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Guide to chemistry: различия между версиями

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imported>OnlyJustGus
Include info on purity buffers
 
test123
 
(не показана 1 промежуточная версия этого же участника)
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{{Speech
{{Speech
|name=Tippo Felangus, the Chemist
|name=Типпо Фелангус, химик
|text=Hey mate, welcome to Chemistry. This is one of the few jobs where you can make a man heal back up to full health one second and make him explode the next.
|text=Привет, друг. Добро пожаловать в Химию. Это одна из немногих профессий, где ты можешь за секунду полностью вылечить человека, а в следующую — взорвать его.
<i>Sound too complicated? Naw, this shit is really simple to make. All you have to do is pour some of this Potassium into a beaker of water, like so...</i>
<i>Звучит слишком сложно? Да не, всё просто. Берёшь немного калия, выливаешь в стакан с водой, вот так...</i>
|image=[[File:Chemist action.png|64px|right]]
|image=[[File:Chemist action.png|64px|right]]
}}
}}


=== <big>Big Disclaimer</big> ===
This guide is currently undergoing a major rewrite to include a lot of things, including proper recipes to produce pure reagents and real recipes for inverse reagents, as well as removing and correcting a lot of outdated content. Contact discord user @onlyjustgus for details or questions.<br><br>


This guide will primarily be useful for [[Chemist|chemists]] but may come in handy to any player and especially [[Traitor|traitors]]. See [[Chemical recipes]] for simplified step-by-step instructions on how to make complicated chemicals (sometimes outdated), and for info about using the dispenser's ''recipe recording'' function. For grenade making see [[Grenade|Grenades]]. If you don't have a [[#Chemistry_Dispensers|chem dispenser]], see the [[Guide to Ghetto Chemistry]].
Гайд в первую очередь полезен [[Chemist|химикам]], но пригодится любому игроку и особенно [[Traitor|предателям]]. См. [[Chemical recipes]] — пошаговые инструкции для сложных реагентов (иногда устаревшие), а также информацию о функции ''записи рецептов'' в диспенсере. По гранатам см. [[Grenade|Гранаты]]. Если у вас нет [[#Chemistry_Dispensers|хим-диспенсера]], см. [[Guide to Ghetto Chemistry]].
<br><br>
<br><br>


A helper client for browsing this wiki (with several extra features) can be found here: https://hamcha.github.io/tghandbook/. This site is unofficial, use at your own risk.  
Вспомогательный клиент для просмотра вики (с дополнительными функциями): https://hamcha.github.io/tghandbook/. Сайт неофициальный, используйте на свой страх и риск.


== Handling reactions ==
== Обработка реакций ==


For returning players - reactions now work over time. In general, reaction rate is tied to temperature and in some cases the presence of an optional catalyst. {{PURITY}} is tied to the {{PURITY}} of your reagents, and how far away from optimal your pH is. It's important to note that the basic reaction is a one size fits all while each reaction is updated over a batch of updates, so it's unlikely that they'll cause too much trouble for you. Keep your pH within 5-9 and bare in mind most reactions are exothermic now meaning they generate heat when reacting, dangerous when using certain explosive chemicals opposite is for endothermic reactions. [[#Methamphetamine|Meth]] has been tweaked - and it's a tad more dangerous, since it becomes more exothermic the less pure it is and meth explodes if it gets to 380k so be careful out there Walter!.
Для возвращающихся игроков: реакции теперь идут со временем. Скорость реакции зависит от температуры и иногда от наличия опционального катализатора. {{PURITY}} зависит от {{PURITY}} ваших реагентов и от того, насколько далёк от оптимального ваш pH. Важно: базовая реакция универсальна, но каждая реакция обновляется порциями, так что проблем возникнуть не должно. Держите pH в пределах 5–9 и помните: большинство реакций теперь экзотермические — выделяют тепло, что опасно с взрывчатыми веществами; эндотермические — наоборот. [[#Methamphetamine|Мет]] доработан — он стал опаснее, так как чем менее чистый мет, тем более экзотермична реакция, а при 380K мет взрывается. Осторожнее там, Уолтер!


For a quick crash course in mechanics, the help button on the reaction chamber will get you up to speed by guiding you through a calomel reaction. There's an achievement too if you complete it with a 100% {{PURITY}} product!
Для быстрого знакомства с механиками кнопка помощи на реакционной камере проведёт вас через реакцию каломеля. Есть даже достижение за 100% {{PURITY}} продукта!


=== Temperature ===
=== Температура ===


All reactions that are non-instant have a reaction rate tied to the temperature of a beaker. If a reaction is proceeding too slowly, simply heat the beaker up to speed it up. As a reaction occurs, it is either Exothermic (heat producing) or Endothermic (heat consuming). Care should be taken for the Exothermic reactions, as they are liable to overheat, and for Endothermic reactions, as they are liable to overcool(Cold Reactions only, see glossary). An overheated(or cooled) reaction will reduce the yield of your reaction by default, and other reactions can have special effects when they get too hot. The rate at which a reaction heats up is faster the hotter it is, be careful to not lose control, and run if you do.  
Все не мгновенные реакции имеют скорость, привязанную к температуре стакана. Если реакция идёт слишком медленно — просто нагрейте стакан. Реакция бывает экзотермической (выделяет тепло) или эндотермической (поглощает тепло). С экзотермическими будьте осторожны — они склонны к перегреву; с эндотермическими — к переохлаждению (только холодные реакции, см. глоссарий). Перегретая (или переохлаждённая) реакция по умолчанию снижает выход продукта, а некоторые реакции дают особые эффекты при перегреве. Чем горячее реакция, тем быстрее она нагревается — не теряйте контроль, а если потеряли — бегите.


=== Reaction rates ===
=== Скорость реакций ===
The easiest way to speed a reaction up is to heat the reaction up, but if you're looking for other ways, such as for plumbing, having an optional speed catalyst (such as Palladium synthate catalyst for medicines) at its required volume will also speed it up. Finally, Tempomyocin can be added to a reaction to temporarily increase its reaction speed.
Самый простой способ ускорить реакцию — нагреть её. Другие способы: опциональный катализатор скорости (например, Palladium synthate catalyst для лекарств) в нужном объёме, или Tempomyocin, временно повышающий скорость реакции. Для сантехники это тоже работает.


=== Potential of Hydrogen (pH) ===
=== Водородный показатель (pH) ===


Every reagent has an innate pH, which can be seen by pressing the cog on the dispenser. The pH of the beaker is the sum of the pHes in the mix. The pH of a beaker determines how pure a product is, for the recipes with a given pH, you want to have your pH at the centre of the limits when the reaction starts. As a reaction progresses, it's likely the pH will begin to drift, and must be compensated for either with [[#Acidic_Buffer|buffer reagents]] or acidic/alkaline compounds. The pH range is something chemists often have to learn over several reactions, and the ChemMaster 3000 analyse function can give an insight into what pH you should be aiming for (Not in yet). Highly impure compounds are liable to affect your reaction too thus it is prudent to set your pH before reacting, as an overly impure reaction will drag the {{PURITY}} down of all other reagents with it. If a reaction is not within its minimum and maximum pH range, it will not start. This does not stop a reaction if it drifts outside of that range.  
Каждый реагент имеет врождённый pH, видимый по нажатию шестерёнки на диспенсере. pH стакана — сумма pH всех компонентов смеси. pH стакана определяет чистоту продукта. Для рецептов с указанным pH нужно, чтобы pH был в центре допустимого диапазона на момент начала реакции. По мере протекания реакции pH будет смещаться, и его нужно компенсировать [[#Acidic_Buffer|буферными реагентами]] или кислотно-щелочными соединениями. Диапазон pH химики обычно запоминают на практике, а функция анализа ChemMaster 3000 может подсказать, к какому pH стремиться (пока не реализовано). Сильно загрязнённые соединения также влияют на реакцию, поэтому выставляйте pH до начала реакции — иначе грязная реакция потянет {{PURITY}} всех остальных реагентов вниз. Если pH вне минимального и максимального диапазона — реакция не начнётся. Но если реакция уже идёт — выход за диапазон её не остановит.


=== {{PURITY}} ===
=== {{PURITY}} ===


How pure a reagent is determined by how pure your reactants were, and how optimal the pH was during the reaction. If a reagent's {{PURITY}} is below its inverse threshold when it is consumed by a creature, it will transform into its inverse reagent upon consumption. A reagent can be forcibly transformed into its inverse reagent by processing it in a High-Performance Liquid Chromatography machine, which can be used to prevent unwanted side effects. {{PURITY}} can also directly affect a reagent's performance. If this is the case, it is detailed in the description of the reagent. In most (but not all) cases, the change in effect is calculated as {{PURITY}} / Unreacted Purity. For most reagents, where the unreacted {{PURITY}} is 75% (0.75), this means that 75% pure reagent has 1 times its effect, and 100% pure reagent has 4/3rds its effect.
Чистота реагента определяется чистотой реагентов и оптимальностью pH во время реакции. Если {{PURITY}} реагента ниже его инверсного порога при потреблении существом — он превратится в свой инверсный реагент. Реагент можно принудительно превратить в инверсный, пропустив через HPLC (жидкостной хроматограф высокого давления), что позволяет избежать нежелательных побочек. {{PURITY}} также напрямую влияет на эффективность реагента — это описано в характеристиках конкретного реагента. В большинстве (но не во всех) случаев изменение эффекта рассчитывается как {{PURITY}} / Unreacted Purity. Для большинства реагентов с Unreacted {{PURITY}} 75% (0.75) это значит, что 75%-чистый реагент имеет эффект 1x, а 100%-чистый — 4/3 от базового.


Here's a glossary on some of the terms used in the wiki:
Глоссарий терминов, используемых в вики:
* Inverse {{PURITY}} - Going below this value will cause the reaction's products to transform into their inverse reagents when consumed, or when run through the HPLC.
* Inverse {{PURITY}} — при падении ниже этого значения продукты реакции превращаются в инверсные реагенты при потреблении или при пропуске через HPLC.
* Unreacted {{PURITY}} - This is the default {{PURITY}} for any reagent which has not been synthesized via reaction. This applies to round-start reagents, and to reagent creation effects, such as bees, and the Odysseus chemical synthesizer.
* Unreacted {{PURITY}} — стандартная {{PURITY}} реагента, не синтезированного реакцией. Применимо к стартовым реагентам и эффектам создания реагентов (пчёлы, химический синтезатор Одиссея).
* Impure effect - This is the effect that occurs when a reaction drops too far outside of its required pH range.
* Impure effect — эффект, возникающий, когда реакция слишком далеко выходит за допустимый диапазон pH.
* Overheat effect - This is the effect that occurs when a reaction becomes too hot or, (in the case of cold reactions), too cold.
* Overheat effect — эффект при перегреве реакции или (для холодных реакций) при переохлаждении.
* {{PURITY}} Buffer - Including this in your reaction will produce an extremely pure output - typically 100%. If a recipe is listed as having an Unnecessary {{PURITY}} Buffer that means that the reaction will be fully pure as long as all of the ingredients are pure. (Remember: Every reagent synthesized directly from the dispenser has 100% purity!)
* {{PURITY}} Buffer — добавление этого в реакцию даст предельно чистый продукт — обычно 100%. Если в рецепте указан Unnecessary {{PURITY}} Buffer, значит реакция будет полностью чистой при условии чистоты всех ингредиентов. (Помните: любой реагент, синтезированный напрямую из диспенсера, имеет 100% чистоту!)


=== Overdose scaling ===
=== Масштабирование передозировки ===


For reagents that have an unreacted {{PURITY}} lower than 100% and an overdose effect, the dosage at which you overdose is not set in stone. For these reagents, the overdose dosage is raised by how much purer the reagent you are taking is compared to its unreacted {{PURITY}}. The inverse, however, is not true. The overdose dosage can not be lowered by using a reagent that is less pure than its unreacted {{PURITY}}. For clarity, a number example:
Для реагентов с Unreacted {{PURITY}} ниже 100% и эффектом передозировки порог передозировки не фиксирован. Для таких реагентов порог повышается пропорционально тому, насколько реагент чище своего Unreacted {{PURITY}}. Обратное неверно: менее чистый реагент не понижает порог передозировки. Пример в числах:


* Ephedrine has 75% unreacted purity
* У эфедрина Unreacted purity 75%
* You create ephedrine with a {{PURITY}} of 100%, which results in an increase of 25% in its overdose threshold
* Вы создали эфедрин с {{PURITY}} 100% — порог передозировки повышен на 25%
* As ephedrine has a 30u overdose dosage normally, 30u is added to by 7.5 (({{PURITY}} of 1 - 0.75) * unreacted overdose threshold), resulting in 37.5u being the true overdose threshold
* Обычный порог эфедрина — 30u; к нему добавляется 7.5 (({{PURITY}} 1 - 0.75) * порог), итого 37.5u
* You inject 35u of 100% {{PURITY}} ephedrine into yourself, thinking you will overdose. You are safe.
* Вы вкололи себе 35u 100%-го эфедрина, думая, что будет передоз. Вы в безопасности.


=== Optional catalysts ===
=== Опциональные катализаторы ===


For some reactions, an optional catalyst can be added to modify the parameters or outcome of the reaction. At present the only optional catalyst is Palladium synthate catalyst, which doubles the reaction rate of all medicine reactions.
В некоторых реакциях можно добавить опциональный катализатор, меняющий параметры или результат реакции. Пока что единственный опциональный катализатор — Palladium synthate catalyst, удваивающий скорость всех медицинских реакций.


=== Competitive reactions ===
=== Конкурентные реакции ===


These reactions are ones that compete with each other (aka equilibrium reactions) and will go back and forth depending on the conditions of the beaker. At present the only competing reaction is Tempomyocin and {{PURITY}} tester reagent.
Это реакции, конкурирующие друг с другом (равновесные реакции), идущие вперёд-назад в зависимости от условий в стакане. Пока что единственная конкурентная реакция — Tempomyocin и {{PURITY}} tester reagent.


==== General tips ====
==== Общие советы ====


* Make sure your pH is correct before heating up the reaction, If it's not reacting, this is usually the problem, after the reaction has started however, it will keep going past the limits, <b>producing impure product</b>.
* Убедитесь, что pH правильный до нагрева. Если реакция не идёт — обычно проблема в этом. Но после начала реакции она продолжит идти и за пределами диапазона, <b>производя загрязнённый продукт</b>.
* Keeping your reaction in the heater to cool it can be a way to deal with exothermic reactions.
* Держать реакцию в нагревателе для охлаждения — способ справиться с экзотермическими реакциями.
* You can adjust the pH of a reaction easily by using the buffer injector tanks in a [[File:Chemical_Heater.png|Chemical Heater]] reaction chamber. Remember to refill these before-hand, lest you run out of buffer in the middle of a complex reaction.
* pH легко регулировать с помощью буферных инжекторов в реакционной камере [[File:Chemical_Heater.png|Chemical Heater]]. Не забывайте пополнять их заранее, чтобы не остаться без буфера посреди сложной реакции.
* Take a note of how your pH changes across the reaction and adjust beforehand accordingly, or have some buffer handy to inject into the reaction in the middle of it.
* Отмечайте, как меняется pH в ходе реакции, и заранее корректируйте, либо держите буфер под рукой для впрыскивания в процессе.
* You can abort reactions by crashing the temperature and hoping it's not exothermic enough to overcome that anyways. Alternatively, you could throw the beaker in a panic.
* Реакцию можно прервать, резко снизив температуру, в надежде что она недостаточно экзотермична. Или просто в панике выбросить стакан.
* For some reactions, it can be useful to keep reagents away from each other until both of them have optimal conditions.
* В некоторых реакциях полезно держать реагенты раздельно, пока каждый не достигнет оптимальных условий.
* Temperature of buffers will change the temperature of whatever you're adding it to! Make sure to not pour hot buffer into a temperature sensitive reaction!
* Температура буфера меняет температуру смеси, в которую вы его добавляете! Не лейте горячий буфер в температурочувствительную реакцию!


== Tools and Machinery ==
== Инструменты и оборудование ==
You have all sorts of chems here, and can make many things. You can make [[#Medicines|medicines]], [[#Smoke|smoke]], [[#Fluorosurfactant|foam]], [[#Flash Powder|flash powder]], [[#Toxins|poisons]], [[#Space Lube|space lube]], [[#Fluorosulfuric Acid|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 reagents (namely toxins and explosives) can be bad for your health, and please make sure you know what a reagent does before you use it. Experiment at your own risk.
Здесь у вас множество реагентов, и вы можете создавать массу вещей: [[#Medicines|лекарства]], [[#Smoke|дым]], [[#Fluorosurfactant|пену]], [[#Flash Powder|вспышку]], [[#Toxins|яды]], [[#Space Lube|космическую смазку]], [[#Fluorosulfuric Acid|кислоту]] и многое другое. Предел комбинаций ограничен только вашей фантазией (и движком игры). Будьте осторожны: смешивание не тех реагентов (особенно токсинов и взрывчатки) опасно для здоровья. Всегда знайте, что делает реагент, прежде чем использовать его. Экспериментируйте на свой страх и риск.




=== [[File:Dispenser.png|Chem Dispenser]] Chemistry Dispensers ===
=== [[File:Dispenser.png|Хим-диспенсер]] Химические диспенсеры ===


[[Chem Dispenser|Chem dispensers]] can be upgraded to unlock more reagents, 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 [[File:Power_cell.png]] instead of the old one. Then screwdriver to finish. Or you can charge the machine with an [[inducer]] [[File:Inducer.png]].
[[Chem Dispenser|Хим-диспенсеры]] можно улучшать, чтобы открыть новые реагенты, получить более точные макросы, ускорить перезарядку и увеличить ёмкость энергии. Если кончилась энергия — разберите диспенсер отвёрткой и ломиком, соберите заново: сначала плату, потом всё остальное, но используйте полную батарею [[File:Power_cell.png]] вместо старой. Затем отвёрткой завершите. Или зарядите машину [[inducer|индуктором]] [[File:Inducer.png]].


'''Available reagents''':
'''Доступные реагенты''':
<div class="toccolours mw-collapsible mw-collapsed">
<div class="toccolours mw-collapsible mw-collapsed">
Click expand to see what reagents are available:
Нажмите, чтобы развернуть список реагентов:
<div class="mw-collapsible-content">
<div class="mw-collapsible-content">
'''Normal''':
'''Обычные''':
* Hydrogen
* Водород (Hydrogen)
* Oxygen
* Кислород (Oxygen)
* Silicon
* Кремний (Silicon)
* Phosphorus
* Фосфор (Phosphorus)
* Sulfur
* Сера (Sulfur)
* Carbon
* Углерод (Carbon)
* Nitrogen
* Азот (Nitrogen)
* Water
* Вода (Water)
* Lithium
* Литий (Lithium)
* Sugar
* Сахар (Sugar)
* Sulfuric acid
* Серная кислота (Sulfuric acid)
* Copper
* Медь (Copper)
* Mercury
* Ртуть (Mercury)
* Sodium
* Натрий (Sodium)
* Iodine
* Йод (Iodine)
* Bromine
* Бром (Bromine)
* Ethanol
* Этанол (Ethanol)
* Chlorine
* Хлор (Chlorine)
* Potassium
* Калий (Potassium)
* Aluminium
* Алюминий (Aluminium)
* Radium
* Радий (Radium)
* Fluorine
* Фтор (Fluorine)
* Iron
* Железо (Iron)
* Welding fuel
* Сварочное топливо (Welding fuel)
* Stable plasma
* Стабильная плазма (Stable plasma)


'''Upgraded (tier 4 matter manipulator)''':
'''Улучшенные (манипулятор 4-го уровня)''':
* Acetone
* Ацетон (Acetone)
* Ammonia
* Аммиак (Ammonia)
* Ash
* Зола (Ash)
* Diethylamine
* Диэтиламин (Diethylamine)
* Oil
* Масло (Oil)
* Saltpetre
* Селитра (Saltpetre)


'''Emagged''':
'''Emagged''':
* Space Drugs
* Космические наркотики (Space Drugs)
* Morphine
* Морфин (Morphine)
* Toxin
* Токсин (Toxin)
* Carpotoxin
* Карпотоксин (Carpotoxin)
* Miner's Salve
* Шахтёрская мазь (Miner's Salve)
</div>
</div>
</div>
</div>


'''Upgradeable parts''':
'''Улучшаемые детали''':
<div class="toccolours mw-collapsible mw-collapsed">
<div class="toccolours mw-collapsible mw-collapsed">
Click expand to see upgrades:
Нажмите, чтобы развернуть список улучшений:
<div class="mw-collapsible-content">
<div class="mw-collapsible-content">
* '''Better matter bins:''' greater power efficiency per unit dispensed.
* '''Улучшенный контейнер:''' выше энергоэффективность на единицу.
* '''Better capacitor:''' faster recharging speed.
* '''Улучшенный конденсатор:''' быстрее перезарядка.
* '''Better power cell:''' larger maximum power capacity.
* '''Улучшенная батарея:''' больше максимальная ёмкость энергии.
* '''Better manipulator:''' unlocks more reagents.
* '''Улучшенный манипулятор:''' открывает новые реагенты.


</div>
</div>
</div>
</div>


=== [[File:Chemical_Heater.png|Chemical Heater]] Reaction Chamber ===
=== [[File:Chemical_Heater.png|Химический нагреватель]] Реакционная камера ===


The reaction chamber (previously known as the chem heater) provides all the tools needed to help you react your reactions. You can set your heat, dispense buffers and watch your reactions in real time. An unupgraded reaction chamber will let you know when a reaction is overheated by highlighting it in red. More buffer can be added to the chamber by putting in a beaker into the heater and pressing the draw all button next to the buffer volume display.
Реакционная камера (ранее — хим-нагреватель) предоставляет все инструменты для проведения реакций. Вы можете задать температуру, подавать буферы и наблюдать за реакцией в реальном времени. Неулучшенная камера подсвечивает красным перегретую реакцию. Добавить буфер можно, вставив стакан в нагреватель и нажав кнопку забора всего буфера.


Some chemical reactions will require you to heat the reagents in a Reaction Chamber. Unless the recipes says otherwise, these reactions need you to heat the reagents ''above'' the required temperature in order to start the reaction. Some reactions can stop if they drop below their required temperature.
Некоторые реакции требуют нагрева в реакционной камере. Если в рецепте не сказано иного — нагреть нужно ''выше'' указанной температуры, чтобы реакция началась. Некоторые реакции останавливаются, если температура падает ниже требуемой.
Don't forget you can use droppers directly on reaction chambers to add/draw to/from as well!
Не забывайте, что пипетки работают напрямую с реакционной камерой!
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 [[#Methamphetamine|meth]]) you can just set it to a very high temperature to avoid this. <br><br>'''Due to a rounding bug you sometimes need to heat chems 1 degree higher than the recipe says.'''<br><br>
Машина нагревает/охлаждает стакан до заданной температуры, замедляя нагрев/охлаждение по мере приближения к цели. Если вещество не взрывается от перегрева (как [[#Methamphetamine|мет]]), можно просто выставить очень высокую температуру.<br><br>'''Из-за бага округления иногда нужно нагревать на 1 градус выше, чем в рецепте.'''<br><br>
Upgrading the laser will increase the heating/cooling speed as well as the capabilities of the machine. See below:
Улучшение лазера повышает скорость нагрева/охлаждения и возможности машины:


Level 1:
Уровень 1:
[[File:Reaction chamber level 1.gif]]
[[File:Reaction chamber level 1.gif]]
Level 4:
Уровень 4:
[[File:Reaction chamber level 4.gif]]
[[File:Reaction chamber level 4.gif]]


An upgraded reaction chamber gives you more tools and information about the reactions held within it.
Улучшенная реакционная камера даёт больше инструментов и информации:
* At level 2 the pH meter will flash if any of the reactions are outside of the pH optimal
* На уровне 2 индикатор pH мигает, если реакция вне оптимального pH
* At level 3 the reaction chamber will be able to follow your reaction progress in real time
* На уровне 3 камера отслеживает ход реакции в реальном времени
* At level 4 the reaction chamber will be able to determine the reaction quality in real time, displaying the effects of purity, pH and other factors along a dial. The dial will flash if the reaction is below the minimum {{PURITY}} for the reaction.
* На уровне 4 камера определяет качество реакции в реальном времени, отображая влияние чистоты, pH и других факторов на циферблате. Циферблат мигает, если реакция ниже минимальной {{PURITY}} для данной реакции.


=== [[File:Chemmaster.gif|ChemMaster 3000]] ChemMaster 3000 ===
=== [[File:Chemmaster.gif|ChemMaster 3000]] ChemMaster 3000 ===


Separates, tubes, and makes pills/patches out of chemicals loaded inside. You can load pretty much any container - beakers, spray bottles, water bottles and so on.<br>
Разделяет, фасует и делает таблетки/пластыри из загруженных химикатов. Можно загрузить практически любой контейнер: стаканы, бутылки, спрей-баллоны и т.д.<br>
Maximum size for dispensed tubes is 30u, patches 40u and pills 50u. Use a chemistry bag [[File:Chemistry_bag.png]] to quickly move large quantities of tubes, patches or pills. <br>
Максимальный объём пробирок — 30u, пластырей — 40u, таблеток — 50u. Используйте химическую сумку [[File:Chemistry_bag.png]] для быстрого перемещения большого количества пробирок, пластырей или таблеток.<br>
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.
Можно улучшить, установив стаканы большего объёма. По умолчанию содержит два обычных 50u стакана — общий буфер 100u.


=== [[File:PortableMixerBig.png|alt=|ChemMaster 3000]] Portable Chemical Mixer ===
=== [[File:PortableMixerBig.png|alt=|ChemMaster 3000]] Портативный химический смеситель ===


'''The handling of this item has changed, it now <u>has to be held in hand in order to use it</u>.'''  
'''Обращение с этим предметом изменилось: теперь его <u>нужно держать в руке для использования</u>.'''


A portable device that can be stored in the belt slot, enabling you to store, mix and dispense chemicals on the go.  
Портативное устройство, помещающееся в слот пояса. Позволяет хранить, смешивать и дозировать химикаты на ходу.


Can be printed at the medical lathe, after "<u>Chemical Synthesis</u>" has been researched by Science.  
Можно напечатать в медицинском лате, после исследования "<u>Chemical Synthesis</u>" отделом науки.


==== How to use it ====
==== Как использовать ====
To open or close the portable mixer, in hand or in the belt slot, use '''CTRL + Left click'''.  
Чтобы открыть или закрыть портативный смеситель в руке или в слоте пояса: '''CTRL + ЛКМ'''.


While open [[File:Portable Chemical Mixer (open).png|alt=]] you can access it like any other bag, and fill it with up to 50 beakers and bottles.
В открытом состоянии [[File:Portable Chemical Mixer (open).png|alt=]] работает как обычная сумка и вмещает до 50 стаканов и бутылок.


When closed [[File:Portable Chemical Mixer (closed).png|alt=]], '''hold it in your hand,''' then '''Left click''' to open it's UI.
В закрытом [[File:Portable Chemical Mixer (closed).png|alt=]] '''держите в руке,''' затем '''ЛКМ''' чтобы открыть интерфейс.


