Chemistry

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Revision as of 08:43, 19 June 2014 by Fox mccloud (talk | contribs) (→‎SECRET CHEMS: snipped Hairgrownium as its semi-public knowledge, just not widely published. Added a couple that fall within this category.)
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Chemistry
Location

200px

Chemisty looks like this but covered in piss fog.

Access

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. 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.

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. 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 patches with the chemical of your choice. If you need more information, the ChemMaster can analyze any reagent and display a short summary. This may or may not actually describe their functions in a way that makes sense.

ValuChimp: Dispenses monkeys, a valuable commodity for the modern scientist.

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

Ok so how do I make napalm?

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

  • Mix potentially-explosive chemicals in the Chemical Testing Lab. It's through the door on the left, where there's reinforced floors and walls that can tank explosions better. Keeping other Scientists and the mixing lab out of the collateral damage is one less reason for them to 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, and try not to destroy the outer walls that lead into space.
  • 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.
  • Pay attention to what other Scientists are doing and don't get in their way. For example, if someone places a beaker into a Reagent Heater and runs away from it, he's probably anticipating a fireball or smoke of some degree and it's wise not to go look at, lest you get a face-full of it.
  • Make liberal use of Stabilizing Agent. If you see a recipe that mentions Stabilizing Agent, always use it when mixing the recipe in question so it doesn't literally blow up in your face. It's a good practice to do this for recipes you're unfamiliar with. Be wary, however, that Stabilizing Agent doesn't work with everything - these cases should be mixed in the aforementioned Chemical Testing Lab.
  • 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.

Got all that? Good. Now we can get started with the pyromania.

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.

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. 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.

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, flamethrower sprays, chemical smokes and chemical foams all apply touch reactions. INGEST reactions are things that happen immediately, usually from eating, drinking or injection. Hyposprays bypass these and go straight into the bloodstream.

Basic compounds

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.

Recipe Name Recipe Effects
Salt Water + Chlorine + Sodium Ordinary table salt.
Phenol Water + Chlorine + Oil Used for certain medical recipes.
Diethalymine Ammonia + Ethanol @ 380 K Used for certain medical recipes and as fertilizer.
Space Cleaner Ammonia + Ethanol + Water Cleans stuff.
Acetone Oil + Welding Fuel + Oxygen Common ingredient in other recipes.
Ash Oil @ 480 K Basic ingredient in a couple of recipes.
Potash Potassium + Chlorine + Sulfuric Acid Fertilizer.
Potash (Ash @ 380 K) + Water @ Heat
Ammonia Hydrogen + Nitrogen More fertilizer, and an ingredient in a lot of other chems.
Ammonia (Urine @ 380 K) + Water @ Heat
Saltpetre Potash + Urine + Compost Fertilizer.
Pepperoni Saltpetre + Beff + Synthflesh What's beff? Find out!
Stabilizing Agent Iron + Oxygen + Hydrogen Keeps unstable chemicals stable. This does not work on everything.

Medical Chems

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.

