Difference between revisions of "Chemistry"

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Looking for the list of chemicals with their recipes and effects? It has been moved to [[Chemicals]].
This is where [[scientist]]s go to brew up chemicals. Gets set on fire <s>every other</s> twice a round.
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|Picture=Cogmap2Chemistry.png
|Function=Breeding ground for weapons of mass destruction and pizza-infused smoke clouds alike.
|Access=[[Research Director]], [[Scientist]]}}
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|Access=[[Research Director]], [[Scientist]]}}
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|Picture=NadirChemistry.png
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|Function=Breeding ground for weapons of mass destruction and Worcestershire-sauce-infused smoke clouds alike.
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|Picture=AtlasChemistry.png
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{{Location
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|Picture=KondaruChemistry.png
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|Function=Breeding ground for weapons of mass destruction and sparkles-infused smoke clouds alike.
|Access=[[Research Director]], Scientist}}
|Access=[[Research Director]], [[Scientist]], [[Medical Director]], [[Medical Doctor]], [[Roboticist]], [[Geneticist]], [[Head of Security]], [[Security Officer]], [[Detective]], [[Janitor]]}}
This is where [[scientist]]s go to brew up chemicals. Gets set on fire <s>every other</s> twice a round.
</tab>
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==Oh boy I can't wait to melt my eyebrows off!==
==Oh boy I can't wait to melt my eyebrows off!==
Here's a quick look at the devices scattered across the room.
Here's a quick look at the devices scattered across the room.


'''Chem Dispenser''': Dispenses a whole slew of chemicals. Use a [[beaker]] (or any liquid-bearing container) on it to insert it, then use the machine to pick chemicals. You can choose to remove unwanted chemicals (isolate removes all chemicals BUT the selected one). When you're done, eject the beaker from the menu.
===Machines & Storage===
 
{| class="wikitable sortable"
! Name
! class="unsortable" style="width:10%" | Image
! class="unsortable" | Description


'''Heating/Cooling Unit''': Used to chill or heat containers. Use the menu to set a target temperature (Tip: click the number itself to punch in a number instead of clicking + and - over and over again.), and press ''Activate'' to start the heating/cooling process.
|- id="Chem Dispenser"
! Chem Dispenser
| <center>[[File:ChemDispenser.png]]</center>
| Dispenses a whole slew of chemicals. Use a [[beaker]] (or similar liquid-bearing containers - however, you cannot insert some such as drinking glasses) on it to insert it, then use the machine to pick chemicals. You can choose to remove unwanted chemicals (isolate removes all chemicals BUT the selected one). When you're done, eject the beaker from the menu. Can be figured to automatically dispense certain chems using [[#Chem Dispenser Groups: A Chemist's Best Friend|chem groups/bookmarks]].


'''CheMaster 3000''': Used to turn chemicals into [[Pill|pills]] or other containers, though it can also isolate or remove reagents from the inserted beaker. When creating pills, you'll be prompted to choose how many units are in each pill, as well as the label (which will show up as "<what you wrote> pill"). Pill bottles work differently from containers. To get a pill, click on the pill bottle with an empty hand while it is in your other hand. You can also dump the whole bottle out on the floor by clicking the bottle with the hand holding it. Another option is to fill [[Medical Objects#Medical Patch|medical patches]] or [[Medical Objects#Medicine Bottle|medicine bottles]] with the chemical of your choice. If you need more information, the CheMaster can analyze any reagent and display a short summary. This may or may not actually describe their functions in a way that makes sense.
|- id="Reagent Extractor"
! Reagent Extractor
| <center>[[File:ReagentExtractor2.png]]</center>  
| Converts certain items (usually [[Foods and Drinks|food items]] or [[Guide to Botany#Available Crops|plants]] but not always) into chemical reagents that are stored into one of two internal tanks or an inserted container. The two internal chemical tanks hold 500 units of chemicals, helpful when you need to store a large amount of <s>[[Murder#SyringeGun|ammunition for biological warfare]]</s> automender refills.


'''ChemiCompiler''': See the section below.
|- id="Large Orbital Shaker"
! Large Orbital Shaker
| <center>[[File:LargeOrbitalShakerChemistry.png]]</center>
| Making a chemical that requires a physical shock (e.g. [[Chemicals#Styptic Powder|styptic powder]])? Let the large orbital shaker do it for you. First, click on the shaker while holding a container. It takes up to four containers but does not accept ones used for drinking. Next, click on the shaker with an empty hand to turn it on. As it shakes, it continually applies a physical shock (equivalent to a 5-damage attack). Once you're done, just click on the shaker again to get your container(s) back. Don't forget to turn it off.<br><br>When [[emag]]ged, the machine is less a shaker and more a thrower. Instead of shaking containers, it flings them on it all across room in random directions. (This technically counts as a physical shock.) You can't turn it off (and emagging it also automatically turns it on), and since emagged shakers consume five times as much power, you might face some power issues.


'''ValuChimp''': Dispenses [[monkey]]s, a valuable commodity for the modern scientist.
|- id="Heating/Cooling Unit"
! Heating/Cooling Unit
| <center>[[File:ReagentHeater.png]]</center>
| Used to chill or heat containers. Use the menu to set a target temperature (Tip: click the number itself to punch in a number instead of clicking + and - over and over again.), and press ''Activate'' to start the heating/cooling process.


Last but not least, a lone [[Robots#Firebot|firebot]] watches over the room, waiting for the inevitable fire.
|- id="CheMaster 3000"
! CheMaster 3000
| <center>[[File:CheMaster.png]]</center>
| Used to turn chemicals into [[Pill|pills]], [[Medical Objects#Medical Patch|medical patches]], [[Medical Objects#Medicine Bottle|medicine bottles]], [[Foods and Drinks#Fancy Cola|canned drinks]], or [[Medical Objects#Ampoule|ampoules]], though it can also isolate or remove reagents from the inserted beaker. If you need more information, click the Analyze option next to the reagent name, and the CheMaster will give a brief description of what it is along with any non-secret recipes to make it. The Analyze option can also conduct blood tests if you lack other tools ([[Science Objects#Reagent Scanner|reagent scanner]], [[Medical Objects#Health Analyzer|upgraded health analyzer]]): draw blood and analyze it with the CheMaster in the pharmacy.


'''Note:''' Generally, the exact contents of beakers and other reagent containers can't be examined directly. A pair of [[Science Objects#Spectroscopic Scanner Goggles|spectroscopic goggles]] or a [[reagent scanner]] (PDA or separate) are recommended.
When creating pills, patches, or ampoules, you'll be prompted to choose how many units are in each one (multiple pill/patch options only), as well as the label (which will show up as "<what you wrote> pill/patch" or "ampoule(<what you wrote>)"). Pill bottles and patch boxes work slightly differently from other containers. To get a pill or patch, click on the bottle resp. box with an empty hand while it is in your other hand. Pill bottles can be emptied by clicking the bottle with the hand holding it, dumping all pills on the floor. Patch boxes have to be opened before you can manipulate the contents.


===ChemiCompiler===
|- id="ChemiCompiler"
<i>Main article: [[ChemiCompiler]]</i>
! ChemiCompiler
| <center>[[Image:ChemiCompilerStationary.png]] [[File:ChemiCompilerPortableV2-32x32.gif]]</center>
| A complicated chemistry device, which uses a programming language derived from [http://en.wikipedia.org/wiki/Brainfuck Brainfuck]. It features 5 registers, 1024 bytes of RAM and 10 reagent reservoirs - to add beakers, click on the ''r[number]'' slots. The machine generates a pill or vial if they are targeted and can send reagents out an ejection port. There exists a [[Syndicate Items#ChemiCompiler|handheld version used by the Syndicate]] that behaves identically but has only 6 reservoirs. For instructions on how to use it, see the [[ChemiCompiler|dedicated ChemiCompiler guide]].


A complicated chemistry device, which uses a programming language derived from [http://en.wikipedia.org/wiki/Brainfuck Brainfuck]. It features 5 registers, 1024 bytes of RAM and 10 reagent reservoirs - to add beakers, click on the ''r[number]'' slots. It also has a pill generator, a vial generator and an ejection port.
|- id="Lab Counter"
! Lab Counter
| <center>[[Image:LabCounter.png]]</center>
| Surprisingly functional science storage! Has a whopping ''thirteen'' slots for your beakers, bottles, pills, syringes, tools, and other small- and tiny-size items in its table drawer. Click-drag its sprite onto yours or click on the counter with an empty hand to access them. You can sometimes find parts for them in [[Quartermaster#Furnishings Crate|Furnishings Crates from Cargo]].


Registers:
|- id="Chemistry Glass Recycler"
! Chemistry Glass Recycler
| <center>[[Image:KitchenwareRecyclerNew.png]]</center>
| Put glass shards, glassware, and blocks of glass or similar materials (from a [[Making and Breaking#Reclaimers & Material Processors|reclaimer or material processor]]  into it to make other, bigger types of glassware. Boxes or containers of glassware can also be emptied into the recycler as well, saving time when recycling the boxes of small beakers into more useful large beakers. Unlike the [[Foods and Drinks#Kitchen Glass Recycler|kitchen version]], this has a much more limited variety of glassware. It can only produce the following:
*[[#Beaker|Beaker]]
*Bottle ([[Medical Objects#Medicine Bottle|30-unit version used for medicine]] and 50-unit version used for drinks)
*[[Foods and Drinks#Bowl|Bowl]]
*Flask (the Erlenmeyer flasks, not the drinkable ones)
*[[#Beaker|Large beaker]]
*[[Foods and Drinks#Pitcher|Pitcher]]
*[[Foods and Drinks#Shot Glass|Shot glass]]
*Vial


<code>
|- id="ValuChimp"
* ptr = data pointer (16-bit) (Data is 0-indexed.)
! ValuChimp
* iptr = instruction pointer (16-bit) (1-indexed.)
| <center>[[File:MonkeyVendingMachine.png]]</center>
* sx = source register (8-bit) (Valid sources are 1-10 for the 1 through 10 reagent reservoirs.)
| Dispenses [[monkey]]s, a valuable commodity for the modern scientist. This can be [[Hacking#Vending Machines and Fabricators|hacked]] to also offer 1 to 20 [[Guide to Botany#Banana|bananas]] and 1 to 2 [[Medical Objects#Vocal Translator|vocal translators]].
* tx = target register (16-bit) (Valid targets are reservoirs as above, or 11 for pill generator, 12 for vial generator, or 13 for ejection port.)
* ax = amount register (16-bit)
</code>


Commands:
|- id="Chemical Request Console"
! Chemical Request Console
| <center>[[File:Chem_request_console.png]]</center>
| Displays requests for chemicals made from the corresponding terminals outside [[Research_Wing|research]], in the [[Cargo Bay]], and in [[Medbay]]. Incoming requests trigger an alert to all research PDAs, so you know to check the console to find the [[clown]]'s request for 400u of [[Chemicals#Space_Lube|space lube]]. You may find the [[General_Objects#Mail_Chute|mail chutes]] useful for delivery.


<code>
|- id="Chemical Barrel"
* > = ++ptr
! Chemical Barrel
* < = --ptr
| <center>[[File:ChemicalBarrelRedClosed.png]] [[File:ChemicalBarrelRedOpen.png]]<br>[[File:ChemicalBarrelYellowClosed.png]] [[File:ChemicalBarrelYellowOpen.png]]<br>[[File:ChemicalBarrelBlueClosed.png]] [[File:ChemicalBarrelBlueOpen.png]]</center>
* + = ++*ptr
| Stores up to 4000u of [[chemicals]] and functions like a [[General Objects#Tank|tank]]. Comes in three varieties, red, yellow, and blue, all of which can be made at a [[Making and Breaking#Science Fabricator|science fabricator]].
* - = --*ptr
* To fill it, you can use click-drag to transfer chems from one container to the barrel.
* [ = while (*ptr) {
* To drain it, click on it with a [[#Beaker|beaker]] (or similar container) to fill it up with the barrel's contents.
* ] = }
* You can click on it with a [[General Objects#Pen|pen]] (or similar writing utensil) to label it.  
* { = mov *ptr sx
* You can use a [[Engineering Objects#Wrench|wrench]] to open/close the cap. You can still get chems from it when it's closed, but closing the cap means that any reactions that require an open container (e.g. [[Chemicals#Smoke Powder|smoke powder]], [[Chemicals#Aerosol Propellant|aerosol propellant]]) will fizzle out if they occur in the barrel.  
* } = mov sx *ptr
* ( = mov *ptr tx
* ) = mov tx *ptr
* ^ = mov *ptr ax
* ' = mov ax *ptr
* $ = Heat or cool reagent in sx to ((273 - tx) + ax) Kelvin.
* @ = Transfer ax units of reagent from reservoir sx to target tx.
* ~ = "Compile" the code, so it cannot be retrieved again via the load button.
</code>


Both the heating and transferring steps are delayed. Heating takes as long as the chemistry lab heater would take. Transferring reagents takes 1/4 * amount seconds. The machine generates a pill or vial if they are targeted, or sends reagents out the ejection port.
|- id="Dispensary Supply Chute"
! Dispensary Supply Chute
| <center>[[Image:DispensarySupplyChute.gif]]</center>
| A special computer/chute combo that connects directly to the [[Medbay|medbay]]. By having a chemist place in suitable [[Medical_Doctor#Medicine|medicines]] into the chute, the items are transported through [[Quick_guide_to_station_systems#Transport_and_delivery|mail pipes]] to the [[medbay]], where [[Medical doctor|medical doctors]] can pull out and use the products. The monitor can be used to see view the current supply of the Interlink.
|}
 
===Tools & Equipment===
 
{| class="wikitable sortable"
! Name
! class="unsortable" | Image
! class="unsortable" | Description
 
|- id="Beaker"
! Beaker
| <center>[[Image:LargeBeakerV3.png]] [[Image:BeakerV3.png]]</center>
| Holds chemicals. Standard ones hold 50 units, large ones 100 units. You can make more at a [[Foods and Drinks#Kitchen Glass Recycler|kitchen]] or [[#Chemistry Glass Recycler|chemistry glass recycler]] and find them in beaker boxes; you can order more beaker boxes from Cargo through both [[Quartermaster#Chemistry Resupply Crate|general Chemistry Resupply Crates]] and [[Quartermaster#Chemistry Precursors Resupply Crate|precursor Chemistry Resupply Crates]]. Has quite a few interactions:
*Click on another beaker or similar while the beaker is in your hand to transfer up to 10 units of chems into it.  
*Click-drag its sprite into another beaker or similar (neither have to be in your hand) to transfer as many reagents as possible into the receiving beaker.
*Click on a person or mob with the beaker in your active hand to pour its contents onto them, applying the chems' TOUCH effects.
*Click on a floor tile with the beaker in your active hand to pour it onto the floor. This'll apply any special on_turf effects, e.g. [[Chemistry#Carbon Tetrachloride|CCl4]] puts out any fires on the tile, [[Chemistry#Cheese|cheese]] can make a wedge of cheese if there's enough, [[Chemistry#Oil|oil]] makes an oil spill. If you pour enough chems, it'll create a fluid puddle.
*Click on the beaker while it's in your hand to loosen or tighten your grip on it. If you have it on loose grip, you'll pour all the chems inside on the mob/tile; if you have it in a tight grip, you'll only pour 10 units from it.
*If your beaker is empty, clicking on a fluid puddle transfers some of the reagents into it. If it's filled, does the reverse: pours the reagents into the puddle.
*Click on a mess decal, such as blood stain, fungus growth, or oil stain, to collect its associated reagents. You can generally only do this once per pile.
'''Note:''' Generally, the exact contents of beakers and other reagent containers can't be examined directly. A pair of [[#Spectroscopic Scanner Goggles|spectroscopic goggles]] or a [[#Reagent Scanner|reagent scanner]] (PDA or separate) are recommended.
 
|- id="Condenser"
! Condenser
| <center>[[File:Condenser empty.png]]</center>
| Holds 100u of reagents like a beaker, but also:
*Can be attached by click dragging to up to 4 other pieces of glassware (beakers, barrels or even other condensers)
*Any reaction that takes place in the condenser will output into the connected glassware if there's room or backfill into the condenser if not.
*Allows you to separate products from reactants during an ongoing reaction, and can be used to automatically continue reaction chains.
Three condensers spawn in every "auxiliary supply [[Chemistry#Lab Counter|lab counter]]", located in the chemistry lab. If you need more condensers for your glass jungle, you can always make them at a [[Making and Breaking#Science Fabricator|science fabricator]].
 
|- id="Fractional Condenser"
! Fractional Condenser
| <center>[[File:FractionalCondenserBase.png]]</center>
| Similar to a [[#Condenser|condenser]], but it has color-coded ports that allow you to isolate different products, instead of simply separating products from reactants. Can be made at a [[Making and Breaking#Science Fabricator|Science Fabricator]].
 
|- id="Beaker Lid"
! Beaker Lid
| <center>[[File:Beaker lid large.png]] [[File:Large beaker with lidV2.png]]</center>
| Can be applied to a beaker to seal it, making it act as a closed container for the purposes of reactions. This can be very useful if, for example, you don't enjoy breathing [[Chemicals#Cyanide|Cyanide]]. If you need more, you can make 7-unit batches at a [[Making and Breaking#Science Fabricator|science fabricator]], provided you have a rubbery substance.
 
|- id="Bunsen Burner"
! Bunsen Burner
| <center>[[File:Bunsen low.png]] [[File:Bunsen medium.png]] [[File:Bunsen high.png]]</center>
| One item of glassware can be placed on it at a time to heat the reagents inside.
*Clicking on it with an empty hand will open the context menu, allowing you to choose the flame level: Low (Heats to 400K, 45K per tick), Medium (Heats to 700K, 50K per tick) and High (Heats to 900K, 65K per tick)
*This is much less precise than the [[Chemistry#Heating/Cooling Unit|Heating/Cooling Unit]], but allows for heating containers while they are still placed in the world and can be connected to other glassware.
 
|- id="Reagent Scanner"
! Reagent Scanner
| <center>[[Image:ReagentScannerV2-32x32.png]] [[Image:ScientistPDAV2.png]]  [[Image:ResearchDirectorPDAV2.png]]</center>
| Assesses chemical composition of many things. Click on a person, container, fluid puddle or other object with this, and it'll list the chemicals inside it. Only the hand-held version has a memory function (click on it or examine to see the results of the previous scan), but it is otherwise identical to the PDA program.
 
|- id="Spectroscopic Scanner Goggles"
! Spectroscopic Scanner Goggles
| <center>[[File:SpectroscopicScannerGogglesV2-32x32.png]]</center>
| Assesses chemical composition of containers. Examine a beaker or other reagent container with these on to assess the exact composition and quantity of chemicals inside. Without these, you'll only see a rough estimate and description. These goggles are also available from the [[Quartermaster#Chemistry Resupply Crate|cargo bay]].
 
|- id="Syringe"
! Syringe
| <center>[[File:SyringeV2.png]]</center>
| Transfers chemicals. Click on the syringe while it's in your hand to set to ''inject'' or ''draw'', and click on someone/something to transfer 5 units of chemicals at a time. Drawing from a person will take a blood sample. Neither are instant, unless the recipient is yourself. Total capacity is 15 units.
 
