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		<id>https://wiki.beestation13.com/w/index.php?title=Guide_to_circuits&amp;diff=33257</id>
		<title>Guide to circuits</title>
		<link rel="alternate" type="text/html" href="https://wiki.beestation13.com/w/index.php?title=Guide_to_circuits&amp;diff=33257"/>
		<updated>2021-03-15T21:26:18Z</updated>

		<summary type="html">&lt;p&gt;Mitz: /* Preface: Tools */ I did some research and apparently, possibly, circuit printer prints everything now. I&amp;#039;m on AuStation but it&amp;#039;s a bee fork that only recently (probably after all the circuit changes) diverged. and it&amp;#039;s still keeping updated.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Important&lt;br /&gt;
|Title=Potentially Outdated&lt;br /&gt;
|Image=paper.png&lt;br /&gt;
|Note=&lt;br /&gt;
&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt;[[File:Circuitprinter.gif|32px]] &#039;&#039;&#039;This page is potentially out of date.&#039;&#039;&#039;&amp;lt;/font&amp;gt; &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Science is now capable of building customizable machines, called &#039;&#039;&#039;integrated circuits&#039;&#039;&#039;, to fill any kind of niche imaginable, like a health monitor, a smart turret, a signaller, or maybe just something like a syringe - or something else entirely. Circuits are very complex, though, and take time to learn and work with, so here&#039;s a few primers to getting started.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Disclaimer:&#039;&#039;&#039;&#039;&#039; Simple circuits and even a lot of complex ones are doable just with knowledge about circuits. However, complex circuits &#039;&#039;&#039;can and often do require math knowledge.&#039;&#039;&#039; There are components that use trigonometry, complex flow control components that can operate differently based on conditions, and component combinations to use tons of arithmetic to get the desired result. &#039;&#039;Be ready!&#039;&#039;&lt;br /&gt;
== Preface: Tools ==&lt;br /&gt;
To make any circuit, you&#039;ll need a few special tools. These all spawn in the circuit lab at roundstart, and more can be made with the circuit printer (except the printer, made at the protolathe) once they&#039;re unlocked through R&amp;amp;D.&lt;br /&gt;
* [[File:Circuitprinter.gif]] &#039;&#039;&#039;Integrated Circuit Printer:&#039;&#039;&#039; Your essential tool for creating circuits. It consumes metal to print out assemblies and components, and can recycle those components and assemblies back into itself for metal.&lt;br /&gt;
* [[File:circuitwirer.gif]] &#039;&#039;&#039;Circuit Wirer:&#039;&#039;&#039; Used to link parts together (as well as unlink them) to tell the machine how to function.&lt;br /&gt;
* [[File:circuitdebugger.gif]] &#039;&#039;&#039;Circuit Debugger:&#039;&#039;&#039; Used to change values directly, as well as to directly &amp;quot;pulse&amp;quot; inputs to activate them. Can write a single value multiple times, unlike a multitool.&lt;br /&gt;
* [[File:circuitanalyzer.gif]] &#039;&#039;&#039;Circuit Analyzer:&#039;&#039;&#039; Can be used on any assembly to get a code that allows you to clone that circuit in a printer with the cloning upgarde.&lt;br /&gt;
* [[File:assembly_detailer.png]] &#039;&#039;&#039;Assembly Detailer:&#039;&#039;&#039; Used to change the color of an assembly, for aesthetic purposes.&lt;br /&gt;
* [[File:Multitool.png]] &#039;&#039;&#039;Multitool:&#039;&#039;&#039; A slimmed-down combination of the wirer and the debugger. It can write values, pulse inputs, and wire pins together.&lt;br /&gt;
* [[File:Screwdriver_tool.png]] &#039;&#039;&#039;Screwdriver:&#039;&#039;&#039; Lets you open and close the maintenance panel on assemblies. You should probably do this unless you want people to starts yanking pieces out and undoing tons of work.&lt;br /&gt;
* [[File:wrench.png]] &#039;&#039;&#039;Wrench:&#039;&#039;&#039; Lets you anchor down assemblies so that they can&#039;t be picked up and moved around. Obviously, this doesn&#039;t work on drones.&lt;br /&gt;
This guide will assume you have all of these tools handy (except maybe the multitool.) Keep in mind that you can also print out wirers, debuggers, and analyzers from any circuit printer with metal.&lt;br /&gt;
&lt;br /&gt;
Circuits are inherently complex. &#039;&#039;Really&#039;&#039; complex. Each part in a machine serves a specific purpose and communicates with other parts in various ways to do it, and circuits are designed in such a way that making a machine is also a matter of finding the most efficient way to do that so as to conserve space in the assembly. Here&#039;s a &#039;&#039;basic&#039;&#039; rundown of how it all works:&lt;br /&gt;
== Fundamentals, Part I: Hardware, Space, and Complexity ==&lt;br /&gt;
&#039;&#039;&#039;Assemblies&#039;&#039;&#039; are what house machine components. Without an assembly, there is no machine. Every assembly also requires a power cell in order to power its components. The circuitry lab spawns with four by default, but more can be made from a circuit printer. Other than power, there are two variables every assembly has:&lt;br /&gt;
* &#039;&#039;&#039;Space&#039;&#039;&#039; is the total amount of components that can fit in an assembly&lt;br /&gt;
* &#039;&#039;&#039;Complexity&#039;&#039;&#039; is the overall &amp;quot;complexity&amp;quot; score of the machine, which varies based on which components are added&lt;br /&gt;
Each component you insert takes up one point of space; there are no exceptions or deviations from this. However, every component also has a complexity score, depending largely on what it does. For instance, screens are very basic since they only serve one purpose - to display information - and so they only have a complexity score of 1, but integrated hypo-injectors inject, draw, and move reagents around. Because those are complex and serve many more functions, it has a complexity score of 20.&lt;br /&gt;
&lt;br /&gt;
Making your circuits effectively is a matter of making the most use out of the complexity available to you, though space is very rarely a concern. The amount of complexity and space depends on the type of assembly, of which there are four:&lt;br /&gt;
* [[File:Smallcircuits.png]] &#039;&#039;&#039;Assemblies&#039;&#039;&#039; are small-sized, and have a max space of 25 and max complexity of 75&lt;br /&gt;
* [[File:Mediumcircuits.png]] &#039;&#039;&#039;Mechanisms&#039;&#039;&#039; are normal-sized, and have a max space of 50 and max complexity of 150&lt;br /&gt;
* [[File:Largecircuits.png]] &#039;&#039;&#039;Machines&#039;&#039;&#039; are bulky-sized, and have a max space of 100 and max complexity of 300&lt;br /&gt;
* [[File:Dronecircuits.png]] &#039;&#039;&#039;Drones&#039;&#039;&#039; are bulky-sized, and have a max space of 75 and max complexity of 225, but are the only assemblies that can move autonomously.&lt;br /&gt;
* [[File:Wallcircuits.png]] &#039;&#039;&#039;Wall-mounted Assemblies&#039;&#039;&#039; come in three sizes corresponding to each of the three sizes of immobile assemblies, as the name implies, they can also be attached to walls.&lt;br /&gt;
Very simple designs, like flashlights or translators, can typically fit into assemblies. More complex ones, like blood draw kits, are usually mechanisms, and the most powerful designs are only capable of fitting into machines. Drones are more niche, but open up a huge amount of possibilities due to their ability to move.&lt;br /&gt;
&lt;br /&gt;
Assemblies have different &amp;quot;types&amp;quot;, such as type-a, type-b, and so on. The only difference between these is cosmetic, and they all have the same attributes regardless of which &amp;quot;type&amp;quot; you choose you use.&lt;br /&gt;
== Fundamentals, Part II: Components, Pins, and Data Values ==&lt;br /&gt;
&#039;&#039;&#039;Components&#039;&#039;&#039;, or circuits (yes, it&#039;s confusing) are the parts of a machine that make it tick. They handle everything the machine does, from storing reagents to passive recharging to holding and throwing items. As mentioned in Part I, each component has a complexity value, which you can see by examining that component.&lt;br /&gt;
&lt;br /&gt;
Components are created from a circuit printer. Many, however, are unavailable by default, and need an upgrade disk installed in order to print them. You can get the disk from the science protolathe after researching &#039;&#039;&#039;advanced data theory&#039;&#039;&#039;. You can recycle components back into the printer by hitting the printer with that component. Additionally, if you have an assembly full of components, you can quickly recycle all of them by hitting the printer with the assembly as long as the assembly&#039;s maintenance panel is open. After a short delay, this will start shaking out all the components into the printer, and once they&#039;re all gone, you can also recycle the assembly itself for a full metal refund.&lt;br /&gt;
&lt;br /&gt;
To communicate with the rest of the machine, components use &#039;&#039;&#039;pins.&#039;&#039;&#039; Pins are connected to other pins using a circuit wirer, either in the same component or in another component in the same machine, and are used to pass information through activation pulses. In short, they&#039;re the guts of your machines.&lt;br /&gt;
&lt;br /&gt;
There are three types of pins:&lt;br /&gt;
&lt;br /&gt;
[[File:Pins.png]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&#039;color:#005500&#039;&amp;gt;&#039;&#039;&#039;Inputs&#039;&#039;&#039;&amp;lt;/span&amp;gt; store info on how the component operates. This might be how many reagents to inject, or how much power to transfer.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&#039;color:#000099&#039;&amp;gt;&#039;&#039;&#039;Outputs&#039;&#039;&#039;&amp;lt;/span&amp;gt; store info gained when the component does an operation, and are used as inputs in other components.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&#039;color:#FF0000&#039;&amp;gt;&#039;&#039;&#039;Activators&#039;&#039;&#039;&amp;lt;/span&amp;gt; tell the component to do certain things, like calculate how two values compare.&lt;br /&gt;
&lt;br /&gt;
A circuit wirer is used to link pins together. By clicking on the name of a pin, you store that pin&#039;s data, and you can click on another pin to link those two pins, which will cause them to share values. You can also use the circuit wirer in your hand to switch between &amp;quot;wire&amp;quot; and &amp;quot;unwire&amp;quot; modes; in unwire, it works in reverse, by unlinking two pins that are already linked.&lt;br /&gt;
&lt;br /&gt;
How different pins can be linked depends on the data type they use. There are several data types: String, Number, Ref, List, Bool, and null.&lt;br /&gt;
    “This is a string.”&lt;br /&gt;
    98.5&lt;br /&gt;
    the crowbar [Ref]&lt;br /&gt;
    list[2]((&amp;quot;hydroponics tray&amp;quot;),(&amp;quot;soil&amp;quot;))&lt;br /&gt;
    TRUE&lt;br /&gt;
    null&lt;br /&gt;
* Strings are text. They hold words, sentences, and the whole shebang. Numbers in a string are treated like letters.&lt;br /&gt;
* Numbers are numbers.&lt;br /&gt;
