Guide to Chemistry

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Шаблон:WIP

Chemistry Equipment

This section concerns the various machines and equipment you'll use in chemistry.

Machines

Chemical Dispenser

Файл:Dispenser 100.png
The Chemical Dispenser is your go-to device for making everything. It's a reagent dispenser, and works the same way as all other dispensers - You put a container into it, in this case a Beaker of some sort, by holding the container in your hand and clicking the dispenser. Then once a container is in, click the dispenser with an empty hand to bring up the menu The Chemical dispenser can dispense all kinds of elements and chemicals into the beaker. And when you put in the right ingredients for a recipe, they'll automatically react in the beaker and create the result. Some of the things in the dispenser even have effects on their own, without being made into compounds. For a full list of all the things that the dispenser can output, check the Dispenser section

ChemMaster 3000

Файл:Mixer1 100.png
The ChemMaster 3000 is your tool for turning your beakerfuls of medicine, into a useable state, without having to give away your lab equipment. It's also used for analysing the contents of beakers, and for carefully removing parts you want to get rid of, to keep your mixtures pure.

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.

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

The Grinder is your tool of choice for breaking down objects into reagents. You can put pills in it, to get back the chemicals they're made of. You can breakdown Phoron Crystals into liquid phoron. You can put fruits, vegetables, meals, meat etc into it as well. The results will be outputted into its beaker, which you can extract and stick in the chemmaster to work with.

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

Файл:Smartfridge chem 100.png
A fancy Smart Fridge which exists as a wall block between the chem lab and medicine storage. This fridge is where you should put all the medicines and pills that you make, so that doctors can pick them up for usage. Things can be put in and taken out from all sides of it.

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

Droppers are a simple and occasionally used little tool. Their purpose is being one of very few reagent containers in the game which can transfer less than 5u per click.

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

Science goggles are a completely unnecessary fashion accessory that are supplied on your table in the chemistry lab. They have three functions:
  • 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

The Advanced Mass Spectrometer is your occasionally used tool for blood toxin testing. Rumour has it there was once a non-advanced Mass Spectrometer, but such a thing is definitely obsolete now.

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

The Cryostasis Beaker is an advanced tool that you don't have to begin with. It can only be made in the R&D Lab in science, if you want some you have to ask them for it. The cryostasis beaker holds 60u, and it has the special property of preventing chemical reactions inside it. Any elements or compounds placed into it will not react with each other. If there are any reactions waiting to happen, they'll occur as soon as the contents are transferred into another beaker, or transferred into the buffer of the ChemMaster


Bluespace Beaker

The Chemist's favourite, a Bluespace Beaker will really make your day. It is another advanced tool that you don't start with, and must request from science. However it's somewhat hard to make, so they may not be able to reliably make them for you. This high-tech beaker uses reality-distorting bluespace technology to create a tiny pocket dimension for storing chemicals, which in practical terms means it can store a tremendous 300u of reagents inside it, making it 250% of the capacity of a Large Beaker. This allows you to easily make much larger batches of medicine - five bottles at a time.

Information

Metabolism and Overdose

Most medicines and chemicals designed for use in people, have an Overdose limit. If a person metabolises 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 metabolising in their system. This is only dependant on time, not on the quantity of the dose, so overdosing on medicines that metabolise slowly is far more dangerous, they'll keep poisoning the patient for longer.

It is important to note that metabolisation 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 'metabolised'. 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 metabolised 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 metabolised into the patient, not how much has been injected into their blood.

Whenever a patient has fully metabolised 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

Many chemicals that don't simply heal something, work by giving the patient a status effect, with a given strength. This allows multiple chemicals to cause a similar effect and work in the same way.

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.

Drowsyness

Drowsyness, 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 paralysed, all of their muscles lock up and they are unable to see, speak, or do anything. Their eyelids lock shut, and their vocal chords sieze 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 amongst 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.
  • 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
  • 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:
  • Absorbs all other chemicals when swallowed, and carries them out safely.
  • When swallowed in pill form removes any reagent from the stomach equal to the amount used (1 per unit).
Notes:
  • This is the only method to remove ingested toxins from a patient's stomach.
  • Has no effect if injected, will not clean the blood.


Acetone
A colorless liquid solvent used in chemical synthesis.
Metabolisation: 0.2u/tick Type: Solvent
Effects:
  • Deals 1 toxin damage per 0.4 seconds.
    • Unlike most chemicals, swallowing it is equally as effective.
  • Can act as a solvent for ink.
Notes:
  • ----


Copper
A highly ductile metal.


Ethanol
A well-known alcohol with a variety of applications.
Metabolisation: 0.5u/tick Type: Alcohol
Effects:
  • Once applied (splashed), anything causing burn damage will cause it to combust.
  • When injected causes 1 toxin damage every 0.8 seconds.
  • When ingested causes drunkenness very quickly in low doses.
  • Can act as a solvent for ink.
Notes:
  • ----


Ammonia
A caustic substance commonly used in fertilizer or household cleaners.
Metabolisation: 0.5u/tick Type: Liquid
Effects:
  • Deals 1 toxin damage per 0.8 seconds.
Notes:
  • ----


Hydrazine
A toxic, colorless, flammable liquid with a strong ammonia-like odor, in hydrate form.
Metabolisation: 0.2u/tick Type: Liquid
Effects:
  • Once applied (splashed), anything causing burn damage will cause it to combust.
    • Deals 1 toxin damage per 4.4 seconds.
Notes:
  • ----


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:
  • When ingested in pill form, it restores blood at an equal rate of iron to blood in units. (1u iron restores 1% blood.)
Notes:
  • Iron pills are a nice simple way to help recover lost blood, much simpler than a transfusion although slower.
    • Eating food rich in iron also helps combat blood loss.


