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Ansari

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Posts posted by Ansari

  1. Perhaps something along the line of scoring 20 disarm punches (as an example) will lead to you being weakened for some 5 - 7 seconds, which is enough time to cuff / restrain / disposal you if you were prepared, but afterward, the victim get an adrenaline rush (Or some sort of things like that) and could escape without the penalty of stamina damage? Granted, if someone manage to disarm punch you for twenty time, I am quite sure you can manage to call for help

  2.  

    I'm aware we're under a feature freeze, however, I'd like to suggest that a non lethal take down function be added to disarm / or disarm to be changed to stamina punch (Or a new stance?)

     

    As a medbay regular, I often end up fighting people more often than I do as a security officer. Usually, the reason is that they are messing with medbay, attacking medbay member or stole surgery tool (A capital crime in my eyes). However, with table stun being nerfed, grab being resistable from the ground, non-security, non-antag really lack a way to reliable, non-lethally keep someone down in a fight. And I believe there's a need for more options to non lethally brawl in game.

     

    Right now, the only way to keep someone down "non-lethally" in game is to crit them with welding tool or something similar in game (Which is going to raise some eyebrows as people could easily mistake it for murder attempt, and is not far away from one) , then restrain them afterward. I cannot restrain someone effectively as non-sec without powergaming by carrying a stunprod and cable cuffs / syringe gun loaded with meme all the time.

     

    I'd like the option to deal stamina damage to someone during a brawl, like for example, disarm being punch with only stamina damage. (If you have any better ideas, please post it in here)

     

    tl;dr Can't non-lethally restrain someone as non-sec without powergaming, plz add feature.

     

  3.  

    The Paramedic must carry, at all times, enough materials to provide for adequate first aid of all Major Injury Types (Brute, Burn, Toxic, Respiratory and Brain)

     

    I think brain damage part should be removed. I have never seen any case where immediate first aid for brain damage is required on the spot and the patient cannot be taken back to medbay for treatment.

     

  4.  

    I think this might've been suggested before. But in the old surgery system, it is posssible to complete all surgeries you wanted in one bodypart with one opening, which make it easy to deal with people who come in with organ damage + bone fracture (maybe internal bleeding too), a really common combo.

     

    But with the new surgery system, you have to do the old combined organ repair surgery + bone repair surgery, and then open them up and do the bone repair surgery again to fix their bone and organs, this take 2x - 3x the time of the original method and make the new surgery system slower especially since bone fracture + internal organ damage is a common combo.

     

    I think it would be nice if organ manipulation surgery also repaired bone fracture since that will bring the new surgery time to be more in line with the old system.

     

  5.  

    Chemists who make Styptic Powder pills;

     

     

    I do that when making Synthflesh.

     

    - When chemists treat chemistry as a place to make WMD, load up syringe guns with capulettium, CLF3, etc. instead of being a part of medbay. I.E. the same as science.

     

  6.  

    Thanks for all the inputs everyone. I have updated the guide and did some experiments regarding the Crazylemon's statement. These are the results:

    Styptic Powder stops IB. Only a sleeper could maintain such a high dosage without making the chemists go mad, though. (They metabolize at 4 per tick instead of 0.4 per tick)

    Styptic Powder may or may not mend IB. But if it does, it takes way too much time to be bothered with. (I kept injecting SP into a monkey for 2 minutes straight)

    Cryotube does not halt IB at all. Stuffed a wolpin into cryo at 97.5% blood with IB, came out at 85%.

    I am almost certain standing still or lying down with a bone fractures does not hurt your organs. If it does, it is very, very slow and does not matter.

    Dragging someone with bone fracture is equal to walking with bone fractures. It'll damage your organs and possibly kill you.

     

    The following has been changed:

    - Credit list added

    - Mitocholide added to the application and the chemistry section. (It is not that difficult considering we will make cryoxadone and synthflesh anyway)

    - Added damage threshold for broken bones

    - Fixed the limb reattachment surgery

    - Added note about advacned body scanner and how you can obtain limbs from robotics

    - Added note about Epinephrine & Medical cyborg.

    - Added bone gel to the dethrall surgery. I am not sure why it wasn't in wiki. Bone gel is always included in any head/chest surgery that involves saw + retractor.

    - Experimentally confirmed that cryotube extinguish fire. Added.

     

  7. When the other chemist at roundstart does not make meds and instead try to make meth. Then stare at the dispenser for 1 hour and fail to make meth. There's beakers of white liquid and rainbow liquid all over. He still fail to make meth. Proceeds to off himself with potassium-water / space drug smoke / metal foam chemistry.

  8.  

    Ansari's Guide to Medical

     

    This guide will cover being a Medical Doctor & Chemist. Why? The other part of medbay are utterly redundant for saving people if you're competent. Tell me if you disagree with what I write or have anything to add or a mistake to correct.

     

    This is meant as an advanced guide to supplement what you would get from reading the Wiki: https://nsscyberiad.net/wiki/index.php/Guide_to_Medical

     

    Basic Medical Trivia

     

    Vox breath Voxxygen, do not remove their tanks. Plasmaman will be set on fire if you remove their suit. Do not attempt to remove their suit and defib them, use strange reagent instead. Strange reagent will gib people if combined burn and brute damage is above 150. Vox, slime people, IPCs, Plasmaman are not capable of being revivedd by cloning

     

    There are numerous basic stuffs you should know that will help you a lot with your medical work.

    - Alt + Click open up a tab that shows all the item in a tile in a tab. You can select them or drag their sprite or interact with them in the tab. (Very useful if you got a massive stack, see surgery)

    - Ctrl + Click pull a person / object

    - Middle Mouse Button points at something.

    - When someone have bone fractures in their head or upper body, pulling them (Or moving themselves) results in the bones damaging their internal organs. Grab them instead or move them on a rollerbed.

    - Despite popular stigma, cryotube is a very effective way to treat most superficial wounds (Anything that don't involve robotic limbs, internal injuries, internal bleeding, bone fractures, and lodged bullets etc.). Do NOT rely on auto-eject.

