指南：化学

## 指南概述

本指南提供了化学以及相关器械的操作知识，并为化学家提供一份可随时参照的化学物质性质列表

**化学相关内容随时都有可能进行更新，所以一些物质的配方很有可能经常变动。**

## 反应处理

反应速率与温度和催化剂（可选）有关。纯度也与你所用的反应物纯度，以及PH控制有关，这是你能否制作100%纯净的化合物的关键。绝大部分的反应几乎都是放热反应且PH范围约在5~9之间。

### **温度**

所有反应都需要时间进行，且反应速率与烧杯温度有关。如果某些反应过于缓慢，可以适当提高温度来加快反应速率。放热反应需要额外注意，很有可能导致反应物过热而出现未知后果（如闪爆等），过热也会降低生成物的产量，如果事情已经超出控制，就赶紧跑吧，至少给命保住。

### **反应速率**

提高反应速率最简单的方式就是加热，但如果你正在使用其他方式，如在管道实验室内制作化学物质，催化剂也是一个不错的选择，例如加入足够量的 Palladium Synthate Catalyst 来提高药物制作的反应速率。

### **PH值**

每种化学物质都有它的PH值，可以在反应炉中查看。烧杯内物质的 PH 由混合物的总 PH 决定。生成物的 PH 值也决定化学产物的纯度，在反应过程中，PH 值会开始变化，你需要将 PH 值控制在产物 PH 范围内，在此过程中你需要向反应物中加入酸 / 碱缓冲液，不符合反应条件会持续提高反应失败个几率。

反应炉有显示当前反应的 PH 表，玩家可以通过 PH 表来精确控制反应的条件。

### **纯度**

物质纯度由反应物的纯度，反应过程中的 PH 值决定。如果反应不纯，反应物中就会分裂出**不纯物**，如果纯度太低会将所有生成物都转变为**副产物**，如果纯度甚至低于**不稳定纯度**（Unstable Purity）阈值，则反应会产生一些不稳定的现象，如果该反应有**失败产物**则都会被转化为**失败产物**。低于**最低纯度**也会产生**失败产物**，纯度也会影响物质的作用效果，举个例子：

* 10u 纯度 100% 的物质A - 则会有 10u 物质A起效
* 10u 纯度 75% 的物质A - 只会有 7.5u 物质A起效，剩下2.5u是副产物（可能有副作用）
* 10u 纯度 20% 的物质A - 10u 全部变为副产物
* 10u 纯度 < 10% 的物质A - 10u 物质 A 全部变为失败产物（如果该物质有失败产物）

此指南有一些专业名词，以下是它们的释义：

* 反转纯度（Inverse Purity）- 纯度低于此值会将**所有物质**转化为副产物，纯度高于此值会**部分转化**为副产物
* 不稳定纯度（Unstable Purity） - 纯度低于此值会导致反应不稳定，导致其他不稳定的现象发生。如果该反应有失败产物，则反应结束后物质**全部转化**为失败产物
* 未反应纯度（Unreacted Purity） - 这是游戏内所有未由化学家制作的物质的纯度，通常为 75%

### **催化剂**

在一些反应中，催化剂可以起到提高反应速率的效果，例如 Palladium synthate catalyst 可以加速合成药物的反应。

### **操作建议**

* 在加热使反应开始前一定要调整好PH值，如果加热后未开始反应，说明你没有控制好某些条件，或者反应已经开始，但一直产生不纯物
* 用反应炉给正在发生的放热反应降温是处理过热的常规方法
* 你可以用胶头滴管吸取缓冲液来添加进反应炉调控PH，注射器也可以
* 牢记正在进行的反应所需PH范围，并提前调整好，你也可以用反应炉内的缓冲液调整PH
* 如果有什么不对劲的事情正在发生，你可以通过破坏温度平衡来强行中断反应的发生。
* 用组件升级过得反应炉可以提高其PH检测能力
* 对于某些反应，在反应条件达到最优之前应将反应物分开

## 化学仪器与工具

你有很多种化学材料，可以制作很多化合物。你可以制作药物，泡沫橡胶，闪光粉，毒药，强酸，烟雾弹等非常多的东西。一般来说，没有做不到只有想不到。制作过程要时刻小心，错误地混合化学物质可能或直接炸碎你的工作区，甚至直接炸穿化学部。

