Difference between revisions of "Guide to medicine"

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* 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''', '''brain damage''', and '''bleeding'''
+
* There are additional kinds of damage that occur less often: '''cellular''', '''organ damage/brain 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%)'''.
* If the patient has taken summarily 100 damage (except for bleeding), 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.
+
* 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.
 
* Bleeding is different from other types of damage. See below for a more extensive explanation.
  
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:How to act:
 
:How to act:
  
:* Use your PDA or a 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 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.'''
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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.  Don't give them 30 or more unit of it, as that will cause toxin damage.   
+
:* 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.  Make sure they're also not suffering from any other significant problems, like being on fire, or in a low-pressure environment.
 
:* 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 many options:
+
:* Now you have several options to choose between:
:# Take the patient to a [[#Lifeform_Stasis_Units|stasis bed]]. Drag the patient until on top of it, then click-drag the patient to the bed to buckle. Give the patient [[Guide_to_chemistry|medicine]], and then click the stasis bed to unbuckle.  
+
:# Take the patient to a [[#Sleeper|sleeper]]. Drag the patient on top of it, then click on the sleeper to close it and administer medicine.
 +
:# Take the patient to a [[#Lifeform_Stasis_Units|stasis bed]]. Drag the patient until on top of it, then click-drag the patient to the bed to buckle. Give the patient [[Guide_to_chemistry|medicine]] and then click the stasis bed to unbuckle.  
 
:# 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, [[Guide_to_chemistry#Styptic_Powder|brute patches]], [[Guide_to_chemistry#Silver_Sulfadiazine|burn patches]], [[Guide_to_chemistry#Salbutamol|salbutamol]] or other appropriate medication. See next section for examples.
+
:# Just use bruise packs, ointments or other appropriate medication. See [[#Treatment|next section]] for examples.
  
 
== Treatment ==
 
== Treatment ==
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* [[Epinephrine]] stops the suffocation damage that is dealt from being in a crit state.  
 
* [[Epinephrine]] stops the suffocation damage that is dealt from being in a crit state.  
 
* [[Salbutamol]] quickly treats suffocation damage.  
 
* [[Salbutamol]] quickly treats suffocation damage.  
* [[Perfluorodecalin]] very quickly heals suffocation damage, but deals a lot of toxin damage.
+
* [[Perfluorodecalin]] very quickly heals suffocation damage, but deals a toxin damages in exchange.
 
* [[Cryoxadone]] in a [[Medical_items#Cryogenics Tube & Freezer|cryotube]] or a very cold environment heal most types of damage, including suffocation.  
 
* [[Cryoxadone]] in a [[Medical_items#Cryogenics Tube & Freezer|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
 
* [[Orange juice]] isn't the most effective cure, but it does help a bit when no other options are available
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'''Treatment:'''
 
'''Treatment:'''
  
 +
* If a person is bleeding, use bandages to prevent blood loss.
 
* 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#Styptic_powder|Styptic powder]] patches (brute patches) heal burn damage instantly and over time.
+
* [[Surgery#Tend Wounds (Burn/Brute)|Tend Wounds]] surgery will heal brute and burn damage.  
* [[Guide_to_chemistry#Synthflesh|Synthflesh]] patches heal brute damage instantly.
+
* [[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]] from [[Guide_to_chemistry|chemistry]] heals brute damage over time. 30u is [[Guide_to_chemistry#Core_Healing_Medicines|overdose]].  
+
* [[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. Can be [[Guide_to_chemistry#Core_Healing_Medicines|overdosed]]
+
* [[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.
 
* Food can heal brute damage slowly.
 
* Food can heal brute damage slowly.
* 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_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.
  
 
===[[File:Bmed.png]] <font color=orange>Burns</font>===
 
===[[File:Bmed.png]] <font color=orange>Burns</font>===
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'''Ways of getting damaged:'''
 
'''Ways of getting damaged:'''
  
* Temperature too high or too low causes 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.
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* 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.
* [[Silver sulfadiazine]] patches (burn patches) heal burn damage instantly and over time.  
+
* [[Surgery#Tend Wounds (Burn/Brute)|Tend Wounds]] surgery will heal brute and burn damage.  
* [[Guide_to_chemistry#Synthflesh|Synthflesh]] patches heal burn damage instantly.
+
* [[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]] pills heal burn damage over time, and are more effective on severe burns. Can be [[Guide_to_chemistry#Core_Healing_Medicines|overdosed]].  
+
* [[Guide_to_chemistry#Oxandrolone|Oxandrolone]] heals burn damage over time, slowly if under 50 burn damage and quickly if over 50. Can be overdosed.
* [[Guide_to_chemistry#Kelotane|Kelotane]] from chemistry will heal burn damage over time. Do not administer more than 30u to prevent overdoses.
+
* [[Guide_to_chemistry#Saline-Glucose_Solution|Saline-glucose solution]] heals burn slowly.  
* [[Guide_to_chemistry#Saline-Glucose_Solution|Saline-glucose solution]] heals burn slowly. Can be [[Guide_to_chemistry#Core_Healing_Medicines|overdosed]].  
 
 
* [[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.
  
 
===[[File:Tmed.png]] <font color=green>Toxins</font>===
 
===[[File:Tmed.png]] <font color=green>Toxins</font>===
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* A severely damaged or missing liver will deal toxic damage. Liver failure will also prevent the patient from processing any reagents.
 
* 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.
 
* High doses of [[radiation]] deal toxic damage.
 +
* Mind the difference between chemical named [[Guide_to_chemistry#Toxin|"toxin"]] and toxic damage.
  
