Difference between revisions of "Chemistry"

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



Revision as of 02:52, 25 May 2014

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

Recipe Name Recipe Effects
Salt Water + Chlorine + Sodium Ordinary table salt.
Phenol Water + Chlorine + Oil Used for certain medical recipes.
Diethalymine Ammonia + Ethanol * Heat 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.
Potash Ash + Water * 310K / Potassium + Chlorine + Sulfuric acid Fertilizer.
Ammonia Hydrogen + Nitrogen More fertilizer, and an ingredient in a lot of other chems.
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

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. 0.2  Heals one each of OXY, TOX, BRUTE and BURN.  NA Slightly addictive. Medbay will love the botanists if they manage to provide it.  30
 Activated Charcoal   Ash + Salt @ 310 temp 0.4  Increases the depletion rate of all other chems by 0.5, heals 1.5 TOX damage.  N/A  Good baseline thing for detoxifying someone, but won't always keep up with the hellpoisons. 
 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  0.2  Heals 6 OXY damage, reduces LOSEBREATH by 4 (which some things apply) NA Speeds up recovery from suffocation damage, but more importantly, it'll help counter suffocating/losebreath poisons and the suffocation that ramps up in critical health. Really underused emergency med, makes dealing with critical-health people a lot easier.
 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. Space Fungus is acquired by scraping it off of walls with your Beaker; it mostly grows in Maintenance hallways, so you might need to request appropriate access to get at it.
 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  Not typically needed unless some jerk is using a lot of flashbangs, blinding someone to the point that even the VISOR Prosthesis doesn't work (or they just really, really want to keep their current Glasses item on despite being blind). It's a rare situation, but giving them Oculine might be their saving grace.
 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
 Lithium  0.4  No  Drooling and weird movement NA 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 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

