09-03-2015, 07:45 AM
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.
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.