Chemistry
Chemistry | |
Location | |
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Chemisty looks like this but covered in piss fog. | |
Scientist |
This is where Scientists go to brew up chemicals. Gets set on fire every other twice a round.
Oh boy I can't wait to melt my eyebrows off!
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. When you're done, eject the beaker from the menu.
Heating/Cooling Unit: Used to chill or heat containers. Use the menu to set a target temperature (PROTIP: click the number itself to punch in a number instead of mashing + and - like a nerd), and press Activate to start the heating/cooling process.
ChemMaster 3000: Used to turn chemicals into pills. After you insert a container, you can choose to remove unwanted chemicals (isolate removes all chemicals BUT the selected one). 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. One great thing about the ChemMaster is the ability to also get a short summary of any chemical. This may or may not actually describe their functions in a way that makes sense.
ValuChimp: Dispenses monkeys, a valuable commodity for the modern scienist.
Ok so how do I make napalm?
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.
Do not post secret / dangerous chem recipes at all |
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What follows is adapted from a forum post by Dr Cogwerks.
Preliminary information that u need 2 know!!
Things that repeat in standard intervals are handled by loop controllers. The Mob Loop encapsulates most of the things that humans and cyborgs have for repeating code. One of the major things there is the Life process. Life process runs in 3 second intervals governed by the mob loop.
So if a chemical does 2 toxin damage each time Life is called, it'll do 2 damage every three seconds. With a depletion rate of 1, it'll deplete 1 unit every three seconds, and so on and so on. Lower depletion rates mean the chemical lasts longer. 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.
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 and foams apply touch reactions. INGEST reactions are things that happen immediately, usually from eating, drinking or injection. IIRC, smoke inhalation and hyposprays bypass those and go straight into the bloodstream.
Basic compounds
Recipe Name | Recipe | Effects |
---|---|---|
Salt | Water + Chlorine + Sodium | Table salt |
Phenol | Oil + Water + Chlorine | Used for certain medical recipes |
Diethalymine | Ammonia + Ethanol * Heat | Used for certain medical recipes and as fertilizer |
Acetone | Oil + Welding Fuel + Oxygen | Common ingredient in other recipes |
Medical Chems
Reagent | Recipe | Depletion Rate | Effect per life cycle | Immediate effect upon application | Notes | Overdose Treshold |
---|---|---|---|---|---|---|
Saline-Glucose Solution | Salt + Water + Sugar | 0.4 (default rate) | 33% chance per cycle of healing 1 point each of BRUTE and BURN damage. | none. | The Shock ailment checks to see if you have any saline in you. If you do, there is a fixed chance per cycle that it'll reduce or remove the disease. This means that there's no specific amount needed to cure, but the longer it's in you, the more chances it'll have to cure the ailment. | |
Styptic Powder | Aluminium + Hydrogen + Oxygen + Sulfuric Acid | 2 | 55% chance per cycle of healing 2 points of BRUTE damage. | -TOUCH: Heal 1 point of brute per unit applied. Splash, dropper. -INGEST: Do 0.5 points of tox damage per unit ingested. Don't eat it, don't inject it. | It depletes rapidly in the blood, so most of your healing will come upfront from a topical application. | |
Silver Sulfadiazine | Silver + Sulfur + Oxygen + Chlorine + Ammonia + Oil | 2 | 55% chance per cycle of healing 2 points of BURN damage. | -TOUCH: Heal 1 point of burn per unit applied. -INGEST: Do 0.5 points of tox damage per unit ingested. | It depletes rapidly in the blood, so most of your healing will come upfront from a topical application. | |
Synthflesh | Blood + Carbon + Styptic Powder (maybe too easy, idk) | 0.4 | Does nothing in the bloodstream currently. | -TOUCH: Heals 1.5 BRUTE and 1.5 BURN per unit applied. | Splashing a beaker of synthflesh on someone is very, very effective. The medics will love chemistry a whole lot if you provide them with synthflesh patches or beakers. | |
Omnizine | No recipe. Look for white weed or propuffs. | 0.3 | 65% chance to heal one each of OXY, TOX, BRUTE and BURN. | NA | Slightly addictive. Medbay will love the botanists if they manage to provide it. Might buff the healing rates and lower the depletion soon. | 100 |
Activated Charcoal | Oil + Salt @ 310 temp | 0.4 | Increases the depletion rate of all other chems by 0.5, heals 1.5 TOX damage. | N/A | Good baseline thing for detoxifying someone, but won't always keep up with the hellpoisons. | |
