Руководство по фармакологии

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Типпо Фелангус, химик говорит:
"Привет, дружище, добро пожаловать в «Химию». Это одна из немногих профессий, где ты можешь заставить человека восстановить здоровье в одну секунду и заставить его взорваться в следующую.

Звучит слишком сложно? Нет, это дерьмо очень просто сделать. Все, что тебе нужно, это насыпать немного калия в стакан с водой, как показано ниже...."


TЭто руководство будет полезно в первую очередь для химиков но может пригодиться любому игроку, а особенно предателю. Смотрите химический рецепты для получения упрощенных пошаговых инструкций по изготовлению сложных химических веществ (иногда устаревшие), а также о том, как использовать функцию «recipe recording» в диспенсере. Об изготовлении гранат смотрите гранаты. Если у вас нет chem dispenser, смотрите руководство по гетто химии.

Клиент-помощник для просмотра этой вики (с несколькими дополнительными функциями) можно найти здесь: https://hamcha.github.io/tghandbook/. Этот сайт является неофициальным, поэтому используйте его на свой страх и риск.

Управление реакциями

Для вернувшихся игроков - реакции теперь работают с течением времени. В целом скорость реакции зависит от температуры и, в некоторых случаях, от наличия дополнительного катализатора. Чистота реакции зависит от чистоты реагентов и от того, насколько далеко от оптимального значения находится ваш pH. Важно отметить, что базовая реакция является универсальной, в то время как каждая реакция обновляется в течение нескольких обновлений, поэтому маловероятно, что они доставят вам много проблем. Держите pH в пределах 5-9 и помните, что большинство реакций - экзотермические, то есть выделяют тепло при реакции, что опасно при использовании некоторых взрывоопасных химических веществ, противоположных эндотермическим реакциям. Мет был изменен - и он стал немного опаснее, так как он становится более экзотермическим, чем менее чистым, а мет взрывается, если его температура достигает 380 К, так что будьте осторожны, Уолтер!.

Чтобы быстро освоить механику, воспользуйтесь кнопкой помощи на химическом нагревателе(chem heater) и проведите реакцию с каломелью. Если вы пройдете ее со 100-процентной чистотой, то получите достижение!

Температура

Скорость всех реакций, которые протекают не мгновенно, зависит от температуры бикера. Если химическое вещество реагирует слишком медленно, просто нагрейте мензурку, чтобы ускорить реакцию. Когда происходит реакция, она является либо экзотермической (выделяющей тепло), либо эндотермической (потребляющей тепло). Экзотермические реакции требуют особое внимание, так как легко могут перегреться и даже взорваться! Имейте ввиду, что чем горячее реакция, тем больше она выделяет тепла. Не теряйте контроль!

Скорость реакций

Нагревание - это самый просто способ ускорить реакцию, но если вы ищите другие пути, например, для использовании в химзаводе, то дополнительный катализатор, например, Palladium synthate в минимально необходимом количестве - еще один способ сделать это. Вы также можете использовать Tempomyocin во время реакции, чтобы ускорить её.

Потенциал водорода (pH)

Каждый химикат имеет свой собственный pH, который можно узнать, нажав на шестерню в диспенсере. pH в бикере - это сумма pH в вашей смеси реагентов. pH бикера определяет, насколько чистым является продукт. Для рецептов с заданным pH необходимо, чтобы в момент начала реакции pH находился в центре границ. По мере протекания реакции pH, скорее всего, начнет смещаться, и его необходимо компенсировать либо с помощьюbuffer reagents либо с помощью кислотных/щелочных соединений. TДиапазон pH - это то, что химикам часто приходится изучать в течение нескольких реакций, и функция анализа ChemMaster 3000 может дать представление о том, к какому pH следует стремиться. Сильно загрязненные соединения тоже могут повлиять на реакцию, поэтому разумно установить pH до начала реакции, так как слишком загрязненная реакция повлечет за собой снижение чистоты всех остальных реагентов.

Чистота

Чистота конечного продукта зависит от чистоты входящих в него компонентов, а также насколько точно выдержан водородный показатель (pH) во время реакции. Если реакция не очень чистая, могут появиться нежелательные компоненты. 100% чистые реакции не выделяют дополнительные химикаты. Слишком грязные компоненты могут изменить конечное вещество на инверсное. Если чистота вещества ниже значения нестабильной чистоты (unstable purity) и в ней возникло инверсное вещество, то в конце реакции оно заменит все компоненты в бикере. Чистота также влияет на эффективность многих препаратов, читайте об этом дополнительное в их описании. Некоторые примеры для понимания:

  • Реагент А, 10u, на 100% чистый при употреблении: 10u реагента А добавляется пациенту.
  • Реагент А, 10u, 75% чистоты при употреблении: 7.5u реагента А добавляется пациенту, 2.5u Химический изомер также добавляется пациенту.
  • Реагент B с сохраняемым объемом 10u 75% чистоты при расходе - 10u реагента B добавлено к пациенту и 2,5u Химический изомер также добавляется пациенту.
  • Реагент A 10u 20% чистоты при расходе - 10u из токсичных мономеров (Toxic monomers) также добавляется пациенту.
  • Реагент А 10u, <10% чистоты в конце реакции: 10u вязкого осадка (Viscous sludge) заменяют реагент А в колбе.

Здесь приведен глоссарий некоторых терминов, используемых в вики:

  • Нестабильная чистота (Unstable purity) - При снижении этого значения реакция станет менее стабильной, что вызовет дополнительные эффекты, характерные для данной реакции (например, огненное вращение хелбитала). Если реакция имеет связанную с ней неудачную химию, то она также будет создана либо в конце, либо во время реакции, если она несостоятельна.
  • Выпадение (Insolvency) - относится к особо грязным/инверсным препаратам, такой препарат будет выпадать в осадок во время реакции, вместо стандартного разделения на компоненты во время употребления, как показано в примерах выше.
  • Начальная чистота (Unreacted purity) - это чистота тех компонентов, что не изготовляются химиками (как правило значение их чистоты равно 75%).
  • Сохранение объема при разделении (Retains volume on splitting) - разделение на вещества при употреблении не меняет изначального объема вещества. В настоящий момент, все основные препараты имеют это свойство.

Шкала передозировки

Для реагентов с непрореагировавшей чистотой ниже 100 % и эффектом передозировки доза, при которой наступает передозировка, не является фиксированной. Для таких реагентов доза передозировки снижается в зависимости от того, насколько чище реагент, который вы принимаете, по сравнению с его непрореагировавшей чистотой. Обратное, однако, не верно. Передозировка не может быть увеличена за счет использования реагента, который менее чист, чем его непрореагировавшая чистота. Для наглядности приведем пример с числами:

  • Эфедрин имеет 75% непрореагировавшей чистоты
  • Вы создаете эфедрин с чистотой 100 %, что приводит к снижению порога его передозировки на 25 %.
  • Поскольку нормальная доза передозировки эфедрина составляет 30u, 30u умножается на 0,75, в результате чего истинный порог передозировки составляет 22,5u.
  • Вы наклеиваете на себя пластырь с 23 ЕД чистого эфедрина, думая, что вы в безопасности. У вас передозировка.

Дополнительные катализаторы

Для некоторых реакций можно добавить дополнительный катализатор, чтобы немного изменить реакцию целой группы. В настоящее время единственным дополнительным катализатором является катализатор Palladium synthate, который ускоряет скорость всех медицинских реакций.

Конкурирующие реакции

Данные реакции способны конкурировать друг с другом, протекая то в одну, то в другую сторону в зависимости от состояния колбы. Единственными такими препаратами в настоящий момент являются Tempomyocin и тестеры регентов (Purity tester reagent), но в будущем могут быть добавлены и другие.

Общие советы

  • Убедитесь, что показатель pH в пределах оптимального, прежде чем начать подогревать реагенты. Если реакция не происходит, чаще всего проблема именно в этом. Однако после начала реакции, pH может выйти за пределы нужных показателей производя продукт с нулевой чистотой.
  • Вы можете контролировать температуру реакции при помощи реакционной камеры, держа температуру достаточно низкой. Это особенно полезно при экзотермических реакциях.
  • Вы можете контролировать pH при помощи пипетки с буфером. Если использовать пипетку с буфером на реакционной камере, то это изменит pH колбы внутри него.
  • Внимательно следите за изменением pH во время реакции и имейте наготове буфер для изменения значения pH прямо во время неё.
  • Вы можете прекратить реакцию, резко понизив температуру и молясь, чтобы реакция была недостаточно экзотермическая. Вы также можете просто выкинуть колбу в панике.
  • Иногда лучше держать компоненты отдельно друг от друга, пока все они не достигнут оптимальных параметров.
  • Температура буферов влияет на температуру веществ, в которые вы те добавляете. Убедитесь, что вы не добавляете горячий буфер в чувствительную к температуре реакцию!

Инструменты и машины

YУ вас есть химикаты на любой вкус и вы можете сделать множество вещей. Вы можете сделать лекарства, дым, пену, порошок вспышку, яды, космическую смазку, кислоты и многое другое. Предел ограничен лишь вашим воображением (и возможностями игрового движка)! Однако будьте осторожны, так как смешивание неправильных химикатов может навредить вашему здоровью. Поэтому изучите свойства химикатов прежде, чем с ними работать. Экспериментируйте на свой страх и риск.


Chem Dispenser Химический диспенсер (Chemistry Dispensers)

Химический диспенсер может быть улучшен, чтобы получить доступ к новым компонентам, увеличить емкость и скорость зарядки его батареи. Если у вас закончилась энергия, разберите диспенсер при помощи отвертки и лома, затем соберите обратно, вставив сперва печатную плату, а затем заранее заряженную батарею Power cell.png iвместо старого. Затем отвертка для завершения работы. Или вы можете зарядить машину с помощью индуктора Inducer.png.

Доступные химикаты:

Нажмите кнопку «Развернуть», чтобы узнать, какие химические вещества имеются в доступны:

Обычные:

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

Улучшенные (tier 4 matter manipulator):

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

Емагнутые:

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

Улучшенные части:

Нажмите на кнопку, чтобы увидеть улучшения:

  • Улучшенные matter bin: улучшает энергоэффективность в расчете на единицу произведенного химиката..
  • Улучшенные capacitor: ускоряет зарядку батареи.
  • Улучшенные power cell: увеличивает емкость батареи.
  • Улучшенные manipulator: открывает дополнительные химикаты. Можно выполнять более длинные и сложные химические макросы. На уровне 1 макросы округляются до ближайших 5u, затем до 3u на уровне 2, до 2u на уровне 3 и до 1u на уровне 4.

Chemical Heater Реакционная камера (Reaction Chamber)

Реакционная камера позволяет лучше контролировать ход реакций: вы можете настроить температуру, добавить по необходимости буферы и наблюдать, как происходит реакция в реальном времени. Камера без улучшений позволяет увидеть, если реакция перегрета, подсвечивая её красным. Дополнительный буфер может быть добавлен в камеру, если поместить в машину колбу с ним и нажать кнопку "draw all".

Некоторые химические реакции требуют подогрева в реакционной камере. Если не сказано иначе, это означает, что температура колбы должна быть выше минимально необходимой. Некоторые реакции прекратятся, если их температура упадет ниже определенного значения. Вы также можете применять пипетки прямо на реакционной камере, чтобы извлекать или добавлять вещества. Эта машина нагреет/охладит ,бикер до нужной температуры, замедляя скорость нагрева/охлаждения по мере приближения к заданной температуре. Если вы не рискуете взорвать химическое вещество, перегрев его (как с метом) Вы можете просто установить очень высокую температуру, чтобы избежать этого.

Из-за ошибки округления иногда нужно нагревать химикаты на 1 градус выше, чем указано в рецепте..

Улучшенные части увеличат скорость нагрева/охлаждения, а также расширит возможности машины. См. ниже:

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

Улучшенная реакционная камера дает вам больше инструментов и информации о проводимых в ней реакциях.

  • На уровне 2 pH-метр будет мигать, если какая-либо из реакций выходит за пределы оптимального уровня pH.
  • На третьем уровне реакционная камера сможет следить за ходом вашей реакции в режиме реального времени
  • На уровне 4 реакционная камера сможет определять качество реакции в режиме реального времени, отображая влияние чистоты, pH и других факторов на циферблате. Циферблат будет мигать, если чистота реакции ниже минимальной для данной реакции.

