Denton wrote:Most complicated chems can be mixed in a single beaker without much effort. I've written down some recipes:
https://tgstation13.org/wiki/Chemical_recipes
Instead of just dicking around with drugs, Chemists can patch up multiple patients at once.
Load some syringes with tricord plus either atropine or hearty punch and fire them at people you see in crit. I've used 5u Atropine/Punch and 10u Tricord, maybe different amounts are better?
Put some synthflesh+synaptizine in a smoke machine and make people stand in it too.
There is no downside to overheating anything except meth, so when making pent acid (or anything that needs to be heated) you can save a bit of time by setting the heater to max the first time you put the beaker in.
Atropine + Tricord is good for general cases or if you're in a hurry, but if you know a certain damage type or situation is coming up you should use a mix of chems to suit it. Also toxins damage is rare, so just having 5 bicaridine and 5 kelotane works better than 10 tricord most of the time.
If you're using it to heal people in crit, include 1u epinephrine (or less if you want to go through the trouble of diluting it) to set their oxygen damage to 35, and 1 or 2u of Atrophine.
Atropine metabolizes very slowly, so you don't need much of it. 1u heals 50 oxygen damage and 20 of each of the others, so 1 or 2u is probably enough if you're also using epi (which will only heal 5 of each per u). They only heal in crit though, so using a lot wastes the space. 5u will get anyone in crit up alone, but if you have any other healing meds in there you waste a bit of it.
From there you want to add chems depending on if you need long or short term healing and what type you think you'll need. Stacking a bunch of different healing chems gives faster healing but doesn't last very long. If you want longer term just put a bunch of one type.
It's worth noting they'll still have a bit of damage after the syringe runs out most of the time, so give them some other meds once they're stable.