Lithium
A soft, silver metallic element. A chemical element, used as antidepressant.
Metabolisation: 0.1u/tick Type: Element
Effects:
  • When injected, causes someone to take a step in a random direction.
  • Causes randomly emoting drooling, twitching or moaning occasionally.
Notes:
  • ----


Mercury
A highly neurotoxic metallic element, which is liquid at room temperature.
Metabolisation: 0.1u/tick Type: Element
Effects:
  • When injected, causes someone to take a step in a random direction.
  • Causes randomly emoting drooling, twitching or moaning.
  • Causes 1 point of brain damage per second (works out to 10 points per unit).
    • 6 units of Mercury causes brain death (overdose).
Notes:
  • ----


Hydrochloric Acid
A very corrosive mineral acid with the molecular formula HCl.
Metabolisation: 0.1u/tick Type: Acid
Effects:
  • Causes 2 burn damage per 0.4 seconds when injected.
  • Causes 1 point of burn damage per unit when splashed.
Notes:
  • ----


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:
  • Deals 10% Radiation per unit.
  • May increase the chances to cure a disease when injected into a virus carrier.
    • Injecting Radium has a chance to do the following:
      • Deals 50% radiation.
      • Deals 100 toxin damage.
Notes:
  • ----


Sulphuric Acid
A very corrosive mineral acid with the molecular formula H2SO4.
Metabolisation: 0.2u/tick Type: Acid
Effects:
  • Deals 10 burn damage every 0.4 seconds when injected or swallowed.
    • When splashed on someone it causes 1 point of damage per unit.
      • Melts faces, disfiguring the victim.
      • Melts masks.
      • Melts glasses, except acid proof ones.
        • Wearing science goggles will halve the damage, they are acid proof.
Notes:
  • ----


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:
  • When ingested it provides 3 nutrition per unit.
Notes:
  • ----


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


These treatments are weak but widely available in medkits or medibots. They are not commonly used by doctors, who have access to more powerful specialised medicines.


Dexalin
2 parts Oxygen, 0.1 parts Phoron, 1 units Phoron(catalyst).
  • Results in 1 unit instead of 2.1
Metabolisation: 0.1u/tick Overdose: 30u
It is used in the treatment of oxygen deprivation.
Effects:
  • Heals 15 suffication damage per unit
  • Deals 6 toxin damage to Vox per unit
  • Removes 2 units of Lexorin from the patient's body per unit
Overdose Effects:
  • Toxins
Notes:
  • ----


Tricordrazine
1 part Dylovene, 1 part Inaprovaline
Metabolisation: 0.1u/tick Overdose: ∞u
Tricordrazine is a highly potent stimulant, originally derived from cordrazine. Can be used to treat a wide range of injuries.
Effects:
  • Heals 6 suffocation damage per unit
  • Heals 3 trauma damage per unit
  • Heals 3 burn damage per unit
  • Heals 3 toxin damage per unit
Overdose Effects:

N/A

Notes:
  • ----


Kelotane
1 part Carbon, 1 part Silicon
Metabolisation: 0.1u/tick Overdose: 30u
A drug used to treat burns..
Effects:
  • Heals 6 points of Burn damage per unit
Overdose Effects:
  • Toxins
Notes:
  • ----

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Standard Treatments


These medicines are the mainstays, standard treatments for most common conditions. A good chemist should make sure that all of these are available in sufficient quantities


Dexalin Plus
1 part Dexalin, 1 part Iron, 1 part Carbon
Metabolisation: 0.1u/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:
  • Heals 300 suffication damage per unit
  • Deals 9 toxin damage to Vox per unit
  • Removes 3 units of Lexorin from the patient's body per unit
Overdose Effects:
  • Toxins
Notes:
  • More than 1 unit is never needed. The only thing that larger doses do, is take longer to metabolise, and protect the patient for a few more seconds


Dylovene
1 part Silicon, 1 part Potassium, 1 part Nitrogen
Metabolisation: 0.1u/tick Overdose: ∞u
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:
  • Heals 4 toxin damage per unit
  • Reduces drowsiness by 6 points per unit
  • Reduces hallucination strength by 9 points per unit
  • Prevents liver breakdown caused by high toxins
  • Heals liver damage at a rate of 0.1 points per second, if the liver has less than 10 damage
Overdose Effects:
  • N/A. It is impossible to overdose on Dylovene, no side-effects at any quantity
Notes:
  • ----


Dermaline
1 part Kelotane, 1 part Oxygen, 1 part Phosphorous
Metabolisation: 0.1u/tick Overdose: 15u
Dermaline is the next step in burn medication. Works twice as well as kelotane and enables the body to restore even the direst heat-damaged tissue.
Effects:
  • Heals 12 burn damage per unit
Overdose Effects:
  • Toxins
Notes:
  • ----


