
!style='background-color:#FFEE88;'|{{anchor|Cellulose Fibers}}{{anchor|Cellulose}}Cellulose Fibers
 
|{{RecursiveChem/Cellulose}}
 
|A crystaline polydextrose polymer, plants swear by this stuff. Used for making [[#Medicated_Suture|Medicated Sutures]].
 
|0.4 units per tick
 
|-
 
!style='background-color:#FFEE88;'|{{anchor|Cellulose Carbonization}}Cellulose Carbonization
 
|{{RecursiveChem/Cellulose_Carbonization}}
 
|Turns [[#Cellulose|cellulose]] into carbon.
 
|N/A
 
|-
 
!style='background-color:#FFEE88;'|{{anchor|Corgium}}Corgium
 
|{{RecursiveChem/Corgium}}
 
|Creates your own Corgi!
 
|N/A
 
|-
 
!style='background-color:#FFEE88;'|{{anchor|Color Powder}}Color Powder<span style="color:#DA0000;background-color:white">▮</span>
 
|Grow [[Guide_to_hydroponics#Rainbow_Bunch|Rainbow Bunch]]
 
|Colors floor, items and people. There are several different color powder reagents, such as Mundane Powder, Invisible Powder and Blue Powder. There is no reagent with the actual name "color powder".
 
|0.4 units per tick
 
|-
 
!style='background-color:#FFEE88;'|{{anchor|Crayon Powder}}Crayon Powder<span style="color:#DA0000;background-color:white">▮</span>
 
|Grind a [[General_items#Crayon|crayon]]
 
|A variety of [[#Color_Powder|Color Powder]] that works the same except it can't color mobs. There are several different crayon powder colors.
 
|0.4 units per tick
 
|-
 
!style='background-color:#FFEE88;'|{{anchor|Cryptobiolin}}Cryptobiolin<span style="color:#ADB5DB;background-color:white">▮</span>
 
|{{RecursiveChem/Cryptobiolin}}
 
|Causes [[Status_Effects#Confusion|confusion]] and [[Status_Effects#Dizziness|dizziness]]. This is essential to make [[#Spaceacillin|Spaceacillin]].
 
|0.6 units per tick
 
|-
 
!style='background-color:#FFEE88;'|{{anchor|Drying Agent}}Drying Agent<span style="color:#A70FFF;background-color:white">▮</span>
 
|{{RecursiveChem/Drying Agent}}
 
|Creates a solution that when applied to galoshes, causes them to be extra absorbent and dry any wet tiling they step on. (Results in 3 units instead of 4)
 
|0.4 units per tick
 
|-
 
!style='background-color:#FFEE88;'|{{anchor|Foaming Agent}}Foaming Agent<span style="color:#664B63;background-color:white">▮</span>
 
|{{RecursiveChem/Foaming Agent}}
 
|Used in [[#Metal Foam|Metal Foam]] production. (Results in 1 unit instead of 2)
 
|0.4 units per tick
 
|-
 
!style='background-color:#FFEE88;'|{{anchor|Firefighting Foam}}Firefighting Foam<span style="color:#A6FAFF55;background-color:white">▮</span>
 
|{{RecursiveChem/Firefighting Foam}}
 
|When used in a spray or with [[#Smoke|smoke]] it creates a non-slippery [[#Fluorosurfactant|foam]] which extinguishes fires and burning creatures, and removes burning plasma from the air, dumping it on the floor upon dissipation.
 
|0.4 units per tick
 
|-
 
!style='background-color:#FFEE88;'|{{anchor|Glitter}}Glitter<span style="color:#FFFFFF;background-color:white">▮</span>
 
|Prize from [[Computers#Arcade_Machines|arcade machines]]
 
|White glitter, blue glitter and pink glitter are three different chems which when touching floors turn into fake [[Guide_to_Atmospherics#The_Gases_and_Their_Functions|gasses]]. Used for pranks. Can be cleaned up with the ordinary [[Janitor#Equipment|cleaning tools]].
 
|0.4 units per tick
 
|-
 
!style='background-color:#FFEE88;'|{{anchor|Glycerol}}Glycerol<span style="color:#D3B913;background-color:white">▮</span>
 
|{{RecursiveChem/Glycerol}}
 
|Requires blended corn, so thus help from the botanist. Used to make [[#Nitroglycerin|Nitroglycerin]] or [[Research_items#Unloaded Technological Shell|FRAG-12 shotgun slugs]]. Slippery like water. (Results in 1 unit instead of 4)
 
|0.4 units per tick
 
|-
 
!style='background-color:#FFEE88;'|{{anchor|Gravitum}}Gravitum<span style="color:#ff0000;background-color:white">▮</span>
 
|{{RecursiveChem/Gravitum}}
 
|Makes you completely weightless as long as it's in your system. Can be sprayed on objects to make them weightless aswell, for 1 minute per unit. Metabolizes extremely slowly. Paraplegics and clownophobes swear by this stuff.
 
|0.04 units per tick
 
|-
 
!style='background-color:#FFEE88;'|{{anchor|Growth Serum}}Growth Serum<span style="color:#ff0000;background-color:white">▮</span>
 
|{{RecursiveChem/Growth_Serum}}
 
|Makes you larger as long as it's in your systems. The more you have the bigger you become. Maximum size is achievable by having at least 200 units in your body.
 
|0.4 units per tick
 
|-
 
!style='background-color:#FFEE88;'|{{anchor|Hollow Water}}Hollow Water<span style="color:#ff0000;background-color:white">▮</span>
 
|{{RecursiveChem/Geyser}}
 
|Identical to water, but will become holy water when mixed with it.
 
|0.4 units per tick
 
|-
 
!style='background-color:#FFEE88;'|{{anchor|Impedrezene}}Impedrezene<span style="color:#E07DDD;background-color:white">▮</span>
 
|{{RecursiveChem/Impedrezene}}
 
|A narcotic that impedes one's ability by slowing down the higher brain cell functions. 80% chance per tick to cause 2 brain damage and 50% to cause [[Status_Effects#Drowsiness|drowsiness]]. (Results in 2 units instead of 3)
 
|0.4 units per tick
 
|-
 
!style='background-color:#FFEE88;'|{{anchor|Quantum Hair Dye}}Quantum Hair Dye<span style="color:#C8A5DC;background-color:white">▮</span>
 
|{{RecursiveChem/Quantum Hair Dye}}
 
|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
 
|-
 
!style='background-color:#FFEE88;'|{{anchor|Laughter}}Laughter<span style="color:#FF4DD2;background-color:white">▮</span>
 
|1 part Sugar<br>1 part Banana Juice
 
|Causes you to laugh. (Results in 10 units instead of 2)
 
|instant
 
|-
 
!style='background-color:#FFEE88;'|{{anchor|Magillitis}}Magillitis<span style="color:#00f041;background-color:white">▮</span>
 
|[[Syndicate_Items#Magillitis_Serum_Autoinjector|Syndicate uplink]]
 
|Turns monkeys and humans into gorillas after 10 cycles.
 
|0.4 units per tick
 
|-
 
!style='background-color:#FFEE88;'|{{anchor|Meat Product}}Meat Product
 
|10 parts Liquid Gibs<br> 10 parts Nutriment<br> 10 parts Carbon
 
|Creates a slab of chemically processed meat. Can not react in a body.
 
|N/A
 
|-
 
!style='background-color:#FFEE88;'|{{anchor|Metal Foam}}Metal Foam
 
|{{RecursiveChem/Metal Foam}}
 
|Creates lightweight metal foam walls. These can be easily torn through, but are useful for plugging hull breaches or blocking off AI turrets.<br>
 
Can be made with either iron or aluminium for different looks. The foam carries any other reagent in the reaction. Can not react in a body.
 
|N/A
 
|-
 
!style='background-color:#FFEE88;'|{{anchor|Metalgen}}Metalgen
 
|{{RecursiveChem/Metalgen}}
 
|Very rare, very interesting and very abusable. Metalgen, when imprinted with a material, will turn all objects it comes into contact with into that material. See the reaction below for imprinting. Does nothing to people. Make super mood rooms by turnin the whole thing into gold, or just kill everyone by turning the escape shuttle into uranium or plasma. Can be used for practically limitless resource generation.
 
|N/A
 
|-
 
!style='background-color:#FFEE88;'|{{anchor|Metalgen Imprint}}Metalgen Imprint
 
|{{RecursiveChem/Metalgen Imprint}}
 
|Note that certain materials, like diamonds, don't have a liquid form. Silicon will work for glass.
 
|N/A
 
|-
 
!style='background-color:#FFEE88;'|{{anchor|Nanomachines}}Nanomachines<span style="color:#535E66;background-color:white">▮</span>
 
|Roburgers from [[Guide_to_xenobiology#Silver_Slime|silver slime extracts]]
 
|Inflicts a [[Infections#Simple_Diseases|disease]] which turns the victim into a [[Cyborg|cyborg]] with [[Asimov#Core_AI_Modules|Asimov laws]]. The disease can be cured with an injection of copper.
 
|0.4 units per tick
 
|-
 
!style='background-color:#FFEE88;'|{{anchor|Smart Foaming Agent}}Smart Foaming Agent<span style="color:#664B63;background-color:white">▮</span>
 
|{{RecursiveChem/Smart Foaming Agent}}
 
|Required to make [[Guide_to_chemistry#Smart_Metal_Foam|smart metal foam]]. (Results in 3 units instead of 5)
 
|0.4 units per tick
 
|-
 
!style='background-color:#FFEE88;'|{{anchor|Smart Metal Foam}}Smart Metal Foam
 
|{{RecursiveChem/Smart Metal Foam}}
 
|A "smart" version of metal foam that reacts to tiles exposed to space by forming floors/walls. Usually doesn't encase people or block hallways. The foam carries any other reagent in the reaction. Can not react in a body.
 
|N/A
 
|-
 
!style='background-color:#FFEE88;'|{{anchor|Nitrous Oxide}}Nitrous Oxide<span style="color:#808080;background-color:white">▮</span>
 
|{{RecursiveChem/Nitrous Oxide}}
 
|Creates [[Guide to Atmospherics#The Gases and Their Functions|N2O]] in liquid form. Explodes when heated to 575K. Will cause [[Status_Effects#Drowsiness|drowsiness]] when sprayed on someone. While it is inside of someone, it causes anemia (blood loss), [[Status_Effects#Confusion|confusion]], and loss of breath. Spilling this will release gas form N2O into the atmosphere.
 
|0.6 units per tick
 
|-
 
!style='background-color:#FFEE88;'|{{anchor|Gold Solidification}}Gold Solidification
 
|{{RecursiveChem/Gold Solidification}}
 
|Solidifies a large amount of liquid Gold into a bar. Can not react in a body.
 
|N/A
 
|-
 
!style='background-color:#FFEE88;'|{{anchor|Plasma Solidification}}Plasma Solidification
 
|{{RecursiveChem/Plasma Solidification}}
 
|Solidifies a large amount of liquid [[Plasma]] into a bar. Can not react in a body.
 
|N/A
 
|-
 
!style='background-color:#FFEE88;'|{{anchor|Plastic Sheets}}Plastic Sheets
 
|{{RecursiveChem/Plastic Sheets}}
 
|Creates Plastic sheets at a rate of 10u per Plastic sheet. Can be used in hand to craft [[Medical_items#Large_Water_Bottle|plastic bottles]] [[File:large_water_bottle.png]].
 
|N/A
 
|-
 
!style='background-color:#FFEE88;'|{{anchor|Romerol}}Romerol<span style="color:#123524;background-color:white">▮</span>
 
|[[Syndicate_Items#Romerol|Syndicate uplink]]
 
|Romerol adds a zombie infection tumor (festering ooze) to the victims' heads. When those victims die, they will revive as [[Zombie#Romerol_Zombies|zombies]] who can infect other people by clawing them. It can be applied to corpses directly, allowing creation of zombies from corpses in the [[Morgue]]. Can be applied with both [[#Touch|touch]] and [[#Ingest|ingestion]]. The tumor can be removed with [[Surgery#Romerol_Tumor|surgery]].
 
|instant
 
|-
 
!style='background-color:#FFEE88;'|{{anchor|Royal Bee Jelly}}Royal Bee Jelly<span style="color:#00FF80;background-color:white">▮</span>
 
|{{RecursiveChem/Royal Bee Jelly}}
 
|Causes a Queen Bee to split in two when injected. (Results in 5 units instead of 50)
 
|0.4 units per tick
 
|-
 
!style='background-color:#FFEE88;'|{{anchor|Serotrotium}}Serotrotium<span style="color:#202040;background-color:white">▮</span>
 
|[[Guide_to_hydroponics#Strange_Seeds|Strange seeds]]
 
|Makes you randomly twitch, drool, moan and gasp.
 
|0.1 units per tick
 
|-
 
!style='background-color:#FFEE88;'|{{anchor|Soap}}Soap
 
|{{RecursiveChem/Soap}}
 
|Creates a bar of soap, 10% faster cleaning than with what you get on the station. Can not react in a body.
 
|N/A
 
|-
 
!style='background-color:#FFEE88;'|{{anchor|Space Cleaner}}Space Cleaner<span style="color:#A5F0EE;background-color:white">▮</span>
 
|{{RecursiveChem/Space Cleaner}}
 
|This is able to clean almost all surfaces of most things that may dirty them. The janitor is likely to appreciate refills.
 
|0.4 units per tick
 
|-
 
!style='background-color:#FFEE88;'|{{anchor|Spray Tan}}Spray Tan<span style="color:#FFC080;background-color:white">▮</span>
 
|{{RecursiveChem/Spray Tan}}
 
|Darkens the skin when sprayed or patched. Ingesting more than 10u overdoses you, which makes you tanned, spiky haired, randomly flex your muscles and spout an old meme.
 
|0.4 units per tick
 
|-
 
!style='background-color:#FFEE88;'|{{anchor|Space Lube}}Space Lube<span style="color:#009CA8;background-color:white">▮</span>
 
|{{RecursiveChem/Space Lube}}
 
|Space Lube is a high performance lubricant. Splashing it on floor tiles makes them extremely slippery for a very long time. Only way to remove it is to pry out/replace the floor tiles or wait.  (Results in 4 units instead of 3)
 
|0.4 units per tick
 
|-
 
!style='background-color:#FFEE88;'|{{anchor|Sterilizine}}Sterilizine<span style="color:#D0EFEE;background-color:white">▮</span>
 
|{{RecursiveChem/Sterilizine}}
 
|When applied via touch or vapor, increases the speed (or success chance) of surgical steps by 20%. Useful for surgery in less than ideal conditions.
 
|0.4 units per tick
 
|-
 
!style='background-color:#FFEE88;'|{{anchor|Synthmeat}}Synthmeat
 
|{{RecursiveChem/Synthmeat}}
 
|Creates a slab of synthetic meat.
 
|N/A
 
|-
 
!style='background-color:#FFEE88;'|{{anchor|Medicated Suture}}[[File:Medicated_suture.png]] Medicated Suture
 
|{{RecursiveChem/Medicated_Suture}}
 
|Creates a [[Medical_items#Medicated_Suture|Medicated Suture]].
 
|N/A
 
|-
 
!style='background-color:#FFEE88;'|{{anchor|Advanced Regenerative Mesh}}[[File:Advanced_regenerative_mesh_closed.png]]Advanced Regenerative Mesh
 
|{{RecursiveChem/Advanced_Regenerative_Mesh}}
 
|Creates an [[Medical_items#Advanced_Regenerative_Mesh|Advanced Regenerative Mesh]].
 
|N/A
 
|-
 
!style='background-color:#FFEE88;'|{{anchor|Organic Slurry}}Organic Slurry<span style="color:#545000;background-color:white">▮</span>
 
|{{RecursiveChem/Organic_Slurry}}
 
|A mixture of various differently colored fluids. Only works when [[#Ingest|ingested]]. If [[#Inject|injected]], will revert to Welding Fuel. Randomly induces vomiting and later short [[Status_Effects#Stun|stuns]] as well. Rapidly purges itself each vomit when stunning. Results in 4 units instead of 3.
 
|0.4 units per tick
 
|-
 
!style='background-color:#FFEE88;'|{{anchor|Pax}}Pax<span style="color:#AAAAAA55;background-color:white">▮</span>
 
|{{RecursiveChem/Pax}}
 
|Pacifies by preventing the victim from using harm intent, certain harmful weapons and only letting them use passive and aggressive grabs. Non-harmful weapons such as [[Security_items#Disabler|disablers]] still work.
 
|0.1 units per tick
 
|-
 
!style='background-color:#FFEE88;'|{{anchor|Synthpax}}Synthpax<span style="color:#AAAAAA55;background-color:white">▮</span>
 
|[[Cyborg#Peacekeeper|Peacekeeper Cyborgs]]
 
||Same as [[#Pax|Pax]] but metabolises much faster. Can only be used by [[Cyborg#Peacekeeper|Peacekeeper Cyborgs]].
 
|0.6 units per tick
 
|-
 
!style='background-color:#FFEE88;'|{{anchor|Dizzying_Solution}}Dizzying Solution
 
|[[Cyborg#Peacekeeper|Peacekeeper Cyborgs]]
 
||Makes the target [[Status_Effects#Dizziness|dizzy]] and [[Status_Effects#Confusion|confused]]. Can only be used by [[Cyborg#Peacekeeper|Peacekeeper Cyborgs]].
 
|0.6 units per tick
 
|-
 
!style='background-color:#FFEE88;'|{{anchor|Tranquility}}Tranquility<span style="color:#9A6750;background-color:white">▮</span>
 
|Gondola Meat
 
|Induces a [[Infections|virus]] that creates [[#Pax|Pax]] within the victims body and slowly turns the victim into a Gondola. Can be cured with [[#Condensed_Capsaicin|Condensed Capsaicin]].
 
|0.4 units per tick
 
|-
 
!style='background-color:#FFEE88;'|{{anchor|Liquid Electricity}}Liquid Electricity<span style="color:#97ee63;background-color:white">▮</span>
 
|{{RecursiveChem/Liquid_Electricity}}
 
|Periodically electrocutes any non-Ethereals that have this in their system.
 
|0.4 units per tick
 
|-
 
!style='background-color:#FFEE88;'|{{anchor|Monkey Powder}}Monkey Powder
 
|{{RecursiveChem/Monkey_Powder}}
 
|Add 1u water to 30u of this to create a monkey. (Results in 3 units instead of 4)
 
|N/A
 
|-
 
!style='background-color:#FFEE88;'|{{anchor|Electrolysis}}Electrolysis
 
|{{RecursiveChem/Electrolysis}}
 
|Turns the ingredients into 20u hydrogen and 10u oxygen.
 
|N/A
 
|-
 
!style='background-color:#FFEE88;'|{{anchor|Scream}}Scream
 
|{{RecursiveChem/Scream}}
 
|When mixed the ingredients are consumed and the solution screams. Bigger reaction causes louder scream.
 
|N/A
 
|-
 
!style='background-color:#FFEE88;'|{{anchor|Slime Extractification}}Slime Extractification
 
|{{RecursiveChem/Slime_Extractification}}
 
|The mixture condenses into a [[Guide_to_xenobiology#Grey_Slime|grey slime extract]].
 
|N/A
 
|}
 
  
 
+
{{:Chemistry/Undesired_reagents}}
 
 
===Virology Recipes===
 
These chemicals are used to mutate [[Infections|viruses]], and have few uses beyond that.
 