    - Brute damage on robotic parts (and IPC) are fixed by welder, Burn damage by cable coil. Use help intent to avoid damaging the person you want to repair.

    - Don't rely on robotics for anything but robotic limb (And you only do so because you have no choice). Acquire dead limbs from morgue and be prepared to repair IPC yourself at time. Sometime medical can do a better job of it.

    - :h For your department channel, :m for medical

    - Robotic damage on IPC won't show if it is on their upper or lower body. Ask them where they feel damaged or check it by using welding tool / cable with help intent.

     

    Setting Up

     

    These are the stuffs you should do right away at round start.

     

    [*]Setting up Cryo: Put the two beaker of cryoxadone in the cryotube. Set freezer temperature to lowest. Turn it on. Turn auto-eject on if it is off. But do not rely on it.

     

    [*]Steal Buckets: Head to the Garden and the Fishing Vendor (They're both east of arrivals). Take the three buckets. Deliver them to chemists (Better if you're the chemists!). They need the buckets.

     

    [*]Make Biomass: Take 15u each of cryox from the starting beaker in cryogenics, then put it in a seperate beaker taken from the locker nearby. Insert it into an IV drip set to taking blood, and then put a monkey / dead corpse (There shouldn't be dead body this early in the shift, right?) next to it, preferably on a bed so it doesn't run away. Put the IV drip + monkey next to the cloner pod and it will automatically process all the synthmeat produced for a total of 1500 biomass, enough for 10 clones.

     

    [*]Equip yourself: Grab a health HUD scanner and medical belt. Put on sterile mask (To not vomit with corpses) and latex gloves (For surgery). There's a total of four lockers I know of in medical with those gears. Two is in the equipment room, one in each operating theatre. The following is the gears I carry personally, do what you like.

     

    Equipment I carry personally:

     

    Worn::

    Jumpsuit

    White Shoes

    Labcoat (Two useful storage slots)

    MedHUD

    Radio

    Sterile Mask

    1x Penlight

    1x Pill Bottle in Suit Storage - Loaded with 7x Styptic + 7x Silver Sulfiadazine OR 4x Saline-Glucose + 10x Synthflesh

    In pockets

    1x Upgraded Health Analyzer

    1x Flashlight

    In medical belt:

    3x Trauma Kit

    2x Burn kit

    2x Splint

    In backpack’s box

    1x Screwdriver

    1x Welding Tool (If you feel like it, carry spare fuel in a glass)

    2x Cable Coil

    1x Crowbar (For robotic repair, robotics have a thing for not doing their job and taking one century to fix IPC)

    1x Multitool (Robotic repair / limb removal)

    Backpack:

    1x Fire extinguisher

    1x Handheld crew monitor

    1x Station-bounced radio

    1x Pill Bottle - Loaded with Pentetic Acid + Perflurodecalin Patch in equal number

    If you are CMO, you can ditch away your advanced kit to free up space for your own specific gears.

    Labcoat storage:

    2x Spaceaccilin syringe

     

    Medical Chemical & Application

    Essential for every doctors to know. Appropriate dose for those pills will be detailed in chemistry section

     

    Epinephrine: Stabilize a person by healing 10 point of oxygen loss if it is above 35. Found in sleeper and medi-vendors. Use in whatever form they were provided in.

     

    Styptic Powder: Heal brute damage when applied and metabolized. Use in patch. Metabolize extremely quickly. Heals 34 brute damage per 20.

     

    Silver Sufiadazine: Same as Styptic Powder, except it heals burn damage. Heals 34 burn damage per 20.

     

    Synthflesh: Heals both brute and burn damage on touch. (Not sure if it heals when metabolized. Please tell me if you know) Use in patch. Heals 30 damage per 20.

     

    Calomel: Purges chemical faster than pentetic acid, deals massive damage when your health is above 20. In almost all case pentetic acid is better. Don’t bother with this chemical.

     

    Charcoal: Purges chemicals and heal toxin damage. Use in pill.

     

    Pentetic Acid: Purges chemicals and heal toxin damage way quicker than charcoal. Use in pill. Causes minor brute and burn damage. A pain in the ass to use on people with 100% robotic limbs, but better than charcoal in almost all situation. Heals 37.5 Toxin + 100 reagents per 5.

     

    Salbutamol: Heals suffocation damage. Useful when your chemists haven't made perflurodecalin. Use in pill form. Heals 150 Oxy damage per 10.

     

    Perflurodecalin: Heals suffocation damage extremely quickly, also shut the person up. Use in patch form. There's no reason to not make this over Salbutamol. There’s an addiction chance if ingested now, so it should be used in a patch form, which is half as efficient in delivering reagents into the body. Heals 312.5 Oxy damage per 5 unit PATCH.

     

    Cryoxadone: Heals all kind of damage, including cloning damage rapidly while the person have low body temperature. Use in bottle form. Can be mixed with blood (1u cryoxadone to 5u blood) for synthmeat. 3 synthmeat = 150 biomass = 1 clone. Put in a beaker set to taking blood and attach to a monkey / dead corpse to produce synthmeat for cloning.

     

    Mannitol: Heal brain damage. Use in pill form. Does not cure stupidity.

     

    Iron: Help a person regain their blood quicker. Use in pill form. Good for people at 85 - 90% blood.

     

    Sugar: Used to screw around with cortical borer by making them dormant as long as it is in the target’s system. Use in pill form

     

    Mutadone: Used to remove all genetic mutations. Use in pill form, or in solution loaded into syringe (I'm looking at you, genetics). Work at extremely low volume.

     

    Atropine: A chemical that help someone recovers when they're dead and not quite dead (-25 - -99 damage) by healing them and capping oxyloss. Use in pill form. Precursor to Oculine

     

    Oculine: Cures blindness and eye damage. Use in pill form.

