Guide to Virology: Difference between revisions
Jmcmanus1991 (talk | contribs) No edit summary |
Jmcmanus1991 (talk | contribs) |
||
Line 12: | Line 12: | ||
*A Virologist wardrobe (filled with items you spawned with) | *A Virologist wardrobe (filled with items you spawned with) | ||
*A safe (Store your super diseases here) | *A safe (Store your super diseases here) | ||
{| style="float:right; border:1px solid #BBB;margin:.46em 0 0 .2em" | |||
|- style="font-size:86%" | |||
| valign="top" |[[Image:Virology Wiki.png|400px]]<!-- | |||
--><br> Yogstation Virology | |||
|} | |||
===The airlock contains:=== | ===The airlock contains:=== | ||
*A pair of sinks. | *A pair of sinks. | ||
Line 19: | Line 23: | ||
*A emergency locker. | *A emergency locker. | ||
===Virology(where all the shit happens):=== | ===Virology(where all the shit happens):=== | ||
*The smart virus storage container, it contains in the start: | *The smart virus storage container, it contains in the start: |
Revision as of 01:00, 9 December 2014
UNDER CONSTRUCTION
Your Workplace
Your workplace contains the airlock above where you spawn.
Below you will find a list of items you will find inside your lovely new office.
The break room (where you will doubtfully ever go):
- Donk Pockets
- A Virologist wardrobe (filled with items you spawned with)
- A safe (Store your super diseases here)
Yogstation Virology |
The airlock contains:
- A pair of sinks.
- A shower
- 2 level-3 bio-hazard lockers.
- A emergency locker.
Virology(where all the shit happens):
- The smart virus storage container, it contains in the start:
- 5 Liquid plasma bottle (filled)
- A Rhino-virus culture bottle (The Cold)
- A Flu Virion culture bottle (The Flu)
- A syringe of Spaceallin
- Virology contains:
- A beaker box.
- A syringe box
- A Spaceallin syringe
- A spray bottle
- A book, titled Infections - Making your own pandemic!
- A green level-3 bio-hazard suit closet. This where you get your Virology bio suit and bio hood
- A medicine closet, contains some syringes, a dropper, Inaprovaline and anti toxin
- A Chem Dispenser, Dispenses Unstable Mutagen and Synaptizine
- And your pandemic 2000! this will be what you use to create vaccine bottles, checking diseases, symptoms, and creating virus culture bottles!
Curing Diseases
GET THOSE FUKKEN CLOTHES ON.
Spilling infectious blood in lag spikes is easy to do, and if you spill it without any bio suit on or sterile mask or that stuff, expect yourself to be infected soon enough.
Spaceallin will suppress the disease and its symptoms for a short amount of time, this also prevents spreading of the disease.
The two ways to cure:
1. If the disease you are curing is currently rampant through the station, scan anyone who is infected! the cure will be shown. 2. Now get ahumanmonkey and infect it! give it lots of whatever the disease cure is. (The type will go into remissive, and start going backwards in stages.) 3. If you gave him enough of the cure, hurray, his blood should now contain antibodies to said disease. 4. Put thehumansmonkeys blood in the PANDEMIC 2000 and create a vaccine bottle, hurray you can now vaccine people. Cure people as needed.
This is the harder/easier way of curing diseases, depending on what the cure is.
1. Get unstable mutagen from your dispenser, and start making symptoms in the rhino-virus culture bottle, 2. You can use any other virus bottle but rhino-virus would be my favourite, for its ability to automatically spread as airborne. 3. Now start injecting it with unstable mutagen 1 unit a time until it gets the symptom: Anti-Bodies Metabolism. 4. Isolate the symptom and give it to the infected people. They are now cured.
Making Diseases
Before we even get into anything I want you to walk around your lab, give it a good clean up, put anything you aren't going to use either in your break room or in your locker.
I just made your life 100 times easier, its a lot easier to make diseases if you aren't searching through piles of crap to find your beaker of unstable mutagen.