 
 
{| class="wikitable sortable" style="width:100%; text-align:left; border: 3px solid #FFDD66; cellspacing=0; cellpadding=2; background-color:white;"
 
! scope="col" style='width:150px; background-color:#FFDD66;'|Name
 
! scope="col" class="unsortable" style='width:150px; background-color:#FFDD66;'|Formula
 
! scope="col" class="unsortable" style='background-color:#FFDD66;'|Description
 
|-
 
!style='background-color:#FFEE88;'|{{anchor|Virus Rations}} Virus Rations<span style="color:#D18AA5;background-color:white">▮</span>
 
|{{RecursiveChem/Virus Rations}}
 
|Depleted virus food. Used to get a [[Infections|virus]] symptom of level 1. (Results in 1 unit instead of 2)
 
|-
 
!style='background-color:#FFEE88;'|{{anchor|Virus Food}} Virus Food<span style="color:#899613;background-color:white">▮</span>
 
|{{RecursiveChem/Virus Food}}
 
|Allows viruses and bacteria to quickly grow. Used to get a [[Infections|virus]] symptom of level 1 or 2. The [[Virologist|virologist]] has a dispenser with this on a wall in the lab. (Results in 15 units instead of 10)
 
|-
 
!style='background-color:#FFEE88;'|{{anchor|Mutagenic Agar}} Mutagenic Agar<span style="color:#A3C00F;background-color:white">▮</span>
 
|{{RecursiveChem/Mutagenic Agar}}
 
|Used to get a [[Infections|virus]] symptom of level 3. (Results in 1 unit instead of 2)
 
|-
 
!style='background-color:#FFEE88;'|{{anchor|Sucrose Agar}} Sucrose Agar<span style="color:#41B0C0;background-color:white">▮</span>
 
|{{RecursiveChem/Sucrose Agar}}
 
|Used to get a [[Infections|virus]] symptom of level 4.
 
|-
 
!style='background-color:#FFEE88;'|{{anchor|Weakened Virus Plasma}} Weakened Virus Plasma<span style="color:#CEC3C6;background-color:white">▮</span>
 
|{{RecursiveChem/Weakened Virus Plasma}}
 
|Weakened variety of virus plasma. Used to get a [[Infections|virus]] symptom of level 5.
 
|-
 
!style='background-color:#FFEE88;'|{{anchor|Virus Plasma}} Virus Plasma<span style="color:#A69DA9;background-color:white">▮</span>
 
|{{RecursiveChem/Virus Plasma}}
 
|Used to get a [[Infections|virus]] symptom of level 6. (Results in 1 unit instead of 2)
 
|-
 
!style='background-color:#FFEE88;'|{{anchor|Decaying Uranium Gel}} Decaying Uranium Gel<span style="color:#D18AA5;background-color:white">▮</span>
 
|{{RecursiveChem/Decaying Uranium Gel}}
 
|Powerful viral mutagen. Used to get a [[Infections|virus]] symptom of level 6 or 7. (Results in 1 unit instead of 2)
 
|-
 
!style='background-color:#FFEE88;'|{{anchor|Unstable Uranium Gel}} Unstable Uranium Gel<span style="color:#D18AA5;background-color:white">▮</span>
 
|{{RecursiveChem/Unstable Uranium Gel}}
 
|Powerful viral mutagen. Used to get a [[Infections|virus]] symptom of level 7. (Results in 1 unit instead of 6)
 
|-
 
!style='background-color:#FFEE88;'|{{anchor|Stable Uranium Gel}} Stable Uranium Gel<span style="color:#D18AA5;background-color:white">▮</span>
 
|{{RecursiveChem/Stable Uranium Gel}}
 
|Powerful viral mutagen. Used to get a [[Infections|virus]] symptom of level 8. (Results in 1 unit instead of 21)
 
|-
 
!style='background-color:#FFEE88;'|{{anchor|Blood Duplication}} Blood Duplication<span style="color:#B31008;background-color:white">▮</span>
 
|{{RecursiveChem/Blood Duplication}}
 
|Not exactly a recipe or an usual reaction, more of an useful byproduct of virology recipes. When any chemical that mutates viruses is combined with any blood, it increases the amount of blood without the need for it to be removed from someone. With plumbing, this is most useful when used with Unstable Mutagen, as it's easy to produce and allows you to infinitely create blood for use in chemfactories.
 
|}
 
 
 
There are also chemicals that do nothing, which can be found in [[Guide_to_hydroponics#Strange_Seeds|Strange seeds]]. Example: Plastic Polymers{{anchor|Plastic Polymers}}.
 
 
 
===Mutation Toxins===
 
Obtainable through [[Guide_to_xenobiology|xenobiology]], these chemicals transform humanoids into other [[Guide_to_races|races]]. It only takes 1u to start the transformation.
 
 
 
{| class="wikitable sortable" style="width:100%; text-align:left; border: 3px solid #FFDD66; cellspacing=0; cellpadding=2; background-color:white;"
 
! scope="col" style='width:150px; background-color:#FFDD66;'|Name
 
! scope="col" class="unsortable" style='width:150px; background-color:#FFDD66;'|Formula
 
! scope="col" class="unsortable" style='background-color:#FFDD66;'|Description
 
! scope="col" class="unsortable" style='background-color:#FFDD66;'|Metabolism Rate
 
|-
 
!style='background-color:#FFEE88;'|{{anchor|Slime Mutation Toxin}}{{anchor|Mutation Toxin}}Mutation Toxin<span style="color:#5EFF3B;background-color:white">▮</span>
 
|[[Guide_to_xenobiology#Green_Slime|Green slimes]]
 
|After 20 cycles (about 4 units) transforms you into a [[Slimepeople|slimeperson]]. Used to be named ''Slime Mutation Toxin''.
 
|0.2 units per tick
 
|-
 
!style='background-color:#FFEE88;'|{{anchor|Unstable Mutation Toxin}} Lizard Mutation Toxin<span style="color:#5EFF3B;background-color:white">▮</span>
 
|[[Guide_to_xenobiology#Green_Slime|Green slimes]]
 
|After 20 cycles (about 4 units) transforms you into a [[Guide_to_races#Lizardpeople|lizardperson]].
 
|0.2 units per tick
 
|-
 
!style='background-color:#FFEE88;'|{{anchor|Stable Mutation Toxin}} Stable Mutation Toxin<span style="color:#5EFF3B;background-color:white">▮</span>
 
|[[Guide_to_xenobiology#Green_Slime|Green slimes]]
 
|After 20 cycles (about 4 units) transforms you into a [[Guide_to_races#Human|human]].
 
|0.2 units per tick
 
|-
 
!style='background-color:#FFEE88;'|{{anchor|Advanced Mutation Toxin}} Advanced Mutation Toxin<span style="color:#13BC5E;background-color:white">▮</span>
 
|[[Guide_to_xenobiology#Black_Slime|Black slimes]]
 
|Makes the victim contract a disease which slowly morphs them into a [[slime]]. The disease can be cured with [[Guide_to_food_and_drinks#Frost_Oil|Frost Oil]].
 
|0.2 units per tick
 
|}
 
 
 
== Toxins{{anchor|Toxins}} ==
 
The deadliest of deadly chemicals. You can get a bunch of these through the traitor uplink, but if you don't wanna waste telecrystals you can mix it. The human liver will quickly purge toxins under 3u from its system.
 
 
 
{| class="wikitable sortable" style="width:100%; text-align:left; border: 3px solid #FFDD66; cellspacing=0; cellpadding=2; background-color:white;"
 
! scope="col" style='width:150px; background-color:#FFDD66;'|Name
 
! scope="col" class="unsortable" style='width:150px; background-color:#FFDD66;'|Recipe
 
! scope="col" style='background-color:#FFDD66;'|Damage dealt
 
! scope="col" class="unsortable" style='background-color:#FFDD66;'|Description
 
! scope="col" class="unsortable" style='background-color:#FFDD66;'|Metabolism Rate
 
! scope="col" style='background-color:#FFDD66;'|Overdose Threshold
 
|-
 
!style='background-color:#FFEE88;'|{{anchor|Toxin}}Toxin<span style="color:#CF3600;background-color:white">▮</span>
 
|{{RecursiveChem/Toxin}}
 
|Toxin
 
|Will deal 1.5 toxin damage per tick.
 
|0.4 units per tick
 
|N/A
 
|-
 
!style='background-color:#FFEE88;'|{{anchor|Bad Food}}Bad Food<span style="color:#D6D6D8;background-color:white">▮</span>
 
|From eating poorly made food
 
|Toxin
 
|Will deal 0.5 toxin damage per tick.
 
|0.1 units per tick
 
|N/A
 
|-
 
!style='background-color:#FFEE88;'|{{anchor|Chloral Hydrate}}Chloral Hydrate<span style="color:#000067;background-color:white">▮</span>
 
|{{RecursiveChem/Chloral Hydrate}}
 
|Stun, Toxin
 
|A powerful sedative which first [[Status_Effects#Confusion|confuses]] and makes you [[Status_Effects#Drowsiness|drowsy]], and then after 10 cycles puts the victim to [[Status_Effects#Sleep|sleep]]. After 51 total cycles, it starts dealing ever increasing toxin damage, until death. (Results in 1 unit instead of 5)
 
|0.6 units per tick
 
|N/A
 
|-
 
!style='background-color:#FFEE88;'|{{anchor|Mindbreaker Toxin}}Mindbreaker Toxin<span style="color:#B31008;background-color:white">▮</span>
 
|{{RecursiveChem/Mindbreaker Toxin}}
 
|Hallucinations
 
|A potent hallucinogenic compound that is illegal under space law. Formerly known as LSD, but was renamed so people understand that it is not a "fun time".<br> For people with the Reality Dissociation Syndrome trait, this will instead suppress [[Status_Effects#Hallucinations|hallucinations]]. (Results in 5 units instead of 3)
 
|0.4 units per tick
 
|N/A
 
|-
 
!style='background-color:#FFEE88;'|{{anchor|Mute Toxin}}Mute Toxin<span style="color:#F0F8FF;background-color:white">▮</span>
 
|{{RecursiveChem/Mute Toxin}}
 
|Speech
 
|Makes the subject unable to speak for some time. (Results in 2 units instead of 4)
 
|0.4 units per tick
 
|N/A
 
|-
 
!style='background-color:#FFEE88;'|{{anchor|Mime's Bane}}Mime's Bane<span style="color:#F0F8FF;background-color:white">▮</span>
 
|{{RecursiveChem/Mime's Bane}}
 
|Gestures
 
|Makes the subject unable to gesticulate.
 
|0.4 units per tick
 
|N/A
 
|-
 
!style='background-color:#FFEE88;'|{{anchor|Bone Hurting Juice}}Bone Hurting Juice<span style="color:#F0F8FF;background-color:white">▮</span>
 
|{{RecursiveChem/Bone Hurting Juice}}
 
|Stamina Damage and Delimbing Skeletons
 
|Does 7.5 [[Health#Stamina|stamina]] damage per tick. On overdose, it has a 4% chance of causing a spike of 200 [[Health#Stamina|stamina]] damage to a random limb, temporarily disabling it. If you're a [[Guide_to_races#Skeletons|skeleton]] or a [[Guide_to_races#Plasmaman|plasmaman]], it will deal 7.5 [[Health#Stamina|stamina]] and 0.5 brute damage per tick, and overdosing can cause a spike of 200 brute damage to a random limb, instead of stamina.
 
|0.4 units per tick
 
|50 Units
 
|-
 
!style='background-color:#FFEE88;'|{{anchor|Mulligan Toxin}}Mulligan Toxin<span style="color:#5EFF3B;background-color:white">▮</span>
 
|{{RecursiveChem/Mulligan Toxin}}
 
|Identity
 
|Randomizes the subject's appearance.
 
|Infinite
 
|N/A
 
|-
 
!style='background-color:#FFEE88;'|{{anchor|Lexorin}}Lexorin<span style="color:#7DC3A0;background-color:white">▮</span>
 
|{{RecursiveChem/Lexorin}}
 
|Suffocation
 
|Temporarily stops respiration and causes 5 oxyloss damage per tick. Even small doses are fatal, and will cause people to pass out quickly.
 
|0.4 units per tick
 
|N/A
 
|-
 
!style='background-color:#FFEE88;'|{{anchor|Initropidril}}Initropidril<span style="color:#7F10C0;background-color:white">▮</span>
 
|[[Syndicate_Items#Poison_Kit|Poison Kit]], [[Syndicate_Items#Biohazardous_Chemical_Sprayer|Bioterror Spray]]
 
|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
 
|-
 
!style='background-color:#FFEE88;'|{{anchor|Tirizene}}Tirizene<span style="color:#6E2828;background-color:white">▮</span>
 
|Traitor Sleepypen, Emagged Soda Dispenser/Borg Hypo, Poison/Death Berries
 
|Stamina Damage
 
|Deals 13 stamina damage per tick, which constantly lowers. Usually harmless.
 
|0.4 units per tick
 
|N/A
 
|-
 
!style='background-color:#FFEE88;'|{{anchor|Tiring Solution}}Tiring Solution<span style="color:#6E2828;background-color:white">▮</span>
 
|Peacekeeper Cyborgs
 
|Stamina Damage
 
|Deals 10 stamina damage per tick, slowing you down. Won't go higher than 50 stamina damage.
 
|0.6 units per tick
 
|N/A
 
|-
 
!style='background-color:#FFEE88;'|{{anchor|Polonium}}Polonium<span style="color:#787878;background-color:white">▮</span>
 
|[[Syndicate_Items#Poison_Kit|Poison Kit]], [[Syndicate_Items#Biohazardous_Chemical_Sprayer|Bioterror Spray]]
 
|Radiation
 
|Cause significant radiation damage over time (4 per tick). It's metabolized very slowly.
 
|0.05 units per tick
 
|N/A
 
|-
 
!style='background-color:#FFEE88;'|{{anchor|Pancuronium}}Pancuronium<span style="color:#195096;background-color:white">▮</span>
 
|[[Syndicate_Items#Poison_Kit|Poison Kit]]
 
|Stun and Suffocation
 
|After 10 cycles stuns you with no warning. Randomly causes loss of breath, which can choke you to death.
 
|0.1 units per tick
 
|N/A
 
|-
 
!style='background-color:#FFEE88;'|{{anchor|Sodium Thiopental}}Sodium Thiopental<span style="color:#6496FA;background-color:white">▮</span>
 
|Emagged Borg Hypo, [[Syndicate_Items#Poison_Kit|Poison Kit]], [[Syndicate_Items#Biohazardous_Chemical_Sprayer|Bioterror Spray]]/Syringe/Dart
 
|Knockout and Stamina
 
|Knocks you out after 10 cycles, and deals 10 stamina damage per tick. Similar to [[#Chloral Hydrate|Chloral Hydrate]] but longer lasting and can't kill you.
 
