Guide to chemistry
Tippo Felangus, the Chemist says: "Hey mate, welcome to Chemistry. This is one of the few jobs where you can make a man heal back up to full health one second and make him explode the next. Sound too complicated? Naw, this shit is really simple to make. All you have to do is pour some of this Potassium into a beaker of water, like so..." |
This guide will primarily be useful for chemists but may come in handy to any player and especially traitors. See Chemical recipes for simplified step-by-step instructions on how to make complicated chemicals (sometimes outdated), and for info about using the dispenser's recipe recording function. For grenade making see Grenades. If you don't have a chem dispenser, see the Guide to Ghetto Chemistry.
A helper client for browsing this wiki (with several extra features) can be found here: https://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.
Chemistry Dispensers
Chem dispensers can be upgraded to unlock more chemicals, allow for more precise macro usage, increased power recharge rate and higher power capacity. If you run out of power, you can disassemble the dispenser with screwdriver+crowbar and rebuild it by first putting the circuit board back, and then all other things but use a full power cell instead of the old one. Then screwdriver to finish. Or you can charge the machine with an inducer .
Available chemicals:
Click expand to see what chemicals are available:
Normal:
- Hydrogen
- Oxygen
- Silicon
- Phosphorus
- Sulfur
- Carbon
- Nitrogen
- Water
- Lithium
- Sugar
- Sulfuric acid
- Copper
- Mercury
- Sodium
- Iodine
- Bromine
- Ethanol
- Chlorine
- Potassium
- Aluminium
- Radium
- Fluorine
- Iron
- Welding fuel
SilverRemoved Oct, 2020.- Stable plasma
Upgraded (tier 4 matter manipulator):
- Acetone
- Ammonia
- Ash
- Diethylamine
- Oil
- Saltpetre
Emagged:
- Space Drugs
- Morphine
- Toxin
- Carpotoxin
- Miner's Salve
Upgradeable parts:
Click expand to see upgrades:
- Better matter bins: greater power efficiency per unit dispensed.
- Better capacitor: faster recharging speed.
- Better power cell: larger maximum power capacity.
- Better manipulator: unlocks more chemicals.
Longer and more complex chemistry macros can be performed. At tier 1 manips, macros round to the nearest 5u, then 3u at tier 2, 2u at tier 3 and 1u at tier 4
Reaction Chamber
The reaction chamber (previously known as the chem heater) provides all the tools needed to help you react your reactions. You can set your heat, dispense buffers and watch your reactions in real time. An unupgraded reaction chamber will let you know when a reaction is overheated by highlighting it in red. More buffer can be added to the chamber by putting in a beaker into the heater and pressing the draw all button next to the buffer volume display.
Some chemical reactions will require you to heat the reagents in a Reaction Chamber. Unless the recipes says otherwise, these reactions need you to heat the reagents above the required temperature in order to start the reaction. Some reactions can stop if they drop below their required temperature.
Don't forget you can use droppers directly on reaction chambers to add/draw to/from as well!
This machine will heat/cool a beaker to the desired temperature, slowing down the heating/cooling speed as it approaches the target temperature. If you don't risk making the chemical explode by overheating it (like with meth) you can just set it to a very high temperature to avoid this.
Due to a rounding bug you sometimes need to heat chems 1 degree higher than the recipe says.
Upgrading the laser will increase the heating/cooling speed as well as the capabilities of the machine. See below:
An upgraded reaction chamber gives you more tools and information about the reactions held within it.
- At level 2 the pH meter will flash if any of the reactions are outside of the pH optimal
- At level 3 the reaction chamber will be able to follow your reaction progress in real time
- At level 4 the reaction chamber will be able to determine the reaction quality in real time, displaying the effects of purity, pH and other factors along a dial. The dial will flash if the reaction is below the minimum purity for the reaction.
ChemMaster 3000
Separates, bottles, and makes pills/patches out of chemicals loaded inside. You can load pretty much any container - beakers, spray bottles, water bottles and so on.
Maximum size for dispensed bottles is 30u, patches 40u and pills 50u. Use a chemistry bag to quickly move large quantities of bottles, patches or pills.
Can be upgraded with bigger beakers to allow a bigger buffer. By default it contains two ordinary 50u beakers for a total buffer volume of 100u.
Portable Chemical Mixer
The handling of this item has changed, it now has to be held in hand in order to use it.
A portable device that can be stored in the belt slot, enabling you to store, mix and dispense chemicals on the go.
Can be printed at the medical lathe, after "Chemical Synthesis" has been researched by Science.
How to use it
To open or close the portable mixer, in hand or in the belt slot, use CTRL + Left click.
While open you can access it like any other bag, and fill it with up to 50 beakers and bottles.
When closed , hold it in your hand, then Left click to open it's UI.
While the portable mixer is closed and in hand , it functions similar to a Chemistry Dispenser, allowing you to add and remove a single beaker which you can dispense into
Tips for the Portable Chemical Mixer
- Unlike the chemistry bag 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 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.
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:
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.
All-In-One Grinder
Grinds, crushes, liquefies and extracts reagents from materials placed into it.
If there is a significant reagent associated with the item, the Reagent grinder will distill a pure sample inside the collection beaker.
For example: Plasma/gold/uranium/metal sheets, donk pockets, fruits, dead mice.
Smoke Machine
Dispenses any chemical inside as a smoke cloud. Needs to be secured by wrenching first.
A great alternative to smoke grenades, but easily incites lynch mobs.
Can only be obtained through the circuit board being printed, and the required parts being assembled first.
Upgradeable parts:
Click expand to see upgrades:
- Manipulator: Unlocks the higher range settings.
- Matter bin: Increases maximum capacity.
- Capacitor: Increases efficiency.
pH paper
pH paper can tell you the rough pH by putting it into the beaker. The colour of the strip will indicate what the pH is.
Buffer reagents
Buffers are reagents that alter the pH of a mixture towards acidity (0) or alkalinity (14). These liquids dissiplate into a mixture, unless stabilizing agent is added.
Chemical analyzer
A handy meter that can tell you all about the reagents found in a beaker, as well as being one of the two ways to testt purity (the other bring the purity tester, which will tell you if the reagent is inverse). Resarchable and printable by the lathe. Currently the only way to detect purity of a reagent, other than taking it yourself.
Plumbing
On some maps the chemists have access to a large empty area with plumbing tools. The available chemicals those can synthesize should be the same as with an unupgraded chem dispenser, but the workflow is more like a production line chem factory instead of instant dispensing. See the Guide to plumbing to learn more about this system. You may still have access to the pharmacy though, which has chem dispensers.
Metabolism
When a reagent enters a bloodstream it will start to "tick"(aka "cycle") about every 2 seconds. These are called "life ticks", and are not to be confused with server ticks/tickrate. When this happens the bloodstream is purged of an amount of every reagent usually equal to their listed metabolism rates. This is the rate at which the chemical disappears from your body. It doesn't matter how many chems you have in your body, as they are all metabolised separately. If you are hungry (sluggish), this will happen 20% slower, which makes chemicals have a bigger total effect since they last longer without being weaker per tick. Many mobs are "simplemobs" which means they don't have bloodstreams and thus cannot be poisoned, sedated or healed with medicine. Monkeys and most playable humanoids are the exceptions to this.
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▮
|
1 part Oil 1 part Welding Fuel 1 part Carbon Temperature 480K |
Min temp: 480K
|
Ingredient in a few recipes. Can also be aquired by lighting a piece of paper on fire and scooping up the resulting ashes with a beaker. 30u per paper.
Used in: Lye, Multiver and Plastic Sheets. |
Oil▮
|
1 part Welding Fuel 1 part Carbon |
Min temp: 100K
|
Can be heated into Ash. Can be scooped up from destroyed cyborgs and such. Flammable. Ingredient in many recipes.
Used in: |
Acetone▮
|
1 part Oil 1 part Welding Fuel 1 part Carbon 1 part Welding Fuel |
Min temp: 100K
|
Ingredient in many recipes.
Used in: |
Diethylamine▮
|
1 part Ammonia 3 parts Hydrogen 1 part Nitrogen 1 part Ethanol |
Min temp: 100K
|
A very potent fertilizer. Ingredient in many recipes.
Used in: |
Phenol▮
|
1 part Oil 1 part Welding Fuel 1 part Carbon 1 part Chlorine |
Min temp: 100K
|
Ingredient in many recipes.
Used in: |
Ammonia▮
|
3 parts Hydrogen 1 part Nitrogen |
Min temp: 100K
|
An effective fertilizer. Ingredient in many recipes. (Results in 3 units instead of 4)
Used in: |
Saltpetre▮
|
3 parts Oxygen 1 part Potassium |
Min temp: 100K
|
Works as a fertilizer. Ingredient in a few recipes. (Results in 3 units instead of 5)
Used in: Bath Salts and Gunpowder. |
Sodium Chloride▮
|
1 part Sodium 1 part Chlorine |
Min temp: 100K
|
Commonly known as table salt, Sodium Chloride is often used to season food. Special uses include messing with Revenants - they can't jaunt through salt piles. |
Lye▮
|
1 part Sodium 1 part Hydrogen |
Min temp: 10K
|
Ingredient in Soap. |
Lye▮
|
1 part Ash 1 part Oil 1 part Welding Fuel 1 part Carbon Temperature 480K 1 part Water |
Min temp: 100K
|
Ingredient in Soap. (Results in 2 units instead of 3) |
Hydrogen Peroxide▮
|
1 part Chlorine 1 part Oxygen |
Min temp: 100K
|
Burns people on touch. |
Pentaerythritol▮
|
1 part Acetaldehyde 1 part Acetone 1 part Formaldehyde 1 part Ethanol 1 part Oxygen 1 part Water 3 parts Formaldehyde 1 part Ethanol 1 part Oxygen 1 part Lye 1 part Sodium 1 part Hydrogen |
Min temp: 100K
|
Results in 2 units instead of 5. |
Acetaldehyde▮
|
1 part Acetone 1 part Formaldehyde 1 part Ethanol 1 part Oxygen 1 part Water |
Min temp: 450K
|
|
Acetone Oxide▮
|
2 parts Acetone 1 part Hydrogen Peroxide 1 part Chlorine 1 part Oxygen 1 part Oxygen |
Min temp: 100K
|
Burns people badly on touch. (Results in 2 units instead of 4) |
Wittel ▮ | Extract from a Geyser with a liquid pump. | N/A | A lavaland geyser has a 1 in 27 chance to produce Wittel. Does nothing, but can be used to make Gravitum. |
Hyper-Plasmium Oxide ▮ | Extract from a Geyser with a liquid pump. | N/A | A lavaland geyser has a chance to produce this. Does nothing, but can be used to make Exotic Stabilizer. |
Exotic Stabilizer ▮ | 1 part Hyper-Plasmium Oxide Extract from a Geyser with a liquid pump. 1 part Stabilizing Agent 1 part Iron
1 part Oxygen |
N/A | Is required to stabilize Nitroglycerin and TaTP. |
Reaction agents
These reagents have active effects on reactions, consuming themselves on transfer. They can even be added to a full beaker for their effects to take place!