     

    Salline-Glucose Solution: Restores blood and heal brute and burn damage slowly and efficiently. Use in pill form. Useful as precedent to Oculine. Heals 33 brute and burn per ten.

     

    Mitocholide: Heals internal organ damage slowly. Useful if someone took minor lung damage from being exposed to hostile atmosphere but don't need surgery. Use in pill form. Heals 10 internal organ damage of all sort.

     

    Antihol: A chemical you waste dispenser energy on to save wasted people with. Use in pill form. Cures being drunk. Also a precursor for the useful Degreaser.

     

    Strange Reagent: Brings people back to life. DO NOT USE on anyone with more than 150 in combined brute and burn damage, you will gib them. Works on ingestion no matter the volume as long as it is above 1. Use in pill form. Can be dissolved in a beaker and splashed onto a simplemob to revive it, including Runtime, Goliath, Spiders etc.

     

    Omnizine: Heals everything. Found in the CMO's hypospray and the body of someone who ate warm donk pocket (but not the pocket itself), use a mech-mounted syringe gun to get a lot of them. Precedent to strange reagent. Use in pill form. Can be obtained by having fully upgraded sleeper and dialysis. Kidnap an IPC / monkey for this. There’s an addiction chance now. Avoid using it by ingestion. (Injection and patch are still OK but inefficnet)

     

    Spaceaccilin: Heals infection. Very rare because of limited starting supply and limited space fungus onboard the station. What kind of people will go into tunnel with spooky scary skeletons to collect shrooms? Use in pill form. A medi-borg could provide limitless supply of them. It is also possible to farm any chemicals they make through dialysis, although you usually don't need that much spaceaccilin. The efficiency on this chemical has been greatly improved, 15u is usually enough to fix full body infection. (Check in an advanced body scanner to be sure)

     

    Liquid Solder: It's like Mannitol, but for IPC. Useful when they somehow get brain damage from combat.

     

    Degreaser: Something that is never stocked and only used once in a blue moon. They are useful only when an IPC breath in dangerous chemicals. In that case, the IPC has to be revived and fed Degreaser to have the acid removed, else they cannot be revived AT ALL.

     

    Holy Water: Remove cultist and vampire thrall status. Set vampires on fire. Cause confusion and stammering, but NO BRAIN DAMAGE. (Author may or may not have ingested it for science)

     

    Meth: Makes you really fast and able to recover from stun quickly. Is illegal under space law and will cause brain damage. Also have a chance of addiction when ingested. (But not injected, patched etc.)

     

    Cryotube & You

    Cryotubes are amazing tool for medbay. Unfortunately they have a bad reputation because of doctors leaving patients in there thinking it will solve everything. The truth is, cryotube is a quick, very med efficient way of healing superficial damage, and is useful for delaying death until you can get the proper medications to save them. They multiplies the amount of reagent by 10, and croyxadone itself is an extremely powerful med (heals 12 burn and brute per tick!). They are a great way to save on meds while in medbay.

     

    Cryotube can extinguish the fire on a corpse / burning person. If someone drag in a burning body / person, put it in cryo to extinguish the flame instead of running for a fire extinguisher! To prevent neglecting a patient by accident, make sure they are always set to auto-eject.

     

    These are examples of things / sitaution that cannot be fixed by cryo alone and how to fix them:

    - Bone fractures: If the subject only have bone fractures, stabilize them with cryo then surgery away.

     

    - Infected limbs / organs: It disappears on your scanner after you fix the wound, but they're still infected. Fix it by surgery

     

    - Robotic limbs: The no.1 cause of people being left in cryocell forever. If a person have robotic limbs and they're damaged, eject them after they stop healing (Meaning there's still remaining unhealable damage). You have to fix it by welder and coil.

     

    - Internal Bleeding: PANICS, SCREAMS IN MEDICAL CHAT! This is a very bad condition. However, Cryo can halt internal bleeding. If someone come in with heavy damage and a blood level that's very low and/or you don't trust your surgeon to fix IB quick enough, you can put them in cryo to heal the damage and stop the bleeding, then you can give them an IV drip to stabilize them before sending them to surgery (Or the other way round). Perflurodecalin are very useful for this type of situation. Turn off auto-eject if you are stabilizing the patient while waiting for surgery to open up.

     

    - Mutations / [X] is radiating with glow. I haven't seen someone attempt to cure mutations through cryo yet. But unless your cryo is loaded with mutadone (very unlikely), it doesn't solve the problem.

     

    - Brain damage: If your chemist / fellow doctor loaded it with a cryomix (Cryoxadone + Mannitol), then this won't be a problem. But most of the time, you have to feed them mannitol pill manually.

     

    - Loads of deadly chemicals: Feed them pentetic acid (Not together with charcoal as that will purge eachother) then throw them into cryo. It purges the cryoxadone too, but it will still help stabilize the patient as he is healed and the chemicals purged.

     

    - Lodged bullets / glass shard / spear: Remove by surgery

     

    Bringing people back to life. The art of cloning, defibbing, and stuffing strange stuffs down peoples' throat

    Before we talk about bringing people back to life, please be noted that no chemicals will be metabolized in a dead body. Only on-touch chemical work on a dead body. However, you can make a dead body swallow chemicals so the chemicals start working right after they are revived, preventing them from dying right away again. If you have the time, fix internal bleeding in the dead body before reviving by defib or strange reagent, lest they die again right away (And check their blood level).

     

    Cloning: Dump dead body / alive person (Also called prescanning) in scanner, scan. Go to records, press clone. Repeat. Do not work on people who suicided or was husked by a changeling, unless the scanner is upgraded.

     

    Mental Interface Failure : Player's ghost is not in the body, try a few more time before morguing them.

     

    Unable to locate valid genetic data: Slime person / Vox / Other uncloneable species / Husked by lingding

     

    Subject's brain is not responding to scanning stimuli: Already cloned / Suicide

     

    Defibbing: Only work on corpse with less than 180 brute + burn damage that have died less than 3 minutes ago (Your health scanner and status tab tell you the time of death and current time respectively). You might be able to patch a corpse up with on touch chemical (like Styptic Powder, Synthflesh and Silver Sulfiadazine) and trauma kit (Very useful and efficient!). However, it seems that patching someone up and then defibbing them is not always reliable, they fail to revive sometime. Strange reagent works most of the time with the patch-and-revive method, though.