* Ref is shorthand for &amp;quot;reference&amp;quot; and points to a specific object in the game world.&lt;br /&gt;
* Lists can hold multiple data values of any other kind, like two strings or two numbers. They can also be interchanged, so you can have one string and one number.&lt;br /&gt;
* Bools are either TRUE (yes) or FALSE (no). The debugger doesn&#039;t have a bool function, and instead uses number assignments; 0 for FALSE, and 1 for TRUE.&lt;br /&gt;
* Null values point to nothing. It means that the value hasn&#039;t been set, or that it isn&#039;t being acquired correctly.&lt;br /&gt;
There are certain circuits to transform data values into other types; for instance, a &amp;quot;number to string&amp;quot; component will input a number and, when pulsed, output that number as a string.&lt;br /&gt;
&lt;br /&gt;
You can see data values, among other things, near a pin&#039;s name:&lt;br /&gt;
&lt;br /&gt;
[[File:Pin_notation.png]]&lt;br /&gt;
&lt;br /&gt;
Some parts lack inputs, outputs, activators, or all three. Passive components like the tiny photovoltaic cell have no pins at all and will simply fill their function automatically when conditions are met.&lt;br /&gt;
== Fundamentals, Part III: Pulses ==&lt;br /&gt;
As mentioned earlier, &#039;&#039;&#039;pulses&#039;&#039;&#039; are what tells a machine to operate. They&#039;re the only way to make it &#039;&#039;do&#039;&#039; anything, because even with data values, it can&#039;t use them unless it hears something telling it to. There are two types of pulses, PULSE_IN and PULSE_OUT.&lt;br /&gt;
&lt;br /&gt;
PULSE_IN pulses are &amp;quot;listeners.&amp;quot; When they receive a command, they will run whatever function they&#039;re linked to. For instance, the &amp;quot;light&amp;quot; component has a PULSE_IN called &amp;quot;toggle light.&amp;quot; When that toggle light receives a command, it will toggle the light component on or off. &#039;&#039;However,&#039;&#039; PULSE_IN components &#039;&#039;&#039;can&#039;&#039;&#039; link to other PULSE_IN components and work together with them. The &amp;quot;button&amp;quot; component uses a PULSE_IN called &amp;quot;on pressed&amp;quot; to communicate its pulses.&lt;br /&gt;
&lt;br /&gt;
PULSE_OUT pulses are &amp;quot;speakers.&amp;quot; They do not receive commands directly, but will &#039;&#039;output&#039;&#039; commands when certain actions transpire. For instance, the &amp;quot;reagent pump&amp;quot; component has a PULSE_OUT called &amp;quot;on transfer.&amp;quot; Whenever the reagent pump successfully transfers reagents, it will send a command from &amp;quot;on transfer&amp;quot;, and any PULSE_INs linked to that will receive a command. PULSE_OUT pins &#039;&#039;cannot&#039;&#039; be linked to other PULSE_OUT pins.&lt;br /&gt;
&lt;br /&gt;
Understanding pulse links is essential to making circuits work. As an example, the button component&#039;s &amp;quot;on pressed&amp;quot; can be linked to the light component&#039;s &amp;quot;toggle light&amp;quot; using a circuit wirer. As long as the assembly has power, this will cause the light to toggle on and off when the button is pressed by using the assembly in your hand. You can also link multiple pulses together; even when it&#039;s linked to &amp;quot;toggle light&amp;quot;, you can also put that &amp;quot;on pressed&amp;quot; onto a beeper circuit&#039;s &amp;quot;play sound&amp;quot; to make it play its sound with the value it&#039;s been assigned. This will make pressing the button toggle the light &#039;&#039;and&#039;&#039; play a sound.&lt;br /&gt;
=== A Note on &amp;quot;push ref&amp;quot; ===&lt;br /&gt;
Some circuits, especially those with an output pin that references itself, have a PULSE_IN pin called &amp;quot;push ref.&amp;quot; When pulsed, this pin will cause any other components this part is linked to via that reference to actually obtain the reference for it. However, if you &#039;&#039;don&#039;t&#039;&#039; do this, then it will refer to the self-reference of the component as null, thus making it impossible to work. For this reason, &amp;quot;push ref&amp;quot; should be pulsed &#039;&#039;&#039;&#039;&#039;exactly once&#039;&#039;&#039;&#039;&#039; in order to synchronize it with other components.&lt;br /&gt;
&lt;br /&gt;
The easiest way to do this is with a &amp;quot;starter&amp;quot; component, in the Power - Passive section. This component will pulse out a single time whenever the machine gains power. Linking the starter&#039;s &amp;quot;pulse out&amp;quot; to any &amp;quot;push ref&amp;quot; pins in your circuit is essential to getting them to work. You can also assign them in other ways, but note that pulsing &amp;quot;push ref&amp;quot; while the machine is running &#039;&#039;will&#039;&#039; cause it to malfunction and not work with no clear indicator.&lt;br /&gt;
== Fundamentals, Part IV: Flow Control ==&lt;br /&gt;
Flow control is a term used generally for programming languages for determining in what order code is executed. This principle also applies to integrated circuits. The proper management of how a pulse goes to each component in the correct order is very important for large or complex machines.&lt;br /&gt;
&lt;br /&gt;
Fortunately, there are some components to help with organizing your flow control. For example, there are pulse splitters to allow for cleaner wiring by transforming a single input into multiple outputs. Delay timers also exist so that you can make sure everything goes off at the right time (although it&#039;s best if your machine is not dependent on that, which is known as a race condition in programming.) Many circuits will also propagate a pulse if it passes a certain condition, like logic gates, ensuring that something will occur only if you want it to.&lt;br /&gt;
&lt;br /&gt;
Here&#039;s a somewhat terrifying chart illustrating the concept:&lt;br /&gt;
&lt;br /&gt;
[[File:Circuit relationship.png]]&lt;br /&gt;
&lt;br /&gt;
When the button is pressed, the first thing to happen is for the global positioning system to gather its coordinates. Immediately after this, the X screen loads its data, and then the Y screen. These screens have the X-coordinate and Y-coordinate from the GPS respectively as their displayed data. Because the GPS gathers coordinates before the screens load their data, it displays the coordinates without a hitch, but if the screens were to load first, then it would not display the coordinates correctly, instead displaying the coordinates &#039;&#039;last&#039;&#039; recorded - so if you pressed it at one spot and then moved a few rooms away and pressed it again, the coordinates displayed would be for the first spot, even though the GPS&#039;s recorded data is in the new room, because the screens updated before the coordinates did!&lt;br /&gt;
== Making a Basic Circuit: Step-by-Step ==&lt;br /&gt;
To put all this knowledge together, here&#039;s a step-by-step guide to making a very simple circuit flashlight. This will use a button to toggle the light on and off, and we&#039;ll also put a tiny photovoltaic cell inside of it so that it charges itself from being in the light - enough to counter its own power draw, making it self-charging!&lt;br /&gt;
&lt;br /&gt;
First, print any assembly - we&#039;ll use a type-a one for this purpose - a light component (Output), a button component (Input), and a tiny photovoltaic cell (Power - Passive).&lt;br /&gt;
&lt;br /&gt;
[[File:Circuit_stepbystep_1.png]]&lt;br /&gt;
&lt;br /&gt;
Once you have all of your parts ready, insert them into the assembly one at a time by attacking the assembly with them. You should also put in a variety of power cell; the roundstart ones work, or you can make one from the autolathe. For this purpose, we&#039;ll use a light fixture battery from the autolathe, due to its extremely cheap cost and compact size. Once you&#039;ve done that, your assembly interface will look like this:&lt;br /&gt;
&lt;br /&gt;
[[File:Circuit_stepbystep_2.png]]&lt;br /&gt;
&lt;br /&gt;
Take note of the space and complexity. To get this thing to actually, work, we&#039;re going to need to link the button&#039;s &amp;quot;on pressed&amp;quot; to the light&#039;s &amp;quot;toggle light&amp;quot; using our circuit wirer. Click on the button&#039;s name, then put the circuit wirer in your hand and click on &amp;quot;on pressed&amp;quot; to store it in the data buffer. Then click &amp;quot;Return to Assembly&amp;quot;, navigate to the light, and click &amp;quot;toggle light&amp;quot;, also with the ciruit wirer, to link them.&lt;br /&gt;
&lt;br /&gt;
[[File:Circuit_stepbystep_3.png]]&lt;br /&gt;
&lt;br /&gt;
[[File:Circuit_stepbystep_4.png]]&lt;br /&gt;
&lt;br /&gt;
[[File:Circuit_stepbystep_5.png]]&lt;br /&gt;
&lt;br /&gt;
And voila! The two are linked. You can see this on both of their interfaces:&lt;br /&gt;
&lt;br /&gt;
[[File:Circuit_stepbystep_6.png]] [[File:Circuit_stepbystep_7.png]]&lt;br /&gt;
&lt;br /&gt;
Now that our machine is finished, use your screwdriver to close the maintenance panel so the part list doesn&#039;t come up every time we turn it on or off:&lt;br /&gt;
&lt;br /&gt;
[[File:Circuit_stepbystep_8.png]]&lt;br /&gt;
&lt;br /&gt;
We now have a complete circuit that functions as a flashlight and charges itself in the light to ensure that it won&#039;t run out of power. To test it, head to a dark area - we&#039;ll say maintenance, and try turning it on and off.&lt;br /&gt;
&lt;br /&gt;
[[File:Circuit_stepbystep_9.png]] [[File:Circuit_stepbystep_10.png]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;Let there be light&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
And there you go! You now have a fully functional flashlight. But don&#039;t stop there - experiment! With a little bit of experimentation by using an advanced light, a debugger to manually set its brightness and color, and linking in the same way, you can make something closer to a portable floodlight with a little bit more effort. And this all barely scratches the surface of what circuits are capable of - it&#039;s possible to make portable gun chargers, assemblies that grind up food you hit them with and then inject it into you directly, translators that let people communicate even with no known languages, and a nearly limitless amount of other gadgets, tools, and devices to fill any purpose you can imagine.&lt;br /&gt;
&lt;br /&gt;
Welcome to integrated circuits, bucko.&lt;br /&gt;
&lt;br /&gt;
[[File:Circuit_stepbystep_11.png|500px]] [[File:Circuit_stepbystep_12.png|500px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;Nightmaresbane&amp;quot;&#039;&#039;&lt;br /&gt;
== Common Concepts and Important Notes==&lt;br /&gt;
Although the basics are out of the way, there are some helpful concepts as well as some things to know that should be kept in mind when making integrated circuits. Feel free to add to this list with your own!&lt;br /&gt;
* Tiny photovoltaic cells are enough to power most simple gadgets and devices indefinitely.&lt;br /&gt;
* Starter components are highly important, and can be used to cause things like screens to gain their information when powered if they should always have that information to begin with.&lt;br /&gt;
