Introduction
This is a guide created for Research Rework Part Two: The Contract System. This guide assumes that you already know at least the basics of how research work.
The Big Changes
- CREATE is gone. Replaced with ADD
- Naturally occurring research chems are gone from groundside
- Can no longer directly exchange biomass into research credits, now requires buying rerolls
- Almost all chemicals will have some sort of reaction modifier, more later.
- You must do botany.
Contracts
At the start of the round, when you enter research you’ll see that your data terminal will show 3 randomly generated chemicals, their difficulty, one component, and one random property that they have. The properties that they can generate scale with level, so an Easy contract cannot give you strong properties such as Muscle Stimulating.
Taking a contract will cause the synthesis paper to be printed out on the photocopier alongside starting a 7 minute timer before the contracts get rerolled and you get to take another contract.
Upon scanning the chemical, you will get points based on the difficulty of the chemical, 3/5/8 for easy/intermediate/hard respectively.
Here, i’ve scanned my Easy chemical, Kolydyne, and got 3 credits for it.
Papers that come directly from your XRF scanner will have the names of all their properties in shortform on them, for easy usage.
Intermediate/Hard chemicals require level 2/3 clearance, respectively, to see their properties.
Generally you should always take intermediate over Easy, unless the Easy chemical has a property that you need for a legendary (see below) or a property that you really want (Bonemending, Hemostatic).
Contract Rerolls are now purchasable from the biomass printer at level 4 clearance, starting at 1k biomass (and going up 200 to 2000), they immediately cause a reroll to occur, giving you 3 new options to pick from.
Notes:
- You still get points from scanning a contract chem even if you don’t have clearance req to view its properties
- The paper that researchers/CMO spawn with don’t give any points when scanned, and already have their properties revealed (and can immediately be used without needing to be made).
- Won’t always be easy/intermediate/hard, you can get triple hards, or 2 intermediates and an easy.
Chemicals
Due to you getting a whole lot less chemicals (due to no IO vial chems and contracts having a 7 minute cooldown) each chem paper is significantly stronger, having higher OD limits (lowest OD limit is 30, average is 35-40) and having more properties per paper. Chemicals will have 4-6 properties each.
With create mode is gone, as you will need to use existing papers to create all of your research chems.
To help you with sorting and picking which document to use, you’re given a sorting cabinet right smack in the middle of research by smart fridge right here:
And how it looks:

Example of a hard chem paper:
Notes:
- Due to the minimum OD increase, unstable chems are significantly less likely to explode in your face from errors as long as you have water.
Botany
Botany is now effectively essential for you to make stims, it provides Hydro Chems, which are required for hard chemicals. They can only* be obtained from specific plant/plant variations being splashed with mutagen.
*Cyanide pills can be gotten from the CL
These chems are:
Atropine from Poppies
Psoralen from Cabbages
Coniine from Carrots
Phenol from Carrots
Digoxin from Messa’s Tears
Zygacine from Reshi
Amatoxin from Reshi
Thymol from death/poison berries
Urusiol from Deathnettles
Cyanide from Poison Apples
It is critical that you gather up as many of these chemicals as possible, so that you can do as many hard chems for both the properties that they have as well as the point gain.
Each of these chemicals give 2 research credits when scanned and must be scanned in order to use/modify any chemical that contains them.
To aid in getting these chemicals, certain properties effect plants, most notably, using diethylamine and ammonia will boost the yield and potency of the plants they are applied to considerably.
With rework, hydro uses properties to a certain extent as a replacment for what it was. this allows for more unique effects on chemicals.
These are all of the properties that have effect on them and what they can do:
- TOXIC - damages the plant and gives toxin (duh)
- CORROSIVE - decreases plant weed level
- BIOCIDIC - decreases plant weed level
- HEMORRHAGING - decreases plant health and increases mutation likelihood
- CARCINOGENIC - increases toxins and significantly increases mutation likeliyhood
- HYPERMETABOLIC - increases plant cycle, it will mutate faster, die faster, mature faster, etc.
- EXCRETING - Increases toxins, weedlevel, takes nutrients. After a while increases plant potency depending on plant level.
- NUTRITIOUS - increases weeds, pests, nutrition, health, and amount of product it gives when harvesting.
- FLUFFING - Increases the product amount significantly, decreases nutrition level considerably. Adds water in return.
- HYPOMETABOLIC - same as HYPERMETABOLIC but in reverse. everything is slower.
- ANTITOXIN - decreases toxin level.
- ANTICORROSIVE - decreases toxin level.
- HEMOGENIC - allows you to sample a plant again.
- PHOTOSENSITIVE - increases weed level, decreases nutrition. After a while, makes the plant grow the product repeatedly.
- CRYSTALLIZATION - same as above, can be stacked.
- AIDING - decreases mutation likelihood
- /////////////// NORMAL REAGENTS START HERE
- ACIDIC BLOOD- removes all chemicals from the plant but one, when theres only one left, acidic blood will appear in chemicals the product will give.
