Guide to chemistry

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

Machinery

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

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


Chem Dispenser Chemistry Dispensers

Chem dispensers produce different chemicals depending on the manipulator installed.

Roundstart chem dispensers come with T3 chemicals and can be upgraded to unlock special properties.

Certain space and lavaland ruins also come with their own, special dispensers.

Available chemicals:

Click expand to see what chemicals are available:

Normal:

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

Emagged:

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

Upgradeable parts:

Click expand to see upgrades:

  • Better matter bins: greater power efficiency per unit dispensed.
  • Better capacitor: faster recharging speed.
  • Better power cell: larger maximum power capacity.
  • Better manipulator: 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.
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 (such as Meth) you can just set it to a very high temperature to avoid this.
Upgrading the laser will increase the heating/cooling speed.

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, pills/patches are 50u max.
Pill bottles can be loaded to directly dispense pills/patches into them.


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.

Upgradeable parts:

Click expand to see upgrades:

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

Lcass Machinery

More advanced machines used in the production of advanced Lcass Chemicals.

CentrifugeCentrifuge

Mixes any chemicals placed inside with a beaker for 10sec.
Only used for Lcass chemicals.
Can be found in the Chemistry Lab and in the Science Toxins Mixing Lab.

PressurizerPressurizer

Pressurizes chemicals placed inside with a beaker in increments of 5Pa, from 0 to 100Pa.
Only used for Lcass chemicals.
Can be found in the Chemistry Lab and in the Science Toxins Mixing Lab.

Bluespace RecombobulatorBluespace Recombobulator

Uses Bluespace Crystals to check for bluespace activity in the chemicals placed inside.
Only used for Lcass chemicals. Requires a Bluespace Crystal to be placed inside to function.
Can only be found in the Science Toxins Mixing Lab.

Radioactive Molecular Reassembler Radioactive Molecular Reassembler

Uses Uranium to Irradiate the chemicals placed inside.
Only used for Lcass chemicals. Requires at least 1 sheet of Uranium to be placed inside to function.
Can only be found in the Science Toxins Mixing Lab.


Chemical Macros

You can save recipes in the chem dispenser to instantly dispense a certain combination of chemicals at the touch of a button at the remaining cost of dispenser power.

Recipes are tied to a specific Chem Dispenser, and anyone using that dispenser will be able to see, use and erase recipes in it. You also cannot remove individual recipes, as the dispenser only allows you to add recipes and erase all recipes saved.

You can give your recipe any name, and you enter the ingredients in the format <ingredient_id>=<amount>, separated by semicolons. For example:

oxygen=20;nitrogen=15;carbon=10

water=100

sulfur=10;ethanol=50

If your recipe doesn't appear in the chem dispenser menu, then you've most likely entered it incorrectly, so try again.

Reagent List

Click expand to see the list:

"Dispenser Reagents"
Name Ingredient ID
Welding Fuel welding_fuel
Stable Plasma stable_plasma
Carbon Dioxide co2
Oxygen oxygen
Hydrogen hydrogen
Nitrogen nitrogen
Chlorine chlorine
Fluorine fluorine
Mercury mercury
Sulfur sulfur
Sulphuric acid sacid
Silicon silicon
Iodine iodine
Ethanol ethanol
Bromine bromine
Radium radium
Lithium lithium
Phosphorus phosphorus
Sodium sodium
Sugar sugar
Silver silver
Iron iron
Copper copper
Aluminum aluminum
Space Drugs space_drugs
Morphine morphine
Miner's Salve mine_salve
Toxin toxin
Carpotoxin carpotoxin

This is just a few examples of the reagents name you need to place for the macro to work. If there is a chemical you wish to use not in the list, the github [[1]] has every chemical ID.

Useful Player Submitted Macros

Click expand to see the list:

  • Oil (3u): welding_fuel=1;carbon=1;hydrogen=1
  • Phenol(9u): welding_fuel=1;carbon=1;hydrogen=1;water=3;chlorine=3
  • Acetone (9u): welding_fuel=4;carbon=1;hydrogen=1;oxygen=3
  • Saltpetre (30u): potassium=10;nitrogen=10;oxygen=30
  • Unstable Mutagen (90u): chlorine=30;phosphorus=30;radium=30
  • Silver Sulfadiazine (90u): hydrogen=18;nitrogen=6;silver=18;sulfur=18;oxygen=18;chlorine=18
  • Styptic Powder (100u): aluminium=25;hydrogen=25;oxygen=25;sacid=25
  • Saline Glucose (90u): sodium=10;chlorine=10;water=40;sugar=30
  • Tricordrazine(90u): nitrogen=10;silicon=25;potassium=10;carbon=25;oxygen=10;sugar=10
  • Cryoxadone (90u): chlorine=10;phosphorus=10;radium=10;welding_fuel=14;carbon=4;hydrogen=4;oxygen=10;stable_plasma=30
  • Clonexadone (add 5u of plasma): chlorine=5;phosphorus=5;radium=5;welding_fuel=7;carbon=2;hydrogen=2;oxygen=5;stable_plasma=15;sodium=45
  • Mannitol(99u): hydrogen=33;water=33;sugar=33
  • Salicylic Acid(45u): welding_fuel=1;carbon=10;hydrogen=1;water=3;chlorine=3;sodium=9;oxygen=9;sacid=9
  • Oxandrolone (54u): welding_fuel=1;carbon=28;hydrogen=10;water=3;chlorine=3;oxygen=9
  • Perfluorodecalin (heat to 370): hydrogen=4;fluorine=3;welding_fuel=1;carbon=1
  • Atropine(45u): sacid=9;welding_fuel=5;carbon=2;hydrogen=8;oxygen=3;water=3;chlorine=3;ethanol=15;nitrogen=2
  • Mutadone (90u): chlorine=10;phosphorus=10;radium=10;welding_fuel=14;carbon=4;hydrogen=4;oxygen=10;bromine=30


