Guide to Chemistry and Guide to Contraband: Difference between pages

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== Summary ==


= Chemicals =
tl;dr
You have all sorts of things here, and can make so much. You can make medicines, foam, flash powder, poisons, space lube, and so much more. The limit on combinations is a limit that exists only in your creativity (and the game engine). Be sure to be careful though, mixing the wrong chemicals can be bad for your health and please make sure you know what a chemical does before you use it. Experiment at your own risk.
# Is the person allowed to have it as part of their job? If yes, it's not contraband.
# Do they have a permit to have it anyway? If yes, it's not contraband.
# Is it not on this list of contraband items on the Wiki? If it's not on the list, it's not contraband.
# Is it dangerous in any way to the user or anyone else? If yes, it's at least minor contraband.
# Is it intended to cause bodily harm to somebody other than the user, or designed with the intention of breaking into places (such as an emag)? If yes, it's major contraband.
# Is it a High Risk Item listed on the wiki? If yes, it's major contraband and also grand theft.


= Machines =
See the [[Identifying Antagonists]] page for more items, but this'll be moved over here.


== Dispensers ==
[[File:chemical-dispenser.png|left|70px]]
Dispensers are located in multiple areas aboard the NLS Southern Cross. There are three in the chemistry laboratory and one in xenoflora research. The dispenser in xenroflora, and two dispensers in the chemistry lab are chemical dispensers (see Table 1). There is a dispenser in the chemistry lab that is a bioproduct dispenser (see Table 2).


{| class="wikitable" width="300px" style="text-align:center; background-color:#FFFFFF;" border="1" cellspacing="0"
== Generally not contraband ==
|+ style="caption-side:top; color:#000000;"|''Chemical Dispenser''
The following items are generally not considered contraband for anyone. If they are used in a crime, however, they may ''become'' contraband. Generally contraband charges wouldn't apply to the first offense, but if the items are confiscated for another crime, contraband charges may apply if they are found with another one.
! style="background-color:#B452CD;" width="100px" |Row 1
 
! style="background-color:#B452CD;" width="100px" |Row 2
{| style="background-color:#ffee99; text-align:center;" width="950px" cellspacing="0" border="1"
|-
! style="background-color:#ffee55; width:100px" |Items
|'''Alumnium'''||'''Calcium'''
! style="background-color:#ffee55; width:300px" |Notes
|-
|'''Carbon'''||'''Chlorine'''
|-
|-
|'''Copper'''||'''Ethanol'''
| '''Shrink rays'''
| Not contraband for anyone. If used to alter someone against their will, then this is considered assault.
|-
|-
|'''Fluorine'''||'''Hydrogen'''
| '''Basic tools'''  
[[File:Screwdriver tool.png|link=Screwdriver]] [[File:Wrench.png|link=Wrench]] [[File:Welderon.gif|link=Welding Tool]]<br> [[File:Crowbar.png|link=Crowbar]][[File:Analyzer.png|link=Analyzer]] [[File:Wirecutters.png|link=Wirecutters]]
| Not contraband. Again, may be confiscated if used in the commission of a crime.
|-
|-
|'''Iron'''||'''Lithium'''
| '''Job gear'''
|-
| Items used as part as somebody's job, kept within the bounds of that department, are not contraband.
|'''Mercury'''||'''Nitrogen'''
|-
|'''Oxygen'''||'''Phosphorus'''
|-
|'''Potassium'''||'''Radium'''
|-
|'''Silicon'''||'''Sodium'''
|-
|'''Sugar'''||'''Sulfur'''
|-
|'''Sulphuric Acid'''||'''Tungsten'''
|-
|colspan="2"|'''Water'''
|}
|}


{| class="wikitable" width="300px" style="text-align:center; background-color:#FFFFFF;" border="1" cellspacing="0"
If an item is potentially harmful, that does not necessarily make it contraband as long as its harmful nature is not the ''intended'' use of the item.
|+ style="caption-side:top; color:#000000;"|''Bioproduct Dispenser''
 
|-
== Potentially contraband ==
! style="background-color:#B452CD;" width="100px" |Row 1
 
! style="background-color:#B452CD;" width="100px" |Row 2
These items are not always contraband for the crew to possess, but may be considered so under certain circumstances. Generally speaking, if they're kept in their appropriate department they're not contraband. If they're being paraded around in the bar for no good reason by someone whose job doesn't require them to have it, they probably are.
 
{| style="background-color:#ffcc99; text-align:center;" width="950px" cellspacing="0" border="1"
! style="background-color:#ffaa55; width:100px" |Item
! style="background-color:#ffaa55; width:300px" |Notes
|-
|-
|'''Animal Protein'''||'''Milk'''
| '''Restricted job gear'''
| Items such as mining gear, hardsuits and so on that are in limited supply and/or potentially dangerous. These items are not contraband when being used for their intended purpose, but are generally not permitted outside their departments when not in use. A miner that doesn't bother removing their rigsuit while making a delivery to science is probably okay as long as they take the helmet off while indoors, a miner sitting in the bar in full suit with a sonic jackhammer on his belt can be told to go stow his gear if he's not using it.
|-
|-
| '''Combat mechs'''
| As long as they stay in the science department (or outside the station), not contraband. Otherwise, see above. When making mechs for security, generally a security officer should take delivery of the mech from robotics, rather than the scientist driving it up to security.
|-
|-
|colspan="2"|'''Nutriment'''
|'''Unidentified Grenades'''
|Grenades that a crewmember has no reason to be carrying around are most likely contraband, and if discovered during a search should be identified in chemistry. Cleaning grenades are obviously not contraband, nor are metal foam grenades for engineers. Explosives, toxic smoke, EMPs and other weapons are clearly contraband. Pranks like water bombs are probably disturbing the peace. Generally even legitimate grenades should be kept out of sight so as not to cause alarm to other crew.
|}
|}
== Refrigerated Medicine Storage ==
[[File:Smartfridge.png]]
The Refrigerated Medicine Storage unit can hold ample amounts of pharmaceuticals, storing bottles, beakers, pill bottles, and the like. The interface allows withdrawing medicine in 1, 5, and custom amounts.
== ChemMaster 3000 ==
[[File:Chemmixer.png]]


One of the primary tools for making chemicals and processing them. Allows for creating bottles, pills, and patches of chemical inputs via beakers and other containers. The device can also remove reagents from the container.
== Usually contraband ==


== Chem Analyser ==
These items are almost always considered contraband, though exceptions do apply - a non-lethal weapon is obviously not contraband for security officers, for example, as it falls under "job gear". [[Standard Operating Procedure]] covers most such exceptions.
[[File:Chemanalyzer.gif]]


The chemical analyzer can take a container with reagents and outputs information about them, such as potential uses for pharmaceuticals.
{| style="background-color:#ffaa99; text-align:center;" width="950px" cellspacing="0" border="1"
 
! style="background-color:#ff8855; width:100px" |Item
== All-in-One Grinder ==
! style="background-color:#ff8855; width:300px" |Notes
[[File:Grinder.png]]
 
The grinder can take objects that contain reagents and grinds them down into a liquid. This can be done to all kinds of items ranging from animal meats to pills.
 
== Distillers ==
[[File:Distiller.png]]
 
Distillers are for making advanced medications. Both distillers require temperature to achieve reactions. The basic distiller has a built in temperature regulator that makes most reactions viable. The industrial distiller requires a gas pump setup along with your choice of heaters, coolers, or both, depending on how hot or cold you need to get your reagents to produce a reaction.
 
There is an input side and an output side along with an internal buffer. Reagents will transfer into the buffer first when powered on and then as it mixes slowly into the output side's container.
 
= Equipment =
 
== Mass Spectrometer ==
 
[[File:Advanced spectrometer.png]]
 
The mass spectrometer is used to determine chemicals found in blood samples. The advanced version also included how much of the chemical was in the blood sample when it was taken.
 
== Dropper ==
[[File:Dropper.png]]
 
The dropper can accept reagents in 1-to-5-unit increments, selectable by the option in its right-click menu.
 
== Beakers ==
[[File:CryoBeaker.gif||Cryostatis Beaker]] [[File:BSBeaker.gif|Bluespace Beaker]] [[File:Beaker large.png||Large Beaker]] [[File:Beaker.png|Beaker]]
 
Beakers are the primary storage container for reagents when mixing and creating new medicines. The normal beaker can hold 60u of reagents, the large can hold 120u, and the bluespace beaker can hold 300u.
 
The cryostasis beaker holds 60u of reagents and has the unique quality of preventing reagents from mixing inside of it.
 
== Vials ==
[[File:Vial.png|Vial]]
 
Vials hold 30u of reagents. They are needed when doing virology to isolate antibodies. In addition they can be loaded into the Advanced Hypospray.
 
== Pill Bottles ==
[[File:Pill canister.png||Pill Bottle]]
 
Pill bottles can hold 14 tiny items, specifically pills or patches.
 
== Outerwear ==
=== Science Goggles ===
=== Labcoats ===
=== Satchels and Bags ===
* Chemistry Bag
* Chemist Satchel
* Chemist Backpack
 
= Formulas =
 
These are some sample formulas for you chemists out there, ask about in game to learn more! Experimentation can be dangerous, or rewarding.
 
The vast majority of chemicals you will be called on to make. Typically, a small amount of each should be kept on hand. Assuming the medical team is not incompetent, they should be able to keep everyone alive and quite healthy with your assistance. Formulas are formatted to show both the formula to create the reaction and a practical formula that could be easier to use for chemical production.
 
== Quick Reference ==
Formula with catalysts will return the catalyst in the end product. (eg. 5 parts Phoron (Catalyst) will leave 5 parts of Phoron after the reaction completes)
{| class="wikitable"
|-
|-
! Chemical
| '''Weapons'''
!! colspan=2 | Formula
| Any item that has the ''sole purpose'' of causing injury to another is '''major''' contraband. The chef's kitchen knife is not contraband, an assistant's butterfly knife is. Lethal ammunition also falls under this.
|-
|-
| Adranol
|'''Non-lethal weapons'''
|colspan=2 | 2 parts Milk, 1 part Hydrogen, 1 part Potassium → 3 parts Adranol
|Weapons that are explicitly not capable of causing permanent injury, such as tasers, stun revolvers and hunter guns are '''minor''' contraband. Weapons that are ''capable'' of being loaded with lethal ammunition are not non-lethal.
|-
|-
| Arithrazine
|'''Combat Gear'''
|colspan=2 | 1 part <span title="1 part Radium, 1 part Dylovene" style="text-decoration:underline">Hyronalin</span>, 1 part Hydrogen → 2 parts Arithrazine
|Even if not weaponry, equipment intended specifically for use in armed combat is contraband for people with no business getting involved in fights. This includes armour. While someone strapping metal plates to their body for no good reason probably falls under "suspicious conduct" more than "contraband", an actual armour vest such as those issued to security in code green would be considered minor contraband for anyone else, and a heavy armour suit or breacher rig would be considered major. Note that some jobs are issued armour vests as standard, such as the librarian's press vest.
|-
|-
| Bicaridine
|'''Teleporters'''
|colspan=2 | 1 part <span title="1 part Carbon, 1 part Oxygen, 1 part Sugar" style="text-decoration:underline">Inaprovaline</span>, 1 part Carbon → 2 parts Bicaridine
|Teleporters and translocators are generally major contraband due to their ability to bypass access restrictions. A few personnel, notably the Research Director and Colony Director, are issued with teleportation devices. The RD's bluespace harpoon is fine for them to have unless they use it to commit a crime. The CD has access everywhere so it's literally impossible for them to trespass with it.
|-
|-
| Calcium Carbonate
| '''Stolen goods'''
|colspan=2 | 3 parts Oxygen, 1 part Calcium, 1 part Carbon → 2 parts Calcium Carbonate
| Even if someone didn't commit the theft themselves, stolen goods are still considered contraband to handle.
|-
|}
| Carthatoline
 
