Guide to medicine: Difference between revisions

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Medical care is serious business, and going halfway with your medical treatment can result in someone dying or worse. Make sure you know what you're doing before you try to fix someone up!
Medical care is serious business, and going halfway with your medical treatment can result in someone dying or worse. Make sure you know what you're doing before you try to fix someone up!


If you're going to treat someone, you're going to have to know what tools you need, how to identify injuries, what machinery and facilities you must use, and how to keep people from dying while in treatment.
If you're going to treat someone, you're going to have to know what tools you need, how to identify injuries, what machinery and facilities you must use, and how to keep people from dying while in treatment.
=Diagnosing=
=Diagnosing=
==Main Damage Types==
==Main Damage Types==
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|-
|-
|}
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==Special Damage Types==
==Special Damage Types==
{|class="wikitable"
{|class="wikitable"
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* [[IVs]] for blood transfusion. '''READ BELOW'''
* [[IVs]] for blood transfusion. '''READ BELOW'''
|}
|}
===Treating Bleeding===
===Treating Bleeding===
'''WARNING: Incorrect blood types are toxic to the patient, and will not replenish their blood!'''
'''WARNING: Incorrect blood types are toxic to the patient, and will not replenish their blood!'''
{| class="wikitable" style="text-align:center; font-size: 75%;"
{| class="wikitable" style="text-align:center; font-size: 75%;"
|+ Blood compatibility table
|+ Blood compatibility table
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| [[File:Yes.png]]
| [[File:Yes.png]]
|}
|}
'''Treating Bleeding'''
'''Treating Bleeding'''
# Bandage wound with a medical gauze to stop bleeding.
# Bandage wound with a medical gauze to stop bleeding.
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# If a blood transfusion is unavailable, blood will be naturally produced by the body, albeit slowly.
# If a blood transfusion is unavailable, blood will be naturally produced by the body, albeit slowly.
# Iron and most foods will improve blood regeneration.
# Iron and most foods will improve blood regeneration.
'''Blood transfusion:'''
'''Blood transfusion:'''
# Use medical scanner on patient to find blood type.
# Use medical scanner on patient to find blood type.
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# Detach patient from IV drip by click-dragging the IV drip onto the patient again, or simply clicking the IV. If you forget this the patient will take some brute damage from the needle being ripped out.  
# Detach patient from IV drip by click-dragging the IV drip onto the patient again, or simply clicking the IV. If you forget this the patient will take some brute damage from the needle being ripped out.  
# Detach blood pack by clicking on the IV drip.
# Detach blood pack by clicking on the IV drip.
'''Blood donation:'''
'''Blood donation:'''
# Make sure IV drip is in the red "take" mode. You toggle this by clicking the IV drip when nothing is attached to it.  
# Make sure IV drip is in the red "take" mode. You toggle this by clicking the IV drip when nothing is attached to it.  
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# Detach IV drip by click-dragging it onto the donor again or simply clicking the IV.
# Detach IV drip by click-dragging it onto the donor again or simply clicking the IV.
# Click on IV drip to eject the beaker or blood pack. Label appropriately.
# Click on IV drip to eject the beaker or blood pack. Label appropriately.
{{anchor|Organ_Damage}}
{{anchor|Organ_Damage}}
===Organ Damage===
===Organ Damage===
{{Anchor|Organ Damage}}
{{Anchor|Organ Damage}}
Organ damage occurs regularly in decaying bodies, and irregularly in living ones under specific conditions. There are five main internal organs of note: the heart, the brain, the lungs, the liver, the stomach, and the appendix. Organs all have 100 health, which decays at a set amount in dead bodies per second, and regenerates a variable amount of health in living, well fed, bodies. A brief description of each organ, including their function, what damage does to them, and how to fix said damage, is as follows:
Organ damage occurs regularly in decaying bodies, and irregularly in living ones under specific conditions. There are five main internal organs of note: the heart, the brain, the lungs, the liver, the stomach, and the appendix. Organs all have 100 health, which decays at a set amount in dead bodies per second, and regenerates a variable amount of health in living, well fed, bodies. A brief description of each organ, including their function, what damage does to them, and how to fix said damage, is as follows:
* '''Heart:'''[[File:Heart.png|50px]]This organ is responsible for pumping blood throughout the body, and it is the target of [[Medical_Doctor#The_Spark_of_Life|defibrillation]].
