Files
crystall-punk-14/Resources/ServerInfo/Guidebook/Medical/Chemist.xml
UBlueberry c6ff1e44fb Guidebook Updates for the Amateur Spessman (#28603)
* Created NewPlayer.xml

* Created NewPlayer.yml and added it to guides.ftl

* shifted some controls from Space Station 14 to New? Start here!, as well as made a character creation xml to be written later

* switched some stuff between the New? entry and the Space Station 14 entry

* Made everything so nice!!!!!!!!!!!!!!

* fixed formatting inconsistencies

* added a How to use this guidebook section

* build correction and guidebook clarification for other servers

* wrote character creation ig probs fo shizzle

* added new terms to the glossary and alphabetized it

* meh this seems important enough to add

* okay no more shitsec bad idea

* I HATED Roleplaying.xml ANYWAY!!!

* I REALLY REALLY HATED IT ACTUALLYLLL

* Moved Controls and Radio into newplayer.yml, making meta.yml and radio.yml obsolete

* Separated the character creation bits that are just cosmetic from the ones that matter

* also put all the related new player xml files in their own folder

* expanded Radio.xml, kinda fixed survival.xml

* removed the line that mighta maybe sorta possibly could encourage self antag

* thought about this randomly but ICK OCK

* talking is no longer a key part of this game

* moves stuff around, a lot of stuff. basically moves everything but the jobs themselves around

* ah probably should make sure this works first also me when i lie on the internet

* don't be such a grammar nukie

Co-authored-by: Tayrtahn <tayrtahn@gmail.com>

* okay nevermind that's justified

Co-authored-by: Tayrtahn <tayrtahn@gmail.com>

* prepare. it is coming. the great reorganization...

* yesyes that's all well and goo- THE REORG IS COMING. THE REORG IS COMING. WAKE UP.

* rename that real quick

* step one begins. first, consolidate existing service entries into their own yaml. this makes botany.yml obsolete.

* update shiftandcrew.yml to only have departments as children also fuck it alphabetization

* consolidated salvage into cargo

* made a new entry for command

* gave salvage a home and service an existence

* made some XML files to be filled out later

* quick rename...

* took some stuff from Intro.txt and i think Gameplay.txt and put it in NewPlayer.xml

* The Great Writing about Departments (25XX, black and white)

* added a bunch of links everywhere

* biochemical is no longer a thing

* service formatinaaaaaaa

* shiny...,,,,,,,,, colo(u)rz..,,,,,,,,,,,,,

* let's get that fixed

* second time i made a typo there as well

* we hate fun around here

* grammar?!???/

* various fixes and more linkings

* oops

* wewlad lol!!

---------

Co-authored-by: Tayrtahn <tayrtahn@gmail.com>
Co-authored-by: AJCM <AJCM@tutanota.com>
2024-06-09 01:00:43 +02:00

52 lines
2.5 KiB
XML

<Document>
# Chemist
Now you've done it. You picked the one job where -math- is mandatory. Grab your beaker, pull up a chair, and get cracking, it's time to cook up some chems.
While chemists primarily make medications, there's a very wide variety of chemicals that can be made, all of which are showcased in the Chemicals entry of the Guidebook.
[textlink="Click here to see a complete list of chemicals." link="Chemicals"]
## Equipment:
<Box>
<GuideEntityEmbed Entity="ChemDispenser"/>
<GuideEntityEmbed Entity="ChemBag"/>
<GuideEntityEmbed Entity="KitchenReagentGrinder"/>
<GuideEntityEmbed Entity="ChemMaster"/>
</Box>
<Box>
<GuideEntityEmbed Entity="LargeBeaker"/>
<GuideEntityEmbed Entity="ChemistryEmptyBottle01"/>
<GuideEntityEmbed Entity="HandLabeler"/>
<GuideEntityEmbed Entity="Syringe"/>
<GuideEntityEmbed Entity="PillCanister"/>
</Box>
## The Basics:
Chemistry is fairly straightforward once you know what to expect. Here's a simple, step-by-step process on how to begin.
- Grab a beaker, Pill Canister, and if desired, some Bottles.
- Place the beaker in the Chemical Dispenser, and Pill Canister (or bottle) in the Chem Master.
- Open the Chemical Dispenser UI, and make your mix. Recipies are in other sections of the guidebook.
- Alt-click the dispenser to remove your beaker, and place it in the Chem Master.
- Open the Chem Master UI. On the Input tab, move your mix into the buffer.
- Move to the Output tab, customise your pill, and press the Create button.
- Alt-click the Chem Master to get the pill bottle out. You may have to remove the beaker first.
- Click on a table, crate, or another surface to empty the pill bottle if desired. Alternatively, store or empty it into another storage container.
That's it, you've made your first set of pills! Consider checking with Medical Doctors and other crew to see what else may be requested, refilling the medical kits in medbay storage, or just experimenting!
You can also use the hand labeler to organize individual bottles or bags without using the Chem Master labeling system.
## Extra Content:
Speaking of experimentation, there are a few more toy you can use when it comes to chemistry. This job requires a lot of trial and error, but it was worth mentioning that these things exist! It's up to you to figure out what to make with them.
<Box>
<GuideEntityEmbed Entity="ModularGrenade"/>
<GuideEntityEmbed Entity="CableApcStack"/>
<GuideEntityEmbed Entity="ChemicalPayload"/>
<GuideEntityEmbed Entity="TimerTrigger"/>
</Box>
</Document>