Chemistry

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

Chemistry
Location

ChemistryLab.png

Breeding ground for weapons of mass destruction and urine-infused smoke butts alike.

Access

Research Director, Scientist


Chemistry
Location

Chemistry4.png

Breeding ground for weapons of mass destruction and urine-infused smoke butts alike.

Access

Research Director, Scientist


Chemistry
Location

DestinyChemistry.png

Breeding ground for weapons of mass destruction and urine-infused smoke butts alike.

Access

Research Director, Scientist


Chemistry
Location

ClarionChemistry.png

Breeding ground for weapons of mass destruction and urine-infused smoke butts alike.

Access

Research Director, Scientist


Chemistry
Location

LinemapChemistry.png

Breeding ground for weapons of mass destruction and urine-infused smoke butts alike.

Access

Research Director, Scientist


Chemistry
Location

MushroomChemistry.png

Breeding ground for weapons of mass destruction and urine-infused smoke butts alike.

Access

Research Director, Scientist


Chemistry
Location

Donut2Chemistry.png

Breeding ground for weapons of mass destruction and urine-infused smoke butts alike.

Access

Research Director, Scientist


Chemistry
Location

ChironChemistry.png

Breeding ground for weapons of mass destruction and urine-infused smoke butts alike.

Access

Research Director, Scientist


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

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

Chem Dispenser: Dispenses a whole slew of chemicals. Use a beaker (or any liquid-bearing container) on it to insert it, then use the machine to pick chemicals. You can choose to remove unwanted chemicals (isolate removes all chemicals BUT the selected one). When you're done, eject the beaker from the menu.

You can also make pre-set chemical groups through the Group button, so that the chem dispenser dispenses certain reagents automatically when you click one of the Group buttons. An example reagent group:

water=1;chlorine=1;sodium=1

Notice: no spaces needed, no semi-colon at the end necessary. 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.

Reagent Extractor: 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.

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

CheMaster 3000: Used to turn chemicals into pills, medical patches, medicine bottles, 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 display a short summary. This may or may not actually describe their functions in a way that makes sense.

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: See the section below.

Lab Counter: Can hold tons and tons and tons of beakers, bottles, pills, syringes, tools, and such in its table drawer. Click-drag its sprite onto yours to access it.

Beakers: Holds chemicals. Standard ones hold 50 units, large ones 100. 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.

Glass Recycler: Put glass shards and glassware into it to make other, bigger types of glassware. Most useful for creating large beakers.

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

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.

ChemiCompiler

Main article: ChemiCompiler

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. It also has a pill generator, a vial generator and an ejection port.

Registers:

* ptr = data pointer (16-bit) (Data is 0-indexed.)
* iptr = instruction pointer (16-bit) (1-indexed.)
* sx = source register (8-bit) (Valid sources are 1-10 for the 1 through 10 reagent reservoirs.)
* tx = target register (16-bit) (Valid targets are reservoirs as above, or 11 for pill generator, 12 for vial generator, or 13 for ejection port.)
* ax = amount register (16-bit)

Commands:

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

Both the heating and transferring steps are delayed. Heating takes as long as the chemistry lab heater would take. Transferring reagents takes 1/4 * amount seconds. The machine generates a pill or vial if they are targeted, or sends reagents out the ejection port.

Note: The portable version of the ChemiCompiler only has 6 reagent reservoirs.

Ok so how do I make napalm?

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

  • Mix potentially-explosive chemicals in the Test Chamber. One is the tiny room in the page image and another is due north of the lab, both with reinforced floors and walls that can tank explosions better. Keeping other scientists and the mixing lab out of the collateral damage is one less reason for them to murder you leave you to fry from your own fireball for potentially ruining their round. And if you can't mix the explosive stuff in another room, at the very least warn your colleagues before you do it.
  • Always wear your standard-issue gas mask and a biosuit + bio hood from the closets. This can't be stressed enough; some chemicals are accompanied with a "The solution generates a strong vapor!" message upon successful mixing, giving everyone adjacent to the tile a big whiff of the chemical that was just mixed on it. The full gas mask/biosuit set immunizes you to this and most chemical smokes and TOUCH reactions, protecting you from your colleagues' shenanigans as well as your own. There is no reason not to do this unless you're trying to choke on your own poisons.
  • Pay attention to what other scientists are doing and don't get in their way. For example, if someone places a beaker into a reagent heater and runs away from it, he's probably anticipating a fireball or smoke of some degree and it's wise not to go look at, lest you get a face-full of it.
  • Make liberal use of stabilizing agent. If you see a recipe that mentions stabilizing agent, always use it when mixing the recipe in question so it doesn't literally blow up in your face. It's a good practice to do this for recipes you're unfamiliar with. Be wary, however, that stabilizing agent doesn't work with everything - these cases should be mixed in the aforementioned 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.

