Difference between revisions of "Chemistry"

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m (Stypic/silver sulfad heal 8 points of damage per cycle, not 2.)
(→‎Machines & Storage: Remove a mention of the material processor, because when PR #18838 was merged, it was replaced with a machine that definitely does not output glass blocks)
 
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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.
<div align="right">
<tabs plain>
<tab inline name="Cogmap2">
{{Location
|Picture=Cogmap2Chemistry.png
|Function=Breeding ground for weapons of mass destruction and pizza-infused smoke clouds alike.
|Access=[[Research Director]], [[Scientist]]}}
</tab>
<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]]}}
</tab>
<tab inline name="Nadir">
{{Location
|Picture=NadirChemistry.png
|Function=Breeding ground for weapons of mass destruction and cheese-infused smoke clouds alike.
|Access=[[Research Director]], [[Scientist]]}}
</tab>
<!--
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{{Location
|Picture=DestinyChemistry.png
|Function=Breeding ground for weapons of mass destruction and ants-infused smoke clouds alike.
|Access=[[Research Director]], [[Scientist]]}}
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-->
<tab inline name="Clarion">
{{Location
|Picture=ClarionChemistry.png
|Function=Breeding ground for weapons of mass destruction and spider-infused smoke clouds alike.
|Access=[[Research Director]], [[Scientist]]}}
</tab>
<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]]}}
</tab>
<!--
<tab inline name="Horizon">
{{Location
|Picture=HorizonChemistry.png
|Function=Breeding ground for weapons of mass destruction and vomit-infused smoke clouds alike.
|Access=[[Research Director]], [[Scientist]]}}
</tab>
-->
<tab inline name="Atlas">
{{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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<!--
<tab inline name="Manta">
{{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
{{Location
|Picture=Chemistry3.png
|Picture=KondaruChemistry.png
|Function=Breeding ground for weapons of mass destruction and urine-infused smoke clouds alike.
|Function=Breeding ground for weapons of mass destruction and sparkles-infused smoke clouds alike.
|Access=[[Research Director]], Scientist}}
|Access=[[Research Director]], [[Scientist]], [[Medical Director]], [[Medical Doctor]], [[Roboticist]], [[Geneticist]], [[Head of Security]], [[Security Officer]], [[Detective]], [[Janitor]]}}
This is where [[scientist]]s go to brew up chemicals. Gets set on fire <s>every other</s> twice a round.
</tab>
</tabs>
</div>


==Oh boy I can't wait to melt my eyebrows off!==
==Oh boy I can't wait to melt my eyebrows off!==
Here's a quick look at the devices scattered across the room.
Here's a quick look at the devices scattered across the room.


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


'''Heating/Cooling Unit''': Used to chill or heat containers. Use the menu to set a target temperature (Tip: click the number itself to punch in a number instead of clicking + and - over and over again.), and press ''Activate'' to start the heating/cooling process.
|- id="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.
|}


'''CheMaster 3000''': Used to turn chemicals into [[Pill|pills]] or other containers, though it can also isolate or remove reagents from the inserted beaker. When creating pills, you'll be prompted to choose how many units are in each pill, as well as the label (which will show up as "<what you wrote> pill"). Pill bottles work differently from containers. To get a pill, click on the pill bottle with an empty hand while it is in your other hand. You can also dump the whole bottle out on the floor by clicking the bottle with the hand holding it. Another option is to fill [[Medical Objects#Medical Patch|medical patches]] or [[Medical Objects#Medicine Bottle|medicine bottles]] with the chemical of your choice. If you need more information, the CheMaster can analyze any reagent and display a short summary. This may or may not actually describe their functions in a way that makes sense.
===Tools & Equipment===


'''ChemiCompiler''': See the section below.
{| class="wikitable sortable"
! Name
! class="unsortable" | Image
! class="unsortable" | Description


'''ValuChimp''': Dispenses [[monkey]]s, a valuable commodity for the modern scientist.
|- id="Beaker"
! Beaker
| <center>[[Image:LargeBeakerV3.png]] [[Image:BeakerV3.png]]</center>
| Holds chemicals. Standard ones hold 50 units, large ones 100 units. You can make more at a [[Foods and Drinks#Kitchen Glass Recycler|kitchen]] or [[#Chemistry Glass Recycler|chemistry glass recycler]] and find them in beaker boxes; you can order more beaker boxes from Cargo through both [[Quartermaster#Chemistry Resupply Crate|general Chemistry Resupply Crates]] and [[Quartermaster#Chemistry Precursors Resupply Crate|precursor Chemistry Resupply Crates]]. Has quite a few interactions:
*Click on another beaker or similar while the beaker is in your hand to transfer up to 10 units of chems into it.
*Click-drag its sprite into another beaker or similar (neither have to be in your hand) to transfer as many reagents as possible into the receiving beaker.
*Click on a person or mob with the beaker in your active hand to pour its contents onto them, applying the chems' TOUCH effects.
*Click on a floor tile with the beaker in your active hand to pour it onto the floor. This'll apply any special on_turf effects, e.g. [[Chemistry#Carbon Tetrachloride|CCl4]] puts out any fires on the tile, [[Chemistry#Cheese|cheese]] can make a wedge of cheese if there's enough, [[Chemistry#Oil|oil]] makes an oil spill. If you pour enough chems, it'll create a fluid puddle.
*Click on the beaker while it's in your hand to loosen or tighten your grip on it. If you have it on loose grip, you'll pour all the chems inside on the mob/tile; if you have it in a tight grip, you'll only pour 10 units from it.
*If your beaker is empty, clicking on a fluid puddle transfers some of the reagents into it. If it's filled, does the reverse: pours the reagents into the puddle. 
*Click on a mess decal, such as blood stain, fungus growth, or oil stain, to collect its associated reagents. You can generally only do this once per pile.
'''Note:''' Generally, the exact contents of beakers and other reagent containers can't be examined directly. A pair of [[#Spectroscopic Scanner Goggles|spectroscopic goggles]] or a [[#Reagent Scanner|reagent scanner]] (PDA or separate) are recommended.


