Действия

Guide to chemistry

  Tippo Felangus, Химик говорит:
"Привет друг, добро пожаловать в химический отсек. Это одна из работ где ты можешь полностью вылечить человека за секунду и взорвать его в следующую.

Звучит слишком сложно? Нее, эту дурь очень легко сделать. Всё что нужно сделать это вылить эту банку поттасиума в эту банку с водой, вот так..."


Это руководство в первую очередь будет очень полезным для Химиков но может пригодиться любому игроку и особенно Предателям. Используй Химические рецепты для упрощенного и пошагового руководства для создания сложных химикатов, и информации для использования раздатчика и его записи рецептов. Для создания гранат используй Гранаты. Если у тебя нет раздатчика химикатов, используй Руководство по гетто химии.

Машины

Здесь есть всевозможные химикаты и можно сделать много чего. Ты можешь делать медикаменты, дымы, пены, взрывные порошки, яды, смазку, кислоту и много чего другого. Единственное ограничение это твоё воображение (и игровой движок). Но будь осторожен, перемешав не те химикаты можно навредить себе и пожалуйста проверь что делает твоё зелье перед тем как использовать его. Эксперементируй на собственный риск.

Chem Dispenser Раздатчики Химикатов

Раздатчики химикатов могут быть улучшены для открытия новых химикатов, более точного использования, лучшей перезарядки и большего запаса энергии. Если у тебя закончилась энергия, ты можешь разобрать раздатчик с помощью отвёртки+лома и построить заново сначала пихая плату обратно, и всё остальное включая новую, полную батарейку Power cell.png вместо старой. Затем закртуи отвёрткой чтобы закончить. Или же машину можно зарядить индусером inducer Файл:Inducer.png.

Доступные химикаты:

Нажми чтобы увидеть доступные химикаты:

Обычно:

  • Водород
  • Килород
  • Кремний
  • Фосфор
  • Сера
  • Углерод
  • Азот
  • Вода
  • Литий
  • Сахар
  • Серная кислота
  • Медь
  • Ртуть
  • Содий
  • Йод
  • Бром
  • Этанол
  • Хлор
  • Калий
  • Аллюминий
  • Радий
  • Фтор
  • Железо
  • Сварочное топливо
  • Серебро
  • Стабильная плазма

Улучшенный (tier 4 matter manipulator):

  • Ацетон
  • Аммиак
  • Пепел
  • Диэтиламин
  • Нефть
  • Селитра

Емагнутый:

  • Космический наркотики
  • Морфий
  • Токсины
  • Карпотоксин
  • Шахтёрская мазь

Улучшаемые части:

Нажми чтобы увидеть улучшения:

  • Better matter bins: greater power efficiency per unit dispensed.
  • Лучшие конденсаторы: более быстрая скорость зарядки.
  • Лучшая батарейка: больший обьем заряда.
  • Лучшие манипуляторы: Открывает больше химикатов. Longer and more complex chemistry macros can be performed. At tier 1 manips, macros round to the nearest 5u, then 3u at tier 2, 2u at tier 3 and 1u at tier 4

Chemical Heater Chemical Heater

Some chemical reactions will require you to heat the reagents in a Chemical Heater. Unless the recipes says otherwise, these reactions need you to heat the reagents above the required temperature. This machine will heat/cool a beaker to the desired temperature, slowing down the heating/cooling speed as it approaches the target temperature. If you don't risk making the chemical explode by overheating it (like with meth) you can just set it to a very high temperature to avoid this.

Due to a rounding bug you sometimes need to heat chems 1 degree higher than the recipe says.

Upgrading the laser will increase the heating/cooling speed.

ChemMaster 3000 ChemMaster 3000

Separates, bottles, and makes pills/patches out of chemicals loaded inside. You can load pretty much any container - beakers, spray bottles, water bottles and so on.
Maximum size for dispensed bottles is 30u, patches 40u and pills 50u. Use a chemistry bag Файл:Chemistry bag.png to quickly move large quantities of bottles, patches or pills.
Can be upgraded with bigger beakers to allow a bigger buffer. By default it contains two ordinary 50u beakers for a total buffer volume of 100u.

Reagent Grinder All-In-One Grinder

Grinds, crushes, liquefies and extracts reagents from materials placed into it.
If there is a significant reagent associated with the item, the Reagent grinder will distill a pure sample inside the collection beaker.
For example: Plasma/gold/uranium/metal sheets, donk pockets, fruits, dead mice.

Smoke Machine Smoke Machine

Dispenses any chemical inside as a smoke cloud. Needs to be secured by wrenching first.
A great alternative to smoke grenades, but easily incites lynch mobs.
Can only be obtained through the circuit board being printed, and the required parts being assembled first.

Upgradeable parts:

Click expand to see upgrades:

  • Manipulator: Unlocks the higher range settings.
  • Matter bin: Increases maximum capacity.
  • Capacitor: Increases efficiency.

Plumbing

On some maps the chemists have access to a large empty area with plumbing tools. The available chemicals those can synthesize should be the same as with an unupgraded chem dispenser, but the workflow is more like a production line chem factory instead of instant dispensing. See the Guide to plumbing to learn more about this system. You may still have access to the pharmacy though, which has chem dispensers.

Metabolism

When a reagent enters a body, it will then "tick" or "cycle" about every 2 seconds (these are called "life ticks", and are not to be confused with server ticks/tickrate). When this happens the body is purged of an amount of every reagent depending on their metabolism rates. This is the rate at which the chemical disappears from your body. It doesn't matter how many chems you have in your body, as they are all metabolized separately. If you are hungry (sluggish), this will happen 20% slower, which makes chemicals have a bigger total effect since they last longer without being weaker per tick. Many mobs are "simplemobs" which means they don't have bloodstreams and can thus not be poisoned, sedated or healed with medicine. Monkeys and most playable humanoids are the exceptions to this.

Active Pure Chemicals

A.K.A. what happens when you eat or splash these. Their metabolism rate is 0.4u per cycle unless said otherwise. Unmentioned dispensable chemicals don't have any effects. Plasma and uranium requires you to grind mineral sheets to acquire.

  • Chlorine: Causes 1 brute damage per tick to a random body part.
  • Copper: Can be splashed on metal sheets to create bronze sheets.
  • Ethanol: A decent alcoholic "beverage", with a booze power of 65. Increases the speed of surgery procedures and flammability when applied externally. Metabolism rate 0.2.
  • Fluorine: Causes 1 toxin damage per tick.
  • Iron: Slowly restores blood volume.
  • Lithium: Causes twitching, drooling, moaning and not being able to walk straight.
  • Mercury: Causes 1 brain damage per tick, twitching, drooling, moaning and not being able to walk straight.
  • Plasma: Causes 3 toxin damage per tick. Creates gas form plasma when spilled or heated to 323.15K (50°C). Not to be confused with Stable Plasma, which does nothing.
  • Radium: Slowly causes irradiation (2 per tick). Creates glowing green goo on floor if more than 3u is spilled.
  • Sugar: Gives nutrition. Causes hyperglycemic shock if overdosed (200u). Metabolism rate 0.8.
  • Sulphuric Acid: Causes 1 toxin damage and some instant brute damage to one body part when ingested, and slightly more brute damage when injected. Destroys head-wear and causes burn damage when sprayed or splashed on someone. Counts as a toxin.
  • Uranium: Causes slight (1 per tick) irradiation. Creates glowing green goo on floor if more than 3u is spilled.
  • Water: Slightly generates blood volume.
  • Welding Fuel: Causes 1 toxin damage per tick. Makes people flammable if splashed on.

Catalysts

When a reagent in a recipe is marked "(catalyst)" it means it will not be consumed in the reaction.

Components

These are very basic chemicals that you'll use in a lot of other more complicated chems. They can still be toxic, though.

Hover a chemical component to see tooltips. On Firefox-based browsers the tooltips might block clickable links. If you find an incorrect recipe then please drop a comment in the discord wiki-general.

Name Formula Description
Ash Шаблон:RecursiveChem/Ash Ingredient in a few recipes. Can also be aquired by lighting a piece of paper on fire and scooping up the resulting ashes with a beaker. 30u per paper.

Used in:

Oil Шаблон:RecursiveChem/Oil Can be heated into Ash. Can be scooped up from destroyed cyborgs and such. Flammable. Ingredient in many recipes.
Acetone Шаблон:RecursiveChem/Acetone Ingredient in many recipes.
Diethylamine Шаблон:RecursiveChem/Diethylamine A very potent fertilizer. Ingredient in many recipes.
Phenol Шаблон:RecursiveChem/Phenol Ingredient in many recipes.
Ammonia Шаблон:RecursiveChem/Ammonia An effective fertilizer. Ingredient in many recipes. (Results in 3 units instead of 4)
Saltpetre Шаблон:RecursiveChem/Saltpetre Works as a fertilizer. Ingredient in a few recipes. (Results in 3 units instead of 5)

Used in:

Sodium Chloride Шаблон:RecursiveChem/Sodium Chloride Commonly known as table salt, Sodium Chloride is often used to season food.

Special uses include messing with Revenants - they can't jaunt through salt piles.

Lye Шаблон:RecursiveChem/Lye Ingredient in Soap.
Lye (Alternate Recipe) Шаблон:RecursiveChem/Lye Alt Ingredient in Soap. (Results in 2 units instead of 3)
Hydrogen Peroxide Шаблон:RecursiveChem/Hydrogen Peroxide Burns people on touch.
Pentaerythritol Шаблон:RecursiveChem/Pentaerythritol Results in 2 units instead of 5.
Acetaldehyde Шаблон:RecursiveChem/Acetaldehyde
Acetone Oxide Шаблон:RecursiveChem/Acetone Oxide Burns people badly on touch. (Results in 2 units instead of 4)
Wittel Шаблон:RecursiveChem/Geyser A lavaland geyser has a 1 in 27 chance to produce Wittel. Does nothing, but can be used to make Gravitum.
Hyper-Plasmium Oxide Шаблон:RecursiveChem/Geyser A lavaland geyser has a chance to produce this. Does nothing, but can be used to make Exotic Stabilizer.
Exotic Stabilizer Шаблон:RecursiveChem/Exotic Stabilizer Is required to stabilize Nitroglycerin and TaTP.

Medicines

"And that's how I lost my medical license!" Don't be this guy. Make these. Lots of these.

Some medicines have special suffixes to specify which damage types they are meant to treat:

  • Brute = -ibital
  • Burn = -uri
  • Oxy = -mol
  • Tox = iver
  • Organ = -rite


Many reagents can also be overdosed and/or cause addiction, leading to a negative outcome. Be sure to monitor how many units someone is injected with. If an overdose occurs, the negative effects will keep being applied every tick until that chemical is completely out of the system. If an addiction occurs, the negative effects will only start occuring some time after the chemical is out of the system, and can be negated by keeping taking it. You can usually only remove an addiction by waiting it out.

See Guide to Medicine for more information on what to use and when.

Medicine Changes

Returning chemists may notice several changes (mostly made mid 2019) in the list of medicines. The easily available medicines (including brute and burn patches) are getting severely nerfed or replaced by inferior versions with downsides. This is part of an ongoing major overhaul (as per Aug 2019). The intension is (amongst other things) to add more interesting choices to the /tg/station medical system than to (in most cases) simply apply a roundstart available patch or pill and the patient is fixed. Instead surgery has been made much easier.

During development many more changes may follow.

To prevent confusion amongst returning players some old recipes/names removed from /tg/ are still be visible in the Removed Medicines section. This is also a small service to servers using old /tg/code, which is still widely used.