|- id="Dropper"
! Dropper
| <center>[[File:DropperV3-32x32.png]]</center>
| Transfers chemicals. Click on a beaker or other container to load it with reagents, click on another container to squeeze the reagents in. You can also drop it on a person to drip reagents onto them. Holds up to 5 units, and drops all of it at once onto its target. Dropping takes about half as much time as injecting with a syringe.
 
|- id="Mechanical Dropper"
! Mechanical Dropper
| <center>[[Image:MechanicalDropper.png]]</center>
| More precise [[#Dropper|dropper]]. Allows you to transfer reagents (up to 10 units) in increments of 0.1 units. Click on it in-hand to adjust how much is transferred and whether the dropper is in ''dropping'' or ''drawing'' mode. Otherwise used just like the [[#Dropper|dropper]].
|}


'''Note:''' The [[Syndicate Items#ChemiCompiler|portable version]] of the ChemiCompiler only has 6 reagent reservoirs.
===IgniChem===
{{:Chemistry/IgniChem}}


==Ok so how do I make napalm?==
==Ok so how do I make napalm?==
===Safety First===
Hold your horses, pyromaniacs. First things first, we need to discuss some important... *groan* safety tips:
Hold your horses, pyromaniacs. First things first, we need to discuss some important... *groan* safety tips:


* '''Mix potentially-explosive chemicals in the [[Location Repository#Research Department|test chamber]].''' It's through the door on the left, where there's reinforced floors and walls that can tank explosions better. Keeping other scientists and the mixing lab out of the collateral damage is one less reason for them to <s>murder you</s> leave you to fry from your own fireball for potentially ruining their round. And if you can't mix the explosive stuff in another room, at the very least warn your colleagues before you do it, and try not to destroy the outer walls that lead into space.
* '''Mix potentially-explosive chemicals in the [[Test Chamber]].''' The [[Test Chamber]] is a chamber with reinforced walls and floors, built to withstand small explosions during mixing and testing Thus, it can take much more damage during chemical accidents than the chemistry lab. Keeping other scientists and the mixing lab out of the collateral damage is one less reason for them to <s>murder you</s> leave you to fry from your own fireball for potentially ruining their round. And if you can't mix the explosive stuff in another room, at the very least warn your colleagues before you do it.
* '''Always wear your standard-issue gas mask and a biosuit + bio hood from the closets.''' This can't be stressed enough; some chemicals are accompanied with a "The solution generates a strong vapor!" message upon successful mixing, giving everyone adjacent to the tile a big whiff of the chemical that was just mixed on it. The full gas mask/biosuit set immunizes you to this and most chemical smokes and TOUCH reactions, protecting you from your colleagues' shenanigans as well as your own. There is no reason not to do this unless you're trying to choke on your own poisons.
* '''Always wear your standard-issue gas mask and a biosuit + bio hood from the closets.''' This can't be stressed enough; some chemicals are accompanied with a "The solution generates a strong vapor!" message upon successful mixing, giving everyone adjacent to the tile a big whiff of the chemical that was just mixed on it. The full gas mask/biosuit set immunizes you to this and most chemical smokes and TOUCH reactions, protecting you from your colleagues' shenanigans as well as your own. There is no reason not to do this unless you're trying to choke on your own poisons.
* '''Don't mix random chemicals''' Similar to real life, if you aren't careful, you might cause a fire, explosion, implosion, and/or flash or catch a whiff of some toxic fumes. This is why it's important to have a gas mask and a biosuit + bio hood if you don't know what you're doing. 
* '''Pay attention to what other scientists are doing and don't get in their way.''' For example, if someone places a beaker into a reagent heater and runs away from it, he's probably anticipating a fireball or smoke of some degree and it's wise not to go look at, lest you get a face-full of it.
* '''Pay attention to what other scientists are doing and don't get in their way.''' For example, if someone places a beaker into a reagent heater and runs away from it, he's probably anticipating a fireball or smoke of some degree and it's wise not to go look at, lest you get a face-full of it.
* '''Make liberal use of stabilizing agent.''' If you see a recipe that mentions stabilizing agent, always use it when mixing the recipe in question so it doesn't literally blow up in your face. It's a good practice to do this for recipes you're unfamiliar with. Be wary, however, that stabilizing agent doesn't work with everything - these cases should be mixed in the aforementioned test chamber.
* '''Make liberal use of stabilizing agent.''' If you see a recipe that mentions stabilizing agent, always use it when mixing the recipe in question so it doesn't literally blow up in your face. It's a good practice to do this for recipes you're unfamiliar with. Be wary, however, that stabilizing agent doesn't work with everything - these cases should be mixed in the aforementioned test chamber.
* '''Test harmful or unknown chemicals on monkeys, NOT other people.''' This is why you have the ValuChimp. Monkeys are NPCs with damage counters just like that of a human's, so they'll provide an accurate representation of what would happen if you use that chemical mix on a human. This is doubly important if you're a round antagonist, as you will need to make sure your deathchems actually cause death instead of just provoking your target into toolboxing you.
* '''Test harmful or unknown chemicals on monkeys, NOT other people.''' This is why you have the ValuChimp. Monkeys are NPCs with damage counters just like that of a human's, so they'll provide an accurate representation of what would happen if you use that chemical mix on a human. This is doubly important if you're a round antagonist, as you will need to make sure your deathchems actually cause death instead of just provoking your target into toolboxing you.
* '''Test dangerous mixes in the [[Test Chamber]] or off-station.''' If you want test say, a [[Bombs#Beaker bomb|beaker bomb]], and it's supposed to make things explode, poison people, or otherwise harm things, try them in [[Test Chamber]] or some place away from the station, so other people aren't effected. Be sure to warn people ahead of time, so they can exit the area in time. Popular off-station locales include the [[Mining Outpost]], the Space/Sea Diner, the [[Debris Field]], the [[Trench]], and the [[Mining Level]].
Got all that? Good. Now we can get started with making napalm.
===Discount Dan's Quik-Tips for Getting Acquainted with Chemistry===
So, turns out [[Chemicals#Napalm Goo|making napalm]] isn't terribly complex at all. But there's more to chemistry than just making napalm--so much more! It's almost overwhelming. Where does an aspiring chemist start?
* '''Learn the most-commonly used compounds and healing chems.'''
** '''[[Chemicals#Basic compounds|Basic compounds]]''' - Know each one by heart, for they are at the heart of many recipes. Luckily, there aren't many to learn.
** '''[[Chemicals#Medical Chems|Medical chems]]''' - Learn how to make and use healing chems, and you'll live longer--and enjoy more of the round! You can even help others too. Plus, when you start to learn harmful recipes, you'll be able to heal yourself when you fuck up. Some particularly useful ones to learn are [[Chemicals#Styptic Powder|styptic powder]] & [[Chemicals#Silver Sulfadiazine|silver sulfadiazine]], which heal up some of the most common injuries.
** Don't forget, there's a [[#Getting Your Toes Wet|more detailed introduction/walkthrough]] to the wonderful world of chemistry below!
* '''Understand the patterns behind the recipes.'''
**The recipes for chems from real-life generally follow a comfortably simplified version of the actual process; for example, [[Chemicals#Methamphetamine|methamphetamine]] is based on the [https://en.wikipedia.org/wiki/History_and_culture_of_substituted_amphetamines#Illegal_synthesis Nagai route], while [[Chemicals#Sulfuric Acid|sulfuric acid]] is just the elements that make up the molecule.
**The ones for entirely fictional chems tend be somewhat arbitrary, but for some, there's some simple logic linking them, e.g. [[Chemicals#Glitter|glitter]] needs shiny stuff and a paper base for it, while [[Chemicals#Flaptonium|flaptonium]] involves bird-related things. Even some of said arbitrary ones often use plasma for that "magical sci-fi chemical that can do anything".
**This holds particularly true for the [[Chemicals#SECRET CHEMS|secret chems]]:
***For ones that are based on real life, such as [[Chemicals#Chlorine Azide Hint|chlorine azide]], study the general process and try to replicate it in SS13 with "equivalents"; for most, you usually don't have to go further than a Wikipedia page.
***For fictional chems, such as [[Chemicals#Mutini Hint|mutini]], think about which chems can best replicate their effects. Some, like [[Chemicals#Crabby Party Secret Formula Hint|Crabby Party Secret Formula]], are just jokes, where the hint is the punchline linking the ingredients together. 
***If you get stuck, don't be afraid to ask for hints. In fact, there's even a [[Spacebux#Purchasable Items|Spacebux item]] called a "Chem Hint Scroll" that provides a clue for a random ingredient for a random chem.
* '''Look beyond the chem dispenser!'''
**The [[Botanist]]s can mass-produce certain chems through [[Guide to Botany|the power of botany]], significantly easing your workload. There are even a few chems that only obtained from certain plants. Don't be afraid to ask them to grow a few things.
**You can insert certain items into the Reagent Extractor, usually food and plant products, to get certain chems; many chems can only be obtained this way. Learn it and love it; neither are too hard to do. You'll use it a lot in your chemistry career; just look at all the places in the tables below that go "Extract from...".
**Discount Dan's products from red snack machines contain a true smorgasbord of chemicals. You might surprised (and maybe a little queasy) at what's in those [[Foods and Drinks#Discount Dan's Quik-Noodles|noodle cups]]!
**There are many "designer drug" pills scattered in random places on the station/ship and elsewhere, often in pill bottles named in-game as "pill bottle (????)". Who knows what magical toxic treasures they contain!?
*'''Use Chem Dispenser Groups!''' Chemical groups make the chem dispenser automatically dispense certain chems, so you can spend less time on the aspect on chemistry that's usually pretty boring, staring at dispenser, and more time having fun actually testing/using the chems. They're also great for mass-producing certain compounds. Check out the [[#Chem Dispenser Groups: A Chemist's Best Friend|following section]] on how to use them.
===Chem Dispenser Groups: A Chemist's Best Friend===
{{wip}}
You can also make pre-set chemical groups, sometimes called bookmarks, through the Group button, so that the [[#Chem Dispenser|chem dispenser]] dispenses certain reagents automatically when you click one of the Group buttons. Groups streamline the production process quite significantly, especially for basic compounds. Even for simple recipes like [[Chemicals#Potassium Iodide|potassium iodide]], pressing just one button takes much less time than hunting and pressing for two of them, and you have a lot of control over amount created.


Got all that? Good. Now we can get started with the pyromania.
To make a chem group, put name of the reagent you want to dispense, an equal sign, the amount you want to dispense, and a name. Make sure that your chemical group has a name or else you'll lose your hard work when you try to add it. Separate reagents by semicolons. Here's an example reagent group for [[Chemicals#Salt|salt]]:


A lot of recipes are very similar to their real-world counterparts. There are also many sci-fi concoctions to discover and experiment with. And, if all else fails, add plasma, since it'll usually make something happen.
water=1;chlorine=1;sodium=1


===Preliminary information that u need 2 know!!===
Notice: no spaces needed, no semi-colon at the end necessary. The chems listed are added at all once at the same time, but there's still recipe priority; for something like that like [[Chemicals#Luminol|luminol]], you'll want to put the nitrogen and hydrogen towards the end, so you don't make [[Chemicals#Ammonia|ammonia]]. For fairly obvious reasons, you can't do things like sulfuric_acid=1; the chem dispenser simply doesn't dispense such reagents, just their ingredients. You must do hydrogen=1;oxygen=1;sulfur=1 instead.  
Things that repeat in standard intervals are handled by loop controllers. The mob loop encapsulates most of the things that humans and cyborgs have for repeating code. One of the major things there is the life process. Life process runs in '''2 second''' intervals governed by the mob loop.


So if a chemical does 2 toxin damage each time life is called, it'll do 2 damage every two seconds. With a depletion rate of 1, it'll deplete 1 unit every two seconds, and so on and so on. Chemicals will last longer if they have a lower depletion rate. Chems that reduce other chems will reduce the listed amount per cycle. If not explicitly stated, chems default to a depletion rate of 0.4 units per cycle.  
You can insert your ID card into the dispenser to "save" it to your ID, any new groups made while your ID is inserted can only be used if your ID is in a dispenser. Good for keeping secret chemicals secret or just avoiding the hassle of adding new groups every time you have to use a new dispenser.


Some chemicals have a special effect upon TOUCH exposure to a mob. Acids that burn your face off and topical meds are examples of this. Droppers, splashing, patches, [[Construction#Flamethrower|flamethrower]] sprays, chemical smokes and chemical foams all apply touch reactions.
==Getting Your Toes Wet==


INGEST reactions are things that happen immediately, usually from eating, drinking or injection. Hyposprays and [[Syndicate Items#Sleepy Pen|sleepy pens]] bypass these and go straight into the bloodstream. Addictions can only be triggered when the reagent is INGESTed.
Need a bit more direction before heading off into the dangerous world of chemistry? This section describes a few specific commonly used and requested chems in ascending order of difficulty.


Plant-specific effects apply to everything growing in a [[Guide to Botany#Hydroponics Tray|hydroponics tray]].
===Acid (Not the Fun Kind)===


===Base Elements===
Acids happen to simultaneously have some of the simplest recipes, the most obvious harmful effects, and somewhat high usage. You'll be particularly using your good friend Sulfuric Acid for a couple of recipes.
Not everything that comes out of the chem dispenser is benign, some have their own quirks that you should watch out for.


{| class="wikitable sortable"
{| class="wikitable sortable"
!Reagent
! Chemical Name
!Depletion rate
! class="unsortable" | Recipe
!Penetrates skin?
! class="unsortable" | Effects
!class="unsortable" | Per life cycle
 
!class="unsortable" | Immediate effect upon application
|- id="Sulfuric Acid"
!class="unsortable" | Per plant cycle<br>(plant tray)
! [[Chemicals#Sulfuric_Acid|Sulfuric Acid]]
!Addiction probability<br>(INGEST)
| (1) Sulfur + (1) Water + (1) Oxygen & Time -> (2) Sulfuric Acid
!class="unsortable" | Notes
| Deals decent damage scaling with quantity. doesn't melt items. Used in some other chems' recipes!
|-
 
|Carbon||0.4||No||||Creates dirt when applied to floor tiles.||||||
|- id="Fluorosulfuric Acid"
|-
! [[Chemicals#Fluorosulfuric_Acid|Fluorosulfuric Acid]]
|Chlorine||0.4||Yes||+1 BURN||||+3 POISON||||
| (1) [[Chemicals#Sulfuric_Acid|Sulfuric Acid]] (1) Fluorine + (1) Hydrogen + (1) Potassium @ 374 K -> (3) Fluorosulfuric Acid
|-
| Deals even more damage, again scaling with quantity. Always melts items upon application, and melts headgear if 9 or more units are splashed on a person.
|Ethanol||0.4||No||100+ UNITS - 8% chance of +1/+2 TOX, slurred speech, dizziness, drowsiness, blurred vision and other effects.<br>300+ UNITS - 5% chance of extra +1/+2 TOX.||||||4%||Every single brand of alcohol decays into this. The more potent the alcohol, the more ethanol it builds up in you. Higher amounts of ethanol have more severe consequences.
|-
|Fluorine||0.4||Yes||+1 BURN, +1 TOX||||+3 POISON||||
|-
|Helium||0.4||No||Does what you'd expect.||||||||Harmless. Can be obtained from [[General Objects#Tank|helium tanks]].
|-
|Lithium||0.4||No||Drooling and confused movement.||||||||Can also be extracted from [[Guide to Botany#Omega Weed|omega weed]].
|-
|Mercury||0.2||Yes (0.2 per 1 unit splashed)||70% chance of +1 BRAIN||||||||Can also be extracted from [[Guide to Botany#Omega Weed|omega weed]].
|-
|Phosphorus||0.4||No||||||66% chance of +1 GROWTH||||
|-
|Potassium||0.4||No||Explodes when mixed with water.||||40% chance of +1 GROWTH, +1 HEALTH||||Most people won't bat an eye when they see plain old water, though, so it makes for an interesting stealth explosive. Can also be extracted from [[Guide to Botany#Banana|bananas]].
|-
|Radium||0.4||Yes (0.5 per 1 unit splashed)||+4 RAD (capped at 8 Gy)||||80% chance of +3 RAD, 16% of a random mutation||||Radiation is cumulative and depletes one per cycle. As it ramps up, it starts doing BURN + TOX in increasing amounts related to the radiation total, causes random mutations (often disabilities) and triggers a bunch of other nasty radiation sickness effects. A [[Syndicate_Items#Sleepy Pen|sleepy pen]] full of radium is pretty lethal over a few minutes.
|-
|Sugar||0.4||No||Jitteriness, minor stamina regeneration buff. 50% chance of reducing an extra cycle's worth of stun, paralysis and weaken, 4% chance to produce a unit of epinephrine.<br><br>OVERDOSE (200) - [[Doctoring#Hyperglycaemic shock|hyperglycaemic shock]], 8% chance of +1/+2 TOX.||||||||Having a bit of sugar in you gives you a noticeable stun reduction and stamina buff. Can also be extracted from [[Guide to Botany#Available Crops|sugarcane]].
|-
|Water||0.4||No||Explodes when mixed with potassium.||Temporarily creates a slippery surface when applied to floor tiles.<br>TOUCH - Reduces the BURNING var when splashed onto people, objects or turfs that are on fire.||Essential for plant growth to occur at all.||||Freezes when cooled (0° C), boils away when heated (100 °C). Can also be extracted from [[Guide to Botany#Available Crops|melons]].
|}
|}


===Basic compounds===
Since Sulfuric Acid is made entirely of chemicals in the chem dispenser, you only need to put a beaker in and hit each of those chemicals once. Simple! Once you have some sulfuric acid, you can add the fluorine, hydrogen, and potassium - again, all found in the dispenser - but then you will need to heat up the beaker. Put it in the Heating/Cooling unit and set the temperature really high - just setting it to the required temperature of 374K is slow and won't cut it compared to setting it to the maximum temperature and just removing it once it reacts. And once it does react - congratulations, you have a beaker of face-melting, day-ruining acid!
Basic starting recipes. Most are pointless on their own, but they're all ingredients in the vast majority of chemicals in the world of SS13, so it's good to memorize them.
 
===Getting Medbay to Love You===
 
If you have a more pacifistic slant, you can make most of the medicines which medbay enjoys using. Two of the most commonly used medical chems are the following; they're fortunately pretty simple.


