Guide to Chemistry

From Shiptest Wiki
Jump to navigationJump to search

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:

Click expand to see what chemicals are available:

Normal:

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

Upgraded (tier 4 matter manipulator):

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

Emagged:

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

Upgradeable parts:

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

Chemical Heater

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


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


Upgrading the laser will increase the heating/cooling speed.

ChemMaster 3000

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

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

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

All-In-One Grinder

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

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

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

Smoke Machine

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

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

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

Upgradeable parts:

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

Metabolism

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

Active Pure Chemicals

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

  • Chlorine: Causes 1 brute damage per tick to a random body part.
  • Copper: Can be splashed on metal sheets to create bronze sheets.
  • Ethanol: A decent alcoholic "beverage", with a booze power of 65. Increases 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
1 part Hydrogen
OR

Scoop up oil from destroyed cyborgs or robots off the ground with a beaker.

Temperature 480K
OR
Light a piece of paper on fire, and scoop up the resulting ashes with a beaker.

Basic Ingredient
Oil 1 part Welding Fuel

1 part Carbon
1 part Hydrogen
OR
Scoop up oil from destroyed cyborgs or robots off the ground with a beaker.

Burns in a small smoky fire, mostly used to get Ash.
Phenol
1 part Oil
1 part Welding Fuel

1 part Carbon
1 part Hydrogen
OR

Scoop up oil from destroyed cyborgs or robots off the ground with a beaker.

1 part Chlorine
1 part Water

Used for certain medical recipes.
Acetone
1 part Oil
1 part Welding Fuel

1 part Carbon
1 part Hydrogen
OR

Scoop up oil from destroyed cyborgs or robots off the ground with a beaker.

1 part Welding Fuel
1 part Oxygen

Common ingredient in other recipes.
Sodium Chloride 1 part Chlorine

1 part Sodium
1 part Water

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
1 part Nitrogen

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 Sodium
OR

1 part Ash
1 part Oil
1 part Welding Fuel

1 part Carbon
1 part Hydrogen
OR

Scoop up oil from destroyed cyborgs or robots off the ground with a beaker.

Temperature 480K
OR
Light a piece of paper on fire, and scoop up the resulting ashes with a beaker.

1 part Carbon
1 part Water

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
1 part Water

Burns people on touch.
Pentaerythritol
3 parts Formaldehyde
1 part Ethanol

1 part Oxygen
1 part Silver

Temperature 420k

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

1 part Carbon
1 part Hydrogen
OR

Scoop up oil from destroyed cyborgs or robots off the ground with a beaker.

1 part Welding Fuel

1 part Oxygen

1 part Formaldehyde
1 part Ethanol

1 part Oxygen
1 part Silver

Temperature 420k

1 part Water

Temperature 450K

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 Hydrogen
OR

Scoop up oil from destroyed cyborgs or robots off the ground with a beaker.

1 part Welding Fuel

1 part Oxygen

1 part Formaldehyde
1 part Ethanol

1 part Oxygen
1 part Silver

Temperature 420k

1 part Water
Temperature 450K

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

1 part Carbon
1 part Hydrogen
OR

Scoop up oil from destroyed cyborgs or robots off the ground with a beaker.

1 part Welding Fuel

1 part Oxygen

1 part Hydrogen Peroxide
1 part Chlorine

1 part Oxygen

1 part Water

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
1 part Sugar

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 Oxygen

1 part Sulphuric Acid
4 parts Oxygen

2 parts Hydrogen
1 part Sulfur
Temperature 380K

Available from the chem dispenser by default.

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 Hydrogen
OR

Scoop up oil from destroyed cyborgs or robots off the ground with a beaker.

1 part Welding Fuel

1 part Oxygen

1 part Copper
1 part Phosphorus

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
1 part Oxygen
1 part Silver
1 part Sulfer

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 Water


1 part Bromine

1 part Lye
1 part Hydrogen

1 part Oxygen
1 part Sodium
OR

1 part Ash
1 part Oil
1 part Welding Fuel

1 part Carbon
1 part Hydrogen
OR

Scoop up oil from destroyed cyborgs or robots off the ground with a beaker.

Temperature 480K
OR
Light a piece of paper on fire, and scoop up the resulting ashes with a beaker.

1 part Carbon

1 part Water

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 Sugar

1 part Kelotane
1 part Carbon
1 part Silicon

1 part Dylovene
1 part Nitrogen

1 part Potassium

1 part Silicon

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 Oxygen

1 part Sulphuric Acid
4 parts Oxygen

2 parts Hydrogen
1 part Sulfur
Temperature 380K

Available from the chem dispenser by default.


