Safety Labels - safety stickers
A malignant scientist is expected to hurt people. A benevolent one is expected to heal people. If you're the latter, then this chart is your best friend.
Now with that out of the way: Welcome to the fun section! If you're a scientist who enjoys their job and does it often, then you've probably heard the names of these chemicals thrown around every so often. These are considered the final learning curve before being dubbed an A+ chemist, so if you want to become a true scientific force on the station, taking a stab at these mysteries is within your best interests. Don't be discouraged by their difficulty, you're not the only one! Be diligent, be patient, and use what you've learned from mixing the previous chems on this page.
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Nearly every recipe that lists coffee in its recipe can use freshly brewed coffee, too, so you can use them interchangeably!
This is a list of the various chemicals in the game, including the fabled secret chemicals (but not any precursors that are secret). Here you'll find how to make and/or obtain them, what they do in certain situations, and so much more. You'll also find information on chemicals as a whole, including how they affect plants, how they affect tiles in the game world, and how they affect mobs, whether through the life loop, TOUCH/INGEST effects, or through various other mechanics.
However, the life loop doesn't always tick every 4 seconds exactly, sometimes due to the game deliberately slowing itself down when the server is under stress, sometimes due to lag (occasionally itself due to the life loop consuming so much CPU). To compensate for these time fluctuations, the chem's on-life effects are multiplied by a number, logically called a multiplier, which changes based on how much time has actually passed. All chems are coded assuming a 2 second time frame, an artifact of the old system where the life loop ticked every 2 seconds, so the multiplier is usually around 2, but it can and does change, and a few chems' multipliers work somewhat differently.
A precursor to many other chems. Note there are some items that this acid cannot melt. The contact damage of this and similar (Nitric, Hydrochloric) is reduced by 50% for each acid after the first if used together (So using all 3 at once would do double damage instead of triple)
Addiction probabilities are listed in the tables following this section, with the percentage chance provided alongside the minimum threshold to addict. For instance, 5% @ 15u would mean that, for each life cycle, you have a 5% chance to become addicted to that chemical if you've taken at least 15 units of it recently.
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So if a chemical does 2 toxin damage each time life is called, it'll do 4 damage every four seconds. With a depletion rate of 1, it'll deplete 2 units every four seconds, and so on and so on. These values can be and often will be different depending on server lag. Chemicals will last longer if they have a lower depletion rate. Chems that reduce other chems will reduce the listed amount per cycle. If not explicitly stated, chems default to a depletion rate of 0.4 units per cycle.
All manner of chems related to foods, drinks, and things that go in them or can be created from them. While all chems can be ingested, these are specifically meant to be consumed...just not always with beneficial effects.
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Non-rechargeable or disposable lithium batteries, or lithium metal batteries ... Hazardous Waste (HHW) collection facility. It is your responsibility as the ...
Some chemicals can affect plants and their seeds, such as by making it grow faster or boosting plant health. Per plant cycle effects apply when a chemical is in a hydroponics tray. Some chemicals also have different effects when used in a botanical infusion.
You can break out if you move in random directions or if someone kicks your cube (i.e. clicks on it) enough times. Explosions, melee weapons, and bullets can also destroy the cube. Kinetic bullets do double damage against them, while energy ones do only a fourth of their damage and armor-piercing ones half.
Oil can ignite, if the mixture it's in reaches 474 K and at least 25% of the mixture consists of oil (e.g. 7 units of black powder and 3 u. of oil works, but not 8 u. of black powder and 2 u. of oil.) Upon ignition, it creates a small to large fireball that scales with volume (up to 8x8), leaving behind some ash as a byproduct.Used as a stand-in for benzene, toulene, napthalene and a bunch of other heavier hydrocarbons for a ton of the organic chem recipes.
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You can become addicted to certain chemicals, usually drugs, if you have a certain amount of them in your system, based on random chance. Mechanically, for each addictive chem you've had in your body recently, the game keeps track of how much of it you've metabolized in what's called the "addiction tally". If you've metabolized enough recently to potentially cause an addiction, it rolls a percentage chance each cycle, with the exact chance varying between each reagent; if it rolls successfully, you become addicted!
Among other things, the life loop governs chems that are inside's person's bloodstream; it essentially models the body metabolizing chemicals. Chemicals usually enter the body via application methods that apply through INGEST and various methods that put chems straight into the bloodstream; the following section explains this in further detail. Every time it runs, each chemical decreases by a certain amount of units per chemical, listed under "Depletion rate", and some chemicals also do some additional effects, such as heal some damage or give a stamina boost, listed under "Per life cycle".