|colspan=2 | 1 part <span title="1 part Nitrogen, 1 part Potassium, 1 part Silicon" style="text-decoration:underline">Dylovene</span>, 2 parts Carbon, 0.1 part <span title="Grind solid phoron" style="text-decoration:underline">Phoron</span> → 2 parts Carthatoline
== Mitigating factors ==
|-
 
| Clonexadone
Some items are not considered contraband under certain circumstances. Such exceptions include the following.
|colspan=2 | 1 part <span title="1 part Dexalin, 1 part Water, 1 part Oxygen" style="text-decoration:underline">Cryoxadone</span>, 1 part Sodium, 0.1 parts <span title="Grind solid phoron" style="text-decoration:underline">Phoron</span>, 5 units <span title="Grind solid phoron" style="text-decoration:underline">Phoron</span> (catalyst) → 2 parts Clonexadone
 
|-
{| style="text-align:center; background-color:#aaffaa;" width="950px" cellspacing="0" border="1"
| Corophizine
! style="background-color:#55ff55; width=100px" |Situation
|colspan=2 | 1 part <span title="1 part Cryptobiolin, 1 part Inaprovaline" style="text-decoration:underline">Spaceacillin</span>, 1 part Carbon, 0.1 parts <span title="Grind solid phoron" style="text-decoration:underline">Phoron</span>, 5 units <span title="Grind solid phoron" style="text-decoration:underline">Phoron</span> (catalyst) → 2 parts Corophizine
! style="background-color:#55ff55;" |Description
|-
! style="background-color:#55ff55;" |Effect
| Cryoxadone
|colspan=2 | 1 part <span title="2 part Oxygen, 0.1 parts Phoron, 5 units Phoron (catalyst)" style="text-decoration:underline">Dexalin</span>, 1 part Water, 1 part Oxygen → 3 parts Cryoxadone
|-
| Dermaline
|colspan=2 | 1 part <span title="1 part Silicon, 1 part Carbon" style="text-decoration:underline">Kelotane</span>, 1 part Oxygen, 1 part Phosphorus → 3 parts Dermaline
|-
| Dexalin
|colspan=2 | 2 part Oxygen, 0.1 parts <span title="Grind solid phoron" style="text-decoration:underline">Phoron</span>, 5 units <span title="Grind solid phoron" style="text-decoration:underline">Phoron</span> (catalyst) → 1 part Dexalin
|-
|-
| Dexalin Plus
|'''Possession of a permit'''
|colspan=2 | 1 part <span title="2 part Oxygen, 0.1 parts Phoron, 5 units Phoron (catalyst)" style="text-decoration:underline">Dexalin</span>, 1 part Carbon, 1 part Iron → 3 parts Dexalin Plus
| The crewmember has a permit for the item.
| Obviously it's not contraband if they have a valid permit.
|-
|-
| Dylovene
|'''Surrender of goods'''
|colspan=2 | 1 part Silicon, 1 part Nitrogen, 1 part Potassium → 3 parts Dylovene
| The crewmember is handing contraband goods in to a member of security.
| Generally only applies if they've not actually used them, but if someone finds a bottle of happy pills in the trash and hands them over to an officer or something similar, they shouldn't be charged with contraband.
|-
|-
| Ethylredoxrazine
|'''Dire need'''
|colspan=2 | 1 part <span title="1 part Nitrogen, 1 part Potassium, 1 part Silicon" style="text-decoration:underline">Dylovene</span>, 1 part Oxygen, 1 part Carbon → 3 parts Ethylredoxrazine
| The goods are needed for use in an emergency, such as a crewmember taking the spare ID to rescue someone from a breach.
| Charges can be dropped, though the goods should be returned once the emergency is over.
|-
|-
| Hyperzine
|'''Authorized by owner'''
|colspan=2 | 1 part Sugar, 1 part Phosphorous, 1 part Sulphur → 3 parts Hyperzine
|The crewmember is allowed to use the item by someone authorized to have it.
|-
|For example, if the chief engineer gives someone the station blueprints so they can build a fort, then those blueprints are not contraband. Does not apply to restricted gear such as a miner's drill or explorer's phaser - if the miner can't carry it in the bar, they can't authorise anyone else to. Likewise, weapons still require an actual permit.
| Hyronalin
|colspan=2 | 1 part <span title="1 part Nitrogen, 1 part Potassium, 1 part Silicon" style="text-decoration:underline">Dylovene</span>, 1 part Radium → 2 parts Hyronalin
|-
| Immunosuprizine
|colspan=2 | 1 part Corophizine, 1 part Tungstun, 1 part Sulphuric Acid
|-
| Inaprovaline
|colspan=2 | 1 part Oxygen, 1 part Carbon, 1 part Sugar → 3 parts Inaprovaline
|-
| Kelotane
|colspan=2 | 1 part Silicon, 1 part Carbon → 2 parts Kelotane
|-
| Leporazine
|colspan=2 | 1 part Silicon, 1 part Copper, 5 units <span title="Grind solid phoron" style="text-decoration:underline">Phoron</span> (Catalyst) → 2 parts Leporazine
|-
| Mortiferin
| colspan=2 | 1 part Cryptobiolin, 1 part Clonexadone, 1 part Corophizine → 2 parts Mortiferin
|-
| Myelamine
|colspan=2 | 1 part <span title="1 part Inaprovaline, 1 part Carbon" style="text-decoration:underline">Bicaridine</span>, 2 parts Iron, 1 part Spider Toxin → 2 parts Myelamine
|-
| Oxycodone
|colspan=2 | 1 part <span title="1 part Paracetamol, 1 part Ethanol, 1 part Oxygen" style="text-decoration:underline">Tramadol</span>, 1 part Ethanol, 5 parts <span title="Grind solid phoron" style="text-decoration:underline">Phoron</span> (Catalyst) → 1 part Oxycodone
|-
| Paracetamol
|colspan=2 | 1 part <span title="1 part Carbon, 1 part Oxygen, 1 part Sugar" style="text-decoration:underline">Inaprovaline</span>, 1 part Nitrogen, 1 part Water → 2 parts Paracetamol
|-
| Phenethylamine
|colspan=2 | 1 part Paroxetine, 1 part Benzilate → 2 parts Phenethylamine
|-
| Rezadone
|colspan=2 | 1 part <span title="1 part Potassium, 1 part Oxygen, 1 part Sugar" style="text-decoration:underline">Cryptobiolin</span>, 1 part CarpoToxin, 1 part Copper → 3 parts Rezadone
|-
| Ryetalyn
|colspan=2 | 1 part <span title="1 part Hyronalin, 1 part Hydrogen" style="text-decoration:underline">Arithrazine</span>, 1 part Carbon → 2 parts Ryetalyn
|-
| Spaceacillin
|colspan=2 | 1 part <span title="1 part Potassium, 1 part Oxygen, 1 part Sugar" style="text-decoration:underline">Cryptobiolin</span>, 1 part <span title="1 part Carbon, 1 part Oxygen, 1 part Sugar" style="text-decoration:underline">Inaprovaline</span> → 2 parts Spaceacillin
|-
| Synaptizine
|colspan=2 | 1 part Lithium, 1 part Sugar, 1 part Water → 3 parts Synaptizine
|-
| Tramadol
|colspan=2 | 1 part <span title="1 part Inaprovaline, 1 part Nitrogen, 1 part Water" style="text-decoration:underline">Paracetamol</span>, 1 part Ethanol, 1 part Oxygen → 3 parts Tramadol
|-
| Tricordrazine
|colspan=2 | 1 part <span title="1 part Carbon, 1 part Oxygen, 1 part Sugar" style="text-decoration:underline">Inaprovaline</span>, 1 part <span title="1 part Nitrogen, 1 part Potassium, 1 part Silicon" style="text-decoration:underline">Dylovene</span> → 2 parts Tricodrazine
|-
| Vermicetol
|colspan=2 | 1 part <span title="1 part Keloderm, 1 part Oxygen, 1 part Phosphorus" style="text-decoration:underline">Dermaline</span>, 1 part <span title="1 part Silicon, 1 part Carbon" style="text-decoration:underline">Kelotane</span>, 1 part <span title="Grind Solar Grub Meat" style="text-decoration:underline>200V</span>, 0.1 part Phoron, 5 parts Phoron (Catalyst) → 3 parts Vermicetol
|-
! colspan=3 | 🧠 Organ Repair Medicine
|-
| Alkysine
|colspan=2 | 1 part <span title="1 part Nitrogen, 1 part Potassium, 1 part Silicon" style="text-decoration:underline">Dylovene</span>, 1 part Chlorine, 1 part Nitrogen → 2 parts Alkysine
|-
| Cordradaxon
|colspan=2 | 1 part <span title="1 part Potassium Chloride, 1 part Phoron, 1 part Chloral Hydrate" style="text-decoration:underline">Potassium Chlorophoride</span>, 2 parts <span title="1 part Animal Protein, 1 part Phoron, 1 part Sugar" style="text-decoration:underline">Biomass</span>, 2 parts <span title="1 part Inaprovaline, 1 part Carbon" style="text-decoration:underline">Bicaridine</span>, 5 units <span title="Grind solid phoron" style="text-decoration:underline">Phoron</span> (Catalyst) →  2 parts Cordradaxon
|-
| Gastirodaxon
|colspan=2 | 1 part <span title="0.1 part Phoron, 1 part Dylovene, 2 parts Carbon" style="text-decoration:underline">Carthatoline</span>, 2 parts <span title="1 part Animal Protein, 1 part Phoron, 1 part Sugar" style="text-decoration:underline">Biomass</span>, 2 parts Tungsten, 5 units <span title="Grind solid phoron" style="text-decoration:underline">Phoron</span> (Catalyst) → 3 parts Gastrirodaxon
|-
| Hepanephrodaxon
|colspan=2 | 2 parts <span title="0.1 part Phoron, 1 part Dylovene, 2 parts Carbon" style="text-decoration:underline">Carthatoline</span>, 2 parts <span title="1 part Animal Protein, 1 part Phoron, 1 part Sugar" style="text-decoration:underline">Biomass</span>, 1 part Lithium, 5 units <span title="Grind solid phoron" style="text-decoration:underline">Phoron</span> (Catalyst) → 2 parts Hepanephrodaxon
|-
| Imidazoline
|colspan=2 | 1 part <span title="1 part Nitrogen, 1 part Potassium, 1 part Silicon" style="text-decoration:underline">Dylovene</span>, 1 part Hydrogen, 1 part Carbon → 2 parts Imidazoline
|-
| Osteodaxon
|colspan=2 | 2 parts Bicaridine, 1 part Carpotoxin, 0.1 parts Phoron, 5 parts Phoron (Catalyst) → 2 parts Osteodaxon
|-
| Peridaxon
|colspan=2 | 2 parts <span title="1 part Inaprovaline, 1 part Carbon" style="text-decoration:underline">Bicaridine</span>, 2 parts Clonexadone, 5 units <span title="Grind solid phoron" style="text-decoration:underline">Phoron</span> (catalyst) → 2 parts Peridaxon
|-
| Peridaxon (Alternate)
|colspan=2 | 1 part Cordradaxon, 1 part Gastirodaxon, 1 part Hapanephrodaxon, 1 part Respirodaxon → 12 parts Peridaxon
|-
| Respirodaxon
|colspan=2 | 2 parts <span title="1 part Dexalin, 1 part Carbon, 1 part Iron" style="text-decoration:underline">Dexalin Plus</span>, 2 parts <span title="1 part Animal Protein, 1 part Phoron, 1 part Sugar" style="text-decoration:underline">Biomass</span>, 1 part <span title="Grind solid phoron" style="text-decoration:underline">Phoron</span>, 5 units Phoron (Catalyst) → 2 parts Respirodaxon
|-
! colspan=3 | Distillery Formulas
|-
! Chemical
! 🌡️ Temperature Range
! Formula
|-
| style="width: 15%" | Biomass
| style="width: 20%" | [353.15, 403.15] Kelvin
|| 1 part Blood, 1 part Sugar, 0.5 part Phoron → 2 part Biomass
|-
| Bicaridaze
| style="width: 20%" | [373.15, 393.15] Kelvin
|| 2 part Bicaridine, 1 part Foaming Agent → 2 part Bicaridaze
|-
| Brute Juice
| style="width: 20%" | [873.15, 973.15] Kelvin
|| 1 part Biomass, 3 part Hyperzine, 2 part Synaptizine, 1 part Phoron → 3 part Brute Juice
|-
| Dermalaze
| style="width: 20%" | [388.15, 403.15] Kelvin
|| 2 part Dermaline, 1 part Foaming Agent → 2 part Dermalaze
|-
| Cryogel
| style="width: 20%" | [0, 15] Kelvin
|| 7 part Frost Oil, 3 part Enyzme, 3 part Plasticide, 2 part Foaming Agent → 1 part Cryogel
|-
| Inaprovalaze
| style="width: 20%" | [383.15, 403.15] Kelvin
|| 2 part Inaprovaline, 1 part Foaming Agent → 2 part Inaprovalaze
|-
| Lich Powder
| style="width: 20%" | [373.15, 423.15] Kelvin
|| 2 part Zombie Powder, 1 part Leporazine → 2 part Lich Powder
|-
| Necroxadone
| style="width: 20%" | [363.15, 368.15] Kelvin
|| 1 part Lich Powder, 1 part Cryoxadone, 1 part Carthatoline, 5 part Phoron (Catalyst) → 2 part Necroxadone
|-
| Spacomycaze
| style="width: 20%" | [373.15, 393.15] Kelvin
|| 1 part Paracetamol, 1 part Spaceacillin, 1 part Foaming Agent → 2 part Spacomycaze
|-
| Synthplas
| style="width: 20%" | [383.15, 403.15] Kelvin
|| 1 part Bicaridine, 1 part Animal Protein, 1 part Antibodies → 3 part Synthplas
|-
| Tricorlidaze
| style="width: 20%" | [373.15, 393.15] Kelvin
|| 1 part Tricodrazine, 1 part Sterilizine, 1 part Foaming Agent → 2 part Tricorlidaze
|-
! colspan=3 | ☿️ Sex Change Medicine
|-
| Amorphorovir
|colspan=2 | 30 parts Cryptobiolin, 20 parts Biomass, 20 parts Hyperzine → 1 part Amorphovir
|-
| Androrovir (Male)
|colspan=2 | 1 part Amorphorovir, 20 parts Bicaridine, 20 parts Iron, 20 parts Ethanol → 1 part Androrovir
|-
| Gynorovir (Female)
|colspan=2 | 1 part Amorphorovir, 20 parts Inaprovaline, 20 parts Silicon, 20 parts Sugar → 1 part Gynorovir
|-
| Androgynorovir (Intersexed)
|colspan=2 | 1 part Amorphorovir, 20 parts Dylovene, 20 parts Flourine, 20 parts Tungstun → 1 part Androgynorovir
|-
| Androrovir (Bootleg) (Male)
|colspan=2 | 1 part Amorphorovir, 10 parts Protein, 10 parts Capsaicin → 1 part Androrovir
|-
| Gynorovir (Bootleg) (Female)
|colspan=2 | 1 part Amorphorovir, 10 parts Soy Milk, 10 parts Sugar → 1 part Gynorovir
|-
| Androgynorovir (Bootleg) (Intersexed)
|colspan=2 | 1 part Amorphorovir, 10 parts Cola, 10 parts Berry Juice → 1 part Androgynorovir
|-
| Elixer of Change (Female)
|colspan=2 | 1 part Blood, 1 part <u>Unstable Mutagen</u>, 1 part Sugar → 1 part Elixer of Change (female)
|-
| Elixer of Change (Intersex)
|colspan=2 | 1 part <u>Elixer of Change (female)</u>, 1 part <u>Elixer of Change (male)</u> → 1 part Elixer of Change (intersex)
|-
| Elixer of Change (Male)
|colspan=2 | 1 part Blood, 1 part <u>Unstable Mutagen</u>, 1 part Iron → 1 part Elixer of Change (male)
 
