# The Final Plumbdown (Chem rework) No longer will chemistry be infinite. Instead, a piece of the plumbing room will be sacrificed and turned into a chemical storage. The chem dispenser will be plumbed to the chemical storage vats. In practice, you will no longer be dependent on power and can use the chemistry dispenser however much you like, since whatever chemical you want to dispense will be instantly retrieved from the plumbing-net (the one connected to the chemical storage). You are, however, dependent on a now finite source of chemicals and the infrastructure connecting your dispenser to the storage. # Phase 1. Renewables Making people run out of a job for doing their job is dumb, so when the chem dispenser is reworked, a source of basic chemicals need to exist from which the storage can be replenished (storage will be big, but big plumbing endeavours and ‘accidents’ can deplete the storage). A few sources I’m considering are: - Cargo. Cargo will sell all basic chemicals in groups (not necessarily periodic groups). ‘Metals’ will contain basic metal sources, like iron, zinc, copper and whatever else the dispenser has. ‘Organic chemistry’ will have basic elements and molecules for organic synthesis, like carbon, oxygen, hydrogen, ethanol, organic acids etc. Alkaloids will have alkaloids, bla bla. - Lavaland. Gas collectors can collect noble gasses, gaseous halogens and whatever the atmosphere is made from. Ash can be filtered for organic compounds, silica and some metals. Others sources could be geysers and lava. Ideally there will be a setup mapped in which chemists can visit to grab whatever lavaland yields. - Botany. This one is obvious, will require cooperation. - Proteïn Desynthesizer / Elemental Reclaimer. New Machinery added to the chemical storage, can break down reagents or something so you can break-down botanical products (or other) into reusable reagents. - Maybe some exotic sources for exotic elements and molecules. # Phase 2. Chem dispenser rework Chem dispensers can no longer produce infinite chemicals, and instead pull from a connected super-duct connected to a general chemical storage in the plumbing room. As a trade-off to no longer having infinite chems and being dependent on the super-duct infrastructure, you are now no longer dependent on the magic power bar. **Removal**: Plumbing synthesizers seize to exist. You can directly connect reaction chambers or filters to the super-net to pull out whatever you need, being both a huge buff and a huge nerf (I think it balances out). The chem dispenser upgrades (that give you stuff like phenol, ash, etc) no longer make sense and will be removed. As a trade-off, you will be able to connect non-default reagents to the super-net (either ordered, from a connected geysers or from a plumbing setup), and they will become available in the chem dispenser UI. This also means you can make a meth-dispenser that only dispenses meth if the only connected reagent source is your freshly produced methamphetamine tank. # Loose notes This will be a pretty big mapping endeavour, so I will probably do the remapping piecemeal and leave some stations with the old mechanics until everything is properly remapped. Bartenders soda and boose dispensers will also have to be redone a bit, although this can be done at a later time since it’s of a lower impact. Chemical storages will have to be annoyingly balanced. Ideally, two active chemist will only need to get a refill after like 40m assuming there’s no plumbing or sabotaging. Also fuck botany thieves stealing the chem dispenser, because it’s worthless without a direct connection to the chemistry storage (or unless they want to build their own using plant sources, which I mad respect).