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Hi. I play a pink-haired corpsman in medical. I do medical things. That's all I really ever do. '''Hi.'''
Hi. I play'''ed''' a pink-haired corpsman in medical. I '''did''' medical things. That's all I really ever '''did'''. I also ported WickedTempest's medical guide to [[Guide to Medicine]]. '''Hi.'''


  Jayda Wilson shouts, "A wild neko!"
  Jayda Wilson shouts, "A wild neko!"
Line 19: Line 19:
  Angelina Pershing snaps her fingers.
  Angelina Pershing snaps her fingers.
[[File:Jayda.png]]
[[File:Jayda.png]]
-----------------------------------------
Time to port a frikkin med guide lads let's goooooooooooooooo
-----------------------------------------


=A Friendly Reminder From The Admins=
------
As tempting as it may be to help, remember that it is against the rules to do things like breaking into medbay to treat patients when there are active medical staff on duty. Bandaging up minor injuries with the publicly available first aid kits is usually fine, as is performing CPR or otherwise preventing someone from dying until the medics arrive, but don't go outright doing someone's job for them.
Jayda's dumb solo med checklist
------
{{toc_right}}


At the very least, give the medics a chance to respond - nobody wants to drop everything they're doing and haul ass across the station with a rollerbed only to find that cargo were already on the scene with a crate of medical supplies and healed the patient up to full in the time it took for them to run from medbay to the gateway.
So if you adore suffering and a ton of inconveniences and find yourself alone in medical and want to keep yourself busy, here you go.


=Triage=
=Cryo Cryo Cryo=
Triage is medical's word for "priority" regarding patients. The goal of triage is to '''stabilize patients, not cure to 100%.''' Generally this comes into play when there is ''more than one'' patient. Wearing a pair of [[File:PGlasses.png]] AR-Ms (HUDs work as well, though they are inferior) will allow you to assess a patient's overall health from a glance via a health bar floating above their character.
You dunno what's going to show up and when so it's probably a good idea to get cryo going immediately. Be sure to mention over the radio that you'll be busy setting a few things up and for people to summon you over the radio if they need implants. Rush down to Secondary Storage and set cryo to 40 Kelvin or something, which can be achieved by mashing the left-most subtraction button a bunch until it reads 0 Kelvin (if you leave it at 0 then you're a butt) and then mash the middle addition button until it reads 40 Kelvin, then just turn it on. Don't worry about the beakers sitting next to the tubes since you can just toss those in whenever you want, but leave them out since we'll get to those later.
*'''No Healthbar''': 100% Health
*[[File:Hudgreen.png]]'''<span style="color:green">Green''': 78-99% Health
*[[File:Hudyellow.png]]'''<span style="color:orange">Yellow''': 42-71% Health
*[[File:Hudred.png]]'''<span style="color:red">Red''': 1-21% Health
*[[File:Hudfred.gif]]'''<span style="color:crimson">Red, Flashing''': -40-0% Health
*[[File:Hudcritical.gif]]'''<span style="color:maroon">Critical!''': -85:-50% Health
*[[File:Huddead.png]]'''Dead''': -100% Health


Patients between Critical and Yellow deserve treatment first with priority starting at Critical and going up. The main exception to this is if any patient that isn't dead is bleeding (including internal bleeding) and/or has severe internal organ damage, as leaving a patient with these conditions may worsen their overall health rather quickly. From there, get all patients to at least Yellow before resolving the rest of their issues.
==Buuuuut I Didn't Do This And People Are Already Dying==
If you need cryo cold in a hurry, use the wrench on one of the canisters to disconnect it. Less gas means less stuff to cool down, though it's probably not going to cool instantly. For the time being, if someone is in critical, just stuff them in a Sleeper, set stasis to Complete, inject 20u Inaprovaline and 5-10u Dylovene to make a little Tricord for them.