|}
|}


== Pain Medication ==
== Hardsuit Policy ==
Restrictions and regulations vary from hardsuit to hardsuit. In general, a hardsuit permitted on station should be worn with the helmet down during Code Green if the user is not actively using the hardsuit for job purposes, responding to emergencies, etc. For restricted hardsuits (such as mining hardsuit), it's recommended to question the user what the is using the hardsuit for and remind them not to wear it outside of the intended department rather than immediately pursuing a contraband charge. Most of the time the user is simply making a delivery or forgot to remove the hardsuit.


{{Chem2|Oxycodone|
As hardsuits are often armored and difficult to remove, refusal to remove a hardsuit during an arrest constitutes '''§202 Resisting Arrest or Sparking a Manhunt.''' Fleeing an arrest with a hardsuit authorizes shoot-to-disable.
complexity = 3|
category = 💢|
formula = 1u Ethanol + 1u Tramadol + 1u Phoron (Catalyst) → 2u Oxycodone|
practical = 5u Carbon + 5u Oxygen + 5u Sugar → 15u Inaprovaline + 15u Nitrogen + 15u Water → 30u Paracetamol + 30u Ethanol + 30u Oxygen → 90u Tramadol + 90u Ethanol + 1u Phoron (Catalyst) → 180u Oxycodone + 1u Phoron|
synth = Carbon,70,Oxygen,10,Sugar,10,Nitrogen,30,Water,30,Ethanol,150|
notes = Makes 1 part. An effective and very addictive painkiller. Overdose is 20 units.|
}}


{{Chem2|Tramadol|
=== Industrial (Mining) Hardsuit ===
complexity = 2|
Intended for mining, the industrial hardsuit is only permitted in the Cargo/Mining department, planet-side mining areas, and off-planet expeditions. On-station it is Minor Contraband and should be confiscated if the user refuses to return it to Cargo/Mining. Generally this shouldn't be applied if the Miner is delivering mining materials or traveling between the station and planet. It is recommended to remind the miner this hardsuit is not permitted on station outside of Cargo/Mining and only pursue '''§118 Minor Contraband''' charges if the miner refuses to comply.
category = 💢|
formula = 1u <span title="1u Inaprovaline, 1u Nitrogen, 1u Water" style="text-decoration:underline">Paracetamol</span> + 1u Ethanol + 1u Oxygen → 3u Tramadol|
practical = 10u Carbon + 10u Sugar + 10u Oxygen → 30u Inaprovaline + 30u Nitrogen + 30u Water → 60u Paracatamol + 30u Ethanol + 30u Oxygen → 90 Tramadol + 30 Paracetamol|
synth = Oxygen,70,Carbon,10,Sugar,10,Nitrogen,30,Water,30,Ethanol,60|
notes = A simple, yet effective painkiller. Very effective for patients in shock. Overdoses at 30 units, causing hallucinations.|
}}


{{Chem2|Paracetamol|
=== AMI (Science) Hardsuit ===
complexity = 1|
Designed for protection from exotic energies, the AMI hardsuit is intended to protect xenoarcheologists from the anomalous artifacts they did up. This hardsuit is only permitted in Science, planet-side, and off-planet expeditions. On station this hardsuit is considered Minor Contraband. Like the industrial hardsuit, this charge should not be applied if the Scientist is simply traveling between the station and planet and it is recommended to remind the Scientist not to wear the hardsuit in public instead of immediately pursuing a '''§118 Minor Contraband''' charge.
category = 💢|
formula = 1 part <span title="1 part Carbon, 1 part Oxygen, 1 part Sugar" style="text-decoration:underline">Inaprovaline</span>, 1 part Nitrogen, 1u Water → 2u Paracetamol|
practical = 10 Carbon, 10 Oxygen, 10 Sugar, 30 Nitrogen, 30 Water → 60 Paracetamol|
synth = Carbon,10,Oxygen,10,Sugar,10,Nitrogen,30,Water,30|
notes = Most probably know this as Tylenol, but this chemical is a mild, simple painkiller. Overdose is 60 units, causing hallucinations.|
}}


== Cuts, Bruising, and Bleed Medication ==
=== Rescue (Medical) Hardsuit ===
Intended for EMT's rescuing trapped crew from hazardous situations, this hardsuit may be worn at all times as readiness for emergencies as long as the helmet is kept down when not responding to an emergency. While this suit may be capable of overriding most airlocks, it broadcasts a message over Security and Command radio allowing misuse to be easily caught.


{{Chem2|Bicaridine|
Wearing this hardsuit and not responding to an emergency call (e.g. taking the hardsuit to dorms, wearing it on break and remaining on break during emergencies) may make the user eligible for a '''§206 Negligence ''' or '''§302 Manslaughter''' charge. Obviously neither charge should apply if the user doesn't respond to an emergency if busy with a different emergency.
complexity = 2|
category = 🩹|
formula = 1u [[#Inaprovaline|Inaprovaline]] + 1u Carbon → 2u Bicaridine|
practical = 10u Carbon + 10u Oxygen + 10u Sugar → 30u [[#Inaprovaline|Inaprovaline]] + 30 Carbon → 60u Bicaridine|
synth = Carbon,40,Oxygen,10,Sugar,10|
overdose = 30|
notes = Bicaridine is an analgesic medication and can be used to treat blunt trauma. An overdose of bicaridine can result in halting bleeding, both internal and external. Metabolizes at 0.2 units per tick.|
injection=Removes 4 brute damage from a random limb per 1u metabolized.|
ingestion=Same as injection but metabolizes at 50% the normal rate.
}}


{{Chem2|Bicaridaze|
OOC Note: Basically don't wear this hardsuit if you're looking for a non-interruptible scene. It's fine to roleplay on the job but it tends to frustrate other Medical if they can't respond to an emergency due to you taking the hardsuit and you're not responding.
complexity = 3|
category = 🩹|
formula = 2u [[#Bicaridine|Bicaridine]] + 1u [[#Foaming Agent|FoamingAgent]] → 2u Bicaridaze|
practical = 10u Carbon + 10u Oxygen + 10u Sugar → 30u [[#Inaprovaline|Inaprovaline]] + 30 Carbon → 60u [[#Bicaridine|Bicaridine]] + 30u Lithium + 30u Hydrogen → 60u [[#Bicaridine|Bicaridine]] + 30u [[#Foaming Agent|FoamingAgent]] → Distiller → 60u Bicaridaze|
overdose = 22.5|
notes = Bicaridaze is a topical variant of the chemical Bicaridine. It will [[#Distillers|⚗️ distil]] in the range of 373.15 to 393.15 Kelvin|
patches=Metabolises at 75% of the normal rate. Heals 6 points of brute damage from a random limb per 1u metabolized|
injection=Adds two points of toxins per 1u metabolized.|
ingestion=Same as injection but metabolizes at 50% the normal rate.
}}


