Many thanks to everyone who contributed!
Pictures courtesy of Hycinth.
Yeeeeep. Chemistry. The most requested guide ever.
Reference links: Keep in mind these are for baystation, and our code is... well, old baystation. Not everything will be correct, so refer to this guide if you want to make sure if pumping someone full of synap is a good idea.
Baychem wiki page
Baychem page before the recent update that added acetone and stuff.
Baychem github
Accurate-for-CM chemistry flowchart
So, you're one of these brave/unfortunate souls and decided to lose what's left of your sanity working the most thankless-but-needed job ever, Doctor.
I appreciate that choice, because a good doctor is the difference between the marine forces slowly being dissolved in the endless wave of xenos, and coming back to the fight over and over again. But to achieve that, you need tools. Surgery and first aid kits will the base of all of your efforts, but opening someone's skull up to fix his 5 eye damage? Nawww.
This guide is not a medbay guide - it focuses solely on chemistry.
Tools of your trade. Pictures will be provided once I'm not lazy.
- 1. Grinder/juicer. This can extract chemicals out of many things, for your uses, mostly pills and food. Mostly used for grinding a phoron crystal for your clonex and peridaxon needs.
2. Chem-dispenser. If you were a marine, this would be your rifle. It dispenses the basic chemicals if a beaker is placed inside. Runs off battery charge which replenishes over time. Has several settings for dispensing chems (5 to 40 units).
3. Chemmaster. This machine is used for precise control over the amount of chemicals in a beaker, creating bottles and pills. Once a beaker is placed in, you can move desired amounts of it's contents to "buffer" by clicking on buttons present next to the name of the chemical. Clicking again while they're in "buffer" will flush them down disposals, aka they're lost forever. This setting can be changed by the button located between the beaker and buffer contents, just click it once to change to "transfer to beaker." A pill bottle can be inserted into the machine to automatically hold created pills. You can insert and empty beaker into the chem master and click "create bottle" several times to get a bunch of 60u containers for free. You can make phoron pills and dissolve them in your phoron beaker as the quickest way of removing it from advanced chems.
4. This is where some cryoxadone and empty beakers are located roundstart.
5. Chemical storage. It can hold beakers, bottles, pill bottles, pills, etc etc. Useful for not having your chems all over the floor, but people usually forget to check it when in need of something.
- 1. This locker holds the dropper.
2. Combat Lifesaver Bags. Essentially medical belts with 3x the capacity, come pre-loaded with lifesaving stuff.
3. Oxygen kits. Your source of grindable pills for dex+ and cryoxadone.
4. Above the oxygen kit, there is an IV drip. It can use either blood bags, or beakers or bottles. Right-click it to change it's mode to either draw blood, or dispense it's beaker's/bag's contents. To attach it to someone, click and drag it to their sprite. Moving away from the IV will rip the needle out of their arm, causing brute damage. You can put an almost full beaker of clonexadone inside, set it to "draw" and attach to a corpse for a truly impressive amount of synthmeat (used to refill cloners).
- 1. This is where the cryoxadone beakers spawn.
2. Cooler. Set it to power level 5 and target temperature 4K and forget about it.
3. Oxygen tank for the cryocells. Make sure no one releases the gas, or cryo won't work.
4. Medical vendor. Contains very desired Quick Clot injectors, bottles of most frequently needed chems and some dylovene/inaprovaline bottles to save chem dispenser charge.
5. Cryocells. Once sufficiently cool and loaded with cryoxadone/clonexadone, they will deal with basic kinds of damage even without additional meds. They're used to finish up freshly cloned, which won't be able to walk right out of the cloner. Can be used to stall critical patients from dying, but DOES NOT stop internal bleeding. If it's beaker is loaded with chems other than cryox/clonex, it will inject them at very nice rates, making 5 units of anything last forever.
- The sleepers. They're used for dialysis (filtering chemicals out of someone's blood. This process removes some blood, so watch out) and injecting basic chemicals for free. They also contain large beakers, so you can use these for cryomix - you just need someone to put into the sleeper for a moment to unlock it's interface and pop the beaker out. Corpses work for that.
After dialysis, you can return the blood to the patient by filtering it out in the chem master and making a pill out of it.