===Dead Patients===
=Voidsuits R Ur Frend=
If the patient dies right there or is reported to have died recently, defib them ASAP. If they do not resuscitate, leave them be and tend to the other patients. Do not waste more time than you need to on dead people; either assign another doctor to deal with them or come back to them later once everyone else is healed to Yellow.
Run down to the EMT Bay and swipe your ID over the Rescue Suit Control Module to unlock it, then clickdrag the blue toolbox sitting on the rack next and crowbar the panel open, then wrench the oxygen tank out and stuff it in your backpack. Run to the opposite wall and grab the two oxygen tanks there and stuff them in your backpack (or just hold them, I guess). Rush on out and exit from Secondary Storage by using the north maintenance tunnel. This will take you to the primary hallway of Asteroid 2. Run east and into EVA, jam an oxy tank into the canister, set release to maximum, then open the valve. '''Make sure there's a tank inside when you open it, and always close it before ejecting the tank.''' Do this for all three and maybe your own emergency oxygen tank if you want, then run back to the EMT Bay the same way you came out. Jam a tank into the RIG and seal it up, throw the other two tanks where you found them. If your anatomy isn't Human or Skrell, throw a suit and helmet into the suit cycler and select your setting, otherwise just pick up the magboots and helmet and click the suits to attach them, but leave the oxygen tanks out ''for now.''


===Cryogenics===
=Caaaaaaargo=
Cryo is all about suspending someone in animation and healing them to boot! If someone is in a pretty bad way, tossing them into a (correctly setup) cryo tube will help with most problems on the surface. Even if the damage isn't healed, the cryo tube is basically one gigantic stasis bag minus the terribly short oxygen supply.
Chances are no one's even in here but oh well. Put in an order for a Vey-Med Voidsuits crate, found in the Voidsuits section. Make up some request like "our current EMT suits are slow and bad" and just slap the paper onto the table, then navigate to the Medical section and order a Clotting Kit crate which is unfortunately priced at 100 points, so just add a comment for whoever takes care of the order to take it easy and order when they have points to spare. Once that's done and no one is at the desk, announce over the radio that cargo has orders and the CD or whoever has access might take care of it themselves.


==Viral Triage==
==Clotting Kit==
Though rare and seldom (if at all) seen outside of adminbus, a crew member that has been infected with a pathogen signifies the need to act quickly. This list of tasks should be accomplished:
Internal bleeding sucks and Myelamine is hard to get your hands on in chemistry, so this is a nice thing to order. Just unlock the crate, take the kit out, then close the crate while you're at cargo/in front of the cargo tech and you're set. Throw the kit in reception or something.
#Clean up all biohazards (blood, mucus, etc) within medical, instruct sanitation staff to put heightened effort into carrying this out.
#Retrieve a blood sample from an infected crew member and announce the presence of a pathogen, and for all crew feeling ill to report to medical.
#Assign tasks to doctors:
#*One doctor to administer Spaceacillin to arriving crew members and escort them to the quarantine area of Virology.
#*One doctor to develop antibodies in test subjects to harvest and dilute to distribute to crew.
#*One doctor to incubate and grow a sample of the virus for detailed analysis. This will allow HUDs and AR-Ms to identify crew that are infected.
#Distribute doses of the antibodies to crew (1u mixed in 4u of water will work).


=Diagnostics=
==Vey-Med Voidsuits==
These voidsuits are nice and sleek and have no slowdown, so they're a pretty nice thing to have as an EMT. Drag the crate over to the EMT Bay and open it up. Dump the tanks, helmets, and boots under you and toss the suits themselves onto their own tiles. Put a helmet and pair of magboots on each suit, but take the two filled oxygen tanks on the rack and put them in the non-taur voidsuits (unless you're a taur, of course), then take the remaining three oxygen tanks and put them in the other voidsuits. Shove the old ones onto the south-most rack along with the taur suit and throw the other two onto the north rack. Don't bother with the breath masks, they're not needed as long as the helmet is deployed. Make sure the supply manifest is still in the crate and wheel it back over to Cargo.


==Damage Types==
=There's Still No Frikkin Chemist=
Yeah so basically this section is down here because it's a good idea to let one join so they have some job to do, given how rare they are. By now, though, Chemistry is pretty much for grabs, so go ahead and run in there. Here's a small list of medicines to make as well as how to make them. It's also a good idea to set the bottle type to Type 4, since it's easier to tell how much medicine is left in it from a glance. You should also grab a Chemistry Bag from the wardrobe to easily scoop bottles in and deposit into the fridge.


