Guide to Chemistry: различия между версиями
>AllyBearsley м ("units" was correct over "parts" and there was a not catalyst listed as one and some minor errors throughout the wiki.) |
>Chada1 м (Phoron typo.) |
||
Строка 1510: | Строка 1510: | ||
{{CompoundTemplate | {{CompoundTemplate | ||
|Compound = Napalm | |Compound = Napalm | ||
|Formula = 1 part | |Formula = 1 part Phoron, 1 part Aluminium, 1 part Sulphuric Acid | ||
|Description = Creates a large fire immediately on mixing. (Results in 1 unit instead of 3) | |Description = Creates a large fire immediately on mixing. (Results in 1 unit instead of 3) | ||
}} | }} |
Версия от 23:56, 4 января 2018
Chemistry Equipment
This section concerns the various machines and equipment you'll use in chemistry.
Machines
Chemical Dispenser
ChemMaster 3000
To start, insert a beaker containing some chemical, and then click it with an empty hand to bring up a menu. In addition to holding a beaker, the chemmaster can also hold a Pill Bottle (both simultaneously), more on these soon.
The Add to Buffer section is where all the juicy info is. It will show you a list of all the reagents inside the beaker, and their quantities. Beside each one are several options. Analyze will just bring up the description of that chemical, to tell you what it is and does. The rest of the buttons (1,5,10,all,custom) just control how much of that chemical you're going to move to the buffer.
The Buffer is the section between the horizontal lines. Imagine this as chemicals inside the ChemMaster. Once they're here, you can do several things with them.- The Transfer To section shows where chemicals will go when you transfer them out of the buffer, click it to change the destination. They can either go back into the beaker, or they can go into the disposal
- This doesn't actually put them in the disposal, it just destroys them. Any reagents destroyed this way are gone forever, and cannot be recovered.
- Chemicals in the buffer will have the same number control options as those in the beaker. This just transfers them to either of the destinations mentioned above.
- The Create Bottle option will magically create a glass bottle, and put the contents of the buffer into it. The bottle is created outside of the ChemMaster and will appear on top of it. Bottles have a maximum capacity of 60u, so anything over that will still remain in the buffer.
- By clicking the Icon to the right of this option, you can choose a visual style for the resulting bottle. Note that the bottle is transparent, and will take on the colour of the liquid inside it. You only choose the shape.
- The Create Pill option will create a single edible pill out of the buffer contents. Again, up to 60u total dosage. If an empty pill bottle is inserted into the ChemMaster, the pill will be created inside that bottle. Otherwise it will appear ontop of the machine.
- The Create Multiple Pills option will create a number of pills that you get to specify. The contents of the buffer will be evenly divided amongst all the pills you make. And if a pill bottle is in the machine, the pills will be created inside it until it's full. Otherwise they appear ontop in a big messy pile
- By clicking the Icon to the right of this option, you can choose a visual style for the resulting pill(s). This will help people to tell your pills apart at a glance, which can be useful when you're making a bottle filled with a mixture of different pills.
- The Transfer To section shows where chemicals will go when you transfer them out of the buffer, click it to change the destination. They can either go back into the beaker, or they can go into the disposal
Once you're done making pills and bottles, you'll probably want to make sure your beaker is empty again so you can make something new, if so be sure to transfer everything to the buffer. Once you eject the beaker, everything left in the buffer is destroyed.
If you've made a bottle of pills, don't forget to eject the pill bottle too, and then label it using the Hand Labeller.
All-In-One Grinder
It's good for undoing your mistakes if you make pills wrong, or for getting rare compounds (like carpotoxin) out of things that contain them. But making liquid phoron is the most common and important thing you'll use it for.
Note that it will not break compounds back down into elements, nothing can do that.Refridgerated Medicine Storage
It will only accept pills, pillbottles, and glass containers. And it has a nice little interface for dispensing things in quantity. It's also ID locked, and will only allow authorised medical staff to take things out, so anything you place there is safe from the grubby hands of drugseeking assistants.
Tools
Smaller, hand-held things that you'll often use in chemistry.
Beakers
Beakers are the most important tool you have. They come in two sizes, normal and large. normal beakers hold 60u, large beakers hold 120u.
Normal beakers can be found easily all over medical, and you have a box of six in your lab. Large beakers are much less common, you only have three - Two on the tables, and one inside the grinder. They are precious, treasure them.
Beakers are used for putting into the dispenser to mix things, and then into the ChemMaster to make bottles and pills. Sometimes you'll need to use more than one to mix certain tricky things correctly.
If you end up losing them, more beakers can be made at the Autolathe in cargo.
