Difference between revisions of "User:Nullaurelian/Chemistry Guide ErisEn Draft"

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==Machines==
 
==Machines==
 
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|+ Basic Reagents
|+ Chemicals
 
 
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|'''Acetone'''||'''Aluminum''' ||'''Ammonia'''
 
|'''Acetone'''||'''Aluminum''' ||'''Ammonia'''

Latest revision as of 16:58, 18 September 2023

TODO: Start updating chem lists, add explanations of the machines, update chemistry mixes. Build Guide assuming 0 experience

Machines

Basic Reagents
Acetone Aluminum Ammonia
Carbon Copper Ethanol
Hydrazine Hydrochloric Acid Iron
Lithium Mercury Phosphorus
Potassium Radium Silicon
Sodium Sugar Sulfur
Sulphuric Acid Tungsten Water

Dispenser

The Chemical Dispenser, as it's name implies, dispenses basic chemicals into attached containers. To use the dispenser, place a liquid container into the machine and select the reagent to dispense, followed by the amount to be dispensed. When a reagent is dispensed it consumes energy from the Dispenser proportional to the amount dispensed. Improving parts in a Chemical Dispenser improves the energy consumption and types of reagents available.

Heater

The Chemical Heater brings a container to a chosen temperature, regardless of whether the current temperature is hotter or colder.

Electrolyzer

The Electrolyzer separates a chemical into it's base reagents.

Chemmaster 3000

The Chemmaster 3000 portions out chemicals from an internal buffer in bottle or pill form. The amount put into a bottle or pill is proportional to the amount of a chemical that is in the buffer at the time.

Industrial Grinder

The Industrial Grinder creates reagents from inserted items as long as they have an existing chemical storage. This includes pills, meats, and fruits.

Medicine

Name Recipe Description Metabolism Rate Overdose Threshold (NOT CORRECT)
Addictol 2 parts Impedrezene
2 pars Mercury
2 parts Purger
When administered at a dose greater than 10u, will permanently treats the patient's addictions, until they get addicted again. 0.1/t N/A

Alkysine 1 part Ammonia
1 part Dylovene
1 part Hydrochloric Acid
Treats brain damage.

Weak painkiller, provides 10 pain relief.

0.05/t 30u

Aminazine 1 part Alkysine
1 part Purger
Suppresses the effects of withdrawal, allowing the patient to be more functional during recovery.

Does not eliminate the addiction.

0.1/t N/A

Arithrazine 1 part Hydrazine
1 part Hyronalin
Removes radiation from patient's body more quickly and efficiently than Hyronalin.

Treats toxin damage more effectively than Dylovene, but has a 60% per tick to inflict brute damage.

0.05/t 30u

Bicaridine 1 part Blattedin
2 parts Inaprovaline
Treats brute damage.

Will eventually stop external bleeding. Seals most wounds.

0.2/t 30u

Citalopram 1 part Carbon
1 part Mindbreaker Toxin
Mild antidepressant. Helps stabilise the mind against hallucinations somewhat.

No other mechanical effects.

0.01/t N/A
Clonexadone 1 part Cryoxadone
1 part Sodium
1 part Plasma
5 parts Plasma (catalyst)
More effective than Cryoxadone.

Requires body temperatures below 170K to function. Treats all damage types more effectively. Oxygenates the blood as Dexalin Plus. Lowers heart rate.
Treats genetic/clone damage.

0.1/t N/A

Cryoxadone 1 part Acetone
1 part Dexalin
1 part Water
Requires body temperatures below 170K to function.

Treats all damage types. Oxygenates the blood as Dexalin. Lowers heart rate.
Treats genetic/clone damage.

0.1/t N/A

Dermaline 1 part Acetone
1 part Kelotane
1 part Phosphorous
Treats burn damage.

More effective than Kelotane in every respect.

0.2/t 15u

Detox
3 parts Inaprovaline
1 part Serotrotium
Temperature required: 363K-INFINITY
Assists the nervous system to handle Neural System Accumulation without suffering the side effects.

Increases NSA threshold by anywhere between 20 and 60.

0.1/t 30u

Dexalin 1 parts Acetone
0.1 part Plasma
Supplies artificial oxygen to the bloodstream, treating suffocation, and causing the brain to act as though it is receiving 50% of maximum oxygen from the lungs even if the lungs have failed.

Removes Lexorin from the bloodstream. Requires blood flow to function. Dexalin Plus is usually preferred over Dexalin. Can be administered in a sleeper.

0.2/t 30u

Dexalin Plus 1 part Carbon
1 part Dexalin
1 part Iron
As Dexalin, but 80% oxygenation and restores 20x suffocation damage per tick compared to Dexalin.

Removes Lexorin from the bloodstream slightly mroe effectively. Requires blood flow to function.

0.2/t 15u

Dylovene 1 part Ammonia
1 part Potassium
1 part Silicon
A broad-spectrum anti-toxin. Treats toxin damage, shortens the duration of hallucinations and sleepiness. Purges Blattedin and Pararein.

Boosts natural detoxification provided by the livers and kidneys, so long as they are not too damaged. Can be administered in a sleeper.

0.2/t N/A

Ethylredoxrazine 1 part Acetone
1 part Carbon
1 part Dylovene
Neutralizes alcohol in the blood stream at a 1:1 ratio. Nuliifies the effects of confusion, dizziness, sleepiness, and stuttering.

