Руководство по химии: различия между версиями

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Версия от 21:11, 20 ноября 2021

 
Tippo Felangus, the Chemist говорит:
"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.

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..."


This guide will primarily be useful for chemists but may come in handy to any player and especially traitors. See Chemical recipes for dispenser macros and simplified versions on how to make complicated chemicals (may be outdated). If you don't have a chem dispenser, see the Guide to Ghetto Chemistry.

Tools of the trade

Machinery

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


Chem Dispenser Chemistry Dispensers

Chem dispensers can be upgraded to unlock more chemicals, allow for more precise macro usage, increased power recharge rate and higher power capacity. If you run out of power, you can disassemble the dispenser with screwdriver+crowbar and replace the power cell. Or you can charge the machine with an inducer.

Available chemicals:

To fine out what chems do what check out Dispensers Index, or click expand to see what chemicals are available to the Chemistry Dispenser:

Normal:

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

Upgraded (tier 2 matter manipulator):

  • Oil
  • Ammonia
  • Ash

Upgraded (tier 3 matter manipulator):

  • Acetone
  • Phenol
  • Diethylamine

Upgraded (tier 4 matter manipulator):

  • Mine Salve
  • Toxin

Emagged:

  • Space Drugs
  • Plasma
  • Frost Oil
  • Carpotoxin
  • Histamine
  • Morphine

Upgradeable parts:

Click expand to see upgrades:

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

Chemical Heater Chemical Heater

Some chemical reactions will require you to heat the reagents in a Chemical Heater. Unless the recipes says otherwise, these reactions need you to heat the reagents above the required temperature.
This machine will heat/cool a beaker to the desired temperature, slowing down the heating/cooling speed as it approaches the target temperature. If you don't risk making the chemical explode by overheating it (like with meth) you can just set it to a very high temperature to avoid this.
Upgrading the laser will increase the heating/cooling speed. This is extemely useful in Fermi Reactions to control the temperature of the reaction. As the heater is upgraded, the accuracy of the pH detection increases in turn, with a fully upgraded heater capable of detecting reagent purity. The heater is capable of accepting injection of chems into the beaker contained within via a SyringeSyringe or a DropperDropper.

ChemMaster 3000 ChemMaster 3000

Separates, bottles, and makes pills/patches out of chemicals loaded inside. You can load pretty much any container - beakers, spray bottles, water bottles and so on.
Maximum size for dispensed bottles is 30u, patches 40u and pills 50u. Use a chemistry bag Файл:Chemistry bag.png to quickly move large quantities of bottles, patches or pills.
Can be upgraded with bigger beakers to allow a bigger buffer. By default it contains two ordinary 50u beakers for a total buffer volume of 100u. It can also scan a reagent to give an analysis on the synthesis, accurate purity and optimal pH of a reagent's reaction.

Reagent Grinder All-In-One Grinder

Grinds, crushes, liquefies and extracts reagents from materials placed into it.
If there is a significant reagent associated with the item, the Reagent grinder will distill a pure sample inside the collection beaker.
For example: Plasma/gold/uranium/metal sheets, donk pockets, fruits, dead mice.

Smoke Machine Smoke Machine

Dispenses any chemical inside as a smoke cloud. Needs to be secured by wrenching first.
A great alternative to smoke grenades, but easily incites lynch mobs.
Can only be obtained through the circuit board being printed, and the required parts being assembled first.

The Medical Sleeper

The medical sleeper synthesizes chemicals itself to a purity of 0.7 - This can be adequate for normal medbay functions, but as a chemist you can create chemicals with much better purity - improving patient care and throughput. To add a chemical to a sleeper, simply bap it with a beaker or a syringe.

Upgradeable parts:

Click expand to see upgrades:

  • Manipulator: Unlocks the higher range settings.
  • Matter bin: Increases maximum capacity.
  • Capacitor: Increases efficiency.

Tools

These items are small, but powerful parts of a chemist's arsenal

pH paper

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.

Chem analyser

The Chem analyser can give you an indepth analysis of everything in a beaker, notably, the purity and pH. Very useful for ghetto reactions. Can be printed from the autolathe. Toggle the object to give a detailed or reduced analysis.

Eyedropper

Dropper The Dropper is a container used for holding 5u of liquids. An empty dropper will store liquids from other liquid containers such as bottles and beakers. Once full, you can squirt the contents of the dropper at any target adjacent or below you, including other liquid containers, or on people's faces. Toggle in hand to change it to drop one to five units at a time, this is extemely useful for fine tuning the pH of a beaker.

PillBox Pill box

Inside the chemistry locker you will find boxes of pill bottles PillBoton some maps. These can be loaded with pills for inventory space efficiency, holding 7 patches or pills.

Buffer reagents

Buffers are reagents that alter the pH of a mixture towards acidity (0) or alkalinity (14). These liquids dissiplate into a mixture, unless stabilizing agent is added.

Reagent containers

It is important to note that strong acids/bases can melt most glass based beakers, while plastic beakers will melt from heat. They will melt slowly over time with a audiable noise. If you heat them melting, either drop the temperature or adjust the pH!

Bottles are small 30 unit containers made from a hardened mesh of glass and polymers, and thus don't melt from temperature or pH. These are produced by the ChemMaster 3000.

Glass Beakers holds 50/100 units of liquid depending on size, but begins to melt under strong acids or bases. These can be printed from the autolathe.

XL beakers are made of plastic and hold 150 units of liquid. They are immune to pH, but will being to melt when containing liquids over 444K. These can be printed from the autolathe using plastic sheets.

Meta Beakers holds 200 units of liquid and is immune to pH and will not melt under high temperature. These can be printed from the autolathe when researched.

Cryostasis Beakers holds 50 units of liquid. Chemicals will not mix, react or change temperature while in this beaker. Splashing contained chemicals will not make them react either, as with all other beakers. This beaker is immune to pH and will not melt under high temperature. These can be printed from the autolathe when researched.

Bluespace beakers are the largest beakers and hold 300 units of liquid. These are weak to strong acids/bases, but have more durability than standard beakers. These can be printed from the autolathe when researched.

Water Bottles Can be made with plastic sheets. Works like a beaker but comes with a cap to prevent spilling. Toggle the cap with alt-click. Holds 50/100 units of liquid depending on side. Weak to strong acids/bases and temperatures over 444K.

Handling reactions

For a list of all reactions, see Chemical Reactions. Most reactions simply require each reagent to be present in the beaker in sufficient quantities in order to react, while a few require heating. If you are new, it窶冱 recommended to get used to the simpler reactions first, and stock the fridge full of helpful chemicals. A few of the reactions, however, are advanced reactions, which require a bit more consideration to produce successfully. A good chemist will keep an eye on a reactions temperature, pH and purity when producing chems.

Do like an otter, add acid to water.

Adding water to a strong acid (less then pH 2) is like adding fuel to a fire, and it will cause it to areolate into the air. Be careful to either add water first or neutralise your strong acids before adding water to your beaker.

Temperature

All reactions that are non-instant have a reaction rate tied to the temperature of a beaker. If a chemical is reacting 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 explode, Always check your reaction kinetics first, and in particular, take care around a reactions explosion temperature. The rate in which a reaction heats up is faster the hotter it is, be careful to not lose control, and run if you do.

Reaction explosions

Generally, an explosion will depend on what is reacting, and what is present in the beaker. Plasma for example will ignite when given a heat source, and thus should be treated with respect. A chemist that doesn't respect the chemicals they're handling, often ends up a dead chemist, be careful. As a general rule for explosions; the larger the volume, the more dangerous it is. As such, you can use large volumes of chems to adjust your pH, but if you fail the explosion is more dangerous. Alternatively, you can use buffers that adjust the pH, which self consume on addition (and thus do not add to the total volume).

Potential of Hydrogen (pH)

Every chemical has an innate pH, which can be seen here. 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 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. Highly impure compounds are liable to explode too thus it is prudent to set your pH before reacting. The impure explosion threshold is given by the Minimum Purity.

Purity

Purity of a reagent is determined by how pure your reactants were, and how optimal the pH was during the reaction. If the product is slightly impure, it'll split into the impure chem, if it is highly impure, it will invert all of the product into the inverse chem. Impure chems are listed here A good example of this is Synthetic derived growth factor, ingesting 10u SDGF at 0.8 purity will give you 8u SDGF and 2u SDGFTox, ingesting 10u SDGF at 0.4 purity (less than its InverseChemVal) will result in 10u SDZF. Reacting it at less than 0.2 purity will cause it to explode and produce a teratoma.

General tips

  • The explosion size in influenced by the beakers volume. It is highly recommended that you react small quantities of reactants in a beaker to ensure safety. The more volume you have, the more that is available to exothermically react too. Buffers are useful for keeping a reactions volume low.
  • 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, producing 100% impure products.
  • 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.
  • 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.
  • Upgrading the heater and the dispenser will improve their ability to detect pH.
  • For some reactions, it can be useful to keep reagents away from each other until both of them have optimal conditions.
  • 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!

Medicine types

Reagents can be dispenced as various different types:

Pill Pills are able to hold up to 50 units of reagents and apply their contained reagents via ingestion. If the pH of the pill is too high, it will damage the tongue of the patient, as such it is recommended to neutralise the pH with buffers or other reagents when dispensing.

Patch Patches are able to hold up to 40 units of reagent and apply via touch. The pH of a touching reagent has no damaging effects on patients, thus neutralisation is not necessary.

Bottle Bottles simply contain the liquid in a hardy storage, and can either be drunk (susceptible to burning the tongue) or injected.

Hypovials are used with hypospray, which either inject or spray the patient with the contained reagents for 5/10 units. These vials can hold up to 60 units.

Smoke is produced either by smoke reactions or vaping. Inhalation of a reagent mix with a strong acidity or alkalinity with cause tongue damage, and thus neutralisation is recommended.

Smart darts contain up to 20 units of reagent soaked into the mechanism (and thus cannot be removed). These darts will inject a chem right up to the overdose limit when shot into a patient using the Smartdart Gun. Unfortunately, it requires a high velocity to penetrate the skin, and thus cannot be used in hand.

Metabolism

When a reagent enters a body, it will then "tick" or "cycle" about every 2 seconds. When this happens the body is purged of an amount of every reagent depending on their metabolism rates. This is the rate at which the chemical disappears from your body. It doesn't matter how many chems you have in your body, as they are all metabolized separately. If you are hungry (sluggish), this will happen 20% slower, which makes chemicals have a bigger total effect since they last longer without being weaker per tick.

What should I make first?

Generally, it's a good idea to have something for each of the 5 main damage types; Brute, Burn, Toxin, Suffocation and Genetic.

Brute

  • Bicard is a classic healing for brute, but has an OD at 30u.
  • Styptic Powder heals on application and heals as fast as bicard, but is harder to make
  • Salicyclic Acid is useful for really damaged patients.

Burn

  • Kelotane is a classic healing for burn, but has an OD at 30u.
  • Silver Sulfadiazine heals on application and heals as fast as bicard, but is harder to make
  • Oxandrolone is useful for really damaged patients, but less so for weak burns.

