---
# System prepended metadata

title: 'Chemistry, Medical Treatment and Botany Overhaul'

---

# Chemistry, Medical Treatment and Botany Overhaul
###### RimiChem? CheRimiStry? Uhh-

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## The Issue

Fermichem was a mistake. It's an abstract layer of "complexity" ((read: grind)) in an effort to nerf chemfactories. All it did was make them mandatory to make any amount of chem in any reasonable time.

Also, screw purity. It was a shoehorned in system that only confuses new players, and makes most chem players and MDs **obsess** over pure chems. Fuck that shit, it's unhealthy for an RP environment.

I aim to solve this by removing most of the pointless layers to chemistry, and instead make the whole system make much more sense for an RP server.

Also, what the *fuck* is the length of this wiki page? This is not healthy for maintainability. This isn't even showing the insane amount of chems. This doesn't bode well for readability or people's creativeness from just the sheer information overload.
<details>
    <summary>Tall as fuck image.</summary>
    
![](https://i.imgur.com/gRwD3oN.png)
</details>


## The Meat
###### I gave up on writing a separate reason block, just look at the bullet points.

- Remove purity and failed products.
    - Pointless grind, tons of stigma, and generally awful mechanic to deal with as a player.
- Remove chemfactories.
    - Plumbing will go too.
    - This is a poor mechanic that allows chemists to spend 10 minutes setting up a factory from blueprint before disappearing for the whole round. Also required to do anything in any reasonable time thanks to the above.
- Remove most current chems, and replace them with a new set of chems that have neat science-y names, with some sci-fi ones mixed in for variety.
    - Also rebalance them to be less a fix-all solution.
    - Avoid using real-world franchise names, where possible.
    - Far, far too much variety, let's kneecap it down, and instead make them more complex by having different behaviors based on application, rather than production.
    - Some inverse chems might get axed here, and instead a return of "chemical sludge" might happen.
- Nerf pill sizes to 1u, patches to 15u. 
    - Maybe add a bulkier large patch for applying a large amount of chems.
        - See: Husks
    - 5u is a mouthful, or 50ml. 50u pills make no sense.
        - How do I know this? 5600ml is the average-ish amount for an average human's blood, and 560u of blood is the normal amount in game. Google that number if you have to.
- Maybe switch from units to ml for easier frame-of-reference for players and contributors.
    - Supposedly, 1u is meant to be one cubic centimetre (cc) but someone obviously lost that down the line on TG.
- Chem Dispensers
    - Chem dispensers have limited amounts of reagents.
    - You order more from cargo in cartridge form.
    - Some cartridges can be refilled from various sources.
    - Infinite chems made from energy goes against this server's lore. It is not post scarcity.
- Make liquids more present in recipes. Give chemists a more consistent job.
- Remove stutures and burn meshes. These will be replaced by patches.
    - Medkits will have four of either Libital or Auri, and two synthflesh patches, which will patch a normal severity wound, and lower the severity of any wounds that are worse than normal.

### The Chems

To start with, the list will have:

- 1 pain killer + minor brute heal
    - Brute damage is usually dealt with surgery or anti-inflamitory painkillers IRL.
- 1 burn heal
- 1 toxin heal
- 1 oxy heal
- 1 extremely expensive universal heal <sup>1</sup>
    - Intended to be used in tiny volumes inside cryo to maximize efficiency.
    - Aimed at patients with cell damage.
- 1 radiation cure <sup>2</sup>
- Synthflesh
    - Expensive, almost prohibitively so. Used for cloning and limb growing.
- 2 explosives
- 1 foaming agent
- 1 alcohol purge
- Synaptizine
    - Poor man's combat stim.
- Haloperidol <sup>2</sup>
    - A good example of a chem purger with downsides.
- Any current pyrotechnics. <sup>2</sup>
- Any chems that are typically uncraftable or unobtainable.

<sup>1</sup> Only able to be bought, not made.
<sup>2</sup> No inverse chem will exist for this.

All chems will have a downside in exchange for (presumably) not having to visit the medbay.

### CartChem

As the name implies, chems are no longer infinite, and use cartridges now.

Cartridges are 60u in size for commonly used regents, uncommon being 30u, and rare reagents being 10u. 

Some intermediaries can be bought from cargo at a slight premium.

- Phenol.
- Multiver.
- This list might expand as I look at more code.