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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<tabs plain>
<tab inline name="Cogmap2">
{{Location
{{Location
|Picture=Chemistry2.png
|Picture=Cogmap2Chemistry.png
|Function=Chemisty looks like this but covered in piss fog.
|Function=Breeding ground for weapons of mass destruction and pizza-infused smoke clouds alike.
|Access=Scientist}}
|Access=[[Research Director]], [[Scientist]]}}
This is where [[Scientist]]s go to brew up chemicals. Gets set on fire <s>every other</s> twice a round.
</tab>


== Oh boy I can't wait to melt my eyebrows off! ==
<tab inline name="Cogmap1">
{{Location
|Picture=CogmapChemistry.png
|Function=Breeding ground for weapons of mass destruction and pepperoni-infused smoke clouds alike.
|Access=[[Research Director]], [[Scientist]]}}
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{{Location
|Picture=NadirChemistry.png
|Function=Breeding ground for weapons of mass destruction and cheese-infused smoke clouds alike.
|Access=[[Research Director]], [[Scientist]]}}
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{{Location
|Picture=DestinyChemistry.png
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|Access=[[Research Director]], [[Scientist]]}}
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{{Location
|Picture=ClarionChemistry.png
|Function=Breeding ground for weapons of mass destruction and spider-infused smoke clouds alike.
|Access=[[Research Director]], [[Scientist]]}}
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<tab inline name="Oshan">
{{Location
|Picture=OshanChemistryV2.png
|Function=Breeding ground for weapons of mass destruction and Worcestershire-sauce-infused smoke clouds alike.
|Access=[[Research Director]], [[Scientist]]}}
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{{Location
|Picture=HorizonChemistry.png
|Function=Breeding ground for weapons of mass destruction and vomit-infused smoke clouds alike.
|Access=[[Research Director]], [[Scientist]]}}
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{{Location
|Picture=AtlasChemistry.png
|Function=Breeding ground for weapons of mass destruction and space-drugs-infused smoke clouds alike.
|Access=[[Research Director]], [[Scientist]]}}
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{{Location
|Picture=MantaChemistry.png
|Function=Breeding ground for weapons of mass destruction and compost-infused smoke clouds alike.
|Access=[[Research Director]], [[Scientist]], [[Medical Director]], [[Medical Doctor]], [[Roboticist]], [[Geneticist]], [[Head of Security]], [[Security Officer]], [[Detective]], [[Janitor]]}}
</tab>
-->
<tab inline name="Kondaru">
{{Location
|Picture=KondaruChemistry.png
|Function=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]]}}
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==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===


'''Heating/Cooling Unit''': Used to chill or heat containers. Use the menu to set a target temperature (PROTIP: click the number itself to punch in a number instead of mashing + and - like a nerd), and press Activate to start the heating/cooling process.
{| class="wikitable sortable"
! Name
! class="unsortable" style="width:10%" | Image
! class="unsortable" | Description


'''ChemMaster 3000''': Used to turn chemicals into [[Pill|pills]]. 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]] with the chemical of your choice. If you need more information, the ChemMaster 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="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]].


'''ValuChimp''': Dispenses [[monkey]]s, a valuable commodity for the modern scientist.
|- 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.


A lone '''firebot''' watches over the room, waiting for the inevitable fire.
|- 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.


== Ok so how do I make napalm? ==
|- 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.


Hold your horses, pyromaniacs. First things first, some important Safety Tips:
|- 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.


* '''Mix potentially-explosive chemicals in the Chemical Testing Lab.''' 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.
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.
* '''Always wear your standard issue Gas Mask and a Biosuit/Bio Hood from the closets.''' The usefulness of these items can't be stressed enough; aside from the passive protection against chemical smoke and most TOUCH reactions that the full set gives you, 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. This includes yourself, so you really have no excuse not to wear a full outfit unless you're ''trying'' to choke yourself to death on Sarin fumes.
* '''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 Chemical Testing Lab.


Got all that? Good. Now then: 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.
|- id="ChemiCompiler"
! 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]].


What follows is adapted from a [http://forum.ss13.co/viewtopic.php?f=5&t=2103 forum post] by Dr Cogwerks.
|- 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]].


=== Preliminary information that u need 2 know!! ===
|- 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


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 '''3 second''' intervals governed by the mob loop.
|- id="ValuChimp"
! ValuChimp
| <center>[[File:MonkeyVendingMachine.png]]</center>
| 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]].


So if a chemical does 2 toxin damage each time Life is called, it'll do 2 damage every three seconds. With a depletion rate of 1, it'll deplete 1 unit every three 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.  
|- 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.


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, chemical smokes and chemical foams apply touch reactions.
|- id="Chemical Barrel"
INGEST reactions are things that happen immediately, usually from eating, drinking or injection. Hyposprays bypass these and go straight into the bloodstream.
! Chemical Barrel
| <center>[[File:ChemicalBarrelRedClosed.png]] [[File:ChemicalBarrelRedOpen.png]]<br>[[File:ChemicalBarrelYellowClosed.png]] [[File:ChemicalBarrelYellowOpen.png]]<br>[[File:ChemicalBarrelBlueClosed.png]] [[File:ChemicalBarrelBlueOpen.png]]</center>
| 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]].
* 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|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.
* 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.  


=== Basic compounds ===
|- 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.
|}


{| class="wikitable"
===Tools & Equipment===
! Recipe Name !! Recipe !! Effects
 
|-
{| class="wikitable sortable"
| Salt || Water + Chlorine + Sodium || Ordinary table salt.
! Name
|-
! class="unsortable" | Image
| Phenol || Water + Chlorine + Oil || Used for certain medical recipes.
! class="unsortable" | Description
|-
 
| Diethalymine || Ammonia + Ethanol * Heat || Used for certain medical recipes and as fertilizer.
|- id="Beaker"
|-
! Beaker
| Space cleaner || Ammonia + Ethanol + Water || Cleans stuff.
| <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:
| Acetone || Oil + Welding Fuel + Oxygen || Common ingredient in other recipes.
*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.
| Potash || Ash + Water * 310K / Potassium + Chlorine + Sulfuric acid || Fertilizer.
*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.
| Ammonia || Hydrogen + Nitrogen || More fertilizer, and an ingredient in a lot of other chems.
*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. 
| Saltpetre || Potash + Urine + Compost || Fertilizer.  
*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.
| Pepperoni ||  Saltpetre + Beff + Synthflesh || What's beff? Find out!
 
