Guide to Chemistry
This guide will be useful to chemists, or whoever else happens to be in medbay at the moment.
If you would like to learn how to obtain chemicals without a chem dispenser already set-up, then see the Guide to Ghetto Chemistry.
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, 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:
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:
- 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:
- 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 the speed of surgical steps 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
1 part Welding Fuel 1 part Carbon Temperature 480K |
Basic Ingredient |
Oil ▮ | 1 part Welding Fuel 1 part Carbon |
Burns in a small smoky fire, mostly used to get Ash. |
Phenol ▮ | 1 part Oil
1 part Welding Fuel 1 part Carbon 1 part Chlorine |
Used for certain medical recipes. |
Acetone ▮ | 1 part Oil
1 part Welding Fuel 1 part Carbon 1 part Welding Fuel |
Common ingredient in other recipes. |
Sodium Chloride ▮ | 1 part Chlorine 1 part Sodium |
A reagent analyzer says a salt shaker contains table salt, but this is the same as sodium chloride. |
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). |
Diethylamine ▮ | 1 part Ammonia 3 parts Hydrogen 1 part Nitrogen 1 part Ethanol |
A very potent fertilizer, and the base component of some medicines. |
Saltpetre ▮ | 3 parts Oxygen 1 part Potassium |
Ingredient for Bath Salts and Black Powder (results in 3 units instead of 5). Increases potency of plants. |
Lye ▮ | 1 part Hydrogen 1 part Oxygen 1 part Ash
1 part Oil
1 part Welding Fuel 1 part Carbon Temperature 480K 1 part Carbon |
Useful in the manufacturing of wax items like soap. Bottom recipe results in 2 units instead of 3. |
Hydrogen Peroxide ▮ | 1 part Chlorine 1 part Oxygen |
Burns people on touch. |
Pentaerythritol ▮ | 3 parts Formaldehyde 1 part Ethanol 1 part Oxygen 1 part Acetaldehyde
1 part Acetone 1 part Oil
1 part Welding Fuel 1 part Carbon 1 part Welding Fuel 1 part Formaldehyde 1 part Ethanol 1 part Oxygen 1 part Water 1 part Water |
Results in 2 units instead of 5. |
Acetaldehyde ▮ | 1 part Acetone 1 part Oil
1 part Welding Fuel 1 part Carbon 1 part Welding Fuel 1 part Formaldehyde 1 part Ethanol 1 part Oxygen 1 part Water |
|
Acetone Oxide ▮ | 2 parts Acetone 1 part Oil
1 part Welding Fuel 1 part Carbon 1 part Welding Fuel 1 part Hydrogen Peroxide 1 part Chlorine 1 part Oxygen 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. |
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 |
Brute | Heals 0.5 brute per tick. Overdosing deals 2 brute per tick. | 0.2 units per tick | 30 units | N/A |
Styptic Powder ▮ | 1 part Aluminum 1 part Hydrogen 1 part Sulphuric Acid 4 parts Oxygen 2 parts Hydrogen |
Brute | On touch, instantly heals 1 brute and then 2 brute per tick while it stays in the system. If not applied via touch also instantly deals 0.5 toxin damage. Overdosing deals 2.5 brute and 0.5 toxin per tick. | 0.2 units per tick | 45 units | N/A |
Trophazole ▮ | 2 parts Acetone 1 part Oil
1 part Welding Fuel 1 part Carbon 1 part Welding Fuel 1 part Copper |
Brute | Heals 1.5 brute per tick by itself. When taken with food heals an additional 1.5 brute and 0.5 burn per tick. Overdosing deals 3 brute per tick. | 0.2 units per tick | 20 units | N/A |
Kelotane ▮ | 1 part Carbon 1 part Silicon |
Burn | Heals 0.5 burn per tick. Overdosing deals 2 burn per tick. | 0.2 units per tick | 30 units | N/A |
Silver Sulfadiazine ▮ | 1 part Ammonia 3 parts Hydrogen 1 part Nitrogen 1 part Chlorine |
Burn | On touch, instantly heals 1 burn and then 2 burn per tick while it stays in the system. If not applied via touch also instantly deals 0.5 toxin damage. Overdosing deals 2.5 burn and 0.5 toxin per tick. | 0.2 units per tick | 45 units | N/A |
Rhigoxane ▮ | 1 part Cryostylane 1 part Nitrogen 1 part Stable Plasma 1 part Bromine 1 part Lye 1 part Hydrogen 1 part Oxygen 1 part Ash
1 part Oil
1 part Welding Fuel 1 part Carbon Temperature 480K 1 part Carbon |
Burn | While in your body heals 2 burn per tick and continues to cool you down. Overdosing deals 3 burn per tick and starts cooling you down at a dangerous rate. On vapor application, cools you down, reduces flammability, and extinguishes. | 0.2 units per tick | 25 units | N/A |
Tricordrazine ▮ | 1 part Bicaridine 1 part Carbon 1 part Oxygen 1 part Kelotane 1 part Carbon 1 part Silicon 1 part Dylovene 1 part Nitrogen 1 part Potassium |
Brute, Burn, and Toxin | 80% chance every tick to heal 0.25 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 1 part Aluminum 1 part Hydrogen 1 part Sulphuric Acid 4 parts Oxygen 2 parts Hydrogen |
Brute and Burn | Touch only. Instantly heals 1.25 brute and burn on application. Can unhusk bodies once 100u at once are applied to the body via touch. Used in the cloning pod and limb grower. | 0.2 units per tick | N/A | N/A |
Dylovene ▮ | 1 part Nitrogen 1 part Potassium |
Toxin | Heals 0.5 toxin and removes 1u of toxin reagents per tick. Overdosing deals 2 toxin per tick. | 0.2 units per tick | 30 units | N/A |
Charcoal ▮ | 1 part Ash 1 part Oil
1 part Welding Fuel 1 part Carbon Temperature 480K 1 part Sodium Chloride 1 part Chlorine 1 part Sodium Temperature 380K |
Toxin | Heals 0.5 toxin and removes 1u of any other reagents per tick. Must be ingested, otherwise turns into carbon and is rendered useless. | 0.5 units per tick | N/A | N/A |
Thializid ▮ | 2 parts Nitrous Oxide 1 part Fluorine 1 part Toxin Medbay Vendors, Emagged Chem Dispenser, ground Goliath Steaks. |
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. Heals 1 toxin and deals 1 liver damage per tick. Overdosing causes muscle weakness and 1.5 liver damage per tick. | 0.25 units per tick | 25 units | N/A |
Dexalin ▮ | 5 parts Oxygen 1 unit Plasma (catalyst) |
Suffocation | Heals 0.5 oxygen damage per tick. Overdosing causes 2 oxygen damage per tick. | 0.2 units per tick | 30 units | N/A |
Salbutamol ▮ | 1 part Aluminum 1 part Ammonia 3 parts Hydrogen 1 part Nitrogen 1 part Bromine 1 part Salicylic Acid |
Suffocation | Heals 3 oxygen damage per tick while slowing down suffocation. Great for stabilizing critical patients! | 0.25 units per tick | N/A | N/A |
Saline-Glucose Solution ▮ | 1 part Sodium Chloride 1 part Chlorine 1 part Sodium 1 part Sugar |
Brute, Burn, and Bloodloss | 33% chance per tick to heal 0.5 brute and burn. Can be used as a temporary blood substitute. Overdosing has a 33% chance per tick to deal 0.5 brute and burn and a small chance to become salt or sugar each metabolism cycle. | 0.5 units per tick | 60 units | N/A |
Cryoxadone ▮ | 1 part Acetone 1 part Oil
1 part Welding Fuel 1 part Carbon 1 part Welding Fuel 1 part Stable Plasma 1 part Unstable Mutagen 1 part Chlorine 1 part Phosphorus |
All types | Heals all damage types very quickly. Its main limitation is that the patient's body temperature must be under 270K for it to metabolise correctly. Necessary for cyrogenics. | 0.4 units per tick | N/A | N/A |
Clonexadone ▮ | 1 part Cryoxadone 1 part Acetone 1 part Oil
1 part Welding Fuel 1 part Carbon 1 part Welding Fuel 1 part Stable Plasma 1 part Unstable Mutagen 1 part Chlorine 1 part Phosphorus 1 part Sodium |
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 Hydrogen 1 part Sugar |
Brain | Heals 2 brain damage per tick. | 0.2 units per tick | N/A | N/A |
Neurine ▮ | 1 part Acetone 1 part Oil
1 part Welding Fuel 1 part Carbon 1 part Welding Fuel 1 part Mannitol 1 part Hydrogen 1 part Sugar 1 part Oxygen |
Minor brain traumas | Removes 5u of neurotoxin every tick with an additional 15% chance to heal minor traumas. | 0.2 units per tick | N/A | N/A |
System Cleaner ▮ | 2 parts Phenol 1 part Oil
1 part Welding Fuel 1 part Carbon 1 part Chlorine 1 part Chlorine |
Toxin | Heals 2 toxin damage and removes 1u of other reagents per tick. Only works in synthetics. | 0.5 units per tick | N/A | N/A |
Liquid Solder ▮ | 1 part Copper 1 part Ethanol |
Brain | Heals 3 brain damage and has an additional 30% chance to cure special traumas and a 10% chance to cure minor traumas. Only works 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 Carbon 1 part Fluorine |
Brute | Heals brute faster the more base damage you have. No side effects if in hardcrit.