* '''Heart:'''[[File:Heart.png|50px]]This organ is responsible for pumping blood throughout the body, and it is the target of [[Medical_Doctor#The_Spark_of_Life|defibrillation]].
**'''Heart damage''' is accumulated by a heart being in a non-living host, reaching an inoperable state within 5 minutes in a corpse. After a particular threshold of heart damage is taken, the heart is considered ''damaged'' - this will cause shortness of breath, and if the organ is damaged to the point of ''failure'', it can cause heart attacks, which will rapidly result in death unless defibrillation is applied with haste.
**'''Heart damage''' is accumulated by a heart being in a non-living host, reaching an inoperable state within 5 minutes in a corpse. After a particular threshold of heart damage is taken, the heart is considered ''damaged'' - this will cause shortness of breath, and if the organ is damaged to the point of ''failure'', it can cause heart attacks, which will rapidly result in death unless defibrillation is applied with haste.
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* '''Liver:'''[[File:Liver.png|50px]]This organ is responsible for preventing toxin buildup and can purge toxins quickly under 3u. Too many toxins will prevent the liver from working correctly.
* '''Liver:'''[[File:Liver.png|50px]]This organ is responsible for preventing toxin buildup and can purge toxins quickly under 3u. Too many toxins will prevent the liver from working correctly.
**'''Liver damage''' can be fixed by replacing the liver with a fresh or cybernetic pair. Cybernetic liver has different benefits to normal liver. It is resistant to alcohol poisoning and is very robust at filtering toxins.
**'''Liver damage''' can be fixed by replacing the liver with a fresh or cybernetic pair. Cybernetic liver has different benefits to normal liver. It is resistant to alcohol poisoning and is very robust at filtering toxins.
= Identification =
= Identification =
First of all, grab a [[File:MedGlasses.png]] [[Medical_items#Health_Scanner_HUD|Health Scanner HUD]] from the medical storage and wear it. It shows the patient's overall health condition and therefore shows you instantly whom you should treat first from a group of patients. Identification is the first and foremost step in administering treatment. Here are ways to identify the type of injuries a person may have:
First of all, grab a [[File:MedGlasses.png]] [[Medical_items#Health_Scanner_HUD|Health Scanner HUD]] from the medical storage and wear it. It shows the patient's overall health condition and therefore shows you instantly whom you should treat first from a group of patients. Identification is the first and foremost step in administering treatment. Here are ways to identify the type of injuries a person may have:
===Things to note===
===Things to note===
* You want the patient to be as healthy as possible, so you have to heal all of these, and they have to be '''treated individually''' (unless you use a chemical which heals multiple damage types at once).
* You want the patient to be as healthy as possible, so you have to heal all of these, and they have to be '''treated individually''' (unless you use a chemical which heals multiple damage types at once).
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:* If the patient keeps fainting, trails drips of blood as they walk or is unresponsive to other forms of "healing" they may be [[Guide_to_medicine#Bleeding|bleeding]] or be suffering from blood-loss
:* If the patient keeps fainting, trails drips of blood as they walk or is unresponsive to other forms of "healing" they may be [[Guide_to_medicine#Bleeding|bleeding]] or be suffering from blood-loss
:* If the patient reports other symptoms such as headaches, coughing or vomiting blood, they most likely have a [[Infections|virus]].
:* If the patient reports other symptoms such as headaches, coughing or vomiting blood, they most likely have a [[Infections|virus]].
===Races and You===
===Races and You===
The setting of Space Station 13 is the future, and so you may encounter differing strange [[Guide_to_races|alien races]] about the station. Some of these particular xenos will require special treatment and attention.