Dropper
Rightclick it in your hand and choose Set Transfer Amount. You can pick 1/2/3/4/5 units Using it on a beaker when it's empty will draw the set quantity of reagents out of that beaker. Using it on a beaker when it's not empty, will squeeze its contents out into the beaker.
The precision this affords is useful for a few complicated recipes, and especially for measuring out tiny amounts of phoron or similar valueable ingredients.
Science Goggles
- They protect against acid splashes, halving damage you take from acid to the face.
- They provide 10% protection against anomalies, which is not relevant to a chemist at all.
- They can be turned on and off to toggle an obnoxious purple overlay. This does literally nothing except make you see purple. The other two effects work regardless of whether the overlay is on.
Advanced Mass Spectrometer
To use it, take a blood sample from your patient with a syringe, and then use the syringe on the spectrometer. Then switch to it and click it in your hand to read the results. It should tell you the chemicals and quantities that are found in their blood. This is the only way to test blood samples, if you inject a blood sample into a beaker and check it in the chemmaster, it will only show as blood.
Note that this tool can only be used for blood, if you have a beaker/bottle/syringe of something mysterious that isn't blood and you want to see what's in it, use the ChemMaster instead.
Cryostasis Beaker
Bluespace Beaker
Information
Metabolism and Overdose
Most medicines and chemicals designed for use in people have an overdose limit. If a person metabolizes more than this much of the chemical in a short time, they will suffer the overdose effect for that chemical, which is usually a bad thing. Overdose limits vary widely, but the most common value is 30 units.
The most common overdose effect is 'Toxins', the patient will suffer 0.2 points of toxins damage per second, as long as the medicine continues metabolizing in their system. This is only dependent on time, not on the quantity of the dose, so overdosing on medicines that metabolize slowly is far more dangerous, they'll keep poisoning the patient for longer.
It is important to note that metabolism is not the same as just putting the chemicals into a patient. All chemicals that are injected into, or fed to the patient, are stored harmlessly within their body until they can be properly absorbed, or 'metabolized'. This process happens at a variable rate for each chemical, but the most common metabolic rate is 0.2 units per proc, which works out to 0.1u per second
Overdose effects do not trigger until the patient has metabolized enough to reach the overdose limit, which may take several minutes.
Whenever this document mentions the word 'dose', it refers to how much has been metabolized into the patient, not how much has been injected into their blood.
Whenever a patient has fully metabolized all the volume of a drug that is present in their stomach or blood, the dose is instantly cleared, and the drug's effects are stopped. Even if they had overdosed before, once the dose is cleared its safe to administer more of the same thing.
Catalysts
Several of the more advanced chemistry recipes take an ingredient (usually phoron) which is marked as (Catalyst)
A Catalyst is a chemical which is required to help a chemical reaction, but does not become part of the finished result. Whenever a recipe involves a catalyst, the catalyst will be left over in the beaker, alongside the finished product. You can use the ChemMaster to extract the catalyst, put it in a bottle, and reuse it later.
Status Effects
For the most part, the 'strength' of an effect is really just a duration. the strength of most effects decreases by 1 point every 2 seconds, and usually the effect will stop working once its strength falls to zero, or sometimes when it falls below some low number that's above zero.
It's also very important to note, that most chemicals which cause a status effect, will constantly re-set and refresh that effect every time they process (every 2 seconds) for as long as the chemical is metabolising into the patient. Therefore, the strength of an effect usually only affects how long it takes to wear off AFTER the chemical is out of their system, it will generally never wear off while the chemical is inside them.Drowsiness
Drowsiness, is a feeling of being sleepy. The body slows down, and sometimes just plain falls asleep for brief periods. It doesn't cause any longterm sleep, just makes you pass out for a couple of seconds.
Effects:
- Increases move delay by 6 (0.6 seconds).
- This is the minimum time between steps while running, so it will significantly slow the subject down and make it difficult for them to run away.
- Refreshes blurred vision to strength 2 every proc, so being drowsy gives unremovable blurring
- Every proc, has a 5% chance to cause the subject to fall asleep
- Increases Sleep strength by 1
- Increases paralysis by 5
Sleeping
The subject is asleep. They're snoozing away, incapacitated, mostly oblivious to the world, and won't feel pain.
- Subject is blinded. See Blind
- Subject does not feel pain
- Subject falls over
- Subject cannot move
- Subject cannot speak or emote
- Subject cannot use items or interact with anything
- Heals halloss (Holographic damage) at a rate of 3 points per proc
- Normally heals at 1 ppc
- Subject has dreams about radomly generated concepts.
- These aren't based on anything ingame
- When nearby people talk
- 85% chance to not hear them, and instead get "...You almost hear someone talking..."
