Difference between revisions of "Chemistry"

From Space Station 13 Wiki
Jump to navigation Jump to search
(→‎Base Elements: Further stabulations)
m (beaker with lid update)
 
(837 intermediate revisions by 76 users not shown)
Line 1: Line 1:
Looking for the list of chemicals with their recipes and effects? It has been moved to [[Chemicals]].
This is where [[scientist]]s go to brew up chemicals. Gets set on fire <s>every other</s> twice a round.
<div align="right">
<tabs plain>
<tab inline name="Cogmap2">
{{Location
|Picture=Cogmap2Chemistry.png
|Function=Breeding ground for weapons of mass destruction and pizza-infused smoke clouds alike.
|Access=[[Research Director]], [[Scientist]]}}
</tab>
<tab inline name="Cogmap1">
{{Location
{{Location
|Picture=Chemistry.png
|Picture=CogmapChemistry.png
|Function=Chemisty looks like this but covered in piss fog.
|Function=Breeding ground for weapons of mass destruction and pepperoni-infused smoke clouds alike.
|Access=Scientist}}
|Access=[[Research Director]], [[Scientist]]}}
This is where [[Scientist]]s go to brew up chemicals. Gets set on fire <s>every other</s> twice a round.
</tab>


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


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


'''Chem Dispenser''': Dispenses a whole slew of chemicals. Use a [[Beaker]] (or any liquid-bearing container) on it to insert it, then use the machine to pick chemicals. When you're done, eject the beaker from the menu.
===Machines & Storage===
 
{| class="wikitable sortable"
! Name
! class="unsortable" style="width:10%" | Image
! class="unsortable" | Description
 
|- id="Chem Dispenser"
! Chem Dispenser
| <center>[[File:ChemDispenser.png]]</center>
| Dispenses a whole slew of chemicals. Use a [[beaker]] (or similar liquid-bearing containers - however, you cannot insert some such as drinking glasses) on it to insert it, then use the machine to pick chemicals. You can choose to remove unwanted chemicals (isolate removes all chemicals BUT the selected one). When you're done, eject the beaker from the menu. Can be figured to automatically dispense certain chems using [[#Chem Dispenser Groups: A Chemist's Best Friend|chem groups/bookmarks]].
 
|- id="Reagent Extractor"
! Reagent Extractor
| <center>[[File:ReagentExtractor2.png]]</center>
| Converts certain items (usually [[Foods and Drinks|food items]] or [[Guide to Botany#Available Crops|plants]] but not always) into chemical reagents that are stored into one of two internal tanks or an inserted container. The two internal chemical tanks hold 500 units of chemicals, helpful when you need to store a large amount of <s>[[Murder#SyringeGun|ammunition for biological warfare]]</s> automender refills.
 
|- id="Heating/Cooling Unit"
! Heating/Cooling Unit
| <center>[[File:ReagentHeater.png]]</center>
| Used to chill or heat containers. Use the menu to set a target temperature (Tip: click the number itself to punch in a number instead of clicking + and - over and over again.), and press ''Activate'' to start the heating/cooling process.
 
|- id="CheMaster 3000"
! CheMaster 3000
| <center>[[File:CheMaster.png]]</center>
| Used to turn chemicals into [[Pill|pills]], [[Medical Objects#Medical Patch|medical patches]], [[Medical Objects#Medicine Bottle|medicine bottles]], [[Foods and Drinks#Fancy Cola|canned drinks]], or [[Medical Objects#Ampoule|ampoules]], though it can also isolate or remove reagents from the inserted beaker. If you need more information, click the Analyze option next to the reagent name, and the CheMaster will give a brief description of what it is along with any non-secret recipes to make it. The Analyze option can also conduct blood tests if you lack other tools ([[Science Objects#Reagent Scanner|reagent scanner]], [[Medical Objects#Health Analyzer|upgraded health analyzer]]): draw blood and analyze it with the CheMaster in the pharmacy.
 
When creating pills, patches, or ampoules, you'll be prompted to choose how many units are in each one (multiple pill/patch options only), as well as the label (which will show up as "<what you wrote> pill/patch" or "ampoule(<what you wrote>)"). Pill bottles and patch boxes work slightly differently from other containers. To get a pill or patch, click on the bottle resp. box with an empty hand while it is in your other hand. Pill bottles can be emptied by clicking the bottle with the hand holding it, dumping all pills on the floor. Patch boxes have to be opened before you can manipulate the contents.
 
|- id="ChemiCompiler"
! ChemiCompiler
| <center>[[Image:ChemiCompilerStationary.png]] [[File:ChemiCompilerPortableV2-32x32.gif]]</center>
| A complicated chemistry device, which uses a programming language derived from [http://en.wikipedia.org/wiki/Brainfuck Brainfuck]. It features 5 registers, 1024 bytes of RAM and 10 reagent reservoirs - to add beakers, click on the ''r[number]'' slots. The machine generates a pill or vial if they are targeted and can send reagents out an ejection port. There exists a [[Syndicate Items#ChemiCompiler|handheld version used by the Syndicate]] that behaves identically but has only 6 reservoirs. For instructions on how to use it, see the [[ChemiCompiler|dedicated ChemiCompiler guide]].
 
|- id="Lab Counter"
! Lab Counter
| <center>[[Image:LabCounter.png]]</center>
| Surprisingly functional science storage! Has a whopping ''thirteen'' slots for your beakers, bottles, pills, syringes, tools, and other small- and tiny-size items in its table drawer. Click-drag its sprite onto yours or click on the counter with an empty hand to access them. You can sometimes find parts for them in [[Quartermaster#Furnishings Crate|Furnishings Crates from Cargo]].
 
|- id="Chemistry Glass Recycler"
! Chemistry Glass Recycler
| <center>[[Image:KitchenwareRecyclerNew.png]]</center>
| Put glass shards, glassware, and blocks of glass or similar materials (from a [[Making and Breaking#Reclaimers & Material Processors|reclaimer or material processor]]  into it to make other, bigger types of glassware. Boxes or containers of glassware can also be emptied into the recycler as well, saving time when recycling the boxes of small beakers into more useful large beakers. Unlike the [[Foods and Drinks#Kitchen Glass Recycler|kitchen version]], this has a much more limited variety of glassware. It can only produce the following:
*[[#Beaker|Beaker]]
*Bottle ([[Medical Objects#Medicine Bottle|30-unit version used for medicine]] and 50-unit version used for drinks)
*[[Foods and Drinks#Bowl|Bowl]]
*Flask (the Erlenmeyer flasks, not the drinkable ones)
*[[#Beaker|Large beaker]]
*[[Foods and Drinks#Pitcher|Pitcher]]
*[[Foods and Drinks#Shot Glass|Shot glass]]
*Vial
 
|- id="ValuChimp"
! ValuChimp
| <center>[[File:MonkeyVendingMachine.png]]</center>
| Dispenses [[monkey]]s, a valuable commodity for the modern scientist. This can be [[Hacking#Vending Machines and Fabricators|hacked]] to also offer 1 to 20 [[Guide to Botany#Banana|bananas]] and 1 to 2 [[Medical Objects#Vocal Translator|vocal translators]].
 
|- id="Chemical Request Console"
! Chemical Request Console
| <center>[[File:Chem_request_console.png]]</center>
| Displays requests for chemicals made from the corresponding terminals outside [[Research_Wing|research]], in the [[Cargo Bay]], and in [[Medbay]]. Incoming requests trigger an alert to all research PDAs, so you know to check the console to find the [[clown]]'s request for 400u of [[Chemicals#Space_Lube|space lube]]. You may find the [[General_Objects#Mail_Chute|mail chutes]] useful for delivery.
 
|- id="Chemical Barrel"
! Chemical Barrel
| <center>[[File:ChemicalBarrelRedClosed.png]] [[File:ChemicalBarrelRedOpen.png]]<br>[[File:ChemicalBarrelYellowClosed.png]] [[File:ChemicalBarrelYellowOpen.png]]<br>[[File:ChemicalBarrelBlueClosed.png]] [[File:ChemicalBarrelBlueOpen.png]]</center>
| Stores up to 4000u of [[chemicals]] and functions like a [[General Objects#Tank|tank]]. Comes in three varieties, red, yellow, and blue, all of which can be made at a [[Making and Breaking#Science Fabricator|science fabricator]].
* To fill it, you can use click-drag to transfer chems from one container to the barrel.
* To drain it, click on it with a [[#Beaker|beaker]] (or similar container) to fill it up with the barrel's contents.
* You can click on it with a [[General Objects#Pen|pen]] (or similar writing utensil) to label it.
* You can use a [[Engineering Objects#Wrench|wrench]] to open/close the cap. You can still get chems from it when it's closed, but closing the cap means that any reactions that require an open container (e.g. [[Chemicals#Smoke Powder|smoke powder]], [[Chemicals#Aerosol Propellant|aerosol propellant]]) will fizzle out if they occur in the barrel.
 