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. N/A 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.
The go-to BRUTE 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.
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.
The BURN damage equivalent of styptic powder, so the same application methods still apply: only go for topical doses. Burn patches start with this.
Synthflesh Blood + Carbon + Styptic Powder 0.4 N/A TOUCH: Heals 1.5 BRUTE and 1.5 BURN per unit applied. An excellent fixer of both BRUTE and BURN, 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. White weed. 0.2 Heals one each of OXY, TOX, BRUTE and BURN per cycle. N/A Slightly addictive, but is otherwise an amazing cure-all. Medbay will love the botanists if they supply them with it.
Note: Pro Puffs and warm donk pockets deliver a small dose of omnizine when eaten. Less ideal than botany, but it could save you in a pinch.
30
Charcoal Ash + Salt @ 380 K 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 @ 380 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.
Note: Blood tests without a chem PDA: draw blood and analyze in the pill/beaker machine in the pharmacy.
Potassium Iodide Potassium + Iodine 0.4 80% chance of removing 1 RAD. Radiation is cumulative and causes tox+burn. N/A Simple and weak, but can help counter radiation events and radium somewhat. It's nice to make some during a radstorm.
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, 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.
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.
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. 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. 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. 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
(Painkiller)
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. 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. Vendors, and botany as well as QM can provide it. 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. N/A Used to be sleep toxin. Low doses are useful for the painkiller, but high doses can knock someone out for a while. 20
Salbutamol Salicylic Acid + Lithium + Aluminium + Bromine + Ammonia 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 @ 380 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 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 0.4 Heals 3 BRAIN damage. N/A Use for concussions, changeling stings, bible beatings, flatline brain damage, bath salts, whatever. Use a Health Analyzer to check for brain damage.
Mutadone Unstable Mutagen + Acetone + Bromine 0.4 Removes all genetic bioeffects. 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
(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 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. N/A Treat it like a general antipsychotic. Useful to treat/neutralize drugged up maniacs. Used to be impedrezine.
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. Vendors and Pro Puffs. 0.4 Raises sugar depletion rates by 5. N/A Handles hyperglycaemic coma.
Simethicone Secret! ? Makes the victim unable to fart. Fiendish. N/A Truly fiendish.
Oculine Atropine + Spaceacillin + Saline-Glucose Solution ? 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 ? Attempts to return body temp to normal in ten degree increments N/A Not really ever used much, but spacewalking cocktails might need it.

Base Elements

Not everything that comes out of the Chem Dispenser is benign, some have their own quirks that you should watch out for.

Reagent Depletion Rate Penetrates skin? Per life cycle Application effects Notes
Chlorine 0.4 Yes +1 BURN N/A Base element.
Fluorine 0.4 Yes +1 BURN, +1 TOX N/A Base element.
Mercury 0.4 Yes Causes low amounts of brain damage. N/A Base element
Lithium 0.4 No Drooling and weird movement. N/A Base element.
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. N/A 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. 
Radium 0.4 Yes +4 RAD N/A 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. 
Potassium 0.4 No Explodes when mixed with Water. N/A As an experienced real life scientist will tell you, Potassium and Water don't mix well. Most people won't bat an eye when they see plain old Water though, so it makes for an interesting stealth explosive.

Poisons and Toxic Shit

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

Reagent Recipe Depletion rate Penetrates skin? Per life cycle Application effects Notes
Polonium N/A. Poison bottles. 0.1 Yes +8 RAD Irradiates the hell out of you. Traitor poison bottles can have this. Lasts a long time and ramps your cumulative radiation way the hell up, very deadly.
Itching Powder Ammonia + Welding Fuel + Space Fungus 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. N/A Prank chem but can be debilitating as hell in large doses. A source of histamine.
Formaldehyde
(Embalming Fluid)
Ethanol + Oxygen + Silver @ 420 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 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 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 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.
Toxin N/A 0.4 No +2 TOX N/A The old generic toxin, still kicking around in a few places.
Neurotoxin Space Drugs @ Heat 1 No +1 TOX, +1 BRAIN up to 60 before it slows down, confusion, knockout after 17 elapsed cycles. 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. One of two horrible things that the changeling's sting applies, the other being LSD.
Atrazine
(Weedkiller)
Chlorine + Hydrogen + Nitrogen 0.4 No +2 TOX Pretty much the new toxin, though with a faster depletion rate. Botany has a bunch of it right away.
Amanitin N/A. Syndicate sauce and 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. Poison bottles. 0.1 Yes +1 TOX, +1 OXY, paralyzes after 11 cycles. N/A 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. Tied with Initro for deadliest poison. 
Lipolicide Mercury + Ephedrine + Diethylamine 0.4 No +1 TOX unless they keep eating food. N/A Mostly just annoying, but easy to get from weight-loss shakes.
Cyanide Oil + Ammonia + Oxygen @ 380 K, or deathweed 0.1 Yes +1.5 TOX, 10% chance of +1 LOSEBREATH, 8% chance of stun and extra +2 TOX. A couple of common chem recipes can produce this if poorly mixed, and production of cyanide will dose nearby people if they aren't wearing gas masks. Also a fairly easy poison. Balanced to be mostly a slow and scary killer, but if they get to medbay, it's not that hard to deal with. Suffocation damage can rack up faster than tox depending on how the RNG rolls. 
Sarin Secret! Hint: it has weedkiller in it. 0.1 Yes Does +1 TOX, +1 BRAIN, and +1 Burn per cycle. Ramps up to +3 TOX, +3 BRAIN, +1 BURN per cycle. Additionally does +5 LOSEBREATH, per cycle, after thirty cycles. Causes paralysis, dizziness, shaking, vomiting, screaming, and seizures. Takes thirty cycles to reach full effect, 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. Third runner up for fastest killing poison, behind Coniine and Initro.
Ketamine N/A. Sleepy pens and poison bottles. 0.8 Yes KOs in ten cycles. Knocks you the fuck out. Sleepypens come pre-loaded with this. A typical dose from one should last 6-8 minutes.
Morphine N/A 0.4 No See 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. Slower-acting than Ketamine, but has a very slow depletion rate and can eventually kill with the escalating TOX damage.
Sodium Thiopental N/A. Poison bottles and derelict medbot injections. 0.7 No KOs in ten cycles. Like Ketamine, but with slightly slower depletion. 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! 0.4 No 33% chance to hit with 5-25 TOX. 5-10% chances to cause suffocation or immediate heart failure. RNG-based poison, can either kill you ridiculously fast or agonizingly slowly. Tied with coniine for fastest killer. 