While the portable mixer is closed and in hand [[File:Portable Chemical Mixer (closed).png|alt=]], it functions similar to a [[Guide to chemistry#Tools and Machinery|Chemistry Dispenser]], allowing you to add and remove a single beaker which you can dispense into [[File:Portable Chemical Mixer (closed).png|alt=]][[File:Portable Chemical Mixer (Beaker).png|alt=]]
В закрытом состоянии в руке [[File:Portable Chemical Mixer (closed).png|alt=]] работает аналогично [[Guide to chemistry#Tools and Machinery|хим-диспенсеру]] — можно добавлять и извлекать один стакан, из которого вы дозируете [[File:Portable Chemical Mixer (closed).png|alt=]][[File:Portable Chemical Mixer (Beaker).png|alt=]]
[[File:Portable Chemical Mixer (Accessed like a bag).png|thumb|Different containers with chemicals, stored inside the portable chemical mixer.(Image 1 of 2)]]
[[File:Portable Chemical Mixer (Accessed like a bag).png|thumb|Разные контейнеры с химикатами внутри портативного смесителя. (Изображение 1 из 2)]]
[[File:Portable Chemical Mixer (UI Controls).png|thumb|All chemicals inside the containers of the portable chemical mixer, combined into UI buttons. (Image 2 of 2)]]
[[File:Portable Chemical Mixer (UI Controls).png|thumb|Все химикаты из контейнеров портативного смесителя объединены в кнопки интерфейса. (Изображение 2 из 2)]]


==== Tips for the Portable Chemical Mixer ====
==== Советы по портативному химическому смесителю ====
* Unlike the chemistry bag [[File:Chemistry_bag.png]]the portable chemical mixer does not combine beakers of the same type into one single icon when accessing its contents. This makes it a superior option for beaker storage.
* В отличие от химической сумки [[File:Chemistry_bag.png]], смеситель не объединяет стаканы одного типа в одну иконку. Это делает его удобнее для хранения стаканов.
* All containers with the same, main chemical inside them, are represented as a single button in the UI. (e.g. a small beaker with 50u Inacusiate and a big beaker with 100u Inacusiate, are represented as 150u Inacusiate (see image).
* Все контейнеры с одинаковым основным химикатом отображаются одной кнопкой в интерфейсе. (Например: маленький стакан с 50u Inacusiate и большой с 100u — как 150u Inacusiate, см. изображение).
* A container with more than one chemical inside will be represented by the most dominant chemical in it. (Try to avoid adding beakers with more than one chemical in them, if you want to stay on the safe side)
* Контейнер с несколькими химикатами отображается по преобладающему веществу. (Старайтесь не добавлять стаканы со смесями, если хотите избежать путаницы.)
* The portable chemical mixer is an excellent storage device for pure chemicals that you want to store until you need them in other recipes. Filling it with beakers of pure [[Guide to chemistry#Oil|Oil]], [[Guide to chemistry#Phenol|Phenol]] or [[Guide to chemistry#Multiver|Multiver]] means quick and easy access to them, whenever you need them in advanced chemicals.
* Смеситель — отличное хранилище для чистых химикатов, ожидающих использования. Заполните его стаканами чистых [[Guide to chemistry#Oil|Oil]], [[Guide to chemistry#Phenol|Phenol]] или [[Guide to chemistry#Multiver|Multiver]] — быстрый и лёгкий доступ при создании сложных реагентов.
* Tired of the floor in chemistry being littered with beakers? Put them in the portable chemical mixer.
* Пол в химии завален стаканами? Уберите их в портативный смеситель.
* The botanist made you some [[Guide to chemistry#Carpotoxin|Carpotoxin]] and filled it into condiment bottles? No need to carry them by hand, use the portable chemical mixer.
* Ботаник сделал вам [[Guide to chemistry#Carpotoxin|Carpotoxin]] и разлил по бутылочкам? Не носите в руках — используйте смеситель.
* The Janitor is too lazy to clean medbay? Put one beaker with [[Guide to chemistry#Fluorosurfactant|Fluorosurfactant]], one with [[Guide to chemistry#Space Cleaner|Space Cleaner]] and one with Water in your portable chem mixer, position yourself and dispense them in equal amounts into a big beaker. Instant cleaner grenade action.
* Уборщику лень убирать медбей? Положите стакан с [[Guide to chemistry#Fluorosurfactant|Fluorosurfactant]], стакан с [[Guide to chemistry#Space Cleaner|Space Cleaner]] и стакан с водой в смеситель. Дозируйте равными порциями в большой стакан — готовая чистящая граната.
* The AI and bots are trying to kill you? Get some Uranium from the lathe, grind it, and put a beaker of it with a beaker of Iron into your portable chem mixer. Dispense both in equal amounts into a big beaker to cause an [[Guide to chemistry#EMP|EMP]].
* ИИ и боты пытаются вас убить? Достаньте уран из лата, измельчите, положите стакан с ураном и стакан с железом в смеситель. Дозируйте поровну в большой стакан — получите [[Guide to chemistry#EMP|EMP]].
* The doctors are too busy to help and the paramedic is too dead to help? Get yourself a health analyzer, fill your portable chem mixer with beakers of useful medicines (and/or cures and vaccines) and dispense the right dosages for people in need, anywhere on the station.
* Врачи заняты, парамедик мёртв? Возьмите анализатор здоровья, заполните смеситель стаканами с полезными лекарствами и дозируйте нужное количество нуждающимся в любой точке станции.


=== [[File:Hplc.gif|HPLC]] High-performance liquid chromatography machine (HPLC) ===
=== [[File:Hplc.gif|HPLC]] Жидкостной хроматограф высокого давления (HPLC) ===


Can detect impurity levels of reagents added to it, making it one of the best ways to detect {{PURITY}} of a reagent at roundstart. See below:
Определяет уровень примесей добавленных реагентов — один из лучших способов узнать {{PURITY}} реагента на старте раунда. См. ниже:


[[File:Mass spec.png]]
[[File:Mass spec.png]]


The HPLC will also tell you the reagents purity, no graph reading required. The HPLC can also purify a reagent up to it's standard {{PURITY}} (usually 75%). This takes time and a bit of volume. Inverted reagents cannot be purified, but non-inverse reagents below their inverse {{PURITY}} can be purified to convert them into their respective inverse reagents. Any reagent that is passed through the system, including un-purifiable ones, will still cost time. The {{PURITY}} display and beaker ejectors cannot be used while the HPLC is processing.
HPLC также сообщает чистоту реагента текстом, без чтения графиков. Может очистить реагент до его стандартной {{PURITY}} (обычно 75%). Это требует времени и небольшого объёма. Инвертированные реагенты не очищаются, но неинверсные реагенты ниже их Inverse {{PURITY}} можно очистить с преобразованием в соответствующие инверсные реагенты. Любой реагент, проходящий через систему, включая неочищаемые, всё равно требует времени. Дисплей {{PURITY}} и извлечение стаканов недоступны во время обработки.


To use the HPLC left clicking will interact with the input beaker - so left clicking with a beaker will add it, alt click with a beaker in it will remove it. Right clicking with a beaker will add a beaker to the output slot, and alt right clicking will remove it. The machine needs both an input and output to purify - though can still analyse with just a single input.
Использование: ЛКМ — взаимодействие с входным стаканом (с пустой рукой — добавить, Alt+ЛКМ — извлечь). ПКМ — добавить стакан в выходной слот, Alt+ПКМ — извлечь. Для очистки нужны и входной, и выходной стаканы. Для анализа достаточно одного входного.


The icon also indicates at what state it is at - a bar chart on the screen shows that it's analyzing an input beaker, a sine wave shows that it's currently purifying and a blank screen indicates that it's input beaker is either empty or removed.
Иконка показывает состояние: столбчатая диаграмма — анализ, синусоида — очистка, пустой экран — входной стакан пуст или отсутствует.


=== [[File:Blender.png|Reagent Grinder]] All-In-One Grinder ===
=== [[File:Blender.png|Измельчитель реагентов]] Универсальный измельчитель ===


Grinds, crushes, liquefies and extracts reagents from materials placed into it.<br>
Измельчает, дробит, разжижает и извлекает реагенты из помещённых материалов.<br>
If there are reagents associated with an item, grinding that item will destroy it and transfer those reagents into the grinder's beaker.<br>
Если с предметом связаны реагенты — измельчение уничтожает предмет и переносит реагенты в стакан измельчителя.<br>
For example: Plasma/gold/uranium/metal sheets grind into 20u of their respective reagents, donk pockets grind into nutriment (and omnizine if warm), and plants grind into their internal reagents.
Например: листы плазмы/золота/урана/металла дают 20u соответствующего реагента; donk pockets — нутримент (и омнизин, если тёплые); растения — свои внутренние реагенты.


=== [[File:Smoke_machine.png|Smoke Machine]] Smoke Machine ===
=== [[File:Smoke_machine.png|Дымовая машина]] Дымовая машина ===


Dispenses any chemical inside as a [[#Smoke|smoke]] cloud. Needs to be secured by wrenching first.<br>
Выдаёт любое внутреннее вещество в виде облака [[#Smoke|дыма]]. Сперва закрепите гаечным ключом.<br>
A great alternative to [[#Smoke|smoke]] [[Grenade|grenades]], but easily incites lynch mobs.<br>
Отличная альтернатива [[#Smoke|дымовым]] [[Grenade|гранатам]], но легко провоцирует самосуд.<br>
Can only be obtained through the circuit board being printed, and the required parts being assembled first.<br>
Получить можно только напечатав плату и собрав нужные детали.<br>


'''Upgradeable parts''':
'''Улучшаемые детали''':
<div class="toccolours mw-collapsible mw-collapsed">
<div class="toccolours mw-collapsible mw-collapsed">
Click expand to see upgrades:
Нажмите, чтобы развернуть список улучшений:
<div class="mw-collapsible-content">
<div class="mw-collapsible-content">
* '''Manipulator''': Unlocks the higher range settings.
* '''Манипулятор''': открывает большие радиусы.
* '''Matter bin''': Increases maximum capacity.
* '''Контейнер''': увеличивает максимальную ёмкость.
* '''Capacitor''': Increases efficiency.
* '''Конденсатор''': повышает эффективность.
</div>
</div>
</div>
</div>


=== pH paper ===
=== pH-бумага ===


pH paper can tell you the rough pH by putting it into the beaker. The colour of the strip will indicate what the pH is.  
pH-бумага показывает примерный pH, если опустить её в стакан. Цвет полоски укажет значение pH.


=== Buffer reagents ===
=== Буферные реагенты ===


[[#Acidic_Buffer|Buffers]] are reagents that alter the pH of a mixture towards acidity (0) or alkalinity (14). These liquids will dissipate when added to a mixture, altering the ph of that mixture by (Volume Of Buffer / Volume Of Mixture) * 30. For example, 1u of basic buffer added to 50u of a mixture will increase that mixture's pH by 0.4.  
[[#Acidic_Buffer|Буферы]] — реагенты, смещающие pH смеси в сторону кислотности (0) или щёлочности (14). Эти жидкости расходуются при добавлении, изменяя pH смеси по формуле: (Объём буфера / Объём смеси) * 30. Например: 1u щелочного буфера в 50u смеси поднимет pH на 0.4.


=== Chemical analyzer ===
=== Химический анализатор ===


A handy meter that can tell you all about the reagents found in a beaker, as well as being a portable method of {{PURITY}} scanning. (The other being {{PURITY}} Tester, a reagent that will indicate if the mixture it is added to contains an inverse reagent) Researchable and printable by the medical lathe.
Удобный прибор, сообщающий всё о реагентах в стакане, а также портативный способ сканирования {{PURITY}}. (Другой способ — {{PURITY}} Tester, реагент, указывающий на наличие инверсного реагента в смеси.) Исследуется и печатается в медицинском лате.


===Plumbing===
=== Сантехника ===
On some maps the [[Chemist|chemists]] have access to a large empty area with plumbing tools. The available chemicals those can synthesize should be the same as with an un-upgraded [[#Chemistry_Dispensers|chem dispenser]], but the workflow is more like a production line chem factory instead of instant dispensing. See the [[Guide_to_plumbing|Guide to plumbing]] to learn more about this system. You may still have access to the pharmacy though, which has chem dispensers.
На некоторых картах [[Chemist|химики]] имеют доступ к большому пустому помещению с сантехническими инструментами. Доступные для синтеза вещества те же, что и в неулучшенном [[#Chemistry_Dispensers|хим-диспенсере]], но процесс更像 конвейерная хим-фабрика, а не мгновенная раздача. См. [[Guide_to_plumbing|Гайд по сантехнике]] для подробностей. Однако у вас может быть доступ и к аптеке, где есть хим-диспенсеры.


==Metabolism==
== Метаболизм ==
When a reagent enters a bloodstream it will start to "tick" (sometimes "cycle") about every 2 seconds, though this can vary with server lag. When this happens the bloodstream is {{TGMEDPURGE}}d of an amount of every reagent usually equal to their listed metabolism rates, and any per-tick effects of the reagent trigger. It doesn't matter how many chems you have in your body, as they are all metabolized separately. If you are [[Guide_to_food#Hunger|hungry]] (sluggish), this will happen 20% slower, which makes chemicals have a bigger total effect since they last longer without being weaker per tick. Most creatures are built from the "simplemob" framework, which means they don't have bloodstreams and thus cannot be poisoned, sedated or healed with medicine. Monkeys, Xenomorphs, and the playable humanoids (Ie. you) are the exceptions to this.
Когда реагент попадает в кровоток, он начинает «тикать» (иногда — «циклиться») примерно каждые 2 секунды (зависит от лагов сервера). При этом кровоток {{TGMEDPURGE}}ежит объём каждого реагента, обычно равный указанной скорости метаболизма, и срабатывают поэффекты реагента за тик. Количество реагентов в теле неважно — каждый метаболизируется отдельно. Если вы [[Guide_to_food#Hunger|голодны]] (вялость), процесс идёт на 20% медленнее, что усиливает суммарный эффект: реагенты действуют дольше без ослабления за тик. Большинство существ построены на фреймворке «simplemob» и не имеют кровотока — их нельзя отравить, усыпить или вылечить. Обезьяны, ксеноморфы и игровые гуманоиды (т.е. вы) — исключения.
{{Nerdnotes|Life tick means SSLife tick, the internal loop (subsystem) that processes the effects of functions like thermoregulation, metabolism, {{BLOOD}}, and hunger in living creatures. SSLife is supposed to fire every 2 seconds, but in the case of server lag most life functions are hooked in to a delta-time system such that the lag is compensated for by increased effects.}}
{{Nerdnotes|Life tick означает тик SSLife — внутренний цикл (подсистема), обрабатывающий эффекты терморегуляции, метаболизма, {{BLOOD}}, голода у живых существ. SSLife должен срабатывать каждые 2 секунды, но при лагах большинство жизненных функций привязано к дельта-времени, так что лаг компенсируется усиленными эффектами.}}


==Addiction==
== Зависимость ==
Every time you metabolize a drug, you will gain addiction points in the category it belongs to. For every unit of drugs metabolized you receive addiction points. More extreme drugs and [[Guide_to_drinks|alcohol]] will give you more points. If you gain 600 points in addiction category, you will become addicted. By not taking said drugs you will lower the amount of addiction points. High [[Mood|sanity]] speeds up the process.
При каждом метаболизме наркотика вы получаете очки зависимости в соответствующей категории. За каждую единицу метаболизированного наркотика начисляются очки. Более сильные наркотики и [[Guide_to_drinks|алкоголь]] дают больше очков. При накоплении 600 очков в категории наступает зависимость. Не принимая наркотик, вы снижаете количество очков. Высокий уровень [[Mood|настроения]] ускоряет процесс.
*You lose 0.5 points per tick with no withdrawal or stage 1 withdrawal.
* Теряется 0.5 очка за тик без ломки или на 1-й стадии ломки.
*You lose 1 point per tick with stage 2 withdrawal.
* Теряется 1 очко за тик на 2-й стадии.
*You lose 1.5 points per tick with stage 3 withdrawal.
* Теряется 1.5 очка за тик на 3-й стадии.
When your mood is good you always lose 2 points per tick regardless of the stage.
При хорошем настроении всегда теряется 2 очка за тик вне зависимости от стадии.
If you then fall below 400 points you stop being addicted.
При падении ниже 400 очков зависимость снимается.
Taking more of the drug you're addicted to will temporarily suppress symptoms, though at least 1 unit of the drug is required (nicotine is different: due to the slow ingestion rate of cigarettes, nicotine requires only 0.01 unit to satisfy withdrawals). Addiction stages advance from time in withdrawal. After 60 ticks, the first stage of withdrawal starts. After 120 ticks, effects transition to stage two. Finally, after 180 ticks since stopping use of the drug, withdrawal stage three begins, continuing until the addition is sated or kicked.  
Приём вещества, от которого вы зависимы, временно подавляет симптомы, но требуется минимум 1 единица (никотин — исключение: из-за медленного усвоения сигарет, достаточно 0.01 единицы). Стадии ломки нарастают со временем воздержания: через 60 тиков — первая стадия, через 120 — вторая, через 180 — третья, продолжающаяся до утоления или снятия зависимости.


'''Addiction categories:'''
'''Категории зависимости:'''
===Stimulants===
=== Стимуляторы ===


Stimulant withdrawal makes you slow in a number of ways.
Ломка от стимуляторов замедляет вас разными способами.


*At the first stage you get craving messages about feeling tired and needing a little pick me up. Your actions also become slower(action speed penalty).
* Первая стадия: сообщения о тяге — усталость, желание взбодриться. Замедление действий (штраф к скорости действий).
*At the second stage you recieve a click cooldown penalty.
* Вторая стадия: штраф к кулдауну кликов.
*At the third stage you get a movement speed penalty and more craving messages.
* Третья стадия: штраф к скорости передвижения и усиленные сообщения о тяге.


===Opioids===
=== Опиоиды ===


The main symptom of opioid withdrawal is nausea.  
Главный симптом опиоидной ломки — тошнота.


*At the first stage you get craving messages about feels aches in your body, chills and needing opioids. You start yawning intermittently.
* Первая стадия: сообщения о ломоте в теле, ознобе и тяге к опиоидам. Периодическая зевота.
*At the second stage your high blood pressure will increase rate of blood loss from any open wounds.
* Вторая стадия: повышенное давление ускоряет потерю крови из открытых ран.
*At the third stage, you have a 7.5% chance per second to gain 25 points of disgust.
* Третья стадия: 7.5% шанс в секунду получить 25 очков отвращения.


===Alcohol===
=== Алкоголь ===


Alcohol withdrawal is easy to stave off due to the abundance of low alcohol content drinks available from the bar, but it is the only one that can be outright lethal.
Алкогольную ломку легко сдерживать из-за обилия слабоалкогольных напитков в баре, но это единственная категория, способная привести к смерти.


*At the first stage you get craving messages about feeling thirsty, wondering if the bar is still open and needing a little Dutch courage. You also start to jitter.
* Первая стадия: сообщения о жажде, мыслях «открыт ли бар», желании «для храбрости». Начинается тремор.
*At the second stage you start to hallucinate.
* Вторая стадия: галлюцинации.
*At the third stage you start to suffer intermittant seizures that paralyze you for 1-3 seconds and cause 10-30 brain damage depending on duration. Your seizures also cause heavy jittering. Seizures can be prevented by taking [[#Neurine|neurine]] or [[#Sodium_Thiopental|sodium thiopental]].  
* Третья стадия: периодические припадки — паралич на 1-3 секунды и 10-30 урона мозгу в зависимости от длительности. Припадки вызывают сильный тремор. Предотвращаются приёмом [[#Neurine|нейрина]] или [[#Sodium_Thiopental|тиопентала натрия]].


===Hallucinogens===
=== Галлюциногены ===


*At the first stage you get craving messages about feeling empty, spirtually detached and you start to wonder what the machine elves are up to.
* Первая стадия: сообщения об опустошённости, духовной отстранённости, мысли «чем там заняты машинные эльфы».
*At the second stage you get visual disturbances.  
* Вторая стадия: визуальные помехи.
*At the third stage you enter a [[Traitor_items#Hypnotic_Flash|hypnotic trance]].  
* Третья стадия: вход в [[Traitor_items#Hypnotic_Flash|гипнотический транс]].


===Maintenance Drugs===
=== Технические наркотики ===


*At the first stage you get craving messages, start growling intermittently and your health indicator will become unreliable.
* Первая стадия: сообщения о тяге, периодическое рычание, индикатор здоровья становится ненадёжным.
*At the second stage you can only stomach GROSS food and you grow a scraggly beard if male.
* Вторая стадия: можете есть только ОТВРАТИТЕЛЬНУЮ еду; если мужчина — отрастает клочковатая борода.
*At the third stage you will become very dizzy and confused when exposed to light, but it also gives you night vision.
* Третья стадия: сильное головокружение и спутанность при свете, но появляется ночное зрение.


===Medicines===
=== Лекарства ===
*Stage 1: You become unsure of your own health, are you aching, or is it just the down from the meds?
* Стадия 1: неуверенность в своём здоровье — ломота или просто отходняк от лекарств?
*Stage 2: You develop a fever.
* Стадия 2: жар.
*Stage 3: You organs begin to ache a bit too.
* Стадия 3: органы начинают немного болеть.


In general most pure medicines don't accrue addiction points – it’s instead the inverse or impure chems that will turn you into a hypochondriac.
В целом большинство чистых лекарств не накапливают очков зависимости — это инверсные или загрязнённые вещества превращают вас в ипохондрика.


===Special===
=== Особые ===
Some reagents have their own unique addiction type. Such as [[Guide_to_chemistry#Nicotine|Nicotine]].
Некоторые реагенты имеют собственный уникальный тип зависимости, например [[Guide_to_chemistry#Nicotine|никотин]].


==Active Pure Chemicals==
== Активные чистые химикаты ==
A.K.A. what happens when you eat or splash these. Their metabolism rate is 0.4u per tick/cycle unless said otherwise. Unmentioned dispensable chemicals don't have any effects. Plasma and uranium require you to grind mineral sheets to acquire.
Т.е. что происходит при употреблении или плескании. Скорость метаболизма — 0.4u за тик, если не указано иное. Неупомянутые диспенсерные реагенты не имеют эффектов. Плазму и уран нужно получать измельчением минеральных листов.
*'''Chlorine''': Causes 1 {{TGMEDBRUTE}} per tick to a random body part.
* '''Хлор (Chlorine)''': 1 {{TGMEDBRUTE}} за тик случайной части тела.
*'''Copper''': Can be splashed on metal sheets to create bronze sheets.
* '''Медь (Copper)''': плесните на металлические листы для создания бронзовых листов.
*{{anchor|Ethanol}}'''Ethanol''': A decent alcoholic "beverage", with a [[Guide_to_drinks|booze power]] of 65. Increases the speed of [[Surgery|surgery]] procedures and flammability when applied externally. Metabolism rate 0.2.
* {{anchor|Ethanol}}'''Этанол (Ethanol)''': Приличный алкогольный «напиток», [[Guide_to_drinks|крепость]] 65. Ускоряет [[Surgery|хирургию]] и повышает воспламеняемость при наружном применении. Метаболизм 0.2.
*'''Fluorine''': Causes 1 {{TGMEDTOX}} per tick.
* '''Фтор (Fluorine)''': 1 {{TGMEDTOX}} за тик.
*'''Iron''': Restores 0.5 {{BLOOD}} per tick. Does not affect blood types outside of standard human types and L.
* '''Железо (Iron)''': восстанавливает 0.5 {{BLOOD}} за тик. Не действует на группы крови вне стандартных человеческих и L.
*'''Lithium''': Causes twitching, drooling, moaning and not being able to walk straight.
* '''Литий (Lithium)''': подёргивания, слюнотечение, стоны, невозможность идти прямо.
*'''Mercury''': Causes 1 {{BRAIN}} per tick, twitching, drooling, moaning and not being able to walk straight.
* '''Ртуть (Mercury)''': 1 {{BRAIN}} за тик, подёргивания, слюнотечение, стоны, невозможность идти прямо.
*'''[[Plasma]]''': Causes 3 {{TGMEDTOX}} 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.
* '''[[Plasma|Плазма]]''': 3 {{TGMEDTOX}} за тик. Выделяет газообразную плазму при разливе или нагреве до 323.15K (50°C). Не путать со стабильной плазмой — та безвредна.
*'''Radium''': Causes 2 {{TGMEDTOX}} per tick. Creates glowing green goo on floor if more than 3u is spilled.
* '''Радий (Radium)''': 2 {{TGMEDTOX}} за тик. Создаёт светящуюся зелёную слизь на полу, если пролито >3u.
*'''Sugar''': Gives nutrition. Causes hyperglycemic shock if overdosed (120u). Metabolism rate 2.
* '''Сахар (Sugar)''': даёт питание. Вызывает гипергликемический шок при передозировке (120u). Метаболизм 2.
*'''Sulfuric Acid''': Causes 1 {{TGMEDTOX}} and some instant {{TGMEDBRUTE}} to one body part when ingested, and slightly more {{TGMEDBRUTE}} when ''injected''. Destroys head-wear and causes {{TGMEDBURN}} when sprayed or splashed on someone. Counts as a [[#Toxins|toxin]].
* '''Серная кислота (Sulfuric Acid)''': 1 {{TGMEDTOX}} и немного мгновенного {{TGMEDBRUTE}} одной части тела при проглатывании; чуть больше {{TGMEDBRUTE}} при ''инъекции''. Разрушает головные уборы и наносит {{TGMEDBURN}} при распылении или плескании. Считается [[#Toxins|токсином]].
*'''Uranium''': Causes 1 {{TGMEDTOX}} per tick. Creates glowing green goo on floor if more than 3u is spilled.
* '''Уран (Uranium)''': 1 {{TGMEDTOX}} за тик. Создаёт светящуюся зелёную слизь при пролитии >3u.
*'''Water''': Regenerates 0.1 {{BLOOD}} per tick, or 0.3 {{BLOOD}} if the patient has the Fish infusion set bonus. Reduces drunkenness by 0.25 per tick, or double that if the patient has the fish infusion set bonus. If the patient has the fish infusion set bonus, heals 0.25 {{TGMEDTOX}}, 0.25 {{TGMEDBRUTE}} and 0.25 {{TGMEDBURN}} per tick. Additionally, freezes into ice below 274K. Proportionally reduces the power of alcoholic substances in the body, such that 10u water and 10u wine is half as powerful as 10u wine. If splashed or sprayed, slightly reduces dizziness, confusion, drowsiness, sleeping, unconsciousness, drunkenness, and jittering. If sprayed, afflicts [[Felinids]] with a negative moodlet. Creates wet turfs when applied to turfs.  
* '''Вода (Water)''': восстанавливает 0.1 {{BLOOD}} за тик, или 0.3 с бонусом комплекта Fish infusion. Снижает опьянение на 0.25 за тик, или вдвое больше с бонусом Fish infusion. С бонусом Fish infusion лечит 0.25 {{TGMEDTOX}}, 0.25 {{TGMEDBRUTE}} и 0.25 {{TGMEDBURN}} за тик. Замерзает в лёд ниже 274K. Пропорционально ослабляет алкоголь в теле: 10u воды + 10u вина = половинный эффект от 10u вина. При плескании или распылении слегка снижает головокружение, спутанность, сонливость, бессознательность, опьянение и тремор. При распылении вызывает негативный мудлет у [[Felinids|фелинидов]]. Создаёт мокрые покрытия при нанесении на пол.
*'''Welding Fuel''': Causes 1 {{TGMEDTOX}} per tick. Makes people flammable if splashed on. If splashed on the floor, makes a pool of fuel that can be ignited, which can ignite other pools around it.
* '''Сварочное топливо (Welding Fuel)''': 1 {{TGMEDTOX}} за тик. Делает людей воспламеняемыми при плескании. При разливе на пол создаёт лужи топлива, которые можно поджечь — огонь перекинется на соседние лужи.


===Catalysts===
=== Катализаторы ===
{{Anchor|Catalyst}}When a reagent in a recipe is marked "(catalyst)" it means it will not be consumed in the reaction. Some Catalysts are optional and are highlighted as such. These optional catalysts affect the ongoing reaction in certain ways.
{{Anchor|Catalyst}}Если реагент в рецепте помечен "(catalyst)" — он не расходуется в реакции. Некоторые катализаторы опциональны и отмечены особо. Они влияют на ход реакции определённым образом.
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As of July 31, 2023, reagents are stored on separate pages to reduce lag in the editor and make them easier to maintain.
По состоянию на 31 июля 2023, реагенты хранятся на отдельных страницах для снижения лагов в редакторе и удобства поддержки.
IF YOU ARE EDITING REAGENTS, THEY ARE SORTED IN THE FOLLOWING CATEGORIES
ЕСЛИ ВЫ РЕДАКТИРУЕТЕ РЕАГЕНТЫ, ОНИ РАЗБИТЫ ПО КАТЕГОРИЯМ:
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| Components        |
| Reaction agents    |
| Reaction agents    |
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| Undesired reagents |
| Undesired reagents |
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Go to the file that you want to add the reagent to (example: tgstation13.org/wiki/Chemistry/Components) and edit the corresponding table.
Перейдите к файлу категории (пример: tgstation13.org/wiki/Chemistry/Components) и редактируйте соответствующую таблицу.
any changes you make will automatically be updated here!
Любые изменения автоматически отобразятся здесь!


IF YOU WANT TO CREATE ANOTHER CATEGORY
ЕСЛИ ХОТИТЕ СОЗДАТЬ НОВУЮ КАТЕГОРИЮ:
Create a new page under the Chemistry page with the name of your category
Создайте новую страницу внутри страницы Chemistry с именем вашей категории.
Wrap the data you want to put on another page in <onlyinclude></onlyinclude>
Оберните данные в <onlyinclude></onlyinclude>.
Include the table below using the template {{:Chemistry/YourCategory}}
Вставьте таблицу ниже с помощью шаблона {{:Chemistry/YourCategory}}
See tgstation13.org/wiki/Chemistry/Components for an example implementation
См. tgstation13.org/wiki/Chemistry/Components как пример реализации.


