Guide to medicine: Difference between revisions
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{{Important | |||
|Title=Potentially Outdated | |||
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|Note= | |||
<font color="black">'''This page is potentially out of date, since BeeStation uses pre-cobbychem medical, but this page was copied from TGstation's wiki post-cobbychem.'''</font> | |||
}} | |||
{{Speech | {{Speech | ||
|name=Chief Medical Officer Kingston | |name=Chief Medical Officer Kingston | ||
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|image=[[File:Generic_cmo.png|64px|right]] | |image=[[File:Generic_cmo.png|64px|right]] | ||
}} | }} | ||
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're doing before you try to fix someone up! | 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're doing before you try to fix someone up! | ||
If you're going to treat someone, you'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. | If you're going to treat someone, you'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. | ||
== Identification == | == Identification == | ||
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'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: | 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'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: | ||
=== Types of damage === | === Types of damage === | ||
* There are four primary kinds of damage: '''Suffocation''', '''brute''', '''burn''', and '''toxin.''' 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 '''brute''', '''burn''', and '''bleeding''' | * There are four primary kinds of damage: '''Suffocation''', '''brute''', '''burn''', and '''toxin.''' 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 '''brute''', '''burn''', and '''bleeding''' | ||
* There are additional kinds of damage that occur less often: '''cellular''', '''organ | * There are additional kinds of damage that occur less often: '''cellular''', '''organ damage''', and '''bleeding''' | ||
* You want the patient to be as healthy as possible, so you have to heal all of these, and they have to be '''treated individually''' (unless you use a chemical which heals multiple damage types at once). | * You want the patient to be as healthy as possible, so you have to heal all of these, and they have to be '''treated individually''' (unless you use a chemical which heals multiple damage types at once). | ||
* 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 '''perfectly healthy (100%)'''. | * 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 '''perfectly healthy (100%)'''. | ||
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:* If the patient keeps fainting, trails drips of blood as they walk or is unresponsive to other forms of "healing" they may be [[Guide_to_medicine#Bleeding|bleeding]] or be suffering from blood-loss | :* If the patient keeps fainting, trails drips of blood as they walk or is unresponsive to other forms of "healing" they may be [[Guide_to_medicine#Bleeding|bleeding]] or be suffering from blood-loss | ||
:* If the patient reports other symptoms such as headaches, coughing or vomiting blood, they most likely have a [[Infections|virus]]. | :* If the patient reports other symptoms such as headaches, coughing or vomiting blood, they most likely have a [[Infections|virus]]. | ||
===Your first patient=== | ===Your first patient=== | ||
Your patient can arrive in two ways: | Your patient can arrive in two ways: | ||
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:* Use your PDA or a [[Medical_items#Health_Analyzer|Health Analyzer]] on the patient to identify the damage type. | :* Use your PDA or a [[Medical_items#Health_Analyzer|Health Analyzer]] on the patient to identify the damage type. | ||
:* Proceed with the necessary [[#Treatment|treatment found in the next chapter]]. | :* Proceed with the necessary [[#Treatment|treatment found in the next chapter]]. | ||
'''2. The patient is dragged into Medbay and is in critical condition.''' | '''2. The patient is dragged into Medbay and is in critical condition.''' | ||
:The patient is unresponsive to the environment, on the floor, and gasping for air. | :The patient is unresponsive to the environment, on the floor, and gasping for air. | ||
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:How to act: | :How to act: | ||
:* 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's health and helps treat wounds if the patient is in crit. | :* 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's health and helps treat wounds if the patient is in crit. Don't give them 30 or more units of it, as that will cause toxin damage. | ||
:* 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. | :* 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. | ||
:* 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. | :* 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're also not suffering from any other significant problems, like being on fire, or in a low-pressure environment. | ||
::'''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.''' | ::'''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.''' | ||
:* Now you have several options to choose between: | :* Now you have several options to choose between: | ||
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:# Strip the patient'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. | :# Strip the patient'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. | ||
:# Just use bruise packs, ointments or other appropriate medication. See [[#Treatment|next section]] for examples. | :# Just use bruise packs, ointments or other appropriate medication. See [[#Treatment|next section]] for examples. | ||
== Treatment == | == Treatment == | ||
===[[File:O2med.png]] <font color=blue>Suffocation</font>=== | ===[[File:O2med.png]] <font color=blue>Suffocation</font>=== | ||
This is the first and most important to look out for. It is not visible on the body, but people suffering from it will ''gasp for air''. If you take 50 or more suffocation damage, you faint. On the Health Analyzer, it is the leftmost, <font color=blue>blue</font> damage type. | This is the first and most important to look out for. It is not visible on the body, but people suffering from it will ''gasp for air''. If you take 50 or more suffocation damage, you faint. On the Health Analyzer, it is the leftmost, <font color=blue>blue</font> damage type. | ||
'''Ways of getting damaged:''' | '''Ways of getting damaged:''' | ||
* Being in an area without enough oxygen present will suffocate you. | * Being in an area without enough oxygen present will suffocate you. | ||
* Missing a significant amount of blood will deal suffocation damage over time. | * Missing a significant amount of blood will deal suffocation damage over time. | ||
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* Missing a pair of lungs. | * Missing a pair of lungs. | ||
* Missing a heart, or suffering a heart attack. | * Missing a heart, or suffering a heart attack. | ||
'''Treatment:''' | '''Treatment:''' | ||
* If a person is in crit, you can CPR{{anchor|CPR}} them. Remove your and patient's mask and helmet, switch to help intent and click on them. | * If a person is in crit, you can CPR{{anchor|CPR}} them. Remove your and patient's mask and helmet, switch to help intent and click on them. | ||
* 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. | * 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. | ||
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* If a person is missing a heart, replace their heart or give them [[Guide_to_chemistry#Corazone|Corazone]]. | * If a person is missing a heart, replace their heart or give them [[Guide_to_chemistry#Corazone|Corazone]]. | ||
* If a person'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. | * If a person'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. | ||
===[[File:Brutefak.png]] <font color=red>Brute</font>=== | ===[[File:Brutefak.png]] <font color=red>Brute</font>=== | ||
This is a straight-forward damage category. This is the far right damage type on Health Analyzer. Brute wounds are visible, and limb-specific. | This is a straight-forward damage category. This is the far right damage type on Health Analyzer. Brute wounds are visible, and limb-specific. | ||
'''Ways of getting damaged:''' | '''Ways of getting damaged:''' | ||
* Being physically hit by almost anything does brute damage. | * Being physically hit by almost anything does brute damage. | ||
* Some [[Guide_to_chemistry#Fluorosulfuric_Acid|chemicals]] can deal brute damage. | * Some [[Guide_to_chemistry#Fluorosulfuric_Acid|chemicals]] can deal brute damage. | ||
'''Treatment:''' | '''Treatment:''' | ||
* If a person is bleeding, use bandages to prevent blood loss. | * If a person is bleeding, use bandages to prevent blood loss. | ||
* 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. | |||
* Bruise packs can be applied to the damaged limb. Use a medical scanner or ask the patient to examine themselves. | * Bruise packs can be applied to the damaged limb. Use a medical scanner or ask the patient to examine themselves. | ||
* [[Guide_to_chemistry#Bicaridine|Bicaridine]] (in sleepers) and [[Guide_to_chemistry#Styptic_Powder|Styptic Powder]] (found in brute patches) heal brute damage over time. | * [[Guide_to_chemistry#Bicaridine|Bicaridine]] (in sleepers) and [[Guide_to_chemistry#Styptic_Powder|Styptic Powder]] (found in brute patches) heal brute damage over time. | ||
* [[Guide_to_chemistry#Salicyclic_Acid|Salicyclic Acid]] quickly heals brute damage over time, slowly if below 50 brute damage and quickly if above 50. | |||
* [[Guide_to_chemistry#Salicyclic_Acid|Salicyclic Acid]] heals brute damage over time, slowly if below 50 brute damage and quickly if above 50. | |||
* [[Saline-glucose solution]] heals brute slowly. | * [[Saline-glucose solution]] heals brute slowly. | ||
* [[Cryoxadone]] in a [[Medical_items#Cryogenics Tube & Freezer|cryotube]] or a very cold environment heal most types of damage, including brute. | * [[Cryoxadone]] in a [[Medical_items#Cryogenics Tube & Freezer|cryotube]] or a very cold environment heal most types of damage, including brute. | ||
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* Milk, bilk, soy milk, soy latte, [[Guide_to_food_and_drinks#Coffee_Latte|cafe latte]], and cream can heal it very slowly. | * Milk, bilk, soy milk, soy latte, [[Guide_to_food_and_drinks#Coffee_Latte|cafe latte]], and cream can heal it very slowly. | ||
* There are some job-specific ways of healing it: Donuts heal security, bananas and banana juice heal clowns and monkeys, "nothing" in mime's bottle of nothing heals mimes. | * There are some job-specific ways of healing it: Donuts heal security, bananas and banana juice heal clowns and monkeys, "nothing" in mime's bottle of nothing heals mimes. | ||
* If the patient has above 80% health then they can use the Sleep verb or be put to sleep (e.g. morphine) and it'll heal brute, burn, toxin and stamina damage. This works faster on beds and tables. | |||
===[[File:Bmed.png]] <font color=orange>Burns</font>=== | ===[[File:Bmed.png]] <font color=orange>Burns</font>=== | ||
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. | 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. | ||
'''Ways of getting damaged:''' | '''Ways of getting damaged:''' | ||
* Temperatures too high or too low cause burn damage. That includes coldness of space and being set on fire. | * Temperatures too high or too low cause burn damage. That includes coldness of space and being set on fire. | ||
* Lasers deal burn damage. | * Lasers deal burn damage. | ||
* Some [[Guide_to_chemistry#Phlogiston|chemicals]] deal burn damage. | * Some [[Guide_to_chemistry#Phlogiston|chemicals]] deal burn damage. | ||
* Electric shocks deal burn damage. | * Electric shocks deal burn damage. | ||
'''Treatment:''' | '''Treatment:''' | ||
* 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. | |||
