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	<id>https://wiki.deltav.gay/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=MilonPL</id>
	<title>Delta-V Wiki - User contributions [en]</title>
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	<updated>2026-04-10T12:22:25Z</updated>
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	<entry>
		<id>https://wiki.deltav.gay/index.php?title=Delta-V:Contribution_guidelines&amp;diff=3632</id>
		<title>Delta-V:Contribution guidelines</title>
		<link rel="alternate" type="text/html" href="https://wiki.deltav.gay/index.php?title=Delta-V:Contribution_guidelines&amp;diff=3632"/>
		<updated>2024-11-05T18:21:10Z</updated>

		<summary type="html">&lt;p&gt;MilonPL: Protected &amp;quot;Delta-V:Contribution guidelines&amp;quot;: High traffic page ([Edit=Allow only administrators] (indefinite) [Move=Allow only administrators] (indefinite))&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Delta-V Contributing Guidelines =&lt;br /&gt;
Generally we follow [https://docs.spacestation14.com/en/general-development/codebase-info/pull-request-guidelines.html upstream&#039;s PR guidelines] for code quality and such.&lt;br /&gt;
Upstream is the [https://github.com/space-wizards/space-station-14 space-wizards/space-station-14] repository that wizden runs on.&lt;br /&gt;
&lt;br /&gt;
Importantly do not make webedits, copied verbatim from above: &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Do not use GitHub&#039;s web editor to create PRs. PRs submitted through the web editor may be closed without review.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
= Content specific to Delta-V =&lt;br /&gt;
In general anything you create from scratch (not modifying something that exists from upstream) should go in a DeltaV subfolder.&lt;br /&gt;
Examples:&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;code&amp;gt;Content.Server/DeltaV/Chapel/SacrificialAltarSystem.cs&amp;lt;/code&amp;gt;&lt;br /&gt;
*&amp;lt;code&amp;gt;Resources/Prototypes/DeltaV/ai_factions.yml&amp;lt;/code&amp;gt;&lt;br /&gt;
*&amp;lt;code&amp;gt;Resources/Audio/DeltaV/Items/gavel.ogg&amp;lt;/code&amp;gt;&lt;br /&gt;
*&amp;lt;code&amp;gt;Resources/Textures/DeltaV/Icons/cri.rsi&amp;lt;/code&amp;gt;&lt;br /&gt;
*&amp;lt;code&amp;gt;Resources/Locale/en-US/deltav/shipyard/shipyard-console.ftl&amp;lt;/code&amp;gt;&lt;br /&gt;
** The locale subfolder is lowercase &amp;lt;code&amp;gt;deltav&amp;lt;/code&amp;gt; instead of &amp;lt;code&amp;gt;DeltaV&amp;lt;/code&amp;gt;.&lt;br /&gt;
*&amp;lt;code&amp;gt;Resources/ServerInfo/Guidebook/DeltaV/AlertProcedure.xml&amp;lt;/code&amp;gt;&lt;br /&gt;
** Note that guidebooks go in &amp;lt;code&amp;gt;ServerInfo/Guidebook/DeltaV&amp;lt;/code&amp;gt; and not &amp;lt;code&amp;gt;ServerInfo/DeltaV&amp;lt;/code&amp;gt;!&lt;br /&gt;
&lt;br /&gt;
= Changes to upstream files =&lt;br /&gt;
If you make a change to an upstream C# or YAML file &#039;&#039;&#039;you must add comments on or around the changed lines&#039;&#039;&#039;.&lt;br /&gt;
The comments should clarify what changed, to make conflict resolution simpler when a file is changed upstream.&lt;br /&gt;
&lt;br /&gt;
For YAML specifically, if you add a new component to a prototype add the comment to the &amp;lt;code&amp;gt;type: ...&amp;lt;/code&amp;gt; line.&lt;br /&gt;
If you just modify some fields of a component, comment the fields instead.&lt;br /&gt;
&lt;br /&gt;
For C# files, if you are adding a lot of code try to put it in a partial class when it makes sense.&lt;br /&gt;
&lt;br /&gt;
The exception to this is early merging commits that are going to be cherry picked in the future regardless, there&#039;s no harm in leaving them as-is.&lt;br /&gt;
&lt;br /&gt;
As an aside, fluent (.ftl) files &#039;&#039;&#039;do not support comments on the same line&#039;&#039;&#039; as a locale value, so be careful when changing them.&lt;br /&gt;
== Examples of comments in upstream files ==&lt;br /&gt;
A single line comment on a changed yml field:&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;yaml&amp;quot;&amp;gt;&lt;br /&gt;
- type: entity&lt;br /&gt;
  parent: BasePDA&lt;br /&gt;
  id: SciencePDA&lt;br /&gt;
  name: epistemics PDA # DeltaV - Epistemics Department replacing Science&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A pair of comments enclosing a list of added items to starting gear:&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;yaml&amp;quot;&amp;gt;&lt;br /&gt;
  storage:&lt;br /&gt;
    back:&lt;br /&gt;
    - EmergencyRollerBedSpawnFolded&lt;br /&gt;
    # Begin DeltaV additions&lt;br /&gt;
    - BodyBagFolded&lt;br /&gt;
    - Portafib&lt;br /&gt;
    # End DeltaV additions&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
A comment on a new imported namespace:&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;csharp&amp;quot;&amp;gt;&lt;br /&gt;
using Content.Server.Psionics.Glimmer; // DeltaV&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
A pair of comments enclosing a block of added code:&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;csharp&amp;quot;&amp;gt;&lt;br /&gt;
private EntityUid Slice(...)&lt;br /&gt;
{&lt;br /&gt;
    ...&lt;br /&gt;
&lt;br /&gt;
    _transform.SetLocalRotation(sliceUid, 0);&lt;br /&gt;
&lt;br /&gt;
    // DeltaV - start of deep frier stuff&lt;br /&gt;
    var slicedEv = new FoodSlicedEvent(user, uid, sliceUid);&lt;br /&gt;
    RaiseLocalEvent(uid, ref slicedEv);&lt;br /&gt;
    // DeltaV - end of deep frier stuff&lt;br /&gt;
&lt;br /&gt;
    ...&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Mapping = &lt;br /&gt;
If you want to make changes to a map, get in touch with its maintainer to make sure you don&#039;t both make changes at the same time.&lt;br /&gt;
&lt;br /&gt;
Conflicts with maps make PRs mutually exclusive so either your work on the maintainer&#039;s work will be lost, communicate to avoid this!&lt;br /&gt;
&lt;br /&gt;
= Before you submit =&lt;br /&gt;
&lt;br /&gt;
Double-check your diff on GitHub before submitting: look for unintended commits or changes and remove accidental whitespace or line-ending changes.&lt;br /&gt;
&lt;br /&gt;
Additionally for long-lasting PRs, if you see &amp;lt;code&amp;gt;RobustToolbox&amp;lt;/code&amp;gt; in the changed files you have to revert it, use &amp;lt;code&amp;gt;git checkout upstream/master RobustToolbox&amp;lt;/code&amp;gt; (replacing &amp;lt;code&amp;gt;upstream&amp;lt;/code&amp;gt; with the name of your DeltaV-Station/Delta-V remote)&lt;br /&gt;
&lt;br /&gt;
= Changelogs =&lt;br /&gt;
By default any changelogs goes in the DeltaV changelog, you can use the DeltaV admin changelog by putting &amp;lt;code&amp;gt;DELTAVADMIN:&amp;lt;/code&amp;gt; in a line after &amp;lt;code&amp;gt;:cl:&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
Do not use &amp;lt;code&amp;gt;ADMIN:&amp;lt;/code&amp;gt; as &#039;&#039;&#039;it will mangle&#039;&#039;&#039; the upstream admin changelog!&lt;br /&gt;
&lt;br /&gt;
= Additional resources =&lt;br /&gt;
If you are new to contributing to SS14 in general, have a look at the [https://docs.spacestation14.io/ SS14 docs] or ask for help in &amp;lt;code&amp;gt;#contribution-help&amp;lt;/code&amp;gt; on [https://discord.gg/deltav Discord]!&lt;/div&gt;</summary>
		<author><name>MilonPL</name></author>
	</entry>
	<entry>
		<id>https://wiki.deltav.gay/index.php?title=Delta-V:Contribution_guidelines&amp;diff=3631</id>
		<title>Delta-V:Contribution guidelines</title>
		<link rel="alternate" type="text/html" href="https://wiki.deltav.gay/index.php?title=Delta-V:Contribution_guidelines&amp;diff=3631"/>
		<updated>2024-11-05T18:20:37Z</updated>

		<summary type="html">&lt;p&gt;MilonPL: Created page with &amp;quot;= Delta-V Contributing Guidelines = Generally we follow [https://docs.spacestation14.com/en/general-development/codebase-info/pull-request-guidelines.html upstream&amp;#039;s PR guidelines] for code quality and such. Upstream is the [https://github.com/space-wizards/space-station-14 space-wizards/space-station-14] repository that wizden runs on.  Importantly do not make webedits, copied verbatim from above: &amp;lt;br&amp;gt; &amp;#039;&amp;#039;&amp;#039;Do not use GitHub&amp;#039;s web editor to create PRs. PRs submitted throu...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Delta-V Contributing Guidelines =&lt;br /&gt;
Generally we follow [https://docs.spacestation14.com/en/general-development/codebase-info/pull-request-guidelines.html upstream&#039;s PR guidelines] for code quality and such.&lt;br /&gt;
Upstream is the [https://github.com/space-wizards/space-station-14 space-wizards/space-station-14] repository that wizden runs on.&lt;br /&gt;
&lt;br /&gt;
Importantly do not make webedits, copied verbatim from above: &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Do not use GitHub&#039;s web editor to create PRs. PRs submitted through the web editor may be closed without review.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
= Content specific to Delta-V =&lt;br /&gt;
In general anything you create from scratch (not modifying something that exists from upstream) should go in a DeltaV subfolder.&lt;br /&gt;
Examples:&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;code&amp;gt;Content.Server/DeltaV/Chapel/SacrificialAltarSystem.cs&amp;lt;/code&amp;gt;&lt;br /&gt;
*&amp;lt;code&amp;gt;Resources/Prototypes/DeltaV/ai_factions.yml&amp;lt;/code&amp;gt;&lt;br /&gt;
*&amp;lt;code&amp;gt;Resources/Audio/DeltaV/Items/gavel.ogg&amp;lt;/code&amp;gt;&lt;br /&gt;
*&amp;lt;code&amp;gt;Resources/Textures/DeltaV/Icons/cri.rsi&amp;lt;/code&amp;gt;&lt;br /&gt;
*&amp;lt;code&amp;gt;Resources/Locale/en-US/deltav/shipyard/shipyard-console.ftl&amp;lt;/code&amp;gt;&lt;br /&gt;
** The locale subfolder is lowercase &amp;lt;code&amp;gt;deltav&amp;lt;/code&amp;gt; instead of &amp;lt;code&amp;gt;DeltaV&amp;lt;/code&amp;gt;.&lt;br /&gt;
*&amp;lt;code&amp;gt;Resources/ServerInfo/Guidebook/DeltaV/AlertProcedure.xml&amp;lt;/code&amp;gt;&lt;br /&gt;
** Note that guidebooks go in &amp;lt;code&amp;gt;ServerInfo/Guidebook/DeltaV&amp;lt;/code&amp;gt; and not &amp;lt;code&amp;gt;ServerInfo/DeltaV&amp;lt;/code&amp;gt;!&lt;br /&gt;
&lt;br /&gt;
= Changes to upstream files =&lt;br /&gt;
If you make a change to an upstream C# or YAML file &#039;&#039;&#039;you must add comments on or around the changed lines&#039;&#039;&#039;.&lt;br /&gt;
The comments should clarify what changed, to make conflict resolution simpler when a file is changed upstream.&lt;br /&gt;
&lt;br /&gt;
For YAML specifically, if you add a new component to a prototype add the comment to the &amp;lt;code&amp;gt;type: ...&amp;lt;/code&amp;gt; line.&lt;br /&gt;
If you just modify some fields of a component, comment the fields instead.&lt;br /&gt;
&lt;br /&gt;
For C# files, if you are adding a lot of code try to put it in a partial class when it makes sense.&lt;br /&gt;
&lt;br /&gt;
The exception to this is early merging commits that are going to be cherry picked in the future regardless, there&#039;s no harm in leaving them as-is.&lt;br /&gt;
&lt;br /&gt;
As an aside, fluent (.ftl) files &#039;&#039;&#039;do not support comments on the same line&#039;&#039;&#039; as a locale value, so be careful when changing them.&lt;br /&gt;
== Examples of comments in upstream files ==&lt;br /&gt;
A single line comment on a changed yml field:&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;yaml&amp;quot;&amp;gt;&lt;br /&gt;
- type: entity&lt;br /&gt;
  parent: BasePDA&lt;br /&gt;
  id: SciencePDA&lt;br /&gt;
  name: epistemics PDA # DeltaV - Epistemics Department replacing Science&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A pair of comments enclosing a list of added items to starting gear:&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;yaml&amp;quot;&amp;gt;&lt;br /&gt;
  storage:&lt;br /&gt;
    back:&lt;br /&gt;
    - EmergencyRollerBedSpawnFolded&lt;br /&gt;
    # Begin DeltaV additions&lt;br /&gt;
    - BodyBagFolded&lt;br /&gt;
    - Portafib&lt;br /&gt;
    # End DeltaV additions&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
A comment on a new imported namespace:&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;csharp&amp;quot;&amp;gt;&lt;br /&gt;
using Content.Server.Psionics.Glimmer; // DeltaV&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
A pair of comments enclosing a block of added code:&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;csharp&amp;quot;&amp;gt;&lt;br /&gt;
private EntityUid Slice(...)&lt;br /&gt;
{&lt;br /&gt;
    ...&lt;br /&gt;
&lt;br /&gt;
    _transform.SetLocalRotation(sliceUid, 0);&lt;br /&gt;
&lt;br /&gt;
    // DeltaV - start of deep frier stuff&lt;br /&gt;
    var slicedEv = new FoodSlicedEvent(user, uid, sliceUid);&lt;br /&gt;
    RaiseLocalEvent(uid, ref slicedEv);&lt;br /&gt;
    // DeltaV - end of deep frier stuff&lt;br /&gt;
&lt;br /&gt;
    ...&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Mapping = &lt;br /&gt;
If you want to make changes to a map, get in touch with its maintainer to make sure you don&#039;t both make changes at the same time.&lt;br /&gt;
&lt;br /&gt;
Conflicts with maps make PRs mutually exclusive so either your work on the maintainer&#039;s work will be lost, communicate to avoid this!&lt;br /&gt;
&lt;br /&gt;
= Before you submit =&lt;br /&gt;
&lt;br /&gt;
Double-check your diff on GitHub before submitting: look for unintended commits or changes and remove accidental whitespace or line-ending changes.&lt;br /&gt;
&lt;br /&gt;
Additionally for long-lasting PRs, if you see &amp;lt;code&amp;gt;RobustToolbox&amp;lt;/code&amp;gt; in the changed files you have to revert it, use &amp;lt;code&amp;gt;git checkout upstream/master RobustToolbox&amp;lt;/code&amp;gt; (replacing &amp;lt;code&amp;gt;upstream&amp;lt;/code&amp;gt; with the name of your DeltaV-Station/Delta-V remote)&lt;br /&gt;
&lt;br /&gt;
= Changelogs =&lt;br /&gt;
By default any changelogs goes in the DeltaV changelog, you can use the DeltaV admin changelog by putting &amp;lt;code&amp;gt;DELTAVADMIN:&amp;lt;/code&amp;gt; in a line after &amp;lt;code&amp;gt;:cl:&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
Do not use &amp;lt;code&amp;gt;ADMIN:&amp;lt;/code&amp;gt; as &#039;&#039;&#039;it will mangle&#039;&#039;&#039; the upstream admin changelog!&lt;br /&gt;
&lt;br /&gt;
= Additional resources =&lt;br /&gt;
If you are new to contributing to SS14 in general, have a look at the [https://docs.spacestation14.io/ SS14 docs] or ask for help in &amp;lt;code&amp;gt;#contribution-help&amp;lt;/code&amp;gt; on [https://discord.gg/deltav Discord]!&lt;/div&gt;</summary>
		<author><name>MilonPL</name></author>
	</entry>
	<entry>
		<id>https://wiki.deltav.gay/index.php?title=Alert_Procedure&amp;diff=3594</id>
		<title>Alert Procedure</title>
		<link rel="alternate" type="text/html" href="https://wiki.deltav.gay/index.php?title=Alert_Procedure&amp;diff=3594"/>
		<updated>2024-09-28T22:09:16Z</updated>

		<summary type="html">&lt;p&gt;MilonPL: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== &amp;lt;span style=&amp;quot;color:#4f8439;&amp;gt;Green Alert&amp;lt;/span&amp;gt; ==&lt;br /&gt;
The normal operating procedure. &#039;&#039;There is no currently known threat to the ship, nor crew.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width: 80%; border: 1px solid #000000;&amp;quot;&lt;br /&gt;
!style=&amp;quot;text-align:left; width:25%; padding:5px; padding-left:10px; background-color:#4f8439BF; border: 1px solid #000000;&amp;quot; | &#039;&#039;&#039;Condition&#039;&#039;&#039;&lt;br /&gt;
!style=&amp;quot;text-align:left; width:75%; padding:5px; padding-left:10px; background-color:#4f8439BF; border: 1px solid #000000;&amp;quot; | &#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border: 1px solid #000000;&amp;quot; | Chain of Command&lt;br /&gt;
| style=&amp;quot;border: 1px solid #000000;&amp;quot; | [[Standard_Operating_Procedure#Captain’s_Authority|CO]] &amp;gt; Department Heads &amp;gt; Supervisory Roles&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border: 1px solid #000000;&amp;quot; | Armoury Policy&lt;br /&gt;
| style=&amp;quot;border: 1px solid #000000;&amp;quot; | Open carrying of long arms disallowed. Standard stab-and bullet-resistant equipment recommended for Security personnel.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border: 1px solid #000000;&amp;quot; | Discipline&lt;br /&gt;
| style=&amp;quot;border: 1px solid #000000;&amp;quot; | Report to supervisor for general orders.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border: 1px solid #000000;&amp;quot; | Secure Areas&lt;br /&gt;
| style=&amp;quot;border: 1px solid #000000;&amp;quot; | Secure areas unbolted and accessible to all authorized personnel. High Security Areas and areas with an expectation of privacy, such as bedrooms, dorms, or medical treatment facilities, may be locked as needed.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border: 1px solid #000000;&amp;quot; | Medical&lt;br /&gt;
| style=&amp;quot;border: 1px solid #000000;&amp;quot; | Report to supervisor for general orders.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border: 1px solid #000000;&amp;quot; | Engineering&lt;br /&gt;
| style=&amp;quot;border: 1px solid #000000;&amp;quot; | Report to supervisor for general orders.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border: 1px solid #000000;&amp;quot; | Rules of Engagement&lt;br /&gt;
| style=&amp;quot;border: 1px solid #000000;&amp;quot; | Engage with minimal force required; prioritize de-escalation whenever possible.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;span style=&amp;quot;color:#416db7;&amp;gt;Blue Alert&amp;lt;/span&amp;gt; ==&lt;br /&gt;
Elevated alert status. &#039;&#039;There is an ongoing, known, or suspected security threat to the NanoTrasen vessel or its crew, or another significant security emergency.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width: 80%; border: 1px solid #000000;&amp;quot;&lt;br /&gt;
!style=&amp;quot;text-align:left; width:25%; padding:5px; padding-left:10px; background-color:#416db7BF; border: 1px solid #000000;&amp;quot; | &#039;&#039;&#039;Condition&#039;&#039;&#039;&lt;br /&gt;
!style=&amp;quot;text-align:left; width:75%; padding:5px; padding-left:10px; background-color:#416db7BF; border: 1px solid #000000;&amp;quot; | &#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border: 1px solid #000000;&amp;quot; | Chain of Command&lt;br /&gt;
| style=&amp;quot;border: 1px solid #000000;&amp;quot; | [[Standard_Operating_Procedure#Captain’s_Authority|CO]] &amp;gt; [[Head of Security|Head of Station Security]] &amp;gt; Department Heads &amp;gt; Supervisory Roles&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border: 1px solid #000000;&amp;quot; | Armoury Policy&lt;br /&gt;
| style=&amp;quot;border: 1px solid #000000;&amp;quot; | Open carry of weaponry permitted for authorised entities. Body armour and helmets mandatory for Security personnel, permitted for distribution to authorised personnel.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border: 1px solid #000000;&amp;quot; | Discipline&lt;br /&gt;
| style=&amp;quot;border: 1px solid #000000;&amp;quot; | Report to supervisor for general orders. Searches may be performed at the discretion of security personnel and without a warrant. Open carry disallowed for non-security personnel.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border: 1px solid #000000;&amp;quot; | Secure Areas&lt;br /&gt;
| style=&amp;quot;border: 1px solid #000000;&amp;quot; | Secure areas unlocked unless affected by known threats. Access to [[Standard_Operating_Procedure#High_Security_Areas|HSAs]] locked. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border: 1px solid #000000;&amp;quot; | Medical&lt;br /&gt;
| style=&amp;quot;border: 1px solid #000000;&amp;quot; | Binary suit sensors recommended at a minimum. EVA suits recommended for emergency responders, functioning internals and PPE heavily advised.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border: 1px solid #000000;&amp;quot; | Engineering&lt;br /&gt;
| style=&amp;quot;border: 1px solid #000000;&amp;quot; | EVA suits recommended for engineers. Make emergency internals easily accessible.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border: 1px solid #000000;&amp;quot; | Rules of Engagement&lt;br /&gt;
| style=&amp;quot;border: 1px solid #000000;&amp;quot; | Engage with minimal force required; non-lethal weapons may be used freely based on threat and compliance.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;span style=&amp;quot;color:#a43e3e;&amp;gt;Red Alert&amp;lt;/span&amp;gt; ==&lt;br /&gt;
Emergency alert status. &#039;&#039;There are multiple major emergency situations ongoing, or a major security emergency affecting the station.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width: 80%; border: 1px solid #000000;&amp;quot;&lt;br /&gt;
!style=&amp;quot;text-align:left; width:25%; padding:5px; padding-left:10px; background-color:#a43e3eBF; border: 1px solid #000000;&amp;quot; | &#039;&#039;&#039;Condition&#039;&#039;&#039;&lt;br /&gt;
!style=&amp;quot;text-align:left; width:75%; padding:5px; padding-left:10px; background-color:#a43e3eBF; border: 1px solid #000000;&amp;quot; | &#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border: 1px solid #000000;&amp;quot; | Chain of Command&lt;br /&gt;
| style=&amp;quot;border: 1px solid #000000;&amp;quot; | [[Standard_Operating_Procedure#Captain’s_Authority|CO]] &amp;gt; Security Personnel &amp;gt; Department Heads &amp;gt; Supervisory Roles&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border: 1px solid #000000;&amp;quot; | Armoury Policy&lt;br /&gt;
| style=&amp;quot;border: 1px solid #000000;&amp;quot; | Issuing of lethal weapons heavily recommended. Body armour and helmets mandatory for Security personnel, permitted for distribution to authorised personnel.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border: 1px solid #000000;&amp;quot; | Discipline&lt;br /&gt;
| style=&amp;quot;border: 1px solid #000000;&amp;quot; | Report to supervisor for general orders. Searches and departmental raids may be performed at the discretion of security personnel and without a warrant. Open carry disallowed for non-security personnel.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border: 1px solid #000000;&amp;quot; | Secure Areas&lt;br /&gt;
| style=&amp;quot;border: 1px solid #000000;&amp;quot; | All HSAs should remain locked and under guard. Secure areas unlocked unless affected by known threats.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border: 1px solid #000000;&amp;quot; | Medical&lt;br /&gt;
| style=&amp;quot;border: 1px solid #000000;&amp;quot; | Full suit sensors mandatory for observation and safety. EVA suits and functioning internals heavily advised for emergency responders.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border: 1px solid #000000;&amp;quot; | Engineering&lt;br /&gt;
| style=&amp;quot;border: 1px solid #000000;&amp;quot; | EVA suits heavily advised for engineers. Distribute emergency internals to crew.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border: 1px solid #000000;&amp;quot; | Rules of Engagement&lt;br /&gt;
| style=&amp;quot;border: 1px solid #000000;&amp;quot; | Engage with adequate force to safely subdue suspects, dependent on threat and compliance. Lethal force is permitted to effect arrests against evasive targets.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;span style=&amp;quot;color:#583ca2;&amp;gt;Violet Alert&amp;lt;/span&amp;gt; ==&lt;br /&gt;
Elevated alert status. &#039;&#039;There is a serious viral outbreak, ongoing major death event, or there is another significant medical emergency.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width: 80%; border: 1px solid #000000;&amp;quot;&lt;br /&gt;
!style=&amp;quot;text-align:left; width:25%; padding:5px; padding-left:10px; background-color:#583ca2BF; border: 1px solid #000000;&amp;quot; | &#039;&#039;&#039;Condition&#039;&#039;&#039;&lt;br /&gt;
!style=&amp;quot;text-align:left; width:75%; padding:5px; padding-left:10px; background-color:#583ca2BF; border: 1px solid #000000;&amp;quot; | &#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border: 1px solid #000000;&amp;quot; | Chain of Command&lt;br /&gt;
| style=&amp;quot;border: 1px solid #000000;&amp;quot; | [[Standard_Operating_Procedure#Captain’s_Authority|CO]] &amp;gt; [[Chief Medical Officer]] &amp;gt; Medical Personnel &amp;gt; Department Heads &amp;gt; Supervisory Roles&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border: 1px solid #000000;&amp;quot; | Armoury Policy&lt;br /&gt;
| style=&amp;quot;border: 1px solid #000000;&amp;quot; | Issuing of lethal weapons disadvised. Standard stab-and bullet-resistant equipment recommended for Security personnel. Basic PPE highly recommended for all personnel, L3 biohazard gear advised.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border: 1px solid #000000;&amp;quot; | Discipline&lt;br /&gt;
| style=&amp;quot;border: 1px solid #000000;&amp;quot; | Report to supervisor for orders. Non-medical personnel should ensure they do not interfere with medical staff, may assist where applicable, obey all applicable orders from medical personnel. Security should seek to aid medical staff in enforcement of quarantine procedures or medical treatment as necessary.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border: 1px solid #000000;&amp;quot; | Secure Areas&lt;br /&gt;
| style=&amp;quot;border: 1px solid #000000;&amp;quot; | Secure areas unlocked and accessible to all authorized personnel. High Security Areas and areas with an expectation of privacy, such as bedrooms, dorms, or medical treatment facilities, may be locked as needed.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border: 1px solid #000000;&amp;quot; | Medical&lt;br /&gt;
| style=&amp;quot;border: 1px solid #000000;&amp;quot; | Report to supervisor for orders. Full suit sensors heavily advised. EVA suits recommended for emergency responders, functioning internals and PPE heavily advised.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border: 1px solid #000000;&amp;quot; | Engineering&lt;br /&gt;
| style=&amp;quot;border: 1px solid #000000;&amp;quot; | Standard practice.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border: 1px solid #000000;&amp;quot; | Rules of Engagement&lt;br /&gt;
| style=&amp;quot;border: 1px solid #000000;&amp;quot; | Engage with minimal force required; prioritize de-escalation whenever possible.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;span style=&amp;quot;color:#999933;&amp;gt;Yellow Alert&amp;lt;/span&amp;gt; ==&lt;br /&gt;
Elevated alert status. &#039;&#039;There is a major issue with the atmospheric system, the station has suffered/is about to suffer significant damage, or there is another significant engineering emergency.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width: 80%; border: 1px solid #000000;&amp;quot;&lt;br /&gt;
!style=&amp;quot;text-align:left; width:25%; padding:5px; padding-left:10px; background-color:#999933BF; border: 1px solid #000000;&amp;quot; | &#039;&#039;&#039;Condition&#039;&#039;&#039;&lt;br /&gt;
!style=&amp;quot;text-align:left; width:75%; padding:5px; padding-left:10px; background-color:#999933BF; border: 1px solid #000000;&amp;quot; | &#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border: 1px solid #000000;&amp;quot; | Chain of Command&lt;br /&gt;
| style=&amp;quot;border: 1px solid #000000;&amp;quot; | [[Standard_Operating_Procedure#Captain’s_Authority|CO]] &amp;gt; [[Chief Engineer]] &amp;gt; Engineering Personnel &amp;gt; Department Heads &amp;gt; Supervisory Roles&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border: 1px solid #000000;&amp;quot; | Armoury Policy&lt;br /&gt;
| style=&amp;quot;border: 1px solid #000000;&amp;quot; | Issuing of lethal weapons disadvised. EVA protection heavily advised for all personnel.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border: 1px solid #000000;&amp;quot; | Discipline&lt;br /&gt;
| style=&amp;quot;border: 1px solid #000000;&amp;quot; | Report to supervisor for orders. Non-engineering personnel advised to evacuate affected areas and obey any relevant instructions from engineering personnel. Security should seek to aid engineering staff where possible.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border: 1px solid #000000;&amp;quot; | Secure Areas&lt;br /&gt;
| style=&amp;quot;border: 1px solid #000000;&amp;quot; | Secure areas unlocked and accessible to all authorized personnel. High Security Areas and areas with an expectation of privacy, such as bedrooms, dorms, or medical treatment facilities, may be locked as needed.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border: 1px solid #000000;&amp;quot; | Medical&lt;br /&gt;
| style=&amp;quot;border: 1px solid #000000;&amp;quot; | Full suit sensors heavily advised. EVA suits and functioning internals recommended for emergency responders.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border: 1px solid #000000;&amp;quot; | Engineering&lt;br /&gt;
| style=&amp;quot;border: 1px solid #000000;&amp;quot; | EVA suits heavily advised for engineers. Distribute emergency internals to crew. Propose evacuation if damage is irreparable or sufficiently hazardous.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border: 1px solid #000000;&amp;quot; | Rules of Engagement&lt;br /&gt;
| style=&amp;quot;border: 1px solid #000000;&amp;quot; | Engage with minimal force required; prioritize de-escalation whenever possible.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== White Alert ==&lt;br /&gt;
Elevated alert status. &#039;&#039;The station is suffering dangerously high levels of glimmer, there are several active psionic threats, or there is another significant epistemic emergency.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width: 80%; border: 1px solid #000000;&amp;quot;&lt;br /&gt;
!style=&amp;quot;text-align:left; width:25%; padding:5px; padding-left:10px; background-color:#a6a6a6BF; border: 1px solid #000000;&amp;quot; | &#039;&#039;&#039;Condition&#039;&#039;&#039;&lt;br /&gt;
!style=&amp;quot;text-align:left; width:75%; padding:5px; padding-left:10px; background-color:#a6a6a6BF; border: 1px solid #000000;&amp;quot; | &#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border: 1px solid #000000;&amp;quot; | Chain of Command&lt;br /&gt;
| style=&amp;quot;border: 1px solid #000000;&amp;quot; | [[Standard_Operating_Procedure#Captain’s_Authority|CO]] &amp;gt; [[Mystagogue]] &amp;gt; Epistemics Personnel &amp;gt; Department Heads &amp;gt; Supervisory Roles&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border: 1px solid #000000;&amp;quot; | Armoury Policy&lt;br /&gt;
| style=&amp;quot;border: 1px solid #000000;&amp;quot; | Open carry of weaponry permitted for authorised entities. Standard stab- and bullet-resistant equipment recommended for Security personnel. Psionic insulation recommended for all personnel.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border: 1px solid #000000;&amp;quot; | Discipline&lt;br /&gt;
| style=&amp;quot;border: 1px solid #000000;&amp;quot; | Report to supervisor for orders. Security and engineering should seek to aid epistemics staff in shutting off glimmer probers, and propose evacuation if glimmer spiral is unrecoverable.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border: 1px solid #000000;&amp;quot; | Secure Areas&lt;br /&gt;
| style=&amp;quot;border: 1px solid #000000;&amp;quot; | Secure areas unlocked and accessible to all authorized personnel, unless affected by a known threat. High Security Areas and areas with an expectation of privacy, such as bedrooms, dorms, or medical treatment facilities, may be locked as needed.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border: 1px solid #000000;&amp;quot; | Medical&lt;br /&gt;
| style=&amp;quot;border: 1px solid #000000;&amp;quot; | Full suit sensors heavily advised. Prepare for increased incidents of burn and brain damage.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border: 1px solid #000000;&amp;quot; | Engineering&lt;br /&gt;
| style=&amp;quot;border: 1px solid #000000;&amp;quot; | EVA suits heavily advised for engineers. Distribute emergency internals to crew. Prepare for detonation of [[Glimmer#Probers|probers]].&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border: 1px solid #000000;&amp;quot; | Rules of Engagement&lt;br /&gt;
| style=&amp;quot;border: 1px solid #000000;&amp;quot; | Engage with minimal force required; ROE on mindbreaking is lifted and may be performed by the Psionic Mantis or Mystagogue at their discretion.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;span style=&amp;quot;color:#36717d;&amp;gt;Gamma Alert&amp;lt;/span&amp;gt; ==&lt;br /&gt;
Emergency alert status. &#039;&#039;Central Command has called the Gamma Alert; the Station is on its last legs, almost everyone is dead, or there is another existential crisis affecting the station.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width: 80%; border: 1px solid #000000;&amp;quot;&lt;br /&gt;
!style=&amp;quot;text-align:left; width:25%; padding:5px; padding-left:10px; background-color:#36717dBF; border: 1px solid #000000;&amp;quot; | &#039;&#039;&#039;Condition&#039;&#039;&#039;&lt;br /&gt;
!style=&amp;quot;text-align:left; width:75%; padding:5px; padding-left:10px; background-color:#36717dBF; border: 1px solid #000000;&amp;quot; | &#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border: 1px solid #000000;&amp;quot; | Chain of Command&lt;br /&gt;
| style=&amp;quot;border: 1px solid #000000;&amp;quot; | [[Standard_Operating_Procedure#Captain’s_Authority|CO]] &amp;gt; Security Personnel &amp;gt; Department Heads &amp;gt; Supervisory Roles&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border: 1px solid #000000;&amp;quot; | Armoury Policy&lt;br /&gt;
| style=&amp;quot;border: 1px solid #000000;&amp;quot; | Issuing of lethal weapons heavily recommended. Body armour and helmets mandatory for Security personnel, permitted for distribution to authorised personnel. EVA protection heavily advised for all personnel.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border: 1px solid #000000;&amp;quot; | Discipline&lt;br /&gt;
| style=&amp;quot;border: 1px solid #000000;&amp;quot; | Report to supervisor for general orders. Martial law is in effect. Arrests, searches, and raids may be performed at the discretion of security personnel and without a warrant. Threats neutralised by lethal force may be placed in Preservative Stasis until the station alert level is reduced. Security is fully authorised to take whatever actions deemed necessary to neutralise or repel station threats. Propose evacuation or scuttling if station cannot be retaken.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border: 1px solid #000000;&amp;quot; | Secure Areas&lt;br /&gt;
| style=&amp;quot;border: 1px solid #000000;&amp;quot; | All HSAs should remain locked and under guard. Secure areas unlocked unless affected by known threats.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border: 1px solid #000000;&amp;quot; | Medical&lt;br /&gt;
| style=&amp;quot;border: 1px solid #000000;&amp;quot; | Full suit sensors mandatory for observation and safety. EVA suits and functioning internals heavily advised for emergency responders.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border: 1px solid #000000;&amp;quot; | Engineering&lt;br /&gt;
| style=&amp;quot;border: 1px solid #000000;&amp;quot; | EVA suits heavily advised for engineers. Distribute emergency internals to crew.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border: 1px solid #000000;&amp;quot; | Rules of Engagement&lt;br /&gt;
| style=&amp;quot;border: 1px solid #000000;&amp;quot; | Engage with adequate force to neutralise threats. Lethal force authorised at the discretion of Security personnel, in self-defence, or to effect arrests.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;span style=&amp;quot;color:#996633;&amp;gt;Delta Alert&amp;lt;/span&amp;gt; ==&lt;br /&gt;
Emergency alert status. &#039;&#039;The nuclear destruction mechanism has been engaged and station destruction is imminent. All crew aboard the station must attempt to reverse the self-destruct mechanism, if engaged in error. Should reversal prove impossible, evacuate as applicable.&lt;br /&gt;
&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width: 80%; border: 1px solid #000000;&amp;quot;&lt;br /&gt;
!style=&amp;quot;text-align:left; width:25%; padding:5px; padding-left:10px; background-color:#996633BF; border: 1px solid #000000;&amp;quot; | &#039;&#039;&#039;Condition&#039;&#039;&#039;&lt;br /&gt;
!style=&amp;quot;text-align:left; width:75%; padding:5px; padding-left:10px; background-color:#996633BF; border: 1px solid #000000;&amp;quot; | &#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border: 1px solid #000000;&amp;quot; | Chain of Command&lt;br /&gt;
| style=&amp;quot;border: 1px solid #000000;&amp;quot; | [[Standard_Operating_Procedure#Captain’s_Authority|CO]] &amp;gt; Security Personnel &amp;gt; Department Heads &amp;gt; Supervisory Roles&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border: 1px solid #000000;&amp;quot; | Armoury Policy&lt;br /&gt;
| style=&amp;quot;border: 1px solid #000000;&amp;quot; | Issuing of lethal weapons heavily recommended. Body armour and helmets mandatory for Security personnel, permitted for distribution to authorised personnel. EVA protection heavily advised for all personnel.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border: 1px solid #000000;&amp;quot; | Discipline&lt;br /&gt;
| style=&amp;quot;border: 1px solid #000000;&amp;quot; | Emergency personnel must expend all efforts to prevent station destruction if engaged in error. Security and Command personnel are to oversee the evacuation of personnel and safe scuttling of the station. Martial law is in effect. Arrests, searches, and raids may be performed at the discretion of security personnel and without a warrant. Threats neutralised by lethal force may be placed in Preservative Stasis until the station alert level is reduced. Security is fully authorised to take whatever actions deemed necessary to neutralise or repel station threats.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border: 1px solid #000000;&amp;quot; | Secure Areas&lt;br /&gt;
| style=&amp;quot;border: 1px solid #000000;&amp;quot; | All secure areas and HSAs should remain locked.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border: 1px solid #000000;&amp;quot; | Medical&lt;br /&gt;
| style=&amp;quot;border: 1px solid #000000;&amp;quot; | Full suit sensors heavily advised. EVA suits and functioning internals heavily advised for emergency responders.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border: 1px solid #000000;&amp;quot; | Engineering&lt;br /&gt;
| style=&amp;quot;border: 1px solid #000000;&amp;quot; | EVA suits heavily advised for engineers. Distribute emergency internals to crew.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border: 1px solid #000000;&amp;quot; | Rules of Engagement&lt;br /&gt;
| style=&amp;quot;border: 1px solid #000000;&amp;quot; | Engage with adequate force to neutralise threats. Lethal force authorised at the discretion of Security personnel, in self-defence, or to effect arrests.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Guides Menu}}&lt;/div&gt;</summary>
		<author><name>MilonPL</name></author>
	</entry>
	<entry>
		<id>https://wiki.deltav.gay/index.php?title=Delta-V:Privacy_policy&amp;diff=3593</id>
		<title>Delta-V:Privacy policy</title>
		<link rel="alternate" type="text/html" href="https://wiki.deltav.gay/index.php?title=Delta-V:Privacy_policy&amp;diff=3593"/>
		<updated>2024-09-28T18:29:28Z</updated>

		<summary type="html">&lt;p&gt;MilonPL: Protected &amp;quot;Delta-V:Privacy policy&amp;quot; ([Edit=Allow only administrators] (indefinite) [Move=Allow only administrators] (indefinite))&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Privacy Policy ==&lt;br /&gt;
This document will outline how we, Delta-V, collect and handle your data. Here are the third-party services we manage for Space Station 14 (SS14), covered by this privacy policy.&lt;br /&gt;
&lt;br /&gt;
== Game Server Privacy Policy ==&lt;br /&gt;
This section of the privacy policy applies only if you play on our SS14 servers. Some terminology used in this section: &#039;&#039;&#039;Hardware ID (HWID)&#039;&#039;&#039; is a hashed identifier generated from your computer’s hardware or OS installation. &#039;&#039;&#039;Connection logs&#039;&#039;&#039; (including IP/HWID) are shared with trusted server administrators for enforcement of server rules such as, but not limited to, enforcing server bans. Connection logs are not shared publicly. &#039;&#039;&#039;Logs of in-game actions&#039;&#039;&#039; may be made public for anybody to view, once again for the purposes of rule enforcement. This includes private conversations had with server administrators in-game. We log all connections you make to our game servers, storing IP address, HWID and account UUID/name used to connect. All in-game actions you take may also be logged, only directly associated with your account UUID/name. We also store all data you explicitly enter such as your character preferences in-game. Replays are automatically recorded with every round, and contain data such as character information, data about the round and a limited list of actions taken within the round. These actions are only what’d already be visible to players observing the game. This data is publicly accessible at https://delta-v.org/replays/apoapsis/, https://delta-v.org/replays/periapsis/, and https://delta-v.org/replays/horizon/. Replays do not contain data such as your HWID, or IP address. This data may be scraped by third-parties, which we have no control over. If you have any concerns over their usage of this data, you should contact them directly. While we have no control over this data, if you have additional questions about this, please contact us at lyndomen@delta-v.gay.&lt;br /&gt;
&lt;br /&gt;
== Do we share any of this information? ==&lt;br /&gt;
Yes, we may share this data with associated or partner Space Station 14 servers to assist in their administration.&lt;br /&gt;
&lt;br /&gt;
== Contact ==&lt;br /&gt;
In case you have any further questions, you can reach out to a project manager in our Discord server, or by mailing to lyndomen@delta-v.gay.&lt;br /&gt;
&lt;br /&gt;
== Changes ==&lt;br /&gt;
This document may be updated at any time with or without notice. For any big changes, we’ll announce this within our Discord server. For full list of changes, see the page revision history.&lt;br /&gt;
__NOINDEX__&lt;br /&gt;
__NONEWSECTIONLINK__&lt;/div&gt;</summary>
		<author><name>MilonPL</name></author>
	</entry>
	<entry>
		<id>https://wiki.deltav.gay/index.php?title=Delta-V:Privacy_policy&amp;diff=3592</id>
		<title>Delta-V:Privacy policy</title>
		<link rel="alternate" type="text/html" href="https://wiki.deltav.gay/index.php?title=Delta-V:Privacy_policy&amp;diff=3592"/>
		<updated>2024-09-28T18:28:55Z</updated>

		<summary type="html">&lt;p&gt;MilonPL: Created page with &amp;quot;== Privacy Policy == This document will outline how we, Delta-V, collect and handle your data. Here are the third-party services we manage for Space Station 14 (SS14), covered by this privacy policy.  == Game Server Privacy Policy == This section of the privacy policy applies only if you play on our SS14 servers. Some terminology used in this section: &amp;#039;&amp;#039;&amp;#039;Hardware ID (HWID)&amp;#039;&amp;#039;&amp;#039; is a hashed identifier generated from your computer’s hardware or OS installation. &amp;#039;&amp;#039;&amp;#039;Connecti...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Privacy Policy ==&lt;br /&gt;
This document will outline how we, Delta-V, collect and handle your data. Here are the third-party services we manage for Space Station 14 (SS14), covered by this privacy policy.&lt;br /&gt;
&lt;br /&gt;
== Game Server Privacy Policy ==&lt;br /&gt;
This section of the privacy policy applies only if you play on our SS14 servers. Some terminology used in this section: &#039;&#039;&#039;Hardware ID (HWID)&#039;&#039;&#039; is a hashed identifier generated from your computer’s hardware or OS installation. &#039;&#039;&#039;Connection logs&#039;&#039;&#039; (including IP/HWID) are shared with trusted server administrators for enforcement of server rules such as, but not limited to, enforcing server bans. Connection logs are not shared publicly. &#039;&#039;&#039;Logs of in-game actions&#039;&#039;&#039; may be made public for anybody to view, once again for the purposes of rule enforcement. This includes private conversations had with server administrators in-game. We log all connections you make to our game servers, storing IP address, HWID and account UUID/name used to connect. All in-game actions you take may also be logged, only directly associated with your account UUID/name. We also store all data you explicitly enter such as your character preferences in-game. Replays are automatically recorded with every round, and contain data such as character information, data about the round and a limited list of actions taken within the round. These actions are only what’d already be visible to players observing the game. This data is publicly accessible at https://delta-v.org/replays/apoapsis/, https://delta-v.org/replays/periapsis/, and https://delta-v.org/replays/horizon/. Replays do not contain data such as your HWID, or IP address. This data may be scraped by third-parties, which we have no control over. If you have any concerns over their usage of this data, you should contact them directly. While we have no control over this data, if you have additional questions about this, please contact us at lyndomen@delta-v.gay.&lt;br /&gt;
&lt;br /&gt;
== Do we share any of this information? ==&lt;br /&gt;
Yes, we may share this data with associated or partner Space Station 14 servers to assist in their administration.&lt;br /&gt;
&lt;br /&gt;
== Contact ==&lt;br /&gt;
In case you have any further questions, you can reach out to a project manager in our Discord server, or by mailing to lyndomen@delta-v.gay.&lt;br /&gt;
&lt;br /&gt;
== Changes ==&lt;br /&gt;
This document may be updated at any time with or without notice. For any big changes, we’ll announce this within our Discord server. For full list of changes, see the page revision history.&lt;br /&gt;
__NOINDEX__&lt;br /&gt;
__NONEWSECTIONLINK__&lt;/div&gt;</summary>
		<author><name>MilonPL</name></author>
	</entry>
	<entry>
		<id>https://wiki.deltav.gay/index.php?title=Medical_Doctor&amp;diff=3386</id>
		<title>Medical Doctor</title>
		<link rel="alternate" type="text/html" href="https://wiki.deltav.gay/index.php?title=Medical_Doctor&amp;diff=3386"/>
		<updated>2024-04-13T13:24:17Z</updated>

		<summary type="html">&lt;p&gt;MilonPL: Ointments heal caustic too. Whoopsie!&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab inline name=&amp;quot;Medical Doctor&amp;quot;&amp;gt;&lt;br /&gt;
{{Job_Header&lt;br /&gt;
|department=MEDICAL&lt;br /&gt;
|maincolor=244559&lt;br /&gt;
|secondarycolor=325367&lt;br /&gt;
|image=Medical_Doctor.png&lt;br /&gt;
|title=Medical Doctor&lt;br /&gt;
|difficulty=Medium&lt;br /&gt;
|requirements=4 hours in [[Medical Intern|Medical]]&lt;br /&gt;
|access=Medical, Maintenance&lt;br /&gt;
|extendedaccess=Chemistry, Paramedic&lt;br /&gt;
|supervisors=[[Chief Medical Officer]]&lt;br /&gt;
|subordinates=None&lt;br /&gt;
|duties=Diagnose and heal crewmembers through medicinal chemicals, vaccinations, along with cloning the dead.&lt;br /&gt;
|guides=[[Medical]], [[Chemistry]], [[Cryogenic Pods]]&lt;br /&gt;
}}&lt;br /&gt;
You are the Medical Doctor. Your job is to ensure the crew stays healthy and alive, healing the wounded and reviving the dead. Needless to say, your work is cut out for you, but don&#039;t despair! You can still help people! Mostly. &lt;br /&gt;
&lt;br /&gt;
Get medicine from the [[#Chemistry|single doctor who is making pills]] in the chemistry lab and hope they labelled them. Resist the temptation to poison the [[Bartender|Bartender&#039;s]] drinks with lethal doses of blood clotters and liquid radiation. &lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab inline name=&amp;quot;Medical Intern&amp;quot;&amp;gt;&lt;br /&gt;
{{Job_Header&lt;br /&gt;
|department=MEDICAL&lt;br /&gt;
|maincolor=244559&lt;br /&gt;
|secondarycolor=325367&lt;br /&gt;
|image=Medical_Intern.png&lt;br /&gt;
|title=Medical Intern&lt;br /&gt;
|difficulty=Easy to Medium&lt;br /&gt;
|requirements=None&lt;br /&gt;
|access=Medical, Maintenance&lt;br /&gt;
|extendedaccess=None&lt;br /&gt;
|supervisors=[[Chief Medical Officer]], [[Medical Doctor]], [[Chemist]]&lt;br /&gt;
|subordinates=None&lt;br /&gt;
|duties=Learn the basics of administering medicine, cloning/reviving the dead, and creating chemicals.&lt;br /&gt;
|guides=[[Medical]], [[Chemistry]], [[Cryogenic Pods]], in-game Wiki (press 0)&lt;br /&gt;
}}&lt;br /&gt;
Report straight away to Medical. &lt;br /&gt;
&lt;br /&gt;
Your job is to ensure you don&#039;t accidentally kill people, to ask a billion questions on Medical [[Radio]] and to learn how to professionally assist your patients. Learn which Medicine is most used and which is used in which scenario. Learn which tools you should carry with you. Learn that your PDA can be used as a Health Analyser. Learn how to work with [[Hydroponics]] to ensure the [[Chemist|Chemists]] get the materials they need. &lt;br /&gt;
&lt;br /&gt;
Ensure that any requests you don&#039;t know how to cater for are forwarded to your supervisors. Learn that the dead don&#039;t stay dead and how to get those dead slackers back on their feet and back to work. Stay out of the way of a [[Paramedic]] as they rush around the station collecting the sick and dead. &lt;br /&gt;
&lt;br /&gt;
You may not get access to the [[Chemistry]] Lab as an Intern. However if you&#039;ve covered off the basics of Medicine Administration, you can ask the [[Chief Medical Officer]] nicely for an intro to Chemistry.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For more info, see the list of [[Chemistry|chemicals.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
==Doctor, Doctor!==&lt;br /&gt;
When you are a Medical Doctor, your job is to heal people, save them from the brink of death, and [[Medical#Cloning|revive]] the dead. You can diagnose injuries and diseases with the help of a [[Medical_Doctor#Tools|health analyzer]] or even your [[PDA]].&lt;br /&gt;
&lt;br /&gt;
It&#039;s highly recommended that you read the [[medical|Guide to Medical]] for more information about how to treat crewmates.&lt;br /&gt;
&lt;br /&gt;
==Chemical Delivery Methods==&lt;br /&gt;
All chemicals will require either being injected into the bloodstream, inhaled or ingested. Some non-chemical medicines like bruise packs and aloe cream can be applied to the body instead.&lt;br /&gt;
&lt;br /&gt;
* Ingest - Crew can ingest pills for a large dose of chemical, drink a liquid from a container 5u at a time or eat medical plants. These all occur via the mouth. This mean they require to remove their helmet and/or mask.&lt;br /&gt;
* Inject - Crew can be injected into their bloodstream via a Syringe with small amounts of liquid chemical. This require the removal of certain outerwear.&lt;br /&gt;
* Inhale - Crew can breathe in condensed amounts of gaseous chemical if their Internals are not off. A [[Modular Grenade]], bomb or Air Vent can cause chemicals to be inhaled. Chemicals with an overdose effect can have a negative rather than positive effect if inhaled this way&lt;br /&gt;
* Applied - Crew can apply a non-chemical solid medicine to anywhere on their body (including past their clothes / suit somehow).&lt;br /&gt;
&lt;br /&gt;
[[Chemistry#chem_DexalinPlus|Dexalin Plus]] and [[Chemistry#chem_Epinephrine|Epinephrine]] can be served as either a pill or liquid in a beaker / bottle. As they are used to treat critical conditions (often in people with a suit or breathe mask on), consider delivering the liquid in a bottle and injecting it into the patient. As [[Chemistry#chem_DexalinPlus|Dexalin Plus]] is not only for critical situations though, having it both in bottles and as pills can be handy. In contrast non-critical on-demand chemicals like [[Chemistry#chem_Spaceacillin|Spaceacillin]] can be offered as pills as crew have a tendency to either smash or steal the beakers.&lt;br /&gt;
 &lt;br /&gt;
Since the 4 usual damage types are Brute, Burn, Airloss and Toxin, you will need on-hand cures for all of them as well as for blood loss, the most common being:&lt;br /&gt;
*[[Chemistry#chem_Tricordrazine|Tricordrazine]]; - For all, minor damages&lt;br /&gt;
*[[Chemistry#chem_Dylovene|Dylovene]]; - for Toxins&lt;br /&gt;
*[[Chemistry#chem_Dermaline|Dermaline]]; - for Burns&lt;br /&gt;
*[[Chemistry#chem_Hyronalin|Hyronalin]]; - for Radiation&lt;br /&gt;
*[[Chemistry#chem_Bicaridine|Bicaridine]]; - for Brute&lt;br /&gt;
*[[Chemistry#chem_DexalinPlus|Dexalin Plus]]. - for Airloss&lt;br /&gt;
*[[Chemistry#chem_Tranexamic acid|Tranexamic acid]] and [[Chemistry#chem_Iron|Iron]] - for Bloodloss&lt;br /&gt;
&lt;br /&gt;
== Tools ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Image !! Name !! Description&lt;br /&gt;
|-&lt;br /&gt;
| [[File:health Analyzer.png|64px]] || Health Analyzer || Displays the health status of any crewmate or organism upon use.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:bruisepack.png|64px]] || Bruise Pack || Heals {{DMG|Brute|+|5}} damage per use.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ointment.png|64px]] || Ointment || Heals {{DMG|Heat|+|5}}, {{DMG|Cold|+|5}}, {{DMG|Shock|+|5}} and {{DMG|Caustic|+|1.5}} damage per use.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:bloodpack.png|64px]] || Bloodpack || Heals {{DMG|Bloodloss|+|0.5}} damage and restores 15 units of blood per use.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Regenerative_Mesh.png|64px]] || Regenerative Mesh || Heals {{DMG|Burn|+|10}} per use.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Medicated_Suture.png|64px]] || Medicated Suture || Heals {{DMG|Brute|+|10}} per use and stops bleeding.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:pill1.png|64px]]&amp;lt;br&amp;gt;[[File:pill2.png|64px]] || Pill || Administers a dosage of a specific chemical or medicine upon ingestion. Dosages can vary from 1 to 25 units.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:syringe.png|64px]] || Syringe || Administers a dosage of a specific chemical or medicine upon injection. Dosages can only be administered 5 units at a time, with a maximum of 15 units stored.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:gauze.png|64px]] || Gauze || Stops bleeding upon application. Heals {{DMG|Slash|+|5}}, {{DMG|Piercing|+|10}} damage.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:medipen.png|64px]] || Emergency Medipen || A shot of epinephrine. Contains 12 units of [[Chemistry#chem_Epinephrine|Epinephrine]] and 3 units of [[Chemistry#chem_Tranexamic acid|Tranexamic acid]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:bottle.png|64px]] || Epinephrine || 30 units of epinephrine.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Defibrillator.png|64px]]|| Defibrillator || Used to bring people back from death (within a 5-minute timeframe). Heals {{DMG|Asphyxiation|+|40}} damage, but deals {{DMG|Shock|-|5}} damage&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Tips ==&lt;br /&gt;
&lt;br /&gt;
*Make sure to have a store of basic medicine on you, namely medicine (See: [[Chemistry]]) such as bicaridine, tricordrazine, and inaprovaline, all of which are very useful in a pinch.&lt;br /&gt;
&lt;br /&gt;
*Always treat patients with whatever chemicals you have at your disposal, only using physical medicines such as brute packs and bandages for dead patients. Scan patients with the health analyzer to determine the best course of treatment.&lt;br /&gt;
&lt;br /&gt;
*You may have to coordinate with the other doctors to prioritize wounded patients. Be sure to treat patients as efficiently as possible to prevent a buildup of wounded patients in need of care.&lt;br /&gt;
&lt;br /&gt;
*You can use your Medical [[PDA]] as an Health Analyzer.&lt;br /&gt;
&lt;br /&gt;
{{Jobs Menu}}&lt;br /&gt;
[[Category:Jobs]]&lt;/div&gt;</summary>
		<author><name>MilonPL</name></author>
	</entry>
	<entry>
		<id>https://wiki.deltav.gay/index.php?title=Pipes_and_vents&amp;diff=3064</id>
		<title>Pipes and vents</title>
		<link rel="alternate" type="text/html" href="https://wiki.deltav.gay/index.php?title=Pipes_and_vents&amp;diff=3064"/>
		<updated>2024-02-12T10:21:22Z</updated>

		<summary type="html">&lt;p&gt;MilonPL: made the pneumatic valve icon bigger&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
==General Information==&lt;br /&gt;
All gases can flow through the various pipes found in the game. Gas will always attempt to flow from higher pressure to lower pressure. If a gas is not in a pipe, canister, or tank, it will be in the atmosphere and will interact with other objects.&lt;br /&gt;
&lt;br /&gt;
Gas will always try to even out the pressure. For example, if a empty canister is connected to a pipe pressurized at 4500kpa, the canister will also only be pressurized to 4500kpa. If a canister pressurized at 9000kpa is connected to the same pipe, gas will flow out of the canister until a even pressure is acquired.&lt;br /&gt;
&lt;br /&gt;
If pressurized pipes get unwrenched they will dump all of their contents into the surrounding atmosphere and will, depending on the pressure level, violently blow the wrench user away. You will know if you are unwrenching a pressurized pipe if you get the message stating &amp;quot;A gush of air blows in your face... Maybe you should reconsider?&amp;quot; It is good practice to always use your gas analyzer on every pipe before unwrenching to ensure it is depressurized.&lt;br /&gt;
&lt;br /&gt;
All pipes can be unwrenched to disconnect them from others. By using a welder on a unwrenched pipe segment you can deconstruct it into steel.&lt;br /&gt;
&lt;br /&gt;
A broken or unconnected segment of pipe WILL NOT allow gas to pass through. Do not worry about all your gas escaping out of a broken or unconnected pipe segment.&lt;br /&gt;
&lt;br /&gt;
Most pumps, mixers, and filters do not require power to function. Only air vents and scrubbers require power. You can shift-click on a segment to examine it to see if it is powered.&lt;br /&gt;
&lt;br /&gt;
==Pipes==&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
Allows gas to flow freely. Comes in four shapes. Straight, Elbow, 3-way-juntion, 4-way-junction.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Image !! Name !! Description&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Pipe straight.png]] || gas pipe straight || A straight segment of pipe.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Pipe elbow.png]] || gas pipe bend || A elbow segment of pipe.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Pipe 3 way.png]] || gas pipe T junction || A three way junction segment of pipe.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Pipe 4 way.png]] || gas pipe fourway || A four way junction segment of pipe.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;!-- add exotic box --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Pumps==&lt;br /&gt;
Pumps gas to the other side based on the set pressure. Blocks gas from passing through if toggled off. &lt;br /&gt;
Comes in two varities:&lt;br /&gt;
&lt;br /&gt;
[[File:Gas pump.png]]&lt;br /&gt;
&lt;br /&gt;
[[File:Gas pump interface.png]]&lt;br /&gt;
&lt;br /&gt;
Standard gas pump. Pumps gas along based on internal and external pressure. Has a maximum throughput of 4.5 Mpa.&lt;br /&gt;
Mostly used to act as a valve to allow/disallow gas to flow from one pipe to another. Works very well in high pressure pipes but looses effectiveness when the pressure is lower. Regular gas pumps are more effective in lower pressure systems but will lose efficiency as the volume of gas rises.&lt;br /&gt;
&lt;br /&gt;
At lower pressures a gas pump is generally a better option at moving gas.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Volumetric gas pump.png]]&lt;br /&gt;
&lt;br /&gt;
[[File:Volumetric gas pump interface.png]]&lt;br /&gt;
&lt;br /&gt;
Volumetric pump.&lt;br /&gt;
Pumps gas along based of internal and external mole amount. Has a maximum throughput of 200 L/s.&lt;br /&gt;
Acts exactly like a gas pump but works off of mole amount instead of pressure. can move about twice as much gas compared to a regular gas pump if conditions are right.&lt;br /&gt;
&lt;br /&gt;
For extremely high pressure pipes a volumetric pump is generally a better option at moving gas. &lt;br /&gt;
&lt;br /&gt;
In certain cases volumetric pumps are also better if you are using huge quantities of gas.&lt;br /&gt;
&lt;br /&gt;
==Manual Valves==&lt;br /&gt;
Acts like a switch that either allows gas to flow through, or prevents it from flowing through. Can be toggled on and off. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Image !! Name !! Description&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Manual valve open.png]] || Manual valve open || A green light is open.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Manual valve closed.png]] || Manual valve closed || A red light is closed.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;!-- add exotic box --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Gas Mixer==&lt;br /&gt;
&lt;br /&gt;
[[File:Gas Mixer.png]]&lt;br /&gt;
&lt;br /&gt;
[[File:Gas mixer interface.png]]&lt;br /&gt;
&lt;br /&gt;
A gas mixer is a fancy version of the gas pump. It allows you to combine the gas flow of two different pipes and mix them into a single pipe. The gas mixer will combine the contents of two different pipes and will give you the option of setting the percentage of throughput you want on each of the input pipes. The primary port will be parallel with the output while the side port will be perpendicular.&lt;br /&gt;
&lt;br /&gt;
Gas mixers are essential for distro as the station&#039;s atmosphere is 20% oxygen and 80% nitrogen.&lt;br /&gt;
Gas mixers are also used for the combination of two different gases to create a new gas such as a common burn-mix.&lt;br /&gt;
&lt;br /&gt;
If the gas mixer is toggled off then it will not allow any gas to flow through. &lt;br /&gt;
&lt;br /&gt;
If both inputs are set to receive gas then both inputs must have gas flowing through them for the pump to work. For example, if the mixer is set to mix gas at a 80 to 20 ratio and the input pipe at 20% has no gas then the mixer will not allow the input pipe with 80% gas to flow through and vice versa.&lt;br /&gt;
&lt;br /&gt;
==Gas Filter==&lt;br /&gt;
&lt;br /&gt;
[[File:Gas Filter.png]]&lt;br /&gt;
&lt;br /&gt;
[[File:Gas filter interface.png]]&lt;br /&gt;
&lt;br /&gt;
Gas filters are another special type of gas pump. Gas filters are primarily used to extract a specific individual type gas from a pipe. They function similarly to the gas mixer, except they have one inlet port and two output ports. When gas flows through a mixer the selected gas to be filtered out will exit the perpendicular outlet port while all other gases will continue to flow down the parallel outlet port. If you wish to filter out more than one gas you will need to set up gas filters in series for each specific gas.&lt;br /&gt;
&lt;br /&gt;
Gas filters are used to extract each individual gas from the waste loop. This ensures that only one type of gas is present in each specific gas holding tank. Gas filters are essential when you are trying to target and isolate a specific gas.&lt;br /&gt;
&lt;br /&gt;
Gas filters do not require both outputs to be connected to function if there is no gas selected to filter or the filtered gas is not present. In this case the filter will act as a simple straight pipe segment. However, The filter will not allow gas to flow if the selected gas is present and there is no pipe connected to the perpendicular filter port.&lt;br /&gt;
&lt;br /&gt;
==Vents==&lt;br /&gt;
[[File:Gas vent.png]]&lt;br /&gt;
&lt;br /&gt;
Gas vents come in three varieties: Standard, Dual-port, and Passive.&lt;br /&gt;
&lt;br /&gt;
All gas vents are solely used to move gas from pipes into the surrounding atmosphere.&lt;br /&gt;
Gas vents are commonly used in conjunction with the distro loop to distribute breathable air to the station. Gas vents and the distro system are responsible for replenishing the atmosphere on the station.&lt;br /&gt;
&lt;br /&gt;
A standard air vent will only allow a maximum pressure of 101.3 kPa to flow. If the external pressure is higher than the limit, no gas will flow out of the vent. Requires power to function.&lt;br /&gt;
&lt;br /&gt;
A dual-port air vent is exactly like a standard air vent but it has two inlet connection ports.&lt;br /&gt;
&lt;br /&gt;
A passive air vent does not require power and will allow any pressure to flow in &#039;&#039;&#039;both&#039;&#039;&#039; directions depending on the internal and external pressures. If the internal, or pipe pressure, is higher than the external, or outside atmosphere, Gas will flow out. The opposite is true if the external pressure is higher than the internal pressure. Passive air vents are mostly used in the mix tank and [[Supermatter]] chamber where very high pressures are needed.&lt;br /&gt;
&lt;br /&gt;
==Air Scrubber==&lt;br /&gt;
&lt;br /&gt;
[[File:Air Scubber.png]]&lt;br /&gt;
&lt;br /&gt;
Air scrubbers slowly suck gas out of the surrounding atmosphere and can be found spread around the station. Mostly used in the waste loop, air scrubbers will syphon gas out of the atmosphere and shunt it along the waste loop where the gas will then be recycled and filtered into the gas holding chambers. &lt;br /&gt;
&lt;br /&gt;
Air scrubbers must be powered and connected to an outlet port in order to function. A properly functioning air scrubber will be glowing blue.&lt;br /&gt;
&lt;br /&gt;
==Air Injector==&lt;br /&gt;
[[File:Air injector.png]]&lt;br /&gt;
&lt;br /&gt;
Air injectors have one purpose. They simply exist to only allow gas to flow from a pressurized pipe into the surrounding atmosphere. This handy little tool are useful when you want to inject a gas into an area but not allow any backflow. usually used with a filter/injector combination to single out a specific gas and pump it into a holding chamber.&lt;br /&gt;
&lt;br /&gt;
Air injectors have a maximum output pressure of 9000 kPa.&lt;br /&gt;
&lt;br /&gt;
==Pneumatic Valve==&lt;br /&gt;
[[File:Pneumatic valve.png|72px]]&lt;br /&gt;
&lt;br /&gt;
Pneumatic valves have three ports: control, inlet, and outlet. Like manual valves, pneumatic valves permit bidirectional flow between the inlet and outlet, but only if the pressure at the control port is high enough.&lt;br /&gt;
&lt;br /&gt;
To turn a pneumatic valve on, the control pressure must be at least 1 atm higher than the lowest pressure connected to the pneumatic valve, i.e. the lesser of the inlet and outlet pressures. The direction of flow between the inlet and outlet is from higher to lower pressure.&lt;br /&gt;
&lt;br /&gt;
The flow rate limit of the pneumatic value is linear (proportional to control pressure) in a small region above the on threshold. It then saturates at 200 L/sec.&lt;br /&gt;
&lt;br /&gt;
===Design Examples===&lt;br /&gt;
&#039;&#039;&#039;Pressure Relief Valve&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:Pressure relief system.png]]&lt;br /&gt;
&lt;br /&gt;
This pressure relief system drains the air inside to space if the pressure exceeds 1 atm, which can be used to guard against accidental station overpressure events. A passive vent inside (1) is connected to the control and the inlet. Another passive vent in space (2) is connected to the outlet. Since the outlet pressure is 0 kPa, then the pneumatic valve will only be on if the inside pressure exceeds 1 atm. When that happens, air from inside is transferred into space until the inside pressure is equal to 1 atm.&lt;br /&gt;
&lt;br /&gt;
===Turning Completeness===&lt;br /&gt;
Pneumatic valves make [https://github.com/space-wizards/space-station-14/pull/10520 atmos turing-complete].&lt;br /&gt;
&lt;br /&gt;
==Connecter Port==&lt;br /&gt;
[[File:Connecter port.png]]&lt;br /&gt;
&lt;br /&gt;
Connecter ports are solely used to transfer gas from a pipe into a canister and vice versa. Wrench a canister on top of a connecter port to connect them. A connected canister will allow gas to flow until the pressure evens out.&lt;br /&gt;
&lt;br /&gt;
==Canisters==&lt;br /&gt;
&lt;br /&gt;
[[File:Canister.png]]&lt;br /&gt;
&lt;br /&gt;
[[File:Canister interface.png]]&lt;br /&gt;
&lt;br /&gt;
Canisters are used to hold and transport gas. Drag a canister over to a connecter port and use a wrench to connect it. If the connecter port&#039;s internal pressure is higher than the canister pressure, gas will flow into the canister until the pressure evens out. &lt;br /&gt;
&lt;br /&gt;
If the canister has a higher pressure gas will flow out until the pressure difference is even. Canisters can release gas in different ways depending on the situation. Gas will only flow out if the release valve is toggled open. If the release valve pressure is lower than the external pressure, no gas will flow out. &lt;br /&gt;
* If the canister is wrenched to a connector port, gas will flow into the connector port. &lt;br /&gt;
*If a oxygen tank is inserted into a canister, gas will flow into the oxygen tank. &lt;br /&gt;
*If the canister is not connected to anything, gas will flow out into the surrounding atmosphere.&lt;br /&gt;
&lt;br /&gt;
==Gas Miner==&lt;br /&gt;
&lt;br /&gt;
[[File:Gas miner.png]]&lt;br /&gt;
&lt;br /&gt;
Gas miners create new gas from nothing and are currently used to make sure the station has an infinite amount of a specific gas. Gas Miners come in different types and create different types of gas. A oxygen miner will create oxygen gas while a plasma miner will create plasma gas. Gas Miners can be found in Atmospherics inside each gas holding chamber.&lt;br /&gt;
&lt;br /&gt;
==Gas Recycler==&lt;br /&gt;
&lt;br /&gt;
[[File:Gas recycler.png]]&lt;br /&gt;
&lt;br /&gt;
Gas recyclers are used to recycle waste gasses like CO2 into breathable oxygen. They require a lot of pressure to work, more than is created by simply breathing. They also require the waste gas to be heated to around 300°C, thus a heater and a freezer are required for it to work. They recycler loop can be filled with N2 to boost the pressure.&lt;br /&gt;
&lt;br /&gt;
{{Guides Menu}}&lt;/div&gt;</summary>
		<author><name>MilonPL</name></author>
	</entry>
	<entry>
		<id>https://wiki.deltav.gay/index.php?title=Medical&amp;diff=2993</id>
		<title>Medical</title>
		<link rel="alternate" type="text/html" href="https://wiki.deltav.gay/index.php?title=Medical&amp;diff=2993"/>
		<updated>2024-02-09T07:43:30Z</updated>