|
0.2 units per tick | 35 units | N/A |
Convermol ▮ | 1 part Hydrogen 1 part Fluorine 1 part Oil 1 part Welding Fuel 1 part Carbon Temperature 370k |
Suffocation | Restores oxygen deprivation while producing a lesser amount of toxic byproducts. Both scale with exposure to the drug and current amount of oxygen deprivation. Overdose causes toxic byproducts regardless of oxygen deprivation. | 1 unit per tick | 35 units | N/A |
Libital ▮ | 1 part Nitrogen 1 part Oxygen 1 part Phenol 1 part Oil
1 part Welding Fuel 1 part Carbon 1 part Chlorine |
Brute | Heals 3 brute and deals 0.3 liver damage per tick. | 0.2 units per tick | N/A | N/A |
Aiuri ▮ | 2 parts Hydrogen 1 part Ammonia 3 parts Hydrogen 1 part Nitrogen 1 part Sulphuric Acid 4 parts Oxygen 2 parts Hydrogen |
Burn | Heals 2 burn and deals 0.25 eye damage per tick. | 0.2 units per tick | ||
Tirimol ▮ | 3 parts Nitrogen 2 parts Acetone 1 part Oil
1 part Welding Fuel 1 part Carbon 1 part Welding Fuel 1 unit Sulphuric Acid (catalyst) 4 parts Oxygen 2 parts Hydrogen |
Suffocation | Heals 3 oxygen damage 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. | 0.2 units per tick | N/A | N/A |
Seiver ▮ | 1 part Aluminum 1 part Nitrogen |
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 Acetone 1 part Oil
1 part Welding Fuel 1 part Carbon 1 part Welding Fuel 1 part Nitric Acid 1 part Fluorosulfuric Acid 1 part Fluorine 1 part Hydrogen Sulphuric Acid 4 parts Oxygen 2 parts Hydrogen Temperature 380K 1 part Nitrogen 1 part Pentaerythritol 3 parts Formaldehyde 1 part Ethanol 1 part Oxygen 1 part Acetaldehyde
1 part Water1 part Acetone 1 part Oil
1 part Welding Fuel 1 part Carbon 1 part Welding Fuel 1 part Formaldehyde 1 part Ethanol 1 part Oxygen 1 part Water 1 part Wittel Extract from a Geyser with a liquid pump, or by beaker. |
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 2 tox/brute/burn, 6 oxy and deals 0.1 heart damage. If you reach -60 health the penthrite is purged and you get a heart attack. Deals 0.25 stomach damage per tick. Overdose causes instant heart attack. Explodes when mixed with equal amounts Epinephrine (Strengthdiv 5) OR Atropine (Strengthdiv 5, modifier 5) (Results in 3 units instead of 4). | 0.2 units per tick | 50 units | N/A |
Converbital ▮ | 1 part Acetone 1 part Oil
1 part Welding Fuel 1 part Carbon 1 part Welding Fuel 1 part Kelotane 1 part Carbon 1 part Silicon 1 part Welding Fuel |
Brute | On touch application, instantly heals 1 brute and deals 1 burn per unit. If applied in any other way, instantly deals 0.5 burn damage per unit instead. While in your system deals 0.25 burn damage per tick. Overdosing deals 2.5 burn and 0.5 toxin damage per tick. | 1 unit per tick | 25 units | N/A |
Convuri ▮ | 1 part Ash 1 part Oil
1 part Welding Fuel 1 part Carbon Temperature 480K 1 part Bicaridine 1 part Carbon 1 part Oxygen 1 part Welding Fuel |
Burn | On touch application, instantly heals 1 burn and deals 1 brute per unit. If applied in any other way, instantly deals 0.5 burn damage per unit instead. While in your system deals 0.25 brute damage per tick. Overdosing deals 2.5 brute and 0.5 toxin damage per tick. | 1 unit per tick | 25 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 |
---|---|---|---|---|---|---|
Bicaridine Plus ▮ | 1 part Bicaridine 1 part Carbon 1 part Oxygen 1 part Nutriment |
Brute | Restores bruising and slowly stems bleeding. Overdose causes it instead. More effective than standardized Bicaridine. | 0.2 units per tick | 25 units | N/A |
Salicylic Acid ▮ | 1 part Carbon 1 part Oxygen 1 part Phenol
1 part Oil
1 part Welding Fuel 1 part Carbon 1 part Chlorine 1 part Sodium |
Brute | Stimulates the healing of severe bruises. Extremely rapidly heals severe bruising and slowly heals minor ones. Overdose will worsen existing bruising. | 0.5 units per tick | 25 units | N/A |
Dermaline ▮ | 1 part Acetone 1 part Oil
1 part Welding Fuel 1 part Carbon 1 part Welding Fuel 1 part Kelotane 1 part Carbon 1 part Silicon 1 part Phosphorus |
Burn | Heals burn damage. Overdose causes it instead. Superior to standardized Kelotane in healing capacity. | 0.2 units per tick | 25 units | N/A |
Oxandrolone ▮ | 3 parts Carbon 1 part Hydrogen 1 part Phenol 1 part Oil
1 part Welding Fuel 1 part Carbon 1 part Chlorine |
Burn | Stimulates the healing of severe burns. Extremely rapidly heals severe burns and slowly heals minor ones. Overdose will worsen existing burns. | 0.5 units per tick | 25 units | N/A |
Tetracordrazine ▮ | 3 parts Tricordrazine 1 part Bicaridine 1 part Carbon 1 part Oxygen 1 part Kelotane 1 part Carbon 1 part Silicon 1 part Dylovene 1 part Nitrogen 1 part Potassium 1 part Dexalin 5 parts Oxygen 1 unit Plasma (catalyst) |
All four basic types | A weak dilutant similar to Tricordrazine that slowly heals all damage types. | 0.2 units per tick | N/A | N/A |
Omnizine ▮ | Grind up Donk-Pockets, Ambrosia Deus, or Lifeweed/White Cannabis. | All four basic types | Heals 0.5 brute, burn, toxin and oxyloss per tick. Overdose will cause damage in all types instead. | 0.1 units per tick | 30 units | N/A |
Perfluorodecalin ▮ | 1 part Fluorine 1 part Hydrogen 1 part Oil 1 part Welding Fuel 1 part Carbon Temperature 370K |
Suffocation | Restores oxygen deprivation while producing a lesser amount of toxic byproducts. Both scale with exposure to the drug and current amount of oxygen deprivation. Overdose causes toxic byproducts regardless of oxygen deprivation. | 0.25 units per tick | 35 units | N/A |
Dexalin Plus ▮ | 1 part Carbon 1 part Dexalin
5 parts Oxygen 1 unit Plasma (catalyst) 1 part Iron |
Suffocation | Restores oxygen loss and purges Lexorin. Overdose causes it instead. More effective than standardized Dexalin. | 0.2 units per tick | 25 units | N/A |
Calomel ▮ | 1 part Chlorine 1 part Mercury
|
Toxin | Quickly purges the body of all chemicals. Toxin damage is dealt if the patient is in good condition. | 0.5 units per tick | N/A | N/A |
Carthatoline ▮ | 2 parts Carbon 1 part Dylovene
1 part Nitrogen 1 part Potassium 1 unit Plasma (catalyst) |
Toxin and Liver | An evacuant that induces vomiting and purges toxins, as well as healing toxin damage. Superior to Dylovene. Overdose causes toxin damage. | 0.2 units per tick | 25 units | N/A |
Atropine ▮ | 1 part Acetone 1 part Oil
1 part Welding Fuel 1 part Carbon 1 part Welding Fuel 1 part Diethylamine
1 part Ammonia 3 parts Hydrogen 1 part Nitrogen 1 part Ethanol 1 part Ethanol 1 part Phenol 1 part Oil
1 part Welding Fuel 1 part Carbon 1 part Chlorine 1 part Sulphuric Acid
4 parts Oxygen 2 parts Hydrogen |
All four basic types | If a patient is in critical condition, rapidly heals all damage types as well as regulating oxygen in the body. Excellent for stabilizing wounded patients. | 0.25 units per tick | 35 units | N/A |
Pyroxadone ▮ | 1 part Cryoxadone 1 part Acetone 1 part Oil
1 part Welding Fuel 1 part Carbon 1 part Welding Fuel 1 part Stable Plasma 1 part Unstable Mutagen 1 part Chlorine 1 part Phosphorus 1 part Slime Jelly
Slimes or slimepeople. |
All types | A mixture of cryoxadone and slime jelly, that apparently inverses the requirement for its activation. | 0.2 units per tick | N/A | N/A |
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 |
---|---|---|---|---|---|---|
Leporazine ▮ | 1 part Copper 1 part Silicon |
Body Temperature | Leporazine will effectively regulate a patient's body temperature, ensuring it never leaves safe levels. | 0.2 units per tick | N/A | N/A |
Rezadone ▮ | 1 part Carpotoxin
Space carp meat, koibeans. Available from emagged chem dispensers. 1 part Copper 1 part Cryptobiolin
1 part Oxygen 1 part Potassium |
Clone, Husked bodies | A powder derived from fish toxin, Rezadone can effectively treat genetic damage as well as restoring minor wounds. Overdose will cause intense nausea and minor toxin damage. | 0.2 units per tick | 30 units | N/A |
Spaceacillin ▮ | 1 part Cryptobiolin 1 part Oxygen 1 part Potassium 1 part Epinephrine
1 part Acetone 1 part Oil
1 part Welding Fuel 1 part Carbon 1 part Welding Fuel 1 part Chlorine 1 part Diethylamine 1 part Ammonia 3 parts Hydrogen 1 part Nitrogen 1 part Ethanol 1 part Hydrogen 1 part Phenol 1 part Oil
1 part Welding Fuel 1 part Carbon 1 part Chlorine |
Virus | Spaceacillin will prevent a patient from conventionally spreading any diseases they are currently infected with. | 0.1 units per tick | N/A | N/A |
Oculine ▮ | 1 part Carbon 1 part Charcoal
1 part Ash 1 part Oil
1 part Welding Fuel 1 part Carbon Temperature 480K 1 part Sodium Chloride 1 part Chlorine 1 part Sodium Temperature 380K 1 part Hydrogen |
Eye Damage | Quickly restores eye damage, cures nearsightedness, and has a chance to restore vision to the blind. | 0.25 units per tick | N/A | N/A |
Inacusiate ▮ | 1 part Carbon 1 part Charcoal
1 part Ash 1 part Oil
1 part Welding Fuel 1 part Carbon Temperature 480K 1 part Sodium Chloride 1 part Chlorine 1 part Sodium Temperature 380K 1 part Water |
Ear Damage | Instantly restores all hearing to the patient, but does not cure deafness. | 0.2 units per tick | N/A | N/A |
Synaptizine ▮ | 1 part Lithium 1 part Sugar |
Hallucinations | Increases resistance to stuns as well as reducing drowsiness and hallucinations. | 0.2 units per tick | N/A | N/A |
Miner's Salve ▮ | 1 part Iron 1 part Oil 1 part Welding Fuel 1 part Carbon 1 part Water |