###  **化学分配机**

化学分配机可以通过组件升级来解锁更多可用化学物质，用于合成更多可能的化合物，还能提高充电速率和电池容量。如果电能用尽而你又不想慢慢等他自充能，你可以拆开机器，将电池放到充电座重新充电，然后再重新组装上。或者用工程部的手持充电器来充电。

**可用的化学物质：**

**普通：**

* Aluminium - 铝
* Bromine - 溴
* Carbon - 碳
* Chlorine - 氯
* Copper - 铜
* Ethanol - 乙醇
* Fluorine - 氟
* Hydrogen - 氢
* Iodine - 碘
* Iron - 铁
* Lithium - 锂
* Mercury - 汞
* Nitrogen - 氮
* Oxygen - 氧
* Phosphorus - 磷
* Potassium - 钾
* Radium - 镭
* Silicon - 硅
* Sodium - 钠
* Stable Plasma - 稳定等离子
* Sugar - 糖
* Sulfur - 硫
* Sulphuric acid - 硫酸
* Water - 水
* Welding fuel - 焊接燃料

**高级（4 级操纵器组件升级）：**

* Acetone - 丙酮
* Ammonia - 氨
* Ash - 灰烬
* Diethylamine - 二乙胺
* Oil - 油
* Saltpetre - 硝酸钾

**被黑入后：**

* Space drugs - 太空毒品
* Morphine - 吗啡
* Toxin - 毒素
* Carpotoxin - 鲤鱼毒素
* Miner's Salve - 矿工油膏

**可用升级组件：**

* 物质舱：每单位电能可分配更多物质
* 电容：自充能速度更快
* 电池：提高最大电能容量
* 操纵器：解锁更多化学原料

### **反应炉**

反应炉提供所有你需要进行反应的工具，你可以设置加热温度，滴入缓冲液，并随时监测反应进度，普通反应炉可以在过热时高亮红色显示提示你，你可以将装有缓冲液的烧杯放入反应炉并点击Draw All按钮来为它添加缓冲液。

有些化学反应是需要你在反应炉中对物质进行加热的，除非配方特别标注，否则你都需要将温度加热到**高于**所需温度才能开始反应。反应也可以通过降低到低于所需温度来停止反应。别忘了你可以直接用胶头滴管对反应炉进行滴加/抽取/转移操作！该装置会把温度自动升高/降低到设置温度，并在接近预设值时降低变化速率。

**因为四舍五入的缘故，你经常需要将温度加热到比所需温度高1度才能开始反应。**

用激光组件升级反应炉会加速升高/降低温度的速度：

1级激光组件：

4级激光组件：

用组件升级后的反应炉会给你更多的工具和信息来监视反应过程

* 在2级时，如果超出最佳PH范围，PH计会闪烁
* 在3级时，反应炉可以实时跟进反应进程
* 在4级时，反应炉可以实时决定反应品质，显示纯度，PH，反应低于最低纯度时仪表会闪烁

###  **ChemMaster 3000**

**分离**物质，将物质**装瓶**或用于**制作药丸，贴片**。你可以给机器装载很多种容器，如烧杯，喷雾瓶，水瓶等等。

其中，药瓶最大容量30u，贴片40u，药丸50u，使用化学包来快速转移药瓶，贴片和药丸。

可以用更大的烧杯来升级 ChemMaster3000 来提供更大的缓冲区。普通的机器只能在缓冲区存储120u物质。

###  **便携式化学混合器**

**此物体不再需要异常核心来获得了**

一个可以挂在腰间的便携式设备，允许你随时存储，混合，分配化学物质，可在医疗部的复合机打印

Ctrl + Left Click 可以打开或关闭混合器，当打开时，它就如同背包等容器一样，可以装载最多 50 个烧杯和药瓶，当关闭时，你可以点击它来打开他的 UI，此时它就如同化学分配机一样，允许你向其中插入烧杯，并分配，混合之前打开时装入烧杯内的物质