The setting of Space Station 13 is the future, and so you may encounter differing strange [[Guide_to_races|alien races]] about the station. Some of these particular xenos will require special treatment and attention.
* [[Preternis]] are robotic-augmented Humans, and as such, most healing chemicals will have no effect on their robotic physiology. For proper healing, sent these victims to [[Robotics]]. Much like fixing the damage to prosthetic limbs, Preternis must be repaired with wires and welding. They must also recharge their internal batteries, much like other races must eat, so if one is constantly losing health with seemingly no explanation, have Robotics take them to an APC and let them feed on the power within.
* [[Preternis]] are robotic-augmented Humans, and as such, most healing chemicals will have no effect on their robotic physiology. For proper healing, sent these victims to [[Robotics]]. Much like fixing the damage to prosthetic limbs, Preternis must be repaired with wires and welding. They must also recharge their internal batteries, much like other races must eat, so if one is constantly losing health with seemingly no explanation, have Robotics take them to an APC and let them feed on the power within.
* [[Plasmamen]] are sentient skeletons made of solidified plasma, which require specialized enviro-suits and plasma to breathe, and will ignite violently in reaction to a standard atmosphere. The main problem with them is that once they lose their environmental suits and plasma air tanks, you'll be left to treat a constantly igniting, suffocating skeleton. These are the same issues you'll encounter if you should happen to need to clone a plasmaman, as clones emerge from the cloner naked, which in this case means on fire and suffocating. Treatment of environmentally-compromised plasmamen should always begin with placing them under a shower and turning on the water. This will stop them from combusting infinitely, and allow you to address the issue of them needing to breathe. The Cargo department can order a Plasmaman Internals kit from Central Command, which includes a new environmental suit and plasma tank, which should be done urgently to prevent your patient from expiring (again). These can be applied by clicking and dragging the sprite of the other player to your own, and then clicking on the suitable equipment slots withe enviro-suit and plasma air tank in hand.
* [[Plasmamen]] are sentient skeletons made of solidified plasma, which require specialized enviro-suits and plasma to breathe, and will ignite violently in reaction to a standard atmosphere. The main problem with them is that once they lose their environmental suits and plasma air tanks, you'll be left to treat a constantly igniting, suffocating skeleton. These are the same issues you'll encounter if you should happen to need to clone a plasmaman, as clones emerge from the cloner naked, which in this case means on fire and suffocating. Treatment of environmentally-compromised plasmamen should always begin with placing them under a shower and turning on the water. This will stop them from combusting infinitely, and allow you to address the issue of them needing to breathe. The Cargo department can order a Plasmaman Internals kit from Central Command, which includes a new environmental suit and plasma tank, which should be done urgently to prevent your patient from expiring (again). These can be applied by clicking and dragging the sprite of the other player to your own, and then clicking on the suitable equipment slots withe enviro-suit and plasma air tank in hand.
* [[Guide_to_races#Phytosian|Phytosians]] are sentient plants. Much like normal plants, they like being exposed to light, so being near a light source will slowly heal them - placing them next to a bright spotlight is an effective hands-off treatment method.
* [[Guide_to_races#Phytosian|Phytosians]] are sentient plants. Much like normal plants, they like being exposed to light, so being near a light source will slowly heal them - placing them next to a bright spotlight is an effective hands-off treatment method.
===Your first patient===
===Your first patient===
Your patient can arrive in two ways:
Your patient can arrive in two ways:


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:* Use your PDA or a Health Analyzer on the patient to identify the damage type.
:* Use your PDA or a Health Analyzer on the patient to identify the damage type.
:* Proceed with the necessary treatment found in the next chapter.
:* Proceed with the necessary treatment found in the next chapter.
'''2. The patient is dragged into Medbay and is in critical condition.'''
'''2. The patient is dragged into Medbay and is in critical condition.'''
:The patient is unresponsive to the environment, on the floor, and gasping for air.
:The patient is unresponsive to the environment, on the floor, and gasping for air.
