User:Imnotthesharpest
HELLO WORLD!
The introductory paragraph goes here
Hello. It is I, that robotics main that gets IPCs in and out of robotics as fast as it takes for your average Box shift to go red alert.
About he
This is the part where I talk about myself
I am a red tool collectorFile:Suspicious Multitool.png
I play IPC
funny flag
if there is a
on a page then that means I have probably edited it.
Bubble Wrap
here's some bubble wrap
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Wiki Pages I edited
The header says it all
I have totally redone three pages:
Guide to Robotics
Guide to Surgery
Firearms
Currently editing this page:
Guide to Medical
ignore this, this is the stuff am WIP
just need something to seperate the jobs thing from my actual wip section
[Exit]
Amputation
Removal of limbs or head.
- (Optional) Complete Prepping for Surgery.
- Aim for the target limb using the Damage Zone.
- Use the Scalpel or Circular Saw to select the "Limb Attachment" Surgery.
- Use the Circular Saw to Amputate the limb.
[Exit]
Bio-chip Removal
Removing bio-chips such as mindshields, death alarms, mindslaves, and other bio-chips from the body.
- (Optional) Complete Prepping for Surgery.
- Aim for the chest on the Damage Zone.
- Use the Scalpel to select the "Bio-chip Removal" Surgery.
- Use the Scalpel again to begin the incision.
- Use your Hemostat to stop any potential bleeding.
- Use your Retractors to lift up the skin. Hold a Bio-chip Case in your other hand for the next step to put the bio-chip into a case.
- Use your Hemostat to extract the bio-chip.
- Use the Cautery to seal the incision.
[Exit]
External Infection Treatment
Removing infections on limbs.
- Complete Prepping for Surgery.
- Aim for the affected body part location on the Damage Zone.
- Use the Scalpel to select the "External Infection Treatment/Autopsy" Surgery.
- Use the Scalpel again to begin the incision
- Use the Cautery to seal the incision.
- If an organ is infected you will have to administer spaceacillin or douse it in alcohol with a high ethanol content. If the organ is septic, it will require transplantation.
[Exit]
Limb Attachment Surgery
Re-attaching severed limbs.
- (Optional) Complete Prepping for Surgery.
- Aim for the patient's affected (missing) limb using the Damage Zone.
- Use the Scalpel to select the "Limb Attachment" Surgery.
- Attach the appropriate missing limb (theirs or someone elses).
- Use the Hemostat to reconnect the nerves and muscles and finish. This step isn't needed for Robotic limbs.
You can use the severed limbs of most humanoid mobs for this procedure.
[Exit]
Bone Repair Surgery
Fixing facial Disfigurement and changing Identity.
- (Optional) Complete Prepping for Surgery.
- Aim for the patient's head in the Damage Zone.
- Use the Scalpel to select the "Plastic Surgery" Surgery.
- Use the Scalpel again to begin the incision.
- Use the Hemostat to stop any potential bleeding.
- Use your Retractor to lift up the skin. Hold an ID Card in your other hand for the next step for it's name to be added to the available names list.
- Use the Scalpel to reshape the face and vocal chords.
- Use the Cautery to seal the incision.
- Performing the surgery on a Disfigured face will repair, on a Normal face will give a list of random, species-appropriate names to change identity.
- Note that this does not repair "husked" appearance as the result of excessive Burn damage.
- Any ID cards on the patient or surgeon will also have their registered name added to the available names list.
Intermediate Surgeries | |||||||||||
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[Exit]
Bone Repair Surgery
The mending of broken bones and fractures.
- (Optional) Complete Prepping for Surgery.
- Ensure the patient has been healed first, or the bones will break as soon as you fix them.
- Aim for the afflicted limb in the Damage Zone.
- Use the Scalpel to select the "Bone Repair" Surgery.
- Use the Scalpel again to begin the incision
- Use the Hemostat to stop any potential bleeding.
- Use your Retractors to lift up the skin.
- Apply Bone Gel to the broken bone.
- Use the Bone Setter to put the bone in place.
- Apply more Bone Gel.
- Use the Cautery to seal the incision.
[Exit]
Debridement and Limb Revival
Reviving dead limbs and mends critical burns.
- (Optional) Complete Prepping for Surgery.
- Aim for the afflicted limb in the Damage Zone.
- Use the Scalpel to select the "Debridement" Surgery.
- Use the Scalpel again to begin the incision
- Use the Hemostat to stop any potential bleeding.
- Use your Retractors to lift up the skin.
- Use the Scalpel to debride the necrotic tissue.
- Apply Mitocholide using a container* to the organ to regenerate the removed tissue.
- Use the Cautery to seal the incision.
- While bottles and buckets may be used, droppers are more effective (can not fail). The container must have Mitocholide in it.
[Exit]
Internal Bleeding Surgery
Repairing damaged arteries and veins within the body to stop internal bleeding.