 
'''Treatment:'''
 
'''Treatment:'''
  
* Mind the difference between chemical named [[Guide_to_chemistry#Toxin|"toxin"]] and toxic damage. The [[Guide_to_chemistry#Toxins|chemical]] deals toxic damage as long as it is present in bloodstream. [[Guide_to_chemistry#Anti-Toxin|Anti-toxin]], [[Guide_to_chemistry#Charcoal|charcoal]] and [[Guide_to_chemistry#Pentetic_Acid|Ppentetic acid]] purge toxins and heal the damage. In extreme cases, the person might be taking toxic damage faster than the anti-toxin can heal it! In these cases, you need to prioritise purging the toxic chemicals.
+
* [[Guide_to_chemistry#Antitoxin|Antitoxin]] heals toxic damage and purges poison.
* [[Guide_to_chemistry#Anti-Toxin|Anti-toxin]] heals toxic damage and purges toxic chemicals. Can be [[Guide_to_chemistry#Core_Healing_Medicines|overdosed]].
+
* [[Guide_to_chemistry#Charcoal|Charcoal]] heals toxic damage and purges all other chemicals. Cannot OD.
* [[Guide_to_chemistry#Charcoal|Charcoal]] works the same as [[Guide_to_chemistry#Anti-Toxin|anti-toxin]], but can not be overdosed.  
+
* [[Guide_to_chemistry#Pentetic_Acid|Pentetic acid]] heals toxic damage and purges all other chemicals quickly. Also purges [[radiation]].  
* [[Guide_to_chemistry#Pentetic_Acid|Pentetic acid]] heals toxic damage and purges toxins more quickly than charcoal. Also purges [[radiation]].
 
 
* [[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#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.  
 
* [[Cryoxadone]] in a [[Medical_items#Cryogenics Tube & Freezer|cryotube]] or a very cold environment heal most types of damage, including toxic.  
 
* [[Cryoxadone]] in a [[Medical_items#Cryogenics Tube & Freezer|cryotube]] or a very cold environment heal most types of damage, including toxic.  
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* If patient has a failing liver, a liver transplant will stop the toxin damage caused by that liver, and will allow chemicals to work in the body.
 
* If patient has a failing liver, a liver transplant will stop the toxin damage caused by that liver, and will allow chemicals to work in the body.
  
====[[File:Blood Pack.png]] Bleeding====
+
===[[File:Blood Pack.png]] Bleeding===
After a limb sustains 30 brute damage, it will start 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 temporarily 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_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!'''
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|-
 
|-
 
! rowspan="2" | Recipient
 
! rowspan="2" | Recipient
! colspan="9" | Donor
+
! colspan="12" | Donor
 
|-
 
|-
 
! O−
 
! O−
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! AB−
 
! AB−
 
! AB+
 
! AB+
 +
! U
 
! L
 
! L
 +
! LE
 +
! OZ
 
|-
 
|-
 
! O−
 
! O−
 
| style="width:3em" | [[File:Yes.png]]
 
| style="width:3em" | [[File:Yes.png]]
 +
| style="width:3em" | [[File:No.png]]
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| style="width:3em" | [[File:No.png]]
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| style="width:3em" | [[File:No.png]]
 
| style="width:3em" | [[File:No.png]]
 
| style="width:3em" | [[File:No.png]]
 
| style="width:3em" | [[File:No.png]]
 
| style="width:3em" | [[File:No.png]]
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| [[File:Yes.png]]
 
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| [[File:No.png]]
 
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| [[File:Yes.png]]
 
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| [[File:No.png]]
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| [[File:No.png]]
 
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| [[File:Yes.png]]
 
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| [[File:No.png]]
 
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| [[File:Yes.png]]
 
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| [[File:Yes.png]]
 
| [[File:Yes.png]]
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| [[File:No.png]]
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| [[File:No.png]]
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| [[File:No.png]]
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| [[File:No.png]]
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|-
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! U
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| [[File:Yes.png]]
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| [[File:No.png]]
 
| [[File:No.png]]
 
|-
 
|-
 
! L
 
! L
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| [[File:No.png]]
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! LE
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! OZ
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| [[File:No.png]]
 
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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 ===
 +
 +
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:'''
 +
 +
* 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 [[Machines#Smartfridge|organ smartfridge]]. Organs will go from perfectly healthy to broken in 15 minutes, except for hearts, which will decay completely in 3 minutes, and brains, which will decay completely in 30 minutes.
 +
 +
'''Treatment:'''
 +
 +
* [[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.
 +
* 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 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 brain which has 200.
 +
{|class="wikitable"
 +
!scope="col" style="font-weight: bold;" style='background-color:#C4DAF4;'|
 +
!scope="col" style="font-weight: bold;" style='background-color:#C4DAF4;'| Organ
 +
!scope="col" style="font-weight: bold;" style='background-color:#C4DAF4;'| Decay time
 +
!scope="col" style="font-weight: bold;" style='background-color:#C4DAF4;'| Damage effects
 +
!scope="col" style="font-weight: bold;" style='background-color:#C4DAF4;'| Non-functional/broken effects
 +
!scope="col" style="font-weight: bold;" style='background-color:#C4DAF4;'| Treatment
 +
|-
 +
|[[File:Heart.png]]
 +
|Heart
 +
|3 minutes
 +
|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.
 +
|[[Guide_to_chemistry#Corazone|Corazone]] or replacing the heart with [[Surgery#Organ_Manipulation|surgery]]. Heart attack is treatable with defibrillation, unless the heart is broken.
 +
|-
 +
|[[File:Liver_organ.png]]
 +
|Liver
 +
|15 minutes
 +
|Toxin damage.
 +
|Rapid toxin damage and chemicals are no longer processed.
 +
|[[Guide_to_chemistry#Corazone|Corazone]] or replacing the liver with [[Surgery#Organ_Manipulation|surgery]].
 +
|-
 +
|[[File:Lungs.png]]
 +
|Lungs
 +
|15 minutes
 +
|Expends oxygen faster by increasing breathing rate.
 +
|Prevents breathing, leading to rapid death from suffocation.
 +
|Replacing the lungs with [[Surgery#Organ_Manipulation|surgery]].
 +
|-
 +
|[[File:Appendix.png|Appendix]]
 +
|Appendix
 +
|15 minutes
 +
|Nothing.
 +
|It bursts, causing toxin damage until the organ is removed.
 +
|Removing the appendix with [[Surgery#Organ_Manipulation|surgery]].
 +
|-
 +
|[[File:Stomach_organ.png]]
 +
|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#Organ_Manipulation|surgery]].
 +
|-
 +
|[[File:Eyes.png]]
 +
|Eyes
 +
|15 minutes
 +
|Worsening eyesight until fully blind.
 +
|Blindness.
 +
|[[Guide_to_chemistry#Oculine|Oculine]] or [[Surgery#Eye_Surgery|eye surgery]].
 +
|-
 +
|[[File:Ears.png]]
 +
|Ears
 +
|15 minutes
 +
|Worsening occasional tinnitus, causing very brief deafness.
 +
|Deafness.
 +
|[[Guide_to_chemistry#Inacusiate|Inacusiate]].
 +
|-
 +
|[[File:Brain.png]]
 +
|Brain
 +
|30 minutes
 +
|See [[#Brain_damage|Brain damage]].
 +
|Death.
 +
|See [[#Brain_damage|Brain damage]].
 +
|}
  