  • Ephedrine(24u): hydrogen=11;nitrogen=1;ethanol=3;sugar=6;welding_fuel=2;carbon=2
  • Epinephrine (54u): welding_fuel=5;carbon=2;hydrogen=17;water=3;oxygen=12;chlorine=12;nitrogen=2;ethanol=6
  • Diphenhydramine (24u): welding_fuel=2;carbon=8;hydrogen=5;bromine=6;nitrogen=1;ethanol=9
  • Synaptizine(30u): sugar=10;lithium=10;water=10
  • Spaceacillin(60u): welding_fuel=5;carbon=2;hydrogen=17;water=3;oxygen=22;chlorine=12;nitrogen=2;ethanol=6;potassium=10;sugar=10
  • Haloperidol(45u): welding_fuel=3;carbon=3;hydrogen=3;potassium=5;iodine=5;aluminium=9;fluorine=9;chlorine=9
  • Pentetic acid(54u): stable_plasma=1;radium=1;phosphorus=1;welding_fuel=4;carbon=4;hydrogen=16;nitrogen=4;oxygen=14;oxygen=12;ethanol=12;silver=12;oxygen=10;oxygen=12;hydrogen=36;nitrogen=12;sodium=36;chlorine=36;welding_fuel=36
  • Methamphetamine(Heat to 374): hydrogen=35;nitrogen=1;ethanol=3;sugar=6;welding_fuel=2;carbon=2;iodine=24;phosphorus=24
  • Space Drugs (30u): lithium=10;mercury=10;sugar=10
  • Napalm(9u): welding_fuel=4;carbon=1;hydrogen=1;ethanol=3
  • Space Cleaner (18u): nitrogen=3;hydrogen=9;water=9
  • Space Lube (12u): oxygen=3;silicon=3;water=3
  • Chloral Hydrate(20u): chlorine=60;ethanol=20;water=20
  • Sulfonal(27u): welding_fuel=4;carbon=1;hydrogen=7;oxygen=3;nitrogen=2;ethanol=6;sulfur=9
  • Lipolicide (36u): hydrogen=17;nitrogen=3;ethanol=9;sugar=6;welding_fuel=2;carbon=2;mercury=12
  • Formaldehyde(9u, heat to 420): ethanol=3;oxygen=3;silver=3
  • Neurotoxin(30u, heat to 674): lithium=10;mercury=10;sugar=10
  • Cyanide (9u): welding_fuel=1;carbon=1;hydrogen=4;nitrogen=1;oxygen=3
  • Heparin (60u, heat to 420): ethanol=5;oxygen=5;silver=5;sodium=15;chlorine=15;lithium=15
  • Antihol + Inacusiate + Oculine Step 01/02: sodium=5;chlorine=5;water=5;welding_fuel=5;carbon=5;hydrogen=5
  • Antihol + Inacusiate + Oculine Step 02/02: carbon=20;ethanol=10;copper=10;water=10;hydrogen=10 //then heat the mix
  • Fluorosulfuric Acid (100u): fluorine=25;hydrogen=25;potassium=25;sacid=25 //then heat the mix


Active Pure Chemicals

A.K.A. what happens when you eat these. Chemicals unmentioned don't have any effect.

  • Chlorine: Causes minor physical damage to various body parts.
  • Ethanol: A decent alcoholic "beverage", with a booze power of 65. Increases success rate of surgery and flammability when applied externally.
  • Fluorine: Causes minor toxin damage.
  • Lithium: Causes twitching, drooling, moaning and not being able to walk straight.
  • Mercury: Causes brain damage, twitching, drooling, moaning and not being able to walk straight.
  • Radium: Causes irradiation.
  • Sugar: Gives nutrition.
  • Sulphuric Acid: Causes minor toxin damage and instant brute damage to one body part when ingested. Destroys head-wear and causes burn damage when sprayed on someone.
  • Plasma: Causes major toxin damage.
  • Uranium: Causes slight irradiation.

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 Formula Description
Ash 1 part Oil
Temperature 480K
Ingredient in Lye, Charcoal and Plastic Sheets.
Ash (Alternate Recipe) Light a piece of paper on fire, and scoop up the resulting ashes with a beaker. Ingredient in Lye, Charcoal and Plastic Sheets.
Oil 1 part Welding Fuel
1 part Carbon
1 part Hydrogen
Burns in a small smoky fire. Can be heated into Ash. Also ingredient in Phenol, Acetone, Perfluorodecalin, Ephedrine, Diphenhydramine, Miner's Salve, Haloperidol, Napalm, Plastic Sheets, Spray Tan and Cyanide.
Oil (Alternate Recipe) Scoop up oil from destroyed cyborgs or robots off the ground with a beaker. Burns in a small smoky fire. Can be heated into Ash. Also ingredient in Phenol, Acetone, Perfluorodecalin, Ephedrine, Diphenhydramine, Miner's Salve, Haloperidol, Napalm, Plastic Sheets, Spray Tan and Cyanide.
Acetone 1 part Oil
1 part Welding Fuel
1 part Oxygen
Ingredient in Cryoxadone, Atropine, Mutadone, Epinephrine, Smart Foaming Agent, Sulfonal and Modafinil.
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.
Phenol 1 part Oil
1 part Chlorine
1 part Water
Ingredient in Salicyclic Acid, Oxandrolone, Atropine, Epinephrine, Corazone and Modafinil.
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)
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)
Lye 1 part Sodium
1 part Hydrogen
1 part Oxygen
Ingredient in Soap.
Lye (Alternate Recipe) 1 part Ash
1 part Water
1 part Carbon
Ingredient in Soap. (Results in 2 units instead of 3)

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.