ChemMaster 3000 ChemMaster 3000

Отделяет, разливает и делает таблетки/патчи из химических веществ, загруженных внутрь. Вы можете загружать практически любые контейнеры - бикеры, спреи, бутылки и т.д.
Максимальный объем разливаемых бутылочек 30u, пластырей - 40u, таблеток - 50u. Используйте химсумку Chemistry bag.png , чтобы быстро переносит большое количества бутылок, пластырей и таблеток.
Может быть улучшен бикерами большего размера, чтобы увеличить буфер. По умолчанию он имеет 2 обычных бикера 50u каждая и общий объем 100u.

Portable Chemical Mixer

Этому предмету больше не нужно аномальное ядро для создания.

Портативное устройство, помещающееся в слот ремня, позволяет хранить, смешивать и дозировать химические вещества на ходу. Может быть напечатано на медицинском техфабе.

CTRL + Left click открывает или закрывает портативный миксер. While open В открытом виде его можно использовать как любую другую сумку и заполнить до 50 бикеров и бутылок. В закрытом состоянии вы можете просто нажать Left click чтобы открыть интерфейс. Пока портативный миксер закрыт он функционирует аналогично с Chemistry Dispenser, позволяет добавлять и извлекать один бикер, который можно дозировать в

Файл:Portable Chemical Mixer (Доступ как к сумке).png
Различные контейнеры с химикатами, хранящиеся внутри переносного химического миксера.(Картинка 1 из 2)
Все химикаты, находящиеся в контейнерах портативного химического миксера, объединяются с помощью кнопки на интерфейсе. (картинка 2 из 2)

Советы по использованию портативного химического миксера

  • В отличие от сумки для химикатов Chemistry bag.pngпортативный химический миксер не объединяет мензурки одного типа в один значок при доступе к содержимому. Это делает его лучшим вариантом для хранения контейнеров.
  • Все контейнеры с одним и тем же основным химическим веществом внутри представлены в пользовательском интерфейсе как одна кнопка. (Например, маленькая мензурка с 50u Inacusiate и большая мензурка с 100u Inacusiate представлены как 150u Inacusiate (см. изображение)).
  • Контейнер, в котором находится более одного химического вещества, будет представлен наиболее доминирующим химическим веществом. (Старайтесь не добавлять мензурки с более чем одним химическим веществом, если хотите быть в безопасности)
  • Портативный химический миксер - отличное устройство для хранения чистых химических веществ, которые вы хотите сохранить до тех пор, пока они не понадобятся вам в других рецептах. Наполните его мензурками с чистым Oil, Phenol или Multiver означает быстрый и легкий доступ к ним в любой момент, когда они вам понадобятся.
  • Надоело, что пол в кабинете химии завален бикерами? Поместите их в портативный химический миксер.
  • Ботаник приготовил для вас Carpotoxin и разлил его в бутылочки для приправ? Не нужно носить их вручную, воспользуйтесь портативным химическим миксером.
  • Уборщику лень убирать медблок? Поставьте одну мензурку с Fluorosurfactant, одну с Space Cleaner и один с водой в вашем портативном химическом миксере, расположитесь и дозируйте их в равных количествах в большую мензурку. Мгновенное действие чистящей гранаты.
  • ИИ и борги пытаются вас убить? Возьмите немного урана из протолата, измельчите его и поместите стакан с ним и стаканом железа в портативный химический миксер. Перелейте оба вещества в равных количествах в большую мензурку, чтобы вызвать EMP.
  • Доктора слишком заняты, чтобы помочь, а парамедик слишком мертв, чтобы помочь? Купите себе анализатор здоровья, наполните свой портативный химический миксер бикерами с полезными лекарствами (и/или лекарствами и вакцинами) и раздавайте нуждающимся нужные дозы в любой точке станции.

HPLC High-performance liquid chromatography machine (HPLC)

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

Mass spec.png

HPLC также позволяет очищать реагенты до их стандартной чистоты (обычно 75%). Для его работы требуется время. Инвертные реагенты не могут быть очищены, однако любые химикаты, пропущенные через систему потребуют время на обработку. Пока аппарат занять другой работой, вы не можете использовать масс-спектрометрию на нем.

Нажатие левой кнопки мыши позволяет взаимодействовать с входной колбой, установленной в хроматографе, нажатие левой кнопки мышь с зажатой кнопкой alt позволяет извлечь колбу. С помощью правой кнопки мыши можно также взаимодействовать с выходной колбой. Для своей работы машина требует обе колбы, хотя проводить анализ она может и с одной входной колбой.

Иконка также показывает, в каком состоянии находится прибор прямо сейчас - гистограмма на экране показывает, что он анализирует входной стакан, синусоидальная волна показывает, что в данный момент происходит очистка, а пустой экран означает, что входной стакан либо пуст, либо удален.

Reagent Grinder All-In-One Grinder

Измельчает, дробит, разжижает и извлекает реагенты из помещенных в него материалов.
Если предмет содержит компоненты, связанные с ним, блендер позволяет извлечь их в колбу внутри себя..
Пример таких предметов: Плазма, золото, уран, листы метала, донк покеты, фрукты, мертвые мыши.

Smoke Machine Smoke Machine

Выделяет любые реагенты, помещенные вовнутрь в виде дыма. Чтобы активировать - нужно сначала прикрутить к полу.
Отличная альтернатива дымовых гранат, но легко подстрекает толпы линчевателей.
Для создания необходимо печатная плата и части для нее.

Улучшенные части:

Нажмите на кнопку, чтобы увидеть улучшения:

  • Manipulator: Разблокирует дополнительные настройки радиуса дыма.
  • Matter bin: Увеличивает максимальный объем.
  • Capacitor: Увеличивает эффективность.

pH paper

С помощью pH бумаги можно определить приблизительный pH, опустив ее в стакан. Цвет полоски укажет на уровень pH.

Буферные вещества

Буферные вещества это реагенты, изменяющие pH смеси в сторону кислотности (0) или щелочности (14). Эти жидкости растворяются в смеси, если в нее не добавлен стабилизирующий агент.

Chemical analyzer

Удобный измерительный прибор, который расскажет вам обо всех реактивах, находящихся в бикере, а также является одним из двух способов проверки чистоты (второй - тестер чистоты, который покажет, является ли реактив инверсным). Можно пересчитать и распечатать на техфабе мета.

Plumbing

На некоторых картах у химика есть большая пустая комната, предназначенная для пламбинга. Доступные химические вещества, которые они могут синтезировать, должны быть такими же, как и в случае с немулучшенным chem dispenser, но рабочий процесс больше похож на производственную линию химической фабрики, а не на мгновенную выдачу реагентов. Смотрите гайд по химзаводам.

Метоболизм

Когда реагент попадает в кровь, он начинает "тикать" примерно каждые 2 секунды. Эти "тики" называются "life ticks", и не стоит их путать с тиками сервера. Когда это происходит, из крови выводится количество вещества, соответствующее скорости его метаболизма. Неважно какое количество препаратов у вас в крови - все они усваиваются раздельно в соответствии с таблицей их метаболизма. Если вы голодны,скорость усвоения снизится на 20%, что приведет к тому, что препараты будут действовать дольше, при этом их эффект не становится слабее. Большинство живвотных в игре являются симплмобами - это означает, у них нет метаболизма и они не могут быть отравлены, усыплены или вылечены при помощи лекарств. Мартышки и большинство игровых гуманоидов - исключения из этого правила.

Зависимость

Каждый раз, когда вы метаболизируете наркотик, вы получаете очки зависимости в той категории, к которой он относится. За каждую единицу метаболизированного наркотика вы получаете очки зависимости. Более тяжелые наркотики и алкоголь дадут вам больше очков. Если вы наберете 600 очков в категории зависимости, вы станете наркоманом. Не принимая наркотики, вы снизите количество очков зависимости. Высокое настроение ускоряет процесс.

  • Вы теряете 0,5 очка за тик при отсутствии вывода средств или при выводе средств на первой стадии.
  • Вы теряете 1 очко за тик при выходе из 2-й стадии.
  • При снятии 3-й стадии вы теряете 1,5 очка за тик.

Когда у вас хорошее настроение, вы всегда теряете 2 очка за тик, независимо от стадии. Если вы опускаетесь ниже 400 пунктов, то перестаете быть зависимым. Прием большего количества наркотика, от которого вы зависимы, временно подавляет симптомы. Стадии наркомании развиваются с течением времени, когда происходит ломка.

Категории зависимостей:

Стимулянты

Отказ от стимулянтов делает вас медлительным по целому ряду причин.

  • На первой стадии вы получаете сообщения о том, что чувствуете усталость и нуждаетесь в небольшом заряде бодрости. Ваши действия также становятся медленнее (штраф к скорости действий).
  • На втором этапе вы получаете штраф к количеству кликов
  • На третьем этапе вы получаете штраф к скорости передвижения и дополнительные сообщения о жажде.

Опиоиды

Главный симптом опиоидной ломки - тошнота.

  • На первой стадии вы получаете сообщения о том, что чувствуете боль в теле, озноб и нуждаетесь в опиоидах. Вы начинаете периодически зевать.
  • На второй стадии высокое кровяное давление увеличит скорость кровопотери из любых открытых ран.
  • На третьей стадии на вас обрушатся волны тошноты и рвоты.

Алкоголь

Алкогольную ломку легко купировать благодаря обилию напитков с низким содержанием алкоголя, доступных в баре, но только она может быть откровенно смертельной.

  • На первом этапе вы получаете сообщения о том, что вам хочется пить, что бар еще открыт и что вам нужно немного голландской храбрости. Вы также начинаете дрожать.
  • На втором этапе у вас начинаются галлюцинации.
  • На третьей стадии вы начинаете страдать от периодических припадков, которые парализуют вас на 1-3 секунды и вызывают 10-30 повреждений мозга в зависимости от продолжительности. Припадки также вызывают сильное дрожание. Судороги можно предотвратить, принявneurine или sodium thiopental.

Галлюциногены

  • На первой стадии вы получаете сообщения о том, что чувствуете себя пустым, духовно отстраненным, и начинаете задаваться вопросом, что замышляют машинные эльфы.
  • На второй стадии появляются нарушения зрения.
  • На третьем этапе вы попадаете в гипнотический транс.

Наркотики из техов

  • На первом этапе вы получите сообщения о жажде, начнете периодически урчать, а ваш индикатор здоровья станет недостоверным.
  • На второй стадии вы можете переваривать только ОТВРАТИТЕЛЬНУЮ пищу и отращиваете нечесаную бороду, если мужчина.
  • На третьей стадии у вас будет сильно кружиться голова и путаться мысли под воздействием света, но это также дает вам ночное зрение.

Лекарственные средства

  • Стадия 1: Вы начинаете сомневаться в собственном здоровье: у вас все болит, или это просто спад после приема лекарств?
  • Стадия 2: у вас повышается температура.
  • Стадия 3: Ваши органы тоже начинают немного болеть.

Как правило, большинство чистых лекарств не накапливают очков привыкания - это реверсные или нечистые лекарства, которые превратят вас в истеричку.

Особые

Некоторые реагенты имеют свой собственный уникальный тип зависимости. Например Никотин.

Активные чистые химикаты

Имеется в виду, что если вы едите или разливаете химикаты. Скорость метаболизма составляет 0.4u за тик/цикл, если не указано иное. Неупомянутые бездозовые химикаты не имеют никаких эффектов. Плазма и уран требуют измельчения минеральных листов для получения.

  • Chlorine: Наносит 1 физического урона случайной части тела за тик.
  • Copper: Можно налить на металлические листы для получения бронзовых листов.
  • Ethanol: Алкогольный напиток с силой равной 65. Увеличивает скорость проведения хирургический операций и воспламеняемость при наружном применении. Скорость метаболизма 0,2.
  • Fluorine: Наносит 1 повреждение токсином за тик.
  • Iron: Медленно восстанавливает объем крови.
  • Lithium: Вызывает подергивания, слюнотечение, стоны и неспособность ходить прямо.
  • Mercury: Наносит 1 повреждение мозга за тик, вызывает подергивания, слюнотечение, стоны и неспособность ходить прямо.
  • Plasma: Наносит 3 повреждения токсинами за тик. При разливе или нагреве до 323,15K (50°C) создает плазму в форме газа. Не путать со Стабильной плазмой, которая ничего не делает.
  • Radium: Наносит 2 урона токсинами за тик. Создает светящуюся зеленую слизь на полу, если пролито более 3 футов.
  • Sugar: Насыщает. При передозировке (120u) вызывает состояние гипергликемического шока. Скорость метаболизма 2.
  • Sulfuric Acid: При проглатывании наносит 1 урон токсином и немного мгновенного физического урона одной части тела, а при «инъекции» - чуть больше. Разрушает головые уборы на человеке и наносит урон от ожогов, когда распыляется или брызгается на человека. Считается как toxin.
  • Uranium: Наносит 1 повреждение токсинами за тик. Создает светящуюся зеленую слизь на полу, если пролито более 3 футов.
  • Water: Слегка увеличивает объем крови. Кроме того, замерзает в лед при температуре ниже 274 К.
  • Welding Fuel: Наносит 1 повреждение токсином за тик. При попадании на людей делает их легковоспламеняющимися. Если брызги попадают на пол, образуется лужа горючего, которая может воспламениться и поджечь другие лужи вокруг себя.