 
=== [[File:Brain.png]] Brain damage ===
 
=== [[File:Brain.png]] Brain damage ===
Line 338: Line 506:
 
* [[Surgery#Lobotomy|Lobotomy]] will cure '''deep-rooted brain traumas'''. You can identify deep-rooted brain traumas by the prefix "deep-rooted" on health analyzer. Some [[Virus#Symptoms_Table|viruses]] 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. Some [[Virus#Symptoms_Table|viruses]] can cure these and lower level traumas.  
 
* '''Permanent''' brain traumas are either permanent or curable with magic, which is typically unavailable. Failing 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 life now".
 
* '''Permanent''' brain traumas are either permanent or curable with magic, which is typically unavailable. Failing 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 life now".
 +
  
 
=== [[File:DoubleESword.png]] Dismemberment ===
 
=== [[File:DoubleESword.png]] Dismemberment ===
Line 357: Line 526:
 
** 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]].
 +
 +
 +
=== [[File:Medilizard.png]] Species Treatments ===
 +
{{Speech
 +
|name=Nurse Sniffs-The-Medicine
 +
|text=Doctor, Doctor! That Lizardman isss out of blood, that ssslimeperson hasss 25 unitsss of anti-toxin in their bloodssstream and that plasssmaman isss sssuffocating!
 +
|image=[[File:Medilizard.png|64px|right]]
 +
}}
 +
 +
Due to all Nanotrasen Solgov Vessels being staffed with a Multi-Race Crew, some species requires different treatments in order to heal correctly compared to the treatments a human requires.
 +
 +
====Roundstart Species====
 +
{|class="wikitable"
 +
!scope="col" style="font-weight: bold;" style='background-color:#C4DAF4;'|
 +
!scope="col" style="font-weight: bold;" style='background-color:#C4DAF4;'| Species
 +
!scope="col" style="font-weight: bold;" style='background-color:#C4DAF4;'| Blood type
 +
!scope="col" style="font-weight: bold;" style='background-color:#C4DAF4;'| Weakness
 +
!scope="col" style="font-weight: bold;" style='background-color:#C4DAF4;'| Treatment
 +
|-style="image-rendering: pixelated;"
 +
|[[File:humans.png|64px]]
 +
|Human
 +
|Standard
 +
|None
 +
|Standard Treatments
 +
|-style="image-rendering: pixelated;"
 +
|[[File:lizardpeople.png|64px]]
 +
|Lizardperson
 +
|L
 +
|50% More Cold Damage, Human Blood types
 +
|Standard Treatments, however use Blood Type L to treat blood loss
 +
|-style="image-rendering: pixelated;"
 +
|[[File:Plasmaman.png|64px]]
 +
|Plasmaman
 +
|None
 +
|Oxygen, most suffocation wounds are due to a loss of plasma in their tank, yell at cargo to buy more, they'll be positively glad to have something to do.
 +
|Due to being a plasma-based lifeform, cloning is next to impossible unless there's a shower nearby and you are quick in dressing them.
 +
|-style="image-rendering: pixelated;"
 +
|[[File:Moths.gif|64px]]
 +
|Mothperson
 +
|Standard
 +
|As of currently, no known treatments deals damage.
 +
|Standard Treatment
 +
|-style="image-rendering: pixelated;"
 +
|[[File:Light_Bulb.png|64px]]
 +
|Ethereal
 +
|LE/Liquid Electricity
 +
|Any type of blood
 +
|Due to their ability to die if they run out of electricity, focus should be on determining what level of electricity they are on to prevent the patient from dying while doctors provide standard medical aid.
 +
|-style="image-rendering: pixelated;"
 +
|[[File:IPC.png|64px]]
 +
|IPC
 +
|Oil
 +
|Can process certain reagents but not all of them
 +
|Due to their silicon nature they are outside of your field to handle and should be redirected to Robotics for brute/burn treatments, however if you happen to need to treat one, use welding to fix brute damage and cable coils to fix burn damage. The chemicals: System Cleaner treats IPC Toxin damage while Solder fixes brain damage and traumas.
 +
|-style="image-rendering: pixelated;"
 +
|[[File:Catpeople.png|64px]]
 +
|Felinid
 +
|Standard
 +
|Chocolate and loud noises
 +
|Most frequent treatments are as a result of ear damage.
 +
|}
 +
 +
====Less Common Species====
 +
{|class="wikitable"
 +
!scope="col" style="font-weight: bold;" style='background-color:#C4DAF4;'|
 +
!scope="col" style="font-weight: bold;" style='background-color:#C4DAF4;'| Species
 +
!scope="col" style="font-weight: bold;" style='background-color:#C4DAF4;'| Blood type
 +
!scope="col" style="font-weight: bold;" style='background-color:#C4DAF4;'| Weakness
 +
!scope="col" style="font-weight: bold;" style='background-color:#C4DAF4;'| Treatment
 +
|-style="image-rendering: pixelated;"
 +
|[[File:podpeople.png|64px]]
 +
|Podpeople
 +
|Standard
 +
|Plant killing reagents
 +
|Due to their ability to regenerate if standing in a sufficiently lit area, treatment focus should be on providing a sufficiently lit room and to treat anything which a well lit room can't heal.
 +
|-style="image-rendering: pixelated;"
 +
|[[File:flypeople.png|64px]]
 +
|Flypeople
 +
|Standard
 +
|Pest Spray
 +
|Standard Treatment
 +
|-style="image-rendering: pixelated;"
 +
|[[File:slimepeople.png|64px]]
 +
|Jelly/Slimepeople
 +
|Slime Jelly
 +
|Anti-Toxin Medication, Cold, Medibots
 +
|Due to their unique body chemistry the slimepeople and their subspecies are able to heal toxin damage by ingesting toxin dealing reagents such as welding fuel or Fluorine, they are also able to heal from most damages if provided with a sufficient amount of nutrients. If a slimeperson has been injected with Toxins healing chemicals you are to with all haste acquire a Calomel syringe from a Toxins Treatment kit and inject 5 units of it and await until the chemical has been processed by the body, if needed inject 5 more until all toxins healing chemicals have been purged and then provide any Toxins Dealing Chemicals to the slimeperson until they've been healed
 +
|-style="image-rendering: pixelated;"
 +
|[[File:agolem.png|64px]]
 +
|Golems
 +
|None
 +
|Depends on the type of Golem, Thick skin, Immune to cryogenic drugs.
 +
|Due to basically being a pile of rocks capable of movement, they aren't able to be injected with syringes, they don't suffocate and instead take brute damage while in critical meaning one only have to treat their brute damage and don't have to worry about refilling their blood due to their inability to bleed.
 +
|-style="image-rendering: pixelated;"
 +
|[[File:skeletons.png|64px]]
 +
|Skeletons
 +
|None
 +
|None
 +
|Due to being a walking skeleton medical doesn't really need to worry about treating a skeleton since they heal from drinking milk and are immune to medical injections.
 +
|-style="image-rendering: pixelated;"
 +
|[[File:zombies.png|64px]]
 +
|High-functioning Zombies
 +
|None
 +
|Nothing
 +
|Apply standard medical treatments if the zombie manages to actually get to medical.
 +
|-style="image-rendering: pixelated;"
 +
|[[File:zombies.png|64px]]
 +
|Romerol Zombies
 +
|None
 +
|Self-Revival, Regeneration.
 +
|If a Romerol Zombie outbreak has occurred onboard the starship all care should be taken to ensure the tumors are removed quickly and if necessary one should chop off the head, remove the brain and then clone said brain. Note under no circumstance no matter what should you ever try to treat a Romerol Zombie that is still living.
 +
|-style="image-rendering: pixelated;"
 +
|[[File:shadowpeople.png|64px]]
 +
|Shadowperson
 +
|None
 +
|Light
 +
|Before performing surgery on a shadowperson all lights around the subject should be turned off and the doctor should be wearing night-vision goggles, if a paramedic is trying to treat a shadowperson that is currently in critical they should shut off any sources of light in the area and then prioritize keeping the subject stable while they slowly heal from the darkness.
 +
|-style="image-rendering: pixelated;"
 +
|[[File:Synth_revealed.png|64px]]
 +
|Synths/Military Synths
 +
|Standard if in disguise
 +
|Immune to all chemicals except synthflesh
 +
|Synths can only be healed through the usage of the chemical Synthflesh
 +
|-style="image-rendering: pixelated;"
 +
|[[File:Androids.png|64px]]
 +
|Androids
 +
|None
 +
|Cannot be pierced by syringes, can't be healed through conventional means.
 +
|Due to only being able to be healed through the usage of wires and welding they aren't the responsibility of Medical
 +
|-style="image-rendering: pixelated;"
 +
|[[File:Abductor_base.png|64px]]
 +
|Abductors
 +
|None
 +
|Nothing
 +
|Standard Medical Treatments
 +
|}
 +
  