Last but not least, a lone [[Robots#Firebot|firebot]] watches over the room, waiting for the inevitable fire.
|- id="Condenser"
! Condenser
| <center>[[File:Condenser empty.png]]</center>
| Holds 100u of reagents like a beaker, but also:
*Can be attached by click dragging to up to 4 other pieces of glassware (beakers, barrels or even other condensers)
*Any reaction that takes place in the condenser will output into the connected glassware if there's room or backfill into the condenser if not.
*Allows you to separate products from reactants during an ongoing reaction, and can be used to automatically continue reaction chains.
Three condensers spawn in every "auxiliary supply [[Chemistry#Lab Counter|lab counter]]", located in the chemistry lab. If you need more condensers for your glass jungle, you can always make them at a [[Making and Breaking#Science Fabricator|science fabricator]].


'''Note:''' Generally, the exact contents of beakers and other reagent containers can't be examined directly. A pair of [[Science Objects#Spectroscopic Scanner Goggles|spectroscopic goggles]] or a [[reagent scanner]] (PDA or separate) are recommended.
|- 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]].


===ChemiCompiler===
|- id="Beaker Lid"
<i>Main article: [[ChemiCompiler]]</i>
! 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.


A complicated chemistry device, which uses a programming language derived from [http://en.wikipedia.org/wiki/Brainfuck Brainfuck]. It features 5 registers, 1024 bytes of RAM and 10 reagent reservoirs - to add beakers, click on the ''r[number]'' slots. It also has a pill generator, a vial generator and an ejection port.
|- id="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.


Registers:
|- 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.


<code>
|- id="Spectroscopic Scanner Goggles"
* ptr = data pointer (16-bit) (Data is 0-indexed.)
! Spectroscopic Scanner Goggles
* iptr = instruction pointer (16-bit) (1-indexed.)
| <center>[[File:SpectroscopicScannerGogglesV2-32x32.png]]</center>
* sx = source register (8-bit) (Valid sources are 1-10 for the 1 through 10 reagent reservoirs.)
| 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]].
* tx = target register (16-bit) (Valid targets are reservoirs as above, or 11 for pill generator, 12 for vial generator, or 13 for ejection port.)
* ax = amount register (16-bit)
</code>


Commands:
|- id="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.


<code>
|- id="Dropper"
* > = ++ptr
! Dropper
* < = --ptr
| <center>[[File:DropperV3-32x32.png]]</center>
* + = ++*ptr
| 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.
* - = --*ptr
* [ = while (*ptr) {
* ] = }
* { = mov *ptr sx
* } = mov sx *ptr
* ( = mov *ptr tx
* ) = mov tx *ptr
* ^ = mov *ptr ax
* ' = mov ax *ptr
* $ = Heat or cool reagent in sx to ((273 - tx) + ax) Kelvin.
* @ = Transfer ax units of reagent from reservoir sx to target tx.
* ~ = "Compile" the code, so it cannot be retrieved again via the load button.
</code>


Both the heating and transferring steps are delayed. Heating takes as long as the chemistry lab heater would take. Transferring reagents takes 1/4 * amount seconds. The machine generates a pill or vial if they are targeted, or sends reagents out the ejection port.
|- id="Mechanical Dropper"
! Mechanical Dropper
| <center>[[Image:MechanicalDropper.png]]</center>
| More precise [[#Dropper|dropper]]. Allows you to transfer reagents (up to 10 units) in increments of 0.1 units. Click on it in-hand to adjust how much is transferred and whether the dropper is in ''dropping'' or ''drawing'' mode. Otherwise used just like the [[#Dropper|dropper]].
|}


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


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


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


Got all that? Good. Now we can get started with the pyromania.
water=1;chlorine=1;sodium=1


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.
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.  


===Preliminary information that u need 2 know!!===
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.
Things that repeat in standard intervals are handled by loop controllers. The mob loop encapsulates most of the things that humans and cyborgs have for repeating code. One of the major things there is the life process. Life process runs in '''2 second''' intervals governed by the mob loop.


So if a chemical does 2 toxin damage each time life is called, it'll do 2 damage every two seconds. With a depletion rate of 1, it'll deplete 1 unit every two seconds, and so on and so on. Chemicals will last longer if they have a lower depletion rate. Chems that reduce other chems will reduce the listed amount per cycle. If not explicitly stated, chems default to a depletion rate of 0.4 units per cycle.
==Getting Your Toes Wet==


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


INGEST reactions are things that happen immediately, usually from eating, drinking or injection. Hyposprays bypass these and go straight into the bloodstream.
===Acid (Not the Fun Kind)===


===Basic compounds===
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.
Basic starting recipes. Most are pointless on their own, but they're all ingredients in the vast majority of chemicals in the world of SS13, so it's good to memorize them.


