Chemist: Difference between revisions
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|stafftype = MEDICAL | |stafftype = MEDICAL | ||
|jobtitle = Chemist | |jobtitle = Chemist | ||
|access = | |access = Medbay, Chemistry Lab, Morgue, Mineral Storage | ||
|difficulty = Medium | |difficulty = Medium | ||
|superior = [[Chief Medical Officer]] | |superior = [[Chief Medical Officer]] | ||
|duties = Make medicine and less likable substances in the comfort of a fully reinforced room | |duties = Make medicine and less likable substances in the comfort of a fully reinforced room | ||
|guides = [[Guide to chemistry]], [[ | |guides = [[Guide to chemistry]], [[Guide_to_Ghetto_Chemistry|Guide to Ghetto Chemistry]], [[Guide_to_plumbing|Guide to Plumbing]] | ||
}} | |requirements = Stock the dispenser up with some beneficial medicine before you go off on your own chemical adventures. Give botanists [[guide to chemistry#Unstable Mutagen|unstable mutagen]] when they ask for it, and don't give the clown [[Guide_to_chemistry#Space_Lube|lube]]!}} | ||
You start in | {{Medical Dept header}} | ||
You start in Medbay. You mess with all sorts of [[Guide_to_chemistry|chemicals]]. That's it. Some of the time you can do whatever you feel like for most of the round or make stuff to deal with the security officers or [[traitor|syndicate]] fucking with shit in your lab. Be sure to keep the scientists stocked with acid, and keep your nose out of those space drugs! | |||
[[File:Chemistry.png|300px|thumb|alt=Medbay|The chemical research lab is located in [[Medbay]]. It provides enough work space for two people]]<br> | [[File:Chemistry.png|300px|thumb|alt=Medbay|The chemical research lab is located in [[Medbay]]. It provides enough work space for two people]]<br> | ||
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=== Tools of the trade === | === Tools of the trade === | ||
[[File:Dispenser.png]] The [[Medical_items#Chem Dispenser|Chem Dispenser]] turns electrical energy into a variety of basic chemicals, through <s>magic</s> science. Guard it with your life. If you run out of power, you can disassemble the dispenser with screwdriver+crowbar and rebuild it by first putting the circuit board back, and then all other things but use a full power cell [[File:Power_cell.png]] instead of the old one. Then screwdriver to finish. Or you can charge the machine with an | [[File:Dispenser.png]] The [[Medical_items#Chem Dispenser|Chem Dispenser]] turns electrical energy into a variety of basic chemicals, through <s>magic</s> science. Guard it with your life. If you run out of power, you can disassemble the dispenser with screwdriver+crowbar and rebuild it by first putting the circuit board back, and then all other things but use a full power cell [[File:Power_cell.png]] instead of the old one. Then screwdriver to finish. Or you can charge the machine with an inducer [[File:Inducer.png]].<br/> | ||
[[File:Nduct_n_w.png]] In addition to the traditional chem dispensers, there's a system called [[Guide_to_plumbing|plumbing]] with its own dedicated area. <br> | [[File:Nduct_n_w.png]] In addition to the traditional chem dispensers, there's a system called [[Guide_to_plumbing|plumbing]] with its own dedicated area. <br> | ||
[[File:chemmaster.gif]] The [[Medical_items#ChemMaster 3000|ChemMaster 3000]] can magically separate chemicals, and has the ability to produce a limitless supply of 50 unit pills, 40 unit patches and 30 unit bottles.<br/> | [[File:chemmaster.gif]] The [[Medical_items#ChemMaster 3000|ChemMaster 3000]] can magically separate chemicals, and has the ability to produce a limitless supply of 50 unit pills, 40 unit patches and 30 unit bottles.<br/> | ||
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[[File:Chemheater.png]] The [[Medical_items#Chemical Heater|Chemical Heater]] is important for making many recipes that require high temperatures to mix.<br/> | [[File:Chemheater.png]] The [[Medical_items#Chemical Heater|Chemical Heater]] is important for making many recipes that require high temperatures to mix.<br/> | ||
[[File:Pillsbox.png]] Inside the chemistry locker you will find boxes of pill bottles on some maps. These can be loaded with pills for inventory space efficiency. [[File:Pillbottle.png]] <br/> | [[File:Pillsbox.png]] Inside the chemistry locker you will find boxes of pill bottles on some maps. These can be loaded with pills for inventory space efficiency. [[File:Pillbottle.png]] <br/> | ||
Alongside the boxes of pill bottles, you can also find boxes of empty hypospray kits. These can be filled and given to doctors to help them in treating patients. <br/> | |||