Toxins

Bear in mind all of these will murder slimes, as toxin healing damages slimepeople. For general purging of reagents, rather than treatment of toxin damage, use Calomel, which is also the only viable purger for slimes.

Oxygen

Genetic

  • Clonexadone when used in a cyrotube/cold shower will treat genetic damage.

Radiation

Organ specific

After that, it's useful to create organ treatment chems; Mannitol for brain, Inacusiate for ears, Oculine for eyes, Synthflesh for prepping the dead for defibbing, and if you're feeling up to it, Yamerol for lungs and Synthtissue for grafting surgeries.

Reagent information

Active Pure Chemicals

A.K.A. what happens when you eat or splash these. Their metabolism rate is 0.4u per cycle unless said otherwise. Chemicals unmentioned don't have any effect.

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

Components

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

Name Description pH
Sulphuric acid A strong mineral acid with the molecular formula H2SO4. 2.75
Ethanol A well-known alcohol with a variety of applications. 7.33
Sugar The organic compound commonly known as table sugar and sometimes called saccharose. This white, odorless, crystalline powder has a pleasing, sweet taste. Overdose at 200u. 7
Water An ubiquitous chemical substance that is composed of hydrogen and oxygen. 7
Welding fuel Required for welders. Flamable. 4
Oxygen A colorless, odorless gas. Grows on trees but is still pretty valuable. 9.2
Copper A highly ductile metal. Things made out of copper aren't very durable, but it makes a decent material for electrical wiring. 5.5
Nitrogen A colorless, odorless, tasteless gas. A simple asphyxiant that can silently displace vital oxygen. 7
Hydrogen A colorless, odorless, nonmetallic, tasteless, highly combustible diatomic gas. 0.1
Potassium A soft, low-melting solid that can easily be cut with a knife. Reacts violently with water. 7
Mercury A curious metal that's a liquid at room temperature. Neurodegenerative and very bad for the mind. 7
Sulfur A sickly yellow solid mostly known for its nasty smell. It's actually much more helpful than it looks in biochemistry. 4.5
Carbon A crumbly black solid that, while unexciting on an physical level, forms the base of all known life. Kind of a big deal. 5
Chlorine A pale yellow gas that's well known as an oxidizer. While it forms many harmless molecules in its elemental form it is far from harmless. 7.4
Fluorine A comically-reactive chemical element. The universe does not want this stuff to exist in this form in the slightest. 2
Sodium A soft silver metal that can easily be cut with a knife. It's not salt just yet, so refrain from putting in on your chips. 11.6
Phosphorus A ruddy red powder that burns readily. Though it comes in many colors, the general theme is always the same. 6.5
Lithium A silver metal, its claim to fame is its remarkably low density. Using it is a bit too effective in calming oneself down. 11.3
Radium Radium is an alkaline earth metal. It is extremely radioactive. 10
Iron Pure iron is a metal. Helps the body produce more blood. Overdose is 30u. 6
Silver A soft, white, lustrous transition metal, it has the highest electrical conductivity of any element and the highest thermal conductivity of any metal. 7
Aluminium A silvery white and ductile member of the boron group of chemical elements. 7
Silicon A tetravalent metalloid, silicon is less reactive than its chemical analog carbon. 10
Stable Plasma Non-flammable plasma locked into a liquid form that cannot ignite or become gaseous/solid. 1.5
Iodine Commonly added to table salt as a nutrient. On its own it tastes far less pleasing. 4.5
Bromine A brownish liquid that's highly reactive. Useful for stopping free radicals, but not intended for human consumption. 7.8
Name Formula Description pH
Ash 1 part Oil
Temperature 480K
Ingredient in Lye, Charcoal and Plastic Sheets. Can also be aquired by lighting a piece of paper on fire and scooping up the resulting ashes with a beaker. 30u per paper. 6.5
Oil 1 part Welding Fuel
1 part Carbon
1 part Hydrogen
Can be heated into Ash. Also ingredient in Phenol, Acetone, Perfluorodecalin, Ephedrine, Diphenhydramine, Miner's Salve, Haloperidol, Napalm, Plastic Sheets, Spray Tan and Cyanide. Can be scooped up from destroyed cyborgs and such. 7
Acetone 1 part Oil
1 part Welding Fuel
1 part Oxygen
Ingredient in Cryoxadone, Atropine, Mutadone, Epinephrine, Smart Foaming Agent, Sulfonal, Modafinil and Neurine. 7
Diethylamine 1 part Ammonia
1 part Ethanol
A very potent fertilizer. When used on a growing plant, it adds 2u of nutrient, increases yield more than Ammonia, heals the plant AND kills pests. Also ingredient in Atropine, Ephedrine, Diphenhydramine, Epinephrine, Modafinil, Meth Explosion and Lipolicide. 12
Phenol 1 part Oil
1 part Chlorine
1 part Water
Ingredient in Salicyclic Acid, Oxandrolone, Atropine, Epinephrine, Corazone and Modafinil. 5.5
Ammonia 3 parts Hydrogen
1 part Nitrogen
An effective fertilizer. Adds adds 1u of nutrient, heals plants and increases yield, though it isn't as powerful as Diethylamine. Ingredient in Diethylamine, Silver Sulfadiazine, Salbutamol, Pentetic Acid, Crank, Modafinil, Nitrous Oxide, Space Cleaner, Cyanide, Itching Powder and Weed Killer. (Results in 3 units instead of 4) 11.6
Saltpetre 3 parts Oxygen
1 part Potassium
1 part Nitrogen
Works as a fertilizer. Heals your plant, increases potency and decreases production time. Doesn't add nutrient. Ingredient in Bath Salts and Black Powder. (Results in 3 units instead of 5) 11.2
Lye 1 part Sodium
1 part Hydrogen
1 part Oxygen
Ingredient in Soap. 11.9
Lye (Alternate Recipe) 1 part Ash
1 part Water
1 part Carbon
Ingredient in Soap. (Results in 2 units instead of 3) 11.9


Medicines

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

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

Core Healing Medicines

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

Many reagents can be overdosed and/or cause addiction, leading to a negative outcome. Be sure to monitor how many units someone is injected with. If an overdose occurs, the negative effects will keep being applied every tick until that chemical is completely out of the system. If an addiction occurs, the negative effects will only start occuring some time after the chemical is out of the system, and can be negated by keeping taking it. You can usually only remove an addiction by waiting it out (or by dying and getting cloned).

Name Recipe Treatment for Description Metabolism Rate Overdose Threshold pH
Silver Sulfadiazine 1 part Ammonia
1 part Silver
1 part Sulfur
1 part Oxygen
1 part Chlorine
Burn On touch, instantly heals 1 burn damage per unit, then heals 2 burn per tick over time while it stays in the system. Basic anti-burn healing drug.
On ingestion also deals minor toxin damage.
1u heals roughly 6 burn damage.
0.4 units per tick 50u 7.2
Styptic Powder 1 part Aluminium
1 part Hydrogen
1 part Oxygen
1 part Sulphuric Acid
Brute On touch, instantly heals 1 brute damage per unit, then heals 2 brute per tick over time while it stays in the system. Basic anti-brute healing drug.
On ingestion also deals minor toxin damage.
1u heals roughly 6 brute damage.
0.4 units per tick 50u 6.7
Saline-Glucose Solution 1 part Sodium Chloride
1 part Water
1 part Sugar
Brute, burn Has a 33% chance per metabolism cycle to heal 0.5 brute and burn damage. Can be used as a temporary substitute for blood if hooked up via IV drip. If overdosed, it will have a 33% chance to deal brute and burn damage and a small chance to become 1u salt or sugar each metabolism cycle. 0.2 units per tick 60u 5.5
Synthflesh 1 part Styptic Powder
1 part Blood
1 part Carbon
Brute, burn Instantly heals 1.25 brute and burn damage per unit of the chemical applied. Can be used to prepare corpses for defibrillation (needs under 180 brute and burn).
Touch and smoke application only. Does nothing while inside a mob's bloodstream.
0.4 units per tick 40u 11.5
Charcoal 1 part Sodium Chloride
1 part Ash
Temperature 480K
Toxin Heals toxin damage at a rate of 2 per tick, and will also removing 1u of any other chemicals. 0.2 units per tick N/A 5
Salbutamol 1 part Salicyclic Acid
1 part Ammonia
1 part Aluminium
1 part Bromine
1 part Lithium
Suffocation Quickly heals oxygen damage at a rate of 3 per tick while slowing down suffocation. Great for stabilizing critical patients! 0.1 units per tick N/A 2
Bicaridine 1 part Carbon
1 part Oxygen
1 part Sugar
Brute Heals brute damage at a rate of 2 units per tick. If overdosed deals 2 brute damage per tick. 0.4 units per tick 30u 5
Kelotane 1 part Carbon
1 part Silicon
Burn Heals burn damage at a rate of 2 units per tick. If overdosed deals 2 burn damage per tick. 0.4 units per tick 30u 9
Anti-Toxin 1 part Nitrogen
1 part Silicon
1 part Potassium
Toxin Heals 2 toxin damage and removes 1u of other chemicals per tick. If overdosed deals 2 toxin damage per tick. 0.4 units per tick 30u 10
Tricordrazine 1 part Kelotane
1 part Bicaridine
1 part Anti-Toxin
All types Has 80% chance to heal 1 of each damage type per tick. If overdosed deals an average of 1.2 damage of every type per tick. 0.4 units per tick 30u 7
Regenerative Jelly 1 part Tricordrazine
1 part Slime Jelly
All types Heals 1.5 of each of the four basic damage types without the risk of overdose or damaging jellypeople. 0.4 units per tick N/A 7
Cryoxadone 1 part Acetone
1 part Unstable Mutagen
1 part Stable Plasma
All types Required for the proper function of cryogenics. It heals all types of damage swiftly, but only when in a very cold environment. It heals suffocation 3x as fast as most other damage types. Is more effective the colder the person is. If used in unupgraded cryo tubes every cycle will typically heal above 6 suffocation, 2 brute, 2 burn, 2 toxin and 2 cellular damage. Works on slimepeople, despite being cold. 0.4 units per tick N/A 11
Pyroxadone 1 part Cryoxadone
1 part Slime Jelly
All types Inverse Cryoxadone that heals faster the hotter the patient is. For max efficiency you need to be over 460°K and on fire. In optimal conditions every cycle will heal 15 burn before the damage taken from being on fire, which is usually faster than the fire hurts you (unless too hot). It will then also heal 10 brute, 10 toxin, 20 oxyloss and 10 cellular. Works on slimepeople. 0.4 units per tick N/A 12
Clonexadone 1 part Cryoxadone
1 part Sodium
5 units Plasma (catalyst)
Clone Quickly heals clone (cellular) damage, but only when in a cold environment. The colder the faster heal. Heals about 5 cellular per tick if used in unupgraded cryo tubes. 0.6 units per tick N/A 13
Mannitol 1 part Hydrogen
1 part Water
1 part Sugar
Brain Heals 2 brain damage per tick. Often used in cryo alongside Cryoxadone. Chance every tick to cure mild traumas, though lower chance than neurine. 0.4 units per tick N/A 10.4
Neurine 1 part Acetone
1 part Mannitol
1 part Oxygen
Minor brain traumas Reacts with neural tissue, helping reform damaged connections. Chance every tick to cure minor Guide_to_Traumas#Basic_Traumas_Without_Prefix. More severe traumas usually require surgery. Quickly purges Neurotoxin. 0.4 units per tick N/A 11.4
Synthetic Blood 1 part Saline-Glucose Solution
1 part Iron
1 part Stable Plasma
temperature 350K
Blood Loss A synthetically produced imitation of blood. Blood Bank machines can also convert real blood into synthblood, normally making more than there was blood. Can be used as a substitute for Blood in recipes that require it and fits most blood types, however certain bloodsucking sorts won't like the taste. 0.4 units per tick N/A 7.4
Suture 2 parts Cellulose Fibers
2 parts Styptic Powder
Brute Creates a Suture N/A N/A N/A
Файл:Rregenerative mesh closed.pngRegenerative Mesh 2 parts Cellulose Fibers
2 parts Silver Sulfadiazine
Burn Creates Regenerative Mesh N/A N/A N/A
Medicated Suture 10 parts Cellulose Fibers
20 parts Formaldehyde
15 parts Polypyrylium Oligomers
Brute Creates a Medicated Suture. N/A N/A N/A
Advanced Regenerative Mesh 20 parts Cellulose Fibers
20 parts Aloe Juice
10 parts Sterilizine
Burn Creates Advanced Regenerative Mesh N/A N/A N/A
System Cleaner 2 parts Oil
2 parts Iron
2 parts Calomel
2 parts Acetone
Synthetic Corruption A reagent with special properties causing it to slowly reduce corruption in robots. Mildly toxic for organics. Makes half as much cleaner as there were chems. 0.4 units per tick 30u 7.4