|0.3 units per tick
 
|N/A
 
|-
 
!style='background-color:#FFEE88;'|{{anchor|Sulfonal}}Sulfonal<span style="color:#7DC3A0;background-color:white">▮</span>
 
|{{RecursiveChem/Sulfonal}}
 
|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
 
|-
 
!style='background-color:#FFEE88;'|{{anchor|Amanitin}}Amanitin<span style="color:#FFFFFF;background-color:white">▮</span>
 
|[[Guide_to_hydroponics#Plant_reference_chart|Destroying Angel]]
 
|Delayed Toxin Damage
 
|On the last second it is in you, it hits you with a large stack of toxin damage based on how long it was in your system. Larger doses means a longer waiting period but more damage. Deals 3 toxin damage per cycle it was in you.
 
|0.2 units per tick
 
|N/A
 
|-
 
!style='background-color:#FFEE88;'|{{anchor|Amatoxin}}Amatoxin<span style="color:#FFFFFF;background-color:white">▮</span>
 
|[[Guide_to_hydroponics#Plant_reference_chart|Fly Amanita]]
 
|Toxin Damage
 
|Deals 2.5 toxin damage per tick.
 
|0.4 units per tick
 
|N/A
 
|-
 
!style='background-color:#FFEE88;'|{{anchor|Bungotoxin}}Bungotoxin<span style="color:#EBFF8E;background-color:white">▮</span>
 
|{{RecursiveChem/Bungotoxin}}
 
|Heart Damage
 
|Deals 3 [[Guide_to_medicine#Organ_table|heart]] damage per tick. After 12 cycles the victim can randomly start feeling heart spasms, being faint, out of breath, and being in pain.
 
|0.2 units per tick
 
|N/A
 
|-
 
!style='background-color:#FFEE88;'|{{anchor|Unstable Mutagen}}Unstable Mutagen<span style="color:#00FF00;background-color:white">▮</span>
 
|{{RecursiveChem/Unstable Mutagen}}
 
|Mutations
 
|Causes mutations when injected into/consumed by living people or plants. In people the mutation happens instantly the moment you take the chem, and not from metabolization. The chance to activate a dormant bad mutation is 98%, and good mutation 2%. Causes radiation. High doses are lethal to your [[Surgery##Organ_Manipulation|liver]].  Also useful for [[Infections|Virology]]. The [[Botanist|botanist]] wants this in liquid form. Turns into blood if mixed with blood, due to {{Tooltip|[[#Blood Duplication|Blood Duplication]]|{{RecursiveChem/Blood Duplication}}}}
 
|0.4 units per tick
 
|N/A
 
|-
 
!style='background-color:#FFEE88;'|{{anchor|Lipolicide}}Lipolicide<span style="color:#F0FFF0;background-color:white">▮</span>
 
|{{RecursiveChem/Lipolicide}}
 
|Weight Loss
 
|Drains nutrition. Useful for weight loss. Will deal toxin damage if you are starving.
 
|0.2 units per tick
 
|N/A
 
|-
 
!style='background-color:#FFEE88;'|{{anchor|Coniine}}Coniine<span style="color:#7DC3A0;background-color:white">▮</span>
 
|Death Berries, [[Syndicate_Items#Biohazardous_Chemical_Sprayer|Bioterror Spray]]/Syringe
 
|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|Lexorin]].
 
|0.024 units per tick
 
|N/A
 
|-
 
!style='background-color:#FFEE88;'|{{anchor|Curare}}Curare<span style="color:#191919;background-color:white">▮</span>
 
|[[Syndicate_Items#Poison_Kit|Poison Kit]]
 
|Paralyzation, Oxygen, and Toxin
 
|[[Status_Effects#Paralyze|Paralyzes]] you after 11 cycles, while dealing 1 oxyloss and 1 toxic damage. Metabolizes slowly; very lethal.
 
|0.05 units per tick
 
|N/A
 
|-
 
!style='background-color:#FFEE88;'|{{anchor|Histamine}}Histamine<span style="color:#FA6464;background-color:white">▮</span>
 
|[[Guide_to_hydroponics#Plant_reference_chart|Omega Weed]], [[Syndicate_Items#Poison_Kit|Poison Kit]], [[#Formaldehyde|Formaldehyde]], [[#Venom|Venom]], [[#Itching Powder|Itching Powder]]
 
|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
 
|-
 
!style='background-color:#FFEE88;'|{{anchor|Formaldehyde}}Formaldehyde<span style="color:#B4004B;background-color:white">▮</span>
 
|{{RecursiveChem/Formaldehyde}}
 
|Toxin
 
|Causes a 1 Toxin damage per tick. Has a 5% chance to turn into 5 to 15 units of [[#Histamine|Histamine]]. Preserves corpses from organ decay.
 
|0.2 units per tick
 
|N/A
 
|-
 
!style='background-color:#FFEE88;'|{{anchor|Venom}}Venom<span style="color:#F0FFF0;background-color:white">▮</span>
 
|[[Syndicate_Items#Poison_Kit|Poison Kit]], [[Syndicate_Items#Biohazardous_Chemical_Sprayer|Bioterror Spray]], [[Critters#Giant_Spider|Giant Spider]] bites
 
|Brute, toxin
 
|Each cycle will deal 0.2 Toxin and 0.3 Brute damage ''per volume of venom'' in the body. Has a 15% chance to turn into 5 to 10 units of [[#Histamine|Histamine]].
 
|0.1 units per tick
 
|N/A
 
|-
 
!style='background-color:#FFEE88;'|{{anchor|Fake Beer}}Fake Beer<span style="color:#664300;background-color:white">▮</span>
 
|{{RecursiveChem/Fake_Beer}}
 
|Knockout
 
|Instantly puts the victim to [[Status_Effects#Sleep|sleep]]. Cycle 51 and onwards it will also deal (current cycle - 50) toxin damage.
 
|0.6 units per tick
 
|N/A
 
|-
 
!style='background-color:#FFEE88;'|{{anchor|Fentanyl}}Fentanyl<span style="color:#64916E;background-color:white">▮</span>
 
|{{RecursiveChem/Fentanyl}}
 
|Toxin, brain
 
|Will deal 1 toxin and 3 brain damage, up to 60 points of toxin damage and 150 points of brain damage (brains have 200 points of health). If the drug is not removed before 18 cycles it will knock the user unconscious.
 
|0.2 units per tick
 
|N/A
 
|-
 
!style='background-color:#FFEE88;'|{{anchor|Cyanide}}Cyanide<span style="color:#00B4FF;background-color:white">▮</span>
 
|{{RecursiveChem/Cyanide}}
 
|Toxin, oxyloss
 
|Deals 1.25 toxin damage per tick, with 8% chance to [[Status_Effects#Stun|stun]] for 4 seconds and take 2 additional toxin damage. Also 5% chance to lose breath for a moment. Metabolizes slowly.
 
|0.05 units per tick
 
|N/A
 
|-
 
!style='background-color:#FFEE88;'|{{anchor|Carpotoxin}}Carpotoxin<span style="color:#003333;background-color:white">▮</span>
 
|{{RecursiveChem/Carpotoxin}}
 
|Toxin
 
|Deals 2 toxin damage per tick. No special effects, but can be used to make [[#Rezadone|Rezadone]] and [[Guide_to_food_and_drinks#Seafood|imitation carpmeat]].
 
|0.4 units per tick
 
|N/A
 
|-
 
!style='background-color:#FFEE88;'|{{anchor|Zombie Powder}}Zombie Powder<span style="color:#669900;background-color:white">▮</span>
 
|{{RecursiveChem/Zombie Powder}}
 
|Fake death, stun
 
|If [[#Ingest|ingested]] instantly [[Status_Effects#Unconscious|knocks people out]], and makes them appear dead to the most rudimentary of tests. If taken any other way than [[#Ingest|ingestion]] it makes you [[Status_Effects#Confusion|confused]] and [[Status_Effects#Drowsiness|drowsy]] cycle 1-5, deals 40 stamina damage cycle 5-8 and causes the fake death cycle 9 and onwards. Deals 0.5 suffocation and toxin damage per tick. (Results in 2 units instead of 15)
 
|0.4 units per tick
 
|N/A
 
|-
 
!style='background-color:#FFEE88;'|{{anchor|Ghoul Powder}}Ghoul Powder<span style="color:#669900;background-color:white">▮</span>
 
|{{RecursiveChem/Ghoul Powder}}
 
|Fake death
 
|Slows metabolism to a death-like state, while keeping the patient fully aware and mobile. Deals 1 suffocation and 0.8 toxin damage per tick.
 
|0.4 units per tick
 
|N/A
 
|-
 
!style='background-color:#FFEE88;'|{{anchor|Itching Powder}}Itching Powder<span style="color:#C8C8C8;background-color:white">▮</span>
 
|{{RecursiveChem/Itching Powder}}
 
|Brute, annoyance
 
|Will cause annoying effects, as well as a chance that the subject will scratch themselves dealing 0.2 Brute damage. Unlike other chems, itching powder will enter your bloodstream from [[#Under the hood|touch]], such as from getting splashed with it. Has a 3% chance to transform into 1 to 3 units of [[#Histamine|Histamine]].
 
|0.2 units per tick
 
|N/A
 
|-
 
!style='background-color:#FFEE88;'|{{anchor|Mint Toxin}}Mint Toxin<span style="color:#CF3600;background-color:white">▮</span>
 
|Mints, Emagged Booze Dispenser, Mushroom Shavings (Lavaland)
 
|Conditional death
 
|Instantly gibs fat people when ingested.
 
|0.4 units per tick
 
|N/A
 
|-
 
!style='background-color:#FFEE88;'|{{anchor|Slime Jelly}}Slime Jelly<span style="color:#801E28;background-color:white">▮</span>
 
|{{RecursiveChem/Slime Jelly}}
 
|Toxin
 
|The base reagent for slime based chemicals. Grinding [[Guide_to_xenobiology#Formulas|slime extracts]] yields 20u slime jelly per use left. 40% chance to heal 5 Brute damage each tick, but also has a 10% chance to deal a burst of 20-60 toxin damage.
 
|0.4 units per tick
 
|N/A
 
|-
 
!style='background-color:#FFEE88;'|{{anchor|Heparin}}Heparin<span style="color:#C8C8C8;background-color:white">▮</span>
 
|{{RecursiveChem/Heparin}}
 
|Brute, Bleeding
 
|Causes bleeding constantly while in the system of the victim. Deals 1 brute and drains more than 1 percentage point of blood volume per tick.
 
|0.08 units per tick
 
|N/A
 
|-
 
!style='background-color:#FFEE88;'|{{anchor|Rotatium}}{{anchor|Skewium}}Rotatium<span style="color:#AC88CA;background-color:white">▮</span>
 
|{{RecursiveChem/Rotatium}}
 
|Toxin
 
|After 20 cycles, causes the victim's screen to display a rocking motion. Deals 0.5 toxin damage per tick. <br>Was previously refinable into {{Tooltip|[[#Skewium|Skewium]]|{{RecursiveChem/Skewium}}}}, but skewium was removed from tgstation Oct 2019 for causing client crashes.
 
|0.24 units per tick
 
|N/A
 
|-
 
!style='background-color:#FFEE88;'|{{anchor|Spewium}}Spewium<span style="color:#2F6617;background-color:white">▮</span>
 
|[[Syndicate_Items#Poison_Kit|Poison Kit]]
 
|Toxin
 
|After 11 ticks, has up to a 50% chance of causing strong vomiting while purging other toxins each tick. After 33 cycles, there is a chance to eject an organ each tick if overdosing. Requires very high doses.
 
|0.4 units per tick
 
|29 Units
 
|-
 
!style='background-color:#FFEE88;'|{{anchor|Anacea}}Anacea<span style="color:#3C5133;background-color:white">▮</span>
 
|{{RecursiveChem/Anacea}}
 
|Toxin and Purges Medicines
 
|Metabolizes very slowly and purges 5u medicines from the victim while dealing 0.15 toxin damage per tick. If the victim also has [[#Pentetic_Acid|Pentetic Acid]] or [[#Calomel|Calomel]], the purging is slowed down to 0.5u per tick.
 
|0.032 units per tick
 
|N/A
 
|-
 
!style='background-color:#FFEE88;'|{{anchor|Fluorosulfuric Acid}}Fluorosulfuric Acid<span style="color:#5050FF;background-color:white">▮</span>
 
|{{RecursiveChem/Fluorosulfuric Acid}}
 
|Corrosion
 
|A highly caustic and dangerous substance. Slowly melts equipment and clothes it touches. Instantly deals brute damage if added to or splashed on people. Deals 2 toxin and constantly increasing burn damage if ingested. "Acidpower" 42.
 
|0.4 units per tick
 
|N/A
 
|-
 
!style='background-color:#FFEE88;'|{{anchor|Weed Killer}} Weed Killer<span style="color:#4B004B;background-color:white">▮</span>
 
|{{RecursiveChem/Weed Killer}}
 
|Toxin
 
|Kills weeds and causes 1 toxin damage per tick to humans.
 
|0.4 units per tick
 
|N/A
 
|-
 
!style='background-color:#FFEE88;'|{{anchor|Pest Killer}}Pest Killer<span style="color:#4B004B;background-color:white">▮</span>
 
|{{RecursiveChem/Pest Killer}}
 
|Toxin
 
|Kills pests in hydroponics trays. Causes 1 toxin damage to humans and 4 toxin damage to [[Guide_to_races#Flypeople|fly people]], each tick.
 
|0.4 units per tick.
 
|N/A
 
|-
 
!style='background-color:#FFEE88;'|{{anchor|Plant-B-Gone}}Plant-B-Gone<span style="color:#49002E;background-color:white">▮</span>
 
|{{RecursiveChem/Plant-B-Gone}}
 
|Toxin
 
|A potent herbicide which is useful to replace the limited supply the botanist starts with. Causes 1 toxin damage to humans and 2 toxin damage to [[Guide_to_races#Podpeople|pod people]], each tick.
 
|0.4 units per tick
 
|N/A
 
|-
 
!style='background-color:#FFEE88;'|{{anchor|Nitric Acid}}Nitric Acid<span style="color:#5050FF;background-color:white">▮</span>
 
|{{RecursiveChem/Nitric Acid}}
 
|Corrosion
 
|A corrosive and dangerous substance. Instantly deals brute damage if added to or splashed on people. Deals 2 toxin and constantly increasing burn damage if ingested. "Acidpower" 5.  (Results in 2 units instead of 3)
 
|0.4 units per tick
 
|N/A
 
|}
 
 
 
== Lavaland Chemicals ==
 
Found primarily in Lavaland flora.
 
 
 
{| class="wikitable sortable" style="width:100%; text-align:left; border: 3px solid #FFDD66; cellspacing=0; cellpadding=2; background-color:white;"
 
! scope="col" style='width:150px; background-color:#FFDD66;'|Name
 
! scope="col" class="unsortable" style='width:150px; background-color:#FFDD66;'|Found in
 
! scope="col" style='background-color:#FFDD66;'|Type
 
! scope="col" class="unsortable" style='background-color:#FFDD66;'|Description
 
! scope="col" class="unsortable" style='background-color:#FFDD66;'|Metabolism Rate
 
|-
 
!style='background-color:#FFEE88;'|{{anchor|Entropic Polypnium}}Entropic Polypnium<span style="color:#1D043D;background-color:white">▮</span>
 
|Mushroom Cap (Inocybe), from tall mushrooms
 
|Poison
 
|20% chance each tick to do Stamina, Brain, Toxin and Oxygen. Also blurs eyes and knocks you unconcious after 10 cycles.
 
|0.4 units per tick
 
|-
 
!style='background-color:#FFEE88;'|{{anchor|Tinea Luxor}}Tinea Luxor<span style="color:#B5A213;background-color:white">▮</span>
 
|{{RecursiveChem/Tinea_Luxor}}
 
|Other
 
|Makes the consumer glow.
 
|0.4 units per tick
 
|-
 
!style='background-color:#FFEE88;'|{{anchor|Vitrium Froth}}Vitrium Froth<span style="color:#D3A308;background-color:white">▮</span>
 
|Cactus Fruit (Fruiting Cactus), Mushroom Leaf (Porcini)
 
|Medicine
 
|80% chance to heal 1 burn and 1 brute damage each tick.
 
|0.4 units per tick
 
|-
 
|}
 
  
 
==Reagent Delivery{{anchor|Reagent Delivery}}==
 
==Reagent Delivery{{anchor|Reagent Delivery}}==
 
{{anchor|Under_the_hood}}There are different ways you can apply chemicals to a person or the environment.
 
{{anchor|Under_the_hood}}There are different ways you can apply chemicals to a person or the environment.
 