Produces water when combined with ethanol.

0.2/t 30u

Haloperidol 1 part Dylovene
1 part Leporazine
Temperature required: 290-360K
Purges Pararein from the bloodstream, causes tiredness and eventual sedation in the patient. Administer in doses less than 3u to avoid sedation. Lowers heart rate.

"""Treats""" NSA overflow by removing chems from the bloodstream.
Overdose is greatly toxic.

0.1/t 15u

Hyronalin 1 part Dylovene
1 part Radium
Removes radiation from the patient's system.

Does not treat toxin damage. Does not treat genetic degradation. In most cases, should be administered with Dylovene and/or Arithrazine.

0.05/t 30u

Imidazoline 1 part Carbon
1 part Dylovene
1 part Hydrazine
Treats damage to the eyes.

Does not treat damage caused by genetic degradation. Will not revive decaying or necrotic eyes.
(Results in 2u instead of 3u)

0.2/t 30u

Inaprovaline 1 part Acetone
1 part Carbon
1 part Sugar
Reduces bleeding. Brings a slowed or elevated pulse closer towards baseline. Allows a patient undergoing cardiac arrest to breathe. Very weak painkiller, provides 15 pain relief.

It will not allow breathing if the lungs have also failed. Can be administered in a sleeper.

0.1/t 60u

Kelotane 1 part Carbon
1 part Silicon
Treats burn damage. 0.2/t 30u

Kyphotorin 1 part Peridaxon
1 part Clonexadone
1 part Unstable mutagen
Chance to regnerate missing limbs per tick with a higher dosage increasing the chance and deals light burn damage at a 10% chance per tick. Regenerating limbs is extremely painful.

Overdose causes clone damage and nullifies the regeneration until dosage is beneath the threshold.

0.2/t 19.8u

Leporazine 1 part Copper
1 part Silicon
5 parts Plasma (Catalyst)
Rapidly stabilises body temperature. Treats fevers and hypothermia. 0.2/t N/A

Meralyne 2 parts Blattedin
1 part Hyperzine
1 part Tramadol
Treats brute damage. Will eventually stop external bleeding. Seals most wounds.

More effective than Bicardine in every respect.

0.2/t 30u

Methylphenidate 1 part Hydrazine
1 part Mindbreaker Toxin
Aids with concentration. Has no mechanical effects. 0.01/t N/A

Negative Paragenetic Marker 1 part Carbon
1 part Ryetalyn
Temperature required: 400K-INFINITY
Not a true medication. A chemical that, when heated in the presence of Carrion blood, will react to form Positive Paragenetic Marker.

Has no other effects or uses.

0.2/t N/A

Noexcutite 1 part Dylovene
1 part Tramadol
Prevents convulsions and jitters. 0.2/t 30u

Ossisine 1 part Bicaridine
1 part Clonexadone
1 part Soporific
Repairs bones quickly, inflicts hallucinatin damage while processing. Mending fractures is painful.

Overdose inflicts minor clone damage.

0.2/t 15u

Oxycodone 1 part Ethanol
1 part Tramadol
5 parts Plasma (catalyst)
Painkiller, 65 pain relief. Causes a druggy effect similar to Space Drugs

60 NSA.
Overdose causes hallucinations, slurring, slowed movement and falling. Alongside a reduction in Toughness.
(Results in 1u instead of 2u)

0.02/t 20u

Paracetamol 1 part Inaprovaline
1 part Ethanol
1 part Acetone
Mild painkiller, provides 25 pain relief.

Overdose causes drugginess. Can be administered in a sleeper.

0.02/t 60u

Paroxetine 1 part Acetone
1 part Inaprovaline
1 part Mindbreaker Toxin
Stabilises the mind against hallucinations. 10% chance of causing severe hallucinations. 0.01/t N/A

Peridaxon 1 part Bicaridine
1 part Clonexadone
5 parts Plasma (catalyst)
Treats damage to organs, so long as they are not dead or necrotic.

Does not treat robotic organ damage. Cannot revive necrotic organs. (Results in 1u instead of 2u)

0.2/t 10u

Polystem 1 part Iron
1 part Polytrinic acid
3 parts Potassium
Temperature required:124K-168K
Heals both brute and organ damage, albeit slowly. Minor blood clotting.

Can be combined with other medications for faster treatment.

0.1/t 20u

Positive Paragenetic Marker 1 part (Carrion) Blood
1 part Negative Paragenetic Marker
Temperature required:700K-INFINITY
If you have created this chemical from someone's blood, then they are a Carrion.

Has no other effects or uses.

0.2/t N/A

Purger 3 parts Dylovene
1 part Mindbreaker Toxin
Temperature required: 363K-INFINITY
Temporarily suppresses the craving effects of addictions, by preventing withdrawals from advancing in intensity.

Does not remove the addiction.

0.1/t N/A

Quickclot 1 part Clonexadone
1 part Kelotane
1 part Plasma (Catalyst)
An extremely fast-acting clotting agent.

Mechanically pointless with the removal of Internal Bleeding.

0.1/t 15u

Resuscitator Molitor-Riedel Enricher (Requires nutriment) The only thing that can reverse the effects of death besides Neotheology themselves. The Enricher is a one-of-a-kind item and there is NO way to make more Resuscitator without it. Any amount will attempt resuscitation of the body.