{| class="wikitable sortable"
{| class="wikitable sortable"
!Recipe
! Chemical Name
!class="unsortable" | Recipe
! class="unsortable" | Recipe
!class="unsortable" | Effects
! class="unsortable" | Effects
|-
 
|Acetone||Oil + Welding Fuel + Oxygen||Common ingredient in other recipes.
|- id="Sulfuric Acid"
|-
! [[Chemicals#Sulfuric_Acid|Sulfuric Acid]]
|Ammonia||Hydrogen + Nitrogen||More fertilizer, and an ingredient in a lot of other chems.
| (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!
|Ash||Burn [[General Objects#Paper|paper]], collect the ash with a beaker.||Basic ingredient in a couple of recipes.
 
|-
|- id="Fluorosulfuric Acid"
|Ash||Oil @ 474 K||You'll get 5 units of ash per 10 units of oil.
! [[Chemicals#Fluorosulfuric_Acid|Fluorosulfuric Acid]]
|-
| (1) [[Chemicals#Sulfuric_Acid|Sulfuric Acid]] (1) Fluorine + (1) Hydrogen + (1) Potassium @ 374 K -> (3) Fluorosulfuric Acid
|Diethylamine||Ammonia + Ethanol @ 374 K||Used for certain medical recipes and as fertilizer.
| 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.
|-
|Phenol||Water + Chlorine + Oil||Used for certain medical recipes.
|-
|Potash||Potassium + Chlorine + Sulfuric Acid||Fertilizer.
|-
|Salt||Water + Chlorine + Sodium||Ordinary table salt.
|-
|Saltpetre||Potash + Urine + Compost||Fertilizer.
|-
|Space Cleaner||Ammonia + Ethanol + Water||Cleans stuff.
|-
|Stabilizing Agent||Iron + Oxygen + Hydrogen||Keeps unstable chemicals stable. '''This does not work on everything.'''
|}
|}


===Medical Chems===
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!
A malignant scientist is expected to hurt people. A benevolent one is expected to heal people. If you're the latter, then this chart is your best friend.
 
===Getting Medbay to Love You===
 
If you have a more pacifistic slant, you can make most of the medicines which medbay enjoys using. Two of the most commonly used medical chems are the following; they're fortunately pretty simple.


{| class="wikitable sortable"
{| class="wikitable sortable"
!Reagent
! Chemical Name
!class="unsortable" | Recipe
! class="unsortable" | Recipe
!Depletion rate
! class="unsortable" | Effects
!class="unsortable" | Effect per life cycle
 
!class="unsortable" | Immediate effect upon application
|- id="Styptic Powder"
!class="unsortable" | Notes
! [[Chemicals#Styptic_Powder|Styptic Powder]]
!Overdose threshold
| (1) Aluminium + (1) Oxygen + (1) Hydrogen + (1) [[Chemicals#Sulfuric_Acid|Sulfuric Acid]] -> (4) Styptic Powder
|-
| Slows down bleeding and heals {{BRUTE}} damage. Only apply topically, such as with patches - ingestion in pill or drink form poisons the patient!
|Saline-Glucose Solution||Salt + Water + Sugar||0.15||33% chance of healing 2 points of BRUTE and BURN, 33% chance of regenerating 1 unit of [[Doctoring#Bleeding|blood]].||N/A||The [[Doctoring#Shock|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.||
 