**使用技巧：**

* 与化学包不同，混合器不会将装有同种物质的烧杯归并为一个图标，这使其成为存储内含化学物质的烧杯的最佳选项
* 但在关闭时的 UI 内，不同烧杯内的同种物质会被合并到一起显示
* 若容器内的有超过 1 种化学物质，则只会显示最多的那一种（例如：大烧杯内含 20u Carbon，100u water，那么就会在 UI 内显示为 120u water）
* 混合器也是存储纯净化学物质的好容器
* 化学部的地面摆满了烧杯，看起来太乱？把它们都集中在混合器内！
* 医疗部太脏而清洁工又不爱打扫？用混合器装载含氟表面活性剂（Fluorosurfactant），太空清洁剂（Space Cleaner）和水（Water），找准位置，将其 1 : 1 进行混合，会立刻产生如同清洁手雷的效果
* AI 和 Cyborg 尝试杀死你？从复合机获取一些铀（Uranium）搅拌装进烧杯，再在另一个烧杯装一些铁（Iron），将他们 1 : 1 混合，就会产生 EMP 冲击波
* 医生与急救员忙得团团转？你可以在混合器内装入一些药物和空烧杯并获取一个健康扫描仪，检测患者的状态，并为他们分配适量的治疗药物！

### **高速液体色谱分析仪**

可以检测到混合物内的不纯物，如图所示：

HPLC也可以将物质中的杂质去除以将该物质提纯到其标准纯度（通常为 75%）。这需要花费些时间。副产物无法被提纯，但烧杯内的每一种物质都会增加提纯时间。提纯过程中质谱分析无法被同时使用。

左键点击HPLC会与输入端烧杯交互。Alt + Click 会移除该烧杯。右键点击会与输出端的烧杯交互。Alt + RightClick 会移除该烧杯。机器需要在输入输出端烧杯同时存在才能提纯，尽管你在输入端放入烧杯就可以查看质谱分析表。

### **多合一搅拌机**

搅拌，粉碎，或从从原料中提取物质。将一些固体（金，银等冶炼后的金属）或物质粉碎以用于制作新物质。

###  **烟雾发生器**

将其中的任何化学物质以雾状散发到空气中。需要用扳手固定之后才能使用，一般地图上不会自动生成，必须用**主板**手动制造。

**可用升级组件：**

* 操纵器：提高扩散范围
* 物质舱：提高最大容量
* 电容器：提高效率

### **化学分析仪**

Chemical analyzer 是一种手持仪器，可以显示烧杯内所以物质的具体信息，除HPLC外唯一一种分析物质纯度的方法，**需要高级生物科技才能在复合机制作**。

### **液体管道学**

大部分地图都会为化学家配备一个化学管道室，其中包含一些有关于能制作流水线以高速生产药物的工具，其中可用的化学物质与**未升级过的**化学分配机一致。

## 新陈代谢

当物质进入血液循环后，会随被肝脏以2秒一次的周期代谢掉，即为代谢周期，称为刻（life tick）。

当代谢发生时会根据物质的性质而将一部分该物质从血液中清除，每种物质也有自己的代谢速率，且无论血液中有多少种物质，他们都会被分开逐个代谢，如果你处于饥饿状态下，代谢周期会减慢20%（6秒）。游戏中也有很多简单生物（simple mobs）没有血液循环，无法被下毒，无法施用镇定剂，不能被药物治疗。猴子最类似于人类的生物，也就是说猴子是最佳的试验品。

## 成瘾性

在你每次代谢某些特定药物的时候，你对其的成瘾点数会持续增加。酒精和一部分药物会给予更多成瘾点数。如果你获得总计600点成瘾点数，你就会对某物质上瘾。停止摄入成瘾物质会逐渐降低成瘾点数，在经历几个阶段之后就不在产生依赖性，高理智（Sanity）会加速此过程：

* 第一阶段，每刻减少0.5点
* 第二阶段，每刻减少1点
* 第三阶段，每刻减少1.5点

当你的心情较好的时候，无论你处在戒瘾的第几阶段，每刻都会减少2点成瘾点数，若你之后成瘾点数低于400则不再成瘾。摄入成瘾物质会临时降低戒断反应。戒瘾的阶段随时间增加。