Brute, Burn |
A powerful painkiller. Restores bruising and burns in addition to making the patient believe they are fully healed. (can also be made by grinding up a sheet of plasma, a sheet of metal, and a twinkie) | 0.4 units per tick | N/A | N/A |
Potassium Iodide ▮ | 1 part Iodine 1 part Potassium |
Radiation | Efficiently restores low radiation damage. | 2 units per tick | N/A | N/A |
Pentetic Acid ▮ | 1 part Ammonia 3 parts Hydrogen 1 part Nitrogen 1 part Chlorine 1 part Cyanide 1 part Formaldehyde 1 part Ethanol 1 part Oxygen 1 part Sodium |
Radiation, Toxin | Reduces massive amounts of radiation and toxin damage while purging other chemicals from the body. | 0.5 units per tick | N/A | N/A |
Diphenhydramine ▮ | 1 part Bromine 1 part Carbon 1 part Diethylamine 1 part Ammonia 3 parts Hydrogen 1 part Nitrogen 1 part Ethanol 1 part Ethanol 1 part Oil
1 part Welding Fuel 1 part Carbon |
Histamine | Rapidly purges the body of Histamine and reduces jitteriness. Slight chance of causing drowsiness. (results in 4 units instead of 5) | 0.5 units per tick | N/A | N/A |
Epinephrine ▮ | 1 part Acetone 1 part Oil
1 part Welding Fuel 1 part Carbon 1 part Welding Fuel 1 part Chlorine 1 part Diethylamine 1 part Ammonia 3 parts Hydrogen 1 part Nitrogen 1 part Ethanol 1 part Hydrogen 1 part Phenol 1 part Oil
1 part Welding Fuel 1 part Carbon 1 part Chlorine |
Crit, Stun | Very minor boost to stun resistance. Slowly heals damage if a patient is in critical condition, as well as regulating oxygen loss. Overdose causes weakness and toxin damage. | 0.25 units per tick | 30 units | N/A |
Strange Reagent ▮ | 1 part Holy Water 1 part Hollow Water Extract from a Geyser with a liquid pump, or by beaker. 1 unit Holy Water (catalyst) 1 part Omnizine Grind up Donk-Pockets, Ambrosia Deus, or Lifeweed/White Cannabis.
1 part Unstable Mutagen 1 part Chlorine 1 part Phosphorus |
Death | A miracle drug capable of bringing the dead back to life. Works topically unless anatomically complex, in which case works orally. Only works if the target has less than 200 total brute and burn damage and hasn't been husked and requires more reagent depending on damage inflicted. Causes damage to the living. | 1.25 units per tick | N/A | N/A |
Mutadone ▮ | 1 part Acetone 1 part Oil
1 part Welding Fuel 1 part Carbon 1 part Welding Fuel 1 part Bromine 1 part Unstable Mutagen 1 part Chlorine 1 part Phosphorus |
Mutations | Removes jitteriness and restores genetic defects. | 0.2 units per tick | N/A | N/A |
Antihol ▮ | 1 part Charcoal 1 part Ash 1 part Oil
1 part Welding Fuel 1 part Carbon Temperature 480K 1 part Sodium Chloride 1 part Chlorine 1 part Sodium Temperature 380K 1 part Copper |
Alcoholism | Purges alcoholic substance from the patient's body and eliminates its side effects. | 0.2 units per tick | N/A | N/A |
Haloperidol ▮ | 1 part Aluminium 1 part Chlorine 1 part Oil 1 part Welding Fuel 1 part Carbon 1 part Potassium Iodide 1 part Iodine 1 part Potassium |
Drugs | Increases depletion rates for most stimulating/hallucinogenic drugs. Reduces druggy effects and jitteriness. Severe stamina regeneration penalty, causes drowsiness. Small chance of brain damage. | 0.4 units per tick | N/A | N/A |
Regenerative Jelly ▮ | 1 part Slime Jelly Slimes or slimepeople. 1 part Tetracordrazine or 3 parts Tricordrazine 1 part Bicaridine 1 part Carbon 1 part Oxygen 1 part Kelotane 1 part Carbon 1 part Silicon 1 part Dylovene 1 part Nitrogen 1 part Potassium 1 part Dexalin 5 parts Oxygen 1 unit Plasma (catalyst) 1 part Omnizine Grind up Donk-Pockets, Ambrosia Deus, or Lifeweed/White Cannabis.
|
All 4 basic types | Gradually regenerates all types of damage, without harming slime anatomy. | 0.2 units per tick | N/A | N/A |
Morphine ▮ | 2 parts Carbon 2 parts Hydrogen |
Slowdown | "A painkiller that allows the patient to move at full speed even in bulky objects. Causes drowsiness and eventually unconsciousness in high doses. Overdose will cause a variety of effects, ranging from minor to lethal. | 0.5 units per tick | 30 units | 25 units |
Modafinil ▮ | 1 part Acetone 1 part Oil
1 part Welding Fuel 1 part Carbon 1 part Welding Fuel 1 part Ammonia 3 parts Hydrogen 1 part Nitrogen 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 Chlorine 1 part Sulphuric Acid 4 parts Oxygen 2 parts Hydrogen 1 unit Bromine (catalyst) |
Sleep |
Long-lasting sleep suppressant that very slightly reduces stun and knockdown times. Overdosing has horrendous side effects and deals lethal oxygen damage, will knock you unconscious if not dealt with. | 0.1 units per tick | 20 units | N/A |
Psicodine ▮ | 2 parts Mannitol 1 part Hydrogen 1 part Sugar 2 parts Water 1 part Impedrezene 1 part Mercury 1 part Oxygen |
Phobia | Suppresses anxiety and other various forms of mental distress. Overdose causes hallucinations and minor toxin damage. | 0.25 units per tick | 30 units | N/A |
Corazone ▮ | 2 parts Phenol 1 part Oil
1 part Welding Fuel 1 part Carbon 1 part Chlorine 1 part Lithium |
Heart, Liver | A medication used to treat pain, fever, and inflammation, along with heart attacks. Can also be used to stabilize livers. | 0.2 units per tick | N/A | N/A |
Lavaland Extract ▮ | 2 parts Plasma 2 parts Pucetylline Essence Grind puce crystals. 1 part Vitrium Froth Grind up Cactus Fruit. |
All four basic types | An extract of lavaland atmospheric and mineral elements. Heals the user in small doses, but is extremely toxic otherwise. | 0.5 units per tick | 10 units | N/A |
C4L-Z1UM Agent ▮ | 1 part Calcium Grind up Bones. 1 part Entropic Polypnium Grind inocybe mushrooms. 1 part Plasma |
Bones | A peculiar substance capable of instantly regenerating live tissue. | 0 units per tick for the first 31 cycles, 10 units per tick afterward | N/A | N/A |
Skeleton's Boon ▮ | 5 parts Titanium Grind up Titanium sheets. 1 part C4L-Z1UM Agent 1 part Lavaland Extract 2 parts Plasma 2 parts Pucetylline Essence Grind puce crystals. 1 part Vitrium Froth Grind up Cactus Fruit. |
Bones | A robust solution of minerals that greatly strengthens the bones. Grants Plasmamen and Skeletons damage resistance.(results in 5 units instead of 7) | 0.125 units per tick | 50 units | N/A |
Soulus Dust ▮ | Grind up Legion cores. |
Brute, Burn | Ground legion cores. On touch instantly heals brute and burn equal to the amount applied, slowly heals brute and burn afterwards, at the expense of some cellular damage | 0.2 units per tick | 100 units | N/A |
Purified Soulus Dust ▮ | 20 parts Soulus Dust Grind up Legion cores. 10 parts Hollow Water OR Extract from a Geyser with a liquid pump, or by beaker. 10 parts Holy Water 1 part Hollow Water Extract from a Geyser with a liquid pump, or by beaker. 1 unit Holy Water (catalyst) 1 part System Cleaner |
Brute, Burn | Ground legion cores. Same effect as soulus dust, but with no cellular damage | 0.2 units per tick | 100 units | N/A |
Pucetylline Essence ▮ | Grind puce crystals. |
Toxin, Cellular | Ground essence of puce crystals. 80% chance of healing toxin every tick, otherwise, heals cellular damage. Removes toxins and Soulus Dust from the body | 2.5 units per tick | 30 units | N/A |
Chartreuse Solution ▮ | 5 parts Pucetylline Essence Grind puce crystals. 5 parts Tinea Luxor Grind embershrooms. 1 part Entropic Polypnium Grind inocybe mushrooms. |
Toxin, Cellular | Refined essence of puce crystals. 80% chance of healing toxin AND clone damage per tick. Removes toxins from the body. | 2.5 units per tick | 30 units | N/A |
Fervor Ignium ▮ | 5 parts Tinea Luxor Grind embershrooms. 5 parts Vitrium Froth Grind up Cactus Fruit. 1 part Pyre Elementum Grind up Fireblossoms. |
Brute, Burn, Stamina | Medicine for brute, burn, and stamina damage. Heals 5 stamina every tick with an additional 80% chance to heal 2 brute and burn. | N/A | N/A | |
Medicated Suture | 1 part Cellulose Fibers OR Obtained by: Grinding Wood, Paper, Cardboard, or Cloth. 1 part Ashen Fibers Grind cave ferns. 1 part Formaldehyde 1 part Ethanol 1 part Oxygen 1 part Polypyrylium Oligomers Grind plants with the "Polypyrylium Oligomers" gene, drived from the spaceman's trumpet. |
Brute | Creates a stack of 15 Medicated Sutures. One use heals 15 brute. | N/A | N/A | N/A |
Advanced Regenerative Mesh | 1 part Aloe Juice Grind aloe leaves. 1 part Cellulose Fibers OR Obtained by: Grinding Wood, Paper, Cardboard, or Cloth. 1 part Ashen Fibers Grind cave ferns. 1 part Sterilizine 1 part Charcoal
1 part Ash 1 part Oil
1 part Welding Fuel 1 part Carbon Temperature 480K 1 part Sodium Chloride 1 part Chlorine 1 part Sodium Temperature 380K 1 part Chlorine |
Burn | Creates a stack of 15 Advanced Regenerative Mesh. One use heals 15 burn. | N/A | N/A | N/A |
Ashen Herbal Pack | 12 parts Ashen Fibers Grind cave ferns. 10 parts Vitrium Froth Grind up Cactus Fruit. 6 parts Ethanol 8 parts Stabilizing Agent 1 part Hydrogen 1 part Iron |
Brute | Creates a stack of 6 Ashen Herbal Packs. One use heals 40 brute. | N/A | N/A | N/A |
Burn Ointment Slurry | 10 parts Calcium Grind up Bones. 10 parts Pyre Elementum Grind up Fireblossoms. 10 parts Silver |
Burn | Creates a stack of 6 Burn Ointment Slurry. One use heals 40 burn. | N/A | N/A | 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 immediate medical attention. Take in moderation.