|- id="Dispensary Supply Chute"
! Dispensary Supply Chute
| <center>[[Image:DispensarySupplyChute.gif]]</center>
| A special computer/chute combo that connects directly to the [[Medbay|medbay]]. By having a chemist place in suitable [[Medical_Doctor#Medicine|medicines]] into the chute, the items are transported through [[Quick_guide_to_station_systems#Transport_and_delivery|mail pipes]] to the [[medbay]], where [[Medical doctor|medical doctors]] can pull out and use the products. The monitor can be used to see view the current supply of the Interlink.
|}
 
===Tools & Equipment===
 
{| class="wikitable sortable"
! Name
! class="unsortable" | Image
! class="unsortable" | Description
 
|- id="Beaker"
! Beaker
| <center>[[Image:LargeBeakerV3.png]] [[Image:BeakerV3.png]]</center>
| Holds chemicals. Standard ones hold 50 units, large ones 100 units. You can make more at a [[Foods and Drinks#Kitchen Glass Recycler|kitchen]] or [[#Chemistry Glass Recycler|chemistry glass recycler]] and find them in beaker boxes; you can order more beaker boxes from Cargo through both [[Quartermaster#Chemistry Resupply Crate|general Chemistry Resupply Crates]] and [[Quartermaster#Chemistry Precursors Resupply Crate|precursor Chemistry Resupply Crates]]. Has quite a few interactions:
*Click on another beaker or similar while the beaker is in your hand to transfer up to 10 units of chems into it.
*Click-drag its sprite into another beaker or similar (neither have to be in your hand) to transfer as many reagents as possible into the receiving beaker.
*Click on a person or mob with the beaker in your active hand to pour its contents onto them, applying the chems' TOUCH effects.
*Click on a floor tile with the beaker in your active hand to pour it onto the floor. This'll apply any special on_turf effects, e.g. [[Chemistry#Carbon Tetrachloride|CCl4]] puts out any fires on the tile, [[Chemistry#Cheese|cheese]] can make a wedge of cheese if there's enough, [[Chemistry#Oil|oil]] makes an oil spill. If you pour enough chems, it'll create a fluid puddle.
*Click on the beaker while it's in your hand to loosen or tighten your grip on it. If you have it on loose grip, you'll pour all the chems inside on the mob/tile; if you have it in a tight grip, you'll only pour 10 units from it.
*If your beaker is empty, clicking on a fluid puddle transfers some of the reagents into it. If it's filled, does the reverse: pours the reagents into the puddle. 
*Click on a mess decal, such as blood stain, fungus growth, or oil stain, to collect its associated reagents. You can generally only do this once per pile.
'''Note:''' Generally, the exact contents of beakers and other reagent containers can't be examined directly. A pair of [[#Spectroscopic Scanner Goggles|spectroscopic goggles]] or a [[#Reagent Scanner|reagent scanner]] (PDA or separate) are recommended.
 
|- id="Condenser"
! Condenser
| <center>[[File:Condenser empty.png]]</center>
| Holds 100u of reagents like a beaker, but also:
*Can be attached by click dragging to up to 4 other pieces of glassware (beakers, barrels or even other condensers)
*Any reaction that takes place in the condenser will output into the connected glassware if there's room or backfill into the condenser if not.
*Allows you to separate products from reactants during an ongoing reaction, and can be used to automatically continue reaction chains.
 
|- id="Fractional Condenser"
! Fractional Condenser
| <center>[[File:FractionalCondenserBase.png]]</center>
| Similar to a [[#Condenser|condenser]], but it has color-coded ports that allow you to isolate different products, instead of simply separating products from reactants. Can be made at a [[Making and Breaking#Science Fabricator|Science Fabricator]].
 
|- id="Beaker Lid"
! Beaker Lid
| <center>[[File:Beaker lid large.png]] [[File:Large beaker with lidV2.png]]</center>
| Can be applied to a beaker to seal it, making it act as a closed container for the purposes of reactions. This can be very useful if, for example, you don't enjoy breathing [[Chemicals#Cyanide|Cyanide]].
 
|- id="Bunsen Burner"
! Bunsen Burner
| <center>[[File:Bunsen low.png]] [[File:Bunsen medium.png]] [[File:Bunsen high.png]]</center>
| One item of glassware can be placed on it at a time to heat the reagents inside.
*Clicking on it with an empty hand will open the context menu, allowing you to choose the flame level: Low (Heats to 400K, 45K per tick), Medium (Heats to 700K, 50K per tick) and High (Heats to 900K, 65K per tick)
*This is much less precise than the [[Chemistry#Heating/Cooling Unit|Heating/Cooling Unit]], but allows for heating containers while they are still placed in the world and can be connected to other glassware.
 
|- id="Reagent Scanner"
! Reagent Scanner
| <center>[[Image:ReagentScannerV2-32x32.png]] [[Image:ScientistPDAV2.png]]  [[Image:ResearchDirectorPDAV2.png]]</center>
| Assesses chemical composition of many things. Click on a person, container, fluid puddle or other object with this, and it'll list the chemicals inside it. Only the hand-held version has a memory function (click on it or examine to see the results of the previous scan), but it is otherwise identical to the PDA program.
 
|- id="Spectroscopic Scanner Goggles"
! Spectroscopic Scanner Goggles
| <center>[[File:SpectroscopicScannerGogglesV2-32x32.png]]</center>
| Assesses chemical composition of containers. Examine a beaker or other reagent container with these on to assess the exact composition and quantity of chemicals inside. Without these, you'll only see a rough estimate and description. These goggles are also available from the [[Quartermaster#Chemistry Resupply Crate|cargo bay]].
 
|- id="Syringe"
! Syringe
| <center>[[File:SyringeV2.png]]</center>
| Transfers chemicals. Click on the syringe while it's in your hand to set to ''inject'' or ''draw'', and click on someone/something to transfer 5 units of chemicals at a time. Drawing from a person will take a blood sample. Neither are instant, unless the recipient is yourself. Total capacity is 15 units.
 
|- id="Dropper"
! Dropper
| <center>[[File:DropperV3-32x32.png]]</center>
| Transfers chemicals. Click on a beaker or other container to load it with reagents, click on another container to squeeze the reagents in. You can also drop it on a person to drip reagents onto them. Holds up to 5 units, and drops all of it at once onto its target. Dropping takes about half as much time as injecting with a syringe.
 
|- id="Mechanical Dropper"
! Mechanical Dropper
| <center>[[Image:MechanicalDropper.png]]</center>
| More precise [[#Dropper|dropper]]. Allows you to transfer reagents (up to 10 units) in increments of 0.1 units. Click on it in-hand to adjust how much is transferred and whether the dropper is in ''dropping'' or ''drawing'' mode. Otherwise used just like the [[#Dropper|dropper]].
|}
 
==Ok so how do I make napalm?==
===Safety First===
Hold your horses, pyromaniacs. First things first, we need to discuss some important... *groan* safety tips:
 