{{Chem2|Vermicetol|
=== Advanced (Chief Engineer) Hardsuit ===
complexity = 2|
Designed for rapidly responding to supermatter delaminations, this hardsuit is the only way to safely handle active supermatter and/or a damaged supermatter engine. The [[Chief Engineer]] may wear this hardsuit at all times with the helmet kept down due to the need for a quick response of the supermatter engine begins delaminating.  
category = 🩹|
formula = 1u [[#Kelotane|Kelotane]] + 1u [[#Dermaline|Dermaline]] + 1u 200V + 0.1u Phoron → 3 parts Vermicetol|
practical = 20u [[#Kelotane|Kelotan]] + 20u [[#Dermaline|Dermaline]] + 20u 200V + 2u Phoron → 60 parts Vermicetol|
overdose = 15|
notes = This chemical heals Brute damage at a greater rate than Bicaridine. 200V is created by grinding up solar grub meat or voltatoes.|
injection=Removes 8 brute damage from a random limb per 1u metabolized.|
ingestion=Same as injection but metabolizes at 50% the normal rate.
}}


{{Chem2|Alizene|
Any crew member in possession of this hardsuit other than the Chief Engineer may be guilty of '''§215 Grand Theft'''.
complexity = 3|
category = 🩹|
formula = 1 part [[#Bicaridine|Bicaridine]] + 1 part Serazine + 1 part Tungsten → 3 parts Alizene|
practical = 20 part [[#Bicaridine|Bicaridine]] + 20 part Serazine + 20 part Tungsten → 60 parts Alizene|
overdose = 30|
notes = A derivative from bicaridine enhanced by serazine to more effectively mend flesh, but is ineffective against internal haemorrhages. Serazine can be gained from grinding up sweet breeze flowers.|
injection=Removes 12 brute damage from a random limb per 1u metabolized.|
ingestion=Same as injection but metabolizes at 50% the normal rate.
}}


{{Chem2|Myelamine|
=== Pursuit (Head of Security) Hardsuit ===
complexity = 2|
The [[Head of Security|Head of Security's]] pesonal hardsuit for responding to emergencies and chasing fleeing criminals. This hardsuit is considered combat armor and should only be worn when responding to emergencies (Code Yellow and above) or perfoming EVA. It is technically to the Head of Security's discretion when to wear this hardsuit but casual use (e.g. wearing the hardsuit while hanging out in the bar) is considered an SOP violation and may lead to demotion if abused repeatedly.  
category = 🩸|
formula = 1u Bicaridine + 2u Iron + 1u Spider Toxin → 2u Myelamine|
practical = 30u Bicaridine + 60u Iron + 30u Spider Toxin → 60u Myelamine|
overdose = 15|
notes = Used to rapidly clot internal haemorrhages by increasing the effectiveness of platelets. Incredibly difficult to make, but can be ordered by cargo in 'clotting crates'.|
}}


{{Chem2|Myelamine|
This hardsuit is considered Major Contraband when not used as intended and anybody other than the Head of Security may be guilty of '''§215 Grand Theft''' if found in possession of this hardsuit.  
complexity = 2|
category = 🩸|
formula = 1u Bicaridine + 2u Iron + 1u Kelotane + 1u Blue Sap → 1u Myelamine|
practical = 15u Bicaridine + 30u Iron + 15u Kelotane + 15u Blue Sap → 15u Myelamine|
overdose = 15|
notes = Used to rapidly clot internal haemorrhages by increasing the effectiveness of platelets. Incredibly difficult to make, but can be ordered by cargo in 'clotting crates'.|
}}


== Burn Medication ==
=== KWI (Civilian) Hardsuit ===
 
As a simple unarmored hardsuit, the KWI hardsuit is essentially an upgrade to emergency softsuits and is not contraband for anybody. Use of this hardsuit is no more suspicious than wearing an emergency softsuit.  
{{Chem2|Kelotane|
complexity = 1|
category = 🔥|
formula = 1u Silicon + 1u Carbon → 2u Kelotane|
practical = 30u Carbon + 30u Silicon → 60 Kelotane|
synth = Silicon,30,Carbon,30
|notes = Treats burn damage effectively, preventing microbial growth and vastly speeding up healing of even full thickness burns. Metabolizes at 0.2 units per tick. Overdose is 30 units.|
}}
 
{{Chem2|Dermaline|
complexity = 2|
category = 🔥|
formula = 1u Kelotane + 1u Oxygen + 1u Phosphorus → 3u Dermaline|
practical = 40 Carbon + 40 Silicon + 20 Oxygen + 20 Phosphorous → 60u Dermaline|
synth = Carbon,10,Silicon,10,Oxygen,20,Phosphorus,20
|notes = Used for treating burns. Works faster than Kelotane, but can be used simultaneously with it, to increase the effect.. Metabolizes at 0.2 units per tick. Overdose is 15 units.|
}}
 
== Organ Repair Medication ==
 
{{Chem2|Alkysine|
complexity = 3|
category = 🧠|
formula = 1u Chlorine + 1u Nitrogen + 1u [[#Dylovene|Dylovene]] → 3u Alkysine|
practical = 20u Chlorine + 20u Nitrogen + 20u [[#Dylovene|Dylovene]] → 60u Alkysine|
overdose = 30|
notes = Used for treating brain damage. Slighly lessens the pain. Metabolizes at 0.05 units per tick.|
patches=Same as injection.|
injection=Removes 8 points of brain damage per 1u metabolised and offers 10 points of painkillers.|
ingestion=Same as injection but metabolizes at 50% the normal rate.
}}
 
{{Chem2|Imidazoline|
complexity = 2|
category = 👁️|
formula = 1 part Hydrogen, 1 part Carbon, 1 part <span title="1 part Nitrogen, 1 part Potassium, 1 part Silicon" style="text-decoration:underline">Dylovene</span> -> 2 parts Imidazoline|
practical = 10 Potassium, 10 Nitrogen, 10 Silicon, 30 Carbon, 30 Hydrogen -> 60 Imidazoline|
notes = For treating eye trauma. It heals damage caused by physical or chemical trauma, though it is ineffective in treating genetic defects in the eyes. Metabolizes at 0.2 units per tick. Overdose is 30 units.|
}}
 
{{Chem2|Osteodaxon|
complexity = 2|
category = 🦴|
formula = 2 part Bicardine, 1 part Carpotoxin, 0.1 part Phoron, 5 part Phoron (catalyst) -> 2 part Osteodaxon|
practical = 2 part Bicardine, 1 part Carpotoxin, 0.1 part Phoron, 5 part Phoron (catalyst) -> 2 part Osteodaxon|
notes = This chemical is used to treat broken Bones, a single unit is capable of mending a fracture by itself, side effect is a intense, if temporary, pain.|
}}
 
{{Chem2|Respirodaxon|
complexity = 2|
category = 🫁|
formula = 2 parts Dexalin Plus, 2 parts Biomass, 1 part Phoron, 5 units Phoron (Catalyst)|
practical = 47 Phoron, 40 Oxygen, 20 Carbon, 20 Iron, 5 Sugar, 5 Animal Protein, 5 Sugar, 5 Animal Protein, 5 Sugar, 5 Animal Protein -> 60 Respirodaxon, 20 Biomass|
notes = Used to repair the tissue of the lungs and similar organs. Heals much faster than peridaxon. Overdose is 10 units.|
}}
 
{{Chem2|Gastirodaxon|
complexity = 2|
category = ❤️‍🩹|
formula = 1 part Carthatoline, 2 parts Biomass, 2 parts Tungsten, 5 units Phoron (Catalyst)|
practical = 15 Phoron, 4 Nitrogen, 4 Potassium, 4 Silicon, 24 Carbon, 8 Protein, 8 Sugar, 24 Tungsten, 24 Tungsten -> 5.8 Phoron, 72 Gastirodaxon|
notes = Used to repair the tissues of the digestive system, including the appendix, stomach, and intestines. Heals much faster than peridaxon. Overdose is 10 units.|
}}
 
{{Chem2|Hepanephrodaxon|
complexity = 2|
category = ❤️‍🩹|
formula = 2 parts Carthatoline, 2 parts Biomass, 1 part Lithium, 5 units Phoron (Catalyst)|
practical = 25 Phoron, 10 Nitrogen, 10 Potassium, 10 Silicon, 60 Carbon, 10 Lithium, 10 Sugar, 10 Protein, 20 Lithium, 4 Sugar, 4 Protein -> 6 Phoron, 60 Hepanephrodaxon, 2 Biomass|
notes = Used to repair the common tissues involved in filtration, including the liver and kidneys. Heals much faster than peridaxon. Overdose is 10 units.|
}}
 
{{Chem2|Cordradaxon|
complexity = 2|
category = 🫀|
formula = 1 part Potassium Chlorophoride, 2 parts Biomass, 2 parts bicaridine, 5 units Phoron (Catalyst)|
practical = 20 Phoron, 35 Chlorine, 10 Ethanol, 10 Water, 5 Sodium, 5 Potassium, 10 Sugar, 40 Carbon, 10 Oxygen, (Remove Table Salt here), 5 Sugar, 5 Animal Protein, 5 Phoron, 5 Protein, 5 Sugar, 5 Phoron, 5 Sugar, 5 Animal Protein -> 10 Potassium Chlorophoride, 60 Cordradaxon, 7.5 Biomass, 5 Phoron|
notes = Used to repair the specialized tissues involved in the circulatory system, including the heart and spleen. Heals much faster than peridaxon. Overdose is 10 units.|
}}
 
{{Chem2|Peridaxon|
complexity = 2|
category = ❤️‍🩹|
formula = 2 parts Bicardine, 2 parts Clonexadone, 10 units Phoron (catalyst)|
practical = 20 Phoron, 20 Oxygen, 10 Water, 10 Oxygen, 30 Sodium, 20 Carbon, 10 Sugar, 10 Oxygen, 20 Carbon -> 16 Phoron, 60 Peridaxon|
notes = Used to encourage recovery of internal organs and nervous systems; will restore damage to internal organs, including mending ruptured lungs. (Results in two units instead of four.)|
}}
 
<br />
{{Chem2|Peridaxon Alternative|
complexity = 2|
category = ❤️‍🩹|
formula = 1 part Respirodaxon, 1 part Gastirodaxon, 1 part Hepanephrodaxon, 1 part Cordradaxon|
practical = 16 Phoron, 5 Animal Protein, 6 Sugar, 5 Oxygen, 3 Carbon, 3 Iron, 2 Nitrogen, 2 Potassium, 2 Silicon, 12 Carbon, 6 Tungsten, 3 Lithium, 4 Chlorine, 1 Ethanol, 1 Water, 1 Sodium , 2 Potassium, 4 Carbon, 1 Oxygen -> 72 Peridaxon, 1 Potassium Chlorophoride, 3 Gastirodaxon, 3 Carthatoline, 1.5 Respirodaxon, 4.5 Biomass, 5.4 Phoron, 0.5 Iron, 0.5 Carbon (You should really mix the four ingredients separately, in their own bottles, then bring them together, but, this works if you are in a rush)|
notes=Used to very slowly heal every organ at once, and is capable of mending ruptured lungs. Results in three times the amount you would expect; 120 units of peridaxon only requires ten units of each of the chems in the recipe. Overdose is 10 units.
}}
 