Core Healing Medicines

These healing drugs may be considered to be cheap or commonly available "core" drugs, used to heal common ailments. Some of them should not be used repeatedly on the same patient, as they may have dangerous side effects. Consider using Tend Wounds surgery if satisfactory medicines aren't available. These are also known as "Category 2 Cobbychems".

Name Recipe Treatment for Description Metabolism Rate Overdose Threshold
Libital Шаблон:RecursiveChem/Libital Brute Medicine for treating brute damage. Each tick heals 3 brute and causes 0.3 liver damage. 0.2 units per tick N/A
Helbital Шаблон:RecursiveChem/Helbital Brute Heals brute faster the more base damage you have. No side effects if in hardcrit.
  • If not in crit: Heals (dmg/50) brute and deals 2 suffocation.
  • If in softcrit: Heals (dmg/47) brute and deals 1 suffocation.
  • If in hardcrit: Heals (dmg/45) brute and has no side effects. 0.0001% chance to make you play a game of rock-paper-scissors against the reaper for your life, potentially dusting you or healing you to full.

Overdose applies a semi-blinding curse.

0.2 units per tick 35 Units
Probital Шаблон:RecursiveChem/Probital Brute Heals 2.25 brute per tick but also deals (decreasing) stamina damage. If ingested by mouth it also creates a special enzyme in your system (1.25u per 5u ingested), which turns any food you eat into healing peptides. These peptides heal an additional 3 brute and 1 burn with a 50% chance every tick.

Overdose deals 3 stamina AND:

  • If stamina dmg over 80: Causes drowsiness.
  • If stamina dmg over 100: Removes 100 stamina damage and puts you to sleep for 10 seconds.

Was originally named Trophazole.

0.2 units per tick 20 Units
Aiuri Шаблон:RecursiveChem/Aiuri Burn Medicine for treating burn damage. Each tick heals 2 burn and causes 0.25 eye damage. 0.2 units per tick N/A
Lenturi Шаблон:RecursiveChem/Lenturi Burn Used to treat burns but slows you down and hurts stomach while it's in your system. Each tick heals 3 burn and deals 0.4 stomach damage. 0.2 units per tick N/A
Hercuri Шаблон:RecursiveChem/Hercuri Burn Heals burn damage and can cool you to unsafe levels. If applied with vapor such as with a spray bottle Cleaner.png it also removes some firestacks (extinguishes you).
  • If burn is over 50: Heals 2 burn.
  • If burn is under 50: Heals 1.25 burn.

Overdose cools you down even more. Was originally named Rhigoxane.

0.2 units per tick 25 Units
Granibitaluri Шаблон:RecursiveChem/Granibitaluri Brute and Burn Heals a small amount of brute and burn each cycle. The maximum healing you can get is 0.5 per cycle, and this decreases by 0.1 for every 10 combined brute and burn you have. At 50 or more combined damage, it heals nothing. Overdose deals 0.2 liver and toxin damage. 0.2 units per tick 50 Units
Synthflesh Шаблон:RecursiveChem/Synthflesh Brute, burn Instantly heals 1.25 brute and burn damage per unit of the chemical applied, but also instantly deals toxin damage equal to 66% of brute and burn damage healed. Can be used to prepare corpses for defibrillation (needs under 180 brute and burn).
Touch and vapor application only. If a husked corpse has at least 100u and under 50 burn damage it will be unhusked.
0.2 units per tick N/A
Multiver Шаблон:RecursiveChem/Multiver Toxin A chem purger that purges chems (3u per tick) and heals toxin damage faster the more unique medicines there are in the body (0.5 per med, max 1.5). Also causes (0.5/"unique medicines") lung damage each tick. Having 3+ unique meds (2+multiver) will make it not purge medicines. 0.2 units per tick N/A
Seiver Шаблон:RecursiveChem/Seiver Radiation or Toxin Heals radiation or toxin depending on the temperature of the chem when it's in the body. If the chem is cold it heals up to 45 radiation (plus bonus 10-25% of current rads if very cold). If the chem is hot it heals toxin damage (the hotter the faster). Deals a scaling amount of heart damage based on rads and toxin healed. 0.2 units per tick N/A
Syriniver Шаблон:RecursiveChem/Syriniver Toxin

tl;dr: Put 20% of this and 80% water into a beaker and inject it with an IV-drip, and it will heal toxin damage and purge reagents pretty fast.

Click expand for long description.

When injected (syringe or IV-drip), the following happens:

  • Instantly heals toxin damage equal to 1.5x the injected amount, up to 3 toxin. A minimum of 0.6u must be injected for any effect.
  • Transforms up to 80% of the drug into the much safer Musiver, depending on how healthy your liver is. The more damaged liver the patient has, the lower amount will be turned into Musiver. You get the max transformation rate as long as your liver has more than 80 hp.

Each tick heals 1 point of toxin damage, purges 0.4u reagents and deals 0.8 points of liver damage. This works even if the chem was taken with other methods than injection. Should ideally be diluted for safety and used in an intravenous medicine bag or beaker attached to an IV (injects 5u at a time):

  • Injecting a 40% solution of syriniver with an IV will heal about 5 toxin per cycle (plus 1+1 passive healing from syriniver + Musiver), but is unsafe since it makes Musiver overdose very likely. Having more than 40% will not heal faster.
  • Injecting a 20% solution with an IV is pretty safe and will heal about 3 toxin per cycle (plus 1+1 passive healing from syriniver + Musiver).

If overdosed causes muscle weakness, high liver damage and disgust. Was originally named Thializid.

0.3 units per tick 6 Units
Tirimol Шаблон:RecursiveChem/Tirimol Suffocation Emergency oxygen deprivation medication that causes fatigue and can make you fall asleep. Heals 3 suffocation and deals 2 stamina damage per tick. Causes drowsiness after 15 seconds, and then every 45 seconds. If it was in your system longer than 20 cycles, you will fall asleep for 10 seconds when it's out. 0.2 units per tick N/A
Convermol Шаблон:RecursiveChem/Convermol Suffocation Quickly converts suffocation damage into toxin damage, with a 5:1 ratio. Each tick will heal suffocation damage equal to 2.5 times current cycle and deal toxin damage equal to 0.2 of suffocation healed. Will always deal at least 0.1 toxin damage, even without suffocation healed. Overdose causes toxin damage as if you always healed max suffocation, and quickly purges the chem. 0.2 units per tick 35 Units

Superior Healing Medicines

These healing drugs are harder to make than the core healing medicines, however they often heal faster and with fewer side effects (if any).

Name Recipe Treatment for Description Metabolism Rate Overdose Threshold
Salicylic Acid Шаблон:RecursiveChem/Salicyclic Acid Brute If you have more than 25 brute damage, heals 4 brute. If you have equal to or less than 25 brute damage, heals 0.5. Overdosing will deal more brute damage. 0.2 units per tick 25 Units
Oxandrolone Шаблон:RecursiveChem/Oxandrolone Burn If you have more than 25 burn damage, heals 4 burn. If you have equal to or less than 25 burn damage, heals 0.5. Overdosing will deal more burn damage. 0.2 units per tick 25 Units
Salbutamol Шаблон:RecursiveChem/Salbutamol Suffocation Quickly heals oxygen damage at a rate of 3 per tick while slowing down suffocation. Great for stabilizing critical patients! 0.1 units per tick N/A
Regenerative Jelly Шаблон:RecursiveChem/Regenerative Jelly All four basic types Heals 1.5 of each of the four basic damage types without the risk of overdose or damaging jellypeople. 0.4 units per tick N/A
Pentetic Acid Шаблон:RecursiveChem/Pentetic Acid Radiation, toxin Reduces high levels of radiation and heals 2 toxin damage per tick while purging 2u of other chemicals from the body. 0.2 units per tick N/A
Atropine Шаблон:RecursiveChem/Atropine Crit, all basic types If patient's health is critical it will heal brute/burn/toxin (2 / tick) and oxyloss (5 / tick) damage, as well as stop any further oxyloss. It also causes jitteriness and dizziness, which will shake the screen. Good for quickly getting critical patients back on their feet, but bad for combat because of the screenshake.
If overdosed it will deal toxin damage and cause extra jitteriness and dizziness.
0.1 units per tick 35 Units
Calomel Шаблон:RecursiveChem/Calomel Purge Quickly purges the body of toxins (3u per tick). If your health is above 20, 1 toxin damage is dealt. 0.2 units per tick N/A
Cryoxadone Шаблон:RecursiveChem/Cryoxadone All four basic types and cellular Required for the proper function of cryogenics. It heals all types of damage swiftly, but only when in a very cold environment. It heals suffocation 3x as fast as most other damage types. Is more effective the colder the person is. If used in unupgraded cryo tubes every cycle will typically heal above 6 suffocation, 2 brute, 2 burn, 2 toxin and 2 cellular damage. Can heal wounds. Works on slimepeople, despite being cold. 0.4 units per tick N/A
Pyroxadone Шаблон:RecursiveChem/Pyroxadone All four basic types and cellular Inverse Cryoxadone that heals faster the hotter the patient is. For max efficiency you need to be over 460°K and on fire. In optimal conditions every cycle will heal 15 burn before the damage taken from being on fire, which is usually faster than the fire hurts you (unless too hot). It will then also heal 10 brute, 10 toxin, 20 oxyloss and 10 cellular. Can heal wounds. Works on slimepeople. 0.4 units per tick N/A
Clonexadone Шаблон:RecursiveChem/Clonexadone Cellular Quickly heals (cellular) damage, but only when in a cold environment. The colder the faster heal. Heals about 5 cellular per tick if used in unupgraded cryo tubes. 0.6 units per tick N/A
Rezadone Шаблон:RecursiveChem/Rezadone Cellular Instantly heals all cellular damage while also healing 1 brute and burn damage per tick. If a husked corpse is treated with at least 5u and has under 50 burn damage it will be unhusked. If overdosed deals 1 toxin damage per tick and makes you dizzy and jittery. Very good for treating cellular damage on the spot. 0.4 units per tick 30 Units

Unique Healing Medicines

These healing drugs perform niche functions that help against less common ailments.