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

A lot of recipes are very similar to their real-world counterparts. There are also many sci-fi concoctions to discover and experiment with. And, if all else fails, add plasma, since it'll usually make something happen.

Preliminary information that u need 2 know!!

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

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

Some chemicals have one or multiple special effects when applied to a mob, and the difference can be quite significant. You should always pay close attention to the unique properties of the reagent(s) you want to synthesize or use.

Plant-specific effects apply to everything growing in a hydroponics tray.

Base Elements

Not everything that comes out of the chem dispenser is inert, some have their own quirks that you should watch out for.

Reagent Depletion rate Penetrates skin? Per life cycle Immediate effect upon application Per plant cycle
(plant tray)
Addiction probability
(INGEST)
Notes
Barium 0.4 No Explodes when mixed with water (1x1, low severity). Does not scale with volume. Most people won't bat an eye when they see plain old water, though, so it makes for an interesting stealth explosive.
Carbon 0.4 No 5+ UNITS: Creates dirt when applied to floor tiles.
Chlorine 0.4 Yes +1 BURN +3 POISON
Ethanol 0.4 No 100+ UNITS - 8% chance of +1/+2 TOX, slurred speech, dizziness, drowsiness, blurred vision and other effects.
300+ UNITS - 5% chance of extra +1/+2 TOX.
4% Every single brand of alcohol decays into this. The more potent the alcohol, the more ethanol it builds up in you. Higher amounts of ethanol have more severe consequences.
Fluorine 0.4 Yes +1 BURN, +1 TOX +3 POISON
Helium 0.4 No Does what you'd expect. Harmless. Can be obtained from helium tanks.
Iron 0.4 No Regenerates blood half a unit a time, 10% change of -1 OXY

OVERDOSE (50) Causes +1 TOX, 5% chance of vomiting, stun, and a further +10 TOX
Basically a shittier version of Filgrastim with more side effects.
Lithium 0.4 No Drooling and confused movement. Can also be extracted from omega weed.
Magnesium 0.4 No 10+ UNITS: Creates piles of magnesium when applied to floor tiles. Piles ignite when exposed to a temperature higher than 747 K, but the fire isn't hot enough to set alight non-flammable materials or burn through the floor. They do however also ignite nearby piles, so you could make a line of magnesium and use it as a fuse for other pyrotechnic reagents.
Mercury 0.2 Yes (0.2 per 1 unit splashed) 70% chance of +1 BRAIN Can also be extracted from omega weed.
Oxygen 0.4 No None None This might seem amazingly inert for a substance that is vital to your life, but think of it this way: What is the effect of this oxygen over the oxygen already in your Blood?
Phosphorus 0.4 No 66% chance of +1 GROWTH
Potassium 0.4 No Explodes when mixed with water (1x1, low severity). Does not scale with volume. 40% chance of +1 GROWTH, +1 HEALTH Most people won't bat an eye when they see plain old water, though, so it makes for an interesting stealth explosive. Can also be extracted from bananas.
Radium 0.4 Yes (0.5 per 1 unit splashed) +4 RAD (capped at 8 Gy) Temporarily creates an eerie green glow when applied to floor tiles. 80% chance of +3 RAD, 16% of a random mutation 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 sleepy pen full of radium is pretty lethal over a few minutes.
Sugar 0.4 No Jitteriness, minor stamina regeneration buff. 50% chance of 1x stun reduction, 4% chance to produce a unit of epinephrine.