* Ointments can be applied to the damaged limb. Use a medical scanner or ask the patient to examine themselves. | * Ointments can be applied to the damaged limb. Use a medical scanner or ask the patient to examine themselves. | ||
* [[Guide_to_chemistry#Kelotane|Kelotane]] (in sleepers) and [[Guide_to_chemistry#Silver_Sulfadiazine|Silver Sulfadiazine]] (found in brute patches) heal burn damage over time. | * [[Guide_to_chemistry#Kelotane|Kelotane]] (in sleepers) and [[Guide_to_chemistry#Silver_Sulfadiazine|Silver Sulfadiazine]] (found in brute patches) heal burn damage over time. | ||
* [[Guide_to_chemistry#Oxandrolone|Oxandrolone]] quickly heals burn damage over time, slowly if under 50 burn damage and quickly if over 50. | |||
* [[Guide_to_chemistry#Oxandrolone|Oxandrolone]] heals burn damage over time, slowly if under 50 burn damage and quickly if over 50. | |||
* [[Guide_to_chemistry#Saline-Glucose_Solution|Saline-glucose solution]] heals burn slowly. | * [[Guide_to_chemistry#Saline-Glucose_Solution|Saline-glucose solution]] heals burn slowly. | ||
* [[Cryoxadone]] in a [[Medical_items#Cryogenics Tube & Freezer|cryotube]] or a very cold environment heal most types of damage, including burn. | * [[Cryoxadone]] in a [[Medical_items#Cryogenics Tube & Freezer|cryotube]] or a very cold environment heal most types of damage, including burn. | ||
* [[Tomato juice]] can heal it very slowly. | * [[Tomato juice]] can heal it very slowly. | ||
* There are some job-specific ways of healing it: Donuts heal security, bananas and banana juice heal clowns and monkeys, "nothing" in mime's bottle of nothing heals mimes. | * There are some job-specific ways of healing it: Donuts heal security, bananas and banana juice heal clowns and monkeys, "nothing" in mime's bottle of nothing heals mimes. | ||
* If the patient has above 80% health then they can use the Sleep verb or be put to sleep (e.g. morphine) and it'll heal brute, burn, toxin and stamina damage. This works faster on beds and tables. | |||
===[[File:Tmed.png]] <font color=green>Toxins</font>=== | ===[[File:Tmed.png]] <font color=green>Toxins</font>=== | ||
This is the second from the left on the Health Analyzer. It is not visible on the person's health doll. Thankfully it is easy to treat. | This is the second from the left on the Health Analyzer. It is not visible on the person's health doll. Thankfully it is easy to treat. | ||
'''Ways of getting damaged:''' | '''Ways of getting damaged:''' | ||
* Breathing plasma deals toxic damage. | * Breathing plasma deals toxic damage. | ||
* Many [[Guide_to_chemistry#Toxins|chemicals]] deal toxic damage. | * Many [[Guide_to_chemistry#Toxins|chemicals]] deal toxic damage. | ||
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* High doses of [[radiation]] deal toxic damage. | * High doses of [[radiation]] deal toxic damage. | ||
* Mind the difference between chemical named [[Guide_to_chemistry#Toxin|"toxin"]] and toxic damage. | * Mind the difference between chemical named [[Guide_to_chemistry#Toxin|"toxin"]] and toxic damage. | ||
'''Treatment:''' | '''Treatment:''' | ||
* [[Guide_to_chemistry#Charcoal|Charcoal]] heals 2 toxic damage and purges all other chemicals. Cannot OD. | |||
* [[Guide_to_chemistry#Antitoxin|Antitoxin]] heals toxic damage and purges | * [[Guide_to_chemistry#Antitoxin|Antitoxin]] heals 2 toxic damage. OD at 30u. | ||
* [[Guide_to_chemistry# | * [[Guide_to_chemistry#Carthatoline|Carthatoline]] heals 5 toxin damage and purges toxic reagents. | ||
* [[Guide_to_chemistry#Pentetic_Acid|Pentetic acid]] heals | * [[Guide_to_chemistry#Hepanephrodaxon|Hepanephrodaxon]] heals 12 toxin damage and heals the liver. OD at 10u. | ||
* [[Guide_to_chemistry#Calomel|Calomel]] purges toxic chemicals more quickly than pentetic acid but doesn't heal toxic damage, and will '''deal''' toxic damage if the patient has 20 health or more. | * [[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. | ||
* [[Cryoxadone]] in a [[Medical_items#Cryogenics Tube & Freezer|cryotube]] or a very cold environment heal most types of damage, including toxic. | * [[Guide_to_chemistry#Calomel|Calomel]] purges toxic chemicals more quickly than pentetic acid at 2.5 per tick but doesn't heal toxic damage, and will '''deal''' toxic damage if the patient has 20 health or more. | ||
* [[Cryoxadone]] in a [[Medical_items#Cryogenics Tube & Freezer|cryotube]] or a very cold environment heal most types of damage, including toxic. | |||
* [[Surgery#Filter_Blood|Filter Blood]] surgery will purge chemicals from the body at 22% of the reagent per cycle. | |||
* 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's severely damaged. | |||
* 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. | |||
* Lime juice, tea, iced tea can slowly heal it. | * Lime juice, tea, iced tea can slowly heal it. | ||
* Vomiting heals some toxic damage. You usually can't control it, however. | * Vomiting heals some toxic damage. You usually can't control it, however. | ||
* If patient has | * If the patient has above 80% health then they can use the Sleep verb or be put to sleep (e.g. morphine) and it'll heal brute, burn, toxin and stamina damage. This works faster on beds and tables. | ||
===[[File:Blood Pack.png]] Bleeding=== | ===[[File:Blood Pack.png]] Bleeding=== | ||
After a limb sustains 30 brute damage, it will start bleeding. Bleeding can also be caused by cuts from sharp objects. | After a limb sustains 30 brute damage, it will start bleeding. Bleeding can also be caused by cuts from sharp objects. | ||
IVs and gauze [[File:Gauze.png]] will provide relief from bleeding. [[File:IV Drip.png]] | IVs and gauze [[File:Gauze.png]] will provide relief from bleeding. [[File:IV Drip.png]] | ||
A [[Guide_to_food_and_drinks#Bloody_Mary|Bloody Mary]] will also replenish lost blood. | |||
'''WARNING: Incorrect blood types are toxic to the patient, and will not replenish their blood!''' | '''WARNING: Incorrect blood types are toxic to the patient, and will not replenish their blood!''' | ||
{| class="wikitable" style="text-align:center; font-size: 75%;" | {| class="wikitable" style="text-align:center; font-size: 75%;" | ||
|+ Blood compatibility table | |+ Blood compatibility table | ||
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| [[File:Yes.png]] | | [[File:Yes.png]] | ||
|} | |} | ||
'''Treating bloodloss:''' | '''Treating bloodloss:''' | ||
# Bandage wound with a medical gauze to stop bleeding. | # Bandage wound with a medical gauze to stop bleeding. | ||
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# If a blood transfusion is unavailable, blood will be naturally produced by the body, albeit slowly. | # If a blood transfusion is unavailable, blood will be naturally produced by the body, albeit slowly. | ||
# Iron and most foods will improve blood regeneration. | # Iron and most foods will improve blood regeneration. | ||
'''Blood transfusion:''' | '''Blood transfusion:''' | ||
# Use medical scanner on patient to find blood type. | # Use medical scanner on patient to find blood type. | ||
# Obtain blood pack from [[surgery]] | # Obtain blood pack from [[surgery]] or [[cargo]]. | ||
# Make sure IV drip is in the blue "inject" mode. You toggle this by clicking the IV drip when nothing is attached to it. | # Make sure IV drip is in the blue "inject" mode. You toggle this by clicking the IV drip when nothing is attached to it. | ||
# Attach blood pack to IV drip. | # Attach blood pack to IV drip. | ||
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# 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. | # 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. | ||
# Detach blood pack by clicking on the IV drip. | # Detach blood pack by clicking on the IV drip. | ||
'''Blood donation:''' | '''Blood donation:''' | ||
# Make sure IV drip is in the red "take" mode. You toggle this by clicking the IV drip when nothing is attached to it. | # Make sure IV drip is in the red "take" mode. You toggle this by clicking the IV drip when nothing is attached to it. | ||
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# Detach IV drip by click-dragging it onto the donor again or simply clicking the IV. | # Detach IV drip by click-dragging it onto the donor again or simply clicking the IV. | ||
# Click on IV drip to eject the beaker or blood pack. Label appropriately. | # Click on IV drip to eject the beaker or blood pack. Label appropriately. | ||
=== [[File:Clone.gif]] Cellular damage === | === [[File:Clone.gif]] Cellular damage === | ||
Rare kind of damage. It is also known as '''Clone damage'''. It shows up on scanners and is visible on examination, but exact numbers aren't shown. | |||
Rare kind of damage. It shows up on scanners and is visible on examination, but exact numbers aren't shown. | [[File:HealthAnalyzerScanCloneDamage.png|thumb|If you detect no damage with low health at a patient, It means Cellular damage issue.]] | ||
'''Ways of getting damaged:''' | '''Ways of getting damaged:''' | ||
* Slimes. They deal cellular damage when they feed on someone. | * Slimes. They deal cellular damage when they feed on someone. | ||
* Greed's Slot Machine, found in the Lavaland ruin that corresponds to Greed. | |||
* Cloned people will have cellular damage, unless the cloner is fully upgraded and the cloning was 100% complete. | * Cloned people will have cellular damage, unless the cloner is fully upgraded and the cloning was 100% complete. | ||
* Decloners from [[Abductor]]s or [[Guide_to_research_and_development|R&D]]. | * Decloners from [[Abductor]]s or [[Guide_to_research_and_development|R&D]]. | ||
'''Treatment:''' | '''Treatment:''' | ||
* [[Cryoxadone]] in a [[#Cryogenics_Tube|cryotube]] is the most common way to heal cellular damage. | * [[Cryoxadone]] in a [[#Cryogenics_Tube|cryotube]] is the most common way to heal cellular damage. | ||
* [[Rezadone]] instantly heals all cellular damage, even with only a 1 unit pill, and does not require a cryotube. But it's hard to get. | * [[Rezadone]] instantly heals all cellular damage, even with only a 1 unit pill, and does not require a cryotube. But it's hard to get. | ||
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. | |||
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. | |||
=== [[File:Liver_organ.png]] Organ damage === | === [[File:Liver_organ.png]] Organ damage === | ||
Organ damage will cause side-effects as they reach thresholds, which will alert the owner when passed. If an organ shows up as "non-functional", 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 "mildly damaged", "severely damaged", and "non-functional" 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'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. | Organ damage will cause side-effects as they reach thresholds, which will alert the owner when passed. If an organ shows up as "non-functional", 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 "mildly damaged", "severely damaged", and "non-functional" 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'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. | ||
'''Ways of getting damaged:''' | '''Ways of getting damaged:''' | ||
* Flashes and sharp objects in the eyes (eyes) | * Flashes and sharp objects in the eyes (eyes) | ||
* Loud noises (ears) | * Loud noises (ears) | ||
* Appendicitis (appendix) | * Appendicitis (appendix) | ||
* Otherwise, an organ that'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 | * Otherwise, an organ that'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. | ||
'''Treatment:''' | '''Treatment:''' | ||
* [[Surgery#Coronary_Bypass|A coronary bypass]] can be performed on a heart that's decayed past 60 damage, and restores functionality. Good for getting a heart that's too damaged to defib to work again. | |||
* [[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's still an option. | |||
* [[Guide_to_chemistry#Oculine|Oculine]] will rapidly fix damaged eyes, clearing any shortsightedness/blindness caused by damage. | * [[Guide_to_chemistry#Oculine|Oculine]] will rapidly fix damaged eyes, clearing any shortsightedness/blindness caused by damage. | ||