- (Optional) Complete Prepping for Surgery.
- Aim for the afflicted limb in the Damage Zone.
- Use the Scalpel to select the "Internal Bleeding" Surgery.
- Use the Scalpel again to begin the incision
- Use the Hemostat to stop any potential bleeding.
- Use your Retractors to lift up the skin.
- Use the FixOVein to repair the damaged blood vessels.
- Use the Cautery to seal the incision.
[Exit]
Internal Organ Manipulation
Mending, inserting, and removing internal organs and cybernetic implants.
- (Optional) Complete Prepping for Surgery.
- Aim for the correct Damage Zone.
- Use the Scalpel to select the "Organ Manipulation" Surgery.
- Use the Scalpel again to begin the incision
- Use the Hemostat to stop any potential bleeding.
- Use the Retractors to lift up the skin.
- Use the Circular Saw to open the the ribcage/skull [CHEST/HEAD ONLY].
- Use the Retractor to pull their ribcage/skull open [CHEST/HEAD ONLY].
- Here, you can manipulate the organs, by either using the Hemostat to remove them, Trauma Kit or Nanopaste to heal them, a reagent container filled with an alcoholic reagent to disinfect them, or simply transferring new organs inside.
- When finished:Use the Retractor to close the ribcage/skull/skin.
- Apply Bone Gel to help mend the ribcage/skull [CHEST/HEAD ONLY].
- Use the Bone Setter to finish mending the ribcage/skull [CHEST/HEAD ONLY].
- Apply Bone Gel to help mend the ribcage/skull [CHEST/HEAD ONLY].
- Use the Cautery to seal the incision.
- This surgery is used to remove xenomorph larva, bone tumors, terror spider eggs, and fleshy masses.
- When removing a fleshy mass, have a spare heart and defibulator ready.
[Exit]
Limb Augmentation
Augment limb with robotic part.
- (Optional) Complete Prepping for Surgery.
- Aim for the chest or limbs in the Damage Zone.
- Use the Scalpel to select the "Augment Limb" Surgery.
- Use the Scalpel again to begin the incision.
- Use the Hemostat to stop any potential bleeding.
- Use the Retractor to lift up the skin.
- While holding a cyborg arm, leg, or chest; Insert the item inside.
[Exit]
Severe Burns Surgery
Augment limb with robotic part.
- (Optional) Complete Prepping for Surgery.
- Aim for the afflicted limb in the Damage Zone.
- Use the Scalpel to select the "Treat Severe Burns" Surgery.
- Use the Scalpel again to begin the incision.
- Use the Hemostat to stop any potential bleeding.
- Use the Retractor to lift up the skin.
- Apply an Advanced Burn Kit or Ointment to heal the burn wound.
- Use the Cautery to seal the incision.
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[Exit]
Bio-chip Removal (Synthethics)
Removing bio-chips from the body.
- Aim for the bio-chip location on the Damage Zone.
- Use the Screwdriver to select the "Bio-chip Removal" Surgery.
- Use a Screwdriver to unlock the hatch on the limb.
- Use a Crowbar to open the hatch on the limb.
- Use your Wirecutters to extract the bio-chip. This may take several goes.
- Use Crowbar to close the hatch on the limb.
[Exit]
Cybernetic Appearance Customization
For when the Unbranded style doesn't look good after all.
- Aim for the patient's correct Damage Zone.
- Use the Screwdriver to select the "Cybernetic Appearance Customization" Surgery.
- Use a Screwdriver to unlock the hatch on the limb.
- Use a Crowbar to open the hatch on the limb.
- Use a Multitool to reprogram the limbs appearance.
- Select the company appearance. The most common appearance among IPCs being Morpheus Cybernetics.
- Use a Crowbar to close the hatch on the limb.
[Exit]
Cybernetic Repair
Fixing mechanical arms, legs, hands and feet.
- Aim for the patient's correct Damage Zone.
- Use the Screwdriver to select the "Cybernetic Repair" Surgery.
- Use a Screwdriver to unlock the hatch on the limb.
- Use a Crowbar to open the hatch on the limb.
- Use a Welding tool to repair Brute damage and use Cable coil to repair burn damage.
- Use a Crowbar to close the hatch on the limb.
[Exit]
Identity Configuration
Renaming and Re-Gendering.
- Aim for the patient's correct Damage Zone.
- Use the Screwdriver to select the "Identity Reconfiguration" Surgery.
- Use a Screwdriver to unlock the hatch on the limb.
- Use a Crowbar to open the hatch on the limb.
- Use a Multitool to reprogram the identity.
- Type in a new name and select the correct Gender.
- Use a Crowbar to close the hatch on the limb.
[Exit]
Internal Component Manipulation
Mending, removal, and insertion of posibrains, microbatteries, optical sensors, and implants.
- Aim for the patient's correct Damage Zone.
- Use the Screwdriver to select the "Internal Cybernetic Manipulation" Surgery.
