User:MastodonicPrinciple
Banana Bread
Please note this for SS13: Atom Bomb. That server has yet closed down yet the information here is for just incase if it is ever needed again as a template or others.
Before you ask, yes I wanted to look at chemicals instead of the github, and I was bored.
This guide will primarily be useful to Doctors or Tribal Shamans however it may also prove useful to Outlaws or other individuals of a less then noble nature. Listed here you'll find explanations for how machines work and recipes for how to make every medicine or drug in the game.
Machinery
You have all sorts of things here, and can make many things. You can make medicines, smoke, foam, flash powder, poisons, industrial grade lube, acid and much more. The limit on combinations is a limit that exists only in your creativity (and the game engine). Be sure to be careful though, as mixing the wrong chemicals can be bad for your health, and please make sure you know what a chemical does before you use it. Experiment at your own risk.
Chemical Dispensers
This machine do what they say on the tin. They dispense chemicals for you to use. However they, for the most part, can't manufacture finished medicines and drugs. Upgrading these machines will unlock more chemicals for them to produce and make creating higher tier chems easier. Every chem dispenser has a cartridge it uses to create chemical reagents, and when they're empty they'll need to be replaced. You can do this by simply using a new cartridge on the dispenser.
Chemical Heaters
This machine heats and cools beakers of chemicals to the desired temperature. Some reactions will require you to heat or cool chemical reagents above or bellow a specific temperature to get the desired chemical. Some reactions are sensitive to temperature to the point where over heating or cooling them will cause the beaker to explode. This usually isn't a concern unless you're creating illicit drugs like Meth however.
Chemical Refineries.
These machines allow you to separate reagents and or make pills, patches, bottles, or stimpaks out of chems you've created. You can insert almost any container that can contain chems. The primitive chemical refineries in most places can only create Pills, Bottles, or Stimpaks. The old war refineries can additionally make Super-Stimpaks and Patches.
Grinders and Blenders.
Reagent grinders are used to grind or juice things like plants or even some raw materials into chemical reagents useful in chemistry. Lots of plants and food items in the wasteland contain useful chemicals.
HVAC or Smoke machines.
Dispenses any chem placed inside as smoke. People or creatures in that walk through these smoke clouds will absorb that chem into their bloodstream.
Metabolism
Mobs, be it players or creatures roaming the wastes will metabolize and process reagents once every two seconds or so. When one of these "ticks" occurs a certain ammount of that reagent is removed from them and it's affect is applied. This happens reguardless of how many different types of reagents are present. If the mob is hungry this happens 20% slower. Dead mobs do not metabolize reagents!
Active Pure chemical Reagents.
A.K.A. what happens when you eat or splash these. Their metabolism rate is 0.4u per tick unless said otherwise. Chemicals not mentioned don't have any effect.
- 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 success rate of surgery and flammability when applied externally. Metabolism rate 0.2.
- Fluorine: Causes 1 toxin damage per tick.
- 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. Not to be confused with Stable Plasma, which does nothing.
- Radium: Slowly causes irradiation. 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 irradiation. Creates glowing green goo on floor if more than 3u is spilled.
- Welding Fuel: Causes 1 toxin damage per tick. Makes people flammable if splashed on.
Components
These are very basic chemicals that you'll use in a lot of other more complicated chems. They can still be toxic, though.
| Name | Formula | Description |
|---|---|---|
| Ash | 1 part Oil Temperature 480K |
Ingredient in Lye, Charcoal and Plastic Sheets. Can also be aquired by lighting a piece of paper on fire and scooping up the resulting ashes with a beaker. 30u per paper. |
| Oil | 1 part Welding Fuel 1 part Carbon 1 part Hydrogen |
Can be heated into Ash. Also ingredient in Phenol, Acetone, Perfluorodecalin, Ephedrine, Diphenhydramine, Miner's Salve, Haloperidol, Napalm, Plastic Sheets, Spray Tan and Cyanide. Can be scooped up from destroyed cyborgs and such. |
| Acetone | 1 part Oil 1 part Welding Fuel 1 part Oxygen |
Ingredient in Cryoxadone, Atropine, Mutadone, Epinephrine, Smart Foaming Agent, Sulfonal, Modafinil and Neurine. |
| Diethylamine | 1 part Ammonia 1 part Ethanol |
A very potent fertilizer. When used on a growing plant, it adds 2u of nutrient, increases yield more than Ammonia, heals the plant AND kills pests. Also ingredient in Atropine, Ephedrine, Diphenhydramine, Epinephrine, Modafinil, Meth Explosion and Lipolicide. |
| Phenol | 1 part Oil 1 part Chlorine 1 part Water |
Ingredient in Salicyclic Acid, Oxandrolone, Atropine, Epinephrine, Corazone and Modafinil. |
| Ammonia | 3 parts Hydrogen 1 part Nitrogen |
An effective fertilizer. Adds adds 1u of nutrient, heals plants and increases yield, though it isn't as powerful as Diethylamine. Ingredient in Diethylamine, Silver Sulfadiazine, Salbutamol, Pentetic Acid, Crank, Modafinil, Nitrous Oxide, Space Cleaner, Cyanide, Itching Powder and Weed Killer. (Results in 3 units instead of 4) |
| Saltpetre | 3 parts Oxygen 1 part Potassium 1 part Nitrogen |
Works as a fertilizer. Heals your plant, increases potency and decreases production time. Doesn't add nutrient. Ingredient in Bath Salts and Black Powder. (Results in 3 units instead of 5) |
| Lye | 1 part Sodium 1 part Hydrogen 1 part Oxygen |
Ingredient in Soap. |
| Lye (Alternate Recipe) | 1 part Ash 1 part Water 1 part Carbon |
Ingredient in Soap. (Results in 2 units instead of 3) |
Medicines
"And that's how I lost my medical license!" Don't be this guy. Make these. Lots of these.
See Guide to Medicine for more information on what to use when.
Core Healing Medicines
These healing drugs form the "core" drugs used to heal the most common forms of damage. All other medical drugs outside of this section are either harder to make upgrades, or highly specific forms of healing for rarer situations.
Many reagents can 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 occurring 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 (or by dying and getting cloned).
| Name | Recipe | Treatment for | Description | Metabolism Rate | Overdose Threshold |
|---|---|---|---|---|---|
| Silver Sulfadiazine | 1 part Ammonia 1 part Silver 1 part Sulfur 1 part Oxygen 1 part Chlorine |
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. |
0.4 units per tick | N/A |
| Styptic Powder | 1 part Aluminium 1 part Hydrogen 1 part Oxygen 1 part Sulphuric Acid |
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. |
0.4 units per tick | N/A |
| Saline-Glucose Solution | 1 part Sodium Chloride 1 part Water 1 part Sugar |
Brute, burn | 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 |
| Synthflesh | 1 part Styptic Powder 1 part Blood 1 part Carbon |
Brute, burn | Instantly heals 1.25 brute and burn damage per unit of the chemical applied. Can be used to prepare corpses for defibrillation (needs under 180 brute and burn).