===<span style="color:red"><u>Brute</u></span>===
==The Medicines==
Cuts, lacerations, and bruising all make up the red number on the health analyzer, normally caused by physical trauma such as punching, getting hit with something, being dragged with open wounds, slamming into walls, etc. Sometimes high brute values may break bones, which will require [[Surgery]], or the limb may even become dismembered! Treatment for brute damage on it's own is listed below:
===4 Bicaridine===
* [[Medical Items#Advanced Trauma Kit|'''Advanced Trauma Kits''']]: Heals 3 brute on the target limb immediately and will allow it to heal on it's own if the damage is below 50. The 3 damage that's taken off works even if the patient is dead, which may be useful if a defib is unable to resuscitate someone due to high damage. ATKs also disinfect wounds if applied early.
20 Carbon Oxygen Sugar, 30 Carbon (x2).
* [[Guide to Chemistry#Medicine|'''Bicaridine''']]: A red colored medicine which heals 6 brute per unit, meaning a full (15u) syringe will heal 90 brute damage. Best utilized in liquid form, overdoses at 30u.
* [[Guide to Chemistry#Medicine|'''Tricordrazine''']]: A purple medicine that heals all <u>underlined</u> damage, albeit slowly, healing 1.5 damage per unit. Best utilized in liquid form but not alone, no overdose.


===<span style="color:orange"><u>Burn</u></span>===
===4 KeloDerm===
Skins, burns, and scars make up the yellow number on the health analyzer, normally caused by intense temperatures such as fire, extremely cold temperatures, lasers, and electrocution. Exceptionally high burn values may vaporize a limb, and can cause bloodloss on top of easily becoming infected. Massive amounts of burn damage may cause your character to be 'husked,' unable to be resuscitated no matter what you do. Treatment for burn damage on it's own is listed below:
40 Carbon Silicon, 20 Phosphorous Oxygen.
* [[Medical Items#Advanced Burn Kit|'''Advanced Burn Kits''']]: Essentially the burn variant of ATKs. Primarily used to disinfect burn wounds.
* [[Guide to Chemistry#Medicine|'''Kelotane''']]: A yellow colored medicine which heals 6 burn per unit, meaning a full (15u) syringe will heal 90 burn damage. Overdoses at 30u.
* [[Guide to Chemistry#Medicine|'''Dermaline''']]: An orange-yellow colored medicine which heals 12 burn per unit. Overdoses at 15u (one full syringe, be careful).
* '''KeloDerm''': A yellow colored medicine with Kelotane and Dermaline mixed in 1:1. Since the medicines are separate, they work quicker, though KeloDerm doesn't heal as much as Dermaline alone. Overdoses at 30u.
* [[Guide to Chemistry#Medicine|'''Tricordrazine''']]: A purple medicine that heals all <u>underlined</u> damage, albeit slowly, healing 1.5 damage per unit. No overdose.


===<span style="color:green"><u>Toxin</u></span>===
===Alternatively, Dermaline===
Damage dealt by toxins make up the green number on the health analyzer, normally caused by poisons, overdosing, phoron exposure/phoron-infected clothes, radiation, infections/necrosis, damaged liver, and critical blood levels. Treatment for toxin damage on it's own is listed below:
20 Carbon Silicon, 40 Phosphorous Oxygen.
* [[Guide to Chemistry#Medicine|'''Dylovene''']]: A green colored medicine which heals 4 toxin per unit, and can treat the liver if it's damage is below 10. No overdose (there is but it just treats itself).
* [[Guide to Chemistry#Medicine|'''Carthatoline''']]: A grey colored medicine which heals 8 toxin per unit, but has the side effect of inducing nausea in the patient. Can treat liver damage. No overdose.
* [[Guide to Chemistry#Medicine|'''Arithrazine''']]: A green colored medicine which heals 10 toxin per unit, but has the side effect of causing minor brute damage. It also metabolizes very slowly. Overdoses at 30u.
* [[Guide to Chemistry#Medicine|'''Tricordrazine''']]: A purple medicine that heals all <u>underlined</u> damage, albeit slowly, healing 1.5 damage per unit. No overdose.