Катализаторы

Когда реагент в рецепте помечен как «(катализатор)», это означает, что он не будет расходоваться в ходе реакции. Некоторые катализаторы являются необязательными и выделены как таковые. Эти необязательные катализаторы определенным образом влияют на протекающую реакцию.

Components

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

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

Name Formula Reaction conditions Description
Ash


Inverse: Toxic Monomers <25%
pH: 6.5

1 part Oil
1 part Welding Fuel

1 part Carbon

1 part Hydrogen

Temperature 480K

Min temp: 480K


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

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

Used in:

Oil


Inverse: Toxic Monomers <25%
pH: 4

1 part Welding Fuel

1 part Carbon
1 part Hydrogen

Min temp: 100K


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

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


Inverse: Toxic Monomers <25%
pH: 7

1 part Oil
1 part Welding Fuel

1 part Carbon

1 part Hydrogen

1 part Welding Fuel
1 part Oxygen

Min temp: 100K


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

Ingredient in many recipes.
Diethylamine


Inverse: Toxic Monomers <25%
pH: 12

1 part Ammonia
3 parts Hydrogen
1 part Nitrogen

1 part Ethanol

Min temp: 100K


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

A very potent fertilizer. Ingredient in many recipes.
Phenol


Inverse: Toxic Monomers <25%
pH: 5.5

1 part Oil
1 part Welding Fuel

1 part Carbon

1 part Hydrogen

1 part Chlorine
1 part Water

Min temp: 100K


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

Ingredient in many recipes.
Ammonia


Inverse: Toxic Monomers <25%
pH: 11.6

3 parts Hydrogen

1 part Nitrogen

Min temp: 100K


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

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


Inverse: Toxic Monomers <25%
pH: 11.2

3 parts Oxygen

1 part Potassium
1 part Nitrogen

Min temp: 100K


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

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

Used in:

Sodium Chloride


pH: 7

1 part Sodium

1 part Chlorine

Min temp: 100K


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

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

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

Lye


Inverse: Toxic Monomers <25%
pH: 11.9

1 part Sodium

1 part Hydrogen
1 part Oxygen

Min temp: 10K


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

Ingredient in Soap.
Lye


Inverse: Toxic Monomers <25%
pH: 11.9

1 part Ash
1 part Oil
1 part Welding Fuel

1 part Carbon

1 part Hydrogen

Temperature 480K

1 part Water
1 part Carbon

Min temp: 100K


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

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


Inverse: Toxic Monomers <25%
pH: 6.2

1 part Chlorine

1 part Oxygen
1 part Water

Min temp: 100K


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

Burns people on touch.
Pentaerythritol


Inverse: Toxic Monomers <25%
pH: 7

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

1 part Carbon

1 part Hydrogen

1 part Welding Fuel

1 part Oxygen

1 part Formaldehyde
1 part Ethanol

1 part Oxygen
1 part Silver

Temperature 420K

1 part Water

Temperature 450K

3 parts Formaldehyde
1 part Ethanol

1 part Oxygen
1 part Silver

Temperature 420K

1 part Lye
1 part Sodium

1 part Hydrogen

1 part Oxygen

Min temp: 100K


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

Results in 2 units instead of 5.
Acetaldehyde


Inverse: Toxic Monomers <25%
pH: 7

1 part Acetone
1 part Oil
1 part Welding Fuel

1 part Carbon

1 part Hydrogen

1 part Welding Fuel

1 part Oxygen

1 part Formaldehyde
1 part Ethanol

1 part Oxygen
1 part Silver

Temperature 420K

1 part Water
Temperature 450K

Min temp: 450K


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

Acetone Oxide


Inverse: Toxic Monomers <25%
pH: 7

2 parts Acetone
1 part Oil
1 part Welding Fuel

1 part Carbon

1 part Hydrogen

1 part Welding Fuel

1 part Oxygen

1 part Hydrogen Peroxide
1 part Chlorine

1 part Oxygen

1 part Water

1 part Oxygen

Min temp: 100K


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

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

1 part Stabilizing Agent
1 part Iron

1 part Oxygen

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

Reaction agents

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

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

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

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

1 part Carbon

1 part Hydrogen

Temperature 480K

1 parts Ethanol
1 parts Iodine


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

1 part Carbon

1 part Hydrogen

1 part Chlorine

1 part Water

3 parts Ethanol
1 part Plasma

Low temperature

1 part Stable plasma

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

1 part Carbon

1 part Hydrogen

1 part Chlorine

1 part Water

3 parts Ethanol
1 part Plasma

High temperature

1 part Stable plasma

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

1 part Carbon

1 part Hydrogen

1 part Chlorine

1 part Water

3 parts Ethanol
1 part Plasma
Low temperature

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

1 part Carbon

1 part Hydrogen

1 part Chlorine

1 part Water

3 parts Ethanol
1 part Plasma
High temperature

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

Medicines

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

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

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


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


Optional catalysts for ALL medicine reactions

Name Formula Reaction conditions Description
Palladium synthate catalyst


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

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

1 part Carbon

1 part Hydrogen

1 part Chlorine

1 part Water

1 part Nitrogen

1 part Oxygen

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

1 part Carbon

1 part Hydrogen

1 part Welding Fuel

1 part Oxygen

1 part Copper

1 part Phosphorus

2 parts Plasma

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

Core Healing Medicines

These healing drugs may be considered to be cheap or commonly available "core" drugs, used to heal common ailments. Some of them should not be used repeatedly on the same patient, as they may have dangerous side effects. Consider using Tend Wounds surgery if satisfactory medicines aren't available. These are also known as "Category 2 Cobbychems". All these reactions will generally result in a 75% purity product with no intervention. For those returning - a 75% purity reagent will have the same effects as the reagents you're familiar with, which means that 100% pure reagents are 33% more effective.

Name Formula Reaction conditions Treatment for Description Chemical properties
Libital


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

1 part Phenol
1 part Oil
1 part Welding Fuel

1 part Carbon

1 part Hydrogen

1 part Chlorine

1 part Water

1 part Nitrogen
1 part Oxygen

Min temp: 225K


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

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


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

Rate: 0.2u/tick


Unreacted purity: 75%

Helbital


Inverse: Helgrasp <30%
pH: 8

1 part Carbon

1 part Fluorine
1 part Sugar

Min temp: 250K


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

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

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

Rate: 0.2u/tick


Unreacted purity: 75%
OD: 35u

Probital


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

2 parts Acetone
1 part Oil
1 part Welding Fuel

1 part Carbon

1 part Hydrogen

1 part Welding Fuel

1 part Oxygen

1 part Copper
1 part Phosphorus

Min temp: 225K


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

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

Overdose deals 3 stamina AND:

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

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

Rate: 0.2u/tick


Unreacted purity: 75%
OD: 20u

Aiuri


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

1 part Ammonia
3 parts Hydrogen
1 part Nitrogen

2 parts Hydrogen
1 part Sulfuric Acid

Min temp: 50K


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

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


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

Rate: 0.2u/tick


Unreacted purity: 75%

Lenturi


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

1 part Ammonia
3 parts Hydrogen
1 part Nitrogen

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

Min temp: 200K


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

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

Impure chem: Lenslurri
Failed chem: Ichiyuri below 25%

Rate: 0.2u/tick


Unreacted purity: 75%

Hercuri


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

3 parts Cryostylane
1 part Ice

1 part Stable Plasma

1 part Nitrogen

1 part Lye
1 part Sodium

1 part Hydrogen

1 part Oxygen

1 part Bromine
Temperature below 47K

Cold reaction


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

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

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

Rate: 0.2u/tick


Unreacted purity: 75%
OD: 25u

Granibitaluri


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

1 part Sodium Chloride
1 part Sodium
1 part Chlorine

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

Min temp: 100K


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

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


Unreacted purity: 100%
OD: 50u

Synthflesh


Failed: Insolvent medicinal precipitate <30%
pH: 7.2

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

1 part Carbon

1 part Hydrogen

1 part Chlorine

1 part Water

1 part Nitrogen

1 part Oxygen

1 part Blood
1 part Carbon

Min temp: 250K


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

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


Failed chem: Insolvent medicinal precipitate below 30%

Rate: 0.2u/tick


Unreacted purity: 75%

Multiver


Inverse: Monover <35%
pH: 9.2

1 part Sodium Chloride
1 part Sodium
1 part Chlorine

1 part Ash
1 part Oil
1 part Welding Fuel

1 part Carbon

1 part Hydrogen

Temperature 480K

Temperature 380K

Min temp: 380K


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

Mildly H+ producing

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


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

Rate: 0.2u/tick


Unreacted purity: 75%

Seiver


Inverse: Technetium 99 <45%
pH: 3.7

1 part Aluminium

1 part Nitrogen
1 part Potassium

Cold reaction


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

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


Unreacted purity: 75%

Syriniver


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

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

2 parts Oxygen
1 part Nitrogen

Temperature 525K

1 part Toxin
Hacked NanoMed vendors, Emagged Chem Dispenser

1 part Fluorine
1 part Sulfur

Min temp: 250K


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

Toxin

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

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

Click expand for long description.

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

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

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

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

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

Rate: 0.3u/tick


Unreacted purity: 75%
OD: 6u

Tirimol


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

2 parts Acetone
1 part Oil
1 part Welding Fuel

1 part Carbon

1 part Hydrogen

1 part Welding Fuel

1 part Oxygen

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

Min temp: 100K


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

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


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

Rate: 0.2u/tick


Unreacted purity: 75%

Convermol


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

1 part Oil
1 part Welding Fuel

1 part Carbon

1 part Hydrogen

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

Min temp: 370K


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

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


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

Rate: 0.2u/tick


Unreacted purity: 75%
OD: 35u

Superior Healing Medicines

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

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


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

1 part Phenol
1 part Oil
1 part Welding Fuel

1 part Carbon

1 part Hydrogen

1 part Chlorine

1 part Water

1 part Sodium
1 part Carbon
1 part Oxygen
1 part Sulfuric Acid

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


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

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

1 part Carbon

1 part Hydrogen

1 part Chlorine

1 part Water

1 part Hydrogen
1 part Oxygen

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


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

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

1 part Carbon

1 part Hydrogen

1 part Chlorine

1 part Water

1 part Sodium
1 part Carbon
1 part Oxygen

1 part Sulfuric Acid

1 part Ammonia
3 parts Hydrogen
1 part Nitrogen

1 part Aluminium
1 part Bromine
1 part Lithium

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


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

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

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

1 part Carbon

1 part Hydrogen

1 part Tinea Luxor
Mushroom Stem (Embershroom)

2 parts Radium


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


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

1 part Cyanide
1 part Oil
1 part Welding Fuel

1 part Carbon

1 part Hydrogen

1 part Ammonia
3 parts Hydrogen
1 part Nitrogen

1 part Oxygen

Temperature 380K

1 part Formaldehyde
1 part Ethanol

1 part Oxygen
1 part Silver

Temperature 420K

1 part Ammonia
3 parts Hydrogen
1 part Nitrogen

1 part Sodium Chloride
1 part Sodium
1 part Chlorine

1 part Welding Fuel

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


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

1 part Acetone
1 part Oil
1 part Welding Fuel

1 part Carbon

1 part Hydrogen

1 part Welding Fuel

1 part Oxygen

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

1 part Ethanol

1 part Phenol
1 part Oil
1 part Welding Fuel

1 part Carbon

1 part Hydrogen

1 part Chlorine

1 part Water

1 part Ethanol
1 part Sulfuric Acid

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


Impurity: Chemical Isomers

Failed: Viscous sludge <15%

pH: 1.5

1 part Mercury

1 part Chlorine
Temperature 374K

Min react temp: 374K

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

Min purity: 0.25 Mildly exothermic Mildly H+ consuming

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

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

0.4 units per tick 20 Units
Ammoniated Mercury


Impurity: Chemical Isomers

Failed: Viscous sludge <15%

pH: 7

1 part Calomel
1 part Mercury

1 part Chlorine

Temperature 374K

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

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

Min purity: 0.25 Mildly exothermic Mildly H+ consuming

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

If overdosed 3 extra toxin damage will be dealt.

