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Medical: Difference between revisions

From Delta-V Wiki
(Add links, update grammar, add more detail, add defib but move cloning to bottom, add reference to beds in medbay public area, fix syringe amount being capped at 5u, cloth helps bleeding, note about moths and pills, administrating medicine rework)
(can examine patients to see they are pale, add treatments for eye sight, jittering, allergies, hallucinations, alcohol poisoning)
Line 113: Line 113:
* Cure bloodloss damage  
* Cure bloodloss damage  


 
To stop bleeding (to stop blood levels from dropping continuously), you should use gauze or [[Chemistry#chem_Tranexamic_acid|Tranexamic acid]]. [[Chemistry#chem_Inaprovaline|Inaprovaline]] and [[Chemistry#Pulped_banana_peel|Pulped banana peel]] also reduce bleeding but [[Chemistry#chem_Tranexamic_acid|Tranexamic acid]] is 3 times more powerful than pulped banana peel and 6 times more powerful than Inaprovaline.  It should be noted that emergency medipens contain a small amount of [[Chemistry#chem_Tranexamic_acid|Tranexamic acid]] (3u). Note that if you Examine a patient and it says they are covered in Lacerations, that means they are bleeding.
To stop bleeding (to stop blood levels from dropping continuously), you should use gauze or [[Chemistry#chem_Tranexamic_acid|Tranexamic acid]]. [[Chemistry#chem_Inaprovaline|Inaprovaline]] and [[Chemistry#Pulped_banana_peel|Pulped banana peel]] also reduce bleeding but [[Chemistry#chem_Tranexamic_acid|Tranexamic acid]] is 3 times more powerful than pulped banana peel and 6 times more powerful than Inaprovaline.  It should be noted that emergency medipens contain a small amount of [[Chemistry#chem_Tranexamic_acid|Tranexamic acid]] (3u).


Good pills to make to combat blood loss is pills containing 7u of [[Chemistry#chem_TranexamicAcid|Tranexamic Acid]] and 17u of [[Chemistry#chem_Iron|Iron]], as it will seal people's wounds (though not as fast as bandaging them with gauze) and help them recover blood.
Good pills to make to combat blood loss is pills containing 7u of [[Chemistry#chem_TranexamicAcid|Tranexamic Acid]] and 17u of [[Chemistry#chem_Iron|Iron]], as it will seal people's wounds (though not as fast as bandaging them with gauze) and help them recover blood.
Line 120: Line 119:
If you have only a few patients with intense bleeding, move them to a stasis bed first to give you time to prepare a treatment.
If you have only a few patients with intense bleeding, move them to a stasis bed first to give you time to prepare a treatment.


To restore blood level (stop double vision and stop continuous bloodloss damage), you need to administer [[Chemistry#chem_Iron|Iron]] or use Blood packs which restores 15units of blood per use.  Patients will recover blood levels on their own once their bleeding has stopped, however the rate at which they do so is abysmally low.  When the bloodloss damage value has stopped going up, that means the blood level has returned to normal (not full, but not low enough to cause harm).  
To restore blood level (stop double vision and stop continuous bloodloss damage), you need to administer [[Chemistry#chem_Iron|Iron]] or use Blood packs which restores 15units of blood per use.  Patients will recover blood levels on their own once their bleeding has stopped, however the rate at which they do so is abysmally low.  When the bloodloss damage value has stopped going up, that means the blood level has returned to normal (not full, but not low enough to cause harm). Note that if you Examine a patient and it says they are Pale, that means they are missing a lot of blood.


Your patient may have enough bloodloss damage at any point in treatment to warrant curing the damage.  To do so, you will want to apply [[Chemistry#chem_Dexalin_plus|Dexalin plus]] or [[Chemistry#chem_Dexalin|Dexalin]] to cure the bloodloss damage.  Patients who are no longer low on blood will slowly recover from bloodloss damage on their own without medication.  
Your patient may have enough bloodloss damage at any point in treatment to warrant curing the damage.  To do so, you will want to apply [[Chemistry#chem_Dexalin_plus|Dexalin plus]] or [[Chemistry#chem_Dexalin|Dexalin]] to cure the bloodloss damage.  Patients who are no longer low on blood will slowly recover from bloodloss damage on their own without medication.  