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
1 part Silicon

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
1 part Hydrogen
OR

Scoop up oil from destroyed cyborgs or robots off the ground with a beaker.

Temperature 480K
OR
Light a piece of paper on fire, and scoop up the resulting ashes with a beaker.


1 part Sodium Chloride
1 part Chlorine

1 part Sodium

1 part Water

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
2 parts
Ammonia
3 parts Hydrogen
1 part Nitrogen

2 parts Oxygen
1 part Nitrogen

Temperature 525K

1 part Fluorine
1 part Sulfur

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 Lithium

1 part Salicylic Acid
1 part Carbon

1 part Oxygen

1 part Phenol
1 part Oil
1 part Welding Fuel

1 part Carbon
1 part Hydrogen
OR

Scoop up oil from destroyed cyborgs or robots off the ground with a beaker.

1 part Chlorine

1 part Water

1 part Sodium
1 part Sulphuric 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 Water

1 part Sugar
1 part Water

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 Hydrogen
OR

Scoop up oil from destroyed cyborgs or robots off the ground with a beaker.

1 part Welding Fuel

1 part Oxygen

1 part Stable Plasma

1 part Unstable Mutagen
1 part Chlorine

1 part Phosphorus

1 part Radium

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 Hydrogen
OR

Scoop up oil from destroyed cyborgs or robots off the ground with a beaker.

1 part Welding Fuel

1 part Oxygen

1 part Stable Plasma

1 part Unstable Mutagen
1 part Chlorine

1 part Phosphorus

1 part Radium


1 part Sodium
5 units Plasma (catalyst)

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

1 part Sugar
1 part Water

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 Hydrogen
OR

Scoop up oil from destroyed cyborgs or robots off the ground with a beaker.

1 part Welding Fuel

1 part Oxygen

1 part Mannitol
1 part Hydrogen

1 part Sugar
1 part Water


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 Hydrogen
OR

Scoop up oil from destroyed cyborgs or robots off the ground with a beaker.

1 part Chlorine

1 part Water

1 part Chlorine
1 part Ethanol
1 part Potassium

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
1 part Silver
Temperature 370K

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
1 part Sugar

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

Scoop up oil from destroyed cyborgs or robots off the ground with a beaker.

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 Hydrogen
OR

Scoop up oil from destroyed cyborgs or robots off the ground with a beaker.

1 part Chlorine

1 part Water

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
1 part Sulfur
Temperature 380K

Available from the chem dispenser by default.

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 Hydrogen
OR

Scoop up oil from destroyed cyborgs or robots off the ground with a beaker.

1 part Welding Fuel

1 part Oxygen

1 unit Sulphuric Acid (catalyst)
4 parts Oxygen

2 parts Hydrogen
1 part Sulfur
Temperature 380K

Available from the chem dispenser by default.

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
1 part Potassium

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 Hydrogen
OR

Scoop up oil from destroyed cyborgs or robots off the ground with a beaker.

1 part Welding Fuel

1 part Oxygen

1 part Nitric Acid
1 part
Fluorosulfuric Acid
1 part Fluorine

1 part Hydrogen
1 part Potassium

1 part
Sulphuric Acid
4 parts Oxygen

2 parts Hydrogen
1 part Sulfur
Temperature 380K

Available from the chem dispenser by default.

Temperature 380K

1 part Nitrogen
1 part Oxygen

Temperature 380K

1 part Pentaerythritol
3 parts Formaldehyde
1 part Ethanol

1 part Oxygen
1 part Silver

Temperature 420k

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

1 part Carbon
1 part Hydrogen
OR

Scoop up oil from destroyed cyborgs or robots off the ground with a beaker.

1 part Welding Fuel

1 part Oxygen

1 part Formaldehyde
1 part Ethanol

1 part Oxygen
1 part Silver

Temperature 420k

1 part Water

Temperature 450K
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 Hydrogen
OR

Scoop up oil from destroyed cyborgs or robots off the ground with a beaker.

1 part Welding Fuel

1 part Oxygen

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
1 part Hydrogen
OR

Scoop up oil from destroyed cyborgs or robots off the ground with a beaker.

Temperature 480K
OR
Light a piece of paper on fire, and scoop up the resulting ashes with a beaker.


1 part Bicaridine
1 part Carbon

1 part Oxygen

1 part Sugar

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 Sugar

1 part Nutriment
1 part Sodium Chloride

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 Hydrogen
OR

Scoop up oil from destroyed cyborgs or robots off the ground with a beaker.