* You can make a one-second ticker by linking two &amp;quot;one-sec delay circuit&amp;quot; components together, and pulsing one through starter, so that they indefinitely pulse each other.&lt;br /&gt;
* Light-emitting diodes have a very small complexity cost (0.1), making them the best way to track status of Bool variables on examining.&lt;br /&gt;
* Small screens only show their data on examine. Screens show their data to the person holding the assembly when they load their data. Large screens show that data to anyone nearby, as well. They all have the same complexity, so use them according to your needs. For instance, something that gathers data when you point the assembly at something might be best to have a normal screen to tell you that data immediately.&lt;br /&gt;
* One glass sheet is 2000 glass in an autolathe. An autolathe can make one light fixture battery for 20 glass. This means that one sheet of glass will net you 100 light fixture batteries. These are the weakest power cell in the game, holding only 120 MJ, but many basic gadgets have negligible power draw, making them the most useful option! They also start charged, unlike all other power cells.&lt;br /&gt;
* If you find yourself doing a monotonous task each shift (*cough* xenobio), you might be able to automate it with circuitry!&lt;br /&gt;
* There are kinds of math other than trig and algebra. Group theory and general theory of automata contain frameworks for extremely general machines, and aren&#039;t so hard to learn.&lt;br /&gt;
* There is the potential for skilled players to make immensely-powerful circuits that can easily break the game just by existing. Please don&#039;t use them. We like circuits. They&#039;re fun. Please don&#039;t get them nerfed and removed. Please?&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Mitz</name></author>
	</entry>
	<entry>
		<id>https://wiki.beestation13.com/w/index.php?title=Guide_to_medicine&amp;diff=33212</id>
		<title>Guide to medicine</title>
		<link rel="alternate" type="text/html" href="https://wiki.beestation13.com/w/index.php?title=Guide_to_medicine&amp;diff=33212"/>
		<updated>2021-03-07T16:40:36Z</updated>

		<summary type="html">&lt;p&gt;Mitz: Added some info I learned from #questions in the beestation discord. Current info on de-husking is ass and I decided to give players a chance to learn de-husking.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Important&lt;br /&gt;
|Title=Potentially Outdated&lt;br /&gt;
|Image=paper.png&lt;br /&gt;
|Note=&lt;br /&gt;
&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt;&#039;&#039;&#039;This page is potentially out of date, since BeeStation uses pre-cobbychem medical, but this page was copied from TGstation&#039;s wiki post-cobbychem.&#039;&#039;&#039;&amp;lt;/font&amp;gt; &lt;br /&gt;
}}&lt;br /&gt;
{{Speech&lt;br /&gt;
|name=Chief Medical Officer Kingston&lt;br /&gt;
|text=Doctor! I need you to tear out that man&#039;s appendix, throw that clown out of medical, and stitch up that curator&#039;s face!&lt;br /&gt;
|image=[[File:Generic_cmo.png|64px|right]]&lt;br /&gt;
}}&lt;br /&gt;
Medical care is serious business, and going halfway with your medical treatment can result in someone dying or worse. Make sure you know what you&#039;re doing before you try to fix someone up!&lt;br /&gt;
&lt;br /&gt;
If you&#039;re going to treat someone, you&#039;re going to have to know what tools you need, how to identify injuries, what machinery and facilities you must use, and how to keep people from dying while in treatment.&lt;br /&gt;
== Identification ==&lt;br /&gt;
First of all, grab a [[File:MedGlasses.png]] [[Medical_items#Health_Scanner_HUD|Health Scanner HUD]] from the medical storage and wear it. It shows the patient&#039;s overall health condition and therefore shows you instantly whom you should treat first from a group of patients. Identification is the first and foremost step in administering treatment. Here are ways to identify the type of injuries a person may have:&lt;br /&gt;
=== Types of damage ===&lt;br /&gt;
* There are four primary kinds of damage: &#039;&#039;&#039;Suffocation&#039;&#039;&#039;, &#039;&#039;&#039;brute&#039;&#039;&#039;, &#039;&#039;&#039;burn&#039;&#039;&#039;, and &#039;&#039;&#039;toxin.&#039;&#039;&#039; These damage types have first aid kits associated with them and are therefore treatable without needing further medical equipment. The standard white first aid kit has materials to treat &#039;&#039;&#039;brute&#039;&#039;&#039;, &#039;&#039;&#039;burn&#039;&#039;&#039;, and &#039;&#039;&#039;bleeding&#039;&#039;&#039;&lt;br /&gt;
* There are additional kinds of damage that occur less often: &#039;&#039;&#039;cellular&#039;&#039;&#039;, &#039;&#039;&#039;organ damage&#039;&#039;&#039;, and &#039;&#039;&#039;bleeding&#039;&#039;&#039;&lt;br /&gt;
* You want the patient to be as healthy as possible, so you have to heal all of these, and they have to be &#039;&#039;&#039;treated individually&#039;&#039;&#039; (unless you use a chemical which heals multiple damage types at once).&lt;br /&gt;
* The overall health status (from 100% to -100%) is determined by adding these damages together, except brain damage. If there are 0 damages, the patient is &#039;&#039;&#039;perfectly healthy (100%)&#039;&#039;&#039;.&lt;br /&gt;
* If the patient has taken a total of about 100 damage (depending on mood), he will be in a &#039;&#039;&#039;critical condition (0%)&#039;&#039;&#039;; lying on the ground, unresponsive and &#039;&#039;gasping&#039;&#039; for air. When in this condition, the patient cannot breathe on their own and will gradually take suffocation damage until &#039;&#039;&#039;death (-100%)&#039;&#039;&#039;. This kills the patient.&lt;br /&gt;
* Bleeding is different from other types of damage. See below for a more extensive explanation.&lt;br /&gt;
&lt;br /&gt;
* You can identify these different damage types quickly by using your [[PDA]] with the Med-U Cartridge inside and Health Scanning enabled, or a [[Medical_items#Health_Analyzer|Health Analyzer]] on the patient. You can also &#039;&#039;&#039;examine&#039;&#039;&#039; the patient (shift-click), but it only shows basic information.&lt;br /&gt;
* If a Health Analyzer or a PDA with a Med-U Cartridge is not available, &#039;&#039;&#039;observing&#039;&#039;&#039; the patient and their surroundings will help with diagnosis:&lt;br /&gt;
:* If there is a pile of &#039;&#039;&#039;vomit&#039;&#039;&#039; next to, or under the patient then they are most likely suffering from [[Guide_to_medicine#Toxins|toxin damage]].&lt;br /&gt;
:* If there is blood everywhere, blood on the person dying, or the patient has &#039;&#039;&#039;severe bruises&#039;&#039;&#039;, they are suffering from [[Guide_to_medicine#Brute_Damage|brute damage]].&lt;br /&gt;
:* If the patient has black scars across their body and no blood, or the patient has &#039;&#039;&#039;severe burns&#039;&#039;&#039;, they have been [[Guide_to_medicine#Burns|severely burned]].&lt;br /&gt;
:* If the patient is gasping, they are most likely [[Guide_to_medicine#Suffocation|suffocating]].&lt;br /&gt;
:* If the patient keeps fainting, trails drips of blood as they walk or is unresponsive to other forms of &amp;quot;healing&amp;quot; they may be [[Guide_to_medicine#Bleeding|bleeding]] or be suffering from blood-loss&lt;br /&gt;
:* If the patient reports other symptoms such as headaches, coughing or vomiting blood, they most likely have a [[Infections|virus]].&lt;br /&gt;
===Your first patient===&lt;br /&gt;
Your patient can arrive in two ways:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1. The patient walks in and needs treatment.&#039;&#039;&#039;&lt;br /&gt;
:&#039;&#039;&amp;quot;PLS DOC HLEP!!&amp;quot;&#039;&#039; You can see the patient&#039;s overall health status with your Health Scanner HUD with just a glance. However, this will only tell you how serious the situation is and how quickly you need to act.&lt;br /&gt;
&lt;br /&gt;
:How to act:&lt;br /&gt;
&lt;br /&gt;
:* Use your PDA or a [[Medical_items#Health_Analyzer|Health Analyzer]] on the patient to identify the damage type.&lt;br /&gt;
:* Proceed with the necessary [[#Treatment|treatment found in the next chapter]].&lt;br /&gt;
&#039;&#039;&#039;2. The patient is dragged into Medbay and is in critical condition.&#039;&#039;&#039;&lt;br /&gt;
:The patient is unresponsive to the environment, on the floor, and gasping for air.&lt;br /&gt;
&lt;br /&gt;
:How to act:&lt;br /&gt;
&lt;br /&gt;
:* The first thing you should do is administer [[Guide_to_chemistry#Epinephrine|Epinephrine]]. [[Guide_to_chemistry#Epinephrine|Epinephrine]] stops the general decline of the critical patient&#039;s health and helps treat wounds if the patient is in crit. Don&#039;t give them 30 or more units of it, as that will cause toxin damage.&lt;br /&gt;
:* If the patient is bleeding, apply a medical gauze [[File:Gauze.png]]. Dragging a bleeding patient will quickly drain their blood, unless you use a roller bed. &lt;br /&gt;
:* If [[Guide_to_chemistry#Epinephrine|Epinephrine]] is not available, immediately perform [[#CPR|CPR]] a few times to ensure the patient stays alive until you do the next step. Make sure they&#039;re also not suffering from any other significant problems, like being on fire, or in a low-pressure environment.&lt;br /&gt;
::&#039;&#039;&#039;NOTE: CPR on its own will not heal someone unless they are only suffering from suffocation damage. If they are in crit because of brute/burn/toxins/cellular damage it will only keep them from dying.&#039;&#039;&#039;&lt;br /&gt;
:* Now you have several options to choose between:&lt;br /&gt;
:# Take the patient to a [[#Sleeper|sleeper]]. Drag the patient on top of it, then click on the sleeper to close it and administer medicine.&lt;br /&gt;
:# Take the patient to a [[#Lifeform_Stasis_Units|stasis bed]]. Drag the patient until on top of it, then click-drag the patient to the bed to buckle. Give the patient [[Guide_to_chemistry|medicine]] and then click the stasis bed to unbuckle. &lt;br /&gt;
:# Strip the patient&#039;s space suit off if they have one and put the patient into a [[Medical_items#Cryogenics_Chamber_.26_Freezer|cryochamber]], wait for them to heal up and eject.&lt;br /&gt;
:# Just use bruise packs, ointments or other appropriate medication. See [[#Treatment|next section]] for examples.&lt;br /&gt;
== Treatment ==&lt;br /&gt;
===[[File:O2med.png]] &amp;lt;font color=blue&amp;gt;Suffocation&amp;lt;/font&amp;gt;===&lt;br /&gt;
This is the first and most important to look out for. It is not visible on the body, but people suffering from it will &#039;&#039;gasp for air&#039;&#039;. If you take 50 or more suffocation damage, you faint. On the Health Analyzer, it is the leftmost, &amp;lt;font color=blue&amp;gt;blue&amp;lt;/font&amp;gt; damage type.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ways of getting damaged:&#039;&#039;&#039;&lt;br /&gt;
* Being in an area without enough oxygen present will suffocate you.&lt;br /&gt;
* Missing a significant amount of blood will deal suffocation damage over time.&lt;br /&gt;
* Once you are in critical condition, you slowly take suffocation damage.&lt;br /&gt;