|-
|- id="Silver Sulfadiazine"
|Styptic Powder||Aluminium + Hydrogen + Oxygen + Sulfuric Acid||2||55% chance per cycle of healing 8 points of BRUTE damage.||TOUCH -  Heal 1 point of brute per unit applied. Chance to reduce BLEEDING.<br>INGEST - Do 0.5 points of tox damage per unit ingested. Don't eat it, don't inject it.||The go-to BRUTE and BLEEDING damage medication, Healing patches are filled with it. It depletes rapidly in the blood, so most of your healing will come upfront from a topical application. Ingesting it doesn't work nearly as well and even causes a fair bit of TOX damage, so don't do that.||
! [[Chemicals#Silver_Sulfadiazine|Silver Sulfadiazine]]
|-
| (1) [[Chemicals#Ammonia|Ammonia]] + (1) Silver + (1) Sulfur + (1) Oxygen + (1) Chlorine -> (5) Silver Sulfadiazine
|Silver Sulfadiazine||Ammonia + Silver + Sulfur + Oxygen + Chlorine or [[Guide to Botany#Commol|commol]].||2||55% chance per cycle of healing 8 points of BURN damage.||TOUCH - Heal 1 point of burn per unit applied.<br>INGEST - Do 0.5 points of tox damage per unit ingested.||The BURN damage equivalent of styptic powder, so the same application methods still apply: only go for topical doses. Burn patches start with this.||
| Heals {{BURN}} damage. Just like styptic powder, apply it topically or it will poison whoever ingests it!
|-
|Synthflesh||Blood + Carbon + Styptic Powder||0.4||N/A||TOUCH - Heals 1.5 BRUTE and 1.5 BURN per unit applied. Instantly heals all BLEEDING.||An ''excellent'' fixer of both BRUTE, BURN and BLEEDING, it's a surprise that it isn't used more. The doctors will love you if you supply medbay with patches full of this.||
|-
|Omnizine||N/A. [[Guide to Botany#Lifeweed|White weed]], [[Guide to Botany#Out of this World|glowing fruits]], [[Foods and Drinks#Main course|warm donk pockets and spaghetti arrabbiata]].||0.2||Heals one each of OXY and TOX and 2 each of BRUTE and BURN per cycle. Chance to reduce BLEEDING by 1.||N/A||Slightly addictive, but is otherwise an amazing cure-all. Medbay will love the botanists if they supply them with it.<br><br>'''Note:''' Omnizine-laced Pro Puffs and the two dishes deliver a small dose of omnizine when used. Less ideal than botany, but it could save you in a pinch.||30
|-
|Charcoal||Ash + Salt @ 374 K or [[Guide to Botany#Venne|venne]].||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.||
|-
|Calomel||Mercury + Chlorine @ 374 K||2||Increases all depletion rates by 5. +5 TOX damage while health > 20.||N/A||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.<br><br>'''Note:''' Blood tests without a reagent scanner: draw blood and analyze it with the CheMaster in the pharmacy.||
|-
|[[Foods and Drinks#Dispenser|Hunchback]]||Bourbon + Cola + Tomato Juice||0.4||Increases all depletion rates by 8. +2 TOX damage while health > 0.||N/A||Flushes other chemicals more rapidly than calomel, but does so at significant risk to the consumer. Aside from constant and violent vomiting, the health cap and depletion rate are significantly lower. Hunchback may also induce food poisoning.||
|-
|Potassium Iodide||Potassium + Iodine or [[Guide to Botany#Nureous|nureous]].||0.4||80% chance of removing 1 RAD. Radiation is cumulative and causes TOX and BURN.||N/A||Simple and weak, but can help counter radiation events and radium somewhat.||
|-
|Pentetic Acid||Welding Fuel + Chlorine + Ammonia + Formaldehyde + Sodium + Cyanide||0.4||Reduces 7 RAD, heals 4 TOX damage, increases all depletion rates by 4. 33% chance of taking 1 unit brute damage||N/A||Apex anti-tox/anti-rad treatment.||
|-
|Cryoxadone||Cryostylane + Plasma + Acetone + Unstable Mutagen||0.4||If body temp is below 240 K, heals 10 OXY, 3 TOX, 3 BRUTE, 3 BURN||N/A||Requires cooling the target before it kicks in, but heals incredibly well. The cryo tanks in medbay run off of this.<br><br>'''Note:''' Don't cool down someone who is currently on fire, put them out first. Due to the way BURN damage is handled, cooling a flaming person will make the fire ''worse'' and cause more damage than even the cryoxadone can keep up with.||
|-
|Ephedrine||Sugar + Oil + Hydrogen + Diethylamine. [[Guide to Botany#Asomna|Asomna]] or [[Guide to Botany#Omega Weed|omega weed]].||0.3||Stun reduction per cycle, increases run speed slightly, minor stamina regeneration buff, stabilizes crit.||N/A||It's pretty much just a weaker analogue of medbay's epinephrine, but it's addictive and has a few more side effects.||35
|-
|Epinephrine||Phenol + Hydrogen + Oxygen + Chlorine + Acetone + Diethylamine||0.2||Reduces most of the knockout/stun effects, minor stamina regeneration buff. 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.||N/A||Can make you pretty sick in overdoses. Rapidly counters histamine / allergic reactions. Very useful for stabilizing someone who is in mid-crit damage, standard emergency shot to buy yourself some time. If things are really bad, go for atropine instead.||20
|-
|Atropine||Ethanol + Acetone + Diethylamine + Phenol + Sulfuric Acid. [[Guide to Botany#Black Venne|Venne mutation]] or [[Guide to Botany#Omega Weed|omega weed]].||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.||N/A||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
|-
|Salicyclic Acid<br>(Painkiller)||Sodium + Phenol + Carbon + Oxygen + Sulfuric Acid or [[Guide to Botany#Contusine|contusine]].||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.||N/A||Got beat up a bit and don't want to crawl the whole way to Medbay? Pop one of these. Won't help severe damage, but it'll keep you moving at top speed so you can rush for the better healing chems. Slow depletion rate will keep it in your blood for awhile.||25
|-
|Morphine||N/A. [[Medical Objects#Medical Dispenser|Vendors]] as well as [[Quartermaster#Items you can order|QM]] can provide it.||0.4||Dramatically counters movement reduction from severe injury, severe stamina regeneration penalty. Reduces jitteriness if someone is shaking like crazy from whatever. Will knock you out within 36 cycles if any remains in you.||N/A||Low doses are useful for the painkiller, but high doses can knock someone out for a while. Addictive.||20
|-
|Salbutamol||Salicylic Acid + Lithium + Aluminium + Bromine + Ammonia or [[Guide to Botany#Shivering Contusine|contusine mutation]].||0.2||Heals 6 OXY damage, reduces LOSEBREATH by 4.||N/A||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 since OXY damage is usually what kills in-crit patients in the end.||
|-
|Perfluorodecalin||Hydrogen + Fluorine + Oil @ 374 K||0.4||Heals 25 OXY damage, causes LOSEBREATH. You can't talk, but it prevents any suffocation damage from racking up despite that. 33% chance of healing 1 BRUTE and 1 BURN.||N/A||Fantastic for criminal activity because it silences people. Also fantastic for pretty much negating all the accumulative damage from being in critical, will give you a really wide window of time to deal with other health problems. In theory you could stay in flatline for quite awhile with this stuff handling tissue oxygenation, but you might need mannitol too. Can make spacewalking without internals possible. Somewhat addictive.||
|-
|Mannitol||Sugar + Hydrogen + Water or [[Guide to Botany#Dawning Venne|venne mutation]].||0.4||Heals 3 BRAIN damage.||N/A||Use for concussions, changeling stings, bible beatings, flatline brain damage, bath salts, etc. Use a health analyzer to check for brain damage.||
|-
|Mutadone||Unstable Mutagen + Acetone + Bromine or [[Guide to Botany#Dawning Venne|venne mutation]].||0.4||Chance to remove one genetic bioeffect.||N/A||Did someone turn you into a gibbering chavish deaf dwarven lunatic? Take this. Giving this to someone with superpowers will really ruin their day.||
|-
|Spaceacillin||Space Fungus + Ethanol||0.4||Rolls a chance to cure some specific diseases.||N/A||You probably won't use this much unless a random disease event hits. Space fungus, which mostly grows in maintenance tunnels, is acquired by scraping it off of walls with your beaker.||
|-
|Diphenhydramine<br>(Antihistamine)||Oil + Carbon + Bromine + Diethylamine + Ethanol||0.4||Causes a little bit of drowsiness, reduces jitteriness. Raises histamine and itching powder depletion rates by 3.||N/A||Mostly used as a precursor to a couple of the illegal drugs. Might be needed for bee stings, histamine poisonings or itching powder.||
|-
|Haloperidol||Chlorine + Fluorine + Aluminium + Potassium Iodide + Oil or [[Guide to Botany#Omega Weed|omega weed]].||0.4||Increases depletion rates for most stimulating/hallucinogenic drugs by 5. Reduces druggy effects and jitteriness. Severe stamina regeneration penalty. Causes drowsiness, 20% chance to cause 1 BRAIN damage. Cures space madness and berserker.||N/A||Treat it like a general antipsychotic. Useful to treat/neutralize drugged up maniacs.||
|-
|Antihol||Ethanol + Charcoal||0.4||Raises ethanol depletion rates by 8. Can slowly heal a small bit of TOX damage.||N/A||Sober someone up in a hurry. Nefarious people sometimes spike other poisons with ethanol or booze reagents to sabotage charcoal treatments.||
|-
|Insulin||N/A. [[Medical Objects#Medical Dispenser|Vendors]] and Pro Puffs.||0.4||Raises sugar depletion rates by 5.||N/A||Handles [[Doctoring#Hyperglycaemic shock|hyperglycaemic coma]].||
|-
|Simethicone||Hydrogen + Chlorine+ Silicon + Oxygen||0.4||Makes the victim unable to fart. Fiendish.||N/A||Truly fiendish.||
|-
|Oculine||Atropine + Spaceacillin + Saline-Glucose Solution or [[Guide to Botany#Dawning Venne|venne mutation]].||0.4||30% chance to remove blindness, 80% chance to reduce eye damage by 1.||N/A||Not typically needed unless some jerk is using a lot of flashbangs. It's a rare situation, but giving them oculine might be their saving grace.||
|-
|Teporone||Silicon + Acetone + Plasma||0.4||Attempts to return body temp to normal in ten degree increments.||N/A||Not really ever used much, but spacewalking cocktails might need it. Addictive.||
|-
|Lexorin||N/A. Pro Puffs.||0.2||+1 TOX per cycle.||N/A||Prevents LOSEBREATH, but deals TOX damage over time. A more dangerous version of perfluorodecalin that allows you to talk in space without internals.||
|-
|Yobihodazine||N/A. [[Foods and Drinks#Drinks|Spaced rum]].||0.4||Random chance to cause +1 BRAIN.||N/A||Another legacy spacewalking chem. Prevents OXY damage (but not LOSEBREATH) at the expense of occasional brain damage. Addictive.||
|-
|Hairgrownium||Carpet + Synthflesh + Ephedrine. [[Guide to Botany#Fuzzy Nureous|Nureous mutation]] or [[Guide to Botany#Omega Weed|omega weed]].||0.4||Will eventually cause the users to grow a full set of hair.||N/A||Great cure for baldness.||
|-
|Super Hairgrownium||Iron + Methamphetamine + Hairgrownium||0.4||Grows tremendous hair and a fake moustache.||N/A||||
|-
|Strange Reagent||Omnizine + Holy Water + Unstable Mutagen||0.2||Does BRUTE and TOX damage at random intervals.||N/A||A miracle medical chem, this little beauty can bring the dead back to life! ...Well, if you're careful that is. If the cadaver is rotten or has more than 150 combined BRUTE+BURN, SR will gib them on use, and a corpse with too much BRAIN damage will immediately drop dead again. It can also be used to resurrect [[Critter|critters]] if you're a traitor and you feeling turning monsters loose on the station.<br><br>'''Note:''' While SR can revive players, it will only heal their OXY damage upon successful revival. Actual doctoring is still necessary after they come back to life.
|}
|}