1 part Chlorine

1 part Water

1 part Sodium
1 part Sulphuric Acid

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 Hydrogen
OR

Scoop up oil from destroyed cyborgs or robots off the ground with a beaker.

1 part Welding Fuel

1 part Oxygen

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 Oxygen

1 part Phenol
1 part Oil
1 part Welding Fuel

1 part Carbon
1 part Hydrogen
OR

Scoop up oil from destroyed cyborgs or robots off the ground with a beaker.

1 part Chlorine

1 part Water

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 Sugar

1 part Kelotane
1 part Carbon
1 part Silicon

1 part Dylovene
1 part Nitrogen

1 part Potassium

1 part Silicon


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
1 part Hydrogen
OR

Scoop up oil from destroyed cyborgs or robots off the ground with a beaker.

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


Temperature 374K

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 part Silicon

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 Hydrogen
OR

Scoop up oil from destroyed cyborgs or robots off the ground with a beaker.

1 part Welding Fuel

1 part Oxygen

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 Hydrogen
OR

Scoop up oil from destroyed cyborgs or robots off the ground with a beaker.

1 part Chlorine

1 part Water

1 part Sulphuric Acid
4 parts Oxygen

2 parts Hydrogen
1 part Sulfur
Temperature 380K

Available from the chem dispenser by default.
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 Hydrogen
OR

Scoop up oil from destroyed cyborgs or robots off the ground with a beaker.

1 part Welding Fuel

1 part Oxygen

1 part Stable Plasma

1 part Unstable Mutagen
1 part Chlorine

1 part Phosphorus

1 part Radium


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
5 units Plasma (catalyst)

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

1 part Sugar
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 Sugar

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

1 part Carbon
1 part Hydrogen
OR

Scoop up oil from destroyed cyborgs or robots off the ground with a beaker.

1 part Welding Fuel

1 part Oxygen

1 part Chlorine

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

1 part Ethanol

1 part Hydrogen
1 part Oxygen

1 part Phenol
1 part Oil
1 part Welding Fuel

1 part Carbon
1 part Hydrogen
OR

Scoop up oil from destroyed cyborgs or robots off the ground with a beaker.

1 part Chlorine

1 part Water

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
1 part Hydrogen
OR

Scoop up oil from destroyed cyborgs or robots off the ground with a beaker.

Temperature 480K
OR
Light a piece of paper on fire, and scoop up the resulting ashes with a beaker.


1 part Sodium Chloride
1 part Chlorine

1 part Sodium

1 part Water

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
1 part Hydrogen
OR

Scoop up oil from destroyed cyborgs or robots off the ground with a beaker.

Temperature 480K
OR
Light a piece of paper on fire, and scoop up the resulting ashes with a beaker.


1 part Sodium Chloride
1 part Chlorine

1 part Sodium

1 part Water

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
1 part Water

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 Hydrogen
OR

Scoop up oil from destroyed cyborgs or robots off the ground with a beaker.

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
Ammonia
3 parts Hydrogen
1 part Nitrogen

1 part
Oil
1 part Welding Fuel

1 part Carbon
1 part Hydrogen
OR

Scoop up oil from destroyed cyborgs or robots off the ground with a beaker.

1 part Oxygen

Temperature 380K

1 part Formaldehyde
1 part Ethanol

1 part Oxygen
1 part Silver

Temperature 420k

1 part Sodium
1 part Welding Fuel

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
1 part Hydrogen
OR

Scoop up oil from destroyed cyborgs or robots off the ground with a beaker.
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 Hydrogen
OR

Scoop up oil from destroyed cyborgs or robots off the ground with a beaker.

1 part Welding Fuel

1 part Oxygen

1 part Chlorine

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

1 part Ethanol

1 part Hydrogen
1 part Oxygen

1 part Phenol
1 part Oil
1 part Welding Fuel

1 part Carbon
1 part Hydrogen
OR

Scoop up oil from destroyed cyborgs or robots off the ground with a beaker.

1 part Chlorine

1 part Water

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)
OR
Grind up Holymelons.
OR

Have chaplains use their bibles on containers of water.

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 Radium

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 Hydrogen
OR

Scoop up oil from destroyed cyborgs or robots off the ground with a beaker.

1 part Welding Fuel

1 part Oxygen

1 part Bromine

1 part Unstable Mutagen
1 part Chlorine

1 part Phosphorus

1 part Radium

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
1 part Hydrogen
OR

Scoop up oil from destroyed cyborgs or robots off the ground with a beaker.