* '''Mix potentially-explosive chemicals in the [[Test Chamber]].''' The [[Test Chamber]] is a chamber with reinforced walls and floors, built to withstand small explosions during mixing and testing Thus, it can take much more damage during chemical accidents than the chemistry lab. Keeping other scientists and the mixing lab out of the collateral damage is one less reason for them to <s>murder you</s> leave you to fry from your own fireball for potentially ruining their round. And if you can't mix the explosive stuff in another room, at the very least warn your colleagues before you do it.
* '''Always wear your standard-issue gas mask and a biosuit + bio hood from the closets.''' This can't be stressed enough; some chemicals are accompanied with a "The solution generates a strong vapor!" message upon successful mixing, giving everyone adjacent to the tile a big whiff of the chemical that was just mixed on it. The full gas mask/biosuit set immunizes you to this and most chemical smokes and TOUCH reactions, protecting you from your colleagues' shenanigans as well as your own. There is no reason not to do this unless you're trying to choke on your own poisons.
* '''Don't mix random chemicals''' Similar to real life, if you aren't careful, you might cause a fire, explosion, implosion, and/or flash or catch a whiff of some toxic fumes. This is why it's important to have a gas mask and a biosuit + bio hood if you don't know what you're doing. 
* '''Pay attention to what other scientists are doing and don't get in their way.''' For example, if someone places a beaker into a reagent heater and runs away from it, he's probably anticipating a fireball or smoke of some degree and it's wise not to go look at, lest you get a face-full of it.
* '''Make liberal use of stabilizing agent.''' If you see a recipe that mentions stabilizing agent, always use it when mixing the recipe in question so it doesn't literally blow up in your face. It's a good practice to do this for recipes you're unfamiliar with. Be wary, however, that stabilizing agent doesn't work with everything - these cases should be mixed in the aforementioned test chamber.
* '''Test harmful or unknown chemicals on monkeys, NOT other people.''' This is why you have the ValuChimp. Monkeys are NPCs with damage counters just like that of a human's, so they'll provide an accurate representation of what would happen if you use that chemical mix on a human. This is doubly important if you're a round antagonist, as you will need to make sure your deathchems actually cause death instead of just provoking your target into toolboxing you.
* '''Test dangerous mixes in the [[Test Chamber]] or off-station.''' If you want test say, a [[Bombs#Beaker bomb|beaker bomb]], and it's supposed to make things explode, poison people, or otherwise harm things, try them in [[Test Chamber]] or some place away from the station, so other people aren't effected. Be sure to warn people ahead of time, so they can exit the area in time. Popular off-station locales include the [[Mining Outpost]], the Space/Sea Diner, the [[Debris Field]], the [[Trench]], and the [[Mining Level]].
 
Got all that? Good. Now we can get started with making napalm.
 
===Discount Dan's Quik-Tips for Getting Acquainted with Chemistry===
 
So, turns out [[Chemicals#Napalm Goo|making napalm]] isn't terribly complex at all. But there's more to chemistry than just making napalm--so much more! It's almost overwhelming. Where does an aspiring chemist start?
 
* '''Learn the most-commonly used compounds and healing chems.'''
** '''[[Chemicals#Basic compounds|Basic compounds]]''' - Know each one by heart, for they are at the heart of many recipes. Luckily, there aren't many to learn.
** '''[[Chemicals#Medical Chems|Medical chems]]''' - Learn how to make and use healing chems, and you'll live longer--and enjoy more of the round! You can even help others too. Plus, when you start to learn harmful recipes, you'll be able to heal yourself when you fuck up. Some particularly useful ones to learn are [[Chemicals#Styptic Powder|styptic powder]] & [[Chemicals#Silver Sulfadiazine|silver sulfadiazine]], which heal up some of the most common injuries.
** Don't forget, there's a [[#Getting Your Toes Wet|more detailed introduction/walkthrough]] to the wonderful world of chemistry below!
* '''Understand the patterns behind the recipes.'''
**The recipes for chems from real-life generally follow a comfortably simplified version of the actual process; for example, [[Chemicals#Methamphetamine|methamphetamine]] is based on the [https://en.wikipedia.org/wiki/History_and_culture_of_substituted_amphetamines#Illegal_synthesis Nagai route], while [[Chemicals#Sulfuric Acid|sulfuric acid]] is just the elements that make up the molecule.
**The ones for entirely fictional chems tend be somewhat arbitrary, but for some, there's some simple logic linking them, e.g. [[Chemicals#Glitter|glitter]] needs shiny stuff and a paper base for it, while [[Chemicals#Flaptonium|flaptonium]] involves bird-related things. Even some of said arbitrary ones often use plasma for that "magical sci-fi chemical that can do anything".
**This holds particularly true for the [[Chemicals#SECRET CHEMS|secret chems]]:
***For ones that are based on real life, such as [[Chemicals#Chlorine Azide Hint|chlorine azide]], study the general process and try to replicate it in SS13 with "equivalents"; for most, you usually don't have to go further than a Wikipedia page.
***For fictional chems, such as [[Chemicals#Mutini Hint|mutini]], think about which chems can best replicate their effects. Some, like [[Chemicals#Crabby Party Secret Formula Hint|Crabby Party Secret Formula]], are just jokes, where the hint is the punchline linking the ingredients together. 
***If you get stuck, don't be afraid to ask for hints. In fact, there's even a [[Spacebux#Purchasable Items|Spacebux item]] called a "Chem Hint Scroll" that provides a clue for a random ingredient for a random chem.
* '''Look beyond the chem dispenser!'''
**The [[Botanist]]s can mass-produce certain chems through [[Guide to Botany|the power of botany]], significantly easing your workload. There are even a few chems that only obtained from certain plants. Don't be afraid to ask them to grow a few things.
**You can insert certain items into the Reagent Extractor, usually food and plant products, to get certain chems; many chems can only be obtained this way. Learn it and love it; neither are too hard to do. You'll use it a lot in your chemistry career; just look at all the places in the tables below that go "Extract from...".
**Discount Dan's products from red snack machines contain a true smorgasbord of chemicals. You might surprised (and maybe a little queasy) at what's in those [[Foods and Drinks#Discount Dan's Quik-Noodles|noodle cups]]!
**There are many "designer drug" pills scattered in random places on the station/ship and elsewhere, often in pill bottles named in-game as "pill bottle (????)". Who knows what magical toxic treasures they contain!?
*'''Use Chem Dispenser Groups!''' Chemical groups make the chem dispenser automatically dispense certain chems, so you can spend less time on the aspect on chemistry that's usually pretty boring, staring at dispenser, and more time having fun actually testing/using the chems. They're also great for mass-producing certain compounds. Check out the [[#Chem Dispenser Groups: A Chemist's Best Friend|following section]] on how to use them.
 
===Chem Dispenser Groups: A Chemist's Best Friend===
{{wip}}
You can also make pre-set chemical groups, sometimes called bookmarks, through the Group button, so that the [[#Chem Dispenser|chem dispenser]] dispenses certain reagents automatically when you click one of the Group buttons. Groups streamline the production process quite significantly, especially for basic compounds. Even for simple recipes like [[Chemicals#Potassium Iodide|potassium iodide]], pressing just one button takes much less time than hunting and pressing for two of them, and you have a lot of control over amount created.
 
To make a chem group, put name of the reagent you want to dispense, an equal sign, the amount you want to dispense, and a name. Make sure that your chemical group has a name or else you'll lose your hard work when you try to add it. Separate reagents by semicolons. Here's an example reagent group for [[Chemicals#Salt|salt]]:
 
water=1;chlorine=1;sodium=1
 
Notice: no spaces needed, no semi-colon at the end necessary. The chems listed are added at all once at the same time, but there's still recipe priority; for something like that like [[Chemicals#Luminol|luminol]], you'll want to put the nitrogen and hydrogen towards the end, so you don't make [[Chemicals#Ammonia|ammonia]]. For fairly obvious reasons, you can't do things like sulfuric_acid=1; the chem dispenser simply doesn't dispense such reagents, just their ingredients. You must do hydrogen=1;oxygen=1;sulfur=1 instead.
 
You can insert your ID card into the dispenser to "save" it to your ID, any new groups made while your ID is inserted can only be used if your ID is in a dispenser. Good for keeping secret chemicals secret or just avoiding the hassle of adding new groups every time you have to use a new dispenser.
 
==Getting Your Toes Wet==
 
Need a bit more direction before heading off into the dangerous world of chemistry? This section describes a few specific commonly used and requested chems in ascending order of difficulty.
 
===Acid (Not the Fun Kind)===
 
Acids happen to simultaneously have some of the simplest recipes, the most obvious harmful effects, and somewhat high usage. You'll be particularly using your good friend Sulfuric Acid for a couple of recipes.
 
{| class="wikitable sortable"
! Chemical Name
! class="unsortable" | Recipe
! class="unsortable" | Effects
 
|- id="Sulfuric Acid"
! [[Chemicals#Sulfuric_Acid|Sulfuric Acid]]
| (1) Sulfur + (1) Water + (1) Oxygen & Time -> (2) Sulfuric Acid
| Deals decent damage scaling with quantity. doesn't melt items. Used in some other chems' recipes!
 
|- id="Fluorosulfuric Acid"
! [[Chemicals#Fluorosulfuric_Acid|Fluorosulfuric Acid]]
| (1) [[Chemicals#Sulfuric_Acid|Sulfuric Acid]] (1) Fluorine + (1) Hydrogen + (1) Potassium @ 374 K -> (3) Fluorosulfuric Acid
| Deals even more damage, again scaling with quantity. Always melts items upon application, and melts headgear if 9 or more units are splashed on a person.
|}
 
Since Sulfuric Acid is made entirely of chemicals in the chem dispenser, you only need to put a beaker in and hit each of those chemicals once. Simple! Once you have some sulfuric acid, you can add the fluorine, hydrogen, and potassium - again, all found in the dispenser - but then you will need to heat up the beaker. Put it in the Heating/Cooling unit and set the temperature really high - just setting it to the required temperature of 374K is slow and won't cut it compared to setting it to the maximum temperature and just removing it once it reacts. And once it does react - congratulations, you have a beaker of face-melting, day-ruining acid!
 