* Some [[Guide_to_chemistry##Medicines|medicines]] and [[Guide_to_chemistry#Aranesp|drugs]] can deal suffocation damage. &lt;br /&gt;
* Some poisons, like [[Cyanide]], deal suffocation damage.&lt;br /&gt;
* Some [[Virus|virus]] symptoms can cause suffocation.&lt;br /&gt;
* Missing a pair of lungs.&lt;br /&gt;
* Missing a heart, or suffering a heart attack.&lt;br /&gt;
&#039;&#039;&#039;Treatment:&#039;&#039;&#039;&lt;br /&gt;
* If a person is in crit, you can CPR{{anchor|CPR}} them. Remove your and patient&#039;s mask and helmet, switch to help intent and click on them.&lt;br /&gt;
* If a person is not in critical condition, and they have no bad chemicals in their bloodstream, placing them in an oxygen-filled area will suffice.&lt;br /&gt;
* [[Epinephrine]] stops the suffocation damage that is dealt from being in a crit state. &lt;br /&gt;
* [[Salbutamol]] quickly treats suffocation damage. &lt;br /&gt;
* [[Cryoxadone]] in a [[Medical_items#Cryogenics Tube &amp;amp; Freezer|cryotube]] or a very cold environment heal most types of damage, including suffocation. &lt;br /&gt;
* [[Orange juice]] isn&#039;t the most effective cure, but it does help a bit when no other options are available&lt;br /&gt;
* If a person is missing a heart, replace their heart or give them [[Guide_to_chemistry#Corazone|Corazone]].&lt;br /&gt;
* If a person&#039;s heart is unstable, use a [[defibrillator]] and their heart should return to normal, or give them [[Guide_to_chemistry#Corazone|Corazone]]. Other electric shocks might be able to restore their heartbeat.&lt;br /&gt;
===[[File:Brutefak.png]] &amp;lt;font color=red&amp;gt;Brute&amp;lt;/font&amp;gt;===&lt;br /&gt;
This is a straight-forward damage category. This is the far right damage type on Health Analyzer. Brute wounds are visible, and limb-specific.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ways of getting damaged:&#039;&#039;&#039;&lt;br /&gt;
* Being physically hit by almost anything does brute damage.&lt;br /&gt;
* Some [[Guide_to_chemistry#Fluorosulfuric_Acid|chemicals]] can deal brute damage.&lt;br /&gt;
&#039;&#039;&#039;Treatment:&#039;&#039;&#039;&lt;br /&gt;
* If a person is bleeding, use bandages to prevent blood loss.&lt;br /&gt;
* Tend Wounds surgery can be used to fully remove brute damage. Have Science research higher levels of surgery and then sync the surgery console in order to utilise better types of Tend Wounds. &lt;br /&gt;
* Bruise packs can be applied to the damaged limb. Use a medical scanner or ask the patient to examine themselves.&lt;br /&gt;
* [[Guide_to_chemistry#Bicaridine|Bicaridine]] (in sleepers) and [[Guide_to_chemistry#Styptic_Powder|Styptic Powder]] (found in brute patches) heal brute damage over time.&lt;br /&gt;
* [[Surgery#Reconstruction|Reconstruction]] surgery will heal brute and burn damage. &lt;br /&gt;
* [[Guide_to_chemistry#Salicyclic_Acid|Salicyclic Acid]] heals brute damage over time, slowly if below 50 brute damage and quickly if above 50. &lt;br /&gt;
* [[Saline-glucose solution]] heals brute slowly. &lt;br /&gt;
* [[Cryoxadone]] in a [[Medical_items#Cryogenics Tube &amp;amp; Freezer|cryotube]] or a very cold environment heal most types of damage, including brute.&lt;br /&gt;
* Food can heal brute damage slowly.&lt;br /&gt;
* Milk, bilk, soy milk, soy latte, [[Guide_to_food_and_drinks#Coffee_Latte|cafe latte]], and cream can heal it very slowly. &lt;br /&gt;
* There are some job-specific ways of healing it: Donuts heal security, bananas and banana juice heal clowns and monkeys, &amp;quot;nothing&amp;quot; in mime&#039;s bottle of nothing heals mimes.&lt;br /&gt;
* If the patient has above 80% health then they can use the Sleep verb or be put to sleep (e.g. morphine) and it&#039;ll heal brute, burn, toxin and stamina damage. This works faster on beds and tables. &lt;br /&gt;
===[[File:Bmed.png]] &amp;lt;font color=orange&amp;gt;Burns&amp;lt;/font&amp;gt;===&lt;br /&gt;
This is a straight-forward damage category. This is the damage type second to the right on Health Analyzer. Burns are visible, and limb-specific.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ways of getting damaged:&#039;&#039;&#039;&lt;br /&gt;
* Temperatures too high or too low cause burn damage. That includes coldness of space and being set on fire.&lt;br /&gt;
* Lasers deal burn damage.&lt;br /&gt;
* Some [[Guide_to_chemistry#Phlogiston|chemicals]] deal burn damage.&lt;br /&gt;
* Electric shocks deal burn damage.&lt;br /&gt;
&#039;&#039;&#039;Treatment:&#039;&#039;&#039;&lt;br /&gt;
* Tend Wounds surgery can be used to fully remove burn damage. Have Science research higher levels of surgery and then sync the surgery console in order to utilise better types of Tend Wounds. &lt;br /&gt;
* Ointments can be applied to the damaged limb. Use a medical scanner or ask the patient to examine themselves.&lt;br /&gt;
* [[Guide_to_chemistry#Kelotane|Kelotane]] (in sleepers) and [[Guide_to_chemistry#Silver_Sulfadiazine|Silver Sulfadiazine]] (found in brute patches) heal burn damage over time.&lt;br /&gt;
* [[Surgery#Reconstruction|Reconstruction]] surgery will heal brute and burn damage. &lt;br /&gt;
* [[Guide_to_chemistry#Oxandrolone|Oxandrolone]] heals burn damage over time, slowly if under 50 burn damage and quickly if over 50. &lt;br /&gt;
* [[Guide_to_chemistry#Saline-Glucose_Solution|Saline-glucose solution]] heals burn slowly. &lt;br /&gt;
* [[Cryoxadone]] in a [[Medical_items#Cryogenics Tube &amp;amp; Freezer|cryotube]] or a very cold environment heal most types of damage, including burn. &lt;br /&gt;
* [[Tomato juice]] can heal it very slowly.&lt;br /&gt;
* There are some job-specific ways of healing it: Donuts heal security, bananas and banana juice heal clowns and monkeys, &amp;quot;nothing&amp;quot; in mime&#039;s bottle of nothing heals mimes.&lt;br /&gt;
* If the patient has above 80% health then they can use the Sleep verb or be put to sleep (e.g. morphine) and it&#039;ll heal brute, burn, toxin and stamina damage. This works faster on beds and tables. &lt;br /&gt;
===[[File:Tmed.png]] &amp;lt;font color=green&amp;gt;Toxins&amp;lt;/font&amp;gt;===&lt;br /&gt;
This is the second from the left on the Health Analyzer. It is not visible on the person&#039;s health doll. Thankfully it is easy to treat.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ways of getting damaged:&#039;&#039;&#039;&lt;br /&gt;
* Breathing plasma deals toxic damage.&lt;br /&gt;
* Many [[Guide_to_chemistry#Toxins|chemicals]] deal toxic damage.&lt;br /&gt;
* Drinking a lot of alcohol can hurt your liver and deal toxic damage.&lt;br /&gt;
* A severely damaged or missing liver will deal toxic damage. Liver failure will also prevent the patient from processing any reagents.&lt;br /&gt;
* High doses of [[radiation]] deal toxic damage.&lt;br /&gt;
* Mind the difference between chemical named [[Guide_to_chemistry#Toxin|&amp;quot;toxin&amp;quot;]] and toxic damage. &lt;br /&gt;
&#039;&#039;&#039;Treatment:&#039;&#039;&#039;&lt;br /&gt;
* [[Guide_to_chemistry#Charcoal|Charcoal]] heals 2 toxic damage and purges all other chemicals. Cannot OD.&lt;br /&gt;
* [[Guide_to_chemistry#Antitoxin|Antitoxin]] heals 2 toxic damage and purges toxic reagents. OD at 30u.&lt;br /&gt;
* [[Guide_to_chemistry#Carthatoline|Carthatoline]] heals 5 toxin damage and purges toxic reagents.&lt;br /&gt;
* [[Guide_to_chemistry#Hepanephrodaxon|Hepanephrodaxon]] heals 12 toxin damage and heals the liver. OD at 10u.&lt;br /&gt;
* [[Guide_to_chemistry#Pentetic_Acid|Pentetic acid]] heals 2 toxin damage and purges all other chemicals quickly at 2u per tick. Also purges large [[radiation]] fast but slows down with lower levels. &lt;br /&gt;
* [[Guide_to_chemistry#Calomel|Calomel]] purges toxic chemicals more quickly than pentetic acid at 2.5 per tick but doesn&#039;t heal toxic damage, and will &#039;&#039;&#039;deal&#039;&#039;&#039; toxic damage if the patient has 20 health or more. &lt;br /&gt;
* [[Cryoxadone]] in a [[Medical_items#Cryogenics Tube &amp;amp; Freezer|cryotube]] or a very cold environment heal most types of damage, including toxic.&lt;br /&gt;
* [[Surgery#Filter_Blood|Filter Blood]] surgery will purge chemicals from the body at 22% of the reagent per cycle.&lt;br /&gt;
* If patient has a damaged liver, [[Guide_to_chemistry#Hepanephrodaxon|Hepanephrodaxon]] will heal the liver, [[Surgery#Hepatectomy|Hepatectomy]] will return the liver to functioning if it&#039;s severely damaged.&lt;br /&gt;
* If the liver is non-functional, a liver transplant will stop the toxin damage caused by that liver and allow chemicals to work in the body. &lt;br /&gt;
* Lime juice, tea, iced tea can slowly heal it.&lt;br /&gt;
* Vomiting heals some toxic damage. You usually can&#039;t control it, however.&lt;br /&gt;
* If the patient has above 80% health then they can use the Sleep verb or be put to sleep (e.g. morphine) and it&#039;ll heal brute, burn, toxin and stamina damage. This works faster on beds and tables.&lt;br /&gt;
===[[File:Blood Pack.png]] Bleeding===&lt;br /&gt;
After a limb sustains 30 brute damage, it will start bleeding. Bleeding can also be caused by cuts from sharp objects. &lt;br /&gt;
&lt;br /&gt;
IVs and gauze [[File:Gauze.png]] will provide relief from bleeding. [[File:IV Drip.png]]&lt;br /&gt;
&lt;br /&gt;
A [[Guide_to_food_and_drinks#Bloody_Mary|Bloody Mary]] will also replenish lost blood.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WARNING: Incorrect blood types are toxic to the patient, and will not replenish their blood!&#039;&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; font-size: 75%;&amp;quot;&lt;br /&gt;
|+ Blood compatibility table&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Recipient&lt;br /&gt;
! colspan=&amp;quot;9&amp;quot; | Donor&lt;br /&gt;
|-&lt;br /&gt;
! O−&lt;br /&gt;
! O+&lt;br /&gt;
! A−&lt;br /&gt;
! A+&lt;br /&gt;
! B−&lt;br /&gt;
! B+&lt;br /&gt;
! AB−&lt;br /&gt;
! AB+&lt;br /&gt;
! L&lt;br /&gt;
|-&lt;br /&gt;
! O−&lt;br /&gt;
| style=&amp;quot;width:3em&amp;quot; | [[File:Yes.png]]&lt;br /&gt;
| style=&amp;quot;width:3em&amp;quot; | [[File:No.png]]&lt;br /&gt;
| style=&amp;quot;width:3em&amp;quot; | [[File:No.png]]&lt;br /&gt;
| style=&amp;quot;width:3em&amp;quot; | [[File:No.png]]&lt;br /&gt;
| style=&amp;quot;width:3em&amp;quot; | [[File:No.png]]&lt;br /&gt;
| style=&amp;quot;width:3em&amp;quot; | [[File:No.png]]&lt;br /&gt;
| style=&amp;quot;width:3em&amp;quot; | [[File:No.png]]&lt;br /&gt;
| style=&amp;quot;width:3em&amp;quot; | [[File:No.png]]&lt;br /&gt;
| style=&amp;quot;width:3em&amp;quot; | [[File:No.png]]&lt;br /&gt;
|-&lt;br /&gt;
! O+&lt;br /&gt;
| [[File:Yes.png]]&lt;br /&gt;
| [[File:Yes.png]]&lt;br /&gt;
| [[File:No.png]]&lt;br /&gt;
| [[File:No.png]]&lt;br /&gt;
| [[File:No.png]]&lt;br /&gt;
| [[File:No.png]]&lt;br /&gt;
| [[File:No.png]]&lt;br /&gt;
| [[File:No.png]]&lt;br /&gt;
| [[File:No.png]]&lt;br /&gt;
|-&lt;br /&gt;
! A−&lt;br /&gt;
| [[File:Yes.png]]&lt;br /&gt;
| [[File:No.png]]&lt;br /&gt;
| [[File:Yes.png]]&lt;br /&gt;
| [[File:No.png]]&lt;br /&gt;
| [[File:No.png]]&lt;br /&gt;
| [[File:No.png]]&lt;br /&gt;
| [[File:No.png]]&lt;br /&gt;
| [[File:No.png]]&lt;br /&gt;
| [[File:No.png]]&lt;br /&gt;
|-&lt;br /&gt;
! A+&lt;br /&gt;
| [[File:Yes.png]]&lt;br /&gt;