Name | Recipe | Description | Metabolism Rate | Overdose Threshold | Addiction Threshold |
---|---|---|---|---|---|
Space Drugs ▮ | 1 part Lithium 1 part Mercury |
An illegal chemical compound used as drug. | 0.5 units per tick | 30 | N/A |
Crank ▮ | 1 part Ammonia 3 parts Hydrogen 1 part Nitrogen 1 part Diphenhydramine 1 part Bromine 1 part Carbon 1 part Diethylamine 1 part Ammonia 3 parts Hydrogen 1 part Nitrogen 1 part Ethanol 1 part Ethanol 1 part Oil
1 part Welding Fuel 1 part Carbon 1 part Lithium 1 part Sulphuric Acid 4 parts Oxygen 2 parts Hydrogen 1 part Welding Fuel |
Reduces stun times by about 200%. If overdosed or addicted it will deal significant Toxin, Brute and Brain damage. | 0.5 units per tick | 20 units | 10 units |
Krokodil ▮ | 1 part Diphenhydramine 1 part Bromine 1 part Carbon 1 part Diethylamine 1 part Ammonia 3 parts Hydrogen 1 part Nitrogen 1 part Ethanol 1 part Ethanol 1 part Oil
1 part Welding Fuel 1 part Carbon 1 part Lithium 1 part Morphine 2 parts Carbon 2 parts Hydrogen 1 part Phosphorus 1 part Space Cleaner 1 part Ammonia
1 part Water3 parts Hydrogen 1 part Nitrogen 1 part Welding Fuel |
Cools and calms you down. If overdosed it will deal significant Brain and Toxin damage. If addicted it will begin to deal fatal amounts of Brute damage as the subject's skin falls off. | 0.5 units per tick | 20 units |
15 units |
Methamphetamine ▮ | 1 part Ephedrine 1 part Diethylamine 1 part Ammonia 3 parts Hydrogen 1 part Nitrogen 1 part Ethanol 1 part Hydrogen 1 part Oil 1 part Welding Fuel 1 part Carbon 1 part Hydrogen |
Reduces stun times by about 300%, speeds the user up, and allows the user to quickly recover stamina while dealing a small amount of Brain damage. If overdosed the subject will move randomly, laugh randomly, drop items and suffer from Toxin and Brain damage. If addicted the subject will constantly jitter and drool, before becoming dizzy and losing motor control and eventually suffer heavy toxin damage. | 0.75 units per tick | 20 units | 10 units |
Bath Salts ▮ | 1 part Bad Food Obtained by grinding Burned Messes created by microwaving food too long. 1 part Mercury 1 part Nutriment Obtained by grinding most foods. 1 part Saltpetre 3 parts Oxygen 1 part Potassium 1 part Space Cleaner 1 part Ammonia
1 part Water3 parts Hydrogen 1 part Nitrogen 1 part Tea 1 part Universal Enzyme Obtained from distilling tomatoes or from the biogenerator. Temperature 374K |
Makes you impervious to stuns and grants a stamina regeneration buff, but you will be a nearly uncontrollable tramp-bearded raving lunatic. | 0.5 units per tick | 20 units | 10 units |
Aranesp ▮ | 1 part Atropine 1 part Acetone 1 part Oil
1 part Welding Fuel 1 part Carbon 1 part Welding Fuel 1 part Diethylamine
1 part Ammonia 3 parts Hydrogen 1 part Nitrogen 1 part Ethanol 1 part Ethanol 1 part Phenol 1 part Oil
1 part Welding Fuel 1 part Carbon 1 part Chlorine 1 part Sulphuric Acid
4 parts Oxygen 2 parts Hydrogen 1 part Epinephrine 1 part Acetone 1 part Oil
1 part Welding Fuel 1 part Carbon 1 part Welding Fuel 1 part Chlorine 1 part Diethylamine 1 part Ammonia 3 parts Hydrogen 1 part Nitrogen 1 part Ethanol 1 part Hydrogen 1 part Phenol 1 part Oil
1 part Welding Fuel 1 part Carbon 1 part Chlorine 1 part Morphine 2 parts Carbon 2 parts Hydrogen |
Amps you up, gets you going, and rapidly restores stamina damage. Side effects include breathlessness and toxicity. | 0.5 units per tick | N/A | N/A |
Happiness ▮ | 2 parts Nitrous Oxide 1 part Epinephrine 1 part Acetone 1 part Oil
1 part Welding Fuel 1 part Carbon 1 part Welding Fuel 1 part Chlorine 1 part Diethylamine 1 part Ammonia 3 parts Hydrogen 1 part Nitrogen 1 part Ethanol 1 part Hydrogen 1 part Phenol 1 part Oil
1 part Welding Fuel 1 part Carbon 1 part Chlorine 1 part Ethanol |
Fills you with ecstasic numbness and causes minor brain damage. Highly addictive. If overdosed causes sudden mood swings. | 0.5 units per tick | 20 units | 10 units |
Pump-Up ▮ | 5 parts Coffee 2 parts Epinephrine 1 part Acetone 1 part Oil
1 part Welding Fuel 1 part Carbon 1 part Welding Fuel 1 part Chlorine 1 part Diethylamine 1 part Ammonia 3 parts Hydrogen 1 part Nitrogen 1 part Ethanol 1 part Hydrogen 1 part Phenol 1 part Oil
1 part Welding Fuel 1 part Carbon 1 part Chlorine |
Take on the world! A fast acting, hard hitting drug that pushes the limit on what you can handle. | 2 units per tick | 30 units | N/A |
Ephedrine ▮ | 1 part Diethylamine 1 part Ammonia 3 parts Hydrogen 1 part Nitrogen 1 part Ethanol 1 part Hydrogen 1 part Oil 1 part Welding Fuel 1 part Carbon |
Reduces stun times, increases run speed, and stabilizes crit, but has a chance to make you drop the thing you were holding.
If overdosed it will deal toxin and oxyloss damage. |
0.2 units per tick | 30 units | 25 units |
Nicotine ▮ | Found in cigarettes and tobacco plants. |
Slightly reduces stun times. If overdosed it will deal toxin and oxygen damage. | 0.125 units per tick |
15 units |
10 units |
Pyrotechnics
The manipulation of fire and matter. For reference, "Created volume" refers to the total volume of a mixture, as it mixes. For example, in a mixture of Foam Surfactant with 10 units of Carbon, 10 units of Fluorine, and 5 units of Sulfuric Acid, the total volume will be 25u.
The Math of Bombs
Explosive reagents actually have quite a bit going on behind the scenes. They all work through the Dyn_Ex system, a basic explosion system which is interesting for two reasons. A, it bypasses the maxcap which atmospheric reactions are capped by. B, it is beholden to a global modifier of 1/10, or 0.1 (Admins can tamper with this number, but that'll likely never happen). Every explosion that uses the Dyn_Ex system has 3 levels of destruction: Devastation, Heavy, and Light. Devastation gibs people and destroys machines, Heavy will rip through clothes and plating, and light will do minor damage. These all scale from the same set Range variable, which is decided by the admin spawning a Dyn_Ex bomb, or you making your grenade.
Every explosive reaction has 2 variables, Strengthdiv and Modifier (there are exceptions, as some reactions lack any Modifier). These limit the total power. The full equation looks something like this: power = modifier + (created volume/strengthdiv), rounded to the nearest one. Now you have your power, but this is only half the equation. The Power variable goes into the Dyn_Ex equation; range = (2 * power) * (Dyn_Ex scale). Keep in mind, the Dyn_Ex scale is set to 0.1. Now you have your range variable. The final step is to solve for your devastation/heavy/light damage using this range. The 3 levels of destruction all inherit their radius from the Range. The radius of light damage will is simply equal to the range, heavy damage is equal to half of your range variable rounded up, and devastation is a tenth of the range, also rounded up. This is written in the format (x, y, z), where X is the devastation radius, y is your heavy radius, and z is your light radius. Here's an example.
- Say you have a grenade with one beaker of 100 units Potassium, and another beaker of 100 units Water.
