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- bath salts, diphen, krokodil, meth, nicotine, synap overdose: 8% of +1/+2 tox damage, scales with amount.
- barium (base chem): so far, does nothing except make a 1x1 explosion when mixed with water, used as a stealth explosive
- ether: add it
- acetaldehyde: 0.4 metab, +1 fire and +4 toxin damage per cycle. recipe chromium + oxygen + ethanol at 549k. apparently a simple explosive.
- hydrochloric acid: it's sulfuric acid. that's it.
- thermite: 100% of burning through walls, probably like 50-80% chance of burning through floors
- fluoro acid: only takes 9 units to burn through headgear
- stypic/silver sulf: lmao! 2 damage healed per cycle again. apparently they're identical in function completely now
- 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.
- 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!
- magnesium explosion: magnesium + copper + oxygen. it does exactly what barium's explosion does, 1x1 and non-damaging to surrounding tiles.
- flash powder: DOES EYE DAMAGE OH NO
- 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
- phlog dust: do we have this yet? it's a cool thing
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