Now lets begin,
1. Get your dropper, set it to 1! this is the max dilution and lets you get 30 uses out of 30 units of whatever. 2. Get the plasma bottle out of the storage, plasma is required to get the most higher tier symptoms. 3. Now when you have those two, you will choose the base virus which you will use. 4. Take the flu virion if you only want a couple of trusted people to have it, or the rhino-virus if you want everyone to have it. 5. Done that? Good. Now start by putting the chosen base virus into the Pandemic 2000 and make a copy. 6. Take the original out and put 4 plasma/unstable mutagen in it 1 unit at a time, you will get 4 symptoms, both good and bad. *If you get no good symptoms, trash the original and put in the base virus copy. Repeat till you get a virus with good symptoms. 7. Every time you get a virus with a good symptom, put the copy of the base virus into the storage and make a copy of the culture bottle with the good symptom using the Pandemic 2000! 8. Now get a beaker and fill it up with synaptizine, use 1 unit of synaptizine on the original disease, if you removed a good symptom, trash the original and put the copy in and make another copy, the original copy will now be called the original. 9. If you removed a bad symptom, trash the copy and make a new copy. continue this till you only have good symptoms left. 10. Congrats you have made a good disease Note: You can also combine diseases by taking a drop of blood from one disease and putting it in the other, although this isn't always perfect as it sometimes removes or overwrites symptoms. So always have a backup.
Symptoms
(Will insert description of symptoms here)
A virus with a 'Stealth' stat of above 2 will not show up on Medical Scanners nor Medical HUD's. With 3 or more, it becomes invisible to the Pandemic 2000 too, so unless you're an antag, its a good idea to ensure that you avoid getting to stealth 3 unless you have antibodies for your symptoms.
Transmissibility stat effects: (maybe put descriptions of these effects here?)
- Blood
- Contact with feet
- Contact with hands
- Contact generally, including walking through someone
- Airborne
Transmissibility also effects its ability to penetrate clothing, with more transmittable diseases going through general clothing. Hardsuits and Biosuits are always impossible to penetrate.
"Contact" also transfers between items, so if you were touching something and some other tosser picked it up they have a chance to spread the disease. Same goes for corpses infected before death.
The higher Resistance it has the more rare the substance to cure it will be, if the Resistance is higher than the players "Disease Resistance" (Generally a pretty high Resistance) the player will not produce antibodies after getting cured.
The Levels required chemicals
- Virus Food
- Virus Food
- Unstable Mutagen
- Unstable Mutagen
- Plasma
- Plasma
(Symptoms sorted alphabetically)
Alopecia: Stealth -1 Resistance -1 Stage speed -1 Transmissibility 2 Level 4 Required Chemical: Unstable Mutagen Bonus: Causes rapid hair loss.
Anti-Bodies Metabolism: Stealth -1 Resistance -1 Stage Speed -1 Transmissibility -4 Level 3 Required Chemical: Unstable Mutagen Bonus: Cures all diseases (except itself) and creates anti-bodies for them until itself dies.
Choking: Stealth -3 Resistance -2 Stage Speed -2 Transmissibility -4 Level 3 Required Chemical: Unstable Mutagen Bonus: Causes spikes of oxygen deprivation.
Coughing: Stealth -1 Resistance 3 Stage Speed 1 Transmissibility 2 Level 1 Required Chemical: Virus Food Bonus: Will force the affected mob to drop small items when coughing!
Confusion: Stealth 1 Resistance -1 Stage Speed -3 Transmissibility 0 Level 4 Required Chemical: Unstable Mutagen Bonus: Makes the affected mob be confused for short periods of time.
Deafness: Stealth -1 Resistance -2 Stage Speed -1 Transmissibility -3 Level 4 Required Chemical: Unstable Mutagen Bonus: Causes intermittent loss of hearing.
Deoxyribonucleic Acid Aide: Stealth -3 Resistance -4 Stage Speed 0 Transmissibility -4 Level 6 Required Chemical: Plasma Bonus: Cleans the DNA and gives a random beneficial power.
