Guide to Medicine: Difference between revisions

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=Foreword=
The original guide was compiled by a community effort led by WickedTempest.


== A friendly reminder from the admins ==
=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.
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.


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.
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.


=General Diagnostics=
=Triage=
Medical care is serious business. Going half way with your medical treatments can result into someone dying, or ending up worse than dead. So pay attention and follow these steps on how to fix people. This guide is long and wordy, but following its advice should help you keep the whole station from dying.
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.
*'''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


===Robotic Limb Malfunctions===
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.


Injuries located on robotic limbs cannot be treated by the standard equipment located in Medbay. Those patients should be sent to the [[Roboticist]] for repairs. It is still important for individuals to receive treatment for these wounds as soon as possible, as limbs may explode after receiving a certain amount of damage to them.
===Dead Patients===
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.


Robotic limbs are tougher than normal limbs, and do not count towards overall damage. However, they can only be repaired by welders (for brute damage) or wires (for burn damage), and malfunction if damaged. If one of the medical personnel has training in electronics, they may want to carry a welder and some cable to repair prosthetics; otherwise, keep the roboticist on call.
===Cryogenics===
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.


Artificial eyes and hearts can be repaired during surgery with nanopaste.
==Viral Triage==
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:
#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).


Robotic limbs are the best way to treat patients who have suffered a traumatic amputation. It is recommended to maintain good relations with robotics and perhaps, if they are not too busy, acquire a set of robotic limbs just in case you need to attach one.
=Diagnostics=


==Critical Patients==
==Damage Types==


Anytime a patient has either very quickly dropping vitals, or a Health Analyzer shows that they are below 0 health, you should act quickly to prevent their death.
===<span style="color:red"><u>Brute</u></span>===
* Remove yourself and the patient from the source of the injury, whether it be a space carp, phoron-saturated clothing, or a murderous traitor. Adding yourself to the list of casualties won't help anyone.
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:
* '''Stabilize''' the patient to the best of your ability before transporting, because otherwise they'll keep taking damage. '''Inaprovaline''' or '''[[#CPR|CPR]]''' will help.
* [[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.
* '''Bandaging bleeding wounds''' before transport will help prevent [[#Low Blood Count|blood loss]] and the damage that comes with it.
* [[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.
* '''Treat suffocation damage''' with dexalin or dexalin plus and, if necessary, make sure the patient's [[internals]] are functional and not out of air.
* [[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.
* Always use a [[#Roller Bed|'''roller bed''']] to transport a critical patient. '''<font color=red>Dragging them can result in further injury</font>'''. In case no roller beds are avaliable, '''GRAB''' them and move.
* A cryo tube can slow or stop a patient from dying, as well as healing some kinds of damage. If the cryo tube is cold and loaded with medication, putting a critical patient in cryo can help stabilize them when immediate treatment is not possible. This is most useful when you have multiple critical patients or if your character does not have the skill set to treat a patient.


<div class="toccolours mw-collapsible mw-collapsed" style="width:99%">
===<span style="color:orange"><u>Burn</u></span>===
===Triage===
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:
* [[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.


In situations where there are multiple critical patients being reported or flooding into medbay, use the Triage System. Wearing a Medical HUD will help you spot out which individuals are in the most desperate need of treatment first.
===<span style="color:green"><u>Toxin</u></span>===
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:
* [[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>===
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:
* [[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) or in a dropper set to one 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>===
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:
* [[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>===
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:
* [[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>===
Damage represented on the body scanner that corresponds with the trauma inflicted on organs, either by certain poisons, severe physical trauma, bones moving in the area organs are present (lower body, chest, head), or certain items necessary for function being absent. An organ is considered dead at 30 damage. Treatment for organ damage is listed below:
* [[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. 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.


<div class="mw-collapsible-content">
==Other==
{| class="wikitable" style="text-align: center;vertical-align:center;"
|+ 
|-
!  Color !! Description !! In-game definition !! Real world treatment type !! Suggested in-game treatment
|- bgcolor=#aaaaaa
| bgcolor=black width=30  |  <font color=white>Black</font>
| Patient is dead
| Patient is dead
| Remove to prevent infections
| Ignore until all live patients dealt with, then take to morgue.
|- bgcolor=#ffaaaa
| bgcolor=red width=30  | Red
| Patient is seriously injured and in danger of dying
|
* Critical condition (vitals below 0)
* Patient is losing blood
* Quickly dropping vitals
* Lethal disease in late stages
|  Immediate treatment
| Treat their condition as soon as possible. If unable to treat immediately (OR busy, no vaccine), put them to [[#Cryogenic Chambers|cryosleep]]. For diseases, inject Spaceacillin to stop progress. Stabilize all critical patients before proceeding with indepth treatment.
|- bgcolor=#ffffaa
| bgcolor=yellow width=30  | Yellow
| Patient is severely injured, but not in life-threatening danger
|
* Vitals between 0 and 30%
* Potentially lethal disease in its early stages
| Delayed treatment
| Treat as soon as all red triage patients are stabilized.
|- bgcolor=#aaffaa
| bgcolor=green width=30  | <font color=white>Green</font>
| Patient has light injuries
| Vitals between 30 and 80%
| Minimal treatment
| Ignore until the last of the yellow triage patients have been taken care of.
|- bgcolor=white
| width=30  | White
| Patient is uninjured
| Vitals between 80 and 100
| There is no reason to treat them when you have a million more seriously wounded people
| Ignore until all green triage patients have been taken care of.
|}
</div>
</div>


==Damage Types and Basic Treatments==
===Blood Loss===
In the world of Baystation Medicine, most damage will fall under four major categories: Suffocation, Toxin, Brute, and Burn. These will show up on the Health Analyzer and in low amounts are very easily treated. There are also treatment kits for each of these categories located within medical storage.
Blood carries oxygen to various areas in the body of a patient, and without oxygenation (whether by lack of air or lack of blood, in this case) the patient will slowly decline in health until they die, therefore stopping bleeding is <u>your top priority</u>, and should be treated as a critical injury. For low blood levels, administering Dexalin will help with the oxy damage resulting from blood loss, and will help alleviate the risk of brain damage as a result. Critical blood levels, however, will result in massive spikes of hypoxia and annoying toxins, though this only occurs at 40% blood volume. Treatment to stop bleeding is listed below:
*For external bleeding cases:
**'''Pressure''': Getting an aggressive grab and help intent clicking the limb with the grab in hand will apply pressure to the wound, slowing the bleeding, but not stopping it entirely. If ''you'' are bleeding, help intent click the limb and you will begin applying pressure. This should only be used if you have nothing to treat the bleeding and are waiting on someone else to bring gauze/ATKs.
**'''[[Medical_Items#Roll_of_gauze|Gauze]]''': This is the most basic item in medical to treat cuts and lacerations provided you have enough of it.
**'''[[Medical_Items#Advanced_Trauma_Kit|Advanced Trauma Kit]]''': ATKs are better than gauze as they can disinfect the wound when it's used, and instantly heals 3 brute damage on the limb it's applied to.
*For internal bleeding (IB) cases:
**'''Cryogenics''': Placing a patient with internal bleeding into a (correctly setup) cryo tube will both halt (not fix) the bleeding ''and'' stop it from getting worse. This is a temporary solution.
**'''[[Guide_to_Chemistry#Medicine|Bicaridine and Inaprovaline]]''': These two medicines together (they have to be together, not separate) will prevent the internal bleeding from worsening, but will not halt the bleeding.
**'''[[Surgery#Internal_Bleeding|Surgery]]''': The main method of treating internal bleeding is through surgery by means of the Fix'O'Vein.
**'''[[Guide_to_Chemistry#Medicine|Myelamine]]''': A medicine found in (expensive) clotting kits that will seal any internal bleeding. The fastest way to treat.
**'''[[Guide_to_Chemistry#Medicine|Bicaridine]]''': Overdosing Bicaridine (30u) will, of course, deal toxins to the patient, but it may clot internal bleeding. Generally a last resort if none of the other methods are available.
Once the bleeding has ceased, you will have to help the patient raise their blood count. The following are some methods to assist with that:
*'''[[Guide_to_Chemistry#Medicine|Dexalin/Dexalin Plus]]''': Will assist in oxygenating the blood, helping to prevent potential brain damage.
*'''Iron''': A simple reagent that ''must be ingested'' in order to work. Replenishes 8u of blood per unit.
*'''Nutriment''': Basic nutrients that can be found in protein shakes. Must be ingested. Replenishes 4u of blood per unit.
*'''Protein''': Animal proteins found in meat and protein shakes. Must be ingested. Replenishes 4u of blood per unit.
*'''20 Iron, 20 Nutriment, 20 Protein''': The three reagents mentioned above in one 60u pill, which can replenish blood rather quickly as there are three separate reagents.
*'''IV Drip with compatible blood''': Bloodbags can hold 200u of blood (a little less than half a patient's total blood volume) and is generally the best method of replacing blood.


<div class="toccolours mw-collapsible mw-collapsed" style="width:99%">
===Infection===
Infections sprout when a wound isn't treated and disinfected in time, and is accompanied by a fever (check temperature). If left alone, infections can rapidly kill a patient, even exponentially if it's bad enough. Infections are commonly identified by means of the body scanner. The following are the levels of infection:
*'''L1 (Mild)''': Pain messages and the start of fever.
*'''L2 (Acute)''': More pain messages, infection becomes more prevalent and visible.
*'''L3 (GANGRENE)''': Beginning of lethal toxins, organ death, and necrosis.
The following are some symptoms of infection based on where it's located:
*'''Meningitis (Brain)'''
**L1: Stiff neck
**L2: Severe headache (+1 confusion at random intervals)
*'''Conjunctivitis (Eyes)'''
**L1: Itchy eyes
**L2: Blurred vision (+10 eye_blurry at random intervals)
*'''Endocarditis (Heart)'''
**L1: Chest tightness
**L2: Chest pain (+25 halloss)
*'''Pyelonephritis (Kidneys)'''
**L1: Lower back pain
**L2: Malaise
*'''Pyogenic Abscess (Liver)'''
**L1: Right side abdomen pain
**L2: Poor blood filtration (toxins buildup)
*'''Pneumonia (Lungs)'''
**L1: Coughing
**L2: Shortness of breath (+30 oxyloss)
*'''Staph Infection (All external limbs)'''
**L1: Pain notificiation
**L2: Sharp pain temporarily disables limb
L2 infections and lower require only 15u of [[Guide_to_Chemistry#Medicine|Spaceacillin]] and monitoring. L3 infections require that Spaceacillin be '''overdosed (45u)''' immediately with Carthatoline to accompany the high toxins. If Carth is unavailable, stack Dylovene and Tricordrazine together. The following will go over further necessary treatments:
*'''Limb gangrene''':
**Conduct [[Surgery#Necrotic_Limb_Repair|necrotic limb repair osteopathy]].
*'''Organ necrosis''':
*#Request a replacement synthetic organ from Research immediately. Alternatively you may grow a sleeve of the patient and harvest the sleeve's organ '''with the patient's consent.'''
*#[[Surgery#Organ_Removal.2FTransplantation|Remove the organ via surgery and replace it with the synthetic counterpart]] (good luck if it's the heart).
**If the brain or heart (unless you're fast) is necrotic, the patient will need to be resleeved.


'''Suffocation Damage '''
===Fractures===
Bones fractures can be separated by three identifications: hairline, fracture, and broken. These three different types of fractures no longer play any part mechanically, though from an RP standpoint, hairline is the least severe while broken is the most severe (and therefore painful). Fractures can, however, deal damage to organs if they move around. Treatment for fractures is listed below:
*'''[[Medical_Items#Splint|Splints]]''': A half-cast that keeps the fractured bone in place and prevents it from moving. '''This is a temporary remedy,''' and requires the following to actually treat...
*'''[[Surgery#Bone_Repair|Surgery]]''': By means of bone gel and bone setter (or boneclamp if you have one), a fracture can be mended rather quickly.
*'''Osteodaxon''': A rare medicine requiring some [[Guide_to_Chemistry#Vorestation_specific_recipes|magic]] to obtain the precursors for, this medicine can heal fractures without surgery (provided the target limb's damage isn't above the fracture threshold). Do note, however, that it will cause severe pain, and should probably have Tramadol administered alongside it.


====Dislocations====
Not actually a fracture or even a problem related to surgery, but it will function as a fracture in that the limb will become incapacitated. Fixing it simply requires that you stand next to the patient and use the 'Undislocate-Joint' verb. If there are multiple dislocations, a prompt will appear asking which limb you would like to relocate.


=Resleeving=
<small><i>See also: [[Resleeving]]</i></small>


Similar to cloning, Resleeving is a method of reviving someone - to an extent - via technology provided to Nanotrasen by [[Kitsuhana Heavy Industries|KHI]]. Perhaps the main difference between cloning and resleeving is that the mind records are kept separate from the body records, granting the ability to create custom sleeves to put yourself into without the need for brain transplant surgery (which would probably fail anyway due to organ rejection). Mind records are primarily maintained via backup implants provided by medical in reception which will backup the mind state of the patient periodically, usually in five minute intervals, with the added benefit of informing medbay staff over the medical frequency if an implant has ceased function, implying the patient has died. Legacy one-time mind scans are available with a SleeveMate, though, if patients don't like blinking pieces of metal in their necks.


===Resleeving Procedure===
The following steps will entail how to correctly resleeve a patient without error.
#Listen for the chime over the medical frequency about a patient's backup implant ceasing to function. This may take fifteen minutes after they have died. Alternatively, follow the rest of this guide if a patient you are caring for has died and cannot be resuscitated.
#*Someone who may or may not be related to the patient's death (which isn't any of your business anyway) may arrive with some of their items in a bag. Take the bag with you but do not look inside.
#'''Check the patient's records.''' If there is a Do Not Resuscitate or Do Not Resleeve (commonly known as a DNR), then simply heed any postmortem instructions provided in the records.
#*If no postmortem instructions are provided, place the body in a body bag with a toe tag including name and transfer to the morgue.
#*A DNR may also be issued by the CMO if it is reasonable (e.g. not "lol don't resleeve them they're a butt") or Central Command as long as hard evidence is supplied that the patient has committed suicide willingly.
#If the patient lacks a mind record and their body is still intact, scan their cadaver with a SleeveMate and select '''Mind-Scan (One Time)'''. A mind record with their name should appear shortly.
#Operate the console and '''ensure the mind scan is present''' before growing the body.
#Begin growing the body and tint the resleeving lab's windows.
#Once the body has been ejected from the growing tube, place it in the cryogenics tube and turn it on until their health reads 100%
#*Assuming the growing tube hasn't been upgraded by research, the patient will be ejected with roughly 20% health due to genetic damage. There's a chance they may also have mutations.
#*It may be a good idea to give the patient a pill of 1u of Ryetalyn to immediately fix any mutations.
#Eject the patient from the cryo tube and '''place a uniform from the spare clothing locker on them.''' If you were given a backpack with the patient's items, place their backpack on their back slot.
#Place the patient in the resleeving tube and sleeve their mind into their body. Eject from the tube and buckle them to the nearest chair.