===Getting Medbay to Love You===
 
If you have a more pacifistic slant, you can make most of the medicines which medbay enjoys using. Two of the most commonly used medical chems are the following; they're fortunately pretty simple.
 
{| class="wikitable sortable"
! Chemical Name
! class="unsortable" | Recipe
! class="unsortable" | Effects
 
|- id="Styptic Powder"
! [[Chemicals#Styptic_Powder|Styptic Powder]]
| (1) Aluminium + (1) Oxygen + (1) Hydrogen + (1) [[Chemicals#Sulfuric_Acid|Sulfuric Acid]] -> (4) Styptic Powder
| Slows down bleeding and heals {{BRUTE}} damage. Only apply topically, such as with patches - ingestion in pill or drink form poisons the patient!
 
|- id="Silver Sulfadiazine"
! [[Chemicals#Silver_Sulfadiazine|Silver Sulfadiazine]]
| (1) [[Chemicals#Ammonia|Ammonia]] + (1) Silver + (1) Sulfur + (1) Oxygen + (1) Chlorine -> (5) Silver Sulfadiazine
| Heals {{BURN}} damage. Just like styptic powder, apply it topically or it will poison whoever ingests it!
|}
 
Similarly to Fluorosulfuric Acid above, to make styptic powder, you first need to brew up some sulfuric acid and add some other chemicals from the dispenser. Unlike the acid, it doesn't require any heating, making it quick and easy. Silver sulfadiazine is a bit more involved because it uses Ammonia, which has the following recipe:
 
{| class="wikitable sortable"
! Chemical Name
! class="unsortable" | Recipe
! class="unsortable" | Effects
 
|- id="Ammonia"
! [[Chemicals#Ammonia|Ammonia]]
| (3) Hydrogen + (1) Nitrogen -> (3) Ammonia
| Doesn't actually do much on its own besides help the [[Botanist|Botanists']] plants - it does get used in a lot of recipes, though!
|}
 
This is an example of a chemical with a non-balanced recipe; pay careful attention to the ratios, or you may end up with leftover unwanted reagents! You'll also likely need to remove some of the resulting ammonia from the beaker to fit in silver sulfadiazine; you can't fit 30 each of ammonia, silver, sulfur, oxygen, and chlorine in a typical 100u beaker, much less a 50u one.
 
Those two chemicals alone can make medbay pretty happy when supplies run low. They can also be used by yourself if you don't trust doctors to patch you up, such as when you're an [[Antagonist|antagonist]] on the run from the law, or in the middle of a busy fight such as with [[Nuclear Operative]]s.
 
There are a couple of medical chems that medbay either doesn't start with or has a very low starting supply of, so making them will make the doctors there extra happy. See the following.
 
{| class="wikitable sortable"
! Chemical Name
! class="unsortable" | Recipe
! class="unsortable" | Effects
 
|- id="Perfluorodecalin"
! [[Chemicals#Perfluorodecalin|Perfluorodecalin]]
| (1) Hydrogen + (1) Fluorine + (1) [[Chemicals#Salicylic Acid|Salicylic Acid]] @ 374 K -> (2) Perfluorodecalin
| Heals {{OXY}} by a LOT and both raises and caps the breathloss amount - meaning you will only be able to talk in whispers while it's in you.
 
|- id="Cryoxadone"
! [[Chemicals#Cryoxadone|Cryoxadone]]
| (1) [[Chemicals#Cryostylane|Cryostylane]] + (1) Plasma + (1) [[Chemicals#Acetone|Acetone]] + (1) [[Chemicals#Unstable Mutagen|Unstable Mutagen]] -> (3) Cryoxadone
| Does a bit of everything, as long as your body temperature is below 210K; heals {{BRUTE}}, {{BURN}}, {{TOX}}, and {{OXY}} by significant amounts. Warms you up if it heals you.
|}
 
Perfluorodecalin and Cryoxadone require a few other yet-unexplained chemicals, laid out below.


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


'''ChemMaster 3000''': Used to turn chemicals into [[Pill|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.
|- id="Oil"
! [[Chemicals#Oil|Oil]]
| (1) Carbon + (1) Hydrogen + (1) [[Chemicals#Welding_Fuel|Welding Fuel]] -> (3) Oil
| A bit of a jack of all trades - if heated up enough it makes a fireball which both burns and produces [[Chemicals#Ash|ash]], if applied to a floor it makes it slippery, if splashed on a borg it speeds it up, and it gets used in a lot of recipes! Wow!


'''ValuChimp''': Dispenses [[monkey]]s, a valuable commodity for the modern scienist.
|- id="Cryostylane"
! [[Chemicals#Cryostylane|Cryostylane]]
| (1) Water + (1) Plasma + (1) Nitrogen -> (3) Cryostylane
| When ingested or splashed on someone, it freezes them in an ice cube. It can also be used on floors to make them slippery, and if you add some oxygen to a beaker with cryostylane, both will be gradually consumed to cool down the beaker's contents.


== Ok so how do I make napalm? ==
|- id="Acetone"
! [[Chemicals#Acetone|Acetone]]
| (1) [[Chemicals#Oil|Oil]] + (1) [[Chemicals#Welding_Fuel|Welding Fuel]] + (1) Oxygen -> (3) Acetone
| Fairly poisonous when ingested, and is used in several other recipes.


A lot of recipes are very similar to their real-world counterparts. There are also many sci-fi concoctions to discover and experiment with. And, if all else fails, add plasma, since it'll usually make ''something'' happen.
|- id="Unstable Mutagen"
! [[Chemicals#Unstable Mutagen|Unstable Mutagen]]
| (1) Radium + (1) Plasma + (1) Chlorine -> (3) Unstable Mutagen
| Mutates and does radiation damage by the truckload to whoever ingests it. Handle with care!


<center>
|- id="Phenol"
{| border="2" cellpadding=5
! [[Chemicals#Phenol|Phenol]]
! style="background:red" | Do not post secret / dangerous chem recipes at all
| (1) [[Chemicals#Oil|Oil]] + (1) Chlorine + (1) Water -> (3) Phenol 
| Does nothing by itself, but is used to make a few other medical chems.
 
|- id="Salicylic Acid"
! [[Chemicals#Salicylic Acid|Salicylic Acid]]
| (1) Sodium + (1) [[Chemicals#Phenol|Phenol]] + (1) Carbon + (1) Oxygen + (1) [[#Sulfuric Acid|Sulfuric Acid]] -> (5) Salicylic Acid
| Also known as painkiller or analgesic. Cools you down if you're too hot, sometimes heals some {{BRUTE}}, and negates some of the slowed movement associated with being injured.
|}
|}
</center>


What follows is adapted from a [http://forum.ss13.co/viewtopic.php?f=5&t=2103 forum post] by Dr Cogwerks.
To make the oil, you'll need to get some welding fuel - chemistry usually either has a fuel tank in a storage room nearby, which you can hit with a beaker to fill it, or chemistry will have some small, handheld red welding fuel tanks in a crate in the chemistry room. Whichever way you get it, make sure to watch how much of each reagent you have in your beakers - managing chemical amounts is a big part of chemistry!
 
Perfluorodecalin needs salicyclic acid, which needs sulfuric acid and phenol, which in turn needs oil. Balancing outputs is a little tricky due to sulfuric acid's unusual ratio, but it can be dealt with by using smart math or simply doling out ideal amounts with a [[#Mechanical Dropper|mechanical dropper]], and perfluorodecalin's excellent {{OXY}} healing makes it all worth the trouble.
 
Meanwhile, cryoxadone requires three other recipes - the simple cryostylane, the slightly more time consuming acetone, and unstable mutagen. This recipe will be your greatest challenge in balancing beaker amounts - either you'll need to waste some of the components or move them around other beakers. With practice you'll figure out your best way of doing things - and cryoxadone is a very worthwhile chemical to practice making!