IF YOU WANT TO PUT THE REAGENTS ON ANOTHER PAGE
ЕСЛИ ХОТИТЕ ВЫНЕСТИ РЕАГЕНТЫ НА ДРУГУЮ СТРАНИЦУ:
Either copy the following templates for the reagents you want or use the template {{:Reagents}} to include all of them on a page.
Скопируйте шаблоны нужных реагентов или используйте {{:Reagents}} для включения всех на страницу.
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{{anchor|Reagents}}
{{anchor|Reagents}}
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{{:Chemistry/Undesired_reagents}}
{{:Chemistry/Undesired_reagents}}


==Reagent Delivery{{anchor|Reagent Delivery}}==
== Доставка реагентов {{anchor|Reagent Delivery}} ==
{{anchor|Under_the_hood}}There are different ways you can apply chemicals to a person or the environment.
{{anchor|Under_the_hood}}Существуют разные способы применения химикатов к человеку или окружению.


===Delivery types===
=== Типы доставки ===
There are 6 types of delivery, called '''ingest''', '''inhale''', '''inject''', '''vapor''', '''touch''' and '''patch'''. If you are not interested in the details, you can skip to [[#Smoke_vs_foam|Smoke vs Foam vs others]]. <br>
Существует 6 типов: '''перорально (ingest)''', '''ингаляционно (inhale)''', '''инъекционно (inject)''', '''паром (vapor)''', '''контактно (touch)''' и '''пластырем (patch)'''. Если не интересуют детали — переходите к [[#Smoke_vs_foam|Сравнение дыма, пены и прочего]].<br>


===Ingest===
=== Перорально (Ingest) ===
Ingesting reagents puts them into the [[Guide_to_medicine#Organ_table|stomach]]. The individual reagents in the stomach will then be digested over time, which slowly moves them to the bloodstream at a rate partly based on the amount of them in the stomach, and stomach type ([[Guide_to_races|race]]). Most reagents have no effect until they have been moved to the bloodstream where they start metabolising (an exception is milk). They can be ejected if the person vomits. Ingestion is used by pills or drinking/eating the reagent directly. [[#Probital|Probital]] works best when ingested.
Проглатывание помещает реагенты в [[Guide_to_medicine#Organ_table|желудок]]. Реагенты в желудке перевариваются со временем, медленно поступая в кровоток; скорость зависит от объёма в желудке и типа желудка ([[Guide_to_races|расы]]). Большинство реагентов не действуют, пока не попадут в кровоток и не начнут метаболизироваться (исключение — молоко). Могут быть выведены рвотой. Используется таблетками или питьём/поеданием реагента напрямую. [[#Probital|Пробитал]] наиболее эффективен при пероральном приёме.


===Inhale===
=== Ингаляционно (Inhale) ===
Works exactly the same as ingestion, however it is only used by cigarettes and smoke reactions. <s>Galaxy Gas</s> Nitrous Oxide does brain damage when inhaled.
Работает так же, как проглатывание, но используется только сигаретами и дымовыми реакциями. <s>Галактический газ</s> Веселящий газ (Nitrous Oxide) наносит урон мозгу при вдыхании.


====Inject====
=== Инъекционно (Inject) ===
On inject the reagent simply enters the target's bloodstream and starts metabolising. Reagents in blood can be [[Surgery#Filter_Blood|filtered out]] using surgery. Used by syringes and IV-drips. [[#Syriniver|Syriniver]] works best if injected.
При инъекции реагент сразу попадает в кровоток и начинает метаболизироваться. Реагенты в крови можно [[Surgery#Filter_Blood|отфильтровать]] хирургически. Используется шприцами и капельницами. [[#Syriniver|Сиринивер]] наиболее эффективен при инъекции.


====Vapor====
=== Паром (Vapor) ===
Vapor is used by (ranged) spray bottles and [[#Fluorosurfactant|foam]]. A portion of the reagents will enter the bloodstream of the target, depending on the overall bio protection the target's clothing offers. Any MODsuit typically makes the target completely immune to getting it into their bloodstream, if the helmet is closed. But if the reagent has a "vapor" based component, that component will still affect the target, like [[#Fluorosulfuric Acid|Fluorosulfuric Acid]]. See more about [[#Fluorosurfactant|foam]] [[#Smoke_vs_foam|below]], with examples. [[#Hercuri|Hercuri]] works best as vapor.
Используется спрей-баллонами (дальнобойными) и [[#Fluorosurfactant|пеной]]. Часть реагентов попадёт в кровоток цели в зависимости от общей биозащиты одежды. MOD-костюм с закрытым шлемом обычно даёт полный иммунитет к попаданию в кровоток. Но если у реагента есть компонент на основе «пара» — он всё равно подействует (как [[#Fluorosulfuric Acid|фторсерная кислота]]). См. подробнее [[#Fluorosurfactant|пену]] [[#Smoke_vs_foam|ниже]] с примерами. [[#Hercuri|Геркури]] наиболее эффективен как пар.


====Touch====
=== Контактно (Touch) ===
Touch is used by [[#Smoke|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|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|smoke]] [[#Smoke_vs_foam|below]], with examples.
Используется [[#Smoke|дымом]] и плесканием. Если у реагента есть контактный компонент — он подействует на цель (например, мгновенное лечение [[#Synthflesh|Синтплоти]]), не блокируясь одеждой. В кровоток не попадёт ничего, кроме дыма — и то если у цели нет внутреннего дыхания. В настоящее время все контактные компоненты также являются компонентами пластыря. См. подробнее [[#Smoke|дым]] [[#Smoke_vs_foam|ниже]] с примерами.


====Patch====
=== Пластырем (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.
Используется пластырями и медицинскими гелями. Реагент полностью попадает в кровоток, И если у реагента есть компонент пластыря — он также подействует. В настоящее время все компоненты пластыря также являются контактными.


===Smoke vs foam vs others===
=== Дым, пена и прочее ===
These are the major practical differences between pills, syringes, patches, cigarettes, [[#Smoke|smoke]], [[#Fluorosurfactant|foam]], splash and spray. <br>
Основные практические различия между таблетками, шприцами, пластырями, сигаретами, [[#Smoke|дымом]], [[#Fluorosurfactant|пеной]], плесканием и распылением.<br>
====Pills====
==== Таблетки ====
Pills can be instantly [[#Ingest|ingested]] if used on yourself. It doesn't work if mouth is covered. [[Plasmaman|Plasmamen]] will have trouble taking these. They hold up to 50u. Aren't added to bloodstream instantly. <br>
Таблетки мгновенно [[#Ingest|проглатываются]] при использовании на себя. Не работают, если рот закрыт. [[Plasmaman|Плазмамены]] с трудом их принимают. Вмещают до 50u. В кровоток поступают не мгновенно.<br>


====Syringes====
==== Шприцы ====
[[Medical_items#Syringe|Syringes]] can inject into people even with their mouths covered, either by hand or with a syringe gun. It doesn't work on players wearing MODsuits or other pierce-immune clothing, unless you use a piercing syringe or manage to aim for an exposed part of their body. [[Golem]]s are completely immune to syringes (even piercing syringes), but [[Guide_to_chemistry#Patches|patches]] do work on them. A syringe holds between 10-60u, depending on type. Common syringes hold 15u. <br>
[[Medical_items#Syringe|Шприцы]] вводят реагенты даже с закрытым ртом — вручную или шприцевым пистолетом. Не работают на игроках в MOD-костюмах и другой не прокалываемой одежде, если только не использовать прокалывающий шприц или не попасть в открытую часть тела. [[Golem|Големы]] полностью невосприимчивы к шприцам (даже прокалывающим), но [[Guide_to_chemistry#Patches|пластыри]] на них действуют. Шприц вмещает 10–60u в зависимости от типа; обычный — 15u.<br>


====Patches====
==== Пластыри ====
Will add all reagents into a person's bloodstream through any clothing, including MODsuits. Also apply [[#Touch|touch]]/[[#Patch|patch]] based effects. Example: A patch of 20u [[#Synthflesh|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 [[Plasmaman|plasmamen]]. Can hold up to 40u. <br>
Вводят все реагенты в кровоток через любую одежду, включая MOD-костюмы. Также применяют [[#Touch|контактные]]/[[#Patch|пластырные]] эффекты. Пример: пластырь с 20u [[#Synthflesh|Синтплоти]] мгновенно лечит 25 brute и burn (контактный компонент) и также вводит реагент в кровоток (что в данном случае ничего не даёт). Применимы [[Plasmaman|плазмаменами]]. Вмещают до 40u.<br>


====Cigarettes====
==== Сигареты ====
Can be dipped in reagents to be filled. If smoking/vaping, you will slowly [[#Inhale|inhale]] whatever reagents the cigarette/cigar/[[General_items#Vape|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. [[General_items#Vape|E-cigarettes]] can be trimmed with a screwdriver and multitool to also create [[#Smoke|smoke]]. <br>
Можно обмакивать в реагенты для наполнения. При курении/паре вы медленно [[#Inhale|вдыхаете]] реагенты, содержащиеся в сигарете/сигаре/[[General_items#Vape|электронке]]. Если реагенты слишком разбавлены, они могут не накопиться в крови достаточно для эффекта. [[General_items#Vape|Электронные сигареты]] можно доработать отвёрткой и мультитулом, чтобы также создавать [[#Smoke|дым]].<br>


====[[#Smoke|Smoke]]====
==== [[#Smoke|Дым]] ====
{{Anchor|Smoke_effect}}
{{Anchor|Smoke_effect}}
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 [[#Touch|touched]] by the reagents. If they do not have internals or a gas mask on, they will also [[#Inhale|inhale]] 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, [[#Fluorosulfuric Acid|acid]] or [[#Space_Cleaner|Space Cleaner]]) will do so. Smoke will usually block sight. <br>
При дымовой реакции дым поглощает все остальные реагенты из исходных контейнеров и распространяет их на пол и существ в зоне действия. Вошедшие в дым получают [[#Touch|контактное]] воздействие реагентов. Если у них нет внутреннего дыхания или противогаза — они также [[#Inhale|вдыхают]] реагенты. Количество дыма не разбавляет реагенты. Реагенты копируются на каждого человека и каждую клетку (не стены, окна или двери) на время облака. Реагенты со специальным воздействием на окружение (кровь, [[#Fluorosulfuric Acid|кислота]], [[#Space_Cleaner|Space Cleaner]]) сработают. Дым обычно блокирует обзор.<br>
'''Smoke example 1:''' Smoke containing 20u [[#Probital|Probital]]. Everyone caught in the cloud that does not have internals will inhale 20u of the reagent, which isn't as effective as it would be if it was ingested. .<br>
'''Пример дыма 1:''' Дым с 20u [[#Probital|Пробитала]]. Все в облаке без внутреннего дыхания вдохнут 20u реагента — менее эффективно, чем перорально.<br>


'''Smoke example:''' Smoke containing 20u [[#Chlorine Trifluoride|Chlorine Trifluoride]](CLF3). CLF3 has a [[#Touch|touch]] component, so everyone caught in the cloud, including people wearing MODsuit and internals, will catch on fire. It will also deal burn damage to the environment, since CLF3 is coded to do so. Those who are not wearing internals will also [[#Inhale|inhale]] 20u of the CLF3 and thus, start heating up from the inside, effectively burning from both in and out at the same time. <br>
'''Пример дыма 2:''' Дым с 20u [[#Chlorine Trifluoride|трифторида хлора]] (CLF3). У CLF3 есть [[#Touch|контактный]] компонент, так что все в облаке, включая людей в MOD-костюмах и с внутренним дыханием, загорятся. Также нанесёт урон окружению, так как CLF3 на это запрограммирован. Те, кто без внутреннего дыхания, также [[#Inhale|вдохнут]] 20u CLF3 и начнут нагреваться изнутри — фактически горят и снаружи, и внутри одновременно.<br>


====[[#Fluorosurfactant|Foam]]====
==== [[#Fluorosurfactant|Пена]] ====
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|vapor]] type delivery to those affected over the duration of the foam, BUT the reagents will be heavily diluted depending on the amount of foaming reagent used. Any clothing will reduce how much of the reagents will enter a person's bloodstream. Furthermore, foam reagent bloodstream insertion is divided into several 'ticks'. A minimum amount of reagent is required per tick for it to enter a bloodstream. So if too little reagents are contained in the reaction, or too much foam is used, the foam will do nothing. These ticks are counted ''after'' dilution and protection from clothing. On the other hand, if you use very small amounts of foam, the reagents may instead multiply in the bloodstream to more than the original amount. MODsuits with helmets on will make people immune to getting reagents into their bloodstream through foam. Despite dilution, the foam will still copy remaining chems such as [[#Fluorosulfuric Acid|acid]], [[#Chlorine Trifluoride|CLF3]], or [[#Space_Cleaner|Space Cleaner]] to any tile it touches (but not walls, windows or doors). Foam will not block sight. <br>
При пенной реакции пена поглощает остальные реагенты и распространяет их на пол и существ в зоне действия. Пена распространяется медленнее дыма и обычно скользкая. Реагенты доставляются [[#Vapor|паром]] на всех затронутых, НО сильно разбавляются в зависимости от количества пенообразователя. Одежда снижает долю реагентов, попадающих в кровоток. Более того, введение пеной разбито на несколько «тиков»: требуется минимум реагента за тик для попадания в кровь. Если реагентов слишком мало или пены слишком много — пена не подействует. Тики считаются ''после'' разбавления и защиты одежды. С другой стороны, при очень малых количествах пены реагенты могут умножиться в кровотоке сверх исходного объёма. MOD-костюм со шлемом даёт иммунитет к попаданию в кровоток через пену. Несмотря на разбавление, пена всё равно копирует остаточные реагенты — [[#Fluorosulfuric Acid|кислоту]], [[#Chlorine Trifluoride|CLF3]], [[#Space_Cleaner|Space Cleaner]] — на каждую затронутую клетку (но не стены, окна или двери). Пена не блокирует обзор.<br>


'''Foam example 1:''' 250u foam containing 10u [[#Cyanide|Cyanide]] will spread a blue foam that does nothing to those it touches. The poison is too diluted to work at all. <br>
'''Пример пены 1:''' 250u пены с 10u [[#Cyanide|цианида]] — распространит синюю пену, которая ничего не сделает. Яд слишком разбавлен.<br>


'''Foam example 2:''' 20u foam containing 250u [[#Fluorosulfuric Acid|Fluorosulfuric Acid]]. A small area and everyone touched by the foam will have large amounts of acid slowly melting their clothing and the affected floor and items. Those who did not wear a MODsuit will also have a large amount of acid in their bloodstreams, depending on what they were wearing and how long they were in the foam. If they had internals on or not doesn't matter. <br>
'''Пример пены 2:''' 20u пены с 250u [[#Fluorosulfuric Acid|фторсерной кислоты]]. Малая область, но все затронутые получат огромное количество кислоты, медленно плавящей одежду, пол и предметы. Без MOD-костюма — также много кислоты в крови, в зависимости от одежды и времени нахождения в пене. Наличие внутреннего дыхания неважно.<br>


====Splashing====
==== Плескание ====
Throwing a beaker or using {{Rightclick}} on something while holding it will splash its contents. The longer throw distance, the more the splash will spread out. A [[grenade]] will splash its content unless it also contains [[#Smoke|smoke]] or [[#Fluorosurfactant|foam]]. Splashing only does [[#Touch|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|touch]] component will apply that component only. Example: If you throw a beaker of 80u [[#Synthflesh|Synthflesh]] at someone, you will instantly heal them for 100 brute and burn (and deal up to 150 toxin damage), since Synthflesh is touch/patch based. It doesn't matter if the target uses MODsuit or internals in this case. This means throwing a beaker of poison at someone will do nothing at all. Splashing can apply chemicals such as [[#Thermite|Thermite]] to walls. <br>
Бросок стакана или {{Rightclick}} на чём-либо с предметом в руке расплещет содержимое. Чем дальше бросок, тем шире разбрызгивание. [[Grenade|Граната]] расплещет содержимое, если в ней нет [[#Smoke|дыма]] или [[#Fluorosurfactant|пены]]. Плескание — только [[#Touch|контактная]] доставка. Большинство реагентов при плескании не делают ничего. Реагенты с особыми свойствами для окружения (вода) создают соответствующий эффект (скользкая клетка). Реагенты с [[#Touch|контактным]] компонентом применяют только его. Пример: бросок стакана с 80u [[#Synthflesh|Синтплоти]] в кого-то мгновенно лечит 100 brute и burn (и наносит до 150 токсин-урона), так как Синтплоть — контактного/пластырного действия. Наличие MOD-костюма или дыхания неважно. Бросок стакана с ядом не сделает ничего. Плесканием можно наносить реагенты типа [[#Thermite|Термита]] на стены.<br>


====Spraying====
==== Распыление ====
Spraying reagents will apply them to environments (if they have any such effect), and will enter hit people's bloodstreams through the [[#Vapor|vapor]] delivery. This means clothing will protect from some/most/all of the reagents, depending on what they are wearing. Using a MODsuit with helmet on makes them immune to getting the reagent into their bloodstream. Reagents such as [[#Fluorosulfuric Acid|acid]], [[#Chlorine Trifluoride|CLF3]], or [[#Space_Cleaner|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. <br><br>
Распыление наносит реагенты на окружение (если есть такой эффект) и вводит их в кровоток через [[#Vapor|пар]]. Одежда защищает от части/большей части/всех реагентов. MOD-костюм со шлемом — полный иммунитет. Реагенты типа [[#Fluorosulfuric Acid|кислоты]], [[#Chlorine Trifluoride|CLF3]] или [[#Space_Cleaner|Space Cleaner]] всё равно вызовут свои особые эффекты, но не попадут в кровь при слишком тяжёлой одежде.<br><br>


== Beyond the Dispenser ==
== За пределами диспенсера ==
Just because it isn't found in the dispenser or the guide above doesn't mean you can't use it! [[Guide_to_drinks|Drinks]], [[Guide_to_xenobiology|slime cores]] and plenty of other things can provide limitless fun for an enterprising and curious chemist.
То, что реагента нет в диспенсере или в гайде выше, не значит, что его нельзя использовать! [[Guide_to_drinks|Напитки]], [[Guide_to_xenobiology|ядра слаймов]] и множество других вещей — бесконечный простор для предприимчивого и любопытного химика.


[[Category:Guides]][[Category:Chemistry]]
[[Category:Guides]][[Category:Chemistry]]

Текущая версия от 08:22, 19 июня 2026

 
Типпо Фелангус, химик says:
"Привет, друг. Добро пожаловать в Химию. Это одна из немногих профессий, где ты можешь за секунду полностью вылечить человека, а в следующую — взорвать его.

Звучит слишком сложно? Да не, всё просто. Берёшь немного калия, выливаешь в стакан с водой, вот так..."


Гайд в первую очередь полезен химикам, но пригодится любому игроку и особенно предателям. См. Chemical recipes — пошаговые инструкции для сложных реагентов (иногда устаревшие), а также информацию о функции записи рецептов в диспенсере. По гранатам см. Гранаты. Если у вас нет хим-диспенсера, см. Guide to Ghetto Chemistry.

Вспомогательный клиент для просмотра вики (с дополнительными функциями): https://hamcha.github.io/tghandbook/. Сайт неофициальный, используйте на свой страх и риск.

Обработка реакций

Для возвращающихся игроков: реакции теперь идут со временем. Скорость реакции зависит от температуры и иногда от наличия опционального катализатора. PURITY зависит от PURITY ваших реагентов и от того, насколько далёк от оптимального ваш pH. Важно: базовая реакция универсальна, но каждая реакция обновляется порциями, так что проблем возникнуть не должно. Держите pH в пределах 5–9 и помните: большинство реакций теперь экзотермические — выделяют тепло, что опасно с взрывчатыми веществами; эндотермические — наоборот. Мет доработан — он стал опаснее, так как чем менее чистый мет, тем более экзотермична реакция, а при 380K мет взрывается. Осторожнее там, Уолтер!

Для быстрого знакомства с механиками кнопка помощи на реакционной камере проведёт вас через реакцию каломеля. Есть даже достижение за 100% PURITY продукта!

Температура

Все не мгновенные реакции имеют скорость, привязанную к температуре стакана. Если реакция идёт слишком медленно — просто нагрейте стакан. Реакция бывает экзотермической (выделяет тепло) или эндотермической (поглощает тепло). С экзотермическими будьте осторожны — они склонны к перегреву; с эндотермическими — к переохлаждению (только холодные реакции, см. глоссарий). Перегретая (или переохлаждённая) реакция по умолчанию снижает выход продукта, а некоторые реакции дают особые эффекты при перегреве. Чем горячее реакция, тем быстрее она нагревается — не теряйте контроль, а если потеряли — бегите.

Скорость реакций

Самый простой способ ускорить реакцию — нагреть её. Другие способы: опциональный катализатор скорости (например, Palladium synthate catalyst для лекарств) в нужном объёме, или Tempomyocin, временно повышающий скорость реакции. Для сантехники это тоже работает.

Водородный показатель (pH)

Каждый реагент имеет врождённый pH, видимый по нажатию шестерёнки на диспенсере. pH стакана — сумма pH всех компонентов смеси. pH стакана определяет чистоту продукта. Для рецептов с указанным pH нужно, чтобы pH был в центре допустимого диапазона на момент начала реакции. По мере протекания реакции pH будет смещаться, и его нужно компенсировать буферными реагентами или кислотно-щелочными соединениями. Диапазон pH химики обычно запоминают на практике, а функция анализа ChemMaster 3000 может подсказать, к какому pH стремиться (пока не реализовано). Сильно загрязнённые соединения также влияют на реакцию, поэтому выставляйте pH до начала реакции — иначе грязная реакция потянет PURITY всех остальных реагентов вниз. Если pH вне минимального и максимального диапазона — реакция не начнётся. Но если реакция уже идёт — выход за диапазон её не остановит.

PURITY

Чистота реагента определяется чистотой реагентов и оптимальностью pH во время реакции. Если PURITY реагента ниже его инверсного порога при потреблении существом — он превратится в свой инверсный реагент. Реагент можно принудительно превратить в инверсный, пропустив через HPLC (жидкостной хроматограф высокого давления), что позволяет избежать нежелательных побочек. PURITY также напрямую влияет на эффективность реагента — это описано в характеристиках конкретного реагента. В большинстве (но не во всех) случаев изменение эффекта рассчитывается как PURITY / Unreacted Purity. Для большинства реагентов с Unreacted PURITY 75% (0.75) это значит, что 75%-чистый реагент имеет эффект 1x, а 100%-чистый — 4/3 от базового.

Глоссарий терминов, используемых в вики:

  • Inverse PURITY — при падении ниже этого значения продукты реакции превращаются в инверсные реагенты при потреблении или при пропуске через HPLC.
  • Unreacted PURITY — стандартная PURITY реагента, не синтезированного реакцией. Применимо к стартовым реагентам и эффектам создания реагентов (пчёлы, химический синтезатор Одиссея).
  • Impure effect — эффект, возникающий, когда реакция слишком далеко выходит за допустимый диапазон pH.
  • Overheat effect — эффект при перегреве реакции или (для холодных реакций) при переохлаждении.
  • PURITY Buffer — добавление этого в реакцию даст предельно чистый продукт — обычно 100%. Если в рецепте указан Unnecessary PURITY Buffer, значит реакция будет полностью чистой при условии чистоты всех ингредиентов. (Помните: любой реагент, синтезированный напрямую из диспенсера, имеет 100% чистоту!)

Масштабирование передозировки

Для реагентов с Unreacted PURITY ниже 100% и эффектом передозировки порог передозировки не фиксирован. Для таких реагентов порог повышается пропорционально тому, насколько реагент чище своего Unreacted PURITY. Обратное неверно: менее чистый реагент не понижает порог передозировки. Пример в числах:

  • У эфедрина Unreacted purity 75%
  • Вы создали эфедрин с PURITY 100% — порог передозировки повышен на 25%
  • Обычный порог эфедрина — 30u; к нему добавляется 7.5 ((PURITY 1 - 0.75) * порог), итого 37.5u
  • Вы вкололи себе 35u 100%-го эфедрина, думая, что будет передоз. Вы в безопасности.

Опциональные катализаторы

В некоторых реакциях можно добавить опциональный катализатор, меняющий параметры или результат реакции. Пока что единственный опциональный катализатор — Palladium synthate catalyst, удваивающий скорость всех медицинских реакций.

Конкурентные реакции

Это реакции, конкурирующие друг с другом (равновесные реакции), идущие вперёд-назад в зависимости от условий в стакане. Пока что единственная конкурентная реакция — Tempomyocin и PURITY tester reagent.

Общие советы

  • Убедитесь, что pH правильный до нагрева. Если реакция не идёт — обычно проблема в этом. Но после начала реакции она продолжит идти и за пределами диапазона, производя загрязнённый продукт.
  • Держать реакцию в нагревателе для охлаждения — способ справиться с экзотермическими реакциями.
  • pH легко регулировать с помощью буферных инжекторов в реакционной камере Chemical Heater. Не забывайте пополнять их заранее, чтобы не остаться без буфера посреди сложной реакции.
  • Отмечайте, как меняется pH в ходе реакции, и заранее корректируйте, либо держите буфер под рукой для впрыскивания в процессе.
  • Реакцию можно прервать, резко снизив температуру, в надежде что она недостаточно экзотермична. Или просто в панике выбросить стакан.
  • В некоторых реакциях полезно держать реагенты раздельно, пока каждый не достигнет оптимальных условий.
  • Температура буфера меняет температуру смеси, в которую вы его добавляете! Не лейте горячий буфер в температурочувствительную реакцию!

Инструменты и оборудование

Здесь у вас множество реагентов, и вы можете создавать массу вещей: лекарства, дым, пену, вспышку, яды, космическую смазку, кислоту и многое другое. Предел комбинаций ограничен только вашей фантазией (и движком игры). Будьте осторожны: смешивание не тех реагентов (особенно токсинов и взрывчатки) опасно для здоровья. Всегда знайте, что делает реагент, прежде чем использовать его. Экспериментируйте на свой страх и риск.


Хим-диспенсер Химические диспенсеры

Хим-диспенсеры можно улучшать, чтобы открыть новые реагенты, получить более точные макросы, ускорить перезарядку и увеличить ёмкость энергии. Если кончилась энергия — разберите диспенсер отвёрткой и ломиком, соберите заново: сначала плату, потом всё остальное, но используйте полную батарею вместо старой. Затем отвёрткой завершите. Или зарядите машину индуктором .

Доступные реагенты:

Нажмите, чтобы развернуть список реагентов:

Обычные:

  • Водород (Hydrogen)
  • Кислород (Oxygen)
  • Кремний (Silicon)
  • Фосфор (Phosphorus)
  • Сера (Sulfur)
  • Углерод (Carbon)
  • Азот (Nitrogen)
  • Вода (Water)
  • Литий (Lithium)
  • Сахар (Sugar)
  • Серная кислота (Sulfuric acid)
  • Медь (Copper)
  • Ртуть (Mercury)
  • Натрий (Sodium)
  • Йод (Iodine)
  • Бром (Bromine)
  • Этанол (Ethanol)
  • Хлор (Chlorine)
  • Калий (Potassium)
  • Алюминий (Aluminium)
  • Радий (Radium)
  • Фтор (Fluorine)
  • Железо (Iron)
  • Сварочное топливо (Welding fuel)
  • Стабильная плазма (Stable plasma)

Улучшенные (манипулятор 4-го уровня):

  • Ацетон (Acetone)
  • Аммиак (Ammonia)
  • Зола (Ash)
  • Диэтиламин (Diethylamine)
  • Масло (Oil)
  • Селитра (Saltpetre)

Emagged:

  • Космические наркотики (Space Drugs)
  • Морфин (Morphine)
  • Токсин (Toxin)
  • Карпотоксин (Carpotoxin)
  • Шахтёрская мазь (Miner's Salve)

Улучшаемые детали:

Нажмите, чтобы развернуть список улучшений:

  • Улучшенный контейнер: выше энергоэффективность на единицу.
  • Улучшенный конденсатор: быстрее перезарядка.
  • Улучшенная батарея: больше максимальная ёмкость энергии.
  • Улучшенный манипулятор: открывает новые реагенты.

Химический нагреватель Реакционная камера

Реакционная камера (ранее — хим-нагреватель) предоставляет все инструменты для проведения реакций. Вы можете задать температуру, подавать буферы и наблюдать за реакцией в реальном времени. Неулучшенная камера подсвечивает красным перегретую реакцию. Добавить буфер можно, вставив стакан в нагреватель и нажав кнопку забора всего буфера.