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:How to act:
:How to act:


:* The first thing you should do is administer [[Guide_to_chemistry#Epinephrine|Epinephrine]]. [[Guide_to_chemistry#Epinephrine|Epinephrine]] stops the general decline of the critical patient's health and helps treat wounds if the patient is in crit. Don't give them 30 or more unit of it, as that will cause toxin damage.
:* The first thing you should do is administer [[Guide_to_chemistry#Epinephrine|Epinephrine]]. [[Guide_to_chemistry#Epinephrine|Epinephrine]] stops the general decline of the critical patient's health and helps treat wounds if the patient is in crit. Don't give them 30 or more unit of it, as that will cause toxin damage.
:* If the patient is bleeding, apply a medical gauze. Dragging a bleeding patient will quickly drain their blood, unless you use a roller bed.  
:* If the patient is bleeding, apply a medical gauze. Dragging a bleeding patient will quickly drain their blood, unless you use a roller bed.  
:* If [[Guide_to_chemistry#Epinephrine|Epinephrine]] is not available, immediately perform [[#CPR|CPR]] a few times to ensure the patient stays alive until you do the next step. Make sure they're also not suffering from any other significant problems, like being on fire, or in a low-pressure environment.
:* If [[Guide_to_chemistry#Epinephrine|Epinephrine]] is not available, immediately perform [[#CPR|CPR]] a few times to ensure the patient stays alive until you do the next step. Make sure they're also not suffering from any other significant problems, like being on fire, or in a low-pressure environment.
::'''NOTE: CPR on its own will not heal someone unless they are only suffering from suffocation damage. If they are in crit because of brute/burn/toxins/cellular damage it will only keep them from dying.'''
::'''NOTE: CPR on its own will not heal someone unless they are only suffering from suffocation damage. If they are in crit because of brute/burn/toxins/cellular damage it will only keep them from dying.'''
:* Now you have many options:
:* Now you have many options:
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:# Strip the patient's space suit off if they have one and put the patient into a [[Medical_items#Cryogenics_Chamber_.26_Freezer|cryochamber]], wait for them to heal up and eject.
:# Strip the patient's space suit off if they have one and put the patient into a [[Medical_items#Cryogenics_Chamber_.26_Freezer|cryochamber]], wait for them to heal up and eject.
:# Use bruise packs, ointments, [[Guide_to_chemistry#Styptic_Powder|brute patches]], [[Guide_to_chemistry#Silver_Sulfadiazine|burn patches]], [[Guide_to_chemistry#Salbutamol|salbutamol]] or other appropriate medication. See next section for examples.
:# Use bruise packs, ointments, [[Guide_to_chemistry#Styptic_Powder|brute patches]], [[Guide_to_chemistry#Silver_Sulfadiazine|burn patches]], [[Guide_to_chemistry#Salbutamol|salbutamol]] or other appropriate medication. See next section for examples.
= Using Sleepers and Cryogenics =
= Using Sleepers and Cryogenics =
=== [[File:Sleeper.gif]] [[Medical_items#Sleeper|Sleeper]] ===
=== [[File:Sleeper.gif]] [[Medical_items#Sleeper|Sleeper]] ===
Sleepers are a very important part of the medbay. They allow you to inject various chemicals, and have unlimited stocks of them. '''Always use sleepers over pills, patches and especially bruise packs and ointments!''' The latter is used by field medics, or when cryogenics treatment is not available. Keep in mind that when the patient's health is very low, sleepers become unusable, with the exception of injecting [[epinephrine]].
Sleepers are a very important part of the medbay. They allow you to inject various chemicals, and have unlimited stocks of them. '''Always use sleepers over pills, patches and especially bruise packs and ointments!''' The latter is used by field medics, or when cryogenics treatment is not available. Keep in mind that when the patient's health is very low, sleepers become unusable, with the exception of injecting [[epinephrine]].


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How to use:
How to use:
# Ensure the sleeper is open. If it's not, open it.
# Ensure the sleeper is open. If it's not, open it.
# Pull the patient near the sleeper.
# Pull the patient near the sleeper.
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# Click on the sleeper to open the menu.