		<summary type="html">&lt;p&gt;MilonPL: Updated the chemistry table hopefully this is the final revision until everything gets changed again&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Starting your shift ==&lt;br /&gt;
Medbay often starts out calm, but you&#039;d best prepare for the storm that&#039;s about to come. You&#039;ll either get blown up by some syndicate agent wanting the hypospray or you&#039;ll get so inundated with bodies and people screaming in your ear for you to treat them faster that you&#039;ll blow medbay up yourself.&lt;br /&gt;
&lt;br /&gt;
Coordinate with the [[Chemist|Chemists]]. Give them a list of drugs you&#039;ll need to treat your patients. Try to have a variety of meds on deck, and don&#039;t just keep a stockpile of [[Chemistry#Tricordrazine|Tricordrazine]] for everyone that comes your way.&lt;br /&gt;
&lt;br /&gt;
It&#039;s optional but bringing a Body Scanner or [[Medical_Doctor#Tools|health analyzer]] out to the front of medbay for patients to come and scan their DNA without pestering you can be beneficial. &lt;br /&gt;
&lt;br /&gt;
If there is no Crew Monitor Computer out in medical&#039;s public area, ask the [[Chief_Medical_Officer|CMO]] to bring it out from their office. When you have the time, you can check the Crew Monitor for anyone dead or dying. If they have their suit sensors set to display coordinates a [[Paramedic]] may use those to potentially locate their body for cloning purposes or biomass. A GPS and Handheld Crew Monitor devices can help you locate dead bodies.&lt;br /&gt;
&lt;br /&gt;
== Types Of Damage ==&lt;br /&gt;
In SS14, damage is a value representing how much injuries a character has suffered. It can be checked using a [[Medical_Doctor#Tools|health analyzer]] or your PDA. If it&#039;s 0, it means there are no wounds or injuries. There are 5 categories of damage: {{DMG|Brute}}, {{DMG|Burn}}, {{DMG|Airloss}}, {{DMG|Toxin}} and {{DMG|Genetic}}. Each of them has a different treatment, although some chemicals, like [[Chemistry#Tricordrazine|Tricordrazine]], can treat multiple types of damage. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Refer to [[Medical#Chemical_Reference_Table|Treatments Table]] for all treatments.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Brute Damage ===&lt;br /&gt;
There are three types of Brute damage: {{DMG|Blunt}}, {{DMG|Slash}}, {{DMG|Piercing}}. All types of Brute damage can be healed used using [[Chemistry#Bicaridine|Bicaridine]], which heals 4 {{DMG|Brute}} per unit. The overdose amount is 15u. You can also use advanced chemicals to treat only one kind of Brute damage at once, but more effectively. It&#039;s especially useful when a patient comes in with only one type of damage. These chemicals are: &lt;br /&gt;
* [[Chemistry#Bruizine|Bruizine]] - Healing {{DMG|Blunt|+|7}} wih max dose of 10.5u.&lt;br /&gt;
* [[Chemistry#Lacerinol|Lacerinol]] - Healing {{DMG|Slash|+|6}} with max dose of 12u.&lt;br /&gt;
* [[Chemistry#Puncturase|Puncturase]] - Healing {{DMG|Piercing|+|8}} but dealing {{DMG|Blunt|-|0.2}} with max dose of 11u.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Make sure to not mix any of the advanced brute meds with Bicaridine.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
When a patient is presenting with less than 25 damage, you might want to use [[Medical_Doctor#Tools|Bruise Packs]] or [[Medical_Doctor#Tools|Medicated Sutures]] to heal them. You can find these inside of your toolbelt or First Aid Kits. &lt;br /&gt;
&lt;br /&gt;
=== Burn Damage ===&lt;br /&gt;
There are four typoes of Burn damage: {{DMG|Heat}}, {{DMG|Shock}}, {{DMG|Cold}} and {{DMG|Caustic}}. All of them except {{DMG|Caustic}} can be healed using [[Chemistry#Dermaline|Dermaline]], which heals {{DMG|Heat|+|3}}, {{DMG|Shock|+|3}}, {{DMG|Cold|+|3}} and has a max dose of 10u. It&#039;s what you&#039;re most likely to find inside the medbay. The advanced chemicals for this kind of damage, are:&lt;br /&gt;
* [[Chemistry#Siderlac|Siderlac]] - Healing {{DMG|Caustic|+|10}}.&lt;br /&gt;
* [[Chemistry#Sigynate|Sigynate]] - Healing {{DMG|Caustic|+|6}} with a max dose of 16u.&lt;br /&gt;
* [[Chemistry#Leporazine|Leporazine]] - Healing {{DMG|Cold|+|8}} with a max dose of 12u.&lt;br /&gt;
* [[Chemistry#Siderlac|Pyrazine]] - Pyrazine {{DMG|Heat|+|10}} with a max dose of 20u.&lt;br /&gt;
* [[Chemistry#Insuzine|Insuzine]] - Healing {{DMG|Shock|+|10}} with a max dose of 12u.&lt;br /&gt;
&lt;br /&gt;
Again, when a patient is presenting with less than 25 Burn damage, you can use [[Medical_Doctor#Tools|Ointments]] or [[Medical_Doctor#Tools|Regenerative Meshes]] to heal them.&lt;br /&gt;
&lt;br /&gt;
=== Airloss Damage ===&lt;br /&gt;
Before reading anything else: if someone is on the ground gasping, you should first use an emergency medipen on them if no one else already has yet, and then move them to a stasis bed if there are any available. This will give you time to prepare a more specific treatment. Next check that their internals are off (if theres air in medbay) or on (if theres no air in medbay). You do this by their right click menu.&lt;br /&gt;
&lt;br /&gt;
When it comes to Asphyxiation, [[Chemistry#Epinephrine|Epinephrine]], [[Chemistry#Inaprovaline|Inaprovaline]], [[Chemistry#Dexalin|Dexalin]] and [[Chemistry#Dexalin_plus|Dexalin Plus]] are all effective at treating it, but your best friend and go-to chemical will be Dexalin Plus, which - unlike Inaprovaline and Epinephrine - heals both {{DMG|Bloodloss}} and {{DMG|Asphyxiation}} - {{DMG|Airloss|+|13}}.&lt;br /&gt;
&lt;br /&gt;
Another kind of Airloss damage is {{DMG|Bloodloss}}. Everyone has a volume of blood inside them. When you take damage, slash and pierce most importantly, you will lose blood. You may also start noticeably bleeding, which continually drains your blood. If your blood level falls below a certain threshold, you will begin taking bloodloss damage and you will continue to do so until your blood levels return to normal. When you lose enough blood, you will start seeing double.&lt;br /&gt;
&lt;br /&gt;
If someone is bleeding heavily there are 3 things to do:&lt;br /&gt;
* Stop the bleeding&lt;br /&gt;
* Restore blood levels &lt;br /&gt;
* Cure bloodloss damage &lt;br /&gt;
&lt;br /&gt;
To stop bleeding (to stop blood levels from dropping continuously), you should use gauze or [[Chemistry#Tranexamic_acid|Tranexamic acid]]. [[Chemistry#Inaprovaline|Inaprovaline]] and [[Chemistry#Pulped_banana_peel|Pulped banana peel]] also reduce bleeding but [[Chemistry#Tranexamic_acid|Tranexamic acid]] is 3 times more powerful than pulped banana peel and 6 times more powerful than Inaprovaline.  It should be noted that emergency medipens contain a small amount of [[Chemistry#Tranexamic_acid|Tranexamic acid]] (3u). Note that if you Examine a patient and it says they are covered in Lacerations, that means they are bleeding.&lt;br /&gt;
&lt;br /&gt;
If you have only a few patients with intense bleeding, move them to a stasis bed first to give you time to prepare a treatment.&lt;br /&gt;
&lt;br /&gt;
To restore blood level (stop double vision and stop continuous bloodloss damage), you need to administer [[Chemistry#Iron|Iron]], [[Chemistry#Saline|Saline]] or use Blood packs which restores 15units of blood per use.  Patients will recover blood levels on their own once their bleeding has stopped, however the rate at which they do so is abysmally low. You can view the patient&#039;s blood level in the top part of your Health Analyzer interface. It&#039;s showed there as precentage.&lt;br /&gt;
&lt;br /&gt;
Your patient may have enough bloodloss damage at any point in treatment to warrant curing the damage. To do so, you will want to apply [[Chemistry#Dexalin_plus|Dexalin plus]] or [[Chemistry#Dexalin|Dexalin]] to cure the bloodloss damage. Patients who are no longer low on blood will slowly recover from bloodloss damage on their own without medication. &lt;br /&gt;
&lt;br /&gt;
Do not simply cure the patient of their bloodloss damage and send them on their way. They may appear to be cured on your health analyzer, but if their bleeding has not been stopped and their blood levels restored to normal, they will be back in med bay to be treated again soon.&lt;br /&gt;
&lt;br /&gt;
=== Toxin Damage ===&lt;br /&gt;
There are two types of Toxin damage, both treated with different medications.&lt;br /&gt;
&lt;br /&gt;
The one you&#039;ll come across the most is {{DMG|Poison}} damage. Seriously, you&#039;d be surprised by how many people present with alcohol poisoning every shift. The first med you can use for healing {{DMG|Poison}} is [[Chemistry#Dylovene|Dylovene]], you&#039;re likely to see it at the start of your shift. It heals {{DMG|Poison|+|2}} per unit with a max dose of 20u. The far superior med is [[Chemistry#Diphenhydramine|Diphenhydramine]], as it heals {{DMG|Poison|+|6}} and has no overdose.&lt;br /&gt;
&lt;br /&gt;
The next kind of Toxin is {{DMG|Radiation}} damage. You will most likely see [[Salvage_Specialist|Salvage Specialists]] presenting with this kind of damage. It can be treated with [[Chemistry#Arithrazine|Arithrazine]], which heals {{DMG|Radiation|+|6}} per unit. You need to watch out, because it also deals {{DMG|Brute|-|1}}. You can usually solve this issue with [[Medical_Doctor#Tools|Bruise Pack]] or [[Chemistry#Bicaridine|Bicaridine]].&lt;br /&gt;
&lt;br /&gt;
=== Vision ===&lt;br /&gt;
A loss of eye sight will not appear on the Health Analyzer. If a user has been using a Welding Torch without a Welding Mask, they may be unable to see very far. You can treat it using [[Chemistry#Oculine|Oculine]]&lt;br /&gt;
&lt;br /&gt;
=== Jittering ===&lt;br /&gt;
A patient may be jittering (shaking) due to an overdose. A bed rest or simply time can help here. To rapidly flush jittering, you can administer a dose of [[Chemistry#Diphenhydramine|Diphenhydramine]].&lt;br /&gt;
&lt;br /&gt;
=== Allergic Reaction ===&lt;br /&gt;
An allergic reaction (e.g. to bees) can cause a build up of [[Chemistry#Histamine|Histamine]]. A dose of [[Chemistry#Diphenhydramine|Diphenhydramine]] or [[Chemistry#Ultravasculine|Ultravasculine]] can help flush it.&lt;br /&gt;
&lt;br /&gt;
=== Hallucinations ===&lt;br /&gt;
A patient may see swirly illusions after taking a hallucinogenic such as Space Drugs. A bed rest or simply time can help here. 1u of [[Chemistry#Synaptizine|Synaptizine]] can assist here (via a Dropper). More than 1u can be lethal.&lt;br /&gt;
&lt;br /&gt;
=== Ethanol Poisoning === &lt;br /&gt;
A patient may feel the effects of ingesting too much alcohol. A bed rest or simply time can help here. [[Chemistry#Ethylredoxrazine|Ethylredoxrazine]] can also be used to treat the effeects.&lt;br /&gt;
&lt;br /&gt;
== Cryogenics ==&lt;br /&gt;
&#039;&#039;Main article: [[Cryogenic_Pods|Cryogenic Pods]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Cryogenic Pods, also called cryo pods or cryopods, are a special type of medical machinery used in conjuction with specific chemical solutions. The machine itself can be thought of a simple gas chamber a patient can be placed in, with specific protection to prevent cold gases from damaging patients. It also offers a slot for a beaker or similar, to automatically inject the patient with a solution, slowly over the course of time. Cryo pods need a properly built atmospherics setup to work.&lt;br /&gt;
&amp;lt;div style=&amp;quot;display: flex; flex-flow: row wrap; justify-content: center; gap: 0.5em&amp;quot;&amp;gt;&lt;br /&gt;
{{Chembox|prototype=Cryoxadone}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Administering Medication ==&lt;br /&gt;
There are multiple ways to administer medicine to the patients.&lt;br /&gt;
* Liquid + Syringe - This is the most common way of giving chemicals to patients. You can find labeled jugs with medicine usually near the beds area of the Medbay. Each one holds 200u of liquid. You can use a syringe to draw or inject chemicals. By right clicking a syringe, you can change the amount of liquid you want to transfer - 5u, 10u or 15u. By left clicking it in your hand or clicking Z, you can change the mode between Drawing and Injecting.&lt;br /&gt;
* Liquid + Interact - A doctor can hold a container of liquid (e.g. a beaker, jug, can, bottle) and interact with a patient to force them to sip 5u of the liquid. Force feeding is slower than if the patient drinks the liquid themselves. Liquids cannot be ingested by some species (such as Moth). Drinking requires the face to be uncovered (except for certain masks like the clown mask). A doctor can Strip off a Helmet and Breathe Mask in order to achieve this. Drinking does nothing on dead bodies except if it is ingested right before the Defibrillator.&lt;br /&gt;
* Pill - A [[Chemist]] can create pills and some Medpacks also have pills therein. Pills will often be labelled with the chemical and amount of units. Unfortunately pills can also be mislabelled. Mislabelled pills can be grinded by a Grinder to revert to a liquid. Pills contain higher volumes of medication than a syringe. Pills cannot be ingested by some species (such as Moth). Pills require the face to be uncovered (except for certain masks like the clown mask). A doctor can Strip off a Helmet and Breathe Mask in order to achieve this. Pills do nothing on dead bodies except if they are ingested right before the Defibrillator.&lt;br /&gt;
* Apply a Pack - Some treatments can be applied topically to the body. This can be performed on dead bodies, moths and patients wearing a helmet. Examples of topical treatment are: Bruise Packs, Ointment, Gauze, Aloe Cream, etc.&lt;br /&gt;
&lt;br /&gt;
== Stabilizing Critical Patients ==&lt;br /&gt;
When a character suffers more than 100 damage, they will go into a Critical condition, indicated by the character passing out on the floor and starting to gasp for air. While crit, they won&#039;t be able to move, speak or interact with the world. They will also start gaining Asphyxiation. Once they reach 200 total damage, they will die, indicated by the text &amp;quot;... siezes up, his eyes dead and lifeless&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
Patients are often dragged in gasping for air in a Critical state. In the medbay, the go-to chemical for healing {{DMG|Airloss}} is [[Chemistry#Dexalin_plus|Dexalin Plus]], which heals {{DMG|Airloss|+|13}}. While you&#039;re in field, the usual best option is to inject an emergency medipen into the patient to stabilize them, which has the effect of healing a bit of damage and {{DMG|Asphyxiation|+|6}}. Everyone starts with an emergency medipen inside their survival box, which contains 12u of [[Chemistry#Epinephrine|Epinephrine]] and 3u of [[Chemistry#Tranxemic_acid|Tranexamic Acid]]. Medical doctors also have one medipen on their medical belt. If you run out, there are also bottles of [[Chemistry#Epinephrine|Epinephrine]] inside the NanoMed. &lt;br /&gt;
&lt;br /&gt;
If you don&#039;t have [[Chemistry#Epinephrine|Epinephrine]] or [[Chemistry#Dexalin_plus|Dexalin Plus]] then [[Chemistry#Inaprovaline|Inaprovaline]] can also be useful, to a lesser degree. Once you administer a chemical to deal with the {{DMG|Airloss}}, you can move on to healing other types of damage. If you notice {{DMG|Asphyxiation}} going up again, you can give the patient another dose of preferably [[Chemistry#Dexalin_plus|Dexalin Plus]].&lt;br /&gt;
&lt;br /&gt;
Putting critical patients on a Stasis Bed will make them die 10 times slower, giving you more time to do other things. Remember that it also makes all chemicals metabolize slower, including medicine. Medical beds and roller also help a little. To do this, drag the patient onto an empty bed (do not Pull them onto the bed but instead left click them, drag and release them onto the bed).&lt;br /&gt;
&lt;br /&gt;
== Dead Body Analysis ==&lt;br /&gt;
If someone dies in your care or is brought to you as a corpse, you need to decide what action to take:&lt;br /&gt;
&lt;br /&gt;
First verify that the body has a soul. The best and simplest way to do this is {{key press|Shift}} + left click.&lt;br /&gt;
&lt;br /&gt;
[[File:BodyDead.png|thumb]]If you see text in red stating &amp;quot;They are dead.&amp;quot;, this means that this person is still viable for cloning or revival. If they get cloned, the old body will display the unclonable text shown below, and can be disposed of (after the person has gathered all their things off of it).&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
[[File:BodyDeadSSD.png|thumb]]&lt;br /&gt;
If instead you see text in yellow stating &amp;quot;Their soul lies dormant and may return soon.&amp;quot;, then this person is still cloneable but have left the server. You might want to keep them in the morgue until their soul returns or just clone them and hope for them to come back.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
[[File:BodyDeadIrrecoverable.png|thumb]]If instead you see text in purple stating &amp;quot;Their soul has departed and moved on. Any recovery is unlikely.&amp;quot;, then this person is gone. They&#039;ve either left the server, or they&#039;ve taken a ghost role, such as a drone or monkey, and thus forfeited the right to come back to their body. That or they&#039;ve just been cloned. Toss this body in the morgue.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Reviving ===&lt;br /&gt;
Dead people can be brought back using a Defibrillator, but only if they have less than 200 total damage (Not counting {{DMG|Asphyxiation}}) and they aren&#039;t rotting. You can use a Health Analyzer to check how much damage the body took before death. If the damage is excessive or non-curable with topical treatments, cloning may be the only option. Chemicals do not metabolize in the dead, but you can reduce the damage by using [[Medical_Doctor#Tools|Bruise Packs, Ointments, Sutures, Meshes, Gauzes and Bloodpacks]]. Once you get them below 200 damage, you can use a Defibrillator to bring them back to life. You can often find them free-standing or in a cabinet. It is batter-operated and must be turned on before you can use it. Each time the Defibrillator is used, its battery charge will go down. Eventually, you will need to recharge it. To do that, you need to first eject the battery cell and put it in a reacharger. It can be also found in Medical.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:auto&amp;quot;&lt;br /&gt;
|+ Dead Body Treatment&lt;br /&gt;
|-&lt;br /&gt;
! Symptoms !! Analysis !! Treatment Steps&lt;br /&gt;
|-&lt;br /&gt;
| 200+ Airloss || Revivable || Defibrillator &lt;br /&gt;
|-&lt;br /&gt;
| 100 Airloss and 100 Brute || Revivable || 2 Bruise packs followed by a Defibrillator followed by normal treatment (e.g. Bicaridine)&lt;br /&gt;
|-&lt;br /&gt;
| 200 Brute || Revivable || Brute packs until ~95 brute followed by a Defibrillator followed by normal treatment (e.g. Bicaridine)&lt;br /&gt;
|-&lt;br /&gt;
| 200 Burn || Revivable || Ointment or Aloe Cream until ~95 burn followed by a Defibrillator followed by normal treatment (e.g. Dermaaline)&lt;br /&gt;
|-&lt;br /&gt;
| 200 Poison or Radiation || Clone || Note that an advanced doctor may inject them with Anti-Toxin and then Defib and repeat this process but it will be a challenging revival. &lt;br /&gt;
|-&lt;br /&gt;
| 200+ Brute || Clone || Check Medical stockpiles of Bruise Packs before attempting revival. Cloning may be more viable.&lt;br /&gt;
|-&lt;br /&gt;
| 200+ Burn || Clone || Check Medical stockpiles of Ointment and Aloe Cream before attempting revival. Aloe Cream is a renewable resource from Botany. Cloning may be more viable if stockpiles are poor or Botany is non-responsive.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Cloning ===&lt;br /&gt;
To clone, first the cloning system needs to be set up. &lt;br /&gt;
&lt;br /&gt;
Make sure that the metempsychotic machine (or cloner) and medical scanner are linked to the Cloning Console via multitool. After that, ensure that there&#039;s enough biomass (from the Biomass Reclaimer). When you wish to clone them, place their body in the medical scanner and clone from the console.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Metempsychotic Machine&#039;&#039;&#039;&amp;lt;/big&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:MetempsychoticMachine.png|64px]]&lt;br /&gt;
&lt;br /&gt;
This is the machine every station starts with.&lt;br /&gt;
&lt;br /&gt;
This machine doesn&#039;t clone you but transfer your soul into a new body. It costs 30 biomass on the first transfer and there is a 100% chance for you to end up in an humanoid body (with a low chance of it being your own body. For every consecutive metempsychoses, the price goes up by 5 biomass and the chances of ending up in a humanoid body goes down by 25%. Upgrades can affect each.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Cloning Machine&#039;&#039;&#039;&amp;lt;/big&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:Cloner.png|64px]]&lt;br /&gt;
&lt;br /&gt;
The original cloner. It can be found in salvages wrecks.&lt;br /&gt;
&lt;br /&gt;
Larger species require more biomass to clone. You can inspect the body&#039;s damage before deciding whether to clone. Each point of genetic damage increases the chance cloning will fail by 1%.&lt;br /&gt;
&lt;br /&gt;
After cloning, be sure to process their old body in the reclaimer to get some biomass back. Make sure you&#039;ve given them an opportunity to get their things (as long as they didn&#039;t die of infectious disease.)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Medical Scanner&#039;&#039;&#039;&amp;lt;/big&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:MedicalScanner.png|64px]]&lt;br /&gt;
&lt;br /&gt;
The medical scanner is where you put clone-able bodies into before interacting with the body scanner to press the clone button.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Morgue ===&lt;br /&gt;
Meant for long-term storage of dead bodies. This is where you find a bunch of morgue storage pods where you can store dead people. &lt;br /&gt;
&lt;br /&gt;
It is recommended to only store people with souls in there if the cloning bay is overflowing, you can&#039;t clone due to low biomass or it is currently inoperable.&lt;br /&gt;
&lt;br /&gt;
Storing dead bodies is very useful to prevent the body from rotting (which prevents revival and cloning).&lt;br /&gt;
&lt;br /&gt;
To use the Morgue, interact with a Storage Pod to open the tray, drag a body onto the tray, then interact with the Pod to close the tray. Typically you&#039;ll want only one body per Storage Pod.&lt;br /&gt;
&lt;br /&gt;
Here&#039;s a quick morgue color code.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: left;vertical-align: center;&amp;quot;&lt;br /&gt;
! Sprite !! Meaning&lt;br /&gt;
|-&lt;br /&gt;
| [[File:MorgueEmpty.png]]&lt;br /&gt;
| There is nothing inside the tray.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:MorgueBodySoulless.png]]&lt;br /&gt;
| There is a body but the player isn&#039;t in the body. The state of the spirit is unknown as the player could be waiting around the body or left already. You need to pull out the body and check it manually.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:MorgueBody.png]]&lt;br /&gt;
| The body has a spirit inside of it, and is revive-able. It will be beeping too.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:MorgueObject.png]]&lt;br /&gt;
| There is something inside the tray, but it&#039;s not a body.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Biomass Reclaimer&#039;&#039;&#039;&amp;lt;/big&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:BiomassReclaimer.png|64px]]&lt;br /&gt;
&lt;br /&gt;
Every morgue comes with a very important piece of equipment, the Biomass Reclaimer. It is fairly straightforward, put a dead body in it, it grinds them into biomass. Be careful not to grind down clone-able body if you are not an [[Antagonist]] as it could get you in trouble [[Roleplay#In_Character|IC]] and [[Roleplay#Out_of_Character|OOC]].&lt;br /&gt;
&lt;br /&gt;
If you attempt to drag a living creature into the Biomass Reclaimer, it may throw the creature across the room.&lt;br /&gt;
&lt;br /&gt;
The amount of Biomass generated depends on the type of creature.&lt;br /&gt;
&lt;br /&gt;
If you get low on Biomass, contact Salvage and/or Cargo and ask for their help.&lt;br /&gt;
&lt;br /&gt;
== Crew Monitoring Console ==&lt;br /&gt;
A Crew Monitoring Console usually can be found in the public area of the Medbay or inside the CMO&#039;s office. It also comes in a handheld version distributed to the [[Chief_Medical_Officer|Chief Medical Officer]] and the [[Paramedic|Paramedics]].&lt;br /&gt;
&lt;br /&gt;
It can be used to find other crewmembers, provided they have suit sensors enabled. The four settings on suit sensors are:&lt;br /&gt;
* Off - The person doesn&#039;t show up in the console.&lt;br /&gt;
* Binary - The person shows up as either ALIVE or DEAD.&lt;br /&gt;
* Vitals - The person will show up with their current health condition.&lt;br /&gt;
* Coordinates - The person can be found on the interactive station map.&lt;br /&gt;
&lt;br /&gt;
If someone has their Coordinates on, they can be easily found and retrived by [[Paramedic|Paramedics]]. If someone dies without coords on, there&#039;s little you can do usually. It&#039;s recommended for all crew to have their suit sensors on.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Chemical Reference Table ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &amp;lt;span style=&amp;quot;white-space: nowrap;&amp;quot;&amp;gt;&lt;br /&gt;
! Damage&lt;br /&gt;
! Treatment&lt;br /&gt;
|-&lt;br /&gt;
! Brute&lt;br /&gt;
| &#039;&#039;&#039;Bruise Pack&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;Medicated Suture&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;[[Chemistry#Bicaridine|Bicaridine]]&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Beaker.png|32px]]1 part [[Chemistry#Carbon|Carbon]]&amp;lt;br&amp;gt;[[File:Beaker.png|32px]]1 part [[Chemistry#Inaprovaline|Inaprovaline]]&amp;lt;sup&amp;gt;([[File:Beaker.png|16px]]1 part [[Chemistry#Oxygen|Oxygen]] [[File:Beaker.png|16px]]1 part [[Chemistry#Sugar|Sugar]] [[File:Beaker.png|16px]]1 part [[Chemistry#Carbon|Carbon]])&amp;lt;/sup&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;[[Chemistry#Bruizine|Bruizine (Blunt)]]&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Beaker.png|32px]]1 part [[Chemistry#Bicaridine|Bicaridine]]&amp;lt;sup&amp;gt;([[File:Beaker.png|16px]]1 part [[Chemistry#Carbon|Carbon]] [[File:Beaker.png|16px]]1 part [[Chemistry#Inaprovaline|Inaprovaline]]&amp;lt;sup&amp;gt;([[File:Beaker.png|8px]]1 part [[Chemistry#Oxygen|Oxygen]] [[File:Beaker.png|8px]]1 part [[Chemistry#Sugar|Sugar]] [[File:Beaker.png|8px]]1 part [[Chemistry#Carbon|Carbon]])&amp;lt;/sup&amp;gt;)&amp;lt;/sup&amp;gt;&amp;lt;br&amp;gt;[[File:Beaker.png|32px]]0.9 part [[Chemistry#Lithium|Lithium]]&amp;lt;br&amp;gt;[[File:Beaker.png|32px]]1 part [[Chemistry#Sugar|Sugar]] &lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;[[Chemistry#Lacerinol|Lacerinol (Slash)]]&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Beaker.png|32px]]1 part [[Chemistry#Bicaridine|Bicaridine]]&amp;lt;sup&amp;gt;([[File:Beaker.png|16px]]1 part [[Chemistry#Carbon|Carbon]] [[File:Beaker.png|16px]]1 part [[Chemistry#Inaprovaline|Inaprovaline]]&amp;lt;sup&amp;gt;([[File:Beaker.png|8px]]1 part [[Chemistry#Oxygen|Oxygen]] [[File:Beaker.png|8px]]1 part [[Chemistry#Sugar|Sugar]] [[File:Beaker.png|8px]]1 part [[Chemistry#Carbon|Carbon]])&amp;lt;/sup&amp;gt;)&amp;lt;/sup&amp;gt;&amp;lt;br&amp;gt;[[File:Beaker.png|32px]]1 part [[Chemistry#Benzene|Benzene]]&amp;lt;sup&amp;gt;([[File:Beaker.png|16px]]1 part [[Chemistry#Hydrogen|Hydrogen]] [[File:Beaker.png|16px]]1 part [[Chemistry#Carbon|Carbon]]&amp;lt;span style=&amp;quot;color:#ff0000&amp;quot;&amp;gt; @ 310K&amp;lt;/span&amp;gt;)&amp;lt;/sup&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;[[Chemistry#Puncturase|Puncturase (Piercing)]]&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Beaker.png|32px]]1 part [[Chemistry#Bicaridine|Bicaridine]]&amp;lt;sup&amp;gt;([[File:Beaker.png|16px]]1 part [[Chemistry#Carbon|Carbon]] [[File:Beaker.png|16px]]1 part [[Chemistry#Inaprovaline|Inaprovaline]]&amp;lt;sup&amp;gt;([[File:Beaker.png|8px]]1 part [[Chemistry#Oxygen|Oxygen]] [[File:Beaker.png|8px]]1 part [[Chemistry#Sugar|Sugar]] [[File:Beaker.png|8px]]1 part [[Chemistry#Carbon|Carbon]])&amp;lt;/sup&amp;gt;)&amp;lt;/sup&amp;gt;&amp;lt;br&amp;gt;[[File:Beaker.png|32px]]1 part [[Chemistry#Hydroxide|Hydroxide]]&amp;lt;sup&amp;gt;([[File:Beaker.png|16px]]1 part [[Chemistry#Hydrogen|Hydrogen]] [[File:Beaker.png|16px]]1 part [[Chemistry#Oxygen|Oxygen]]&amp;lt;span style=&amp;quot;color:#ff0000&amp;quot;&amp;gt; @ 310K&amp;lt;/span&amp;gt;)&amp;lt;/sup&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;[[Chemistry#Tricordrazine|Tricordrazine]]&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Beaker.png|32px]]1 part [[Chemistry#Dylovene|Dylovene]]&amp;lt;sup&amp;gt;([[File:Beaker.png|16px]]1 part [[Chemistry#Potassium|Potassium]] [[File:Beaker.png|16px]]1 part [[Chemistry#Silicon|Silicon]] [[File:Beaker.png|16px]]1 part [[Chemistry#Nitrogen|Nitrogen]])&amp;lt;/sup&amp;gt;&amp;lt;br&amp;gt; [[File:Beaker.png|32px]]1 part [[Chemistry#Inaprovaline|Inaprovaline]]&amp;lt;sup&amp;gt;([[File:Beaker.png|16px]]1 part [[Chemistry#Oxygen|Oxygen]] [[File:Beaker.png|16px]]1 part [[Chemistry#Sugar|Sugar]] [[File:Beaker.png|16px]]1 part [[Chemistry#Carbon|Carbon]])&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! Burn &lt;br /&gt;
| &#039;&#039;&#039;Ointment&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;Regenerative Mesh&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;[[Chemistry#Siderlac|Siderlac (Caustic)]]&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Beaker.png|32px]]1 part [[Chemistry#Stellibinin|Stellibinin]]&amp;lt;br&amp;gt;[[File:Beaker.png|32px]]1 part [[Chemistry#Aloe|Aloe]]&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;[[Chemistry#Sigynate|Sigynate (Caustic)]]&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Beaker.png|32px]]1 part [[Chemistry#Sodium_carbonate|Sodium Carbonate]]&amp;lt;sup&amp;gt;([[File:Beaker.png|16px]]1 part [[Chemistry#Ammonia|Ammonia]]&amp;lt;sup&amp;gt;([[File:Beaker.png|8px]]3 part [[Chemistry#Hydrogen|Hydrogen]][[File:Beaker.png|8px]]1 part [[Chemistry#Nitrogen|Nitrogen]])&amp;lt;/sup&amp;gt; [[File:Beaker.png|16px]]1 part [[Chemistry#Table_salt|Table Salt]]&amp;lt;sup&amp;gt;([[File:Beaker.png|8px]]1 part [[Chemistry#Chlorine|Chlorine]][[File:Beaker.png|8px]]1 part [[Chemistry#Sodium|Sodium]]&amp;lt;span style=&amp;quot;color:#ff0000&amp;quot;&amp;gt; @ 370K&amp;lt;/span&amp;gt;)&amp;lt;/sup&amp;gt; [[File:Beaker.png|16px]]1 part [[Chemistry#Carbon|Carbon]] [[File:Beaker.png|16px]]1 part [[Chemistry#Oxygen|Oxygen]])&amp;lt;/sup&amp;gt;&amp;lt;br&amp;gt; [[File:Beaker.png|32px]]1 part [[Chemistry#Sodium_hydroxide|Sodium Hydroxide]]&amp;lt;sup&amp;gt;([[File:Beaker.png|16px]]1 part [[Chemistry#Hydroxide|Hydroxide]]&amp;lt;sup&amp;gt;([[File:Beaker.png|8px]]1 part [[Chemistry#Hydrogen|Hydrogen]] [[File:Beaker.png|8px]]1 part [[Chemistry#Oxygen|Oxygen]]&amp;lt;span style=&amp;quot;color:#ff0000&amp;quot;&amp;gt; @ 310K&amp;lt;/span&amp;gt;)&amp;lt;/sup&amp;gt;[[File:Beaker.png|16px]]1 part [[Chemistry#Sodium|Sodium]])&amp;lt;/sup&amp;gt;&amp;lt;br&amp;gt; [[File:Beaker.png|32px]]1 part [[Chemistry#Kelotane|Kelotane]]&amp;lt;sup&amp;gt;([[File:Beaker.png|8px]]1 part [[Chemistry#Silicon|Silicon]][[File:Beaker.png|8px]]1 part [[Chemistry#Carbon|Carbon]])&amp;lt;/sup&amp;gt;&amp;lt;br&amp;gt;[[File:Beaker.png|32px]]1 part [[Chemistry#Water|Water]]&amp;lt;br&amp;gt;[[File:Beaker.png|32px]]1 part [[Chemistry#Sugar|Sugar]]&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;[[Chemistry#Insuzine|Insuzine (Shock)]]&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Beaker.png|32px]]1 part [[Chemistry#Leporazine|Leporazine]]&amp;lt;sup&amp;gt;([[File:Beaker.png|16px]]1 part [[Chemistry#Copper|Copper]][[File:Beaker.png|16px]]1 part [[Chemistry#Fersilicite|Fersilicite]]&amp;lt;sup&amp;gt;([[File:Beaker.png|8px]]1 part [[Chemistry#Iron|Iron]][[File:Beaker.png|8px]]1 part [[Chemistry#Silicon|Silicon]]&amp;lt;span style=&amp;quot;color:#ff0000&amp;quot;&amp;gt; @ 310K&amp;lt;/span&amp;gt;)&amp;lt;/sup&amp;gt;)[[File:Beaker.png|16px]]1 part [[Chemistry#Plasma|Plasma]]&amp;lt;sup&amp;gt;(catalyst)&amp;lt;/sup&amp;gt;)&amp;lt;/sup&amp;gt;&amp;lt;br&amp;gt;[[File:Beaker.png|32px]]1 part [[Chemistry#Kelotane|Kelotane]]&amp;lt;sup&amp;gt;([[File:Beaker.png|16px]]1 part [[Chemistry#Silicon|Silicon]][[File:Beaker.png|16px]]1 part [[Chemistry#Carbon|Carbon]])&amp;lt;/sup&amp;gt;&amp;lt;br&amp;gt;[[File:Beaker.png|32px]]1 part [[Chemistry#Silicon|Silicon]]&amp;lt;br&amp;gt;[[File:Beaker.png|32px]]1 part [[Chemistry#Benzene|Benzene]]&amp;lt;sup&amp;gt;([[File:Beaker.png|16px]]1 part [[Chemistry#Hydrogen|Hydrogen]][[File:Beaker.png|16px]]1 part [[Chemistry#Carbon|Carbon]])&amp;lt;/sup&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;[[Chemistry#Pyrazine|Pyrazine (Heat)]]&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Beaker.png|32px]]1 part [[Chemistry#Leporazine|Leporazine]]&amp;lt;sup&amp;gt;([[File:Beaker.png|16px]]1 part [[Chemistry#Copper|Copper]][[File:Beaker.png|16px]]1 part [[Chemistry#Fersilicite|Fersilicite]]&amp;lt;sup&amp;gt;([[File:Beaker.png|8px]]1 part [[Chemistry#Iron|Iron]][[File:Beaker.png|8px]]1 part [[Chemistry#Silicon|Silicon]]&amp;lt;span style=&amp;quot;color:#ff0000&amp;quot;&amp;gt; @ 310K&amp;lt;/span&amp;gt;)&amp;lt;/sup&amp;gt;)[[File:Beaker.png|16px]]1 part [[Chemistry#Plasma|Plasma]]&amp;lt;sup&amp;gt;(catalyst)&amp;lt;/sup&amp;gt;)&amp;lt;/sup&amp;gt;&amp;lt;br&amp;gt;[[File:Beaker.png|32px]]1 part [[Chemistry#Dermaline|Dermaline]]&amp;lt;sup&amp;gt;([[File:Beaker.png|16px]]1 part [[Chemistry#Kelotane|Kelotane]]&amp;lt;sup&amp;gt;([[File:Beaker.png|8px]]1 part [[Chemistry#Silicon|Silicon]] [[File:Beaker.png|8px]]1 part [[Chemistry#Carbon|Carbon]])&amp;lt;/sup&amp;gt;[[File:Beaker.png|16px]]1 part [[Chemistry#Oxygen|Oxygen]][[File:Beaker.png|16px]]1 part [[Chemistry#Phosphorus|Phosphorus]])&amp;lt;/sup&amp;gt;&amp;lt;br&amp;gt;[[File:Beaker.png|32px]]1 part [[Chemistry#Carbon|Carbon]]&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;[[Chemistry#Leporazine|Leporazine (Cold)]]&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Beaker.png|32px]]1 part [[Chemistry#Copper|Copper]][[File:Beaker.png|32px]]1 part [[Chemistry#Fersilicite|Fersilicite]]&amp;lt;sup&amp;gt;([[File:Beaker.png|16px]]1 part [[Chemistry#Iron|Iron]][[File:Beaker.png|16px]]1 part [[Chemistry#Silicon|Silicon]]&amp;lt;span style=&amp;quot;color:#ff0000&amp;quot;&amp;gt; @ 310K&amp;lt;/span&amp;gt;)&amp;lt;/sup&amp;gt;[[File:Beaker.png|32px]]1 part [[Chemistry#Plasma|Plasma]]&amp;lt;sup&amp;gt;(catalyst)&amp;lt;/sup&amp;gt;)&amp;lt;/sup&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;[[Chemistry#Kelotane|Kelotane]]&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Beaker.png|32px]]1 part [[Chemistry#Silicon|Silicon]]&amp;lt;br&amp;gt;[[File:Beaker.png|32px]]1 part [[Chemistry#Carbon|Carbon]]&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;[[Chemistry#Dermaline|Dermaline]]&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Beaker.png|32px]]1 part [[Chemistry#Kelotane|Kelotane]]&amp;lt;sup&amp;gt;([[File:Beaker.png|16px]]1 part [[Chemistry#Silicon|Silicon]] [[File:Beaker.png|16px]]1 part [[Chemistry#Carbon|Carbon]])&amp;lt;/sup&amp;gt;&amp;lt;br&amp;gt;[[File:Beaker.png|32px]]1 part [[Chemistry#Oxygen|Oxygen]]&amp;lt;br&amp;gt;[[File:Beaker.png|32px]]1 part [[Chemistry#Phosphorus|Phosphorus]]&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;[[Chemistry#Tricordrazine|Tricordrazine]]&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Beaker.png|32px]]1 part [[Chemistry#Dylovene|Dylovene]]&amp;lt;sup&amp;gt;([[File:Beaker.png|16px]]1 part [[Chemistry#Potassium|Potassium]] [[File:Beaker.png|16px]]1 part [[Chemistry#Silicon|Silicon]] [[File:Beaker.png|16px]]1 part [[Chemistry#Nitrogen|Nitrogen]])&amp;lt;/sup&amp;gt;&amp;lt;br&amp;gt;[[File:Beaker.png|32px]]1 part [[Chemistry#Inaprovaline|Inaprovaline]]&amp;lt;sup&amp;gt;([[File:Beaker.png|16px]]1 part [[Chemistry#Oxygen|Oxygen]] [[File:Beaker.png|16px]]1 part [[Chemistry#Sugar|Sugar]] [[File:Beaker.png|16px]]1 part [[Chemistry#Carbon|Carbon]])&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! Airloss&lt;br /&gt;
| &#039;&#039;&#039;[[Chemistry#Dexalin|Dexalin]]&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Beaker.png|32px]]2 part [[Chemistry#Oxygen|Oxygen]]&amp;lt;br&amp;gt;[[File:Beaker.png|32px]]1 part [[Chemistry#Plasma|Plasma]]&amp;lt;sup&amp;gt;(catalyst)&amp;lt;/sup&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;[[Chemistry#Dexalin Plus|Dexalin plus]]&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Beaker.png|32px]]1 part [[Chemistry#Dexalin|Dexalin]]&amp;lt;sup&amp;gt;([[File:Beaker.png|16px]]2 part [[Chemistry#Oxygen|Oxygen]] [[File:Beaker.png|16px]]1 part [[Chemistry#Plasma|Plasma]]&amp;lt;sup&amp;gt;(catalyst)&amp;lt;/sup&amp;gt;)&amp;lt;/sup&amp;gt;&amp;lt;br&amp;gt;[[File:Beaker.png|32px]]1 part [[Chemistry#Iron|Iron]]&amp;lt;br&amp;gt;[[File:Beaker.png|32px]]1 part [[Chemistry#Carbon|Carbon]]&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;[[Chemistry#Epinephrine|Epinephrine]]&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Beaker.png|32px]]1 part [[Chemistry#Phenol|Phenol]]&amp;lt;sup&amp;gt;([[File:Beaker.png|16px]]1 part [[Chemistry#Oxygen|Oxygen]] [[File:Beaker.png|16px]]1 part [[Chemistry#Hydrogen|Hydrogen]] [[File:Beaker.png|16px]]1 part [[Chemistry#Carbon|Carbon]])&amp;lt;/sup&amp;gt;&amp;lt;br&amp;gt;[[File:Beaker.png|32px]]1 part [[Chemistry#Acetone|Acetone]]&amp;lt;sup&amp;gt;([[File:Beaker.png|16px]]1 part [[Chemistry#Oil|Oil]]&amp;lt;sup&amp;gt;([[File:Beaker.png|8px]]1 part [[Chemistry#Welding_fuel|Welding Fuel]] [[File:Beaker.png|8px]]1 part [[Chemistry#Carbon|Carbon]] [[File:Beaker.png|8px]]1 part [[Chemistry#Hydrogen|Hydrogen]])&amp;lt;/sup&amp;gt; [[File:Beaker.png|16px]]1 part [[Chemistry#Welding_fuel|Welding Fuel]] [[File:Beaker.png|16px]]1 part [[Chemistry#Oxygen|Oxygen]])&amp;lt;/sup&amp;gt;&amp;lt;br&amp;gt;[[File:Beaker.png|32px]]1 part [[Chemistry#Chlorine|Chlorine]]&amp;lt;br&amp;gt;[[File:Beaker.png|32px]]1 part [[Chemistry#Hydroxide|Hydroxide]]&amp;lt;sup&amp;gt;([[File:Beaker.png|16px]]1 part [[Chemistry#Hydrogen|Hydrogen]] [[File:Beaker.png|16px]]1 part [[Chemistry#Oxygen|Oxygen]]&amp;lt;span style=&amp;quot;color:#ff0000&amp;quot;&amp;gt; @ 310K&amp;lt;/span&amp;gt;)&amp;lt;/sup&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;[[Chemistry#Inaprovaline|Inaprovaline]]&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Beaker.png|32px]]1 part [[Chemistry#Oxygen|Oxygen]]&amp;lt;br&amp;gt;[[File:Beaker.png|32px]]1 part [[Chemistry#Sugar|Sugar]]&amp;lt;br&amp;gt;[[File:Beaker.png|32px]]1 part [[Chemistry#Carbon|Carbon]]&lt;br /&gt;
|-&lt;br /&gt;
! Toxin&lt;br /&gt;
| &#039;&#039;&#039;[[Chemistry#Dylovene|Dylovene]]&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Beaker.png|32px]]1 part [[Chemistry#Potassium|Potassium]]&amp;lt;br&amp;gt;[[File:Beaker.png|32px]]1 part [[Chemistry#Silicon|Silicon]]&amp;lt;br&amp;gt;[[File:Beaker.png|32px]]1 part [[Chemistry#Nitrogen|Nitrogen]]&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;[[Chemistry#Ultravasculine|Ultravasculine]]&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Beaker.png|32px]]1 part [[Chemistry#Plasma|Plasma]]&amp;lt;br&amp;gt;[[File:Beaker.png|32px]]2 part [[Chemistry#Histamine|Histamine]]&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;[[Chemistry#Arithrazine|Arithrazine]]&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Beaker.png|32px]]1 part [[Chemistry#Hyronalin|Hyronalin]]&amp;lt;sup&amp;gt;([[File:Beaker.png|16px]]1 part [[Chemistry#Dylovene|Dylovene]]&amp;lt;sup&amp;gt;([[File:Beaker.png|8px]]1 part [[Chemistry#Potassium|Potassium]] [[File:Beaker.png|8px]]1 part [[Chemistry#Silicon|Silicon]] [[File:Beaker.png|8px]]1 part [[Chemistry#Nitrogen|Nitrogen]])&amp;lt;/sup&amp;gt; [[File:Beaker.png|16px]]1 part [[Chemistry#Radium|Radium]])&amp;lt;/sup&amp;gt;&amp;lt;br&amp;gt;[[File:Beaker.png|32px]]1 part [[Chemistry#Hydrogen|Hydrogen]]&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;[[Chemistry#Hyronalin|Hyronalin]]&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Beaker.png|32px]]1 part [[Chemistry#Dylovene|Dylovene]]&amp;lt;sup&amp;gt;([[File:Beaker.png|16px]]1 part [[Chemistry#Potassium|Potassium]] [[File:Beaker.png|16px]]1 part [[Chemistry#Silicon|Silicon]] [[File:Beaker.png|16px]]1 part [[Chemistry#Nitrogen|Nitrogen]])&amp;lt;/sup&amp;gt;&amp;lt;br&amp;gt;[[File:Beaker.png|32px]]1 part [[Chemistry#Radium|Radium]]&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;[[Chemistry#Diphenhydramine|Diphenhydramine]]&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Beaker.png|32px]]1 part [[Chemistry#Diethylamine|Diethylamine]]&amp;lt;sup&amp;gt;([[File:Beaker.png|16px]]1 part [[Chemistry#Ammonia|Ammonia]]&amp;lt;sup&amp;gt;([[File:Beaker.png|8px]]3 part [[Chemistry#Hydrogen|Hydrogen]][[File:Beaker.png|8px]]1 part [[Chemistry#Nitrogen|Nitrogen]])&amp;lt;/sup&amp;gt; [[File:Beaker.png|16px]]1 part [[Chemistry#Ethanol|Ethanol]])&amp;lt;/sup&amp;gt;&amp;lt;br&amp;gt;[[File:Beaker.png|32px]]1 part [[Chemistry#Oil|Oil]]&amp;lt;sup&amp;gt;([[File:Beaker.png|16px]]1 part [[Chemistry#Welding_fuel|Welding Fuel]] [[File:Beaker.png|16px]]1 part [[Chemistry#Carbon|Carbon]] [[File:Beaker.png|16px]]1 part [[Chemistry#Hydrogen|Hydrogen]])&amp;lt;/sup&amp;gt;&amp;lt;br&amp;gt;[[File:Beaker.png|32px]]1 part [[Chemistry#Table_salt|Table Salt]]&amp;lt;sup&amp;gt;([[File:Beaker.png|16px]]1 part [[Chemistry#Chlorine|Chlorine]] [[File:Beaker.png|16px]]1 part [[Chemistry#Sodium|Sodium]]&amp;lt;span style=&amp;quot;color:#ff0000&amp;quot;&amp;gt; @ 370K&amp;lt;/span&amp;gt;)&amp;lt;/sup&amp;gt;&amp;lt;br&amp;gt;[[File:Beaker.png|32px]]1 part [[Chemistry#Carbon|Carbon]]&amp;lt;br&amp;gt;[[File:Beaker.png|32px]]1 part [[Chemistry#Ethanol|Ethanol]] &lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;[[Chemistry#Stellibinin|Stellibinin]]&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
! Genetic&lt;br /&gt;
| &#039;&#039;&#039;[[Chemistry#Phalanximine|Phalanximine]]&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Beaker.png|32px]]1 part [[Chemistry#Unstable_mutagen|Unstable Mutagen]]&amp;lt;sup&amp;gt;([[File:Beaker.png|16px]]1 part [[Chemistry#Chlorine|Chlorine]] [[File:Beaker.png|16px]]1 part [[Chemistry#Phosphorus|Phosphorus]] [[File:Beaker.png|16px]]1 part [[Chemistry#Radium|Radium]])&amp;lt;/sup&amp;gt;&amp;lt;br&amp;gt;[[File:Beaker.png|32px]]1 part [[Chemistry#Hyronalin|Hyronalin]]&amp;lt;sup&amp;gt;([[File:Beaker.png|16px]]1 part [[Chemistry#Dylovene|Dylovene]]&amp;lt;sup&amp;gt;([[File:Beaker.png|8px]]1 part [[Chemistry#Potassium|Potassium]] [[File:Beaker.png|8px]]1 part [[Chemistry#Silicon|Silicon]] [[File:Beaker.png|8px]]1 part [[Chemistry#Nitrogen|Nitrogen]])&amp;lt;/sup&amp;gt; [[File:Beaker.png|16px]]1 part [[Chemistry#Radium|Radium]])&amp;lt;/sup&amp;gt;&amp;lt;br&amp;gt;[[File:Beaker.png|32px]]1 part [[Chemistry#Ethanol|Ethanol]]&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;[[Chemistry#Doxarubixadone|Doxarubixadone (Cryo)]]&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Beaker.png|32px]]1 part [[Chemistry#Cryoxadone|Cryoxadone]]&amp;lt;sup&amp;gt;([[File:Beaker.png|16px]]1 part [[Chemistry#Dexalin|Dexalin]]&amp;lt;sup&amp;gt;([[File:Beaker.png|8px]]2 part [[Chemistry#Oxygen|Oxygen]] [[File:Beaker.png|8px]]1 part [[Chemistry#Plasma|Plasma]]&amp;lt;sup&amp;gt;(catalyst)&amp;lt;/sup&amp;gt;)&amp;lt;/sup&amp;gt; [[File:Beaker.png|16px]]1 part [[Chemistry#Water|Water]] [[File:Beaker.png|16px]]1 part [[Chemistry#Oxygen|Oxygen]])&amp;lt;/sup&amp;gt;&amp;lt;br&amp;gt;[[File:Beaker.png|32px]]1 part [[Chemistry#Unstable_mutagen|Unstable Mutagen]]&amp;lt;sup&amp;gt;([[File:Beaker.png|16px]]1 part [[Chemistry#Chlorine|Chlorine]] [[File:Beaker.png|16px]]1 part [[Chemistry#Phosphorus|Phosphorus]] [[File:Beaker.png|16px]]1 part [[Chemistry#Radium|Radium]])&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! Bleeding&lt;br /&gt;
| &#039;&#039;&#039;Medicated Suture&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;Gauze&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;Cloth&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;Blood pack&#039;&#039;&#039; (restores blood levels)&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;[[Chemistry#Iron|Iron]]&#039;&#039;&#039; (restores blood levels, toxic to arachnids)&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;[[Chemistry#Copper|Copper]]&#039;&#039;&#039; (restores blood levels, toxic to non-arachnids)&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;[[Chemistry#Saline|Saline]]&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;[[Chemistry#Pulped Banana Peel|Pulped Banana Peel]]&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;[[Chemistry#Inaprovaline|Inaprovaline]]&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Beaker.png|32px]]1 part [[Chemistry#Oxygen|Oxygen]]&amp;lt;br&amp;gt;[[File:Beaker.png|32px]]1 part [[Chemistry#Sugar|Sugar]]&amp;lt;br&amp;gt;[[File:Beaker.png|32px]]1 part [[Chemistry#Carbon|Carbon]]&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;[[Chemistry#Tranexamic acid|Tranexamic acid]]&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Beaker.png|32px]]1 part [[Chemistry#Sulfuric_acid|Sulfuric Acid]]&amp;lt;sup&amp;gt;([[File:Beaker.png|16px]]1 part [[Chemistry#Hydrogen|Hydrogen]] [[File:Beaker.png|16px]]1 part [[Chemistry#Sulfur|Sulfur]] [[File:Beaker.png|16px]]2 part [[Chemistry#Oxygen|Oxygen]])&amp;lt;/sup&amp;gt;&amp;lt;br&amp;gt;[[File:Beaker.png|32px]]1 part [[Chemistry#Sugar|Sugar]]&amp;lt;br&amp;gt;[[File:Beaker.png|32px]]1 part [[Chemistry#Inaprovaline|Inaprovaline]]&amp;lt;sup&amp;gt;([[File:Beaker.png|16px]]1 part [[Chemistry#Oxygen|Oxygen]] [[File:Beaker.png|16px]]1 part [[Chemistry#Sugar|Sugar]] [[File:Beaker.png|16px]]1 part [[Chemistry#Carbon|Carbon]])&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! Zombification&lt;br /&gt;
| &#039;&#039;&#039;[[Chemistry#Ambuzol|Ambuzol]]&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Beaker.png|32px]]1 part [[Chemistry#Dylovene|Dylovene]]&amp;lt;sup&amp;gt;([[File:Beaker.png|16px]]1 part [[Chemistry#Potassium|Potassium]] [[File:Beaker.png|16px]]1 part [[Chemistry#Silicon|Silicon]] [[File:Beaker.png|16px]]1 part [[Chemistry#Nitrogen|Nitrogen]])&amp;lt;/sup&amp;gt;&amp;lt;br&amp;gt;[[File:Beaker.png|32px]]1 part [[Chemistry#Ammonia|Ammonia]]&amp;lt;sup&amp;gt;([[File:Beaker.png|16px]]3 part [[Chemistry#Hydrogen|Hydrogen]][[File:Beaker.png|16px]]1 part [[Chemistry#Nitrogen|Nitrogen]])&amp;lt;/sup&amp;gt;&amp;lt;br&amp;gt;[[File:Beaker.png|32px]]2 part [[Chemistry#Blood|Blood]]&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;[[Chemistry#Ambuzol_plus|Ambuzol Plus]]&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Beaker.png|32px]]5 part [[Chemistry#Ambuzol|Ambuzol]]&amp;lt;br&amp;gt;[[File:Beaker.png|32px]]15 part [[Chemistry#Zombie_blood|Zombie Blood]]&lt;br /&gt;
&amp;lt;/span&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Guides Menu}}&lt;/div&gt;</summary>
		<author><name>MilonPL</name></author>
	</entry>
	<entry>
		<id>https://wiki.deltav.gay/index.php?title=Traitor&amp;diff=2959</id>
		<title>Traitor</title>
		<link rel="alternate" type="text/html" href="https://wiki.deltav.gay/index.php?title=Traitor&amp;diff=2959"/>
		<updated>2024-02-02T12:35:51Z</updated>

		<summary type="html">&lt;p&gt;MilonPL: Changed the rules link to delta-v website instead of nyanotrasen&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Job_Header&lt;br /&gt;
|department=SYNDICATE&lt;br /&gt;
|maincolor=000000&lt;br /&gt;
|secondarycolor=101010&lt;br /&gt;
|image=Traitor.gif&lt;br /&gt;
|title=Traitor&lt;br /&gt;
|difficulty=Medium to Very Hard&lt;br /&gt;
|requirements=24 hours of playtime&lt;br /&gt;
|access=Whatever your job has access to.&lt;br /&gt;
|extendedaccess=Wherever you can [[Hacking|hack]] into.&lt;br /&gt;
|supervisors=Hostile Corporations&lt;br /&gt;
|subordinates=None&lt;br /&gt;
|duties=Kill people, steal shit, commit terrorism. Follow your objectives or make your own, don&#039;t plasma flood the station.&lt;br /&gt;
|guides=[[Guide to Traitor]], [[Syndicate Items]]&lt;br /&gt;
}}&lt;br /&gt;
Oh boy, you&#039;re a &#039;&#039;&#039;Traitor&#039;&#039;&#039;!&lt;br /&gt;
&lt;br /&gt;
Traitors are thugs, thieves, saboteurs, and other criminals sent by a shadowy organization known simply as the Syndicate. Disguised as normal crewmembers, each traitor is given a special syndicate uplink hidden in their [[PDA]] which allows them to request unique and/or powerful [[Syndicate Items|items from the Syndicate]] by inputting a special code. They&#039;re otherwise normal people though, and once the heat is on, they must rely on their wits and Syndicate gear to make it through!&lt;br /&gt;
&lt;br /&gt;
Traitors also get three or more [[Guide_to_Traitor#Objectives|Traitor Objectives]], such as assassinating specific crewmembers, stealing items such as [[Captain|the Captain&#039;s]] ID or the [[Chief Engineer|Chief Engineer&#039;s]] magboots, and becoming a [[Golemancy#The_Golems|golem]], among many others. While they&#039;re tracked, these objectives are more suggestions than anything else, and traitors are allowed to completely disregard their objectives to do whatever. &lt;br /&gt;
&lt;br /&gt;
As a traitor, you have the freedom to trick, coerce, mail, kill, and even experiment on the clueless crew of the station, within role-play reasons. [https://delta-v.org/rules.html Please be aware that being a traitor does not prevent you from being punished for breaking the rules!] If you&#039;re selected to be a traitor, you get a loud sound warning and a message in the chat box that says HEY YOU ARE A TRAITOR and opening the &#039;&#039;character&#039;&#039; menu ({{key press|C}}) allows you to see your Syndicate objectives. If you&#039;re not sure, ask in [[Administrators#How_Do_I_Contact_an_Admin?|adminhelp]] (Hotkey: {{key press|F1}}) if you&#039;re a traitor!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Oh god I&#039;m a traitor for the first time, help! ==&lt;br /&gt;
:&#039;&#039;Useful pages: [[Syndicate Items]], [[Guide to Traitor]]&#039;&#039;&lt;br /&gt;
Don&#039;t worry. It doesn&#039;t really matter if you don&#039;t win. Just make a valiant attempt at it. Remember, you don&#039;t have to get traitor gear right away, or ever if you don&#039;t want to, so don&#039;t get anything unless you know what you want to use it for. Nobody cares if you decide to ignore your objectives and cause a little chaos instead. Being a traitor is also a great opportunity to run gimmicks that could get you banned as a normal crewman. If the Syndicate tells you to steal a pair of optical thermal scanners and instead you kidnap the [[Captain]] and force the crew to answer trivia questions to save his life, you are not being a bad traitor at all!&lt;br /&gt;
&lt;br /&gt;
== I lost my code/objectives! ==&lt;br /&gt;
Crashed on roundstart or simply forgotten the code you need to enter into your [[PDA]] to get [[Syndicate Items]]? Use the &#039;&#039;Character&#039;&#039; menu, defaults to {{key press|C}}.&lt;br /&gt;
&lt;br /&gt;
== Who can be a traitor? ==&lt;br /&gt;
All jobs are potential traitors, &#039;&#039;&#039;except for&#039;&#039;&#039;:&amp;lt;br&amp;gt;&lt;br /&gt;
Command Staff: [[Captain]], [[Chief Engineer]], [[Mystagogue]], [[Head of Security]], [[Chief Medical Officer]], [[Logistics Officer]], [[Head of Personnel]]&amp;lt;br&amp;gt;&lt;br /&gt;
Security: [[Warden]], [[Security Officer]], [[Prison Guard]], [[Corpsman]], [[Detective]], [[Security Cadet]]&amp;lt;br&amp;gt;&lt;br /&gt;
Other: [[Cyborg]], [[Prisoner]], [[Gladiator]]&lt;br /&gt;
&lt;br /&gt;
Traitor selection happens AFTER job selection, so if you get picked as Captain, you won&#039;t be able to become a traitor. There can be multiple traitors in a single round. Traitors are randomly selected from those who ready up before roundstart. It is also possible, under certain conditions, to become a traitor upon late-joining. Not every [[Game Modes|game mode]] allows for traitors.&lt;br /&gt;
&lt;br /&gt;
Just because these roles do not spawn as traitors, does not necessarily mean that they are above the law, nor that a traitor couldn’t impersonate or be promoted to one of these roles. &#039;&#039;&#039;Using this knowledge to change how you would act In Character could get you in trouble.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Can traitors work together/kill each other?===&lt;br /&gt;
Traitors are free to team up with fellow traitors if they wish. Sometimes, it&#039;s a good idea to. Not only is being evil more fun and less stressful when you have a friend, but you can also complement each others&#039; skills and loadouts, i.e. having a fellow traitor [[Medical Doctor]] or [[Station Engineer]] get you medicine while you get tools and weapons for a heist. At the very least, you have someone who&#039;re hopefully at least somewhat inclined to help you out of a sticky situation.&lt;br /&gt;
&lt;br /&gt;
However, collaborations are quite fragile. Traitors &#039;&#039;don&#039;t know who else is a traitor&#039;&#039; by default, and it&#039;s difficult to find out who is one unless you&#039;ve seen them wielding/using [[Syndicate Items]], know their [[PDA]] has an Syndicate uplink, or you identify each other using code words.&lt;br /&gt;
&lt;br /&gt;
Your only guaranteed collaborators, should they be in the area, are any [[Listening Post Operative|Syndicate Listening Post Operatives]] in the area; on standby through the [[Syndicate Items|Syndicate Communications channel]] on your radio.&lt;br /&gt;
&lt;br /&gt;
{{Jobs Menu}}&lt;br /&gt;
[[Category:Jobs]]&lt;/div&gt;</summary>
		<author><name>MilonPL</name></author>
	</entry>
	<entry>
		<id>https://wiki.deltav.gay/index.php?title=Medical&amp;diff=2909</id>
		<title>Medical</title>
		<link rel="alternate" type="text/html" href="https://wiki.deltav.gay/index.php?title=Medical&amp;diff=2909"/>
		<updated>2024-01-29T04:53:10Z</updated>

		<summary type="html">&lt;p&gt;MilonPL: I did an oopise, actually updated the chems this time after the merge&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Starting your shift ==&lt;br /&gt;
Medbay often starts out calm, but you&#039;d best prepare for the storm that&#039;s about to come. You&#039;ll either get blown up by some syndicate agent wanting the hypospray or you&#039;ll get so inundated with bodies and people screaming in your ear for you to treat them faster that you&#039;ll blow medbay up yourself.&lt;br /&gt;
&lt;br /&gt;
Coordinate with the [[Chemist|Chemists]]. Give them a list of drugs you&#039;ll need to treat your patients. Try to have a variety of meds on deck, and don&#039;t just keep a stockpile of [[Chemistry#Tricordrazine|Tricordrazine]] for everyone that comes your way.&lt;br /&gt;
&lt;br /&gt;
It&#039;s optional but bringing a Body Scanner or [[Medical_Doctor#Tools|health analyzer]] out to the front of medbay for patients to come and scan their DNA without pestering you can be beneficial. &lt;br /&gt;
&lt;br /&gt;
If there is no Crew Monitor Computer out in medical&#039;s public area, ask the [[Chief_Medical_Officer|CMO]] to bring it out from their office. When you have the time, you can check the Crew Monitor for anyone dead or dying. If they have their suit sensors set to display coordinates a [[Paramedic]] may use those to potentially locate their body for cloning purposes or biomass. A GPS and Handheld Crew Monitor devices can help you locate dead bodies.&lt;br /&gt;
&lt;br /&gt;
== Types Of Damage ==&lt;br /&gt;
In SS14, damage is a value representing how much injuries a character has suffered. It can be checked using a [[Medical_Doctor#Tools|health analyzer]] or your PDA. If it&#039;s 0, it means there are no wounds or injuries. There are 5 categories of damage: {{DMG|Brute}}, {{DMG|Burn}}, {{DMG|Airloss}}, {{DMG|Toxin}} and {{DMG|Genetic}}. Each of them has a different treatment, although some chemicals, like [[Chemistry#Tricordrazine|Tricordrazine]], can treat multiple types of damage. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Refer to [[Medical#Chemical_Reference_Table|Treatments Table]] for all treatments.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Brute Damage ===&lt;br /&gt;
There are three types of Brute damage: {{DMG|Blunt}}, {{DMG|Slash}}, {{DMG|Piercing}}. All types of Brute damage can be healed used using [[Chemistry#Bicaridine|Bicaridine]], which heals 4 {{DMG|Brute}} per unit. The overdose amount is 15u. You can also use advanced chemicals to treat only one kind of Brute damage at once, but more effectively. It&#039;s especially useful when a patient comes in with only one type of damage. These chemicals are: &lt;br /&gt;
* [[Chemistry#Bruizine|Bruizine]] - Healing {{DMG|Blunt|+|7}} wih max dose of 10.5u.&lt;br /&gt;
* [[Chemistry#Lacerinol|Lacerinol]] - Healing {{DMG|Slash|+|6}} with max dose of 12u.&lt;br /&gt;
* [[Chemistry#Puncturase|Puncturase]] - Healing {{DMG|Piercing|+|8}} but dealing {{DMG|Blunt|-|0.2}} with max dose of 11u.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Make sure to not mix any of the advanced brute meds with Bicaridine.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
When a patient is presenting with less than 25 damage, you might want to use [[Medical_Doctor#Tools|Bruise Packs]] or [[Medical_Doctor#Tools|Medicated Sutures]] to heal them. You can find these inside of your toolbelt or First Aid Kits. &lt;br /&gt;
&lt;br /&gt;
=== Burn Damage ===&lt;br /&gt;
There are four typoes of Burn damage: {{DMG|Heat}}, {{DMG|Shock}}, {{DMG|Cold}} and {{DMG|Caustic}}. All of them except {{DMG|Caustic}} can be healed using [[Chemistry#Dermaline|Dermaline]], which heals {{DMG|Heat|+|3}}, {{DMG|Shock|+|3}}, {{DMG|Cold|+|3}} and has a max dose of 10u. It&#039;s what you&#039;re most likely to find inside the medbay. The advanced chemicals for this kind of damage, are:&lt;br /&gt;
* [[Chemistry#Siderlac|Siderlac]] - Healing {{DMG|Caustic|+|10}}.&lt;br /&gt;
* [[Chemistry#Sigynate|Sigynate]] - Healing {{DMG|Caustic|+|6}} with a max dose of 16u.&lt;br /&gt;
* [[Chemistry#Leporazine|Leporazine]] - Healing {{DMG|Cold|+|8}} with a max dose of 12u.&lt;br /&gt;
* [[Chemistry#Siderlac|Pyrazine]] - Pyrazine {{DMG|Heat|+|10}} with a max dose of 20u.&lt;br /&gt;
* [[Chemistry#Insuzine|Insuzine]] - Healing {{DMG|Shock|+|10}} with a max dose of 12u.&lt;br /&gt;
&lt;br /&gt;
Again, when a patient is presenting with less than 25 Burn damage, you can use [[Medical_Doctor#Tools|Ointments]] or [[Medical_Doctor#Tools|Regenerative Meshes]] to heal them.&lt;br /&gt;
&lt;br /&gt;
=== Airloss Damage ===&lt;br /&gt;
Before reading anything else: if someone is on the ground gasping, you should first use an emergency medipen on them if no one else already has yet, and then move them to a stasis bed if there are any available. This will give you time to prepare a more specific treatment. Next check that their internals are off (if theres air in medbay) or on (if theres no air in medbay). You do this by their right click menu.&lt;br /&gt;
&lt;br /&gt;
When it comes to Asphyxiation, [[Chemistry#Epinephrine|Epinephrine]], [[Chemistry#Inaprovaline|Inaprovaline]], [[Chemistry#Dexalin|Dexalin]] and [[Chemistry#Dexalin_plus|Dexalin Plus]] are all effective at treating it, but your best friend and go-to chemical will be Dexalin Plus, which - unlike Inaprovaline and Epinephrine - heals both {{DMG|Bloodloss}} and {{DMG|Asphyxiation}} - {{DMG|Airloss|+|13}}.&lt;br /&gt;
&lt;br /&gt;
Another kind of Airloss damage is {{DMG|Bloodloss}}. Everyone has a volume of blood inside them. When you take damage, slash and pierce most importantly, you will lose blood. You may also start noticeably bleeding, which continually drains your blood. If your blood level falls below a certain threshold, you will begin taking bloodloss damage and you will continue to do so until your blood levels return to normal. When you lose enough blood, you will start seeing double.&lt;br /&gt;
&lt;br /&gt;
If someone is bleeding heavily there are 3 things to do:&lt;br /&gt;
* Stop the bleeding&lt;br /&gt;
* Restore blood levels &lt;br /&gt;
* Cure bloodloss damage &lt;br /&gt;
&lt;br /&gt;
To stop bleeding (to stop blood levels from dropping continuously), you should use gauze or [[Chemistry#Tranexamic_acid|Tranexamic acid]]. [[Chemistry#Inaprovaline|Inaprovaline]] and [[Chemistry#Pulped_banana_peel|Pulped banana peel]] also reduce bleeding but [[Chemistry#Tranexamic_acid|Tranexamic acid]] is 3 times more powerful than pulped banana peel and 6 times more powerful than Inaprovaline.  It should be noted that emergency medipens contain a small amount of [[Chemistry#Tranexamic_acid|Tranexamic acid]] (3u). Note that if you Examine a patient and it says they are covered in Lacerations, that means they are bleeding.&lt;br /&gt;
&lt;br /&gt;
If you have only a few patients with intense bleeding, move them to a stasis bed first to give you time to prepare a treatment.&lt;br /&gt;
&lt;br /&gt;
To restore blood level (stop double vision and stop continuous bloodloss damage), you need to administer [[Chemistry#Iron|Iron]], [[Chemistry#Saline|Saline]] or use Blood packs which restores 15units of blood per use.  Patients will recover blood levels on their own once their bleeding has stopped, however the rate at which they do so is abysmally low. You can view the patient&#039;s blood level in the top part of your Health Analyzer interface. It&#039;s showed there as precentage.&lt;br /&gt;
&lt;br /&gt;
Your patient may have enough bloodloss damage at any point in treatment to warrant curing the damage. To do so, you will want to apply [[Chemistry#Dexalin_plus|Dexalin plus]] or [[Chemistry#Dexalin|Dexalin]] to cure the bloodloss damage. Patients who are no longer low on blood will slowly recover from bloodloss damage on their own without medication. &lt;br /&gt;
&lt;br /&gt;
Do not simply cure the patient of their bloodloss damage and send them on their way. They may appear to be cured on your health analyzer, but if their bleeding has not been stopped and their blood levels restored to normal, they will be back in med bay to be treated again soon.&lt;br /&gt;
&lt;br /&gt;
=== Toxin Damage ===&lt;br /&gt;
There are two types of Toxin damage, both treated with different medications.&lt;br /&gt;
&lt;br /&gt;
The one you&#039;ll come across the most is {{DMG|Poison}} damage. Seriously, you&#039;d be surprised by how many people present with alcohol poisoning every shift. The first med you can use for healing {{DMG|Poison}} is [[Chemistry#Dylovene|Dylovene]], you&#039;re likely to see it at the start of your shift. It heals {{DMG|Poison|+|2}} per unit with a max dose of 20u. The far superior med is [[Chemistry#Diphenhydramine|Diphenhydramine]], as it heals {{DMG|Poison|+|6}} and has no overdose.&lt;br /&gt;
&lt;br /&gt;
The next kind of Toxin is {{DMG|Radiation}} damage. You will most likely see [[Salvage_Specialist|Salvage Specialists]] presenting with this kind of damage. It can be treated with [[Chemistry#Arithrazine|Arithrazine]], which heals {{DMG|Radiation|+|6}} per unit. You need to watch out, because it also deals {{DMG|Brute|-|1}}. You can usually solve this issue with [[Medical_Doctor#Tools|Bruise Pack]] or [[Chemistry#Bicaridine|Bicaridine]].&lt;br /&gt;
&lt;br /&gt;
=== Vision ===&lt;br /&gt;
A loss of eye sight will not appear on the Health Analyzer. If a user has been using a Welding Torch without a Welding Mask, they may be unable to see very far. You can treat it using [[Chemistry#Oculine|Oculine]]&lt;br /&gt;
&lt;br /&gt;
=== Jittering ===&lt;br /&gt;
A patient may be jittering (shaking) due to an overdose. A bed rest or simply time can help here. To rapidly flush jittering, you can administer a dose of [[Chemistry#Diphenhydramine|Diphenhydramine]].&lt;br /&gt;
&lt;br /&gt;
=== Allergic Reaction ===&lt;br /&gt;
An allergic reaction (e.g. to bees) can cause a build up of [[Chemistry#Histamine|Histamine]]. A dose of [[Chemistry#Diphenhydramine|Diphenhydramine]] or [[Chemistry#Ultravasculine|Ultravasculine]] can help flush it.&lt;br /&gt;
&lt;br /&gt;
=== Hallucinations ===&lt;br /&gt;
A patient may see swirly illusions after taking a hallucinogenic such as Space Drugs. A bed rest or simply time can help here. 1u of [[Chemistry#Synaptizine|Synaptizine]] can assist here (via a Dropper). More than 1u can be lethal.&lt;br /&gt;
&lt;br /&gt;
=== Ethanol Poisoning === &lt;br /&gt;
A patient may feel the effects of ingesting too much alcohol. A bed rest or simply time can help here. [[Chemistry#Ethylredoxrazine|Ethylredoxrazine]] can also be used to treat the effeects.&lt;br /&gt;
&lt;br /&gt;
== Cryogenics ==&lt;br /&gt;
&#039;&#039;Main article: [[Cryogenic_Pods|Cryogenic Pods]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Cryogenic Pods, also called cryo pods or cryopods, are a special type of medical machinery used in conjuction with specific chemical solutions. The machine itself can be thought of a simple gas chamber a patient can be placed in, with specific protection to prevent cold gases from damaging patients. It also offers a slot for a beaker or similar, to automatically inject the patient with a solution, slowly over the course of time. Cryo pods need a properly built atmospherics setup to work.&lt;br /&gt;
&amp;lt;div style=&amp;quot;display: flex; flex-flow: row wrap; justify-content: center; gap: 0.5em&amp;quot;&amp;gt;&lt;br /&gt;
{{Chembox|prototype=Cryoxadone}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Administering Medication ==&lt;br /&gt;
There are multiple ways to administer medicine to the patients.&lt;br /&gt;
* Liquid + Syringe - This is the most common way of giving chemicals to patients. You can find labeled jugs with medicine usually near the beds area of the Medbay. Each one holds 200u of liquid. You can use a syringe to draw or inject chemicals. By right clicking a syringe, you can change the amount of liquid you want to transfer - 5u, 10u or 15u. By left clicking it in your hand or clicking Z, you can change the mode between Drawing and Injecting.&lt;br /&gt;
* Liquid + Interact - A doctor can hold a container of liquid (e.g. a beaker, jug, can, bottle) and interact with a patient to force them to sip 5u of the liquid. Force feeding is slower than if the patient drinks the liquid themselves. Liquids cannot be ingested by some species (such as Moth). Drinking requires the face to be uncovered (except for certain masks like the clown mask). A doctor can Strip off a Helmet and Breathe Mask in order to achieve this. Drinking does nothing on dead bodies except if it is ingested right before the Defibrillator.&lt;br /&gt;
* Pill - A [[Chemist]] can create pills and some Medpacks also have pills therein. Pills will often be labelled with the chemical and amount of units. Unfortunately pills can also be mislabelled. Mislabelled pills can be grinded by a Grinder to revert to a liquid. Pills contain higher volumes of medication than a syringe. Pills cannot be ingested by some species (such as Moth). Pills require the face to be uncovered (except for certain masks like the clown mask). A doctor can Strip off a Helmet and Breathe Mask in order to achieve this. Pills do nothing on dead bodies except if they are ingested right before the Defibrillator.&lt;br /&gt;
* Apply a Pack - Some treatments can be applied topically to the body. This can be performed on dead bodies, moths and patients wearing a helmet. Examples of topical treatment are: Bruise Packs, Ointment, Gauze, Aloe Cream, etc.&lt;br /&gt;
&lt;br /&gt;
== Stabilizing Critical Patients ==&lt;br /&gt;
When a character suffers more than 100 damage, they will go into a Critical condition, indicated by the character passing out on the floor and starting to gasp for air. While crit, they won&#039;t be able to move, speak or interact with the world. They will also start gaining Asphyxiation. Once they reach 200 total damage, they will die, indicated by the text &amp;quot;... siezes up, his eyes dead and lifeless&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
Patients are often dragged in gasping for air in a Critical state. In the medbay, the go-to chemical for healing {{DMG|Airloss}} is [[Chemistry#Dexalin_plus|Dexalin Plus]], which heals {{DMG|Airloss|+|13}}. While you&#039;re in field, the usual best option is to inject an emergency medipen into the patient to stabilize them, which has the effect of healing a bit of damage and {{DMG|Asphyxiation|+|6}}. Everyone starts with an emergency medipen inside their survival box, which contains 12u of [[Chemistry#Epinephrine|Epinephrine]] and 3u of [[Chemistry#Tranxemic_acid|Tranexamic Acid]]. Medical doctors also have one medipen on their medical belt. If you run out, there are also bottles of [[Chemistry#Epinephrine|Epinephrine]] inside the NanoMed. &lt;br /&gt;
&lt;br /&gt;
If you don&#039;t have [[Chemistry#Epinephrine|Epinephrine]] or [[Chemistry#Dexalin_plus|Dexalin Plus]] then [[Chemistry#Inaprovaline|Inaprovaline]] can also be useful, to a lesser degree. Once you administer a chemical to deal with the {{DMG|Airloss}}, you can move on to healing other types of damage. If you notice {{DMG|Asphyxiation}} going up again, you can give the patient another dose of preferably [[Chemistry#Dexalin_plus|Dexalin Plus]].&lt;br /&gt;
&lt;br /&gt;
Putting critical patients on a Stasis Bed will make them die 10 times slower, giving you more time to do other things. Remember that it also makes all chemicals metabolize slower, including medicine. Medical beds and roller also help a little. To do this, drag the patient onto an empty bed (do not Pull them onto the bed but instead left click them, drag and release them onto the bed).&lt;br /&gt;
&lt;br /&gt;
== Dead Body Analysis ==&lt;br /&gt;
If someone dies in your care or is brought to you as a corpse, you need to decide what action to take:&lt;br /&gt;
&lt;br /&gt;
First verify that the body has a soul. The best and simplest way to do this is {{key press|Shift}} + left click.&lt;br /&gt;
&lt;br /&gt;
[[File:BodyDead.png|thumb]]If you see text in red stating &amp;quot;They are dead.&amp;quot;, this means that this person is still viable for cloning or revival. If they get cloned, the old body will display the unclonable text shown below, and can be disposed of (after the person has gathered all their things off of it).&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
[[File:BodyDeadSSD.png|thumb]]&lt;br /&gt;
If instead you see text in yellow stating &amp;quot;Their soul lies dormant and may return soon.&amp;quot;, then this person is still cloneable but have left the server. You might want to keep them in the morgue until their soul returns or just clone them and hope for them to come back.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
[[File:BodyDeadIrrecoverable.png|thumb]]If instead you see text in purple stating &amp;quot;Their soul has departed and moved on. Any recovery is unlikely.&amp;quot;, then this person is gone. They&#039;ve either left the server, or they&#039;ve taken a ghost role, such as a drone or monkey, and thus forfeited the right to come back to their body. That or they&#039;ve just been cloned. Toss this body in the morgue.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Reviving ===&lt;br /&gt;
Dead people can be brought back using a Defibrillator, but only if they have less than 200 total damage (Not counting {{DMG|Asphyxiation}}) and they aren&#039;t rotting. You can use a Health Analyzer to check how much damage the body took before death. If the damage is excessive or non-curable with topical treatments, cloning may be the only option. Chemicals do not metabolize in the dead, but you can reduce the damage by using [[Medical_Doctor#Tools|Bruise Packs, Ointments, Sutures, Meshes, Gauzes and Bloodpacks]]. Once you get them below 200 damage, you can use a Defibrillator to bring them back to life. You can often find them free-standing or in a cabinet. It is batter-operated and must be turned on before you can use it. Each time the Defibrillator is used, its battery charge will go down. Eventually, you will need to recharge it. To do that, you need to first eject the battery cell and put it in a reacharger. It can be also found in Medical.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:auto&amp;quot;&lt;br /&gt;
|+ Dead Body Treatment&lt;br /&gt;
|-&lt;br /&gt;
! Symptoms !! Analysis !! Treatment Steps&lt;br /&gt;
|-&lt;br /&gt;
| 200+ Airloss || Revivable || Defibrillator &lt;br /&gt;
|-&lt;br /&gt;
| 100 Airloss and 100 Brute || Revivable || 2 Bruise packs followed by a Defibrillator followed by normal treatment (e.g. Bicaridine)&lt;br /&gt;
|-&lt;br /&gt;
| 200 Brute || Revivable || Brute packs until ~95 brute followed by a Defibrillator followed by normal treatment (e.g. Bicaridine)&lt;br /&gt;
|-&lt;br /&gt;
| 200 Burn || Revivable || Ointment or Aloe Cream until ~95 burn followed by a Defibrillator followed by normal treatment (e.g. Dermaaline)&lt;br /&gt;
|-&lt;br /&gt;
| 200 Poison or Radiation || Clone || Note that an advanced doctor may inject them with Anti-Toxin and then Defib and repeat this process but it will be a challenging revival. &lt;br /&gt;
|-&lt;br /&gt;
| 200+ Brute || Clone || Check Medical stockpiles of Bruise Packs before attempting revival. Cloning may be more viable.&lt;br /&gt;
|-&lt;br /&gt;
| 200+ Burn || Clone || Check Medical stockpiles of Ointment and Aloe Cream before attempting revival. Aloe Cream is a renewable resource from Botany. Cloning may be more viable if stockpiles are poor or Botany is non-responsive.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Cloning ===&lt;br /&gt;
To clone, first the cloning system needs to be set up. &lt;br /&gt;
&lt;br /&gt;
Make sure that the metempsychotic machine (or cloner) and medical scanner are linked to the Cloning Console via multitool. After that, ensure that there&#039;s enough biomass (from the Biomass Reclaimer). When you wish to clone them, place their body in the medical scanner and clone from the console.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Metempsychotic Machine&#039;&#039;&#039;&amp;lt;/big&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:MetempsychoticMachine.png|64px]]&lt;br /&gt;
&lt;br /&gt;
This is the machine every station starts with.&lt;br /&gt;
&lt;br /&gt;
This machine doesn&#039;t clone you but transfer your soul into a new body. It costs 30 biomass on the first transfer and there is a 100% chance for you to end up in an humanoid body (with a low chance of it being your own body. For every consecutive metempsychoses, the price goes up by 5 biomass and the chances of ending up in a humanoid body goes down by 25%. Upgrades can affect each.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Cloning Machine&#039;&#039;&#039;&amp;lt;/big&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:Cloner.png|64px]]&lt;br /&gt;
&lt;br /&gt;
The original cloner. It can be found in salvages wrecks.&lt;br /&gt;
&lt;br /&gt;
Larger species require more biomass to clone. You can inspect the body&#039;s damage before deciding whether to clone. Each point of genetic damage increases the chance cloning will fail by 1%.&lt;br /&gt;
&lt;br /&gt;
After cloning, be sure to process their old body in the reclaimer to get some biomass back. Make sure you&#039;ve given them an opportunity to get their things (as long as they didn&#039;t die of infectious disease.)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Medical Scanner&#039;&#039;&#039;&amp;lt;/big&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:MedicalScanner.png|64px]]&lt;br /&gt;
&lt;br /&gt;
The medical scanner is where you put clone-able bodies into before interacting with the body scanner to press the clone button.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Morgue ===&lt;br /&gt;
Meant for long-term storage of dead bodies. This is where you find a bunch of morgue storage pods where you can store dead people. &lt;br /&gt;
&lt;br /&gt;
It is recommended to only store people with souls in there if the cloning bay is overflowing, you can&#039;t clone due to low biomass or it is currently inoperable.&lt;br /&gt;
&lt;br /&gt;
Storing dead bodies is very useful to prevent the body from rotting (which prevents revival and cloning).&lt;br /&gt;
&lt;br /&gt;
To use the Morgue, interact with a Storage Pod to open the tray, drag a body onto the tray, then interact with the Pod to close the tray. Typically you&#039;ll want only one body per Storage Pod.&lt;br /&gt;
&lt;br /&gt;
Here&#039;s a quick morgue color code.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: left;vertical-align: center;&amp;quot;&lt;br /&gt;
! Sprite !! Meaning&lt;br /&gt;
|-&lt;br /&gt;
| [[File:MorgueEmpty.png]]&lt;br /&gt;
| There is nothing inside the tray.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:MorgueBodySoulless.png]]&lt;br /&gt;
| There is a body but the player isn&#039;t in the body. The state of the spirit is unknown as the player could be waiting around the body or left already. You need to pull out the body and check it manually.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:MorgueBody.png]]&lt;br /&gt;
| The body has a spirit inside of it, and is revive-able. It will be beeping too.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:MorgueObject.png]]&lt;br /&gt;
| There is something inside the tray, but it&#039;s not a body.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Biomass Reclaimer&#039;&#039;&#039;&amp;lt;/big&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:BiomassReclaimer.png|64px]]&lt;br /&gt;
&lt;br /&gt;
Every morgue comes with a very important piece of equipment, the Biomass Reclaimer. It is fairly straightforward, put a dead body in it, it grinds them into biomass. Be careful not to grind down clone-able body if you are not an [[Antagonist]] as it could get you in trouble [[Roleplay#In_Character|IC]] and [[Roleplay#Out_of_Character|OOC]].&lt;br /&gt;
&lt;br /&gt;
If you attempt to drag a living creature into the Biomass Reclaimer, it may throw the creature across the room.&lt;br /&gt;
&lt;br /&gt;
The amount of Biomass generated depends on the type of creature.&lt;br /&gt;
&lt;br /&gt;
If you get low on Biomass, contact Salvage and/or Cargo and ask for their help.&lt;br /&gt;
&lt;br /&gt;
== Crew Monitoring Console ==&lt;br /&gt;
A Crew Monitoring Console usually can be found in the public area of the Medbay or inside the CMO&#039;s office. It also comes in a handheld version distributed to the [[Chief_Medical_Officer|Chief Medical Officer]] and the [[Paramedic|Paramedics]].&lt;br /&gt;
&lt;br /&gt;
It can be used to find other crewmembers, provided they have suit sensors enabled. The four settings on suit sensors are:&lt;br /&gt;
* Off - The person doesn&#039;t show up in the console.&lt;br /&gt;
* Binary - The person shows up as either ALIVE or DEAD.&lt;br /&gt;
* Vitals - The person will show up with their current health condition.&lt;br /&gt;
* Coordinates - The person can be found on the interactive station map.&lt;br /&gt;
&lt;br /&gt;
If someone has their Coordinates on, they can be easily found and retrived by [[Paramedic|Paramedics]]. If someone dies without coords on, there&#039;s little you can do usually. It&#039;s recommended for all crew to have their suit sensors on.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Chemical Reference Table ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &amp;lt;span style=&amp;quot;white-space: nowrap;&amp;quot;&amp;gt;&lt;br /&gt;
! Damage&lt;br /&gt;
! Treatment&lt;br /&gt;
|-&lt;br /&gt;
! Brute&lt;br /&gt;
| &#039;&#039;&#039;Bruise Pack&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;Medicated Suture&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;[[Chemistry#Bicaridine|Bicaridine]]&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Beaker.png|32px]]1 part [[Chemistry#Carbon|Carbon]]&amp;lt;br&amp;gt;[[File:Beaker.png|32px]]1 part [[Chemistry#Inaprovaline|Inaprovaline]]&amp;lt;sup&amp;gt;([[File:Beaker.png|16px]]1 part [[Chemistry#Oxygen|Oxygen]] [[File:Beaker.png|16px]]1 part [[Chemistry#Sugar|Sugar]] [[File:Beaker.png|16px]]1 part [[Chemistry#Carbon|Carbon]])&amp;lt;/sup&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;[[Chemistry#Bruizine|Bruizine (Blunt)]]&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Beaker.png|32px]]1 part [[Chemistry#Bicaridine|Bicaridine]]&amp;lt;sup&amp;gt;([[File:Beaker.png|16px]]1 part [[Chemistry#Carbon|Carbon]] [[File:Beaker.png|16px]]1 part [[Chemistry#Inaprovaline|Inaprovaline]]&amp;lt;sup&amp;gt;([[File:Beaker.png|8px]]1 part [[Chemistry#Oxygen|Oxygen]] [[File:Beaker.png|8px]]1 part [[Chemistry#Sugar|Sugar]] [[File:Beaker.png|8px]]1 part [[Chemistry#Carbon|Carbon]])&amp;lt;/sup&amp;gt;)&amp;lt;/sup&amp;gt;&amp;lt;br&amp;gt;[[File:Beaker.png|32px]]0.9 part [[Chemistry#Lithium|Lithium]]&amp;lt;br&amp;gt;[[File:Beaker.png|32px]]1 part [[Chemistry#Sugar|Sugar]] &lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;[[Chemistry#Lacerinol|Lacerinol (Slash)]]&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Beaker.png|32px]]1 part [[Chemistry#Bicaridine|Bicaridine]]&amp;lt;sup&amp;gt;([[File:Beaker.png|16px]]1 part [[Chemistry#Carbon|Carbon]] [[File:Beaker.png|16px]]1 part [[Chemistry#Inaprovaline|Inaprovaline]]&amp;lt;sup&amp;gt;([[File:Beaker.png|8px]]1 part [[Chemistry#Oxygen|Oxygen]] [[File:Beaker.png|8px]]1 part [[Chemistry#Sugar|Sugar]] [[File:Beaker.png|8px]]1 part [[Chemistry#Carbon|Carbon]])&amp;lt;/sup&amp;gt;)&amp;lt;/sup&amp;gt;&amp;lt;br&amp;gt;[[File:Beaker.png|32px]]1 part [[Chemistry#Water|Water]]&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;[[Chemistry#Puncturase|Puncturase (Piercing)]]&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Beaker.png|32px]]1 part [[Chemistry#Bicaridine|Bicaridine]]&amp;lt;sup&amp;gt;([[File:Beaker.png|16px]]1 part [[Chemistry#Carbon|Carbon]] [[File:Beaker.png|16px]]1 part [[Chemistry#Inaprovaline|Inaprovaline]]&amp;lt;sup&amp;gt;([[File:Beaker.png|8px]]1 part [[Chemistry#Oxygen|Oxygen]] [[File:Beaker.png|8px]]1 part [[Chemistry#Sugar|Sugar]] [[File:Beaker.png|8px]]1 part [[Chemistry#Carbon|Carbon]])&amp;lt;/sup&amp;gt;)&amp;lt;/sup&amp;gt;&amp;lt;br&amp;gt;[[File:Beaker.png|32px]]1 part [[Chemistry#Carbon|Carbon]]&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;[[Chemistry#Tricordrazine|Tricordrazine]]&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Beaker.png|32px]]1 part [[Chemistry#Dylovene|Dylovene]]&amp;lt;sup&amp;gt;([[File:Beaker.png|16px]]1 part [[Chemistry#Potassium|Potassium]] [[File:Beaker.png|16px]]1 part [[Chemistry#Silicon|Silicon]] [[File:Beaker.png|16px]]1 part [[Chemistry#Nitrogen|Nitrogen]])&amp;lt;/sup&amp;gt;&amp;lt;br&amp;gt; [[File:Beaker.png|32px]]1 part [[Chemistry#Inaprovaline|Inaprovaline]]&amp;lt;sup&amp;gt;([[File:Beaker.png|16px]]1 part [[Chemistry#Oxygen|Oxygen]] [[File:Beaker.png|16px]]1 part [[Chemistry#Sugar|Sugar]] [[File:Beaker.png|16px]]1 part [[Chemistry#Carbon|Carbon]])&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! Burn &lt;br /&gt;
| &#039;&#039;&#039;Ointment&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;Regenerative Mesh&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;[[Chemistry#Siderlac|Siderlac (Caustic)]]&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Beaker.png|32px]]1 part [[Chemistry#Stellibinin|Stellibinin]]&amp;lt;br&amp;gt;[[File:Beaker.png|32px]]1 part [[Chemistry#Aloe|Aloe]]&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;[[Chemistry#Sigynate|Sigynate (Caustic)]]&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Beaker.png|32px]]1 part [[Chemistry#Sodium_carbonate|Sodium Carbonate]]&amp;lt;sup&amp;gt;([[File:Beaker.png|16px]]1 part [[Chemistry#Ammonia|Ammonia]]&amp;lt;sup&amp;gt;([[File:Beaker.png|8px]]3 part [[Chemistry#Hydrogen|Hydrogen]][[File:Beaker.png|8px]]1 part [[Chemistry#Nitrogen|Nitrogen]])&amp;lt;/sup&amp;gt; [[File:Beaker.png|16px]]1 part [[Chemistry#Table_salt|Table Salt]]&amp;lt;sup&amp;gt;([[File:Beaker.png|8px]]1 part [[Chemistry#Chlorine|Chlorine]][[File:Beaker.png|8px]]1 part [[Chemistry#Sodium|Sodium]])&amp;lt;/sup&amp;gt; [[File:Beaker.png|16px]]1 part [[Chemistry#Carbon|Carbon]] [[File:Beaker.png|16px]]1 part [[Chemistry#Oxygen|Oxygen]])&amp;lt;/sup&amp;gt;&amp;lt;br&amp;gt; [[File:Beaker.png|32px]]1 part [[Chemistry#Kelotane|Kelotane]]&amp;lt;sup&amp;gt;([[File:Beaker.png|8px]]1 part [[Chemistry#Silicon|Silicon]][[File:Beaker.png|8px]]1 part [[Chemistry#Carbon|Carbon]])&amp;lt;/sup&amp;gt;&amp;lt;br&amp;gt;[[File:Beaker.png|32px]]1 part [[Chemistry#Water|Water]]&amp;lt;br&amp;gt;[[File:Beaker.png|32px]]1 part [[Chemistry#Sugar|Sugar]]&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;[[Chemistry#Insuzine|Insuzine (Shock)]]&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Beaker.png|32px]]1 part [[Chemistry#Leporazine|Leporazine]]&amp;lt;sup&amp;gt;([[File:Beaker.png|16px]]1 part [[Chemistry#Copper|Copper]][[File:Beaker.png|16px]]1 part [[Chemistry#Fersilicite|Fersilicite]]&amp;lt;sup&amp;gt;([[File:Beaker.png|8px]]1 part [[Chemistry#Iron|Iron]][[File:Beaker.png|8px]]1 part [[Chemistry#Silicon|Silicon]])&amp;lt;/sup&amp;gt;)[[File:Beaker.png|16px]]1 part [[Chemistry#Plasma|Plasma]]&amp;lt;sup&amp;gt;(catalyst)&amp;lt;/sup&amp;gt;)&amp;lt;/sup&amp;gt;&amp;lt;br&amp;gt;[[File:Beaker.png|32px]]1 part [[Chemistry#Kelotane|Kelotane]]&amp;lt;sup&amp;gt;([[File:Beaker.png|16px]]1 part [[Chemistry#Silicon|Silicon]][[File:Beaker.png|16px]]1 part [[Chemistry#Carbon|Carbon]])&amp;lt;/sup&amp;gt;&amp;lt;br&amp;gt;[[File:Beaker.png|32px]]1 part [[Chemistry#Silicon|Silicon]]&amp;lt;br&amp;gt;[[File:Beaker.png|32px]]1 part [[Chemistry#Benzene|Benzene]]&amp;lt;sup&amp;gt;([[File:Beaker.png|16px]]1 part [[Chemistry#Hydrogen|Hydrogen]][[File:Beaker.png|16px]]1 part [[Chemistry#Carbon|Carbon]])&amp;lt;/sup&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;[[Chemistry#Pyrazine|Pyrazine (Heat)]]&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Beaker.png|32px]]1 part [[Chemistry#Leporazine|Leporazine]]&amp;lt;sup&amp;gt;([[File:Beaker.png|16px]]1 part [[Chemistry#Copper|Copper]][[File:Beaker.png|16px]]1 part [[Chemistry#Fersilicite|Fersilicite]]&amp;lt;sup&amp;gt;([[File:Beaker.png|8px]]1 part [[Chemistry#Iron|Iron]][[File:Beaker.png|8px]]1 part [[Chemistry#Silicon|Silicon]])&amp;lt;/sup&amp;gt;)[[File:Beaker.png|16px]]1 part [[Chemistry#Plasma|Plasma]]&amp;lt;sup&amp;gt;(catalyst)&amp;lt;/sup&amp;gt;)&amp;lt;/sup&amp;gt;&amp;lt;br&amp;gt;[[File:Beaker.png|32px]]1 part [[Chemistry#Dermaline|Dermaline]]&amp;lt;sup&amp;gt;([[File:Beaker.png|16px]]1 part [[Chemistry#Kelotane|Kelotane]]&amp;lt;sup&amp;gt;([[File:Beaker.png|8px]]1 part [[Chemistry#Silicon|Silicon]] [[File:Beaker.png|8px]]1 part [[Chemistry#Carbon|Carbon]])&amp;lt;/sup&amp;gt;[[File:Beaker.png|16px]]1 part [[Chemistry#Oxygen|Oxygen]][[File:Beaker.png|16px]]1 part [[Chemistry#Phosphorus|Phosphorus]])&amp;lt;/sup&amp;gt;&amp;lt;br&amp;gt;[[File:Beaker.png|32px]]1 part [[Chemistry#Carbon|Carbon]]&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;[[Chemistry#Leporazine|Leporazine (Cold)]]&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Beaker.png|32px]]1 part [[Chemistry#Copper|Copper]][[File:Beaker.png|32px]]1 part [[Chemistry#Fersilicite|Fersilicite]]&amp;lt;sup&amp;gt;([[File:Beaker.png|16px]]1 part [[Chemistry#Iron|Iron]][[File:Beaker.png|16px]]1 part [[Chemistry#Silicon|Silicon]])&amp;lt;/sup&amp;gt;[[File:Beaker.png|32px]]1 part [[Chemistry#Plasma|Plasma]]&amp;lt;sup&amp;gt;(catalyst)&amp;lt;/sup&amp;gt;)&amp;lt;/sup&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;[[Chemistry#Kelotane|Kelotane]]&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Beaker.png|32px]]1 part [[Chemistry#Silicon|Silicon]]&amp;lt;br&amp;gt;[[File:Beaker.png|32px]]1 part [[Chemistry#Carbon|Carbon]]&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;[[Chemistry#Dermaline|Dermaline]]&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Beaker.png|32px]]1 part [[Chemistry#Kelotane|Kelotane]]&amp;lt;sup&amp;gt;([[File:Beaker.png|16px]]1 part [[Chemistry#Silicon|Silicon]] [[File:Beaker.png|16px]]1 part [[Chemistry#Carbon|Carbon]])&amp;lt;/sup&amp;gt;&amp;lt;br&amp;gt;[[File:Beaker.png|32px]]1 part [[Chemistry#Oxygen|Oxygen]]&amp;lt;br&amp;gt;[[File:Beaker.png|32px]]1 part [[Chemistry#Phosphorus|Phosphorus]]&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;[[Chemistry#Tricordrazine|Tricordrazine]]&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Beaker.png|32px]]1 part [[Chemistry#Dylovene|Dylovene]]&amp;lt;sup&amp;gt;([[File:Beaker.png|16px]]1 part [[Chemistry#Potassium|Potassium]] [[File:Beaker.png|16px]]1 part [[Chemistry#Silicon|Silicon]] [[File:Beaker.png|16px]]1 part [[Chemistry#Nitrogen|Nitrogen]])&amp;lt;/sup&amp;gt;&amp;lt;br&amp;gt;[[File:Beaker.png|32px]]1 part [[Chemistry#Inaprovaline|Inaprovaline]]&amp;lt;sup&amp;gt;([[File:Beaker.png|16px]]1 part [[Chemistry#Oxygen|Oxygen]] [[File:Beaker.png|16px]]1 part [[Chemistry#Sugar|Sugar]] [[File:Beaker.png|16px]]1 part [[Chemistry#Carbon|Carbon]])&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! Airloss&lt;br /&gt;
| &#039;&#039;&#039;[[Chemistry#Dexalin|Dexalin]]&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Beaker.png|32px]]2 part [[Chemistry#Oxygen|Oxygen]]&amp;lt;br&amp;gt;[[File:Beaker.png|32px]]1 part [[Chemistry#Plasma|Plasma]]&amp;lt;sup&amp;gt;(catalyst)&amp;lt;/sup&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;[[Chemistry#Dexalin Plus|Dexalin plus]]&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Beaker.png|32px]]1 part [[Chemistry#Dexalin|Dexalin]]&amp;lt;sup&amp;gt;([[File:Beaker.png|16px]]2 part [[Chemistry#Oxygen|Oxygen]] [[File:Beaker.png|16px]]1 part [[Chemistry#Plasma|Plasma]]&amp;lt;sup&amp;gt;(catalyst)&amp;lt;/sup&amp;gt;)&amp;lt;/sup&amp;gt;&amp;lt;br&amp;gt;[[File:Beaker.png|32px]]1 part [[Chemistry#Iron|Iron]]&amp;lt;br&amp;gt;[[File:Beaker.png|32px]]1 part [[Chemistry#Carbon|Carbon]]&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;[[Chemistry#Epinephrine|Epinephrine]]&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Beaker.png|32px]]1 part [[Chemistry#Phenol|Phenol]]&amp;lt;sup&amp;gt;([[File:Beaker.png|16px]]1 part [[Chemistry#Oxygen|Oxygen]] [[File:Beaker.png|16px]]1 part [[Chemistry#Hydrogen|Hydrogen]] [[File:Beaker.png|16px]]1 part [[Chemistry#Carbon|Carbon]])&amp;lt;/sup&amp;gt;&amp;lt;br&amp;gt;[[File:Beaker.png|32px]]1 part [[Chemistry#Acetone|Acetone]]&amp;lt;sup&amp;gt;([[File:Beaker.png|16px]]1 part [[Chemistry#Oil|Oil]]&amp;lt;sup&amp;gt;([[File:Beaker.png|8px]]1 part [[Chemistry#Welding_fuel|Welding Fuel]] [[File:Beaker.png|8px]]1 part [[Chemistry#Carbon|Carbon]] [[File:Beaker.png|8px]]1 part [[Chemistry#Hydrogen|Hydrogen]])&amp;lt;/sup&amp;gt; [[File:Beaker.png|16px]]1 part [[Chemistry#Welding_fuel|Welding Fuel]] [[File:Beaker.png|16px]]1 part [[Chemistry#Oxygen|Oxygen]])&amp;lt;/sup&amp;gt;&amp;lt;br&amp;gt;[[File:Beaker.png|32px]]1 part [[Chemistry#Oxygen|Oxygen]]&amp;lt;br&amp;gt;[[File:Beaker.png|32px]]1 part [[Chemistry#Chlorine|Chlorine]]&amp;lt;br&amp;gt;[[File:Beaker.png|32px]]1 part [[Chemistry#Hydrogen|Hydrogen]] &lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;[[Chemistry#Inaprovaline|Inaprovaline]]&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Beaker.png|32px]]1 part [[Chemistry#Oxygen|Oxygen]]&amp;lt;br&amp;gt;[[File:Beaker.png|32px]]1 part [[Chemistry#Sugar|Sugar]]&amp;lt;br&amp;gt;[[File:Beaker.png|32px]]1 part [[Chemistry#Carbon|Carbon]]&lt;br /&gt;
|-&lt;br /&gt;
! Toxin&lt;br /&gt;
| &#039;&#039;&#039;[[Chemistry#Dylovene|Dylovene]]&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Beaker.png|32px]]1 part [[Chemistry#Potassium|Potassium]]&amp;lt;br&amp;gt;[[File:Beaker.png|32px]]1 part [[Chemistry#Silicon|Silicon]]&amp;lt;br&amp;gt;[[File:Beaker.png|32px]]1 part [[Chemistry#Nitrogen|Nitrogen]]&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;[[Chemistry#Ultravasculine|Ultravasculine]]&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Beaker.png|32px]]1 part [[Chemistry#Plasma|Plasma]]&amp;lt;br&amp;gt;[[File:Beaker.png|32px]]2 part [[Chemistry#Histamine|Histamine]]&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;[[Chemistry#Arithrazine|Arithrazine]]&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Beaker.png|32px]]1 part [[Chemistry#Hyronalin|Hyronalin]]&amp;lt;sup&amp;gt;([[File:Beaker.png|16px]]1 part [[Chemistry#Dylovene|Dylovene]]&amp;lt;sup&amp;gt;([[File:Beaker.png|8px]]1 part [[Chemistry#Potassium|Potassium]] [[File:Beaker.png|8px]]1 part [[Chemistry#Silicon|Silicon]] [[File:Beaker.png|8px]]1 part [[Chemistry#Nitrogen|Nitrogen]])&amp;lt;/sup&amp;gt; [[File:Beaker.png|16px]]1 part [[Chemistry#Radium|Radium]])&amp;lt;/sup&amp;gt;&amp;lt;br&amp;gt;[[File:Beaker.png|32px]]1 part [[Chemistry#Hydrogen|Hydrogen]]&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;[[Chemistry#Hyronalin|Hyronalin]]&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Beaker.png|32px]]1 part [[Chemistry#Dylovene|Dylovene]]&amp;lt;sup&amp;gt;([[File:Beaker.png|16px]]1 part [[Chemistry#Potassium|Potassium]] [[File:Beaker.png|16px]]1 part [[Chemistry#Silicon|Silicon]] [[File:Beaker.png|16px]]1 part [[Chemistry#Nitrogen|Nitrogen]])&amp;lt;/sup&amp;gt;&amp;lt;br&amp;gt;[[File:Beaker.png|32px]]1 part [[Chemistry#Radium|Radium]]&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;[[Chemistry#Diphenhydramine|Diphenhydramine]]&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Beaker.png|32px]]1 part [[Chemistry#Diethylamine|Diethylamine]]&amp;lt;sup&amp;gt;([[File:Beaker.png|16px]]1 part [[Chemistry#Ammonia|Ammonia]]&amp;lt;sup&amp;gt;([[File:Beaker.png|8px]]3 part [[Chemistry#Hydrogen|Hydrogen]][[File:Beaker.png|8px]]1 part [[Chemistry#Nitrogen|Nitrogen]])&amp;lt;/sup&amp;gt; [[File:Beaker.png|16px]]1 part [[Chemistry#Ethanol|Ethanol]])&amp;lt;/sup&amp;gt;&amp;lt;br&amp;gt;[[File:Beaker.png|32px]]1 part [[Chemistry#Oil|Oil]]&amp;lt;sup&amp;gt;([[File:Beaker.png|16px]]1 part [[Chemistry#Welding_fuel|Welding Fuel]] [[File:Beaker.png|16px]]1 part [[Chemistry#Carbon|Carbon]] [[File:Beaker.png|16px]]1 part [[Chemistry#Hydrogen|Hydrogen]])&amp;lt;/sup&amp;gt;&amp;lt;br&amp;gt;[[File:Beaker.png|32px]]1 part [[Chemistry#Table_salt|Table Salt]]&amp;lt;sup&amp;gt;([[File:Beaker.png|16px]]1 part [[Chemistry#Chlorine|Chlorine]] [[File:Beaker.png|16px]]1 part [[Chemistry#Sodium|Sodium]])&amp;lt;/sup&amp;gt;&amp;lt;br&amp;gt;[[File:Beaker.png|32px]]1 part [[Chemistry#Carbon|Carbon]]&amp;lt;br&amp;gt;[[File:Beaker.png|32px]]1 part [[Chemistry#Ethanol|Ethanol]] &lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;[[Chemistry#Stellibinin|Stellibinin]]&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
! Genetic&lt;br /&gt;
| &#039;&#039;&#039;[[Chemistry#Phalanximine|Phalanximine]]&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Beaker.png|32px]]1 part [[Chemistry#Unstable_mutagen|Unstable Mutagen]]&amp;lt;sup&amp;gt;([[File:Beaker.png|16px]]1 part [[Chemistry#Chlorine|Chlorine]] [[File:Beaker.png|16px]]1 part [[Chemistry#Phosphorus|Phosphorus]] [[File:Beaker.png|16px]]1 part [[Chemistry#Radium|Radium]])&amp;lt;/sup&amp;gt;&amp;lt;br&amp;gt;[[File:Beaker.png|32px]]1 part [[Chemistry#Hyronalin|Hyronalin]]&amp;lt;sup&amp;gt;([[File:Beaker.png|16px]]1 part [[Chemistry#Dylovene|Dylovene]]&amp;lt;sup&amp;gt;([[File:Beaker.png|8px]]1 part [[Chemistry#Potassium|Potassium]] [[File:Beaker.png|8px]]1 part [[Chemistry#Silicon|Silicon]] [[File:Beaker.png|8px]]1 part [[Chemistry#Nitrogen|Nitrogen]])&amp;lt;/sup&amp;gt; [[File:Beaker.png|16px]]1 part [[Chemistry#Radium|Radium]])&amp;lt;/sup&amp;gt;&amp;lt;br&amp;gt;[[File:Beaker.png|32px]]1 part [[Chemistry#Ethanol|Ethanol]]&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;[[Chemistry#Doxarubixadone|Doxarubixadone (Cryo)]]&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Beaker.png|32px]]1 part [[Chemistry#Cryoxadone|Cryoxadone]]&amp;lt;sup&amp;gt;([[File:Beaker.png|16px]]1 part [[Chemistry#Dexalin|Dexalin]]&amp;lt;sup&amp;gt;([[File:Beaker.png|8px]]2 part [[Chemistry#Oxygen|Oxygen]] [[File:Beaker.png|8px]]1 part [[Chemistry#Plasma|Plasma]]&amp;lt;sup&amp;gt;(catalyst)&amp;lt;/sup&amp;gt;)&amp;lt;/sup&amp;gt; [[File:Beaker.png|16px]]1 part [[Chemistry#Water|Water]] [[File:Beaker.png|16px]]1 part [[Chemistry#Oxygen|Oxygen]])&amp;lt;/sup&amp;gt;&amp;lt;br&amp;gt;[[File:Beaker.png|32px]]1 part [[Chemistry#Unstable_mutagen|Unstable Mutagen]]&amp;lt;sup&amp;gt;([[File:Beaker.png|16px]]1 part [[Chemistry#Chlorine|Chlorine]] [[File:Beaker.png|16px]]1 part [[Chemistry#Phosphorus|Phosphorus]] [[File:Beaker.png|16px]]1 part [[Chemistry#Radium|Radium]])&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! Bleeding&lt;br /&gt;
| &#039;&#039;&#039;Medicated Suture&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;Gauze&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;Cloth&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;Blood pack&#039;&#039;&#039; (restores blood levels)&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;[[Chemistry#Iron|Iron]]&#039;&#039;&#039; (restores blood levels, toxic to arachnids)&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;[[Chemistry#Copper|Copper]]&#039;&#039;&#039; (restores blood levels, toxic to non-arachnids)&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;[[Chemistry#Saline|Saline]]&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;[[Chemistry#Pulped Banana Peel|Pulped Banana Peel]]&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;[[Chemistry#Inaprovaline|Inaprovaline]]&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Beaker.png|32px]]1 part [[Chemistry#Oxygen|Oxygen]]&amp;lt;br&amp;gt;[[File:Beaker.png|32px]]1 part [[Chemistry#Sugar|Sugar]]&amp;lt;br&amp;gt;[[File:Beaker.png|32px]]1 part [[Chemistry#Carbon|Carbon]]&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;[[Chemistry#Tranexamic acid|Tranexamic acid]]&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Beaker.png|32px]]1 part [[Chemistry#Sulfuric_acid|Sulfuric Acid]]&amp;lt;sup&amp;gt;([[File:Beaker.png|16px]]1 part [[Chemistry#Hydrogen|Hydrogen]] [[File:Beaker.png|16px]]1 part [[Chemistry#Sulfur|Sulfur]] [[File:Beaker.png|16px]]2 part [[Chemistry#Oxygen|Oxygen]])&amp;lt;/sup&amp;gt;&amp;lt;br&amp;gt;[[File:Beaker.png|32px]]1 part [[Chemistry#Sugar|Sugar]]&amp;lt;br&amp;gt;[[File:Beaker.png|32px]]1 part [[Chemistry#Inaprovaline|Inaprovaline]]&amp;lt;sup&amp;gt;([[File:Beaker.png|16px]]1 part [[Chemistry#Oxygen|Oxygen]] [[File:Beaker.png|16px]]1 part [[Chemistry#Sugar|Sugar]] [[File:Beaker.png|16px]]1 part [[Chemistry#Carbon|Carbon]])&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! Zombification&lt;br /&gt;
| &#039;&#039;&#039;[[Chemistry#Ambuzol|Ambuzol]]&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Beaker.png|32px]]1 part [[Chemistry#Dylovene|Dylovene]]&amp;lt;sup&amp;gt;([[File:Beaker.png|16px]]1 part [[Chemistry#Potassium|Potassium]] [[File:Beaker.png|16px]]1 part [[Chemistry#Silicon|Silicon]] [[File:Beaker.png|16px]]1 part [[Chemistry#Nitrogen|Nitrogen]])&amp;lt;/sup&amp;gt;&amp;lt;br&amp;gt;[[File:Beaker.png|32px]]1 part [[Chemistry#Ammonia|Ammonia]]&amp;lt;sup&amp;gt;([[File:Beaker.png|16px]]3 part [[Chemistry#Hydrogen|Hydrogen]][[File:Beaker.png|16px]]1 part [[Chemistry#Nitrogen|Nitrogen]])&amp;lt;/sup&amp;gt;&amp;lt;br&amp;gt;[[File:Beaker.png|32px]]2 part [[Chemistry#Blood|Blood]]&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;[[Chemistry#Ambuzol_plus|Ambuzol Plus]]&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Beaker.png|32px]]5 part [[Chemistry#Ambuzol|Ambuzol]]&amp;lt;br&amp;gt;[[File:Beaker.png|32px]]15 part [[Chemistry#Zombie_blood|Zombie Blood]]&lt;br /&gt;
&amp;lt;/span&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Guides Menu}}&lt;/div&gt;</summary>
		<author><name>MilonPL</name></author>
	</entry>
	<entry>
		<id>https://wiki.deltav.gay/index.php?title=Medical&amp;diff=2908</id>
		<title>Medical</title>
		<link rel="alternate" type="text/html" href="https://wiki.deltav.gay/index.php?title=Medical&amp;diff=2908"/>
		<updated>2024-01-29T04:51:56Z</updated>