OVERDOSE (200) - hyperglycaemic shock, 8% chance of +1/+2 TOX.
Having a bit of sugar in you gives you a noticeable stun reduction and stamina buff. Can also be extracted from sugarcane.
Water 0.4 No Explodes when mixed with potassium (1x1, low severity). Does not scale with volume. 3+ UNITS: Temporarily creates a slippery surface when applied to floor tiles.

TOUCH - Reduces the BURNING var when splashed onto people, objects or turfs that are on fire.
Essential for plant growth to occur at all. Freezes when cooled (0° C), boils away when heated (100 °C). Can also be extracted from melons.

Basic compounds

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

Reagent Recipe Depletion rate Penetrates skin? Per life cycle Immediate effect upon application Per plant cycle
(plant tray)
Notes
Acetone Oil + Welding Fuel + Oxygen 0.4 No +1.5 TOX Common ingredient in other recipes.
Ammonia Urine + Water @ 354 K OR Hydrogen + Nitrogen 0.4 No +4 GROWTH, 66% chance of +1 HEALTH. Removes a variable amount (up to 4 units) of any other reagent; ratio is based on combined volume of all reagents in the tray. Fertilizer, and an ingredient in a lot of other chems.
Ash Burn paper, collect the ash with a beaker. OR Paper @ 424K 0.4 No 80% chance of +1 HEALTH OR +1 GROWTH Fertilizer, and basic ingredient in a couple of recipes. You'll get 5 units of ash per 10 units of oil.
Compost Stuff produce into a compost tank. 0.4 No 66% chance of +1 HEALTH Fertilizer.
Diethylamine Ammonia + Ethanol @ 374 K 0.4 No 66% chance of +2 GROWTH Used for certain medical recipes and as fertilizer.
Phenol Water + Chlorine + Oil 0.4 No Used for certain medical recipes.
Potash Ash + Water @ 354 K OR Potassium + Chlorine + Sulfuric Acid 0.4 No 50% chance of +1 HEALTH, +1 GROWTH. 24% of +1 CROPSIZE, -1 HARVESTS Fertilizer.
Salt Water + Chlorine + Sodium 0.4 No OVERDOSE (100) - 70% chance of +1 BRAIN, 8% of +1/+2 TOX. 10+ UNITS: Creates a salt pile when applied to floor tiles. Useful as a weapon against wraiths and as an easy poison.
Saltpetre Potash + Urine + Compost 0.4 No 80% chance of +3 HEALTH OR +3 GROWTH. 50% of +1 POTENCY, 24% of -1 CROPSIZE Fertilizer.
Space Cleaner Ammonia + Ethanol + Water 0.4 No OVERDOSE (5) - 8% chance of +1/+2 TOX. TOUCH - Removes cleanable messes and forensic evidence when splashed onto people, objects or turfs. Cleans stuff.
Stabilizing Agent
(Stabilizer)
Iron + Oxygen + Hydrogen 0.4 No Keeps unstable chemicals stable. This does not work on everything.

Medical Chems

A malignant scientist is expected to hurt people. A benevolent one is expected to heal people. If you're the latter, then this chart is your best friend.

Reagent Recipe Depletion rate Penetrates skin? Per life cycle Immediate effect upon application Per plant cycle
(plant tray)
Addiction probability
(INGEST)
Notes
Ammonium Bicarbonate
(Smelling Salts)
Ammonia + Carbon + Oxygen @ 374 K 0.4 No 30% chance of -1 RAD, 5% or +1 TOX

If below -5 to -30 health: -1 TOX, -1 BRUTE, -1 Burn
Moderate stamina regeneration boost Radiation is cumulative and causes TOX and BURN.
Antihol Ethanol + Charcoal 0.4 No Raises ethanol depletion rates by 8.

If below +25 health: -2 TOX
Sober someone up in a hurry. Nefarious people sometimes spike other poisons with ethanol or booze reagents to sabotage charcoal treatments.
Atropine Ethanol + Acetone + Diethylamine + Phenol + Sulfuric Acid. Venne mutation or omega weed. 0.2 No Dizziness, confused movement, minor total stamina buff, warms you up slightly when cold. Attempts to cap OXY at 65 and LOSEBREATH at 5. Rolls a chance to fix cardiac failure. Increases depletion rate of sarin by 20.