 
  
 
===Delivery types===
 
===Delivery types===
First of all, there are actually 5 types of delivery, called '''ingest''', '''inject''', '''vapor''', '''touch''' and '''patch'''. If you are not interested in the details, you can skip to [[#Smoke_vs_foam|Smoke vs Foam vs others]]. <br>
+
There are 5 types of delivery, called '''ingest''', '''inject''', '''vapor''', '''touch''' and '''patch'''. If you are not interested in the details, you can skip to [[#Smoke_vs_foam|Smoke vs Foam vs others]]. <br>
  
 
====Ingest====
 
====Ingest====
Ingest and '''inject'''{{anchor|Inject}} both usually do the exact same thing. The reagent simply enters the target's bloodstream. Used by pills, cigarettes, [[General_items#Vape|e-cigarettes]], inhaling [[#Smoke|smoke]] and drinking the reagent directly. [[#Probital|Probital]] works best when ingested.
+
Ingesting reagents puts them into the [[Guide_to_medicine#Organ_table|stomach]]. The individual reagents in the stomach will then be digested over time, which slowly moves them to the bloodstream at a rate partly based on the amount of them in the stomach, and stomach type ([[Guide_to_races|race]]). Most reagents have no effect until they have been moved to the bloodstream where they start metabolising (an exception is milk). They can be ejected if the person vomits. Ingestion is used by pills, cigarettes, [[General_items#Vape|e-cigarettes]] and drinking/eating the reagent directly. Inhaling [[#Smoke|smoke]] counts as ingesting, with the difference that smoke bypasses the stomach and is added directly to the bloodstream. [[#Probital|Probital]] works best when ingested.
 +
 
 
====Inject====
 
====Inject====
Works the same as '''ingest''', where the reagent simply enters the target's bloodstream. Used by syringes and IV-drips. [[#Syriniver|Syriniver]] works best if injected.
+
On inject the reagent simply enters the target's bloodstream and starts metabolising. Reagents in blood can be [[Surgery#Filter_Blood|filtered out]] using surgery. Used by syringes and IV-drips. [[#Syriniver|Syriniver]] works best if injected.
  
 
====Vapor====
 
====Vapor====
Vapor is used by (ranged) spray bottles and [[#Fluorosurfactant|foam]]. A portion of the reagents will enter the bloodstream of the target, but clothes will protect from some/most/all of it depending on clothing. Any hardsuit typically makes the target completely immune to getting it into their bloodstream, if the helmet is closed. But if the reagent has a "vapor" based component, that component will still affect the target, like [[#Fluorosulfuric Acid|Fluorosulfuric Acid]]. See more about [[#Fluorosurfactant|foam]] [[#Smoke_vs_foam|below]], with examples. [[#Hercuri|Hercuri]] works best as vapor.
+
Vapor is used by (ranged) spray bottles and [[#Fluorosurfactant|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|Fluorosulfuric Acid]]. See more about [[#Fluorosurfactant|foam]] [[#Smoke_vs_foam|below]], with examples. [[#Hercuri|Hercuri]] works best as vapor.
  
 
====Touch====
 
====Touch====
Line 1,956: Line 399:
 
These are the major practical differences between pills, syringes, patches, cigarettes, [[#Smoke|smoke]], [[#Fluorosurfactant|foam]], splash and spray. <br>
 
These are the major practical differences between pills, syringes, patches, cigarettes, [[#Smoke|smoke]], [[#Fluorosurfactant|foam]], splash and spray. <br>
 
====Pills====
 
====Pills====
Pills can be instantly [[#Ingest|ingested]] if used on yourself. It doesn't work if mouth is covered. [[Plasmaman|Plasmamen]] will have trouble taking these. Holds up to 50u. <br>
+
Pills can be instantly [[#Ingest|ingested]] if used on yourself. It doesn't work if mouth is covered. [[Plasmaman|Plasmamen]] will have trouble taking these. They hold up to 50u. Aren't added to bloodstream instantly. <br>
  
 
====Syringes====
 
====Syringes====
Syringes can inject into people even with their mouths covered, either by hand or with a syringe gun. It doesn't work on players wearing hardsuits or other pierce-immune clothing, unless you use a piercing syringe or manage to aim for an exposed part of their body. [[Golem]]s are completely immune to syringes (even piercing syringes), but [[Guide_to_chemistry#Patches|patches]] do work on them. A syringe holds between 10-60u, depending on type. Common syringes hold 15u. <br>
+
[[Medical_items#Syringe|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. [[Golem]]s are completely immune to syringes (even piercing syringes), but [[Guide_to_chemistry#Patches|patches]] do work on them. A syringe holds between 10-60u, depending on type. Common syringes hold 15u. <br>
  
 
====Patches====
 
====Patches====
Will add all reagents into a person's bloodstream through any clothing, including hardsuits. Also apply [[#Touch|touch]]/[[#Patch|patch]] based effects. Example: A patch of 20u [[#Synthflesh|Synthflesh]] will instantly heal 25 brute and burn (touch component), and also enter the target's bloodstream (which in this case does nothing). Usable by [[Plasmaman|plasmamen]]. Can hold up to 40u. <br>
+
Will add all reagents into a person's bloodstream through any clothing, including MODsuits. Also apply [[#Touch|touch]]/[[#Patch|patch]] based effects. Example: A patch of 20u [[#Synthflesh|Synthflesh]] will instantly heal 25 brute and burn (touch component), and also enter the target's bloodstream (which in this case does nothing). Usable by [[Plasmaman|plasmamen]]. Can hold up to 40u. <br>
  
 
====Cigarettes====
 
====Cigarettes====
Line 1,969: Line 412:
 
====[[#Smoke|Smoke]]====
 
====[[#Smoke|Smoke]]====
 
{{Anchor|Smoke_effect}}
 
{{Anchor|Smoke_effect}}
When a smoke reaction occurs, the smoke will consume any other reagent in its original containers, and spread that reagent to flooring and people/mobs who enter its area of effect. People who enter the smoke will be [[#Touch|touched]] by the reagents. If they do not have internals on, they will also [[#Ingest|ingest]] the reagents. The amount of smoke does not dilute the reagents. The reagents will be copied to every individual or tile (not walls, windows or doors) over the cloud's duration. Reagents that are special coded to affect floor/environment (such as blood, [[#Fluorosulfuric Acid|acid]] or [[#Space_Cleaner|Space Cleaner]]) will do so. Smoke will usually block sight. <br>
+
When a smoke reaction occurs, the smoke will consume any other reagent in its original containers, and spread that reagent to flooring and people/mobs who enter its area of effect. People who enter the smoke will be [[#Touch|touched]] by the reagents. If they do not have internals or a gas mask on, they will also [[#Ingest|ingest]] the reagents. The amount of smoke does not dilute the reagents. The reagents will be copied to every individual or tile (not walls, windows or doors) over the cloud's duration. Reagents that are special coded to affect floor/environment (such as blood, [[#Fluorosulfuric Acid|acid]] or [[#Space_Cleaner|Space Cleaner]]) will do so. Smoke will usually block sight. <br>
'''Smoke example 1:''' Smoke containing 20u [[#Synthflesh|Synthflesh]]. Everyone caught in the cloud, including people wearing hardsuits, will slowly heal 25 brute and burn, if they stay in the smoke for its full duration (otherwise they will heal partially). Those who are not wearing internals will also [[#Ingest|ingest]] 20u of the medicine, making it enter their bloodstream (which does nothing in this case). <br>
+
'''Smoke example 1:''' Smoke containing 20u [[#Synthflesh|Synthflesh]]. Everyone caught in the cloud, including people wearing 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|ingest]] 20u of the medicine, making it enter their bloodstream (which does nothing in this case). <br>
  
'''Smoke example:''' Smoke containing 20u [[#Chlorine Trifluoride|Chlorine Trifluoride]](CLF3). CLF3 has a [[#Touch|touch]](and [[#Vapor|vapor]]) component, so everyone caught in the cloud, including people wearing hardsuits and internals, will catch on fire. It will also deal burn damage to the environment, since CLF3 is coded to do so. Those who are not wearing internals will also [[#Ingest|ingest]] 20u of the CLF3 and thus, start heating up from the inside, effectively burning from both in and out at the same time. <br>
+
'''Smoke example:''' Smoke containing 20u [[#Chlorine Trifluoride|Chlorine Trifluoride]](CLF3). CLF3 has a [[#Touch|touch]] 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|ingest]] 20u of the CLF3 and thus, start heating up from the inside, effectively burning from both in and out at the same time. <br>
  
 
====[[#Fluorosurfactant|Foam]]====
 
====[[#Fluorosurfactant|Foam]]====
When a foam reaction occurs, the foam will consume any other reagent in its original containers, and spread that reagent to flooring and people/mobs who enter its area of effect. The foam will spread slower than smoke and is usually slippery. Reagents will be copied through the [[#Vapor|vapor]] type delivery to those affected over the duration of the foam, BUT the reagents will be heavily diluted depending on the amount of foaming reagent used. Any clothing will reduce how much of the reagents will enter a person's bloodstream. Furthermore, foam reagent bloodstream insertion is divided into several 'ticks'. A minimum amount of reagent is required per tick for it to enter a bloodstream. So if too little reagents are contained in the reaction, or too much foam is used, the foam will do nothing. These ticks are counted ''after'' dilution and protection from clothing. On the other hand, if you use very small amounts of foam, the reagents may instead multiply in the bloodstream to more than the original amount. Hardsuits with helmets on will make people immune to getting reagents into their bloodstream through foam. Despite dilution, the foam will still copy remaining chems such as [[#Fluorosulfuric Acid|acid]], [[#Chlorine Trifluoride|CLF3]], or [[#Space_Cleaner|Space Cleaner]] to any tile it touches (but not walls, windows or doors). Foam will not block sight. <br>
+
When a foam reaction occurs, the foam will consume any other reagent in its original containers, and spread that reagent to flooring and people/mobs who enter its area of effect. The foam will spread slower than smoke and is usually slippery. Reagents will be copied through the [[#Vapor|vapor]] type delivery to those affected over the duration of the foam, BUT the reagents will be heavily diluted depending on the amount of foaming reagent used. Any clothing will reduce how much of the reagents will enter a person's bloodstream. Furthermore, foam reagent bloodstream insertion is divided into several 'ticks'. A minimum amount of reagent is required per tick for it to enter a bloodstream. So if too little reagents are contained in the reaction, or too much foam is used, the foam will do nothing. These ticks are counted ''after'' dilution and protection from clothing. On the other hand, if you use very small amounts of foam, the reagents may instead multiply in the bloodstream to more than the original amount. 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 [[#Fluorosulfuric Acid|acid]], [[#Chlorine Trifluoride|CLF3]], or [[#Space_Cleaner|Space Cleaner]] to any tile it touches (but not walls, windows or doors). Foam will not block sight. <br>
  
 
'''Foam example 1:''' 250u foam containing 10u [[#Cyanide|Cyanide]] will spread a blue foam that does nothing to those it touches. The poison is too diluted to work at all. <br>
 
'''Foam example 1:''' 250u foam containing 10u [[#Cyanide|Cyanide]] will spread a blue foam that does nothing to those it touches. The poison is too diluted to work at all. <br>
  
'''Foam example 2:''' 20u foam containing 250u [[#Fluorosulfuric Acid|Fluorosulfuric Acid]]. A small area and everyone touched by the foam will have large amounts of acid slowly melting their clothing and the affected floor and items. Those who did not wear a hardsuit with helmet on will also have a large amount of acid in their bloodstreams, depending on what they were wearing and how long they were in the foam. If they had internals on or not doesn't matter. <br>
+
'''Foam example 2:''' 20u foam containing 250u [[#Fluorosulfuric Acid|Fluorosulfuric Acid]]. A small area and everyone touched by the foam will have large amounts of acid slowly melting their clothing and the affected floor and items. Those who did not wear a 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. <br>
  
 
====Splashing====
 
====Splashing====
Throwing a beaker, or using a beaker on anything with harm intent, will splash its contents. The longer throw distance, the more the splash will spread out. A [[grenade]] will splash its content unless it also contains [[#Smoke|smoke]] or [[#Fluorosurfactant|foam]]. Splashing only does [[#Touch|touch]] delivery. This means most chemicals will do absolutely nothing when splashed. Reagents that have special properties to affect environment, such as Water, will do so where splashed (creates slippery tile). Reagents that have a [[#Touch|touch]] component will apply that component only. Example: If you throw a beaker of 80u [[#Synthflesh|Synthflesh]] at someone, you will instantly heal them for 100 brute and burn (and deal up to 150 toxin damage), since Synthflesh is touch/patch based. It doesn't matter if the target uses hardsuit or internals in this case. This means throwing a beaker of poison at someone will do nothing at all. Splashing can apply chemicals such as [[#Thermite|Thermite]] to walls. <br>
+
Throwing a beaker or using {{Rightclick}} on something while holding it will splash its contents. The longer throw distance, the more the splash will spread out. A [[grenade]] will splash its content unless it also contains [[#Smoke|smoke]] or [[#Fluorosurfactant|foam]]. Splashing only does [[#Touch|touch]] delivery. This means most chemicals will do absolutely nothing when splashed. Reagents that have special properties to affect environment, such as Water, will do so where splashed (creates slippery tile). Reagents that have a [[#Touch|touch]] component will apply that component only. Example: If you throw a beaker of 80u [[#Synthflesh|Synthflesh]] at someone, you will instantly heal them for 100 brute and burn (and deal up to 150 toxin damage), since Synthflesh is touch/patch based. It doesn't matter if the target uses 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|Thermite]] to walls. <br>
  
 
====Spraying====
 
====Spraying====
Spraying reagents will apply them to environments (if they have any such effect), and will enter hit people's bloodstreams through the [[#Vapor|vapor]] delivery. This means clothing will protect from some/most/all of the reagents, depending on what they are wearing. Using a hardsuit with helmet on makes them immune to getting the reagent into their bloodstream. Reagents such as [[#Fluorosulfuric Acid|acid]], [[#Chlorine Trifluoride|CLF3]], or [[#Space_Cleaner|Space Cleaner]] will still cause their special effects when sprayed on people/environments, but will not enter the bloodstream if the target is wearing too heavy clothing. <br><br>
+
Spraying reagents will apply them to environments (if they have any such effect), and will enter hit people's bloodstreams through the [[#Vapor|vapor]] delivery. This means clothing will protect from some/most/all of the reagents, depending on what they are wearing. Using a MODsuit with helmet on makes them immune to getting the reagent into their bloodstream. Reagents such as [[#Fluorosulfuric Acid|acid]], [[#Chlorine Trifluoride|CLF3]], or [[#Space_Cleaner|Space Cleaner]] will still cause their special effects when sprayed on people/environments, but will not enter the bloodstream if the target is wearing too heavy clothing. <br><br>
  
 
== Beyond the Dispenser ==
 
== Beyond the Dispenser ==
Just because it isn't found in the dispenser or the guide above doesn't mean you can't use it! [[Guide_to_food_and_drinks#Drinks|Drinks]], [[Guide_to_xenobiology|slime cores]] and plenty of other things can provide limitless fun for an enterprising and curious chemist.
+
Just because it isn't found in the dispenser or the guide above doesn't mean you can't use it! [[Guide_to_drinks|Drinks]], [[Guide_to_xenobiology|slime cores]] and plenty of other things can provide limitless fun for an enterprising and curious chemist.
  
[[Category:Guides]]
+
[[Category:Guides]][[Category:Chemistry]]

Latest revision as of 08:29, 28 September 2023

Chemist action.png
 
Tippo Felangus, the Chemist says:
"Hey mate, welcome to Chemistry. This is one of the few jobs where you can make a man heal back up to full health one second and make him explode the next.

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


This guide will primarily be useful for chemists but may come in handy to any player and especially traitors. See Chemical recipes for simplified step-by-step instructions on how to make complicated chemicals (sometimes outdated), and for info about using the dispenser's recipe recording function. For grenade making see Grenades. If you don't have a chem dispenser, see the Guide to Ghetto Chemistry.

A helper client for browsing this wiki (with several extra features) can be found here: https://hamcha.github.io/tghandbook/. That site is unofficial so use at own risk.

Handling reactions

For returning players - reactions now work over time. In general reaction rate is tied to temperature and in some cases the presence of an optional catalyst. In general Purity is tied to the purity of your reagents, and how far away from optimal your pH is. It's important to note that the basic reaction is a one size fits all while each reaction is updated over a batch of updates, so it's unlikely that they'll cause too much trouble for you. Keep your pH within 5-9 and bare in mind most reactions are exothermic now meaning they generate heat when reacting, dangerous when using certain explosive chemicals opposite is for endothermic reactions. Meth has been tweaked - and it's a tad more dangerous, since it becomes more exothermic the less pure it is and meth explodes if it gets to 380k so be careful out there Walter!.

For a quick crash course in mechanics, the help button on the chem heater (now renamed the reaction chamber) will get you up to speed by guiding you through a calomel reaction. There's an achievement too if you complete it with a 100% purity product!