Temperature 480K
OR
Light a piece of paper on fire, and scoop up the resulting ashes with a beaker.


1 part Sodium Chloride
1 part Chlorine

1 part Sodium

1 part Water

Temperature 380K

1 part Copper
1 part Ethanol

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 Fluorine

1 part Oil
1 part Welding Fuel

1 part Carbon
1 part Hydrogen
OR

Scoop up oil from destroyed cyborgs or robots off the ground with a beaker.

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
3 parts Tricordrazine
1 part Bicaridine
1 part Carbon

1 part Oxygen

1 part Sugar

1 part Kelotane
1 part Carbon
1 part Silicon

1 part Dylovene
1 part Nitrogen

1 part Potassium

1 part Silicon


1 part Dexalin
5 parts Oxygen

1 unit Plasma (catalyst)


or
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
1 part Ethanol
1 part Oxygen
Temperature 480K

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 Hydrogen
OR

Scoop up oil from destroyed cyborgs or robots off the ground with a beaker.

1 part Welding Fuel

1 part Oxygen

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 Hydrogen
OR

Scoop up oil from destroyed cyborgs or robots off the ground with a beaker.

1 part Chlorine

1 part Water

1 part Sulphuric Acid
4 parts Oxygen

2 parts Hydrogen
1 part Sulfur
Temperature 380K

Available from the chem dispenser by default.

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
1 part Water


2 parts Water

1 part Impedrezene
1 part Mercury

1 part Oxygen

1 part Sugar

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 Hydrogen
OR

Scoop up oil from destroyed cyborgs or robots off the ground with a beaker.

1 part Chlorine

1 part Water

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 Calcium
Grind up Bones.

1 part Entropic Polypnium
Grind inocybe mushrooms.

1 part Plasma


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
Extract from a Geyser with a liquid pump, or by beaker.
OR
10 parts Holy Water
1 part
Hollow Water
Extract from a Geyser with a liquid pump, or by beaker.

1 unit Holy Water (catalyst)
OR
Grind up Holymelons.
OR

Have chaplains use their bibles on containers of water.

1 part System Cleaner
2 parts Phenol
1 part Oil
1 part Welding Fuel

1 part Carbon
1 part Hydrogen
OR

Scoop up oil from destroyed cyborgs or robots off the ground with a beaker.

1 part Chlorine

1 part Water

1 part Chlorine
1 part Ethanol
1 part Potassium


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
Obtained by:
Grinding Wood, Paper, Cardboard, or Cloth.
OR
1 part Ashen Fibers
Grind cave ferns.

1 part Formaldehyde
1 part Ethanol

1 part Oxygen
1 part Silver

Temperature 420k

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
Obtained by:
Grinding Wood, Paper, Cardboard, or Cloth.
OR
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
1 part Hydrogen
OR

Scoop up oil from destroyed cyborgs or robots off the ground with a beaker.

Temperature 480K
OR
Light a piece of paper on fire, and scoop up the resulting ashes with a beaker.


1 part Sodium Chloride
1 part Chlorine

1 part Sodium

1 part Water

Temperature 380K

1 part Chlorine

1 part Ethanol

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
1 part Oxygen


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
8 parts Carbon

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
1 part Sugar

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 Hydrogen
OR

Scoop up oil from destroyed cyborgs or robots off the ground with a beaker.

1 part Lithium

1 part Sulphuric Acid
4 parts Oxygen

2 parts Hydrogen
1 part Sulfur
Temperature 380K

Available from the chem dispenser by default.

1 part Welding Fuel
Temperature 390K

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 Hydrogen
OR

Scoop up oil from destroyed cyborgs or robots off the ground with a beaker.

1 part Lithium

1 part Morphine
2 parts Carbon

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


1 part Phosphorus
1 part Potassium

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

1 part Welding Fuel
Temperature 380K

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 Sugar

1 part Oil
1 part Welding Fuel

1 part Carbon
1 part Hydrogen
OR

Scoop up oil from destroyed cyborgs or robots off the ground with a beaker.


1 part Hydrogen
1 part Iodine
1 part Phosphorus
Temperature 374K

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 Nitrogen

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

1 part Tea
5 parts Water
1 part
Ground Tea Leaves
Obtained by grinding tea leaves.

Creates 5 parts.

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 Hydrogen
OR

Scoop up oil from destroyed cyborgs or robots off the ground with a beaker.

1 part Welding Fuel

1 part Oxygen

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 Hydrogen
OR

Scoop up oil from destroyed cyborgs or robots off the ground with a beaker.

