Difference between revisions of "Guide to Chemical Research"

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Otherwise known as <strong>Making Grenades</strong>
{{JobScience}}
The '''Chemical Research''' portion of research and development involves experimenting with chemicals and how they react with eachother. Equipped with chemical dispensers and the means to construct grenades, science should attempt to experiment with various grenades in their test chamber or patch/pill mixtures. This can not only be used to learn about beneficial chemicals but also as an opportunity to produce helpful chemical contraptions for the station.
==Duties and Responsibilities==
Your job is to experiment with chemicals. While many [[Scientist]]s prefer to work with only [[Guide to Chemistry#Pyrotechnics|Pyrotechnics]], there is also the opportunity to create superior healing mixtures, fun concoctions, and better chemicals to improve [[Service Portal|Service]] or [[Security Portal|Security]] jobs.
===The Lab===
[[File:SciChem.png|right|thumb|The NSS Cyberiad Chemical Research Lab]]
The chemical research lab consists of chem-dispensers, chem-masters, and chemical heaters. This is where you will mix, create, and analyze different chemicals and compounds. The lab is also equipped with a blast test chamber in order to test your grenades. It's very important you know exactly what you're mixing before you mix it because you only get one research lab. A designated test chamber is generally provided in the [[Science Portal|Research]] department for testing compounds.


= Your Lab =
===Getting Started===
{{See Also|Guide to Chemistry}}
Fire and foremost, scientists should grab a gas mask (for protection when mixing compounds) and set their [[Suit sensors]] to max for when they inevitably blow themselves up. Where to begin is up to the imagination and initiative of scientists, it may be beneficial to look through the [[Guide to Chemistry]] and see what each chemical does either when combined to make a visible effect or ingested by a monkey test subject to see the effects on it. Once a chemical is discovered that may be useful or interesting, scientists should see how these chemicals could be best utilized either through different types of grenade casings and [[Assemblies]] or in application through patches and pills.


The chemical research lab consists of two chem dispensers/chem masters, two chemical heaters, loads of other useful grenade making utilities/components, and a blast test chamber. It's very important you know exactly what you're mixing before you mix it, because you only get one research lab. Grenade testing happens in the blast chamber, or even the toxins test area (for really big bombs). To use the blast chamber, either activate and throw your grenade into chamber, or send it through the disposals [[File:Disposal bin.png]] above the chamber. Press the button labeled "chamber blast doors" and click on the monitor to see what's going on inside. You can vent gas into the chamber and ignite it by placing your canister on the connector port to the right, opening the valve and enabling the pump. Then just click the test igniter to cause a spark that should light your gas.
Unless the compound requires approval from the [[Research Director]], scientists should feel free to distribute these grenades where they may be most beneficial to the station. That being said, this role is about exploration and having fun, so players should not feel pressured to make compounds for the station. However, players should be cognizant of [[Research and Development Lab|Research and Development]] and man it when necessary.


= What to Do =
==Chemical Manipulation==
Since chemical researchers will be working with chemicals mostly, it's important for them to understand the machinery and tools available to them:


== What the heck is my job? ==
[[File:Chem Dispenser.gif|32px]] '''Chem-Dispenser''' - Allows user to dispense [[Guide to Chemistry#Chemicals|Base Chemicals]] and clear unwanted chemicals from containers, only one beaker at a time can be inserted.<br>
[[File:ChemMaster.gif|32px]] '''Chem-Master''' - Allows user to insert a beaker, separate out chemicals, and then turn those chemicals into pills or patches.<br>
[[File:Chemical heater.png|32px]] '''Chemical Heater'''- Allows user to heat the reagents contained inside of an inserted beaker.<br>
[[File:All-In-One grinder.png|32px]] '''All-In-One Grinder''' - Allows user to grind/juice inserted items into reagents, useful for [[Botany]] plants or [[Guide to Food|food items]]


Your job is to experiment with grenades and to make helpful grenades for other departments. <i>Technically</i> it's not just making grenades, your supposed to "research chemicals." Take that how you want, but this guide is about what you'll do 99% of the time. Some good grenades include: fire fighting grenades, healing grenades, <strike>bomb cap blackpowder grenades</strike>, and incapacitating grenades for security. Get creative, come up with something that you can give to a department to help them with their job somehow. And if you traitor, well your job is made a lot simpler.
Using a combination of these machines will allow any scientists to produce what they want. However, there are a few chemicals that are not obtainable through chemistry and must instead be gathered from [[Botany]] or even [[Guide to Space Exploration|Space Ruins]].


== Ground Rules ==
===Beakers and Chemical Transferring===
Beakers are container which hold a certain amount of units of any reagents. For better tracking and organization, scientists can use pens on beakers to add a label to it. Unless a scientist is in possession of science goggles, they will not be able to see the contents of the beaker directly and instead will have to insert them into one of the chemistry machines. The contents of beakers can either be warmed/heated by the chemical heater or by using an active welder/lighter on the beaker.


Don't make a giant bomb cap blackpowder grenade, or any other abusive explosions of that kind. If your traitor, use bombs sparingly to avoid hate and or bans. This of course depends on the antagonist role, but use your head and don't make a giant hole in the station for taking out one person.
Across all beakers, reagents can be transferred from one container to a second container by holding the first container in-hand and then click on the other container. The amount of units transferred can be specified by right-clicking the beaker and clicking ''set transfer amount''. When transferring container-to-container, how much of each specific reagent that is transferred cannot be set and instead a proportional (percentage of reagent's units compared to total units of reagents in container) amount of every reagent will be transferred. Finally, the reagents of a container can be splashed on a surface/object/person by using it with harm intent on said object.