Bicaridine
1 part Carbon, 1 part Inaprovaline
Metabolisation: 0.1u/tick Overdose: 30u
A powerful trauma medication used to treat many kinds of physical injuries. Can also heal internal bleeding at dangerously high doses
Effects:
  • Heals 6 points of Trauma damage per unit
Overdose Effects:
  • Toxins
  • Heals internal bleeding slowly. Patient's body temperature must be above 170k for this to work, so they can't be in cryotubes.
Notes:
  • Does not heal organ damage or bones. It only heals internal and external muscle wounds


Alkysine
1 part Chlorine, 1 part Nitrogen, 1 part Dylovene,
  • makes 2 units
Metabolisation: 0.025u/tick Overdose: 30u
A drug used to lessen the damage to neurological tissue after a catastrophic injury. Can heal brain tissue
Effects:
  • Heals 30 points Brain damage per unit
  • Acts as a mild painkiller (strength 10)
Overdose Effects:
  • Toxins
Notes:
  • ----


Cryoxadone
1 part Dexalin, 1 part Water, 1 part Oxygen
Metabolisation: 0.05u/tick Overdose: ∞u
A chemical mixture with almost magical healing powers. Its main limitation is that the targets body temperature must be under 170K for it to metabolise correctly. Intended for use in cryotube mixtures
Effects:
  • Slows the heartrate
  • All of the following effects require the patient's body temperature to be below 170 kelvin. Hard to do outside of cryotubes
    • Heals 10 genetic damage per unit
    • Heals 10 suffocation per unit
    • Heals 10 trauma damage per unit
    • Heals 10 burn damage per unit
    • Heals 10 toxin damage per unit
Overdose Effects:
  • N/A
Notes:
  • It is theoretically possible to use this outside of the cryo tanks, if you manage to get the patient's body cold enough. This could be done by taking them into the research server room, or opening the valve on a tank of supercooled oxygen in a small room

Шаблон:8Spacer

Advanced Treatments


Very powerful and useful medicines, which are uncommon or difficult to make. Creating these is important to being a good chemist.


Peridaxon
2 parts Bicardine, 2 parts Clonexadone
  • Catalyst: 1u Phoron
  • Makes 2 units
Metabolisation: 0.1u/tick Overdose: 10u
Used to encourage recovery of internal organs and nervous systems. Medicate cautiously.
Effects:
  • Heals 1 point of damage to each internal organ per unit.
    • Can repair ruptured lungs
    • Does not affect mechanical/artificial organs.
Overdose Effects:
  • Toxins
Notes:
  • ----


Clonexadone
1 part Cryoxadone, 1 part Sodium, 0.1 part Phoron
  • Catalyst: 1 unit Phoron
  • Makes 2 units
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:
  • Slows the heartrate
  • All of the following effects require the patient's body temperature to be below 170 kelvin. Hard to do outside of cryotubes
    • Heals 30 genetic damage per unit
    • Heals 30 suffocation per unit
    • Heals 30 trauma damage per unit
    • Heals 30 burn damage per unit
    • Heals 30 toxin damage per unit
Overdose Effects:
  • N/A
Notes:
  • It is theoretically possible to use this outside of the cryo tanks, if you manage to get the patient's body cold enough. This could be done by taking them into the research server room, or opening the valve on a tank of supercooled oxygen in a small room


Imidazoline
1 part Carbon, 1 part Dylovene, 1 part Hydrogen
  • makes 2 units
Metabolisation: 0.1u/tick Overdose: 30u
Heals eye damage. Effective in treating eye trauma.
Effects:
  • Reduces blurriness strength by 2.5 per second
  • Reduces blindness strength by 2.5 per second
  • Heals eye-organ damage by 5 points per unit
Overdose Effects:
  • Toxins
Notes:
  • ----


Rezadone
1 part Carpotoxin, 1 part Cryptobiolin, 1 part Copper
Metabolisation: 0.1u/tick Overdose: 25u
A powder with almost magical properties, this substance can effectively treat genetic damage in humanoids, though excessive consumption has side effects.
Effects:
  • Heals 20 genetic damage per unit
  • Heals 2 suffocation damage per unit
  • Heals 20 trauma damage per unit
  • Heals 20 burn damage per unit
  • Heals 20 toxin damage per unit
Overdose Effects:
  • Causes Dizziness (strength 5)
  • Causes Jittering (strength 5)
Notes:
  • ----

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Specialist Treatments


Rarely used medicines with very specific, niche utility. These are typically made on demand if required, and not often prepared in advance.


Hyronalin
1 part Radium, 1 part Dylovene
Metabolisation: 0.025u/tick Overdose: 30u
Hyronalin is a medicinal drug used to counter the effect of radiation poisoning.
Effects:
  • Heals 30% radiation per unit.
Overdose Effects:
  • Toxins
Notes:
  • ----


Arithrazine
1 part Hydrogen, 1 part Hyronalin
Metabolisation: 0.025u/tick Overdose: ∞u
An unstable medication used for the most extreme cases of radiation poisoning. May cause some tissue damage to the patient.
Effects:
  • Heals 70% radiation per unit.
  • Heals 10 toxin damage per unit
  • Deals approx 2.4 Trauma damage per unit (randomness is involved)
Overdose Effects:
  • N/A
Notes:
  • ----