Superior Healing Medicines

These healing drugs are harder to make than the core healing medicines, however they often heal faster.

Name Recipe Treatment for Description Metabolism Rate Overdose Threshold pH
Salicyclic Acid 1 part Phenol
1 part Sodium
1 part Carbon
1 part Oxygen
1 part Sulphuric Acid
Brute If you have more than 50 brute damage, heals 4 brute. If you have less than 50 brute damage, heals 0.5. Overdosing will deal more brute damage. 0.2 units per tick 25 Units 2.1
Oxandrolone 3 parts Carbon
1 part Phenol
1 part Hydrogen
1 part Oxygen
Burn If you have more than 50 burn damage, heals 4 burn. If you have less than 50 burn damage, heals 0.5. Overdosing will deal more burn damage. 0.2 units per tick 25 Units 10.7
Omnizine Grown from Ambrosia Deus or found in lollipops and heated Donk Pockets Brute, burn, toxin and suffocation Heals 0.5 of each damage type per tick. If overdosed it will deal 1 damage of each type per tick. 0.1 units per tick 30 Units 2
Honey Beekeeping Brute, burn, toxin and suffocation 55% chance to heal 1 of each damage type per tick. Metabolizes very quickly and adds sugar to your system. 1 unit per tick N/A 7
Earthsblood Grown from Ambrosia Gaia All damage types Very quickly heals all damage types (almost as fast as Cryoxadone), but causes brain damage, jitteriness and gets you high. Overdosing causes hallucinations and heavy toxin damage. 0.4 units per tick 25 Units 11
Pentetic Acid 1 part Cyanide
1 part Formaldehyde
1 part Ammonia
1 part Welding Fuel
1 part Sodium
1 part Chlorine
Radiation, toxin Reduces high levels of radiation and heals 2 toxin damage per tick while purging 2u of other chemicals from the body. 0.2 units per tick N/A 1
Pentetic Jelly 1 part Pentetic Acid
1 part Slime Jelly
Radiation, toxin See above, except now it's slime-friendly, too! 0.2 units per tick N/A 1
Perfluorodecalin 1 part Oil
1 part Fluorine
1 part Hydrogen
Temperature 370K
Suffocation Every tick heals 12 suffocation and deals 0.3 toxin damage. 0.1 units per tick N/A 11
Atropine 1 part Acetone
1 part Diethylamine
1 part Phenol
1 part Ethanol
1 part Sulphuric Acid
Brute, burn and suffocation If patient's health is critical it will heal brute/burn/toxin (2 / tick) and oxyloss (5 / tick) damage, as well as stop any further oxyloss. It also causes jitter and dizziness, which will shake the screen. Good for quickly getting critical patients back on their feet, but bad for combat because of the screenshake.
If overdosed it will deal toxin damage and cause extra jitter and dizziness.
0.1 units per tick 35 Units 12
Calomel 1 part Mercury
1 part Chlorine
Temperature 374K
Purge Quickly purges the body of all chemicals (2.5u per tick). If your health is above 20, 2.5 toxin damage is dealt. 0.2 units per tick N/A 1.5
Mutadone 1 part Acetone
1 part Unstable Mutagen
1 part Bromine
Genetic Instantly removes your genetic mutations. Hulks hate it! 0.4 units per tick N/A 2

Unique Healing Medicines

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

Name Recipe Treatment for Description Metabolism Rate Overdose Threshold Addiction Threshold pH
Potassium Iodide 1 part Potassium
1 part Iodine
Radiation Reduces low radiation damage very effectively. 0.8 units per tick N/A N/A 12
Ephedrine 1 part Diethylamine
1 part Oil
1 part Hydrogen
1 part Sugar
Stun Reduces stun times by typically around 30% (depends), increases run speed, regenerates 1 stamina per tick and causes 20% chance to drop held items.
If overdosed it will deal toxin damage with a 2% chance to cause a heart attack. If addicted it will deal toxin damage, cause breathing problems, cause increasingly frequent seizures and long term jitter.
0.2 units per tick 30 Units 25 Units 12
Diphenhydramine 1 part Diethylamine
1 part Oil
1 part Bromine
1 part Carbon
1 part Ethanol
Histamine Overdose Purges body of lethal Histamine and reduces jitteriness while causing minor drowsiness. 0.2 units per tick N/A N/A 11.5
Oculine 1 part Charcoal
1 part Carbon
1 part Hydrogen
Eye Quickly heals eye damage and has 20% chance per tick to reverts blindness. Does not work against genetic blindness, which needs Mutadone. For blindness caused by brain damage you will need surgery or other means. 0.1 units per tick N/A N/A 10
Inacusiate 1 part Charcoal
1 part Carbon
1 part Water
Ear Instantly removes all ear damage. Does not work against genetic deafness, which needs Mutadone. (Results in 2 units instead of 3) 0.4 units per tick N/A N/A 2
Epinephrine 1 part Acetone
1 part Diethylamine
1 part Phenol
1 part Chlorine
1 part Hydrogen
1 part Oxygen
Stun + Brute, burn, suffocation and toxin Prevents oxygen damage from crit state. If the patient is in crit it heals 0.5 oxyloss, toxins, brute, and burn. 20% chance each tick to reduce stun times a bit. Gives a minor stamina regeneration buff.
Worse than Atropine at saving critical patients, but better for mid combat use. If overdosed it will randomly deal light toxin and stamina damage, and some suffocation.
0.1 units per tick 30 Units N/A 10.2
Antihol 1 part Charcoal
1 part Copper
1 part Ethanol
Alcohol Helps remove Alcohol from someone's body, as well as eliminating drunkenness, drowsiness, slurring, dizziness and confusion. Heals 0.2 toxin per tick. 0.4 units per tick N/A N/A 4
Stimulants Traitor/Changeling Adrenals or Stimpack Stun Instantly removes current stuns when injected. Reduces stun times by around 90% or less (depends), increases run speed and rapidly recovers stamina. Will heal 1 of each damage type if health is between 0 and 50.
If overdosed it will hurt stamina and deal minor toxin damage.
0.2 units per tick 60 Units N/A 8.7
Insulin Found in NanoMed Plus Sugar Dependency Increases sugar depletion. 0.2 units per tick N/A N/A 6.7
Strange Reagent 1 part Unstable Mutagen
1 part Omnizine
1 part Holy Water
Death A miracle drug that can bring a dead body back to life in just 10 seconds! If the corpse has suffered more than 100 brute or burn damage (or is husked) it will fail, however.
If used on a living person each tick will deal 0.5 Brute and Burn damage.
0.4 units per tick N/A N/A 0
Life 1 part Strange Reagent
1 part Synthflesh
1 part Blood
Temperature 375K
Life 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 N/A N/A N/A
Life (Friendly) 1 part Strange Reagent
1 part Synthflesh
1 part Sugar
Temperature 375K
Life 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 N/A N/A N/A
Synaptizine 1 part Sugar
1 part Lithium
1 part Water
Hallucination Decrease Reduces stun times by typically around 30% (depends). Helps drowsiness and hallucinations go away much faster. Also purges Mindbreaker Toxin at 5u per tick. 30% chance per tick to cause 1 toxin damage. 0.4 units per tick N/A N/A 4
Rezadone 1 part Carpotoxin
1 part Cryptobiolin
1 part Copper
Cellular Damage Healing Instantly heals all cellular damage, while also healing 1 brute and burn damage per tick. If overdosed deals 1 toxin damage per tick and makes you dizzy and jittery. Very good for treating genetic damage on the spot. 0.4 units per tick 30 Units N/A 12.2
Spaceacillin 1 part Epinephrine
1 part Cryptobiolin
Infections An all-purpose antiviral agent. Prevents you from spreading any virus in your body. Metabolises very slowly. 0.04 units per tick N/A N/A 8.1
Miner's Salve 1 Part Oil
1 part Iron
1 Part Water
OR grind a twinkie, a sheet of metal and a sheet of plasma
Improvised Patch Healing Chem 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. If applied with touch/patch it increases surgery success chance by 10%.
1u heals roughly 1.5 burn+brute.
0.16 units per tick N/A N/A 2.6
Haloperidol 1 part Oil
1 part Potassium Iodide
1 part Aluminium
1 part Chlorine
1 part Fluorine
Anti-Drug and Light Sedative Helps fight against the effects of most drugs, while purging them. Reduces jitteriness and hallucinations, However each tick also causes drowsiness, 2.5 stamina damage and 20% chance for 1 brain damage (up to 50). 0.16 units per tick N/A N/A 4.3
Leporazine 1 part Copper
1 part Silicon
5 units Plasma (catalyst)
Body temperature This keeps a patient's body temperature stable. High doses can allow short periods of unprotected EVA. Not viable for unprotected EVA anymore ever since space brute damage was tripled. 0.4 units per tick N/A N/A 8.4
Corazone 2 parts Phenol
1 part Lithium
Heart attack Prevents cardiac arrest, fully protects from heart attack damage as well as liver failure. 0.4 units per tick N/A N/A 12.5
Psicodine 2 parts Mannitol
1 part Impedrezene
2 parts Water
Phobias and Mood Suppresses phobias and turns bad mood into neutral mood. Also reduces jitteriness, dizziness, confusion and disgust. If overdosed it causes hallucinations and 1 toxin damage per tick. 0.1 units per tick 30 units N/A 9.12
Energized Jelly 1 part Teslium
1 part Slime Jelly
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 N/A N/A 7
Polypyrylium Oligomers Grown from Spaceman's Trumpet Lung damage A purple mixture of short polyelectrolyte chains not easily synthesized in the laboratory. Each tick heals 0.25 lung damage and 0.35 brute. Stops bleeding (over time). Will color hair and beard purple from touch or vapor. Overdose deals 0.25 lung damage. 0.1 units per tick 50 Units N/A