== Getting Started ==
There are also tools to help with precise chemical transfers between container or mobs:<br>
 
[[File:Syringes.png|32px]] '''Syringe''' - Has two modes, can either inject or draw. Can move up to 15u of chemicals in increments of 5u at once, very useful for injecting mobs with chemicals or drawing blood.<br>
Get a screwdriver, a stack of cables and a stack of metal. It's generally a good idea to pre-fabricate lots of grenade casings for later use. This can be accomplished by clicking on the metal in your hand, selecting grenade casing multiple times, then alt-clicking the tile they fell on to add the wire to each one in succession (this only for the most basic, easy to test grenade). After that, grab a gas mask and depending on if your new to grenade making grab a bomb suit for your own safety and set your suit sensors for when you inevitably blow yourself up.
[[File:dropper.png|32px]] '''Dropper''' - Precise reagent mover, can transfer  1u, 2u, 3u, 4u, or 5u of reagents. By targeting the eyes, the dropper can be used to drip chemicals into mobs eyes<br>
 
[[File:Pipette.png|32px]] '''Pipette''' - Extremely precise reagent mover, can transfer any amount between .1u and 1u (up to the 10th place).By targeting the eyes, the dropper can be used to drip chemicals into mobs eyes.<br>
= How to Make a Grenade =
 
All grenades have four components: the type of grenade casing, the trigger, beaker 1 and beaker 2. All grenades take at least one grenade case, trigger, and beaker. The limit of chemicals you can mix is 600, since you can mix two bluespace beakers (300u each). Any beaker can be used for grenades, except for buckets. When a grenade mixes the two beakers, it adds heat. A basic grenade adds 10K, a large adds 25K, and a pyro adds 500K. This barley matters since you can <strong>pre heat chemicals to one kelvin under the required amount</strong> to allow any type of casing to ignite any chemicals. If you have conflicting temperatures, simply rearrange the chems to allow for super heating of one beaker that, once mixed, will sufficiently heat the other to cause the reactions. <strong><font size=4>All heating is monstrously easier with a cheap lighter/zippo</font></strong> (can spawn with one or get one from a vending machine). Each click of a cheap lighter heats it by 15K.
 
== Fire Grenades ==
 
The single and only effect of all fire-involved pyrotechnics to get someone lit on fire. After that, stop drop and rolling with instantly put all your hard to work waste. Making 1u of stabilized phlogiston has the same effect as chlorine trifluoride, and napalm (after lit). Since after a grenade is detonated it spreads the reagents in a 7x7 square around the grenade already, a simple 1u of phlog will trigger a 7x7 "fire ball" effect, lighting any people on fire. Clf3 will light objects on fire, however, contrary to phlog. If phlog is administered via fluorosurfactant, it does melt objects.
 
== Triggers ==
 
All of these can be printed via [[Autolathe|Autolathe]]. To create any grenade assembly (besides wires), screw driver both the trigger and an igniter so they both say "can be attached." Then, combine the two, screwdriver the new assembly, and combine it with an empty grenade case. At that point you can add your beakers/bottles etc. and screwdriver the finished assembly to lock it. When I say "use the assembly," that means either clicking on it in your hands or pressing Y. All assemblys can be deconstructed (even while detonated) via wirecutters + wrench. For all other assemblies besides wires, screwdriver the trigger assembly and use it to detach the trigger and igniter.
 
{| class="wikitable" style="width:50%" border="1" cellspacing="0" cellpadding="2"
! style='background-color:#ffff00;'|Type
! style='background-color:#4f92ff;'|Description
|-
 
![[File:CableCoils.png]] Wires
!
When activated, it will detonate after either 3 or 5 seconds.
How to Make:
Click on an empty grenade casing with a cable coil, add beakers and screwdriver. You can change the detonate time (3 or 5 seconds) by screwdriving the final assembly.
 
|-
 
![[File:Timer.png]] Timer
!
When activated, it will wait a custom set time before detonating the bomb.
How to Use:
Use the assembly to set and activate the timer.


{|class="wikitable sortable mw-collapsible" width:"100%" style="background-color:#f0e8f0;margin:10pt;"
|- style="background-color:#A06DA0;font-weight:bold; color: white;text-align:center;"
! style='background-color:#A06DA0' width:15%;"                  |Beaker
! style='background-color:#A06DA0' width:5%;"                  |Unit Capacity
! style='background-color:#A06DA0' width:80%;"                  |Description
|-
|-
 
!Beaker <br> [[File:beaker.png]]
![[File:Proximitysensor.png]] Proximity Sensor
|50u
!
|The most basic beaker, can be found around the station or created at an [[Autolathe]]
When a mob steps within 1 tile in any direction of this trigger, it will activate.
How to Use:
Use the assembly and set the timer for how long you want to give yourself to get away and press "not arming". After this time has elapsed, any movement within one tile will trigger it.
 