0.04 units per tick 10 Units
Cryoxadone


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

1 part Acetone
1 part Oil
1 part Welding Fuel

1 part Carbon

1 part Hydrogen

1 part Welding Fuel

1 part Oxygen

1 part Unstable Mutagen
1 part Chlorine

1 part Phosphorus

1 part Radium

1 part Stable Plasma

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


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

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

1 part Carbon

1 part Hydrogen

1 part Welding Fuel

1 part Oxygen

1 part Unstable Mutagen
1 part Chlorine

1 part Phosphorus

1 part Radium

1 part Stable Plasma

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

1 part Carbon

1 part Hydrogen

1 part Tinea Luxor
Mushroom Stem (Embershroom)

2 parts Radium


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


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

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

1 part Carbon

1 part Hydrogen

1 part Welding Fuel

1 part Oxygen

1 part Unstable Mutagen
1 part Chlorine

1 part Phosphorus

1 part Radium

1 part Stable Plasma

1 part Sodium
5 units Plasma (catalyst)

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


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

1 part Carpotoxin
Space Carp, Koibeans, Emagged Chem Dispenser

1 part Cryptobiolin
1 part Oxygen

1 part Potassium

1 part Sugar

1 part Copper

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

Unique Healing Medicines

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

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

1 part Carbon

1 part Hydrogen

1 part Welding Fuel

1 part Oxygen

1 part Unstable Mutagen
1 part Chlorine

1 part Phosphorus

1 part Radium

1 part Bromine

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


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

1 part Hydrogen

1 part Water
1 part Sugar

Min temp: 50K


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

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

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

Rate: 0.4u/tick


Unreacted purity: 100%
OD: 15u

Neurine


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

1 part Acetone
1 part Oil
1 part Welding Fuel

1 part Carbon

1 part Hydrogen

1 part Welding Fuel

1 part Oxygen

1 part Mannitol
1 part Hydrogen

1 part Water

1 part Sugar

1 part Oxygen

Min temp: 100K


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

Minor brain traumas Reacts with neural tissue, helping reform damaged connections. Chance every tick to cure basic traumas. More severe traumas usually require surgery. Quickly purges Neurotoxin. When added to a patient, it will remember their brain damage - if their brain damage is below that value when added it will restore it back to what it was on consumption. When used on the dead will heal a corpse's brain slowly (patient must be dead and have a brain!). Healing scales with purity. Rate: 0.4u/tick


Unreacted purity: 75%
Works on the dead

Potassium Iodide


pH: 12.4

1 part Potassium

1 part Iodine

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

1 part Water

1 part Sugar

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


OD: 60u

Ephedrine


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

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

1 part Ethanol

1 part Oil
1 part Welding Fuel

1 part Carbon

1 part Hydrogen

1 part Hydrogen
1 part Sugar

Min temp: 200K


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

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


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

Rate: 0.2u/tick


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

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

1 part Ethanol

1 part Oil
1 part Welding Fuel

1 part Carbon

1 part Hydrogen

1 part Bromine
1 part Carbon
1 part Ethanol

Min react temp: 100K
Overheat temp: 900K
Optimal pH range: 5 to 10
Min purity: 0.25
Mildly exothermic
Mildly H+ consuming
Histamine Overdose Purges bloodstream of lethal Histamine and reduces jitteriness while causing minor drowsiness. (Results in 4 units instead of 5) 0.2 units per tick
Oculine


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

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

1 part Ash
1 part Oil
1 part Welding Fuel

1 part Carbon

1 part Hydrogen

Temperature 480K

Temperature 380K

1 part Carbon
1 part Hydrogen

Min temp: 200K


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

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


Unreacted purity: 75%

Inacusiate


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

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

1 part Ash
1 part Oil
1 part Welding Fuel

1 part Carbon

1 part Hydrogen

Temperature 480K

Temperature 380K

1 part Carbon
1 part Water

Min temp: 300K


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

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


Unreacted purity: 75%

Epinephrine 1 part Acetone
1 part Oil
1 part Welding Fuel

1 part Carbon

1 part Hydrogen

1 part Welding Fuel

1 part Oxygen

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

1 part Ethanol

1 part Phenol
1 part Oil
1 part Welding Fuel

1 part Carbon

1 part Hydrogen

1 part Chlorine

1 part Water

1 part Chlorine
1 part Hydrogen
1 part Oxygen

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


OD: 30 Units

Antihol


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

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

1 part Ash
1 part Oil
1 part Welding Fuel

1 part Carbon

1 part Hydrogen

Temperature 480K

Temperature 380K

1 part Copper
1 part Ethanol

Min temp: 1K


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

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


Unreacted purity: 75%

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

1 part Phosphorus

1 part Radium

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

1 part Holy Water

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

1 part Lithium
1 part Water

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

1 part Carbon

1 part Hydrogen

1 part Welding Fuel

1 part Oxygen

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

1 part Ethanol

1 part Phenol
1 part Oil
1 part Welding Fuel

1 part Carbon

1 part Hydrogen

1 part Chlorine

1 part Water

1 part Chlorine
1 part Hydrogen

1 part Oxygen

1 part Cryptobiolin
1 part Oxygen

1 part Potassium

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

1 part Carbon

1 part Hydrogen

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

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

1 part Carbon

1 part Hydrogen

1 part Welding Fuel

1 part Oxygen

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

1 part Ethanol

1 part Phenol
1 part Oil
1 part Welding Fuel

1 part Carbon

1 part Hydrogen

1 part Chlorine

1 part Water

1 part Ammonia
3 parts Hydrogen
1 part Nitrogen

1 part Sulfuric Acid
1 unit Bromine (catalyst)

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


If overdosed causes jitteriness, stuttering, dizziness (later), 50% chance to choke. The metabolism rate is slowed down. After 41 cycles 20% chance to stun you. Cycle 82 puts you into endless sleep while constantly dealing 1.5 stamina and oxygen damage.


No chance for addiction but very finicky OD.

0.02-0.08 units per tick


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

Morphine 2 parts Carbon

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

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


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

0.2 units per tick


OD: 30 Units
Opiate(10 points)

Haloperidol 1 part Oil
1 part Welding Fuel

1 part Carbon

1 part Hydrogen

1 part Potassium Iodide
1 part Potassium
1 part Iodine

1 part Aluminium
1 part Chlorine
1 part Fluorine

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

1 part Silicon
5 units Plasma (catalyst)

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

1 part Carbon

1 part Hydrogen

1 part Chlorine

1 part Water

1 part Lithium

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

1 part Water

1 part Sugar

1 part Impedrezene
1 part Mercury

1 part Oxygen

1 part Sugar

2 parts Water

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


OD: 30 units

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

1 part Ash
1 part Oil
1 part Welding Fuel

1 part Carbon

1 part Hydrogen

Temperature 480K

Temperature 380K

1 part Saltpetre
3 parts Oxygen

1 part Potassium

1 part Nitrogen

1 part Sulfur

1 part Silver
1 part Stable Plasma

Temperature 400K

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

1 part Carbon

1 part Hydrogen

1 part Tinea Luxor
Mushroom Stem (Embershroom)

2 parts Radium


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


Inverse: Nooartrium <25%
pH: 12.7

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

1 part Carbon

1 part Hydrogen

1 part Welding Fuel

1 part Oxygen

1 part Formaldehyde
1 part Ethanol

1 part Oxygen
1 part Silver

Temperature 420K

1 part Water

Temperature 450K

3 parts Formaldehyde
1 part Ethanol

1 part Oxygen
1 part Silver

Temperature 420K

1 part Lye
1 part Sodium

1 part Hydrogen

1 part Oxygen


1 part Nitric Acid
1 part Fluorosulfuric Acid
1 part Fluorine

1 part Hydrogen
1 part Potassium
1 part Sulfuric Acid

Temperature 380K

1 part Hydrogen Peroxide
1 part Chlorine

1 part Oxygen

1 part Water

1 part Nitrogen

Temperature 480K

1 part Acetone
1 part Oil
1 part Welding Fuel

1 part Carbon

1 part Hydrogen

1 part Welding Fuel

1 part Oxygen

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


Min temp: 255K


Overheat: 450K
Optimal pH: 5 to 9
Exothermic

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


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

Rate: 0.2u/tick


OD: 50u

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


OD: 20 units

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


OD: 10 units

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


OD: 20 units

Determination Receive a wound. Moderate: 1

Severe: 2.5

Critical: 5

Losing a limb: 7.5

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


Caps at 10

Ondansetron


pH: 10.6

1 part Oil
1 part Welding Fuel

1 part Carbon

1 part Hydrogen

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

Min react temp: 100K


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

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

Non-craftable Medicines

These healing drugs are used in some situations, but are otherwise uncraftable.

Name How to get Treatment for Description Metabolism Rate Overdose Threshold Addiction Points
Changeling Adrenaline Changelings Stun Makes you immune to sleep and damage slowdown. Reduces stun times by typically around 30% (depends) and regenerates 10 stamina per tick. Can make you dizzy and jittery.
If overdosed it will deal 1 toxin damage per tick. A changeling using the Adrenaline Sacs ability will inject 4u of this.
0.4 units per tick 30 Units N/A
Changeling Haste Changelings Speed Increases your speed to the maximum possible in most cases. A changeling using the Adrenaline Sacs ability will inject 2u of this. Deals 2 toxin damage per tick. 1 unit per tick N/A N/A
Omnizine Grown from Ambrosia Deus, and found in hot donkpockets, chef made lollipops (Not cyborg dispensed,) and a few other chef meals. Brute, burn, toxin and suffocation Heals 0.5 of each damage type per tick. If overdosed it will deal 1 damage of each type per tick. 0.1 units per tick 30 Units N/A
Protozine Extract from a Geyser with a liquid pump. Brute, burn, toxin and suffocation Heals 0.2 of each damage type per tick. If overdosed it will deal 1 damage of each type per tick. A weaker omnizine, but can be used in Strange Reagent crafting. 0.1 units per tick 30 Units N/A
Godblood Healing Fountain in Lavaland injects 20u of Godblood on use, Strange Seeds. Brute, burn, toxin and suffocation This is Omnizine with 5 times higher overdose threshold. Just like Omnizine, heals 0.5 of each damage type per tick. If overdosed it will deal 1 damage of each type per tick, but that's not really a concern. 0.1 units per tick 150 Units N/A
Honey Beekeeping Brute, burn, toxin and suffocation 55% chance to heal 1 of each damage type per tick. Metabolizes very quickly and adds 3u sugar to your system. 1 unit per tick N/A N/A
Earthsblood Grown from Ambrosia Gaia All damage types The first 25 cycles, each tick heals 1 brute, 1 burn, 0.5 suffocation, 0.5 toxin, 0.1 cellular and 0.5 stamina while dealing 1 brain damage (up to max 150). Cycle 26 and onwards, each tick heals 5 brute, 5 burn, 3 suffocation, 3 toxin, 1 cellular and 3 stamina while dealing 2 brain damage (up to max 150) and giving you jitteriness and drugginess (your character might say some special messages as well!). You will be unable to directly hurt anyone via most means while it's in your body (this effect is similar to that of Pax). Overdosing causes hallucinations, deals no damage before cycle 26, a net of 1 toxin damage per tick from cycles 26 to 100 and a net of 3 toxin damage per tick after cycle 100. Overdosing also gives you the severe traumatic non-violence brain trauma (brain surgery level). The trauma does not go away until cured. 0.4 units per tick (static) 25 Units hallucinogens(14 points)
Silibinin Grow Galaxythistle Liver damage Each tick heals 2 liver damage. 0.6 units per tick N/A N/A
Polypyrylium Oligomers Grow Spaceman's Trumpet Plant Lung damage A purple mixture of short polyelectrolyte chains not easily synthesized in the laboratory. Each tick heals 0.25 lung damage and 0.35 brute. Stops bleeding (over time). Will color hair and beard purple from touch or vapor. Overdose deals 0.25 lung damage. 0.1 units per tick 50 Units N/A
Mitogen Metabolism Factor Eating Probital Brute If this enzyme exists as a catalyst in your body (at least 0.5u), any food you eat turns into healing peptides, which heal brute and some burn. If overdosed the metabolism changes to 0.8 units per tick and makes you vomit with a chance of 13% every second the medicine is in a body. 0.025 units per tick 10 Units N/A
Musiver Injecting Syriniver Toxin Heals 1 toxin per tick while purging 0.2u reagents and dealing 0.1 liver damage (1/8 as much as liver damage as Syriniver). If overdosed causes muscle weakness, high liver damage and disgust. 0.1 units per tick 25u N/A
Muscle Stimulant Strange seeds Slowdown Makes you ignore slowdowns from being hurt. 0.4 units per tick N/A N/A
Cordiolis Hepatico Strange seeds, Abductor's operating table injects this too Heart and liver failure Removes the need for heart and liver. 0.4 units per tick N/A N/A
Stimulants Syndicate uplink Stun Increases movement speed a lot. Reduces stun times by around 90% or less (depends). Recovers 5 stamina per tick. Will heal 1 of each damage type if health is between 0 and 50. If overdosed has 33% chance per tick to deal 2.5 stamina damage, 1 toxin damage and cause loss of breath. Also prevents the knockdown from stunbatons StunBaton.gif (including stunprods Stunprod.png). Can be bought with syndicate uplink. 0.2 units per tick 60 Units Stimulant(4 points)
Restorative Nanites Syndicate medical cyborgs All damage types Each tick heals 5 brute/burn/toxin, 15 suffocation, 15 brain and 3 cellular. If overdosed this very quickly purges itself and causes random vomiting. Only available to Syndicate medical cyborgs. 0.4 units per tick 30 Units N/A
Synaphydramine Viruses Drowsiness, Hallucinations, Histamine Reduces drowsiness, caps and reduces the frequency of hallucinations, quickly purges Mindbreaker Toxin and Histamine from the body. Automatically generated by a virus with Mind Restoration as a symptom. 0.4 units per tick N/A N/A
Adminordrazine Admin Intervention Everything When injected into a person, it heals everything, and by everything, I mean EVERYTHING. When used on a handcuffed individual, it even used to break them out of cuffs. When used on a hydroponics tray, it cures all ailments and has a high chance of triggering a mutation. 0.5 units per tick N/A N/A