# Click on the sleeper to open the menu.
# Inject chemicals they need (note: these are the non-upgraded chemicals):
# Inject chemicals they need (note: these are the non-upgraded chemicals):
#* '''[[Epinephrine]]:''' Brings down and limits high suffocation damage. Heals brute, burn and toxin damage very slowly if the patient is in critical condition.
#*'''[[Epinephrine]]:''' Brings down and limits high suffocation damage. Heals brute, burn and toxin damage very slowly if the patient is in critical condition.
#* '''[[Salbutamol]]:''' Heals suffocation damage.
#* '''[[Salbutamol]]:''' Heals suffocation damage.
#* '''[[Libital]]:''' Heals brute damage slowly over time. Deals damage to the liver.
#* '''[[Guide to Chemistry#Libital|Libital]]:''' Heals brute damage slowly over time. Deals damage to the liver.
#* '''[[Aiuri]]:''' Heals burn damage slowly over time. Deals damage to the eyes.
#* '''[[Guide to Chemistry#Aiuri|Aiuri]]:''' Heals burn damage slowly over time. Deals damage to the eyes.
#* '''[[Morphine]]:''' Puts person to sleep after some time.
#* '''[[Morphine]]:''' Puts person to sleep after some time.
# It's not necessary to wait now, open the sleeper and kick them out.
# It's not necessary to wait now, open the sleeper and kick them out.
A quick guide to the upgraded chemicals:
A quick guide to the upgraded chemicals:
#* '''[[Charcoal]]:''' Heals toxin damage and purges chemicals over time.
*'''[[Charcoal]]:''' Heals toxin damage and purges chemicals over time.
#* '''[[Mannitol]]:''' Heals brain damage.
*'''[[Mannitol]]:''' Heals brain damage.
#* '''[[Oculine]]:''' Heals eye damage and cures nearsightedness. Has a chance of curing blindness.
*'''[[Oculine]]:''' Heals eye damage and cures nearsightedness. Has a chance of curing blindness.
#* '''[[Inacusiate]]:''' Heals ear damage instantly, but cannot cure genetic deafness.
*'''[[Inacusiate]]:''' Heals ear damage instantly, but cannot cure genetic deafness.
#* '''[[Mutadone]]:''' Cures all genetic mutations, both good and bad.
*'''[[Mutadone]]:''' Cures all genetic mutations, both good and bad.
#* '''[[Guide to Chemistry#Pentetic Acid|Pentetic Acid]]:''' Heals toxin damage slowly over time. Reduces radiation and removes any other chemical from the bloodstream, including other healing chems, so use it sparingly.
*'''[[Guide to Chemistry#Pentetic Acid|Pentetic Acid]]:''' Heals toxin damage slowly over time. Reduces radiation and removes any other chemical from the bloodstream, including other healing chems, so use it sparingly.
#* '''[[Omnizine]]:''' Heals brute, burn, toxin and suffocation damage very slowly over time.
*'''[[Omnizine]]:''' Heals brute, burn, toxin and suffocation damage very slowly over time.


=== [[File:Cryo.gif]] [[Medical_items#Cryogenics Tube & Freezer|Cryogenics Tube]] ===
=== [[File:Cryo.gif]] [[Medical_items#Cryogenics Tube & Freezer|Cryogenics Tube]] ===
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# Wrench the oxygen canisters to connect them to the tubes and the freezer.
# Wrench the oxygen canisters to connect them to the tubes and the freezer.
# Turn on the [[Atmospherics_items#Freezer|freezer]]. Set it to lowest temperature available.
# Turn on the [[Atmospherics_items#Freezer|freezer]]. Set it to lowest temperature available.
# Load beakers with [[Guide_to_chemistry|chemicals]]. A common and highly effective mix for general use is [[cryoxadone]], [[Guide_to_chemistry#Clonexadone|clonexadone]] and [[mannitol]].  