===Base Elements===
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:
Not everything that comes out of the chem dispenser is benign, some have their own quirks that you should watch out for.


{| class="wikitable sortable"
{| class="wikitable sortable"
!Reagent
! Chemical Name
!Depletion Rate
! class="unsortable" | Recipe
!Penetrates skin?
! class="unsortable" | Effects
!class="unsortable" | Per life cycle
 
!class="unsortable" | Notes
|- id="Ammonia"
|-
! [[Chemicals#Ammonia|Ammonia]]
|Chlorine||0.4||Yes||+1 BURN||Base element.
| (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!
|Fluorine||0.4||Yes||+1 BURN, +1 TOX||Base element.
|-
|Mercury||0.2||Yes (0.2 per 1 unit splashed)||Causes low amounts of BRAIN damage.||Base element. Can also be extracted from [[Guide to Botany#Omega Weed|omega weed]].
|-
|Lithium||0.4||No||Drooling and confused movement.||Base element. Can also be extracted from [[Guide to Botany#Omega Weed|omega weed]].
|-
|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.||OVERDOSE - 200. Having a bit of sugar in you gives you a noticeable stun reduction, slight speed boost and minor stamina regeneration buff. Overdose effects can put someone [[Doctoring#Hyperglycaemic shock|into a coma]]. Corn syrup is more likely to accomplish this.
|-
|Radium||0.4||Yes (0.5 per 1 unit splashed)||+4 RAD (capped at 8 Gy)||Radiation is cumulative and depletes one per cycle. As it ramps up, it starts doing BURN + TOX in increasing amounts related to the radiation total, causes random mutations (often disabilities) and triggers a bunch of other nasty radiation sickness effects. A [[Syndicate_Items#Sleepy Pen|sleepypen]] full of radium is pretty lethal over a few minutes.
|-
|Potassium||0.4||No||Explodes when mixed with water.||Most people won't bat an eye when they see plain old water, though, so it makes for an interesting stealth explosive. Can also be extracted from [[Guide to Botany#Banana|bananas]].
|-
|Ethanol||0.4||No||100+ units: Random chance to cause +1 or +2 TOX. Slurred speech, blurred vision and other effects.||Every single brand of alcohol decays into this. The more potent the alcohol, the more ethanol it builds up in you. Higher amounts of ethanol have more severe consequences. Addictive.
|-
|Helium||0.4||No||Does what you'd expect when inhaled (or injected).||Harmless. Can be obtained from [[General Objects#Tank|helium tanks]].
|}
|}


===Poisons and Toxic Shit===
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.
The bad stuff. This is where you'll learn the fine art of poisoning, and there is no shortage of poisons to use.
 
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.