- Use a Screwdriver to unlock the hatch on the limb.
- Use a Crowbar to open the hatch on the limb.
- (Optional) Use a Multitool to remove Components. For Borgification simply remove the Positronic brain and place the positronic brain in an empty cyborg exoskeleton, or give the positronic brain to a Roboticist.
- (Optional) While holding a Component or Implant: Insert the Component inside.
- (Optional) While holding a Positronic Brain, or a Man Machine Interface: Insert the brain inside;
- (Optional) Repair the affected component with Nanopaste, or alternatively use a Screwdriver.
- (Optional) Use a Welding tool to repair Brute damage and use Cable coil to repair burn damage.
- Use a Crowbar to close the hatch on the limb.
[Exit]
Robotic Cavity Implant/Removal
Removal of Items from robotic body cavities.
- Aim for the implant location on the Damage Zone.
- Use the Screwdriver to select the "Robotic Cavity Implant/Removal" Surgery.
- Use a Screwdriver to unlock the hatch on the limb.
- Use a Crowbar to open the hatch on the limb.
- (Insertion) While holding an Item: Insert the item inside.
- (Extraction) With an open hand: Click the patient to check for items inside the cavity.
- Use a Welder to mend the cavity.
- Use a Crowbar to close the hatch on the limb.
[Exit]
Robotic Limb Amputation
The removal of Mechanical limbs.
[Exit]
Robotic Limb Attachment
Application of Mechanical limbs.
Guide to Medical Job thing
Departmental Head
Chief Medical Officer
Chief Medical Officer • | Medical Doctor • | Paramedic • | Chemist • | Geneticist • | Virologist • | Psychologist • | Coroner |
Guide to Medical • | Cadavers • | Guide to Cloning • | Surgery • | Chemistry • | Virology • | Genetics • | MODsuits • | Medical Items • | Medical SOP |
Departmental Head
Current Lawset
AI Modules • | Construction • | Medical • | Surgery • | Engineering • | Robotics • | Mining • | Chain of Command |
So you want to be a doctor?
Well there's a few things you should know about working in the medical department first!
This guide will cover everything regarding basic medical procedures, for surgery or cloning see the Guide to Surgery or Guide to Cadavers
Tools of the Trade
There's a plethora of equipment available to any aspiring doctor, most of which can be found in the NanoMed dispenser.
Medical Equipment | ||||||||
Latex Gloves |
A pair of latex gloves, lowers infection chances when performing surgery and handling patients. | Sterile Mask |
A sterile mask, lowers infection chances when performing surgery and provides mild protection against airborne viruses. Also masks the smell of the dead, preventing vomiting. | Medical Belt |
A medical belt, it can store almost any small medical item such as trauma kits, syringes, or beakers. | |||
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Medical HUD |
A standard issue medical HUD. This will allow you to immediately see how injured someone is. | Adv. Trauma Kit |
An advanced trauma kit, used for any form of physical injury. Heals 25 brute damage per use. Has to target the specific damage zone, but takes no time to apply to others and heals the damage instantly, thus it has the fastest potential healing speed. Use alongside a health analyzer. | Adv. Burn Kit |
A burn kit that can double as a trauma kit in a pinch, specialized for burns. Heals 25 burn damage per use. Works the same way as its brute counterpart. | |||
Health Analyzer |
The bread and butter of the Medbay, gives detailed information on injuries. Does not work on machines. | Syringe |
Can take blood samples or be filled with reagents and used manually or fired by a syringe gun. | Medical Hypospray |
The Hypospray can instantly inject up to 15u of its contents into patients. Can only hold harmless chemicals unless emagged. If emagged, penetrates hardsuits and takes in any chemical. | |||
Defibrillator |
A defibrillator, used for reviving recently deceased patients. Patients who committed suicide cannot be revived. If emagged, becomes an incredibly potent weapon. | Handheld defibrillator |
A small handheld defibrillator, used to resolve cardiac arrest and heal respiratory damage. Only works on patients who are in critical condition. They will recharge on it's own after a short cooldown. WILL NOT REVIVE PEOPLE! If emagged, becomes an incredibly potent weapon. | Handheld Monitor |
A handheld version of the crew monitor computer, lets you see everyone's suit sensors on the fly. | |||
IV Drip |
Used for giving or taking blood. Can also be used to inject chemicals, efficiently produce synthmeat. |
A Breakdown of Basic Chemicals
Whilst working in the Medbay there is a wide variety of chemicals you might encounter. They can most reliably be found in medkits, NanoMed Plus vendors, and Chemistry's Smartfridges.
While this list doesn't cover nearly all the chemicals, it's a good primer on chems you'll frequently encounter and need. To see every chemical, check out the Guide to Chemistry.
Important: Corpses cannot metabolize chemicals. Use advanced healing kits, auto-menders, or medicine with effects that don't rely on being metabolized, such as Lazarus Reagent or Synthflesh.
