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<noinclude>To see the rest of the reagents available on /tg/station, go to [[Guide to chemistry]] [[Category:Chemistry]] </noinclude>==Pyrotechnics== The manipulation of fire and matter. <br> ===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, explosive strength is not affected by purity unless stated otherwise. Note that all non-standard explosions or other AoE pyrotechnics, such as [[#Flash_Powder|Flash Powder]] or [[#Liquid_Dark_Matter|Liquid Dark Matter]], do not work like this. The scaling and max size of these effects vary on a case-by-case basis. In low enough levels, an explosion will purge its reagent container without causing any damage or knockback. A chemist can abuse this to clear a beaker or person of chemicals so long as they keep the doses low. {| class="wikitable sortable" style="width:100%; text-align:left; border: 3px solid #FFDD66; cellspacing=0; cellpadding=2; background-color:white;" ! scope="col" style='width:150px; background-color:#FFDD66;'|Name ! scope="col" class="unsortable" style='background-color:#FFDD66;'|Formula ! scope="col" class="unsortable" style='background-color:#FFDD66; width:150px;'|Reaction conditions ! scope="col" class="unsortable" style='background-color:#FFDD66;'|Description ! scope="col" class="unsortable" style='background-color:#FFDD66;'|Chemical properties |- !style='background-color:#FFEE88;'|{{anchor|Stabilizing Agent}}Stabilizing Agent<span style="color:#FFFF00;background-color:white">▮</span> |{{RecursiveChem/Stabilizing Agent}} | |When mixed with certain pyrotechnics, it stabilizes the reaction and prevents the reaction for usage later. The stabilizing agent is not consumed when stabilizing explosives, and one unit is enough to stabilize any amount of explosives. '''This does not work on everything, so be warned!''' Also turns plasma into stable plasma (which can already be dispensed from chem dispenser) if mixed 1:1. |0.4 units per tick |- !style='background-color:#FFEE88;'|{{anchor|Fluorosurfactant}}Fluorosurfactant<span style="color:#9E6B38;background-color:white">▮</span> |{{RecursiveChem/Fluorosurfactant}} | |Creates a large amount of foam when mixed with an equal amount of water. This foam carries any reagents along with it in the container, allowing you to apply reagents to large areas at a time. The foam will apply any carried reagents to any floors, objects, people or animals in the area of the foam. The reagents will be absorbed through a mob's exposed skin and somewhat through clothes unless completely impermeable(MODsuit/biohazard/medical gear). The less foam used, the more reagent will be delivered into a person's system. Foam is slippery! Can not react in a body. |0.4 units per tick |- !style='background-color:#FFEE88;'|{{anchor|Smoke}}Smoke<span style="color:#C8C8C8;background-color:white">▮</span> |{{RecursiveChem/Smoke}} | |This creates a large cloud of smoke that will take on the properties of everything (if anything) in the container of the reaction. The chemicals in the smoke will touch and react with everything that the smoke touches. Mobs caught within the smoke cloud without wearing a gas mask or breathing through a gas tank will ingest the smoke chemicals. Great for distributing toxins in a crowded area. Can be stabilized into [[#Smoke_Powder|Smoke Powder]] with [[#Stabilizing Agent|Stabilizing Agent]]. |N/A |- !style='background-color:#FFEE88;'|{{anchor|Smoke Powder}}Smoke Powder<span style="color:#C8C8C8;background-color:white">▮</span> |{{RecursiveChem/Smoke Powder}} | |The stabilized version of [[#Smoke|Smoke]] - only one third as effective as the unstabilized chemical reaction. Heat