Ryetalyn
1 part Arithrazine, 1 part Carbon
Metabolisation: 0.1u/tick Overdose: 30u
Can cure specific genetic abnomalities via a catalytic process.
Effects:
  • Instantly cures all mutations in the patient
  • Instantly cures genetic disabilities in the patient
Overdose Effects:
  • Toxins
Notes:
  • All of Ryetalyn's effects occur instantly with even the tiniest dose. Therefore 1u pills are the recommended means of providing it, more than 1u has no effect
  • Does NOT cure genetic damage (AKA: Cloneloss). Only Clonexadone, Cryoxadone or Rezadone fix genetic damage
  • Only cures disabilities that come from a genetic cause. Temporary blindness can be caused by flashes, which it will not cure
  • There are several possible sources of mutations and disabilities:
    • Being cloned usually causes a bad mutation
    • Being caught outside maintenance in a radiation storm has a high chance to cause mutations
    • Repeatedly flashing a vaurca inflicts blindness disability, which ryetalyn will fix
    • Welding without eye protection causes blindness disability
    • Certain cultist runes can (very rarely) inflict permanant blindness or deafness
    • Injecting Unstable Mutagen into a patient can rarely cause mutations


Ethylredoxrazine
1 part Oxygen, 1 part Dylovene, 1 part Carbon
Metabolisation: 0.1u/tick Overdose: 30u
A powerful oxidizer that reacts with ethanol. Neutralises alcohol in the blood stream.
Effects:
  • Instantly cures Dizziness
  • Instantly cures Drowsiness
  • Instantly cures Stuttering
  • Instantly cures Confusion
  • Removes 5 units of ethanol from the patient per unit.
Overdose Effects:
  • Toxins
Notes:
  • ----


Leporazine
1 part Copper, 1 part Silicon
  • Catalyst: 1u Phoron
Metabolisation: 0.1u/tick Overdose: 30u
Leporazine can be use to stabilize an individuals body temperature.
Effects:
  • Moves the patient's body temperature towards 310 kelvin (36.85 Celsius) at a rate of up to 20 kelvin per second
Overdose Effects:
  • Toxins
Notes:
  • Leporazine's effects are constant as long as it's metabolizing. The size of the dose only matters in determining how long the body temperature will remain stable for, effects stop when its fully metabolzed.


Lipozine
1 part Ethanol, 1 part Radium, 1 part Sodium Chloride
Metabolisation: 0.1u/tick Overdose: 30u
A chemical compound that causes a powerful fat-burning reaction.
Effects:
  • Removes 10 points of nutrition from the patient per unit, making them more hungry.
  • Instantly clears bloated status from overeating.
Overdose Effects:
  • Toxins
Notes:
  • ----


Ipecac
1 part Ethanol, 1 part Hydrogen, 1 part Dylovene
Metabolisation: 0.1u/tick Overdose: 30u
A simple emetic, Induces vomiting in the patient, emptying stomach contents
Effects:
  • When ingested
    • Has a chance to make the patient vomit, which increases in probability as they absorb more and more of it.
    • Gives the patient messages about feeling ill, nauseous, etc
  • When injected
    • Deals 2 toxin damage per unit
Overdose Effects:
  • Toxins
Notes:
  • This chemical is designed for ingestion, and works fully when swallowed.
  • It is not designed for injecting, and is harmful in the veins

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Anti Microbials


Medicines used to fight Viral Pathogens and Bacterial Infections

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: 0.005u/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.

  • Bacterial Infection
    • Effects at 5u dosage
      • Prevents germ levels on infected organs/bodyparts from rising naturally
        • Does not prevent infected wounds from increasing germ level
        • Does not prevent spreading germs from nearby infected parts
      • Instantly cures germs below infection level 1
      • Heals infections between level 1 and level 2, at a rate of 3 germ levels per second
      • Heals infections between level 2 upwards, at a rate of 1 germ level per second
    • Effects at 30u dosage
      • Prevents organ/bodypart death from level 3 infections. Will not revive already-dead parts.
      • Prevents ongoing toxin damage from level 3 infections
  • Viral Pathogen
    • Effects at 5u dosage
      • Prevents the patient spreading their viruses to others
      • Prevents being the patient being infected by viruses
      • Cures stage-1 viruses very quickly
        • Will have no effect on stage 2 or higher
        • Does not slow or impede the progress of viruses at all after stage 1
Overdose Effects:
  • Toxins
Notes:
  • It is important to note that unlike most other drugs, all of spaceacillin's effects (except overdose Toxins) are based on how much of the medicine is in the patient's bloodstream or stomach, NOT how much has actually been metabolised. If the amount in the patient falls below the listed thresholds, its effects will stop working, so always inject more than needed.


Sterilizine
1 part Dylovene, 1 part Ethanol, 1 part Chlorine
Metabolisation: 0.1u/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:
  • When sprayed on a patient
    • Sets the main germ level of the patient's body to zero
    • Cleans blood off of the patient's clothes and skin
  • When sprayed on a surface or object
    • Cleans blood off the object, leaving no traces for forensics.
Overdose Effects:
  • Toxins
Notes:
  • Sterilizine works on contact, it is not for injecting or ingesting.
    • Either use a spray bottle to spray it onto the patient, or use a beaker in harm intent to splash it onto them.
  • Does NOT sterilize wounds. Only treating the wound with a bandage, ointment, or advanced trauma/burn kit can do this.
  • Does not affect the germ level of wounds, bodyparts, or internal organs
  • Clearing germ level can also be done by showering, washing your hands, or spraying with space cleaner. Making this compound largely redundant.

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Painkillers


Usually administered to people who've just been wounded, to help stabilise them.


