Guide to Medical
=A Guide to Medical=
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 Genetics
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.
- - A pair of latex gloves, lowers infection chances when performing surgery and handling patients.
- - A sterile mask, lowers infection chances when performing surgery and provides mild protection against airborne viruses.
- - A medical belt, it can store almost any small medical item such as trauma kits, syringes, or beakers.
- - A standard issue medical HUD. This will allow you to immediately infer how injured someone is.
- - An advanced trauma kit, used for any form of physical injury.
- - A burn kit that can double as a trauma kit in a pinch, specialized for burns.
- - The bread and butter of the medbay, gives detailed information on injuries. It's suggested you also get the upgrade at the NanoMed.
- - A syringe, or sharp. Can take blood samples, or be filled with reagents and used manually or fired by a syringe gun.
- - A roller bed, used for moving patients with broken bones to prevent further injury.
- - A set of medical splints, can be used on on broken limbs to prevent further injury.
- File:Stasisbag.png - A stasis bag, it will immediately stabilize any person as long as they're in the bag. Can also be ID-locked.
- - A defibrillator, used for reviving recently deceased patients.
- File:Crewmonitor.png - A handheld version of the crew monitor computer, lets you see everyone's suit sensors on the fly.
- File:IVdrip.png - Used for giving or taking blood. Can also be used to inject chemicals, or as a portable coffee-machine.
A Breakdown of Basic Chemicals
Whilst working in the medbay there is a wide variety of chemicals you might encounter.
While this doesn't cover nearly all the chemicals, it's a good primer on chems you'll frequently encounter and need.
- Charcoal - Charcoal slowly purges all other reagents from the
victimpatient, and also heals toxin damage. - Salbutamol - Salbutamol slowly fixes oxygen damage, and will temporarily halt oxyloss.
- Salicylic Acid - Salicylic Acid slowly heals brute injuries, but only if the patient has less than 50 brute damage.
- Styptic Powder - Styptic Powder will heal any brute injuries, it's toxic if it's not in patch form.
- Silver Sulfidiazine - Silver Sulfidiazine will heal any burn injuries, it's toxic if it's not in patch form.
- Synthflesh - Synthflesh can be used to treat both brute and burn injuries.
- Epinephrine - Present in all autoinjectors. Attempts to stop oxygen damage increasing in critical patients and heals them slightly.
- Ephedrine - Attempts to stabilize critical patients.
- Ether - Ether will eventually knock a person out - typically only effective in doses above 30u.
- Morphine - Morphine will allow a patient to temporarily ignore pain, but can also induce unconsciousness.
- Mannitol - Mannitol is used for brain damage, most often for the recently cloned.
- Mutadone - Mutadone will cure almost all genetic defects, as well as powers.
- File:Beakercryox.png Cryoxadone - Cryoxadone is used in cryotubes, and heals toxin, oxygen, brute, burn and cloning damage.
- File:Perfluopill.png Perfluorodecalin - Perfluorodecalin will rapidly heal oxygen damage and oxyloss, but will also temporarily mute the patient.
- File:Penteticpill.png Pentetic Acid - Pentetic Acid rapidly purges all chemicals, and quickly heals toxins damage while dealing minor brute and burn damage.
- File:Mitocholidepill.png Mitocholide - Mitocholide heals damage to internal organs, and can even fix ruptured lungs. Works very slowly.
- Oculine - Repairs eye damage, unless retinal detachment is present or it's genetic.
- File:Strangepill.png Strange Reagent - Will immediately bring the person back to life. Gibs bodies that have more than 150 damage if ingested.
Damage Types and Basic Treatments File:Advkit.png
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.
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, or from the patient being in a critcal state.
- If damage comes from being in a low-oxygen environment, internals or being in an oxygen safe place will slowly heal the patient.
- Salbutamol or Perfluorodecalin will heal the damage. Perfluorodecalin is much more effective but will temporarily mute the patient.
- Epinephrine will slow progress of suffocation damage in critcal patients.
- CPR will also slow progress of suffocation in critical patients. (On help intent, click on the patient with nothing in your hands to administer CPR).
This shows up as a GREEN number on the Health Analyzer and Crew Monitoring Console
Toxin damage sometimes causes vomiting. Getting a blood sample of the patient with a syringe and using a Mass Spectrometer will reveal what toxins are located in the patient's blood. Radiation will also cause Toxin damage.
- Administer Charcoal.
- Monitor the patient's vitals for any changes. Some poisons are tricky and stay in the system for a long period of time.
- In extreme cases, put patient into cryosleep. Less effective than charcoal, but only way to treat critical patients.
Brute Damage File:Brutekit.png
This shows up as a RED number on the Health Analyzer and Crew Monitoring Console
Brute damage is caused by anything that can beat up a person, cut them, or fill them full of lead. It is often paired with broken bones and internal bleeding.
- Locate the injuries using a Health Analyzer.
- Apply Gauze or a Trauma Kit.