Name | Formula | Reaction conditions | Description |
---|---|---|---|
Acidic Buffer▮ | 2 parts 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 Temperature 480K 1 parts Ethanol |
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 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 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 3 parts Ethanol |
Required temp:below 800K Overheat temp: none Optimal pH range: 2 to 12 Min purity: 0.25 Very Endothermic |
This is part of a competitive reaction between Purity Tester and Tempomyocin. This outcompetes when the reaction is cold. |
Prefactor b▮ | 1 part Phenol 3 parts Ethanol |
Required temp: 50K Overheat temp: 500K Optimal pH range: 5 to 8 Min purity: 0.35 Extremely Endothermic minor H+ producing Dangerously volitile |
This is part of a competitive reaction between Purity Tester and Tempomyocin. This outcompetes when the reaction is hot. |
Medicines
"And that's how I lost my medical license!" Don't be this guy. Make these. Lots of these.
Some medicines have special suffixes to specify which damage types they are meant to treat:
- Brute = -ibital
- Burn = -uri
- Oxy = -mol
- Tox = iver
- Organ = -rite
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
|
3 parts Libital 4 parts Probital 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▮
|
1 part Phenol 1 part Nitrogen |
Min temp: 225K
|
Brute | Medicine for treating brute damage. Each tick heals 3 base brute (modified by purity) and causes 0.3 liver damage.
|
Rate: 0.2u/tick
|
Helbital▮
|
1 part Carbon 1 part Fluorine |
Min temp: 250K
|
Brute | Heals a minimum of 3 brute damage per tick and faster the more base damage you have. No side effects if in hard or softcrit.
If you use more than 10u at a time, gain up to 3 Omens per 10u (unfortunate bad-luck incidents) after the helbital has all left your system. Overdose applies a semi-blinding curse.
|
Rate: 0.2u/tick
|
Probital▮
|
2 parts Acetone 1 part Copper |
Min temp: 225K
|
Brute | Each tick heals 3 base brute (modified by purity up to 4) 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:
Inverse chem: Mitogen Metabolism Factor below 50%
|
Rate: 0.2u/tick
|
Aiuri▮
|
1 part Ammonia 3 parts Hydrogen 1 part Nitrogen 2 parts Hydrogen |
Min temp: 50K
|
Burn | Medicine for treating burn damage. Each tick heals 2 base burn (modified by purity) and causes 0.25 eye damage.
|
Rate: 0.2u/tick
|
Lenturi▮
|
1 part Ammonia 3 parts Hydrogen 1 part Nitrogen 1 part Silver |
Min temp: 200K
|
Burn | Each tick heals 3.75 base burn (modified by purity up to 5) and deals 0.4 stomach damage. |
Rate: 0.2u/tick
|
Hercuri▮
|
3 parts Cryostylane 1 part Ice 1 part Stable Plasma 1 part Lye 1 part Sodium 1 part Hydrogen 1 part Bromine |
Cold reaction
|
Burn | Heals burn damage and can cool you to unsafe levels. If applied with vapor such as with a spray bottle it also removes some firestacks (extinguishes you).
Overdose cools you down even more. Was originally named Rhigoxane.
|
Rate: 0.2u/tick
|
Granibitaluri▮
|
1 part Sodium Chloride 1 part Sodium 1 part Chlorine 1 part Carbon |
Min temp: 100K
|
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
|
Synthflesh▮
|
1 part Libital 1 part Blood |
Min temp: 250K
|
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.
|
Rate: 0.2u/tick
|
Multiver▮
|
1 part Sodium Chloride 1 part Sodium 1 part Chlorine 1 part Ash 1 part Oil 1 part Welding Fuel 1 part Carbon Temperature 480K Temperature 380K |
Min temp: 380K
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). Having Anacea in the body will prevent multiver from purging anything.
|
Rate: 0.2u/tick
|
Seiver▮
|
1 part Aluminium 1 part Nitrogen |
Cold reaction
|
Radiation and Toxin | A medicine that shifts functionality based on temperature. For each 5 toxin damage healed, causes 1 heart damage. 5 rads equals 1 toxin damage healed for the purpose of this calculation.
|
Rate: 0.2u/tick
|
Syriniver▮
|
2 parts Nitrous Oxide 1 part Toxin Hacked NanoMed vendors, Emagged Chem Dispenser 1 part Fluorine |
Min temp: 250K
|
Toxin |
tl;dr: Put 20% of this and 80% water into a beaker and inject it with an IV-drip, and it will heal toxin damage and purge reagents from bloodstream pretty fast. Click expand for long description. When injected (syringe or IV-drip), the following happens:
Each tick heals 1 point of toxin damage, purges 0.4u reagents and deals 0.8 points of liver damage. This works even if the chem was taken with other methods than injection. Should ideally be diluted for safety and used in an intravenous medicine bag or beaker attached to an IV (injects 5u at a time):
If overdosed causes muscle weakness, high liver damage and disgust. Was originally named Thializid. |
Rate: 0.3u/tick
|
Tirimol▮
|
2 parts Acetone 3 parts Nitrogen |
Min temp: 100K
|
Suffocation | Emergency oxygen deprivation medication that causes fatigue and can make you fall asleep. Heals 4.5 base suffocation (modified by purity up to 6) 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.
|
Rate: 0.2u/tick
|
Convermol▮
|
1 part Oil 1 part Welding Fuel 1 part Carbon 1 part Fluorine |
Min temp: 370K
|
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.
|
Rate: 0.2u/tick
|
Superior Healing Medicines
These healing drugs are harder to make than the core healing medicines, however they often heal faster and with fewer side effects (if any).
Name | Recipe | Reaction conditions | Treatment for | Description | Metabolism Rate | Overdose Threshold |
---|---|---|---|---|---|---|
Salicylic Acid
|
1 part Phenol 1 part Sodium |
Min react temp: 100K Overheat temp: 900K Optimal pH range: 5 to 10 Min purity: 0.25 Mildly exothermic Mildly H+ consuming |
Brute | If you have more than 25 brute damage, heals 4 brute. If you have equal to or less than 25 brute damage, heals 0.5. Overdosing will deal more brute damage. | 0.2 units per tick | 25 Units |
Oxandrolone
|
3 parts Carbon 1 part Phenol 1 part Hydrogen |
Min react temp: 100K Overheat temp: 900K Optimal pH range: 5 to 10 Min purity: 0.25 Mildly exothermic Mildly H+ consuming |
Burn | If you have more than 25 burn damage, heals 4 burn. If you have equal to or less than 25 burn damage, heals 0.5. Overdosing will deal more burn damage. | 0.2 units per tick | 25 Units |
Salbutamol
|
1 part Salicylic Acid 1 part Ammonia 3 parts Hydrogen 1 part Nitrogen 1 part Aluminium |
Min react temp: 100K Overheat temp: 900K Optimal pH range: 5 to 10 Min purity: 0.25 Mildly exothermic Mildly H+ consuming |
Suffocation | Quickly heals oxygen damage at a rate of 3 per tick while slowing down suffocation. Great for stabilizing critical patients! | 0.1 units per tick | N/A |
Regenerative Jelly
|
1 part Omnizine Grown from Ambrosia Deus, 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
3 parts Oil 1 part Welding Fuel 1 part Carbon 1 part Tinea Luxor Mushroom Stem (Embershroom) 2 parts Radium
|
Min react temp: 100K Overheat temp: 900K Optimal pH range: 5 to 10 Min purity: 0.25 Mildly exothermic Mildly H+ consuming |
All four basic types | Heals 1.5 of each of the four basic damage types without the risk of overdose or damaging jellypeople. | 0.4 units per tick | N/A |
Pentetic Acid
|
1 part Cyanide 1 part Formaldehyde 1 part Ethanol 1 part Oxygen 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
|
1 part Acetone 1 part Diethylamine 1 part Ammonia 3 parts Hydrogen 1 part Nitrogen 1 part Ethanol 1 part Phenol 1 part Ethanol |
Min react temp: 100K Overheat temp: 900K Optimal pH range: 5 to 10 Min purity: 0.25 Mildly exothermic Mildly H+ consuming |
Crit, all basic types | If patient's health is critical it will heal brute/burn/toxin (2 / tick) and oxyloss (5 / tick) damage, as well as stop any further oxyloss. It also causes jitteriness and dizziness, which will shake the screen. Good for quickly getting critical patients back on their feet, but bad for combat because of the screenshake. If overdosed it will deal toxin damage and cause extra jitteriness and dizziness. |
0.1 units per tick | 35 Units |
Calomel
Failed: Viscous sludge <15% pH: 1.5 ▮ |
1 part Mercury 1 part Chlorine |
Min react temp: 374K
Overheat temp: 900K Optimal pH range: 5 to 10 Min purity: 0.25 Mildly exothermic Mildly H+ consuming |
Purge | Quickly purges the bloodstream of 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
|
1 part Calomel 1 part Mercury 1 part Chlorine 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
|
1 part Acetone 1 part Unstable Mutagen 1 part Chlorine 1 part Phosphorus 1 part Stable Plasma |
Min react temp: 100K Overheat temp: 900K Optimal pH range: 5 to 10 Min purity: 0.25 Mildly exothermic Mildly H+ consuming |
All four basic types and cellular | Required for the proper function of cryogenics. It heals all types of damage swiftly, but only when 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
|
1 part Cryoxadone 1 part Acetone 1 part Unstable Mutagen 1 part Chlorine 1 part Phosphorus 1 part Stable Plasma 1 part Slime Jelly Must be mixed in a Glowshroom
3 parts Oil 1 part Welding Fuel 1 part Carbon 1 part Tinea Luxor Mushroom Stem (Embershroom) 2 parts Radium
|
Min react temp: 100K Overheat temp: 900K Optimal pH range: 5 to 10 Min purity: 0.25 Mildly exothermic Mildly H+ consuming |
All four basic types and cellular | Inverse Cryoxadone that heals faster the hotter the patient is. For max efficiency you need to be over 460°K and on fire. In optimal conditions every cycle will heal 15 burn before the damage taken from being on fire, which is usually faster than the fire hurts you (unless too hot). It will then also heal 10 brute, 10 toxin, 20 oxyloss and 10 cellular. Can heal wounds. Works on slimepeople. | 0.4 units per tick | N/A |
Clonexadone
|
1 part Cryoxadone 1 part Acetone 1 part Unstable Mutagen 1 part Chlorine 1 part Phosphorus 1 part Stable Plasma 1 part Sodium |
Min react temp: 100K Overheat temp: 900K Optimal pH range: 5 to 10 Min purity: 0.25 Mildly exothermic Mildly H+ consuming |
Cellular | Quickly heals (cellular) damage, but only when in a cold environment. The colder the faster heal. Heals about 5 cellular per tick if used in unupgraded cryo tubes. | 0.6 units per tick | N/A |
Rezadone
|
1 part Carpotoxin Space Carp, Koibeans, Emagged Chem Dispenser 1 part Cryptobiolin 1 part Oxygen 1 part Potassium 1 part Copper |
Min react temp: 100K Overheat temp: 900K Optimal pH range: 5 to 10 Min purity: 0.25 Mildly exothermic Mildly H+ consuming |
Cellular | Instantly heals all cellular damage while also healing 1 brute and burn damage per tick. If a husked corpse is treated with at least 5u and has under 50 burn damage it will be unhusked. If overdosed deals 1 toxin damage per tick and makes you dizzy and jittery. Very good for treating cellular damage on the spot. | 0.4 units per tick | 30 Units |
Unique Healing Medicines
These healing drugs perform niche functions that help against less common ailments.