Некоторые реакции требуют нагрева в реакционной камере. Если в рецепте не сказано иного — нагреть нужно выше указанной температуры, чтобы реакция началась. Некоторые реакции останавливаются, если температура падает ниже требуемой. Не забывайте, что пипетки работают напрямую с реакционной камерой! Машина нагревает/охлаждает стакан до заданной температуры, замедляя нагрев/охлаждение по мере приближения к цели. Если вещество не взрывается от перегрева (как мет), можно просто выставить очень высокую температуру.

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

Улучшение лазера повышает скорость нагрева/охлаждения и возможности машины:

Уровень 1: Уровень 4:

Улучшенная реакционная камера даёт больше инструментов и информации:

  • На уровне 2 индикатор pH мигает, если реакция вне оптимального pH
  • На уровне 3 камера отслеживает ход реакции в реальном времени
  • На уровне 4 камера определяет качество реакции в реальном времени, отображая влияние чистоты, pH и других факторов на циферблате. Циферблат мигает, если реакция ниже минимальной PURITY для данной реакции.

ChemMaster 3000 ChemMaster 3000

Разделяет, фасует и делает таблетки/пластыри из загруженных химикатов. Можно загрузить практически любой контейнер: стаканы, бутылки, спрей-баллоны и т.д.
Максимальный объём пробирок — 30u, пластырей — 40u, таблеток — 50u. Используйте химическую сумку для быстрого перемещения большого количества пробирок, пластырей или таблеток.
Можно улучшить, установив стаканы большего объёма. По умолчанию содержит два обычных 50u стакана — общий буфер 100u.

Файл:PortableMixerBig.png Портативный химический смеситель

Обращение с этим предметом изменилось: теперь его нужно держать в руке для использования.

Портативное устройство, помещающееся в слот пояса. Позволяет хранить, смешивать и дозировать химикаты на ходу.

Можно напечатать в медицинском лате, после исследования "Chemical Synthesis" отделом науки.

Как использовать

Чтобы открыть или закрыть портативный смеситель в руке или в слоте пояса: CTRL + ЛКМ.

В открытом состоянии Файл:Portable Chemical Mixer (open).png работает как обычная сумка и вмещает до 50 стаканов и бутылок.

В закрытом Файл:Portable Chemical Mixer (closed).png держите в руке, затем ЛКМ чтобы открыть интерфейс.

В закрытом состоянии в руке Файл:Portable Chemical Mixer (closed).png работает аналогично хим-диспенсеру — можно добавлять и извлекать один стакан, из которого вы дозируете Файл:Portable Chemical Mixer (closed).pngФайл:Portable Chemical Mixer (Beaker).png

Файл:Portable Chemical Mixer (Accessed like a bag).png
Разные контейнеры с химикатами внутри портативного смесителя. (Изображение 1 из 2)
Файл:Portable Chemical Mixer (UI Controls).png
Все химикаты из контейнеров портативного смесителя объединены в кнопки интерфейса. (Изображение 2 из 2)

Советы по портативному химическому смесителю

  • В отличие от химической сумки , смеситель не объединяет стаканы одного типа в одну иконку. Это делает его удобнее для хранения стаканов.
  • Все контейнеры с одинаковым основным химикатом отображаются одной кнопкой в интерфейсе. (Например: маленький стакан с 50u Inacusiate и большой с 100u — как 150u Inacusiate, см. изображение).
  • Контейнер с несколькими химикатами отображается по преобладающему веществу. (Старайтесь не добавлять стаканы со смесями, если хотите избежать путаницы.)
  • Смеситель — отличное хранилище для чистых химикатов, ожидающих использования. Заполните его стаканами чистых Oil, Phenol или Multiver — быстрый и лёгкий доступ при создании сложных реагентов.
  • Пол в химии завален стаканами? Уберите их в портативный смеситель.
  • Ботаник сделал вам Carpotoxin и разлил по бутылочкам? Не носите в руках — используйте смеситель.
  • Уборщику лень убирать медбей? Положите стакан с Fluorosurfactant, стакан с Space Cleaner и стакан с водой в смеситель. Дозируйте равными порциями в большой стакан — готовая чистящая граната.
  • ИИ и боты пытаются вас убить? Достаньте уран из лата, измельчите, положите стакан с ураном и стакан с железом в смеситель. Дозируйте поровну в большой стакан — получите EMP.
  • Врачи заняты, парамедик мёртв? Возьмите анализатор здоровья, заполните смеситель стаканами с полезными лекарствами и дозируйте нужное количество нуждающимся в любой точке станции.

HPLC Жидкостной хроматограф высокого давления (HPLC)

Определяет уровень примесей добавленных реагентов — один из лучших способов узнать PURITY реагента на старте раунда. См. ниже:

HPLC также сообщает чистоту реагента текстом, без чтения графиков. Может очистить реагент до его стандартной PURITY (обычно 75%). Это требует времени и небольшого объёма. Инвертированные реагенты не очищаются, но неинверсные реагенты ниже их Inverse PURITY можно очистить с преобразованием в соответствующие инверсные реагенты. Любой реагент, проходящий через систему, включая неочищаемые, всё равно требует времени. Дисплей PURITY и извлечение стаканов недоступны во время обработки.

Использование: ЛКМ — взаимодействие с входным стаканом (с пустой рукой — добавить, Alt+ЛКМ — извлечь). ПКМ — добавить стакан в выходной слот, Alt+ПКМ — извлечь. Для очистки нужны и входной, и выходной стаканы. Для анализа достаточно одного входного.

Иконка показывает состояние: столбчатая диаграмма — анализ, синусоида — очистка, пустой экран — входной стакан пуст или отсутствует.

Измельчитель реагентов Универсальный измельчитель

Измельчает, дробит, разжижает и извлекает реагенты из помещённых материалов.
Если с предметом связаны реагенты — измельчение уничтожает предмет и переносит реагенты в стакан измельчителя.
Например: листы плазмы/золота/урана/металла дают 20u соответствующего реагента; donk pockets — нутримент (и омнизин, если тёплые); растения — свои внутренние реагенты.

Дымовая машина Дымовая машина

Выдаёт любое внутреннее вещество в виде облака дыма. Сперва закрепите гаечным ключом.
Отличная альтернатива дымовым гранатам, но легко провоцирует самосуд.
Получить можно только напечатав плату и собрав нужные детали.

Улучшаемые детали:

Нажмите, чтобы развернуть список улучшений:

  • Манипулятор: открывает большие радиусы.
  • Контейнер: увеличивает максимальную ёмкость.
  • Конденсатор: повышает эффективность.

pH-бумага

pH-бумага показывает примерный pH, если опустить её в стакан. Цвет полоски укажет значение pH.

Буферные реагенты

Буферы — реагенты, смещающие pH смеси в сторону кислотности (0) или щёлочности (14). Эти жидкости расходуются при добавлении, изменяя pH смеси по формуле: (Объём буфера / Объём смеси) * 30. Например: 1u щелочного буфера в 50u смеси поднимет pH на 0.4.

Химический анализатор

Удобный прибор, сообщающий всё о реагентах в стакане, а также портативный способ сканирования PURITY. (Другой способ — PURITY Tester, реагент, указывающий на наличие инверсного реагента в смеси.) Исследуется и печатается в медицинском лате.

Сантехника

На некоторых картах химики имеют доступ к большому пустому помещению с сантехническими инструментами. Доступные для синтеза вещества те же, что и в неулучшенном хим-диспенсере, но процесс更像 конвейерная хим-фабрика, а не мгновенная раздача. См. Гайд по сантехнике для подробностей. Однако у вас может быть доступ и к аптеке, где есть хим-диспенсеры.

Метаболизм

Когда реагент попадает в кровоток, он начинает «тикать» (иногда — «циклиться») примерно каждые 2 секунды (зависит от лагов сервера). При этом кровоток Шаблон:TGMEDPURGEежит объём каждого реагента, обычно равный указанной скорости метаболизма, и срабатывают поэффекты реагента за тик. Количество реагентов в теле неважно — каждый метаболизируется отдельно. Если вы голодны (вялость), процесс идёт на 20% медленнее, что усиливает суммарный эффект: реагенты действуют дольше без ослабления за тик. Большинство существ построены на фреймворке «simplemob» и не имеют кровотока — их нельзя отравить, усыпить или вылечить. Обезьяны, ксеноморфы и игровые гуманоиды (т.е. вы) — исключения.

Nerd Notes (For The Code Curious)

Life tick означает тик SSLife — внутренний цикл (подсистема), обрабатывающий эффекты терморегуляции, метаболизма, BLOOD, голода у живых существ. SSLife должен срабатывать каждые 2 секунды, но при лагах большинство жизненных функций привязано к дельта-времени, так что лаг компенсируется усиленными эффектами.

Зависимость

При каждом метаболизме наркотика вы получаете очки зависимости в соответствующей категории. За каждую единицу метаболизированного наркотика начисляются очки. Более сильные наркотики и алкоголь дают больше очков. При накоплении 600 очков в категории наступает зависимость. Не принимая наркотик, вы снижаете количество очков. Высокий уровень настроения ускоряет процесс.

  • Теряется 0.5 очка за тик без ломки или на 1-й стадии ломки.
  • Теряется 1 очко за тик на 2-й стадии.
  • Теряется 1.5 очка за тик на 3-й стадии.

При хорошем настроении всегда теряется 2 очка за тик вне зависимости от стадии. При падении ниже 400 очков зависимость снимается. Приём вещества, от которого вы зависимы, временно подавляет симптомы, но требуется минимум 1 единица (никотин — исключение: из-за медленного усвоения сигарет, достаточно 0.01 единицы). Стадии ломки нарастают со временем воздержания: через 60 тиков — первая стадия, через 120 — вторая, через 180 — третья, продолжающаяся до утоления или снятия зависимости.

Категории зависимости:

Стимуляторы

Ломка от стимуляторов замедляет вас разными способами.

  • Первая стадия: сообщения о тяге — усталость, желание взбодриться. Замедление действий (штраф к скорости действий).
  • Вторая стадия: штраф к кулдауну кликов.
  • Третья стадия: штраф к скорости передвижения и усиленные сообщения о тяге.

Опиоиды

Главный симптом опиоидной ломки — тошнота.

  • Первая стадия: сообщения о ломоте в теле, ознобе и тяге к опиоидам. Периодическая зевота.
  • Вторая стадия: повышенное давление ускоряет потерю крови из открытых ран.
  • Третья стадия: 7.5% шанс в секунду получить 25 очков отвращения.

Алкоголь

Алкогольную ломку легко сдерживать из-за обилия слабоалкогольных напитков в баре, но это единственная категория, способная привести к смерти.

  • Первая стадия: сообщения о жажде, мыслях «открыт ли бар», желании «для храбрости». Начинается тремор.
  • Вторая стадия: галлюцинации.
  • Третья стадия: периодические припадки — паралич на 1-3 секунды и 10-30 урона мозгу в зависимости от длительности. Припадки вызывают сильный тремор. Предотвращаются приёмом нейрина или тиопентала натрия.

Галлюциногены

  • Первая стадия: сообщения об опустошённости, духовной отстранённости, мысли «чем там заняты машинные эльфы».
  • Вторая стадия: визуальные помехи.
  • Третья стадия: вход в гипнотический транс.

Технические наркотики

  • Первая стадия: сообщения о тяге, периодическое рычание, индикатор здоровья становится ненадёжным.
  • Вторая стадия: можете есть только ОТВРАТИТЕЛЬНУЮ еду; если мужчина — отрастает клочковатая борода.
  • Третья стадия: сильное головокружение и спутанность при свете, но появляется ночное зрение.

Лекарства

  • Стадия 1: неуверенность в своём здоровье — ломота или просто отходняк от лекарств?
  • Стадия 2: жар.
  • Стадия 3: органы начинают немного болеть.

В целом большинство чистых лекарств не накапливают очков зависимости — это инверсные или загрязнённые вещества превращают вас в ипохондрика.

Особые

Некоторые реагенты имеют собственный уникальный тип зависимости, например никотин.

Активные чистые химикаты

Т.е. что происходит при употреблении или плескании. Скорость метаболизма — 0.4u за тик, если не указано иное. Неупомянутые диспенсерные реагенты не имеют эффектов. Плазму и уран нужно получать измельчением минеральных листов.

  • Хлор (Chlorine): 1 BRUTE за тик случайной части тела.
  • Медь (Copper): плесните на металлические листы для создания бронзовых листов.
  • Этанол (Ethanol): Приличный алкогольный «напиток», крепость 65. Ускоряет хирургию и повышает воспламеняемость при наружном применении. Метаболизм 0.2.
  • Фтор (Fluorine): 1 TOX за тик.
  • Железо (Iron): восстанавливает 0.5 BLOOD за тик. Не действует на группы крови вне стандартных человеческих и L.
  • Литий (Lithium): подёргивания, слюнотечение, стоны, невозможность идти прямо.
  • Ртуть (Mercury): 1 BRAIN за тик, подёргивания, слюнотечение, стоны, невозможность идти прямо.
  • Плазма: 3 TOX за тик. Выделяет газообразную плазму при разливе или нагреве до 323.15K (50°C). Не путать со стабильной плазмой — та безвредна.
  • Радий (Radium): 2 TOX за тик. Создаёт светящуюся зелёную слизь на полу, если пролито >3u.
  • Сахар (Sugar): даёт питание. Вызывает гипергликемический шок при передозировке (120u). Метаболизм 2.
  • Серная кислота (Sulfuric Acid): 1 TOX и немного мгновенного BRUTE одной части тела при проглатывании; чуть больше BRUTE при инъекции. Разрушает головные уборы и наносит BURN при распылении или плескании. Считается токсином.
  • Уран (Uranium): 1 TOX за тик. Создаёт светящуюся зелёную слизь при пролитии >3u.
  • Вода (Water): восстанавливает 0.1 BLOOD за тик, или 0.3 с бонусом комплекта Fish infusion. Снижает опьянение на 0.25 за тик, или вдвое больше с бонусом Fish infusion. С бонусом Fish infusion лечит 0.25 TOX, 0.25 BRUTE и 0.25 BURN за тик. Замерзает в лёд ниже 274K. Пропорционально ослабляет алкоголь в теле: 10u воды + 10u вина = половинный эффект от 10u вина. При плескании или распылении слегка снижает головокружение, спутанность, сонливость, бессознательность, опьянение и тремор. При распылении вызывает негативный мудлет у фелинидов. Создаёт мокрые покрытия при нанесении на пол.
  • Сварочное топливо (Welding Fuel): 1 TOX за тик. Делает людей воспламеняемыми при плескании. При разливе на пол создаёт лужи топлива, которые можно поджечь — огонь перекинется на соседние лужи.

Катализаторы

Если реагент в рецепте помечен "(catalyst)" — он не расходуется в реакции. Некоторые катализаторы опциональны и отмечены особо. Они влияют на ход реакции определённым образом.


Components

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

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

Name Formula Reaction conditions Description
Ash


Inverse: Toxic Monomers <25%
pH: 6.5

1 part Oil
1 part Welding Fuel

1 part Carbon
1 part Hydrogen

PURITY buffer:

1 part Sodium

Temperature 480K

PURITY buffer:
Unnecessary

Min temp: 480K


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

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

Used in:

Oil


Inverse: Toxic Monomers <25%
pH: 4

1 part Welding Fuel

1 part Carbon
1 part Hydrogen

PURITY buffer:
1 part Sodium

Min temp: 100K


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

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


Inverse: Toxic Monomers <25%
pH: 7

1 part Oil
1 part Welding Fuel

1 part Carbon
1 part Hydrogen

PURITY buffer:

1 part Sodium

1 part Welding Fuel
1 part Oxygen

PURITY buffer:
Unnecessary

Min temp: 100K


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

Ingredient in many recipes.
Diethylamine


Inverse: Toxic Monomers <25%
pH: 12

1 part Ammonia
3 parts Hydrogen
1 part Nitrogen

1 part Ethanol

PURITY buffer:
1 part Hydrogen

Min temp: 100K


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

A very potent fertilizer. Ingredient in many recipes.
Phenol


Inverse: Toxic Monomers <25%
pH: 5.5

1 part Oil
1 part Welding Fuel

1 part Carbon
1 part Hydrogen

PURITY buffer:

1 part Sodium

1 part Chlorine
1 part Water

PURITY buffer:
Unnecessary

Min temp: 100K


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

Ingredient in many recipes.
Ammonia


Inverse: Toxic Monomers <25%
pH: 11.6

3 parts Hydrogen

1 part Nitrogen

Min temp: 100K


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

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


Inverse: Toxic Monomers <25%
pH: 11.2

3 parts Oxygen

1 part Potassium
1 part Nitrogen

PURITY buffer:
2 parts Sulfuric Acid

Min temp: 100K


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

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

Used in:

Sodium Chloride


pH: 7

1 part Sodium

1 part Chlorine

PURITY buffer:
1 part Sulfuric Acid

Min temp: 100K


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

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

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

Lye


Inverse: Toxic Monomers <25%
pH: 11.9

1 part Sodium

1 part Hydrogen
1 part Oxygen

PURITY buffer:
1 part Sulfuric Acid

Min temp: 10K


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

Ingredient in Soap.
Lye


Inverse: Toxic Monomers <25%
pH: 11.9

1 part Ash
1 part Oil
1 part Welding Fuel

1 part Carbon
1 part Hydrogen

PURITY buffer:

1 part Sodium

Temperature 480K

PURITY buffer:

Unnecessary

1 part Water
1 part Carbon

Min temp: 100K


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

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


Inverse: Toxic Monomers <25%
pH: 6.2

1 part Chlorine

1 part Oxygen
1 part Water

Min temp: 100K


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

Burns people on touch.
Pentaerythritol


Inverse: Toxic Monomers <25%
pH: 7

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

1 part Carbon
1 part Hydrogen

PURITY buffer:

1 part Sodium

1 part Welding Fuel
1 part Oxygen

PURITY buffer:

Unnecessary

1 part Formaldehyde
1 part Ethanol

1 part Oxygen
1 part Silver

Temperature 420K

1 part Water

Temperature 450K

3 parts Formaldehyde
1 part Ethanol

1 part Oxygen
1 part Silver

Temperature 420K

1 part Lye
1 part Sodium

1 part Hydrogen
1 part Oxygen

PURITY buffer:

1 part Sulfuric Acid

Min temp: 100K


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

Results in 2 units instead of 5.
Acetaldehyde


Inverse: Toxic Monomers <25%
pH: 7

1 part Acetone
1 part Oil
1 part Welding Fuel

1 part Carbon
1 part Hydrogen

PURITY buffer:

1 part Sodium

1 part Welding Fuel
1 part Oxygen

PURITY buffer:

Unnecessary

1 part Formaldehyde
1 part Ethanol

1 part Oxygen
1 part Silver

Temperature 420K

1 part Water
Temperature 450K

Min temp: 450K


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

Acetone Oxide


Inverse: Toxic Monomers <25%
pH: 7

2 parts Acetone
1 part Oil
1 part Welding Fuel

1 part Carbon
1 part Hydrogen

PURITY buffer:

1 part Sodium

1 part Welding Fuel
1 part Oxygen

PURITY buffer:

Unnecessary

1 part Hydrogen Peroxide
1 part Chlorine

1 part Oxygen

1 part Water

1 part Oxygen

Min temp: 100K


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

On touch, deals 2 BURN, affected by touch protection but not volume. Adds 1 firestack per 10 units touched. (Results in 2 units instead of 4)
Wittel Extract from a Geyser with a liquid pump. N/A A lavaland geyser has a 5 in 21 chance to produce Wittel. Does nothing, but can be used to make Gravitum and Penthrite.
Hyper-Plasmium Oxide Extract from a Geyser with a liquid pump. N/A A lavaland geyser has a chance to produce this. Does nothing, but can be used to make Exotic Stabilizer.
Exotic Stabilizer 1 part Hyper-Plasmium Oxide
Extract from a Geyser with a liquid pump.

1 part Stabilizing Agent
1 part Iron

1 part Oxygen

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


Reaction agents

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

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

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

Min react temp: 250K
Overheat temp: 9999K
pH range: 0 to 14
Min purity: 0.3
Mildly H+ consuming
This reagent will consume itself and move the pH of a beaker towards alkalinity when added to another.
Chiral Inversing Buffer N/A. Order from Cargo N/A When added to a beaker containing other reagents, it is instantly consumed. If any of these reagents are under their thresholds for becoming inverse reagents, those reagents will instantly transform into inverses at a ratio of 10u per every 1u of Chiral Inversing Buffer added.
Universal indicator 1 parts Ash
1 part Oil
1 part Welding Fuel

1 part Carbon
1 part Hydrogen

PURITY buffer:

1 part Sodium

Temperature 480K

PURITY buffer:

Unnecessary

1 parts Ethanol
1 parts Iodine


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

1 part Carbon
1 part Hydrogen

PURITY buffer:

1 part Sodium

1 part Chlorine
1 part Water

PURITY buffer:

Unnecessary

3 parts Ethanol
1 part Plasma

Low temperature

1 part Stable plasma

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

1 part Carbon
1 part Hydrogen

PURITY buffer:

1 part Sodium

1 part Chlorine
1 part Water

PURITY buffer:

Unnecessary

3 parts Ethanol
1 part Plasma

High temperature

1 part Stable plasma

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

1 part Carbon
1 part Hydrogen

PURITY buffer:

1 part Sodium

1 part Chlorine
1 part Water

PURITY buffer:

Unnecessary

3 parts Ethanol
1 part Plasma
Low temperature

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

1 part Carbon
1 part Hydrogen

PURITY buffer:

1 part Sodium

1 part Chlorine
1 part Water

PURITY buffer:

Unnecessary

3 parts Ethanol
1 part Plasma
High temperature

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



Medicines

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

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

  • BRUTE = -ibital
  • BURN = -uri
  • OXY = -mol
  • TOX = iver
  • Organ = -rite


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


Optional catalysts for ALL medicine reactions

Name Formula Reaction conditions Description
Palladium synthate catalyst


pH: 2

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

1 part Carbon
1 part Hydrogen

PURITY buffer:

1 part Sodium

1 part Chlorine
1 part Water

PURITY buffer:

Unnecessary

2 parts Nitrogen
2 parts Oxygen

PURITY buffer:

5 parts Sodium

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

1 part Carbon
1 part Hydrogen

PURITY buffer:

1 part Sodium

1 part Welding Fuel
1 part Oxygen

PURITY buffer:

Unnecessary

1 part Copper
1 part Phosphorus

PURITY buffer:

1 part Sodium

2 parts Plasma

Required temp: 200K
Overheat temp: 800K
Optimal pH range: 5 to 6
Min PURITY: 0
H+ producing
Very exothermic
This will cause all medicines reacted in the same beaker to react faster or slower, the speed modifier scaling with the PURITY of the catalyst (0x at 0% up to 2x at 100%, though it is still limited by the reaction's maximum rate). An impure catalyst can be purposely made to slow down reactions, if desired. At least 10u is required in a beaker for it to have any effect on the reactions contained within. (Results in 2 parts instead of 9)

Core Healing Medicines

These healing drugs may be considered to be cheap or commonly available "core" drugs, used to heal common ailments. Some of them should not be used repeatedly on the same patient, as they may have dangerous side effects. Consider using Tend Wounds surgery if satisfactory medicines aren't available. These are also known as "Category 2 Cobbychems".

Name Formula Reaction conditions Treatment for Description Chemical properties
Libital


Inverse: Libitoil <30%
pH: 8.2

2 parts Phenol
1 part Oil
1 part Welding Fuel

1 part Carbon
1 part Hydrogen

PURITY buffer:

1 part Sodium

1 part Chlorine
1 part Water

PURITY buffer:

Unnecessary

2 parts Nitrogen
2 parts Oxygen

PURITY buffer:
5 parts Sodium

Min temp: 225K


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

BRUTE Medicine for treating BRUTE. Each tick heals 3 BRUTE, modified by PURITY up to a max of 4, and causes 0.3 liver damage.


Inverse chem: Libitoil below 30%

Rate: 0.2u/tick


Unreacted PURITY: 75%

Helbital


Inverse: Helgrasp <30%
pH: 8

1 part Carbon

1 part Fluorine
1 part Sugar

PURITY buffer:
2 parts Copper

Min temp: 250K


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

BRUTE Heals a minimum of 3 BRUTE per tick and faster the more combined total damage of any type you have. No side effects if in hard or softcrit.
  • If not in crit: Heals (dmg/20) BRUTE or 3, whichever is higher, and deals 2 OXY.
  • If in softcrit: Heals (dmg/13) BRUTE and deals 1 OXY. 0.005% chance per second to make you play a game of rock-paper-scissors against the reaper for your life, potentially dusting you or healing you to full.
  • If in hardcrit: Heals (dmg/10) BRUTE and has no side effects. Same chance of rock-paper-scissors as softcrit.

After at least 50 consecutive cycles, gain up to 3 Omens (unfortunate bad-luck incidents) after the Helbital has all left your system. 1 Omen will be applied per 50 cycles of Helbital use.

Overdose applies a semi-blinding curse that deals 0.75 BURN per tick.
PURITY adjusts how much damage you are considered as having for the purposes of the (dmg/n) calculation. For example, at 100%, 20 damage is calculated as 26.6.
Inverse chem: Helgrasp below 30%.

Impurity effect: Create a fire vortex. If PURITY is below 25%, there is a 25% chance to create more fire and remove 2 units of helbital from the beaker.

Overheat effect: Create a fire vortex.

Rate: 0.2u/tick


Unreacted PURITY: 75%
OD: 35u

Probital


Inverse: Mitogen Metabolism Factor <50%
pH: 5.5

2 parts Acetone
1 part Oil
1 part Welding Fuel

1 part Carbon
1 part Hydrogen

PURITY buffer:

1 part Sodium

1 part Welding Fuel
1 part Oxygen

PURITY buffer:

Unnecessary

1 part Copper
1 part Phosphorus

PURITY buffer:
1 part Sodium

Min temp: 225K


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

BRUTE Each tick heals 3 BRUTE (modified by PURITY up to 4) but also deals (decreasing) STAM. If ingested by mouth, probital converts to a special enzyme in your system (bloodstream) (1.25u enzyme per 5u probital ingested, losing 0.25u probital), which turns any food you eat into healing peptides. These peptides heal an additional 3 BRUTE and 1 BURN with a 50% chance every tick.

Overdose deals 3 STAM AND:

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

Inverse chem: Mitogen Metabolism Factor below 50%
Was originally named Trophazole.

Rate: 0.2u/tick


Unreacted PURITY: 75%
OD: 20u

Aiuri


Inverse: Aivime <35%
pH: 4

1 part Ammonia
3 parts Hydrogen
1 part Nitrogen

2 parts Hydrogen
1 part Sulfuric Acid

PURITY buffer:
2 parts Sodium

Min temp: 50K


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

BURN Medicine for treating BURN. Each tick heals 2 BURN (modified by PURITY) and causes 0.25 eye damage.


Inverse chem: Aivime below 35%

Overheat effect: Flash all creatures in a 3 tile radius while blurring their eyes for 20 seconds.

Rate: 0.2u/tick


Unreacted PURITY: 75%

Lenturi


Inverse: Lentslurri <25%
pH: 4.7

1 part Ammonia
3 parts Hydrogen
1 part Nitrogen

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

PURITY buffer:
4 parts Lithium

Min temp: 200K


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

BURN Each tick heals 3.75 BURN (modified by PURITY up to 5) and deals 0.4 stomach damage.

Inverse chem: Lenslurri below 25%

Rate: 0.2u/tick


Unreacted PURITY: 75%

Hercuri


Inverse: Herignis <30%
pH: 8.9

3 parts Cryostylane
1 part Ice

1 part Stable Plasma

1 part Nitrogen

1 part Lye
1 part Sodium

1 part Hydrogen
1 part Oxygen

PURITY buffer:

1 part Sulfuric Acid

1 part Bromine
Temperature below 47K

PURITY buffer:
2 parts Hydrogen

COLD REACTION


Max temp: 47K
Overcool: 5K
Optimal pH: 6 to 10
Unstable PURITY: <15%
Weakly endothermic

BURN Heals BURN and can cool you to unsafe levels. If applied with vapor such as with a spray bottle it also removes some firestacks (extinguishes you).
  • If BURN is over 50: Heals 3 BURN (modified by PURITY up to 4)
  • If BURN is under 50: Heals 2.25 BURN (modified by PURITY up to 3)

Overdose cools you down even more. Was originally named Rhigoxane.
Inverse chem: Herignis below 30% - Insolvent

Overheat effect: Ice all floors in a circle, the radius of which is 1 per 50u of reaction volume. The ice lasts for 60 seconds. Create a shock-wave launching all nearby movable objects away from the reaction vessel.