Reagent Recipe Depletion rate Penetrates skin Per life cycle Application effects Notes
 Itching Powder  Ammonia + Fuel + Fungus. (Hobo chemistry: urine + water * heat yields ammonia)  0.3  Yes  Lots of annoying random effects, chances to do brute damage from scratching. 6% chance to decay into 1-3 units of Histamine.  NA Prank chem but can be debilitating as hell in large doses. A source of histamine.
 Embalming Fluid / Formaldehyde  Ethanol + Oxygen + Silver @ 320  0.4  Yes  +1 TOX, 10% chance to decay into 5-15 units of Histamine NA Inject into a corpse to prevent rotting. Decay into histamine makes it a really mean poison.
 Histamine  NO RECIPE (currently)  0.2  No  Dose-dependent, ranges from annoying to incredibly lethal.  NA OVERDOSE: 20. Below the overdose threshold, it'll mess your vision up and make you cough and sneeze a lot and take occasional BRUTE damage. Overdose+ will cause increasingly worse and rapidly fatal effects simulating anaphylactic shock. Having 40+ units in your bloodstream can trigger +5 brute / +5 tox / +5 ox damage or more per cycle, so if you manage to hit someone with a large dose, it's very deadly. Epinephrine, Methamphetamine and especially Diphenhydamine will counteract it as targeted meds. 
Venom   NA  0.2  No  Scales with dose, up to +2 TOX, +2 BRUTE. 25% chance to decay into 5-10 Histamine. NA Double-whammy poison from all the histamine it builds up inside you. 40+ units have a 4% chance per cycle to gib you outright. 
 Toxin  NA  0.4  No   +2 TOX The old boring generic toxin, still kicking around in a few places.
 Neurotoxin  Heat space drugs up. Also: changeling stings, some poison/drug decays, a couple of medical interactions.  1  No  +1 TOX, +1 BRAIN up to 60, then it slows down, confusion, knockout after 17 elapsed cycles  NA Very debilitating, it's what changelings hit you with. 
 Atrazine / Weedkiller  Chlorine + Hydrogen + Nitrogen  1  No  +2 TOX NA Botany has a bunch of it right away.
 Amanitin  NA - Syndicate Sauce, Poison Bottles, Mutant Mushrooms  0.4  No  DELAYED, DOSE SPECIFIC NA This is a stealth poison. On the last cycle that it's in you, it hits you with a stack of tox damage based on elapsed cycles * rand(2,4). The more you use, the longer it takes before anything happens, but the harder it hits when it does. With large doses your target can consume something poisoned, walk around for a few minutes minding their own business, and then abruptly die with no real warning. Very devious to use. 
 Aconitum  Part of a quest thing.   0.4  No   +2 TOX, 8% chance to cause LOSEBREATH, 10% chance to stun and do +2 extra TOX. Toxic + suffocation, behaves like a weaker coniine.
 Curare  NA - traitor poison bottles, might add a botany mutation to yield it   0.1  Yes  +1 TOX, +1 OXY, paralyzes after 11 cycles NA It won't knock them out but it will make them unable to move. Could be used to kidnap people or just disable them and scare the hell out of them.
 Coniine  NA - traitor poison bottles  0.05  No  +2 TOX, +5 LOSEBREATH (cumulative, causes suffocation) NA A small dose can kill in under a minute. Losebreath makes the victim unable to talk - they'll take suffocation rapid damage and be unable to say anything over the radio. Tied with Initro for deadliest poison. 
 Lipolicide  Weight Loss Shakes, or Mercury + Ephedrine + Diethylamine  0.4  No  +1 TOX unless they keep eating food. NA Mostly just annoying, but easy to get. Might expand it.
 Cyanide  Oil + Ammonia + Oxygen @ 320, or deathweed  0.1  Yes   +1.5 TOX, 10% chance of +1 LOSEBREATH, 8% chance of stun and extra +2 TOX A couple of common chem recipes can produce this if poorly mixed, and production of cyanide will dose nearby people if they aren't wearing gas masks. Also a fairly easy poison. Balanced to be mostly a slow and scary killer, but if they get to medbay, it's not that hard to deal with. Suffocation damage can rack up faster than tox depending on how the RNG rolls. 
 Sarin  Hint: it has Weedkiller in it.   0.1  Yes   Ramps up to +3 TOX, +3 BRAIN, +1 BURN and +5 LOSEBREATH after thirty cycles. Causes paralysis and shaking and vomiting. Takes thirty cycles to reach full effect, bombards the victim with a lot of scary messages. Can be neutralized with atropine, or handled with wide-spectrum meds. Where a bomb will wreck a lot of people all at once, sarin is meant more to make a big terrifying (but potentially survivable) mess.

Acids

Reagent Recipe Depletion rate Penetrates skin Per life cycle Application effects Notes
 Sulfuric Acid  Sulfur + Hydrogen + Oxygen  0.4  No (maybe should?)  +1 TOX, +1 BURN TOUCH: Splash over 25 units for a 75% chance to melt a face or headgear. +15 BRUTE to the face Can melt items, 40% chance.
 Fluorosulfuric Acid  Sulfuric Acid + Fluorine + Hydrogen + Potassium @ 320  0.4  No (maybe should?)  +1 TOX, +1 BURN TOUCH: Splash over 10 units to melt a face or headgear. +75 BRUTE to the face Can melt items, 100% chance.