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Salicylic Acid |
Heals brute damage and can be used as a weak painkiller during surgery. Like all painkillers, it also reduces the slowdown caused by damage. | |
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Saline-Glucose Solution |
Slowly heals both brute and burn damage. Restores blood at a slow pace; replace or combine with Iron for faster passive blood recovery. Also cures shock, the first critical condition symptom. | |
Styptic Powder |
Rapidly heals any brute injuries. Found inside brute menders as well as healing patches. When in an auto-mender or splashed from a bottle, can be useful for patching up corpses before attempting to revive them. | |
Synthflesh |
Heals both brute and burn damage, but only via touch-based application - use it in auto-menders or simply splash a bottle of it on the patient. Useful for patching up corpses before attempting to revive them. In most cases, a husked crewmember's body can be mended when the concentration of Synthflesh in their bloodstream reaches 100 units while it has less than 50 burn damage - strip its clothes for optimal absorbtion and splash or feed enough Synthflesh to mend the husking. |
Burn | ||
Saline-Glucose Solution |
Slowly heals both brute and burn damage. Restores blood at a slow pace; replace or combine with Iron for faster passive blood recovery. Also cures shock, the first critical condition symptom. | |
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Silver Sulfadiazine |
Rapidly heals burn damage. It's found inside burn menders as well as burn patches. When in an auto-mender or splashed from a bottle, can be useful for patching up corpses before attempting to revive them. | |
Synthflesh |
Heals both brute and burn damage, but only via touch-based application - use it in auto-menders or simply splash a bottle of it on the patient. Useful for patching up corpses before attempting to revive them. In most cases, a husked crewmember's body can be mended when the concentration of Synthflesh in their bloodstream reaches 100 units while it has less than 50 burn damage - strip its clothes for optimal absorbtion and splash or feed enough Synthflesh to mend the husking. |
Suffication | ||
Epinephrine |
Found in bottles or inside emergency autoinjectors. Cures cardiac failure, the second critical condition symptom. Wakes up the patient and lowers the duration of paralysis, stun and weakness. It caps respiratory damage at 35. If the patient's health is between -65% and -10%, it heals brute, burn and toxin damages. Paramedic is recommended to keep some around at all times. | |
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Salbutamol |
Fixes respiratory damage and treats loss of breath. Its stronger version is Perfluorodecalin. |
Toxin | ||
Calomel |
Rapidly purges chemicals from the patient's bloodstream (5u per metabolism cycle), while causing significant toxin damage. This damage cannot bring the patient below 20% health, meaning that it cannot cause death by itself. As it does not discriminate between medicine and poison, and deals damage to healthy people, use it after stabilizing the patient, and before you begin to treat their remaining damage. Note that it is pretty much completely outclassed by Pentetic Acid. | |
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Charcoal |
Heals toxin damage, and slowly purges all other chemicals - both harmful and healing reagents - from the patient, so administer 10-15u at maximum and avoid administering other medicine while Charcoal is in the patient's bloodstream. Its stronger version is Pentetic Acid. |
Other | ||
Cryoxadone |
Used in cryo cells. Heals brute, burn, respiratory, toxin, and cellular damage. Only works in low ambient temperature, so always check the internal temperature on the cryo cell interface! Additionally, adding blood to Cryoxadone will create synthetic meat, which in turn can be used as biomass for cloning. | |
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Epinephrine |
Found in bottles or inside emergency autoinjectors. Cures cardiac failure, the second critical condition symptom. Wakes up the patient and lowers the duration of paralysis, stun and weakness. It caps respiratory damage at 35. If the patient's health is between -65% and -10%, it heals brute, burn and toxin damages. Paramedic is recommended to keep some around at all times. | |
Lazarus Reagent |
A dangerous medicine which requires at least 1 unit to be effective, but can instantly revive a corpse with less than 150 combined brute, burn, and cellular damage. On revival, causes a small amount of brute and burn damage, severe cellular damage, and causes random limbs and organs to go necrotic based on the time of death (0% chance within the first minute, up to 40% after 20 minutes), so always have Mitocholide ready before you use it. Gibs bodies damaged beyond the 150 combined damage threshold, destroying the body in a shower of blood and organs. Administer with caution. | |
Mannitol |
Treats brain damage which often occurs after suffocation during a heart attack, death, or cloning. 10-20 units are usually enough. | |
Mitocholide |
Very slowly heals organ damage when ingested. Its more common use is during debridement and reviving dead organs. Often used with droppers for precision, as even a single unit is enough to rejuvenate a dead or damaged organ. | |
Morphine |
Used for surgery for non-breathing species (or species breathing special air). It causes addiction with a high chance, so avoid using more than 15 units; cure it by putting the patient into a Sleeper until it reports success with a loud ping. Its stronger version is Hydrocodone which does not cause addiction at all. | |
Mutadone |
Cures all genetic defects, often caused by cloning or being exposed to strong radiation. Disabilities set in character creation are unaffected. | |
Saline-Glucose Solution |
Slowly heals both brute and burn damage. Restores blood at a slow pace; replace or combine with Iron for faster passive blood recovery. Also cures shock, the first critical condition symptom. | |
Oculine |
Heals eye and ear damage and has a chance to cure blindness and deafness - one sip is often enough. If they are genetically blind or deaf, it is advised to use Mutadone - or, if the disability has been set in character creation - a clean SE instead. See the Guide to Genetics for more information on what clean SE is. |
Racial Differences
Some races require special treatment and failing to do so can lead to their death. This section is vital, make sure you read it closely.