- 15% chance for "You hear something about...<word>", and <word> is a randomly selected word from amongst the things they said
- People can attempt to shake subject awake, this reduces Sleeping strength by 5 every time its done,
- Causes the subject to wake up 10 seconds earlier than they would have otherwise
- Causes subject's status to read as Unconscious on a hand analyser, and non-responsive on a surgery vitals monitor
Weaken
The subject's muscles lose tensity, causing them to collapse to the floor and be mostly helpless. Weaken is one of the most common status effects, almost every chemical, weapon and explosive that disables someone, uses it. Often in combination with other effects.
- Subject falls over and drops held items.
- Subject cannot move, use items, or interact.
- Can still toggle internals.
- Subject can use 'resist'.
Stun
The subject is stunned and unable to move properly. Very similar to Weaken, but doesn't knock the subject down, and DOES prevent them from toggling their internals.
- Subject cannot move, use items, or interact:
- Subject can use 'resist'.
- Subject cannot toggle internals.
Paralysis
The subject is paralyzed, all of their muscles lock up and they are unable to see, speak, or do anything. Their eyelids lock shut, and their vocal chords seize up. This is almost identical to being asleep, the only differences being that the subject can't be shaken awake, and doesn't heal holo damage faster. This is by far the most disabling single status effect in the game, but it is rarely used.
- Paralysis is almost identical to sleeping.
- Subject is blinded, see blindness.
- Subject falls over.
- Subject cannot speak or emote.
- Subject cannot move.
- Subject cannot use items or interact with anything.
- When nearby people talk or audibly emote.
- 85% chance to not hear them, and instead get "...You almost hear someone talking..."
- 15% chance for "You hear something about...<word>", and <word> is a randomly selected word from among the things they said.
Confusion
The subject has impaired motor coordination, and will stumble around randomly when they try to move. This is often caused by alcohol and sedatives, but it's pretty rare for it to happen for any long period of time.
- Subject moves in a random direction whenever it tries to take a step.
- Its always random, doesn't matter what direction they tried to move in, triggers on every step
- Also applies to subjects in a wheelchair or driving vehicles
Hallucination
One of the most interesting effects, hallucinations are a result of something impairing the brain, and can be quite scary.
- Unlike most status effects, hallucination strength affects the intensity in addition to the duration. Hallucinations stop completely when the strength drops below 20.
- While hallucinating, the subject will experience strange sounds and visions periodically.
- Exactly how often is calculated with the formula: rand(200,500)/(hallucination/25)
- This generates a random number of seconds between 20-50 (average 35), and then divides that time by 4% of your hallucination strength.
- A hallucination strength of 100 will therefore cause hallucinations an average of every 8.75 seconds
- Note that the time between hallucinations will gradually increase because the strength fades over time.
- Exactly how often is calculated with the formula: rand(200,500)/(hallucination/25)
- The effects that hallucinating can generate include:
- Screwing up the subject's HUD
- Make it appear that they're holding a strange/illegal/impossible items
- See extremely dangerous things (fire, hull breaches, explosives)
- Hear strange sounds
- Be attacked by illusory monsters
- Mysteriously become injured or collapse
- Have the world and their controls turned around
Dizziness
Blurriness
The subject's vision is blurred, and it becomes harder for them to see. This is a really weak effect, and it exists mostly just to let you know something's wrong. It's usually a precursor to more serious things. On its own, it has minimal effect on gameplay.
- Places a semi-transparent white overlay on the screen, making it a little harder to see things
- Wearing a blindfold rests your eyes, and causes blurriness to heal 4x as fast
Blindness
The subject has completely lost their vision, and is unable to see anything, thus forcing them to stumble around defenseless and navigate by touch. Blinding is fairly common alone, but it's also applied inherently as a part of sleeping and paralysis. When a subject is asleep or paralysed, all of these effects apply in addition.
- Places a black overlay on the screen, blocking everything except a small circle
- This allows you to only see things in a 3x3 area, centred on your character
- Note that this short range vision represents you feeling your way around, not actual vision. RP wise, you can see nothing at all
- This allows you to only see things in a 3x3 area, centred on your character
- Prevents you from examining objects and people at all. Any attempt displays a message 'Something is there, but you can't see it'
- Subject cannot see visible emotes from nearby people
- Subject can still hear audible emotes
Speedboost
The subject is energetic and juiced up, allowing them to power through impediments and always move as fat as they can. Negates any increased movement delay and allows you to always move at the fastest possible speed, with a movement delay of 0.5 seconds (which is the lowest possible value) Allows you to ignore the following speed impediments completely:
- Having <=40% health
- Being in pain
- Being starving
- Wearing EVA suits
- Being in a wheelchair
- Having feet/legs that are broken, splinted, or missing.