Name Recipe Treatment for Description Metabolism Rate Overdose Threshold Addiction Threshold
Mutadone Шаблон:RecursiveChem/Mutadone Mutations Instantly removes your genetic mutations. Hulks hate it! 0.4 units per tick N/A N/A
Mannitol Шаблон:RecursiveChem/Mannitol Brain Heals 2 brain damage per tick. Does not heal traumas. Can be poured directly on brains to heal 2 damage per unit (minimum 10 units). 0.4 units per tick N/A N/A
Neurine Шаблон:RecursiveChem/Neurine Minor brain traumas Reacts with neural tissue, helping reform damaged connections. Chance every tick to cure basic traumas. More severe traumas usually require surgery. Quickly purges Neurotoxin. 0.4 units per tick N/A N/A
Potassium Iodide Шаблон:RecursiveChem/Potassium Iodide Radiation Reduces low radiation damage very effectively. 0.8 units per tick N/A N/A
Saline-Glucose Solution Шаблон:RecursiveChem/Saline-Glucose Solution Brute, burn, blood loss Has a 33% chance per metabolism cycle to heal 0.5 brute and burn damage. Can be used as a temporary substitute for blood if hooked up via IV drip. If overdosed, it will have a 33% chance to deal brute and burn damage and a small chance to become 1u salt or sugar each metabolism cycle. 0.2 units per tick 60u N/A
Ephedrine Шаблон:RecursiveChem/Ephedrine Stun Reduces stun times by typically around 30% (depends), increases run speed, regenerates 1 stamina per tick and causes 20% chance to drop held items.
If overdosed it will deal toxin damage with a 2% chance to cause a heart attack. If addicted it will deal toxin damage, cause breathing problems, cause increasingly frequent seizures and long term jitteriness. Also reduces knockdown times from stunbatons Файл:StunBaton.gif (including stunprods Файл:Stunprod.png) by 90%.
0.2 units per tick 30 Units 25 Units
Diphenhydramine Шаблон:RecursiveChem/Diphenhydramine Histamine Overdose Purges body of lethal Histamine and reduces jitteriness while causing minor drowsiness. 0.2 units per tick N/A N/A
Oculine Шаблон:RecursiveChem/Oculine Eye Quickly heals eye damage and has 20% chance per tick to revert blindness. Does not work against genetic blindness, which needs Mutadone. For blindness caused by brain damage you will need surgery or other means. 0.1 units per tick N/A N/A
Inacusiate Шаблон:RecursiveChem/Inacusiate Ear Rapidly repairs damage to the patient's ears to cure deafness, assuming the source of said deafness isn't from genetic mutations, chronic deafness, or a total deficit of ears. (Results in 2 units instead of 3) 0.4 units per tick N/A N/A
Epinephrine Шаблон:RecursiveChem/Epinephrine Crit Prevents oxygen damage from crit state. If the patient is in crit it heals 0.5 oxyloss, toxins, brute, and burn. 20% chance each tick to reduce stun times a bit. Gives a minor stamina regeneration buff.
Worse than Atropine at saving critical patients, but better for mid combat use. If overdosed it will randomly deal light toxin and stamina damage, and some suffocation.
0.1 units per tick 30 Units N/A
Antihol Шаблон:RecursiveChem/Antihol Alcohol Purges 3u alcoholic drinks from someone's body per tick, as well as eliminating drunkenness, drowsiness, slurring, dizziness and confusion. Heals 0.2 toxin per tick. 0.4 units per tick N/A N/A
Insulin Found in NanoMed Plus Sugar Dependency Increases sugar depletion. 0.2 units per tick N/A N/A
Strange Reagent Шаблон:RecursiveChem/Strange Reagent Death A miracle drug that can bring a dead body back to life. Only works on ingestion. Amount needed increases depending on how much brute+burn damage the body has (at most 10u at 200 damage). Extra amounts will partly heal organ damage and blood levels on successful revive. The drug doesn't work on corpses with over 200 brute+burn damage or husks.
In living people each tick randomly deals 0-2.5 brute and burn damage. Can revive simplemobs as well.
0.5 units per tick N/A N/A
Synaptizine Шаблон:RecursiveChem/Synaptizine Hallucination Decrease Reduces stun times by typically around 30% (depends). Helps drowsiness and hallucinations go away much faster. Also purges Mindbreaker Toxin at 5u per tick. 30% chance per tick to cause 1 toxin damage. 0.4 units per tick N/A N/A
Spaceacillin Шаблон:RecursiveChem/Spaceacillin Infections An all-purpose antiviral agent. Prevents you from spreading any virus in your body. Metabolises very slowly. 0.04 units per tick N/A N/A
Miner's Salve Шаблон:RecursiveChem/Miner's Salve Improvised Patch Healing Chem Helps treat severe burn wounds and heals 0.25 brute and burn per tick, but prevents you from telling how injured you are. Causes stomach cramps if not applied via touch/patch, which reduces nutrition by 5. If applied with touch/patch it increases surgery speed by 10%.
1u heals roughly 1.5 burn+brute.
0.16 units per tick N/A N/A
Modafinil Шаблон:RecursiveChem/Modafinil Sleep Slowly-metabolizing medicine. Heals dizziness, drowsiness, sleep (but not unconsciousness) and heats you up if frozen, similarly to Coffee Latte. Reduces stun times slightly. If overdosed causes jitteriness, stuttering, dizziness (later), 50% chance to choke. After 41 cycles 20% chance to stun you. Cycle 82 puts you into endless sleep while constantly dealing 1.5 stamina and oxygen damage.
No chance for addiction but very finicky OD.
0.02-0.08 units per tick Random, initially 20 but goes up or down 0.1 each tick. N/A
Morphine Шаблон:RecursiveChem/Morphine Damage slowdown Allows you to run at full speed even when hurt, even from stamina damage, but does not remove slowdown from wearing a hardsuit. You'll get drowsy after 12 cycles, and fall asleep if it's in your system for 24 cycles. You will not wake up until it's out of your system.


If overdosed or addicted it will cause jitteriness, dizziness and force the victim to drop items in their hands. If addicted it will also eventually deal 1, 2 and later 3 toxin damage per tick. Can be ordered from Cargo, be grown at Botany or be found in a NanoMed Plus. (Results in 2 parts instead of 6)

0.2 units per tick 30 Units 25 Units
Haloperidol Шаблон:RecursiveChem/Haloperidol Anti-Drug and Light Sedative Helps fight against the effects of some drugs while purging them. Reduces jitteriness and hallucinations. However each tick also causes drowsiness, 2.5 stamina damage and 20% chance for 1 brain damage (up to 50). 0.16 units per tick N/A N/A
Leporazine Шаблон:RecursiveChem/Leporazine Body temperature This keeps a patient's body temperature stable. 0.4 units per tick N/A N/A
Higadrite Шаблон:RecursiveChem/Higadrite Liver failure Protects from toxin damage caused by liver failure. 0.4 units per tick N/A N/A
Psicodine Шаблон:RecursiveChem/Psicodine Phobias and Mood Suppresses phobias and turns bad mood into neutral mood. Also reduces jitteriness, dizziness, confusion and disgust. If overdosed it causes hallucinations and 1 toxin damage per tick. 0.1 units per tick 30 units N/A
Energized Jelly Шаблон:RecursiveChem/Energized Jelly Stun Reduces stun times by around 60% (depends) for jellypeople, while also speeding up Luminescent's cooldowns. Non-jelly lifeforms will just get shocked. 0.4 units per tick N/A N/A
Penthrite Шаблон:RecursiveChem/Penthrite Heart, crit An explosive compound used to stabilize heart conditions. If you are not in crit it stabilizes your heart. If health is under crit threshold it prevents crit, heals you 2 tox/brute/burn, 6 oxy and damages heart 0.1 per unit. If you reach -60 health the penthrite is purged and you get a heart attack. Causes slow stomach damage. Overdose causes instant heart attack. Explodes when mixed with equal amounts Epinephrine (strenghtdiv 5) OR Atropine (strenghtdiv 5, modifier 5) (Results in 3 units instead of 4) 0.2 units per tick 50 units N/A
Sanguirite Шаблон:RecursiveChem/Sanguirite Bleeding A coagulant used to help bleeding wounds clot faster. Overdose can cause blood to clot in the veins, causing 15% chance of suffocation, with possible minor lung and heart damage. 0.1 units per tick 20 units N/A
Pulped Banana Peel Шаблон:RecursiveChem/Pulped Banana Peel Bleeding A coagulant used to help bleeding wounds clot faster. Exact same effects as Sanguirite except slightly weaker clot coefficiency. Overdose can cause blood to clot in the veins, causing 15% chance of suffocation, with possible minor lung and heart damage. 0.1 units per tick 20 units N/A

Non-craftable Medicines

These healing drugs are used in some situations, but are otherwise uncraftable.

Name How to get Treatment for Description Metabolism Rate Overdose Threshold Addiction Threshold
Changeling Adrenaline Changelings Stun Makes you immune to sleep and damage slowdown. Reduces stun times by typically around 30% (depends) and regenerates 10 stamina per tick. Can make you dizzy and jittery.
If overdosed it will deal 1 toxin damage per tick. A changeling using the Adrenaline Sacs ability will inject 4u of this.
0.4 units per tick 30 Units N/A
Changeling Haste Changelings Speed Increases your speed to the maximum possible in most cases. A changeling using the Adrenaline Sacs ability will inject 2u of this. Deals 2 toxin damage per tick. 1 unit per tick N/A N/A
Omnizine Шаблон:RecursiveChem/Omnizine Brute, burn, toxin and suffocation Heals 0.5 of each damage type per tick. If overdosed it will deal 1 damage of each type per tick. 0.1 units per tick 30 Units N/A
Protozine Шаблон:RecursiveChem/Geyser Brute, burn, toxin and suffocation Heals 0.2 of each damage type per tick. If overdosed it will deal 1 damage of each type per tick. A weaker omnizine, but can be used in Strange Reagent crafting. 0.1 units per tick 30 Units N/A
Godblood Шаблон:RecursiveChem/Godblood Brute, burn, toxin and suffocation This is Omnizine with 5 times higher overdose threshold. Just like Omnizine, heals 0.5 of each damage type per tick. If overdosed it will deal 1 damage of each type per tick, but that's not really a concern. 0.1 units per tick 150 Units N/A
Honey Шаблон:RecursiveChem/Honey Brute, burn, toxin and suffocation 55% chance to heal 1 of each damage type per tick. Metabolizes very quickly and adds 3u sugar to your system. 1 unit per tick N/A N/A
Earthsblood Шаблон:RecursiveChem/Earthsblood All damage types The first 25 cycles, each tick heals 1 brute, 1 burn, 0.5 suffocation, 0.5 toxin, 0.1 cellular and 0.5 stamina while dealing 1 brain damage (up to max 150). Cycle 26 and onwards, each tick heals 5 brute, 5 burn, 3 suffocation, 3 toxin, 1 cellular and 3 stamina while dealing 2 brain damage (up to max 150) and giving you jitteriness and drugginess (your character might say some special messages as well!). You will be unable to directly hurt anyone via most means while it's in your body (this effect is similar to that of Pax). Overdosing causes hallucinations, deals no damage before cycle 26, a net of 1 toxin damage per tick from cycles 26 to 100 and a net of 3 toxin damage per tick after cycle 100. Overdosing also gives you the severe traumatic non-violence brain trauma (brain surgery level). The trauma does not go away until cured. 0.4 units per tick (static) 25 Units N/A
Silibinin Шаблон:RecursiveChem/Silibinin Liver damage Each tick heals 2 liver damage. 0.6 units per tick N/A N/A
Polypyrylium Oligomers Шаблон:RecursiveChem/Polypyrylium Oligomers Lung damage A purple mixture of short polyelectrolyte chains not easily synthesized in the laboratory. Each tick heals 0.25 lung damage and 0.35 brute. Stops bleeding (over time). Will color hair and beard purple from touch or vapor. Overdose deals 0.25 lung damage. 0.1 units per tick 50 Units N/A
Mitogen Metabolism Factor Eating Probital Brute If this enzyme exists as a catalyst in your body (at least 0.5u), any food you eat turns into healing peptides, which heal brute and some burn. If overdosed the metabolism changes to 2 units per tick and makes you vomit. 0.025 units per tick 10 Units N/A
Musiver Injecting Syriniver Toxin Heals 1 toxin per tick while purging 0.2u reagents and dealing 0.1 liver damage (1/8 as much as liver damage as Syriniver). If overdosed causes muscle weakness, high liver damage and disgust. 0.1 units per tick 25u N/A
Muscle Stimulant Strange seeds Slowdown Makes you ignore slowdowns from being hurt. 0.4 units per tick N/A N/A
Cordiolis Hepatico Strange seeds, Abductor's operating table injects this too Heart and liver failure Removes the need for heart and liver 0.4 units per tick N/A N/A
Stimulants Syndicate uplink Stun Increases movement speed a lot. Reduces stun times by around 90% or less (depends). Recovers 5 stamina per tick. Will heal 1 of each damage type if health is between 0 and 50. If overdosed has 33% chance per tick to deal 2.5 stamina damage, 1 toxin damage and cause loss of breath. Also reduces knockdown times from stunbatons Файл:StunBaton.gif (including stunprods Файл:Stunprod.png) by 90%. Can be bought with syndicate uplink. 0.2 units per tick 60 Units N/A
Experimental Stimulants Syndicate adrenal implant Stun Makes you immune to sleep and damage slowdown. Each tick recovers 10 stamina but has 30% chance to make you drop held items, 33% chance to make you lose some breath, and can make you dizzy and jittery. Gives a moderate increase to movement speed. Also reduces knockdown times from stunbatons Файл:StunBaton.gif (including stunprods Файл:Stunprod.png) by 90%. 0.4 units per tick N/A N/A
Restorative Nanites Syndicate medical cyborgs All damage types Each tick heals 5 brute/burn/toxin, 15 suffocation, 15 brain and 3 cellular. If overdosed this very quickly purges itself and causes random vomiting. Only available to Syndicate medical cyborgs. This is just a chemical, so don't confuse with the programmable Nanites. 0.4 units per tick 30 Units N/A

Removed Medicines

These healing meds used to exist, but have since been removed or renamed for one reason or another. Some servers still use these, but /tg/ does not, and the recipes for them will not work on /tg/.