Rate: 0.2u/tick


Unreacted PURITY: 75%
OD: 25u

Granibitaluri


pH: 7

1 part Sodium Chloride
1 part Sodium

1 part Chlorine

PURITY buffer:

1 part Sulfuric Acid

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

PURITY buffer:
Unnecessary

Min temp: 100K


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

BRUTE, BURN Heals both BRUTE and BURN each tick. The maximum healing you can get is 1.5 per tick, and this decreases by 0.2 for every 10 combined BRUTE and BURN you have. At 50 or more combined damage, it heals 0.5 per tick. Overdose deals 0.2 liver and 0.2 TOX. Rate: 0.2u/tick


Unreacted PURITY: 100%
OD: 50u

Synthflesh


pH: 7.2

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

1 part Carbon
1 part Hydrogen

PURITY buffer:

1 part Sodium

1 part Chlorine
1 part Water

PURITY buffer:

Unnecessary

2 parts Nitrogen
2 parts Oxygen

PURITY buffer:

5 parts Sodium

1 part Blood
1 part Carbon

PURITY buffer:
1 part Sodium

Min temp: 250K


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

BRUTE, BURN Instantly heals 1.25 BRUTE and BURN per unit of the chemical applied by touch, patch or vapor, (affected by PURITY), but also instantly deals TOX equal to 50 to 75% (based on PURITY, 56% when unreacted) of BRUTE and BURN healed. Can be used to prepare corpses for defibrillation (needs under 180 BRUTE and BURN). Synthflesh creates a negative moodlet, preventable via painkillers.
Touch and vapor application only. If a husked corpse has at least 60-100u (PURITY dependent, purer synthflesh = less needed) and under 50 BURN it will be unhusked.
Rate: 0.2u/tick


Unreacted PURITY: 75%

Multiver


Inverse: Monover <35%
pH: 9.2

2 parts Sodium Chloride
1 part Sodium

1 part Chlorine

PURITY buffer:

1 part Sulfuric Acid

2 parts Ash
1 part Oil
1 part Welding Fuel

1 part Carbon
1 part Hydrogen

PURITY buffer:

1 part Sodium

Temperature 480K

PURITY buffer:

Unnecessary

Temperature 380K

PURITY buffer:
1 part Sulfuric Acid

Min temp: 380K


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

Mildly H+ producing

TOX A bloodstream purgative that PURGEs 3u per tick and heals TOX faster the more unique medicines there are in the body (1 per med, max 3, modified by PURITY, capped at PURITY% of 3). Also causes 0.5 lung damage each tick. Having 3+ unique meds (2+multiver) will make it not PURGE medicines. If your Multiver is pure, the medicinal requirement is reduced by 1 (i.e. muliver + 1 medicine). Having Anacea in the body will prevent multiver from PURGEing anything.


Inverse chem: Monover below 35%

Overheat effect: Any Monover in the reaction vessel will ignite, creating a small burst of fire and deleting product.

Rate: 0.2u/tick


Unreacted PURITY: 75%

Seiver


Inverse: Technetium 99 <45%
pH: 3.7

2 parts Aluminium

2 parts Nitrogen
2 parts Potassium

PURITY buffer:
3 parts Silicon

COLD REACTION


Min temp: 320K
Overcool: Never
Optimal pH: 5 to 8
Unstable PURITY: <20%
Strongly endothermic
H+ producing

RAD, TOX A medicine that shifts functionality based on temperature. For each 5 TOX healed, causes 1 heart damage. Each point of TOX healed by the effect of the low temperature irradiated bonus counts as 1/5th of a point for the purpose of this calculation.
  • Temperatures between 125K and 1000K heal between 0 and 5 TOX per tick (modified by PURITY). The temperature bonus is capped at 1000K.
  • Temperatures below 150K have a chance to heal between 15.4 and 34.1 TOX per tick (modified by PURITY) only to RAD afflicted patients, with more healing at colder temperatures. The chance scales from 0% at 150K to 100% at 50K, and is rolled once when the medicine enters your system, meaning if the roll fails, all of the seiver in your system will also be nonfunctional. Ultra-cold seiver has a chance to get an additional 20% healing bonus, scaling from 0% at 15K to 100% at 5K.
Rate: 0.2u/tick


Unreacted PURITY: 75%

Syriniver


Inverse: Syrinifergus
pH: 8.6

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

2 parts Oxygen
1 part Nitrogen

Temperature 525K

1 part Toxin
Hacked NanoMed vendors, Emagged Chem Dispenser

1 part Fluorine
1 part Sulfur

Min temp: 250K


Overheat: 99999K
Optimal pH: 6.5 to 9

Inverse PURITY: N/A (syrinifergus impossible to make)
Unstable PURITY: <30%
Weakly endothermic

TOX

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

Click expand for long description.

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

  • Instantly heals TOX equal to 1.5x the injected amount, up to 6 base TOX (modified by PURITY). A minimum of 0.4u must be injected for any effect.
  • Transforms up to 100% of the drug (based on PURITY, unreacted is 80%) into the much safer Musiver, depending on how healthy your liver is. The more damaged liver the patient has, the lower amount will be turned into Musiver. You get the max transformation rate as long as your liver has more than 80 hp.

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

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

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

Rate: 0.3u/tick


Unreacted PURITY: 75%
OD: 6u

Tirimol


Inverse: Super Melatonin <25%
pH: 5.6

2 parts Acetone
1 part Oil
1 part Welding Fuel

1 part Carbon
1 part Hydrogen

PURITY buffer:

1 part Sodium

1 part Welding Fuel
1 part Oxygen

PURITY buffer:

Unnecessary

3 parts Nitrogen
1 unit Sulfuric Acid (catalyst)
1 unit Oxygen (catalyst)

Min temp: 100K


Overheat: 720K
Optimal pH: 5 to 7.1
Unstable PURITY: <20%
Weakly endothermic

OXY Emergency oxygen deprivation medication that causes fatigue and can make you fall asleep. Heals 4.5 base OXY (modified by PURITY up to 6) and deals 2 STAM per tick. Causes 20 seconds of drowsiness after 15 seconds, and then every 45 seconds. If it was in your system longer than 20 ticks, you will fall asleep for 10 seconds when it's out.


Inverse chem: Super Melatonin below 25%

Overheat effect: If Oxygen is present, dose everyone nearby with 7.5u of Super Melatonin, ignoring eye protection, and remove 5u of reagents from the reaction vessel. Then, create a cloud of Super Melatonin smoke with a volume equal to the amount of Tirimol reacting and clear the reaction vessel of Tirimol.
Impure effect: Identical to overheat effect, except that the oxygen dependent effect inflicts a 15u dose instead of a 7.5u dose of Super Melatonin.

Rate: 0.2u/tick


Unreacted PURITY: 75%

Convermol


Inverse: Coveroli <40%
pH: 5.6

1 part Oil
1 part Welding Fuel

1 part Carbon
1 part Hydrogen

PURITY buffer:

1 part Sodium

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

PURITY buffer:
Unnecessary

Min temp: 370K


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

OXY Quickly converts OXY into TOX at a 5:1 ratio. Each tick heals up to 2.5 OXY (modified by PURITY) multiplied by the number of ticks the chemical has been in your system, and deals TOX equal to 0.2 of the actual OXY healed. Will always deal at least 0.1 TOX, even without OXY healed. Has a chance, equal to ((ticks processed - 1) / 2)% per second, to heal 1 losebreath. Overdose causes TOX as if you always healed the maximum possible OXY, and sets the metabolization rate to 1u/tick.


Inverse chem: Coveroli below 40% l

Rate: 0.2u/tick


Unreacted PURITY: 75%
OD: 35u

Superior Healing Medicines

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

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


Inverse: Benzoic Acid <30%
pH: 2.1

1 part Phenol
1 part Oil
1 part Welding Fuel

1 part Carbon
1 part Hydrogen

PURITY buffer:

1 part Sodium

1 part Chlorine
1 part Water

PURITY buffer:

Unnecessary

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

PURITY buffer:
2 parts Sodium

Min react temp: 100K
Overheat temp: 900K
Optimal pH range: 5 to 10
Min PURITY: 0.25
Mildly exothermic
Mildly H+ consuming
BRUTE If you have more than 25 BRUTE, heals 4 BRUTE (affected by PURITY). If you have equal to or less than 25 BRUTE, heals 0.5 (affected by PURITY). Overdosing will deal 4.5 BRUTE. 0.2 units per tick Rate: 0.25u/tick


Unreacted PURITY: 100%
OD: 25u

Oxandrolone


Inverse: Oxymetholone <25%
pH: 10.7

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

1 part Carbon
1 part Hydrogen

PURITY buffer:

1 part Sodium

1 part Chlorine
1 part Water

PURITY buffer:

Unnecessary

1 part Hydrogen
1 part Oxygen

PURITY buffer:
2 parts Copper

Min react temp: 100K
Overheat temp: 900K
Optimal pH range: 5 to 10
Min PURITY: 0.25
Mildly exothermic
Mildly H+ consuming
BURN If you have more than 25 BURN, heals 4 BURN (affected by PURITY). If you have equal to or less than 25 BURN, heals 0.5 (affected by PURITY). Overdosing will deal 4.5 BRUTE. 0.2 units per tick Rate: 0.25u/tick


Unreacted PURITY: 100%
OD: 25u

Salbutamol


Inverse: Bamethan <25%
pH: 2

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

1 part Carbon
1 part Hydrogen

PURITY buffer:

1 part Sodium

1 part Chlorine
1 part Water

PURITY buffer:

Unnecessary

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

PURITY buffer:

2 parts Sodium

1 part Ammonia
3 parts Hydrogen
1 part Nitrogen

1 part Aluminium
1 part Bromine
1 part Lithium

Min react temp: 100K
Overheat temp: 900K
Optimal pH range: 5 to 10
Min PURITY: 0.25
Mildly exothermic
Mildly H+ consuming
OXY Quickly heals OXY at a rate of 3 per tick while capping losebreath at 4. Great for stabilizing critical patients! 0.125 units per tick N/A
Regenerative Jelly


pH: 7

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

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

1 part Carbon
1 part Hydrogen

PURITY buffer:

1 part Sodium

1 part Tinea Luxor
Mushroom Stem (Embershroom)

2 parts Radium


or grind an unused slime extract
Min react temp: 100K
Overheat temp: 900K
Optimal pH range: 5 to 10
Min PURITY: 0.25
Mildly exothermic
Mildly H+ consuming
All four basic damage types Heals 1.5 of each of the four basic damage types. Does not cause TOX to jellypeople. If touched in a volume of at least 0.5u, causes hair to become purple. 0.4 units per tick N/A
Pentetic Acid


Inverse: Pendetide <40%
pH: 1

1 part Cyanide
1 part Oil
1 part Welding Fuel

1 part Carbon
1 part Hydrogen

PURITY buffer:

1 part Sodium

1 part Ammonia
3 parts Hydrogen
1 part Nitrogen

1 part Oxygen

Temperature 380K

1 part Formaldehyde
1 part Ethanol

1 part Oxygen
1 part Silver

Temperature 420K

1 part Ammonia
3 parts Hydrogen
1 part Nitrogen

1 part Sodium Chloride
1 part Sodium

1 part Chlorine

PURITY buffer:

1 part Sulfuric Acid

1 part Welding Fuel

Min react temp: 100K
Overheat temp: 900K
Optimal pH range: 5 to 10
Min PURITY: 0.25
Mildly exothermic
Mildly H+ consuming
RAD, TOX Heals 2 TOX per tick while purging 2u of other chemicals from the body. Prevents BURN and TOX as a result of RAD. 0.2 units per tick N/A
Atropine


Inverse: Hyoscyamine <35%
pH: 12

1 part Acetone
1 part Oil
1 part Welding Fuel

1 part Carbon
1 part Hydrogen

PURITY buffer:

1 part Sodium

1 part Welding Fuel
1 part Oxygen

PURITY buffer:

Unnecessary

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

1 part Ethanol

PURITY buffer:

1 part Hydrogen

1 part Phenol
1 part Oil
1 part Welding Fuel

1 part Carbon
1 part Hydrogen

PURITY buffer:

1 part Sodium

1 part Chlorine
1 part Water

PURITY buffer:

Unnecessary

1 part Ethanol
1 part Sulfuric Acid

Min react temp: 100K
Overheat temp: 900K
Optimal pH range: 5 to 10
Min PURITY: 0.25
Mildly exothermic
Mildly H+ consuming
Crit, all basic types If patient's health is critical it will heal BRUTE/BURN/TOX (2 / tick) and OXY (5 / tick), as well as stop any further OXY by clearing all losebreath. It also has a 10% chance each second to cause 10 seconds of jitteriness and dizziness, which will shake the screen. Good for quickly getting critical patients back on their feet, but bad for combat because of the screenshake. Prevents nuclear operative microbombs from automatically priming.
If overdosed it will deal 0.5 TOX per tick and cause constant jitteriness and dizziness.
0.1 units per tick 35 Units
Calomel

pH: 1.5

1 part Mercury

1 part Chlorine
Temperature 374K

Min react temp: 374K

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

Min PURITY: 0.25 Mildly exothermic Mildly H+ consuming

Purge Quickly purges the bloodstream of reagents (3u per tick). (Your Health / 40) TOX per tick is dealt until your health is 0.

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

0.4 units per tick 20 Units
Ammoniated Mercury


Inverse: Ammoniated Sludge <50%
pH: 7

1 part Calomel
1 part Mercury

1 part Chlorine

Temperature 374K

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

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

Min PURITY: 0.25 Mildly exothermic Mildly H+ consuming

Purge and TOX Quickly PURGEs the bloodstream of toxins at a rate of 5u per tick. Heal 3 TOX per tick. This is reduced by one for every 15 BRUTE and/or 30 BURN the patient has. This can result in negative healing, which will cause TOX. PURGEs itself at a rate of 1u per tick when there are no toxins present.

If overdosed 3 extra TOX will be dealt per tick.

0.04 units per tick 10 Units
Cryoxadone


pH: 11

1 part Acetone
1 part Oil
1 part Welding Fuel

1 part Carbon
1 part Hydrogen

PURITY buffer:

1 part Sodium

1 part Welding Fuel
1 part Oxygen

PURITY buffer:

Unnecessary

1 part Unstable Mutagen
1 part Chlorine

1 part Phosphorus

1 part Radium

1 part Stable Plasma

Min react temp: 100K
Overheat temp: 900K
Optimal pH range: 5 to 10
Min PURITY: 0.25
Mildly exothermic
Mildly H+ consuming
All four basic types and cellular Required for the proper function of cryogenics. It heals all types of damage swiftly, but only when the body temperature is below 0C (273.15 K) AND if the target is sleeping or unconscious. Cyroxadone's per tick metabolization rate is equal to: 0.4 * (0.00001 * (Body Temp ^ 2) + 0.5)

Cryoxadone's healing is determined by a power value. Power = -0.00003 * (Body Temp ^ 2) + 3. Cryoxadone heals 3 * Power OXY, Power BRUTE, Power BURN, and Power TOX per tick. Cyroxadone also heals WOUNDs. All WOUNDs have a special counter, shared with Pyroxadone. Cryoxadone increments this counter by its power each tick, and when the counter reaches a certain point, the WOUND instantly heals. Moderate WOUNDs require 33 points, Severe WOUNDs 66 point, and Critical WOUNDs 99 points. Reverses disfiguration from most sources.

Special - See text N/A
Pyroxadone


pH: 12

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

1 part Carbon
1 part Hydrogen

PURITY buffer:

1 part Sodium

1 part Welding Fuel
1 part Oxygen

PURITY buffer:

Unnecessary

1 part Unstable Mutagen
1 part Chlorine

1 part Phosphorus

1 part Radium

1 part Stable Plasma

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

1 part Carbon
1 part Hydrogen

PURITY buffer:

1 part Sodium

1 part Tinea Luxor
Mushroom Stem (Embershroom)

2 parts Radium


or grind an unused slime extract
Min react temp: 100K
Overheat temp: 900K
Optimal pH range: 5 to 10
Min PURITY: 0.25
Mildly exothermic
Mildly H+ consuming
All four basic types and cellular Pyroxadone does not function unless your body temperature is higher than the minimum at which you take overheating damage. Pyroxadone's Power is 2 if your temperature is between the heat damage limit and 400K. Between 400K and 460K, Power is 3. Above 460K, Power is 5. If you are on fire, Power is doubled. Pyroxadone heals 2 * power OXY, 1.5 * power BURN, 1 * power BRUTE, and 1 * power TOX per tick.

Can heal WOUNDs in the same way Cryoxadone does, incrementing the WOUND's healing counter by its power. Reverses disfiguration from most sources. TOX healing effective on slimepeople.

Special - See text N/A
Rezadone


Inverse: Inreziniver <25%
pH: 12.2

1 part Carpotoxin
Space Carp, Koibeans, Emagged Chem Dispenser

1 part Cryptobiolin
1 part Oxygen

1 part Potassium

1 part Sugar

1 part Copper

Min react temp: 100K
Overheat temp: 900K
Optimal pH range: 5 to 10
Min PURITY: 0.25
Mildly exothermic
Mildly H+ consuming
BRUTE and BURN Heals 1 BRUTE and BURN per tick. If a husked corpse is treated with at least 5u and has under 50 BURN it will be unhusked. If overdosed deals 1 TOX per tick and makes you dizzy and jittery. 0.4 units per tick 30 Units

Unique Healing Medicines

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

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

1 part Carbon
1 part Hydrogen

PURITY buffer:

1 part Sodium

1 part Welding Fuel
1 part Oxygen

PURITY buffer:

Unnecessary

1 part Unstable Mutagen
1 part Chlorine

1 part Phosphorus

1 part Radium

1 part Bromine

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


Impurity: Mannitoil
pH: 10.4

2 parts Hydrogen

2 parts Water
2 parts Sugar

PURITY buffer:
9 parts Copper

Min temp: 50K


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

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

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


Overheat Effect: Once per second, creates a Mannitoil smoke cloud, doses all nearby people without eye or face protection with 5u Mannitoil, and removes all mannitol from the reaction vessel.

Impure Effect: Identical to overheat effect.

Rate: 0.4u/tick


Unreacted PURITY: 100%
OD: 15u

Neurine


Inverse: Neruwhine <50%
pH: 7

2 part Acetone
1 part Oil
1 part Welding Fuel

1 part Carbon
1 part Hydrogen

PURITY buffer:

1 part Sodium

1 part Welding Fuel
1 part Oxygen

PURITY buffer:

Unnecessary

2 part Mannitol
2 parts Hydrogen

2 parts Water
2 parts Sugar

PURITY buffer:

9 parts Copper

2 part Oxygen

PURITY buffer:
5 parts Silicon

Min temp: 100K


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

Minor brain traumas Reacts with neural tissue, helping reform damaged connections. Chance every tick to cure basic traumas. More severe traumas usually require surgery. Quickly PURGEs Neurotoxin. When added to a patient and 100% pure, it will remember their BRAIN - if their BRAIN is below that value when added it will restore it back to what it was on consumption. When used on the dead will heal a corpse's BRAIN by 1 per tick (patient must be dead and have a brain!). Healing scales with PURITY.

Overheat Effect: Once per second, creates a Neruwhine smoke cloud, doses all nearby people without eye or face protection with 10u Neruwhine, and removes 5 units of reagents from the reaction vessel. Impure Effect: Identical to overheat effect.

Rate: 0.4u/tick


Unreacted PURITY: 75%
Works on the dead

Potassium Iodide


pH: 12.4

1 part Potassium

1 part Iodine

PURITY buffer:
2 parts Copper

Min react temp: 100K
Overheat temp: 900K
Optimal pH range: 5 to 10
Min PURITY: 0.25
Mildly exothermic
Mildly H+ consuming
RAD Prevents RAD induced BURN and TOX and heals 1 TOX each tick if patient is affected by RAD. 0.8 units per tick
Saline-Glucose Solution 2 parts Saltwater
1 part Sodium Chloride
1 part Sodium

1 part Chlorine

PURITY buffer:

1 part Sulfuric Acid

1 part Water

1 part Sugar

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


OD: 60u

Ephedrine


Inverse: Corazargh <40%
pH: 12

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

1 part Ethanol

PURITY buffer:

1 part Hydrogen

1 part Oil
1 part Welding Fuel

1 part Carbon
1 part Hydrogen

PURITY buffer:

1 part Sodium

1 part Hydrogen
1 part Sugar

PURITY buffer:
13 parts Bromine

Min temp: 200K


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

Stun Reduces all immobilizing status effects' durations by 2 seconds (affected by PURITY), increases run speed by 50%, regenerates 4 STAM per tick (affected by PURITY) and causes up to 15% chance per second to drop held items, based on PURITY following: 10% * (1.5 - PURITY). Pure ephedrine has 5% chance to drop held items. Also prevents the knockdown from stunbatons (including stunprods ).


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

Rate: 0.2u/tick


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

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

1 part Ethanol

PURITY buffer:

1 part Hydrogen

1 part Oil
1 part Welding Fuel

1 part Carbon
1 part Hydrogen

PURITY buffer:

1 part Sodium

1 part Bromine
1 part Carbon
1 part Ethanol

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


Inverse: Oculater <45%
pH: 10

1 part Multiver
2 parts Sodium Chloride
1 part Sodium

1 part Chlorine

PURITY buffer:

1 part Sulfuric Acid

2 parts Ash
1 part Oil
1 part Welding Fuel

1 part Carbon
1 part Hydrogen

PURITY buffer:

1 part Sodium

Temperature 480K

PURITY buffer:

Unnecessary

Temperature 380K

PURITY buffer:

1 part Sulfuric Acid

1 part Carbon
1 part Hydrogen

Min temp: 200K


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

Eye Heals 2 eye damage (affected by PURITY), occasionally causing eye blur if the eyes are badly damaged. Does not work against genetic blindness, which needs Mutadone. For blindness caused by brain traumas you will need surgery or other means. Improves your ability to see in the dark based off PURITY while it's in your system. Rate: 0.1u/tick


Unreacted PURITY: 75%

Inacusiate


Inverse: Tinacusiate <30%
pH: 2

1 part Multiver
2 parts Sodium Chloride
1 part Sodium

1 part Chlorine

PURITY buffer:

1 part Sulfuric Acid

2 parts Ash
1 part Oil
1 part Welding Fuel

1 part Carbon
1 part Hydrogen

PURITY buffer:

1 part Sodium

Temperature 480K

PURITY buffer:

Unnecessary

Temperature 380K

PURITY buffer:

1 part Sulfuric Acid

1 part Carbon
1 part Water

Min temp: 300K


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

Ear Heals 4 ear damage (affected by PURITY), curing deafness, assuming the source of said deafness isn't from genetic mutations, chronic deafness, or a total deficit of ears. Lets you hear whispers from a distance if it's 100% pure. (Results in 2 units instead of 3) Rate: 0.4u/tick


Unreacted PURITY: 75%

Epinephrine 1 part Acetone
1 part Oil
1 part Welding Fuel

1 part Carbon
1 part Hydrogen

PURITY buffer:

1 part Sodium

1 part Welding Fuel
1 part Oxygen

PURITY buffer:

Unnecessary

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

1 part Ethanol

PURITY buffer:

1 part Hydrogen

1 part Phenol
1 part Oil
1 part Welding Fuel

1 part Carbon
1 part Hydrogen

PURITY buffer:

1 part Sodium

1 part Chlorine
1 part Water

PURITY buffer:

Unnecessary

1 part Chlorine
1 part Hydrogen
1 part Oxygen

Min react temp: 100K
Overheat temp: 900K
Optimal pH range: 5 to 10
Min PURITY: 0.25
Mildly exothermic
Mildly H+ consuming
Crit Prevents oxygen damage from crit state. If the patient is in crit it heals 0.5 OXY, TOX, BRUTE, and BURN per tick. 20% chance each tick to reduce stun times by 2 seconds. Heal 2 STAM per tick. Stops the formation of Histamine during allergic reactions.
If overdosed it will randomly deal light TOX and STAM, and some OXY.
0.1 units per tick


OD: 30 Units

Antihol


Inverse: Prohol <35%
pH: 4

1 part Multiver
2 parts Sodium Chloride
1 part Sodium

1 part Chlorine

PURITY buffer:

1 part Sulfuric Acid

2 parts Ash
1 part Oil
1 part Welding Fuel

1 part Carbon
1 part Hydrogen

PURITY buffer:

1 part Sodium

Temperature 480K

PURITY buffer:

Unnecessary

Temperature 380K

PURITY buffer:

1 part Sulfuric Acid

1 part Copper
1 part Ethanol

Min temp: 1K


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

Alcohol PURGEs 6-8u alcoholic drinks from someone's bloodstream each tick (depending on PURITY), as well as eliminating drunkenness, drowsiness, slurring, dizziness and confusion. Heals 0.2 TOX per tick.

Overheat Effect: Creates smoke cloud from the reagents in the reaction vessel. Impure Effect: Creates smoke cloud from the reagents in the reaction vessel.

Rate: 0.4u/tick


Unreacted PURITY: 75%

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

1 part Phosphorus

1 part Radium

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

1 part Holy Water

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

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

1 part Saltwater
1 part Sodium Chloride
1 part Sodium

1 part Chlorine

PURITY buffer:

1 part Sulfuric Acid

1 part Water

Min react temp: 100K
Overheat temp: 900K
Optimal pH range: 5 to 10
Min PURITY: 0.25
Mildly exothermic
Mildly H+ consuming
Fish Death This reagent has a chemical composition very similar to that of Strange Reagent, however, it seems to work purely and only on... fish. Or at least, aquatic creatures. 0.25 units per tick
Synaptizine 1 part Sugar

1 part Lithium
1 part Water

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

1 part Carbon
1 part Hydrogen

PURITY buffer:

1 part Sodium

1 part Welding Fuel
1 part Oxygen

PURITY buffer:

Unnecessary

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

1 part Ethanol

PURITY buffer:

1 part Hydrogen

1 part Phenol
1 part Oil
1 part Welding Fuel

1 part Carbon
1 part Hydrogen

PURITY buffer:

1 part Sodium

1 part Chlorine
1 part Water

PURITY buffer:

Unnecessary

1 part Chlorine
1 part Hydrogen

1 part Oxygen

1 part Cryptobiolin
1 part Oxygen

1 part Potassium

1 part Sugar
Min react temp: 100K
Overheat temp: 900K
Optimal pH range: 5 to 10
Min PURITY: 0.25
Mildly exothermic
Mildly H+ consuming
Infections An all-purpose antiviral agent. Prevents you from spreading any virus if you are infected. Has a high chance to block infection from disease. Bestows a 75% chance to resist infection from zombie attacks. Will slow disease progression and alien larva growth if already infected. Cancels out the effects of Immunodeficiency. Metabolizes very slowly. 0.04 units per tick
Miner's Salve 1 part Oil
1 part Welding Fuel

1 part Carbon
1 part Hydrogen

PURITY buffer:

1 part Sodium

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

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

1 part Carbon
1 part Hydrogen

PURITY buffer:

1 part Sodium

1 part Welding Fuel
1 part Oxygen

PURITY buffer:

Unnecessary

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

1 part Ethanol

PURITY buffer:

1 part Hydrogen

1 part Phenol
1 part Oil
1 part Welding Fuel

1 part Carbon
1 part Hydrogen

PURITY buffer:

1 part Sodium

1 part Chlorine
1 part Water

PURITY buffer:

Unnecessary

1 part Ammonia
3 parts Hydrogen
1 part Nitrogen

1 part Sulfuric Acid
1 unit Bromine (catalyst)

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


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


No chance for addiction but very finicky OD.

0.02-0.08 units per tick


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

Morphine 2 parts Carbon

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

Min react temp: 480K
Overheat temp: 900K
Optimal pH range: 5 to 10
Min PURITY: 0.25
Mildly exothermic
Mildly H+ consuming
Damage slowdown Allows you to run at full speed even when hurt, even from stamina damage, but does not remove slowdown from wearing a Modsuit. Gives a positive moodlet after 5 ticks. Causes minor disgust, reduced by higher PURITY. After 16 ticks, causes eye blurring and yawning. After 24 ticks, has a chance to cause minor drowsiness, reduced by higher purity. After 36 ticks, causes drowsiness. After 48 ticks, has a chance to cause sleeping, increasing based on the number of ticks processed past 48. Gives 20 painkiller bonus, which is used when treated with bone gel.

Can be ordered from Cargo, be grown at Botany or be found in a NanoMed Plus. (Results in 2 parts instead of 6)

Overdose:

18% Chance per second to cause user to drop their held items, jitterring and dizzyness.