<div class="mw-collapsible-content">
===Post-Resleeving Procedure===
<small><i>This shows up as a <b><font color=blue>BLUE</font></b> number on the Health Analyzer and Crew Monitoring Console</i></small><br /><br />
The following steps entail how to handle the patient once they are conscious post-resleeving. Failure to heed these instructions may jeopardize the patient's mental well being and the credibility of your medical license.
Suffocation results from being in areas with low oxygen, low blood count, internal damage to the lungs or heart, or from the patient being in a critical state.<br />
#Shake the patient awake if they aren't already.
* If damage comes from being in a low-oxygen environment, internals or being in an oxygen safe place will slowly heal the patient.
#Ask how the patient is feeling, where they are/why they are there, find out what they already know regarding their current situation.
* Dexalin or Dexalin Plus will heal the damage. Dexalin Plus replaces the need to breathe altogether; Dexalin gradually repairs suffocation damage.
#Start with telling them that you have some bad news.
* Inaprovaline will slow progress of suffocation damage in critical patients.
#*This is considered a 'warning shot' and will prepare the patient to take in negative information.
* CPR will also slow progress of suffocation in critical patients. <i>(On help intent, click on the patient with nothing in your hands to administer CPR.)</i>.
#Follow with informing them that they have been resleeved.
* If damage comes from internal organ damage, Peridaxon may be able to repair it. Administer Peridaxon in small doses while monitoring for improvement.
#*Keeping this simple for the patient to understand is important. '''Misinformation may be detrimental to the patient.'''
</div>
#Allow the patient to process this information. Some may understand and be fine, others may be furious or complain, others may just stare blankly and really just want to run out the door to get eaten again <s>and waste your frikkin biomass</s>.
</div>
#Ask the patient if they have any questions or concerns. If they ask a question that you do not know the answer to, then inform them that you cannot answer it. '''Avoid speculation.'''
#Advise the patient to relax for a while and inform them of the side effects of resleeving (generally fatigue).
'''Remember''': They are not a ''clone,'' they have only ''been cloned,'' in a sense. They are still themselves.


<div class="toccolours mw-collapsible mw-collapsed" style="width:99%">
===Carding===
If a patient doesn't have a body record and their previous body is no longer present or intact, then sleeving a mind record into a card may be necessary to help them design a new body (which will be discussed shortly). Sleeve cards are fully aware of their surroundings and situation and are even able to speak, but cannot do anything beyond that. There's no real reason to use this feature short of the reason above.


'''Toxin Damage '''
===Body Design===
The body design console is located in the reception area of medbay and can be used by anyone, allowing them to design a body similar (but clunkier) to what they can do in character creation. This may also be used in case a patient doesn't have a body record and needs a new one designed. Once a body is designed it will need to be saved to a disk, which are kept in a box on a table behind the windows. Simply insert the disk, save the data onto it, eject it, then insert it into the resleeving console to grow.


=Races=
There are many races on Virgo, even a race that lets you make your own (kinda)! Custom Species aside, some of the vanilla races react a little differently to different treatments. For the purpose of this guide, humans will be used as a base species to compare for the rest of them.


===[[Human]]===
*Brute Modifier: 1
*Burn Modifier: 1
*Total Health: 100
*Blood Volume: 560
*Primitive Form: Monkey
Hairless apes that are smart <s>somehow</s>. Would probably make up most of the (consistent) population of most stations.


===[[Skrell]]===
*Brute Modifier: 1
*Burn Modifier: 1
*Total Health: 100
*Blood Volume: 560
*Primitive Form: Neaera
*Bleed 50% faster.
*Take 10% less damage from overdoses.


===[[Unathi]]===
*Brute Modifier: 0.85
*Burn Modifier: 0.85
*Total Health: 125
*Blood Volume: 840
*Primitive Form: Stok
*Have 'ribplates' on their torso and lower body, which must be cut through in order to conduct any surgery in those areas.
*Less likely to suffer fractures, requiring higher brute values to break a bone.
*Lack kidneys and appendix, the liver making up for their absence.
*Less slowdown from wearing heavy items (e.g. duffle bags)
*Bleed 25% slower.


<div class="mw-collapsible-content">
===[[Tajaran]]===
<small><i>This shows up as a <b><font color=green>GREEN</font></b> number on the Health Analyzer and Crew Monitoring Console</i></small><br /><br />
*Brute Modifier: 1.15
Toxin damage sometimes causes vomiting. Getting a blood sample of the patient with a syringe and using a Mass Spectrometer will reveal what toxins are located in the patient's blood. [[#Radiation Sickness | Radiation]] will also cause Toxin damage.<br />
*Burn Modifier: 1.15
* Stabilize a critical patient.
*Total Health: 100
* Administer Dylovene.
*Blood Volume: 560
* If necessary, remove the patient from the source of the poison.
*Primitive Form: Farwa
* Monitor the patient's vitals for any changes. Some poisons are tricky and stay in the system for a long period of time.
Bipedal <s>catbeasts</s> furred feline-esque creatures hailing from a cold planet.
* Poison can be removed from a patient's bloodstream by putting them in a sleeper for dialysis. This will also lower their blood volume.
* Treat the root cause. Toxin damage can be caused by infection, exposure to phoron or radiation, poisoning, medication overdoses, alcohol and drug abuse, viral disease, and several other more exotic sources.
* If the patient was poisoned severely or for an extended period of time, check for organ damage.
</div>
</div>


<div class="toccolours mw-collapsible mw-collapsed" style="width:99%">
===[[Teshari]]===
*Brute Modifier: 1.35
*Burn Modifier: 1.35
*Total Health: 50
*Blood Volume: 400
*Primitive Form: N/A
*Can breathe 12 kPa of oxygen from internals instead of 16 kPa.


'''Brute Damage '''
===[[Sergal]]===
*Brute Modifier: 1
*Burn Modifier: 1
*Total Health: 100
*Blood Volume: 560
*Primitive Forms: Saru
Hungry triangle-faced beings.


===[[Akula]]===
*Brute Modifier: 1
*Burn Modifier: 1
*Total Health: 100
*Blood Volume:  560
*Primitive Form: Sobaka
Shark-esque species raised alongside the Skrell.


===[[Vulpkanin]]===
*Brute Modifier: 1
*Burn Modifier: 1
*Total Health: 100
*Blood Volume:  560
*Primitive Form: Wolpin
Foxes. That's about it.


===[[Vox]]===
*Breathes phoron. Liquid phoron is basically a Vox's version of Dexalin Plus.
*'''Actual Dexalin is lethal to Vox''', and may result in organ damage if injected.
*Different internal organs than most other species:
**Head, Brain - Prosthetic brain
**Torso, Lungs - Air capillaries
**Torso, Liver - Waste tract
**Torso, Kidneys - Filtration bladder
**Abdomen, Heart - Vox heart
*'''Cannot be resleeved''', once they are dead, their body cannot be grown and will just have to take place off-station.


===[[Promethean]]===
*Brute Modifier: 0.75
*Burn Modifier: 2
*Total Health: 120
*Blood Volume: None, mechanically
*Primitive Forms: Slime
*Regenerates damage at 0.2 per tick.
*Can regenerate lost limbs.
*Cannot suffocate.
*No internal organs sans slime core, which is their brain located in their chest. Healed with Alkysine.
*Require a Bio-Adaptive NIF if they want a NIF at all.
**Can implant a NIF into them by just slam dunking it into their face.


<div class="mw-collapsible-content">
===[[Nevrean]]===
<small><i>This shows up as a <b><font color=red>RED</font></b> number on the Health Analyzer and Crew Monitoring Console</i></small><br /><br />
*Brute Modifier: 1
Brute damage is caused by anything that can beat up a person, cut them, or fill them full of lead. It is often paired with [[#Bone Fractures | broken bones]] and [[#Internal Bleeding | internal bleeding]].<br />
*Burn Modifier: 1
* Locate the injuries using a Health Analyzer.<br />
*Total Health: 100
* If a location shows up as "Bleeding", prioritize it. Stop bleeding with Gauze or an Advanced Trauma Kit; then apply the same treatment to non-bleeding locations.
*Blood Volume:  560
* Bicaridine helps repair injuries, but doesn't prevent infection.
*Primitive Form: Sparra
* Tramadol or another painkiller helps a patient remain functional despite pain from injuries.
Bird people with beaks that don't smell. Tweet tweet.
* Robotic limbs damage cannot be treated by the standard equipment located in Medbay. Those patients should be sent to the [[Roboticist]] for repairs.
</div>
</div>


<div class="toccolours mw-collapsible mw-collapsed" style="width:99%">
===[[Zorren]]===
*Brute Modifier: 1
*Burn Modifier: 1
*Total Health: 100
*Blood Volume:  560
*Primitive Form: N/A
Found around Virgo or something.


'''Burn Damage '''
===[[Vasillisan]]===
*Brute Modifier: 0.8
*Burn Modifier: 1.15
*Total Health: 100
*Blood Volume:  560
*Primitive Form: N/A
Spider people. Not much is really known <s>because their development is on hold I guess</s>.


===[[Rapala]]===
*Brute Modifier: 1
*Burn Modifier: 1
*Total Health: 100
*Blood Volume:  560
*Primitive Form: N/A
Birb people but more human.


===[[Diona]]===
*Regenerates health and nutriment when in light.
*Can soak lots of different types of damage.
*Most reagents have little to no effect on a Diona
*Plant-B-Gone severely poisons a Diona.
*Doesn’t have internal organs and isn’t affected by broken limbs.
*Cannot feel pain.
*'''Cannot be resleeved.'''


===[[Xenochimera]]===
*Brute Modifier: 0.8
*Burn Modifier: 1.15
*Total Health: 100
*Blood Volume:  560
*Primitive Form: N/A
*Damage, Pain, and Low Nutrition are all '''Feral Triggers'''
*Jitteriness mildly contributes to Feral-ness.
*When Feral, lights cause hallucinations.
**They'll generally flee to dark areas like maintenance tunnels.
*Can self-repair damage at the cost of time and nutriment, actual medical treatment will generally be faster.
*Can revive self, if liquid nutriment is present in bloodstream.
*If Feral: Put in dark area, give food, attempt to fix injuries/pain.
*'''Cannot be resleeved.'''


===[[Xenomorph Hybrid]]===
*Brute Modifier: 1
*Burn Modifier: 1
*Total Health: 100
*Blood Volume:  560
*Primitive Form: N/A
Just a human mixed with xeno DNA. <s>Why is this whitelisted again?</s>


<div class="mw-collapsible-content">
=Loadout=
<small><i>This shows up as a <b><font color=orange>ORANGE</font></b> number on the Health Analyzer and Crew Monitoring Console</i></small><br /><br />
Improving the likelihood of a patient's survival depends not only on your medical knowledge but also on what's available to you, particularly medicines and equipment on your person. The following will go over optimal loadouts used by many doctors, though nothing is stopping you from experimenting; these are merely recommendations, and it may do well to inquire other experienced medical players as to what their loadout is.
Burn damage can result from fire, electrocution, energy weapons, or exposure to extreme cold.<br />
* Locate the injuries using a Health Analyzer.<br />
* Apply Ointment or a Burn Kit.<br />
* Kelotane or Dermaline (Dermaline is stronger) will help heal burns.
* Burns easily become infected. Watch for fever and toxin readings.
* Robotic limbs damage cannot be treated by the standard equipment located in Medbay. Those patients should be sent to the [[Roboticist]] for repairs.
</div>
</div>


<div class="toccolours mw-collapsible mw-collapsed" style="width:99%">
==Necessary Equipment==
The equipment that most doctors have equipped:
*[[File:PGlasses.png]] A pair of [[Medical_Items#AR-M|AR-M glasses]] can evaluate someone's health from a glance, and even hide the health bar if their health is at 100%. Can also show the patient's job icon next to the health bar, but probably the biggest step up from regular HUDs is the fact that it can view suit sensors in a new window. Can also view patient records, allows you to set their physical status (useful for setting patients to SSD or deceased), and allows you to add comments to a patient's record.
*[[File:Medicalbelt.png]] A [[Medical_Items#Medical_Belt|Medical Belt]] to store your medicines. Has seven slots and is obviously worn around the belt slot.
*[[File:Bottles.gif]] Bicaridine, KeloDerm/Dermaline, Dexalin Plus, Dylovene, and Tramadol placed in your belt.
*[[File:Syringes.png]] A syringe to extract said medicines. Holds 15u and draws/injects by 5u with each click. Can fit on your ear.
*[[File:Traumakit.png]][[File:Burnkit.png]] [[Medical_Items#Advanced_Trauma_Kit|Advanced Trauma and Burn Kits]] to help with brute and burn wounds respectively, along with disinfecting them. Typically found in the advanced kit that you spawn with.
*[[File:Healthanalyzer.png]] A [[Medical_Items#Health_Analyzer|Health Analyzer]] for a more in-depth analysis of someone's health. Gives precise numbers as to someone's brute, burn, toxin, and oxy damage, and can even tell if someone has genetic, radiation, or brain damage, though not how much. Will also inform the user if the patient has fractures or internal bleeding, but not their location.
*[[File:Labcoat.png]] A [[Medical_Items#Labcoat|Labcoat]] as per [[Standard Operating Procedure]]. Has storage space on the inside of the coat and allows you to use the suit storage slot.
*[[File:LGloves.png]] A pair of [[Medical_Items#Latex Gloves|Latex or Nitrile gloves]] as per SOP and to prevent infection.
*[[File:Stasis_Bag_Folded.png]] A [[Medical_Items#Stasis_Bag|Stasis Bag]] to transport critical patients. Note that these bags don't halt damage at all like what you may be used to, rather they instead slow it down greatly. They also have a limited air supply, about fifteen minutes worth, meaning time is still of concern, and taking a patient out of the bag will crumple the bag up and make it useless. Two things to note, however: you can scan the patient's vitals through the bag simply by clicking it with the health analyzer, and you can load a syringe into the bag to inject into the patient, though your syringe will disappear.
Additional useful equipment is as follows:
*[[File:WWebbing.png]] [[Medical_Items#Webbing.2FDrop_Pouches|Webbing/Drop Pouches]] to store more items. Webbing and drop pouches are mechanically the same, the only difference being the name and sprite. Attaches to the uniform, found in the accessories section of the loadout tab in character setup.
*[[File:Stethoscope.png]] A [[Medical_Items#Stethoscope|Stethoscope]] to diagnose heart and lung injuries. Attaches to the uniform.
*[[File:Rollerbed.png]] A [[Medical_Items#Roller_Bed|Roller Bed]] to transport patients safely without dragging. Simply control click the bed, then click-drag a patient onto the bed and you can start running without having to hunt for pixels to pull it. Fits on your back, though it should probably be in your backpack.
*[[File:PFreezer.png]] A [[Medical_Items#Portable_Freezer|Portable Freezer]] to store organs should someone gib or otherwise have their organs removed.
*[[File:Defib.gif]] A [[Medical_Items#Defibrillator|Defib]] to resuscitate patients that have recently died. Must go on your back in order to use, on top of having the other hand empty to use the paddles. May need to be recharged after each use.
*[[File:Sleevemate.png]] A [[Medical_Items#SleeveMate_3200|SleeveMate]] to scan the minds/bodies of cadavers if they have no records present in the resleeving console.