Touch and smoke application only. Does nothing while inside a mobs bloodstream. |
0.4 units per tick | N/A |
| Charcoal | 1 part Sodium Chloride 1 part Ash Temperature 480K |
Toxin | Heals toxin damage at a rate of 2 per tick, and will also removing 1u of any other chemicals. | 0.2 units per tick | N/A |
| Salbutamol | 1 part Salicyclic Acid 1 part Ammonia 1 part Aluminium 1 part Bromine 1 part Lithium |
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 |
| Bicaridine | 1 part Carbon 1 part Oxygen 1 part Sugar |
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 |
| Kelotane | 1 part Carbon 1 part Silicon |
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 |
| Anti-Toxin | 1 part Nitrogen 1 part Silicon 1 part Potassium |
Toxin | Heals 2 toxin damage and removes 1u of other chemicals per tick. If overdosed deals 2 toxin damage per tick. | 0.4 units per tick | 30u |
| Tricordrazine | 1 part Kelotane 1 part Bicaridine 1 part Anti-Toxin |
All types | Has 80% chance to heal 1 of each damage type per tick. If overdosed deals an average of 1.2 damage of every type per tick. | 0.4 units per tick | 30u |
| Regenerative Jelly | 1 part Tricordrazine 1 part Celugel |
All 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 |
| Cryoxadone | 1 part Acetone 1 part Unstable Mutagen 1 part Stable Plasma |
All types | 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. Works on slimepeople, despite being cold. | 0.4 units per tick | N/A |
| Pyroxadone | 1 part Cryoxadone 1 part Celugel |
All types | 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. Works on slimepeople. | 0.4 units per tick | N/A |
| Clonexadone | 1 part Cryoxadone 1 part Sodium 5 units Plasma (catalyst) |
Clone | Quickly heals clone (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 |
| Mannitol | 1 part Hydrogen 1 part Water 1 part Sugar |
Brain | Heals 2 brain damage per tick. Often used in cryo alongside Cryoxadone. Does not heal traumas. | 0.4 units per tick | N/A |
| Neurine | 1 part Acetone 1 part Mannitol 1 part Oxygen |
Minor brain traumas | Reacts with neural tissue, helping reform damaged connections. Chance every tick to cure minor Guide_to_Traumas#Basic_Traumas_Without_Prefix. More severe traumas usually require surgery. Quickly purges Neurotoxin. | 0.4 units per tick | N/A |
| Medicated Suture | 1 part Cellulose 1 part Formaldehyde 1 part Polypyrylium Oligomers |
A suture infused with drugs that speed up wound healing of the treated laceration. | Creates a Medicated Suture. | N/A | N/A |
| Suture | 1 part Cellulose 1 part Styptic Powder |
Basic sterile sutures used to seal up cuts and lacerations and stop bleeding. | Creates a Suture | N/A | N/A |
| Advanced Regenerative Mesh | 1 part Cellulose 1 part Aloe Juice 1 part Sterilizine |
An advanced mesh made with aloe extracts and sterilizing chemicals, used for the most critical burns. Also removes infection directly, unlike ointment. This is the kind of thing you would expect to see in a pre-war hospital for rich people. | Creates Advanced Regenerative Mesh | N/A | N/A |
| Regenerative Mesh | 1 part Cellulose 1 part Silver Sulfadiazine |
An advanced bacteriostatic mesh used to dress burns and sanitize burns. Also removes infection directly, unlike ointment. Best for severe burns. This is the kind of thing you would expect to see in a pre-war hospital. | Creates Regenerative Mesh | N/A | N/A |
Superior Healing Medicines
These healing drugs are harder to make than the core healing medicines, however they often heal faster.
| Name | Recipe | Treatment for | Description | Metabolism Rate | Overdose Threshold |
|---|---|---|---|---|---|
| Salicyclic Acid | 1 part Phenol 1 part Sodium 1 part Carbon 1 part Oxygen 1 part Sulphuric Acid |
Brute | If you have more than 50 brute damage, heals 4 brute. If you have less than 50 brute damage, heals 0.5. Overdosing will deal more brute damage. | 0.2 units per tick | 25 Units |
| Oxandrolone | 3 parts Carbon 1 part Phenol 1 part Hydrogen 1 part Oxygen |
Burn | If you have more than 50 burn damage, heals 4 burn. If you have less than 50 burn damage, heals 0.5. Overdosing will deal more burn damage. | 0.2 units per tick | 25 Units |
| Omnizine | Grown from Ambrosia Deus or found in lollipops and heated Donk Pockets | 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 |
| Honey | Beekeeping | Brute, burn, toxin and suffocation | 55% chance to heal 1 of each damage type per tick. Metabolizes very quickly and adds sugar to your system. | 1 unit per tick | N/A |
| Earthsblood | Grown from Ambrosia Gaia | All damage types | Very quickly heals all damage types (almost as fast as Cryoxadone), but causes brain damage, jitteriness and gets you high. Overdosing causes hallucinations and heavy toxin damage. | 0.4 units per tick | 25 Units |
| Pentetic Acid | 1 part Cyanide 1 part Formaldehyde 1 part Ammonia 1 part Welding Fuel 1 part Sodium 1 part Chlorine |
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 |
| Perfluorodecalin | 1 part Oil 1 part Fluorine 1 part Hydrogen Temperature 370K |
Suffocation | Every tick heals 12 suffocation and deals 0.3 toxin damage. | 0.1 units per tick | N/A |
| Atropine | 1 part Acetone 1 part Diethylamine 1 part Phenol 1 part Ethanol 1 part Sulphuric Acid |
Brute, burn and suffocation | 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 jitter 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 jitter and dizziness. |
0.1 units per tick | 35 Units |
| Calomel | 1 part Mercury 1 part Chlorine Temperature 374K |
Purge | Quickly purges the body of all chemicals (2.5u per tick). If your health is above 20, 2.5 toxin damage is dealt. | 0.2 units per tick | N/A |
| Mutadone | 1 part Acetone 1 part Unstable Mutagen 1 part Bromine |
Genetic | Instantly removes your genetic mutations. Hulks hate it! | 0.4 units per tick | N/A |
| Stimfluid | 1 part Bicaradine 1 part Kelotane 1 part Silver Sulfadiazine 1 part Styptic Powder Heat to 475K |
Brute, burn. | A cocktail of advanced medicines designed to rapidly heal wounds. | 2 units per tick | 60 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 |
|---|---|---|---|---|---|---|
| Potassium Iodide | 1 part Potassium 1 part Iodine |
Radiation | Reduces low radiation damage very effectively. | 0.8 units per tick | N/A | N/A |
| Ephedrine | 1 part Diethylamine 1 part Oil 1 part Hydrogen 1 part Sugar |
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 jitter. |
0.2 units per tick | 30 Units | 25 Units |
| Diphenhydramine | 1 part Diethylamine 1 part Oil 1 part Bromine 1 part Carbon 1 part Ethanol |
Histamine Overdose | Purges body of lethal Histamine and reduces jitteriness while causing minor drowsiness. | 0.2 units per tick | N/A | N/A |
| Oculine | 1 part Charcoal 1 part Carbon 1 part Hydrogen |
Eye | Quickly heals eye damage and has 20% chance per tick to reverts 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 | 1 part Charcoal 1 part Carbon 1 part Water |
Ear | Instantly removes all ear damage. Does not work against genetic deafness, which needs Mutadone. (Results in 2 units instead of 3) | 0.4 units per tick | N/A | N/A |
| Epinephrine | 1 part Acetone 1 part Diethylamine 1 part Phenol 1 part Chlorine 1 part Hydrogen 1 part Oxygen |
Stun + Brute, burn, suffocation and toxin | 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 | 1 part Charcoal 1 part Copper 1 part Ethanol |
Alcohol | Helps remove Alcohol from someone's body, 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 |
| Stimulants | Traitor/Changeling Adrenals or Stimpack | Stun | Instantly removes current stuns when injected. Reduces stun times by around 90% or less (depends), increases run speed and rapidly recovers stamina. Will heal 1 of each damage type if health is between 0 and 50.