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A small number of reagents also care if you've inhaled them, due to their smell or otherwise. INHALE is specifically granted by chemical smoke, cigarettes, vapor masks and ampoules, but is otherwise identical to INGEST.
Some chemicals have one or multiple special effects when applied to a mob, and the difference can be quite significant. You should always pay close attention to the unique properties of the reagent(s) you want to synthesize or use.
For example: nanomachines: 1.5 (threshold) + (2 [ Multiplier ] x 0.4 [typical depletion rate] ) = 2.4 (infection on the next life tick).
Basic starting recipes. Most are pointless on their own, but they're all ingredients in the vast majority of chemicals in the world of SS13, so it's good to memorize them.
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A secret chemical is a chemical whose recipe is secret. Secret means a specific thing on Goonstation, and it's different from the kind of secrecy associated with something like "secret underground bunker" or "effects of substance on corpses is secret". The recipes of secret chems are kept hidden to allow for the joy of discovery, and if you wish to reveal the recipe to someone, you must observe some key principles:
Chemicals have a variety of effects depending on where they end up. All chems deplete while they're in a mob, and some chems also do extra effects while they're inside someone. Some chems also do different things depending on how you apply them to someone, e.g. applying them via a patch vs through a pill, and certain chems can also affect plants or flooring. Some chemicals do something special upon reaching a certain temperature, usually they explode. The following sections explain these in further detail.
If you have a sample of a chemical in-game and don't want to consult this page to figure out how to make it, putting it in the CheMaster 3000 can show you any non-secret recipes.
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Difficulty ratings assume a fair amount of knowledge, something along the lines of knowing what at least half of the chems on this page do. It is possible to make them as a novice, but most of these chems' recipes were not designed around surface-level knowledge. If you're stuck, you can use your Spacebux to buy a clue scroll, which will give you a hint for one ingredient for one secret chemical. You're also allowed to ask others for hints.
Nearly every recipe that lists coffee in its recipe can use freshly brewed coffee, too, so you can use them interchangeably!
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Certain traits can influence this. The Addictive Personality trait not only doubles the chance of becoming addicted to any given reagent, for instance, but also doubles the amount added to your addiction tally. The Strong-Willed trait is the opposite -- it both halves addiction chance and the amount added to your addiction tally, so you can have twice as much before you're at risk of becoming addicted.
Things that repeat in standard intervals are handled by loop controllers. The mob loop encapsulates most of the things that humans and cyborgs have for repeating code. One of the major things there is the life process. Life process is programmed to run in 4 second intervals governed by the mob loop.
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If you're looking for information about the machines that manipulate chemicals or want a tutorial that will gently guide you through this vital game mechanic, you ought to check out Chemistry.
Not everything that comes out of the chem dispenser or similarly simple sources is inert; some have their own quirks that you should watch out for.
Note that in reality, due to real-time reagent processing's lag compensation system, depletion rate can vary, and it can often be higher than listed. When in doubt, round the number listed under "ideal units to infect" up.
Creating cement and concrete is a suprisingly involved process involving several chems not typically seen in other processes.
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The amount of each addictive reagent you've taken is reduced by roughly 0.01 every life cycle in which any reagent is present in your body. Even water will suffice, but there has to be something; with no reagents, your addiction tally won't be reduced. Like many other chem effects, this number is subjected to the multiplier. You might notice that this is a very low number; indeed, for every unit of an addictive reagent that metabolizes in your body, you'll need to wait a whopping one hundred life cycles (or so) with other reagents in you to fully clear it. Drugs don't play around! It might be more helpful to think of this as a per-shift budget; once you pass your budget for the round for a given reagent, addiction is a real possibility.
If a certain amount of chems are applied onto a turf, such as a steel floor, it creates a fluid puddle. Some chemicals also have unique effects when applied on tiles. For example, carbon makes dirt, while salt makes salt piles that can link up into salt lines, mystical.
They are still aware of their surroundings. Anyone who examines the victim will see the same description as any other dead player. This applies until the chemical depletes from their system.
Nastier stuff than most chemical poisons, these will leave a medical condition behind even after they fully deplete. They require a certain amount of units to infect someone, and the depletion rate must also be taken into account when administering a dose. To this end, all entries have been adjusted accordingly for easy reference.
To be clear, saying the names of secret chems or explaining their effects is not violating secret content policy; those are not what makes them secret.
The flashy stuff. If you have a hankering for fire and explosions, this is the section for you. Reagents that cause the Burning status effect also have an effect on BURN damage - the longer the duration and intensity of the fire, the more BURN damage you will take per cycle.