Guide to Chemistry

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This guide will be useful to chemists, or whoever else happens to be in medbay at the moment.

Chemicals

The building blocks of chemistry are aluminium, bromine, carbon, chlorine, copper, ethanol, fluorine, hydrogen, iodine, iron, lithium, mercury, nitrogen, oxygen, phosphorus, potassium, radium, silicon, silver, sodium, stable plasma, sugar, sulphur, sulphuric acid, water and welding fuel. These can be produced from Chem Dispensers

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

Some pure chemicals are lethal or will cause heavy toxin damage if injected or ingested in their pure form.

Grinding minerals from mining will also get you:

  • Plasma
  • Uranium

Emagging a chem dispenser will add:

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

The NanoMed Plus is your main source of generic toxin when hacked.

Some chemical reactions will require you to heat the reagents in a Chemical Heater. This machine will heat a beaker to the desired temperature, slowing down the heating speed as it approaches the target temperature. If you don't risk making the chemical explode by overheating it (such as Meth) you can just set it to a very high temperature to avoid this.

Machinery

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

Chemistry Dispensers

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

Available chemicals:

Click expand to see what chemicals are available:

Normal:

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

Upgraded (tier 4 matter manipulator):

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

Emagged:

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

Upgradeable parts:

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

Chemical Heater

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


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


Upgrading the laser will increase the heating/cooling speed.

ChemMaster 3000

Separates, bottles, and makes pills/patches out of chemicals loaded inside. You can load pretty much any container - beakers, spray bottles, water bottles and so on.

Maximum size for dispensed bottles is 30u, patches 40u and pills 50u. Use a chemistry bag to quickly move large quantities of bottles, patches or pills.

Can be upgraded with bigger beakers to allow a bigger buffer. By default it contains two ordinary 50u beakers for a total buffer volume of 100u.

All-In-One Grinder

Grinds, crushes, liquefies and extracts reagents from materials placed into it.

If there is a significant reagent associated with the item, the Reagent grinder will distill a pure sample inside the collection beaker.

For example: Plasma/gold/uranium/metal sheets, donk pockets, fruits, dead mice.

Smoke Machine

Dispenses any chemical inside as a smoke cloud. Needs to be secured by wrenching first.

A great alternative to smoke grenades, but easily incites lynch mobs.

Can only be obtained through the circuit board being printed, and the required parts being assembled first.

Upgradeable parts:

Click expand to see upgrades:
  • Manipulator: Unlocks the higher range settings.
  • Matter bin: Increases maximum capacity.
  • Capacitor: Increases efficiency.

Metabolism

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

Active Pure Chemicals

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

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

Components

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

Name Recipe Description
Ash 1 part Oil

Temperature 480k

Basic Ingredient
Ash (Alternate Recipe) Light a piece of paper on fire, and scoop up the resulting ashes with a beaker. Basic Ingredient
Carpet 1 part Space Drugs

1 part Blood

Creates a dirty carpet on the floor.
Oil 1 part Welding Fuel

1 part Carbon

1 part Hydrogen

Burns in a small smoky fire, mostly used to get Ash.
Oil(Alternate Recipe) Scoop up oil from destroyed cyborgs or robots off the ground with a beaker. Burns in a small smoky fire, mostly used to get Ash.
Phenol 1 part Oil

1 part Chlorine

1 part Water

Used for certain medical recipes.
Acetone 1 part Oil

1 part Welding Fuel

1 part Oxygen

Common ingredient in other recipes.
Diethylamine 1 part Ammonia

1 part Ethanol

A very potent fertilizer, and the base component of some medicines.
Ammonia 3 parts Hydrogen

1 part Nitrogen

An effective fertilizer which is better than what is available to the botanist initially, though it isn't as powerful as Diethylamine (results in 3 units instead of 4).
Saltpetre 3 parts Oxygen

1 part Potassium

1 part Nitrogen

Ingredient for Bath Salts and Black Powder (results in 3 units instead of 5). Increases potency of plants.
Lye 1 part Sodium

1 part Hydrogen

1 part Oxygen

Useful in the manufacturing of wax items like soap.
Lye(Alternate Recipe) 1 part Ash

1 part Water

Useful in the manufacturing of wax items like soap.
Hydrogen Peroxide 1 part Chlorine

1 part Oxygen

1 part Water

Burns people on touch.
Pentaerythritol 1 part Acetaldehyde

3 parts Formaldehyde

1 part Water

Results in 2 units instead of 5.
Acetaldehyde 1 part Acetone

1 part Formaldehyde

1 part Water

Temperature 450K

Acetone Oxide 2 parts Acetone

1 part Hydrogen Peroxide

1 part Oxygen

Burns people badly on touch. (results in 2 units instead of 4)
Wittel Extract from a Geyser with a liquid pump, or by beaker. A geyser has a 1 in 27 chance to produce Wittel. Does nothing, but can be used in advanced chemicals.
Hyper-Plasmium Oxide Extract from a Geyser with a liquid pump, or by beaker. A geyser has a chance to produce this. Does nothing, but can be used to make Exotic Stabilizer

Medicines

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

Core Healing Medicines

These healing drugs form the "core" drugs used to heal the most common forms of damage. All other medical drugs outside of this section are either harder to make upgrades, or highly specific forms of healing for rarer situations.