Name Recipe Treatment for Description Metabolism Rate Overdose Threshold
Silver Sulfadiazine 1 part Ammonia
1 part Silver
1 part Sulfur
1 part Oxygen
1 part Chlorine
Burn On touch, instantly heals burn damage, then heals over time while it stays in the system. Basic anti-burn healing drug.
On ingestion, deals minor toxin damage.
0.4 units per tick N/A
Styptic Powder 1 part Aluminium
1 part Hydrogen
1 part Oxygen
1 part Sulphuric Acid
Brute On touch, instantly heals brute damage, then heals over time while it stays in the system. Basic anti-brute healing drug.
On ingestion, deals minor toxin damage.
0.4 units per tick N/A
Saline-Glucose Solution 1 part Sodium Chloride
1 part Water
1 part Sugar
Brute, burn Has a 33% chance per metabolism cycle to heal brute and burn damage. Can be used as a 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 salt or sugar each metabolism cycle. 0.2 units per tick 60u
Synthflesh 1 part Styptic Powder
1 part Blood
1 part Carbon
Brute, burn Instantly heals 1 brute and burn damage per unit of the chemical applied. Can be used to prepare corpses for defibrillation (under 180 brute and burn).
Touch and smoke application only. Does nothing while inside a mob's bloodstream.
0.4 units per tick N/A
Charcoal 1 part Sodium Chloride
1 part Ash
Temperature 480K
Toxin Heals toxin damage at a rate of 2 per tick, will also slowly remove any other chemicals. Ash usually stays hot enough to heat this reaction. 0.2 units per tick N/A
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
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
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
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
Tricordrazine 1 part Kelotane
1 part Bicaridine
1 part Anti-Toxin
Brute/Burn/Toxin Heals 1 of each damage type per tick. If overdosed deals 2 damage of every type per tick. 0.4 units per tick 30u
Regenerative Jelly 1 part Tricordrazine
1 part Slime Jelly
All types An improved variation of Tricordrazine that heals 50% faster without the risk of overdose or damaging jellypeople. 0.4 units per tick N/A
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 very swiftly (except clone damage, which is healed very slowly), but only when in a very cold environment. Is more effective in colder environments. 0.4 units per tick N/A
Pyroxadone 1 part Cryoxadone
1 part Slime Jelly
All types Inverse Cryoxadone that heals faster the hotter the patient is. Bonus if they're on fire! 0.4 units per tick N/A
Clonexadone 1 part Cryoxadone
1 part Sodium
5 units Plasma (catalyst)
Clone Quickly heals clone damage, but only when in a cold environment. 0.6 units per tick N/A
Mannitol 1 part Hydrogen
1 part Water
1 part Sugar
Brain Quickly heals brain damage - best used in cryo alongside Cryoxadone, but will still heal if taken via other means. 0.4 units per tick N/A

Superior Healing Medicines

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

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

Name Recipe Treatment for Description Metabolism Rate Overdose Threshold
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 units. If you have less than 50 brute damage, heals 0.5 units. Overdosing will deal more brute damage. 0.2 units per tick 25 Units
Oxandrolone 3 parts Carbon
1 part Phenol
1 part Hydrogen
1 part Oxygen
Burn If you have more than 50 burn damage, heals 4 units. If you have less than 50 burn damage, heals 0.5 units. Overdosing will deal more burn damage. 0.2 units per tick 25 Units
Omnizine Grown from Ambrosia Deus or found in heated Donk Pockets Brute, burn, toxin and suffocation Heals 0.5 of each damage type per tick. If overdosed it will deal 1.5 damage of each damage type per tick. 0.1 units per tick 30 Units
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
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
Pentetic Acid 1 part Cyanide
1 part Formaldehyde
1 part Ammonia
1 part Welding Fuel
1 part Sodium
1 part Chlorine
Radiation, toxin Reduces massive amounts of radiation and toxin damage while purging other chemicals from the body. 0.2 units per tick N/A
Perfluorodecalin 1 part Oil
1 part Fluorine
1 part Hydrogen
Temperature 370K
Suffocation Heals suffocation damage so quickly that you could have a spacewalk, but it mutes your voice. Has a 33% chance of healing brute and burn damage per cycle as well. 0.1 units per tick N/A
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. Good for quickly getting critical patients back on their feet.
If overdosed it will deal toxin damage.
0.1 units per tick 35 Units
Calomel 1 part Mercury
1 part Chlorine
Temperature 374K
Purge Quickly purges the body of all chemicals. If your health is above 20, large amounts of toxin damage is dealt. 0.2 units per tick N/A
Mutadone 1 part Acetone
1 part Unstable Mutagen
1 part Bromine
Genetic Heals your genetic mutations. Hulks hate it! 0.4 units per tick N/A

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
Potassium Iodide 1 part Potassium
1 part Iodine
Radiation Reduces low radiation damage very effectively. 0.8 units per tick N/A N/A
Ephedrine 1 part Diethylamine
1 part Oil
1 part Hydrogen
1 part Sugar
Stun Reduces stun times, increases run speed, and stabilizes crit.
If overdosed it will deal toxin and oxyloss damage.
0.2 units per tick 45 Units 30 Units
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
Oculine 1 part Charcoal
1 part Carbon
1 part Hydrogen
Eye Quickly heals eye damage and reverts blindness. 0.1 units per tick N/A N/A
Inacusiate 1 part Charcoal
1 part Carbon
1 part Water
Ear Instantly removes all ear damage. (Results in 2 units instead of 3) 0.4 units per tick N/A N/A
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 going over 35. If the patient is in crit, slowly heals toxins, brute, and burn. 20% chance each tick to reduce knockout/stun effects, minor stamina regeneration buff.
Worse than Atropine at saving critical patients, but better for mid combat use. If overdosed will deal toxin and stamina damage, and cause suffocation.
0.1 units per tick 30 Units N/A
Antihol 1 part Charcoal
1 part Copper
1 part Ethanol
Alcohol Helps remove Alcohol from someone's body, as well as eliminating its side effects. 0.4 units per tick N/A N/A
Stimulants Traitor Adrenals or Stimpack Stun Increases run speed and eliminates stuns, can heal minor damage.
If overdosed it will deal toxin damage and stun.
0.2 units per tick 60 Units N/A
Insulin Found in NanoMed Plus Sugar Dependency Increases sugar depletion. 0.2 units per tick N/A N/A
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! If the corpse has suffered more than 100 brute or burn damage it will fail, however.
If used on a living person it will deal Brute and Burn damage.
0.4 units per tick N/A N/A
Life 1 part Strange Reagent
1 part Synthflesh
1 part Blood
Temperature 375K
Life Can create a life form, however it's not guaranteed to be friendly. May want to have Security on hot standby. (Results in 1 unit instead of 3) N/A N/A N/A
Synaptizine 1 part Sugar
1 part Lithium
1 part Water
Hallucination Decrease Helps Hallucinations go away much faster, and helps you recover from stuns faster. Also Purges Mindbreaker Toxin very quickly. Mildly toxic. 0.4 units per tick N/A N/A
Rezadone 1 part Carpotoxin
1 part Cryptobiolin
1 part Copper
Cellular Damage Healing Instantly heals all cellular damage, while healing brute and burn damage over time. If overdosed deals toxin damage. Very good for treating genetic damage on the spot. 0.4 units per tick 30 Units N/A
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
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 over time, but prevents you from telling how injured you are. Causes stomach cramps if not applied via touch/patch. 0.16 units per tick N/A N/A
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. However also causes drowsiness and stamina damage. 0.16 units per tick N/A N/A
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
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
Energized Jelly 1 part Teslium
1 part Slime Jelly
Stun An anti-stun chemical for jellypeople that also speeds up Luminescents' cooldowns. Non-jelly lifeforms will just get shocked. 0.4 units per tick N/A N/A