* [[Guide_to_chemistry#Inacusiate|Inacusiate]] will immediately fix damaged ears to a perfect state. | * [[Guide_to_chemistry#Inacusiate|Inacusiate]] will immediately fix damaged ears to a perfect state. | ||
* 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! | * 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! | ||
'''Side-Effects:''' | '''Side-Effects:''' | ||
* 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. | * 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. | ||
* Damaged eyes will grow increasingly short-sighted, until finally becoming blind when non-functional. | * Damaged eyes will grow increasingly short-sighted, until finally becoming blind when non-functional. | ||
* Damaged lungs will increase the rate at which you breath by 25% | * 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! | ||
* A non-functional appendix will burst, causing toxin damage until the organ is removed. Life-threatening! | * A non-functional appendix will burst, causing toxin damage until the organ is removed. Life-threatening! | ||
* 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! | * 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! | ||
* 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. | * 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. | ||
====Organ table==== | ====Organ table==== | ||
Each organ has 100 max hp, | Each organ has 100 max hp except the eyes which have 50, and the brain which has 200. | ||
{|class="wikitable" | {|class="wikitable" | ||
!scope="col" style="font-weight: bold;" style='background-color:#C4DAF4;'| | !scope="col" style="font-weight: bold;" style='background-color:#C4DAF4;'| | ||
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|[[File:Heart.png]] | |[[File:Heart.png]] | ||
|Heart | |Heart | ||
| | |4 minutes | ||
|Expends oxygen faster by increasing breathing rate. | |Expends oxygen faster by increasing breathing rate. | ||
|Heart attack. The patient will fall [[Status_Effects#Unconscious|unconscious]] and rapidly take suffocation and brute damage until death. A broken heart stops defibrillation from working. | |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. | ||
|[[ | |[[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. | ||
|- | |- | ||
|[[File:Liver_organ.png]] | |[[File:Liver_organ.png]] | ||
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|Toxin damage. | |Toxin damage. | ||
|Rapid toxin damage and chemicals are no longer processed. | |Rapid toxin damage and chemicals are no longer processed. | ||
|[[Guide_to_chemistry# | |[[Guide_to_chemistry#Higadrite|Higadrite]] and/or replacing the liver with [[Surgery#Organ_Manipulation|surgery]]. | ||
|- | |- | ||
|[[File:Lungs.png]] | |[[File:Lungs.png]] | ||
|Lungs | |Lungs | ||
|15 minutes | |15 minutes | ||
| | |Coughing and expends oxygen faster by increasing breathing rate. | ||
|Prevents breathing, leading to rapid death from suffocation. | |Prevents breathing, leading to rapid death from suffocation. | ||
| | |[[Surgery#Lobectomy|Lobectomy]] or replacing the lungs with [[Surgery#Organ_Manipulation|surgery]]. | ||
|- | |- | ||
|[[File:Appendix.png|Appendix]] | |[[File:Appendix.png|Appendix]] | ||
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|See [[#Brain_damage|Brain damage]]. | |See [[#Brain_damage|Brain damage]]. | ||
|} | |} | ||
=== [[File:Brain.png]] Brain damage === | === [[File:Brain.png]] Brain damage === | ||
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. | |||
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 | |||
'''Ways of getting damaged:''' | '''Ways of getting damaged:''' | ||
* Certain chemicals such as [[Guide_to_chemistry#Mercury|mercury]], [[Guide_to_chemistry#Impedrezene|impedrezene]], or [[Guide_to_chemistry#Fentanyl|fentanyl]] | * Certain chemicals such as [[Guide_to_chemistry#Mercury|mercury]], [[Guide_to_chemistry#Impedrezene|impedrezene]], or [[Guide_to_chemistry#Fentanyl|fentanyl]] | ||
* Abusing certain [[Guide_to_chemistry#Narcotics|narcotics]]. | * Abusing certain [[Guide_to_chemistry#Narcotics|narcotics]]. | ||
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* [[Infections#Infection_Listings|Brainrot]] | * [[Infections#Infection_Listings|Brainrot]] | ||
* Earthsblood from [[Guide_to_hydroponics#Plants|Ambrosia Gaia]]. | * Earthsblood from [[Guide_to_hydroponics#Plants|Ambrosia Gaia]]. | ||
'''Treatment:''' | '''Treatment:''' | ||
* [[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. | |||
* [[Guide_to_chemistry#Mannitol|Mannitol]] pills or injections slowly cure brain damage, but does not cure [[Guide_to_Traumas|brain traumas]]. | |||
* [[Guide_to_chemistry#Neurine|Neurine]] will treat the most '''basic''' brain traumas. These traumas have no prefix on health analyzer. | * [[Guide_to_chemistry#Neurine|Neurine]] will treat the most '''basic''' brain traumas. These traumas have no prefix on health analyzer. | ||
* [[Surgery# | * [[Surgery#Brain_Recalibration|Brain Recalibration]], will also cure '''severe''' traumas. You can identify severe brain traumas by the prefix "severe" on health analyzer. [[Nanites#Healing_Programs|Nanites]] can cure these and lower level traumas. | ||
* [[Surgery#Lobotomy|Lobotomy]] will cure '''deep-rooted brain traumas'''. You can identify deep-rooted brain traumas by the prefix "deep-rooted" on health analyzer. | * [[Surgery#Lobotomy|Lobotomy]] will cure '''deep-rooted brain traumas''', but at the risk of causing a different '''permanent''' trauma. You can identify deep-rooted brain traumas by the prefix "deep-rooted" on health analyzer. Additionally [[Virus#Symptoms_Table|viruses]] and [[Nanites#Healing_Programs|nanites]] can cure these. | ||
* '''Permanent''' brain traumas are either permanent or curable with magic, which is typically unavailable. | * '''Permanent''' 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 "permanent" on health analyzer. If you get one of these, then assume "this is my life now". | ||
=== [[File:DoubleESword.png]] Dismemberment === | === [[File:DoubleESword.png]] Dismemberment === | ||
Patients may lose their head, legs or arms. A patient missing arms can'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'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. | Patients may lose their head, legs or arms. A patient missing arms can'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'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. | ||
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** Patients who experience severe trauma to the chest may have their organs spill out, but the torso will remain intact. | ** Patients who experience severe trauma to the chest may have their organs spill out, but the torso will remain intact. | ||
* Amputation via [[surgery]]. | * Amputation via [[surgery]]. | ||
*Falling, on Multi-Z stations. | |||
'''Treatment:''' | '''Treatment:''' | ||
* [[Surgery#Prosthetic_Replacement|Prosthetic replacement]] via [[surgery]]. | * [[Surgery#Prosthetic_Replacement|Prosthetic replacement]] via [[surgery]]. | ||
** Cyborg limbs may be used. Robotics can produce cyborg limbs, but there is also a crate of cheap prosthetic limbs in Medbay Storage. | ** Cyborg limbs may be used. Robotics can produce cyborg limbs, but there is also a crate of cheap prosthetic limbs in Medbay Storage. | ||
** Organic limbs may be used. In most cases a detached limb can be found and reattached. However, all the limb'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. | ** Organic limbs may be used. In most cases a detached limb can be found and reattached. However, all the limb'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. | ||
** Synthetic limbs from a [[Limb Grower|limb grower]] may be used. The limb grower can only produce arms and legs, unless [[Emag|emagged]]. | ** Synthetic limbs from a [[Limb Grower|limb grower]] may be used. The limb grower can only produce arms and legs, unless [[Emag|emagged]] in which case they can also grow [[Changeling#Arm Blade|something you may find familiar]]. | ||
== Using Stasis Beds, Cryogenics and Sleepers == | == Using Stasis Beds, Cryogenics and Sleepers == | ||
{{anchor|Using Sleepers and Cryogenics}} | {{anchor|Using Sleepers and Cryogenics}} | ||
=== [[File:Stasis_bed_off.png]][[Medical_items#Lifeform_Stasis_Unit|Lifeform Stasis Units]]=== | === [[File:Stasis_bed_off.png]][[Medical_items#Lifeform_Stasis_Unit|Lifeform Stasis Units]]=== | ||
[[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 '''stasis'''. 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. | |||
=== [[File:Cryo.gif]] [[Medical_items#Cryogenics Tube & Freezer|Cryogenics Tube]] === | === [[File:Cryo.gif]] [[Medical_items#Cryogenics Tube & Freezer|Cryogenics Tube]] === | ||
{{anchor|Cryo Tube}} | {{anchor|Cryo Tube}} | ||
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# Wrench the oxygen canisters to connect them to the tubes and the freezer. | # Wrench the oxygen canisters to connect them to the tubes and the freezer. | ||
# Turn on the [[Atmospherics_items#Freezer|freezer]]. Set it to lowest temperature available. | # Turn on the [[Atmospherics_items#Freezer|freezer]]. Set it to lowest temperature available. | ||
# 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]]. | # 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]]. | ||
#* All [[Guide_to_chemistry|chemicals]] will work, so you can add anything. This is the job of [[chemist]]s. | #* All [[Guide_to_chemistry|chemicals]] will work, so you can add anything. This is the job of [[chemist]]s. | ||
#* Be sure to only add chemicals that you can't overdose on, as patients in cryo will receive large doses of all chemicals in the beaker. | #* Be sure to only add chemicals that you can't overdose on, as patients in cryo will receive large doses of all chemicals in the beaker. | ||
# Set the tubes to Auto instead of Manual, so they'll open after the patient is healed. Otherwise, they'll be trapped in until someone opens the tube from outside. | # Set the tubes to Auto instead of Manual, so they'll open after the patient is healed. Otherwise, they'll be trapped in until someone opens the tube from outside. | ||
How to use: | How to use: | ||
# Ensure the cryo tube is open first. If not, open it. | # Ensure the cryo tube is open first. If not, open it. | ||
# Pull the person on top of the tube. | # Pull the person on top of the tube. | ||
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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. | 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. | ||
=== [[File:Sleeper.gif]] [[Medical_items#Sleeper|Sleeper]] === | === [[File:Sleeper.gif]] [[Medical_items#Sleeper|Sleeper]] === | ||
Sleepers allow you to inject various chemicals, and have unlimited stocks of them. Sleepers cannot inject most chemicals when the patient's health is very low, with the exception of injecting [[epinephrine]]. | Sleepers allow you to inject various chemicals, and have unlimited stocks of them. Sleepers cannot inject most chemicals when the patient's health is very low, with the exception of injecting [[epinephrine]]. | ||
Sleepers also show you chemicals present in person's bloodstream. | Sleepers also show you chemicals present in person's bloodstream. | ||
Scientists can produce upgraded parts for [[Guide_to_advanced_construction#Sleeper|sleepers]]. | Scientists can produce upgraded parts for [[Guide_to_advanced_construction#Sleeper|sleepers]] for better medicines. | ||
How to use: | How to use: | ||
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# Inject chemicals they need. (See the [[Machines#Sleeper|list of sleeper chemicals]] available). | # Inject chemicals they need. (See the [[Machines#Sleeper|list of sleeper chemicals]] available). | ||
# Open the sleeper and remove the patient. | # Open the sleeper and remove the patient. | ||
== Rarer Cases == | == Rarer Cases == | ||