- Any slowdown caused by heavy shoes (galoshes)
- Being in shock
- Being fat
- Being cold
- Being drowsy
- Any inherent slowdown caused by your species
Painkiller/Analgesic
Jittering
Chemicals
Dispenser
Many of the basic elements and chemicals in the dispenser have their own effects. Those are noted here. Those without any effects aren't documented
Aluminum |
A silvery white and ductile member of the boron group of chemical elements. |
Carbon | |
A highly stable element, the building block of life. | |
Metabolisation: 0.5u/tick | Type: Element |
Effects:
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Notes:
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Acetone | |
A colorless liquid solvent used in chemical synthesis. | |
Metabolisation: 0.2u/tick | Type: Solvent |
Effects:
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Notes:
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Copper |
A highly ductile metal. |
Ethanol | |
A well-known alcohol with a variety of applications. | |
Metabolisation: 0.5u/tick | Type: Alcohol |
Effects:
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Notes:
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Ammonia | |
A caustic substance commonly used in fertilizer or household cleaners. | |
Metabolisation: 0.5u/tick | Type: Liquid |
Effects:
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Notes:
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Hydrazine | |
A toxic, colorless, flammable liquid with a strong ammonia-like odor, in hydrate form. | |
Metabolisation: 0.2u/tick | Type: Liquid |
Effects:
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Notes:
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Iron | |
Pure iron is a metallic element. Used in limited doses as a supplement it can help people regenerate blood. | |
Metabolisation: 0.1u/tick | Type: Element |
Effects:
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Notes:
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Lithium | |
A soft, silver metallic element. A chemical element, used as antidepressant. | |
Metabolisation: 0.1u/tick | Type: Element |
Effects:
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Notes:
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Mercury | |
A highly neurotoxic metallic element, which is liquid at room temperature. | |
Metabolisation: 0.1u/tick | Type: Element |
Effects:
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Notes:
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Hydrochloric Acid | |
A very corrosive mineral acid with the molecular formula HCl. | |
Metabolisation: 0.1u/tick | Type: Acid |
Effects:
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Notes:
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Phosphorus |
A highly reactive element, glows on contact with oxygen, the backbone of biological energy carriers. |
Potassium |
A soft, low-melting solid that can easily be cut with a knife. Reacts violently with water. |
Radium | |
Radium is an alkaline earth metal, and is extremely radioactive. | |
Metabolisation: 0.1u/tick | Type: Element |
Effects:
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Notes:
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Sulphuric Acid | |
A very corrosive mineral acid with the molecular formula H2SO4. | |
Metabolisation: 0.2u/tick | Type: Acid |
Effects:
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Notes:
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Silicon |
A tetravalent metalloid, silicon is less reactive than its chemical analog carbon. |
Sodium |
A chemical element, readily reacts with water. |
Sugar | |
The organic compound commonly known as table sugar and sometimes called saccharose. This white, odorless, crystalline powder has a pleasing, sweet taste. | |
Metabolisation: 0.1u/tick | Type: Carbohydrate |
Effects:
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Notes:
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Sulphur |
A non-metallic crystalline element with a pungent smell. |
Tungsten |
A chemical element, and a strong oxidising agent. |
Water |
A ubiquitous chemical substance that is composed of hydrogen and oxygen. |
Other
Gold |
Gold is a dense, soft, shiny metal and the most malleable and ductile metal known. Gold is hard to get, and comes from mining, ask the Shaft Miners to get you some. Don't expect to get it quickly. |
Silver |
A soft, white, lustrous transition metal, it has the highest electrical conductivity of any element and the highest thermal conductivity of any metal. Silver is hard to get, and comes from mining, ask the Shaft Miners to get you some. Don't expect to get it quickly. |
Uranium |
A glistening, emerald-green metallic chemical element in the actinide series, weakly radioactive. Uranium is hard to get, and comes from mining, ask the Shaft Miners to get you some. Don't expect to get it quickly. |
Phoron |
Liquid form of the gas Phoron, for use in chemistry recipes. You can get this by grinding up the Phoron crystals on the table at the north of the lab. |
Fuel |
Required for welders. Flammable. Use a beaker on any Welder Fuel Tank to collect some. |
Milk |
White and nutritious goodness! Milk can be found in the kitchen, in a fridge that anyone can open. |
Toxin |
A toxic chemical. Found in the NanoMed vending machines in medbay, labelled Toxin Bottle. |
Capsaicin Oil |
This is what makes chillis hot. To get this, grow chillies in the garden, and grind them up. |
Corn Oil |
An oil derived from various types of corn. Grow corn and grind it up. |
Compounds
Pharmaceutical Compounds
Things that are designed for use in a patient's body, for good or ill.