=== Preliminary information that u need 2 know!! ===
A small usage note with cryoxadone - since you need to be quite cold for it to work, it's usually best to make pills of a mixture of cryoxadone and cryostylane. This pills, commonly referred to as "chill pills", freeze the patient upon ingestion, allowing the cryoxadone to do its stuff as well as provide a defensive layer.


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.
===Boom Bada Bing: A Few Explosives===


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.  
Explosives are one of the best-known and most visible products of a chemistry lab. That being said, '''be careful with these if you are not an antagonist.''' Use the test chamber liberally when you are new, and use it even more when you're experienced and trying out new and unusual explosive mixes. Warnings considered, try out these two basic explosives.


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 ===
{| class="wikitable sortable"
! Chemical Name
! class="unsortable" | Recipe
! class="unsortable" | Effects


{| class="wikitable"
|- id="Flash Powder"
! Recipe Name !! Recipe !! Effects
! [[Chemicals#Flash Powder|Flash Powder]]
|-
| (1) Aluminium + (1) Potassium + (1) Sulfur + (1) Chlorine (+ (1) [[Chemicals#Stabilizing Agent|Stabilizing Agent]]) -> (5) Flash Powder
| Salt || Water + Chlorine + Sodium || Table salt
| '''MAKE SURE TO INCLUDE STABILISING AGENT BEFORE PUTTING ALL FOUR CHEMS IN ONE BEAKER.''' Flashbangs the nearby area upon activation, causing stuns and eye damage.
|-
 
| Phenol || Oil + Water + Chlorine || Used for certain medical recipes
|- id="Magnesium Explosion"
|-
! [[Chemicals#Magnesium Explosion|Magnesium Explosion]]
| Diethalymine || Ammonia + Ethanol * Heat || Used for certain medical recipes and as fertilizer
| (1) Magnesium + (1) Copper + (1) Oxygen -> BOOM!
|-
| Unlike the other recipes, this one actually doesn't create a chem - only a reaction. This also means it's dangerous to mix - it can hurt you and the chemical dispenser you're making it in!
| Acetone || Oil + Welding Fuel + Oxygen || Common ingredient in other recipes
|-
|}
|}


=== Medical Chems ===
The first one, Flash Powder, has a common trait of several explosives - if you have enough stabilizing agent in the beaker before you finish the mix, instead of immediately detonating, you will get a chemical which will detonate once heated enough. In flash powder's case, it explodes at 374 degrees Kelvin. If you are a crime-doing antagonist, you can leave a beaker lying around and put a welding tool underneath the beaker to create a sort of timebomb.
{| class="wikitable"
! Reagent !! Recipe !! Depletion Rate !! 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 ===


{| class="wikitable"
 
! Reagent !! Depletion Rate !! Penetrates skin? !! Per life cycle  !! Application effects !! Notes
{| class="wikitable sortable"
|-
! Chemical Name
|  Chlorine ||  0.4 ||  Yes ||  +1 BURN || NA || Base element
! class="unsortable" | Recipe
|-
! class="unsortable" | Effects
|  Fluorine ||  0.4 ||  Yes ||  +1 BURN, +1 TOX || NA || Base element
 
|-
|- id="Stabilizing Agent"
|  Mercury ||  0.4 ||  Yes ||  Causes drooling and weird movement || NA || Base element, probably oughta do tox or brain damage 
! [[Chemicals#Stabilizing Agent|Stabilizing Agent]]
|-
| (1) Iron + (1) Hydrogen + (1) Oxygen -> (2) Stabilizing Agent
|  Lithium ||  0.4 ||  No ||  Drooling and weird movement || NA || Base element. Same effects as mercury? idk why
| Prevents some - but not all! - explosives from detonating upon synthesis. Make sure you have enough for how much explosive you're making!
|-
|  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 ===
It has a slightly odd ratio, so be careful when mixing it all together!
Todo
=== Acids ===
Todo
=== Medical Poisons ===
Todo
=== Miscellanea ===
Todo
=== Drugs ===
Todo
=== Pyrotechnic Chems ===


== These chemical words are big and hurt my brain. ==
The other explosive above cannot be stabilized, and can thus never be found in a heatable chemical form. It's a bit simpler to put together, but the challenge comes to finding some way to mix it far away from yourself - else you'll get the brunt of your own explosive! Get creative, and you will become a master of chemistry in no time.
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 ===
==All the Chemicals==
* [http://chemistry.about.com/od/nomenclature/a/nomenclature-ionic-compounds.htm Nomenclature Ionic Compounds (Compound Naming Rules)]
* [http://en.wikipedia.org/wiki/Chemical_nomenclature Wikipedia's Chemical Nomenclature Article - Autist Edition]


=== Discount Dan's Quik-Tips ===
Once you're ready to cannonball into the deep end - or are trying to find out the recipe of one specific chemical - your next stop is [[Chemicals]]. The sheer size of the page may be intimidating, but if you keep in mind the procedures above, you can tackle any of the regular chems - and potentially start on your journey to figuring out [[Chemicals#SECRET_CHEMS|secret chems!]]
* '''Don't fucking expect anything.''' Just because the Pharmacopia or an external article on a chemical says to wait for reaction, the game doesn't owe you shit. Continue along as if the chemical did react and if that doesn't work, you're doing it wrong.
 
* '''Don't fucking over-think.''' Gunpowder isn't a hard recipe. What makes it hard for people is that they read that they need saltpeter (potassium nitrate) and consequently go on an epic quest to find the root of the gunpowder god's power.
==Chemical Warfare==
* '''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.
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!
* '''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 <s>griefer</s> genius is to learn the NAME of a chemical first and THEN try to reverse engineer its synthesis.
 
Simply put, any and every method of applying chemicals to people is now a weapon. Spray bottles and emagged hyposprays are quick, quiet and painless (for you) chem application tools. Beakers and [[Construction#Beaker_assembly|beaker assemblies]] make cheap-yet-fantastic gas bombs. The traitor-granted [[Syndicate_Items#Chem Grenade Starter Pouch|chemistry grenade pouch]] allows you to construct devastating chemical bombs. [[Construction#Flamethrower|Flamethrowers]] are even more horrible; they convert chemicals into a spray that lets all included reagents penetrate skin (up to a little over five injected per shot), ignore biosuits/internals/gas masks ''and'' can hit multiple targets at once if aimed carefully, '''and''' the flamethrower can activate most heat-reactant chems in the spray by turning its igniter on.
 
Of course, you're far from invincible, so stocking up on beneficial chems to use for yourself is highly recommended - throwing poison and fire all over the place will have an angry mob out for your blood rather quickly, you know! Once you learn how to jump over this hurdle, the only limit to the destruction you can cause (other than BYOND, of course) is your imagination.


==Supplementary Video==
==Supplementary Video==
{{#widget:YouTube|id=pJ83kt4a2-A}}
<youtube>pJ83kt4a2-A</youtube>
 
<youtube>EEyUeCyXl1Q</youtube>


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

Latest revision as of 07:10, 5 April 2024

Looking for the list of chemicals with their recipes and effects? It has been moved to Chemicals.

This is where scientists go to brew up chemicals. Gets set on fire every other twice a round.

Chemistry
Location

Cogmap2Chemistry.png

Breeding ground for weapons of mass destruction and pizza-infused smoke clouds alike.

Access

Research Director, Scientist


Chemistry
Location

CogmapChemistry.png

Breeding ground for weapons of mass destruction and pepperoni-infused smoke clouds alike.

Access

Research Director, Scientist


Chemistry
Location

NadirChemistry.png

Breeding ground for weapons of mass destruction and cheese-infused smoke clouds alike.

Access

Research Director, Scientist


Chemistry
Location

ClarionChemistry.png

Breeding ground for weapons of mass destruction and spider-infused smoke clouds alike.

Access

Research Director, Scientist


Chemistry
Location

OshanChemistryV2.png

Breeding ground for weapons of mass destruction and Worcestershire-sauce-infused smoke clouds alike.

Access

Research Director, Scientist


Chemistry
Location

AtlasChemistry.png

Breeding ground for weapons of mass destruction and space-drugs-infused smoke clouds alike.

Access

Research Director, Scientist


Chemistry
Location

KondaruChemistry.png

Breeding ground for weapons of mass destruction and sparkles-infused smoke clouds alike.

Access

Research Director, Scientist, Medical Director, Medical Doctor, Roboticist, Geneticist, Head of Security, Security Officer, Detective, Janitor


Oh boy I can't wait to melt my eyebrows off!

Here's a quick look at the devices scattered across the room.