Name | Formula | Reaction conditions | Treatment for | Description | Chemical properties |
---|---|---|---|---|---|
Mutadone▮ | 1 part Acetone 1 part Unstable Mutagen 1 part Chlorine 1 part Phosphorus 1 part Bromine |
Min react temp: 100K Overheat temp: 900K Optimal pH range: 5 to 10 Min purity: 0.25 Mildly exothermic Mildly H+ consuming |
Mutations | Instantly removes your genetic mutations. Hulks hate it! | 0.4 units per tick |
Mannitol▮
|
1 part Hydrogen 1 part Water |
Min temp: 50K
|
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
|
Neurine▮
|
1 part Acetone 1 part Mannitol 1 part Hydrogen 1 part Water 1 part Oxygen |
Min temp: 100K
|
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
|
Potassium Iodide▮
|
1 part Potassium 1 part Iodine |
Min react temp: 100K Overheat temp: 900K Optimal pH range: 5 to 10 Min purity: 0.25 Mildly exothermic Mildly H+ consuming |
Radiation | 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
|
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 |
Min temp: 200K
|
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 (including stunprods ).
|
Rate: 0.2u/tick
|
Diphenhydramine▮ | 1 part Diethylamine 1 part Ammonia 3 parts Hydrogen 1 part Nitrogen 1 part Ethanol 1 part Oil 1 part Welding Fuel 1 part Carbon 1 part Bromine |
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▮
|
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 Temperature 480K Temperature 380K 1 part Carbon |
Min temp: 200K
|
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
|
Inacusiate▮
|
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 Temperature 480K Temperature 380K 1 part Carbon |
Min temp: 300K
|
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
|
Epinephrine▮ | 1 part Acetone 1 part Diethylamine 1 part Ammonia 3 parts Hydrogen 1 part Nitrogen 1 part Ethanol 1 part Phenol 1 part Chlorine |
Min react temp: 100K Overheat temp: 900K Optimal pH range: 5 to 10 Min purity: 0.25 Mildly exothermic Mildly H+ consuming |
Crit | Prevents oxygen damage from crit state. If the patient is in crit it heals 0.5 oxyloss, toxins, brute, and burn. 20% chance each tick to reduce stun times a bit. Gives a minor stamina regeneration buff. 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
|
Antihol▮
|
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 Temperature 480K Temperature 380K 1 part Copper |
Min temp: 1K
|
Alcohol | Purges 6-8u 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
|
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 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 |
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 Diethylamine 1 part Ammonia 3 parts Hydrogen 1 part Nitrogen 1 part Ethanol 1 part Phenol 1 part Chlorine 1 part Cryptobiolin 1 part Oxygen
1 part Potassium |
Min react temp: 100K Overheat temp: 900K Optimal pH range: 5 to 10 Min purity: 0.25 Mildly exothermic Mildly H+ consuming |
Infections | An all-purpose antiviral agent. Prevents you from spreading any virus 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 Iron |
Min react temp: 100K Overheat temp: 900K Optimal pH range: 5 to 10 Min purity: 0.25 Mildly exothermic Mildly H+ consuming |
Improvised Patch Healing Chem | Helps treat severe burn wounds and heals 0.25 brute and burn per tick, but prevents you from telling how injured you are. Causes stomach cramps if not applied via touch/patch, which reduces nutrition by 5. Gives 20 painkiller bonus, which is used when treated with bone gel. If applied with touch/patch it increases surgery speed by 10%. 1u heals roughly 1.5 burn+brute. |
0.16 units per tick |
Modafinil▮ | 1 part Acetone 1 part Diethylamine 1 part Ammonia 3 parts Hydrogen 1 part Nitrogen 1 part Ethanol 1 part Phenol 1 part Ammonia 3 parts Hydrogen 1 part Nitrogen 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 |
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.
|
0.02-0.08 units per tick
|
Morphine▮ | 2 parts Carbon 2 parts Hydrogen |
Min react temp: 480K Overheat temp: 900K Optimal pH range: 5 to 10 Min purity: 0.25 Mildly exothermic Mildly H+ consuming |
Damage slowdown | Allows you to run at full speed even when hurt, even from stamina damage, but does not remove slowdown from wearing a 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.
|
0.2 units per tick
|
Haloperidol▮ | 1 part Oil 1 part Welding Fuel 1 part Carbon 1 part Potassium Iodide 1 part Potassium 1 part Iodine 1 part Aluminium |
Min react temp: 100K Overheat temp: 900K Optimal pH range: 5 to 10 Min purity: 0.25 Mildly exothermic Mildly H+ consuming |
Anti-Drug and Light Sedative | Helps fight against the effects of some drugs while purging them. Reduces jitteriness and hallucinations. However each tick also causes drowsiness, 2.5 stamina damage and 20% chance for 1 brain damage (up to 50). | 0.16 units per tick |
Leporazine ▮ | 1 part Copper 1 part Silicon |
Min react temp: 100K Overheat temp: 900K Optimal pH range: 5 to 10 Min purity: 0.25 Mildly exothermic Mildly H+ consuming |
Body temperature | This keeps a patient's body temperature stable. | 0.4 units per tick |
Higadrite▮ | 2 parts Phenol 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 Impedrezene 1 part Mercury 1 part Oxygen 2 parts Water |
Min react temp: 100K Overheat temp: 900K Optimal pH range: 5 to 10 Min purity: 0.25 Mildly exothermic Mildly H+ consuming |
Phobias and Mood | Suppresses phobias and 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
|
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 Temperature 480K Temperature 380K 1 part Saltpetre 3 parts Oxygen 1 part Potassium 1 part Sulfur 1 part Silver 1 part Slime Jelly Must be mixed in a Glowshroom
3 parts Oil 1 part Welding Fuel 1 part Carbon 1 part Tinea Luxor Mushroom Stem (Embershroom) 2 parts Radium
|
Min react temp: 100K Overheat temp: 900K Optimal pH range: 5 to 10 Min purity: 0.25 Mildly exothermic Mildly H+ consuming |
Stun | Reduces stun times by around 60% (depends) for jellypeople, while also speeding up Luminescent's cooldowns. Non-jelly lifeforms will just get shocked. | 0.4 units per tick |
Penthrite▮
|
1 part Pentaerythritol 1 part Acetaldehyde 1 part Acetone 1 part Formaldehyde 1 part Ethanol 1 part Oxygen 1 part Water 3 parts Formaldehyde 1 part Ethanol 1 part Oxygen 1 part Lye 1 part Sodium 1 part Hydrogen 1 part Nitric Acid 1 part Fluorosulfuric Acid 1 part Fluorine 1 part Hydrogen 1 part Hydrogen Peroxide 1 part Chlorine 1 part Oxygen 1 part Nitrogen 1 part Acetone 1 part Wittel Extract from a Geyser with a liquid pump. |
Min temp: 255K
|
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)
|
Rate: 0.2u/tick
|
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
|
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
|
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
|
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
|
Ondansetron▮
|
1 part Oil 1 part Welding Fuel 1 part Carbon 1 part Nitrogen |
Min react temp: 100K
|
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 1.5 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 (including stunprods ). 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 |
Brute | Heals brute damage at a rate of 2 units per tick. If overdosed deals 2 brute damage per tick. | 0.4 units per tick | 30u | N/A |
Kelotane▮ | Was completely removed from /tg/ July 2019. 1 part Carbon 1 part Silicon |
Burn | Heals burn damage at a rate of 2 units per tick. If overdosed deals 2 burn damage per tick. | 0.4 units per tick | 30u | N/A |
Anti-Toxin▮ | Was completely removed from /tg/ July 2019. 1 part Nitrogen 1 part Silicon |
Toxin | Heals 2 toxin damage and removes 1u toxin reagents per tick. If overdosed deals 2 toxin damage per tick. | 0.4 units per tick | 30u | N/A |
Tricordrazine▮ | Was completely removed from /tg/ July 2019. 1 part Anti-Toxin 1 part Nitrogen 1 part Silicon 1 part Bicaridine 1 part Carbon 1 part Oxygen 1 part Kelotane 1 part Carbon
1 part Silicon |
All types | Has 80% chance to heal 1 each of the four basic damage types per tick. If overdosed deals an average of 1.2 damage of every type per tick. | 0.4 units per tick | 30u | N/A |
Dexalin▮ | Was completely removed from /tg/ Aug 2019. Medical cyborg hypospray and other sources |
Suffocation | Heals 2 oxygen damage per tick. If overdosed deals 2 oxygen damage per tick. Used by medibots. | 0.4 units per tick | 30 Units | N/A |
Charcoal▮ | Was replaced with Multiver Aug 2019. 1 part Sodium Chloride 1 part Sodium 1 part Chlorine 1 part Ash 1 part Oil 1 part Welding Fuel 1 part Carbon 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 |
Burn | On touch, instantly heals 1 burn damage per unit, then heals 2 burn per tick over time while it stays in the system. Basic anti-burn healing drug. On ingestion also deals minor toxin damage. 1u heals roughly 6 burn damage. Deals minor burn and toxin damage when overdosed. |
0.4 units per tick | 45u | N/A |
Styptic Powder▮ | Was replaced with Libital Aug 2019. 1 part Aluminium 1 part Hydrogen |
Brute | On touch, instantly heals 1 brute damage per unit, then heals 2 brute per tick over time while it stays in the system. Basic anti-brute healing drug. On ingestion also deals minor toxin damage. 1u heals roughly 6 brute damage. Deals minor brute and toxin damage when overdosed. |
0.4 units per tick | 45u | N/A |
Perfluorodecalin▮ | Was renamed Convermol Aug 2019. 1 part Oil 1 part Welding Fuel 1 part Carbon 1 part Fluorine |
Suffocation | Quickly converts suffocation damage into toxin damage, with a 5:2 ratio. Each tick will heal suffocation damage equal to 2.5 times current cycle. This means you will take 2 toxin damage for every 5 suffocation damage healed. You will always take at least 0.2 toxin damage per tick, even if you don't heal any suffocation. If overdosed each tick will deal toxin damage equal to 1 times current cycle, regardless of suffocation damage healed. | 0.1 units per tick | 35 Units | N/A |
Sanguibital▮ | Was replaced with Helbital Sept 2019. 1 part Carbon 1 part Fluorine |
Brute | One of the first "Cobbychems". Only existed on /tg/ for a short while. Removed by Cobby because it wasn't ever used (except as a poison) and the entire gimmick made it undesirable. Heals brute if you have lower than full blood levels, scaling with missing blood volume. Will heal up to 5(10?) brute per tick if very low on blood. Dilates blood streams, increasing the amount of blood lost by 2 per tick. Overdosing doubles the blood lost from this chem. | 0.2 units per tick | 35 Units | N/A |
Ichiyuri▮ | Was replaced with Lenturi Oct 2019. 1 part Ammonia 3 parts Hydrogen 1 part Nitrogen 1 part Silver |
Burn | One of the first "Cobbychems". Removed by MacBlaze1 with Cobby approval because it was never used and simply wasn't fun to be on. Used to treat serious burns. Prolonged exposure can cause burns to itch. Heals 2 burn per tick, and randomly makes you scratch yourself every few seconds, causing 1-7 brute and bleeding. The itch will happen more often the longer it's been in your system. | 0.2 units per tick | N/A | N/A |
Fiziver▮ | Was replaced with Seiver Oct 2019. 1 part Aluminium 1 part Nitrogen |
Toxin | One of the first "Cobbychems". Removed by Cobby because Fiziver didn't see much use and I grew to dislike the overall damage mods. An antitoxin that heals toxin damage but temporarily physically weakens the user, adding a damage modifier making them take extra brute, burn, suffocation and stamina damage. The damage modifier increases the longer it's been in the body (capped to triple damage). Toxin damage healed is 0.3 points per tick multiplied with the damage modifier (so up to 0.6). Overdosing has a 50% chance each tick to deal 0.2 brute and burn damage, which will be amplified by the damage multiplier in effect. | 0.1 units per tick | 11 Units | N/A |
Corazone▮ | Name changed to Higadrite Nov 2019. 2 parts Phenol 1 part Lithium |
Liver | Nov 2019 it was changed to only work on livers. Since Corazone is Spanish for "heart" it had its name changed to Higadrite (higado = liver). Protects from liver failure. | 0.4 units per tick | N/A | N/A |
Lavaland Extract▮ | Was removed in June, 2020. | Brute, burn | Survival medipens used to come with 2u of this. Very quickly heals damaged bodyparts. If overdosed it will |
0.4 units per tick | 3 Units | N/A |
Narcotics
Narcotics are highly addictive drugs that can aggressively, or passively, provide a benefit. Be wary as its very easy to become addicted, or overdose, on a narcotic.