Bodies must not have a combined damage that exceeds ~180 to their torso and head, the brain and heart must also be in sufficient condition and not necrotic. Physical damage to corpses can be repaired via surgery.
Inflicts heart damage in the living, do not overuse.

1/t 30u

Rezadone 1 part Carpotoxin
1 part Copper
1 part Cryptobiolin
Treats genetic/clone damage. Treats brute/burn/toxin/suffocation damage by mild amounts.

Causes disfigurement if administered in doses higher than 3u. Causes jitteryness and dizziness at doeses greater than 10u.
(Results in 1u instead 2u)

0.2/t 30u

Ryetalyn 1 part Arithrazine
1 part Carbon
Treats disabilities and mutations.

Any amount of 0.1 or more is fully effective.

0.2/t 30u

Sanguinum 1 part Bicaridine
1 part Mercury
1 part Spaceacillin
Greatly increases blood restoration. May cause blood coughing. 0.2/t 15u

Spaceacillin 1 part Cryptobiolin
1 part Inaprovaline
Treats bacterial infections. Prevents recieving viral infections. May treat viral infections if caught at stage 1 at a 20% chance 0.01/t 30u

Sterilizine 1part Dylovene
1 part Ethanol
1 part Hydrochloric Acid
Kills germs and cleans up bloodstains more effectively than space cleaner.

Prevents surgical infections.

0.2/t N/A

Synaptizine 1 part Lithium
1 part Sugar
1 part Water
Treats hallucinations, paralysis, sleepiness and purges Mindbreaker Toxin. Functions as a stimulant, counteracting stuns and acting as a mild painkiller, providing 20 pain relief.

50 NSA.
Moderately toxic. Recommended dosage at under 5 units. Metabolizes very slowly.

0.01/t 5u

Tramadol 1 part Paracetamol
1 part Sugar
1 part Water
Painkiller, provides 50 pain relief.

40 NSA.
Overdose causes hallucinations, slurring, slowed movement and falling. Alongside a reduction in Toughness.
(Results in 1u instead of 3u)

0.02/t 30u

Tricordrazine 1 part Dylovene
1 part Inaprovaline
Heals both brute, burn, toxin and oxygen damage, albeit slowly. Can be combined with other medications for faster treatment.

Can be administered directly from a sleeper.

0.2/t N/A

Vomitol 1 part Carbon
1 part Hydrochloric Acid
1 part Acetone
Every tick, has a 1 in 10 chance of inducing vomiting - totally purging the stomach of all ingested chemicals.

Can be heated above 683.15K to return it to its base ingredients.
Mostly useless as Carbon pills will remove reagents from the stomach directly.

0.2/t 30u

Stims

Name Recipe Description Metabolism Rate Overdose Threshold (NOT CORRECT)
Adrenaline 3 parts Blood
1 parts Dexalin
Temperature required:373K-INFINITY
Counteracts stuns and moderately increases Toughness. Very mildly toxic 0.2/t 30u

Bouncer 1 part Inaprovaline
1 part Vodka
1 part Tramadol
Temperature required:303K-333K
Mildly improves Toughness at the cost of Robustness.

Sanity gain = 1

0.2/t 30u

Boxer 1 part Starkellin
1 part Bouncer
1 part Toxin
Temperature required:323K-328K
Moderately increases Toughness at the cost of mildly reducing Vigilance and Robustness.

Sanity gain = 1.25

0.2/t 15u

Cherry Drops 1 part Iron
1 part Vodka
1 part Nicotine
Temperature required:303K-333K
Mildly improves Cognition at the cost of Mechanical.

Sanity gain = 1

0.2/t 35u

Grape Drops 1 part Cherry Drops
1 part Ethanol
1 part Raw Industrial Nanobots
Temperature required:338K-343K
Moderately increases Cognition at the cost of mildly reducing Biology and Mechanical.

Sanity gain = 1.25

0.2/t 25u

Machine Binding Ritualt 1 part Coffee
1 part Carbon
1 part Ethanol
1 part Sugar
Temperature required:323K-343K
Mildly improves Mechanical at the cost of Biology.

Sanity gain = 1

0.2/t 30u

Machine Spirit 1 part Blattedin
1 part Tramadol
1 part Machine Binding Ritual
Temperature required:308K-318K
Moderately increases Mechanical at the cost of mildly reducing Biology and Cognition

Sanity gain = 1.25

0.1/t 18u

Menace 1 part Boxer
1 part Turbo
1 part Violence Ultra
Temperature required:358K-363K
Moderately increases Robustness, Toughness and Vigilance at the cost of mildly reducing Biology, Cognition and Mechanical.

Sanity gain = 1

0.2/t 9u

Party Drops 1 part Grape Drops
1 part Machine Spirit
1 part UltraSurgeon
Moderately increases Biology, Cognition and Mechanical at the cost of mildly reducing Robustness, Toughness and Vigilance.

Sanity gain = 1

0.2/t 12u

ProSurgeons 1 part Nicotine
2 parts Sugar
2 parts Tungsten
Mildly improves Biology at the cost of Cognition.

Sanity gain = 1

0.1/t 20u

Steady 1 part Tramadol
1 part Copper
1 part Nicotine
Temperature required:323K-338K
Mildly improves Vigilance at the cost of Toughness.