		<summary type="html">&lt;p&gt;MilonPL: updated after the mass merge, new burn meds&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Starting your shift ==&lt;br /&gt;
Medbay often starts out calm, but you&#039;d best prepare for the storm that&#039;s about to come. You&#039;ll either get blown up by some syndicate agent wanting the hypospray or you&#039;ll get so inundated with bodies and people screaming in your ear for you to treat them faster that you&#039;ll blow medbay up yourself.&lt;br /&gt;
&lt;br /&gt;
Coordinate with the [[Chemist|Chemists]]. Give them a list of drugs you&#039;ll need to treat your patients. Try to have a variety of meds on deck, and don&#039;t just keep a stockpile of [[Chemistry#Tricordrazine|Tricordrazine]] for everyone that comes your way.&lt;br /&gt;
&lt;br /&gt;
It&#039;s optional but bringing a Body Scanner or [[Medical_Doctor#Tools|health analyzer]] out to the front of medbay for patients to come and scan their DNA without pestering you can be beneficial. &lt;br /&gt;
&lt;br /&gt;
If there is no Crew Monitor Computer out in medical&#039;s public area, ask the [[Chief_Medical_Officer|CMO]] to bring it out from their office. When you have the time, you can check the Crew Monitor for anyone dead or dying. If they have their suit sensors set to display coordinates a [[Paramedic]] may use those to potentially locate their body for cloning purposes or biomass. A GPS and Handheld Crew Monitor devices can help you locate dead bodies.&lt;br /&gt;
&lt;br /&gt;
== Types Of Damage ==&lt;br /&gt;
In SS14, damage is a value representing how much injuries a character has suffered. It can be checked using a [[Medical_Doctor#Tools|health analyzer]] or your PDA. If it&#039;s 0, it means there are no wounds or injuries. There are 5 categories of damage: {{DMG|Brute}}, {{DMG|Burn}}, {{DMG|Airloss}}, {{DMG|Toxin}} and {{DMG|Genetic}}. Each of them has a different treatment, although some chemicals, like [[Chemistry#Tricordrazine|Tricordrazine]], can treat multiple types of damage. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Refer to [[Medical#Chemical_Reference_Table|Treatments Table]] for all treatments.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Brute Damage ===&lt;br /&gt;
There are three types of Brute damage: {{DMG|Blunt}}, {{DMG|Slash}}, {{DMG|Piercing}}. All types of Brute damage can be healed used using [[Chemistry#Bicaridine|Bicaridine]], which heals 4 {{DMG|Brute}} per unit. The overdose amount is 15u. You can also use advanced chemicals to treat only one kind of Brute damage at once, but more effectively. It&#039;s especially useful when a patient comes in with only one type of damage. These chemicals are: &lt;br /&gt;
* [[Chemistry#Bruizine|Bruizine]] - Healing {{DMG|Blunt|+|7}} wih max dose of 10.5u.&lt;br /&gt;
* [[Chemistry#Lacerinol|Lacerinol]] - Healing {{DMG|Slash|+|6}} with max dose of 12u.&lt;br /&gt;
* [[Chemistry#Puncturase|Puncturase]] - Healing {{DMG|Piercing|+|8}} but dealing {{DMG|Blunt|-|0.2}} with max dose of 11u.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Make sure to not mix any of the advanced brute meds with Bicaridine.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
When a patient is presenting with less than 25 damage, you might want to use [[Medical_Doctor#Tools|Bruise Packs]] or [[Medical_Doctor#Tools|Medicated Sutures]] to heal them. You can find these inside of your toolbelt or First Aid Kits. &lt;br /&gt;
&lt;br /&gt;
=== Burn Damage ===&lt;br /&gt;
There are four typoes of Burn damage: {{DMG|Heat}}, {{DMG|Shock}}, {{DMG|Cold}} and {{DMG|Caustic}}. All of them except {{DMG|Caustic}} can be healed using [[Chemistry#Dermaline|Dermaline]], which heals {{DMG|Heat|+|3}}, {{DMG|Shock|+|3}}, {{DMG|Cold|+|3}} and has a max dose of 10u. It&#039;s what you&#039;re most likely to find inside the medbay. The advanced chemicals for this kind of damage, are:&lt;br /&gt;
* [[Chemistry#Leporazine|Leporazine]] - Healing {{DMG|Cold|+|8}}.&lt;br /&gt;
* [[Chemistry#Sigynate|Sigynate]] - Healing {{DMG|Caustic|+|6}}&lt;br /&gt;
* [[Chemistry#Siderlac|Siderlac]] - Healing {{DMG|Caustic|+|10}}&lt;br /&gt;
&lt;br /&gt;
Again, when a patient is presenting with less than 25 Burn damage, you can use [[Medical_Doctor#Tools|Ointments]] or [[Medical_Doctor#Tools|Regenerative Meshes]] to heal them.&lt;br /&gt;
&lt;br /&gt;
=== Airloss Damage ===&lt;br /&gt;
Before reading anything else: if someone is on the ground gasping, you should first use an emergency medipen on them if no one else already has yet, and then move them to a stasis bed if there are any available. This will give you time to prepare a more specific treatment. Next check that their internals are off (if theres air in medbay) or on (if theres no air in medbay). You do this by their right click menu.&lt;br /&gt;
&lt;br /&gt;
When it comes to Asphyxiation, [[Chemistry#Epinephrine|Epinephrine]], [[Chemistry#Inaprovaline|Inaprovaline]], [[Chemistry#Dexalin|Dexalin]] and [[Chemistry#Dexalin_plus|Dexalin Plus]] are all effective at treating it, but your best friend and go-to chemical will be Dexalin Plus, which - unlike Inaprovaline and Epinephrine - heals both {{DMG|Bloodloss|+|4}} and {{DMG|Asphyxiation|+|6}}.&lt;br /&gt;
&lt;br /&gt;
Another kind of Airloss damage is {{DMG|Bloodloss}}. Everyone has a volume of blood inside them. When you take damage, slash and pierce most importantly, you will lose blood. You may also start noticeably bleeding, which continually drains your blood. If your blood level falls below a certain threshold, you will begin taking bloodloss damage and you will continue to do so until your blood levels return to normal. When you lose enough blood, you will start seeing double.&lt;br /&gt;
&lt;br /&gt;
If someone is bleeding heavily there are 3 things to do:&lt;br /&gt;
* Stop the bleeding&lt;br /&gt;
* Restore blood levels &lt;br /&gt;
* Cure bloodloss damage &lt;br /&gt;
&lt;br /&gt;
To stop bleeding (to stop blood levels from dropping continuously), you should use gauze or [[Chemistry#Tranexamic_acid|Tranexamic acid]]. [[Chemistry#Inaprovaline|Inaprovaline]] and [[Chemistry#Pulped_banana_peel|Pulped banana peel]] also reduce bleeding but [[Chemistry#Tranexamic_acid|Tranexamic acid]] is 3 times more powerful than pulped banana peel and 6 times more powerful than Inaprovaline.  It should be noted that emergency medipens contain a small amount of [[Chemistry#Tranexamic_acid|Tranexamic acid]] (3u). Note that if you Examine a patient and it says they are covered in Lacerations, that means they are bleeding.&lt;br /&gt;
&lt;br /&gt;
If you have only a few patients with intense bleeding, move them to a stasis bed first to give you time to prepare a treatment.&lt;br /&gt;
&lt;br /&gt;
To restore blood level (stop double vision and stop continuous bloodloss damage), you need to administer [[Chemistry#Iron|Iron]], [[Chemistry#Saline|Saline]] or use Blood packs which restores 15units of blood per use.  Patients will recover blood levels on their own once their bleeding has stopped, however the rate at which they do so is abysmally low. You can view the patient&#039;s blood level in the top part of your Health Analyzer interface. It&#039;s showed there as precentage.&lt;br /&gt;
&lt;br /&gt;
Your patient may have enough bloodloss damage at any point in treatment to warrant curing the damage. To do so, you will want to apply [[Chemistry#Dexalin_plus|Dexalin plus]] or [[Chemistry#Dexalin|Dexalin]] to cure the bloodloss damage. Patients who are no longer low on blood will slowly recover from bloodloss damage on their own without medication. &lt;br /&gt;
&lt;br /&gt;
Do not simply cure the patient of their bloodloss damage and send them on their way. They may appear to be cured on your health analyzer, but if their bleeding has not been stopped and their blood levels restored to normal, they will be back in med bay to be treated again soon.&lt;br /&gt;
&lt;br /&gt;
=== Toxin Damage ===&lt;br /&gt;
There are two types of Toxin damage, both treated with different medications.&lt;br /&gt;
&lt;br /&gt;
The one you&#039;ll come across the most is {{DMG|Poison}} damage. Seriously, you&#039;d be surprised by how many people present with alcohol poisoning every shift. The first med you can use for healing {{DMG|Poison}} is [[Chemistry#Dylovene|Dylovene]], you&#039;re likely to see it at the start of your shift. It heals {{DMG|Poison|+|2}} per unit with a max dose of 20u. The far superior med is [[Chemistry#Diphenhydramine|Diphenhydramine]], as it heals {{DMG|Poison|+|6}} and has no overdose.&lt;br /&gt;
&lt;br /&gt;
The next kind of Toxin is {{DMG|Radiation}} damage. You will most likely see [[Salvage_Specialist|Salvage Specialists]] presenting with this kind of damage. It can be treated with [[Chemistry#Arithrazine|Arithrazine]], which heals {{DMG|Radiation|+|6}} per unit. You need to watch out, because it also deals {{DMG|Brute|-|1}}. You can usually solve this issue with [[Medical_Doctor#Tools|Bruise Pack]] or [[Chemistry#Bicaridine|Bicaridine]].&lt;br /&gt;
&lt;br /&gt;
=== Vision ===&lt;br /&gt;
A loss of eye sight will not appear on the Health Analyzer. If a user has been using a Welding Torch without a Welding Mask, they may be unable to see very far. You can treat it using [[Chemistry#Oculine|Oculine]]&lt;br /&gt;
&lt;br /&gt;
=== Jittering ===&lt;br /&gt;
A patient may be jittering (shaking) due to an overdose. A bed rest or simply time can help here. To rapidly flush jittering, you can administer a dose of [[Chemistry#Diphenhydramine|Diphenhydramine]].&lt;br /&gt;
&lt;br /&gt;
=== Allergic Reaction ===&lt;br /&gt;
An allergic reaction (e.g. to bees) can cause a build up of [[Chemistry#Histamine|Histamine]]. A dose of [[Chemistry#Diphenhydramine|Diphenhydramine]] or [[Chemistry#Ultravasculine|Ultravasculine]] can help flush it.&lt;br /&gt;
&lt;br /&gt;
=== Hallucinations ===&lt;br /&gt;
A patient may see swirly illusions after taking a hallucinogenic such as Space Drugs. A bed rest or simply time can help here. 1u of [[Chemistry#Synaptizine|Synaptizine]] can assist here (via a Dropper). More than 1u can be lethal.&lt;br /&gt;
&lt;br /&gt;
=== Ethanol Poisoning === &lt;br /&gt;
A patient may feel the effects of ingesting too much alcohol. A bed rest or simply time can help here. [[Chemistry#Ethylredoxrazine|Ethylredoxrazine]] can also be used to treat the effeects.&lt;br /&gt;
&lt;br /&gt;
== Cryogenics ==&lt;br /&gt;
&#039;&#039;Main article: [[Cryogenic_Pods|Cryogenic Pods]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Cryogenic Pods, also called cryo pods or cryopods, are a special type of medical machinery used in conjuction with specific chemical solutions. The machine itself can be thought of a simple gas chamber a patient can be placed in, with specific protection to prevent cold gases from damaging patients. It also offers a slot for a beaker or similar, to automatically inject the patient with a solution, slowly over the course of time. Cryo pods need a properly built atmospherics setup to work.&lt;br /&gt;
&amp;lt;div style=&amp;quot;display: flex; flex-flow: row wrap; justify-content: center; gap: 0.5em&amp;quot;&amp;gt;&lt;br /&gt;
{{Chembox|prototype=Cryoxadone}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Common Chemicals ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;display: flex; flex-flow: row wrap; justify-content: center; gap: 0.5em&amp;quot;&amp;gt;&lt;br /&gt;
{{Chembox|prototype=DexalinPlus}}&lt;br /&gt;
{{Chembox|prototype=Epinephrine}}&lt;br /&gt;
{{Chembox|prototype=Dermaline}}&lt;br /&gt;
{{Chembox|prototype=Bicaridine}}&lt;br /&gt;
{{Chembox|prototype=Tricordrazine}}&lt;br /&gt;
{{Chembox|prototype=Arithrazine}}&lt;br /&gt;
{{Chembox|prototype=Dylovene}}&lt;br /&gt;
{{Chembox|prototype=Inaprovaline}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Administering Medication ==&lt;br /&gt;
There are multiple ways to administer medicine to the patients.&lt;br /&gt;
* Liquid + Syringe - This is the most common way of giving chemicals to patients. You can find labeled jugs with medicine usually near the beds area of the Medbay. Each one holds 200u of liquid. You can use a syringe to draw or inject chemicals. By right clicking a syringe, you can change the amount of liquid you want to transfer - 5u, 10u or 15u. By left clicking it in your hand or clicking Z, you can change the mode between Drawing and Injecting.&lt;br /&gt;
* Liquid + Interact - A doctor can hold a container of liquid (e.g. a beaker, jug, can, bottle) and interact with a patient to force them to sip 5u of the liquid. Force feeding is slower than if the patient drinks the liquid themselves. Liquids cannot be ingested by some species (such as Moth). Drinking requires the face to be uncovered (except for certain masks like the clown mask). A doctor can Strip off a Helmet and Breathe Mask in order to achieve this. Drinking does nothing on dead bodies except if it is ingested right before the Defibrillator.&lt;br /&gt;
* Pill - A [[Chemist]] can create pills and some Medpacks also have pills therein. Pills will often be labelled with the chemical and amount of units. Unfortunately pills can also be mislabelled. Mislabelled pills can be grinded by a Grinder to revert to a liquid. Pills contain higher volumes of medication than a syringe. Pills cannot be ingested by some species (such as Moth). Pills require the face to be uncovered (except for certain masks like the clown mask). A doctor can Strip off a Helmet and Breathe Mask in order to achieve this. Pills do nothing on dead bodies except if they are ingested right before the Defibrillator.&lt;br /&gt;
* Apply a Pack - Some treatments can be applied topically to the body. This can be performed on dead bodies, moths and patients wearing a helmet. Examples of topical treatment are: Bruise Packs, Ointment, Gauze, Aloe Cream, etc.&lt;br /&gt;
&lt;br /&gt;
== Stabilizing Critical Patients ==&lt;br /&gt;
When a character suffers more than 100 damage, they will go into a Critical condition, indicated by the character passing out on the floor and starting to gasp for air. While crit, they won&#039;t be able to move, speak or interact with the world. They will also start gaining Asphyxiation. Once they reach 200 total damage, they will die, indicated by the text &amp;quot;... siezes up, his eyes dead and lifeless&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
Patients are often dragged in gasping for air in a Critical state. In the medbay, the go-to chemical for healing {{DMG|Airloss}} is [[Chemistry#Dexalin_plus|Dexalin Plus]], which heals both {{DMG|Bloodloss|+|6}} and {{DMG|Asphyxiation|+|6}}. While you&#039;re in field, the usual best option is to inject an emergency medipen into the patient to stabilize them, which has the effect of healing a bit of damage and {{DMG|Asphyxiation|+|6}}. Everyone starts with an emergency medipen inside their survival box, which contains 12u of [[Chemistry#Epinephrine|Epinephrine]] and 3u of [[Chemistry#Tranxemic_acid|Tranexamic Acid]]. Medical doctors also have one medipen on their medical belt. If you run out, there are also bottles of [[Chemistry#Epinephrine|Epinephrine]] inside the NanoMed. &lt;br /&gt;
&lt;br /&gt;
If you don&#039;t have [[Chemistry#Epinephrine|Epinephrine]] or [[Chemistry#Dexalin_plus|Dexalin Plus]] then [[Chemistry#Inaprovaline|Inaprovaline]] can also be useful, to a lesser degree. Once you administer a chemical to deal with the {{DMG|Airloss}}, you can move on to healing other types of damage. If you notice {{DMG|Asphyxiation}} going up again, you can give the patient another dose of preferably [[Chemistry#Dexalin_plus|Dexalin Plus]].&lt;br /&gt;
&lt;br /&gt;
Putting critical patients on a Stasis Bed will make them die 10 times slower, giving you more time to do other things. Remember that it also makes all chemicals metabolize slower, including medicine. Medical beds and roller also help a little. To do this, drag the patient onto an empty bed (do not Pull them onto the bed but instead left click them, drag and release them onto the bed).&lt;br /&gt;
&lt;br /&gt;
== Dead Body Analysis ==&lt;br /&gt;
If someone dies in your care or is brought to you as a corpse, you need to decide what action to take:&lt;br /&gt;
&lt;br /&gt;
First verify that the body has a soul. The best and simplest way to do this is {{key press|Shift}} + left click.&lt;br /&gt;
&lt;br /&gt;
[[File:BodyDead.png|thumb]]If you see text in red stating &amp;quot;They are dead.&amp;quot;, this means that this person is still viable for cloning or revival. If they get cloned, the old body will display the unclonable text shown below, and can be disposed of (after the person has gathered all their things off of it).&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
[[File:BodyDeadSSD.png|thumb]]&lt;br /&gt;
If instead you see text in yellow stating &amp;quot;Their soul lies dormant and may return soon.&amp;quot;, then this person is still cloneable but have left the server. You might want to keep them in the morgue until their soul returns or just clone them and hope for them to come back.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
[[File:BodyDeadIrrecoverable.png|thumb]]If instead you see text in purple stating &amp;quot;Their soul has departed and moved on. Any recovery is unlikely.&amp;quot;, then this person is gone. They&#039;ve either left the server, or they&#039;ve taken a ghost role, such as a drone or monkey, and thus forfeited the right to come back to their body. That or they&#039;ve just been cloned. Toss this body in the morgue.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Reviving ===&lt;br /&gt;
Dead people can be brought back using a Defibrillator, but only if they have less than 200 total damage (Not counting {{DMG|Asphyxiation}}) and they aren&#039;t rotting. You can use a Health Analyzer to check how much damage the body took before death. If the damage is excessive or non-curable with topical treatments, cloning may be the only option. Chemicals do not metabolize in the dead, but you can reduce the damage by using [[Medical_Doctor#Tools|Bruise Packs, Ointments, Sutures, Meshes, Gauzes and Bloodpacks]]. Once you get them below 200 damage, you can use a Defibrillator to bring them back to life. You can often find them free-standing or in a cabinet. It is batter-operated and must be turned on before you can use it. Each time the Defibrillator is used, its battery charge will go down. Eventually, you will need to recharge it. To do that, you need to first eject the battery cell and put it in a reacharger. It can be also found in Medical.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:auto&amp;quot;&lt;br /&gt;
|+ Dead Body Treatment&lt;br /&gt;
|-&lt;br /&gt;
! Symptoms !! Analysis !! Treatment Steps&lt;br /&gt;
|-&lt;br /&gt;
| 200+ Airloss || Revivable || Defibrillator &lt;br /&gt;
|-&lt;br /&gt;
| 100 Airloss and 100 Brute || Revivable || 2 Bruise packs followed by a Defibrillator followed by normal treatment (e.g. Bicaridine)&lt;br /&gt;
|-&lt;br /&gt;
| 200 Brute || Revivable || Brute packs until ~95 brute followed by a Defibrillator followed by normal treatment (e.g. Bicaridine)&lt;br /&gt;
|-&lt;br /&gt;
| 200 Burn || Revivable || Ointment or Aloe Cream until ~95 burn followed by a Defibrillator followed by normal treatment (e.g. Dermaaline)&lt;br /&gt;
|-&lt;br /&gt;
| 200 Poison or Radiation || Clone || Note that an advanced doctor may inject them with Anti-Toxin and then Defib and repeat this process but it will be a challenging revival. &lt;br /&gt;
|-&lt;br /&gt;
| 200+ Brute || Clone || Check Medical stockpiles of Bruise Packs before attempting revival. Cloning may be more viable.&lt;br /&gt;
|-&lt;br /&gt;
| 200+ Burn || Clone || Check Medical stockpiles of Ointment and Aloe Cream before attempting revival. Aloe Cream is a renewable resource from Botany. Cloning may be more viable if stockpiles are poor or Botany is non-responsive.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Cloning ===&lt;br /&gt;
To clone, first the cloning system needs to be set up. &lt;br /&gt;
&lt;br /&gt;
Make sure that the metempsychotic machine (or cloner) and medical scanner are linked to the Cloning Console via multitool. After that, ensure that there&#039;s enough biomass (from the Biomass Reclaimer). When you wish to clone them, place their body in the medical scanner and clone from the console.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Metempsychotic Machine&#039;&#039;&#039;&amp;lt;/big&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:MetempsychoticMachine.png|64px]]&lt;br /&gt;
&lt;br /&gt;
This is the machine every station starts with.&lt;br /&gt;
&lt;br /&gt;
This machine doesn&#039;t clone you but transfer your soul into a new body. It costs 30 biomass on the first transfer and there is a 100% chance for you to end up in an humanoid body (with a low chance of it being your own body. For every consecutive metempsychoses, the price goes up by 5 biomass and the chances of ending up in a humanoid body goes down by 25%. Upgrades can affect each.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Cloning Machine&#039;&#039;&#039;&amp;lt;/big&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:Cloner.png|64px]]&lt;br /&gt;
&lt;br /&gt;
The original cloner. It can be found in salvages wrecks.&lt;br /&gt;
&lt;br /&gt;
Larger species require more biomass to clone. You can inspect the body&#039;s damage before deciding whether to clone. Each point of genetic damage increases the chance cloning will fail by 1%.&lt;br /&gt;
&lt;br /&gt;
After cloning, be sure to process their old body in the reclaimer to get some biomass back. Make sure you&#039;ve given them an opportunity to get their things (as long as they didn&#039;t die of infectious disease.)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Medical Scanner&#039;&#039;&#039;&amp;lt;/big&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:MedicalScanner.png|64px]]&lt;br /&gt;
&lt;br /&gt;
The medical scanner is where you put clone-able bodies into before interacting with the body scanner to press the clone button.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Morgue ===&lt;br /&gt;
Meant for long-term storage of dead bodies. This is where you find a bunch of morgue storage pods where you can store dead people. &lt;br /&gt;
&lt;br /&gt;
It is recommended to only store people with souls in there if the cloning bay is overflowing, you can&#039;t clone due to low biomass or it is currently inoperable.&lt;br /&gt;
&lt;br /&gt;
Storing dead bodies is very useful to prevent the body from rotting (which prevents revival and cloning).&lt;br /&gt;
&lt;br /&gt;
To use the Morgue, interact with a Storage Pod to open the tray, drag a body onto the tray, then interact with the Pod to close the tray. Typically you&#039;ll want only one body per Storage Pod.&lt;br /&gt;
&lt;br /&gt;
Here&#039;s a quick morgue color code.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: left;vertical-align: center;&amp;quot;&lt;br /&gt;
! Sprite !! Meaning&lt;br /&gt;
|-&lt;br /&gt;
| [[File:MorgueEmpty.png]]&lt;br /&gt;
| There is nothing inside the tray.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:MorgueBodySoulless.png]]&lt;br /&gt;
| There is a body but the player isn&#039;t in the body. The state of the spirit is unknown as the player could be waiting around the body or left already. You need to pull out the body and check it manually.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:MorgueBody.png]]&lt;br /&gt;
| The body has a spirit inside of it, and is revive-able. It will be beeping too.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:MorgueObject.png]]&lt;br /&gt;
| There is something inside the tray, but it&#039;s not a body.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Biomass Reclaimer&#039;&#039;&#039;&amp;lt;/big&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:BiomassReclaimer.png|64px]]&lt;br /&gt;
&lt;br /&gt;
Every morgue comes with a very important piece of equipment, the Biomass Reclaimer. It is fairly straightforward, put a dead body in it, it grinds them into biomass. Be careful not to grind down clone-able body if you are not an [[Antagonist]] as it could get you in trouble [[Roleplay#In_Character|IC]] and [[Roleplay#Out_of_Character|OOC]].&lt;br /&gt;
&lt;br /&gt;
If you attempt to drag a living creature into the Biomass Reclaimer, it may throw the creature across the room.&lt;br /&gt;
&lt;br /&gt;
The amount of Biomass generated depends on the type of creature.&lt;br /&gt;
&lt;br /&gt;
If you get low on Biomass, contact Salvage and/or Cargo and ask for their help.&lt;br /&gt;
&lt;br /&gt;
== Crew Monitoring Console ==&lt;br /&gt;
A Crew Monitoring Console usually can be found in the public area of the Medbay or inside the CMO&#039;s office. It also comes in a handheld version distributed to the [[Chief_Medical_Officer|Chief Medical Officer]] and the [[Paramedic|Paramedics]].&lt;br /&gt;
&lt;br /&gt;
It can be used to find other crewmembers, provided they have suit sensors enabled. The four settings on suit sensors are:&lt;br /&gt;
* Off - The person doesn&#039;t show up in the console.&lt;br /&gt;
* Binary - The person shows up as either ALIVE or DEAD.&lt;br /&gt;
* Vitals - The person will show up with their current health condition.&lt;br /&gt;
* Coordinates - The person can be found on the interactive station map.&lt;br /&gt;
&lt;br /&gt;
If someone has their Coordinates on, they can be easily found and retrived by [[Paramedic|Paramedics]]. If someone dies without coords on, there&#039;s little you can do usually. It&#039;s recommended for all crew to have their suit sensors on.&lt;br /&gt;
&lt;br /&gt;
== Chemical Reference Table ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &amp;lt;span style=&amp;quot;white-space: nowrap;&amp;quot;&amp;gt;&lt;br /&gt;
! Damage&lt;br /&gt;
! Treatment&lt;br /&gt;
|-&lt;br /&gt;
! Brute&lt;br /&gt;
| &#039;&#039;&#039;Bruise Pack&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;Medicated Suture&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;[[Chemistry#Bicaridine|Bicaridine]]&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Beaker.png|32px]]1 part [[Chemistry#Carbon|Carbon]]&amp;lt;br&amp;gt;[[File:Beaker.png|32px]]1 part [[Chemistry#Inaprovaline|Inaprovaline]]&amp;lt;sup&amp;gt;([[File:Beaker.png|16px]]1 part [[Chemistry#Oxygen|Oxygen]] [[File:Beaker.png|16px]]1 part [[Chemistry#Sugar|Sugar]] [[File:Beaker.png|16px]]1 part [[Chemistry#Carbon|Carbon]])&amp;lt;/sup&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;[[Chemistry#Bruizine|Bruizine (Blunt)]]&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Beaker.png|32px]]1 part [[Chemistry#Bicaridine|Bicaridine]]&amp;lt;sup&amp;gt;([[File:Beaker.png|16px]]1 part [[Chemistry#Carbon|Carbon]] [[File:Beaker.png|16px]]1 part [[Chemistry#Inaprovaline|Inaprovaline]]&amp;lt;sup&amp;gt;([[File:Beaker.png|8px]]1 part [[Chemistry#Oxygen|Oxygen]] [[File:Beaker.png|8px]]1 part [[Chemistry#Sugar|Sugar]] [[File:Beaker.png|8px]]1 part [[Chemistry#Carbon|Carbon]])&amp;lt;/sup&amp;gt;)&amp;lt;/sup&amp;gt;&amp;lt;br&amp;gt;[[File:Beaker.png|32px]]0.9 part [[Chemistry#Lithium|Lithium]]&amp;lt;br&amp;gt;[[File:Beaker.png|32px]]1 part [[Chemistry#Sugar|Sugar]] &lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;[[Chemistry#Lacerinol|Lacerinol (Slash)]]&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Beaker.png|32px]]1 part [[Chemistry#Bicaridine|Bicaridine]]&amp;lt;sup&amp;gt;([[File:Beaker.png|16px]]1 part [[Chemistry#Carbon|Carbon]] [[File:Beaker.png|16px]]1 part [[Chemistry#Inaprovaline|Inaprovaline]]&amp;lt;sup&amp;gt;([[File:Beaker.png|8px]]1 part [[Chemistry#Oxygen|Oxygen]] [[File:Beaker.png|8px]]1 part [[Chemistry#Sugar|Sugar]] [[File:Beaker.png|8px]]1 part [[Chemistry#Carbon|Carbon]])&amp;lt;/sup&amp;gt;)&amp;lt;/sup&amp;gt;&amp;lt;br&amp;gt;[[File:Beaker.png|32px]]1 part [[Chemistry#Water|Water]]&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;[[Chemistry#Puncturase|Puncturase (Piercing)]]&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Beaker.png|32px]]1 part [[Chemistry#Bicaridine|Bicaridine]]&amp;lt;sup&amp;gt;([[File:Beaker.png|16px]]1 part [[Chemistry#Carbon|Carbon]] [[File:Beaker.png|16px]]1 part [[Chemistry#Inaprovaline|Inaprovaline]]&amp;lt;sup&amp;gt;([[File:Beaker.png|8px]]1 part [[Chemistry#Oxygen|Oxygen]] [[File:Beaker.png|8px]]1 part [[Chemistry#Sugar|Sugar]] [[File:Beaker.png|8px]]1 part [[Chemistry#Carbon|Carbon]])&amp;lt;/sup&amp;gt;)&amp;lt;/sup&amp;gt;&amp;lt;br&amp;gt;[[File:Beaker.png|32px]]1 part [[Chemistry#Carbon|Carbon]]&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;[[Chemistry#Tricordrazine|Tricordrazine]]&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Beaker.png|32px]]1 part [[Chemistry#Dylovene|Dylovene]]&amp;lt;sup&amp;gt;([[File:Beaker.png|16px]]1 part [[Chemistry#Potassium|Potassium]] [[File:Beaker.png|16px]]1 part [[Chemistry#Silicon|Silicon]] [[File:Beaker.png|16px]]1 part [[Chemistry#Nitrogen|Nitrogen]])&amp;lt;/sup&amp;gt;&amp;lt;br&amp;gt; [[File:Beaker.png|32px]]1 part [[Chemistry#Inaprovaline|Inaprovaline]]&amp;lt;sup&amp;gt;([[File:Beaker.png|16px]]1 part [[Chemistry#Oxygen|Oxygen]] [[File:Beaker.png|16px]]1 part [[Chemistry#Sugar|Sugar]] [[File:Beaker.png|16px]]1 part [[Chemistry#Carbon|Carbon]])&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! Burn &lt;br /&gt;
| &#039;&#039;&#039;Ointment&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;Regenerative Mesh&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;[[Chemistry#Siderlac|Siderlac (Caustic)]]&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Beaker.png|32px]]1 part [[Chemistry#Stellibinin|Stellibinin]]&amp;lt;br&amp;gt;[[File:Beaker.png|32px]]1 part [[Chemistry#Aloe|Aloe]]&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;[[Chemistry#Sigynate|Sigynate (Caustic)]]&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Beaker.png|32px]]1 part [[Chemistry#Sodium_carbonate|Sodium Carbonate]]&amp;lt;sup&amp;gt;([[File:Beaker.png|16px]]1 part [[Chemistry#Ammonia|Ammonia]]&amp;lt;sup&amp;gt;([[File:Beaker.png|8px]]3 part [[Chemistry#Hydrogen|Hydrogen]][[File:Beaker.png|8px]]1 part [[Chemistry#Nitrogen|Nitrogen]])&amp;lt;/sup&amp;gt; [[File:Beaker.png|16px]]1 part [[Chemistry#Table_salt|Table Salt]]&amp;lt;sup&amp;gt;([[File:Beaker.png|8px]]1 part [[Chemistry#Chlorine|Chlorine]][[File:Beaker.png|8px]]1 part [[Chemistry#Sodium|Sodium]])&amp;lt;/sup&amp;gt; [[File:Beaker.png|16px]]1 part [[Chemistry#Carbon|Carbon]] [[File:Beaker.png|16px]]1 part [[Chemistry#Oxygen|Oxygen]])&amp;lt;/sup&amp;gt;&amp;lt;br&amp;gt; [[File:Beaker.png|32px]]1 part [[Chemistry#Kelotane|Kelotane]]&amp;lt;sup&amp;gt;([[File:Beaker.png|8px]]1 part [[Chemistry#Silicon|Silicon]][[File:Beaker.png|8px]]1 part [[Chemistry#Carbon|Carbon]])&amp;lt;/sup&amp;gt;&amp;lt;br&amp;gt;[[File:Beaker.png|32px]]1 part [[Chemistry#Water|Water]]&amp;lt;br&amp;gt;[[File:Beaker.png|32px]]1 part [[Chemistry#Sugar|Sugar]]&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;[[Chemistry#Insuzine|Insuzine (Shock)]]&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Beaker.png|32px]]1 part [[Chemistry#Leporazine|Leporazine]]&amp;lt;sup&amp;gt;([[File:Beaker.png|16px]]1 part [[Chemistry#Copper|Copper]][[File:Beaker.png|16px]]1 part [[Chemistry#Fersilicite|Fersilicite]]&amp;lt;sup&amp;gt;([[File:Beaker.png|8px]]1 part [[Chemistry#Iron|Iron]][[File:Beaker.png|8px]]1 part [[Chemistry#Silicon|Silicon]])&amp;lt;/sup&amp;gt;)[[File:Beaker.png|16px]]1 part [[Chemistry#Plasma|Plasma]]&amp;lt;sup&amp;gt;(catalyst)&amp;lt;/sup&amp;gt;)&amp;lt;/sup&amp;gt;&amp;lt;br&amp;gt;[[File:Beaker.png|32px]]1 part [[Chemistry#Kelotane|Kelotane]]&amp;lt;sup&amp;gt;([[File:Beaker.png|16px]]1 part [[Chemistry#Silicon|Silicon]][[File:Beaker.png|16px]]1 part [[Chemistry#Carbon|Carbon]])&amp;lt;/sup&amp;gt;&amp;lt;br&amp;gt;[[File:Beaker.png|32px]]1 part [[Chemistry#Silicon|Silicon]]&amp;lt;br&amp;gt;[[File:Beaker.png|32px]]1 part [[Chemistry#Benzene|Benzene]]&amp;lt;sup&amp;gt;([[File:Beaker.png|16px]]1 part [[Chemistry#Hydrogen|Hydrogen]][[File:Beaker.png|16px]]1 part [[Chemistry#Carbon|Carbon]])&amp;lt;/sup&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;[[Chemistry#Pyrazine|Pyrazine (Heat)]]&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Beaker.png|32px]]1 part [[Chemistry#Leporazine|Leporazine]]&amp;lt;sup&amp;gt;([[File:Beaker.png|16px]]1 part [[Chemistry#Copper|Copper]][[File:Beaker.png|16px]]1 part [[Chemistry#Fersilicite|Fersilicite]]&amp;lt;sup&amp;gt;([[File:Beaker.png|8px]]1 part [[Chemistry#Iron|Iron]][[File:Beaker.png|8px]]1 part [[Chemistry#Silicon|Silicon]])&amp;lt;/sup&amp;gt;)[[File:Beaker.png|16px]]1 part [[Chemistry#Plasma|Plasma]]&amp;lt;sup&amp;gt;(catalyst)&amp;lt;/sup&amp;gt;)&amp;lt;/sup&amp;gt;&amp;lt;br&amp;gt;[[File:Beaker.png|32px]]1 part [[Chemistry#Dermaline|Dermaline]]&amp;lt;sup&amp;gt;([[File:Beaker.png|16px]]1 part [[Chemistry#Kelotane|Kelotane]]&amp;lt;sup&amp;gt;([[File:Beaker.png|8px]]1 part [[Chemistry#Silicon|Silicon]] [[File:Beaker.png|8px]]1 part [[Chemistry#Carbon|Carbon]])&amp;lt;/sup&amp;gt;[[File:Beaker.png|16px]]1 part [[Chemistry#Oxygen|Oxygen]][[File:Beaker.png|16px]]1 part [[Chemistry#Phosphorus|Phosphorus]])&amp;lt;/sup&amp;gt;&amp;lt;br&amp;gt;[[File:Beaker.png|32px]]1 part [[Chemistry#Carbon|Carbon]]&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;[[Chemistry#Leporazine|Leporazine (Cold)]]&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Beaker.png|32px]]1 part [[Chemistry#Copper|Copper]][[File:Beaker.png|32px]]1 part [[Chemistry#Fersilicite|Fersilicite]]&amp;lt;sup&amp;gt;([[File:Beaker.png|16px]]1 part [[Chemistry#Iron|Iron]][[File:Beaker.png|16px]]1 part [[Chemistry#Silicon|Silicon]])&amp;lt;/sup&amp;gt;[[File:Beaker.png|32px]]1 part [[Chemistry#Plasma|Plasma]]&amp;lt;sup&amp;gt;(catalyst)&amp;lt;/sup&amp;gt;)&amp;lt;/sup&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;[[Chemistry#Kelotane|Kelotane]]&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Beaker.png|32px]]1 part [[Chemistry#Silicon|Silicon]]&amp;lt;br&amp;gt;[[File:Beaker.png|32px]]1 part [[Chemistry#Carbon|Carbon]]&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;[[Chemistry#Dermaline|Dermaline]]&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Beaker.png|32px]]1 part [[Chemistry#Kelotane|Kelotane]]&amp;lt;sup&amp;gt;([[File:Beaker.png|16px]]1 part [[Chemistry#Silicon|Silicon]] [[File:Beaker.png|16px]]1 part [[Chemistry#Carbon|Carbon]])&amp;lt;/sup&amp;gt;&amp;lt;br&amp;gt;[[File:Beaker.png|32px]]1 part [[Chemistry#Oxygen|Oxygen]]&amp;lt;br&amp;gt;[[File:Beaker.png|32px]]1 part [[Chemistry#Phosphorus|Phosphorus]]&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;[[Chemistry#Tricordrazine|Tricordrazine]]&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Beaker.png|32px]]1 part [[Chemistry#Dylovene|Dylovene]]&amp;lt;sup&amp;gt;([[File:Beaker.png|16px]]1 part [[Chemistry#Potassium|Potassium]] [[File:Beaker.png|16px]]1 part [[Chemistry#Silicon|Silicon]] [[File:Beaker.png|16px]]1 part [[Chemistry#Nitrogen|Nitrogen]])&amp;lt;/sup&amp;gt;&amp;lt;br&amp;gt;[[File:Beaker.png|32px]]1 part [[Chemistry#Inaprovaline|Inaprovaline]]&amp;lt;sup&amp;gt;([[File:Beaker.png|16px]]1 part [[Chemistry#Oxygen|Oxygen]] [[File:Beaker.png|16px]]1 part [[Chemistry#Sugar|Sugar]] [[File:Beaker.png|16px]]1 part [[Chemistry#Carbon|Carbon]])&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! Airloss&lt;br /&gt;
| &#039;&#039;&#039;[[Chemistry#Dexalin|Dexalin]]&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Beaker.png|32px]]2 part [[Chemistry#Oxygen|Oxygen]]&amp;lt;br&amp;gt;[[File:Beaker.png|32px]]1 part [[Chemistry#Plasma|Plasma]]&amp;lt;sup&amp;gt;(catalyst)&amp;lt;/sup&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;[[Chemistry#Dexalin Plus|Dexalin plus]]&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Beaker.png|32px]]1 part [[Chemistry#Dexalin|Dexalin]]&amp;lt;sup&amp;gt;([[File:Beaker.png|16px]]2 part [[Chemistry#Oxygen|Oxygen]] [[File:Beaker.png|16px]]1 part [[Chemistry#Plasma|Plasma]]&amp;lt;sup&amp;gt;(catalyst)&amp;lt;/sup&amp;gt;)&amp;lt;/sup&amp;gt;&amp;lt;br&amp;gt;[[File:Beaker.png|32px]]1 part [[Chemistry#Iron|Iron]]&amp;lt;br&amp;gt;[[File:Beaker.png|32px]]1 part [[Chemistry#Carbon|Carbon]]&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;[[Chemistry#Epinephrine|Epinephrine]]&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Beaker.png|32px]]1 part [[Chemistry#Phenol|Phenol]]&amp;lt;sup&amp;gt;([[File:Beaker.png|16px]]1 part [[Chemistry#Oxygen|Oxygen]] [[File:Beaker.png|16px]]1 part [[Chemistry#Hydrogen|Hydrogen]] [[File:Beaker.png|16px]]1 part [[Chemistry#Carbon|Carbon]])&amp;lt;/sup&amp;gt;&amp;lt;br&amp;gt;[[File:Beaker.png|32px]]1 part [[Chemistry#Acetone|Acetone]]&amp;lt;sup&amp;gt;([[File:Beaker.png|16px]]1 part [[Chemistry#Oil|Oil]]&amp;lt;sup&amp;gt;([[File:Beaker.png|8px]]1 part [[Chemistry#Welding_fuel|Welding Fuel]] [[File:Beaker.png|8px]]1 part [[Chemistry#Carbon|Carbon]] [[File:Beaker.png|8px]]1 part [[Chemistry#Hydrogen|Hydrogen]])&amp;lt;/sup&amp;gt; [[File:Beaker.png|16px]]1 part [[Chemistry#Welding_fuel|Welding Fuel]] [[File:Beaker.png|16px]]1 part [[Chemistry#Oxygen|Oxygen]])&amp;lt;/sup&amp;gt;&amp;lt;br&amp;gt;[[File:Beaker.png|32px]]1 part [[Chemistry#Oxygen|Oxygen]]&amp;lt;br&amp;gt;[[File:Beaker.png|32px]]1 part [[Chemistry#Chlorine|Chlorine]]&amp;lt;br&amp;gt;[[File:Beaker.png|32px]]1 part [[Chemistry#Hydrogen|Hydrogen]] &lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;[[Chemistry#Inaprovaline|Inaprovaline]]&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Beaker.png|32px]]1 part [[Chemistry#Oxygen|Oxygen]]&amp;lt;br&amp;gt;[[File:Beaker.png|32px]]1 part [[Chemistry#Sugar|Sugar]]&amp;lt;br&amp;gt;[[File:Beaker.png|32px]]1 part [[Chemistry#Carbon|Carbon]]&lt;br /&gt;
|-&lt;br /&gt;
! Toxin&lt;br /&gt;
| &#039;&#039;&#039;[[Chemistry#Dylovene|Dylovene]]&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Beaker.png|32px]]1 part [[Chemistry#Potassium|Potassium]]&amp;lt;br&amp;gt;[[File:Beaker.png|32px]]1 part [[Chemistry#Silicon|Silicon]]&amp;lt;br&amp;gt;[[File:Beaker.png|32px]]1 part [[Chemistry#Nitrogen|Nitrogen]]&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;[[Chemistry#Ultravasculine|Ultravasculine]]&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Beaker.png|32px]]1 part [[Chemistry#Plasma|Plasma]]&amp;lt;br&amp;gt;[[File:Beaker.png|32px]]2 part [[Chemistry#Histamine|Histamine]]&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;[[Chemistry#Arithrazine|Arithrazine]]&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Beaker.png|32px]]1 part [[Chemistry#Hyronalin|Hyronalin]]&amp;lt;sup&amp;gt;([[File:Beaker.png|16px]]1 part [[Chemistry#Dylovene|Dylovene]]&amp;lt;sup&amp;gt;([[File:Beaker.png|8px]]1 part [[Chemistry#Potassium|Potassium]] [[File:Beaker.png|8px]]1 part [[Chemistry#Silicon|Silicon]] [[File:Beaker.png|8px]]1 part [[Chemistry#Nitrogen|Nitrogen]])&amp;lt;/sup&amp;gt; [[File:Beaker.png|16px]]1 part [[Chemistry#Radium|Radium]])&amp;lt;/sup&amp;gt;&amp;lt;br&amp;gt;[[File:Beaker.png|32px]]1 part [[Chemistry#Hydrogen|Hydrogen]]&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;[[Chemistry#Hyronalin|Hyronalin]]&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Beaker.png|32px]]1 part [[Chemistry#Dylovene|Dylovene]]&amp;lt;sup&amp;gt;([[File:Beaker.png|16px]]1 part [[Chemistry#Potassium|Potassium]] [[File:Beaker.png|16px]]1 part [[Chemistry#Silicon|Silicon]] [[File:Beaker.png|16px]]1 part [[Chemistry#Nitrogen|Nitrogen]])&amp;lt;/sup&amp;gt;&amp;lt;br&amp;gt;[[File:Beaker.png|32px]]1 part [[Chemistry#Radium|Radium]]&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;[[Chemistry#Diphenhydramine|Diphenhydramine]]&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Beaker.png|32px]]1 part [[Chemistry#Diethylamine|Diethylamine]]&amp;lt;sup&amp;gt;([[File:Beaker.png|16px]]1 part [[Chemistry#Ammonia|Ammonia]]&amp;lt;sup&amp;gt;([[File:Beaker.png|8px]]3 part [[Chemistry#Hydrogen|Hydrogen]][[File:Beaker.png|8px]]1 part [[Chemistry#Nitrogen|Nitrogen]])&amp;lt;/sup&amp;gt; [[File:Beaker.png|16px]]1 part [[Chemistry#Ethanol|Ethanol]])&amp;lt;/sup&amp;gt;&amp;lt;br&amp;gt;[[File:Beaker.png|32px]]1 part [[Chemistry#Oil|Oil]]&amp;lt;sup&amp;gt;([[File:Beaker.png|16px]]1 part [[Chemistry#Welding_fuel|Welding Fuel]] [[File:Beaker.png|16px]]1 part [[Chemistry#Carbon|Carbon]] [[File:Beaker.png|16px]]1 part [[Chemistry#Hydrogen|Hydrogen]])&amp;lt;/sup&amp;gt;&amp;lt;br&amp;gt;[[File:Beaker.png|32px]]1 part [[Chemistry#Table_salt|Table Salt]]&amp;lt;sup&amp;gt;([[File:Beaker.png|16px]]1 part [[Chemistry#Chlorine|Chlorine]] [[File:Beaker.png|16px]]1 part [[Chemistry#Sodium|Sodium]])&amp;lt;/sup&amp;gt;&amp;lt;br&amp;gt;[[File:Beaker.png|32px]]1 part [[Chemistry#Carbon|Carbon]]&amp;lt;br&amp;gt;[[File:Beaker.png|32px]]1 part [[Chemistry#Ethanol|Ethanol]] &lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;[[Chemistry#Stellibinin|Stellibinin]]&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
! Genetic&lt;br /&gt;
| &#039;&#039;&#039;[[Chemistry#Phalanximine|Phalanximine]]&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Beaker.png|32px]]1 part [[Chemistry#Unstable_mutagen|Unstable Mutagen]]&amp;lt;sup&amp;gt;([[File:Beaker.png|16px]]1 part [[Chemistry#Chlorine|Chlorine]] [[File:Beaker.png|16px]]1 part [[Chemistry#Phosphorus|Phosphorus]] [[File:Beaker.png|16px]]1 part [[Chemistry#Radium|Radium]])&amp;lt;/sup&amp;gt;&amp;lt;br&amp;gt;[[File:Beaker.png|32px]]1 part [[Chemistry#Hyronalin|Hyronalin]]&amp;lt;sup&amp;gt;([[File:Beaker.png|16px]]1 part [[Chemistry#Dylovene|Dylovene]]&amp;lt;sup&amp;gt;([[File:Beaker.png|8px]]1 part [[Chemistry#Potassium|Potassium]] [[File:Beaker.png|8px]]1 part [[Chemistry#Silicon|Silicon]] [[File:Beaker.png|8px]]1 part [[Chemistry#Nitrogen|Nitrogen]])&amp;lt;/sup&amp;gt; [[File:Beaker.png|16px]]1 part [[Chemistry#Radium|Radium]])&amp;lt;/sup&amp;gt;&amp;lt;br&amp;gt;[[File:Beaker.png|32px]]1 part [[Chemistry#Ethanol|Ethanol]]&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;[[Chemistry#Doxarubixadone|Doxarubixadone (Cryo)]]&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Beaker.png|32px]]1 part [[Chemistry#Cryoxadone|Cryoxadone]]&amp;lt;sup&amp;gt;([[File:Beaker.png|16px]]1 part [[Chemistry#Dexalin|Dexalin]]&amp;lt;sup&amp;gt;([[File:Beaker.png|8px]]2 part [[Chemistry#Oxygen|Oxygen]] [[File:Beaker.png|8px]]1 part [[Chemistry#Plasma|Plasma]]&amp;lt;sup&amp;gt;(catalyst)&amp;lt;/sup&amp;gt;)&amp;lt;/sup&amp;gt; [[File:Beaker.png|16px]]1 part [[Chemistry#Water|Water]] [[File:Beaker.png|16px]]1 part [[Chemistry#Oxygen|Oxygen]])&amp;lt;/sup&amp;gt;&amp;lt;br&amp;gt;[[File:Beaker.png|32px]]1 part [[Chemistry#Unstable_mutagen|Unstable Mutagen]]&amp;lt;sup&amp;gt;([[File:Beaker.png|16px]]1 part [[Chemistry#Chlorine|Chlorine]] [[File:Beaker.png|16px]]1 part [[Chemistry#Phosphorus|Phosphorus]] [[File:Beaker.png|16px]]1 part [[Chemistry#Radium|Radium]])&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! Bleeding&lt;br /&gt;
| &#039;&#039;&#039;Medicated Suture&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;Gauze&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;Cloth&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;Blood pack&#039;&#039;&#039; (restores blood levels)&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;[[Chemistry#Iron|Iron]]&#039;&#039;&#039; (restores blood levels, toxic to arachnids)&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;[[Chemistry#Copper|Copper]]&#039;&#039;&#039; (restores blood levels, toxic to non-arachnids)&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;[[Chemistry#Saline|Saline]]&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;[[Chemistry#Pulped Banana Peel|Pulped Banana Peel]]&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;[[Chemistry#Inaprovaline|Inaprovaline]]&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Beaker.png|32px]]1 part [[Chemistry#Oxygen|Oxygen]]&amp;lt;br&amp;gt;[[File:Beaker.png|32px]]1 part [[Chemistry#Sugar|Sugar]]&amp;lt;br&amp;gt;[[File:Beaker.png|32px]]1 part [[Chemistry#Carbon|Carbon]]&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;[[Chemistry#Tranexamic acid|Tranexamic acid]]&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Beaker.png|32px]]1 part [[Chemistry#Sulfuric_acid|Sulfuric Acid]]&amp;lt;sup&amp;gt;([[File:Beaker.png|16px]]1 part [[Chemistry#Hydrogen|Hydrogen]] [[File:Beaker.png|16px]]1 part [[Chemistry#Sulfur|Sulfur]] [[File:Beaker.png|16px]]2 part [[Chemistry#Oxygen|Oxygen]])&amp;lt;/sup&amp;gt;&amp;lt;br&amp;gt;[[File:Beaker.png|32px]]1 part [[Chemistry#Sugar|Sugar]]&amp;lt;br&amp;gt;[[File:Beaker.png|32px]]1 part [[Chemistry#Inaprovaline|Inaprovaline]]&amp;lt;sup&amp;gt;([[File:Beaker.png|16px]]1 part [[Chemistry#Oxygen|Oxygen]] [[File:Beaker.png|16px]]1 part [[Chemistry#Sugar|Sugar]] [[File:Beaker.png|16px]]1 part [[Chemistry#Carbon|Carbon]])&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! Zombification&lt;br /&gt;
| &#039;&#039;&#039;[[Chemistry#Ambuzol|Ambuzol]]&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Beaker.png|32px]]1 part [[Chemistry#Dylovene|Dylovene]]&amp;lt;sup&amp;gt;([[File:Beaker.png|16px]]1 part [[Chemistry#Potassium|Potassium]] [[File:Beaker.png|16px]]1 part [[Chemistry#Silicon|Silicon]] [[File:Beaker.png|16px]]1 part [[Chemistry#Nitrogen|Nitrogen]])&amp;lt;/sup&amp;gt;&amp;lt;br&amp;gt;[[File:Beaker.png|32px]]1 part [[Chemistry#Ammonia|Ammonia]]&amp;lt;sup&amp;gt;([[File:Beaker.png|16px]]3 part [[Chemistry#Hydrogen|Hydrogen]][[File:Beaker.png|16px]]1 part [[Chemistry#Nitrogen|Nitrogen]])&amp;lt;/sup&amp;gt;&amp;lt;br&amp;gt;[[File:Beaker.png|32px]]2 part [[Chemistry#Blood|Blood]]&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;[[Chemistry#Ambuzol_plus|Ambuzol Plus]]&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Beaker.png|32px]]5 part [[Chemistry#Ambuzol|Ambuzol]]&amp;lt;br&amp;gt;[[File:Beaker.png|32px]]15 part [[Chemistry#Zombie_blood|Zombie Blood]]&lt;br /&gt;
&amp;lt;/span&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Guides Menu}}&lt;/div&gt;</summary>
		<author><name>MilonPL</name></author>
	</entry>
	<entry>
		<id>https://wiki.deltav.gay/index.php?title=Atmospheric_Technician&amp;diff=2905</id>
		<title>Atmospheric Technician</title>
		<link rel="alternate" type="text/html" href="https://wiki.deltav.gay/index.php?title=Atmospheric_Technician&amp;diff=2905"/>
		<updated>2024-01-28T05:32:45Z</updated>

		<summary type="html">&lt;p&gt;MilonPL: Fixed the redirects, what was Waste, Distro and Nuclear Operative doing there??? Also it was missing a dot D:&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Job_Header&lt;br /&gt;
|department=ENGINEERING&lt;br /&gt;
|maincolor=854100&lt;br /&gt;
|secondarycolor=a75200&lt;br /&gt;
|image=Atmospheric Technician.png&lt;br /&gt;
|title=Atmospheric Technician&lt;br /&gt;
|difficulty=Medium to Hard&lt;br /&gt;
|requirements=10 hours in [[Station Engineer|Engineering]]&lt;br /&gt;
|access=Maintenance, Engineering, External, Atmospherics&lt;br /&gt;
|extendedaccess=None&lt;br /&gt;
|supervisors=[[Chief Engineer]]&lt;br /&gt;
|subordinates=None&lt;br /&gt;
|duties=Restore breathable atmosphere to depressurized areas. Ensure the station&#039;s air remains at liveable conditions. Get bored and create tritium.&lt;br /&gt;
|guides=[[Atmospheric Science]], [[Pipes and vents]], [[Gases]], [[Setting up the mix chamber]] &lt;br /&gt;
}}&lt;br /&gt;
As an atmospheric technician, your primary job is to maintain a safe and breathable atmosphere inside the station. As a member of the engineering department, you may also be expected to double as a [[Station Engineer]] &amp;lt;s&amp;gt;if they don&#039;t know what they&#039;re doing&amp;lt;/s&amp;gt; in exceptional circumstances.&lt;br /&gt;
&lt;br /&gt;
The primary threats to a safe and breathable atmosphere inside the station are:&lt;br /&gt;
&lt;br /&gt;
* Air escaping into space due to intentional or unintentional removal of walls or floor tiles (&#039;&#039;spacing&#039;&#039;)&lt;br /&gt;
* Buildup of unpleasant or outright hazardous [[#Gases|gases]] such as ammonia or plasma&lt;br /&gt;
&lt;br /&gt;
Atmospheric technicians are essential to keeping the station alive and breathing, and consequently are ineligible to be [[Traitor]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Quick-Start==&lt;br /&gt;
# Grab [[#Equipment|equipment]] from your atmospheric technician locker. You should grab at least a hardsuit or fire suit and helmet, a gas mask and gas tank, a gas analyzer, and a holofan projector. Consider grabbing inflatable walls, inflatable doors, steel sheets, and metal rods to be ready to fix spacing.&lt;br /&gt;
# Find the distro pipe and inspect its pressure and temperature using your [[#Equipment|gas analyzer]]. If the pressure is zero and shows no sign of rising, take corrective action.&lt;br /&gt;
# (&#039;&#039;optional&#039;&#039;) Set filters to recover gases from the waste pipe. Because [[Pipes_and_vents#Gas_Miner|gas miners]] are available on most stations, this step is not very important. And, unless [[Pipes_and_vents#Air_Scrubber|scrubbers]] are set to siphoning, there will only be waste gases in the waste pipe.&lt;br /&gt;
# Deliver [[#Equipment|portable scrubbers]] to locations that expect miasma build up. This is usually the [[Medical#Cloning_and_Morgue|cloning room or morgue in the medical bay]].&lt;br /&gt;
# Monitor the station&#039;s radio or patrol the station yourself for spacing or other atmospheric issues. Fix issues if they arise.&lt;br /&gt;
# Make sure that [[Antagonist|suspicious people]] are not sabotaging your department.&lt;br /&gt;
&lt;br /&gt;
==Equipment==&lt;br /&gt;
Like your fellow [[Station Engineer|Station Engineers]], you start with a full belt of tools. Atmospheric technicians may also have access to:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Atmospheric Equipment&lt;br /&gt;
|-&lt;br /&gt;
! Picture !! Name !! Description&lt;br /&gt;
|-&lt;br /&gt;
| [[File:OxygenTank.png|64px]] || Portable Oxygen Tank || Small enough to carry around. Hook this up to a mask, and you can have a portable air supply to breathe while in space or fixing leaks. People will probably ask you for these.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Gas Analyzer.png|64px]] || Gas Analyzer || Use this to analyze the composition of gases in the air around you, or to measure the temperature and pressure of gases inside pipes.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Portable Scrubber.png|64px]] || Portable Scrubber || Can be wrenched down to scrub waste gases to an internal tank. Useful for quickly containing gas leaks. Must be emptied once full.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Holofan Projector.png|64px]] || Holofan Projector || [[File:Holofan.png|thumb|right|A holofan projection]] Creates a holographic firelock (&#039;&#039;holofan&#039;&#039;) that blocks gas flow but allows objects to move through them. Holofans last for three minutes before despawning. Extremely useful when repairing a hull breach, since they will safely block the flow of station atmosphere while still giving access to move around freely to work. Stores a total of six charges before the internal [[Power cell]] runs out of power.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Atmosia==&lt;br /&gt;
&#039;&#039;Main article: [[Atmospheric_Science|Atmospheric Science]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Atmospherics, sometimes referred to as Atmosia, is where most of the station&#039;s air handling machinery is located. Each station has a different atmospherics layout. While seasoned atmospheric technicians may have atmospheric layouts memorized, frequent &amp;lt;s&amp;gt;useless station remodeling&amp;lt;/s&amp;gt; station engineering changes mean that it is more important to be able to quickly understand the layout of the station that you&#039;re currently working on.&lt;br /&gt;
&lt;br /&gt;
==Gases==&lt;br /&gt;
&#039;&#039;Main article: [[Gases]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Pipes and Machinery==&lt;br /&gt;
&#039;&#039;Main article: [[Pipes and vents]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Pressure and moles==&lt;br /&gt;
[[File:Gas analyzer.png]]&lt;br /&gt;
&lt;br /&gt;
All gas can be quantified by its pressure, mole amount, and temperature. These three variables are closely related and directly affect one another. If you add more gas(# of moles) to a given area, the pressure will increase. Take the same amount of moles and lower the volume by using a smaller room and the pressure will be even larger. If you then heat up the gas, the pressure will be even larger still. The opposite is also true, less gas means lower pressure. cooling down gas will also lower the pressure. Volume, or size of the room, also plays a role in pressure. A larger area will require more gas while a smaller area will require less gas to reach the same pressure. using this knowledge we can see why space has a low pressure because the area and temperature are so low.&lt;br /&gt;
&lt;br /&gt;
Moles are a way of measuring how much gas is present in a given area. A higher pressure does not always mean more of a gas in the given area. If you want to physically fit a larger amount of a gas in a specific area, you will need to cool the gas down to lower the temperature, thus lowering the pressure allowing more moles to fit inside the given area.&lt;br /&gt;
&lt;br /&gt;
If you open a canister will 100 moles of air into a large hallway, you will hardly notice a difference in pressure. However, if you open the same tank in a small room the pressure difference will be greater.&lt;br /&gt;
&lt;br /&gt;
The standard livable air requirements are about 20 moles of oxygen and 80 moles of nitrogen at a pressure of 101kpa and temperature of 20° Celsius. If you have less than 20 moles of oxygen present, your character will begin to gasp and take oxygen deprivation damage. If the pressure is any lower or higher than 101kpa, your character will begin to take brute damage in relation to the depressurization or overpressurization levels. If the temperature is much lower or higher than 20°C, you risk your character taking burn damage from the extreme cold or heat.&lt;br /&gt;
&lt;br /&gt;
Generally speaking: &lt;br /&gt;
*More gas(# of moles) = more pressure.&lt;br /&gt;
*Less gas(# of moles) = less pressure.&lt;br /&gt;
*Hot gas = more pressure.&lt;br /&gt;
*Cold gas = less pressure.&lt;br /&gt;
*Large hallway = more moles/higher temperatures needed to notice pressure change.&lt;br /&gt;
*Small hallway = less moles/higher temperatures needed to notice pressure change.&lt;br /&gt;
&lt;br /&gt;
==Air Alarms==&lt;br /&gt;
Air Alarms can be found all over the station in form of panels. They connect and manage active vents, scrubbers, air sensors and firelocks together. They have 3 possible states: Normal, Warning and Alarm. Warning indicates possible build-up of dangerous gases or other issues with the atmosphere that aren&#039;t directly lethal. The Alarm state it will close all firelocks connected to that panel, indicating a possibly lethal threat, like a spacing.&lt;br /&gt;
&lt;br /&gt;
At the bottom of the panel there is a mode selector. You can select between:&lt;br /&gt;
* Filtering - Normal filtering, removes all gases except Nitrogen and Oxygen.&lt;br /&gt;
* Filtering (wide) - Enables WideNet which also filters tiles adjacent to a scrubber.&lt;br /&gt;
* Fill - Turns off the scrubbers and fills the room through the vents.&lt;br /&gt;
* Panic - Sucks out all gases and turns off the vents.&lt;br /&gt;
&lt;br /&gt;
You can view the atmosphere composition on the tile a sensor is located by using the Sensors tab, which gives you detailed insights about the gases, pressure and temperature.&lt;br /&gt;
&lt;br /&gt;
==Dealing with gas leaks==&lt;br /&gt;
Gas leaks are a random even that occurs on the station. They can be usually quickly located by reports on the radio and firelocks going off. Most gases aren&#039;t directly harmful and are filtered off by the scrubbers network, but Tritium, Plasma or Frezon need to be quickly removed using Portable Scrubbers, usually found in the Atmos area of the Engineering department.&lt;br /&gt;
&lt;br /&gt;
The most effective way of containing extreme pressures and temperatures (like these caused by plasma fires) is spacing the room, which can be done using an RCD or a fire axe.&lt;br /&gt;
&lt;br /&gt;
==Space wind==&lt;br /&gt;
Explosive decompression, or &#039;&#039;space wind,&#039;&#039; is caused when a sudden low pressure or depressurization zone occurs and all the atmosphere flows from high pressure to low pressure. Space wind often happens due to a sudden hull breach or when the clown opens the external airlock. All personnel and lose objects in the area will be flung toward the low pressure area as if a gust of wind blows you towards the breach site, thus the name &#039;Space Wind&#039; is dubbed.&lt;br /&gt;
&lt;br /&gt;
Space wind is very deadly to any crew member not wearing hardsuits with internals. Space wind will often suck you far away from safety and toward the breach site. The damage you take from slamming into objects (and objects slamming into you) along with depressurization, lack of oxygen, and freezing temperatures will often quickly kill any unsuspecting crewmember who gets caught.&lt;br /&gt;
&lt;br /&gt;
==Useful trivia and tricks==&lt;br /&gt;
*Always be prepared to fix a breach. Carry your Atmospherics hardsuit or firesuit with you so you can survive long enough to fix any breach at a moments notice.&lt;br /&gt;
*The Atmospherics firesuit is space proof and functions like a hardsuit. Just make sure you wear the helmet with it or else it wont give you any protection.&lt;br /&gt;
*The standard air mix is 21% oxygen and 79% nitrogen @ 101.325 kPa at 293.15K (20°C).&lt;br /&gt;
*A quick and dirty way to vent high pressure or unwanted gases is to expose the area to open space. Breach a wall or open an airlock to quickly suck out all the atmosphere. Just be sure you have the area sealed off and no crewmembers get caught in the depressurization zone!&lt;br /&gt;
*Overpressurization can be just as harmful as depressurization!&lt;br /&gt;
*A pressurized pipe will violently decompress if unwrenched! &lt;br /&gt;
*If you want to check the pressure and temperature of a pipe, hold your gas analyzer in hand and left-click on the pipe.&lt;br /&gt;
*Make sure that the distro loop never connects to anything else like the mix or waste loop. unless you want to flood the station with superheated plasma and risk getting an angry admin message.&lt;br /&gt;
&lt;br /&gt;
{{Jobs Menu}}&lt;br /&gt;
[[Category:Jobs]]&lt;/div&gt;</summary>
		<author><name>MilonPL</name></author>
	</entry>
	<entry>
		<id>https://wiki.deltav.gay/index.php?title=Medical&amp;diff=2904</id>
		<title>Medical</title>
		<link rel="alternate" type="text/html" href="https://wiki.deltav.gay/index.php?title=Medical&amp;diff=2904"/>
		<updated>2024-01-28T02:54:42Z</updated>