|-
|- id="Condenser"
| Stabilizing agent || Iron + Oxygen + Hydrogen || Keeps unstable chemicals stable. '''''This does not work on everything.'''''
! 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]].
|}
|}


=== Medical Chems ===
===IgniChem===
{| class="wikitable"
{{:Chemistry/IgniChem}}
! Reagent !! Recipe !! Depletion Rate !! Effect per life cycle !! Immediate effect upon application !! Notes !! Overdose Treshold
 
|-
==Ok so how do I make napalm?==
| Saline-Glucose Solution ||  Salt + Water + Sugar || 0.4 (default rate)  ||  33% chance per cycle of healing 1 point each of BRUTE and BURN damage.  ||  none. ||  The Shock ailment checks to see if you have any saline in you. If you do, there is a fixed chance per cycle that it'll reduce or remove the disease. This means that there's no specific amount needed to cure, but the longer it's in you, the more chances it'll have to cure the ailment.  ||
===Safety First===
|-
Hold your horses, pyromaniacs. First things first, we need to discuss some important... *groan* safety tips:
|  Styptic Powder  ||  Aluminium + Hydrogen + Oxygen + Sulfuric Acid  || 2 ||  55% chance per cycle of healing 2 points of BRUTE damage.  || -TOUCH: Heal 1 point of brute per unit applied. Splash, dropper. -INGEST: Do 0.5 points of tox damage per unit ingested. Don't eat it, don't inject it.  ||  It depletes rapidly in the blood, so most of your healing will come upfront from a topical application.  ||
 
|-
* '''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.
|  Silver Sulfadiazine  ||  Silver + Sulfur + Oxygen + Chlorine + Ammonia + Oil  || 2 ||  55% chance per cycle of healing 2 points of BURN damage.  || -TOUCH: Heal 1 point of burn per unit applied. -INGEST: Do 0.5 points of tox damage per unit ingested.  ||  It depletes rapidly in the blood, so most of your healing will come upfront from a topical application.  ||
* '''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.
| Synthflesh  ||  Blood + Carbon + Styptic Powder (maybe too easy, idk) || 0.4 ||  Does nothing in the bloodstream currently.  || -TOUCH: Heals 1.5 BRUTE and 1.5 BURN per unit applied.  ||  Splashing a beaker of synthflesh on someone is very, very effective. The medics will love chemistry a whole lot if you provide them with synthflesh patches or beakers.  ||
* '''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.
|  Omnizine ||  No recipe. Look for white weed or propuffs. || 0.2 ||  Heals one each of OXY, TOX, BRUTE and BURN.  || NA || Slightly addictive. Medbay will love the botanists if they manage to provide it.  || 30
* '''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]].
|  Activated Charcoal  ||  Ash + Salt @ 310 temp || 0.4 ||  Increases the depletion rate of all other chems by 0.5, heals 1.5 TOX damage.  || N/A ||  Good baseline thing for detoxifying someone, but won't always keep up with the hellpoisons.  ||
 
|-
Got all that? Good. Now we can get started with making napalm.
|  Calomel ||  Mercury + Chlorine @ 320 || 2 ||  Increases all depletion rates by 5. +5 TOX damage while health > 20.  ||  NA  ||  Aggressive purgative. It'll do a lot of tox damage itself but it cannot kill you, as the tox 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. -Blood tests without a chem PDA: draw blood and analyze in the pill/beaker machine in the pharmacy ||
 
|-
===Discount Dan's Quik-Tips for Getting Acquainted with Chemistry===
|  Potassium Iodide  ||  Potassium + Iodine, gosh.  || 0.4 ||  80% chance of removing 1 RAD. Radiation is cumulative and causes tox+burn.  ||  NA  ||  Simple, kinda weak, but can help counter radiation events and radium somewhat.  ||
 
|-
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?
|  Pentetic Acid ||  Fuel + Chlorine + Ammonia + Formaldehyde + Sodium + Cyanide || 0.4 ||  Reduces 7 RAD, heals 3 TOX damage, increases all depletion rates by 4. 33% chance of taking 1 unit brute damage || NA ||  Complicated recipe, apex antitox/antiradiation treatment.  ||
 
|-
* '''Learn the most-commonly used compounds and healing chems.'''
|  Cryoxadone ||  Cryostylane + Plasma + Acetone + Unstable Mutagen || 0.4 ||  IF BODY TEMP IS BELOW 240, heals 10 OXY, 3 TOX, 3 BRUTE, 3 BURN || NA ||  Requires cooling the person before it kicks in, but heals incredibly well.  ||
** '''[[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.
|  Epinephrine ||  Phenol + Hydrogen + Oxygen + Chlorine + Acetone + Diethylamine || 0.2 ||  Reduces most of the knockout/stun effects. Attempts to cap OXY damage at 35 and LOSEBREATH at 3. If health is between -10 to -65, heals 1 TOX, 1 BRUTE, 1 BURN. Rolls a chance to fix heart problems.  || NA ||  Can make you pretty sick in overdoses. Rapidly counters histamine / allergy 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. Ephedrine is similar to epinephrine but is a bit weaker.  || 20
** 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.'''
|  Atropine ||  Ethanol + Acetone + Diethylamine + Phenol + Sulfuric Acid || 0.2 ||  1 TOX damage if used over -60 health. Causes dizziness and confusion. If under -25 health, heals 3 BRUTE + 3 BURN. Rolls a chance to fix heart problems. Attempts to cap OXY damage at 65 and LOSEBREATH at 5. Increases sarin depletion by 10.  || NA || 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.  || 25
**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".
|  Painkiller / Salicyclic Acid ||  Sodium + Phenol + Carbon + Oxygen + Sulfuric Acid || 0.1 ||  If BRUTE damage is under 50, 50% chance to heal one unit. Tries to return high body temps towards normal. Fairly well counters walkspeed loss from being hurt.  || NA || 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. Slow depletion rate will keep it in your blood for awhile.  || 25
**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.
|  Morphine ||  No recipe, but Botany and QM can both provide it. IRL synthesis is like thirty steps.  || 0.4 ||  Dramatically counters movement reduction from severe injury. Reduces jitteriness if someone is shaking like crazy from whatever. Will knock you out within 36 cycles if any remains in you.  || NA || Used to be Sleep Toxin. Low doses are useful for the painkiller, otherwise it's mostly a grief chem. Getting people addicted to morphine is kinda funny. Could probably use some more benefits. || 20
***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.
|  Salbutamol ||  Salicylic + Lithium + Aluminium + Bromine + Ammonia  || 0.2 ||  Heals 6 OXY damage, reduces LOSEBREATH by 4 (which some things apply) || NA || 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. Really underused emergency med, makes dealing with critical-health people a lot easier. ||
* '''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.
|  Perfluorodecalin ||  Hydrogen + Fluorine + Oil @ 320 (possibly too easy compared to salbutamol) || 0.4 ||  Heals 25 OXY damage, causes LOSEBREATH - so you can't talk, but it prevents any suffocation damage from racking up despite that. 33% chance of healing 1 BRUTE and 1 BURN. || NA || Fantastic for crime 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. Somewhat addictive.  ||
**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]]!
|  Mannitol ||  Sugar + Hydrogen + Water (hydrogenated and then hydrolyzed) || 0.4 ||  Heals 3 BRAIN damage.  || NA ||  Use for concussions, changeling stings, bible beatings, flatline brain damage, bath salts, whatever. ||
**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.
|  Mutadone ||  Unstable Mutagen + Acetone + Bromine || 0.4 ||  Removes all genetic bioeffects.  || NA || Did someone turn you into a gibbering chavish deaf dwarven lunatic? Take this. Might retool this a bit so it has a chance of removing an effect per cycle rather than scrubbing all of them instantly.  ||
 