Removed Medicines

These healing meds used to exist, but have since been removed or renamed for one reason or another. Some servers still use these, but /tg/ does not, and the recipes for them will not work on /tg/.

Name How to get Treatment for Description Metabolism Rate Overdose Threshold Addiction Threshold
Bicaridine Was completely removed from /tg/ July 2019.
1 part Carbon

1 part Oxygen
1 part Sugar

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

1 part Silicon

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

1 part Silicon
1 part Potassium

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

1 part Silicon

1 part Potassium

1 part Bicaridine
1 part Carbon

1 part Oxygen

1 part Sugar

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

1 part Ash
1 part Oil
1 part Welding Fuel

1 part Carbon

1 part Hydrogen

Temperature 480K

Temperature 380K

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

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

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

1 part Hydrogen
1 part Oxygen
1 part Sulphuric Acid

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

1 part Carbon

1 part Hydrogen

1 part Fluorine
1 part Hydrogen
Temperature 370K

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

1 part Fluorine
1 part Sugar

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

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

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

1 part Nitrogen
1 part Potassium

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

1 part Carbon

1 part Hydrogen

1 part Chlorine

1 part Water

1 part Lithium

Liver Nov 2019 it was changed to only work on livers. Since Corazone is Spanish for "heart" it had its name changed to Higadrite (higado = liver). Protects from liver failure. 0.4 units per tick N/A N/A
Lavaland Extract Was removed in June, 2020. Brute, burn Survival medipens used to come with 2u of this. Very quickly heals damaged bodyparts. If overdosed it will deal heal about 2 brute/burn but deal 3 toxin damage per tick. Has very low overdose threshold. 0.4 units per tick 3 Units N/A

Narcotics

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

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

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

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

1 part Ethanol

1 part Oil
1 part Welding Fuel

1 part Carbon

1 part Hydrogen

1 part Bromine
1 part Carbon

1 part Ethanol

1 part Morphine
2 parts Carbon

2 parts Hydrogen
1 part Ethanol
1 part Oxygen

Temperature 480K

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

1 part Water

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

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

1 part Ethanol

1 part Oil
1 part Welding Fuel

1 part Carbon

1 part Hydrogen

1 part Hydrogen

1 part Sugar

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

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

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

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

1 part Potassium

1 part Nitrogen

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

1 part Water

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

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

1 part Carbon

1 part Hydrogen

1 part Welding Fuel

1 part Oxygen

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

1 part Ethanol

1 part Phenol
1 part Oil
1 part Welding Fuel

1 part Carbon

1 part Hydrogen

1 part Chlorine

1 part Water

1 part Chlorine
1 part Hydrogen

1 part Oxygen

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

1 part Carbon

1 part Hydrogen

1 part Welding Fuel

1 part Oxygen

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

1 part Ethanol

1 part Phenol
1 part Oil
1 part Welding Fuel

1 part Carbon

1 part Hydrogen

1 part Chlorine

1 part Water

1 part Ethanol

1 part Sulfuric Acid

1 part Morphine
2 parts Carbon

2 parts Hydrogen
1 part Ethanol
1 part Oxygen

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

2 parts Oxygen
1 part Nitrogen

Temperature 525K

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

1 part Carbon

1 part Hydrogen

1 part Welding Fuel

1 part Oxygen

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

1 part Ethanol

1 part Phenol
1 part Oil
1 part Welding Fuel

1 part Carbon

1 part Hydrogen

1 part Chlorine

1 part Water

1 part Chlorine
1 part Hydrogen

1 part Oxygen

1 part Ethanol
5 units Plasma (catalyst)

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

1 part Mercury
1 part Sugar

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

1 part Carbon

1 part Hydrogen

1 part Welding Fuel

1 part Oxygen

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

1 part Ethanol

1 part Phenol
1 part Oil
1 part Welding Fuel

1 part Carbon

1 part Hydrogen

1 part Chlorine

1 part Water

1 part Chlorine
1 part Hydrogen

1 part Oxygen

5 parts Coffee

Min react temp: 100K
Overheat temp: 900K
Optimal pH range: 5 to 9
Min purity: 0.3
Mildly exothermic
Mildly H+ consuming
Prevents the knockdown from stunbatons StunBaton.gif (including stunprods Stunprod.png). Doesn't affect stuns from other sources. 15% chance to cause loss of breath, and 5% to cause some jitter. If overdosed has 20% chance of causing loss of breath and 4 stamina damage, 15% to cause 2 toxin, 5% to drop held items, 5% to jitter and can also make you drool. Can be found in maintenance Pump up injector.png. (Results in 5 parts instead of 7) 0.64 units per tick 30 Units stimulants(6 points)
Maintenance Tar 1 part Organic Slurry
Dip a dead mouse in at least 3 units of Welding Fuel

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

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

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

1 part Welding Fuel

1 part Fluorosulfuric Acid
1 part Fluorine

1 part Hydrogen
1 part Potassium
1 part Sulfuric Acid

Temperature 380K

5 units Hydrogen Peroxide
1 part Chlorine

1 part Oxygen

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

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

1 part Welding Fuel

1 part Fluorosulfuric Acid
1 part Fluorine

1 part Hydrogen
1 part Potassium
1 part Sulfuric Acid

Temperature 380K

5 units Hydrogen Peroxide
1 part Chlorine

1 part Oxygen

1 part Water
(catalyst)

1 part Nitric Acid
1 part Fluorosulfuric Acid
1 part Fluorine

1 part Hydrogen
1 part Potassium
1 part Sulfuric Acid

Temperature 380K

1 part Hydrogen Peroxide
1 part Chlorine

1 part Oxygen

1 part Water

1 part Nitrogen

Temperature 480K

1 part Universal Enzyme

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

1 part Carbon

1 part Hydrogen

1 part Welding Fuel

1 part Oxygen

1 part Hydrogen Peroxide
1 part Chlorine

1 part Oxygen

1 part Water

1 part Oxygen
(catalyst)
Min react temp: 100K
Overheat temp: 900K
Optimal pH range: 5 to 9
Min purity: 0.3
Mildly exothermic
Mildly H+ consuming
Enhances your mental ability, making you learn stuff a lot faster. Multiplies skill gain depending on volume, but deals 0.1 brain damage. Overdose deals an additional 3 brain damage. Addiction will later deal toxin damage and make you randomly drop held items. (Results in 1 part instead of 8) 0.2 units per tick 15 Units maintenance drugs(14 points)
Mushroom Hallucinogen Grown in botany or found in special cigarettes. N/A An potent compound which induces drugginess, makes you slur, drool, giggle and similar. If overdosed causes the person to speak random languages. Metabolizes slowly. 0.08 units per tick 30 Units hallucinogens(12 points)
Kronkaine 15 parts Kronkus Extract

10 parts Welding Fuel

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

Deals significant heart damage when overdosed.

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

1 part Carbon

1 part Hydrogen

1 part Ammonia
3 parts Hydrogen
1 part Nitrogen

1 part Oxygen

Temperature 380K

10 parts Silver

5 parts Lye
1 part Sodium

1 part Hydrogen

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

5 parts Nothing

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

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

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

Pyrotechnics

The manipulation of fire and matter.

Explosive Strength

For chemicals which are explosive, you may notice an 'explosive strength' listed in the description. This is a multiplier that directly affects how large of an explosion a given quantity of the reagent will produce. A few types of explosion have a 'modifier', which adds a flat amount to the size of the explosion. By default the outer 'light impact' radius of an explosion is equal to √(mod+quantity*strength)*√2, while the heavy impact radius and devastation radius is one half and one quarter of that, respectively. Chemical explosions are not a subject to the standard TTV Bombcap. Eventough it doesn't have a hardcoded maxcap currently the biggest possible explosion is that of 2100u custom made chemical payload bomb, explosive strength is not affected by purity unless stated otherwise.

Note that all non-standard explosions or other AoE pyrotechnics, such as Flash Powder or Liquid Dark Matter, do not work like this. The scaling and max size of these effects vary on a case-by-case basis. In low enough levels, an explosion will purge its reagent container without causing any damage or knockback. A chemist can abuse this to clear a beaker or person of chemicals so long as they keep the doses low.

Name Formula Reaction conditions Description Chemical properties
Stabilizing Agent 1 part Iron

1 part Oxygen
1 part Hydrogen

When mixed with certain pyrotechnics, it stabilizes the reaction and prevents the reaction for usage later. The stabilizing agent is not consumed when stabilizing explosives, and one unit is enough to stabilize any amount of explosives. This does not work on everything, so be warned! Also turns plasma into stable plasma (which can already be dispensed from chem dispenser) if mixed 1:1. 0.4 units per tick
Fluorosurfactant 2 parts Carbon

2 parts Fluorine
1 part Sulfuric Acid

Creates a large amount of foam when mixed with an equal amount of water. This foam carries any reagents along with it in the container, allowing you to apply reagents to large areas at a time. The foam will apply any carried reagents to any floors, objects, people or animals in the area of the foam. The reagents will be absorbed through a mob's exposed skin and somewhat through clothes unless completely impermeable(MODsuit/biohazard/medical gear). The less foam used, the more reagent will be delivered into a person's system. Foam is slippery! Can not react in a body. 0.4 units per tick
Smoke 1 part Phosphorus

1 part Potassium
1 part Sugar

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

1 part Potassium
1 part Sugar

1 part Stabilizing Agent
1 part Iron

1 part Oxygen

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

1 part Potassium
1 part Sulfur

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

1 part Sulfuric Acid
1 part Stable Plasma

Turns into a spreading plasma fire if not stabilized during mixing. Makes you burn longer, and ignites you. Deals increasing fire damage based on how much you're burning up to 6 fire damage every 2 seconds. Can be stabilized with Stabilizing Agent. 0.4 units per tick
Napalm 1 part Oil
1 part Welding Fuel

1 part Carbon

1 part Hydrogen

1 part Welding Fuel
1 part Ethanol

A substance that burns for much longer than other fuels. Inject it into someone and then apply heat for a warm toasty fireball human. 0.4 units per tick
Sonic Powder 1 part Oxygen

1 part Cola
1 part Phosphorus

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

1 part Radium
1 part Phosphorus

When first mixed it becomes 20 Kelvin cold. Instantly consumes all liquid Oxygen to heat its container for each unit of Oxygen consumed. This does not expend the Pyrosium, so 1u will have the same effect as 50u. Does nothing whatsoever without being mixed with liquid Oxygen. Does not react with the oxygen in air. In a body 0.5u oxygen will be consumed every tick to increase body temperature by 15. 0.2 units per tick
Cryostylane