If overdosed it will hurt stamina and deal minor toxin damage. |
0.2 units per tick | 60 Units | N/A |
| Insulin | Found in NanoMed Plus | Sugar Dependency | Increases sugar depletion. | 0.2 units per tick | N/A | N/A |
| Strange Reagent | 1 part Unstable Mutagen 1 part Omnizine 1 part Holy Water |
Death | A miracle drug that can bring a dead body back to life in just 10 seconds! If the corpse has suffered more than 100 brute or burn damage (or is husked) it will fail, however.
If used on a living person each tick will deal 0.5 Brute and Burn damage. NOTE: Unlike other F13 servers, time based Husking is no longer a factor. You can no longer get holy water for this reagent easily through botany either. |
0.4 units per tick | N/A | N/A |
| Life | 1 part Strange Reagent 1 part Synthflesh 1 part Blood Temperature 375K |
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 | N/A | N/A |
| Life (Friendly) | 1 part Strange Reagent 1 part Synthflesh 1 part Sugar Temperature 375K |
Life | 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 | N/A | N/A |
| Synaptizine | 1 part Sugar 1 part Lithium 1 part Water |
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 |
| Rezadone | 1 part Carpotoxin 1 part Cryptobiolin 1 part Copper |
Cellular Damage Healing | Instantly heals all cellular damage, while also healing 1 brute and burn damage per tick. If overdosed deals 1 toxin damage per tick and makes you dizzy and jittery. Very good for treating genetic damage on the spot. | 0.4 units per tick | 30 Units | N/A |
| Penicillin | 1 part Epinephrine 1 part Cryptobiolin |
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 | 1 Part Oil 1 part Iron 1 Part Water OR grind a twinkie, a sheet of metal and a sheet of plasma |
Improvised Patch Healing Chem | 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 success chance by 10%.
1u heals roughly 1.5 burn+brute. |
0.16 units per tick | N/A | N/A |
| Haloperidol | 1 part Oil 1 part Potassium Iodide 1 part Aluminium 1 part Chlorine 1 part Fluorine |
Anti-Drug and Light Sedative | Helps fight against the effects of most 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 | 1 part Copper 1 part Silicon 5 units Plasma (catalyst) |
Body temperature | This keeps a patient's body temperature stable. |
0.4 units per tick | N/A | N/A |
| Corazone | 2 parts Phenol 1 part Lithium |
Heart attack | Prevents cardiac arrest, fully protects from heart attack damage as well as liver failure. | 0.4 units per tick | N/A | N/A |
| Psicodine | 2 parts Mannitol 1 part Impedrezene 2 parts Water |
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 | 1 part Teslium 1 part Celugel |
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 |
| Mentat Powder | 1 part Neurine 1 part Cellulose Heat to 451K |
Eye, Brain. | A powerful drug that heals and increases the perception and intelligence of the user. | 0.4 units per tick | 25 units | 15 units |
| Synthtissue | 1 part Synthflesh
0.1 part sugar |
Organ Damage / Limb Damage | Synthetic tissue used for grafting onto damaged organs during surgery, or for treating limb damage. Has a very tight growth window between 305-320, any higher and the temperature will cause the cells to die. Additionally, growth time is considerably long, so chemists are encouraged to leave beakers with said reaction ongoing, while they tend to their other duties.
(This recipe is the only fermi chem like on uniqueness) |
0.05 units per tick | N/A | N/A |
| Polypyrylium Oligomers | Grown from Spaceman's Trumpet | Lung damage / Brute | A purple mixture of short polyelectrolyte chains not easily synthesized in the laboratory. It is valued as an intermediate in the synthesis of the cutting edge pharmaceuticals. | 0.25 | 50 units | N/A |
Non-craftable Medicines
These healing drugs are used in some situations, but are otherwise uncraftable.