to 374K to activate. Can not react in a body. |0.4 units per tick |- !style='background-color:#FFEE88;'|{{anchor|Flash Powder}}Flash Powder<span style="color:#C8C8C8;background-color:white">▮</span> |{{RecursiveChem/Flash Powder}} | |Flashes in a radius that scales up with the amount detonated. Can be stabilized with [[#Stabilizing Agent|Stabilizing Agent]]. If stabilized, heat to 374K to activate. |0.4 units per tick |- !style='background-color:#FFEE88;'|{{anchor|Phlogiston}}Phlogiston<span style="color:#FA00AF;background-color:white">▮</span> |{{RecursiveChem/Phlogiston}} | |Turns into a spreading plasma fire if not stabilized during mixing. Makes you burn longer, and ignites you. Deals increasing fire damage based on how much you're burning up to 6 fire damage every 2 seconds. Can be stabilized with [[#Stabilizing Agent|Stabilizing Agent]]. |0.4 units per tick |- !style='background-color:#FFEE88;'|{{anchor|Napalm}}Napalm<span style="color:#FA00AF;background-color:white">▮</span> |{{RecursiveChem/Napalm}} | |A substance that burns for much longer than other fuels. Inject it into someone and then apply heat for a warm toasty fireball human. |0.4 units per tick |- !style='background-color:#FFEE88;'|{{anchor|Sonic Powder}}Sonic Powder<span style="color:#C8C8C8;background-color:white">▮</span> |{{RecursiveChem/Sonic Powder}} | |Deafens in a radius that scales up with the amount detonated. Can be stabilized with [[#Stabilizing Agent|Stabilizing Agent]]. If stabilized, heat to 374K to activate. |0.4 units per tick |- !style='background-color:#FFEE88;'|{{anchor|Pyrosium}}Pyrosium<span style="color:#64FAC8;background-color:white">▮</span> |{{RecursiveChem/Pyrosium}} | |When first mixed it becomes 20 Kelvin cold. Instantly consumes all liquid Oxygen to heat its container for each unit of Oxygen consumed. This does not expend the Pyrosium, so 1u will have the same effect as 50u. Does nothing whatsoever without being mixed with liquid Oxygen. Does not react with the oxygen in air. In a body 0.5u oxygen will be consumed every tick to increase body temperature by 15. |0.2 units per tick |- !style='background-color:#FFEE88;'|{{anchor|Cryostylane}}Cryostylane<span style="color:#0000DC;background-color:white">▮</span> <br>Impurity: [[#Ice|Ice]] <br>Inverse: [[#Cryogelidia|Cryogelidia]] <50% <br>pH: 8.6<span style="color:#23b36e;background-color:white">▮</span> |{{RecursiveChem/Cryostylane}} |<b>Min temp:</b> -200K <br><b>Overheat:</b> 99999K <br><b>Optimal pH:</b> 4 to 10 <br><b>Unstable purity:</b> <20% <br>Strongly endothermic <br>H+ consuming |Induces a cryostasis like state in a patient's organs, preventing them from decaying while dead. Slows down surgery while in a patient however. Will progressively consume all liquid Oxygen to cool its container for each unit of Oxygen consumed. This does not expend the Cryostylane, so 1u will have the same effect as 50u. Does not react with the oxygen in air. In a body 0.5u oxygen will be consumed every tick to decrease body temperature by 15. <b>Special reaction mechanics :</b>The colder it is during the reaction, the lower the purity will be. |<b>Rate:</b> 0.02u/tick <br><b>Unreacted purity:</b> 100% <br>Works on the dead |- !style='background-color:#FFEE88;'|{{anchor|Chlorine Trifluoride}}{{anchor|CLF3}}{{anchor|clf3}}Chlorine Trifluoride<span style="color:#FFC8C8;background-color:white">▮</span> |{{RecursiveChem/Chlorine Trifluoride}} | |When created it will create a temporary 3x3 fireball. Becomes 1000K when first mixed. A flammable substance so dangerous it can instantly melt floor or floor plating with high amounts. It lights you on fire when it comes into contact with you, and