|-
|-
 
!Beaker <br> [[File:Large beaker.png]]
![[File:Infraredemitter.png]] Infrared Emitter
|100u
!
|The most basic beaker except two times larger, can be found around the station or created at an [[Autolathe]]
When a mob steps in its line of sight, it will activate.
How to Use:
Use the assembly to set the emitters direction, state (on/off), and laser visibility.
 
|-
|-
 
!Bucket <br> [[File:Bucket.png]]
![[File:RemoteSignalingDevice.png]] Remote Signaling Device
|120u
!
|Not technically a beaker but holds all the same properties as one with the added benefit of a large unit capacity, can be found around the station or created at an [[Autolathe]]
When signal another rsd (remote signaling device) with the same frequency is sent out (from <i>anywhere</i>, it receives it and activates.
How to Use:
Use the assembly to set the frequency and the code. These should be different from the default to avoid any false positives. Don't forget to set "recieving" to ON. If you wish to trigger the assembly, print a second rsd, set it to the same
frequency/code and press "send signal."
 
|-
|-
 
!Bluespace Beaker <br> [[File:Beakerbluespace.gif]]
![[File:Mousetrap.gif]]   Mouse Trap
|300u
!
|The beaker with the most unit capacity, can be created at a [[Protolathe]]
Any person who opens <strong>the container containing the mouse trap</strong> will get instantly stunned and the bomb will activate. If a person walks over it on the ground it activates the grenade but will not stun them.
How to Use:
Use the assembly to set the mousetrap, then place it inside any container or throw/drop it on the ground.
 
|-
|-
 
!Cryostasis Beaker <br> [[File:Beakercryo.gif]]
![[File:Voiceanalyzer.png]] Voice Analizer
|50u
!
|A beaker that allows for chemical storage without reaction (mixing of chemicals), can be created at a [[Protolathe]]
Activates when a pre-recorded trigger word is said outloud within 7 tiles from anybody.
How to Use:
Use the assembly to start recording. Say the message outoud, then use it again to turn recording off.
|}
|}
While these are the only ''beakers'' available, any container such as water bottles, glasses, cans, bottles, etc can be used in the same interactions as beakers. Alternative containers generally come at the cost of having much lower unit capacities.


=Pyrotechnics (see [[Guide_to_Chemistry#Pyrotechnics|Guide to Chemistry]])=
==Grenades==
Unit Cap is the point at which any more of that chemical would be redundant. Read the descrpition from guide to chemistry first, then read this to see how it applies to grenades. Most of these reactions are easier and more simple if done when stabilized and pre-heated. Also technically some chems don't actually cap at 1u, they cap at the limit as the volume approaches 0, but who cares.
{{Main|Grenade}}
{| class="wikitable" style="width:50%" border="1" cellspacing="0" cellpadding="2"
Grenades are assemblies that upon activation, will count down from a timer of either 3 or 5 seconds and upon detonating will mix the contents of two beakers stored within them. All grenades have four components: the type of grenade casing, the trigger, beaker 1, and beaker 2. The amount of chemicals that can be mixed in the grenade is entirely reliant upon the unit capacity of the beakers contained inside. Generally, using a generic grenade casing will accomplish a scientists goal in mixing chems, however, specific grenade assemblies and casing types will allow scientists to perform much more controlled and specific reactions.
! style='background-color:#ffff00;'|Name
! style='background-color:#00ff6e;'|Explanation
|-


!Azide
The limit of chemicals in a grenade is 600, since one can mix two bluespace beakers (300u each). Any beaker can be used for grenades, except for buckets. Grenade timers can be changed between between 3 and 5 seconds by using a screwdriver on it. All grenades (except cryo grenades) will heat the mixture by a minor amount upon detonation.
!
Cheap and dirty grenade making; azide maximizes beaker space and damage. It will blow a one tile hole on a regular floor tile, and cause a good amount of damage to anything near it. Handy chem to stack on damage to any grenade.
Unit Cap: 1u


===Grenade Types===
{|class="wikitable sortable mw-collapsible" width:"100%" style="background-color:#f0e8f0;margin:10pt;"
|- style="background-color:#A06DA0;font-weight:bold; color: white;text-align:center;"
! style='background-color:#A06DA0' width:15%;"                  |Grenade
! style='background-color:#A06DA0' width:40%;"                  |Description
! style='background-color:#A06DA0' width:35%;"                  |Crafting
|-
|-
 
!Generic Grenade <br> [[File:grenade.png]]
!Black Powder
|General grenade, can hold two beakers. Upon detonation it will mix both mixtures and heat both by 10K.
!
|
This is one of the two the only grenadeable chemicals in the game that can create a bomb cap explosion. It blows after a randomzided amount of time (2-5 seconds roughly), creating sparks then igniting. With the damage stacking as the volume of black powder gets higher, its a great filler for empty beaker space. Make sure to preheat it to 473K in order for the grenade casing to heat it up to its explosion point. A 200u black powder grenade will gib anybody holding it (excellant for mouse trap grenades).
* Use metal to craft a [[File:Grenade Casing.png|32px]]
Unit Cap:
* Use wires on grenade casing [[File:CableCoils.png|32px]]
* Apply 1-2 beakers to wired grenade casing [[File:Wired Grenade Casing.png|32px]]
* Apply screwdriver to finish [[File:Screwdriver tool.png|32px]]
|-
|-
 