Sanity gain = 1

0.2/t 20u

Turbo 1 part Kelotane
1 part Steady
1 part Pararein
Temperature required:288K-293K
Moderately increases Vigilance at the cost of mildly reducing Robustness and Toughness.

Sanity gain = 1.25

0.2/t 12u

UltraSurgeon 1 part Noexcutite
3 parts ProSurgeon
Temperature required:243K-263K
Moderately increases Biology at the cost of mildly reducing Cognition and Mechanical.

Sanity gain = 1.25

0.2/t 17u

Violence 1 part Ammonia
1 part Vodka
1 part Acetone
Temperature required:393K-423K
Mildly improves Robustness at the cost of Vigilance.

Sanity gain = 1

0.2/t 20u

Violence Ultra 1 part Tramadol
1 part Gewaltine
1 part Violence
Temperature required:243K-258K
Moderately increases Robustness at the cost of mildly reducing Toughness and Vigilance.

Sanity gain = 1.25

0.2/t 11u

Drugs

Name Recipe Description Metabolism Rate Overdose Threshold (NOT CORRECT)
Cryptobiolin 1 part Acetone
1 part Potassium
1 part Sugar
Causes confusion and dizzyness.

Sanity Gain = 1

0.1/t 30u

Hyperzine 1 part Blattedin
1 part Sugar
1 part Sulfur
Muscle stimulant. Allows greater freedom of movement.

Side effects include twitching, nervousness, and addiction. Can cause minor heart damage due to high BPM.
5 parts Whiskey (Catalyst) (Results in 1u instead of 3u)

0.03/t 15u

Impedrezene 1 part Acetone
1 part Mercury
1 part Sugar
A narcotic that impedes one's ability by slowing down the higher brain cell functions, resulting in brain damage and feelings of drowsiness.

Sanity Gain = 1

0.2/t 30u

Nicotine Cigarettes
Tobacco plants
Raises the pulse Weak painkiller, providing 5 pain relief.

10 NSA.
Overdose causes toxic build-up and vomiting. Mildy addictive, withdrawals lower Biology mildly.
Sanity Gain = 0.5

0.2/t 15u

Mindbreaker Toxin 1 part Dylovene
1 part Silicon
1 part Hydrazine
A powerful hallucinogen 0.05/t 30u

Mindwipe 1 part Ethanol
1 part Dylovene
1 part Mindbreaker Toxin
5 parts Whiskey (Catalyst)
Induces confusion, dizziness, drugginess, hallucinations, jitteriness and makes you walk randomly on occassion. Nullifies breakdowns.

90 NSA.
Sanity Gain = 2

0.2/t 30u

Psilocybin Mushrooms (Amanita, Destroying Angel, Reishi) Below 1u, induces mild hallucinations, stuttering, dizziness, and improves Cognition mildly. Gretaer doses cause drugginess and enhanced effects.

40 NSA.
Mildy addictive
Sanity Gain = 1.5

0.1/t 19.8u

Serotrotium 5 parts Blood
1 part Psilocybin
5 parts Nutriment (Catalyst)
Temeprature required:203K-273K
Promotes concentrated production of the serotonin neurotransmitter in humans.

Sanity gain = 1.5

0.05/t 30u

Space Drugs 1 part Lithium
1 part Mercury
1 part Sugar
Causes random movements and feelings of drugginess, lowers the heart rate.

Extremely addictive.
Sanity gain = 1.5

0.1/t 30u

Nanites

Note: All nanites reduce blood at an equal rate, with blood regeneration and blood consumption breaking even at 30u. Nanites metabolize when in use.

Name Recipe Description Metabolism Rate Overdose Threshold (NOT CORRECT)
A-rad 1 part Arithrazine
1 part Raw Industrial Nanobots
Purges radiation over time. N/A N/A

Control Booster Combat 1 part Menace
1 part Raw Uncapped Nanobots
Moderately boost Roubstness, Toughness and Vigiliance, akin to Menace.

Has no side effects.

N/A N/A

Control Booster Utility 1 part Party Drops
1 part Raw Uncapped Nanobots
Moderately boosts Biology, Cognition and Mechanical, akin to Party Drops.

Has no side effects.

N/A N/A

Handyprints 1 part Sterilizine
1 part Raw Uncapped Nanobots
Alters the user's fingerprints to obscure identification. N/A N/A

Implantoids 1 part Aluminum
1 part Raw Industrial Nanobots
Repairs malfunctioning implants over time.

Repairing an implant consumes 1u of nanites.

N/A N/A

Nanosymbiotes 1 part Peridaxon
1 part Raw Industrial Nanobots
Heals brute, burn, toxin and clone damage over time, as well as repairs the brain.

Does not heal other internal organs or mechanical parts.

N/A N/A

Nantidotes 1 part Haloperidol
1 part Raw Industrial Nanobots
Removes reagents from the bloodstream that is anything but itself.

Does not heal toxin damage.

N/A N/A

Oxyrush 1 part Dexalin
1 part Raw Industrial Nanobots
Greatly heals oxygen damage and provides a constant state of blood oxygenation, equivalent to Dexalin Plus. N/A N/A

Purgers 1 part Raw Industrial Nanobots
1 part Vomitol
Removes other nanites from the bloodstream. N/A N/A

Raw Industrial Nanobots Can be acquired from Kraftwerk Roaches.