Temperature

All reactions that are non-instant have a reaction rate tied to the temperature of a beaker. If a chemical is reacting too slowly, simply heat the beaker up to speed it up. As a reaction occurs, it is either Exothermic (heat producing) or Endothermic (heat consuming). Care should be taken for the Exothermic reactions, as they are liable to overheat. An overheated reaction will reduce the yield of your reaction by default, and other reactions can have specialise effects when they get too hot (not in yet, but soon!). The rate in which a reaction heats up is faster the hotter it is, be careful to not lose control, and run if you do.

Reaction rates

The easiest way to speed a reaction up is to heat the reaction up, but if you're looking for other ways, such as for plumbing, having an optional catalyst (such as Palladium synthate catalyst for medicines) at its required volume will also speed it up. Finally, one other alternative is to use Tempomyocin on a reaction to suddenly give it a boost.

Potential of Hydrogen (pH)

Every chemical has an innate pH, which can be seen by pressing the cog on the dispenser. The pH of the beaker is the sum of the pHes in the mix. The pH of a beaker determines how pure a product is, for the recipes with a given pH, you want to have your pH at the centre of the limits when the reaction starts. As a reaction progresses, it's likely the pH will begin to drift, and must be compensated for either with buffer reagents or acidic/alkaline compounds. The pH range is something chemists often have to learn over several reactions, and the ChemMaster 3000 analyse function can give an insight into what pH you should be aiming for (Not in yet). Highly impure compounds are liable to affect your reaction too thus it is prudent to set your pH before reacting, as an overly impure reaction will drag the purity down of all other reagents with it.

Presently the pH meter on the machines have a higher accuracy than normal to help players accumulate.

Purity

Purity of a reagent is determined by how pure your reactants were, and how optimal the pH was during the reaction. If the product is slightly impure it'll split into the impure chem. 100% pure reagents will not split. If it is highly impure it will invert all of the product into the inverse chem (the percentage thresholds are given on the reagent's entry). If the reaction's purity is below the unstable purity, and the reaction has a failed chem, it will be replaced by that chem at the end of the reaction. Purity also can have an effect on a reagent's performance too which is detailed in the description. To clarify, here's an example case:

  • Reagent A 10u 100% purity on consumption - 10u of Reagent A added to the patient.
  • Reagent A 10u 75% purity on consumption - 7.5u of Reagent A added to the patient, 2.5u Chemical Isomers added to the patient.
  • Reagent B with the retain volume trait 10u 75% purity on consumption - 10u Reagent B added to the patient and 2.5u Chemical Isomers added to the patient.
  • Reagent A 10u 20% purity on consumption - 10u of Toxic monomers added to the patient.
  • Reagent A 10u <10% purity at the end of a reaction - 10u of Viscous sludge replaces Reagent A in the beaker.

Here's a glossary on some of the terms used in the wiki:

  • Unstable purity - Going below this value will make the reaction less stable - Causing extra effects specific to the reaction (such as Helbital's fire spin). If the reaction has an associated failed chem then that will be created as well either at the end, or during tte reaction if it is insolvent.
  • Insolvency - Specifically for a reaction's impure/inverse products, if it is insolvent then it will precipitate out either during, or at the end of, a reaction as opposed to the standard effect of splitting on consumption.
  • Unreacted purity - This is the purity of all reagents in the game that aren't made by chemists (generally 75%)
  • Retains volume on splitting - Splitting into it's impure form does not reduce the original's volume (See reagent B example above, only applies for impure chem splitting, not inverse or failed.) At the moment core medicines are the only ones to do this.

Overdose scaling

For reagents that have an unreacted purity lower than 100% and an overdose effect, the dosage at which you overdose is not set in stone. For these reagents, the overdose dosage is lowered by how much purer the reagent you are taking is compared to its unreacted purity. The inverse, however, is not true. The overdose dosage can not be raised by using a reagent that is less pure than its unreacted purity. For clarity, a number example:

  • Ephedrine has 75% unreacted purity
  • You create ephedrine with a purity of 100%, which results in a decrease of 25% in its overdose threshold
  • As ephedrine has a 30u overdose dosage normally, 30u is multiplied by 0.75, resulting in 22.5u being the true overdose threshold
  • You apply a patch of 23u pure ephedrine to yourself, thinking you are safe. You overdose.

Optional catalysts

For some reactions, an optional catalyst can be added to modify the reaction of a whole group slightly. At present the only optional catalyst is Palladium synthate catalyst, which speeds up the rate of all medicine reactions.

Competitive reactions

These reactions are ones that compete with each other (aka equilibrium reactions) and will go back and forth depending on the conditions of the beaker. At present the only competing reaction is Tempomyocin and Purity tester reagent, but more will be put in soon.

General tips

  • Make sure your pH is correct before heating up the reaction, If it's not reacting, this is usually the problem, after the reaction has started however, it will keep going past the limits, producing 0% purity product.
  • Keeping your reaction in the heater to cool it can be a way to deal with exothermic reactions.
  • You can adjust the pH of a reaction easily by using a dropper with buffer. Using a dropper on a heater will adjust the pH of the beaker within.
  • Take a note of how your pH changes across the reaction and adjust beforehand accordingly, or have some buffer handy to inject into the reaction in the middle of it.
  • You can abort reactions by crashing the temperature and hoping it's not exothermic enough to overcome that anyways. Alternatively, you could throw the beaker in a panic.
  • Upgrading the heater and the dispenser will improve their ability to detect pH. (soon)
  • For some reactions, it can be useful to keep reagents away from each other until both of them have optimal conditions.
  • Temperature of buffers will change the temperature of whatever you're adding it to! Make sure to not pour hot buffer into a temperature sensitive reaction!

Tools and Machinery

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


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: Reaction chamber level 1.gif Level 4: 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.

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 you can access it like any other bag, and fill it with up to 50 beakers and bottles. When closed you can do a simple Left click to open it's UI. While the portable mixer is closed it functions similar to a Chemistry Dispenser, allowing you to add and remove a single beaker which you can dispense into

Different containers with chemicals, stored inside the portable chemical mixer.(Image 1 of 2)
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:

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?
  • Stage 2: 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 (120u). Metabolism rate 2.
  • 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 part Oil
1 part Welding Fuel

1 part Carbon

1 part Hydrogen

1 part Chlorine
1 part 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 Sodium

1 part Chlorine

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 part Sodium

1 part Hydrogen
1 part 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 part Ash
1 part Oil
1 part Welding Fuel

1 part Carbon

1 part Hydrogen

Temperature 480K

1 part Water
1 part 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 part Chlorine

1 part Oxygen
1 part 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 part Acetaldehyde
1 part Acetone
1 part Oil
1 part Welding Fuel

1 part Carbon

1 part Hydrogen

1 part Welding Fuel

1 part Oxygen

1 part Formaldehyde
1 part Ethanol

1 part Oxygen
1 part Silver

Temperature 420K

1 part Water

Temperature 450K

3 parts Formaldehyde
1 part Ethanol

1 part Oxygen
1 part Silver

Temperature 420K

1 part Lye
1 part Sodium

1 part Hydrogen

1 part 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 part Acetone
1 part Oil
1 part Welding Fuel

1 part Carbon

1 part Hydrogen

1 part Welding Fuel

1 part Oxygen

1 part Formaldehyde
1 part Ethanol

1 part Oxygen
1 part Silver

Temperature 420K

1 part Water
Temperature 450K

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 parts Acetone
1 part Oil
1 part Welding Fuel

1 part Carbon

1 part Hydrogen

1 part Welding Fuel

1 part Oxygen

1 part Hydrogen Peroxide
1 part Chlorine

1 part Oxygen

1 part Water

1 part Oxygen

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 Extract from a Geyser with a liquid pump. N/A A lavaland geyser has a 1 in 27 chance to produce Wittel. Does nothing, but can be used to make Gravitum.
Hyper-Plasmium Oxide Extract from a Geyser with a liquid pump. N/A A lavaland geyser has a chance to produce this. Does nothing, but can be used to make Exotic Stabilizer.
Exotic Stabilizer 1 part Hyper-Plasmium Oxide
Extract from a Geyser with a liquid pump.

1 part Stabilizing Agent
1 part Iron

1 part Oxygen

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 parts Ash
1 part Oil
1 part Welding Fuel

1 part Carbon

1 part Hydrogen

Temperature 480K

1 parts Ethanol
1 parts 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 part Prefactor a
1 part Phenol
1 part Oil
1 part Welding Fuel

1 part Carbon

1 part Hydrogen

1 part Chlorine

1 part Water

3 parts Ethanol
1 part Plasma

Low temperature

1 part Stable plasma

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

1 part Carbon

1 part Hydrogen

1 part Chlorine

1 part Water

3 parts Ethanol
1 part Plasma

High temperature

1 part Stable plasma

Required temp: 50K
Overheat temp: 500K
Optimal pH range: 5 to 8
Min purity: 0.35
H+ producing
Dangerous
This will instantly speed up any reaction added it is added to, giving it a short burst of speed. Adding this reagent to a reaction will give it a 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 part Phenol
1 part Oil
1 part Welding Fuel

1 part Carbon

1 part Hydrogen

1 part Chlorine

1 part Water

3 parts Ethanol
1 part Plasma
Low temperature

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

1 part Carbon

1 part Hydrogen

1 part Chlorine

1 part Water

3 parts Ethanol
1 part Plasma
High temperature

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 parts Libital
1 part Phenol
1 part Oil
1 part Welding Fuel

1 part Carbon

1 part Hydrogen

1 part Chlorine

1 part Water

1 part Nitrogen

1 part Oxygen

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

1 part Carbon

1 part Hydrogen

1 part Welding Fuel

1 part Oxygen

1 part Copper

1 part Phosphorus

2 parts 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 part Phenol
1 part Oil
1 part Welding Fuel

1 part Carbon

1 part Hydrogen

1 part Chlorine

1 part Water

1 part Nitrogen
1 part Oxygen

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 part Carbon

1 part Fluorine
1 part 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 parts Acetone
1 part Oil
1 part Welding Fuel

1 part Carbon

1 part Hydrogen

1 part Welding Fuel

1 part Oxygen

1 part Copper
1 part 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 part Ammonia
3 parts Hydrogen
1 part Nitrogen

2 parts Hydrogen
1 part 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 part Ammonia
3 parts Hydrogen
1 part Nitrogen

1 part Silver
1 part Sulfur
1 part Oxygen
1 part 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 parts Cryostylane
1 part Ice

1 part Stable Plasma

1 part Nitrogen

1 part Lye
1 part Sodium

1 part Hydrogen

1 part Oxygen

1 part Bromine
Temperature below 47K

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 part Sodium Chloride
1 part Sodium
1 part Chlorine

1 part Carbon
1 part Sulfuric Acid
5 units Iron (catalyst)

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

1 part Carbon

1 part Hydrogen

1 part Chlorine

1 part Water

1 part Nitrogen

1 part Oxygen

1 part Blood
1 part Carbon

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 Sodium
1 part Chlorine

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 part Aluminium

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

2 parts Oxygen
1 part Nitrogen

Temperature 525K

1 part Toxin
Hacked NanoMed vendors, Emagged Chem Dispenser

1 part Fluorine
1 part 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 parts Acetone
1 part Oil
1 part Welding Fuel

1 part Carbon

1 part Hydrogen

1 part Welding Fuel

1 part Oxygen

3 parts Nitrogen
1 unit Sulfuric Acid (catalyst)
Optional:
Oxygen - pH stabliser

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 part Oil
1 part Welding Fuel

1 part Carbon

1 part Hydrogen

1 part Fluorine
1 part Hydrogen
Optional:
Oxygen - speed boost

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 part Phenol
1 part Oil
1 part Welding Fuel

1 part Carbon

1 part Hydrogen

1 part Chlorine

1 part Water

1 part Sodium
1 part Carbon
1 part Oxygen
1 part 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 parts Carbon
1 part Phenol
1 part Oil
1 part Welding Fuel

1 part Carbon

1 part Hydrogen

1 part Chlorine

1 part Water

1 part Hydrogen
1 part Oxygen

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

1 part Carbon

1 part Hydrogen

1 part Chlorine

1 part Water

1 part Sodium
1 part Carbon
1 part Oxygen

1 part Sulfuric Acid

1 part Ammonia
3 parts Hydrogen
1 part Nitrogen

1 part Aluminium
1 part Bromine
1 part Lithium

Min react temp: 100K
Overheat temp: 900K
Optimal pH range: 5 to 10
Min purity: 0.25
Mildly exothermic
Mildly H+ consuming
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 part Omnizine
Grown from Ambrosia Deus, and found in hot donkpockets, chef made lollipops (Not cyborg dispensed,) and a few other chef meals.

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

1 part Carbon

1 part Hydrogen

1 part Tinea Luxor
Mushroom Stem (Embershroom)

2 parts Radium


or grind an unused slime extract
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 part Cyanide
1 part Oil
1 part Welding Fuel

1 part Carbon

1 part Hydrogen

1 part Ammonia
3 parts Hydrogen
1 part Nitrogen

1 part Oxygen

Temperature 380K

1 part Formaldehyde
1 part Ethanol

1 part Oxygen
1 part Silver

Temperature 420K

1 part Ammonia
3 parts Hydrogen
1 part Nitrogen

1 part Sodium Chloride
1 part Sodium
1 part Chlorine

1 part Welding Fuel

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 part Acetone
1 part Oil
1 part Welding Fuel

1 part Carbon

1 part Hydrogen

1 part Welding Fuel

1 part Oxygen

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

1 part Ethanol

1 part Phenol
1 part Oil
1 part Welding Fuel

1 part Carbon

1 part Hydrogen

1 part Chlorine

1 part Water

1 part Ethanol
1 part 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 part Mercury

1 part Chlorine
Temperature 374K

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 part Calomel
1 part Mercury

1 part Chlorine

Temperature 374K

2 part 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
Cryoxadone


Impurity: Chemical Isomers
Failed: Viscous sludge <15%
pH: 11

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

Min react temp: 100K
Overheat temp: 900K
Optimal pH range: 5 to 10
Min purity: 0.25
Mildly exothermic
Mildly H+ consuming
All four basic types and cellular Required for the proper function of cryogenics. It heals all types of damage swiftly, but only when the body temperature is below 0C (273.15 K) AND if the target is sleeping or unconscious. It heals suffocation 3x as fast as most other damage types. Is more effective the colder the person is. If used in unupgraded cryo tubes every cycle will typically heal above 6 suffocation, 2 brute, 2 burn, 2 toxin and 2 cellular damage. Can heal wounds. Works on slimepeople, despite being cold. 0.4 units per tick N/A
Pyroxadone


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

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

1 part Carbon

1 part Hydrogen

1 part Welding Fuel

1 part Oxygen

1 part Unstable Mutagen
1 part Chlorine

1 part Phosphorus

1 part Radium

1 part Stable Plasma

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

1 part Carbon

1 part Hydrogen

1 part Tinea Luxor
Mushroom Stem (Embershroom)

2 parts Radium


or grind an unused slime extract
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 part Cryoxadone
1 part Acetone
1 part Oil
1 part Welding Fuel

1 part Carbon

1 part Hydrogen

1 part Welding Fuel

1 part Oxygen

1 part Unstable Mutagen
1 part Chlorine

1 part Phosphorus

1 part Radium

1 part Stable Plasma

1 part Sodium
5 units Plasma (catalyst)

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 part Carpotoxin
Space Carp, Koibeans, Emagged Chem Dispenser

1 part Cryptobiolin
1 part Oxygen

1 part Potassium

1 part Sugar

1 part Copper

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

Unique Healing Medicines

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

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

1 part Carbon

1 part Hydrogen

1 part Welding Fuel

1 part Oxygen

1 part Unstable Mutagen
1 part Chlorine

1 part Phosphorus

1 part Radium

1 part Bromine

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 part Hydrogen

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

1 part Carbon

1 part Hydrogen

1 part Welding Fuel

1 part Oxygen

1 part Mannitol
1 part Hydrogen

1 part Water

1 part Sugar

1 part Oxygen

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


pH: 12.4

1 part Potassium

1 part Iodine

Min react temp: 100K
Overheat temp: 900K
Optimal pH range: 5 to 10
Min purity: 0.25
Mildly exothermic
Mildly H+ consuming
Radiation Prevents damage from radiation, and heals 1 toxin damage each tick if you're irradiated. 0.8 units per tick
Saline-Glucose Solution 2 parts Saltwater
1 part Sodium Chloride
1 part Sodium
1 part Chlorine

1 part Water

1 part Sugar

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


OD: 60u

Ephedrine


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

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

1 part Ethanol

1 part Oil
1 part Welding Fuel

1 part Carbon

1 part Hydrogen

1 part Hydrogen
1 part Sugar

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 part Diethylamine
1 part Ammonia
3 parts Hydrogen
1 part Nitrogen

1 part Ethanol

1 part Oil
1 part Welding Fuel

1 part Carbon

1 part Hydrogen

1 part Bromine
1 part Carbon
1 part Ethanol

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. (Results in 4 units instead of 5) 0.2 units per tick
Oculine


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

1 part Multiver
1 part Sodium Chloride
1 part Sodium
1 part Chlorine

1 part Ash
1 part Oil
1 part Welding Fuel

1 part Carbon

1 part Hydrogen

Temperature 480K

Temperature 380K

1 part Carbon
1 part Hydrogen

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 part Multiver
1 part Sodium Chloride
1 part Sodium
1 part Chlorine

1 part Ash
1 part Oil
1 part Welding Fuel

1 part Carbon

1 part Hydrogen

Temperature 480K

Temperature 380K

1 part Carbon
1 part Water

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 part Acetone
1 part Oil
1 part Welding Fuel

1 part Carbon

1 part Hydrogen

1 part Welding Fuel

1 part Oxygen

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

1 part Ethanol

1 part Phenol
1 part Oil
1 part Welding Fuel

1 part Carbon

1 part Hydrogen

1 part Chlorine

1 part Water

1 part Chlorine
1 part Hydrogen
1 part Oxygen

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.
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 part Multiver
1 part Sodium Chloride
1 part Sodium
1 part Chlorine

1 part Ash
1 part Oil
1 part Welding Fuel

1 part Carbon

1 part Hydrogen

Temperature 480K

Temperature 380K

1 part Copper
1 part Ethanol

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
Grown from Ambrosia Deus, and found in hot donkpockets, chef made lollipops (Not cyborg dispensed,) and a few other chef meals.