{| class="wikitable sortable"
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.
!Reagent
!class="unsortable" | Recipe
!Depletion rate
!Penetrates skin?
!class="unsortable" | Per life cycle
!class="unsortable" | Application effects
!class="unsortable" | Notes
|-
|Uranium||N/A||0.4||No||+2 RAD||||Some vending machine junk contains this.
|-
|Unstable Mutagen||Radium + Plasma + Chlorine '''OR''' Epinephrine + Neurotoxin||0.3||No||+2 RAD, 4% chance to trigger a bad mutation.||||Another solid, easy-level poison, though it's usually used as a precursor to other chems.
|-
|Stable Mutagen||Unstable Mutagen + Lithium + Bromine + Acetone||0.4||No||+2 RAD.||||If used in conjunction with blood, then injected, it will result in the person taking on the appearance and DNA of the blood's owner. The changeling's [[Changeling#DNA Sting|DNA sting]] works like this, for instance.
|-
|Toxic Slurry||N/A. [[Guide to Botany#Slurrypod|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.
|-
|Glowing Slurry||N/A. [[Guide to Botany#Omega Slurrypod|Omega slurrypods]].||0.4||No||+2 RAD. 15% chance of bad mutation, 5% chance of good mutation.||||Scrambles your genes to hell and back.
|-
|Polonium||N/A. [[Syndicate Items#Poison Bottle|Poison bottles]].||0.1||Yes||+8 RAD||Irradiates the hell out of you.||Lasts a long time and ramps your cumulative radiation way the hell up, very deadly.
|-
|Cholesterol||N/A. Extracted from many [[Foods and Drinks#Main course|meat dishes.]]||0.4||No||Minor total stamina penalty.<br> OVERDOSE - Random chance to deal minor TOX damage, drop items hold in either hand. A short stun is also possible.||||Not very dangerous. A side-effect of consuming too many meaty dishes. Overdose threshold is 25 units.
|-
|Porktonium||N/A. Extracted from everything that contains bacon.||0.2||No||OVERDOSE - An 8% chance of metabolizing to 10 cyanide, 15 radium and 2 cholesterol for every 0.2 units above 125.||||Porktonium depletes fairly slowly and an overdose can be very lethal.
|-
|Itching Powder||Ammonia + Welding Fuel + Space Fungus or [[Guide to Botany#Omega Weed|omega weed]].||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.||||Prank chem but can be debilitating as hell in large doses. A source of histamine.
|-
|Glitter||Silver + Itching Powder + Colorful Reagent + Paper||0.1||Yes||10% chance to cause +1 BRUTE, 5% to do +2 BRUTE. 1% chance to decay into 1 unit of histamine.||||Makes your mob glitter. Occasional BRUTE damage from scratching, similar to itching powder.
|-
|Ants||N/A. It accumulates on floor tiles that [[Foods and Drinks|foodstuffs]] have been left on, indicated with a animated sprite.||0.4||No||+2 BRUTE||Causes everyone to scream on TOUCH or INGEST.||Use a beaker on the sprite to collect ants. In the blood stream, the victim takes BRUTE damage every cycle, so it can be slow and lethal if you have the patience to collect enough ants. A mostly harmless prank chem overall.
|-
|Spiders||Ingest ants + unstable mutagen and use the *dance emote '''OR''' see the [[Chemistry#SECRET CHEMS|recipe hint]].||0.4||No||50% chance for +1 BRUTE, 10% chance for +2 BRUTE, 10% chance for +5 BRUTE, random chance to stun briefly. Failing all of that, 10% chance to barf up some spiders.||You get spiders all over you! You also take +2 BRUTE.||Reaction on application to a turf is that you get a bunch of spiders all over it. Spider friends! Sometimes they're a bit grumpy, though.
|-
|Capsaicin||N/A. [[Foods and Drinks#Main course|Spaghetti arrabbiata]]. Extracted from [[Guide to Botany#Available Crops|any chili and omega cannabis leaves]].||0.4||No||Random chance to cough and drop items hold in either hand, or a short stun. Causes stammered speech.||TOUCH - Temporary eye problems, confused movement. Blocked by masks.||[[Security Objects#Crowd Dispersal Grenade|Crowd dispersal grenades]] contain this.
|-
|Formaldehyde<br>(Embalming Fluid)||Ethanol + Oxygen + Silver @ 424 K||0.4||Yes||+1 TOX, 10% chance to decay into 5-15 units of histamine.||The high chance of decaying into histamine makes it a really mean poison.||Inject into a corpse to prevent rotting.
|-
|Histamine||N/A. [[Guide to Botany#Omega Weed|Omega weed]].||0.2||No||Dose-dependent, ranges from annoying to incredibly lethal.||Messes your vision up and makes you cough and sneeze a lot and take occasional BRUTE damage. Overdose (20) will cause increasingly worse and rapidly fatal effects simulating [[Doctoring#Anaphylaxis|anaphylaxis]] and ramps up BRUTE, TOX and OXY damage like mad. Very deadly.||Epinephrine, methamphetamine and especially diphenhydamine will counteract it as targeted meds.
|-
|Venom||N/A. Poison bottles.||0.2||No||Scales with dose, up to +2 TOX, +2 BRUTE. 25% chance to decay into 5-10 histamine.||Double-whammy poison from all the histamine it builds up inside you.||40+ units have a 4% chance per cycle to gib you outright.
|-
|Ghost Chili Juice||N/A. [[Guide to Botany#Fiery Chili|Ghostlier chili]].||0.4||No||Can drop items hold in either hand. Chance to throw up, removing the remaining amount of GCJ from the bloodstream.||Ingesting too much of this has a chance to instantly burn up someone.||Can be effective in a [[Syndicate Items#Sleepy Pen|sleepy pen]], if the RNG is on your side.
|-
|Toxin||N/A||0.4||No||+2 TOX||||The old generic toxin, still kicking around in a few places.
|-
|Neurotoxin||Space Drugs @ 674 K||1||No||+1 TOX per cycle. Also deals +1 BRAIN, per cycle, up to 60 before it slows down. Also causes dizziness and confusion. When injected it will not start metabolizing right away. On its 5th cycle it will start metabolizing, then knock that person out 12 cycles later.||One of the most debilitating chems in the game due to applying brain damage, confusion and constant knockouts all at once. Someone given a large dose will be lucky to be able to do anything. Its delayed effects make it one of the quickest and stealthiest knockout chems around.||One of horrible things that [[Changeling#Neurotoxin Sting|changelings]] can sting you with.
|-
|Atrazine<br>(Weedkiller)||Chlorine + Hydrogen + Nitrogen||0.4||No||+2 TOX||Pretty much the new generic toxin.||Botany has a bunch of it right away.
|-