 
== Using Stasis Beds, Cryogenics and Sleepers ==
 
== Using Stasis Beds, Cryogenics and Sleepers ==
 
{{anchor|Using Sleepers and Cryogenics}}
 
{{anchor|Using Sleepers and Cryogenics}}
  
=== [[File:Brokenbottle.png]][[Medical_items#Lifeform_Stasis_Unit|Lifeform Stasis Units]]===
+
=== [[File:Stasis_bed_off.png]][[Medical_items#Lifeform_Stasis_Unit|Lifeform Stasis Units]]===
These "[[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.  
+
These "[[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]] ===
Line 398: Line 703:
 
=== [[File:Sleeper.gif]] [[Medical_items#Sleeper|Sleeper]] ===
 
=== [[File:Sleeper.gif]] [[Medical_items#Sleeper|Sleeper]] ===
  
Sleepers were removed from most places may 2019 and replaced with [[#Lifeform_Stasis_Unit|Stasis Beds]], but may still exist in some locations. They allow you to inject various chemicals, and have unlimited stocks of them. Always use sleepers over pills, patches and especially bruise packs and ointments if available. Keep in mind that when the patient's health is very low, sleepers become unusable, 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.
Line 405: Line 710:
  
 
How to use:
 
How to use:
<div class="toccolours mw-collapsible mw-collapsed">
 
Click expand to see details about using sleepers.
 
<div class="mw-collapsible-content">
 
 
 
# Ensure the sleeper is open. If it's not, open it.
 
# Ensure the sleeper is open. If it's not, open it.
 
# Pull the patient near the sleeper.
 
# 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 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.
 
# Click on the sleeper to open the menu.
# Inject chemicals they need (note: these are the non-upgraded chemicals):
+
# Inject chemicals they need. (See the [[Machines#Sleeper|list of sleeper chemicals]] available).  
#* '''[[Epinephrine]]:''' Brings down and limits high suffocation damage. Heals brute, burn and toxin damage very slowly if the patient is in critical condition.
+
# Open the sleeper and remove the patient.
#* '''[[Bicaridine]]:''' Heals brute damage slowly over time.
 
#* '''[[Kelotane]]:''' Heals burn damage slowly over time.
 
#* '''[[Morphine]]:''' Puts person to sleep after some time.
 
# It's not necessary to wait now, open the sleeper and kick them out.
 
 
 
A quick guide to the upgraded chemicals:
 
#* '''[[Salbutamol]]:''' Heals suffocation damage.
 
#* '''[[Anti-toxin]]:''' Heals toxin damage slowly over time.
 
#* '''[[Mannitol]]:''' Heals brain damage.
 
#* '''[[Oculine]]:''' Heals eye damage and cures nearsightedness. Has a chance of curing blindness.
 
#* '''[[Inacusiate]]:''' Heals ear damage instantly, but cannot cure genetic deafness.
 
#* '''[[Mutadone]]:''' Cures all genetic mutations, both good and bad.
 