|-
===Chem Dispenser Groups: A Chemist's Best Friend===
|  Spaceacillin ||  Space Fungus + Ethanol  || 0.4 ||  Rolls a chance to cure some specific diseases. More uses planned for the future.  || NA || You probably won't use this much unless a random disease event hits. Medbay Phase 2 update will introduce some stuff like infections and sepsis. Space Fungus is acquired by scraping it off of walls with your Beaker; it mostly grows in Maintenance hallways, so you might need to request appropriate access to get at it. ||
{{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.
|  Antihistamine / Diphenhydramine ||  Oil + Carbon + Bromine + Diethylamine + Ethanol || 0.4 ||  Causes a little bit of drowsiness, reduces jitteriness. Raises histamine and itching powder depletion rates by 3.  || NA || Mostly used as a precursor to a couple of the illegal drugs. Might be needed for bee stings, histamine poisonings, itching powder (not enough people use itching powder!!!). More planned for it. ||
 
|-
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]]:
|  Haloperidol ||  Chlorine + Fluorine + Aluminium + Potassium Iodide + Oil || 0.4 ||  Increases depletion rates for most stimulating/hallucinogenic drugs by 5. Reduces druggy effects and jitteriness. Causes drowsiness, 20% chance to cause 1 BRAIN damage. Cures space madness and berserker.  || NA || Treat it like a general antipsychotic, treat/neutralize drugged up maniacs. Used to be Impedrezine. ||
 
|-
water=1;chlorine=1;sodium=1
|  Antihol ||  Ethanol + Charcoal (magic silly recipe, might rework it later) || 0.4 ||  Raises ethanol depletion rates by 8. Can slowly heal a small bit of TOX damage.  || NA || Sober someone up in a hurry. Nefarious people sometimes spike other poisons with ethanol or booze reagents to sabotage charcoal treatments. ||
 
|-
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.  
|  Insulin ||  No recipe currently? I dunno if you can even find this stuff.  || 0.4 ||  Raises sugar depletion rates by 5.  || NA || Handles hyperglycemic coma, but how often is that ever needed? Needs work or removal.  ||
 
|-
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.
|  Simethicone ||  SECRET || ||  Makes the victim unable to fart. Fiendish.  || NA ||  Truly fiendish. ||
 
|-
==Getting Your Toes Wet==
|  Oculine ||  Atropine + Spaceacillin + Saline || ||  30% chance to remove blindness, 80% chance to reduce eye damage by 1.  || NA ||  Not typically needed unless some jerk is using a lot of flashbangs, blinding someone to the point that even the VISOR Prosthesis doesn't work (or they just really, really want to keep their current Glasses item on despite being '''blind'''). It's a rare situation, but giving them Oculine might be their saving grace. ||
 
|-
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.
|  Teporone ||  Silicon + Acetone + Plasma || ||  Attempts to return body temp to normal in ten degree increments || NA ||  Not really ever used much, but spacewalking cocktails might need it. ||
|-
|}


=== Base Elements ===
===Acid (Not the Fun Kind)===


{| class="wikitable"
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.
! Reagent !! Depletion Rate !! Penetrates skin? !! Per life cycle  !! Application effects !! Notes
 
|-
{| class="wikitable sortable"
|  Chlorine ||  0.4 ||  Yes ||  +1 BURN || NA || Base element
! Chemical Name
|-
! class="unsortable" | Recipe
|  Fluorine ||  0.4 ||  Yes ||  +1 BURN, +1 TOX || NA || Base element
! class="unsortable" | Effects
|-
 
|  Mercury ||  0.4 ||  Yes ||  Causes drooling and weird movement || NA || Base element
|- id="Sulfuric Acid"
|-
! [[Chemicals#Sulfuric_Acid|Sulfuric Acid]]
|  Lithium ||  0.4 ||  No ||  Drooling and weird movement || NA || Base element.
| (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!
|  Sugar ||  0.4 ||  No ||  50% chance of reducing an extra cycle's worth of stun, paralysis and weaken. 4% chance to produce a unit of epinephrine || NA || OVERDOSE: 200.Having a bit of sugar in you gives you a noticeable stun reduction and slight speed boost. Overdose effects can put someone into a coma. Corn syrup is more likely to accomplish this. Might lower the overdose threshold. 
 
|-
|- id="Fluorosulfuric Acid"
|  Radium ||  0.4 ||  Yes ||  +4 RAD || NA || 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|sleepypen]] full of radium is pretty lethal over a few minutes. 
! [[Chemicals#Fluorosulfuric_Acid|Fluorosulfuric Acid]]
|-
| (1) [[Chemicals#Sulfuric_Acid|Sulfuric Acid]] (1) Fluorine + (1) Hydrogen + (1) Potassium @ 374 K -> (3) Fluorosulfuric Acid
|  Uranium ||  0.4 ||  No ||  +2 RAD || NA || Some vending machine junk contains this. Has a ~SECRET~ use. 
| 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.
|-
|  Polonium ||  0.1 ||  Yes ||  +8 RAD || NA || Traitor poison bottles can have this. Lasts a long time and ramps your cumulative radiation way the hell up, very deadly. 
|-
|}
|}