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! <br>'''So read up, these are the things that will separate quacks from real doctors!''' | 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! <br>'''So read up, these are the things that will separate quacks from real doctors!''' | ||
===Overdose=== | ===Overdose=== | ||
Giving too much of some chemicals or drugs can cause an overdose. This means that you aren't doing your job correctly and you may even kill the patient if you don't stop doing it! Check the ''overdose threshold'' column in the [[Guide_to_chemistry#Medicines|guide to chemistry]] before you use a medicine. | Giving too much of some chemicals or drugs can cause an overdose. This means that you aren't doing your job correctly and you may even kill the patient if you don't stop doing it! Check the ''overdose threshold'' column in the [[Guide_to_chemistry#Medicines|guide to chemistry]] before you use a medicine. | ||
Overdosed Reagents will continue to apply their negative effect and not any of its normal effects until its fully out of the patient. | |||
How to treat: | How to treat: | ||
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* [[Calomel]] purges chemicals quickly and is relatively easy to make in chemistry. | * [[Calomel]] purges chemicals quickly and is relatively easy to make in chemistry. | ||
* [[Pentetic acid]] clears all chemicals from the body very quickly. | * [[Pentetic acid]] clears all chemicals from the body very quickly. | ||
*[[Guide to chemistry#Antihol|Antihol]] purges alcoholic beverages quickly and can be used in conjunction with other chemicals since they are not purged | |||
===[[File:Hudill.png]] Disease=== | ===[[File:Hudill.png]] Disease=== | ||
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. | 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. | ||
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After: | After: | ||
* If you did not have the vaccine for the disease, see [[Infections#How_to_create_a_vaccine|How to create a vaccine]]. | * If you did not have the vaccine for the disease, see [[Infections#How_to_create_a_vaccine|How to create a vaccine]]. | ||
Cloned people lose their immunity and can be reinfected. | Cloned people lose their immunity and can be reinfected. | ||
===Blindness=== | ===Blindness=== | ||
The person cannot see, they usually will scream about this endlessly. | The person cannot see, they usually will scream about this endlessly. | ||
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* [[Omnizine]] has a chance of curing blindness while slowly healing eye damage. | * [[Omnizine]] has a chance of curing blindness while slowly healing eye damage. | ||
* [[Guide_to_chemistry#Oculine|Oculine]] can be made by chemistry, and will heal all eye damage. | * [[Guide_to_chemistry#Oculine|Oculine]] can be made by chemistry, and will heal all eye damage. | ||
===Deafness=== | ===Deafness=== | ||
The person cannot hear, they are usually unresponsive to verbal communication and can't even hear themselves talking. | The person cannot hear, they are usually unresponsive to verbal communication and can't even hear themselves talking. | ||
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* Explosions cause ear damage. | * Explosions cause ear damage. | ||
* Flashbangs cause ear damage. | * Flashbangs cause ear damage. | ||
How to treat: | How to treat: | ||
* Most ear damage will heal on its own. | * Most ear damage will heal on its own. | ||
* [[Guide_to_chemistry#Inacusiate|Inacusiate]] heals | * [[Guide_to_chemistry#Inacusiate|Inacusiate]] heals ear damage instantly. | ||
* Put earmuffs on the patient and | * Put earmuffs on the patient and ear damage will quickly heal. | ||
* Mutadone can reset genetic mutations including deafness. | * Mutadone can reset genetic mutations including deafness. | ||
===Genetic Disabilities=== | ===Genetic Disabilities=== | ||
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. | 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. | ||
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* Ask a competent [[geneticist]] to remove the bad mutation. | * Ask a competent [[geneticist]] to remove the bad mutation. | ||
* A one unit [[Guide_to_chemistry#Mutadone|mutadone]] pill or injection will instantly cure all genetic abnormalities. This includes beneficial ones. | * A one unit [[Guide_to_chemistry#Mutadone|mutadone]] pill or injection will instantly cure all genetic abnormalities. This includes beneficial ones. | ||
===[[Health#Radiation|Radiation]]=== | ===[[Health#Radiation|Radiation]]=== | ||
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 "feel strange" and begin to vomit, but more likely you'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've stuck themselves with too many SE injectors. | 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 "feel strange" and begin to vomit, but more likely you'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've stuck themselves with too many SE injectors. | ||
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* 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. | * 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. | ||
* 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'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. | * 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'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. | ||
===Hallucinations=== | ===Hallucinations=== | ||
This nasty effect causes the victim to see (usually deadly) objects in his and others' 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 'shrooms. | This nasty effect causes the victim to see (usually deadly) objects in his and others' 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 'shrooms. | ||
How to treat: | How to treat: | ||
* [[Synaptizine]] is good for removing hallucinations. But can cause light toxin damage. | * [[Synaptizine]] is good for removing hallucinations. But can cause light toxin damage. | ||
* [[Haloperidol]] is not as good as synaptizine at removing hallucinations, but it will also quickly purge drugs that are likely causing them. | * [[Haloperidol]] is not as good as synaptizine at removing hallucinations, but it will also quickly purge drugs that are likely causing them. | ||
==[[File:Huddead.png|32px]] Death== | |||
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]]. | |||
===Revival methods=== | |||
====[[File:Defib.png]]Defibrillation==== | |||
# Examine the body. Does it say they '''committed suicide''' or that their '''soul has departed'''? Nothing you can do for them, fast track them to the [[morgue]] | 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. | ||
# If | # Examine the body. Does it say they '''committed suicide''' or that their '''soul has departed'''? Nothing you can do for them, fast track them to the [[morgue]], also make sure they aren't a [[Plasmaman]] or [[IPC]] as both cannot be defib'ed, don't be the guy that tries to defib a IPC for 5 minutes while they scream at you in deadchat. | ||
# 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 "Do Not Resuscitate" 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]]. | |||
# If the [[Medical_items#Health_Analyzer|health analyzer]] says the patient's heart is non-functional, the heart must be [[Surgery#Coronary_Bypass|repaired]] or [[Surgery#Organ_Manipulation|replaced]]. | # If the [[Medical_items#Health_Analyzer|health analyzer]] says the patient's heart is non-functional, the heart must be [[Surgery#Coronary_Bypass|repaired]] or [[Surgery#Organ_Manipulation|replaced]]. | ||
# 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. | # 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. | ||
# [[File:Husk.png]] If the body is a grey husk see [[#Husk|husk]]. | |||
# If the patient is missing too much blood, do a [[#Bleeding|blood transfusion]]. | |||
# 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're holding them in to wield them in both hands. Stop dragging the patient (with '''H''' or '''delete''') or you will be shocked. Switch to '''help''' [[File:Intent_Help.png]] intent, target the chest, and then click on the patient. After a few seconds, you'll deliver an electric shock. | # 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're holding them in to wield them in both hands. Stop dragging the patient (with '''H''' or '''delete''') or you will be shocked. Switch to '''help''' [[File:Intent_Help.png]] intent, target the chest, and then click on the patient. After a few seconds, you'll deliver an electric shock. | ||
# If the defib pings and says the resuscitation was successful, use [[#Treatment|medicine]] on them and | # 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. | ||
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. | |||
====Strange Reagent==== | |||
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]]. | |||
====Replica Pod cloning==== | |||
If you can't find the patient'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't tell you. If the patient has no blood, you can give blood to the corpse, then use that for podding. | |||
====Revival surgery==== | |||
[[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. | |||
==== Cloning ==== | |||
Cloning is the easiest but also the most time-wasting and expensive form of revival, just drag the corpse into the cloning scanner, press scan on the cloner and if everything is good you can just go to their records and press clone, science can research better parts for the cloner so its cheaper,faster and deals less cellular damage | |||
===Typical cases of death=== | |||
The following tables contain suggested actions for when you encounter corpses, heads or brains. | |||
====Normal dead body==== | |||
Examine the body. <br> | |||
{|class="wikitable" style="width:80%" border="1" cellspacing="0" cellpadding="2" | |||
!scope="col" style="font-weight: bold;" style='background-color:#C4DAF4;'| Body examine message | |||
!scope="col" style="font-weight: bold;" style='background-color:#C4DAF4;'| Means | |||
!scope="col" style="font-weight: bold;" style='background-color:#C4DAF4;'| Treatment | |||
|- | |||
|He/she is limp and unresponsive; there are no signs of life... | |||
|The patient has a connected soul/ghost online and is thus eligible for revival. '''Note:''' A corpse without brain/head shows this message even if there is no soul. | |||
|See [[#Revival_methods|revival methods]]. | |||
|- | |||
|He/she is limp and unresponsive; there are no signs of life and his/her soul has departed... | |||
|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. | |||
|Bring to morgue. | |||
|- | |||
|His/her soul seems to have been ripped out of his/her body. Revival is impossible. | |||
|Patient [[Devil#Contracts|sold]] or lost their soul. Can not be revived. | |||
|Bring to morgue. | |||
|- | |||
|He/she appears to have committed suicide... there is no hope of recovery. | |||
|Patient committed suicide, which makes revival impossible. | |||
|Bring to morgue. | |||
|- | |||
|It appears that his/her brain is missing... | |||
|Brain is missing. | |||
|See [[#Replica_Pod_cloning|Replica Pod cloning]]. | |||
|- | |||
|His/her head is missing! | |||
|Head is missing. | |||
|See [[#Replica_Pod_cloning|Replica Pod cloning]]. | |||
|} | |||
====Head without body==== | |||
Examine the head. <br> | |||
{|class="wikitable" style="width:80%" border="1" cellspacing="0" cellpadding="2" | |||
!scope="col" style="font-weight: bold;" style='background-color:#C4DAF4;'| Head examine message | |||
!scope="col" style="font-weight: bold;" style='background-color:#C4DAF4;'| Means | |||
!scope="col" style="font-weight: bold;" style='background-color:#C4DAF4;'| Treatment | |||
|- | |||
|The brain has been removed from ''name's'' head. | |||
|No brain. Nothing you can do. | |||
|Bring to morgue. | |||
|- | |||
|There's a miserable expression on ''name's'' face; they must have really hated life. There's no hope of recovery. | |||
|Suicide. Nothing you can do. | |||
|Bring to morgue. | |||
|- | |||
|It's leaking some kind of... clear fluid? The brain inside must be in pretty bad shape. | |||
|The brain inside has 0 health. | |||
| | |||