     

    Severe tissue damage will show up if the damage is above 180. Heart tissue damage beyond point of no return for defib will be the message if the subject died over 3 minutes ago.

     

    Strange Reagent: Feed a pill to them and they'll be revived. They'll be gibbed if the damage is above 150 Brute + Burn total. Use trauma kit and touch chemicals to fix it.

     

    Surgery

    Alt-clicking is very useful here. You can minimize the hassle of clicking a tool's sprite precisely by putting all tool on one table and selecting them through the tab.

    - High damage on a limb might make your surgery fail for no raisin. 30 is the damage threshold for a limb breaking. If the brute damage is not fixed, it will keep breaking whenever you fix it. If your limb have internal bleeding, it’ll take constant brute damage despite being given medicine. The damage disappears once IB is fixed.

    - Mysteriously, broken bones can cause an IPC / slime person to get brute damage on a limb that disappears when it is fixed.

    - If your surgery don't work for some reason, someone is pulling the patient, or the patient got detabled. Re-table them to be sure.

     

    Before you perform surgery, ensure you have latex/nitrile gloves on, wash your hands (Else you have nasty infection that take precious spaceaccilin to solve). Anesthetics are optional, they do not have any in-game effect. Skip them on slime person, IPC, vox and plasmaman. For immersion reason, use anesthetics / some ether from a sleeper if you are doing a major surgery that's not internal bleeding or alien embryo (Skip the ####ing anesthetic if it is an alien embryo). For the sake of simplicity (And ease of memorization), all surgery procedures are detailed by the sequences of tool you should use.

     

    With the new surgery change, it is impossible to do multiple surgeries at the same time on the same body part. All surgery must be separated from eachother. However, surgeries are much faster now (Multi-surgery is a less useful exploit / mechanism, as a result). If you forget about what to do next, check the operating computer.

     

    All surgery must be started by aiming at the body part with a scalpel then selecting the type of surgery you wish to perform. They can be halted abruptly by holding cautery in an inactive hand with a scalpel in your active hand. (Useful if you done the wrong surgery) This list assumed you started the surgery with scalpel already.

     

    Someone lost their limbs in an explosion and robotics is being bad? You could attach the limbs they lost back to them as long as it is not septic (It will say "the decay has set in"). Alternatively, you could acquire a dead body from the morgue, cut off their limbs (how long they've died doesn't really matter) and then attach it to the person, even if their races don't fit. Yes, you can attach a skeletonized ant man's arm to a human and it will work perfectly.

     

    Normal surgeries:

    Internal Bleeding(Always do this first if available unless there’s an alien embryo): Scalpel-Hemostat-Retractor-Vein-Cautery

     

    Bone repair: Scalpel-Hemostat-Retractor-Gel-Set-Gel-Cautery

     

    Amputation: Circular Saw (Subject might take brute damage after)

     

    Organ Manipulation (Addition, Removal, Repair. Bolded part is for head/chest only): Scalpel-Hemostat-Retractor-Circular Saw-Retractor--Manipulate organ(Hemostat to remove, Trauma kit [Organic] / Nanopaste [Robotics] to repair, Hold organ in hand and click to add)-Gel-Setter-Gel-Cautery

    This process also removes alien embryo, and abductor organ (fleshy mass).

     

    This surgery is also useful for adding in implant. As a sidenote, HUD implant must be done by targeting the EYES, not the head.

     

    Robotic Limb Attachment: Hold limb in hand – Target body part

     

    Limb Attachment (Applies to severed limbs (including robotic one), IPC limb and head): Hold limb in hand – Target body part - Hemostat

     

    Facial Repair(Target head): Scalpel – Retractor - Hemostat - Retractor – Cautery

     

    Autopsy / External Infection: Scalpel – Cautery (Infection)/Autopsy Scanner(Autopsy)

     

    Cleanse Contaminations/Shadowling Dethrall (Aim at head): Scalpel – Hemostat – Retractor – Saw – Retractor – Flashlight/Penlight/Flash – Retractor – Gel – Cauttery

     

    Embedded Object Removal (e.g. Bullet / Glass shard, and for some reason, borer): Scalpel – Hemostat – Retractor - Saw – Retractor – Empty hand – Retractor – Bone Gel

    Implant Removal: Scalpel – Hemostat – Retractor – Saw – Retractor – Hemostat – Retractor – Gel – Cautery

     

    Debraining decapitated head (Target head): Scalpel – Retractor – Hemostat

     

    Synthetic Surgeries:

    Start those surgery with screwdriver

     

    Robotic Repair (Use when you repair IPC and get this: “The damage is far too severe to patch over externally): Screwdriver-Crowbar- (Apply Cable coil for burn and Welding Tool for brute, multiple time if necessary until fully fixed.)– Crowbar (Remember to wear welding goggles if you are not immune to eyes damage!)

     

    Shadowling Dethrall (Cleanse Contaminants, Upper body): Screwdriver – Crowbar – Flash/Penlight/Flashlight – Crowbar

     

    Implant Removal: Screwdriver – Crowbar – Hemostat – Crowbar

     

    Limb amputation: Screwdriver – Multitool

     

    Organ Manipulation:

    Screwdriver – Crowbar – (Multitool to remove, repair with nanopaste, or transplant ogans) - Crowbar

     

     

    Chemistry

    Chemistry is about finding the most efficient way to click buttons to make your chemicals. Remember, steal the buckets from garden and fishing tank. This guide assumes you have a bucket (They hold 120 unit instead of 100). Listed are the recommended amount, dosage per pill / patch / bottle, quickest recipe I know of and methods to produce each chemicals. They are listed in the order I personally stock them, you may prefer another order. Open your pill bottle closet so other doctors can get a pill bottle to use.