Acids

Good old acid. Primarily used to destroy items for good.

Reagent Recipe Depletion rate Penetrates skin? Per life cycle Application effects Notes
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.
Fluorosulfuric Acid Sulfuric Acid + Fluorine + Hydrogen + Potassium @ 380 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.

Pyrotechnic Chems

The flashy stuff. If you have a hankering for fire and explosions, this is the section for you.

Reagent Recipe Depletion rate Penetrates skin? Ignition temp Per life cycle Application effects Notes
Plasma N/A 0.4 No 375 K +1 TOX. Makes being on fire much worse, and can burst into flame if heated. N/A TOUCH: Splash a burning person with plasma and the cumulative BURNING var goes up +30. Burning decreases once per life cycle and causes steady burn damage while active. Fireball if ignited.
Welding Fuel N/A 0.4 No 480 K Fireball if ignited. If inside a burning person, extends burning duration by +2. TOUCH: If target is already burning, extend burning duration by +30. Used as a stand-in for lighter hydrocarbons in a lot of the organic chem recipes.
Oil Carbon + Hydrogen + Welding Fuel 0.4 No 470 K N/A TOUCH: Can lubricate cyborg joints and temporarily make them move faster. Burns with a small smoky fire, yielding ash reagent. Can make floors slippery if splashed around. Used as a stand-in for benzene, toulene, napthalene and a bunch of other heavier hydrocarbons for a ton of the organic chem recipes.
Napalm Sugar + Welding Fuel + Ethanol 0.4 No 380 K Fireball if ignited. If inside a burning person, extends burning duration by +10. TOUCH: If target is already burning, extend burning duration by +70. This is the jellied-gas sort of napalm.
Phlogiston Phosphorous + Sulfuric Acid + Plasma (+ Stabilizing Agent) 0.4 No N/A +1 BURN damage. TOUCH: Self-burning, ignites other stuff. This is what old-napalm is now.
Chlorine Trifluoride Chlorine (1) + Fluorine (3) @ 420 K 0.4 No N/A +3 BURNING. Sets people on fire from the inside out. TOUCH: BURNING + 50. Comes into existence at 1000 degrees and makes a temporary 3x3 fireball when it does so, 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 375 K N/A N/A When mixed without stabilizer, or heated to 375 K with stabilizer, it'll make a large amount of smoke. 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.
Note: Wearing active internals or a Gas Mask will prevent you from inhaling chemical smoke.
Flash Powder Aluminium + Potassium + Chlorine + Sulfur (+ Stabilizing Agent) 0.4 Yes 380 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
(Sonic Powder)
Oxygen + Ethanol + Phosphorous (+ Stabilizing Agent) 0.4 Yes 380 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 480 K N/A N/A Sparks, then blows the fuck up a second or two later. Damage scales up with reagent volume. Slow depletion means you can poison someone with it and then wait for then to encounter a heat source awhile later.
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. Very fun to weaponize if you can figure out indirect means of mixing its ingredients. Also a handy hazing tool for annoying people who don't stop asking for handouts of top-secret chem recipes...just make sure you're not in the mixing room with them when they try it. The explosion is not stopped by stabilizing agent.
Thermite Iron + Oxygen + Aluminium 0.4 No 325 K N/A TOUCH: If already burning, set BURNING to 100. Burns through metal walls after splashing it on and heating it up. If someone is on fire, dumping thermite on them is very mean.
Pyrosium Plasma + Radium + Phosphorous 0.4 No N/A N/A N/A Comes into existence at 0 degrees, but slowly heats all other reagents and objects on its tile up towards 1000, regardless of current surface or container. Can make non-flammable things increadibly hot, but so can a welder or lighter. Fun for delayed self-heating reactions.
Note: Do NOT use pyrosium in foam or smoke. While you might like the idea of self-heating hellfoams, BYOND doesn't; the multitude of heat interval checks from pyrosium foam/smoke lags the server to hell. Doing it on accident will get everyone yelling at you, doing it intentionally is grounds for a job ban. You have been warned.
Sorium Mercury + Oxygen + Nitrogen + Carbon (+ Stabilizing Agent) 0.4 No 480 K N/A Sends everything flying from the detonation point. Used to be a server crasher, but it's since been toned down and reintroduced. When Sorium is mixed without stabilizer, or stabilized and then heated a fair amount, it explodes into a shockwave that blasts everything away that isn't bolted down. The shockwave is explosive in typing and thus does minor BRUTE damage.