'''Unlisted Damage '''
=Machinery=
Medical has quite a few bits and pieces of stationary equipment to help with the workflow, most of which are elaborated on here:


===[[File:Bscanner.gif]][[File:Bscanner_console.gif]]Body Scanner===
Pretty much a CT and MRI scanner shoved into one futuristic bed and console, and so much more! This is probably one of the most vital pieces of equipment for Medical as it can diagnose pretty much anything wrong with a patient. Some things it can do are, but not limited to:
*Provide information on all of the damage types.
*How much blood the patient has.
*Show what reagents are in the stomach/blood stream, and how much there is.
*Give a detailed analysis of each limb, including fractures, internal bleeding, the presence of implants, and if there are foreign bodies in the limb.
*Print condensed information to hand to a physician in the event the patient requires surgery.


===[[File:Sleeper.gif]][[File:Console.gif]]Sleeper===
Next to - or at least not far away from - the body scanner are sleepers, beds that specialize in treating most side effects of trauma, but are otherwise an endless reservoir of some basic medicines. Some features of the sleeper are:
*Gives estimated readout of patient's health by means of number values and colored bar graphs.
*Allows the injection of:
**Dylovene
**Inaprovaline
**Paracetamol
**Dexalin
*Can conduct dialysis on a patient to remove anything that isn't blood (such as toxins, but medicines are included in this) from their blood stream.
*Stasis ability, with multiple settings to decide how slow the patient's body should take damage or process reagents.
**The lowest setting skips 99 of 100 life ticks.


===[[File:Cryo.gif]]Cyrogenics===
A true marvel of Medical are it's cryogenic tubes, allowing the use of certain medicines that can only be used at sub-zero temperatures, namely Cryoxadone and Clonexadone, which are both capable of healing lots of damage over time. If not for healing genetic damage, it should be noted that one unit of medicine taken from the tube's beaker is multiplied into ten units inside the patient!


====[[File:Freezer.gif]]How to Setup====
While a nice piece of equipment indeed, it requires some prep in order to use it to it's full capacity, namely putting the beakers in and setting the gas cooler. Placing the beakers inside the cryo tube is as simple as taking the beakers on the table in hand and clicking on the tubes with them. As for the gas cooler, head to the storage room and take the stairs to secondary storage. On the west side of the room is a gas cooler, just click on it and set the temperature between 10 and 80 Kelvin, though no lower or higher. Too low could draw a lot of unnecessary power, while setting it too high may slow down how fast the medicine inside the patient can work.


<div class="mw-collapsible-content">
===[[File:Clone.gif]][[File:Resleevingpod.gif]]Resleeving Pods===
<small><i>Some damage does not show up in any category, but will show that the person is injured</i></small><br /><br />
Probably the second most used pieces of equipment, these machines are what keep the crew from staying dead<s>, particularly when they get eaten</s>. See the Resleeving heading above about how to use this.
Creatures in the Research and Development location can cause genetic damage when attacking people. Being a new clone can also come with genetics damage, or heavy experimentation with genetics can cause this as well. Fighting on the holodeck will result in holo-damage. Hallucinations brought on by drug use or genetic defects will cause unlisted damage as well.
* Attempt to confirm how injury was received.
* Genetics damage is healed with time spent in a cryo chamber. Clonexadone heals faster then Cryoxadone in this case.
* Holo-damage is cured by having the patient sleep it off.
* For hallucination damage, treat cause of damage, (repair any genetic damage for radiation or inject dylovene for poisoning), and then let patient sleep it off as you would with holo-damage. Sedating the patient for their own safety is highly suggested.
</div>
</div>


=Diagnosing Other Conditions=
=Facilities=
Even after treating the common injuries listed Basic Treatments, the patient could still have other underlining conditions you should keep an eye out for.
Medical has a rather large department, which is good because some situations may require having a lot of room to work in. Below are the facilities inside the Medical department.


<div name="lowblood" code="yellow;red" class="toccolours mw-collapsible mw-collapsed" style="width:99%">
==Asteroid 3==
== Low Blood Count ==
===Reception===
<small>Danger: <font color=orange>✜</font> <font color=red>✜</font><sup>[Depending on severity]</sup></small><br />
This is the entrance to medbay and where most doctors will probably wait by sitting behind the desk, and where many patients will move to if they are injured and seeking help, or if they just want an implant. Some features of the room are:
<small><i>Shows up on Health Analyzer</i></small><br />
*Two crew monitoring consoles.
*A body design console.
*A medical records console.
*Four backup implanters.
*A SleeveMate.
*Three roller beds.
*A first aid kit.
*Two shortwave radios.


* Patient feeling woozy, paleness of skin.
===Emergency Treatment Center===
* Drops of blood, or blood puddles near patients.
Also known as the ETC, this is the most frequented area of medical for conducting treatments. Some features are:
* Suffocation damage that returns repeatedly when treated.
*The body scanner, along with a filing cabinet to store scan records.
*Two sleepers.
*Two cryogenic tubes.
*Two rechargers.
*A defibrillator.
*Two roller beds.
*An IV drip with O- blood bag cabinet.
*A requests console.
*Two bottles of space cleaner.


===Resleeving Lab===
The lab where crew are resleeved whenever they [[Guide_to_Vore|suffer tragic accidents]]. Some features are:
*The resleeving console, which manages body and mind records.
*The growing pod, which synthesizes a body similar to the body record provided.
*The resleeving pod, which sleeves the latest mind record of the patient into the body inside the pod.
*A cryogenic tube to heal bodies with genetic damage.
*A locker with spare radios and jumpsuits.
*A SleeveMate.
*Some penlights to diagnose certain mutations.


===CMO's Office===
Perhaps the smallest office of all heads of staff. Some features are:
*A medical records console.
*An employment records console.
*[[Critters#Pets|Runtime]], the medbay cat.
*The CMO's locker.
*Several lockdown switches.
*A fax machine.
*A requests console.


===Recovery Ward===
A large room with windows on the edge of the asteroid, giving a good view of space <s>and letting the occasional space carp know who's on the menu</s>. Some features are:
*Six beds.
*A NanoMed.
*A medical records console.
*A stasis bag.
*A restroom facility to the west.


===Examination Room===
Essentially a larger patient room with a few tools to diagnose trivial ailments. Good place to update someone's medical records. Some features are:
*A stethoscope.
*A clipboard, paper bin, and pen to write notes on.
*A medical records console.
*A cane.
*A bed.
*A wheelchair.
*A personal locker.


===Patient A, B, and C===
Small rooms with doors that have their access restrictions removed, but are otherwise quite cramped. Some features are:
*A medical records console.
*A bed.
*A personal locker.


<div class="mw-collapsible-content">
===Primary Storage===
'''Cause '''<br />
Located pretty much in the middle of medbay, this room is mostly used either to get to Chemistry or to go down to Secondary Storage. Some features are:
* Untreated external brute injuries, internal bleeding, and donating too much blood. Amount of blood left over in the body is visible on the Health analyzer.<br />
*Some medkits.
Suffocation damage won't go away until blood levels are normal.<br />
*Some stasis bags.
'''People who lose too much blood will die at around 60% blood volume. This cannot be prevented except by replacing the lost blood.'''
*A NanoMed.
<br /><br />
*Two wheelchairs.
'''Treatment '''
*A box of Medical NIFSoft disks.
# Locate bleeding injuries, either by examining the person or with a Health Analyzer. If none are found it could be [[#Internal_Bleeding | internal bleeding]] or [[#Heart_Trauma | damage to the heart]].
*An IV drip.
# To stop bleeding, bandage all wounds you find with gauze or an advanced trauma kit.
*A prescription glasses kit.
# Internal bleeding and heart damage need to be treated surgically.
# Bicaridine (from the chemist) will help heal brute trauma.
# Give a [[#Blood Transfusion | Blood transfusion]] to severe cases.
# Wait for blood level to normalize. In severe cases, Dexalin or Dexalin+ should be administered to keep a patient from suffocating because they don't have enough blood to keep their bodies oxygenated.
# Recovery from blood loss goes faster if a patient is given iron (less than thirty units to avoid overdose). They will also become hungry very quickly; eating will help speed recovery. Sugar in pill or IV form improves nutrient levels in patients too sick to eat.
</div>
</div>


<div name="internal" code="red" class="toccolours mw-collapsible mw-collapsed" style="width:99%">
===Chemistry===
The lab that produces invaluable medicine for doctors. Some features are:
*Three chem dispensers.
*Three ChemMasters.
*Three large beakers.
*A reagent grinder.


== Internal Bleeding ==
===Operating Theatre 1===
<small>Danger: <font color=red>✜</font></small><br />
A roomy operation room to conduct surgery, usually with two surgeons. Some features are:
<small><i>Shows up on Health Analyzer.</i></small><br />
*An operating console and table.
*Two scalpels.
*Two hemostats.
*Two retractors.
*Two surgical saws.
*Two surgical drills.
*Two Fix'O'Veins.
*One bone gel.
*Two bone setters.
*Two advanced trauma kits.
*Nanopaste.
*Anesthetics closet.
*An IV drip.
*A bottle of space cleaner.


* Symptoms of [[#Blood_Loss | low blood count]] without visible wounds.
===Operating Theatre 2===
A smaller but still comfortable operating room for one surgeon to use. Some features are:
*An operating console and table.
*One scalpel.
*One hemostat.
*One retractor.
*One surgical saw.
*One surgical drill.
*One Fix'O'Vein.
*One bone gel.
*One bone setter.
*Two advanced trauma kits.
*Anesthetics closet.
*An IV drip with O- blood bag.
*A bottle of space cleaner.


===Psych Room===
The domain of the psychologist, large and comfortable with wood flooring and carpet. Some features are:
*A medical records console.
*Some bookshelves.
*Some therapy dolls.
*A couch and chair.


==Asteroid 2==
===Secondary Storage===
A larger storage area that can be reached by taking the stairs from Primary Storage. Some features are:
*Two advanced kits.
*Two burn kits.
*Two toxin kits.
*Two oxy kits.
*Two random kits.
*A defibrillator.
*A gas cooler with three oxygen canisters connected.
*Three roller beds.
*Some medical belts.
*Some stethoscopes.
*Two toolboxes.
*Some stasis bags.
*A radiation suit.
*A crate of grenade casings, igniters, and timers.
*A SleeveMate.
*A straight jacket and muzzle.


===Morgue===
Where cadavers in body bags go if they cannot be resuscitated, or have records stating not to resuscitate. Some features are:
*Eleven morgue trays.
*An operating table with autopsy scanner, scalpel, and cautery.
*A filing cabinet for autopsy reports.
*A camera.
*Two boxes of body bags.
*A SleeveMate.


===Break Room===
A medium sized room with a few vendors and seats to allow staff to have a comfortable break. Some features are:
*Four vendors.
*A microwave with donk pockets.
*Two washing machines.
*A handheld translator.
*A recharger.
*A deck of cards.
*A restroom facility to the west.


===EMT Bay===
A small area for paramedics/EMTs to prepare for work. Some features are:
*Two disassembled voidsuits.
*A suit cycler.
*Two oxygen tanks.
*Two suit coolers.
*A toolbox with multitool.
*A compact defibrillator.
*A Rescue Hardsuit.


<div class="mw-collapsible-content">
===Virology===
'''Cause '''<br />
A really large area to handle viral triage, research pathogens, and develop cures. Some features are:
Caused by massive brute damage rupturing a vein or artery within the body.<br /><br />
*Two incubators.
'''Treatment '''<br />
*Two antibody centrifuges.
<font color=red>'''THIS IS HIGHLY DANGEROUS CONDITION, AND SHOULD BE TREATED IMMEDIATELY!'''</font><br />
*A pathogenic isolator.
If immediate care is not possible, patient should be frozen into [[#Cryogenic Chambers|cryosleep]] or put into a [[File:Stasis_Bag.png]] stasis bag. Low temperatures will slow bleeding until proper treatment is set up. It's the patient's body temperature--not the temperature of the tube itself--that's the critical factor, so if your cryo tube is not very cold already, it will probably be too slow to be useful.
*A pathogen analyzer.
# Inject patient with any dose of bicaridine to stop internal wounds from growing larger.
*A virus food dispenser.
#* Dangerous doses of bicaridine (30 units or more) will begin to heal internal bleeding. This is slow but better than nothing if no surgeon is available.
*A monkey cube box.
#* If you are mending internal bleeding with bicaridine only, ensure the patient receives sufficient Dylovene to combat overdose risks.
*A checkpoint airlock.
# Move patient to an [[#Advanced Body Scanner|advanced medical scanner]] to find the exact location of injury.
*A decontamination airlock.
# A [[#Blood Transfusion | blood transfusion]] will be necessary in most cases. Miniature blood transfusions can be given in pill form or via syringe (pills are better; higher dosage), which can be helpful for EMTs stabilizing IB patients in the field.
*A virus ward with four beds and a few vendors.
# Move patient and IV to OR and [[Surgery#Internal_Bleeding_Surgery | mend the rupture]].
*Two isolation cells.
</div>
*Disposal chutes that lead to space.
</div>
*'''No virus samples.'''
 
<div name="badheart" code="yellow;red" class="toccolours mw-collapsible mw-collapsed" style="width:99%">
== Heart Trauma ==
<small>Danger: <font color=orange>✜</font> <font color=red>✜</font><sup>[Depending on severity]</sup></small><br />
 
* Symptoms of [[#Blood_Loss | low blood count]] with actual blood levels being normal.
 
 
 
 
 
 
<div class="mw-collapsible-content">
'''Cause '''<br />
* Lower blood oxygen levels due to blood not being pumped properly by damaged heart. Damage can be caused by severe blunt trauma, stab wounds or fractured ribs.
<br />
'''Treatment '''
# [[#Blood Transfusion | Blood transfusion]] if patient has low blood levels too.
# Move patient and IV to OR and [[Surgery#Internal_Organs_Surgery | mend the damage]].
</div>
</div>
 
<div name="badblood" code="green;yellow" class="toccolours mw-collapsible mw-collapsed" style="width:99%">
== Blood Rejection ==
<small>Danger: <font color=green>✜</font> <font color=orange>✜</font><sup>[Depending on severity]</sup></small><br />
 
* Toxin damage without foreign chemicals in bloodstream.
* Unexplained suffocation damage.
* Patient recently recieved blood transfusion.
 
 
 
 
 
<div class="mw-collapsible-content">
'''Cause '''<br />
[[#Blood Transfusion | Transfusion]] of incompatible blood type to the patient.<br /><br />
'''Treatment '''
* In case it's not obvious, '''STOP PUMPING THAT BLOOD IN THEM'''.
* Administer Dylovene until symptoms stop manifesting.
</div>
</div>
 
<div name="lung" code="yellow" class="toccolours mw-collapsible mw-collapsed" style="width:99%">
 
== Collapsed Lung ==
<small>Danger: <font color=orange>✜</font></small><br />
* Patient's cough containing blood.
* Patient gasping for air in breathable environment.
 