if it gets inside of you will deal 6 burn per tick from the inside. It metabolizes out of your body extremely fast however. |4 units per tick |- !style='background-color:#FFEE88;'|{{anchor|Sorium}}Sorium<span style="color:#5A64C8;background-color:white">▮</span> |{{RecursiveChem/Sorium}} | |When detonated it will send any movable object or person flying away from the detonation point. Can be stabilized with [[#Stabilizing Agent|Stabilizing Agent]]. If stabilized, heat to 474K to activate. |0.4 units per tick |- !style='background-color:#FFEE88;'|{{anchor|Liquid Dark Matter}}Liquid Dark Matter<span style="color:#210021;background-color:white">▮</span> |{{RecursiveChem/Liquid Dark Matter}} | |When detonated it will suck in any movable object or person. Can be stabilized with [[#Stabilizing Agent|Stabilizing Agent]]. If stabilized, heat to 474K to activate. |0.4 units per tick |- !style='background-color:#FFEE88;'|{{anchor|Meth Explosion}}Meth Explosion<span style="color:#FAFAFA;background-color:white">▮</span> |{{RecursiveChem/Meth Explosion}} | |Reagents are 300K (room temperature) by default so this will blow up when mixed unless some reagents were cooled. Has an explosive strength of 0.083, with a modifier 5, but results in 1 part instead of 4 so is effectively much weaker than exploding [[#Methamphetamine|Meth]]. Can not explode in a body. |N/A |- !style='background-color:#FFEE88;'|{{anchor|Black Powder}}{{anchor|Gunpowder}}Gunpowder<span style="color:#000000;background-color:white">▮</span> |{{RecursiveChem/Gunpowder}} | |When heated to 474K it sparks, and then creates a violent explosion 5-10 seconds later. Causes [[Status_Effects#Hallucinations|hallucinations]] and [[Status_Effects#Drugginess|drugginess]] in plasmamen. Has an explosive strength of 0.1 and a modifier of 5. Was originally named '''Black Powder'''. |0.05 units per tick |- !style='background-color:#FFEE88;'|{{anchor|Nitroglycerin}}Nitroglycerin<span style="color:#808080;background-color:white">▮</span> |{{RecursiveChem/Nitroglycerin}} | |A heavy, colourless, oily, explosive liquid obtained by nitrating glycerol. Explodes immediately on mixing. Can only be stabilized by having [[#Exotic_Stabilizer|Exotic Stabilizer]] (at least 1u per 25u nitroglycerin made) in the container on mix. If stabilized, heat to 474K to activate. (Results in 2 units instead of 3). Has an explosive strength of 0.5. |0.4 units per tick |- !style='background-color:#FFEE88;'|{{anchor|RDX}}RDX<span style="color:#808080;background-color:white">▮</span> |{{RecursiveChem/RDX}} | |A military grade explosive. Explodes immediately unless stabilized with [[#Stabilizing Agent|Stabilizing Agent]]. If stabilized, explodes on heating to 474k, or when mixed with an equal amount of [[#Liquid_Electricity|liquid electricity]] or [[#Teslium|teslium]]. Has an explosive strength of 0.143, or 0.286 if activated electrically . Additionally, when activated electrically it has extra fire range, a modifier of 4, or a modifier of 6 if you use [[#Teslium|teslium]]. (200 heated RDX would be same as 100 RDX + 100 [[#Teslium|teslium]] if it wasn't for the modifiers. )(Results in 1 unit instead of 4) |0.4 units per tick |- !style='background-color:#FFEE88;'|{{anchor|TaTP}}TaTP<span style="color:#808080;background-color:white">▮</span> |{{RecursiveChem/TaTP}} | |Suicide grade explosive. Forms and immediately explodes at a random temperature between 401k and 499k. Can only be stabilized by having [[#Exotic_Stabilizer|Exotic Stabilizer]] (at least 1u per 50u TaTP made) in the container on mix. If stabilized, explodes at a random temperature between 501k and 599k. When detonated after being stablised, the explosive