- Now, this adds up to a Created Volume of 200. Since Pot+Water explosion has a Strengthdiv of 10, this leaves you with 20 power. Since Pot+Water has no Modifier, we ignore that step.
- Multiply 20 by 2, and then 0.1, to solve for your range in Dyn_Ex. This leaves you with 4 range.
- Your light damage will be 4, and your heavy damage will be 2. Unfortunately, this does not produce any devastation damage. This result can be written as (0,2,4).
Misc. Breakpoints
-Potassium+Water
-50u Created Volume to have a single tile of heavy damage
-500u Created Volume to have a single tile of devastation
-RDX+Teslium
-9u Created Volume to have a single tile of heavy damage
-144u Created Volume to have a single tile of devastation
-Methamphetamine
-24u Created Volume to have a single tile of heavy damage
-294u Created Volume to have a single tile of devastation
If you'd like to do some research for yourself, thisgraph on Desmos holds the entire function, where X is equal to created volume and Y is equal to the range given by the Dyn_Ex system. Simply replace B with the Strengthdiv, and C with your Modifier. Set Y equal to the range you want; in this case, I have set Y to 1 to measure the breakpoint for heavy damage, and also to 10 to measure the breakpoint for devastation.
P.S: Technically, every explosive has a fourth level of damage, after light. This is just how far the explosive shoots out fire. Dyn_Ex explosions do not consider this level at all, but every other form of explosion does. For example, a fueltank explosion has a rating of (0, 1, 5, 5). Most/All explosions that are not spawned using the Dyn_Ex system (such as Atmos explosions or hardcoded bombs) will use this fourth level.
Name | Recipe | Description |
---|---|---|
Stabilizing Agent ▮ | 1 part Hydrogen 1 part Iron |
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! |
Foam Surfactant ▮ | 2 parts Carbon 2 partsFluorine 1 part Sulphuric Acid
4 parts Oxygen 2 parts Hydrogen |
Also known as Fluorosurfactant. Creates a large amount of foam when mixed with an equal amount of water. This foam carries any reagents along with it in the container, allowing you to apply reagents to large areas at a time. The foam will apply any carried reagents to any walls, floors, objects, or people and animals in the area of the foam. The reagents will be absorbed through a mob's exposed skin and somewhat through clothes unless completely impermeable(hardsuit/biohazard/medical gear). Foam is slippery! |
Firefighting Foam ▮ | 1 part Stabilizing Agent 1 part Hydrogen 1 part Iron 1 part Foam Surfactant 2 parts Carbon 2 partsFluorine 1 part Sulphuric Acid
4 parts Oxygen 2 parts Hydrogen 1 part Carbon |
A historical fire suppressant. Originally believed to simply displace oxygen to starve fires, it actually interferes with the combustion reaction itself. Vastly superior to the cheap water-based extinguishers. 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 |
Smoke ▮ | 1 part Phosphorus 1 part Potassium |
This creates a large cloud of smoke with a radius equal to the square root of 150% of the created volume (rounded to the nearest ones place) 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 with Stabilizing Reagent. If stabilized, heat to 374K to activate. When stabilized, the smoke radius becomes the square root of half the created volume. |
Flash Powder ▮ | 1 part Aluminum 1 part Potassium |
Flashes in a radius that scales up with the amount detonated, equal to created volume divided by 3. Stuns anybody in a 3 tile radius of the reaction as well. Can be stabilized with Stabilizing Reagent. If stabilized, heat to 374K to activate. When the stabilized chemical is activated, the flash radius becomes created volume divided by 10. |
Phlogiston ▮ | 1 part Phosphorus 1 part Sulphuric Acid 4 parts Oxygen 2 parts Hydrogen 1 part Stable Plasma |
Forms an amount of plasma mols equal to the created volume (and immediately ignites it) if not stabilized during mixing. Makes you burn longer, and ignites you. Deals increasing fire damage based on how much you're burning up to 4 fire damage every 3 seconds. Can be stabilized with Stabilizing Reagent. |
Napalm ▮ | 1 part Oil 1 part Welding Fuel 1 part Carbon 1 part Welding Fuel |
A substance that burns for much longer then other fuels. Inject it into someone and then apply heat for a warm toasty fireball human. |
Sonic Powder ▮ | 1 part Oxygen 1 part Phosphorus |
Deafens in a radius that scales up with the amount detonated. Can be stabilized with Stabilizing Reagent. If stabilized, heat to 374K to activate. Scales the same as Flash Powder, so you probably shouldn't stabilize this. |
Pyrosium ▮ | 1 part Stable Plasma 1 part Radium |
Comes into existence at 20K. When mixed with Oxygen, Pyrosium instantly heats all other reagents in the container up by 10 times the created volume. Does not react inside mobs, nor is the Pyrosium consumed in this reaction. |
Cryostylane ▮ | 1 part Nitrogen 1 part Stable Plasma |
Comes into existence at 20K. When mixed with Oxygen, Cryostylane instantly cools all other reagents in the container down by 10 times the created volume. Does not react inside mobs, nor is the Cryostylane consumed in this reaction. |
Chlorine Trifluoride ▮ | 3 parts Fluorine 1 part Chlorine |
When created it will create a temporary 3x3 fireball. Comes into existence at 1000K. A flammable substance so dangerous it can burn through the hull of the station. It lights you on fire when it comes into contact with you, and if it gets inside of you will burn you from the inside out. It metabolizes out of your body extremely fast, however. |
Sorium ▮ | 1 part Carbon 1 part Mercury |
When detonated it will send any movable object or person flying away from the detonation point with a range equal to the square root of three times the created volume, capped at 6 tiles. Can be stabilized with Stabilizing Reagent. If stabilized, heat to 474K to activate. When stabilized, the radius becomes the square root of half the created volume, capped at 6 tiles. |
Liquid Dark Matter ▮ | 1 part Carbon 1 part Stable Plasma |
When detonated it will suck in any movable object or person, with a radius equal to the square root of three times the created volume, capped at 6 tiles. Can be stabilized with Stabilizing Reagent. If stabilized, heat to 474K to activate. When stabilized, the radius becomes the square root of half the created volume, capped at 6 tiles. |
Meth Explosion ▮ | 1 part Diethylamine 1 part Ammonia 3 parts Hydrogen 1 part Nitrogen 1 part Ethanol 1 part Hydrogen |
If you are making Methamphetamine and mixing the ephedrine last, make sure you're using a chilled container, or it'll blow up just as if it was overheated. Definitely safer to just make the ephedrine separately. Blows up with the same strength as Gunpowder. Has a Modifier of 1 and a Strengthdiv of 6. |
Gunpowder ▮ | 1 part Charcoal 1 part Ash 1 part Oil
1 part Welding Fuel 1 part Carbon Temperature 480K 1 part Sodium Chloride 1 part Chlorine 1 part Sodium Temperature 380K 1 part Saltpetre 3 parts Oxygen 1 part Potassium 1 part Sulfur |
Sparks, and then creates a violent explosion when heated to 474K. Has a Modifier of 1 and a Strengthdiv of 6. |
Nitroglycerin ▮ | 1 part Fluorosulfuric Acid 1 part Fluorine 1 part Hydrogen Sulphuric Acid 4 parts Oxygen 2 parts Hydrogen Temperature 380K 1 part Sulphuric Acid
4 parts Oxygen 2 parts Hydrogen |
A heavy, colourless, oily, explosive liquid obtained by nitrating glycerol. Explodes immediately on mixing (results in 2 units instead of 3). Can be stabilized with Stabilizing Reagent. If stabilized, heat to 474K to activate. Has a Strengthdiv of 2, and no modifier. |
Explosion ▮ | 1 part Potassium 1 part Water |
This explodes immediately on mixing, which may knock you over or even kill you. Only useful in grenade production. Has a Strengthdiv of 10, and no modifier. |
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, which also paralyzes and reveals revenants and sets nearby cultists on fire. Otherwise it behaves like a normal Water-Potassium explosion. Has a Strengthdiv of 8, and no modifier. |
EMP ▮ | 1 part Iron 1 part Uranium |
This reacts immediately on mixing, creating an electromagnetic pulse which affects electronics nearby; very useful for causing chaos. Has 50/50 chance to open locked containers. Radius scales with amount mixed. The light part of the EMP has a radius equal to the volume of either ingredient (50u of Iron and Uranium each will only be considered a 50u EMP) divided by 7, while the heavy EMP has a radius equal to the volume of either ingredient divided by 12. |
Teslium Shock ▮ | 1 part Teslium 1 part Water |
This reacts immediately on mixing, shooting electric bolts to anyone near the reaction, shocking people and disabling/damaging electronics. The amount of shocks increases along with Teslium used (NOT created volume), with 1 bolt at 10 units, 2 at 40 units, and 3 at 75 units. The power of each shock also scales with Teslium, although this scaling is linear and does not max out. |