Most basic tool of your trade. Right-clicking one can change it's transfer amount per click. Pills can be dissolved in beakers that already contain something. If you "use" one while holding it in hand, you will put a lid on it, preventing you from splashing it's contents by clicking on the floor by mistake. They come in bottle/small beaker - 60u, large beaker - 120u, and bluespace beaker - 300u. There's only one bluespace beaker on the map, so don't put it in a grenade.
Dropper.
Like beakers, can be right-clicked for transfer amount. Used for moving small amounts of chemicals between other containers.
Syringe.
Has two modes switched by "using" it - draw and inject. Hold 15u max, draw 5u per click. Can be used to take blood samples and inject them into mass spectometers for analysis. Using it on harm intent will instantly inject a random amount of the chemical inside while dealing minor brute damage and destroying the syringe. Injecting someone else takes a short time of both standing motionless.
Injector.
These hold 15u max. Can be emptied and refilled via the use of a syringe. They deliver their entire capacity in one click, instantly, but are one use-only. Pre-loaded injectors cannot be filled with more than their initial amount, for example a dexalin plus autoinjector can hold only 1u no matter how hard you try to refill it. Pills can be dissolved into an injector apparently as long as it already contains something, but as with beakers, anything over the max capacity will be wasted.
Pill.
60u max. Takes some time to use on someone, like the syringe. There's also a tiny delay between swallowing a pill and it's contents entering your bloodstream, but it's too little to matter. Can be dissolved in a beaker already containing a solution.
Pill bottle.
Holds 14 pills max. Clicking on a tile with pills on it while holding the bottle will pick up all the pills scattered on it.
Syringe case.
Holds three syringes/bottles/injectors.
Hypospray.
Holds 30 units, comes pre-loaded with tricordrazine. Can be drained and refilled with a syringe. Pills can be dissolved in the hypospray as long as it's already holding any amount of chems. Instantly injects 5u doses.
Labellers and pens.
Labels can be put on anything you can click on. If you use the labeller on something two times, it will look like this: pill bottle (organ damage) (safe dose: 2)
Pens replace the name of a chem-master bottle, so instead of bottle (peridaxon) you get a Peridaxon bottle.
Negative interactions.
WIP: hyperzine and peridaxon bad, tramadol and paracetamol bad
Cryotubes.
To be done.
Injuries and their respective chemicals reference sheet.
To be done.
Mixing flowchart.
To be done.
Tips and tricks.
To be done.
Grenades and pre-designed mixes
Pills here. To be done.
Chemicals.
How do they mix? Recipes have ratios in parts. For example, dylovene is 1 part Nitrogen 1 part Potassium 1 part Silicon, resulting in 3 parts Dylovene. Peridaxon, on the other hand, is 1 part Bicardine 1 part Clonexadone 5 units Phoron (catalyst), meaning that any amount of bicardine and clonexadone will mix as long as there's 5u phoron present, resulting in peridaxon mixing (rare case: peridaxon results in 1 part end effect compared to 2 parts ingredients, meaning 30 bicardine and 30 clonexadone will give you 30 peridaxon. Most chems mix in a direct radio, ex 30+30=60) and the phoron remaining in the beaker, not used in the reaction.
Remember to always add the catalyst last, or you will end up with fucked up ratios and things like "5.982329779799999 units".
The metabolism rates shown here are based on server tick rate. During times of lag ticks come slower.
Use ctrl+f or whatever is your "find" shortcut to search for the recipe you need. Please suggest what kind of sorting would you like to see in this list.
Base.
Phoron
- Flammable and poisonous AS FUCK. Seriously, don't spill if. If you spill it, say goodbye to your medbay and a-help asking not to be banned, because you're one cigarette away from a wall-melting fire. Ingredient/catalyst in advanced chemicals.
- Increases your nutrition. Really good to give to cryo patients or bloodloss victims to prevent hunger slowdown.
- Speeds up blood regeneration twice as well as nutritment AS LONG as there's also nutriment in your bloodstream. I did my own code-diving instead of listening to people and that's just false.
- When ingested, removes other reagents from your bloodstream while getting removed itself. Could be used as poor man's poison treatment.
Doesn't overdose.
Metabolizes at half an unit per second.
- Used to by the circuit imprinter to etch circuitry. Melts things it's splashed on. Obviously not safe for humans.
- If it belongs to the correct blood type (0- blood can be given to anyone, AB+ can receive any type of blood), injecting it is the fastest way of regaining lost blood. Incorrect blood types mixing cause crippling tox damage, so always use a health analyzer to determine the patient's blood type before transfusion or use 0-.