=== Toxic Shit ===
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!
{| class="wikitable"
 
! Reagent !! Recipe !! Depletion rate !! Penetrates skin !! Per life cycle !! Application effects !! Notes
===Getting Medbay to Love You===
|-
 
|  Itching Powder ||  Ammonia + Fuel + Fungus. (Hobo chemistry: urine + water * heat yields ammonia) ||  0.3 ||  Yes ||  Lots of annoying random effects, chances to do brute damage from scratching. 6% chance to decay into 1-3 units of Histamine.  || NA || Prank chem but can be debilitating as hell in large doses. A source of histamine.
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.
|-
 
|  Embalming Fluid / Formaldehyde ||  Ethanol + Oxygen + Silver @ 320 ||  0.4 ||  Yes ||  +1 TOX, 10% chance to decay into 5-15 units of Histamine || NA || Inject into a corpse to prevent rotting. Decay into histamine makes it a really mean poison.
{| class="wikitable sortable"
|-
! Chemical Name
|  Histamine ||  NO RECIPE (currently) ||  0.2 ||  No ||  Dose-dependent, ranges from annoying to incredibly lethal.  || NA || OVERDOSE: 20. Below the overdose threshold, it'll mess your vision up and make you cough and sneeze a lot and take occasional BRUTE damage. Overdose+ will cause increasingly worse and rapidly fatal effects simulating anaphylactic shock. Having 40+ units in your bloodstream can trigger +5 brute / +5 tox / +5 ox damage or more per cycle, so if you manage to hit someone with a large dose, it's very deadly. Epinephrine, Methamphetamine and especially Diphenhydamine will counteract it as targeted meds. 
! class="unsortable" | Recipe
|-
! class="unsortable" | Effects
| Venom  ||  NA ||  0.2 ||  No ||  Scales with dose, up to +2 TOX, +2 BRUTE. 25% chance to decay into 5-10 Histamine. || NA || Double-whammy poison from all the histamine it builds up inside you. 40+ units have a 4% chance per cycle to gib you outright. 
 
|-
|- id="Styptic Powder"
|  Toxin ||  NA ||  0.4 ||  No  ||  +2 TOX || || The old boring generic toxin, still kicking around in a few places.
! [[Chemicals#Styptic_Powder|Styptic Powder]]
|-
| (1) Aluminium + (1) Oxygen + (1) Hydrogen + (1) [[Chemicals#Sulfuric_Acid|Sulfuric Acid]] -> (4) Styptic Powder
|  Neurotoxin ||  Heat space drugs up. Also: changeling stings, some poison/drug decays, a couple of medical interactions. ||  1 ||  No ||  +1 TOX, +1 BRAIN up to 60, then it slows down, confusion, knockout after 17 elapsed cycles  || NA || Very debilitating, it's what changelings hit you with. 
| Slows down bleeding and heals {{BRUTE}} damage. Only apply topically, such as with patches - ingestion in pill or drink form poisons the patient!
|-
 
|  Atrazine / Weedkiller ||  Chlorine + Hydrogen + Nitrogen ||  1 ||  No ||  +2 TOX || NA || Botany has a bunch of it right away.
|- id="Silver Sulfadiazine"
|-
! [[Chemicals#Silver_Sulfadiazine|Silver Sulfadiazine]]
|  Amanitin ||  NA - Syndicate Sauce, Poison Bottles, Mutant Mushrooms ||  0.4 ||  No ||  DELAYED, DOSE SPECIFIC || NA || This is a stealth poison. 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. 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. 
| (1) [[Chemicals#Ammonia|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!
|  Aconitum ||  Part of a quest thing.  ||  0.4 ||  No  ||  +2 TOX, 8% chance to cause LOSEBREATH, 10% chance to stun and do +2 extra TOX. || || Toxic + suffocation, behaves like a weaker coniine.
|-
|  Curare ||  NA - traitor poison bottles, might add a botany mutation to yield it  ||  0.1 ||  Yes ||  +1 TOX, +1 OXY, paralyzes after 11 cycles || NA || 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.
|-
|  Coniine ||  NA - traitor poison bottles ||  0.05 ||  No ||  +2 TOX, +5 LOSEBREATH (cumulative, causes suffocation) || NA || 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. Tied with Initro for deadliest poison. 
|-
|  Lipolicide ||  Weight Loss Shakes, or Mercury + Ephedrine + Diethylamine ||  0.4 ||  No ||  +1 TOX unless they keep eating food. || NA || Mostly just annoying, but easy to get. Might expand it.
|-
|  Cyanide ||  Oil + Ammonia + Oxygen @ 320, or deathweed ||  0.1 ||  Yes  ||  +1.5 TOX, 10% chance of +1 LOSEBREATH, 8% chance 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. 
|-
|  Sarin ||  Hint: it has Weedkiller in it.  ||  0.1 ||  Yes  ||  Ramps up to +3 TOX, +3 BRAIN, +1 BURN and +5 LOSEBREATH after thirty cycles. Causes paralysis and shaking and vomiting. || || Takes thirty cycles to reach full effect, bombards the victim with a lot of scary messages. Can be neutralized with atropine, or handled with wide-spectrum meds. Where a bomb will wreck a lot of people all at once, sarin is meant more to make a big terrifying (but potentially survivable) mess.
|-
|}
|}


=== Acids ===
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:
{| class="wikitable"
 
! Reagent !! Recipe !! Depletion rate !! Penetrates skin !! Per life cycle !! Application effects !! Notes
{| class="wikitable sortable"
|-
! Chemical Name
|  Sulfuric Acid ||  Sulfur + Hydrogen + Oxygen ||  0.4 ||  No (maybe should?) ||  +1 TOX, +1 BURN || TOUCH: Splash over 25 units for a 75% chance to melt a face or headgear. +15 BRUTE to the face || Can melt items, 40% chance.
! class="unsortable" | Recipe
|-
! class="unsortable" | Effects
|  Fluorosulfuric Acid ||  Sulfuric Acid + Fluorine + Hydrogen + Potassium @ 320 ||  0.4 ||  No (maybe should?) ||  +1 TOX, +1 BURN || TOUCH: Splash over 10 units to melt a face or headgear. +75 BRUTE to the face || Can melt items, 100% chance.
 
|-
|- id="Ammonia"
! [[Chemicals#Ammonia|Ammonia]]
| (3) Hydrogen + (1) Nitrogen -> (3) Ammonia
| Doesn't actually do much on its own besides help the [[Botanist|Botanists']] plants - it does get used in a lot of recipes, though!
|}
|}