{| class="wikitable sortable"
{| class="wikitable sortable"
!Reagent
! Chemical Name
!class="unsortable" | Recipe
! class="unsortable" | Recipe
!Depletion rate
! class="unsortable" | Effects
!Penetrates skin?
!class="unsortable" | Per life cycle
!class="unsortable" | Immediate effect upon application
!class="unsortable" | Per plant cycle<br>(plant tray)
!class="unsortable" | Notes
|-
|Acetone||Oil + Welding Fuel + Oxygen||0.4||No||+1.5 TOX||||||Common ingredient in other recipes.
|-
|Ammonia||Hydrogen + Nitrogen||0.4||No||||||+4 GROWTH, 66% chance of +1 HEALTH. Removes a variable amount (up to 4 units) of any other reagent; ratio is based on combined volume of all reagents in the tray.||Fertilizer, and an ingredient in a lot of other chems.
|-
|Ash||Oil @ 474 K '''OR''' burn [[General Objects#Paper|paper]], collect the ash with a beaker.||0.4||No||||||80% chance of +1 HEALTH '''OR''' +1 GROWTH||Fertilizer, and basic ingredient in a couple of recipes. You'll get 5 units of ash per 10 units of oil.
|-
|Compost||Stuff produce into a [[Guide to Botany#Compost Tank|compost tank]].||0.4||No||||||66% chance of +1 HEALTH||Fertilizer.
|-
|Diethylamine||Ammonia + Ethanol @ 374 K||0.4||No||||||66% chance of +2 GROWTH||Used for certain medical recipes and as fertilizer.
|-
|Phenol||Water + Chlorine + Oil||0.4||No||||||||Used for certain medical recipes.
|-
|Potash||Potassium + Chlorine + Sulfuric Acid||0.4||No||||||50% chance of +1 HEALTH, +1 GROWTH. 24% of +1 CROPSIZE, -1 HARVESTS||Fertilizer.
|-
|Salt||Water + Chlorine + Sodium||0.4||No||||Creates a salt pile when applied to floor tiles.||||Useful as a weapon against [[wraith]]s.
|-
|Saltpetre||Potash + Urine + Compost||0.4||No||||||80% chance of +3 HEALTH '''OR''' +3 GROWTH. 50% of +1 POTENCY, 24% of -1 CROPSIZE||Fertilizer.
|-
|Space Cleaner||Ammonia + Ethanol + Water||0.4||No||OVERDOSE (5) - 8% chance of +1/+2 TOX.||TOUCH - Removes cleanable messes and [[Detective|forensic evidence]] when splashed onto people, objects or turfs.||||Cleans stuff.
|-
|Stabilizing Agent<br>(Stabilizer)||Iron + Oxygen + Hydrogen||0.4||No||||||||Keeps unstable chemicals stable. '''This does not work on everything.'''
|}


===Medical Chems===
|- id="Styptic Powder"
A malignant scientist is expected to hurt people. A benevolent one is expected to heal people. If you're the latter, then this chart is your best friend.
! [[Chemicals#Styptic_Powder|Styptic Powder]]
| (1) Aluminium + (1) Oxygen + (1) Hydrogen + (1) [[Chemicals#Sulfuric_Acid|Sulfuric Acid]] -> (4) Styptic Powder
| Slows down bleeding and heals {{BRUTE}} damage. Only apply topically, such as with patches - ingestion in pill or drink form poisons the patient!


{| class="wikitable sortable"
|- id="Silver Sulfadiazine"
!Reagent
! [[Chemicals#Silver_Sulfadiazine|Silver Sulfadiazine]]
!class="unsortable" | Recipe
| (1) [[Chemicals#Ammonia|Ammonia]] + (1) Silver + (1) Sulfur + (1) Oxygen + (1) Chlorine -> (5) Silver Sulfadiazine
!Depletion rate
| Heals {{BURN}} damage. Just like styptic powder, apply it topically or it will poison whoever ingests it!
!Penetrates skin?
!class="unsortable" | Per life cycle
!class="unsortable" | Immediate effect upon application
!class="unsortable" | Per plant cycle<br>(plant tray)
!Addiction probability<br>(INGEST)
!class="unsortable" | Notes
|-
|Ammonium Bicarbonate<br>(Smelling Salt)||N/A. Pro Puffs.||0.4||No||80% chance of -1 RAD||||||||Radiation is cumulative and causes TOX and BURN.
|-
|Antihol||Ethanol + Charcoal||0.4||No||Raises ethanol depletion rates by 8.<br><br>If less than +25 health: -2 TOX||||||||Sober someone up in a hurry. Nefarious people sometimes spike other poisons with ethanol or booze reagents to sabotage charcoal treatments.
|-
|Atropine||Ethanol + Acetone + Diethylamine + Phenol + Sulfuric Acid. [[Guide to Botany#Black Venne|Venne mutation]] or [[Guide to Botany#Omega Weed|omega weed]].||0.2||No||Dizziness, confused movement, minor total stamina buff, warms you up slightly when cold. Attempts to cap OXY at 65 and LOSEBREATH at 5. Rolls a chance to fix [[Doctoring#Cardiac failure|cardiac failure]]. Increases depletion rate of sarin by 20.<br><br>If more than -60 health: +1 TOX<br>If less than -25 health: -1 TOX, -3 BRUTE, -3 BURN<br><br>OVERDOSE (25) - 8% chance of +1/+2 TOX||||||||Fairly similar to epinephrine but will rapidly push deep-crit damage levels towards shallow crit levels. Use this if you find someone who is right at the edge of death. Flushes sarin extremely rapidly. Atropine alone won't outright kill people but it's a pretty decent debilitating poison if you wanna use it that way.
|-
|Calomel||Mercury + Chlorine @ 374 K||0.8||No||Increases all depletion rates by 5.<br><br>If more than +20 health: +5 TOX||||||||Aggressive purgative. It'll do a lot of TOX damage itself but it cannot kill you, as the damage only applies while you are above 20 health. Use for emergencies to handle the really aggressive poisons that would definitely kill you if they remain active for long.<br><br>Blood tests without a reagent scanner: draw blood and analyze it with the CheMaster in the pharmacy.
|-
|Charcoal||Ash + Salt @ 374 K or [[Guide to Botany#Venne|venne]].||0.4||No||-1.5 TOX. 50% chance of increasing the depletion rate of all other chems by 1||||Removes 2 units of every harmful chem present (toxin, toxic slurry, sulf. acid, plasma, mercury, welding fuel, chlorine, radium)||||Good baseline thing for detoxifying someone, but won't always keep up with the hellpoisons.
|-
|Cryoxadone||Cryostylane + Plasma + Acetone + Unstable Mutagen||0.4||No||If body temp below 260 K: -10 OXY, -3 TOX, -12 BRUTE, -12 BURN||||||||Requires cooling the target before it kicks in, but heals incredibly well. The cryo tanks in medbay run off of this.<br><br>'''Note:''' Don't cool down someone who is currently on fire, put them out first. Due to the way BURN damage is handled, cooling a flaming person will make the fire worse and cause more damage than even the cryoxadone can keep up with.
|-
|Diphenhydramine<br>(Antihistamine)||Oil + Carbon + Bromine + Diethylamine + Ethanol||0.4||No||Reduces jitteriness, significant stamina regeneration nerf. Increases depletion rates of histamine and itching powder by 3. 3% chance of stunning briefly and causing drowsiness.||||||10%||Mostly used as a precursor to a couple of the illegal drugs. Might be needed for bee stings, histamine poisonings or itching powder.
|-
|Ephedrine||Sugar + Oil + Hydrogen + Diethylamine. [[Guide to Botany#Asomna|Asomna]] or [[Guide to Botany#Omega Weed|omega weed]].||0.3||No||Stun reduction, minor stamina regeneration buff, causes jitteriness, reduces drowsiness, warms you up slightly. Attempts to cap LOSEBREATH at 3. Heals 1 OXY if OXY damage > 75.<br><br>If more than 0 health: 33% chance of -1 BRUTE, -1 BURN. 8% of -1 TOX<br>If less than 0 health: -1 BRUTE, -1 BURN. 25% of -1 TOX<br><br>OVERDOSE (35) - 8% chance of +1/+2 TOX, 15% of extra +1/+2 TOX. 5% of stunning briefly and causing dizziness.||||||25%||It's pretty much just a weaker analogue of medbay's epinephrine, but it's addictive and has a few more side effects.
|-
|Epinephrine||Phenol + Hydrogen + Oxygen + Chlorine + Acetone + Diethylamine||0.2||No||Stun reduction, minor stamina regeneration buff, causes jitteriness, reduces drowsiness, warms you up slightly. Increases depletion rate of histamine by 15. Attempts to cap LOSEBREATH at 3 and OXY at 35. 5% chance of -1 BRAIN. Rolls a chance to fix [[Doctoring#Cardiac failure|cardiac failure]].<br><br>If health is between -10 to -65, heals 1 TOX, 1 BRUTE, 1 BURN.<br><br>OVERDOSE (20) - 8% chance of +1/+2 TOX, 5% of stunning briefly and causing dizziness.||||||||Can make you pretty sick in overdoses. Rapidly counters histamine / allergic reactions. Very useful for stabilizing someone who is in mid-crit damage, standard emergency shot to buy yourself some time. If things are really bad, go for atropine instead.
|-
|Hairgrownium||Carpet + Synthflesh + Ephedrine. [[Guide to Botany#Fuzzy Nureous|Nureous mutation]] or [[Guide to Botany#Omega Weed|omega weed]].||0.4||Yes||10% chance of growing a full set of hair.||||||||Great cure for baldness.
|-
|Haloperidol||Chlorine + Fluorine + Aluminium + Potassium Iodide + Oil or [[Guide to Botany#Omega Weed|omega weed]].||0.4||No||Increases depletion rates for most stimulating/hallucinogenic drugs by 5. Reduces druggy effects and jitteriness. Severe stamina regeneration penalty, causes drowsiness. 20% chance of +1 BRAIN. 5% of curing [[Virus|space madness and berserker]].||||||||Treat it like a general anti-psychotic. Useful for treating/neutralizing drugged-up maniacs.
|-
|[[Foods and Drinks#Dispenser|Hunchback]]||Bourbon + Cola + Tomato Juice||0.4||No||Increases all depletion rates by 8. 10% chance of contracting [[Virus|food poisoning]].<br><br>If more than +10 health: +2 TOX||||||||Flushes other chemicals more rapidly than calomel, but does so at significant risk to the consumer. Aside from constant and violent vomiting, the health cap and depletion rate are significantly lower.
|-
|Insulin||N/A. [[Medical Objects#Medical Dispenser|Vendors]] and Pro Puffs.||0.4||No||Raises sugar depletion rates by 5.||||||||Handles [[Doctoring#Hyperglycaemic shock|hyperglycaemic coma]].
|-
|Lexorin||N/A. Pro Puffs.||0.2||No||+1 TOX, removes the need to breathe.||||||||A more dangerous version of perfluorodecalin that allows you to talk in space without using internals, but deals TOX damage over time.
|-
|Mannitol||Sugar + Hydrogen + Water or [[Guide to Botany#Dawning Venne|venne mutation]].||0.4||No||-3 BRAIN||||||||Use for concussions, changeling stings, bible beatings, flatline brain damage, bath salts, etc.
|-
|Morphine||N/A. [[Medical Objects#Medical Dispenser|Vendors]] as well as [[Quartermaster#Items you can order|QM]] can provide it.||0.4||No||Dramatically counters movement reduction from severe injury, severe stamina regeneration penalty, reduces jitteriness. Will knock you out on 36th cycle.<br><br>OVERDOSE (20) - 8% chance of +1/+2 TOX.||||||50%||Low doses are useful for the painkiller, but high doses can knock someone out for a while.
|-
|Mutadone||Unstable Mutagen + Acetone + Bromine or [[Guide to Botany#Dawning Venne|venne mutation]].||0.4||No||Removes one [[Guide to Genetics|genetic bioeffect]]. Some mutations cannot be cured by mutadone, however.||||20% chance of -5 GROWTH. 50% of inducing one of these effects: -1 GROWTIME, -1 HARVTIME, +1 HARVESTS, +1 CROPSIZE, +1 POTENCY or  +1 ENDURANCE||||Did someone turn you into a gibbering chavish deaf dwarven lunatic? Take this. Giving this to someone with superpowers will really ruin their day.
|-
|Oculine||Atropine + Spaceacillin + Saline-Glucose Solution or [[Guide to Botany#Dawning Venne|venne mutation]].||0.4||Yes||80% chance of reducing eye and ear damage by 1, 30% of curing blindness<br><br>If ear damage is less than 25: 30% chance of healing deafness||||||||Not typically needed unless some jerk is using a lot of flashbangs. It's a rare situation, but giving them oculine might be their saving grace.
|-
|Omnizine||N/A. [[Guide to Botany#Lifeweed|White weed]], [[Guide to Botany#Out of this World|glowing fruits]], [[Foods and Drinks#Main course|warm donk pockets and spaghetti arrabbiata]].||0.2||No||-2 BRUTE, -2 BURN, -1 TOX, -1 OXY. 50% chance of -1 LOSEBREATH, 33% of -1 BLEEDING.<br><br>OVERDOSE (30) - Stuttering, dizziness, jitteriness, random stuns and confused movement. 8% chance of +1/+2 TOX.||||||5%||Slightly addictive, but is otherwise an amazing cure-all. Medbay will love the botanists if they supply them with it. Omnizine-laced Pro Puffs and the two dishes deliver a small dose of omnizine when used. Less ideal than botany, but it could save you in a pinch.
|-
|Pentetic Acid||Welding Fuel + Chlorine + Ammonia + Formaldehyde + Sodium + Cyanide||0.4||No||-7 RAD, increases all depletion rates by 4. 75% chance of -4 TOX, 33% of +1 BRUTE.||||||||Apex anti-tox/anti-rad treatment.
|-
|Perfluorodecalin||Hydrogen + Fluorine + Oil @ 374 K||0.4||No||-25 OXY, increases LOSEBREATH to and caps it at 5. You can't talk, but it prevents any suffocation damage from racking up despite that. 33% chance of -1 BRUTE, -1 BURN.||||||20%||Fantastic for criminal activity because it silences people. Also fantastic for pretty much negating all the accumulative damage from being in critical, will give you a really wide window of time to deal with other health problems. In theory, you could stay in flatline for quite awhile with this stuff handling tissue oxygenation, but you might need mannitol too. Can make spacewalking without internals possible.
|-
|Potassium Iodide||Potassium + Iodine or [[Guide to Botany#Nureous|nureous]].||0.4||No||80% chance of -1 RAD||||||||Radiation is cumulative and causes TOX and BURN. Simple and weak, but can help counter radiation events and radium somewhat.
|-
|Salbutamol||Salicylic Acid + Lithium + Aluminium + Bromine + Ammonia or [[Guide to Botany#Shivering Contusine|contusine mutation]].||0.2||No||-6 OXY, -4 LOSEBREATH||||||||Speeds up recovery from suffocation damage, but more importantly, it'll help counter suffocating/losebreath poisons and the suffocation that ramps up in critical health. Often underused emergency med that makes dealing with critical-health people a lot easier since OXY damage is usually what kills in-crit patients in the end.
|-
|Salicyclic Acid<br>(Painkiller)||Sodium + Phenol + Carbon + Oxygen + Sulfuric Acid or [[Guide to Botany#Contusine|contusine]].||0.1||No||Tries to return high body temps towards normal, counters walkspeed loss from being hurt fairly well. 55% chance of -2 BRUTE.<br><br>OVERDOSE (25) - 8% chance of +1/+2 TOX.||||||||Got beat up a bit and don't want to crawl the whole way to medbay? Pop one of these. Won't help severe damage, but it'll keep you moving at top speed so you can rush for the better healing chems. Slow depletion rate will keep it in your blood for awhile.
|-
|Saline-Glucose Solution||Salt + Water + Sugar||0.15||Yes||33% chance of -2 BRUTE, -2 BURN. 33% chance of regenerating 1 unit of [[Doctoring#Bleeding|blood]]. Rolls a chance to fix [[Doctoring#Shock|shock]].||||||||Decent med for healing a respectable amount of BRUTE/BURN damage over time and for stabilizing low-crit patients.
|-
|Silver Sulfadiazine||Ammonia + Silver + Sulfur + Oxygen + Chlorine or [[Guide to Botany#Commol|commol]].||2||No||-8 BURN||TOUCH - Heals 1 BURN per unit applied.<br>INGEST - Causes 0.5 TOX per unit ingested.||||||The go-to BURN medication. It depletes rapidly in the blood, so most of your healing will come upfront from a topical application. Ingesting it doesn't work nearly as well and even causes a fair bit of TOX damage, so don't do that.
|-
|Simethicone||Hydrogen + Chlorine+ Silicon + Oxygen||0.4||No||Makes the victim unable to fart. Fiendish.||||||||Truly fiendish.
|-
|Spaceacillin||Space Fungus + Ethanol||0.2||No||Rolls a chance to cure some specific [[Virus|diseases]], such as MRSA and grave fever.||||||||You probably won't use this much unless a random disease event hits. Space fungus, which mostly grows in maintenance tunnels, is acquired by scraping it off of walls with your beaker.
|-
|Strange Reagent||Omnizine + Holy Water + Unstable Mutagen||0.2||No||+2 BRUTE, +2 TOX||INGEST - Can reanimate the dead. If the corpse is rotten or has more than 150 combined BRUTE+BURN, the body will be gibbed, and a corpse with too much BRAIN damage will immediately drop dead again.<br><br>TOUCH - Resurrects [[Critter|critters]].||||||While SR can revive players, it will only heal their OXY damage upon successful revival. Actual doctoring is still necessary after they come back to life.
|-
|Styptic Powder||Aluminium + Hydrogen + Oxygen + Sulfuric Acid||2||No||-8 BRUTE||TOUCH - Heals 1 BRUTE per unit applied. Can reduce BLEEDING by up to 5.<br>INGEST - Causes 0.5 TOX per unit ingested.||||||The BRUTE damage equivalent of silver sulfadizine, so the same application methods still apply: only go for topical doses.
|-
|Super Hairgrownium||Iron + Methamphetamine + Hairgrownium||0.4||Yes||Grows tremendous hair and a [[Syndicate Items#Fake Moustache|fake moustache]].||||||||
|-
|Synthflesh||Blood + Carbon + Styptic Powder||0.4||No||||TOUCH - Heals 1.5 BRUTE and 1.5 BURN per unit applied. Instantly heals all BLEEDING. Creates gibs when applied to floor tiles.||||||An excellent fixer of BRUTE, BURN and BLEEDING, it's a surprise that it isn't used more. The doctors will love you if you supply medbay with patches full of this.
|-
|Teporone||Silicon + Acetone + Plasma||0.4||No||Attempts to return body temp to normal in ten degree increments. Causes jitteriness.<br><br>OVERDOSE (50) - 8% chance of +1/+2 TOX.||||||20%||Not really ever used much, but spacewalking cocktails might need it.
|-
|Yobihodazine||N/A. [[Foods and Drinks#Drinks|Spaced rum]].||0.4||No||Attempts to return body temp to normal in ten degree increments. Prevents OXY damage (but not LOSEBREATH). 20% chance of +1 BRAIN.||||||20%||Another legacy spacewalking chem.
|}
|}


===Poisons and Toxic Shit===
Similarly to Fluorosulfuric Acid above, to make styptic powder, you first need to brew up some sulfuric acid and add some other chemicals from the dispenser. Unlike the acid, it doesn't require any heating, making it quick and easy. Silver sulfadiazine is a bit more involved because it uses Ammonia, which has the following recipe:
The bad stuff. This is where you'll learn the fine art of poisoning, and there is no shortage of poisons to use.