!Cryo Grenade <br> [[File:Cryo Grenade.png]]
!Chlorine Trifluoride
| A cryogenic grenade. It rapidly cools its contents upon detonation.
!
|
When placed in a grenade and activated it will create a <strong>7x7</strong> fireball. This lights some objects and all mobs on fire. If mixed with water, as the very strange property of sucking all the air out of the room...
* Print a Cryo Grenade Casing at the [[Protolathe]] [[File:Cryo_grenade_casing.png|32px]]
Unit Cap: 1u
* Use wires on grenade casing [[File:CableCoils.png|32px]]
 
* Apply 1-2 beakers to wired grenade casing [[File:Wired Cryo Grenade Casing.png|32px]]
* Apply screwdriver to finish [[File:Screwdriver tool.png|32px]]
|-
|-
 
!Pyro Grenade <br> [[File:Pyro Grenade.png]]
!Cryostylane
| A pyrogenic grenade. It rapidly heats its contents upon detonation.
!
|
Nothing to do with grenade making (besides I guess a cold bomb to freeze those who inhale it?).
* Print a Pyro Grenade Casing at the [[Protolathe]] [[File:Pyro grenade casing.png|32px]]
 
* Use wires on grenade casing [[File:CableCoils.png|32px]]
* Apply 1-2 beakers to wired grenade casing [[File:Wired Pyro Grenade Casing.png|32px]]
* Apply screwdriver to finish [[File:Screwdriver tool.png|32px]]
|-
|-
 
!Large Grenade <br> [[File:GrenadeTabun.png]]
!Explosion
| A large grenade. It disperses its contents over a larger area than the generic grenade type.
!
|
The second most powerful grenadeable chemical reaction in the game. When maxed out (two bluespace beakers), this explosion is only 1 under the bomb cap. It stuns after 20u, and does no damage 2u or under. This cannot be combined with any fire grenades since adding water to any grenade will instantly put out any mob that catches fire.
* Print a Large Grenade Casing at the [[Protolathe]] [[File:Large Grenade Casing.png|32px]]
Unit Cap:
* Use wires on grenade casing [[File:CableCoils.png|32px]]
 
* Apply 1-2 beakers to wired grenade casing [[File:Wired Large Grenade Casing.png|32px]]
* Apply screwdriver to finish [[File:Screwdriver tool.png|32px]]
|-
|-
!Advanced Release Grenade <br> [[File:Advanced Release Grenade.png]]
| An Advanced Release Grenade. It can detonated multiple times, only consuming a small amount of its contents each time.
|
* Print an Advanced Release Grenade Casing at the [[Protolathe]] [[File:Advanced grenade casing.png|32px]]
* Use wires on grenade casing [[File:CableCoils.png|32px]]
* Apply 1-2 beakers to wired grenade casing [[File:Wired Advanced Release Grenade Casing.png|32px]]
* Apply screwdriver to finish [[File:Screwdriver tool.png|32px]]
|}


!Firefighting Foam
===Assemblies and Triggers===
!
{{Main|Assemblies}}
One of the only non-traitor grenades, 1u is all you need. By default, as all grenades eject contact chems in a 7x7 square, the foam will only affect that area. However, you can go plenty farther with the use of Fluorosurfactant.
Assemblies are a combination of components that will activate upon receiving a signal or meeting a certain condition. This can come in the form of proximity sensors, health sensors, and even laser triggers. All assembly components can be printed via [[Autolathe]]. Grenade casings can be attached to these assemblies to create grenades that will activate once a certain condition is met.
Unit Cap: 1u
|-


!Flash Powder
Each of the assemblies can be deconstructed once disarmed by using a wrench on them.
!
Literally just a flash grenade (5 tile radius for the flash). If anybody is within 3 tiles or less they get stunned for 10 seconds (ish).
Unit Cap: 1u


{|class="wikitable sortable mw-collapsible" width:"100%" style="background-color:#f0e8f0;margin:10pt;"
|- style="background-color:#A06DA0;font-weight:bold; color: white;text-align:center;"
! style='background-color:#A06DA0; width:15%;"                  |Grenade Assembly
! style='background-color:#A06DA0; width:40%;"                  |Description
! style='background-color:#A06DA0; width:45%;"                  |Crafting
|-
|-
 
!Mouse Trap Grenade <br> [[File:Mousetrap Igniter Grenade Assembly.png]]
!Fluorosurfactant
|A grenade assembly with an attached mouse trap and igniter. Upon being armed, stepping on the assembly or opening/checking the contents of the container it is in will immediately detonate the grenade. The grenade will not be set off by opening a crate or closet that it is stored in. Once completed, the assembly can be armed/disarmed by using it in-hand.
!
|
Spreads contact chemicals and slips fools if they walk on it.
* Use metal to craft a grenade casing or print one at a [[Protolathe]] [[File:Grenade Casing.png|32px]]
Unit Cap: idk yet im lazy
* Apply screwdriver to mousetrap [[File:Screwdriver tool.png|32px]]
 
* Apply screwdriver to igniter [[File:Screwdriver tool.png|32px]]
|-
* Hold mousetrap and click on the igniter to create the assembly [[File:Igniter.png|32px]][[File:Mousetrap.png|32px]]
 