=== Medical Poisons ===
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.
{| class="wikitable"
 
! Reagent !! Recipe !! Depletion rate !! Penetrates skin !! Per life cycle !! Notes
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.
|-
 
|  Ketamine ||  NA, sleepypens and traitor poison bottles ||  0.8 ||  Yes  ||  KO in ten cycles || Readjusted recently so a sleepypen dose should only last about 6-8 minutes.
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.
|-
 
|  Morphine || || || || || Covered in medical guide, KOs in thirty cycles.
{| class="wikitable sortable"
|-
! Chemical Name
|  Sulfonal ||  Acetone + Diethylamine + Sulfur ||  0.1 ||  No  ||  +1 TOX, KO in 22 cycles || A somewhat toxic sedative, slower than ketamine but lasts a long time and can kill. 
! class="unsortable" | Recipe
|-
! class="unsortable" | Effects
|  Sodium Thiopental ||  NA, traitor bottles, derelict medbot injections ||  0.7 ||  No  ||  KOs in ten cycles || Rapid sedative, a bit too similar to ketamine currently but part of a duo with Pancuronium.
 
|-
|- id="Perfluorodecalin"
|  Pancuronium ||  NA, traitor bottles, derelict medbot injections ||  0.2 ||  No  ||  10 cycles to paralysis, 7% chance to cause 3-5 LOSEBREATH ||  Similar to Curare but can kill you via suffocation.
! [[Chemicals#Perfluorodecalin|Perfluorodecalin]]
|-
| (1) Hydrogen + (1) Fluorine + (1) [[Chemicals#Salicylic Acid|Salicylic Acid]] @ 374 K -> (2) Perfluorodecalin
|  Initropidril ||  haha nope, not gonna share this one but it still can be made. Requires Triplepiss.  ||  0.4 ||  No  ||  33% chance to hit with 5-25 TOX. 5-10% chances to cause suffocation or immediate heart failure.  || All that tox damage can kill you really fast, and if that doesn't get you, heart failure or suffocation will. Tied with Coniine for fastest killer. 
| 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.
|-
 
|- id="Cryoxadone"
! [[Chemicals#Cryoxadone|Cryoxadone]]
| (2) [[#Cryostylane|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.
|}
|}


=== Miscellanea ===
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.
{| class="wikitable"
 
!Reagent !!Recipe !!Depletion rate!!Penetrates skin!!Per life cycle!!Notes
{| class="wikitable sortable"
|-
! Chemical Name
|Unstable Mutagen||Radium + Plasma + Chlorine||0.3||No||+2 RAD, 4% chance to trigger a bad mutation.||Another solid easy-level poison.
! class="unsortable" | Recipe
|-
! class="unsortable" | Effects
|Toxic Slurry||Slurrypods||0.4||No||10% chance to do 2-4 TOX. 7% chance to cause a stunning migraine or vomiting.||Mostly just annoying, but it can be deadly over time if the RNG cooperates.
 
|-
|- id="Oil"
|Glowing Slurry ||Omega Slurrypods||0.4||No||+2 RAD. 15% chance of bad mutation, 5% chance of good mutation.||Scrambles your genes to hell and back.
! [[Chemicals#Oil|Oil]]
|-
| (1) Carbon + (1) Hydrogen + (1) [[Chemicals#Welding_Fuel|Welding Fuel]] -> (3) Oil
|Fluorosurfactant||Fluorine + Carbon + Sulphuric Acid||0.4||No||||Turns into foam when combined with water, carrying all other reagents in the container with it. Foam spreads fairly quickly and causes people to slip if they walk on it, making it very hard to escape whatever horrible things you put in it. (WARNING: Most non-backbreaking methods of creating foam require you to do it by hand and thus be in the middle of the reaction, so make sure you can survive your own disaster.)
| 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!
|-
 
|Silicate||Silicon + Oxygen + Aluminium||||||||Reinforces windows and grilles. It may be applied to windows up to four times, with each application making the window stronger than the last.
|- id="Phenol"
|-
! [[Chemicals#Phenol|Phenol]]
|Cryostylane||Water + Plasma + Nitrogen||0.4||No||Forms a layer of slippery ice when dumped on the floor. TOUCH: freezes the victim in a large block of ice, preventing any actions short of speaking or breaking the ice; break ice cubes by clicking the ice cube with the Harm intent repeatedly, even while frozen yourself.||Freezing is interesting. You are immune to all outside damage short of gibbing while frozen, though you will still take damage from poisons and ESPECIALLY being on fire if such things were present before you were frozen. The quick-freeze is also handy for immediately activating Cryoxadone, making for a ''great'' panic button if you don't mind being pushed or pulled around for a little while. '''Very''' underestimated and underused chem for being so easy to make.
| (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.
|Corn Syrup||Corn Starch + Sulphuric Acid @ 380 K||0.4||No||Improved recovery from stuns.||1 unit of corn syrup decays into ~3 units of sugar, so a sufficiently high dose can be useful to cause a [[Doctoring#Hyperglycaemic shock|hyperglycaemic shock]].
 
|-
|- id="Salicylic Acid"
|Carpet||Space Fungus + Blood||||No||||Creates a dirty carpet on the floor.
! [[Chemicals#Salicylic Acid|Salicylic Acid]]
|-
| (1) Sodium + (1) [[Chemicals#Phenol|Phenol]] + (1) Carbon + (1) Oxygen @ 373.15 k -> (4) Salicylic Acid
|Firefighting Foam||Carbon + Sulfur + Chlorine||||No||||Also know as carbon tetrachloride. Extinguishes fires.
| 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.
|-
 
|Holy Water||Water + Wine + Mercury||||No||||Splashing at least 10 units onto a [[Vampire|vampire]] burns them quite badly.
|- id="Cryostylane"
|-
! [[Chemicals#Cryostylane|Cryostylane]]
|Space Lube||Silicon + Oxygen + Water||||No||||Crates a very slippery surface when applied to floor tiles. Anybody falling down will take brute damage in the process.
| (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.
|Foamed Metal||Fluorosurfactant + Sulfuric Acid + (Aluminium or Iron)||||No||||Spews out a unique foam that congeals into a weak floor and wall, happens immediately upon mixing. 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 massive metal obstructions. Can be destroyed with a few whacks of a blunt object. The Miner's IndyPutt "weapon" system spits this stuff out in small amounts.
 