Inaprovaline
1 part Carbon, 1 part Oxygen, 1 part Sugar
Metabolisation: 0.05u/tick Overdose: 60u
Inaprovaline is a synaptic stimulant and cardiostimulant. Commonly used to stabilize patients.
Effects:
  • Prevents patients from accumulating suffocation damage caused by being in critical (<=0% health) status.
  • Prevents Internal Bleeding wounds from getting worse over time. Does not stop the bleeding, just prevents the rate of bleeding from accelerating
  • Acts as a mild painkiller, Strength 25
  • Increases heart rate
Overdose Effects:
  • Toxins
Notes:
  • ----


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:
  • Acts as a painkiller, Strength 50
Overdose Effects:
  • Causes hallucinations: Strength 25
Notes:
  • ----


Tramadol
1 part Ethanol, 1 part Inaprovaline, 1 part Oxygen
Metabolisation: 0.01u/tick Overdose: 30u
A simple, yet effective painkiller. Very effective for patients in shock.
Effects:
  • Acts as a painkiller, Strength 80
Overdose Effects:
  • Causes hallucinations: Strength 40
Notes:
  • ----


Oxycodone
1 part Ethanol, 1 part Tramadol,
  • 1 units Phoron (catalyst)
  • Makes 1 unit
Metabolisation: 0.01u/tick Overdose: 20u
An effective and very addictive painkiller.
Effects:
  • Acts as a painkiller, Strength 200
Overdose Effects:
  • Causes hallucinations: Strength 60
  • The patient sees pretty colours
Notes:
  • ----

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Sedatives


Sedatives put people to sleep. Useful for surgery when anaesthetic gas won't work, for dealing with troublesome patients who won't sit still, and in dire situations, for self defense.


Soporific
1 unit Chloral Hydrate, 4 units 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:
  • At <1u dose
    • Causes yawning every 8 seconds on average
  • At <1.5u dose
    • Causes blurred vision, Strength 10
  • At <5u dose
    • Causes Weakening, Strength 2
    • Causes drowsiness, Strength 20
  • At >=5u dose
    • Causes Sleep, strength 20
    • Causes Drowsiness, strength 60
Overdose Effects:
  • Toxins
Notes:
  • Soporific is widely available in the vending machines in medical, there is very little reason to actually make it in chemistry.
  • Drowsiness causes slower movement, blurred vision, and an approximate 15% chance every two seconds, to fall asleep for a couple of seconds.
  • The following values are based on a combination of calculation and live testing. The results are not 100% consistent, as it varies due to server performance
    • At a sufficiently high volume, soporific will reach a 5u dose and cause the patient to fall asleep in about 110 seconds. They may fall asleep earlier than that from the drowsiness, but that's temporary and isn't safe for surgery
    • Once the patient is asleep, they will stay asleep roughly 21 seconds for every unit in their blood after the fifth. A full 15u syringe will keep someone asleep for three and a half minutes. Each additional 15u will extend that time by another 5 minutes and 15 seconds.
    • Once the dose falls low enough, the patient will wake after roughly another 45 seconds.


Chloral Hydrate
3 parts Chlorine, 1 part Ethanol, 1 part Water
  • Makes 1 unit.
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.
Effects:
  • Once only, immediately upon injecting:
    • Causes Confusion at strength 2 (the patient stumbles around, and fails randomly at actions)
    • Causes Drowsyness at strength 2
  • At <2u dosage
    • Causes Weakness, strength 30 (this causes the patient to collapse, and be unable to move or interact)
    • Causes blurred vision, at strength 10
  • At >1u dosage, the patient suffers 1 point of toxin damage per unit.
  • At >=2u dosage, causes sleep, strength 30
Overdose Effects:
  • Toxins
Notes:
  • The toxins from the overdose effect stacks with the toxin damage a normal dose causes. An overdose can be somewhat harmful, but 15u is nowhere near lethal.
  • The following values are based on a combination of calculation and live testing. The results are not 100% consistent, as it varies due to server performance
    • Chloral hydrate will trigger its weakness effect on the second proc, this happens three seconds after intial injection.
    • At a sufficiently high volume, Chloral Hydrate will reach a 2u dose and cause the patient to fall asleep in about 40 seconds.
    • Once the patient is asleep, they will stay asleep roughly 21 seconds for every unit in their blood after the second. A 5u dosage will keep someone asleep for approximately 1 minute 3 seconds.
    • Once the dose falls low enough, the patient will wake after roughly another 65 seconds.

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Mental Stabilisers


Compounds to alter the patient's mental state. These are mostly roleplay only, and have almost no mechanical effects.


Methylphenidate
1 part Mindbreaker Toxin, 1 part Hydrogen
  • Makes 3 units
Metabolisation: 0.005u/tick Overdose: ∞u
Improves the ability to concentrate.
Effects:
  • Displays a message every five minutes: "Your mind feels focused and undivided."
Overdose Effects:
  • N/A
Notes:
  • This drug is RP only. It has no gameplay or mechanical effects


Citalopram
1 part Mindbreaker Toxin, 1 part Carbon
  • Makes 3 units
Metabolisation: 0.005u/tick Overdose: ∞u
Stabilizes the mind a little. A Mild Antidepressant.
Effects:
  • Displays a message every five minutes: "Your mind feels stable... a little stable."
Overdose Effects:
  • N/A
Notes:
  • This drug is RP only. It has no gameplay or mechanical effects