Noncraftable Medicines

These healing drugs are used in sleepers and medibots, 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. 0.4 units per tick 30u N/A

Narcotics

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

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

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

Name Recipe Description Metabolism Rate Overdose Threshold Addiction Threshold
Nicotine Grown in tobacco or found in cigarettes. Slightly reduces stun times. 0.2 units per tick N/A 30 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 significant Brain and Toxin damage.
If addicted to it will begin to deal fatal amounts of Brute damage as the addict's skin falls off until they transform into a non-infectious 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 about 200%.
If overdosed or addicted, it will deal significant Toxin, Brute and Brain damage.
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 about 300% and allows the user to quickly recover stamina while dealing a small amount of Brain damage.
If overdosed the subject will move randomly, laugh randomly, drop items and suffer from Toxin and Brain damage.
If addicted the subject will constantly jitter and drool, before becoming dizzy and losing motor control and eventually suffer heavy toxin damage.
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.
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 impervious to stuns and grants a stamina regeneration buff, however the subject will suffer Brain damage, constant hallucinations and will lose some motor control.
If overdosed the subject will lose even more motor control, drool, and drop items in their hand.
If addicted the subject will suffer very severe Brain damage, severe hallucinations, complete loss of motor control and eventually fatal amounts of Toxin damage.
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 regenerate stamina at an incredible rate, however the drug typically causes the subject to suffocate to death. 0.2 units per tick N/A N/A
Modafinil 1 part Acetone
1 part Diethylamine
1 part Phenol
1 part Ammonia
1 part Sulphuric acid
1 unit Bromine (catalyst)
Slowly-metabolizing compound. Heals dizziness, drowsiness, sleep and heats you up if frozen, similarly to Coffee Latte. If overdosed causes jitteriness, stuttering, rapid oxygen damage and eventually puts you to a lethal sleep.
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 a number of effects such as loss of balance and visual artefacts. 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 fall asleep if it's in your system for 24 cycles.


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 toxin damage. 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

Pyrotechnics

The manipulation of fire and matter.

Name Recipe Description
Stabilizing Agent 1 part Iron
1 part Oxygen
1 part Hydrogen
When mixed with certain pyrotechnics, it stabilizes the reaction and prevents the reaction for usage later. The stabilizing agent is not consumed when stabilizing explosives, and one unit is enough to stabilize any amount of explosives. This does not work on everything, so be warned!
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 walls, floors, objects, or people and animals in the area of the foam. The reagents will be absorbed through a mob's exposed skin and somewhat through clothes unless completely impermeable(hardsuit/biohazard/medical gear). Foam is slippery!
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 Reagent.
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.
Flash Powder 1 part Aluminium
1 part Potassium
1 part Sulphur
Flashes in a radius that scales up with the amount detonated. Can be stabilized with Stabilizing Reagent. If stabilized, heat to 374K to activate.
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 Reagent. Does not react immediately.
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.
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 Reagent. If stabilized, heat to 374K to activate.
Pyrosium 1 part Stable Plasma
1 part Radium
1 part Phosphorus
Comes into existence at 20K. Reacts with Oxygen to quickly heat its container.
Cryostylane 1 part Water
1 part Stable Plasma
1 part Nitrogen
Comes into existence at 20K. Reacts with Oxygen to quickly cool its container.
Chlorine Trifluoride 3 parts Fluorine
1 part Chlorine
Temperature 424K
When created it will create a temporary 3x3 fireball. Comes into existence at 1000K. A flammable substance so dangerous it can burn through the hull of the station. It lights you on fire when it comes into contact with you, and if it gets inside of you will burn you from the inside out. It metabolizes out of your body extremely fast, however.
Sorium 1 part Mercury
1 part Oxygen
1 part Nitrogen
1 part Carbon
When detonated it will send any movable object or person flying away from the detonation point. Can be stabilized with Stabilizing Reagent. If stabilized, heat to 474K to activate.
Liquid Dark Matter 1 part Stable Plasma
1 part Radium
1 part Carbon
When detonated it will suck in any movable object or person. Can be stabilized with Stabilizing Reagent. If stabilized, heat to 474K to activate.
Meth Explosion 1 part Diethylamine
1 part Iodine
1 part Phosphorus
1 part Hydrogen
Temperature 300K
(Room temperature)
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.
Black Powder 1 part Charcoal
1 part Saltpetre
1 part Sulfur
Sparks, and then creates a violent explosion when heated to 474K. Causes hallucinations in plasmamen.
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 Reagent. If stabilized, heat to 474K to activate. (Results in 2 units instead of 3)
Explosion 1 part Potassium
1 part Water
This explodes immediately on mixing, which may knock you over or even kill you. Only useful in grenade production.
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.
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.
Tesla Shock 1 part Teslium
1 part Water
Or heating Teslium to 474K
This reacts immediately on mixing, shooting electric bolts to anyone near the reaction, shocking people and disabling/damaging electronics.
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 minor burn damage to humans when ingested.
Bee Explosion 1 part Honey
1 part Strange Reagent
1 part Radium
Explodes into BEES! Warning, very buzzy.