Inaprovaline
- Stabilizes critically wounded. That means they can't suffocate from being simply in crit. While it delays death, it does nothing to actually heal, but is the best at doing what it does. Weak painkiller.
Overdose: 60u
Metabolism: 0.05u/s
Recipe: 1oxygen 1carbon 1sugar = 3inaprovaline
- Heals brute damage. That's pretty much it. I'm pretty sure that overdosing on it is supposed to help with internal bleeding, but I don't see any code confirming that ATM.
Overdose: 30u
Metabolism: 0.1u/s
Recipe: 1inaprovaline 1carbon = 2bicaridine
- Basic burn treatment.
Overdose: 30u
Metabolism: 0.1u/s
Recipe: 1carbon 1silicon = 2kelotane
- Twice as good as kelotane.
Overdose: 15u
Metabolism: 0.1u/s
Recipe: 1kelotane 1oxygen 1phosphorous = 3dermaline
- Anti-toxin. Helps wake up faster after cryo by counteracting soporific.
Overdose: 30u - eye damage
Metabolism: 0.1u/s
Recipe: 1nitrogen 1potassium 1silicon = 3dylovene
- Basic oxyloss treatment. Not good enough to help someone with lung or heart damage, though.
Overdose: 30u
Metabolism: 0.1u/s
Recipe: 2oxygen 0.1phoron 5 units phoron (catalyst) = 1dexalin, 5 units phoron
- Now we're talking. Good enough to keep someone with major blood loss and organ damage up. Removes 300 oxyloss every cycle, meaning the only way to suffocate with it in your bloodstream is to reach 200 instant oxyloss somehow, most probably through critical blood loss. It's SUPERSTRONK and very cheap to make, so if you're not turning all your dexalin into dex+, u a scrub. One unit removes all oxyloss, so more is necessary only in case of continuous damage.
Overdose: 15u
Metabolism: 0.1/s
Recipe: 1dexalin 1carbon 1iron = 3dexalin plus
- Heals all basic kinds of damage at roughly half the efficiency of base dedicated meds.
Overdose: 30u - brain damage
Metabolism: 0.1u/s
Recipe: 1inaprovaline 1dylovene = 2 tricordrazine
- Your basic cryo chem. Works only below 170K, the lower, the better.. Heals clone damage and all basic types of damage.
Overdose: n/a
Metabolism: 0.05u/s
Recipe: 1dexalin 1water 1oxygen = 3cryoxadone
- Thrice as good as cryoxadone. It's mix rate means you need 5u phoron as a catalyst +1u phoron per every 10u of cryoxadone.
Overdose: n/a
Metabolism: 0.05u/s
Recipe: 1cryoxadone 1sodium 0.1phoron 5phoron(catalyst) = 2clonexacone 5 units phoron
- A good painkiller. Often it means the difference between laying on the ground screaming in pain and walking towards evac. Hallucinations on overdose.
Overdose: 30u
Metabolism: 0.01u/s
Recipe: 1inaprovaline 1ethanol 1oxygen = 3tramadol
- Weaker than Tramadol, but overdose is twice as big. Hallucinations on overdose.
Overdose: 60u
Metabolism: 0.01u/s
Recipe: 1tramadol 1sugar 1water = 3paracetamol
- Beast of a painkiller. With this in your bloodstream, your favourite line will soon become "Tis but a scratch!" Seriously, nothing short of death is more than a mere setback while on this drug. Hallucinations and nausea on overdose.
Overdose: 20u
Metabolism: 0.01u/s
Recipe: 1tramadol 1ethanol 1 unit phoron(catalyst) = 1oxycodone 1 unit phoron
- Very effective stimulant removing all stuns, but it takes a me lot of experience to use without killing your patient - due to a coder's oversight, it's INSANELY toxic even in the smallest dose. It you can harness this monster, it pays off twofold, though. Very long lasting. Helps against hallucinations.
Overdose: 30u, but even a fraction of an unit will cause serious damage.
Metabolism: 0.005u/s (I might be in the wrong here, ugh math)
Recipe: 1water 1lithium 1sugar = 3synaptizine
- Heals brain damage - keep in mind there are two kinds of brain damage, brute damage to the organ, and uh, code calls this "BrainLoss". The alternative to alkysine is fix-o-vein. It's also a very weak painkiller. Clone-fix contains this.