Paroxetine
1 part Mindbreaker Toxin, 1 part Oxygen, 1 part Inaprovaline
  • Makes 3 units
Metabolisation: 0.005u/tick Overdose: ∞u
A stronger antidepressant. Stabilizes the mind greatly, but has a chance of causing hallucinations.
Effects:
  • Every five minutes, does one of the following:
    • 90% chance to display a message: "Your mind feels much more stable.".
    • 10% Chance to display: "Your mind breaks apart..." and cause hallucinations at strength 200
Overdose Effects:
  • N/A
Notes:
  • Messages are RP only. Hallucinations are the only mechanical effect of this drug

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Performance Enhancers


Things to make people work harder, better, faster and stronger. These can be helpful to dose up on before combat, and are sometimes requisitioned by a well prepared security team


Hyperzine
1 part Phosphorous, 1 part Sugar, 1 part Sulphur
Metabolisation: 0.015u/tick Overdose: 15u
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
Effects:
  • Gives the Speedboost effect
    • This medicine does not work on Dionaea
Overdose Effects:
  • Toxins
Notes:
  • Under normal circumstances, this will usually not make you any faster. It will just allow you to continue moving at normal speed when there are things which would slow you down
  • Each unit lasts 67 seconds


Synaptizine
1 part Lithium, 1 part Sugar, 1 part Water
Metabolisation: 0.005u/tick Overdose: 30u
A powerful stimulant that cures many sensory and nervous impairments, and makes the user very difficult to keep down. But it takes its toll on the body, poisoning the user slowly..
Effects:
  • Reduces Drowsyness strength by 2.5 points per second
  • Reduces Paralysis strength by 0.5 points per second
  • Reduces Stunning strength by 0.5 points per second
  • Reduces Weakening strength by 0.5 points per second
  • Reduces Hallucination strength by 5 points per second
  • Removes 2.5 units of Mindbreaker Toxin from the patient's body per second
  • Acts as a painkiller, Strength 40
  • Causes 5 toxin damage to the patient per unit
Overdose Effects:
  • Toxins
Notes:
  • The toxin damage from this medicine stacks with the toxin damage caused by overdosing.
  • The effects of this medicine persist as long as it is metabolising, and it metabolises very slowly, about one unit every 200 seconds.
  • Constant removal of stunning/weakening/paralysis makes the user far more robust in combat, and able to keep moving to some degree, while below 0% health

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Narcotics


Drugs to get high, these are illegal to distribute, or administer without good reason. Making up and dosing yourself on space drugs is the hallmark of a bad Chemist. Don't do it.


Mindbreaker Toxin
1 part Dylovene, 1 part Hydrogen, 1 part Silicon
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.
Effects:
  • Causes Hallucinations, strength 100
Overdose Effects:
  • Toxins
Notes:
  • Easily treatable with dialysis to remove it blood, then dylovene to clear up the hallucinations


Space Drugs
1 part Lithium, 1 part Mercury, 1 part Sugar
Metabolisation: 0.025u/tick Overdose: 30u
An illegal compound scientifically known as Mercury Monolithium Sucrose, which induces a number of effects such as loss of balance, itching, drooling, and colourful vision.
Effects:
  • Causes the Druggy effect (Flashing rainbow overlay)
  • Each proc, has a 10% chance (averages once every 20 seconds) to make the patient take a sngle step in a random direction
    • This effect does not trigger when the patient is in space, or unable to move.
  • 5% chance each proc to emote drooling, giggling, moaning, or twitching. Averages once per 28 seconds
Overdose Effects:
  • Toxins
Notes:
  • There is no reason to ever make this drug. It exists only to identify who the bad chemists are.
  • Effects stop quickly once the drug is out of the patient's blood. Treat with dialysis if injected

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Poisons


These compounds are harmful to organic life. Do not administer them unless you intend to murder the patient. They are mostly used by antagonists, and sometimes for research.


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
Effects:
  • Deals 10 toxin damage per unit.
  • Deals 2 suffocation damage per unit.
    • This suffocation damage is so minor, that a patient who can breathe will naturally out-heal it and not suffocate
  • Weakens the patient, strength 10 (prevents movements or actions)
    • This effect is instant, and constantly refreshed while it's metabolising
  • Reduces the patient's losebreath counter, but not below 10.
    • This has a neglible effect on anything
Overdose Effects:
  • Toxins
Notes:
  • Does not stop the patient's heart.
  • To treat: Remove with dialysis, then administer dylovene and dexalin
  • Metabolism is VERY slow, takes 200 seconds to metabolise a single unit. Making this a very effective long-lasting paralytic
  • A dose of 6u will raise toxins high enough to start damaging the liver, and eventuallly cause death. but this will take quite a long time. A dose of 20u is guaranteed to eventually kill, but this could take over an hour