===<span style="color:blue"><u>Suffocation (Hypoxia)</u></span>===
===4 Dexalin Plus===
Damage dealt by lack of oxygenated blood being pumped through the body makes up the blue number on the health analyzer, normally caused by suffocation, low blood levels, heart damage, and lung damage. Treatment for hypoxia on it's own is listed below:
4 Phoron (Set-Transfer-Amount with dropper), 40 Oxygen (x2) Carbon Iron.
* [[Guide to Chemistry#Medicine|'''Inaprovaline''']]: A cyan colored medicine which doesn't actually heal hypoxia, but instead halts any further damage. Overdoses at 60u.
* [[Guide to Chemistry#Medicine|'''Dexalin''']]: A blue colored medicine which heals 15 oxy per unit. Overdoses at 30u.
* [[Guide to Chemistry#Medicine|'''Dexalin Plus''']]: A blue colored medicine which heals '''150 oxy''' per unit. Best utilized in pill form (though this reduces healing down to 75 oxy per unit), overdoses at 15u (one full syringe).
* [[Guide to Chemistry#Medicine|'''Tricordrazine''']]: A purple medicine that heals all <u>underlined</u> damage, albeit slowly, healing 3 oxy damage per unit. No overdose.


===<span style="color:grey">Genetic</span>===
===2 Clonexadone===
Damage dealt by either radiation, slime digestion, or from popping out of an unupgraded growing vat makes up genetic damage, which the health analyzer can only determine by means of a red prompt, requiring a body scanner for a precise measurement of genetic damage. Treatment for clone damage is listed below:
30 Phoron or something, 40 Oxygen, 20 Water Oxygen (IN THAT ORDER), 30 Sodium (x2, you'll have to extract the Clonexadone on the first go).
* [[Guide to Chemistry#Medicine|'''Cryoxadone''']]: A pale blue medicine which heals the above damage including genetic damage, but requires that the body be cooled to 170 Kelvin or lower, usually by means of cryo cells.
* [[Guide to Chemistry#Medicine|'''Clonexadone''']]: A pale blue medicine which works exactly the same as Cryoxadone, but does everything faster.
* '''Cryo-Mix''': A 1:1 mix of Cryoxadone and Clonexadone, works much like KeloDerm in that the two medicines work separately, therefore faster.
* [[Guide to Chemistry#Medicine|'''Rezadone''']]: A grey medicine which heals genetic damage without the need for cold temperatures. Overdoses at 30u, though 10u may induce dizziness.


===<span style="color:lime">Radiation</span>===
===2 Peridaxon===
Damage dealt by exposure to the Supermatter, being EVA during a solar flare, being injected with radioactive reagents, or destroying/activating particular artifacts make up radiation damage, which the health analyzer can only determine by means of a red prompt, requiring a body scanner for a precise measurement of radiation damage. Treatment for radiation damage is listed below:
Remaining Phoron from Clonexadone, 40 Oxygen, 20 Water Oxygen, 30 Sodium (x2 like above). Go to other dispenser, make Bicaridine, click first beaker six times, extract Peridaxon, pour 60u Clonexadone in beaker, pour remaining Bicaridine in beaker.
* [[Guide to Chemistry#Medicine|'''Hyronalin''']]: A green medicine which heals 30 radiation per unit, albeit slowly, but does not heal the resulting damage of radiation. Overdoses at 30.
* [[Guide to Chemistry#Medicine|'''Arithrazine''']]: A green medicine which heals 70 radiation and 10 toxin per unit, but has the side effect of dealing some brute damage. Overdoses at 30u.


===<span style="color:purple">Organ</span>===
===2 Alkysine===
Damage represented on the body scanner that corresponds with the trauma inflicted on organs, either by certain poisons, severe physical trauma, or certain items necessary for function being absent. Treatment for organ damage is listed below:
20 Nitrogen Potassium Silicon, 30 Chlorine Nitrogen (x2, you'll have to extract the Alkysine on the first go).
* [[Guide to Chemistry#Medicine|'''Peridaxon''']]: A purple medicine which heals 1 organ damage per unit, and heals all internal organs. Overdoses at 10u.
* [[Guide to Chemistry#Medicine|'''Alkysine''']]: A yellow medicine which heals 30 organ damage per unit, but only heals the brain. Overdoses at 30u.
* [[Guide to Chemistry#Medicine|'''Imidazoline''']]: A pale lavender medicine medicine which heals 5 organ damage per unit, but only heals the eyes. Best utilized in liquid form with a dropper targeting the eyes, overdoses at 30u.
* [[Guide to Chemistry#Medicine|'''Dylovene''']]: A green medicine which heals 2 organ damage per unit, but only heals the liver if it's below 10 organ damage.No overdose.
* [[Guide to Chemistry#Medicine|'''Carthatoline''']]: A grey medicine, works the same as Dylovene in it's use in healing the liver, but can heal it at any damage. No overdose.