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
Barber's Aid 1 part Carpet
1 part Space Drugs
1 part Radium
Changes your hair style, useful if you are bald! (Results in 5 units instead of 3)
Bluespace Dust Grind a bluespace crystal Occasionally causes random short distance teleportation if ingested.
Concentrated Barber's Aid 1 part Barber's Aid
1 part Unstable Mutagen
Grows your hair very long!
Candle 10 parts Liquid Gibs
10 parts Oxygen
Temperature 374K
Creates a red candle for use in decoration or rituals.
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.
Carpet 1 part Space Drugs
1 part Blood
Creates a carpet on the floor. Best used in a smoke machine/grenade or spray bottle. Ingredient in Barber's Aid.
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.
Condensed Capsaicin 5 parts Ethanol
1 part Capsaicin Oil
A chemical agent used for self-defense and in police work. Stuns when sprayed into unprotected eyes. (Results in 5 units instead of 6)
Corgium 1 part Colorful Reagent
1 part Strange Reagent
1 part Nutriment
1 part Blood
Temperature 374K
Creates your own Corgi!
Cryptobiolin 1 part Oxygen
1 part Potassium
1 part Sugar
Causes confusion and dizziness. This is essential to make Spaceacillin.
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)
Foaming Agent 1 part Lithium
1 part Hydrogen
Used in Metal Foam production. Creates 1 unit instead of 2.
Firefighting Foam 1 part Stabilizing Agent
1 part Fluorosurfactant
1 part Carbon
Temperature 200K
When used in a spray or with smoke, creates a non-slippery foam which extinguishes fires and burning creatures, and removes plasma from the air, dumping it on the floor upon dissipation.
Fluorosulfuric Acid 1 part Fluorine
1 part Hydrogen
1 part Potassium
1 part Sulphuric Acid
Temperature 380K
A highly caustic and dangerous substance. Keep away from faces and valuable equipment. Used in some other recipes.
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)
Quantum Hair Dye 1 part Colorful Reagent
1 part Space Drugs
1 part Radium
Changes your hair color when you apply or spray it! (Results in 5 units instead of 3)
Laughter 1 part Sugar
1 part Banana Juice
Causes you to laugh. (Results in 10 units instead of 2)
Meat Product 10 parts Liquid Gibs
10 parts Nutriment
10 parts Carbon
Creates a slab of chemically processed meat.
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.

Smart Foaming Agent 3 parts Foaming Agent
1 part Acetone
1 part Iron
Required to make smart metal foam.
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.
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.
Plasma Solidification 20 parts Plasma
5 parts Iron
5 parts Frost Oil
Solidifies a large amount of liquid Plasma into a bar.
Plastic Sheets 5 parts Oil
3 parts Ash
2 parts Sodium Chloride
Temperature 330K
Creates Plastic sheets at a rate of 10u per Plastic sheet.
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)
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.
Sodium Chloride 1 part Sodium
1 part Chlorine
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.

Space Cleaner 1 part Ammonia
1 part Water
This is able to clean almost all surfaces of almost anything that may dirty them. The janitor is likely to appreciate refills.
Spray Tan 1 part Orange Juice
1 part Oil OR 1 Part Corn Oil
Darkens the skin when sprayed or applied. Ingesting more than 10u causes side effects!
Space Lube 1 part Oxygen
1 part Silicon
1 part Water
Space Lube is a high performance lubricant intended for maintenance of extremely complex mechanical equipment. (Results in 4 units instead of 3)
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.
Synthmeat 5 parts Blood
1 part Cryoxadone
Creates a slab of synthetic meat.
Unstable Mutagen 1 part Chlorine
1 part Phosphorus
1 part Radium
Causes mutations when injected into living people or plants. High doses may be lethal, especially in humans. Also useful for Virology.

Virology Recipes

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

Name Formula Description
Virus Food 5 parts Water
5 parts Milk
Allows viruses and bacteria to quickly grow. Used to get a virus symptom of level 2. (Results in 15 units instead of 10)
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)
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.
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.
Fly Mutation Toxin Use Unstable Mutagen on a green slime Slowly morphs the victim into a flyperson.
Imperfect Mutation Toxin Use Slime Jelly on a green slime Slowly morphs the victim into a stargazer.
Pod Mutation Toxin Use E-Z-Nutriment on a green slime Slowly morphs the victim into a podperson.
Golem Mutation Toxin Use Silver on a green slime Slowly morphs the victim into a golem.
Abductor Mutation Toxin Use Morphine on a green slime Slowly morphs the victim into an abductor.
Android Mutation Toxin Use Teslium on a green slime Slowly morphs the victim into an android.
Skeleton Mutation Toxin Use Milk on a green slime Slowly morphs the victim into a skeleton.
Zombie Mutation Toxin Use Toxin on a green slime Slowly morphs the victim into a non-infectious zombie.
Ash Mutation Toxin Use Ash and Lizard Mutation Toxin on a green slime Slowly morphs the victim into an ashwalker.
Shadow Mutation Toxin Use Liquid Dark Matter and Holy Water on a green slime Slowly morphs the victim into a shadow person.
Plasma Mutation Toxin Use Uranium and Plasma on a green slime Slowly morphs the victim into a plasmaman.

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.