Calomel | Mercury + Chlorine @ 320 | 2 | Increases all depletion rates by 5. +5 TOX damage while health > 20. | NA | Aggressive purgative. It'll do a lot of tox damage itself but it cannot kill you, as the tox damage only applies while you are above 20 health. Use for emergencies to handle the really aggressive poisons that would definitely kill you if they remain active for long. -Blood tests without a chem PDA: draw blood and analyze in the pill/beaker machine in the pharmacy | |
Potassium Iodide | Potassium + Iodine, gosh. | 0.4 | 80% chance of removing 1 RAD. Radiation is cumulative and causes tox+burn. | NA | Simple, kinda weak, but can help counter radiation events and radium somewhat. | |
Pentetic Acid | Fuel + Chlorine + Ammonia + Formaldehyde + Sodium + Cyanide | 0.4 | Reduces 7 RAD, heals 3 TOX damage, increases all depletion rates by 4. 33% chance of taking 1 unit brute damage | NA | Complicated recipe, apex antitox/antiradiation treatment. | |
Cryoxadone | Cryostylane + Plasma + Acetone + Unstable Mutagen | 0.4 | IF BODY TEMP IS BELOW 240, heals 10 OXY, 3 TOX, 3 BRUTE, 3 BURN | NA | Requires cooling the person before it kicks in, but heals incredibly well. | |
Epinephrine | Phenol + Hydrogen + Oxygen + Chlorine + Acetone + Diethylamine | 0.2 | Reduces most of the knockout/stun effects. Attempts to cap OXY damage at 35 and LOSEBREATH at 3. If health is between -10 to -65, heals 1 TOX, 1 BRUTE, 1 BURN. Rolls a chance to fix heart problems. | NA | Can make you pretty sick in overdoses. Rapidly counters histamine / allergy reactions. Very useful for stabilizing someone who is in mid-crit damage, standard emergency shot to buy yourself some time. If things are really bad, go for atropine instead. Ephedrine is similar to epinephrine but is a bit weaker. | 20 |
Atropine | Ethanol + Acetone + Diethylamine + Phenol + Sulfuric Acid | 0.2 | 1 TOX damage if used over -60 health. Causes dizziness and confusion. If under -25 health, heals 3 BRUTE + 3 BURN. Rolls a chance to fix heart problems. Attempts to cap OXY damage at 65 and LOSEBREATH at 5. Increases sarin depletion by 10. | NA | Fairly similar to epinephrine but will rapidly push deep-crit damage levels towards shallow crit levels. Use this if you find someone who is right at the edge of death. Flushes sarin extremely rapidly. Atropine alone won't outright kill people but it's a pretty decent debilitating poison if you wanna use it that way. | 25 |
Painkiller / Salicyclic Acid | Sodium + Phenol + Carbon + Oxygen + Sulfuric Acid | 0.1 | If BRUTE damage is under 50, 50% chance to heal one unit. Tries to return high body temps towards normal. Fairly well counters walkspeed loss from being hurt. | NA | Got beat up a bit and don't want to crawl the whole way to medbay? Pop one of these. Won't help severe damage. Slow depletion rate will keep it in your blood for awhile. | 25 |
Morphine | No recipe, but Botany and QM can both provide it. IRL synthesis is like thirty steps. | 0.4 | Dramatically counters movement reduction from severe injury. Reduces jitteriness if someone is shaking like crazy from whatever. Will knock you out within 36 cycles if any remains in you. | NA | Used to be Sleep Toxin. Low doses are useful for the painkiller, otherwise it's mostly a grief chem. Getting people addicted to morphine is kinda funny. Could probably use some more benefits. | 20 |
Salbutamol | Salicylic + Lithium + Aluminium + Bromine + Ammonia | 0.4 | Heals 6 OXY damage, reduces LOSEBREATH by 4 (which some things apply) | NA | Speeds up recovery from suffocation damage, but more importantly, it'll help counter suffocating/losebreath poisons and the suffocation that ramps up in critical health. Really underused emergency med, makes dealing with critical-health people a lot easier. | |
Perfluorodecalin | Hydrogen + Fluorine + Oil @ 320 (possibly too easy compared to salbutamol) | 0.4 | Heals 25 OXY damage, causes LOSEBREATH - so you can't talk, but it prevents any suffocation damage from racking up despite that. 33% chance of healing 1 BRUTE and 1 BURN. | NA | Fantastic for crime because it silences people. Also fantastic for pretty much negating all the accumulative damage from being in critical, will give you a really wide window of time to deal with other health problems. In theory you could stay in flatline for quite awhile with this stuff handling tissue oxygenation, but you might need Mannitol too. Can make spacewalking without internals possible. Somewhat addictive. | |
Mannitol | Sugar + Hydrogen + Water (hydrogenated and then hydrolyzed) | 0.4 | Heals 3 BRAIN damage. | NA | Use for concussions, changeling stings, bible beatings, flatline brain damage, bath salts, whatever. | |