Name Recipe Treatment for Description Metabolism Rate Overdose Threshold Addiction Threshold
Bicaridine 1 part Carbon

1 part Oxygen

1 part Sugar

Brute Restores bruising. Overdose causes it instead. 0.2 units per tick 30 units N/A
Styptic Powder 1 part Aluminum

1 part Hydrogen

1 part Oxygen

1 part Sulphuric Acid

Brute If used in touch-based applications, immediately restores bruising as well as restoring more over time. If ingested through other means or overdosed, deals minor toxin damage. 0.2 units per tick 45 units N/A
Trophazole 1 part Copper

2 parts Acetone

1 part Phosphorus

Brute Orginally developed as fitness supplement, this chemical accelerates wound healing and if ingested turns nutriment into healing peptides 0.2 units per tick 20 units N/A
Kelotane 1 part Carbon

1 part Silicon

Burn Heals burn damage. Overdose causes it instead. 0.2 units per tick 30 units N/A
Silver Sulfadiazine 1 part Ammonia

1 part Silver

1 part Sulfur

1 part Oxygen

1 part Chlorine

Burn If used in touch-based applications, immediately restores burn wounds as well as restoring more over time. If ingested through other means or overdosed, deals minor toxin damage. 0.2 units per tick 45 units N/A
Rhigoxane 3 parts Cryostylane

1 part Bromine

1 part Lye

Burn A second generation burn treatment agent exhibiting a cooling effect that is especially pronounced when deployed as a spray. Its high halogen content helps extinguish fires. 0.2 units per tick 25 units N/A
Tricordrazine 1 part Bicaridine

1 part Kelotane

1 part Dylovene

Brute, Burn, and Toxin A weak dilutant that slowly heals brute, burn, and toxin damage. 0.2 units per tick N/A N/A
Synthflesh 1 part Blood

1 part Carbon

1 part Styptic Powder

Brute and Burn Has a 100% chance of instantly healing brute and burn damage. One unit of the chemical will heal one point of damage. Touch application only. Can unhusk bodies. 0.2 units per tick N/A N/A
Dylovene 1 part Nitrogen

1 part Silicon

1 part Potassium

Toxin Heals toxin damage and removes toxins in the bloodstream. Overdose causes toxin damage. 0.2 units per tick 30 units N/A
Charcoal 1 part Ash

1 part Sodium Chloride

Temperature 380K

Toxin Heals toxin damage as well as slowly removing any other chemicals the patient has in their bloodstream. 0.5 units per tick N/A N/A
Thializid 1 part Sulfur

1 part Fluorine

1 part Toxin

2 parts Nitrous Oxide

Toxin A potent antidote for intravenous use with a narrow therapeutic index, it is considered an active prodrug of oxalizid. 0.75 units per tick 6 units N/A
Oxalizid Metabolite of thializid Toxin The active metabolite of thializid. Causes muscle weakness on overdose 0.25 units per tick 25 units N/A
Dexalin 5 parts Oxygen

1 unit Plasma(catalyst)

Suffocation Restores oxygen loss. Overdose causes it instead. 0.2 units per tick 30 units N/A
Salbutamol 1 part Salycilic Acid

1 part Lithium

1 part Aluminum

1 part Bromine

1 part Ammonia

Suffocation Rapidly restores oxygen deprivation as well as preventing more of it to an extent. 0.25 units per tick N/A N/A
Saline-Glucose Solution 1 part Sodium Chloride

1 part Water

1 part sugar

Brute, Burn, and Bloodloss Has a 33% chance per metabolism cycle to heal brute and burn damage. Can be used as a temporary blood substitute. 0.5 units per tick 60 units N/A
Cryoxadone 1 part Stable Plasma

1 part Acetone

1 part Unstable Mutagen

All types A chemical mixture with almost magical healing powers. Its main limitation is that the patient's body temperature must be under 270K for it to metabolise correctly. 0.4 units per tick N/A N/A
Clonexadone 1 part Cryoxadone

1 part Sodium

5 units Plasma(catalyst)

Clone A chemical that derives from Cryoxadone. It specializes in healing clone damage, but nothing else. Requires very cold temperatures to properly metabolize, and metabolizes quicker than cryoxadone. 1.5 units per tick N/A N/A
Mannitol 1 part Sugar

1 part Hydrogen

1 part Water

Brain Efficiently restores brain damage. 0.2 units per tick N/A N/A
Neurine 1 part Mannitol

1 part Acetone

1 part Oxygen

Minor brain traumas Reacts with neural tissue, helping reform damaged connections. Can cure minor traumas. 0.2 units per tick N/A N/A
System Cleaner 1 part Ethanol