		<summary type="html">&lt;p&gt;MilonPL: added more things to the chemistry table and merged the damage treatment table hopefully it&amp;#039;s all correct now&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Starting your shift ==&lt;br /&gt;
Medbay often starts out calm, but you&#039;d best prepare for the storm that&#039;s about to come. You&#039;ll either get blown up by some syndicate agent wanting the hypospray or you&#039;ll get so inundated with bodies and people screaming in your ear for you to treat them faster that you&#039;ll blow medbay up yourself.&lt;br /&gt;
&lt;br /&gt;
Coordinate with the [[Chemist|Chemists]]. Give them a list of drugs you&#039;ll need to treat your patients. Try to have a variety of meds on deck, and don&#039;t just keep a stockpile of [[Chemistry#Tricordrazine|Tricordrazine]] for everyone that comes your way.&lt;br /&gt;
&lt;br /&gt;
It&#039;s optional but bringing a Body Scanner or [[Medical_Doctor#Tools|health analyzer]] out to the front of medbay for patients to come and scan their DNA without pestering you can be beneficial. &lt;br /&gt;
&lt;br /&gt;
If there is no Crew Monitor Computer out in medical&#039;s public area, ask the [[Chief_Medical_Officer|CMO]] to bring it out from their office. When you have the time, you can check the Crew Monitor for anyone dead or dying. If they have their suit sensors set to display coordinates a [[Paramedic]] may use those to potentially locate their body for cloning purposes or biomass. A GPS and Handheld Crew Monitor devices can help you locate dead bodies.&lt;br /&gt;
&lt;br /&gt;
== Types Of Damage ==&lt;br /&gt;
In SS14, damage is a value representing how much injuries a character has suffered. It can be checked using a [[Medical_Doctor#Tools|health analyzer]] or your PDA. If it&#039;s 0, it means there are no wounds or injuries. There are 5 categories of damage: {{DMG|Brute}}, {{DMG|Burn}}, {{DMG|Airloss}}, {{DMG|Toxin}} and {{DMG|Genetic}}. Each of them has a different treatment, although some chemicals, like [[Chemistry#Tricordrazine|Tricordrazine]], can treat multiple types of damage. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Refer to [[Medical#Chemical_Reference_Table|Treatments Table]] for all treatments.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Brute Damage ===&lt;br /&gt;
There are three types of Brute damage: {{DMG|Blunt}}, {{DMG|Slash}}, {{DMG|Piercing}}. All types of Brute damage can be healed used using [[Chemistry#Bicaridine|Bicaridine]], which heals 4 {{DMG|Brute}} per unit. The overdose amount is 15u. You can also use advanced chemicals to treat only one kind of Brute damage at once, but more effectively. It&#039;s especially useful when a patient comes in with only one type of damage. These chemicals are: &lt;br /&gt;
* [[Chemistry#Bruizine|Bruizine]] - Healing {{DMG|Blunt|+|7}} wih max dose of 10.5u.&lt;br /&gt;
* [[Chemistry#Lacerinol|Lacerinol]] - Healing {{DMG|Slash|+|6}} with max dose of 12u.&lt;br /&gt;
* [[Chemistry#Puncturase|Puncturase]] - Healing {{DMG|Piercing|+|8}} but dealing {{DMG|Blunt|-|0.2}} with max dose of 11u.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Make sure to not mix any of the advanced brute meds with Bicaridine.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
When a patient is presenting with less than 25 damage, you might want to use [[Medical_Doctor#Tools|Bruise Packs]] or [[Medical_Doctor#Tools|Medicated Sutures]] to heal them. You can find these inside of your toolbelt or First Aid Kits. &lt;br /&gt;
&lt;br /&gt;
=== Burn Damage ===&lt;br /&gt;
There are four typoes of Burn damage: {{DMG|Heat}}, {{DMG|Shock}}, {{DMG|Cold}} and {{DMG|Caustic}}. All of them except {{DMG|Caustic}} can be healed using [[Chemistry#Dermaline|Dermaline]], which heals {{DMG|Heat|+|3}}, {{DMG|Shock|+|3}}, {{DMG|Cold|+|3}} and has a max dose of 10u. It&#039;s what you&#039;re most likely to find inside the medbay. The advanced chemicals for this kind of damage, are:&lt;br /&gt;
* [[Chemistry#Leporazine|Leporazine]] - Healing {{DMG|Cold|+|8}}.&lt;br /&gt;
* [[Chemistry#Sigynate|Sigynate]] - Healing {{DMG|Caustic|+|6}}&lt;br /&gt;
* [[Chemistry#Siderlac|Siderlac]] - Healing {{DMG|Caustic|+|10}}&lt;br /&gt;
&lt;br /&gt;
Again, when a patient is presenting with less than 25 Burn damage, you can use [[Medical_Doctor#Tools|Ointments]] or [[Medical_Doctor#Tools|Regenerative Meshes]] to heal them.&lt;br /&gt;
&lt;br /&gt;
=== Airloss Damage ===&lt;br /&gt;
Before reading anything else: if someone is on the ground gasping, you should first use an emergency medipen on them if no one else already has yet, and then move them to a stasis bed if there are any available. This will give you time to prepare a more specific treatment. Next check that their internals are off (if theres air in medbay) or on (if theres no air in medbay). You do this by their right click menu.&lt;br /&gt;
&lt;br /&gt;
When it comes to Asphyxiation, [[Chemistry#Epinephrine|Epinephrine]], [[Chemistry#Inaprovaline|Inaprovaline]], [[Chemistry#Dexalin|Dexalin]] and [[Chemistry#Dexalin_plus|Dexalin Plus]] are all effective at treating it, but your best friend and go-to chemical will be Dexalin Plus, which - unlike Inaprovaline and Epinephrine - heals both {{DMG|Bloodloss|+|4}} and {{DMG|Asphyxiation|+|6}}.&lt;br /&gt;
&lt;br /&gt;
Another kind of Airloss damage is {{DMG|Bloodloss}}. Everyone has a volume of blood inside them. When you take damage, slash and pierce most importantly, you will lose blood. You may also start noticeably bleeding, which continually drains your blood. If your blood level falls below a certain threshold, you will begin taking bloodloss damage and you will continue to do so until your blood levels return to normal. When you lose enough blood, you will start seeing double.&lt;br /&gt;
&lt;br /&gt;
If someone is bleeding heavily there are 3 things to do:&lt;br /&gt;
* Stop the bleeding&lt;br /&gt;
* Restore blood levels &lt;br /&gt;
* Cure bloodloss damage &lt;br /&gt;
&lt;br /&gt;
To stop bleeding (to stop blood levels from dropping continuously), you should use gauze or [[Chemistry#Tranexamic_acid|Tranexamic acid]]. [[Chemistry#Inaprovaline|Inaprovaline]] and [[Chemistry#Pulped_banana_peel|Pulped banana peel]] also reduce bleeding but [[Chemistry#Tranexamic_acid|Tranexamic acid]] is 3 times more powerful than pulped banana peel and 6 times more powerful than Inaprovaline.  It should be noted that emergency medipens contain a small amount of [[Chemistry#Tranexamic_acid|Tranexamic acid]] (3u). Note that if you Examine a patient and it says they are covered in Lacerations, that means they are bleeding.&lt;br /&gt;
&lt;br /&gt;
If you have only a few patients with intense bleeding, move them to a stasis bed first to give you time to prepare a treatment.&lt;br /&gt;
&lt;br /&gt;
To restore blood level (stop double vision and stop continuous bloodloss damage), you need to administer [[Chemistry#Iron|Iron]], [[Chemistry#Saline|Saline]] or use Blood packs which restores 15units of blood per use.  Patients will recover blood levels on their own once their bleeding has stopped, however the rate at which they do so is abysmally low. You can view the patient&#039;s blood level in the top part of your Health Analyzer interface. It&#039;s showed there as precentage.&lt;br /&gt;
&lt;br /&gt;
Your patient may have enough bloodloss damage at any point in treatment to warrant curing the damage. To do so, you will want to apply [[Chemistry#Dexalin_plus|Dexalin plus]] or [[Chemistry#Dexalin|Dexalin]] to cure the bloodloss damage. Patients who are no longer low on blood will slowly recover from bloodloss damage on their own without medication. &lt;br /&gt;
&lt;br /&gt;
Do not simply cure the patient of their bloodloss damage and send them on their way. They may appear to be cured on your health analyzer, but if their bleeding has not been stopped and their blood levels restored to normal, they will be back in med bay to be treated again soon.&lt;br /&gt;
&lt;br /&gt;
=== Toxin Damage ===&lt;br /&gt;
There are two types of Toxin damage, both treated with different medications.&lt;br /&gt;
&lt;br /&gt;
The one you&#039;ll come across the most is {{DMG|Poison}} damage. Seriously, you&#039;d be surprised by how many people present with alcohol poisoning every shift. The first med you can use for healing {{DMG|Poison}} is [[Chemistry#Dylovene|Dylovene]], you&#039;re likely to see it at the start of your shift. It heals {{DMG|Poison|+|2}} per unit with a max dose of 20u. The far superior med is [[Chemistry#Diphenhydramine|Diphenhydramine]], as it heals {{DMG|Poison|+|6}} and has no overdose.&lt;br /&gt;
&lt;br /&gt;
The next kind of Toxin is {{DMG|Radiation}} damage. You will most likely see [[Salvage_Specialist|Salvage Specialists]] presenting with this kind of damage. It can be treated with [[Chemistry#Arithrazine|Arithrazine]], which heals {{DMG|Radiation|+|6}} per unit. You need to watch out, because it also deals {{DMG|Brute|-|1}}. You can usually solve this issue with [[Medical_Doctor#Tools|Bruise Pack]] or [[Chemistry#Bicaridine|Bicaridine]].&lt;br /&gt;
&lt;br /&gt;
=== Vision ===&lt;br /&gt;
A loss of eye sight will not appear on the Health Analyzer. If a user has been using a Welding Torch without a Welding Mask, they may be unable to see very far. You can treat it using [[Chemistry#Oculine|Oculine]]&lt;br /&gt;
&lt;br /&gt;
=== Jittering ===&lt;br /&gt;
A patient may be jittering (shaking) due to an overdose. A bed rest or simply time can help here. To rapidly flush jittering, you can administer a dose of [[Chemistry#Diphenhydramine|Diphenhydramine]].&lt;br /&gt;
&lt;br /&gt;
=== Allergic Reaction ===&lt;br /&gt;
An allergic reaction (e.g. to bees) can cause a build up of [[Chemistry#Histamine|Histamine]]. A dose of [[Chemistry#Diphenhydramine|Diphenhydramine]] or [[Chemistry#Ultravasculine|Ultravasculine]] can help flush it.&lt;br /&gt;
&lt;br /&gt;
=== Hallucinations ===&lt;br /&gt;
A patient may see swirly illusions after taking a hallucinogenic such as Space Drugs. A bed rest or simply time can help here. 1u of [[Chemistry#Synaptizine|Synaptizine]] can assist here (via a Dropper). More than 1u can be lethal.&lt;br /&gt;
&lt;br /&gt;
=== Ethanol Poisoning === &lt;br /&gt;
A patient may feel the effects of ingesting too much alcohol. A bed rest or simply time can help here. [[Chemistry#Ethylredoxrazine|Ethylredoxrazine]] can also be used to treat the effeects.&lt;br /&gt;
&lt;br /&gt;
== Cryogenics ==&lt;br /&gt;
&#039;&#039;Main article: [[Cryogenic_Pods|Cryogenic Pods]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Cryogenic Pods, also called cryo pods or cryopods, are a special type of medical machinery used in conjuction with specific chemical solutions. The machine itself can be thought of a simple gas chamber a patient can be placed in, with specific protection to prevent cold gases from damaging patients. It also offers a slot for a beaker or similar, to automatically inject the patient with a solution, slowly over the course of time. Cryo pods need a properly built atmospherics setup to work.&lt;br /&gt;
&amp;lt;div style=&amp;quot;display: flex; flex-flow: row wrap; justify-content: center; gap: 0.5em&amp;quot;&amp;gt;&lt;br /&gt;
{{Chembox|prototype=Cryoxadone}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Common Chemicals ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;display: flex; flex-flow: row wrap; justify-content: center; gap: 0.5em&amp;quot;&amp;gt;&lt;br /&gt;
{{Chembox|prototype=DexalinPlus}}&lt;br /&gt;
{{Chembox|prototype=Epinephrine}}&lt;br /&gt;
{{Chembox|prototype=Dermaline}}&lt;br /&gt;
{{Chembox|prototype=Bicaridine}}&lt;br /&gt;
{{Chembox|prototype=Tricordrazine}}&lt;br /&gt;
{{Chembox|prototype=Arithrazine}}&lt;br /&gt;
{{Chembox|prototype=Dylovene}}&lt;br /&gt;
{{Chembox|prototype=Inaprovaline}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Administering Medication ==&lt;br /&gt;
There are multiple ways to administer medicine to the patients.&lt;br /&gt;
* Liquid + Syringe - This is the most common way of giving chemicals to patients. You can find labeled jugs with medicine usually near the beds area of the Medbay. Each one holds 200u of liquid. You can use a syringe to draw or inject chemicals. By right clicking a syringe, you can change the amount of liquid you want to transfer - 5u, 10u or 15u. By left clicking it in your hand or clicking Z, you can change the mode between Drawing and Injecting.&lt;br /&gt;
* Liquid + Interact - A doctor can hold a container of liquid (e.g. a beaker, jug, can, bottle) and interact with a patient to force them to sip 5u of the liquid. Force feeding is slower than if the patient drinks the liquid themselves. Liquids cannot be ingested by some species (such as Moth). Drinking requires the face to be uncovered (except for certain masks like the clown mask). A doctor can Strip off a Helmet and Breathe Mask in order to achieve this. Drinking does nothing on dead bodies except if it is ingested right before the Defibrillator.&lt;br /&gt;
* Pill - A [[Chemist]] can create pills and some Medpacks also have pills therein. Pills will often be labelled with the chemical and amount of units. Unfortunately pills can also be mislabelled. Mislabelled pills can be grinded by a Grinder to revert to a liquid. Pills contain higher volumes of medication than a syringe. Pills cannot be ingested by some species (such as Moth). Pills require the face to be uncovered (except for certain masks like the clown mask). A doctor can Strip off a Helmet and Breathe Mask in order to achieve this. Pills do nothing on dead bodies except if they are ingested right before the Defibrillator.&lt;br /&gt;
* Apply a Pack - Some treatments can be applied topically to the body. This can be performed on dead bodies, moths and patients wearing a helmet. Examples of topical treatment are: Bruise Packs, Ointment, Gauze, Aloe Cream, etc.&lt;br /&gt;
&lt;br /&gt;
== Stabilizing Critical Patients ==&lt;br /&gt;
When a character suffers more than 100 damage, they will go into a Critical condition, indicated by the character passing out on the floor and starting to gasp for air. While crit, they won&#039;t be able to move, speak or interact with the world. They will also start gaining Asphyxiation. Once they reach 200 total damage, they will die, indicated by the text &amp;quot;... siezes up, his eyes dead and lifeless&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
Patients are often dragged in gasping for air in a Critical state. In the medbay, the go-to chemical for healing {{DMG|Airloss}} is [[Chemistry#Dexalin_plus|Dexalin Plus]], which heals both {{DMG|Bloodloss|+|6}} and {{DMG|Asphyxiation|+|6}}. While you&#039;re in field, the usual best option is to inject an emergency medipen into the patient to stabilize them, which has the effect of healing a bit of damage and {{DMG|Asphyxiation|+|6}}. Everyone starts with an emergency medipen inside their survival box, which contains 12u of [[Chemistry#Epinephrine|Epinephrine]] and 3u of [[Chemistry#Tranxemic_acid|Tranexamic Acid]]. Medical doctors also have one medipen on their medical belt. If you run out, there are also bottles of [[Chemistry#Epinephrine|Epinephrine]] inside the NanoMed. &lt;br /&gt;
&lt;br /&gt;
If you don&#039;t have [[Chemistry#Epinephrine|Epinephrine]] or [[Chemistry#Dexalin_plus|Dexalin Plus]] then [[Chemistry#Inaprovaline|Inaprovaline]] can also be useful, to a lesser degree. Once you administer a chemical to deal with the {{DMG|Airloss}}, you can move on to healing other types of damage. If you notice {{DMG|Asphyxiation}} going up again, you can give the patient another dose of preferably [[Chemistry#Dexalin_plus|Dexalin Plus]].&lt;br /&gt;
&lt;br /&gt;
Putting critical patients on a Stasis Bed will make them die 10 times slower, giving you more time to do other things. Remember that it also makes all chemicals metabolize slower, including medicine. Medical beds and roller also help a little. To do this, drag the patient onto an empty bed (do not Pull them onto the bed but instead left click them, drag and release them onto the bed).&lt;br /&gt;
&lt;br /&gt;
== Dead Body Analysis ==&lt;br /&gt;
If someone dies in your care or is brought to you as a corpse, you need to decide what action to take:&lt;br /&gt;
&lt;br /&gt;
First verify that the body has a soul. The best and simplest way to do this is {{key press|Shift}} + left click.&lt;br /&gt;
&lt;br /&gt;
[[File:BodyDead.png|thumb]]If you see text in red stating &amp;quot;They are dead.&amp;quot;, this means that this person is still viable for cloning or revival. If they get cloned, the old body will display the unclonable text shown below, and can be disposed of (after the person has gathered all their things off of it).&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
[[File:BodyDeadSSD.png|thumb]]&lt;br /&gt;
If instead you see text in yellow stating &amp;quot;Their soul lies dormant and may return soon.&amp;quot;, then this person is still cloneable but have left the server. You might want to keep them in the morgue until their soul returns or just clone them and hope for them to come back.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
[[File:BodyDeadIrrecoverable.png|thumb]]If instead you see text in purple stating &amp;quot;Their soul has departed and moved on. Any recovery is unlikely.&amp;quot;, then this person is gone. They&#039;ve either left the server, or they&#039;ve taken a ghost role, such as a drone or monkey, and thus forfeited the right to come back to their body. That or they&#039;ve just been cloned. Toss this body in the morgue.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Reviving ===&lt;br /&gt;
Dead people can be brought back using a Defibrillator, but only if they have less than 200 total damage (Not counting {{DMG|Asphyxiation}}) and they aren&#039;t rotting. You can use a Health Analyzer to check how much damage the body took before death. If the damage is excessive or non-curable with topical treatments, cloning may be the only option. Chemicals do not metabolize in the dead, but you can reduce the damage by using [[Medical_Doctor#Tools|Bruise Packs, Ointments, Sutures, Meshes, Gauzes and Bloodpacks]]. Once you get them below 200 damage, you can use a Defibrillator to bring them back to life. You can often find them free-standing or in a cabinet. It is batter-operated and must be turned on before you can use it. Each time the Defibrillator is used, its battery charge will go down. Eventually, you will need to recharge it. To do that, you need to first eject the battery cell and put it in a reacharger. It can be also found in Medical.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:auto&amp;quot;&lt;br /&gt;
|+ Dead Body Treatment&lt;br /&gt;
|-&lt;br /&gt;
! Symptoms !! Analysis !! Treatment Steps&lt;br /&gt;
|-&lt;br /&gt;
| 200+ Airloss || Revivable || Defibrillator &lt;br /&gt;
|-&lt;br /&gt;
| 100 Airloss and 100 Brute || Revivable || 2 Bruise packs followed by a Defibrillator followed by normal treatment (e.g. Bicaridine)&lt;br /&gt;
|-&lt;br /&gt;
| 200 Brute || Revivable || Brute packs until ~95 brute followed by a Defibrillator followed by normal treatment (e.g. Bicaridine)&lt;br /&gt;
|-&lt;br /&gt;
| 200 Burn || Revivable || Ointment or Aloe Cream until ~95 burn followed by a Defibrillator followed by normal treatment (e.g. Dermaaline)&lt;br /&gt;
|-&lt;br /&gt;
| 200 Poison or Radiation || Clone || Note that an advanced doctor may inject them with Anti-Toxin and then Defib and repeat this process but it will be a challenging revival. &lt;br /&gt;
|-&lt;br /&gt;
| 200+ Brute || Clone || Check Medical stockpiles of Bruise Packs before attempting revival. Cloning may be more viable.&lt;br /&gt;
|-&lt;br /&gt;
| 200+ Burn || Clone || Check Medical stockpiles of Ointment and Aloe Cream before attempting revival. Aloe Cream is a renewable resource from Botany. Cloning may be more viable if stockpiles are poor or Botany is non-responsive.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Cloning ===&lt;br /&gt;
To clone, first the cloning system needs to be set up. &lt;br /&gt;
&lt;br /&gt;
Make sure that the metempsychotic machine (or cloner) and medical scanner are linked to the Cloning Console via multitool. After that, ensure that there&#039;s enough biomass (from the Biomass Reclaimer). When you wish to clone them, place their body in the medical scanner and clone from the console.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Metempsychotic Machine&#039;&#039;&#039;&amp;lt;/big&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:MetempsychoticMachine.png|64px]]&lt;br /&gt;
&lt;br /&gt;
This is the machine every station starts with.&lt;br /&gt;
&lt;br /&gt;
This machine doesn&#039;t clone you but transfer your soul into a new body. It costs 30 biomass on the first transfer and there is a 100% chance for you to end up in an humanoid body (with a low chance of it being your own body. For every consecutive metempsychoses, the price goes up by 5 biomass and the chances of ending up in a humanoid body goes down by 25%. Upgrades can affect each.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Cloning Machine&#039;&#039;&#039;&amp;lt;/big&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:Cloner.png|64px]]&lt;br /&gt;
&lt;br /&gt;
The original cloner. It can be found in salvages wrecks.&lt;br /&gt;
&lt;br /&gt;
Larger species require more biomass to clone. You can inspect the body&#039;s damage before deciding whether to clone. Each point of genetic damage increases the chance cloning will fail by 1%.&lt;br /&gt;
&lt;br /&gt;
After cloning, be sure to process their old body in the reclaimer to get some biomass back. Make sure you&#039;ve given them an opportunity to get their things (as long as they didn&#039;t die of infectious disease.)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Medical Scanner&#039;&#039;&#039;&amp;lt;/big&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:MedicalScanner.png|64px]]&lt;br /&gt;
&lt;br /&gt;
The medical scanner is where you put clone-able bodies into before interacting with the body scanner to press the clone button.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Morgue ===&lt;br /&gt;
Meant for long-term storage of dead bodies. This is where you find a bunch of morgue storage pods where you can store dead people. &lt;br /&gt;
&lt;br /&gt;
It is recommended to only store people with souls in there if the cloning bay is overflowing, you can&#039;t clone due to low biomass or it is currently inoperable.&lt;br /&gt;
&lt;br /&gt;
Storing dead bodies is very useful to prevent the body from rotting (which prevents revival and cloning).&lt;br /&gt;
&lt;br /&gt;
To use the Morgue, interact with a Storage Pod to open the tray, drag a body onto the tray, then interact with the Pod to close the tray. Typically you&#039;ll want only one body per Storage Pod.&lt;br /&gt;
&lt;br /&gt;
Here&#039;s a quick morgue color code.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: left;vertical-align: center;&amp;quot;&lt;br /&gt;
! Sprite !! Meaning&lt;br /&gt;
|-&lt;br /&gt;
| [[File:MorgueEmpty.png]]&lt;br /&gt;
| There is nothing inside the tray.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:MorgueBodySoulless.png]]&lt;br /&gt;
| There is a body but the player isn&#039;t in the body. The state of the spirit is unknown as the player could be waiting around the body or left already. You need to pull out the body and check it manually.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:MorgueBody.png]]&lt;br /&gt;
| The body has a spirit inside of it, and is revive-able. It will be beeping too.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:MorgueObject.png]]&lt;br /&gt;
| There is something inside the tray, but it&#039;s not a body.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Biomass Reclaimer&#039;&#039;&#039;&amp;lt;/big&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:BiomassReclaimer.png|64px]]&lt;br /&gt;
&lt;br /&gt;
Every morgue comes with a very important piece of equipment, the Biomass Reclaimer. It is fairly straightforward, put a dead body in it, it grinds them into biomass. Be careful not to grind down clone-able body if you are not an [[Antagonist]] as it could get you in trouble [[Roleplay#In_Character|IC]] and [[Roleplay#Out_of_Character|OOC]].&lt;br /&gt;
&lt;br /&gt;
If you attempt to drag a living creature into the Biomass Reclaimer, it may throw the creature across the room.&lt;br /&gt;
&lt;br /&gt;
The amount of Biomass generated depends on the type of creature.&lt;br /&gt;
&lt;br /&gt;
If you get low on Biomass, contact Salvage and/or Cargo and ask for their help.&lt;br /&gt;
&lt;br /&gt;
== Crew Monitoring Console ==&lt;br /&gt;
A Crew Monitoring Console usually can be found in the public area of the Medbay or inside the CMO&#039;s office. It also comes in a handheld version distributed to the [[Chief_Medical_Officer|Chief Medical Officer]] and the [[Paramedic|Paramedics]].&lt;br /&gt;
&lt;br /&gt;
It can be used to find other crewmembers, provided they have suit sensors enabled. The four settings on suit sensors are:&lt;br /&gt;
* Off - The person doesn&#039;t show up in the console.&lt;br /&gt;
* Binary - The person shows up as either ALIVE or DEAD.&lt;br /&gt;
* Vitals - The person will show up with their current health condition.&lt;br /&gt;
* Coordinates - The person can be found on the interactive station map.&lt;br /&gt;
&lt;br /&gt;
If someone has their Coordinates on, they can be easily found and retrived by [[Paramedic|Paramedics]]. If someone dies without coords on, there&#039;s little you can do usually. It&#039;s recommended for all crew to have their suit sensors on.&lt;br /&gt;
&lt;br /&gt;
== Chemical Reference Table ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &amp;lt;span style=&amp;quot;white-space: nowrap;&amp;quot;&amp;gt;&lt;br /&gt;
! Damage&lt;br /&gt;
! Treatment&lt;br /&gt;
|-&lt;br /&gt;
! Brute&lt;br /&gt;
| &#039;&#039;&#039;Bruise Pack&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;Medicated Suture&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;[[Chemistry#Bicaridine|Bicaridine]]&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Beaker.png|32px]]1 part [[Chemistry#Carbon|Carbon]]&amp;lt;br&amp;gt;[[File:Beaker.png|32px]]1 part [[Chemistry#Inaprovaline|Inaprovaline]]&amp;lt;sup&amp;gt;([[File:Beaker.png|16px]]1 part [[Chemistry#Oxygen|Oxygen]] [[File:Beaker.png|16px]]1 part [[Chemistry#Sugar|Sugar]] [[File:Beaker.png|16px]]1 part [[Chemistry#Carbon|Carbon]])&amp;lt;/sup&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;[[Chemistry#Bruizine|Bruizine (Blunt)]]&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Beaker.png|32px]]1 part [[Chemistry#Bicaridine|Bicaridine]]&amp;lt;sup&amp;gt;([[File:Beaker.png|16px]]1 part [[Chemistry#Carbon|Carbon]] [[File:Beaker.png|16px]]1 part [[Chemistry#Inaprovaline|Inaprovaline]]&amp;lt;sup&amp;gt;([[File:Beaker.png|8px]]1 part [[Chemistry#Oxygen|Oxygen]] [[File:Beaker.png|8px]]1 part [[Chemistry#Sugar|Sugar]] [[File:Beaker.png|8px]]1 part [[Chemistry#Carbon|Carbon]])&amp;lt;/sup&amp;gt;)&amp;lt;/sup&amp;gt;&amp;lt;br&amp;gt;[[File:Beaker.png|32px]]0.9 part [[Chemistry#Lithium|Lithium]]&amp;lt;br&amp;gt;[[File:Beaker.png|32px]]1 part [[Chemistry#Sugar|Sugar]] &lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;[[Chemistry#Lacerinol|Lacerinol (Slash)]]&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Beaker.png|32px]]1 part [[Chemistry#Bicaridine|Bicaridine]]&amp;lt;sup&amp;gt;([[File:Beaker.png|16px]]1 part [[Chemistry#Carbon|Carbon]] [[File:Beaker.png|16px]]1 part [[Chemistry#Inaprovaline|Inaprovaline]]&amp;lt;sup&amp;gt;([[File:Beaker.png|8px]]1 part [[Chemistry#Oxygen|Oxygen]] [[File:Beaker.png|8px]]1 part [[Chemistry#Sugar|Sugar]] [[File:Beaker.png|8px]]1 part [[Chemistry#Carbon|Carbon]])&amp;lt;/sup&amp;gt;)&amp;lt;/sup&amp;gt;&amp;lt;br&amp;gt;[[File:Beaker.png|32px]]1 part [[Chemistry#Water|Water]]&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;[[Chemistry#Puncturase|Puncturase (Piercing)]]&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Beaker.png|32px]]1 part [[Chemistry#Bicaridine|Bicaridine]]&amp;lt;sup&amp;gt;([[File:Beaker.png|16px]]1 part [[Chemistry#Carbon|Carbon]] [[File:Beaker.png|16px]]1 part [[Chemistry#Inaprovaline|Inaprovaline]]&amp;lt;sup&amp;gt;([[File:Beaker.png|8px]]1 part [[Chemistry#Oxygen|Oxygen]] [[File:Beaker.png|8px]]1 part [[Chemistry#Sugar|Sugar]] [[File:Beaker.png|8px]]1 part [[Chemistry#Carbon|Carbon]])&amp;lt;/sup&amp;gt;)&amp;lt;/sup&amp;gt;&amp;lt;br&amp;gt;[[File:Beaker.png|32px]]1 part [[Chemistry#Carbon|Carbon]]&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;[[Chemistry#Tricordrazine|Tricordrazine]]&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Beaker.png|32px]]1 part [[Chemistry#Dylovene|Dylovene]]&amp;lt;sup&amp;gt;([[File:Beaker.png|16px]]1 part [[Chemistry#Potassium|Potassium]] [[File:Beaker.png|16px]]1 part [[Chemistry#Silicon|Silicon]] [[File:Beaker.png|16px]]1 part [[Chemistry#Nitrogen|Nitrogen]])&amp;lt;/sup&amp;gt;&amp;lt;br&amp;gt; [[File:Beaker.png|32px]]1 part [[Chemistry#Inaprovaline|Inaprovaline]]&amp;lt;sup&amp;gt;([[File:Beaker.png|16px]]1 part [[Chemistry#Oxygen|Oxygen]] [[File:Beaker.png|16px]]1 part [[Chemistry#Sugar|Sugar]] [[File:Beaker.png|16px]]1 part [[Chemistry#Carbon|Carbon]])&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! Burn &lt;br /&gt;
| &#039;&#039;&#039;Ointment&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;Regenerative Mesh&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;[[Chemistry#Siderlac|Siderlac (Caustic)]]&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Beaker.png|32px]]1 part [[Chemistry#Stellibinin|Stellibinin]]&amp;lt;br&amp;gt;[[File:Beaker.png|32px]]1 part [[Chemistry#Aloe|Aloe]]&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;[[Chemistry#Sigynate|Sigynate (Caustic)]]&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Beaker.png|32px]]1 part [[Chemistry#Sodium_carbonate|Sodium Carbonate]]&amp;lt;sup&amp;gt;([[File:Beaker.png|16px]]1 part [[Chemistry#Ammonia|Ammonia]]&amp;lt;sup&amp;gt;([[File:Beaker.png|8px]]3 part [[Chemistry#Hydrogen|Hydrogen]][[File:Beaker.png|8px]]1 part [[Chemistry#Nitrogen|Nitrogen]])&amp;lt;/sup&amp;gt; [[File:Beaker.png|16px]]1 part [[Chemistry#Table_salt|Table Salt]]&amp;lt;sup&amp;gt;([[File:Beaker.png|8px]]1 part [[Chemistry#Chlorine|Chlorine]][[File:Beaker.png|8px]]1 part [[Chemistry#Sodium|Sodium]])&amp;lt;/sup&amp;gt; [[File:Beaker.png|16px]]1 part [[Chemistry#Carbon|Carbon]] [[File:Beaker.png|16px]]1 part [[Chemistry#Oxygen|Oxygen]])&amp;lt;/sup&amp;gt;&amp;lt;br&amp;gt; [[File:Beaker.png|32px]]1 part [[Chemistry#Kelotane|Kelotane]]&amp;lt;sup&amp;gt;([[File:Beaker.png|8px]]1 part [[Chemistry#Silicon|Silicon]][[File:Beaker.png|8px]]1 part [[Chemistry#Carbon|Carbon]])&amp;lt;/sup&amp;gt;&amp;lt;br&amp;gt;[[File:Beaker.png|32px]]1 part [[Chemistry#Water|Water]]&amp;lt;br&amp;gt;[[File:Beaker.png|32px]]1 part [[Chemistry#Sugar|Sugar]]&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;[[Chemistry#Kelotane|Kelotane]]&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Beaker.png|32px]]1 part [[Chemistry#Silicon|Silicon]]&amp;lt;br&amp;gt;[[File:Beaker.png|32px]]1 part [[Chemistry#Carbon|Carbon]]&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;[[Chemistry#Dermaline|Dermaline]]&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Beaker.png|32px]]1 part [[Chemistry#Kelotane|Kelotane]]&amp;lt;sup&amp;gt;([[File:Beaker.png|16px]]1 part [[Chemistry#Silicon|Silicon]] [[File:Beaker.png|16px]]1 part [[Chemistry#Carbon|Carbon]])&amp;lt;/sup&amp;gt;&amp;lt;br&amp;gt;[[File:Beaker.png|32px]]1 part [[Chemistry#Oxygen|Oxygen]]&amp;lt;br&amp;gt;[[File:Beaker.png|32px]]1 part [[Chemistry#Phosphorus|Phosphorus]]&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;[[Chemistry#Tricordrazine|Tricordrazine]]&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Beaker.png|32px]]1 part [[Chemistry#Dylovene|Dylovene]]&amp;lt;sup&amp;gt;([[File:Beaker.png|16px]]1 part [[Chemistry#Potassium|Potassium]] [[File:Beaker.png|16px]]1 part [[Chemistry#Silicon|Silicon]] [[File:Beaker.png|16px]]1 part [[Chemistry#Nitrogen|Nitrogen]])&amp;lt;/sup&amp;gt;&amp;lt;br&amp;gt;[[File:Beaker.png|32px]]1 part [[Chemistry#Inaprovaline|Inaprovaline]]&amp;lt;sup&amp;gt;([[File:Beaker.png|16px]]1 part [[Chemistry#Oxygen|Oxygen]] [[File:Beaker.png|16px]]1 part [[Chemistry#Sugar|Sugar]] [[File:Beaker.png|16px]]1 part [[Chemistry#Carbon|Carbon]])&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! Airloss&lt;br /&gt;
| &#039;&#039;&#039;[[Chemistry#Dexalin|Dexalin]]&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Beaker.png|32px]]2 part [[Chemistry#Oxygen|Oxygen]]&amp;lt;br&amp;gt;[[File:Beaker.png|32px]]1 part [[Chemistry#Plasma|Plasma]]&amp;lt;sup&amp;gt;(catalyst)&amp;lt;/sup&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;[[Chemistry#Dexalin Plus|Dexalin plus]]&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Beaker.png|32px]]1 part [[Chemistry#Dexalin|Dexalin]]&amp;lt;sup&amp;gt;([[File:Beaker.png|16px]]2 part [[Chemistry#Oxygen|Oxygen]] [[File:Beaker.png|16px]]1 part [[Chemistry#Plasma|Plasma]]&amp;lt;sup&amp;gt;(catalyst)&amp;lt;/sup&amp;gt;)&amp;lt;/sup&amp;gt;&amp;lt;br&amp;gt;[[File:Beaker.png|32px]]1 part [[Chemistry#Iron|Iron]]&amp;lt;br&amp;gt;[[File:Beaker.png|32px]]1 part [[Chemistry#Carbon|Carbon]]&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;[[Chemistry#Epinephrine|Epinephrine]]&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Beaker.png|32px]]1 part [[Chemistry#Phenol|Phenol]]&amp;lt;sup&amp;gt;([[File:Beaker.png|16px]]1 part [[Chemistry#Oxygen|Oxygen]] [[File:Beaker.png|16px]]1 part [[Chemistry#Hydrogen|Hydrogen]] [[File:Beaker.png|16px]]1 part [[Chemistry#Carbon|Carbon]])&amp;lt;/sup&amp;gt;&amp;lt;br&amp;gt;[[File:Beaker.png|32px]]1 part [[Chemistry#Acetone|Acetone]]&amp;lt;sup&amp;gt;([[File:Beaker.png|16px]]1 part [[Chemistry#Oil|Oil]]&amp;lt;sup&amp;gt;([[File:Beaker.png|8px]]1 part [[Chemistry#Welding_fuel|Welding Fuel]] [[File:Beaker.png|8px]]1 part [[Chemistry#Carbon|Carbon]] [[File:Beaker.png|8px]]1 part [[Chemistry#Hydrogen|Hydrogen]])&amp;lt;/sup&amp;gt; [[File:Beaker.png|16px]]1 part [[Chemistry#Welding_fuel|Welding Fuel]] [[File:Beaker.png|16px]]1 part [[Chemistry#Oxygen|Oxygen]])&amp;lt;/sup&amp;gt;&amp;lt;br&amp;gt;[[File:Beaker.png|32px]]1 part [[Chemistry#Oxygen|Oxygen]]&amp;lt;br&amp;gt;[[File:Beaker.png|32px]]1 part [[Chemistry#Chlorine|Chlorine]]&amp;lt;br&amp;gt;[[File:Beaker.png|32px]]1 part [[Chemistry#Hydrogen|Hydrogen]] &lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;[[Chemistry#Inaprovaline|Inaprovaline]]&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Beaker.png|32px]]1 part [[Chemistry#Oxygen|Oxygen]]&amp;lt;br&amp;gt;[[File:Beaker.png|32px]]1 part [[Chemistry#Sugar|Sugar]]&amp;lt;br&amp;gt;[[File:Beaker.png|32px]]1 part [[Chemistry#Carbon|Carbon]]&lt;br /&gt;
|-&lt;br /&gt;
! Toxin&lt;br /&gt;
| &#039;&#039;&#039;[[Chemistry#Dylovene|Dylovene]]&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Beaker.png|32px]]1 part [[Chemistry#Potassium|Potassium]]&amp;lt;br&amp;gt;[[File:Beaker.png|32px]]1 part [[Chemistry#Silicon|Silicon]]&amp;lt;br&amp;gt;[[File:Beaker.png|32px]]1 part [[Chemistry#Nitrogen|Nitrogen]]&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;[[Chemistry#Ultravasculine|Ultravasculine]]&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Beaker.png|32px]]1 part [[Chemistry#Plasma|Plasma]]&amp;lt;br&amp;gt;[[File:Beaker.png|32px]]2 part [[Chemistry#Histamine|Histamine]]&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;[[Chemistry#Arithrazine|Arithrazine]]&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Beaker.png|32px]]1 part [[Chemistry#Hyronalin|Hyronalin]]&amp;lt;sup&amp;gt;([[File:Beaker.png|16px]]1 part [[Chemistry#Dylovene|Dylovene]]&amp;lt;sup&amp;gt;([[File:Beaker.png|8px]]1 part [[Chemistry#Potassium|Potassium]] [[File:Beaker.png|8px]]1 part [[Chemistry#Silicon|Silicon]] [[File:Beaker.png|8px]]1 part [[Chemistry#Nitrogen|Nitrogen]])&amp;lt;/sup&amp;gt; [[File:Beaker.png|16px]]1 part [[Chemistry#Radium|Radium]])&amp;lt;/sup&amp;gt;&amp;lt;br&amp;gt;[[File:Beaker.png|32px]]1 part [[Chemistry#Hydrogen|Hydrogen]]&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;[[Chemistry#Hyronalin|Hyronalin]]&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Beaker.png|32px]]1 part [[Chemistry#Dylovene|Dylovene]]&amp;lt;sup&amp;gt;([[File:Beaker.png|16px]]1 part [[Chemistry#Potassium|Potassium]] [[File:Beaker.png|16px]]1 part [[Chemistry#Silicon|Silicon]] [[File:Beaker.png|16px]]1 part [[Chemistry#Nitrogen|Nitrogen]])&amp;lt;/sup&amp;gt;&amp;lt;br&amp;gt;[[File:Beaker.png|32px]]1 part [[Chemistry#Radium|Radium]]&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;[[Chemistry#Diphenhydramine|Diphenhydramine]]&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Beaker.png|32px]]1 part [[Chemistry#Diethylamine|Diethylamine]]&amp;lt;sup&amp;gt;([[File:Beaker.png|16px]]1 part [[Chemistry#Ammonia|Ammonia]]&amp;lt;sup&amp;gt;([[File:Beaker.png|8px]]3 part [[Chemistry#Hydrogen|Hydrogen]][[File:Beaker.png|8px]]1 part [[Chemistry#Nitrogen|Nitrogen]])&amp;lt;/sup&amp;gt; [[File:Beaker.png|16px]]1 part [[Chemistry#Ethanol|Ethanol]])&amp;lt;/sup&amp;gt;&amp;lt;br&amp;gt;[[File:Beaker.png|32px]]1 part [[Chemistry#Oil|Oil]]&amp;lt;sup&amp;gt;([[File:Beaker.png|16px]]1 part [[Chemistry#Welding_fuel|Welding Fuel]] [[File:Beaker.png|16px]]1 part [[Chemistry#Carbon|Carbon]] [[File:Beaker.png|16px]]1 part [[Chemistry#Hydrogen|Hydrogen]])&amp;lt;/sup&amp;gt;&amp;lt;br&amp;gt;[[File:Beaker.png|32px]]1 part [[Chemistry#Table_salt|Table Salt]]&amp;lt;sup&amp;gt;([[File:Beaker.png|16px]]1 part [[Chemistry#Chlorine|Chlorine]] [[File:Beaker.png|16px]]1 part [[Chemistry#Sodium|Sodium]])&amp;lt;/sup&amp;gt;&amp;lt;br&amp;gt;[[File:Beaker.png|32px]]1 part [[Chemistry#Carbon|Carbon]]&amp;lt;br&amp;gt;[[File:Beaker.png|32px]]1 part [[Chemistry#Ethanol|Ethanol]] &lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;[[Chemistry#Stellibinin|Stellibinin]]&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
! Genetic&lt;br /&gt;
| &#039;&#039;&#039;[[Chemistry#Phalanximine|Phalanximine]]&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Beaker.png|32px]]1 part [[Chemistry#Unstable_mutagen|Unstable Mutagen]]&amp;lt;sup&amp;gt;([[File:Beaker.png|16px]]1 part [[Chemistry#Chlorine|Chlorine]] [[File:Beaker.png|16px]]1 part [[Chemistry#Phosphorus|Phosphorus]] [[File:Beaker.png|16px]]1 part [[Chemistry#Radium|Radium]])&amp;lt;/sup&amp;gt;&amp;lt;br&amp;gt;[[File:Beaker.png|32px]]1 part [[Chemistry#Hyronalin|Hyronalin]]&amp;lt;sup&amp;gt;([[File:Beaker.png|16px]]1 part [[Chemistry#Dylovene|Dylovene]]&amp;lt;sup&amp;gt;([[File:Beaker.png|8px]]1 part [[Chemistry#Potassium|Potassium]] [[File:Beaker.png|8px]]1 part [[Chemistry#Silicon|Silicon]] [[File:Beaker.png|8px]]1 part [[Chemistry#Nitrogen|Nitrogen]])&amp;lt;/sup&amp;gt; [[File:Beaker.png|16px]]1 part [[Chemistry#Radium|Radium]])&amp;lt;/sup&amp;gt;&amp;lt;br&amp;gt;[[File:Beaker.png|32px]]1 part [[Chemistry#Ethanol|Ethanol]]&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;[[Chemistry#Doxarubixadone|Doxarubixadone (Cryo)]]&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Beaker.png|32px]]1 part [[Chemistry#Cryoxadone|Cryoxadone]]&amp;lt;sup&amp;gt;([[File:Beaker.png|16px]]1 part [[Chemistry#Dexalin|Dexalin]]&amp;lt;sup&amp;gt;([[File:Beaker.png|8px]]2 part [[Chemistry#Oxygen|Oxygen]] [[File:Beaker.png|8px]]1 part [[Chemistry#Plasma|Plasma]]&amp;lt;sup&amp;gt;(catalyst)&amp;lt;/sup&amp;gt;)&amp;lt;/sup&amp;gt; [[File:Beaker.png|16px]]1 part [[Chemistry#Water|Water]] [[File:Beaker.png|16px]]1 part [[Chemistry#Oxygen|Oxygen]])&amp;lt;/sup&amp;gt;&amp;lt;br&amp;gt;[[File:Beaker.png|32px]]1 part [[Chemistry#Unstable_mutagen|Unstable Mutagen]]&amp;lt;sup&amp;gt;([[File:Beaker.png|16px]]1 part [[Chemistry#Chlorine|Chlorine]] [[File:Beaker.png|16px]]1 part [[Chemistry#Phosphorus|Phosphorus]] [[File:Beaker.png|16px]]1 part [[Chemistry#Radium|Radium]])&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! Bleeding&lt;br /&gt;
| &#039;&#039;&#039;Medicated Suture&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;Gauze&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;Cloth&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;Blood pack&#039;&#039;&#039; (restores blood levels)&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;[[Chemistry#Iron|Iron]] (restores blood levels, toxic to arachnids)&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;[[Chemistry#Copper|Copper]]&#039;&#039;&#039; (restores blood levels, toxic to non-arachnids)&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;[[Chemistry#Saline|Saline]]&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;[[Chemistry#Pulped Banana Peel|Pulped Banana Peel]]&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;[[Chemistry#Inaprovaline|Inaprovaline]]&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Beaker.png|32px]]1 part [[Chemistry#Oxygen|Oxygen]]&amp;lt;br&amp;gt;[[File:Beaker.png|32px]]1 part [[Chemistry#Sugar|Sugar]]&amp;lt;br&amp;gt;[[File:Beaker.png|32px]]1 part [[Chemistry#Carbon|Carbon]]&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;[[Chemistry#Tranexamic acid|Tranexamic acid]]&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Beaker.png|32px]]1 part [[Chemistry#Sulfuric_acid|Sulfuric Acid]]&amp;lt;sup&amp;gt;([[File:Beaker.png|16px]]1 part [[Chemistry#Hydrogen|Hydrogen]] [[File:Beaker.png|16px]]1 part [[Chemistry#Sulfur|Sulfur]] [[File:Beaker.png|16px]]2 part [[Chemistry#Oxygen|Oxygen]])&amp;lt;/sup&amp;gt;&amp;lt;br&amp;gt;[[File:Beaker.png|32px]]1 part [[Chemistry#Sugar|Sugar]]&amp;lt;br&amp;gt;[[File:Beaker.png|32px]]1 part [[Chemistry#Inaprovaline|Inaprovaline]]&amp;lt;sup&amp;gt;([[File:Beaker.png|16px]]1 part [[Chemistry#Oxygen|Oxygen]] [[File:Beaker.png|16px]]1 part [[Chemistry#Sugar|Sugar]] [[File:Beaker.png|16px]]1 part [[Chemistry#Carbon|Carbon]])&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! Zombification&lt;br /&gt;
| &#039;&#039;&#039;[[Chemistry#Ambuzol|Ambuzol]]&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Beaker.png|32px]]1 part [[Chemistry#Dylovene|Dylovene]]&amp;lt;sup&amp;gt;([[File:Beaker.png|16px]]1 part [[Chemistry#Potassium|Potassium]] [[File:Beaker.png|16px]]1 part [[Chemistry#Silicon|Silicon]] [[File:Beaker.png|16px]]1 part [[Chemistry#Nitrogen|Nitrogen]])&amp;lt;/sup&amp;gt;&amp;lt;br&amp;gt;[[File:Beaker.png|32px]]1 part [[Chemistry#Ammonia|Ammonia]]&amp;lt;sup&amp;gt;([[File:Beaker.png|16px]]3 part [[Chemistry#Hydrogen|Hydrogen]][[File:Beaker.png|16px]]1 part [[Chemistry#Nitrogen|Nitrogen]])&amp;lt;/sup&amp;gt;&amp;lt;br&amp;gt;[[File:Beaker.png|32px]]2 part [[Chemistry#Blood|Blood]]&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;[[Chemistry#Ambuzol_plus|Ambuzol Plus]]&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Beaker.png|32px]]5 part [[Chemistry#Ambuzol|Ambuzol]]&amp;lt;br&amp;gt;[[File:Beaker.png|32px]]15 part [[Chemistry#Zombie_blood|Zombie Blood]]&lt;br /&gt;
&amp;lt;/span&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Guides Menu}}&lt;/div&gt;</summary>
		<author><name>MilonPL</name></author>
	</entry>
	<entry>
		<id>https://wiki.deltav.gay/index.php?title=Medical&amp;diff=2892</id>
		<title>Medical</title>
		<link rel="alternate" type="text/html" href="https://wiki.deltav.gay/index.php?title=Medical&amp;diff=2892"/>
		<updated>2024-01-24T05:12:13Z</updated>

		<summary type="html">&lt;p&gt;MilonPL: remade the chemical reference, hopefully the final edit, also it&amp;#039;s 6 am and i should be sleeping but this took way more time than i wanted it to&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Starting your shift ==&lt;br /&gt;
Medbay often starts out calm, but you&#039;d best prepare for the storm that&#039;s about to come. You&#039;ll either get blown up by some syndicate agent wanting the hypospray or you&#039;ll get so inundated with bodies and people screaming in your ear for you to treat them faster that you&#039;ll blow medbay up yourself.&lt;br /&gt;
&lt;br /&gt;
Coordinate with the [[Chemist|Chemists]]. Give them a list of drugs you&#039;ll need to treat your patients. Try to have a variety of meds on deck, and don&#039;t just keep a stockpile of [[Chemistry#Tricordrazine|Tricordrazine]] for everyone that comes your way.&lt;br /&gt;
&lt;br /&gt;
It&#039;s optional but bringing a Body Scanner or [[Medical_Doctor#Tools|health analyzer]] out to the front of medbay for patients to come and scan their DNA without pestering you can be beneficial. &lt;br /&gt;
&lt;br /&gt;
If there is no Crew Monitor Computer out in medical&#039;s public area, ask the [[Chief_Medical_Officer|CMO]] to bring it out from their office. When you have the time, you can check the Crew Monitor for anyone dead or dying. If they have their suit sensors set to display coordinates a [[Paramedic]] may use those to potentially locate their body for cloning purposes or biomass. A GPS and Handheld Crew Monitor devices can help you locate dead bodies.&lt;br /&gt;
&lt;br /&gt;
== Types Of Damage ==&lt;br /&gt;
In SS14, damage is a value representing how much injuries a character has suffered. It can be checked using a [[Medical_Doctor#Tools|health analyzer]] or your PDA. If it&#039;s 0, it means there are no wounds or injuries. There are 5 categories of damage: {{DMG|Brute}}, {{DMG|Burn}}, {{DMG|Airloss}}, {{DMG|Toxin}} and {{DMG|Genetic}}. Each of them has a different treatment, although some chemicals, like [[Chemistry#Tricordrazine|Tricordrazine]], can treat multiple types of damage. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Damage !! Treatment&lt;br /&gt;
|-&lt;br /&gt;
| Brute || Bruise pack, [[Chemistry#Bicaridine|Bicaridine]], [[Chemistry#Tricordrazine|Tricordrazine]], [[Hydroponics#Chemicals|Poppy]]&lt;br /&gt;
|-&lt;br /&gt;
| Caustic || [[Chemistry#Siderlac|Siderlac]]&lt;br /&gt;
|-&lt;br /&gt;
| Burn || Ointment, [[Chemistry#Dermaline|Dermaline]], [[Chemistry#Kelotane|Kelotane]], [[Chemistry#Tricordrazine|Tricordrazine]], [[Hydroponics#Chemicals|Aloe vera]]&lt;br /&gt;
|-&lt;br /&gt;
| Airloss || Defibrillator, [[Chemistry#Dexalin|Dexalin]], [[Chemistry#Dexalin_plus|Dexalin Plus]], [[Chemistry#Epinephrine|Epinephrine]], [[Chemistry#Inaprovaline|Inaprovaline]]&lt;br /&gt;
|-&lt;br /&gt;
| Toxin || [[Chemistry#Dylovene|Dylovene]], [[Chemistry#Ultravasculine|Ultravasculine]], [[Chemistry#Arithrazine|Arithrazine]], [[Chemistry#Hyronalin|Hyronalin]], [[Chemistry#Stellibinin|Stellibinin]], [[Chemistry#Diphenhydramine|Diphenhydramine]], [[Hydroponics#Chemicals|Galaxy thistle]]&lt;br /&gt;
|-&lt;br /&gt;
| Genetic || [[Chemistry#Phalanximine|Phalanximine]], [[Chemistry#Doxarubixadone|Doxarubixadone (Cryo)]]&lt;br /&gt;
|-&lt;br /&gt;
| Bleeding || Bandages, [[Chemistry#Pulped_banana_peel|Pulped Banana Peel]], [[Chemistry#Inaprovaline|Inaprovaline]], [[Chemistry#Tranexamic_acid|Tranexamic acid]], [[Chemistry#Iron|Iron]], Blood packs, Cloth&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Brute Damage ===&lt;br /&gt;
There are three types of Brute damage: {{DMG|Blunt}}, {{DMG|Slash}}, {{DMG|Piercing}}. All types of Brute damage can be healed used using [[Chemistry#Bicaridine|Bicaridine]], which heals 4 {{DMG|Brute}} per unit. The overdose amount is 15u. You can also use advanced chemicals to treat only one kind of Brute damage at once, but more effectively. It&#039;s especially useful when a patient comes in with only one type of damage. These chemicals are: &lt;br /&gt;
* [[Chemistry#Bruizine|Bruizine]] - Healing {{DMG|Blunt|+|7}} wih max dose of 10.5u.&lt;br /&gt;
* [[Chemistry#Lacerinol|Lacerinol]] - Healing {{DMG|Slash|+|6}} with max dose of 12u.&lt;br /&gt;
* [[Chemistry#Puncturase|Puncturase]] - Healing {{DMG|Piercing|+|8}} but dealing {{DMG|Blunt|-|0.2}} with max dose of 11u.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Make sure to not mix any of the advanced brute meds with Bicaridine.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
When a patient is presenting with less than 25 damage, you might want to use [[Medical_Doctor#Tools|Bruise Packs]] or [[Medical_Doctor#Tools|Medicated Sutures]] to heal them. You can find these inside of your toolbelt or First Aid Kits. &lt;br /&gt;
&lt;br /&gt;
=== Burn Damage ===&lt;br /&gt;
There are four typoes of Burn damage: {{DMG|Heat}}, {{DMG|Shock}}, {{DMG|Cold}} and {{DMG|Caustic}}. All of them except {{DMG|Caustic}} can be healed using [[Chemistry#Dermaline|Dermaline]], which heals {{DMG|Heat|+|3}}, {{DMG|Shock|+|3}}, {{DMG|Cold|+|3}} and has a max dose of 10u. It&#039;s what you&#039;re most likely to find inside the medbay. The advanced chemicals for this kind of damage, are:&lt;br /&gt;
* [[Chemistry#Leporazine|Leporazine]] - Healing {{DMG|Cold|+|8}}.&lt;br /&gt;
* [[Chemistry#Sigynate|Sigynate]] - Healing {{DMG|Caustic|+|6}}&lt;br /&gt;
* [[Chemistry#Siderlac|Siderlac]] - Healing {{DMG|Caustic|+|10}}&lt;br /&gt;
&lt;br /&gt;
Again, when a patient is presenting with less than 25 Burn damage, you can use [[Medical_Doctor#Tools|Ointments]] or [[Medical_Doctor#Tools|Regenerative Meshes]] to heal them.&lt;br /&gt;
&lt;br /&gt;
=== Airloss Damage ===&lt;br /&gt;
Before reading anything else: if someone is on the ground gasping, you should first use an emergency medipen on them if no one else already has yet, and then move them to a stasis bed if there are any available. This will give you time to prepare a more specific treatment. Next check that their internals are off (if theres air in medbay) or on (if theres no air in medbay). You do this by their right click menu.&lt;br /&gt;
&lt;br /&gt;
When it comes to Asphyxiation, [[Chemistry#Epinephrine|Epinephrine]], [[Chemistry#Inaprovaline|Inaprovaline]], [[Chemistry#Dexalin|Dexalin]] and [[Chemistry#Dexalin_plus|Dexalin Plus]] are all effective at treating it, but your best friend and go-to chemical will be Dexalin Plus, which - unlike Inaprovaline and Epinephrine - heals both {{DMG|Bloodloss|+|4}} and {{DMG|Asphyxiation|+|6}}.&lt;br /&gt;
&lt;br /&gt;
Another kind of Airloss damage is {{DMG|Bloodloss}}. Everyone has a volume of blood inside them. When you take damage, slash and pierce most importantly, you will lose blood. You may also start noticeably bleeding, which continually drains your blood. If your blood level falls below a certain threshold, you will begin taking bloodloss damage and you will continue to do so until your blood levels return to normal. When you lose enough blood, you will start seeing double.&lt;br /&gt;
&lt;br /&gt;
If someone is bleeding heavily there are 3 things to do:&lt;br /&gt;
* Stop the bleeding&lt;br /&gt;
* Restore blood levels &lt;br /&gt;
* Cure bloodloss damage &lt;br /&gt;
&lt;br /&gt;
To stop bleeding (to stop blood levels from dropping continuously), you should use gauze or [[Chemistry#Tranexamic_acid|Tranexamic acid]]. [[Chemistry#Inaprovaline|Inaprovaline]] and [[Chemistry#Pulped_banana_peel|Pulped banana peel]] also reduce bleeding but [[Chemistry#Tranexamic_acid|Tranexamic acid]] is 3 times more powerful than pulped banana peel and 6 times more powerful than Inaprovaline.  It should be noted that emergency medipens contain a small amount of [[Chemistry#Tranexamic_acid|Tranexamic acid]] (3u). Note that if you Examine a patient and it says they are covered in Lacerations, that means they are bleeding.&lt;br /&gt;
&lt;br /&gt;
If you have only a few patients with intense bleeding, move them to a stasis bed first to give you time to prepare a treatment.&lt;br /&gt;
&lt;br /&gt;
To restore blood level (stop double vision and stop continuous bloodloss damage), you need to administer [[Chemistry#Iron|Iron]], [[Chemistry#Saline|Saline]] or use Blood packs which restores 15units of blood per use.  Patients will recover blood levels on their own once their bleeding has stopped, however the rate at which they do so is abysmally low. You can view the patient&#039;s blood level in the top part of your Health Analyzer interface. It&#039;s showed there as precentage.&lt;br /&gt;
&lt;br /&gt;
Your patient may have enough bloodloss damage at any point in treatment to warrant curing the damage. To do so, you will want to apply [[Chemistry#Dexalin_plus|Dexalin plus]] or [[Chemistry#Dexalin|Dexalin]] to cure the bloodloss damage. Patients who are no longer low on blood will slowly recover from bloodloss damage on their own without medication. &lt;br /&gt;
&lt;br /&gt;
Do not simply cure the patient of their bloodloss damage and send them on their way. They may appear to be cured on your health analyzer, but if their bleeding has not been stopped and their blood levels restored to normal, they will be back in med bay to be treated again soon.&lt;br /&gt;
&lt;br /&gt;
=== Toxin Damage ===&lt;br /&gt;
There are two types of Toxin damage, both treated with different medications.&lt;br /&gt;
&lt;br /&gt;
The one you&#039;ll come across the most is {{DMG|Poison}} damage. Seriously, you&#039;d be surprised by how many people present with alcohol poisoning every shift. The first med you can use for healing {{DMG|Poison}} is [[Chemistry#Dylovene|Dylovene]], you&#039;re likely to see it at the start of your shift. It heals {{DMG|Poison|+|2}} per unit with a max dose of 20u. The far superior med is [[Chemistry#Diphenhydramine|Diphenhydramine]], as it heals {{DMG|Poison|+|6}} and has no overdose.&lt;br /&gt;
&lt;br /&gt;
The next kind of Toxin is {{DMG|Radiation}} damage. You will most likely see [[Salvage_Specialist|Salvage Specialists]] presenting with this kind of damage. It can be treated with [[Chemistry#Arithrazine|Arithrazine]], which heals {{DMG|Radiation|+|6}} per unit. You need to watch out, because it also deals {{DMG|Brute|-|1}}. You can usually solve this issue with [[Medical_Doctor#Tools|Bruise Pack]] or [[Chemistry#Bicaridine|Bicaridine]].&lt;br /&gt;
&lt;br /&gt;
=== Vision ===&lt;br /&gt;
A loss of eye sight will not appear on the Health Analyzer. If a user has been using a Welding Torch without a Welding Mask, they may be unable to see very far. You can treat it using [[Chemistry#Oculine|Oculine]]&lt;br /&gt;
&lt;br /&gt;
=== Jittering ===&lt;br /&gt;
A patient may be jittering (shaking) due to an overdose. A bed rest or simply time can help here. To rapidly flush jittering, you can administer a dose of [[Chemistry#Diphenhydramine|Diphenhydramine]].&lt;br /&gt;
&lt;br /&gt;
=== Allergic Reaction ===&lt;br /&gt;
An allergic reaction (e.g. to bees) can cause a build up of [[Chemistry#Histamine|Histamine]]. A dose of [[Chemistry#Diphenhydramine|Diphenhydramine]] or [[Chemistry#Ultravasculine|Ultravasculine]] can help flush it.&lt;br /&gt;
&lt;br /&gt;
=== Hallucinations ===&lt;br /&gt;
A patient may see swirly illusions after taking a hallucinogenic such as Space Drugs. A bed rest or simply time can help here. 1u of [[Chemistry#Synaptizine|Synaptizine]] can assist here (via a Dropper). More than 1u can be lethal.&lt;br /&gt;
&lt;br /&gt;
=== Ethanol Poisoning === &lt;br /&gt;
A patient may feel the effects of ingesting too much alcohol. A bed rest or simply time can help here. [[Chemistry#Ethylredoxrazine|Ethylredoxrazine]] can also be used to treat the effeects.&lt;br /&gt;
&lt;br /&gt;
== Cryogenics ==&lt;br /&gt;
&#039;&#039;Main article: [[Cryogenic_Pods|Cryogenic Pods]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Cryogenic Pods, also called cryo pods or cryopods, are a special type of medical machinery used in conjuction with specific chemical solutions. The machine itself can be thought of a simple gas chamber a patient can be placed in, with specific protection to prevent cold gases from damaging patients. It also offers a slot for a beaker or similar, to automatically inject the patient with a solution, slowly over the course of time. Cryo pods need a properly built atmospherics setup to work.&lt;br /&gt;
&amp;lt;div style=&amp;quot;display: flex; flex-flow: row wrap; justify-content: center; gap: 0.5em&amp;quot;&amp;gt;&lt;br /&gt;
{{Chembox|prototype=Cryoxadone}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Common Chemicals ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;display: flex; flex-flow: row wrap; justify-content: center; gap: 0.5em&amp;quot;&amp;gt;&lt;br /&gt;
{{Chembox|prototype=DexalinPlus}}&lt;br /&gt;
{{Chembox|prototype=Epinephrine}}&lt;br /&gt;
{{Chembox|prototype=Dermaline}}&lt;br /&gt;
{{Chembox|prototype=Bicaridine}}&lt;br /&gt;
{{Chembox|prototype=Tricordrazine}}&lt;br /&gt;
{{Chembox|prototype=Arithrazine}}&lt;br /&gt;
{{Chembox|prototype=Dylovene}}&lt;br /&gt;
{{Chembox|prototype=Inaprovaline}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Administering Medication ==&lt;br /&gt;
There are multiple ways to administer medicine to the patients.&lt;br /&gt;
* Liquid + Syringe - This is the most common way of giving chemicals to patients. You can find labeled jugs with medicine usually near the beds area of the Medbay. Each one holds 200u of liquid. You can use a syringe to draw or inject chemicals. By right clicking a syringe, you can change the amount of liquid you want to transfer - 5u, 10u or 15u. By left clicking it in your hand or clicking Z, you can change the mode between Drawing and Injecting.&lt;br /&gt;
* Liquid + Interact - A doctor can hold a container of liquid (e.g. a beaker, jug, can, bottle) and interact with a patient to force them to sip 5u of the liquid. Force feeding is slower than if the patient drinks the liquid themselves. Liquids cannot be ingested by some species (such as Moth). Drinking requires the face to be uncovered (except for certain masks like the clown mask). A doctor can Strip off a Helmet and Breathe Mask in order to achieve this. Drinking does nothing on dead bodies except if it is ingested right before the Defibrillator.&lt;br /&gt;
* Pill - A [[Chemist]] can create pills and some Medpacks also have pills therein. Pills will often be labelled with the chemical and amount of units. Unfortunately pills can also be mislabelled. Mislabelled pills can be grinded by a Grinder to revert to a liquid. Pills contain higher volumes of medication than a syringe. Pills cannot be ingested by some species (such as Moth). Pills require the face to be uncovered (except for certain masks like the clown mask). A doctor can Strip off a Helmet and Breathe Mask in order to achieve this. Pills do nothing on dead bodies except if they are ingested right before the Defibrillator.&lt;br /&gt;
* Apply a Pack - Some treatments can be applied topically to the body. This can be performed on dead bodies, moths and patients wearing a helmet. Examples of topical treatment are: Bruise Packs, Ointment, Gauze, Aloe Cream, etc.&lt;br /&gt;
&lt;br /&gt;
== Stabilizing Critical Patients ==&lt;br /&gt;
When a character suffers more than 100 damage, they will go into a Critical condition, indicated by the character passing out on the floor and starting to gasp for air. While crit, they won&#039;t be able to move, speak or interact with the world. They will also start gaining Asphyxiation. Once they reach 200 total damage, they will die, indicated by the text &amp;quot;... siezes up, his eyes dead and lifeless&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
Patients are often dragged in gasping for air in a Critical state. In the medbay, the go-to chemical for healing {{DMG|Airloss}} is [[Chemistry#Dexalin_plus|Dexalin Plus]], which heals both {{DMG|Bloodloss|+|6}} and {{DMG|Asphyxiation|+|6}}. While you&#039;re in field, the usual best option is to inject an emergency medipen into the patient to stabilize them, which has the effect of healing a bit of damage and {{DMG|Asphyxiation|+|6}}. Everyone starts with an emergency medipen inside their survival box, which contains 12u of [[Chemistry#Epinephrine|Epinephrine]] and 3u of [[Chemistry#Tranxemic_acid|Tranexamic Acid]]. Medical doctors also have one medipen on their medical belt. If you run out, there are also bottles of [[Chemistry#Epinephrine|Epinephrine]] inside the NanoMed. &lt;br /&gt;
&lt;br /&gt;
If you don&#039;t have [[Chemistry#Epinephrine|Epinephrine]] or [[Chemistry#Dexalin_plus|Dexalin Plus]] then [[Chemistry#Inaprovaline|Inaprovaline]] can also be useful, to a lesser degree. Once you administer a chemical to deal with the {{DMG|Airloss}}, you can move on to healing other types of damage. If you notice {{DMG|Asphyxiation}} going up again, you can give the patient another dose of preferably [[Chemistry#Dexalin_plus|Dexalin Plus]].&lt;br /&gt;
&lt;br /&gt;
Putting critical patients on a Stasis Bed will make them die 10 times slower, giving you more time to do other things. Remember that it also makes all chemicals metabolize slower, including medicine. Medical beds and roller also help a little. To do this, drag the patient onto an empty bed (do not Pull them onto the bed but instead left click them, drag and release them onto the bed).&lt;br /&gt;
&lt;br /&gt;
== Dead Body Analysis ==&lt;br /&gt;
If someone dies in your care or is brought to you as a corpse, you need to decide what action to take:&lt;br /&gt;
&lt;br /&gt;
First verify that the body has a soul. The best and simplest way to do this is {{key press|Shift}} + left click.&lt;br /&gt;
&lt;br /&gt;
[[File:BodyDead.png|thumb]]If you see text in red stating &amp;quot;They are dead.&amp;quot;, this means that this person is still viable for cloning or revival. If they get cloned, the old body will display the unclonable text shown below, and can be disposed of (after the person has gathered all their things off of it).&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
[[File:BodyDeadSSD.png|thumb]]&lt;br /&gt;
If instead you see text in yellow stating &amp;quot;Their soul lies dormant and may return soon.&amp;quot;, then this person is still cloneable but have left the server. You might want to keep them in the morgue until their soul returns or just clone them and hope for them to come back.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
[[File:BodyDeadIrrecoverable.png|thumb]]If instead you see text in purple stating &amp;quot;Their soul has departed and moved on. Any recovery is unlikely.&amp;quot;, then this person is gone. They&#039;ve either left the server, or they&#039;ve taken a ghost role, such as a drone or monkey, and thus forfeited the right to come back to their body. That or they&#039;ve just been cloned. Toss this body in the morgue.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Reviving ===&lt;br /&gt;
Dead people can be brought back using a Defibrillator, but only if they have less than 200 total damage (Not counting {{DMG|Asphyxiation}}) and they aren&#039;t rotting. You can use a Health Analyzer to check how much damage the body took before death. If the damage is excessive or non-curable with topical treatments, cloning may be the only option. Chemicals do not metabolize in the dead, but you can reduce the damage by using [[Medical_Doctor#Tools|Bruise Packs, Ointments, Sutures, Meshes, Gauzes and Bloodpacks]]. Once you get them below 200 damage, you can use a Defibrillator to bring them back to life. You can often find them free-standing or in a cabinet. It is batter-operated and must be turned on before you can use it. Each time the Defibrillator is used, its battery charge will go down. Eventually, you will need to recharge it. To do that, you need to first eject the battery cell and put it in a reacharger. It can be also found in Medical.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:auto&amp;quot;&lt;br /&gt;
|+ Dead Body Treatment&lt;br /&gt;
|-&lt;br /&gt;
! Symptoms !! Analysis !! Treatment Steps&lt;br /&gt;
|-&lt;br /&gt;
| 200+ Airloss || Revivable || Defibrillator &lt;br /&gt;
|-&lt;br /&gt;
| 100 Airloss and 100 Brute || Revivable || 2 Bruise packs followed by a Defibrillator followed by normal treatment (e.g. Bicaridine)&lt;br /&gt;
|-&lt;br /&gt;
| 200 Brute || Revivable || Brute packs until ~95 brute followed by a Defibrillator followed by normal treatment (e.g. Bicaridine)&lt;br /&gt;
|-&lt;br /&gt;
| 200 Burn || Revivable || Ointment or Aloe Cream until ~95 burn followed by a Defibrillator followed by normal treatment (e.g. Dermaaline)&lt;br /&gt;
|-&lt;br /&gt;
| 200 Poison or Radiation || Clone || Note that an advanced doctor may inject them with Anti-Toxin and then Defib and repeat this process but it will be a challenging revival. &lt;br /&gt;
|-&lt;br /&gt;
| 200+ Brute || Clone || Check Medical stockpiles of Bruise Packs before attempting revival. Cloning may be more viable.&lt;br /&gt;
|-&lt;br /&gt;
| 200+ Burn || Clone || Check Medical stockpiles of Ointment and Aloe Cream before attempting revival. Aloe Cream is a renewable resource from Botany. Cloning may be more viable if stockpiles are poor or Botany is non-responsive.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Cloning ===&lt;br /&gt;
To clone, first the cloning system needs to be set up. &lt;br /&gt;
&lt;br /&gt;
Make sure that the metempsychotic machine (or cloner) and medical scanner are linked to the Cloning Console via multitool. After that, ensure that there&#039;s enough biomass (from the Biomass Reclaimer). When you wish to clone them, place their body in the medical scanner and clone from the console.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Metempsychotic Machine&#039;&#039;&#039;&amp;lt;/big&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:MetempsychoticMachine.png|64px]]&lt;br /&gt;
&lt;br /&gt;
This is the machine every station starts with.&lt;br /&gt;
&lt;br /&gt;
This machine doesn&#039;t clone you but transfer your soul into a new body. It costs 30 biomass on the first transfer and there is a 100% chance for you to end up in an humanoid body (with a low chance of it being your own body. For every consecutive metempsychoses, the price goes up by 5 biomass and the chances of ending up in a humanoid body goes down by 25%. Upgrades can affect each.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Cloning Machine&#039;&#039;&#039;&amp;lt;/big&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:Cloner.png|64px]]&lt;br /&gt;
&lt;br /&gt;
The original cloner. It can be found in salvages wrecks.&lt;br /&gt;
&lt;br /&gt;
Larger species require more biomass to clone. You can inspect the body&#039;s damage before deciding whether to clone. Each point of genetic damage increases the chance cloning will fail by 1%.&lt;br /&gt;
&lt;br /&gt;
After cloning, be sure to process their old body in the reclaimer to get some biomass back. Make sure you&#039;ve given them an opportunity to get their things (as long as they didn&#039;t die of infectious disease.)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Medical Scanner&#039;&#039;&#039;&amp;lt;/big&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:MedicalScanner.png|64px]]&lt;br /&gt;
&lt;br /&gt;
The medical scanner is where you put clone-able bodies into before interacting with the body scanner to press the clone button.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Morgue ===&lt;br /&gt;
Meant for long-term storage of dead bodies. This is where you find a bunch of morgue storage pods where you can store dead people. &lt;br /&gt;
&lt;br /&gt;
It is recommended to only store people with souls in there if the cloning bay is overflowing, you can&#039;t clone due to low biomass or it is currently inoperable.&lt;br /&gt;
&lt;br /&gt;
Storing dead bodies is very useful to prevent the body from rotting (which prevents revival and cloning).&lt;br /&gt;
&lt;br /&gt;
To use the Morgue, interact with a Storage Pod to open the tray, drag a body onto the tray, then interact with the Pod to close the tray. Typically you&#039;ll want only one body per Storage Pod.&lt;br /&gt;
&lt;br /&gt;
Here&#039;s a quick morgue color code.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: left;vertical-align: center;&amp;quot;&lt;br /&gt;
! Sprite !! Meaning&lt;br /&gt;
|-&lt;br /&gt;
| [[File:MorgueEmpty.png]]&lt;br /&gt;
| There is nothing inside the tray.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:MorgueBodySoulless.png]]&lt;br /&gt;
| There is a body but the player isn&#039;t in the body. The state of the spirit is unknown as the player could be waiting around the body or left already. You need to pull out the body and check it manually.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:MorgueBody.png]]&lt;br /&gt;
| The body has a spirit inside of it, and is revive-able. It will be beeping too.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:MorgueObject.png]]&lt;br /&gt;
| There is something inside the tray, but it&#039;s not a body.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Biomass Reclaimer&#039;&#039;&#039;&amp;lt;/big&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:BiomassReclaimer.png|64px]]&lt;br /&gt;
&lt;br /&gt;
Every morgue comes with a very important piece of equipment, the Biomass Reclaimer. It is fairly straightforward, put a dead body in it, it grinds them into biomass. Be careful not to grind down clone-able body if you are not an [[Antagonist]] as it could get you in trouble [[Roleplay#In_Character|IC]] and [[Roleplay#Out_of_Character|OOC]].&lt;br /&gt;
&lt;br /&gt;
If you attempt to drag a living creature into the Biomass Reclaimer, it may throw the creature across the room.&lt;br /&gt;
&lt;br /&gt;
The amount of Biomass generated depends on the type of creature.&lt;br /&gt;
&lt;br /&gt;
If you get low on Biomass, contact Salvage and/or Cargo and ask for their help.&lt;br /&gt;
&lt;br /&gt;
== Crew Monitoring Console ==&lt;br /&gt;
A Crew Monitoring Console usually can be found in the public area of the Medbay or inside the CMO&#039;s office. It also comes in a handheld version distributed to the [[Chief_Medical_Officer|Chief Medical Officer]] and the [[Paramedic|Paramedics]].&lt;br /&gt;
&lt;br /&gt;
It can be used to find other crewmembers, provided they have suit sensors enabled. The four settings on suit sensors are:&lt;br /&gt;
* Off - The person doesn&#039;t show up in the console.&lt;br /&gt;
* Binary - The person shows up as either ALIVE or DEAD.&lt;br /&gt;
* Vitals - The person will show up with their current health condition.&lt;br /&gt;
* Coordinates - The person can be found on the interactive station map.&lt;br /&gt;
&lt;br /&gt;
If someone has their Coordinates on, they can be easily found and retrived by [[Paramedic|Paramedics]]. If someone dies without coords on, there&#039;s little you can do usually. It&#039;s recommended for all crew to have their suit sensors on.&lt;br /&gt;
&lt;br /&gt;
== Chemical Reference Table ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &amp;lt;span style=&amp;quot;white-space: nowrap;&amp;quot;&amp;gt;&lt;br /&gt;
! Damage&lt;br /&gt;
! Treatment&lt;br /&gt;
|-&lt;br /&gt;
! Brute&lt;br /&gt;
| &#039;&#039;&#039;Bruise Pack&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;Medicated Suture&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;[[Chemistry#Bicaridine|Bicaridine]]&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Beaker.png|32px]]1 part [[Chemistry#Carbon|Carbon]]&amp;lt;br&amp;gt;[[File:Beaker.png|32px]]1 part [[Chemistry#Inaprovaline|Inaprovaline]]&amp;lt;sup&amp;gt;([[File:Beaker.png|16px]]1 part [[Chemistry#Oxygen|Oxygen]] [[File:Beaker.png|16px]]1 part [[Chemistry#Sugar|Sugar]] [[File:Beaker.png|16px]]1 part [[Chemistry#Carbon|Carbon]])&amp;lt;/sup&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;[[Chemistry#Bruizine|Bruizine (Blunt)]]&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Beaker.png|32px]]1 part [[Chemistry#Bicaridine|Bicaridine]]&amp;lt;sup&amp;gt;([[File:Beaker.png|16px]]1 part [[Chemistry#Carbon|Carbon]] [[File:Beaker.png|16px]]1 part [[Chemistry#Inaprovaline|Inaprovaline]]&amp;lt;sup&amp;gt;([[File:Beaker.png|8px]]1 part [[Chemistry#Oxygen|Oxygen]] [[File:Beaker.png|8px]]1 part [[Chemistry#Sugar|Sugar]] [[File:Beaker.png|8px]]1 part [[Chemistry#Carbon|Carbon]])&amp;lt;/sup&amp;gt;)&amp;lt;/sup&amp;gt;&amp;lt;br&amp;gt;[[File:Beaker.png|32px]]0.9 part [[Chemistry#Lithium|Lithium]]&amp;lt;br&amp;gt;[[File:Beaker.png|32px]]1 part [[Chemistry#Sugar|Sugar]] &lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;[[Chemistry#Lacerinol|Lacerinol (Slash)]]&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Beaker.png|32px]]1 part [[Chemistry#Bicaridine|Bicaridine]]&amp;lt;sup&amp;gt;([[File:Beaker.png|16px]]1 part [[Chemistry#Carbon|Carbon]] [[File:Beaker.png|16px]]1 part [[Chemistry#Inaprovaline|Inaprovaline]]&amp;lt;sup&amp;gt;([[File:Beaker.png|8px]]1 part [[Chemistry#Oxygen|Oxygen]] [[File:Beaker.png|8px]]1 part [[Chemistry#Sugar|Sugar]] [[File:Beaker.png|8px]]1 part [[Chemistry#Carbon|Carbon]])&amp;lt;/sup&amp;gt;)&amp;lt;/sup&amp;gt;&amp;lt;br&amp;gt;[[File:Beaker.png|32px]]1 part [[Chemistry#Water|Water]]&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;[[Chemistry#Puncturase|Puncturase (Piercing)]]&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Beaker.png|32px]]1 part [[Chemistry#Bicaridine|Bicaridine]]&amp;lt;sup&amp;gt;([[File:Beaker.png|16px]]1 part [[Chemistry#Carbon|Carbon]] [[File:Beaker.png|16px]]1 part [[Chemistry#Inaprovaline|Inaprovaline]]&amp;lt;sup&amp;gt;([[File:Beaker.png|8px]]1 part [[Chemistry#Oxygen|Oxygen]] [[File:Beaker.png|8px]]1 part [[Chemistry#Sugar|Sugar]] [[File:Beaker.png|8px]]1 part [[Chemistry#Carbon|Carbon]])&amp;lt;/sup&amp;gt;)&amp;lt;/sup&amp;gt;&amp;lt;br&amp;gt;[[File:Beaker.png|32px]]1 part [[Chemistry#Carbon|Carbon]]&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;[[Chemistry#Tricordrazine|Tricordrazine]]&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Beaker.png|32px]]1 part [[Chemistry#Dylovene|Dylovene]]&amp;lt;sup&amp;gt;([[File:Beaker.png|16px]]1 part [[Chemistry#Potassium|Potassium]] [[File:Beaker.png|16px]]1 part [[Chemistry#Silicon|Silicon]] [[File:Beaker.png|16px]]1 part [[Chemistry#Nitrogen|Nitrogen]])&amp;lt;/sup&amp;gt;&amp;lt;br&amp;gt; [[File:Beaker.png|32px]]1 part [[Chemistry#Inaprovaline|Inaprovaline]]&amp;lt;sup&amp;gt;([[File:Beaker.png|16px]]1 part [[Chemistry#Oxygen|Oxygen]] [[File:Beaker.png|16px]]1 part [[Chemistry#Sugar|Sugar]] [[File:Beaker.png|16px]]1 part [[Chemistry#Carbon|Carbon]])&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! Burn &lt;br /&gt;
| &#039;&#039;&#039;Ointment&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;Regenerative Mesh&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;[[Chemistry#Siderlac|Siderlac (Caustic)]]&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Beaker.png|32px]]1 part [[Chemistry#Stellibinin|Stellibinin]]&amp;lt;br&amp;gt;[[File:Beaker.png|32px]]1 part [[Chemistry#Aloe|Aloe]]&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;[[Chemistry#Sigynate|Sigynate (Caustic)]]&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Beaker.png|32px]]1 part [[Chemistry#Sodium_carbonate|Sodium Carbonate]]&amp;lt;sup&amp;gt;([[File:Beaker.png|16px]]1 part [[Chemistry#Ammonia|Ammonia]]&amp;lt;sup&amp;gt;([[File:Beaker.png|8px]]3 part [[Chemistry#Hydrogen|Hydrogen]][[File:Beaker.png|8px]]1 part [[Chemistry#Nitrogen|Nitrogen]])&amp;lt;/sup&amp;gt; [[File:Beaker.png|16px]]1 part [[Chemistry#Table_salt|Table Salt]]&amp;lt;sup&amp;gt;([[File:Beaker.png|8px]]1 part [[Chemistry#Chlorine|Chlorine]][[File:Beaker.png|8px]]1 part [[Chemistry#Sodium|Sodium]])&amp;lt;/sup&amp;gt; [[File:Beaker.png|16px]]1 part [[Chemistry#Carbon|Carbon]] [[File:Beaker.png|16px]]1 part [[Chemistry#Oxygen|Oxygen]])&amp;lt;/sup&amp;gt;&amp;lt;br&amp;gt; [[File:Beaker.png|32px]]1 part [[Chemistry#Kelotane|Kelotane]]&amp;lt;sup&amp;gt;([[File:Beaker.png|8px]]1 part [[Chemistry#Silicon|Silicon]][[File:Beaker.png|8px]]1 part [[Chemistry#Carbon|Carbon]])&amp;lt;/sup&amp;gt;&amp;lt;br&amp;gt;[[File:Beaker.png|32px]]1 part [[Chemistry#Water|Water]]&amp;lt;br&amp;gt;[[File:Beaker.png|32px]]1 part [[Chemistry#Sugar|Sugar]]&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;[[Chemistry#Kelotane|Kelotane]]&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Beaker.png|32px]]1 part [[Chemistry#Silicon|Silicon]]&amp;lt;br&amp;gt;[[File:Beaker.png|32px]]1 part [[Chemistry#Carbon|Carbon]]&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;[[Chemistry#Dermaline|Dermaline]]&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Beaker.png|32px]]1 part [[Chemistry#Kelotane|Kelotane]]&amp;lt;sup&amp;gt;([[File:Beaker.png|16px]]1 part [[Chemistry#Silicon|Silicon]] [[File:Beaker.png|16px]]1 part [[Chemistry#Carbon|Carbon]])&amp;lt;/sup&amp;gt;&amp;lt;br&amp;gt;[[File:Beaker.png|32px]]1 part [[Chemistry#Oxygen|Oxygen]]&amp;lt;br&amp;gt;[[File:Beaker.png|32px]]1 part [[Chemistry#Phosphorus|Phosphorus]]&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;[[Chemistry#Tricordrazine|Tricordrazine]]&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Beaker.png|32px]]1 part [[Chemistry#Dylovene|Dylovene]]&amp;lt;sup&amp;gt;([[File:Beaker.png|16px]]1 part [[Chemistry#Potassium|Potassium]] [[File:Beaker.png|16px]]1 part [[Chemistry#Silicon|Silicon]] [[File:Beaker.png|16px]]1 part [[Chemistry#Nitrogen|Nitrogen]])&amp;lt;/sup&amp;gt;&amp;lt;br&amp;gt;[[File:Beaker.png|32px]]1 part [[Chemistry#Inaprovaline|Inaprovaline]]&amp;lt;sup&amp;gt;([[File:Beaker.png|16px]]1 part [[Chemistry#Oxygen|Oxygen]] [[File:Beaker.png|16px]]1 part [[Chemistry#Sugar|Sugar]] [[File:Beaker.png|16px]]1 part [[Chemistry#Carbon|Carbon]])&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! Airloss&lt;br /&gt;
| &#039;&#039;&#039;[[Chemistry#Dexalin|Dexalin]]&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Beaker.png|32px]]2 part [[Chemistry#Oxygen|Oxygen]]&amp;lt;br&amp;gt;[[File:Beaker.png|32px]]1 part [[Chemistry#Plasma|Plasma]]&amp;lt;sup&amp;gt;(catalyst)&amp;lt;/sup&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;[[Chemistry#Dexalin Plus|Dexalin plus]]&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Beaker.png|32px]]1 part [[Chemistry#Dexalin|Dexalin]]&amp;lt;sup&amp;gt;([[File:Beaker.png|16px]]2 part [[Chemistry#Oxygen|Oxygen]] [[File:Beaker.png|16px]]1 part [[Chemistry#Plasma|Plasma]]&amp;lt;sup&amp;gt;(catalyst)&amp;lt;/sup&amp;gt;)&amp;lt;/sup&amp;gt;&amp;lt;br&amp;gt;[[File:Beaker.png|32px]]1 part [[Chemistry#Iron|Iron]]&amp;lt;br&amp;gt;[[File:Beaker.png|32px]]1 part [[Chemistry#Carbon|Carbon]]&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;[[Chemistry#Epinephrine|Epinephrine]]&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Beaker.png|32px]]1 part [[Chemistry#Phenol|Phenol]]&amp;lt;sup&amp;gt;([[File:Beaker.png|16px]]1 part [[Chemistry#Oxygen|Oxygen]] [[File:Beaker.png|16px]]1 part [[Chemistry#Hydrogen|Hydrogen]] [[File:Beaker.png|16px]]1 part [[Chemistry#Carbon|Carbon]])&amp;lt;/sup&amp;gt;&amp;lt;br&amp;gt;[[File:Beaker.png|32px]]1 part [[Chemistry#Acetone|Acetone]]&amp;lt;sup&amp;gt;([[File:Beaker.png|16px]]1 part [[Chemistry#Oil|Oil]]&amp;lt;sup&amp;gt;([[File:Beaker.png|8px]]1 part [[Chemistry#Welding_fuel|Welding Fuel]] [[File:Beaker.png|8px]]1 part [[Chemistry#Carbon|Carbon]] [[File:Beaker.png|8px]]1 part [[Chemistry#Hydrogen|Hydrogen]])&amp;lt;/sup&amp;gt; [[File:Beaker.png|16px]]1 part [[Chemistry#Welding_fuel|Welding Fuel]] [[File:Beaker.png|16px]]1 part [[Chemistry#Oxygen|Oxygen]])&amp;lt;/sup&amp;gt;&amp;lt;br&amp;gt;[[File:Beaker.png|32px]]1 part [[Chemistry#Oxygen|Oxygen]]&amp;lt;br&amp;gt;[[File:Beaker.png|32px]]1 part [[Chemistry#Chlorine|Chlorine]]&amp;lt;br&amp;gt;[[File:Beaker.png|32px]]1 part [[Chemistry#Hydrogen|Hydrogen]] &lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;[[Chemistry#Inaprovaline|Inaprovaline]]&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Beaker.png|32px]]1 part [[Chemistry#Oxygen|Oxygen]]&amp;lt;br&amp;gt;[[File:Beaker.png|32px]]1 part [[Chemistry#Sugar|Sugar]]&amp;lt;br&amp;gt;[[File:Beaker.png|32px]]1 part [[Chemistry#Carbon|Carbon]]&lt;br /&gt;
|-&lt;br /&gt;
! Toxin&lt;br /&gt;
| &#039;&#039;&#039;[[Chemistry#Dylovene|Dylovene]]&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Beaker.png|32px]]1 part [[Chemistry#Potassium|Potassium]]&amp;lt;br&amp;gt;[[File:Beaker.png|32px]]1 part [[Chemistry#Silicon|Silicon]]&amp;lt;br&amp;gt;[[File:Beaker.png|32px]]1 part [[Chemistry#Nitrogen|Nitrogen]]&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;[[Chemistry#Ultravasculine|Ultravasculine]]&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Beaker.png|32px]]1 part [[Chemistry#Plasma|Plasma]]&amp;lt;br&amp;gt;[[File:Beaker.png|32px]]2 part [[Chemistry#Histamine|Histamine]]&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;[[Chemistry#Arithrazine|Arithrazine]]&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Beaker.png|32px]]1 part [[Chemistry#Hyronalin|Hyronalin]]&amp;lt;sup&amp;gt;([[File:Beaker.png|16px]]1 part [[Chemistry#Dylovene|Dylovene]]&amp;lt;sup&amp;gt;([[File:Beaker.png|8px]]1 part [[Chemistry#Potassium|Potassium]] [[File:Beaker.png|8px]]1 part [[Chemistry#Silicon|Silicon]] [[File:Beaker.png|8px]]1 part [[Chemistry#Nitrogen|Nitrogen]])&amp;lt;/sup&amp;gt; [[File:Beaker.png|16px]]1 part [[Chemistry#Radium|Radium]])&amp;lt;/sup&amp;gt;&amp;lt;br&amp;gt;[[File:Beaker.png|32px]]1 part [[Chemistry#Hydrogen|Hydrogen]]&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;[[Chemistry#Hyronalin|Hyronalin]]&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Beaker.png|32px]]1 part [[Chemistry#Dylovene|Dylovene]]&amp;lt;sup&amp;gt;([[File:Beaker.png|16px]]1 part [[Chemistry#Potassium|Potassium]] [[File:Beaker.png|16px]]1 part [[Chemistry#Silicon|Silicon]] [[File:Beaker.png|16px]]1 part [[Chemistry#Nitrogen|Nitrogen]])&amp;lt;/sup&amp;gt;&amp;lt;br&amp;gt;[[File:Beaker.png|32px]]1 part [[Chemistry#Radium|Radium]]&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;[[Chemistry#Diphenhydramine|Diphenhydramine]]&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Beaker.png|32px]]1 part [[Chemistry#Diethylamine|Diethylamine]]&amp;lt;sup&amp;gt;([[File:Beaker.png|16px]]1 part [[Chemistry#Ammonia|Ammonia]]&amp;lt;sup&amp;gt;([[File:Beaker.png|8px]]3 part [[Chemistry#Hydrogen|Hydrogen]][[File:Beaker.png|8px]]1 part [[Chemistry#Nitrogen|Nitrogen]])&amp;lt;/sup&amp;gt; [[File:Beaker.png|16px]]1 part [[Chemistry#Ethanol|Ethanol]])&amp;lt;/sup&amp;gt;&amp;lt;br&amp;gt;[[File:Beaker.png|32px]]1 part [[Chemistry#Oil|Oil]]&amp;lt;sup&amp;gt;([[File:Beaker.png|16px]]1 part [[Chemistry#Welding_fuel|Welding Fuel]] [[File:Beaker.png|16px]]1 part [[Chemistry#Carbon|Carbon]] [[File:Beaker.png|16px]]1 part [[Chemistry#Hydrogen|Hydrogen]])&amp;lt;/sup&amp;gt;&amp;lt;br&amp;gt;[[File:Beaker.png|32px]]1 part [[Chemistry#Table_salt|Table Salt]]&amp;lt;sup&amp;gt;([[File:Beaker.png|16px]]1 part [[Chemistry#Chlorine|Chlorine]] [[File:Beaker.png|16px]]1 part [[Chemistry#Sodium|Sodium]])&amp;lt;/sup&amp;gt;&amp;lt;br&amp;gt;[[File:Beaker.png|32px]]1 part [[Chemistry#Carbon|Carbon]]&amp;lt;br&amp;gt;[[File:Beaker.png|32px]]1 part [[Chemistry#Ethanol|Ethanol]] &lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;[[Chemistry#Stellibinin|Stellibinin]]&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
! Genetic&lt;br /&gt;
| &#039;&#039;&#039;[[Chemistry#Phalanximine|Phalanximine]]&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Beaker.png|32px]]1 part [[Chemistry#Unstable_mutagen|Unstable Mutagen]]&amp;lt;sup&amp;gt;([[File:Beaker.png|16px]]1 part [[Chemistry#Chlorine|Chlorine]] [[File:Beaker.png|16px]]1 part [[Chemistry#Phosphorus|Phosphorus]] [[File:Beaker.png|16px]]1 part [[Chemistry#Radium|Radium]])&amp;lt;/sup&amp;gt;&amp;lt;br&amp;gt;[[File:Beaker.png|32px]]1 part [[Chemistry#Hyronalin|Hyronalin]]&amp;lt;sup&amp;gt;([[File:Beaker.png|16px]]1 part [[Chemistry#Dylovene|Dylovene]]&amp;lt;sup&amp;gt;([[File:Beaker.png|8px]]1 part [[Chemistry#Potassium|Potassium]] [[File:Beaker.png|8px]]1 part [[Chemistry#Silicon|Silicon]] [[File:Beaker.png|8px]]1 part [[Chemistry#Nitrogen|Nitrogen]])&amp;lt;/sup&amp;gt; [[File:Beaker.png|16px]]1 part [[Chemistry#Radium|Radium]])&amp;lt;/sup&amp;gt;&amp;lt;br&amp;gt;[[File:Beaker.png|32px]]1 part [[Chemistry#Ethanol|Ethanol]]&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;[[Chemistry#Doxarubixadone|Doxarubixadone (Cryo)]]&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Beaker.png|32px]]1 part [[Chemistry#Cryoxadone|Cryoxadone]]&amp;lt;sup&amp;gt;([[File:Beaker.png|16px]]1 part [[Chemistry#Dexalin|Dexalin]]&amp;lt;sup&amp;gt;([[File:Beaker.png|8px]]2 part [[Chemistry#Oxygen|Oxygen]] [[File:Beaker.png|8px]]1 part [[Chemistry#Plasma|Plasma]]&amp;lt;sup&amp;gt;(catalyst)&amp;lt;/sup&amp;gt;)&amp;lt;/sup&amp;gt; [[File:Beaker.png|16px]]1 part [[Chemistry#Water|Water]] [[File:Beaker.png|16px]]1 part [[Chemistry#Oxygen|Oxygen]])&amp;lt;/sup&amp;gt;&amp;lt;br&amp;gt;[[File:Beaker.png|32px]]1 part [[Chemistry#Unstable_mutagen|Unstable Mutagen]]&amp;lt;sup&amp;gt;([[File:Beaker.png|16px]]1 part [[Chemistry#Chlorine|Chlorine]] [[File:Beaker.png|16px]]1 part [[Chemistry#Phosphorus|Phosphorus]] [[File:Beaker.png|16px]]1 part [[Chemistry#Radium|Radium]])&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! Bleeding&lt;br /&gt;
| &#039;&#039;&#039;[[Chemistry#Pulped Banana Peel|Pulped Banana Peel]]&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;[[Chemistry#Inaprovaline|Inaprovaline]]&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Beaker.png|32px]]1 part [[Chemistry#Oxygen|Oxygen]]&amp;lt;br&amp;gt;[[File:Beaker.png|32px]]1 part [[Chemistry#Sugar|Sugar]]&amp;lt;br&amp;gt;[[File:Beaker.png|32px]]1 part [[Chemistry#Carbon|Carbon]]&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;[[Chemistry#Tranexamic acid|Tranexamic acid]]&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Beaker.png|32px]]1 part [[Chemistry#Sulfuric_acid|Sulfuric Acid]]&amp;lt;sup&amp;gt;([[File:Beaker.png|16px]]1 part [[Chemistry#Hydrogen|Hydrogen]] [[File:Beaker.png|16px]]1 part [[Chemistry#Sulfur|Sulfur]] [[File:Beaker.png|16px]]2 part [[Chemistry#Oxygen|Oxygen]])&amp;lt;/sup&amp;gt;&amp;lt;br&amp;gt;[[File:Beaker.png|32px]]1 part [[Chemistry#Sugar|Sugar]]&amp;lt;br&amp;gt;[[File:Beaker.png|32px]]1 part [[Chemistry#Inaprovaline|Inaprovaline]]&amp;lt;sup&amp;gt;([[File:Beaker.png|16px]]1 part [[Chemistry#Oxygen|Oxygen]] [[File:Beaker.png|16px]]1 part [[Chemistry#Sugar|Sugar]] [[File:Beaker.png|16px]]1 part [[Chemistry#Carbon|Carbon]])&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! Zombification&lt;br /&gt;
| &#039;&#039;&#039;[[Chemistry#Ambuzol|Ambuzol]]&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Beaker.png|32px]]1 part [[Chemistry#Dylovene|Dylovene]]&amp;lt;sup&amp;gt;([[File:Beaker.png|16px]]1 part [[Chemistry#Potassium|Potassium]] [[File:Beaker.png|16px]]1 part [[Chemistry#Silicon|Silicon]] [[File:Beaker.png|16px]]1 part [[Chemistry#Nitrogen|Nitrogen]])&amp;lt;/sup&amp;gt;&amp;lt;br&amp;gt;[[File:Beaker.png|32px]]1 part [[Chemistry#Ammonia|Ammonia]]&amp;lt;sup&amp;gt;([[File:Beaker.png|16px]]3 part [[Chemistry#Hydrogen|Hydrogen]][[File:Beaker.png|16px]]1 part [[Chemistry#Nitrogen|Nitrogen]])&amp;lt;/sup&amp;gt;&amp;lt;br&amp;gt;[[File:Beaker.png|32px]]1 part [[Chemistry#Blood|Blood]]&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;[[Chemistry#Ambuzol_plus|Ambuzol Plus]]&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Beaker.png|32px]]5 part [[Chemistry#Ambuzol|Ambuzol]]&amp;lt;br&amp;gt;[[File:Beaker.png|32px]]15 part [[Chemistry#Zombie_blood|Zombie Blood]]&lt;br /&gt;
&amp;lt;/span&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Guides Menu}}&lt;/div&gt;</summary>
		<author><name>MilonPL</name></author>
	</entry>
	<entry>
		<id>https://wiki.deltav.gay/index.php?title=Medical&amp;diff=2891</id>
		<title>Medical</title>
		<link rel="alternate" type="text/html" href="https://wiki.deltav.gay/index.php?title=Medical&amp;diff=2891"/>
		<updated>2024-01-23T19:48:40Z</updated>