Deoxyribonucleic Acid Saboteur: Stealth -2 Resistance -3 Stage Speed 0 Transmissibility -3 Level 6 Required Chemical: Plasma Bonus: Cleans the DNA and gives a random disability.
Dizziness: Stealth: 2 Resistance -2 Stage Speed -3 Transmissibility -1 Level 4 Required Chemical: Unstable Mutagen Bonus: Shakes the affected mob's screen for short periods.
Eternal Youth: Stealth: 3 Resistance 4 Stage Speed 4 Transmissibility -4 Level 5 Required Chemical: Plasma Bonus: Makes you never physically older than young adulthood and prevents death by old age.
Facial Hypertrichosis: Stealth -3 Resistance -1 Stage Speed -3 Transmissibility -1 Level 4 Required Chemical: Unstable Mutagen Bonus: Makes you grow a massive beard, regardless of gender.
Fever: Stealth 0 Resistance 3 Stage Speed 3 Transmissibility 2 Level 2 Required Chemical: Virus Food Bonus: Heats up your body.
Hallucinogen Stealth -2 Resistance -3 Stage Speed -3 Transmissibility -1 Level 5 Required Chemical: Plasma Bonus: Makes the affected mob be hallucinated for short periods of time. Available in Virus Crates.
Headache: Stealth -1 Resistance 4 Stage Speed 2 Transmissibility 0 Level 1 Required Chemical: Virus Food Bonus: Displays an annoying message! Should be used for buffing your disease.
Hyphema: Stealth -1 Resistance -4 Stage Speed -4 Transmissibility -3 Level 5 Required Chemical: Plasma Bonus: Inflicts eye damage over time. Causes blindness if left unchecked.
Itching: Stealth 0 Resistance 3 Stage Speed 3 Transmissibility 1 Level 1 Required Chemical: Virus Food Bonus: Displays an annoying message! Should be used for buffing your disease.
Longevity: Stealth 3 Resistance 3 Stage Speed 4 Transmissibility 4 Level 3 Required Chemical: Unstable Mutagen Bonus: After a certain amount of time the disease will cure itself. Will immensely buff your disease.
Necrotizing Fasciitis: Stealth -3 Resistance -4 Stage Speed 0 Transmissibility -4 Level 6 Required Chemical: Plasma Bonus: Causes brute damage over time. Fatal if left untreated.
Self-Respiration: Stealth 1 Resistance -3 Stage Speed -3 Transmissibility -4 Level 6 Required Chemical: Plasma Bonus: Body starts to create its own Dexalin, effectively making oxygen unnecessary.
Shivering: Stealth 0 Resistance 2 Stage Speed 2 Transmissibility 2 Level 2 Required Chemical: Virus Food Bonus: Cools down your body.
Sneezing: Stealth -2 Resistance 3 Stage Speed 0 Transmissibility 4 Level 1 Required Chemical: Virus Food Bonus: Forces a spread type of AIRBORNE with extra range!
Stimulant: Stealth -1 Resistance -3 Stage Speed -2 Transmissibility -4 Level 3 Required Chemical: Unstable Mutagen Bonus: Body starts to create its own Hyperzine, increasing movement speed.
Toxic Compensation: Stealth 1 Resistance -4 Stage Speed -4 Transmissibility -2 Level 4 Required Chemical: Unstable Mutagen Bonus: Slowly converts brute/fire damage to toxin.
Toxin Filter: Stealth 1 Resistance -4 Stage Speed -4 Transmissibility -2 Level 6 Required Chemical: Plasma Bonus: Heals toxins in the affected mob's blood stream. Available in Virus Crates.
Vitiligo: Stealth -3 Resistance -1 Stage Speed -1 Transmissibility 2 Level 5 Required Chemical: Plasma Bonus: Makes the mob lose skin pigmentation.
Voice Change: Stealth -2 Resistance -3 Stage Speed -3 Transmissibility -1 Level 6 Required Chemical: Plasma Bonus: Changes the voice of the affected mob. Causing confusion in communication. Available in Virus Crates.