- DARK ACIDIC BLOOD - If there is Acidic blood in the plant, it will add a random HYDRO chemical listed above up to 10 times.
- WATER - increases water level (duh)
- PURPLE PLASMA - Will increases pests and take nutrient. occcasionally will decrease the time it takes for the plant to mature. this effect stays on the seed permanently.
- AMMONIA - plant health, product yield, and nutrient level all get a considerable boost.
- DIETHYLAMINE - Same as AMMONIA, but stronger.
ADD Mode
With CREATE gone, ADD mode now occupies the synthesis machine.
ADDing allows you to take a property from one chem paper (the reference) and ADD it to the target paper, at No OD cost to the target paper.
However, the ENTIRETY of the reference paper will become unusable, and cannot be ADDED/related/amped/suppressed again, becoming effectively useless to the synthesis machine. This applies to the entire chem, so you cannot make multiple copies of the same chemical to get around it.
While adding is great, there is a downside for the target paper having too many properties, if there are more than 6 properties on a paper, ADDing a chemical costs 3x as many credits.
You should be careful on whether to RELATE and lose a bit of OD, and swap a property, or to ADD and destroy the reference while adding the property you want.
Intel Changes
Groundside vials are GREATLY decreased, the remaining vial boxes are filled with xeno bloods, with a rare chance for a Xenogenetic Catalyst, which will be the only way to obtain Dna Disintegrating. The ability for random chemicals (such as souto) to spawn in random vials was removed, so any vials found will have at least some use to researchers.
But vials aren’t the only thing that IOs can find, there are now legendary hints, which are special papers that research can use to make properties such as boosting, regulating, and Ciphering. The papers do not need to be delivered in person, and can actually be shouted out over comms for the researchers to hear and use.
Reaction modifiers
each generated chemical(and a few normal ones) has a chance of having a certain reaction modifier, some are violent. They are as follows:
YOU DO NOT KNOW THE REACTION FROM NEW CONTRACT
Inert: Nothing. This is what it is now
Foaming: If you dont wear bio suit, you have a chance of foam chunks popping off from beaker and getting some chemicals from beaker on you.
Smoking: Beaker starts to fume and after a few seconds, a cloud full of chemicals from beaker spread around for a while. Stop it by either wearing a gas mask or closing the lid before it smokes.
Exothermic reaction: The beaker will start to smoke, and after a few seconds, ignite for a short period. This has no effect on contents of the beaker. counter by having water in the beaker equal exact (or more) of what is getting mixed.
endothermic: The reaction causes a big temperature drop, because of that, chemicals mixed no longer instantly turn into a resulting chemical, and are significantly slowed.
Glowing: Reaction glows.
////////////
The following NORMAL chems that were changed
-
Potassium Chloride gained smoking reaction
-
Potassium Chlorophoride gained foaming reaction
-
Formaldehyde gained smoking reaction
-
flash powder gained fire reaction
-
Hexamine gained bubbling reaction. OTs beware!
Theres a few new chemicals as well.
Those are:
Potassium Phorosulfate - Take potassium cholorophoride and sulphuric acid at 1:4 ratio. It is anendothermic reaction
Cooper sulfate - cooper and sulphuric acid at 2:5 ratio which result in one unit. it has a smoking reaction
Iron sulfate = iron and sulphuric acid at 1:5 ratio. it has no reaction modifiers.
Iron Phoride Sulfate- Iron sulfate + Phoron at 3:1 ratio which result in one unit. It has exothermic reaction.
Phenol-Formaldehyde Resin - Phenol + formaldehyde at 1:2 ratio with methane as a catalyst. it has endothermic reaction
Legendaries
Legendary chems are special properties that require you to combine 3 different properties to get, These legendary properties are:
Regulating
Boosting
Hypergenetic (Heal brute damage and all organ damage)
Ciphering (greenos)
Ciphering is no longer part of royal blood, being replaced with the encrypted property. The encrypted property will always be one of the 3 reqs for Ciphering
Research will spawn with a Ciphering Hint, which will tell you another property needed, along with the third property’s type, positive/neutral/negative
removed, CIP hint can only be found groundside.
Naturally found legendary hints will always show all 3 properties needed. Legendary properties cannot be a requirement in other legendary properties.
Property Changes
- Intravenous now boosts property level at the cost of metabbing faster (like Hypermetab). Less efficient overall.
- REG/BST nerfs reverted, meaning infinite ODs and Boosting giving full levels.
MST/NST don’t conflictThey conflict again- The Flame properties are roughly doubled(?) per level, so you don’t need to reach level 12 for superflame.
- Repairing now HEALS CADES when sprayed
Other Changes
- There’s a Queue system on the biomass printer, neat.
- IMS price reduced from 3k to 2k
- Clearance price was reduced accross the board
- Autoharvest is purchasable from the biomass printer, when applied to a tray it’ll automatically harvest when ready. Clearance 3 and 500 biomass each.
- Upto 4 researcher slots
Good luck.