[[File:writingbox.png]] Some maps also have medical sprays in the same locker. These can be filled with chemicals by using the ChemMaster. They work as patches and provide an optional way to apply medicine.[[File:Medicalspray.png]]<br/> | [[File:writingbox.png]] Some maps also have medical sprays in the same locker. These can be filled with chemicals by using the ChemMaster. They work as patches and provide an optional way to apply medicine.[[File:Medicalspray.png]]<br/> | ||
[[File:handlabeller.png]] On a table is a hand labeller. This can be used to label beakers, pill bottles, grenades and many other things. Actual pills and patches are instead labelled with the ChemMaster.<br/> | [[File:handlabeller.png]] On a table is a hand labeller. This can be used to label beakers, pill bottles, grenades and many other things. Actual pills and patches are instead labelled with the ChemMaster.<br/> | ||
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==== Other things you may want to do ==== | ==== Other things you may want to do ==== | ||
* During a [[Infections|disease]] outbreak, if the cure is something you can produce then make pills of it. Curing can take a random time so aim for pills at least 5u big. If the [[virologist]] comes in with a [[Infections#How_to_create_a_vaccine|vaccine]], then make 0.4u vaccine pills instead. Read more about common cures under [[Infections#Understanding_stats|here]]. You can also make the [[Infections#How_to_create_a_vaccine|vaccine]] yourself at the | * During a [[Infections|disease]] outbreak, if the cure is something you can produce then make pills of it. Curing can take a random time so aim for pills at least 5u big. If the [[virologist]] comes in with a [[Infections#How_to_create_a_vaccine|vaccine]], then make 0.4u vaccine pills instead. Read more about common cures under [[Infections#Understanding_stats|here]]. You can also make the [[Infections#How_to_create_a_vaccine|vaccine]] yourself at the holodeck Emergency Medical program, if you have time. | ||
* Cargo might ask for a 30u bottle of a certain chemical for a | * Cargo might ask for a 30u bottle of a certain chemical for a bounty. | ||
* Botany can use [[Guide_to_chemistry#Saltpetre|saltpetre]] to quickly optimize plant stats, [[Guide_to_chemistry#Diethylamine|diethylamine]]/[[Guide_to_chemistry#Ammonia|ammonia]] as fertilizers and a [[Medical_items#Eyedropper|dropper]] for precise mutations. | * Botany can use [[Guide_to_chemistry#Saltpetre|saltpetre]] to quickly optimize plant stats, [[Guide_to_chemistry#Diethylamine|diethylamine]]/[[Guide_to_chemistry#Ammonia|ammonia]] as fertilizers and a [[Medical_items#Eyedropper|dropper]] for precise mutations. | ||
* [[Guide_to_xenobiology|Xenobiology]] can use radium to make various [[Guide_to_xenobiology#Green_Slime|mutation toxins]]. | * [[Guide_to_xenobiology|Xenobiology]] can use radium to make various [[Guide_to_xenobiology#Green_Slime|mutation toxins]]. | ||
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=== Arming thyself === | === Arming thyself === | ||
* Grab one of the syringe guns in Medbay before the Medical Doctors get them. It's a valuable weapon in your hands when filled with [[Guide_to_chemistry#Chloral_Hydrate|Chloral Hydrate]] or worse. | * Grab one of the syringe guns in Medbay before the Medical Doctors get them. It's a valuable weapon in your hands when filled with [[Guide_to_chemistry#Chloral_Hydrate|Chloral Hydrate]] or worse. | ||
* Later in the round, if you've been nice to | * Later in the round, if you've been nice to R&D, and they are competent, they might research "Medical Weaponry", which lets you print a rapid syringe gun from the [[Guide_to_Research_and_Development#Techfab|medical techfab]]. This can hold six syringes at once. | ||
* A space cleaner spray bottle can be used as a ghetto flamethrower with [[Guide_to_chemistry#Chlorine_Trifluoride|chlorine trifluoride]]. | * A space cleaner spray bottle can be used as a ghetto flamethrower with [[Guide_to_chemistry#Chlorine_Trifluoride|chlorine trifluoride]]. | ||
* You have all the tools you need to make [[#Grenades|grenades]]. | * You have all the tools you need to make [[#Grenades|grenades]]. | ||
===Grenades=== | ===Grenades=== | ||
As a chemist, you have the tools you need to craft chemical grenades. See the | As a chemist, you have the tools you need to craft chemical grenades. See the grenade guide to learn how to make them. These can be both beneficial and malicious, depending on what chems you put into the two beakers. When the grenade is triggered the two beakers will mix. Typically you want the grenade to result in either [[Guide_to_chemistry#Smoke|smoke]] or [[Guide_to_chemistry#Fluorosurfactant|foam]] containing other chemicals. To learn the differences between smoke and foam, see [[Guide_to_chemistry#Smoke_vs_foam_vs_others|Smoke vs foam vs others]]. | ||
===Pills and Patches=== | ===Pills and Patches=== | ||
