Difference between revisions of "Guide to Medical"

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(→‎The entire page: Condensed everything down, Moved stuff around, Updated information to current day (or atleast to what was last month when I reviewed it), used fancy Tabs to display information (they looked cool). God why is 'show changes' so broken.)
(Use SBS, not debridement)
 
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Burn damage can result from fire, electrocution, energy weapons, exposure to extreme temperatures, or certain chemicals, such as acids.
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 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 [[Surgery#Debridement_and_Limb_Revival|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 has burn wounds:''' Use the [[Surgery#Intermediate_Surgeries|Severe Burns 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 [[Guide to Chemistry#Synthflesh|Synthflesh]] to the body after most of its damage is fixed. Husked patients cannot be revived aside from cloning.  
* '''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 [[Guide to Chemistry#Synthflesh|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 [[Guide to Chemistry#Cryoxadone|Cryoxadone]] which heals if the patient is supercooled. It also cools down patients if they are too hot. [[Guide to Chemistry#Teporone|Teporone]] can also stabilize their body temperature.
* '''Extreme body temperature:''' Shove them into a cryo cell to inject them with [[Guide to Chemistry#Cryoxadone|Cryoxadone]] which heals if the patient is supercooled. It also cools down patients if they are too hot. [[Guide to Chemistry#Teporone|Teporone]] can also stabilize their body temperature.
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'''Blood:''' They don't have normal blood, but have Slime jelly as their blood. Slime jelly can be found in some IV drips in Medbay, and more jelly can be obtained from xenobiology.
'''Blood:''' They don't have normal blood, but have Slime jelly as their blood. Slime jelly can be found in some IV drips in Medbay, and more jelly can be obtained from xenobiology.
<br><br>
<br><br>
'''Organs:''' Their only organs are their slime core (brain), heart and lungs.
'''Organs:''' Their only organs are their slime core (brain). They have heart and lung functions in the core.
<br><br>
<br><br>
'''Immunity:''' They are immune to blindness (as they lack eyes) and they are also immune to breaking bones (due to a lack of bones).
'''Immunity:''' They are immune to blindness (as they lack eyes) and they are also immune to breaking bones (due to a lack of bones).

Latest revision as of 07:50, 14 April 2024


Synthetic Department
SyntheticHeader.png

Departmental Head
Current Lawset

Synthetic Roles
Synthetic Guides


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 Health Analyzer.gif

There's a plethora of equipment available to any aspiring doctor, most of which can be found in the NanoMed vendor. Med Vendor.gif

Medical Equipment
Latex Gloves
LGloves.png
A pair of latex gloves, lowers infection chances when performing surgery and handling patients. Sterile Mask
Sterilemask.png
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
Medicalbelt.png
A medical belt, it can store almost any small medical item such as trauma kits, syringes, or beakers.
Medical HUD
Healthhud.png
A standard issue medical HUD. This will allow you to immediately see how injured someone is. Adv. Trauma Kit
AdvTrauma.png
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
Burnkit.png
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
Health Analyzer.gif
The bread and butter of the Medbay, gives detailed information on injuries. Does not work on machines. Syringe
Syringes.png
Can take blood samples or be filled with reagents and used manually or fired by a syringe gun. Medical Hypospray
Medical hypospray.png
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
Defrib.gif
A defibrillator, used for reviving recently deceased patients. Patients who committed suicide cannot be revived. If emagged, becomes an incredibly potent weapon. Handheld defibrillator
Handheld defib.png
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
Crewmonitor.gif
A handheld version of the crew monitor computer, lets you see everyone's suit sensors on the fly.
IV Drip
IV bag.png
Used for giving or taking blood. Can also be used to inject chemicals, efficiently produce synthmeat.

A Breakdown of Basic Chemicals Bluebottle.png

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.

Salicylic Acid
Salicylicpill.png
Heals brute damage and can be used as a weak painkiller during surgery. Like all painkillers, it also reduces the slowdown caused by damage.
Saline-Glucose Solution
Bluebottle.png
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
Bandaid.png
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
Bluebottle.png
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.
Saline-Glucose Solution
Bluebottle.png
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.
Silver Sulfadiazine
Bandaid.png
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
Bluebottle.png
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.
Epinephrine
Bluebottle.png
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.
Salbutamol
Salbutpill.png
Fixes respiratory damage and treats loss of breath. Its stronger version is Perfluorodecalin.
Calomel
Syringes.png
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.
Charcoal
Charcpill.png
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.
Cryoxadone
Cryoxadone Beaker.png
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.
Epinephrine
Bluebottle.png
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
Pills.gif
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
Mannitolpill.png
Treats brain damage which often occurs after suffocation during a heart attack, death, or cloning. 10-20 units are usually enough.
Mitocholide
Bluebottle.png
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
Bluebottle.png
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
Mutadonepill.png
Cures all genetic defects, often caused by cloning or being exposed to strong radiation. Disabilities set in character creation are unaffected.
Saline-Glucose Solution
Bluebottle.png
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
Bluebottle.png
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.