Basic Treatments
Dexalin | |
2 parts Acetone, 0.1 units Phoron. | |
Metabolisation: 0.2u/tick | Overdose: 30u |
Used in the treatment of oxygen deprivation. | |
Effects:
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Overdose Effects:
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Notes:
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Tricordrazine | |
1 part Dylovene, 1 part Inaprovaline | |
Metabolisation: 0.1u/tick | Overdose: 30u |
Tricordrazine is a highly potent stimulant, originally derived from Cordrazine. Can be used to treat a wide range of injuries, though the healing effect is weak. | |
Effects:
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Overdose Effects:
N/A | |
Notes:
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Kelotane | |
1 part Carbon, 1 part Silicon | |
Metabolisation: 0.2u/tick | Overdose: 30u |
Treats burn damage effectively, preventing infections and helping speed up healing of burns. | |
Effects:
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Overdose Effects:
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Notes:
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Standard Treatments
Dexalin Plus | |
1 part Dexalin, 1 part Iron, 1 part Carbon | |
Metabolisation: 0.2u/tick | Overdose: 15u |
Directly oxygenates the blood, bypassing the pulmonary system and temporarily removing the need to breathe, as well as immediately restoring oxygen-starved tissue. | |
Effects:
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Overdose Effects:
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Notes:
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Dylovene | |
1 part Silicon, 1 part Potassium, 1 part Ammonia | |
Metabolisation: 0.2u/tick | Overdose: 30u |
A broad-spectrum antitoxin. Heals toxin damage, drowsiness, and hallucinations. It will only heal the damage done by poisons, not cure the cause of it. | |
Effects:
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Overdose Effects:
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Notes:
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Dermaline | |
1 part Kelotane, 1 part Acetone, 1 part Phosphorous | |
Metabolisation: 0.2u/tick | Overdose: 15u |
Dermaline is used to treat burns. It works faster than Kelotane and enables the body to restore large amounts of burnt tissue quickly. | |
Effects:
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Overdose Effects:
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Notes:
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Bicaridine | |
1 part Carbon, 1 part Inaprovaline | |
Metabolisation: 0.2u/tick | Overdose: 30u |
A powerful trauma medication used to treat many kinds of physical injuries. Can also slow and partially heal internal bleeding at overdose (poisonous). | |
Effects:
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Overdose Effects:
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Notes:
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Alkysine | |
1 part Hydrochloric Acid, 1 part Ammonia, 1 part Dylovene,
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Metabolisation: 0.05u/tick | Overdose: 30u |
A drug used to heal damage to neurological tissue after a head injury. Slightly eases pain. | |
Effects:
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Overdose Effects:
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Notes:
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Cryoxadone | |
1 part Dexalin, 1 part Water, 1 part Acetone, | |
Metabolisation: 0.2u/tick | Overdose: ∞u |
Use to treat all standard types of damage, though body temperature must be under 170K for it to metabolize correctly. Intended for use in Cryotube mixtures. | |
Effects:
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Overdose Effects:
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Notes:
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Hyronalin | |
1 part Radium, 1 part Dylovene | |
Metabolisation: 0.05u/tick | Overdose: 30u |
Hyronalin is a medicinal drug used to counter the effect of radiation poisoning. | |
Effects:
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Overdose Effects:
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Notes:
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Advanced Treatments
Peridaxon | |
1 part Bicaridine, 1 part Clonexadone, 5 units Phoron (Catalyst)
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Metabolisation: 0.2u/tick | Overdose: 10u |
Used to encourage recovery of internal organs and nervous systems. Medicate cautiously. | |
Effects:
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Overdose Effects:
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Notes:
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Clonexadone | |
1 part Cryoxadone, 1 part Sodium, 0.1 parts Phoron, 5 units Phoron (Catalyst)
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Metabolisation: 0.05u/tick | Overdose: ∞u |
A liquid compound similar to that used in the cloning process. Almost identical to Cryoxadone, but three times as powerful. Intended for use in Cryotube mixtures | |
Effects:
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Overdose Effects:
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Notes:
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Imidazoline | |
1 part Hydrazine, 1 part Carbon, 1 part Dylovene
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Metabolisation: 0.2u/tick | Overdose: 30u |
