Difference between revisions of "Guide to Chemical Research"

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!Black Powder
!Black Powder
!
!
This is one of the two the only grenadeable chemicals in the game that can create a bomb cap explosion. It blows after a randomzided amount of time (2-5 seconds roughly), creating sparks then igniting. With the damage stacking as the volume of black powder gets higher, its a great filler for empty beaker space. Make sure to preheat it to 473K in order for the grenade casing to heat it up to its explosion point. A 200u black powder grenade will gib anybody holding it (excellant for mouse trap grenades).
This is one of the two the only grenadeable chemicals in the game that can create a bomb cap explosion. It blows after a randomzided amount of time (2-5 seconds roughly), creating sparks then igniting. With the damage stacking as the volume of black powder gets higher, its a great filler for empty beaker space. A 200u black powder grenade will gib anybody holding it (excellant for mouse trap grenades).
  Unit Cap: ∞
  Unit Cap: ∞
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Revision as of 10:48, 27 January 2020

Otherwise known as Making Grenades

Your Lab

The chemical research lab consists of two chem dispensers/chem masters, two chemical heaters, loads of other useful grenade making utilities/components, and a blast test chamber. It's very important you know exactly what you're mixing before you mix it, because you only get one research lab. Grenade testing happens in the blast chamber, or even the toxins test area (for really big bombs). To use the blast chamber, either activate and throw your grenade into chamber, or send it through the disposals Disposal bin.png above the chamber. Press the button labeled "chamber blast doors" and click on the monitor to see what's going on inside. You can vent gas into the chamber and ignite it by placing your canister on the connector port to the right, opening the valve and enabling the pump. Then just click the test igniter to cause a spark that should light your gas.

What to Do

What the heck is my job?

Your job is to experiment with grenades and to make helpful grenades for other departments. Technically it's not just making grenades, your supposed to "research chemicals." Take that how you want, but this guide is about what you'll do 99% of the time. Some good grenades include: fire fighting grenades, healing grenades, bomb cap blackpowder grenades, and incapacitating grenades for security. Get creative, come up with something that you can give to a department to help them with their job somehow. And if you traitor, well your job is made a lot simpler.

Ground Rules

Don't make a giant bomb cap blackpowder grenade, or any other abusive explosions of that kind. If your traitor, use bombs sparingly to avoid hate and or bans. This of course depends on the antagonist role, but use your head and don't make a giant hole in the station for taking out one person.

Getting Started

Get a screwdriver, a stack of cables and a stack of metal. It's generally a good idea to pre-fabricate lots of grenade casings for later use. This can be accomplished by clicking on the metal in your hand, selecting grenade casing multiple times, then alt-clicking the tile they fell on to add the wire to each one in succession (this only for the most basic, easy to test grenade). After that, grab a gas mask and depending on if your new to grenade making grab a bomb suit for your own safety and set your suit sensors for when you inevitably blow yourself up.

How to Make a Grenade

All grenades have four components: the type of grenade casing, the trigger, beaker 1 and beaker 2. All grenades take at least one grenade case, trigger, and beaker. The limit of chemicals you can mix is 600, since you can mix two bluespace beakers (300u each). Any beaker can be used for grenades, except for buckets. When a grenade mixes the two beakers, it adds heat. A basic grenade adds 10K, a large adds 25K, and a pyro adds 500K. This barley matters since you can pre heat chemicals to one kelvin under the required amount to allow any type of casing to ignite any chemicals. If you have conflicting temperatures, simply rearrange the chems to allow for super heating of one beaker that, once mixed, will sufficiently heat the other to cause the reactions. All heating is monstrously easier with a cheap lighter/zippo (can spawn with one or get one from a vending machine). Each click of a cheap lighter heats it by 15K.

Fire Grenades

The single and only effect of all fire-involved pyrotechnics to get someone lit on fire. After that, stop drop and rolling with instantly put all your hard to work waste. Making 1u of stabilized phlogiston has the same effect as chlorine trifluoride, and napalm (after lit). Since after a grenade is detonated it spreads the reagents in a 7x7 square around the grenade already, a simple 1u of phlog will trigger a 7x7 "fire ball" effect, lighting any people on fire. Clf3 will light objects on fire, however, contrary to phlog. If phlog is administered via fluorosurfactant, it does melt objects.