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

1 part Ice

1 part Stable Plasma
1 part Nitrogen

Min temp: -200K


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

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

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

Rate: 0.02u/tick


Unreacted purity: 100%
Works on the dead

Chlorine Trifluoride 3 parts Fluorine

1 part Chlorine
Temperature 424K

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

1 part Mercury
1 part Nitrogen
1 part Oxygen

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

1 part Stable Plasma
1 part Radium

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

1 part Ethanol

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

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

1 part Ash
1 part Oil
1 part Welding Fuel

1 part Carbon

1 part Hydrogen

Temperature 480K

Temperature 380K

1 part Saltpetre
3 parts Oxygen

1 part Potassium

1 part Nitrogen

1 part Sulfur

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

1 part Nitric Acid
1 part Fluorosulfuric Acid
1 part Fluorine

1 part Hydrogen
1 part Potassium
1 part Sulfuric Acid

Temperature 380K

1 part Hydrogen Peroxide
1 part Chlorine

1 part Oxygen

1 part Water

1 part Nitrogen

Temperature 480K

1 part Sulfuric Acid

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

1 part Carbon

1 part Hydrogen

1 part Chlorine

1 part Water

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

1 part Carbon

1 part Hydrogen

1 part Welding Fuel

1 part Oxygen

1 part Hydrogen Peroxide
1 part Chlorine

1 part Oxygen

1 part Water

1 part Oxygen

1 part Nitric Acid
1 part Fluorosulfuric Acid
1 part Fluorine

1 part Hydrogen
1 part Potassium
1 part Sulfuric Acid

Temperature 380K

1 part Hydrogen Peroxide
1 part Chlorine

1 part Oxygen

1 part Water

1 part Nitrogen

Temperature 480K

1 unit Gold (catalyst)
Temperature 404K

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

1 part Carbon

1 part Hydrogen

1 part Welding Fuel

1 part Oxygen

1 part Hydrogen Peroxide
1 part Chlorine

1 part Oxygen

1 part Water

1 part Oxygen

1 part Nitric Acid
1 part Fluorosulfuric Acid
1 part Fluorine

1 part Hydrogen
1 part Potassium
1 part Sulfuric Acid

Temperature 380K

1 part Hydrogen Peroxide
1 part Chlorine

1 part Oxygen

1 part Water

1 part Nitrogen

Temperature 480K

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

1 part Carbon

1 part Hydrogen

1 part Welding Fuel

1 part Oxygen

1 part Formaldehyde
1 part Ethanol

1 part Oxygen
1 part Silver

Temperature 420K

1 part Water

Temperature 450K

3 parts Formaldehyde
1 part Ethanol

1 part Oxygen
1 part Silver

Temperature 420K

1 part Lye
1 part Sodium

1 part Hydrogen

1 part Oxygen


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

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

1 part Carbon

1 part Hydrogen

1 part Welding Fuel

1 part Oxygen

1 part Formaldehyde
1 part Ethanol

1 part Oxygen
1 part Silver

Temperature 420K

1 part Water

Temperature 450K

3 parts Formaldehyde
1 part Ethanol

1 part Oxygen
1 part Silver

Temperature 420K

1 part Lye
1 part Sodium

1 part Hydrogen

1 part Oxygen


1 part Nitric Acid
1 part Fluorosulfuric Acid
1 part Fluorine

1 part Hydrogen
1 part Potassium
1 part Sulfuric Acid

Temperature 380K

1 part Hydrogen Peroxide
1 part Chlorine

1 part Oxygen

1 part Water

1 part Nitrogen

Temperature 480K

1 part Acetone
1 part Oil
1 part Welding Fuel

1 part Carbon

1 part Hydrogen

1 part Welding Fuel

1 part Oxygen

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


1 part Phenol
1 part Oil
1 part Welding Fuel

1 part Carbon

1 part Hydrogen

1 part Chlorine

1 part Water

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

1 part Carbon

1 part Hydrogen

1 part Welding Fuel

1 part Oxygen

1 part Hydrogen Peroxide
1 part Chlorine

1 part Oxygen

1 part Water

1 part Oxygen

Temperature 315K

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

1 part Water

This explodes immediately on mixing, which may knock you over or even kill you. Useful in grenade production. Has an explosive strength of 0.05. Commonly used in low doses to explode the chemicals out of someone, though more than 5u being used causes a damaging explosion. N/A
Holy Explosion 1 part Potassium

1 part Holy Water

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

1 part Uranium

1 part Aluminium

This reacts immediately on mixing, creating an electromagnetic pulse which affects electronics nearby; very useful for causing chaos. Has different effects on different things. Turns off headsets, stuns cyborgs, disables security cameras, messes with Cybernetics, randomizes suit sensor settings, and randomly pulses wires. N/A
Bee Explosion (Beesplosion) 1 part Honey
1 part Strange Reagent
1 part Unstable Mutagen
1 part Chlorine

1 part Phosphorus

1 part Radium

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

1 part Holy Water

1 part Radium

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

1 part Ash
1 part Oil
1 part Welding Fuel

1 part Carbon

1 part Hydrogen

Temperature 480K

Temperature 380K

1 part Saltpetre
3 parts Oxygen

1 part Potassium

1 part Nitrogen

1 part Sulfur

1 part Silver
1 part Stable Plasma
Temperature 400K

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

1 part Ash
1 part Oil
1 part Welding Fuel

1 part Carbon

1 part Hydrogen

Temperature 480K

Temperature 380K

1 part Saltpetre
3 parts Oxygen

1 part Potassium

1 part Nitrogen

1 part Sulfur

1 part Silver
1 part Stable Plasma

Temperature 400K

1 part Water
OR

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

1 part Ash
1 part Oil
1 part Welding Fuel

1 part Carbon

1 part Hydrogen

Temperature 480K

Temperature 380K

1 part Saltpetre
3 parts Oxygen

1 part Potassium

1 part Nitrogen

1 part Sulfur

1 part Silver
1 part Stable Plasma

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

1 part Iron
1 part Oxygen

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


Другие реагенты

Это другие химические вещества, которые обычно имеют немедицинское применение. Многие из них полезны при изготовлении гранат, но некоторые могут быть весьма опасны.

Name Formula Reaction conditions Description Metabolism Rate
Ice 1 part Water

Temperature below 274K


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

1 part Water

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

1 part Hydrogen

1 part Oxygen

1 part Radium
1 part Sulfuric Acid
Temperature 395K

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

1 part Mercury

1 part Sugar

1 part Blood

1 part Space Drugs
1 part Lithium

1 part Mercury

1 part Sugar

1 part Radium

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

10 units Carbon

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

1 part Mercury

1 part Sugar

1 part Blood

1 part Space Drugs
1 part Lithium

1 part Mercury

1 part Sugar

1 part Radium

1 part Unstable Mutagen
1 part Chlorine

1 part Phosphorus

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

10 parts Oxygen
Temperature 374K

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

1 part Carbon
Temperature 777K

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

1 part Mercury

1 part Sugar

1 part Blood

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

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

Click expand for list of recipes.

Oil
1 part Welding Fuel

1 part Carbon

1 part Hydrogen
: Black Carpet
Cryostylane
1 part Ice

1 part Stable Plasma

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

1 part Carbon

1 part Hydrogen

1 part Ammonia
3 parts Hydrogen
1 part Nitrogen

1 part Oxygen

Temperature 380K
: Cyan Carpet

Green Beer: Green Carpet
Orange Juice: Orange Carpet

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

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

1 part Carbon

1 part Hydrogen

1 part Tinea Luxor
Mushroom Stem (Embershroom)

2 parts Radium


or grind an unused slime extract
: Purple Carpet

Liquid Gibs: Red Carpet

Some of the above carpet chemicals can be further refined:

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

1 part Phosphorus

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

1 part Phosphorus

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

1 part Lime Juice

1 part Orange Juice

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

1 part Carbon

1 part Hydrogen

1 part Welding Fuel

1 part Oxygen

1 part Unstable Mutagen
1 part Chlorine

1 part Phosphorus

1 part Radium

1 part Stable Plasma

1 part Space Drugs
1 part Lithium

1 part Mercury

1 part Sugar

1 part Radium
1 part Stable Plasma

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

1 part Capsaicin Oil

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

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

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

1 part Phosphorus

1 part Radium

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

1 part Holy Water

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

1 part Carbon

1 part Hydrogen

1 part Chlorine

1 part Water

1 part Nitrogen

1 part Oxygen

1 part Blood

1 part Carbon

1 part Blood
Temperature 375K

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

1 part Phosphorus

1 part Radium

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

1 part Holy Water

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

1 part Carbon

1 part Hydrogen

1 part Chlorine

1 part Water

1 part Nitrogen

1 part Oxygen

1 part Blood

1 part Carbon

1 part Sugar
Temperature 375K

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

Temperature 512K

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

1 part Lime Juice

1 part Orange Juice

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

1 part Carbon

1 part Hydrogen

1 part Welding Fuel

1 part Oxygen

1 part Unstable Mutagen
1 part Chlorine

1 part Phosphorus

1 part Radium

1 part Stable Plasma

1 part Space Drugs
1 part Lithium

1 part Mercury

1 part Sugar

1 part Radium

1 part Stable Plasma

1 part Strange Reagent
1 part Unstable Mutagen
1 part Chlorine

1 part Phosphorus

1 part Radium

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

1 part Holy Water

1 part Blood
1 part Nutriment
Temperature 374K

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

1 part Potassium
1 part Sugar

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

1 part Ethanol
1 part Sodium

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

1 part Hydrogen

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

1 part Oxygen

1 part Hydrogen

1 part Fluorosurfactant
2 parts Carbon

2 parts Fluorine

1 part Sulfuric Acid

1 part Carbon
Temperature below 200K

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

1 part Sulfuric Acid

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

10 part Sorium
1 part Carbon

1 part Mercury
1 part Nitrogen

1 part Oxygen
Min react temp: 100K
Overheat temp: 900K
Optimal pH range: 5 to 9
Min purity: 0.3
Mildly exothermic
Mildly H+ consuming
Makes you completely weightless as long as it's in your system. Can be sprayed on objects to make them weightless aswell, for 1 minute per unit. Metabolizes extremely slowly. Paraplegics and clownophobes swear by this stuff. 0.04 units per tick
Growth Serum Fly amanita N/A Makes you larger as long as it's in your systems. The more you have the bigger you become. Maximum size is achievable by having at least 200 units in your body. 0.4 units per tick
Hollow Water Extract from a Geyser with a liquid pump. N/A Used in a catalystic reaction where it gets turned into holy water if its mixed with holy water. 0.4 units per tick
Impedrezene 1 part Mercury

1 part Oxygen
1 part Sugar

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

Opiate(10 points)

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

1 part Lime Juice

1 part Orange Juice

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

1 part Carbon

1 part Hydrogen

1 part Welding Fuel

1 part Oxygen

1 part Unstable Mutagen
1 part Chlorine

1 part Phosphorus

1 part Radium

1 part Stable Plasma

1 part Space Drugs
1 part Lithium

1 part Mercury

1 part Sugar

1 part Radium

1 part Stable Plasma

1 part Space Drugs
1 part Lithium

1 part Mercury

1 part Sugar

1 part Chlorine

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

1 part Fluorosulfuric Acid
1 part Fluorine

1 part Hydrogen
1 part Potassium
1 part Sulfuric Acid

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

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

N/A
Metalgen Randomized every 3 days.

Recipe can be found in a ruin.