{| class="wikitable sortable"
{| class="wikitable sortable"
!Reagent
! Chemical Name
!class="unsortable" | Recipe
! class="unsortable" | Recipe
!Depletion rate
! class="unsortable" | Effects
!Penetrates skin?
 
!class="unsortable" | Per life cycle
|- id="Ammonia"
!class="unsortable" | Immediate effect upon application
! [[Chemicals#Ammonia|Ammonia]]
!class="unsortable" | Per plant cycle<br>(plant tray)
| (3) Hydrogen + (1) Nitrogen -> (3) Ammonia
!Addiction probability<br>(INGEST)
| Doesn't actually do much on its own besides help the [[Botanist|Botanists']] plants - it does get used in a lot of recipes, though!
!class="unsortable" | Notes
|-
|Aconitum||Secret!||0.4||No||+2 TOX. 10% chance of stun and extra +2 TOX, 8% chance of +1 LOSEBREATH||||||||Toxic + suffocation, behaves like a weaker coniine.
|-
|Amanitin||N/A. [[Syndicate Items#Syndicate Sauce|Syndicate sauce]], poison bottles, [[Guide to Botany#White Mushroom|mutant mushrooms]].||0.4||No||Delayed, dose-specific. On the last cycle that it's in you, it hits you with a stack of TOX damage based on elapsed cycles * rand(2,4). The more you use, the longer it takes before anything happens, but the harder it hits when it does.||||||||This is a stealth poison. With large doses your target can consume something poisoned, walk around for a few minutes minding their own business, and then abruptly die with no real warning. Very devious to use.
|-
|Ants||N/A. It accumulates on floor tiles that [[Foods and Drinks|foodstuffs]] have been left on, indicated with a animated sprite.||0.4||No||+2 BRUTE||TOUCH/INGEST -  Does 4 BRUTE damage||||||Use a beaker on the sprite to collect ants. In the blood stream, the victim takes BRUTE damage every cycle, so it can be slow and lethal if you have the patience to collect enough ants. A mostly harmless prank chem overall.
|-
|Atrazine<br>(Weedkiller)||Chlorine + Hydrogen + Nitrogen||0.4||No||+2 TOX||||If [[Guide to Botany#Available Crops|plant species]] is weed: +2 POISON, -3 GROWTH||||Pretty much a generic toxin. Botany has a bunch of it right away.
|-
|Capulettium||Neurotoxin + Chlorine + Hydrogen||0.4||No||Causes blurred vision and drowsiness. Knocks the victim out and makes them appear dead on 11th cycle.|||||||||This essentially lets you play possum. Know someone is hunting you? Inject yourself with this just before they find you, and they'll mistake you for dead!
|-
|Capulettium plus||Capulettium + Methamphetamine + Ephedrine||0.4||No||Instant and ongoing silence until chemical fully depletes, also prevents the use of all emotes. Makes the victim appear dead if they're resting.||||||||[[Guide_to_Genetics#Mutations|Telepathy]] or [[Implants#Machine Translator|machine talk]] can get around the vocal paralysis.
|-
|Capsaicin||N/A. [[Foods and Drinks#Main course|Spaghetti arrabbiata]]. Extracted from [[Guide to Botany#Available Crops|any chili and omega cannabis leaves]].||0.4||No||Stuttering, increases body temperature slightly. 10% chance of stunning briefly.<br><br>20+ UNITS: 10% of up to +10 OXY.||TOUCH - Causes blurred vision, confused movement, short stun (blocked by masks). 50% chance of temporary blindness.<br><br>INGEST -  Stuttering. 80+ UNITS: medium-duration stun||||1%|||[[Security Objects#Crowd Dispersal Grenade|Crowd dispersal grenades]] contain this.
|-
|Cholesterol||N/A. Extracted from many [[Foods and Drinks#Main course|meat dishes.]]||0.4||No||Minor total stamina penalty<br><br>OVERDOSE (25) - Scales with dose.<br>25+ UNITS: ~5% chance of up to +2 TOX<br>45+ UNITS: ~7% of up to +4 TOX<br>125+ UNITS: ~2% of medium-duration stun and [[Doctoring#Cardiac failure|cardiac failure]]||||||||Not very dangerous in low quantities. A side-effect of consuming too many meaty dishes.
|-
|Coniine||N/A. Poison bottles.||0.05||No||+2 TOX, +5 LOSEBREATH||||||||A small dose can kill in under a minute. LOSEBREATH makes the victim unable to talk - they'll take suffocation rapid damage and be unable to say anything over the radio.
|-
|Curare||N/A. [[Syndicate Items#Poison Bottle|Poison bottles]] or [[Guide to Botany#Quivering Contusine|contusine mutation]].||0.1||Yes||+1 TOX, +1 OXY, blurred vision. Causes drowsiness and permastuns the victim on 11th cycle, 8% chance of +1 LOSEBREATH||||||||It won't knock them out, but it will make them unable to move. Could be used to kidnap people or just disable them and scare the hell out of them.
|-
|Cyanide||Oil + Ammonia + Oxygen @ 374 K, poison bottles or [[Guide to Botany#Deathweed|deathweed]].||0.1||Yes||+1.5 TOX. 10% chance of +1 LOSEBREATH, 8% of stun and extra +2 TOX||||||||A couple of common chem recipes can produce this if poorly mixed, and production of cyanide will dose nearby people if they aren't wearing gas masks. Also a fairly easy poison. Balanced to be mostly a slow and scary killer, but if they get to medbay, it's not that hard to deal with. Suffocation damage can rack up faster than TOX depending on how the RNG rolls.
|-
|Formaldehyde<br>(Embalming Fluid)||Ethanol + Oxygen + Silver @ 424 K||0.4||Yes||+1 TOX, 10% chance of decaying into up to 15 units of histamine||||+4 POISON||||Inject into a corpse to prevent decomposition. The high chance of decaying into histamine makes it a really mean poison if you want to use it that way.
|-
|Glitter||Silver + Itching Powder + Colorful Reagent + Paper||0.1||Yes||Glitter particle effect. 10% chance of +1 BRUTE, 5% of +2 BRUTE. 1% of decaying into 1 unit of histamine||Creates glitter when applied to floor tiles.||||||Makes your mob glitter. Occasional BRUTE damage from scratching, similar to itching powder.
|-
|Ghost Chili Juice||N/A. [[Guide to Botany#Fiery Chili|Ghostlier chili]].||0.4||No||50% chance of stunning briefly. 33% of throwing up, removing the remaining amount of GCJ from the bloodstream. 10% of setting the victim alight, 5% of burning them up completely (fire-gibbed)||||||||Neutralized by milk. Can be effective in a [[Syndicate Items#Sleepy Pen|sleepy pen]] if the RNG is on your side.
|-
|Glowing Slurry||N/A. [[Guide to Botany#Omega Slurrypod|Omega slurrypods]].||0.4||No||+2 RAD. 15% chance of bad mutation, 3% of good mutation||TOUCH - 50% of bad mutation<br><br>INGEST - 100% of bad mutation||One random mutation, up to -2 GROWTH||||Scrambles your genes to hell and back.
|-
|Histamine||N/A. [[Guide to Botany#Omega Weed|Omega weed]], byproduct of certain reagents.||0.2||No||10% chance of blurred vision '''OR''' +1 BRUTE, 5% of +2 BRUTE<br><br>OVERDOSE (40) - Scales with dose. Large doses have rapidly fatal effects simulating [[Doctoring#Anaphylaxis|anaphylaxis]] and ramp up BRUTE, TOX and OXY damage across the board||Causes jitteriness<br><br>TOUCH - Transfer is capped at 10 units regardless of amount splashed||||||Dose-dependent, ranges from annoying to incredibly lethal. Epinephrine, methamphetamine and especially diphenhydamine will counteract it as targeted meds.
|-
|Initropidril||Secret! Also poison bottles.||0.4||No||Major stamina regeneration buff. 33% chance of medium-duration stun '''OR''' up to +25 TOX. 10% of +10 OXY and +1 LOSEBREATH '''OR''' immediate [[Doctoring#Cardiac arrest|cardiac arrest]].||||||||RNG-based poison, can either kill you ridiculously fast or agonizingly slowly.
|-
|Itching Powder||Ammonia + Welding Fuel + Space Fungus or [[Guide to Botany#Omega Weed|omega weed]].||0.3||Yes||Lots of annoying random effects like jitteriness and stuns. 2-15% chances of up to +5 BRUTE. 6% of decaying into up to 3 units of histamine.||||||||Prank chem but can be debilitating as hell in large doses. A source of histamine.
|-
|Ketamine||N/A. [[Syndicate Items#Sleepy Pen|Sleepy pens]] and [[Syndicate Items#Poison Bottle|poison bottles]].||0.8||Yes||Significant total stamina penalty. Causes blurred vision, KOs on 11th cycle.||||||||Sleepy pens come pre-loaded with this. A typical dose from one should last 6-8 minutes.
|-
|Lipolicide||Mercury + Ephedrine + Diethylamine||0.2||No||+1 TOX unless the victim keeps eating food. 10% chance of healing obesity.||||||||Mostly just annoying, but easy to get from [[Foods and Drinks#Drinks|weight-loss shakes]].
|-
|Neurotoxin||Space Drugs @ 674 K||1||No||Causes jitteriness, dizziness, drowsiness and confused movement. +1 TOX, +1 BRAIN if total brain damage is less than 80 (10% chance otherwise).<br><br>Delayed poison. Ill effects will not be felt until the 5th cycle, and completely KO the victim on the 14th cycle.||||||||One of the most debilitating chems in the game due to applying brain damage, confusion and constant knockouts all at once. Someone given a large dose will be lucky to be able to do anything. Its delayed effects make it one of the quickest and stealthiest knockout chems around. It's also one of horrible things that [[Changeling#Neurotoxin Sting|changelings]] can sting you with.
|-
|Pancuronium||N/A. Poison bottles and derelict medbot injections.||0.2||No||Severe total stamina penalty. Will permastun on 11th cycle.<br><br>If permastunned: 10% chance of +1 LOSEBREATH, 7% of +3 LOSEBREATH||||||||The other reason to run from the derelict medibots, as this will be injected along with the sodium thiopental, which will eventually kill you while you can't even scream for help. A very nasty disabling poison for traitors to make use of, basically a much meaner curare.
|-
|Polonium||N/A. [[Syndicate Items#Poison Bottle|Poison bottles]].||0.1||Yes||+8 RAD||||80% chance of +5 RAD, 25% of a random mutation||||Lasts a long time and ramps your cumulative radiation (causes TOX and BURN) way the hell up, very deadly.
|-
|Porktonium||N/A. Extracted from everything that contains bacon.||0.2||No||OVERDOSE (133) - 15% chance of metabolizing into up to 3 units of cholesterol, 8% of metabolizing into 15 units of radium and 10 units of cyanide||||||||Porktonium depletes fairly slowly and an overdose can be very lethal.
|-
|Rajaijah<br>(Madness toxin)||Secret! Also poison bottles.||0.1||No||+0.5 BRAIN, jitteriness, drowsiness, major stamina regeneration buff. KOs, then an AI takes over your mob on the 29th cycle, forcing you to attack people nearby (and occasionally yourself). Lots of scary text messages.||||||||You may be familiar with Syndicate NPCs, which can be summoned with telescience. Rajaijah makes use of the same AI, which is quite robust. It can pick up, attack with and throw items from off the floor, can use firearms effectively, and is hard to pacify thanks to the stamina buff. Injecting somebody with this poison will KO them briefly after a couple of cycles. Once they wake up, the AI assumes control of the mob, turning the victim into an involuntary murder machine. They'll be unable to do anything about it until the poison wears off.<br><br>'''Note:''' Slapping a [[Medical_Objects#Straight_Jacket|straight jacket]] on someone poisoned with rajaijah will neutralize them, letting you flush the poison safely.
|-
|Royal Initrobeedril||Secret! Also poison bottles.||0.2||No||+1 TOX, turns the victim yellow. 10-33% chances of stuns, +1 LOSEBREATH and up to +5 OXY. Gibs the victim on 26th cycle and leaves a queen bee behind.||||||||Royal initro essentially turns the victim's heart into a monstrous bee bearing their name. A very reliable killing method, though at least 5 units are required for a guaranteed kill and the giant red bee bearing the name of the victim is a huge red flag for the crew. The only cure is to inject something that forces it to deplete before it hits cycle 26.
|-
|Sarin||Secret! Also poison bottles.||0.1||Yes||+1 TOX, +1 BRAIN, +1 BURN. 5% chance of +1 LOSEBREATH, randomly causes stuns, blurred vision, jitteriness, confused movement and other effects. Permastuns on 60th cycle.<br><br>If permastunned: additional +5 LOSEBREATH, +1 BRAIN and +1 TOX<br><br>25+ UNITS: 8% chance of additional +1/+2 TOX||||||||Bombards the victim with a lot of scary messages and can kill surprisingly quickly if left unchecked. Can be neutralized with atropine, or handled with wide-spectrum meds.
|-
|Sodium Thiopental||N/A. Poison bottles, derelict medbot injections, and space bee stings.||0.7||No||Major total stamina penalty, reduces jitteriness. Random stuns, confused movement, drowsiness. 10% chance of +1 BRAIN. KOs the victim on 6th cycle.||||||||Like an incredibly fast-acting ketamine, but with slightly slower depletion; it also doesn't knock out for nearly as long once the chem wears off. One of the reasons to run from the derelict medibots, they will inject you with this constantly if they catch you.
|-
|Spiders||Ingest ants + unstable mutagen and use the *dance emote '''OR''' see the [[Chemistry#SECRET CHEMS|recipe hint]].||0.4||No||50% chance of +1 BRUTE. 10% chance of +2 BRUTE '''OR''' +5 BRUTE and brief stun '''OR''' 10% of +4 BRUTE and barfing up some spiders||5+ UNITS: Creates spiders when applied to floor tiles.<br><br>TOUCH/INGEST - You get spiders all over you! You also take +2 BRUTE.||||||Spider friends! Sometimes they're a bit grumpy, though.
|-
|Stable Mutagen||Unstable Mutagen + Lithium + Bromine + Acetone||0.4||No||+2 RAD. If used in conjunction with blood, it will result in the person taking on the appearance and DNA of the blood's owner on the 10th cycle.||||80% chance of up to -3 GROWTH, 16% of a random mutation||||The changeling's [[Changeling#DNA Sting|DNA sting]] works like this, for instance.
|-
|Sulfonal||Acetone + Diethylamine + Sulfur||0.1||No||+1 TOX. Minor total stamina penalty, drowsiness, reduces jitteriness. 20% chance of KO'ing the victim briefly after the 22th cycle.||||||||Puts someone out while slowly poisoning them to death. While it doesn't do a good job at keeping someone out until the chem has depleted, sulfonal is still very debilitating.
|-
|Toxic Slurry||N/A. [[Guide to Botany#Slurrypod|Slurrypods]].||0.4||No||10% chance of up to 4 TOX, 7% of stunning briefly||||||||Mostly just annoying, but it can be deadly over time if the RNG cooperates.
|-
|Toxin||N/A||0.4||No||+2 TOX||||+1 POISON||||The old generic toxin, still kicking around in a few places.
|-
|Unstable Mutagen||Radium + Plasma + Chlorine '''OR''' Epinephrine + Neurotoxin||0.3||No||+2 RAD, 4% chance of a bad mutation||TOUCH - 33% chance of a bad mutation<br><br>INGEST - 100% of a bad mutation||40% chance of -1 GROWTH, 24% of a random mutation||||Another solid, easy-level poison, though it's usually used as a precursor to other chems.
|-
|Uranium||N/A||0.4||No||+2 RAD||||+2 RAD, 24% chance of a random mutation||||Some vending machine junk contains this.
|-
|Venom||N/A. Poison bottles.||0.2||No||+1 TOX, +1 BRUTE. 25% chance of decaying into up to 10 units of histamine.<br><br>20+ UNITS: +2 TOX and +2 BRUTE (total, not additionally)<br>40+ UNITS: 4% chance of gibbing the victim outright||||||||
|}
|}


====Disease Reagents====
This is an example of a chemical with a non-balanced recipe; pay careful attention to the ratios, or you may end up with leftover unwanted reagents! You'll also likely need to remove some of the resulting ammonia from the beaker to fit in silver sulfadiazine; you can't fit 30 each of ammonia, silver, sulfur, oxygen, and chlorine in a typical 100u beaker, much less a 50u one.
Nastier stuff than most chemical poisons, these will leave a medical condition behind even after they fully deplete. They require a certain amount of units to infect someone, and the depletion rate must also be taken into account when administering a dose. To this end, all entries have been adjusted accordingly for easy reference.
 
Those two chemicals alone can make medbay pretty happy when supplies run low. They can also be used by yourself if you don't trust doctors to patch you up, such as when you're an [[Antagonist|antagonist]] on the run from the law, or in the middle of a busy fight such as with [[Nuclear Operative]]s.


Example nanomachines: 1.5 (threshold) + 0.4 (depletion rate) = 1.9 (infection on the next life tick).  
There are a couple of medical chems that medbay either doesn't start with or has a very low starting supply of, so making them will make the doctors there extra happy. See the following.


{| class="wikitable sortable"
{| class="wikitable sortable"
!Reagent
! Chemical Name
!class="unsortable" | Recipe
! class="unsortable" | Recipe
!Depletion rate
! class="unsortable" | Effects
!Penetrates skin?
 