     

    Fact: You can heat up your chemicals much quicker by setting it to 1000k instead of the target temperature. This way it increases in increment of 15k.

     

    Neat Trick: If you put a container on a table (Glass table on chemistry), when they are ejected from the ChemMaster, they'll always end up on top of the stack of item and in the same spot they were on in the table. Very useful if you don't want to alt-click the ChemMaster / spend ages looking for a tiny bit of the bucket sticking out of the 100 patches on it.

     

    Note on organizing the medical fridge: To organize a medical fridge so that drugs show up in the order you want, produce them in the exact same ChemMaster in the order you want. Your pill bottle will take the drugs according to the order they were made, so the production order should be the same as the fridge order. Fridge memorize the order of the drugs, so once you put it in there, it will /never/ change its order, even if you empty them out and put it back in in a different order. (Dear coder: Would be nice if you can drag and drop drug type and organize them that way)

     

     

    Main Chemicals:

     

    Mannitol: 30 Hydro, 30 Sugar, 30 Water. Make it into 9 pills of 10. Stock 18 pills.

     

    Acetone: 40 Welding Fuel, 10 Carbon, 10 Hydrogen, 30 Oxygen. Make 90u in beaker. This is the only chem you need to seperately make to complete this list.

     

    Mutadone: 10 Chlorine, 10 Plasma, 10 Radium, 30 Acetone, 30 Bromine. (You can use starting Acetone). Make into 40 pills of 2.25. Stock 40 pills.

     

    Perflurodecalin: 10 Welding Fuel, 10 Carbon, 40 Hydrogen, 30 Fluorine. Heat. Make it into 18 patches of 5. Stock 36 patches.

     

    Pentetic Acid:

    30 Ethanol, 30 Oxygen, 30 Silver – 90 Formaldehyde. Heat. Put in seperate large beaker / bottle.

     

    10 Welding Fuel, 10 Carbon, 40 Hydrogen, 10 Nitrogen, 30 Oxygen – 90 Cyanide. Heat. Put in seperate large beaker / Bottle

     

    60 Hydrogen, 20 Nitrogen – 60 Ammonia. Put in seperate large beaker / bottle

     

    Pour 20 of all of the above into a bucket. Add 20 Welding Fuel, 20 Chlorine, 20 Sodium. Make into 24 pills of 5. Stock 72 pills

     

    Saline-Glucose Solution: 40 Water, 10 Sodium, 10 Chlorine, 30 Sugar. Make into 9 pills of 10. Stock 27 pills.

     

    Unless you are in a hurry to get brute / burn med, I now recommend you skip silver sulfadiazine and just make styptic powder to make Synthflesh. They are more effective, space-efficient and verastile.

     

    Silver Sulfadiazine: 30 Hydrogen, 10 Nitrogen, 20 Silver, 20 Sulfur, 20 Oxygen, 20 Chlorine. 10 Spare Ammonia. Refill 30 ammonia by adding 30 Hydrogen, 10 Nitrogen, then repeat the rest of the recipe w/o Ammonia twice. Make into 5 patches of 20 x 3. Stock 30 Patches

     

    Styptic Powder: 20 Aluminium, 40 Oxygen, 40 Hydrogen, 20 Sulfur into 80 Powder and 20 Spare sulphuric acid. Make into 4 patches of 20, repeat with 20 oxygen, 20 hydrogen, 20 aluminium. Stock 30 patches. Spare can be saved up for Synthflesh later.

     

    Synthflesh: 40 Styptic, 40 Carbon, 40 Blood. (To get blood quickly, either syringe it non-stop from a monkey, or hook a bucket to an IV drip and hook the IV drip to a monkey on intake mode). While waiting for medbay to get you the monkey, make styptic powder and make into 40u pill, make 40u carbon pill. Pour 40u of blood from monkey into a bucket, then dissolve the carbon and styptic to produce 120u of synthflesh. Make into 6 patches of 20, stock 36.

     

    Cryoxadone: 30 Acetone, 10 Water, 50 Plasma, 10 Nitrogen, 10 Chlorine, 10 Radium. Make/Stock 8 bottles.

     

    Atropine: 20 SuA, 20 Diethy, 20 Phen, 20 Ace, 20 Ethanol (All ingredients can be found in chemical closet). Use as precursor for Oculine. Stock the surplus after making Oculine.

     

    Oculine: 30 Atropine, 30 Spaceaccillin, 30 Saline-Glucose. Make into 18 pills of 5. Stock 24.

     

    Mitocholide: 30 Plasma, 30 Cryoxadone, 30 Synthflesh. Make into 12 pills of 10. Stock 24. Due to how relatively difficult it is to make, it is better used in a cryomix (Cryo make chemicals 10 time as efficient).

     

    Synthmeat: 5u Blood to 1u Cryoxadone.

     

    Strange Reagent:: 10u Omnizine, 10u Mercury, 10u Water, 10u Wine, 10u Radium, 10u Chlorine, 10u Plasma . Make into pills of 1 (Minimum amount needed for it to work). 60 should be more than enough. Omnizine can be found by taking it from the CMO's hypospray, or dialysying someone who ate warm donk pocket.

    Antihol:: Mix Ethanol with Charcoal in toxin first aid kit or medivendor. There's almost always spare.

     

    Precursor chemicals:

     

    Phenol: 10 Welding Fuel, 10 Carbon, 10 Hydrogen, 30 Chlorine, 30 Water

     

    Diethylamine: 30 Hydrogen, 10 Nitrogen, 30 Ethanol. Heat

     

    Sulphuric Acid: 30 Sulfur, 30 Hydrogen, 30 Oxygen

     

    Situational Chemicals:

    Potassium Iodide: 60 Potassium + 60 Iodide - For radiation damage only

     

    For virologist:

    Diphenhydramine: 30u Carbon, 10u Hydrogen, 10u Welding Fuel, 20u Diethylamine, 20u Ethanol, 20u Bromine (Yields 80 + 10 leftover oil)

     

    Unstable Mutagen: 30u Chlorine,30u Radium ,30u Plasma

     

    Lipolicide: Just take a sip from the weight loss shake. (One sip is enough, more will cause excessive toxin damage)

     

    Teporone: 30 silicon, 30 plasma, 30 acetone

     

    IPC Chemicals:

    Liquid Solder: 30u Ethanol, 30u Copper, 30u Silver, Heat. Make into bottle, apply by dropper or glass.