Machines & Storage

Name Image Description
Chem Dispenser
ChemDispenser.png
Dispenses a whole slew of chemicals. Use a beaker (or similar liquid-bearing containers - however, you cannot insert some such as drinking glasses) on it to insert it, then use the machine to pick chemicals. You can choose to remove unwanted chemicals (isolate removes all chemicals BUT the selected one). When you're done, eject the beaker from the menu. Can be figured to automatically dispense certain chems using chem groups/bookmarks.
Reagent Extractor
ReagentExtractor2.png
Converts certain items (usually food items or plants but not always) into chemical reagents that are stored into one of two internal tanks or an inserted container. The two internal chemical tanks hold 500 units of chemicals, helpful when you need to store a large amount of ammunition for biological warfare automender refills.
Heating/Cooling Unit
ReagentHeater.png
Used to chill or heat containers. Use the menu to set a target temperature (Tip: click the number itself to punch in a number instead of clicking + and - over and over again.), and press Activate to start the heating/cooling process.
CheMaster 3000
CheMaster.png
Used to turn chemicals into pills, medical patches, medicine bottles, canned drinks, or ampoules, though it can also isolate or remove reagents from the inserted beaker. If you need more information, click the Analyze option next to the reagent name, and the CheMaster will give a brief description of what it is along with any non-secret recipes to make it. The Analyze option can also conduct blood tests if you lack other tools (reagent scanner, upgraded health analyzer): draw blood and analyze it with the CheMaster in the pharmacy.

When creating pills, patches, or ampoules, you'll be prompted to choose how many units are in each one (multiple pill/patch options only), as well as the label (which will show up as "<what you wrote> pill/patch" or "ampoule(<what you wrote>)"). Pill bottles and patch boxes work slightly differently from other containers. To get a pill or patch, click on the bottle resp. box with an empty hand while it is in your other hand. Pill bottles can be emptied by clicking the bottle with the hand holding it, dumping all pills on the floor. Patch boxes have to be opened before you can manipulate the contents.

ChemiCompiler
ChemiCompilerStationary.png ChemiCompilerPortableV2-32x32.gif
A complicated chemistry device, which uses a programming language derived from Brainfuck. It features 5 registers, 1024 bytes of RAM and 10 reagent reservoirs - to add beakers, click on the r[number] slots. The machine generates a pill or vial if they are targeted and can send reagents out an ejection port. There exists a handheld version used by the Syndicate that behaves identically but has only 6 reservoirs. For instructions on how to use it, see the dedicated ChemiCompiler guide.
Lab Counter
LabCounter.png
Surprisingly functional science storage! Has a whopping thirteen slots for your beakers, bottles, pills, syringes, tools, and other small- and tiny-size items in its table drawer. Click-drag its sprite onto yours or click on the counter with an empty hand to access them. You can sometimes find parts for them in Furnishings Crates from Cargo.
Chemistry Glass Recycler
KitchenwareRecyclerNew.png
Put glass shards, glassware, and blocks of glass or similar materials (from a reclaimer or material processor into it to make other, bigger types of glassware. Boxes or containers of glassware can also be emptied into the recycler as well, saving time when recycling the boxes of small beakers into more useful large beakers. Unlike the kitchen version, this has a much more limited variety of glassware. It can only produce the following:
ValuChimp
MonkeyVendingMachine.png
Dispenses monkeys, a valuable commodity for the modern scientist. This can be hacked to also offer 1 to 20 bananas and 1 to 2 vocal translators.
Chemical Request Console
Chem request console.png
Displays requests for chemicals made from the corresponding terminals outside research, in the Cargo Bay, and in Medbay. Incoming requests trigger an alert to all research PDAs, so you know to check the console to find the clown's request for 400u of space lube. You may find the mail chutes useful for delivery.
Chemical Barrel
ChemicalBarrelRedClosed.png ChemicalBarrelRedOpen.png
ChemicalBarrelYellowClosed.png ChemicalBarrelYellowOpen.png
ChemicalBarrelBlueClosed.png ChemicalBarrelBlueOpen.png
Stores up to 4000u of chemicals and functions like a tank. Comes in three varieties, red, yellow, and blue, all of which can be made at a science fabricator.
  • To fill it, you can use click-drag to transfer chems from one container to the barrel.
  • To drain it, click on it with a beaker (or similar container) to fill it up with the barrel's contents.
  • You can click on it with a pen (or similar writing utensil) to label it.
  • You can use a wrench to open/close the cap. You can still get chems from it when it's closed, but closing the cap means that any reactions that require an open container (e.g. smoke powder, aerosol propellant) will fizzle out if they occur in the barrel.
Dispensary Supply Chute
DispensarySupplyChute.gif
A special computer/chute combo that connects directly to the medbay. By having a chemist place in suitable medicines into the chute, the items are transported through mail pipes to the medbay, where medical doctors can pull out and use the products. The monitor can be used to see view the current supply of the Interlink.

Tools & Equipment

Name Image Description
Beaker
LargeBeakerV3.png BeakerV3.png
Holds chemicals. Standard ones hold 50 units, large ones 100 units. You can make more at a kitchen or chemistry glass recycler and find them in beaker boxes; you can order more beaker boxes from Cargo through both general Chemistry Resupply Crates and precursor Chemistry Resupply Crates. Has quite a few interactions:
  • Click on another beaker or similar while the beaker is in your hand to transfer up to 10 units of chems into it.
  • Click-drag its sprite into another beaker or similar (neither have to be in your hand) to transfer as many reagents as possible into the receiving beaker.
  • Click on a person or mob with the beaker in your active hand to pour its contents onto them, applying the chems' TOUCH effects.
  • Click on a floor tile with the beaker in your active hand to pour it onto the floor. This'll apply any special on_turf effects, e.g. CCl4 puts out any fires on the tile, cheese can make a wedge of cheese if there's enough, oil makes an oil spill. If you pour enough chems, it'll create a fluid puddle.
  • Click on the beaker while it's in your hand to loosen or tighten your grip on it. If you have it on loose grip, you'll pour all the chems inside on the mob/tile; if you have it in a tight grip, you'll only pour 10 units from it.
  • If your beaker is empty, clicking on a fluid puddle transfers some of the reagents into it. If it's filled, does the reverse: pours the reagents into the puddle.
  • Click on a mess decal, such as blood stain, fungus growth, or oil stain, to collect its associated reagents. You can generally only do this once per pile.

Note: Generally, the exact contents of beakers and other reagent containers can't be examined directly. A pair of spectroscopic goggles or a reagent scanner (PDA or separate) are recommended.

Condenser
Condenser empty.png
Holds 100u of reagents like a beaker, but also:
  • Can be attached by click dragging to up to 4 other pieces of glassware (beakers, barrels or even other condensers)
  • Any reaction that takes place in the condenser will output into the connected glassware if there's room or backfill into the condenser if not.
  • Allows you to separate products from reactants during an ongoing reaction, and can be used to automatically continue reaction chains.
Fractional Condenser
FractionalCondenserBase.png
Similar to a condenser, but it has color-coded ports that allow you to isolate different products, instead of simply separating products from reactants. Can be made at a Science Fabricator.
Beaker Lid
Beaker lid large.png Large beaker with lidV2.png
Can be applied to a beaker to seal it, making it act as a closed container for the purposes of reactions. This can be very useful if, for example, you don't enjoy breathing Cyanide.
Bunsen Burner
Bunsen low.png Bunsen medium.png Bunsen high.png
One item of glassware can be placed on it at a time to heat the reagents inside.
  • Clicking on it with an empty hand will open the context menu, allowing you to choose the flame level: Low (Heats to 400K, 45K per tick), Medium (Heats to 700K, 50K per tick) and High (Heats to 900K, 65K per tick)
  • This is much less precise than the Heating/Cooling Unit, but allows for heating containers while they are still placed in the world and can be connected to other glassware.
Reagent Scanner
ReagentScannerV2-32x32.png ScientistPDAV2.png ResearchDirectorPDAV2.png
Assesses chemical composition of many things. Click on a person, container, fluid puddle or other object with this, and it'll list the chemicals inside it. Only the hand-held version has a memory function (click on it or examine to see the results of the previous scan), but it is otherwise identical to the PDA program.
Spectroscopic Scanner Goggles
SpectroscopicScannerGogglesV2-32x32.png
Assesses chemical composition of containers. Examine a beaker or other reagent container with these on to assess the exact composition and quantity of chemicals inside. Without these, you'll only see a rough estimate and description. These goggles are also available from the cargo bay.
Syringe
SyringeV2.png
Transfers chemicals. Click on the syringe while it's in your hand to set to inject or draw, and click on someone/something to transfer 5 units of chemicals at a time. Drawing from a person will take a blood sample. Neither are instant, unless the recipient is yourself. Total capacity is 15 units.
Dropper
DropperV3-32x32.png
Transfers chemicals. Click on a beaker or other container to load it with reagents, click on another container to squeeze the reagents in. You can also drop it on a person to drip reagents onto them. Holds up to 5 units, and drops all of it at once onto its target. Dropping takes about half as much time as injecting with a syringe.
Mechanical Dropper
MechanicalDropper.png
More precise dropper. Allows you to transfer reagents (up to 10 units) in increments of 0.1 units. Click on it in-hand to adjust how much is transferred and whether the dropper is in dropping or drawing mode. Otherwise used just like the dropper.