!Units to infect<br>(adjusted)
|- id="Perfluorodecalin"
!class="unsortable" | Application effects
! [[Chemicals#Perfluorodecalin|Perfluorodecalin]]
!class="unsortable" | Notes
| (1) Hydrogen + (1) Fluorine + (1) [[Chemicals#Salicylic Acid|Salicylic Acid]] @ 374 K -> (2) Perfluorodecalin
|-
| Heals {{OXY}} by a LOT and both raises and caps the breathloss amount - meaning you will only be able to talk in whispers while it's in you.
|Bee||N/A. [[Botanist#Bee-keeping|Space bee eggs]].||0.4||No||0.4||Infects the host with a space bee larva, which will eventually be coughed up (causing some TOX damage) unless removed surgically.||Not implicitly a deadly disease, this instead gives you a bee pet! Bees are quite protective of their owners and will come to the rescue when they're under attack if you show them some TLC. It can take either a moment or a while for the bee to emerge depending on the RNG.
 
|-
|- id="Cryoxadone"
|Concentrated initropidril||N/A. Poison bottles.||0.4||No||4.9||100% chance to cause [[Doctoring#Cardiac arrest|cardiac arrest]].||Liquid heart attack! This reagent lets you skip cardiac failure (and thus its RNG) entirely for a faster death.
! [[Chemicals#Cryoxadone|Cryoxadone]]
|-
| (2) [[#Cryostylane|Cryostylane]] + (1) Platinum + (2) Water & Time @ Below 323K-> (2) Cryoxadone
|Gibbis||N/A. Poison bottles.||0.4||No||2.9||Infects the victim with a non-contagious version of GBS.||Another evil disease reagent. Unless countered quickly with cryoxadone, death is inevitable and permanent without a [[Medical Objects#Cloning Scanner|backup copy]] of the victim's DNA.
| Does a bit of everything, as long as your body temperature is below 210K; heals {{BRUTE}}, {{BURN}}, {{TOX}}, and {{OXY}} by significant amounts. Warms you up if it heals you.
|-
|Nanomachines||N/A. Poison bottles and [[Foods and Drinks#Main course|roburgers]].||0.4||No||1.9||Infects the victim with [[Virus#Known viruses|robotics transformation]].||The transformation is obvious and a slow process. Rather tricky poison to use effectively, but an easy option for boring yourself.
|-
|Prions||N/A. Poison bottles, brain burgers.||0.4||No||4.9||Infects the victim with kuru.||Kuru is incurable and will paralyze somebody within seconds of injection. Death will follow within a couple of minutes.
|-
|Pure bacon grease||N/A. Poison bottles.||0.4||No||4.9||100% chance to cause [[Doctoring#Cardiac failure|cardiac failure]].||Cardiac failure can be a very serious condition without easy access to epinephrine or another stimulant.
|-
|Space heartworms||N/A. Poison bottles.||0.4||No||4.9||100% chance to cause [[Doctoring#Cardiac abscondment|cardiac abscondment]].||Generally lethal without an immediate heart transplant.
|-
|Spider eggs||N/A. Poison bottles.||0.4||No||2.9||Infects the victim with parasites.||Each successful infection rips the host apart and spawns a couple of [[Critter|baby ice spiders]], which are extremely aggressive and will attack nearby humans and monkeys. By doing so, they in turn mature and become even more dangerous. This chain reaction can be devastating and quite often depopulates entire stations.
|}
|}


===Acids===
Not all chemicals can be made with the chemicals available in the ChemMaster; sometimes you'll have to go through a few precursors first. Some common ones have been listed below.
Good old acid. Primarily used to destroy items for good.


{| class="wikitable sortable"
{| class="wikitable sortable"
!Reagent
! Chemical Name
!class="unsortable" | Recipe
! class="unsortable" | Recipe
!Depletion rate
! class="unsortable" | Effects
!Penetrates skin?
 
!class="unsortable" | Per life cycle
|- id="Oil"
!class="unsortable" | Immediate effect upon application
! [[Chemicals#Oil|Oil]]
!class="unsortable" | Per plant cycle<br>(plant tray)
| (1) Carbon + (1) Hydrogen + (1) [[Chemicals#Welding_Fuel|Welding Fuel]] -> (3) Oil
!class="unsortable" | Notes
| A bit of a jack of all trades - if heated up enough it makes a fireball which both burns and produces [[Chemicals#Ash|ash]], if applied to a floor it makes it slippery, if splashed on a borg it speeds it up, and it gets used in a lot of recipes! Wow!
|-
 
|Sulfuric Acid||Sulfur + Hydrogen + Oxygen||0.4||No||+1 TOX, +1 BURN||TOUCH - 40% chance of melting items<br>10+ UNITS: Does 15 BRUTE damage<br>25+ UNITS: 75% chance of +20 BRUTE and disfiguring the victim's face (blocked by headgear)<br><br>INGEST - 10+ UNITS: Scales with dose, up to +20 BRUTE||+5 ACID, -3 GROWTH||A precursor to many other chems.
|- id="Phenol"
|-
! [[Chemicals#Phenol|Phenol]]
|Fluorosulfuric Acid||Sulfuric Acid + Fluorine + Hydrogen + Potassium @ 374 K||0.4||No||+1 TOX, +1 BURN||TOUCH - Up to +20 BRUTE, 100% chance of melting items<br>10+ UNITS: melts headgear, otherwise +75 BRUTE and disfigures the victim's face<br><br>INGEST - 5+ UNITS: Scales with dose, up to +75 BRUTE||+10 ACID, -5 GROWTH||
| (1) [[Chemicals#Oil|Oil]] + (3) [[Chemicals#Welding_Fuel|Welding Fuel]] + (0.1) Chlorine & Time-> (2) [[Chemicals#Acetone|Acetone]] + (2) Phenol
| Does nothing by itself, but is used to make a few other medical chems.
 
|- id="Salicylic Acid"
! [[Chemicals#Salicylic Acid|Salicylic Acid]]
| (1) Sodium + (1) [[Chemicals#Phenol|Phenol]] + (1) Carbon + (1) Oxygen @ 373.15 k -> (4) Salicylic Acid
| Also known as painkiller or analgesic. Cools you down if you're too hot, sometimes heals some {{BRUTE}}, and negates some of the slowed movement associated with being injured.
 
|- id="Cryostylane"
! [[Chemicals#Cryostylane|Cryostylane]]
| (1) Water + (1) Plasma + (1) Nitrogen -> (3) Cryostylane
| When ingested or splashed on someone, it freezes them in an ice cube. It can also be used on floors to make them slippery, and if you add some oxygen to a beaker with cryostylane, both will be gradually consumed to cool down the beaker's contents.
 
|- id="Acetone"
! [[Chemicals#Acetone|Acetone]]
| (1) [[Chemicals#Oil|Oil]] + (1) [[Chemicals#Welding_Fuel|Welding Fuel]] + (1) Oxygen -> (3) Acetone
| Fairly poisonous when ingested, and is used in several other recipes.
 
|- id="Unstable Mutagen"
! [[Chemicals#Unstable Mutagen|Unstable Mutagen]]
| (1) Radium + (1) Plasma + (1) Chlorine -> (3) Unstable Mutagen
| Mutates and does radiation damage by the truckload to whoever ingests it. Handle with care!
|}
|}


===Pyrotechnic Chems===
To make the oil, you'll need to get some welding fuel - chemistry usually either has a fuel tank in a storage room nearby, which you can hit with a beaker to fill it, or chemistry will have some small, handheld red welding fuel tanks in a crate in the chemistry room. Whichever way you get it, make sure to watch how much of each reagent you have in your beakers - managing chemical amounts is a big part of chemistry!
The flashy stuff. If you have a hankering for fire and explosions, this is the section for you.
 
Perfluorodecalin needs salicyclic acid, which needs sulfuric acid and phenol, which in turn needs oil. Balancing outputs is a little tricky due to sulfuric acid's unusual ratio, but it can be dealt with by using smart math or simply doling out ideal amounts with a [[#Mechanical Dropper|mechanical dropper]], and perfluorodecalin's excellent {{OXY}} healing makes it all worth the trouble.
 
Meanwhile, cryoxadone requires the much simpler precursor of cryostylane. Cryoxadone is not a difficult chemical to make, but it cools down every time it reacts, meaning you'll need to do a bit of temperature management if you want the reaction to be constant. You can't just throw the beaker into the reagent heater and whack it up to maximum, because at temperatures over 323K the chemicals won't react. However, you also can't just mix and forget, because eventually it'll cool enough that your water will freeze into ice. Thankfully the only thing that'll happen if you mismanage the temperature of this synthesis is a stall in the reaction, but not all chemicals are so forgiving!


{| class="wikitable sortable"
A small usage note with cryoxadone - since you need to be quite cold for it to work, it's usually best to make pills of a mixture of cryoxadone and cryostylane. This pills, commonly referred to as "chill pills", freeze the patient upon ingestion, allowing the cryoxadone to do its stuff as well as provide a defensive layer.
!Reagent
 
!class="unsortable" | Recipe
===Boom Bada Bing: A Few Explosives===
!Depletion rate
 
!Penetrates skin?
Explosives are one of the best-known and most visible products of a chemistry lab. That being said, '''be careful with these if you are not an antagonist.''' Use the test chamber liberally when you are new, and use it even more when you're experienced and trying out new and unusual explosive mixes. Warnings considered, try out these two basic explosives.
!Ignition temp
!class="unsortable" | Per life cycle
!class="unsortable"| Application effects
!class="unsortable" | Notes
|-
|Plasma||N/A||0.4||No||374 K||+1 TOX||TOUCH - If target is already burning, extend burning duration by +30.||Fireball if ignited.
|-
|Welding Fuel||N/A||0.4||No||474 K||If inside a burning person, extends burning duration by +2.||TOUCH - If target is already burning, extend burning duration by +30.||Used as a stand-in for lighter hydrocarbons in a lot of the organic chem recipes. The more there is when it's ignited, the bigger the fireball it produces.
|-
|Oil||Carbon + Hydrogen + Welding Fuel||0.4||No||474 K||N/A||TOUCH - Can lubricate cyborg joints and temporarily make them move faster.||Burns with a small smoky fire, yielding ash. Can make floors slippery if splashed around. Used as a stand-in for benzene, toulene, napthalene and a bunch of other heavier hydrocarbons for a ton of the organic chem recipes.
|-
|Napalm||Sugar + Welding Fuel + Ethanol||0.4||No||374 K||If inside a burning person, extends burning duration by +10.||TOUCH - If target is already burning, extend burning duration by +70.||This is the jellied-gas sort of napalm. Mostly harmless until a heat source is encountered. Like welding fuel, more napalm means a bigger fire.
|-
|Phlogiston||Phosphorous + Sulfuric Acid + Plasma (+ Stabilizing Agent) or [[Guide to Botany#Burning Commol|commol mutation]].||0.4||No||N/A||+1 BURN, +1 BURNING and sets you alight. Scales with the BURNING var - the longer you are on fire, the more BURN damage you will take per cycle (up to +4).||TOUCH and INGEST - Self-burning, sets you alight.||Don't be deceived by that meager +1, having phlogiston in the bloodstream can be very dangerous without a fire extinguisher or firebot. Even then, they can't prevent you from spontaneously igniting every cycle.
|-
|Chlorine Trifluoride (CLF3)||Chlorine (1) + Fluorine (3) @ 424 K||4||No||N/A||If already on fire, +5 BURN and +4 BURNING. Scales with the BURNING var - the longer you are on fire, the more BURN damage you will take per cycle (up to +7).||TOUCH and INGEST - Sets you alight, +50 BURNING.||Makes a temporary 3x3 fireball when it comes into existence, so be careful when mixing. ClF3 applied to a surface burns things that wouldn't otherwise burn, sometimes through the very floors of the station and exposing it to the vacuum of space. A very popular starting deathchem. Reacts violently with carbon tetrachloride (firefighting foam).
|-
|Smoke Powder||Potassium + Phosphorous + Sugar (+ Stabilizing Agent)||0.4||No||374 K||N/A||N/A||When mixed without stabilizer, or heated with stabilizer, it'll spew out a large cloud of smoke instantaneously. It then takes up to three other chems (the ones with the most units present) from its container with it, inflicting their TOUCH reactions and making them breathable through the air (read: gives them "Penetrates Skin = Yes" functionality) for whatever is hit by the smoke. Very handy for delivering chemicals that otherwise need to be injected to work.<br><br>The maximum size of the smoke scales with the amount of powder, for example 5 units for 3x3 and 10 units for 5x5.<br><br>'''Note:''' Wearing active internals or a gas mask will prevent you from inhaling chemical smoke. Even if an acid is employed in the smoke to destroy the active internals or gas mask, the victim still won't suck in anything from that specific cloud of smoke (blame BYOND).
|-
|Fluorosurfactant||Fluorine + Carbon + Sulphuric Acid (+ Water)||0.4||No||N/A||N/A||N/A||Turns into foam when combined with water, causes people to slip on it if they're running. Unlike smoke powder, foam isn't limited to three chems and inflicts TOUCH reactions from everything it takes with it, though they won't penetrate skin unless they're supposed to. The amount of foam made depends on how much fluorosurfactant and water are used.<br><br>'''Note:''' Most non-backbreaking methods of creating foam require you to do it by hand and thus be in the middle of the reaction, so unless you're trying to die, take appropriate measures to survive your own disaster.
|-
|Flash Powder||Aluminium + Potassium + Chlorine + Sulfur (+ Stabilizing Agent)||0.4||Yes||374 K||N/A||N/A||Stuns anyone within five tiles of the source, stun amount relative to distance. Blocked by sunglasses. Causes eye damage, can lead to blindness.
|-
|Hootingium<br>(Sonic Powder)||Oxygen + Cola + Phosphorous (+ Stabilizing Agent)||0.4||Yes||374 K||N/A||N/A||Deafens and stuns within five tiles, blocked by earmuffs. Can cause ear damage and deafness. Occasionally plays HOOT! instead of BANG!
|-
|Black Powder||Saltpetre + Charcoal + Sulfur||0.05||Yes||474 K||N/A||N/A||Sparks, then blows up a second or two later. Damage scales up with reagent volume, so a lot of it in one spot can be very deadly. Slow depletion means you can poison someone with it and then wait for then to encounter a heat source awhile later.
|-
|Chlorine Azide||Secret!||N/A||No||N/A||N/A||N/A||Dumping too many basic chems into a container might accidentally cause this unstable and highly explosive reaction. The explosion from this can destroy objects like the chem dispenser you make it from. The explosion is not prevented by stabilizing agent.
|-
|Thermite||Iron + Oxygen + Aluminium||0.4||No||N/A||N/A||TOUCH - If already burning, set BURNING to 100.||Burns through metal walls after splashing it on and heating it up with an [[Science Objects#Igniter|igniter]] or other heat source. You may have to heat the wall 5-10 times to ignite the thermite. If someone is on fire, dumping thermite on them is very mean.
|-
|Pyrosium||Plasma + Radium + Phosphorous (+ Oxygen)||0.4||No||N/A||N/A||N/A||Comes into existence at 20 °C. As long as there is sufficient oxygen for it to react with, pyrosium slowly heats all other reagents and objects on its tile up towards 1000 K, regardless of current surface or container.<br><br>Can make non-flammable things incredibly hot, but so can a welder or lighter. Fun for delayed self-heating reactions.
|-
|Cryostylane||Water + Plasma + Nitrogen (+ Oxygen) or [[Guide to Botany#Chilly Pepper|chili mutation]].||0.4||No||N/A||N/A||TOUCH - Forms a layer of slippery ice when dumped on the floor and freezes anybody in a large block of ice, preventing any actions short of speaking or breaking out.||Comes into existence at 20 °C. As long as there is sufficient oxygen for it to react with, cryostylane slowly cools all other reagents and objects on its tile down towards 0 K, regardless of current surface or container.<br><br>While frozen in an ice cube, you are immune to most outside dangers, though you will still take damage from active poisons and especially being on fire. As a panic option, the quick freeze is also handy for immediately activating cryoxadone.
|-
|Argine||N/A. [[Wizard|Magical beans]].||0.4||No||272 K||N/A||N/A||Explodes at low temperatures, for instance when mixed with cryostylane. When used in a mob, body temperature alone can be sufficient to set argine off.
|-
|Sorium||Mercury + Oxygen + Nitrogen + Carbon (+ Stabilizing Agent)||0.4||No||474 K||N/A||Sends everything flying from the detonation point.||When sorium is mixed without stabilizer, or stabilized and then heated a fair bit, it explodes into a shockwave and blasts everything away that isn't bolted down. The shockwave is explosive in typing and thus does minor BRUTE damage, and anything that hits you when blown away will also do some BRUTE. Sorium doesn't reliably transfer to floor tiles, however.
|-
|Liquid Dark Matter||Plasma + Radium + Carbon (+ Stabilizing Agent)||0.4||No||474 K||N/A||Sucks everything into the detonation point.||Pretty much the inverse of sorium. Despite not doing any damage on its own however, it's far more dangerous, as getting sucked in and hit by a hundred different objects is easily enough to do crit levels of BRUTE damage. Very devious and disorienting, though LDM can't be applied to floor tiles in a reliable fashion.
|}


===Drugs===
420 smoke weed errydayy


{| class="wikitable sortable"
{| class="wikitable sortable"
!Reagent
! Chemical Name
!class="unsortable" | Recipe
! class="unsortable" | Recipe
!Depletion rate
! class="unsortable" | Effects
!Penetrates skin?
!class="unsortable" | Per life cycle
!Overdose threshold
!class="unsortable" | Notes
|-
|Nicotine||N/A. Cigs, nicotine patches, [[Guide to Botany#Available Crops|eggplants]].||0.4||No||Stun reduction per cycle, slight stamina regeneration buff. Overdoses become rapidly deadly.||35||Slapping a whole bunch of nicotine patches on someone can paralyze them and give them heart failure or a bunch of escalating TOX and OXY damage. Addictive.
|-
|Cat Drugs||[[Guide to Botany#Catnip|Catonium]] + Psilocybin + Ammonia + Welding Fuel @ 374 K or [[Guide to Botany#Omega Weed|omega weed]].||0.4||No||Causes you to meow, hiss, and hallucinate. Amusing text messages.||N/A||Gimmick drug, good for laughs or confusing the hell out of people.
|-
|Space Drugs||Mercury + Sugar + Lithium or [[Guide to Botany#Omega Weed|omega weed]].||0.2||No||Pretty lights!||N/A||Heat it to create neurotoxin. Otherwise, it just does some weird things to your movement and makes everything flash colors like the bar's party button. Addictive.
|-
|Psilocybin||N/A. [[Guide to Botany#Magic Mushroom|Mushroom]] and [[Guide to Botany#Omega Weed|cannabis mutation]].||0.4||No||Pretty lights and hallucinations.||N/A||Can make you hallucinate stuff like gunshots and attack messages. Might freak someone out if they don't know what's going on.
|-
|George Melonium||N/A. [[Guide to Botany#Rainbow Melon|Rainbow melons]].||0.4||No||INGEST - See notes.||N/A||Random effect on ingestion, which can be an explosion, full rejuvenation, extreme highness or a rather long stun.||
|-
|Jenkem||Urine + Compost||0.4||No||Random chance to deal +1 TOX per cycle. Causes dizziness.||N/A||Low-quality sewage drugs. Mostly harmless, but the constant screen-shaking is irritating and makes it hard to click on objects.
|-
|Lysergic Acid Diethylamide (LSD)||Diethylamine + Space Fungus or [[Guide to Botany#Rainbow Weed|cannabis]] [[Guide to Botany#Omega Weed|mutation]].||0.4||No||Pretty lights and hallucinations.||N/A||Imaginary monsters start chasing you around. The [[Changeling#Hallucinogenic Sting|changeling]]'s hallucinogenic sting injects this.
|-
|Tetrahydrocannabinol (THC)||N/A. [[Guide to Botany#Cannabis|Cannabis]].||0.4||No||Giggling, stuttering, occasional drowsiness and movement confusion.||N/A||Doesn't really do a whole lot, but people are usually pretty happy to smoke any joints you leave laying around.
|-
|Synaptizine||N/A. [[Syndicate Items#Syndicate Donk Pockets|Syndicate donk pockets]], [[Foods and Drinks#Main course|spaghetti w/ meatballs and arrabbiata]].||0.4||No||Stun reduction per cycle, slight stamina regeneration buff.||40||Similar to ephedrine in regards to stun reduction and stamina benefits, but with less severe overdose effects.
|-
|Crank||Diphenhydramine + Ammonia + Lithium + Sulfuric Acid + Welding Fuel @ 374 K or [[Guide to Botany#Omega Weed|omega weed]].||0.4||No||2x stun reduction per cycle. Warms you up, makes you jittery as hell.||20||Overdose can cause random amounts of TOX damage, BRUTE damage, BRAIN damage, or give you a case of non-contagious [[Virus|berserker]]. Very addictive, but the stun reduction effect is pretty nice for fighting<br><br>'''Note:''' Mixing crank comes with an explosion, which cannot be prevented by stabilizing agent.
|-
|Krokodil||Diphenhydramine + Morphine + Space Cleaner + Potassium + Phosphorous + Welding Fuel @ 374 K or [[Guide to Botany#Omega Weed|omega weed]].||0.4||No||Cools and calms you down, occasional BRAIN and TOX damage.||20||Overdose can cause random amounts of TOX damage, BRUTE damage, BRAIN damage, make you pass out, or most fun of all, make all your skin rot off. If this happens, you'll look like a half-rotten corpse, but can potentially heal back from that and just wander around being terrifying. Additive.
|-
|Methamphetamine||Ephedrine + Iodine + Phosphorous + Hydrogen @ 374 K. [[Guide to Botany#Robust Asomna|Robust asomna]] or [[Guide to Botany#Omega Weed|omega weed]].||0.4||No||3x stun reduction per cycle, significant stamina regeneration buff, makes you really jittery, dramatically increases movement speed.||20||Extremely addictive and overdose can make you flail around uncontrollably and drop your stuff, but it's the best thing short of stimulants or bath salts for shrugging off stuns, KOs and paralysis. People will have a hard time containing you. Addiction rate of roughly 20-30% when INGESTed.
|-
|Bath Salts||???? + Monosodium Glutamate + Saltpetre + Mercury + Space Cleaner + Mugwort + Denatured Enzyme @ 374 K or [[Guide to Botany#Omega Weed|omega weed]].||0.6||No||Makes you nearly impervious to stuns and grants a stamina regeneration buff, but you'll be a nearly uncontrollable tramp-bearded raving lunatic.||20||Dump all the [[Foods and Drinks#Snacks|Discount Dan's]] flavours into a bathtub and heat it with a welder, you'll probably find it. Overdose will likely kill you from a half dozen different types of escalating damage. Even taking too many occasional doses can kill you from brain damage. Can give you [[Virus|berserker]]. Makes you hallucinate all sorts of horrible shit and you'll barely be able to control your movement as you go flying into everything around you fists first. Decays into a bunch of other drugs and poisons.
|-
|Aranesp||Epinephrine + Atropine + Insulin||0.4||No||+1 TOX per cycle, random chance to cause stuns along with LOSEBREATH and a large amount of OXY damage.||N/A||While aranesp grants a significant total stamina and regeneration buff, it's also a danger to the user. There is no overdose threshold per se, however doses of 10+ units can be lethal due to escalating OXY and TOX damage.
|-
|Stimulants||N/A. [[Syndicate Items#Stimulants|Stimpack]].||0.4||No||-5 damage to OXY, TOX, BRUTE, BURN, sets all stun-related vars to zero, extreme total stamina and regeneration buff.||N/A||Only works while volume is greater than five units. As it wears off to under five units, it hits you with a stun and some TOX and BRUTE damage.
|}