Name How to get Treatment for Description Metabolism Rate Overdose Threshold Addiction Threshold
Bicaridine Was completely removed from /tg/ July 2019.
Шаблон:RecursiveChem/Bicaridine
Brute Heals brute damage at a rate of 2 units per tick. If overdosed deals 2 brute damage per tick. 0.4 units per tick 30u N/A
Kelotane Was completely removed from /tg/ July 2019.
Шаблон:RecursiveChem/Kelotane
Burn Heals burn damage at a rate of 2 units per tick. If overdosed deals 2 burn damage per tick. 0.4 units per tick 30u N/A
Anti-Toxin Was completely removed from /tg/ July 2019.
Шаблон:RecursiveChem/Anti-Toxin
Toxin Heals 2 toxin damage and removes 1u toxin reagents per tick. If overdosed deals 2 toxin damage per tick. 0.4 units per tick 30u N/A
Tricordrazine Was completely removed from /tg/ July 2019.
Шаблон:RecursiveChem/Tricordrazine
All types Has 80% chance to heal 1 each of the four basic damage types per tick. If overdosed deals an average of 1.2 damage of every type per tick. 0.4 units per tick 30u N/A
Dexalin Was completely removed from /tg/ Aug 2019.
Medical cyborg hypospray and other sources
Suffocation Heals 2 oxygen damage per tick. If overdosed deals 2 oxygen damage per tick. Used by medibots. 0.4 units per tick 30 Units N/A
Charcoal Was replaced with Multiver Aug 2019.
Шаблон:RecursiveChem/Charcoal
Toxin Heals toxin damage at a rate of 2 per tick, while also removing 1u of any other chemicals. Only works when ingested. 0.2 units per tick N/A N/A
Silver Sulfadiazine Was replaced with Aiuri Aug 2019.
Шаблон:RecursiveChem/Silver Sulfadiazine
Burn On touch, instantly heals 1 burn damage per unit, then heals 2 burn per tick over time while it stays in the system. Basic anti-burn healing drug.
On ingestion also deals minor toxin damage.
1u heals roughly 6 burn damage. Deals minor burn and toxin damage when overdosed.
0.4 units per tick 45u N/A
Styptic Powder Was replaced with Libital Aug 2019.
Шаблон:RecursiveChem/Styptic Powder
Brute On touch, instantly heals 1 brute damage per unit, then heals 2 brute per tick over time while it stays in the system. Basic anti-brute healing drug.
On ingestion also deals minor toxin damage.
1u heals roughly 6 brute damage. Deals minor brute and toxin damage when overdosed.
0.4 units per tick 45u N/A
Perfluorodecalin Was renamed Convermol Aug 2019.
Шаблон:RecursiveChem/Perfluorodecalin
Suffocation Quickly converts suffocation damage into toxin damage, with a 5:2 ratio. Each tick will heal suffocation damage equal to 2.5 times current cycle. This means you will take 2 toxin damage for every 5 suffocation damage healed. You will always take at least 0.2 toxin damage per tick, even if you don't heal any suffocation. If overdosed each tick will deal toxin damage equal to 1 times current cycle, regardless of suffocation damage healed. 0.1 units per tick 35 Units N/A
Sanguibital Was replaced with Helbital Sept 2019.
Шаблон:RecursiveChem/Sanguibital
Brute One of the first "Cobbychems". Only existed on /tg/ for a short while. Removed by Cobby because it wasn't ever used and the entire gimmick made it undesirable. Heals brute if you have lower than full blood levels, scaling with missing blood volume. Will heal up to 5(10?) brute per tick if very low on blood. Dilates blood streams, increasing the amount of blood lost by 2 per tick. Overdosing doubles the blood lost from this chem. 0.2 units per tick 35 Units N/A
Ichiyuri Was replaced with Lenturi Oct 2019.
Шаблон:RecursiveChem/Ichiyuri
Burn One of the first "Cobbychems". Removed by MacBlaze1 with Cobby approval because it was never used and simply wasn't fun to be on. Used to treat serious burns. Prolonged exposure can cause burns to itch. Heals 2 burn per tick, and randomly makes you scratch yourself every few seconds, causing 1-7 brute and bleeding. The itch will happen more often the longer it's been in your system. 0.2 units per tick N/A N/A
Fiziver Was replaced with Seiver Oct 2019.
Шаблон:RecursiveChem/Fiziver
Toxin One of the first "Cobbychems". Removed by Cobby because Fiziver didn't see much use and I grew to dislike the overall damage mods. An antitoxin that heals toxin damage but temporarily physically weakens the user, adding a damage modifier making them take extra brute, burn, suffocation and stamina damage. The damage modifier increases the longer it's been in the body (capped to triple damage). Toxin damage healed is 0.3 points per tick multiplied with the damage modifier (so up to 0.6). Overdosing has a 50% chance each tick to deal 0.2 brute and burn damage, which will be amplified by the damage multiplier in effect. 0.1 units per tick 11 Units N/A
Corazone Name changed to Higadrite Nov 2019.
Шаблон:RecursiveChem/Corazone
Liver Nov 2019 it was changed to only work on livers. Since Corazone is Spanish for "heart" it had its name changed to Higadrite (higado = liver). Protects from liver failure. 0.4 units per tick N/A N/A
Lavaland Extract Was removed in June, 2020. Brute, burn Survival medipens used to come with 2u of this. Very quickly heals damaged bodyparts. If overdosed it will deal heal about 2 brute/burn but deal 3 toxin damage per tick. Has very low overdose threshold. 0.4 units per tick 3 Units N/A

Narcotics

Narcotics are highly addictive drugs that can aggressively, or passively, provide a benefit. Be wary as its very easy to become addicted, or overdose, on a narcotic.

As a general rule of thumb, the more of a positive effect (or any effect) a narcotic can provide, the easier it is to get addicted or overdose on it.

People who overdose or get addicted to Narcotics tend to usually end up dying to the negative effects or requiring immedient medical attention. Take in moderation.

Name Recipe Description Metabolism Rate Overdose Threshold Addiction Threshold
Nicotine Grown in tobacco or found in cigarettes. Reduces stun times by typically around 20% (depends). Addiction does nothing. If overdosed it will deal 1.1 oxygen and 0.1 toxin damage per tick. Metabolizes slowly. 0.05 units per tick 15 Units 10 Units
Krokodil Шаблон:RecursiveChem/Krokodil Provides messages of calmness and protection.
If overdosed it will deal 0.25 Brain and Toxin damage per tick.
If addicted it will first deal some toxin and brain damage, and later switch to dealing 3 Brute damage, right before the addict's skin falls off, dealing 50 Brute. This turns you into a fake zombie.
0.2 units per tick 20 Units 15 Units
Crank Шаблон:RecursiveChem/Crank Reduces stun times by typically around 30% (depends). If overdosed it will deal 2 Brain, 2 Toxin and 2 Brute per tick. If addicted, at the beginning of withdrawal every tick will deal 5 Brain, then 5 Toxin, then 5 Brute, and at the last stage 3 Brain, 5 Toxin and 5 Brute at the same time. 0.2 units per tick 20 Units 10 Units
Methamphetamine Шаблон:RecursiveChem/Methamphetamine Reduces stun times by around 60% (depends), gives a large speed boost, makes you jittery and recovers 2 stamina while dealing 1 to 4 Brain damage.
If overdosed the subject will move randomly, laugh randomly, drop items and suffer from 1 Toxin and 0.5 to 1 Brain damage per tick.
If addicted the subject will constantly jitter and drool, before becoming dizzy and lose motor control and eventually suffer 5 Toxin damage per tick.
A great deal of caution must be taken when heating this chemical, as it will explode if it reaches a temperature of or greater than 380K. Explosive strength about 0.083 with modifier 5. Can not explode in a body.
0.3 units per tick 20 Units 10 Units
Bath Salts Шаблон:RecursiveChem/Bath Salts Makes the subject immune to sleep and stuns, grants 5 stamina regeneration and grants the user the psychotic brawling martial art, which makes your interactions with people have certain random effects. However the subject will suffer 4 Brain damage (per tick), constant hallucinations and will lose some motor control.
If overdosed the subject will lose even more motor control, drool, and randomly drop items in their hand.
If addicted the subject will jitter, suffer 10 Brain damage (per tick), severe hallucinations, dizziness, yet more loss of motor control and eventually 5 Toxin damage (per tick). This drug will melt your brain.
0.2 units per tick 20 Units 10 Units
Aranesp Шаблон:RecursiveChem/Aranesp The subject will think they are "amped" and get 18 stamina regeneration. However the drug has 50% chance every tick to cause the subject to suffocate (and take 1 oxyloss), while also dealing 0.5 toxin damage per tick. 0.2 units per tick N/A N/A
Happiness Шаблон:RecursiveChem/Happiness Suppresses phobias and fills you with ecstatic emotional numbness. Removes jitteriness, confusion and disgust. Causes 0.2 brain damage per tick. Highly addictive. If overdosed causes sudden mood swings and an additional 0.5 brain damage per tick. If addicted it will slowly drive your mood to "insane". 0.2 units per tick 20 Units 10 Units
Space Drugs Шаблон:RecursiveChem/Space Drugs An illegal compound which induces drugginess, randomly makes you step in any direction and makes you drool, giggle and similar. If overdosed causes hallucinations. 0.2 units per tick 30 Units N/A
Pump-Up Шаблон:RecursiveChem/Pump-Up Reduces knockdown times from stunbatons Файл:StunBaton.gif (including stunprods Файл:Stunprod.png) by 90%. Doesn't affect stuns from other sources. 15% chance to cause loss of breath, and 5% to cause some jitter. If overdosed has 20% chance of causing loss of breath and 4 stamina damage, 15% to cause 2 toxin, 5% to drop held items, 5% to jitter and can also make you drool. Can be found in maintenance Файл:Pump up injector.png. (Results in 5 parts instead of 7) 1.2 units per tick 30 Units N/A
Maintenance Tar Шаблон:RecursiveChem/Maintenance Tar Raw tar, straight from the floor. It can help you with escaping bad situations at the cost of liver damage. Adjusts stuns by -10 and deals 1.5 liver damage each tick. Overdose deals 5 toxin and an additional 3 liver damage. Addiction will later deal toxin damage and make you randomly drop held items.
(Results in 3 parts Maintenance Tar and 1 part Sulphuric Acid, instead of 3 or 5)
0.2 units per tick 30 Units 10 Units
Maintenance Sludge Шаблон:RecursiveChem/Maintenance Sludge Makes you more resistant to wounds but causes toxins to accumulate. Deals 0.5 toxin. Overdose deals 1 extra toxin with 10% chance of 5 toxin and vomit. Addiction will later deal more toxin damage and make you randomly drop held items. (Results in 1 part instead of 4) 0.8 units per tick 25 Units 10 Units
Maintenance Powder Шаблон:RecursiveChem/Maintenance Powder Enhances your mental ability, making you learn stuff a lot faster. Multiplies skill gain depending on volume, but deals 0.1 brain damage. Overdose deals an additional 3 brain damage. Addiction will later deal toxin damage and make you randomly drop held items. (Results in 1 part instead of 8) 0.2 units per tick 15 Units 6 Units

Pyrotechnics

The manipulation of fire and matter.

