Difference between revisions of "Chemist"

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{{JobPageHeader
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{{Infobox_jobs
|headerbgcolor = #395837
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|headerbgcolor = orange
|headerfontcolor = white
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|headerfontcolor = black
|stafftype = MEDICAL
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|bgcolor = #F2F2F2
|imagebgcolor = orange
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|image = Chemist.png
|img_generic = Chemist.png
 
|img = chemist_action.png
 
 
|jobtitle = Chemist
 
|jobtitle = Chemist
|access = [[Medbay]], [[Chemistry Lab]], Mineral Storage
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|caption = Just to be clear, I '''shouldn't''' give the clown [[Guide_to_chemistry#Space_Lube|lube]], right?
|additional = [[Morgue]], [[Operating Theatre]], [[Virology]], [[Genetics]]
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|access = [[Medbay]], [[Chemistry Lab]], [[Morgue]], Mineral Storage
|difficulty = Easy
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|access2 = [[Genetics]], [[Operating Theatre]], [[Guide_to_genetics#Cloning|Cloning Lab]], [[Virology]]
|superior = [[Chief Medical Officer]]
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|difficulty = Medium
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|supervisors = [[Chief Medical Officer]]
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|rank = Sub-Lieutenant ('''SLT''')
 
|duties = Supply science with chemicals, make medicine and less likable substances in the comfort of a fully reinforced room
 
|duties = Supply science with chemicals, make medicine and less likable substances in the comfort of a fully reinforced room
|guides = [[Guide to chemistry]], [[Chemical recipes]], [[Guide_to_Ghetto_Chemistry|Guide to Ghetto Chemistry]],  [[Grenade]]
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|guides = [[Guide to chemistry]], [[Chemical recipes]], [[Guide_to_Ghetto_Chemistry|Guide to Ghetto Chemistry]],  [[Grenade]], [[Guide to plumbing]]
|quote = Just to be clear, I '''shouldn't''' give the clown lube, right?
 
 
}}
 
}}
You start in [[Medbay]]. You mess with all sorts of chemicals. That's it. Some of the time you can do what ever you feel like for most of the round or make stuff to deal with the [[shitcurity|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!
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You start in [[Medbay]]. You mess with all sorts of [[Guide_to_chemistry|chemicals]]. That's it. Some of the time you can do what ever you feel like for most of the round or make stuff to deal with the [[shitcurity|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!
  
'''Bare minimum requirements:''' Stock the dispenser up with some beneficial medicine before you go off on your own chemical adventures. Give Science [[guide to chemistry#Active Pure Chemicals|sulphuric acid]] and botanists [[guide to chemistry#Unstable Mutagen|unstable mutagen]] when they ask for it, And don't give the clown lube!
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'''Bare minimum 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]]!
  
 
[[File:Chemistry.png|300px|thumb|alt=Medbay|link=http://puu.sh/3EEmO.png|The chemical research lab is located in [[Medbay]]. It provides enough work space for two people]]<br>
 
[[File:Chemistry.png|300px|thumb|alt=Medbay|link=http://puu.sh/3EEmO.png|The chemical research lab is located in [[Medbay]]. It provides enough work space for two people]]<br>
  
 
== Getting Things Done ==
 
== 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.
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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 ship at the game's beginning. Any accidents are likely to be blamed on your coworker, then, if you have one.
  
 
=== Tools of the trade ===
 
=== Tools of the trade ===
* The [[Chem Dispenser]] turns electrical energy into a variety of basic chemicals, through <s>magic</s> science. Guard it with your life.
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[[File:Dispenser.png]] The [[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/>
* The [[ChemMaster 3000]] can magically separate chemicals, and has the ability to produce a limitless supply of 50 unit pills/patches and 30 unit bottles.
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[[File:chemmaster.gif]] 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.<br/>
* 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.
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[[File:Blender.png]] 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.<br/>
* The [[Chemical Heater]] is important for making many recipes that require high temperatures to mix.
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[[File:Chemheater.png]] The [[Chemical Heater]] is important for making many recipes that require high temperatures to mix.<br/>
* Inside the chemistry locker you will find boxes of pill bottles on some maps. These can be loaded with pills for inventory space efficiency.  
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[[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/>
* Some maps also have medical sprays in the same locker. These can be filled with chemicals by using the ChemMaster. They provide an optional way to apply medicine.  
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[[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/>
* On a table is a hand labeler. This can be used to label beakers, pill bottles, grenades and many other things. Actual pills and patches are instead labeled with the ChemMaster.
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[[File:Labler.png]] On a table is a hand labeler. This can be used to label beakers, pill bottles, grenades and many other things. Actual pills and patches are instead labeled with the ChemMaster.<br/>
  
 
=== Being helpful ===
 
=== Being helpful ===
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'''If someone comes and requests something from you, make sure you fulfill 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.'''
 