== Psychiatric Medication ==
 
{{Chem2|Methylphenidate|
complexity = 2|
category = 🧠|
formula = 1 part MindBreaker Toxin, 1 part Hydrogen|
practical = 5 Silicon, 5 Potassium, 5 Nitrogen, 15 Silicon, 15 Hydrogen, 20 Hydrogen -> 60 Methylphenidate, 25 Mindbreaker Toxin|
notes = Helps you concentrate. Prescribed for ADHD and similar conditions. Results in 3 units instead of 2.|
}}
 
{{Chem2|Citalopram|
complexity = 2|
category = 🧠|
formula = 1 part MindBreaker Toxin, 1 part Carbon|
practical = 5 Silicon, 5 Potassium, 5 Nitrogen, 15 Silicon, 15 Hydrogen, 20 Carbon -> 60 Citalopram, 25 Mindbreaker Toxin|
notes = Mild antidepressant. Prescribed for depression and anxiety. Results in 3 units instead of 2.|
}}
 
{{Chem2|Paroxetine|
complexity = 2|
category = 🧠|
formula = 1 part MindBreaker Toxin, 1 part Oxygen, 1 part Inaprovaline|
practical = 5 Silicon, 5 Potassium, 5 Nitrogen, 15 Silicon, 15 Hydrogen, 30 Inaprovaline(10 Oxygen, 10 Sugar, 10 Carbon In a Separate Beaker), 30 Oxygen, -> 90 Paroxetine, 15 Mindbreaker Toxin|
notes = Stronger antidepressant, with chance of hallucinations. Prescribed for severe depression.|
}}
 
{{Chem2|Tercozolam|
complexity = 2|
category = 🧠|
formula = 1 part Dylovene, 1 part Lithium, 1 part Ethanol -> 3 part Tercozolam|
practical = 10 Nitrogen, 10 Silicon, 10 Potassium, 30 Lithium, 30 Ethanol -> 90 Tercozolam.|
notes = This chemical is used to treat Episodic Hallucinations(A specific trait that players can take, may be mistakenly called schizophrenia as well).|
}}
 
== Radiation and DNA Medication ==
 
{{Chem2|Arithrazine|
complexity = 3|
category = ☢️|
formula = 1u [[#Hyronalin|Hyronalin]] + 1u Hydrogen → 2u Arithrazine|
practical = 5u Nitrogen + 5u Potassium + 5u Silicon → 15u [[#Dylovene|Dylovene]] + 15 Radium → 30u [[#Hyronalin|Hyronalin]] + 30u Hydrogen → 60u Arithrazine|
overdose = 30|
notes = Arithrazine is an unstable medication used for the most extreme cases of radiation poisoning. Metabolizes at 0.05 units per tick.|
patches=Same as injection.|
injection=Removes 70 points of radiation damage per 1u metabolised. 60% chance to deal 4 brute damage to a random limb.|
ingestion=Same as injection but metabolizes at 50% the normal rate.
}}
 
{{Chem2|Hyronalin|
complexity = 2|
category = ☢️|
formula = 1 part Radium, 1 part <span title="1 part Nitrogen, 1 part Potassium, 1 part Silicon" style="text-decoration:underline">Dylovene</span> -> 2 parts Hyronalin|
practical = 20 Nitrogen, 20 Potassium, 20 Silicon, 60 Radium -> 120 Hyronalin|
notes = Basic treatment for radiation damage. Reduces radiation damage more slowly than Arithrazine, but without its painful side effects. Does nothing against toxic damage. Metabolizes at 0.05 units per tick. Overdose is 30 units.|
}}
 
{{Chem2|Rezadone|
complexity = 2|
category = 🧬|
formula = 1 part CarpoToxin, 1 part Cryptobiolin, 1 part Copper|
practical = 30 Carpotoxin, 10 Oxygen, 10 sugar, 10 potassium, 30 Copper -> 90 Rezadone|
notes = A powder derived from fish toxin, this substance can effectively treat genetic damage in humanoids without the use of cryo, though excessive consumption has side effects.|
}}
 
{{Chem2|Ryetalyn|
complexity = 2|
category = 🧬|
formula = 1 part Arithrazine, 1 part Carbon|
practical = 5 Nitrogen, 5 Potassium, 5 Silicon, 15 Radium, 30 Hydrogen, 60 Carbon -> 120 Ryetalyn|
notes = Repairs disabilities due to genetic damage. One unit is enough.|
}}
 
== Antitoxins and Sedatives ==
 
{{Chem2|Adranol|
complexity = 1|
category = 😵|
formula = 2u Milk + 1u Hydrogen + 1u Potassium → 3u Adranol|
practical = 40u Milk + 20u Hydrogen + 20u Potassium → 60 Adranol|
overdose = 30|
notes = A mild sedative that calms the nerves and relaxes the patient. Use this for resleeved patients, as well as patients being given Peridaxon or Oxycodone.|
patches=Same as injection.|
injection=Removes 8 points of confusion and 25 units of blurry eyes and jitters per 1u metabolised.|
ingestion=Same as injection but metabolizes at 50% the normal rate.
}}
 
{{Chem2|Dylovene|
complexity = 2|
category = 🧪|
formula = 1u Nitrogen + 1u Potassium + 1u Silicon → 3u Dylovene|
practical = 20u Nitrogen + 20u Potassium + 20u Silicon → 60u Dylovene|
notes = Dylovene is a broad-spectrum antitoxin. Metabolizes at 0.2 units per tick.|
patches=Same as injection.|
injection=Removes 4 points of toxins, 9 points of hallucinations, and 6 points of drowsyness per 1u metabolised.|
ingestion=Same as injection but metabolizes at 50% the normal rate.
}}
 
{{Chem2|Cathatoline|
complexity = 2|
category = 🧪|
formula = 0.1 part Phoron, 1 part Dylovene, 2 parts Carbon → 2 parts Carthatoline|
practical = 20 Phoron, 10 Nitrogen, 10 Potassium, 10 Silicon, 60 Carbon -> 60 Carthatoline, 17 Phoron|
overdose = 22.5|
notes = A strong evacuant used to treat severe poisoning. Heals toxins more quickly than dylovene, and can repair liver damage.|
patches=Same as injection.|
injection=Removes 8 toxin damage per 1u metabolized.|
ingestion=Same as injection but metabolizes at 50% the normal rate.
}}
 
{{Chem2|Soporific|
complexity = 2|
category = 💤|
formula = 1 part Chloral Hydrate, 4 parts sugar|
practical = 60 Chlorine, 20 Ethanol, 20 Water, 80 Sugar -> 100 Soporific|
notes = A less powerful sedative that takes a while to work. Is safe in large quantities. Can be counteracted with Dylovene.|
}}
 
{{Chem2|Ethylredoxrazine|
complexity = 2|
category = 🍺|
formula = 1 part Oxygen, 1 part <span title="1 part Nitrogen, 1 part Potassium, 1 part Silicon" style="text-decoration:underline">Dylovene</span>, 1 part Carbon -> 3 parts Ethylredoxrazine|
practical = 10 Potassium, 10 Nitrogen, 10 Silicon, 30 Oxygen, 30 Carbon -> 90 Ethylredoxrazine|
notes = Neutralises alcohol in the blood stream. Though it is commonly needed, it is rarely requested. When combined with ethanol, it produces water. It also treats dizziness, sleepiness, and stuttering. Metabolizes at 0.2 units per tick. Overdose is 30 units.|
}}
 
== Multipurpose Medications ==
 
{{Chem2|Cryoxadone|
complexity = 2|
category = 🧬|
formula = 1 part Dexalin, 1 part Water, 1 part Oxygen -> 3 parts Cryoxadone|
practical = 10 Phoron, 40 Oxygen, 20 Water, 20 Oxygen, -> 60 Cryoxadone, 8 Phoron|
notes = Required for the proper function of cryogenics. It heals all standard types of damage very swiftly, but only works in temperatures under 170K (usually this means cryo cells). Heals clone damage slowly, such as caused by cloning or [[Slime]]s. Metabolizes at 0.2 units per tick. Does not overdose.|
}}
 
{{Chem2|Clonexadone|
complexity = 2|
category = 🧬|
formula = 1 part Cryoxadone, 1 part Sodium, 0.1 part Phoron, 5u phoron (catalyst) -> 3 parts Cryoxadone|
practical = 20 Phoron, 20 Oxygen, 10 Water, 10 Oxygen, 30 Sodium -> 60 Clonexadone, 16 Phoron|
notes = Heals standard damage the same as Cryoxadone. This chemical reforms clones much faster then Cryoxadone. This includes damage done by [[Slime]]s. Best used in cryo cells. Only works in temperatures under 170K (usually this means cryo cells). The lower the temperature, the better it works.|
}}
 
{{Chem2|Tricordrazine|
complexity = 2|
category = ⚕️|
formula = 1 part Inaprovaline, 1 part Dylovene|
practical = 20 Carbon, 20 Oxygen, 20 Sugar, 20 Nitrogen, 20 Potassium, 20 Silicon -> 120 Tricordrazine|
notes = Originally derived from Cordrazine; will heal all damage types. Often used in a wide range of applications. The healing effect is weak, but as with Dylovene, there is no danger of overdose.|
}}
 
== Oxygen Deprivation Medication ==
 
{{Chem2|Dexalin|
complexity = 2|
category = 🫁|
formula = 2 part Oxygen, 0.1 parts <span title="Grind solid phoron" style="text-decoration:underline">Phoron</span>, 5 units <span title="Grind solid phoron" style="text-decoration:underline">Phoron</span> (catalyst) -> 1 part Dexalin, 5 units Phoron|
practical = 20 Phoron, 120 Oxygen -> 60 Dexalin, 14 Phoron|
notes = Used for treating oxygen deprivation; slowly heals suffocation damage. In most cases where it is likely to be needed, the strength of Dexalin Plus will probably be more useful. Removes Lexorin from bloodstream. Metabolizes at 0.2 units per tick. Overdose is 30 units.|
}}
 
{{Chem2|Dexalin Plus|
complexity = 2|
category = 🫁|
formula = 1 part <span title="2 part Oxygen, 0.1 parts Phoron, 5 units Phoron (catalyst)" style="text-decoration:underline">Dexalin</span>, 1 part Carbon, 1 part Iron -> 3 parts Dexalin Plus|
practical = 4 phoron, 80 oxygen, 40 carbon, 40 iron -> 120u dexalin plus|
notes = Used in treatment of extreme cases of oxygen deprivation. It immediately counters all oxygen loss and is useful to keep lung injury patients stable during surgery. Removes Lexorin from bloodstream. Metabolizes at 0.2 units per tick. Overdose is 15 units.|
}}
 
== Stimulants, Depressants, and Drugs ==
 
{{Chem2|Hyperzine|
complexity = 2|
category = 🏃|
formula = 1 part Sugar, 1 part Phosphorous, 1 part Sulphur|
practical = 40 Sugar, 40 Phosphorous, 40 Sulphur -> 120 Hyperzine|
notes = A highly effective, long lasting muscle stimulant. It allows greater freedom of movement in bulky clothing. Side effects include twitching, nervousness, and psychological addiction. Metabilizes at 0.03 units per tick. Overdose is 15 units.|
}}
 
{{Chem2|Synaptizine|
complexity = 2|
category = ♿|
formula = 1 part Lithium, 1 part Sugar, 1 part Water|
practical = 40 Sugar, 40 Water, 40 Lithium -> 120 Synaptizine|
notes = Synaptizine is toxic, but treats hallucinations, paralysis, and stunned or weakened patients. It is metabolized very slowly. One unit is enough to treat hallucinations.|
}}
 