Do not simply cure the patient of their bloodloss damage and send them on their way.  They may appear to be cured on your health analyzer, but if their bleeding has not been stopped and their blood levels restored to normal, they will be back in med bay to be treated again soon.
Do not simply cure the patient of their bloodloss damage and send them on their way.  They may appear to be cured on your health analyzer, but if their bleeding has not been stopped and their blood levels restored to normal, they will be back in med bay to be treated again soon.
=== Eye Sight ===
A loss of eye sight will not appear on the Health Analyzer. If a user has been using a Welding Torch without a Welding Mask, they may be unable to see very far. A dose or two of Oculine should suffice. Oculine is created by a [[Chemist]] or grown by a [[Botanist]] in a Carrot and then Juiced in a Grinder.
=== Jittering ===
A patient may be jittering (shaking) due to an overdose. A bed rest or simply time can help here. To rapidly flush jittering, a dose of Diphenhydramine can help.
=== Allergic Reaction ===
An allergic reaction (e.g. to bees) can cause a build up of Histamine. To flush histamine, a dose of Diphenhydramine or Ultravasculine can help.
=== Hallucinations ===
A patient may see swirly illusions after taking a hallucinogenic such as Space Drugs. A bed rest or simply time can help here. 1u of Synaptizine can assist herer (via a Dropper). More than 1u can be lethal.
=== Alcohol Poisoning ===
A patient may feel the effects of ingesting too much alcohol. A bed rest or simply time can help here. Ethylredoxrazine can also be used to treat the effeects.


== Dead Body Triaging ==
== Dead Body Triaging ==

Revision as of 20:23, 12 January 2024

This page needs revising!
This page contains information that is either out-of-date or from a different source (e.g. Upstream SS14). Some information on this page may differ from how it actually works on Delta-V.
Reason for revision: "Outdated due to the Rebase Update. The entire page could use a refresher."

Starting your shift

Medbay often starts out calm, but you'd best prepare for the storm that's about to come. You'll either get blown up by some syndicate agent wanting the hypospray or you'll get so inundated with bodies and people screaming in your ear for you to treat them faster that you'll blow medbay up yourself.

Coordinate with the Chemists. Give them a list of drugs you'll need to treat your patients. Try to have a variety of meds on deck, and don't just keep a stockpile of Tricordrazine for everyone that comes your way.

It's optional but bringing a Body Scanner or [[Medical_Doctor#Tools|health analyzer] out to the front of medbay for patients to come and scan their DNA without pestering you can be beneficial.

If there is no Crew Monitor Computer out in medical's public area, ask the CMO to bring it out from their office. When you have the time, you can check the Crew Monitor for anyone dead or dying. If they have their suit sensors set to display coordinates a Paramedic may use those to potentially locate their body for cloning purposes or biomass. A GPS and Handheld Crew Monitor devices can help you locate dead bodies.

Sometimes it can be helpful for Medical Beds or Rollerbeds to be in the Medbay public area. Patients can lay on Medical Beds to recover damage faster. A doctor can use a Wrench to move the Medical Beds.

Stabilizing Gasping Critical Patients

Patients are often dragged in gasping for air in a Critical state. The usual best response to this is to inject Epinephrine to stabilize them, which has the effect of healing a bit of damage as well of stopping Airloss.

Everyone starts with an emergency medipen inside their survival box, which contains 12u of Epinephrine and 3u of Tranexamic Acid. Medical doctors also have one Epipen on their medical belt. If you run out, there are also bottles of Epinephrine inside the NanoMed. If you don't have Epinephrine then Inaprovaline can also be useful, to a lesser degree. A Chemist can make more or Hydroponics can supply lingzhi which can be turned into epinephrine via a Grinder. If you unable to quickly get access to chemicals, you still have access to providing CPR to the patient, which you automatically succeed if you are a trained doctor.

Putting critical patients on a Stasis Bed will make them die 10 times slower, giving you more time to do other things. Medical beds and roller also help a little. To do this, drag the patient onto an empty bed (do not Pull them onto the bed but instead left click them, drag and release them onto the bed).

Administering Medication

There are multiple ways to administer medicine to your patients. More types of medicine work when the patient is actually still alive.