| Name | Treatment for | Description | Metabolism Rate | Overdose Threshold | Addiction Threshold |
|---|---|---|---|---|---|
| Dexalin | Suffocation | Heals 2 oxygen damage per tick (slower than Salbutamol). If overdosed deals 2 oxygen damage per tick. Used by medibots. | 0.4 units per tick | 30 Units | N/A |
| Lavaland Extract | Brute, burn | Very quickly heals damaged bodyparts. Survival medipens come with 2u of this, and also have several other chemicals. If overdosed it will deal 3 brute, burn and toxin damage per tick. Has very low overdose threshold. | 0.4 units per tick | 3 Units | N/A |
| Fixer Powder | Toxin, Addiction. | Treats addictions while also purging other chemicals from the body. Side effects include nausea. | 0.4 units per tick | N/A | N/A |
| Rad-X | - | Insulates the user against radiation. Best used before exposure, does not actually treat radiation. | 0.2 units per tick | N/A | N/A |
| Radaway | Radiation | A potent anti-radiation drug. | 0.8 units per tick | N/A | 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. Metabolises slowly. | 0.05 units per tick | 15 Units | 10 Units |
| Krokodil | 1 part Diphenhydramine 1 part Morphine 1 part Space Cleaner 1 part Phosphorus 1 part Potassium 1 part Welding Fuel Temperature 390K |
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 | 1 part Diphenhydramine 1 part Ammonia 1 part Lithium 1 part Sulphuric Acid 1 part Welding Fuel Temperature 390K |
Reduces stun times by typically around 30% (depends). If overdosed it will deal 2 Brain, 2 Toxin and 2 Brute per tick. If addicted, every tick will first 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 | 1 part Ephedrine 1 part Hydrogen 1 part Iodine 1 part Phosphorus Temperature 374K |
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. Can not explode in a body. |
0.3 units per tick | 20 Units | 10 Units |
| Bath Salts | 1 part Saltpetre 1 part Space Cleaner 1 part Bad Food 1 part Enzyme 1 part Nutriment 1 part Tea 1 part Mercury Temperature 374K |
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 | 1 part Epinephrine 1 part Atropine 1 part Morphine |
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 | 2 parts Nitrous Oxide 1 part Epinephrine 1 part Ethanol 5 units Plasma (catalyst) |
Suppresses phobias and fills you with ecstasic 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 |
| Modafinil | 1 part Acetone 1 part Diethylamine 1 part Phenol 1 part Ammonia 1 part Sulphuric acid 1 unit Bromine (catalyst) |
Slowly-metabolizing medicine. Heals dizziness, drowsiness, sleepand 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. On cycle 82 puts you into endless sleep while constantly taking 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 |
| Space Drugs | 1 part Lithium 1 part Mercury 1 part Sugar |
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 |
| Morphine | 2 parts Carbon 2 parts Hydrogen 1 part Ethanol 1 part Oxygen Temperature 480K |
Will allow you to run at full speed, even when hurt or in a hardsuit, but 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 3 units instead of 6) |
0.2 units per tick | 30 Units | 25 Units |
| Steady Fluid | Only created by crafting. | A potent, untested drug which increases the user's accuracy. | 0.32 units per tick | 20 units | 9 units |
| Getaway | 2 parts Moon Sugar 5 parts Morphine |
A highly-addictive drug developed by a local pre-war crime family. It greatly improves the user's speed and strength, but heavily impedes their intelligence and agility. | 0.2 units per tick | N/A | 1 unit |
| Med-X | 1 parts Epinephrine 1 parts Morphine 2 parts Datura Juice |
Med-X is a potent painkiller, allowing users to withstand high amounts of pain and continue functioning. Addictive. Prolonged presence in the body can cause seizures and organ damage. (Recipe is exclusive to F13 servers that follow coyote bayou code) | 0.25 units per tick | 25 units | 15 units |
Pyrotechnics
The manipulation of fire and matter.
| Name | Recipe | Description | Metabolism Rate |
|---|---|---|---|
| Stabilizing Agent | 1 part Iron 1 part Oxygen 1 part Hydrogen |
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! | 0.4 units per tick |
| Fluorosurfactant | 2 parts Carbon 2 parts Fluorine 1 part Sulphuric Acid |
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 | 1 part Phosphorous 1 part Potassium 1 part Sugar |
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 | 1 part Phosphorous 1 part Potassium 1 part Sugar 1 part Stabilizing Agent (catalyst) |
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 | 1 part Aluminium 1 part Potassium 1 part Sulfur |
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 | 1 part Phosphorus 1 part Sulphuric Acid 1 part Stable Plasma |
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 | 1 part Oil 1 part Welding Fuel 1 part Ethanol |
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 | 1 part Oxygen 1 part Cola 1 part Phosphorus |
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 | 1 part Stable Plasma 1 part Radium 1 part Phosphorus |
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. Can not react in a body. | 0.2 units per tick |
| Cryostylane | 1 part Water 1 part Stable Plasma 1 part Nitrogen |
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, unless you want to prevent it from metabolising out of a body too fast. Does nothing without being mixed with liquid Oxygen. Does not react with the oxygen in air. Deals toxin damage to slimes. Can not react in a body. | 0.2 units per tick |
| Chlorine Trifluoride | 3 parts Fluorine 1 part Chlorine Temperature 424K |
When created it will create a temporary 3x3 fireball. Comes into existence at 1000K. 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 | 1 part Carbon 1 part Mercury 1 part Nitrogen 1 part Oxygen |
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 | 1 part Carbon 1 part Stable Plasma 1 part Radium |
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 | 1 part Diethylamine 1 part Hydrogen 1 part Iodine 1 part Phosphorus Temperature 300K |
Reagents are 300K (room temperature) by default, so if you are making Methamphetamine and mixing the Ephedrine last, make sure you're using a chilled container, or it'll blow up just as if it was overheated. Definitely safer to just make the ephedrine separately. Blows up with the same strength as Black Powder. Can not explode in a body. | N/A |
| Black Powder | 1 part Charcoal 1 part Saltpetre 1 part Sulfur |
When heated to 474K it sparks, and then creates a violent explosion 5-10 seconds later. Causes hallucinations in plasmamen. | 0.05 units per tick |
| Nitroglycerin | 1 part Glycerol 1 part Fluorosulfuric Acid 1 part Sulphuric Acid |
A heavy, colourless, oily, explosive liquid obtained by nitrating glycerol. Explodes immediately on mixing. Can be stabilized with Stabilizing Agent. If stabilized, heat to 474K to activate. (Results in 2 units instead of 3) | 0.4 units per tick |
| Explosion | 1 part Potassium 1 part Water |
This explodes immediately on mixing, which may knock you over or even kill you. Useful in grenade production. | N/A |
| Holy Explosion | 1 part Potassium 1 part Holy Water |
This explodes immediately on mixing. If it combined at least 75 of each reagent, it results in a more powerful explosion, which also paralyzes and reveals revenants and sets nearby cultists on fire. Otherwise it behaves like a normal Water-Potassium explosion. Much more efficient if less Potassium is used. | N/A |
| EMP | 1 part Iron 1 part Uranium |
This reacts immediately on mixing, creating an electromagnetic pulse which affects electronics nearby; very useful for causing chaos. | N/A |
| Bee Explosion (Beesplosion) | 1 part Honey 1 part Strange Reagent 1 part Radium |
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. | N/A |
| Tesla Shock | 1 part Teslium 1 part Water Or heating Teslium to 474K |
This reacts immediately on mixing, shooting electric bolts at anyone near the reaction, shocking people and disabling/damaging electronics. | N/A |
| Thermite | 1 part Aluminium 1 part Iron 1 part Oxygen |
A mixture that can burn straight through walls or floors when splashed and ignited. Needed amount depends on target structure. Does not work on doors or windows. Causes 1 burn damage per tick to humans when ingested. | 0.4 units per tick |
Other Recipes
These are either pure reactions that typically leave nothing remaining or other chemicals that have non-medicinal uses. Many of these are useful in the manufacture of grenades, but many can be quite dangerous.