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==Tips== | ==Tips== | ||
* If there are no chemistry bags available, you can use [[Engineering_items#Wirecutters|wirecutters]] [[File:Wirecutters.png]] on two bedsheets, activate the resulting cloth in your hand and craft one. | * If there are no chemistry bags available, you can use [[Engineering_items#Wirecutters|wirecutters]] [[File:Wirecutters.png]] on two bedsheets, activate the resulting cloth in your hand and craft one. | ||
* The effects of [[Guide_to_chemistry#Chloral_Hydrate|chloral hydrate]] don't work if you drink [[Guide_to_food_and_drinks#Coffee|coffee]] beforehand. You'll still take damage if the dose was high enough but you don't get knocked out. [[Guide_to_food_and_drinks | * The effects of [[Guide_to_chemistry#Chloral_Hydrate|chloral hydrate]] don't work if you drink [[Guide_to_food_and_drinks#Coffee|coffee]] beforehand. You'll still take damage if the dose was high enough but you don't get knocked out. [[Guide_to_food_and_drinks|Coffee]] usually completely negates [[Guide_to_chemistry#Chloral_Hydrate|chloral hydrate]], however. | ||
* The effects of different chemicals stack, as they are all processed individually at the same time. | * The effects of different chemicals stack, as they are all processed individually at the same time. | ||
* Foam and smoke carry reagents. Foam will continuously apply the reagent's vapour effect, while smoke will cause touch effects and repeated ingestion. One can release a [[Guide_to_chemistry#Synthflesh|synthflesh]] smoke grenade to heal someone from [[Health#Critical_Status|critical]] to full health almost instantly, or use a [[Guide_to_chemistry#Fluorosulfuric_Acid|fluorosulfuric acid]] smoke grenade to make everyone's stuff start melting and deal absolutely <i>decent</i> amounts of damage. | * Foam and smoke carry reagents. Foam will continuously apply the reagent's vapour effect, while smoke will cause touch effects and repeated ingestion. One can release a [[Guide_to_chemistry#Synthflesh|synthflesh]] smoke grenade to heal someone from [[Health#Critical_Status|critical]] to full health almost instantly, or use a [[Guide_to_chemistry#Fluorosulfuric_Acid|fluorosulfuric acid]] smoke grenade to make everyone's stuff start melting and deal absolutely <i>decent</i> amounts of damage. | ||
* | * Grenades are great for everything. Experiment! | ||
* If you go to the chef or break room at round start and grab a heated donk pocket, and then to the chaplain for some holy water (bring a beaker), you now have the stuff to make [[Guide_to_chemistry#Strange_Reagent|Strange Reagent]], which can literally bring people back from the dead. Laugh at the geneticists as they space themselves after becoming effectively useless. Also, this strange reagent can be diluted with other reagents. It only requires 0.4u of strange reagent to revive someone. | * If you go to the chef or break room at round start and grab a heated donk pocket, and then to the chaplain for some holy water (bring a beaker), you now have the stuff to make [[Guide_to_chemistry#Strange_Reagent|Strange Reagent]], which can literally bring people back from the dead. Laugh at the geneticists as they space themselves after becoming effectively useless. Also, this strange reagent can be diluted with other reagents. It only requires 0.4u of strange reagent to revive someone. | ||
* [[Guide_to_chemistry#Strange_Reagent|Strange Reagent]] can only revive someone with less than 100 brute and 100 burn damage. This does not stack; 99 brute and 99 burn means they can still be revived. | * [[Guide_to_chemistry#Strange_Reagent|Strange Reagent]] can only revive someone with less than 100 brute and 100 burn damage. This does not stack; 99 brute and 99 burn means they can still be revived. | ||
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* Medbay lobby looking like a chainsaw massacre? Let loose some [[Guide_to_chemistry#Space_Cleaner|space cleaner]] foam and watch as medical bay is <i>magically cleaned</i> and the [[janitor]] infuriated. | * Medbay lobby looking like a chainsaw massacre? Let loose some [[Guide_to_chemistry#Space_Cleaner|space cleaner]] foam and watch as medical bay is <i>magically cleaned</i> and the [[janitor]] infuriated. | ||
{{Jobs | |||
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[[Category:Jobs]] | [[Category:Jobs]] |
Latest revision as of 18:33, 18 October 2023
PRIORITY: Not defined
Superiors: Chief Medical Officer
|
You start in Medbay. You mess with all sorts of chemicals. That's it. Some of the time you can do whatever you feel like for most of the round or make stuff to deal with the security officers or syndicate fucking with shit in your lab. Be sure to keep the scientists stocked with acid, and keep your nose out of those space drugs!
