I just wanna say thank you to Kotlol for bringing up lowpop and highpop, I'm not sure what perspective many of you guys who are arguing to massively nerf the medchem lists, cloners, etc. are posting from, but as someone who plays almost explicitly lowpop, these sorts of "harmless" changes massively affect servers with less people where you don't have 6 med docs at all times. I would really like this to be considered before any chemicals are removed or changed or whatever. The pop split is already a bit of a pain point for me(why do we have a server with like 7 people and a server with >40 sometimes, when we could have 2 25-30 player servers?), but I think it just gets worse when changes aren't made with it in mind.
If any changes are made to medbay to account for the pharmacist, ideally have alternatives that don't involve having to break into the pharmacy. Maybe an expensive(~25,000cr) cargo crate with a few small(20-30u) bottles of specialized med chems or something with a medical access lock.

Back on topic for what Pharmacist is lacking, I'd like to see the auxillary chemistry counter be added to all pharmacies. That's the one with condensers, a bunsen burner, etc. which is nearly required for efficient acetone and phenol production. Earthfire has messaged me some cool tricks on how to make these chems more readily, which I appreciate, but I think if we could keep chemistry intuitive for new players, it would be ideal. Also, Pharmacopia needs a rewrite! Much of the information is extremely outdated(pre-rework), so if we want pharmacist to be a job where people can learn how to do medical chemistry, we should also probably make sure the guidebook is actually useful.
I'd be willing to help with that, but I'm not sure how you'd write a book for a PR. If anyone is interested in PRing a "Pharmacopia 2nd Edition" or something for helping with chemistry and especially pharmacists, please reach out! I'd love to help you out and research/write for it.
If any changes are made to medbay to account for the pharmacist, ideally have alternatives that don't involve having to break into the pharmacy. Maybe an expensive(~25,000cr) cargo crate with a few small(20-30u) bottles of specialized med chems or something with a medical access lock.

Back on topic for what Pharmacist is lacking, I'd like to see the auxillary chemistry counter be added to all pharmacies. That's the one with condensers, a bunsen burner, etc. which is nearly required for efficient acetone and phenol production. Earthfire has messaged me some cool tricks on how to make these chems more readily, which I appreciate, but I think if we could keep chemistry intuitive for new players, it would be ideal. Also, Pharmacopia needs a rewrite! Much of the information is extremely outdated(pre-rework), so if we want pharmacist to be a job where people can learn how to do medical chemistry, we should also probably make sure the guidebook is actually useful.
I'd be willing to help with that, but I'm not sure how you'd write a book for a PR. If anyone is interested in PRing a "Pharmacopia 2nd Edition" or something for helping with chemistry and especially pharmacists, please reach out! I'd love to help you out and research/write for it.

Goonhub