  • Pill - A Chemist can create pills and some Medpacks also have pills therein. Pills will often be labelled with the amount of units and the colour is determined by the Chemist. Unfortunately pills can also be mislabelled. Mislabelled pills can be grinded by a Grinder to revert to a liquid. Pills contain higher volumes of medication than a syringe. Pills cannot be ingested by some species (such as Moth). Pills require the face to be uncovered (except for certain masks like the clown mask). A doctor can Strip off a Helmet and Breathe Mask in order to achieve this. Pills do nothing on dead bodies except if they are ingested right before the Defibrillator.
  • Liquid + Syringe - A syringe has a capacity of 15u and when injected kick in almost instantly. 5u is injected by default but you change the amount injected by right-clicking the syringe. Syringes are great for patients who have a helmet on or are Moths. Syringes do nothing on dead bodies except if they are injected right before the Defibrillator.
  • Liquid + Interact - A doctor can hold a container of liquid (e.g. a beaker, jug, can, bottle) and interact with a patient to force them to sip 5u of the liquid. Force feeding is slower than if the patient drinks the liquid themselves. Liquids cannot be ingested by some species (such as Moth). Drinking requires the face to be uncovered (except for certain masks like the clown mask). A doctor can Strip off a Helmet and Breathe Mask in order to achieve this. Drinking does nothing on dead bodies except if it is ingested right before the Defibrillator.
  • Apply a Pack - Some treatments can be applied topically to the body. This can be performed on dead bodies, moths and patients wearing a helmet. Examples of topical treatment are: Bruise Packs, Ointment, Gauze, Aloe Cream, etc.

A good idea is to keep a pill bottle or two of assorted medications once the chem lab has kicked into gear and started a decent production, so that you can be prepared for any situation. To cater for moths, Engineers, Security, Salvage, keeping a syringe and containers of liquid chemicals can also be a good idea. Be mindful if you are going to be reliant on beakers, jugs that if you Seize up whilst they are in your hand they can spill and even break. Bottles don't. Note that if a medicine does spill, it can be drunk from the floor or mopped up and put back into a container.

Common Chemicals

These are chemicals you should probably keep a beaker or two of on hand.

Dexalin plus
Effects
Medicine (0.5 units per second)
Heals 7 Asphyxiation, and 6 Bloodloss per unit.
Removes 3 lexorin when more than 1u lexorin present.

Used in treatment of extreme cases of oxygen deprivation. Effective at healing blood loss damage.
Seems to be cloudy.

Dermaline
Effects
Medicine (0.5 units per second)
Heals 2 Heat, 2 Shock, and 2 Cold per unit.
Deals 2 Asphyxiation per unit when more than 30u.
cause jittering when more than 30u.

An advanced chemical that is more effective at treating burn damage than Kelotane.
Seems to be translucent.

Bicaridine
Effects
Medicine (0.5 units per second)
Heals 4 Brute per unit.
Deals 2 Asphyxiation, and 1 Poison per unit when more than 30u.
cause jittering when more than 30u.

Alcohol (0.5 units per second)

Causes drunkness.

An analgesic which is highly effective at treating brute damage. It's useful for stabilizing people who have been severely beaten, as well as treating less life-threatening injuries.
Seems to be opaque.

Tricordrazine
Effects
Medicine (0.5 units per second)
Heals 0.66 Heat, 0.66 Shock, 2 Brute, 1 Poison, and 0.66 Cold per unit when below 50 damage.

A wide-spectrum stimulant, originally derived from Cordrazine. It's capable of healing most common damage types simultaneously, however only at about half the rate of other medications. Because of its low potency, it's best used as a supplement to other medicines.
Seems to be opaque.

Hyronalin
Effects
Medicine (0.5 units per second)
Heals 2 Radiation per unit.
Causes vomitting.
cause jittering when more than 30u.
Deals 1 Heat per unit when more than 30u.

A weak treatment for radiation damage. Considered to be useful mainly for genetic modification, where it reduces radiation levels, and thus the chance of genetic mutations. Largely outclassed by Arithrazine.
Seems to be cloudy.

Tranexamic acid
Effects
Medicine (0.5 units per second)
Reduces bleeding.
Deals 6 Bloodloss per unit when more than 15u.

A blood clotting medicine for preventing heavy bleeding. Very dangerous in large quantities.
Seems to be viscous.