Overdose: 30u
Metabolism: 0.025u/s
Recipe: 1dylovene 1nitrogen 1chlorine = 3alkysine
- Eye damage medicine. Keep in mind blurry vision might be also a result of brain damage.
Overdose: 30u
Metabolism: 0.1u/s
Recipe: 1dylovene 1carbon 1hydrogen = 3imidazoline
- Aww yiss, the good stuff. This miracle drug here heals organ damage, including the very common heart/lung damage from friendly fire. Low overdose. Put it in the cryomix for bestest results. Re-inflates damaged lungs and somewhat helps with eye and brain damage.
Overdose: 10u
Metabolism: 0.1u/s
Recipe: 1clonexadone 1bicaridine 5 units phoron(catalyst) = 1peridaxon 5 units phoron
- Resets your DNA to roundstart values, thus removing all disabilities and superpowers. Since it resets rather than heals, one unit is enough for even the worst cases of mutation. Clone-fix contains this.
Overdose: 30u
Metabolism: 0.1u/s
Recipe: 1arithazine 1carbon = 2ryetalyn
- B18's favourite. Long lasting (metabolized three times faster than synaptizine, which is still a lot of time) stimulant that allows you to move faster in heavy armour. Has a minor chance to deal heart damage, guaranteed when overdosed.
Overdose: 2u
Metabolism: 0.015u/s
Recipe: 1sulphur 1phosphorous 1sugar = 3hyperzine
- Winner of the "hardest to remember name" contest. Reacts with ethanol in the bloodstream, creating water. Helps with dizzyness, drowsyness, stuttering and confusion, so technically has an use besides treating alcohol poisoning.
Overdose: 30u
Metabolism: 0.1u/s
Recipe: 1dylovene 1oxygen 1carbon = 3 ethylreblahblaaargbla.
- Basic anti-rad medication. Removes it a pretty decent rate, that's all there is about this drug.
Overdose: 30u
Metabolism: 0.025u/s
Recipe: 1dylovene 1radium = 2hyronalin
- Advanced anti-rad. Over twice as good as Hyronalin, but has a 60% chance to deal brute damage every cycle. Said damage is low enough to be treated with tricordrazine alone. Heals toxin damage at a slow rate.
Overdose: 30u
Metabolism: 0.025u/s
Recipe: 1hyronalin 1hydrogen = 2arithrazine
- Infection treatment. Having it in your bloodstream prevents acquiring an infection and heals already developed ones. Overdosing someone on spacealin will combat terminal stage infections.
Overdose: 30u
Metabolism: 0.005u/s
Recipe: 1cryptiobiolin 1inaprovaline = 2spacealin
- Supposed to prevent infections by killing the germs on everything it touches. Not sure if it works in our baycode, probably not.
Overdose: why would you inject that (n/a)
Metabolism: why (n/a)
Recipe: 1ethanol 1chlorine 1dylovene = 3sterilizine
- Stabilizes body temperature. Not much of an use since anything involving fire is banneable, flamethrowers/firebombs don't affect body temperature, and going EVA without a suit will kill you in 15 different ways anyway. Prevents cryo from working.
Overdose: 30u
Metabolism: 0.1u/s
Recipe: 1silicon 1copper 5 units phoron (catalyst) = 2leporazine 5 units phoron
Russian Red
- Radiation treatment pill. I'm not able to provide much information about because I never use it due to it's side effects... that I don't remember because I don't use it. To be done.
Overdose: 10u
Metabolism: 0.5u/s (If I got the VV's right)
- Externalizes internal bleeding (many thanks to Fridrich for telling me how that actually works). That means you have to inject quick-clot, then apply a kit/bandage to the bleeding location.
Overdose: n/a
Metabolism: 0.1u/s
Toxins are listed here so you know what you're fighting.
Toxin.
- Non-obtainable in any other way than purposefully poisoning someone with phoron and performing a dialysis. Why would you do that? It's used for weedkillers. If the name isn't indicative enough, it's toxic. Deals increasing damage with dose.
Metabolism: 0.005
- Upon overdose, stops the heart with expected results.
Overdose: 30u
Metabolism: 0.1u/s
- As above, but doesn't need to be overdosed.
Overdose: 20u
Metabolism: 0.1u/s
- Causes brute damage and stops breathing.
Overdose: 30u
- Has a chance-based mutation ratio, approximately one mutation per 10 units. It's possible to get superpowers from this, but chance is very low. Please don't try to make Hulk.
