So you want to research shit eh?
Well unfortunately there ain't much, as much of research capabilites were removed, but you can still DEFINITELY turn the tide of the battle with some things.
Most of this will be variable, along with just mainly RP without many ACTUAL mechanics so i'm going to go over ... well ... basic basics.
Basics:
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You are mainly going to be fucking around or doing doctor stuff, and being RP-man. That's literally the basics ... i'm not bullshitting, this is it.
Chemical mixtures:
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Alright, NOW we're talkin', now before you can make a super-medicine and heal all damage with hyperzine, peri, synaptazine, and Pain-killers, you need to know what NOT to mix together, read the chemistry wiki for more info, but here is mainly what you need to know:
NEVER mix peri and hyperzine, it creates tox which does tox damage over time, A LOT of it too. (good if you want to poison the CMO or command's drink, hehehe)
You CAN mix hyperzine and synaptazine. YES YES YES, I KNOW, it creates tox damage, but it doesn't create PURE toxins like with peri and hyperzine, it simply just does tox damage if both are present in a blood-stream. To counter this, simply put 2x the ammount of the "reaction".
E.G 5 u hyperzine, 5 u synaptazine, 10 u dylovene
E.G2 5 u hyperzine, 2 u synaptazine, 4 u dylovene
The chemical mixtures you can make can be VERY costly, so you might want a vendor or 2 up in your lab, simply wrench it and drag it.
Also, to get chemicals out of injector, use a syringe on it, it will then take all the chemicals it can out of it.
Bombs, NOW WE'RE TALKIN'!:
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ooooh boy, now you're delving into explosives now eh?
Well now is the time to shine ... explosively.
Everything to make these things can be found in an auto-lathe and the chem-dispenser, the auto-lathe needs glass AND metal to operate.
To make a bomb simply follow these steps:
Materials:
Grenade casing
2 equal sized BEAKERS (buckets and shit don't work anymore, sorry pal)
potassium (in chem dispenser)
water (in chem dispenser)
triggering mechanism
screwdriver
Procedure:
fill beaker 1 all the way with potassium
fill beaker 2 all the way with water
put both beakers into grenade casing
attach triggering mechanism to grenade casing
screwdriver the un-finished grenade
When desired prime the grenade and throw (you should know how much time you have)
Alright, now you may be asking "How the FUCK do I create a triggering mechanism?". Well fear not, for I will teach you.
A triggering mechanism can be 4 things, I will teach them all:
1: A simple timed grenade.
To do this simply get an igniter and a timer.
Screwdriver them BOTH so that they say in the description "ready to be attached", and click them together.
Then screwdriver the final product.
Now you can click on it in your hand to set the specific time you desire.
You now have a timer triggering mechanism for the grenade you wish to build.
2: A proximity grenade. (WARNING: This will detonate if ANYTHING comes into it's radius, INCLUDING YOU AND MARINES.)
To do this simply get an igniter and a proximity sensor.
Screwdriver them BOTH so that they say in the descriptions "ready to be attached", and click them together.
Then screwdriver the final product.
Now you can click on it in your hand to set the settings. (The range is the range of detection in which the bomb will go off, THIS DOES NOT INCLUDE THE CENTER TILE, SO A RADIUS OF 1 WILL ONLY DETECT A 3X3 SQUARE. The arm-time is the delay of time until the proximity sensor actually starts detecting.)
You now have a proximity triggering mechanism for the grenade you wish to build.
3: Infrared sensor grenade, A.K.A a trip-wire mine. (WARNING: This will ALSO detonate if ANYTHING crosses it's beam, INCLUDING YOU AND MARINES.)
To do this simply get an igniter and an infrared sensor.
Screwdriver them BOTH so that they say in the descriptions "ready to be attached", and click them together.
Then screwdriver the final product.
Now click on it in your hand to set the settings. (invisible or visible beam is obvious along with the ON/OFF.)
You now have an infrared triggering mechanism for the grenade you wish to build.
#3 doesn't work 100% of the time, it's usually good to just have an IR, and a signaler attached to it to trigger bomb(s) #4
4: Signal grenade (Remote detonation)
To do this simply get an igniter and a signaler.
Screwdriver them BOTH so that they say in the descriptions "ready to be attached", and click them together.
Then screwdriver the final product.
Now click on it in your hand to set the settings. (The frequency is the frequency it is monitoring, and the code is the code it is waiting for to activate it.)
You now have a grenade that can be remotely detonated.
(Side note: You need to have a seperate and non-attached signaler in order to trigger the detonation, to do this simply set the frequency and the code to the same of the grenade you wish to detonate.)
DISCLAIMER ON BOMB #3:
IR'S ARE EXTREMELY FINICKY TO OPERATE, IT IS A MUCH BETTER IDEA TO SIMPLY HAVE 1 TRIP-WIRE OR 2 WITH A SIGNAER TO BOMB #4
DISCLAIMER ON BOMB #4:
IF you manage to become enough of a DUMBASS and trigger the grenade by hand, you will instantly blow up, along with all assembled grenades on that frequency. This can also happen if a marine decides "Oh, research 'nades, must be good, i'll take one and just prime it".
Have FUN!