Getting Things Done
Chemists are naturally suspicious individuals. They've got all the tools in the world to break in wherever they desire and/or kill people in all sorts of horrifying and inhumane ways. An easy way to allay this suspicion - whether you plan on doing something suspicious or not - is to make yourself useful to the station at the game's beginning. Any accidents are likely to be blamed on your coworker, then, if you have one.
Tools of the trade
The Chem Dispenser turns electrical energy into a variety of basic chemicals, through magic science. Guard it with your life. If you run out of power, you can disassemble the dispenser with screwdriver+crowbar and rebuild it by first putting the circuit board back, and then all other things but use a full power cell instead of the old one. Then screwdriver to finish. Or you can charge the machine with an inducer .
In addition to the traditional chem dispensers, there's a system called plumbing with its own dedicated area.
The ChemMaster 3000 can magically separate chemicals, and has the ability to produce a limitless supply of 50 unit pills, 40 unit patches and 30 unit bottles.
The Reagent Grinder is identical to the grinder the Chef has. It can be used to extract chemical reagents from things the Shaft Miners, Chef, and Botanists produce.
The Chemical Heater is important for making many recipes that require high temperatures to mix.
Inside the chemistry locker you will find boxes of pill bottles on some maps. These can be loaded with pills for inventory space efficiency.
Alongside the boxes of pill bottles, you can also find boxes of empty hypospray kits. These can be filled and given to doctors to help them in treating patients.
Some maps also have medical sprays in the same locker. These can be filled with chemicals by using the ChemMaster. They work as patches and provide an optional way to apply medicine.
On a table is a hand labeller. This can be used to label beakers, pill bottles, grenades and many other things. Actual pills and patches are instead labelled with the ChemMaster.
Being helpful
These are some suggested things you can make. Just remember you can't be certain that these things will actually be used, so if you wish you can choose to hold off on most things until you receive requests. Also, if you are using a map with the plumbing system instead of a chem dispenser you may want to focus on mass-producing a select few things instead of a bit of everything.
Roundstart
If someone comes and requests something from you, make sure you fulfil them first. No one likes a chemist doing his own thing as they have to stand there waiting. If you are in the middle of something, inform them that you will be right with them. These suggestions were written with an available chem dispenser in mind.
- For yourself:
- Make plastic sheets, then use them to craft large water bottles. These are functionally identical to large beakers!
- Bring a few plastic sheets to the medical techfab, and you should be able to print a few 120u XL-beakers.
- Print a chemistry bag from your ChemDrobe. You will use it to put pills/patches/bottles in either a fridge, a pile somewhere (click-drag bag to the floor) or to just carry them around. It's your choice.
- Suggested basic chems (in order of urgency):
- 30u unstable mutagen bottles for the Botanist (if asked to).
- 30u mannitol bottles. Bottles let people use them both to heal their brain damage and to pour on damaged brains.
- 40u potassium iodide pills. Heals minor radiation.
- Suggested intermediate chems:
- 40u synthflesh patches. Heals both brute and burn even on corpses, but deals toxin damage. If you want to mass-produce something, this is a good choice.
- 10u neurine pills. This heals basic traumas.
- 5u oculine pills. Heals eyes.
- 0.5u Inacusiate pills. Heals ears.
- 0.5u mutadone pills. Instantly removes mutations.
- 10u probital pills. Heals brute.
- 100u hercuri spray bottle. Heals burn.
- 20u syriniver + 80u anything else in Intravenous Medicine Bags. Heals toxins.
- Suggested advanced chems:
- 20u pentetic acid pills. Heals toxins, major radiation and purges all chemicals quickly.
- 30u salbutamol pills. Heals oxyloss safely and lets you survive without air.
- 10u atropine patches. Quickly heals someone who is in crit.
- 5u rezadone patches. Instantly removes all cellular damage and can unhusk corpses. Eliminates the need for cryo. Hunt and slaughter space carp or use your Botany skills to grow koibeans for the carpotoxin.
- 10u lipolicide pills. To make fat people slim.
Other things you may want to do
- During a disease outbreak, if the cure is something you can produce then make pills of it. Curing can take a random time so aim for pills at least 5u big. If the virologist comes in with a vaccine, then make 0.4u vaccine pills instead. Read more about common cures under here. You can also make the vaccine yourself at the holodeck Emergency Medical program, if you have time.
