11-14-2025, 10:16 AM
(This post was last modified: 11-14-2025, 10:18 AM by colossusqw. Edited 1 time in total.)
Chemistry is in a much healthier place right now, but since you can pretty much get infinite amounts of the simpler chemicals, and chemical stacking is always needed to be remembered when balancing things it leads to a lot of the current chemicals, balanced for the state of things years ago, and being only a click away from infinite amounts, to be exceptionally underwhelming, i was trying to think of a more interactive way to balance chemical components and their availability.
With this in mind, i thought of having the chemical requisitions console also work as a chemical market, where chemists can check for what companies need and bulk sell them beakers, bottles or barrels for credits, and thusly use said credits to buy various assorted chems back, from common precursors, to more exotic things.
This would limit the availability of SOME of the chem dispenser precursors, such as radium, mercury, plasma, etc. but have different prices to them, that allow chemists to buy components directly in bottles or jugs, either with the company budget or their own money, as well as more expensive and exotic chems like uranium, morphine, caffeine, histamine, various common compounds like premade acetone, oil, and whatever else.
This would allow for many currently bordering on useless due to ease of abuse otherwise chems to have more interesting effects to them, give chemist an incentive to explore different recipes and interact with their job with the rewards of interesting, otherwise hard to obtain chems, and just overall give the role more to do. It would also help in making the difference between botany and chem be more visible, with chem being able to make still large-ish, but not unlimited amount of stronger chems, while botany gets the basically infinite amounts of less strong chems.
A cool extra that could be nice to have would also be having a premade vending machine at chemistry's door, where spacemen can buy whatever the scientists put on sale, the profits being converted into their budget.
With this in mind, i thought of having the chemical requisitions console also work as a chemical market, where chemists can check for what companies need and bulk sell them beakers, bottles or barrels for credits, and thusly use said credits to buy various assorted chems back, from common precursors, to more exotic things.
This would limit the availability of SOME of the chem dispenser precursors, such as radium, mercury, plasma, etc. but have different prices to them, that allow chemists to buy components directly in bottles or jugs, either with the company budget or their own money, as well as more expensive and exotic chems like uranium, morphine, caffeine, histamine, various common compounds like premade acetone, oil, and whatever else.
This would allow for many currently bordering on useless due to ease of abuse otherwise chems to have more interesting effects to them, give chemist an incentive to explore different recipes and interact with their job with the rewards of interesting, otherwise hard to obtain chems, and just overall give the role more to do. It would also help in making the difference between botany and chem be more visible, with chem being able to make still large-ish, but not unlimited amount of stronger chems, while botany gets the basically infinite amounts of less strong chems.
A cool extra that could be nice to have would also be having a premade vending machine at chemistry's door, where spacemen can buy whatever the scientists put on sale, the profits being converted into their budget.

Goonhub