# Load beakers with [[Guide_to_chemistry|chemicals]]. A common and highly effective mix for general use is [[cryoxadone]], [[Guide_to_chemistry#Clonexadone|clonexadone]] and [[mannitol]].
#* All [[Guide_to_chemistry|chemicals]] will work, so you can add anything. This is the job of [[chemist]]s.  
#* All [[Guide_to_chemistry|chemicals]] will work, so you can add anything. This is the job of [[chemist]]s.
#* Be sure to only add chemicals that you can't overdose on, as patients in cryo will receive large doses of all chemicals in the beaker.
#* Be sure to only add chemicals that you can't overdose on, as patients in cryo will receive large doses of all chemicals in the beaker.
# Set the tubes to Auto instead of Manual, so they'll open after the patient is healed. Otherwise, they'll be trapped in until someone opens the tube from outside.
# Set the tubes to Auto instead of Manual, so they'll open after the patient is healed. Otherwise, they'll be trapped in until someone opens the tube from outside.
How to use:
How to use:
# Ensure the cryo tube is open first. If not, open it.
# Ensure the cryo tube is open first. If not, open it.
# Pull the person on top of the tube.  
# Pull the person on top of the tube.  
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# Shake the person to get them up (switch to help intent and click on them multiple times).
# Shake the person to get them up (switch to help intent and click on them multiple times).
# Let them redress (or do it for them) then kick them out.
# Let them redress (or do it for them) then kick them out.
= Rarer Cases =
= Rarer Cases =
These situations are not as common as normal damages, but they are still VERY LIKELY to happen. AND most of these cases are also more severe, and it is essential to be fucking fast and know this stuff! <br>'''So read up, these are the things that will separate quacks from real doctors!'''
These situations are not as common as normal damages, but they are still VERY LIKELY to happen. AND most of these cases are also more severe, and it is essential to be fucking fast and know this stuff! <br>'''So read up, these are the things that will separate quacks from real doctors!'''
===Overdose===
===Overdose===
Giving too much of some chemicals or drugs can cause an overdose. This means that you aren't doing your job correctly and you may even kill the patient if you don't stop doing it!
Giving too much of some chemicals or drugs can cause an overdose. This means that you aren't doing your job correctly and you may even kill the patient if you don't stop doing it!
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* [[Calomel]] purges chemicals quickly and is relatively easy to make in chemistry.
* [[Calomel]] purges chemicals quickly and is relatively easy to make in chemistry.
* [[Pentetic acid]] clears all chemicals from the body very quickly, and can also be found in upgraded sleepers.
* [[Pentetic acid]] clears all chemicals from the body very quickly, and can also be found in upgraded sleepers.
===[[File:Hudill.png]] Disease===
===[[File:Hudill.png]] Disease===
Diseases are the most frustrating thing you will deal with, as it spreads, and can infect you as well. A disease can be identified easily with the Health Scanner HUD, it giving a green-unhappy-face-icon next to the patient. PDA or a Health Analyzer will give more detailed information about the disease and its cure.
Diseases are the most frustrating thing you will deal with, as it spreads, and can infect you as well. A disease can be identified easily with the Health Scanner HUD, it giving a green-unhappy-face-icon next to the patient. PDA or a Health Analyzer will give more detailed information about the disease and its cure.


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After:
After:
* If you did not have the vaccine for the disease, take a blood sample from the cured patient and hand it to the [[virologist]] to help him/her make a vaccine.
* If you did not have the vaccine for the disease, take a blood sample from the cured patient and hand it to the [[virologist]] to help him/her make a vaccine.
If you half-ass curing people, the disease may return and kill the person. And they can get infected if they are cloned as well!
If you half-ass curing people, the disease may return and kill the person. And they can get infected if they are cloned as well!
===Blindness===
===Blindness===
The person cannot see, they usually will scream about this endlessly.
The person cannot see, they usually will scream about this endlessly.
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* [[Omnizine]] has a chance of curing blindness while slowly healing eye damage.