'''If someone comes and requests something from you, make sure you fulfill 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.'''
  
* For yourself:
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*'''For yourself''':
** Make plastic sheets, then use them to craft large water bottles. These are functionally identical to large beakers!
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** Make [[Guide_to_chemistry#Plastic_Sheets|plastic sheets]], then use them to craft large water bottles. These are functionally identical to large beakers!
 +
** Bring a few [[Guide_to_construction#Plastic|plastic sheets]] to the [[Guide_to_Research_and_Development#Techfab|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 the public chemical fridge (for the public), or the fridge accessable from medbay (for the doctors). It's your choice.
 +
** Optionally, grab a syringe gun, vend a couple of syringes from a [[Vending_machines#NanoMed_Plus|NanoMed Plus]] [[File:Vendmed.gif]] and make a chemical for self-defense to fill them with, such as [[Guide_to_chemistry#Chloral_Hydrate|Chloral Hydrate]]. You do not have to do this. Also see [[#Arming_thyself|Arming thyself]].
  
* For the whole crew and especially [[doctor]]s:
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*'''Suggested basic chems''' (in order of urgency):
** Make some 20u [[Guide_to_chemistry#Styptic Powder|styptic powder]] patches, 20u [[Guide_to_chemistry#Silver Sulfadiazine|silver sulfadiazine]] patches and some 10-20u [[Guide_to_chemistry#Tricordrazine|tricordrazine]] pills.  
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** 30u [[Guide_to_chemistry#Unstable_Mutagen|unstable mutagen]] bottles for the [[Botanist]].
** Put these in the publically accessable chemical fridge in your lab.
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** <s>20u [[Guide_to_chemistry#Styptic Powder|styptic powder]] patches. These are identical to brute patches. </s>
 +
** <s>20u [[Guide_to_chemistry#Silver Sulfadiazine|silver sulfadiazine]] patches. These are identical to burn patches.</s>
 +
** 30u [[Guide_to_chemistry#Mannitol|mannitol]] bottles. Bottles let people use them both to heal their brain damage and to splash on damaged brains.  
 +
** 40u [[Guide_to_chemistry#Potassium_Iodide|potassium iodide]] pills. Heals minor radiation.  
  
* More suggestions for pills/patches for the injured:
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*'''Suggested intermediate chems''':
*** Styptic Powder (Aluminum, Hydrogen, Oxygen, Sulfuric Acid - heals '''brute''')
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** 10u [[Guide_to_chemistry#Neurine|neurine]] pills. This heals [[Guide_to_Traumas#Basic_Traumas_Without_Prefix|basic traumas]].
*** Silver Sulfadiazine (Ammonia, Silver, Sulfur, Oxygen, Chlorine - heals '''burn''')
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** 5u [[Guide_to_chemistry#Oculine|oculine]] pills. Heals eyes.
*** Synthflesh (Styptic Powder, Carbon, Blood - heals '''both brute and burn''')
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** 0.5u [[Guide_to_chemistry#Inacusiate|Inacusiate]] pills. Instantly heals ears.
*** Charcoal (Ash and Table Salt - heals '''toxins''')
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** 40u [[Guide_to_chemistry#Synthflesh|synthflesh]] patches. Heals both brute and burn even on corpses, but deals toxin damage.
*** Salbutamol (Salicylic Acid, Lithium, Bromine, Ammonia, Aluminum - heals '''oxyloss''')
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** 0.5u [[Guide_to_chemistry#Mutadone|mutadone]] pills. Instantly removes [[Guide_to_genetics#Mutations_and_Their_Consequences|mutations]].
*** Pentetic Acid (Welding Fuel, Chlorine, Ammonia, Formaldehyde, Sodium, Cyanide): Purges '''radiation''' and all '''chemicals''' quickly
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** 10u [[Guide_to_chemistry#Trophazole|trophazole]] pills. Heals brute.
*** Potassium Iodide (Potassium, Iodine): Minor '''radiation'''
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** 100u [[Guide_to_chemistry#Rhigoxane|rhigoxane]] spray bottle. Heals burn.
 +
** 20u [[Guide_to_chemistry#Syriniver|syriniver]] + 80u anything else ''Intravenous Medicine Bags''. Heals toxins.
 +
** 30u [[Guide_to_chemistry#Clonexadone|clonexadone]] bottle. Use one of the spare [[Guide_to_chemistry#Cryoxadone|cryoxadone]] beakers near [[Guide_to_medicine#Cryogenics_Tube|cryo]] to make it. Used in cryo mix to heal [[Health#Cellular|cellular]] damage faster.
  