Name Recipe Damage dealt Description Metabolism Rate Overdose Threshold
Toxin Medbay Vendors, Emagged Chem Dispenser Toxin Will deal toxin damage over time. 0.4 units per tick N/A
Bad Food From eating poorly made food Toxin Will deal a minor amount of Toxin damage. 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 dizzies and confuses, 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. Causes massive brain damage. (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. 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
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 oxyloss damage. Large 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 Deals heavy toxin damage, with a 25% chance each cycle to cause one of the following: long stun, high oxyloss damage, or cardiac arrest. Combat the latter with electric shocks from grilles and doors in a pinch, or a defib for a more reliable method. 0.2 units per tick N/A
Tirizene Traitor Sleepypen, Emagged Soda Dispenser/Borg Hypo, Poison/Death Berries Stamina Damage Deals stamina damage over time, slowing down and causing collapse in large doses, but otherwise harmless. 0.4 units per tick N/A
Tiring Solution Peacekeeper Cyborgs Stamina Damage Deals stamina damage over time, slowing down. Won't go higher than 50 stamina damage. 0.6 units per tick 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 Paralysis and Suffocation After 10 seconds, knocks you out with no warning. Causes high oxyloss damage; lethal in small doses. 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 11 seconds, and destroys your stamina. A more powerful version of Chloral Hydrate. 0.3 units per tick N/A
Sulfonal 1 part Acetone
1 part Diethylamine
1 part Sulfur
Knockout and Toxin 1 toxin damage every 2 cycles, knocks you out after 22 seconds. Metabolized very slowly: two units are enough to trigger the knockout. 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. 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
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 Knockout, Oxygen, and Toxin Paralyzes you after 11 seconds, while dealing oxyloss and 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 chance each tick to cause small amounts of brute damage or blur vision. If overdosed (30 units) it will also deal a significant amount of Brute, Toxin and Oxyloss damage each tick. 0.1 units per tick N/A
Formaldehyde 1 part Ethanol
1 part Oxygen
1 part Silver
Temperature 420K
Toxin Causes a moderate amount of Toxin damage over time. Has a 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 Will deal Toxin and Brute damage over time based on how much venom is in the body. Has a chance to turn into 5 to 10 units of Histamine. 0.1 units per tick N/A
Fentanyl 1 part Space Drugs
Temperature 674K
Toxin, brain Will deal Toxin and Brain damage up to around 60 points of damage total, if the drug is not removed after around 17 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 constant toxin damage over time. 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 Paralyses people, and makes them appear dead to the most rudimentary of tests. Deals minor oxygen and toxin damage. (Results in 2 units instead of 15) 0.4 units per tick N/A
Ghoul Powder 5 parts Zombie Powder
1 parts Epinephrine
Fake death, no stun An evolved form of Zombie Powder that does not paralyse people, and makes them appear dead to the most rudimentary of tests 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 slight amounts of Brute damage. Has a chance to transform into 1 to 3 units of Histamine. 0.16 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 Toxin The base reagent for slime based chemicals. Grinding extracts yields 20u jelly per use left. Heals brute damage over time, but randomly deals bursts of 20-60 toxin damage. 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. 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 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 Causes the victim's screen to display a rocking motion and deals moderate toxin damage. 0.24 units per tick N/A
Skewium 2 Parts Rotatium
2 Parts Plasma
1 Part Sulphuric Acid
Toxin Causes heavy skewing of the victim's screen every tick, swinging fucking every where, zooming in and out, spinning, inverting, and generally making you want to throw up. Deals minor toxin damage. If you are wanting to fight someone, inject them with this and they will be practically 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 ticks, there is a chance to eject an organ each tick if overdosing. Requires very high doses. 0.32 units per tick 29 Units
Anacea 1 Part Haloperidol
1 Part Impedrezene
1 Part Radium
Toxin and Purges Medicines Metabolizes very slowly and quickly purges medicines in the victim while dealing light toxin damage. 0.032 units per tick N/A
Weed Killer 1 part Toxin
4 parts Ammonia
Toxin Kills weeds, causes minor toxin damage to humans. 0.4 units per tick N/A
Pest Killer 1 part Toxin
4 parts Ethanol
Toxin Kills pests in hydroponics trays, causes minor toxin damage to humans. Deals heavy toxin damage to fly people. 0.4 units per tick. 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 minor toxin damage to humans. Deals heavy toxin damage to pod people. 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 anything but the help intent and passive grabs. 0.25 units per tick N/A

Lavaland Chemicals

Found primarily in Lavaland flora.

Name Found in Type Description Metabolism Rate
Entropic Polypnium Mushroom Cap (Inocybe) Poison Stamina, Brain, Toxin, Oxygen, and a bit of Eye Damage, Oh My! More than 5u will paralyze someone as well. 0.4 units per tick
Tinea Luxor 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

Lcass Chemicals

Different types of chemicals that are usually made with different machines called the Centrifuge, Pressurizer, Bluespace Recombobulator and the Radioactive Molecular Reassembler. All of these can be found in the Science Toxins Mixing Lab.

Medicines

Name Recipe Treatment for Description Metabolism Rate Overdose Threshold
Aluminium Fluorate 2 parts Carbonic Fluride
2 parts Oxygen
2 parts Aluminum
Temperature 230K
Pressure 25Pa
Brute and Burns Heals 5 Brute and Burn damage per tick, but also deals 1 Toxin damage per tick and causes Hallucinations. On creation, Toxic Goop is also created. 0.4 units per tick N/A
Sodium Fluoride 2 parts Carbonic Fluride
4 parts Sodium
Temperature 470K
Toxin and Hallucinations Heals 7 Toxin damage per tick and heals Hallucinations, but causes the user to throw-up. On creation, Toxic Goop is also created. 0.4 units per tick N/A
Cyclo-bromazine 2 parts Aluminium Fluorate
3 parts Sodium Fluoride
Pressure 76Pa
Viruses When injected, user is cured of all viruses, but will fall asleep during the process and take 0.5 Toxin damage per tick. (Will not put user to sleep if no viruses are detected). 0.4 units per tick N/A
Superzine 2 parts Methamphetamine
2 parts Hexamine
2 parts Cyclo-bromazine
5u Unstable Mutagen (as a catalyst)
Pressure 78Pa
Stamina When injected, user will run faster and have any Stamina damage healed. Overdosing causes users to eventually have a heart attack and die. Will over-pressurize at 90Pa causing it to explode into a gaseous state risking overdose. 0.2 units per tick 40 units
Exstatic Mixture 2 parts Electrostatic Substance
2 parts Carbonic Fluride
2 parts Cyclo-bromazine
Pressure 70Pa
Death When injected, if user is dead they will immediately reanimate after a brief shock. Does nothing to living people. 1.6 units per tick N/A
Liquid Life 1 part Superzine
1 part Cyclo-bromazine
1 part Exstatic Mixture
Bluespace Activity Required
Brute, Burns, Toxin and Hallucinations Heals 10 Brute and Burn damage per tick, completely heals all Toxin damage and also cures Hallucinations, but while being healed user will take Stamina damage. On creation, Methylphosphonyl Difluoride is also created. Overdosing causes the user to grow bigger and bigger until they pop! 0.2 units per tick 40 units