1 part Chlorine

2 parts Phenol

1 part Potassium

Toxin Neutralizes harmful chemical compounds inside synthetic systems. 0.5 units per tick N/A N/A
Liquid Solder 1 part Ethanol

1 part Copper

1 part Silver

Brain Repairs brain damage in synthetics. 0.2 units per tick N/A N/A

Category 2 Medicines

These drugs are similar to core healing medicines, but generally come with an ill effect, discouraging constant use, good for emergency healing and/or converting damage types

Name Recipe Treatment for Description Metabolism Rate Overdose Threshold Addiction Threshold
Helbital 1 part Sugar

1 part Fluorine

1 part Carbon

Brute Named after the Norse goddess Hel, this medicine heals the patient's bruises the closer they are to death. Patients will find the medicine 'aids' their healing if not near death by causing asphyxiation. 0.2 units per tick 35 units N/A
Libital 1 part Phenol

1 part Oxygen

1 part Nitrogen

Brute A bruise reliever. Does minor liver damage. 0.2 units per tick N/A N/A
Aiuri 1 part Ammonia

1 part Sulphuric Acid

2 parts Hydrogen

Burn Used to treat burns. Does minor eye damage. 0.2 units per tick
Tirimol 3 parts Nitrogen

2 parts Acetone

1 unit Sulphuric Acid(catalyst)

Suffocation An oxygen deprivation medication that causes fatigue. Prolonged exposure causes the patient to fall asleep once the medicine metabolizes. 0.2 units per tick N/A N/A
Seiver 1 part Nitrogen

1 part Potassium

1 part Aluminium

Radiation and Toxin A medicine that shifts functionality based on temperature. Colder temperatures incurs radiation removal while hotter temperatures promote antitoxicity. Damages the heart. 0.2 units per tick N/A N/A
Penthrite 1 part Pentaerythritol

1 part Acetone

1 part Nitric Acid

1 part Wittel

Heart, Crit An expensive medicine that aids with pumping blood around the body even without a heart, and prevents the heart from slowing down. It reacts violently with other emergency medication. 0.2 units per tick 50 units N/A

Superior Healing Medicines

These healing drugs are harder to make than the core healing drugs, however they are significantly better at healing.

Also, many upgraded drugs can be overdosed with, leading to a negative outcome. Be sure to monitor how many units of chemicals someone is injected with.

Name Recipe Treatment For Description Metabolism Rate Overdose Threshold Addiction Threshold

Unique Healing Medicines

These healing drugs preform a unique function that is not commonly used or seen in game.

Name Recipe Treatment for Description Metabolism Rate Overdose Threshold Addiction Threshold

Narcotics

Narcotics are highly addicitve 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.

Pyrotechnics

The manipulation of fire and matter.

Name Recipe Description

Other Recipes

These are either pure reactions that typically leave nothing remaining or other chemicals that have non-medicinal uses. Many of these are useful in the manufacture of grenades, but many can be quite dangerous.

Name Formula Description

Virology Recipes

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

Name Formula Description

Mutation Toxins

Obtainable through xenobiology, these chemicals transform humaniods in other humanoid races.

Toxins

The deadliest of deadly chemicals. You can get a bunch of these through the traitor uplink, but if you don't wanna waste telecrystals you can mix it.

Mushroom Chemicals

Found primarily in Lavaland flora.

Name Type Description Metabolism Rate

Reagent Delivery

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

Delivery types

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

Ingest

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

Inject

Works the same as ingest, where the reagent simply enters the target's bloodstream. Used by syringes and IV-drips.

Vapor

Vapor is used by (ranged) spray bottles and foam. A portion of the reagents will enter the bloodstream of the target, but clothes will protect from some/most/all of it depending on clothing. Any hardsuit typically makes the target completely immune to getting it into their bloodstream, if the helmet is closed. But if the reagent has a "vapor" based component, that component will still affect the target, like Fluorosulfuric Acid. See more about foam below, with examples.

Touch

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

Patch

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

Smoke vs foam vs others

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

Pills

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

Syringes

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

Patches

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

Cigarettes

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

Smoke

When a smoke reaction occurs, the smoke will consume any other reagent in its original containers, and spread that reagent to flooring and people/mobs who enter its area of effect. People who enter the smoke will be touched by the reagents. If they do not have internals on, they will also ingest the reagents. The amount of smoke does not dilute the reagents. The reagents will be copied to every individual or tile (not walls, windows or doors) over the cloud's duration. Reagents that are special coded to affect floor/environment (such as blood, acid or Space Cleaner) will do so. Smoke will usually block sight.

Smoke example 1: Smoke containing 20u Synthflesh. Everyone caught in the cloud, including people wearing hardsuits, will slowly heal 25 brute and burn, if they stay in the smoke for its full duration (otherwise they will heal partially). Those who are not wearing internals will also ingest 20u of the medicine, making it enter their bloodstream (which does nothing in this case).

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

Foam

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

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

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

Splashing

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

Spraying

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


Beyond the Dispenser

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