| Name | Formula | Description | Metabolism Rate |
|---|---|---|---|
| Spray Tan | 1 part Orange Juice 1 part Oil OR 1 Part Corn Oil |
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 |
| Barber's Aid | 1 part Carpet 1 part Space Drugs 1 part Radium |
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 | Grind a Quantum Mesh | Occasionally causes random short distance teleportation if ingested. | 0.4 units per tick |
| Concentrated Barber's Aid | 1 part Barber's Aid 1 part Unstable Mutagen |
If sprayed or splashed on you it grows your hair very long. Does nothing when ingested. | 0.4 units per tick |
| Candle | 10 parts Liquid Gibs 10 parts Oxygen Temperature 374K |
Creates a red candle for use in decoration or rituals. Can not react in a body. | N/A |
| Carbon Dioxide | 2 parts Oxygen 1 part Carbon Temperature 777K |
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 | 1 part Space Drugs
1 part Blood |
Creates a carpet on the floor. Best used in a smoke machine/grenade or spray bottle. Ingredient in Barber's Aid. | 0.4 units per tick |
| Colorful Reagent | 1 part Triple Citrus 1 part Cryoxadone 1 part Space Drugs 1 part Radium 1 part Stable Plasma |
Use this to color EVERYTHING! Keep away from the clown and assistants! Add this to your smoke grenades. | 0.4 units per tick |
| Condensed Capsaicin | 5 parts Ethanol 1 part Capsaicin Oil |
A chemical agent used for self-defense and in police work. Stuns when sprayed or splashed into unprotected eyes. (Results in 5 units instead of 6) | 0.4 units per tick |
| Corgium | 1 part Colorful Reagent 1 part Strange Reagent 1 part Nutriment 1 part Blood Temperature 374K |
Creates your own Corgi! | N/A |
| Cryptobiolin | 1 part Oxygen 1 part Potassium 1 part Sugar |
Causes confusion and dizziness. This is essential to make Spaceacillin. | 0.6 units per tick |
| Drying Agent | 2 parts Stable Plasma 1 part Ethanol 1 part Sodium |
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 | 1 part Lithium 1 part Hydrogen |
Used in Metal Foam production. Creates 1 unit instead of 2. | 0.4 units per tick |
| Firefighting Foam | 1 part Stabilizing Agent 1 part Fluorosurfactant 1 part Carbon Temperature below 200K |
When used in a spray or with smoke it creates a non-slippery foam which extinguishes fires and burning creatures, and removes plasma from the air, dumping it on the floor upon dissipation. | 0.4 units per tick |
| Glycerol | 3 parts Corn Oil 1 part Sulphuric Acid |
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 |
| Quantum Hair Dye | 1 part Colorful Reagent 1 part Space Drugs 1 part Radium |
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 |
| 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 | 3 parts Iron/Aluminium 1 part Foaming Agent 1 part Fluorosulfuric Acid |
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 |
| Smart Foaming Agent | 3 parts Foaming Agent 1 part Acetone 1 part Iron |
Required to make smart metal foam. | 0.4 units per tick |
| Smart Metal Foam | 3 parts Aluminium 1 part Smart Foaming Agent 1 parts Fluorosulfuric Acid |
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 | 2 parts Ammonia 2 parts Oxygen 1 part Nitrogen Temperature 525K |
Creates N2O in liquid form. Explodes when heated to 575K. Will cause drowsiness on touch. When consumed or injected it also causes anemia, confusion and loss of breath. Spilling this will release gas form N2O into the atmosphere. | 0.6 units per tick |
| Gold Solidification | 20 parts Gold 5 parts Frost Oil 1 part Iron |
Solidifies a large amount of liquid Gold into a bar. Can not react in a body. | N/A |
| Plasma Solidification | 20 parts Plasma 5 parts Iron 5 parts Frost Oil |
Solidifies a large amount of liquid Plasma into a bar. Can not react in a body. | N/A |
| Uranium Solidification | 20 parts Uranium 5 parts Iron 5 parts Frost Oil |
Solidifies a large amount of liquid Uranium into a bar. Can not react in a body. | N/A |
| Bluespace Solidification | 20 parts Bluespace 5 parts Iron 5 parts Frost Oil |
Solidifies a large amount of liquid Bluespace into a bar. Can not react in a body. | N/A |
| Plastic Sheets | 5 parts Oil 3 parts Ash 2 parts Sulphuric Acid Temperature 374K |
Creates Plastic sheets at a rate of 10u per Plastic sheet. | N/A |
| Preservahyde | 1 part Formaldehyde 1 part Bromine 1 part Water |
A powerful preservation agent, utilizing the preservative effects of formaldehyde with significantly less of the histamine. | 0.25 |
| Royal Bee Jelly | 40 parts Honey 10 parts Unstable Mutagen |
Causes a Queen Bee to split in two when injected. (Results in 5 units instead of 50) | 0.4 units per tick |
| Soap | 10 parts Lye 10 parts Liquid Gibs Temperature 374K |
Creates a bar of soap, 10% faster cleaning than with what you get on the station. Can not react in a body. | N/A |
| Sodium Chloride | 1 part Chlorine 1 part Sodium 1 part Water |
Commonly known as salt, Sodium Chloride is often used to season food.