Nanites made from Industrial Nanobots can be heated to 523K to denature them back into raw form.
Undifferentiated and will react with certain chemicals to form specialized nanites. N/A N/A

Raw Uncapped Nanobots Can be acquired from Kraftwerk Roaches.

Nanites made from Uncapped Nanobots can be heated to 523K to denature them back into raw form.
Undifferentiated and will react with certain chemicals to form specialized nanites. Required to make Illegal nanites. N/A N/A

Repair Nanites 1 part Silicon
1 part Raw Industrial Nanobots
Repairs mechanical injuries over time. Only affects internal structures.

Overdose is required for most repairs.

N/A 5u

Trauma Control System 1 part Bicaridine
1 part Raw Industrial Nanobots
Heals organic organs over time.

Does not heal external damage, or mechanical organs.

N/A N/A

Voice mimics 1 part Raw Uncapped Nanobots
1 part Synaptizine
Alters the user's voice to be unrecognisable and appear as "Unknown". Hitting the host will disable the nanites. N/A N/A

Other

Name Recipe Description Metabolism Rate Overdose Threshold (NOT CORRECT)
Arectine 1 part Dylovene
1 part Ethanol
1 part Welding Fuel
Causes the recipient to emit light.

Overdose sets the recipient on fire. Very low addiction risk.

0.2/t 25u

Azosurfactant 2 parts Carbon
2 parts Hydrazine
1 part Sulphuric Acid
Forms foam on mixture of water. 0.2/t N/A

Coolant 1 part Acetone
1 part Tungsten
1 part Water
Lowers the temperature of glass containers. 0.2/t N/A

Refrigerant 1 part Acetone
1 part Carbon
1 part Water
Greatly lowers the temperature of glass containers. 0.2/t N/A

Diethylamine 1 part Ammonia
1 part Ethanol
Non-toxic fertilizer. 0.2/t N/A

EZ Nutrient 1 part Ammonia
3 parts Carbon
A chemical fertilizer. Adds 1 nutrient per 1 unit spent on a plant.

An extremely weak poison.

0.01/t N/A

Foaming Agent 1 part Hydrazine
1 part Lithium
Creates metallic foam when mixed with Aluminium and Polytrinic Acid 0.2/t N/A

InstantIce 1 part Axcetone
1 part Hydrazine
1 part Sodium Chloride
Cools reagents to -50C inside a container when mixed with water. Makes water when mixed with water. 0.2/t N/A

Glycerol 3 parts Corn Oil
1 part Sulphuric Acid
Precursor to Nitroglycerin. 0.2/t N/A

Left-4-Zed 1 part Nutriment
3 parts Radium
A chemical fertilizer.

An extremely weak poison.

0.01/t N/A

Lipozine 1 part Ethanol
1 part Sodium Chloride
1 part Radium
Removes nutrion from the body. 0.2/t 30u

Luminol 2 parts Ammonia
2 parts Carbon
2 parts Hydrazine
Reveals the presence of cleaned blood on objects or people under a UV light. 0.2/t N/A

Matter Deconstructor Excelsior Reclaimer Deconstructs items it touches into 75% of its base materials. 0.2/t

(50/t on touch)

N/A

Oil 1 part Carbon
1 part Ethanol
1 part Welding Fuel
Temperature required:480K-INFINITY
A precursor to Plasticide. Mildly toxic. 0.01/t N/A

Paint 1 part Plasticide
3 parts Water
Final reagent decides colour
Recolour surfaces, objects and people. Reagents not using crayon dust look slightly off-colour.

Red: 5u Tomato juice/5u Poison berry juice/5u Grape juice/5u Watermelon juice/2u Blood/1u Red crayon dust
Orange: 5u Orange juice/ 5u Carrot juice/1u Orange crayon dust
Yellow: 5u Banana juice/5u Lemon juice/1u Yellow crayon dust
Green: 5u Lime juice/1u Green crayon dust
Blue: 1u Blue crayon dust
Purple: 5u Berry juice/1u Purple crayon dust
Grey: 1u Aluminium/1u Grey crayon dust
Brown: 5u Potato juice/1u Brown crayon dust
Black: 1u Carbon
White: 5u Milk

0.2/t 15u

Plant-B-Gone 1 part Toxin
4 parts Water
A strong herbicide, but a very weak poison. 0.01/t N/A

Plasmasolidification 5 parts Frost Oil
5 parts Iron
20 parts Plasma
Creates plasma sheets. N/A N/A

Plastication 2 parts Plasticide
1 part Polytrinic Acid
Creates plastic sheets. N/A N/A

Plasticide 1 part Ethanol
1 part Oil
1 part Silicon
Temperature required:0K-273K
A key ingredient in a number of industrial chemical processes.

Extremely toxic.

0.01/t N/A

Rejuvenating Agent 2 parts Space Cleaner
1 part Polytrinic acid
1 part Sulfur
A complex reagent that, applied to an object, is capable of eliminating most of the effects of the passage of time. 0.01/t N/A

Robust Harvest 3 parts Carbon
1 part EZ Nutrient
3 parts Sugar
A chemical fertilizer.

An extremely weak poison.

0.01/t N/A

Silicate 1 part Acetone
1 part Aluminium
1 part Silicon
Repairs and reinforces windows, providing up to 50% damage reduction depending on how much silicate is added. 0.2/t N/A

Sodium Chloride 1 part Hydrochloric Acid
1 part Sodium
Tasty. 0.2/t N/A

Soporific 1 part Chloral Hydrate
4 parts Sugar
A slow acting, long-lasting anaesthetic. Not toxic.