 
 
 
 
 
<div class="mw-collapsible-content">
'''Cause '''<br />
Exposure to low pressure environments without proper internals set.<br />
<br />'''Treatment '''
* [[Surgery#Internal_Organs_Surgery | Mend lung rupture surgically]].
* If no surgeon is available or you have a simple ruptured lung with no bone fractures, administer Peridaxon, keep Dexalin Plus in the patient's system, and wait for the lung to heal. If your patient still has broken bones, the lung can rupture again, and the patient must be kept still to prevent this while you wait for a surgeon.
</div>
</div>
 
<div name="fracture" code="yellow" class="toccolours mw-collapsible mw-collapsed" style="width:99%">
 
== Bone Fractures ==
<small>Danger: <font color=orange>✜</font></small><br />
<small><i>Shows up on Health Analyzer</i></small>
 
* Patient screaming in pain, dropping held items, and falling over.
* Facial Deformities (showing up as Unknown) are often coupled with skull fractures.
 
 
 
 
 


<div class="mw-collapsible-content">
===Medbay Escape Shuttle===
'''Cause '''<br />
A shuttle that unlocks if an evacuation order is called, along with a few pieces of equipment capable of sustaining patients that require further medical treatment. Some features are:
Severe brute damage to a specific body part.<br />
*A cryogenic tube.
* If the damage to the area is above certain threshold, the bone will '''re-break''' immediately after being glued together. Treat the area with a trauma kit, administer bicaridine, or both.<br />
*A sleeper.
<br />'''Treatment '''
*A wall mounted NanoMed.
# Painkillers will numb the pain while patient is waiting for surgery.
*Two roller beds.
# In case of skull or rib factures, do not let patient move around, since bone shards can damage internal organs.
# Use [[#Advanced Body Scanner|advanced body scanner]] to locate fracture locations.
# Treat brute damage on broken body part with either gauze or Bicaridine.
# [[Surgery#Bone_Surgery | Operate on the fracture]].
# Splints can be used to return some function to the damaged limbs, if treatment is unavailable. Patients with leg and foot fractures can be issued a wheelchair and painkillers. Patients with skull, rib, and pelvic fractures must stay on bed rest, as walking has risk of internal organ injury.
</div>
</div>


<div name="limb" code="yellow" class="toccolours mw-collapsible mw-collapsed" style="width:99%">
==Surface 3==
===Surface Triage===
Essentially a mini-medbay on the surface of Virgo-3B, conveniently on the same floor as the bar. Rarely manned, though. Some features are:
*Four backup implanters.
*A crew monitoring console.
*Some randomized medkits.
*A body scanner.
*A sleeper.
*Some stasis bags.
*A SleeveMate.
*Three roller beds.
*A NanoMed.
*A defibrillator.
*A recharger.


== Dismemberment ==
==Surface 1==
<small>Danger: <font color=orange>✜</font></small><br />
===First Aid Station===
* <b>MISSING. LIMBS.</b>
This isn't actually expected to be manned, this is just the first place people go that didn't fare so well from EVAing out onto the surface. Some features are:
* No, seriously, the limb is missing upon visual examination.
*A sleeper.
*A roller bed.
*A defibrillator.
*A recharger.
*A first aid kit.


=Goodies From Departments=
Medical has interactions with other departments besides just treating their injuries, surprisingly enough. Research can fabricate new tools and equipment, Cargo can order important medical stuff, and Security can try to get you to break the Non-Disclosure Policy.


==Research==
Research, provided there are miners available, can fabricate a number of nice tools for Medical, most of which will be described here:


 
===Surgical===
 
*[[File:Scalpmanager.png]]'''Incision Management System (IMS)''': Requires high tier research and diamonds, but this tool is invaluable to have. One click can create an incision, clamp bleeders, and retract the skin at the same time!
<div class="mw-collapsible-content">
*[[File:Boneclamp.png]]'''Boneclamp''': Requires silver but another amazing instrument to have. Repairs a bone completely in one click, though this will not work for the skull or rib cage without one use of bone gel, otherwise bone repair surgery can be conducted in three clicks with an IMS.
'''Cause '''<br />
*[[File:Laserscalp.png]]'''Laser Scalpel''': Different versions depending on what's available to Research, but this basically works as a scalpel and hemostat combined when opening an incision.
Common causes are explosions, high-power projectiles, rogue surgeons, sword fights.<br /><br />
'''Treatment '''<br />
# Stop bleeding by applying trauma kits. Locations with bleeding will show up on the Health Analyzer.
# Administer painkillers; patient is in a world of pain.
# Order prosthesis, (cyborg limb), from Robotics lab.
# [[Surgery#Limb_Replacement_Surgery | Graft it to the stump]].
</div>
</div>
 
<div name="xeno" code="red" class="toccolours mw-collapsible mw-collapsed" style="width:99%">
 
== Embedded Objects ==
<small>Danger: <font color=red>✜</font></small><br />
<small><i>Shows up on Health Analyzer.</i></small><br />
 
* Visible embedded objects sticking out of patient.
* Reports of pain when moving.
* Embedded object shows up when scanning the patient.
 
 
 
 
 
<div class="mw-collapsible-content">
'''Causes '''<br />
* High-velocity collisions with shrapnel, ballistic munitions and sharp implements.<br /><br />
* Implants. These may or may not be dangerous, depending on their nature.
* Parasitic infestation (alien or cortical borer). Your doctor may or may not know of the existence of these creatures, but they can probably guess they are not supposed to be inside the patient.
* Patient ate or was fed a monkey cube.
'''Treatment '''
# Immobilize patient. User a roller bed or grab and carry the patient for transportation.
#* Do '''not''' attempt to remove embedded objects by hand as it may cause [[#Internal Bleeding|internal bleeding]].
# Move patient to an [[#Advanced Body Scanner|advanced body scanner]] and locate the embedded object.
# [[Surgery#Implant Removal|Surgically remove the embedded object]].
</div>
</div>
 
<div name="infection" code="yellow" class="toccolours mw-collapsible mw-collapsed" style="width:99%">
 
== Bacterial Infection ==
<small>Danger: <font color=orange>✜</font> <font color=red>✜</font><sup>[Depending on severity]</sup></small><br />
<small><i>Shows up on Health Analyzer.</i></small><br />
 
* Toxin damage without foreign chemicals in bloodstream.
* Visible inflamed wounds.
* Damage to internal organs without external wounds.
* High body temperature.
 
 
 
 
 
<div class="mw-collapsible-content">
'''Cause '''<br />
*Untreated severe open wounds and burns.
*Surgery performed without proper sterile technique.<br /><br />
'''Treatment '''
# Locate infected wound by examining patient.
# Treat infected area with ointment.
# Administer 5 units of spaceacillin to stop the infection from worsening.
#* If left untreated, the infection '''will''' worsen.
#* Moving the patient to [[#Cryogenic Chambers|cryogenics]] will also stop progression of the infection.
# Administer Dylovene until symptoms stop manifesting.
# Keep spaceacillin in the patient's system and monitor their body temperature until it normalizes.
# Check for organ damage once the patient has recovered.
</div>
</div>
 
<div name="disease" code="white" class="toccolours mw-collapsible mw-collapsed" style="width:99%">
 
== Viral Infection ==
<small>Danger: <font color=green>✜</font> <font color=orange>✜</font> <font color=red>✜</font><sup>[Depending on severity]</sup></small><br />
<small><i>Shows up on Health Analyzer '''(Only if virus has been analysed)'''</i></small><br />
 
* Coughing, sneezing, vomiting, hallucinations, twitching, urges to eat, feeling pale, are all symptoms of various diseases.
* High and/or rising body temperature.
 
 
 
 
 
 
<div class="mw-collapsible-content">
'''Cause '''<br />
Viral infection, which can spread quickly from crew member to crew member.<br /><br />
'''Treatment '''<br />
* Quarantine all infected crew members.
* Administer spaceacillin to slow disease progress. Can cure disease at early stages, but does not give immunity to relapse. Spaceacillin also works as a prophylactic.
* [[Guide_to_Virology#Curing | Cure the disease]] in virology.
</div>
</div>
 
<div name="appendix" code="yellow;red" class="toccolours mw-collapsible mw-collapsed" style="width:99%">
 
== Appendicitis ==
<small>Danger: <font color=orange>✜</font><font color=red>✜</font> <sup>[Depending on stage]</sup></small><br />
<small><i>Shows up on Health Analyzer.</i></small><br />
 
* Toxin damage without foreign chemicals in bloodstream.
* Patient experiences abdominal pains.
* Uncontrollable vomiting.
* Coughing.
 
 
 
 
 
<div class="mw-collapsible-content">
'''Cause '''<br />
Sepsis caused by inflamed appendix.<br /><br />
'''Treatment '''
<br /><font color=red>'''LETHAL IF LEFT UNTREATED.'''</font>
# Confirm that it is indeed appendicitis with health analyzer.
# [[Surgery#Appendectomy | Remove inflamed appendix in surgery]].
# Treat toxin damage.
</div>
</div>
 
<div name="drugs" code="green" class="toccolours mw-collapsible mw-collapsed" style="width:99%">
 
== Intoxication ==
<small>Danger: <font color=green>✜</font></small><br />
 
* Slurring, confused movement.
* Hallucinations. Hallucination damage.
* Uncontrollable drooling, twitching.
* Possible toxin damage.
 
 
 
 
 
<div class="mw-collapsible-content">
'''Cause '''<br />
Variety of substances, ranging from alcohol to illicit drugs.<br /><br />
'''Treatment '''<br />
Treatment depends on substance.<br />
Alcohol:
* Let them sleep it off.
* In case of emergency administer Ethylredoxrazine or dialysis in a sleeper.
* Treat toxin damage.
* Check for liver damage.
Hallucinogens:
* Sedate patient to prevent him from hurting himself and healing hallucinatory damage.
* Administer 30 units of Dylovene and 1 unit of Synaptizine. Synaptizine is poisonous and must always be combined with Dylovene.
</div>
</div>
 
<div name="rads" code="green;yellow" class="toccolours mw-collapsible mw-collapsed" style="width:99%">
 
== Radiation Sickness ==
<small>Danger: <font color=green>✜</font><font color=orange>✜</font> <sup>[Depending on severity]</sup></small><br />
 
* Patient is feeling weak, passes out.
* Steady increasing toxic damage that returns when treated.
* Possible DNA mutation (shows up as "incomplete cloning").
* Hair loss.
* Radiation level is visible on the full-body scanner.
 
 
 
 
 
 
<div class="mw-collapsible-content">
'''Cause '''<br />
* Patient has been exposed to experimental equipment, radioactive substances or objects, or the engine.
* The supermatter has gone critical. In this case, patients will also have hallucinations.
 
'''Treatment '''<br />
* Administer Hyronalin or Arithrazine if possible. Arithrazine causes mild brute damage, which will heal on its own unless your patient has a cybernetic limb.
* In case they are unavailable, administer Dylovene in repeated doses until the radiation wears off.
* Patients with genetic damage should be treated in cryo tubes.
</div>
</div>
 
<div name="genetic" code="green" class="toccolours mw-collapsible mw-collapsed" style="width:99%">
== Genetic Defects ==
<small>Danger: <font color=green>✜</font></small><br />
 
* Highly varied, and differ depending on defect. With often only one or two of the following appearing:
* Seizures, random swearing, non-drug-induced hallucinations.
 
 
 
 
 
<div class="mw-collapsible-content">
'''Cause '''<br />
DNA defects acquired either from radiation exposure, cloning errors, or [[geneticist]]s preforming experimentation.<br /><br />
'''Treatment '''
* Ask a [[Chemist]] for Ryetalyn. One unit is enough.
* Treat other symptoms, (broken bones, toxin damage), as you would normally.
</div>
</div>
 
<div name="retard" code="green" class="toccolours mw-collapsible mw-collapsed" style="width:99%">
 
== Brain Damage ==
<small>Danger: <font color=green>✜</font></small><br />
<small><i>Shows up on Health Analyzer</i></small>
 
* Concussion, in minor cases.
* Headaches, impaired vision.
* Impaired motor ability, with both arms and legs.
 
 
 
 
 
 
<div class="mw-collapsible-content">
'''Cause '''<br />
Head trauma, some chemicals, diseases.<br /><br />
'''Treatment '''<br />
# Administer Alkysine.
# If that does not help, could be a brain hematoma, and [[Surgery#Brain_Damage_Surgery | operation]] is needed.
</div>
</div>
 
<div name="deface" code="green" class="toccolours mw-collapsible mw-collapsed" style="width:99%">
 
== Facial Deformation ==
<small>Danger: <font color=green>✜</font></small><br />
 
* Patient's face damaged beyond recognition.
* Patient's vocal cords distorted.
* Patient shows up as "Unknown" despite having an ID.
 
 
 
 
 
 
<div class="mw-collapsible-content">
'''Cause '''<br />
Blunt head trauma, acid exposure, high temperatures exposure.<br /><br />
'''Treatment '''<br />
# [[Surgery#Facial_Reconstruction_Surgery | Reconstruct face and vocal cords surgically]].
</div>
</div>
 
<div name="deaf" code="green" class="toccolours mw-collapsible mw-collapsed" style="width:99%">
 
== Deafness ==
<small>Danger: <font color=green>✜</font></small><br />
 
* Patient is unable to hear speech.
* Patient was recently near sites of explosions.
 
 
 
 
 
 
<div class="mw-collapsible-content">
'''Cause '''<br />
Concussion, DNA defects<br /><br />
'''Treatment '''<br />
# In case it was caused by concussion, it will pass with time.
# If it was caused by DNA defect, treat with Ryetalyn.
</div>
</div>
 
<div name="eyes" code="green" class="toccolours mw-collapsible mw-collapsed" style="width:99%">
== Impaired Vision ==
<small>Danger: <font color=green>✜</font></small><br />
 
* Patient is unable to see far away objects, objects appear blurred.
* In severe cases, patient's pupils do not react to penlight.
 
 
 
 
 
 
<div class="mw-collapsible-content">
'''Cause '''<br />
Eye trauma, bright light, DNA defects<br /><br />
'''Treatment '''<br />
* Treat genetic defects with Ryetalyn.
* In case of impaired vision, administer Imidazoline.
* In case of complete blindness, [[Surgery#Eye_Surgery | repairing the retinas of the eye]] will help.
</div>
</div>
 
<div name="itch" code="white" class="toccolours mw-collapsible mw-collapsed" style="width:99%">
 
== Itch ==
<small>Danger: negligible</small><br />
 
* Itching.
* Shivers in more severe cases.
 
 
 
 
 
 
<div class="mw-collapsible-content">
'''Cause '''<br />
Certain chemicals' side effects. No medicines used commonly have such side effect.<br /><br />
'''Treatment '''<br />
* Administer Inaprovaline if feeling charitable. Lecture patient re. drug abuse if not.
</div>
</div>
 
<div name="badstomach" code="white" class="toccolours mw-collapsible mw-collapsed" style="width:99%">
 
== Bad Stomach ==
<small>Danger: negligible</small><br />
 
* Discomfort in stomach area.
* Vomiting.
 
 
 
 
 
 
<div class="mw-collapsible-content">
'''Cause '''<br />
Skin regenerating chemicals - Dermaline and Kelotane. Cloning acceleration can also cause this.<br /><br />
'''Treatment '''<br />
* Administer Dylovene.
</div>
</div>
 
<div name="headache" code="white" class="toccolours mw-collapsible mw-collapsed" style="width:99%">
== Headache ==
<small>Danger: negligible</small><br />
 
* Headache.
 