**成瘾类型：**

以下列表列出每一中成瘾物质在不同的戒断过程中出现的不同反应。共有三个阶段。

### **兴奋剂**

兴奋剂会在戒瘾阶段使你减速

1. 让人产生疲劳，并降低交互速度
2. 点击冷却时间惩罚
3. 移动速度惩罚

### **阿片类药物**

1. 让人产生痛感，流冷汗，不停地打哈欠
2. 升高血压，提升开放伤口的出血量
3. 使人恶心并反复呕吐

### **酒精**

因为酒精相对于其他物质更容易获得，酒精成瘾的戒断过程很容易因无意间饮用含酒饮品被中断。

1. 让人感到口渴，使人颤抖
2. 令人产生幻觉
3. 会产生 1~3 秒的间歇性瘫痪，并根据时长对大脑造成 10~30 点伤害，还会导致严重抽搐，抽搐可由神经碱缓解。

### **致幻物质**

1. 无法检视出你的真实健康状态
2. 视觉受到干扰
3. 进入催眠状态

### **药物成瘾**

1. 无法推断出你的健康状态
2. 发烧
3. 身体各个器官开始疼痛

大部分的纯净药物都不会让你获得成瘾点数，除非掺杂副产物

## 活性化学物质

当你将这些物质吃下或泼洒出去，会产生特定的反应。它们的代谢速率若未特殊标明，均为 0.4u/刻。未提到的不可分配物质没有任何效果，铀和等离子需要粉碎对应的金属板获得

* 氯（Chlorine）：对身体的随机部位每刻造成 1 点外伤
* 铜（Copper）：被泼洒在其他金属板上制作铜板
* 乙醇（Ethanol）：“标准的”酒精饮料，度数为 65，注射后提高 10% 手术速度并使其可燃，代谢速率为 0.2u/刻
* 氟（Fluorine）：每刻造成 1 点毒伤
* 铁（Iron）：缓慢恢复血容量
* 锂（Lithium）：导致痉挛，流口水，呻吟，无法走直线
* 汞（Mercury）：每刻对大脑造成 1 点伤害，导致痉挛，流口水，呻吟，无法走直线
* 等离子（Plasma）：每刻造成 3 点毒伤，被泼洒或加热到高于 323.15K（50℃）会产生气态等离子，与稳定等离子（Stable Plasma）不同，稳定等离子没有任何效果
* 镭（Radium）：每刻造成 2 点辐射。对地板泼洒超过 3u 会产生发光绿色粘稠物质
* 糖（Sugar）：给予营养（Nutrition），过量（200u）时导致高血糖休克，代谢速率为 0.8u/刻
* 硫酸（Sulphuric Acid）：每刻造成 1 点毒伤，摄入后对身体随机造成外伤，注射造成更多外伤，泼在某人身上会腐蚀头部装备并造成烧伤
* 铀（Uranium）：每刻造成 1 点辐射，对地板泼洒超过 3u 会产生发光绿色粘稠物质
* 水（Water）：非常缓慢地恢复血容，低于 274K 会变成冰
* 焊接燃料（Welding Fuel）：每刻造成 1 点毒伤，泼在人身上会使其可燃

### **催化剂**

如果一个物质在配方中被标记为催化剂，则该物质在反应中不会被消耗。有些反应需要催化剂驱动才能发生。

## 反应物质

这些物质在反应过程中有特殊效果，并在过程中消耗。他们甚至可以被加入到一个装满的烧杯来产生效果。

## 医疗药物

部分药物有特殊的后缀以表明药物的治疗类型：

* 外伤 = -ibital
* 烧伤 = -uri
* 缺氧 = -mol
* 毒素 = -iver
* 器官 = -rite

### **药物制作可选催化剂**

钯混合催化剂

副产物：化学淤泥
失败产物：粘性淤泥
<15%
pH: 2
4 份 - Probital
2 份 - 等离子（Plasma）
高放热反应

### **核心治疗药物**

这些药物通常来说很廉价或易于制作，经常用于一般性治疗。其中部分药物因潜在的副作用而不能被重复的施用于患者。伤情过重或药物不足时请酌情考虑使用伤口修复手术（Tend Wounds surgery）。所有这些反应若不加干涉，最终纯度通常为 75% ，但当纯度为 100% 时效率会提高 33%。

### Superior Healing Medicines

These healing drugs are harder to make than the core healing medicines, however they often heal faster and with fewer side effects (if any).

### Unique Healing Medicines

These healing drugs perform niche functions that help against less common ailments.

### Non-craftable Medicines

These healing drugs are used in some situations, but are otherwise uncraftable.