Combine with a small amount of Chloral Hydrate for best effect.

0.1/t 30u

Space Cleaner 1 part Ammonia
1 part Water
Cleans dirt, blood and similar detritus. Removes paint and weathered look from items.

Toxic to slimepeople.

0.2/t

(50/t on touch)

N/A

Space Lube 1 part Acetone
1 part Silicon
1 part Water
Makes the floor extremely slippery. Crowbarring up the floor (if possible) will remove the lubrication. 0.2/t N/A

Ultra Glue 1 part Carbon
1 part Ethanol
1 part Plasticide
Temperature required: 363K-INFINITY
Does nothing but enhance Ironhammer roleplay.

Mechanically useless.

0.2/t N/A

Pyrotechnics

Name Recipe Description Metabolism Rate

Toxins

Name Recipe Description Metabolism Rate Overdose Threshold (NOT CORRECT) Heating Point Heating Products
Advanced Mutation Toxin Obtained through black slimes via Xenobiology. An advanced corruptive toxin produced by slimes that causes a violent slime transformation in humans. The advanced version fully devolves a human into a slime. 0.01/t N/A N/A N/A

Amatoxin Grind Fly Amanita mushrooms A powerful poison derived from certain species of mushroom. 0.01/t N/A 523K Toxin

Beer 2 Dispensed by emagged brobots Chloral Hydrate disguised as beer. 0.01/t N/A N/A N/A

Blattedin Obtained from Roaches of all varieties. An effective toxin and a necessary precursor to a variety of specialized medications. Has a 7 in 10 chance of reviving a dead, non-fuhrer, roach when it comes into contact with the body. 0.02/t N/A 260 Celcius Carbon, Protein

Biomatter Obtained from Church Bioreactor An incredibly dangerous toxin that causes severe damage to any biological being that comes into contact with it. 0.01/t N/A N/A N/A

Carpotoxin Extracted from Carp meat A deadly toxin produced by the dreaded space carp that damages the liver. A useful ingredient in certain medications and required for certain, powerful stimulants.

Mildly increases Vigilance.

0.01/t 10u 523K Toxin

Chloral Hydrate 1 part Ethanol
3 parts
Hydrochloric Acid
1 part Water
A powerful sedative that will quickly knock out an individual. Will cause toxic build-up if left in the system for too long. 0.1/t 15u N/A N/A

Cyanide 5 parts Toxin
3 parts Mindbreaker Toxin
2 parts Fuhrerole
An extremely toxic poison. 0.4/t N/A N/A N/A

Diplopterum Obtained from grinding roach meat A toxic stimulant that mildly boosts Mechanics. 0.2/t 19.8u 573K Radium, Acetone, Hydrazine, Nutriment

Fuhrerole Harvested from Fuhrer roaches. Causes other roaches to treat you as one of them whilst processing in your system. Mildly toxic.

A precursor to powerful stimulants and poisons.

0.01/t 8u 573K Radium, Mercury, Lithium, Nutriment

Gewaltine Harvested from Jager roaches. A toxin found in Jager roaches mildly boosts Robustness but mildly reduces Toughness. Mildly toxic. 0.01/t 15u 573K Radium, Mercury, Sugar, Nutriment

Lexorin 1 part Ammoniat
1 part Hydrazine
1 part Plasma
An extremely effective toxin, preventing the victim from breathing and de-oxygenating the system.

Purged with Dexalin and Dexalin Plus.

0.01/t 30u N/A N/A

Mutation Toxin Obtained through green slimes via Xenobiology. An advanced corruptive toxin produced by slimes that causes a violent slime transformation in humans.

NOTE: Slimepeople are mutants and their existence outside of Moebius Laboratories is grounds for execution.

0.01/t N/A N/A N/A

Pararein Harvested from Spiders. Mildly decreases Robustness and Vigilance. Mildly Toxic. 0.01/t 10u 523K Toxin

Plasma Acquired from mining. A highly flammable chemical that can exist in reagent and gaseous form, splashes will deal moderate chemical burns.

Ingestion and/or injection is highly toxic.

0.01/t N/A N/A N/A

Polytrinic acid 1 part Hydrochloric Acid
1 part Potassium
1 part Sulphuric Acid
A very powerful acid.

Can be used to destroy objects and Hivemind wires.

0.4/t N/A N/A N/A

Seligitillin Harvested from Seuche roaches. A strong clotting agent with mild brute healing capabilities. Mildly toxic. 0.01/t 15u 573K Radium, Ammonia, Sulfur, Nutrient

Slime Jelly Harvested from Slimes. Has a 1 in 10 chance of dealing high amounts of toxin per tick, ontop of mild, constant toxin build-up. Has a 2 in 5 chance to mdoerately heal brute/burn damage. 0.01/t N/A N/A N/A

Starkellin Harvested from Panzer roaches. Mildly increases Toughness. Mildly toxic. 0.01/t 15u 573K Radium, Aluminum, Tungsten, Nutriment

Toxin Heating up various venoms, such as Pararein Mildly toxic. Produced in the body during organ failure and blood/organ compatability mismatch. 0.01/t N/A N/A N/A

Unstable mutagen 1 part Hydrochloric Acid
1 part Phosphorous
1 part Radium
Causes random, uncontrolled mutations whilst mildly irradiating the victim and dealing mild toxin damage. 0.01/t N/A N/A N/A

Zombie Powder 5 parts Carpotoxin
5 parts Copper
5 parts Soporific
Causes the victim to enter a state of false death and fool all but the most thorough medical tests.