- More extreme injuries, or brute damage located in multiple areas, will require the administration of Styptic Powder. Always bandage locations that show up as bleeding to prevent blood loss.
- Robotic limbs damage cannot be treated by the standard equipment located in Medbay. Those patients should be sent to the Roboticist for repairs.
Burn Damage File:Firekit.png
This shows up as a ORANGE number on the Health Analyzer and Crew Monitoring Console
Burn damage can result from fire, electrocution, energy weapons, or exposure to extreme cold.
- Locate the injuries using a Health Analyzer.
- Apply Ointment.
- More extreme injuries, or burns to multiple places of the body will require either Silver Sulfadiazine or Synthflesh medication.
- Synthflesh is the stronger medication and will also heal Brute damage.
- Robotic limbs damage cannot be treated by the standard equipment located in Medbay. Those patients should be sent to the Roboticist for repairs.
Some damage does not show up in any category, but will show that the person is injured
Creatures in the Research and Development location can cause genetics damage when attacking people. Being a new clone can also come with genetics damage, or heavy experimentation with genetics can cause this as well. Fighting on the holodeck will result in holo-damage. Hallucinations brought on by drug use or genetic defects will cause unlisted damage as well.
- Attempt to confirm how injury was received.
- Genetics damage is easily healed with time spent in a cryo chamber.
- Holo-damage is cured by having the patient sleep it off.
- For hallucination damage, treat cause of damage, (a clean SE shot from a geneticist, or charcoal if it's a chemical), and then let patient sleep it off as you would with holo-damage. Sedating the patient for their own safety is highly suggested.
Triage
In situations where there are multiple critical patients being reported or flooding into medbay, use the Triage System. Wearing a Medical HUD will help you spot out which individuals are in the most desperate need of treatment first.
Color | Description | In-game definition | Real world treatment type | Suggested in-game treatment |
---|---|---|---|---|
Black | Patient is dead | Patient is dead | Remove to prevent infections | If the death is recent, use a defibrillator. If not, ignore until all live patients dealt with, then take to cloning. |
Red | Patient is seriously injured and in danger of dying |
|
Immediate treatment | Treat their condition as soon as possible. If unable to treat immediately (OR busy, no vaccine), put them to cryosleep. For diseases, inject Spaceacillin to stop progress. |
Yellow | Patient is severely injured, but not in life danger |
|
Delayed treatment | Treat as soon as as all red triage patients are stabilized or put in cryo. |
Green | Patient has light injuries | Vitals between 30 and 80 | Minimal treatment | Ignore until the last of the yellow triage patients have been taken care of. You should remove people from the cryo cells before attending to these patients. |
White | Patient is uninjured | Vitals between 80 and 100 | There is no reason to treat them when you have a million more seriously wounded people | Ignore until all green triage patients have been taken care of. |
The Medical Sleeper File:SleeperConsole.png
Sleepers are a useful addition to the medbay and perform a few important functions, though there are a few caveats.
- Sleepers by default can inject a person with up to 20u of Epinephrine, Salbutamol, Styptic Powder, and Ether.
- Sleepers are intended for mild to moderate injuries, and can't be used on anyone with more than 100 damage.
- Sleepers can't stabilize critical patients because of this.
- Sleepers, when upgraded can dispense almost any chem.
- Sleepers are meant for mildly injured patients.
- Sleepers can perform dialysis.
Dialysis
Now what's this dialysis thing I keep yacking on about!? Well, it's simple really!
When someone has ingested or been shot up with a large amount of reagents, a sleeper can rapidly drain them of said reagents.
To perform Dialysis, you will need...
- A sleeper.
- A beaker, put it in the sleeper by clicking on it.
- File:SleeperConsole.png Once your patient is in the sleeper, click the Sleeper Console and hit "Start Dialysis" in the menu.
The beaker will rapidly begin to fill with any reagent present in the patient's blood, along with a small amount of blood at a rate of 5u per cycle.
Notes on Dialysis
- You may need to empty the beaker out a few times to fully remove all reagents.
- About 1/5 of what you will remove will be the patient's blood.
- This is a quick and easy way to effortlessly remove highly toxic chemicals, or even recycle them if you're a traitor!
Defibrillation and YOU!
You've read the guide, you've spent time honing your skills, but your patient still died! What now!?
The Defibrillator is the answer to your prayers!
Defibrillators are a very useful item when used appropriately and correctly, and there are a few steps you should take prior to usage.
- Ensure the patient isn't wearing anything in their exosuit slot. If something is in the exosuit slot, remove it.
- Scan the patient to see what damage they have, and have the appropriate treatment ready.
- Ensure the patient doesn't have more than 200 Brute/Burn damage, if they do fix it prior to defibrillation.
- Ensure that you have the means to treat the patient immediately - this generally means cryotubes.
Defibrillators are also a time sensitive device, and if the person has been dead for more than three or four minutes they won't work!
Usage
- Pick up the defibrillator and put it in your backpack slot, or keep it in your hand.