#### Removed Medicines

These healing meds used to exist, but have since been removed or renamed for one reason or another. Some servers still use these, but /tg/ does not, and the recipes for them will not work on /tg/.

## Narcotics

Narcotics are highly addictive drugs that can aggressively, or passively, provide a benefit. Be wary as its very easy to become addicted, or overdose, on a narcotic.

As a general rule of thumb, the more of a positive effect (or any effect) a narcotic can provide, the easier it is to get addicted or overdose on it.

People who overdose or get addicted to Narcotics tend to usually end up dying to the negative effects or requiring immedient medical attention. Take in moderation.

### Explosive Strength

For chemicals which are explosive, you may notice an 'explosive strength' listed in the description. This is a multiplier that directly affects how large of an explosion a given quantity of the reagent will produce. A few types of explosion have a 'modifier', which adds a flat amount to the size of the explosion. By default the outer 'light impact' radius of an explosion is equal to √(mod+quantity\*strength)\*√2, while the heavy impact radius and devastation radius is one half and one quarter of that, respectively. Chemical explosions are not a subject to the standard TTV Bombcap. Eventough it doesn't have a hardcoded maxcap currently the biggest possible explosion is that of 2100u custom made chemical payload bomb.

Note that all non-standard explosions or other AoE pyrotechnics, such as Flash Powder or Liquid Dark Matter, do not work like this. The scaling and max size of these effects vary on a case-by-case basis.

## Other Reagents

Template:AnchorThese are other chemicals that usually have non-medicinal uses. Many of these are useful in the manufacturing of grenades, but some can be quite dangerous.

### Virology Recipes

These chemicals are used to mutate viruses, and have few uses beyond that.

 Template:Anchor Blood Duplication▮ | Template:RecursiveChem/Blood Duplication | Not exactly a recipe or an usual reaction, more of an useful byproduct of virology recipes. When any chemical that mutates viruses is combined with any blood, it increases the amount of blood without the need for it to be removed from someone. With plumbing, this is most useful when used with Unstable Mutagen, as it's easy to produce and allows you to infinitely create blood for use in chemfactories.

There are also chemicals that do nothing, which can be found in Strange seeds. Example: Plastic PolymersTemplate:Anchor.

### Mutation Toxins

Obtainable through xenobiology, these chemicals transform humanoids into other races. It only takes 1u to start the transformation.

 Template:AnchorTemplate:Anchor Lizard Mutation Toxin▮ | Green slimes | After 20 cycles (about 4 units) transforms you into a lizardperson.
 Template:Anchor Stable Mutation Toxin▮ | Green slimes | After 20 cycles (about 4 units) transforms you into a human.
 Template:Anchor Advanced Mutation Toxin▮ | Black slimes | Makes the victim contract a disease which slowly morphs them into a slime. The disease can be cured with Frost Oil.

## ToxinsTemplate:Anchor

The deadliest of deadly chemicals. You can get some of these through the traitor uplink. The human liver will quickly purge individual toxins at 3u and under from the bloodstream (1 unit per tick at full liver health). Toxins in the stomach is also taken into consideration, i.e. having 2u in the bloodstream and 10u in the stomach means the purge doesn't happen. The purge threshold lowers with higher liver damage. All toxins deal liver damage at higher volumes in the body.

## Unique Chemicals

These reagents have either a bit more to their use or reaction - making them a bit of unique case

Impurity: Eigenswap
Failed: Bluespace Dust <40%
pH: 3.7▮
**过热温度:** 650K
**最佳 pH 范围:** 9 to 12
**不稳定纯度:** <40%
Extremely exothermic
H+ producing
If the purity of the reagent is over 90%, it will teleport the player to the creation location on consumption (ingestion only)
Next, it will save the location you took the reagent, and create a blue eigenstate version of your character to signal where you will return to.
When the reagent leaves a patients bloodstream, it will teleport the player back to the consumption location.
Dying does not stop processing, you will still return to the consumption location even if dead.
Overdosing causes the stability of your character to split - Teleporting you to a random location close to where you are every second. Afterwards you will slowly become more and more unstable causing various effects. These effects can be reversed/held off by taking stabilising agent, bluespace dust or more eigenstasium.
Spraying this on multiple lockers on the same tile (with an over 80% pure reagent) links the lockers together, creating eigenlockers. Eigenlocker are linked together, teleporting whatever enters them to the next locker in the sequence. You can link as many lockers as you like in a sequence, but you have to have all the lockers on top of each other when you link them. Lockers with a damaged link (i.e. all other lockers in the sequence are destroyed) can be reused in a sequence, but otherwise linked lockers can't be relinked.
**未反应纯度:** 50%
**OD:** 15u
Works on the dead

## Impure / Inverse / Failed Chemicals

These chemicals can only be created from inoptimal reactions.