| [[File:Yes.png]]&lt;br /&gt;
| [[File:Yes.png]]&lt;br /&gt;
| [[File:Yes.png]]&lt;br /&gt;
| [[File:No.png]]&lt;br /&gt;
| [[File:No.png]]&lt;br /&gt;
| [[File:No.png]]&lt;br /&gt;
| [[File:No.png]]&lt;br /&gt;
| [[File:No.png]]&lt;br /&gt;
|-&lt;br /&gt;
! B−&lt;br /&gt;
| [[File:Yes.png]]&lt;br /&gt;
| [[File:No.png]]&lt;br /&gt;
| [[File:No.png]]&lt;br /&gt;
| [[File:No.png]]&lt;br /&gt;
| [[File:Yes.png]]&lt;br /&gt;
| [[File:No.png]]&lt;br /&gt;
| [[File:No.png]]&lt;br /&gt;
| [[File:No.png]]&lt;br /&gt;
| [[File:No.png]]&lt;br /&gt;
|-&lt;br /&gt;
! B+&lt;br /&gt;
| [[File:Yes.png]]&lt;br /&gt;
| [[File:Yes.png]]&lt;br /&gt;
| [[File:No.png]]&lt;br /&gt;
| [[File:No.png]]&lt;br /&gt;
| [[File:Yes.png]]&lt;br /&gt;
| [[File:Yes.png]]&lt;br /&gt;
| [[File:No.png]]&lt;br /&gt;
| [[File:No.png]]&lt;br /&gt;
| [[File:No.png]]&lt;br /&gt;
|-&lt;br /&gt;
! AB−&lt;br /&gt;
| [[File:Yes.png]]&lt;br /&gt;
| [[File:No.png]]&lt;br /&gt;
| [[File:Yes.png]]&lt;br /&gt;
| [[File:No.png]]&lt;br /&gt;
| [[File:Yes.png]]&lt;br /&gt;
| [[File:No.png]]&lt;br /&gt;
| [[File:Yes.png]]&lt;br /&gt;
| [[File:No.png]]&lt;br /&gt;
| [[File:No.png]]&lt;br /&gt;
|-&lt;br /&gt;
! AB+&lt;br /&gt;
| [[File:Yes.png]]&lt;br /&gt;
| [[File:Yes.png]]&lt;br /&gt;
| [[File:Yes.png]]&lt;br /&gt;
| [[File:Yes.png]]&lt;br /&gt;
| [[File:Yes.png]]&lt;br /&gt;
| [[File:Yes.png]]&lt;br /&gt;
| [[File:Yes.png]]&lt;br /&gt;
| [[File:Yes.png]]&lt;br /&gt;
| [[File:No.png]]&lt;br /&gt;
|-&lt;br /&gt;
! L&lt;br /&gt;
| [[File:No.png]]&lt;br /&gt;
| [[File:No.png]]&lt;br /&gt;
| [[File:No.png]]&lt;br /&gt;
| [[File:No.png]]&lt;br /&gt;
| [[File:No.png]]&lt;br /&gt;
| [[File:No.png]]&lt;br /&gt;
| [[File:No.png]]&lt;br /&gt;
| [[File:No.png]]&lt;br /&gt;
| [[File:Yes.png]]&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Treating bloodloss:&#039;&#039;&#039;&lt;br /&gt;
# Bandage wound with a medical gauze to stop bleeding.&lt;br /&gt;
# Locate brute damage.&lt;br /&gt;
# Treat brute damages above ~30 to halt bleeding.&lt;br /&gt;
# Assess blood levels, if low or critical, proceed with blood transfusion.&lt;br /&gt;
# If a blood transfusion is unavailable, blood will be naturally produced by the body, albeit slowly.&lt;br /&gt;
# Iron and most foods will improve blood regeneration.&lt;br /&gt;
&#039;&#039;&#039;Blood transfusion:&#039;&#039;&#039;&lt;br /&gt;
# Use medical scanner on patient to find blood type.&lt;br /&gt;
# Obtain blood pack from [[surgery]], [[virology]], or [[cargo]].&lt;br /&gt;
# Make sure IV drip is in the blue &amp;quot;inject&amp;quot; mode. You toggle this by clicking the IV drip when nothing is attached to it. &lt;br /&gt;
# Attach blood pack to IV drip.&lt;br /&gt;
# Click-drag IV drip onto patient. &lt;br /&gt;
# Check up on patient&#039;s blood levels regularly, this process moves quickly. &lt;br /&gt;
# Detach patient from IV drip by click-dragging the IV drip onto the patient again, or simply clicking the IV. If you forget this the patient will take some brute damage from the needle being ripped out. &lt;br /&gt;
# Detach blood pack by clicking on the IV drip.&lt;br /&gt;
&#039;&#039;&#039;Blood donation:&#039;&#039;&#039;&lt;br /&gt;
# Make sure IV drip is in the red &amp;quot;take&amp;quot; mode. You toggle this by clicking the IV drip when nothing is attached to it. &lt;br /&gt;
# Attach a beaker or an empty blood pack to IV drip.&lt;br /&gt;
# Attach to a donor by click-dragging it onto the donor.&lt;br /&gt;
# Blood pack will automatically fill. The alarm will sound if patient&#039;s blood levels reach critical.&lt;br /&gt;
# Detach IV drip by click-dragging it onto the donor again or simply clicking the IV.&lt;br /&gt;
# Click on IV drip to eject the beaker or blood pack. Label appropriately.&lt;br /&gt;
=== [[File:Clone.gif]] Cellular damage ===&lt;br /&gt;
Rare kind of damage. It shows up on scanners and is visible on examination, but exact numbers aren&#039;t shown.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ways of getting damaged:&#039;&#039;&#039;&lt;br /&gt;
* Slimes. They deal cellular damage when they feed on someone.&lt;br /&gt;
* Cloned people will have cellular damage, unless the cloner is fully upgraded and the cloning was 100% complete.&lt;br /&gt;
* Decloners from [[Abductor]]s or [[Guide_to_research_and_development|R&amp;amp;D]].&lt;br /&gt;
&#039;&#039;&#039;Treatment:&#039;&#039;&#039;&lt;br /&gt;
* [[Cryoxadone]] in a [[#Cryogenics_Tube|cryotube]] is the most common way to heal cellular damage. &lt;br /&gt;
* [[Rezadone]] instantly heals all cellular damage, even with only a 1 unit pill, and does not require a cryotube. But it&#039;s hard to get.&lt;br /&gt;
Keep in mind that cellular damage is not related to [[Guide_to_genetics#Mutations_and_Their_Consequences|genetic disabilities]] (which must be treated with [[Guide_to_chemistry#Mutadone|mutadone]])! They are different things. &lt;br /&gt;
=== [[File:Liver_organ.png]] Organ damage ===&lt;br /&gt;
Organ damage will cause side-effects as they reach thresholds, which will alert the owner when passed. If an organ shows up as &amp;quot;non-functional&amp;quot;, that means its failing, and will not work, and will cause some life-threatening ailments depending on which organ it is. There is currently no way to see the exact damage of each organ, but for the most part they function on low-threshold, high-threshold, and failing, which will show up as &amp;quot;mildly damaged&amp;quot;, &amp;quot;severely damaged&amp;quot;, and &amp;quot;non-functional&amp;quot; lists when you scan someone with a medical scanner. Note that all the listed organs decay over time, which is the most common way they&#039;ll get damaged- but [[Surgery#Cybernetic_Organs|synthetic organs]] do not! The best way to avoid any of these side-effects is to replace your fleshy organs for [[Surgery#Cybernetic_Organs|metallic ones]], though these too come with downsides in the form of EMP vulnerability.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ways of getting damaged:&#039;&#039;&#039;&lt;br /&gt;
* Flashes and sharp objects in the eyes (eyes)&lt;br /&gt;
* Loud noises (ears)&lt;br /&gt;
* Appendicitis (appendix)&lt;br /&gt;
* Otherwise, an organ that&#039;s not in a living body (thus is on the ground or in a dead body) will decay if not held in a freezer, fridge, morgue unit, or [[Machines#Smartfridge|organ smartfridge]]. Organs will go from perfectly healthy to broken in 15 minutes, except for hearts, which will decay completely in 4 minutes, and brains, which will decay completely in 30 minutes.&lt;br /&gt;
&#039;&#039;&#039;Treatment:&#039;&#039;&#039;&lt;br /&gt;
* [[Surgery#Coronary_Bypass|A coronary bypass]] can be performed on a heart that&#039;s decayed past 60 damage, and restores functionality. Good for getting a heart that&#039;s too damaged to defib to work again.&lt;br /&gt;
* [[Surgery#Lobectomy|A lobectomy]] will do the same as above but for the lungs, which will scarce occur due to their 15 minute decay timer, but it&#039;s still an option. &lt;br /&gt;
* [[Guide_to_chemistry#Oculine|Oculine]] will rapidly fix damaged eyes, clearing any shortsightedness/blindness caused by damage.&lt;br /&gt;
* [[Guide_to_chemistry#Inacusiate|Inacusiate]] will immediately fix damaged ears to a perfect state.&lt;br /&gt;
* Otherwise, time and health will fix most organs (not the brain!). The healthier you are, the faster this rate goes, with a base rate of around half an hour for an organ to go from max damage to perfectly healthy. Taking vitamins increases your health, and thus increases this rate, so eat smart!&lt;br /&gt;
&#039;&#039;&#039;Side-Effects:&#039;&#039;&#039;&lt;br /&gt;
* Damaged ears will occasionally flare up with tinnitus, causing very brief deafness, with increasingly frequent bouts until the ears are non-functional, at which point you become deaf.&lt;br /&gt;
* Damaged eyes will grow increasingly short-sighted, until finally becoming blind when non-functional.&lt;br /&gt;
* Damaged lungs will make you cough, increase the rate at which you breath by 25% and will collapse if non-functional, causing rapid suffocation. Life-threatening!&lt;br /&gt;
* A non-functional appendix will burst, causing toxin damage until the organ is removed. Life-threatening!&lt;br /&gt;
* A damaged heart will increase the rate at which you breath by 25%, and will cease when non-functional, causing immediate heart attack. Life-threatening!&lt;br /&gt;
* A damaged stomach will be unable to hold nutriment and food down as easily, causing vomiting depending on the amount of food consumed and the damage of the stomach. A non-functional stomach does not digest any food.&lt;br /&gt;
====Organ table====&lt;br /&gt;
Each organ has 100 max hp except the eyes which have 50, and the brain which has 200. &lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!scope=&amp;quot;col&amp;quot; style=&amp;quot;font-weight: bold;&amp;quot; style=&#039;background-color:#C4DAF4;&#039;| &lt;br /&gt;
!scope=&amp;quot;col&amp;quot; style=&amp;quot;font-weight: bold;&amp;quot; style=&#039;background-color:#C4DAF4;&#039;| Organ&lt;br /&gt;
!scope=&amp;quot;col&amp;quot; style=&amp;quot;font-weight: bold;&amp;quot; style=&#039;background-color:#C4DAF4;&#039;| Decay time&lt;br /&gt;
!scope=&amp;quot;col&amp;quot; style=&amp;quot;font-weight: bold;&amp;quot; style=&#039;background-color:#C4DAF4;&#039;| Damage effects&lt;br /&gt;
!scope=&amp;quot;col&amp;quot; style=&amp;quot;font-weight: bold;&amp;quot; style=&#039;background-color:#C4DAF4;&#039;| Non-functional/broken effects&lt;br /&gt;
!scope=&amp;quot;col&amp;quot; style=&amp;quot;font-weight: bold;&amp;quot; style=&#039;background-color:#C4DAF4;&#039;| Treatment&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Heart.png]]&lt;br /&gt;
|Heart&lt;br /&gt;
|4 minutes&lt;br /&gt;
|Expends oxygen faster by increasing breathing rate. &lt;br /&gt;
|Heart attack. The patient will fall [[Status_Effects#Unconscious|unconscious]] and rapidly take suffocation and brute damage until death. A broken heart stops [[#Defibrillation|defibrillation]] from working. &lt;br /&gt;
|[[Surgery#Coronary_Bypass|Coronary bypass]] or replacing the heart with [[Surgery#Organ_Manipulation|surgery]]. Heart attack is treatable with [[#Defibrillation|defibrillation]] unless the heart is broken. &lt;br /&gt;
|-&lt;br /&gt;
|[[File:Liver_organ.png]]&lt;br /&gt;
|Liver&lt;br /&gt;
|15 minutes&lt;br /&gt;
|Toxin damage. &lt;br /&gt;
|Rapid toxin damage and chemicals are no longer processed. &lt;br /&gt;
|[[Guide_to_chemistry#Higadrite|Higadrite]] and/or replacing the liver with [[Surgery#Organ_Manipulation|surgery]]. &lt;br /&gt;
|-&lt;br /&gt;
|[[File:Lungs.png]]&lt;br /&gt;
|Lungs&lt;br /&gt;
|15 minutes&lt;br /&gt;
|Coughing and expends oxygen faster by increasing breathing rate. &lt;br /&gt;
|Prevents breathing, leading to rapid death from suffocation. &lt;br /&gt;
|[[Surgery#Lobectomy|Lobectomy]] or replacing the lungs with [[Surgery#Organ_Manipulation|surgery]]. &lt;br /&gt;
|-&lt;br /&gt;
|[[File:Appendix.png|Appendix]]&lt;br /&gt;
|Appendix&lt;br /&gt;
|15 minutes&lt;br /&gt;
|Nothing.&lt;br /&gt;
|It bursts, causing toxin damage until the organ is removed. &lt;br /&gt;