0.2 units per tick


OD: 30 Units
Opiate(10 points)

Haloperidol 1 part Oil
1 part Welding Fuel

1 part Carbon
1 part Hydrogen

PURITY buffer:

1 part Sodium

1 part Potassium Iodide
1 part Potassium

1 part Iodine

PURITY buffer:

2 parts Copper

1 part Aluminium
1 part Chlorine
1 part Fluorine

PURITY buffer:
1 part Silicon

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

1 part Silicon
5 units Plasma (catalyst)

Min react temp: 100K
Overheat temp: 900K
Optimal pH range: 5 to 10
Min PURITY: 0.25
Mildly exothermic
Mildly H+ consuming
Hyper/Hypo-thermia Increases or decreases body and core temperature in the direction of the affected creature's normal body and core temperatures. 0.4 units per tick
Higadrite 2 parts Phenol
1 part Oil
1 part Welding Fuel

1 part Carbon
1 part Hydrogen

PURITY buffer:

1 part Sodium

1 part Chlorine
1 part Water

PURITY buffer:

Unnecessary

1 part Lithium

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

2 parts Water
2 parts Sugar

PURITY buffer:

9 parts Copper

1 part Impedrezene
1 part Mercury

1 part Oxygen

1 part Sugar

2 parts Water

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


OD: 30 units

Energized Jelly 1 part Teslium
1 part Gunpowder
1 part Multiver
2 parts Sodium Chloride
1 part Sodium

1 part Chlorine

PURITY buffer:

1 part Sulfuric Acid

2 parts Ash
1 part Oil
1 part Welding Fuel

1 part Carbon
1 part Hydrogen

PURITY buffer:

1 part Sodium

Temperature 480K

PURITY buffer:

Unnecessary

Temperature 380K

PURITY buffer:

1 part Sulfuric Acid

1 part Saltpetre
3 parts Oxygen

1 part Potassium
1 part Nitrogen

PURITY buffer:

2 parts Sulfuric Acid

1 part Sulfur

1 part Silver
1 part Stable Plasma

Temperature 400K

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

1 part Carbon
1 part Hydrogen

PURITY buffer:

1 part Sodium

1 part Tinea Luxor
Mushroom Stem (Embershroom)

2 parts Radium


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


Inverse: Nooartrium <25%
pH: 12.7

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

1 part Carbon
1 part Hydrogen

PURITY buffer:

1 part Sodium

1 part Welding Fuel
1 part Oxygen

PURITY buffer:

Unnecessary

1 part Formaldehyde
1 part Ethanol

1 part Oxygen
1 part Silver

Temperature 420K

1 part Water

Temperature 450K

3 parts Formaldehyde
1 part Ethanol

1 part Oxygen
1 part Silver

Temperature 420K

1 part Lye
1 part Sodium

1 part Hydrogen
1 part Oxygen

PURITY buffer:

1 part Sulfuric Acid


1 part Nitric Acid
1 part Fluorosulfuric Acid
1 part Fluorine

1 part Hydrogen
1 part Potassium
1 part Sulfuric Acid

Temperature 380K

1 part Hydrogen Peroxide
1 part Chlorine

1 part Oxygen

1 part Water

1 part Nitrogen

Temperature 480K

1 part Acetone
1 part Oil
1 part Welding Fuel

1 part Carbon
1 part Hydrogen

PURITY buffer:

1 part Sodium

1 part Welding Fuel
1 part Oxygen

PURITY buffer:

Unnecessary

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


Min temp: 255K


Overheat: 450K
Optimal pH: 5 to 9
Exothermic

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


PURITY will adjust the threshold requirements (above 75% lowered requirements, below 75% higher requirements).
Inverse reagent: Nooartrium below 25%
Overheat effect: Weak explosion.

Rate: 0.2u/tick


OD: 50u

Sanguirite Found in epipens N/A BLEEDING A coagulant used to help bleeding wounds clot faster. Passively reduces the BLOOD lost from BLEEDING by 30%. Whichever WOUND is currently BLEEDING the most has its BLEEDING reduced by 0.3 per tick. Overdose can cause blood to clot in the veins, causing 15% chance of OXY per tick with possible minor lung and heart damage. 0.1 units per tick


OD: 20 units

Seraka Extract Found in small quantities in Seraka mushrooms N/A BLEEDING A potent coagulant used to help bleeding wounds clot faster. Passively reduces the BLOOD lost from BLEEDING by 50%. Whichever WOUND is currently BLEEDING the most has its BLEEDING reduced by 0.4 per tick. Overdose can cause blood to clot in the veins, causing 15% chance of OXY per tick with possible minor lung and heart damage. Reacts with Lye to form sugar. 0.1 units per tick


OD: 10 units

Pulped Banana Peel Grind or juice banana peels N/A BLEEDING A weak coagulant used to help bleeding wounds clot faster. Passively reduces the BLOOD lost from BLEEDING by 20%. Whichever WOUND is currently BLEEDING the most has its BLEEDING reduced by 0.2 per tick. Overdose can cause blood to clot in the veins, causing 15% chance of OXY per tick with possible minor lung and heart damage. 0.4 units per tick


OD: 20 units

Determination Receive a wound. Moderate: 1

Severe: 2.5

Critical: 5

Losing a limb: 7.5

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


Caps at 10

Ondansetron


pH: 10.6

1 part Oil
1 part Welding Fuel

1 part Carbon
1 part Hydrogen

PURITY buffer:

1 part Sodium

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

Min react temp: 100K


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

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


pH: 4

1 part Morphine
2 parts Carbon

2 parts Hydrogen
1 part Ethanol
1 part Oxygen

Temperature 480K

1 part Hydrogen Peroxide
1 part Chlorine

1 part Oxygen

1 part Water

1 part Bromine
1 part Ethanol

Min react temp: 100K
Overheat temp: 900K
Optimal pH range: 5 to 10
Min PURITY: 0.25
Mildly exothermic
Mildly H+ consuming
Opiates, Drowsiness, Breathloss Opioid antagonist that helps patients recover faster from their active addictions. Also removes 5 seconds of drowsiness, 1 breathloss and purges Opiate-class reagents from the user at 3u per tick. If the user was experiencing a high from the purged Opiate, it is removed and replaced with a negative mood equal to the strength of the original mood. 0.2 units per tick

Non-craftable Medicines

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

Name How to get Treatment for Description Metabolism Rate Overdose Threshold Addiction Points
Changeling Adrenaline Changelings Stun Makes you immune to sleep and damage slowdown. Reduces stun times by typically around 30% (depends) and heals 10 STAM per tick. Can make you dizzy and jittery. If stamcrit, sets STAM to 90 and self-purges 1 unit.
If overdosed it will deal 1 TOX per tick. A changeling using the Adrenaline Sacs ability will inject 4u of this.
0.4 units per tick 30 Units N/A
Changeling Haste Changelings Speed Increases your speed to the maximum possible in most cases. A changeling using the Adrenaline Sacs ability will inject 2u of this. Deals 2 TOX per tick. 1 unit per tick N/A N/A
Omnizine Grown from Ambrosia Deus, and found in hot donkpockets, chef made lollipops (Not cyborg dispensed,) and a few other chef meals. BRUTE, BURN, TOX and OXY Heals 0.5 BRUTE, BURN, TOX and OXY per tick. If overdosed it will deal 1 BRUTE, BURN, TOX and OXY per tick. 0.1 units per tick 30 Units N/A
Protozine Extract from a Geyser with a liquid pump. BRUTE, BURN, TOX and OXY Heals 0.2 BRUTE, BURN, TOX and OXY per tick. If overdosed it will deal 1 BRUTE, BURN, TOX and OXY per tick. A weaker omnizine, but can be used in Strange Reagent crafting. 0.1 units per tick 30 Units N/A
Godblood Healing Fountain in Lavaland injects 20u of Godblood on use, Strange Seeds. BRUTE, BURN, TOX and OXY This is Omnizine with 5 times higher overdose threshold. Just like Omnizine, heals 0.5 BRUTE, BURN, TOX and OXY per tick. If overdosed it will deal 1 BRUTE, BURN, TOX and OXY per tick, but that's not really a concern. 0.1 units per tick 150 Units N/A
Honey Beekeeping BRUTE, BURN, TOX and OXY 55% chance to heal 1 BRUTE, BURN, TOX and OXY per tick. Metabolizes very quickly and adds 3u sugar to your system. 1 unit per tick N/A N/A
Earthsblood Grown from Ambrosia Gaia BRUTE, BURN, TOX and OXY The first 25 cycles, each tick heals 1 BRUTE, 1 BURN, 0.5 OXY, 0.5 TOX, and 0.5 STAM while dealing 1 BRAIN (up to max 150). Cycle 26 and onwards, each tick heals 5 BRUTE, 5 BURN, 3 OXY, 3 TOX and 3 STAM while dealing 2 BRAIN (up to max 150) and giving you jitteriness and drugginess (your character might say some special messages as well!). You will be unable to directly hurt anyone via most means while it's in your body (this effect is identical to that of Pax). Overdosing causes hallucinations, deals no damage before cycle 26, a net of 1 TOX per tick from cycles 26 to 100 and a net of 3 TOX per tick after cycle 100. Overdosing also gives you the severe traumatic non-violence brain trauma (brain surgery level). The trauma does not go away until cured. 0.4 units per tick (static) 25 Units hallucinogens(14 points)
Silibinin Grow Galaxythistle Liver damage Each tick heals 2 liver damage. 0.6 units per tick N/A N/A
Polypyrylium Oligomers Grow Spaceman's Trumpet Plant Lung damage A purple mixture of short polyelectrolyte chains not easily synthesized in the laboratory. Each tick heals 0.25 lung damage and 0.35 BRUTE. Will color hair and beard purple from touch or vapor. Overdose deals 0.25 lung damage. 0.1 units per tick 50 Units N/A
Mitogen Metabolism Factor Eating Probital BRUTE If this enzyme exists as a catalyst in your body (at least 0.5u), any food you eat turns into healing peptides, which heal BRUTE and some BURN. If overdosed the metabolism changes to 0.8 units per tick and makes you vomit with a chance of 13% every second the medicine is in a body. 0.025 units per tick 10 Units N/A
Musiver Injecting Syriniver TOX Heals 1.5 TOX per tick while purging 0.2u reagents and dealing 0.1 liver damage (1/8 as much as liver damage as Syriniver). If overdosed causes muscle weakness, high liver damage and disgust. 0.1 units per tick 25u N/A
Muscle Stimulant Strange seeds Slowdown Makes you ignore slowdowns from being hurt. 0.4 units per tick N/A N/A
Cordiolis Hepatico Strange seeds, Abductor's operating table injects this too Heart and liver failure Removes the need for heart and liver. 0.4 units per tick N/A N/A
Stimulants Syndicate uplink Stun Increases movement speed a lot. Reduces stun times by around 90% or less (depends). Recovers 5 STAM per tick. Will heal 1 of each damage type if health is between 0 and 50. If overdosed has 33% chance per tick to deal 2.5 STAM, 1 TOX and cause loss of breath. Also prevents the knockdown from stunbatons (including stunprods ). Can be bought with syndicate uplink. 0.2 units per tick 60 Units Stimulant(4 points)
Restorative Nanites Syndicate medical cyborgs All damage types Each tick heals 5 BRUTE/BURN/TOX, 15 OXY and 15 brain. If overdosed this very quickly purges itself and causes random vomiting. Only available to Syndicate medical cyborgs. 0.4 units per tick 30 Units N/A
Synaphydramine Viruses Drowsiness, Hallucinations, Histamine Reduces drowsiness, caps and reduces the frequency of hallucinations, quickly PURGEs Mindbreaker Toxin and Histamine from the body. Automatically generated by a virus with Mind Restoration as a symptom. 0.4 units per tick N/A N/A
Adminordrazine Wizard Events, Admin Chicanery, Mayhem In A Bottle. Everything When injected into a person, it heals almost everything instantly. When used on a hydroponics tray, it cures all ailments and has a high chance of triggering a mutation. 0.5 units per tick N/A N/A


Narcotics

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

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

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

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


Inverse: Permonid <30%

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

1 part Ethanol

PURITY buffer:

1 part Hydrogen

1 part Oil
1 part Welding Fuel

1 part Carbon
1 part Hydrogen

PURITY buffer:

1 part Sodium

1 part Bromine
1 part Carbon

1 part Ethanol

1 part Morphine
2 parts Carbon

2 parts Hydrogen
1 part Ethanol
1 part Oxygen

Temperature 480K

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

1 part Water

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

Min react temp: 380K
Overheat temp: 900K
Optimal pH range: 5 to 9
Min PURITY: 0.3
Mildly exothermic
Mildly H+ consuming
Provides messages of calmness and protection.
If overdosed it will deal 0.25 Brain and TOX per tick.
After 26 cycles, if PURITY is below 60%, the patient's skin falls off, dealing 50 BRUTE. This turns them into a cosmetic zombie.
0.2 units per tick 20 Units Opiods(18 points)
Methamphetamine 1 part Ephedrine
1 part Diethylamine
1 part Ammonia
3 parts Hydrogen
1 part Nitrogen

1 part Ethanol

PURITY buffer:

1 part Hydrogen

1 part Oil
1 part Welding Fuel

1 part Carbon
1 part Hydrogen

PURITY buffer:

1 part Sodium

1 part Hydrogen
1 part Sugar

PURITY buffer:

13 parts Bromine

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

PURITY buffer:
4 parts Oxygen

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

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

0.3 units per tick 20 Units stimulants(12 points)
Bath Salts


Inverse: Monkey Dust <30%

1 part Saltpetre
3 parts Oxygen

1 part Potassium
1 part Nitrogen

PURITY buffer:

2 parts Sulfuric Acid

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

1 part Water

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

Min react temp: 374K
Overheat temp: 900K
Optimal pH range: 5 to 9
Min PURITY: 0.3
Mildly exothermic
Mildly H+ consuming
Makes the subject immune to sleep and stuns, grants 5 STAM regeneration and grants the user the psychotic brawling martial art, which makes your interactions with people have certain random effects. However the subject will suffer 4 BRAIN (per tick), constant hallucinations and will lose some motor control.
If overdosed the subject will lose even more motor control, drool, and randomly drop items in their hand.
This drug will melt your brain.
0.2 units per tick 20 Units stimulants(25 points)
Aranesp


Inverse: Epoetin Alfa <50%

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

1 part Carbon
1 part Hydrogen

PURITY buffer:

1 part Sodium

1 part Welding Fuel
1 part Oxygen

PURITY buffer:

Unnecessary

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

1 part Ethanol

PURITY buffer:

1 part Hydrogen

1 part Phenol
1 part Oil
1 part Welding Fuel

1 part Carbon
1 part Hydrogen

PURITY buffer:

1 part Sodium

1 part Chlorine
1 part Water

PURITY buffer:

Unnecessary

1 part Chlorine
1 part Hydrogen

1 part Oxygen

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

1 part Carbon
1 part Hydrogen

PURITY buffer:

1 part Sodium

1 part Welding Fuel
1 part Oxygen

PURITY buffer:

Unnecessary

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

1 part Ethanol

PURITY buffer:

1 part Hydrogen

1 part Phenol
1 part Oil
1 part Welding Fuel

1 part Carbon
1 part Hydrogen

PURITY buffer:

1 part Sodium

1 part Chlorine
1 part Water

PURITY buffer:

Unnecessary

1 part Ethanol

1 part Sulfuric Acid

1 part Morphine
2 parts Carbon

2 parts Hydrogen
1 part Ethanol
1 part Oxygen

Temperature 480K
Min react temp: 100K
Overheat temp: 900K
Optimal pH range: 5 to 9
Min PURITY: 0.5
Mildly exothermic
Mildly H+ consuming
The subject will think they are "amped" and get 18 STAM regeneration. However the drug has 50% chance every tick to cause the subject to suffocate (and take 1 OXY), while also dealing 0.5 TOX per tick. 0.2 units per tick N/A stimulants(8 points)
Happiness


Inverse: Sadness <40%

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

PURITY buffer:

1 part Sodium

1 part Welding Fuel
1 part Oxygen

PURITY buffer:

Unnecessary

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

1 part Ethanol

PURITY buffer:

1 part Hydrogen

1 part Phenol
1 part Oil
1 part Welding Fuel

1 part Carbon
1 part Hydrogen

PURITY buffer:

1 part Sodium

1 part Chlorine
1 part Water

PURITY buffer:

Unnecessary

1 part Chlorine
1 part Hydrogen

1 part Oxygen

1 part Ethanol
5 units Plasma (catalyst)

Min react temp: 100K
Overheat temp: 900K
Optimal pH range: 5 to 9
Min PURITY: 0.4
Mildly exothermic
Mildly H+ consuming
Suppresses phobias and fills you with ecstatic emotional numbness. Removes jitteriness, confusion and disgust. Causes 0.2 BRAIN per tick. Highly addictive. If overdosed causes sudden mood swings and an additional 0.5 BRAIN per tick. 0.2 units per tick 20 Units hallucinogens(18 points)
Space Drugs 1 part Lithium

1 part Mercury
1 part Sugar

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

1 part Carbon
1 part Hydrogen

PURITY buffer:

1 part Sodium

1 part Welding Fuel
1 part Oxygen

PURITY buffer:

Unnecessary

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

1 part Ethanol

PURITY buffer:

1 part Hydrogen

1 part Phenol
1 part Oil
1 part Welding Fuel

1 part Carbon
1 part Hydrogen

PURITY buffer:

1 part Sodium

1 part Chlorine
1 part Water

PURITY buffer:

Unnecessary

1 part Chlorine
1 part Hydrogen

1 part Oxygen

5 parts Coffee

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

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

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

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

1 part Welding Fuel

1 part Fluorosulfuric Acid
1 part Fluorine

1 part Hydrogen
1 part Potassium
1 part Sulfuric Acid

Temperature 380K

5 units Hydrogen Peroxide
1 part Chlorine

1 part Oxygen

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

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

1 part Welding Fuel

1 part Fluorosulfuric Acid
1 part Fluorine

1 part Hydrogen
1 part Potassium
1 part Sulfuric Acid

Temperature 380K

5 units Hydrogen Peroxide
1 part Chlorine

1 part Oxygen

1 part Water
(catalyst)

1 part Nitric Acid
1 part Fluorosulfuric Acid
1 part Fluorine

1 part Hydrogen
1 part Potassium
1 part Sulfuric Acid

Temperature 380K

1 part Hydrogen Peroxide
1 part Chlorine

1 part Oxygen

1 part Water

1 part Nitrogen

Temperature 480K

1 part Universal Enzyme

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

1 part Carbon
1 part Hydrogen

PURITY buffer:

1 part Sodium

1 part Welding Fuel
1 part Oxygen

PURITY buffer:

Unnecessary

1 part Hydrogen Peroxide
1 part Chlorine

1 part Oxygen

1 part Water

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

10 parts Welding Fuel

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

Deals significant heart damage when overdosed.

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

1 part Carbon
1 part Hydrogen

PURITY buffer:

1 part Sodium

1 part Ammonia
3 parts Hydrogen
1 part Nitrogen

1 part Oxygen

Temperature 380K

10 parts Silver

5 parts Lye
1 part Sodium

1 part Hydrogen
1 part Oxygen

PURITY buffer:

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

5 parts Nothing

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

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

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


Pyrotechnics

The manipulation of fire and matter.

Explosive Strength

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

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

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

1 part Oxygen
1 part Hydrogen

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

2 parts Fluorine
1 part Sulfuric Acid

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

1 part Potassium
1 part Sugar

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

1 part Potassium
1 part Sugar

1 part Stabilizing Agent
1 part Iron

1 part Oxygen

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

1 part Potassium
1 part Sulfur

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

1 part Sulfuric Acid
1 part Stable Plasma

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

1 part Carbon
1 part Hydrogen

PURITY buffer:

1 part Sodium

1 part Welding Fuel
1 part Ethanol

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

1 part Cola
1 part Phosphorus

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

1 part Radium
1 part Phosphorus

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


Inverse: Cryogelidia <50%
pH: 8.6

1 part Ice

1 part Stable Plasma
1 part Nitrogen

Min temp: -200K


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

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

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

Rate: 0.02u/tick


Unreacted purity: 100%
Works on the dead

Chlorine Trifluoride 3 parts Fluorine

1 part Chlorine
Temperature 424K

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

1 part Mercury
1 part Nitrogen
1 part Oxygen

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

1 part Stable Plasma
1 part Radium

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

1 part Ethanol

PURITY buffer:

1 part Hydrogen

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

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

1 part Chlorine

PURITY buffer:

1 part Sulfuric Acid

2 parts Ash
1 part Oil
1 part Welding Fuel

1 part Carbon
1 part Hydrogen

PURITY buffer:

1 part Sodium

Temperature 480K

PURITY buffer:

Unnecessary

Temperature 380K

PURITY buffer:

1 part Sulfuric Acid

1 part Saltpetre
3 parts Oxygen

1 part Potassium
1 part Nitrogen

PURITY buffer:

2 parts Sulfuric Acid

1 part Sulfur

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

1 part Nitric Acid
1 part Fluorosulfuric Acid
1 part Fluorine

1 part Hydrogen
1 part Potassium
1 part Sulfuric Acid

Temperature 380K

1 part Hydrogen Peroxide
1 part Chlorine

1 part Oxygen

1 part Water

1 part Nitrogen

Temperature 480K

1 part Sulfuric Acid

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

1 part Carbon
1 part Hydrogen

PURITY buffer:

1 part Sodium

1 part Chlorine
1 part Water

PURITY buffer:

Unnecessary

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

1 part Carbon
1 part Hydrogen

PURITY buffer:

1 part Sodium

1 part Welding Fuel
1 part Oxygen

PURITY buffer:

Unnecessary

1 part Hydrogen Peroxide
1 part Chlorine

1 part Oxygen

1 part Water

1 part Oxygen

1 part Nitric Acid
1 part Fluorosulfuric Acid
1 part Fluorine

1 part Hydrogen
1 part Potassium
1 part Sulfuric Acid

Temperature 380K

1 part Hydrogen Peroxide
1 part Chlorine

1 part Oxygen

1 part Water

1 part Nitrogen

Temperature 480K

1 unit Gold (catalyst)
Temperature 404K

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

1 part Carbon
1 part Hydrogen

PURITY buffer:

1 part Sodium

1 part Welding Fuel
1 part Oxygen

PURITY buffer:

Unnecessary

1 part Hydrogen Peroxide
1 part Chlorine

1 part Oxygen

1 part Water

1 part Oxygen

1 part Nitric Acid
1 part Fluorosulfuric Acid
1 part Fluorine

1 part Hydrogen
1 part Potassium
1 part Sulfuric Acid

Temperature 380K

1 part Hydrogen Peroxide
1 part Chlorine

1 part Oxygen

1 part Water

1 part Nitrogen

Temperature 480K

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

1 part Carbon
1 part Hydrogen

PURITY buffer:

1 part Sodium

1 part Welding Fuel
1 part Oxygen

PURITY buffer:

Unnecessary

1 part Formaldehyde
1 part Ethanol

1 part Oxygen
1 part Silver

Temperature 420K

1 part Water

Temperature 450K

3 parts Formaldehyde
1 part Ethanol

1 part Oxygen
1 part Silver

Temperature 420K

1 part Lye
1 part Sodium

1 part Hydrogen
1 part Oxygen

PURITY buffer:

1 part Sulfuric Acid


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

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

1 part Carbon
1 part Hydrogen

PURITY buffer:

1 part Sodium

1 part Welding Fuel
1 part Oxygen

PURITY buffer:

Unnecessary

1 part Formaldehyde
1 part Ethanol

1 part Oxygen
1 part Silver

Temperature 420K

1 part Water

Temperature 450K

3 parts Formaldehyde
1 part Ethanol

1 part Oxygen
1 part Silver

Temperature 420K

1 part Lye
1 part Sodium

1 part Hydrogen
1 part Oxygen

PURITY buffer:

1 part Sulfuric Acid


1 part Nitric Acid
1 part Fluorosulfuric Acid
1 part Fluorine

1 part Hydrogen
1 part Potassium
1 part Sulfuric Acid

Temperature 380K

1 part Hydrogen Peroxide
1 part Chlorine

1 part Oxygen

1 part Water

1 part Nitrogen

Temperature 480K

1 part Acetone
1 part Oil
1 part Welding Fuel

1 part Carbon
1 part Hydrogen

PURITY buffer:

1 part Sodium

1 part Welding Fuel
1 part Oxygen

PURITY buffer:

Unnecessary

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


1 part Phenol
1 part Oil
1 part Welding Fuel

1 part Carbon
1 part Hydrogen

PURITY buffer:

1 part Sodium

1 part Chlorine
1 part Water

PURITY buffer:

Unnecessary

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

1 part Carbon
1 part Hydrogen

PURITY buffer:

1 part Sodium

1 part Welding Fuel
1 part Oxygen

PURITY buffer:

Unnecessary

1 part Hydrogen Peroxide
1 part Chlorine

1 part Oxygen

1 part Water

1 part Oxygen

Temperature 315K

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

1 part Water

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

1 part Holy Water

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

1 part Uranium

1 part Aluminium

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

1 part Phosphorus

1 part Radium

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

1 part Holy Water

1 part Radium

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

1 part Chlorine

PURITY buffer:

1 part Sulfuric Acid

2 parts Ash
1 part Oil
1 part Welding Fuel

1 part Carbon
1 part Hydrogen

PURITY buffer:

1 part Sodium

Temperature 480K

PURITY buffer:

Unnecessary

Temperature 380K

PURITY buffer:

1 part Sulfuric Acid

1 part Saltpetre
3 parts Oxygen

1 part Potassium
1 part Nitrogen

PURITY buffer:

2 parts Sulfuric Acid

1 part Sulfur

1 part Silver
1 part Stable Plasma
Temperature 400K

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

1 part Chlorine

PURITY buffer:

1 part Sulfuric Acid

2 parts Ash
1 part Oil
1 part Welding Fuel

1 part Carbon
1 part Hydrogen

PURITY buffer:

1 part Sodium

Temperature 480K

PURITY buffer:

Unnecessary

Temperature 380K

PURITY buffer:

1 part Sulfuric Acid

1 part Saltpetre
3 parts Oxygen

1 part Potassium
1 part Nitrogen

PURITY buffer:

2 parts Sulfuric Acid

1 part Sulfur

1 part Silver
1 part Stable Plasma

Temperature 400K

1 part Water
OR

Heating Teslium
1 part Gunpowder
1 part Multiver
2 parts Sodium Chloride
1 part Sodium

1 part Chlorine

PURITY buffer:

1 part Sulfuric Acid

2 parts Ash
1 part Oil
1 part Welding Fuel

1 part Carbon
1 part Hydrogen

PURITY buffer:

1 part Sodium

Temperature 480K

PURITY buffer:

Unnecessary

Temperature 380K

PURITY buffer:

1 part Sulfuric Acid

1 part Saltpetre
3 parts Oxygen

1 part Potassium
1 part Nitrogen

PURITY buffer:

2 parts Sulfuric Acid

1 part Sulfur

1 part Silver
1 part Stable Plasma

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

1 part Iron
1 part Oxygen

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


Other Reagents

These are other chemicals that usually have non-medicinal uses. Many of these are useful in the manufacturing of grenades, but some can be quite dangerous.

