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chemist.md
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chemist.md
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# SS13 job tips: Chemist
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An evolving list of things to do in roles to be helpful in Space Station 13.
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All this stuff applies to /tg/station and probably anything based on /tg/ code.
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## The important stuff
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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):
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### Go grab some tools
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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.
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### Make Mannitol
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Useful for treating brain damage, either from wounds, brain damage quirk or if the chaplain has gone ~~rogue~~religious.
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### Make Mutagen
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Botany might come asking for it, just make a couple bottles and store them somewhere
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### Make Mutadone
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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
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### Make Formaldehyde (!!)
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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)
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### Make plastic sheets
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Get some plastic to your lathe for them X-Large beakers, also other handy med tools for which medbay won't thank you
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### Make Synthflesh
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Same use as Formaldehyde, but not as vital.
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## After the first 10 minutes
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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:
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### Get an inducer from engineering or science
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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.
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### Get them better beakers
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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).
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### Make anti-rads
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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).
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### Make generic medications for the crew
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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**.
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## For your own safety
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We need to teach the universe and antagonists at large that you don't fuck with chemists.
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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.
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### Kamikaze granade
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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.
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**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.
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Make an explosive nade, Meth explosion is cool and all but this recipe is a real killer:
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**BEAKER 1**
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- 4 parts Napalm
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- 2 parts Water
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- 3 parts Chlorine Trifluoride
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- 1 part Stable Plasma
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**BEAKER 2**
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- 2 parts Fluorosurfactant
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- 2 parts Space Lube
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- 4 parts Phlogiston _(remember the **Stabilizing agent**!)_
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- 1 parts Carbon
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- 1 parts Radium
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_All parts add up to 10 in each beaker, so just multiply by 10 for a 100u beaker._
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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!
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### Lexorin syringes + gun
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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.
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