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 part Sugar

1 part Lithium
1 part Water

Min react temp: 100K
Overheat temp: 900K
Optimal pH range: 5 to 10
Min purity: 0.25
Mildly exothermic
Mildly H+ consuming
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 part Epinephrine
1 part Acetone
1 part Oil
1 part Welding Fuel

1 part Carbon

1 part Hydrogen

1 part Welding Fuel

1 part Oxygen

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

1 part Ethanol

1 part Phenol
1 part Oil
1 part Welding Fuel

1 part Carbon

1 part Hydrogen

1 part Chlorine

1 part Water

1 part Chlorine
1 part Hydrogen

1 part Oxygen

1 part Cryptobiolin
1 part Oxygen

1 part Potassium

1 part Sugar
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 part Oil
1 part Welding Fuel

1 part Carbon

1 part Hydrogen

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

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 part Acetone
1 part Oil
1 part Welding Fuel

1 part Carbon

1 part Hydrogen

1 part Welding Fuel

1 part Oxygen

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

1 part Ethanol

1 part Phenol
1 part Oil
1 part Welding Fuel

1 part Carbon

1 part Hydrogen

1 part Chlorine

1 part Water

1 part Ammonia
3 parts Hydrogen
1 part Nitrogen

1 part Sulfuric Acid
1 unit 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 parts Carbon

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

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 part Oil
1 part Welding Fuel

1 part Carbon

1 part Hydrogen

1 part Potassium Iodide
1 part Potassium
1 part Iodine

1 part Aluminium
1 part Chlorine
1 part Fluorine

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 part Copper

1 part Silicon
5 units Plasma (catalyst)

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 parts Phenol
1 part Oil
1 part Welding Fuel

1 part Carbon

1 part Hydrogen

1 part Chlorine

1 part Water

1 part Lithium

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

1 part Water

1 part Sugar

1 part Impedrezene
1 part Mercury

1 part Oxygen

1 part Sugar

2 parts Water

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

1 part Ash
1 part Oil
1 part Welding Fuel

1 part Carbon

1 part Hydrogen

Temperature 480K

Temperature 380K

1 part Saltpetre
3 parts Oxygen

1 part Potassium

1 part Nitrogen

1 part Sulfur

1 part Silver
1 part Stable Plasma

Temperature 400K

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

1 part Carbon

1 part Hydrogen

1 part Tinea Luxor
Mushroom Stem (Embershroom)

2 parts Radium


or grind an unused slime extract
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 part Pentaerythritol
1 part Acetaldehyde
1 part Acetone
1 part Oil
1 part Welding Fuel

1 part Carbon

1 part Hydrogen

1 part Welding Fuel

1 part Oxygen

1 part Formaldehyde
1 part Ethanol

1 part Oxygen
1 part Silver

Temperature 420K

1 part Water

Temperature 450K

3 parts Formaldehyde
1 part Ethanol

1 part Oxygen
1 part Silver

Temperature 420K

1 part Lye
1 part Sodium

1 part Hydrogen

1 part Oxygen


1 part Nitric Acid
1 part Fluorosulfuric Acid
1 part Fluorine

1 part Hydrogen
1 part Potassium
1 part Sulfuric Acid

Temperature 380K

1 part Hydrogen Peroxide
1 part Chlorine

1 part Oxygen

1 part Water

1 part Nitrogen

Temperature 480K

1 part Acetone
1 part Oil
1 part Welding Fuel

1 part Carbon

1 part Hydrogen

1 part Welding Fuel

1 part Oxygen

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


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


OD: 20 units

Seraka Extract Found in small quantities in Seraka mushrooms 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 Grind or juice banana peels N/A Bleeding A coagulant used to help bleeding wounds clot faster. Exact same effects as Sanguirite except slightly weaker clot coefficiency. Overdose can cause blood to clot in the veins, causing 15% chance of suffocation 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

Ondansetron


pH: 10.6

1 part Oil
1 part Welding Fuel

1 part Carbon

1 part Hydrogen

1 part Nitrogen
1 part Oxygen
1 unit Ethanol (catalyst)

Min react temp: 100K


Overheat temp: 900K
Optimal pH range: 0 to 11
Min purity: 0.1

Nausea Reduces disgust, but makes you drowsy and deals small amounts of stamina damage. 0.2 units per tick

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 Grown from Ambrosia Deus, and found in hot donkpockets, chef made lollipops (Not cyborg dispensed,) and a few other chef meals. Brute, burn, toxin and suffocation Heals 0.5 of each damage type per tick. If overdosed it will deal 1 damage of each type per tick. 0.1 units per tick 30 Units N/A
Protozine Extract from a Geyser with a liquid pump. Brute, burn, toxin and suffocation Heals 0.2 of each damage type per tick. If overdosed it will deal 1 damage of each type per tick. A weaker omnizine, but can be used in Strange Reagent crafting. 0.1 units per tick 30 Units N/A
Godblood Healing Fountain in Lavaland injects 20u of Godblood on use, Strange Seeds. Brute, burn, toxin and suffocation This is Omnizine with 5 times higher overdose threshold. Just like Omnizine, heals 0.5 of each damage type per tick. If overdosed it will deal 1 damage of each type per tick, but that's not really a concern. 0.1 units per tick 150 Units N/A
Honey Beekeeping Brute, burn, toxin and suffocation 55% chance to heal 1 of each damage type per tick. Metabolizes very quickly and adds 3u sugar to your system. 1 unit per tick N/A N/A
Earthsblood Grown from Ambrosia Gaia All damage types The first 25 cycles, each tick heals 1 brute, 1 burn, 0.5 suffocation, 0.5 toxin, 0.1 cellular and 0.5 stamina while dealing 1 brain damage (up to max 150). Cycle 26 and onwards, each tick heals 5 brute, 5 burn, 3 suffocation, 3 toxin, 1 cellular and 3 stamina while dealing 2 brain damage (up to max 150) and giving you jitteriness and drugginess (your character might say some special messages as well!). You will be unable to directly hurt anyone via most means while it's in your body (this effect is similar to that of Pax). Overdosing causes hallucinations, deals no damage before cycle 26, a net of 1 toxin damage per tick from cycles 26 to 100 and a net of 3 toxin damage per tick after cycle 100. Overdosing also gives you the severe traumatic non-violence brain trauma (brain surgery level). The trauma does not go away until cured. 0.4 units per tick (static) 25 Units hallucinogens(14 points)
Silibinin Grow Galaxythistle Liver damage Each tick heals 2 liver damage. 0.6 units per tick N/A N/A
Polypyrylium Oligomers Grow Spaceman's Trumpet Plant Lung damage A purple mixture of short polyelectrolyte chains not easily synthesized in the laboratory. Each tick heals 0.25 lung damage and 0.35 brute. Stops bleeding (over time). Will color hair and beard purple from touch or vapor. Overdose deals 0.25 lung damage. 0.1 units per tick 50 Units N/A
Mitogen Metabolism Factor Eating Probital Brute If this enzyme exists as a catalyst in your body (at least 0.5u), any food you eat turns into healing peptides, which heal brute and some burn. If overdosed the metabolism changes to 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.
1 part Carbon

1 part Oxygen
1 part Sugar

Brute Heals brute damage at a rate of 2 units per tick. If overdosed deals 2 brute damage per tick. 0.4 units per tick 30u N/A
Kelotane Was completely removed from /tg/ July 2019.
1 part Carbon

1 part Silicon

Burn Heals burn damage at a rate of 2 units per tick. If overdosed deals 2 burn damage per tick. 0.4 units per tick 30u N/A
Anti-Toxin Was completely removed from /tg/ July 2019.
1 part Nitrogen

1 part Silicon
1 part Potassium

Toxin Heals 2 toxin damage and removes 1u toxin reagents per tick. If overdosed deals 2 toxin damage per tick. 0.4 units per tick 30u N/A
Tricordrazine Was completely removed from /tg/ July 2019.
1 part Anti-Toxin
1 part Nitrogen

1 part Silicon

1 part Potassium

1 part Bicaridine
1 part Carbon

1 part Oxygen

1 part Sugar

1 part Kelotane
1 part Carbon
1 part Silicon
All types Has 80% chance to heal 1 each of the four basic damage types per tick. If overdosed deals an average of 1.2 damage of every type per tick. 0.4 units per tick 30u N/A
Dexalin Was completely removed from /tg/ Aug 2019.
Medical cyborg hypospray and other sources
Suffocation Heals 2 oxygen damage per tick. If overdosed deals 2 oxygen damage per tick. Used by medibots. 0.4 units per tick 30 Units N/A
Charcoal Was replaced with Multiver Aug 2019.
1 part Sodium Chloride
1 part Sodium
1 part Chlorine

1 part Ash
1 part Oil
1 part Welding Fuel

1 part Carbon

1 part Hydrogen

Temperature 480K

Temperature 380K

Toxin Heals toxin damage at a rate of 2 per tick, while also removing 1u of any other chemicals. Only works when ingested. 0.2 units per tick N/A N/A
Silver Sulfadiazine Was replaced with Aiuri Aug 2019.
1 part Ammonia
3 parts Hydrogen
1 part Nitrogen

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

Burn On touch, instantly heals 1 burn damage per unit, then heals 2 burn per tick over time while it stays in the system. Basic anti-burn healing drug.
On ingestion also deals minor toxin damage.
1u heals roughly 6 burn damage. Deals minor burn and toxin damage when overdosed.
0.4 units per tick 45u N/A
Styptic Powder Was replaced with Libital Aug 2019.
1 part Aluminium

1 part Hydrogen
1 part Oxygen
1 part Sulphuric Acid

Brute On touch, instantly heals 1 brute damage per unit, then heals 2 brute per tick over time while it stays in the system. Basic anti-brute healing drug.
On ingestion also deals minor toxin damage.
1u heals roughly 6 brute damage. Deals minor brute and toxin damage when overdosed.
0.4 units per tick 45u N/A
Perfluorodecalin Was renamed Convermol Aug 2019.
1 part Oil
1 part Welding Fuel

1 part Carbon

1 part Hydrogen

1 part Fluorine
1 part Hydrogen
Temperature 370K

Suffocation Quickly converts suffocation damage into toxin damage, with a 5:2 ratio. Each tick will heal suffocation damage equal to 2.5 times current cycle. This means you will take 2 toxin damage for every 5 suffocation damage healed. You will always take at least 0.2 toxin damage per tick, even if you don't heal any suffocation. If overdosed each tick will deal toxin damage equal to 1 times current cycle, regardless of suffocation damage healed. 0.1 units per tick 35 Units N/A
Sanguibital Was replaced with Helbital Sept 2019.
1 part Carbon

1 part Fluorine
1 part Sugar

Brute One of the first "Cobbychems". Only existed on /tg/ for a short while. Removed by Cobby because it wasn't ever used (except as a poison) and the entire gimmick made it undesirable. Heals brute if you have lower than full blood levels, scaling with missing blood volume. Will heal up to 5(10?) brute per tick if very low on blood. Dilates blood streams, increasing the amount of blood lost by 2 per tick. Overdosing doubles the blood lost from this chem. 0.2 units per tick 35 Units N/A
Ichiyuri Was replaced with Lenturi Oct 2019.
1 part Ammonia
3 parts Hydrogen
1 part Nitrogen

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

Burn One of the first "Cobbychems". Removed by MacBlaze1 with Cobby approval because it was never used and simply wasn't fun to be on. Used to treat serious burns. Prolonged exposure can cause burns to itch. Heals 2 burn per tick, and randomly makes you scratch yourself every few seconds, causing 1-7 brute and bleeding. The itch will happen more often the longer it's been in your system. 0.2 units per tick N/A N/A
Fiziver Was replaced with Seiver Oct 2019.
1 part Aluminium

1 part Nitrogen
1 part Potassium

Toxin One of the first "Cobbychems". Removed by Cobby because Fiziver didn't see much use and I grew to dislike the overall damage mods. An antitoxin that heals toxin damage but temporarily physically weakens the user, adding a damage modifier making them take extra brute, burn, suffocation and stamina damage. The damage modifier increases the longer it's been in the body (capped to triple damage). Toxin damage healed is 0.3 points per tick multiplied with the damage modifier (so up to 0.6). Overdosing has a 50% chance each tick to deal 0.2 brute and burn damage, which will be amplified by the damage multiplier in effect. 0.1 units per tick 11 Units N/A
Corazone Name changed to Higadrite Nov 2019.
2 parts Phenol
1 part Oil
1 part Welding Fuel

1 part Carbon

1 part Hydrogen

1 part Chlorine

1 part Water

1 part Lithium

Liver Nov 2019 it was changed to only work on livers. Since Corazone is Spanish for "heart" it had its name changed to Higadrite (higado = liver). Protects from liver failure. 0.4 units per tick N/A N/A
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(15 points)
Krokodil 1 part Diphenhydramine
1 part Diethylamine
1 part Ammonia
3 parts Hydrogen
1 part Nitrogen

1 part Ethanol

1 part Oil
1 part Welding Fuel

1 part Carbon

1 part Hydrogen

1 part Bromine
1 part Carbon

1 part Ethanol

1 part Morphine
2 parts Carbon

2 parts Hydrogen
1 part Ethanol
1 part Oxygen

Temperature 480K

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

1 part Water

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

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

1 part Ethanol

1 part Oil
1 part Welding Fuel

1 part Carbon

1 part Hydrogen

1 part Hydrogen

1 part Sugar

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

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 part Saltpetre
3 parts Oxygen

1 part Potassium

1 part Nitrogen

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

1 part Water

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

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

1 part Carbon

1 part Hydrogen

1 part Welding Fuel

1 part Oxygen

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

1 part Ethanol

1 part Phenol
1 part Oil
1 part Welding Fuel

1 part Carbon

1 part Hydrogen

1 part Chlorine

1 part Water

1 part Chlorine
1 part Hydrogen

1 part Oxygen

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

1 part Carbon

1 part Hydrogen

1 part Welding Fuel

1 part Oxygen

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

1 part Ethanol

1 part Phenol
1 part Oil
1 part Welding Fuel

1 part Carbon

1 part Hydrogen

1 part Chlorine

1 part Water

1 part Ethanol

1 part Sulfuric Acid

1 part Morphine
2 parts Carbon

2 parts Hydrogen
1 part Ethanol
1 part Oxygen

Temperature 480K
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 parts Nitrous Oxide
2 parts Ammonia
3 parts Hydrogen
1 part Nitrogen

2 parts Oxygen
1 part Nitrogen

Temperature 525K

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

1 part Carbon

1 part Hydrogen

1 part Welding Fuel

1 part Oxygen

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

1 part Ethanol

1 part Phenol
1 part Oil
1 part Welding Fuel

1 part Carbon

1 part Hydrogen

1 part Chlorine

1 part Water

1 part Chlorine
1 part Hydrogen

1 part Oxygen

1 part Ethanol
5 units Plasma (catalyst)

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 part Lithium

1 part Mercury
1 part 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 parts Epinephrine
1 part Acetone
1 part Oil
1 part Welding Fuel

1 part Carbon

1 part Hydrogen

1 part Welding Fuel

1 part Oxygen

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

1 part Ethanol

1 part Phenol
1 part Oil
1 part Welding Fuel

1 part Carbon

1 part Hydrogen

1 part Chlorine

1 part Water

1 part Chlorine
1 part Hydrogen

1 part Oxygen

5 parts Coffee

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 Pump up injector.png. (Results in 5 parts instead of 7) 0.64 units per tick 30 Units stimulants(6 points)
Maintenance Tar 1 part Organic Slurry
Dip a dead mouse in at least 3 units of Welding Fuel