Explosive Strength

For chemicals which are explosive, you may notice an 'explosive strength' listed in the description. This is a multiplier that directly affects how large of an explosion a given quantity of the reagent will produce. A few types of explosion have a 'modifier', which adds a flat amount to the size of the explosion. By default the outer 'light impact' radius of an explosion is equal to √(mod+quantity*strength)*√2, while the heavy impact radius and devastation radius is one half and one quarter of that, respectively. Chemical explosions are not a subject to the standard TTV Bombcap. Eventough it doesn't have a hardcoded maxcap currently the biggest possible explosion is that of 2100u custom made chemical payload bomb.

Note that all non-standard explosions or other AoE pyrotechnics, such as Flash Powder or Liquid Dark Matter, do not work like this. The scaling and max size of these effects vary on a case-by-case basis.

Name Recipe Description Metabolism Rate
Stabilizing Agent Шаблон:RecursiveChem/Stabilizing Agent When mixed with certain pyrotechnics, it stabilizes the reaction and prevents the reaction for usage later. The stabilizing agent is not consumed when stabilizing explosives, and one unit is enough to stabilize any amount of explosives. This does not work on everything, so be warned! Also turns plasma into stable plasma (which can already be dispensed from chem dispenser) if mixed 1:1. 0.4 units per tick
Fluorosurfactant Шаблон:RecursiveChem/Fluorosurfactant Creates a large amount of foam when mixed with an equal amount of water. This foam carries any reagents along with it in the container, allowing you to apply reagents to large areas at a time. The foam will apply any carried reagents to any floors, objects, people or animals in the area of the foam. The reagents will be absorbed through a mob's exposed skin and somewhat through clothes unless completely impermeable(hardsuit/biohazard/medical gear). The less foam used, the more reagent will be delivered into a person's system. Foam is slippery! Can not react in a body. 0.4 units per tick
Smoke Шаблон:RecursiveChem/Smoke This creates a large cloud of smoke that will take on the properties of everything (if anything) in the container of the reaction. The chemicals in the smoke will touch and react with everything that the smoke touches. Mobs caught within the smoke cloud without wearing a gas mask or breathing through a gas tank will ingest the smoke chemicals. Great for distributing toxins in a crowded area. Can be stabilized into Smoke Powder with Stabilizing Agent. N/A
Smoke Powder Шаблон:RecursiveChem/Smoke Powder The stabilized version of Smoke - only one third as effective as the unstabilized chemical reaction. Heat to 374K to activate. Can not react in a body. 0.4 units per tick
Flash Powder Шаблон:RecursiveChem/Flash Powder Flashes in a radius that scales up with the amount detonated. Can be stabilized with Stabilizing Agent. If stabilized, heat to 374K to activate. 0.4 units per tick
Phlogiston Шаблон:RecursiveChem/Phlogiston Turns into a spreading plasma fire if not stabilized during mixing. Makes you burn longer, and ignites you. Deals increasing fire damage based on how much you're burning up to 4 fire damage every 3 seconds. Can be stabilized with Stabilizing Agent. 0.4 units per tick
Napalm Шаблон:RecursiveChem/Napalm A substance that burns for much longer than other fuels. Inject it into someone and then apply heat for a warm toasty fireball human. 0.4 units per tick
Sonic Powder Шаблон:RecursiveChem/Sonic Powder Deafens in a radius that scales up with the amount detonated. Can be stabilized with Stabilizing Agent. If stabilized, heat to 374K to activate. 0.4 units per tick
Pyrosium Шаблон:RecursiveChem/Pyrosium When first mixed it becomes 20 Kelvin cold. Instantly consumes all liquid Oxygen to heat its container for each unit of Oxygen consumed. This does not expend the Pyrosium, so 1u will have the same effect as 50u. Does nothing whatsoever without being mixed with liquid Oxygen. Does not react with the oxygen in air. In a body 0.5u oxygen will be consumed every tick to increase body temperature by 15. 0.2 units per tick
Cryostylane Шаблон:RecursiveChem/Cryostylane When first mixed it becomes 20 Kelvin cold. Instantly consumes all liquid Oxygen to cool its container for each unit of Oxygen consumed. This does not expend the Cryostylane, so 1u will have the same effect as 50u. Does nothing without being mixed with liquid Oxygen. Does not react with the oxygen in air. Deals toxin damage to slimes. In a body 0.5u oxygen will be consumed every tick to decrease body temperature by 15. 0.2 units per tick
Chlorine Trifluoride Шаблон:RecursiveChem/Chlorine Trifluoride When created it will create a temporary 3x3 fireball. Becomes 1000K when first mixed. A flammable substance so dangerous it can burn through the hull of the station. It lights you on fire when it comes into contact with you, and if it gets inside of you will deal 6 burn per tick from the inside. It metabolizes out of your body extremely fast, however. 4 units per tick
Sorium Шаблон:RecursiveChem/Sorium When detonated it will send any movable object or person flying away from the detonation point. Can be stabilized with Stabilizing Agent. If stabilized, heat to 474K to activate. 0.4 units per tick
Liquid Dark Matter Шаблон:RecursiveChem/Liquid Dark Matter When detonated it will suck in any movable object or person. Can be stabilized with Stabilizing Agent. If stabilized, heat to 474K to activate. 0.4 units per tick
Meth Explosion Шаблон:RecursiveChem/Meth Explosion Reagents are 300K (room temperature) by default so this will blow up when mixed unless some reagents were cooled. Has an explosive strength of 0.083, with a modifier 5, but results in 1 part instead of 4 so is effectively much weaker than exploding Meth. Can not explode in a body. N/A
Gunpowder Шаблон:RecursiveChem/Gunpowder When heated to 474K it sparks, and then creates a violent explosion 5-10 seconds later. Causes hallucinations and drugginess in plasmamen. Has an explosive strength of 0.125 and a modifier of 5. Was originally named Black Powder. 0.05 units per tick
Nitroglycerin Шаблон:RecursiveChem/Nitroglycerin A heavy, colourless, oily, explosive liquid obtained by nitrating glycerol. Explodes immediately on mixing. Can only be stabilized by having Exotic Stabilizer (at least 1u per 25u nitroglycerin made) in the container on mix. If stabilized, heat to 474K to activate. (Results in 2 units instead of 3). Has an explosive strength of 0.5. 0.4 units per tick
RDX Шаблон:RecursiveChem/RDX A military grade explosive. Explodes immediately unless stabilized with Stabilizing Agent. If stabilized, explodes on heating to 474k, or when mixed with an equal amount of liquid electricity or teslium. Has an explosive strength of 0.143, or 0.286 if activated electrically . Additionally, when activated electrically it has extra fire range, a modifier of 4, or a modifier of 6 if you use teslium. (200 heated RDX would be same as 100 RDX + 100 teslium if it wasn't for the modifiers. )(Results in 1 unit instead of 4) 0.4 units per tick
TaTP Шаблон:RecursiveChem/TaTP Suicide grade explosive. Forms and immediately explodes at a random temperature between 401k and 499k. Can only be stabilized by having Exotic Stabilizer (at least 1u per 50u TaTP made) in the container on mix. If stabilized, explodes at a random temperature between 501k and 599k. The more units you use the stronger the explosive strenght becomes, topping off at 0.67 at around 2100u. (Results in 1 units instead of 3) 0.4 units per tick
Penthrite Explosion Шаблон:RecursiveChem/Penthrite Explosion An explosive reaction involving Penthrite. Explodes on heating to 315k. Has an explosive strength of 0.2 N/A
Explosion Шаблон:RecursiveChem/Explosion This explodes immediately on mixing, which may knock you over or even kill you. Useful in grenade production. Has an explosive strength of 0.05 N/A
Holy Explosion Шаблон:RecursiveChem/Holy Explosion This explodes immediately on mixing. If it combined at least 75 of each reagent, it results in a more powerful explosion with an explosive strength of 0.125, which also paralyzes and reveals revenants and sets nearby cultists on fire. Otherwise it behaves like a normal Water-Potassium explosion. N/A
EMP Шаблон:RecursiveChem/EMP This reacts immediately on mixing, creating an electromagnetic pulse which affects electronics nearby; very useful for causing chaos. Has different effects on different things. Turns off headsets, stuns cyborgs, disables security cameras, messes with Cybernetics, randomizes suit sensor settings, burns wearers of some hardsuits and randomly pulses wires. N/A
Bee Explosion (Beesplosion) Шаблон:RecursiveChem/Bee Explosion Creates bees. 1 bee per 5 created volume. If mixed in a beaker or grenade containing other reagents, then every bee will contain one of those reagents. The bees from this reaction have a limited lifespan, and will die after 50 seconds. Doesn't work in grenades. N/A
Teslium Шаблон:RecursiveChem/Teslium Randomly shocks the victim every 5-30 seconds while it is in their system, ignoring any protection because the shock comes from inside them. Also increases damage taken from normal shocks. Heating this to 474K will create a Tesla Shock 0.2 units per tick
Tesla Shock Шаблон:RecursiveChem/Tesla Shock This reacts immediately on mixing, shooting electric bolts at anyone near the reaction, shocking people and disabling/damaging electronics. N/A
Thermite Шаблон:RecursiveChem/Thermite A mixture that can burn straight through walls or floors when splashed and ignited. Needed amount depends on target structure. A normal wall requires 30u. A reinforced wall requires 50u. One unit of thermite burns for 0.35 seconds and the maximum burn length is 20 seconds. The fire is fake and cosmetic. Does not work on doors or windows. Causes 1 burn damage per tick to humans when ingested. 0.4 units per tick

Other Reagents

These are other chemicals that usually have non-medicinal uses. Many of these are useful in the manufacturing of grenades, but some can be quite dangerous.

Name Formula Description Metabolism Rate
Baldium Шаблон:RecursiveChem/Baldium If sprayed or splashed on you, it makes you go bald. Keep away from the Clown! Does nothing when ingested. (Results in 1 unit instead of 3) 0.4 units per tick
Barber's Aid Шаблон:RecursiveChem/Barber's Aid If sprayed or splashed on you it changes your hair style. Does nothing when ingested. (Results in 5 units instead of 3) 0.4 units per tick
Bluespace Dust Шаблон:RecursiveChem/Bluespace Dust Occasionally causes random short distance teleportation. If splashed on someone it teleports them 1 tile per 5 units used. 0.4 units per tick
BZ Metabolites Breathe BZ gas Does nothing unless you're a changeling. Slowly drains a changeling's chemical storage, and makes them unable to communicate on the changeling hivemind channel. 0.08 units per tick
Concentrated Barber's Aid Шаблон:RecursiveChem/Concentrated Barber's Aid If sprayed or splashed on you it grows your hair very long. Does nothing when ingested. 0.4 units per tick
Candle Шаблон:RecursiveChem/Candle Creates a red candle for use in decoration or rituals. Can not react in a body. N/A
Carbon Dioxide Шаблон:RecursiveChem/Carbon Dioxide Creates CO2 in liquid form. Spilling this will release gas form CO2 into the atmosphere. Has no other effects. 0.4 units per tick
Carpet Шаблон:RecursiveChem/Carpet Creates a carpet on the floor. Best used in a smoke machine/grenade or spray bottle. Ingredient in Barber's Aid.