=== Miscellanea ===
|- id="Flash Powder"
A section for the stranger chems in the game that are hard to classify anywhere else.
! [[Chemicals#Flash Powder|Flash Powder]]
| (1) Aluminium + (1) Potassium + (1) Sulfur + (1) Chlorine (+ (1) [[Chemicals#Stabilizing Agent|Stabilizing Agent]]) -> (5) Flash Powder
| '''MAKE SURE TO INCLUDE STABILISING AGENT BEFORE PUTTING ALL FOUR CHEMS IN ONE BEAKER.''' Flashbangs the nearby area upon activation, causing stuns and eye damage.


{| class="wikitable sortable"
|- id="Magnesium Explosion"
!Reagent
! [[Chemicals#Magnesium Explosion|Magnesium Explosion]]
!class="unsortable" | Recipe
| (1) Magnesium + (1) Copper + (1) Oxygen -> BOOM!
!Depletion rate
| Unlike the other recipes, this one actually doesn't create a chem - only a reaction. This also means it's dangerous to mix - it can hurt you and the chemical dispenser you're making it in!
!Penetrates skin?
!class="unsortable" | Per life cycle
!class="unsortable" | Immediate effect upon application
!class="unsortable" | Notes
|-
|Silicate||Silicon + Oxygen + Aluminium||0.4||No||N/A||N/A||Reinforces windows. It may be applied up to four times, with each application making the window stronger than the last.
|-
|Corn Syrup||Corn Starch + Sulfuric Acid @ 374 K||0.4||No||Decays into sugar.||N/A||1 unit of corn syrup result in ~3 units of sugar, so a sufficiently high dose can be useful to cause a [[Doctoring#Hyperglycaemic shock|hyperglycaemic shock]].
|-
|Carpet||Space Fungus + Blood||0.4||No||N/A||N/A||Creates a dirty carpet on the floor.
|-
|Carbon Tetrachloride<br>(Firefighting Foam)||Carbon + Sulfur + Chlorine||0.4||No||N/A||TOUCH - Reduces the BURNING var when splashed on people who are on fire.||Extinguishes fires. Reacts violently with chlorine trifluoride.
|-
|Holy Water||Water + Wine + Mercury or [[Guide to Botany#Garlic|garlic]].||0.4||No||N/A||TOUCH - Splashing holy water onto a [[Vampire|vampire]] burns them quite badly.||Injecting holy water has the same result.
|-
|Space Lube||Silicon + Oxygen + Water||0.4||No||N/A||Crates a very slippery surface when applied to floor tiles.||Causes people to slip and fall regardless of running or walking. Anybody falling down will take BRUTE damage in the process.
|-
|Foamed Metal||Fluorosurfactant + Sulfuric Acid + (Aluminium or Iron)||N/A||N/A||N/A||N/A||Reacts immediately upon mixing. After a short delay, the foam will turn into weak metal walls (and floors, if there isn't one on the tile), which can be destroyed with a few whacks of a blunt object. A silly chem that can be as helpful or as harmful as you want it to be, you can either plug up holes in the station or inconvenience people with huge metal obstructions. Unlike other foams, this one can't be slipped on (since it doesn't use water).
|-
|Life||Strange Reagent + Synthflesh + Blood @ 374 K||N/A||N/A||N/A||N/A||Creates a random [[critter|NPC]] immediately upon synthesis for you to play with. Be careful though, not all of them are friendly! Note that you have to get the reagent numbers exactly right, otherwise you'll just produce a meat cube.<br><br>'''Note:''' Spamming this in a public area as a non-antag isn't advised, as you could end up with a bunch of the violent mobs that will attack the crew.
|-
|Partially Hydrogenated Space-Soybean Oil||Space-Soybean Oil + Hydrogen @ 524 K||0.2||No||Chance to decay into cholesterol or porktonium.||N/A||50 units metabolize to ca. 70 units of porktonium, a reagent with crippling overdose effects. Potentially, this soybean oil could be used as a delayed stealth poison, if the RNG cooperates.
|-
|Meat Slurry||Corn Starch + Blood||0.4||No||Chance to decay into cholesterol.||N/A||
|-
|Beff||Partially Hydrogenated Space-Soybean Oil + Meat Slurry + Plasma||0.4||No||Chance to decay into cholesterol, porktonium, partially hydrogenated space-soybean oil or synthetic flesh.||N/A||
|-
|Pepperoni||Saltpetre + Beff + Synthflesh||0.4||No||N/A||TOUCH - Funny text messages, may cause +1 BRUTE.||
|-
|Paper||N/A. Use a [[General Objects#Paper|sheet of paper]] on a beaker.||0.4||No||N/A||N/A||Ingredient of another recipe, otherwise mostly useless. Will make little ripped up paper decals if splashed on the floor, though.
|-
|Bread||N/A. Use a [[Foods and Drinks#Ingredient Processing|loaf or slice of bread]] (any type) on a beaker.||0.4||No||N/A||N/A||Will make bread slices if splashed on the floor, but is otherwise completely useless.
|-
|Colorful Reagent||Plasma + Radium + Space Drugs + Cryoxadone + [[Foods and Drinks#Dispenser|Triple Citrus]] (+ Stabilizing Agent)||0.4||No||N/A||INGEST - Changes the colour of your blood.<br>TOUCH - Paints almost everything it touches with a random colour.||Harmless, and foaming or smoking this can be fun.
|-
|Fliptonium||[[Foods and Drinks#Dispenser|Gin and Sonic]] + Liquid Dark Matter + Chocolate + Ephedrine||0.2||No||Slight stun reduction and stamina regeneration buff.<br>OVERDOSE - Random chance to cause stun, confused movement or +1 TOX.||N/A||Spins your mob constantly. The overdose threshold is 15 units and fliptonium is also addictive.
|-
|Diluted Fliptonium||Fliptonium + Water||0.1||No||Makes you flip people off nearby.<br>OVERDOSE - Random chance to cause +2 TOX.||N/A||Slightly addictive. The overdose threshold is 30 units.
|-
|Egg||N/A. [[Guide to Botany#Free-range Egg-Plant|Eggplant mutation]] or use an egg on a drinking glass.||0.4||No||Forces your mob to fart occasionally.||N/A||
|-
|Fartonium||Refried Beans + Egg + ???? + Cheese Substitute||0.4||No||Forces your mob to fart constantly.||N/A||Non-stop farty party. No negative side-effects, unless simethicone is also in the bloodstream, in which case you'll get funny text messages and may take +1 BRUTE per cycle.
|-
|Flaptonium||Egg + Colorful Reagent + Chicken Soup + Strange Reagent + Blood @ 374 K||N/A||N/A||N/A||N/A||Makes a parrot upon reaction, similar to life. Squawk!
|-
|Space Fungus||N/A. Fungi from [[Guide to Botany#Space Fungus|botany]] or patches growing on walls.||0.4||No||N/A||INGEST - [[Virus#Known viruses|Food poisoning]], chance to create a minor amount of toxin (reagent).||Space fungus is acquired by scraping it off of walls with your beaker. It mostly grows in maintenance tunnels, so you might need to request appropriate access to get at it.
|-
|????||N/A. [[Guide to Botany#Out of this World|Purple goop]] or [[Foods and Drinks#Snacks|???? (food)]].||0.4||No||N/A||INGEST - Food poisoning, stuns the consumer briefly.||
|-
|Urine||N/A. Fill your stomach with water, then use the ''*piss'' emote or pee in a drinking glass.||0.4||No||N/A||Temporarily makes the floor slippery.||
|}
|}


===SECRET CHEMS===
The first one, Flash Powder, has a common trait of several explosives - if you have enough stabilizing agent in the beaker before you finish the mix, instead of immediately detonating, you will get a chemical which will detonate once heated enough. In flash powder's case, it explodes at 374 degrees Kelvin. If you are a crime-doing antagonist, you can leave a beaker lying around and put a welding tool underneath the beaker to create a sort of timebomb.
Let's get one thing straight, people. There are some recipes that are still more secret than secret. If you find out one of the recipes, you shouldn't even say the recipe in-game lest the [[ghost]]s hear you. Admins will get mad at you if you spread them. '''Keep this shit to yourselves'''.


Now with that out of the way: Welcome to the fun section! If you're a scientist who enjoys his job and does it often, then you've probably heard the names of these chemicals thrown around every so often. These are considered the final learning curve before being dubbed an A+ chemist, so if you want to become a true scientific force on the station, taking a stab at these mysteries is within your best interests. Don't be discouraged by their difficulty, you're not the only one! Be diligent, be patient, and use what you've learned from mixing the previous chems on this page.


{| class="wikitable sortable"
{| class="wikitable sortable"
!Reagent
! Chemical Name
!Components
! class="unsortable" | Recipe
!class="unsortable" | Hint
! class="unsortable" | Effects
!class="unsortable" | Difficulty
 
!class="unsortable" | Effect
|- id="Stabilizing Agent"
!class="unsortable" | Notes
! [[Chemicals#Stabilizing Agent|Stabilizing Agent]]
|-
| (1) Iron + (1) Hydrogen + (1) Oxygen -> (2) Stabilizing Agent
|Anima||4||What's happening to the objects? Take this into consideration.||Difficult||Brings inanimate objects to life to attack people, gives odd visions when injected.||The bigger the object you animate, the more health it has and damage it does, though smaller objects can be harder to click. What Anima actually affects is a bit all over the place, but if it can be dragged, assume it can be animated. The means for mixing this are nonstandard and guaranteed to be harmful, be advised!<br><br>'''Note:''' Fiddling around with this in small doses is fine, but for the love of God, ''don't throw it at everywhere and everything if you aren't a round antagonist''!
| Prevents some - but not all! - explosives from detonating upon synthesis. Make sure you have enough for how much explosive you're making!
|-
|Booster Enzyme||7||Do a little research on real life enzymes.||Difficult||Duplicates beneficial chemicals in your bloodstream.||Each time booster enzyme decays, it will create 2 units of any beneficial medical chem that's already in your body up to a cap of 20 - note that this does ''not'' proc overdose thresholds of 20 or higher (but it will for lower thresholds!). A neat tool for farming rarer medicinal reagents, or for making you nigh-immortal with said reagents.
|-
|Dragon's Breath||5||Hot chemicals.||Easy||Fiery cocktail with a chance of turning the drinker to ash, leaving no body or even gibs behind. Also a '''very''' potent alcohol.||This has a chance of rolling instant death for every cycle it's in your blood, yikes! And if the RNG spares you, you'll still be utterly wasted. This is technically a [[barman]] concoction, but it's dangerous enough to have been thrown into this list.
|-
|Enriched MSG||12||Think of really tasty things.||Difficult||Heals 1 OXY/TOX/LOSEBREATH and 3 BRUTE/BURN per cycle.||Pretty much super-omnizine, with more addiction and custom flavor texts if you overdose. Far and away the best healing chem in the game short of [[Syndicate Items#Stimulants|stimulants]].
|-
|Fermid||4||Consider the name "fermid" and what a fermid looks like.||Difficult||Creates a hostile fermid at the point of reaction.||Fermids are the nasty critters that plagued the (now removed) mining z-level, being stubbornly durable and injecting any human they see with harmful toxins; fortunately they cannot target cyborgs. The recipe used to be laughably easy, but after seeing the harm spontaneous fermid swarms could cause, it was wisely made more difficult and thrown into secrets section.<br><br>'''Note:''' PLEASE don't spam these as a non-antag. This is why the recipe was changed in the first place.
|-
|Grog||11||Look up the Monkey Island Grog recipe, then find its equivalents in SS13.||Average||Makes your name "Captain <name>", gives you an eyepatch, and makes you ''EXTREMELY'' drunk if you consume it. Inflicts BRUTE damage and melts faces on TOUCH.||Another horrifying drink from barman territory, it ignores biosuits and will ''always'' captainize and do some BRUTE face-melting damage on TOUCH (though without destroying the Mask item, strangely). The amount of damage varies wildly depending on the delivery method. Ironically it's actually reasonably safe to drink, though you may want the [[Guide_to_Genetics#Mutations|alcohol resistance mutation]] before chugging it.
|-
|Initropidril||7||Anything not good for your heart is probably good for this.||Average||See [[Chemistry#Poisons_and_Toxic_Shit|Poisons and Toxic Shit]].||It can take a while to make, but it's worth the trouble since [[Syndicate Items#Poison Bottle|traitor poison bottles]] can be a crapshoot.
|-
|Initrobeedril||4||The name is a strong hint in and of itself. Notably, this is ''not'' found in poison bottles like its bigger cousin.||Average||Turns your heart into a memorial bee and makes it fly away.||You'll know if someone was hit by this if they start turning yellow. For the victim, they'll get big red messages of their heart fluttering in their chest. This is a disease reagent, so it only needs to be in you a certain amount of cycles to infect you, which will eventually lead to the heart-bee evicting itself from your body and leave you with [[Doctoring#Cardiac abscondment|cardiac abscondment]].<br><br>'''Note:''' And no, you can't get it back into your body, despite what the examine message says. Get a replacement heart or you'll die.
|-
|Lumen||5||It's composed of glowing or light-related reagents.||Average||A reagent that emits lights.|| Can be used to light up dark areas; color of the light is dependent on the reagent colors Lumen is paired with.
|-
|Royal Initrobeedril||5||Again, the hint is in the name.||Difficult||See [[Chemistry#Poisons_and_Toxic_Shit|Poisons and Toxic Shit]].||Same mechanics as regular initrobeedril, with the caveat of the heart-bee being so huge that it gibs you upon emerging.
|-
|Triple Meth||1||Requires methamphetamine, obviously. The challenge is figuring out what to do with it.||Easy||Makes you unstunnable, very robust, and very dizzy.||Taking this will cause your stamina regeneration to rise to ''obscene'' levels. The movement confusion can be limiting, but otherwise there is no better drug for laughing off stuns and stamina loss, and the added movement speed makes you pretty hard to click. Addictive. Has a secret use.
|-
|Rotting||3||Think of horrible food and something else unpleasant.||Difficult||Infects the victim with [[Virus#Known viruses|tissue necrosis.]]||Gradually turns you into a spooky skeleton, but is otherwise completely harmless. Good for... well, playing dead, if you want to use it that way.
|-
|Voltagen (Liquid Electricity)||4 (+ Stabilizer)||Think about stuff that could be used to produce power.||Average||Randomly targets nearby mobs with arc flashes when in the bloodstream (consuming every remaining unit) or instantly if mixed without stabilizing agent.||Found in [[Murder#Shock grenade|shock grenades]] and just as useful for crowd control. Arc flashes will stun and damage anyone who aren't wearing [[Engineering_Objects#Insulated_Gloves|insulated gloves]], so if you can nab a pair, popping a pill of this can give you a huge advantage when fighting another player.
|-
|Energy Drink||3||If you can figure out voltagen, the remaining two ingredients should be quite obvious.||Easy||Stun reduction, minor stamina regeneration buff, speed boost, chance to cause jitteriness.<br>On depletion - slowed movement, dizziness, blurred vision, random chance to KO. <br>OVERDOSE - May cause [[Doctoring#Cardiac failure|cardiac failure]].||Basically the energy drink from the future, with just as mean of a crash. Despite this it's a welcome alternative to methamphetamine since it has next-to-none of its cons... just don't overdose on it. Addictive.
|-
|Quark-gluon Plasma||??||Ahaha, '''''no'''''. There will be no hints given for this abomination. You're on your own.||Very Difficult||Gibs any people it touches, destroys most items and critters it touches, deletes walls and floors on contact.||Just to prove that there's no such thing as overkill in SS13. QGP is pure liquid destruction: it comes into existence as a massive sea of foam that obliterates anything in its path - people, [[Space_Pod|Pods]], [[Critter|critters]], floors and walls, you name it.<br><br>'''Note:''' This is '''absolutely''' an antag-only chem in practical use. If you aren't an antag and your QGP is not going to be used on willing victims or as an after-round party favor, then it has no place anywhere near the station. The [[Admin|admins]] ''will'' smite you if you violate this; that's how dangerous this shit is. You've been warned.
|-
|Spiders||2||Spiders have even more arms to hug with.||Easy-Peasy||See [[Chemistry#Poisons and Toxic Shit|Poisons and Toxic Shit]].||Not a secret chem itself, but one of its ingredients is.
|-
|Glowing Fliptonium||5||Spoiler: one of the ingredients is fliptonium! The other four make it glow, make it more powerful, and a little bit trippy and spooky.||Difficult (Hopefully?)||Works like regular fliptonium, with the exception that it affects mobs, objects '''and turfs''' on application, as opposed to just mobs and objects. It also gives more stun resistance/stamina buff/etc than normal fliptonium.||The recipe is intended to be difficult to ''make'', not to figure out, really. The effect is pretty crazy and does far more to interrupt peoples' rounds than, say, colorful reagent or glitter.
|-
|Nitrogen Triiodide (NI3)||5||Contains nitrogen and iodine as advertised, but this stuff's pretty wet. Wonder where all that moisture is coming from?||Average||Stays wet for 20 seconds - after it dries, it rolls a very high chance to explode if disturbed in '''ANY''' way.||NI3 is best described as combining the functionality of chlorine azide and black powder. If dumped/sprayed/smoked/whatevered onto the floor before it dries, it will appear as a purple goop before drying into a "contact explosive" dust that will explode if anyone so much as ''breathes'' on it. Unlike black powder its damage does not scale with reagent volume, but big patches of it are still very deadly.
|-
|Rajaijah<br>(Madness toxin)||8||Most of the ingredients are bad for your mind.||Difficult||See [[Chemistry#Poisons_and_Toxic_Shit|Poisons and Toxic Shit]].||Like initropidril, it can be worth learning how to synthesize rajaijah if you don't trust the RNG of the [[Syndicate Items#Poison Bottle|poison bottle]].
|}
|}


==These chemical words are big and hurt my brain.==
It has a slightly odd ratio, so be careful when mixing it all together!
Welcome to chemistry 101, numbnuts. Here you'll learn how to decipher these magic chemical moon runes so that you too can turn the chemistry department into a flaming inferno because someone stole your seat.