Triggers

All of these can be printed via Autolathe. To create any grenade assembly (besides wires), screw driver both the trigger and an igniter so they both say "can be attached." Then, combine the two, screwdriver the new assembly, and combine it with an empty grenade case. At that point you can add your beakers/bottles etc. and screwdriver the finished assembly to lock it. When I say "use the assembly," that means either clicking on it in your hands or pressing Y. All assemblys can be deconstructed (even while detonated) via wirecutters + wrench. For all other assemblies besides wires, screwdriver the trigger assembly and use it to detach the trigger and igniter.

Type Description
CableCoils.png Wires

When activated, it will detonate after either 3 or 5 seconds.

How to Make:
Click on an empty grenade casing with a cable coil, add beakers and screwdriver. You can change the detonate time (3 or 5 seconds) by screwdriving the final assembly.
Timer.png Timer

When activated, it will wait a custom set time before detonating the bomb.

How to Use:
Use the assembly to set and activate the timer.
Proximitysensor.png Proximity Sensor

When a mob steps within 1 tile in any direction of this trigger, it will activate.

How to Use:
Use the assembly and set the timer for how long you want to give yourself to get away and press "not arming". After this time has elapsed, any movement within one tile will trigger it.
Healthsensor.png Health Sensor

When the holder of the sensor hits crit or death (crit by default), it triggers.

How to Use:
Ready to be attached by default. If you want to change it from detect crit (0 health) to detect death (-90 health), hit it with a multitool.
Infraredemitter.png Infrared Emitter

When a mob steps in its line of sight, it will activate.

How to Use:
Use the assembly to set the emitters direction, state (on/off), and laser visibility.
RemoteSignalingDevice.png Remote Signaling Device

When signal another rsd (remote signaling device) with the same frequency is sent out (from anywhere, it receives it and activates.

How to Use:
Use the assembly to set the frequency and the code. These should be different from the default to avoid any false positives. Don't forget to set "recieving" to ON. If you wish to trigger the assembly, print a second rsd, set it to the same 
frequency/code and press "send signal."
File:Mousetrap.gif Mouse Trap

Any person who opens the container containing the mouse trap will get instantly stunned and the bomb will activate. If a person walks over it on the ground it activates the grenade but will not stun them.

How to Use:
Use the assembly to set the mousetrap, then place it inside any container or throw/drop it on the ground.
Voiceanalyzer.png Voice Analizer

Activates when a pre-recorded trigger word is said outloud within 7 tiles from anybody.

How to Use:
Use the assembly to start recording. Say the message outoud, then use it again to turn recording off.

Pyrotechnics (see Guide to Chemistry)

Unit Cap is the point at which any more of that chemical would be redundant. Read the descrpition from guide to chemistry first, then read this to see how it applies to grenades. Most of these reactions are easier and more simple if done when stabilized and pre-heated. Also technically some chems don't actually cap at 1u, they cap at the limit as the volume approaches 0, but who cares.

Name Explanation
Azide

Cheap and dirty grenade making; azide maximizes beaker space and damage. It will blow a one tile hole on a regular floor tile, and cause a good amount of damage to anything near it. Handy chem to stack on damage to any grenade.

Unit Cap: 1u
Black Powder

This is one of the two the only grenadeable chemicals in the game that can create a bomb cap explosion. It blows after a randomzided amount of time (2-5 seconds roughly), creating sparks then igniting. With the damage stacking as the volume of black powder gets higher, its a great filler for empty beaker space. A 200u black powder grenade will gib anybody holding it (excellant for mouse trap grenades).

Unit Cap: ∞
Chlorine Trifluoride

When placed in a grenade and activated it will create a 7x7 fireball. This lights some objects and all mobs on fire. If mixed with water, as the very strange property of sucking all the air out of the room...

Unit Cap: 1u
Cryostylane

Nothing to do with grenade making (besides I guess a cold bomb to freeze those who inhale it?).