Ok so how do I make napalm?

Safety First

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

  • Mix potentially-explosive chemicals in the Test Chamber. The Test Chamber is a chamber with reinforced walls and floors, built to withstand small explosions during mixing and testing Thus, it can take much more damage during chemical accidents than the chemistry lab. Keeping other scientists and the mixing lab out of the collateral damage is one less reason for them to murder you leave you to fry from your own fireball for potentially ruining their round. And if you can't mix the explosive stuff in another room, at the very least warn your colleagues before you do it.
  • Always wear your standard-issue gas mask and a biosuit + bio hood from the closets. This can't be stressed enough; some chemicals are accompanied with a "The solution generates a strong vapor!" message upon successful mixing, giving everyone adjacent to the tile a big whiff of the chemical that was just mixed on it. The full gas mask/biosuit set immunizes you to this and most chemical smokes and TOUCH reactions, protecting you from your colleagues' shenanigans as well as your own. There is no reason not to do this unless you're trying to choke on your own poisons.
  • Don't mix random chemicals Similar to real life, if you aren't careful, you might cause a fire, explosion, implosion, and/or flash or catch a whiff of some toxic fumes. This is why it's important to have a gas mask and a biosuit + bio hood if you don't know what you're doing.
  • Pay attention to what other scientists are doing and don't get in their way. For example, if someone places a beaker into a reagent heater and runs away from it, he's probably anticipating a fireball or smoke of some degree and it's wise not to go look at, lest you get a face-full of it.
  • Make liberal use of stabilizing agent. If you see a recipe that mentions stabilizing agent, always use it when mixing the recipe in question so it doesn't literally blow up in your face. It's a good practice to do this for recipes you're unfamiliar with. Be wary, however, that stabilizing agent doesn't work with everything - these cases should be mixed in the aforementioned test chamber.
  • Test harmful or unknown chemicals on monkeys, NOT other people. This is why you have the ValuChimp. Monkeys are NPCs with damage counters just like that of a human's, so they'll provide an accurate representation of what would happen if you use that chemical mix on a human. This is doubly important if you're a round antagonist, as you will need to make sure your deathchems actually cause death instead of just provoking your target into toolboxing you.
  • Test dangerous mixes in the Test Chamber or off-station. If you want test say, a beaker bomb, and it's supposed to make things explode, poison people, or otherwise harm things, try them in Test Chamber or some place away from the station, so other people aren't effected. Be sure to warn people ahead of time, so they can exit the area in time. Popular off-station locales include the Mining Outpost, the Space/Sea Diner, the Debris Field, the Trench, and the Mining Level.

Got all that? Good. Now we can get started with making napalm.

Discount Dan's Quik-Tips for Getting Acquainted with Chemistry

So, turns out making napalm isn't terribly complex at all. But there's more to chemistry than just making napalm--so much more! It's almost overwhelming. Where does an aspiring chemist start?

  • Learn the most-commonly used compounds and healing chems.
    • Basic compounds - Know each one by heart, for they are at the heart of many recipes. Luckily, there aren't many to learn.
    • Medical chems - Learn how to make and use healing chems, and you'll live longer--and enjoy more of the round! You can even help others too. Plus, when you start to learn harmful recipes, you'll be able to heal yourself when you fuck up. Some particularly useful ones to learn are styptic powder & silver sulfadiazine, which heal up some of the most common injuries.
    • Don't forget, there's a more detailed introduction/walkthrough to the wonderful world of chemistry below!
  • Understand the patterns behind the recipes.
    • The recipes for chems from real-life generally follow a comfortably simplified version of the actual process; for example, methamphetamine is based on the Nagai route, while sulfuric acid is just the elements that make up the molecule.
    • The ones for entirely fictional chems tend be somewhat arbitrary, but for some, there's some simple logic linking them, e.g. glitter needs shiny stuff and a paper base for it, while flaptonium involves bird-related things. Even some of said arbitrary ones often use plasma for that "magical sci-fi chemical that can do anything".
    • This holds particularly true for the secret chems:
      • For ones that are based on real life, such as chlorine azide, study the general process and try to replicate it in SS13 with "equivalents"; for most, you usually don't have to go further than a Wikipedia page.
      • For fictional chems, such as mutini, think about which chems can best replicate their effects. Some, like Crabby Party Secret Formula, are just jokes, where the hint is the punchline linking the ingredients together.
      • If you get stuck, don't be afraid to ask for hints. In fact, there's even a Spacebux item called a "Chem Hint Scroll" that provides a clue for a random ingredient for a random chem.
  • Look beyond the chem dispenser!
    • The Botanists can mass-produce certain chems through the power of botany, significantly easing your workload. There are even a few chems that only obtained from certain plants. Don't be afraid to ask them to grow a few things.
    • You can insert certain items into the Reagent Extractor, usually food and plant products, to get certain chems; many chems can only be obtained this way. Learn it and love it; neither are too hard to do. You'll use it a lot in your chemistry career; just look at all the places in the tables below that go "Extract from...".
    • Discount Dan's products from red snack machines contain a true smorgasbord of chemicals. You might surprised (and maybe a little queasy) at what's in those noodle cups!
    • There are many "designer drug" pills scattered in random places on the station/ship and elsewhere, often in pill bottles named in-game as "pill bottle (????)". Who knows what magical toxic treasures they contain!?
  • Use Chem Dispenser Groups! Chemical groups make the chem dispenser automatically dispense certain chems, so you can spend less time on the aspect on chemistry that's usually pretty boring, staring at dispenser, and more time having fun actually testing/using the chems. They're also great for mass-producing certain compounds. Check out the following section on how to use them.

Chem Dispenser Groups: A Chemist's Best Friend

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

You can also make pre-set chemical groups, sometimes called bookmarks, through the Group button, so that the chem dispenser dispenses certain reagents automatically when you click one of the Group buttons. Groups streamline the production process quite significantly, especially for basic compounds. Even for simple recipes like potassium iodide, pressing just one button takes much less time than hunting and pressing for two of them, and you have a lot of control over amount created.

To make a chem group, put name of the reagent you want to dispense, an equal sign, the amount you want to dispense, and a name. Make sure that your chemical group has a name or else you'll lose your hard work when you try to add it. Separate reagents by semicolons. Here's an example reagent group for salt:

water=1;chlorine=1;sodium=1

Notice: no spaces needed, no semi-colon at the end necessary. The chems listed are added at all once at the same time, but there's still recipe priority; for something like that like luminol, you'll want to put the nitrogen and hydrogen towards the end, so you don't make ammonia. For fairly obvious reasons, you can't do things like sulfuric_acid=1; the chem dispenser simply doesn't dispense such reagents, just their ingredients. You must do hydrogen=1;oxygen=1;sulfur=1 instead.

You can insert your ID card into the dispenser to "save" it to your ID, any new groups made while your ID is inserted can only be used if your ID is in a dispenser. Good for keeping secret chemicals secret or just avoiding the hassle of adding new groups every time you have to use a new dispenser.

Getting Your Toes Wet

Need a bit more direction before heading off into the dangerous world of chemistry? This section describes a few specific commonly used and requested chems in ascending order of difficulty.

Acid (Not the Fun Kind)

Acids happen to simultaneously have some of the simplest recipes, the most obvious harmful effects, and somewhat high usage. You'll be particularly using your good friend Sulfuric Acid for a couple of recipes.

Chemical Name Recipe Effects
Sulfuric Acid (1) Sulfur + (1) Water + (1) Oxygen & Time -> (2) Sulfuric Acid Deals decent damage scaling with quantity. doesn't melt items. Used in some other chems' recipes!
Fluorosulfuric Acid (1) Sulfuric Acid (1) Fluorine + (1) Hydrogen + (1) Potassium @ 374 K -> (3) Fluorosulfuric Acid Deals even more damage, again scaling with quantity. Always melts items upon application, and melts headgear if 9 or more units are splashed on a person.