Very weakly toxic but de-oxygenates the body the longer it's present, potentially causing long-term damage if left too long.

0.2/t N/A N/A N/A

Chemical Effects

Chemical effects are effects applied by reagents that occur when metabolized by a mob. All chemical effects can treat organ wounds that list them as a treatment, but not all of them are used. Negative values have the opposite effect.

Name Additional Effects Reagent Sources (strength)

Agility augment Reduces movement delay by strength level. Hyperzine (0.6), Hyperzine withdrawal (-1), Nuka Cola (0.8), Oddity tea(0.3), Oxycodone withrdrawal (-1), Steady overdose (-1), Tramadol withrdawal (-1), Turbo overdose (-1)

Alcohol Contributes to toxin damage to the liver when the liver is failing. Triggers Exotic Inspiration and Alcoholic perks. Ethanol (1)

Alcohol poisoning Contributes to toxin damage to the liver. Damage from the effect is equal to the effect strength. Ethanol (volume / (3 + 0.1 * TGH))

Antibiotic None Clonexadone (5), Cryoxadone (5), Spaceacillin (5)

Anticancer None Arithrazine (1), Cryoxadone (1), Clonexadone (1), Hyronalin (1), Ryetalyn (2), Rezadone (2)

Antitoxin

Contributes to liver efficiency when processing toxin damage.

  • Effective live efficiency = liver_efficiency * (1 + strength).

Contributes to toxin damage in the kidneys. Damage from the effect is equal to the effect strength.

Cryoxadone (2), Clonexadone (2), Dylovene (2), Nicotine (5 with Chaingun Smoker perk), Tricordrazine (1),

Arresting agent Stops pulse without killing the heart. Potassium Chloride (1), Potassium Chlorophoride (1), Zombie Powder (1)

Blood-clotting

Reduces bleeding.

  • Total blood loss = base blood loss * (1 - effect strength).

Contributes to toxin damage in the kidneys. Damage from the effect is equal to the effect strength. Reduces blood oxygenation in heart organ processes.

  • Oxygenation reduction = 0.2 * effect strength.
Cryoxadone (0.5), Clonexadone (0.5), Bicaridine (0.15), Meralyne (0.3), Ossisine (0.1), Polystem (0.1), Polystem overdose (0.1), Quickclot (0.25), Quickclot overdose (0.75), Seligitillin (0.25), Tricordrazine (0.1)

Blood restoration Regenerates blood.
  • Blood regeneration = 2 * strength * (kidney efficiency / 100).
Iron (0.8), Nutriment (0.1), Sanguinium (1.6)

Bone-mending None Ossisine (1), Ossisine overdose (1)

Dynamic fingers Changes the user's finger prints while active. Handyprints

Heart stimulation Increases heart rate, which slightly increases reagent metabolism rate. Coffee (1), Coffee overdose (2), Cryoxadone (-2), Clonexadone (-2), Haloperidol (-1), Hyperzine (2), Hyperzine withdrawal (1), Inaprovaline (1), Oddity tea (1.5), N2O (-1), Neurotoxin (-1), Nicotine (1), Nitroglycerin (2), Potassium (1 above 3u, 2 above 10u), Soporific (-1), Space drugs (-1), Sugar (2), Thirteen Loko (2), Violence (1)

Mind stabilization Reduces hallucination duration by an additional tick. Decreases hallucination strength by effect strength. While active, prevents hallucinations from occurring. Citalopram (1), Paroxetine (2), Synaptizine (2)

Oxygenation Increases blood oxygenation in heart organ processes.
  • Oxygenation modifier = 0.4 * effect strength.
Cryoxadone (1), Clonexadone (1), Dexalin (1, non-stacking), Dexalin Plus (2, non-stacking), Oxyrush (2)

Painkiller Reduces shock level and prevents pain notifications of varying severity at effect strength 40, 50, and 75. Alcohol (35 - strength / 2), Alysine (10), Aranecolmin (15), Ethanol ((dose + 1) * 6.25), Inaprovaline (15), Nicotine (5), Oxycodone (75), Paracetamol (25), Synaptizine (20), Tramadol (50)

Purger Prevents the effects of addiction. Addictol (2), Purger (1), Purger overdose (2)

Speech volume Increases text size in the chatbox when speaking. Increases maximum range at which mobs can hear the user's speech. Fuhrerhole (3 or 4), Kaiseraurum (3 or 4), MENACE (4), Violence (3 or 4)

Stabilization None Inaprovaline (1)

Toxin Damages liver and kidney. Damages the other organs randomly when either the liver or kidney fail.
  • Liver toxin damage = 0.75 * effect strength
  • Kidney toxin damage = 0.25 * effect strength.
Toxins

Voice mimic Changes the user's voice while active. Voice mimics

Withdrawal suppressant Prevents the effects of withdrawals. Aminazine (1)

Chemical Effects (Robotic)

Name Description Reagent Sources (strength)

Acid Unused Hydrochloric Acid (0.6), Polytrinic Acid (2), Sulfuric Acid (1)

Cooling None Coolant (0.6), Refrigerant (1.9)

Nanite repair Metals: Aluminum, Copper, Gold, Iron, Lithium, Mercury, Potassium, Radium, Silver, Sodium, Tungsten, Uranium (bugged) Any metal reagent (0.05), Repair nanites (0.25), repair nanites overdose (0.75)
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Ghetto Chemistry

As a vagabond, your choices for medical care are fairly limited. Most of us will find ourselves in need of medical care down in the tunnels at some point; and sometimes the medbay is simply too far to be a viable option for survival. Experienced scavengers will often employ their own means of acquiring medicines and remedies, or useful(harmful) chemicals required for criminal activities. It is not a rare sight to see vagabonds picking through medical refuse piles, but only true veterans will realize the full potential of them.