#* '''[[Guide_to_chemistry#Pentetic Acid|Pentetic Acid]]:''' Heals toxin damage slowly over time. Reduces radiation and removes any other chemical from the bloodstream, including other healing chems, so use it sparingly.
 
#* '''[[Omnizine]]:''' Heals brute, burn, toxin and suffocation damage very slowly over time.
 
 
 
If you inject bicaridine, kelotane and anti-toxin all in one patient then the three chemicals will form tricordrazine. This may result in an overdose as the combined chems may go over the 30 unit threshold.
 
</div>
 
</div>
 
  
 
== Rarer Cases ==
 
== Rarer Cases ==
Line 439: Line 722:
  
 
===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!
+
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.
 
 
'''Chemicals that can overdose:'''
 
* Bicaridine 30u
 
* Kelotane 30u
 
* Anti-toxin 30u
 
* Tricordrazine 30u
 
* Omnizine: 30u (Really deadly)
 
* Salicylic Acid 25u
 
* Ephedrine 30u (Addiction at 25u)
 
* Morphine 30u (Addiction at 25u)
 
* Atropine 35u
 
* Epinephrine 30u
 
* Nicotine 35u (Addiction at 30u, not sure its achievable with normal cig use)
 
* Crank 20u (Addiction at 10u, also really deadly)
 
* Krokodil 20u (Addiction at 15u, addiction is what causes skin and bones minus skin)
 
* Histamine 30u (This is what makes Histamines dangerous)
 
  
 
How to treat:
 
How to treat:
Line 464: Line 731:
 
===[[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 a green-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.
  
 
How to Treat:
 
How to Treat:
 
# Suit up in [[Clothes_and_internals#bodywear|anti-viral equipment]].
 
# Suit up in [[Clothes_and_internals#bodywear|anti-viral equipment]].
 
# Isolate the patient from public areas (if they have an infectious disease).
 
# 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 (usually some basic chemical element).
+
# Use your Health Analyzer or PDA to see the cure for the disease (see the [[Infections#Understanding_stats|list of possible cures]]). This won't work if the disease is stealthy.
# Administer the chemical element needed. OR if the virologist has made a vaccine, administering one unit of it will instantly cure and immunize.
+
# If the virus is stealthy, you must take a blood sample to a PanD.E.M.I.C 2200 to see the cure.  
# Monitor the patient's condition, do not leave them until they are clear and have become resistant to the disease.
+
# 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.
 
# Check if you are infected after dealing with the patient.
 
After:
 
After:
* If you did not have the vaccine for the disease, take a blood sample from the cured patient and hand it to the [[virologist]] to help him/her make a vaccine.
+
* If you did not have the vaccine for the disease, see [[Infections#How_to_create_a_vaccine|How to create a vaccine]].  
  
If you half-ass curing people, the disease may return and kill the person. And they can get infected if they are cloned as well!
+
Cloned people lose their immunity and can be reinfected.
  
 
===Blindness===
 
===Blindness===
Line 485: Line 753:
 
* If they are completely blind, [[Surgery#Eye surgery|eye surgery]].
 
* If they are completely blind, [[Surgery#Eye surgery|eye surgery]].
 
* [[Omnizine]] has a chance of curing blindness while slowly healing eye damage.
 
* [[Omnizine]] has a chance of curing blindness while slowly healing eye damage.
* [[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===
Line 498: Line 766:
 
How to treat:
 
How to treat:
 
* Most ear damage will heal on its own.
 
* Most ear damage will heal on its own.
* [[Inacusiate]] heals minor ear damage instantly.
+
* [[Guide_to_chemistry#Inacusiate|Inacusiate]] heals minor ear damage instantly.
 
* Put earmuffs on the patient and minor ear damage will quickly heal.
 
* Put earmuffs on the patient and minor ear damage will quickly heal.
 
* Mutadone can reset genetic mutations including deafness.
 
* Mutadone can reset genetic mutations including deafness.
Line 507: Line 775:
 
How to treat:
 
How to treat:
 
* Ask a competent [[geneticist]] to remove the bad mutation.  
 
* 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.
+
* 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]]===
You will rarely treat this, it causes people to black out all the time, 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 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/The Stormdrive/AGCNR, 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.
+
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:
 
How to treat:
 
* If you have [[potassium iodide]] or [[pentetic acid]], use them. These will remove the radiation before it poisons the patient further.
 
* 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.
 
* Give the patient a shower to help lower radiation levels.
* Else, treat with [[charcoal]] (Anti-toxin) until the radiation levels have subsided.
+
* Else, treat with [[charcoal]] or toxin-healing chems until the radiation levels have subsided.
* Heavily irradiated patients will irradiate anyone around them, so get yourself treated.
+
* 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/Stormdrive/AGCNR 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===
Line 528: Line 797:
  
 
===[[File:Huddead.png]] Death===
 
===[[File:Huddead.png]] Death===
If the patient is dead, the basic procedure for handling stiffs is the same. Your first plan of action should be trying to [[Medical_items#Defibrillator|defibrillate]] the body and bring them back to life quickly. If they have this icon on your [[Medical_items#Health_Scanner_HUD|health scanner hud]]: [[File:Huddefib.gif|64px]] it means the body is fresh enough for [[Medical_items#Defibrillator|defibrillation]].  
+
If the patient is dead, the basic procedure for handling stiffs is the same. Your first plan of action should be trying to [[Medical_items#Defibrillator|defibrillate]] the body and bring them back to life quickly. If they have this icon on your [[Medical_items#Health_Scanner_HUD|health scanner hud]]: [[File:Huddefib.gif|64px]] it means the body is fresh enough for [[Medical_items#Defibrillator|defibrillation]]. The defibrillation maximum timer is 15 minutes, but the heart will [[#Organ_damage|decay]] in only 3 minutes and must typically be [[Surgery#Coronary_Bypass|repaired]] for a late defibrillation to work.  
  
# 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]].
+
# 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]] (might wanna try the second one tho, just for peace of mind).
# If examining the body just says "He/she is limp and unresponsive; there are no signs of life..." it means the corpse has a soul. Buckle the patient to a [[#Lifeform_Stasis_Units|Stasis Bed]] to stop the decay timer, 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 examining the body just says "'''He/she is limp and unresponsive; there are no signs of life...'''" it means the corpse has a soul. Buckle the patient to a [[#Lifeform_Stasis_Units|Stasis Bed]] to stop the decay timer, 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_.28Burn.2FBrute.29|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 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.  
 