Narcotics

Name Recipe Description Metabolism Rate Overdose Threshold Addiction Threshold
Flipout 1 part Cryptobiolin
1 part Space Lube
1 part Mindbreaker Toxin
When injected into crew members or applied to objects, they will uncontrollably Flip. Addiction causes user to Flip faster and have their screen shake. Overdosing causes user to Flip INSANELY fast causing them to become a living generator and Shock themselves. 0.4 units per tick 40 units 30 units
Yes Powder 1 part Itching Powder
Centrifuged
When injected, user will randomly and uncontrollably say "Yes". 0.4 units per tick N/A N/A
Burpinate 2 parts Carbon
1 part Ammonia
1 part Oxygen
1 part Dr. Gibb
When injected, user will randomly and uncontrollably Burp. found in most sodas. 0.36 units per tick N/A N/A
Sweet Brown 3 parts Welding Fuel
1 part Nutriment
When injected, user will randomly and uncontrollably Burp. Addiction does nothing. Overdosing causes user to turn into a non-infectious zombie. 0.4 units per tick 100 units 50 units

Pyrotechnics

Name Recipe Description
Cryogenic Fluid 2 parts Cryostylane
1 part Space Lube
2 parts Pyrosium
5u Plasma (as catalyst)
Temperature 100K
Very cold substance that will put out fires. On touch will deal 1 Burn and Brain damage per tick, .25 Oxygen damage per tick and 2 Stamina damage per tick.
N-amino Azidotetrazole 3 parts Nitrogenated Isopropyl Alcohol
3 parts Ammonia
2 parts Diethyl Zinc
5u Phosphoryll (as catalyst)
Temperature 310K
Pressure 35Pa
On creation, it will immediately Explode unless Stabilizing Agent is present. While in a beaker has a random chance per tick to Explode. While in a beaker will Explode if the user carrying it runs. If Stabilizing Agent is present, heat to 315K to Detonate.
Diethyl Zinc Explosion 1 part Diethyl Zinc
1 part Oxygen
When created, makes a very small Explosion that requires a large amount of both chemicals to do anything significant.
Nitrogenated Isopropyl Alcohol 1 part Isopropyl Alcohol
6 parts Nitrogen
3 parts Carbon
5u Toxic Goop (as catalyst)
Temperature 590K
Pressure 50Pa
Does nothing when injected. On creation, Dimethlymine is also created.
Hexamine 3 parts Ammonia
3 parts Carbon
5u Iron (as catalyst)
When injected, will increase user's Firestacks by 3
Plasminate 5 parts Plasma
3 parts Water
10u Iron (as catalyst)
Temperature 340K
When injected, user will burst into a Fireball, lighting the user and people one tile away on Fire, and take 1 Toxic damage per tick. Overheats at 370K and bursts into a Fireball. On creation, Hydrogen is also created
Protomatised Plasma 2 parts Plasminate
3 parts Hexamine
Temperature 320K
Irradiated 20rads
When injected, user will burst into a fireball, lighting the user and people one tile away on fire, every 2 seconds. Overheats at 400K and will cause a super heated plasma fire. On creation, Radioactive Waste is also created.
Electrostatic Substance 4 parts Uranium
2 parts Carbon
Temperature 400K
Irradiated 10rads
When injected, user will create an electromagnetic field that interferes with lights. Will also randomly deal 3 Burn damage per tick and increase user's Firestacks by 2. On creation, Radioactive Waste is also created.
Translucent Mixture (Sparking Mixture) 4 parts Electrostatic Substance
2 parts Teslium
Temperature 290K
Bluespace Activity Required
When injected, has a chance to deal 10 Burn damage per tick and user makes shocking sounds. Overheats at 310K and detonates into a smoke cloud. On creation, Glowing Emittrium is also created.
Sparking Mixture 1 part Translucent Mixture (Sparking Mixture)
1 part Methylphosphonyl Difluoride
Temperature 250K
When injected, has a 20% chance each tick to send a Tesla Bolt to everyone on screen Shocking them and the user. Anyone wearing insulation is protected from the shocks. Overheats at 270K where it detonates into a gas form with Diethyl Zinc and Blackpowder
Emittrium 2 parts Uranium
4 parts Electrostatic Substance
2 parts Sparking Mixture
Bluespace Activity Required
Does nothing when injected. On creation, Radium is also created.
Glowing Emittrium 1 part Emittrium
Temperature 400K
While in a beaker or frozen, will constantly shoot out Emitter Beams in the 4 cardinal directions every second, using 10 units of the chemical each time. Emitter beams deal between 10 - 30 Burn damage. each shot
Diethyl Zinc 1 part Mercury
2 parts Ethanol
Temperature 290K
When injected, user will be set on fire and given 4 Firestacks. If the Fire is put out, they will be reset on Fire as long as it is still in their system. Overheats at 310K where it detonates into a gas form.
Arc-Luminol 2 parts Teslium
2 parts Rotatium
2 parts Liquid Dark Matter
2 parts Colorful Reagent
5u Plasma (as catalyst)
Temperature 400K
When injected, user's screen will shake. Every tick it has a chance to Shock the user, create Water Vapor under the user, create a Tesla Bolt shocking everyone on screen, turn the user into a monkey, teleport the user to a nearby area or randomly move the user around. God bless you Arc.