		<summary type="html">&lt;p&gt;MilonPL: Minor changes and fixes, will do the chemistry reference SoonTM&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Starting your shift ==&lt;br /&gt;
Medbay often starts out calm, but you&#039;d best prepare for the storm that&#039;s about to come. You&#039;ll either get blown up by some syndicate agent wanting the hypospray or you&#039;ll get so inundated with bodies and people screaming in your ear for you to treat them faster that you&#039;ll blow medbay up yourself.&lt;br /&gt;
&lt;br /&gt;
Coordinate with the [[Chemist|Chemists]]. Give them a list of drugs you&#039;ll need to treat your patients. Try to have a variety of meds on deck, and don&#039;t just keep a stockpile of [[Chemistry#Tricordrazine|Tricordrazine]] for everyone that comes your way.&lt;br /&gt;
&lt;br /&gt;
It&#039;s optional but bringing a Body Scanner or [[Medical_Doctor#Tools|health analyzer]] out to the front of medbay for patients to come and scan their DNA without pestering you can be beneficial. &lt;br /&gt;
&lt;br /&gt;
If there is no Crew Monitor Computer out in medical&#039;s public area, ask the [[Chief_Medical_Officer|CMO]] to bring it out from their office. When you have the time, you can check the Crew Monitor for anyone dead or dying. If they have their suit sensors set to display coordinates a [[Paramedic]] may use those to potentially locate their body for cloning purposes or biomass. A GPS and Handheld Crew Monitor devices can help you locate dead bodies.&lt;br /&gt;
&lt;br /&gt;
== Types Of Damage ==&lt;br /&gt;
In SS14, damage is a value representing how much injuries a character has suffered. It can be checked using a [[Medical_Doctor#Tools|health analyzer]] or your PDA. If it&#039;s 0, it means there are no wounds or injuries. There are 5 categories of damage: {{DMG|Brute}}, {{DMG|Burn}}, {{DMG|Airloss}}, {{DMG|Toxin}} and {{DMG|Genetic}}. Each of them has a different treatment, although some chemicals, like [[Chemistry#Tricordrazine|Tricordrazine]], can treat multiple types of damage. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Damage !! Treatment&lt;br /&gt;
|-&lt;br /&gt;
| Brute || Bruise pack, [[Chemistry#Bicaridine|Bicaridine]], [[Chemistry#Tricordrazine|Tricordrazine]], [[Hydroponics#Chemicals|Poppy]]&lt;br /&gt;
|-&lt;br /&gt;
| Caustic || [[Chemistry#Siderlac|Siderlac]]&lt;br /&gt;
|-&lt;br /&gt;
| Burn || Ointment, [[Chemistry#Dermaline|Dermaline]], [[Chemistry#Kelotane|Kelotane]], [[Chemistry#Tricordrazine|Tricordrazine]], [[Hydroponics#Chemicals|Aloe vera]]&lt;br /&gt;
|-&lt;br /&gt;
| Airloss || Defibrillator, [[Chemistry#Dexalin|Dexalin]], [[Chemistry#Dexalin_plus|Dexalin Plus]], [[Chemistry#Epinephrine|Epinephrine]], [[Chemistry#Inaprovaline|Inaprovaline]]&lt;br /&gt;
|-&lt;br /&gt;
| Toxin || [[Chemistry#Dylovene|Dylovene]], [[Chemistry#Ultravasculine|Ultravasculine]], [[Chemistry#Arithrazine|Arithrazine]], [[Chemistry#Hyronalin|Hyronalin]], [[Chemistry#Stellibinin|Stellibinin]], [[Chemistry#Diphenhydramine|Diphenhydramine]], [[Hydroponics#Chemicals|Galaxy thistle]]&lt;br /&gt;
|-&lt;br /&gt;
| Genetic || [[Chemistry#Phalanximine|Phalanximine]], [[Chemistry#Doxarubixadone|Doxarubixadone (Cryo)]]&lt;br /&gt;
|-&lt;br /&gt;
| Bleeding || Bandages, [[Chemistry#Pulped_banana_peel|Pulped Banana Peel]], [[Chemistry#Inaprovaline|Inaprovaline]], [[Chemistry#Tranexamic_acid|Tranexamic acid]], [[Chemistry#Iron|Iron]], Blood packs, Cloth&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Brute Damage ===&lt;br /&gt;
There are three types of Brute damage: {{DMG|Blunt}}, {{DMG|Slash}}, {{DMG|Piercing}}. All types of Brute damage can be healed used using [[Chemistry#Bicaridine|Bicaridine]], which heals 4 {{DMG|Brute}} per unit. The overdose amount is 15u. You can also use advanced chemicals to treat only one kind of Brute damage at once, but more effectively. It&#039;s especially useful when a patient comes in with only one type of damage. These chemicals are: &lt;br /&gt;
* [[Chemistry#Bruizine|Bruizine]] - Healing {{DMG|Blunt|+|7}} wih max dose of 10.5u.&lt;br /&gt;
* [[Chemistry#Lacerinol|Lacerinol]] - Healing {{DMG|Slash|+|6}} with max dose of 12u.&lt;br /&gt;
* [[Chemistry#Puncturase|Puncturase]]- Healing {{DMG|Piercing|+|8}} but dealing {{DMG|Blunt|-|0.2}} with max dose of 11u.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Make sure to not mix any of the advanced brute meds with Bicaridine.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
When a patient is presenting with less than 25 damage, you might want to use [[Medical_Doctor#Tools|Bruise Packs]] or [[Medical_Doctor#Tools|Medicated Sutures]] to heal them. You can find these inside of your toolbelt or First Aid Kits. &lt;br /&gt;
&lt;br /&gt;
=== Burn Damage ===&lt;br /&gt;
There are four typoes of Burn damage: {{DMG|Heat}}, {{DMG|Shock}}, {{DMG|Cold}} and {{DMG|Caustic}}. All of them except {{DMG|Caustic}} can be healed using [[Chemistry#Dermaline|Dermaline]], which heals {{DMG|Heat|+|3}}, {{DMG|Shock|+|3}}, {{DMG|Cold|+|3}} and has a max dose of 10u. It&#039;s what you&#039;re most likely to find inside the medbay. The advanced chemicals for this kind of damage, are:&lt;br /&gt;
* [[Chemistry#Leporazine|Leporazine]] - Healing {{DMG|Cold|+|8}}.&lt;br /&gt;
* [[Chemistry#Sigynate|Sigynate]] - Healing {{DMG|Caustic|+|6}}&lt;br /&gt;
* [[Chemistry#Siderlac|Siderlac]] - Healing {{DMG|Caustic|+|10}}&lt;br /&gt;
&lt;br /&gt;
Again, when a patient is presenting with less than 25 Burn damage, you can use [[Medical_Doctor#Tools|Ointments]] or [[Medical_Doctor#Tools|Regenerative Meshes]] to heal them.&lt;br /&gt;
&lt;br /&gt;
=== Airloss Damage ===&lt;br /&gt;
Before reading anything else: if someone is on the ground gasping, you should first use an emergency medipen on them if no one else already has yet, and then move them to a stasis bed if there are any available. This will give you time to prepare a more specific treatment. Next check that their internals are off (if theres air in medbay) or on (if theres no air in medbay). You do this by their right click menu.&lt;br /&gt;
&lt;br /&gt;
When it comes to Asphyxiation, [[Chemistry#Epinephrine|Epinephrine]], [[Chemistry#Inaprovaline|Inaprovaline]], [[Chemistry#Dexalin|Dexalin]] and [[Chemistry#Dexalin_plus|Dexalin Plus]] are all effective at treating it, but your best friend and go-to chemical will be Dexalin Plus, which - unlike Inaprovaline and Epinephrine - heals both {{DMG|Bloodloss|+|4}} and {{DMG|Asphyxiation|+|6}}.&lt;br /&gt;
&lt;br /&gt;
Another kind of Airloss damage is {{DMG|Bloodloss}}. Everyone has a volume of blood inside them. When you take damage, slash and pierce most importantly, you will lose blood. You may also start noticeably bleeding, which continually drains your blood. If your blood level falls below a certain threshold, you will begin taking bloodloss damage and you will continue to do so until your blood levels return to normal. When you lose enough blood, you will start seeing double.&lt;br /&gt;
&lt;br /&gt;
If someone is bleeding heavily there are 3 things to do:&lt;br /&gt;
* Stop the bleeding&lt;br /&gt;
* Restore blood levels &lt;br /&gt;
* Cure bloodloss damage &lt;br /&gt;
&lt;br /&gt;
To stop bleeding (to stop blood levels from dropping continuously), you should use gauze or [[Chemistry#Tranexamic_acid|Tranexamic acid]]. [[Chemistry#Inaprovaline|Inaprovaline]] and [[Chemistry#Pulped_banana_peel|Pulped banana peel]] also reduce bleeding but [[Chemistry#Tranexamic_acid|Tranexamic acid]] is 3 times more powerful than pulped banana peel and 6 times more powerful than Inaprovaline.  It should be noted that emergency medipens contain a small amount of [[Chemistry#Tranexamic_acid|Tranexamic acid]] (3u). Note that if you Examine a patient and it says they are covered in Lacerations, that means they are bleeding.&lt;br /&gt;
&lt;br /&gt;
If you have only a few patients with intense bleeding, move them to a stasis bed first to give you time to prepare a treatment.&lt;br /&gt;
&lt;br /&gt;
To restore blood level (stop double vision and stop continuous bloodloss damage), you need to administer [[Chemistry#Iron|Iron]], [[Chemistry#Saline|Saline]] or use Blood packs which restores 15units of blood per use.  Patients will recover blood levels on their own once their bleeding has stopped, however the rate at which they do so is abysmally low. You can view the patient&#039;s blood level in the top part of your Health Analyzer interface. It&#039;s showed there as precentage.&lt;br /&gt;
&lt;br /&gt;
Your patient may have enough bloodloss damage at any point in treatment to warrant curing the damage. To do so, you will want to apply [[Chemistry#Dexalin_plus|Dexalin plus]] or [[Chemistry#Dexalin|Dexalin]] to cure the bloodloss damage. Patients who are no longer low on blood will slowly recover from bloodloss damage on their own without medication. &lt;br /&gt;
&lt;br /&gt;
Do not simply cure the patient of their bloodloss damage and send them on their way. They may appear to be cured on your health analyzer, but if their bleeding has not been stopped and their blood levels restored to normal, they will be back in med bay to be treated again soon.&lt;br /&gt;
&lt;br /&gt;
=== Toxin Damage ===&lt;br /&gt;
There are two types of Toxin damage, both treated with different medications.&lt;br /&gt;
&lt;br /&gt;
The one you&#039;ll come across the most is {{DMG|Poison}} damage. Seriously, you&#039;d be surprised by how many people present with alcohol poisoning every shift. The first med you can use for healing {{DMG|Poison}} is [[Chemistry#Dylovene|Dylovene]], you&#039;re likely to see it at the start of your shift. It heals {{DMG|Poison|+|2}} per unit with a max dose of 20u. The far superior med is [[Chemistry#Diphenhydramine|Diphenhydramine]], as it heals {{DMG|Poison|+|6}} and has no overdose.&lt;br /&gt;
&lt;br /&gt;
The next kind of Toxin is {{DMG|Radiation}} damage. You will most likely see [[Salvage_Specialist|Salvage Specialists]] presenting with this kind of damage. It can be treated with [[Chemistry#Arithrazine|Arithrazine]], which heals {{DMG|Radiation|+|6}} per unit. You need to watch out, because it also deals {{DMG|Brute|-|1}}. You can usually solve this issue with [[Medical_Doctor#Tools|Bruise Pack]] or [[Chemistry#Bicaridine|Bicaridine]].&lt;br /&gt;
&lt;br /&gt;
=== Vision ===&lt;br /&gt;
A loss of eye sight will not appear on the Health Analyzer. If a user has been using a Welding Torch without a Welding Mask, they may be unable to see very far. You can treat it using [[Chemistry#Oculine|Oculine]]&lt;br /&gt;
&lt;br /&gt;
=== Jittering ===&lt;br /&gt;
A patient may be jittering (shaking) due to an overdose. A bed rest or simply time can help here. To rapidly flush jittering, you can administer a dose of [[Chemistry#Diphenhydramine|Diphenhydramine]].&lt;br /&gt;
&lt;br /&gt;
=== Allergic Reaction ===&lt;br /&gt;
An allergic reaction (e.g. to bees) can cause a build up of [[Chemistry#Histamine|Histamine]]. A dose of [[Chemistry#Diphenhydramine|Diphenhydramine]] or [[Chemistry#Ultravasculine|Ultravasculine]] can help flush it.&lt;br /&gt;
&lt;br /&gt;
=== Hallucinations ===&lt;br /&gt;
A patient may see swirly illusions after taking a hallucinogenic such as Space Drugs. A bed rest or simply time can help here. 1u of [[Chemistry#Synaptizine|Synaptizine]] can assist here (via a Dropper). More than 1u can be lethal.&lt;br /&gt;
&lt;br /&gt;
=== Ethanol Poisoning === &lt;br /&gt;
A patient may feel the effects of ingesting too much alcohol. A bed rest or simply time can help here. [[Chemistry#Ethylredoxrazine|Ethylredoxrazine]] can also be used to treat the effeects.&lt;br /&gt;
&lt;br /&gt;
== Cryogenics ==&lt;br /&gt;
&#039;&#039;Main article: [[Cryogenic_Pods|Cryogenic Pods]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Cryogenic Pods, also called cryo pods or cryopods, are a special type of medical machinery used in conjuction with specific chemical solutions. The machine itself can be thought of a simple gas chamber a patient can be placed in, with specific protection to prevent cold gases from damaging patients. It also offers a slot for a beaker or similar, to automatically inject the patient with a solution, slowly over the course of time. Cryo pods need a properly built atmospherics setup to work.&lt;br /&gt;
&amp;lt;div style=&amp;quot;display: flex; flex-flow: row wrap; justify-content: center; gap: 0.5em&amp;quot;&amp;gt;&lt;br /&gt;
{{Chembox|prototype=Cryoxadone}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Common Chemicals ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;display: flex; flex-flow: row wrap; justify-content: center; gap: 0.5em&amp;quot;&amp;gt;&lt;br /&gt;
{{Chembox|prototype=DexalinPlus}}&lt;br /&gt;
{{Chembox|prototype=Epinephrine}}&lt;br /&gt;
{{Chembox|prototype=Dermaline}}&lt;br /&gt;
{{Chembox|prototype=Bicaridine}}&lt;br /&gt;
{{Chembox|prototype=Tricordrazine}}&lt;br /&gt;
{{Chembox|prototype=Arithrazine}}&lt;br /&gt;
{{Chembox|prototype=Dylovene}}&lt;br /&gt;
{{Chembox|prototype=Inaprovaline}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Administering Medication ==&lt;br /&gt;
There are multiple ways to administer medicine to the patients.&lt;br /&gt;
* Liquid + Syringe - This is the most common way of giving chemicals to patients. You can find labeled jugs with medicine usually near the beds area of the Medbay. Each one holds 200u of liquid. You can use a syringe to draw or inject chemicals. By right clicking a syringe, you can change the amount of liquid you want to transfer - 5u, 10u or 15u. By left clicking it in your hand or clicking Z, you can change the mode between Drawing and Injecting.&lt;br /&gt;
* Liquid + Interact - A doctor can hold a container of liquid (e.g. a beaker, jug, can, bottle) and interact with a patient to force them to sip 5u of the liquid. Force feeding is slower than if the patient drinks the liquid themselves. Liquids cannot be ingested by some species (such as Moth). Drinking requires the face to be uncovered (except for certain masks like the clown mask). A doctor can Strip off a Helmet and Breathe Mask in order to achieve this. Drinking does nothing on dead bodies except if it is ingested right before the Defibrillator.&lt;br /&gt;
* Pill - A [[Chemist]] can create pills and some Medpacks also have pills therein. Pills will often be labelled with the chemical and amount of units. Unfortunately pills can also be mislabelled. Mislabelled pills can be grinded by a Grinder to revert to a liquid. Pills contain higher volumes of medication than a syringe. Pills cannot be ingested by some species (such as Moth). Pills require the face to be uncovered (except for certain masks like the clown mask). A doctor can Strip off a Helmet and Breathe Mask in order to achieve this. Pills do nothing on dead bodies except if they are ingested right before the Defibrillator.&lt;br /&gt;
* Apply a Pack - Some treatments can be applied topically to the body. This can be performed on dead bodies, moths and patients wearing a helmet. Examples of topical treatment are: Bruise Packs, Ointment, Gauze, Aloe Cream, etc.&lt;br /&gt;
&lt;br /&gt;
== Stabilizing Critical Patients ==&lt;br /&gt;
When a character suffers more than 100 damage, they will go into a Critical condition, indicated by the character passing out on the floor and starting to gasp for air. While crit, they won&#039;t be able to move, speak or interact with the world. They will also start gaining Asphyxiation. Once they reach 200 total damage, they will die, indicated by the text &amp;quot;... siezes up, his eyes dead and lifeless&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
Patients are often dragged in gasping for air in a Critical state. In the medbay, the go-to chemical for healing {{DMG|Airloss}} is [[Chemistry#Dexalin_plus|Dexalin Plus]], which heals both {{DMG|Bloodloss|+|6}} and {{DMG|Asphyxiation|+|6}}. While you&#039;re in field, the usual best option is to inject an emergency medipen into the patient to stabilize them, which has the effect of healing a bit of damage and {{DMG|Asphyxiation|+|6}}. Everyone starts with an emergency medipen inside their survival box, which contains 12u of [[Chemistry#Epinephrine|Epinephrine]] and 3u of [[Chemistry#Tranxemic_acid|Tranexamic Acid]]. Medical doctors also have one medipen on their medical belt. If you run out, there are also bottles of [[Chemistry#Epinephrine|Epinephrine]] inside the NanoMed. &lt;br /&gt;
&lt;br /&gt;
If you don&#039;t have [[Chemistry#Epinephrine|Epinephrine]] or [[Chemistry#Dexalin_plus|Dexalin Plus]] then [[Chemistry#Inaprovaline|Inaprovaline]] can also be useful, to a lesser degree. Once you administer a chemical to deal with the {{DMG|Airloss}}, you can move on to healing other types of damage. If you notice {{DMG|Asphyxiation}} going up again, you can give the patient another dose of preferably [[Chemistry#Dexalin_plus|Dexalin Plus]].&lt;br /&gt;
&lt;br /&gt;
Putting critical patients on a Stasis Bed will make them die 10 times slower, giving you more time to do other things. Remember that it also makes all chemicals metabolize slower, including medicine. Medical beds and roller also help a little. To do this, drag the patient onto an empty bed (do not Pull them onto the bed but instead left click them, drag and release them onto the bed).&lt;br /&gt;
&lt;br /&gt;
== Dead Body Analysis ==&lt;br /&gt;
If someone dies in your care or is brought to you as a corpse, you need to decide what action to take:&lt;br /&gt;
&lt;br /&gt;
First verify that the body has a soul. The best and simplest way to do this is {{key press|Shift}} + left click.&lt;br /&gt;
&lt;br /&gt;
[[File:BodyDead.png|thumb]]If you see text in red stating &amp;quot;They are dead.&amp;quot;, this means that this person is still viable for cloning or revival. If they get cloned, the old body will display the unclonable text shown below, and can be disposed of (after the person has gathered all their things off of it).&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
[[File:BodyDeadSSD.png|thumb]]&lt;br /&gt;
If instead you see text in yellow stating &amp;quot;Their soul lies dormant and may return soon.&amp;quot;, then this person is still cloneable but have left the server. You might want to keep them in the morgue until their soul returns or just clone them and hope for them to come back.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
[[File:BodyDeadIrrecoverable.png|thumb]]If instead you see text in purple stating &amp;quot;Their soul has departed and moved on. Any recovery is unlikely.&amp;quot;, then this person is gone. They&#039;ve either left the server, or they&#039;ve taken a ghost role, such as a drone or monkey, and thus forfeited the right to come back to their body. That or they&#039;ve just been cloned. Toss this body in the morgue.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Reviving ===&lt;br /&gt;
Dead people can be brought back using a Defibrillator, but only if they have less than 200 total damage (Not counting {{DMG|Asphyxiation}}) and they aren&#039;t rotting. You can use a Health Analyzer to check how much damage the body took before death. If the damage is excessive or non-curable with topical treatments, cloning may be the only option. Chemicals do not metabolize in the dead, but you can reduce the damage by using [[Medical_Doctor#Tools|Bruise Packs, Ointments, Sutures, Meshes, Gauzes and Bloodpacks]]. Once you get them below 200 damage, you can use a Defibrillator to bring them back to life. You can often find them free-standing or in a cabinet. It is batter-operated and must be turned on before you can use it. Each time the Defibrillator is used, its battery charge will go down. Eventually, you will need to recharge it. To do that, you need to first eject the battery cell and put it in a reacharger. It can be also found in Medical.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:auto&amp;quot;&lt;br /&gt;
|+ Dead Body Treatment&lt;br /&gt;
|-&lt;br /&gt;
! Symptoms !! Analysis !! Treatment Steps&lt;br /&gt;
|-&lt;br /&gt;
| 200+ Airloss || Revivable || Defibrillator &lt;br /&gt;
|-&lt;br /&gt;
| 100 Airloss and 100 Brute || Revivable || 2 Bruise packs followed by a Defibrillator followed by normal treatment (e.g. Bicaridine)&lt;br /&gt;
|-&lt;br /&gt;
| 200 Brute || Revivable || Brute packs until ~95 brute followed by a Defibrillator followed by normal treatment (e.g. Bicaridine)&lt;br /&gt;
|-&lt;br /&gt;
| 200 Burn || Revivable || Ointment or Aloe Cream until ~95 burn followed by a Defibrillator followed by normal treatment (e.g. Dermaaline)&lt;br /&gt;
|-&lt;br /&gt;
| 200 Poison or Radiation || Clone || Note that an advanced doctor may inject them with Anti-Toxin and then Defib and repeat this process but it will be a challenging revival. &lt;br /&gt;
|-&lt;br /&gt;
| 200+ Brute || Clone || Check Medical stockpiles of Bruise Packs before attempting revival. Cloning may be more viable.&lt;br /&gt;
|-&lt;br /&gt;
| 200+ Burn || Clone || Check Medical stockpiles of Ointment and Aloe Cream before attempting revival. Aloe Cream is a renewable resource from Botany. Cloning may be more viable if stockpiles are poor or Botany is non-responsive.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Cloning ===&lt;br /&gt;
To clone, first the cloning system needs to be set up. &lt;br /&gt;
&lt;br /&gt;
Make sure that the metempsychotic machine (or cloner) and medical scanner are linked to the Cloning Console via multitool. After that, ensure that there&#039;s enough biomass (from the Biomass Reclaimer). When you wish to clone them, place their body in the medical scanner and clone from the console.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Metempsychotic Machine&#039;&#039;&#039;&amp;lt;/big&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:MetempsychoticMachine.png|64px]]&lt;br /&gt;
&lt;br /&gt;
This is the machine every station starts with.&lt;br /&gt;
&lt;br /&gt;
This machine doesn&#039;t clone you but transfer your soul into a new body. It costs 30 biomass on the first transfer and there is a 100% chance for you to end up in an humanoid body (with a low chance of it being your own body. For every consecutive metempsychoses, the price goes up by 5 biomass and the chances of ending up in a humanoid body goes down by 25%. Upgrades can affect each.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Cloning Machine&#039;&#039;&#039;&amp;lt;/big&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:Cloner.png|64px]]&lt;br /&gt;
&lt;br /&gt;
The original cloner. It can be found in salvages wrecks.&lt;br /&gt;
&lt;br /&gt;
Larger species require more biomass to clone. You can inspect the body&#039;s damage before deciding whether to clone. Each point of genetic damage increases the chance cloning will fail by 1%.&lt;br /&gt;
&lt;br /&gt;
After cloning, be sure to process their old body in the reclaimer to get some biomass back. Make sure you&#039;ve given them an opportunity to get their things (as long as they didn&#039;t die of infectious disease.)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Medical Scanner&#039;&#039;&#039;&amp;lt;/big&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:MedicalScanner.png|64px]]&lt;br /&gt;
&lt;br /&gt;
The medical scanner is where you put clone-able bodies into before interacting with the body scanner to press the clone button.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Morgue ===&lt;br /&gt;
Meant for long-term storage of dead bodies. This is where you find a bunch of morgue storage pods where you can store dead people. &lt;br /&gt;
&lt;br /&gt;
It is recommended to only store people with souls in there if the cloning bay is overflowing, you can&#039;t clone due to low biomass or it is currently inoperable.&lt;br /&gt;
&lt;br /&gt;
Storing dead bodies is very useful to prevent the body from rotting (which prevents revival and cloning).&lt;br /&gt;
&lt;br /&gt;
To use the Morgue, interact with a Storage Pod to open the tray, drag a body onto the tray, then interact with the Pod to close the tray. Typically you&#039;ll want only one body per Storage Pod.&lt;br /&gt;
&lt;br /&gt;
Here&#039;s a quick morgue color code.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: left;vertical-align: center;&amp;quot;&lt;br /&gt;
! Sprite !! Meaning&lt;br /&gt;
|-&lt;br /&gt;
| [[File:MorgueEmpty.png]]&lt;br /&gt;
| There is nothing inside the tray.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:MorgueBodySoulless.png]]&lt;br /&gt;
| There is a body but the player isn&#039;t in the body. The state of the spirit is unknown as the player could be waiting around the body or left already. You need to pull out the body and check it manually.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:MorgueBody.png]]&lt;br /&gt;
| The body has a spirit inside of it, and is revive-able. It will be beeping too.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:MorgueObject.png]]&lt;br /&gt;
| There is something inside the tray, but it&#039;s not a body.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Biomass Reclaimer&#039;&#039;&#039;&amp;lt;/big&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:BiomassReclaimer.png|64px]]&lt;br /&gt;
&lt;br /&gt;
Every morgue comes with a very important piece of equipment, the Biomass Reclaimer. It is fairly straightforward, put a dead body in it, it grinds them into biomass. Be careful not to grind down clone-able body if you are not an [[Antagonist]] as it could get you in trouble [[Roleplay#In_Character|IC]] and [[Roleplay#Out_of_Character|OOC]].&lt;br /&gt;
&lt;br /&gt;
If you attempt to drag a living creature into the Biomass Reclaimer, it may throw the creature across the room.&lt;br /&gt;
&lt;br /&gt;
The amount of Biomass generated depends on the type of creature.&lt;br /&gt;
&lt;br /&gt;
If you get low on Biomass, contact Salvage and/or Cargo and ask for their help.&lt;br /&gt;
&lt;br /&gt;
== Crew Monitoring Console ==&lt;br /&gt;
A Crew Monitoring Console usually can be found in the public area of the Medbay or inside the CMO&#039;s office. It also comes in a handheld version distributed to the [[Chief_Medical_Officer|Chief Medical Officer]] and the [[Paramedic|Paramedics]].&lt;br /&gt;
&lt;br /&gt;
It can be used to find other crewmembers, provided they have suit sensors enabled. The four settings on suit sensors are:&lt;br /&gt;
* Off - The person doesn&#039;t show up in the console.&lt;br /&gt;
* Binary - The person shows up as either ALIVE or DEAD.&lt;br /&gt;
* Vitals - The person will show up with their current health condition.&lt;br /&gt;
* Coordinates - The person can be found on the interactive station map.&lt;br /&gt;
&lt;br /&gt;
If someone has their Coordinates on, they can be easily found and retrived by [[Paramedic|Paramedics]]. If someone dies without coords on, there&#039;s little you can do usually. It&#039;s recommended for all crew to have their suit sensors on.&lt;br /&gt;
&lt;br /&gt;
== Medical Reference for Chemistry ==&lt;br /&gt;
WIP: Needs updating&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Common chemicals&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;[[Chemistry#Inaprovaline|Inaprovaline]]&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Beaker.png|32px]][[Chemistry#Oxygen|Oxygen]] [[File:Beaker.png|32px]][[Chemistry#Sugar|Sugar]] [[File:Beaker.png|32px]][[Chemistry#Carbon|Carbon]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;[[Chemistry#Dylovene|Dylovene]]&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Beaker.png|32px]][[Chemistry#chem_Potassium|Potassium]] [[File:Beaker.png|32px]][[Chemistry#chem_Silicon|Silicon]] [[File:Beaker.png|32px]][[Chemistry#chem_Nitrogen|Nitrogen]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;[[Chemistry#chem_Kelotane|Kelotane]]&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Beaker.png|32px]][[Chemistry#chem_Silicon|Silicon]] [[File:Beaker.png|32px]][[Chemistry#chem_Carbon|Carbon]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;[[Chemistry#chem_Dexalin|Dexalin]]&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Beaker.png|32px]][[Chemistry#chem_Oxygen|Oxygen]] [[File:Beaker.png|32px]][[Chemistry#chem_Plasma|Plasma]] (It needs to be grinded))&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;[[Chemistry#chem_Hyronalin|Hyronalin]]&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Beaker.png|32px]][[Chemistry#chem_Dylovene|Dylovene]]&amp;lt;sup&amp;gt;([[File:Beaker.png|16px]][[Chemistry#chem_Potassium|Potassium]] [[File:Beaker.png|16px]][[Chemistry#chem_Silicon|Silicon]] [[File:Beaker.png|16px]][[Chemistry#chem_Nitrogen|Nitrogen]])&amp;lt;/sup&amp;gt; [[File:Beaker.png|32px]][[Chemistry#chem_Radium|Radium]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;[[Chemistry#chem_Phenol|Phenol]]&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Beaker.png|32px]][[Chemistry#chem_Water|Water]] [[File:Beaker.png|32px]][[Chemistry#chem_Oil|Oil]] [[File:Beaker.png|32px]][[Chemistry#chem_Chlorine|Chlorine]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;[[Chemistry#chem_Diethylamine|Diethylamine]]&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Beaker.png|32px]][[Chemistry#chem_Ethanol|Ethanol]] [[File:Beaker.png|32px]][[Chemistry#chem_Ammonia|Ammonia]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;[[Chemistry#chem_UnstableMutagen|Unstable Mutagen]]&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Beaker.png|32px]][[Chemistry#chem_Chlorine|Chlorine]] [[File:Beaker.png|32px]][[Chemistry#chem_Phosphorus|Phosphorus]] [[File:Beaker.png|32px]][[Chemistry#chem_Radium|Radium]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;[[Chemistry#chem_SulfuricAcid|Sulfuric Acid]]&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Beaker.png|32px]][[Chemistry#chem_Hydrogen|Hydrogen]] [[File:Beaker.png|32px]][[Chemistry#chem_Sulfur|Sulfur]] [[File:Beaker.png|32px]][[Chemistry#chem_Oxygen|Oxygen]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Damage !! Treatment&lt;br /&gt;
|-&lt;br /&gt;
| Brute ||&lt;br /&gt;
&#039;&#039;&#039;Bruise pack&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;[[Chemistry#chem_Bicaridine|Bicaridine]]&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Beaker.png|32px]][[Chemistry#chem_Carbon|Carbon]] [[File:Beaker.png|32px]][[Chemistry#chem_Inaprovaline|Inaprovaline]]&amp;lt;sup&amp;gt;([[File:Beaker.png|16px]][[Chemistry#chem_Oxygen|Oxygen]] [[File:Beaker.png|16px]][[Chemistry#chem_Sugar|Sugar]] [[File:Beaker.png|16px]][[Chemistry#chem_Carbon|Carbon]])&amp;lt;/sup&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;[[Chemistry#chem_Tricordrazine|Tricordrazine]]&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Beaker.png|32px]][[Chemistry#chem_Dylovene|Dylovene]]&amp;lt;sup&amp;gt;([[File:Beaker.png|16px]][[Chemistry#chem_Potassium|Potassium]] [[File:Beaker.png|16px]][[Chemistry#chem_Silicon|Silicon]] [[File:Beaker.png|16px]][[Chemistry#chem_Nitrogen|Nitrogen]])&amp;lt;/sup&amp;gt; [[File:Beaker.png|32px]][[Chemistry#chem_Inaprovaline|Inaprovaline]]&amp;lt;sup&amp;gt;([[File:Beaker.png|16px]][[Chemistry#chem_Oxygen|Oxygen]] [[File:Beaker.png|16px]][[Chemistry#chem_Sugar|Sugar]] [[File:Beaker.png|16px]][[Chemistry#chem_Carbon|Carbon]])&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Caustic || &lt;br /&gt;
&#039;&#039;&#039;[[Chemistry#chem_Siderlac|Siderlac]]&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Beaker.png|32px]][[Chemistry#chem_Stellibinin|Stellibinin]] [[File:Beaker.png|32px]][[Chemistry#chem_Aloe|Aloe]]&lt;br /&gt;
|-&lt;br /&gt;
| Burn ||&lt;br /&gt;
&#039;&#039;&#039;Ointment&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;[[Chemistry#chem_Kelotane|Kelotane]]&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Beaker.png|32px]][[Chemistry#chem_Silicon|Silicon]] [[File:Beaker.png|32px]][[Chemistry#chem_Carbon|Carbon]]&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;[[Chemistry#chem_Dermaline|Dermaline]]&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Beaker.png|32px]][[Chemistry#chem_Kelotane|Kelotane]]&amp;lt;sup&amp;gt;([[File:Beaker.png|16px]][[Chemistry#chem_Silicon|Silicon]] [[File:Beaker.png|16px]][[Chemistry#chem_Carbon|Carbon]])&amp;lt;/sup&amp;gt; [[File:Beaker.png|32px]][[Chemistry#chem_Oxygen|Oxygen]] [[File:Beaker.png|32px]][[Chemistry#chem_Phosphorus|Phosphorus]]&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;[[Chemistry#chem_Tricordrazine|Tricordrazine]]&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Beaker.png|32px]][[Chemistry#chem_Dylovene|Dylovene]]&amp;lt;sup&amp;gt;([[File:Beaker.png|16px]][[Chemistry#chem_Potassium|Potassium]] [[File:Beaker.png|16px]][[Chemistry#chem_Silicon|Silicon]] [[File:Beaker.png|16px]][[Chemistry#chem_Nitrogen|Nitrogen]])&amp;lt;/sup&amp;gt; [[File:Beaker.png|32px]][[Chemistry#chem_Inaprovaline|Inaprovaline]]&amp;lt;sup&amp;gt;([[File:Beaker.png|16px]][[Chemistry#chem_Oxygen|Oxygen]] [[File:Beaker.png|16px]][[Chemistry#chem_Sugar|Sugar]] [[File:Beaker.png|16px]][[Chemistry#chem_Carbon|Carbon]])&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Airloss ||&lt;br /&gt;
&#039;&#039;&#039;[[Chemistry#chem_Dexalin|Dexalin]]&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Beaker.png|32px]][[Chemistry#chem_Oxygen|Oxygen]] [[File:Beaker.png|32px]][[Chemistry#chem_Plasma|Plasma]]&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;[[Chemistry#chem_DexalinPlus|Dexalin plus]]&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Beaker.png|32px]][[Chemistry#chem_Dexalin|Dexalin]]&amp;lt;sup&amp;gt;([[File:Beaker.png|16px]][[Chemistry#chem_Oxygen|Oxygen]] [[File:Beaker.png|16px]][[Chemistry#chem_Plasma|Plasma]])&amp;lt;/sup&amp;gt; [[File:Beaker.png|32px]][[Chemistry#chem_Iron|Iron]] [[File:Beaker.png|32px]][[Chemistry#chem_Carbon|Carbon]]&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;[[Chemistry#chem_Epinephrine|Epinephrine]]&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Beaker.png|32px]][[Chemistry#chem_Oxygen|Oxygen]] [[File:Beaker.png|32px]][[Chemistry#chem_Diethylamine|Diethylamine]]&amp;lt;sup&amp;gt;([[File:Beaker.png|16px]][[Chemistry#chem_Ethanol|Ethanol]] [[File:Beaker.png|16px]][[Chemistry#chem_Ammonia|Ammonia]])&amp;lt;/sup&amp;gt; [[File:Beaker.png|32px]][[Chemistry#chem_Hydrogen|Hydrogen]] [[File:Beaker.png|32px]][[Chemistry#chem_Acetone|Acetone]] [[File:Beaker.png|32px]][[Chemistry#chem_Phenol|Phenol]]&amp;lt;sup&amp;gt;([[File:Beaker.png|16px]][[Chemistry#chem_Water|Water]] [[File:Beaker.png|16px]][[Chemistry#chem_Oil|Oil]] [[File:Beaker.png|16px]][[Chemistry#chem_Chlorine|Chlorine]])&amp;lt;/sup&amp;gt; [[File:Beaker.png|32px]][[Chemistry#chem_Chlorine|Chlorine]]&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;[[Chemistry#chem_Inaprovaline|Inaprovaline]]&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Beaker.png|32px]][[Chemistry#chem_Oxygen|Oxygen]] [[File:Beaker.png|32px]][[Chemistry#chem_Sugar|Sugar]] [[File:Beaker.png|32px]][[Chemistry#chem_Carbon|Carbon]]&lt;br /&gt;
|-&lt;br /&gt;
| Toxin ||&lt;br /&gt;
&#039;&#039;&#039;[[Chemistry#chem_Dylovene|Dylovene]]&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Beaker.png|32px]][[Chemistry#chem_Potassium|Potassium]] [[File:Beaker.png|32px]][[Chemistry#chem_Silicon|Silicon]] [[File:Beaker.png|32px]][[Chemistry#chem_Nitrogen|Nitrogen]]&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;[[Chemistry#chem_Ultravasculine|Ultravasculine]]&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Beaker.png|32px]][[Chemistry#chem_Plasma|Plasma]] [[File:Beaker.png|32px]][[Chemistry#chem_Histamine|Histamine]]&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;[[Chemistry#chem_Arithrazine|Arithrazine]]&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Beaker.png|32px]][[Chemistry#chem_Hyronalin|Hyronalin]]&amp;lt;sup&amp;gt;([[File:Beaker.png|16px]][[Chemistry#chem_Dylovene|Dylovene]]&amp;lt;sup&amp;gt;([[File:Beaker.png|8px]][[Chemistry#chem_Potassium|Potassium]] [[File:Beaker.png|8px]][[Chemistry#chem_Silicon|Silicon]] [[File:Beaker.png|8px]][[Chemistry#chem_Nitrogen|Nitrogen]])&amp;lt;/sup&amp;gt; [[File:Beaker.png|16px]][[Chemistry#chem_Radium|Radium]])&amp;lt;/sup&amp;gt; [[File:Beaker.png|32px]][[Chemistry#chem_Hydrogen|Hydrogen]]&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;[[Chemistry#chem_Hyronalin|Hyronalin]]&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Beaker.png|32px]][[Chemistry#chem_Dylovene|Dylovene]]&amp;lt;sup&amp;gt;([[File:Beaker.png|16px]][[Chemistry#chem_Potassium|Potassium]] [[File:Beaker.png|16px]][[Chemistry#chem_Silicon|Silicon]] [[File:Beaker.png|16px]][[Chemistry#chem_Nitrogen|Nitrogen]])&amp;lt;/sup&amp;gt; [[File:Beaker.png|32px]][[Chemistry#chem_Radium|Radium]]&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;[[Chemistry#chem_Stellibinin|Stellibinin]]&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;[[Chemistry#chem_Diphenhydramine|Diphenhydramine]]&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Genetic ||&lt;br /&gt;
&#039;&#039;&#039;[[Chemistry#chem_Phalanximine|Phalanximine]]&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Beaker.png|32px]][[Chemistry#chem_UnstableMutagen|Unstable Mutagen]]&amp;lt;sup&amp;gt;([[File:Beaker.png|16px]][[Chemistry#chem_Chlorine|Chlorine]] [[File:Beaker.png|16px]][[Chemistry#chem_Phosphorus|Phosphorus]] [[File:Beaker.png|16px]][[Chemistry#chem_Radium|Radium]])&amp;lt;/sup&amp;gt; [[File:Beaker.png|32px]][[Chemistry#chem_Hyronalin|Hyronalin]]&amp;lt;sup&amp;gt;([[File:Beaker.png|16px]][[Chemistry#chem_Dylovene|Dylovene]]&amp;lt;sup&amp;gt;([[File:Beaker.png|8px]][[Chemistry#chem_Potassium|Potassium]] [[File:Beaker.png|8px]][[Chemistry#chem_Silicon|Silicon]] [[File:Beaker.png|8px]][[Chemistry#chem_Nitrogen|Nitrogen]])&amp;lt;/sup&amp;gt; [[File:Beaker.png|16px]][[Chemistry#chem_Radium|Radium]])&amp;lt;/sup&amp;gt; [[File:Beaker.png|32px]][[Chemistry#chem_Ethanol|Ethanol]]&lt;br /&gt;
&amp;lt;!-- add more --&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Bleeding ||&lt;br /&gt;
&#039;&#039;&#039;[[Chemistry#chem_Pulped Banana Peel|Pulped Banana Peel]]&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;[[Chemistry#chem_Inaprovaline|Inaprovaline]]&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Beaker.png|32px]][[Chemistry#chem_Oxygen|Oxygen]] [[File:Beaker.png|32px]][[Chemistry#chem_Sugar|Sugar]] [[File:Beaker.png|32px]][[Chemistry#chem_Carbon|Carbon]]&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;[[Chemistry#chem_Tranexamic acid|Tranexamic acid]]&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Beaker.png|32px]][[Chemistry#chem_SulfuricAcid|Sulfuric Acid]]&amp;lt;sup&amp;gt;([[File:Beaker.png|16px]][[Chemistry#chem_Hydrogen|Hydrogen]] [[File:Beaker.png|16px]][[Chemistry#chem_Sulfur|Sulfur]] [[File:Beaker.png|16px]][[Chemistry#chem_Oxygen|Oxygen]])&amp;lt;/sup&amp;gt; [[File:Beaker.png|32px]][[Chemistry#chem_Sugar|Sugar]] [[File:Beaker.png|32px]][[Chemistry#chem_Inaprovaline|Inaprovaline]]&amp;lt;sup&amp;gt;([[File:Beaker.png|16px]][[Chemistry#chem_Oxygen|Oxygen]] [[File:Beaker.png|16px]][[Chemistry#chem_Sugar|Sugar]] [[File:Beaker.png|16px]][[Chemistry#chem_Carbon|Carbon]])&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Disease ||&lt;br /&gt;
&#039;&#039;&#039;[[Chemistry#chem_Spaceacillin|Spaceacillin]]&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Beaker.png|32px]][[Chemistry#chem_Cryptobiolin|Cryptobiolin]]&amp;lt;sup&amp;gt;([[File:Beaker.png|16px]][[Chemistry#chem_Oxygen|Oxygen]] [[File:Beaker.png|16px]][[Chemistry#chem_Sugar|Sugar]] [[File:Beaker.png|16px]][[Chemistry#chem_Potassium|Potassium]])&amp;lt;/sup&amp;gt; &amp;lt;br&amp;gt;[[File:Beaker.png|32px]][[Chemistry#chem_Inaprovaline|Inaprovaline]]&amp;lt;sup&amp;gt;([[File:Beaker.png|16px]][[Chemistry#chem_Oxygen|Oxygen]] [[File:Beaker.png|16px]][[Chemistry#chem_Sugar|Sugar]] [[File:Beaker.png|16px]][[Chemistry#chem_Carbon|Carbon]])&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Zombification ||&lt;br /&gt;
&#039;&#039;&#039;[[Chemistry#chem_Romerol|Romerol]]&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:Beaker.png|48px]][[Chemistry#chem_Tricordrazine|Tricordrazine]]&amp;lt;sup&amp;gt;([[File:Beaker.png|32px]][[Chemistry#chem_Dylovene|Dylovene]]&amp;lt;sup&amp;gt;([[File:Beaker.png|16px]][[Chemistry#chem_Potassium|Potassium]] [[File:Beaker.png|16px]][[Chemistry#chem_Silicon|Silicon]] [[File:Beaker.png|16px]][[Chemistry#chem_Nitrogen|Nitrogen]])&amp;lt;/sup&amp;gt; [[File:Beaker.png|32px]][[Chemistry#chem_Inaprovaline|Inaprovaline]]&amp;lt;sup&amp;gt;([[File:Beaker.png|16px]][[Chemistry#chem_Oxygen|Oxygen]] [[File:Beaker.png|16px]][[Chemistry#chem_Sugar|Sugar]] [[File:Beaker.png|16px]][[Chemistry#chem_Carbon|Carbon]])&amp;lt;/sup&amp;gt;&lt;br /&gt;
)&amp;lt;/sup&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:Beaker.png|48px]][[Chemistry#chem_Phalanximine|Phalanximine]]&amp;lt;sup&amp;gt;([[File:Beaker.png|32px]][[Chemistry#chem_UnstableMutagen|Unstable Mutagen]]&amp;lt;sup&amp;gt;([[File:Beaker.png|16px]][[Chemistry#chem_Chlorine|Chlorine]] [[File:Beaker.png|16px]][[Chemistry#chem_Phosphorus|Phosphorus]] [[File:Beaker.png|16px]][[Chemistry#chem_Radium|Radium]])&amp;lt;/sup&amp;gt; [[File:Beaker.png|32px]][[Chemistry#chem_Hyronalin|Hyronalin]]&amp;lt;sup&amp;gt;([[File:Beaker.png|16px]][[Chemistry#chem_Dylovene|Dylovene]]&amp;lt;sup&amp;gt;([[File:Beaker.png|8px]][[Chemistry#chem_Potassium|Potassium]] [[File:Beaker.png|8px]][[Chemistry#chem_Silicon|Silicon]] [[File:Beaker.png|8px]][[Chemistry#chem_Nitrogen|Nitrogen]])&amp;lt;/sup&amp;gt; [[File:Beaker.png|16px]][[Chemistry#chem_Radium|Radium]])&amp;lt;/sup&amp;gt; [[File:Beaker.png|32px]][[Chemistry#chem_Ethanol|Ethanol]])&amp;lt;/sup&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Guides Menu}}&lt;/div&gt;</summary>
		<author><name>MilonPL</name></author>
	</entry>
	<entry>
		<id>https://wiki.deltav.gay/index.php?title=Medical&amp;diff=2890</id>
		<title>Medical</title>
		<link rel="alternate" type="text/html" href="https://wiki.deltav.gay/index.php?title=Medical&amp;diff=2890"/>
		<updated>2024-01-23T02:34:06Z</updated>

		<summary type="html">&lt;p&gt;MilonPL: mention diphen, more spelling mistakes&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Starting your shift ==&lt;br /&gt;
Medbay often starts out calm, but you&#039;d best prepare for the storm that&#039;s about to come. You&#039;ll either get blown up by some syndicate agent wanting the hypospray or you&#039;ll get so inundated with bodies and people screaming in your ear for you to treat them faster that you&#039;ll blow medbay up yourself.&lt;br /&gt;
&lt;br /&gt;
Coordinate with the [[Chemist|Chemists]]. Give them a list of drugs you&#039;ll need to treat your patients. Try to have a variety of meds on deck, and don&#039;t just keep a stockpile of [[Chemistry#Tricordrazine|Tricordrazine]] for everyone that comes your way.&lt;br /&gt;
&lt;br /&gt;
It&#039;s optional but bringing a Body Scanner or [[Medical_Doctor#Tools|health analyzer]] out to the front of medbay for patients to come and scan their DNA without pestering you can be beneficial. &lt;br /&gt;
&lt;br /&gt;
If there is no Crew Monitor Computer out in medical&#039;s public area, ask the [[Chief_Medical_Officer|CMO]] to bring it out from their office. When you have the time, you can check the Crew Monitor for anyone dead or dying. If they have their suit sensors set to display coordinates a [[Paramedic]] may use those to potentially locate their body for cloning purposes or biomass. A GPS and Handheld Crew Monitor devices can help you locate dead bodies.&lt;br /&gt;
&lt;br /&gt;
== Types Of Damage ==&lt;br /&gt;
In SS14, damage is a value representing how much injuries a character has suffered. It can be checked using a [[Medical_Doctor#Tools|health analyzer]] or your PDA. If it&#039;s 0, it means there are no wounds or injuries. There are 5 categories of damage: {{DMG|Brute}}, {{DMG|Burn}}, {{DMG|Airloss}}, {{DMG|Toxin}} and {{DMG|Genetic}}. Each of them has a different treatment, although some chemicals, like [[Chemistry#Tricordrazine|Tricordrazine]], can treat multiple types of damage. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Damage !! Treatment&lt;br /&gt;
|-&lt;br /&gt;
| Brute || Bruise pack, [[Chemistry#Bicaridine|Bicaridine]], [[Chemistry#Tricordrazine|Tricordrazine]], [[Hydroponics#Chemicals|Poppy]]&lt;br /&gt;
|-&lt;br /&gt;
| Caustic || [[Chemistry#Siderlac|Siderlac]]&lt;br /&gt;
|-&lt;br /&gt;
| Burn || Ointment, [[Chemistry#Dermaline|Dermaline]], [[Chemistry#Kelotane|Kelotane]], [[Chemistry#Tricordrazine|Tricordrazine]], [[Hydroponics#Chemicals|Aloe vera]]&lt;br /&gt;
|-&lt;br /&gt;
| Airloss || Defibrillator, [[Chemistry#Dexalin|Dexalin]], [[Chemistry#Dexalin_plus|Dexalin Plus]], [[Chemistry#Epinephrine|Epinephrine]], [[Chemistry#Inaprovaline|Inaprovaline]]&lt;br /&gt;
|-&lt;br /&gt;
| Toxin || [[Chemistry#Dylovene|Dylovene]], [[Chemistry#Ultravasculine|Ultravasculine]], [[Chemistry#Arithrazine|Arithrazine]], [[Chemistry#Hyronalin|Hyronalin]], [[Chemistry#Stellibinin|Stellibinin]], [[Chemistry#Diphenhydramine|Diphenhydramine]], [[Hydroponics#Chemicals|Galaxy thistle]]&lt;br /&gt;
|-&lt;br /&gt;
| Genetic || [[Chemistry#Phalanximine|Phalanximine]], [[Chemistry#Doxarubixadone|Doxarubixadone (Cryo)]]&lt;br /&gt;
|-&lt;br /&gt;
| Bleeding || Bandages, [[Chemistry#Pulped_banana_peel|Pulped Banana Peel]], [[Chemistry#Inaprovaline|Inaprovaline]], [[Chemistry#Tranexamic_acid|Tranexamic acid]], [[Chemistry#Iron|Iron]], Blood packs, Cloth&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Brute Damage ===&lt;br /&gt;
There are three types of Brute damage: {{DMG|Blunt}}, {{DMG|Slash}}, {{DMG|Piercing}}. All types of Brute damage can be healed used using [[Chemistry#Bicaridine|Bicaridine]], which heals 4 {{DMG|Brute}} per unit. The overdose amount is 15u. You can also use advanced chemicals to treat only one kind of Brute damage at once, but more effectively. It&#039;s especially useful when a patient comes in with only one type of damage. These chemicals are: &lt;br /&gt;
* [[Chemistry#Bruizine|Bruizine]] - Healing {{DMG|Blunt|+|7}} wih max dose of 10.5u.&lt;br /&gt;
* [[Chemistry#Lacerinol|Lacerinol]] - Healing {{DMG|Slash|+|6}} with max dose of 12u.&lt;br /&gt;
* [[Chemistry#Puncturase|Puncturase]]- Healing {{DMG|Piercing|+|8}} but dealing {{DMG|Blunt|-|0.2}} with max dose of 11u.&lt;br /&gt;
&lt;br /&gt;
When a patient is presenting with less than 25 damage, you might want to use [[Medical_Doctor#Tools|Bruise Packs]] or [[Medical_Doctor#Tools|Medicated Sutures]] to heal them. You can find these inside of your toolbelt or First Aid Kits. &lt;br /&gt;
&lt;br /&gt;
=== Burn Damage ===&lt;br /&gt;
There are four typoes of Burn damage: {{DMG|Heat}}, {{DMG|Shock}}, {{DMG|Cold}} and {{DMG|Caustic}}. All of them except {{DMG|Caustic}} can be healed using [[Chemistry#Dermaline|Dermaline]], which heals {{DMG|Heat|+|3}}, {{DMG|Shock|+|3}}, {{DMG|Cold|+|3}} and has a max dose of 10u. It&#039;s what you&#039;re most likely to find inside the medbay. The advanced chemicals for this kind of damage, are:&lt;br /&gt;
* [[Chemistry#Leporazine|Leporazine]] - Healing {{DMG|Cold|+|8}}.&lt;br /&gt;
* [[Chemistry#Sigynate|Sigynate]] - Healing {{DMG|Caustic|+|6}}&lt;br /&gt;
* [[Chemistry#Siderlac|Siderlac]] - Healing {{DMG|Caustic|+|10}}&lt;br /&gt;
&lt;br /&gt;
Again, when a patient is presenting with less than 25 Burn damage, you can use [[Medical_Doctor#Tools|Ointments]] or [[Medical_Doctor#Tools|Regenerative Meshes]] to heal them.&lt;br /&gt;
&lt;br /&gt;
=== Airloss Damage ===&lt;br /&gt;
Before reading anything else: if someone is on the ground gasping, you should first use an emergency medipen on them if no one else already has yet, and then move them to a stasis bed if there are any available. This will give you time to prepare a more specific treatment. Next check that their internals are off (if theres air in medbay) or on (if theres no air in medbay). You do this by their right click menu.&lt;br /&gt;
&lt;br /&gt;
When it comes to Asphyxiation, [[Chemistry#Epinephrine|Epinephrine]], [[Chemistry#Inaprovaline|Inaprovaline]], [[Chemistry#Dexalin|Dexalin]] and [[Chemistry#Dexalin_plus|Dexalin Plus]] are all effective at treating it, but your best friend and go-to chemical will be Dexalin Plus, which - unlike Inaprovaline and Epinephrine - heals both {{DMG|Bloodloss|+|4}} and {{DMG|Asphyxiation|+|6}}.&lt;br /&gt;
&lt;br /&gt;
Another kind of Airloss damage is {{DMG|Bloodloss}}. Everyone has a volume of blood inside them. When you take damage, slash and pierce most importantly, you will lose blood. You may also start noticeably bleeding, which continually drains your blood. If your blood level falls below a certain threshold, you will begin taking bloodloss damage and you will continue to do so until your blood levels return to normal. When you lose enough blood, you will start seeing double.&lt;br /&gt;
&lt;br /&gt;
If someone is bleeding heavily there are 3 things to do:&lt;br /&gt;
* Stop the bleeding&lt;br /&gt;
* Restore blood levels &lt;br /&gt;
* Cure bloodloss damage &lt;br /&gt;
&lt;br /&gt;
To stop bleeding (to stop blood levels from dropping continuously), you should use gauze or [[Chemistry#Tranexamic_acid|Tranexamic acid]]. [[Chemistry#Inaprovaline|Inaprovaline]] and [[Chemistry#Pulped_banana_peel|Pulped banana peel]] also reduce bleeding but [[Chemistry#Tranexamic_acid|Tranexamic acid]] is 3 times more powerful than pulped banana peel and 6 times more powerful than Inaprovaline.  It should be noted that emergency medipens contain a small amount of [[Chemistry#Tranexamic_acid|Tranexamic acid]] (3u). Note that if you Examine a patient and it says they are covered in Lacerations, that means they are bleeding.&lt;br /&gt;
&lt;br /&gt;
If you have only a few patients with intense bleeding, move them to a stasis bed first to give you time to prepare a treatment.&lt;br /&gt;
&lt;br /&gt;
To restore blood level (stop double vision and stop continuous bloodloss damage), you need to administer [[Chemistry#Iron|Iron]], [[Chemistry#Saline|Saline]] or use Blood packs which restores 15units of blood per use.  Patients will recover blood levels on their own once their bleeding has stopped, however the rate at which they do so is abysmally low. You can view the patient&#039;s blood level in the top part of your Health Analyzer interface. It&#039;s showed there as precentage.&lt;br /&gt;
&lt;br /&gt;
Your patient may have enough bloodloss damage at any point in treatment to warrant curing the damage. To do so, you will want to apply [[Chemistry#Dexalin_plus|Dexalin plus]] or [[Chemistry#Dexalin|Dexalin]] to cure the bloodloss damage. Patients who are no longer low on blood will slowly recover from bloodloss damage on their own without medication. &lt;br /&gt;
&lt;br /&gt;
Do not simply cure the patient of their bloodloss damage and send them on their way. They may appear to be cured on your health analyzer, but if their bleeding has not been stopped and their blood levels restored to normal, they will be back in med bay to be treated again soon.&lt;br /&gt;
&lt;br /&gt;
=== Toxin Damage ===&lt;br /&gt;
There are two types of Toxin damage, both treated with different medications.&lt;br /&gt;
&lt;br /&gt;
The one you&#039;ll come across the most is {{DMG|Poison}} damage. Seriously, you&#039;d be surprised by how many people present with alcohol poisoning every shift. The first med you can use for healing {{DMG|Poison}} is [[Chemistry#Dylovene|Dylovene]], you&#039;re likely to see it at the start of your shift. It heals {{DMG|Poison|+|2}} per unit with a max dose of 20u. The far superior med is [[Chemistry#Diphenhydramine|Diphenhydramine]], as it heals {{DMG|Poison|+|6}} and has no overdose.&lt;br /&gt;
&lt;br /&gt;
The next kind of Toxin is {{DMG|Radiation}} damage. You will most likely see [[Salvage_Technician|Salvage Technicians]] presenting with this kind of damage. It can be treated with [[Chemistry#Arithrazine|Arithrazine]], which heals {{DMG|Radiation|+|6}} per unit. You need to watch out, because it also deals {{DMG|Brute|-|1}}. You can usually solve this issue with [[Medical_Doctor#Tools|Bruise Pack]] or [[Chemistry#Bicaridine|Bicaridine]].&lt;br /&gt;
&lt;br /&gt;
=== Vision ===&lt;br /&gt;
A loss of eye sight will not appear on the Health Analyzer. If a user has been using a Welding Torch without a Welding Mask, they may be unable to see very far. You can treat it using [[Chemistry#Oculine|Oculine]]&lt;br /&gt;
&lt;br /&gt;
=== Jittering ===&lt;br /&gt;
A patient may be jittering (shaking) due to an overdose. A bed rest or simply time can help here. To rapidly flush jittering, you can administer a dose of [[Chemistry#Diphenhydramine|Diphenhydramine]].&lt;br /&gt;
&lt;br /&gt;
=== Allergic Reaction ===&lt;br /&gt;
An allergic reaction (e.g. to bees) can cause a build up of [[Chemistry#Histamine|Histamine]]. A dose of [[Chemistry#Diphenhydramine|Diphenhydramine]] or [[Chemistry#Ultravasculine|Ultravasculine]] can help flush it.&lt;br /&gt;
&lt;br /&gt;
=== Hallucinations ===&lt;br /&gt;
A patient may see swirly illusions after taking a hallucinogenic such as Space Drugs. A bed rest or simply time can help here. 1u of [[Chemistry#Synaptizine|Synaptizine]] can assist here (via a Dropper). More than 1u can be lethal.&lt;br /&gt;
&lt;br /&gt;
=== Ethanol Poisoning === &lt;br /&gt;
A patient may feel the effects of ingesting too much alcohol. A bed rest or simply time can help here. [[Chemistry#Ethylredoxrazine|Ethylredoxrazine]] can also be used to treat the effeects.&lt;br /&gt;
&lt;br /&gt;
== Cryogenics ==&lt;br /&gt;
&#039;&#039;Main article: [[Cryogenic_Pods|Cryogenic Pods]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Cryogenic Pods, also called cryo pods or cryopods, are a special type of medical machinery used in conjuction with specific chemical solutions. The machine itself can be thought of a simple gas chamber a patient can be placed in, with specific protection to prevent cold gases from damaging patients. It also offers a slot for a beaker or similar, to automatically inject the patient with a solution, slowly over the course of time. Cryo pods need a properly built atmospherics setup to work.&lt;br /&gt;
&amp;lt;div style=&amp;quot;display: flex; flex-flow: row wrap; justify-content: center; gap: 0.5em&amp;quot;&amp;gt;&lt;br /&gt;
{{Chembox|prototype=Cryoxadone}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Common Chemicals ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;display: flex; flex-flow: row wrap; justify-content: center; gap: 0.5em&amp;quot;&amp;gt;&lt;br /&gt;
{{Chembox|prototype=DexalinPlus}}&lt;br /&gt;
{{Chembox|prototype=Epinephrine}}&lt;br /&gt;
{{Chembox|prototype=Dermaline}}&lt;br /&gt;
{{Chembox|prototype=Bicaridine}}&lt;br /&gt;
{{Chembox|prototype=Tricordrazine}}&lt;br /&gt;
{{Chembox|prototype=Arithrazine}}&lt;br /&gt;
{{Chembox|prototype=Dylovene}}&lt;br /&gt;
{{Chembox|prototype=Inaprovaline}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Administering Medication ==&lt;br /&gt;
There are multiple ways to administer medicine to the patients.&lt;br /&gt;
* Liquid + Syringe - This is the most common way of giving chemicals to patients. You can find labeled jugs with medicine usually near the beds area of the Medbay. Each one holds 200u of liquid. You can use a syringe to draw or inject chemicals. By right clicking a syringe, you can change the amount of liquid you want to transfer - 5u, 10u or 15u. By left clicking it in your hand or clicking Z, you can change the mode between Drawing and Injecting.&lt;br /&gt;
* Liquid + Interact - A doctor can hold a container of liquid (e.g. a beaker, jug, can, bottle) and interact with a patient to force them to sip 5u of the liquid. Force feeding is slower than if the patient drinks the liquid themselves. Liquids cannot be ingested by some species (such as Moth). Drinking requires the face to be uncovered (except for certain masks like the clown mask). A doctor can Strip off a Helmet and Breathe Mask in order to achieve this. Drinking does nothing on dead bodies except if it is ingested right before the Defibrillator.&lt;br /&gt;
* Pill - A [[Chemist]] can create pills and some Medpacks also have pills therein. Pills will often be labelled with the chemical and amount of units. Unfortunately pills can also be mislabelled. Mislabelled pills can be grinded by a Grinder to revert to a liquid. Pills contain higher volumes of medication than a syringe. Pills cannot be ingested by some species (such as Moth). Pills require the face to be uncovered (except for certain masks like the clown mask). A doctor can Strip off a Helmet and Breathe Mask in order to achieve this. Pills do nothing on dead bodies except if they are ingested right before the Defibrillator.&lt;br /&gt;
* Apply a Pack - Some treatments can be applied topically to the body. This can be performed on dead bodies, moths and patients wearing a helmet. Examples of topical treatment are: Bruise Packs, Ointment, Gauze, Aloe Cream, etc.&lt;br /&gt;
&lt;br /&gt;
== Stabilizing Critical Patients ==&lt;br /&gt;
When a character suffers more than 100 damage, they will go into a Critical condition, indicated by the character passing out on the floor and starting to gasp for air. While crit, they won&#039;t be able to move, speak or interact with the world. They will also start gaining Asphyxiation. Once they reach 200 total damage, they will die, indicated by the text &amp;quot;... siezes up, his eyes dead and lifeless&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
Patients are often dragged in gasping for air in a Critical state. In the medbay, the go-to chemical for healing {{DMG|Airloss}} is [[Chemistry#Dexalin_plus|Dexalin Plus]], which heals both {{DMG|Bloodloss|+|6}} and {{DMG|Asphyxiation|+|6}}. While you&#039;re in field, the usual best option is to inject an emergency medipen into the patient to stabilize them, which has the effect of healing a bit of damage and {{DMG|Asphyxiation|+|6}}. Everyone starts with an emergency medipen inside their survival box, which contains 12u of [[Chemistry#Epinephrine|Epinephrine]] and 3u of [[Chemistry#Tranxemic_acid|Tranexamic Acid]]. Medical doctors also have one medipen on their medical belt. If you run out, there are also bottles of [[Chemistry#Epinephrine|Epinephrine]] inside the NanoMed. &lt;br /&gt;
&lt;br /&gt;
If you don&#039;t have [[Chemistry#Epinephrine|Epinephrine]] or [[Chemistry#Dexalin_plus|Dexalin Plus]] then [[Chemistry#Inaprovaline|Inaprovaline]] can also be useful, to a lesser degree. Once you administer a chemical to deal with the {{DMG|Airloss}}, you can move on to healing other types of damage. If you notice {{DMG|Asphyxiation}} going up again, you can give the patient another dose of preferably [[Chemistry#Dexalin_plus|Dexalin Plus]].&lt;br /&gt;
&lt;br /&gt;
Putting critical patients on a Stasis Bed will make them die 10 times slower, giving you more time to do other things. Remember that it also makes all chemicals metabolize slower, including medicine. Medical beds and roller also help a little. To do this, drag the patient onto an empty bed (do not Pull them onto the bed but instead left click them, drag and release them onto the bed).&lt;br /&gt;
&lt;br /&gt;
== Dead Body Analysis ==&lt;br /&gt;
If someone dies in your care or is brought to you as a corpse, you need to decide what action to take:&lt;br /&gt;
&lt;br /&gt;
First verify that the body has a soul. The best and simplest way to do this is {{key press|Shift}} + left click.&lt;br /&gt;
&lt;br /&gt;
[[File:BodyDead.png|thumb]]If you see text in red stating &amp;quot;They are dead.&amp;quot;, this means that this person is still viable for cloning or revival. If they get cloned, the old body will display the unclonable text shown below, and can be disposed of (after the person has gathered all their things off of it).&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
[[File:BodyDeadSSD.png|thumb]]&lt;br /&gt;
If instead you see text in yellow stating &amp;quot;Their soul lies dormant and may return soon.&amp;quot;, then this person is still cloneable but have left the server. You might want to keep them in the morgue until their soul returns or just clone them and hope for them to come back.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
[[File:BodyDeadIrrecoverable.png|thumb]]If instead you see text in purple stating &amp;quot;Their soul has departed and moved on. Any recovery is unlikely.&amp;quot;, then this person is gone. They&#039;ve either left the server, or they&#039;ve taken a ghost role, such as a drone or monkey, and thus forfeited the right to come back to their body. That or they&#039;ve just been cloned. Toss this body in the morgue.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Reviving ===&lt;br /&gt;
Dead people can be brought back using a Defibrillator, but only if they have less than 200 total damage (Not counting {{DMG|Asphyxiation}}) and they aren&#039;t rotting. You can use a Health Analyzer to check how much damage the body took before death. If the damage is excessive or non-curable with topical treatments, cloning may be the only option. Chemicals do not metabolize in the dead, but you can reduce the damage by using [[Medical_Doctor#Tools|Bruise Packs, Ointments, Sutures, Meshes, Gauzes and Bloodpacks]]. Once you get them below 200 damage, you can use a Defibrillator to bring them back to life. You can often find them free-standing or in a cabinet. It is batter-operated and must be turned on before you can use it. Each time the Defibrillator is used, its battery charge will go down. Eventually, you will need to recharge it. To do that, you need to first eject the battery cell and put it in a reacharger. It can be also found in Medical.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:auto&amp;quot;&lt;br /&gt;
|+ Dead Body Treatment&lt;br /&gt;
|-&lt;br /&gt;
! Symptoms !! Analysis !! Treatment Steps&lt;br /&gt;
|-&lt;br /&gt;
| 200+ Airloss || Revivable || Defibrillator &lt;br /&gt;
|-&lt;br /&gt;
| 100 Airloss and 100 Brute || Revivable || 2 Bruise packs followed by a Defibrillator followed by normal treatment (e.g. Bicaridine)&lt;br /&gt;
|-&lt;br /&gt;
| 200 Brute || Revivable || Brute packs until ~95 brute followed by a Defibrillator followed by normal treatment (e.g. Bicaridine)&lt;br /&gt;
|-&lt;br /&gt;
| 200 Burn || Revivable || Ointment or Aloe Cream until ~95 burn followed by a Defibrillator followed by normal treatment (e.g. Dermaaline)&lt;br /&gt;
|-&lt;br /&gt;
| 200 Poison or Radiation || Clone || Note that an advanced doctor may inject them with Anti-Toxin and then Defib and repeat this process but it will be a challenging revival. &lt;br /&gt;
|-&lt;br /&gt;
| 200+ Brute || Clone || Check Medical stockpiles of Bruise Packs before attempting revival. Cloning may be more viable.&lt;br /&gt;
|-&lt;br /&gt;
| 200+ Burn || Clone || Check Medical stockpiles of Ointment and Aloe Cream before attempting revival. Aloe Cream is a renewable resource from Botany. Cloning may be more viable if stockpiles are poor or Botany is non-responsive.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Cloning ===&lt;br /&gt;
To clone, first the cloning system needs to be set up. &lt;br /&gt;
&lt;br /&gt;
Make sure that the metempsychotic machine (or cloner) and medical scanner are linked to the Cloning Console via multitool. After that, ensure that there&#039;s enough biomass (from the Biomass Reclaimer). When you wish to clone them, place their body in the medical scanner and clone from the console.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Metempsychotic Machine&#039;&#039;&#039;&amp;lt;/big&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:MetempsychoticMachine.png|64px]]&lt;br /&gt;
&lt;br /&gt;
This is the machine every station starts with.&lt;br /&gt;
&lt;br /&gt;
This machine doesn&#039;t clone you but transfer your soul into a new body. It costs 30 biomass on the first transfer and there is a 100% chance for you to end up in an humanoid body (with a low chance of it being your own body. For every consecutive metempsychoses, the price goes up by 5 biomass and the chances of ending up in a humanoid body goes down by 25%. Upgrades can affect each.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Cloning Machine&#039;&#039;&#039;&amp;lt;/big&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:Cloner.png|64px]]&lt;br /&gt;
&lt;br /&gt;
The original cloner. It can be found in salvages wrecks.&lt;br /&gt;
&lt;br /&gt;
Larger species require more biomass to clone. You can inspect the body&#039;s damage before deciding whether to clone. Each point of genetic damage increases the chance cloning will fail by 1%.&lt;br /&gt;
&lt;br /&gt;
After cloning, be sure to process their old body in the reclaimer to get some biomass back. Make sure you&#039;ve given them an opportunity to get their things (as long as they didn&#039;t die of infectious disease.)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Medical Scanner&#039;&#039;&#039;&amp;lt;/big&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:MedicalScanner.png|64px]]&lt;br /&gt;
&lt;br /&gt;
The medical scanner is where you put clone-able bodies into before interacting with the body scanner to press the clone button.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Morgue ===&lt;br /&gt;
Meant for long-term storage of dead bodies. This is where you find a bunch of morgue storage pods where you can store dead people. &lt;br /&gt;
&lt;br /&gt;
It is recommended to only store people with souls in there if the cloning bay is overflowing, you can&#039;t clone due to low biomass or it is currently inoperable.&lt;br /&gt;
&lt;br /&gt;
Storing dead bodies is very useful to prevent the body from rotting (which prevents revival and cloning).&lt;br /&gt;
&lt;br /&gt;
To use the Morgue, interact with a Storage Pod to open the tray, drag a body onto the tray, then interact with the Pod to close the tray. Typically you&#039;ll want only one body per Storage Pod.&lt;br /&gt;
&lt;br /&gt;
Here&#039;s a quick morgue color code.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: left;vertical-align: center;&amp;quot;&lt;br /&gt;
! Sprite !! Meaning&lt;br /&gt;
|-&lt;br /&gt;
| [[File:MorgueEmpty.png]]&lt;br /&gt;
| There is nothing inside the tray.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:MorgueBodySoulless.png]]&lt;br /&gt;
| There is a body but the player isn&#039;t in the body. The state of the spirit is unknown as the player could be waiting around the body or left already. You need to pull out the body and check it manually.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:MorgueBody.png]]&lt;br /&gt;
| The body has a spirit inside of it, and is revive-able. It will be beeping too.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:MorgueObject.png]]&lt;br /&gt;
| There is something inside the tray, but it&#039;s not a body.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Biomass Reclaimer&#039;&#039;&#039;&amp;lt;/big&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:BiomassReclaimer.png|64px]]&lt;br /&gt;
&lt;br /&gt;
Every morgue comes with a very important piece of equipment, the Biomass Reclaimer. It is fairly straightforward, put a dead body in it, it grinds them into biomass. Be careful not to grind down clone-able body if you are not an [[Antagonist]] as it could get you in trouble [[Roleplay#In_Character|IC]] and [[Roleplay#Out_of_Character|OOC]].&lt;br /&gt;
&lt;br /&gt;
If you attempt to drag a living creature into the Biomass Reclaimer, it may throw the creature across the room.&lt;br /&gt;
&lt;br /&gt;
The amount of Biomass generated depends on the type of creature.&lt;br /&gt;
&lt;br /&gt;
If you get low on Biomass, contact Salvage and/or Cargo and ask for their help.&lt;br /&gt;
&lt;br /&gt;
== Crew Monitoring Console ==&lt;br /&gt;
A Crew Monitoring Console usually can be found in the public area of the Medbay or inside the CMO&#039;s office. It also comes in a handheld version distributed to the [[Chief_Medical_Officer|Chief Medical Officer]] and the [[Paramedic|Paramedics]].&lt;br /&gt;
&lt;br /&gt;
It can be used to find other crewmembers, provided they have suit sensors enabled. The four settings on suit sensors are:&lt;br /&gt;
* Off - The person doesn&#039;t show up in the console.&lt;br /&gt;
* Binary - The person shows up as either ALIVE or DEAD.&lt;br /&gt;
* Vitals - The person will show up with their current health condition.&lt;br /&gt;
* Coordinates - The person can be found on the interactive station map.&lt;br /&gt;
&lt;br /&gt;
If someone has their Coordinates on, they can be easily found and retrived by [[Paramedic|Paramedics]]. If someone dies without coords on, there&#039;s little you can do usually. It&#039;s recommended for all crew to have their suit sensors on.&lt;br /&gt;
&lt;br /&gt;
== Medical Reference for Chemistry ==&lt;br /&gt;
WIP: Needs updating&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Common chemicals&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;[[Chemistry#Inaprovaline|Inaprovaline]]&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Beaker.png|32px]][[Chemistry#Oxygen|Oxygen]] [[File:Beaker.png|32px]][[Chemistry#Sugar|Sugar]] [[File:Beaker.png|32px]][[Chemistry#Carbon|Carbon]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;[[Chemistry#Dylovene|Dylovene]]&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Beaker.png|32px]][[Chemistry#chem_Potassium|Potassium]] [[File:Beaker.png|32px]][[Chemistry#chem_Silicon|Silicon]] [[File:Beaker.png|32px]][[Chemistry#chem_Nitrogen|Nitrogen]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;[[Chemistry#chem_Kelotane|Kelotane]]&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Beaker.png|32px]][[Chemistry#chem_Silicon|Silicon]] [[File:Beaker.png|32px]][[Chemistry#chem_Carbon|Carbon]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;[[Chemistry#chem_Dexalin|Dexalin]]&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Beaker.png|32px]][[Chemistry#chem_Oxygen|Oxygen]] [[File:Beaker.png|32px]][[Chemistry#chem_Plasma|Plasma]] (It needs to be grinded))&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;[[Chemistry#chem_Hyronalin|Hyronalin]]&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Beaker.png|32px]][[Chemistry#chem_Dylovene|Dylovene]]&amp;lt;sup&amp;gt;([[File:Beaker.png|16px]][[Chemistry#chem_Potassium|Potassium]] [[File:Beaker.png|16px]][[Chemistry#chem_Silicon|Silicon]] [[File:Beaker.png|16px]][[Chemistry#chem_Nitrogen|Nitrogen]])&amp;lt;/sup&amp;gt; [[File:Beaker.png|32px]][[Chemistry#chem_Radium|Radium]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;[[Chemistry#chem_Phenol|Phenol]]&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Beaker.png|32px]][[Chemistry#chem_Water|Water]] [[File:Beaker.png|32px]][[Chemistry#chem_Oil|Oil]] [[File:Beaker.png|32px]][[Chemistry#chem_Chlorine|Chlorine]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;[[Chemistry#chem_Diethylamine|Diethylamine]]&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Beaker.png|32px]][[Chemistry#chem_Ethanol|Ethanol]] [[File:Beaker.png|32px]][[Chemistry#chem_Ammonia|Ammonia]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;[[Chemistry#chem_UnstableMutagen|Unstable Mutagen]]&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Beaker.png|32px]][[Chemistry#chem_Chlorine|Chlorine]] [[File:Beaker.png|32px]][[Chemistry#chem_Phosphorus|Phosphorus]] [[File:Beaker.png|32px]][[Chemistry#chem_Radium|Radium]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;[[Chemistry#chem_SulfuricAcid|Sulfuric Acid]]&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Beaker.png|32px]][[Chemistry#chem_Hydrogen|Hydrogen]] [[File:Beaker.png|32px]][[Chemistry#chem_Sulfur|Sulfur]] [[File:Beaker.png|32px]][[Chemistry#chem_Oxygen|Oxygen]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Damage !! Treatment&lt;br /&gt;
|-&lt;br /&gt;
| Brute ||&lt;br /&gt;
&#039;&#039;&#039;Bruise pack&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;[[Chemistry#chem_Bicaridine|Bicaridine]]&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Beaker.png|32px]][[Chemistry#chem_Carbon|Carbon]] [[File:Beaker.png|32px]][[Chemistry#chem_Inaprovaline|Inaprovaline]]&amp;lt;sup&amp;gt;([[File:Beaker.png|16px]][[Chemistry#chem_Oxygen|Oxygen]] [[File:Beaker.png|16px]][[Chemistry#chem_Sugar|Sugar]] [[File:Beaker.png|16px]][[Chemistry#chem_Carbon|Carbon]])&amp;lt;/sup&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;[[Chemistry#chem_Tricordrazine|Tricordrazine]]&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Beaker.png|32px]][[Chemistry#chem_Dylovene|Dylovene]]&amp;lt;sup&amp;gt;([[File:Beaker.png|16px]][[Chemistry#chem_Potassium|Potassium]] [[File:Beaker.png|16px]][[Chemistry#chem_Silicon|Silicon]] [[File:Beaker.png|16px]][[Chemistry#chem_Nitrogen|Nitrogen]])&amp;lt;/sup&amp;gt; [[File:Beaker.png|32px]][[Chemistry#chem_Inaprovaline|Inaprovaline]]&amp;lt;sup&amp;gt;([[File:Beaker.png|16px]][[Chemistry#chem_Oxygen|Oxygen]] [[File:Beaker.png|16px]][[Chemistry#chem_Sugar|Sugar]] [[File:Beaker.png|16px]][[Chemistry#chem_Carbon|Carbon]])&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Caustic || &lt;br /&gt;
&#039;&#039;&#039;[[Chemistry#chem_Siderlac|Siderlac]]&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Beaker.png|32px]][[Chemistry#chem_Stellibinin|Stellibinin]] [[File:Beaker.png|32px]][[Chemistry#chem_Aloe|Aloe]]&lt;br /&gt;
|-&lt;br /&gt;
| Burn ||&lt;br /&gt;
&#039;&#039;&#039;Ointment&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;[[Chemistry#chem_Kelotane|Kelotane]]&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Beaker.png|32px]][[Chemistry#chem_Silicon|Silicon]] [[File:Beaker.png|32px]][[Chemistry#chem_Carbon|Carbon]]&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;[[Chemistry#chem_Dermaline|Dermaline]]&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Beaker.png|32px]][[Chemistry#chem_Kelotane|Kelotane]]&amp;lt;sup&amp;gt;([[File:Beaker.png|16px]][[Chemistry#chem_Silicon|Silicon]] [[File:Beaker.png|16px]][[Chemistry#chem_Carbon|Carbon]])&amp;lt;/sup&amp;gt; [[File:Beaker.png|32px]][[Chemistry#chem_Oxygen|Oxygen]] [[File:Beaker.png|32px]][[Chemistry#chem_Phosphorus|Phosphorus]]&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;[[Chemistry#chem_Tricordrazine|Tricordrazine]]&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Beaker.png|32px]][[Chemistry#chem_Dylovene|Dylovene]]&amp;lt;sup&amp;gt;([[File:Beaker.png|16px]][[Chemistry#chem_Potassium|Potassium]] [[File:Beaker.png|16px]][[Chemistry#chem_Silicon|Silicon]] [[File:Beaker.png|16px]][[Chemistry#chem_Nitrogen|Nitrogen]])&amp;lt;/sup&amp;gt; [[File:Beaker.png|32px]][[Chemistry#chem_Inaprovaline|Inaprovaline]]&amp;lt;sup&amp;gt;([[File:Beaker.png|16px]][[Chemistry#chem_Oxygen|Oxygen]] [[File:Beaker.png|16px]][[Chemistry#chem_Sugar|Sugar]] [[File:Beaker.png|16px]][[Chemistry#chem_Carbon|Carbon]])&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Airloss ||&lt;br /&gt;
&#039;&#039;&#039;[[Chemistry#chem_Dexalin|Dexalin]]&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Beaker.png|32px]][[Chemistry#chem_Oxygen|Oxygen]] [[File:Beaker.png|32px]][[Chemistry#chem_Plasma|Plasma]]&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;[[Chemistry#chem_DexalinPlus|Dexalin plus]]&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Beaker.png|32px]][[Chemistry#chem_Dexalin|Dexalin]]&amp;lt;sup&amp;gt;([[File:Beaker.png|16px]][[Chemistry#chem_Oxygen|Oxygen]] [[File:Beaker.png|16px]][[Chemistry#chem_Plasma|Plasma]])&amp;lt;/sup&amp;gt; [[File:Beaker.png|32px]][[Chemistry#chem_Iron|Iron]] [[File:Beaker.png|32px]][[Chemistry#chem_Carbon|Carbon]]&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;[[Chemistry#chem_Epinephrine|Epinephrine]]&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Beaker.png|32px]][[Chemistry#chem_Oxygen|Oxygen]] [[File:Beaker.png|32px]][[Chemistry#chem_Diethylamine|Diethylamine]]&amp;lt;sup&amp;gt;([[File:Beaker.png|16px]][[Chemistry#chem_Ethanol|Ethanol]] [[File:Beaker.png|16px]][[Chemistry#chem_Ammonia|Ammonia]])&amp;lt;/sup&amp;gt; [[File:Beaker.png|32px]][[Chemistry#chem_Hydrogen|Hydrogen]] [[File:Beaker.png|32px]][[Chemistry#chem_Acetone|Acetone]] [[File:Beaker.png|32px]][[Chemistry#chem_Phenol|Phenol]]&amp;lt;sup&amp;gt;([[File:Beaker.png|16px]][[Chemistry#chem_Water|Water]] [[File:Beaker.png|16px]][[Chemistry#chem_Oil|Oil]] [[File:Beaker.png|16px]][[Chemistry#chem_Chlorine|Chlorine]])&amp;lt;/sup&amp;gt; [[File:Beaker.png|32px]][[Chemistry#chem_Chlorine|Chlorine]]&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;[[Chemistry#chem_Inaprovaline|Inaprovaline]]&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Beaker.png|32px]][[Chemistry#chem_Oxygen|Oxygen]] [[File:Beaker.png|32px]][[Chemistry#chem_Sugar|Sugar]] [[File:Beaker.png|32px]][[Chemistry#chem_Carbon|Carbon]]&lt;br /&gt;
|-&lt;br /&gt;
| Toxin ||&lt;br /&gt;
&#039;&#039;&#039;[[Chemistry#chem_Dylovene|Dylovene]]&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Beaker.png|32px]][[Chemistry#chem_Potassium|Potassium]] [[File:Beaker.png|32px]][[Chemistry#chem_Silicon|Silicon]] [[File:Beaker.png|32px]][[Chemistry#chem_Nitrogen|Nitrogen]]&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;[[Chemistry#chem_Ultravasculine|Ultravasculine]]&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Beaker.png|32px]][[Chemistry#chem_Plasma|Plasma]] [[File:Beaker.png|32px]][[Chemistry#chem_Histamine|Histamine]]&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;[[Chemistry#chem_Arithrazine|Arithrazine]]&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Beaker.png|32px]][[Chemistry#chem_Hyronalin|Hyronalin]]&amp;lt;sup&amp;gt;([[File:Beaker.png|16px]][[Chemistry#chem_Dylovene|Dylovene]]&amp;lt;sup&amp;gt;([[File:Beaker.png|8px]][[Chemistry#chem_Potassium|Potassium]] [[File:Beaker.png|8px]][[Chemistry#chem_Silicon|Silicon]] [[File:Beaker.png|8px]][[Chemistry#chem_Nitrogen|Nitrogen]])&amp;lt;/sup&amp;gt; [[File:Beaker.png|16px]][[Chemistry#chem_Radium|Radium]])&amp;lt;/sup&amp;gt; [[File:Beaker.png|32px]][[Chemistry#chem_Hydrogen|Hydrogen]]&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;[[Chemistry#chem_Hyronalin|Hyronalin]]&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Beaker.png|32px]][[Chemistry#chem_Dylovene|Dylovene]]&amp;lt;sup&amp;gt;([[File:Beaker.png|16px]][[Chemistry#chem_Potassium|Potassium]] [[File:Beaker.png|16px]][[Chemistry#chem_Silicon|Silicon]] [[File:Beaker.png|16px]][[Chemistry#chem_Nitrogen|Nitrogen]])&amp;lt;/sup&amp;gt; [[File:Beaker.png|32px]][[Chemistry#chem_Radium|Radium]]&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;[[Chemistry#chem_Stellibinin|Stellibinin]]&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;[[Chemistry#chem_Diphenhydramine|Diphenhydramine]]&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Genetic ||&lt;br /&gt;
&#039;&#039;&#039;[[Chemistry#chem_Phalanximine|Phalanximine]]&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Beaker.png|32px]][[Chemistry#chem_UnstableMutagen|Unstable Mutagen]]&amp;lt;sup&amp;gt;([[File:Beaker.png|16px]][[Chemistry#chem_Chlorine|Chlorine]] [[File:Beaker.png|16px]][[Chemistry#chem_Phosphorus|Phosphorus]] [[File:Beaker.png|16px]][[Chemistry#chem_Radium|Radium]])&amp;lt;/sup&amp;gt; [[File:Beaker.png|32px]][[Chemistry#chem_Hyronalin|Hyronalin]]&amp;lt;sup&amp;gt;([[File:Beaker.png|16px]][[Chemistry#chem_Dylovene|Dylovene]]&amp;lt;sup&amp;gt;([[File:Beaker.png|8px]][[Chemistry#chem_Potassium|Potassium]] [[File:Beaker.png|8px]][[Chemistry#chem_Silicon|Silicon]] [[File:Beaker.png|8px]][[Chemistry#chem_Nitrogen|Nitrogen]])&amp;lt;/sup&amp;gt; [[File:Beaker.png|16px]][[Chemistry#chem_Radium|Radium]])&amp;lt;/sup&amp;gt; [[File:Beaker.png|32px]][[Chemistry#chem_Ethanol|Ethanol]]&lt;br /&gt;
&amp;lt;!-- add more --&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Bleeding ||&lt;br /&gt;
&#039;&#039;&#039;[[Chemistry#chem_Pulped Banana Peel|Pulped Banana Peel]]&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;[[Chemistry#chem_Inaprovaline|Inaprovaline]]&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Beaker.png|32px]][[Chemistry#chem_Oxygen|Oxygen]] [[File:Beaker.png|32px]][[Chemistry#chem_Sugar|Sugar]] [[File:Beaker.png|32px]][[Chemistry#chem_Carbon|Carbon]]&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;[[Chemistry#chem_Tranexamic acid|Tranexamic acid]]&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Beaker.png|32px]][[Chemistry#chem_SulfuricAcid|Sulfuric Acid]]&amp;lt;sup&amp;gt;([[File:Beaker.png|16px]][[Chemistry#chem_Hydrogen|Hydrogen]] [[File:Beaker.png|16px]][[Chemistry#chem_Sulfur|Sulfur]] [[File:Beaker.png|16px]][[Chemistry#chem_Oxygen|Oxygen]])&amp;lt;/sup&amp;gt; [[File:Beaker.png|32px]][[Chemistry#chem_Sugar|Sugar]] [[File:Beaker.png|32px]][[Chemistry#chem_Inaprovaline|Inaprovaline]]&amp;lt;sup&amp;gt;([[File:Beaker.png|16px]][[Chemistry#chem_Oxygen|Oxygen]] [[File:Beaker.png|16px]][[Chemistry#chem_Sugar|Sugar]] [[File:Beaker.png|16px]][[Chemistry#chem_Carbon|Carbon]])&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Disease ||&lt;br /&gt;
&#039;&#039;&#039;[[Chemistry#chem_Spaceacillin|Spaceacillin]]&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Beaker.png|32px]][[Chemistry#chem_Cryptobiolin|Cryptobiolin]]&amp;lt;sup&amp;gt;([[File:Beaker.png|16px]][[Chemistry#chem_Oxygen|Oxygen]] [[File:Beaker.png|16px]][[Chemistry#chem_Sugar|Sugar]] [[File:Beaker.png|16px]][[Chemistry#chem_Potassium|Potassium]])&amp;lt;/sup&amp;gt; &amp;lt;br&amp;gt;[[File:Beaker.png|32px]][[Chemistry#chem_Inaprovaline|Inaprovaline]]&amp;lt;sup&amp;gt;([[File:Beaker.png|16px]][[Chemistry#chem_Oxygen|Oxygen]] [[File:Beaker.png|16px]][[Chemistry#chem_Sugar|Sugar]] [[File:Beaker.png|16px]][[Chemistry#chem_Carbon|Carbon]])&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Zombification ||&lt;br /&gt;
&#039;&#039;&#039;[[Chemistry#chem_Romerol|Romerol]]&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:Beaker.png|48px]][[Chemistry#chem_Tricordrazine|Tricordrazine]]&amp;lt;sup&amp;gt;([[File:Beaker.png|32px]][[Chemistry#chem_Dylovene|Dylovene]]&amp;lt;sup&amp;gt;([[File:Beaker.png|16px]][[Chemistry#chem_Potassium|Potassium]] [[File:Beaker.png|16px]][[Chemistry#chem_Silicon|Silicon]] [[File:Beaker.png|16px]][[Chemistry#chem_Nitrogen|Nitrogen]])&amp;lt;/sup&amp;gt; [[File:Beaker.png|32px]][[Chemistry#chem_Inaprovaline|Inaprovaline]]&amp;lt;sup&amp;gt;([[File:Beaker.png|16px]][[Chemistry#chem_Oxygen|Oxygen]] [[File:Beaker.png|16px]][[Chemistry#chem_Sugar|Sugar]] [[File:Beaker.png|16px]][[Chemistry#chem_Carbon|Carbon]])&amp;lt;/sup&amp;gt;&lt;br /&gt;
)&amp;lt;/sup&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:Beaker.png|48px]][[Chemistry#chem_Phalanximine|Phalanximine]]&amp;lt;sup&amp;gt;([[File:Beaker.png|32px]][[Chemistry#chem_UnstableMutagen|Unstable Mutagen]]&amp;lt;sup&amp;gt;([[File:Beaker.png|16px]][[Chemistry#chem_Chlorine|Chlorine]] [[File:Beaker.png|16px]][[Chemistry#chem_Phosphorus|Phosphorus]] [[File:Beaker.png|16px]][[Chemistry#chem_Radium|Radium]])&amp;lt;/sup&amp;gt; [[File:Beaker.png|32px]][[Chemistry#chem_Hyronalin|Hyronalin]]&amp;lt;sup&amp;gt;([[File:Beaker.png|16px]][[Chemistry#chem_Dylovene|Dylovene]]&amp;lt;sup&amp;gt;([[File:Beaker.png|8px]][[Chemistry#chem_Potassium|Potassium]] [[File:Beaker.png|8px]][[Chemistry#chem_Silicon|Silicon]] [[File:Beaker.png|8px]][[Chemistry#chem_Nitrogen|Nitrogen]])&amp;lt;/sup&amp;gt; [[File:Beaker.png|16px]][[Chemistry#chem_Radium|Radium]])&amp;lt;/sup&amp;gt; [[File:Beaker.png|32px]][[Chemistry#chem_Ethanol|Ethanol]])&amp;lt;/sup&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== How to Deal with a Pandemic ==&lt;br /&gt;
Refer to [[Virology]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Guides Menu}}&lt;/div&gt;</summary>
		<author><name>MilonPL</name></author>
	</entry>
	<entry>
		<id>https://wiki.deltav.gay/index.php?title=Medical&amp;diff=2888</id>
		<title>Medical</title>
		<link rel="alternate" type="text/html" href="https://wiki.deltav.gay/index.php?title=Medical&amp;diff=2888"/>
		<updated>2024-01-22T15:26:11Z</updated>

