ss13-job-tips/chemist.md

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# Chemist job tips
Chemist is a really flexible job, you can do explosive research, plumb machines to automate any sort of chems, make tons of meat for the chef, make soap from dead rats, you name it!
However, this focuses on pharmacy and med making, which is often what's needed from a chem rathen than what they can do.
## The important stuff
Things I like to do at roundstart:
### Go grab some tools
A health analyzer is handy for managing virus outbreaks and cures while medical is busy with more important stuff, at least a syringe for any recipe that calls for blood (Synthflesh, for example), multiple if you want to use the syringe gun.
### Make important meds
Ordered by how I usually make them because the one on the top are easier:
**Mannitol**: Useful for treating brain damage, either from wounds, brain damage quirk or if the chaplain has gone ~~rogue~~religious.
**Unstable Mutagen**: Botany might come asking for it, just make a couple bottles and store them somewhere
**Mutadone**: Resets mutations, make pills of 1u each
**Formaldehyde (!!)**: Medical WILL NEED this to keep corpses from becoming too rotten to revive. Make a lot of it! (or plumb it)
**Plastic sheets**: Get some plastic to your lathe for them X-Large beakers and other handy med tools
**Synthflesh**: Same use as Formaldehyde, but not as vital.
## After the first 10 minutes
Once you're done with this and no one has asked for more specific stuff (like Oculine/Neurine), these are tasks you should try doing (imo) to get a better shift:
### Get an inducer from engineering or science
Chem dispensers are shit at energy efficiency. R&D can upgrade them but don't count on it, it almost never happens and you'll have a flat dispenser that takes forever to charge 9 times out of 10. Ask engineering for an inducer and charge them yourself.
### Get them better beakers
Check on the lathe from time to time to see if R&D/Cargo did enough to get you the better beakers, like the bluespace beakers (300u).
### Make more meds
Current medical is not super well equipped against irradiated people. Making **Potassium Iodide** and **Pentetic Acid** can help a lot (the latter also deals with toxins).
Since dispensers are public (though not all of them) I like to make medications that can be just taken and applied. Things that don't have strong side-effects like **Miner's Salve**.
## For your own safety
We need to teach the universe and antagonists at large that you don't fuck with chemists.
I use these methods on mid to long rounds in LRP servers. Probably not good to do them in MRP or higher as it's probably borderline metagaming.
### Kamikaze grenade
Get screwdriver and multitool, get electric protection somehow IF YOU CAN (by now someone will have snatched those sweet insulated gloves, and maybe you can't get genetics to give you insulated). Hack the vendomat and buy the voice analyzer.
**PROTIP if you don't get insuls**: practice hacking on other machines so if you fuck up and get shocked you can just leave them and know what NOT to touch on the real deal.
Make an explosive nade, Meth explosion is cool and all but this recipe is a real killer:
**BEAKER 1**
- 4 parts Napalm
- 2 parts Water
- 3 parts Chlorine Trifluoride
- 1 part Stable Plasma
**BEAKER 2**
- 2 parts Fluorosurfactant
- 2 parts Space Lube
- 4 parts Phlogiston _(remember the **Stabilizing agent**!)_
- 1 parts Carbon
- 1 parts Radium
_All parts add up to 10 in each beaker, so just multiply by 10 for a 100u beaker._
Activate the voice analyzer, whisper the activation code, something short and easy to type while in danger, like "`ac12`", then attach it to the granade and just keep it on yourself at all times!
### Lexorin syringes + gun
Grab the syringe gun (if no one did already) and make lexorin syringes. Note that this is basically useless if your target is armored, unless you make piercing syringes on the lathe.