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

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

1 part Liquid Dark Matter
1 part Carbon

1 part Stable Plasma

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

1 part Acetone
1 part Oil
1 part Welding Fuel

1 part Carbon

1 part Hydrogen

1 part Welding Fuel

1 part Oxygen

1 part Iron

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

1 part Acetone
1 part Oil
1 part Welding Fuel

1 part Carbon

1 part Hydrogen

1 part Welding Fuel

1 part Oxygen

1 part Iron

1 part Fluorosulfuric Acid
1 part Fluorine

1 part Hydrogen
1 part Potassium
1 part Sulfuric Acid

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

2 parts Oxygen
1 part Nitrogen
Temperature 525K

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

10 parts Carbon
Temperature 630K

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

5 parts Frost Oil
1 part Iron

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

5 parts Iron
5 parts Frost Oil

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

5 parts Frost Oil
1 part Potassium

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

1 part Carbon

1 part Hydrogen

3 parts Ash
1 part Oil
1 part Welding Fuel

1 part Carbon

1 part Hydrogen

Temperature 480K

2 parts Sulfuric Acid
Temperature 374K

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

1 part Phosphorus

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

1 part Hydrogen

1 part Oxygen

10 parts Liquid Gibs
Temperature 374K

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

1 part Water

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

1 part Carbon

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

1 part Silicon
1 part Water

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

1 part Ash
1 part Oil
1 part Welding Fuel

1 part Carbon

1 part Hydrogen

Temperature 480K

Temperature 380K

1 part Chlorine
1 part Ethanol

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

1 part Carbon

1 part Hydrogen

1 part Welding Fuel

1 part Oxygen

1 part Unstable Mutagen
1 part Chlorine

1 part Phosphorus

1 part Radium

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

1 part Oxygen
1 part Silver

Temperature 420K

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

1 part Ash
1 part Oil
1 part Welding Fuel

1 part Carbon

1 part Hydrogen

Temperature 480K

Temperature 380K

1 part Chlorine

1 part Ethanol

20 units Aloe Juice

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

1 part Ash
1 part Oil
1 part Welding Fuel

1 part Carbon

1 part Hydrogen

Temperature 480K

Temperature 380K

1 part Hydrogen

1 part Silicon

1 part Synaptizine
1 part Sugar

1 part Lithium

1 part Water

1 part Water

Min react temp: 100K
Overheat temp: 900K
Optimal pH range: 5 to 9
Min purity: 0.3
Mildly exothermic
Mildly H+ consuming
Pacifies by preventing the victim from using Боевой режим Combat 32.pngВключается при помощи клавиши 4, выключается при помощи клавиши 1 или может быть переключен при помощи клавиши F при стандартной раскладке. Нажатие левой кнопки на людей пустой рукой с включённым боевым режимом приведёт к удару Harm 32.png или приведёт к помощи Help 32.png если он отключен. Также позволяет вам не меняться местами с человеком или толкнуть вас если вы столкнулись., certain harmful weapons and only letting them use passive or aggressive Grab action.png Grab 32.pngУдерживайте Ctrl и нажмите левый клик по человеку пустой рукой. Неважно включен Боевой режим Combat 32.pngВключается при помощи клавиши 4, выключается при помощи клавиши 1 или может быть переключен при помощи клавиши F при стандартной раскладке. Нажатие левой кнопки на людей пустой рукой с включённым боевым режимом приведёт к удару Harm 32.png или приведёт к помощи Help 32.png если он отключен. Также позволяет вам не меняться местами с человеком или толкнуть вас если вы столкнулись. или нет. Повторите действие после небольшой задержки чтобы усилить хватку до агрессивной (уровень 2), шеи (уровень 3) и удушающей (уровень 4)... Non-harmful weapons such as disablers still work. 0.1 units per tick
Synthpax Peacekeeper Cyborgs N/A Same as Pax but metabolises much faster. Can only be produced by Peacekeeper Cyborgs. 0.6 units per tick
Dizzying Solution Peacekeeper Cyborgs N/A Makes the target dizzy and confused. Can only be produced by Peacekeeper Cyborgs. 0.6 units per tick
Tranquility Gondola Meat N/A Induces a virus that creates Pax within the victim's body and slowly turns them into a Gondola. Can be cured with Condensed Capsaicin. 0.4 units per tick
Liquid Electricity Ethereal blood, certain foods N/A The blood of Ethereals. Does nothing in non-ethereals unless it's the 'enriched' type found in some plants and food. Enriched Liquid Electricity periodically electrocutes any non-Ethereals that have it in their system. Insulated gloves do not protect against this. 0.4 units per tick
Monkey Powder 2 parts Nutriment

1 part Banana Juice
1 part Liquid Gibs

Min react temp: 100K
Overheat temp: 900K
Optimal pH range: 5 to 9
Min purity: 0.3
Mildly exothermic
Mildly H+ consuming
Add 1u water to 50u of this to create a monkey. Gibs monkeys if another monkey spawns inside them. (Results in 5 units instead of 4) 0.4 units per tick
Electrolysis 5 units Water
1 unit Liquid Electricity
Ethereal blood, certain foods

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

1 part Lime Juice

1 part Orange Juice

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

1 part Carbon

1 part Hydrogen

1 part Welding Fuel

1 part Oxygen

1 part Unstable Mutagen
1 part Chlorine

1 part Phosphorus

1 part Radium

1 part Stable Plasma

1 part Space Drugs
1 part Lithium

1 part Mercury

1 part Sugar

1 part Radium

1 part Stable Plasma

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

1 part Strange Reagent
1 part Unstable Mutagen
1 part Chlorine

1 part Phosphorus

1 part Radium

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

1 part Holy Water

1 part Nutriment

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

5 parts Lizard wine

1 part Strange Reagent
1 part Unstable Mutagen
1 part Chlorine

1 part Phosphorus

1 part Radium

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

1 part Holy Water

Temperature 374K

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

1 part Carbon

1 part Hydrogen

1 part Tinea Luxor
Mushroom Stem (Embershroom)

2 parts Radium


or grind an unused slime extract

5 parts Frost Oil
5 parts Plasma

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

8 parts Sugar

Min react temp: 50K

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

Results in 3 parts instead of 10

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

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

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

1 part Carbon

1 part Hydrogen

1 part Chlorine

1 part Water

1 part Nitrogen

1 part Oxygen

1 part Blood

1 part Carbon

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

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

1 part Welding Fuel

1 part Fluorosulfuric Acid
1 part Fluorine

1 part Hydrogen
1 part Potassium
1 part Sulfuric Acid

Temperature 380K

5 units Hydrogen Peroxide
1 part Chlorine

1 part Oxygen

1 part Water
(catalyst)

Temperature 480K

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


Virology Recipes

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

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

1 part Synaptizine
1 part Sugar

1 part Lithium

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

5 parts Milk

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

1 part Phosphorus

1 part Radium

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

1 part Phosphorus

1 part Radium

1 part Virus Food
5 parts Water
5 parts Milk

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

1 part Water

1 part Sugar

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

1 part Plasma

1 part Synaptizine
1 part Sugar

1 part Lithium

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

1 part Plasma

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

1 part Uranium

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

1 part Plasma

5 parts Uranium

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

10 parts Uranium
10 parts Silver OR Gold

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

1 part Phosphorus

1 part Radium

1 part Blood

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

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

Mutation Toxins

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

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

Unique Chemicals

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

Name Formula Reaction conditions Description Chemical properties
Eigenstasium


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

1 part Caramel
1 part Bluespace Dust
Grind a bluespace crystal

1 part Stable Plasma

Min temp: 350K


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

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

Expand for long description.

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

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

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

Rate: 0.4u/tick


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

Lavaland Chemicals

Found primarily in Lavaland flora.

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

Toxins

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

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


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

3 parts Chlorine

1 part Ethanol
1 part Water

Min temp: 200K


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

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


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

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

1 part Ash
1 part Oil
1 part Welding Fuel

1 part Carbon

1 part Hydrogen

Temperature 480K

Temperature 380K

1 part Hydrogen
1 part Silicon

Min temp: 100K


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

Hallucinations A potent hallucinogenic compound that is illegal under space law. Formerly known as LSD, but was renamed so people understand that it is not a "fun time".
For people with the Reality Dissociation Syndrome trait, this will instead suppress hallucinations. (Results in 5 units instead of 3)
0.4 units per tick N/A hallucinogens(18 points)
Mute Toxin


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

2 parts Uranium

1 part Water
1 part Carbon

Min temp: 100K


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

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


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

1 part Mute Toxin
2 parts Uranium

1 part Water

1 part Carbon

1 part Nothing
1 part Radium

Min temp: 100K


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

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


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

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

1 part Ash
1 part Oil
1 part Welding Fuel

1 part Carbon

1 part Hydrogen

Temperature 480K

Temperature 380K

1 part Ammonia
3 parts Hydrogen
1 part Nitrogen

1 part Welding Fuel

1 part Unstable Mutagen
1 part Chlorine

1 part Phosphorus

1 part Radium

1 part Milk

Min temp: 100K


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

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


Unreacted purity: 75%

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

1 part Phosphorus

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


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

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

1 part Carbon

1 part Hydrogen

1 part Chlorine

1 part Water

1 part Sodium
1 part Carbon
1 part Oxygen

1 part Sulfuric Acid

1 part Ammonia
3 parts Hydrogen
1 part Nitrogen

1 part Aluminium
1 part Bromine

1 part Lithium

1 part Plasma
1 part Hydrogen

Min temp: 100K


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

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

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

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


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

1 part Acetone
1 part Oil
1 part Welding Fuel

1 part Carbon

1 part Hydrogen

1 part Welding Fuel

1 part Oxygen

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

1 part Ethanol

1 part Sulfur

Min temp: 100K


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

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


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

1 part Chlorine

1 part Phosphorus
1 part Radium

Min temp: 100K


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

Mutations Causes mutations when injected into/consumed by living people or plants. In people the mutation happens instantly the moment you take the chem, and not from metabolization. The chance to activate a dormant bad mutation is 98%, and good mutation 2%. Also useful for Virology. Turns into blood if mixed with blood, due to Blood Duplication
1 part Unstable Mutagen
1 part Chlorine

1 part Phosphorus

1 part Radium

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


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

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

1 part Ethanol

1 part Oil
1 part Welding Fuel

1 part Carbon

1 part Hydrogen

1 part Hydrogen

1 part Sugar

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

1 part Ethanol

1 part Mercury

Min temp: 100K


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

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


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

1 part Ethanol

1 part Oxygen
1 part Silver
Temperature 420K

Min temp: 420K


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

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


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

1 part Space Drugs
1 part Lithium

1 part Mercury

1 part Sugar

Temperature 674K

Min temp: 674K


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

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

Opiate(25 points)

Cyanide


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

1 part Oil
1 part Welding Fuel

1 part Carbon

1 part Hydrogen

1 part Ammonia
3 parts Hydrogen
1 part Nitrogen

1 part Oxygen
Temperature 380K

Min temp: 380K


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

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


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

5 parts Morphine
2 parts Carbon

2 parts Hydrogen
1 part Ethanol
1 part Oxygen

Temperature 480K

5 parts Carpotoxin
Space Carp, Koibeans, Emagged Chem Dispenser

5 parts Copper

Min temp: 100K


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

Fake death, stun If ingested instantly knocks people out, and makes them appear dead to the most rudimentary of tests. If taken any other way than ingestion it makes you confused and drowsy cycle 1-5, deals 40 stamina damage cycle 5-8 and causes the fake death cycle 9 and onwards. Deals 0.5 suffocation and toxin damage per tick. (Results in 2 units instead of 15) 0.4 units per tick N/A
Ghoul Powder


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

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

1 part Carbon

1 part Hydrogen

1 part Welding Fuel

1 part Oxygen

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

1 part Ethanol

1 part Phenol
1 part Oil
1 part Welding Fuel

1 part Carbon

1 part Hydrogen

1 part Chlorine

1 part Water

1 part Chlorine
1 part Hydrogen

1 part Oxygen

1 part Zombie Powder
5 parts Morphine
2 parts Carbon

2 parts Hydrogen
1 part Ethanol
1 part Oxygen

Temperature 480K

5 parts Carpotoxin
Space Carp, Koibeans, Emagged Chem Dispenser

5 parts Copper
Min temp: 100K


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

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


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

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

1 part Ash
1 part Oil
1 part Welding Fuel

1 part Carbon

1 part Hydrogen

Temperature 480K

Temperature 380K

1 part Ammonia
3 parts Hydrogen
1 part Nitrogen

1 part Welding Fuel

Min temp: 280K


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

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

1 part Carbon

1 part Hydrogen

1 part Tinea Luxor
Mushroom Stem (Embershroom)

2 parts Radium


or grind an unused slime extract

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


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

1 part Formaldehyde
1 part Ethanol

1 part Oxygen
1 part Silver

Temperature 420K

1 part Sodium Chloride
1 part Sodium
1 part Chlorine

1 part Lithium

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


Unreacted purity: 75%

N/A
Rotatium


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

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

1 part Ash
1 part Oil
1 part Welding Fuel

1 part Carbon

1 part Hydrogen

Temperature 480K

Temperature 380K

1 part Saltpetre
3 parts Oxygen

1 part Potassium

1 part Nitrogen

1 part Sulfur

1 part Silver
1 part Stable Plasma

Temperature 400K

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

1 part Ash
1 part Oil
1 part Welding Fuel

1 part Carbon

1 part Hydrogen

Temperature 480K

Temperature 380K

1 part Hydrogen

1 part Silicon

1 part Fentanyl
1 part Space Drugs
1 part Lithium

1 part Mercury

1 part Sugar

Temperature 674K
Min temp: 100K


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

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


Unreacted purity: 75%

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


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

1 part Haloperidol
1 part Oil
1 part Welding Fuel

1 part Carbon

1 part Hydrogen

1 part Potassium Iodide
1 part Potassium
1 part Iodine

1 part Aluminium
1 part Chlorine

1 part Fluorine

1 part Impedrezene
1 part Mercury

1 part Oxygen

1 part Sugar

1 part Radium

Min temp: 100K


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

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


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

1 part Fluorine

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

Min temp: 380K


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

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


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

1 part Fluorosulfuric Acid
1 part Fluorine

1 part Hydrogen
1 part Potassium
1 part Sulfuric Acid

Temperature 380K

1 part Hydrogen Peroxide
1 part Chlorine

1 part Oxygen

1 part Water

1 part Nitrogen
Temperature 480K

Min temp: 480K


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

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

1 part Toxin
Hacked NanoMed vendors, Emagged Chem Dispenser

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

4 parts Ethanol

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

4 parts Water

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

Impure / Inverse / Failed Chemicals

These chemicals can only be created from inoptimal reactions.

