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 This page contains information that is either out-of-date or from a different source (e.g. Upstream SS14). Some information on this page may differ from how it actually works on Delta-V. Reason for revision: "Outdated due to the Rebase Update.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 something similar, 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 laundry 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 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 the crew monitor out from their office to leave in the medical bay for you to peruse. When you have the time, you can check the Crew Monitor for anyone dead. If they have their suit sensors set to display coordinates you may use those to potentially locate their body for cloning purposes or biomass. GPS and Handheld Crew Monitor devices can help you locate dead bodies.
Cloning and Morgue
Dead Bodies
If someone dies in your care or is brought to you as a corpse, before you decide to stuff them in the morgue, 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 cloneable. Once they've been cloned, the old body will display the uncloneable 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 might 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.
Morgue
Meant for long-term storage of dead bodies, it's usually pretty empty. 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 cloning if using the cloner, otherwise it serves mostly as a storage for dead bodies to be recycled into biomass.
Here's a quick morgue color code.
Finally, every morgue comes with a very important piece of equipment, the Biomass Reclaimer. It is fairly straightforward, put 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 your in trouble IC and OOC.
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. When you wish to clone them, place their body in the medical scanner and clone from the console.
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.
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 body in the reclaimer to get some biomass back. Make sure you've given them an oppurtunity to get their things (as long as they didn't die of infectious disease.)
The medical scanner is where you put clone-able bodies into before interacting with the body scanner to press the clone button.
Stabilizing and Administering Medication
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 O2 loss. 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 which you can use with a syringe, also inside the vendor. Whoever is in charge of chemistry can make more or Hydroponics can supply lingzhi which can be turned into epinephrine. 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.
If you don't have Epinephrine then Inaprovaline can also be useful, to a lesser degree.
When it comes to administering your medication, it doesn’t matter if it's in pill or injection. Pills contain higher volumes of medication, up to 30 units, but syringes kick in almost instantly, with the drawback of only being able to insert 5 units at a time, and the capacity being 15. You can change the amount injected by right-clicking the syringe.
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.
Common Chemicals
These are chemicals you should probably keep a beaker or two of on hand.
- 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.
- 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.
- 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.
- 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.
- 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.
- 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.
- 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.
- 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.
- Assists in curing diseases.
A theta-lactam antibiotic. A common and very useful medicine, effective against many diseases likely to be encountered in space. Slows progression of diseases.
Seems to be opaque.
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 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 |
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).
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).
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.
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 |
How to Deal with a Pandemic
Refer to Virology.
Guides Library | |
---|---|
The Basics | Getting Started · Server Rules · Interactions · Roleplay · Game Modes · Combat · Maps |
Command | Standard Operating Procedure · Alert Procedure · Space Law · Company Policy · Shipyard · High-Risk Items |
Security | Security Officer · Alert Procedure · Space Law · Company Policy · Forensics |
Engineering | Construction · Power · Atmospheric Science · Hacking · Pipes and vents · Gases · Reverse Engineering · Setting up the mix chamber |
Epistemics | Research and Development · Xenoarcheology · Anomalous Research · Glimmer · Psionics · Golemancy · The Oracle · Robotics |
Medical | Medical · Chemistry · Cryogenic Pods |
Service | Cooking · Drinks · Hydroponics · Supply Crates |
Antagonists | Guide to Traitor · Syndicate Items · High-Risk Items |
Miscellaneous | Fauna · Playable Species · Radio · Singularity · Terminology · Weapons · Paperwork · Traits · Admin commands · Administrators |
Contribution | Development · Mapping · Spriting · Wiki Contribution · Wikicode |