Epinephrine
Effects
Medicine (0.5 units per second)
Reduces stun time by 0.75 seconds per unit.
Deals 2 Asphyxiation, and 2 Poison per unit when more than 20u.
Removes 2 lexorin.
Heals 1 Brute, 1 Poison, 1 Burn, and 6 Asphyxiation per unit when , and less than 20u.
Removes 1 epinephrine when more than 1u lexorin present.
10% chance to add 4 histamine when more than 1u lexorin present.
Reduces knockdown time by 0.75 seconds per unit when more than 1u lexorin present.

Effective at bringing people back from a critical state. Reduces some stun times. Easy to overdose on.
Seems to be odorless.

Dylovene
Effects
Medicine (0.5 units per second)
Heals 2 Poison per unit.

A broad-spectrum anti-toxin, which treats toxin damage in the blood stream. Overdosing will cause vomiting, dizzyness and pain.
Seems to be translucent.

Further useful chems can be found in the Medicine section of the chemistry page.

Types of damage

Crewmates will experience different physical damages during their time in space. Depending on the source, the damage type can vary significantly.

A [[Medical_Doctor#Tools|health analyzer] can be used to determine the damage inflicted on a patient. Multiple types of damage may be present, and the patient will need multiple treatments or medications.

Damage Treatment
Brute Bruise pack, Bicaridine, Tricordrazine, Poppy
Caustic Siderlac
Burn Ointment, Dermaline, Kelotane, Tricordrazine, Aloe cream
Airloss Defibrillator, Dexalin, Dexalin plus, Epinephrine, Inaprovaline
Toxin Dylovene, Ultravasculine, Arithrazine, Hyronalin, Stellibinin, Diphenhydramine, Galaxy thistle
Genetic Phalanximine
Bleeding Bandages, Pulped Banana Peel, Inaprovaline, Tranexamic acid, Iron, Blood packs, Cloth

Brute damage

There are three types of brute damage: blunt, slash, and piercing. At present all instances of brute damage can be treated the same.

If the damage isn't severe, around 20 points of damage, give them a bruise pack and call it a day. Bruise packs heal 5 points of brute damage per use in each category, meaning one use of the pack (which has 5 uses) will heal 5 blunt, 5 slash, and 5 piercing. Anything more than that, and you're better off using proper medication.

Bicaridine is the best option for healing straight brute damage, healing 4 Brute damage per unit. If you do not have Bicaridine on hand, the next best thing to look for is Tricordrazine. Tricordrazine is a favorite of doctors because it's a triple cure. It will cure 2 brute damage a unit, on top of 1 poison, and 2 burn. It's not as strong, and will require a higher dosage on some patients to see them in the clear. As mentioned earlier, if there's not that much brute damage overall, you're better off saving medication and using a bruise pack.

Burn damage

There are four types of burn damage: heat, shock, cold and caustic. As with brute, minor instances of burn damage can be treated by simply applying ointment instead. Ointment heals 5 points of Heat, Shock, Cold damage but only 1.5 Caustic damage per use.

The best option for healing burn damage of any kind is Dermaline. This will heal 6 damage per unit of the medication applied.

Failing that, if there is Kelotane, but this will only heal 2 damage per unit.

Last but not least, Tricordrazine will also heal 2 burn damage a unit, along with 1 poison and 2 brute.

If you have caustic damage, it is more suitable to use Siderlac instead of using ointments due to how little it heals.

Airloss damage

Before reading anything else: if someone is on the ground gasping, you should first use an emergency medipen on them if no one else already has yet, and then move them to a stasis bed if there are any available. This will give you time to prepare a more specific treatment. Next check that their internals are off (if theres air in medbay) or on (if theres no air in medbay). You do this by their right click menu.

When it comes to asphyxiation, Epinephrine is good for stabilizing patients losing air to give you time to work on them, but it will only temporarily divert the issue. Get them some proper medication. An easier to make alternative to stabilize patients is Inaprovaline, which does the same thing but to a lesser extent, and also is far easier for the chemists to make. These medications do not lower asphyxiation below 100, they only prevent it from getting higher.

To actually treat asphyxiation, Dexalin and Dexalin plus are your friends. Dexalin will treat 2 asphyxiation damage, and one 1 bloodloss. Dexalin plus will treat 6 asphyxiation damage, and 4 bloodloss.