* For [[Atmos Tech|atmos tech]]s and [[Engineer|station engineer]]s as they can use these to plug hull breaches quickly, don't hand these to everyone:
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*'''Suggested advanced chems''':
** Make about 30 units of foaming agent (not fluorosulfactant!) and fluorosulfuric acid, place 10 units of each into 3 separate beakers.  
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** 20u [[Guide_to_chemistry#Pentetic_Acid|pentetic acid]] pills. Heals toxins, major radiation and purges all chemicals quickly.
** Make 90 units of Iron, place 30 units of each into 3 other seperate beakers.  
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** 30u [[Guide_to_chemistry#Salbutamol|salbutamol]] pills. Heals oxyloss safely and lets you survive without air.  
** Add one beaker of Acid + Foaming Agent and one beaker of Iron to a grenade, this is a metal foam grenade, if you use the correct amounts you should have made 3 of them.  
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** 10u [[Guide_to_chemistry#Atropine|atropine]] patches. Quickly heals someone who is in [[Health#Critical_Status|crit]].  
 +
** 0.5u [[Guide_to_chemistry#Rezadone|rezadone]] pills. Instantly removes all [[Health#Cellular|cellular]] damage. Eliminates the need for [[Guide_to_medicine#Cryogenics_Tube|cryo]]. Hunt and slaughter [[Critters#Hostile|space carp]] or use your [[Botany]] skills to grow [[Guide_to_hydroponics#Koibean|koibeans]] for the [[Guide_to_chemistry#Carpotoxin|carpotoxin]].
 +
** 10u [[Guide_to_chemistry#Lipolicide|lipolicide]] pills. To make fat people slim.  
  
* For [[Botanist]]s:
+
==== Other things you may want to do ====
** Having a supply of unstable mutagen makes a huge difference for Botanists.  
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* 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|holodeck]] Emergency Medical program, if you have time.  
** If your Botanists stop by 24/7, they might not know that they can make their own mutagen by combining Blumpkin chlorine with Glowshroom radium/phosphorus.
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* Cargo might ask for a 30u bottle of a certain chemical for a [[Supply_crates#Bounties|bounty]].
** They can also use Saltpetre to quickly optimize plant stats, Diethylamine/Ammonia as superior fertilizers and a dropper for precise mutations.
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* 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.
 
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* [[Guide_to_xenobiology|Xenobiology]] can use radium to make various [[Guide_to_xenobiology#Green_Slime|mutation toxins]].
==== If You Want to be Especially Awesome ====
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* The [[Virologist]] sometimes want more [[Guide_to_chemistry#Synaptizine|synaptizine]] to make new and exciting [[Infections|diseases]].
* Xenobiology can use radium to make various mutation toxins.
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* [[Geneticist]]s can benefit from a supply of [[Guide_to_chemistry#Potassium_Iodide|potassium iodide]] or to treat radiation levels in themselves and their subjects.
* The [[Virologist]] will want unstable mutagen and synaptizine to make new and exciting diseases.
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* The [[Janitor]] might want you to refill his [[General_items#Space_Cleaner|space cleaner bottle]].  
* [[Geneticist]]s can benefit from a supply of potassium iodide or charcoal pills to treat high radiation levels in themselves and their subjects.
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* You can help the [[Chef]] replenish the supply of sugar.  
* The [[Janitor]] might want you to refill his space cleaner bottle, especially if the virologist has infected the entire station and there's vomit everywhere.
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* The [[Bartender]] might request various chemicals to make [[Guide_to_drinks#Drinks|cocktails]] with, though bear in mind that a bartender who wants anything particularly toxic is probably up to no good.
* You can help the [[Chef]] as well: sulfuric acid is used to make soy sauce.
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* The [[Warden]] might request various chemicals to use in [[Security_items#Chemical_Implant|implants for prisoners]], to ensure they don't re-offend.
* 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.
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* Grind up snacks to make nutriment or vitamin pills and taunt the Chef about his inefficient creations.
* The [[Warden]] might request various chemicals to use in implants for prisoners, to ensure they don't re-offend.
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* In the event of a rogue [[Terminology#Hulk|Hulk]] from [[Guide_to_genetics|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.
* Grind up snacks to make nutriment pills and taunt the Chef about his inefficient creations.
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* In the case of a rogue [[AI]], various people will want [[Guide_to_chemistry#Thermite|thermite]] in order to break through reinforced walls.
* In the event of a rogue [[Terminology#Hulk|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.
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* Rogue AIs in particular go down with a combination of [[Guide_to_chemistry#Thermite|thermite]] and EMP grenades.
* In the case of a rogue AI or an alien hive, various people will want thermite in order to break through reinforced or resin walls.
 