## Lavaland Chemicals

Found primarily in Lavaland flora.

 Template:AnchorTinea Luxor▮ | Template:RecursiveChem/Tinea Luxor | Food
 Template:AnchorVitrium Froth▮ | Cactus Fruit (Fruiting Cactus), Mushroom Leaf (Porcini)

## Reagent DeliveryTemplate:Anchor

Template:AnchorThere are different ways you can apply chemicals to a person or the environment.

### Delivery types

There are 5 types of delivery, called **ingest**, **inject**, **vapor**, **touch** and **patch**. If you are not interested in the details, you can skip to Smoke vs Foam vs others.

#### Ingest

Ingesting reagents puts them into the stomach. The individual reagents in the stomach will then be digested over time, which slowly moves them to the bloodstream at a rate partly based on the amount of them in the stomach, and stomach type (race). Most reagents have no effect until they have been moved to the bloodstream where they start metabolising (an exception is milk). They can be ejected if the person vomits. Ingestion is used by pills, cigarettes, e-cigarettes and drinking/eating the reagent directly. Inhaling smoke counts as ingesting, with the difference that smoke bypasses the stomach and is added directly to the bloodstream. Probital works best when ingested.

#### Inject

On inject the reagent simply enters the target's bloodstream and starts metabolising. Reagents in blood can be filtered out using surgery. Used by syringes and IV-drips. Syriniver works best if injected.

#### Vapor

Vapor is used by (ranged) spray bottles and foam. A portion of the reagents will enter the bloodstream of the target, but clothes will protect from some/most/all of it depending on clothing. Any hardsuit typically makes the target completely immune to getting it into their bloodstream, if the helmet is closed. But if the reagent has a "vapor" based component, that component will still affect the target, like Fluorosulfuric Acid. See more about foam below, with examples. Hercuri works best as vapor.

#### Touch

Touch is used by smoke and splashing. If the reagent has a "touch" based component, that component will affect the target (such as the instant heal part of Synthflesh), without being blocked by clothing. Nothing at all will enter the target's bloodstream, with the exception of smoke if the target has no internals on. Currently all "touch" components are also "patch" components. See more on smoke below, with examples.

#### Patch

Patch is used by patches and medical gels. The reagent enters the target's bloodstream entirely AND if the reagent has a "patch" based component, that component will affect the target. Currently all "patch" components are also "touch" components.

### Smoke vs foam vs others

These are the major practical differences between pills, syringes, patches, cigarettes, smoke, foam, splash and spray.

#### Pills

Pills can be instantly ingested if used on yourself. It doesn't work if mouth is covered. Plasmamen will have trouble taking these. They hold up to 50u. Aren't added to bloodstream instantly.

#### Syringes

Syringes can inject into people even with their mouths covered, either by hand or with a syringe gun. It doesn't work on players wearing hardsuits or other pierce-immune clothing, unless you use a piercing syringe or manage to aim for an exposed part of their body. Golems are completely immune to syringes (even piercing syringes), but patches do work on them. A syringe holds between 10-60u, depending on type. Common syringes hold 15u.

#### Patches

Will add all reagents into a person's bloodstream through any clothing, including hardsuits. Also apply touch/patch based effects. Example: A patch of 20u Synthflesh will instantly heal 25 brute and burn (touch component), and also enter the target's bloodstream (which in this case does nothing). Usable by plasmamen. Can hold up to 40u.

#### Cigarettes

Can be dipped in reagents to be filled. If smoking/vaping, you will slowly ingest whatever reagents the cigarette/cigar/e-cig contains. Though, if the reagents are too diluted, they may not build up in your bloodstream fast enough to have any effect at all. E-cigarettes can be trimmed with a screwdriver and multitool to also create smoke.