- In doses over 5u, sends people to sleep. Takes a short time to start working. Anesthesia injectors contain mainly this.
Overdose: 30u
Metabolism: 0.05u/s
Recipe: 1chloral 4sugar = 5soporific
- Much stronger than soporific, but also toxic in doses over 1u. Anesthesia injectors contain exactly 1u for the initial knock-out, rest is soporific.
Overdose: 15u
Metabolism: 0.05u/s
Recipe: 1ethanol 1water 3chlorine = 1chloral
- Makes you burn through your nutrition like crazy. Helps when you ate 6 protein satchels at once.
Overdose: 30u
Metabolism: 0.2u/s
Recipe: 1ethanol 1radium 1sodium chloride = 3lipozine
- Gives brain damage while acting as a drug.
Overdose: 30u
Metabolism: 0.2u/s
- Causes confusion and dizzyness on it's own, ingredient in spacealin.
Overdose: 30u
Metabolism: 0.1u/s
Recipe: 1potassium 1oxygen 1sugar = 3cryptiobiolin
Food can be used as ghetto medication. There are dispensers in the Colony kitchen. If not specified otherwise, metabolism is 0.2u/s.
Doctor's Delight.
- Allows you to extend your tricordrazine supplies fivefold, while also being useable alongside tricord to heal faster and avoid overdoses.
Recipe: 1lemon juice 1orange juice 1tomato juice 1cream 1tricordrazine = 5doctor's delight
- All foods contain this. Not only it improves your nutrition (like sugar), metabolizing it increases your blood on it's own on half the rate of Iron. Slowly heals brute and toxic damage.
Metabolism: 0.4u/s
- Poor man's hyperzine. Helps wake up from soporific faster.
Overdose (coffee only): 45u
- Poor man's imidazoline for treating eye damage.
- Poor man's dylovene for tox damage.
- Poor man's dexalin for oxy damage.
- Poor man's bicardine for brute damage.
- Half of the anti-drowsy effects of coffee, while still healing tox damage.
- Poor man's bicardine for brute damage. Removes condensed capsaicin if MPs forcefed you it.
- Make you less drowsy, sorted in terms of effectiveness (least to most)
- Vodka actually helps with radiation. Seriously. Stalker references couldn't get more obvious.
Bombs away.
Plant-B-Gone.
- Kills weeds, but is harmful to humans if it gets to the bloodstream - serious oxyloss.
Recipe: 1toxin 4water = 5weedkiller
- Big brother of sulphuric acid. Melts everything, including facehuggers (if they're outside of the eggs.)
Recipe: 1sulphuric acid 1chlorine 1potassium = 3polytryinic acid
- Explodes AS SOON AS MIXED. Breaches Sulaco if over 30u are used (chemnade breaching recently disabled - confirm?)
Recipe: 1water 1potassium = boom
- Creates smoke AS SOON AS MIXED. Carries all reagents present in the container when mixed. Applies minor amounts through skin, larger when inhaled without a gas mask. Still looking into the code on that, it's a clusterfuck. Can be mixed inside someone to remove all reagents from his bloodstream.
Recipe: 1potassium 1sugar 1phosphorous = poof
- Reacts when mixed with equal amounts of water, carries reagents like smoke and applies them through skin contact. Slippery.
Recipe: 2 fluorine, 2carbon, 1sulphuric acid = 5foam
- Used in metal foam. Doesn't work on it's own.
Recipe: 1lithium 1hydrogen = 1foaming agent
- Made with either aluminum or iron, purely cosmetic. Metal foam hardens after some time, plugging breaches and requiring a few good hits to break through.
Recipe: 3iron/aluminium, 1foaming agent, 1polytrinic acid = fwooosh
- Reacts on mixing. Useless on xenomorphs. Blinds and deafens.
Recipe: 1sulphur 1aluminium 1potassium = bang
- Cleans and dissinfects when applied to a surface, item or person.
Recipe:
- Used to refill cloners.
Recipe: 5blood 1clonexadone = 1 slab of meat
- Poor man's C4. When splashed on a wall and ignited with a welder burns hot enough to melt it.
Recipe: 1aluminun 1oxygen 1iron = 3thermite
- A fertilizer, mixing it with water will prevent the floor from being slippery from mopping.
Recipe: 3hydrogen 1nitrogen = 3ammonia