     

    Degreaser: 30u Ethanol + 30u of Charcoal (From syringe or toxin kit or medivend) + 30u of Chlorine into 90u of Sterilizine. 30u of Sterilizine + 10u Hydro + 10u Carb + 10u Welding Fuel (Yields 60u of Degreaser).

     

    No need to stock ahead unless you are an IPC / really love them. They seldomly get used. However, you may be the only one able to save the IPC when they do need to be used (Especially degreaser, most people have no idea how to deal with an IPC with acid in their body!)

     

    Absolute Essentials for Medical Purpose:

    Atrazine / Plant-B-Gone / Diona-B-Gone: 30u Chlorine, 30u Hydro, 30u Nitrogen into 90u of Atrazine.

     

    Methamphetamine:

    (In bucket), 60u Hydrogen, 20u Nitrogen, 60u Ethanol. Heat into 120u of Diethylamine.

    30u Diethylamine, 30u Sugar, 30u Oil, 30u Hydrogen into 120u of Ephedrine.

    30u Ephedrine, 30u Iodine, 30u Phosphorous, 30u Hydrogen. Heat into 120u of Meth (Wear gas mask while next to it!)

     

    Chemical Statistics per 10:

    Silver Sulfadiazine heals 17 burn. (Rounded)

    Styptic Powder heals 17 brute. (Rounded)

    Synthflesh heals 15 brute and 15 burn.

    Saline-Glucose heals 33 brute and 33 burn. Slowly, and on average.

    Charcoal heals 37.5 toxin per 10, and purges 25 reagents of all type.

    Pentetic Acid heals 75 toxin (average), 175 radiation, purges 100 reagents, and causes 8.25 Brute & Burn damage (average).

    Salbutamol heals 150 Oxygen damage.

    Perflurodecalin heals 1250 Oxygen damage, 16.5 Brute & Burn (average) (Halved in patch!)

    Advanced Trauma Kit and Burn Kit heals 25 (!) damage per application. (Not a chem, I know)

     

    Other medical facts:

    - Sleepers help people recover from addiction quickly. 1 minute will usually do. It is also the only way to recover from them.

    - Holy water does not cause brain damage, just stammering and confusion..

    - Limbs can become septic (It will say the decay has set in) and kill a person with toxin damage if it is attached to them. However, freshly removed limbs from corpse (No matter how fresh or not the corpse is) will be counted as fresh, even if the corpse is a rotting skeleton.

     

     

    Credits to:

    NTSAM & Tauka for informing me about service borg

    Crazylemon for lots of advices

    Fethas for the surgery guide

    All my IC and OOC buddies in Medbay and such for helping me with science

    That botanist whose lower body got cut off by me by accident.

     

    • Like 3
  9.  

    Name: Ansari Lorwerth

    Age: 24

    Gender: Male

    Height: 1.67 meters

    Weight: 62 kilos

    Race: Human

    Blood Type: O-

    General Occupational Role(s): - Surgeon / Medical Doctor

    - Chemist

    - Security

    - Command

     

    Biography: Ansari was born on a border world metropolis in a family with a long lineage of the medical professional. As a young child, he followed his parents around and learned much from his parents. He headed into a medical school while being underaged, partially thanks to his father's connections and subtle bribery, and graduated with high honour. Shortly after, his parents died from illness, and he engaged in a one year long protracted legal battle with his family over the family inheritance. At the end, having lost his share of the inheritance to legal fees and finding himself broke, he enlisted into NT with the help of a good friend who helped him forge proof of medical experience.

     

    Education:

    South Sea University (2549 - 2556):

    - Master of Medicine

    - Bachelor of Surgery, Bachelor of Medicine

    - Minor: Business Management (Accounting)

     

    Employment:

    Lee Hong Tin Memorial Hospital (2552-2556): Medical Intern

    Nanotrasen (2557 - Present)

     

    Employment Records: Ansari was employed onboard NSS Cyberiad as a Medical Doctor around 2557. Prior to his employment in Nanotrasen, he worked as an intern in various hospitals in his home planet. He mostly stay in medbay except for some shifts where he opts to work with other departments out of interest. He served onboard NSS Cyberiad for a few months before he took a trip back to his home planet, as usual.

     

    However, because the sole bluespace shuttle company on his planet, Huber-Karl InterStellar Propagation, declared bankruptcy and sold off most of its assets, Ansari was stuck on his home planet for a year, where he worked with local companies onboard medical ships. He has returned onboard NSS Cyberiad after a year when a conglomerate bought up HKISP's remaining assets and resumed shuttling service to Nanotrasen space again.

     

    Security Records: No known security record.

     

    Medical Records: Their hair has been genetically modified.

     

    Personnel Photo (Appearance text): (WIP, waiting on my 6 months commission)

     

    Commendations [only to be added by admin]:

     

    Reprimands [only to be added by admin]:

     

    Other Notes: Ansari Paths is the original name he arrived with. Lorwerth was the surname he changed to along with his wife after he was married. He retained it after they separated on good terms.

     

  10.  

    This guide is intended to cover chemistry and most part of medbay related to saving people. As a result, genetics and virology, which is specialist field in themselves wouldn't be covered. I will only cover what you, as a general MD/Chemist/CMO/Helpful assistants will / can do to save people.

     

    Gearing up

    Before you get started, all medical personnel should gear themselves up. Try to have the following on you, even if you're geneticist, psychologist or virologist. Because chance are, some/most/lots of your colleagues will be INCOMPETENT and you'll be pressed into service as a medical doctor / chemist to save people.