=== Textbooks and References ===
The other explosive above cannot be stabilized, and can thus never be found in a heatable chemical form. It's a bit simpler to put together, but the challenge comes to finding some way to mix it far away from yourself - else you'll get the brunt of your own explosive! Get creative, and you will become a master of chemistry in no time.
* [http://chemistry.about.com/od/nomenclature/a/nomenclature-ionic-compounds.htm Nomenclature Ionic Compounds (Compound Naming Rules)]
* [http://en.wikipedia.org/wiki/Chemical_nomenclature Wikipedia's Chemical Nomenclature Article - Autist Edition]


===Discount Dan's Quik-Tips===
==All the Chemicals==
* '''Don't fucking expect anything.''' Just because the pharmacopia or an external article on a chemical says to wait for reaction, the game doesn't owe you shit. Continue along as if the chemical did react and if that doesn't work, you're doing it wrong.
 
* '''Don't fucking over-think.''' Gunpowder isn't a hard recipe. What makes it hard for people is that they read that they need saltpeter (potassium nitrate) and consequently go on an epic quest to find the root of the gunpowder god's power.
Once you're ready to cannonball into the deep end - or are trying to find out the recipe of one specific chemical - your next stop is [[Chemicals]]. The sheer size of the page may be intimidating, but if you keep in mind the procedures above, you can tackle any of the regular chems - and potentially start on your journey to figuring out [[Chemicals#SECRET_CHEMS|secret chems!]]
* '''Don't fucking start with deadly recipes.''' One of the primary benefits of learning the recipes for healing chemicals first is that when you DO start to learn harmful recipes, you'll be able to heal yourself when you fuck up.
* '''Don't fucking randomly insert chemicals.''' This is the #1 cause of chemistry fires. You know what one of the easiest reactions to create is? The flash. You know what one of the most annoying reactions to create is? The flash. Your best bet to being a successful chemical <s>griefer</s> genius is to learn the NAME of a chemical first and THEN try to reverse engineer its synthesis.


==Chemical Warfare==
==Chemical Warfare==
Syndicate scientists are widely regarded as one of the most, if not THE most, dangerous threats in the game, and chemistry is the main reason for it. Burning the station to a crisp, spraying toxic goo everywhere, lethal injections... this is all just another day in the office for a regular chemist, so I'm sure you can imagine that a traitorous one is infinitely worse as it's a free ticket to do all those nasty things you couldn't do while you were an actual crew member!
Syndicate scientists are widely regarded as one of the most, if not THE most, dangerous threats in the game, and chemistry is the main reason for it. Burning the station to a crisp, spraying toxic goo everywhere, lethal injections... this is all just another day in the office for a regular chemist, so I'm sure you can imagine that a traitorous one is infinitely worse as it's a free ticket to do all those nasty things you couldn't do while you were an actual crew member!


Simply put, any and every method of applying chemicals to people is now a weapon. Spray bottles and emagged hyposprays are quick, quiet and painless (for you) chem application tools. Beakers and [[Construction#Beaker_assembly|beaker assemblies]] make cheap-yet-fantastic gas bombs. The traitor-granted [[Syndicate_Items#Grenade Kit|chemistry grenade kit]] allows you to construct devastating chemical bombs. [[Construction#Flamethrower|Flamethrowers]] are even more horrible; they convert chemicals into a spray that lets all included reagents penetrate skin (up to a little over five injected per shot), ignore biosuits/internals/gas masks ''and'' can hit multiple targets at once if aimed carefully, '''and''' the flamethrower can activate most heat-reactant chems in the spray by turning its igniter on.
Simply put, any and every method of applying chemicals to people is now a weapon. Spray bottles and emagged hyposprays are quick, quiet and painless (for you) chem application tools. Beakers and [[Construction#Beaker_assembly|beaker assemblies]] make cheap-yet-fantastic gas bombs. The traitor-granted [[Syndicate_Items#Chem Grenade Starter Pouch|chemistry grenade pouch]] allows you to construct devastating chemical bombs. [[Construction#Flamethrower|Flamethrowers]] are even more horrible; they convert chemicals into a spray that lets all included reagents penetrate skin (up to a little over five injected per shot), ignore biosuits/internals/gas masks ''and'' can hit multiple targets at once if aimed carefully, '''and''' the flamethrower can activate most heat-reactant chems in the spray by turning its igniter on.


Of course, you're far from invincible, so stocking up on beneficial chems to use for yourself is highly recommended - throwing poison and fire all over the place will have an angry mob out for your blood rather quickly, you know! Once you learn how to jump over this hurdle, the only limit to the destruction you can cause (other than BYOND, of course) is your imagination.
Of course, you're far from invincible, so stocking up on beneficial chems to use for yourself is highly recommended - throwing poison and fire all over the place will have an angry mob out for your blood rather quickly, you know! Once you learn how to jump over this hurdle, the only limit to the destruction you can cause (other than BYOND, of course) is your imagination.


==Supplementary Video==
==Supplementary Video==
{{#widget:YouTube|id=pJ83kt4a2-A}}
<youtube>pJ83kt4a2-A</youtube>
 
<youtube>EEyUeCyXl1Q</youtube>


[[Category: Locations]][[Category:Tutorial]]
==Gallery==
[[Image:HellmixWarnings.jpg]]
----
{{Department Guides}}
{{Locations}}

Latest revision as of 06:41, 17 October 2024

Looking for the list of chemicals with their recipes and effects? It has been moved to Chemicals.

This is where scientists go to brew up chemicals. Gets set on fire every other twice a round.

Chemistry
Location

Cogmap2Chemistry.png

Breeding ground for weapons of mass destruction and pizza-infused smoke clouds alike.

Access

Research Director, Scientist


Chemistry
Location

CogmapChemistry.png

Breeding ground for weapons of mass destruction and pepperoni-infused smoke clouds alike.

Access

Research Director, Scientist


Chemistry
Location

NadirChemistry.png

Breeding ground for weapons of mass destruction and cheese-infused smoke clouds alike.

Access

Research Director, Scientist


Chemistry
Location

ClarionChemistry.png

Breeding ground for weapons of mass destruction and spider-infused smoke clouds alike.

Access

Research Director, Scientist


Chemistry
Location

OshanChemistryV2.png

Breeding ground for weapons of mass destruction and Worcestershire-sauce-infused smoke clouds alike.

Access

Research Director, Scientist


Chemistry
Location

AtlasChemistry.png

Breeding ground for weapons of mass destruction and space-drugs-infused smoke clouds alike.

Access

Research Director, Scientist


Chemistry
Location

KondaruChemistry.png

Breeding ground for weapons of mass destruction and sparkles-infused smoke clouds alike.

Access

Research Director, Scientist, Medical Director, Medical Doctor, Roboticist, Geneticist, Head of Security, Security Officer, Detective, Janitor


Oh boy I can't wait to melt my eyebrows off!

Here's a quick look at the devices scattered across the room.

Machines & Storage

Name Image Description
Chem Dispenser
ChemDispenser.png
Dispenses a whole slew of chemicals. Use a beaker (or similar liquid-bearing containers - however, you cannot insert some such as drinking glasses) on it to insert it, then use the machine to pick chemicals. You can choose to remove unwanted chemicals (isolate removes all chemicals BUT the selected one). When you're done, eject the beaker from the menu. Can be figured to automatically dispense certain chems using chem groups/bookmarks.
Reagent Extractor
ReagentExtractor2.png
Converts certain items (usually food items or plants but not always) into chemical reagents that are stored into one of two internal tanks or an inserted container. The two internal chemical tanks hold 500 units of chemicals, helpful when you need to store a large amount of ammunition for biological warfare automender refills.
Large Orbital Shaker
LargeOrbitalShakerChemistry.png
Making a chemical that requires a physical shock (e.g. styptic powder)? Let the large orbital shaker do it for you. First, click on the shaker while holding a container. It takes up to four containers but does not accept ones used for drinking. Next, click on the shaker with an empty hand to turn it on. As it shakes, it continually applies a physical shock (equivalent to a 5-damage attack). Once you're done, just click on the shaker again to get your container(s) back. Don't forget to turn it off.

When emagged, the machine is less a shaker and more a thrower. Instead of shaking containers, it flings them on it all across room in random directions. (This technically counts as a physical shock.) You can't turn it off (and emagging it also automatically turns it on), and since emagged shakers consume five times as much power, you might face some power issues.
Heating/Cooling Unit
ReagentHeater.png
Used to chill or heat containers. Use the menu to set a target temperature (Tip: click the number itself to punch in a number instead of clicking + and - over and over again.), and press Activate to start the heating/cooling process.
CheMaster 3000
CheMaster.png
Used to turn chemicals into pills, medical patches, medicine bottles, canned drinks, or ampoules, though it can also isolate or remove reagents from the inserted beaker. If you need more information, click the Analyze option next to the reagent name, and the CheMaster will give a brief description of what it is along with any non-secret recipes to make it. The Analyze option can also conduct blood tests if you lack other tools (reagent scanner, upgraded health analyzer): draw blood and analyze it with the CheMaster in the pharmacy.

When creating pills, patches, or ampoules, you'll be prompted to choose how many units are in each one (multiple pill/patch options only), as well as the label (which will show up as "<what you wrote> pill/patch" or "ampoule(<what you wrote>)"). Pill bottles and patch boxes work slightly differently from other containers. To get a pill or patch, click on the bottle resp. box with an empty hand while it is in your other hand. Pill bottles can be emptied by clicking the bottle with the hand holding it, dumping all pills on the floor. Patch boxes have to be opened before you can manipulate the contents.

ChemiCompiler
ChemiCompilerStationary.png ChemiCompilerPortableV2-32x32.gif
A complicated chemistry device, which uses a programming language derived from Brainfuck. It features 5 registers, 1024 bytes of RAM and 10 reagent reservoirs - to add beakers, click on the r[number] slots. The machine generates a pill or vial if they are targeted and can send reagents out an ejection port. There exists a handheld version used by the Syndicate that behaves identically but has only 6 reservoirs. For instructions on how to use it, see the dedicated ChemiCompiler guide.
Lab Counter
LabCounter.png
Surprisingly functional science storage! Has a whopping thirteen slots for your beakers, bottles, pills, syringes, tools, and other small- and tiny-size items in its table drawer. Click-drag its sprite onto yours or click on the counter with an empty hand to access them. You can sometimes find parts for them in Furnishings Crates from Cargo.
Chemistry Glass Recycler
KitchenwareRecyclerNew.png
Put glass shards, glassware, and blocks of glass or similar materials (from a reclaimer or material processor into it to make other, bigger types of glassware. Boxes or containers of glassware can also be emptied into the recycler as well, saving time when recycling the boxes of small beakers into more useful large beakers. Unlike the kitchen version, this has a much more limited variety of glassware. It can only produce the following:
ValuChimp
MonkeyVendingMachine.png
Dispenses monkeys, a valuable commodity for the modern scientist. This can be hacked to also offer 1 to 20 bananas and 1 to 2 vocal translators.
Chemical Request Console
Chem request console.png
Displays requests for chemicals made from the corresponding terminals outside research, in the Cargo Bay, and in Medbay. Incoming requests trigger an alert to all research PDAs, so you know to check the console to find the clown's request for 400u of space lube. You may find the mail chutes useful for delivery.
Chemical Barrel
ChemicalBarrelRedClosed.png ChemicalBarrelRedOpen.png
ChemicalBarrelYellowClosed.png ChemicalBarrelYellowOpen.png
ChemicalBarrelBlueClosed.png ChemicalBarrelBlueOpen.png
Stores up to 4000u of chemicals and functions like a tank. Comes in three varieties, red, yellow, and blue, all of which can be made at a science fabricator.
  • To fill it, you can use click-drag to transfer chems from one container to the barrel.
  • To drain it, click on it with a beaker (or similar container) to fill it up with the barrel's contents.
  • You can click on it with a pen (or similar writing utensil) to label it.
  • You can use a wrench to open/close the cap. You can still get chems from it when it's closed, but closing the cap means that any reactions that require an open container (e.g. smoke powder, aerosol propellant) will fizzle out if they occur in the barrel.
Dispensary Supply Chute
DispensarySupplyChute.gif
A special computer/chute combo that connects directly to the medbay. By having a chemist place in suitable medicines into the chute, the items are transported through mail pipes to the medbay, where medical doctors can pull out and use the products. The monitor can be used to see view the current supply of the Interlink.

Tools & Equipment

Name Image Description
Beaker
LargeBeakerV3.png BeakerV3.png
Holds chemicals. Standard ones hold 50 units, large ones 100 units. You can make more at a kitchen or chemistry glass recycler and find them in beaker boxes; you can order more beaker boxes from Cargo through both general Chemistry Resupply Crates and precursor Chemistry Resupply Crates. Has quite a few interactions:
  • Click on another beaker or similar while the beaker is in your hand to transfer up to 10 units of chems into it.
  • Click-drag its sprite into another beaker or similar (neither have to be in your hand) to transfer as many reagents as possible into the receiving beaker.
  • Click on a person or mob with the beaker in your active hand to pour its contents onto them, applying the chems' TOUCH effects.
  • Click on a floor tile with the beaker in your active hand to pour it onto the floor. This'll apply any special on_turf effects, e.g. CCl4 puts out any fires on the tile, cheese can make a wedge of cheese if there's enough, oil makes an oil spill. If you pour enough chems, it'll create a fluid puddle.
  • Click on the beaker while it's in your hand to loosen or tighten your grip on it. If you have it on loose grip, you'll pour all the chems inside on the mob/tile; if you have it in a tight grip, you'll only pour 10 units from it.
  • If your beaker is empty, clicking on a fluid puddle transfers some of the reagents into it. If it's filled, does the reverse: pours the reagents into the puddle.
  • Click on a mess decal, such as blood stain, fungus growth, or oil stain, to collect its associated reagents. You can generally only do this once per pile.

Note: Generally, the exact contents of beakers and other reagent containers can't be examined directly. A pair of spectroscopic goggles or a reagent scanner (PDA or separate) are recommended.

Condenser
Condenser empty.png
Holds 100u of reagents like a beaker, but also:
  • Can be attached by click dragging to up to 4 other pieces of glassware (beakers, barrels or even other condensers)
  • Any reaction that takes place in the condenser will output into the connected glassware if there's room or backfill into the condenser if not.
  • Allows you to separate products from reactants during an ongoing reaction, and can be used to automatically continue reaction chains.

Three condensers spawn in every "auxiliary supply lab counter", located in the chemistry lab. If you need more condensers for your glass jungle, you can always make them at a science fabricator.

Fractional Condenser
FractionalCondenserBase.png
Similar to a condenser, but it has color-coded ports that allow you to isolate different products, instead of simply separating products from reactants. Can be made at a Science Fabricator.
Beaker Lid
Beaker lid large.png Large beaker with lidV2.png
Can be applied to a beaker to seal it, making it act as a closed container for the purposes of reactions. This can be very useful if, for example, you don't enjoy breathing Cyanide. If you need more, you can make 7-unit batches at a science fabricator, provided you have a rubbery substance.
Bunsen Burner
Bunsen low.png Bunsen medium.png Bunsen high.png
One item of glassware can be placed on it at a time to heat the reagents inside.
  • Clicking on it with an empty hand will open the context menu, allowing you to choose the flame level: Low (Heats to 400K, 45K per tick), Medium (Heats to 700K, 50K per tick) and High (Heats to 900K, 65K per tick)
  • This is much less precise than the Heating/Cooling Unit, but allows for heating containers while they are still placed in the world and can be connected to other glassware.
Reagent Scanner
ReagentScannerV2-32x32.png ScientistPDAV2.png ResearchDirectorPDAV2.png
Assesses chemical composition of many things. Click on a person, container, fluid puddle or other object with this, and it'll list the chemicals inside it. Only the hand-held version has a memory function (click on it or examine to see the results of the previous scan), but it is otherwise identical to the PDA program.
Spectroscopic Scanner Goggles
SpectroscopicScannerGogglesV2-32x32.png
Assesses chemical composition of containers. Examine a beaker or other reagent container with these on to assess the exact composition and quantity of chemicals inside. Without these, you'll only see a rough estimate and description. These goggles are also available from the cargo bay.
Syringe
SyringeV2.png
Transfers chemicals. Click on the syringe while it's in your hand to set to inject or draw, and click on someone/something to transfer 5 units of chemicals at a time. Drawing from a person will take a blood sample. Neither are instant, unless the recipient is yourself. Total capacity is 15 units.
Dropper
DropperV3-32x32.png
Transfers chemicals. Click on a beaker or other container to load it with reagents, click on another container to squeeze the reagents in. You can also drop it on a person to drip reagents onto them. Holds up to 5 units, and drops all of it at once onto its target. Dropping takes about half as much time as injecting with a syringe.
Mechanical Dropper
MechanicalDropper.png
More precise dropper. Allows you to transfer reagents (up to 10 units) in increments of 0.1 units. Click on it in-hand to adjust how much is transferred and whether the dropper is in dropping or drawing mode. Otherwise used just like the dropper.