Name Formula Reaction conditions Description Metabolism Rate
Ice 1 part Water

Temperature below 274K

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

1 part Chlorine

PURITY buffer:

1 part Sulfuric Acid

1 part Water

N/A When applied via patch, touch, or vapor: Reduces BLEEDING of all pierce WOUNDs by 0.06 per unit applied, to a minimum of 60% of the WOUND's default BLEEDING rate. Reduces BLEEDING of all slash WOUNDs by 0.1 per unit applied, to a minimum of 50% of the WOUND's default BLEEDING rate. Increases the sanitization of all BURN WOUNDs by 0.6 per 30 units, reduces their infestation by 0.5 per 30 units, and increases their infestation rate by .07 per 30 units. 0.4 units per tick
Baldium


Inverse: Maldium <30%

1 part Lye
1 part Sodium

1 part Hydrogen
1 part Oxygen

PURITY buffer:

1 part Sulfuric Acid

1 part Radium
1 part Sulfuric Acid
Temperature 395K

Min react temp: 395K
Overheat temp: 900K
Optimal pH range: 5 to 9
Min purity: 0.3
Mildly exothermic
Mildly H+ consuming
If applied by touch or vapor, sets hairstyle to Bald and facial hairstyle to Shaved. Chance of baldness occurring is affected by touch protection. Keep away from the Clown! (Results in 1 unit instead of 3) 0.4 units per tick
Barber's Aid 1 part Carpet
1 part Space Drugs
1 part Lithium

1 part Mercury

1 part Sugar

1 part Blood

1 part Space Drugs
1 part Lithium

1 part Mercury

1 part Sugar

1 part Radium

Min react temp: 100K
Overheat temp: 900K
Optimal pH range: 5 to 9
Min purity: 0.3
Mildly exothermic
Mildly H+ consuming
If applied by touch or vapor, randomizes hair style. Affected by touch protection. (Results in 5 units instead of 3) 0.4 units per tick
Bluespace Dust Grind a bluespace crystal N/A Occasionally causes random short distance teleportation. If splashed on someone it teleports them 1 tile per 5 units used. 0.4 units per tick
BZ Metabolites Breathe BZ gas N/A Reduces a changeling's chemicals by 2 per tick. Note that because the default chemical regeneration rate is also 2 per tick, this does not actively drain chemicals under normal circumstances, instead exactly canceling the changeling's inherent chemical gain. Causes 10 seconds of hallucinations per tick, regardless of any shapeshifting ability or lack thereof. 0.08 units per tick
Bone Dust Grinding organic body parts or Bone Gel N/A Used in the creation of Bone Gel 0.4 units per tick
Bone Gel 10 units Bone Dust
Grinding organic body parts or Bone Gel

10 units Carbon

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

1 part Mercury

1 part Sugar

1 part Blood

1 part Space Drugs
1 part Lithium

1 part Mercury

1 part Sugar

1 part Radium

1 part Unstable Mutagen
1 part Chlorine

1 part Phosphorus

1 part Radium
Min react temp: 100K
Overheat temp: 900K
Optimal pH range: 5 to 9
Min purity: 0.3
Mildly exothermic
Mildly H+ consuming
If applied via touch or vapor, sets hairstyle to Very Long Hair, and facial hairstyle to Beard (Very Long). This is affected by touch protection. After 21 / PURITY ticks, causes those that do not naturally grow hair, such as lizardpeople, to grow head hair. If 100% pure, this will override and remove the Smooth-Headed quirk. 0.4 units per tick
Candle 10 parts Liquid Gibs

10 parts Oxygen
Temperature 374K

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

1 part Carbon
Temperature 777K

Min react temp: 777K
Overheat temp: 900K
Optimal pH range: 5 to 9
Min purity: 0.3
Mildly exothermic
Mildly H+ consuming
Creates CO2 in liquid form. When exposed to a turf, such as through splashing or smoke, will create (volume / 20) moles of gaseous CO2, at a temperature equal to that of its original container. 0.4 units per tick
Carpet 1 part Space Drugs
1 part Lithium

1 part Mercury

1 part Sugar

1 part Blood

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

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

Click expand for list of recipes.

Oil
1 part Welding Fuel

1 part Carbon
1 part Hydrogen

PURITY buffer:

1 part Sodium
: Black Carpet
Cryostylane
1 part Ice

1 part Stable Plasma

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

1 part Carbon
1 part Hydrogen

PURITY buffer:

1 part Sodium

1 part Ammonia
3 parts Hydrogen
1 part Nitrogen

1 part Oxygen

Temperature 380K
: Cyan Carpet

Green Beer: Green Carpet
Orange Juice: Orange Carpet

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

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

1 part Carbon
1 part Hydrogen

PURITY buffer:

1 part Sodium

1 part Tinea Luxor
Mushroom Stem (Embershroom)

2 parts Radium


or grind an unused slime extract
: Purple Carpet

Liquid Gibs: Red Carpet

Some of the above carpet chemicals can be further refined:

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

1 part Phosphorus

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

1 part Phosphorus

1 part Radium
: Royal Blue Carpet
0.4 units per tick
Colorful Reagent


Inverse: Dulling Reagent <30%

1 part Triple Citrus
1 part Lemon Juice

1 part Lime Juice

1 part Orange Juice

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

1 part Carbon
1 part Hydrogen

PURITY buffer:

1 part Sodium

1 part Welding Fuel
1 part Oxygen

PURITY buffer:

Unnecessary

1 part Unstable Mutagen
1 part Chlorine

1 part Phosphorus

1 part Radium

1 part Stable Plasma

1 part Space Drugs
1 part Lithium

1 part Mercury

1 part Sugar

1 part Radium
1 part Stable Plasma

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

1 part Capsaicin Oil

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

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

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

1 part Phosphorus

1 part Radium

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

1 part Holy Water

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

1 part Carbon
1 part Hydrogen

PURITY buffer:

1 part Sodium

1 part Chlorine
1 part Water

PURITY buffer:

Unnecessary

2 parts Nitrogen
2 parts Oxygen

PURITY buffer:

5 parts Sodium

1 part Blood
1 part Carbon

PURITY buffer:

1 part Sodium

1 part Blood
Temperature 375K

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

1 part Phosphorus

1 part Radium

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

1 part Holy Water

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

1 part Carbon
1 part Hydrogen

PURITY buffer:

1 part Sodium

1 part Chlorine
1 part Water

PURITY buffer:

Unnecessary

2 parts Nitrogen
2 parts Oxygen

PURITY buffer:

5 parts Sodium

1 part Blood
1 part Carbon

PURITY buffer:

1 part Sodium

1 part Sugar
Temperature 375K

N/A Creates one or multiple friendly lifeforms. Good for when you want to be surrounded by fluffy Corgis, or for when cargo has a bounty on Corgi pelts. (Results in 1 unit instead of 3) N/A
Lifish 1 part Fishy Reagent
1 part Carpotoxin
Space Carp, Koibeans, Emagged Chem Dispenser

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

1 part Saltwater
1 part Sodium Chloride
1 part Sodium

1 part Chlorine

PURITY buffer:

1 part Sulfuric Acid

1 part Water


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

1 part Carbon
1 part Hydrogen

PURITY buffer:

1 part Sodium

1 part Chlorine
1 part Water

PURITY buffer:

Unnecessary

2 parts Nitrogen
2 parts Oxygen

PURITY buffer:

5 parts Sodium

1 part Blood
1 part Carbon

PURITY buffer:

1 part Sodium

1 part Blood
Temperature 374K

N/A Creates one or multiple fish from all possible fishes. (Results in 1 unit instead of 3) N/A
Cellulose Fibers Grind wood planks N/A A crystaline polydextrose polymer. Plants swear by this stuff. Used for making Medicated Sutures. 0.4 units per tick
Cellulose Carbonization 1 part Cellulose

Temperature 512K

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

1 part Lime Juice

1 part Orange Juice

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

1 part Carbon
1 part Hydrogen

PURITY buffer:

1 part Sodium

1 part Welding Fuel
1 part Oxygen

PURITY buffer:

Unnecessary

1 part Unstable Mutagen
1 part Chlorine

1 part Phosphorus

1 part Radium

1 part Stable Plasma

1 part Space Drugs
1 part Lithium

1 part Mercury

1 part Sugar

1 part Radium

1 part Stable Plasma

1 part Strange Reagent
1 part Unstable Mutagen
1 part Chlorine

1 part Phosphorus

1 part Radium

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

1 part Holy Water

1 part Blood
1 part Nutriment
Temperature 374K

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

1 part Potassium
1 part Sugar

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

1 part Ethanol
1 part Sodium

Min react temp: 100K
Overheat temp: 900K
Optimal pH range: 5 to 9
Min purity: 0.3
Mildly exothermic
Mildly H+ consuming
Creates a solution that when applied to galoshes, causes them to be extra absorbent and dry any wet tiling they step on. When applied to a slippery turf, removes 10 seconds of slipperiness per unit. (Results in 3 units instead of 4) 0.4 units per tick
Foaming Agent 1 part Lithium

1 part Hydrogen

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

1 part Oxygen

1 part Hydrogen

1 part Fluorosurfactant
2 parts Carbon

2 parts Fluorine

1 part Sulfuric Acid

1 part Carbon
Temperature below 200K

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

1 part Sulfuric Acid

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


Inverse: Newtonium <30%

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

10 part Sorium
1 part Carbon

1 part Mercury
1 part Nitrogen

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

1 part Oxygen
1 part Sugar

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

Opiate(10 points)

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

1 part Lime Juice

1 part Orange Juice

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

1 part Carbon
1 part Hydrogen

PURITY buffer:

1 part Sodium

1 part Welding Fuel
1 part Oxygen

PURITY buffer:

Unnecessary

1 part Unstable Mutagen
1 part Chlorine

1 part Phosphorus

1 part Radium

1 part Stable Plasma

1 part Space Drugs
1 part Lithium

1 part Mercury

1 part Sugar

1 part Radium

1 part Stable Plasma

1 part Space Drugs
1 part Lithium

1 part Mercury

1 part Sugar

1 part Chlorine

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

1 part Fluorosulfuric Acid
1 part Fluorine

1 part Hydrogen
1 part Potassium
1 part Sulfuric Acid

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

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

N/A
Metalgen Randomized every 3 days.

Recipe can be found in a ruin.

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

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

1 part Liquid Dark Matter
1 part Carbon

1 part Stable Plasma

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

1 part Acetone
1 part Oil
1 part Welding Fuel

1 part Carbon
1 part Hydrogen

PURITY buffer:

1 part Sodium

1 part Welding Fuel
1 part Oxygen

PURITY buffer:

Unnecessary

1 part Iron

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

1 part Acetone
1 part Oil
1 part Welding Fuel

1 part Carbon
1 part Hydrogen

PURITY buffer:

1 part Sodium

1 part Welding Fuel
1 part Oxygen

PURITY buffer:

Unnecessary

1 part Iron

1 part Fluorosulfuric Acid
1 part Fluorine

1 part Hydrogen
1 part Potassium
1 part Sulfuric Acid

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

2 parts Oxygen
1 part Nitrogen
Temperature 525K

Min react temp: 525K
Overheat temp: 575K
Optimal pH range: 5 to 9
Min purity: 0.3

Unstable purity: 0.3
Mildly exothermic
Mildly H+ consuming

Creates N2O in liquid form. When heated to 575K, creates a shockwave than explodes. When applied via vapor or inhale, causes 2 seconds of drowsiness per unit, with a minimum of 4 seconds. This is reduced by touch protection. When applied via inhale, causes 0.25 BRAIN and 10 seconds of Hallucinations per unit. Each tick, increases the BLEEDING of any BLEEDING WOUNDs by 0.5, unless a coagulant is present. This effect does not stack with the identical effect of Heparin. Has a 10% chance per second to cause 2 seconds ofconfusion, up to a maximum of 5 seconds, and deal 2 losebreath. Causes 4 seconds of drowsiness per tick. Nitrous Oxide has an explosive power of 1/9 and a modifier of 1.

Overheat Effect: Causes a shockwave effect, similar to but weaker than Sorium, then explodes.

Impure Effect: Removes a volume of reagents from the reaction vessel, and creates volume / 2 moles of gaseous N2O at a temperature equal to that of the reaction vessel. The volume of reagents removed is proportional to the current speed of the reaction.

0.6 units per tick
Silver Solidification 20 parts Silver

10 parts Carbon
Temperature 630K

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

5 parts Frost Oil
1 part Iron

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

5 parts Iron
5 parts Frost Oil

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

5 parts Frost Oil
1 part Potassium

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

1 part Carbon
1 part Hydrogen

PURITY buffer:

1 part Sodium

3 parts Ash
1 part Oil
1 part Welding Fuel

1 part Carbon
1 part Hydrogen

PURITY buffer:

1 part Sodium

Temperature 480K

PURITY buffer:

Unnecessary

2 parts Sulfuric Acid
Temperature 374K

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

1 part Phosphorus

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

1 part Hydrogen
1 part Oxygen

PURITY buffer:

1 part Sulfuric Acid

10 parts Liquid Gibs
Temperature 374K

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

1 part Water

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

1 part Carbon
1 part Hydrogen

PURITY buffer:

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

1 part Silicon
1 part Water

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

1 part Chlorine

PURITY buffer:

1 part Sulfuric Acid

2 parts Ash
1 part Oil
1 part Welding Fuel

1 part Carbon
1 part Hydrogen

PURITY buffer:

1 part Sodium

Temperature 480K

PURITY buffer:

Unnecessary

Temperature 380K

PURITY buffer:

1 part Sulfuric Acid

1 part Chlorine
1 part Ethanol

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

1 part Carbon
1 part Hydrogen

PURITY buffer:

1 part Sodium

1 part Welding Fuel
1 part Oxygen

PURITY buffer:

Unnecessary

1 part Unstable Mutagen
1 part Chlorine

1 part Phosphorus

1 part Radium

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

1 part Oxygen
1 part Silver

Temperature 420K

15 units Polypyrylium Oligomers
10 units Cellulose
N/A Creates a Medicated Suture. N/A
Advanced Regenerative Mesh 10 units Sterilizine
1 part Multiver
2 parts Sodium Chloride
1 part Sodium

1 part Chlorine

PURITY buffer:

1 part Sulfuric Acid

2 parts Ash
1 part Oil
1 part Welding Fuel

1 part Carbon
1 part Hydrogen

PURITY buffer:

1 part Sodium

Temperature 480K

PURITY buffer:

Unnecessary

Temperature 380K

PURITY buffer:

1 part Sulfuric Acid

1 part Chlorine

1 part Ethanol

20 units Aloe Juice

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

1 part Chlorine

PURITY buffer:

1 part Sulfuric Acid

2 parts Ash
1 part Oil
1 part Welding Fuel

1 part Carbon
1 part Hydrogen

PURITY buffer:

1 part Sodium

Temperature 480K

PURITY buffer:

Unnecessary

Temperature 380K

PURITY buffer:

1 part Sulfuric Acid

1 part Hydrogen

1 part Silicon

1 part Synaptizine
1 part Sugar

1 part Lithium

1 part Water

1 part Water

Min react temp: 100K
Overheat temp: 900K
Optimal pH range: 5 to 9
Min purity: 0.3
Mildly exothermic
Mildly H+ consuming
Pacifies by preventing the victim from using Combat Mode Enable with 4, disable with 1 or toggle with F by default. Left-clicking people with an empty hand will Harm them if on, or Help them if off. Prevents you from switching places or being pushed when colliding with people. , certain harmful weapons and only letting them use passive or aggressive Hold CTRL and left-click a person with your hand empty. It doesn't matter if Combat Mode Enable with 4, disable with 1 or toggle with F by default. Left-clicking people with an empty hand will Harm them if on, or Help them if off. Prevents you from switching places or being pushed when colliding with people. is on or off. Repeat after a short delay to upgrade grab to aggressive (lvl 2), neck (lvl 3) and strangling (lvl 4)... Non-harmful weapons such as disablers still work. 0.1 units per tick
Synthpax Peacekeeper Cyborgs N/A Same as Pax but metabolises much faster. Can only be produced by Peacekeeper Cyborgs. 0.6 units per tick
Dizzying Solution Peacekeeper Cyborgs N/A Makes the target dizzy and confused. Can only be produced by Peacekeeper Cyborgs. 0.6 units per tick
Tranquility Gondola Meat N/A Induces a virus that creates Pax within the victim's body and slowly turns them into a Gondola. Can be cured with Condensed Capsaicin. 0.4 units per tick
Liquid Electricity Ethereal blood, certain foods N/A The blood of Ethereals. Does nothing in non-ethereals unless it's the 'enriched' type found in some plants and food. Enriched Liquid Electricity periodically electrocutes any non-Ethereals that have it in their system. Insulated gloves do not protect against this. 0.4 units per tick
Monkey Powder 2 parts Nutriment

1 part Banana Juice
1 part Liquid Gibs

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

Min react temp: 100K
Overheat temp: 900K
Optimal pH range: 5 to 9
Min purity: 0.3
Mildly exothermic
Mildly H+ consuming
Turns the ingredients into 2.5u hydrogen and 2.5u oxygen. N/A
Salt Electrolysis 5 units Table Salt
1 unit Liquid Electricity
Ethereal blood, certain foods

Min react temp: 100K
Overheat temp: 900K
Optimal pH range: 5 to 9
Min purity: 0.3
Weakly exothermic
Mildly H+ consuming
Turns the ingredients into 2.5u of sodium and 2.5u chlorine. N/A
Butterflium 1 part Colorful Reagent
1 part Triple Citrus
1 part Lemon Juice

1 part Lime Juice

1 part Orange Juice

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

1 part Carbon
1 part Hydrogen

PURITY buffer:

1 part Sodium

1 part Welding Fuel
1 part Oxygen

PURITY buffer:

Unnecessary

1 part Unstable Mutagen
1 part Chlorine

1 part Phosphorus

1 part Radium

1 part Stable Plasma

1 part Space Drugs
1 part Lithium

1 part Mercury

1 part Sugar

1 part Radium

1 part Stable Plasma

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

1 part Strange Reagent
1 part Unstable Mutagen
1 part Chlorine

1 part Phosphorus

1 part Radium

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

1 part Holy Water

1 part Nutriment

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

5 parts Lizard wine

1 part Strange Reagent
1 part Unstable Mutagen
1 part Chlorine

1 part Phosphorus

1 part Radium

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

1 part Holy Water

Temperature 374K

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

1 part Carbon
1 part Hydrogen

PURITY buffer:

1 part Sodium

1 part Tinea Luxor
Mushroom Stem (Embershroom)

2 parts Radium


or grind an unused slime extract

5 parts Frost Oil
5 parts Plasma

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

8 parts Sugar

Min react temp: 50K

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

Results in 3 parts instead of 10

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

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

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

1 part Carbon
1 part Hydrogen

PURITY buffer:

1 part Sodium

1 part Chlorine
1 part Water

PURITY buffer:

Unnecessary

2 parts Nitrogen
2 parts Oxygen

PURITY buffer:

5 parts Sodium

1 part Blood
1 part Carbon

PURITY buffer:

1 part Sodium

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

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

1 part Welding Fuel

1 part Fluorosulfuric Acid
1 part Fluorine

1 part Hydrogen
1 part Potassium
1 part Sulfuric Acid

Temperature 380K

5 units Hydrogen Peroxide
1 part Chlorine

1 part Oxygen

1 part Water
(catalyst)

Temperature 480K

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


Virology Recipes

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

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

1 part Synaptizine
1 part Sugar

1 part Lithium

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

5 parts Milk

Min temp: 600K
Overheat: 700K
Optimal pH: 5 to 9
Min purity: 0.15
Allows viruses and bacteria to quickly grow. Used to get a virus symptom of level 1 or 2. The Virology has a dispenser with this on a wall in the lab. (Results in 15 units instead of 10)
Mutagenic Agar 1 part Unstable Mutagen
1 part Chlorine

1 part Phosphorus

1 part Radium

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

1 part Phosphorus

1 part Radium

1 part Virus Food
5 parts Water
5 parts Milk

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

1 part Chlorine

PURITY buffer:

1 part Sulfuric Acid

1 part Water

1 part Sugar

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

1 part Plasma

1 part Synaptizine
1 part Sugar

1 part Lithium

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

1 part Plasma

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

1 part Uranium

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

1 part Plasma

5 parts Uranium

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

10 parts Uranium
10 parts Silver OR Gold

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

1 part Phosphorus

1 part Radium

1 part Blood

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

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

Mutation Toxins

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

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

Unique Chemicals

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

Name Formula Reaction conditions Description Chemical properties
Eigenstasium


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

1 part Caramel
1 part Bluespace Dust
Grind a bluespace crystal

1 part Stable Plasma

Min temp: 350K


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

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

Expand for the full description of effects.

If the purity of the reagent is over 90%, it will teleport the player to the creation location on consumption (ingestion only)

Next, it will save the location you took the reagent, and create a blue eigenstate version of your character to signal where you will return to.

When the reagent leaves a patients bloodstream, it will teleport the player back to the consumption location.

If stabilizing agent is in your bloodstream when the Eigenstasium leaves your bloodstream, the return teleport will be prevented entirely.

Dying does not stop processing, you will still return to the consumption location even if dead.


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


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

Rate: 0.4u/tick


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

Lavaland Chemicals

Found primarily in Lavaland flora.

Name Found in Type Description Metabolism Rate
Entropic Polypnium Mushroom Cap (Inocybe), from tall mushrooms Food 10% chance each second to deal 4 losebreath, 2 BRAIN (max 150), 3 TOX, 10 STAM and 10 seconds of blurred vision. Knocks you unconcious after 10 cycles. 0.4 units per tick
Tinea Luxor Mushroom Stem (Embershroom) Food Makes the consumer glow. 0.4 units per tick
Vitrium Froth Cactus Fruit (Fruiting Cactus), Mushroom Leaf (Porcini) Food 80% chance to heal 1 burn and 1 brute damage each tick. 0.4 units per tick


Toxins

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

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


Inverse: Chloralax <25%
pH: 11

3 parts Chlorine

1 part Ethanol
1 part Water

Min temp: 200K


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

Stun, TOX A powerful sedative which first confuses and makes you drowsy, and then after 10 cycles puts the victim to sleep. After 51 total cycles, it deals Cycles - 51 TOX, modified by PURITY. (Results in 1 unit instead of 5) 0.6 units per tick N/A
Mindbreaker Toxin


Inverse: Rosenol<25%
pH: 11

1 part Multiver
2 parts Sodium Chloride
1 part Sodium

1 part Chlorine

PURITY buffer:

1 part Sulfuric Acid

2 parts Ash
1 part Oil
1 part Welding Fuel

1 part Carbon
1 part Hydrogen

PURITY buffer:

1 part Sodium

Temperature 480K

PURITY buffer:

Unnecessary

Temperature 380K

PURITY buffer:

1 part Sulfuric Acid

1 part Hydrogen
1 part Silicon

Min temp: 100K


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

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


Inverse: Toxic monomers <25%
pH: 12.2

2 parts Uranium

1 part Water
1 part Carbon

Min temp: 100K


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

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


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

1 part Mute Toxin
2 parts Uranium

1 part Water

1 part Carbon

1 part Nothing
1 part Radium

Min temp: 100K


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

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


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

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

1 part Chlorine

PURITY buffer:

1 part Sulfuric Acid

2 parts Ash
1 part Oil
1 part Welding Fuel

1 part Carbon
1 part Hydrogen

PURITY buffer:

1 part Sodium

Temperature 480K

PURITY buffer:

Unnecessary

Temperature 380K

PURITY buffer:

1 part Sulfuric Acid

1 part Ammonia
3 parts Hydrogen
1 part Nitrogen

1 part Welding Fuel

1 part Unstable Mutagen
1 part Chlorine

1 part Phosphorus

1 part Radium

1 part Milk

Min temp: 100K


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

STAM Does 7.5 STAM per tick. On overdose it has a 4% chance of causing a spike of 20 BRUTE to a random limb, plus 200 STAM, which has a high chance of hurting bones. 0.4 units per tick 50 Units


Unreacted PURITY: 75%

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

1 part Phosphorus

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


Inverse: Toxic monomers <25%
pH: 1.2

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

1 part Carbon
1 part Hydrogen

PURITY buffer:

1 part Sodium

1 part Chlorine
1 part Water

PURITY buffer:

Unnecessary

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

PURITY buffer:

2 parts Sodium

1 part Ammonia
3 parts Hydrogen
1 part Nitrogen

1 part Aluminium
1 part Bromine

1 part Lithium

1 part Plasma
1 part Hydrogen

Min temp: 100K


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

OXY Causes 2 losebreath and 5 OXY per tick, modified by PURITY. Blanketly prevents breathing while metabolizing. Even small doses are fatal, and will cause people to pass out quickly. Countered by epinephrine which PURGEs 2u lexorin (and 1u of itself) with 20% chance to add 4u histamines. 0.4 units per tick N/A
Initropidril Poison Kit, Bioterror Spray N/A Cardiac Arrest Each cycle deals 2.5 TOX, with 25% chance to cause one of the following: 6 second stun, 5-25 OXY, or cardiac arrest. Combat the latter with electric shocks from grilles and doors in a pinch, or a defib if available. 0.2 units per tick N/A
Tirizene Traitor Sleepypen, Emagged Soda Dispenser/Borg Hypo, Poison/Death Berries N/A STAM Deals 13 STAM per tick, which constantly lowers. Usually harmless. 0.4 units per tick N/A
Tiring Solution Peacekeeper Cyborgs N/A STAM Deals 10 STAM per tick, slowing you down. Won't go higher than 50 STAM. 0.6 units per tick N/A
Tetrodotoxin Extract from fish that have the "Toxic" trait. N/A STAM and TOX Extremely lethal and fast acting poison that can quickly cause total organ failure. No effect for the first 7 cycles, then warning messages about your tongue swelling until cycle 13, after which point it starts to cause OXY TOX and STAM damage, with a chance to cause limb paralysis. From cycle 21 onwards it starts to cause brain and lung damage, losebreath, and confusion. After cycle 29 all poisonous effects ramp up drastically. Every cycle after 38 will have a chance to cause heart attacks. If you are infused with the Fishperson DNA from Genetics, Tetrodotoxin is instead a robust healing medicine that heals all four damage types. 0.1 units per tick N/A
Polonium Poison Kit, Bioterror Spray N/A RAD Almost instantly causes RAD. 0.05 units per tick N/A
Pancuronium Poison Kit N/A Stun and OXY After 10 cycles stuns you with no warning. Randomly causes loss of breath, which can choke you to death. 0.1 units per tick N/A
Sodium Thiopental Emagged Borg Hypo, Poison Kit, Bioterror Spray/Syringe/Dart N/A Knockout and STAM Knocks you out after 10 cycles, and deals 10 STAM per tick. Similar to Chloral Hydrate but longer lasting and can't kill you. 0.3 units per tick N/A
Sulfonal


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

1 part Acetone
1 part Oil
1 part Welding Fuel

1 part Carbon
1 part Hydrogen

PURITY buffer:

1 part Sodium

1 part Welding Fuel
1 part Oxygen

PURITY buffer:

Unnecessary

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

1 part Ethanol

PURITY buffer:

1 part Hydrogen

1 part Sulfur

Min temp: 100K


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

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


Inverse: Toxic monomers <25%
pH: 2.3

1 part Chlorine

1 part Phosphorus
1 part Radium

Min temp: 100K


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

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

1 part Phosphorus

1 part Radium

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


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

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

1 part Ethanol

PURITY buffer:

1 part Hydrogen

1 part Oil
1 part Welding Fuel

1 part Carbon
1 part Hydrogen

PURITY buffer:

1 part Sodium

1 part Hydrogen
1 part Sugar

PURITY buffer:

13 parts Bromine

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

1 part Ethanol

PURITY buffer:

1 part Hydrogen

1 part Mercury

Min temp: 100K


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

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


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

1 part Ethanol

1 part Oxygen
1 part Silver
Temperature 420K

Min temp: 420K


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

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


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

1 part Space Drugs
1 part Lithium

1 part Mercury

1 part Sugar

Temperature 674K

Min temp: 674K


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

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

Opiate(25 points)

Cyanide


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

1 part Oil
1 part Welding Fuel

1 part Carbon
1 part Hydrogen

PURITY buffer:

1 part Sodium

1 part Ammonia
3 parts Hydrogen
1 part Nitrogen

1 part Oxygen
Temperature 380K

Min temp: 380K


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

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


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

5 parts Morphine
2 parts Carbon

2 parts Hydrogen
1 part Ethanol
1 part Oxygen

Temperature 480K

5 parts Carpotoxin
Space Carp, Koibeans, Emagged Chem Dispenser

5 parts Copper

Min temp: 100K


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

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


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

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

1 part Carbon
1 part Hydrogen

PURITY buffer:

1 part Sodium

1 part Welding Fuel
1 part Oxygen

PURITY buffer:

Unnecessary

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

1 part Ethanol

PURITY buffer:

1 part Hydrogen

1 part Phenol
1 part Oil
1 part Welding Fuel

1 part Carbon
1 part Hydrogen

PURITY buffer:

1 part Sodium

1 part Chlorine
1 part Water

PURITY buffer:

Unnecessary

1 part Chlorine
1 part Hydrogen

1 part Oxygen

1 part Zombie Powder
5 parts Morphine
2 parts Carbon

2 parts Hydrogen
1 part Ethanol
1 part Oxygen

Temperature 480K

5 parts Carpotoxin
Space Carp, Koibeans, Emagged Chem Dispenser

5 parts Copper
Min temp: 100K


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

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


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

1 part Multiver
2 parts Sodium Chloride
1 part Sodium

1 part Chlorine

PURITY buffer:

1 part Sulfuric Acid

2 parts Ash
1 part Oil
1 part Welding Fuel

1 part Carbon
1 part Hydrogen

PURITY buffer:

1 part Sodium

Temperature 480K

PURITY buffer:

Unnecessary

Temperature 380K

PURITY buffer:

1 part Sulfuric Acid

1 part Ammonia
3 parts Hydrogen
1 part Nitrogen

1 part Welding Fuel

Min temp: 280K


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

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

1 part Carbon
1 part Hydrogen

PURITY buffer:

1 part Sodium

1 part Tinea Luxor
Mushroom Stem (Embershroom)

2 parts Radium


or grind an unused slime extract

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


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

1 part Formaldehyde
1 part Ethanol

1 part Oxygen
1 part Silver

Temperature 420K

1 part Sodium Chloride
1 part Sodium

1 part Chlorine

PURITY buffer:

1 part Sulfuric Acid

1 part Lithium

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


Unreacted PURITY: 75%

N/A
Rotatium


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

1 part Teslium
1 part Gunpowder
1 part Multiver
2 parts Sodium Chloride
1 part Sodium

1 part Chlorine

PURITY buffer:

1 part Sulfuric Acid

2 parts Ash
1 part Oil
1 part Welding Fuel

1 part Carbon
1 part Hydrogen

PURITY buffer:

1 part Sodium

Temperature 480K

PURITY buffer:

Unnecessary

Temperature 380K

PURITY buffer:

1 part Sulfuric Acid

1 part Saltpetre
3 parts Oxygen

1 part Potassium
1 part Nitrogen

PURITY buffer:

2 parts Sulfuric Acid

1 part Sulfur

1 part Silver
1 part Stable Plasma

Temperature 400K

1 part Mindbreaker Toxin
1 part Multiver
2 parts Sodium Chloride
1 part Sodium

1 part Chlorine

PURITY buffer:

1 part Sulfuric Acid

2 parts Ash
1 part Oil
1 part Welding Fuel

1 part Carbon
1 part Hydrogen

PURITY buffer:

1 part Sodium

Temperature 480K

PURITY buffer:

Unnecessary

Temperature 380K

PURITY buffer:

1 part Sulfuric Acid

1 part Hydrogen

1 part Silicon

1 part Fentanyl
1 part Space Drugs
1 part Lithium

1 part Mercury

1 part Sugar

Temperature 674K
Min temp: 100K


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

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


Unreacted PURITY: 75%

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


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

1 part Haloperidol
1 part Oil
1 part Welding Fuel

1 part Carbon
1 part Hydrogen

PURITY buffer:

1 part Sodium

1 part Potassium Iodide
1 part Potassium

1 part Iodine

PURITY buffer:

2 parts Copper

1 part Aluminium
1 part Chlorine
1 part Fluorine

PURITY buffer:

1 part Silicon

1 part Impedrezene
1 part Mercury

1 part Oxygen

1 part Sugar

1 part Radium

Min temp: 100K


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

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


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

1 part Fluorine

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

Min temp: 380K


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

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


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

1 part Fluorosulfuric Acid
1 part Fluorine

1 part Hydrogen
1 part Potassium
1 part Sulfuric Acid

Temperature 380K

1 part Hydrogen Peroxide
1 part Chlorine

1 part Oxygen

1 part Water

1 part Nitrogen
Temperature 480K

Min temp: 480K


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

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

1 part Toxin
Hacked NanoMed vendors, Emagged Chem Dispenser

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

4 parts Ethanol

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

4 parts Water

Min react temp: 100K
Overheat temp: 900K
Optimal pH range: 5 to 9
Min PURITY: 0.3
Mildly exothermic
Mildly H+ consuming
Toxin A potent herbicide. Causes 1 TOX to humans and 2 TOX to pod people, each tick. 0.4 units per tick N/A
Hot Ice Slush Grind Hot Ice. 50u per sheet. N/A Toxin Heats you up, deals 3 TOX and increases the plasma volume of xenos. Slowly purges epinephrine. Melts into 12 units of liquid form plasma if heated to 30°C (303.15 K). 0.4 units per tick N/A
Syndol Poison Kit N/A Liver damage Addictive hallucinogen that deals 0.5 liver damage per tick. When a security officer is exposed to it, they start hallucinating other mobs as nuclear operatives. When an assistant or clown is exposed, they start hallucinating other mobs as security officers instead. The effect is only applied to mobs outside of the ingesting person's view, unless they're overdosing. Mobs, who are neither assistants, clowns, nor sec, get random hallucinations instead. Overdosing is completely silent and does not alert the victim. 0.2 units per tick 10 units hallucinogens(20 points)


Impure / Inverse / Failed Chemicals

These chemicals can only be created from inoptimal reactions. As inverse reagents do not have recipes quite like standard reagents, the recipes in this section will simply describe one way to make these. Experiment!