Thermite ▮ | 1 part Aluminum 1 part Iron |
A mixture that becomes extremely hot when ignited, and which can burn straight through walls when applied and ignited. Doesn't work on Lockers or Crates(sadly). Causes minor burn damage to humans when ingested. |
RDX ▮ | 2 parts Phenol 1 part Oil
1 part Welding Fuel 1 part Carbon 1 part Chlorine 1 part Nitric Acid 1 part Fluorosulfuric Acid 1 part Fluorine 1 part Hydrogen Sulphuric Acid 4 parts Oxygen 2 parts Hydrogen Temperature 380K 1 part Nitrogen 1 part Acetone Oxide 2 parts Acetone 1 part Oil
1 part Welding Fuel 1 part Carbon 1 part Welding Fuel 1 part Hydrogen Peroxide 1 part Chlorine 1 part Oxygen 1 part Oxygen 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. Normally explodes with a Strengthdiv of 6 and no Modifier, but when mixed with Teslium, explodes with a Strengthdiv of 3 and a Modifier of 2. (Results in 1 unit instead of 4) |
TaTP ▮ | 1 part Acetone Oxide 2 parts Acetone 1 part Oil
1 part Welding Fuel 1 part Carbon 1 part Welding Fuel 1 part Hydrogen Peroxide 1 part Chlorine 1 part Oxygen 1 part Oxygen 1 part Nitric Acid 1 part Fluorosulfuric Acid 1 part Fluorine 1 part Hydrogen Sulphuric Acid 4 parts Oxygen 2 parts Hydrogen Temperature 380K 1 part Nitrogen 1 part Pentaerythritol 3 parts Formaldehyde 1 part Ethanol 1 part Oxygen 1 part Acetaldehyde
1 part Water1 part Acetone 1 part Oil
1 part Welding Fuel 1 part Carbon 1 part Welding Fuel 1 part Formaldehyde 1 part Ethanol 1 part Oxygen 1 part Water Temperature between 401K and 499K (randomized at roundsart) |
Suicide grade explosive. Forms and immediately explodes at a random temperature between 401k and 499k. Can only be stabilized by having Stabilizer (at least 1u per 50u TaTP made) in the container on mix. If stabilized, explodes at a random temperature between 501k and 599k. Strengthdiv scales inversely with Created Volume. This graph shows how TATP's Strengthdiv works. (Results in 1 units instead of 3) |
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 | Metabolism Rate |
---|---|---|---|
Ice | 1 part Water Temperature Below 274K |
Chilly! | |
Baldium | 1 part Lye 1 part Hydrogen 1 part Oxygen 1 part Ash
1 part Oil
1 part Welding Fuel 1 part Carbon Temperature 480K 1 part Carbon 1 part Radium 1 part Sulphuric Acid 4 parts Oxygen 2 parts Hydrogen Temperature 395K |
If sprayed or splashed on you, it makes you go bald. Keep away from the Clown! Does nothing when ingested. (Results in 1 unit instead of 3) | 0.4 units per tick |
Barber's Aid | 1 part Carpet 1 part Space Drugs 1 part Lithium 1 part Mercury 1 part Radium |
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 | 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
|
Does nothing unless you're a changeling. Slowly drains a changeling's chemical storage, and makes them unable to communicate on the changeling hivemind channel. | 0.08 units per tick |
Concentrated Barber's Aid | 1 part Barber's Aid 1 part Unstable Mutagen 1 part Chlorine 1 part Phosphorus |
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 |
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 |
Creates CO2 in liquid form. Spilling this will release gas form CO2 into the atmosphere. Has no other effects. | 0.4 units per tick |
Carpet ▮ | 1 part Space Drugs 1 part Lithium 1 part Mercury 1 part Blood |
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: |
0.4 units per tick |
Cement | 2 parts Carbon 2 parts Hydrogen |
Used in the production of Concrete. Causes brain damage. | 0.4 units per tick |
Concrete | 5 parts Cement
2 parts Carbon 2 parts Hydrogen
|
Made by dipping sand into cement. Can be poured on grilles to create concrete walls, and poured on catwalks to create concrete floors. | 0.4 units per tick |
Hexement | 6 parts Cement 2 parts Carbon 2 parts Hydrogen 1 parts Phenol 1 part Oil
1 part Welding Fuel 1 part Carbon 1 part Chlorine Temperature 400k |
Used in the production of Hexacrete. | 0.4 units per tick |
Hexacrete | 5 parts Hexement
Sand |
Made by dipping sand into hexement. Can be poured on grilles to create reinforced concrete walls, and poured on catwalks to create reinforced concrete floors. | 0.4 units per tick |
Asphalt | 4 parts Carbon 2 parts Acetone
1 part Oil
1 part Welding Fuel 1 part Carbon 1 part Welding Fuel 4 parts Ethanol |
Can be poured on catwalks to create Asphalt. | 0.4 units per tick |
Pavement | 1 part Cement 2 parts Carbon 2 parts Hydrogen |
Can be poured on catwalks to create Pavement. | 0.4 units per tick |
Colorful Reagent | 1 part Triple Citrus Obtained from: Bartender 1 part Cryoxadone 1 part Acetone 1 part Oil
1 part Welding Fuel 1 part Carbon 1 part Welding Fuel 1 part Stable Plasma 1 part Unstable Mutagen 1 part Chlorine 1 part Phosphorus 1 part Space Drugs 1 part Lithium 1 part Mercury 1 part Radium |
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 |
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.
|
0.4 units per tick |
Life | 1 part Strange Reagent 1 part Holy Water 1 part Hollow Water Extract from a Geyser with a liquid pump, or by beaker. 1 unit Holy Water (catalyst) 1 part Omnizine Grind up Donk-Pockets, Ambrosia Deus, or Lifeweed/White Cannabis.
1 part Unstable Mutagen 1 part Chlorine 1 part Phosphorus 1 part Synthflesh 1 part Blood 1 part Carbon 1 part Styptic Powder 1 part Aluminum 1 part Hydrogen 1 part Sulphuric Acid 4 parts Oxygen 2 parts Hydrogen 1 part Blood Obtained by: Using a syringe on a blood bearing creature. |
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 Holy Water 1 part Hollow Water Extract from a Geyser with a liquid pump, or by beaker. 1 unit Holy Water (catalyst) 1 part Omnizine Grind up Donk-Pockets, Ambrosia Deus, or Lifeweed/White Cannabis.
1 part Unstable Mutagen 1 part Chlorine 1 part Phosphorus 1 part Synthflesh 1 part Blood 1 part Carbon 1 part Styptic Powder 1 part Aluminum 1 part Hydrogen 1 part Sulphuric Acid 4 parts Oxygen 2 parts Hydrogen 1 part Sugar Obtained from: Chem Dispenser. |
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 | Obtained by: Grinding Wood, Paper, Cardboard, or Cloth. |
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 |
Turns cellulose into carbon. | N/A |
Corgium | 1 part Colorful Reagent 1 part Triple Citrus Obtained from: Bartender 1 part Cryoxadone 1 part Acetone 1 part Oil
1 part Welding Fuel 1 part Carbon 1 part Welding Fuel 1 part Stable Plasma 1 part Unstable Mutagen 1 part Chlorine 1 part Phosphorus 1 part Space Drugs 1 part Lithium 1 part Mercury 1 part Radium 1 part Strange Reagent 1 part Holy Water 1 part Hollow Water Extract from a Geyser with a liquid pump, or by beaker. 1 unit Holy Water (catalyst) 1 part Omnizine Grind up Donk-Pockets, Ambrosia Deus, or Lifeweed/White Cannabis.
1 part Unstable Mutagen 1 part Chlorine 1 part Phosphorus 1 part Nutriment Obtained by grinding most foods. Temperature 374K |
Creates your own Corgi! | N/A |
Color Powder | Grow Rainbow Bunch | Colors floor, items and people. There are several different color powder reagents, such as Mundane Powder, Invisible Powder and Blue Powder. There is no reagent with the actual name "color powder". | 0.4 units per tick |
Crayon Powder | Grind a crayon | 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 |
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 |
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 |
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 Hydrogen 1 part Iron 1 part Foam Surfactant 2 parts Carbon 2 partsFluorine 1 part Sulphuric Acid
4 parts Oxygen 2 parts Hydrogen 1 part Carbon |
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 | 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 Sulphuric Acid |
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
10 part Sorium |
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 | 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. | Identical to water, but will turn water into holy water when mixed with it. | 0.4 units per tick |
Impedrezene | 1 part Mercury
1 part Oxygen 1 part Sugar |
A narcotic that impedes one's ability by slowing down the higher brain cell functions. 80% chance per tick to cause 2 brain damage and 50% to cause drowsiness. (Results in 2 units instead of 3) | 0.4 units per tick |
Quantum Hair Dye | 1 part Colorful Reagent 1 part Triple Citrus Obtained from: Bartender 1 part Cryoxadone 1 part Acetone 1 part Oil
1 part Welding Fuel 1 part Carbon 1 part Welding Fuel 1 part Stable Plasma 1 part Unstable Mutagen 1 part Chlorine 1 part Phosphorus 1 part Space Drugs 1 part Lithium 1 part Mercury 1 part Radium 1 part Space Drugs 1 part Lithium 1 part Mercury 1 part Radium |
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 |
Causes you to laugh. (Results in 10 units instead of 2) | instant |
Meat Product | 10 parts Liquid Gibs
10 parts Nutriment 10 parts Carbon |
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 Fluorosulfuric Acid |
Creates lightweight metal foam walls. These can be easily torn through, but are useful for plugging hull breaches or blocking off AI turrets.
|
N/A |
Metalgen | Randomized every 3 days.