* Apply screwdriver to assembly [[File:Screwdriver tool.png|32px]]
!Liquid Dark Matter
* Use the assembly on the grenade casing [[File:Mousetrap Igniter Assembly.png|32px]][[File:Grenade Casing.png|32px]]
!
* Apply 1-2 beakers to assembly [[File:Beaker.png|32px]][[File:Beaker.png|32px]]
The holy grail of grenades, liquid dark matter will suck in any movable unobstructed object and or mob a number of tiles equivalent to number of units detonated. There are endless uses for this, the overarching affect being it brings all people within ten tiles to the apex of the explosion, maximizing all effects. Also makes smoke useless beyond 1u.
* Apply screwdriver to finish [[File:Screwdriver tool.png|32px]]
Unit Cap: 10u
 
|-
 
!Napalm
!
Effectively stabilized phlogiston, and can only light mobs on fire.
Unit Cap: 1u
 
|-
 
!Nitroglycerin
!
Exact same explosion as potassium + water but 5x stronger.
 
|-
|-
 
!Remote Activated Grenade <br> [[File:Signaler Grenade Assembly.png]]
!Phlogiston
| A grenade assembly with an attached signaler and igniter. When signaler is activated with the correct frequency and code, the grenade will be detonated.
!
* Use signaler or assembly in hand to set the frequency and code.
Creates a 7x7 "igniting square" when pure and detonated in a grenade. Creates a 3x3 fireball when mixed in a beaker or in a grenade. This 3x3 form can light objects, while the 7x7 stabilized version can only light mobs.
* Signaler receiver must be set to '''On''' for the grenade to detonate upon receiving the correct frequency and code.
Unit Cap: 1u
|
 
* Use metal to craft a grenade casing or print one at a [[Protolathe]] [[File:Grenade Casing.png|32px]]
* Apply screwdriver to signaler [[File:Screwdriver tool.png|32px]]
* Apply screwdriver to igniter [[File:Screwdriver tool.png|32px]]
* Hold signaler and click on the igniter to create the assembly [[File:Igniter.png|32px]][[File:RemoteSignalingDevice.png|32px]]
* Apply screwdriver to assembly [[File:Screwdriver tool.png|32px]]
* Use the assembly on the grenade casing [[File:Signaler igniter Assembly.png|32px]][[File:Grenade Casing.png|32px]]
* Apply 1-2 beakers to assembly [[File:Beaker.png|32px]][[File:Beaker.png|32px]]
* Apply screwdriver to finish [[File:Screwdriver tool.png|32px]]
|-
|-
 
!Proximity Grenade <br> [[File:Proximity Grenade Assembly.png]]
!Pyrosium
| A grenade assembly with an attached proximity and igniter.  When armed, the proximity sensory detects movement and then detonates the grenade. The proximity sensor only detects movements in a one tile radius around it.
!
* Use assembly in hand to set the proximity sensor to arm.
Only useful when ingesting; if the mob contains oxygen and pyrosium in their bloodstream they will heat up rapidly at first, then slowly heat up caping at around 310 degrees farnheit. This causes around 3 burn damage every cycle (2 seconds) after the mob gets to 250 degrees, or about 17 seconds after ingesting pyrosium (after 15 seconds they'll have 10 burn damage, then it goes up by 3's after that). Useful for toxic smoke grenades, but not for igniting chemicals. You need 2.5u of oxygen for every 1u of pyrosium.
* Make sure to set it to arm after a certain amount of time so that it isn't accidentally set off when moving away.
Unit Cap:
|
 
* Use metal to craft a grenade casing or print one at a [[Protolathe]] [[File:Grenade Casing.png|32px]]
* Apply screwdriver to igniter [[File:Screwdriver tool.png|32px]]
* Hold proximity sensor and click on the igniter to create the assembly [[File:Igniter.png|32px]][[File:RemoteSignalingDevice.png|32px]]
* Apply screwdriver to assembly [[File:Screwdriver tool.png|32px]]
* Use the assembly on the grenade casing [[File:Proximity igniter Assembly.png|32px]][[File:Grenade Casing.png|32px]]
* Apply 1-2 beakers to assembly [[File:Beaker.png|32px]][[File:Beaker.png|32px]]
* Apply screwdriver to finish [[File:Screwdriver tool.png|32px]]
|-
|-
 
!Timer Grenade <br> [[File:Timer Grenade Assembly.png]]
!Sonic Powder
| A grenade assembly with an attached timer and igniter.  When armed, the timer will count down and once finished will detonate the grenade. Allows for much longer timed grenades.
!
|
Comes in handy since it also stuns (for around 4.5 seconds) within 5 tiles.
* Use metal to craft a grenade casing or print one at a [[Protolathe]] [[File:Grenade Casing.png|32px]]
Unit Cap: 1u
* Apply screwdriver to igniter [[File:Screwdriver tool.png|32px]]
* Hold timer and click on the igniter to create the assembly [[File:Igniter.png|32px]][[File:Infraredemitter.png|32px]]
* Apply screwdriver to assembly [[File:Screwdriver tool.png|32px]]
* Use the assembly on the grenade casing [[File:Timer igniter Assembly.png|32px]][[File:Grenade Casing.png|32px]]
* Apply 1-2 beakers to assembly [[File:Beaker.png|32px]][[File:Beaker.png|32px]]
* Apply screwdriver to finish [[File:Screwdriver tool.png|32px]]
|-
|-
 
