Chemthrower
| Tactical Information | |
|---|---|
| Caliber | N/A |
| Capacity | 3000mB |
| Reload type | Other |
| Base damage | Depending on the fluid used |
| Firerate | 3 mB/t (60mB/s) |
| Action type | Other |
| Sight type | None |
The Chemthrower (short for chemical thrower) is a multipurpose ranged fluid weapon capable of spraying all of the fluids present within the mod. It can provide both harm and utility, being able to damage and debuff targets, as well as extinguish fires and clean up fallout.
Crafting
The chemthrower can be crafted with weapon steel components and mechanisms alongside a pipe wrench in a crafting table.
Mechanics and Play
Unlike typical weapons, the chemthrower acts more like a fluid tank than the typical firearm or flamethrower. It can be filled up and emptied inside any suitable container (e.g. barrel, tank, machine), at a rate of 50mB/t, with a maximum capacity of 3 buckets. Optionally, the chemthrower can be filled up by standing next to a refueling station. It fires one particle per tick, and each particle consumes 3mB. A notable property of almost all fluids in the chemthrower is that they can infinitely pierce entities, but all of them instantly despawn on impact with terrain.
The chemthrower can be filled with any fluid in the entire mod, with various effects depending on the temperature, radioactivity, corrosiveness, and other properties of the fluid in question. If a fluid meets multiple different conditions (listed below), it will stack together all of the effects gained from each condition, making for some really powerful combos.
If the supplied fluid is a gas, some effects are linearly weakened the longer the particle exists, due to the gas dissipating away. Burning gas particles last for 1 second, while non-burning gas particles last for 3 seconds, so the latter's effects dissipate slower than the former. Gasses can also affect multiple entities at once in a 5x5 area centered around the particles, but that area is also linearly reduced because of dissipation. Note that Oxygen and Hydrogen count as gasses for the purposes of the chemthrower.
Most of the chemthrower's effects only apply to entities that are alive, meaning they exclude entities such as boats and minecarts from being damaged/affected.
Fluid Effects
Hot/Cold Fluids
If the supplied fluid has a temperature of at least 100°C or hotter, the chemthrower will shoot particles that deal 0.25 damage each, and an additional 0.001 damage for every 1°C above 100°C (1 extra damage every 1000°C), up to a hard maximum of 15 damage per particle (equivelant to 14850°C). If the fluid's temperature is at least 500°C, the target will be set on fire for 10 seconds.
If the supplied fluid isn't flammable nor combustible, and has a temperature of at least -20°C or colder, and the target is alive, the chemthrower will shoot particles that deal 0.01 damage for every -1°C plus an additional 0.25 damage, up to a hard maximum of 2 damage per particle (equivelant to -175°C). This is different from the hot fluid damage calculation, since the minimum possible damage value is not 0.25, but rather 0.45.
These damage values are small because they're for each individual particle shot by the chemthrower. For reference, if a zombie is sprayed with steam, it will die in just over a second.
Incendiary Fluids
If the supplied fluid is a combustible liquid, the chemthrower will shoot burning particles that deal 1 damage for every 100,000HE in the [Combustible] stat of the liquid, up to a hard maximum of 15 damage per particle. It will also set the target on fire for 5 seconds, and if it hits any terrain it will create fire there as well, or balefire if supplied with BF rocket fuel.
If the supplied fluid is a flammable or combustible gas, the chemthrower will shoot burning particles that deal the higher of these two values as damage:
- the [Flammable] stat divided by 50,000TU (0 if absent).
- the [Combustible] stat divided by 100,000HE, up to hard maximum of 15 (0 if absent).
Note that there is only a hard maximum on the [Combustible] stat, meaning that the damage value on a highly flammable gas is uncapped. The chemthrower will also set the target on fire for 5 seconds, and if it hits terrain it will create fire there as well. Both the burn duration and the damage are reduced the longer the particles exist, since the supplied fluid is a gas.
If the supplied fluid is a flammable but non-combustible liquid, and the target is alive, the chemthrower will shoot particles that douse the target in oil, which causes an explosion if the target is set on fire, resetting the "oiled" effect. The explosion deals ~20 damage, some minimal block damage, and launches the target high in the air. Since the explosion doesn't extinguish the target, it is possible to trigger a lot of explosions at once by burning the target once and then continuously dousing them with oil from above, accounting for the all the vertical knockback to maximize explosion count.
Corrosive Fluids
If the supplied fluid is [Corrosive] or [Highly Corrosive], and the target is alive, the chemthrower will shoot particles that deal a hidden "strength" value divided by 50 as damage per particle. It will also deal that "strength" value divided by 40 as damage to all worn armor pieces, draining their charge/fuel if they have no durability. Most corrosive fluids have a "strength" value of around 30, [Highly Corrosive] fluids have a value above 50, and the most corrosive fluid is osmiridic solution, at a value of 80, and right behind it is schrabidic acid at a value of 75.