1 part Chlorine

1 part Water

1 part Sulphuric Acid
4 parts Oxygen

2 parts Hydrogen
1 part Sulfur
Temperature 380K

Available from the chem dispenser by default.

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

1 part Carbon
1 part Hydrogen
OR

Scoop up oil from destroyed cyborgs or robots off the ground with a beaker.

1 part Welding Fuel

1 part Oxygen

1 part Chlorine

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

1 part Ethanol

1 part Hydrogen
1 part Oxygen

1 part Phenol
1 part Oil
1 part Welding Fuel

1 part Carbon
1 part Hydrogen
OR

Scoop up oil from destroyed cyborgs or robots off the ground with a beaker.

1 part Chlorine

1 part Water


1 part Morphine
2 parts Carbon

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


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
2 parts
Ammonia
3 parts Hydrogen
1 part Nitrogen

2 parts Oxygen
1 part Nitrogen

Temperature 525K

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

1 part Carbon
1 part Hydrogen
OR

Scoop up oil from destroyed cyborgs or robots off the ground with a beaker.

1 part Welding Fuel

1 part Oxygen

1 part Chlorine

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

1 part Ethanol

1 part Hydrogen
1 part Oxygen

1 part Phenol
1 part Oil
1 part Welding Fuel

1 part Carbon
1 part Hydrogen
OR

Scoop up oil from destroyed cyborgs or robots off the ground with a beaker.

1 part Chlorine

1 part Water


1 part Ethanol
5 parts Plasma (catalyst)

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
5 parts Water
1 part
Coffee Grounds
Obtained by grinding coffee beans.

Creates 5 parts.

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

1 part Carbon
1 part Hydrogen
OR

Scoop up oil from destroyed cyborgs or robots off the ground with a beaker.

1 part Welding Fuel

1 part Oxygen

1 part Chlorine

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

1 part Ethanol

1 part Hydrogen
1 part Oxygen

1 part Phenol
1 part Oil
1 part Welding Fuel

1 part Carbon
1 part Hydrogen
OR

Scoop up oil from destroyed cyborgs or robots off the ground with a beaker.

1 part Chlorine

1 part Water


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 Sugar

1 part Oil
1 part Welding Fuel

1 part Carbon
1 part Hydrogen
OR

Scoop up oil from destroyed cyborgs or robots off the ground with a beaker.

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

Ship hull damaged by an explosive.
Keep in mind that explosions are somewhat random, and will likely be inconsistent. This is the effect of a 20 power explosion (equal to a 200u created volume Potassium+Water mixture, as explained on the left) when used against a ship's hull. Heavy damage can simply fail to break plating or girders sometimes.

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.

  1. Say you have a grenade with one beaker of 100 units Potassium, and another beaker of 100 units Water.
  2. 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.
  3. Multiply 20 by 2, and then 0.1, to solve for your range in Dyn_Ex. This leaves you with 4 range.
  4. 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

Lizard spinnin
This lizard was requested specifically by Martinpachu of the Shiptest discord.

-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.

WARNING:

If you run around using this knowledge to gib people and/or irreperably ruin ships, you may face OOC repercussions. Exercise caution, and generally try to keep your explosives under devastation power.



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
1 part Oxygen

When mixed with certain pyrotechnics, it stabilizes the reaction and prevents the reaction for usage later. The stabilizing agent is not consumed when stabilizing explosives, and one unit is enough to stabilize any amount of explosives. This does not work on everything, so be warned!
Foam Surfactant 2 parts Carbon

2 partsFluorine

1 part Sulphuric Acid
4 parts Oxygen

2 parts Hydrogen
1 part Sulfur
Temperature 380K

Available from the chem dispenser by default.
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 Oxygen


1 part Foam Surfactant
2 parts Carbon

2 partsFluorine

1 part Sulphuric Acid
4 parts Oxygen

2 parts Hydrogen
1 part Sulfur
Temperature 380K

Available from the chem dispenser by default.

1 part Carbon
Temperature below 200K

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
1 part Sugar

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
1 part Sulfur

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 Sulfur
Temperature 380K

Available from the chem dispenser by default.

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 Hydrogen
OR

Scoop up oil from destroyed cyborgs or robots off the ground with a beaker.

1 part Welding Fuel
1 part Ethanol

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
1 part Phosphorus

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
1 part Water

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
Temperature 424K

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
1 part Nitrogen
1 part Oxygen

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
1 part Radium

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
1 part Iodine
1 part Phosphorus
Temperature 300K

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
1 part Hydrogen
OR

Scoop up oil from destroyed cyborgs or robots off the ground with a beaker.