|Removing the appendix with [[Surgery#Organ_Manipulation|surgery]]. &lt;br /&gt;
|-&lt;br /&gt;
|[[File:Stomach_organ.png]]&lt;br /&gt;
|Stomach&lt;br /&gt;
|15 minutes&lt;br /&gt;
|Causing vomiting depending on the amount of food consumed and the damage of the stomach. &lt;br /&gt;
|Can&#039;t digest any food.&lt;br /&gt;
|Replacing the stomach with [[Surgery#Organ_Manipulation|surgery]]. &lt;br /&gt;
|-&lt;br /&gt;
|[[File:Eyes.png]]&lt;br /&gt;
|Eyes&lt;br /&gt;
|15 minutes&lt;br /&gt;
|Worsening eyesight until fully blind. &lt;br /&gt;
|Blindness. &lt;br /&gt;
|[[Guide_to_chemistry#Oculine|Oculine]] or [[Surgery#Eye_Surgery|eye surgery]]. &lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ears.png]]&lt;br /&gt;
|Ears&lt;br /&gt;
|15 minutes&lt;br /&gt;
|Worsening occasional tinnitus, causing very brief deafness. &lt;br /&gt;
|Deafness.&lt;br /&gt;
|[[Guide_to_chemistry#Inacusiate|Inacusiate]]. &lt;br /&gt;
|-&lt;br /&gt;
|[[File:Brain.png]]&lt;br /&gt;
|Brain&lt;br /&gt;
|30 minutes&lt;br /&gt;
|See [[#Brain_damage|Brain damage]].&lt;br /&gt;
|Death.&lt;br /&gt;
|See [[#Brain_damage|Brain damage]].&lt;br /&gt;
|}&lt;br /&gt;
=== [[File:Brain.png]] Brain damage ===&lt;br /&gt;
Nasty. Randomly causes [[Guide_to_Traumas|brain traumas]] and other problems. If a brain reaches 0% health, the person dies. To be able to see exact brain health you can use an advanced health analyzer; the [[CMO]] gets one of by default. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ways of getting damaged:&#039;&#039;&#039;&lt;br /&gt;
* Certain chemicals such as [[Guide_to_chemistry#Mercury|mercury]], [[Guide_to_chemistry#Impedrezene|impedrezene]], or [[Guide_to_chemistry#Fentanyl|fentanyl]]&lt;br /&gt;
* Abusing certain [[Guide_to_chemistry#Narcotics|narcotics]].&lt;br /&gt;
* [[Chaplain]]&#039;s bible applied to the head.&lt;br /&gt;
* [[Blood Cult|Unholy Water]]&lt;br /&gt;
* [[Infections#Infection_Listings|Brainrot]]&lt;br /&gt;
* Earthsblood from [[Guide_to_hydroponics#Plants|Ambrosia Gaia]].&lt;br /&gt;
&#039;&#039;&#039;Treatment:&#039;&#039;&#039;&lt;br /&gt;
* [[Guide_to_chemistry#Mannitol|Mannitol]] pills or injections slowly cure brain damage, but does not cure [[Guide_to_Traumas|brain traumas]]. Can be poured directly on a brain. &lt;br /&gt;
* [[Guide_to_chemistry#Neurine|Neurine]] will treat the most &#039;&#039;&#039;basic&#039;&#039;&#039; brain traumas. These traumas have no prefix on health analyzer. &lt;br /&gt;
* [[Surgery#Brain_Surgery|Brain Surgery]], will also cure &#039;&#039;&#039;severe&#039;&#039;&#039; traumas. You can identify severe brain traumas by the prefix &amp;quot;severe&amp;quot; on health analyzer. [[Nanites#Healing_Programs|Nanites]] can cure these and lower level traumas. &lt;br /&gt;
* [[Surgery#Lobotomy|Lobotomy]] will cure &#039;&#039;&#039;deep-rooted brain traumas&#039;&#039;&#039;, but at the risk of causing a different &#039;&#039;&#039;permanent&#039;&#039;&#039; trauma. You can identify deep-rooted brain traumas by the prefix &amp;quot;deep-rooted&amp;quot; on health analyzer. Additionally [[Virus#Symptoms_Table|viruses]] and [[Nanites#Healing_Programs|nanites]] can cure these. &lt;br /&gt;
* &#039;&#039;&#039;Permanent&#039;&#039;&#039; brain traumas are either permanent or curable with magic, which is typically unavailable. A lobotomy can cause these traumas. You can identify permanent brain traumas by the prefix &amp;quot;permanent&amp;quot; on health analyzer. If you get one of these, then assume &amp;quot;this is my life now&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== [[File:DoubleESword.png]] Dismemberment ===&lt;br /&gt;
Patients may lose their head, legs or arms. A patient missing arms can&#039;t hold items or interact with objects. Missing legs will slow down a patient, but missing both legs also prevents them from holding any items unless they&#039;re buckled to a chair. Missing both arms and legs Patients missing a head will die in most cases as their body lacks its brain.&lt;br /&gt;
&lt;br /&gt;
Examining a patient will describe any missing limbs.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ways of getting damaged:&#039;&#039;&#039;&lt;br /&gt;
* Strong physical forces, such as explosions.&lt;br /&gt;
* Getting hit by strong, sharp objects such as swords.&lt;br /&gt;
** Patients who experience severe trauma to the chest may have their organs spill out, but the torso will remain intact.&lt;br /&gt;
* Amputation via [[surgery]].&lt;br /&gt;
&#039;&#039;&#039;Treatment:&#039;&#039;&#039;&lt;br /&gt;
* [[Surgery#Prosthetic_Replacement|Prosthetic replacement]] via [[surgery]].&lt;br /&gt;
** Cyborg limbs may be used. Robotics can produce cyborg limbs, but there is also a crate of cheap prosthetic limbs in Medbay Storage.&lt;br /&gt;
** Organic limbs may be used. In most cases a detached limb can be found and reattached. However, all the limb&#039;s damage will be transferred to the patient, so be ready to treat brute and bleeding. Any organic limb will also cause toxin damage when replaced.&lt;br /&gt;
** Synthetic limbs from a [[Limb Grower|limb grower]] may be used. The limb grower can only produce arms and legs, unless [[Emag|emagged]].&lt;br /&gt;
== Using Stasis Beds, Cryogenics and Sleepers ==&lt;br /&gt;
{{anchor|Using Sleepers and Cryogenics}}&lt;br /&gt;
=== [[File:Stasis_bed_off.png]][[Medical_items#Lifeform_Stasis_Unit|Lifeform Stasis Units]]===&lt;br /&gt;
[[Medical_items#Lifeform_Stasis_Unit|Stasis Beds]] can be found in [[Medbay|medbay]]. They are [[Machines#Lifeform_Stasis_Unit|constructable]] [[Guide_to_construction#Machines|machines]]. You can buckle patients to them to put them into &#039;&#039;&#039;stasis&#039;&#039;&#039;. While in stasis they no longer bleed, no longer process [[Guide_to_chemistry|reagents]] or [[Infections|diseases]] (good or bad), and if [[#Death|dead]] it freezes their [[#Death|defibrillation timer]]. Buckle [[Health#Critical_Status|badly hurt]] or [[#Death|dead]] patients on them to be able to safely treat them without them dying. Give them any [[Guide_to_chemistry#Core_Healing_Medicines|medicine]] they need and then remove the patients from the stasis bed so the medication starts healing them. The patient is awake and fully aware while in stasis. You can turn the beds off or on with alt-click.&lt;br /&gt;
=== [[File:Cryo.gif]] [[Medical_items#Cryogenics Tube &amp;amp; Freezer|Cryogenics Tube]] ===&lt;br /&gt;
{{anchor|Cryo Tube}}&lt;br /&gt;
Cryotube uses the fact that [[cryoxadone]] is effective at healing all types of damage, but only works in cold environments. &#039;&#039;&#039;Use it mainly to heal cellular damage&#039;&#039;&#039;, or if you&#039;re out of other options/unsure what to do. This is slow and forces the patient to sleep, so prefer using brute/fire patches for common damage types. &lt;br /&gt;
&lt;br /&gt;
[[Guide_to_advanced_construction#Cryogenics_Tube|Cryotubes can also be upgraded by science parts.]] Better matter bins allow them to work slightly faster and more efficiently.&lt;br /&gt;
&lt;br /&gt;
How to prepare &#039;&#039;&#039;(This needs to be done at the start of every round!)&#039;&#039;&#039;:&lt;br /&gt;
# Wrench the oxygen canisters to connect them to the tubes and the freezer.&lt;br /&gt;
# Turn on the [[Atmospherics_items#Freezer|freezer]]. Set it to lowest temperature available.&lt;br /&gt;
# Load beakers with [[Guide_to_chemistry|chemicals]]. A common and highly effective mix for general use is [[cryoxadone]], [[Guide_to_chemistry#Clonexadone|clonexadone]] and [[mannitol]].&lt;br /&gt;
#* All [[Guide_to_chemistry|chemicals]] will work, so you can add anything. This is the job of [[chemist]]s.&lt;br /&gt;
#* Be sure to only add chemicals that you can&#039;t overdose on, as patients in cryo will receive large doses of all chemicals in the beaker.&lt;br /&gt;
# Set the tubes to Auto instead of Manual, so they&#039;ll open after the patient is healed. Otherwise, they&#039;ll be trapped in until someone opens the tube from outside.&lt;br /&gt;
How to use:&lt;br /&gt;
# Ensure the cryo tube is open first. If not, open it.&lt;br /&gt;
# Pull the person on top of the tube. &lt;br /&gt;
# Remove all clothes that prevent freezing, such as hardsuits. Else it won&#039;t work. &lt;br /&gt;
# Close the cryo tube with its menu, or click on them with your mouse and drag their sprite to the tube.&lt;br /&gt;
# Open the tube menu and turn it on. If their health starts to improve (sometimes it takes a moment to start), they&#039;re all set. If not, make sure everything is set up properly (cryoxadone in the tubes? pressure in the canisters?).&lt;br /&gt;
# Turning it on will put the patient to sleep. &lt;br /&gt;
# If set to auto, the tube will turn off and pop open automatically. &lt;br /&gt;
# Shake the person to get them up (switch to help intent and click on them multiple times).&lt;br /&gt;
# Let them redress (or do it for them) then kick them out.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
If you ever see this:&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:Trapped_in_cryo.png]]&lt;br /&gt;
&lt;br /&gt;
Then those people are trapped in powered off cryo tubes. Run to them immediately and either turn the tubes ON or let the patients out! Make sure cryo tube doors are also set to AUTO and not MANUAL. And make sure the patients are actually healing, or else you have to try other treatments instead.&lt;br /&gt;
=== [[File:Sleeper.gif]] [[Medical_items#Sleeper|Sleeper]] ===&lt;br /&gt;
Sleepers allow you to inject various chemicals, and have unlimited stocks of them. Sleepers cannot inject most chemicals when the patient&#039;s health is very low, with the exception of injecting [[epinephrine]].&lt;br /&gt;
&lt;br /&gt;
Sleepers also show you chemicals present in person&#039;s bloodstream.&lt;br /&gt;
&lt;br /&gt;
Scientists can produce upgraded parts for [[Guide_to_advanced_construction#Sleeper|sleepers]]. &lt;br /&gt;
&lt;br /&gt;
How to use:&lt;br /&gt;
# Ensure the sleeper is open. If it&#039;s not, open it.&lt;br /&gt;
# Pull the patient near the sleeper.&lt;br /&gt;
# Click and hold on the patient, move the cursor to the sleeper, then release. This puts the patient inside.&lt;br /&gt;
# Click on the sleeper to open the menu.&lt;br /&gt;
# Inject chemicals they need. (See the [[Machines#Sleeper|list of sleeper chemicals]] available). &lt;br /&gt;
# Open the sleeper and remove the patient.&lt;br /&gt;
== Rarer Cases ==&lt;br /&gt;
These situations are not as common as normal damages, but they are still VERY LIKELY to happen. AND most of these cases are also more severe, and it is essential to be fucking fast and know this stuff! &amp;lt;br&amp;gt;&#039;&#039;&#039;So read up, these are the things that will separate quacks from real doctors!&#039;&#039;&#039;&lt;br /&gt;
===Overdose===&lt;br /&gt;
Giving too much of some chemicals or drugs can cause an overdose. This means that you aren&#039;t doing your job correctly and you may even kill the patient if you don&#039;t stop doing it! Check the &#039;&#039;overdose threshold&#039;&#039; column in the [[Guide_to_chemistry#Medicines|guide to chemistry]] before you use a medicine. &lt;br /&gt;
&lt;br /&gt;