- Make sure you're standing next to the patient, and the patient isn't being moved.
- Right-click the defibrillator, and hit "Toggle Paddles". If the defibrillator is in your hand, drop it on the ground.
- Make sure the paddles are in your active hand, and click them once. This will put them in both hands.
- Target the chest area of the patient on help intent, and click the patient.
- Defibrillation will now begin, and takes roughly five seconds.
Upon successful use of the Defibrillator you'll receive one of four messages.
Resuscitation successful. This means the patient is now alive.
Resuscitation failed. This means the patient is not presently in their body. They're either logged out, or ghosting.
Resuscitation failed - Severe tissue damage detected. This means the body is too damaged, but still reviveable. Bring the person under 200 total brute/burn damage and try again.
Resuscitation failed - Heart tissue damage beyond point of no return for defibrillation. This means you waited too long for defibrillation, send them away for cloning.
Notes About Defibrillation
- If the patient has numerous fractures (More than four), it may ultimately be faster to clone them.
- If a patient died from ruptured lungs, have another doctor apply Perfluodecalin while you're using the defibrillator.
- If a patient died from heavy toxins, have another doctor apply Charcoal/Pentetic Acid while you're using the defibrillator.
- You can use a screwdriver on a defibrillator to take out the battery for recharging.
Racial Differences
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. As Humans, Unathi, Tajaran, Vulpkanin and Kidan are all the exact same in medical terms (and require no special knowledge for treatment) we'll be omitting them from this section of the guide.
Vox
- Breathe nitrogen, meaning they shouldn't be anesthetized.
- Take toxin damage when breathing oxygen.
- Have a cortical stack implant in the head, keeping them in a "relatively" sane state.
- Can't be cloned.
- While they can be brain-transplanted, the lack of a cortical stack in the new body makes them insane.
- Strange Reagent can turn them into psuedo-zombies.
- Surgery works normally on Vox.
- Never remove their mask, or nitrogen tank.
- As they can't be cloned or successfully brain-transplanted, Vox should always be top priority for treatment when critical or dead.
Slime People
- Have no blood, and bleed water.
- Have no pulse.
- Don't need to be anesthetized.
- Can't be cloned. To clone put their slime-core in a new body, and clone the new body.
- Can be brain-transplanted. Simply remove the slime-core and treat it like a brain.
- Don't take organ damage.
- Surgery works normally on Slime People.
- If their limbs become too damaged, they may require amputation and replacement.
Independent Positronic Chassis (IPC) File:IPCSmall.png
- Have no blood.
- Have no pulse.
- Extremely susceptible to EMPs.
- Can't be cloned.
- Can't be brain-transplanted.
- Basic damage can be repaired the same as robotic limbs.
- Surgery does not work normally on IPC's.
- Can't be defribbed.
- Should NEVER be morgued.
- Always bring their body over to robotics if destroyed.
Grey File:GreyMSmall.png
- Take damage from water.
- Suffer no injury from sulphuric acid.
- Surgery works normally on Greys.
Plasma(wo)men File:PlasmamanMSmall.png
- Have no blood.
- Have no pulse.
- Breathe plasma, meaning they shouldn't be anesthetized.
- Will suffocate when breathing oxygen.
- Will combust when exposed to non-plasma environments.
- Suit must be removed before defibrillating. Have a fire extinguisher handy.
- Can be cloned. Have their suit a fire extinguisher, and a defibrillator handy.
- Once they start cloning they'll quickly burn to death. Eject them from the cloner, extinguish the body and then apply a defibrillator. Stick them in a cryotube afterwards.
- Surgery works normally on Plasma(wo)men.
- Never remove their mask, or plasma tank.
- Never remove their suits while alive.
Facilities
What follows is a basic list of the facilities present in the medbay, and some links regarding their functions.
Surgery Room File:Surgery.png
The surgical area of Medbay is comprised of several smaller rooms. There's the two Operating Theatres for surgeries, and an observation area with some beds and chairs. See: Surgery for more details on preforming surgeries.
Chemistry File:Chem.png
The main housing station for the chemist. They are in charge of the making and passing out of chemicals to assist members of the station. See: Guide to Chemistry for more details.
Genetics
This is where the geneticist works on manipulating the human genome, torturing monkeys, and cloning a dead body or two during a shift. See: Guide to Genetics for more details.
Virology File:Centrifuge.png
Hopefully, a virologist will spend more time in here curing diseases rather then releasing them. See: Guide to Virology for more details.
Medical Storage
This area contains the majority of the tools you will need for curing patients, it's right by the front lobby. There's also an exam room that has a canes and other useful implements.
Patient Blood Room File:Medbed.png
This area is best used for non-critical patients awaiting treatment for blood loss, or patients needing to rest after treatment.
Morgue
This is where cadavers are stored. There is an autopsy table located here, as well as several morgue trays. See: Guide to Cadavers for details on dealing with dead bodies.