{{Chem2|Inaprovaline|
complexity = 2|
category = ⚕️|
formula = 1 part Oxygen, 1 part Carbon, 1 part Sugar -> 3 parts Inaprovaline|
practical = 40 Oxygen, 40 Carbon, 40 Sugar -> 120 Inaprovaline|
notes = Inaprovaline is a cardiac and synaptic stimulant. Commonly used to stabilize patients - it stops the rate of decline in a patient's body if it has reached 0% or lower. Weak painkiller. Metabolizes at 0.1 units per tick. Overdose is 60 units.|
}}
 
{{Chem2|Leporazine|
complexity = 1|
category = 🌡️|
formula = 1 part Silicon, 1 part Copper, 5 units Phoron (catalyst) -> 2 parts Leporazine, 5 units Phoron|
practical = 10 Phoron, 30 Copper, 30 Silicon -> 60 Leporazine, 10 Phoron|
notes = Stabilizes a patient's body temperature. Can be used to bring down a high fever before antibiotics kick in, or to raise the temperature of a hypothermia patient. Metabolizes at 0.2 units per tick. Overdose is 30 units.|
}}
 
== Antimicrobial Chemicals ==
 
{{Chem2|Spaceacillin|
complexity = 2|
category = 🦠|
formula = 1 part Cryptobiolin, 1 part Inaprovaline|
practical = 20 Carbon, 20 Oxygen, 20 Sugar, 20 Oxygen, 20 Potassium, 20 Sugar -> 120 Spaceacillin|
notes = A theta-lactam antibiotic. A common and very useful medicine, effective against many diseases likely to be encountered in space. Slows progression of diseases. Treats infections. Overdose is 30 units.|
}}
 
{{Chem2|Corophizine|
complexity = 2|
category = 🦠|
formula = 1 part Spaceacillin, 1 part Carbon, 0.1 part Phoron (used), 5 units Phoron (catalyst)|
practical = 5 Carbon, 5 Oxygen, 5 Sugar, 5 Oxygen, 5 Potassium, 5 Sugar, 30 Carbon, 3+5 Phoron -> 30 Corophizine|
notes = A wide-spectrum antibiotic, it can treat infections (including viral) better than Spaceacillin. Side-effects include: hallucinations, shortness of breath, fainting, spontaneous tendon rupture. For professional care use only.|
}}
 
== Metabolism and Vore Related Chemicals ==
 
{{Chem2|Ickypak|
complexity = 2|
category = 🍩|
formula = 1 parts surfactant, 4 parts hyperzine|
practical = 10 Fluorine, 10 Carbon, 5 Sulphuric Acid, 30 Sugar, 30 Phosphorous, 30 Sulphur -> 112.5 Ickypak, 2.5|
notes = Causes involuntary muscle contractions, expelling prey. Has painful side-effects.|
}}
 
{{Chem2|Unsorbitol|
complexity = 2|
category = 🍩|
formula = 2 parts lipozine, 3 parts unstable mutagen|
practical = 5 Sodium, 5 Chlorine, 10 Ethanol, 10 Radium, 30 Radium, 30 Phosphorus, 30 Chlorine, -> 75 Unsorbitol, 45 Unstable Mutagen|
notes = Causes absorbed prey to be released into a belly. Has extreme side-effects. Consider patient restraints.|
}}
 
{{Chem2|Sorbitol|
complexity = 2|
category = 🍩|
formula = 1 parts Unsorbitol, 1 parts phoron|
practical = Should only need a small amount to absorb prey.|
notes = A frothy green liquid, for causing cellular-level hetrogenous structure merging.|
}}
 
{{Chem2|Lipozine|
complexity = 2|
category = 🏋️|
formula = 1 part Salt, 1 part Ethanol, 1 part Radium|
practical = 20 Sodium, 20 Chlorine, 40 Ethanol, 40 Radium -> 120 Lipozine|
notes = Causes weight loss upon consumption (lowers satiation level).|
}}
 
== Other Recipes ==
 
These are either pure reactions that typically leave nothing remaining or other chemicals that have non-medicinal uses. Many of these are useful in the manufacture of grenades, but many can be quite dangerous.
 
=== Quick Reference ===
Quick Reference Sheet - Use only if you know what these do!
{| class="wikitable"
|-
! Chemical !! Formula
|-
| Ammonia
|| 3 parts Hydrogen, 1 part Nitrogen
|-
|Biomass
|1 part Animal Protein, 1 part Phoron, 1 part Sugar
|- 
| Chloral Hydrate
|| 1 part Ethanol, 3 parts Chlorine, 1 part Water
|-
| Coolant
|| 1 part Tungsten, 1 part Oxygen, 1 part Water
|-
| Cryptobiolin
|| 1 part Potassium, 1 part Oxygen, 1 part Sugar
|-
| Diethylamine
|| 1 part Ammonia, 1 part Ethanol
|-
| Virus Food
|| 1 part Milk, 1 part Water, 1 part Oxygen
|-
| EMP
|| 1 part Uranium, 1 part Iron
|-
| Explosion
|| 1 part Potassium, 1 part Water
|-
| Flash Powder
|| 1 part Sulphur, 1 part Aluminium, 1 part Potassium
|-
| Foaming Agent
|| 1 part Lithium, 1 part Hydrogen
|-
| Foam Surfactant
|| 2 parts Fluorine, 2 parts Carbon, 1 part Sulphuric Acid.
|-
| Glycerol
|| 3 parts Corn Oil, 1 part Sulphuric Acid
|-
| Impedrezene
|| 1 part Mercury, 1 part Oxygen, 1 part Sugar
|-
| Lexorin
|| 1 part Phoron, 1 part Hydrogen, 1 part Nitrogen
|-
| Metal Foam
|| 3 parts Iron/Aluminium, 1 part Foaming Agent, 1 part Polytrinic Acid
|-
| Luminol
|| 1 part Hydrogen, 1 part Carbon, 1 part Ammonia
|-
| Napalm
|| 1 part Phoron, 1 part Aluminium, 1 part Sulphuric Acid
|-
| MindBreaker Toxin
|| 1 part Silicon, 1 part Hydrogen, 1 part Dylovene
|-
| Nitroglycerin
|| 1 part Glycerol, 1 part Polytrinic Acid, 1 part Sulphuric Acid
|-
| Paint (Crayon Dust)
|| 1 part Plasticide, 3 parts Water, 1 part Crayon Dust
|-
| Paint (Ghetto)
|| 1 part Plasticide, 3 parts Water, 5 parts (Coloring agent)
|-
| Plant-B-Gone
|| 1 part Polytrinic Acid, 4 parts Diethylamine
|-
| Polytrinic Acid
|| 1 part Sulphuric Acid, 1 part Chlorine, 1 part Potassium
|-
| Potassium Chloride
|| 1 part Potassium, 1 part Sodium Chloride
|-
| Potassium Chlorophoride
|| 1 part Potassium Chloride, 1 part Phoron, 1 part Chloral Hydrate
|-
| Solid Phoron
|| 5 iron, 5 frost oil, 20 phoron
|-
| Plastic
|| 10 polytrinic acid, 20 plasticide
|-
| Condensed Capsaicin
|| 2 Capsaicin, 5 Phoron (Catalyst)
|-
| Silicate
|| 1 part Aluminum, 1 part Silicon, 1 part Oxygen
|-
| Smoke
|| 1 part Potassium, 1 part Sugar, 1 part Phosphorous
|-
| Sodium Chloride
|| 1 part Chlorine, 1 part Sodium
|-
| Space Cleaner
|| 1 part Ammonia, 1 part Water
|-
| Space Drugs
|| 1 part Mercury, 1 part Sugar, 1 part Lithium
|-
| Space Lube
|| 1 part Water, 1 part Silicon, 1 part Oxygen
|-
| Sterilizine
|| 1 part Ethanol, 1 part Dylovene, 1 part Chlorine
|-
| Synthmeat
|| 5 Blood, 5 Clonexadone
|-
| Thermite
|| 1 part Iron, 1 part Aluminium, 1 part Oxygen
|-
| Unstable Mutagen
|| 1 part Radium, 1 part Phosphorus, 1 part Chlorine
|-
| Water
|| 1 part Oxygen, 2 parts Hydrogen
|-
| Zombie Powder
|| 5 parts CarpoToxin, 5 parts Soporific, 5 parts Copper
 
|}
 
{{Chem
|chemical = Ammonia
|formula = 3 parts Hydrogen, 1 part Nitrogen
'''OR''' 60 Hydrogen, 20 Nitrogen -> 60 Ammonia
|effects = An effective fertilizer which is better than what is available to the botanist initially, though it isn't as powerful as Diethylamine (Results in 3 units instead of 4).
}}
<br />
{{Chem|chemical=Biomass|effects=A slurry of biomatter used to refill the grower pod and bioprinter.|formula=1 part Animal Protein, 1 part Phoron, 1 part Sugar}}
 