!Tripwire Grenade <br> [[File:Tripwire Grenade Assembly.png]]
!Smoke
| A grenade assembly with an attached infrared emitter and igniter.  When armed, a laser projects 9 tiles from the grenade. Once this laser is crossed it will detonate the grenade. Due to the weird mechanics of the laser it is ill advised to carry it on your persons while activated as you can walk into the beam. The laser can be set to be invisible and also works through containers and glass.
!
|
Quite useful for toxin bombs. The reagents in the gas can only be applied to a mob the moment it's detonated; walking into the gas will not transmit chemicals. The range of the smoke has nothing to do with its animation. A volume less than 5 trasnmits within 1 tile, 5-10 until transmits 2 tiles, 10-15 -> 3 tiles, and 15+ is 4 tiles. Also spread touch based chemicals.
* Use metal to craft a grenade casing or print one at a [[Protolathe]] [[File:Grenade Casing.png|32px]]
Unit Cap: 15u
* Apply screwdriver to infrared emitter [[File:Screwdriver tool.png|32px]]
 
* Apply screwdriver to igniter [[File:Screwdriver tool.png|32px]]
|-
* Hold infrared and click on the igniter to create the assembly [[File:Igniter.png|32px]][[File:Timer.png|32px]]
 
* Apply screwdriver to assembly [[File:Screwdriver tool.png|32px]]
!Sorium
* Use the assembly on the grenade casing [[File:Tripwire igniter Assembly.png|32px]][[File:Grenade Casing.png|32px]]
!
* Apply 1-2 beakers to assembly [[File:Beaker.png|32px]][[File:Beaker.png|32px]]
Exact same thing as dark matter but in reverse.
* Apply screwdriver to finish [[File:Screwdriver tool.png|32px]]
Unit Cap: 10u
 
|-
 
!Stabilizing Agent
!
Makes grenade making much easier, since instead of having dozens of chemicals jumbled up you can simply have the resultant chem stabilized and pre-heated.
Unit Cap: 1u
 
|-
 
!Teslium
!
Excellent source for stunning in combination with uranium in a grenade. Also good in a smoke grenade. The unit cap for the uranium explosion is 4u (20u of teslium and 20u of uranium), and it stuns within volume*2 tiles.
Unit Cap:
 
|}
|}
= Random Information =
*When chemicals of a different temperature mix, the resultant of the two is the average of the two temperatures. So if you have 10u @ 400K mixed with 1u @ 300K, the result is floor((10*400 + 1*300)/11) = 390K.
*Lots of chemical reactions can happen not just in a beaker, but <strong>in your blood stream</strong>. Get dental implants and become a walking bomb.
*Large grenades can do slime core reactions. To do this, get the slime extract of your choice and a large grenade, put a beaker with the reactant (either plasma blood or water) and the unused slime extract in the grenade and let er rip.
= Traitor Usage =
This is only practical application of grenades. Figure out creative ways to send grenades people, combo stuns with other harmful effects, make grenades to get out of security, anything you could concoct is useful when antaging. It's good to test out your hypothesis in the lab, then perfect the practice in the real world.


[[Category:Guides]]
[[Category:Guides]]

Latest revision as of 03:38, 27 November 2023

Science Department


The Chemical Research portion of research and development involves experimenting with chemicals and how they react with eachother. Equipped with chemical dispensers and the means to construct grenades, science should attempt to experiment with various grenades in their test chamber or patch/pill mixtures. This can not only be used to learn about beneficial chemicals but also as an opportunity to produce helpful chemical contraptions for the station.

Duties and Responsibilities

Your job is to experiment with chemicals. While many Scientists prefer to work with only Pyrotechnics, there is also the opportunity to create superior healing mixtures, fun concoctions, and better chemicals to improve Service or Security jobs.

The Lab

The NSS Cyberiad Chemical Research Lab

The chemical research lab consists of chem-dispensers, chem-masters, and chemical heaters. This is where you will mix, create, and analyze different chemicals and compounds. The lab is also equipped with a blast test chamber in order to test your grenades. It's very important you know exactly what you're mixing before you mix it because you only get one research lab. A designated test chamber is generally provided in the Research department for testing compounds.

Getting Started

See also Guide to Chemistry

Fire and foremost, scientists should grab a gas mask (for protection when mixing compounds) and set their Suit sensors to max for when they inevitably blow themselves up. Where to begin is up to the imagination and initiative of scientists, it may be beneficial to look through the Guide to Chemistry and see what each chemical does either when combined to make a visible effect or ingested by a monkey test subject to see the effects on it. Once a chemical is discovered that may be useful or interesting, scientists should see how these chemicals could be best utilized either through different types of grenade casings and Assemblies or in application through patches and pills.

Unless the compound requires approval from the Research Director, scientists should feel free to distribute these grenades where they may be most beneficial to the station. That being said, this role is about exploration and having fun, so players should not feel pressured to make compounds for the station. However, players should be cognizant of Research and Development and man it when necessary.

Chemical Manipulation

Since chemical researchers will be working with chemicals mostly, it's important for them to understand the machinery and tools available to them:

Chem Dispenser.gif Chem-Dispenser - Allows user to dispense Base Chemicals and clear unwanted chemicals from containers, only one beaker at a time can be inserted.
ChemMaster.gif Chem-Master - Allows user to insert a beaker, separate out chemicals, and then turn those chemicals into pills or patches.
Chemical heater.png Chemical Heater- Allows user to heat the reagents contained inside of an inserted beaker.
All-In-One grinder.png All-In-One Grinder - Allows user to grind/juice inserted items into reagents, useful for Botany plants or food items

Using a combination of these machines will allow any scientists to produce what they want. However, there are a few chemicals that are not obtainable through chemistry and must instead be gathered from Botany or even Space Ruins.