		<summary type="html">&lt;p&gt;MilonPL: Add Sigynate cause i did a funny and forgot&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Starting your shift ==&lt;br /&gt;
Medbay often starts out calm, but you&#039;d best prepare for the storm that&#039;s about to come. You&#039;ll either get blown up by some syndicate agent wanting the hypospray or you&#039;ll get so inundated with bodies and people screaming in your ear for you to treat them faster that you&#039;ll blow medbay up yourself.&lt;br /&gt;
&lt;br /&gt;
Coordinate with the [[Chemist|Chemists]]. Give them a list of drugs you&#039;ll need to treat your patients. Try to have a variety of meds on deck, and don&#039;t just keep a stockpile of [[Chemistry#Tricordrazine|Tricordrazine]] for everyone that comes your way.&lt;br /&gt;
&lt;br /&gt;
It&#039;s optional but bringing a Body Scanner or [[Medical_Doctor#Tools|health analyzer]] out to the front of medbay for patients to come and scan their DNA without pestering you can be beneficial. &lt;br /&gt;
&lt;br /&gt;
If there is no Crew Monitor Computer out in medical&#039;s public area, ask the [[Chief_Medical_Officer|CMO]] to bring it out from their office. When you have the time, you can check the Crew Monitor for anyone dead or dying. If they have their suit sensors set to display coordinates a [[Paramedic]] may use those to potentially locate their body for cloning purposes or biomass. A GPS and Handheld Crew Monitor devices can help you locate dead bodies.&lt;br /&gt;
&lt;br /&gt;
== Types Of Damage ==&lt;br /&gt;
In SS14, damage is a value representing how much injuries a character has suffered. It can be checked using a [[Medical_Doctor#Tools|health analyzer]] or your PDA. If it&#039;s 0, it means there are no wounds or injuries. There are 5 categories of damage: {{DMG|Brute}}, {{DMG|Burn}}, {{DMG|Airloss}}, {{DMG|Toxin}} and {{DMG|Genetic}}. Each of them has a different treatment, although some chemicals, like [[Chemistry#Tricordrazine|Tricordrazine]], can treat multiple types of damage. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Damage !! Treatment&lt;br /&gt;
|-&lt;br /&gt;
| Brute || Bruise pack, [[Chemistry#Bicaridine|Bicaridine]], [[Chemistry#Tricordrazine|Tricordrazine]], [[Hydroponics#Chemicals|Poppy]]&lt;br /&gt;
|-&lt;br /&gt;
| Caustic || [[Chemistry#Siderlac|Siderlac]]&lt;br /&gt;
|-&lt;br /&gt;
| Burn || Ointment, [[Chemistry#Dermaline|Dermaline]], [[Chemistry#Kelotane|Kelotane]], [[Chemistry#Tricordrazine|Tricordrazine]], [[Hydroponics#Chemicals|Aloe vera]]&lt;br /&gt;
|-&lt;br /&gt;
| Airloss || Defibrillator, [[Chemistry#Dexalin|Dexalin]], [[Chemistry#Dexalin_plus|Dexalin Plus]], [[Chemistry#Epinephrine|Epinephrine]], [[Chemistry#Inaprovaline|Inaprovaline]]&lt;br /&gt;
|-&lt;br /&gt;
| Toxin || [[Chemistry#Dylovene|Dylovene]], [[Chemistry#Ultravasculine|Ultravasculine]], [[Chemistry#Arithrazine|Arithrazine]], [[Chemistry#Hyronalin|Hyronalin]], [[Chemistry#Stellibinin|Stellibinin]], [[Chemistry#Diphenhydramine|Diphenhydramine]], [[Hydroponics#Chemicals|Galaxy thistle]]&lt;br /&gt;
|-&lt;br /&gt;
| Genetic || [[Chemistry#Phalanximine|Phalanximine]], [[Chemistry#Doxarubixadone|Doxarubixadone (Cryo)]]&lt;br /&gt;
|-&lt;br /&gt;
| Bleeding || Bandages, [[Chemistry#Pulped_banana_peel|Pulped Banana Peel]], [[Chemistry#Inaprovaline|Inaprovaline]], [[Chemistry#Tranexamic_acid|Tranexamic acid]], [[Chemistry#Iron|Iron]], Blood packs, Cloth&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Brute Damage ===&lt;br /&gt;
There are three types of Brute damage: {{DMG|Blunt}}, {{DMG|Slash}}, {{DMG|Piercing}}. All types of Brute damage can be used using [[Chemistry#Bicaridine|Bicaridine]], which heals 4 {{DMG|Brute}} per unit. The overdose amount is 15u. You can also use advanced chemicals to treat only one kind of Brute damage at once, but more effectively. It&#039;s especially useful when a patient comes in with only one type of damage. These chemicals are: &lt;br /&gt;
* [[Chemistry#Bruizine|Bruizine]] - Healing {{DMG|Blunt|+|7}} wih max dose of 10.5u.&lt;br /&gt;
* [[Chemistry#Lacerinol|Lacerinol]] - Healing {{DMG|Slash|+|6}} with max dose of 12u.&lt;br /&gt;
* [[Chemistry#Puncturase|Puncturase]]- Healing {{DMG|Piercing|+|8}} but dealing {{DMG|Blunt|-|0.2}} with max dose of 11u.&lt;br /&gt;
&lt;br /&gt;
When a patient is presenting with less than 25 damage, you might want to use [[Medical_Doctor#Tools|Bruise Packs]] or [[Medical_Doctor#Tools|Medicated Sutures]] to heal them. You can find these inside of your toolbelt or First Aid Kits. &lt;br /&gt;
&lt;br /&gt;
=== Burn Damage ===&lt;br /&gt;
There are four typoes of Burn damage: {{DMG|Heat}}, {{DMG|Shock}}, {{DMG|Cold}} and {{DMG|Caustic}}. All of them except {{DMG|Caustic}} can be healed using [[Chemistry#Dermaline|Dermaline]], which heals {{DMG|Heat|+|3}}, {{DMG|Shock|+|3}}, {{DMG|Cold|+|3}} and has a max dose of 10u. It&#039;s what you&#039;re most likely to find inside the medbay. The advanced chemicals for this kind of damage, are:&lt;br /&gt;
* [[Chemistry#Leporazine|Leporazine]] - Healing {{DMG|Cold|+|8}}.&lt;br /&gt;
* [[Chemistry#Sigynate|Sigynate]] - Healing {{DMG|Caustic|+|6}}&lt;br /&gt;
* [[Chemistry#Siderlac|Siderlac]] - Healing {{DMG|Caustic|+|10}}&lt;br /&gt;
&lt;br /&gt;
Again, when a patient is presenting with less than 25 Burn damage, you can use [[Medical_Doctor#Tools|Ointments]] or [[Medical_Doctor#Tools|Regenerative Meshes]] to heal them.&lt;br /&gt;
&lt;br /&gt;
=== Airloss Damage ===&lt;br /&gt;
Before reading anything else: if someone is on the ground gasping, you should first use an emergency medipen on them if no one else already has yet, and then move them to a stasis bed if there are any available. This will give you time to prepare a more specific treatment. Next check that their internals are off (if theres air in medbay) or on (if theres no air in medbay). You do this by their right click menu.&lt;br /&gt;
&lt;br /&gt;
When it comes to Asphyxiation, [[Chemistry#Epinephrine|Epinephrine]], [[Chemistry#Inaprovaline|Inaprovaline]], [[Chemistry#Dexalin|Dexalin]] and [[Chemistry#Dexalin_plus|Dexalin Plus]] are all effective at treating it, but your best friend and go-to chemical will be Dexalin Plus, which - unlike Inaprovaline and Epinephrine - heals both {{DMG|Bloodloss|+|4}} and {{DMG|Asphyxiation|+|6}}.&lt;br /&gt;
&lt;br /&gt;
Another kind of Airloss damage is {{DMG|Bloodloss}}. Everyone has a volume of blood inside them. When you take damage, slash and pierce most importantly, you will lose blood. You may also start noticeably bleeding, which continually drains your blood. If your blood level falls below a certain threshold, you will begin taking bloodloss damage and you will continue to do so until your blood levels return to normal. When you lose enough blood, you will start seeing double.&lt;br /&gt;
&lt;br /&gt;
If someone is bleeding heavily there are 3 things to do:&lt;br /&gt;
* Stop the bleeding&lt;br /&gt;
* Restore blood levels &lt;br /&gt;
* Cure bloodloss damage &lt;br /&gt;
&lt;br /&gt;
To stop bleeding (to stop blood levels from dropping continuously), you should use gauze or [[Chemistry#Tranexamic_acid|Tranexamic acid]]. [[Chemistry#Inaprovaline|Inaprovaline]] and [[Chemistry#Pulped_banana_peel|Pulped banana peel]] also reduce bleeding but [[Chemistry#Tranexamic_acid|Tranexamic acid]] is 3 times more powerful than pulped banana peel and 6 times more powerful than Inaprovaline.  It should be noted that emergency medipens contain a small amount of [[Chemistry#Tranexamic_acid|Tranexamic acid]] (3u). Note that if you Examine a patient and it says they are covered in Lacerations, that means they are bleeding.&lt;br /&gt;
&lt;br /&gt;
If you have only a few patients with intense bleeding, move them to a stasis bed first to give you time to prepare a treatment.&lt;br /&gt;
&lt;br /&gt;
To restore blood level (stop double vision and stop continuous bloodloss damage), you need to administer [[Chemistry#Iron|Iron]], [[Chemistry#Saline|Saline]] or use Blood packs which restores 15units of blood per use.  Patients will recover blood levels on their own once their bleeding has stopped, however the rate at which they do so is abysmally low. You can view the patient&#039;s blood level in the top part of your Health Analyzer interface. It&#039;s showed there as precentage.&lt;br /&gt;
&lt;br /&gt;
Your patient may have enough bloodloss damage at any point in treatment to warrant curing the damage. To do so, you will want to apply [[Chemistry#Dexalin_plus|Dexalin plus]] or [[Chemistry#Dexalin|Dexalin]] to cure the bloodloss damage. Patients who are no longer low on blood will slowly recover from bloodloss damage on their own without medication. &lt;br /&gt;
&lt;br /&gt;
Do not simply cure the patient of their bloodloss damage and send them on their way. They may appear to be cured on your health analyzer, but if their bleeding has not been stopped and their blood levels restored to normal, they will be back in med bay to be treated again soon.&lt;br /&gt;
&lt;br /&gt;
=== Toxin Damage ===&lt;br /&gt;
There are two types of Toxin damage, both treated with different medications.&lt;br /&gt;
&lt;br /&gt;
The one you&#039;ll come across the most is {{DMG|Poison}} damage. Seriously, you&#039;d be surprised by how many people present with alcohol poisoning every shift. Your best option to heal {{DMG|Poison}} is [[Chemistry#Dylovene|Dylovene]]. It heals {{DMG|Poison|+|2}} per unit with a max dose of 20u. &lt;br /&gt;
&lt;br /&gt;
The next kind of Toxin is {{DMG|Radiation}} damage. You will most likely see [[Salvage_Technician|Salvage Technicians]] presenting with this kind of damage. It can be treated with [[Chemistry#Arithrazine|Arithrazine]], which heals {{DMG|Radiation|+|6}} per unit. You need to watch out, because it also deals {{DMG|Brute|-|1}}. You can usually solve this issue with [[Medical_Doctor#Tools|Bruise Pack]] or [[Chemistry#Bicaridine|Bicaridine]].&lt;br /&gt;
&lt;br /&gt;
=== Vision ===&lt;br /&gt;
A loss of eye sight will not appear on the Health Analyzer. If a user has been using a Welding Torch without a Welding Mask, they may be unable to see very far. You can treat it using [[Chemistry#Oculine|Oculine]]&lt;br /&gt;
&lt;br /&gt;
=== Jittering ===&lt;br /&gt;
A patient may be jittering (shaking) due to an overdose. A bed rest or simply time can help here. To rapidly flush jittering, you can administer a dose of [[Chemistry#Diphenhydramine|Diphenhydramine]].&lt;br /&gt;
&lt;br /&gt;
=== Allergic Reaction ===&lt;br /&gt;
An allergic reaction (e.g. to bees) can cause a build up of [[Chemistry#Histamine|Histamine]]. A dose of [[Chemistry#Diphenhydramine|Diphenhydramine]] or [[Chemistry#Ultravasculine|Ultravasculine]] can help flush it.&lt;br /&gt;
&lt;br /&gt;
=== Hallucinations ===&lt;br /&gt;
A patient may see swirly illusions after taking a hallucinogenic such as Space Drugs. A bed rest or simply time can help here. 1u of [[Chemistry#Synaptizine|Synaptizine]] can assist here (via a Dropper). More than 1u can be lethal.&lt;br /&gt;
&lt;br /&gt;
=== Ethanol Poisoning === &lt;br /&gt;
A patient may feel the effects of ingesting too much alcohol. A bed rest or simply time can help here. [[Chemistry#Ethylredoxrazine|Ethylredoxrazine]] can also be used to treat the effeects.&lt;br /&gt;
&lt;br /&gt;
== Cryogenics ==&lt;br /&gt;
&#039;&#039;Main article: [[Cryogenic_Pods|Cryogenic Pods]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Cryogenic Pods, also called cryo pods or cryopods, are a special type of medical machinery used in conjuction with specific chemical solutions. The machine itself can be thought of a simple gas chamber a patient can be placed in, with specific protection to prevent cold gases from damaging patients. It also offers a slot for a beaker or similar, to automatically inject the patient with a solution, slowly over the course of time. Cryo pods need a properly built atmospherics setup to work.&lt;br /&gt;
&amp;lt;div style=&amp;quot;display: flex; flex-flow: row wrap; justify-content: center; gap: 0.5em&amp;quot;&amp;gt;&lt;br /&gt;
{{Chembox|prototype=Cryoxadone}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Common Chemicals ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;display: flex; flex-flow: row wrap; justify-content: center; gap: 0.5em&amp;quot;&amp;gt;&lt;br /&gt;
{{Chembox|prototype=DexalinPlus}}&lt;br /&gt;
{{Chembox|prototype=Epinephrine}}&lt;br /&gt;
{{Chembox|prototype=Dermaline}}&lt;br /&gt;
{{Chembox|prototype=Bicaridine}}&lt;br /&gt;
{{Chembox|prototype=Tricordrazine}}&lt;br /&gt;
{{Chembox|prototype=Arithrazine}}&lt;br /&gt;
{{Chembox|prototype=Dylovene}}&lt;br /&gt;
{{Chembox|prototype=Inaprovaline}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Administering Medication ==&lt;br /&gt;
There are multiple ways to administer medicine to the patients.&lt;br /&gt;
* Liquid + Syringe - This is the most common way of giving chemicals to patients. You can find labeled jugs with medicine usually near the beds area of the Medbay. Each one holds 200u of liquid. You can use a syringe to draw or inject chemicals. By right clicking a syringe, you can change the amount of liquid you want to transfer - 5u, 10u or 15u. By left clicking it in your hand or clicking Z, you can change the mode between Drawing and Injecting.&lt;br /&gt;
* Liquid + Interact - A doctor can hold a container of liquid (e.g. a beaker, jug, can, bottle) and interact with a patient to force them to sip 5u of the liquid. Force feeding is slower than if the patient drinks the liquid themselves. Liquids cannot be ingested by some species (such as Moth). Drinking requires the face to be uncovered (except for certain masks like the clown mask). A doctor can Strip off a Helmet and Breathe Mask in order to achieve this. Drinking does nothing on dead bodies except if it is ingested right before the Defibrillator.&lt;br /&gt;
* Pill - A [[Chemist]] can create pills and some Medpacks also have pills therein. Pills will often be labelled with the chemical and amount of units. Unfortunately pills can also be mislabelled. Mislabelled pills can be grinded by a Grinder to revert to a liquid. Pills contain higher volumes of medication than a syringe. Pills cannot be ingested by some species (such as Moth). Pills require the face to be uncovered (except for certain masks like the clown mask). A doctor can Strip off a Helmet and Breathe Mask in order to achieve this. Pills do nothing on dead bodies except if they are ingested right before the Defibrillator.&lt;br /&gt;
* Apply a Pack - Some treatments can be applied topically to the body. This can be performed on dead bodies, moths and patients wearing a helmet. Examples of topical treatment are: Bruise Packs, Ointment, Gauze, Aloe Cream, etc.&lt;br /&gt;
&lt;br /&gt;
== Stabilizing Critical Patients ==&lt;br /&gt;
When a character suffers more than 100 damage, they will go into a Critical condition, indicated by the character passing out on the floor and starting to gasp for air. While crit, they won&#039;t be able to move, speak or interact with the world. They will also start gaining Asphyxiation. Once they reach 200 total damage, they will die, indicated by the text &amp;quot;... siezes up, his eyes dead and lifeless&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
Patients are often dragged in gasping for air in a Critical state. In the medbay, the go-to chemical for healing {{DMG|Airloss}} is [[Chemistry#Dexalin_plus|Dexalin Plus]], which heals both {{DMG|Bloodloss|+|6}} and {{DMG|Asphyxiation|+|6}}. While you&#039;re in field, the usual best option is to inject an emergency medipen into the patient to stabilize them, which has the effect of healing a bit of damage and {{DMG|Asphyxiation|+|6}}. Everyone starts with an emergency medipen inside their survival box, which contains 12u of [[Chemistry#Epinephrine|Epinephrine]] and 3u of [[Chemistry#Tranxemic_acid|Tranexamic Acid]]. Medical doctors also have one medipen on their medical belt. If you run out, there are also bottles of [[Chemistry#Epinephrine|Epinephrine]] inside the NanoMed. &lt;br /&gt;
&lt;br /&gt;
If you don&#039;t have [[Chemistry#Epinephrine|Epinephrine]] or [[Chemistry#Dexalin_plus|Dexalin Plus]] then [[Chemistry#Inaprovaline|Inaprovaline]] can also be useful, to a lesser degree. Once you administer a chemical to deal with the {{DMG|Airloss}}, you can move on to healing other types of damage. If you notice {{DMG|Asphyxiation}} going up again, you can give the patient another dose of preferably [[Chemistry#Dexalin_plus|Dexalin Plus]].&lt;br /&gt;
&lt;br /&gt;
Putting critical patients on a Stasis Bed will make them die 10 times slower, giving you more time to do other things. Remember that it also makes all chemicals metabolize slower, including medicine. Medical beds and roller also help a little. To do this, drag the patient onto an empty bed (do not Pull them onto the bed but instead left click them, drag and release them onto the bed).&lt;br /&gt;
&lt;br /&gt;
== Dead Body Analysis ==&lt;br /&gt;
If someone dies in your care or is brought to you as a corpse, you need to decide what action to take:&lt;br /&gt;
&lt;br /&gt;
First verify that the body has a soul. The best and simplest way to do this is {{key press|Shift}} + left click.&lt;br /&gt;
&lt;br /&gt;
[[File:BodyDead.png|thumb]]If you see text in red stating &amp;quot;They are dead.&amp;quot;, this means that this person is still viable for cloning or revival. If they get cloned, the old body will display the unclonable text shown below, and can be disposed of (after the person has gathered all their things off of it).&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
[[File:BodyDeadSSD.png|thumb]]&lt;br /&gt;
If instead you see text in yellow stating &amp;quot;Their soul lies dormant and may return soon.&amp;quot;, then this person is still cloneable but have left the server. You might want to keep them in the morgue until their soul returns or just clone them and hope for them to come back.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
[[File:BodyDeadIrrecoverable.png|thumb]]If instead you see text in purple stating &amp;quot;Their soul has departed and moved on. Any recovery is unlikely.&amp;quot;, then this person is gone. They&#039;ve either left the server, or they&#039;ve taken a ghost role, such as a drone or monkey, and thus forfeited the right to come back to their body. That or they&#039;ve just been cloned. Toss this body in the morgue.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Reviving ===&lt;br /&gt;
Dead people can be brought back using a Defibrillator, but only if they have less than 200 total damage (Not counting {{DMG|Asphyxiation}}) and they aren&#039;t rotting. You can use a Health Analyzer to check how much damage the body took before death. If the damage is excessive or non-curable with topical treatments, cloning may be the only option. Chemicals do not metabolize in the dead, but you can reduce the damage by using [[Medical_Doctor#Tools|Bruise Packs, Ointments, Sutures, Meshes, Gauzes and Bloodpacks]]. Once you get them below 200 damage, you can use a Defibrillator to bring them back to life. You can often find them free-standing or in a cabinet. It is batter-operated and must be turned on before you can use it. Each time the Defibrillator is used, its battery charge will go down. Eventually, you will need to recharge it. To do that, you need to first eject the battery cell and put it in a reacharger. It can be also found in Medical.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:auto&amp;quot;&lt;br /&gt;
|+ Dead Body Treatment&lt;br /&gt;
|-&lt;br /&gt;
! Symptoms !! Analysis !! Treatment Steps&lt;br /&gt;
|-&lt;br /&gt;
| 200+ Airloss || Revivable || Defibrillator &lt;br /&gt;
|-&lt;br /&gt;
| 100 Airloss and 100 Brute || Revivable || 2 Bruise packs followed by a Defibrillator followed by normal treatment (e.g. Bicaridine)&lt;br /&gt;
|-&lt;br /&gt;
| 200 Brute || Revivable || Brute packs until ~95 brute followed by a Defibrillator followed by normal treatment (e.g. Bicaridine)&lt;br /&gt;
|-&lt;br /&gt;
| 200 Burn || Revivable || Ointment or Aloe Cream until ~95 burn followed by a Defibrillator followed by normal treatment (e.g. Dermaaline)&lt;br /&gt;
|-&lt;br /&gt;
| 200 Poison or Radiation || Clone || Note that an advanced doctor may inject them with Anti-Toxin and then Defib and repeat this process but it will be a challenging revival. &lt;br /&gt;
|-&lt;br /&gt;
| 200+ Brute || Clone || Check Medical stockpiles of Bruise Packs before attempting revival. Cloning may be more viable.&lt;br /&gt;
|-&lt;br /&gt;
| 200+ Burn || Clone || Check Medical stockpiles of Ointment and Aloe Cream before attempting revival. Aloe Cream is a renewable resource from Botany. Cloning may be more viable if stockpiles are poor or Botany is non-responsive.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Cloning ===&lt;br /&gt;
To clone, first the cloning system needs to be set up. &lt;br /&gt;
&lt;br /&gt;
Make sure that the metempsychotic machine (or cloner) and medical scanner are linked to the Cloning Console via multitool. After that, ensure that there&#039;s enough biomass (from the Biomass Reclaimer). When you wish to clone them, place their body in the medical scanner and clone from the console.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Metempsychotic Machine&#039;&#039;&#039;&amp;lt;/big&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:MetempsychoticMachine.png|64px]]&lt;br /&gt;
&lt;br /&gt;
This is the machine every station starts with.&lt;br /&gt;
&lt;br /&gt;
This machine doesn&#039;t clone you but transfer your soul into a new body. It costs 30 biomass on the first transfer and there is a 100% chance for you to end up in an humanoid body (with a low chance of it being your own body. For every consecutive metempsychoses, the price goes up by 5 biomass and the chances of ending up in a humanoid body goes down by 25%. Upgrades can affect each.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Cloning Machine&#039;&#039;&#039;&amp;lt;/big&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:Cloner.png|64px]]&lt;br /&gt;
&lt;br /&gt;
The original cloner. It can be found in salvages wrecks.&lt;br /&gt;
&lt;br /&gt;
Larger species require more biomass to clone. You can inspect the body&#039;s damage before deciding whether to clone. Each point of genetic damage increases the chance cloning will fail by 1%.&lt;br /&gt;
&lt;br /&gt;
After cloning, be sure to process their old body in the reclaimer to get some biomass back. Make sure you&#039;ve given them an opportunity to get their things (as long as they didn&#039;t die of infectious disease.)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Medical Scanner&#039;&#039;&#039;&amp;lt;/big&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:MedicalScanner.png|64px]]&lt;br /&gt;
&lt;br /&gt;
The medical scanner is where you put clone-able bodies into before interacting with the body scanner to press the clone button.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Morgue ===&lt;br /&gt;
Meant for long-term storage of dead bodies. This is where you find a bunch of morgue storage pods where you can store dead people. &lt;br /&gt;
&lt;br /&gt;
It is recommended to only store people with souls in there if the cloning bay is overflowing, you can&#039;t clone due to low biomass or it is currently inoperable.&lt;br /&gt;
&lt;br /&gt;
Storing dead bodies is very useful to prevent the body from rotting (which prevents revival and cloning).&lt;br /&gt;
&lt;br /&gt;
To use the Morgue, interact with a Storage Pod to open the tray, drag a body onto the tray, then interact with the Pod to close the tray. Typically you&#039;ll want only one body per Storage Pod.&lt;br /&gt;
&lt;br /&gt;
Here&#039;s a quick morgue color code.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: left;vertical-align: center;&amp;quot;&lt;br /&gt;
! Sprite !! Meaning&lt;br /&gt;
|-&lt;br /&gt;
| [[File:MorgueEmpty.png]]&lt;br /&gt;
| There is nothing inside the tray.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:MorgueBodySoulless.png]]&lt;br /&gt;
| There is a body but the player isn&#039;t in the body. The state of the spirit is unknown as the player could be waiting around the body or left already. You need to pull out the body and check it manually.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:MorgueBody.png]]&lt;br /&gt;
| The body has a spirit inside of it, and is revive-able. It will be beeping too.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:MorgueObject.png]]&lt;br /&gt;
| There is something inside the tray, but it&#039;s not a body.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Biomass Reclaimer&#039;&#039;&#039;&amp;lt;/big&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:BiomassReclaimer.png|64px]]&lt;br /&gt;
&lt;br /&gt;
Every morgue comes with a very important piece of equipment, the Biomass Reclaimer. It is fairly straightforward, put a dead body in it, it grinds them into biomass. Be careful not to grind down clone-able body if you are not an [[Antagonist]] as it could get you in trouble [[Roleplay#In_Character|IC]] and [[Roleplay#Out_of_Character|OOC]].&lt;br /&gt;
&lt;br /&gt;
If you attempt to drag a living creature into the Biomass Reclaimer, it may throw the creature across the room.&lt;br /&gt;
&lt;br /&gt;
The amount of Biomass generated depends on the type of creature.&lt;br /&gt;
&lt;br /&gt;
If you get low on Biomass, contact Salvage and/or Cargo and ask for their help.&lt;br /&gt;
&lt;br /&gt;
== Crew Monitoring Console ==&lt;br /&gt;
A Crew Monitoring Console usually can be found in the public area of the Medbay or inside the CMO&#039;s office. It also comes in a handheld version distributed to the [[Chief_Medical_Officer|Chief Medical Officer]] and the [[Paramedic|Paramedics]].&lt;br /&gt;
&lt;br /&gt;
It can be used to find other crewmembers, provided they have suit sensors enabled. The four settings on suit sensors are:&lt;br /&gt;
* Off - The person doesn&#039;t show up in the console.&lt;br /&gt;
* Binary - The person shows up as either ALIVE or DEAD.&lt;br /&gt;
* Vitals - The person will show up with their current health condition.&lt;br /&gt;
* Coordinates - The person can be found on the interactive station map.&lt;br /&gt;
&lt;br /&gt;
If someone has their Coordinates on, they can be easily found and retrived by [[Paramedic|Paramedics]]. If someone dies without coords on, there&#039;s little you can do usually. It&#039;s recommended for all crew to have their suit sensors on.&lt;br /&gt;
&lt;br /&gt;
== Medical Reference for Chemistry ==&lt;br /&gt;
WIP: Needs updating&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Common chemicals&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;[[Chemistry#Inaprovaline|Inaprovaline]]&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Beaker.png|32px]][[Chemistry#Oxygen|Oxygen]] [[File:Beaker.png|32px]][[Chemistry#Sugar|Sugar]] [[File:Beaker.png|32px]][[Chemistry#Carbon|Carbon]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;[[Chemistry#Dylovene|Dylovene]]&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Beaker.png|32px]][[Chemistry#chem_Potassium|Potassium]] [[File:Beaker.png|32px]][[Chemistry#chem_Silicon|Silicon]] [[File:Beaker.png|32px]][[Chemistry#chem_Nitrogen|Nitrogen]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;[[Chemistry#chem_Kelotane|Kelotane]]&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Beaker.png|32px]][[Chemistry#chem_Silicon|Silicon]] [[File:Beaker.png|32px]][[Chemistry#chem_Carbon|Carbon]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;[[Chemistry#chem_Dexalin|Dexalin]]&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Beaker.png|32px]][[Chemistry#chem_Oxygen|Oxygen]] [[File:Beaker.png|32px]][[Chemistry#chem_Plasma|Plasma]] (It needs to be grinded))&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;[[Chemistry#chem_Hyronalin|Hyronalin]]&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Beaker.png|32px]][[Chemistry#chem_Dylovene|Dylovene]]&amp;lt;sup&amp;gt;([[File:Beaker.png|16px]][[Chemistry#chem_Potassium|Potassium]] [[File:Beaker.png|16px]][[Chemistry#chem_Silicon|Silicon]] [[File:Beaker.png|16px]][[Chemistry#chem_Nitrogen|Nitrogen]])&amp;lt;/sup&amp;gt; [[File:Beaker.png|32px]][[Chemistry#chem_Radium|Radium]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;[[Chemistry#chem_Phenol|Phenol]]&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Beaker.png|32px]][[Chemistry#chem_Water|Water]] [[File:Beaker.png|32px]][[Chemistry#chem_Oil|Oil]] [[File:Beaker.png|32px]][[Chemistry#chem_Chlorine|Chlorine]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;[[Chemistry#chem_Diethylamine|Diethylamine]]&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Beaker.png|32px]][[Chemistry#chem_Ethanol|Ethanol]] [[File:Beaker.png|32px]][[Chemistry#chem_Ammonia|Ammonia]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;[[Chemistry#chem_UnstableMutagen|Unstable Mutagen]]&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Beaker.png|32px]][[Chemistry#chem_Chlorine|Chlorine]] [[File:Beaker.png|32px]][[Chemistry#chem_Phosphorus|Phosphorus]] [[File:Beaker.png|32px]][[Chemistry#chem_Radium|Radium]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;[[Chemistry#chem_SulfuricAcid|Sulfuric Acid]]&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Beaker.png|32px]][[Chemistry#chem_Hydrogen|Hydrogen]] [[File:Beaker.png|32px]][[Chemistry#chem_Sulfur|Sulfur]] [[File:Beaker.png|32px]][[Chemistry#chem_Oxygen|Oxygen]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Damage !! Treatment&lt;br /&gt;
|-&lt;br /&gt;
| Brute ||&lt;br /&gt;
&#039;&#039;&#039;Bruise pack&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;[[Chemistry#chem_Bicaridine|Bicaridine]]&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Beaker.png|32px]][[Chemistry#chem_Carbon|Carbon]] [[File:Beaker.png|32px]][[Chemistry#chem_Inaprovaline|Inaprovaline]]&amp;lt;sup&amp;gt;([[File:Beaker.png|16px]][[Chemistry#chem_Oxygen|Oxygen]] [[File:Beaker.png|16px]][[Chemistry#chem_Sugar|Sugar]] [[File:Beaker.png|16px]][[Chemistry#chem_Carbon|Carbon]])&amp;lt;/sup&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;[[Chemistry#chem_Tricordrazine|Tricordrazine]]&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Beaker.png|32px]][[Chemistry#chem_Dylovene|Dylovene]]&amp;lt;sup&amp;gt;([[File:Beaker.png|16px]][[Chemistry#chem_Potassium|Potassium]] [[File:Beaker.png|16px]][[Chemistry#chem_Silicon|Silicon]] [[File:Beaker.png|16px]][[Chemistry#chem_Nitrogen|Nitrogen]])&amp;lt;/sup&amp;gt; [[File:Beaker.png|32px]][[Chemistry#chem_Inaprovaline|Inaprovaline]]&amp;lt;sup&amp;gt;([[File:Beaker.png|16px]][[Chemistry#chem_Oxygen|Oxygen]] [[File:Beaker.png|16px]][[Chemistry#chem_Sugar|Sugar]] [[File:Beaker.png|16px]][[Chemistry#chem_Carbon|Carbon]])&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Caustic || &lt;br /&gt;
&#039;&#039;&#039;[[Chemistry#chem_Siderlac|Siderlac]]&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Beaker.png|32px]][[Chemistry#chem_Stellibinin|Stellibinin]] [[File:Beaker.png|32px]][[Chemistry#chem_Aloe|Aloe]]&lt;br /&gt;
|-&lt;br /&gt;
| Burn ||&lt;br /&gt;
&#039;&#039;&#039;Ointment&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;[[Chemistry#chem_Kelotane|Kelotane]]&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Beaker.png|32px]][[Chemistry#chem_Silicon|Silicon]] [[File:Beaker.png|32px]][[Chemistry#chem_Carbon|Carbon]]&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;[[Chemistry#chem_Dermaline|Dermaline]]&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Beaker.png|32px]][[Chemistry#chem_Kelotane|Kelotane]]&amp;lt;sup&amp;gt;([[File:Beaker.png|16px]][[Chemistry#chem_Silicon|Silicon]] [[File:Beaker.png|16px]][[Chemistry#chem_Carbon|Carbon]])&amp;lt;/sup&amp;gt; [[File:Beaker.png|32px]][[Chemistry#chem_Oxygen|Oxygen]] [[File:Beaker.png|32px]][[Chemistry#chem_Phosphorus|Phosphorus]]&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;[[Chemistry#chem_Tricordrazine|Tricordrazine]]&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Beaker.png|32px]][[Chemistry#chem_Dylovene|Dylovene]]&amp;lt;sup&amp;gt;([[File:Beaker.png|16px]][[Chemistry#chem_Potassium|Potassium]] [[File:Beaker.png|16px]][[Chemistry#chem_Silicon|Silicon]] [[File:Beaker.png|16px]][[Chemistry#chem_Nitrogen|Nitrogen]])&amp;lt;/sup&amp;gt; [[File:Beaker.png|32px]][[Chemistry#chem_Inaprovaline|Inaprovaline]]&amp;lt;sup&amp;gt;([[File:Beaker.png|16px]][[Chemistry#chem_Oxygen|Oxygen]] [[File:Beaker.png|16px]][[Chemistry#chem_Sugar|Sugar]] [[File:Beaker.png|16px]][[Chemistry#chem_Carbon|Carbon]])&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Airloss ||&lt;br /&gt;
&#039;&#039;&#039;[[Chemistry#chem_Dexalin|Dexalin]]&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Beaker.png|32px]][[Chemistry#chem_Oxygen|Oxygen]] [[File:Beaker.png|32px]][[Chemistry#chem_Plasma|Plasma]]&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;[[Chemistry#chem_DexalinPlus|Dexalin plus]]&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Beaker.png|32px]][[Chemistry#chem_Dexalin|Dexalin]]&amp;lt;sup&amp;gt;([[File:Beaker.png|16px]][[Chemistry#chem_Oxygen|Oxygen]] [[File:Beaker.png|16px]][[Chemistry#chem_Plasma|Plasma]])&amp;lt;/sup&amp;gt; [[File:Beaker.png|32px]][[Chemistry#chem_Iron|Iron]] [[File:Beaker.png|32px]][[Chemistry#chem_Carbon|Carbon]]&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;[[Chemistry#chem_Epinephrine|Epinephrine]]&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Beaker.png|32px]][[Chemistry#chem_Oxygen|Oxygen]] [[File:Beaker.png|32px]][[Chemistry#chem_Diethylamine|Diethylamine]]&amp;lt;sup&amp;gt;([[File:Beaker.png|16px]][[Chemistry#chem_Ethanol|Ethanol]] [[File:Beaker.png|16px]][[Chemistry#chem_Ammonia|Ammonia]])&amp;lt;/sup&amp;gt; [[File:Beaker.png|32px]][[Chemistry#chem_Hydrogen|Hydrogen]] [[File:Beaker.png|32px]][[Chemistry#chem_Acetone|Acetone]] [[File:Beaker.png|32px]][[Chemistry#chem_Phenol|Phenol]]&amp;lt;sup&amp;gt;([[File:Beaker.png|16px]][[Chemistry#chem_Water|Water]] [[File:Beaker.png|16px]][[Chemistry#chem_Oil|Oil]] [[File:Beaker.png|16px]][[Chemistry#chem_Chlorine|Chlorine]])&amp;lt;/sup&amp;gt; [[File:Beaker.png|32px]][[Chemistry#chem_Chlorine|Chlorine]]&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;[[Chemistry#chem_Inaprovaline|Inaprovaline]]&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Beaker.png|32px]][[Chemistry#chem_Oxygen|Oxygen]] [[File:Beaker.png|32px]][[Chemistry#chem_Sugar|Sugar]] [[File:Beaker.png|32px]][[Chemistry#chem_Carbon|Carbon]]&lt;br /&gt;
|-&lt;br /&gt;
| Toxin ||&lt;br /&gt;
&#039;&#039;&#039;[[Chemistry#chem_Dylovene|Dylovene]]&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Beaker.png|32px]][[Chemistry#chem_Potassium|Potassium]] [[File:Beaker.png|32px]][[Chemistry#chem_Silicon|Silicon]] [[File:Beaker.png|32px]][[Chemistry#chem_Nitrogen|Nitrogen]]&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;[[Chemistry#chem_Ultravasculine|Ultravasculine]]&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Beaker.png|32px]][[Chemistry#chem_Plasma|Plasma]] [[File:Beaker.png|32px]][[Chemistry#chem_Histamine|Histamine]]&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;[[Chemistry#chem_Arithrazine|Arithrazine]]&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Beaker.png|32px]][[Chemistry#chem_Hyronalin|Hyronalin]]&amp;lt;sup&amp;gt;([[File:Beaker.png|16px]][[Chemistry#chem_Dylovene|Dylovene]]&amp;lt;sup&amp;gt;([[File:Beaker.png|8px]][[Chemistry#chem_Potassium|Potassium]] [[File:Beaker.png|8px]][[Chemistry#chem_Silicon|Silicon]] [[File:Beaker.png|8px]][[Chemistry#chem_Nitrogen|Nitrogen]])&amp;lt;/sup&amp;gt; [[File:Beaker.png|16px]][[Chemistry#chem_Radium|Radium]])&amp;lt;/sup&amp;gt; [[File:Beaker.png|32px]][[Chemistry#chem_Hydrogen|Hydrogen]]&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;[[Chemistry#chem_Hyronalin|Hyronalin]]&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Beaker.png|32px]][[Chemistry#chem_Dylovene|Dylovene]]&amp;lt;sup&amp;gt;([[File:Beaker.png|16px]][[Chemistry#chem_Potassium|Potassium]] [[File:Beaker.png|16px]][[Chemistry#chem_Silicon|Silicon]] [[File:Beaker.png|16px]][[Chemistry#chem_Nitrogen|Nitrogen]])&amp;lt;/sup&amp;gt; [[File:Beaker.png|32px]][[Chemistry#chem_Radium|Radium]]&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;[[Chemistry#chem_Stellibinin|Stellibinin]]&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;[[Chemistry#chem_Diphenhydramine|Diphenhydramine]]&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Genetic ||&lt;br /&gt;
&#039;&#039;&#039;[[Chemistry#chem_Phalanximine|Phalanximine]]&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Beaker.png|32px]][[Chemistry#chem_UnstableMutagen|Unstable Mutagen]]&amp;lt;sup&amp;gt;([[File:Beaker.png|16px]][[Chemistry#chem_Chlorine|Chlorine]] [[File:Beaker.png|16px]][[Chemistry#chem_Phosphorus|Phosphorus]] [[File:Beaker.png|16px]][[Chemistry#chem_Radium|Radium]])&amp;lt;/sup&amp;gt; [[File:Beaker.png|32px]][[Chemistry#chem_Hyronalin|Hyronalin]]&amp;lt;sup&amp;gt;([[File:Beaker.png|16px]][[Chemistry#chem_Dylovene|Dylovene]]&amp;lt;sup&amp;gt;([[File:Beaker.png|8px]][[Chemistry#chem_Potassium|Potassium]] [[File:Beaker.png|8px]][[Chemistry#chem_Silicon|Silicon]] [[File:Beaker.png|8px]][[Chemistry#chem_Nitrogen|Nitrogen]])&amp;lt;/sup&amp;gt; [[File:Beaker.png|16px]][[Chemistry#chem_Radium|Radium]])&amp;lt;/sup&amp;gt; [[File:Beaker.png|32px]][[Chemistry#chem_Ethanol|Ethanol]]&lt;br /&gt;
&amp;lt;!-- add more --&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Bleeding ||&lt;br /&gt;
&#039;&#039;&#039;[[Chemistry#chem_Pulped Banana Peel|Pulped Banana Peel]]&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;[[Chemistry#chem_Inaprovaline|Inaprovaline]]&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Beaker.png|32px]][[Chemistry#chem_Oxygen|Oxygen]] [[File:Beaker.png|32px]][[Chemistry#chem_Sugar|Sugar]] [[File:Beaker.png|32px]][[Chemistry#chem_Carbon|Carbon]]&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;[[Chemistry#chem_Tranexamic acid|Tranexamic acid]]&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Beaker.png|32px]][[Chemistry#chem_SulfuricAcid|Sulfuric Acid]]&amp;lt;sup&amp;gt;([[File:Beaker.png|16px]][[Chemistry#chem_Hydrogen|Hydrogen]] [[File:Beaker.png|16px]][[Chemistry#chem_Sulfur|Sulfur]] [[File:Beaker.png|16px]][[Chemistry#chem_Oxygen|Oxygen]])&amp;lt;/sup&amp;gt; [[File:Beaker.png|32px]][[Chemistry#chem_Sugar|Sugar]] [[File:Beaker.png|32px]][[Chemistry#chem_Inaprovaline|Inaprovaline]]&amp;lt;sup&amp;gt;([[File:Beaker.png|16px]][[Chemistry#chem_Oxygen|Oxygen]] [[File:Beaker.png|16px]][[Chemistry#chem_Sugar|Sugar]] [[File:Beaker.png|16px]][[Chemistry#chem_Carbon|Carbon]])&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Disease ||&lt;br /&gt;
&#039;&#039;&#039;[[Chemistry#chem_Spaceacillin|Spaceacillin]]&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Beaker.png|32px]][[Chemistry#chem_Cryptobiolin|Cryptobiolin]]&amp;lt;sup&amp;gt;([[File:Beaker.png|16px]][[Chemistry#chem_Oxygen|Oxygen]] [[File:Beaker.png|16px]][[Chemistry#chem_Sugar|Sugar]] [[File:Beaker.png|16px]][[Chemistry#chem_Potassium|Potassium]])&amp;lt;/sup&amp;gt; &amp;lt;br&amp;gt;[[File:Beaker.png|32px]][[Chemistry#chem_Inaprovaline|Inaprovaline]]&amp;lt;sup&amp;gt;([[File:Beaker.png|16px]][[Chemistry#chem_Oxygen|Oxygen]] [[File:Beaker.png|16px]][[Chemistry#chem_Sugar|Sugar]] [[File:Beaker.png|16px]][[Chemistry#chem_Carbon|Carbon]])&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Zombification ||&lt;br /&gt;
&#039;&#039;&#039;[[Chemistry#chem_Romerol|Romerol]]&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:Beaker.png|48px]][[Chemistry#chem_Tricordrazine|Tricordrazine]]&amp;lt;sup&amp;gt;([[File:Beaker.png|32px]][[Chemistry#chem_Dylovene|Dylovene]]&amp;lt;sup&amp;gt;([[File:Beaker.png|16px]][[Chemistry#chem_Potassium|Potassium]] [[File:Beaker.png|16px]][[Chemistry#chem_Silicon|Silicon]] [[File:Beaker.png|16px]][[Chemistry#chem_Nitrogen|Nitrogen]])&amp;lt;/sup&amp;gt; [[File:Beaker.png|32px]][[Chemistry#chem_Inaprovaline|Inaprovaline]]&amp;lt;sup&amp;gt;([[File:Beaker.png|16px]][[Chemistry#chem_Oxygen|Oxygen]] [[File:Beaker.png|16px]][[Chemistry#chem_Sugar|Sugar]] [[File:Beaker.png|16px]][[Chemistry#chem_Carbon|Carbon]])&amp;lt;/sup&amp;gt;&lt;br /&gt;
)&amp;lt;/sup&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:Beaker.png|48px]][[Chemistry#chem_Phalanximine|Phalanximine]]&amp;lt;sup&amp;gt;([[File:Beaker.png|32px]][[Chemistry#chem_UnstableMutagen|Unstable Mutagen]]&amp;lt;sup&amp;gt;([[File:Beaker.png|16px]][[Chemistry#chem_Chlorine|Chlorine]] [[File:Beaker.png|16px]][[Chemistry#chem_Phosphorus|Phosphorus]] [[File:Beaker.png|16px]][[Chemistry#chem_Radium|Radium]])&amp;lt;/sup&amp;gt; [[File:Beaker.png|32px]][[Chemistry#chem_Hyronalin|Hyronalin]]&amp;lt;sup&amp;gt;([[File:Beaker.png|16px]][[Chemistry#chem_Dylovene|Dylovene]]&amp;lt;sup&amp;gt;([[File:Beaker.png|8px]][[Chemistry#chem_Potassium|Potassium]] [[File:Beaker.png|8px]][[Chemistry#chem_Silicon|Silicon]] [[File:Beaker.png|8px]][[Chemistry#chem_Nitrogen|Nitrogen]])&amp;lt;/sup&amp;gt; [[File:Beaker.png|16px]][[Chemistry#chem_Radium|Radium]])&amp;lt;/sup&amp;gt; [[File:Beaker.png|32px]][[Chemistry#chem_Ethanol|Ethanol]])&amp;lt;/sup&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== How to Deal with a Pandemic ==&lt;br /&gt;
Refer to [[Virology]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Guides Menu}}&lt;/div&gt;</summary>
		<author><name>MilonPL</name></author>
	</entry>
	<entry>
		<id>https://wiki.deltav.gay/index.php?title=Medical&amp;diff=2887</id>
		<title>Medical</title>
		<link rel="alternate" type="text/html" href="https://wiki.deltav.gay/index.php?title=Medical&amp;diff=2887"/>
		<updated>2024-01-22T14:54:09Z</updated>

		<summary type="html">&lt;p&gt;MilonPL: minor spelling mistakes&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Starting your shift ==&lt;br /&gt;
Medbay often starts out calm, but you&#039;d best prepare for the storm that&#039;s about to come. You&#039;ll either get blown up by some syndicate agent wanting the hypospray or you&#039;ll get so inundated with bodies and people screaming in your ear for you to treat them faster that you&#039;ll blow medbay up yourself.&lt;br /&gt;
&lt;br /&gt;
Coordinate with the [[Chemist|Chemists]]. Give them a list of drugs you&#039;ll need to treat your patients. Try to have a variety of meds on deck, and don&#039;t just keep a stockpile of [[Chemistry#Tricordrazine|Tricordrazine]] for everyone that comes your way.&lt;br /&gt;
&lt;br /&gt;
It&#039;s optional but bringing a Body Scanner or [[Medical_Doctor#Tools|health analyzer]] out to the front of medbay for patients to come and scan their DNA without pestering you can be beneficial. &lt;br /&gt;
&lt;br /&gt;
If there is no Crew Monitor Computer out in medical&#039;s public area, ask the [[Chief_Medical_Officer|CMO]] to bring it out from their office. When you have the time, you can check the Crew Monitor for anyone dead or dying. If they have their suit sensors set to display coordinates a [[Paramedic]] may use those to potentially locate their body for cloning purposes or biomass. A GPS and Handheld Crew Monitor devices can help you locate dead bodies.&lt;br /&gt;
&lt;br /&gt;
== Types Of Damage ==&lt;br /&gt;
In SS14, damage is a value representing how much injuries a character has suffered. It can be checked using a [[Medical_Doctor#Tools|health analyzer]] or your PDA. If it&#039;s 0, it means there are no wounds or injuries. There are 5 categories of damage: {{DMG|Brute}}, {{DMG|Burn}}, {{DMG|Airloss}}, {{DMG|Toxin}} and {{DMG|Genetic}}. Each of them has a different treatment, although some chemicals, like [[Chemistry#Tricordrazine|Tricordrazine]], can treat multiple types of damage. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Damage !! Treatment&lt;br /&gt;
|-&lt;br /&gt;
| Brute || Bruise pack, [[Chemistry#Bicaridine|Bicaridine]], [[Chemistry#Tricordrazine|Tricordrazine]], [[Hydroponics#Chemicals|Poppy]]&lt;br /&gt;
|-&lt;br /&gt;
| Caustic || [[Chemistry#Siderlac|Siderlac]]&lt;br /&gt;
|-&lt;br /&gt;
| Burn || Ointment, [[Chemistry#Dermaline|Dermaline]], [[Chemistry#Kelotane|Kelotane]], [[Chemistry#Tricordrazine|Tricordrazine]], [[Hydroponics#Chemicals|Aloe vera]]&lt;br /&gt;
|-&lt;br /&gt;
| Airloss || Defibrillator, [[Chemistry#Dexalin|Dexalin]], [[Chemistry#Dexalin_plus|Dexalin Plus]], [[Chemistry#Epinephrine|Epinephrine]], [[Chemistry#Inaprovaline|Inaprovaline]]&lt;br /&gt;
|-&lt;br /&gt;
| Toxin || [[Chemistry#Dylovene|Dylovene]], [[Chemistry#Ultravasculine|Ultravasculine]], [[Chemistry#Arithrazine|Arithrazine]], [[Chemistry#Hyronalin|Hyronalin]], [[Chemistry#Stellibinin|Stellibinin]], [[Chemistry#Diphenhydramine|Diphenhydramine]], [[Hydroponics#Chemicals|Galaxy thistle]]&lt;br /&gt;
|-&lt;br /&gt;
| Genetic || [[Chemistry#Phalanximine|Phalanximine]], [[Chemistry#Doxarubixadone|Doxarubixadone (Cryo)]]&lt;br /&gt;
|-&lt;br /&gt;
| Bleeding || Bandages, [[Chemistry#Pulped_banana_peel|Pulped Banana Peel]], [[Chemistry#Inaprovaline|Inaprovaline]], [[Chemistry#Tranexamic_acid|Tranexamic acid]], [[Chemistry#Iron|Iron]], Blood packs, Cloth&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Brute Damage ===&lt;br /&gt;
There are three types of Brute damage: {{DMG|Blunt}}, {{DMG|Slash}}, {{DMG|Piercing}}. All types of Brute damage can be used using [[Chemistry#Bicaridine|Bicaridine]], which heals 4 {{DMG|Brute}} per unit. The overdose amount is 15u. You can also use advanced chemicals to treat only one kind of Brute damage at once, but more effectively. It&#039;s especially useful when a patient comes in with only one type of damage. These chemicals are: &lt;br /&gt;
* [[Chemistry#Bruizine|Bruizine]] - Healing {{DMG|Blunt|+|7}} wih max dose of 10.5u.&lt;br /&gt;
* [[Chemistry#Lacerinol|Lacerinol]] - Healing {{DMG|Slash|+|6}} with max dose of 12u.&lt;br /&gt;
* [[Chemistry#Puncturase|Puncturase]]- Healing {{DMG|Piercing|+|8}} but dealing {{DMG|Blunt|-|0.2}} with max dose of 11u.&lt;br /&gt;
&lt;br /&gt;
When a patient is presenting with less than 25 damage, you might want to use [[Medical_Doctor#Tools|Bruise Packs]] or [[Medical_Doctor#Tools|Medicated Sutures]] to heal them. You can find these inside of your toolbelt or First Aid Kits. &lt;br /&gt;
&lt;br /&gt;
=== Burn Damage ===&lt;br /&gt;
There are four typoes of Burn damage: {{DMG|Heat}}, {{DMG|Shock}}, {{DMG|Cold}} and {{DMG|Caustic}}. All of them except {{DMG|Caustic}} can be healed using [[Chemistry#Dermaline|Dermaline]], which heals {{DMG|Heat|+|3}}, {{DMG|Shock|+|3}}, {{DMG|Cold|+|3}} and has a max dose of 10u. It&#039;s what you&#039;re most likely to find inside the medbay. The advanced chemicals for this kind of damage, are:&lt;br /&gt;
* [[Chemistry#Leporazine|Leporazine]] - Healing {{DMG|Cold|+|8}}.&lt;br /&gt;
* [[Chemistry#Siderlac|Siderlac]] - Healing {{DMG|Caustic|+|10}}&lt;br /&gt;
&lt;br /&gt;
Again, when a patient is presenting with less than 25 Burn damage, you can use [[Medical_Doctor#Tools|Ointments]] or [[Medical_Doctor#Tools|Regenerative Meshes]] to heal them.&lt;br /&gt;
&lt;br /&gt;
=== Airloss Damage ===&lt;br /&gt;
Before reading anything else: if someone is on the ground gasping, you should first use an emergency medipen on them if no one else already has yet, and then move them to a stasis bed if there are any available. This will give you time to prepare a more specific treatment. Next check that their internals are off (if theres air in medbay) or on (if theres no air in medbay). You do this by their right click menu.&lt;br /&gt;
&lt;br /&gt;
When it comes to Asphyxiation, [[Chemistry#Epinephrine|Epinephrine]], [[Chemistry#Inaprovaline|Inaprovaline]], [[Chemistry#Dexalin|Dexalin]] and [[Chemistry#Dexalin_plus|Dexalin Plus]] are all effective at treating it, but your best friend and go-to chemical will be Dexalin Plus, which - unlike Inaprovaline and Epinephrine - heals both {{DMG|Bloodloss|+|4}} and {{DMG|Asphyxiation|+|6}}.&lt;br /&gt;
&lt;br /&gt;
Another kind of Airloss damage is {{DMG|Bloodloss}}. Everyone has a volume of blood inside them. When you take damage, slash and pierce most importantly, you will lose blood. You may also start noticeably bleeding, which continually drains your blood. If your blood level falls below a certain threshold, you will begin taking bloodloss damage and you will continue to do so until your blood levels return to normal. When you lose enough blood, you will start seeing double.&lt;br /&gt;
&lt;br /&gt;
If someone is bleeding heavily there are 3 things to do:&lt;br /&gt;
* Stop the bleeding&lt;br /&gt;
* Restore blood levels &lt;br /&gt;
* Cure bloodloss damage &lt;br /&gt;
&lt;br /&gt;
To stop bleeding (to stop blood levels from dropping continuously), you should use gauze or [[Chemistry#Tranexamic_acid|Tranexamic acid]]. [[Chemistry#Inaprovaline|Inaprovaline]] and [[Chemistry#Pulped_banana_peel|Pulped banana peel]] also reduce bleeding but [[Chemistry#Tranexamic_acid|Tranexamic acid]] is 3 times more powerful than pulped banana peel and 6 times more powerful than Inaprovaline.  It should be noted that emergency medipens contain a small amount of [[Chemistry#Tranexamic_acid|Tranexamic acid]] (3u). Note that if you Examine a patient and it says they are covered in Lacerations, that means they are bleeding.&lt;br /&gt;
&lt;br /&gt;
If you have only a few patients with intense bleeding, move them to a stasis bed first to give you time to prepare a treatment.&lt;br /&gt;
&lt;br /&gt;
To restore blood level (stop double vision and stop continuous bloodloss damage), you need to administer [[Chemistry#Iron|Iron]], [[Chemistry#Saline|Saline]] or use Blood packs which restores 15units of blood per use.  Patients will recover blood levels on their own once their bleeding has stopped, however the rate at which they do so is abysmally low. You can view the patient&#039;s blood level in the top part of your Health Analyzer interface. It&#039;s showed there as precentage.&lt;br /&gt;
&lt;br /&gt;
Your patient may have enough bloodloss damage at any point in treatment to warrant curing the damage. To do so, you will want to apply [[Chemistry#Dexalin_plus|Dexalin plus]] or [[Chemistry#Dexalin|Dexalin]] to cure the bloodloss damage. Patients who are no longer low on blood will slowly recover from bloodloss damage on their own without medication. &lt;br /&gt;
&lt;br /&gt;
Do not simply cure the patient of their bloodloss damage and send them on their way. They may appear to be cured on your health analyzer, but if their bleeding has not been stopped and their blood levels restored to normal, they will be back in med bay to be treated again soon.&lt;br /&gt;
&lt;br /&gt;
=== Toxin Damage ===&lt;br /&gt;
There are two types of Toxin damage, both treated with different medications.&lt;br /&gt;
&lt;br /&gt;
The one you&#039;ll come across the most is {{DMG|Poison}} damage. Seriously, you&#039;d be surprised by how many people present with alcohol poisoning every shift. Your best option to heal {{DMG|Poison}} is [[Chemistry#Dylovene|Dylovene]]. It heals {{DMG|Poison|+|2}} per unit with a max dose of 20u. &lt;br /&gt;
&lt;br /&gt;
The next kind of Toxin is {{DMG|Radiation}} damage. You will most likely see [[Salvage_Technician|Salvage Technicians]] presenting with this kind of damage. It can be treated with [[Chemistry#Arithrazine|Arithrazine]], which heals {{DMG|Radiation|+|6}} per unit. You need to watch out, because it also deals {{DMG|Brute|-|1}}. You can usually solve this issue with [[Medical_Doctor#Tools|Bruise Pack]] or [[Chemistry#Bicaridine|Bicaridine]].&lt;br /&gt;
&lt;br /&gt;
=== Vision ===&lt;br /&gt;
A loss of eye sight will not appear on the Health Analyzer. If a user has been using a Welding Torch without a Welding Mask, they may be unable to see very far. You can treat it using [[Chemistry#Oculine|Oculine]]&lt;br /&gt;
&lt;br /&gt;
=== Jittering ===&lt;br /&gt;
A patient may be jittering (shaking) due to an overdose. A bed rest or simply time can help here. To rapidly flush jittering, you can administer a dose of [[Chemistry#Diphenhydramine|Diphenhydramine]].&lt;br /&gt;
&lt;br /&gt;
=== Allergic Reaction ===&lt;br /&gt;
An allergic reaction (e.g. to bees) can cause a build up of [[Chemistry#Histamine|Histamine]]. A dose of [[Chemistry#Diphenhydramine|Diphenhydramine]] or [[Chemistry#Ultravasculine|Ultravasculine]] can help flush it.&lt;br /&gt;
&lt;br /&gt;
=== Hallucinations ===&lt;br /&gt;
A patient may see swirly illusions after taking a hallucinogenic such as Space Drugs. A bed rest or simply time can help here. 1u of [[Chemistry#Synaptizine|Synaptizine]] can assist here (via a Dropper). More than 1u can be lethal.&lt;br /&gt;
&lt;br /&gt;
=== Ethanol Poisoning === &lt;br /&gt;
A patient may feel the effects of ingesting too much alcohol. A bed rest or simply time can help here. [[Chemistry#Ethylredoxrazine|Ethylredoxrazine]] can also be used to treat the effeects.&lt;br /&gt;
&lt;br /&gt;
== Cryogenics ==&lt;br /&gt;
&#039;&#039;Main article: [[Cryogenic_Pods|Cryogenic Pods]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Cryogenic Pods, also called cryo pods or cryopods, are a special type of medical machinery used in conjuction with specific chemical solutions. The machine itself can be thought of a simple gas chamber a patient can be placed in, with specific protection to prevent cold gases from damaging patients. It also offers a slot for a beaker or similar, to automatically inject the patient with a solution, slowly over the course of time. Cryo pods need a properly built atmospherics setup to work.&lt;br /&gt;
&amp;lt;div style=&amp;quot;display: flex; flex-flow: row wrap; justify-content: center; gap: 0.5em&amp;quot;&amp;gt;&lt;br /&gt;
{{Chembox|prototype=Cryoxadone}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Common Chemicals ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;display: flex; flex-flow: row wrap; justify-content: center; gap: 0.5em&amp;quot;&amp;gt;&lt;br /&gt;
{{Chembox|prototype=DexalinPlus}}&lt;br /&gt;
{{Chembox|prototype=Epinephrine}}&lt;br /&gt;
{{Chembox|prototype=Dermaline}}&lt;br /&gt;
{{Chembox|prototype=Bicaridine}}&lt;br /&gt;
{{Chembox|prototype=Tricordrazine}}&lt;br /&gt;
{{Chembox|prototype=Arithrazine}}&lt;br /&gt;
{{Chembox|prototype=Dylovene}}&lt;br /&gt;
{{Chembox|prototype=Inaprovaline}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Administering Medication ==&lt;br /&gt;
There are multiple ways to administer medicine to the patients.&lt;br /&gt;
* Liquid + Syringe - This is the most common way of giving chemicals to patients. You can find labeled jugs with medicine usually near the beds area of the Medbay. Each one holds 200u of liquid. You can use a syringe to draw or inject chemicals. By right clicking a syringe, you can change the amount of liquid you want to transfer - 5u, 10u or 15u. By left clicking it in your hand or clicking Z, you can change the mode between Drawing and Injecting.&lt;br /&gt;
* Liquid + Interact - A doctor can hold a container of liquid (e.g. a beaker, jug, can, bottle) and interact with a patient to force them to sip 5u of the liquid. Force feeding is slower than if the patient drinks the liquid themselves. Liquids cannot be ingested by some species (such as Moth). Drinking requires the face to be uncovered (except for certain masks like the clown mask). A doctor can Strip off a Helmet and Breathe Mask in order to achieve this. Drinking does nothing on dead bodies except if it is ingested right before the Defibrillator.&lt;br /&gt;
* Pill - A [[Chemist]] can create pills and some Medpacks also have pills therein. Pills will often be labelled with the chemical and amount of units. Unfortunately pills can also be mislabelled. Mislabelled pills can be grinded by a Grinder to revert to a liquid. Pills contain higher volumes of medication than a syringe. Pills cannot be ingested by some species (such as Moth). Pills require the face to be uncovered (except for certain masks like the clown mask). A doctor can Strip off a Helmet and Breathe Mask in order to achieve this. Pills do nothing on dead bodies except if they are ingested right before the Defibrillator.&lt;br /&gt;
* Apply a Pack - Some treatments can be applied topically to the body. This can be performed on dead bodies, moths and patients wearing a helmet. Examples of topical treatment are: Bruise Packs, Ointment, Gauze, Aloe Cream, etc.&lt;br /&gt;
&lt;br /&gt;
== Stabilizing Critical Patients ==&lt;br /&gt;
When a character suffers more than 100 damage, they will go into a Critical condition, indicated by the character passing out on the floor and starting to gasp for air. While crit, they won&#039;t be able to move, speak or interact with the world. They will also start gaining Asphyxiation. Once they reach 200 total damage, they will die, indicated by the text &amp;quot;... siezes up, his eyes dead and lifeless&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
Patients are often dragged in gasping for air in a Critical state. In the medbay, the go-to chemical for healing {{DMG|Airloss}} is [[Chemistry#Dexalin_plus|Dexalin Plus]], which heals both {{DMG|Bloodloss|+|6}} and {{DMG|Asphyxiation|+|6}}. While you&#039;re in field, the usual best option is to inject an emergency medipen into the patient to stabilize them, which has the effect of healing a bit of damage and {{DMG|Asphyxiation|+|6}}. Everyone starts with an emergency medipen inside their survival box, which contains 12u of [[Chemistry#Epinephrine|Epinephrine]] and 3u of [[Chemistry#Tranxemic_acid|Tranexamic Acid]]. Medical doctors also have one medipen on their medical belt. If you run out, there are also bottles of [[Chemistry#Epinephrine|Epinephrine]] inside the NanoMed. &lt;br /&gt;
&lt;br /&gt;
If you don&#039;t have [[Chemistry#Epinephrine|Epinephrine]] or [[Chemistry#Dexalin_plus|Dexalin Plus]] then [[Chemistry#Inaprovaline|Inaprovaline]] can also be useful, to a lesser degree. Once you administer a chemical to deal with the {{DMG|Airloss}}, you can move on to healing other types of damage. If you notice {{DMG|Asphyxiation}} going up again, you can give the patient another dose of preferably [[Chemistry#Dexalin_plus|Dexalin Plus]].&lt;br /&gt;
&lt;br /&gt;
Putting critical patients on a Stasis Bed will make them die 10 times slower, giving you more time to do other things. Remember that it also makes all chemicals metabolize slower, including medicine. Medical beds and roller also help a little. To do this, drag the patient onto an empty bed (do not Pull them onto the bed but instead left click them, drag and release them onto the bed).&lt;br /&gt;
&lt;br /&gt;
== Dead Body Analysis ==&lt;br /&gt;
If someone dies in your care or is brought to you as a corpse, you need to decide what action to take:&lt;br /&gt;
&lt;br /&gt;
First verify that the body has a soul. The best and simplest way to do this is {{key press|Shift}} + left click.&lt;br /&gt;
&lt;br /&gt;
[[File:BodyDead.png|thumb]]If you see text in red stating &amp;quot;They are dead.&amp;quot;, this means that this person is still viable for cloning or revival. If they get cloned, the old body will display the unclonable text shown below, and can be disposed of (after the person has gathered all their things off of it).&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
[[File:BodyDeadSSD.png|thumb]]&lt;br /&gt;
If instead you see text in yellow stating &amp;quot;Their soul lies dormant and may return soon.&amp;quot;, then this person is still cloneable but have left the server. You might want to keep them in the morgue until their soul returns or just clone them and hope for them to come back.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
[[File:BodyDeadIrrecoverable.png|thumb]]If instead you see text in purple stating &amp;quot;Their soul has departed and moved on. Any recovery is unlikely.&amp;quot;, then this person is gone. They&#039;ve either left the server, or they&#039;ve taken a ghost role, such as a drone or monkey, and thus forfeited the right to come back to their body. That or they&#039;ve just been cloned. Toss this body in the morgue.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Reviving ===&lt;br /&gt;
Dead people can be brought back using a Defibrillator, but only if they have less than 200 total damage (Not counting {{DMG|Asphyxiation}}) and they aren&#039;t rotting. You can use a Health Analyzer to check how much damage the body took before death. If the damage is excessive or non-curable with topical treatments, cloning may be the only option. Chemicals do not metabolize in the dead, but you can reduce the damage by using [[Medical_Doctor#Tools|Bruise Packs, Ointments, Sutures, Meshes, Gauzes and Bloodpacks]]. Once you get them below 200 damage, you can use a Defibrillator to bring them back to life. You can often find them free-standing or in a cabinet. It is batter-operated and must be turned on before you can use it. Each time the Defibrillator is used, its battery charge will go down. Eventually, you will need to recharge it. To do that, you need to first eject the battery cell and put it in a reacharger. It can be also found in Medical.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:auto&amp;quot;&lt;br /&gt;
|+ Dead Body Treatment&lt;br /&gt;
|-&lt;br /&gt;
! Symptoms !! Analysis !! Treatment Steps&lt;br /&gt;
|-&lt;br /&gt;
| 200+ Airloss || Revivable || Defibrillator &lt;br /&gt;
|-&lt;br /&gt;
| 100 Airloss and 100 Brute || Revivable || 2 Bruise packs followed by a Defibrillator followed by normal treatment (e.g. Bicaridine)&lt;br /&gt;
|-&lt;br /&gt;
| 200 Brute || Revivable || Brute packs until ~95 brute followed by a Defibrillator followed by normal treatment (e.g. Bicaridine)&lt;br /&gt;
|-&lt;br /&gt;
| 200 Burn || Revivable || Ointment or Aloe Cream until ~95 burn followed by a Defibrillator followed by normal treatment (e.g. Dermaaline)&lt;br /&gt;
|-&lt;br /&gt;
| 200 Poison or Radiation || Clone || Note that an advanced doctor may inject them with Anti-Toxin and then Defib and repeat this process but it will be a challenging revival. &lt;br /&gt;
|-&lt;br /&gt;
| 200+ Brute || Clone || Check Medical stockpiles of Bruise Packs before attempting revival. Cloning may be more viable.&lt;br /&gt;
|-&lt;br /&gt;
| 200+ Burn || Clone || Check Medical stockpiles of Ointment and Aloe Cream before attempting revival. Aloe Cream is a renewable resource from Botany. Cloning may be more viable if stockpiles are poor or Botany is non-responsive.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Cloning ===&lt;br /&gt;
To clone, first the cloning system needs to be set up. &lt;br /&gt;
&lt;br /&gt;
Make sure that the metempsychotic machine (or cloner) and medical scanner are linked to the Cloning Console via multitool. After that, ensure that there&#039;s enough biomass (from the Biomass Reclaimer). When you wish to clone them, place their body in the medical scanner and clone from the console.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Metempsychotic Machine&#039;&#039;&#039;&amp;lt;/big&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:MetempsychoticMachine.png|64px]]&lt;br /&gt;
&lt;br /&gt;
This is the machine every station starts with.&lt;br /&gt;
&lt;br /&gt;
This machine doesn&#039;t clone you but transfer your soul into a new body. It costs 30 biomass on the first transfer and there is a 100% chance for you to end up in an humanoid body (with a low chance of it being your own body. For every consecutive metempsychoses, the price goes up by 5 biomass and the chances of ending up in a humanoid body goes down by 25%. Upgrades can affect each.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Cloning Machine&#039;&#039;&#039;&amp;lt;/big&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:Cloner.png|64px]]&lt;br /&gt;
&lt;br /&gt;
The original cloner. It can be found in salvages wrecks.&lt;br /&gt;
&lt;br /&gt;
Larger species require more biomass to clone. You can inspect the body&#039;s damage before deciding whether to clone. Each point of genetic damage increases the chance cloning will fail by 1%.&lt;br /&gt;
&lt;br /&gt;
After cloning, be sure to process their old body in the reclaimer to get some biomass back. Make sure you&#039;ve given them an opportunity to get their things (as long as they didn&#039;t die of infectious disease.)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Medical Scanner&#039;&#039;&#039;&amp;lt;/big&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:MedicalScanner.png|64px]]&lt;br /&gt;
&lt;br /&gt;
The medical scanner is where you put clone-able bodies into before interacting with the body scanner to press the clone button.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Morgue ===&lt;br /&gt;
Meant for long-term storage of dead bodies. This is where you find a bunch of morgue storage pods where you can store dead people. &lt;br /&gt;
&lt;br /&gt;
It is recommended to only store people with souls in there if the cloning bay is overflowing, you can&#039;t clone due to low biomass or it is currently inoperable.&lt;br /&gt;
&lt;br /&gt;
Storing dead bodies is very useful to prevent the body from rotting (which prevents revival and cloning).&lt;br /&gt;
&lt;br /&gt;
To use the Morgue, interact with a Storage Pod to open the tray, drag a body onto the tray, then interact with the Pod to close the tray. Typically you&#039;ll want only one body per Storage Pod.&lt;br /&gt;
&lt;br /&gt;
Here&#039;s a quick morgue color code.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: left;vertical-align: center;&amp;quot;&lt;br /&gt;
! Sprite !! Meaning&lt;br /&gt;
|-&lt;br /&gt;
| [[File:MorgueEmpty.png]]&lt;br /&gt;
| There is nothing inside the tray.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:MorgueBodySoulless.png]]&lt;br /&gt;
| There is a body but the player isn&#039;t in the body. The state of the spirit is unknown as the player could be waiting around the body or left already. You need to pull out the body and check it manually.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:MorgueBody.png]]&lt;br /&gt;
| The body has a spirit inside of it, and is revive-able. It will be beeping too.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:MorgueObject.png]]&lt;br /&gt;
| There is something inside the tray, but it&#039;s not a body.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Biomass Reclaimer&#039;&#039;&#039;&amp;lt;/big&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:BiomassReclaimer.png|64px]]&lt;br /&gt;
&lt;br /&gt;
Every morgue comes with a very important piece of equipment, the Biomass Reclaimer. It is fairly straightforward, put a dead body in it, it grinds them into biomass. Be careful not to grind down clone-able body if you are not an [[Antagonist]] as it could get you in trouble [[Roleplay#In_Character|IC]] and [[Roleplay#Out_of_Character|OOC]].&lt;br /&gt;
&lt;br /&gt;
If you attempt to drag a living creature into the Biomass Reclaimer, it may throw the creature across the room.&lt;br /&gt;
&lt;br /&gt;
The amount of Biomass generated depends on the type of creature.&lt;br /&gt;
&lt;br /&gt;
If you get low on Biomass, contact Salvage and/or Cargo and ask for their help.&lt;br /&gt;
&lt;br /&gt;
== Crew Monitoring Console ==&lt;br /&gt;
A Crew Monitoring Console usually can be found in the public area of the Medbay or inside the CMO&#039;s office. It also comes in a handheld version distributed to the [[Chief_Medical_Officer|Chief Medical Officer]] and the [[Paramedic|Paramedics]].&lt;br /&gt;
&lt;br /&gt;
It can be used to find other crewmembers, provided they have suit sensors enabled. The four settings on suit sensors are:&lt;br /&gt;
* Off - The person doesn&#039;t show up in the console.&lt;br /&gt;
* Binary - The person shows up as either ALIVE or DEAD.&lt;br /&gt;
* Vitals - The person will show up with their current health condition.&lt;br /&gt;
* Coordinates - The person can be found on the interactive station map.&lt;br /&gt;
&lt;br /&gt;
If someone has their Coordinates on, they can be easily found and retrived by [[Paramedic|Paramedics]]. If someone dies without coords on, there&#039;s little you can do usually. It&#039;s recommended for all crew to have their suit sensors on.&lt;br /&gt;
&lt;br /&gt;
== Medical Reference for Chemistry ==&lt;br /&gt;
WIP: Needs updating&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Common chemicals&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;[[Chemistry#Inaprovaline|Inaprovaline]]&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Beaker.png|32px]][[Chemistry#Oxygen|Oxygen]] [[File:Beaker.png|32px]][[Chemistry#Sugar|Sugar]] [[File:Beaker.png|32px]][[Chemistry#Carbon|Carbon]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;[[Chemistry#Dylovene|Dylovene]]&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Beaker.png|32px]][[Chemistry#chem_Potassium|Potassium]] [[File:Beaker.png|32px]][[Chemistry#chem_Silicon|Silicon]] [[File:Beaker.png|32px]][[Chemistry#chem_Nitrogen|Nitrogen]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;[[Chemistry#chem_Kelotane|Kelotane]]&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Beaker.png|32px]][[Chemistry#chem_Silicon|Silicon]] [[File:Beaker.png|32px]][[Chemistry#chem_Carbon|Carbon]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;[[Chemistry#chem_Dexalin|Dexalin]]&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Beaker.png|32px]][[Chemistry#chem_Oxygen|Oxygen]] [[File:Beaker.png|32px]][[Chemistry#chem_Plasma|Plasma]] (It needs to be grinded))&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;[[Chemistry#chem_Hyronalin|Hyronalin]]&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Beaker.png|32px]][[Chemistry#chem_Dylovene|Dylovene]]&amp;lt;sup&amp;gt;([[File:Beaker.png|16px]][[Chemistry#chem_Potassium|Potassium]] [[File:Beaker.png|16px]][[Chemistry#chem_Silicon|Silicon]] [[File:Beaker.png|16px]][[Chemistry#chem_Nitrogen|Nitrogen]])&amp;lt;/sup&amp;gt; [[File:Beaker.png|32px]][[Chemistry#chem_Radium|Radium]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;[[Chemistry#chem_Phenol|Phenol]]&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Beaker.png|32px]][[Chemistry#chem_Water|Water]] [[File:Beaker.png|32px]][[Chemistry#chem_Oil|Oil]] [[File:Beaker.png|32px]][[Chemistry#chem_Chlorine|Chlorine]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;[[Chemistry#chem_Diethylamine|Diethylamine]]&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Beaker.png|32px]][[Chemistry#chem_Ethanol|Ethanol]] [[File:Beaker.png|32px]][[Chemistry#chem_Ammonia|Ammonia]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;[[Chemistry#chem_UnstableMutagen|Unstable Mutagen]]&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Beaker.png|32px]][[Chemistry#chem_Chlorine|Chlorine]] [[File:Beaker.png|32px]][[Chemistry#chem_Phosphorus|Phosphorus]] [[File:Beaker.png|32px]][[Chemistry#chem_Radium|Radium]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;[[Chemistry#chem_SulfuricAcid|Sulfuric Acid]]&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Beaker.png|32px]][[Chemistry#chem_Hydrogen|Hydrogen]] [[File:Beaker.png|32px]][[Chemistry#chem_Sulfur|Sulfur]] [[File:Beaker.png|32px]][[Chemistry#chem_Oxygen|Oxygen]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Damage !! Treatment&lt;br /&gt;
|-&lt;br /&gt;
| Brute ||&lt;br /&gt;
&#039;&#039;&#039;Bruise pack&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;[[Chemistry#chem_Bicaridine|Bicaridine]]&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Beaker.png|32px]][[Chemistry#chem_Carbon|Carbon]] [[File:Beaker.png|32px]][[Chemistry#chem_Inaprovaline|Inaprovaline]]&amp;lt;sup&amp;gt;([[File:Beaker.png|16px]][[Chemistry#chem_Oxygen|Oxygen]] [[File:Beaker.png|16px]][[Chemistry#chem_Sugar|Sugar]] [[File:Beaker.png|16px]][[Chemistry#chem_Carbon|Carbon]])&amp;lt;/sup&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;[[Chemistry#chem_Tricordrazine|Tricordrazine]]&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Beaker.png|32px]][[Chemistry#chem_Dylovene|Dylovene]]&amp;lt;sup&amp;gt;([[File:Beaker.png|16px]][[Chemistry#chem_Potassium|Potassium]] [[File:Beaker.png|16px]][[Chemistry#chem_Silicon|Silicon]] [[File:Beaker.png|16px]][[Chemistry#chem_Nitrogen|Nitrogen]])&amp;lt;/sup&amp;gt; [[File:Beaker.png|32px]][[Chemistry#chem_Inaprovaline|Inaprovaline]]&amp;lt;sup&amp;gt;([[File:Beaker.png|16px]][[Chemistry#chem_Oxygen|Oxygen]] [[File:Beaker.png|16px]][[Chemistry#chem_Sugar|Sugar]] [[File:Beaker.png|16px]][[Chemistry#chem_Carbon|Carbon]])&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Caustic || &lt;br /&gt;
&#039;&#039;&#039;[[Chemistry#chem_Siderlac|Siderlac]]&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Beaker.png|32px]][[Chemistry#chem_Stellibinin|Stellibinin]] [[File:Beaker.png|32px]][[Chemistry#chem_Aloe|Aloe]]&lt;br /&gt;
|-&lt;br /&gt;
| Burn ||&lt;br /&gt;
&#039;&#039;&#039;Ointment&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;[[Chemistry#chem_Kelotane|Kelotane]]&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Beaker.png|32px]][[Chemistry#chem_Silicon|Silicon]] [[File:Beaker.png|32px]][[Chemistry#chem_Carbon|Carbon]]&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;[[Chemistry#chem_Dermaline|Dermaline]]&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Beaker.png|32px]][[Chemistry#chem_Kelotane|Kelotane]]&amp;lt;sup&amp;gt;([[File:Beaker.png|16px]][[Chemistry#chem_Silicon|Silicon]] [[File:Beaker.png|16px]][[Chemistry#chem_Carbon|Carbon]])&amp;lt;/sup&amp;gt; [[File:Beaker.png|32px]][[Chemistry#chem_Oxygen|Oxygen]] [[File:Beaker.png|32px]][[Chemistry#chem_Phosphorus|Phosphorus]]&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;[[Chemistry#chem_Tricordrazine|Tricordrazine]]&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Beaker.png|32px]][[Chemistry#chem_Dylovene|Dylovene]]&amp;lt;sup&amp;gt;([[File:Beaker.png|16px]][[Chemistry#chem_Potassium|Potassium]] [[File:Beaker.png|16px]][[Chemistry#chem_Silicon|Silicon]] [[File:Beaker.png|16px]][[Chemistry#chem_Nitrogen|Nitrogen]])&amp;lt;/sup&amp;gt; [[File:Beaker.png|32px]][[Chemistry#chem_Inaprovaline|Inaprovaline]]&amp;lt;sup&amp;gt;([[File:Beaker.png|16px]][[Chemistry#chem_Oxygen|Oxygen]] [[File:Beaker.png|16px]][[Chemistry#chem_Sugar|Sugar]] [[File:Beaker.png|16px]][[Chemistry#chem_Carbon|Carbon]])&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Airloss ||&lt;br /&gt;
&#039;&#039;&#039;[[Chemistry#chem_Dexalin|Dexalin]]&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Beaker.png|32px]][[Chemistry#chem_Oxygen|Oxygen]] [[File:Beaker.png|32px]][[Chemistry#chem_Plasma|Plasma]]&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;[[Chemistry#chem_DexalinPlus|Dexalin plus]]&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Beaker.png|32px]][[Chemistry#chem_Dexalin|Dexalin]]&amp;lt;sup&amp;gt;([[File:Beaker.png|16px]][[Chemistry#chem_Oxygen|Oxygen]] [[File:Beaker.png|16px]][[Chemistry#chem_Plasma|Plasma]])&amp;lt;/sup&amp;gt; [[File:Beaker.png|32px]][[Chemistry#chem_Iron|Iron]] [[File:Beaker.png|32px]][[Chemistry#chem_Carbon|Carbon]]&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;[[Chemistry#chem_Epinephrine|Epinephrine]]&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Beaker.png|32px]][[Chemistry#chem_Oxygen|Oxygen]] [[File:Beaker.png|32px]][[Chemistry#chem_Diethylamine|Diethylamine]]&amp;lt;sup&amp;gt;([[File:Beaker.png|16px]][[Chemistry#chem_Ethanol|Ethanol]] [[File:Beaker.png|16px]][[Chemistry#chem_Ammonia|Ammonia]])&amp;lt;/sup&amp;gt; [[File:Beaker.png|32px]][[Chemistry#chem_Hydrogen|Hydrogen]] [[File:Beaker.png|32px]][[Chemistry#chem_Acetone|Acetone]] [[File:Beaker.png|32px]][[Chemistry#chem_Phenol|Phenol]]&amp;lt;sup&amp;gt;([[File:Beaker.png|16px]][[Chemistry#chem_Water|Water]] [[File:Beaker.png|16px]][[Chemistry#chem_Oil|Oil]] [[File:Beaker.png|16px]][[Chemistry#chem_Chlorine|Chlorine]])&amp;lt;/sup&amp;gt; [[File:Beaker.png|32px]][[Chemistry#chem_Chlorine|Chlorine]]&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;[[Chemistry#chem_Inaprovaline|Inaprovaline]]&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Beaker.png|32px]][[Chemistry#chem_Oxygen|Oxygen]] [[File:Beaker.png|32px]][[Chemistry#chem_Sugar|Sugar]] [[File:Beaker.png|32px]][[Chemistry#chem_Carbon|Carbon]]&lt;br /&gt;
|-&lt;br /&gt;
| Toxin ||&lt;br /&gt;
&#039;&#039;&#039;[[Chemistry#chem_Dylovene|Dylovene]]&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Beaker.png|32px]][[Chemistry#chem_Potassium|Potassium]] [[File:Beaker.png|32px]][[Chemistry#chem_Silicon|Silicon]] [[File:Beaker.png|32px]][[Chemistry#chem_Nitrogen|Nitrogen]]&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;[[Chemistry#chem_Ultravasculine|Ultravasculine]]&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Beaker.png|32px]][[Chemistry#chem_Plasma|Plasma]] [[File:Beaker.png|32px]][[Chemistry#chem_Histamine|Histamine]]&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;[[Chemistry#chem_Arithrazine|Arithrazine]]&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Beaker.png|32px]][[Chemistry#chem_Hyronalin|Hyronalin]]&amp;lt;sup&amp;gt;([[File:Beaker.png|16px]][[Chemistry#chem_Dylovene|Dylovene]]&amp;lt;sup&amp;gt;([[File:Beaker.png|8px]][[Chemistry#chem_Potassium|Potassium]] [[File:Beaker.png|8px]][[Chemistry#chem_Silicon|Silicon]] [[File:Beaker.png|8px]][[Chemistry#chem_Nitrogen|Nitrogen]])&amp;lt;/sup&amp;gt; [[File:Beaker.png|16px]][[Chemistry#chem_Radium|Radium]])&amp;lt;/sup&amp;gt; [[File:Beaker.png|32px]][[Chemistry#chem_Hydrogen|Hydrogen]]&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;[[Chemistry#chem_Hyronalin|Hyronalin]]&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Beaker.png|32px]][[Chemistry#chem_Dylovene|Dylovene]]&amp;lt;sup&amp;gt;([[File:Beaker.png|16px]][[Chemistry#chem_Potassium|Potassium]] [[File:Beaker.png|16px]][[Chemistry#chem_Silicon|Silicon]] [[File:Beaker.png|16px]][[Chemistry#chem_Nitrogen|Nitrogen]])&amp;lt;/sup&amp;gt; [[File:Beaker.png|32px]][[Chemistry#chem_Radium|Radium]]&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;[[Chemistry#chem_Stellibinin|Stellibinin]]&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;[[Chemistry#chem_Diphenhydramine|Diphenhydramine]]&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Genetic ||&lt;br /&gt;
&#039;&#039;&#039;[[Chemistry#chem_Phalanximine|Phalanximine]]&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Beaker.png|32px]][[Chemistry#chem_UnstableMutagen|Unstable Mutagen]]&amp;lt;sup&amp;gt;([[File:Beaker.png|16px]][[Chemistry#chem_Chlorine|Chlorine]] [[File:Beaker.png|16px]][[Chemistry#chem_Phosphorus|Phosphorus]] [[File:Beaker.png|16px]][[Chemistry#chem_Radium|Radium]])&amp;lt;/sup&amp;gt; [[File:Beaker.png|32px]][[Chemistry#chem_Hyronalin|Hyronalin]]&amp;lt;sup&amp;gt;([[File:Beaker.png|16px]][[Chemistry#chem_Dylovene|Dylovene]]&amp;lt;sup&amp;gt;([[File:Beaker.png|8px]][[Chemistry#chem_Potassium|Potassium]] [[File:Beaker.png|8px]][[Chemistry#chem_Silicon|Silicon]] [[File:Beaker.png|8px]][[Chemistry#chem_Nitrogen|Nitrogen]])&amp;lt;/sup&amp;gt; [[File:Beaker.png|16px]][[Chemistry#chem_Radium|Radium]])&amp;lt;/sup&amp;gt; [[File:Beaker.png|32px]][[Chemistry#chem_Ethanol|Ethanol]]&lt;br /&gt;
&amp;lt;!-- add more --&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Bleeding ||&lt;br /&gt;
&#039;&#039;&#039;[[Chemistry#chem_Pulped Banana Peel|Pulped Banana Peel]]&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;[[Chemistry#chem_Inaprovaline|Inaprovaline]]&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Beaker.png|32px]][[Chemistry#chem_Oxygen|Oxygen]] [[File:Beaker.png|32px]][[Chemistry#chem_Sugar|Sugar]] [[File:Beaker.png|32px]][[Chemistry#chem_Carbon|Carbon]]&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;[[Chemistry#chem_Tranexamic acid|Tranexamic acid]]&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Beaker.png|32px]][[Chemistry#chem_SulfuricAcid|Sulfuric Acid]]&amp;lt;sup&amp;gt;([[File:Beaker.png|16px]][[Chemistry#chem_Hydrogen|Hydrogen]] [[File:Beaker.png|16px]][[Chemistry#chem_Sulfur|Sulfur]] [[File:Beaker.png|16px]][[Chemistry#chem_Oxygen|Oxygen]])&amp;lt;/sup&amp;gt; [[File:Beaker.png|32px]][[Chemistry#chem_Sugar|Sugar]] [[File:Beaker.png|32px]][[Chemistry#chem_Inaprovaline|Inaprovaline]]&amp;lt;sup&amp;gt;([[File:Beaker.png|16px]][[Chemistry#chem_Oxygen|Oxygen]] [[File:Beaker.png|16px]][[Chemistry#chem_Sugar|Sugar]] [[File:Beaker.png|16px]][[Chemistry#chem_Carbon|Carbon]])&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Disease ||&lt;br /&gt;
&#039;&#039;&#039;[[Chemistry#chem_Spaceacillin|Spaceacillin]]&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Beaker.png|32px]][[Chemistry#chem_Cryptobiolin|Cryptobiolin]]&amp;lt;sup&amp;gt;([[File:Beaker.png|16px]][[Chemistry#chem_Oxygen|Oxygen]] [[File:Beaker.png|16px]][[Chemistry#chem_Sugar|Sugar]] [[File:Beaker.png|16px]][[Chemistry#chem_Potassium|Potassium]])&amp;lt;/sup&amp;gt; &amp;lt;br&amp;gt;[[File:Beaker.png|32px]][[Chemistry#chem_Inaprovaline|Inaprovaline]]&amp;lt;sup&amp;gt;([[File:Beaker.png|16px]][[Chemistry#chem_Oxygen|Oxygen]] [[File:Beaker.png|16px]][[Chemistry#chem_Sugar|Sugar]] [[File:Beaker.png|16px]][[Chemistry#chem_Carbon|Carbon]])&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Zombification ||&lt;br /&gt;
&#039;&#039;&#039;[[Chemistry#chem_Romerol|Romerol]]&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:Beaker.png|48px]][[Chemistry#chem_Tricordrazine|Tricordrazine]]&amp;lt;sup&amp;gt;([[File:Beaker.png|32px]][[Chemistry#chem_Dylovene|Dylovene]]&amp;lt;sup&amp;gt;([[File:Beaker.png|16px]][[Chemistry#chem_Potassium|Potassium]] [[File:Beaker.png|16px]][[Chemistry#chem_Silicon|Silicon]] [[File:Beaker.png|16px]][[Chemistry#chem_Nitrogen|Nitrogen]])&amp;lt;/sup&amp;gt; [[File:Beaker.png|32px]][[Chemistry#chem_Inaprovaline|Inaprovaline]]&amp;lt;sup&amp;gt;([[File:Beaker.png|16px]][[Chemistry#chem_Oxygen|Oxygen]] [[File:Beaker.png|16px]][[Chemistry#chem_Sugar|Sugar]] [[File:Beaker.png|16px]][[Chemistry#chem_Carbon|Carbon]])&amp;lt;/sup&amp;gt;&lt;br /&gt;
)&amp;lt;/sup&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:Beaker.png|48px]][[Chemistry#chem_Phalanximine|Phalanximine]]&amp;lt;sup&amp;gt;([[File:Beaker.png|32px]][[Chemistry#chem_UnstableMutagen|Unstable Mutagen]]&amp;lt;sup&amp;gt;([[File:Beaker.png|16px]][[Chemistry#chem_Chlorine|Chlorine]] [[File:Beaker.png|16px]][[Chemistry#chem_Phosphorus|Phosphorus]] [[File:Beaker.png|16px]][[Chemistry#chem_Radium|Radium]])&amp;lt;/sup&amp;gt; [[File:Beaker.png|32px]][[Chemistry#chem_Hyronalin|Hyronalin]]&amp;lt;sup&amp;gt;([[File:Beaker.png|16px]][[Chemistry#chem_Dylovene|Dylovene]]&amp;lt;sup&amp;gt;([[File:Beaker.png|8px]][[Chemistry#chem_Potassium|Potassium]] [[File:Beaker.png|8px]][[Chemistry#chem_Silicon|Silicon]] [[File:Beaker.png|8px]][[Chemistry#chem_Nitrogen|Nitrogen]])&amp;lt;/sup&amp;gt; [[File:Beaker.png|16px]][[Chemistry#chem_Radium|Radium]])&amp;lt;/sup&amp;gt; [[File:Beaker.png|32px]][[Chemistry#chem_Ethanol|Ethanol]])&amp;lt;/sup&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== How to Deal with a Pandemic ==&lt;br /&gt;
Refer to [[Virology]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Guides Menu}}&lt;/div&gt;</summary>
		<author><name>MilonPL</name></author>
	</entry>
	<entry>
		<id>https://wiki.deltav.gay/index.php?title=Atmospheric_Technician&amp;diff=2886</id>
		<title>Atmospheric Technician</title>
		<link rel="alternate" type="text/html" href="https://wiki.deltav.gay/index.php?title=Atmospheric_Technician&amp;diff=2886"/>
		<updated>2024-01-21T20:11:00Z</updated>

