User:MastodonicPrinciple

Banana Bread

Before you ask, yes I wanted to look at chemicals instead of the github, and I was bored.
This guide will primarily be useful to Doctors or Tribal Shamans however it may also prove useful to Outlaws or other individuals of a less then noble nature. Listed here you'll find explanations for how machines work and recipes for how to make every medicine or drug in the game.

Machinery
You have all sorts of things here, and can make many things. You can make medicines, smoke, foam, flash powder, poisons, industrial grade lube, acid and much more. The limit on combinations is a limit that exists only in your creativity (and the game engine). Be sure to be careful though, as mixing the wrong chemicals can be bad for your health, and please make sure you know what a chemical does before you use it. Experiment at your own risk.

Chemical Dispensers
This machine do what they say on the tin. They dispense chemicals for you to use. However they, for the most part, can't manufacture finished medicines and drugs. Upgrading these machines will unlock more chemicals for them to produce and make creating higher tier chems easier. Every chem dispenser has a cartridge it uses to create chemical reagents, and when they're empty they'll need to be replaced. You can do this by simply using a new cartridge on the dispenser.

Chemical Heaters
This machine heats and cools beakers of chemicals to the desired temperature. Some reactions will require you to heat or cool chemical reagents above or bellow a specific temperature to get the desired chemical. Some reactions are sensitive to temperature to the point where over heating or cooling them will cause the beaker to explode. This usually isn't a concern unless you're creating illicit drugs like Meth however.

Chemical Refineries.
These machines allow you to separate reagents and or make pills, patches, bottles, or stimpaks out of chems you've created. You can insert almost any container that can contain chems. The primitive chemical refineries in most places can only create Pills, Bottles, or Stimpaks. The old war refineries can additionally make Super-Stimpaks and Patches.

Grinders and Blenders.
Reagent grinders are used to grind or juice things like plants or even some raw materials into chemical reagents useful in chemistry. Lots of plants and food items in the wasteland contain useful chemicals.

HVAC or Smoke machines.
Dispenses any chem placed inside as smoke. People or creatures in that walk through these smoke clouds will absorb that chem into their bloodstream.

Metabolism
Mobs, be it players or creatures roaming the wastes will metabolize and process reagents once every two seconds or so. When one of these "ticks" occurs a certain ammount of that reagent is removed from them and it's affect is applied. This happens reguardless of how many different types of reagents are present. If the mob is hungry this happens 20% slower. Dead mobs do not metabolize reagents!

Active Pure chemical Reagents.
A.K.A. what happens when you eat or splash these. Their metabolism rate is 0.4u per tick unless said otherwise. Chemicals not mentioned don't have any effect.


 * Chlorine: Causes 1 brute damage per tick to a random body part.
 * Copper: Can be splashed on metal sheets to create bronze sheets.
 * Ethanol: A decent alcoholic "beverage", with a booze power of 65. Increases success rate of surgery and flammability when applied externally. Metabolism rate 0.2.
 * Fluorine: Causes 1 toxin damage per tick.
 * Lithium: Causes twitching, drooling, moaning and not being able to walk straight.
 * Mercury: Causes 1 brain damage per tick, twitching, drooling, moaning and not being able to walk straight.
 * Plasma: Causes 3 toxin damage per tick. Creates gas form plasma when spilled. Not to be confused with Stable Plasma, which does nothing.
 * Radium: Slowly causes irradiation. Creates glowing green goo on floor if more than 3u is spilled.
 * Sugar: Gives nutrition. Causes hyperglycemic shock if overdosed (200u). Metabolism rate 0.8.
 * Sulphuric Acid: Causes 1 toxin damage and some instant brute damage to one body part when ingested, and slightly more brute damage when injected. Destroys head-wear and causes burn damage when sprayed or splashed on someone. Counts as a toxin.
 * Uranium: Causes slight irradiation. Creates glowing green goo on floor if more than 3u is spilled.
 * Welding Fuel: Causes 1 toxin damage per tick. Makes people flammable if splashed on.

Components
These are very basic chemicals that you'll use in a lot of other more complicated chems. They can still be toxic, though.

Medicines
"And that's how I lost my medical license!" Don't be this guy. Make these. Lots of these.

See Guide to Medicine for more information on what to use when.

Core Healing Medicines
These healing drugs form the "core" drugs used to heal the most common forms of damage. All other medical drugs outside of this section are either harder to make upgrades, or highly specific forms of healing for rarer situations.

Many reagents can be overdosed and/or cause addiction, leading to a negative outcome. Be sure to monitor how many units someone is injected with. If an overdose occurs, the negative effects will keep being applied every tick until that chemical is completely out of the system. If an addiction occurs, the negative effects will only start occurring some time after the chemical is out of the system, and can be negated by keeping taking it. You can usually only remove an addiction by waiting it out (or by dying and getting cloned).

Superior Healing Medicines
These healing drugs are harder to make than the core healing medicines, however they often heal faster.

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.

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.

Pyrotechnics
The manipulation of fire and matter.

Other Recipes
These are either pure reactions that typically leave nothing remaining or other chemicals that have non-medicinal uses. Many of these are useful in the manufacture of grenades, but many can be quite dangerous.

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

Toxins
The deadliest of deadly chemicals. You can get a bunch of these through the traitor uplink, but if you don't wanna waste telecrystals you can mix it. The human liver will quickly purge toxins under 3u from its system.

Fermi-Chem
Med-x recipe was for Atom Bomb; in the drugs section will be medx for other servers who use coyote bayou code

Ghetto Plants:
These are only Wasteland plants, more for tribalism and non chemistry chads.
 * Punga Fruit: Useful for curing radiation and cleansing chemicals from the body.
 * Broc Flower: Used in cures for brute damage and suffocation.
 * Xander Root: Used in cures for burn damage and blood loss.

Tribal Recipes:
Most of these are for composts, everything else when you find it ICly.

Food Chemistry
Most of these are chemistry for food. Example Doughs + Cake Batters + Misc

Resources:
Please do note this page is for Atom Bomb and some of these might be slightly off. Also as of 8/1/2023, this will be slightly updated to Afterglow code, however not fully intended for that reason.

https://citadel-station.net/wikimain/index.php?title=Guide_to_chemistry

https://www.coyotebayou.com/index.php/Guide_to_Chemistry

https://github.com/Afterglow-Ss13/afterglow-ss13