Used for healing physical trauma or chemical trauma in the eyes, though does not work for genetic eye damage. | |
Effects:
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Overdose Effects:
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Notes:
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Rezadone | |
1 part CarpoToxin, 1 part Cryptobiolin, 1 part Copper | |
Metabolisation: 0.2u/tick | Overdose: 25u |
A powder extracted from Spacecarp, this substance can effectively treat genetic damage in humanoids, though excessive consumption has side effects. | |
Effects:
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Overdose Effects:
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Notes:
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Specialist Treatments
Arithrazine | |
1 part Hyronalin, 1 part Hydrazine | |
Metabolisation: 0.05u/tick | Overdose: 30u |
A highly unstable medication used for the most extreme cases of radiation poisoning. May cause some tissue damage to the patient. | |
Effects:
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Overdose Effects:
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Notes:
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Ryetalyn | |
1 part Arithrazine, 1 part Carbon | |
Metabolisation: 0.1u/tick | Overdose: 30u |
Can cure specific genetic abnormalities via a catalytic process. | |
Effects:
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Overdose Effects:
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Notes:
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Ethylredoxrazine | |
1 part Acetone, 1 part Dylovene, 1 part Carbon | |
Metabolisation: 0.2u/tick | Overdose: 30u |
A powerful oxidizer that reacts with ethanol. Neutralizes alcohol in the blood stream. | |
Effects:
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Overdose Effects:
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Notes:
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Leporazine | |
1 part Silicon, 1 part Copper, 5 units Phoron (Catalyst) | |
Metabolisation: 0.2u/tick | Overdose: 30u |
Leporazine can be use to stabilize an individuals body temperature. | |
Effects:
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Overdose Effects:
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Notes:
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Lipozine | |
1 part Salt, 1 part Ethanol, 1 part Radium | |
Metabolisation: 0.2u/tick | Overdose: 30u |
A chemical compound that causes a powerful fat-burning reaction. | |
Effects:
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Overdose Effects:
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Notes:
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Ipecac | |
1 part Hydrazine, 1 part Ethanol, 1 part Dylovene | |
Metabolisation: 0.2u/tick | Overdose: 30u |
A simple emetic. Induces vomiting in the patient, emptying stomach contents. | |
Effects:
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Anti Microbials
A detailed guide to Bacterial Infections can be found here:
https://aurorastation.org/wiki/index.php?title=Guide_to_Medicine#Infection
Spaceacillin | |
1 part Cryptobiolin, 1 part Inaprovaline | |
Metabolisation: 0.05u/tick | Overdose: 30u |
A Broad-spectrum anti-microbial, which deals effectively with bacterial infections, and early-stage viral pathogens. | |
Effects:
Spaceacillin's effects can be divided into two categories,
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Overdose Effects:
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Notes:
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Sterilizine | |
1 part Ethanol, 1 part Dylovene, 1 part Hydrochloric Acid | |
Metabolisation: 0.2u/tick | Overdose: 30u |
An antiseptic fluid that removes all traces of blood, and cleans a patient's body to reduce the chance of infection. | |
Effects:
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Overdose Effects:
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Notes:
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Painkillers/Stabilizers
Inaprovaline | |
1 part Acetone, 1 part Carbon, 1 part Sugar | |
Metabolisation: 0.1u/tick | Overdose: 60u |
Inaprovaline is a synaptic stimulant and cardio-stimulant. Commonly used to stabilize patients. | |
Effects:
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Overdose Effects:
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Notes:
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Paracetamol | |
1 part Tramadol, 1 part Sugar, 1 part Water | |
Metabolisation: 0.01u/tick | Overdose: 60u |
Most probably know this as Acetaminophen, but this chemical is a mild, simple painkiller. | |
Effects:
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Overdose Effects:
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Notes:
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Tramadol | |
1 part Inaprovaline, 1 part Ethanol, 1 part Acetone | |
Metabolisation: 0.01u/tick | Overdose: 30u |
A simple, yet effective painkiller. Very effective for patients in shock. | |
Effects:
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Overdose Effects:
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Notes:
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Oxycodone | |
1 part Ethanol, 1 part Tramadol; 5 units Phoron (Catalyst)
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Metabolisation: 0.01u/tick | Overdose: 20u |
An effective and very addictive painkiller. | |
Effects:
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Overdose Effects:
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Notes:
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Sedatives
Soporific | |
1 part Chloral Hydrate, 4 parts sugar | |
Metabolisation: 0.05u/tick | Overdose: 30u |
A moderately effective hypnotic used to treat insomnia, perform surgery in critical cases, and keep unruly patients asleep until security can deal with them. | |
Effects:
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Overdose Effects:
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Chloral Hydrate | |
1 part Ethanol, 3 parts Hydrochloric Acid, 1 part Water
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Metabolisation: 0.05u/tick | Overdose: 15u |
An extremely powerful sedative that quickly incapacitates most people at even a tiny dose. It is effective for subduing violent patients, or as a self defense tool, to allow escape. It is not entirely safe, and will poison the subject to some degree. | |
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Mental Stabilisers
Methylphenidate | |
1 part MindBreaker Toxin, 1 part Hydrazine
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Metabolisation: 0.01u/tick | Overdose: ∞u |
Improves the ability to concentrate. | |
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Citalopram | |
1 part Mindbreaker Toxin, 1 part Carbon
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Metabolisation: 0.01u/tick | Overdose: ∞u |
Stabilizes the mind a little. A Mild Antidepressant. | |
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Paroxetine | |
1 part MindBreaker Toxin, 1 part Acetone, 1 part Inaprovaline
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Metabolisation: 0.01u/tick | Overdose: ∞u |
A stronger antidepressant. Stabilizes the mind greatly, but has a chance of causing hallucinations. | |
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Performance Enhancers
Hyperzine | |
1 part Sugar, 1 part Phosphorous, 1 part Sulphur | |
Metabolisation: 0.2u/tick | Overdose: 30u |
A highly effective, long lasting, muscle stimulant. Keeps the user's muscles working regardless of impairments, and allows freedom of movement under almost any conditions. | |
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Synaptizine | |
1 part Lithium, 1 part Sugar, 1 part Water | |
Metabolisation: 0.001u/tick | Overdose: 10u |
Highly toxic, but treats hallucinations, paralysis, and stunned or weakened patients. | |
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Narcotics
Mindbreaker Toxin | |
1 part Silicon, 1 part Hydrazine, 1 part Dylovene | |
Metabolisation: 0.025u/tick | Overdose: 30u |
A powerful hallucinogen, Formerly known as LSD, but was renamed so people understand that it is not a "fun time". Its use and distribution is illegal, but it is a precursor to several useful psychoactive medications. | |
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Space Drugs | |
1 part Mercury, 1 part Sugar, 1 part Lithium | |
Metabolisation: 0.025u/tick | Overdose: 30u |
An illegal compound scientifically known as Mercury Mono lithium Sucrose, which induces a number of effects such as loss of balance, itching, drooling, and colourful visions. | |
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Poisons
Potassium Chlorophoride | |
1 part Potassium Chloride, 1 part Phoron, 1 part Chloral Hydrate | |
Metabolisation: 0.005u/tick | Overdose: 20u |
A powerful paralytic based on Potassium Chloride. Paralyses the victim, builds up toxins and slowly suffocates them. | |
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Zombie Powder | |
5 parts CarpoToxin, 5 parts Soporific, 5 parts Copper
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Metabolisation: 0.1u/tick | Overdose: 30u |
A strong neurotoxin and paralytic scientifically known as Tetrodotoxin, which instantly puts the subject into a death-like state. | |
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Lexorin | |
1 part Phoron, 1 part Hydrazine, 1 part Ammonia | |
Metabolisation: 0.1u/tick | Overdose: 30u |
Temporarily stops respiration. Causes tissue damage. Countered by Dexalin Plus. | |
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Cryptobiolin | |
1 part Potassium, 1 part Acetone, 1 part Sugar | |
Metabolisation: 0.05u/tick | Overdose: 30u |
Causes confusion and dizziness. | |
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Potassium Chloride | |
1 part Potassium, 1 part Sodium Chloride | |
Metabolisation: 0.005u/tick | Overdose: 30u |
A a bitter salt that becomes a dangerous paralytic at high doses and appears to stop the heart. | |
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Impedrezene | |
1 part Mercury, 1 part Acetone, 1 part Sugar
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Metabolisation: 0.2u/tick | Overdose: 30u |
A narcotic that impedes one's ability by slowing down the higher brain cell functions. | |
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Food Related
Sodium Chloride | |
1 part Hydrochloric Acid, 1 part Sodium | |
Metabolisation: 0.1u/tick | Overdose: ∞u |
Sodium Chloride, also known as Salt, is often used to season food. | |
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Glycerol | |
3 parts Corn Oil, 1 part Sulphuric Acid
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Metabolisation: 0.1u/tick | Overdose: 30u |
A simple polyol compound, Glycerol is sweet-tasting and of low toxicity. | |