#### Smoke

Template:Anchor
When a smoke reaction occurs, the smoke will consume any other reagent in its original containers, and spread that reagent to flooring and people/mobs who enter its area of effect. People who enter the smoke will be touched by the reagents. If they do not have internals or a gas mask on, they will also ingest the reagents. The amount of smoke does not dilute the reagents. The reagents will be copied to every individual or tile (not walls, windows or doors) over the cloud's duration. Reagents that are special coded to affect floor/environment (such as blood, acid or Space Cleaner) will do so. Smoke will usually block sight.

**Smoke example 1:** Smoke containing 20u Synthflesh. Everyone caught in the cloud, including people wearing hardsuits, will slowly heal 25 brute and burn (and take toxin damage), if they stay in the smoke for its full duration (otherwise they will heal partially). Those who are not wearing internals will also ingest 20u of the medicine, making it enter their bloodstream (which does nothing in this case).

**Smoke example:** Smoke containing 20u Chlorine Trifluoride(CLF3). CLF3 has a touch component, so everyone caught in the cloud, including people wearing hardsuits and internals, will catch on fire. It will also deal burn damage to the environment, since CLF3 is coded to do so. Those who are not wearing internals will also ingest 20u of the CLF3 and thus, start heating up from the inside, effectively burning from both in and out at the same time.

#### Foam

When a foam reaction occurs, the foam will consume any other reagent in its original containers, and spread that reagent to flooring and people/mobs who enter its area of effect. The foam will spread slower than smoke and is usually slippery. Reagents will be copied through the vapor type delivery to those affected over the duration of the foam, BUT the reagents will be heavily diluted depending on the amount of foaming reagent used. Any clothing will reduce how much of the reagents will enter a person's bloodstream. Furthermore, foam reagent bloodstream insertion is divided into several 'ticks'. A minimum amount of reagent is required per tick for it to enter a bloodstream. So if too little reagents are contained in the reaction, or too much foam is used, the foam will do nothing. These ticks are counted *after* dilution and protection from clothing. On the other hand, if you use very small amounts of foam, the reagents may instead multiply in the bloodstream to more than the original amount. Hardsuits with helmets on will make people immune to getting reagents into their bloodstream through foam. Despite dilution, the foam will still copy remaining chems such as acid, CLF3, or Space Cleaner to any tile it touches (but not walls, windows or doors). Foam will not block sight.

**Foam example 1:** 250u foam containing 10u Cyanide will spread a blue foam that does nothing to those it touches. The poison is too diluted to work at all.

**Foam example 2:** 20u foam containing 250u Fluorosulfuric Acid. A small area and everyone touched by the foam will have large amounts of acid slowly melting their clothing and the affected floor and items. Those who did not wear a hardsuit with helmet on will also have a large amount of acid in their bloodstreams, depending on what they were wearing and how long they were in the foam. If they had internals on or not doesn't matter.

#### Splashing

Throwing a beaker or using Template:Rightclick on something while holding it will splash its contents. The longer throw distance, the more the splash will spread out. A grenade will splash its content unless it also contains smoke or foam. Splashing only does touch delivery. This means most chemicals will do absolutely nothing when splashed. Reagents that have special properties to affect environment, such as Water, will do so where splashed (creates slippery tile). Reagents that have a touch component will apply that component only. Example: If you throw a beaker of 80u Synthflesh at someone, you will instantly heal them for 100 brute and burn (and deal up to 150 toxin damage), since Synthflesh is touch/patch based. It doesn't matter if the target uses hardsuit or internals in this case. This means throwing a beaker of poison at someone will do nothing at all. Splashing can apply chemicals such as Thermite to walls.

#### Spraying

Spraying reagents will apply them to environments (if they have any such effect), and will enter hit people's bloodstreams through the vapor delivery. This means clothing will protect from some/most/all of the reagents, depending on what they are wearing. Using a hardsuit with helmet on makes them immune to getting the reagent into their bloodstream. Reagents such as acid, CLF3, or Space Cleaner will still cause their special effects when sprayed on people/environments, but will not enter the bloodstream if the target is wearing too heavy clothing.

## Beyond the Dispenser

Just because it isn't found in the dispenser or the guide above doesn't mean you can't use it! Drinks, slime cores and plenty of other things can provide limitless fun for an enterprising and curious chemist.