{{Chem
|chemical = Chloral Hydrate
|formula = 1 part Ethanol, 3 parts Chlorine, 1 part Water
'''OR''' 100 Chlorine, 10 Ethanol, 10 Water, (Repeat last two steps two more times), -> 30 Chloral Hydrate, 10 Chlorine
|effects = A powerful sedative which causes death in doses around 15 units (effect is countered by anti toxin) (Results in 1 units instead of 5).
}}
<br />
{{Chem
|chemical = Cryptobiolin
|formula = 1 part Potassium, 1 part Oxygen, 1 part Sugar
'''OR''' 40 Potassium, 40 Oxygen, 40 Sugar -> 120 Cryptobiolin
|effects = Causes confusion and dizziness on its own, but is an essential component of Spaceacillin.
}}
<br />
{{Chem
|chemical = Diethylamine
|formula = 1 part Ammonia, 1 part Ethanol
'''OR''' 60 Hydrogen, 20 Nitrogen, 60 Ethanol -> 120 Diethylamine
|effects = A very potent fertilizer.
}}
<br />
{{Chem
|chemical = Virus Food
|formula = 1 part Milk, 1 part Water, 1 part Oxygen
'''OR''' 40 Milk, 40 Water, 40 Oxygen -> 120 Virus Food
|effects = Used in Virology as a growth medium. Available from a wall dispenser in Virology.
}}
<br />
{{Chem
|chemical = EMP
|formula = 1 part Uranium, 1 part Iron
'''OR''' 60 Uranium, 60 Iron, -> Big Boom
|effects = This reacts immediately on mixing. It creates a large electromagnetic pulse which affects all electronic devices, including prosthetic limbs, eyes, and hearts. The more reagents you use, the more powerful the EMP will be.
}}
<br />
{{Chem
|chemical = Explosion
|formula = 1 part Potassium, 1 part Water
'''OR''' 60 Potassium, 60 Water, -> Even Bigger Boom
|effects = This explodes immediately on mixing, which may knock you over or even kill you. Only useful in grenade production.
}}
<br />
{{Chem
|chemical = Flash Powder
|formula = 1 part Sulphur, 1 part Aluminium, 1 part Potassium
'''OR''' 40 Sulphur, 40 Aluminium, 40 Potassium -> Kinda Big But Also Really Shiny Boom
|effects = Creates a flash similar to that of a flashbang immediately on mixing. Only useful in grenade production.
}}
<br />
{{Chem
|chemical = Foaming Agent
|formula = 1 part Lithium, 1 part Hydrogen
'''OR''' 60 Lithium, 60 Hyrdogen, -> 60 Foaming Agent
|effects = Makes foam such as that required in metal foam grenades (Results in 1 unit instead of 2).
}}
<br />
{{Chem
|chemical = Foam Surfactant
|formula = 2 parts Fluorine, 2 parts Carbon, 1 part Sulphuric Acid.
'''OR''' 40 Fluorine, 40 Carbon, 20 Sulphuric Acid, -> 100 Fluorosurfactant (Foam Surfactant)
|effects = Creates a large cloud of foam when mixed with an equal amount of water.
}}
<br />
{{Chem
|chemical = Glycerol
|formula = 3 parts Corn Oil, 1 part Sulphuric Acid
'''OR''' 90 Corn Oil, 30 Sulphuric Acid, -> 30 Glycerol
|effects = Requires blended corn, available from the botanist. This is only useful in other reactions (Results in 1 unit instead of 4).
}}
<br />
{{Chem
|chemical = Impedrezene
|formula = 1 part Mercury, 1 part Oxygen, 1 part Sugar
'''OR''' 30 Mercury, 30 Oxygen, 30 Sugar -> 60 Impedrezene
|effects = A narcotic that impedes one's ability by slowing down the higher brain cell functions. Causes massive brain damage (Results in 2 units instead of 3).
}}
<br />
{{Chem
|chemical = Lexorin
|formula = 1 part Phoron, 1 part Hydrogen, 1 part Nitrogen
'''OR''' 40 Phoron, 40 Nitrogen, 40 Hydrogen -> 120 Lexorin
|effects = Temporarily stops respiration and causes tissue damage. Large doses are fatal, and will cause people to pass out very quickly.
}}
<br />
{{Chem
|chemical = Metal Foam
|formula = 3 parts Iron/Aluminium, 1 part Foaming Agent, 1 part Polytrinic Acid
'''OR''' 5 part Sulphuric Acid, 5 part Chlorine, 5 part Potassium, 15 Lithium, 15 Hyrdogen, 90 Iron/Aluminium -> Lotsa Foam
|effects = Creates lightweight metal foam walls. These can be easily torn through, but may be useful for plugging hull breaches. Can be made with either iron or aluminium.
}}
<br />
{{Chem
|chemical = Napalm
|formula = 1 part Phoron, 1 part Aluminium, 1 part Sulphuric Acid
'''or''' 40 Phoron, 40 Aluminium, 40 Sulphuric Acid -> BIG FIRE
|effects = Creates a large fire immediately on mixing. Only useful for grenades (Results in 1 unit instead of 3).
}}
<br />
{{Chem
|chemical = MindBreaker Toxin
|formula = 1 part Silicon, 1 part Hydrogen, 1 part Dylovene
'''OR''' 10 Silicon, 10 Potassium, 10 Nitrogen, 30 Hydrogen, 30 Silicon -> 90 Mindbreaker Toxin
|effects = A potent hallucinogenic compound. 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.
}}
<br />
{{Chem
|chemical = Nitroglycerin
|formula = 1 part Glycerol, 1 part Polytrinic Acid, 1 part Sulphuric Acid
'''OR''' 90 Corn Oil, 30 Sulphuric Acid, 30 Polytrinic Acid, 30 Sulphuric Acid -> INCREDIBLY LARGE BOOM
|effects = A heavy, colourless, oily, explosive liquid obtained by nitrating glycerol. Explodes immediately on mixing (Results in 2 units instead of 3).
}}
<br />
{{Chem
|chemical = Paint (Crayon Dust)
|formula = 1 part Plasticide, 3 parts Water, 1 part Crayon Dust
'''OR''' 90 Water, 15 Plasticide, 15 Crayon Dust, -> 120 Paint
|effects = 5 units of Paint. Crayons can be ground for colorful dust. Replace crayon dust with aluminium for white paint. Remove paint with space cleaner.
}}
<br />
{{Chem
|chemical = Paint (Ghetto)
|formula = 1 part Plasticide, 3 parts Water, 5 parts (Coloring Agent)
'''OR''' 90 Water, 15 Plasticide, 15 (Coloring Agent), -> 120 Paint
|effects = 5 units of Paint. The coloring agent can be milk, orange juice, tomato juice, lime juice, carrot juice, berry juice, grape juice, poison berry juice, watermelon juice, lemon juice, banana juice, potato juice, carbon, or aluminum.
}}
<br />
{{Chem
|chemical = Plant-B-Gone
|formula = 1 part Polytrinic Acid, 4 parts Diethylamine
'''OR''' 16 Nitrogen, 48 Hydrogen, 48 Ethanol, 8 Sulfuric Acid, 8 Potassium, 8 Chlorine -> 120 Plant-B-Gone
|effects = A potent herbicide which is useful to replace the limited supply the botanist starts with.
}}
<br />
{{Chem
|chemical = Polytrinic Acid
|formula = 1 part Sulphuric Acid, 1 part Chlorine, 1 part Potassium
'''OR''' 40 Sulphuric Acid, 40 Chlorine, 40 Potassium -> 120 Polytrinic Acid
|effects = An extremely corrosive chemical substance. Will destroy organic materials when sprayed or splashed, leaving a telltale gray sludge behind.
}}
<br />
{{Chem
|chemical = Potassium Chloride
|formula = 1 part Potassium, 1 part Sodium Chloride
'''OR''' 30 Sodium, 30 Chlorine, 60 Potassium, -> 120 Potassium Chloride
|effects = A delicious salt that stops the heart when injected into cardiac muscle.
}}
<br />
{{Chem
|chemical = Potassium Chlorophoride
|formula = 1 part Potassium Chloride, 1 part Phoron, 1 part Chloral Hydrate
'''OR''' 50 Chlorine, 15 Ethanol, 15 Water, 5 Chlorine, 10 Sodium, 20 Potassium, 20 Phoron, -> 60 Potassium Chlorophoride, 25 Potassium Chloride, 5 Phoron
|effects = A specific chemical based on Potassium Chloride to stop the heart for surgery. Not safe to eat!
}}
<br />
{{Chem
|chemical = Solid Phoron
|formula = 5 iron, 5 frost oil, 20 phoron
'''OR''' 80 Phoron, 20 Frost Oil, 20 Iron, -> 4 Phoron Crystals
|effects = Phoron solidification.
}}
<br />
{{Chem
|chemical = Plastic
|formula = 10 polytrinic acid, 20 plasticide
'''OR''' 10 Sulphuric Acid, 10 Chlorine, 10 Potassium, 60 Plasticide, -> 3 Plastic Sheets
|effects = 1 sheet of plastic.
}}
<br />
{{Chem
|chemical = Condensed Capsaicin (Pepper Spray)
|formula = 2 Capsaicin, 5 Phoron (Catalyst)
'''OR''' 5 Phoron, 30 Capsaicin(x4), -> 60 Condensed Capsaicin, 5 Phoron
|effects = Results in 1 unit of Condensed Capsaicin.
}}
<br />
{{Chem
|chemical = Silicate
|formula = 1 part Aluminum, 1 part Silicon, 1 part Oxygen
'''OR''' 40 Aluminum, 40 Silicon, 40 Oxygen -> 120 Silicate
|effects = Used to strengthen windows.
}}
<br />
{{Chem
|chemical = Smoke
|formula = 1 part Potassium, 1 part Sugar, 1 part Phosphorous
'''OR''' 30 Potassium, 30 Sugar, 30 Phosphorous, 30 (Reagent of Your Choice), -> Smoke Cloud With Varying Properties
|effects = This creates a large cloud of smoke that will take on the properties of everything (if anything) in the container of the reaction. Very useful if you want to make a chloral hydrate smoke grenade for riot control.
}}
<br />
{{Chem
|chemical = Sodium Chloride (Table Salt)
|formula = 1 part Chlorine, 1 part Sodium
'''OR''' 60 Chlorine, 60 Sodium -> 120 Table Salt
|effects = Commonly known as salt, Sodium Chloride is often used to  season food.
}}
<br />
{{Chem
|chemical = Space Cleaner
|formula = 1 part Ammonia, 1 part Water
'''OR''' 60 Hydrogen, 20 Nitrogen, 60 Water, -> 120 Space Cleaner
|effects = This is able to clean almost all surfaces of almost anything that may dirty them. The janitor is likely to appreciate refills.
}}
<br />
{{Chem
|chemical = Space Drugs
|formula = 1 part Mercury, 1 part Sugar, 1 part Lithium
'''OR''' 40 Mercury, 40 Sugar, 40 Lithium -> 120 Space Drugs
|effects = An illegal compound which induces a number of effects such as loss of balance and hallucinations.
}}
<br />
{{Chem
|chemical = Space Lube
|formula = 1 part Water, 1 part Silicon, 1 part Oxygen
'''OR''' 30 Water, 30 Silicon, 30 Oxygen -> 120 Space Lube
|effects = Space Lube is a high performance lubricant intended for maintenance of extremely complex mechanical equipment (Results in 4 units instead of 3).
}}
<br />
{{Chem
|chemical = Sterilizine
|formula = 1 part Ethanol, 1 part Dylovene, 1 part Chlorine
'''OR''' 10 Silicon, 10 Potassium, 10 Nitrogen, 30 Ethanol, 30 Chlorine, -> 90 Sterilizine
|effects = Sterilizes wounds in preparation for surgery.
 