Vomiting: Stealth -2 Resistance -1 Stage Speed 0 Transmissibility 1 Level 3 Required Chemical: Unstable Mutagen Bonus: Forces the affected mob to vomit! Makes the affected mob lose nutrition and heal toxin damage.
Vomiting Blood: Stealth -2 Resistance -1 Stage Speed -1 Transmissibility 1 Level 4 Required Chemical: Unstable Mutagen Bonus: Forces the affected mob to vomit blood! Makes the affected mob lose health.
Weight Gain: Stealth -3 Resistance -3 Stage Speed -2 Transmissibility -2 Level 4 Required Chemical: Unstable Mutagen Bonus:Increases the weight gain of the mob, forcing it to eventually turn fat.
Weight Loss: Stealth -3 Resistance -2 Stage Speed -2 Transmissibility -2 Level 3 Required Chemical: Unstable Mutagen Bonus: Decreases the weight of the mob, forcing it to be skinny.
Weight Even: Stealth -3 Resistance -2 Stage Speed -2 Transmissibility -2 Level 4 Required Chemical: Unstable Mutagen Bonus: Causes the weight of the mob to be even, meaning eating isn't required any more.
Super Viruses... AND YOU!
Now, if you want to make a super virus, here's some handy tips for you!
Firstly, always use Rhino-virus as the base virus, as it makes you sneeze and makes it wide spread!
Use plasma to get the high level symptoms then only use unstable mutagen. The plasma level symptoms you want to get are Self Respiration and Dexyribonucleic Acid Aide, Self Respiration makes your body produce dexalin, Acid Aide gives you powers which switch at random intervals between 2 seconds to 5 minutes.
After you have gotten those, your cure will probably be nutriment, and you need to eat, So get the Weight Even symptom! makes them not need to eat, and to top it of, get Stimulant.
EVERYONE loves stimulant (Except security, but securitys' boring) and dont remove sneezing.
How to not get lynched by security
WARNING! For the unrobust.
- DONT use rhinovirus, or at least remove sneezing! they hate having people run faster than them or have hulk and that stuff
- Only give the super power disease to a few trusted people!
- Dont use your super powers for anything fun!
Making Medbay Useless (as if they aren't already)
Get 2 viruses, one with Sneezing, Weight Even, Stimulant and Acid Aide and the second with Sneezing. Toxic Compensation, Toxic Filter, Weight Even and Self Respiration. Release the viruses. ??? Profit! (Note: Genetics and chemistry will still be used for cloning and Alkysine, respectively. Viruses will not bring back the dead or heal brain damage.)
Here are some good (and hilarious) diseases.
Survivability (Airborne) Symptoms: *Sneezing, *Toxic Filter, *Toxic Compensation *Self Respiration. Effects: Will heal anyone of all their damage, Rather slowly, though. The full healing effects don't come into effect all at once. Also anyone in crit who isn't being actively killed wont die if the full effects of this disease is on them (To be confirmed)
Super Hero (Airborne) Symptoms: *Sneezing, *Acid Aide, *Stimulant. Effects: Will make anyone (and most probably everyone) get randomly changing super powers, which they will subsequently use to to help and serve the station! They will also be able to run at the speed of light.
The Antag Special (Airborne) Symptoms: *Sneezing, *Necrotalizing Fasciitis, *Acid Saboteur, *Vomiting Blood, *Voice Change. Effects: Everyone starts dying. Great to release if you're a little shit.
One Of Us (Airborne) Symptoms: *Sneezing, *Vitiligo, *Alopecia, *Facial Hypertrychosis. Effects: Making everyone be bald, become white and grow massive beards. The station will try to lynch you for this. Note: Ask admins before using this, they may get pissed at you. Cure-all (Airborne) Symptoms: *Sneezing, *Anti-Bodies *Metabolism. Effects: Cures all other diseases other than itself. Release only if there's a really bad virus on the station.
Eternal Youth Symptoms: Eternal Youth. Effects: Makes you young. Great for RP. Note: Practically useless on Yogstation unless you heavy RP