Non-craftable Medicines

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

Name Treatment for Description Metabolism Rate Overdose Threshold Addiction Threshold
Dexalin Suffocation Heals 2 oxygen damage per tick (slower than Salbutamol). If overdosed deals 2 oxygen damage per tick. Used by medibots. 0.4 units per tick 30 Units N/A
Lavaland Extract Brute, burn Very quickly heals damaged bodyparts. Survival medipens come with 2u of this, and also have several other chemicals. If overdosed it will deal 3 brute, burn and toxin damage per tick. Has very low overdose threshold. 0.4 units per tick 3 Units N/A

Narcotics

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

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

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

Name Recipe Description Metabolism Rate Overdose Threshold Addiction Threshold
Nicotine Grown in tobacco or found in cigarettes. Reduces stun times by typically around 20% (depends). Addiction does nothing. If overdosed it will deal 1.1 oxygen and 0.1 toxin damage per tick. Metabolises slowly. 0.05 units per tick 15 Units 10 Units
Krokodil 1 part Diphenhydramine
1 part Morphine
1 part Space Cleaner
1 part Phosphorus
1 part Potassium
1 part Welding Fuel
Temperature 390K
Provides messages of calmness and protection.
If overdosed it will deal 0.25 Brain and Toxin damage per tick.
If addicted it will first deal some toxin and brain damage, and later switch to dealing 3 Brute damage, right before the addict's skin falls off, dealing 50 Brute. This turns you into a fake zombie.
0.2 units per tick 20 Units 15 Units
Crank 1 part Diphenhydramine
1 part Ammonia
1 part Lithium
1 part Sulphuric Acid
1 part Welding Fuel
Temperature 390K
Reduces stun times by typically around 30% (depends). If overdosed it will deal 2 Brain, 2 Toxin and 2 Brute per tick. If addicted, every tick will first deal 5 Brain, then 5 Toxin, then 5 Brute, and at the last stage 3 Brain, 5 Toxin and 5 Brute at the same time. 0.2 units per tick 20 Units 10 Units
Methamphetamine 1 part Ephedrine
1 part Hydrogen
1 part Iodine
1 part Phosphorus
Temperature 374K
Reduces stun times by around 60% (depends), gives a large speed boost, makes you jittery and recovers 2 stamina while dealing 1 to 4 Brain damage.
If overdosed the subject will move randomly, laugh randomly, drop items and suffer from 1 Toxin and 0.5 to 1 Brain damage per tick.
If addicted the subject will constantly jitter and drool, before becoming dizzy and lose motor control and eventually suffer 5 Toxin damage per tick.
A great deal of caution must be taken when heating this chemical, as it will explode if it reaches a temperature of or greater than 380K. Can not explode in a body.
0.3 units per tick 20 Units 10 Units
Bath Salts 1 part Saltpetre
1 part Space Cleaner
1 part Bad Food
1 part Enzyme
1 part Nutriment
1 part Tea
1 part Mercury
Temperature 374K
Makes the subject immune to sleep and stuns, grants 5 stamina regeneration and grants the user the psychotic brawling martial art, which makes your interactions with people have certain random effects. However the subject will suffer 4 Brain damage (per tick), constant hallucinations and will lose some motor control.
If overdosed the subject will lose even more motor control, drool, and randomly drop items in their hand.
If addicted the subject will jitter, suffer 10 Brain damage (per tick), severe hallucinations, dizziness, yet more loss of motor control and eventually 5 Toxin damage (per tick). This drug will melt your brain.
0.2 units per tick 20 Units 10 Units
Aranesp 1 part Epinephrine
1 part Atropine
1 part Morphine
The subject will think they are "amped" and get 18 stamina regeneration. However the drug has 50% chance every tick to cause the subject to suffocate (and take 1 oxyloss), while also dealing 0.5 toxin damage per tick. 0.2 units per tick N/A N/A
Happiness 2 parts Nitrous Oxide
1 part Epinephrine
1 part Ethanol
5 units Plasma (catalyst)
Suppresses phobias and fills you with ecstasic emotional numbness. Removes jitteriness, confusion and disgust. Causes 0.2 brain damage per tick. Highly addictive. If overdosed causes sudden mood swings and an additional 0.5 brain damage per tick. If addicted it will slowly drive your mood to "insane". 0.2 units per tick 20 Units 10 Units
Modafinil 1 part Acetone
1 part Diethylamine
1 part Phenol
1 part Ammonia
1 part Sulphuric acid
1 unit Bromine (catalyst)
Slowly-metabolizing medicine. Heals dizziness, drowsiness, sleepand heats you up if frozen, similarly to Coffee Latte. Reduces stun times slightly. If overdosed causes jitteriness, stuttering, dizziness (later), 50% chance to choke. After 41 cycles 20% chance to stun you. On cycle 82 puts you into endless sleep while constantly taking 1.5 stamina and oxygen damage.
No chance for addiction but very finicky OD.
0.02-0.08 units per tick Random, initially 20 but goes up or down 0.1 each tick. N/A
Space Drugs 1 part Lithium
1 part Mercury
1 part Sugar
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 N/A
Morphine 2 parts Carbon
2 parts Hydrogen
1 part Ethanol
1 part Oxygen
Temperature 480K
Will allow you to run at full speed, even when hurt or in a hardsuit, but you'll get drowsy after 12 cycles, and fall asleep if it's in your system for 24 cycles. You will not wake up until it's out of your system.


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

0.2 units per tick 30 Units 25 Units
Crocin 2 parts Carbon
2 parts Hydrogen
2 parts Oxygen
1 part Water
Temperature 400K
Naturally found in the crocus and gardenia flowers, this drug acts as a natural and safe aphrodisiac.
In other words, makes you aroused without fucking with your head. Or horny, if you'd prefer that terminology. Avoid using on people without OOC consent. Same goes for all the three similar drugs below.
0.2 units per tick N/A N/A
Hexacrocin 6 parts Crocin
1 part Phenol
Temperature 400K
Chemically condensed form of basic crocin. This aphrodisiac is extremely powerful and addictive in most animals. Addiction withdrawals can cause brain damage and shortness of breath. Overdosage can lead to brain damage and a permanent increase in libido (commonly referred to as 'bimbofication'). 0.2 units per tick 20 Units 20 Units
Camphor 2 parts Carbon
2 parts Hydrogen
2 parts Oxygen
1 part Sulfur
Temperature 400K
Naturally found in some species of evergreen trees, camphor is a waxy substance. When injested by most animals, it acts as an anaphrodisiac, reducing libido and calming them. Non-habit forming and not addictive. Basically the opposite of Crocin. 0.2 units per tick N/A N/A
Hexacamphor 6 parts Camphor
1 part Acetone
Temperature 400K
Chemically condensed camphor. Causes an extreme reduction in libido and a permanent one if overdosed. Non-addictive. 0.2 units per tick 20 Units N/A
Skooma 10 parts Moonsugar
5 parts Morphine
Temperature below 280K
An ancient, highly-addictive drug of long-forgotten times. It greatly improves the user's speed and strength, but heavily impedes their intelligence and agility. When mixed, also leaves some sugar and moonshine. 0.2 units per tick N/A 1 Unit
Skooma Reversion 1 part Skooma
Temperature 315K
Breaks Skooma down into its component parts: Moonsugar and Morphine. N/A N/A N/A

Pyrotechnics

The manipulation of fire and matter.

Name Recipe Description Metabolism Rate
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. Also required to keep buffers from destroying theirselves. This does not work on everything, so be warned! 0.4 units per tick
Fluorosurfactant 2 parts Carbon
2 parts Fluorine
1 part Sulphuric 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(hardsuit/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 Phosphorous
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 Phosphorous
1 part Potassium
1 part Sugar
1 part Stabilizing Agent (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 Sulphuric 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 4 fire damage every 3 seconds. Can be stabilized with Stabilizing Agent. 0.4 units per tick
Napalm 1 part Oil
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. Can not react in a body. 0.2 units per tick
Cryostylane 1 part Water
1 part Stable Plasma
1 part Nitrogen
When first mixed it becomes 20 Kelvin cold. Instantly consumes 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, unless you want to prevent it from metabolising out of a body too fast. Does nothing without being mixed with liquid Oxygen. Does not react with the oxygen in air. Deals toxin damage to slimes. Can not react in a body. 0.2 units per tick
Chlorine Trifluoride 3 parts Fluorine
1 part Chlorine
Temperature 424K
When created it will create a temporary 3x3 fireball. Comes into existence at 1000K. A flammable substance so dangerous it can burn through the hull of the station. It lights you on fire when it comes into contact with you, and if it gets inside of you will 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 Hydrogen
1 part Iodine
1 part Phosphorus
Temperature 300K
Reagents are 300K (room temperature) by default, so if you are making Methamphetamine and mixing the Ephedrine last, make sure you're using a chilled container, or it'll blow up just as if it was overheated. Definitely safer to just make the ephedrine separately. Blows up with the same strength as Black Powder. Can not explode in a body. N/A
Black Powder 1 part Charcoal
1 part Saltpetre
1 part Sulfur
When heated to 474K it sparks, and then creates a violent explosion 5-10 seconds later. Causes hallucinations in plasmamen. 0.05 units per tick
Nitroglycerin 1 part Glycerol
1 part Fluorosulfuric Acid
1 part Sulphuric Acid
A heavy, colourless, oily, explosive liquid obtained by nitrating glycerol. Explodes immediately on mixing. Can be stabilized with Stabilizing Agent. If stabilized, heat to 474K to activate. (Results in 2 units instead of 3) 0.4 units per tick
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. 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, which also paralyzes and reveals revenants and sets nearby cultists on fire. Otherwise it behaves like a normal Water-Potassium explosion. Much more efficient if less Potassium is used. N/A
EMP 1 part Iron
1 part Uranium
This reacts immediately on mixing, creating an electromagnetic pulse which affects electronics nearby; very useful for causing chaos. N/A
Bee Explosion (Beesplosion) 1 part Honey
1 part Strange Reagent
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
Tesla Shock 1 part Teslium
1 part Water
Or heating Teslium to 474K
This reacts immediately on mixing, shooting electric bolts at anyone near the reaction, shocking people and disabling/damaging electronics. 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. Does not work on doors or windows. Causes 1 burn damage per tick to humans when ingested. 0.4 units per tick