Name Formula Special Instructions Description Chemical properties
Chemical Isomers


Impure reagent
pH: 3

N/A Not possible to synthesize. Impure chemical isomers made from inoptimal reactions. Causes mild liver damage Rate: 0.1u/tick
Toxic monomers

UNSYNTHABLE
Inverse reagent
pH: 2

10u Fluorine

10u Hydrogen
10u Potassium
10u Sulfuric Acid

imPURITY buffer:
55u Sodium

Apply Basic Buffer and heat until it reacts. Requires HPLCM or Chiral Inversing to purify. The default inverse reagent. Deal 1 TOX per tick. Rate: 0.4u/tick
Viscous sludge

UNSYNTHABLE
Impurity: Water
pH: 1.5

N/A Not possible to synthesize. A off smelling sludge that's created when a reaction gets too impure. Rate: 0.4u/tick
Insolvent medicinal precipitate


Impure reagent
pH: 11

N/A Not possible to synthesize. A viscous mess of various medicines. Each tick, will heal 0.5 of a random basic damage type (BRUTE, BURN, TOX, OXY) Rate: 1u/tick


Addictions:
medicine

Helgrasp

UNSYNTHABLE
Inverse reagent
pH: 14

1 part Carbon

1 part Fluorine
1 part Sugar

imPURITY buffer:
2 parts Hydrogen
2 parts Stable Plasma

Watch out for the flames! Requires HPLCM or Chiral Inversing to purify. This rare and forbidden concoction is thought to bring you closer to the grasp of the Norse goddess Hel. Sends Hel's hands after whomever has the hubris to consume it. Will often cause the crew to start screaming about Heretics due to their visual similarity to the Hands of the Mansus. The hands will deal 5 BURN, reduced by armor. Additionally, it will also deal 0.25 TOX per tick. Rate: 1u/tick
Libitoil

UNSYNTHABLE
Impure reagent
pH: 13.5

1 part Phenol
1 part Oil
1 part Welding Fuel

1 part Carbon
1 part Hydrogen

PURITY buffer:

1 part Sodium

1 part Chlorine
1 part Water

PURITY buffer:

Unnecessary

1 part Nitrogen
1 part Oxygen

imPURITY buffer:

3 parts Fluorosulfuric Acid
1 part Fluorine

1 part Hydrogen
1 part Potassium
1 part Sulfuric Acid

Temperature 380K

3 parts Sulfuric Acid

Requires HLPCM or Chiral Inversing to purify. Halves the patient's alcohol tolerance, causing their liver to take more liver damage from alcohol. Also does 0.1 liver damage per tick. Rate: 0.4u/tick


Addictions:
Weak medicine

Metabolic Inhibition Factor

UNSYNTHABLE
Impure reagent
pH: 1

N/A Not possible to synthesize. This enzyme catalyzes crashes the conversion of nutritious food into healing peptides. Overdosing causes it to metabolize at 1.6u/tick, instead. Rate: 0.025u/tick


OD: 10u
Addictions:
Weak medicine

Lentslurri

UNSYNTHABLE
Impure reagent
pH: 3

1 part Ammonia
3 parts Hydrogen
1 part Nitrogen

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

imPURITY buffer:

4 parts Fluorosulfuric Acid
1 part Fluorine

1 part Hydrogen
1 part Potassium
1 part Sulfuric Acid

Temperature 380K
Requires HLPCM or Chiral Inversing to purify. A highly addicitive muscle relaxant that is made when Lenturi reactions go wrong, this will cause the patient to move slowly. Rate: 0.4u/tick


Addictions:
medicine

Aivime

UNSYNTHABLE
Impure reagent
pH: 3.1

1 part Ammonia
3 parts Hydrogen
1 part Nitrogen

2 parts Hydrogen
1 part Sulfuric Acid

imPURITY buffer:

1 part Fluorosulfuric Acid
1 part Fluorine

1 part Hydrogen
1 part Potassium
1 part Sulfuric Acid

Temperature 380K
Requires HLPCM or Chiral Inversing. Causes 0.1 eye damage per tick and 1.25 seconds of vision blurriness per second. Rate: 0.4u/tick


Addictions:
Weak medicine

Herignis

UNSYNTHABLE
Inverse reagent
pH: 0.8

This reagent causes a dramatic raise in a patient's body temperature. Specifically, the temperature of any chemicals inside the patient's bloodstream is raised by a number between 5K and 25K * PURITY. Body and core temperatures are raised by this number, with an added 50%. Keep in mind that chemicals and the body return to a normal temperature over time, and this is accelerated the further from normal you are. Lastly, if applied through vapor, body temperature is raised by 1.5K times the volume of herignis thus applied, and will add 0.5 fire stacks per unit exposed. Overdosing causes the liver to take 2 damage per tick, and increases body and core temperature by 15K * PURITY. Rate: 0.4u/tick


OD: 25u
Addictions:
Weak medicine

Super Melatonin

UNSYNTHABLE
Inverse reagent
pH: 12.5

Every tick, this has a 50% chance to cause you to yawn. After 10 cycles, causes you to fall asleep. When the reagent is no longer present in a body, the affected person will let out a hearty snore, as a subtle tell the effect is ending. Temporarily increases the PURITY of all medicines in your bloodstream by 25% (multiplicative) while you are unconcious. Rate: 0.4u/tick


Addictions:
Weak medicine
Works on the dead

Coveroli

UNSYNTHABLE
Inverse reagent
pH: 3.82

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


Addictions:
Weak medicine

Technetium 99

UNSYNTHABLE
Inverse reagent
pH: 2

A radioactive tracer agent that can improve a scanner's ability to detect internal organ damage, giving numerical health values of each organ. Also upgrades any health to advanced while it is present. This will deal 1 * PURITY TOX every 10 seconds. (Yes, this does mean it does less damage with lower purity.) Rate: 0.3u/tick
Syrinifergus

UNSYNTHABLE
Impure reagent
pH: 2

This reagent reduces the PURITY of all non medicines in the patient by 20% (multiplicative). Rate: 0.4u/tick


Addictions:
Weak medicine
Works on the dead

Monover

UNSYNTHABLE
Inverse reagent
pH: 0.5

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


Addictions:
Weak medicine

Nooartrium

UNSYNTHABLE
Inverse reagent
pH: 14

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

While this reagent is metabolized by someone whom has been brought back from the dead, it will cause 5 * (1 - PURITY) BRUTE per second, 1 + (1 - PURITY)) heart damage per second, and increase the BLEEDING rate of all BLEEDING WOUNDs by 1 * (1 - PURITY) per tick. Causes 1 TOX per tick. Nooartrium will prevent unconsciousness due to high OXY and due to critical health, as well as preventing death. Requires a functional heart to work. If the heart fails, nooartrium stops working, unless the patient has -500 health or less, at which point their heart explodes first. If overdosed, causes the heart to explode.

Rate: 0.05u/tick


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

Cryogelidia

UNSYNTHABLE
Inverse reagent
pH: 14

Freezes the live or dead patient in a cryostasis ice block, putting them in stasis for a short period of time, and making them unable to be affected by damage except explosions that would gib them. Deal 1 TOX every tick. Increases its metabolization rate by 0.02/tick every tick. Instantly purges itself after 60 ticks. Rate: 1u/tick


Works on the dead

Eigenswap

UNSYNTHABLE
Impure reagent
pH: 3.3

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

UNSYNTHABLE
Impure reagent
pH: 7

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


Impure reagent
pH: 7

A light, colourless liquid with a distinct smell. Causes 0.5 eye damage. Rate: 0.1u/tick
Chloralax


Impure reagent
pH: 7

Deal 1 TOX per tick. Rate: 0.1u/tick
Rosenol


Impure reagent
pH: 7

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

Can also be found in plums.

Rate: 0.1u/tick
Mannitoil


Impure reagent
pH: 12.4

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


Addictions:
Weak medicine

Neruwhine

UNSYNTHABLE
Inverse reagent
pH: 13.4

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


Addictions:
medicine

Corazargh

UNSYNTHABLE
Inverse reagent
pH: 13.5

Interferes with the body's natural pacemaker, forcing the patient to manually beat their heart via special GUI button. Every failure to beat the heart will remove an amount of blood equal to 20% of their maximum blood volume from them. 5 consecutive failures will result in immediate death, as dropping below 20% of your max blood is automatically fatal. Rate: 1u/tick


Addictions:
Weak medicine
Works on the dead

Prohol

UNSYNTHABLE
Inverse reagent
pH: 2

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


Addictions:
Weak medicine

Oculater

UNSYNTHABLE
Inverse reagent
pH: 13

Temporarily blinds the patient while it's in their system. The odds of the blindness starting is (100 * PURITY)% per second. Blindness lasts until the oculater has finished metabolizing. Rate: 0.2u/tick


Addictions:
Weak medicine

Tinacusiate


Impure reagent
pH: 1

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


Addictions:
medicine

Benzoic Acid

UNSYNTHABLE
Inverse reagent
pH: 3.4

Robust fertilizer that moderately improves a plant's health, production speed, potency and yield. Rate: 0.4u/tick
Oxymetholone

UNSYNTHABLE
Inverse reagent
pH: 12.2

This reagent is an anabolic steroid that promotes the growth of muscle during and after exercise. Overdosing users experience proximal muscle weakness, causing the body to jitter, overheat, and take STAM over time. Rarely causes blood vomiting during an overdose, causing the user to lose BLOOD. Rate: 0.4u/tick


OD: 25u

Bamethan

UNSYNTHABLE
Inverse reagent
pH: 4.5

Vasodilates the patient's blood vessels, making them very susceptible to receiving BLEEDING WOUNDs. When a piercing or slashing attack would attempt to cause a WOUND, the attack's damage is 50% higher than its actual value for the purposes of wounding. Rate: 0.08u/tick
Pendetide

UNSYNTHABLE
Inverse reagent
pH: 3.7

A deadly reagent that purges basic toxin medications and worsens radiation poisoning if present. Purges Seiver, Potassium Iodide and Multiver at 5u per tick. While irradiated, patients will jitter frequently, build disgust, and occasionally get confused. Rate: 0.25u/tick
Hyoscyamine

UNSYNTHABLE
Inverse reagent
pH: 13.6

Promotes heart and stomach healing within a patient, and heals minor TOX in the process. Reverses heart and stomach damage at -1 per tick, and heals 0.5 TOX per tick if the patient has no more than 25 TOX.

Overdosing causes systemic organ damage, dealing 2 damage to a random organ while purging itself at 1u per tick.

Rate: 0.2u/tick


OD: 40u

Ammoniated Sludge

UNSYNTHABLE
Inverse reagent
pH: 10.2

A ghastly looking mess of mercury by-product. Causes bursts of manic hysteria within patients. Rate: 0.4u/tick
Inreziniver

UNSYNTHABLE
Inverse reagent
pH: 13.9

A sinister hallucinogenic poison that causes a temporary phobia of space carps and carp related objects. Rate: 0.05u/tick
Sepsisillin

UNSYNTHABLE
Inverse reagent
pH: 8.1

A powerful immunosuppressant. It causes burns to necrotize faster, viruses to progress faster and be more difficult to cure, and xenomorph embryos to grow more quickly. Also prevents Spaceacillin from reducing the chances of contracting a zombie infection from the claws of an infectious zombie. This effect is identical to, and does not stack with, the Immunodeficient quirk. Rate: 0.04u/tick
Permonid

UNSYNTHABLE
Inverse reagent
pH: 2.5

Highly potent sedative that provides the best benefits for pain management and surgery. When applied via touch, vapor or patch, increases the speed of surgical steps by 30%.

Overdose causes the user to randomly lose control of their muscles, along with jittering and dizziness. Each second: 10% chance to drool, 5% chance to lose control of their legs for 5 seconds, 5% chance to drop their currently held items.

Rate: 0.1u/tick


OD: 20u
Addictions:
Opiates (30 points)

Monkey Dust

UNSYNTHABLE
Inverse reagent
pH: 14

Oop aak chee aak eek chee. Eek aak oop chee oop aak aak!!

Ahem, sorry... Provides monkeys with several benefits and a unique martial art on metabolization. Deals 5 BRAIN per tick, which is increased to 10 BRAIN if the user also has Monkey Energy. Non-monkey users will not receive any effects and only emote in a monkey-like fashion, through jumping, screeching and so on.

In monkey users, on first metabolization they will receive the special Primal Instincts trauma, stun and sleep immunity, analgesia and stimulation. They will also learn the "Jungle Arts" martial art, which gives them the following unarmed attacks:

1/6 chance to use their tail like a snare, knocking their enemy down for 2 seconds while dealing 5 to 10 damage. If the user has no tail, or their enemy is paralyzed or unconscious, the attack will default to their bite. 1/6 chance to use their tail like a whip, snapping the currently held items from their enemy's hands while dealing 10 to 15 damage. Again, if the user has no tail, the attack defaults to their bite. All other unarmed attacks increase the potency of their bite, dealing 10 to 20 damage with a high chance to cause a BLEEDING pierce WOUND.

On end consumption for monkies, they will lose all effects, their martial arts and their trauma. They will also sleep for 30 seconds afterwards.

Rate: 0.2u/tick
Epoetin Alfa

UNSYNTHABLE
Inverse reagent
pH: 6.1

Synthetic medication that restores 6 units of BLOOD in patients with less then 100% BLOOD, heals 1 liver damage per tick and synthesizes Sanguirite in the bloodstream if the patient is BLEEDING.

Causes several side effects if taken for too long. After 10 ticks, the user's eyes will blur and they receive a warning of an impending headache.

From 15 to 30 ticks, 5% chance per unique effect to : Cause a 5 second eye blur. Cause a 1 second stun.

From 31 to 45 ticks, 5% chance per unique effect to : Cause 10 seconds of eye blur, 5 seconds of Confusion (up to 20 seconds) and 10 seconds of hallucinations. Cause a 3 second stun, with a random emote. Cause 4 units of Histamine to enter the patient's bloodstream.

From 46 ticks onward, 5% chance per unique effect to : Cause 10 seconds of eye blur, 10 seconds of Confusion (up to 20 seconds) and 30 seconds of hallucinations. Cause a 5 second stun, with a random emote. Cause 6 units of Histamine to enter the patient's bloodstream, with 3 ticks of breathloss.

Overdose halts all positive effects from the reagent and forces the worst side effects, with a 10% chance per effect instead of 5%.

Rate: 0.25u/tick


OD: 20u

Sadness

UNSYNTHABLE
Inverse reagent
pH: 12

Causes severe depressive behavior in users, which worsens if the patient's sanity is at its lowest. PURGEs 5 units of Happiness and Psicodine per tick.

On metabolization, user receives a harrowing -150 mood modifier (compared to Happiness' 100.) This reagent penetrates skin from touch and vapor. If their sanity is at its minimum, they will receive 5 seconds of drowsiness (up to 25 seconds) per tick, with a 25% chance to emote sadly. 3% chance to quip a depressing quote as well.

If hugged by someone with the Friendly quirk, and the user does not have the Bad Touch quirk, all Sadness will be immediately PURGEd and they will be temporarily immune to further Sadness applications.

Rate: 0.1u/tick
Maldium

UNSYNTHABLE
Inverse reagent
pH: 1

Potent psychotropic that causes intense anger within users. On initial metabolization, the user will inhale sharply and emit smoke from their head. After 5 ticks, the user will glow red, fling nearby objects and persons and scream ANGRILY! Pacifist users will not cause a shockwave and will only mildly state their discontent at this stage. Until end metabolization, 10% chance per tick to emote ANGRILY!

Consuming Table Salt will PURGE both Maldium and Table Salt, at a 3 to 1 ratio. When Maldium stops metabolizing, the user will receive scaling BURN, equal to 2 BURN * the number of ticks the Maldium was metabolized for.

Rate: 0.4u/tick
Dulling Reagent

UNSYNTHABLE
Inverse reagent
pH: 10

Extremely drab coloring pigment that is favored by corporations who wish to maximize suffering. On application, recolors everything into a greyscale color that it can. In users, it forces the Colorblindness trauma. Rate: 0.4u/tick
Newtonium

UNSYNTHABLE
Inverse reagent
pH: 2.3

Experimental reagent that induces heavy gravitokinetic effects on users. On initial metabolization, induces the Heavy Gravity status effect with a strength of 5, only slightly weaker then standing next to a Gravity Generator. While metabolizing this reagent, the user will receive progressively worse blunt leg WOUNDs over time. At 10 ticks, their legs will get dislocated. At 20 ticks, their legs will receive hairline fractures. At 30 ticks and beyond, their legs will receive compound fractures.

Overdosing causes the user to visually squish and receive BLEEDING WOUNDs to their legs.

Rate: 1u/tick


OD: 30u

Доставка реагентов

Существуют разные способы применения химикатов к человеку или окружению.

Типы доставки

Существует 6 типов: перорально (ingest), ингаляционно (inhale), инъекционно (inject), паром (vapor), контактно (touch) и пластырем (patch). Если не интересуют детали — переходите к Сравнение дыма, пены и прочего.

Перорально (Ingest)

Проглатывание помещает реагенты в желудок. Реагенты в желудке перевариваются со временем, медленно поступая в кровоток; скорость зависит от объёма в желудке и типа желудка (расы). Большинство реагентов не действуют, пока не попадут в кровоток и не начнут метаболизироваться (исключение — молоко). Могут быть выведены рвотой. Используется таблетками или питьём/поеданием реагента напрямую. Пробитал наиболее эффективен при пероральном приёме.

Ингаляционно (Inhale)

Работает так же, как проглатывание, но используется только сигаретами и дымовыми реакциями. Галактический газ Веселящий газ (Nitrous Oxide) наносит урон мозгу при вдыхании.

Инъекционно (Inject)

При инъекции реагент сразу попадает в кровоток и начинает метаболизироваться. Реагенты в крови можно отфильтровать хирургически. Используется шприцами и капельницами. Сиринивер наиболее эффективен при инъекции.

Паром (Vapor)

Используется спрей-баллонами (дальнобойными) и пеной. Часть реагентов попадёт в кровоток цели в зависимости от общей биозащиты одежды. MOD-костюм с закрытым шлемом обычно даёт полный иммунитет к попаданию в кровоток. Но если у реагента есть компонент на основе «пара» — он всё равно подействует (как фторсерная кислота). См. подробнее пену ниже с примерами. Геркури наиболее эффективен как пар.

Контактно (Touch)

Используется дымом и плесканием. Если у реагента есть контактный компонент — он подействует на цель (например, мгновенное лечение Синтплоти), не блокируясь одеждой. В кровоток не попадёт ничего, кроме дыма — и то если у цели нет внутреннего дыхания. В настоящее время все контактные компоненты также являются компонентами пластыря. См. подробнее дым ниже с примерами.

Пластырем (Patch)

Используется пластырями и медицинскими гелями. Реагент полностью попадает в кровоток, И если у реагента есть компонент пластыря — он также подействует. В настоящее время все компоненты пластыря также являются контактными.

Дым, пена и прочее

Основные практические различия между таблетками, шприцами, пластырями, сигаретами, дымом, пеной, плесканием и распылением.

Таблетки

Таблетки мгновенно проглатываются при использовании на себя. Не работают, если рот закрыт. Плазмамены с трудом их принимают. Вмещают до 50u. В кровоток поступают не мгновенно.

Шприцы

Шприцы вводят реагенты даже с закрытым ртом — вручную или шприцевым пистолетом. Не работают на игроках в MOD-костюмах и другой не прокалываемой одежде, если только не использовать прокалывающий шприц или не попасть в открытую часть тела. Големы полностью невосприимчивы к шприцам (даже прокалывающим), но пластыри на них действуют. Шприц вмещает 10–60u в зависимости от типа; обычный — 15u.

Пластыри

Вводят все реагенты в кровоток через любую одежду, включая MOD-костюмы. Также применяют контактные/пластырные эффекты. Пример: пластырь с 20u Синтплоти мгновенно лечит 25 brute и burn (контактный компонент) и также вводит реагент в кровоток (что в данном случае ничего не даёт). Применимы плазмаменами. Вмещают до 40u.

Сигареты

Можно обмакивать в реагенты для наполнения. При курении/паре вы медленно вдыхаете реагенты, содержащиеся в сигарете/сигаре/электронке. Если реагенты слишком разбавлены, они могут не накопиться в крови достаточно для эффекта. Электронные сигареты можно доработать отвёрткой и мультитулом, чтобы также создавать дым.

Дым

При дымовой реакции дым поглощает все остальные реагенты из исходных контейнеров и распространяет их на пол и существ в зоне действия. Вошедшие в дым получают контактное воздействие реагентов. Если у них нет внутреннего дыхания или противогаза — они также вдыхают реагенты. Количество дыма не разбавляет реагенты. Реагенты копируются на каждого человека и каждую клетку (не стены, окна или двери) на время облака. Реагенты со специальным воздействием на окружение (кровь, кислота, Space Cleaner) сработают. Дым обычно блокирует обзор.
Пример дыма 1: Дым с 20u Пробитала. Все в облаке без внутреннего дыхания вдохнут 20u реагента — менее эффективно, чем перорально.

Пример дыма 2: Дым с 20u трифторида хлора (CLF3). У CLF3 есть контактный компонент, так что все в облаке, включая людей в MOD-костюмах и с внутренним дыханием, загорятся. Также нанесёт урон окружению, так как CLF3 на это запрограммирован. Те, кто без внутреннего дыхания, также вдохнут 20u CLF3 и начнут нагреваться изнутри — фактически горят и снаружи, и внутри одновременно.

Пена

При пенной реакции пена поглощает остальные реагенты и распространяет их на пол и существ в зоне действия. Пена распространяется медленнее дыма и обычно скользкая. Реагенты доставляются паром на всех затронутых, НО сильно разбавляются в зависимости от количества пенообразователя. Одежда снижает долю реагентов, попадающих в кровоток. Более того, введение пеной разбито на несколько «тиков»: требуется минимум реагента за тик для попадания в кровь. Если реагентов слишком мало или пены слишком много — пена не подействует. Тики считаются после разбавления и защиты одежды. С другой стороны, при очень малых количествах пены реагенты могут умножиться в кровотоке сверх исходного объёма. MOD-костюм со шлемом даёт иммунитет к попаданию в кровоток через пену. Несмотря на разбавление, пена всё равно копирует остаточные реагенты — кислоту, CLF3, Space Cleaner — на каждую затронутую клетку (но не стены, окна или двери). Пена не блокирует обзор.

Пример пены 1: 250u пены с 10u цианида — распространит синюю пену, которая ничего не сделает. Яд слишком разбавлен.

Пример пены 2: 20u пены с 250u фторсерной кислоты. Малая область, но все затронутые получат огромное количество кислоты, медленно плавящей одежду, пол и предметы. Без MOD-костюма — также много кислоты в крови, в зависимости от одежды и времени нахождения в пене. Наличие внутреннего дыхания неважно.

Плескание

Бросок стакана или Ordinary right-click. It doesn't matter if Combat Mode Enable with 4, disable with 1 or toggle with F by default. Left-clicking people with an empty hand will Harm them if on, or Help them if off. Prevents you from switching places or being pushed when colliding with people. is on or not. на чём-либо с предметом в руке расплещет содержимое. Чем дальше бросок, тем шире разбрызгивание. Граната расплещет содержимое, если в ней нет дыма или пены. Плескание — только контактная доставка. Большинство реагентов при плескании не делают ничего. Реагенты с особыми свойствами для окружения (вода) создают соответствующий эффект (скользкая клетка). Реагенты с контактным компонентом применяют только его. Пример: бросок стакана с 80u Синтплоти в кого-то мгновенно лечит 100 brute и burn (и наносит до 150 токсин-урона), так как Синтплоть — контактного/пластырного действия. Наличие MOD-костюма или дыхания неважно. Бросок стакана с ядом не сделает ничего. Плесканием можно наносить реагенты типа Термита на стены.

Распыление

Распыление наносит реагенты на окружение (если есть такой эффект) и вводит их в кровоток через пар. Одежда защищает от части/большей части/всех реагентов. MOD-костюм со шлемом — полный иммунитет. Реагенты типа кислоты, CLF3 или Space Cleaner всё равно вызовут свои особые эффекты, но не попадут в кровь при слишком тяжёлой одежде.

За пределами диспенсера

То, что реагента нет в диспенсере или в гайде выше, не значит, что его нельзя использовать! Напитки, ядра слаймов и множество других вещей — бесконечный простор для предприимчивого и любопытного химика.