Beakers and Chemical Transferring

Beakers are container which hold a certain amount of units of any reagents. For better tracking and organization, scientists can use pens on beakers to add a label to it. Unless a scientist is in possession of science goggles, they will not be able to see the contents of the beaker directly and instead will have to insert them into one of the chemistry machines. The contents of beakers can either be warmed/heated by the chemical heater or by using an active welder/lighter on the beaker.

Across all beakers, reagents can be transferred from one container to a second container by holding the first container in-hand and then click on the other container. The amount of units transferred can be specified by right-clicking the beaker and clicking set transfer amount. When transferring container-to-container, how much of each specific reagent that is transferred cannot be set and instead a proportional (percentage of reagent's units compared to total units of reagents in container) amount of every reagent will be transferred. Finally, the reagents of a container can be splashed on a surface/object/person by using it with harm intent on said object.

There are also tools to help with precise chemical transfers between container or mobs:
Syringes.png Syringe - Has two modes, can either inject or draw. Can move up to 15u of chemicals in increments of 5u at once, very useful for injecting mobs with chemicals or drawing blood.
Dropper.png Dropper - Precise reagent mover, can transfer 1u, 2u, 3u, 4u, or 5u of reagents. By targeting the eyes, the dropper can be used to drip chemicals into mobs eyes
Pipette.png Pipette - Extremely precise reagent mover, can transfer any amount between .1u and 1u (up to the 10th place).By targeting the eyes, the dropper can be used to drip chemicals into mobs eyes.

Beaker Unit Capacity Description
Beaker
Beaker.png
50u The most basic beaker, can be found around the station or created at an Autolathe
Beaker
Large beaker.png
100u The most basic beaker except two times larger, can be found around the station or created at an Autolathe
Bucket
Bucket.png
120u Not technically a beaker but holds all the same properties as one with the added benefit of a large unit capacity, can be found around the station or created at an Autolathe
Bluespace Beaker
Beakerbluespace.gif
300u The beaker with the most unit capacity, can be created at a Protolathe
Cryostasis Beaker
Beakercryo.gif
50u A beaker that allows for chemical storage without reaction (mixing of chemicals), can be created at a Protolathe

While these are the only beakers available, any container such as water bottles, glasses, cans, bottles, etc can be used in the same interactions as beakers. Alternative containers generally come at the cost of having much lower unit capacities.

Grenades

The main article for this section is Grenade

Grenades are assemblies that upon activation, will count down from a timer of either 3 or 5 seconds and upon detonating will mix the contents of two beakers stored within them. All grenades have four components: the type of grenade casing, the trigger, beaker 1, and beaker 2. The amount of chemicals that can be mixed in the grenade is entirely reliant upon the unit capacity of the beakers contained inside. Generally, using a generic grenade casing will accomplish a scientists goal in mixing chems, however, specific grenade assemblies and casing types will allow scientists to perform much more controlled and specific reactions.

The limit of chemicals in a grenade is 600, since one can mix two bluespace beakers (300u each). Any beaker can be used for grenades, except for buckets. Grenade timers can be changed between between 3 and 5 seconds by using a screwdriver on it. All grenades (except cryo grenades) will heat the mixture by a minor amount upon detonation.

Grenade Types

Grenade Description Crafting
Generic Grenade
Grenade.png
General grenade, can hold two beakers. Upon detonation it will mix both mixtures and heat both by 10K.
  • Use metal to craft a Grenade Casing.png
  • Use wires on grenade casing CableCoils.png
  • Apply 1-2 beakers to wired grenade casing Wired Grenade Casing.png
  • Apply screwdriver to finish Screwdriver tool.png
Cryo Grenade
Cryo Grenade.png
A cryogenic grenade. It rapidly cools its contents upon detonation.
  • Print a Cryo Grenade Casing at the Protolathe Cryo grenade casing.png
  • Use wires on grenade casing CableCoils.png
  • Apply 1-2 beakers to wired grenade casing Wired Cryo Grenade Casing.png
  • Apply screwdriver to finish Screwdriver tool.png
Pyro Grenade
Pyro Grenade.png
A pyrogenic grenade. It rapidly heats its contents upon detonation.
  • Print a Pyro Grenade Casing at the Protolathe Pyro grenade casing.png
  • Use wires on grenade casing CableCoils.png
  • Apply 1-2 beakers to wired grenade casing Wired Pyro Grenade Casing.png
  • Apply screwdriver to finish Screwdriver tool.png
Large Grenade
GrenadeTabun.png
A large grenade. It disperses its contents over a larger area than the generic grenade type.
  • Print a Large Grenade Casing at the Protolathe Large Grenade Casing.png
  • Use wires on grenade casing CableCoils.png
  • Apply 1-2 beakers to wired grenade casing Wired Large Grenade Casing.png
  • Apply screwdriver to finish Screwdriver tool.png
Advanced Release Grenade
Advanced Release Grenade.png
An Advanced Release Grenade. It can detonated multiple times, only consuming a small amount of its contents each time.
  • Print an Advanced Release Grenade Casing at the Protolathe Advanced grenade casing.png
  • Use wires on grenade casing CableCoils.png
  • Apply 1-2 beakers to wired grenade casing Wired Advanced Release Grenade Casing.png
  • Apply screwdriver to finish Screwdriver tool.png

Assemblies and Triggers

The main article for this section is Assemblies

Assemblies are a combination of components that will activate upon receiving a signal or meeting a certain condition. This can come in the form of proximity sensors, health sensors, and even laser triggers. All assembly components can be printed via Autolathe. Grenade casings can be attached to these assemblies to create grenades that will activate once a certain condition is met.