- Cargo might ask for a 30u bottle of a certain chemical for a bounty.
- Botany can use saltpetre to quickly optimize plant stats, diethylamine/ammonia as fertilizers and a dropper for precise mutations.
- Xenobiology can use radium to make various mutation toxins.
- The Virologist sometimes want more synaptizine to make new and exciting diseases.
- Geneticists can benefit from a supply of potassium iodide or to treat radiation levels in themselves and their subjects.
- The Janitor might want you to refill his space cleaner bottle.
- You can help the Chef replenish the supply of sugar.
- The Bartender might request various chemicals to make cocktails with, though bear in mind that a bartender who wants anything particularly toxic is probably up to no good.
- The Warden might request various chemicals to use in implants for prisoners, to ensure they don't re-offend.
- Grind up snacks to make nutriment or vitamin pills and taunt the Chef about his inefficient creations.
- In the event of a rogue Hulk from genetics rampaging about, a syringe gun loaded with a syringe containing 1 unit mutadone and 14 units chloral hydrate/lexorin will make them very sad.
- In the case of a rogue AI, various people will want thermite in order to break through reinforced walls.
- Rogue AIs, in particular, go down with a combination of thermite and EMP grenades.
- Enable the reagent scanner on your PDA and test the food and drinks at the bar and kitchen for tampering. This can also be used on people to find out what they've been poisoned with.
- You aren't far from the medbay lobby or the cryogenics, so if there are no Medical Doctors around, feel free to grab a health analyzer and start treating patients.
- The Clown will often request space lube. When this happens you have a choice. The recommended choice is to NOT give lube to the clown. Barbers Aid can be used as a prank worthy substitute.
Arming thyself
- Grab one of the syringe guns in Medbay before the Medical Doctors get them. It's a valuable weapon in your hands when filled with Chloral Hydrate or worse.
- Later in the round, if you've been nice to R&D, and they are competent, they might research "Medical Weaponry", which lets you print a rapid syringe gun from the medical techfab. This can hold six syringes at once.
- A space cleaner spray bottle can be used as a ghetto flamethrower with chlorine trifluoride.
- You have all the tools you need to make grenades.
Grenades
As a chemist, you have the tools you need to craft chemical grenades. See the grenade guide to learn how to make them. These can be both beneficial and malicious, depending on what chems you put into the two beakers. When the grenade is triggered the two beakers will mix. Typically you want the grenade to result in either smoke or foam containing other chemicals. To learn the differences between smoke and foam, see Smoke vs foam vs others.
Pills and Patches
Pills are a great way to give large amounts of medicine at once - if you are going to make medicine that will be single-serve, make it pill form. Each pill can hold 50 units of material at one time, and up to seven can be stored in a pill bottle! They are even small enough to store in your pockets. Patches are similar to pills but work in a touch-based way rather than ingestion. Read more about the different ways of applying chemicals under Reagent Delivery.
Tips
- If there are no chemistry bags available, you can use wirecutters on two bedsheets, activate the resulting cloth in your hand and craft one.
- The effects of chloral hydrate don't work if you drink coffee beforehand. You'll still take damage if the dose was high enough but you don't get knocked out. Coffee usually completely negates chloral hydrate, however.
- The effects of different chemicals stack, as they are all processed individually at the same time.
- Foam and smoke carry reagents. Foam will continuously apply the reagent's vapour effect, while smoke will cause touch effects and repeated ingestion. One can release a synthflesh smoke grenade to heal someone from critical to full health almost instantly, or use a fluorosulfuric acid smoke grenade to make everyone's stuff start melting and deal absolutely decent amounts of damage.
- Grenades are great for everything. Experiment!
- If you go to the chef or break room at round start and grab a heated donk pocket, and then to the chaplain for some holy water (bring a beaker), you now have the stuff to make Strange Reagent, which can literally bring people back from the dead. Laugh at the geneticists as they space themselves after becoming effectively useless. Also, this strange reagent can be diluted with other reagents. It only requires 0.4u of strange reagent to revive someone.
- Strange Reagent can only revive someone with less than 100 brute and 100 burn damage. This does not stack; 99 brute and 99 burn means they can still be revived.
- You don't need a grenade for foam. You can have fluorosurfactant in a beaker and a bottle of equal water. Combine the two to produce grenade-less foam.
- Medbay lobby looking like a chainsaw massacre? Let loose some space cleaner foam and watch as medical bay is magically cleaned and the janitor infuriated.