}}
<br />
{{Chem
|chemical = Synthmeat
|formula = 5 Blood, 5 Clonexadone
'''OR''' 20 Phoron, 20 Oxygen, 10 Water, 10 Oxygen, 30 Sodium, 5 Blood -> 1 Slab of Synth Meat (+1 for every 5 blood added, up to 60 slabs)
|effects = A tasty alternative to actual meat, allegedly used for surgery.
}}
<br />
{{Chem
|chemical = Thermite
|formula = 1 part Iron, 1 part Aluminium, 1 part Oxygen
'''OR''' 40 Iron, 40 Aluminium, 40 Oxygen -> VERY HOT
|effects = A mixture that becomes extremely hot when ignited, and which can burn straight through walls when applied and ignited.
}}
<br />
{{Chem
|chemical = Unstable Mutagen
|formula = 1 part Radium, 1 part Phosphorus, 1 part Chlorine
'''OR''' 40 Radium, 40 Phosphorus, 40 Chlorine -> 120 Unstable Mutagen
|effects = Causes mutations when injected into living people or plants. High doses may be lethal, especially in humans. Only useful for Botany. Will cause mutations and radiation poisoning if ingested.
}}
<br />
{{Chem
|chemical = Water
|formula = 1 part Oxygen, 2 parts Hydrogen
'''OR''' Just dispense water from the chem dispenser like a sane human being.
|effects = It's water. Results in one unit.
}}
<br />
{{Chem
|chemical = Zombie Powder
|formula = 5 parts CarpoToxin, 5 parts Soporific, 5 parts Copper
'''OR''' 15 Chlorine, 5 Ethanol, 5 Water, 20 Sugar, 25 CarpoToxin, 25 Copper -> 10 Zombie Powder
|effects = Paralyses people, and makes them appear dead to the most rudimentary of tests. Requires CarpoToxin, which must be harvested from Space Carp (Results in 2 units instead of 15).
}}
<br />
{{Chem
|chemical = Sizeoxadone
|formula = 1 part Clonexadone, 3 part Tramadol, 1 part Phoron, 5 Phoron (Catalyst)
'''OR''' 20 Phoron, 4 Oxygen, 2 Water, 2 Oxygen, 6 Sodium, 4 Carbon, 4 Sugar, 4 Oxygen, 12 Ethanol, 12 Oxygen, -> 60 Sizeoxadone, 7.2 Phoron
|effects = Required ingredient for macrocillin, microcillin, and normalcillin
}}
<br />
{{Chem
|chemical = Macrocillin
|formula = 20 part Sizoxadone, 20 part Diethylamine -> 1 part Macrocillin
'''OR''' 30 Hydrogen, 10 Nitrogen, 30 Ethanol, 60 Sizeoxadone -> 3 Macrocillin
|effects = You grow!
}}
<br />
{{Chem
|chemical = Microcillin
|formula = 20 part Sizoxadone, 20 part Sodium Chloride -> 1 part Microcillin
'''OR''' 30 Chlorine, 30 Sodium, 60 Sizeoxadone, -> 3 Microcillin
|effects = You shrink!
}}
<br />
{{Chem
|chemical = Normalcillin
|formula = 20 part Sizoxadone, 20 part leporazine -> 1 part Normalcillin
'''OR''' 10 Phoron, 30 Copper, 30 Silicon, -10 Phoron, 60 Sizeoxadone, -> 3 Normalcillin
|effects = You normalify!
}}
<br />
{{Chem
|chemical = Elixer of Change (female)
|formula = 1 part Blood, 1 part Unstable mutagen, 1 part Sugar -> 1 part Elixer of Change (female)
'''OR''' 60 Blood, 60 Unstable Mutagen, 60 Sugar -> 60 Elixer of Change (female)
|effects = Your gender becomes female.
}}
<br />
{{Chem
|chemical = Elixer of Change (intersex)
|formula = 1 part Elixer of Change (female), 1 part Elixer of Change (male) -> 1 part Elixer of Change (intersex)
'''OR''' 60 Elixer of Change (female), 60 Elixer of Change (male) -> 60 Elixer of Change (intersex)
|effects = Your gender becomes herm.
}}
<br />
{{Chem
|chemical = Elixer of Change (male)
|formula = 1 part Blood, 1 part Unstable Mutagen, 1 part Iron  -> 1 part Elixer of Change (male)
'''OR'''  60 Blood, 60 Unstable Mutagen, 60 Iron  -> 60 Elixer of Change (male)
|effects = Your gender becomes male.
}}
 
= Beyond the Dispenser =
Just because it isn't found in the dispenser or the guide above doesn't mean you can't use it! Holy water, Slime cores and plenty of other things can provide limitless fun for an enterprising and curious chemist.


[[Category:Guides]]
{{Gameplay guides}}
{{Gameplay guides}}
[[Category:Guides]]

Revision as of 01:30, 12 February 2020

Summary

tl;dr

  1. Is the person allowed to have it as part of their job? If yes, it's not contraband.
  2. Do they have a permit to have it anyway? If yes, it's not contraband.
  3. Is it not on this list of contraband items on the Wiki? If it's not on the list, it's not contraband.
  4. Is it dangerous in any way to the user or anyone else? If yes, it's at least minor contraband.
  5. Is it intended to cause bodily harm to somebody other than the user, or designed with the intention of breaking into places (such as an emag)? If yes, it's major contraband.
  6. Is it a High Risk Item listed on the wiki? If yes, it's major contraband and also grand theft.

See the Identifying Antagonists page for more items, but this'll be moved over here.


Generally not contraband

The following items are generally not considered contraband for anyone. If they are used in a crime, however, they may become contraband. Generally contraband charges wouldn't apply to the first offense, but if the items are confiscated for another crime, contraband charges may apply if they are found with another one.

Items Notes
Shrink rays Not contraband for anyone. If used to alter someone against their will, then this is considered assault.
Basic tools


File:Analyzer.png

Not contraband. Again, may be confiscated if used in the commission of a crime.
Job gear Items used as part as somebody's job, kept within the bounds of that department, are not contraband.

If an item is potentially harmful, that does not necessarily make it contraband as long as its harmful nature is not the intended use of the item.

Potentially contraband

These items are not always contraband for the crew to possess, but may be considered so under certain circumstances. Generally speaking, if they're kept in their appropriate department they're not contraband. If they're being paraded around in the bar for no good reason by someone whose job doesn't require them to have it, they probably are.

Item Notes
Restricted job gear Items such as mining gear, hardsuits and so on that are in limited supply and/or potentially dangerous. These items are not contraband when being used for their intended purpose, but are generally not permitted outside their departments when not in use. A miner that doesn't bother removing their rigsuit while making a delivery to science is probably okay as long as they take the helmet off while indoors, a miner sitting in the bar in full suit with a sonic jackhammer on his belt can be told to go stow his gear if he's not using it.
Combat mechs As long as they stay in the science department (or outside the station), not contraband. Otherwise, see above. When making mechs for security, generally a security officer should take delivery of the mech from robotics, rather than the scientist driving it up to security.
Unidentified Grenades Grenades that a crewmember has no reason to be carrying around are most likely contraband, and if discovered during a search should be identified in chemistry. Cleaning grenades are obviously not contraband, nor are metal foam grenades for engineers. Explosives, toxic smoke, EMPs and other weapons are clearly contraband. Pranks like water bombs are probably disturbing the peace. Generally even legitimate grenades should be kept out of sight so as not to cause alarm to other crew.

Usually contraband

These items are almost always considered contraband, though exceptions do apply - a non-lethal weapon is obviously not contraband for security officers, for example, as it falls under "job gear". Standard Operating Procedure covers most such exceptions.

Item Notes
Weapons Any item that has the sole purpose of causing injury to another is major contraband. The chef's kitchen knife is not contraband, an assistant's butterfly knife is. Lethal ammunition also falls under this.
Non-lethal weapons Weapons that are explicitly not capable of causing permanent injury, such as tasers, stun revolvers and hunter guns are minor contraband. Weapons that are capable of being loaded with lethal ammunition are not non-lethal.
Combat Gear Even if not weaponry, equipment intended specifically for use in armed combat is contraband for people with no business getting involved in fights. This includes armour. While someone strapping metal plates to their body for no good reason probably falls under "suspicious conduct" more than "contraband", an actual armour vest such as those issued to security in code green would be considered minor contraband for anyone else, and a heavy armour suit or breacher rig would be considered major. Note that some jobs are issued armour vests as standard, such as the librarian's press vest.
Teleporters Teleporters and translocators are generally major contraband due to their ability to bypass access restrictions. A few personnel, notably the Research Director and Colony Director, are issued with teleportation devices. The RD's bluespace harpoon is fine for them to have unless they use it to commit a crime. The CD has access everywhere so it's literally impossible for them to trespass with it.
Stolen goods Even if someone didn't commit the theft themselves, stolen goods are still considered contraband to handle.

Mitigating factors

Some items are not considered contraband under certain circumstances. Such exceptions include the following.

Situation Description Effect
Possession of a permit The crewmember has a permit for the item. Obviously it's not contraband if they have a valid permit.
Surrender of goods The crewmember is handing contraband goods in to a member of security. Generally only applies if they've not actually used them, but if someone finds a bottle of happy pills in the trash and hands them over to an officer or something similar, they shouldn't be charged with contraband.
Dire need The goods are needed for use in an emergency, such as a crewmember taking the spare ID to rescue someone from a breach. Charges can be dropped, though the goods should be returned once the emergency is over.
Authorized by owner The crewmember is allowed to use the item by someone authorized to have it. For example, if the chief engineer gives someone the station blueprints so they can build a fort, then those blueprints are not contraband. Does not apply to restricted gear such as a miner's drill or explorer's phaser - if the miner can't carry it in the bar, they can't authorise anyone else to. Likewise, weapons still require an actual permit.

Hardsuit Policy

Restrictions and regulations vary from hardsuit to hardsuit. In general, a hardsuit permitted on station should be worn with the helmet down during Code Green if the user is not actively using the hardsuit for job purposes, responding to emergencies, etc. For restricted hardsuits (such as mining hardsuit), it's recommended to question the user what the is using the hardsuit for and remind them not to wear it outside of the intended department rather than immediately pursuing a contraband charge. Most of the time the user is simply making a delivery or forgot to remove the hardsuit.

As hardsuits are often armored and difficult to remove, refusal to remove a hardsuit during an arrest constitutes §202 Resisting Arrest or Sparking a Manhunt. Fleeing an arrest with a hardsuit authorizes shoot-to-disable.

Industrial (Mining) Hardsuit

Intended for mining, the industrial hardsuit is only permitted in the Cargo/Mining department, planet-side mining areas, and off-planet expeditions. On-station it is Minor Contraband and should be confiscated if the user refuses to return it to Cargo/Mining. Generally this shouldn't be applied if the Miner is delivering mining materials or traveling between the station and planet. It is recommended to remind the miner this hardsuit is not permitted on station outside of Cargo/Mining and only pursue §118 Minor Contraband charges if the miner refuses to comply.

AMI (Science) Hardsuit

Designed for protection from exotic energies, the AMI hardsuit is intended to protect xenoarcheologists from the anomalous artifacts they did up. This hardsuit is only permitted in Science, planet-side, and off-planet expeditions. On station this hardsuit is considered Minor Contraband. Like the industrial hardsuit, this charge should not be applied if the Scientist is simply traveling between the station and planet and it is recommended to remind the Scientist not to wear the hardsuit in public instead of immediately pursuing a §118 Minor Contraband charge.

Rescue (Medical) Hardsuit

Intended for EMT's rescuing trapped crew from hazardous situations, this hardsuit may be worn at all times as readiness for emergencies as long as the helmet is kept down when not responding to an emergency. While this suit may be capable of overriding most airlocks, it broadcasts a message over Security and Command radio allowing misuse to be easily caught.

Wearing this hardsuit and not responding to an emergency call (e.g. taking the hardsuit to dorms, wearing it on break and remaining on break during emergencies) may make the user eligible for a §206 Negligence or §302 Manslaughter charge. Obviously neither charge should apply if the user doesn't respond to an emergency if busy with a different emergency.

OOC Note: Basically don't wear this hardsuit if you're looking for a non-interruptible scene. It's fine to roleplay on the job but it tends to frustrate other Medical if they can't respond to an emergency due to you taking the hardsuit and you're not responding.

Advanced (Chief Engineer) Hardsuit

Designed for rapidly responding to supermatter delaminations, this hardsuit is the only way to safely handle active supermatter and/or a damaged supermatter engine. The Chief Engineer may wear this hardsuit at all times with the helmet kept down due to the need for a quick response of the supermatter engine begins delaminating.

Any crew member in possession of this hardsuit other than the Chief Engineer may be guilty of §215 Grand Theft.

Pursuit (Head of Security) Hardsuit

The Head of Security's pesonal hardsuit for responding to emergencies and chasing fleeing criminals. This hardsuit is considered combat armor and should only be worn when responding to emergencies (Code Yellow and above) or perfoming EVA. It is technically to the Head of Security's discretion when to wear this hardsuit but casual use (e.g. wearing the hardsuit while hanging out in the bar) is considered an SOP violation and may lead to demotion if abused repeatedly.

This hardsuit is considered Major Contraband when not used as intended and anybody other than the Head of Security may be guilty of §215 Grand Theft if found in possession of this hardsuit.

KWI (Civilian) Hardsuit

As a simple unarmored hardsuit, the KWI hardsuit is essentially an upgrade to emergency softsuits and is not contraband for anybody. Use of this hardsuit is no more suspicious than wearing an emergency softsuit.

Guide Table
Starter CHOMP-Specific Medical Engineering Science Security Other Development