How to treat:&lt;br /&gt;
* [[Charcoal]] purges chemicals slowly and can help with toxin damage.&lt;br /&gt;
* [[Calomel]] purges chemicals quickly and is relatively easy to make in chemistry.&lt;br /&gt;
* [[Pentetic acid]] clears all chemicals from the body very quickly.&lt;br /&gt;
===[[File:Hudill.png]] Disease===&lt;br /&gt;
Diseases are the most frustrating thing you will deal with, as it spreads, and can infect you as well. A disease can be identified easily with the Health Scanner HUD, it giving an unhappy-face-icon next to the patient. PDA or a Health Analyzer will give more detailed information about the disease and its cure.&lt;br /&gt;
&lt;br /&gt;
How to Treat:&lt;br /&gt;
# Suit up in [[Clothes_and_internals#bodywear|anti-viral equipment]].&lt;br /&gt;
# Isolate the patient from public areas (if they have an infectious disease).&lt;br /&gt;
# Use your Health Analyzer or PDA to see the cure for the disease (see the [[Understanding stats|list of possible cures]]). This won&#039;t work if the disease is stealthy. &lt;br /&gt;
# If the virus is stealthy, you must take a blood sample to a PanD.E.M.I.C 2200 to see the cure. &lt;br /&gt;
# Administer the chemical element needed OR if the virologist has made a vaccine, administering one unit of it will instantly cure and immunize.&lt;br /&gt;
# Monitor the patient&#039;s condition and do not leave them until they are clear and have become resistant to the disease.&lt;br /&gt;
# Check if you are infected after dealing with the patient.&lt;br /&gt;
After:&lt;br /&gt;
* If you did not have the vaccine for the disease, see [[Infections#How_to_create_a_vaccine|How to create a vaccine]]. &lt;br /&gt;
Cloned people lose their immunity and can be reinfected. &lt;br /&gt;
===Blindness===&lt;br /&gt;
The person cannot see, they usually will scream about this endlessly.&lt;br /&gt;
&lt;br /&gt;
How to treat:&lt;br /&gt;
* If vision is just blurry, give [[Guide_to_plants#Carrot|carrot]]s or a pair of [[prescription glasses]].&lt;br /&gt;
* If they are completely blind, [[Surgery#Eye surgery|eye surgery]].&lt;br /&gt;
* [[Omnizine]] has a chance of curing blindness while slowly healing eye damage.&lt;br /&gt;
* [[Guide_to_chemistry#Oculine|Oculine]] can be made by chemistry, and will heal all eye damage.&lt;br /&gt;
===Deafness===&lt;br /&gt;
The person cannot hear, they are usually unresponsive to verbal communication and can&#039;t even hear themselves talking.&lt;br /&gt;
&lt;br /&gt;
What causes it:&lt;br /&gt;
* Genetic mutations can cause genetic deafness.&lt;br /&gt;
* Ear damage can render a person deaf temporarily, but extreme ear damage causes permanent deafness.&lt;br /&gt;
* Explosions cause ear damage.&lt;br /&gt;
* Flashbangs cause ear damage.&lt;br /&gt;
How to treat:&lt;br /&gt;
* Most ear damage will heal on its own.&lt;br /&gt;
* [[Guide_to_chemistry#Inacusiate|Inacusiate]] heals minor ear damage instantly.&lt;br /&gt;
* Put earmuffs on the patient and minor ear damage will quickly heal.&lt;br /&gt;
* Mutadone can reset genetic mutations including deafness.&lt;br /&gt;
===Genetic Disabilities===&lt;br /&gt;
Disabilities cannot be cured by normal medical tools. If a patient appears to be unable to move and/or they speak in very short sentences, they most likely have a genetic disability.&lt;br /&gt;
&lt;br /&gt;
How to treat:&lt;br /&gt;
* Ask a competent [[geneticist]] to remove the bad mutation. &lt;br /&gt;
* A one unit [[Guide_to_chemistry#Mutadone|mutadone]] pill or injection will instantly cure all genetic abnormalities. This includes beneficial ones.&lt;br /&gt;
===[[Health#Radiation|Radiation]]===&lt;br /&gt;
Radiation causes people to lose hair, puke, black out, and take steady toxin damage. It may cause people to mutate and gain genetic disabilities as well. Radiation either comes from space radiation surges, after which crew members will &amp;quot;feel strange&amp;quot; and begin to vomit, but more likely you&#039;ll be treating engineers who got too close to the supermatter, atmos techs (or bystanders) doing badly contained fusion work, or geneticists and people undergoing genetic testing who&#039;ve stuck themselves with too many SE injectors.&lt;br /&gt;
&lt;br /&gt;
A medical analyzer will only say whether a patient is irradiated or not, so you need a Geiger counter or advanced medical analyzer to see the exact radiation levels of a patient.&lt;br /&gt;
&lt;br /&gt;
How to treat:&lt;br /&gt;
* If you have [[potassium iodide]] or [[pentetic acid]], use them. These will remove the radiation before it poisons the patient further.&lt;br /&gt;
* Give the patient a shower to help lower radiation levels.&lt;br /&gt;
* Else, treat with [[charcoal]] or toxin-healing chems until the radiation levels have subsided.&lt;br /&gt;
* Heavily irradiated patients will irradiate anyone around them. Try to isolate the patient, check rads on whoever dragged them in, and get yourself treated as well.&lt;br /&gt;
* If they were sitting by the SM for a while before someone got them out, or if atmos has been misbehaving and things have really gone to shit, the (probably dead) patient&#039;s clothes or other items could be contaminated. Keep in mind that you can scan items with a Geiger, although if things have gotten to this point you are probably too busy with people to have time to do that. Put their old body somewhere away from the cloner, at least.&lt;br /&gt;
===Hallucinations===&lt;br /&gt;
This nasty effect causes the victim to see (usually deadly) objects in his and others&#039; hands, along with random visions of people and creatures attacking him, causing stamina damage. Extremely unpleasant. Caused by [[Changeling|changelings]], [[Guide_to_chemistry#Mindbreaker_Toxin|mindbreaker toxin]], [[supermatter]], and some bad &#039;shrooms.&lt;br /&gt;
&lt;br /&gt;
How to treat:&lt;br /&gt;
* [[Synaptizine]] is good for removing hallucinations. But can cause light toxin damage. &lt;br /&gt;
* [[Haloperidol]] is not as good as synaptizine at removing hallucinations, but it will also quickly purge drugs that are likely causing them.&lt;br /&gt;
==[[File:Huddead.png|32px]] Death==&lt;br /&gt;
So your patient is dead. There are several [[#Typical_cases_of_death|typical cases of death]]. If your patient is a [[#Normal_dead_body|normal dead body]] though (with a head and brain), your first course of action is usually to prepare the body for [[#Defibrillation|defibrillation]]. &lt;br /&gt;
===Revival methods===&lt;br /&gt;
====[[File:Defib.png]]Defibrillation====&lt;br /&gt;
The [[Medical_items#Defibrillator|defibrillator]] can shock a body back to life. Defibrillation has a timed window of 15 minutes, but the heart will [[#Organ_damage|decay]] in only 4 minutes and must typically be [[Surgery#Coronary_Bypass|repaired]] for a late defibrillation to work. Other [[#Organ_table|organs]] may be damaged as well. &lt;br /&gt;
# Examine the body. Does it say they &#039;&#039;&#039;committed suicide&#039;&#039;&#039; or that their &#039;&#039;&#039;soul has departed&#039;&#039;&#039;? Nothing you can do for them, fast track them to the [[morgue]], also make sure they aren&#039;t a [[Plasmaman]] or [[IPC]] as both cannot be defib&#039;ed, don&#039;t be the guy that tries to defib a IPC for 5 minutes while they scream at you in deadchat.&lt;br /&gt;
# If the body has this icon [[File:Huddefib.gif|32px]] on your [[Medical_items#Health_Scanner_HUD|health scanner hud]] it means its soul is still online and has not used the &amp;quot;Do Not Resuscitate&amp;quot; button. Inject the patient with some [[Guide_to_chemistry#Formaldehyde|formaldehyde]] ([[General_items#Epinephrine_MediPen|medipens]] have some) or buckle them to a [[#Lifeform_Stasis_Units|Stasis Bed]] to stop the organ decay, and scan them with a [[Medical_items#Health_Analyzer|health analyzer]]. Do they have more than 180 brute or burn damage (tracked separately, having 179 of each is fine)? If so, you must heal the corpse with [[Guide_to_chemistry#Synthflesh|synthflesh]] or [[Surgery#Tend_Wounds|surgery]] until it has under 180 brute and burn. You can buy [[Guide_to_chemistry#Synthflesh|synthflesh]] from the [[Vending_machines#NanoMed_Plus|NanoMed Plus]] or have it made in [[Guide_to_chemistry#Synthflesh|chemistry]].&lt;br /&gt;
# If the [[Medical_items#Health_Analyzer|health analyzer]] says the patient&#039;s heart is non-functional, the heart must be [[Surgery#Coronary_Bypass|repaired]] or [[Surgery#Organ_Manipulation|replaced]]. &lt;br /&gt;
# If the patient is wearing a space suit or [[Clothing_and_Accessories#Hardsuits|hardsuit]], take it off. To take it off, drag the sprite of the patient onto yours, and click the hardsuit in the menu that pops up. &lt;br /&gt;
# [[File:Husk.png]] If the body is a grey husk see [[#Husk|husk]]. &lt;br /&gt;
# If the patient is missing too much blood, do a [[#Bleeding|blood transfusion]]. &lt;br /&gt;
# Once the patient is prepared, equip your [[Medical_items#Defibrillator|defib]]. The [[Medical_items#Defibrillator|large one]] goes on your backpack slot, and the [[Medical_items#Compact_Defibrillator|compact defib]] that the [[CMO]] gets goes on your belt slot. Then empty both of your hands, and click the new defib hud icon on your top left to take out the paddles. Activate/click the paddles with the hand you&#039;re holding them in to wield them in both hands. Stop dragging the patient (with &#039;&#039;&#039;H&#039;&#039;&#039; or &#039;&#039;&#039;delete&#039;&#039;&#039;) or you will be shocked. Switch to &#039;&#039;&#039;help&#039;&#039;&#039; [[File:Intent_Help.png]] intent, target the chest, and then click on the patient. After a few seconds, you&#039;ll deliver an electric shock. &lt;br /&gt;
# If the defib pings and says the resuscitation was successful, use [[#Treatment|medicine]] on them and unbuckle them from the [[#Lifeform_Stasis_Units|Stasis Bed]] to make them start healing up. If the defib instead says they have severe tissue damage, they are either a [[#Husk|husk]], have a non-functional crucial organ or have more than 180 brute or burn damage, and needs to be repaired more. &lt;br /&gt;
A successful defibrillation will instantly heal some basic damage and put the patient in a hardcrit state. If the revived patient had less damage than that the defib will instead deal suffocation damage to put them in crit.&lt;br /&gt;
====Strange Reagent====&lt;br /&gt;
Another option for revival is the [[Guide_to_chemistry|chemical]] [[Guide_to_chemistry#Strange_Reagent|strange reagent]], which works similarly to [[#Defibrillator|defibrillation]], except with slightly different requirements (read them [[Guide_to_chemistry#Strange_Reagent|here]]). Use the same steps to prepare the body as before [[#Defibrillator|defibrillation]], except this revival method also restores some blood levels and organ damage depending on how much of the reagent you use. Muest be [[Guide_to_chemistry#Ingest|ingested]].&lt;br /&gt;
====Replica Pod cloning====&lt;br /&gt;
If you can&#039;t find the patient&#039;s brain your only choice is try to turn them into a [[Podman|podperson]]. See [[Guide_to_hydroponics#Replica_Pod_Cloning|here]] how. Note there is no way for you to see if a brainless body has a soul or not, since the examine message won&#039;t tell you. If the patient has no blood, you can give blood to the corpse, then use that for podding.&lt;br /&gt;