Exotic uses include messing with Revenants - they can't jaunt through salt piles. |
0.4 units per tick |
| Space Cleaner | 1 part Ammonia 1 part Water |
This is able to clean almost all surfaces of most things that may dirty them. The janitor is likely to appreciate refills. | 0.4 units per tick |
| Space Lube | 1 part Oxygen 1 part Silicon 1 part Water |
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 | 1 part Charcoal 1 part Chlorine 1 part Ethanol |
When applied via touch or vapor, increases the success chance of surgical steps by 20%. Useful for surgery in less than ideal conditions. | 0.4 units per tick |
| Synthmeat | 5 parts Blood 1 part Cryoxadone |
Creates a slab of synthetic meat. | N/A |
Virology Recipes
These chemicals are used to mutate viruses, and have few uses beyond that.
| Name | Formula | Description |
|---|---|---|
| Virus Rations | 1 part Virus food 1 part Synaptizine |
Depleted virus food. Used to get a virus symptom of level 1. (Results in 1 unit instead of 2) |
| Virus Food | 5 parts Water 5 parts Milk |
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 | 1 part Unstable Mutagen 1 part Virus food |
Extremely similar to Unstable Mutagen. Used to get a virus symptom of level 3. (Results in 1 unit instead of 2) |
| Sucrose Agar | 1 part Mutagenic agar 1 part Sugar |
Extremely similar to Mutagenic Agar. Used to get a virus symptom of level 4. |
| Weakened Virus Plasma | 1 part Virus plasma 1 part Synaptizine |
Weakened variety of virus plasma. Used to get a virus symptom of level 5. |
| Virus Plasma | 1 part Virus food 1 part Plasma |
Extremely similar to Plasma. Used to get a virus symptom of level 6. (Results in 1 unit instead of 2) |
| Decaying Uranium Gel | 1 part Virus food 1 part Uranium |
Powerful viral mutagen. Used to get a virus symptom of level 6 or 7. (Results in 1 unit instead of 2) |
| Unstable Uranium Gel | 1 part Virus Plasma 5 parts Uranium |
Powerful viral mutagen. Used to get a virus symptom of level 7. (Results in 1 unit instead of 6) |
| Stable Uranium Gel | 1 part Plasma 10 parts Uranium 10 parts Silver OR Gold |
Powerful viral mutagen. Used to get a virus symptom of level 8. (Results in 1 unit instead of 21) |
Toxins
The deadliest of deadly chemicals. You can get a bunch of these through the traitor uplink, but if you don't wanna waste telecrystals you can mix it. The human liver will quickly purge toxins under 3u from its system.
| Name | Recipe | Damage dealt | Description | Metabolism Rate | Overdose Threshold |
|---|---|---|---|---|---|
| Toxin | Medbay Vendors, Emagged Chem Dispenser | 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 | 3 parts Chlorine 1 part Ethanol 1 part Water |
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 | 1 part Charcoal 1 part Hydrogen 1 part Silicon |
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 |
| Impedrezene | 1 part Mercury 1 part Oxygen 1 part Sugar |
Brain | 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 | N/A |
| Mute Toxin | 2 parts Uranium 1 part Water 1 part Carbon |
Speech | Makes the subject unable to speak for some time. (Results in 2 units instead of 4) | 0.4 units per tick | N/A |
| Bone Hurting Juice | 3 parts Itching Powder 1 part Unstable Mutagen 1 part Milk |
Stamina Damage and Delimbing Skeletons | Does 15 stamina damage per tick. On overdose, it has a 4% chance of causing a spike of 200 stamina damage to a random limb, temporarily disabling it. If you're a skeleton or a plasmaman, it will deal 15 stamina and 0.5 brute damage per tick, and overdosing can cause a spike of 200 brute damage to a random limb, instead of stamina. | 0.4 units per tick | 50 Units |
| Lexorin | 1 part Plasma 1 part Hydrogen 1 part Oxygen |
Suffocation | Temporarily stops respiration and causes 5 oxyloss damage per tick. Even small doses are fatal, and will cause people to pass out quickly. | 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 |
| 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. It's metabolized very slowly. | 0.05 units per tick | N/A |
| Pancuronium | Poison Kit, Emagged Medibot | 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, Emagged Medibot | 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 | 1 part Acetone 1 part Diethylamine 1 part Sulfur |
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 |
| Unstable Mutagen | 1 part Chlorine 1 part Phosphorus 1 part Radium |
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 for a bad mutation is 98%, and good mutation 2%. Causes radiation. High doses are lethal to your liver. Also useful for Virology. The botanist wants this in liquid form. | 0.4 units per tick | N/A |
| Lipolicide | 1 part Ephedrine 1 part Diethylamine 1 part Mercury |
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 | 1.75 toxin damage and 5 seconds of loss of breath per tick. 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 | 1 part Ethanol 1 part Oxygen 1 part Silver Temperature 420K |
Toxin | Causes a 1 Toxin damage per tick. Has a 5% chance to turn into 5 to 15 units of Histamine. | 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 |
| Fentanyl | 1 part Space Drugs Temperature 674K |
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 knock the user unconscious. | 0.2 units per tick | N/A |
| Cyanide | 1 part Oil 1 part Ammonia 1 part Oxygen Temperature 380K |
Toxin, oxyloss | Deals random amounts of toxin damage while slowly suffocating or stunning its target. Metabolizes slowly. | 0.05 units per tick | N/A |
| Carpotoxin | Space Carp, Koi Beans, Emagged Chem Dispenser, Cazador Meat | 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 | 5 parts Morphine 5 parts Carpotoxin 5 parts Copper |
Fake death, stun | Instantlyknocks people out, and makes them appear dead to the most rudimentary of tests. 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 | 1 part Epinephrine 1 part Zombie 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 | 1 part Charcoal 1 part Ammonia 1 part Welding Fuel |
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 Chem Dispenser, Mushroom Shavings (Lavaland) | Conditional death | Instantly gibs fat people when ingested. | 0.4 units per tick | N/A |