Depending on the race of the patient in question, specific forms of treatment may prove to be ineffective or even adverse to the health of the patient. Here's a breakdown of all the do's and dont's when it comes to the various species you may encounter during a shift.
Human | Drask | Diona | IPC |
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Vox | Grey | Plasmaman | Slime people |
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Damage Types and Basic Treatments
Most damage will fall under four major categories: Suffocation, Toxin, Brute, and Burn. These will show up on the Health Analyzer and in low amounts are very easily treated. There are also treatment kits for each of these categories located within medical storage.
Important: Certain species have to be treated differently than others. Failure to do so can and will lead to their death. See Racial Differences for the special treatments.
This shows up as a BLUE number on the Health Analyzer and Crew Monitoring Console
Suffocation results from being in areas with low oxygen, low blood count, certain chemicals or severe damage to the heart/lungs.
- Areas with low oxygen: Drag and drop the patient on your character to open their inventory. Place a breath mask on their "Mask" slot and an (emergency) oxygen tank in their "Backpack" slot. Click on "Set internals". This only works on species that breathe air. Everyone has a "box" in their backpack which has both the breath mask and an oxygen tank.
- Low blood count: Check their blood type with your Health Analyzer, take a Blood Bag from a freezer (found west of the Sleepers or in the surgery rooms). Put the blood bag on an IV drip, then drag and drop the IV drip on the patient. Administer the corresponding type of blood: do not give O- to everyone and make sure the types are compatible or it will kill them.
- Certain chemicals: Chemicals like Cyanide, Pancuronium and overdosed Histamine can cause suffocation. Purge them with Pentetic Acid, Charcoal, Calomel or with dialysis.
- Severe heart/lung damage: Fix their organs via organ manipulation surgery. Make sure they don't die during the process.
- Healing respiratory damage: Administer Perfluorodecalin or Salbutamol to rapidly heal respiratory damage. Epinephrine and CPR will also slow progress of suffocation on critical patients. (On help intent, click on the patient with nothing in your hands to administer CPR). A handheld defibrillator removes a large chunk of respiratory damage when used on a critical patient. It is important to eliminate the cause of respiratory damage - generally it is caused by the patient's critical condition.
This shows up as a GREEN number on the Health Analyzer and Crew Monitoring Console. The presence of radiation can be detected with a health analyzer, but a body scanner or geiger counter is necessary to ascertain the value.
Toxin damage can be easily identified by the person constantly taking damage or vomiting. It is caused by a damaged liver, ingesting narcotics or toxins, overdosing on certain medicines, getting the wrong blood type, having an infection - especially septic limbs/organs - or by radiation.
- Removing radiation: First of all, remove all of the patient's items, and empty their bags - this includes emptyping any boxes inside of such bags, and even things such as taking the pen out of their PDA - under a shower to remove any radiation contamination. This is vital to prevent further damage to the patient, yourself, and others. After the immediate threat is nullified, start removing radiation from the patient with chemicals. For small amounts of radiation (under 1000) you can get away with using Potassium Iodide. Otherwise, Pentetic Acid is your best bet - it also heals the resulting toxin damage. Once the purging chemicals are out, and the patient is under 1000 radiation, use Mutadone to remove any potential mutations.
- Damaged Liver: Administer enough Pentetic Acid or Charcoal to reduce their toxin damage to (and keep at) zero and fix their liver with organ manipulation surgery in the meantime.
- Narcotics, toxins and overdose: Purge the chemicals with Pentetic Acid, Calomel Charcoal or with dialysis. Calomel causes significant toxin damage itself, but will never kill the patient, and is the fastest of the three, though Pentetic Acid is preferred due to being almost as fast as Calomel, with much less severe side effects. It is important to only use one of these chemicals, or they will purge each other.
- Wrong blood type: Use dialysis to get the wrong type of blood out of their system.
- Infection and septic limbs/organs: Administer Spaceacillin in case of infections or amputate the limb until it can be fixed.. Septic limbs/organs are extremely infected and may die before they can be treated. Be prepared to use the debridement surgery to revive them.
- Healing toxin damage: Administer Pentetic Acid or Charcoal. Alternatively, shove the patient into a cryotube.