Medical Poisons

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

Miscellanea

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

Drugs

Reagent Recipe Depletion rate Penetrates skin Per life cycle Overdose threshold Notes
 Nicotine  Cigs, nicotine patches   0.4  No   Stun reduction per cycle. Overdoses become rapidly deadly.  35 Slapping a whole bunch of nicotine patches on someone can paralyze them and give them heart failure or a bunch of escalating tox and suffocation damage. 
Cat drugs  Catonium (catnip) + Psilocybin + Ammonia + Fuel @ 320  0.4  No     Gimmick drugs, good for laughs or confusing the hell out of people. 
 Space Drugs  Mercury + Sugar + Lithium   0.2  No   Pretty lights!  Heat it to create neurotoxin. Otherwise it just does some weird things to your movement and makes everything flash colors like the bar's Party Button. 
 Psilocybin  Mushroom mutation   0.4  No   Colors + text hallucinations Can make you hallucinate stuff like gunshots and attack messages, might freak someone out if they don't know what's going on, could probably use a revamp.
 LSD  Diethylamine + Space Fungus   0.4  No   Colors + visual hallucinations  Imaginary monsters start chasing you around. Changeling's hallucinogen sting injects this. 
 THC  Weed!  0.4  No   Giggling, stuttering, occasional drowsiness and movement confusion. Doesn't really do a whole lot, but people are usually pretty happy to smoke any joints you leave laying around. 
 Ephedrine  Sugar + Oil + Hydrogen + Diethylamine  0.3  No   Stun reduction per cycle, increases run speed slightly, stabilizes crit.  35 Probably gonna add this to some more sodas or something. It's pretty much just a weaker analogue of medbay's Epinephrine, but it's addictive and has a few more side effects.
 Crank  Antihistamine + Ammonia + Lithium + Fuel + Sulfuric Acid @ 320   0.4  No   2x stun reduction per cycle. Warms you up, makes you jittery as hell.  20 Overdose can cause random amounts of TOX damage, BRUTE damage, BRAIN damage, or give you a case of non-contagious Berserker. Very addictive, but the stun reduction effect is pretty nice for fighting. Note that everything other than the Welding Fuel needs to be heated to 320, as the Fuel has a bad habit of igniting before the reaction happens in the reagent heater. Also note that its creation comes with an explosion and is not prevented by Stabilizing Agent.
 Krokodil  Antihistamine + Morphine + Cleaner + Potassium + Phosphorous + Fuel @ 320   0.4  No   Cools you down, calms you down, occasional BRAIN and TOX damage. 20 Overdose can cause random amounts of TOX damage, BRUTE damage, BRAIN damage, make you pass out, or most fun of all, make all your skin rot off. If this happens, you'll look like a half-rotten corpse but can potentially heal back from that and just wander around being terrifying. 
 Methamphetamine  Ephedrine + Iodine + Phosphorous + Hydrogen @ 325 (modeled after the Russian method)   0.4  No   3x stun reduction per cycle, makes you really jittery, dramatically increases movement speed. 20 Extremely addictive and overdose can make you flail around uncontrollably and drop your stuff, but it's the best thing short of stimulants or bath salts for shrugging off stuns, KOs and paralysis. People will have a hard time containing you. 
 Bath Salts  Dump all the flavors of Discount Dans soup into a bathtub and heat it with a welder, you'll probably find it.  0.6  No   Makes you nearly impervious to stuns, but you'll be a nearly uncontrollable tramp-bearded raving lunatic.  20 Overdose will likely kill you from a half dozen different types of escalating damage. Even taking too many occasional doses can kill you from brain damage. Can give you Berserker. Makes you hallucinate all sorts of horrible shit and you'll barely be able to control your movement as you go flying into everything around you fists-first. Decays into a bunch of other drugs and poisons. Bath salts boxing is hilarious. 
 Stimulants  Traitor injector.  -5 damage to OXY, TOX, BRUTE, BURN, sets all stun-related vars to zero.  Only works while volume is greater than five units. As it wears off to under five units, it hits you with a stun and some tox + brute damage.