* [[Omnizine]] has a chance of curing blindness while slowly healing eye damage.
* [[Oculine]] can be made by chemistry, and will heal all eye damage.
* [[Oculine]] can be made by chemistry, and will heal all eye damage.
===Deafness===
===Deafness===
The person cannot hear, they are usually unresponsive to verbal communication and can't even hear themselves talking.
The person cannot hear, they are usually unresponsive to verbal communication and can't even hear themselves talking.
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* Explosions cause ear damage.
* Explosions cause ear damage.
* Flashbangs cause ear damage.
* Flashbangs cause ear damage.
How to treat:
How to treat:
* Most ear damage will heal on its own.
* Most ear damage will heal on its own.
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* Put earmuffs on the patient and minor ear damage will quickly heal.
* Put earmuffs on the patient and minor ear damage will quickly heal.
* Mutadone can reset genetic mutations including deafness.
* Mutadone can reset genetic mutations including deafness.
===Genetic Disabilities===
===Genetic Disabilities===
Disabilities cannot be cured by normal medical tools. If a patient appears to be unable to move and/or they speak in very short sentences, they most likely have a genetic disability.
Disabilities cannot be cured by normal medical tools. If a patient appears to be unable to move and/or they speak in very short sentences, they most likely have a genetic disability.
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* Ask a competent [[geneticist]] to remove the bad mutation.  
* Ask a competent [[geneticist]] to remove the bad mutation.  
* A one unit [[mutadone]] pill or injection will instantly cure all genetic abnormalities. This includes beneficial ones.
* A one unit [[mutadone]] pill or injection will instantly cure all genetic abnormalities. This includes beneficial ones.
===Radiation===
===Radiation===
You will rarely treat this, it causes people to black out all the time and take steady toxin damage. It either comes from space radiation surges, after which crew members will "feel strange" and begin to vomit, but more likely you'll be treating engineers who got too close to the supermatter or geneticists and people undergoing genetic testing who've stuck themselves with too many SE injectors.
You will rarely treat this, it causes people to black out all the time and take steady toxin damage. It either comes from space radiation surges, after which crew members will "feel strange" and begin to vomit, but more likely you'll be treating engineers who got too close to the supermatter or geneticists and people undergoing genetic testing who've stuck themselves with too many SE injectors.
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* If you have [[potassium iodide]] or [[pentetic acid]], use them. These will remove the radiation before it poisons the patient further.
* If you have [[potassium iodide]] or [[pentetic acid]], use them. These will remove the radiation before it poisons the patient further.
* Else, treat with [[charcoal]] (Anti-toxin) until the radiation levels have subsided.
* Else, treat with [[charcoal]] (Anti-toxin) until the radiation levels have subsided.
===Hallucinations===
===Hallucinations===
This nasty effect causes the victim to see (usually deadly) objects in his and others' hands, along with random visions of people and creatures attacking him, causing stamina damage. Extremely unpleasant. Caused by [[Changeling|changelings]], [[Guide_to_chemistry#Mindbreaker_Toxin|mindbreaker toxin]],[[supermatter]], and some bad 'shrooms.
This nasty effect causes the victim to see (usually deadly) objects in his and others' hands, along with random visions of people and creatures attacking him, causing stamina damage. Extremely unpleasant. Caused by [[Changeling|changelings]], [[Guide_to_chemistry#Mindbreaker_Toxin|mindbreaker toxin]],[[supermatter]], and some bad 'shrooms.
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* [[Synaptizine]] is good for removing hallucinations. But can cause light toxin damage.  
* [[Synaptizine]] is good for removing hallucinations. But can cause light toxin damage.  
* [[Guide to chemistry#Haloperidol|Haloperidol]] is not as good as synaptizine at removing hallucinations, but it will also quickly purge drugs that are likely causing them.
* [[Guide to chemistry#Haloperidol|Haloperidol]] is not as good as synaptizine at removing hallucinations, but it will also quickly purge drugs that are likely causing them.