Recipe can be found in a ruin. |
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
40 parts of any liquid material (Bluespace dust, gold, uranium, silver, iron, silicon and plasma) 1 part Liquid Dark Matter (add last) |
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 | 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 Welding Fuel 1 part Iron |
Required to make smart metal foam. (Results in 3 units instead of 5) | 0.4 units per tick |
Smart Metal Foam |
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 Welding Fuel 1 part Iron 1 part Fluorosulfuric Acid 1 part Fluorine 1 part Hydrogen Sulphuric Acid 4 parts Oxygen 2 parts Hydrogen Temperature 380K 3 parts Aluminium |
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 |
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. | 0.6 units per tick |
Silver Solidification | 20 parts Silver
10 parts Carbon Temperature 630K |
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 |
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 |
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 |
Solidifies a large amount of liquid Uranium into a sheet. Can not react in a body. | N/A |
Titanium Solidification | 5 parts Frost Oil
20 parts Titanium 1 part Iron |
Soldifies a large amount of liquid Titanium into a sheet. Can not react in a body | N/A |
Plastic Sheets | 5 parts Oil
1 part Welding Fuel 1 part Carbon 3 parts Ash Temperature 374k |
Creates Plastic sheets at a rate of 10u per Plastic sheet. Can be used in hand to craft plastic bottles and other novelties. Be sure to put some plastic sheets in the Protolathe, as plastic is needed for a lot of advanced medical equipment. | N/A |
Romerol | Syndicate uplink | 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 |
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 | Makes you randomly twitch, drool, moan and gasp. | 0.1 units per tick |
Soap | 10 parts Lye
1 part Hydrogen 1 part Oxygen 1 part Ash
1 part Oil
1 part Welding Fuel 1 part Carbon Temperature 480K 1 part Carbon 10 parts Liquid Gibs OR 10 parts Cooking Oil Temperature 374K |
Creates a bar of soap, 10% faster cleaning than with what you get 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 |
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 OR 1 part Corn Oil |
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 |
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 Charcoal
1 part Ash 1 part Oil
1 part Welding Fuel 1 part Carbon Temperature 480K 1 part Sodium Chloride 1 part Chlorine 1 part Sodium Temperature 380K 1 part Chlorine |
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 parts Cryoxadone
1 part Acetone 1 part Oil
1 part Welding Fuel 1 part Carbon 1 part Welding Fuel 1 part Stable Plasma 1 part Unstable Mutagen 1 part Chlorine 1 part Phosphorus |
Creates a slab of synthetic meat. | N/A |
Organic Slurry | Dip a dead mouse in at least 3 units of Welding Fuel | 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 Silicon 1 part Hydrogen 1 part Charcoal 1 part Ash 1 part Oil
1 part Welding Fuel 1 part Carbon Temperature 480K 1 part Sodium Chloride 1 part Chlorine 1 part Sodium Temperature 380K 1 part Synaptizine 1 part Lithium 1 part Sugar 1 part Charcoal
1 part Ash 1 part Oil
1 part Welding Fuel 1 part Carbon Temperature 480K 1 part Sodium Chloride 1 part Chlorine 1 part Sodium Temperature 380K |
Pacifies by preventing the victim from using Combat Mode , certain harmful weapons and only letting them use passive or aggressive .. Non-harmful weapons such as disablers still work. | 0.1 units per tick |
Synthpax | Peacekeeper Cyborgs | Same as Pax but metabolises much faster. Can only be used by Peacekeeper Cyborgs. | 0.6 units per tick |
Dizzying Solution | Peacekeeper Cyborgs | Makes the target dizzy and confused. Can only be used by Peacekeeper Cyborgs. | 0.6 units per tick |
Tranquility | Gondola Meat | 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 | Periodically electrocutes any non-Ethereals that have this 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 |
Add 1u water to 50u of this to create a monkey. Gibs monkeys if another monkey spawns inside them. (Results in 5 units instead of 4) | N/A |
Electrolysis | 5 units Water
1 unit Liquid Electricity |
Turns the ingredients into 3u hydrogen and 1.5u oxygen. | N/A |
Scream | 5 parts Cream
5 parts Lizard wine 1 part Strange Reagent Temperature 374K |
When mixed the ingredients are consumed and the solution screams. Bigger reaction causes louder scream. | N/A |
Slime Extractification | 30 parts Slime Jelly
5 parts Frost Oil 5 parts Plasma |
The mixture condenses into a grey slime extract. | N/A |
Virology Recipes
These chemicals are used to mutate viruses, and have few uses beyond that.
Name | Formula | Description |
---|---|---|
Virus Food | 5 parts Water
5 parts Milk |
A chemical which allows viruses and bacteria to quickly grow. (Results in 15 units instead of 10) |
Mutagenic Agar | 1 part Unstable Mutagen
1 part Virus Food |
Extremely similar to Unstable Mutagen. Only useful to Virology. It is used to get a virus symptom of level 3 only. (Results in 1 unit instead of 2) |
Sucrose Agar | 1 part Mutagenic Agar
1 part Unstable Mutagen 1 part Virus Food 1 part Sugar OR Saline-Glucose Solution |
Extremely similar to Mutagenic agar. Only useful to Virology. It is used to get a virus symptom of level 4 only. |
Virus Plasma | 1 part Virus Food
1 part Plasma |
Extremely similar to Plasma. Only useful to Virology. It is used to get a virus symptom of level 6 only. (Results in 1 unit instead of 2) |
Weakened Virus Plasma | 1 part Virus Plasma
1 part Synaptizine |
Weakened variety of virus plasma. Only useful to Virology. It is used to get a virus symptom of level 5 only. |
Virus Rations | 1 part Virus Food
1 part Synaptizine |
Depleted virus food. Only useful to Virology. It is used to get a virus symptom of level 1 only. (Results in 1 unit instead of 2) |
Decaying Uranium Gel | 1 part Virus Food
1 part Uranium |
Powerful viral mutagen. Only useful to Virology. It is 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
2 parts Uranium |
Powerful viral mutagen. Only useful to Virology. It is used to get a virus symptom of level 7. (Results in 1 unit instead of 6) |
Stable Uranium Gel | 5 part Plasma
5 parts Uranium 5 parts Silver OR Gold |
Powerful viral mutagen. Only useful to Virology. It is used to get a virus symptom of level 8. (Results in 1 unit instead of 21) |
Anomalous Virus Food | 1 part Virus Food
5 parts Laughter |
Unusual viral mutagen. Only useful to virology. It is used to get a virus symptom of level 0. (Results in 1 unit instead of 6) |
Mutation Toxins
Obtainable through xenobiology, these chemicals transform humanoids into other humanoid races. Good luck getting any of these on your ship. (Note: Only Mutation Toxin and Unstable Mutation Toxin can be mixed. All others are unavailable.)
Mutation Toxin | Use Plasma on a Green Slime extract. | Mutagenic chemical that transforms into a slimeperson. |
---|---|---|
Unstable Mutation Toxin | Use Radium on a Green Slime extract. | Mutagenic chemical that transforms into a random, safe race. |
Stable Mutation Toxin | 5 Parts Unstable Mutation Toxin
10 Parts Blood |
Mutagenic chemical that transforms into a human. |
Mulligan Toxin | 1 part Stable Mutation Toxin
1 part Unstable Mutagen Also found in the Traitor Uplink. |
Changes identity by randomizing the subject's appearance. |
Lizard Mutation Toxin | 5 Parts Unstable Mutation Toxin
10 Parts Liquid Gibs |
Mutagenic chemical that transforms into a lizardperson. |
Felinid Mutation Toxin | 5 Parts Unstable Mutation Toxin
10 Parts Fentanyl 10 Parts Impedrezene |
Mutagenic chemical that transforms into a felinid. |
Moth Mutation Toxin | 5 Parts Unstable Mutation Toxin
10 Parts Lipolicide |
Mutagenic chemical that transforms into a moth. |
Squid Mutation Toxin | 5 Parts Unstable Mutation Toxin
10 Parts Sodium Chlorine 20 Parts Water |
Mutagenic chemical that transforms into a squid. |
Fly Mutation Toxin | 5 Parts Unstable Mutation Toxin
10 Parts Unstable Mutagen |
Mutagenic chemical that transforms into a flyperson. |
Pod Mutation Toxin | 5 Parts Unstable Mutation Toxin
10 Parts EZ-Nutrient |
Mutagenic chemical that transforms into a podperson. |
Golem Mutation Toxin | 5 Parts Unstable Mutation Toxin
20 Parts Adamantine |
Mutagenic chemical that transforms into a golem. |
Abductor Mutation Toxin | 5 Parts Unstable Mutation Toxin
10 Parts Morphine 10 Parts Mute Toxin |
Mutagenic chemical that transforms into an abductor. |
IPC Mutation Toxin | 5 Parts Unstable Mutation Toxin
20 Parts Teslium |
Mutagenic chemical that transforms into an IPC. |
Advanced Mutation Toxin | Use Plasma on a Black Slime Extract. | Mutagenic chemical that slowly morphs the victim into a slime. |
Skeleton Mutation Toxin | 5 Parts Advanced Mutation Toxin
30 Parts Fluorosulfuric Acid 30 Parts Milk |
Mutagenic chemical that transforms into a skeleton. |
Zombie Mutation Toxin | 5 Parts Advanced Mutation Toxin
10 Parts Krokodil 10 Parts Bad Food |
Mutagenic chemical that transforms into a non-infectious and comletely fake Zombie. |
Ash Mutation Toxin | 5 Parts Advanced Mutation Toxin
10 Parts Ash 5 Parts Entropic Polypnium 1 Part Lizard Mutation Toxin |
Mutagenic chemical that transforms into an Ash Walker. |
Shadow Mutation Toxin | 5 Parts Advanced Mutation Toxin
30 Parts Stabilized Liquid Dark Matter 10 Parts Holy Water |
Mutagenic chemical that transforms into a shadowperson. |
Plasma Mutation Toxin | 5 Parts Advanced Mutation Toxin
20 Parts Uranium 60 Parts Plasma |
Mutagenic chemical that transforms into a plasmaman. |
Kobold Mutation Toxin | 1 part Advanced Mutation Toxin
1 part Lizard Mutation Toxin 10 parts Ash 5 parts Tinea Luxor |
Mutagenic chemical that transforms into a kobold. |
Toxins
The deadliest of deadly chemicals. Some of these are available from traitor uplinks, but good luck getting one of those.
