Chemist

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Revision as of 13:40, 19 February 2025 by ThatGuyUSA (talk | contribs) (Syntax, and removed fluff, probably. Will come back later to add Electrolyzer, and Chem Vend sections. As well as other missing images for clothing and beakers.)
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Medical

Chemist

Access: Chemistry, Maintenance, Medical
Difficulty: Medium
Duties: Make medicine and maybe drugs
Supervisors: Chief Medical Officer
Subordinates: None
Guides: Guide to Medical

As a chemist, your job is to supply the station with medicine or other reagents as requested of the crew. The most important machines for your profession are a Chemical Dispenser and the ChemMaster4000. Since the 4 usual damage types are Brute, Burn, Air loss and Toxin, you will need to create cures for all of them as well as for blood loss, the most common being:

  • Tricordrazine
  • Dylovene
  • Arithrazine
  • Bicaridine
  • Dexalin+
  • Saline

Recipes can be found here: Chemistry

Chemists can also make less common medicine ranging from recovering from fixing eye damage, curing a zombie plague, curing a bee sting or assisting a hangover. In a zombie outbreak, you may be asked to work with the medical team to bulk produce a cure. Remember to use the Radio to work closely with the crew.

Botanists may come to you requesting Botanical chemicals to help with weeds and plant growth. The Janitor may request Space Cleaner for removing crayon artwork from floors, Bleach or rat poison. The Chef may request table salt, sugar and other condiments. A Security Officer may request flammable bomb ingredients, foam or bottles of medicine. A Salvage Specialist may request Bicaridine for healing off station. A Bartender may request Iron or Tricordrazine for special drinks. Crew may request illicit drugs or simply a pill containing soda. Antagonists may request poisons or sleep drugs. Clowns may ask for beakers of potassium. Prioritizing which orders to fulfill is part of your responsibility.

For more info, see the in-game guidebook since nobody updates the wiki-page regularly.

A creative chemist can work with the Science team to create healing grenades that can be deployed on a room of the diseased to bulk cure them. Beware to only use chemicals that cannot be overdosed on unless you have a good Lawyer.

A clever chemist may choose to ignore or report suspicious requests from unauthorized staff for a beaker of:

  • Potassium (used to make explosions)
  • Chlorine / Fluorine (used to make explosions)
  • Radium / Uranium (for mutating plants or causing radiation damage)
  • Sulfuric acid (acid is dangerous)
  • Oxygen
  • Diethylamine (fertilizer / poison)
  • Plasma (used to make poison)
  • Cryostasis Beaker (useful making bombs)

Note that certain staff may have an actual non-antagonist reason to request certain things. Be sure to use your best judgement when making these decisions.

Your job can get chaotic with power outages, chemical explosions, villains running past or intruders jumping through the window to steal your precious pills. Being able to have adequate medicine on hand to assist medical and security staff to cater for the next emergency is your challenge.

Chemical Delivery Methods

All chemicals will require either being injected into the bloodstream, inhaled or ingested. Some non-chemical medicines like bruise packs and aloe cream can be applied to the body instead.

  • Ingest - Crew can ingest pills for a large dose of chemical, drink a liquid from a container 5u at a time or eat medical plants. These all occur via the mouth.
  • Inject - Crew can be injected into their bloodstream via a Syringe with small amounts of liquid chemical.
  • Inhale - Crew can breathe in condensed amounts of gaseous chemical if their Internals are not off. A Modular Grenade, bomb or Air Vent can cause chemicals to be inhaled. Chemicals with an overdose effect can have a negative rather than positive effect if inhaled this way
  • Applied - Crew can apply a non-chemical solid medical topical to anywhere on their body (including past their clothes / suit somehow).

Bear in mind that crew wearing suits (Salvage Specialist, Station Engineer) may be wearing a helmet making the Inhale / Ingest delivery methods take a bit more time. This is because someone needs to remove the helmet and/or breath mask. In non-critical situations this will not be a problem. However, for critical situations where crew are gasping for air, every second may count.

Given this knowledge, chemists can choose the delivery method of which to serve their chemicals and the Medical team can choose the best medicine for each particular scenario. For example, Dexalin+ and Epinephrine can be served as either a pill or liquid in a Jug. As they are used to treat critical conditions (often in people with a suit or breathe mask on), consider delivering the liquid in a bottle and injecting it into the patient. As Dexalin+ is not only for critical situations though, having it both in bottles and as pills can be handy. In contrast non-critical on-demand chemicals like Space drugs can be offered as pills as crew have a tendency to either smash or steal the beakers. Also, Medical staff may be demanded for bruise packs by crew members that go into space, as they can apply it in space without taking off their helmet. As a chemist, don't get insulted by this!

Chemical Dispenser

The chemical dispenser's main purpose is to get and mix chemicals. At round start, all chemical dispensers are filled with an array of basic chemical jugs each containing 200u. These cover a wide range of most reagents that the crew may request.