===[[File:Huddead.png]] Death===
===[[File:Huddead.png]] Death===
If the patient is dead, the basic procedure for handling stiffs is the same. Your first plan of action should be trying to [[Medical_items#Defibrillator|defibrillate]] the body and bring them back to life quickly. If they have this icon on your [[Medical_items#Health_Scanner_HUD|health scanner hud]]: [[File:Huddefib.gif|64px]] it means the body is fresh enough for [[Medical_items#Defibrillator|defibrillation]].  
If the patient is dead, the basic procedure for handling stiffs is the same. Your first plan of action should be trying to [[Medical_items#Defibrillator|defibrillate]] the body and bring them back to life quickly. If they have this icon on your [[Medical_items#Health_Scanner_HUD|health scanner hud]]: [[File:Huddefib.gif|64px]] it means the body is fresh enough for [[Medical_items#Defibrillator|defibrillation]].  
# Inspect the body. Does it say they '''committed suicide''' or that their soul has departed? Nothing you can do for them, fast track them to the [[morgue]].
# Inspect the body. Does it say they '''committed suicide''' or that their soul has departed? Nothing you can do for them, fast track them to the [[morgue]].
# If they're just normal dead, scan them with a [[Medical_items#Health_Analyzer|health analyzer]]. Do they have more than 180 brute or burn damage (tracked separately, having 179 of each is fine)? If so, you must heal the corpse with [[Guide_to_chemistry#Synthflesh|synthflesh]] until it has under 180 brute and burn. You can buy [[Guide_to_chemistry#Synthflesh|synthflesh]] sprays from the [[Vending_machines#NanoMed_Plus|NanoMed Plus]] or have it made in [[Guide_to_chemistry|chemistry]].
# If they're just normal dead, scan them with a [[Medical_items#Health_Analyzer|health analyzer]]. Do they have more than 180 brute or burn damage (tracked separately, having 179 of each is fine)? If so, you must heal the corpse with [[Guide_to_chemistry#Synthflesh|synthflesh]] until it has under 180 brute and burn. You can buy [[Guide_to_chemistry#Synthflesh|synthflesh]] sprays from the [[Vending_machines#NanoMed_Plus|NanoMed Plus]] or have it made in [[Guide_to_chemistry|chemistry]].
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'''PLEASE NOTE''' In the morgue there are lights on the side of the trays. The red light means there is a dead body with no ghost occupying it. Green light means there is a body with a ghost in it, which means you should [[Guide_to_genetics#Cloning|clone]] it. The green light is normally accompanied by a beeping sound as well, which can be turned off by alt-clicking the tray.
'''PLEASE NOTE''' In the morgue there are lights on the side of the trays. The red light means there is a dead body with no ghost occupying it. Green light means there is a body with a ghost in it, which means you should [[Guide_to_genetics#Cloning|clone]] it. The green light is normally accompanied by a beeping sound as well, which can be turned off by alt-clicking the tray.
= Cheat Sheet for the <s>Lazy</s> Efficient Doctor =
= Cheat Sheet for the <s>Lazy</s> Efficient Doctor =
[[File:MedicalCheatSheet.png|647px|thumb|left|If you don't want to remember all of those things above, just look at this cheat sheet whenever a patient comes in and you'll be an excellent doctor in most (>90%) cases.]]
[[File:MedicalCheatSheet.png|647px|thumb|left|If you don't want to remember all of those things above, just look at this cheat sheet whenever a patient comes in and you'll be an excellent doctor in most (>90%) cases.]]
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= Afternote =
= Afternote =
If you aren't serious about healing someone, don't give up halfway, get proper medical staff to help them. Don't leave them outside Genetics to just die either (this wastes everyone else's time, except yours, you selfish fuck), at least try to have a doctor save them.
If you aren't serious about healing someone, don't give up halfway, get proper medical staff to help them. Don't leave them outside Genetics to just die either (this wastes everyone else's time, except yours, you selfish fuck), at least try to have a doctor save them.
[[Category:Guides]]
[[Category:Guides]]
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