     

    Gear list:

    1x Sterile mask / Gas mask (Acquire from L3 Biohazard Closet)

    1x Labcoat/Responder jacket (Give you a suit storage spot)

    1x Latex gloves (Protect from disease)

    1x Medical HUD (Unless you're kidan)

    1x Medical belt

    1x Health Analyzer

    2x Syringe (In case you accidentally harm-intent one)

    2x Inaprovaline bottle

    2x Anti-toxin bottle (For stabilizing patient and mixing tricordrazine on spot when really needed)

    3x Advanced trauma kit (Absolutely essential if you plan to work in surgery or out of medbay)

    2x Advanced burn kit

    1x Medical splint (This can be skipped if you're not expecting to operate in medbay)

    1x Medical bedsheet, on your back, because you're medi-knight/man/woman, the hero this station (does not) deserves.

    1x Backpack

    1x Crowbar (Useful for opening emergency shutters)

    1x White jumpsuit (Protect from disease)

    1x White shoes (Protect from disease)

    In emergency:

    Acquire EVA hardsuit from EVA, use the oxygen tank and put it in suit storage spot. Medical have two suits and you have access to them as chemist/MD by default. Try to leave them for people who'll get out of medbay a lot, however.

     

    Chemistry

    Congratulations, you're now a drug dealer / pharmacist / chemist. Your job is to MAKE MEDICINES (quickly) and SAVE PEOPLE. Not taking LSD, detonating the lab and covering it in metal foam. I'll provide a list of chemical recipes here, in order you should make them (in my opinion), and the reason why will be provided later to save space.

     

    A neat trick is using multitool on the dispenser (Also work for the bartender wanting to access more drinks!), it'll give you access to toxin (mostly useless) and plasma (Very useful). Before you head to make chemical, you should rush the primary tool storage / auxilary tool storage and take a multitool before anyone else, then disable the safety guards on the dispenser before getting to work. It'll make your life much easier.

     

    If you mess up the recipe, splash the solution on the ground (NOT ANYONE). Unless it contains acid or radium. In that case dispose of it by putting it in the ChemMaster 3000, putting it in buffer and then ejecting the beaker.

     

     

    Essential medicines:

    Cryoxadone: 5u plasma, 30u oxygen, 30u water, 30u oxygen. Quantity: 9x bottle

    Effect: Heal all type of conventional damage quickly while body is at low temperature <170k (Read: cryo). Does not heal clone damage (or does it slowly)

     

    Clonexadone: (Make 3 extra bottle of cryoxadone), pour the cryoxadone into the large beaker, then mix 30u of sodium. This will yield you 6x clonexadone bottle, more than enough for a whole shift (Most of the time). Quantity: 6x bottle

    Effect: Heal up clone damage very quickly, mix with blood to make synthmeat.

     

    Alkysine: 30u Chlorine, 40u Nitrogen, 10u Potassium, 10u Silicon. Quantity: 6-9x bottle

    Effect: Heal up brain damage that show up in "Brute/Burn" damage in the advanced body scanner. Very high brain damage need to be fixed with brain surgery.

     

    Ryetalyn: 30u Radium, 10u potassium, 10u silicon, 10u nitrogen > Hyronalin. Bottle them and pour 30u into a beaker. Then add 30u hydrogen for Arithrazine. Then bottle them, add 30u carbon to make it into Ryetalyn. Quantity: 2x bottle (Might want more if someone is handing out hulks)

    Effect: Remove all mutations, good or bad.

     

    (Update: Possibly bugged in the latest versions)

     

    Bicaridine: 40u carbon, 10u oxygen, 10u sugar. Quantity: 6 - 8x bottle, 10 - 12x if blob / massive fighting.

    Effect: Very quick-acting brute-damage healer. It slows down bleeding greatly (to 1/10 or 1/4, I am not sure), heal internal bleeding slowly on overdose (Above 30u).

     

    Kelotane: 30u carbon, 30u Silicon. Quantity: 2xbottle, more if lots of diona onboard.

    Effect: Heal burn damage, slower than dermaline. But it works on diona.

     

    Imidazoline: 10u potassium, 10u silicon, 10u nitrogen (For anti-toxin), 30u carbon, 30u hydrogen for 60u of Imidazoline. Quantity: 2 - 4x bottle.

    Effect: Heal up eye damage

     

    Other needed chemicals (Not in order, do those on request / stock as you like):

    Unstable Mutagen: 30u Chlorine, 30u Phosphorus, 30u Radium

    Effect: Causes mutations in human, with about a 98% chance of it being bad. Used for botany to mutate plants.

     

    Thermite: 30u Oxygen, 30u Aluminum, 30u Iron

    Effect: Splash 5u or more on wall, apply welder / plasma cutter. It'll melt.

     

    Chloral Hydrate: 30u Ethanol, 30u Water, 90u Chlorine

    Effect: Quickly take down an opponent and make them sleep, is fatal above 15u. Be cautious when using it.

     

    Space lube: 20u Oxygen, 20u Silicon, 20u Water

    Effect: Slip people even if they're walking, make them slide farther than water and take minor damage.

     

    Dexalin Plus: 5u Plasma, 40u Oxygen, 20u Carbon, 20u Iron.

    Effect: Heal up all suffocation damage instantly. 1u is enough.

     

    Hyperzine: 30u Sugar, 30u Phosphorus, 30u Sulfur

    Effect: Make you quicker, very useful if you're in suit. Do not overdose.

     

    Synaptizine: 30u Lithium, 30u Sugar, 30u Water

    Effect: Make you recover quicker from stun and paralysis and also act as an antibiotic for some disease.

     

    Spaceacllin: 10u Potassium, 10u Oxygen, 10u Sugar, 10u Oxygen, 10u Sugar, 10u Carbon.

    Effect: Antibiotic, slow down disease progress.