==Other==
===2 Imidazoline===
20 Nitrogen Potassium Silicon, 30 Carbon Hydrogen (x2, you'll have to extract the Imidazoline on the first go).


===Blood Loss===
==Where They Go==
===Bicaridine, KeloDerm/Dermaline, Dexalin Plus===
These all go in the fridge. Simple as that.


===Infection===
===Clonexadone===
This goes in the three Cryoxadone beakers near the cryo tubes. The remaining 30u in the second bottle can be used to make synth flesh for the Resleever by injecting blood into the bottle. Two syringe-fulls will work.


===Fractures===
===Peridaxon, Alkysine, Imidazoline===
These three medicines are best positioned on the three tables by the Sleepers and Body Scanner, since they deal with internal organs and that's where organ injuries are best diagnosed.


==How To Diagnose==
=Everything Else=
Still alone or got abandoned by angsty nurses wanting to scene? Well, there's not much else to do after all this except to implant people, buuuuuut...


=Resleeving=
==IV Drips==
There's four IV drips around medbay, one near the door to Reception, one in Primary Storage, two in the Operating Rooms. There's a blood cabinet next to the IV by Reception, open that up and take the two O- blood bags and hook one into the IV in front of you, take the other to the one in Primary Storage. The Operating Rooms should have their own blood bags near the drips.


===Post-Resleeving Procedure===
==<s>The Search For Kits</s>==
<s>Well, one kit in particular: the combat kit. It's brown and has a red medical cross and has an assortment of pill bottles with nifty medicines, but what you're really after is the improved health analyzer. Randomized medkits can be found in Secondary Storage next to the oxygen canisters and down in Surface Triage.</s> Nevermind this was removed from the random spawn list. '''Embrace the suffering.'''


===Carding===
==Power Cells==
Maybe someone comes in with a bag of power cells, hopefully super capacity or higher. Hyper capacity cells will require recharging in either of the two rechargers in the ETC, though. Take the improved cells and swap out all of the defibrillators' current cells with them with a screwdriver, including the compact defib down in the EMT Bay. The Rescue RIG should get the highest capacity cell available due to the power draw on it's PAT system, and can be swapped out by swiping your ID over it, using a crowbar on the panel, and using a screwdriver to wedge the current power cell out. Then just jam the bigger one in and seal it up.


===Body Design===
==Research Toys?==
If Research has a nice staff complement and has materials from Mining, go ahead and see if they can make some of this stuff:
*Incision Management System or Laser Scalpel
*Boneclamp
*Bluespace Beakers
*Advanced Roller Beds
*Improved Health Analyzers
*Hyper Capacity Power Cells
*Resleever/Gas Cooler Upgrades


=Races=
All of this stuff makes everything a lot easier, especially the first two on the list. Of course, it's likely you won't get everything if there's no miners or diamonds.


===[[Human]]===
Another neat thing from Research may be slimes, preferably grey and pink slime cores. Grey so that you can just grind it down into jelly to do cool slime reactions, and pink to get Osteodaxon or Myelamine depending on what you inject it with. Very neat! If not for the cores, then a living, docile pink slime can heal people in the lobby much better than a medibot ever could.
 
===[[Vox]]===
 
===[[Diona]]===
 
===[[Sergal]]===
 
===[[Tajaran]]===
 
===[[Teshari]]===
 
===[[Unathi]]===
 
===[[Promethean]]===
 
===[[Nevrean]]===
 
===[[Zorren]]===
 
===[[Skrell]]===
 
===[[Xenochimera]]===
 
===[[Akula]]===
 
===[[Vulpkanin]]===
 
===[[Xenomorph Hybrid]]===
 
===[[Vasillisan]]===
 
===[[Rapala]]===
 
=Loadout=
 
=Goodies From Departments=
 
=Machinery=
 
=Facilities=
they do things

Latest revision as of 00:22, 9 March 2018

Hi. I played a pink-haired corpsman in medical. I did medical things. That's all I really ever did. I also ported WickedTempest's medical guide to Guide to Medicine. Hi.