|- 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!
|}
|}


=== Drugs ===
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!
{| class="wikitable"
 
! Reagent !! Recipe !! Depletion rate !! Penetrates skin !! Per life cycle !! Overdose threshold !! Notes
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.
|-
 
|  Nicotine ||  Cigs, nicotine patches  ||  0.4 ||  No  ||  Stun reduction per cycle. 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 suffocation damage. 
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!
|-
 
| Cat drugs ||  Catonium (catnip) + Psilocybin + Ammonia + Fuel @ 320 ||  0.4 ||  No  ||    || || Gimmick drugs, good for laughs or confusing the hell out of people. 
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.
|-
 
|  Space Drugs ||  Mercury + Sugar + Lithium  ||  0.2 ||  No  ||  Pretty lights! || ||  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. 
===Boom Bada Bing: A Few Explosives===
|-
 
|  Psilocybin ||  Mushroom mutation  ||  0.4 ||  No  ||  Colors + text hallucinations || || Can make you hallucinate stuff like gunshots and attack messages, might freak someone out if they don't know what's going on, could probably use a revamp.
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.
|-
 
|  LSD ||  Diethylamine + Space Fungus  ||  0.4 ||  No  ||  Colors + visual hallucinations  || || Imaginary monsters start chasing you around. Changeling's hallucinogen sting injects this. 
 
|-
{| class="wikitable sortable"
|  THC ||  Weed! ||  0.4 ||  No  ||  Giggling, stuttering, occasional drowsiness and movement confusion. || || Doesn't really do a whole lot, but people are usually pretty happy to smoke any joints you leave laying around. 
! Chemical Name
|-
! class="unsortable" | Recipe
|  Ephedrine ||  Sugar + Oil + Hydrogen + Diethylamine ||  0.3 ||  No  ||  Stun reduction per cycle, increases run speed slightly, stabilizes crit.  || 35 || Probably gonna add this to some more sodas or something. It's pretty much just a weaker analogue of medbay's Epinephrine, but it's addictive and has a few more side effects.
! class="unsortable" | Effects
|-
 
|  Crank ||  Antihistamine + Ammonia + Lithium + Fuel + Sulfuric Acid @ 320  ||  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 Berserker. Very addictive, but the stun reduction effect is pretty nice for fighting. Note that everything other than the Welding Fuel needs to be heated to 320, as the Fuel has a bad habit of igniting before the reaction happens in the reagent heater. Also note that '''its creation comes with an explosion''' and is not prevented by Stabilizing Agent.
|- id="Flash Powder"
|-
! [[Chemicals#Flash Powder|Flash Powder]]
|  Krokodil ||  Antihistamine + Morphine + Cleaner + Potassium + Phosphorous + Fuel @ 320  ||  0.4 ||  No  ||  Cools you down, 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. 
| (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.
|  Methamphetamine ||  Ephedrine + Iodine + Phosphorous + Hydrogen @ 325 (modeled after the Russian method)  ||  0.4 ||  No  ||  3x stun reduction per cycle, 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. 
 
|-
|- id="Magnesium Explosion"
|  Bath Salts ||  Dump all the flavors of Discount Dans soup into a bathtub and heat it with a welder, you'll probably find it. ||  0.6 ||  No  ||  Makes you nearly impervious to stuns, but you'll be a nearly uncontrollable tramp-bearded raving lunatic.  || 20 || 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 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. Bath salts boxing is hilarious. 
! [[Chemicals#Magnesium Explosion|Magnesium Explosion]]
|-
| (1) Magnesium + (1) Copper + (1) Oxygen -> BOOM!
|  Stimulants ||  Traitor injector. || || ||  -5 damage to OXY, TOX, BRUTE, BURN, sets all stun-related vars to zero. || ||  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 + brute damage.
| 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!
|-
|}
|}


=== Pyrotechnic 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.
{| class="wikitable"
 
! Reagent !! Recipe !! Depletion rate !! Penetrates skin !! Ignition temp !! Per life cycle !! Application effects !! Notes
 
|-
{| class="wikitable sortable"
|  Plasma ||  NA  ||  0.4 ||  No || Ignition temp: 310 ||  +1 TOX. Makes being on fire much worse, and can burst into flame if heated. || NA || Splash a burning person with plasma and the cumulative BURNING var goes up +30. Burning decreases once per life cycle and causes steady burn damage while active. Fireball if ignited.
! Chemical Name
|-
! class="unsortable" | Recipe
|  Fuel ||  NA  ||  0.4 ||  No || Ignition temp: 325 ||  Fireball if ignited. 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.
! class="unsortable" | Effects
|-
 
