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Research Chemistry Lab Additions #20364

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furrycactus
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  • rscadd: "Added a chemistry equipment locker to the Research chemistry lab, to allow for easier storage, transport, and testing of any produced substances."
    (not having bottles for pills is a nightmare, and printing injectors/inhalers/spray bottles is annoying)

  • rscadd: "Added two large beakers to the Research chemistry lab."
    (the lab only has small beakers, and large beakers are prohibitively expensive on the autolathe)

@github-actions github-actions bot added the 🗺️ Mapping - Horizon The PR touches the Horizon map files. label Jan 14, 2025
@furrycactus
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!review

@FluffyGhoster
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I am not sure about this, it has the potential to transform it into pharmacy 2.0, which would be perfectly fine and I can approve of to bring some life back, but that would have to be paired with the removal of the pharmacy and pharmacist

@furrycactus
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I am not sure about this, it has the potential to transform it into pharmacy 2.0, which would be perfectly fine and I can approve of to bring some life back, but that would have to be paired with the removal of the pharmacy and pharmacist

I feel like Research staff shouldn't be acting as Pharmacy 2.0 outside of unique circumstances. Some Scientist players do synthesise various chems and medications with the intent of testing them on monkeys to analyse their effects on treating/causing injuries though, so I feel like having better means to do that would only be a good thing.

I'm not opposed to making changes if it's necessary, but I'm not sure I see that it might have such an outcome. Research is pretty sparsely staffed, and just being a Scientist doesn't mean your character automatically has a Pharmacy doctorate.

@hazelrat
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Everything here seems to me to just be basic QoL and ease of use, if a scientist really wanted to operate as a de-facto pharmacist and ship drugs to medical they can already do so without any of this.

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4 participants