Jayda Wilson shouts, "A wild neko!"
Jayda Wilson holds up the KHI "Hunter" capture gun. Take a closer look. 
Kee shouts, "Nya!"
Jayda Wilson shouts, "Screeeech!"
Jayda Wilson aims the KHI "Hunter" capture gun at Kee!
Angelina Pershing has grabbed Jayda Wilson passively!
Angelina Pershing has grabbed Jayda Wilson aggressively (now hands)!
Angelina Pershing puts Jayda Wilson on the wood bench.
Jayda Wilson says, "BLAGH"
Angelina Pershing says, "Spaghettrect."
Angelina Pershing snaps her fingers.
Angelina Pershing snaps her fingers.
Angelina Pershing snaps her fingers.
Angelina Pershing snaps her fingers.
Angelina Pershing snaps her fingers.
Angelina Pershing snaps her fingers.
Angelina Pershing snaps her fingers.

Jayda.png


Jayda's dumb solo med checklist



So if you adore suffering and a ton of inconveniences and find yourself alone in medical and want to keep yourself busy, here you go.

Cryo Cryo Cryo

You dunno what's going to show up and when so it's probably a good idea to get cryo going immediately. Be sure to mention over the radio that you'll be busy setting a few things up and for people to summon you over the radio if they need implants. Rush down to Secondary Storage and set cryo to 40 Kelvin or something, which can be achieved by mashing the left-most subtraction button a bunch until it reads 0 Kelvin (if you leave it at 0 then you're a butt) and then mash the middle addition button until it reads 40 Kelvin, then just turn it on. Don't worry about the beakers sitting next to the tubes since you can just toss those in whenever you want, but leave them out since we'll get to those later.

Buuuuut I Didn't Do This And People Are Already Dying

If you need cryo cold in a hurry, use the wrench on one of the canisters to disconnect it. Less gas means less stuff to cool down, though it's probably not going to cool instantly. For the time being, if someone is in critical, just stuff them in a Sleeper, set stasis to Complete, inject 20u Inaprovaline and 5-10u Dylovene to make a little Tricord for them.

Voidsuits R Ur Frend

Run down to the EMT Bay and swipe your ID over the Rescue Suit Control Module to unlock it, then clickdrag the blue toolbox sitting on the rack next and crowbar the panel open, then wrench the oxygen tank out and stuff it in your backpack. Run to the opposite wall and grab the two oxygen tanks there and stuff them in your backpack (or just hold them, I guess). Rush on out and exit from Secondary Storage by using the north maintenance tunnel. This will take you to the primary hallway of Asteroid 2. Run east and into EVA, jam an oxy tank into the canister, set release to maximum, then open the valve. Make sure there's a tank inside when you open it, and always close it before ejecting the tank. Do this for all three and maybe your own emergency oxygen tank if you want, then run back to the EMT Bay the same way you came out. Jam a tank into the RIG and seal it up, throw the other two tanks where you found them. If your anatomy isn't Human or Skrell, throw a suit and helmet into the suit cycler and select your setting, otherwise just pick up the magboots and helmet and click the suits to attach them, but leave the oxygen tanks out for now.

Caaaaaaargo

Chances are no one's even in here but oh well. Put in an order for a Vey-Med Voidsuits crate, found in the Voidsuits section. Make up some request like "our current EMT suits are slow and bad" and just slap the paper onto the table, then navigate to the Medical section and order a Clotting Kit crate which is unfortunately priced at 100 points, so just add a comment for whoever takes care of the order to take it easy and order when they have points to spare. Once that's done and no one is at the desk, announce over the radio that cargo has orders and the CD or whoever has access might take care of it themselves.

Clotting Kit

Internal bleeding sucks and Myelamine is hard to get your hands on in chemistry, so this is a nice thing to order. Just unlock the crate, take the kit out, then close the crate while you're at cargo/in front of the cargo tech and you're set. Throw the kit in reception or something.

Vey-Med Voidsuits

These voidsuits are nice and sleek and have no slowdown, so they're a pretty nice thing to have as an EMT. Drag the crate over to the EMT Bay and open it up. Dump the tanks, helmets, and boots under you and toss the suits themselves onto their own tiles. Put a helmet and pair of magboots on each suit, but take the two filled oxygen tanks on the rack and put them in the non-taur voidsuits (unless you're a taur, of course), then take the remaining three oxygen tanks and put them in the other voidsuits. Shove the old ones onto the south-most rack along with the taur suit and throw the other two onto the north rack. Don't bother with the breath masks, they're not needed as long as the helmet is deployed. Make sure the supply manifest is still in the crate and wheel it back over to Cargo.