Defibrillator Defrib.gif

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 and remove hardsuits/armors from their exosuit slot.
  • Scan the patient with your Health Analyzer. If they have more than 180 brute or 180 burn damage, treat their damage until both are below 180. Respiratory and toxin damage do not matter for defibrillation.
  • Alt-click the defibrillator to get its paddles. Use the paddles in hand to wield them.
    • You require two hands to weild defibrillator paddles.
  • 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.

Damage Types and Basic Treatments Advanced Firstaid Kit.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.

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.

Suffocation Damage Oxykit.png
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.

Toxin and Radiation Damage Toxkit.png
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.

Brute Damage Brutefirstaidkit.png
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.

Burn Damage Fire First-Aid Kit.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, 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 Severe Burns 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.

Unlisted Damage Purplekit.png
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 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 Health cycle.gif

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).

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.

HumanImage.png


Surgery: They do not require anything special for surgery.

Blood: They have regular blood.

Organs: They have regular organs.

Immunity: None.

Cloning: Humans are clonable.

Etc: None.

DraskM.png


Surgery: They do not require anything special for surgery.

Blood: They have regular blood.

Organs: Their heart is in their head and their liver is called a "metabolic strainer".

Immunity: They are immune to cold.

Cloning: Drasks are clonable.

Etc: None.

Dionam.png


Surgery: They don't have bones so you don't need to cut their bones when doing surgery.

Blood: They have regular blood.

Organs: Their organs have different names but they almost function the same.

Immunity: None.

Cloning: Dionae are clonable.

Etc: They regenerate from brute, burn, and suffocation damage in light, suffocate in darkness, and take damage from atrazine/glyphosate.

IPC.png


Surgery: They are fully mechanical requiring tools to fix. IPCs are not Medbay's job.

Blood: They do not have blood.

Organs: They have no organs (they have components).

Immunity: Oxygen, Toxins, Most Chemicals, Syringes and more.

Cloning: IPCs are unclonable.

Etc: Bring them to Robotics. Never morgue an IPC unless debrained or DNR.

GreyM.png


Surgery: They do not require anything special for surgery.

Blood: They have regular blood.

Organs: They have regular organs (except for their brain).

Immunity: They are immune to sulphuric acid.

Cloning: Greys are clonable.

Etc: They take heavy damage from water. Dont use a fire extinguisher on them if they are on fire.

SlimeM.png


Surgery: They don't have bones so you don't need to cut their bones when doing surgery.

Blood: They don't have normal blood, but have Slime jelly as their blood. Slime jelly can be found in some IV drips in Medbay, and more jelly can be obtained from xenobiology.

Organs: Their only organs are their slime core (brain). They have heart and lung functions in the core.

Immunity: They are immune to blindness (as they lack eyes) and they are also immune to breaking bones (due to a lack of bones).

Cloning: Slime People are unclonable.

Etc: Slime People can regrow limbs if they stay still and they are not starving.

PlasmamanM.png


Surgery: Use Hydrocodone, Morphine, Salicylic Acid or Ether for surgery instead of N2O.

Blood: They do not have blood.

Organs: They have regular organs (except for their lungs).

Immunity: Radiation.

Cloning: Plasmamen are clonable.

Etc: They spontaneously combust if they come in contact with oxygen.
They breathe pure plasma, never remove their plasma tank.

Never remove their hardsuit or their plasma tank.

VoxM.png


Surgery: Use Hydrocodone, Morphine, Salicylic Acid or Ether for surgery instead of N2O.

Blood: They have their own type of blood, making every other type toxic. It can be found in medical or ordered from cargo.

Organs: Their cortical stack is their equivalent for a brain. Their lungs process nitrogen instead of oxygen.

Immunity: They are immune to decay same with their organs.

Cloning: Vox are unclonable.

Etc: Oxygen is toxic for them. If their cortical stack is dead, they cannot be revived.
They breathe pure nitrogen, never remove their nitrogen tank.

Never remove their nitrogen tank or breath mask.

Blood Types

If a patient is low on blood, you can do a blood transfusion. Voxs have different blood than other Species but do also follow the antigen and Rh factor when it comes to Vox to Vox transfusion. Mixing up the wrong blood types will cause toxin damage and can be fatal. Pouring differing blood types into IV bags may also prove to be deadly, expecially with mixing Vox and non-Vox blood.

Blood Type Compatibility Table
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

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.

Sleepers and Cryo Cells

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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 or cryo cell, 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. 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.

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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 with a beaker inserted.

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.
  • Some chemicals, when extracted, will result in a sludge that cannot be remetabolized.

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With two located near the center of the Medical Department 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.