Zombie Powder
5 parts Carpotoxin, 5 parts Copper, 5 parts Soporific
  • Makes 2 units
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.
Effects:
  • Gives the patient a fake time of death that will show in autopsy reports
  • Causes 3 suffocation damage per unit
  • Causes 3 toxin damage per unit
  • These effects are instant, and persist as long as the poison is metabolising
    • Weakens the patient, strength 10 (paralysis)
    • Silences the patient, strength 10
    • Causes the patient to go into fake death
      • Health Analyser shows the patient as dead, and looking at the patient will say they have no pulse and their soul has departed. Checking their pulse will also show no pulse.
        • However, a scanner bed will show the patient as unconscious
      • Health Analyser shows 300 fake suffocation damage
        • A scanner bed will show the patient's damage correctly without any fake values
        • This fake suffocation will gradually heal over time, which does not normally happen with corpses. Anyone analysing more than once will see the suffocation healing and the toxins rising.
Overdose Effects:
  • Toxins
Notes:
  • This toxin does not last very long, 10 seconds per unit. it is difficult to use for the fake death effect unless those who witness the 'corpse' are likely to leave the area shortly after.
  • This toxin is the only chemical in the game which mutes the victim, thus making them completely helpless and incapable moving, resisting, or even calling for help.
  • It is extremely wasteful in materials. A single carp will give only 9 units of carpotoxin - 3 fillets with 3 units each.
    • Although making recipes that use a carp fillet will have 6 units of carpotoxin in them, allowing you to get twice as much from a carp
  • If you plan to administer this to yourself, swallowing it in pill form will last the same amount of time, but deal half as much damage


Impedrezine
1 part Mercury, 1 part Oxygen, 1 part Sugar
  • Makes 2 units
Metabolisation: 0.1u/tick Overdose: 30u
Impedrezene is a narcotic that impedes one's ability by slowing down the higher brain cell functions.
Effects:
  • Cures jittering (2.5 points per second)
  • Causes roughly 2.4 points of brain damage per unit (randomness is involved)
  • Causes drowsiness, strength 30
    • Drowsiness has a 50% chance to be refreshed each proc, so the victim will be free from it sometimes)
  • Causes the victim to emote drooling, roughly every 10 seconds
Overdose Effects:
  • Toxins
Notes:
  • Brain damage doesn't heal naturally, forcing the victim to seek medical attention
  • To treat: Dialysis or carbon pills to purge the toxin, then alkysine or surgery to repair the brain


Lexorin
1 part Hydrogen, 1 part Nitrogen, 1 part Phoron
Metabolisation: 0.1u/tick Overdose: 30u
Temporarily stops respiration. Causes tissue damage. Countered by dexalin plus.
Effects:
  • Deals 3 trauma damage per unit
  • Stops breathing
    • Constantly increases losebreath each proc.
    • Each losebreath count converts into 1 Suffocation damage, while preventing it from regenerating
    • Takes approximately 20u, and 3.5 minutes, to get a patient into critical status. After that they will oddly start dying a bit slower
    • Takes 49u, and 8.5 minutes, to fully kill a patient
Overdose Effects:
  • Toxins
Notes:
  • Each unit of Dexalin Plus will neutralise 3 units of Lexorin
  • To treat: Administer 1u Dexalin Plus to clear built up suffocation, then dialysis (preferable) or lots more dexalin plus to clear the lexorin


Cryptobiolin
1 part Potassium, 1 part Oxygen, 1 part Sugar
Metabolisation: 0.05u/tick Overdose: 30u
Causes confusion and dizzyness.
Effects:
  • Causes Confusion, Strength 20 (The victim will randomly move in the wrong direction when walking)
  • Causes Dizziness, Strength 4 (The victim's screen shakes, makes it harder for them to click things)
Overdose Effects:
  • Toxins
Notes:
  • Effects are instant and refreshed while it metabolises.
  • Lasts 20 seconds per unit.
  • Ethylredoxrazine will nullify effects, otherwise treat with dialysis/carbon and then wait for effects to clear

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Foodstuffs


Things that are safe to eat. Most of these are ingredients though, and not generally designed to be eaten as-is.



Table Salt
1 part Chlorine, 1 part Sodium
Metabolisation: 0.1u/tick Overdose: 30u
More properly known as Sodium Chloride, salt is often used to season food.
Effects:
  • No effects
Overdose Effects:
  • Toxins
Notes:
  • This substance has no effects except toxins overdose


Glycerol
3 parts Corn Oil, 1 part Sulphuric Acid
  • Makes 1 unit
Metabolisation: 0.1u/tick Overdose: 30u
Glycerol is a simple polyol compound. Glycerol is sweet-tasting and of low toxicity. (Results in 1 unit instead of 4)
Effects:
  • No effects
Overdose Effects:
  • Toxins
Notes:
  • This substance has no effects except toxins overdose.
  • Its only function is to make nitroglycerin


Virus Food
1 part Milk, 1 part Water
  • Makes 5 units
Metabolisation: 0.4u/tick Overdose: ∞u
Used in Virology as a growth medium for viruses. Available from a wall dispenser in Virology.
Effects:
  • Used in virology to grow viruses
  • Speeds up the progression of viruses, when put into a patient who is infected with a viral pathogen
    • Effectively increases virus speed by 10
    • Metabolises faster when used for this purpose
  • Can be consumed as food, provides 2 nutrition per unit
Overdose Effects:
  • Toxins
Notes:
  • ----


Syntiflesh
5 parts Blood, 1 part Cloneoxydone
Metabolisation: N/Au/tick Overdose: ∞u
Synthetic meat. Some call it a tasty alternative to actual meat, not realising that there is no difference at all. Can be eaten, or used as biomatter for cloning pods.
Effects:
  • It's meat. Works exactly the same as a slab of any other kind of meat from the kitchen
Overdose Effects:
  • N/A
Notes:
  • Intended as a way to produce biomatter for cloning pods, without having to raid the kitchen. Any kind of meat can be used for this purpose though.