Explosion

The second most powerful grenadeable chemical reaction in the game. When maxed out (two bluespace beakers), this explosion is only 1 under the bomb cap. It stuns after 20u, and does no damage 2u or under. This cannot be combined with any fire grenades since adding water to any grenade will instantly put out any mob that catches fire.

Unit Cap: ∞
Firefighting Foam

One of the only non-traitor grenades, 1u is all you need. By default, as all grenades eject contact chems in a 7x7 square, the foam will only affect that area. However, you can go plenty farther with the use of Fluorosurfactant.

Unit Cap: 1u
Flash Powder

Literally just a flash grenade (5 tile radius for the flash). If anybody is within 3 tiles or less they get stunned for 10 seconds (ish).

Unit Cap: 1u
Fluorosurfactant

Spreads contact chemicals and slips fools if they walk on it.

Unit Cap: 35u
Liquid Dark Matter

The holy grail of grenades, liquid dark matter will suck in any movable unobstructed object and or mob a number of tiles equivalent to number of units detonated. There are endless uses for this, the overarching affect being it brings all people within ten tiles to the apex of the explosion, maximizing all effects. Also makes smoke useless beyond 1u.

Unit Cap: 10u
Napalm

Effectively stabilized phlogiston, and can only light mobs on fire.

Unit Cap: 1u
Nitroglycerin

Exact same explosion as potassium + water but 5x stronger.

Phlogiston

Creates a 7x7 "igniting square" when pure and detonated in a grenade. Creates a 3x3 fireball when mixed in a beaker or in a grenade. This 3x3 form can light objects, while the 7x7 stabilized version can only light mobs.

Unit Cap: 1u
Pyrosium

Only useful when ingesting; if the mob contains oxygen and pyrosium in their bloodstream they will heat up rapidly at first, then slowly heat up caping at around 310 degrees farnheit. This causes around 3 burn damage every cycle (2 seconds) after the mob gets to 250 degrees, or about 17 seconds after ingesting pyrosium (after 15 seconds they'll have 10 burn damage, then it goes up by 3's after that). Useful for toxic smoke grenades, but not for igniting chemicals. You need 2.5u of oxygen for every 1u of pyrosium.

Unit Cap: ∞
Sonic Powder

Comes in handy since it also stuns (for around 4.5 seconds) within 5 tiles.

Unit Cap: 1u
Smoke

Quite useful for toxin bombs. The reagents in the gas can only be applied to a mob the moment it's detonated; walking into the gas will not transmit chemicals. The range of the smoke has nothing to do with its animation. A volume less than 5 trasnmits within 1 tile, 5-10 until transmits 2 tiles, 10-15 -> 3 tiles, and 15+ is 4 tiles. Also spread touch based chemicals.

Unit Cap: 15u
Sorium

Exact same thing as dark matter but in reverse.

Unit Cap: 10u
Stabilizing Agent

Makes grenade making much easier, since instead of having dozens of chemicals jumbled up you can simply have the resultant chem stabilized and pre-heated.

Unit Cap: 1u
Teslium

Excellent source for stunning in combination with uranium in a grenade. Also good in a smoke grenade. The unit cap for the uranium explosion is 4u (20u of teslium and 20u of uranium), and it stuns within volume*2 tiles.

Unit Cap: ∞

Random Information

  • When chemicals of a different temperature mix, the resultant of the two is the average of the two temperatures. So if you have 10u @ 400K mixed with 1u @ 300K, the result is floor((10*400 + 1*300)/11) = 390K.
  • Lots of chemical reactions can happen not just in a beaker, but in your blood stream. Get dental implants and become a walking bomb.
  • Large grenades can do slime core reactions. To do this, get the slime extract of your choice and a large grenade, put a beaker with the reactant (either plasma blood or water) and the unused slime extract in the grenade and let er rip.

Traitor Usage

This is only practical application of grenades. Figure out creative ways to send grenades people, combo stuns with other harmful effects, make grenades to get out of security, anything you could concoct is useful when antaging. It's good to test out your hypothesis in the lab, then perfect the practice in the real world.