Temperature 480K
OR
Light a piece of paper on fire, and scoop up the resulting ashes with a beaker.


1 part Sodium Chloride
1 part Chlorine

1 part Sodium

1 part Water

Temperature 380K

1 part Saltpetre
3 parts Oxygen

1 part Potassium

1 part Nitrogen

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
1 part Potassium

1 part
Sulphuric Acid
4 parts Oxygen

2 parts Hydrogen
1 part Sulfur
Temperature 380K

Available from the chem dispenser by default.

Temperature 380K

1 part Sulphuric Acid
4 parts Oxygen

2 parts Hydrogen
1 part Sulfur
Temperature 380K

Available from the chem dispenser by default.
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
OR
Heating Teslium to 474K

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
1 part Oxygen

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 Hydrogen
OR

Scoop up oil from destroyed cyborgs or robots off the ground with a beaker.

1 part Chlorine

1 part Water

1 part Nitric Acid
1 part
Fluorosulfuric Acid
1 part Fluorine

1 part Hydrogen
1 part Potassium

1 part
Sulphuric Acid
4 parts Oxygen

2 parts Hydrogen
1 part Sulfur
Temperature 380K

Available from the chem dispenser by default.

Temperature 380K

1 part Nitrogen
1 part Oxygen

Temperature 380K

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

1 part Carbon
1 part Hydrogen
OR

Scoop up oil from destroyed cyborgs or robots off the ground with a beaker.

1 part Welding Fuel

1 part Oxygen

1 part Hydrogen Peroxide
1 part Chlorine

1 part Oxygen

1 part Water

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 Hydrogen
OR

Scoop up oil from destroyed cyborgs or robots off the ground with a beaker.

1 part Welding Fuel

1 part Oxygen

1 part Hydrogen Peroxide
1 part Chlorine

1 part Oxygen

1 part Water

1 part Oxygen

1 part Nitric Acid
1 part
Fluorosulfuric Acid
1 part Fluorine

1 part Hydrogen
1 part Potassium

1 part
Sulphuric Acid
4 parts Oxygen

2 parts Hydrogen
1 part Sulfur
Temperature 380K

Available from the chem dispenser by default.

Temperature 380K

1 part Nitrogen
1 part Oxygen

Temperature 380K

1 part Pentaerythritol
3 parts Formaldehyde
1 part Ethanol

1 part Oxygen
1 part Silver

Temperature 420k

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

1 part Carbon
1 part Hydrogen
OR

Scoop up oil from destroyed cyborgs or robots off the ground with a beaker.

1 part Welding Fuel

1 part Oxygen

1 part Formaldehyde
1 part Ethanol

1 part Oxygen
1 part Silver

Temperature 420k

1 part Water

Temperature 450K
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 Sodium
OR

1 part Ash
1 part Oil
1 part Welding Fuel

1 part Carbon
1 part Hydrogen
OR

Scoop up oil from destroyed cyborgs or robots off the ground with a beaker.

Temperature 480K
OR
Light a piece of paper on fire, and scoop up the resulting ashes with a beaker.

1 part Carbon

1 part Water

1 part Radium

1 part Sulphuric Acid
4 parts Oxygen

2 parts Hydrogen
1 part Sulfur
Temperature 380K

Available from the chem dispenser by default.

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 Sugar


1 part Blood


1 part Space Drugs
1 part Lithium

1 part Mercury
1 part Sugar


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 Carpet
1 part Space Drugs
1 part Lithium

1 part Mercury
1 part Sugar


1 part Blood


1 part Space Drugs
1 part Lithium

1 part Mercury
1 part Sugar


1 part Radium


1 part Unstable Mutagen
1 part Chlorine

1 part Phosphorus

1 part Radium

If sprayed or splashed on you it grows your hair very long. Does nothing when ingested. 0.4 units per tick
Candle 10 parts Liquid Gibs

10 parts Oxygen
Temperature 374K

Creates a red candle for use in decoration or rituals. Can not react in a body. N/A
Carbon Dioxide 2 parts Oxygen

1 part Carbon
Temperature 777K

Creates CO2 in liquid form. Spilling this will release gas form CO2 into the atmosphere. Has no other effects. 0.4 units per tick
Carpet
1 part Space Drugs
1 part Lithium

1 part Mercury
1 part Sugar


1 part Blood

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
2 parts Oxygen
1 part Water
Temperature 400k

Used in the production of Concrete. Causes brain damage. 0.4 units per tick
Concrete
5 parts Cement
2 parts Carbon

2 parts Hydrogen
2 parts Oxygen
1 part Water
Temperature 400k


Sand

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
2 parts Oxygen
1 part Water
Temperature 400k


1 parts Phenol
1 part Oil
1 part Welding Fuel

1 part Carbon
1 part Hydrogen
OR

Scoop up oil from destroyed cyborgs or robots off the ground with a beaker.