*Option 1: Attach head to a body with [[Surgery#Prosthetic_Replacement|prosthetic replacement]], fix brain with [[Surgery#Brain_Recalibration|brain recalibration]]. Then see [[#Revival_methods|revival methods]]. This preserves identity. | |||
*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]]. | |||
|- | |||
|Its muscles are twitching slightly... It seems to have some life still in it. | |||
|Head has a soul. | |||
|Move head or brain to a new body with surgery and use a [[#Revival_methods|revival method]]. | |||
|- | |||
|It's completely lifeless. Perhaps there'll be a chance for them later. | |||
|Head's soul isn't around anymore, but revival may be possible if it comes back (online). | |||
|Leave it around or put the brain in a Man-Machine Interface [[File:MMI.png|MMI]] so it can talk if it comes back. | |||
|- | |||
|It's completely lifeless. | |||
|No soul. Permanent. | |||
|Bring to morgue. | |||
|} | |||
====[[File:Brain.png]]Brain without body==== | |||
Examine the brain. <br> | |||
{|class="wikitable" style="width:80%" border="1" cellspacing="0" cellpadding="2" | |||
!scope="col" style="font-weight: bold;" style='background-color:#C4DAF4;'| Brain examine message | |||
!scope="col" style="font-weight: bold;" style='background-color:#C4DAF4;'| Means | |||
!scope="col" style="font-weight: bold;" style='background-color:#C4DAF4;'| Treatment | |||
|- | |||
|It's started turning slightly grey. They must not have been able to handle the stress of it all. | |||
|Suicide. Nothing you can do. | |||
|Bring to morgue. | |||
|- | |||
|It seems to still have a bit of energy within it, but it's rather damaged... You may be able to restore it with some mannitol. | |||
|Brain has 0 health. | |||
|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]]. or try and clone it | |||
|- | |||
|You can feel the small spark of life still left in this one, but it's got some bruises. You may be able to restore it with some mannitol. | |||
|Brain is damaged but not broken. | |||
|Same as above. | |||
|- | |||
|You can feel the small spark of life still left in this one. | |||
|Brain is fine and has a soul. | |||
|Put it in a new body with [[Surgery#Organ_Manipulation|organ manipulation]]. Then see [[#Revival_methods|revival methods]] or try and clone it. | |||
|- | |||
|This one is completely devoid of life. | |||
|No soul. Permanent. | |||
|Bring to morgue. | |||
|} | |||
====[[File:Husk.png|32px]]Husk==== | |||
Typically a victim of heavy [[#Burns|burn damage]]. It can be unhusked with 100u [[Guide_to_chemistry#Synthflesh|synthflesh]] or 1u [[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't work then the corpse may be a [[Changeling|changeling]] victim. A Changeling victim needs a brain transplant to be revivable. | |||
Note on Synthflesh Revival as of Mar. 7 2021: | |||
It is recommended to '''not''' 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.) | |||
====Completely messed up corpse==== | |||
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. | |||
== Primary care for other races == | |||
There are several other species encountered on the shift, they may require specific methods or alternative medicines | |||
=== Nanotrasen Approved Crewmembers === | |||
===== Humans ===== | |||
Everything in is guide assumes the patient is human so no variant healing is required | |||
===== Lizards ===== | |||
No difference to humans in terms of medicine besides cryoxadone based cryogenics being less effective | |||
===== Plasmamen ===== | |||
This race is notably harder to revive due to the lack of heart and the need for plasma in gas form. | |||
To revive them you need a way to defibrillate and it can be accomplished by | |||
* Using organ manipulation to insert a working heart into its chest | |||
* Using revival surgery | |||
* Using Strange Reagent | |||
Afterwards you need a suit for them, which hopefully isnt already destroyed and plasma based internals. A spare tank can be printed from the medical protolathe but it lacks the plasma. You will have to get some from science or atmospherics. | |||
In place of plasma internals, sabutamol, perflurodecalin and dexalin can keep the patient alive as he attempts to replenish his plasma. | |||
===== Mothpeople ===== | |||
No difference to humans, they may require extra occuline occassionally | |||
If their wings are burnt off it cannot be repaired with surgery and require replacement. Possibly from a empty clone | |||
===== Ethereals ===== | |||
No difference to humans in terms of medicine but may require manual charging by a doctor using High-power energy bars. The optimal way is to bring them to robotics and placing them in a charger | |||
===== IPCs ===== | |||
These Require welders on help intent to repair brute damage and cable coils for burn damage. Send them to robotics for repair if medical lacks tools to do it. However, Tend wounds will work on IPCs if in a pinch. | |||
Additionally IPCS require [[Guide to chemistry#System Cleaner|System Cleaner]] for toxin damage or [[Guide to chemistry#Solder|Solder]] for "brain" damage It is recommended administering these chemicals via syringe. | |||
in fringe cases where IPCs take burn damage without any clear source consider cooling the body down using a freezing shower or sending to robotics for organ replacement | |||
===== Apids ===== | |||
No difference to humans but you cannot administer medicine using smoke. Consider asking apid patients for some honey for surgery | |||
===== Oozeling/Slimeperson ===== | |||
These are potentially hard to cure patients and can be mistaken for ethereals. | |||
They are unable to metabolise many forms of medicines without drawback if said reagent can heal toxin damage. This includes omnizine, Epinephrine (If in crit), Tricordazine, atropine. If accidentally administered purge it with calomel. | |||
Slime ooze is also harder to replenish if there are factors draining it such as lack of nutrition. If they are missing limbs, make sure they have more than 100% blood, as they will more than likely regenerate their limbs after waking up. | |||
If an oozeling has blood filter nanites, administer Perfluorodecalin from the sleeper, then get them to science for <s>them to die because no scientist knows how to remove nanites</s> a scientist to remove the nanites in time before they run out of blood. | |||
You can also remove nanites in a pinch by shocking them with a shocked door. | |||
The prime ways to replenish blood are by overfeeding patients with nutrition or administering toxins. | |||
If the patient requires tox healing, and there are no toxin bottles, administer [[Guide_to_chemistry#Perfluorodecalin|Perfluorodecalin]] available in the sleeper. It has virtually no downsides to oozelings. | |||
Do not admit oozlings to cryogenics as the cold harms them. | |||
== Afternote == | == Afternote == | ||
If you aren't serious about healing someone, don't give up halfway. Get proper medical staff to help them. | '''PLEASE NOTE''' 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't serious about healing someone, don't give up halfway. Get proper medical staff to help them. At least try to have a doctor save them. | ||
==Plasmaman Cloning== | |||
=== If they are husked or you only have a head === | |||
# Extract their brain | |||
# Put their brain in the cloning scanner | |||
=== Cloning Process === | |||
# Start cloning | |||
# Take their old body, '''undress the body''' outside the cloning pod exit, so the plasmaman will wake up next to their clothes. | |||
# '''Turn on the shower''' at the exit of the pod, so they don't immediately catch fire after waking up. | |||
# Ensure they get dressed when they exit the cloner. Do not leave them unattended when cloning. | |||
# After they are clothed, if the cloner is unupgraded, put them in cryogenics to heal the clone damage. | |||
=== In the case of missing clothing === | |||
# Get them [[Guide to chemistry#Salbutamol|Salbutamol]] pills from a blue oxygen deprivation medikit. Alternatively, low doses of [[Guide to chemistry#Perfluorodecalin|Perfluorodecalin]] will work. | |||
# After they exit the cloner, feed them these pills. Ensure the shower is on. The pills will keep them alive while you find clothing and a plasma tank. | |||
# Go to any clothes vendor, for you, probably the medical clothes vendor in storage. Buy a plasma envirosuit and envirohelmet. Put it outside the cloner. | |||
# Give them a breath mask, and ask around for a spare plasma internals tank or get one from engineering. You can also print one from the medical lathe, and fill it at atmospherics, engineering, or toxins. Ensure they have ample supply of [[Guide to chemistry#Salbutamol|Salbutamol]] during this period. | |||
[[Category:Guides]] | [[Category:Guides]] | ||
== Oozeling Revival == | |||
=== How to revive an Oozeling 101: === | |||
# '''Check their Blood Level.''' If they have negative amounts of blood, just yeet them in the cloner. The roundstart ooze supply isn't sufficient to fix that. There's this massive misconception that welder fuel acts as blood for Oozelings, here's a hint: '''''It Does not act as Blood for them.''''' (While it is true that PROCESSING the fuel gives them blood, it is useless since they immediately die after 1 tick due to oxyloss from negative levels of blood.) <br />If they have LOW blood, don't waste the slime ooze pack on them. Instead throw them in the sleeper and give them [[Guide_to_chemistry#Perfluorodecalin|Perfluorodecalin]], as it heals their oxygen damage '''''AND''''' regenerates their blood slowly. <br />Skip this step if their blood level is normal. | |||
# '''Check the Damage Levels.''' If they have Brute/Burn damage, apply medication as you would for a normal human being. For toxin damage, see step 3. Contrary to popular belief, '''SALT DOES NOT HURT OOZELINGS.''' | |||
#'''Check their Chemicals.''' I cannot fucking stress how important it is to know what's inside an oozeling, if there's ''any'' chemical that heals toxin damage, you need to get that out, preferably with [https://wiki.beestation13.com/view/Surgery#Filter_Blood blood filter surgery] . Do not use [[Guide_to_chemistry#Charcoal|Charcoal]] or [[Guide to chemistry#Pentetic Acid|Pentetic Acid]] to purge chemicals as it will damage them. [[Guide_to_chemistry#Calomel|Calomel]] is preferred as it not only doesn't cause damage, but heals them. Nothing that would cause toxin damage in an Oozeling? They may have nanites. In this case, '''cry''', as no scientist knows they can remove nanites. If this applies, drag them to the cloner in shame. | |||
Once you follow these 3 simple steps, you ''SHOULD'' be able to revive them via defibrillator. Once you do, yeet them in a nearby sleeper and apply [[Guide_to_chemistry#Perfluorodecalin|Perfluorodecalin]], but please, ''please'', '''''PLEASE''''', for the love of God do not overdose them on that shit. |
Latest revision as of 23:37, 17 March 2023
Potentially Outdated
This page is potentially out of date, since BeeStation uses pre-cobbychem medical, but this page was copied from TGstation's wiki post-cobbychem. |
Chief Medical Officer Kingston says: "Doctor! I need you to tear out that man's appendix, throw that clown out of medical, and stitch up that curator's face!" |
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're doing before you try to fix someone up!
If you're going to treat someone, you'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.
Identification
First of all, grab a Health Scanner HUD from the medical storage and wear it. It shows the patient'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:
Types of damage
- There are four primary kinds of damage: Suffocation, brute, burn, and toxin. 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 brute, burn, and bleeding
- There are additional kinds of damage that occur less often: cellular, organ damage, and bleeding
- You want the patient to be as healthy as possible, so you have to heal all of these, and they have to be treated individually (unless you use a chemical which heals multiple damage types at once).
