Update 'chemist.md'

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Hamcha 2020-06-16 11:58:52 +00:00
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@ -8,31 +8,31 @@ However, this focuses on pharmacy and med making, which is often what's needed f
Things I like to do at roundstart (ordered this way because the top ones are easier to make and therefore I can do them and forget them):
### Go grab some tools
#### 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 Mannitol
#### Make Mannitol
Useful for treating brain damage, either from wounds, brain damage quirk or if the chaplain has gone ~~rogue~~religious.
### Make Mutagen
#### Make Mutagen
Botany might come asking for it, just make a couple bottles and store them somewhere
### Make Mutadone
#### Make Mutadone
Helps with mutations, since you only need 1u of it to take effect just make as few as possible and you'll still end up with like 40 pills
### Make Formaldehyde (!!)
#### Make Formaldehyde (!!)
If people start dropping like flies medical WILL NEED this to keep corpses from becoming too rotten to revive. Make a lot of it! (or plumb it)
### Make plastic sheets
#### Make plastic sheets
Get some plastic to your lathe for them X-Large beakers, also other handy med tools for which medbay won't thank you
### Make Synthflesh
#### Make Synthflesh
Same use as Formaldehyde, but not as vital.
@ -40,19 +40,19 @@ Same use as Formaldehyde, but not as vital.
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
#### 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
#### Get them better beakers
Check on the lathe from time to time to see if R&D/Cargo are far enough to get you the better beakers, like the bluespace beakers (300u).
### Make anti-rads
#### Make anti-rads
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).
### Make generic medications for the crew
#### Make generic medications for the crew
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**.
@ -62,7 +62,7 @@ We need to teach the universe and antagonists at large that you don't fuck with
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 granade
#### Kamikaze granade
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.
@ -89,6 +89,6 @@ _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
#### 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.