1 part Chlorine

1 part Water

Temperature 400k

Used in the production of Hexacrete. 0.4 units per tick
Hexacrete
5 parts Hexement
6 parts Cement
2 parts Carbon

2 parts Hydrogen
2 parts Oxygen
1 part Water
Temperature 400k


1 parts Phenol
1 part Oil
1 part Welding Fuel

1 part Carbon
1 part Hydrogen
OR

Scoop up oil from destroyed cyborgs or robots off the ground with a beaker.

1 part Chlorine

1 part Water

Temperature 400k

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 Hydrogen
OR

Scoop up oil from destroyed cyborgs or robots off the ground with a beaker.

1 part Welding Fuel

1 part Oxygen

4 parts Ethanol
Temperature 418k

Can be poured on catwalks to create Asphalt. 0.4 units per tick
Pavement
1 part Cement
2 parts Carbon

2 parts Hydrogen
2 parts Oxygen
1 part Water
Temperature 400k


1 part Asphalt
4 parts Carbon
2 parts Acetone
1 part Oil
1 part Welding Fuel

1 part Carbon
1 part Hydrogen
OR

Scoop up oil from destroyed cyborgs or robots off the ground with a beaker.

1 part Welding Fuel

1 part Oxygen

4 parts Ethanol
Temperature 418k

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 Hydrogen
OR

Scoop up oil from destroyed cyborgs or robots off the ground with a beaker.

1 part Welding Fuel

1 part Oxygen

1 part Stable Plasma

1 part Unstable Mutagen
1 part Chlorine

1 part Phosphorus

1 part Radium


1 part Space Drugs
1 part Lithium

1 part Mercury
1 part Sugar


1 part Radium
1 part Stable Plasma

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.


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

0.4 units per tick
Life
1 part Strange Reagent
1 part Holy Water
1 part
Hollow Water
Extract from a Geyser with a liquid pump, or by beaker.

1 unit Holy Water (catalyst)
OR
Grind up Holymelons.
OR

Have chaplains use their bibles on containers of water.

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 Radium


1 part Synthflesh
1 part Blood

1 part Carbon

1 part Styptic Powder
1 part Aluminum

1 part Hydrogen
1 part Oxygen

1 part Sulphuric Acid
4 parts Oxygen

2 parts Hydrogen
1 part Sulfur
Temperature 380K

Available from the chem dispenser by default.



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)
OR
Grind up Holymelons.
OR

Have chaplains use their bibles on containers of water.

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 Radium


1 part Synthflesh
1 part Blood

1 part Carbon

1 part Styptic Powder
1 part Aluminum

1 part Hydrogen
1 part Oxygen

1 part Sulphuric Acid
4 parts Oxygen

2 parts Hydrogen
1 part Sulfur
Temperature 380K

Available from the chem dispenser by default.



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 Hydrogen
OR

Scoop up oil from destroyed cyborgs or robots off the ground with a beaker.

1 part Welding Fuel

1 part Oxygen

1 part Stable Plasma

1 part Unstable Mutagen
1 part Chlorine

1 part Phosphorus

1 part Radium


1 part Space Drugs
1 part Lithium

1 part Mercury
1 part Sugar


1 part Radium
1 part Stable Plasma


1 part Strange Reagent
1 part Holy Water
1 part
Hollow Water
Extract from a Geyser with a liquid pump, or by beaker.

1 unit Holy Water (catalyst)
OR
Grind up Holymelons.
OR

Have chaplains use their bibles on containers of water.

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 Radium



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
1 part Sugar

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 Oxygen


1 part Foam Surfactant
2 parts Carbon

2 partsFluorine

1 part Sulphuric Acid
4 parts Oxygen

2 parts Hydrogen
1 part Sulfur
Temperature 380K

Available from the chem dispenser by default.

1 part Carbon
Temperature below 200K

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 Hydrogen
OR

Scoop up oil from destroyed cyborgs or robots off the ground with a beaker.

1 part Welding Fuel

1 part Oxygen

1 part Stable Plasma

1 part Unstable Mutagen
1 part Chlorine

1 part Phosphorus

1 part Radium


1 part Space Drugs
1 part Lithium

1 part Mercury
1 part Sugar


1 part Radium
1 part Stable Plasma


1 part Space Drugs
1 part Lithium

1 part Mercury
1 part Sugar


1 part 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.