Alternatively, if someone is in critical condition or dead, a defibrillator can be used to heal 40 asphyxiation damage while applying 5 units of shock damage.

Toxin damage

There are two types of toxin damage, and both are treated with different medications.

The first kind is poison damage. For poison, your best option to detox is Dylovene. Dylovene heals 2 poison damage per unit. Technically, Ultravasculine is far superior in terms of an antitoxin, however it is much more difficult to source, and comes with the side effect of dealing brute damage alongside the detox.

If you do not have dylovene, you can also use Tricordrazine to heal 1 poison damage per unit, along with 2 brute and 2 burn.

The next kind of toxin is radiation damage. Radition can be treated with Hyronalin, but can be best treated with Arithrazine. Arithrazine heals 6 radiation per unit, however deals 1 brute damage per unit. This is why it is usually best practice for chemists to mix some Bicaridine in with the Arithrazine pill, however if they do not, just give the patient a Bicaridine pill to go alongside the Arithrazine.

Bloodloss

To fully understand bloodloss you need to understand that everyone has a volume of blood inside them. When you take damage, slash and pierce most importantly, you will lose blood. You may also start noticeably bleeding, which continually drains your blood. If your blood level falls below a certain threshold, you will begin taking bloodloss damage and you will continue to do so until your blood levels return to normal. When you lose enough blood, you will start seeing double.

If someone is bleeding heavily there are 3 things to do;

  • Stop the bleeding
  • Restore blood levels
  • Cure bloodloss damage

To stop bleeding (to stop blood levels from dropping continuously), you should use gauze or Tranexamic acid. Inaprovaline and Pulped banana peel also reduce bleeding but Tranexamic acid is 3 times more powerful than pulped banana peel and 6 times more powerful than Inaprovaline. It should be noted that emergency medipens contain a small amount of Tranexamic acid (3u). Note that if you Examine a patient and it says they are covered in Lacerations, that means they are bleeding.

Good pills to make to combat blood loss is pills containing 7u of Tranexamic Acid and 17u of Iron, as it will seal people's wounds (though not as fast as bandaging them with gauze) and help them recover blood.

If you have only a few patients with intense bleeding, move them to a stasis bed first to give you time to prepare a treatment.

To restore blood level (stop double vision and stop continuous bloodloss damage), you need to administer Iron or use Blood packs which restores 15units of blood per use. Patients will recover blood levels on their own once their bleeding has stopped, however the rate at which they do so is abysmally low. When the bloodloss damage value has stopped going up, that means the blood level has returned to normal (not full, but not low enough to cause harm). Note that if you Examine a patient and it says they are Pale, that means they are missing a lot of blood.

Your patient may have enough bloodloss damage at any point in treatment to warrant curing the damage. To do so, you will want to apply Dexalin plus or Dexalin to cure the bloodloss damage. Patients who are no longer low on blood will slowly recover from bloodloss damage on their own without medication.

Do not simply cure the patient of their bloodloss damage and send them on their way. They may appear to be cured on your health analyzer, but if their bleeding has not been stopped and their blood levels restored to normal, they will be back in med bay to be treated again soon.

Eye Sight

A loss of eye sight will not appear on the Health Analyzer. If a user has been using a Welding Torch without a Welding Mask, they may be unable to see very far. A dose or two of Oculine should suffice. Oculine is created by a Chemist or grown by a Botanist in a Carrot and then Juiced in a Grinder.

Jittering

A patient may be jittering (shaking) due to an overdose. A bed rest or simply time can help here. To rapidly flush jittering, a dose of Diphenhydramine can help.

Allergic Reaction

An allergic reaction (e.g. to bees) can cause a build up of Histamine. To flush histamine, a dose of Diphenhydramine or Ultravasculine can help.

Hallucinations

A patient may see swirly illusions after taking a hallucinogenic such as Space Drugs. A bed rest or simply time can help here. 1u of Synaptizine can assist herer (via a Dropper). More than 1u can be lethal.

Alcohol Poisoning

A patient may feel the effects of ingesting too much alcohol. A bed rest or simply time can help here. Ethylredoxrazine can also be used to treat the effeects.