As a general rule of thumb, the more of a positive effect (or any effect) a narcotic can provide, the easier it is to get addicted or overdose on it.
People who overdose or get addicted to Narcotics tend to usually end up dying to the negative effects or requiring immedient medical attention. Take in moderation.
Name | Recipe | Reaction conditions | Description | Metabolism Rate | Overdose Threshold | Addiction 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 Bromine 1 part Morphine 2 parts Carbon 2 parts Hydrogen 1 part Space Cleaner 1 part Ammonia 3 parts Hydrogen 1 part Nitrogen 1 part Water 1 part Phosphorus |
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 |
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 Space Cleaner 1 part Ammonia 3 parts Hydrogen 1 part Nitrogen 1 part Water 1 part Bad Food |
Min react temp: 374K Overheat temp: 900K Optimal pH range: 5 to 9 Min purity: 0.3 Mildly exothermic Mildly H+ consuming |
Makes the subject immune to sleep and stuns, grants 5 stamina regeneration and grants the user the psychotic brawling martial art, which makes your interactions with people have certain random effects. However the subject will suffer 4 Brain damage (per tick), constant hallucinations and will lose some motor control. If overdosed the subject will lose even more motor control, drool, and randomly drop items in their hand. If addicted the subject will jitter, suffer 10 Brain damage (per tick), severe hallucinations, dizziness, yet more loss of motor control and eventually 5 Toxin damage (per tick). This drug will melt your brain. |
0.2 units per tick | 20 Units | stimulants(25 points) |
Aranesp▮ | 1 part Epinephrine 1 part Acetone 1 part Diethylamine 1 part Ammonia 3 parts Hydrogen 1 part Nitrogen 1 part Ethanol 1 part Phenol 1 part Chlorine 1 part Atropine 1 part Acetone 1 part Diethylamine 1 part Ammonia 3 parts Hydrogen 1 part Nitrogen 1 part Ethanol 1 part Phenol 1 part Ethanol 1 part Morphine 2 parts Carbon
2 parts Hydrogen |
Min react temp: 100K Overheat temp: 900K Optimal pH range: 5 to 9 Min purity: 0.3 Mildly exothermic Mildly H+ consuming |
The subject will think they are "amped" and get 18 stamina regeneration. However the drug has 50% chance every tick to cause the subject to suffocate (and take 1 oxyloss), while also dealing 0.5 toxin damage per tick. | 0.2 units per tick | N/A | stimulants(8 points) |
Happiness▮ | 2 parts Nitrous Oxide 1 part Epinephrine 1 part Acetone 1 part Diethylamine 1 part Ammonia 3 parts Hydrogen 1 part Nitrogen 1 part Ethanol 1 part Phenol 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 |
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 |
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 Diethylamine 1 part Ammonia 3 parts Hydrogen 1 part Nitrogen 1 part Ethanol 1 part Phenol 1 part Chlorine 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 (including stunprods ). 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 . (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 |
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 Fluorosulfuric Acid 1 part Fluorine 1 part Hydrogen 5 units Hydrogen Peroxide 1 part Chlorine (catalyst)
1 part Oxygen |
Min react temp: 100K Overheat temp: 900K Optimal pH range: 5 to 9 Min purity: 0.3 Mildly exothermic Mildly H+ consuming |
Makes you more resistant to wounds but causes toxins to accumulate. Deals 0.5 toxin. Overdose deals 1 extra toxin with 10% chance of 5 toxin and vomit. Addiction will later deal more toxin damage and make you randomly drop held items. (Results in 1 part instead of 4) | 0.8 units per tick | 25 Units | 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 Fluorosulfuric Acid 1 part Fluorine 1 part Hydrogen 5 units Hydrogen Peroxide 1 part Chlorine (catalyst)1 part Oxygen 1 part Nitric Acid 1 part Fluorosulfuric Acid 1 part Fluorine 1 part Hydrogen 1 part Hydrogen Peroxide 1 part Chlorine 1 part Oxygen 1 part Nitrogen 1 part Universal Enzyme |
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 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 10 parts Silver 1 part Sodium
1 part Hydrogen |
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 1 part Organic Slurry
Dip a dead mouse in at least 3 units of Welding Fuel 1 part Tea |
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 |
When mixed with certain pyrotechnics, it stabilizes the reaction and prevents the reaction for usage later. The stabilizing agent is not consumed when stabilizing explosives, and one unit is enough to stabilize any amount of explosives. This does not work on everything, so be warned! Also turns plasma into stable plasma (which can already be dispensed from chem dispenser) if mixed 1:1. | 0.4 units per tick | |
Fluorosurfactant▮ | 2 parts Carbon 2 parts Fluorine |
Creates a large amount of foam when mixed with an equal amount of water. This foam carries any reagents along with it in the container, allowing you to apply reagents to large areas at a time. The foam will apply any carried reagents to any floors, objects, people or animals in the area of the foam. The reagents will be absorbed through a mob's exposed skin and somewhat through clothes unless completely impermeable(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 |
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 Iron (catalyst)
1 part Oxygen |
The stabilized version of Smoke - only one third as effective as the unstabilized chemical reaction. Heat to 374K to activate. Can not react in a body. | 0.4 units per tick | |
Flash Powder▮ | 1 part Aluminium 1 part Potassium |
Flashes in a radius that scales up with the amount detonated. Can be stabilized with Stabilizing Agent. If stabilized, heat to 374K to activate. | 0.4 units per tick | |
Phlogiston▮ | 1 part Phosphorus 1 part Sulfuric Acid |
Turns into a spreading plasma fire if not stabilized during mixing. Makes you burn longer, and ignites you. Deals increasing fire damage based on how much you're burning up to 6 fire damage every 2 seconds. Can be stabilized with Stabilizing Agent. | 0.4 units per tick | |
Napalm▮ | 1 part Oil 1 part Welding Fuel 1 part Carbon 1 part Welding Fuel |
A substance that burns for much longer than other fuels. Inject it into someone and then apply heat for a warm toasty fireball human. | 0.4 units per tick | |
Sonic Powder▮ | 1 part Oxygen 1 part Cola |
Deafens in a radius that scales up with the amount detonated. Can be stabilized with Stabilizing Agent. If stabilized, heat to 374K to activate. | 0.4 units per tick | |
Pyrosium▮ | 1 part Stable Plasma 1 part Radium |
When first mixed it becomes 20 Kelvin cold. Instantly consumes all liquid Oxygen to heat its container for each unit of Oxygen consumed. This does not expend the Pyrosium, so 1u will have the same effect as 50u. Does nothing whatsoever without being mixed with liquid Oxygen. Does not react with the oxygen in air. In a body 0.5u oxygen will be consumed every tick to increase body temperature by 15. | 0.2 units per tick | |
Cryostylane▮
|
1 part Ice 1 part Stable Plasma |
Min temp: -200K
|
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
|
Chlorine Trifluoride▮ | 3 parts Fluorine 1 part Chlorine |
When created it will create a temporary 3x3 fireball. Becomes 1000K when first mixed. A flammable substance so dangerous it can instantly melt floor or floor plating with high amounts. It lights you on fire when it comes into contact with you, and if it gets inside of you will deal 6 burn per tick from the inside. It metabolizes out of your body extremely fast however. | 4 units per tick | |
Sorium▮ | 1 part Carbon 1 part Mercury |
When detonated it will send any movable object or person flying away from the detonation point. Can be stabilized with Stabilizing Agent. If stabilized, heat to 474K to activate. | 0.4 units per tick | |
Liquid Dark Matter▮ | 1 part Carbon 1 part Stable Plasma |
When detonated it will suck in any movable object or person. Can be stabilized with Stabilizing Agent. If stabilized, heat to 474K to activate. | 0.4 units per tick | |
Meth Explosion▮ | 1 part Diethylamine 1 part Ammonia 3 parts Hydrogen 1 part Nitrogen 1 part Ethanol 1 part Hydrogen |
Reagents are 300K (room temperature) by default so this will blow up when mixed unless some reagents were cooled. Has an explosive strength of 0.083, with a modifier 5, but results in 1 part instead of 4 so is effectively much weaker than exploding Meth. Can not explode in a body. | N/A | |
Gunpowder▮ | 1 part Multiver 1 part Sodium Chloride 1 part Sodium 1 part Chlorine 1 part Ash 1 part Oil 1 part Welding Fuel 1 part Carbon Temperature 480K Temperature 380K 1 part Saltpetre 3 parts Oxygen 1 part Potassium 1 part Sulfur |
When heated to 474K it sparks, and then creates a violent explosion 5-10 seconds later. Causes hallucinations and drugginess in plasmamen. Has an explosive strength of 0.1 and a modifier of 5. Was originally named Black Powder. | 0.05 units per tick | |
Nitroglycerin▮ | 1 part Glycerol 3 parts Corn Oil 1 part Sulfuric Acid 1 part Nitric Acid 1 part Fluorosulfuric Acid 1 part Fluorine 1 part Hydrogen 1 part Hydrogen Peroxide 1 part Chlorine 1 part Oxygen 1 part Nitrogen 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 Acetone Oxide 1 part Nitric Acid 1 part Fluorosulfuric Acid 1 part Fluorine 1 part Hydrogen 1 part Hydrogen Peroxide 1 part Chlorine 1 part Oxygen 1 part Nitrogen 1 unit Gold (catalyst) |
A military grade explosive. Explodes immediately unless stabilized with Stabilizing Agent. If stabilized, explodes on heating to 474k, or when mixed with an equal amount of liquid electricity or teslium. Has an explosive strength of 0.143, or 0.286 if activated electrically . Additionally, when activated electrically it has extra fire range, a modifier of 4, or a modifier of 6 if you use teslium. (200 heated RDX would be same as 100 RDX + 100 teslium if it wasn't for the modifiers. )(Results in 1 unit instead of 4) | 0.4 units per tick | |