		<summary type="html">&lt;p&gt;MilonPL: Added two new sections about gas leaks and air alarms&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Job_Header&lt;br /&gt;
|department=ENGINEERING&lt;br /&gt;
|maincolor=854100&lt;br /&gt;
|secondarycolor=a75200&lt;br /&gt;
|image=Atmospheric Technician.png&lt;br /&gt;
|title=Atmospheric Technician&lt;br /&gt;
|difficulty=Medium to Hard&lt;br /&gt;
|requirements=10 hours in [[Station Engineer|Engineering]]&lt;br /&gt;
|access=Maintenance, Engineering, External, Atmospherics&lt;br /&gt;
|extendedaccess=None&lt;br /&gt;
|supervisors=[[Chief Engineer]]&lt;br /&gt;
|subordinates=None&lt;br /&gt;
|duties=Restore breathable atmosphere to depressurized areas. Ensure the station&#039;s air remains at liveable conditions. Get bored and create tritium.&lt;br /&gt;
|guides=[[Atmospheric Science]], [[Pipes and vents]], [[Gases]], [[Setting up the mix chamber]] &lt;br /&gt;
}}&lt;br /&gt;
As an atmospheric technician, your primary job is to maintain a safe and breathable atmosphere inside the station. As a member of the engineering department, you may also be expected to double as a [[Station Engineer]] &amp;lt;s&amp;gt;if they don&#039;t know what they&#039;re doing&amp;lt;/s&amp;gt; in exceptional circumstances.&lt;br /&gt;
&lt;br /&gt;
The primary threats to a safe and breathable atmosphere inside the station are:&lt;br /&gt;
&lt;br /&gt;
* Air escaping into space due to intentional or unintentional removal of walls or floor tiles (&#039;&#039;spacing&#039;&#039;)&lt;br /&gt;
* Buildup of unpleasant or outright hazardous [[#Gases|gases]] such as miasma or plasma&lt;br /&gt;
&lt;br /&gt;
Atmospheric technicians are essential to keeping the station alive and breathing, and consequently are ineligible to be [[Traitor]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Quick-Start==&lt;br /&gt;
# Grab [[#Equipment|equipment]] from your atmospheric technician locker. You should grab at least a hardsuit or fire suit and helmet, a gas mask and gas tank, a gas analyzer, and a holofan projector. Consider grabbing inflatable walls, inflatable doors, steel sheets, and metal rods to be ready to fix spacing.&lt;br /&gt;
# Find the [[#Distro|distro]] pipe and inspect its pressure and temperature using your [[#Equipment|gas analyzer]]. If the pressure is zero and shows no sign of rising, take corrective action.&lt;br /&gt;
# (&#039;&#039;optional&#039;&#039;) Set filters to recover gases from the [[#Waste|waste]] pipe. Because [[Pipes_and_vents#Gas_Miner|gas miners]] are available on most stations, this step is not very important. And, unless [[Pipes_and_vents#Air_Scrubber|scrubbers]] are set to siphoning, there will only be waste gases in the waste pipe.&lt;br /&gt;
# Deliver [[#Equipment|portable scrubbers]] to locations that expect miasma build up. This is usually the [[Medical#Cloning_and_Morgue|cloning room or morgue in the medical bay]].&lt;br /&gt;
# Monitor the station&#039;s radio or patrol the station yourself for spacing or other atmospheric issues. Fix issues if they arise.&lt;br /&gt;
# Make sure that [[Passenger|suspicious]] [[Nuclear_Operative|people]] are not sabotaging [[#Atmosia|your department]].&lt;br /&gt;
&lt;br /&gt;
==Equipment==&lt;br /&gt;
Like your fellow [[Station Engineer|Station Engineers]], you start with a full belt of tools. Atmospheric technicians may also have access to:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Atmospheric Equipment&lt;br /&gt;
|-&lt;br /&gt;
! Picture !! Name !! Description&lt;br /&gt;
|-&lt;br /&gt;
| [[File:OxygenTank.png|64px]] || Portable Oxygen Tank || Small enough to carry around. Hook this up to a mask, and you can have a portable air supply to breathe while in space or fixing leaks. People will probably ask you for these.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Gas Analyzer.png|64px]] || Gas Analyzer || Use this to analyze the composition of gases in the air around you, or to measure the temperature and pressure of gases inside pipes.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Portable Scrubber.png|64px]] || Portable Scrubber || Can be wrenched down to scrub waste gases to an internal tank. Useful for quickly containing gas leaks. Must be emptied once full.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Holofan Projector.png|64px]] || Holofan Projector || [[File:Holofan.png|thumb|right|A holofan projection]] Creates a holographic firelock (&#039;&#039;holofan&#039;&#039;) that blocks gas flow but allows objects to move through them. Holofans last for three minutes before despawning. Extremely useful when repairing a hull breach, since they will safely block the flow of station atmosphere while still giving access to move around freely to work. Stores a total of six charges before the internal [[Power cell]] runs out of power.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Atmosia==&lt;br /&gt;
&#039;&#039;Main article: [[Atmospheric_Science|Atmospheric Science]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Atmospherics, sometimes referred to as Atmosia, is where most of the station&#039;s air handling machinery is located. Each station has a different atmospherics layout. While seasoned atmospheric technicians may have atmospheric layouts memorized, frequent &amp;lt;s&amp;gt;useless station remodeling&amp;lt;/s&amp;gt; station engineering changes mean that it is more important to be able to quickly understand the layout of the station that you&#039;re currently working on.&lt;br /&gt;
&lt;br /&gt;
==Gases==&lt;br /&gt;
&#039;&#039;Main article: [[Gases]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Pipes and Machinery==&lt;br /&gt;
&#039;&#039;Main article: [[Pipes and vents]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Pressure and moles==&lt;br /&gt;
[[File:Gas analyzer.png]]&lt;br /&gt;
&lt;br /&gt;
All gas can be quantified by its pressure, mole amount, and temperature. These three variables are closely related and directly affect one another. If you add more gas(# of moles) to a given area, the pressure will increase. Take the same amount of moles and lower the volume by using a smaller room and the pressure will be even larger. If you then heat up the gas, the pressure will be even larger still. The opposite is also true, less gas means lower pressure. cooling down gas will also lower the pressure. Volume, or size of the room, also plays a role in pressure. A larger area will require more gas while a smaller area will require less gas to reach the same pressure. using this knowledge we can see why space has a low pressure because the area and temperature are so low.&lt;br /&gt;
&lt;br /&gt;
Moles are a way of measuring how much gas is present in a given area. A higher pressure does not always mean more of a gas in the given area. If you want to physically fit a larger amount of a gas in a specific area, you will need to cool the gas down to lower the temperature, thus lowering the pressure allowing more moles to fit inside the given area.&lt;br /&gt;
&lt;br /&gt;
If you open a canister will 100 moles of air into a large hallway, you will hardly notice a difference in pressure. However, if you open the same tank in a small room the pressure difference will be greater.&lt;br /&gt;
&lt;br /&gt;
The standard livable air requirements are about 20 moles of oxygen and 80 moles of nitrogen at a pressure of 101kpa and temperature of 20° Celsius. If you have less than 20 moles of oxygen present, your character will begin to gasp and take oxygen deprivation damage. If the pressure is any lower or higher than 101kpa, your character will begin to take brute damage in relation to the depressurization or overpressurization levels. If the temperature is much lower or higher than 20°C, you risk your character taking burn damage from the extreme cold or heat.&lt;br /&gt;
&lt;br /&gt;
Generally speaking: &lt;br /&gt;
*More gas(# of moles) = more pressure.&lt;br /&gt;
*Less gas(# of moles) = less pressure.&lt;br /&gt;
*Hot gas = more pressure.&lt;br /&gt;
*Cold gas = less pressure.&lt;br /&gt;
*Large hallway = more moles/higher temperatures needed to notice pressure change.&lt;br /&gt;
*Small hallway = less moles/higher temperatures needed to notice pressure change.&lt;br /&gt;
&lt;br /&gt;
==Air Alarms==&lt;br /&gt;
Air Alarms can be found all over the station in form of panels. They connect and manage active vents, scrubbers, air sensors and firelocks together. They have 3 possible states: Normal, Warning and Alarm. Warning indicates possible build-up of dangerous gases or other issues with the atmosphere that aren&#039;t directly lethal. The Alarm state it will close all firelocks connected to that panel, indicating a possibly lethal threat, like a spacing.&lt;br /&gt;
&lt;br /&gt;
At the bottom of the panel there is a mode selector. You can select between:&lt;br /&gt;
* Filtering - Normal filtering, removes all gases except Nitrogen and Oxygen&lt;br /&gt;
* Filtering (wide) - Enables WideNet which also filters tiles adjacent to a scrubber.&lt;br /&gt;
* Fill - Turns off the scrubbers and fills the room through the vents.&lt;br /&gt;
* Panic - Sucks out all gases and turns off the vents.&lt;br /&gt;
&lt;br /&gt;
You can view the atmosphere composition on the tile a sensor is located by using the Sensors tab, which gives you detailed insights about the gases, pressure and temperature.&lt;br /&gt;
&lt;br /&gt;
==Dealing with gas leaks==&lt;br /&gt;
Gas leaks are a random even that occurs on the station. They can be usually quickly located by reports on the radio and firelocks going off. Most gases aren&#039;t directly harmful and are filtered off by the scrubbers network, but Tritium, Plasma or Frezon need to be quickly removed using Portable Scrubbers, usually found in the Atmos area of the Engineering department.&lt;br /&gt;
&lt;br /&gt;
The most effective way of containing extreme pressures and temperatures (like these caused by plasma fires) is spacing the room, which can be done using an RCD or a fire axe.&lt;br /&gt;
&lt;br /&gt;
==Space wind==&lt;br /&gt;
Explosive decompression, or &#039;&#039;space wind,&#039;&#039; is caused when a sudden low pressure or depressurization zone occurs and all the atmosphere flows from high pressure to low pressure. Space wind often happens due to a sudden hull breach or when the clown opens the external airlock. All personnel and lose objects in the area will be flung toward the low pressure area as if a gust of wind blows you towards the breach site, thus the name &#039;Space Wind&#039; is dubbed.&lt;br /&gt;
&lt;br /&gt;
Space wind is very deadly to any crew member not wearing hardsuits with internals. Space wind will often suck you far away from safety and toward the breach site. The damage you take from slamming into objects (and objects slamming into you) along with depressurization, lack of oxygen, and freezing temperatures will often quickly kill any unsuspecting crewmember who gets caught.&lt;br /&gt;
&lt;br /&gt;
==Useful trivia and tricks==&lt;br /&gt;
*Always be prepared to fix a breach. Carry your Atmospherics hardsuit or firesuit with you so you can survive long enough to fix any breach at a moments notice.&lt;br /&gt;
*The Atmospherics firesuit is space proof and functions like a hardsuit. Just make sure you wear the helmet with it or else it wont give you any protection.&lt;br /&gt;
*The standard air mix is 21% oxygen and 79% nitrogen @ 101.325 kPa at 293.15K (20°C).&lt;br /&gt;
*A quick and dirty way to vent high pressure or unwanted gases is to expose the area to open space. Breach a wall or open an airlock to quickly suck out all the atmosphere. Just be sure you have the area sealed off and no crewmembers get caught in the depressurization zone!&lt;br /&gt;
*Overpressurization can be just as harmful as depressurization!&lt;br /&gt;
*A pressurized pipe will violently decompress if unwrenched! &lt;br /&gt;
*If you want to check the pressure and temperature of a pipe, hold your gas analyzer in hand and left-click on the pipe.&lt;br /&gt;
*Make sure that the distro loop never connects to anything else like the mix or waste loop. unless you want to flood the station with superheated plasma and risk getting an angry admin message.&lt;br /&gt;
&lt;br /&gt;
{{Jobs Menu}}&lt;br /&gt;
[[Category:Jobs]]&lt;/div&gt;</summary>
		<author><name>MilonPL</name></author>
	</entry>
	<entry>
		<id>https://wiki.deltav.gay/index.php?title=Atmospheric_Technician&amp;diff=2885</id>
		<title>Atmospheric Technician</title>
		<link rel="alternate" type="text/html" href="https://wiki.deltav.gay/index.php?title=Atmospheric_Technician&amp;diff=2885"/>
		<updated>2024-01-21T14:51:33Z</updated>

		<summary type="html">&lt;p&gt;MilonPL: /* Useful trivia and tricks */ Minor changes&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Needs revision|reason=Add how to deal with pressure, preventing/dealing with gas flood, etc.}}&lt;br /&gt;
{{Job_Header&lt;br /&gt;
|department=ENGINEERING&lt;br /&gt;
|maincolor=854100&lt;br /&gt;
|secondarycolor=a75200&lt;br /&gt;
|image=Atmospheric Technician.png&lt;br /&gt;
|title=Atmospheric Technician&lt;br /&gt;
|difficulty=Medium to Hard&lt;br /&gt;
|requirements=10 hours in [[Station Engineer|Engineering]]&lt;br /&gt;
|access=Maintenance, Engineering, External, Atmospherics&lt;br /&gt;
|extendedaccess=None&lt;br /&gt;
|supervisors=[[Chief Engineer]]&lt;br /&gt;
|subordinates=None&lt;br /&gt;
|duties=Restore breathable atmosphere to depressurized areas. Ensure the station&#039;s air remains at liveable conditions. Get bored and create tritium.&lt;br /&gt;
|guides=[[Atmospheric Science]], [[Pipes and vents]], [[Gases]], [[Setting up the mix chamber]] &lt;br /&gt;
}}&lt;br /&gt;
As an atmospheric technician, your primary job is to maintain a safe and breathable atmosphere inside the station. As a member of the engineering department, you may also be expected to double as a [[Station Engineer]] &amp;lt;s&amp;gt;if they don&#039;t know what they&#039;re doing&amp;lt;/s&amp;gt; in exceptional circumstances.&lt;br /&gt;
&lt;br /&gt;
The primary threats to a safe and breathable atmosphere inside the station are:&lt;br /&gt;
&lt;br /&gt;
* Air escaping into space due to intentional or unintentional removal of walls or floor tiles (&#039;&#039;spacing&#039;&#039;)&lt;br /&gt;
* Buildup of unpleasant or outright hazardous [[#Gases|gases]] such as miasma or plasma&lt;br /&gt;
&lt;br /&gt;
Atmospheric technicians are essential to keeping the station alive and breathing, and consequently are ineligible to be [[Traitor]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Quick-Start==&lt;br /&gt;
# Grab [[#Equipment|equipment]] from your atmospheric technician locker. You should grab at least a hardsuit or fire suit and helmet, a gas mask and gas tank, a gas analyzer, and a holofan projector. Consider grabbing inflatable walls, inflatable doors, steel sheets, and metal rods to be ready to fix spacing.&lt;br /&gt;
# Find the [[#Distro|distro]] pipe and inspect its pressure and temperature using your [[#Equipment|gas analyzer]]. If the pressure is zero and shows no sign of rising, take corrective action.&lt;br /&gt;
# (&#039;&#039;optional&#039;&#039;) Set filters to recover gases from the [[#Waste|waste]] pipe. Because [[Pipes_and_vents#Gas_Miner|gas miners]] are available on most stations, this step is not very important. And, unless [[Pipes_and_vents#Air_Scrubber|scrubbers]] are set to siphoning, there will only be waste gases in the waste pipe.&lt;br /&gt;
# Deliver [[#Equipment|portable scrubbers]] to locations that expect miasma build up. This is usually the [[Medical#Cloning_and_Morgue|cloning room or morgue in the medical bay]].&lt;br /&gt;
# Monitor the station&#039;s radio or patrol the station yourself for spacing or other atmospheric issues. Fix issues if they arise.&lt;br /&gt;
# Make sure that [[Passenger|suspicious]] [[Nuclear_Operative|people]] are not sabotaging [[#Atmosia|your department]].&lt;br /&gt;
&lt;br /&gt;
==Equipment==&lt;br /&gt;
Like your fellow [[Station Engineer|Station Engineers]], you start with a full belt of tools. Atmospheric technicians may also have access to:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Atmospheric Equipment&lt;br /&gt;
|-&lt;br /&gt;
! Picture !! Name !! Description&lt;br /&gt;
|-&lt;br /&gt;
| [[File:OxygenTank.png|64px]] || Portable Oxygen Tank || Small enough to carry around. Hook this up to a mask, and you can have a portable air supply to breathe while in space or fixing leaks. People will probably ask you for these.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Gas Analyzer.png|64px]] || Gas Analyzer || Use this to analyze the composition of gases in the air around you, or to measure the temperature and pressure of gases inside pipes.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Portable Scrubber.png|64px]] || Portable Scrubber || Can be wrenched down to scrub waste gases to an internal tank. Useful for cleaning up a miasma problem. Must be emptied once full.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Holofan Projector.png|64px]] || Holofan Projector || [[File:Holofan.png|thumb|right|A holofan projection]] Creates a holographic firelock (&#039;&#039;holofan&#039;&#039;) that blocks gas flow but allows objects to move through them. Holofans last for three minutes before despawning. Extremely useful when repairing a hull breach, since they will safely block the flow of station atmosphere while still giving access to move around freely to work. Stores a total of six charges before the internal [[Power cell]] runs out of power.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Atmosia==&lt;br /&gt;
&#039;&#039;Main article: [[Atmospheric_Science|Atmospheric Science]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Atmospherics, sometimes referred to as Atmosia, is where most of the station&#039;s air handling machinery is located. Each station has a different atmospherics layout. While seasoned atmospheric technicians may have atmospheric layouts memorized, frequent &amp;lt;s&amp;gt;useless station remodeling&amp;lt;/s&amp;gt; station engineering changes mean that it is more important to be able to quickly understand the layout of the station that you&#039;re currently working on.&lt;br /&gt;
&lt;br /&gt;
==Gases==&lt;br /&gt;
&#039;&#039;Main article: [[Gases]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Pipes and Machinery==&lt;br /&gt;
&#039;&#039;Main article: [[Pipes and vents]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Pressure and moles==&lt;br /&gt;
[[File:Gas analyzer.png]]&lt;br /&gt;
&lt;br /&gt;
All gas can be quantified by its pressure, mole amount, and temperature. These three variables are closely related and directly affect one another. If you add more gas(# of moles) to a given area, the pressure will increase. Take the same amount of moles and lower the volume by using a smaller room and the pressure will be even larger. If you then heat up the gas, the pressure will be even larger still. The opposite is also true, less gas means lower pressure. cooling down gas will also lower the pressure. Volume, or size of the room, also plays a role in pressure. A larger area will require more gas while a smaller area will require less gas to reach the same pressure. using this knowledge we can see why space has a low pressure because the area and temperature are so low.&lt;br /&gt;
&lt;br /&gt;
Moles are a way of measuring how much gas is present in a given area. A higher pressure does not always mean more of a gas in the given area. If you want to physically fit a larger amount of a gas in a specific area, you will need to cool the gas down to lower the temperature, thus lowering the pressure allowing more moles to fit inside the given area.&lt;br /&gt;
&lt;br /&gt;
If you open a canister will 100 moles of air into a large hallway, you will hardly notice a difference in pressure. However, if you open the same tank in a small room the pressure difference will be greater.&lt;br /&gt;
&lt;br /&gt;
The standard livable air requirements are about 20 moles of oxygen and 80 moles of nitrogen at a pressure of 101kpa and temperature of 20° Celsius. If you have less than 20 moles of oxygen present, your character will begin to gasp and take oxygen deprivation damage. If the pressure is any lower or higher than 101kpa, your character will begin to take brute damage in relation to the depressurization or overpressurization levels. If the temperature is much lower or higher than 20°C, you risk your character taking burn damage from the extreme cold or heat.&lt;br /&gt;
&lt;br /&gt;
Generally speaking: &lt;br /&gt;
*More gas(# of moles) = more pressure.&lt;br /&gt;
*Less gas(# of moles) = less pressure.&lt;br /&gt;
*Hot gas = more pressure.&lt;br /&gt;
*Cold gas = less pressure.&lt;br /&gt;
*Large hallway = more moles/higher temperatures needed to notice pressure change.&lt;br /&gt;
*Small hallway = less moles/higher temperatures needed to notice pressure change.&lt;br /&gt;
&lt;br /&gt;
==Space wind==&lt;br /&gt;
Explosive decompression, or &#039;&#039;space wind,&#039;&#039; is caused when a sudden low pressure or depressurization zone occurs and all the atmosphere flows from high pressure to low pressure. Space wind often happens due to a sudden hull breach or when the clown opens the external airlock. All personnel and lose objects in the area will be flung toward the low pressure area as if a gust of wind blows you towards the breach site, thus the name &#039;Space Wind&#039; is dubbed.&lt;br /&gt;
&lt;br /&gt;
Space wind is very deadly to any crew member not wearing hardsuits with internals. Space wind will often suck you far away from safety and toward the breach site. The damage you take from slamming into objects(and objects slamming into you) along with depressurization, lack of oxygen, and freezing temperatures will often quickly kill any unsuspecting crewmember who gets caught.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Space wind was disabled on 5/9/2022 until it is fixed or there is a better alternative. You will no longer be pushed around by explosive decompression or airflows.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Useful trivia and tricks==&lt;br /&gt;
*Always be prepared to fix a breach. Carry your Atmospherics hardsuit or firesuit with you so you can survive long enough to fix any breach at a moments notice.&lt;br /&gt;
*The Atmospherics firesuit is space proof and functions like a hardsuit. Just make sure you wear the helmet with it or else it wont give you any protection.&lt;br /&gt;
*The standard air mix is about 21% oxygen and 79% nitrogen @ 101.325 kPa at 293.2K (20°C).&lt;br /&gt;
*A quick and dirty way to vent high pressure or unwanted gases is to expose the area to open space. Breach a wall or open an airlock to quickly suck out all the atmosphere. Just be sure you have the area sealed off and no crewmembers get caught in the depressurization zone!&lt;br /&gt;
*Overpressurization can be just as harmful as depressurization!&lt;br /&gt;
*A pressurized pipe will violently decompress if unwrenched! &lt;br /&gt;
*If you want to check the pressure and temperature of a pipe, hold your gas analyzer in hand and left-click on the pipe.&lt;br /&gt;
*Make sure that the distro loop never connects to anything else like the mix or waste loop. unless you want to flood the station with superheated plasma and risk getting an angry admin message.&lt;br /&gt;
&lt;br /&gt;
{{Jobs Menu}}&lt;br /&gt;
[[Category:Jobs]]&lt;/div&gt;</summary>
		<author><name>MilonPL</name></author>
	</entry>
	<entry>
		<id>https://wiki.deltav.gay/index.php?title=Medical&amp;diff=2869</id>
		<title>Medical</title>
		<link rel="alternate" type="text/html" href="https://wiki.deltav.gay/index.php?title=Medical&amp;diff=2869"/>
		<updated>2024-01-17T13:30:49Z</updated>

		<summary type="html">&lt;p&gt;MilonPL: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Starting your shift ==&lt;br /&gt;
Medbay often starts out calm, but you&#039;d best prepare for the storm that&#039;s about to come. You&#039;ll either get blown up by some syndicate agent wanting the hypospray or you&#039;ll get so inundated with bodies and people screaming in your ear for you to treat them faster that you&#039;ll blow medbay up yourself.&lt;br /&gt;
&lt;br /&gt;
Coordinate with the [[Chemist|Chemists]]. Give them a list of drugs you&#039;ll need to treat your patients. Try to have a variety of meds on deck, and don&#039;t just keep a stockpile of [[Chemistry#Tricordrazine|Tricordrazine]] for everyone that comes your way.&lt;br /&gt;
&lt;br /&gt;
It&#039;s optional but bringing a Body Scanner or [[Medical_Doctor#Tools|health analyzer]] out to the front of medbay for patients to come and scan their DNA without pestering you can be beneficial. &lt;br /&gt;
&lt;br /&gt;
If there is no Crew Monitor Computer out in medical&#039;s public area, ask the [[Chief_Medical_Officer|CMO]] to bring it out from their office. When you have the time, you can check the Crew Monitor for anyone dead or dying. If they have their suit sensors set to display coordinates a [[Paramedic]] may use those to potentially locate their body for cloning purposes or biomass. A GPS and Handheld Crew Monitor devices can help you locate dead bodies.&lt;br /&gt;
&lt;br /&gt;
== Types Of Damage ==&lt;br /&gt;
In SS14, damage is a value representing how much injuries a character has suffered. It can be checked using a [[Medical_Doctor#Tools|health analyzer]] or your PDA. If it&#039;s 0, it means there are no wounds or injuries. There are 5 categories of damage: {{DMG|Brute}}, {{DMG|Burn}}, {{DMG|Airloss}}, {{DMG|Toxin}} and {{DMG|Genetic}}. Each of them has a different treatment, although some chemicals, like [[Chemistry#Tricordrazine]], can treat multiple types of damage. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Damage !! Treatment&lt;br /&gt;
|-&lt;br /&gt;
| Brute || Bruise pack, [[Chemistry#Bicaridine|Bicaridine]], [[Chemistry#Tricordrazine|Tricordrazine]], [[Hydroponics#Chemicals|Poppy]]&lt;br /&gt;
|-&lt;br /&gt;
| Caustic || [[Chemistry#Siderlac|Siderlac]]&lt;br /&gt;
|-&lt;br /&gt;
| Burn || Ointment, [[Chemistry#Dermaline|Dermaline]], [[Chemistry#Kelotane|Kelotane]], [[Chemistry#Tricordrazine|Tricordrazine]], [[Hydroponics#Chemicals|Aloe vera]]&lt;br /&gt;
|-&lt;br /&gt;
| Airloss || Defibrillator, [[Chemistry#Dexalin|Dexalin]], [[Chemistry#Dexalin_plus|Dexalin Plus]], [[Chemistry#Epinephrine|Epinephrine]], [[Chemistry#Inaprovaline|Inaprovaline]]&lt;br /&gt;
|-&lt;br /&gt;
| Toxin || [[Chemistry#Dylovene|Dylovene]], [[Chemistry#Ultravasculine|Ultravasculine]], [[Chemistry#Arithrazine|Arithrazine]], [[Chemistry#Hyronalin|Hyronalin]], [[Chemistry#Stellibinin|Stellibinin]], [[Chemistry#Diphenhydramine|Diphenhydramine]], [[Hydroponics#Chemicals|Galaxy thistle]]&lt;br /&gt;
|-&lt;br /&gt;
| Genetic || [[Chemistry#Phalanximine|Phalanximine]], [[Chemistry#Doxarubixadone|Doxarubixadone (Cryo)]]&lt;br /&gt;
|-&lt;br /&gt;
| Bleeding || Bandages, [[Chemistry#Pulped_banana_peel|Pulped Banana Peel]], [[Chemistry#Inaprovaline|Inaprovaline]], [[Chemistry#Tranexamic_acid|Tranexamic acid]], [[Chemistry#Iron|Iron]], Blood packs, Cloth&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Brute Damage ===&lt;br /&gt;
There are three types of Brute damage: {{DMG|Blunt}}, {{DMG|Slash}}, {{DMG|Piercing}}. All types of Brute damage can be used using [[Chemistry#Bicaridine|Bicaridine]], which heals 4 {{DMG|Brute}} per unit. The overdose amount is 15u. You can also use advanced chemicals to treat only one kind of Brute damage at once, but more effectively. It&#039;s especially useful when a patient comes in with only one type of damage. These chemicals are: &lt;br /&gt;
* [[Chemistry#Bruizine|Bruizine]] - Healing {{DMG|Blunt|+|7}} wih max dose of 10.5u.&lt;br /&gt;
* [[Chemistry#Lacerino|Lacerino]] Healing {{DMG|Slash|+|6}} with max dose of 12u.&lt;br /&gt;
* [[Chemistry#Puncturase|Puncturase]]- Healing {{DMG|Piercing|+|8}} but dealing {{DMG|Blunt|-|0.2}} with max dose of 11u.&lt;br /&gt;
&lt;br /&gt;
When a patient is presenting with less than 25 damage, you might want to use [[Medical_Doctor#Tools|Bruise Packs]] or [[Medical_Doctor#Tools|Medicated Sutures]] to heal them. You can find these inside of your toolbelt or First Aid Kits. &lt;br /&gt;
&lt;br /&gt;
=== Burn Damage ===&lt;br /&gt;
There are four typoes of Burn damage: {{DMG|Heat}}, {{DMG|Shock}}, {{DMG|Cold}} and {{DMG|Caustic}}. All of them except {{DMG|Caustic}} can be healed using [[Chemistry#Dermaline|Dermaline]], which heals {{DMG|Heat|+|3}}, {{DMG|Shock|+|3}}, {{DMG|Cold|+|3}} and has a max dose of 10u. It&#039;s what you&#039;re most likely to find inside the medbay. The advanced chemicals for this kind of damage, are:&lt;br /&gt;
* [[Chemistry#Leporazine|Leporazine]] - Healing {{DMG|Cold|+|8}}.&lt;br /&gt;
* [[Chemistry#Siderlac|Siderlac]] - Healing {{DMG|Caustic|+|10}}&lt;br /&gt;
&lt;br /&gt;
Again, when a patient is presenting with less than 25 Burn damage, you can use [[Medical_Doctor#Tools|Ointments]] or [[Medical_Doctor#Tools|Regenerative Meshes]] to heal them.&lt;br /&gt;
&lt;br /&gt;
=== Airloss Damage ===&lt;br /&gt;
Before reading anything else: if someone is on the ground gasping, you should first use an emergency medipen on them if no one else already has yet, and then move them to a stasis bed if there are any available. This will give you time to prepare a more specific treatment. Next check that their internals are off (if theres air in medbay) or on (if theres no air in medbay). You do this by their right click menu.&lt;br /&gt;
&lt;br /&gt;
When it comes to Asphyxiation, [[Chemistry#Epinephrine|Epinephrine]], [[Chemistry#Inaprovaline|Inaprovaline]], [[Chemistry#Dexalin|Dexalin]] and [[Chemistry#Dexalin_plus|Dexalin Plus]] are all effective at treating it, but your best friend and go-to chemical will be Dexalin Plus, which - unlike Inaprovaline and Epinephrine - heals both {{DMG|Bloodloss|+|4}} and {{DMG|Asphyxiation|+|6}}.&lt;br /&gt;
&lt;br /&gt;
Another kind of Airloss damage is {{DMG|Bloodloss}}. Everyone has a volume of blood inside them. When you take damage, slash and pierce most importantly, you will lose blood. You may also start noticeably bleeding, which continually drains your blood. If your blood level falls below a certain threshold, you will begin taking bloodloss damage and you will continue to do so until your blood levels return to normal. When you lose enough blood, you will start seeing double.&lt;br /&gt;
&lt;br /&gt;
If someone is bleeding heavily there are 3 things to do:&lt;br /&gt;
* Stop the bleeding&lt;br /&gt;
* Restore blood levels &lt;br /&gt;
* Cure bloodloss damage &lt;br /&gt;
&lt;br /&gt;
To stop bleeding (to stop blood levels from dropping continuously), you should use gauze or [[Chemistry#Tranexamic_acid|Tranexamic acid]]. [[Chemistry#Inaprovaline|Inaprovaline]] and [[Chemistry#Pulped_banana_peel|Pulped banana peel]] also reduce bleeding but [[Chemistry#Tranexamic_acid|Tranexamic acid]] is 3 times more powerful than pulped banana peel and 6 times more powerful than Inaprovaline.  It should be noted that emergency medipens contain a small amount of [[Chemistry#Tranexamic_acid|Tranexamic acid]] (3u). Note that if you Examine a patient and it says they are covered in Lacerations, that means they are bleeding.&lt;br /&gt;
&lt;br /&gt;
If you have only a few patients with intense bleeding, move them to a stasis bed first to give you time to prepare a treatment.&lt;br /&gt;
&lt;br /&gt;
To restore blood level (stop double vision and stop continuous bloodloss damage), you need to administer [[Chemistry#Iron|Iron]], [[Chemistry#Saline|Saline]] or use Blood packs which restores 15units of blood per use.  Patients will recover blood levels on their own once their bleeding has stopped, however the rate at which they do so is abysmally low. You can view the patient&#039;s blood level in the top part of your Health Analyzer interface. It&#039;s showed there as precentage.&lt;br /&gt;
&lt;br /&gt;
Your patient may have enough bloodloss damage at any point in treatment to warrant curing the damage. To do so, you will want to apply [[Chemistry#Dexalin_plus|Dexalin plus]] or [[Chemistry#Dexalin|Dexalin]] to cure the bloodloss damage. Patients who are no longer low on blood will slowly recover from bloodloss damage on their own without medication. &lt;br /&gt;
&lt;br /&gt;
Do not simply cure the patient of their bloodloss damage and send them on their way. They may appear to be cured on your health analyzer, but if their bleeding has not been stopped and their blood levels restored to normal, they will be back in med bay to be treated again soon.&lt;br /&gt;
&lt;br /&gt;
=== Toxin Damage ===&lt;br /&gt;
There are two types of Toxin damage, both treated with different medications.&lt;br /&gt;
&lt;br /&gt;
The one you&#039;ll come across the most is {{DMG|Poison}} damage. Seriously, you&#039;d be surprised by how many people present with alcohol poisoning every shift. Your best option to heal {{DMG|Poison}} is [[Chemistry#Dylovene|Dylovene]]. It heals {{DMG|Poison|+|2}} per unit with a max dose of 20u. &lt;br /&gt;
&lt;br /&gt;
The next kind of Toxin is {{DMG|Radiation}} damage. You will most likely see [[Salvage_Technician|Salvage Technicians]] presenting with this kind of damage. It can be treated with [[Chemistry#Arithrazine|Arithrazine]], which heals {{DMG|Radiation|+|6}} per unit. You need to watch out, because it also deals {{DMG|Brute|-|1}}. You can usually solve this issue with [[Medical_Doctor#Tools|Bruise Pack]] or [[Chemistry#Bicaridine|Bicaridine]].&lt;br /&gt;
&lt;br /&gt;
=== Vision ===&lt;br /&gt;
A loss of eye sight will not appear on the Health Analyzer. If a user has been using a Welding Torch without a Welding Mask, they may be unable to see very far. You can treat it using [[Chemistry#Oculine|Oculine]]&lt;br /&gt;
&lt;br /&gt;
=== Jittering ===&lt;br /&gt;
A patient may be jittering (shaking) due to an overdose. A bed rest or simply time can help here. To rapidly flush jittering, you can administer a dose of [[Chemistry#Diphenhydramine|Diphenhydramine]].&lt;br /&gt;
&lt;br /&gt;
=== Allergic Reaction ===&lt;br /&gt;
An allergic reaction (e.g. to bees) can cause a build up of [[Chemistry#Histamine|Histamine]]. A dose of [[Chemistry#Diphenhydramine|Diphenhydramine]] or [[Chemistry#Ultravasculine|Ultravasculine]] can help flush it.&lt;br /&gt;
&lt;br /&gt;
=== Hallucinations ===&lt;br /&gt;
A patient may see swirly illusions after taking a hallucinogenic such as Space Drugs. A bed rest or simply time can help here. 1u of [[Chemistry#Synaptizine|Synaptizine]] can assist here (via a Dropper). More than 1u can be lethal.&lt;br /&gt;
&lt;br /&gt;
=== Ethanol Poisoning === &lt;br /&gt;
A patient may feel the effects of ingesting too much alcohol. A bed rest or simply time can help here. [[Chemistry#Ethylredoxrazine|Ethylredoxrazine]] can also be used to treat the effeects.&lt;br /&gt;
&lt;br /&gt;
== Cryogenics ==&lt;br /&gt;
&#039;&#039;Main article: [[Cryogenic_Pods|Cryogenic Pods]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Cryogenic Pods, also called cryo pods or cryopods, are a special type of medical machinery used in conjuction with specific chemical solutions. The machine itself can be thought of a simple gas chamber a patient can be placed in, with specific protection to prevent cold gases from damaging patients. It also offers a slot for a beaker or similar, to automatically inject the patient with a solution, slowly over the course of time. Cryo pods need a properly built atmospherics setup to work.&lt;br /&gt;
&amp;lt;div style=&amp;quot;display: flex; flex-flow: row wrap; justify-content: center; gap: 0.5em&amp;quot;&amp;gt;&lt;br /&gt;
{{Chembox|prototype=Cryoxadone}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Common Chemicals ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;display: flex; flex-flow: row wrap; justify-content: center; gap: 0.5em&amp;quot;&amp;gt;&lt;br /&gt;
{{Chembox|prototype=DexalinPlus}}&lt;br /&gt;
{{Chembox|prototype=Epinephrine}}&lt;br /&gt;
{{Chembox|prototype=Dermaline}}&lt;br /&gt;
{{Chembox|prototype=Bicaridine}}&lt;br /&gt;
{{Chembox|prototype=Tricordrazine}}&lt;br /&gt;
{{Chembox|prototype=Arithrazine}}&lt;br /&gt;
{{Chembox|prototype=Dylovene}}&lt;br /&gt;
{{Chembox|prototype=Inaprovaline}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Administering Medication ==&lt;br /&gt;
There are multiple ways to administer medicine to the patients.&lt;br /&gt;
* Liquid + Syringe - This is the most common way of giving chemicals to patients. You can find labeled jugs with medicine usually near the beds area of the Medbay. Each one holds 200u of liquid. You can use a syringe to draw or inject chemicals. By right clicking a syringe, you can change the amount of liquid you want to transfer - 5u, 10u or 15u. By left clicking it in your hand or clicking Z, you can change the mode between Drawing and Injecting.&lt;br /&gt;
* Liquid + Interact - A doctor can hold a container of liquid (e.g. a beaker, jug, can, bottle) and interact with a patient to force them to sip 5u of the liquid. Force feeding is slower than if the patient drinks the liquid themselves. Liquids cannot be ingested by some species (such as Moth). Drinking requires the face to be uncovered (except for certain masks like the clown mask). A doctor can Strip off a Helmet and Breathe Mask in order to achieve this. Drinking does nothing on dead bodies except if it is ingested right before the Defibrillator.&lt;br /&gt;
* Pill - A [[Chemist]] can create pills and some Medpacks also have pills therein. Pills will often be labelled with the chemical and amount of units. Unfortunately pills can also be mislabelled. Mislabelled pills can be grinded by a Grinder to revert to a liquid. Pills contain higher volumes of medication than a syringe. Pills cannot be ingested by some species (such as Moth). Pills require the face to be uncovered (except for certain masks like the clown mask). A doctor can Strip off a Helmet and Breathe Mask in order to achieve this. Pills do nothing on dead bodies except if they are ingested right before the Defibrillator.&lt;br /&gt;
* Apply a Pack - Some treatments can be applied topically to the body. This can be performed on dead bodies, moths and patients wearing a helmet. Examples of topical treatment are: Bruise Packs, Ointment, Gauze, Aloe Cream, etc.&lt;br /&gt;
&lt;br /&gt;
== Stabilizing Critical Patients ==&lt;br /&gt;
When a character suffers more than 100 damage, they will go into a Critical condition, indicated by the character passing out on the floor and starting to gasp for air. While crit, they won&#039;t be able to move, speak or interact with the world. They will also start gaining Asphyxiation. Once they reach 200 total damage, they will die, indicated by the text &amp;quot;... siezes up, his eyes dead and lifeless&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
Patients are often dragged in gasping for air in a Critical state. In the medbay, the go-to chemical for healing {{DMG|Airloss}} is [[Chemistry#Dexalin_plus|Dexalin Plus]], which heals both {{DMG|Bloodloss|+|6}} and {{DMG|Asphyxiation|+|6}}. While you&#039;re in field, the usual best option is to inject an emergency medipen into the patient to stabilize them, which has the effect of healing a bit of damage and {{DMG|Asphyxiation|+|6}}. Everyone starts with an emergency medipen inside their survival box, which contains 12u of [[Chemistry#Epinephrine|Epinephrine]] and 3u of [[Chemistry#Tranxemic_acid|Tranexamic Acid]]. Medical doctors also have one medipen on their medical belt. If you run out, there are also bottles of [[Chemistry#Epinephrine|Epinephrine]] inside the NanoMed. &lt;br /&gt;
&lt;br /&gt;
If you don&#039;t have [[Chemistry#Epinephrine|Epinephrine]] or [[Chemistry#Dexalin_plus|Dexalin Plus]] then [[Chemistry#Inaprovaline|Inaprovaline]] can also be useful, to a lesser degree. Once you administer a chemical to deal with the {{DMG|Airloss}}, you can move on to healing other types of damage. If you notice {{DMG|Asphyxiation}} going up again, you can give the patient another dose of preferably [[Chemistry#Dexalin_plus|Dexalin Plus]].&lt;br /&gt;
&lt;br /&gt;
Putting critical patients on a Stasis Bed will make them die 10 times slower, giving you more time to do other things. Remember that it also makes all chemicals metabolize slower, including medicine. Medical beds and roller also help a little. To do this, drag the patient onto an empty bed (do not Pull them onto the bed but instead left click them, drag and release them onto the bed).&lt;br /&gt;
&lt;br /&gt;
== Dead Body Analysis ==&lt;br /&gt;
If someone dies in your care or is brought to you as a corpse, you need to decide what action to take:&lt;br /&gt;
&lt;br /&gt;
First verify that the body has a soul. The best and simplest way to do this is {{key press|Shift}} + left click.&lt;br /&gt;
&lt;br /&gt;
[[File:BodyDead.png|thumb]]If you see text in red stating &amp;quot;They are dead.&amp;quot;, this means that this person is still viable for cloning or revival. If they get cloned, the old body will display the unclonable text shown below, and can be disposed of (after the person has gathered all their things off of it).&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
[[File:BodyDeadSSD.png|thumb]]&lt;br /&gt;
If instead you see text in yellow stating &amp;quot;Their soul lies dormant and may return soon.&amp;quot;, then this person is still cloneable but have left the server. You might want to keep them in the morgue until their soul returns or just clone them and hope for them to come back.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
[[File:BodyDeadIrrecoverable.png|thumb]]If instead you see text in purple stating &amp;quot;Their soul has departed and moved on. Any recovery is unlikely.&amp;quot;, then this person is gone. They&#039;ve either left the server, or they&#039;ve taken a ghost role, such as a drone or monkey, and thus forfeited the right to come back to their body. That or they&#039;ve just been cloned. Toss this body in the morgue.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Reviving ===&lt;br /&gt;
Dead people can be brought back using a Defibrillator, but only if they have less than 200 total damage (Not counting {{DMG|Asphyxiation}}) and they aren&#039;t rotting. You can use a Health Analyzer to check how much damage the body took before death. If the damage is excessive or non-curable with topical treatments, cloning may be the only option. Chemicals do not metabolize in the dead, but you can reduce the damage by using [[Medical_Doctor#Tools|Bruise Packs, Ointments, Sutures, Meshes, Gauzes and Bloodpacks]]. Once you get them below 200 damage, you can use a Defibrillator to bring them back to life. You can often find them free-standing or in a cabinet. It is batter-operated and must be turned on before you can use it. Each time the Defibrillator is used, its battery charge will go down. Eventually, you will need to recharge it. To do that, you need to first eject the battery cell and put it in a reacharger. It can be also found in Medical.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:auto&amp;quot;&lt;br /&gt;
|+ Dead Body Treatment&lt;br /&gt;
|-&lt;br /&gt;
! Symptoms !! Analysis !! Treatment Steps&lt;br /&gt;
|-&lt;br /&gt;
| 200+ Airloss || Revivable || Defibrillator &lt;br /&gt;
|-&lt;br /&gt;
| 100 Airloss and 100 Brute || Revivable || 2 Bruise packs followed by a Defibrillator followed by normal treatment (e.g. Bicaridine)&lt;br /&gt;
|-&lt;br /&gt;
| 200 Brute || Revivable || Brute packs until ~95 brute followed by a Defibrillator followed by normal treatment (e.g. Bicaridine)&lt;br /&gt;
|-&lt;br /&gt;
| 200 Burn || Revivable || Ointment or Aloe Cream until ~95 burn followed by a Defibrillator followed by normal treatment (e.g. Dermaaline)&lt;br /&gt;
|-&lt;br /&gt;
| 200 Poison or Radiation || Clone || Note that an advanced doctor may inject them with Anti-Toxin and then Defib and repeat this process but it will be a challenging revival. &lt;br /&gt;
|-&lt;br /&gt;
| 200+ Brute || Clone || Check Medical stockpiles of Bruise Packs before attempting revival. Cloning may be more viable.&lt;br /&gt;
|-&lt;br /&gt;
| 200+ Burn || Clone || Check Medical stockpiles of Ointment and Aloe Cream before attempting revival. Aloe Cream is a renewable resource from Botany. Cloning may be more viable if stockpiles are poor or Botany is non-responsive.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Cloning ===&lt;br /&gt;
To clone, first the cloning system needs to be set up. &lt;br /&gt;
&lt;br /&gt;
Make sure that the metempsychotic machine (or cloner) and medical scanner are linked to the Cloning Console via multitool. After that, ensure that there&#039;s enough biomass (from the Biomass Reclaimer). When you wish to clone them, place their body in the medical scanner and clone from the console.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Metempsychotic Machine&#039;&#039;&#039;&amp;lt;/big&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:MetempsychoticMachine.png|64px]]&lt;br /&gt;
&lt;br /&gt;
This is the machine every station starts with.&lt;br /&gt;
&lt;br /&gt;
This machine doesn&#039;t clone you but transfer your soul into a new body. It costs 30 biomass on the first transfer and there is a 100% chance for you to end up in an humanoid body (with a low chance of it being your own body. For every consecutive metempsychoses, the price goes up by 5 biomass and the chances of ending up in a humanoid body goes down by 25%. Upgrades can affect each.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Cloning Machine&#039;&#039;&#039;&amp;lt;/big&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:Cloner.png|64px]]&lt;br /&gt;
&lt;br /&gt;
The original cloner. It can be found in salvages wrecks.&lt;br /&gt;
&lt;br /&gt;
Larger species require more biomass to clone. You can inspect the body&#039;s damage before deciding whether to clone. Each point of genetic damage increases the chance cloning will fail by 1%.&lt;br /&gt;
&lt;br /&gt;
After cloning, be sure to process their old body in the reclaimer to get some biomass back. Make sure you&#039;ve given them an opportunity to get their things (as long as they didn&#039;t die of infectious disease.)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Medical Scanner&#039;&#039;&#039;&amp;lt;/big&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:MedicalScanner.png|64px]]&lt;br /&gt;
&lt;br /&gt;
The medical scanner is where you put clone-able bodies into before interacting with the body scanner to press the clone button.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Morgue ===&lt;br /&gt;
Meant for long-term storage of dead bodies. This is where you find a bunch of morgue storage pods where you can store dead people. &lt;br /&gt;
&lt;br /&gt;
It is recommended to only store people with souls in there if the cloning bay is overflowing, you can&#039;t clone due to low biomass or it is currently inoperable.&lt;br /&gt;
&lt;br /&gt;
Storing dead bodies is very useful to prevent the body from rotting (which prevents revival and cloning).&lt;br /&gt;
&lt;br /&gt;
To use the Morgue, interact with a Storage Pod to open the tray, drag a body onto the tray, then interact with the Pod to close the tray. Typically you&#039;ll want only one body per Storage Pod.&lt;br /&gt;
&lt;br /&gt;
Here&#039;s a quick morgue color code.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: left;vertical-align: center;&amp;quot;&lt;br /&gt;
! Sprite !! Meaning&lt;br /&gt;
|-&lt;br /&gt;
| [[File:MorgueEmpty.png]]&lt;br /&gt;
| There is nothing inside the tray.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:MorgueBodySoulless.png]]&lt;br /&gt;
| There is a body but the player isn&#039;t in the body. The state of the spirit is unknown as the player could be waiting around the body or left already. You need to pull out the body and check it manually.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:MorgueBody.png]]&lt;br /&gt;
| The body has a spirit inside of it, and is revive-able. It will be beeping too.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:MorgueObject.png]]&lt;br /&gt;
| There is something inside the tray, but it&#039;s not a body.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Biomass Reclaimer&#039;&#039;&#039;&amp;lt;/big&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:BiomassReclaimer.png|64px]]&lt;br /&gt;
&lt;br /&gt;
Every morgue comes with a very important piece of equipment, the Biomass Reclaimer. It is fairly straightforward, put a dead body in it, it grinds them into biomass. Be careful not to grind down clone-able body if you are not an [[Antagonist]] as it could get you in trouble [[Roleplay#In_Character|IC]] and [[Roleplay#Out_of_Character|OOC]].&lt;br /&gt;
&lt;br /&gt;
If you attempt to drag a living creature into the Biomass Reclaimer, it may throw the creature across the room.&lt;br /&gt;
&lt;br /&gt;
The amount of Biomass generated depends on the type of creature.&lt;br /&gt;
&lt;br /&gt;
If you get low on Biomass, contact Salvage and/or Cargo and ask for their help.&lt;br /&gt;
&lt;br /&gt;
== Crew Monitorning Console ==&lt;br /&gt;
A Crew Monitoring Console usually can be found in the public area of the Medbay or inside the CMO&#039;s office. It also comes in a handheld version distributed to the [[Chief_Medical_Officer|Chief Medical Officer]] and the [[Paramedic|Paramedics]].&lt;br /&gt;
&lt;br /&gt;
It can be used to find other crewmembers, provided they have suit sensors enabled. The four settings on suit sensors are:&lt;br /&gt;
* Off - The person doesn&#039;t show up in the console.&lt;br /&gt;
* Binary - The person shows up as either ALIVE or DEAD.&lt;br /&gt;
* Vitals - The person will show up with their current health condition.&lt;br /&gt;
* Coordinates - The person can be found on the interactive station map.&lt;br /&gt;
&lt;br /&gt;
If someone has their Coordinates on, they can be easily found and retrived by [[Paramedic|Paramedics]]. If someone dies without coords on, there&#039;s little you can do usually. It&#039;s recommended for all crew to have their suit sensors on.&lt;br /&gt;
&lt;br /&gt;
== Medical Reference for Chemistry ==&lt;br /&gt;
WIP: Needs updating&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Common chemicals&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;[[Chemistry#Inaprovaline|Inaprovaline]]&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Beaker.png|32px]][[Chemistry#Oxygen|Oxygen]] [[File:Beaker.png|32px]][[Chemistry#Sugar|Sugar]] [[File:Beaker.png|32px]][[Chemistry#Carbon|Carbon]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;[[Chemistry#Dylovene|Dylovene]]&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Beaker.png|32px]][[Chemistry#chem_Potassium|Potassium]] [[File:Beaker.png|32px]][[Chemistry#chem_Silicon|Silicon]] [[File:Beaker.png|32px]][[Chemistry#chem_Nitrogen|Nitrogen]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;[[Chemistry#chem_Kelotane|Kelotane]]&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Beaker.png|32px]][[Chemistry#chem_Silicon|Silicon]] [[File:Beaker.png|32px]][[Chemistry#chem_Carbon|Carbon]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;[[Chemistry#chem_Dexalin|Dexalin]]&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Beaker.png|32px]][[Chemistry#chem_Oxygen|Oxygen]] [[File:Beaker.png|32px]][[Chemistry#chem_Plasma|Plasma]] (It needs to be grinded))&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;[[Chemistry#chem_Hyronalin|Hyronalin]]&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Beaker.png|32px]][[Chemistry#chem_Dylovene|Dylovene]]&amp;lt;sup&amp;gt;([[File:Beaker.png|16px]][[Chemistry#chem_Potassium|Potassium]] [[File:Beaker.png|16px]][[Chemistry#chem_Silicon|Silicon]] [[File:Beaker.png|16px]][[Chemistry#chem_Nitrogen|Nitrogen]])&amp;lt;/sup&amp;gt; [[File:Beaker.png|32px]][[Chemistry#chem_Radium|Radium]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;[[Chemistry#chem_Phenol|Phenol]]&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Beaker.png|32px]][[Chemistry#chem_Water|Water]] [[File:Beaker.png|32px]][[Chemistry#chem_Oil|Oil]] [[File:Beaker.png|32px]][[Chemistry#chem_Chlorine|Chlorine]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;[[Chemistry#chem_Diethylamine|Diethylamine]]&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Beaker.png|32px]][[Chemistry#chem_Ethanol|Ethanol]] [[File:Beaker.png|32px]][[Chemistry#chem_Ammonia|Ammonia]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;[[Chemistry#chem_UnstableMutagen|Unstable Mutagen]]&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Beaker.png|32px]][[Chemistry#chem_Chlorine|Chlorine]] [[File:Beaker.png|32px]][[Chemistry#chem_Phosphorus|Phosphorus]] [[File:Beaker.png|32px]][[Chemistry#chem_Radium|Radium]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;[[Chemistry#chem_SulfuricAcid|Sulfuric Acid]]&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Beaker.png|32px]][[Chemistry#chem_Hydrogen|Hydrogen]] [[File:Beaker.png|32px]][[Chemistry#chem_Sulfur|Sulfur]] [[File:Beaker.png|32px]][[Chemistry#chem_Oxygen|Oxygen]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Damage !! Treatment&lt;br /&gt;
|-&lt;br /&gt;
| Brute ||&lt;br /&gt;
&#039;&#039;&#039;Bruise pack&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;[[Chemistry#chem_Bicaridine|Bicaridine]]&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Beaker.png|32px]][[Chemistry#chem_Carbon|Carbon]] [[File:Beaker.png|32px]][[Chemistry#chem_Inaprovaline|Inaprovaline]]&amp;lt;sup&amp;gt;([[File:Beaker.png|16px]][[Chemistry#chem_Oxygen|Oxygen]] [[File:Beaker.png|16px]][[Chemistry#chem_Sugar|Sugar]] [[File:Beaker.png|16px]][[Chemistry#chem_Carbon|Carbon]])&amp;lt;/sup&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;[[Chemistry#chem_Tricordrazine|Tricordrazine]]&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Beaker.png|32px]][[Chemistry#chem_Dylovene|Dylovene]]&amp;lt;sup&amp;gt;([[File:Beaker.png|16px]][[Chemistry#chem_Potassium|Potassium]] [[File:Beaker.png|16px]][[Chemistry#chem_Silicon|Silicon]] [[File:Beaker.png|16px]][[Chemistry#chem_Nitrogen|Nitrogen]])&amp;lt;/sup&amp;gt; [[File:Beaker.png|32px]][[Chemistry#chem_Inaprovaline|Inaprovaline]]&amp;lt;sup&amp;gt;([[File:Beaker.png|16px]][[Chemistry#chem_Oxygen|Oxygen]] [[File:Beaker.png|16px]][[Chemistry#chem_Sugar|Sugar]] [[File:Beaker.png|16px]][[Chemistry#chem_Carbon|Carbon]])&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Caustic || &lt;br /&gt;
&#039;&#039;&#039;[[Chemistry#chem_Siderlac|Siderlac]]&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Beaker.png|32px]][[Chemistry#chem_Stellibinin|Stellibinin]] [[File:Beaker.png|32px]][[Chemistry#chem_Aloe|Aloe]]&lt;br /&gt;
|-&lt;br /&gt;
| Burn ||&lt;br /&gt;
&#039;&#039;&#039;Ointment&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;[[Chemistry#chem_Kelotane|Kelotane]]&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Beaker.png|32px]][[Chemistry#chem_Silicon|Silicon]] [[File:Beaker.png|32px]][[Chemistry#chem_Carbon|Carbon]]&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;[[Chemistry#chem_Dermaline|Dermaline]]&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Beaker.png|32px]][[Chemistry#chem_Kelotane|Kelotane]]&amp;lt;sup&amp;gt;([[File:Beaker.png|16px]][[Chemistry#chem_Silicon|Silicon]] [[File:Beaker.png|16px]][[Chemistry#chem_Carbon|Carbon]])&amp;lt;/sup&amp;gt; [[File:Beaker.png|32px]][[Chemistry#chem_Oxygen|Oxygen]] [[File:Beaker.png|32px]][[Chemistry#chem_Phosphorus|Phosphorus]]&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;[[Chemistry#chem_Tricordrazine|Tricordrazine]]&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Beaker.png|32px]][[Chemistry#chem_Dylovene|Dylovene]]&amp;lt;sup&amp;gt;([[File:Beaker.png|16px]][[Chemistry#chem_Potassium|Potassium]] [[File:Beaker.png|16px]][[Chemistry#chem_Silicon|Silicon]] [[File:Beaker.png|16px]][[Chemistry#chem_Nitrogen|Nitrogen]])&amp;lt;/sup&amp;gt; [[File:Beaker.png|32px]][[Chemistry#chem_Inaprovaline|Inaprovaline]]&amp;lt;sup&amp;gt;([[File:Beaker.png|16px]][[Chemistry#chem_Oxygen|Oxygen]] [[File:Beaker.png|16px]][[Chemistry#chem_Sugar|Sugar]] [[File:Beaker.png|16px]][[Chemistry#chem_Carbon|Carbon]])&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Airloss ||&lt;br /&gt;
&#039;&#039;&#039;[[Chemistry#chem_Dexalin|Dexalin]]&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Beaker.png|32px]][[Chemistry#chem_Oxygen|Oxygen]] [[File:Beaker.png|32px]][[Chemistry#chem_Plasma|Plasma]]&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;[[Chemistry#chem_DexalinPlus|Dexalin plus]]&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Beaker.png|32px]][[Chemistry#chem_Dexalin|Dexalin]]&amp;lt;sup&amp;gt;([[File:Beaker.png|16px]][[Chemistry#chem_Oxygen|Oxygen]] [[File:Beaker.png|16px]][[Chemistry#chem_Plasma|Plasma]])&amp;lt;/sup&amp;gt; [[File:Beaker.png|32px]][[Chemistry#chem_Iron|Iron]] [[File:Beaker.png|32px]][[Chemistry#chem_Carbon|Carbon]]&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;[[Chemistry#chem_Epinephrine|Epinephrine]]&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Beaker.png|32px]][[Chemistry#chem_Oxygen|Oxygen]] [[File:Beaker.png|32px]][[Chemistry#chem_Diethylamine|Diethylamine]]&amp;lt;sup&amp;gt;([[File:Beaker.png|16px]][[Chemistry#chem_Ethanol|Ethanol]] [[File:Beaker.png|16px]][[Chemistry#chem_Ammonia|Ammonia]])&amp;lt;/sup&amp;gt; [[File:Beaker.png|32px]][[Chemistry#chem_Hydrogen|Hydrogen]] [[File:Beaker.png|32px]][[Chemistry#chem_Acetone|Acetone]] [[File:Beaker.png|32px]][[Chemistry#chem_Phenol|Phenol]]&amp;lt;sup&amp;gt;([[File:Beaker.png|16px]][[Chemistry#chem_Water|Water]] [[File:Beaker.png|16px]][[Chemistry#chem_Oil|Oil]] [[File:Beaker.png|16px]][[Chemistry#chem_Chlorine|Chlorine]])&amp;lt;/sup&amp;gt; [[File:Beaker.png|32px]][[Chemistry#chem_Chlorine|Chlorine]]&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;[[Chemistry#chem_Inaprovaline|Inaprovaline]]&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Beaker.png|32px]][[Chemistry#chem_Oxygen|Oxygen]] [[File:Beaker.png|32px]][[Chemistry#chem_Sugar|Sugar]] [[File:Beaker.png|32px]][[Chemistry#chem_Carbon|Carbon]]&lt;br /&gt;
|-&lt;br /&gt;
| Toxin ||&lt;br /&gt;
&#039;&#039;&#039;[[Chemistry#chem_Dylovene|Dylovene]]&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Beaker.png|32px]][[Chemistry#chem_Potassium|Potassium]] [[File:Beaker.png|32px]][[Chemistry#chem_Silicon|Silicon]] [[File:Beaker.png|32px]][[Chemistry#chem_Nitrogen|Nitrogen]]&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;[[Chemistry#chem_Ultravasculine|Ultravasculine]]&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Beaker.png|32px]][[Chemistry#chem_Plasma|Plasma]] [[File:Beaker.png|32px]][[Chemistry#chem_Histamine|Histamine]]&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;[[Chemistry#chem_Arithrazine|Arithrazine]]&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Beaker.png|32px]][[Chemistry#chem_Hyronalin|Hyronalin]]&amp;lt;sup&amp;gt;([[File:Beaker.png|16px]][[Chemistry#chem_Dylovene|Dylovene]]&amp;lt;sup&amp;gt;([[File:Beaker.png|8px]][[Chemistry#chem_Potassium|Potassium]] [[File:Beaker.png|8px]][[Chemistry#chem_Silicon|Silicon]] [[File:Beaker.png|8px]][[Chemistry#chem_Nitrogen|Nitrogen]])&amp;lt;/sup&amp;gt; [[File:Beaker.png|16px]][[Chemistry#chem_Radium|Radium]])&amp;lt;/sup&amp;gt; [[File:Beaker.png|32px]][[Chemistry#chem_Hydrogen|Hydrogen]]&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;[[Chemistry#chem_Hyronalin|Hyronalin]]&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Beaker.png|32px]][[Chemistry#chem_Dylovene|Dylovene]]&amp;lt;sup&amp;gt;([[File:Beaker.png|16px]][[Chemistry#chem_Potassium|Potassium]] [[File:Beaker.png|16px]][[Chemistry#chem_Silicon|Silicon]] [[File:Beaker.png|16px]][[Chemistry#chem_Nitrogen|Nitrogen]])&amp;lt;/sup&amp;gt; [[File:Beaker.png|32px]][[Chemistry#chem_Radium|Radium]]&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;[[Chemistry#chem_Stellibinin|Stellibinin]]&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;[[Chemistry#chem_Diphenhydramine|Diphenhydramine]]&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Genetic ||&lt;br /&gt;
&#039;&#039;&#039;[[Chemistry#chem_Phalanximine|Phalanximine]]&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Beaker.png|32px]][[Chemistry#chem_UnstableMutagen|Unstable Mutagen]]&amp;lt;sup&amp;gt;([[File:Beaker.png|16px]][[Chemistry#chem_Chlorine|Chlorine]] [[File:Beaker.png|16px]][[Chemistry#chem_Phosphorus|Phosphorus]] [[File:Beaker.png|16px]][[Chemistry#chem_Radium|Radium]])&amp;lt;/sup&amp;gt; [[File:Beaker.png|32px]][[Chemistry#chem_Hyronalin|Hyronalin]]&amp;lt;sup&amp;gt;([[File:Beaker.png|16px]][[Chemistry#chem_Dylovene|Dylovene]]&amp;lt;sup&amp;gt;([[File:Beaker.png|8px]][[Chemistry#chem_Potassium|Potassium]] [[File:Beaker.png|8px]][[Chemistry#chem_Silicon|Silicon]] [[File:Beaker.png|8px]][[Chemistry#chem_Nitrogen|Nitrogen]])&amp;lt;/sup&amp;gt; [[File:Beaker.png|16px]][[Chemistry#chem_Radium|Radium]])&amp;lt;/sup&amp;gt; [[File:Beaker.png|32px]][[Chemistry#chem_Ethanol|Ethanol]]&lt;br /&gt;
&amp;lt;!-- add more --&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Bleeding ||&lt;br /&gt;
&#039;&#039;&#039;[[Chemistry#chem_Pulped Banana Peel|Pulped Banana Peel]]&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;[[Chemistry#chem_Inaprovaline|Inaprovaline]]&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Beaker.png|32px]][[Chemistry#chem_Oxygen|Oxygen]] [[File:Beaker.png|32px]][[Chemistry#chem_Sugar|Sugar]] [[File:Beaker.png|32px]][[Chemistry#chem_Carbon|Carbon]]&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;[[Chemistry#chem_Tranexamic acid|Tranexamic acid]]&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Beaker.png|32px]][[Chemistry#chem_SulfuricAcid|Sulfuric Acid]]&amp;lt;sup&amp;gt;([[File:Beaker.png|16px]][[Chemistry#chem_Hydrogen|Hydrogen]] [[File:Beaker.png|16px]][[Chemistry#chem_Sulfur|Sulfur]] [[File:Beaker.png|16px]][[Chemistry#chem_Oxygen|Oxygen]])&amp;lt;/sup&amp;gt; [[File:Beaker.png|32px]][[Chemistry#chem_Sugar|Sugar]] [[File:Beaker.png|32px]][[Chemistry#chem_Inaprovaline|Inaprovaline]]&amp;lt;sup&amp;gt;([[File:Beaker.png|16px]][[Chemistry#chem_Oxygen|Oxygen]] [[File:Beaker.png|16px]][[Chemistry#chem_Sugar|Sugar]] [[File:Beaker.png|16px]][[Chemistry#chem_Carbon|Carbon]])&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Disease ||&lt;br /&gt;
&#039;&#039;&#039;[[Chemistry#chem_Spaceacillin|Spaceacillin]]&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Beaker.png|32px]][[Chemistry#chem_Cryptobiolin|Cryptobiolin]]&amp;lt;sup&amp;gt;([[File:Beaker.png|16px]][[Chemistry#chem_Oxygen|Oxygen]] [[File:Beaker.png|16px]][[Chemistry#chem_Sugar|Sugar]] [[File:Beaker.png|16px]][[Chemistry#chem_Potassium|Potassium]])&amp;lt;/sup&amp;gt; &amp;lt;br&amp;gt;[[File:Beaker.png|32px]][[Chemistry#chem_Inaprovaline|Inaprovaline]]&amp;lt;sup&amp;gt;([[File:Beaker.png|16px]][[Chemistry#chem_Oxygen|Oxygen]] [[File:Beaker.png|16px]][[Chemistry#chem_Sugar|Sugar]] [[File:Beaker.png|16px]][[Chemistry#chem_Carbon|Carbon]])&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Zombification ||&lt;br /&gt;
&#039;&#039;&#039;[[Chemistry#chem_Romerol|Romerol]]&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:Beaker.png|48px]][[Chemistry#chem_Tricordrazine|Tricordrazine]]&amp;lt;sup&amp;gt;([[File:Beaker.png|32px]][[Chemistry#chem_Dylovene|Dylovene]]&amp;lt;sup&amp;gt;([[File:Beaker.png|16px]][[Chemistry#chem_Potassium|Potassium]] [[File:Beaker.png|16px]][[Chemistry#chem_Silicon|Silicon]] [[File:Beaker.png|16px]][[Chemistry#chem_Nitrogen|Nitrogen]])&amp;lt;/sup&amp;gt; [[File:Beaker.png|32px]][[Chemistry#chem_Inaprovaline|Inaprovaline]]&amp;lt;sup&amp;gt;([[File:Beaker.png|16px]][[Chemistry#chem_Oxygen|Oxygen]] [[File:Beaker.png|16px]][[Chemistry#chem_Sugar|Sugar]] [[File:Beaker.png|16px]][[Chemistry#chem_Carbon|Carbon]])&amp;lt;/sup&amp;gt;&lt;br /&gt;
)&amp;lt;/sup&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:Beaker.png|48px]][[Chemistry#chem_Phalanximine|Phalanximine]]&amp;lt;sup&amp;gt;([[File:Beaker.png|32px]][[Chemistry#chem_UnstableMutagen|Unstable Mutagen]]&amp;lt;sup&amp;gt;([[File:Beaker.png|16px]][[Chemistry#chem_Chlorine|Chlorine]] [[File:Beaker.png|16px]][[Chemistry#chem_Phosphorus|Phosphorus]] [[File:Beaker.png|16px]][[Chemistry#chem_Radium|Radium]])&amp;lt;/sup&amp;gt; [[File:Beaker.png|32px]][[Chemistry#chem_Hyronalin|Hyronalin]]&amp;lt;sup&amp;gt;([[File:Beaker.png|16px]][[Chemistry#chem_Dylovene|Dylovene]]&amp;lt;sup&amp;gt;([[File:Beaker.png|8px]][[Chemistry#chem_Potassium|Potassium]] [[File:Beaker.png|8px]][[Chemistry#chem_Silicon|Silicon]] [[File:Beaker.png|8px]][[Chemistry#chem_Nitrogen|Nitrogen]])&amp;lt;/sup&amp;gt; [[File:Beaker.png|16px]][[Chemistry#chem_Radium|Radium]])&amp;lt;/sup&amp;gt; [[File:Beaker.png|32px]][[Chemistry#chem_Ethanol|Ethanol]])&amp;lt;/sup&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== How to Deal with a Pandemic ==&lt;br /&gt;
Refer to [[Virology]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Guides Menu}}&lt;/div&gt;</summary>
		<author><name>MilonPL</name></author>
	</entry>
	<entry>
		<id>https://wiki.deltav.gay/index.php?title=Power&amp;diff=2867</id>
		<title>Power</title>
		<link rel="alternate" type="text/html" href="https://wiki.deltav.gay/index.php?title=Power&amp;diff=2867"/>
		<updated>2024-01-16T22:56:51Z</updated>