To use it, you need to:

  • Click on it with a beaker in hand to insert it. (Note that if it already has a beaker inside, it will swap it with the one in your hand);
  • Open the chemical dispenser's GUI;
  • Select the amount (u) to add to the beaker;
  • Select the chemical you want to add to the beaker. (Note that the chemicals will react instantly)
  • Click Eject

TIPS:

  • Oxygen and Hydrogen cannot be turned into water (as at 2023)
  • Some recipes will require input of external ingredients such as blood, welder fuel (from fuel tanks), plasma or water.
  • Some recipes require multiple interim chemicals. The order that you add chemicals can be important (e.g. to make Tricordrazine, make Inaprovaline before Dylovene). Otherwise you may get unexpected results.
  • Some chemicals are easier obtained via Hydroponics Tray medical plants. e.g. Lingzhi when ground produces Epinephrine. Medical plants raw can also heal small amounts. The amount varies on the strength (and size) of the plant. Multiple plants can be eaten one after the other to stack their effect. A single max strength poppy is more effective than 0.5u of Bicaridine. However, grinding them produces chemicals more effective than eating the plant raw. High strength plants produce more chemicals.
  • Adding chemicals to a container within the Chemical Dispenser will reset the heat of the container to room temperature. This is useful with making chemicals like Diphenhydramine or Oil.

ChemMaster4000

ChemMaster4000's purpose is to make pills or bottles with the chemical of your choosing.

  • Put a container in your active hand. e.g. pill canister or bottle.
  • Click the ChemMaster machine to put it into the Output tab
  • Put a beaker in your active hand
  • Click the ChemMaster machine to put it into the Input tab
  • If you want to make a pill/bottle:
    • Ensure that there is a Container loaded in the Input tab that has chemicals in it.
    • Add the chemicals. Click the Transfer button next to a chemical to load it to the buffer. ("All" adds everything in the beaker, "5" adds 5u, "10" adds 10u etc.);
    • Check the chemicals. All chemical types in the buffer will be output. e.g. It is a good idea to have both Arithrazine and Bicaridine in the buffer so that they are both added to the output to complement each other, and make sure your buffer is clear of any other unwanted chemicals.
    • Change to the Output tab
    • Change the label if necessary. Personally, I like to add the dose (e.g. 5u); As most of your colleagues may not know chemistry, a kind chemist will prefix the label with its effect. e.g. Brute (Bicaridine 25u)
    • If you're making pills, set the pill's visual appearance. I prefer to make it similar to the color of the chemical;
    • Set the dose 10-15u is typically enough.
    • Set the amount of pills you want to create.
    • Hit the create button, and you should instantly receive the pills.
  • If you want to get rid of the chemical in the buffer:
    • Select either transfer (moves chemical to inserted container) or discard (gets rid of the chemical completely);
    • Select the amount to transfer/discard.

ChemMaster4000's has other functions as well, yet they may not be within the purpose of the machine. There are a few properties of which I will leave to the player to use how they wish.

  • ChemMaster4000 retains the heat of a container inside of it. If you have heated a beaker on a hotplate by having something in it, you can retain that beakers heat when it is within your ChemMaster4000.
  • ChemMaster4000 can store unlimited amounts of chemicals in it's buffer. This means you can store and do all of your reactions within it. Do understand, if you attempt to make pills while using your ChemMaster4000 as storage, it will draw from all of your chemicals equally that are in the buffer.
  • ChemMaster4000 can do reactions by mixing chemicals within it.

Reagent Grinder

The Reagent Grinder enables objects to be ground or liquefied.

A chemist will only need to grind 1 sheet of plasma in this in order to make some medication like Dexalin. A Large Beaker will need to be loaded into the Reagent Grinder by left clicking on the machine with the object in your active hand.

A Grinder can also be used to test the contents of pills. Insert the pill and a beaker and then click Grind in order to return the contents of the pill to the beaker in liquid form.

Medical Plants

There are various Medical Plants that you can request a Botanist to supply. Some plants produce more effective medication than you do (e.g. aloe cream), whilst others have effects that you cannot produce chemically (e.g. Stellibinin). Be sure to supply the Botanist with Robust Harvest and Mutagen and remind them to use it. Using Robust Harvest will increase the size and potency of medical plants making them stronger when eaten raw whilst also allowing them to produce more chemicals when ground in a Grinder, which is great news for you.

Tools

Name Description
lab coat Has pockets for pills to carry with you. Slightly protects you from melting because you spilled acid on yourself.
large beaker Your primary container. Holds 100u of chemicals. Fill up from a ChemDispenser / Water tank / syringe. Left click to drink from it 5u at a time. Click on it with an object in Draw mode to transfer 5u of its contents to that object (e.g. syringe / bottle).
beaker A small beaker that holds 50u
bluespace beaker A rare large beaker that holds 1000u and is the same size as a Small Beaker. Can be researched by Science or picked up by Salvage.
cryostasis beaker A small beaker that holds 60u and enables chemical storage without causing reactions.
bottle A small bottle that can hold 30u and be drunk from similar to a beaker but in smaller quantities. Doesn't shatter when thrown!
spray bottle A bottle that can contain ~90u of liquid. When used, it sprays 5u at the target direction. Useful for space cleaner and weed killer.
dropper Enables 5u of liquid to be extracted and injected.
syringe Holds 15u of liquid that can be used to inject a human / animal 5u at a time. Press Z to change from draw to inject modes. Primarily used to draw blood, inject epinephrine into critical patients or inject stunned / bound / distracted victims with poison.
pill canister Holds 9 pills. Each pill can be drawn out one by one or can be dumped.
pill A pill can be created from the ChemMaster's Output tab assuming that there is first inserted a Pill Cannister. A pill can contain a higher dose than a syringe. Too high of a dose of some chemicals is dangerous.