Other Recipes

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

Name Formula Description Metabolism Rate
Barber's Aid 1 part Carpet
1 part Space Drugs
1 part Radium
If sprayed or splashed on you it changes your hair style. Does nothing when ingested. (Results in 5 units instead of 3) 0.4 units per tick
Bluespace Dust Grind a bluespace crystal Occasionally causes random short distance teleportation if ingested. 0.4 units per tick
Concentrated Barber's Aid 1 part Barber's Aid
1 part Unstable Mutagen
If sprayed or splashed on you it grows your hair very long. Does nothing when ingested. 0.4 units per tick
Candle 10 parts Liquid Gibs
10 parts Oxygen
Temperature 374K
Creates a red candle for use in decoration or rituals. Can not react in a body. N/A
Carbon Dioxide 2 parts Oxygen
1 part Carbon
Temperature 777K
Creates CO2 in liquid form. Spilling this will release gas form CO2 into the atmosphere. Has no other effects. 0.4 units per tick
Cellulose Fibers Grind anything fiber-y - paper, wood, bamboo, cloth, tape, corn cobs... Unfortunately not full clothes. A crystaline polydextrose polymer, plants swear by this stuff. Ingredient in sutures and meshes. 7
Cellulose Carbonization 1 part Cellulose Fibers
Temperature 512K
Turns cellulose into carbon. N/A
Colorful Reagent 1 part Triple Citrus
1 part Cryoxadone
1 part Space Drugs
1 part Radium
1 part Stable Plasma
Use this to color EVERYTHING! Keep away from the clown and assistants! Add this to your smoke grenades. 0.4 units per tick
Condensed Capsaicin 5 parts Ethanol
1 part Capsaicin Oil
A chemical agent used for self-defense and in police work. Stuns when sprayed or splashed into unprotected eyes. (Results in 5 units instead of 6) 0.4 units per tick
Corgium 1 part Colorful Reagent
1 part Strange Reagent
1 part Nutriment
1 part Blood
Temperature 374K
Creates your own Corgi! N/A
Cryptobiolin 1 part Oxygen
1 part Potassium
1 part Sugar
Causes confusion and dizziness. This is essential to make Spaceacillin. 0.6 units per tick
Drying Agent 2 parts Stable Plasma
1 part Ethanol
1 part Sodium
Creates a solution that when applied to galoshes, causes them to be extra absorbent and dry any wet tiling they step on. (Results in 3 units instead of 4) 0.4 units per tick
Foaming Agent 1 part Lithium
1 part Hydrogen
Used in Metal Foam production. Creates 1 unit instead of 2. 0.4 units per tick
Firefighting Foam 1 part Stabilizing Agent
1 part Fluorosurfactant
1 part Carbon
Temperature below 200K
When used in a spray or with smoke it creates a non-slippery foam which extinguishes fires and burning creatures, and removes plasma from the air, dumping it on the floor upon dissipation. 0.4 units per tick
Glycerol 3 parts Corn Oil
1 part Sulphuric Acid
Requires blended corn, so thus help from the botanist. Used to make Nitroglycerin or FRAG-12 shotgun slugs. Slippery like water. (Results in 1 unit instead of 4) 0.4 units per tick
Quantum Hair Dye 1 part Colorful Reagent
1 part Space Drugs
1 part Radium
If sprayed or splashed on you it changes your hair color. Does nothing when ingested. (Results in 5 units instead of 3) 0.4 units per tick
Laughter 1 part Sugar
1 part Banana Juice
Causes you to laugh. (Results in 10 units instead of 2) instant
Meat Product 10 parts Liquid Gibs
10 parts Nutriment
10 parts Carbon
Creates a slab of chemically processed meat. Can not react in a body. N/A
Metal Foam 3 parts Iron/Aluminium
1 part Foaming Agent
1 part Fluorosulfuric Acid
Creates lightweight metal foam walls. These can be easily torn through, but are useful for plugging hull breaches or blocking off AI turrets.

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

N/A
Moonsugar Mix Sugar and Moonshine in a grinder The primary precursor for an ancient feline delicacy known as Skooma. While it has no notable effects on it's own besides making people nya, mixing it with morphine in a chilled container may yield interesting results. N/A
Smart Foaming Agent 3 parts Foaming Agent
1 part Acetone
1 part Iron
Required to make smart metal foam. 0.4 units per tick
Smart Metal Foam 3 parts Aluminium
1 part Smart Foaming Agent
1 parts Fluorosulfuric Acid
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
2 parts Oxygen
1 part Nitrogen
Temperature 525K
Creates N2O in liquid form. Explodes when heated to 575K. Will cause drowsiness on touch. When consumed or injected it also causes anemia, confusion and loss of breath. Spilling this will release gas form N2O into the atmosphere. 0.6 units per tick
Gold Solidification 20 parts Gold
5 parts Frost Oil
1 part Iron
Solidifies a large amount of liquid Gold into a bar. Can not react in a body. N/A
Plasma Solidification 20 parts Plasma
5 parts Iron
5 parts Frost Oil
Solidifies a large amount of liquid Plasma into a bar. Can not react in a body. N/A
Plastic Sheets 5 parts Oil
3 parts Ash
2 parts Sulphuric Acid
Temperature 374K
Creates Plastic sheets at a rate of 10u per Plastic sheet. N/A

""

Preservahyde 1 part Formaldehyde
1 part Bromine
1 part Water
A powerful preservation agent, utilizing the preservative effects of formaldehyde with significantly less of the histamine. 0.5 units per tick
Royal Bee Jelly 40 parts Honey
10 parts Unstable Mutagen
Causes a Queen Bee to split in two when injected. (Results in 5 units instead of 50) 0.4 units per tick
Soap 10 parts Lye
10 parts Liquid Gibs
Temperature 374K
Creates a bar of soap, 10% faster cleaning than with what you get on the station. Can not react in a body. N/A
Sodium Chloride 1 part Chlorine
1 part Sodium
1 part Water
Commonly known as salt, Sodium Chloride is often used to season food.

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

0.4 units per tick
Space Cleaner 1 part Ammonia
1 part Water
This is able to clean almost all surfaces of most things that may dirty them. The janitor is likely to appreciate refills. 0.4 units per tick
Spray Tan 1 part Orange Juice
1 part Oil OR 1 Part Corn Oil
Darkens the skin when sprayed or patched. Ingesting more than 10u overdoses you, which makes you tanned, spiky haired, randomly flex your muscles and spout an old meme. 0.4 units per tick
Space Lube 1 part Oxygen
1 part Silicon
1 part Water
Space Lube is a high performance lubricant. Splashing it on floor tiles makes them extremely slippery for a very long time. Only way to remove it is to pry out/replace the floor tiles or wait. (Results in 4 units instead of 3) 0.4 units per tick
Sterilizine 1 part Charcoal
1 part Chlorine
1 part Ethanol
When applied via touch or vapor, increases the success chance 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
Creates a slab of synthetic meat. N/A

Carpets

A rather convenient chemical - you just spill some on the ground and, poof! A nice, soft rug right underneath your feet. Best used in a smoke machine/grenade or spray bottle. A subcategory has been created due to the variety of carpets available.

Name Formula Description Metabolism Rate
Carpet 1 part Space Drugs
1 part Blood
Ingredient in Barber's Aid. 0.4 units per tick
Black Carpet 1 part Carpet
1 part Carbon
0.4 units per tick
Arcade Carpet 1 part Carpet
1 part Pwr Game
0.4 units per tick
Red Black Carpet 1 part Carpet
1 part Charcoal
0.4 units per tick
Monochrome Carpet 1 part Carpet
1 part Oil
0.4 units per tick
Blue Carpet 1 part Carpet
1 part Tonic Water
0.4 units per tick
Cyan Carpet 1 part Carpet
1 part Ice
0.4 units per tick
Green Carpet 1 part Carpet
1 part Sulphuric Acid
0.4 units per tick
Orange Carpet 1 part Carpet
1 part Orange Juice
0.4 units per tick
Purple Carpet 1 part Carpet
1 part Stable Plasma
0.4 units per tick
Red Carpet 1 part Carpet
1 part Welding Fuel
0.4 units per tick
Royal Black Carpet 1 part Carpet
1 part Pepper
0.4 units per tick
Royal Blue Carpet 1 part Carpet
1 part Clonexadone
0.4 units per tick

Virology Recipes

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

Name Formula Description
Virus Rations 1 part Virus food
1 part Synaptizine
Depleted virus food. Used to get a virus symptom of level 1. (Results in 1 unit instead of 2)
Virus Food 5 parts Water
5 parts Milk
Allows viruses and bacteria to quickly grow. Used to get a virus symptom of level 1 or 2. The virologist has a dispenser with this on a wall in the lab. (Results in 15 units instead of 10)
Mutagenic Agar 1 part Unstable Mutagen
1 part Virus food
Extremely similar to Unstable Mutagen. Used to get a virus symptom of level 3. (Results in 1 unit instead of 2)
Sucrose Agar 1 part Mutagenic agar
1 part Sugar
Extremely similar to Mutagenic Agar. Used to get a virus symptom of level 4.
Weakened Virus Plasma 1 part Virus plasma
1 part Synaptizine
Weakened variety of virus plasma. Used to get a virus symptom of level 5.
Virus Plasma 1 part Virus food
1 part Plasma
Extremely similar to Plasma. Used to get a virus symptom of level 6. (Results in 1 unit instead of 2)
Decaying Uranium Gel 1 part Virus food
1 part Uranium
Powerful viral mutagen. Used to get a virus symptom of level 6 or 7. (Results in 1 unit instead of 2)
Unstable Uranium Gel 1 part Virus Plasma
5 parts Uranium
Powerful viral mutagen. Used to get a virus symptom of level 7. (Results in 1 unit instead of 6)
Stable Uranium Gel 1 part Plasma
10 parts Uranium
10 parts Silver OR Gold
Powerful viral mutagen. Used to get a virus symptom of level 8. (Results in 1 unit instead of 21)

Mutation Toxins

Obtainable through xenobiology, these chemicals transform humaniods in other humanoid races. It only takes 1u to start the transformation.

Name Formula Description
Slime Mutation Toxin Use Plasma on a green slime Mutagenic chemical that transforms into a slimeperson.
Lizard Mutation Toxin Use Radium on a green slime Transforms into a lizardperson.
Mammal Mutation Toxin Use Water on a green slime Transforms into a mammal.
Felinid Mutation Toxin 1 part Mindbreaker Toxin
1 part Ammonia
1 part Water
10 parts Crocin
1 part Stable Mutation Toxin
Temperature 450K
Transforms into a felinid.
Insect Mutation Toxin 2 parts Liquid Dark Matter
5 parts Ammonia
1 part Lithium
1 part Stable Mutation Toxin
Temperature 320K
Transforms into a insect.
Arachnid Mutation Toxin 10 parts Heparin
1 part Insect Mutation Toxin
Transforms into an arachnid.
Shadow Mutation Toxin 5 parts Liquid Dark Matter
10 parts Synaptizine
10 parts Oculine
1 part Stable Mutation Toxin
Temperature 600K
Transforms into a shadowperson.
Stable Mutation Toxin Use Blood on a green slime That transforms into a human.
Advanced Mutation Toxin Use Plasma on a black slime Slowly morphs the victim into a slime. The transformation can be stopped with Frost Oil.