# 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.  
Line 545: Line 815:
  
 
'''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 [[Guide_to_genetics#Cloning|clone]] it. The green light is normally accompanied by a beeping sound as well, which can be turned off by alt-clicking the tray.
 
'''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 [[Guide_to_genetics#Cloning|clone]] it. The green light is normally accompanied by a beeping sound as well, which can be turned off by alt-clicking the tray.
 
== Quick reference to medborg chems ==
 
 
#Dexalin-oxyloss
 
#Kelotane-burn
 
#Bicardine-brute
 
#Antitoxin-toxin
 
#(if all 4 are combined, tricordrazine is made. watch out for overdose)
 
#Epinephrine-stabilizing
 
#Spaceacillin-diseases
 
#Salglu-bloodloss and some diseases
 
#(expanded hypo upgrade required past this point)
 
#Mannitol-brain damage
 
#Oculine-eye damage
 
#Inacusiate-ear damage
 
#Mutadone-mutations
 
#Haloperidol-antidrug
 
#Oxandrolone-50+ burn
 
#sal_acid-50+ brute
 
#rezadone-genedamage
 
#pen_acid-radiation and toxin, flushes out chems
 
  
 
== Afternote ==
 
== Afternote ==
If you aren't serious about healing someone, don't give up halfway, get proper medical staff to help them. Don't leave them in Genetics to just die either (this wastes everyone else's time, except yours, you selfish fuck), at least try to have a doctor save them.
+
If you aren't serious about healing someone, don't give up halfway. Get proper medical staff to help them. Don't leave them in [[Genetics]] to just die either (this wastes everyone else's time). At least try to have a doctor save them.
  
 
[[Category:Guides]]
 
[[Category:Guides]]

Latest revision as of 03:20, 30 November 2023

Generic cmo.png
 
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[edit | edit source]

First of all, grab a MedGlasses.png 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[edit | edit source]

  • 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/brain 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[edit | edit source]

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:

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 Gauze.png. 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:
  1. Take the patient to a sleeper. Drag the patient on top of it, then click on the sleeper to close it and administer medicine.
  2. 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.
  3. 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.
  4. Just use bruise packs, ointments or other appropriate medication. See next section for examples.

Treatment[edit | edit source]

O2med.png Suffocation[edit | edit source]

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.
  • Perfluorodecalin very quickly heals suffocation damage, but deals a toxin damages in exchange.
  • 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.

Brutefak.png Brute[edit | edit source]

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.
  • Bruise packs can be applied to the damaged limb. Use a medical scanner or ask the patient to examine themselves.
  • Tend Wounds surgery will heal brute and burn damage.
  • Bicaridine (in sleepers) and Styptic Powder (found in brute patches) heal brute damage over time.
  • Salicyclic Acid 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.

Bmed.png Burns[edit | edit source]

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:

  • Ointments can be applied to the damaged limb. Use a medical scanner or ask the patient to examine themselves.
  • Tend Wounds surgery will heal brute and burn damage.
  • Kelotane (in sleepers) and Silver Sulfadiazine (found in brute patches) heal burn damage over time.
  • Oxandrolone heals burn damage over time, slowly if under 50 burn damage and quickly if over 50. Can be overdosed.
  • 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.

Tmed.png Toxins[edit | edit source]

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:

  • Antitoxin heals toxic damage and purges poison.
  • Charcoal heals toxic damage and purges all other chemicals. Cannot OD.
  • Pentetic acid heals toxic damage and purges all other chemicals quickly. Also purges radiation.
  • 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.
  • Cryoxadone in a cryotube or a very cold environment heal most types of damage, including toxic.
  • Lime juice, tea, iced tea can slowly heal it.
  • Vomiting heals some toxic damage. You usually can't control it, however.
  • If patient has a failing liver, a liver transplant will stop the toxin damage caused by that liver, and will allow chemicals to work in the body.

Blood Pack.png Bleeding[edit | edit source]

After a limb sustains 30 brute damage, it will start bleeding. Bleeding can also be caused by cuts from sharp objects.

IVs and gauze Gauze.png will provide relief from bleeding. IV Drip.png

A Bloody Mary will also replenish lost blood.

WARNING: Incorrect blood types are toxic to the patient, and will not replenish their blood!

Blood compatibility table
Recipient Donor
O− O+ A− A+ B− B+ AB− AB+ U L LE OZ
O− Yes.png No.png No.png No.png No.png No.png No.png No.png No.png No.png No.png No.png
O+ Yes.png Yes.png No.png No.png No.png No.png No.png No.png No.png No.png No.png No.png
A− Yes.png No.png Yes.png No.png No.png No.png No.png No.png No.png No.png No.png No.png
A+ Yes.png Yes.png Yes.png Yes.png No.png No.png No.png No.png No.png No.png No.png No.png
B− Yes.png No.png No.png No.png Yes.png No.png No.png No.png No.png No.png No.png No.png
B+ Yes.png Yes.png No.png No.png Yes.png Yes.png No.png No.png No.png No.png No.png No.png
AB− Yes.png No.png Yes.png No.png Yes.png No.png Yes.png No.png No.png No.png No.png No.png
AB+ Yes.png Yes.png Yes.png Yes.png Yes.png Yes.png Yes.png Yes.png No.png No.png No.png No.png
U Yes.png Yes.png Yes.png Yes.png Yes.png Yes.png Yes.png Yes.png Yes.png No.png No.png No.png
L No.png No.png No.png No.png No.png No.png No.png No.png No.png Yes.png No.png No.png
LE No.png No.png No.png No.png No.png No.png No.png No.png No.png No.png Yes.png No.png
OZ No.png No.png No.png No.png No.png No.png No.png No.png No.png No.png No.png Yes.png

Treating bloodloss:

  1. Bandage wound with a medical gauze to stop bleeding.
  2. Locate brute damage.
  3. Treat brute damages above ~30 to halt bleeding.
  4. Assess blood levels, if low or critical, proceed with blood transfusion.
  5. If a blood transfusion is unavailable, blood will be naturally produced by the body, albeit slowly.
  6. Iron and most foods will improve blood regeneration.