|  Oil ||  Carbon + Hydrogen + Fuel ||  0.4 ||  No || Ignition temp: 340 ||  NA. || TOUCH: Can lubricate cyborg joints and make them move faster. || Burns with a small smoky fire, yielding Ash reagent. 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.
|- id="Stabilizing Agent"
|-
! [[Chemicals#Stabilizing Agent|Stabilizing Agent]]
|  Napalm ||  Sugar + Fuel + Ethanol ||  0.4 ||  No - probably should though || Ignition temp: 320 ||  Fireball if ignited. 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.
| (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!
|  Phlogiston ||  Phosphorous + Sulfuric Acid + Plasma (+ Stabilizer) ||  0.4 ||  No || Ignition temp: NA ||  +1 BURN damage. Probably ought to add BURNING as well. || TOUCH: Self-burning, ignites other stuff. || This is what old-napalm is now.
|-
|  Chlorine Trifluoride ||  Chlorine (1) + Fluorine (3) @ 350 ||  0.4 ||  No || Ignition temp: NA ||  +3 BURNING. Sets people on fire from the inside out. || TOUCH: BURNING + 50.  || Comes into existence at 1000 degrees. Burns things that wouldn't otherwise burn. Makes an enormous mess. Reacts violently with carbon tetrachloride (firefoam)
|-
|  Smoke Powder ||  Potassium + Phosphorous + Sugar (+ Stabilizer) ||  0.4 ||  No || Ignition temp: 370 ||  NA || NA || When mixed without stabilizer, or heated to 300 with stabilizer, it'll make a big butt of smoke. Unlike foam it can only carry three reagents from its container, in exchange for making the carried chems breathable through the air the smoke occupies, essentially giving them all "Penetrates Skin = Yes" functionality unless the victim has internals active.
|-
|  Flash Powder ||  Aluminium + Potassium + Chlorine + Sulfur (+ Stabilizer) ||  0.4 ||  1 // imagine it's covering their clothes or whatever || Ignition temp: 300 ||  NA || NA  || Stuns anyone within five tiles of the source, stun amount relative to distance. Blocked by sunglasses. Causes eye damage, can lead to blindness.
|-
|  Sonic Powder ||  Oxygen + Ethanol + Phosphorous (+ Stabilizer) ||  0.4 ||  1 // imagine it's covering their clothes or whatever || Ignition temp: 300 ||  NA || NA  || 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 ||  1 // imagine it's covering their clothes or whatever || Ignition temp: 325 ||  NA || NA  || Sparks, then blows the fuck up a second or two later. Damage scales up with reagent volume. Slow depletion means you can poison someone with it and then wait for then to encounter a heat source awhile later. KABOOM!
|-
|  Chlorine Azide ||  ???? ||  NA ||  NA || Ignition temp: NA ||  NA || NA  || Dumping too many basic chems into a container might accidentally cause this unstable and highly explosive reaction. Very fun to weaponize if you can figure out indirect means of mixing its ingredients. Also a handy hazing tool for newbies who '''don't stop asking for handouts of top-secret chem recipes'''... just make sure you're not in the mixing room with them when they try it. The explosion is not stopped by Stabilizing Agent.
|-
|  Thermite ||  Iron + Oxygen + Aluminium ||  0.4 ||  No || Ignition temp: 280 ||  NA || TOUCH: If already burning, set BURNING to 100.  || Burns through metal walls after splashing it on and heating it up. If someone is on fire, dumping thermite on them is very mean.
|-
|  Pyrosium ||  Plasma + Radium + Phosphorous ||  0.4 ||  No || Ignition temp: NA ||  NA || NA  || Comes into existence at 0 degrees, but slowly heats all other reagents and objects on its tile up towards 1000, regardless of current surface or container. Can make non-flammable things scaldingly hot, but so can a welder or lighter. Fun for delayed self-heating reactions. ('''IMPORTANT:''' To all you pyromaniacs thinking Pyrosium + <insert heat reactant chemical here> + Foam/Smoke is a good idea, ''DON'T DO IT''. The multitude of heat interval checks from Pyrosium foam/smoke lags the server to hell. It's BYOND, deal with it.)
|-
|}
|}


=== SECRET CHEMS ===
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.


Let's get one last thing out of the way. 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.
==All the Chemicals==


* Grog
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!]]
* Booster enzymes
* Vampire serum
* Werewolf serum
* Initropidril
* Initrobeedril


== These chemical words are big and hurt my brain. ==
==Chemical Warfare==
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.
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!


=== Textbooks and References ===
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.
* [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 ===
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.
* '''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.
* '''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.


==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

MechanicNew64.png This page is under construction.
The following information may be incomplete.
You can help by adding missing information or formatting.