TaTP▮ | 1 part Acetone Oxide 1 part Nitric Acid 1 part Fluorosulfuric Acid 1 part Fluorine 1 part Hydrogen 1 part Hydrogen Peroxide 1 part Chlorine 1 part Oxygen 1 part Nitrogen 1 part Pentaerythritol 1 part Acetaldehyde 1 part Acetone 1 part Formaldehyde 1 part Ethanol 1 part Oxygen 1 part Water 3 parts Formaldehyde 1 part Ethanol 1 part Oxygen 1 part Lye 1 part Sodium 1 part Hydrogen 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 Formaldehyde 1 part Ethanol 1 part Oxygen 1 part Water 3 parts Formaldehyde 1 part Ethanol 1 part Oxygen 1 part Lye 1 part Sodium 1 part Hydrogen 1 part Nitric Acid 1 part Fluorosulfuric Acid 1 part Fluorine 1 part Hydrogen 1 part Hydrogen Peroxide 1 part Chlorine 1 part Oxygen 1 part Nitrogen 1 part Acetone 1 part Wittel Extract from a Geyser with a liquid pump. 1 part Phenol 1 part Acetone Oxide Temperature 315K |
An explosive reaction involving Penthrite. Explodes on heating to 315k. Has an explosive strength of 0.2 | N/A | |
Explosion | 1 part Potassium 1 part Water |
This explodes immediately on mixing, which may knock you over or even kill you. Useful in grenade production. Has an explosive strength of 0.05. 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 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 Temperature 480K Temperature 380K 1 part Saltpetre 3 parts Oxygen 1 part Potassium 1 part Sulfur 1 part Silver |
Randomly shocks the victim every 5-30 seconds while it is in their system, ignoring any protection because the shock comes from inside them. Also increases damage taken from normal shocks. Heating this to 474K will create a Tesla Shock | 0.2 units per tick | |
Tesla Shock | 1 part Teslium 1 part Gunpowder 1 part Multiver 1 part Sodium Chloride 1 part Sodium 1 part Chlorine 1 part Ash 1 part Oil 1 part Welding Fuel 1 part Carbon Temperature 480K Temperature 380K 1 part Saltpetre 3 parts Oxygen 1 part Potassium 1 part Sulfur 1 part Silver 1 part Water 1 part Gunpowder to 474K
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 Temperature 480K Temperature 380K 1 part Saltpetre 3 parts Oxygen 1 part Potassium 1 part Sulfur 1 part Silver |
This reacts immediately on mixing, shooting electric bolts at anyone near the reaction, shocking people and disabling/damaging electronics. Teslium amount determines damage and number of bolts. 10u for one bolt, 40u for 2 bolts, and 75u for 3 bolts. Each extra bolt deals more damage than the previous one. | N/A | |
Thermite▮ | 1 part Aluminium 1 part Iron |
A mixture that can burn straight through walls or floors when splashed and ignited. Needed amount depends on target structure. A normal wall requires 30u. A reinforced wall requires 50u. One unit of thermite burns for 0.35 seconds and the maximum burn length is 20 seconds. The fire is fake and cosmetic. Does not work on doors or windows. Causes 1 burn damage per tick to humans when ingested. | 0.4 units per tick |
Other Reagents
These are other chemicals that usually have non-medicinal uses. Many of these are useful in the manufacturing of grenades, but some can be quite dangerous.
Name | Formula | Reaction conditions | Description | Metabolism Rate |
---|---|---|---|---|
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 Radium |
Min react temp: 395K Overheat temp: 900K Optimal pH range: 5 to 9 Min purity: 0.3 Mildly exothermic Mildly H+ consuming |
If sprayed or splashed on you, it makes you go bald. Keep away from the Clown! Does nothing when ingested. (Results in 1 unit instead of 3) | 0.4 units per tick |
Barber's Aid▮ | 1 part Carpet 1 part Space Drugs 1 part Lithium 1 part Mercury 1 part Radium |
Min react temp: 100K Overheat temp: 900K Optimal pH range: 5 to 9 Min purity: 0.3 Mildly exothermic Mildly H+ consuming |
If sprayed or splashed on you it changes your hair style. Does nothing when ingested. (Results in 5 units instead of 3) | 0.4 units per tick |
Bluespace Dust▮ | Grind a bluespace crystal | N/A | Occasionally causes random short distance teleportation. If splashed on someone it teleports them 1 tile per 5 units used. | 0.4 units per tick |
BZ Metabolites▮ | Breathe BZ gas | N/A | Does nothing unless you're a changeling. Slowly drains a changeling's chemical storage. | 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 Unstable Mutagen 1 part Chlorine
1 part Phosphorus |
Min react temp: 100K Overheat temp: 900K Optimal pH range: 5 to 9 Min purity: 0.3 Mildly exothermic Mildly H+ consuming |
If sprayed or splashed on you it grows your hair very long. Does nothing when ingested. | 0.4 units per tick |
Candle | 10 parts Liquid Gibs 10 parts Oxygen |
Min react temp: 374K Overheat temp: 900K Optimal pH range: 5 to 9 Min purity: 0.3 Mildly exothermic Mildly H+ consuming |
Creates a red candle for use in decoration or rituals. Can not react in a body. | N/A |
Carbon Dioxide▮ | 2 parts Oxygen 1 part Carbon |
Min react temp: 777K Overheat temp: 900K Optimal pH range: 5 to 9 Min purity: 0.3 Mildly exothermic Mildly H+ consuming |
Creates CO2 in liquid form. Spilling this will release gas form CO2 into the atmosphere. Has no other effects. | 0.4 units per tick |
Carpet ▮ | 1 part Space Drugs 1 part Lithium 1 part Mercury 1 part Blood |
Min react temp: 100K Overheat temp: 900K Optimal pH range: 5 to 9 Min purity: 0.3 Mildly exothermic Mildly H+ consuming |
Creates a carpet on the floor. Best used in a smoke machine/grenade or spray bottle. Ingredient in Barber's Aid. Can be mixed 1:1 with other chemicals to create different types of carpet: Click expand for list of recipes.
Oil
1 part Welding Fuel : Black Carpet1 part Carbon Cryostylane 1 part Ice : Blue Carpet1 part Stable Plasma Cyanide: Cyan Carpet Green Beer: Green Carpet 1 part Omnizine : Purple CarpetGrown 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 3 parts Oil 1 part Welding Fuel 1 part Carbon 1 part Tinea Luxor Mushroom Stem (Embershroom) 2 parts Radium
Liquid Gibs: Red Carpet 40 parts Honey : Royal Black Carpet10 parts Unstable Mutagen 1 part Chlorine 1 part Phosphorus Blue Carpet + Royal Bee Jelly 40 parts Honey : Royal Blue Carpet
10 parts Unstable Mutagen 1 part Chlorine 1 part Phosphorus |
0.4 units per tick |
Colorful Reagent▮ | 1 part Triple Citrus 1 part Lemon Juice 1 part Lime Juice 1 part Cryoxadone 1 part Acetone 1 part Unstable Mutagen 1 part Chlorine 1 part Phosphorus 1 part Stable Plasma 1 part Space Drugs 1 part Lithium 1 part Mercury 1 part Radium |
Min react temp: 100K Overheat temp: 900K Optimal pH range: 5 to 9 Min purity: 0.3 Mildly exothermic Mildly H+ consuming |
Randomly colors floor, items and people. Keep away from the clown. Add this to your smoke grenade for a "rainbow bomb". | 0.4 units per tick |
Condensed Capsaicin▮ | 5 parts Ethanol 1 part Capsaicin Oil |
Min react temp: 100K Overheat temp: 900K Optimal pH range: 5 to 9 Min purity: 0.3 Mildly exothermic Mildly H+ consuming |
Also known as "pepper spray". A chemical agent used for self-defense and in police work. When a target is sprayed with this, the effects depend on if that person is wearing "pepper proof" gear over both mouth and eyes or not. Unless the target has full protection, they will be affected by 3 seconds of knockdown, 6 seconds of blindness, 10 seconds of blurry eyes, 10 seconds of confusion and 10 seconds of slowdown. Some examples of pepper proof items are: Gas masks, security gas masks, riot or welding helmets with visor down, space helmets, bandanas (mouth only), plasmaman helmets and radiation hoods. Found in pepper spray refillers. (Results in 5 units instead of 6) |
0.4 units per tick |
Life▮ | 1 part Strange Reagent 1 part Unstable Mutagen 1 part Chlorine 1 part Phosphorus 1 part Omnizine Grown from Ambrosia Deus, 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 Blood |
N/A | Creates one or multiple pissed off lifeforms. It's a good idea to assume the worst and have Security on hot standby. (Results in 1 unit instead of 3) | N/A |
Life (Friendly)▮ | 1 part Strange Reagent 1 part Unstable Mutagen 1 part Chlorine 1 part Phosphorus 1 part Omnizine Grown from Ambrosia Deus, 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 Sugar |
N/A | Creates one or multiple friendly lifeforms. Good for when you want to be surrounded by fluffy Corgis, or for when cargo has a bounty on Corgi pelts. (Results in 1 unit instead of 3) | N/A |
Cellulose Fibers | Grind wood planks | N/A | A crystaline polydextrose polymer. Plants swear by this stuff. Used for making Medicated Sutures. | 0.4 units per tick |
Cellulose Carbonization | 1 part Cellulose Grind wood planks Temperature 512K |
Min react temp: 512K Overheat temp: 900K Optimal pH range: 5 to 9 Min purity: 0.3 Mildly exothermic Mildly H+ consuming |
Turns cellulose into carbon. | N/A |
Corgium | 1 part Colorful Reagent 1 part Triple Citrus 1 part Lemon Juice 1 part Lime Juice 1 part Cryoxadone 1 part Acetone 1 part Unstable Mutagen 1 part Chlorine 1 part Phosphorus 1 part Stable Plasma 1 part Space Drugs 1 part Lithium 1 part Mercury 1 part Radium 1 part Strange Reagent 1 part Unstable Mutagen 1 part Chlorine 1 part Phosphorus 1 part Omnizine Grown from Ambrosia Deus, and found in hot donkpockets, chef made lollipops (Not cyborg dispensed,) and a few other chef meals. 1 part Holy Water 1 part Blood |
N/A | Creates your own Corgi! | N/A |
Color Powder▮ | Grow Rainbow Bunch | N/A | Colors floor, items and people. There are several different color powder reagents, such as Mundane Powder, Invisible Powder and Blue Powder. There is no reagent with the actual name "color powder". | 0.4 units per tick |
Crayon Powder▮ | Grind a crayon | N/A | A variety of Color Powder that works the same except it can't color mobs. There are several different crayon powder colors. | 0.4 units per tick |
Cryptobiolin▮ | 1 part Oxygen 1 part Potassium |
Min react temp: 100K Overheat temp: 900K Optimal pH range: 5 to 9 Min purity: 0.3 Mildly exothermic Mildly H+ consuming |
Causes confusion and dizziness. This is essential to make Spaceacillin. | 0.6 units per tick |
Drying Agent▮ | 2 parts Stable Plasma 1 part Ethanol |
Min react temp: 100K Overheat temp: 900K Optimal pH range: 5 to 9 Min purity: 0.3 Mildly exothermic Mildly H+ consuming |