Radioactive Fluids
If the supplied fluid is [Radioactive], and the target is alive, the chemthrower will irradiate both the target and the chunk it is in by 5x a hidden "rad" value per particle. This value is 0.1 for most [Radioactive] fluids, a pitiful 0.001 for tritium, 0.5 for liquid and gaseous nuclear waste, and 1 for schrabidium trisulfide and schrabidic acid. Since this isn't a permanent radiation source, chunk radiation will gradually reduce to 0 the moment the shooter stops firing.
Fluids With Toxic Fumes/Toxins
If the supplied fluid has the [Toxic Fumes] trait, and the target is alive, the chemthrower will apply a level one poison/wither effect that lasts 5 seconds, an overall weak effect for combat, since these potion effects kill slowly, are fixed at level 1, and don't last long.
If the supplied fluid has the [Toxins] trait, and the target is alive, the chemthrower may apply a variety of potion effects and DPS to any unprotected target, with effect and protection details listed right below the [Toxins] trait in the fluid's tooltip. These fluids aren't that useful in the chemthrower compared to other choices, and are better suited for use in other weaponry, like specialized artillary shells, or in the disperser canister.
Extinguishing Fluids
If the supplied fluid is a liquid, at a temperature below 50°C, and is not flammable nor combustible, the chemthrower will extinguish the target if they are set on fire, and also put out physical fires, but not balefire.
If supplied with carbon dioxide, the chemthrower can extinguish fires in tanks and refinaries if they happen to explode with oil products inside. Care should be taken to not put out an oil fire with water, as it will only make the problem worse.
Delicious Fluids
If the supplied fluid is neither flammable nor combustible, and has the [Delicious] fluid property, and the target is alive, the chemthrower will rapidly heal the target. Since the chemthrower's particles can infinitely peirce, the exact amount of health regenerated per second is complicated, as it depends on:
- Whether the fluid is a liquid or gas (
base healingvalue is 4 and 2 health points, respectively). - How far away the target is, if the fluid is a gas (due to dissipation, base healing is linearly reduced).
- How many particles are contacting the target (
base healing × contacted particlesper tick).
Overall, it takes very little fluid to fully heal most mobs and players, so supplying a chemthrower with [Delicious] fluids is a decent, cost efficient way to heal an entire team of players at range, but a bit risky since it can also heal hostile mobs and enemy players.
Special Fluids
If supplied with antimatter or antischrabidium, the chemthrower will fire long range gamma rays that deal 1 damage per particle, and irradiate the target by 50 RADs per particle, but not the chunk they're in. The massive amounts of radiation usually kill the target before the direct damage does, making this a strong counter to any high health entities that are vulnerable to radiation poisoning. The amount of radiation dealt by this gamma ray is linearly reduced the longer the particle exists (because its source is a gas), although it is hardly noticable because the particles last for 30 whole seconds and travel very quickly, only reaching 50% effectiveness when shooting at a range of ~64 blocks.
If supplied with ionic gel, the chemthrower will fire an electric beam that is visually similar to the gamma ray, except its range is much shorter at around 8 blocks. The electric beam deals 0.5 damage per particle, and applies two extremely strong potion effects:
- Slowness X for 3 seconds.
- Weakness X for 3 seconds.
These two effects combined can practically stun a target, completely immobilizing them and severely reducing the damage they can deal.
If supplied with glyphid pheromones, and the target is alive, the chemthrower will apply a whole range of potion effects, depending on the target and pheromone type:
- always:
- Resistance III for 2 minutes.
- Speed II for 5 minutes.
- Haste V for 2 minutes.
- if the pheromones are unmodified and the target is a glyphid:
- Strength V for 5 minutes.
- Fire Resistance I for 1 minute.
- Absorption XX for 1 minute.
- if the pheromones are modified and the target is a player:
- strength III for 2 minutes.
If supplied with water, heavy water, or coolant, the chemthrower will remove fallout in a 5x5 area around the target block.
If supplied with experience juice and the target is a player, the chemthrower will give exactly 1XP per particle. This is the only fluid that despawns when impacting an entity, to make sure that no experience is dupelicated.
If supplied with ender juice, the chemthrower will randomly teleport the target, similar to an enderman or chorus fruit's teleport.
If supplied with seeding slurry, the chemthrower will turn all types of dirt into grass, including dead and oily dirt. It will also turn cobblestone, stone bricks, and concrete bricks into their mossy variants.
Mods
- Optimized Weapon Steel Receiver: The chemthrower can technically take an optimized weapon steel receiver, but it doesn't affect how much damage it deals unlike other guns, which makes it just a waste of resources.
- High-Durability Weapon Steel Parts: The chemthrower can take high-durability weapon steel parts, doubling its durability. This allows for more usage of the chemthrower, but the base durability is good enough for most use cases.
Trivia
- The chemthrower is based off a weapon of the same name from Bioshock