Drugs

420 smoke weed errydayy

Reagent Recipe Depletion rate Penetrates skin? Per life cycle Overdose threshold Notes
Nicotine N/A. Cigs and nicotine patches. 0.4 No Stun reduction per cycle. Overdoses become rapidly deadly. 35 Slapping a whole bunch of nicotine patches on someone can paralyze them and give them heart failure or a bunch of escalating tox and suffocation damage. 
Cat Drugs Catonium + Psilocybin + Ammonia + Welding Fuel @ 380 K 0.4 No Amusing text messages. N/A Gimmick drugs, good for laughs or confusing the hell out of people.
Space Drugs Mercury + Sugar + Lithium 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. 
Psilocybin N/A. Mushroom 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.
Lysergic Acid Diethylamide (LSD) Diethylamine + Space Fungus 0.4 No Pretty lights and hallucinations. N/A Imaginary monsters start chasing you around; don't attack them or you'll take damage! The changeling's sting injects this along with neurotoxin.
Tetrahydrocannabinol (THC) N/A. 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. 
Ephedrine Sugar + Oil + Hydrogen + Diethylamine 0.3 No Stun reduction per cycle, increases run speed slightly, stabilizes crit. 35 It's pretty much just a weaker analogue of medbay's epinephrine, but it's addictive and has a few more side effects.
Crank (Diphenhydramine + Ammonia + Lithium + Sulfuric Acid @ 390 K) + Welding Fuel 0.4 No 2x stun reduction per cycle. Warms you up, makes you jittery as hell. 20 Overdose can cause random amounts of TOX damage, BRUTE damage, BRAIN damage, or give you a case of non-contagious berserker. Very addictive, but the stun reduction effect is pretty nice for fighting.
Note: mixing crank comes with an explosion, which cannot be prevented by stabilizing agent.
Krokodil Diphenhydramine + Morphine + Space Cleaner + Potassium + Phosphorous + Welding Fuel @ 380 K 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. 
Methamphetamine Ephedrine + Iodine + Phosphorous + Hydrogen @ 380 K 0.4 No 3x stun reduction per cycle, makes you really jittery, dramatically increases movement speed. 20 Extremely addictive and overdose can make you flail around uncontrollably and drop your stuff, but it's the best thing short of stimulants or bath salts for shrugging off stuns, KOs and paralysis. People will have a hard time containing you.
Bath Salts ???? + Monosodium Glutamate + Saltpetre + Mercury + Space Cleaner + Mugwort + Denatured Enzyme @ Heat 0.6 No Makes you nearly impervious to stuns, but you'll be a nearly uncontrollable tramp-bearded raving lunatic. 20 Dump all the 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 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.
Stimulants N/A. Stimpack. ? No -5 damage to OXY, TOX, BRUTE, BURN, sets all stun-related vars to zero. 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 + brute damage.