Can be mixed 1:1 with other chemicals to create different types of carpet:
Шаблон:Tooltip: Black Carpet
Шаблон:Tooltip: Blue Carpet
Шаблон:Tooltip: Cyan Carpet
Green Beer: Green Carpet
Orange Juice: Orange Carpet
Шаблон:Tooltip: Purple Carpet
Liquid Gibs: Red Carpet

Some of the above carpet chemicals can be further refined:
Black Carpet + Шаблон:Tooltip: Royal Black Carpet
Blue Carpet + Шаблон:Tooltip: Royal Blue Carpet

0.4 units per tick
Colorful Reagent Шаблон:RecursiveChem/Colorful Reagent Randomly colors floor, items and people. Keep away from the clown. Add this to your smoke grenade for a "rainbow bomb". 0.4 units per tick
Condensed Capsaicin Шаблон:RecursiveChem/Condensed Capsaicin Also known as "pepper spray". A chemical agent used for self-defense and in police work. When a target is sprayed with this, the effects depend on if that person is wearing "pepper proof" gear over both mouth and eyes or not. Unless the target has full protection, they will be affected by 3 seconds of knockdown, 6 seconds of blindness, 10 seconds of blurry eyes, 10 seconds of confusion and 10 seconds of slowdown.

Some examples of pepper proof items are: Gas masks, security gas masks, riot or welding helmets with visor down, space helmets, bandanas (mouth only), plasmaman helmets and radiation hoods. Found in pepper spray refillers. (Results in 5 units instead of 6)

0.4 units per tick
Life Шаблон:RecursiveChem/Life Creates one or multiple pissed off lifeforms. It's a good idea to assume the worst and have Security on hot standby. (Results in 1 unit instead of 3) N/A
Life (Friendly) Шаблон:RecursiveChem/Life (Friendly) Creates one or multiple friendly lifeforms. Good for when you want to be surrounded by fluffy Corgis, or for when cargo has a bounty on Corgi pelts. (Results in 1 unit instead of 3) N/A
Cellulose Fibers Шаблон:RecursiveChem/Cellulose A crystaline polydextrose polymer. Plants swear by this stuff. Used for making Medicated Sutures. 0.4 units per tick
Cellulose Carbonization Шаблон:RecursiveChem/Cellulose Carbonization Turns cellulose into carbon. N/A
Corgium Шаблон:RecursiveChem/Corgium Creates your own Corgi! N/A
Color Powder Grow Rainbow Bunch Colors floor, items and people. There are several different color powder reagents, such as Mundane Powder, Invisible Powder and Blue Powder. There is no reagent with the actual name "color powder". 0.4 units per tick
Crayon Powder Grind a crayon A variety of Color Powder that works the same except it can't color mobs. There are several different crayon powder colors. 0.4 units per tick
Cryptobiolin Шаблон:RecursiveChem/Cryptobiolin Causes confusion and dizziness. This is essential to make Spaceacillin. 0.6 units per tick
Drying Agent Шаблон:RecursiveChem/Drying Agent Creates a solution that when applied to galoshes, causes them to be extra absorbent and dry any wet tiling they step on. (Results in 3 units instead of 4) 0.4 units per tick
Foaming Agent Шаблон:RecursiveChem/Foaming Agent Used in Metal Foam production. (Results in 1 unit instead of 2) 0.4 units per tick
Firefighting Foam Шаблон:RecursiveChem/Firefighting Foam When used in a spray or with smoke it creates a non-slippery foam which extinguishes fires and burning creatures, and removes burning plasma from the air, dumping it on the floor upon dissipation. 0.4 units per tick
Glitter Prize from arcade machines White glitter, blue glitter and pink glitter are three different chems which when touching floors turn into fake gases. Used for pranks. Can be cleaned up with the ordinary cleaning tools. 0.4 units per tick
Glycerol Шаблон:RecursiveChem/Glycerol Requires blended corn, so thus help from the botanist. Used to make Nitroglycerin or FRAG-12 shotgun slugs. Slippery like water. (Results in 1 unit instead of 4) 0.4 units per tick
Gravitum Шаблон:RecursiveChem/Gravitum Makes you completely weightless as long as it's in your system. Can be sprayed on objects to make them weightless aswell, for 1 minute per unit. Metabolizes extremely slowly. Paraplegics and clownophobes swear by this stuff. 0.04 units per tick
Growth Serum Шаблон:RecursiveChem/Growth Serum Makes you larger as long as it's in your systems. The more you have the bigger you become. Maximum size is achievable by having at least 200 units in your body. 0.4 units per tick
Hollow Water Шаблон:RecursiveChem/Geyser Identical to water, but will turn water into holy water when mixed with it. 0.4 units per tick
Impedrezene Шаблон:RecursiveChem/Impedrezene A narcotic that impedes one's ability by slowing down the higher brain cell functions. 80% chance per tick to cause 2 brain damage and 50% to cause drowsiness. (Results in 2 units instead of 3) 0.4 units per tick
Quantum Hair Dye Шаблон:RecursiveChem/Quantum Hair Dye If sprayed or splashed on you it changes your hair color. Does nothing when ingested. (Results in 5 units instead of 3) 0.4 units per tick
Laughter 1 part Sugar
1 part Banana Juice
Causes you to laugh. (Results in 10 units instead of 2) instant
Magillitis Syndicate uplink Turns monkeys and humans into gorillas after 10 cycles. 0.4 units per tick
Meat Product 10 parts Liquid Gibs
10 parts Nutriment
10 parts Carbon
Creates a slab of chemically processed meat. Can not react in a body. N/A
Metal Foam Шаблон:RecursiveChem/Metal Foam Creates lightweight metal foam walls. These can be easily torn through, but are useful for plugging hull breaches or blocking off AI turrets.

Can be made with either iron or aluminium for different looks. The foam carries any other reagent in the reaction. Can not react in a body.

N/A
Metalgen Шаблон:RecursiveChem/Metalgen Very rare, very interesting and very abusable. Metalgen, when imprinted with a material, will turn all objects it comes into contact with into that material. See the reaction below for imprinting. Does nothing to people. Make super mood rooms by turnin the whole thing into gold, or just kill everyone by turning the escape shuttle into uranium or plasma. Can be used for practically limitless resource generation. N/A
Metalgen Imprint Шаблон:RecursiveChem/Metalgen Imprint When the this reaction happens, the metalgen used will become imprinted with the used material. The remaining metalgen will still have the same name but will convert items and structures into the imprinted material if it touches them. Note that certain materials, like diamonds, don't have a liquid form. Silicon will work for glass. N/A
Nanomachines Roburgers from silver slime extracts Inflicts a disease which turns the victim into a cyborg with Asimov laws. The disease can be cured with an injection of copper. 0.4 units per tick
Smart Foaming Agent Шаблон:RecursiveChem/Smart Foaming Agent Required to make smart metal foam. (Results in 3 units instead of 5) 0.4 units per tick
Smart Metal Foam Шаблон:RecursiveChem/Smart Metal Foam A "smart" version of metal foam that reacts to tiles exposed to space by forming floors/walls. Usually doesn't encase people or block hallways. The foam carries any other reagent in the reaction. Can not react in a body. N/A
Nitrous Oxide Шаблон:RecursiveChem/Nitrous Oxide Creates N2O in liquid form.When heated to 575K it throws things away and then explodes. Will cause drowsiness when sprayed on someone. While it is inside of someone, it causes anemia (blood loss), confusion, and loss of breath. Spilling this will release gas form N2O into the atmosphere. 0.6 units per tick
Gold Solidification Шаблон:RecursiveChem/Gold Solidification Solidifies a large amount of liquid Gold into a bar. Can not react in a body. N/A
Plasma Solidification Шаблон:RecursiveChem/Plasma Solidification Solidifies a large amount of liquid Plasma into a bar. Can not react in a body. N/A
Uranium Solidification Шаблон:RecursiveChem/Uranium Solidification Solidifies a large amount of liquid Uranium into a sheet. Can not react in a body. N/A
Plastic Sheets Шаблон:RecursiveChem/Plastic Sheets Creates Plastic sheets at a rate of 10u per Plastic sheet. Can be used in hand to craft plastic bottles Файл:Large water bottle.png. N/A
Romerol Syndicate uplink Romerol adds a zombie infection tumor (festering ooze) to the victims' heads. When those victims die, they will revive as zombies who can infect other people by clawing them. It can be applied to corpses directly, allowing creation of zombies from corpses in the Morgue. Can be applied with both touch and ingestion. The tumor can be removed with surgery. instant
Royal Bee Jelly Шаблон:RecursiveChem/Royal Bee Jelly Causes a Queen Bee to split in two when injected. (Results in 5 units instead of 50) 0.4 units per tick
Serotrotium Strange seeds Makes you randomly twitch, drool, moan and gasp. 0.1 units per tick
Soap Шаблон:RecursiveChem/Soap Creates a bar of soap, 10% faster cleaning than with what you get on the station. Can not react in a body. N/A
Space Cleaner Шаблон:RecursiveChem/Space Cleaner This is able to clean almost all surfaces of most things that may dirty them. The janitor is likely to appreciate refills. Unlike scrubbing tools, this does not clean forensics (fingerprints). 0.4 units per tick
Spray Tan Шаблон:RecursiveChem/Spray Tan Darkens the skin when sprayed or patched. Ingesting more than 10u overdoses you, which makes you tanned, spiky haired, randomly flex your muscles and spout an old meme. 0.4 units per tick
Space Lube Шаблон:RecursiveChem/Space Lube Space Lube is a high performance lubricant. Splashing it on floor tiles makes them extremely slippery for a very long time. Only way to remove it is to pry out/replace the floor tiles or wait. (Results in 4 units instead of 3) 0.4 units per tick
Sterilizine Шаблон:RecursiveChem/Sterilizine When applied via touch or vapor, increases the speed of surgical steps by 20%. Useful for surgery in less than ideal conditions. 0.4 units per tick
Synthmeat Шаблон:RecursiveChem/Synthmeat Creates a slab of synthetic meat. N/A
Файл:Medicated suture.png Medicated Suture Шаблон:RecursiveChem/Medicated Suture Creates a Medicated Suture. N/A
Файл:Advanced regenerative mesh closed.pngAdvanced Regenerative Mesh Шаблон:RecursiveChem/Advanced Regenerative Mesh Creates an Advanced Regenerative Mesh. N/A
Файл:Mourning poultice.pngMourning Poultice Шаблон:RecursiveChem/Mourning Poultice Creates a Mourning Poultice. N/A
Organic Slurry Шаблон:RecursiveChem/Organic Slurry A mixture of various differently colored fluids. Only works when ingested. If injected, will revert to Welding Fuel. Randomly induces vomiting and later short stuns as well. Rapidly purges itself each vomit when stunning. Results in 4 units instead of 3. 0.4 units per tick
Pax Шаблон:RecursiveChem/Pax Pacifies by preventing the victim from using harm intent, certain harmful weapons and only letting them use passive and aggressive grabs. Non-harmful weapons such as disablers still work. 0.1 units per tick
Synthpax Peacekeeper Cyborgs Same as Pax but metabolises much faster. Can only be used by Peacekeeper Cyborgs. 0.6 units per tick
Dizzying Solution Peacekeeper Cyborgs Makes the target dizzy and confused. Can only be used by Peacekeeper Cyborgs. 0.6 units per tick
Tranquility Gondola Meat Induces a virus that creates Pax within the victim's body and slowly turns them into a Gondola. Can be cured with Condensed Capsaicin. 0.4 units per tick
Liquid Electricity Шаблон:RecursiveChem/Liquid Electricity Periodically electrocutes any non-Ethereals that have this in their system. Insulated gloves DO protect against this. 0.4 units per tick
Monkey Powder Шаблон:RecursiveChem/Monkey Powder Add 1u water to 30u of this to create a monkey. (Results in 3 units instead of 4) N/A
Electrolysis Шаблон:RecursiveChem/Electrolysis Turns the ingredients into 3u hydrogen and 1.5u oxygen. N/A
Scream Шаблон:RecursiveChem/Scream When mixed the ingredients are consumed and the solution screams. Bigger reaction causes louder scream. N/A
Slime Extractification Шаблон:RecursiveChem/Slime Extractification The mixture condenses into a grey slime extract. N/A


Virology Recipes

These chemicals are used to mutate viruses, and have few uses beyond that.