Creates a solution that when applied to galoshes, causes them to be extra absorbent and dry any wet tiling they step on. (Results in 3 units instead of 4) | 0.4 units per tick |
Foaming Agent▮ | 1 part Lithium 1 part Hydrogen |
Min react temp: 100K Overheat temp: 900K Optimal pH range: 5 to 9 Min purity: 0.3 Mildly exothermic Mildly H+ consuming |
Used in Metal Foam production. (Results in 1 unit instead of 2) | 0.4 units per tick |
Firefighting Foam▮ | 1 part Stabilizing Agent 1 part Iron 1 part Oxygen 1 part Fluorosurfactant 2 parts Carbon 2 parts Fluorine 1 part Carbon |
Cold reaction Min react temp: 200K Overheat temp: 5K pH range: 5 to 9 Min purity: 0.3 Very endothermic Mildly H+ consuming |
When used in a spray or with smoke it creates a non-slippery foam which extinguishes fires and burning creatures, and removes burning plasma from the air, dumping it on the floor upon dissipation. | 0.4 units per tick |
Glitter▮ | Prize from arcade machines | N/A | White glitter, blue glitter and pink glitter are three different chems which when touching floors turn into fake gases. Used for pranks. Can be cleaned up with the ordinary cleaning tools. | 0.4 units per tick |
Glycerol▮ | 3 parts Corn Oil 1 part 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 |
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 |
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 Cryoxadone 1 part Acetone 1 part Unstable Mutagen 1 part Chlorine 1 part Phosphorus 1 part Stable Plasma 1 part Space Drugs 1 part Lithium 1 part Mercury 1 part Radium 1 part Space Drugs 1 part Lithium 1 part Mercury 1 part 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 |
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 Carbon (add last)
1 part Stable Plasma |
N/A | When the this reaction happens, the metalgen used will become imprinted with the used material. The remaining metalgen will still have the same name but will convert items and structures into the imprinted material if it touches them. Note that certain materials, like diamonds, don't have a liquid form. Silicon will work for glass. | N/A |
Nanomachines▮ | Roburgers from silver slime extracts | N/A | Inflicts a disease which turns the victim into a cyborg with Asimov laws. The disease can be cured with an injection of copper. | 0.4 units per tick |
Smart Foaming Agent▮ | 3 parts Foaming Agent 1 part Lithium 1 part Hydrogen 1 part Acetone 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 1 part Fluorosulfuric Acid 1 part Fluorine
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 |
A "smart" version of metal foam that reacts to tiles exposed to space by forming floors/walls. Usually doesn't encase people or block hallways. The foam carries any other reagent in the reaction. Can not react in a body. | N/A |
Nitrous Oxide▮ | 2 parts Ammonia 3 parts Hydrogen 1 part Nitrogen 2 parts Oxygen |
Min react temp: 525K Overheat temp: 575K 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 |
N/A | Solidifies a large amount of liquid Silver into a bar. Can not react in a body. | N/A |
Gold Solidification | 20 parts Gold 5 parts Frost Oil |
N/A | Solidifies a large amount of liquid Gold into a bar. Can not react in a body. | N/A |
Plasma Solidification | 20 parts Plasma 5 parts Iron |
N/A | Solidifies a large amount of liquid Plasma into a bar. Can not react in a body. | N/A |
Uranium Solidification | 20 parts Uranium 5 parts Frost Oil |
N/A | Solidifies a large amount of liquid Uranium into a sheet. Can not react in a body. | N/A |
Plastic Sheets | 5 parts Oil 1 part Welding Fuel 1 part Carbon 3 parts Ash 1 part Oil 1 part Welding Fuel 1 part Carbon Temperature 480K 2 parts Sulfuric Acid |
N/A | Creates Plastic sheets at a rate of 10u per Plastic sheet. Can be used in hand to craft plastic bottles 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 |
Min react temp: 100K Overheat temp: 900K Optimal pH range: 5 to 9 Min purity: 0.3 Mildly exothermic Mildly H+ consuming |
Causes a Queen Bee to split in two when injected. (Results in 5 units instead of 50) | 0.4 units per tick |
Serotrotium▮ | Strange seeds | N/A | Makes you randomly twitch, drool, moan and gasp. | 0.1 units per tick |
Soap | 10 parts Lye 1 part Sodium 1 part Hydrogen 10 parts Liquid Gibs |
N/A | Creates a bar of soap. 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 OR 1 part Corn Oil
1 part Carbon |
Min react temp: 100K Overheat temp: 900K Optimal pH range: 5 to 9 Min purity: 0.3 Mildly exothermic Mildly H+ consuming |
Darkens the skin when sprayed or patched. Ingesting more than 10u overdoses you, which makes you tanned, spiky haired, randomly flex your muscles and spout an old meme. | 0.4 units per tick |
Space Lube▮ | 1 part Oxygen 1 part Silicon |
Min react temp: 100K Overheat temp: 900K Optimal pH range: 5 to 9 Min purity: 0.3 Mildly exothermic Mildly H+ consuming |
Space Lube is a high performance lubricant. Splashing it on floor tiles makes them extremely slippery for a very long time. Only way to remove it is to pry out/replace the floor tiles or wait. (Results in 4 units instead of 3) | 0.4 units per tick |
Sterilizine▮ | 1 part Multiver 1 part Sodium Chloride 1 part Sodium 1 part Chlorine 1 part Ash 1 part Oil 1 part Welding Fuel 1 part Carbon Temperature 480K Temperature 380K 1 part Chlorine |
Min react temp: 100K Overheat temp: 900K Optimal pH range: 5 to 9 Min purity: 0.3 Mildly exothermic Mildly H+ consuming |
When applied via touch or vapor, increases the speed of surgical steps by 20%. Useful for surgery in less than ideal conditions. | 0.4 units per tick |
Synthmeat | 5 parts Blood 1 part Cryoxadone 1 part Acetone
1 part Unstable Mutagen 1 part Chlorine 1 part Phosphorus 1 part Stable Plasma |
N/A | Creates a slab of synthetic meat. | N/A |
Medicated Suture | 20 units Formaldehyde 1 part Ethanol 1 part Oxygen 15 units Polypyrylium Oligomers 10 units Cellulose Grind wood planks
|
N/A | Creates a Medicated Suture. | N/A |
Advanced 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 Temperature 480K Temperature 380K 1 part Chlorine 20 units Aloe Juice Grind wood planks
|
N/A | Creates an Advanced Regenerative Mesh. | N/A |
Mourning Poultice | 20 units Aloe Juice 20 units Bungotoxin Grow Bungo Tree 20 units Cellulose Grind wood planks
|
N/A | Creates a Mourning Poultice. | N/A |
Organic Slurry▮ | 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 Temperature 480K Temperature 380K 1 part Hydrogen 1 part Synaptizine 1 part Sugar 1 part Lithium 1 part Water |
Min react temp: 100K Overheat temp: 900K Optimal pH range: 5 to 9 Min purity: 0.3 Mildly exothermic Mildly H+ consuming |
Pacifies by preventing the victim from using Combat Mode Enable with 4, disable with 1 or toggle with F by default. Left-clicking people with an empty hand will Harm them if on, or Help 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 Hold CTRL and left-click a person with your hand empty. It doesn't matter if Combat Mode Enable with 4, disable with 1 or toggle with F by default. Left-clicking people with an empty hand will Harm them if on, or Help 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 |
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 Cryoxadone 1 part Acetone 1 part Unstable Mutagen 1 part Chlorine 1 part Phosphorus 1 part Stable Plasma 1 part Space Drugs 1 part Lithium 1 part Mercury 1 part Radium 1 part 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 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 Unstable Mutagen 1 part Chlorine 1 part Phosphorus 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 3 parts Oil 1 part Welding Fuel 1 part Carbon 1 part Tinea Luxor Mushroom Stem (Embershroom) 2 parts Radium
|
N/A | The mixture condenses into a grey slime extract. | N/A |
Ants▮ | 2 parts Ants 8 parts Sugar |
Min react temp: 50K Overheat temp: 900K |
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. |
N/A |
Ant Slurry | 50 parts Ants 2 parts Ants 8 parts Sugar 20 parts Synthflesh 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 Fluorosulfuric Acid 1 part Fluorine 1 part Hydrogen 5 units Hydrogen Peroxide 1 part Chlorine (catalyst)1 part Oxygen 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 |
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 Virology has a dispenser with this on a wall in the lab. (Results in 15 units instead of 10) |
Mutagenic Agar▮ | 1 part Unstable Mutagen 1 part Chlorine 1 part Phosphorus 1 part Virus Food 5 parts Water
5 parts Milk |
Used to get a virus symptom of level 3. (Results in 1 unit instead of 2) |
Sucrose Agar▮ | 1 part Mutagenic Agar 1 part Unstable Mutagen 1 part Chlorine 1 part Phosphorus 1 part Virus Food 5 parts Water 5 parts Milk 1 part Sugar or 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 Synaptizine 1 part Sugar
1 part Lithium |
Weakened variety of virus plasma. Used to get a virus symptom of level 5. |
Virus Plasma▮ | 1 part Virus Food 5 parts Water 5 parts Milk 1 part Plasma |
Used to get a virus symptom of level 6. (Results in 1 unit instead of 2) |
Decaying Uranium Gel▮ | 1 part Virus Food 5 parts Water 5 parts Milk 1 part Uranium |
Powerful viral mutagen. Used to get a virus symptom of level 6 or 7. (Results in 1 unit instead of 2) |
Unstable Uranium Gel▮ | 1 part Virus 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 |
Powerful viral mutagen. Used to get a virus symptom of level 8. (Results in 1 unit instead of 21) |
Blood Duplication▮ | 1 part Unstable Mutagen 1 part Chlorine 1 part Phosphorus 1 part Blood |
Not exactly a recipe or an usual reaction, more of an useful byproduct of virology recipes. When any chemical that mutates viruses is combined with any blood, it increases the amount of blood without the need for it to be removed from someone. With plumbing, this is most useful when used with Unstable Mutagen, as it's easy to produce and allows you to infinitely create blood for use in chemfactories. |
There are also chemicals that do nothing, which can be found in Strange seeds. Example: Plastic Polymers.