Pyrotechnic Chems

Reagent Recipe Depletion rate Penetrates skin Ignition temp Per life cycle Application effects Notes
 Plasma  NA   0.4  No Ignition temp: 310  +1 TOX. Makes being on fire much worse, and can burst into flame if heated. NA Splash a burning person with plasma and the cumulative BURNING var goes up +30. Burning decreases once per life cycle and causes steady burn damage while active. Fireball if ignited.
 Fuel  NA   0.4  No Ignition temp: 325  Fireball if ignited. If inside a burning person, extends burning duration by +2. TOUCH: If target is already burning, extend burning duration by +30.  Used as a stand-in for lighter hydrocarbons in a lot of the organic chem recipes.
 Oil  Carbon + Hydrogen + Fuel  0.4  No Ignition temp: 340  NA. TOUCH: Can lubricate cyborg joints and make them move faster. Burns with a small smoky fire, yielding Ash reagent. Can make floors slippery if splashed around. Used as a stand-in for Benzene, Toulene, Napthalene and a bunch of other heavier hydrocarbons for a ton of the organic chem recipes.
 Napalm  Sugar + Fuel + Ethanol  0.4  No - probably should though Ignition temp: 320  Fireball if ignited. If inside a burning person, extends burning duration by +10. TOUCH: If target is already burning, extend burning duration by +70.  This is the jellied-gas sort of napalm.
 Phlogiston  Phosphorous + Sulfuric Acid + Plasma (+ Stabilizer)  0.4  No Ignition temp: NA  +1 BURN damage. Probably ought to add BURNING as well. TOUCH: Self-burning, ignites other stuff. This is what old-napalm is now.
 Chlorine Trifluoride  Chlorine (1) + Fluorine (3) @ 350  0.4  No Ignition temp: NA  +3 BURNING. Sets people on fire from the inside out. TOUCH: BURNING + 50.  Comes into existence at 1000 degrees 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 (firefoam)
 Smoke Powder  Potassium + Phosphorous + Sugar (+ Stabilizer)  0.4  No Ignition temp: 370  NA NA When mixed without stabilizer, or heated to 300 with stabilizer, it'll make a big butt of smoke. Unlike foam it can only carry three reagents from its container, in exchange for making the carried chems breathable through the air the smoke occupies, essentially giving them all "Penetrates Skin = Yes" functionality unless the victim has internals active.
 Flash Powder  Aluminium + Potassium + Chlorine + Sulfur (+ Stabilizer)  0.4  1 // imagine it's covering their clothes or whatever Ignition temp: 300  NA NA  Stuns anyone within five tiles of the source, stun amount relative to distance. Blocked by sunglasses. Causes eye damage, can lead to blindness.
 Sonic Powder  Oxygen + Ethanol + Phosphorous (+ Stabilizer)  0.4  1 // imagine it's covering their clothes or whatever Ignition temp: 300  NA NA  Deafens and stuns within five tiles, blocked by earmuffs, can cause ear damage and deafness. Occasionally plays HOOT! instead of BANG!
 Black Powder  Saltpetre + Charcoal + Sulfur  0.05  1 // imagine it's covering their clothes or whatever Ignition temp: 325  NA NA  Sparks, then blows the fuck up a second or two later. Damage scales up with reagent volume. Slow depletion means you can poison someone with it and then wait for then to encounter a heat source awhile later. KABOOM!
 Chlorine Azide  ????  NA  NA Ignition temp: NA  NA NA  Dumping too many basic chems into a container might accidentally cause this unstable and highly explosive reaction. Very fun to weaponize if you can figure out indirect means of mixing its ingredients. Also a handy hazing tool for newbies who don't stop asking for handouts of top-secret chem recipes... just make sure you're not in the mixing room with them when they try it. The explosion is not stopped by Stabilizing Agent.
 Thermite  Iron + Oxygen + Aluminium  0.4  No Ignition temp: 280  NA TOUCH: If already burning, set BURNING to 100.  Burns through metal walls after splashing it on and heating it up. If someone is on fire, dumping thermite on them is very mean.
 Pyrosium  Plasma + Radium + Phosphorous  0.4  No Ignition temp: NA  NA NA  Comes into existence at 0 degrees, but slowly heats all other reagents and objects on its tile up towards 1000, regardless of current surface or container. Can make non-flammable things scaldingly hot, but so can a welder or lighter. Fun for delayed self-heating reactions. (IMPORTANT: To all you pyromaniacs thinking Pyrosium + <insert heat reactant chemical here> + Foam/Smoke is a good idea, DON'T DO IT. The multitude of heat interval checks from Pyrosium foam/smoke lags the server to hell. It's BYOND, deal with it.)

SECRET CHEMS

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.

  • Grog
  • Booster enzymes
  • Vampire serum
  • Werewolf serum
  • Initropidril
  • Initrobeedril

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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