strength increases with the amount used, topping off at 0.67 at around 2100u. (Results in 1 units instead of 3) |0.4 units per tick |- !style='background-color:#FFEE88;'|{{anchor|Penthrite Explosion}}Penthrite Explosion<span style="color:#808080;background-color:white">▮</span> |{{RecursiveChem/Penthrite Explosion}} | |An explosive reaction involving [[#Penthrite|Penthrite]]. Explodes on heating to 315k. Has an explosive strength of 0.2 |N/A |- !style='background-color:#FFEE88;'|{{anchor|Explosion}}Explosion |{{RecursiveChem/Explosion}} | |This explodes immediately on mixing, which may knock you over or even kill you. Useful in [[Grenade|grenade]] production. Has an explosive strength of 0.05. Commonly used in low doses to explode the chemicals out of someone, though more than 5u being used causes a damaging explosion. |N/A |- !style='background-color:#FFEE88;'|{{anchor|Holy Explosion}}Holy Explosion |{{RecursiveChem/Holy Explosion}} | |This explodes immediately on mixing. If it combined at least 75 of each reagent, it results in a more powerful explosion with an explosive strength of 0.125, which also paralyzes and reveals [[revenant]]s and sets nearby [[Blood Cult|cultists]] on fire. Otherwise it behaves like a normal Water-Potassium explosion. |N/A |- !style='background-color:#FFEE88;'|{{anchor|EMP}}EMP |{{RecursiveChem/EMP}} 1 part Aluminium | |This reacts immediately on mixing, creating an electromagnetic pulse which affects electronics nearby; very useful for causing chaos. Has different effects on different things. Turns off [[Clothing_and_Accessories#Earpieces|headsets]], stuns [[Cyborg|cyborgs]], disables [[Guide_to_construction#Security_Camera|security cameras]], messes with [[Surgery#Cybernetic_Implants|Cybernetics]], randomizes suit sensor settings, and randomly pulses [[Hacking#Hackables|wires]]. |N/A |- !style='background-color:#FFEE88;'|{{anchor|Bee Explosion}}Bee Explosion (Beesplosion) |{{RecursiveChem/Bee Explosion}} | |Creates bees. 1 bee per 5 created volume. If mixed in a beaker or grenade containing other reagents, then every bee will contain one of those reagents. The bees from this reaction have a limited lifespan, and will die after 50 seconds. |N/A |- !style='background-color:#FFEE88;'|{{anchor|Teslium}}Teslium<span style="color:#20324D;background-color:white">▮</span> |{{RecursiveChem/Teslium}} | |Randomly shocks the victim every 5-30 seconds while it is in their system, ignoring any protection because the shock comes from inside them. Also increases damage taken from normal shocks. Heating this to 474K will create a [[#Tesla Shock|Tesla Shock]] |0.2 units per tick |- !style='background-color:#FFEE88;'|{{anchor|Tesla Shock}}Tesla Shock |{{RecursiveChem/Tesla Shock}} | |This reacts immediately on mixing, shooting electric bolts at anyone near the reaction, shocking people and disabling/damaging electronics. Teslium amount determines damage and number of bolts. 10u for one bolt, 40u for 2 bolts, and 75u for 3 bolts. Each extra bolt deals more damage than the previous one. |N/A |- !style='background-color:#FFEE88;'|{{anchor|Thermite}}Thermite<span style="color:#550000;background-color:white">▮</span> |{{RecursiveChem/Thermite}} | |A mixture that can burn straight through walls or floors when splashed and ignited. Needed amount depends on target structure. A normal wall requires 30u. A reinforced wall requires 50u. One unit of thermite burns for 0.35 seconds and the maximum burn length is 20 seconds. The fire is fake and cosmetic. Does not work on doors or windows. Causes 1 burn damage per tick to humans when ingested. |0.4 units per tick |}
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