There's Still No Frikkin Chemist

Yeah so basically this section is down here because it's a good idea to let one join so they have some job to do, given how rare they are. By now, though, Chemistry is pretty much for grabs, so go ahead and run in there. Here's a small list of medicines to make as well as how to make them. It's also a good idea to set the bottle type to Type 4, since it's easier to tell how much medicine is left in it from a glance. You should also grab a Chemistry Bag from the wardrobe to easily scoop bottles in and deposit into the fridge.

The Medicines

4 Bicaridine

20 Carbon Oxygen Sugar, 30 Carbon (x2).

4 KeloDerm

40 Carbon Silicon, 20 Phosphorous Oxygen.

Alternatively, Dermaline

20 Carbon Silicon, 40 Phosphorous Oxygen.

4 Dexalin Plus

4 Phoron (Set-Transfer-Amount with dropper), 40 Oxygen (x2) Carbon Iron.

2 Clonexadone

30 Phoron or something, 40 Oxygen, 20 Water Oxygen (IN THAT ORDER), 30 Sodium (x2, you'll have to extract the Clonexadone on the first go).

2 Peridaxon

Remaining Phoron from Clonexadone, 40 Oxygen, 20 Water Oxygen, 30 Sodium (x2 like above). Go to other dispenser, make Bicaridine, click first beaker six times, extract Peridaxon, pour 60u Clonexadone in beaker, pour remaining Bicaridine in beaker.

2 Alkysine

20 Nitrogen Potassium Silicon, 30 Chlorine Nitrogen (x2, you'll have to extract the Alkysine on the first go).

2 Imidazoline

20 Nitrogen Potassium Silicon, 30 Carbon Hydrogen (x2, you'll have to extract the Imidazoline on the first go).

Where They Go

Bicaridine, KeloDerm/Dermaline, Dexalin Plus

These all go in the fridge. Simple as that.

Clonexadone

This goes in the three Cryoxadone beakers near the cryo tubes. The remaining 30u in the second bottle can be used to make synth flesh for the Resleever by injecting blood into the bottle. Two syringe-fulls will work.

Peridaxon, Alkysine, Imidazoline

These three medicines are best positioned on the three tables by the Sleepers and Body Scanner, since they deal with internal organs and that's where organ injuries are best diagnosed.

Everything Else

Still alone or got abandoned by angsty nurses wanting to scene? Well, there's not much else to do after all this except to implant people, buuuuuut...

IV Drips

There's four IV drips around medbay, one near the door to Reception, one in Primary Storage, two in the Operating Rooms. There's a blood cabinet next to the IV by Reception, open that up and take the two O- blood bags and hook one into the IV in front of you, take the other to the one in Primary Storage. The Operating Rooms should have their own blood bags near the drips.

The Search For Kits

Well, one kit in particular: the combat kit. It's brown and has a red medical cross and has an assortment of pill bottles with nifty medicines, but what you're really after is the improved health analyzer. Randomized medkits can be found in Secondary Storage next to the oxygen canisters and down in Surface Triage. Nevermind this was removed from the random spawn list. Embrace the suffering.

Power Cells

Maybe someone comes in with a bag of power cells, hopefully super capacity or higher. Hyper capacity cells will require recharging in either of the two rechargers in the ETC, though. Take the improved cells and swap out all of the defibrillators' current cells with them with a screwdriver, including the compact defib down in the EMT Bay. The Rescue RIG should get the highest capacity cell available due to the power draw on it's PAT system, and can be swapped out by swiping your ID over it, using a crowbar on the panel, and using a screwdriver to wedge the current power cell out. Then just jam the bigger one in and seal it up.

Research Toys?

If Research has a nice staff complement and has materials from Mining, go ahead and see if they can make some of this stuff:

  • Incision Management System or Laser Scalpel
  • Boneclamp
  • Bluespace Beakers
  • Advanced Roller Beds
  • Improved Health Analyzers
  • Hyper Capacity Power Cells
  • Resleever/Gas Cooler Upgrades

All of this stuff makes everything a lot easier, especially the first two on the list. Of course, it's likely you won't get everything if there's no miners or diamonds.

Another neat thing from Research may be slimes, preferably grey and pink slime cores. Grey so that you can just grind it down into jelly to do cool slime reactions, and pink to get Osteodaxon or Myelamine depending on what you inject it with. Very neat! If not for the cores, then a living, docile pink slime can heal people in the lobby much better than a medibot ever could.