Since Sulfuric Acid is made entirely of chemicals in the chem dispenser, you only need to put a beaker in and hit each of those chemicals once. Simple! Once you have some sulfuric acid, you can add the fluorine, hydrogen, and potassium - again, all found in the dispenser - but then you will need to heat up the beaker. Put it in the Heating/Cooling unit and set the temperature really high - just setting it to the required temperature of 374K is slow and won't cut it compared to setting it to the maximum temperature and just removing it once it reacts. And once it does react - congratulations, you have a beaker of face-melting, day-ruining acid!

Getting Medbay to Love You

If you have a more pacifistic slant, you can make most of the medicines which medbay enjoys using. Two of the most commonly used medical chems are the following; they're fortunately pretty simple.

Chemical Name Recipe Effects
Styptic Powder (1) Aluminium + (1) Oxygen + (1) Hydrogen + (1) Sulfuric Acid -> (4) Styptic Powder Slows down bleeding and heals BRUTE damage. Only apply topically, such as with patches - ingestion in pill or drink form poisons the patient!
Silver Sulfadiazine (1) Ammonia + (1) Silver + (1) Sulfur + (1) Oxygen + (1) Chlorine -> (5) Silver Sulfadiazine Heals BURN damage. Just like styptic powder, apply it topically or it will poison whoever ingests it!

Similarly to Fluorosulfuric Acid above, to make styptic powder, you first need to brew up some sulfuric acid and add some other chemicals from the dispenser. Unlike the acid, it doesn't require any heating, making it quick and easy. Silver sulfadiazine is a bit more involved because it uses Ammonia, which has the following recipe:

Chemical Name Recipe Effects
Ammonia (3) Hydrogen + (1) Nitrogen -> (3) Ammonia Doesn't actually do much on its own besides help the Botanists' plants - it does get used in a lot of recipes, though!

This is an example of a chemical with a non-balanced recipe; pay careful attention to the ratios, or you may end up with leftover unwanted reagents! You'll also likely need to remove some of the resulting ammonia from the beaker to fit in silver sulfadiazine; you can't fit 30 each of ammonia, silver, sulfur, oxygen, and chlorine in a typical 100u beaker, much less a 50u one.

Those two chemicals alone can make medbay pretty happy when supplies run low. They can also be used by yourself if you don't trust doctors to patch you up, such as when you're an antagonist on the run from the law, or in the middle of a busy fight such as with Nuclear Operatives.

There are a couple of medical chems that medbay either doesn't start with or has a very low starting supply of, so making them will make the doctors there extra happy. See the following.

Chemical Name Recipe Effects
Perfluorodecalin (1) Hydrogen + (1) Fluorine + (1) Salicylic Acid @ 374 K -> (2) Perfluorodecalin Heals OXY by a LOT and both raises and caps the breathloss amount - meaning you will only be able to talk in whispers while it's in you.
Cryoxadone (1) Cryostylane + (1) Plasma + (1) Acetone + (1) Unstable Mutagen -> (3) Cryoxadone Does a bit of everything, as long as your body temperature is below 210K; heals BRUTE, BURN, TOX, and OXY by significant amounts. Warms you up if it heals you.

Perfluorodecalin and Cryoxadone require a few other yet-unexplained chemicals, laid out below.

Chemical Name Recipe Effects
Oil (1) Carbon + (1) Hydrogen + (1) Welding Fuel -> (3) Oil A bit of a jack of all trades - if heated up enough it makes a fireball which both burns and produces ash, if applied to a floor it makes it slippery, if splashed on a borg it speeds it up, and it gets used in a lot of recipes! Wow!
Cryostylane (1) Water + (1) Plasma + (1) Nitrogen -> (3) Cryostylane When ingested or splashed on someone, it freezes them in an ice cube. It can also be used on floors to make them slippery, and if you add some oxygen to a beaker with cryostylane, both will be gradually consumed to cool down the beaker's contents.
Acetone (1) Oil + (1) Welding Fuel + (1) Oxygen -> (3) Acetone Fairly poisonous when ingested, and is used in several other recipes.
Unstable Mutagen (1) Radium + (1) Plasma + (1) Chlorine -> (3) Unstable Mutagen Mutates and does radiation damage by the truckload to whoever ingests it. Handle with care!
Phenol (1) Oil + (1) Chlorine + (1) Water -> (3) Phenol Does nothing by itself, but is used to make a few other medical chems.
Salicylic Acid (1) Sodium + (1) Phenol + (1) Carbon + (1) Oxygen + (1) Sulfuric Acid -> (5) Salicylic Acid Also known as painkiller or analgesic. Cools you down if you're too hot, sometimes heals some BRUTE, and negates some of the slowed movement associated with being injured.

To make the oil, you'll need to get some welding fuel - chemistry usually either has a fuel tank in a storage room nearby, which you can hit with a beaker to fill it, or chemistry will have some small, handheld red welding fuel tanks in a crate in the chemistry room. Whichever way you get it, make sure to watch how much of each reagent you have in your beakers - managing chemical amounts is a big part of chemistry!

Perfluorodecalin needs salicyclic acid, which needs sulfuric acid and phenol, which in turn needs oil. Balancing outputs is a little tricky due to sulfuric acid's unusual ratio, but it can be dealt with by using smart math or simply doling out ideal amounts with a mechanical dropper, and perfluorodecalin's excellent OXY healing makes it all worth the trouble.

Meanwhile, cryoxadone requires three other recipes - the simple cryostylane, the slightly more time consuming acetone, and unstable mutagen. This recipe will be your greatest challenge in balancing beaker amounts - either you'll need to waste some of the components or move them around other beakers. With practice you'll figure out your best way of doing things - and cryoxadone is a very worthwhile chemical to practice making!

A small usage note with cryoxadone - since you need to be quite cold for it to work, it's usually best to make pills of a mixture of cryoxadone and cryostylane. This pills, commonly referred to as "chill pills", freeze the patient upon ingestion, allowing the cryoxadone to do its stuff as well as provide a defensive layer.

Boom Bada Bing: A Few Explosives

Explosives are one of the best-known and most visible products of a chemistry lab. That being said, be careful with these if you are not an antagonist. Use the test chamber liberally when you are new, and use it even more when you're experienced and trying out new and unusual explosive mixes. Warnings considered, try out these two basic explosives.


Chemical Name Recipe Effects
Flash Powder (1) Aluminium + (1) Potassium + (1) Sulfur + (1) Chlorine (+ (1) Stabilizing Agent) -> (5) Flash Powder MAKE SURE TO INCLUDE STABILISING AGENT BEFORE PUTTING ALL FOUR CHEMS IN ONE BEAKER. Flashbangs the nearby area upon activation, causing stuns and eye damage.
Magnesium Explosion (1) Magnesium + (1) Copper + (1) Oxygen -> BOOM! Unlike the other recipes, this one actually doesn't create a chem - only a reaction. This also means it's dangerous to mix - it can hurt you and the chemical dispenser you're making it in!

The first one, Flash Powder, has a common trait of several explosives - if you have enough stabilizing agent in the beaker before you finish the mix, instead of immediately detonating, you will get a chemical which will detonate once heated enough. In flash powder's case, it explodes at 374 degrees Kelvin. If you are a crime-doing antagonist, you can leave a beaker lying around and put a welding tool underneath the beaker to create a sort of timebomb.


Chemical Name Recipe Effects
Stabilizing Agent (1) Iron + (1) Hydrogen + (1) Oxygen -> (2) Stabilizing Agent Prevents some - but not all! - explosives from detonating upon synthesis. Make sure you have enough for how much explosive you're making!

It has a slightly odd ratio, so be careful when mixing it all together!

The other explosive above cannot be stabilized, and can thus never be found in a heatable chemical form. It's a bit simpler to put together, but the challenge comes to finding some way to mix it far away from yourself - else you'll get the brunt of your own explosive! Get creative, and you will become a master of chemistry in no time.

All the Chemicals

Once you're ready to cannonball into the deep end - or are trying to find out the recipe of one specific chemical - your next stop is Chemicals. The sheer size of the page may be intimidating, but if you keep in mind the procedures above, you can tackle any of the regular chems - and potentially start on your journey to figuring out secret chems!

Chemical Warfare

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

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

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

Supplementary Video

Gallery

HellmixWarnings.jpg


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