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
Effects:
  • No effects when not overdosed
Overdose Effects:
  • These effects are almost identical to normally injecting Potassium Chlorophoride
    • Toxins
    • Appears to stop the patient's heart. Their pulse will read as zero.
      • Does not ACTUALLY stop their heart. The patient will not die from heart failure
    • Deals 2 suffocation damage per unit.
      • This suffocation damage is so minor, that a patient who can breathe will naturally out-heal it and not suffocate
    • Weakens the patient, strength 10 (prevents movements or actions)
    • Reduces the patient's losebreath counter, but not below 10.
      • This has a neglible effect on anything
Notes:
  • Metabolises very slowly, overdosing a patient on this would take an hour and 40 minutes

Industrial Compounds


Things that are not designed to go inside people. Most of these chemicals have no effect when injected or ingested in people, unless otherwise noted.

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 seperate 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 seperate pills


Cleaning Agents


Things that are useful for cleaning, and often requested by janitors.


Ammonia
3 parts Hydrogen, 1 part Nitrogen
  • Makes 3 units
Application Method: Added to hydroponics trays and soil in liquid form
A caustic substance commonly used in fertilizer or household cleaners.
Effects:
  • Useful as a fertilizer in botany/xenobotany: Strength 1
Notes:
  • Used in lots of recipes, especially Space Cleaner


Fluorosurfactant
2 parts Fluorine, 2 parts Carbon, 1 part Sulphuric Acid.
Application Method: Reactive
A perfluoronated sulfonic acid that forms a foam when mixed with water.
Effects:
  • Foams when mixed with water, see foam.
Notes:
  • This compound is just a stepping stone to the Foam reaction.


Foam
1 part Fluorosurfactant, 1 part Water
Application Method: Reaction
A watery foam created from fluorosurfactant, which is primarily useful for cleaning and spreading small amounts of reagents.
Effects:
  • The radius of the foam is based on the smallest quantity between the Water and Fluorosurfactant, use an equal quantity of both for best results.
  • Foam carries 1u of each other reagent in the beaker, to each tile, deposited on the floor
    • Only 1u, regardless of how much is used
    • Reagents do not affect people caught in the foam, only floors
Notes:
  • ----


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.
Effects:
  • When sprayed on a floor
    • Cleans the floor tile, removing dirt, gibs and bloodstains
    • Deals 5-10 toxin damage to slimes on the tile
  • When sprayed on a person
    • Cleans their body, and everything they're wearing
  • When sprayed on an object
    • Cleans that object
Notes:
  • Does not leave any wetness or slippery spots when cleaning
  • Spacecleaner damages slimes when sprayed on the floor under them, but NOT when sprayed on them directly. The quantity applied does not matter.
  • Janitors start with this, many additional spray bottles of it scattered around the station.


Luminol
2 parts Ammonia, 2 parts Carbon, 2 parts Hydrogen
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.
Effects:
  • Causes visible blood on floors to glow a bright blue colour when sprayed on it
    • Will not make blood on objects glow unless a UV light is also used
  • Under a UV light, will cause cleaned blood to glow a bright blue colour, and thus be visible
    • This only works if the blood was cleaned with Space Cleaner, or (for objects) with a sink or shower. Using Sterilizine, or a mop, will completely clean all traces and leave nothing to detect
    • Works with both tiles and objects.
    • Does not work on skin
Notes:
  • A spray bottle of luminol is found in the detective's Forensics Kit. He may need a refill.
  • This chemical is designed for use in combination with a UV light. One can be found in the detective's kit, or they can be made in science.
  • There are presently many bugs with luminol, but it works as described above


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Engineeering



Coolant
1 part Tungsten, 1 part Oxygen, 1 part Water
An industrial cooling substance.
Lubricant
1 part Water, 1 part Silicon, 1 part Oxygen
A high performance lubricant intended for maintenance of extremely complex mechanical equipment. (Results in 4 units instead of 3)
Foaming Agent
1 part Lithium, 1 part Hydrogen
A agent that yields metallic foam when mixed with light metal and a strong acid. (Results in 1 unit instead of 2)
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.

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Horticultural


Things designed to aid in Botany and Xenobotany


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.
Effects:
  • Useful as a fertilizer in botany: Strength 1
  • Useful as a pest killer in botany: Strength 2
Notes:
  • ----


Plant-B-Gone
1 part Toxin, 4 parts Water
Application Method: Contact, Injection
A toxic mixture designed to kill plantlife
Effects:
  • When injected(Metabolism 0.005)
    • Deals 4 toxin damage per unit
    • Deals an additional 50 damage per unit to diona
  • When sprayed/on contact
    • Deals 50 damage per unit to diona
    • Removes mould on walls
    • Destroys any plants on the tile
    • Deals 15-35 damage to alien weeds
      • Damage to alien weeds is not based on the quantity used
Notes:
  • ----


Unstable Mutagen
1 part Radium, 1 part Phosphorus, 1 part Chlorine
Causes mutations when injected into living people or plants. High doses may be lethal.

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Weapons


Everything in this category is dangerous, and should not be used without approval from security or command, unless you're an antagonist. Unapproved use is likely to make security, and possibly the admins, quite upset with you. Most of the things in this category are best used in making grenades and bombs.


Electromagnetic Pluse
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 Plasma, 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 Chlorine, 1 part Potassium
An extremely corrosive chemical substance. Really overpowered, do not use in grenades without admin approval, ahelp first.
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 Oxygen
Produces an aluminothermic reaction known as a thermite reaction when ignited. Can be used to melt walls.

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