Getting Supplies

A Chemistry lab typically starts off with several supplies, including Beaker Boxes (with beakers and large beakers), Pill Canister Boxes (with pill canisters), Bottle Boxes (with bottles), and Syringe Boxes (with syringes). Sometimes there will also be plasma available.

*Note on starting plasma, more and more maps are having plasma in a vial being added to starting locker.

To get more supplies, you can go to:

  • Cargo - Request a Chemistry Supplies Crate (it will contain several boxes of supplies therein)
  • Cargo - Request ChemVend restocks, or chemical crates. It is recommended to request Chemvend restocks if you are newer to chemistry.
  • Salvage - Request Plasma from their journeys in space
  • Science - Request bottles, beakers, pill canisters, droppers to be made
  • Science - Request machines to be made / replaced.
  • Science - Request grenade components so that a heal grenade can be made.
  • Hydroponics - Request medical plants and aloe cream. There are many medical plants at your disposal, but the main ones used are poppy, aloe, and galaxythistle.
  • Bartender - Request a 100u Shaker in an utter emergency. It is to be noted that shakers have more explosion resistance and is not see through on the sprite.

Investigating Suspicious Liquids / Pills

The contents of a liquid can be placed into a beaker by left clicking on a beaker with a container (soda can, bottle, dropper, bucket) in your hand. This transfers 5u of liquid into the beaker at a time. The beaker can then be placed into either a Chemical Dispenser, ChemMaster4000 or Reagent Grinder in order to view its contents. Or, if you haven't lost your goggles, simply click the liquid container icon on the bottom left of the inspect pop-up when viewing a container of unknown liquid.

The contents of a pill can be placed into a Reagent Grinder that has a beaker in it. After the Grind button is pressed, the pill contents will be liquefied into the beaker.

They may also be dissolved in any liquid, should no Reagent Grinder be available to you.


This should be the basics you need to know to get started. Don't hesitate to look at the in-game guide book if you forget a recipe. Have fun! :)

Advanced Chemistry Tips

Note that this section is a work in progress, and changes made by experienced chemists is encouraged and appreciated. The goal of this section is to teach more advanced tricks for chemistry players, so as to speed up their chemical making, or make it easier, or merely to try new things. This does not mean any of these tricks are required to be a good chemist, or required to do chemistry, and it is not recommended to attempt these tricks until you as a player have the basics down.

  • The Hot Beaker Trick, commonly referred to as a sun beaker, or other names. This trick stems off a few properties. One, beakers with less units of chemicals in them heat up faster. Two, heat is maintained inside of a ChemMaster4000. To perform this trick, add 1 unit of chemicals to a beaker. You can also add a few chemicals to a beaker, but understand the more units, the longer it takes to heat. Heat up the beaker. If you watch with your chemical goggles, you can observe it heating very quickly. There is no benefit to heating a beaker a ton however. Once the beaker is above 700 K, it is likely hot enough for all the reactions in the game. Do be warned making oil while doing this trick will instantly turn it into ash. Once your beaker is hot, move it into your ChemMaster4000. You can then mix your reaction in the ChemMaster4000 with that beaker. This allows for making chemicals like Pyrazine, Insuzine, and Ferscilite very quickly. Do understand this is not ideal when making Diphenhydramine, as it will likely cause the oil in Diphenhydramine to ash before it makes the Diphenhydramine. If you wish to reset the heat of your beaker, merely add a chemical to it in the chemical dispenser.
  • A Quick ClF3 bomb recipe. This is a method to make a ClF3 bomb quickly. The usage of such I personally recommend as a suicide bomb, but you can throw it instead, or have it activate with another bomb. Do be warned throwing chemicals together to activate bombs do not work without gravity. To make a quick ClF3 bomb, obtain a jug of chlorine. Put it all into your ChemMaster4000. Put 1 unit of that chlorine into your beaker, and heat that beaker. Then, use that beaker to transfer 195 units of chlorine back into your chlorine jug. Once that is done, scan the jug to make sure the heat was retained and no mistakes were made. Next, obtain jugs of fluorine. The ideal amount is three jugs, however less is fine. One done, you can mix the chemicals together for them to go boom. As mentioned before, I recommend mixing them in your bag for a suicide bomb, as it will make sure no chemicals will spill out and all of them will react. Merely mix the purple in the green, or fluorine in chlorine if using as a suicide bomb.