|Capulettium||Neurotoxin + Chlorine + Hydrogen||0.4||No||||Makes living things appear dead.||This essentially lets you play possum. Know someone is hunting you? Inject yourself with this and Rest just before they find you, and they'll mistake you for dead!
|-
|Capulettium plus||Capulettium + Methamphetamine + Ephedrine||0.4||No||Instant and ongoing silence until chemical fully depletes.||Completely paralyzes vocal cords and prevents the use of all emotes. Also makes a mob appear dead if they are resting.||[[Guide_to_Genetics#Mutations|Telepathy]] or [[Implants#Machine Translator|machine talk]] can get around the vocal paralysis.
|-
|Amanitin||N/A. [[Syndicate Items#Syndicate Sauce|Syndicate sauce]], poison bottles, [[Guide to Botany#White Mushroom|mutant mushrooms]].||0.4||No||Delayed, dose-specific.||On the last cycle that it's in you, it hits you with a stack of TOX damage based on elapsed cycles * rand(2,4). The more you use, the longer it takes before anything happens, but the harder it hits when it does.||This is a stealth poison. With large doses your target can consume something poisoned, walk around for a few minutes minding their own business, and then abruptly die with no real warning. Very devious to use.
|-
|Aconitum||Secret!||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||N/A. [[Syndicate Items#Poison Bottle|Poison bottles]] or [[Guide to Botany#Quivering Contusine|contusine mutation]].||0.1||Yes||+1 TOX, +1 OXY, paralyzes after 11 cycles.||||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||N/A. Poison bottles.||0.05||No||+2 TOX, +5 LOSEBREATH.||A small dose can kill in under a minute. LOSEBREATH makes the victim unable to talk - they'll take suffocation rapid damage and be unable to say anything over the radio.||Used to share the "deadliest poison" title with initropidril, until the concentrated version was implemented.
|-
|Lipolicide||Mercury + Ephedrine + Diethylamine||0.4||No||+1 TOX unless they keep eating food.||||Mostly just annoying, but easy to get from [[Foods and Drinks#Drinks|weight-loss shakes]].
|-
|Cyanide||Oil + Ammonia + Oxygen @ 374 K, poison bottles or [[Guide to Botany#Deathweed|deathweed]].||0.1||Yes||+1.5 TOX, 10% chance of +1 LOSEBREATH, 8% 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||Secret! Also poison bottles.||0.1||Yes||Does +1 TOX, +1 BRAIN, and +1 BURN per cycle. Additionally causes +5 LOSEBREATH, +2 BRAIN, +2 TOX (total, not additional) and ongoing paralysis after sixty cycles. Randomly causes stuns, shaking, vomiting, screaming, and seizures.||Bombards the victim with a lot of scary messages. Can kill surprisingly quickly if left unchecked.||Can be neutralized with atropine, or handled with wide-spectrum meds.
|-
|Ketamine||N/A. [[Syndicate Items#Sleepy Pen|Sleepy pens]] and [[Syndicate Items#Poison Bottle|poison bottles]].||0.8||Yes||KOs in ten cycles.||Knocks you the fuck out.||Sleepy pens come pre-loaded with this. A typical dose from one should last 6-8 minutes.
|-
|Morphine||N/A||0.4||No||See [[Chemistry#Medical Chems|medical section]].||See medical section.||Large doses can work as a substitute for Ketamine if you run out/never had any but still want to incapacitate people.
|-
|Sulfonal||Acetone + Diethylamine + Sulfur||0.1||No||+1 TOX, KOs in 22 cycles.||Puts someone out while slowly poisoning them to death.||Induces and continues to induce drowsiness at 11 cycles onward; makes the user faint at the 22nd cycle with a roughly ~20% chance to faint each cycle after that; doesn't do a good job at keeping someone out until the chem has depleted, but still very debilitating.
|-
|Sodium Thiopental||N/A. Poison bottles, derelict medbot injections, and space bee stings.||0.7||No||KOs in five cycles. Major total stamina penalty.||Like an incredibly fast-acting ketamine, but with slightly slower depletion; it also doesn't knock out for nearly as long once the chem wears off.||One of the reasons to run from the derelict medibots, they will inject you with this constantly if they catch you.
|-
|Pancuronium||N/A. Poison bottles and derelict medbot injections.||0.2||No||10 cycles to paralysis, 7% chance to cause 3-5 LOSEBREATH.||Basically a much meaner curare.||The other reason to run from the derelict medibots, as this will be injected along with the sodium thiopental, which will eventually kill you while you can't even scream for help. A very nasty disabling poison for traitors to make use of.
|-
|Initropidril||Secret! Also poison bottles.||0.4||No||Major stamina regeneration buff. 33% chance to hit with 5-25 TOX. 5-10% chances to stun and cause suffocation or immediate heart failure.||RNG-based poison, can either kill you ridiculously fast or agonizingly slowly.||Before the concentrated version was introduced, this was tied for coniine for the fastest kill chem.
|-
|Royal Initrobeedril||Secret! Also poison bottles.||0.2||No||Escalating OXY and TOX damage, chance to stun and cause LOSEBREATH. Turns the victim yellow. After 25 cycles, gibs them leaves a queen bee behind.||Extremely lethal, though at least 5 units are required for a guaranteed kill.||Royal initro essentially turns the victim's heart into a monstrous bee bearing their name. A very reliable killing method, though the giant red bee bearing the name of the victim is a ''huge'' red flag for the crew. The only cure is to inject something that forces it to deplete before it hits cycle 25.
|-
|Rajaijah<br>(Madness toxin)||Secret! Also poison bottles.||0.1||No||Brain damage, jitteriness, major stamina regeneration buff. KOs, then an AI takes over your mob, forcing you to attack people nearby (and occasionally yourself). Lots of scary text messages.|| The AI is quite robust. It can pick up, attack with and throw items from off the floor, can use firearms effectively, and is hard to pacify thanks to the stamina buff.||You may be familiar with Syndicate NPCs, which can be summoned with telescience. Rajaijah makes use of the same AI. Injecting somebody with this poison will KO them briefly after a couple of cycles. Once they wake up, the AI assumes control of the mob, turning the victim into an involuntary murder machine. They'll be unable to do anything about it until the poison wears off.<br><br>'''Note:''' Slapping a [[Medical_Objects#Straight_Jacket|straight jacket]] on someone poisoned with rajaijah will neutralize them, letting you flush the poison safely.
|}