* Rogue AIs in particular go down with a combination of thermite, metal foam grenades 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.
 
* 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 either the waiting room or the sleepers and cryogenics, so if there are no [[Medical Doctor]]s around, feel free to grab a health analyzer and start treating patients.
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* You aren't far from the medbay lobby or the [[Guide_to_medicine#Cryogenics_Tube|cryogenics]], so if there are no [[Medical Doctor]]s around, feel free to grab a health analyzer and start treating patients.
* If you have nothing else to do, whip up various medical pills and patches and leave them on the Medbay counter.
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* The [[Clown]] will often request [[Guide_to_chemistry#Space_Lube|space lube]]. When this happens you have choice. The recommended choice is to NOT give [[Guide_to_chemistry#Space_Lube|lube]] to the clown. [[Guide_to_chemistry#Barbers_Aid|Barbers Aid]] can be used as a prankworthy substitute.
* The [[Clown]] will often request space lube. Be helpful by laughing in his face. Itching powder can also be used as a prankworthy substitute <s>without making a lynch mob savagely beat and space you</s>.
 
  
=== Arming thyself ===
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=== [[Guide to Plumbing|Plumbing]] ===
* Grab the syringe gun on the table west of the Medbay doors before the Medical Doctors get it. They really can't do jack with it, while it's a valuable weapon in your hands when filled with chloral hydrate or worse. If you fail, you can try and hang out by Medical Storage to slip in and grab the second one.
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Does pressing five buttons five bajillion times get too boring? Is medbay understaff as <s>always</s> hell? Do you need to keep a whole ship alive with just a few chems and your two hands? Well then, you need plumbing.
* Later in the round, if you've been nice to R&D, and R&D are competent, they might give you a rapid syringe gun which can hold six syringes if you ask them for it.
 
* 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. See below.
 
  
===CHEM 101===
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With plumbing - or to be more precise, the plumbing constructor - you can create pipelines that connect into dozens of chemical synthetizers, reaction chambers, pill presses, etc. These machines will synthetize and mix even the most advanced chemicals. You can set up chem factories to output patches into the medical lobby, and no longer bother with the assitants who stubbed their toe. You can set up factories in Munitions to mass produce oil for them. Possibilities: endless, work required: minimal.
See the [[Guide to chemistry]] for a list of some of the possible mixtures.
 
  
{{anchor|Grenades}}
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=== 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.
 +
* Later in the round, if you've been nice to [[Research_Division|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]].
 +
* You have all the tools you need to make [[#Grenades|grenades]].
  
 
===Grenades===
 
===Grenades===
As a chemist, you are pretty much the only person with access to grenade materials. You can fit two beakers worth of ANY COMBINATION of lab-juice you have created, a staggering 100 units, into any one grenade assembly. You can take out the containers by clicking on the grenade in your hand, but the containers are expended (obviously) when the grenade is used. It is possible to use medicine, water, or more devious items into a grenade. The mix and matching of different chemical formulas may not always go as planned, but what's science without experimentation?
+
As a chemist you have the tools you need to craft chemical grenades. See the [[Grenade|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]].
 
 
Keep in mind, making grenades that harm others will get you [[robust]]ed in the least, and possibly jobbanned if you are not an antagonist.
 
 
 
====Building Grenades 101====
 
#Grab a cable coil from the desk, or make an assembly from stock parts
 
#Wire the grenade casing by hitting it with the triggering mechanism
 
#Stuff the unsecured grenade full of chemistry containers (bottles/beakers).  It holds up to two of them.
 