1 part Tea
1 part Welding Fuel
or
3 parts Universal Enzyme
1 part Tea
1 part Welding Fuel

Min react temp: 100K
Overheat temp: 900K
Optimal pH range: 5 to 9
Min purity: 0.3
Mildly exothermic
Mildly H+ consuming
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 parts Maintenance Tar
1 part Organic Slurry
Dip a dead mouse in at least 3 units of Welding Fuel

1 part Tea
1 part Welding Fuel
or
3 parts Universal Enzyme
1 part Tea

1 part Welding Fuel

1 part Fluorosulfuric Acid
1 part Fluorine

1 part Hydrogen
1 part Potassium
1 part Sulfuric Acid

Temperature 380K

5 units Hydrogen Peroxide
1 part Chlorine

1 part Oxygen

1 part Water
(catalyst)
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 parts Maintenance Sludge
3 parts Maintenance Tar
1 part Organic Slurry
Dip a dead mouse in at least 3 units of Welding Fuel

1 part Tea
1 part Welding Fuel
or
3 parts Universal Enzyme
1 part Tea

1 part Welding Fuel

1 part Fluorosulfuric Acid
1 part Fluorine

1 part Hydrogen
1 part Potassium
1 part Sulfuric Acid

Temperature 380K

5 units Hydrogen Peroxide
1 part Chlorine

1 part Oxygen

1 part Water
(catalyst)

1 part Nitric Acid
1 part Fluorosulfuric Acid
1 part Fluorine

1 part Hydrogen
1 part Potassium
1 part Sulfuric Acid

Temperature 380K

1 part Hydrogen Peroxide
1 part Chlorine

1 part Oxygen

1 part Water

1 part Nitrogen

Temperature 480K

1 part Universal Enzyme

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

1 part Carbon

1 part Hydrogen

1 part Welding Fuel

1 part Oxygen

1 part Hydrogen Peroxide
1 part Chlorine

1 part Oxygen

1 part Water

1 part Oxygen
(catalyst)
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. 0.08 units per tick 30 Units hallucinogens(12 points)
Kronkaine 15 parts Kronkus Extract

10 parts Welding Fuel

5 parts 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 parts Cyanide
1 part Oil
1 part Welding Fuel

1 part Carbon

1 part Hydrogen

1 part Ammonia
3 parts Hydrogen
1 part Nitrogen

1 part Oxygen

Temperature 380K

10 parts Silver

5 parts Lye
1 part Sodium

1 part Hydrogen

1 part 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 parts Lead

5 parts Nothing

10 parts Maintenance Tar
1 part Organic Slurry
Dip a dead mouse in at least 3 units of Welding Fuel

1 part Tea
1 part Welding Fuel
or
3 parts Universal Enzyme
1 part Tea

1 part 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 parts Carbon

2 parts Fluorine
1 part 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 part Phosphorus

1 part Potassium
1 part Sugar

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

1 part Potassium
1 part Sugar

1 part Stabilizing Agent
1 part Iron

1 part Oxygen

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

1 part Potassium
1 part Sulfur

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

1 part Sulfuric Acid
1 part Stable Plasma

Turns into a spreading plasma fire if not stabilized during mixing. Makes you burn longer, and ignites you. Deals increasing fire damage based on how much you're burning up to 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 part Oxygen

1 part Cola
1 part Phosphorus

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

1 part Radium
1 part Phosphorus

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

1 part Stable Plasma
1 part 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 parts Fluorine

1 part Chlorine
Temperature 424K

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

1 part Mercury
1 part Nitrogen
1 part Oxygen

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

1 part Stable Plasma
1 part Radium

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

1 part Ethanol

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

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

1 part Ash
1 part Oil
1 part Welding Fuel

1 part Carbon

1 part Hydrogen

Temperature 480K

Temperature 380K

1 part Saltpetre
3 parts Oxygen

1 part Potassium

1 part Nitrogen

1 part Sulfur

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

1 part Nitric Acid
1 part Fluorosulfuric Acid
1 part Fluorine

1 part Hydrogen
1 part Potassium
1 part Sulfuric Acid

Temperature 380K

1 part Hydrogen Peroxide
1 part Chlorine

1 part Oxygen

1 part Water

1 part Nitrogen

Temperature 480K

1 part 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 parts Phenol
1 part Oil
1 part Welding Fuel

1 part Carbon

1 part Hydrogen

1 part Chlorine

1 part Water

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

1 part Carbon

1 part Hydrogen

1 part Welding Fuel

1 part Oxygen

1 part Hydrogen Peroxide
1 part Chlorine

1 part Oxygen

1 part Water

1 part Oxygen

1 part Nitric Acid
1 part Fluorosulfuric Acid
1 part Fluorine

1 part Hydrogen
1 part Potassium
1 part Sulfuric Acid

Temperature 380K

1 part Hydrogen Peroxide
1 part Chlorine

1 part Oxygen

1 part Water

1 part Nitrogen

Temperature 480K

1 unit Gold (catalyst)
Temperature 404K

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

1 part Carbon

1 part Hydrogen

1 part Welding Fuel

1 part Oxygen

1 part Hydrogen Peroxide
1 part Chlorine

1 part Oxygen

1 part Water

1 part Oxygen

1 part Nitric Acid
1 part Fluorosulfuric Acid
1 part Fluorine

1 part Hydrogen
1 part Potassium
1 part Sulfuric Acid

Temperature 380K

1 part Hydrogen Peroxide
1 part Chlorine

1 part Oxygen

1 part Water

1 part Nitrogen

Temperature 480K

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

1 part Carbon

1 part Hydrogen

1 part Welding Fuel

1 part Oxygen

1 part Formaldehyde
1 part Ethanol

1 part Oxygen
1 part Silver

Temperature 420K

1 part Water

Temperature 450K

3 parts Formaldehyde
1 part Ethanol

1 part Oxygen
1 part Silver

Temperature 420K

1 part Lye
1 part Sodium

1 part Hydrogen

1 part Oxygen


Temperature between 401K and 499K (randomized at roundstart)

Suicide grade explosive. Forms and immediately explodes at a random temperature between 401k and 499k. Can only be stabilized by having Exotic Stabilizer (at least 1u per 50u TaTP made) in the container on mix. If stabilized, explodes at a random temperature between 501k and 599k. 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 part Penthrite
1 part Pentaerythritol
1 part Acetaldehyde
1 part Acetone
1 part Oil
1 part Welding Fuel

1 part Carbon

1 part Hydrogen

1 part Welding Fuel

1 part Oxygen

1 part Formaldehyde
1 part Ethanol

1 part Oxygen
1 part Silver

Temperature 420K

1 part Water

Temperature 450K

3 parts Formaldehyde
1 part Ethanol

1 part Oxygen
1 part Silver

Temperature 420K

1 part Lye
1 part Sodium

1 part Hydrogen

1 part Oxygen


1 part Nitric Acid
1 part Fluorosulfuric Acid
1 part Fluorine

1 part Hydrogen
1 part Potassium
1 part Sulfuric Acid

Temperature 380K

1 part Hydrogen Peroxide
1 part Chlorine

1 part Oxygen

1 part Water

1 part Nitrogen

Temperature 480K

1 part Acetone
1 part Oil
1 part Welding Fuel

1 part Carbon

1 part Hydrogen

1 part Welding Fuel

1 part Oxygen

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


1 part Phenol
1 part Oil
1 part Welding Fuel

1 part Carbon

1 part Hydrogen

1 part Chlorine

1 part Water

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

1 part Carbon

1 part Hydrogen

1 part Welding Fuel

1 part Oxygen

1 part Hydrogen Peroxide
1 part Chlorine

1 part Oxygen

1 part Water

1 part Oxygen

Temperature 315K

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

1 part Water

This explodes immediately on mixing, which may knock you over or even kill you. Useful in grenade production. Has an explosive strength of 0.05. 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 part Potassium

1 part Holy Water

This explodes immediately on mixing. If it combined at least 75 of each reagent, it results in a more powerful explosion with an explosive strength of 0.125, which also paralyzes and reveals revenants and sets nearby cultists on fire. Otherwise it behaves like a normal Water-Potassium explosion. N/A
EMP 1 part Iron

1 part Uranium

1 part 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 part Honey
1 part Strange Reagent
1 part Unstable Mutagen
1 part Chlorine

1 part Phosphorus

1 part Radium

1 part Omnizine
Grown from Ambrosia Deus, and found in hot donkpockets, chef made lollipops (Not cyborg dispensed,) and a few other chef meals.

1 part Holy Water

1 part Radium

Creates bees. 1 bee per 5 created volume. If mixed in a beaker or grenade containing other reagents, then every bee will contain one of those reagents. The bees from this reaction have a limited lifespan, and will die after 50 seconds. N/A
Teslium 1 part Gunpowder
1 part Multiver
1 part Sodium Chloride
1 part Sodium
1 part Chlorine

1 part Ash
1 part Oil
1 part Welding Fuel

1 part Carbon

1 part Hydrogen

Temperature 480K

Temperature 380K

1 part Saltpetre
3 parts Oxygen

1 part Potassium

1 part Nitrogen

1 part Sulfur

1 part Silver
1 part Stable Plasma
Temperature 400K

Randomly shocks the victim every 5-30 seconds while it is in their system, ignoring any protection because the shock comes from inside them. Also increases damage taken from normal shocks. Heating this to 474K will create a Tesla Shock 0.2 units per tick
Tesla Shock 1 part Teslium
1 part Gunpowder
1 part Multiver
1 part Sodium Chloride
1 part Sodium
1 part Chlorine

1 part Ash
1 part Oil
1 part Welding Fuel

1 part Carbon

1 part Hydrogen

Temperature 480K

Temperature 380K

1 part Saltpetre
3 parts Oxygen

1 part Potassium

1 part Nitrogen

1 part Sulfur

1 part Silver
1 part Stable Plasma

Temperature 400K

1 part Water
OR

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

1 part Ash
1 part Oil
1 part Welding Fuel

1 part Carbon

1 part Hydrogen

Temperature 480K

Temperature 380K

1 part Saltpetre
3 parts Oxygen

1 part Potassium

1 part Nitrogen

1 part Sulfur

1 part Silver
1 part Stable Plasma

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

1 part Iron
1 part Oxygen

A mixture that can burn straight through walls or floors when splashed and ignited. Needed amount depends on target structure. A normal wall requires 30u. A reinforced wall requires 50u. One unit of thermite burns for 0.35 seconds and the maximum burn length is 20 seconds. The fire is fake and cosmetic. Does not work on doors or windows. Causes 1 burn damage per tick to humans when ingested. 0.4 units per tick

Other Reagents

These are other chemicals that usually have non-medicinal uses. Many of these are useful in the manufacturing of grenades, but some can be quite dangerous.

Name Formula Reaction conditions Description Metabolism Rate
Ice 1 part Water

Temperature below 274K


Min react temp: below 274K
Chilly! 0.4 units per tick
Saltwater 1 part Sodium Chloride
1 part Sodium
1 part Chlorine

1 part Water

N/A Can be splashed on some wounds to help treat them, if you got no other option. 0.4 units per tick
Baldium 1 part Lye
1 part Sodium

1 part Hydrogen

1 part Oxygen

1 part Radium
1 part Sulfuric Acid
Temperature 395K

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

1 part Mercury

1 part Sugar

1 part Blood

1 part Space Drugs
1 part Lithium

1 part Mercury

1 part Sugar

1 part Radium

Min react temp: 100K
Overheat temp: 900K
Optimal pH range: 5 to 9
Min purity: 0.3
Mildly exothermic
Mildly H+ consuming
If sprayed or splashed on you it changes your hair style. Does nothing when ingested. (Results in 5 units instead of 3) 0.4 units per tick
Bluespace Dust Grind a bluespace crystal N/A Occasionally causes random short distance teleportation. If splashed on someone it teleports them 1 tile per 5 units used. 0.4 units per tick
BZ Metabolites Breathe BZ gas N/A Does nothing unless you're a changeling. Slowly drains a changeling's chemical storage. 0.08 units per tick
Bone Dust Grinding organic body parts or Bone Gel N/A Used in the creation of Bone Gel 0.4 units per tick
Bone Gel 10 units Bone Dust
Grinding organic body parts or Bone Gel

10 units Carbon

Min react temp: 630K
Creates a Bone Gel, useful for treating broken bones. Always read the warning label! N/A
Concentrated Barber's Aid 1 part Barber's Aid
1 part Carpet
1 part Space Drugs
1 part Lithium

1 part Mercury

1 part Sugar

1 part Blood

1 part Space Drugs
1 part Lithium

1 part Mercury

1 part Sugar

1 part Radium

1 part Unstable Mutagen
1 part Chlorine

1 part Phosphorus

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

10 parts Oxygen
Temperature 374K

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

1 part Carbon
Temperature 777K

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

1 part Mercury

1 part Sugar

1 part Blood

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

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

Click expand for list of recipes.

Oil
1 part Welding Fuel

1 part Carbon

1 part Hydrogen
: Black Carpet
Cryostylane
1 part Ice

1 part Stable Plasma

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

1 part Carbon

1 part Hydrogen

1 part Ammonia
3 parts Hydrogen
1 part Nitrogen

1 part Oxygen

Temperature 380K
: Cyan Carpet

Green Beer: Green Carpet
Orange Juice: Orange Carpet

Regenerative Jelly
1 part Omnizine
Grown from Ambrosia Deus, and found in hot donkpockets, chef made lollipops (Not cyborg dispensed,) and a few other chef meals.

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

1 part Carbon

1 part Hydrogen

1 part Tinea Luxor
Mushroom Stem (Embershroom)

2 parts Radium


or grind an unused slime extract
: Purple Carpet

Liquid Gibs: Red Carpet

Some of the above carpet chemicals can be further refined:

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

1 part Phosphorus

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

1 part Phosphorus

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

1 part Lime Juice

1 part Orange Juice

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

1 part Carbon

1 part Hydrogen

1 part Welding Fuel

1 part Oxygen

1 part Unstable Mutagen
1 part Chlorine

1 part Phosphorus

1 part Radium

1 part Stable Plasma

1 part Space Drugs
1 part Lithium

1 part Mercury

1 part Sugar

1 part Radium
1 part Stable Plasma

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

1 part Capsaicin Oil

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

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

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

1 part Phosphorus

1 part Radium

1 part Omnizine
Grown from Ambrosia Deus, and found in hot donkpockets, chef made lollipops (Not cyborg dispensed,) and a few other chef meals.

1 part Holy Water

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

1 part Carbon

1 part Hydrogen

1 part Chlorine

1 part Water

1 part Nitrogen

1 part Oxygen

1 part Blood

1 part Carbon

1 part Blood
Temperature 375K

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

1 part Phosphorus

1 part Radium

1 part Omnizine
Grown from Ambrosia Deus, and found in hot donkpockets, chef made lollipops (Not cyborg dispensed,) and a few other chef meals.

1 part Holy Water

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

1 part Carbon

1 part Hydrogen

1 part Chlorine

1 part Water

1 part Nitrogen

1 part Oxygen

1 part Blood

1 part Carbon

1 part Sugar
Temperature 375K

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

Temperature 512K

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

1 part Lime Juice

1 part Orange Juice

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

1 part Carbon

1 part Hydrogen

1 part Welding Fuel

1 part Oxygen

1 part Unstable Mutagen
1 part Chlorine

1 part Phosphorus

1 part Radium

1 part Stable Plasma

1 part Space Drugs
1 part Lithium

1 part Mercury

1 part Sugar

1 part Radium

1 part Stable Plasma

1 part Strange Reagent
1 part Unstable Mutagen
1 part Chlorine

1 part Phosphorus

1 part Radium

1 part Omnizine
Grown from Ambrosia Deus, and found in hot donkpockets, chef made lollipops (Not cyborg dispensed,) and a few other chef meals.

1 part Holy Water

1 part Blood
1 part Nutriment
Temperature 374K

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

1 part Potassium
1 part 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 parts Stable Plasma

1 part Ethanol
1 part Sodium

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

1 part Hydrogen

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

1 part Oxygen

1 part Hydrogen

1 part Fluorosurfactant
2 parts Carbon

2 parts Fluorine

1 part Sulfuric Acid

1 part Carbon
Temperature below 200K

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

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

10 part Sorium
1 part Carbon

1 part Mercury
1 part Nitrogen

1 part Oxygen
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 Extract from a Geyser with a liquid pump. 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 part Mercury

1 part Oxygen
1 part 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)

Opiate(10 points)

0.4 units per tick
Quantum Hair Dye 1 part Colorful Reagent
1 part Triple Citrus
1 part Lemon Juice

1 part Lime Juice

1 part Orange Juice

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

1 part Carbon

1 part Hydrogen

1 part Welding Fuel

1 part Oxygen

1 part Unstable Mutagen
1 part Chlorine

1 part Phosphorus

1 part Radium

1 part Stable Plasma

1 part Space Drugs
1 part Lithium

1 part Mercury

1 part Sugar

1 part Radium

1 part Stable Plasma

1 part Space Drugs
1 part Lithium

1 part Mercury

1 part Sugar

1 part 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 parts Iron/Aluminium
1 part Foaming Agent
1 part Lithium
1 part Hydrogen

1 part Fluorosulfuric Acid
1 part Fluorine

1 part Hydrogen
1 part Potassium
1 part 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 Randomized every 3 days.