====Disease Reagents====
{| class="wikitable sortable"
Nastier stuff than most chemical poisons, these will leave a medical condition behind even after they fully deplete. They require a certain amount of units to infect someone, and the depletion rate must also be taken into account when administering a dose. To this end, all entries have been adjusted accordingly for easy reference.
! Chemical Name
! class="unsortable" | Recipe
! class="unsortable" | Effects


Example nanomachines: 1.5 (threshold) + 0.4 (depletion rate) = 1.9 (infection on the next life tick).  
|- id="Perfluorodecalin"
! [[Chemicals#Perfluorodecalin|Perfluorodecalin]]
| (1) Hydrogen + (1) Fluorine + (1) [[Chemicals#Salicylic Acid|Salicylic Acid]] @ 374 K -> (2) Perfluorodecalin
| Heals {{OXY}} by a LOT and both raises and caps the breathloss amount - meaning you will only be able to talk in whispers while it's in you.


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


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


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


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


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


===Drugs===
420 smoke weed errydayy


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


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


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


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


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


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


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


=== Textbooks and References ===
==All the Chemicals==
* [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===
Once you're ready to cannonball into the deep end - or are trying to find out the recipe of one specific chemical - your next stop is [[Chemicals]]. The sheer size of the page may be intimidating, but if you keep in mind the procedures above, you can tackle any of the regular chems - and potentially start on your journey to figuring out [[Chemicals#SECRET_CHEMS|secret chems!]]
* '''Don't fucking 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.


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


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


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


==Supplementary Video==
==Supplementary Video==
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<youtube>pJ83kt4a2-A</youtube>
 
<youtube>EEyUeCyXl1Q</youtube>


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

Latest revision as of 07:04, 19 November 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 portable reclaimer 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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