Dead Body Triaging

Dead Body Analysis

If someone dies in your care or is brought to you as a corpse, you need to decide what action to take:

First verify that the body has a soul. The best and simplest way to do this is ⇧ Shift + left click.

If you see text in red stating "They are dead.", this means that this person is still viable for cloning or revival. If they get cloned, the old body will display the unclonable text shown below, and can be disposed of (after the person has gathered all their things off of it).


If instead you see text in yellow stating "Their soul lies dormant and may return soon.", then this person is still cloneable but have left the server. You might want to keep them in the morgue until their soul returns or just clone them and hope for them to come back.

If instead you see text in purple stating "Their soul has departed and moved on. Any recovery is unlikely.", then this person is gone. They've either left the server, or they've taken a ghost role, such as a drone or monkey, and thus forfeited the right to come back to their body. That or they've just been cloned. Toss this body in the morgue.


Revival

Viable non-rotting dead bodies (those with a soul) can be analysed with a Health Analyser (ideally your PDA) to determine how much damage the body took before death. If the damage is excessive or non-curable with topical treatments, cloning may be the only option. However, if the damage is under 200 for damage types that aren't brute, airloss or burn then the body can be revived with a Defibrillator.

Note: 100-199 damage is Crit (the patient will be gasping for air and taking Airloss damage). 200+ damage is dead.

Dead bodies have no functional digestive system so anything injected or swallowed will not reduce damage taken. However, topical treatment still works. For example, a Bruise Pack applied to a dead body will reduce Brute damage taken. Examples of topical treatment are:

  • Bruise Packs
  • Ointment
  • Aloe Cream
  • Medicated Sutures
  • Regenerative Mesh
  • Cloth / Gauze

A Defibrillator is often found in Medical free-standing or in a Defibrillator Cabinet. It is battery-operated and must be turned on prior to use. Each time it is used the battery goes down, the patient's Airloss damage is removed and the patient takes 5 Shock damage. This means that when the Defibrillator is used, the body may stay dead and the machine may actually worsen the body's condition. Any medicine injected into a dead body just before it is defibbed will start to metabolise if the dead body enters Crit (< 200 damage). Overdoses of injected medicine can sometimes be more beneficial than lower doses when dealing with the revival process.

Dead Body Treatment
Symptoms Analysis Treatment Steps
200+ Airloss Revivable Defibrillator
100 Airloss and 100 Brute Revivable 2 Bruise packs followed by a Defibrillator followed by normal treatment (e.g. Bicaridine)
200 Brute Revivable Brute packs until ~95 brute followed by a Defibrillator followed by normal treatment (e.g. Bicaridine)
200 Burn Revivable Ointment or Aloe Cream until ~95 burn followed by a Defibrillator followed by normal treatment (e.g. Dermaaline)
200 Poison or Radiation Clone Note that an advanced doctor may inject them with Anti-Toxin and then Defib and repeat this process but it will be a challenging revival.
200+ Brute Clone Check Medical stockpiles of Bruise Packs before attempting revival. Cloning may be more viable.
200+ Burn Clone Check Medical stockpiles of Ointment and Aloe Cream before attempting revival. Aloe Cream is a renewable resource from Botany. Cloning may be more viable if stockpiles are poor or Botany is non-responsive.

Morgue

Meant for long-term storage of dead bodies. This is where you find a bunch of morgue storage pods where you can store dead people.

It is recommended to only store people with souls in there if the cloning bay is overflowing, you can't clone due to low biomass or it is currently inoperable.

Storing dead bodies is very useful to prevent the body from rotting (which prevents revival and cloning).

To use the Morgue, interact with a Storage Pod to open the tray, drag a body onto the tray, then interact with the Pod to close the tray. Typically you'll want only one body per Storage Pod.

Here's a quick morgue color code.

Sprite Meaning
There is nothing inside the tray.
There is a body but the player isn't in the body. The state of the spirit is unknown as the player could be waiting around the body or left already. You need to pull out the body and check it manually.
The body has a spirit inside of it, and is revive-able. It will be beeping too.
There is something inside the tray, but it's not a body.

Biomass Reclaimer

Every morgue comes with a very important piece of equipment, the Biomass Reclaimer. It is fairly straightforward, put a dead body in it, it grinds them into biomass. Be careful not to grind down clone-able body if you are not an Antagonist as it could get you in trouble IC and OOC.