Recipe can be found in a ruin.

Randomized! Very rare, very interesting and very abusable. Metalgen, when imprinted with a material, will turn all objects it comes into contact with into that material. See the reaction below for imprinting. Does nothing to people. Make super mood rooms by turnin the whole thing into gold, or just kill everyone by turning the escape shuttle into uranium or plasma. Can be used for practically limitless resource generation. N/A
Metalgen Imprint Any amount of Metalgen
Randomized every 3 days. Recipe can be found in a ruin.

40 parts of any liquid material (Bluespace dust, gold, uranium, silver, iron, silicon and plasma)

1 part Liquid Dark Matter
1 part Carbon

1 part Stable Plasma

1 part 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 parts Foaming Agent
1 part Lithium
1 part Hydrogen

1 part Acetone
1 part Oil
1 part Welding Fuel

1 part Carbon

1 part Hydrogen

1 part Welding Fuel

1 part Oxygen

1 part Iron

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

1 part Acetone
1 part Oil
1 part Welding Fuel

1 part Carbon

1 part Hydrogen

1 part Welding Fuel

1 part Oxygen

1 part Iron

1 part Fluorosulfuric Acid
1 part Fluorine

1 part Hydrogen
1 part Potassium
1 part 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 parts Ammonia
3 parts Hydrogen
1 part Nitrogen

2 parts Oxygen
1 part Nitrogen
Temperature 525K

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 parts Silver

10 parts Carbon
Temperature 630K

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

5 parts Frost Oil
1 part Iron

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

5 parts Iron
5 parts 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 parts Uranium

5 parts Frost Oil
1 part Potassium

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

1 part Carbon

1 part Hydrogen

3 parts Ash
1 part Oil
1 part Welding Fuel

1 part Carbon

1 part Hydrogen

Temperature 480K

2 parts Sulfuric Acid
Temperature 374K

N/A Creates Plastic sheets at a rate of 10u per Plastic sheet. Can be used in hand to craft plastic bottles 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 parts Honey
10 parts 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 parts Lye
1 part Sodium

1 part Hydrogen

1 part Oxygen

10 parts Liquid Gibs
Temperature 374K

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 part Ammonia
3 parts Hydrogen
1 part Nitrogen

1 part Water

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

1 part Silicon
1 part Water

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

1 part Ash
1 part Oil
1 part Welding Fuel

1 part Carbon

1 part Hydrogen

Temperature 480K

Temperature 380K

1 part Chlorine
1 part Ethanol

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

1 part Oxygen
1 part Silver

Temperature 420K

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

1 part Ash
1 part Oil
1 part Welding Fuel

1 part Carbon

1 part Hydrogen

Temperature 480K

Temperature 380K

1 part Chlorine

1 part Ethanol

20 units Aloe Juice

10 units Cellulose
N/A Creates an Advanced Regenerative Mesh. N/A
Mourning poultice.pngMourning Poultice 20 units Aloe Juice
20 units Bungotoxin
20 units Cellulose
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 part Mindbreaker Toxin
1 part Multiver
1 part Sodium Chloride
1 part Sodium
1 part Chlorine

1 part Ash
1 part Oil
1 part Welding Fuel

1 part Carbon

1 part Hydrogen

Temperature 480K

Temperature 380K

1 part Hydrogen

1 part Silicon

1 part Synaptizine
1 part Sugar

1 part Lithium

1 part Water

1 part Water

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.pngEnable with 4, disable with 1 or toggle with F by default. Left-clicking people with an empty hand will Harm Harm 32.png them if on, or Help Help 32.png them if off. Prevents you from switching places or being pushed when colliding with people. , certain harmful weapons and only letting them use passive or aggressive Grab action.png Grab 32.pngHold CTRL and left-click a person with your hand empty. It doesn't matter if Combat Mode Combat 32.pngEnable with 4, disable with 1 or toggle with F by default. Left-clicking people with an empty hand will Harm Harm 32.png them if on, or Help Help 32.png them if off. Prevents you from switching places or being pushed when colliding with people. is on or off. Repeat after a short delay to upgrade grab to aggressive (lvl 2), neck (lvl 3) and strangling (lvl 4)... 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 produced by Peacekeeper Cyborgs. 0.6 units per tick
Dizzying Solution Peacekeeper Cyborgs N/A Makes the target dizzy and confused. Can only be produced by Peacekeeper Cyborgs. 0.6 units per tick
Tranquility Gondola Meat N/A Induces a virus that creates Pax within the victim's body and slowly turns them into a Gondola. Can be cured with Condensed Capsaicin. 0.4 units per tick
Liquid Electricity Ethereal blood, certain foods N/A 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 parts Nutriment

1 part Banana Juice
1 part 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) 0.4 units per tick
Electrolysis 5 units Water
1 unit Liquid Electricity
Ethereal blood, certain foods

Min react temp: 100K
Overheat temp: 900K
Optimal pH range: 5 to 9
Min purity: 0.3
Mildly exothermic
Mildly H+ consuming
Turns the ingredients into 3u hydrogen and 1.5u oxygen. N/A
Butterflium 1 part Colorful Reagent
1 part Triple Citrus
1 part Lemon Juice

1 part Lime Juice

1 part Orange Juice

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

1 part Carbon

1 part Hydrogen

1 part Welding Fuel

1 part Oxygen

1 part Unstable Mutagen
1 part Chlorine

1 part Phosphorus

1 part Radium

1 part Stable Plasma

1 part Space Drugs
1 part Lithium

1 part Mercury

1 part Sugar

1 part Radium

1 part Stable Plasma

1 part Omnizine
Grown from Ambrosia Deus, and found in hot donkpockets, chef made lollipops (Not cyborg dispensed,) and a few other chef meals.

1 part Strange Reagent
1 part Unstable Mutagen
1 part Chlorine

1 part Phosphorus

1 part Radium

1 part Omnizine
Grown from Ambrosia Deus, and found in hot donkpockets, chef made lollipops (Not cyborg dispensed,) and a few other chef meals.

1 part Holy Water

1 part Nutriment

N/A When mixed, the ingredients are consumed and a random number of randomly-colored butterflies is spawned, depending on the volume. N/A
Scream 5 parts Cream

5 parts Lizard wine

1 part Strange Reagent
1 part Unstable Mutagen
1 part Chlorine

1 part Phosphorus

1 part Radium

1 part Omnizine
Grown from Ambrosia Deus, and found in hot donkpockets, chef made lollipops (Not cyborg dispensed,) and a few other chef meals.

1 part Holy Water

Temperature 374K

N/A When mixed the ingredients are consumed and the solution screams. Bigger reaction causes louder scream. N/A
Slime Extractification 30 parts Slime Jelly
Must be mixed in a Glowshroom Glowshroom.png
3 parts Oil
1 part Welding Fuel

1 part Carbon

1 part Hydrogen

1 part Tinea Luxor
Mushroom Stem (Embershroom)

2 parts Radium


or grind an unused slime extract

5 parts Frost Oil
5 parts Plasma

N/A The mixture condenses into a grey slime extract. N/A
Ants 2 parts Ants

8 parts Sugar

Min react temp: 50K

Overheat temp: 900K
Optimal pH range: 3 to 12

Results in 3 parts instead of 10

Colonies of ants start appearing on the floor when a food item is left there for several minutes. They deal some brute damage when someone walks over them and can turn into a colony of space fire ants, which deals even more damage if a regular colony gets burned. You can scoop up ant colonies with beakers or other containers. You can also splash ants onto the floor to create new colonies.
They deal increasing amounts of brute damage when in a body (roughly 32 brute with 100u of ants) while also making the victim scream random phrases about the ants.

N/A
Ant Slurry 50 parts Ants
2 parts Ants
8 parts Sugar

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

1 part Carbon

1 part Hydrogen

1 part Chlorine

1 part Water

1 part Nitrogen

1 part Oxygen

1 part Blood

1 part Carbon

5 parts Maintenance Sludge
3 parts Maintenance Tar
1 part Organic Slurry
Dip a dead mouse in at least 3 units of Welding Fuel

1 part Tea
1 part Welding Fuel
or
3 parts Universal Enzyme
1 part Tea

1 part Welding Fuel

1 part Fluorosulfuric Acid
1 part Fluorine

1 part Hydrogen
1 part Potassium
1 part Sulfuric Acid

Temperature 380K

5 units Hydrogen Peroxide
1 part Chlorine

1 part Oxygen

1 part Water
(catalyst)

Temperature 480K

N/A Consumes the reagents and creates a friendly giant ant. N/A


Virology Recipes

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

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

1 part Synaptizine
1 part Sugar

1 part Lithium

1 part Water
Depleted virus food. Used to get a virus symptom of level 1. (Results in 1 unit instead of 2)
Virus Food 5 parts Water

5 parts Milk

Allows viruses and bacteria to quickly grow. Used to get a virus symptom of level 1 or 2. The virologist has a dispenser with this on a wall in the lab. (Results in 15 units instead of 10)
Mutagenic Agar 1 part Unstable Mutagen
1 part Chlorine

1 part Phosphorus

1 part Radium

1 part Virus Food
5 parts Water
5 parts Milk
Used to get a virus symptom of level 3. (Results in 1 unit instead of 2)
Sucrose Agar 1 part Mutagenic Agar
1 part Unstable Mutagen
1 part Chlorine

1 part Phosphorus

1 part Radium

1 part Virus Food
5 parts Water
5 parts Milk

1 part Sugar or Saline-Glucose Solution
2 parts Saltwater
1 part Sodium Chloride
1 part Sodium
1 part Chlorine

1 part Water

1 part Sugar

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

1 part Plasma

1 part Synaptizine
1 part Sugar

1 part Lithium

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

1 part Plasma

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

1 part Uranium

Powerful viral mutagen. Used to get a virus symptom of level 6 or 7. (Results in 1 unit instead of 2)
Unstable Uranium Gel 1 part Virus Plasma
1 part Virus Food
5 parts Water
5 parts Milk

1 part Plasma

5 parts Uranium

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

10 parts Uranium
10 parts 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 part Unstable Mutagen
1 part Chlorine

1 part Phosphorus

1 part Radium

1 part Blood

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

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

Mutation Toxins

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

Name Formula Description Metabolism Rate
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

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 part Caramel
1 part Bluespace Dust
Grind a bluespace crystal

1 part 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.

Expand for long description.

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. <\div> <\div>

Rate: 0.4u/tick


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

Lavaland Chemicals

Found primarily in Lavaland flora.

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

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 Hacked NanoMed vendors, Emagged Chem Dispenser N/A Toxin Will deal 1.5 toxin damage per tick. 0.4 units per tick N/A
Bad Food From eating poorly made food N/A Toxin Will deal 0.5 toxin damage per tick. 0.1 units per tick N/A
Chloral Hydrate


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

3 parts Chlorine

1 part Ethanol
1 part 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 part Multiver
1 part Sodium Chloride
1 part Sodium
1 part Chlorine

1 part Ash
1 part Oil
1 part Welding Fuel

1 part Carbon

1 part Hydrogen

Temperature 480K

Temperature 380K

1 part Hydrogen
1 part Silicon

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 hallucinogens(18 points)
Mute Toxin


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

2 parts Uranium

1 part Water
1 part 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 part Mute Toxin
2 parts Uranium

1 part Water

1 part Carbon

1 part Nothing
1 part 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 parts Itching Powder
1 part Multiver
1 part Sodium Chloride
1 part Sodium
1 part Chlorine

1 part Ash
1 part Oil
1 part Welding Fuel

1 part Carbon

1 part Hydrogen

Temperature 480K

Temperature 380K

1 part Ammonia
3 parts Hydrogen
1 part Nitrogen

1 part Welding Fuel

1 part Unstable Mutagen
1 part Chlorine

1 part Phosphorus

1 part Radium

1 part Milk

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 part Slime Mutation Toxin
1 part 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 part Salbutamol
1 part Salicylic Acid
1 part Phenol
1 part Oil
1 part Welding Fuel

1 part Carbon

1 part Hydrogen

1 part Chlorine

1 part Water

1 part Sodium
1 part Carbon
1 part Oxygen

1 part Sulfuric Acid

1 part Ammonia
3 parts Hydrogen
1 part Nitrogen

1 part Aluminium
1 part Bromine

1 part Lithium

1 part Plasma
1 part Hydrogen

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 part Acetone
1 part Oil
1 part Welding Fuel

1 part Carbon

1 part Hydrogen

1 part Welding Fuel

1 part Oxygen

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

1 part Ethanol

1 part Sulfur

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 Grow Bungo Tree 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 part Unstable Mutagen
1 part Chlorine

1 part Phosphorus

1 part Radium

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


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

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

1 part Ethanol

1 part Oil
1 part Welding Fuel

1 part Carbon

1 part Hydrogen

1 part Hydrogen

1 part Sugar

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

1 part Ethanol

1 part Mercury

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 part Ethanol

1 part Oxygen
1 part Silver
Temperature 420K

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 0.1 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 part Space Drugs
1 part Lithium

1 part Mercury

1 part Sugar

Temperature 674K

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

Opiate(25 points)

Cyanide


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

1 part Oil
1 part Welding Fuel

1 part Carbon

1 part Hydrogen

1 part Ammonia
3 parts Hydrogen
1 part Nitrogen

1 part Oxygen
Temperature 380K

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 parts Morphine
2 parts Carbon

2 parts Hydrogen
1 part Ethanol
1 part Oxygen

Temperature 480K

5 parts Carpotoxin
Space Carp, Koibeans, Emagged Chem Dispenser

5 parts Copper

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

1 part Carbon

1 part Hydrogen

1 part Welding Fuel

1 part Oxygen

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

1 part Ethanol

1 part Phenol
1 part Oil
1 part Welding Fuel

1 part Carbon

1 part Hydrogen

1 part Chlorine

1 part Water

1 part Chlorine
1 part Hydrogen

1 part Oxygen

1 part Zombie Powder
5 parts Morphine
2 parts Carbon

2 parts Hydrogen
1 part Ethanol
1 part Oxygen

Temperature 480K

5 parts Carpotoxin
Space Carp, Koibeans, Emagged Chem Dispenser

5 parts Copper
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 part Multiver
1 part Sodium Chloride
1 part Sodium
1 part Chlorine

1 part Ash
1 part Oil
1 part Welding Fuel

1 part Carbon

1 part Hydrogen

Temperature 480K

Temperature 380K

1 part Ammonia
3 parts Hydrogen
1 part Nitrogen

1 part Welding Fuel

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 Must be mixed in a Glowshroom Glowshroom.png
3 parts Oil
1 part Welding Fuel

1 part Carbon

1 part Hydrogen

1 part Tinea Luxor
Mushroom Stem (Embershroom)

2 parts Radium


or grind an unused slime extract

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 part Formaldehyde
1 part Ethanol

1 part Oxygen
1 part Silver

Temperature 420K

1 part Sodium Chloride
1 part Sodium
1 part Chlorine

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

1 part Ash
1 part Oil
1 part Welding Fuel

1 part Carbon

1 part Hydrogen

Temperature 480K

Temperature 380K

1 part Saltpetre
3 parts Oxygen

1 part Potassium

1 part Nitrogen

1 part Sulfur

1 part Silver
1 part Stable Plasma

Temperature 400K

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

1 part Ash
1 part Oil
1 part Welding Fuel

1 part Carbon

1 part Hydrogen

Temperature 480K

Temperature 380K

1 part Hydrogen

1 part Silicon

1 part Fentanyl
1 part Space Drugs
1 part Lithium

1 part Mercury

1 part Sugar

Temperature 674K
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 part Haloperidol
1 part Oil
1 part Welding Fuel

1 part Carbon

1 part Hydrogen

1 part Potassium Iodide
1 part Potassium
1 part Iodine

1 part Aluminium
1 part Chlorine

1 part Fluorine

1 part Impedrezene
1 part Mercury

1 part Oxygen

1 part Sugar

1 part Radium

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 part Fluorosulfuric Acid
1 part Fluorine

1 part Hydrogen
1 part Potassium
1 part Sulfuric Acid

Temperature 380K

1 part Hydrogen Peroxide
1 part Chlorine

1 part Oxygen

1 part Water

1 part Nitrogen
Temperature 480K

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
Hacked NanoMed vendors, Emagged Chem Dispenser

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

4 parts Ethanol

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

4 parts Water

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

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

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 Rightclick.pngOrdinary right-click. It doesn't matter if Combat Mode Combat 32.pngEnable with 4, disable with 1 or toggle with F by default. Left-clicking people with an empty hand will Harm Harm 32.png them if on, or Help Help 32.png them if off. Prevents you from switching places or being pushed when colliding with people. is on or not. 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.