     

    Polytrinic Acid: 30u Sulphuric Acid, 30u Chlorine, 30u Potassium.

    Effect: Melting people's face and everything they've loved.

     

    Space cleaner: 30u hydrogen, 10u Nitrogen, 40u Water.

    Effect: Cleaning thing efficiently without slipping people.

     

    Ethylredoxrazine: 10u Potassium, 10u Silicon, 10u Nitrogen, 30u Oxygen, 30u Carbon

    Effect: Reacts with alcohol at a 1:1 ratio to create water. Help deal with drunks.

     

    Tramadol: 10u Carbon, 10u Oxygen, 10u Sugar, 30u Ethanol, 30u Oxygen.

    Effect: Reduce pain in the patient. (By 80)

     

    Oxycodone: Make tramadol as above, make two bottle and put 30u in beaker, add 30u of Ethanol and 30u of Plasma (You can get them easily with the multitool trick)

    Effect: Reduce pain in the patient, even better than Tramadol. Do not take in dose above 10u. (By 200)

     

    Methylphenidate: 5u Silicon, 5u Potassium, 5u Nitrogen, 5u Silicon, 30u Hydrogen (Create 75u Meth with 10u of residue Anti-toxin)

    Effect: Mind stabilizer. Remove hallucination effect. Also great for pretending you're a drug addict.

     

    Lipozine: 10u Sodium, 10u Chlorine, 20u Ethanol, 20u Radium

    Effect: Lower the amount of nutrition in your body, allowing you to eat more. Also remove fat mutation.

     

    Crew monitoring computer

    There should be a doctor seated here at all time, to press the medbay door button to let people in, and to watch over people, yell at them to turn on suit sensors and to ensure they're not injured.

     

    You can discover it is a changeling round or discover the presence of changeling onboard by paying a lot of attention and seeing people in suspicious location (Read: Maintainence / Permabrig) that died WITHOUT their vital damage adding up to 200. 60 - 90% of the time it is indication of a changeling's sloppy work

     

    Injuries and response

    Now hopefully the chemistry department didn't all went on space drugs / LSD and fucked off, and have stocked up plenty of medications. Around this time the wounded and dead should start streaming into Medbay. Your Medical HUD should be able to determine if they're dead or not, and whether they're close to critical. Do not be deceived by their health status on HUD, however. It is only good for determining whether someone is controled by borer, infected by alien, is dead/not and whether they're close to critical / in critical. In ALL case you should run up to them and scan the with a health analyzer.

     

    If you can, ask them if they feel anything moving anywhere, or feel that anything is wrong with them. It is good for determining what kind of injuries they have in the first place. After completing each procedure, put them in an advanced health scanner. It'll discover any hidden problems with them.

     

    Remember, sleeper can inject inaprovaline and dylovene, which mixes into tricordrazine inside their body.

     

    A list of conditions and response:

    Dead: Head to cloning and clone them. It is straightforward. To make synthmeat, inject blood into cryoxadone. 5u of blood mixed with 1u of cryoxadone create 1 synthmeat. It only works if the reaction take place outside of a body. Put them in a cryo with CLONEXADONE afterward, then inject 10u of alkysine. Scan / ask them for any condition. If any, inject 5u of ryetalyn (1u is enough but you may not have a dropper with you!). Remember to eject them.

     

    Critical damage, brute / burn / oxygen: Insert into cryo /b] and heal them up. Remove hardsuits, ensure it is cryoxadone that's inside the cryo beaker. Remember to eject them.

     

    Critical damage, toxin: Insert into cryo, heal them up until about 30 - 50 health above critical. Quickly drag them to sleeper, put them inside and inject dylovene to remove whatever is poisoning them. Remember to eject them.

     

    Non-critical damage: Put them into sleeper, inject dylovene & inaprovaline non-stop to mix tricordrazine inside their body. They'll be fine soon unless they have other conditions. (If diona, they can recover from all normal damage except for burn damage, if they're provided plenty of light. Give them kelotane your chemist should've prepared instead)

     

    Pre-surgery, non-critical: Before performing a surgery, put the patient in a sleeper, mix a lot of tricordrazine inside them. If you have no time to put up anesthetic, then injecting 40u of soporific will work. If it is still there after surgery, inject dylovene to counteract it. Making someone fall asleep for no raisins is just douchey.

     

    Bone fracture: Tell patient to stop moving, then put in advanced body scanner to determine location of bone fracture. Heal all external wound, then operate.

     

    Internal bleeding: Immediately feeding patient 30u or more of bicaridine to slow down internal bleeding, put in sleeper, inject tricordrazine to heal up any wound and stabilize them. Scan for location of internal bleeding, operate ASAP (Even if it means stopping surgery of patient w/o internal bleeding) . Internal bleeding is the trickiest physical condition in medbay and it is fatal if not treated immediately, unlike most other condition that can be stopped or halted temporarily with cryo.

     

    Internal organs damage: Operate on them and fix them up with advanced trauma kit. Use nanopaste (You will almost never get it from R&D) if the organ is mechanical. Unless the damage is severe (Or the lung is ruptured), this surgery is not very essential.

     

    I'll not cover how to do surgery here, as the wiki have a much better guide on it, which can be found here: http://80.244.78.90/wiki/index.php/Surgery

     

    You should always memorize internal bleeding surgery at the bare minimum.

     

    To prevent infection, wash your hands (Especially if they're bloody) before doing infection. Anesthetic is NOT essential in game for surgery as a matter of fact, but it is good roleplay to always put them on. However, if the patient is in danger of losing their life (e.g. Alien / Appedenictis / Internal bleeding), SKIP washing hand and putting on anesthetic. The loss from potential infection and/or screaming in pain is much lower than the patient losing their life.

     

  11. I figured out I should make an introduction post since I haven't made one before.. I am Ansari and I usually play as the borg F.A.I.T.H.F.U.L. , R.U.N.T.I.M.E. or as Ansari Paths, my kidan/human chemist surgeon. So you'll probably see me around in medbay a lot!

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