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Virus Food | |
1 part Milk, 1 part Water, 1 part Acetone
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Metabolisation: 0.4u/tick | Overdose: ∞u |
Used in Virology as a growth medium for viruses. Available from a wall dispenser in Virology. | |
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Syntiflesh | |
5 parts Blood, 1 part Clonexadone | |
Metabolisation: N/Au/tick | Overdose: ∞u |
Synthetic meat. Some call it a tasty alternative to actual meat, not realizing that there is no difference at all. Can be eaten, or used as biomatter for cloning pods. | |
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Industrial Compounds
The intended method of application is listed:
- Contact: The substance works upon touching people, surfaces or objects. It can be applied by splashing it on with a beaker, spraying it from a spray bottle, or even using it as an additional reagent in grenades
- Reactive: The substance is a main ingredient of a violent reaction upon mixing. Such things are useful in grenades, chemical shells, or even for feeding to mobs in two separate pills
- Reaction: This is not a substance. Mixing this will remove all substances and cause a violent chemical reaction. Such things are useful in grenades, chemical shells, or even for feeding to mobs in two separate pills
Cleaning Agents
Space Cleaner | |
1 part Ammonia, 1 part Water | |
Application Method: Contact | |
A compound used to clean things. But will not fully remove all traces of blood. | |
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Luminol | |
2 parts Hydrazine, 2 parts Carbon, 2 parts Ammonia | |
Application Method: Contact | |
A compound that interacts with blood on the molecular level, causing it to become fluorescent and more visible, especially under UV light. | |
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Engineeering
Coolant |
1 part Tungsten, 1 part Acetone, 1 part Water |
An industrial cooling substance. |
Space Lube |
1 part Water, 1 part Silicon, 1 part Acetone
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A high performance lubricant intended for maintenance of extremely complex mechanical equipment. |
Foaming Agent |
1 part Lithium, 1 part Hydrazine |
A agent that yields metallic foam when mixed with light metal and a strong acid. |
Metal Foam |
3 parts Iron/Aluminium, 1 part Foaming Agent, 1 part Polytrinic Acid |
Creates lightweight metal foam walls. These can be easily torn through, but may be useful for plugging hull breaches. |
Plastic |
10 Polytrinic acid, 20 Plasticide |
Creates one solid sheet of plastic. |
Silicate |
1 part Aluminum, 1 part Silicon, 1 part Acetone |
Used to strengthen windows. |
Water |
1 part Acetone, 2 parts Hydrazine
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Also known as H2O. |
Iron Foam |
3 parts Iron, 1 part Foaming Agent, 1 part Polytrinic Acid
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A strong form of Metal Foam. |
Surfactant |
2 parts Hydrazine, 2 parts carbon, 1 part Sulfuric Acid |
Used in some chemical compounds. |
Horticultural
Diethylamine | |
1 part Ammonia, 1 part Ethanol | |
Application Method: Added to hydroponics trays and soil in liquid form. | |
A secondary amine, mildly corrosive. A very potent fertilizer. | |
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Plant-B-Gone | |
1 part Toxin, 4 parts Water | |
Application Method: Contact, Injection | |
A toxic mixture designed to kill plant-life. | |
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Unstable Mutagen | |
1 part Radium, 1 part Phosphorus, 1 part Hydrochloric Acid | |
Application Method: Contact | |
Causes mutations when injected into living people or plants. High doses may be lethal. | |
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Weapons
Electromagnetic Pulse |
1 part Uranium, 1 part Iron |
This reacts immediately on mixing, it creates a large electromagnetic pulse which affects all electronic devices. |
Explosive Reaction |
1 part Potassium, 1 part Water |
This explodes immediately on mixing, which may knock you over or even kill you. |
Flash Powder |
1 part Sulphur, 1 part Aluminium, 1 part Potassium |
Creates a flash similar to that of a flashbang immediately on mixing. |
Napalm |
1 part Phoron, 1 part Aluminium, 1 part Sulphuric Acid |
Creates a large fire immediately on mixing. (Results in 1 unit instead of 3) |
Polytrinic Acid |
1 part Sulphuric Acid, 1 part Hydrochloric Acid, 1 part Potassium |
An extremely corrosive chemical substance. Will destroy organic materials when sprayed or splashed, leaving a telltale gray sludge behind. |
Smoke |
1 part Potassium, 1 part Sugar, 1 part Phosphorous |
This creates a large cloud of smoke that will take on the properties of everything (if anything) in the container of the reaction. |
Nitroglycerin |
1 part Glycerol, 1 part Polytrinic Acid, 1 part Sulphuric Acid |
Explodes immediately on mixing. Nitroglycerin is a heavy, colorless, oily, explosive liquid obtained by nitrating glycerol. (Results in 2 units instead of 3) |
Thermite |
1 part Iron, 1 part Aluminium, 1 part Acetone |
Produces an aluminothermic reaction known as a thermite reaction when ignited. Can be used to melt walls. |
Medical Department
| |
Head of Department | Chief Medical Officer |
Personnel | Physician - Surgeon - Psychologist - Pharmacist - Emergency Medical Technician - Medical Intern |
Useful Guides | Guide to Medicine - Guide to Surgery - Guide to Chemistry - Guide to Cadavers |