This shows up as a RED number on the Health Analyzer and Crew Monitoring Console
Brute damage can range from a scratch to physical trauma. It can lead to broken bones, internal bleeding, severe blood loss and organ damage, and thus is the most dangerous type of damage.
- Broken bones: Fix their bones with bone repair surgery.
- Internal bleeding: Fix their internal bleeding with internal bleeding surgery. Look out for their blood level and if it is too low, refer to the next point.
- Severe blood loss: Check their blood type with your Health Analyzer, take a Blood Bag from a freezer (found west of the Sleepers or in the surgery rooms). Put the blood bag on an IV drip, then drag and drop the IV drip on the patient. Administer the corresponding type of blood: do not give O- to everyone and make sure the types are compatible or it will kill them. Administer Perfluorodecalin or Salbutamol if they start choking.
- Organ damage: Fix their organs with organ manipulation surgery. Brain damage can be fixed with Mannitol, eye and ear damage can be fixed with Oculine.
- Healing brute damage: Use an advanced trauma kit, shove the patient into a cryo cell, into a sleeper (and administer Saline-Glucose Solution), give them Salicylic Acid, or administer Styptic Powder or Synthflesh. If they are dead, use Styptic Powder patches, Synthflesh patches or an advanced trauma kit (by targeting the injured body parts) on them. Automenders work aswell.
This shows up as a ORANGE number on the Health Analyzer and Crew Monitoring Console
Burn damage can result from fire, electrocution, energy weapons, exposure to extreme temperatures, or certain chemicals, such as acids.
- Patient is on fire: Grab a fire extinguisher from a cabinet (white box on the wall), activate the extinguisher in your hand to remove the safety and click the tile of the patient.
- Patient has burn wounds: Use the Debridement surgery on the wounded bodypart, or if you are in an emergency and can't operate, use ointment and burn kits which, after enough uses will heal the wound after a few minutes. Salving also prevents infections from happening.
- Patient is a husk: Large amounts of burn damage result in an unidentifiable, grey-colored body. This can only be fixed by applying 100u of Synthflesh to the body after most of its damage is fixed. Husked patients cannot be revived aside from cloning.
- Extreme body temperature: Shove them into a cryo cell to inject them with Cryoxadone which heals if the patient is supercooled. It also cools down patients if they are too hot. Teporone can also stabilize their body temperature.
- Healing burn damage: Use an advanced burn kit, shove the patient into a cryo cell, into a sleeper (and administer Saline-Glucose Solution), or administer Silver Sulfadiazine. If they are dead, use an advanced burn kit (by targeting the injured body parts), Silver Sulfadiazine patches, or Synthflesh patches on them. Automenders work aswell.
Some damage does not show up in any category, but will show that the person is injured when checked with a Health Analyzer
Slimes in Xenobiology, non-upgraded cloners, and Lazarus Reagent cause cellular damage. Stamina damage is most often caused by non-lethal weapons, such as disablers or beanbag slugs - this type of damage is not dangerous to the patient. Hallucinations can occur from a radiation field event, ingesting narcotics, having a genetic defect, or the abilities of certain antagonists.
- Healing cellular damage: Shove patient into a cryo cell. Cryoxadone heals genetic damage. If patient still has a living slime on them, disarm the slime, and use a fire extinguisher to kill it (water is lethal for them). Be careful - Greys are hurt by water.
- Healing stamina damage: It is recommended to just wait until it wears off.
- Healing hallucinations: If the station entered a radiation belt which causes hallucinations, just wait until it passes. If it is caused by narcotics, administer Pentetic Acid or Charcoal to remove them or use dialysis. If it is a genetic defect, use Mutadone.
Notes
- Infections can occur from untreated, open wounds or by embedded objects. Make sure you close every incision during surgery. They can develop into acute infections that will eventually lead to necrosis. Just 5u of Spaceacillin cures most infections. If the patient has an embedded object in them, remove it with surgery. Necrosis can be treated by debridement or by Mitocholide (see above).
- Broken bones cause organ damage over time. If a skull, chest or a groin is left untreated for a long time, it will cause organ failure (which leads to a very quick death). Broken limbs can be splinted to temporarily remove the penalties associated with the broken bone (dropping items for hands and arms, slowdown for feet and legs).
- Low blood count is 90%, though the damage from that level is still manageable without medicine. Everything below 60% will cause the patient to suffocate to death. Being well-fed increases blood production.
- Brain damage manifests in many ways, such as the inability to use machines, yelling, screaming seemingly incomprehensible things and so on. Some patients might be crazy by default, but most often they shout because they need Mannitol.
- Corpses should be treated as soon as possible. If defibrillation/cloning does not work (see below) and they are waiting for being revived with Lazarus Reagent, it is a good practice to ask the Coroner to inject them with Formaldehyde. It will stop their corpse from rotting.