Miscellanea

A section for the stranger chems in the game that are hard to classify anywhere else.

Reagent Recipe Depletion rate Penetrates skin? Per life cycle Notes
Unstable Mutagen Radium + Plasma + Chlorine 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.
Toxic Slurry N/A. 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. Omega slurrypods. 0.4 No +2 RAD. 15% chance of bad mutation, 5% chance of good mutation. Scrambles your genes to hell and back.
Fluorosurfactant Fluorine + Carbon + Sulphuric Acid (+ Water) 0.4 No 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.
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.
Silicate Silicon + Oxygen + Aluminium ? No N/A Reinforces windows and grilles. It may be applied to windows up to four times, with each application making the window stronger than the last.
Cryostylane Water + Plasma + Nitrogen 0.4 No N/A 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. While frozen, 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.
Corn Syrup Corn Starch + Sulfuric Acid @ 380 K 0.4 No Decays into sugar. 1 unit of corn syrup result in ~3 units of sugar, so a sufficiently high dose can be useful to cause a hyperglycaemic shock.
Carpet Space Fungus + Blood ? No N/A Creates a dirty carpet on the floor.
Carbon Tetrachloride
(Firefighting Foam)
Carbon + Sulfur + Chlorine ? No N/A Extinguishes fires. Reacts violently with chlorine trifluoride.
Holy Water Water + Wine + Mercury, or garlic ? No N/A TOUCH: Splashing at least 10 units onto a vampire burns them quite badly.
Space Lube Silicon + Oxygen + Water ? No N/A Crates a very slippery surface when applied to floor tiles, causing 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) ? No 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.
Uranium N/A 0.4 No +2 RAD Some vending machine junk contains this. Has a secret use.
Dark Matter Plasma + Radium + Carbon (+Stabilizing Agent) 0.4 No N/A The inverse of Sorium which blasts everything away from it, Dark Matter implodes and sucks everything into its detonation point. Despite not doing any damage on its own, it's far more dangerous than Sorium, as getting sucked in and hit by a hundred different objects is easily enough to do crit levels of BRUTE damage. A very devious chem for dragging people kicking and screaming into your foams and smokes, if you feel like overkill.

SECRET CHEMS

Let's get one last thing out of the way. There are some recipes that are still more secret than secret. If you find out one of the recipes, you shouldn't even say the recipe in-game lest the ghosts hear you. Admins will get mad at you if you spread them. Keep this shit to yourselves.

  • Anima
  • Booster Enzyme
  • Colorful Reagent
  • Dragon's Breath
  • Fermid
  • Grog
  • Initropidril
  • Initrobeedril
  • Super Hairgrowinium
  • Triplemeth
  • Vampire Serum
  • Werewolf Serum

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

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. 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 griefer genius is to learn the NAME of a chemical first and THEN try to reverse engineer its synthesis.

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! Most of the time just beakers and beaker assemblies are good enough to cause horrible problems, though as a traitor you have access to the Chemistry Grenade Kit for more complicated and fun mixes. Making a flamethrower is also a solid choice, though be wary of any heat-reactant chems when its igniter is turned on... in fact, be wary of all the chems and delivery methods you use, as it goes without saying that they're as harmful to you as they are to others if you handle them poorly.

Supplementary Video

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