If you attempt to drag a living creature into the Biomass Reclaimer, it may throw the creature across the room.

The amount of Biomass generated depends on the type of creature.

If you get low on Biomass, contact Salvage and/or Cargo and ask for their help.

Cloning

To clone, first the cloning system needs to be set up.

Make sure that the metempsychotic machine (or cloner) and medical scanner are linked to the Cloning Console via multitool. After that, ensure that there's enough biomass (from the Biomass Reclaimer). When you wish to clone them, place their body in the medical scanner and clone from the console.

Metempsychotic Machine

This is the machine every station starts with.

This machine doesn't clone you but transfer your soul into a new body. It costs 30 biomass on the first transfer and there is a 100% chance for you to end up in an humanoid body (with a low chance of it being your own body. For every consecutive metempsychoses, the price goes up by 5 biomass and the chances of ending up in a humanoid body goes down by 25%. Upgrades can affect each.

Cloning Machine

The original cloner. It can be found in salvages wrecks.

Larger species require more biomass to clone. You can inspect the body's damage before deciding whether to clone. Each point of genetic damage increases the chance cloning will fail by 1%.

After cloning, be sure to process their old body in the reclaimer to get some biomass back. Make sure you've given them an opportunity to get their things (as long as they didn't die of infectious disease.)

Medical Scanner

The medical scanner is where you put clone-able bodies into before interacting with the body scanner to press the clone button.

Medical Reference for Chemistry

Common chemicals
Inaprovaline
Oxygen Sugar Carbon
Dylovene
Potassium Silicon Nitrogen
Kelotane
Silicon Carbon
Dexalin
Oxygen Plasma (It needs to be grinded))
Hyronalin
Dylovene(Potassium Silicon Nitrogen) Radium
Phenol
Water Oil Chlorine
Diethylamine
Ethanol Ammonia
Unstable Mutagen
Chlorine Phosphorus Radium
Sulfuric Acid
Hydrogen Sulfur Oxygen
Damage Treatment
Brute

Bruise pack


Bicaridine
Carbon Inaprovaline(Oxygen Sugar Carbon)


Tricordrazine
Dylovene(Potassium Silicon Nitrogen) Inaprovaline(Oxygen Sugar Carbon)

Caustic

Siderlac
Stellibinin Aloe

Burn

Ointment


Kelotane
Silicon Carbon


Dermaline
Kelotane(Silicon Carbon) Oxygen Phosphorus


Tricordrazine
Dylovene(Potassium Silicon Nitrogen) Inaprovaline(Oxygen Sugar Carbon)

Airloss

Dexalin
Oxygen Plasma


Dexalin plus
Dexalin(Oxygen Plasma) Iron Carbon


Epinephrine
Oxygen Diethylamine(Ethanol Ammonia) Hydrogen Acetone Phenol(Water Oil Chlorine) Chlorine


Inaprovaline
Oxygen Sugar Carbon

Toxin

Dylovene
Potassium Silicon Nitrogen


Ultravasculine
Plasma Histamine


Arithrazine
Hyronalin(Dylovene(Potassium Silicon Nitrogen) Radium) Hydrogen


Hyronalin
Dylovene(Potassium Silicon Nitrogen) Radium


Stellibinin


Diphenhydramine

Genetic

Phalanximine
Unstable Mutagen(Chlorine Phosphorus Radium) Hyronalin(Dylovene(Potassium Silicon Nitrogen) Radium) Ethanol

Bleeding

Pulped Banana Peel


Inaprovaline
Oxygen Sugar Carbon


Tranexamic acid
Sulfuric Acid(Hydrogen Sulfur Oxygen) Sugar Inaprovaline(Oxygen Sugar Carbon)

Disease

Spaceacillin
Cryptobiolin(Oxygen Sugar Potassium)
Inaprovaline(Oxygen Sugar Carbon)

Zombification

Romerol
Tricordrazine(Dylovene(Potassium Silicon Nitrogen) Inaprovaline(Oxygen Sugar Carbon) )
Phalanximine(Unstable Mutagen(Chlorine Phosphorus Radium) Hyronalin(Dylovene(Potassium Silicon Nitrogen) Radium) Ethanol)

How to Deal with a Pandemic

Refer to Virology.


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