Mutation Toxins
Obtainable through xenobiology, these chemicals transform humanoids into other races. It only takes 1u to start the transformation.
Name | Formula | Description | Metabolism Rate |
---|---|---|---|
Imperfect Mutation Toxin▮ | Green slimes | After 20 cycles (about 4 units) transforms you into a random slimeperson subspecies. If you're already a slimeperson this will randomly change your subspecies. Used to be named Slime Mutation Toxin. | 0.2 units per tick |
Lizard Mutation Toxin▮ | Green slimes | After 20 cycles (about 4 units) transforms you into a lizardperson. | 0.2 units per tick |
Stable Mutation Toxin▮ | Green slimes | After 20 cycles (about 4 units) transforms you into a human. | 0.2 units per tick |
Advanced Mutation Toxin▮ | Black slimes | Makes the victim contract a disease which slowly morphs them into a slime. The disease can be cured with Frost Oil. | 0.2 units per tick |
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▮
|
1 part Caramel 1 part Bluespace Dust Grind a bluespace crystal 1 part Stable Plasma |
Min temp: 350K
|
A strange mixture formed from a controlled reaction of bluespace with plasma, that causes localised eigenstate fluxuations within the patient.
Expand for the full description of effects. 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. If stabilizing agent is in your bloodstream when the Eigenstasium leaves your bloodstream, the return teleport will be prevented entirely. Dying does not stop processing, you will still return to the consumption location even if dead.
|
Rate: 0.4u/tick
|
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▮
|
3 parts Chlorine 1 part Ethanol |
Min temp: 200K
|
Stun, Toxin | A powerful sedative which first confuses and makes you drowsy, and then after 10 cycles puts the victim to sleep. After 51 total cycles, it starts dealing ever increasing toxin damage, until death. (Results in 1 unit instead of 5) | 0.6 units per tick | N/A |
Mindbreaker Toxin▮
|
1 part Multiver 1 part Sodium Chloride 1 part Sodium 1 part Chlorine 1 part Ash 1 part Oil 1 part Welding Fuel 1 part Carbon Temperature 480K Temperature 380K 1 part Hydrogen |
Min temp: 100K
|
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▮
|
2 parts Uranium 1 part Water |
Min temp: 100K
|
Speech | Makes the subject unable to speak for some time. (Results in 2 units instead of 4) | 0.4 units per tick | N/A |
Mime's Bane▮
|
1 part Mute Toxin 2 parts Uranium 1 part Water 1 part Nothing |
Min temp: 100K
|
Gestures | Makes the subject unable to gesticulate. | 0.4 units per tick | N/A |
Bone Hurting Juice▮
|
3 parts Itching Powder 1 part Multiver 1 part Sodium Chloride 1 part Sodium 1 part Chlorine 1 part Ash 1 part Oil 1 part Welding Fuel 1 part Carbon 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 Milk |
Min temp: 100K
|
Stamina Damage | Does 7.5 stamina damage per tick. On overdose it has a 4% chance of causing a spike of 20 brute and 200 stamina damage to a random limb, which has a high chance of hurting bones. | 0.4 units per tick | 50 Units
|
Mulligan Toxin▮ | 1 part Slime Mutation Toxin 1 part Unstable Mutagen 1 part Chlorine
1 part Phosphorus |
Min react temp: 100K Overheat temp: 900K Optimal pH range: 5 to 9 Min purity: 0.3 Mildly exothermic Mildly H+ consuming |
Identity | Randomizes the subject's appearance. | Infinite | N/A |
Lexorin▮
|
1 part Salbutamol 1 part Salicylic Acid 1 part Ammonia 3 parts Hydrogen 1 part Nitrogen 1 part Aluminium 1 part Plasma |
Min temp: 100K
|
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▮
|
1 part Acetone 1 part Diethylamine 1 part Ammonia 3 parts Hydrogen 1 part Nitrogen 1 part Ethanol 1 part Sulfur |
Min temp: 100K
|
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▮
|
1 part Chlorine 1 part Phosphorus |
Min temp: 100K
|
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 Blood |
0.4 units per tick | N/A |
Lipolicide▮
|
1 part Ephedrine 1 part Diethylamine 1 part Ammonia 3 parts Hydrogen 1 part Nitrogen 1 part Ethanol 1 part Oil 1 part Welding Fuel 1 part Carbon 1 part Hydrogen 1 part Diethylamine 1 part Ammonia 3 parts Hydrogen 1 part Nitrogen 1 part Ethanol 1 part Mercury |
Min temp: 100K
|
Weight Loss | Drains nutrition. Useful for weight loss. Will deal toxin damage if you are starving. | 0.2 units per tick | N/A |
Coniine▮ | Death Berries, Bioterror Spray/Syringe | N/A | Toxin and breath loss | Each tick does 1.75 toxin damage and refreshes 5 ticks of being unable to breathe. EXTREMELY slow metabolization, but fast acting. Comparable to Lexorin. | 0.024 units per tick | N/A |
Curare▮ | Poison Kit | N/A | Paralyzation, Oxygen, and Toxin | Paralyzes you after 11 cycles, while dealing 1 oxyloss and 1 toxic damage. Metabolizes slowly; very lethal. | 0.05 units per tick | N/A |
Histamine▮ | Omega Weed, Poison Kit, Formaldehyde, Venom, Itching Powder | N/A | Brute, toxin, oxyloss and eyesight | Has a small chance each tick to cause 2 Brute damage or blur vision. If overdosed it will also deal 2 Brute, Toxin and Oxyloss damage each tick. | 0.1 units per tick | 30 Units |
Formaldehyde▮
|
1 part Ethanol 1 part Oxygen |
Min temp: 420K
|
Toxin | Causes a 1 Toxin damage per tick. Has a 5% chance to turn into 5 to 15 units of Histamine. Preserves corpses from organ decay. | 0.2 units per tick | N/A |
Venom▮ | Poison Kit, Bioterror Spray, Giant Spider bites | 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▮
|
1 part Space Drugs 1 part Lithium 1 part Mercury Temperature 674K |
Min temp: 674K
|
Toxin, brain | Will deal 1 toxin and 3 brain damage, up to 60 points of toxin damage and 150 points of brain damage (brains have 200 points of health). If the drug is not removed before 18 cycles it will make the user fall asleep. | 0.2 units per tick | N/A
Opiate(25 points) |
Cyanide▮
|
1 part Oil 1 part Welding Fuel 1 part Carbon 1 part Ammonia 3 parts Hydrogen 1 part Nitrogen 1 part Oxygen |
Min temp: 380K
|
Toxin, oxyloss | Deals 1.25 toxin damage per tick, with 8% chance to stun for 4 seconds and take 2 additional toxin damage. Also 5% chance to lose breath for a moment. Metabolizes slowly. | 0.05 units per tick | N/A |
Carpotoxin▮ | Space Carp, Koibeans, Emagged Chem Dispenser | 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▮
|
5 parts Morphine 2 parts Carbon 2 parts Hydrogen 5 parts Carpotoxin Space Carp, Koibeans, Emagged Chem Dispenser 5 parts Copper |
Min temp: 100K
|
Fake death, stun | If ingested instantly knocks people out, and makes them appear dead to the most rudimentary of tests. If taken any other way than ingestion it makes you confused and drowsy cycle 1-5, deals 40 stamina damage cycle 5-8 and causes the fake death cycle 9 and onwards. Deals 0.5 suffocation and toxin damage per tick. (Results in 2 units instead of 15) | 0.4 units per tick | N/A |
Ghoul Powder▮
|
1 part Epinephrine 1 part Acetone 1 part Diethylamine 1 part Ammonia 3 parts Hydrogen 1 part Nitrogen 1 part Ethanol 1 part Phenol 1 part Chlorine 1 part Zombie Powder 5 parts Morphine
2 parts Carbon 2 parts Hydrogen 5 parts Carpotoxin Space Carp, Koibeans, Emagged Chem Dispenser 5 parts Copper |
Min temp: 100K
|
Fake death | Slows metabolism to a death-like state, while keeping the patient fully aware and mobile. Deals 1 suffocation and 0.8 toxin damage per tick. | 0.4 units per tick | N/A |
Itching Powder▮
|
1 part Multiver 1 part Sodium Chloride 1 part Sodium 1 part Chlorine 1 part Ash 1 part Oil 1 part Welding Fuel 1 part Carbon Temperature 480K Temperature 380K 1 part Ammonia 3 parts Hydrogen 1 part Nitrogen 1 part Welding Fuel |
Min temp: 280K
|
Brute, annoyance | Will cause annoying effects, as well as a chance that the subject will scratch themselves dealing 0.2 Brute damage. Unlike other chems, itching powder will enter your bloodstream from touch, such as from getting splashed with it. Has a 3% chance to transform into 1 to 3 units of Histamine. | 0.2 units per tick | N/A |
Mint Toxin▮ | Mints, Emagged Booze Dispenser, Mushroom Shavings (Lavaland) | N/A | Conditional death | Instantly gibs fat people when ingested. | 0.4 units per tick | N/A |
Slime Jelly▮ | Must be mixed in a Glowshroom 3 parts Oil 1 part Welding Fuel 1 part Carbon 1 part Tinea Luxor Mushroom Stem (Embershroom) 2 parts Radium
|
Min react temp: 100K Overheat temp: 900K Optimal pH range: 5 to 9 Min purity: 0.3 Mildly exothermic Mildly H+ consuming |
Toxin | The base reagent for slime based chemicals. Grinding slime extracts yields 20u slime jelly per use left. 40% chance to heal 5 Brute damage each tick, but also has a 10% chance to deal a burst of 20-60 toxin damage. | 0.4 units per tick | N/A |
Heparin▮
|
1 part Formaldehyde 1 part Ethanol 1 part Oxygen 1 part 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
|
N/A |
Rotatium▮
|
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 Temperature 480K Temperature 380K 1 part Saltpetre 3 parts Oxygen 1 part Potassium 1 part Sulfur 1 part Silver 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 Temperature 480K Temperature 380K 1 part Hydrogen 1 part Fentanyl 1 part Space Drugs
1 part Lithium 1 part Mercury Temperature 674K |
Min temp: 100K
|
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
| |
Spewium▮ | Poison Kit | N/A | Toxin | After 11 ticks, has up to a 50% chance of causing strong vomiting while purging other toxins each tick. After 33 cycles, there is a 15% chance to eject an organ each tick if overdosing. Requires very high doses. | 0.4 units per tick | 29 Units |
Anacea▮
|
1 part Haloperidol 1 part Oil 1 part Welding Fuel 1 part Carbon 1 part Potassium Iodide 1 part Potassium 1 part Iodine 1 part Aluminium 1 part Impedrezene 1 part Mercury 1 part Oxygen 1 part Radium |
Min temp: 100K
|
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. Prevents Multiver from purging anything from the victim's bloodstream. | 0.032 units per tick | N/A |
Fluorosulfuric acid▮
|
1 part Fluorine 1 part Hydrogen |
Min temp: 380K
|
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▮
|
1 part Fluorosulfuric Acid 1 part Fluorine 1 part Hydrogen 1 part Hydrogen Peroxide 1 part Chlorine 1 part Oxygen 1 part Nitrogen |
Min temp: 480K
|
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 chemical isomers made from inoptimal reactions. Causes mild liver damage | Rate: 0.1u/tick |
Toxic monomers▮
|
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▮
|
A off smelling sludge that's created when a reaction gets too impure. | Rate: 0.4u/tick |
Insolvent medicinal precipitate▮
|
A viscous mess of various medicines. Will heal a damage type at random | Rate: 1u/tick
|
Helgrasp▮
|
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▮
|
Temporarily interferes a patient's ability to process alcohol, making them more susceptible to its effects. | Rate: 0.1u/tick
|
Metabolic Inhibition Factor▮
|
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
|
Lentslurri▮
|
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
|
Ichiyuri▮
|
Prolonged exposure to this chemical can cause an overwhelming urge to itch oneself. | Rate: 0.4u/tick
|
Aivime▮
|
This reagent is known to interfere with the eyesight of a patient. | Rate: 0.1u/tick
|
Herignis▮
|
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
|
Super Melatonin▮
|
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
|
Coveroli▮
|
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
|
Technetium 99▮
|
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▮
|
This reagent reduces the purity of all non medicines within the patient, reducing their effects by 20%. | Rate: 0.4u/tick
|
Monover▮
|
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