Each of the assemblies can be deconstructed once disarmed by using a wrench on them.

Grenade Assembly Description Crafting
Mouse Trap Grenade
Mousetrap Igniter Grenade Assembly.png
A grenade assembly with an attached mouse trap and igniter. Upon being armed, stepping on the assembly or opening/checking the contents of the container it is in will immediately detonate the grenade. The grenade will not be set off by opening a crate or closet that it is stored in. Once completed, the assembly can be armed/disarmed by using it in-hand.
  • Use metal to craft a grenade casing or print one at a Protolathe Grenade Casing.png
  • Apply screwdriver to mousetrap Screwdriver tool.png
  • Apply screwdriver to igniter Screwdriver tool.png
  • Hold mousetrap and click on the igniter to create the assembly Igniter.pngMousetrap.png
  • Apply screwdriver to assembly Screwdriver tool.png
  • Use the assembly on the grenade casing Mousetrap Igniter Assembly.pngGrenade Casing.png
  • Apply 1-2 beakers to assembly Beaker.pngBeaker.png
  • Apply screwdriver to finish Screwdriver tool.png
Remote Activated Grenade
Signaler Grenade Assembly.png
A grenade assembly with an attached signaler and igniter. When signaler is activated with the correct frequency and code, the grenade will be detonated.
  • Use signaler or assembly in hand to set the frequency and code.
  • Signaler receiver must be set to On for the grenade to detonate upon receiving the correct frequency and code.
  • Use metal to craft a grenade casing or print one at a Protolathe Grenade Casing.png
  • Apply screwdriver to signaler Screwdriver tool.png
  • Apply screwdriver to igniter Screwdriver tool.png
  • Hold signaler and click on the igniter to create the assembly Igniter.pngRemoteSignalingDevice.png
  • Apply screwdriver to assembly Screwdriver tool.png
  • Use the assembly on the grenade casing Signaler igniter Assembly.pngGrenade Casing.png
  • Apply 1-2 beakers to assembly Beaker.pngBeaker.png
  • Apply screwdriver to finish Screwdriver tool.png
Proximity Grenade
Proximity Grenade Assembly.png
A grenade assembly with an attached proximity and igniter. When armed, the proximity sensory detects movement and then detonates the grenade. The proximity sensor only detects movements in a one tile radius around it.
  • Use assembly in hand to set the proximity sensor to arm.
  • Make sure to set it to arm after a certain amount of time so that it isn't accidentally set off when moving away.
  • Use metal to craft a grenade casing or print one at a Protolathe Grenade Casing.png
  • Apply screwdriver to igniter Screwdriver tool.png
  • Hold proximity sensor and click on the igniter to create the assembly Igniter.pngRemoteSignalingDevice.png
  • Apply screwdriver to assembly Screwdriver tool.png
  • Use the assembly on the grenade casing Proximity igniter Assembly.pngGrenade Casing.png
  • Apply 1-2 beakers to assembly Beaker.pngBeaker.png
  • Apply screwdriver to finish Screwdriver tool.png
Timer Grenade
Timer Grenade Assembly.png
A grenade assembly with an attached timer and igniter. When armed, the timer will count down and once finished will detonate the grenade. Allows for much longer timed grenades.
  • Use metal to craft a grenade casing or print one at a Protolathe Grenade Casing.png
  • Apply screwdriver to igniter Screwdriver tool.png
  • Hold timer and click on the igniter to create the assembly Igniter.pngInfraredemitter.png
  • Apply screwdriver to assembly Screwdriver tool.png
  • Use the assembly on the grenade casing Timer igniter Assembly.pngGrenade Casing.png
  • Apply 1-2 beakers to assembly Beaker.pngBeaker.png
  • Apply screwdriver to finish Screwdriver tool.png
Tripwire Grenade
Tripwire Grenade Assembly.png
A grenade assembly with an attached infrared emitter and igniter. When armed, a laser projects 9 tiles from the grenade. Once this laser is crossed it will detonate the grenade. Due to the weird mechanics of the laser it is ill advised to carry it on your persons while activated as you can walk into the beam. The laser can be set to be invisible and also works through containers and glass.
  • Use metal to craft a grenade casing or print one at a Protolathe Grenade Casing.png
  • Apply screwdriver to infrared emitter Screwdriver tool.png
  • Apply screwdriver to igniter Screwdriver tool.png
  • Hold infrared and click on the igniter to create the assembly Igniter.pngTimer.png
  • Apply screwdriver to assembly Screwdriver tool.png
  • Use the assembly on the grenade casing Tripwire igniter Assembly.pngGrenade Casing.png
  • Apply 1-2 beakers to assembly Beaker.pngBeaker.png
  • Apply screwdriver to finish Screwdriver tool.png