If below -25 health: -1 TOX, -3 BRUTE, -3 BURN
If above -25 health: +1 TOX

OVERDOSE (25) - 8% chance of +1/+2 TOX
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 doesn't really kill people but it's a pretty decent debilitating poison if you wanna use it that way.
Calomel Mercury + Chlorine @ 374 K 0.8 No Increases all depletion rates by 5.

If above +20 health: +5 TOX
Aggressive purgative. It'll do a lot of TOX damage itself but it cannot kill you, as the damage only applies while you are above the health threshold. Use for emergencies to handle the really aggressive poisons that would definitely kill you if they remain active for long.

Blood tests without a reagent scanner: draw blood and analyze it with the CheMaster in the pharmacy.
Charcoal Ash + Salt @ 374 K or venne. 0.4 No -1.5 TOX. 50% chance of increasing the depletion rate of all other chems by 1 Removes 2 units of every harmful chem present (toxin, toxic slurry, sulf. acid, plasma, mercury, welding fuel, chlorine, radium) Good baseline thing for detoxifying someone, but won't always keep up with the hellpoisons.
Chicken Soup N/A. Vending machines. 0.2 No 10% chance each of curing the cold, the flu and food poisoning Safe remedy for minor diseases.
Cryoxadone Cryostylane + Plasma + Acetone + Unstable Mutagen 0.4 No If body temp below 260 K: -10 OXY, -3 TOX, -12 BRUTE, -12 BURN Requires cooling the target before it kicks in, but heals incredibly well. The cryo tanks in medbay use this.

Note: Don't cool down someone who is currently on fire, put them out first. Due to the way BURN damage is handled, cooling a flaming person will make the fire worse and cause more damage than even the cryoxadone can keep up with.
Diphenhydramine
(Antihistamine)
Oil + Carbon + Bromine + Diethylamine + Ethanol 0.4 No Reduces jitteriness, significant stamina regeneration nerf. Increases depletion rates of histamine and itching powder by 3. 3% chance of stunning briefly and causing drowsiness. 10% Mostly used as a precursor to a couple of the illegal drugs. Might be needed for bee stings, histamine poisonings or itching powder.
Ephedrine Sugar + Oil + Hydrogen + Diethylamine. Asomna or omega weed. 0.3 No 1x stun reduction, minor stamina regeneration buff, causes jitteriness, reduces drowsiness, warms you up slightly. Attempts to cap LOSEBREATH at 3. Heals 1 OXY if OXY damage > 75.

If above 0 health: 33% chance of -1 BRUTE, -1 BURN. 8% of -1 TOX
If below 0 health: -1 BRUTE, -1 BURN. 25% of -1 TOX

OVERDOSE (35) - 8% chance of +1/+2 TOX, 15% of extra +1/+2 TOX. 5% of stunning briefly and causing dizziness.
25% It's pretty much just a weaker analogue of medbay's epinephrine, but it's addictive and has a few more side effects.
Epinephrine Phenol + Hydrogen + Oxygen + Chlorine + Acetone + Diethylamine 0.2 No 1x stun reduction, minor stamina regeneration buff, causes jitteriness, reduces drowsiness, warms you up slightly. Increases depletion rate of histamine by 15. Attempts to cap LOSEBREATH at 3 and OXY at 35. 5% chance of -1 BRAIN. Rolls a chance to fix cardiac failure.

If health is between -10 to -65, heals 1 TOX, 1 BRUTE, 1 BURN.