Blood transfusion:

  1. Use medical scanner on patient to find blood type.
  2. Obtain blood pack from surgery, virology, or cargo.
  3. Make sure IV drip is in the blue "inject" mode. You toggle this by clicking the IV drip when nothing is attached to it.
  4. Attach blood pack to IV drip.
  5. Click-drag IV drip onto patient.
  6. Check up on patient's blood levels regularly, this process moves quickly.
  7. 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.
  8. Detach blood pack by clicking on the IV drip.

Blood donation:

  1. Make sure IV drip is in the red "take" mode. You toggle this by clicking the IV drip when nothing is attached to it.
  2. Attach a beaker or an empty blood pack to IV drip.
  3. Attach to a donor by click-dragging it onto the donor.
  4. Blood pack will automatically fill. The alarm will sound if patient's blood levels reach critical.
  5. Detach IV drip by click-dragging it onto the donor again or simply clicking the IV.
  6. Click on IV drip to eject the beaker or blood pack. Label appropriately.

Clone.gif Cellular damage[edit | edit source]

Rare kind of 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.
  • 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.

Liver organ.png Organ damage[edit | edit source]

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 3 minutes, and brains, which will decay completely in 30 minutes.

Treatment:

  • 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 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[edit | edit source]

Each organ has 100 max hp, except the brain which has 200.

Organ Decay time Damage effects Non-functional/broken effects Treatment
Heart.png Heart 3 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. Corazone or replacing the heart with surgery. Heart attack is treatable with defibrillation, unless the heart is broken.
Liver organ.png Liver 15 minutes Toxin damage. Rapid toxin damage and chemicals are no longer processed. Corazone or replacing the liver with surgery.
Lungs.png Lungs 15 minutes Expends oxygen faster by increasing breathing rate. Prevents breathing, leading to rapid death from suffocation. Replacing the lungs with surgery.
Appendix Appendix 15 minutes Nothing. It bursts, causing toxin damage until the organ is removed. Removing the appendix with surgery.
Stomach organ.png 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.png Eyes 15 minutes Worsening eyesight until fully blind. Blindness. Oculine or eye surgery.
Ears.png Ears 15 minutes Worsening occasional tinnitus, causing very brief deafness. Deafness. Inacusiate.
Brain.png Brain 30 minutes See Brain damage. Death. See Brain damage.

Brain.png Brain damage[edit | edit source]

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 need an advanced health analyzer, which CMO gets one of by default. Getting killed and cloned does not cure brain traumas.

Ways of getting damaged:

Treatment:

  • Mannitol pills or injections slowly cure brain damage, but does not cure brain traumas.
  • Neurine will treat the most basic brain traumas. These traumas have no prefix on health analyzer.
  • Brain Surgery, 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. You can identify deep-rooted brain traumas by the prefix "deep-rooted" on health analyzer. Some viruses can cure these and lower level traumas.
  • Permanent brain traumas are either permanent or curable with magic, which is typically unavailable. Failing 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 life now".


DoubleESword.png Dismemberment[edit | edit source]

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.

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.


Medilizard.png Species Treatments[edit | edit source]

Medilizard.png
 
Nurse Sniffs-The-Medicine says:
"Doctor, Doctor! That Lizardman isss out of blood, that ssslimeperson hasss 25 unitsss of anti-toxin in their bloodssstream and that plasssmaman isss sssuffocating!"

Due to all Nanotrasen Solgov Vessels being staffed with a Multi-Race Crew, some species requires different treatments in order to heal correctly compared to the treatments a human requires.

Roundstart Species[edit | edit source]

Species Blood type Weakness Treatment
Humans.png Human Standard None Standard Treatments
Lizardpeople.png Lizardperson L 50% More Cold Damage, Human Blood types Standard Treatments, however use Blood Type L to treat blood loss
Plasmaman.png Plasmaman None Oxygen, most suffocation wounds are due to a loss of plasma in their tank, yell at cargo to buy more, they'll be positively glad to have something to do. Due to being a plasma-based lifeform, cloning is next to impossible unless there's a shower nearby and you are quick in dressing them.
Moths.gif Mothperson Standard As of currently, no known treatments deals damage. Standard Treatment
Light Bulb.png Ethereal LE/Liquid Electricity Any type of blood Due to their ability to die if they run out of electricity, focus should be on determining what level of electricity they are on to prevent the patient from dying while doctors provide standard medical aid.
IPC.png IPC Oil Can process certain reagents but not all of them Due to their silicon nature they are outside of your field to handle and should be redirected to Robotics for brute/burn treatments, however if you happen to need to treat one, use welding to fix brute damage and cable coils to fix burn damage. The chemicals: System Cleaner treats IPC Toxin damage while Solder fixes brain damage and traumas.
Catpeople.png Felinid Standard Chocolate and loud noises Most frequent treatments are as a result of ear damage.

Less Common Species[edit | edit source]

Species Blood type Weakness Treatment
Podpeople.png Podpeople Standard Plant killing reagents Due to their ability to regenerate if standing in a sufficiently lit area, treatment focus should be on providing a sufficiently lit room and to treat anything which a well lit room can't heal.
Flypeople.png Flypeople Standard Pest Spray Standard Treatment
Slimepeople.png Jelly/Slimepeople Slime Jelly Anti-Toxin Medication, Cold, Medibots Due to their unique body chemistry the slimepeople and their subspecies are able to heal toxin damage by ingesting toxin dealing reagents such as welding fuel or Fluorine, they are also able to heal from most damages if provided with a sufficient amount of nutrients. If a slimeperson has been injected with Toxins healing chemicals you are to with all haste acquire a Calomel syringe from a Toxins Treatment kit and inject 5 units of it and await until the chemical has been processed by the body, if needed inject 5 more until all toxins healing chemicals have been purged and then provide any Toxins Dealing Chemicals to the slimeperson until they've been healed
Agolem.png Golems None Depends on the type of Golem, Thick skin, Immune to cryogenic drugs. Due to basically being a pile of rocks capable of movement, they aren't able to be injected with syringes, they don't suffocate and instead take brute damage while in critical meaning one only have to treat their brute damage and don't have to worry about refilling their blood due to their inability to bleed.
Skeletons.png Skeletons None None Due to being a walking skeleton medical doesn't really need to worry about treating a skeleton since they heal from drinking milk and are immune to medical injections.
Zombies.png High-functioning Zombies None Nothing Apply standard medical treatments if the zombie manages to actually get to medical.
Zombies.png Romerol Zombies None Self-Revival, Regeneration. If a Romerol Zombie outbreak has occurred onboard the starship all care should be taken to ensure the tumors are removed quickly and if necessary one should chop off the head, remove the brain and then clone said brain. Note under no circumstance no matter what should you ever try to treat a Romerol Zombie that is still living.
Shadowpeople.png Shadowperson None Light Before performing surgery on a shadowperson all lights around the subject should be turned off and the doctor should be wearing night-vision goggles, if a paramedic is trying to treat a shadowperson that is currently in critical they should shut off any sources of light in the area and then prioritize keeping the subject stable while they slowly heal from the darkness.
Synth revealed.png Synths/Military Synths Standard if in disguise Immune to all chemicals except synthflesh Synths can only be healed through the usage of the chemical Synthflesh
Androids.png Androids None Cannot be pierced by syringes, can't be healed through conventional means. Due to only being able to be healed through the usage of wires and welding they aren't the responsibility of Medical
Abductor base.png Abductors None Nothing Standard Medical Treatments


