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May 28th, 2015
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  1. bath salts, diphen, krokodil, meth, nicotine, synap overdose: 8% of +1/+2 tox damage, scales with amount.
  2. barium (base chem): so far, does nothing except make a 1x1 explosion when mixed with water, used as a stealth explosive
  3. ether: add it
  4. acetaldehyde: 0.4 metab, +1 fire and +4 toxin damage per cycle. recipe chromium + oxygen + ethanol at 549k. apparently a simple explosive.
  5. hydrochloric acid: it's sulfuric acid. that's it.
  6. thermite: 100% of burning through walls, probably like 50-80% chance of burning through floors
  7. fluoro acid: only takes 9 units to burn through headgear
  8. stypic/silver sulf: lmao! 2 damage healed per cycle again. apparently they're identical in function completely now
  9. magnesium (base chem): really cool stuff! 10+ units on the ground makes a stack that burns at 747k, but the fire won't burn through the floor or set anything on fire. it's just used to set off OTHER chems, so it works as a fuse.
  10. salt: lmao! it has an overdose now. at 100 units there's a 70% chance of +1 brain damage, and 8% of +1/+2 tox damage (i'm guessing this new toxin thing is intrinsic to all overdoses now, so just add it to the base overdose code). salt is an easy poison now!
  11. magnesium explosion: magnesium + copper + oxygen. it does exactly what barium's explosion does, 1x1 and non-damaging to surrounding tiles.
  12. flash powder: DOES EYE DAMAGE OH NO
  13. sugar: gives you a tiny speed boost and stun reduction. apparently this is only with a lot, so i guess it's a POSITIVE overdose
  14. phlog dust: do we have this yet? it's a cool thing
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