 
 
 
 
 
<div class="mw-collapsible-content">
'''Cause '''<br />
* Tissue-regenerating chemicals - Bicaridine (over 15 units), Tricordazine (over 15 units), Cryoxadone (any dosage).
* Minor brain damage.
* Eye damage.
* Blurry vision.
<br /><br />
'''Treatment '''<br />
* Administer Alkysine or Tramadol.
* Treat the underlying brain damage or eye damage.
</div>
</div>
 
<div name="head" code="black" class="toccolours mw-collapsible mw-collapsed" style="width:99%">
 
== Decapitation ==
<small>Danger: ✜</small><br />
* Patient's head is detached from the body.
* There is no head attached to the patient's body.
 
 
 
 
 
<div class="mw-collapsible-content">
'''Cause '''<br />
Same as with [[#Missing_Limbs | missing limbs]], with maybe more explosions.<br /><br />
'''Treatment '''<br />
# Acquire head.
# [[Surgery#Head Reattachment Surgery | Reattach head]]
# Clone the cadaver.<br />
 
If there is no torso:
#Acquire head.
#[[Surgery#Brain Surgery | Extract brain.]]
 
Now you have two choices.
* Pass brain to Robotics for cyborgification.
or
* Perform a [[#Brain Transplant | brain transplantation]].
</div>
</div>
 
=Tools, Machinery, and Facilities of Medbay=
Even knowing exactly what's wrong with patient and how to treat it won't do you much good if you have no equipment. Here is the list of basic medical tools and machinery.
==Tools==
====Basic tools====
{| class="wikitable"
! !! Tool !! Purpose !! Usage
|-
|[[file:Oint.png‎]]
|'''Ointment'''
|Speeding up healing of burns. Also can be used to treat [[#Wound Infection|infected wounds]].
 
|Target damaged body part and click on patient.
|-
|[[file:Burnkit.png]]
|'''Advanced Burn Kit'''
|Speeds up the healing process of burns. Also treats [[#Wound Infection|infected wounds]]. It is more effective than Ointment.
|Target damaged body part and click on patient.
|-
|[[file:Bpack.png‎‎]]
|'''Gauze/bruise pack'''
|Speeding up healing of brute damage. Also stops wounds from bleeding.
|Target damaged body part and click on patient.
|-
|[[file:Traumakit.png]]
|'''Advanced Trauma Kit'''
|Increases the speed of healing for brute damage and stops wounds from bleeding. It is more effective than a Bruise Pack
|Target damaged body part and click on patient.
|-
|[[file:Healthanalyzer.png‎]]<br />
|'''Health Analyzer'''
|Must-have tool for Medical. Scan people to find out damage levels (and location for brute/burn), some conditions, blood levels and some other info like body temperature.
|Click on patient.
|-
|[[file:Syringes.png‎‎]]
|'''Syringe'''
|Administering medicine to people (5 units per injection). Taking blood samples.
|
* Click on things/people to inject or draw.
* If either of characters moves during it, injection fails.
* To switch between draw/inject modes, click on syringe in hand.
|-
|[[file:Injector.png]]
|'''AutoInjector'''
|A single-use 5 unit injector containing inaprovaline for use in emergencies.
|Click on patient while holding the Injector.
|}
 
====[[file:Bottles.gif‎‎]] Chemicals====
Using [[Guide_to_Chemistry#Medicine|proper medicinces]] can be difference between life and death for patient.<br />
Some chemicals come pre-made in medikits or vendomats (i.e. inaprovaline and Dylovene), but most of them have to be made in [[Chemist|Chemistry Lab]].
====[[file:IVdrip.png‎‎]] IV drip====
Used to transfer [[Guide_to_Chemistry#Medicine|chemicals]] (usually [[#Blood Transfusion|blood]]) from the vessel loaded in it to the patient in small dosages every second. Since some medicines are metabolized slower than new are injected (e.g. Tramadol will last in blood ~10 times longer than most meds), IV medication can still cause overdose with those chemicals, so mind dosage.
* '''Hooking/unhooking patient:''' Click and drag IV sprite on patient.
* '''Loading chemicals:'''Click on unloaded IV with vessel in hand.
* '''Unloading chemicals:'''Click on loaded IV with empty hand.
* '''Changing modes:''' To change modes between giving/taking, right click on IV and use Toggle Mode option.
 
====[[file:Rollerbed.png]] Roller Bed====
Used to transport patient fast and safe.<br />
Buckle/unbuckle patient as with chairs and usual beds.<br />
Can be folded into pickupable roller bed item.
*  '''Buckling Patient:''' Drag the patient on top of the unfolded bed, click and drag from patient to bed.
*  '''Unbuckling:''' Click on the bed.
*  '''Folding:''' Click and drag roller bed sprite to your character.
*  '''Unfolding:''' Click on folded item in hand.
 
====Stasis Bag====
* Stops metabolism(breathing, bleeding, chemicals in blood, etc.)<br />
* One-use only(don't open that bag until you're ready to treat them)<br />
* No IC skills required(one of the few devices that are ICly as simple to use as OOCly)
* Causes brain damage to the occupant so should only be used when the patient is in critical condition.
 
====Other medical equipment====
* '''Medical Doctor Closet''' - Contains different uniforms for different sections of Medbay, as well as different colored surgical scrubs.
* '''Medical HUDs''' - When placed on like glasses, allow you to see a patient's vitals from a distance. More can be acquired from Research and Development.
* '''Medical Belts''' - Can be loaded with medications for easy access.
* '''Medical Kits''' - There are four different kits: First Aid, Oxygen Kit, Burn Kit, and Toxin Kit. More can be ordered from cargo.
* '''Nurse Outfits''' - Can be worn by female doctors. In emergency may be worn by male ones too.
* '''Various Beakers''' - These have multiple uses depending on type, and can be replenished by the [[Chemist]]. Browsing over the [[Guide to Chemistry]] will let you know what chemicals do what.
* '''Bio-Hazard Closet''' - Are filled with biosuits to be worn when there is a viral outbreak.
* '''Straight Jacket and Muzzle''' - For restraining dangerous and possibly insane patients. Usually considered a last resort.
* '''Syringe Gun''' - Can be loaded with a single syringe that can be shot at a person from a distance.
* '''Prescription Glasses''' - For helping those who can't see good and wanna learn do other stuff good too. Also contains prescription meson glasses and sunglasses.
* '''Space Cleaner''' - Can be fired ahead three tiles to help clean up the inevitable mess that Medbay becomes.
* '''Syringes''' - For use in taking blood and injecting chemicals into patients.
* '''Body Bags''' - Used for storing dead bodies in. Can be labeled with a pen.
* '''Sink''' - Use this to wash your dirty, dirty germ covered hands.
* '''Mass Spectrometer''' - Used for testing toxins in a patient's blood. One does not start off in Medbay and has to be ordered from Research and Development.
 
==Machinery==
 
===[[file:Cryo.gif]] Cryogenic Chambers===
Used for putting critical patients into stasis, finishing newly cloned patients, or treating patients with genetics damage. Be sure to check periodically to see if the chambers need to be restocked with chemicals.
 
Cryo starts out warm and has to be set up, and is useless until it's cold and loaded with medicine. Since it's the patient's body temperature that determines whether cryoxadone and clonexadone work, you won't get very fast results until the cryo tube is cold enough to quickly freeze the patient--around 50 Kelvin is good. Removing space suits speeds up the process as well.
 
<div class="toccolours mw-collapsible mw-collapsed" style="width:99%">
 
'''Setting Up Cryo'''
 
 
 
 
 
<div class="mw-collapsible-content">
# Make sure the engine is running--ask Engineering. Cryo tubes take a lot of energy, and if the engine's not up yet, there won't be enough energy to cool the tubes.
# Make sure the oxygen canisters are connected to the cryo tubes. If they aren't (they start out connected), use the nearby [[File:Wrench.png]] on both [[File:O2 canister.png]] O2 canisters to secure them.
# Take a nearby [[File:Beaker.png]] beaker filled with Cryoxadone and then click on the same cell you placed the clone in to load the beaker into the cell. Note that Clonexadone is exactly the same, but heals genetic damage faster and should be used when possible. Get some from the [[Chemist]]. Faster still is a combination of clonexadone and cryoxadone. Some chemists make their own custom mixes.
# Set the [[File:Freezer.gif]] freezer's '''Target gas temperature''' to its lowest amount by clicking on the far-left "-" until the number in the center no longer decreases.
# Set the freezer to '''On'''.
</div>
</div>
 
<div class="toccolours mw-collapsible mw-collapsed" style="width:99%">
 
'''Using Cryo'''
 
 
 
 
 
<div class="mw-collapsible-content">
# If patient is wearing any suit that protects from cold (i.e. space suit), remove it.
# Grab the patient.
# Click on one of the cells to place the patient inside and set the '''Cryo status''' to '''On'''.
#* ''Note: At this point, the clone will begin to heal slowly if cryo was set up correctly, shown by the increasing health indication in the cryo cell's menu. - If patient is not healing, either the patient is not cool enough inside the chamber or the beaker within the chamber has run out of chemicals.''
# Click on the cyro cell to check on your patient. When their health reaches 100, they are healed and can then be ejected (right-click > Eject Occupant).
# Remember to turn '''Cryo status''' to '''Off''' to save oxygen and chemicals.
</div>
</div>
 
===[[file:Sleeper.gif]] Sleeper===
Sleepers are used to administer medication and perform dialysis.<br />
'''Placing patient in:''' Grab them and click on the unit.<br />
'''Getting patient out:''' Right-click on unit -> Eject Occupant.<br />
'''Dialysis:''' Once the patient is inside, click 'Start Dialysis'. Dialysis filters out blood, having the bonus of pulling out chemicals. This treatment should be used when you believe someone to be overdosing or to be poisoned. The beaker inside the sleeper will fill with the blood and eventually you will need to empty it. To retrieve the beaker, right-click on the sleeper and click 'eject beaker'. Dialysis can cause a patient to suffer from severe blood loss if the patient is left in too long.<br />
Use console to interact with unit.<br />
The machines will not stabilize critical patients, though they can be used to administer inaprovaline.
 
<div class="toccolours mw-collapsible mw-collapsed" style="width:99%">
 
'''Sleeper Chemicals'''
 
 
 
 
 
<div class="mw-collapsible-content">
* '''Inaprovaline''' - Helps keep critical patients stay stable by preventing them from taking suffocation damage.
* '''Soporific''' - Puts a patient to sleep.
* '''Dermaline''' - Heals <b><font color=orange>burn</font></b> damage.
* '''Bicaridine''' - Heals <b><font color=red>brute</font></b> damage.
* '''Dexaline''' - Heals <b><font color=blue>suffocation</font></b> damage.
</div>
</div>
 
===[[file:Bscanner.gif]][[file:Bscanner_console.gif]]Advanced Body Scanner===
Body scanner is used to locate [[#Bone Fractures | broken bones]], organ damage, and [[#Internal Bleeding | internal bleeding]]. Also can be used to find implants and foreign objects inside people.<br />
'''Placing patient in:''' Grab them and click on the unit.<br />
'''Getting patient out:''' Right-click on unit -> Eject Occupant.<br />
Use console to interact with unit. Printing out a report and sending it along with the patient to surgery will help the surgeon.
 
==Procedures==
 
<div class="toccolours" style="width:99%">
====CPR====
Used to heal some suffocation damage caused by being in critical condition.
Inaprovaline is usually better, but if you have a patient with severe poisoning and Dylovene in their system, Inaprovaline will just react to form Tricordrazine, which isn't particularly helpful. In this case, administer Dylovene and stabilize with CPR.
Clicking someone with an empty hand and help intent will perform CPR on them.<br />
Shaking an individual means that they are not in critical. Will not work if either you not the patient is wearing a mask.
</div>
 
<div class="toccolours mw-collapsible mw-collapsed" style="width:99%">
====Blood Transfusion====
When a patient is low on blood, they will need a blood transfusion.
 
 
 
 
 
<div class="mw-collapsible-content">
* Most efficient way to do this is [[file:IVdrip.png‎‎|20px]] [[#IV drip|IV drip]] and [[file:Bloodbag.png‎‎|20px]] blood bags.<br />
Just load bag in IV and hook the patient up to it.<br />
* If that's not available, injecting patient with blood (i.e. with syringe) would work too.
* Blood can be put in a pill as well.
* Iron and nutriment both speed up recovery of blood.
</div>
</div>
<div class="toccolours mw-collapsible mw-collapsed" style="width:99%">
''Blood Compatibility''
 
 
 
 
 
<div class="mw-collapsible-content">
[[File:Bloodtypes.jpg|thumb|150px|A visual guide to blood compatibility.]]
It's important to use right type, so [[#Blood Rejection|bad things]] won't happen.<br />
If there is no exact same bloodtype available, look for replacement by these rules:
* '''Negative''' can take '''only negative'''.
* '''All''' types can take '''O'''.
* '''A''' can take '''A'''.
* '''B''' can take '''B'''.
* '''AB''' can take '''all'''.
* '''O''' can take '''only O'''.
</div>
</div>
 
<div class="toccolours mw-collapsible mw-collapsed" style="width:99%">
====Brain Transplant====
If patient is diagnosed with [[#Decapitation|lack of head]] and the patient's torso is destroyed or missing, this will be needed to clone them.
 
 
 
 
 
<div class="mw-collapsible-content">
# [[Surgery#Brain_Surgery | Extract brain]] from patient's body or severed head.
# Acquire new body (ask Genetics for humanified monkey).
#* The clone will look like the monkey. Ask genetics to try and alter the humanified monkey's UI to resemble the picture in the deceased's medical record.
# Cut out new body's brain.
# Insert patient's brain in new body.
# Give new body to Genetics for cloning.
# Put old body in morgue and dispose of extra brain.
</div>
</div>
 
==Facilities==
These are the vital machines and rooms you will need to treat your patients.
 
===Surgery Room===
The surgical area of Medbay is comprised of several smaller rooms. There's the main Operating Theatre for surgeries, an Observation room for people to observe, a rest area for patients, and a cold storage room. See: [[Surgery]] for more details on preforming surgeries.
 
<div class="toccolours mw-collapsible mw-collapsed" style="width:99%">
 
'''Surgery Room Features'''
 
 
 
 
 
<div class="mw-collapsible-content">
* '''Operating Table''' - Where all your [[Surgery#Prepping_For_Surgery | surgeries]] should take place.
* '''Surgical Tools''' - Your primary [[Surgery#Surgical_Tools | tools]] needed for surgery.
* '''Surgery Holo-Light''' - These lights let others on the outside know there surgery is being preformed. They should be on during every operation.
* '''Observation Shutter Switch''' - Prevents people in the observation area from watching the surgery.
* '''Anasthetics Closet''' - Holds anasthetics and medical masks for patient's use during surgery.
* '''Patient Closet''' - Can be used to hold a patient's clothes, and also contains spare clothing for a patient.
* '''Cold Storage''' - Contains freezers to hold spare organs, and a spare anasthetics closet.
* '''Sink''' - For washing your dirty hands before and after surgery.
* '''Surgery Cleaner''' - Sterlize the operating table after every surgery by clicking on it with the cleaner in hand.
</div>
</div>


===Chemistry===
===Chemistry===
The main housing station for the [[chemist]]. They are in charge of the making and passing out of chemicals to assist members of the station. See: [[Guide to Chemistry]] for more details.
*[[File:BSBeaker.gif]]'''Bluespace Beaker''': Requires diamonds but is immensely useful for chemistry, holding 300u over it's non-bluespace counterpart which can only hold 120u.
*[[File:CryoBeaker.gif]]'''Cryostasis Beaker''': Reagents won't mix or react inside this beaker, but it can only hold 60u. Not very useful outside of easier grenade production.
*[[File:Pinkbabyslime.gif]]'''Pink Slime Extract''': Pink slimes are essentially smarter medibots, but their extract is what we're mostly interested in; injecting 5u of blood will create 30u of Myelamine, while injecting 5u of phoron will create Osteodaxon. Simply grind the core in the grinder to extract the reagents.