| Frost Oil | Blue Slimes or from grinding Ice Pepper | Burn | A special oil that noticably chills the body. Extracted from ice peppers or slimes. Will cool you faster the longer it has been in the body, up to maximum strength after 35 cycles. Changeling cryo sting injects this. Creates slippery ice tiles if spilled on floor for about 1 second per unit, depending on pressure and temperature. Spilling also reduces area temperature by 5K per unit. Hurts slimes and slimepeople. | 0.4 units per tick | N/A |
| Heparin | 1 part Formaldehyde 1 Part Sodium 1 Part Chlorine 1 Part Lithium |
Brute, Bleeding | Causes bleeding constantly while in the system of the victim. Deals 1 brute and drains more than 1 percentage point of blood volume per tick. | 0.08 units per tick | N/A |
| Rotatium | 1 Part Teslium 1 Part Mindbreaker Toxin 1 Part Fentanyl |
Toxin | After 20 cycles, causes the victim's screen to display a rocking motion. Deals 0.5 toxin damage per tick. | 0.24 units per tick | N/A |
| Skewium | 2 Parts Rotatium 2 Parts Plasma 1 Part Sulphuric Acid |
Toxin | After 5 cycles, causes heavy skewing of the victim's screen, swinging fucking everywhere, zooming in and out, spinning, inverting, and generally making you want to throw up. Deals 0.25 toxin damage per tick. If you are wanting to fight someone, inject them with this and they will practically be unable to fight. | 0.32 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 chance to eject an organ each tick if overdosing. Requires very high doses. | 0.4 units per tick | 29 Units |
| Anacea | 1 Part Haloperidol 1 Part Impedrezene 1 Part Radium |
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 | 1 part Fluorine 1 part Hydrogen 1 part Potassium 1 part Sulphuric Acid Temperature 380K |
Corrosion | A highly caustic and dangerous substance. Slowly melts equipment and clothes it touches. Instantly deals brute damage if ingested or splashed on people. Deals 2 toxin and constantly increasing burn damage if ingested. | 0.4 units per tick | N/A |
| Weed Killer | 1 part Toxin 4 parts Ammonia |
Toxin | Kills weeds and causes 1 toxin damage per tick to humans. | 0.4 units per tick | N/A |
| Pest Killer | 1 part Toxin 4 parts Ethanol |
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 | 1 part Toxin 4 parts Water |
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 |
| Dizzying Solution | Peacekeeper Cyborgs | Special | Makes the target dizzyand confused. Can only be used by Peacekeeper Cyborgs. | 0.6 units per tick | N/A |
| Tranquility | Gondola Meat | Special | Induces a virus that creates Pax within the victims body and slowly turns the victim into a Gondola. | 0.4 units per tick | N/A |
Fermi-Chem
Med-x recipe was for Atom Bomb; in the drugs section will be medx for other servers who use coyote bayou code
| Name | Recipe | Description | Optimal Temp Min | Optimal Temp Max | Explode Temp | Optimal pH Min | Optimal pH Max | Metabolism Rate | Addiction | Overdose Threshold |
|---|---|---|---|---|---|---|---|---|---|---|
| Jet | 1 part Nicotine 2 parts Milk 1 part Fuel 1 part Ethanol |
A chemical used to induce a euphoric high derived from brahmin dung. Fast-acting, powerful, and highly addictive. | 600 | 675 | 700 | 7 | 10 | N/A | 12.5 units | 20 units |
| Turbo | 1 part Cellulose 1 part Cyanide 1 part Broc Juice 1 part Jet |
A chemical compound that, when inhaled, vastly increases the user's reflexes and slows their perception of time. Carries a risk of addiction and extreme nausea and toxin damage if overdosed. | 410 | 525 | 585 | 4 | 7 | 0.5 | 9 units | 14 units |
| Psycho | 1 part Sulphuric acid 1 part Cave fungus juice 1 part Ash 1 part Methamphetamine |
Makes the user hit harder and shrug off slight stuns, but causes slight brain damage and carries a risk of addiction. | 223 | 303 | 323 | 3 | 6 | 0.5 | 12.5 units | 15 units |
| Buffout | 1 part Sugar 1 part Phosphorus 1 part Sulfur 1 part Crank 1 part Carbon Dioxide 1 part Nitrous Oxide 1 part Yucca Juice |
A powerful steroid which increases the user's strength and endurance. | 165 | 215 | 223 | 8 | 11 | 1.25 | 11 units | 20 units |
| Med-X | 1 part Aranesp 1 part Phenol 1 part Heroin 1 part Stimpak |
Med-X is a potent painkiller, allowing users to withstand high amounts of pain and continue functioning. Addictive. Prolonged presence in the body can cause seizures and organ damage. (This recipe is for Atom Bomb Code Refer to the one in the drug section if you arent on Atom bomb code) | 780 | 821 | 824 | 10 | 14 | 0.25 | 15 units | 25 units |
| Cellulose Plasticization (Celugel) | 5 parts Lithium (Catalyst) 5 parts Chlorine (Catalyst) 1 part Cellulose 1 part Diethylamine 1 part Acetone 1 part Carbon Dioxide 0.5 part Acidic Buffer |
A plastic formed from esterized cellulose fibers. Organic! | 430 | 520 | 9999 | 3 | 6 | 5 | N/A | N/A |
| Acetic acid buffer | 1 part Saline-Glucose Solution 3 parts Ethanol 3 parts Oxygen 3 parts Water |
This reagent will consume itself and move the pH of a beaker towards acidity when added to another. | 250 | 500 | 9999 | 0 | 14 | 8 | N/A | N/A |
| Ethyl Ethanoate buffer | 1 part Sulphuric acid (Catalyst) 1 part Lye 2 parts Ethanol 2 parts Water |
This reagent will consume itself and move the pH of a beaker towards alkalinity when added to another. | 250 | 500 | 9999 | 0 | 14 | 8 | N/A | N/A |
| Yamerol | 1 part Perfluorodecalin 1 part Salbutamol 1 part Water |
For when you've trouble speaking or breathing, just yell YAMEROL! A chem that helps soothe any congestion problems and at high concentrations restores damaged lungs and tongues! | 300 | 500 | 800 | 6.8 | 7.2 | N/A | N/A | 35 |
| Artificial Zeolites | 1 part Potassium Iodine 1 part Aluminium 1 part Silicion 1 part Oxygen |
Lab made Zeolite, used to clear radiation from people and items alike! Splashing just a small amount(5u) onto any item can clear away large amounts of contamination. | 300 | 900 | 1000 | 4.0 | 6.0 | 8 | N/A | N/A |
Ghetto Plants:
These are only Wasteland plants, more for tribalism and non chemistry chads.
- Punga Fruit: Useful for curing radiation and cleansing chemicals from the body.
- Broc Flower: Used in cures for brute damage and suffocation.
- Xander Root: Used in cures for burn damage and blood loss.