Name | Recipe | Damage Type | Description | Metabolism Rate |
---|---|---|---|---|
Toxin ▮ | Medbay Vendors, Emagged Chem Dispenser, ground Goliath Steaks. | Toxin | Will deal 1.5 toxin damage per tick. | 0.4 units per tick |
Bad Food | From eating poorly made food |
Toxin |
Will deal 0.5 toxin damage per tick. | 0.1 units per tick |
Formaldehyde ▮ | 1 part Ethanol 1 part Oxygen |
Toxin | Used to preserve corpses. Formaldehyde, on its own, is a fairly weak toxin. It contains trace amounts of Histamine, very rarely making it decay into Histamine. | 0.5 units per tick |
Fentanyl | 1 part Space Drugs
Temperature 380K |
Toxin, Brain | Fentanyl will inhibit brain function and cause toxin damage before eventually knocking out its victim. | 0.5 units per tick |
Cyanide ▮ | 1 part Ammonia 3 parts Hydrogen 1 part Nitrogen 1 part Oil 1 part Welding Fuel 1 part Carbon 1 part Oxygen |
Toxin | An infamous poison known for its use in assassination. Causes small amounts of toxin damage with a small chance of oxygen damage or a stun. | 0.125 units per tick |
Itching Powder | 1 part Welding Fuel
1 part Ammonia 1 part Charcoal |
Brute | A powder that induces itching upon contact with the skin. Causes the victim to scratch at their itches and has a very low chance to decay into Histamine. | 0.4 units per tick |
Sulphuric Acid ▮ | 4 parts Oxygen 2 parts Hydrogen |
Toxin, Acid | Sulphuric acid is a moderately corrosive chemical substance used in the production of many chemicals. | 0.4 units per tick |
Fluorosulfuric Acid ▮ | 1 part Fluorine 1 part Hydrogen Sulphuric Acid 4 parts Oxygen 2 parts Hydrogen Temperature 380K |
Toxin, Acid | Fluorosulfuric acid is an extremely corrosive chemical substance. | 0.4 units per tick |
Nitric Acid ▮ | 1 part Fluorosulfuric Acid 1 part Fluorine 1 part Hydrogen Sulphuric Acid 4 parts Oxygen 2 parts Hydrogen Temperature 380K 1 part Nitrogen |
Toxin, Acid | Nitric acid is an extremely corrosive chemical substance that violently reacts with living organic tissue. | 0.4 units per tick |
Sulfonal | 1 part Acetone
1 part Diethylamine 1 part Sulfur |
Toxin, Knockout | A stealthy poison that deals minor toxin damage and eventually puts the target to sleep. | 0.125 units per tick |
Lipolicide | 1 part Mercury
1 part Diethylamine 1 part Ephedrine |
Nutrition | A powerful toxin that will destroy fat cells, massively reducing body weight in a short time. Deadly to those without nutriment in their body. | 0.5 units per tick |
Unstable Mutagen ▮ | 1 part Chlorine 1 part Phosphorus |
Mutation | Might cause unpredictable mutations. Keep away from children. | 0.4 units per tick |
Lexorin | 1 part Plasma
1 part Hydrogen 1 part Salbutamol |
Suffocation | A powerful poison used to stop respiration. | 0.4 units per tick |
Chloral Hydrate | 1 part Ethanol
3 parts Chlorine 1 part Water |
Toxin, Knockout | A powerful sedative that induces confusion and drowsiness before putting its target to sleep. |
1.5 units per tick |
Mute Toxin | 2 parts Uranium
1 part Water 1 part Carbon |
... | ... | 0.4 units per tick |
Zombie Powder | 5 parts Carpotoxin
5 parts Morphine 5 parts Copper |
Other | A strong neurotoxin that puts the subject into a death-like state. | 0.4 units per tick |
Ghoul Powder | 1 part Zombie Powder
1 part Epinephrine |
Other | A strong neurotoxin that slows metabolism to a death-like state, while keeping the patient fully active. Causes toxin buildup if used too long. | 0.4 units per tick |
Mindbreaker Toxin |
1 part Silicon 1 part Hydrogen 1 part Charcoal
1 part Ash 1 part Oil
1 part Welding Fuel 1 part Carbon Temperature 480K 1 part Sodium Chloride 1 part Chlorine 1 part Sodium Temperature 380K |
Hallucinations | A powerful hallucinogen. Not a thing to be messed with. For some mental patients. it counteracts their symptoms and anchors them to reality. | 0.4 units per tick |
Heparin | 1 part Formaldehyde
1 part Sodium 1 part Chlorine 1 part Lithium |
Bleeding |
A powerful anticoagulant. Victims will bleed uncontrollably and suffer scaling bruising. |
0.2 units per tick |
Rotatium | 1 part Mindbreaker Toxin
1 part Teslium 1 part Fentanyl |
Hallucinations | A constantly swirling, oddly colourful fluid. Causes the consumer's sense of direction and hand-eye coordination to become wild. | 0.6 units per tick |
Anacea | 1 part Haloperidol
1 part Impedrezene 1 part Radium |
Toxin | A toxin that quickly purges medicines and metabolizes very slowly. | 0.08 units per tick |
Mime's Bane | 1 part Radium
1 part Mute Toxin 1 part Nothing |
Other |
A nonlethal neurotoxin that interferes with the victim's ability to gesture. | 0.4 units per tick |
Bone Hurting Juice | 1 part Unstable Mutagen
3 parts Itching Powder 1 part Milk |
Stamina, Bones |
A strange substance that looks a lot like water. Drinking it is oddly tempting. Oof ouch. | 0.4 units per tick |
Teslium |
1 part Silver 1 part Gunpowder
1 part Charcoal 1 part Ash 1 part Oil
1 part Welding Fuel 1 part Carbon Temperature 480K 1 part Sodium Chloride 1 part Chlorine 1 part Sodium Temperature 380K 1 part Saltpetre 3 parts Oxygen 1 part Potassium 1 part Sulfur Temperature 400k |
Random Shocks |
Randomly shocks the victim while it is in their system, ignoring any protection cause the shock comes from inside them. Also increases damage taken from normal shocks. |
0.2 units per tick |
Initropidril | Traitor Uplink | Cardiac Arrest | Deals heavy toxin damage over time, and a 25% chance to do one of the following: stun, cause loss of breath and oxygen damage, or cause your heart to stop. Combat the latter with electric shocks from grilles and doors in a pinch, or a defib for a more reliable method. | 0.2 units per tick |
Tirizene | Traitor Sleepypen, Emagged Soda Dispenser, Death Berry, Poison-Berry | Stamina Damage | Deals stamina damage over time, slowing down and causing collapse in large doses, but otherwise harmless. | 0.4 units per tick |
Tiring Solution |
Peacekeeper Cyborgs | Stamina Damage | Deals stamina damage over time, slowing down. Won't go higher than 50 stamina damage. | 0.6 units per tick |
Polonium | Traitor Uplink | Radiation | Cause significant Radiation damage over time. It's metabolized very slowly. | 0.1 units per tick |
Pancuronium | Traitor Uplink | Paralysis and Suffocation | Paralyses you after 10 seconds, with a 20% chance to cause 4 seconds of loss of breath. |
0.1 units per tick |
Sodium Thiopental | Traitor Uplink | Knockout and Stamina | Knocks you out after 11 seconds, and destroys your stamina. | 0.3 units per tick |
Amanitin | Traitor Uplink |
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. | 0.2 units per tick |
Coniine |
Traitor Uplink |
Toxin and breath loss | 1.75 toxin damage and 5 seconds of loss of breath per tick. EXTREMELY slow metabolization. | 0.024 units per tick |
Curare | Traitor Uplink | Knockout, Oxygen, and Toxin | Does 1 unit of toxin and 1 unit of oxygen damage every second, and knocks you out after 11 seconds. Metabolizes slowly. | 0.05 units per tick |
Histamine | Traitor Uplink, metabolite of Formaldehyde | Brute, toxin, oxyloss and eyesight | Has a chance each tick to cause small amounts of brute damage or blur vision.
If overdosed (30 units) it will also deal a significant amount of Brute, Toxin and Oxyloss damage each tick. |
0.1 units per tick |
Venom | Traitor Uplink, Spiders | Brute, toxin | Will deal Toxin and Brute damage over time based on how much venom is in the body. Has a chance to turn into 5 to 10 units of Histamine. | 0.1 units per tick |
Carpotoxin ▮ | Space carp meat, koibeans. Available from emagged chem dispensers. |
Toxin | Deals constant toxin damage over time. | 0.4 units per tick |
Mint Toxin | Grind mint | Conditional death | Instantly gibs fat people when ingested. | 0.4 units per tick |
Slime Jelly ▮ | Slimes or slimepeople. | Toxin | Heals brute damage over time, but randomly deals bursts of 20-60 toxin damage making it useful as slimepeople take reverse toxin damage/healing. | 0.4 units per tick |
Weed Killer | 4 parts Ammonia
1 part Toxin |
Toxin | Kills weeds, causes minor toxin damage to humans. | 0.4 units per tick |
Pest Killer | 1 part Toxin
4 parts Ethanol |
Toxin | Kills pests in hydroponics trays, causes minor toxin damage to humans. Deals heavy toxin damage to fly people. | 0.4 units per tick. |
Plant-B-Gone | 1 part Toxin
4 parts Water |
Toxin | A potent herbicide which is useful to replace the limited supply the botanist starts with. Causes minor toxin damage to humans. Deals heavy toxin damage to pod people. | 0.4 units per tick |
Bungotoxin | Grow Bungo Tree | Toxin | Deals heavy heart damage and makes you dizzy. | 0.2 units per tick |
Planetary Chemicals
Found primarily in Planetary flora.
Name | Type | Found In | Description | Metabolism Rate |
---|---|---|---|---|
Entropic Polypnium | Poison | Mushroom Caps | Stamina, Brain, Toxin, Oxygen, and a bit of Eye Damage, Oh My! More than 5u will paralyze someone as well. | 0.4 units per tick |
Tinea Luxor | Other | Mushroom Stems | Makes the consumer glow. | 0.4 units per tick |
Vitrium Froth | Medicine | Mushroom Leaves | 80% chance to heal 1 burn and 1 brute damage each tick. | 0.4 units per tick |
Ash Fibers | Other | Cave Fern | Used as an ingredient in other recipes | 0.4 units per tick |
Pyre Elementum | Other | Fireblossoms | This is what makes Fireblossoms even hotter. | 0.4 units per tick |
Lava Microbes | Poison | Microbes isolated from the dirt. May be contagious. | 0.4 units per tick |
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.