===Resleeving Lab===
===Quality of Life===
This is where the medical staff can perform body-swaps on people, or restore mind backups of the crew to prior states, effectively reviving them. See: [[Guide to Resleeving]] for more details.
*[[File:Mecha_odysseus.png]]'''Odysseus''': A medical mech with three attachments available, usually a syringe gun with two sleepers. Probably the most important feature is the mech's ability to '''scan reagents and synthesize them''', allowing you to replicate rare medicines.
*[[File:Powercell.png]]'''Super Capacity/Hyper Capacity Power Cells''': A few pieces of equipment, namely the Defibs and [[Hardsuit#Rescue_Hardsuit|Rescue RIG]], use power cells to function. Replacing the defib cells will allow more consecutive uses without having to recharge while upgrading the RIG's cell will allow the user to use it's modules more without worrying about losing power after a few uses.
*[[File:AdvancedBedFolded.png]]'''Advanced Roller Bed''': Essentially a regular roller bed but with Scientific(!) blue acrylic paint smeared over it, somehow reducing it's size to better fit in your backpack. Just a smaller bed, pretty much.
*[[File:Medibot.gif]]'''Medibots''': Either helpful, annoying, or totally useless. Swiping your ID over it will unlock it's maintenance panel, allowing you to alter a few options. One option that should be turned on is to report treatments over HUD, while one option that should be turned off is the medibot's speaker as leaving it on will probably make anyone go insane. Probably the most important feature is allowing it to draw from a beaker that you can insert, allowing you to make custom mixes. Unfortunately the bot cannot tell the difference between any of the damage types, only treating a patient once their overall health reaches a certain threshold, therefore take care to '''not load in medicines that the patient can easily overdose on'''.


===Virology===
===Upgrades===
Hopefully, a [[virologist]] will spend more time in here curing diseases rather then releasing them. See: [[Guide to Virology]] for more details.
*[[File:Clone.gif]]'''Growing Pod''': Upgrading the growing pod will result in patients that have less clone damage and less chance for mutations, even to the point that all defects are gone entirely. Basically saves a few seconds during the procedure, or allows you to skip the cryogenics tube entirely.
*[[File:Resleevingpod.gif]]'''Resleeving Pod''': Upgrading the resleeving pod will result in less confusion and dizziness for the patient, allowing the to become acquainted easier with their situation.
*[[File:Freezer.gif]]'''Gas Cooler''': Upgrading the gas cooler will allow it to cool the gasses for cryo quicker.


===Medical Storage===
==Cargo==
This area contains the majority of the [[#Tools|tools]] you will need for curing patients.
Conveniently enough, Cargo is right next door to Medical, allowing quick exchanges of supplies and crates, most of which will be described here:
*[[File:SMed.png]]'''Clotting Kit''': A kit filled with autoinjectors containing Myelamine, a medicine that can clot internal bleeding. Rather expensive.
*[[File:VMVoidsuit.png]]'''Vey-Med Voidsuit''': A sleek voidsuit which is a pretty big step up from the regular voidsuits that come stocked every shift.
*[[File:Stasis_Bag_Folded.png]]'''Stasis Bags''': Stasis bags are nice to have but there aren't many. In the event Medical is running low, it's always a good idea to order more.
*[[File:Scalpel.png]]'''Surgical Tools''': If you have to order this crate then something terrible has probably happened to the other tools.
*[[File:Implant_Case.png]]'''Virus Samples''': Virology has no virus samples at the start of the shift, making your job as a Virologist pretty much null. Ordering these crates requires both the authorization and ID of the CMO.


===Patient Rooms===
==Security==
These are best used for non-critical patients awaiting treatment, patients needing to rest after treatment, or for holding mentally unstable patients waiting evaluation.
Security is an important department but also a rather nosy one. Aside from treating officers and their prisoners, there are some things that you need to remember when dealing with them. Note that Security isn't made up of bad people, and there are some instances where you'll want to call them in case something obviously terrible is happening in medbay.


===Morgue===
===Alert Codes===
This is where cadavers are stored. There is an [[Guide_to_Cadavers#Autopsy_Procedures | autopsy table]] located here, as well as several morgue trays. See: [[Guide to Cadavers]] for details on dealing with dead bodies.
*<span style="color:green">'''Code Green'''</span>
**Unless the patient consents or an officer has a warrant, Medical cannot divulge information about the patient.
**Warrants usually only give access to body scans and medical records.
**Warrants can request a psychiatric evaluation of a patient, but officers are not permitted to listen in on the evaluation itself.
**Requesting the locations of individuals requires a very good reason, or a warrant.
*<span style="color:blue">'''Code Blue'''</span>
**Security does not need a warrant to access patient info such as records, location, autopsies, or body scans. If it's relevant and they ask for it, provide it.
**Security still does not, however, have access to what a patient divulged to a psychiatrist ''unless'' it's directly related to the alert level elevation.
*<span style="color:red">'''Code Red'''</span>
**You '''need''' to provide information about a patient upon request as long as it's relevant.
**Suspicious confessions from a psychiatric appointment should probably be mentioned to security.


===Charges===
*'''Trespassing''': If they aren't Medical and they don't have any Medical personnel attending to them and they just ran in just because they could, call Security. They don't need to be in medbay, they'll get in the way of everything, and they pose a rather large risk to patient confidentiality.
*'''Neglect of Duty''': If the chemist makes only a few bottles of medicine and rushes elsewhere to do something less productive then you can probably smash this charge over their head. Doctors hanging out in the bar instead of manning the medbay when there's patients awaiting treatment? Neglect of duty, maybe even manslaughter if a patient dies as a result.
*'''Disrespect to the Dead''': Doing anything to a corpse outside of what's elaborated on in their postmortem instructions may land you with this charge, though this mostly only applies when someone decides to butcher, mutilate, or violate the body. Oh yeah, and '''EATING THE CORPSE FALLS UNDER THIS AS WELL.'''
*'''Animal Cruelty''': Monkeys are used for experimentation and harvesting antibodies in the event there's a viral outbreak, though some experiments aren't experiments in the slightest, particularly when the experiment's data doesn't yield anything useful at all, namely testing reagents to see what happens, pouring acid on a monkey to see how fast they die, 'experimenting' with Mutagen, et cetera. Experiment ideas should probably be pitched to the CMO before it is conducted.
*'''Suicide Attempt''': While there's no real legal consequence to this, the patient will have to undergo a psychiatric evaluation with supervision until the shift ends. If the patient is deemed too unsafe to keep within medical then they will have to be transferred to the brig.
*'''Violating Employee Privacy/Breach of Medical Confidentiality''': Essentially releasing any information to anyone who isn't the patient or Medical staff without the patient's consent will land you with breaching the patient's privacy. You cannot divulge a patient's information to anyone, not even the Colony Director or CentCom if they ask you unless it's Code Blue or higher.


[[Category:guides]]
{{Gameplay guides}}
{{Gameplay guides}}

Revision as of 17:57, 6 February 2018


Foreword

The original guide was compiled by a community effort led by WickedTempest.

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.

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.

Triage

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 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.

  • No Healthbar: 100% Health
  • Hudgreen.pngGreen: 78-99% Health
  • Hudyellow.pngYellow: 42-71% Health
  • Hudred.pngRed: 1-21% Health
  • Hudfred.gifRed, Flashing: -40-0% Health
  • Hudcritical.gifCritical!: -85:-50% Health
  • Huddead.pngDead: -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.

Dead Patients

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.

Cryogenics

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.

Viral Triage

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:

  1. Clean up all biohazards (blood, mucus, etc) within medical, instruct sanitation staff to put heightened effort into carrying this out.
  2. 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.
  3. 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.
  4. Distribute doses of the antibodies to crew (1u mixed in 4u of water will work).

Diagnostics

Damage Types

Brute

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:

  • 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.
  • 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.
  • Tricordrazine: A purple medicine that heals all underlined damage, albeit slowly, healing 1.5 damage per unit. Best utilized in liquid form but not alone, no overdose.

Burn

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:

  • Advanced Burn Kits: Essentially the burn variant of ATKs. Primarily used to disinfect burn wounds.
  • Kelotane: A yellow colored medicine which heals 6 burn per unit, meaning a full (15u) syringe will heal 90 burn damage. Overdoses at 30u.
  • 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.
  • Tricordrazine: A purple medicine that heals all underlined damage, albeit slowly, healing 1.5 damage per unit. No overdose.

Toxin

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:

  • 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).
  • 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.
  • 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.
  • Tricordrazine: A purple medicine that heals all underlined damage, albeit slowly, healing 1.5 damage per unit. No overdose.

Suffocation (Hypoxia)

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:

  • Inaprovaline: A cyan colored medicine which doesn't actually heal hypoxia, but instead halts any further damage. Overdoses at 60u.
  • Dexalin: A blue colored medicine which heals 15 oxy per unit. Overdoses at 30u.
  • 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) or in a dropper set to one unit, overdoses at 15u (one full syringe).
  • Tricordrazine: A purple medicine that heals all underlined damage, albeit slowly, healing 3 oxy damage per unit. No overdose.

Genetic

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:

  • 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.
  • 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.
  • Rezadone: A grey medicine which heals genetic damage without the need for cold temperatures. Overdoses at 30u, though 10u may induce dizziness.

Radiation

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:

  • Hyronalin: A green medicine which heals 30 radiation per unit, albeit slowly, but does not heal the resulting damage of radiation. Overdoses at 30.
  • 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.

Organ

Damage represented on the body scanner that corresponds with the trauma inflicted on organs, either by certain poisons, severe physical trauma, bones moving in the area organs are present (lower body, chest, head), or certain items necessary for function being absent. An organ is considered dead at 30 damage. Treatment for organ damage is listed below:

  • Peridaxon: A purple medicine which heals 1 organ damage per unit, and heals all internal organs. Overdoses at 10u.
  • Alkysine: A yellow medicine which heals 30 organ damage per unit, but only heals the brain. Overdoses at 30u.
  • Imidazoline: A pale lavender medicine medicine which heals 5 organ damage per unit, but only heals the eyes. Overdoses at 30u.
  • 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.
  • 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

Blood Loss

Blood carries oxygen to various areas in the body of a patient, and without oxygenation (whether by lack of air or lack of blood, in this case) the patient will slowly decline in health until they die, therefore stopping bleeding is your top priority, and should be treated as a critical injury. For low blood levels, administering Dexalin will help with the oxy damage resulting from blood loss, and will help alleviate the risk of brain damage as a result. Critical blood levels, however, will result in massive spikes of hypoxia and annoying toxins, though this only occurs at 40% blood volume. Treatment to stop bleeding is listed below:

  • For external bleeding cases:
    • Pressure: Getting an aggressive grab and help intent clicking the limb with the grab in hand will apply pressure to the wound, slowing the bleeding, but not stopping it entirely. If you are bleeding, help intent click the limb and you will begin applying pressure. This should only be used if you have nothing to treat the bleeding and are waiting on someone else to bring gauze/ATKs.
    • Gauze: This is the most basic item in medical to treat cuts and lacerations provided you have enough of it.
    • Advanced Trauma Kit: ATKs are better than gauze as they can disinfect the wound when it's used, and instantly heals 3 brute damage on the limb it's applied to.
  • For internal bleeding (IB) cases:
    • Cryogenics: Placing a patient with internal bleeding into a (correctly setup) cryo tube will both halt (not fix) the bleeding and stop it from getting worse. This is a temporary solution.
    • Bicaridine and Inaprovaline: These two medicines together (they have to be together, not separate) will prevent the internal bleeding from worsening, but will not halt the bleeding.
    • Surgery: The main method of treating internal bleeding is through surgery by means of the Fix'O'Vein.
    • Myelamine: A medicine found in (expensive) clotting kits that will seal any internal bleeding. The fastest way to treat.
    • Bicaridine: Overdosing Bicaridine (30u) will, of course, deal toxins to the patient, but it may clot internal bleeding. Generally a last resort if none of the other methods are available.

Once the bleeding has ceased, you will have to help the patient raise their blood count. The following are some methods to assist with that:

  • Dexalin/Dexalin Plus: Will assist in oxygenating the blood, helping to prevent potential brain damage.
  • Iron: A simple reagent that must be ingested in order to work. Replenishes 8u of blood per unit.
  • Nutriment: Basic nutrients that can be found in protein shakes. Must be ingested. Replenishes 4u of blood per unit.
  • Protein: Animal proteins found in meat and protein shakes. Must be ingested. Replenishes 4u of blood per unit.
  • 20 Iron, 20 Nutriment, 20 Protein: The three reagents mentioned above in one 60u pill, which can replenish blood rather quickly as there are three separate reagents.
  • IV Drip with compatible blood: Bloodbags can hold 200u of blood (a little less than half a patient's total blood volume) and is generally the best method of replacing blood.

Infection

Infections sprout when a wound isn't treated and disinfected in time, and is accompanied by a fever (check temperature). If left alone, infections can rapidly kill a patient, even exponentially if it's bad enough. Infections are commonly identified by means of the body scanner. The following are the levels of infection:

  • L1 (Mild): Pain messages and the start of fever.
  • L2 (Acute): More pain messages, infection becomes more prevalent and visible.
  • L3 (GANGRENE): Beginning of lethal toxins, organ death, and necrosis.

The following are some symptoms of infection based on where it's located:

  • Meningitis (Brain)
    • L1: Stiff neck
    • L2: Severe headache (+1 confusion at random intervals)
  • Conjunctivitis (Eyes)
    • L1: Itchy eyes
    • L2: Blurred vision (+10 eye_blurry at random intervals)
  • Endocarditis (Heart)
    • L1: Chest tightness
    • L2: Chest pain (+25 halloss)
  • Pyelonephritis (Kidneys)
    • L1: Lower back pain
    • L2: Malaise
  • Pyogenic Abscess (Liver)
    • L1: Right side abdomen pain
    • L2: Poor blood filtration (toxins buildup)
  • Pneumonia (Lungs)
    • L1: Coughing
    • L2: Shortness of breath (+30 oxyloss)
  • Staph Infection (All external limbs)
    • L1: Pain notificiation
    • L2: Sharp pain temporarily disables limb

L2 infections and lower require only 15u of Spaceacillin and monitoring. L3 infections require that Spaceacillin be overdosed (45u) immediately with Carthatoline to accompany the high toxins. If Carth is unavailable, stack Dylovene and Tricordrazine together. The following will go over further necessary treatments:

Fractures

Bones fractures can be separated by three identifications: hairline, fracture, and broken. These three different types of fractures no longer play any part mechanically, though from an RP standpoint, hairline is the least severe while broken is the most severe (and therefore painful). Fractures can, however, deal damage to organs if they move around. Treatment for fractures is listed below:

  • Splints: A half-cast that keeps the fractured bone in place and prevents it from moving. This is a temporary remedy, and requires the following to actually treat...
  • Surgery: By means of bone gel and bone setter (or boneclamp if you have one), a fracture can be mended rather quickly.
  • Osteodaxon: A rare medicine requiring some magic to obtain the precursors for, this medicine can heal fractures without surgery (provided the target limb's damage isn't above the fracture threshold). Do note, however, that it will cause severe pain, and should probably have Tramadol administered alongside it.