OVERDOSE (20) - 8% chance of +1/+2 TOX, 5% of stunning briefly and causing dizziness.
Can make you pretty sick in overdoses. Rapidly counters histamine / allergic reactions. Very useful for stabilizing someone who is in mid-crit damage, standard emergency shot to buy yourself some time. If things are really bad, go for atropine instead.
Ether Hydrochloric Acid + Ethanol + Oxygen 0.4 No See notes. Behaves almost exactly the same as morphine, minus the speed bonus.
Filgrastim Blood + Stable Mutagen + Spaceacillin + E.Coli 0.2 No +2u blood. A granulocyte colony stimulating factor analog, which helps the body create more blood.
Hairgrownium Carpet + Synthflesh + Ephedrine. Nureous mutation or omega weed. 0.4 Yes 10% chance of growing a full set of hair. Great cure for baldness.
Haloperidol Chlorine + Fluorine + Aluminium + Potassium Iodide + Oil or omega weed. 0.4 No Increases depletion rates for most stimulating/hallucinogenic drugs by 5. Reduces druggy effects and jitteriness. Severe stamina regeneration penalty, causes drowsiness. 20% chance of +1 BRAIN. 5% of curing space madness and berserker. Treat it like a general anti-psychotic. Useful for treating/neutralizing drugged-up maniacs.
Heparin Sugar + Meat Slurry + Phenol + Sulfuric Acid 0.4 No Will cause any bleeding to become worse, but will try to cure heart disease, dislodge blood clots, and will reduce the effects of hypertension. Removes 2u of cholesterol as well.

OVERDOSE (20) - you blood fall out
An anticoagulant.
Hunchback Bourbon + Cola + Tomato Juice 0.4 No Increases all depletion rates by 8. 10% chance of contracting food poisoning.

If above +10 health: +2 TOX
Flushes other chemicals more rapidly than calomel, but does so at significant risk to the consumer. Aside from constant and violent vomiting, the health cap and depletion rate are significantly lower.
Insulin N/A. Vendors and Pro Puffs. 0.4 No Raises sugar depletion rates by 5. Handles hyperglycaemic coma.
Lexorin N/A. Pro Puffs. 0.2 No +1 TOX, removes the need to breathe. A more dangerous version of perfluorodecalin that allows you to talk in space without using internals, but deals TOX damage over time.
Mannitol Sugar + Hydrogen + Water or venne mutation. 0.4 No -3 BRAIN Use for concussions, changeling stings, bible beatings, flatline brain damage, bath salts, etc.
Menthol Mint + Ethanol @ 324 K or distilling mint. 0.1 No Tries to return high body temps towards normal, 55% chance of -2 BURN. Use for minor burn damage.
Morphine Extract from poppies. Vendors as well as QM can provide it. 0.4 No Dramatically counters movement reduction from severe injury, severe stamina regeneration penalty, reduces jitteriness. Will knock you out on 36th cycle.

OVERDOSE (20) - 8% chance of +1/+2 TOX.
50% Low doses are useful for the painkiller, but high doses can knock someone out for a while.
Mugwort N/A. Wizard shuttle. 0.4 No INGEST - If target is wizard: 85% chance of -1 LOSEBREATH. 45% chances for each of -1 OXY, -1 TOX, -6 BRUTE and -6 BURN. Can patch up minor injuries of magic users.
Mutadone Unstable Mutagen + Acetone + Bromine or venne mutation. 0.4 No Removes one genetic bioeffect. Some mutations cannot be cured by mutadone, however. 20% chance of -5 GROWTH. 50% of inducing one of these effects: -1 GROWTIME, -1 HARVTIME, +1 HARVESTS, +1 CROPSIZE, +1 POTENCY or +1 ENDURANCE Did someone turn you into a gibbering chavish deaf dwarven lunatic? Take this. Giving this to someone with superpowers will really ruin their day.
Oculine Atropine + Spaceacillin + Saline-Glucose Solution or venne mutation. 0.4 Yes 80% chance of reducing blurred vision as well as eye and ear damage by 1, 50% of curing nearsightedness, 30% of curing blindness

If ear damage is less than 25: 30% chance of healing deafness
Not typically needed unless some jerk is using a lot of flashbangs. It's a rare situation, but giving them oculine might be their saving grace.
Omnizine N/A. White weed, glowing fruits, warm donk pockets and spaghetti arrabbiata. 0.2 No -2 BRUTE, -2 BURN, -1 TOX, -1 OXY. 50% chance of -1 LOSEBREATH, 33% of -1 BLEEDING.