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

N/A
Metalgen Randomized every 3 days.

Recipe can be found in a ruin.

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 Hydrogen
OR

Scoop up oil from destroyed cyborgs or robots off the ground with a beaker.

1 part Welding Fuel

1 part Oxygen

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 Hydrogen
OR

Scoop up oil from destroyed cyborgs or robots off the ground with a beaker.

1 part Welding Fuel

1 part Oxygen

1 part Iron

1 part Fluorosulfuric Acid
1 part Fluorine

1 part Hydrogen
1 part Potassium

1 part
Sulphuric Acid
4 parts Oxygen

2 parts Hydrogen
1 part Sulfur
Temperature 380K

Available from the chem dispenser by default.

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
1 part Nitrogen
Temperature 525K

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
1 part Hydrogen
OR

Scoop up oil from destroyed cyborgs or robots off the ground with a beaker.

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

1 part Radium
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 Sodium
OR

1 part Ash
1 part Oil
1 part Welding Fuel

1 part Carbon
1 part Hydrogen
OR

Scoop up oil from destroyed cyborgs or robots off the ground with a beaker.

Temperature 480K
OR
Light a piece of paper on fire, and scoop up the resulting ashes with a beaker.

1 part Carbon

1 part Water

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
1 part Hydrogen
OR

Scoop up oil from destroyed cyborgs or robots off the ground with a beaker.

Temperature 480K
OR
Light a piece of paper on fire, and scoop up the resulting ashes with a beaker.


1 part Sodium Chloride
1 part Chlorine

1 part Sodium

1 part Water

Temperature 380K

1 part Chlorine
1 part Ethanol

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 Hydrogen
OR

Scoop up oil from destroyed cyborgs or robots off the ground with a beaker.

1 part Welding Fuel

1 part Oxygen

1 part Stable Plasma

1 part Unstable Mutagen
1 part Chlorine

1 part Phosphorus

1 part Radium

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
1 part Hydrogen
OR

Scoop up oil from destroyed cyborgs or robots off the ground with a beaker.

Temperature 480K
OR
Light a piece of paper on fire, and scoop up the resulting ashes with a beaker.


1 part Sodium Chloride
1 part Chlorine

1 part Sodium

1 part Water

Temperature 380K

1 part Synaptizine
1 part Lithium

1 part Sugar
1 part Water


1 part Charcoal
1 part Ash
1 part Oil
1 part Welding Fuel

1 part Carbon
1 part Hydrogen
OR

Scoop up oil from destroyed cyborgs or robots off the ground with a beaker.

Temperature 480K
OR
Light a piece of paper on fire, and scoop up the resulting ashes with a beaker.


1 part Sodium Chloride
1 part Chlorine

1 part Sodium

1 part Water

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
1 part Silver
Temperature 420k

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 Hydrogen
OR

Scoop up oil from destroyed cyborgs or robots off the ground with a beaker.

1 part Oxygen
Temperature 380K

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
1 part Sulfur
Temperature 380K
Available from the chem dispenser by default.

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
1 part Potassium

1 part
Sulphuric Acid
4 parts Oxygen

2 parts Hydrogen
1 part Sulfur
Temperature 380K

Available from the chem dispenser by default.

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
1 part Potassium

1 part
Sulphuric Acid
4 parts Oxygen

2 parts Hydrogen
1 part Sulfur
Temperature 380K

Available from the chem dispenser by default.

Temperature 380K

1 part Nitrogen
1 part Oxygen
Temperature 380K

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
1 part Radium

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
1 part Hydrogen
OR

Scoop up oil from destroyed cyborgs or robots off the ground with a beaker.

Temperature 480K
OR
Light a piece of paper on fire, and scoop up the resulting ashes with a beaker.


1 part Sodium Chloride
1 part Chlorine

1 part Sodium

1 part Water

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 Stable Plasma

1 part Gunpowder
1 part Charcoal
1 part Ash
1 part Oil
1 part Welding Fuel

1 part Carbon
1 part Hydrogen
OR

Scoop up oil from destroyed cyborgs or robots off the ground with a beaker.

Temperature 480K
OR
Light a piece of paper on fire, and scoop up the resulting ashes with a beaker.


1 part Sodium Chloride
1 part Chlorine

1 part Sodium

1 part Water

Temperature 380K

1 part Saltpetre
3 parts Oxygen

1 part Potassium

1 part Nitrogen

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.