Dislocations

Not actually a fracture or even a problem related to surgery, but it will function as a fracture in that the limb will become incapacitated. Fixing it simply requires that you stand next to the patient and use the 'Undislocate-Joint' verb. If there are multiple dislocations, a prompt will appear asking which limb you would like to relocate.

Resleeving

See also: Resleeving

Similar to cloning, Resleeving is a method of reviving someone - to an extent - via technology provided to Nanotrasen by KHI. Perhaps the main difference between cloning and resleeving is that the mind records are kept separate from the body records, granting the ability to create custom sleeves to put yourself into without the need for brain transplant surgery (which would probably fail anyway due to organ rejection). Mind records are primarily maintained via backup implants provided by medical in reception which will backup the mind state of the patient periodically, usually in five minute intervals, with the added benefit of informing medbay staff over the medical frequency if an implant has ceased function, implying the patient has died. Legacy one-time mind scans are available with a SleeveMate, though, if patients don't like blinking pieces of metal in their necks.

Resleeving Procedure

The following steps will entail how to correctly resleeve a patient without error.

  1. Listen for the chime over the medical frequency about a patient's backup implant ceasing to function. This may take fifteen minutes after they have died. Alternatively, follow the rest of this guide if a patient you are caring for has died and cannot be resuscitated.
    • Someone who may or may not be related to the patient's death (which isn't any of your business anyway) may arrive with some of their items in a bag. Take the bag with you but do not look inside.
  2. Check the patient's records. If there is a Do Not Resuscitate or Do Not Resleeve (commonly known as a DNR), then simply heed any postmortem instructions provided in the records.
    • If no postmortem instructions are provided, place the body in a body bag with a toe tag including name and transfer to the morgue.
    • A DNR may also be issued by the CMO if it is reasonable (e.g. not "lol don't resleeve them they're a butt") or Central Command as long as hard evidence is supplied that the patient has committed suicide willingly.
  3. If the patient lacks a mind record and their body is still intact, scan their cadaver with a SleeveMate and select Mind-Scan (One Time). A mind record with their name should appear shortly.
  4. Operate the console and ensure the mind scan is present before growing the body.
  5. Begin growing the body and tint the resleeving lab's windows.
  6. Once the body has been ejected from the growing tube, place it in the cryogenics tube and turn it on until their health reads 100%
    • Assuming the growing tube hasn't been upgraded by research, the patient will be ejected with roughly 20% health due to genetic damage. There's a chance they may also have mutations.
    • It may be a good idea to give the patient a pill of 1u of Ryetalyn to immediately fix any mutations.
  7. Eject the patient from the cryo tube and place a uniform from the spare clothing locker on them. If you were given a backpack with the patient's items, place their backpack on their back slot.
  8. Place the patient in the resleeving tube and sleeve their mind into their body. Eject from the tube and buckle them to the nearest chair.

Post-Resleeving Procedure

The following steps entail how to handle the patient once they are conscious post-resleeving. Failure to heed these instructions may jeopardize the patient's mental well being and the credibility of your medical license.

  1. Shake the patient awake if they aren't already.
  2. Ask how the patient is feeling, where they are/why they are there, find out what they already know regarding their current situation.
  3. Start with telling them that you have some bad news.
    • This is considered a 'warning shot' and will prepare the patient to take in negative information.
  4. Follow with informing them that they have been resleeved.
    • Keeping this simple for the patient to understand is important. Misinformation may be detrimental to the patient.
  5. Allow the patient to process this information. Some may understand and be fine, others may be furious or complain, others may just stare blankly and really just want to run out the door to get eaten again and waste your frikkin biomass.
  6. Ask the patient if they have any questions or concerns. If they ask a question that you do not know the answer to, then inform them that you cannot answer it. Avoid speculation.
  7. Advise the patient to relax for a while and inform them of the side effects of resleeving (generally fatigue).

Remember: They are not a clone, they have only been cloned, in a sense. They are still themselves.

Carding

If a patient doesn't have a body record and their previous body is no longer present or intact, then sleeving a mind record into a card may be necessary to help them design a new body (which will be discussed shortly). Sleeve cards are fully aware of their surroundings and situation and are even able to speak, but cannot do anything beyond that. There's no real reason to use this feature short of the reason above.

Body Design

The body design console is located in the reception area of medbay and can be used by anyone, allowing them to design a body similar (but clunkier) to what they can do in character creation. This may also be used in case a patient doesn't have a body record and needs a new one designed. Once a body is designed it will need to be saved to a disk, which are kept in a box on a table behind the windows. Simply insert the disk, save the data onto it, eject it, then insert it into the resleeving console to grow.

Races

There are many races on Virgo, even a race that lets you make your own (kinda)! Custom Species aside, some of the vanilla races react a little differently to different treatments. For the purpose of this guide, humans will be used as a base species to compare for the rest of them.

Human

  • Brute Modifier: 1
  • Burn Modifier: 1
  • Total Health: 100
  • Blood Volume: 560
  • Primitive Form: Monkey

Hairless apes that are smart somehow. Would probably make up most of the (consistent) population of most stations.

Skrell

  • Brute Modifier: 1
  • Burn Modifier: 1
  • Total Health: 100
  • Blood Volume: 560
  • Primitive Form: Neaera
  • Bleed 50% faster.
  • Take 10% less damage from overdoses.

Unathi

  • Brute Modifier: 0.85
  • Burn Modifier: 0.85
  • Total Health: 125
  • Blood Volume: 840
  • Primitive Form: Stok
  • Have 'ribplates' on their torso and lower body, which must be cut through in order to conduct any surgery in those areas.
  • Less likely to suffer fractures, requiring higher brute values to break a bone.
  • Lack kidneys and appendix, the liver making up for their absence.
  • Less slowdown from wearing heavy items (e.g. duffle bags)
  • Bleed 25% slower.

Tajaran

  • Brute Modifier: 1.15
  • Burn Modifier: 1.15
  • Total Health: 100
  • Blood Volume: 560
  • Primitive Form: Farwa

Bipedal catbeasts furred feline-esque creatures hailing from a cold planet.

Teshari

  • Brute Modifier: 1.35
  • Burn Modifier: 1.35
  • Total Health: 50
  • Blood Volume: 400
  • Primitive Form: N/A
  • Can breathe 12 kPa of oxygen from internals instead of 16 kPa.

Sergal

  • Brute Modifier: 1
  • Burn Modifier: 1
  • Total Health: 100
  • Blood Volume: 560
  • Primitive Forms: Saru

Hungry triangle-faced beings.

Akula

  • Brute Modifier: 1
  • Burn Modifier: 1
  • Total Health: 100
  • Blood Volume: 560
  • Primitive Form: Sobaka

Shark-esque species raised alongside the Skrell.

Vulpkanin

  • Brute Modifier: 1
  • Burn Modifier: 1
  • Total Health: 100
  • Blood Volume: 560
  • Primitive Form: Wolpin

Foxes. That's about it.

Vox

  • Breathes phoron. Liquid phoron is basically a Vox's version of Dexalin Plus.
  • Actual Dexalin is lethal to Vox, and may result in organ damage if injected.
  • Different internal organs than most other species:
    • Head, Brain - Prosthetic brain
    • Torso, Lungs - Air capillaries
    • Torso, Liver - Waste tract
    • Torso, Kidneys - Filtration bladder
    • Abdomen, Heart - Vox heart
  • Cannot be resleeved, once they are dead, their body cannot be grown and will just have to take place off-station.

Promethean

  • Brute Modifier: 0.75
  • Burn Modifier: 2
  • Total Health: 120
  • Blood Volume: None, mechanically
  • Primitive Forms: Slime
  • Regenerates damage at 0.2 per tick.
  • Can regenerate lost limbs.
  • Cannot suffocate.
  • No internal organs sans slime core, which is their brain located in their chest. Healed with Alkysine.
  • Require a Bio-Adaptive NIF if they want a NIF at all.
    • Can implant a NIF into them by just slam dunking it into their face.

Nevrean

  • Brute Modifier: 1
  • Burn Modifier: 1
  • Total Health: 100
  • Blood Volume: 560
  • Primitive Form: Sparra

Bird people with beaks that don't smell. Tweet tweet.

Zorren

  • Brute Modifier: 1
  • Burn Modifier: 1
  • Total Health: 100
  • Blood Volume: 560
  • Primitive Form: N/A

Found around Virgo or something.

Vasillisan

  • Brute Modifier: 0.8
  • Burn Modifier: 1.15
  • Total Health: 100
  • Blood Volume: 560
  • Primitive Form: N/A

Spider people. Not much is really known because their development is on hold I guess.

Rapala

  • Brute Modifier: 1
  • Burn Modifier: 1
  • Total Health: 100
  • Blood Volume: 560
  • Primitive Form: N/A

Birb people but more human.

Diona

  • Regenerates health and nutriment when in light.
  • Can soak lots of different types of damage.
  • Most reagents have little to no effect on a Diona
  • Plant-B-Gone severely poisons a Diona.
  • Doesn’t have internal organs and isn’t affected by broken limbs.
  • Cannot feel pain.
  • Cannot be resleeved.

Xenochimera

  • Brute Modifier: 0.8
  • Burn Modifier: 1.15
  • Total Health: 100
  • Blood Volume: 560
  • Primitive Form: N/A
  • Damage, Pain, and Low Nutrition are all Feral Triggers
  • Jitteriness mildly contributes to Feral-ness.
  • When Feral, lights cause hallucinations.
    • They'll generally flee to dark areas like maintenance tunnels.
  • Can self-repair damage at the cost of time and nutriment, actual medical treatment will generally be faster.
  • Can revive self, if liquid nutriment is present in bloodstream.
  • If Feral: Put in dark area, give food, attempt to fix injuries/pain.
  • Cannot be resleeved.

Xenomorph Hybrid

  • Brute Modifier: 1
  • Burn Modifier: 1
  • Total Health: 100
  • Blood Volume: 560
  • Primitive Form: N/A

Just a human mixed with xeno DNA. Why is this whitelisted again?

Loadout

Improving the likelihood of a patient's survival depends not only on your medical knowledge but also on what's available to you, particularly medicines and equipment on your person. The following will go over optimal loadouts used by many doctors, though nothing is stopping you from experimenting; these are merely recommendations, and it may do well to inquire other experienced medical players as to what their loadout is.

Necessary Equipment

The equipment that most doctors have equipped:

  • PGlasses.png A pair of AR-M glasses can evaluate someone's health from a glance, and even hide the health bar if their health is at 100%. Can also show the patient's job icon next to the health bar, but probably the biggest step up from regular HUDs is the fact that it can view suit sensors in a new window. Can also view patient records, allows you to set their physical status (useful for setting patients to SSD or deceased), and allows you to add comments to a patient's record.
  • Medicalbelt.png A Medical Belt to store your medicines. Has seven slots and is obviously worn around the belt slot.
  • Bottles.gif Bicaridine, KeloDerm/Dermaline, Dexalin Plus, Dylovene, and Tramadol placed in your belt.
  • Syringes.png A syringe to extract said medicines. Holds 15u and draws/injects by 5u with each click. Can fit on your ear.
  • Traumakit.pngBurnkit.png Advanced Trauma and Burn Kits to help with brute and burn wounds respectively, along with disinfecting them. Typically found in the advanced kit that you spawn with.
  • Healthanalyzer.png A Health Analyzer for a more in-depth analysis of someone's health. Gives precise numbers as to someone's brute, burn, toxin, and oxy damage, and can even tell if someone has genetic, radiation, or brain damage, though not how much. Will also inform the user if the patient has fractures or internal bleeding, but not their location.
  • Labcoat.png A Labcoat as per Standard Operating Procedure. Has storage space on the inside of the coat and allows you to use the suit storage slot.
  • LGloves.png A pair of Latex or Nitrile gloves as per SOP and to prevent infection.
  • Stasis Bag Folded.png A Stasis Bag to transport critical patients. Note that these bags don't halt damage at all like what you may be used to, rather they instead slow it down greatly. They also have a limited air supply, about fifteen minutes worth, meaning time is still of concern, and taking a patient out of the bag will crumple the bag up and make it useless. Two things to note, however: you can scan the patient's vitals through the bag simply by clicking it with the health analyzer, and you can load a syringe into the bag to inject into the patient, though your syringe will disappear.

Additional useful equipment is as follows:

  • WWebbing.png Webbing/Drop Pouches to store more items. Webbing and drop pouches are mechanically the same, the only difference being the name and sprite. Attaches to the uniform, found in the accessories section of the loadout tab in character setup.
  • Stethoscope.png A Stethoscope to diagnose heart and lung injuries. Attaches to the uniform.
  • Rollerbed.png A Roller Bed to transport patients safely without dragging. Simply control click the bed, then click-drag a patient onto the bed and you can start running without having to hunt for pixels to pull it. Fits on your back, though it should probably be in your backpack.
  • PFreezer.png A Portable Freezer to store organs should someone gib or otherwise have their organs removed.
  • Defib.gif A Defib to resuscitate patients that have recently died. Must go on your back in order to use, on top of having the other hand empty to use the paddles. May need to be recharged after each use.
  • Sleevemate.png A SleeveMate to scan the minds/bodies of cadavers if they have no records present in the resleeving console.

Machinery

Medical has quite a few bits and pieces of stationary equipment to help with the workflow, most of which are elaborated on here:

Bscanner.gifBscanner console.gifBody Scanner

Pretty much a CT and MRI scanner shoved into one futuristic bed and console, and so much more! This is probably one of the most vital pieces of equipment for Medical as it can diagnose pretty much anything wrong with a patient. Some things it can do are, but not limited to:

  • Provide information on all of the damage types.
  • How much blood the patient has.
  • Show what reagents are in the stomach/blood stream, and how much there is.
  • Give a detailed analysis of each limb, including fractures, internal bleeding, the presence of implants, and if there are foreign bodies in the limb.
  • Print condensed information to hand to a physician in the event the patient requires surgery.

Sleeper.gifConsole.gifSleeper

Next to - or at least not far away from - the body scanner are sleepers, beds that specialize in treating most side effects of trauma, but are otherwise an endless reservoir of some basic medicines. Some features of the sleeper are:

  • Gives estimated readout of patient's health by means of number values and colored bar graphs.
  • Allows the injection of:
    • Dylovene
    • Inaprovaline
    • Paracetamol
    • Dexalin
  • Can conduct dialysis on a patient to remove anything that isn't blood (such as toxins, but medicines are included in this) from their blood stream.
  • Stasis ability, with multiple settings to decide how slow the patient's body should take damage or process reagents.
    • The lowest setting skips 99 of 100 life ticks.

