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More Hobo Chemistry
#1
I feel like chemistry is one of the better parts of the goonstation codebase, but that its very much an all or nothing experience for most roles. Either you're a scientist and you have access to exactly what you want, limited only by your patience and knowledge, or you don't have access to chemicals at all. This suggestion aims to allow more jobs access to more chemicals without letting everyone on the station mix up any chemical they like.

1. Salt: Add 40 units to bags of vending machine chips. Same amount as candy has sugar. Allows (easier) production of saline and charcoal as well as allowing staff assistants to bleed themselves to make a wraithproof circle.

2. Phosphorus/Sulfer: Allow 1 of each to be extracted by sticking a matchstick into a beaker. Allows production of Black Powder and Smoke Powder by Botany.

3. Oxygen: Add 10 units to each pill in the blue Salbutamol kits in emergency lockers. Allows Assistant production of Acetone and Cyanide.


2+3. If both #2 and #3 are added, Unstable Hootingium and Sulfonal become mixable by staff assistants.

4. Carbon/Hydrogen: Allow clumps of raw Char to be mushed up into beakers to get 10 carbon and 10 hydrogen. Allows staff assistants to make Synthflesh, Oil, Ephedrine, Mannitol, Sulfuric Acid, LSD and Hairgrownium. Also, Partially Hydrogenated Space-Soybean Oil, Corn Syrup and Life for Botany.

2+4. If both #2 and #4 are added, bathtub Methamphetamines can be brewed.

5. Plasma: Similar to Char, allow 20 units of plasma to be extracted by mushing up a Plasmastone into a beaker.

2+5: Allows Assistants to make Phlogiston and Phlogiston Dust without Botany. Allows Botany to make very small amounts of Pyrosium and unstabalized Dark Matter, if they're willing to do the mixing inside their bloodstream.

4+5: Allows Beff, Colorful Reagent, Flaptonium and Pepperoni in Botany and Cryoxadone for assistants.

6: Silver/Aluminium: Just like Char, except 10 each from Syreline. Allows Formaldehyde, Glitter and Styptic Powder.

7. Insulin and Morphine: Not exactly hobo chemistry so much as a source of these out of botany. Insulin from a sugarcane mutation (Sugar Bane), morphine from a potato mutation (Poppyato).

Keep in mind that without a Chemaster, all of these reagents will be really impure. Botany made black powder, for example, will be at best 75% pure due to their inability to filter out phosphorus from the sulfer. Staff assistant synthflesh is 75% pure if they steal styptic from medkits, or less than 30% pure if they have to brew up their own styptic without being able to extract the extra silver, salbutamol and phosphorus. Since Iron is specifically not included, there's also no access to Stabilizing Agent. Any heated reaction needs to be mixed in your hands at the exact time you want it to go off, or not at all.
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#2
You can hobo chem by grabbing a space pod and going into the diner-z, there is a chemmaster somewhere around there with monkeys, and more things.
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#3
It would be rather funny to be able to eat a bag of chips, eat a candy bar, and drink a bottle of water and suddenly have a bloodstream full of saline glucose solution.
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#4
I don't think purity needs to enter the equation. Just straight up adding more chems about the station would be grand. Especially if they don't further bloat the Dan's list. Also, a way to cool things would be nice. There's something strangely satisfying about making birds out of nothing but propuffs, chicken soup, and a welder. The more hobochem the better.
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#5
Ghetto chemistry definitely should be a thing more.
more sources for basic chems would be great if balanced properly.
part of the balance problem is that chemistry as a whole has too few risks to the person making the chem.
Chemistry should learn a lesson from surgery and have it so there's a chance of screwing up a reaction if you aren't doing it carefully.
would be based on if the clothes and equipment you are using and if you are a trained chemist or not.
Scientists, RD and Botanists are all trained in chemistry.
messing up a reaction involves it exploding, becoming ????, evaporating into smoke or bubbling out of the container all over the floor(not foam just have it like if you applied to floor).
This way you can expand ghetto chemistry more with it being more balanced.
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#6
I don't see anything wrong with this. It would be a bit more preferable then just breaking into bar/medbay/chemistry every time we want to make a specific chem.
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#7
salix_catus Wrote:Chemistry should learn a lesson from surgery and have it so there's a chance of screwing up a reaction if you aren't doing it carefully.

make it so you need more than a gas mask to avoid poisoning yourself making meth or cyanide. Would catch a few more people if they weren't paying attention.
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#8
That's already in for cyanide.
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#9
It's also in for meth, as far as I know.
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#10
pnutz Wrote:
salix_catus Wrote:Chemistry should learn a lesson from surgery and have it so there's a chance of screwing up a reaction if you aren't doing it carefully.

make it so you need more than a gas mask to avoid poisoning yourself making meth or cyanide. Would catch a few more people if they weren't paying attention.
That's also in for sarin.
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#11
Chems are already easily accessible in the bar and the russian derelict. If you don't want to do your chemistry in either of these locations, just hit one with a device analyzer and fab your own (you can even use the mechanic outpost for this purpose.)
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#12
Its not just about giving people more access to chemistry. It's also about making basic chemistry something you don't have to fly off away from the rest of the game to do. Something you can do on the fly instead of making that your plan for the round. Like, if you get poisoned you can get a welding tool, some a paper bin and a bag of chips and fix yourself up that way, even if medbay is bombed. Or mining brewing up homemade meth using char and matchsticks.
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