Chemistry

With access to a chemistry lab, you have the ability to make medicines, foam, toxins, paint, explosions, smoke, and pretty much anything else, the likes of which are only inhibited by your imagination (and the game engine). Take caution in the lab, however, as uncontrolled reactions and not knowing what you're making can be very quickly hazardous to your health. Experiment at your own risk!

This guide will primarily be useful for Pharmacists, but is required reading for any Physician or Medical Technician as well, and may come in handy to any player - especially traitors.

Managing the Lab
Being a Pharmacist mostly consists of sitting in your laboratory and moving beakers back and forth between the Chemical Dispenser and the ChemMaster 3000. When a beaker is in the chemical dispenser, you can put chemicals into it, and any reactions will take place automatically within the beaker. Once you have some medicine mixed up, move the beaker to the ChemMaster 3000 and create some bottles or pills, then put those into the Refrigerated Medicine Storage. This will allow the Physicians, Medical Technicians, and other Medical personnel to access them easily.

The primary base chems a pharmacy chews through is Acetone and Carbon. At the start of the round, it's advisable you order extra reagent cartridges through Supply to make sure you don't run out at an inopportune time.

Most medication in the game builds out of a handful of more basic formulas. Inaprovaline and Dylovene form the bases for many more complex medications. Both of these are pre-made and available throughout the infirmary, in bottled or pill form. As most Medical Technicians keep bottles of Inaprovaline and Dylovene on hand for emergencies, it is advised you use the pill bottles that can be found in the pill cabinets and medical storage; make sure the Physician or CMO is okay with you doing so.

Equipment
 Chemical Dispenser
 * This is one of your two primary tools when performing pharmaceutical work. To operate it, load it with a container and choose the chemical and amount of chemical you want to dispense. You'll use this for much of your mixing work, so look up recipes below and go to town.
 * The chemical dispenser has limited amounts of its various chemicals available (500 units each by default). In order to replace the empty cartridge, use a screwdriver on the dispenser and remove the empty cartridge, then use the new cartridge on the dispenser itself.
 * You can refill and rename the empty cartridges, allowing you to add commonly used non-basic chemicals to enable faster mixing of more complex chemicals. Click on the cartridge while it's in your hand to remove the cap and fill it, as with any other liquid container. Right-click and set label to change the name, then put it back into the chemical dispenser.
 * The chemicals that can be found in your dispenser are as follows:

 ChemMaster 3000
 * The other of your primary tools for creating medication. The ChemMaster 3000, like the chemical dispenser, can have beakers or bottles loaded into it. Rather than adding things to the beaker, though, the ChemMaster 3000 removes them, and places them into new bottles or pills for easy injection or consumption. This is how you take the medicines you've mixed up and put them into bottles for your Physicians to use.

 Reagent Grinder
 * The grinder takes whatever you can load into it and breaks it down into a liquid chemical form. You can use it to grind Phoron crystals into liquid, as you need it for several medications, but you can also use it to grind various pills into liquid form for easy mixing and bottling. It also serves as a handy "oops" button in case you create pills with the wrong dosage and need to start over.

 Refrigerated Medicine Storage
 * This is where the medications you've bottled up, or the pill bottles you've filled, are stored. It's accessible from the Infirmary storage room, and is where most of your interaction with the rest of Medbay staff will take place; they arrive here, dispense the medications they want, and are on their merry way, while you yell at them for draining your precious stores just to keep a handful of schmucks from killing themselves.

Base Chemicals
Some of the chemicals that your Chemical Dispenser starts with have effects of their own - these properties are listed here. Unmentioned dispensable chemicals don't have any effects. Phoron and uranium require you to grind mineral sheets to acquire.
 * Acetone: Toxic. Dissolves ink when applied to books or paper.
 * Ammonia: Slightly toxic.
 * Carbon: Slowly removes other chemicals from your system.
 * Ethanol: Incredibly alcoholic. Toxic and flammable. Dissolves ink when applied to books or paper.
 * Hydrazine: Toxic and flammable.
 * Hydrochloric Acid: A highly-corrosive acid. Causes melting and chemical burns on contact with objects and living beings.
 * Iron: Slowly restores blood volume.
 * Lithium: Causes twitching, drooling, moaning and not being able to walk straight.
 * Mercury: Causes brain damage, as well as twitching, drooling, moaning and not being able to walk straight.
 * Phoron: Extremely toxic, extremely flammable. Creates phoron gas when spilled.
 * Potassium: Increases heart rate. Reacts violently with water.
 * Radium: Causes radiation poisoning. Leaves glowing green goo on the floor if more than 3u is spilled.
 * Sugar: Restores some nutrition. Causes confusion and hallucinations in Unathi.
 * Sulphuric Acid: A highly-corrosive acid. Causes melting and chemical burns on contact with objects and living beings.
 * Uranium: Causes radiation poisoning. Leaves glowing green goo on the floor if more than 3u is spilled.
 * Water: Restores some hydration. Freezes at 0C, and boils at 100C.

Formulas
Chemistry formulas are still in the process of being ported from the Baystation 12 wiki. In the meantime, feel free to visit the Chemistry page on the Baystation site for a full list of chemical formulas.