Critical States
There are three types of critical states.
The first is shock; this occurs when the patient is at or below 0 health (having taken at least 100 points of damage). This causes stammering, fainting, and an inability to see correctly. This can be cured by healing enough damage to bring them back up to 25 health, or by using Saline-Glucose Solution.
The second state is cardiac failure; this has a chance of occurring when a patient's shock is left untreated too long. The patient will be unable to see well, unable to breathe, and they will fall down often. When a patient's heart is failing, their condition will progressively worsen until they begin to undergo cardiac arrest. Cardiac failure can be treated with Atropine, Epinephrine, or Heparin, and is extremely unlikely to go away by itself.
The third state, cardiac arrest, is extremely lethal. It will almost immediately cause the patient to drop to the ground and rapidly take brain and respiratory damage. If left untreated, cardiac failure results in near instant death. Treating cardiac arrest requires a defibrillator (handheld or otherwise).
Sleepers
Sleepers are useful albeit slow machines. They can cure addictions and inject patients with specific chemicals. Cryo cells always heal faster than Sleepers. They are designed to be a slow but infinite source of stabilization for critically injured patients or treatment of minor injuries. For most cases, medicines provided by NanoMeds or Chemistry are a faster and more effective source of healing, and Sleepers have difficulty fixing anything outside of Brute, Burn, Toxic and Respiratory damage. To use a sleeper, drag and drop people onto it then click on it to open the control panel. If you get the error message "subject may not have anything in their hands", it means they are holding something in their hands: ask them to put it away or drop it.
By default, Sleepers have Ephedrine, Salbutamol, Charcoal and Saline-Glucose Solution. To see what these medicines do, refer to Guide to Chemistry. As a general rule of thumb, Ephedrine is not worth using, unless there is absolutely no other choice, as the addiction is crippling.
Sleepers can also heal addictions after a certain amount of time. The sleeper will alert doctors with a message audio cue once a patients addiction is cleared, this can take some time as well.
If they get upgraded, the capacity for injecting more of these chemicals increases from 20 units to a maximum of 80 units.
Dialysis
Dialysis is the clinical purification of blood, as a substitute for the normal function of the kidney. When someone has ingested or been shot up with a large amount of reagents, a sleeper can rapidly drain them of said reagents. Quite often, a purgative chemical is more effective - though not infinite.
To perform Dialysis, you will need:
- A sleeper.
- A beaker, put it in the sleeper by clicking on it.
- Once your patient is in the sleeper, click the Sleeper and hit "On" in the menu under Dialysis.
Notes
- You may need to empty the beaker out a few times to fully remove all reagents.
- About 1/5 of what you remove will be the patient's blood, though it is almost never enough to be dangerous, except when the patient already suffers from significant blood loss.
Defibrillator
The defibrillator is used to revive dead patients. Time is key. If a corpse is brought in, make it a priority to revive it as defibrillating them is often the fastest way to fix them.
- Open the patient's strip menu (drag their character's sprite onto yours) and remove hardsuits/armors from their exosuit slot.
- Scan the patient with your Health Analyzer. If they have more than 180 brute/burn damage (not combined!), treat their damage until both are below 180. Respiratory and toxin damage do not matter for defibrillation.
- Control-click the defibrillator to get its paddles. Use them in hand (press Z while in hotkey mode, or click the paddles while they're in your active hand) to dual-wield them.
- Click on the patient to attempt revival.
Corpses can be revived up to five minutes after their death. A patient with a necrotic heart or missing heart cannot be defibrillated. Husked patients need to first be de-husked with the use of Synthflesh. The defibrillator can give the following messages upon usage:
- Resuscitation successful. - You succeeded!
- Cardiac arrhythmia corrected. - Person was undergoing a heart attack which was fixed.
- Patient's chest is obscured. Operation aborted. - The chest is blocked by a hardsuit, space suit, or another similar exosuit. Remove it first!
- Resuscitation failed: Severe tissue damage detected. - Patient's brute and/or burn damage is above 180. Keep healing them!
- Resuscitation failed: Heart tissue damage beyond point of no return for defibrillation. - Patient has been dead for over 5 minutes. Proceed with cloning or preparing for using Lazarus Reagent.
- Resuscitation failed: Heart necrosis detected. - The patient's heart is dead. It needs to be fixed through Organ Manipulation surgery by reviving it with Mitocholide, or removing the necrotic organ and replacing it with a new one.
- Resuscitation failed: Patient's brain is unresponsive. Further attempts may succeed. - The player is not in their body, but is still in-game. They get a notification about your attempt of revival - give it a few more tries!
- Resuscitation failed: No electrical brain activity detected. - The player has enabled AntagHUD or DNR, and is now unrevivable.
- Resuscitation failed: Failed to pick up any heart electrical activity. - They are missing their heart! Find it, get a cybernetic one from Robotics, or harvest one from a monkey or another source, and insert it into the body during Organ Manipulation surgery.