Mortar & Pestle

Mortarandpestle64.png
Crafting

  • Attach 2 units of steel.
  • Apply tool with wire cutting quality of 10.
  • Apply tool with prying quality of 10.
  • Attach the metal rod.

This tool is the makeshift version of the Grinder tool commonly found in Chemistry labs. It can grind up almost everything that its electric counterpart can, except for tough materials like uranium or plasma. Its main use in chemistry is to grind organic items that produce chemical reagents. As you can imagine, the tunnels of the Eris contain many of these sorts of items,plants, and fauna refuse.

Some of the things that can be ground up: floor pills for random reagent and amount, deteriorated medicine to recycle one specific reagent, old food for protein and random toxic reagents, roach and spider meats for venom and enzymes, as well as medical kits, gauze, and ointments for ethanol and common medicines. There are more things that aren't listed, so feel free to try different things!

Put the items inside of the Mortar and use it in your hand to grind them with the Pestle. This will fill up the Mortar with the solution from the material inside. The Mortar will hold up to 60 units of reagents. Once it contains a reagent or solution inside, click on a vessel such as a beaker or a cup to pour it out into said vessel. Take note that you can grind many things at once to create a solution inside the M&P or one at a time to quickly isolate reagents. Some things such as roach meats will always contain several reagents inside, which will require a Centrifuge to separate and to isolate specific chemicals.

Manual Centrifuge

Manualcentrifuge64.png
Crafting

  • Attach 4 units of steel.
  • Apply tool with sawing quality of 10.
  • Attach 2 metal rods.
  • Apply tool with wire cutting quality of 10.
  • Apply tool with welding quality of 10.

Moebius has had the solution for separating chemicals for a long time using things like fancy science and electricity. True under tunnel dwellers aboard know they don't require either. All you need is some DIY knowledge and the motivation to crank a handle so hard your hands get blisters. Introducing the Manual Centrifuge.

You can craft this item by using steel via the crafting menu. The way this works is you can put up to 3 vessels inside. The main source vessel will contain the solution that is to be separated. 2 empty vessels are added to contain the isolated reagents. Once you have the vessels in place, use the Centrifuge in your hand to start cranking the handle. Gravitational forces will force the reagents apart inside the centrifuge safely collecting them inside the beakers based on mole mass. It's random in which reagents will get separated so keep using empty vessels until you have all of it organized.

Some reagents will react with each other to form a compound chemical. This is no longer a separate solution but a different chemical altogether. What if we want to isolate a specific reagent that is used in the creation of compounds. We cannot use the centrifuge because the reagents are no longer there. What we need is electrolysis to force the molecules inside the compound apart and regain reagents.

Makeshift Electrolyzer

Makeshiftelectrolyzer64.png
Crafting

  • Attach 2 units of steel.
  • Apply tool with wire cutting quality of 10.
  • Attach 30 cable coil.
  • Apply tool with wire cutting quality of 10.
  • Attach 2 metal rods.
  • Insert a Small cell to power the machine.

This item is the makeshift counterpart of the chemistry lab Electrolyzer. Pretty much a battery hooked up to a vessel designed to run an electrical current through a compound solution to forcefully separate the reagents it was made from. The electrolyzer works by inputting a vessel with a compound solution inside of it and using it in your hand to start the process. The chemical will separate inside the vessel and create a regular solution; which can then be run through the centrifuge to separate compound from source reagent. Naturally, you will lose some of the compound solutions in the process.

Ghetto Chemistry Conclusion

Feel free to experiment with these items now that you know how they work. These 3 items allow you to be incredibly self-sufficient in your journey on Eris. You can recycle old medicine to create new medicine, chemicals that can keep you alive in face of certain death, and useful compounds that can certainly come in handy or be sold at a profit. So next time you see an old-timer picking up floor pills and old food and carefully placing it into a dedicated container, consider why you are not doing the same.

Player chem combinations

Below are player-created chemical solutions and their effects. Some of these do not actually turn into solutions but are still beneficial.

Isaac´s guide to fast chems (120u)

°KeloDerm ( heals burns faster than derm or kelo alone)
  -40 Carbon
  -40 Sillicon
  -20 Acetone
  -20 Phosphorous
 °Anti Rads (Hyroallin,Dylo, and a bit of Arithrazine)
  -30 Ammonia
  -30 Potassium
  -30 Sillicon
  ***drink 5 units
  -30 radium
  -5 hydrazine
 °Spaceallin FAST
  -40 Acetone
  -40 Sugar
  -20 Potassium
  -20 Carbon
 °Tramadol
  -40 Acetone
  -40 Ethanol
  -(fill the rest with inaprov from the locker)