====Revival surgery====&lt;br /&gt;
[[Surgery#Revival|Revival surgery]] is an optional way to bring people back to life. See the [[Surgery#Revival|surgery]] page for details. This may be useful for races without hearts since it makes you defibrillate the head instead of the heart. &lt;br /&gt;
===Typical cases of death===&lt;br /&gt;
The following tables contain suggested actions for when you encounter corpses, heads or brains. &lt;br /&gt;
====Normal dead body====&lt;br /&gt;
Examine the body. &amp;lt;br&amp;gt;&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:80%&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
!scope=&amp;quot;col&amp;quot; style=&amp;quot;font-weight: bold;&amp;quot; style=&#039;background-color:#C4DAF4;&#039;| Body examine message&lt;br /&gt;
!scope=&amp;quot;col&amp;quot; style=&amp;quot;font-weight: bold;&amp;quot; style=&#039;background-color:#C4DAF4;&#039;| Means&lt;br /&gt;
!scope=&amp;quot;col&amp;quot; style=&amp;quot;font-weight: bold;&amp;quot; style=&#039;background-color:#C4DAF4;&#039;| Treatment&lt;br /&gt;
|-&lt;br /&gt;
|He/she is limp and unresponsive; there are no signs of life... &lt;br /&gt;
|The patient has a connected soul/ghost online and is thus eligible for revival. &#039;&#039;&#039;Note:&#039;&#039;&#039; A corpse without brain/head shows this message even if there is no soul. &lt;br /&gt;
|See [[#Revival_methods|revival methods]]. &lt;br /&gt;
|-&lt;br /&gt;
|He/she is limp and unresponsive; there are no signs of life and his/her soul has departed...&lt;br /&gt;
|No soul. Can not be revived. Caused by patient ghosting (leaving body when alive), logging off or using the Do-Not-Resuscitate action. Or there never was a soul in the first place. &lt;br /&gt;
|Bring to morgue. &lt;br /&gt;
|-&lt;br /&gt;
|His/her soul seems to have been ripped out of his/her body. Revival is impossible.&lt;br /&gt;
|Patient [[Devil#Contracts|sold]] or lost their soul. Can not be revived. &lt;br /&gt;
|Bring to morgue. &lt;br /&gt;
|-&lt;br /&gt;
|He/she appears to have committed suicide... there is no hope of recovery.&lt;br /&gt;
|Patient committed suicide, which makes revival impossible. &lt;br /&gt;
|Bring to morgue. &lt;br /&gt;
|-&lt;br /&gt;
|It appears that his/her brain is missing...&lt;br /&gt;
|Brain is missing. &lt;br /&gt;
|See [[#Replica_Pod_cloning|Replica Pod cloning]]. &lt;br /&gt;
|-&lt;br /&gt;
|His/her head is missing!&lt;br /&gt;
|Head is missing. &lt;br /&gt;
|See [[#Replica_Pod_cloning|Replica Pod cloning]]. &lt;br /&gt;
|}&lt;br /&gt;
====Head without body====&lt;br /&gt;
Examine the head. &amp;lt;br&amp;gt;&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:80%&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
!scope=&amp;quot;col&amp;quot; style=&amp;quot;font-weight: bold;&amp;quot; style=&#039;background-color:#C4DAF4;&#039;| Head examine message&lt;br /&gt;
!scope=&amp;quot;col&amp;quot; style=&amp;quot;font-weight: bold;&amp;quot; style=&#039;background-color:#C4DAF4;&#039;| Means&lt;br /&gt;
!scope=&amp;quot;col&amp;quot; style=&amp;quot;font-weight: bold;&amp;quot; style=&#039;background-color:#C4DAF4;&#039;| Treatment&lt;br /&gt;
|-&lt;br /&gt;
|The brain has been removed from &#039;&#039;name&#039;s&#039;&#039; head.&lt;br /&gt;
|No brain. Nothing you can do. &lt;br /&gt;
|Bring to morgue. &lt;br /&gt;
|-&lt;br /&gt;
|There&#039;s a miserable expression on &#039;&#039;name&#039;s&#039;&#039; face; they must have really hated life. There&#039;s no hope of recovery.&lt;br /&gt;
|Suicide. Nothing you can do. &lt;br /&gt;
|Bring to morgue. &lt;br /&gt;
|-&lt;br /&gt;
|It&#039;s leaking some kind of... clear fluid? The brain inside must be in pretty bad shape.&lt;br /&gt;
|The brain inside has 0 health. &lt;br /&gt;
|&lt;br /&gt;
*Option 1: Attach head to a body with [[Surgery#Prosthetic_Replacement|prosthetic replacement]], fix brain with [[Surgery#Brain_Surgery|brain surgery]]. Then see [[#Revival_methods|revival methods]]. This preserves identity. &lt;br /&gt;
*Option 2: Cut the brain out and repair it with [[Guide_to_chemistry#Mannitol|mannitol]]. Put it in a new body with [[Surgery#Organ_Manipulation|organ manipulation]]. Then see [[#Revival_methods|revival methods]].&lt;br /&gt;
|-&lt;br /&gt;
|Its muscles are twitching slightly... It seems to have some life still in it.&lt;br /&gt;
|Head has a soul. &lt;br /&gt;
|Move head or brain to a new body with surgery and use a [[#Revival_methods|revival method]]. &lt;br /&gt;
|-&lt;br /&gt;
|It&#039;s completely lifeless. Perhaps there&#039;ll be a chance for them later.&lt;br /&gt;
|Head&#039;s soul isn&#039;t around anymore, but revival may be possible if it comes back (online). &lt;br /&gt;
|Leave it around or put the brain in a Man-Machine Interface [[File:MMI.png|MMI]] so it can talk if it comes back. &lt;br /&gt;
|-&lt;br /&gt;
|It&#039;s completely lifeless. &lt;br /&gt;
|No soul. Permanent. &lt;br /&gt;
|Bring to morgue. &lt;br /&gt;
|}&lt;br /&gt;
====[[File:Brain.png]]Brain without body====&lt;br /&gt;
Examine the brain. &amp;lt;br&amp;gt;&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:80%&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
!scope=&amp;quot;col&amp;quot; style=&amp;quot;font-weight: bold;&amp;quot; style=&#039;background-color:#C4DAF4;&#039;| Brain examine message&lt;br /&gt;
!scope=&amp;quot;col&amp;quot; style=&amp;quot;font-weight: bold;&amp;quot; style=&#039;background-color:#C4DAF4;&#039;| Means&lt;br /&gt;
!scope=&amp;quot;col&amp;quot; style=&amp;quot;font-weight: bold;&amp;quot; style=&#039;background-color:#C4DAF4;&#039;| Treatment&lt;br /&gt;
|-&lt;br /&gt;
|It&#039;s started turning slightly grey. They must not have been able to handle the stress of it all.&lt;br /&gt;
|Suicide. Nothing you can do. &lt;br /&gt;
|Bring to morgue. &lt;br /&gt;
|-&lt;br /&gt;
|It seems to still have a bit of energy within it, but it&#039;s rather damaged... You may be able to restore it with some mannitol.&lt;br /&gt;
|Brain has 0 health. &lt;br /&gt;
|Repair it with [[Guide_to_chemistry#Mannitol|mannitol]]. Put it in a new body with [[Surgery#Organ_Manipulation|organ manipulation]]. Then see [[#Revival_methods|revival methods]]. &lt;br /&gt;
|-&lt;br /&gt;
|You can feel the small spark of life still left in this one, but it&#039;s got some bruises. You may be able to restore it with some mannitol.&lt;br /&gt;
|Brain is damaged but not broken.&lt;br /&gt;
|Same as above. &lt;br /&gt;
|-&lt;br /&gt;
|You can feel the small spark of life still left in this one.&lt;br /&gt;
|Brain is fine and has a soul. &lt;br /&gt;
|Put it in a new body with [[Surgery#Organ_Manipulation|organ manipulation]]. Then see [[#Revival_methods|revival methods]].&lt;br /&gt;
|-&lt;br /&gt;
|This one is completely devoid of life.&lt;br /&gt;
|No soul. Permanent. &lt;br /&gt;
|Bring to morgue. &lt;br /&gt;
|}&lt;br /&gt;
====[[File:Husk.png|32px]]Husk====&lt;br /&gt;
Typically a victim of heavy [[#Burns|burn damage]]. It can be unhusked with 100u [[Guide_to_chemistry#Synthflesh|synthflesh]] or 5u [[Guide_to_chemistry#Rezadone|rezadone]]. The corpse must have under 50 burn damage for it to work. Proceed to [[#Revival_methods|revival methods]] afterwards. If unhusking doesn&#039;t work then the corpse may be a [[Changeling|changeling]] victim. A Changeling victim needs a brain transplant to be revivable.&lt;br /&gt;
&lt;br /&gt;
Note on Synthflesh Revival as of Mar. 7 2021:&lt;br /&gt;
&lt;br /&gt;
It is recommended to &#039;&#039;&#039;not&#039;&#039;&#039; apply via splashing, as it does nothing. Apply 2 40u patches (=80u) and spray 3 10u from a spray can (=110u) to trigger de-husking. Still, changeling husks being un-dehuskable still applies. (This is a work-around for current spaghetti code.)&lt;br /&gt;
====Completely messed up corpse====&lt;br /&gt;
A body could be missing all limbs except head, be husked, bloodless, contaminated with radiation and have 600 damage etc. In these cases the simple solution is to [[Surgery#Amputation|amputate]] the head and attach it to a fresh body with [[Surgery#Prosthetic_Replacement|prosthetic replacement]]. Then use your [[#Revival_methods|revival method]] of choice.&lt;br /&gt;
== Afternote ==&lt;br /&gt;
&#039;&#039;&#039;PLEASE NOTE&#039;&#039;&#039; In the morgue there are lights on the side of the trays. The red light means there is a dead body with no ghost occupying it. Green light means there is a body with a ghost in it, which means you should attempt to [[#Revival_methods|revive]] it. The green light is normally accompanied by a beeping sound as well, which can be turned off by alt-clicking the tray. If you aren&#039;t serious about healing someone, don&#039;t give up halfway. Get proper medical staff to help them. At least try to have a doctor save them.&lt;br /&gt;
==Plasmaman Cloning==&lt;br /&gt;
&#039;&#039;&#039;i am so fucking pissed I&#039;m doing this out of PURE ANGER&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
How to clone a Plasmaman A step by step guide (for my suffering to end)&lt;br /&gt;
&lt;br /&gt;
IF THEY ARE HUSKED DO THIS FIRST&lt;br /&gt;
if they are husked, get something sharp and aim for the head, cut head off&lt;br /&gt;
use a sharp object on decapped head to extract brain&lt;br /&gt;
now put the brain in clone scanner&lt;br /&gt;
complete&lt;br /&gt;
&lt;br /&gt;
Put plasmaman into cloning scanner&lt;br /&gt;
Scan them, start the cloning process&lt;br /&gt;
Drag their dead body to cloning pod&lt;br /&gt;
Undress them and leave their clothes in a pile&lt;br /&gt;
Turn on shower near cloning pod&lt;br /&gt;
Once they pop out of cloner, put them under the shower and wait for them to dress up&lt;br /&gt;
PLEASE DO NOT WALK AWAY, WATCH THEM GET THERE SHIT ON FIRST!!!!!!!!!!!&lt;br /&gt;
&lt;br /&gt;
But what if there are no clothes / we only found their head &lt;br /&gt;
&lt;br /&gt;
if they are husked, get something sharp and aim for the head, cut head off&lt;br /&gt;
use a sharp object on decapped head to extract brain&lt;br /&gt;
now put the brain in clone scanner&lt;br /&gt;
complete&lt;br /&gt;
&lt;br /&gt;
Have a blue (&amp;quot;Oxygen Deprivation&amp;quot;) medkit nearby&lt;br /&gt;
Once they pop out of the cloner, put them under the shower and feed them a few blue pills (Salbutamol) from the aforementioned medkit. Plasmamen suffocate if they don&#039;t have plasma to breathe!&lt;br /&gt;
No Salbutamol? Epinephrine and Perfluorodecalin work too.&lt;br /&gt;
were on bee, not TG, go to clothes vendor and fucking get both a suit and helmet, open your box in your bag and give them your mask, scream on comms for a plasma man to come to cloning and cry&lt;br /&gt;
&lt;br /&gt;
Written by angry(er) plasmaman who got tired of being cloned 3(00) times by clueless (brain-damaged) doctors (and CMO) before they gave up, put him in a body bag and hauled to the morgue&lt;br /&gt;
AND THEN GOT CLONED BY THE AI AND A CHAPLAIN&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Mitz</name></author>
	</entry>
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