Name Formula Description
Virus Rations Шаблон:RecursiveChem/Virus Rations Depleted virus food. Used to get a virus symptom of level 1. (Results in 1 unit instead of 2)
Virus Food Шаблон:RecursiveChem/Virus Food Allows viruses and bacteria to quickly grow. Used to get a virus symptom of level 1 or 2. The virologist has a dispenser with this on a wall in the lab. (Results in 15 units instead of 10)
Mutagenic Agar Шаблон:RecursiveChem/Mutagenic Agar Used to get a virus symptom of level 3. (Results in 1 unit instead of 2)
Sucrose Agar Шаблон:RecursiveChem/Sucrose Agar Used to get a virus symptom of level 4.
Weakened Virus Plasma Шаблон:RecursiveChem/Weakened Virus Plasma Weakened variety of virus plasma. Used to get a virus symptom of level 5.
Virus Plasma Шаблон:RecursiveChem/Virus Plasma Used to get a virus symptom of level 6. (Results in 1 unit instead of 2)
Decaying Uranium Gel Шаблон:RecursiveChem/Decaying Uranium Gel Powerful viral mutagen. Used to get a virus symptom of level 6 or 7. (Results in 1 unit instead of 2)
Unstable Uranium Gel Шаблон:RecursiveChem/Unstable Uranium Gel Powerful viral mutagen. Used to get a virus symptom of level 7. (Results in 1 unit instead of 6)
Stable Uranium Gel Шаблон:RecursiveChem/Stable Uranium Gel Powerful viral mutagen. Used to get a virus symptom of level 8. (Results in 1 unit instead of 21)
Blood Duplication Шаблон:RecursiveChem/Blood Duplication Not exactly a recipe or an usual reaction, more of an useful byproduct of virology recipes. When any chemical that mutates viruses is combined with any blood, it increases the amount of blood without the need for it to be removed from someone. With plumbing, this is most useful when used with Unstable Mutagen, as it's easy to produce and allows you to infinitely create blood for use in chemfactories.

There are also chemicals that do nothing, which can be found in Strange seeds. Example: Plastic Polymers.

Mutation Toxins

Obtainable through xenobiology, these chemicals transform humanoids into other races. It only takes 1u to start the transformation.

Name Formula Description Metabolism Rate
Imperfect Mutation Toxin Green slimes After 20 cycles (about 4 units) transforms you into a random slimeperson subspecies. If you're already a slimeperson this will randomly change your subspecies. Used to be named Slime Mutation Toxin. 0.2 units per tick
Lizard Mutation Toxin Green slimes After 20 cycles (about 4 units) transforms you into a lizardperson. 0.2 units per tick
Stable Mutation Toxin Green slimes After 20 cycles (about 4 units) transforms you into a human. 0.2 units per tick
Advanced Mutation Toxin Black slimes Makes the victim contract a disease which slowly morphs them into a slime. The disease can be cured with Frost Oil. 0.2 units per tick

Toxins

The deadliest of deadly chemicals. You can get some of these through the traitor uplink. The human liver will quickly purge toxins under 3u from its system at full liver health. The purge threshold lowers with liver damage. All these toxins deal liver damage at higher volumes in the body.

Name Recipe Damage dealt Description Metabolism Rate Overdose Threshold
Toxin Шаблон:RecursiveChem/Toxin Toxin Will deal 1.5 toxin damage per tick. 0.4 units per tick N/A
Bad Food From eating poorly made food Toxin Will deal 0.5 toxin damage per tick. 0.1 units per tick N/A
Chloral Hydrate Шаблон:RecursiveChem/Chloral Hydrate Stun, Toxin A powerful sedative which first confuses and makes you drowsy, and then after 10 cycles puts the victim to sleep. After 51 total cycles, it starts dealing ever increasing toxin damage, until death. (Results in 1 unit instead of 5) 0.6 units per tick N/A
Mindbreaker Toxin Шаблон:RecursiveChem/Mindbreaker Toxin Hallucinations A potent hallucinogenic compound that is illegal under space law. Formerly known as LSD, but was renamed so people understand that it is not a "fun time".
For people with the Reality Dissociation Syndrome trait, this will instead suppress hallucinations. (Results in 5 units instead of 3)
0.4 units per tick N/A
Mute Toxin Шаблон:RecursiveChem/Mute Toxin Speech Makes the subject unable to speak for some time. (Results in 2 units instead of 4) 0.4 units per tick N/A
Mime's Bane Шаблон:RecursiveChem/Mime's Bane Gestures Makes the subject unable to gesticulate. 0.4 units per tick N/A
Bone Hurting Juice Шаблон:RecursiveChem/Bone Hurting Juice Stamina Damage Does 7.5 stamina damage per tick. On overdose it has a 4% chance of causing a spike of 20 brute and 200 stamina damage to a random limb, which has a high chance of hurting bones. 0.4 units per tick 50 Units
Mulligan Toxin Шаблон:RecursiveChem/Mulligan Toxin Identity Randomizes the subject's appearance. Infinite N/A
Lexorin Шаблон:RecursiveChem/Lexorin Suffocation Temporarily stops respiration and causes 5 oxyloss damage per tick. Even small doses are fatal, and will cause people to pass out quickly. Countered by epinephrine which purges 2u lexorin (and 1u of itself) with 20% chance to add 4u histamines. 0.4 units per tick N/A
Initropidril Poison Kit, Bioterror Spray Cardiac Arrest Each cycle deals 2.5 toxin damage, with 25% chance to cause one of the following: 6 second stun, 5-25 oxyloss damage, or cardiac arrest. Combat the latter with electric shocks from grilles and doors in a pinch, or a defib if available. 0.2 units per tick N/A
Tirizene Traitor Sleepypen, Emagged Soda Dispenser/Borg Hypo, Poison/Death Berries Stamina Damage Deals 13 stamina damage per tick, which constantly lowers. Usually harmless. 0.4 units per tick N/A
Tiring Solution Peacekeeper Cyborgs Stamina Damage Deals 10 stamina damage per tick, slowing you down. Won't go higher than 50 stamina damage. 0.6 units per tick N/A
Polonium Poison Kit, Bioterror Spray Radiation Cause significant radiation damage over time (4 per tick). It's metabolized very slowly. 0.05 units per tick N/A
Pancuronium Poison Kit Stun and Suffocation After 10 cycles stuns you with no warning. Randomly causes loss of breath, which can choke you to death. 0.1 units per tick N/A
Sodium Thiopental Emagged Borg Hypo, Poison Kit, Bioterror Spray/Syringe/Dart Knockout and Stamina Knocks you out after 10 cycles, and deals 10 stamina damage per tick. Similar to Chloral Hydrate but longer lasting and can't kill you. 0.3 units per tick N/A
Sulfonal Шаблон:RecursiveChem/Sulfonal Knockout and Toxin 0.5 toxin damage every cycle and knocks you out after 22 cycles. Metabolized very slowly. 0.05 units per tick N/A
Amanitin Destroying Angel Delayed Toxin Damage On the last second it is in you, it hits you with a large stack of toxin damage based on how long it was in your system. Larger doses means a longer waiting period but more damage. Deals 3 toxin damage per cycle it was in you. 0.2 units per tick N/A
Amatoxin Fly Amanita Toxin Damage Deals 2.5 toxin damage per tick. 0.4 units per tick N/A
Bungotoxin Шаблон:RecursiveChem/Bungotoxin Heart Damage Deals 3 heart damage per tick. After 12 cycles the victim can randomly start feeling heart spasms, being faint, out of breath, and being in pain. 0.2 units per tick N/A
Lead Acetate Шаблон:RecursiveChem/Lead Acetate Brain and ear damage Deals 1 brain and ear damage per tick. Tiny chance to cause confusion. 0.4 units per tick N/A
Unstable Mutagen Шаблон:RecursiveChem/Unstable Mutagen Mutations Causes mutations when injected into/consumed by living people or plants. In people the mutation happens instantly the moment you take the chem, and not from metabolization. The chance to activate a dormant bad mutation is 98%, and good mutation 2%. Causes radiation. High doses are lethal to your liver. Also useful for Virology. Turns into blood if mixed with blood, due to Шаблон:Tooltip. 0.4 units per tick N/A
Lipolicide Шаблон:RecursiveChem/Lipolicide Weight Loss Drains nutrition. Useful for weight loss. Will deal toxin damage if you are starving. 0.2 units per tick N/A
Coniine Death Berries, Bioterror Spray/Syringe Toxin and breath loss Each tick does 1.75 toxin damage and refreshes 5 ticks of being unable to breathe. EXTREMELY slow metabolization, but fast acting. Comparable to Lexorin. 0.024 units per tick N/A
Curare Poison Kit Paralyzation, Oxygen, and Toxin Paralyzes you after 11 cycles, while dealing 1 oxyloss and 1 toxic damage. Metabolizes slowly; very lethal. 0.05 units per tick N/A
Histamine Omega Weed, Poison Kit, Formaldehyde, Venom, Itching Powder Brute, toxin, oxyloss and eyesight Has a small chance each tick to cause 2 Brute damage or blur vision. If overdosed it will also deal 2 Brute, Toxin and Oxyloss damage each tick. 0.1 units per tick 30 Units
Formaldehyde Шаблон:RecursiveChem/Formaldehyde Toxin Causes a 1 Toxin damage per tick. Has a 5% chance to turn into 5 to 15 units of Histamine. Preserves corpses from organ decay. 0.2 units per tick N/A
Venom Poison Kit, Bioterror Spray, Giant Spider bites Brute, toxin Each cycle will deal 0.2 Toxin and 0.3 Brute damage per volume of venom in the body. Has a 15% chance to turn into 5 to 10 units of Histamine. 0.1 units per tick N/A
Fake Beer Шаблон:RecursiveChem/Fake Beer Knockout Instantly puts the victim to sleep. Cycle 51 and onwards it will also deal (current cycle - 50) toxin damage. 0.6 units per tick N/A
Fentanyl Шаблон:RecursiveChem/Fentanyl Toxin, brain Will deal 1 toxin and 3 brain damage, up to 60 points of toxin damage and 150 points of brain damage (brains have 200 points of health). If the drug is not removed before 18 cycles it will make the user fall asleep. 0.2 units per tick N/A
Cyanide Шаблон:RecursiveChem/Cyanide Toxin, oxyloss Deals 1.25 toxin damage per tick, with 8% chance to stun for 4 seconds and take 2 additional toxin damage. Also 5% chance to lose breath for a moment. Metabolizes slowly. 0.05 units per tick N/A
Carpotoxin Шаблон:RecursiveChem/Carpotoxin Toxin Deals 2 toxin damage per tick. No special effects, but can be used to make Rezadone and imitation carpmeat. 0.4 units per tick N/A
Zombie Powder Шаблон:RecursiveChem/Zombie Powder Fake death, stun If ingested instantly knocks people out, and makes them appear dead to the most rudimentary of tests. If taken any other way than ingestion it makes you confused and drowsy cycle 1-5, deals 40 stamina damage cycle 5-8 and causes the fake death cycle 9 and onwards. Deals 0.5 suffocation and toxin damage per tick. (Results in 2 units instead of 15) 0.4 units per tick N/A
Ghoul Powder Шаблон:RecursiveChem/Ghoul Powder Fake death Slows metabolism to a death-like state, while keeping the patient fully aware and mobile. Deals 1 suffocation and 0.8 toxin damage per tick. 0.4 units per tick N/A
Itching Powder Шаблон:RecursiveChem/Itching Powder Brute, annoyance Will cause annoying effects, as well as a chance that the subject will scratch themselves dealing 0.2 Brute damage. Unlike other chems, itching powder will enter your bloodstream from touch, such as from getting splashed with it. Has a 3% chance to transform into 1 to 3 units of Histamine. 0.2 units per tick N/A
Mint Toxin Mints, Emagged Booze Dispenser, Mushroom Shavings (Lavaland) Conditional death Instantly gibs fat people when ingested. 0.4 units per tick N/A
Slime Jelly Шаблон:RecursiveChem/Slime Jelly Toxin The base reagent for slime based chemicals. Grinding slime extracts yields 20u slime jelly per use left. 40% chance to heal 5 Brute damage each tick, but also has a 10% chance to deal a burst of 20-60 toxin damage. 0.4 units per tick N/A
Heparin Шаблон:RecursiveChem/Heparin Bleeding A powerful anticoagulant. All open bleeding wounds on the victim will open up and bleed much faster. Increases bleed flow by 0.5. Doesn't work unless the victim has a bleeding wound. 0.08 units per tick N/A
Rotatium Шаблон:RecursiveChem/Rotatium Toxin After 20 cycles, causes the victim's screen to display a rocking motion. Deals 0.5 toxin damage per tick.
Was previously refinable into Skewium, but skewium was removed from tgstation Oct 2019 for causing client crashes.
0.24 units per tick N/A
Spewium Poison Kit Toxin After 11 ticks, has up to a 50% chance of causing strong vomiting while purging other toxins each tick. After 33 cycles, there is a 15% chance to eject an organ each tick if overdosing. Requires very high doses. 0.4 units per tick 29 Units
Anacea Шаблон:RecursiveChem/Anacea Toxin and Purges Medicines Metabolizes very slowly and purges 5u medicines from the victim while dealing 0.15 toxin damage per tick. If the victim also has Pentetic Acid or Calomel, the purging is slowed down to 0.5u per tick. 0.032 units per tick N/A
Fluorosulfuric Acid Шаблон:RecursiveChem/Fluorosulfuric Acid Corrosion A highly caustic and dangerous substance. Slowly melts equipment and clothes it touches. Instantly deals brute damage if added to or splashed on people. Deals 2 toxin and (current cycle / 15) burn in body. "Acidpower" 42. 0.4 units per tick N/A
Nitric Acid Шаблон:RecursiveChem/Nitric Acid Corrosion A corrosive and dangerous substance. Instantly deals brute damage if added to or splashed on people. Deals 3 toxin and (volume / 10) burn in body. "Acidpower" 5. (Results in 2 units instead of 3) 0.4 units per tick N/A
Weed Killer Шаблон:RecursiveChem/Weed Killer Toxin Kills weeds and causes 1 toxin damage per tick to humans. 0.4 units per tick N/A
Pest Killer Шаблон:RecursiveChem/Pest Killer Toxin Kills pests in hydroponics trays. Causes 1 toxin damage to humans and 4 toxin damage to fly people, each tick. 0.4 units per tick. N/A
Plant-B-Gone Шаблон:RecursiveChem/Plant-B-Gone Toxin A potent herbicide which is useful to replace the limited supply the botanist starts with. Causes 1 toxin damage to humans and 2 toxin damage to pod people, each tick. 0.4 units per tick N/A
Hot Ice Slush Шаблон:RecursiveChem/Hot Ice Slush Toxin Heats you up, deals 3 toxin damage and increases the plasma volume of xenos. Slowly purges epinephrine. Melts into 12 units of liquid form plasma if heated to 30°C (303.15 K). 0.4 units per tick N/A

