Guide to Chemistry
Now you've done it. You picked the one job where -math- is mandatory. Grab your beaker, pull up a chair, and get cracking, it's time to cook up some chems.
With the advent of woundmed, chemistry has become an essential part of keeping the crew alive.
This role is also very self centered, so if you like long periods of time to yourself while you make cool things, its a good job for you!
While chemists primarily make medications, there's a very wide variety of chemicals that can be made, all of which are showcased in the Chemicals entry of the Guidebook.
Chemists use the following equipment:
Chemistry is fairly straightforward once you know what to expect. Starting out, you'll be expected to make medicinal chems - the easiest is probably Bicaridine, a medicine that treats brute damage, so let's teach you how to make it!
You're going to need:
This is your bare minimum shiftstart kit for making a chemical of any kind!
You can also mix chemicals inside the ChemMaster the same way you do with the dispenser, but you'll need to add chemicals to the buffer to do so. Many chemists prefer to add all their reagents to the ChemMaster to mix chemicals in there instead - give it a go yourself if you want to experiment.
Chemistry is fairly straightforward once you know what to expect. SO what about preparing chemicals for other kinds of situations, or for general use? Well, pills can typically work that angle well.
That's it, you've made your first set of pills! Consider checking with Medical Doctors and other crew to see what else may be requested, refilling the medical kits in medbay storage, or just experimenting! Or you can just give the Clown potassium pills.
So you have gotten comfortable with the controls, now what is a good approach to this mess?
The best thing to do in chemistry is to have a plan. Know a couple of basic medicines that you can quickly and easily provide to your team. Try to learn a spread of chemicals you are comfortable making quickly to cover most damage types, and writing down steps to make them quickly if you feel so inclined.
The SECOND best thing to do in chemistry is to lock up your chems. goob has a culture of using duffels and medical lockers as a method to keep chems safe, and that method is easy, cheap, and reliable.
So what is an example of this? well, here is a pretty typical chemist round start:
So you understand that; Great! here is a basic example duffle of chems with labels for a budding chemist. Note these are Basic chems, and that as you get better, you should ABSOLUTELY learn more fun and powerful chems. Note some of these labels are a little different, and include details, or dont list an overdose if there is none.
For steps on how to make these chems, there is a helpful button on the top right of the chemical dispenser that contains all the recipes in the game!