|
Nooartrium▮
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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
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Cryogelidia▮
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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
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Eigenswap▮
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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▮
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An extremely gross substance that induces vomiting. It is produced when Lipolicide reactions are impure. | Rate: 0.05u/tick |
Methanol▮
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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▮
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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▮
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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▮
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Gives the patient a temporary speech impediment which lasts until the reagent is removed from the patient. | Rate: 0.1u/tick
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Neruwhine▮
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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
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Corazargh▮
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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
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Prohol▮
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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
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Oculater▮
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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
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Tinacusiate▮
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Makes the patient's hearing temporarily funky, making things they hear sound funny. | Rate: 0.04u/tick
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Benzoic Acid▮
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Robust fertilizer that moderately improves a plant's health, production speed, potency and yield. | Rate: 0.4u/tick |
Oxymetholone▮
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This reagent is an anabolic steroid that promotes the growth of muscle during and after exercise. Overdosing users experience proximal muscle weakness, causing the body to jitter, overheat, and lose stamina over time. Rarely causes blood vomiting during an overdose. | Rate: 0.4u/tick
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Bamethan▮
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Vasodilates the patient's blood vessels, making them very susceptible to receiving slashing and piercing wounds. | Rate: 0.08u/tick |
Pendetide▮
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A deadly reagent that purges basic toxin medications and worsens radiation poisoning if present. Purges Seiver, Potassium Iodide and Multiver at 5u per tick. While irradiated, patients will jitter frequently, build disgust, and occasionally get confused. | Rate: 0.25u/tick |
Hyoscyamine▮
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Promotes heart and stomach healing within a patient, and heals minor toxin damage in the process. Reverses heart and stomach damage at -1 per tick, and heals 0.5 toxin damage if the patient has less then or equal to 25 toxin damage.
Overdosing causes systemic organ damage, dealing 2 damage to a random organ while purging itself at 1u per tick. |
Rate: 0.2u/tick
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Ammoniated Sludge▮
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A ghastly looking mess of mercury by-product. Causes bursts of manic hysteria within patients. | Rate: 0.4u/tick |
Inreziniver▮
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A sinister hallucinogenic poison that causes a temporary phobia of space carps and carp related objects. | Rate: 0.05u/tick |
Reagent Delivery
There are different ways you can apply chemicals to a person or the environment.
Delivery types
There are 5 types of delivery, called ingest, inject, vapor, touch and patch. If you are not interested in the details, you can skip to Smoke vs Foam vs others.
Ingest
Ingesting reagents puts them into the stomach. The individual reagents in the stomach will then be digested over time, which slowly moves them to the bloodstream at a rate partly based on the amount of them in the stomach, and stomach type (race). Most reagents have no effect until they have been moved to the bloodstream where they start metabolising (an exception is milk). They can be ejected if the person vomits. Ingestion is used by pills, cigarettes, e-cigarettes and drinking/eating the reagent directly. Inhaling smoke counts as ingesting, with the difference that smoke bypasses the stomach and is added directly to the bloodstream. Probital works best when ingested.
Inject
On inject the reagent simply enters the target's bloodstream and starts metabolising. Reagents in blood can be filtered out using surgery. Used by syringes and IV-drips. Syriniver works best if injected.
Vapor
Vapor is used by (ranged) spray bottles and foam. A portion of the reagents will enter the bloodstream of the target, depending on the overall bio protection the target's clothing offers. Any MODsuit typically makes the target completely immune to getting it into their bloodstream, if the helmet is closed. But if the reagent has a "vapor" based component, that component will still affect the target, like Fluorosulfuric Acid. See more about foam below, with examples. Hercuri works best as vapor.
Touch
Touch is used by smoke and splashing. If the reagent has a "touch" based component, that component will affect the target (such as the instant heal part of Synthflesh), without being blocked by clothing. Nothing at all will enter the target's bloodstream, with the exception of smoke if the target has no internals on. Currently all "touch" components are also "patch" components. See more on smoke below, with examples.
Patch
Patch is used by patches and medical gels. The reagent enters the target's bloodstream entirely AND if the reagent has a "patch" based component, that component will affect the target. Currently all "patch" components are also "touch" components.
Smoke vs foam vs others
These are the major practical differences between pills, syringes, patches, cigarettes, smoke, foam, splash and spray.
Pills
Pills can be instantly ingested if used on yourself. It doesn't work if mouth is covered. Plasmamen will have trouble taking these. They hold up to 50u. Aren't added to bloodstream instantly.
Syringes
Syringes can inject into people even with their mouths covered, either by hand or with a syringe gun. It doesn't work on players wearing MODsuits or other pierce-immune clothing, unless you use a piercing syringe or manage to aim for an exposed part of their body. Golems are completely immune to syringes (even piercing syringes), but patches do work on them. A syringe holds between 10-60u, depending on type. Common syringes hold 15u.
Patches
Will add all reagents into a person's bloodstream through any clothing, including MODsuits. Also apply touch/patch based effects. Example: A patch of 20u Synthflesh will instantly heal 25 brute and burn (touch component), and also enter the target's bloodstream (which in this case does nothing). Usable by plasmamen. Can hold up to 40u.
Cigarettes
Can be dipped in reagents to be filled. If smoking/vaping, you will slowly ingest whatever reagents the cigarette/cigar/e-cig contains. Though, if the reagents are too diluted, they may not build up in your bloodstream fast enough to have any effect at all. E-cigarettes can be trimmed with a screwdriver and multitool to also create smoke.
Smoke
When a smoke reaction occurs, the smoke will consume any other reagent in its original containers, and spread that reagent to flooring and people/mobs who enter its area of effect. People who enter the smoke will be touched by the reagents. If they do not have internals or a gas mask on, they will also ingest the reagents. The amount of smoke does not dilute the reagents. The reagents will be copied to every individual or tile (not walls, windows or doors) over the cloud's duration. Reagents that are special coded to affect floor/environment (such as blood, acid or Space Cleaner) will do so. Smoke will usually block sight.
Smoke example 1: Smoke containing 20u Synthflesh. Everyone caught in the cloud, including people wearing MODsuits, will slowly heal 25 brute and burn (and take toxin damage), if they stay in the smoke for its full duration (otherwise they will heal partially). Those who are not wearing internals will also ingest 20u of the medicine, making it enter their bloodstream (which does nothing in this case).
Smoke example: Smoke containing 20u Chlorine Trifluoride(CLF3). CLF3 has a touch component, so everyone caught in the cloud, including people wearing MODsuit and internals, will catch on fire. It will also deal burn damage to the environment, since CLF3 is coded to do so. Those who are not wearing internals will also ingest 20u of the CLF3 and thus, start heating up from the inside, effectively burning from both in and out at the same time.
Foam
When a foam reaction occurs, the foam will consume any other reagent in its original containers, and spread that reagent to flooring and people/mobs who enter its area of effect. The foam will spread slower than smoke and is usually slippery. Reagents will be copied through the vapor type delivery to those affected over the duration of the foam, BUT the reagents will be heavily diluted depending on the amount of foaming reagent used. Any clothing will reduce how much of the reagents will enter a person's bloodstream. Furthermore, foam reagent bloodstream insertion is divided into several 'ticks'. A minimum amount of reagent is required per tick for it to enter a bloodstream. So if too little reagents are contained in the reaction, or too much foam is used, the foam will do nothing. These ticks are counted after dilution and protection from clothing. On the other hand, if you use very small amounts of foam, the reagents may instead multiply in the bloodstream to more than the original amount. MODsuits with helmets on will make people immune to getting reagents into their bloodstream through foam. Despite dilution, the foam will still copy remaining chems such as acid, CLF3, or Space Cleaner to any tile it touches (but not walls, windows or doors). Foam will not block sight.
Foam example 1: 250u foam containing 10u Cyanide will spread a blue foam that does nothing to those it touches. The poison is too diluted to work at all.
Foam example 2: 20u foam containing 250u Fluorosulfuric Acid. A small area and everyone touched by the foam will have large amounts of acid slowly melting their clothing and the affected floor and items. Those who did not wear a MODsuit will also have a large amount of acid in their bloodstreams, depending on what they were wearing and how long they were in the foam. If they had internals on or not doesn't matter.
Splashing
Throwing a beaker or using Ordinary right-click. It doesn't matter if Combat Mode Enable with 4, disable with 1 or toggle with F by default. Left-clicking people with an empty hand will Harm them if on, or Help 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.