Toxins

Name Recipe Damage dealt Description Metabolism Rate Overdose Threshold
Sodium Azide 1 part Hydrazine
1 part Sulphuric Acid
1 part Nitrogen
1 part Ethanol
Oxyloss, Eye, Liver When injected, deals Oxygen damage. After 30 cycles, user will fall Asleep and take Eye and Liver damage. If heated to 574K, it will Detonate. 0.1 units per tick N/A
Hydrazine 1 part Bleach
1 part Ammonia
Temperature 430K
Toxin When injected, deals Toxin damage, make user's screen shake and will increase user's Firestacks by 1. Is also Acidic. 0.4 units per tick N/A
Bone Hurting Juice 1 part Milk
1 part Cola
1 part Carbon
Brute When injected, has a random chance per tick to deal small or large amounts of Brute damage. If the user is a skeleton, it has a random chance per tick to deal between medium or very large amounts of Brute damage. 0.4 units per tick N/A
Bleach 1 part Space Cleaner
1 part Sodium
1 part Chlorine
Toxin When injected, deals Toxin damage. Now you can drink Bleach in game too. 0.4 units per tick N/A
Isopropyl Alcohol 6 parts Water
3 parts Carbon
5u Aluminum (as catalyst)
Toxin When injected, deals small amount of Toxin damage. 0.4 units per tick N/A
Carbonic Fluride 4 parts Ethanol
2 parts Flurine
Temperature 320K
Toxin When injected, deals Toxin damage. 0.6 units per tick N/A
Radioactive Waste Created as a by-product from advanced chemicals Toxin and Radiation When injected, deals very small amount Toxin damage. After 30 cycles, will deal Radiation damage. 0.4 units per tick N/A
Toxic Goop Created as a by-product from advanced chemicals Toxin When injected, deals small amount of Toxin damage. After every 15 cycles, will inject 1 unit of a random Toxic chemical into the user. 0.6 units per tick N/A
Ausium 4 parts Space Drugs
2 parts Ethanol
2 parts Lithium
Temperature 430K
Centrifuged
Brain When injected, deals a very large amount of Brain damage and changes the user's name to Aussie Cant 3.2 units per tick N/A
Impure Superhol 2 parts Ausium
2 parts Methamphetamine
3 parts Ethanol
Pressure 5Pa
None Just an alcoholic drink. 0.8 units per tick N/A
Superhol 3 parts Impure Suerphol
3 parts Isopropyl Alcohol
3 parts Ethanol
Centrifuged
Brain When injected, Will randomly deal Brain damage and cause user to vomit. After 20 cycles, will deal large amounts of Brain damage and has a random chance to make user vomit up an organ. On creation, Ethanol is also created. 0.4 units per tick N/A
Emotium 1 part Synaptizine
2 parts Sugar
1 part Ammonia
5u Unstable Mutagen (as catalyst)
Centrifuged
None When injected, User will randomly and uncontrollable use emotes. 0.4 units per tick N/A
Bearium 2 parts Liquid Life
3 parts Sparking Mixture
1 part Ephedrine
Temperature 460K
Bluespace Activity Required
Brain and Brute When injected, User will randomly and uncontrollable growl. After 5 cycles, deals Brain damage. After 15 cycles, causes user to vomit. After 40 cycles, causes large amounts of Brute and Brain damage. After 60 ticks, user will explode into a Space Bear. On creation, Radioactive Waste is also created. 0.4 units per tick N/A
Methylphosphonyl Difluoride 3 parts Hydrogen
1 part Carbon
1 part Phosphorus
1 part Oxygen
2 parts Fluorine
Pressure 26Pa
Toxin When injected, deals very small amount of Toxin damage. 0.4 units per tick N/A
Translucent Mixture (Sarin) 3 parts Isopropyl Alcohol
2 parts Methylphosphonyl Difluoride
Toxin When injected, deals small amount of Toxin damage and blurs the user's vision. 0.4 units per tick N/A
Diluted Sarin 2 parts Translucent Mixture (Sarin)
Temperature 700K
Pressure 5Pa
None When injected, user will vomit and have his vision blurred 0.4 units per tick N/A
Sarin 6 parts Diluted Sarin
Pressure 95Pa
Centrifuged
Toxin, Oxygen, Brain, Stamina and Brute When injected, deals Toxin and Oxygen damage, causes user to vomit and blurs user's vision. After 12 cycles, deals greater Toxin and Oxygen damage and Brain damage. After 15 cycles, deals Stamina damage and an even bigger amount of Toxin and Brain damage. After 25 cycles, user will fall asleep and be dealt an insane amount of Toxin, Oxygen and Brain damage and a small amount of Brute damage. 0.2 units per tick N/A
Dimethlymine 1 part Sodium
3 parts Water
2 parts Carbon
1 part Nitrogen
Temperature 420K
Toxin When injected, deals Toxin damage. On creation, Oxygen is also created. 0.4 units per tick N/A
Phosphoryll 1 part Phosphorus
3 parts Chlorine
1 parts Oxygen
Toxin When injected, deals Toxin damage. 0.4 units per tick N/A
Noxious Mixture 2 parts Phosphoryll
2 parts Dimethlymine
Toxin When injected, deals Toxin damage. 0.4 units per tick N/A
Tabun 3 parts Noxious Mixture
Centrifuged
Toxin and Brain When injected, deals huge amounts of Toxin damage and large amounts of Brain damage. 1.2 units per tick N/A
Impure Glucosaryll 3 parts Sugar
1 part Isopropyl Alcohol
1 part Sodium Chloride
Temperature 170K
Pressure 45Pa
Toxin When injected, deals Toxin damage. 0.4 units per tick N/A
Glucosaryll 2 parts Impure Glucosaryll
1 part Isopropyl Alcohol
1 part Sodium Chloride
Temperature 170K
Pressure 45Pa
Toxin and Stamina When injected, deals Toxin and Stamina damage and makes user's screen dizzy. 0.4 units per tick N/A
Screechisol 3 parts Emotium
1 part Ephedrine
Temperature 750K
Pressure 30Pa
Toxin When injected, deals Toxin damage and causes user to randomly and uncontrollable scream. 0.4 units per tick N/A

Other

Name Recipe Description
Plasma Solidification 5 parts Pyrosium
5 parts Cryostylane
20 parts Plasma
Solidifies Plasma into 1 sheet for every 20 units.
Silver Solidification 5 parts Pyrosium
5 parts Cryostylane
20 parts Silver
Solidifies Silver into 1 bar for every 20 units.
Metal Solidification 5 parts Pyrosium
5 parts Cryostylane
20 parts Iron
Solidifies Iron into 1 sheet of Metal for every 20 units.
Gold Solidification 5 parts Pyrosium
5 parts Cryostylane
20 parts Gold
Solidifies Gold into 1 bar for every 20 units.
Glass Solidification 5 parts Pyrosium
5 parts Cryostylane
20 parts Silicon
Solidifies Silicon into 1 sheet of Glass for every 20 units.
Uranium Solidification 5 parts Pyrosium
5 parts Cryostylane
20 parts Uranium
Solidifies Uranium into 1 sheet for every 20 units.
Banana Solidification 5 parts Pyrosium
5 parts Cryostylane
80 parts Banana Juice
Solidifies Banana Juice into 1 sheet of Bananium for every 80 units.

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.