The following are all the status effects that can be used in consumables:

SPITTER_SPIT,
HEAL_OVER_TIME ,
ENERGY_OVER_TIME,
RESPAWN,
SLOW,
WELL_FED,
FIRE,
THORNS,
MOVE_SPEED,
MELEE_SPEED,
MAX_ENERGY,
MAX_HEALTH,
SOLAR_CHARGE,
REDUCE_FALL_DAMAGE,
CHARGE_ON_STEP,
STATIC_CAPACITOR,
ARMORED,
ANTGOO,
STINKY,
RESIST_FIRE,
RESIST_FIRE_PERCENT,
RESIST_CORROSIVE_PERCENT,
HUD_MOB_HEALTH,
XENOLITH,
HARD_LIKE_ROCK,
JUMP_HEIGHT,
TRAJECTORY_COMPUTER,
THROW_POWER,
OPTICAL_CAMO,
PROJECTILE_REPULSOR,
XENITE_INFUSED,
CALM,
FREEZE,
XENOID_IMPORTANT,
RESIST_SULFUR_GAS_PERCENT,
SOUL_DRAIN,
SOUL_EFFECT,
BLEED,
DUGLETTE_POISON,
STUN,
LIGHT_AURA,
RESIST_BLEED,
SPELL_DAMAGE,
SPELL_COST,
SLIGHT_MELEE_DAMAGE,
MEDIUM_MELEE_DAMAGE,
GREAT_MELEE_DAMAGE,
SLIGHT_RANGED_DAMAGE,
MEDIUM_RANGED_DAMAGE,
GREAT_RANGED_DAMAGE,
REDUCE_HEALTH_REGEN,
THE_HUNGER,
RESIST_POISON_PERCENT,
VULNERABILITY,
PROTECTION,
POISON,
DODGE_SPEED,
RESIST_XENITE_PERCENT,
CHARGE_ALIEN_ENERGY,