- 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 perfectly healthy (100%).
- If the patient has taken a total of about 100 damage (depending on mood), he will be in a critical condition (0%); lying on the ground, unresponsive and gasping for air. When in this condition, the patient cannot breathe on their own and will gradually take suffocation damage until death (-100%). This kills the patient.
- Bleeding is different from other types of damage. See below for a more extensive explanation.
- You can identify these different damage types quickly by using your PDA with the Med-U Cartridge inside and Health Scanning enabled, or a Health Analyzer on the patient. You can also examine the patient (shift-click), but it only shows basic information.
- If a Health Analyzer or a PDA with a Med-U Cartridge is not available, observing the patient and their surroundings will help with diagnosis:
- If there is a pile of vomit next to, or under the patient then they are most likely suffering from toxin damage.
- If there is blood everywhere, blood on the person dying, or the patient has severe bruises, they are suffering from brute damage.
- If the patient has black scars across their body and no blood, or the patient has severe burns, they have been severely burned.
- If the patient is gasping, they are most likely suffocating.
- If the patient keeps fainting, trails drips of blood as they walk or is unresponsive to other forms of "healing" they may be bleeding or be suffering from blood-loss
- If the patient reports other symptoms such as headaches, coughing or vomiting blood, they most likely have a virus.
Your first patient
Your patient can arrive in two ways:
1. The patient walks in and needs treatment.
- "PLS DOC HLEP!!" You can see the patient'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.
- How to act:
- Use your PDA or a Health Analyzer on the patient to identify the damage type.
- Proceed with the necessary treatment found in the next chapter.
2. The patient is dragged into Medbay and is in critical condition.
- The patient is unresponsive to the environment, on the floor, and gasping for air.
- How to act:
- The first thing you should do is administer Epinephrine. Epinephrine stops the general decline of the critical patient's health and helps treat wounds if the patient is in crit. Don't give them 30 or more units of it, as that will cause toxin damage.
- If the patient is bleeding, apply a medical gauze . Dragging a bleeding patient will quickly drain their blood, unless you use a roller bed.
- If Epinephrine is not available, immediately perform CPR a few times to ensure the patient stays alive until you do the next step. Make sure they're also not suffering from any other significant problems, like being on fire, or in a low-pressure environment.
- 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.
- Now you have several options to choose between:
- Take the patient to a sleeper. Drag the patient on top of it, then click on the sleeper to close it and administer medicine.
- Take the patient to a stasis bed. Drag the patient until on top of it, then click-drag the patient to the bed to buckle. Give the patient medicine and then click the stasis bed to unbuckle.
- Strip the patient's space suit off if they have one and put the patient into a cryochamber, wait for them to heal up and eject.
- Just use bruise packs, ointments or other appropriate medication. See next section for examples.
Treatment
Suffocation
This is the first and most important to look out for. It is not visible on the body, but people suffering from it will gasp for air. If you take 50 or more suffocation damage, you faint. On the Health Analyzer, it is the leftmost, blue damage type.
Ways of getting damaged:
- Being in an area without enough oxygen present will suffocate you.
- Missing a significant amount of blood will deal suffocation damage over time.
- Once you are in critical condition, you slowly take suffocation damage.
- Some medicines and drugs can deal suffocation damage.
- Some poisons, like Cyanide, deal suffocation damage.
- Some virus symptoms can cause suffocation.
- Missing a pair of lungs.
- Missing a heart, or suffering a heart attack.
Treatment:
- If a person is in crit, you can CPR them. Remove your and patient's mask and helmet, switch to help intent and click on them.
- 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.
- Epinephrine stops the suffocation damage that is dealt from being in a crit state.
- Salbutamol quickly treats suffocation damage.
- Cryoxadone in a cryotube or a very cold environment heal most types of damage, including suffocation.
- Orange juice isn't the most effective cure, but it does help a bit when no other options are available
- If a person is missing a heart, replace their heart or give them Corazone.
- If a person's heart is unstable, use a defibrillator and their heart should return to normal, or give them Corazone. Other electric shocks might be able to restore their heartbeat.
Brute
This is a straight-forward damage category. This is the far right damage type on Health Analyzer. Brute wounds are visible, and limb-specific.
Ways of getting damaged:
- Being physically hit by almost anything does brute damage.
- Some chemicals can deal brute damage.
Treatment:
- If a person is bleeding, use bandages to prevent blood loss.
- 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.
- Bruise packs can be applied to the damaged limb. Use a medical scanner or ask the patient to examine themselves.
- Bicaridine (in sleepers) and Styptic Powder (found in brute patches) heal brute damage over time.
- Salicyclic Acid quickly heals brute damage over time, slowly if below 50 brute damage and quickly if above 50.
- Saline-glucose solution heals brute slowly.
- Cryoxadone in a cryotube or a very cold environment heal most types of damage, including brute.
- Food can heal brute damage slowly.
- Milk, bilk, soy milk, soy latte, cafe latte, and cream can heal it very slowly.
- There are some job-specific ways of healing it: Donuts heal security, bananas and banana juice heal clowns and monkeys, "nothing" in mime's bottle of nothing heals mimes.
- If the patient has above 80% health then they can use the Sleep verb or be put to sleep (e.g. morphine) and it'll heal brute, burn, toxin and stamina damage. This works faster on beds and tables.
Burns
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.
Ways of getting damaged:
- Temperatures too high or too low cause burn damage. That includes coldness of space and being set on fire.
- Lasers deal burn damage.
- Some chemicals deal burn damage.
- Electric shocks deal burn damage.
Treatment:
- 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.
- Ointments can be applied to the damaged limb. Use a medical scanner or ask the patient to examine themselves.
- Kelotane (in sleepers) and Silver Sulfadiazine (found in brute patches) heal burn damage over time.
- Oxandrolone quickly heals burn damage over time, slowly if under 50 burn damage and quickly if over 50.
- Saline-glucose solution heals burn slowly.
- Cryoxadone in a cryotube or a very cold environment heal most types of damage, including burn.
- Tomato juice can heal it very slowly.
- There are some job-specific ways of healing it: Donuts heal security, bananas and banana juice heal clowns and monkeys, "nothing" in mime's bottle of nothing heals mimes.
- If the patient has above 80% health then they can use the Sleep verb or be put to sleep (e.g. morphine) and it'll heal brute, burn, toxin and stamina damage. This works faster on beds and tables.
Toxins
This is the second from the left on the Health Analyzer. It is not visible on the person's health doll. Thankfully it is easy to treat.
Ways of getting damaged:
- Breathing plasma deals toxic damage.
- Many chemicals deal toxic damage.
- Drinking a lot of alcohol can hurt your liver and deal toxic damage.
- A severely damaged or missing liver will deal toxic damage. Liver failure will also prevent the patient from processing any reagents.
- High doses of radiation deal toxic damage.
- Mind the difference between chemical named "toxin" and toxic damage.
Treatment:
- Charcoal heals 2 toxic damage and purges all other chemicals. Cannot OD.
- Antitoxin heals 2 toxic damage. OD at 30u.
- Carthatoline heals 5 toxin damage and purges toxic reagents.
- Hepanephrodaxon heals 12 toxin damage and heals the liver. OD at 10u.
- 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.
- Calomel purges toxic chemicals more quickly than pentetic acid at 2.5 per tick but doesn't heal toxic damage, and will deal toxic damage if the patient has 20 health or more.
- Cryoxadone in a cryotube or a very cold environment heal most types of damage, including toxic.
- Filter Blood surgery will purge chemicals from the body at 22% of the reagent per cycle.
- If patient has a damaged liver, Hepanephrodaxon will heal the liver, Hepatectomy will return the liver to functioning if it's severely damaged.
- 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.
- Lime juice, tea, iced tea can slowly heal it.
- Vomiting heals some toxic damage. You usually can't control it, however.
- If the patient has above 80% health then they can use the Sleep verb or be put to sleep (e.g. morphine) and it'll heal brute, burn, toxin and stamina damage. This works faster on beds and tables.
Bleeding
After a limb sustains 30 brute damage, it will start bleeding. Bleeding can also be caused by cuts from sharp objects.
IVs and gauze will provide relief from bleeding.
A Bloody Mary will also replenish lost blood.
WARNING: Incorrect blood types are toxic to the patient, and will not replenish their blood!
Recipient | Donor | ||||||||
---|---|---|---|---|---|---|---|---|---|
O− | O+ | A− | A+ | B− | B+ | AB− | AB+ | L | |
O− | |||||||||
O+ | |||||||||
A− | |||||||||
A+ | |||||||||
B− | |||||||||
B+ | |||||||||
AB− | |||||||||
AB+ | |||||||||
L |
Treating bloodloss:
- Bandage wound with a medical gauze to stop bleeding.
- Locate brute damage.
- Treat brute damages above ~30 to halt bleeding.
- Assess blood levels, if low or critical, proceed with blood transfusion.
- If a blood transfusion is unavailable, blood will be naturally produced by the body, albeit slowly.
- Iron and most foods will improve blood regeneration.
Blood transfusion:
- Use medical scanner on patient to find blood type.
- Obtain blood pack from surgery or cargo.
- Make sure IV drip is in the blue "inject" mode. You toggle this by clicking the IV drip when nothing is attached to it.
- Attach blood pack to IV drip.
- Click-drag IV drip onto patient.
- Check up on patient's blood levels regularly, this process moves quickly.
- 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.
- Detach blood pack by clicking on the IV drip.
Blood donation:
- Make sure IV drip is in the red "take" mode. You toggle this by clicking the IV drip when nothing is attached to it.
- Attach a beaker or an empty blood pack to IV drip.
- Attach to a donor by click-dragging it onto the donor.
- Blood pack will automatically fill. The alarm will sound if patient's blood levels reach critical.
- Detach IV drip by click-dragging it onto the donor again or simply clicking the IV.
- Click on IV drip to eject the beaker or blood pack. Label appropriately.
Cellular damage
Rare kind of damage. It is also known as Clone damage. It shows up on scanners and is visible on examination, but exact numbers aren't shown.
Ways of getting damaged:
- Slimes. They deal cellular damage when they feed on someone.
- Greed's Slot Machine, found in the Lavaland ruin that corresponds to Greed.
- Cloned people will have cellular damage, unless the cloner is fully upgraded and the cloning was 100% complete.
- Decloners from Abductors or R&D.
Treatment:
- Cryoxadone in a cryotube is the most common way to heal cellular damage.
- Rezadone instantly heals all cellular damage, even with only a 1 unit pill, and does not require a cryotube. But it's hard to get.
Keep in mind that cellular damage is not related to genetic disabilities (which must be treated with mutadone)! They are different things.