Name Description Chemical properties
Chemical Isomers


Impure reagent
pH: 3

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


Inverse reagent
pH: 2

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


Impurity: Water
pH: 1.5

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


Impure reagent
pH: 11

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


Addictions:
medicine

Helgrasp


Inverse reagent
pH: 14

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


Impure reagent
pH: 13.5

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


Addictions:
Weak medicine

Metabolic Inhibition Factor


Impure reagent
pH: 1

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


OD: 10u
Addictions:
Weak medicine

Lentslurri


Impure reagent
pH: 3

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


Addictions:
medicine

Ichiyuri


Impure reagent
pH: 1.7

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


Addictions:
Weak medicine

Aivime


Impure reagent
pH: 3.1

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


Addictions:
Weak medicine

Herignis


Inverse reagent
pH: 0.8

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


OD: 25u
Addictions:
Weak medicine

Super Melatonin


Inverse reagent
pH: 12.5

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


Addictions:
Weak medicine
Works on the dead

Coveroli


Inverse reagent
pH: 3.82

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


Addictions:
Weak medicine

Technetium 99


Inverse reagent
pH: 2

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


Impure reagent
pH: 2

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


Addictions:
Weak medicine
Works on the dead

Monover


Inverse reagent
pH: 0.5

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


Addictions:
Weak medicine

Nooartrium


Inverse reagent
pH: 14

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

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

Rate: 0.05u/tick


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

Cryogelidia


Inverse reagent
pH: 14

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


Works on the dead

Eigenswap


Impure reagent
pH: 3.3

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


Impure reagent
pH: 7

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


Impure reagent
pH: 7

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


Impure reagent
pH: 7

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


Impure reagent
pH: 7

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

Can also be found in plums.

Rate: 0.1u/tick
Mannitoil


Impure reagent
pH: 12.4

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


Addictions:
Weak medicine

Neruwhine


Inverse reagent
pH: 13.4

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


Addictions:
medicine

Corazargh


Inverse reagent
pH: 13.5

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


Addictions:
Weak medicine
Works on the dead

Prohol


Inverse reagent
pH: 2

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


Addictions:
Weak medicine

Oculater


Inverse reagent
pH: 13

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


Addictions:
Weak medicine

Tinacusiate


Impure reagent
pH: 1

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


Addictions:
medicine

Доставка реагентов

Существуют различные способы воздействия химических веществ на человека или окружающую среду.

Виды доставки

Существует 5 типов доставки, они называются Поглощение, инъекция, распыление, прикосновение и патч. Если вас не интересуют подробности, вы можете перейти к разделу дым vs пена vs другие.

Поглощение

При поглощении реагентов они попадают в желудок. Отдельные реагенты, находящиеся в желудке, со временем перевариваются, в результате чего они медленно перемещаются в кровоток со скоростью, частично зависящей от их количества в желудке и типа желудка или (расы). Большинство реагентов не оказывают никакого действия, пока не попадут в кровь, где начинают метаболизироваться (исключение составляет молоко). Они могут быть исторгнуты, если человека вырвет. Для приема внутрь используются таблетки, сигареты, электронные сигареты и пить/есть реагент напрямую. Вдыхание дыма Считается приемом внутрь, с той лишь разницей, что дым минует желудок и попадает непосредственно в кровь. Probital Лучше всего действует при приеме внутрь.

Инъекция

При инъекции реагент просто попадает в кровь цели и начинает метаболизироваться. Реагенты в крови могут быть отфильтрованы при помощи хирургии. Используется в шприцах и капельницах.Syriniver работает лучше при инъекциях

Распыление

Распыление используется для доставки химикатов на расстоянии или по области при помощи бутылок со спреем и пены. Часть реагентов попадет в кровь цели, в зависимости от общей биозащиты, которую обеспечивает одежда цели. Любой Модсюит обычно делает цель полностью невосприимчивой к попаданию реагентов в кровь, если шлем закрыт. Но если реагент содержит компонент на основе «паров», этот компонент все равно будет влиять на цель, например Fluorosulfuric Acid. Смотрите больше пена, с примерами. Hercuri работает лучше всего когда распылен.

Прикосновение

Дым и разбрызгивание имеет способ доставки в виде прикосновения. Если у реагента есть компонент, основанный на «прикосновении», то этот компонент будет воздействовать на цель (как, например, компонент мгновенного исцеления Synthflesh), Ничего не попадет в кровь цели, за исключением дыма, если у той выключена система жизнеобеспечения. В настоящий момент все компоненты с эффектом прикосновения также являются патчами. Смотрите больше в Дым ниже, для примеров.

Патч

Патч используется в пластырях и медицинских гелях. Реагент полностью попадает в кровь цели, и если в составе реагента есть компонент, основанный на «пластыре», то этот компонент будет воздействовать на цель. В настоящее время все компоненты «патча» также являются компонентами «прикосновения».

Дым vs пена vs другие

Вот основные практические различия между таблетками, шприцами, пластырями и сигаретами, дым, пена, разбрызгивание и распыление.

Таблетки

Таблетки могут быть мгновенно поглощены если применить их на себе. Но они не работает, если рот закрыт. Плазмаменам будет трудно принять их. В них содержится до 50 юнитов. Не попадают в кровь мгновенно.

Шприцы

Шприцы можно вводить людям даже с закрытым ртом, вручную или с помощью шприцемета. Он не действует на игроков, одетых в костюмы МодСюит или другую одежду, защищающую от проколов, если только вы не используете пробивной шприц или не сумеете прицелиться в открытую часть их тела. Големы совершенно невосприимчивы к шприцам (даже к пробивным), но патчи работают на них. Шприц вмещает 10-60 юнитов, в зависимости от типа. Обычные шприцы вмещают 15 мкг.

Патчи

Вводит все реагенты в кровь человека через любую одежду, включая костюмы MODsuits. Способ передачи прикосновение/патч . Пример:Патч, содержащий 20 юнитов Synthflesh мгновенно исцелит 25 физического и ожогового урона (прикосновение), а также попадает в кровь цели (что в данном случае ничего не дает). Используется на плазмаменах. может содержать до 40 юнитов.

Сигареты

Можно загрузить реагенты вовнутрь. Если вы курите/парите вейп, вы будете медленно поглощать любые реагенты, что содержит сигарета/сигара/электронная сигарета. Однако если реагенты слишком разбавлены, они могут не успеть накопиться в крови достаточно быстро, чтобы оказать хоть какое-то воздействие. Электронным сигаретам можно поднять напряжение при помощи отвертки и мультитула чтобы создавать дым.

Дым

Когда происходит реакция дыма, дым поглощает любой другой реагент в своих оригинальных контейнерах и распространяет его на пол и людей/мобов, которые попадают в зону его действия. Люди, попавшие в дым, будут касаться реагента. Если у них нет внутренних органов или противогаза, они также будут вдыхать реагенты. Количество дыма не разбавляет реагенты. Реагенты будут копиться на каждого человека или плитку (не на стены, окна или двери) в течение всего времени действия облака. Реагенты, которые специально настроены на воздействие на пол/окружающую среду (например, кровь, acid или Space Cleaner) будут это делать. Дым обычно блокирует зрение.
Пример дыма 1: Дым, содержащий 20u Synthflesh. Все, кто попал в облако, включая людей в Модсюитах, будут медленно восстанавливать 25 единиц физического и ожогового урона (и получать урон от токсинов), если останутся в дыму на весь срок его действия (в противном случае они будут восстанавливаться частично). Те, кто не использует баллоны с воздухом, также ingest 20u лекарства, заставляя его попасть в кровь (что в данном случае ничего не делает).

Примеры дыма: Дым, содержащий 20u Chlorine Trifluoride(CLF3). CLF3 имеет компонент касаться поэтому все, кто попадет в облако, включая людей в МодСюитах и с включенными баллонами воздуха, загорятся. Кроме того, CLF3 наносит урон от ожогов окружающей среде, так как в нем заложена такая функция. Те, кто не носит внутренностей, также Поглотят 20u CLF3 CLF3 и, таким образом, начнут нагреваться изнутри, эффективно сгорая изнутри и снаружи одновременно.

Пена

При возникновении пенной реакции пена поглощает любой другой реагент, находящийся в оригинальных контейнерах, и распространяет его на пол и людей/машин, попавших в зону ее действия. Пена распространяется медленнее, чем дым, и обычно скользкая. Реагенты будут копиться с помощью пара типа доставки к лицам, подвергшимся воздействию, в течение всего времени действия пены, НО реагенты будут сильно разбавлены в зависимости от количества используемого пенящегося реагента. Любая одежда уменьшает количество реагентов, попадающих в кровь человека. При возникновении пенной реакции пена поглощает любой другой реагент, находящийся в оригинальных контейнерах, и распространяет его на пол и людей/машин, попавших в зону ее действия. Пена распространяется медленнее, чем дым, и обычно скользкая. Реагенты будут копиться с помощью vapor типа доставки к лицам, подвергшимся воздействию, в течение всего времени действия пены, НО реагенты будут сильно разбавлены в зависимости от количества используемого пенящегося реагента. Любая одежда уменьшает количество реагентов, попадающих в кровь человека. Кроме того, введение пенного реагента в кровоток делится на несколько «тиков». Для того чтобы реагент попал в кровоток, необходимо минимальное количество реагента в каждом тике. Поэтому если в реакции содержится слишком мало реагентов или используется слишком много пены, то пена ничего не сделает. Эти тики считаются «после» разбавления и защиты одеждой. С другой стороны, если вы используете очень малое количество пены, реагенты могут размножиться в кровотоке и превысить первоначальное количество. МОДсуиты в шлемах сделают людей невосприимчивыми к попаданию реагентов в кровь через пену. Несмотря на разбавление, пена все равно скопирует оставшиеся химикаты, такие каккислота, CLF3, или Space Cleaner а любую плитку, которой она коснется (но не на стены, окна или двери). Пена не закрывает обзор.

Пример пены 1 1: 250 юнитов пены, содержащей 10 юнитов. Cyanide распространят синюю пену, которая ничего не сделает с теми, кого коснется. Яд слишком разбавлен, чтобы вообще подействовать.

Пример пены 2: 20 юнитов пены содержат 250 юнитов Fluorosulfuric Acid. На небольшой площади и у всех, кого коснулась пена, большое количество кислоты будет медленно плавить их одежду, а также пораженный пол и предметы. У тех, кто не носил МодСюит, в зависимости от того, что на них было надето и как долго они находились в пене, в кровь также попадет большое количество кислоты. Были ли на них включен баллон с воздухом или нет, не имеет значения.

Splashing

Throwing a beaker or using Rightclick.pngПростой правый клик. Не имеет значения включен или выключен Боевой режим Combat 32.pngВключается при помощи клавиши 4, выключается при помощи клавиши 1 или может быть переключен при помощи клавиши F при стандартной раскладке. Нажатие левой кнопки на людей пустой рукой с включённым боевым режимом приведёт к удару Harm 32.png или приведёт к помощи Help 32.png если он отключен. Также позволяет вам не меняться местами с человеком или толкнуть вас если вы столкнулись.. 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.