Lavaland Chemicals

Found primarily in Lavaland flora.

Name Found in Type Description Metabolism Rate
Entropic Polypnium Mushroom Cap (Inocybe), from tall mushrooms Food 20% chance each tick to deal 4 ticks of breath loss, 2 brain damage (max 150), 3 toxin, 10 stamina and blurry eyes. Knocks you unconcious after 10 cycles. 0.4 units per tick
Tinea Luxor Шаблон:RecursiveChem/Tinea Luxor Food Makes the consumer glow. 0.4 units per tick
Vitrium Froth Cactus Fruit (Fruiting Cactus), Mushroom Leaf (Porcini) Food 80% chance to heal 1 burn and 1 brute damage each tick. 0.4 units per tick

Reagent Delivery

There are different ways you can apply chemicals to a person or the environment.

Delivery types

First of all, there are actually 5 types of delivery, called ingest, inject, vapor, touch and patch. If you are not interested in the details, you can skip to Smoke vs Foam vs others.

Ingest

Ingesting reagents puts them into the stomach, where they start metabolising. They can be ejected if the person vomits. Used by pills, cigarettes, e-cigarettes, inhaling smoke and drinking the reagent directly. Probital works best when ingested.

Inject

On inject the reagent simply enters the target's bloodstream and starts metabolising. Reagents in blood can be filtered out using surgery. Used by syringes and IV-drips. Syriniver works best if injected.

Vapor

Vapor is used by (ranged) spray bottles and foam. A portion of the reagents will enter the bloodstream of the target, but clothes will protect from some/most/all of it depending on clothing. Any hardsuit typically makes the target completely immune to getting it into their bloodstream, if the helmet is closed. But if the reagent has a "vapor" based component, that component will still affect the target, like Fluorosulfuric Acid. See more about foam below, with examples. Hercuri works best as vapor.

Touch

Touch is used by smoke and splashing. If the reagent has a "touch" based component, that component will affect the target (such as the instant heal part of Synthflesh), without being blocked by clothing. Nothing at all will enter the target's bloodstream, with the exception of smoke if the target has no internals on. Currently all "touch" components are also "patch" components. See more on smoke below, with examples.

Patch

Patch is used by patches and medical gels. The reagent enters the target's bloodstream entirely AND if the reagent has a "patch" based component, that component will affect the target. Currently all "patch" components are also "touch" components.

Smoke vs foam vs others

These are the major practical differences between pills, syringes, patches, cigarettes, smoke, foam, splash and spray.

Pills

Pills can be instantly ingested if used on yourself. It doesn't work if mouth is covered. Plasmamen will have trouble taking these. Holds up to 50u.

Syringes

Syringes can inject into people even with their mouths covered, either by hand or with a syringe gun. It doesn't work on players wearing hardsuits or other pierce-immune clothing, unless you use a piercing syringe or manage to aim for an exposed part of their body. Golems are completely immune to syringes (even piercing syringes), but patches do work on them. A syringe holds between 10-60u, depending on type. Common syringes hold 15u.

Patches

Will add all reagents into a person's bloodstream through any clothing, including hardsuits. Also apply touch/patch based effects. Example: A patch of 20u Synthflesh will instantly heal 25 brute and burn (touch component), and also enter the target's bloodstream (which in this case does nothing). Usable by plasmamen. Can hold up to 40u.

Cigarettes

Can be dipped in reagents to be filled. If smoking/vaping, you will slowly ingest whatever reagents the cigarette/cigar/e-cig contains. Though, if the reagents are too diluted, they may not build up in your bloodstream fast enough to have any effect at all. E-cigarettes can be trimmed with a screwdriver and multitool to also create smoke.

Smoke

When a smoke reaction occurs, the smoke will consume any other reagent in its original containers, and spread that reagent to flooring and people/mobs who enter its area of effect. People who enter the smoke will be touched by the reagents. If they do not have internals or gas mask on, they will also ingest the reagents. The amount of smoke does not dilute the reagents. The reagents will be copied to every individual or tile (not walls, windows or doors) over the cloud's duration. Reagents that are special coded to affect floor/environment (such as blood, acid or Space Cleaner) will do so. Smoke will usually block sight.
Smoke example 1: Smoke containing 20u Synthflesh. Everyone caught in the cloud, including people wearing hardsuits, will slowly heal 25 brute and burn, if they stay in the smoke for its full duration (otherwise they will heal partially). Those who are not wearing internals will also ingest 20u of the medicine, making it enter their bloodstream (which does nothing in this case).

Smoke example: Smoke containing 20u Chlorine Trifluoride(CLF3). CLF3 has a touch(and vapor) component, so everyone caught in the cloud, including people wearing hardsuits and internals, will catch on fire. It will also deal burn damage to the environment, since CLF3 is coded to do so. Those who are not wearing internals will also ingest 20u of the CLF3 and thus, start heating up from the inside, effectively burning from both in and out at the same time.

Foam

When a foam reaction occurs, the foam will consume any other reagent in its original containers, and spread that reagent to flooring and people/mobs who enter its area of effect. The foam will spread slower than smoke and is usually slippery. Reagents will be copied through the vapor type delivery to those affected over the duration of the foam, BUT the reagents will be heavily diluted depending on the amount of foaming reagent used. Any clothing will reduce how much of the reagents will enter a person's bloodstream. Furthermore, foam reagent bloodstream insertion is divided into several 'ticks'. A minimum amount of reagent is required per tick for it to enter a bloodstream. So if too little reagents are contained in the reaction, or too much foam is used, the foam will do nothing. These ticks are counted after dilution and protection from clothing. On the other hand, if you use very small amounts of foam, the reagents may instead multiply in the bloodstream to more than the original amount. Hardsuits with helmets on will make people immune to getting reagents into their bloodstream through foam. Despite dilution, the foam will still copy remaining chems such as acid, CLF3, or Space Cleaner to any tile it touches (but not walls, windows or doors). Foam will not block sight.

Foam example 1: 250u foam containing 10u Cyanide will spread a blue foam that does nothing to those it touches. The poison is too diluted to work at all.

Foam example 2: 20u foam containing 250u Fluorosulfuric Acid. A small area and everyone touched by the foam will have large amounts of acid slowly melting their clothing and the affected floor and items. Those who did not wear a hardsuit with helmet on will also have a large amount of acid in their bloodstreams, depending on what they were wearing and how long they were in the foam. If they had internals on or not doesn't matter.

Splashing

Throwing a beaker, or using a beaker on anything with harm intent, will splash its contents. The longer throw distance, the more the splash will spread out. A grenade will splash its content unless it also contains smoke or foam. Splashing only does touch delivery. This means most chemicals will do absolutely nothing when splashed. Reagents that have special properties to affect environment, such as Water, will do so where splashed (creates slippery tile). Reagents that have a touch component will apply that component only. Example: If you throw a beaker of 80u Synthflesh at someone, you will instantly heal them for 100 brute and burn (and deal up to 150 toxin damage), since Synthflesh is touch/patch based. It doesn't matter if the target uses hardsuit or internals in this case. This means throwing a beaker of poison at someone will do nothing at all. Splashing can apply chemicals such as Thermite to walls.

Spraying

Spraying reagents will apply them to environments (if they have any such effect), and will enter hit people's bloodstreams through the vapor delivery. This means clothing will protect from some/most/all of the reagents, depending on what they are wearing. Using a hardsuit with helmet on makes them immune to getting the reagent into their bloodstream. Reagents such as acid, CLF3, or Space Cleaner will still cause their special effects when sprayed on people/environments, but will not enter the bloodstream if the target is wearing too heavy clothing.

Beyond the Dispenser

Just because it isn't found in the dispenser or the guide above doesn't mean you can't use it! Drinks, slime cores and plenty of other things can provide limitless fun for an enterprising and curious chemist.