Organ damage
Organ damage will cause side-effects as they reach thresholds, which will alert the owner when passed. If an organ shows up as "non-functional", 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 "mildly damaged", "severely damaged", and "non-functional" 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'll get damaged- but synthetic organs do not! The best way to avoid any of these side-effects is to replace your fleshy organs for metallic ones, though these too come with downsides in the form of EMP vulnerability.
Ways of getting damaged:
- Flashes and sharp objects in the eyes (eyes)
- Loud noises (ears)
- Appendicitis (appendix)
- Otherwise, an organ that'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 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.
Treatment:
- A coronary bypass can be performed on a heart that's decayed past 60 damage, and restores functionality. Good for getting a heart that's too damaged to defib to work again.
- 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's still an option.
- Oculine will rapidly fix damaged eyes, clearing any shortsightedness/blindness caused by damage.
- Inacusiate will immediately fix damaged ears to a perfect state.
- 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!
Side-Effects:
- 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.
- Damaged eyes will grow increasingly short-sighted, until finally becoming blind when non-functional.
- 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!
- A non-functional appendix will burst, causing toxin damage until the organ is removed. Life-threatening!
- 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!
- 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.
Organ table
Each organ has 100 max hp except the eyes which have 50, and the brain which has 200.
Organ | Decay time | Damage effects | Non-functional/broken effects | Treatment | |
---|---|---|---|---|---|
Heart | 4 minutes | Expends oxygen faster by increasing breathing rate. | Heart attack. The patient will fall unconscious and rapidly take suffocation and brute damage until death. A broken heart stops defibrillation from working. | Coronary bypass or replacing the heart with surgery. Heart attack is treatable with defibrillation unless the heart is broken. | |
Liver | 15 minutes | Toxin damage. | Rapid toxin damage and chemicals are no longer processed. | Higadrite and/or replacing the liver with surgery. | |
Lungs | 15 minutes | Coughing and expends oxygen faster by increasing breathing rate. | Prevents breathing, leading to rapid death from suffocation. | Lobectomy or replacing the lungs with surgery. | |
Appendix | 15 minutes | Nothing. | It bursts, causing toxin damage until the organ is removed. | Removing the appendix with surgery. | |
Stomach | 15 minutes | Causing vomiting depending on the amount of food consumed and the damage of the stomach. | Can't digest any food. | Replacing the stomach with surgery. | |
Eyes | 15 minutes | Worsening eyesight until fully blind. | Blindness. | Oculine or eye surgery. | |
Ears | 15 minutes | Worsening occasional tinnitus, causing very brief deafness. | Deafness. | Inacusiate. | |
Brain | 30 minutes | See Brain damage. | Death. | See Brain damage. |
Brain damage
Nasty. Randomly causes 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.
Ways of getting damaged:
- Certain chemicals such as mercury, impedrezene, or fentanyl
- Abusing certain narcotics.
- Chaplain's bible applied to the head.
- Unholy Water
- Brainrot
- Earthsblood from Ambrosia Gaia.
Treatment:
- Mannitol pills or injections slowly cure brain damage, but does not cure brain traumas. Can be poured directly on a brain.
- Neurine will treat the most basic brain traumas. These traumas have no prefix on health analyzer.
- Brain Recalibration, will also cure severe traumas. You can identify severe brain traumas by the prefix "severe" on health analyzer. Nanites can cure these and lower level traumas.
- Lobotomy will cure deep-rooted brain traumas, but at the risk of causing a different permanent trauma. You can identify deep-rooted brain traumas by the prefix "deep-rooted" on health analyzer. Additionally viruses and nanites can cure these.
- Permanent 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 "permanent" on health analyzer. If you get one of these, then assume "this is my life now".
Dismemberment
Patients may lose their head, legs or arms. A patient missing arms can'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'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.
Examining a patient will describe any missing limbs.
Ways of getting damaged:
- Strong physical forces, such as explosions.
- Getting hit by strong, sharp objects such as swords.
- Patients who experience severe trauma to the chest may have their organs spill out, but the torso will remain intact.
- Amputation via surgery.
- Falling, on Multi-Z stations.
Treatment:
- Prosthetic replacement via surgery.
- Cyborg limbs may be used. Robotics can produce cyborg limbs, but there is also a crate of cheap prosthetic limbs in Medbay Storage.
- Organic limbs may be used. In most cases a detached limb can be found and reattached. However, all the limb'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.
- Synthetic limbs from a limb grower may be used. The limb grower can only produce arms and legs, unless emagged in which case they can also grow something you may find familiar.
Using Stasis Beds, Cryogenics and Sleepers
Lifeform Stasis Units
Stasis Beds can be found in medbay. They are constructable machines. You can buckle patients to them to put them into stasis. While in stasis they no longer bleed, no longer process reagents or diseases (good or bad), and if dead it freezes their defibrillation timer. Buckle badly hurt or dead patients on them to be able to safely treat them without them dying. Give them any 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.
Cryogenics Tube
Cryotube uses the fact that cryoxadone is effective at healing all types of damage, but only works in cold environments. Use it mainly to heal cellular damage, or if you'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.
Cryotubes can also be upgraded by science parts. Better matter bins allow them to work slightly faster and more efficiently.
How to prepare (This needs to be done at the start of every round!):
- Wrench the oxygen canisters to connect them to the tubes and the freezer.
- Turn on the freezer. Set it to lowest temperature available.
- Load beakers with chemicals. A common and highly effective mix for general use is cryoxadone, clonexadone and mannitol.
- Set the tubes to Auto instead of Manual, so they'll open after the patient is healed. Otherwise, they'll be trapped in until someone opens the tube from outside.
How to use:
- Ensure the cryo tube is open first. If not, open it.
- Pull the person on top of the tube.
- Remove all clothes that prevent freezing, such as hardsuits. Else it won't work.
- Close the cryo tube with its menu, or click on them with your mouse and drag their sprite to the tube.
- Open the tube menu and turn it on. If their health starts to improve (sometimes it takes a moment to start), they're all set. If not, make sure everything is set up properly (cryoxadone in the tubes? pressure in the canisters?).
- Turning it on will put the patient to sleep.
- If set to auto, the tube will turn off and pop open automatically.
- Shake the person to get them up (switch to help intent and click on them multiple times).
- Let them redress (or do it for them) then kick them out.
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.
Sleeper
Sleepers allow you to inject various chemicals, and have unlimited stocks of them. Sleepers cannot inject most chemicals when the patient's health is very low, with the exception of injecting epinephrine.
Sleepers also show you chemicals present in person's bloodstream.
Scientists can produce upgraded parts for sleepers for better medicines.
How to use:
- Ensure the sleeper is open. If it's not, open it.
- Pull the patient near the sleeper.
- Click and hold on the patient, move the cursor to the sleeper, then release. This puts the patient inside.
- Click on the sleeper to open the menu.
- Inject chemicals they need. (See the list of sleeper chemicals available).
- Open the sleeper and remove the patient.
Rarer Cases
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!
So read up, these are the things that will separate quacks from real doctors!
Overdose
Giving too much of some chemicals or drugs can cause an overdose. This means that you aren't doing your job correctly and you may even kill the patient if you don't stop doing it! Check the overdose threshold column in the guide to chemistry before you use a medicine.
Overdosed Reagents will continue to apply their negative effect and not any of its normal effects until its fully out of the patient.
How to treat:
- Charcoal purges chemicals slowly and can help with toxin damage.
- Calomel purges chemicals quickly and is relatively easy to make in chemistry.
- Pentetic acid clears all chemicals from the body very quickly.
- Antihol purges alcoholic beverages quickly and can be used in conjunction with other chemicals since they are not purged
Disease
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.
How to Treat:
- Suit up in anti-viral equipment.
- Isolate the patient from public areas (if they have an infectious disease).
- Use your Health Analyzer or PDA to see the cure for the disease (see the list of possible cures). This won't work if the disease is stealthy.
- If the virus is stealthy, you must take a blood sample to a PanD.E.M.I.C 2200 to see the cure.
- Administer the chemical element needed OR if the virologist has made a vaccine, administering one unit of it will instantly cure and immunize.
- Monitor the patient's condition and do not leave them until they are clear and have become resistant to the disease.
- Check if you are infected after dealing with the patient.
After:
- If you did not have the vaccine for the disease, see How to create a vaccine.
Cloned people lose their immunity and can be reinfected.
Blindness
The person cannot see, they usually will scream about this endlessly.
How to treat:
- If vision is just blurry, give carrots or a pair of prescription glasses.
- If they are completely blind, eye surgery.
- Omnizine has a chance of curing blindness while slowly healing eye damage.
- Oculine can be made by chemistry, and will heal all eye damage.
Deafness
The person cannot hear, they are usually unresponsive to verbal communication and can't even hear themselves talking.
What causes it:
- Genetic mutations can cause genetic deafness.
- Ear damage can render a person deaf temporarily, but extreme ear damage causes permanent deafness.
- Explosions cause ear damage.
- Flashbangs cause ear damage.
How to treat:
- Most ear damage will heal on its own.
- Inacusiate heals ear damage instantly.
- Put earmuffs on the patient and ear damage will quickly heal.
- Mutadone can reset genetic mutations including deafness.
Genetic Disabilities
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.
How to treat:
- Ask a competent geneticist to remove the bad mutation.
- A one unit mutadone pill or injection will instantly cure all genetic abnormalities. This includes beneficial ones.
Radiation
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 "feel strange" and begin to vomit, but more likely you'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've stuck themselves with too many SE injectors.
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.
How to treat:
- If you have potassium iodide or pentetic acid, use them. These will remove the radiation before it poisons the patient further.
- Give the patient a shower to help lower radiation levels.
- Else, treat with charcoal or toxin-healing chems until the radiation levels have subsided.
- 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.
- 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'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.
Hallucinations
This nasty effect causes the victim to see (usually deadly) objects in his and others' hands, along with random visions of people and creatures attacking him, causing stamina damage. Extremely unpleasant. Caused by changelings, mindbreaker toxin, supermatter, and some bad 'shrooms.
How to treat:
- Synaptizine is good for removing hallucinations. But can cause light toxin damage.
- Haloperidol is not as good as synaptizine at removing hallucinations, but it will also quickly purge drugs that are likely causing them.
Death
So your patient is dead. There are several typical cases of death. If your patient is a normal dead body though (with a head and brain), your first course of action is usually to prepare the body for defibrillation.
Revival methods
Defibrillation
The defibrillator can shock a body back to life. Defibrillation has a timed window of 15 minutes, but the heart will decay in only 4 minutes and must typically be repaired for a late defibrillation to work. Other organs may be damaged as well.
- Examine the body. Does it say they committed suicide or that their soul has departed? Nothing you can do for them, fast track them to the morgue, also make sure they aren't a Plasmaman or IPC as both cannot be defib'ed, don't be the guy that tries to defib a IPC for 5 minutes while they scream at you in deadchat.