Cryo.gifCyrogenics

A true marvel of Medical are it's cryogenic tubes, allowing the use of certain medicines that can only be used at sub-zero temperatures, namely Cryoxadone and Clonexadone, which are both capable of healing lots of damage over time. If not for healing genetic damage, it should be noted that one unit of medicine taken from the tube's beaker is multiplied into ten units inside the patient!

Freezer.gifHow to Setup

While a nice piece of equipment indeed, it requires some prep in order to use it to it's full capacity, namely putting the beakers in and setting the gas cooler. Placing the beakers inside the cryo tube is as simple as taking the beakers on the table in hand and clicking on the tubes with them. As for the gas cooler, head to the storage room and take the stairs to secondary storage. On the west side of the room is a gas cooler, just click on it and set the temperature between 10 and 80 Kelvin, though no lower or higher. Too low could draw a lot of unnecessary power, while setting it too high may slow down how fast the medicine inside the patient can work.

Clone.gifResleevingpod.gifResleeving Pods

Probably the second most used pieces of equipment, these machines are what keep the crew from staying dead, particularly when they get eaten. See the Resleeving heading above about how to use this.

Facilities

Medical has a rather large department, which is good because some situations may require having a lot of room to work in. Below are the facilities inside the Medical department.

Asteroid 3

Reception

This is the entrance to medbay and where most doctors will probably wait by sitting behind the desk, and where many patients will move to if they are injured and seeking help, or if they just want an implant. Some features of the room are:

  • Two crew monitoring consoles.
  • A body design console.
  • A medical records console.
  • Four backup implanters.
  • A SleeveMate.
  • Three roller beds.
  • A first aid kit.
  • Two shortwave radios.

Emergency Treatment Center

Also known as the ETC, this is the most frequented area of medical for conducting treatments. Some features are:

  • The body scanner, along with a filing cabinet to store scan records.
  • Two sleepers.
  • Two cryogenic tubes.
  • Two rechargers.
  • A defibrillator.
  • Two roller beds.
  • An IV drip with O- blood bag cabinet.
  • A requests console.
  • Two bottles of space cleaner.

Resleeving Lab

The lab where crew are resleeved whenever they suffer tragic accidents. Some features are:

  • The resleeving console, which manages body and mind records.
  • The growing pod, which synthesizes a body similar to the body record provided.
  • The resleeving pod, which sleeves the latest mind record of the patient into the body inside the pod.
  • A cryogenic tube to heal bodies with genetic damage.
  • A locker with spare radios and jumpsuits.
  • A SleeveMate.
  • Some penlights to diagnose certain mutations.

CMO's Office

Perhaps the smallest office of all heads of staff. Some features are:

  • A medical records console.
  • An employment records console.
  • Runtime, the medbay cat.
  • The CMO's locker.
  • Several lockdown switches.
  • A fax machine.
  • A requests console.

Recovery Ward

A large room with windows on the edge of the asteroid, giving a good view of space and letting the occasional space carp know who's on the menu. Some features are:

  • Six beds.
  • A NanoMed.
  • A medical records console.
  • A stasis bag.
  • A restroom facility to the west.

Examination Room

Essentially a larger patient room with a few tools to diagnose trivial ailments. Good place to update someone's medical records. Some features are:

  • A stethoscope.
  • A clipboard, paper bin, and pen to write notes on.
  • A medical records console.
  • A cane.
  • A bed.
  • A wheelchair.
  • A personal locker.

Patient A, B, and C

Small rooms with doors that have their access restrictions removed, but are otherwise quite cramped. Some features are:

  • A medical records console.
  • A bed.
  • A personal locker.

Primary Storage

Located pretty much in the middle of medbay, this room is mostly used either to get to Chemistry or to go down to Secondary Storage. Some features are:

  • Some medkits.
  • Some stasis bags.
  • A NanoMed.
  • Two wheelchairs.
  • A box of Medical NIFSoft disks.
  • An IV drip.
  • A prescription glasses kit.

Chemistry

The lab that produces invaluable medicine for doctors. Some features are:

  • Three chem dispensers.
  • Three ChemMasters.
  • Three large beakers.
  • A reagent grinder.

Operating Theatre 1

A roomy operation room to conduct surgery, usually with two surgeons. Some features are:

  • An operating console and table.
  • Two scalpels.
  • Two hemostats.
  • Two retractors.
  • Two surgical saws.
  • Two surgical drills.
  • Two Fix'O'Veins.
  • One bone gel.
  • Two bone setters.
  • Two advanced trauma kits.
  • Nanopaste.
  • Anesthetics closet.
  • An IV drip.
  • A bottle of space cleaner.

Operating Theatre 2

A smaller but still comfortable operating room for one surgeon to use. Some features are:

  • An operating console and table.
  • One scalpel.
  • One hemostat.
  • One retractor.
  • One surgical saw.
  • One surgical drill.
  • One Fix'O'Vein.
  • One bone gel.
  • One bone setter.
  • Two advanced trauma kits.
  • Anesthetics closet.
  • An IV drip with O- blood bag.
  • A bottle of space cleaner.

Psych Room

The domain of the psychologist, large and comfortable with wood flooring and carpet. Some features are:

  • A medical records console.
  • Some bookshelves.
  • Some therapy dolls.
  • A couch and chair.

Asteroid 2

Secondary Storage

A larger storage area that can be reached by taking the stairs from Primary Storage. Some features are:

  • Two advanced kits.
  • Two burn kits.
  • Two toxin kits.
  • Two oxy kits.
  • Two random kits.
  • A defibrillator.
  • A gas cooler with three oxygen canisters connected.
  • Three roller beds.
  • Some medical belts.
  • Some stethoscopes.
  • Two toolboxes.
  • Some stasis bags.
  • A radiation suit.
  • A crate of grenade casings, igniters, and timers.
  • A SleeveMate.
  • A straight jacket and muzzle.

Morgue

Where cadavers in body bags go if they cannot be resuscitated, or have records stating not to resuscitate. Some features are:

  • Eleven morgue trays.
  • An operating table with autopsy scanner, scalpel, and cautery.
  • A filing cabinet for autopsy reports.
  • A camera.
  • Two boxes of body bags.
  • A SleeveMate.

Break Room

A medium sized room with a few vendors and seats to allow staff to have a comfortable break. Some features are:

  • Four vendors.
  • A microwave with donk pockets.
  • Two washing machines.
  • A handheld translator.
  • A recharger.
  • A deck of cards.
  • A restroom facility to the west.

EMT Bay

A small area for paramedics/EMTs to prepare for work. Some features are:

  • Two disassembled voidsuits.
  • A suit cycler.
  • Two oxygen tanks.
  • Two suit coolers.
  • A toolbox with multitool.
  • A compact defibrillator.
  • A Rescue Hardsuit.

Virology

A really large area to handle viral triage, research pathogens, and develop cures. Some features are:

  • Two incubators.
  • Two antibody centrifuges.
  • A pathogenic isolator.
  • A pathogen analyzer.
  • A virus food dispenser.
  • A monkey cube box.
  • A checkpoint airlock.
  • A decontamination airlock.
  • A virus ward with four beds and a few vendors.
  • Two isolation cells.
  • Disposal chutes that lead to space.
  • No virus samples.

Medbay Escape Shuttle

A shuttle that unlocks if an evacuation order is called, along with a few pieces of equipment capable of sustaining patients that require further medical treatment. Some features are:

  • A cryogenic tube.
  • A sleeper.
  • A wall mounted NanoMed.
  • Two roller beds.

Surface 3

Surface Triage

Essentially a mini-medbay on the surface of Virgo-3B, conveniently on the same floor as the bar. Rarely manned, though. Some features are:

  • Four backup implanters.
  • A crew monitoring console.
  • Some randomized medkits.
  • A body scanner.
  • A sleeper.
  • Some stasis bags.
  • A SleeveMate.
  • Three roller beds.
  • A NanoMed.
  • A defibrillator.
  • A recharger.

Surface 1

First Aid Station

This isn't actually expected to be manned, this is just the first place people go that didn't fare so well from EVAing out onto the surface. Some features are:

  • A sleeper.
  • A roller bed.
  • A defibrillator.
  • A recharger.
  • A first aid kit.

Goodies From Departments

Medical has interactions with other departments besides just treating their injuries, surprisingly enough. Research can fabricate new tools and equipment, Cargo can order important medical stuff, and Security can try to get you to break the Non-Disclosure Policy.

Research

Research, provided there are miners available, can fabricate a number of nice tools for Medical, most of which will be described here:

Surgical

  • Scalpmanager.pngIncision Management System (IMS): Requires high tier research and diamonds, but this tool is invaluable to have. One click can create an incision, clamp bleeders, and retract the skin at the same time!
  • Boneclamp.pngBoneclamp: Requires silver but another amazing instrument to have. Repairs a bone completely in one click, though this will not work for the skull or rib cage without one use of bone gel, otherwise bone repair surgery can be conducted in three clicks with an IMS.
  • Laserscalp.pngLaser Scalpel: Different versions depending on what's available to Research, but this basically works as a scalpel and hemostat combined when opening an incision.

Chemistry

  • BSBeaker.gifBluespace Beaker: Requires diamonds but is immensely useful for chemistry, holding 300u over it's non-bluespace counterpart which can only hold 120u.
  • CryoBeaker.gifCryostasis Beaker: Reagents won't mix or react inside this beaker, but it can only hold 60u. Not very useful outside of easier grenade production.
  • Pinkbabyslime.gifPink Slime Extract: Pink slimes are essentially smarter medibots, but their extract is what we're mostly interested in; injecting 5u of blood will create 30u of Myelamine, while injecting 5u of phoron will create Osteodaxon. Simply grind the core in the grinder to extract the reagents.

Quality of Life

  • Mecha odysseus.pngOdysseus: A medical mech with three attachments available, usually a syringe gun with two sleepers. Probably the most important feature is the mech's ability to scan reagents and synthesize them, allowing you to replicate rare medicines.
  • Powercell.pngSuper Capacity/Hyper Capacity Power Cells: A few pieces of equipment, namely the Defibs and Rescue RIG, use power cells to function. Replacing the defib cells will allow more consecutive uses without having to recharge while upgrading the RIG's cell will allow the user to use it's modules more without worrying about losing power after a few uses.
  • AdvancedBedFolded.pngAdvanced Roller Bed: Essentially a regular roller bed but with Scientific(!) blue acrylic paint smeared over it, somehow reducing it's size to better fit in your backpack. Just a smaller bed, pretty much.
  • Medibot.gifMedibots: Either helpful, annoying, or totally useless. Swiping your ID over it will unlock it's maintenance panel, allowing you to alter a few options. One option that should be turned on is to report treatments over HUD, while one option that should be turned off is the medibot's speaker as leaving it on will probably make anyone go insane. Probably the most important feature is allowing it to draw from a beaker that you can insert, allowing you to make custom mixes. Unfortunately the bot cannot tell the difference between any of the damage types, only treating a patient once their overall health reaches a certain threshold, therefore take care to not load in medicines that the patient can easily overdose on.

Upgrades

  • Clone.gifGrowing Pod: Upgrading the growing pod will result in patients that have less clone damage and less chance for mutations, even to the point that all defects are gone entirely. Basically saves a few seconds during the procedure, or allows you to skip the cryogenics tube entirely.
  • Resleevingpod.gifResleeving Pod: Upgrading the resleeving pod will result in less confusion and dizziness for the patient, allowing the to become acquainted easier with their situation.
  • Freezer.gifGas Cooler: Upgrading the gas cooler will allow it to cool the gasses for cryo quicker.

Cargo

Conveniently enough, Cargo is right next door to Medical, allowing quick exchanges of supplies and crates, most of which will be described here:

  • SMed.pngClotting Kit: A kit filled with autoinjectors containing Myelamine, a medicine that can clot internal bleeding. Rather expensive.
  • VMVoidsuit.pngVey-Med Voidsuit: A sleek voidsuit which is a pretty big step up from the regular voidsuits that come stocked every shift.
  • Stasis Bag Folded.pngStasis Bags: Stasis bags are nice to have but there aren't many. In the event Medical is running low, it's always a good idea to order more.
  • Scalpel.pngSurgical Tools: If you have to order this crate then something terrible has probably happened to the other tools.
  • Implant Case.pngVirus Samples: Virology has no virus samples at the start of the shift, making your job as a Virologist pretty much null. Ordering these crates requires both the authorization and ID of the CMO.

Security

Security is an important department but also a rather nosy one. Aside from treating officers and their prisoners, there are some things that you need to remember when dealing with them. Note that Security isn't made up of bad people, and there are some instances where you'll want to call them in case something obviously terrible is happening in medbay.

Alert Codes

  • Code Green
    • Unless the patient consents or an officer has a warrant, Medical cannot divulge information about the patient.
    • Warrants usually only give access to body scans and medical records.
    • Warrants can request a psychiatric evaluation of a patient, but officers are not permitted to listen in on the evaluation itself.
    • Requesting the locations of individuals requires a very good reason, or a warrant.
  • Code Blue
    • Security does not need a warrant to access patient info such as records, location, autopsies, or body scans. If it's relevant and they ask for it, provide it.
    • Security still does not, however, have access to what a patient divulged to a psychiatrist unless it's directly related to the alert level elevation.
  • Code Red
    • You need to provide information about a patient upon request as long as it's relevant.
    • Suspicious confessions from a psychiatric appointment should probably be mentioned to security.

Charges

  • Trespassing: If they aren't Medical and they don't have any Medical personnel attending to them and they just ran in just because they could, call Security. They don't need to be in medbay, they'll get in the way of everything, and they pose a rather large risk to patient confidentiality.
  • Neglect of Duty: If the chemist makes only a few bottles of medicine and rushes elsewhere to do something less productive then you can probably smash this charge over their head. Doctors hanging out in the bar instead of manning the medbay when there's patients awaiting treatment? Neglect of duty, maybe even manslaughter if a patient dies as a result.
  • Disrespect to the Dead: Doing anything to a corpse outside of what's elaborated on in their postmortem instructions may land you with this charge, though this mostly only applies when someone decides to butcher, mutilate, or violate the body. Oh yeah, and EATING THE CORPSE FALLS UNDER THIS AS WELL.
  • Animal Cruelty: Monkeys are used for experimentation and harvesting antibodies in the event there's a viral outbreak, though some experiments aren't experiments in the slightest, particularly when the experiment's data doesn't yield anything useful at all, namely testing reagents to see what happens, pouring acid on a monkey to see how fast they die, 'experimenting' with Mutagen, et cetera. Experiment ideas should probably be pitched to the CMO before it is conducted.
  • Suicide Attempt: While there's no real legal consequence to this, the patient will have to undergo a psychiatric evaluation with supervision until the shift ends. If the patient is deemed too unsafe to keep within medical then they will have to be transferred to the brig.
  • Violating Employee Privacy/Breach of Medical Confidentiality: Essentially releasing any information to anyone who isn't the patient or Medical staff without the patient's consent will land you with breaching the patient's privacy. You cannot divulge a patient's information to anyone, not even the Colony Director or CentCom if they ask you unless it's Code Blue or higher.
Guide Table IconTips.png
Starter VORE-Specific Medical Engineering Science Security Other Development