IgniChem

IgniChem32x42.png

The IgniChem vends glassware and other tools for working with chemicals. Contrary to the Examine text, it does not offer any chemical precursors. However, it is indeed "ID-selective". By default, only people with Chemical Lab access can use it, which includes science personnel like the Research Director, Scientists, and Research Trainees, as well as the Head of Security, Security Officers, the Head of Personnel, and, of course, the Captain. When hacked, it can also provide street stimulant pills, ???/"cyberpunk" drugs filled with all sorts of adulterants, and a bottle of nasty poison.

Currently, this is only found on Atlas.

List of Contents:
Icon Quantity Item Hidden
item?
MechanicalDropper.png
2 Mechanical dropper No
DropperV3-32x32.png
5 Dropper No
BeakerV3.png
15 Beaker (50 unit version) No
LargeBeakerV3.png
10 Large beaker No
Condenser empty.png
3 Chemical condenser No
FractionalCondenserBase.png
1 Fractional condenser No
BunsenBurnerOff.png
2 Bunsen burner No
Beaker lid large.png
10 Beaker lid No
SyringeV2.png
5 Syringe No
ReagentScannerV2-32x32.png
5 Reagent scanner No
CytotoxinBottle.png
1 Cytotoxin bottle (30 units of cytotoxin) Yes
PillBottle.png
1 Pill bottle (???) (5 pills with semi-randomized contents) Yes
AnalgesicPillV2.png
1-6 Crank pill (10 units of crank in each) Yes

Ok so how do I make napalm?

Safety First

Hold your horses, pyromaniacs. First things first, we need to discuss some important... *groan* safety tips:

  • Mix potentially-explosive chemicals in the Test Chamber. The Test Chamber is a chamber with reinforced walls and floors, built to withstand small explosions during mixing and testing Thus, it can take much more damage during chemical accidents than the chemistry lab. Keeping other scientists and the mixing lab out of the collateral damage is one less reason for them to murder you leave you to fry from your own fireball for potentially ruining their round. And if you can't mix the explosive stuff in another room, at the very least warn your colleagues before you do it.
  • Always wear your standard-issue gas mask and a biosuit + bio hood from the closets. This can't be stressed enough; some chemicals are accompanied with a "The solution generates a strong vapor!" message upon successful mixing, giving everyone adjacent to the tile a big whiff of the chemical that was just mixed on it. The full gas mask/biosuit set immunizes you to this and most chemical smokes and TOUCH reactions, protecting you from your colleagues' shenanigans as well as your own. There is no reason not to do this unless you're trying to choke on your own poisons.
  • Don't mix random chemicals Similar to real life, if you aren't careful, you might cause a fire, explosion, implosion, and/or flash or catch a whiff of some toxic fumes. This is why it's important to have a gas mask and a biosuit + bio hood if you don't know what you're doing.
  • Pay attention to what other scientists are doing and don't get in their way. For example, if someone places a beaker into a reagent heater and runs away from it, he's probably anticipating a fireball or smoke of some degree and it's wise not to go look at, lest you get a face-full of it.
  • Make liberal use of stabilizing agent. If you see a recipe that mentions stabilizing agent, always use it when mixing the recipe in question so it doesn't literally blow up in your face. It's a good practice to do this for recipes you're unfamiliar with. Be wary, however, that stabilizing agent doesn't work with everything - these cases should be mixed in the aforementioned test chamber.
  • Test harmful or unknown chemicals on monkeys, NOT other people. This is why you have the ValuChimp. Monkeys are NPCs with damage counters just like that of a human's, so they'll provide an accurate representation of what would happen if you use that chemical mix on a human. This is doubly important if you're a round antagonist, as you will need to make sure your deathchems actually cause death instead of just provoking your target into toolboxing you.
  • Test dangerous mixes in the Test Chamber or off-station. If you want test say, a beaker bomb, and it's supposed to make things explode, poison people, or otherwise harm things, try them in Test Chamber or some place away from the station, so other people aren't effected. Be sure to warn people ahead of time, so they can exit the area in time. Popular off-station locales include the Mining Outpost, the Space/Sea Diner, the Debris Field, the Trench, and the Mining Level.

Got all that? Good. Now we can get started with making napalm.

Discount Dan's Quik-Tips for Getting Acquainted with Chemistry

So, turns out making napalm isn't terribly complex at all. But there's more to chemistry than just making napalm--so much more! It's almost overwhelming. Where does an aspiring chemist start?

  • Learn the most-commonly used compounds and healing chems.
    • Basic compounds - Know each one by heart, for they are at the heart of many recipes. Luckily, there aren't many to learn.
    • Medical chems - Learn how to make and use healing chems, and you'll live longer--and enjoy more of the round! You can even help others too. Plus, when you start to learn harmful recipes, you'll be able to heal yourself when you fuck up. Some particularly useful ones to learn are styptic powder & silver sulfadiazine, which heal up some of the most common injuries.
    • Don't forget, there's a more detailed introduction/walkthrough to the wonderful world of chemistry below!
  • Understand the patterns behind the recipes.
    • The recipes for chems from real-life generally follow a comfortably simplified version of the actual process; for example, methamphetamine is based on the Nagai route, while sulfuric acid is just the elements that make up the molecule.
    • The ones for entirely fictional chems tend be somewhat arbitrary, but for some, there's some simple logic linking them, e.g. glitter needs shiny stuff and a paper base for it, while flaptonium involves bird-related things. Even some of said arbitrary ones often use plasma for that "magical sci-fi chemical that can do anything".
    • This holds particularly true for the secret chems:
      • For ones that are based on real life, such as chlorine azide, study the general process and try to replicate it in SS13 with "equivalents"; for most, you usually don't have to go further than a Wikipedia page.
      • For fictional chems, such as mutini, think about which chems can best replicate their effects. Some, like Crabby Party Secret Formula, are just jokes, where the hint is the punchline linking the ingredients together.
      • If you get stuck, don't be afraid to ask for hints. In fact, there's even a Spacebux item called a "Chem Hint Scroll" that provides a clue for a random ingredient for a random chem.
  • Look beyond the chem dispenser!
    • The Botanists can mass-produce certain chems through the power of botany, significantly easing your workload. There are even a few chems that only obtained from certain plants. Don't be afraid to ask them to grow a few things.
    • You can insert certain items into the Reagent Extractor, usually food and plant products, to get certain chems; many chems can only be obtained this way. Learn it and love it; neither are too hard to do. You'll use it a lot in your chemistry career; just look at all the places in the tables below that go "Extract from...".
    • Discount Dan's products from red snack machines contain a true smorgasbord of chemicals. You might surprised (and maybe a little queasy) at what's in those noodle cups!
    • There are many "designer drug" pills scattered in random places on the station/ship and elsewhere, often in pill bottles named in-game as "pill bottle (????)". Who knows what magical toxic treasures they contain!?
  • Use Chem Dispenser Groups! Chemical groups make the chem dispenser automatically dispense certain chems, so you can spend less time on the aspect on chemistry that's usually pretty boring, staring at dispenser, and more time having fun actually testing/using the chems. They're also great for mass-producing certain compounds. Check out the following section on how to use them.

Chem Dispenser Groups: A Chemist's Best Friend

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You can also make pre-set chemical groups, sometimes called bookmarks, through the Group button, so that the chem dispenser dispenses certain reagents automatically when you click one of the Group buttons. Groups streamline the production process quite significantly, especially for basic compounds. Even for simple recipes like potassium iodide, pressing just one button takes much less time than hunting and pressing for two of them, and you have a lot of control over amount created.

To make a chem group, put name of the reagent you want to dispense, an equal sign, the amount you want to dispense, and a name. Make sure that your chemical group has a name or else you'll lose your hard work when you try to add it. Separate reagents by semicolons. Here's an example reagent group for salt:

water=1;chlorine=1;sodium=1

Notice: no spaces needed, no semi-colon at the end necessary. The chems listed are added at all once at the same time, but there's still recipe priority; for something like that like luminol, you'll want to put the nitrogen and hydrogen towards the end, so you don't make ammonia. For fairly obvious reasons, you can't do things like sulfuric_acid=1; the chem dispenser simply doesn't dispense such reagents, just their ingredients. You must do hydrogen=1;oxygen=1;sulfur=1 instead.

You can insert your ID card into the dispenser to "save" it to your ID, any new groups made while your ID is inserted can only be used if your ID is in a dispenser. Good for keeping secret chemicals secret or just avoiding the hassle of adding new groups every time you have to use a new dispenser.

Getting Your Toes Wet

Need a bit more direction before heading off into the dangerous world of chemistry? This section describes a few specific commonly used and requested chems in ascending order of difficulty.

Acid (Not the Fun Kind)

Acids happen to simultaneously have some of the simplest recipes, the most obvious harmful effects, and somewhat high usage. You'll be particularly using your good friend Sulfuric Acid for a couple of recipes.

Chemical Name Recipe Effects
Sulfuric Acid (1) Sulfur + (1) Water + (1) Oxygen & Time -> (2) Sulfuric Acid Deals decent damage scaling with quantity. doesn't melt items. Used in some other chems' recipes!
Fluorosulfuric Acid (1) Sulfuric Acid (1) Fluorine + (1) Hydrogen + (1) Potassium @ 374 K -> (3) Fluorosulfuric Acid Deals even more damage, again scaling with quantity. Always melts items upon application, and melts headgear if 9 or more units are splashed on a person.

Since Sulfuric Acid is made entirely of chemicals in the chem dispenser, you only need to put a beaker in and hit each of those chemicals once. Simple! Once you have some sulfuric acid, you can add the fluorine, hydrogen, and potassium - again, all found in the dispenser - but then you will need to heat up the beaker. Put it in the Heating/Cooling unit and set the temperature really high - just setting it to the required temperature of 374K is slow and won't cut it compared to setting it to the maximum temperature and just removing it once it reacts. And once it does react - congratulations, you have a beaker of face-melting, day-ruining acid!

Getting Medbay to Love You

If you have a more pacifistic slant, you can make most of the medicines which medbay enjoys using. Two of the most commonly used medical chems are the following; they're fortunately pretty simple.

Chemical Name Recipe Effects
Styptic Powder (1) Aluminium + (1) Oxygen + (1) Hydrogen + (1) Sulfuric Acid -> (4) Styptic Powder Slows down bleeding and heals BRUTE damage. Only apply topically, such as with patches - ingestion in pill or drink form poisons the patient!
Silver Sulfadiazine (1) Ammonia + (1) Silver + (1) Sulfur + (1) Oxygen + (1) Chlorine -> (5) Silver Sulfadiazine Heals BURN damage. Just like styptic powder, apply it topically or it will poison whoever ingests it!

Similarly to Fluorosulfuric Acid above, to make styptic powder, you first need to brew up some sulfuric acid and add some other chemicals from the dispenser. Unlike the acid, it doesn't require any heating, making it quick and easy. Silver sulfadiazine is a bit more involved because it uses Ammonia, which has the following recipe:

Chemical Name Recipe Effects
Ammonia (3) Hydrogen + (1) Nitrogen -> (3) Ammonia Doesn't actually do much on its own besides help the Botanists' plants - it does get used in a lot of recipes, though!

This is an example of a chemical with a non-balanced recipe; pay careful attention to the ratios, or you may end up with leftover unwanted reagents! You'll also likely need to remove some of the resulting ammonia from the beaker to fit in silver sulfadiazine; you can't fit 30 each of ammonia, silver, sulfur, oxygen, and chlorine in a typical 100u beaker, much less a 50u one.

Those two chemicals alone can make medbay pretty happy when supplies run low. They can also be used by yourself if you don't trust doctors to patch you up, such as when you're an antagonist on the run from the law, or in the middle of a busy fight such as with Nuclear Operatives.

There are a couple of medical chems that medbay either doesn't start with or has a very low starting supply of, so making them will make the doctors there extra happy. See the following.

Chemical Name Recipe Effects
Perfluorodecalin (1) Hydrogen + (1) Fluorine + (1) Salicylic Acid @ 374 K -> (2) Perfluorodecalin Heals OXY by a LOT and both raises and caps the breathloss amount - meaning you will only be able to talk in whispers while it's in you.
Cryoxadone (2) Cryostylane + (1) Platinum + (2) Water & Time @ Below 323K-> (2) Cryoxadone Does a bit of everything, as long as your body temperature is below 210K; heals BRUTE, BURN, TOX, and OXY by significant amounts. Warms you up if it heals you.

Not all chemicals can be made with the chemicals available in the ChemMaster; sometimes you'll have to go through a few precursors first. Some common ones have been listed below.

Chemical Name Recipe Effects
Oil (1) Carbon + (1) Hydrogen + (1) Welding Fuel -> (3) Oil A bit of a jack of all trades - if heated up enough it makes a fireball which both burns and produces ash, if applied to a floor it makes it slippery, if splashed on a borg it speeds it up, and it gets used in a lot of recipes! Wow!
Phenol (1) Oil + (3) Welding Fuel + (0.1) Chlorine & Time-> (2) Acetone + (2) Phenol Does nothing by itself, but is used to make a few other medical chems.
Salicylic Acid (1) Sodium + (1) Phenol + (1) Carbon + (1) Oxygen @ 373.15 k -> (4) Salicylic Acid Also known as painkiller or analgesic. Cools you down if you're too hot, sometimes heals some BRUTE, and negates some of the slowed movement associated with being injured.
Cryostylane (1) Water + (1) Plasma + (1) Nitrogen -> (3) Cryostylane When ingested or splashed on someone, it freezes them in an ice cube. It can also be used on floors to make them slippery, and if you add some oxygen to a beaker with cryostylane, both will be gradually consumed to cool down the beaker's contents.
Acetone (1) Oil + (1) Welding Fuel + (1) Oxygen -> (3) Acetone Fairly poisonous when ingested, and is used in several other recipes.
Unstable Mutagen (1) Radium + (1) Plasma + (1) Chlorine -> (3) Unstable Mutagen Mutates and does radiation damage by the truckload to whoever ingests it. Handle with care!

To make the oil, you'll need to get some welding fuel - chemistry usually either has a fuel tank in a storage room nearby, which you can hit with a beaker to fill it, or chemistry will have some small, handheld red welding fuel tanks in a crate in the chemistry room. Whichever way you get it, make sure to watch how much of each reagent you have in your beakers - managing chemical amounts is a big part of chemistry!

Perfluorodecalin needs salicyclic acid, which needs sulfuric acid and phenol, which in turn needs oil. Balancing outputs is a little tricky due to sulfuric acid's unusual ratio, but it can be dealt with by using smart math or simply doling out ideal amounts with a mechanical dropper, and perfluorodecalin's excellent OXY healing makes it all worth the trouble.

Meanwhile, cryoxadone requires the much simpler precursor of cryostylane. Cryoxadone is not a difficult chemical to make, but it cools down every time it reacts, meaning you'll need to do a bit of temperature management if you want the reaction to be constant. You can't just throw the beaker into the reagent heater and whack it up to maximum, because at temperatures over 323K the chemicals won't react. However, you also can't just mix and forget, because eventually it'll cool enough that your water will freeze into ice. Thankfully the only thing that'll happen if you mismanage the temperature of this synthesis is a stall in the reaction, but not all chemicals are so forgiving!

A small usage note with cryoxadone - since you need to be quite cold for it to work, it's usually best to make pills of a mixture of cryoxadone and cryostylane. This pills, commonly referred to as "chill pills", freeze the patient upon ingestion, allowing the cryoxadone to do its stuff as well as provide a defensive layer.

Boom Bada Bing: A Few Explosives

Explosives are one of the best-known and most visible products of a chemistry lab. That being said, be careful with these if you are not an antagonist. Use the test chamber liberally when you are new, and use it even more when you're experienced and trying out new and unusual explosive mixes. Warnings considered, try out these two basic explosives.


Chemical Name Recipe Effects
Flash Powder (1) Aluminium + (1) Potassium + (1) Sulfur + (1) Chlorine (+ (1) Stabilizing Agent) -> (5) Flash Powder MAKE SURE TO INCLUDE STABILISING AGENT BEFORE PUTTING ALL FOUR CHEMS IN ONE BEAKER. Flashbangs the nearby area upon activation, causing stuns and eye damage.
Magnesium Explosion (1) Magnesium + (1) Copper + (1) Oxygen -> BOOM! Unlike the other recipes, this one actually doesn't create a chem - only a reaction. This also means it's dangerous to mix - it can hurt you and the chemical dispenser you're making it in!

The first one, Flash Powder, has a common trait of several explosives - if you have enough stabilizing agent in the beaker before you finish the mix, instead of immediately detonating, you will get a chemical which will detonate once heated enough. In flash powder's case, it explodes at 374 degrees Kelvin. If you are a crime-doing antagonist, you can leave a beaker lying around and put a welding tool underneath the beaker to create a sort of timebomb.


Chemical Name Recipe Effects
Stabilizing Agent (1) Iron + (1) Hydrogen + (1) Oxygen -> (2) Stabilizing Agent Prevents some - but not all! - explosives from detonating upon synthesis. Make sure you have enough for how much explosive you're making!

It has a slightly odd ratio, so be careful when mixing it all together!

The other explosive above cannot be stabilized, and can thus never be found in a heatable chemical form. It's a bit simpler to put together, but the challenge comes to finding some way to mix it far away from yourself - else you'll get the brunt of your own explosive! Get creative, and you will become a master of chemistry in no time.

All the Chemicals

Once you're ready to cannonball into the deep end - or are trying to find out the recipe of one specific chemical - your next stop is Chemicals. The sheer size of the page may be intimidating, but if you keep in mind the procedures above, you can tackle any of the regular chems - and potentially start on your journey to figuring out secret chems!

Chemical Warfare

Syndicate scientists are widely regarded as one of the most, if not THE most, dangerous threats in the game, and chemistry is the main reason for it. Burning the station to a crisp, spraying toxic goo everywhere, lethal injections... this is all just another day in the office for a regular chemist, so I'm sure you can imagine that a traitorous one is infinitely worse as it's a free ticket to do all those nasty things you couldn't do while you were an actual crew member!

Simply put, any and every method of applying chemicals to people is now a weapon. Spray bottles and emagged hyposprays are quick, quiet and painless (for you) chem application tools. Beakers and beaker assemblies make cheap-yet-fantastic gas bombs. The traitor-granted chemistry grenade pouch allows you to construct devastating chemical bombs. Flamethrowers are even more horrible; they convert chemicals into a spray that lets all included reagents penetrate skin (up to a little over five injected per shot), ignore biosuits/internals/gas masks and can hit multiple targets at once if aimed carefully, and the flamethrower can activate most heat-reactant chems in the spray by turning its igniter on.

Of course, you're far from invincible, so stocking up on beneficial chems to use for yourself is highly recommended - throwing poison and fire all over the place will have an angry mob out for your blood rather quickly, you know! Once you learn how to jump over this hurdle, the only limit to the destruction you can cause (other than BYOND, of course) is your imagination.

Supplementary Video

Gallery

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