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

HellmixWarnings.jpg


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Stationmap.png Locations on Cogmap2
General Arrivals · Emergency Storage B · Escape · Escape Pod Bay · Locker Room · Maintenance · Owlery · Main Hangar 1 & 2 · Net Cafe · Public Garden · Routing Depot · Tool Storage · Waste Disposal
Civilian & Recreation Arcade · Bar · Barbershop · Catering Pod Bay · Chapel · Clown Tent · Crew Quarters · Derelict Crew Quarters · Gym · Health Spa · Hydroponics · Janitor's Closet · Janitor's Supply Closet · Jazz Lounge · Kitchen · Pool · Public Market Booths · Ranch · Shower Room · Staff Assistants' Quarters
Security Security · Armory · Beepsky's House · Brig · Head of Security's Office · Interrogation Room · Secure Hangar · Courtroom · Detective's Office · Security Checkpoints
Command Bridge · AI Chamber · AI Upload · AI Upload Foyer · Captain's Quarters · Computer Core · Customs · EVA · Head of Personnel's Office · Teleporter Room
Medical Medbay · Genetics · Medical Director's Office · Morgue · Operating Theatre · Pathology · Robotics · Auxiliary Storage · Medical Booth · Robot Depot
Research Research Wing · Artifact Research · Chemistry · Plasma Research · Research Director's Office · Science Pod Bay · Telescience · Test Chamber
Cargo & Mining Cargo Bay · Cargo Pod Bay · Central Storage · Ore Processing / Refinery · Mining Department
Engineering Engineering · Chief Engineer's Office · Engineering Pod Bay · Emergency Storage A · Emergency Air Hookup · Mechanics Workshop · Solar Arrays · Technical Storage
Off-Station Ghost Drone Factory · Mining Outpost · Listening Post · Research Outpost · Space · Syndicate Battlecruiser · Wizard's Den · Afterlife Bar · Virtual Reality
Stationmap.png Locations on Cogmap1
General Arrivals · Bathrooms · Crew Quarters A · Crew Quarters B · Emergency Storage · Escape · Locker Room · Maintenance · Owlery · Observatory · Main Hangar · Routing Depot · Tool Storage · Waste Disposal
Civilian & Recreation Arcade · Bar · Barbershop · Catering Pod Bay · Chapel · Clown Tent · Crew Lounge · Gym · Hydroponics · Information Office · Janitor's Office · Janitor's Supply Closet · Jazz Lounge · Kitchen · Pool · Public Market · Ranch · Shower Room · Stock Market Room
Security Security · Armory · Beepsky's House · Brig · Dispatch · Head of Security's Office · Interrogation Room · Secure Hangar · Courtroom · Detective's Office · Mini-Brig
Command Bridge · AI Chamber · AI Upload · AI Upload Foyer · Captain's Quarters · Computer Core · Customs · EVA · Head of Personnel's Office · Teleporter Room
Medical Medbay · Genetics · Medical Director's Office · Morgue · Operating Theatre · Pathology · Robotics · Medical Booth
Research Research Wing · Artifact Research · Chemistry · Plasma Research · Research Director's Office · Robot Depot · Science Pod Bay · Telescience · Test Chamber
Cargo & Mining Cargo Bay · Cargo Pod Bay · Central Storage · Mining Department · Ore Processing / Refinery · Routers
Engineering Engineering · Chief Engineer's Office · Engineering Pod Bay · Emergency Air Hookup · Mechanics Workshop · Primary Tool Storage · Solar Arrays · Technical Storage
Off-Station Ghost Drone Factory · Mining Outpost · Listening Post · Space · Syndicate Battlecruiser · Wizard's Den · Afterlife Bar · Virtual Reality
Stationmap.png Locations on Oshan Laboratory
General Arrivals · Crew Quarters A · Data Center · Emergency Storage A · Emergency Storage B · Escape Hallway · Information Office · Maintenance · Net Cafe · Observatory · Pod Bay · Tool Storage · Toilets · Waste Disposal
Civilian & Recreation Arcade · Bar · Bar Office · Barbershop · Catering Hangar · Catering Storage · Chapel · Clown Hole · Crew Lounge · Fitness Center · Hydroponics · Janitor's Office · Janitor's Supply Closet · Jazz Lounge · Kitchen · Nerd Dungeon · Public Market · Radio Lab · Ranch · Sauna · Shower Room · West Crew Lounge · Zen Garden
Security Security Department · Armory · Beepsky's House · Defendant's Chair · General Population · HoS Office · Interrogation Room · Processing Room · Secure Dock · Security Foyer · Solitary Cells · Courtroom · Detective's Office · Security Checkpoints
Command AI Chamber · AI Upload · Bridge · Captain's Quarters · Customs · Head of Personnel's Office · EVA · Teleporter Room
Medical Medbay · Cloning · Cryo · Genetics · Medbay Operating Theatre · Medbay Restroom · Medical Director's Office · Medical Storage · Monkey Dome · Morgue · Pharmacy · Pathology · Robotics · Treatment Cells
Research Research Sector · Artifact Lab · Chemistry · Computer Core · Research Dock · Research Director's Office · Robot Depot · Science Teleporter · Toxins Storage · Research Outpost · Research Outpost Hangar · Research Outpost Toxins Storage · Research Outpost Test Chamber · Toxins
Cargo & Mining Central Warehouse · Mining · Mining Dock · Quartermaster's Office · Refinery · Supply Lobby
Engineering Engineering · Chief Engineer's Office · Engineering Dock · Engineering Gas Storage · Engineering Storage · Inner Engineering · Power Room · Engineering EVA · Mechanic's Lab · Technical Storage
Off-Station Ghost Drone Factory · Listening Post · Sea Elevator · Seafloor · Syndicate Battlecruiser · Wizard's Den · Afterlife Bar · Virtual Reality
Stationmap.png Locations on Manta
General Arrivals · Crew Quarters A · Crew Quarters B · Crew Quarters C · Bathrooms · Escape · Maintenance · Submarine Bay (Port) · Submarine Bay (Starboard) · Waste Disposal
Civilian & Recreation Arcade · The Rising Tide/Bar · Barman's Office · Chapel · Chapel Office · Crematorium · Crew Lounge · Fitness Room · Garbage Garbs · Hydroponics · Janitor's Office · The Rusty Crab/Kitchen · Freezer · Sauna
Security Security Department · Security Foyer Checkpoint · Sec. Officers Quarters · Armory · Brig · Cell Block Control · General Population · Cell #1 · Solitary Confinement · Visitation · Head of Security's Office · Interrogation Room · Submarine Bay (Security) · Courtroom · Detective's Office · Detective's Bedroom · Beepsky's House
Command AI Upload Chamber · AI Upload Foyer Port · AI Upload Foyer Starboard · Bridge · Communications Office · Communications Office Bedroom · Captain's Office · Captain's Quarters · Head of Personnel's Office · Head of Personnel's Personal Quarters · Port Torpedo Bay · Starboard Torpedo Bay · EVA Storage · Teleporter Room
Medical Medbay · Medbay Lobby · Cloning · Medical Research · Morgue · Medbay Treatment Area · Cryo · Medbay Operating Theatre · Medbay Restroom · Robotics · Treatment Rooms · Medbay Staff Area · Medical Storage · Medical Director's Office
Research Research Sector · Artifact Lab · Chemistry · Pathology Research · Robot Depot · Research Director's Private Quarters · Research Restroom · Science Teleporter · Test Chamber
Cargo & Mining Mining · Submarine Bay (Mining) · Cargo Bay · Cargo Bay Office
Engineering Engineering · Engineering Break Room · Engineering Quarters · Engineering Restroom · Chief Engineer's Office · Engineering Storage · Engineering Control Room · Inner Engineering · Singularity Core · Engineering Power Room · Engineering Gas Storage · Mechanic's Lab · Technical Storage
Off-Station Abandoned Ship · Clown Hole · Ghost Drone Factory · Robot Trading Outpost · Sea Diner · Tunnel Snake Mining Rig · Seafloor · Syndicate Assault Vessel · Syndicate Battlecruiser · Wizard's Den · Afterlife Bar · Virtual Reality
Stationmap.png Locations on Kondaru
General Arrivals · Aviary · Bathrooms · Crew Quarters · Emergency Storage A · Escape Arm · Escape Dock · Gym · Nerd Dungeon · Pool · Public Market · Routing Cabinet · Routing Depot · Sauna · Waste Disposal
Civilian & Recreation Arcade · Bar · Barbershop · Bar Office · Catering Storage · Chapel · Clown Hole · Hydroponics · Janitor Office · Janitor Supply Closet · Jazz Lounge · Kitchen · News Office · Public Podbay · Ranch
Security Security · Armory · Beepsky's House · Brig · Head of Security's Office · Interrogation Room · Courtroom · Detective's Office · Security Checkpoints · Secure Hangar
Command Bridge · AI Chamber · AI Upload · Captain's Quarters · Command Pod Pad · Computer Core · Customs · EVA · Head of Personnel's Office · Teleporter Room
Medical Medbay · Cloning · Cryo · Genetics · Medbay Podbay · Medical Booth · Medical Director's Office · Monkey Dome · Morgue · Operating Theatre · Pathology · Pharmacy · Robotics · Treatment Rooms
Research Artifact Lab · Chemistry · Plasma Research · Research Director's Office · Research Router · Robot Depot · Science Podbay · Telescience · Test Chamber
Cargo & Mining Cargo Bay · Cargo Pod Bay · Warehouse · Ore Processing / Refinery · Mining Department · Mining Podbay
Engineering Chief Engineer's Office · Cold Loop · Engineering · Engineering Break Room · Engineering Gas Storage · Engineering Podbay · Power Room · Engine Room · Hot Loop · Mechanics Workshop · Power Transmission Laser · Pump Control Room · Solar Arrays · Technical Storage
Off-Station Ghost Drone Factory· Listening Post· Mining Outpost· Space · Syndicate Battlecruiser · Wizard's Den · Afterlife Bar · Virtual Reality