- If the body has this icon on your health scanner hud it means its soul is still online and has not used the "Do Not Resuscitate" button. Inject the patient with some formaldehyde (medipens have some) or buckle them to a Stasis Bed to stop the organ decay, and scan them with a 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 synthflesh or surgery until it has under 180 brute and burn. You can buy synthflesh from the NanoMed Plus or have it made in chemistry.
- If the health analyzer says the patient's heart is non-functional, the heart must be repaired or replaced.
- If the patient is wearing a space suit or 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.
- If the body is a grey husk see husk.
- If the patient is missing too much blood, do a blood transfusion.
- Once the patient is prepared, equip your defib. The large one goes on your backpack slot, and the 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're holding them in to wield them in both hands. Stop dragging the patient (with H or delete) or you will be shocked. Switch to help intent, target the chest, and then click on the patient. After a few seconds, you'll deliver an electric shock.
- If the defib pings and says the resuscitation was successful, use medicine on them and unbuckle them from the Stasis Bed to make them start healing up. If the defib instead says they have severe tissue damage, they are either a husk, have a non-functional crucial organ or have more than 180 brute or burn damage, and needs to be repaired more.
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.
Strange Reagent
Another option for revival is the chemical strange reagent, which works similarly to defibrillation, except with slightly different requirements (read them here). Use the same steps to prepare the body as before defibrillation, except this revival method also restores some blood levels and organ damage depending on how much of the reagent you use. Muest be ingested.
Replica Pod cloning
If you can't find the patient's brain your only choice is try to turn them into a podperson. See 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't tell you. If the patient has no blood, you can give blood to the corpse, then use that for podding.
Revival surgery
Revival surgery is an optional way to bring people back to life. See the surgery page for details. This may be useful for races without hearts since it makes you defibrillate the head instead of the heart.
Cloning
Cloning is the easiest but also the most time-wasting and expensive form of revival, just drag the corpse into the cloning scanner, press scan on the cloner and if everything is good you can just go to their records and press clone, science can research better parts for the cloner so its cheaper,faster and deals less cellular damage
Typical cases of death
The following tables contain suggested actions for when you encounter corpses, heads or brains.
Normal dead body
Examine the body.
Body examine message | Means | Treatment |
---|---|---|
He/she is limp and unresponsive; there are no signs of life... | The patient has a connected soul/ghost online and is thus eligible for revival. Note: A corpse without brain/head shows this message even if there is no soul. | See revival methods. |
He/she is limp and unresponsive; there are no signs of life and his/her soul has departed... | 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. | Bring to morgue. |
His/her soul seems to have been ripped out of his/her body. Revival is impossible. | Patient sold or lost their soul. Can not be revived. | Bring to morgue. |
He/she appears to have committed suicide... there is no hope of recovery. | Patient committed suicide, which makes revival impossible. | Bring to morgue. |
It appears that his/her brain is missing... | Brain is missing. | See Replica Pod cloning. |
His/her head is missing! | Head is missing. | See Replica Pod cloning. |
Head without body
Examine the head.
Head examine message | Means | Treatment |
---|---|---|
The brain has been removed from name's head. | No brain. Nothing you can do. | Bring to morgue. |
There's a miserable expression on name's face; they must have really hated life. There's no hope of recovery. | Suicide. Nothing you can do. | Bring to morgue. |
It's leaking some kind of... clear fluid? The brain inside must be in pretty bad shape. | The brain inside has 0 health. |
|
Its muscles are twitching slightly... It seems to have some life still in it. | Head has a soul. | Move head or brain to a new body with surgery and use a revival method. |
It's completely lifeless. Perhaps there'll be a chance for them later. | Head's soul isn't around anymore, but revival may be possible if it comes back (online). | Leave it around or put the brain in a Man-Machine Interface so it can talk if it comes back. |
It's completely lifeless. | No soul. Permanent. | Bring to morgue. |
Brain without body
Examine the brain.
Brain examine message | Means | Treatment |
---|---|---|
It's started turning slightly grey. They must not have been able to handle the stress of it all. | Suicide. Nothing you can do. | Bring to morgue. |
It seems to still have a bit of energy within it, but it's rather damaged... You may be able to restore it with some mannitol. | Brain has 0 health. | Repair it with mannitol. Put it in a new body with organ manipulation. Then see revival methods. or try and clone it |
You can feel the small spark of life still left in this one, but it's got some bruises. You may be able to restore it with some mannitol. | Brain is damaged but not broken. | Same as above. |
You can feel the small spark of life still left in this one. | Brain is fine and has a soul. | Put it in a new body with organ manipulation. Then see revival methods or try and clone it. |
This one is completely devoid of life. | No soul. Permanent. | Bring to morgue. |
Husk
Typically a victim of heavy burn damage. It can be unhusked with 100u synthflesh or 1u rezadone. The corpse must have under 50 burn damage for it to work. Proceed to revival methods afterwards. If unhusking doesn't work then the corpse may be a changeling victim. A Changeling victim needs a brain transplant to be revivable.
Note on Synthflesh Revival as of Mar. 7 2021:
It is recommended to not 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.)
Completely messed up corpse
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 amputate the head and attach it to a fresh body with prosthetic replacement. Then use your revival method of choice.
Primary care for other races
There are several other species encountered on the shift, they may require specific methods or alternative medicines
Nanotrasen Approved Crewmembers
Humans
Everything in is guide assumes the patient is human so no variant healing is required
Lizards
No difference to humans in terms of medicine besides cryoxadone based cryogenics being less effective
Plasmamen
This race is notably harder to revive due to the lack of heart and the need for plasma in gas form.
To revive them you need a way to defibrillate and it can be accomplished by
- Using organ manipulation to insert a working heart into its chest
- Using revival surgery
- Using Strange Reagent
Afterwards you need a suit for them, which hopefully isnt already destroyed and plasma based internals. A spare tank can be printed from the medical protolathe but it lacks the plasma. You will have to get some from science or atmospherics.
In place of plasma internals, sabutamol, perflurodecalin and dexalin can keep the patient alive as he attempts to replenish his plasma.
Mothpeople
No difference to humans, they may require extra occuline occassionally
If their wings are burnt off it cannot be repaired with surgery and require replacement. Possibly from a empty clone
Ethereals
No difference to humans in terms of medicine but may require manual charging by a doctor using High-power energy bars. The optimal way is to bring them to robotics and placing them in a charger
IPCs
These Require welders on help intent to repair brute damage and cable coils for burn damage. Send them to robotics for repair if medical lacks tools to do it. However, Tend wounds will work on IPCs if in a pinch.
Additionally IPCS require System Cleaner for toxin damage or Solder for "brain" damage It is recommended administering these chemicals via syringe.
in fringe cases where IPCs take burn damage without any clear source consider cooling the body down using a freezing shower or sending to robotics for organ replacement
Apids
No difference to humans but you cannot administer medicine using smoke. Consider asking apid patients for some honey for surgery
Oozeling/Slimeperson
These are potentially hard to cure patients and can be mistaken for ethereals.
They are unable to metabolise many forms of medicines without drawback if said reagent can heal toxin damage. This includes omnizine, Epinephrine (If in crit), Tricordazine, atropine. If accidentally administered purge it with calomel.
Slime ooze is also harder to replenish if there are factors draining it such as lack of nutrition. If they are missing limbs, make sure they have more than 100% blood, as they will more than likely regenerate their limbs after waking up.
If an oozeling has blood filter nanites, administer Perfluorodecalin from the sleeper, then get them to science for them to die because no scientist knows how to remove nanites a scientist to remove the nanites in time before they run out of blood.
You can also remove nanites in a pinch by shocking them with a shocked door.
The prime ways to replenish blood are by overfeeding patients with nutrition or administering toxins.
If the patient requires tox healing, and there are no toxin bottles, administer Perfluorodecalin available in the sleeper. It has virtually no downsides to oozelings.
Do not admit oozlings to cryogenics as the cold harms them.
Afternote
PLEASE NOTE 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 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't serious about healing someone, don't give up halfway. Get proper medical staff to help them. At least try to have a doctor save them.
Plasmaman Cloning
If they are husked or you only have a head
- Extract their brain
- Put their brain in the cloning scanner
Cloning Process
- Start cloning
- Take their old body, undress the body outside the cloning pod exit, so the plasmaman will wake up next to their clothes.
- Turn on the shower at the exit of the pod, so they don't immediately catch fire after waking up.
- Ensure they get dressed when they exit the cloner. Do not leave them unattended when cloning.
- After they are clothed, if the cloner is unupgraded, put them in cryogenics to heal the clone damage.
In the case of missing clothing
- Get them Salbutamol pills from a blue oxygen deprivation medikit. Alternatively, low doses of Perfluorodecalin will work.
- After they exit the cloner, feed them these pills. Ensure the shower is on. The pills will keep them alive while you find clothing and a plasma tank.
- Go to any clothes vendor, for you, probably the medical clothes vendor in storage. Buy a plasma envirosuit and envirohelmet. Put it outside the cloner.
- Give them a breath mask, and ask around for a spare plasma internals tank or get one from engineering. You can also print one from the medical lathe, and fill it at atmospherics, engineering, or toxins. Ensure they have ample supply of Salbutamol during this period.
Oozeling Revival
How to revive an Oozeling 101:
- Check their Blood Level. If they have negative amounts of blood, just yeet them in the cloner. The roundstart ooze supply isn't sufficient to fix that. There's this massive misconception that welder fuel acts as blood for Oozelings, here's a hint: It Does not act as Blood for them. (While it is true that PROCESSING the fuel gives them blood, it is useless since they immediately die after 1 tick due to oxyloss from negative levels of blood.)
If they have LOW blood, don't waste the slime ooze pack on them. Instead throw them in the sleeper and give them Perfluorodecalin, as it heals their oxygen damage AND regenerates their blood slowly.
Skip this step if their blood level is normal. - Check the Damage Levels. If they have Brute/Burn damage, apply medication as you would for a normal human being. For toxin damage, see step 3. Contrary to popular belief, SALT DOES NOT HURT OOZELINGS.
- Check their Chemicals. I cannot fucking stress how important it is to know what's inside an oozeling, if there's any chemical that heals toxin damage, you need to get that out, preferably with blood filter surgery . Do not use Charcoal or Pentetic Acid to purge chemicals as it will damage them. Calomel is preferred as it not only doesn't cause damage, but heals them. Nothing that would cause toxin damage in an Oozeling? They may have nanites. In this case, cry, as no scientist knows they can remove nanites. If this applies, drag them to the cloner in shame.
Once you follow these 3 simple steps, you SHOULD be able to revive them via defibrillator. Once you do, yeet them in a nearby sleeper and apply Perfluorodecalin, but please, please, PLEASE, for the love of God do not overdose them on that shit.