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Tom's & Caesar's Guide to Chemistry

Volume one: Basics

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Congratulations, by reading this informative Guide you are well on your way to being an adequate chemist!

This Guide comes in four (5) different volumes:

First things first:
When there are multiple chemists, it is important that they act as a team. Chemists must communicate with each other, and they may occasionally need to share resources or even equipment. You should do your utmost to ensure cooperation within your team.

Now, the first things a chemist team needs when the shift starts is to make the basic medicines that any medbay needs, and to acquire plasma for some of the more advanced medicines. Plasma can usually be acquired from either science or cargo, and if they only offer you a little, that's fine. Usually you don't need a lot, and it's crucial not to waste time at the start of a shift when you could be making medicine. You should find some plasma in your chem locker at the start of the shift, thanks NT!

You may have people coming up to your window to request chemicals, such as botanists, janitors, clowns, and psychologists. You are obliged to fulfill their requests, but only once you have fulfilled the needs of the medbay. Remember: your first duty is to make medicine, not Space cleaner, Robust harvest or the funny chems™

Usually as a chemist you will make medicines and put them in jugs, which you should label with a medicine's name, use, and overdosage quantity. All of the information regarding a chemical, such as its usage and OD can be found in your Guidebook, which all NT employees should have at all times. Also if you run out of jugs you can always dump chems into your ChemMaster and simply rename the empty jugs, some chemists keep ALL their chems in the ChemMaster, but that's only crazy people... (do what you find most comfortable)

This Guide is written assuming you have an understanding of the chemistry machinery and how to use it. If you do not, please refer to the Wiki here.

Also before we fully delve into things, I Caesar have taken Tom's Guide and "remastered" it into a web format, the original is here, and most (basically all) credit should go to their work. I've simply added some recipes, changed things to be a bit more up to date and to add some extra fun things that is only possible on a website. Frankly I'm no genius chemist but I'm 99% sure every recipie works, it's worked from my testing at least. Worst case just check the Wiki or ingame textbook and you'll be fine :p. Also thank you again Tom for this Guide, it's SO FUCKING USEFUL oh my god I love it, PLEASE MAKE THE FREZON GUIDE if not I'll be forced to use my 4 braincells and learn atmos (blegh)...
Anyways enjoy the read and have fun with the funny yucky floor meds!

BASIC MEDICINES

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How to read this section:
Each entry will contain a chemical's name, usage (usually what damage it treats), overdose amount (N/A if there is none) followed by the recipe to create about one full jug of it. One jug can contain 200u worth, and all recipies use large beakers (100u) for mixing. Your locker should contain atleast two, which means you can share!

██ DYLOVENE | POISON | 20u

[30 silicon + 30 nitrogen + 30 potassium] x2

██ BICARIDINE | BRUTE | 15u

[[15 oxygen + 15 sugar + 15 carbon] + 45 carbon] x2

██ DERMALINE | BURNS | 10u

[[15 silicon + 15 carbon] + 30 oxygen + 30 phosphorus] x2

Dermaline, Bicaridine, and Dylovene are the most basic chemicals to make first in the shift, as those three can treat the majority of patients. Keep in mind that Dermaline won't treat every type of heat damage compared to ointment, which will treat ALL heat damage. It treats BURNS, not things like caustic damage. Bicaridine is good for all brute damage but it doesn't heal as much or as fast as the advanced brutes, like say Lacerol. Try to keep that in mind when making other meds, check the guidebook if you're uncertain, as it describes exactly what damage it heals, this guide simplifies the damage type at times.

Some chemicals use other chemicals as precursors, for instance Arithrazine uses Hyronaline which uses Dylovene. You can create common precursors separately and store them in your ChemMaster, or you can create them "inline" in your dispenser. Both are acceptable, the latter is usually a little faster if you are good at it, but is harder.

If a recipe calls for more space than you have in your beaker, you can use a jug instead, or you can use your ChemMaster to make more space. Arithrazine is one of these meds, just dump all the shit into one jug and it'll mix up nicely.

██ ARITHRAZINE | RADIATION | No OD, but it does deal BRUTE damage gradually

[15 silicon + 15 potassium + 15 nitrogen + 45 radium] + 90 hydrogen

Some chemicals use other chemicals as a catalyst, meaning that said chemical is not consumed in the reaction. Most medicines with plasma are an example of this. These chemicals will be labeled with CAT. Remember to always remove the catalyst with your ChemMaster before pouring it into a jug, no one wants their meds spiked.

██ DEXALIN | AIRLOSS | 20u

[CAT 1 plasma + 60 oxygen] x2

Some chemicals have conditions to their healing. Tricordrazine will only heal if a patient's total damage is below 50, but it will heal all the basic damage types. Try to communicate this kind of info concisely in your labels. It specifically heals a small amount of: Brutes, Poision, Heat, Shock and Cold. These can be shortened to "basic" as long jug labels are annoying/hard to read. Use reason when labelling, simpler is better.

██ TRICORDRAZINE | BASIC DAMAGE | Heals all basic damage when under 50

[[30 carbon + 30 oxygen + 30 sugar] + [30 silicon + 30 potassium + 30 nitrogen]]

██ INAPROVALINE | ASPHYXIATION | No OD, but only works when in critical condition

[30 oxygen + 30 carbon + 30 sugar] x2

Those are all the most important basic chemicals.
Congratulations if you have made it to this point of the Guide, you are already more competent than many chemists are! Read on to the next volume to learn more, and you can always refer to the Cheat sheet if you simply want a quick reference for recipes. I'd say Dexalin+ is just straight up better than Dexalin, so no need to store it in jugs, just make it for the Dex+ recipie. I'm keeping it in however for Tom's demonstration, and every chem has it's own use in certain scenarios, even the simple ones.