OVERDOSE (30) - Stuttering, dizziness, jitteriness, random stuns and confused movement. 8% chance of +1/+2 TOX.
5% Slightly addictive, but is otherwise an amazing cure-all. Medbay will love the botanists if they supply them with it. Omnizine-laced Pro Puffs and the two dishes deliver a small dose of omnizine when used. Less ideal than botany, but it could save you in a pinch.
Pentetic Acid Welding Fuel + Chlorine + Ammonia + Formaldehyde + Sodium + Cyanide 0.4 No -7 RAD, increases all depletion rates by 4. 75% chance of -4 TOX, 33% of +1 BRUTE, +1 BURN. Apex anti-tox/anti-rad treatment.
Perfluorodecalin Hydrogen + Fluorine + Oil @ 374 K 0.4 No -25 OXY, 33% chance of -1 BRUTE and -1 BURN. Increases LOSEBREATH to and caps it at 6. You can't talk, but it prevents any suffocation damage from racking up despite that. 20% Fantastic for criminal activity because it silences people. Also fantastic for pretty much negating all the accumulative damage from being in critical, will give you a really wide window of time to deal with other health problems. In theory, you could stay in flatline for quite awhile with this stuff handling tissue oxygenation, but you might need mannitol too. Can make spacewalking without internals possible.
Pickle juice N/A. Extract from pickles 0.4 No 15% chance to decay into antihol

Separate 15% chance to decay into charcoal
A poor man's antihol, courtesy of Hydroponics and the Chef.
Potassium Iodide Potassium + Iodine or nureous. 0.4 No 80% chance of -1 RAD Radiation is cumulative and causes TOX and BURN. Simple and weak, but can help counter radiation events and radium somewhat.
Proconvertin Blood + Stable Mutagen + Mannitol + Salt 0.3 No 5% chance of -1 BLEEDING. 2% chance to cause a blood clot. Increases blood pressure and can worsen existing blood clots. A coagulant.
Robustissin Menthol + Morphine + Hydrogen + Acetone or Menthol + Oil + Antihistamine + Salicylic Acid 0.4 No Separate 25% chances of curing the cold, flu, or food poisoning. Fun overdose effects!
Salbutamol Salicylic Acid + Lithium + Aluminium + Bromine + Ammonia or contusine mutation. 0.2 No -6 OXY, -4 LOSEBREATH 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. Often underused emergency med that makes dealing with critical-health people a lot easier since OXY damage is usually what kills in-crit patients in the end.
Salicyclic Acid
(Painkiller)
Sodium + Phenol + Carbon + Oxygen + Sulfuric Acid or contusine. 0.1 No Tries to return high body temps towards normal, counters walkspeed loss from being hurt fairly well. 55% chance of -2 BRUTE.

OVERDOSE (25) - 8% chance of +1/+2 TOX.
Got beat up a bit and don't want to crawl the whole way to medbay? Pop one of these. Won't help severe damage, but it'll keep you moving at top speed so you can rush for the better healing chems. Slow depletion rate will keep it in your blood for awhile.
Saline-Glucose Solution Salt + Water + Sugar 0.15 Yes 33% chance of -2 BRUTE, -2 BURN. 33% chance of regenerating 1 unit of blood if blood level is less than 500 units . Rolls a chance to fix shock. Decent med for healing a respectable amount of BRUTE/BURN damage over time and for stabilizing low-crit patients.
Silver Sulfadiazine Ammonia + Silver + Sulfur + Oxygen + Chlorine or commol. 3 No -2 BURN TOUCH - Heals 1 BURN per unit applied.

INGEST - Causes 0.5 TOX per unit ingested.
The go-to BURN medication. It depletes rapidly in the blood, so most of your healing will come upfront from a topical application. Ingesting it doesn't work nearly as well and even causes a fair bit of TOX damage, so don't do that.
Simethicone Hydrogen + Chlorine+ Silicon + Oxygen 0.4 No Makes the victim unable to fart. Fiendish. Truly fiendish.
Spaceacillin Space Fungus + Ethanol 0.2 No Rolls a chance to cure some specific diseases, such as MRSA and grave fever. You probably won't use this much unless a random disease event hits.