Fermichem

A type of chemical unique to the server. Rather than reacting instantly like others, they react over time, making you have to make sure the pH of the mixture doesn't stray from the range to keep the purity high. For some, you also have to manage temperature so that they don't self-heat itself into exploding. Keeping the temperature in range is simple: just set the temperature on the heater to a low temperature. Keeping the pH stable involves using a dropper to take a low or high pH chem (usually acidic buffer or hydrogen to lower pH and alkaline buffer or diethylamine to raise pH) and insert it into the mix as it reacts (one can do this by just clicking the heater with the dropper). (Full list in progress)

Walkthrough of your first Fermireaction

A good first step onto the road to chemical mastery is to produce some basic buffer. Basic buffer will test your basic understanding of chemistry by asking for lye.

  1. Add 1 part Lye, 2 parts ethanol, 2 parts water and at least 1u of sulphuric acid and 1u of stabilizing agent to a XL beaker (the beaker will resist the intense pH).
  2. Dropper in 1u of Sulphuric acid.
  3. Notice how your reaction is abysmally slow, and remember that heat = reaction rate!
  4. Heat the beaker to 443K, as heating it above 444K will melt the beaker. If you're using a metabeaker, heat that bad boy up even more and give yourself a gold star.
  5. Cool the beaker back down after the reaction.
  6. Separate out the buffer.

You're now ready to react Eigenstasium.

  1. Add the 3 reagents into a glass beaker in equal parts, while keeping total volume low incase of explosion.
  2. Adjust your pH to 8 (the center of the range (2 - 14))
  3. Heat the beaker to 355K
  4. Remember that reaction rate = heat!
  5. Remember that Eigenstasium is exothermic, and may get away from you if you're too keen.
  6. Put your reaction rate to a sensible 450K, and watch it to ensure it doesn't get too close to the explosion temperature (650K). 6.5 If the reaction starts getting too hot, crash the temperature to 1K and pray it's not too late.
  7. Adjust the pH during the reaction to keep it around 8 using a dropper or a syringe with basic buffer in.
  8. Enjoy wiggly cosmic dust. (But don't OD!)

If you're able to make these two reactions successfully, you should be ready to tackle the other ones on your own. Bear in mind the others can be more difficult, and should be approached with a thoughtful demeanor. Also give yourself a headpat for doing so well!

Name Recipe Reaction vars Description Metabolism Rate Overdose Threshold Addiction Threshold Impurity effects pH
Acidic Buffer 1 part Saline-Glucose Solution
3 parts Ethanol
3 parts Oxygen
3 parts Water
Min react temp: 250K
Explosion_temp: 9999K
pH range: 0 to 14
Min explosive purity: 0.15
Neutral
This reagent will consume itself and move the pH of a beaker towards acidity when added to another unless stabilizing agent is present. Useful for making other things! 0.4 units per tick N/a N/a None, purity isn't an issue 0
Basic Buffer 1 part Lye
2 parts Ethanol
2 parts Water
1 unit Sulphuric Acid (catalyst)
Min react temp: 250K
Explosion_temp: 9999K
pH range: 0 to 14
Min explosive purity: 0.15
Neutral
This reagent will consume itself and move the pH of a beaker towards alkalinity when added to another unless stabilizing agent is present. Useful for making other things! 0.4 units per tick N/a N/a None, purity isn't an issue 14
Astrogen 1 part Eigenstasium
3 parts Plasma
1 part Synaptizine
5 parts Aluminium
Min react temp: 700K
Explosion_temp: 1150K
pH range: 8 to 14
Min explosive purity: 0.25
Special explosion: Yes
Dangerously exothermic
An opalescent murky liquid that is said to distort your soul from your being.
Allows you to astral project. Additionally, turns tiles into space, and bedsheets cosmic when sprayed. Currently disabled.
0 units per tick 20 Units 24.5 Units Chemical Isomers 7
Eigenstasium 1 part Bluespace Dust
1 part Stable Plasma
1 part Sugar
Min react temp: 350K
Explosion_temp: 650K
pH range: 7 to 9
Min explosive purity: 0.4
Extremely exothermic
A strange mixture formed from a controlled reaction of bluespace with plasma, that causes localised eigenstate fluxuations within the patient.
Splits your eigenstate in two, then collapses it when it's through your system. When sprayed on lockers on top of each other, it will link their eigenstates. If overdosed, splits permanently. Addiction causes spontaneous universe swapping.
0.48 units per tick 15 Units 15 Units Interferes with teleporting to creation location + Chemical Isomers 3.7
Succubus Milk 2 parts Saline-Glucose Solution
1 part Milk
2 parts Synthflesh
3 parts Silicon
3 parts Crocin
Min react temp: 200K
Explosion_temp: 900K
pH range: 6 to 10
Min explosive purity: 0.1
Special explosion: Yes
Exothermic
A volatile collodial mixture derived from milk that encourages mammary production via a potent estrogen mix.
In layman's terms, increases the breast size of someone, assuming they have that content pref enabled. 1 cup per 5u.
Overdoses turn people more feminine, assuming they have that content pref enabled.
0.25 units per tick 17 Units N/a Impure and inverse chem: Modesty milk
Invert purity level: 0.25
7
Incubus Draft 2 part Saline-Glucose Solution
2 parts Synthflesh
2 parts Carbon
5 parts Blood
2 parts Crocin
Min react temp: 200K
Explosion_temp: 900K
pH range: 2 to 6
Min explosive purity: 0.1
Special explosion: Yes
Exothermic
A volatile collodial mixture derived from various masculine solutions that encourages a larger gentleman's package via a potent testosterone mix, formula derived from a collaboration from Fermichem and Doctor Ronald Hyatt, who is well known for his phallus palace.
In layman's terms, increases the member size of someone, assuming they have that content pref enabled. 5 units per inch.
Overdoses turn people more masculine, assuming they have that content pref enabled.
0.5 units per tick 17 Units N/a Impure and inverse chem: Chastity draft
Invert purity level: 0.25
7
Hat growth serum 1 part Ethanol
3 parts Nutriment
2 parts Cooking Oil
1 part Iron
3 parts Gold
Min react temp: 500K
Explosion_temp: 750K
pH range: 2 to 5
Min explosive purity: 0.5
Special explosion: Yes
Endothermic
A strange substance that draws in a hat from the hat dimension.
Puts a hat upon the patient, which grows in strength with each second it's in their system. However, they can't take it off!
Overdosing weakens the hat instead.
0.2 units per tick 25 Units N/a Decreases hat strength growth. 4
Furranium 1 part Crocin
1 part Moonsugar
2 parts Silver
1 part Saline-Glucose Solution
Min react temp: 350K
Explosion_temp: 700K
pH range: 8 to 10
Min explosive purity: 0.3
Extremely endothermic
The patient uncontrollably awoo's and nya's. With a high enough concentration, their tongue will shift into a fluffy one, making them "sweak wike dis owo!" 0.2 units per tick 25 Units N/a If the purity is high enough, the effects are permanent. 5
Nanite Bane 1 part Synthflesh
1 part Uranium
1 part Iron
1 part Saline-Glucose Solution
Min react temp: 500K
Explosion_temp: 700K
pH range: 6 to 6.25
Min explosive purity: 0.15
Very exothermic
A stablised EMP that is highly volatile, shocking small nano machines that will kill them off at a rapid rate in a patient's system. Removes nanites in someone's system, causes EMPs on anything it's sprayed on.
If overdosed, removes nanites faster, but scrambles their functions, which can cause zaps and other effects.
0.4 units per tick 15 Units N/a Impure and inverse chem: Electromagnetic crystals
Invert purity level: 0.25
9
Yamerol 1 part Perfluorodecalin
1 part Salbutamol
1 part Water
Min react temp: 300K
Explosion_temp: 800K
pH range: 6.8 to 7.2
Min explosive purity: 0.15
Extremely endothermic
For when you've trouble speaking or breathing, just yell YAMEROL!
Treats oxyloss, tongue and lung damage. Allows lungless patients to survive without lungs.
When brewing, should stay very close to pH 7 to not reduce the purity.
If overdosed, restores missing lungs and tongues. If purity is 1, cures Fluffy Tongue.
0.4 units per tick 35 Units N/a Impure and inverse chem: Yamer oh no 8.6
MKUltra 1 part Coco Powder
1 part Bluespace Dust
1 part Mindbreaker Toxin
1 part Psicodine
1 part Happiness
1 unit Blood (catalyst)
Min react temp: 780K
Explosion_temp: 840K
pH range: 12 to 13
Min explosive purity: 0.2
Special explosion: Yes
Extremely exothermic
A forbidden deep red mixture that overwhelms a foreign body with waves of pleasure, intoxicating them into servitude. When taken by the creator, it will enhance the draw of their voice to those affected by it.
Like Crocin and Camphor, don't use it on people that don't want to deal with it, or you can expect a talking-to later.
Overdosing mindbreaks the patient.
0.1 units per tick 100 Units N/a Impure chem: Love Potion 10
Synthetic-Derived Growth Factor 1.5 parts Stable Plasma
1.5 parts Clonexadone
1.5 parts Uranium
1.5 parts Synthflesh
Min react temp: 600K
Explosion_temp: 635K
pH range: 3 to 3.5
Min explosive purity: 0.2
Special explosion: Yes
Extremely endothermic
A rapidly diving mass of Embryonic stem cells. These cells are missing a nucleus and quickly replicate a host’s DNA before growing to form an almost perfect clone of the host. In some cases neural replication takes longer, though the underlying reason underneath has yet to be determined.
In layman's terms and mechanically, it creates a clone of someone that is then controlled by another player.
0.2 units per tick N/a N/a Impure chem: Synthetic-Derived Apoptosis Factor
Inverse chem: Synthetic-Derived Zombie Factor
7
Artificial Zeolites 1 part Potassium Iodide
1 part Oxygen
1 Aluminium
1 Silicon
Min react temp: 500K
Explosion_temp: 850K
pH range: 4.8 to 7
Min explosive purity: 0.5
Exothermic
Lab made Zeolite, used to clear radiation from people and items alike! Splashing just a small amount(5u) onto any item can clear away large amounts of contamination, as long as its purity is at least 0.7. Dependent on purity N/a N/a Besides lack of the decontamination effect, Chemical Isomers 8
Synthtissue 1 part Synthflesh
0.1 part Sugar
Min react temp: 305K
Explosion_temp: 1050K
pH range: 8.5 to 9.5
Special explosion: Yes
Neutral
Synthetic tissue used for grafting onto damaged organs during surgery, or for treating limb damage. Has a very tight growth window between 305-320, any higher and the temperature will cause the cells to die. Additionally, growth time is considerably long, so chemists are encouraged to leave beakers with said reaction ongoing, while they tend to their other duties. Exact effectiveness and unit colonies required for each kind of synthtissue can be found here. 0.025 units per tick N/a N/a The further it is from the pH range, the slower it grows. 7.6
Plushmium 5 parts Strange Reagent
3 parts Happiness
10 units Blood
5 units Laughter
6 units Bad Food
Min react temp: 400K
Explosion_temp: 800K
pH range: 2 to 5
Min explosive purity: 0.6
Special explosion: Yes
Endothermic
A strange chemical, seeming almost fluffy, if it were not for it being a liquid. Known to have a strange effect on plushies.
If sprayed on a normal plushie, transfers the mind of whoever hugs it into the plushie.
If sprayed on sentient plushies, heals them.
0.4 units per tick N/a N/a Chemical Isomers 5
Rectify Milk Found in organomegaly trauma hypospray kits. N/a A medicine used to treat organomegaly in a patient's breasts. In other words, turns things back to how they were at the start of the round. 0.25 units per tick N/a N/a N/a 7
Rectify Draft Found in organomegaly trauma hypospray kits. N/a A medicine used to treat organomegaly in a patient's penis. In other words, turns things back to how they were at the start of the round. 0.5 units per tick N/a N/a N/a 7
Synthetic-Derived Healing Factor See description N/a Leftover SDGF is transferred into the resulting clone, which quickly heals up the stresses from suddenly splitting. Restores blood, nutrition, and repaires brain and clone damage quickly. Only obtainable from using excess SDGF, and only enters the cloned body. 0.5 units per tick N/a N/a N/a 7

Impure reagents

You might've done an oopsie whoopsie, or you might've done it intentionally to potentially disastrous results. Regardless, the result has differed from the usual, resulting in one of the below...