#Screwdriver shut, you can also use the screwdriver to tweak the timer.
 
#Activate the grenade in your hand to prime it if wired, or use the other method
 
 
 
For reactions that go off when mixed, you want them separated into two bottles.  For more on chemical reactions, see the [[Guide to chemistry]]. See also [[grenade]]s.
 
  
 
===Pills and Patches===
 
===Pills and Patches===
Pills are a great way to give large amount 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. Things like synthflesh and styptic powder only work in patches and will only damage the user if put into pills.
+
Pills are a great way to give large amount 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 [[Guide_to_chemistry#Reagent_Delivery|Reagent Delivery]].  
 
 
==== Chemicals to put into pills ====
 
* Epinephrine for stabilizing the critically injured
 
* Charcoal to treat toxin damage
 
* Mannitol treats brain damage
 
* Oculine treats physical eye damage
 
* Synaptizine reduces hallucinations and slightly lowers the duration of stuns, but causes toxin damage.
 
* A mixture of leporazine and salbutamol will allow a person to survive longer in space without a suit
 
* 1 unit pills of mutadone remove all genetic defects and superpowers like a clean SE injector, useful for the recently cloned, or if high levels of radiation occur near the station
 
* If the cure for a disease spreading around the station is something you can produce, then make pills of it! If the virologist comes through with vaccine, 0.4u pills of it are enough to cure and immunize people.
 
 
 
==== Chemicals to put into patches ====
 
 
 
Mostly Silver Sulfadiazine, Styptic Powder, and Synthflesh, but any other medicine works fine in patch form as well.
 
 
 
==== Chemicals to put into bottles ====
 
Bottles should contain material that is not medicine, such as acids, or medicines that should not be used all at once, like cryoxadone. Each bottle can hold only 30 units, and can be splashed onto things. They can be produced infinitely from your ChemMaster, so feel free to go nuts.
 
* Thermite
 
* Acids
 
* Cryoxadone
 
* Clonexadone
 
* Mannitol
 
* Saline-Glucose Solution
 
* Space cleaner
 
* Touch-based medicines
 
* Most toxins (so you can put them in spray bottles or syringes)
 
  
 
==Tips==
 
==Tips==
* The effects of chloral 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. Anti-toxin completely negates chloral, however.
+
* 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_drinks#Coffee|coffee]] beforehand. You'll still take damage if the dose was high enough but you don't get knocked out. [[Guide_to_drinks#Coffee|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 vapor 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 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 vapor 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.
 
* [[Grenade|Grenades]] are great for everything. Experiment!
 
* [[Grenade|Grenades]] are great for everything. Experiment!
* If you go to the chef 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.
+
* 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.
* 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.
* 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 grenadeless foam.
+
* You don't need a grenade for foam. You can have [[Guide_to_chemistry#Fluorosurfactant|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 <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.
  