Mutadone | Unstable Mutagen + Acetone + Bromine | 0.4 | Removes all genetic bioeffects. | NA | Did someone turn you into a gibbering chavish deaf dwarven lunatic? Take this. Might retool this a bit so it has a chance of removing an effect per cycle rather than scrubbing all of them instantly. | |
Spaceacillin | Space Fungus + Ethanol | 0.4 | Rolls a chance to cure some specific diseases. More uses planned for the future. | NA | You probably won't use this much unless a random disease event hits. Medbay Phase 2 update will introduce some stuff like infections and sepsis. | |
Antihistamine / Diphenhydramine | Oil + Carbon + Bromine + Diethylamine + Ethanol | 0.4 | Causes a little bit of drowsiness, reduces jitteriness. Raises histamine and itching powder depletion rates by 3. | NA | Mostly used as a precursor to a couple of the illegal drugs. Might be needed for bee stings, histamine poisonings, itching powder (not enough people use itching powder!!!). More planned for it. | |
Haloperidol | Chlorine + Fluorine + Aluminium + Potassium Iodide + Oil | 0.4 | Increases depletion rates for most stimulating/hallucinogenic drugs by 5. Reduces druggy effects and jitteriness. Causes drowsiness, 20% chance to cause 1 BRAIN damage. Cures space madness and berserker. | NA | Treat it like a general antipsychotic, treat/neutralize drugged up maniacs. Used to be Impedrezine. | |
Antihol | Ethanol + Charcoal (magic silly recipe, might rework it later) | 0.4 | Raises ethanol depletion rates by 8. Can slowly heal a small bit of TOX damage. | NA | Sober someone up in a hurry. Nefarious people sometimes spike other poisons with ethanol or booze reagents to sabotage charcoal treatments. | |
Insulin | No recipe currently? I dunno if you can even find this stuff. | 0.4 | Raises sugar depletion rates by 5. | NA | Handles hyperglycemic coma, but how often is that ever needed? Needs work or removal. | |
Simethicone | SECRET | Makes the victim unable to fart. Fiendish. | NA | Truly fiendish. | ||
Oculine | Atropine + Spaceacillin + Saline | 30% chance to remove blindness, 80% chance to reduce eye damage by 1. | NA | Probably won't need this very often unless some jerk is using a lot of flashbangs. | ||
Teporone | Silicon + Acetone + Plasma | Attempts to return body temp to normal in ten degree increments | NA | Not really ever used much, but spacewalking cocktails might need it. |
Base Elements
Reagent | Depletion Rate | Penetrates skin? | Per life cycle | Application effects | Notes |
---|---|---|---|---|---|
Chlorine | 0.4 | Yes | +1 BURN | NA | Base element |
Fluorine | 0.4 | Yes | +1 BURN, +1 TOX | NA | Base element |
Mercury | 0.4 | Yes | Causes drooling and weird movement | NA | Base element, probably oughta do tox or brain damage |
Lithium | 0.4 | No | Drooling and weird movement | NA | Base element. Same effects as mercury? idk why |
Sugar | 0.4 | No | 50% chance of reducing an extra cycle's worth of stun, paralysis and weaken. 4% chance to produce a unit of epinephrine | NA | OVERDOSE: 200.Having a bit of sugar in you gives you a noticeable stun reduction and slight speed boost. Overdose effects can put someone into a coma. Corn syrup is more likely to accomplish this. Might lower the overdose threshold. |
Radium | 0.4 | Yes | +4 RAD | NA | Radiation is cumulative and depletes one per cycle. As it ramps up, it starts doing BURN + TOX in increasing amounts related to the radiation total, causes random mutations (often disabilities) and triggers a bunch of other nasty radiation sickness effects. A sleepypen full of radium is pretty lethal over a few minutes. |
Uranium | 0.4 | No | +2 RAD | NA | Some vending machine junk contains this. Has a ~SECRET~ use. |
Polonium | 0.1 | Yes | +8 RAD | NA | Traitor poison bottles can have this. Lasts a long time and ramps your cumulative radiation way the hell up, very deadly. |
Toxic Shit
Todo
Acids
Todo
Medical Poisons
Todo
Miscellanea
Todo
Drugs
Todo
Pyrotechnic Chems
These chemical words are big and hurt my brain.
Welcome to chemistry 101, numbnuts. Here you'll learn how to decipher these magic chemical moon runes so that you too can turn the chemistry department into a flaming inferno because someone stole your seat.
Textbooks and References
- Nomenclature Ionic Compounds (Compound Naming Rules)
- Wikipedia's Chemical Nomenclature Article - Autist Edition
Discount Dan's Quik-Tips
- 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. Read the pharmacopia! 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
griefergenius is to learn the NAME of a chemical first and THEN try to reverse engineer its synthesis.
Supplementary Video
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