Name Recipe Description Metabolism Rate pH
Chemical Isomers Make impure... Well, a lot of things, really. Isomers will cause metabolic stress upon the patient's liver. As their stress goes up, it deals liver, then toxin, then heart, then stamina and then finally the liver will begin to swell. Patients without livers will constantly take toxin damage. 0.4 units per tick 2
Modesty Milk Make impure Succubus Milk Does the opposite of Succubus Milk. 0.25 units per tick 7
Chastity Draft Make impure Incubus Draft Does the opposite of Incubus Draft. 0.5 units per tick 7
Electromagnetic crystals Make impure Nanite Bane Causes items upon the patient to sometimes short out, as well as causing a shock in the patient, if the residual charge between the crystals builds up to sufficient quantities. 0.25 units per tick 7
Yamer oh no Make impure Yamerol A dangerous, cloying toxin that stucks to a patient’s respiratory system, damaging their tongue, lungs and causing suffocation. 0.175 units per tick 8.6
Synthetic-Derived Apoptosis Factor Make impure SDGF. Impure synthetic-derived growth factor causes certain cells to undergo cell death, causing clone damage and damaging blood cells. 0.5 units per tick 3
Synthetic-Derived Zombie Factor Make inverse SDGF. A horribly perverse mass of Embryonic stem cells made real by the hands of a failed or malicious chemist. Emulates normal synthetic-derived growth factor, but produces a hostile zombie at the end of it. 0.04 units per tick

Toxins

The deadliest of deadly chemicals. You can get a bunch of these through the traitor uplink, but if you don't wanna waste telecrystals you can mix it. The human liver will quickly purge toxins under 3u from its system.

Name Recipe Damage dealt Description Metabolism Rate Overdose Threshold
Toxin Medbay Vendors, Emagged Chem Dispenser Toxin Will deal 1.5 toxin damage per tick. 0.4 units per tick N/A
Bad Food From eating poorly made food Toxin Will deal 0.5 toxin damage per tick. 0.1 units per tick N/A
Chloral Hydrate 3 parts Chlorine
1 part Ethanol
1 part Water
Stun, Toxin A powerful sedative which first confuses and makes you drowsy, and then after 10 cycles puts the victim to sleep. After 51 total cycles, it starts dealing ever increasing toxin damage, until death. (Results in 1 unit instead of 5) 0.6 units per tick N/A
Mindbreaker Toxin 1 part Charcoal
1 part Hydrogen
1 part Silicon
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
Impedrezene 1 part Mercury
1 part Oxygen
1 part Sugar
Brain A narcotic that impedes one's ability by slowing down the higher brain cell functions. 80% chance per tick to cause 2 brain damage and 50% to cause drowsiness. (Results in 2 units instead of 3) 0.4 units per tick N/A
Mute Toxin 2 parts Uranium
1 part Water
1 part Carbon
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 1 part Mute Toxin
1 part Nothing
1 part Radium
Gestures Makes the subject unable to gesticulate. 0.4 units per tick N/A
Bone Hurting Juice 3 parts Itching Powder
1 part Unstable Mutagen
1 part Milk
Stamina Damage and Delimbing Skeletons Does 15 stamina damage per tick. On overdose, it has a 4% chance of causing a spike of 200 stamina damage to a random limb, temporarily disabling it. If you're a skeleton or a plasmaman, it will deal 15 stamina and 0.5 brute damage per tick, and overdosing can cause a spike of 200 brute damage to a random limb, instead of stamina. 0.4 units per tick 50 Units
Mulligan Toxin 1 part Slime Mutation Toxin
1 Part Unstable Mutagen
Found in the Traitor Uplink.
Identity Randomizes the subject's appearance. Infinite N/A
Lexorin 1 part Plasma
1 part Hydrogen
1 part Oxygen
Suffocation Temporarily stops respiration and causes 5 oxyloss damage per tick. Even small doses are fatal, and will cause people to pass out quickly. 0.4 units per tick N/A
Initropidril Poison Kit, Bioterror Spray Cardiac Arrest Each cycle deals 2.5 toxin damage, with 25% chance to cause one of the following: 6 second stun, 5-25 oxyloss damage, or cardiac arrest. Combat the latter with electric shocks from grilles and doors in a pinch, or a defib if available. 0.2 units per tick N/A
Tirizene Traitor Sleepypen, Emagged Soda Dispenser/Borg Hypo, Poison/Death Berries Stamina Damage Deals 13 stamina damage per tick, which constantly lowers. Usually harmless. 0.4 units per tick N/A
Tiring Solution Peacekeeper Cyborgs Stamina Damage Deals 10 stamina damage per tick, slowing you down. Won't go higher than 50 stamina damage. 0.6 units per tick N/A
Polonium Poison Kit, Bioterror Spray Radiation Cause significant Radiation damage over time. It's metabolized very slowly. 0.05 units per tick N/A
Pancuronium Poison Kit, Emagged Medibot Stun and Suffocation After 10 cycles stuns you with no warning. Randomly causes loss of breath, which can choke you to death. 0.1 units per tick N/A
Sodium Thiopental Emagged Borg Hypo, Poison Kit, Bioterror Spray/Syringe/Dart, Emagged Medibot Knockout and Stamina Knocks you out after 10 cycles, and deals 10 stamina damage per tick. Similar to Chloral Hydrate but longer lasting and can't kill you. 0.3 units per tick N/A
Sulfonal 1 part Acetone
1 part Diethylamine
1 part Sulfur
Knockout and Toxin 0.5 toxin damage every cycle and knocks you out after 22 cycles. Metabolized very slowly. 0.05 units per tick N/A
Amanitin Destroying Angel Delayed Toxin Damage On the last second it is in you, it hits you with a large stack of toxin damage based on how long it was in your system. Larger doses means a longer waiting period but more damage. Deals 3 toxin damage per cycle it was in you. 0.2 units per tick N/A
Amatoxin Fly Amanita Toxin Damage Deals 2.5 toxin damage per tick. 0.4 units per tick N/A
Unstable Mutagen 1 part Chlorine
1 part Phosphorus
1 part Radium
Mutations Causes mutations when injected into/consumed by living people or plants. In people the mutation happens instantly moment you take the chem, and not from metabolization. The chance for a bad mutation is 98%, and good mutation 2%. Causes radiation. High doses are lethal to your liver. Also useful for Virology. The botanist wants this in liquid form. 0.4 units per tick N/A
Lipolicide 1 part Ephedrine
1 part Diethylamine
1 part Mercury
Weight Loss Drains nutrition. Useful for weight loss. Will deal toxin damage if you are starving. 0.2 units per tick N/A
Coniine Death Berries, Bioterror Spray/Syringe Toxin and breath loss 1.75 toxin damage and 5 seconds of loss of breath per tick. EXTREMELY slow metabolization, but fast acting. Comparable to Lexorin. 0.024 units per tick N/A
Curare Poison Kit Paralyzation, Oxygen, and Toxin Paralyzes you after 11 cycles, while dealing 1 oxyloss and 1 toxic damage. Metabolizes slowly; very lethal. 0.05 units per tick N/A
Histamine Omega Weed, Poison Kit, Formaldehyde, Venom, Itching Powder Brute, toxin, oxyloss and eyesight Has a small chance each tick to cause 2 Brute damage or blur vision. If overdosed it will also deal 2 Brute, Toxin and Oxyloss damage each tick. 0.1 units per tick 30 Units
Formaldehyde 1 part Ethanol
1 part Oxygen
1 part Silver
Temperature 420K
Toxin Causes a 1 Toxin damage per tick. Has a 5% chance to turn into 5 to 15 units of Histamine. 0.2 units per tick N/A
Venom Poison Kit, Bioterror Spray, Giant Spider bites Brute, toxin Each cycle will deal 0.2 Toxin and 0.3 Brute damage per volume of venom in the body. Has a 15% chance to turn into 5 to 10 units of Histamine. 0.1 units per tick N/A
Fentanyl 1 part Space Drugs
Temperature 674K
Toxin, brain Will deal 1 toxin and 3 brain damage, up to 60 points of toxin damage and 150 points of brain damage (brains have 200 points of health). If the drug is not removed before 18 cycles it will knock the user unconscious. 0.2 units per tick N/A
Cyanide 1 part Oil
1 part Ammonia
1 part Oxygen
Temperature 380K
Toxin, oxyloss Deals random amounts of toxin damage while slowly suffocating or stunning its target. Metabolizes slowly. 0.05 units per tick N/A
Carpotoxin Space Carp, Koi Beans, Emagged Chem Dispenser Toxin Deals 2 toxin damage per tick. No special effects, but can be used to make Rezadone and imitation carpmeat. 0.4 units per tick N/A
Zombie Powder 5 parts Morphine
5 parts Carpotoxin
5 parts Copper
Fake death, stun Instantlyknocks people out, and makes them appear dead to the most rudimentary of tests. Deals 0.5 suffocation and toxin damage per tick. (Results in 2 units instead of 15) 0.4 units per tick N/A
Ghoul Powder 1 part Epinephrine
1 part Zombie Powder
Fake death Slows metabolism to a death-like state, while keeping the patient fully aware and mobile. Deals 1 suffocation and 0.8 toxin damage per tick. 0.4 units per tick N/A
Itching Powder 1 part Charcoal
1 part Ammonia
1 part Welding Fuel
Brute, annoyance Will cause annoying effects, as well as a chance that the subject will scratch themselves dealing 0.2 Brute damage. Unlike other chems, itching powder will enter your bloodstream from touch, such as from getting splashed with it. Has a 3% chance to transform into 1 to 3 units of Histamine. 0.2 units per tick N/A
Mint Toxin Mints, Emagged Chem Dispenser, Mushroom Shavings (Lavaland) Conditional death Instantly gibs fat people when ingested. 0.4 units per tick N/A
Slime Jelly Grinding an unused slime extract
Or combining Slime Blood with Toxin.
Toxin The base reagent for slime based chemicals. Grinding slime extracts yields 20u slime jelly per use left. 40% chance to heal 5 Brute damage each tick, but also has a 10% chance to deal a burst of 20-60 toxin damage. 0.4 units per tick N/A
Frost Oil Blue Slimes or from grinding Ice Pepper Burn A special oil that noticably chills the body. Extracted from ice peppers or slimes. Will cool you faster the longer it has been in the body, up to maximum strength after 35 cycles. Changeling cryo sting injects this. Creates slippery ice tiles if spilled on floor for about 1 second per unit, depending on pressure and temperature. Spilling also reduces area temperature by 5K per unit. Hurts slimes and slimepeople. 0.4 units per tick N/A
Heparin 1 part Formaldehyde
1 Part Sodium
1 Part Chlorine
1 Part Lithium
Brute, Bleeding Causes bleeding constantly while in the system of the victim. Deals 1 brute and drains more than 1 percentage point of blood volume per tick. 0.08 units per tick N/A
Teslium 1 Part Black Powder
1 Part Silver
1 Part Stable Plasma
Temperature 400K
Random Shocks Randomly shocks the victim every 5-30 seconds while it is in their system, ignoring any protection cause 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 N/A
Rotatium 1 Part Teslium
1 Part Mindbreaker Toxin
1 Part Fentanyl
Toxin After 20 cycles, causes the victim's screen to display a rocking motion. Deals 0.5 toxin damage per tick. 0.24 units per tick N/A
Skewium 2 Parts Rotatium
2 Parts Plasma
1 Part Sulphuric Acid
Toxin After 5 cycles, causes heavy skewing of the victim's screen, swinging fucking everywhere, zooming in and out, spinning, inverting, and generally making you want to throw up. Deals 0.25 toxin damage per tick. If you are wanting to fight someone, inject them with this and they will practically be unable to fight. 0.32 units per tick N/A
Spewium Poison Kit 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 chance to eject an organ each tick if overdosing. Requires very high doses. 0.4 units per tick 29 Units
Anacea 1 Part Haloperidol
1 Part Impedrezene
1 Part Radium
Toxin and Purges Medicines Metabolizes very slowly and purges 5u medicines from the victim while dealing 0.15 toxin damage per tick. If the victim also has Pentetic Acid or Calomel, the purging is slowed down to 0.5u per tick. 0.032 units per tick N/A
Fluorosulfuric Acid 1 part Fluorine
1 part Hydrogen
1 part Potassium
1 part Sulphuric Acid
Temperature 380K
Corrosion A highly caustic and dangerous substance. Slowly melts equipment and clothes it touches. Instantly deals brute damage if ingested or splashed on people. Deals 2 toxin and constantly increasing burn damage if ingested. 0.4 units per tick N/A
Weed Killer 1 part Toxin
4 parts Ammonia
Toxin Kills weeds and causes 1 toxin damage per tick to humans. 0.4 units per tick N/A
Pest Killer 1 part Toxin
4 parts Ethanol
Toxin Kills pests in hydroponics trays. Causes 1 toxin damage to humans and 4 toxin damage to fly people, each tick. 0.4 units per tick. N/A
Plant-B-Gone 1 part Toxin
4 parts Water
Toxin A potent herbicide which is useful to replace the limited supply the botanist starts with. Causes 1 toxin damage to humans and 2 toxin damage to pod people, each tick. 0.4 units per tick N/A
Pax 1 part Mindbreaker Toxin
1 part Synaptizine
1 part Water
Special Suppresses violence by preventing the victim from using harm intent, certain harmful weapons and only letting them use passive grabs. Non-harmful weapons such as disablers still work. 0.1 units per tick N/A
Synthpax Peacekeeper Cyborgs Special Same as Pax but metabolises much faster. Can only be used by Peacekeeper Cyborgs. 0.6 units per tick N/A
Dizzying Solution Peacekeeper Cyborgs Special Makes the target dizzyand confused. Can only be used by Peacekeeper Cyborgs. 0.6 units per tick N/A
Tranquility Gondola Meat Special Induces a virus that creates Pax within the victims body and slowly turns the victim into a Gondola. 0.4 units per tick N/A
Liquid Electricity Ethereal blood, certain foods Special Periodically electrocutes any non-Ethereals that have this in their system. 0.4 units per tick N/A