 
===Tips for Antagonizing===
 
===Tips for Antagonizing===
* Some chemicals are absolutely amazing in damage. If you fill a spray bottle with chlorine trifluoride, you will literally spray fire.
+
* Some chemicals deal absolutely amazing damage. If you fill a spray bottle with [[Guide_to_chemistry#Chlorine_Trifluoride|chlorine trifluoride]], you will literally spray fire.
* You can put pretty much put any deadly chemical into patches. Make some fluorosulfuric acid patches labeled "Synthflesh," or put some chlorine trifluoride and phlogiston into a patch and anyone who uses it will be lit on fire instantly with no way of putting themselves out without an extinguisher or space.
+
* You can put pretty much put any deadly chemical into patches. Make some [[Guide_to_chemistry#Fluorosulfuric_Acid|fluorosulfuric acid]] patches labeled "[[Guide_to_chemistry#Synthflesh|Synthflesh]]," or put some [[Guide_to_chemistry#Chlorine_Trifluoride|chlorine trifluoride]] and [[Guide_to_chemistry#Phlogiston|phlogiston]] into a patch and anyone who uses it will be lit on fire instantly with no way of putting themselves out without an extinguisher or space.
* If you're a traitor, you can pray to trade your telecrystals for a chem sprayer. If the admins are <s>absolutely fucking insane</s>nice, they'll give you a tool which can hold 300 units of <i>any</i> chemical. You can start cackling now.
+
* [[Guide_to_chemistry#Sulfonal|Sulfonal]] is [[Guide_to_chemistry#Chloral_Hydrate|chloral hydrate]], but needs more preparation, takes longer to act, and takes WAY longer to stop acting. Put sulfonal and [[Guide_to_chemistry#Cyanide|cyanide]] into a beaker in equal parts, and you have a kill mix that gives someone about 45 seconds of awake time before they drop and don't get back up, provided you drag them to a safe place to die.
* Make a foam grenade with fluorosulfuric acid, chlorine trifluoride, space lube, and phlogiston. You now have a server-lagging, hull-breach causing, people-obliterating grenade full of liquid holocaust. Drop it behind you during a security chase and laugh as your pursuers fall into it and have their gear melted away before dying instantly from the acid.
+
* If you're a traitor, you can pray to trade your telecrystals for a chem sprayer. If the admins are <s>absolutely fucking insane</s> nice, they'll give you a tool which can hold 300 units of <i>any</i> chemical. You can start cackling now.
* Perfluorodecalin is a reagent that heals oxygen damage extremely quickly but also mutes people. Put it in a syringe gun with sedatives and they can't scream while they go down.
+
* Make a foam grenade with [[Guide_to_chemistry#Fluorosulfuric_Acid|fluorosulfuric]], [[Guide_to_chemistry#Chlorine_Trifluoride|chlorine trifluoride]], [[Guide_to_chemistry#Space_Lube|space lube]], and [[Guide_to_chemistry#Phlogiston|phlogiston]]. You now have a server-lagging, hull-breach causing, people-obliterating grenade full of liquid holocaust. Drop it behind you during a security chase and laugh as your pursuers fall into it and have their gear melted away before dying instantly from the acid.
* Some of the Bartender's drinks are very powerful. If you combine the Pan-Galactic Gargle Blaster with morphine, it will give you Neurotoxin, which will stunlock anyone hit with it.
+
* Some of the Bartender's drinks are very powerful. If you combine the Pan-Galactic Gargle Blaster with morphine, it will give you [[Guide_to_drinks#Neurotoxin|Neurotoxin]], which will mess up anyone hit with it.
* If you emag a service borg, they can produce infinite amounts of "beer" that will instantly put someone to sleep when they ingest it.
+
* If you emag a service borg, they can produce infinite amounts of "beer" that will put someone to sleep when they ingest it.
 
* If you can somehow get lethal syringes from Security, they hold fifty units and fit in syringe guns. You can have much more powerful deathmixes if you use one of these, but try not to miss as they cannot be replaced!
 
* If you can somehow get lethal syringes from Security, they hold fifty units and fit in syringe guns. You can have much more powerful deathmixes if you use one of these, but try not to miss as they cannot be replaced!
 +
* If researched, you can print piercing syringes from the [[Guide_to_Research_and_Development#Techfab|medical techfab]]. These can hold 10u and will penetrate hardsuits.
 +
* Later you can print bluespace syringes from the [[Guide_to_Research_and_Development#Techfab|medical techfab]], which can hold 60u.
 
* Do not underestimate the power of foam. Even with no reagents, it can provide a barrier and prevent people from getting by without slipping.
 
* Do not underestimate the power of foam. Even with no reagents, it can provide a barrier and prevent people from getting by without slipping.
* "Accidentally" leave some fluorosulfuric acid in the cryo tubes. Unattentive doctors will just flick it on and walk away as the patient dies screaming. Expect to be lynched, however.
+
* "Accidentally" leave some [[Guide_to_chemistry#Fluorosulfuric_Acid|fluorosulfuric acid]] in the [[Guide_to_medicine#Cryogenics_Tube|cryo tubes]]. Unattentive doctors will just flick it on and walk away as the patient dies screaming. Expect to be lynched, however.
* You can make drugs like methamphetamine to move very fast and have stun reduction in combat, but only take small amounts.
+
* You can make drugs like [[Guide_to_chemistry#Methamphetamine|methamphetamine]] to move very fast and have stun reduction in combat, but only take small amounts.
* Traitors can buy a special kit for six telecrystals. This box contains ten bottles of horrible poisons that are also very effective in killing people.
+
* [[Traitor|Traitors]] can buy a [[Syndicate_items#Poison_Kit|poison kit]]. This box contains ten bottles of horrible poisons that are also very effective in killing people.
* [[Traitor_Items#Sleepy_Pen|Sleepy pens can be refilled with any chemicals.
+
* [[Traitor_Items#Sleepy_Pen|Sleepy pens]] can be refilled with any chemicals.
  