- Resuscitation failed: Subject is husked. - Patient needs to unhusked with aid of Synthflesh - treat their burn damage below 200 points and feed and/or splash a total of 100u of Synthflesh on them. Husks caused by a Changeling's absorption are not fixable.
- Resuscitation failed. - The patient commited suicide and is unrevivable, or something weird is happening.
- Unit is unpowered. - The defibrillator's cell is depowered. Use a screwdriver on the defibrillator to eject its cell and insert the cell into a cell recharger (located typically in medical storage or nearby).
Cryo Cells
With two located east of the Sleepers and one next to the cloner, it is a quick and efficient way to heal brute, burn and respiratory damage. Feel free to use it on every patient if Medbay is not busy but reserve it for more severe cases when there is a huge influx of patients.
- Make sure the temperature control unit connected to it is turned on and the temperature is set low enough for Cryoxadone to function (indicated by the cryo cell's temperature reading turning green).
- Drag and drop people onto it then click on it to open the control panel. If you get the error message "subject may not have abiotic items on", it means they are holding something in their hands: ask them to put it away or drop it.
- Turn it on and make sure the "auto eject" mode is turned on as well.
Notes
- At the start of each shift, the cryo cells have to be set up. Insert the beaker of cryoxadone next to them, turn on the connected temperature control unit and set it to a low temperature below 265 K. If no cryoxadone is in the cryo cells, they can still function as a way to stabilize patients and will continue to heal respiratory damage, but no other damage types.
- If the patient is not healing for some reason, there might be no cryoxadone in the cryo cell's beaker - check and replace if necessary - or the patient might be continually gaining damage from a source like some chemical poison, low blood, or radiation.
- There are so-called "cryomixes". These are mixtures made by chemists to speed up the healing process. They sometimes also add Mannitol, Mitocholide and Saline-Glucose Solution to it to make cryo cells even more effective. Adding a mannitol pill to the beakers at roundstart makes for a simple, yet effective cryomix.
- Cryo cells inject 1u of chemicals from the loaded beaker every 17 cycles, then multiplies those chemicals by 10. A 100% Cryoxadone beaker will inject 10u every 17 cycles, whereas a 70/30 Cryox/Mannitol mix will inject 7u of Cryox and 3u of Mannitol instead.
Blood Types
If a patient is low on blood, you can do a blood transfusion. Mixing up the wrong blood types will cause toxin damage and can be fatal. There are four main blood groups along with a protein factor:
- A has A antigens
- B has B antigens
- AB has both A and B antigens
- O has no antigens
- + indicates the Rh factor (protein) is present. (Positive)
- - indicates the Rh factor (protein) is not present. (Negative)
You cannot give a patient an antigen that they do not already have.
You cannot give a patient a protein that they do not already have.
You can give a patient a [compatible] blood type that is lacking a protein.
Compatibility
You can receive type | |||||||||
If your blood type is | A+ | A- | B+ | B- | AB+ | AB- | O+ | O- | |
---|---|---|---|---|---|---|---|---|---|
A+ | Yes | Yes | No | No | No | No | Yes | Yes | |
A- | No | Yes | No | No | No | No | No | Yes | |
B+ | No | No | Yes | Yes | No | No | Yes | Yes | |
B- | No | No | No | Yes | No | No | No | Yes | |
AB+ | Yes | Yes | Yes | Yes | Yes | Yes | Yes | Yes | |
AB- | No | Yes | No | Yes | No | Yes | No | Yes | |
O+ | No | No | No | No | No | No | Yes | Yes | |
O- | No | No | No | No | No | No | No | Yes |
Facilities
A quick rundown on your colleagues' workplace and what they do there.
- The workplace of the Chemist. They are in charge of the making and handing out of chemicals. Use the Smartfridge to see what they cooked up. To see what each medicine does, refer to Guide to Chemistry.
- Located east of the chemistry and south of the Morgue, this is where most species can be brought back to life. It requires biomass to work, which can be refilled by standing north from the console and mixing blood with Cryoxadone. Most doctors use an IV drip half-filled with Cryoxadone and set to draw, and a lesser lifeform (see below) in a body bag to fill it. Alternatively, you can use your own blood with the help of a syringe. To clone someone, check out this guide.
- The home of Geneticists. You can get humanized bodies from there (human, tajaran, unathi and vulpkanin bodies) for organ, limb or brain transplants, or for lesser lifeforms (stoks, wolpins, farwas and monkeys) to make biomass with.
- This is where cadavers are stored by the Coroner. See Guide to Cadavers for details on dealing with dead bodies, if the Coroner is missing.
Surgery Room File:Surgery.png
- There are two ORs (Operating Theatres) with two storage rooms attached to them. This is where surgeons work. See Surgery for more details on performing surgeries.
- This is where the Virologist works. You won't interact with them much, nor will they ask you for anything.
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