Lavaland Chemicals

Found primarily in Lavaland flora.

Name Found in Type Description Metabolism Rate
Entropic Polypnium Mushroom Cap (Inocybe), from tall mushrooms Poison 20% chance each tick to do Stamina, Brain, Toxin, Oxygen, and a bit of Eye Damage. Also knocks you unconcious after 10 cycles. 0.4 units per tick
Tinea Luxor Mushroom Stem (Embershroom) Other Makes the consumer glow. 0.4 units per tick
Vitrium Froth Cactus Fruit (Fruiting Cactus), Mushroom Leaf (Porcini) Medicine 80% chance to heal 1 burn and 1 brute damage each tick. 0.4 units per tick
Hollow Water Plumbing Geysers Other An ubiquitous chemical substance that is composed of hydrogen and oxygen, but it looks kinda hollow. Can be combined with Holy Water to make it into more Holy Water. 0.4 units per tick
Wittel Plumbing Geysers Other An extremely rare metallic-white substance only found on demon-class planets. 0.4 units per tick
Protozine Plumbing Geysers Medicine A less environmentally friendly and somewhat weaker variant of omnizine. 0.1 units per tick

Under the hood

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

  • Ingest and inject both almost always do the exact same thing. The reagent simply enters the target's bloodstream. Used by pills, syringes, cigarettes, e-cigarettes, inhaling smoke and drinking the reagent directly.
  • Vapor is used by (ranged) spray bottles and foam. A portion of the reagents will enter the bloodstream of the target, but clothes will protect from some/most/all of it depending on clothing. Any hardsuit typically makes the target completely immune to getting it into their bloodstream, if the helmet is closed. But if the reagent has a "vapor" based component, that component will still affect the target, like Fluorosulfuric Acid. See more about foam below, with examples.
  • Touch is used by smoke and splashing. If the reagent has a "touch" based component, that component will affect the target (such as the instant heal part of Styptic Powder), without being blocked by clothing. Nothing at all will enter the target's bloodstream, with the exception of smoke if the target has no internals on. Currently all "touch" components are also "patch" components. See more on smoke below, with examples.
  • Patch is used by patches and medical sprays. 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.

When a reagent enters a bloodstream, it will then "tick" about every 2 seconds, depending on server lag. Each tick or "cycle" will cause the chemical to apply its effects, while removing the amount described under the metabolism-columns on this guide.

Smoke vs foam vs others

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

  • Pills: Can be instantly ingested if used on yourself. It doesn't work if mouth is covered. Plasmamen will have trouble taking these. If the pH of the pill is too high, it will damage the tongue of the patient. Holds up to 50u.
  • Syringes: Can be injected into people with their mouths covered, either by hand or with a syringe gun. It doesn't work on players wearing hardsuits, or on people with pierce-immune skin (like Golems or Plasmamen), unless you use a piercing syringe or manage to aim for an exposed part of their body. Holds between 10-60u, depending on syringe. Common syringes hold 15u.
  • Patches: Will apply all reagents into a person's bloodstream through any clothing, including hardsuits. Also apply touch/patch based effects. Example: A patch of 20u Styptic Powder will instantly heal 20 brute (touch component), and also enter the target's bloodstream for a long heal over time. Usable by plasmamen. Can hold up to 40u.
  • Cigarettes: Can be dipped in reagents to be filled. If smoking/vaping, you will slowly ingest whatever reagents the cigarette/cigar/e-cig contains. Though, if the reagents are too diluted, they may not build up in your bloodstream fast enough to have any effect at all. E-cigarettes can be trimmed with a screwdriver and multitool to also create smoke.
  • Smoke: When a smoke reaction occurs, the smoke will consume any other reagent in its original containers, and spread that reagent to flooring and people/mobs who enter its area of effect. People who enter the smoke will be touched by the reagents. If they do not have internals on, they will also ingest the reagents. The amount of smoke does not dilute the reagents. The reagents will be copied to every individual or tile (not walls, windows or doors) over the cloud's duration. Reagents that are special coded to affect floor/environment (such as blood, acid or Space Cleaner) will do so. Smoke will usually block sight.

Smoke example 1: Smoke containing 20u Styptic Powder. Everyone caught in the cloud, including people wearing hardsuits, will slowly heal 20 brute (and scream in pain), if they stay in the smoke for its full duration (otherwise they will heal partially). Those who are not wearing internals will also ingest 20u of the medicine, making it enter their bloodstream and start healing them over time. But since this particular medicine will deal toxin damage if not applied via touch/patch, those who inhale it will also start taking toxin damage.

Smoke example 2: Smoke containing 20u Chlorine Trifluoride(CLF3). CLF3 has a touch(and vapor) component, so everyone caught in the cloud, including people wearing hardsuits and internals, will catch on fire. It will also deal burn damage to the environment, since CLF3 is coded to do so. Those who are not wearing internals will also ingest 20u of the CLF3 and thus, start heating up from the inside, effectively burning from both in and out at the same time.

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

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

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

  • Splashing: Throwing a beaker, or using a beaker on anything with harm intent, will splash its contents. The longer throw distance, the more the splash will spread out. A grenade will splash its content unless it also contains smoke or foam. Splashing only does touch delivery. This means most chemicals will do absolutely nothing when splashed. Reagents that have special properties to affect environment, such as Water, will do so where splashed (creates slippery tile). Reagents that have a touch component will apply that component only. Example: If you throw a beaker of 80u Synthflesh at someone, you will instantly heal them for 100 brute and burn, since Synthflesh is touch/patch based. It doesn't matter if the target uses hardsuit or internals in this case. Another example: If you throw a beaker of 100u Silver Sulfadiazine at someone, you will instantly heal them 100 burn. But none of the medicine will enter the bloodstream, so there won't be a heal over time. This means throwing a beaker of poison at someone will do nothing at all. Splashing can apply chemicals such as Thermite to walls.
  • Spraying: Spraying reagents will apply them to environments (if they have any such effect), and will enter hit people's bloodstreams through the vapor delivery. This means clothing will protect from some/most/all of the reagents, depending on what they are wearing. Using a hardsuit with helmet on makes them immune to getting the reagent into their bloodstream. Reagents such as acid, CLF3, or Space Cleaner will still cause their special effects when sprayed on people/environments, but will not enter the bloodstream if the target is wearing too heavy clothing.

A final note: Many mobs are "simplemobs" which means they don't have a bloodstream and can thus not be poisoned/sedated. Monkeys and most playable humanoids are the exceptions to this.

Beyond the Dispenser

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