 
==Chemical-X==
 
==Chemical-X==
Chemistry is one of the most dangerous jobs on the med-sci staff, and it's easy to be a good [[Traitor]] as such. A LOT of the chemicals you have access to will kill when injected. Access to grenades is a plus. If you can find a room with a light switch, you can inject the light bulbs with liquid plasma while they're off, then enjoy the show as someone flips the lights on.
+
Chemistry is one of the jobs with the highest harmful potential. With some planning, you can make many different gimmicks as a [[Traitor|traitor]] chemist. A LOT of the chemicals you have access to will kill when injected. Access to grenades is a plus. Search around or experiment for better "[[Guide_to_chemistry#Chlorine Trifluoride|hellfoam]]" and "[[Guide_to_chemistry#Chlorine Trifluoride|hellsmoke]]" mixes. <br>
  
If you're the paranoid type you could potentially acid your own face to screw up your identity, which now lists you as Unknown. The only problems are that Unknowns are naturally suspicious types and people are often quite suspicious of the chemist running around anywhere other than the chemlab. It will probably end up in a [[shitcurity]] [[LAW|interrogation]].
+
If you want to make something grand and spectacular though, consider crafting and learning how to use a [[Makeshift_weapons#Chemical_Payload|chemical payload]].  
  
 
{{Jobs}}
 
{{Jobs}}
 
[[Category:Jobs]]
 
[[Category:Jobs]]

Latest revision as of 02:23, 19 December 2022

Chemist
Chemist.png
Just to be clear, I shouldn't give the clown lube, right?
Information
AccessMedbay, Chemistry Lab, Morgue, Mineral Storage
Additional AccessGenetics, Operating Theatre, Cloning Lab, Virology
DifficultyMedium
SupervisorsChief Medical Officer
RankSub-Lieutenant (SLT)
DutiesSupply science with chemicals, make medicine and less likable substances in the comfort of a fully reinforced room
GuidesGuide to chemistry, Chemical recipes, Guide to Ghetto Chemistry, Grenade, Guide to plumbing

You start in Medbay. You mess with all sorts of chemicals. That's it. Some of the time you can do what ever 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!

Bare minimum requirements: Stock the dispenser up with some beneficial medicine before you go off on your own chemical adventures. Give botanists unstable mutagen when they ask for it, and don't give the clown lube!

Medbay
The chemical research lab is located in Medbay. It provides enough work space for two people


Getting Things Done[edit | edit source]

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 ship at the game's beginning. Any accidents are likely to be blamed on your coworker, then, if you have one.

Tools of the trade[edit | edit source]

Dispenser.png 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 Power cell.png instead of the old one. Then screwdriver to finish. Or you can charge the machine with an inducer Inducer.png.
Chemmaster.gif 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.
Blender.png 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.
Chemheater.png The Chemical Heater is important for making many recipes that require high temperatures to mix.
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. Pillbottle.png
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.Medicalspray.png
Labler.png On a table is a hand labeler. This can be used to label beakers, pill bottles, grenades and many other things. Actual pills and patches are instead labeled with the ChemMaster.

Being helpful[edit | edit source]

Roundstart[edit | edit source]

If someone comes and requests something from you, make sure you fulfill 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.

  • 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 the public chemical fridge (for the public), or the fridge accessable from medbay (for the doctors). It's your choice.
    • Optionally, grab a syringe gun, vend a couple of syringes from a NanoMed Plus Vendmed.gif and make a chemical for self-defense to fill them with, such as Chloral Hydrate. You do not have to do this. Also see Arming thyself.

Other things you may want to do[edit | edit source]

  • 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 choice. The recommended choice is to NOT give lube to the clown. Barbers Aid can be used as a prankworthy substitute.

Plumbing[edit | edit source]

Does pressing five buttons five bajillion times get too boring? Is medbay understaff as always hell? Do you need to keep a whole ship alive with just a few chems and your two hands? Well then, you need plumbing.

With plumbing - or to be more precise, the plumbing constructor - you can create pipelines that connect into dozens of chemical synthetizers, reaction chambers, pill presses, etc. These machines will synthetize and mix even the most advanced chemicals. You can set up chem factories to output patches into the medical lobby, and no longer bother with the assitants who stubbed their toe. You can set up factories in Munitions to mass produce oil for them. Possibilities: endless, work required: minimal.