Ghetto Plants Chart:
| Name | Description | Contains | Grinds: | Juices | Distills |
|---|---|---|---|---|---|
| Punga Fruit | A leathery, green fruit, with an excellent taste and radiation cleansing properties, but highly addictive. | 0.1 part Punga Extract .1 part Nutriment |
N/A | Potassium Iodide | Vodka |
| Xander Root | Xander roots are large, hardy, turnip-like roots with mild healing properties. | 0.1 part Xander Juice 0.2 part Kelotane 0.05 part Saline-Glucose Solution 0.1 part Nutriment |
N/A | Xander Juice | Şalgam |
| Broc Flower | This vibrant, orange flower grows on tall stalks in the wasteland and exhibits moderate healing properties, even when unprocessed. | 0.2 part Dexalin 0.05 part Saline-Glucose Solution 0.1 part Nutriment 0.1 part Bicaridine |
N/A | Broc Juice | Broc Brew |
| Buffalo Gourd | A bitter tasting vine plant, with a watery fleshy texture. | 0.2 part Water 0.1 part Toxin |
N/A | Lye | Buffalo |
| Honey Mesquite | The honey mesquite pod grows on a short tree with willow-like branches. Trees with pickable pods will appear bushier in foliage and have strings of pods on them, resembling a fern pattern. Pods can be eaten or used in recipes | 0.1 part Honey 0.05 part Nutriment |
N/A | Honey | Waster Mead |
| Pinyon Nuts | The seeds of the pinyon pine, known as pine nuts or piñóns, are an important food for settlers and tribes living in the mountains of the North American Southwest. All species of pine produce edible seeds, but in North America only the pinyon produces seeds large enough to be a major source of food. | 0.05 part Nutriment |
< + Flour | N/A | N/A |
| Prickly Pear Fruit | Distinguished by having cylindrical, rather than flattened, stem segments with large barbed spines. The stem joints are very brittle on young stems, readily breaking off when the barbed spines stick to clothing or animal fur. | 0.02 part Nutriment 0.1 part Water 0.05 part Vitamin |
N/A | Prickly Tea | Pink Pulque |
| Datura | The sacred datura root, useful as an anesthetic for surgery and in healing salves, as well as for rites of passage rituals and ceremonies | 0.2 part Morphine 0.1 part Mushroom Hallucinogens 0.05 part Toxin 0.1 part Nutriment |
N/A | Datura Juice | Datura Tea |
| Coyote Tobacco Leaves | This tobacco like plant is commonly used by tribals for a great variety of medicinal and ceremonial purposes. | 0.1 part Nicotine 0.1 part Nutriment |
N/A | Coyote Juice | Deathroach |
| Banana Yucca Fruit | The fleshy banana like fruit, rougly 8 cm long and 6 cm across. It tastes similar to a sweet potato. Every day a paladin comes out of there bunker and saids 'my sweet banana yucca' then dies to a radscorpion. | 0.1 part Nutriment 0.1 part Vitamin 0.1 part Banana Peel 0.2 part Saline-Glucose Solution |
N/A | Yucca Juice | Yucca Juice |
| Barrel Cactus Fruit | Carefully harvested spineless barrel-cactus fruit, it feels dry to the touch but appears more than edible. | 0.1 part Nutriment 0.1 part Calomel |
N/A | Fera Juice | Yellow Pulque |
| Mutfruit | Mutfruit provides both hydration and sustenance, but the mutated plant also carries small amounts of radiation. | 0.05 part Vitamin 0.1 part Nutriment 0.15 part Radium |
N/A | Mutfruit Juice | Purple Cider |
| Cave Fungus | Cave fungus is an edible mushroom which has the ability to purge bodily toxins." | 0.05 part Charcoal 0.05 part Mutadone |
N/A | N/A | Cave Fungus Juice |
| Glowing Fungus | An edible mushroom which has the ability to decrease radiation levels. (Doesnt exist in f13 but yet in code, ask admins for this if you can get a hold of it and or readd to the game) | 0.04 part Space Drugs 0.1 part Mindbreaker 0.1 part Mutagen 0.05 part Radium |
N/A | N/A | N/A |
| Agave Leaf | A strange kind of fleshy grass often used as a primitive burn medication that rapidly depletes stored nutrients in the body. | 0.1 part Kelotane 0.1 part Lipolicide |
N/A | Agave Juice | Tequila |
| Fever Blossom | A glowing flower of intricate design and a rich scent. It is a known aphrodisiac. (This is from Coyote Upstream this works on Afterglow) | 0.2 part Aphrodisiac 0.05 part Nutriment |
N/A | Fever Blossom Juice | Between the Sheets |
Tribal Recipes:
Most of these are for composts, everything else when you find it ICly.
| Name | Recipe | Description |
|---|---|---|
| Reactive Compost | 1 part Compost 1 part Mutfruit Juice 1 part Datura Tea |
Compost mixed with mutjuice and daturatea. The resulting mixture is capable of drawing forth the inner potential of plants, at the expense of it's well being. Left 4 Zed for Tribals |
| Fortifying Compost | 1 part Compost 1 part Yucca Juice 1 part Tato Juice |
Compost mixed with tatojuice and yucca juice. The resulting mixture will fortify the plant from weed infestations, toxins and the toils of gardening. Enduro Grow for Tribals |
| Alacritous Compost | 1 part Compost 1 part Ash 1 part Pink Pulque |
A strange mixture of compost, ashes and pink pulque. This potent mixture will hasten the plant's harvest while increasing the yield. Saltpetre for Tribals |
| Stabilizing Compost | 1 part Compost 1 part Honey 1 part Milk |
A soothing mixture of compost, milk and honey. The resulting mixture will stabilize a soil at the cost of potency. Stabilizer for Tribals |
Food Chemistry
Most of these are chemistry for food. Example Doughs + Cake Batters + Misc
| Name | Recipe | Requires to Mix | Description |
|---|---|---|---|
| Dough | 10 part Water 15 part Flour |
N/A | Makes Dough |
| Cake Batter | 6 part Egg Yolk 12 part Egg Whites 15 part Flour 5 part Sugar |
N/A | Makes Cake Batter |
| Cake Batter Vegan | 15 part Soymilk 15 part Flour 5 part Sugar |
N/A | Makes Vegan Cake Batter |
| Rice Bowl | 10 part Rice 10 part Water |
Bowl | Makes Rice Bowl |
| BBQ Sauce | 1 part Ash 1 part Tomato Juice 3 part Saline-Glucose Solution 1 part Black Pepper |
N/A | Makes Barbacue Sauce |
| Butter | 1 part Milk | Mix and Grinder | Makes Butter |
| Margarine | 1 part Corn Oil 5 part Soy Milk 1 part Sodium Chloride (Salt) |
N/A | Makes Margaine |
| Curd Cheese | 15 part Milk 5 part Flour 5 part Cream |
N/A | Makes Curd Cheese |
| Mozzarella Cheese | 10 part Milk 10 part Cream 1 part Enzyme (catalyst) |
N/A | Makes Mozzarella Cheese |
| Cheese Curds | Microwave Curd Cheese | N/A | Makes Cheese Curds |
| Firm Cheese | Dry Cheese Curds | N/A | Makes Firm Cheese |
| Olive Oil | 4 part Olive Paste 1 part Water |
N/A | Makes Olive Oil |
| Vinegar | 1 part Wine 1 part Water 1 part Sugar |
N/A | Makes Vinegar |
| Mayonnaise | 1 part Eggyolk | Mix and Grinder | Makes Mayo |
| Whipped Cream | 1 part Cream | Mix and Grinder | Makes Whipped Cream |
Resources:
Please do note this page is for Atom Bomb and some of these might be slightly off. Also as of 8/1/2023, this will be slightly updated to Afterglow code, however not fully intended for that reason.
https://citadel-station.net/wikimain/index.php?title=Guide_to_chemistry
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