Using Stasis Beds, Cryogenics and Sleepers[edit | edit source]

Stasis bed off.pngLifeform Stasis Units[edit | edit source]

These "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.

Cryo.gif Cryogenics Tube[edit | edit source]

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!):

  1. Wrench the oxygen canisters to connect them to the tubes and the freezer.
  2. Turn on the freezer. Set it to lowest temperature available.
  3. Load beakers with chemicals. A common and highly effective mix for general use is cryoxadone, clonexadone and mannitol.
    • All chemicals will work, so you can add anything. This is the job of chemists.
    • 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.
  4. 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:

  1. Ensure the cryo tube is open first. If not, open it.
  2. Pull the person on top of the tube.
  3. Remove all clothes that prevent freezing, such as hardsuits. Else it won't work.
  4. Close the cryo tube with its menu, or click on them with your mouse and drag their sprite to the tube.
  5. 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?).
  6. Turning it on will put the patient to sleep.
  7. If set to auto, the tube will turn off and pop open automatically.
  8. Shake the person to get them up (switch to help intent and click on them multiple times).
  9. Let them redress (or do it for them) then kick them out.


If you ever see this:
Trapped in cryo.png

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.gif Sleeper[edit | edit source]

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.

How to use:

  1. Ensure the sleeper is open. If it's not, open it.
  2. Pull the patient near the sleeper.
  3. Click and hold on the patient, move the cursor to the sleeper, then release. This puts the patient inside.
  4. Click on the sleeper to open the menu.
  5. Inject chemicals they need. (See the list of sleeper chemicals available).
  6. Open the sleeper and remove the patient.

Rarer Cases[edit | edit source]

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[edit | edit source]

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.

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.

Hudill.png Disease[edit | edit source]

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:

  1. Suit up in anti-viral equipment.
  2. Isolate the patient from public areas (if they have an infectious disease).
  3. 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.
  4. If the virus is stealthy, you must take a blood sample to a PanD.E.M.I.C 2200 to see the cure.
  5. Administer the chemical element needed OR if the virologist has made a vaccine, administering one unit of it will instantly cure and immunize.
  6. Monitor the patient's condition and do not leave them until they are clear and have become resistant to the disease.
  7. Check if you are infected after dealing with the patient.

After:

Cloned people lose their immunity and can be reinfected.

Blindness[edit | edit source]

The person cannot see, they usually will scream about this endlessly.

How to treat:

Deafness[edit | edit source]

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 minor ear damage instantly.
  • Put earmuffs on the patient and minor ear damage will quickly heal.
  • Mutadone can reset genetic mutations including deafness.

Genetic Disabilities[edit | edit source]

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[edit | edit source]

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/The Stormdrive/AGCNR, 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/Stormdrive/AGCNR 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[edit | edit source]

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.

Huddead.png Death[edit | edit source]

If the patient is dead, the basic procedure for handling stiffs is the same. Your first plan of action should be trying to defibrillate the body and bring them back to life quickly. If they have this icon on your health scanner hud: Huddefib.gif it means the body is fresh enough for defibrillation. The defibrillation maximum timer is 15 minutes, but the heart will decay in only 3 minutes and must typically be repaired for a late defibrillation to work.

  1. 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 (might wanna try the second one tho, just for peace of mind).
  2. If examining the body just says "He/she is limp and unresponsive; there are no signs of life..." it means the corpse has a soul. Buckle the patient to a Stasis Bed to stop the decay timer, 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.
  3. If the health analyzer says the patient's heart is non-functional, the heart must be repaired or replaced.
  4. 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.
  5. 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 Help.png intent, target the chest, and then click on the patient. After a few seconds, you'll deliver an electric shock.
  6. If the defib pings and says the resuscitation was successful, use medicine on them and then unbuckle them from the Stasis Bed to make them start healing up. If the defib instead says they have severe tissue damage, they have more than 180 brute or burn damage, and needs more synthflesh. If it says the heart tissue has decayed beyond saving, you are too late. If the body is a husk then defib will never work.


If defibrillation can't be done, you have a few choices:

  1. The easiest solution is usually to drag the corpse to cloning. If cloning is upgraded enough, you will be able to clone even husks and brains.
  2. If you have many corpses then cloning can be a slow process. Sometimes cloning might even be sabotaged. Consider doing revival surgery instead, if available.
  3. Another option for revival is the chemical strange reagent, which works similarly to defibrillation, except the patient needs to be below 100 brute and burn damage (instead of 180), and it works on corpses of any age.
  4. You can also clone people in Hydroponics, which works even if the patient is missing a head. See Replica Pod Cloning. This option creates podperson clones.


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 clone it. The green light is normally accompanied by a beeping sound as well, which can be turned off by alt-clicking the tray.

Afternote[edit | edit source]

If you aren't serious about healing someone, don't give up halfway. Get proper medical staff to help them. Don't leave them in Genetics to just die either (this wastes everyone else's time). At least try to have a doctor save them.