Arming thyself[edit | edit source]

  • 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[edit | edit source]

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[edit | edit source]

Pills are a great way to give large amount 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[edit | edit source]

  • If there are no chemistry bags available, you can use wirecutters Wirecutters.png 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 vapor 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.

Tips for Antagonizing[edit | edit source]

  • Some chemicals deal absolutely amazing damage. If you fill a spray bottle with chlorine trifluoride, you will literally spray fire.
  • You can put pretty much put any deadly chemical into patches. Make some fluorosulfuric acid patches labeled "Synthflesh," or put some chlorine trifluoride and phlogiston into a patch and anyone who uses it will be lit on fire instantly with no way of putting themselves out without an extinguisher or space.
  • Sulfonal is chloral hydrate, but needs more preparation, takes longer to act, and takes WAY longer to stop acting. Put sulfonal and cyanide into a beaker in equal parts, and you have a kill mix that gives someone about 45 seconds of awake time before they drop and don't get back up, provided you drag them to a safe place to die.
  • If you're a traitor, you can pray to trade your telecrystals for a chem sprayer. If the admins are absolutely fucking insane nice, they'll give you a tool which can hold 300 units of any chemical. You can start cackling now.
  • Make a foam grenade with fluorosulfuric, chlorine trifluoride, space lube, and phlogiston. You now have a server-lagging, hull-breach causing, people-obliterating grenade full of liquid holocaust. Drop it behind you during a security chase and laugh as your pursuers fall into it and have their gear melted away before dying instantly from the acid.
  • Some of the Bartender's drinks are very powerful. If you combine the Pan-Galactic Gargle Blaster with morphine, it will give you Neurotoxin, which will mess up anyone hit with it.
  • If you emag a service borg, they can produce infinite amounts of "beer" that will put someone to sleep when they ingest it.
  • If you can somehow get lethal syringes from Security, they hold fifty units and fit in syringe guns. You can have much more powerful deathmixes if you use one of these, but try not to miss as they cannot be replaced!
  • If researched, you can print piercing syringes from the medical techfab. These can hold 10u and will penetrate hardsuits.
  • Later you can print bluespace syringes from the medical techfab, which can hold 60u.
  • Do not underestimate the power of foam. Even with no reagents, it can provide a barrier and prevent people from getting by without slipping.
  • "Accidentally" leave some fluorosulfuric acid in the cryo tubes. Unattentive doctors will just flick it on and walk away as the patient dies screaming. Expect to be lynched, however.
  • You can make drugs like methamphetamine to move very fast and have stun reduction in combat, but only take small amounts.
  • Traitors can buy a poison kit. This box contains ten bottles of horrible poisons that are also very effective in killing people.
  • Sleepy pens can be refilled with any chemicals.

Chemical-X[edit | edit source]

Chemistry is one of the jobs with the highest harmful potential. With some planning, you can make many different gimmicks as a traitor chemist. A LOT of the chemicals you have access to will kill when injected. Access to grenades is a plus. Search around or experiment for better "hellfoam" and "hellsmoke" mixes.

If you want to make something grand and spectacular though, consider crafting and learning how to use a chemical payload.

Jobs on

NSVBanner299.png

Command Captain, Executive Officer, Bridge Staff
Security Head of Security, Security Officer, Warden, Detective, Brig Physician
Engineering Chief Engineer, Ship Engineer, Atmospheric Technician
Science Research Director, Scientist, Roboticist
Medical Chief Medical Officer, Medical Doctor, Chemist, Geneticist, Virologist, Paramedic
Service Janitor, Staff Judge Advocate, Bartender, Cook, Botanist, Clown, Mime, Chaplain, Curator
Munitions Master At Arms, Munitions Technician, Flight Leader, Fighter Pilot, Air Traffic Controller
Cargo Quartermaster, Cargo Technician, Shaft Miner
Civilian Assistant, Gimmick
Non-human AI, Cyborg, Positronic Brain, Drone, Personal AI, Construct, Ghost
Antagonists Traitor, Malfunctioning AI, Changeling, Heretic, Nuclear Operative, Blood Cultist, Bloodling, Revolutionary, Wizard, Blob, Abductor, Holoparasite, Xenomorph, Spider, Swarmers, Revenant, Morph, Nightmare, Space Ninja, Slaughter Demon, Pirate, Sentient Disease, Creep, Fugitives, Hunters, Syndicate Drop Trooper
Special CentCom Official, Death Squad Officer, Emergency Response Officer, Chrono Legionnaire, Highlander, Ian