		<summary type="html">&lt;p&gt;MilonPL: Added the AME overload graph&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Needs revision&lt;br /&gt;
|reason=Outdated due to the Rebase Update. New power sources.&lt;br /&gt;
|image=RebaseWork.png&lt;br /&gt;
}}&lt;br /&gt;
= Power =&lt;br /&gt;
&lt;br /&gt;
Engineering generates power, which is essential for keeping a well-functioning space station from descending into darkness. Most computers, machines, lighting fixtures, and more require power to operate.&lt;br /&gt;
&lt;br /&gt;
= Supply and Demand =&lt;br /&gt;
&lt;br /&gt;
Running an efficient power operation is about delicately balancing the supply of power from generators with demand from station equipment. Thanks to cutting-edge energy storage technology (SMES, and batteries in substations and APCs) aboard NanoTransen stations, generators do not have to always match instantaneous station demand; it is enough to generate enough power to meet the average station demand.&lt;br /&gt;
&lt;br /&gt;
[[File:Power Monitoring Console.png|thumb|Use the Power Monitoring Console to determine the station&#039;s power demand]]&lt;br /&gt;
&lt;br /&gt;
Use the Power Monitoring Console to determine the station&#039;s power demand. In a well-functioning station, SMES balance the instantaneous demand with supply. Don&#039;t let them run out!&lt;br /&gt;
&lt;br /&gt;
If long term demand exceeds supply, you will have angry station inhabitants complaining about lack of power. When supply exceeds demand, the extra power is used to charge energy storage devices. When all energy storage devices are full, the excess power is safely dissipated into space.&lt;br /&gt;
&lt;br /&gt;
It is better to be in a long-term energy surplus than an energy deficit. On the other hand, if your station is powered by non-renewable sources like the Anti-Matter Engine (AME), generating much more power than you need wastes fuel and contributes to space warming, not to mention, wastes Logistics&#039;s money &#039;&#039;which they would have wasted on a lasers crate anyway&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
= The Power Hierarchy =&lt;br /&gt;
&lt;br /&gt;
Power transmission in SS14 comes in three different flavors, high voltage (HV) cables (orange), medium voltage (MV) cables (yellow) and low voltage (LV) cables (green).&lt;br /&gt;
&lt;br /&gt;
[[File:Minimal power example.png|thumb|Example of a station power network. The generator feeds a SMES through a cable terminal, which in turn supplies a substation, which in turn supplies an APC, which powers critical station equipment]]&lt;br /&gt;
&lt;br /&gt;
[[File:SS14 PowerHD.png|thumb|A screenshot showing an example of a power network. Solar panels produce HV power, which is then buffered with a SMES and redistributed.]]&lt;br /&gt;
&lt;br /&gt;
Power flows from generators and power storage via HV cables to substations around the station. From substations, MV cables going out transmit power from the substation and connected grid to area power controllers (APCs) where LV cables take the power the rest of the way to consumers (3-4 tile radius from the APC to devices in the area). &#039;&#039;&#039;A cable must be placed under generators, storage, substations and APCs for them to function&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== Separating your Grid ==&lt;br /&gt;
One device not mentioned so far is the cable terminal. In order to separate part of your power network you will need to use a cable terminal, with a HV cable on the terminal box side and the wire side facing towards a SMES. When a HV cable is then placed under the SMES this creates two distinct HV cable networks; the side with your generation on which ends at the cable terminal, and the storage / supply side which starts at the SMES and goes out to substations.&lt;br /&gt;
&lt;br /&gt;
Currently if you place a substation on the generation side of your SMES it will drain into said SMES as a supplier. This is important as in this scenario if there isn&#039;t enough generation, the substation will drain to empty causing a blackout in its connected APCs while everything on the SMES side will remain powered.&lt;br /&gt;
&lt;br /&gt;
= Generation =&lt;br /&gt;
All power on the station comes from either a generator or an energy storage device. In this section we will discuss generators, and in brief, engines. All engines are generators but not all generators are engines. &lt;br /&gt;
&lt;br /&gt;
== The Antimatter Engine ==&lt;br /&gt;
The Antimatter Engine (AME) is the main source of power for most stations. Engineering is responsible for setting up the AME at round start.&lt;br /&gt;
&lt;br /&gt;
=== Setup ===&lt;br /&gt;
# Grab AME parts from a &#039;&#039;&#039;Packaged antimatter reactor&#039;&#039;&#039; crate and place one on each floor tile you want a piece of the reactor. The minimum is a 3×3 square, which gives one core. [[File:AME_setup_example1.png|thumb|none|3×3, 1-core AME]]&lt;br /&gt;
# With a multitool in hand, click the AME parts on the floor to build a piece of the reactor. If you mess up, you can deconstruct a built reactor with a lit welder.&lt;br /&gt;
# Open the &#039;&#039;antimatter control unit crate&#039;&#039; to obtain an &#039;&#039;&#039;AME Controller&#039;&#039;&#039;. Place it next to the reactor you just built and wrench it down. The HV cable underneath the controller will carry power produced from the AME. &#039;&#039;&#039;Make sure the controller is on HV wire&#039;&#039;&#039;.&lt;br /&gt;
# Open the &#039;&#039;antimatter containment jar crate&#039;&#039; to obtain &#039;&#039;antimatter containment jars&#039;&#039;. This is the fuel for the AME. With it in hand, click on the controller to place it in the AME. Change the &#039;&#039;Injection Amount&#039;&#039; to the desired level (see table below) and click &#039;&#039;Toggle Injection&#039;&#039; to turn the AME on. [[File:AME_completed_example1.png|thumb|none|Finished AME]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Important&lt;br /&gt;
|Title=Warning&lt;br /&gt;
|Note=Do not set injection greater than (2× the number of cores). Doing so will cause reactor instability, which will sooner or later destroy the reactor.&lt;br /&gt;
|Image=engineer.png&lt;br /&gt;
|Color=#eb9b34&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The wattage produced by the AME in different configurations is shown below. The color indicates the state - green: safe, yellow: Overloaded (explodes eventually), Orange: Heavily Overloaded (explodes soon), Red: Extremely Overloaded (explodes within the minute)&lt;br /&gt;
&amp;lt;div style=&amp;quot;display: flex; justify-content: center&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;color:#000000;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;color:#ffffff;&amp;quot; | AME power production in kW&lt;br /&gt;
|-&lt;br /&gt;
! &lt;br /&gt;
! style=&amp;quot; font-size:100%;&amp;quot; | &lt;br /&gt;
! colspan=&amp;quot;10&amp;quot; style=&amp;quot;text-align:center; &amp;quot; | Cores&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | &lt;br /&gt;
! style=&amp;quot; font-size:100%; text-align:left;&amp;quot; | &lt;br /&gt;
! style=&amp;quot;&amp;quot; | 1&lt;br /&gt;
! style=&amp;quot;&amp;quot; | 2&lt;br /&gt;
! style=&amp;quot;&amp;quot; | 3&lt;br /&gt;
! style=&amp;quot;&amp;quot; | 4&lt;br /&gt;
! style=&amp;quot;&amp;quot; | 5&lt;br /&gt;
! style=&amp;quot;&amp;quot; | 6&lt;br /&gt;
! style=&amp;quot;&amp;quot; | 7&lt;br /&gt;
! style=&amp;quot;&amp;quot; | 8&lt;br /&gt;
! style=&amp;quot;&amp;quot; | 9&lt;br /&gt;
! style=&amp;quot;&amp;quot; | 10&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;11&amp;quot; | Injection&lt;br /&gt;
! style=&amp;quot;text-align:center;  font-size:100%;&amp;quot; | 2&lt;br /&gt;
| style=&amp;quot; background-color:#92D050;&amp;quot; | 80.0&lt;br /&gt;
| style=&amp;quot; background-color:#92D050;&amp;quot; | 40.0&lt;br /&gt;
| style=&amp;quot; background-color:#92D050;&amp;quot; | 26.7&lt;br /&gt;
| style=&amp;quot; background-color:#92D050;&amp;quot; | 20.0&lt;br /&gt;
| style=&amp;quot; background-color:#92D050;&amp;quot; | 16.0&lt;br /&gt;
| style=&amp;quot; background-color:#92D050;&amp;quot; | 13.3&lt;br /&gt;
| style=&amp;quot; background-color:#92D050;&amp;quot; | 11.4&lt;br /&gt;
| style=&amp;quot; background-color:#92D050;&amp;quot; | 10.0&lt;br /&gt;
| style=&amp;quot; background-color:#92D050;&amp;quot; | 8.9&lt;br /&gt;
| style=&amp;quot; background-color:#92D050;&amp;quot; | 8.0&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:center;  font-size:100%;&amp;quot; | 4&lt;br /&gt;
| style=&amp;quot; background-color:#FF0;&amp;quot; | 320.0&lt;br /&gt;
| style=&amp;quot; background-color:#92D050;&amp;quot; | 160.0&lt;br /&gt;
| style=&amp;quot; background-color:#92D050;&amp;quot; | 106.7&lt;br /&gt;
| style=&amp;quot; background-color:#92D050;&amp;quot; | 80.0&lt;br /&gt;
| style=&amp;quot; background-color:#92D050;&amp;quot; | 64.0&lt;br /&gt;
| style=&amp;quot; background-color:#92D050;&amp;quot; | 53.3&lt;br /&gt;
| style=&amp;quot; background-color:#92D050;&amp;quot; | 45.7&lt;br /&gt;
| style=&amp;quot; background-color:#92D050;&amp;quot; | 40.0&lt;br /&gt;
| style=&amp;quot; background-color:#92D050;&amp;quot; | 35.6&lt;br /&gt;
| style=&amp;quot; background-color:#92D050;&amp;quot; | 32.0&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:center;  font-size:100%;&amp;quot; | 6&lt;br /&gt;
| style=&amp;quot; background-color:#FF0;&amp;quot; | 720.0&lt;br /&gt;
| style=&amp;quot; background-color:#FF0;&amp;quot; | 360.0&lt;br /&gt;
| style=&amp;quot; background-color:#92D050;&amp;quot; | 240.0&lt;br /&gt;
| style=&amp;quot; background-color:#92D050;&amp;quot; | 180.0&lt;br /&gt;
| style=&amp;quot; background-color:#92D050;&amp;quot; | 144.0&lt;br /&gt;
| style=&amp;quot; background-color:#92D050;&amp;quot; | 120.0&lt;br /&gt;
| style=&amp;quot; background-color:#92D050;&amp;quot; | 102.9&lt;br /&gt;
| style=&amp;quot; background-color:#92D050;&amp;quot; | 90.0&lt;br /&gt;
| style=&amp;quot; background-color:#92D050;&amp;quot; | 80.0&lt;br /&gt;
| style=&amp;quot; background-color:#92D050;&amp;quot; | 72.0&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:center;  font-size:100%;&amp;quot; | 8&lt;br /&gt;
| style=&amp;quot; background-color:#ED7D31;&amp;quot; | 1,280.0&lt;br /&gt;
| style=&amp;quot; background-color:#ED7D31;&amp;quot; | 640.0&lt;br /&gt;
| style=&amp;quot; background-color:#FF0;&amp;quot; | 426.7&lt;br /&gt;
| style=&amp;quot; background-color:#92D050;&amp;quot; | 320.0&lt;br /&gt;
| style=&amp;quot; background-color:#92D050;&amp;quot; | 256.0&lt;br /&gt;
| style=&amp;quot; background-color:#92D050;&amp;quot; | 213.3&lt;br /&gt;
| style=&amp;quot; background-color:#92D050;&amp;quot; | 182.9&lt;br /&gt;
| style=&amp;quot; background-color:#92D050;&amp;quot; | 160.0&lt;br /&gt;
| style=&amp;quot; background-color:#92D050;&amp;quot; | 142.2&lt;br /&gt;
| style=&amp;quot; background-color:#92D050;&amp;quot; | 128.0&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:center;  font-size:100%;&amp;quot; | 10&lt;br /&gt;
| style=&amp;quot; background-color:#ED7D31;&amp;quot; | 2,000.0&lt;br /&gt;
| style=&amp;quot; background-color:#ED7D31;&amp;quot; | 1,000.0&lt;br /&gt;
| style=&amp;quot; background-color:#ED7D31;&amp;quot; | 666.7&lt;br /&gt;
| style=&amp;quot; background-color:#ED7D31;&amp;quot; | 500.0&lt;br /&gt;
| style=&amp;quot; background-color:#92D050;&amp;quot; | 400.0&lt;br /&gt;
| style=&amp;quot; background-color:#92D050;&amp;quot; | 333.3&lt;br /&gt;
| style=&amp;quot; background-color:#92D050;&amp;quot; | 285.7&lt;br /&gt;
| style=&amp;quot; background-color:#92D050;&amp;quot; | 250.0&lt;br /&gt;
| style=&amp;quot; background-color:#92D050;&amp;quot; | 222.2&lt;br /&gt;
| style=&amp;quot; background-color:#92D050;&amp;quot; | 200.0&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:center;  font-size:100%;&amp;quot; | 12&lt;br /&gt;
| style=&amp;quot; background-color:#F00;&amp;quot; | 2,880.0&lt;br /&gt;
| style=&amp;quot; background-color:#ED7D31;&amp;quot; | 1,440.0&lt;br /&gt;
| style=&amp;quot; background-color:#ED7D31;&amp;quot; | 960.0&lt;br /&gt;
| style=&amp;quot; background-color:#ED7D31;&amp;quot; | 720.0&lt;br /&gt;
| style=&amp;quot; background-color:#ED7D31;&amp;quot; | 576.0&lt;br /&gt;
| style=&amp;quot; background-color:#92D050;&amp;quot; | 480.0&lt;br /&gt;
| style=&amp;quot; background-color:#92D050;&amp;quot; | 411.4&lt;br /&gt;
| style=&amp;quot; background-color:#92D050;&amp;quot; | 360.0&lt;br /&gt;
| style=&amp;quot; background-color:#92D050;&amp;quot; | 320.0&lt;br /&gt;
| style=&amp;quot; background-color:#92D050;&amp;quot; | 288.0&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:center;  font-size:100%;&amp;quot; | 14&lt;br /&gt;
| style=&amp;quot; background-color:#F00;&amp;quot; | 3,920.0&lt;br /&gt;
| style=&amp;quot; background-color:#F00;&amp;quot; | 1,960.0&lt;br /&gt;
| style=&amp;quot; background-color:#F00;&amp;quot; | 1,306.7&lt;br /&gt;
| style=&amp;quot; background-color:#ED7D31;&amp;quot; | 980.0&lt;br /&gt;
| style=&amp;quot; background-color:#ED7D31;&amp;quot; | 784.0&lt;br /&gt;
| style=&amp;quot; background-color:#ED7D31;&amp;quot; | 653.3&lt;br /&gt;
| style=&amp;quot; background-color:#92D050;&amp;quot; | 560.0&lt;br /&gt;
| style=&amp;quot; background-color:#92D050;&amp;quot; | 490.0&lt;br /&gt;
| style=&amp;quot; background-color:#92D050;&amp;quot; | 435.6&lt;br /&gt;
| style=&amp;quot; background-color:#92D050;&amp;quot; | 392.0&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:center;  font-size:100%;&amp;quot; | 16&lt;br /&gt;
| style=&amp;quot; background-color:#F00;&amp;quot; | 5,120.0&lt;br /&gt;
| style=&amp;quot; background-color:#F00;&amp;quot; | 2,560.0&lt;br /&gt;
| style=&amp;quot; background-color:#F00;&amp;quot; | 1,706.7&lt;br /&gt;
| style=&amp;quot; background-color:#F00;&amp;quot; | 1,280.0&lt;br /&gt;
| style=&amp;quot; background-color:#F00;&amp;quot; | 1,024.0&lt;br /&gt;
| style=&amp;quot; background-color:#ED7D31;&amp;quot; | 853.3&lt;br /&gt;
| style=&amp;quot; background-color:#ED7D31;&amp;quot; | 731.4&lt;br /&gt;
| style=&amp;quot; background-color:#92D050;&amp;quot; | 640.0&lt;br /&gt;
| style=&amp;quot; background-color:#92D050;&amp;quot; | 568.9&lt;br /&gt;
| style=&amp;quot; background-color:#92D050;&amp;quot; | 512.0&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:center;  font-size:100%;&amp;quot; | 18&lt;br /&gt;
| style=&amp;quot; background-color:#F00;&amp;quot; | 6,480.0&lt;br /&gt;
| style=&amp;quot; background-color:#F00;&amp;quot; | 3,240.0&lt;br /&gt;
| style=&amp;quot; background-color:#F00;&amp;quot; | 2,160.0&lt;br /&gt;
| style=&amp;quot; background-color:#F00;&amp;quot; | 1,620.0&lt;br /&gt;
| style=&amp;quot; background-color:#F00;&amp;quot; | 1,296.0&lt;br /&gt;
| style=&amp;quot; background-color:#F00;&amp;quot; | 1,080.0&lt;br /&gt;
| style=&amp;quot; background-color:#F00;&amp;quot; | 925.7&lt;br /&gt;
| style=&amp;quot; background-color:#ED7D31;&amp;quot; | 810.0&lt;br /&gt;
| style=&amp;quot; background-color:#92D050;&amp;quot; | 720.0&lt;br /&gt;
| style=&amp;quot; background-color:#92D050;&amp;quot; | 648.0&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:center;  font-size:100%;&amp;quot; | 20&lt;br /&gt;
| style=&amp;quot; background-color:#F00;&amp;quot; | 8,000.0&lt;br /&gt;
| style=&amp;quot; background-color:#F00;&amp;quot; | 4,000.0&lt;br /&gt;
| style=&amp;quot; background-color:#F00;&amp;quot; | 2,666.7&lt;br /&gt;
| style=&amp;quot; background-color:#F00;&amp;quot; | 2,000.0&lt;br /&gt;
| style=&amp;quot; background-color:#F00;&amp;quot; | 1,600.0&lt;br /&gt;
| style=&amp;quot; background-color:#F00;&amp;quot; | 1,333.3&lt;br /&gt;
| style=&amp;quot; background-color:#F00;&amp;quot; | 1,142.9&lt;br /&gt;
| style=&amp;quot; background-color:#F00;&amp;quot; | 1,000.0&lt;br /&gt;
| style=&amp;quot; background-color:#F00;&amp;quot; | 888.9&lt;br /&gt;
| style=&amp;quot; background-color:#92D050;&amp;quot; | 800.0&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:center;  font-size:100%;&amp;quot; | 22&lt;br /&gt;
| style=&amp;quot; background-color:#F00;&amp;quot; | 9,680.0&lt;br /&gt;
| style=&amp;quot; background-color:#F00;&amp;quot; | 4,840.0&lt;br /&gt;
| style=&amp;quot; background-color:#F00;&amp;quot; | 3,226.7&lt;br /&gt;
| style=&amp;quot; background-color:#F00;&amp;quot; | 2,420.0&lt;br /&gt;
| style=&amp;quot; background-color:#F00;&amp;quot; | 1,936.0&lt;br /&gt;
| style=&amp;quot; background-color:#F00;&amp;quot; | 1,613.3&lt;br /&gt;
| style=&amp;quot; background-color:#F00;&amp;quot; | 1,382.9&lt;br /&gt;
| style=&amp;quot; background-color:#F00;&amp;quot; | 1,210.0&lt;br /&gt;
| style=&amp;quot; background-color:#F00;&amp;quot; | 1,075.6&lt;br /&gt;
| style=&amp;quot; background-color:#F00;&amp;quot; | 968.0&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Maintenance ===&lt;br /&gt;
The AME will stop generating power when its fuel has been used up. It is wise to periodically check on the AME to make sure it is not out of fuel. If the fuel runs out, you must refuel it:&lt;br /&gt;
&lt;br /&gt;
# Make sure injection is off.&lt;br /&gt;
# Eject the existing fuel jar from the AME.&lt;br /&gt;
# Place a new fuel jar into the AME.&lt;br /&gt;
# Turn the AME back on.&lt;br /&gt;
&lt;br /&gt;
It is also wise to periodically check on the AME, since it is a prime target for [[Traitor|sabatoge]].&lt;br /&gt;
&lt;br /&gt;
== Solar Power ==&lt;br /&gt;
Solar power is a passive means of generating power. A solar array is made up of a number of solar panels, a single solar tracker device and a solar control computer (console) nearby to properly control and manage the panels.&lt;br /&gt;
&lt;br /&gt;
Most if not all solar arrays start off not connected to the station, and need to be connected via HV cables underneath each panel and connected back to the station. Once connected, use the solar control computer to change the angle and speed of tracking for the panels as shown below:&lt;br /&gt;
&lt;br /&gt;
[[File:Solar 1.png|400px]] [[File:Solar 2.png|400px]]&lt;br /&gt;
&lt;br /&gt;
Notice the graph on the right has a T shaped white line and a yellow / golden line. The aim is to alter the panel angle (white T line) to match the sun angle (yellow line). Some experimentation might be needed to setup the angular velocity correctly so that the lines stay in sync and generate maximum wattage.&lt;br /&gt;
&lt;br /&gt;
A typical panel near max output will produce 1500W (1.5kW). This would be enough to power roughly 1 machine and 1 computer (this figure may change as balance changes are made).&lt;br /&gt;
&lt;br /&gt;
== Small Portable Generators ==&lt;br /&gt;
The simplest and most basic of all generators on this list is the standard portable generator. This generator when wrenched down on to a tile above a HV cable will produce 3000W (3kW) of electricity to the grid. Currently they do not consume any fuel but in future they consume plasma sheets or gas (likely).&lt;br /&gt;
&lt;br /&gt;
Due to their size these generators are ideal for small shuttles and ships.&lt;br /&gt;
&lt;br /&gt;
== Gravitational Singularity Engine ==&lt;br /&gt;
The [[singularity]] is one of the most well known and potentially dangerous forms of generating power. It can yield infinite power, with no fueling required but it can also destroy the whole station with equal measure if it gets loose. It uses a Particle Accelerator to fire high energy particles at a singularity generator to spawn a singularity. The singularity then pulses radiation which is absorbed by radiation collectors around it&#039;s perimeter.&lt;br /&gt;
&lt;br /&gt;
=== Setup ===&lt;br /&gt;
[[File:SingularityContainmentFieldExemple.png|thumb|Small exemple of a containment field.]]&lt;br /&gt;
The Gravitational Singularity Engine requires 4 subsystems to work properly:&lt;br /&gt;
&lt;br /&gt;
==== Gravitational Singularity Generator ====&lt;br /&gt;
[[File:SingularityGenerator.png|64px]]&amp;lt;br&amp;gt;&lt;br /&gt;
The generator should be anchored at the center of the containment area as it is where the singularity will appear at.&lt;br /&gt;
&lt;br /&gt;
==== Containment field ====&lt;br /&gt;
The singularity must be kept inside a containment field setup with emitters, otherwise if not contained the singularity will consume matter like a black hole and grow to a massive state.&lt;br /&gt;
&lt;br /&gt;
[[File:Emitter.png|64px]]&amp;lt;br&amp;gt;&lt;br /&gt;
The emitters connect to MV cables and fire lasers as long as they have power and are turned on. Fire the emitters at containment field generators to activate them.&lt;br /&gt;
&lt;br /&gt;
[[File:ContainmentFieldGenerator.png|64px]]&amp;lt;br&amp;gt;&lt;br /&gt;
If two containment field generators are active, in range and in the same cardinal axis, a containment field will appear. The containment field will repel the singularity, keeping it from escaping, and yielding a little bit of power every time anything bounces off of them.&lt;br /&gt;
&lt;br /&gt;
Emitter lasers and containment field can cause damage, avoid touching them when active.&lt;br /&gt;
&lt;br /&gt;
==== Radiation collectors ====&lt;br /&gt;
[[File:RadiationCollector.png|64px]]&amp;lt;br&amp;gt;&lt;br /&gt;
They connect to HV cables and generate power from nearby radiation sources when turned on.&lt;br /&gt;
&lt;br /&gt;
==== Particle accelerator ====&lt;br /&gt;
[[File:ParticleAcceleratorExemple.png|thumb|Exemple of built PA facing North.]]&lt;br /&gt;
The Particle Accelerator (PA) is a multi-tile structure that launches accelerated particles from its emitters. The emitters should always face the gravitational singularity generator. Some stations already have an unfinished PA system.&lt;br /&gt;
&lt;br /&gt;
==== Turn on ====&lt;br /&gt;
&#039;&#039;&#039;DO NOT&#039;&#039;&#039; turn the PA unless all other subsystems are working properly.&lt;br /&gt;
&lt;br /&gt;
Turn the power on by using the PA control computer. Set strength to an appropriate level. The higher the output strength is set on the PA control computer, the bigger the singularity will be. The PA will now draw power from the power net and start firing particles at the gravitational singularity generator. This should make a [[singularity]] slowly appear at the position of the Gravitational singularity generator.&lt;br /&gt;
&lt;br /&gt;
If starved of particles or matter, the singularity will slowly shrink until it collapses so once the singularity is of the correct size, it&#039;s wise to turn down the particle accelerator to a lower power setting to prevent it growing out of hand.&lt;br /&gt;
&lt;br /&gt;
The largest size singularity before you risk it breaking loose can generate between 1.4 and 1.6 MW with 24 radiation collectors. This value is very likely to change and will even change depending on the layout of your engine (radiation falls off over distance so closer collectors will net more power). In future, radiation collectors will also require plasma tanks to function and will run out over time.&lt;br /&gt;
&lt;br /&gt;
=== Safety ===&lt;br /&gt;
Singularities emits radiation around it, so always keep at a distance and equip radiation protective gear if you need to get closer. Seek medical attention if experiencing health issues.&lt;br /&gt;
&lt;br /&gt;
A singularity might move around, but the containment field will repel it. If it manages to escapes its containment field, often referred to as a [[Singularity#&amp;quot;Singuloose&amp;quot;|&amp;quot;singuloose&amp;quot;]], it will attract and then consume everything in its way. In such circumstances, there is little to be done other than running in the opposite direction.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- == Supermatter (SM) Engine ==&lt;br /&gt;
To be added. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Guides Menu}}&lt;/div&gt;</summary>
		<author><name>MilonPL</name></author>
	</entry>
	<entry>
		<id>https://wiki.deltav.gay/index.php?title=Medical&amp;diff=2866</id>
		<title>Medical</title>
		<link rel="alternate" type="text/html" href="https://wiki.deltav.gay/index.php?title=Medical&amp;diff=2866"/>
		<updated>2024-01-16T22:53:31Z</updated>

		<summary type="html">&lt;p&gt;MilonPL: Added a link to Cryogenic Pods guide&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Starting your shift ==&lt;br /&gt;
Medbay often starts out calm, but you&#039;d best prepare for the storm that&#039;s about to come. You&#039;ll either get blown up by some syndicate agent wanting the hypospray or you&#039;ll get so inundated with bodies and people screaming in your ear for you to treat them faster that you&#039;ll blow medbay up yourself.&lt;br /&gt;
&lt;br /&gt;
Coordinate with the [[Chemist|Chemists]]. Give them a list of drugs you&#039;ll need to treat your patients. Try to have a variety of meds on deck, and don&#039;t just keep a stockpile of [[Chemistry#Tricordrazine|Tricordrazine]] for everyone that comes your way.&lt;br /&gt;
&lt;br /&gt;
It&#039;s optional but bringing a Body Scanner or [[Medical_Doctor#Tools|health analyzer]] out to the front of medbay for patients to come and scan their DNA without pestering you can be beneficial. &lt;br /&gt;
&lt;br /&gt;
If there is no Crew Monitor Computer out in medical&#039;s public area, ask the [[Chief_Medical_Officer|CMO]] to bring it out from their office. When you have the time, you can check the Crew Monitor for anyone dead or dying. If they have their suit sensors set to display coordinates a [[Paramedic]] may use those to potentially locate their body for cloning purposes or biomass. A GPS and Handheld Crew Monitor devices can help you locate dead bodies.&lt;br /&gt;
&lt;br /&gt;
== Types Of Damage ==&lt;br /&gt;
In SS14, damage is a value representing how much injuries a character has suffered. It can be checked using a [[Medical_Doctor#Tools|health analyzer]] or your PDA. If it&#039;s 0, it means there are no wounds or injuries. There are 5 categories of damage: {{DMG|Brute}}, {{DMG|Burn}}, {{DMG|Airloss}}, {{DMG|Toxin}} and {{DMG|Genetic}}. Each of them has a different treatment, although some chemicals, like [[Chemistry#Tricordrazine]], can treat multiple types of damage. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Damage !! Treatment&lt;br /&gt;
|-&lt;br /&gt;
| Brute || Bruise pack, [[Chemistry#Bicaridine|Bicaridine]], [[Chemistry#Tricordrazine|Tricordrazine]], [[Hydroponics#Chemicals|Poppy]]&lt;br /&gt;
|-&lt;br /&gt;
| Caustic || [[Chemistry#Siderlac|Siderlac]]&lt;br /&gt;
|-&lt;br /&gt;
| Burn || Ointment, [[Chemistry#Dermaline|Dermaline]], [[Chemistry#Kelotane|Kelotane]], [[Chemistry#Tricordrazine|Tricordrazine]], [[Hydroponics#Chemicals|Aloe vera]]&lt;br /&gt;
|-&lt;br /&gt;
| Airloss || Defibrillator, [[Chemistry#Dexalin|Dexalin]], [[Chemistry#Dexalin_plus|Dexalin Plus]], [[Chemistry#Epinephrine|Epinephrine]], [[Chemistry#Inaprovaline|Inaprovaline]]&lt;br /&gt;
|-&lt;br /&gt;
| Toxin || [[Chemistry#Dylovene|Dylovene]], [[Chemistry#Ultravasculine|Ultravasculine]], [[Chemistry#Arithrazine|Arithrazine]], [[Chemistry#Hyronalin|Hyronalin]], [[Chemistry#Stellibinin|Stellibinin]], [[Chemistry#Diphenhydramine|Diphenhydramine]], [[Hydroponics#Chemicals|Galaxy thistle]]&lt;br /&gt;
|-&lt;br /&gt;
| Genetic || [[Chemistry#Phalanximine|Phalanximine]], [[Chemistry#Doxarubixadone|Doxarubixadone (Cryo)]]&lt;br /&gt;
|-&lt;br /&gt;
| Bleeding || Bandages, [[Chemistry#Pulped_banana_peel|Pulped Banana Peel]], [[Chemistry#Inaprovaline|Inaprovaline]], [[Chemistry#Tranexamic_acid|Tranexamic acid]], [[Chemistry#Iron|Iron]], Blood packs, Cloth&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Brute Damage ===&lt;br /&gt;
There are three types of Brute damage: {{DMG|Blunt}}, {{DMG|Slash}}, {{DMG|Piercing}}. All types of Brute damage can be used using [[Chemistry#Bicaridine|Bicaridine]], which heals 4 {{DMG|Brute}} per unit. The overdose amount is 15u. You can also use advanced chemicals to treat only one kind of Brute damage at once, but more effectively. It&#039;s especially useful when a patient comes in with only one type of damage. These chemicals are: &lt;br /&gt;
* [[Chemistry#Bruizine|Bruizine]] - Healing {{DMG|Blunt|+|7}} wih max dose of 10.5u.&lt;br /&gt;
* [[Chemistry#Lacerino|Lacerino]] Healing {{DMG|Slash|+|6}} with max dose of 12u.&lt;br /&gt;
* [[Chemistry#Puncturase|Puncturase]]- Healing {{DMG|Piercing|+|8}} but dealing {{DMG|Blunt|-|0.2}} with max dose of 11u.&lt;br /&gt;
&lt;br /&gt;
When a patient is presenting with less than 25 damage, you might want to use [[Medical_Doctor#Tools|Bruise Packs]] or [[Medical_Doctor#Tools|Medicated Sutures]] to heal them. You can find these inside of your toolbelt or First Aid Kits. &lt;br /&gt;
&lt;br /&gt;
=== Burn Damage ===&lt;br /&gt;
There are four typoes of Burn damage: {{DMG|Heat}}, {{DMG|Shock}}, {{DMG|Cold}} and {{DMG|Caustic}}. All of them except {{DMG|Caustic}} can be healed using [[Chemistry#Dermaline|Dermaline]], which heals {{DMG|Heat|+|3}}, {{DMG|Shock|+|3}}, {{DMG|Cold|+|3}} and has a max dose of 10u. It&#039;s what you&#039;re most likely to find inside the medbay. The advanced chemicals for this kind of damage, are:&lt;br /&gt;
* [[Chemistry#Leporazine|Leporazine]] - Healing {{DMG|Cold|+|8}}.&lt;br /&gt;
* [[Chemistry#Siderlac|Siderlac]] - Healing {{DMG|Caustic|+|10}}&lt;br /&gt;
&lt;br /&gt;
Again, when a patient is presenting with less than 25 Burn damage, you can use [[Medical_Doctor#Tools|Ointments]] or [[Medical_Doctor#Tools|Regenerative Meshes]] to heal them.&lt;br /&gt;
&lt;br /&gt;
=== Airloss Damage ===&lt;br /&gt;
Before reading anything else: if someone is on the ground gasping, you should first use an emergency medipen on them if no one else already has yet, and then move them to a stasis bed if there are any available. This will give you time to prepare a more specific treatment. Next check that their internals are off (if theres air in medbay) or on (if theres no air in medbay). You do this by their right click menu.&lt;br /&gt;
&lt;br /&gt;
When it comes to Asphyxiation, [[Chemistry#Epinephrine|Epinephrine]], [[Chemistry#Inaprovaline|Inaprovaline]], [[Chemistry#Dexalin|Dexalin]] and [[Chemistry#Dexalin_plus|Dexalin Plus]] are all effective at treating it, but your best friend and go-to chemical will be Dexalin Plus, which - unlike Inaprovaline and Epinephrine - heals both {{DMG|Bloodloss|+|4}} and {{DMG|Asphyxiation|+|6}}.&lt;br /&gt;
&lt;br /&gt;
Another kind of Airloss damage is {{DMG|Bloodloss}}. Everyone has a volume of blood inside them. When you take damage, slash and pierce most importantly, you will lose blood. You may also start noticeably bleeding, which continually drains your blood. If your blood level falls below a certain threshold, you will begin taking bloodloss damage and you will continue to do so until your blood levels return to normal. When you lose enough blood, you will start seeing double.&lt;br /&gt;
&lt;br /&gt;
If someone is bleeding heavily there are 3 things to do:&lt;br /&gt;
* Stop the bleeding&lt;br /&gt;
* Restore blood levels &lt;br /&gt;
* Cure bloodloss damage &lt;br /&gt;
&lt;br /&gt;
To stop bleeding (to stop blood levels from dropping continuously), you should use gauze or [[Chemistry#Tranexamic_acid|Tranexamic acid]]. [[Chemistry#Inaprovaline|Inaprovaline]] and [[Chemistry#Pulped_banana_peel|Pulped banana peel]] also reduce bleeding but [[Chemistry#Tranexamic_acid|Tranexamic acid]] is 3 times more powerful than pulped banana peel and 6 times more powerful than Inaprovaline.  It should be noted that emergency medipens contain a small amount of [[Chemistry#Tranexamic_acid|Tranexamic acid]] (3u). Note that if you Examine a patient and it says they are covered in Lacerations, that means they are bleeding.&lt;br /&gt;
&lt;br /&gt;
If you have only a few patients with intense bleeding, move them to a stasis bed first to give you time to prepare a treatment.&lt;br /&gt;
&lt;br /&gt;
To restore blood level (stop double vision and stop continuous bloodloss damage), you need to administer [[Chemistry#Iron|Iron]], [[Chemistry#Saline|Saline]] or use Blood packs which restores 15units of blood per use.  Patients will recover blood levels on their own once their bleeding has stopped, however the rate at which they do so is abysmally low. You can view the patient&#039;s blood level in the top part of your Health Analyzer interface. It&#039;s showed there as precentage.&lt;br /&gt;
&lt;br /&gt;
Your patient may have enough bloodloss damage at any point in treatment to warrant curing the damage. To do so, you will want to apply [[Chemistry#Dexalin_plus|Dexalin plus]] or [[Chemistry#Dexalin|Dexalin]] to cure the bloodloss damage. Patients who are no longer low on blood will slowly recover from bloodloss damage on their own without medication. &lt;br /&gt;
&lt;br /&gt;
Do not simply cure the patient of their bloodloss damage and send them on their way. They may appear to be cured on your health analyzer, but if their bleeding has not been stopped and their blood levels restored to normal, they will be back in med bay to be treated again soon.&lt;br /&gt;
&lt;br /&gt;
=== Toxin Damage ===&lt;br /&gt;
There are two types of Toxin damage, both treated with different medications.&lt;br /&gt;
&lt;br /&gt;
The one you&#039;ll come across the most is {{DMG|Poison}} damage. Seriously, you&#039;d be surprised by how many people present with alcohol poisoning every shift. Your best option to heal {{DMG|Poison}} is [[Chemistry#Dylovene|Dylovene]]. It heals {{DMG|Poison|+|2}} per unit with a max dose of 20u. &lt;br /&gt;
&lt;br /&gt;
The next kind of Toxin is {{DMG|Radiation}} damage. You will most likely see [[Salvage_Technician|Salvage Technicians]] presenting with this kind of damage. It can be treated with [[Chemistry#Arithrazine|Arithrazine]], which heals {{DMG|Radiation|+|6}} per unit. You need to watch out, because it also deals {{DMG|Brute|-|1}}. You can usually solve this issue with [[Medical_Doctor#Tools|Bruise Pack]] or [[Chemistry#Bicaridine|Bicaridine]].&lt;br /&gt;
&lt;br /&gt;
=== Vision ===&lt;br /&gt;
A loss of eye sight will not appear on the Health Analyzer. If a user has been using a Welding Torch without a Welding Mask, they may be unable to see very far. You can treat it using [[Chemistry#Oculine|Oculine]]&lt;br /&gt;
&lt;br /&gt;
=== Jittering ===&lt;br /&gt;
A patient may be jittering (shaking) due to an overdose. A bed rest or simply time can help here. To rapidly flush jittering, you can administer a dose of [[Chemistry#Diphenhydramine|Diphenhydramine]].&lt;br /&gt;
&lt;br /&gt;
=== Allergic Reaction ===&lt;br /&gt;
An allergic reaction (e.g. to bees) can cause a build up of [[Chemistry#Histamine|Histamine]]. A dose of [[Chemistry#Diphenhydramine|Diphenhydramine]] or [[Chemistry#Ultravasculine|Ultravasculine]] can help flush it.&lt;br /&gt;
&lt;br /&gt;
=== Hallucinations ===&lt;br /&gt;
A patient may see swirly illusions after taking a hallucinogenic such as Space Drugs. A bed rest or simply time can help here. 1u of [[Chemistry#Synaptizine|Synaptizine]] can assist here (via a Dropper). More than 1u can be lethal.&lt;br /&gt;
&lt;br /&gt;
=== Ethanol Poisoning === &lt;br /&gt;
A patient may feel the effects of ingesting too much alcohol. A bed rest or simply time can help here. [[Chemistry#Ethylredoxrazine|Ethylredoxrazine]] can also be used to treat the effeects.&lt;br /&gt;
&lt;br /&gt;
== Cryogenics ==&lt;br /&gt;
&#039;&#039;Main article: [[Cryogenic_Pods|Cryogenic Pods]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Cryogenic Pods, also called cryo pods or cryopods, are a special type of medical machinery used in conjuction with specific chemical solutions. The machine itself can be thought of a simple gas chamber a patient can be placed in, with specific protection to prevent cold gases from damaging patients. It also offers a slot for a beaker or similar, to automatically inject the patient with a solution, slowly over the course of time. Cryo pods need a properly built atmospherics setup to work.&lt;br /&gt;
&amp;lt;div style=&amp;quot;display: flex; flex-flow: row wrap; justify-content: center; gap: 0.5em&amp;quot;&amp;gt;&lt;br /&gt;
{{Chembox|prototype=Cryoxadone}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Common Chemicals ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;display: flex; flex-flow: row wrap; justify-content: center; gap: 0.5em&amp;quot;&amp;gt;&lt;br /&gt;
{{Chembox|prototype=DexalinPlus}}&lt;br /&gt;
{{Chembox|prototype=Epinephrine}}&lt;br /&gt;
{{Chembox|prototype=Dermaline}}&lt;br /&gt;
{{Chembox|prototype=Bicaridine}}&lt;br /&gt;
{{Chembox|prototype=Tricordrazine}}&lt;br /&gt;
{{Chembox|prototype=Arithrazine}}&lt;br /&gt;
{{Chembox|prototype=Dylovene}}&lt;br /&gt;
{{Chembox|prototype=Inaprovaline}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Administering Medication ==&lt;br /&gt;
There are multiple ways to administer medicine to the patients.&lt;br /&gt;
* Liquid + Syringe - This is the most common way of giving chemicals to patients. You can find labeled jugs with medicine usually near the beds area of the Medbay. Each one holds 200u of liquid. You can use a syringe to draw or inject chemicals. By right clicking a syringe, you can change the amount of liquid you want to transfer - 5u, 10u or 15u. By left clicking it in your hand or clicking Z, you can change the mode between Drawing and Injecting.&lt;br /&gt;
* Liquid + Interact - A doctor can hold a container of liquid (e.g. a beaker, jug, can, bottle) and interact with a patient to force them to sip 5u of the liquid. Force feeding is slower than if the patient drinks the liquid themselves. Liquids cannot be ingested by some species (such as Moth). Drinking requires the face to be uncovered (except for certain masks like the clown mask). A doctor can Strip off a Helmet and Breathe Mask in order to achieve this. Drinking does nothing on dead bodies except if it is ingested right before the Defibrillator.&lt;br /&gt;
* Pill - A [[Chemist]] can create pills and some Medpacks also have pills therein. Pills will often be labelled with the chemical and amount of units. Unfortunately pills can also be mislabelled. Mislabelled pills can be grinded by a Grinder to revert to a liquid. Pills contain higher volumes of medication than a syringe. Pills cannot be ingested by some species (such as Moth). Pills require the face to be uncovered (except for certain masks like the clown mask). A doctor can Strip off a Helmet and Breathe Mask in order to achieve this. Pills do nothing on dead bodies except if they are ingested right before the Defibrillator.&lt;br /&gt;
* Apply a Pack - Some treatments can be applied topically to the body. This can be performed on dead bodies, moths and patients wearing a helmet. Examples of topical treatment are: Bruise Packs, Ointment, Gauze, Aloe Cream, etc.&lt;br /&gt;
&lt;br /&gt;
== Stabilizing Critical Patients ==&lt;br /&gt;
When a character suffers more than 100 damage, they will go into a Critical condition, indicated by the character passing out on the floor and starting to gasp for air. While crit, they won&#039;t be able to move, speak or interact with the world. They will also start gaining Asphyxiation. Once they reach 200 total damage, they will die, indicated by the text &amp;quot;... siezes up, his eyes dead and lifeless&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
Patients are often dragged in gasping for air in a Critical state. In the medbay, the go-to chemical for healing {{DMG|Airloss}} is [[Chemistry#Dexalin_plus|Dexalin Plus]], which heals both {{DMG|Bloodloss|+|6}} and {{DMG|Asphyxiation|+|6}}. While you&#039;re in field, the usual best option is to inject an emergency medipen into the patient to stabilize them, which has the effect of healing a bit of damage and {{DMG|Asphyxiation|+|6}}. Everyone starts with an emergency medipen inside their survival box, which contains 12u of [[Chemistry#Epinephrine|Epinephrine]] and 3u of [[Chemistry#Tranxemic_acid|Tranexamic Acid]]. Medical doctors also have one medipen on their medical belt. If you run out, there are also bottles of [[Chemistry#Epinephrine|Epinephrine]] inside the NanoMed. &lt;br /&gt;
&lt;br /&gt;
If you don&#039;t have [[Chemistry#Epinephrine|Epinephrine]] or [[Chemistry#Dexalin_plus|Dexalin Plus]] then [[Chemistry#Inaprovaline|Inaprovaline]] can also be useful, to a lesser degree. Once you administer a chemical to deal with the {{DMG|Airloss}}, you can move on to healing other types of damage. If you notice {{DMG|Asphyxiation}} going up again, you can give the patient another dose of preferably [[Chemistry#Dexalin_plus|Dexalin Plus]].&lt;br /&gt;
&lt;br /&gt;
Putting critical patients on a Stasis Bed will make them die 10 times slower, giving you more time to do other things. Remember that it also makes all chemicals metabolize slower, including medicine. Medical beds and roller also help a little. To do this, drag the patient onto an empty bed (do not Pull them onto the bed but instead left click them, drag and release them onto the bed).&lt;br /&gt;
&lt;br /&gt;
== Dead Body Analysis ==&lt;br /&gt;
If someone dies in your care or is brought to you as a corpse, you need to decide what action to take:&lt;br /&gt;
&lt;br /&gt;
First verify that the body has a soul. The best and simplest way to do this is {{key press|Shift}} + left click.&lt;br /&gt;
&lt;br /&gt;
[[File:BodyDead.png|thumb]]If you see text in red stating &amp;quot;They are dead.&amp;quot;, this means that this person is still viable for cloning or revival. If they get cloned, the old body will display the unclonable text shown below, and can be disposed of (after the person has gathered all their things off of it).&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
[[File:BodyDeadSSD.png|thumb]]&lt;br /&gt;
If instead you see text in yellow stating &amp;quot;Their soul lies dormant and may return soon.&amp;quot;, then this person is still cloneable but have left the server. You might want to keep them in the morgue until their soul returns or just clone them and hope for them to come back.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
[[File:BodyDeadIrrecoverable.png|thumb]]If instead you see text in purple stating &amp;quot;Their soul has departed and moved on. Any recovery is unlikely.&amp;quot;, then this person is gone. They&#039;ve either left the server, or they&#039;ve taken a ghost role, such as a drone or monkey, and thus forfeited the right to come back to their body. That or they&#039;ve just been cloned. Toss this body in the morgue.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Reviving ===&lt;br /&gt;
Dead people can be brought back using a Defibrillator, but only if they have less than 200 total damage (Not counting {{DMG|Asphyxiation}}) and they aren&#039;t rotting. You can use a Health Analyzer to check how much damage the body took before death. If the damage is excessive or non-curable with topical treatments, cloning may be the only option. Chemicals do not metabolize in the dead, but you can reduce the damage by using [[Medical_Doctor#Tools|Bruise Packs, Ointments, Sutures, Meshes, Gauzes and Bloodpacks]]. Once you get them below 200 damage, you can use a Defibrillator to bring them back to life. You can often find them free-standing or in a cabinet. It is batter-operated and must be turned on before you can use it. Each time the Defibrillator is used, its battery charge will go down. Eventually, you will need to recharge it. To do that, you need to first eject the battery cell and put it in a reacharger. It can be also found in Medical.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:auto&amp;quot;&lt;br /&gt;
|+ Dead Body Treatment&lt;br /&gt;
|-&lt;br /&gt;
! Symptoms !! Analysis !! Treatment Steps&lt;br /&gt;
|-&lt;br /&gt;
| 200+ Airloss || Revivable || Defibrillator &lt;br /&gt;
|-&lt;br /&gt;
| 100 Airloss and 100 Brute || Revivable || 2 Bruise packs followed by a Defibrillator followed by normal treatment (e.g. Bicaridine)&lt;br /&gt;
|-&lt;br /&gt;
| 200 Brute || Revivable || Brute packs until ~95 brute followed by a Defibrillator followed by normal treatment (e.g. Bicaridine)&lt;br /&gt;
|-&lt;br /&gt;
| 200 Burn || Revivable || Ointment or Aloe Cream until ~95 burn followed by a Defibrillator followed by normal treatment (e.g. Dermaaline)&lt;br /&gt;
|-&lt;br /&gt;
| 200 Poison or Radiation || Clone || Note that an advanced doctor may inject them with Anti-Toxin and then Defib and repeat this process but it will be a challenging revival. &lt;br /&gt;
|-&lt;br /&gt;
| 200+ Brute || Clone || Check Medical stockpiles of Bruise Packs before attempting revival. Cloning may be more viable.&lt;br /&gt;
|-&lt;br /&gt;
| 200+ Burn || Clone || Check Medical stockpiles of Ointment and Aloe Cream before attempting revival. Aloe Cream is a renewable resource from Botany. Cloning may be more viable if stockpiles are poor or Botany is non-responsive.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Cloning ===&lt;br /&gt;
To clone, first the cloning system needs to be set up. &lt;br /&gt;
&lt;br /&gt;
Make sure that the metempsychotic machine (or cloner) and medical scanner are linked to the Cloning Console via multitool. After that, ensure that there&#039;s enough biomass (from the Biomass Reclaimer). When you wish to clone them, place their body in the medical scanner and clone from the console.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Metempsychotic Machine&#039;&#039;&#039;&amp;lt;/big&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:MetempsychoticMachine.png|64px]]&lt;br /&gt;
&lt;br /&gt;
This is the machine every station starts with.&lt;br /&gt;
&lt;br /&gt;
This machine doesn&#039;t clone you but transfer your soul into a new body. It costs 30 biomass on the first transfer and there is a 100% chance for you to end up in an humanoid body (with a low chance of it being your own body. For every consecutive metempsychoses, the price goes up by 5 biomass and the chances of ending up in a humanoid body goes down by 25%. Upgrades can affect each.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Cloning Machine&#039;&#039;&#039;&amp;lt;/big&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:Cloner.png|64px]]&lt;br /&gt;
&lt;br /&gt;
The original cloner. It can be found in salvages wrecks.&lt;br /&gt;
&lt;br /&gt;
Larger species require more biomass to clone. You can inspect the body&#039;s damage before deciding whether to clone. Each point of genetic damage increases the chance cloning will fail by 1%.&lt;br /&gt;
&lt;br /&gt;
After cloning, be sure to process their old body in the reclaimer to get some biomass back. Make sure you&#039;ve given them an opportunity to get their things (as long as they didn&#039;t die of infectious disease.)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Medical Scanner&#039;&#039;&#039;&amp;lt;/big&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:MedicalScanner.png|64px]]&lt;br /&gt;
&lt;br /&gt;
The medical scanner is where you put clone-able bodies into before interacting with the body scanner to press the clone button.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Morgue ===&lt;br /&gt;
Meant for long-term storage of dead bodies. This is where you find a bunch of morgue storage pods where you can store dead people. &lt;br /&gt;
&lt;br /&gt;
It is recommended to only store people with souls in there if the cloning bay is overflowing, you can&#039;t clone due to low biomass or it is currently inoperable.&lt;br /&gt;
&lt;br /&gt;
Storing dead bodies is very useful to prevent the body from rotting (which prevents revival and cloning).&lt;br /&gt;
&lt;br /&gt;
To use the Morgue, interact with a Storage Pod to open the tray, drag a body onto the tray, then interact with the Pod to close the tray. Typically you&#039;ll want only one body per Storage Pod.&lt;br /&gt;
&lt;br /&gt;
Here&#039;s a quick morgue color code.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: left;vertical-align: center;&amp;quot;&lt;br /&gt;
! Sprite !! Meaning&lt;br /&gt;
|-&lt;br /&gt;
| [[File:MorgueEmpty.png]]&lt;br /&gt;
| There is nothing inside the tray.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:MorgueBodySoulless.png]]&lt;br /&gt;
| There is a body but the player isn&#039;t in the body. The state of the spirit is unknown as the player could be waiting around the body or left already. You need to pull out the body and check it manually.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:MorgueBody.png]]&lt;br /&gt;
| The body has a spirit inside of it, and is revive-able. It will be beeping too.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:MorgueObject.png]]&lt;br /&gt;
| There is something inside the tray, but it&#039;s not a body.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Biomass Reclaimer&#039;&#039;&#039;&amp;lt;/big&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:BiomassReclaimer.png|64px]]&lt;br /&gt;
&lt;br /&gt;
Every morgue comes with a very important piece of equipment, the Biomass Reclaimer. It is fairly straightforward, put a dead body in it, it grinds them into biomass. Be careful not to grind down clone-able body if you are not an [[Antagonist]] as it could get you in trouble [[Roleplay#In_Character|IC]] and [[Roleplay#Out_of_Character|OOC]].&lt;br /&gt;
&lt;br /&gt;
If you attempt to drag a living creature into the Biomass Reclaimer, it may throw the creature across the room.&lt;br /&gt;
&lt;br /&gt;
The amount of Biomass generated depends on the type of creature.&lt;br /&gt;
&lt;br /&gt;
If you get low on Biomass, contact Salvage and/or Cargo and ask for their help.&lt;br /&gt;
&lt;br /&gt;
== Crew Monitorning Console ==&lt;br /&gt;
A Crew Monitoring Console usually can be found in the public area of the Medbay or inside the CMO&#039;s office. It also comes in a handheld version distributed to the [[Chief_Medical_Officer|Chief Medical Officer]] and the [[Paramedic|Paramedics]].&lt;br /&gt;
&lt;br /&gt;
It can be used to find other crewmembers, provided they have suit sensors enabled. The four settings on suit sensors are:&lt;br /&gt;
* Off - The person doesn&#039;t show up in the console.&lt;br /&gt;
* Binary - The person shows up as either ALIVE or DEAD.&lt;br /&gt;
* Status - The person will show up with their current health condition.&lt;br /&gt;
* Coordinates - The person can be found on the interactive station map.&lt;br /&gt;
&lt;br /&gt;
If someone has their Coordinates on, they can be easily found and retrived by [[Paramedic|Paramedics]]. If someone dies without coords on, there&#039;s little you can do usually. It&#039;s recommended for all crew to have their suit sensors on.&lt;br /&gt;
&lt;br /&gt;
== Medical Reference for Chemistry ==&lt;br /&gt;
WIP: Needs updating&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Common chemicals&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;[[Chemistry#Inaprovaline|Inaprovaline]]&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Beaker.png|32px]][[Chemistry#Oxygen|Oxygen]] [[File:Beaker.png|32px]][[Chemistry#Sugar|Sugar]] [[File:Beaker.png|32px]][[Chemistry#Carbon|Carbon]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;[[Chemistry#Dylovene|Dylovene]]&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Beaker.png|32px]][[Chemistry#chem_Potassium|Potassium]] [[File:Beaker.png|32px]][[Chemistry#chem_Silicon|Silicon]] [[File:Beaker.png|32px]][[Chemistry#chem_Nitrogen|Nitrogen]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;[[Chemistry#chem_Kelotane|Kelotane]]&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Beaker.png|32px]][[Chemistry#chem_Silicon|Silicon]] [[File:Beaker.png|32px]][[Chemistry#chem_Carbon|Carbon]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;[[Chemistry#chem_Dexalin|Dexalin]]&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Beaker.png|32px]][[Chemistry#chem_Oxygen|Oxygen]] [[File:Beaker.png|32px]][[Chemistry#chem_Plasma|Plasma]] (It needs to be grinded))&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;[[Chemistry#chem_Hyronalin|Hyronalin]]&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Beaker.png|32px]][[Chemistry#chem_Dylovene|Dylovene]]&amp;lt;sup&amp;gt;([[File:Beaker.png|16px]][[Chemistry#chem_Potassium|Potassium]] [[File:Beaker.png|16px]][[Chemistry#chem_Silicon|Silicon]] [[File:Beaker.png|16px]][[Chemistry#chem_Nitrogen|Nitrogen]])&amp;lt;/sup&amp;gt; [[File:Beaker.png|32px]][[Chemistry#chem_Radium|Radium]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;[[Chemistry#chem_Phenol|Phenol]]&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Beaker.png|32px]][[Chemistry#chem_Water|Water]] [[File:Beaker.png|32px]][[Chemistry#chem_Oil|Oil]] [[File:Beaker.png|32px]][[Chemistry#chem_Chlorine|Chlorine]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;[[Chemistry#chem_Diethylamine|Diethylamine]]&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Beaker.png|32px]][[Chemistry#chem_Ethanol|Ethanol]] [[File:Beaker.png|32px]][[Chemistry#chem_Ammonia|Ammonia]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;[[Chemistry#chem_UnstableMutagen|Unstable Mutagen]]&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Beaker.png|32px]][[Chemistry#chem_Chlorine|Chlorine]] [[File:Beaker.png|32px]][[Chemistry#chem_Phosphorus|Phosphorus]] [[File:Beaker.png|32px]][[Chemistry#chem_Radium|Radium]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;[[Chemistry#chem_SulfuricAcid|Sulfuric Acid]]&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Beaker.png|32px]][[Chemistry#chem_Hydrogen|Hydrogen]] [[File:Beaker.png|32px]][[Chemistry#chem_Sulfur|Sulfur]] [[File:Beaker.png|32px]][[Chemistry#chem_Oxygen|Oxygen]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Damage !! Treatment&lt;br /&gt;
|-&lt;br /&gt;
| Brute ||&lt;br /&gt;
&#039;&#039;&#039;Bruise pack&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;[[Chemistry#chem_Bicaridine|Bicaridine]]&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Beaker.png|32px]][[Chemistry#chem_Carbon|Carbon]] [[File:Beaker.png|32px]][[Chemistry#chem_Inaprovaline|Inaprovaline]]&amp;lt;sup&amp;gt;([[File:Beaker.png|16px]][[Chemistry#chem_Oxygen|Oxygen]] [[File:Beaker.png|16px]][[Chemistry#chem_Sugar|Sugar]] [[File:Beaker.png|16px]][[Chemistry#chem_Carbon|Carbon]])&amp;lt;/sup&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;[[Chemistry#chem_Tricordrazine|Tricordrazine]]&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Beaker.png|32px]][[Chemistry#chem_Dylovene|Dylovene]]&amp;lt;sup&amp;gt;([[File:Beaker.png|16px]][[Chemistry#chem_Potassium|Potassium]] [[File:Beaker.png|16px]][[Chemistry#chem_Silicon|Silicon]] [[File:Beaker.png|16px]][[Chemistry#chem_Nitrogen|Nitrogen]])&amp;lt;/sup&amp;gt; [[File:Beaker.png|32px]][[Chemistry#chem_Inaprovaline|Inaprovaline]]&amp;lt;sup&amp;gt;([[File:Beaker.png|16px]][[Chemistry#chem_Oxygen|Oxygen]] [[File:Beaker.png|16px]][[Chemistry#chem_Sugar|Sugar]] [[File:Beaker.png|16px]][[Chemistry#chem_Carbon|Carbon]])&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Caustic || &lt;br /&gt;
&#039;&#039;&#039;[[Chemistry#chem_Siderlac|Siderlac]]&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Beaker.png|32px]][[Chemistry#chem_Stellibinin|Stellibinin]] [[File:Beaker.png|32px]][[Chemistry#chem_Aloe|Aloe]]&lt;br /&gt;
|-&lt;br /&gt;
| Burn ||&lt;br /&gt;
&#039;&#039;&#039;Ointment&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;[[Chemistry#chem_Kelotane|Kelotane]]&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Beaker.png|32px]][[Chemistry#chem_Silicon|Silicon]] [[File:Beaker.png|32px]][[Chemistry#chem_Carbon|Carbon]]&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;[[Chemistry#chem_Dermaline|Dermaline]]&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Beaker.png|32px]][[Chemistry#chem_Kelotane|Kelotane]]&amp;lt;sup&amp;gt;([[File:Beaker.png|16px]][[Chemistry#chem_Silicon|Silicon]] [[File:Beaker.png|16px]][[Chemistry#chem_Carbon|Carbon]])&amp;lt;/sup&amp;gt; [[File:Beaker.png|32px]][[Chemistry#chem_Oxygen|Oxygen]] [[File:Beaker.png|32px]][[Chemistry#chem_Phosphorus|Phosphorus]]&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;[[Chemistry#chem_Tricordrazine|Tricordrazine]]&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Beaker.png|32px]][[Chemistry#chem_Dylovene|Dylovene]]&amp;lt;sup&amp;gt;([[File:Beaker.png|16px]][[Chemistry#chem_Potassium|Potassium]] [[File:Beaker.png|16px]][[Chemistry#chem_Silicon|Silicon]] [[File:Beaker.png|16px]][[Chemistry#chem_Nitrogen|Nitrogen]])&amp;lt;/sup&amp;gt; [[File:Beaker.png|32px]][[Chemistry#chem_Inaprovaline|Inaprovaline]]&amp;lt;sup&amp;gt;([[File:Beaker.png|16px]][[Chemistry#chem_Oxygen|Oxygen]] [[File:Beaker.png|16px]][[Chemistry#chem_Sugar|Sugar]] [[File:Beaker.png|16px]][[Chemistry#chem_Carbon|Carbon]])&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Airloss ||&lt;br /&gt;
&#039;&#039;&#039;[[Chemistry#chem_Dexalin|Dexalin]]&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Beaker.png|32px]][[Chemistry#chem_Oxygen|Oxygen]] [[File:Beaker.png|32px]][[Chemistry#chem_Plasma|Plasma]]&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;[[Chemistry#chem_DexalinPlus|Dexalin plus]]&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Beaker.png|32px]][[Chemistry#chem_Dexalin|Dexalin]]&amp;lt;sup&amp;gt;([[File:Beaker.png|16px]][[Chemistry#chem_Oxygen|Oxygen]] [[File:Beaker.png|16px]][[Chemistry#chem_Plasma|Plasma]])&amp;lt;/sup&amp;gt; [[File:Beaker.png|32px]][[Chemistry#chem_Iron|Iron]] [[File:Beaker.png|32px]][[Chemistry#chem_Carbon|Carbon]]&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;[[Chemistry#chem_Epinephrine|Epinephrine]]&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Beaker.png|32px]][[Chemistry#chem_Oxygen|Oxygen]] [[File:Beaker.png|32px]][[Chemistry#chem_Diethylamine|Diethylamine]]&amp;lt;sup&amp;gt;([[File:Beaker.png|16px]][[Chemistry#chem_Ethanol|Ethanol]] [[File:Beaker.png|16px]][[Chemistry#chem_Ammonia|Ammonia]])&amp;lt;/sup&amp;gt; [[File:Beaker.png|32px]][[Chemistry#chem_Hydrogen|Hydrogen]] [[File:Beaker.png|32px]][[Chemistry#chem_Acetone|Acetone]] [[File:Beaker.png|32px]][[Chemistry#chem_Phenol|Phenol]]&amp;lt;sup&amp;gt;([[File:Beaker.png|16px]][[Chemistry#chem_Water|Water]] [[File:Beaker.png|16px]][[Chemistry#chem_Oil|Oil]] [[File:Beaker.png|16px]][[Chemistry#chem_Chlorine|Chlorine]])&amp;lt;/sup&amp;gt; [[File:Beaker.png|32px]][[Chemistry#chem_Chlorine|Chlorine]]&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;[[Chemistry#chem_Inaprovaline|Inaprovaline]]&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Beaker.png|32px]][[Chemistry#chem_Oxygen|Oxygen]] [[File:Beaker.png|32px]][[Chemistry#chem_Sugar|Sugar]] [[File:Beaker.png|32px]][[Chemistry#chem_Carbon|Carbon]]&lt;br /&gt;
|-&lt;br /&gt;
| Toxin ||&lt;br /&gt;
&#039;&#039;&#039;[[Chemistry#chem_Dylovene|Dylovene]]&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Beaker.png|32px]][[Chemistry#chem_Potassium|Potassium]] [[File:Beaker.png|32px]][[Chemistry#chem_Silicon|Silicon]] [[File:Beaker.png|32px]][[Chemistry#chem_Nitrogen|Nitrogen]]&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;[[Chemistry#chem_Ultravasculine|Ultravasculine]]&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Beaker.png|32px]][[Chemistry#chem_Plasma|Plasma]] [[File:Beaker.png|32px]][[Chemistry#chem_Histamine|Histamine]]&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;[[Chemistry#chem_Arithrazine|Arithrazine]]&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Beaker.png|32px]][[Chemistry#chem_Hyronalin|Hyronalin]]&amp;lt;sup&amp;gt;([[File:Beaker.png|16px]][[Chemistry#chem_Dylovene|Dylovene]]&amp;lt;sup&amp;gt;([[File:Beaker.png|8px]][[Chemistry#chem_Potassium|Potassium]] [[File:Beaker.png|8px]][[Chemistry#chem_Silicon|Silicon]] [[File:Beaker.png|8px]][[Chemistry#chem_Nitrogen|Nitrogen]])&amp;lt;/sup&amp;gt; [[File:Beaker.png|16px]][[Chemistry#chem_Radium|Radium]])&amp;lt;/sup&amp;gt; [[File:Beaker.png|32px]][[Chemistry#chem_Hydrogen|Hydrogen]]&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;[[Chemistry#chem_Hyronalin|Hyronalin]]&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Beaker.png|32px]][[Chemistry#chem_Dylovene|Dylovene]]&amp;lt;sup&amp;gt;([[File:Beaker.png|16px]][[Chemistry#chem_Potassium|Potassium]] [[File:Beaker.png|16px]][[Chemistry#chem_Silicon|Silicon]] [[File:Beaker.png|16px]][[Chemistry#chem_Nitrogen|Nitrogen]])&amp;lt;/sup&amp;gt; [[File:Beaker.png|32px]][[Chemistry#chem_Radium|Radium]]&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;[[Chemistry#chem_Stellibinin|Stellibinin]]&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;[[Chemistry#chem_Diphenhydramine|Diphenhydramine]]&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Genetic ||&lt;br /&gt;
&#039;&#039;&#039;[[Chemistry#chem_Phalanximine|Phalanximine]]&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Beaker.png|32px]][[Chemistry#chem_UnstableMutagen|Unstable Mutagen]]&amp;lt;sup&amp;gt;([[File:Beaker.png|16px]][[Chemistry#chem_Chlorine|Chlorine]] [[File:Beaker.png|16px]][[Chemistry#chem_Phosphorus|Phosphorus]] [[File:Beaker.png|16px]][[Chemistry#chem_Radium|Radium]])&amp;lt;/sup&amp;gt; [[File:Beaker.png|32px]][[Chemistry#chem_Hyronalin|Hyronalin]]&amp;lt;sup&amp;gt;([[File:Beaker.png|16px]][[Chemistry#chem_Dylovene|Dylovene]]&amp;lt;sup&amp;gt;([[File:Beaker.png|8px]][[Chemistry#chem_Potassium|Potassium]] [[File:Beaker.png|8px]][[Chemistry#chem_Silicon|Silicon]] [[File:Beaker.png|8px]][[Chemistry#chem_Nitrogen|Nitrogen]])&amp;lt;/sup&amp;gt; [[File:Beaker.png|16px]][[Chemistry#chem_Radium|Radium]])&amp;lt;/sup&amp;gt; [[File:Beaker.png|32px]][[Chemistry#chem_Ethanol|Ethanol]]&lt;br /&gt;
&amp;lt;!-- add more --&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Bleeding ||&lt;br /&gt;
&#039;&#039;&#039;[[Chemistry#chem_Pulped Banana Peel|Pulped Banana Peel]]&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;[[Chemistry#chem_Inaprovaline|Inaprovaline]]&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Beaker.png|32px]][[Chemistry#chem_Oxygen|Oxygen]] [[File:Beaker.png|32px]][[Chemistry#chem_Sugar|Sugar]] [[File:Beaker.png|32px]][[Chemistry#chem_Carbon|Carbon]]&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;[[Chemistry#chem_Tranexamic acid|Tranexamic acid]]&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Beaker.png|32px]][[Chemistry#chem_SulfuricAcid|Sulfuric Acid]]&amp;lt;sup&amp;gt;([[File:Beaker.png|16px]][[Chemistry#chem_Hydrogen|Hydrogen]] [[File:Beaker.png|16px]][[Chemistry#chem_Sulfur|Sulfur]] [[File:Beaker.png|16px]][[Chemistry#chem_Oxygen|Oxygen]])&amp;lt;/sup&amp;gt; [[File:Beaker.png|32px]][[Chemistry#chem_Sugar|Sugar]] [[File:Beaker.png|32px]][[Chemistry#chem_Inaprovaline|Inaprovaline]]&amp;lt;sup&amp;gt;([[File:Beaker.png|16px]][[Chemistry#chem_Oxygen|Oxygen]] [[File:Beaker.png|16px]][[Chemistry#chem_Sugar|Sugar]] [[File:Beaker.png|16px]][[Chemistry#chem_Carbon|Carbon]])&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Disease ||&lt;br /&gt;
&#039;&#039;&#039;[[Chemistry#chem_Spaceacillin|Spaceacillin]]&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Beaker.png|32px]][[Chemistry#chem_Cryptobiolin|Cryptobiolin]]&amp;lt;sup&amp;gt;([[File:Beaker.png|16px]][[Chemistry#chem_Oxygen|Oxygen]] [[File:Beaker.png|16px]][[Chemistry#chem_Sugar|Sugar]] [[File:Beaker.png|16px]][[Chemistry#chem_Potassium|Potassium]])&amp;lt;/sup&amp;gt; &amp;lt;br&amp;gt;[[File:Beaker.png|32px]][[Chemistry#chem_Inaprovaline|Inaprovaline]]&amp;lt;sup&amp;gt;([[File:Beaker.png|16px]][[Chemistry#chem_Oxygen|Oxygen]] [[File:Beaker.png|16px]][[Chemistry#chem_Sugar|Sugar]] [[File:Beaker.png|16px]][[Chemistry#chem_Carbon|Carbon]])&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Zombification ||&lt;br /&gt;
&#039;&#039;&#039;[[Chemistry#chem_Romerol|Romerol]]&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:Beaker.png|48px]][[Chemistry#chem_Tricordrazine|Tricordrazine]]&amp;lt;sup&amp;gt;([[File:Beaker.png|32px]][[Chemistry#chem_Dylovene|Dylovene]]&amp;lt;sup&amp;gt;([[File:Beaker.png|16px]][[Chemistry#chem_Potassium|Potassium]] [[File:Beaker.png|16px]][[Chemistry#chem_Silicon|Silicon]] [[File:Beaker.png|16px]][[Chemistry#chem_Nitrogen|Nitrogen]])&amp;lt;/sup&amp;gt; [[File:Beaker.png|32px]][[Chemistry#chem_Inaprovaline|Inaprovaline]]&amp;lt;sup&amp;gt;([[File:Beaker.png|16px]][[Chemistry#chem_Oxygen|Oxygen]] [[File:Beaker.png|16px]][[Chemistry#chem_Sugar|Sugar]] [[File:Beaker.png|16px]][[Chemistry#chem_Carbon|Carbon]])&amp;lt;/sup&amp;gt;&lt;br /&gt;
)&amp;lt;/sup&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:Beaker.png|48px]][[Chemistry#chem_Phalanximine|Phalanximine]]&amp;lt;sup&amp;gt;([[File:Beaker.png|32px]][[Chemistry#chem_UnstableMutagen|Unstable Mutagen]]&amp;lt;sup&amp;gt;([[File:Beaker.png|16px]][[Chemistry#chem_Chlorine|Chlorine]] [[File:Beaker.png|16px]][[Chemistry#chem_Phosphorus|Phosphorus]] [[File:Beaker.png|16px]][[Chemistry#chem_Radium|Radium]])&amp;lt;/sup&amp;gt; [[File:Beaker.png|32px]][[Chemistry#chem_Hyronalin|Hyronalin]]&amp;lt;sup&amp;gt;([[File:Beaker.png|16px]][[Chemistry#chem_Dylovene|Dylovene]]&amp;lt;sup&amp;gt;([[File:Beaker.png|8px]][[Chemistry#chem_Potassium|Potassium]] [[File:Beaker.png|8px]][[Chemistry#chem_Silicon|Silicon]] [[File:Beaker.png|8px]][[Chemistry#chem_Nitrogen|Nitrogen]])&amp;lt;/sup&amp;gt; [[File:Beaker.png|16px]][[Chemistry#chem_Radium|Radium]])&amp;lt;/sup&amp;gt; [[File:Beaker.png|32px]][[Chemistry#chem_Ethanol|Ethanol]])&amp;lt;/sup&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== How to Deal with a Pandemic ==&lt;br /&gt;
Refer to [[Virology]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Guides Menu}}&lt;/div&gt;</summary>
		<author><name>MilonPL</name></author>
	</entry>
	<entry>
		<id>https://wiki.deltav.gay/index.php?title=Medical&amp;diff=2865</id>
		<title>Medical</title>
		<link rel="alternate" type="text/html" href="https://wiki.deltav.gay/index.php?title=Medical&amp;diff=2865"/>
		<updated>2024-01-16T22:31:54Z</updated>

		<summary type="html">&lt;p&gt;MilonPL: Remade the guide after the rebase, chemistry reference still needs updating&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Starting your shift ==&lt;br /&gt;
Medbay often starts out calm, but you&#039;d best prepare for the storm that&#039;s about to come. You&#039;ll either get blown up by some syndicate agent wanting the hypospray or you&#039;ll get so inundated with bodies and people screaming in your ear for you to treat them faster that you&#039;ll blow medbay up yourself.&lt;br /&gt;
&lt;br /&gt;
Coordinate with the [[Chemist|Chemists]]. Give them a list of drugs you&#039;ll need to treat your patients. Try to have a variety of meds on deck, and don&#039;t just keep a stockpile of [[Chemistry#Tricordrazine|Tricordrazine]] for everyone that comes your way.&lt;br /&gt;
&lt;br /&gt;
It&#039;s optional but bringing a Body Scanner or [[Medical_Doctor#Tools|health analyzer]] out to the front of medbay for patients to come and scan their DNA without pestering you can be beneficial. &lt;br /&gt;
&lt;br /&gt;
If there is no Crew Monitor Computer out in medical&#039;s public area, ask the [[Chief_Medical_Officer|CMO]] to bring it out from their office. When you have the time, you can check the Crew Monitor for anyone dead or dying. If they have their suit sensors set to display coordinates a [[Paramedic]] may use those to potentially locate their body for cloning purposes or biomass. A GPS and Handheld Crew Monitor devices can help you locate dead bodies.&lt;br /&gt;
&lt;br /&gt;
== Types Of Damage ==&lt;br /&gt;
In SS14, damage is a value representing how much injuries a character has suffered. It can be checked using a [[Medical_Doctor#Tools|health analyzer]] or your PDA. If it&#039;s 0, it means there are no wounds or injuries. There are 5 categories of damage: {{DMG|Brute}}, {{DMG|Burn}}, {{DMG|Airloss}}, {{DMG|Toxin}} and {{DMG|Genetic}}. Each of them has a different treatment, although some chemicals, like [[Chemistry#Tricordrazine]], can treat multiple types of damage. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Damage !! Treatment&lt;br /&gt;
|-&lt;br /&gt;
| Brute || Bruise pack, [[Chemistry#Bicaridine|Bicaridine]], [[Chemistry#Tricordrazine|Tricordrazine]], [[Hydroponics#Chemicals|Poppy]]&lt;br /&gt;
|-&lt;br /&gt;
| Caustic || [[Chemistry#Siderlac|Siderlac]]&lt;br /&gt;
|-&lt;br /&gt;
| Burn || Ointment, [[Chemistry#Dermaline|Dermaline]], [[Chemistry#Kelotane|Kelotane]], [[Chemistry#Tricordrazine|Tricordrazine]], [[Hydroponics#Chemicals|Aloe vera]]&lt;br /&gt;
|-&lt;br /&gt;
| Airloss || Defibrillator, [[Chemistry#Dexalin|Dexalin]], [[Chemistry#Dexalin_plus|Dexalin Plus]], [[Chemistry#Epinephrine|Epinephrine]], [[Chemistry#Inaprovaline|Inaprovaline]]&lt;br /&gt;
|-&lt;br /&gt;
| Toxin || [[Chemistry#Dylovene|Dylovene]], [[Chemistry#Ultravasculine|Ultravasculine]], [[Chemistry#Arithrazine|Arithrazine]], [[Chemistry#Hyronalin|Hyronalin]], [[Chemistry#Stellibinin|Stellibinin]], [[Chemistry#Diphenhydramine|Diphenhydramine]], [[Hydroponics#Chemicals|Galaxy thistle]]&lt;br /&gt;
|-&lt;br /&gt;
| Genetic || [[Chemistry#Phalanximine|Phalanximine]], [[Chemistry#Doxarubixadone|Doxarubixadone (Cryo)]]&lt;br /&gt;
|-&lt;br /&gt;
| Bleeding || Bandages, [[Chemistry#Pulped_banana_peel|Pulped Banana Peel]], [[Chemistry#Inaprovaline|Inaprovaline]], [[Chemistry#Tranexamic_acid|Tranexamic acid]], [[Chemistry#Iron|Iron]], Blood packs, Cloth&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Brute Damage ===&lt;br /&gt;
There are three types of Brute damage: {{DMG|Blunt}}, {{DMG|Slash}}, {{DMG|Piercing}}. All types of Brute damage can be used using [[Chemistry#Bicaridine|Bicaridine]], which heals 4 {{DMG|Brute}} per unit. The overdose amount is 15u. You can also use advanced chemicals to treat only one kind of Brute damage at once, but more effectively. It&#039;s especially useful when a patient comes in with only one type of damage. These chemicals are: &lt;br /&gt;
* [[Chemistry#Bruizine|Bruizine]] - Healing {{DMG|Blunt|+|7}} wih max dose of 10.5u.&lt;br /&gt;
* [[Chemistry#Lacerino|Lacerino]] Healing {{DMG|Slash|+|6}} with max dose of 12u.&lt;br /&gt;
* [[Chemistry#Puncturase|Puncturase]]- Healing {{DMG|Piercing|+|8}} but dealing {{DMG|Blunt|-|0.2}} with max dose of 11u.&lt;br /&gt;
&lt;br /&gt;
When a patient is presenting with less than 25 damage, you might want to use [[Medical_Doctor#Tools|Bruise Packs]] or [[Medical_Doctor#Tools|Medicated Sutures]] to heal them. You can find these inside of your toolbelt or First Aid Kits. &lt;br /&gt;
&lt;br /&gt;
=== Burn Damage ===&lt;br /&gt;
There are four typoes of Burn damage: {{DMG|Heat}}, {{DMG|Shock}}, {{DMG|Cold}} and {{DMG|Caustic}}. All of them except {{DMG|Caustic}} can be healed using [[Chemistry#Dermaline|Dermaline]], which heals {{DMG|Heat|+|3}}, {{DMG|Shock|+|3}}, {{DMG|Cold|+|3}} and has a max dose of 10u. It&#039;s what you&#039;re most likely to find inside the medbay. The advanced chemicals for this kind of damage, are:&lt;br /&gt;
* [[Chemistry#Leporazine|Leporazine]] - Healing {{DMG|Cold|+|8}}.&lt;br /&gt;
* [[Chemistry#Siderlac|Siderlac]] - Healing {{DMG|Caustic|+|10}}&lt;br /&gt;
&lt;br /&gt;
Again, when a patient is presenting with less than 25 Burn damage, you can use [[Medical_Doctor#Tools|Ointments]] or [[Medical_Doctor#Tools|Regenerative Meshes]] to heal them.&lt;br /&gt;
&lt;br /&gt;
=== Airloss Damage ===&lt;br /&gt;
Before reading anything else: if someone is on the ground gasping, you should first use an emergency medipen on them if no one else already has yet, and then move them to a stasis bed if there are any available. This will give you time to prepare a more specific treatment. Next check that their internals are off (if theres air in medbay) or on (if theres no air in medbay). You do this by their right click menu.&lt;br /&gt;
&lt;br /&gt;
When it comes to Asphyxiation, [[Chemistry#Epinephrine|Epinephrine]], [[Chemistry#Inaprovaline|Inaprovaline]], [[Chemistry#Dexalin|Dexalin]] and [[Chemistry#Dexalin_plus|Dexalin Plus]] are all effective at treating it, but your best friend and go-to chemical will be Dexalin Plus, which - unlike Inaprovaline and Epinephrine - heals both {{DMG|Bloodloss|+|4}} and {{DMG|Asphyxiation|+|6}}.&lt;br /&gt;
&lt;br /&gt;
Another kind of Airloss damage is {{DMG|Bloodloss}}. Everyone has a volume of blood inside them. When you take damage, slash and pierce most importantly, you will lose blood. You may also start noticeably bleeding, which continually drains your blood. If your blood level falls below a certain threshold, you will begin taking bloodloss damage and you will continue to do so until your blood levels return to normal. When you lose enough blood, you will start seeing double.&lt;br /&gt;
&lt;br /&gt;
If someone is bleeding heavily there are 3 things to do:&lt;br /&gt;
* Stop the bleeding&lt;br /&gt;
* Restore blood levels &lt;br /&gt;
* Cure bloodloss damage &lt;br /&gt;
&lt;br /&gt;
To stop bleeding (to stop blood levels from dropping continuously), you should use gauze or [[Chemistry#Tranexamic_acid|Tranexamic acid]]. [[Chemistry#Inaprovaline|Inaprovaline]] and [[Chemistry#Pulped_banana_peel|Pulped banana peel]] also reduce bleeding but [[Chemistry#Tranexamic_acid|Tranexamic acid]] is 3 times more powerful than pulped banana peel and 6 times more powerful than Inaprovaline.  It should be noted that emergency medipens contain a small amount of [[Chemistry#Tranexamic_acid|Tranexamic acid]] (3u). Note that if you Examine a patient and it says they are covered in Lacerations, that means they are bleeding.&lt;br /&gt;
&lt;br /&gt;
If you have only a few patients with intense bleeding, move them to a stasis bed first to give you time to prepare a treatment.&lt;br /&gt;
&lt;br /&gt;
To restore blood level (stop double vision and stop continuous bloodloss damage), you need to administer [[Chemistry#Iron|Iron]], [[Chemistry#Saline|Saline]] or use Blood packs which restores 15units of blood per use.  Patients will recover blood levels on their own once their bleeding has stopped, however the rate at which they do so is abysmally low. You can view the patient&#039;s blood level in the top part of your Health Analyzer interface. It&#039;s showed there as precentage.&lt;br /&gt;
&lt;br /&gt;
Your patient may have enough bloodloss damage at any point in treatment to warrant curing the damage. To do so, you will want to apply [[Chemistry#Dexalin_plus|Dexalin plus]] or [[Chemistry#Dexalin|Dexalin]] to cure the bloodloss damage. Patients who are no longer low on blood will slowly recover from bloodloss damage on their own without medication. &lt;br /&gt;
&lt;br /&gt;
Do not simply cure the patient of their bloodloss damage and send them on their way. They may appear to be cured on your health analyzer, but if their bleeding has not been stopped and their blood levels restored to normal, they will be back in med bay to be treated again soon.&lt;br /&gt;
&lt;br /&gt;
=== Toxin Damage ===&lt;br /&gt;
There are two types of Toxin damage, both treated with different medications.&lt;br /&gt;
&lt;br /&gt;
The one you&#039;ll come across the most is {{DMG|Poison}} damage. Seriously, you&#039;d be surprised by how many people present with alcohol poisoning every shift. Your best option to heal {{DMG|Poison}} is [[Chemistry#Dylovene|Dylovene]]. It heals {{DMG|Poison|+|2}} per unit with a max dose of 20u. &lt;br /&gt;
&lt;br /&gt;
The next kind of Toxin is {{DMG|Radiation}} damage. You will most likely see [[Salvage_Technician|Salvage Technicians]] presenting with this kind of damage. It can be treated with [[Chemistry#Arithrazine|Arithrazine]], which heals {{DMG|Radiation|+|6}} per unit. You need to watch out, because it also deals {{DMG|Brute|-|1}}. You can usually solve this issue with [[Medical_Doctor#Tools|Bruise Pack]] or [[Chemistry#Bicaridine|Bicaridine]].&lt;br /&gt;
&lt;br /&gt;
=== Vision ===&lt;br /&gt;
A loss of eye sight will not appear on the Health Analyzer. If a user has been using a Welding Torch without a Welding Mask, they may be unable to see very far. You can treat it using [[Chemistry#Oculine|Oculine]]&lt;br /&gt;
&lt;br /&gt;
=== Jittering ===&lt;br /&gt;
A patient may be jittering (shaking) due to an overdose. A bed rest or simply time can help here. To rapidly flush jittering, you can administer a dose of [[Chemistry#Diphenhydramine|Diphenhydramine]].&lt;br /&gt;
&lt;br /&gt;
=== Allergic Reaction ===&lt;br /&gt;
An allergic reaction (e.g. to bees) can cause a build up of [[Chemistry#Histamine|Histamine]]. A dose of [[Chemistry#Diphenhydramine|Diphenhydramine]] or [[Chemistry#Ultravasculine|Ultravasculine]] can help flush it.&lt;br /&gt;
&lt;br /&gt;
=== Hallucinations ===&lt;br /&gt;
A patient may see swirly illusions after taking a hallucinogenic such as Space Drugs. A bed rest or simply time can help here. 1u of [[Chemistry#Synaptizine|Synaptizine]] can assist here (via a Dropper). More than 1u can be lethal.&lt;br /&gt;
&lt;br /&gt;
=== Ethanol Poisoning === &lt;br /&gt;
A patient may feel the effects of ingesting too much alcohol. A bed rest or simply time can help here. [[Chemistry#Ethylredoxrazine|Ethylredoxrazine]] can also be used to treat the effeects.&lt;br /&gt;
&lt;br /&gt;
== Cryogenics ==&lt;br /&gt;
Cryogenic Pods, also called cryo pods or cryopods, are a special type of medical machinery used in conjuction with specific chemical solutions. The machine itself can be thought of a simple gas chamber a patient can be placed in, with specific protection to prevent cold gases from damaging patients. It also offers a slot for a beaker or similar, to automatically inject the patient with a solution, slowly over the course of time. Cryo pods need a properly built atmospherics setup to work.&lt;br /&gt;
&amp;lt;div style=&amp;quot;display: flex; flex-flow: row wrap; justify-content: center; gap: 0.5em&amp;quot;&amp;gt;&lt;br /&gt;
{{Chembox|prototype=Cryoxadone}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Common Chemicals ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;display: flex; flex-flow: row wrap; justify-content: center; gap: 0.5em&amp;quot;&amp;gt;&lt;br /&gt;
{{Chembox|prototype=DexalinPlus}}&lt;br /&gt;
{{Chembox|prototype=Epinephrine}}&lt;br /&gt;
{{Chembox|prototype=Dermaline}}&lt;br /&gt;
{{Chembox|prototype=Bicaridine}}&lt;br /&gt;
{{Chembox|prototype=Tricordrazine}}&lt;br /&gt;
{{Chembox|prototype=Arithrazine}}&lt;br /&gt;
{{Chembox|prototype=Dylovene}}&lt;br /&gt;
{{Chembox|prototype=Inaprovaline}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Administering Medication ==&lt;br /&gt;
There are multiple ways to administer medicine to the patients.&lt;br /&gt;
* Liquid + Syringe - This is the most common way of giving chemicals to patients. You can find labeled jugs with medicine usually near the beds area of the Medbay. Each one holds 200u of liquid. You can use a syringe to draw or inject chemicals. By right clicking a syringe, you can change the amount of liquid you want to transfer - 5u, 10u or 15u. By left clicking it in your hand or clicking Z, you can change the mode between Drawing and Injecting.&lt;br /&gt;
* Liquid + Interact - A doctor can hold a container of liquid (e.g. a beaker, jug, can, bottle) and interact with a patient to force them to sip 5u of the liquid. Force feeding is slower than if the patient drinks the liquid themselves. Liquids cannot be ingested by some species (such as Moth). Drinking requires the face to be uncovered (except for certain masks like the clown mask). A doctor can Strip off a Helmet and Breathe Mask in order to achieve this. Drinking does nothing on dead bodies except if it is ingested right before the Defibrillator.&lt;br /&gt;
* Pill - A [[Chemist]] can create pills and some Medpacks also have pills therein. Pills will often be labelled with the chemical and amount of units. Unfortunately pills can also be mislabelled. Mislabelled pills can be grinded by a Grinder to revert to a liquid. Pills contain higher volumes of medication than a syringe. Pills cannot be ingested by some species (such as Moth). Pills require the face to be uncovered (except for certain masks like the clown mask). A doctor can Strip off a Helmet and Breathe Mask in order to achieve this. Pills do nothing on dead bodies except if they are ingested right before the Defibrillator.&lt;br /&gt;
* Apply a Pack - Some treatments can be applied topically to the body. This can be performed on dead bodies, moths and patients wearing a helmet. Examples of topical treatment are: Bruise Packs, Ointment, Gauze, Aloe Cream, etc.&lt;br /&gt;
&lt;br /&gt;
== Stabilizing Critical Patients ==&lt;br /&gt;
When a character suffers more than 100 damage, they will go into a Critical condition, indicated by the character passing out on the floor and starting to gasp for air. While crit, they won&#039;t be able to move, speak or interact with the world. They will also start gaining Asphyxiation. Once they reach 200 total damage, they will die, indicated by the text &amp;quot;... siezes up, his eyes dead and lifeless&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
Patients are often dragged in gasping for air in a Critical state. In the medbay, the go-to chemical for healing {{DMG|Airloss}} is [[Chemistry#Dexalin_plus|Dexalin Plus]], which heals both {{DMG|Bloodloss|+|6}} and {{DMG|Asphyxiation|+|6}}. While you&#039;re in field, the usual best option is to inject an emergency medipen into the patient to stabilize them, which has the effect of healing a bit of damage and {{DMG|Asphyxiation|+|6}}. Everyone starts with an emergency medipen inside their survival box, which contains 12u of [[Chemistry#Epinephrine|Epinephrine]] and 3u of [[Chemistry#Tranxemic_acid|Tranexamic Acid]]. Medical doctors also have one medipen on their medical belt. If you run out, there are also bottles of [[Chemistry#Epinephrine|Epinephrine]] inside the NanoMed. &lt;br /&gt;
&lt;br /&gt;
If you don&#039;t have [[Chemistry#Epinephrine|Epinephrine]] or [[Chemistry#Dexalin_plus|Dexalin Plus]] then [[Chemistry#Inaprovaline|Inaprovaline]] can also be useful, to a lesser degree. Once you administer a chemical to deal with the {{DMG|Airloss}}, you can move on to healing other types of damage. If you notice {{DMG|Asphyxiation}} going up again, you can give the patient another dose of preferably [[Chemistry#Dexalin_plus|Dexalin Plus]].&lt;br /&gt;
&lt;br /&gt;
Putting critical patients on a Stasis Bed will make them die 10 times slower, giving you more time to do other things. Remember that it also makes all chemicals metabolize slower, including medicine. Medical beds and roller also help a little. To do this, drag the patient onto an empty bed (do not Pull them onto the bed but instead left click them, drag and release them onto the bed).&lt;br /&gt;
&lt;br /&gt;
== Dead Body Analysis ==&lt;br /&gt;
If someone dies in your care or is brought to you as a corpse, you need to decide what action to take:&lt;br /&gt;
&lt;br /&gt;
First verify that the body has a soul. The best and simplest way to do this is {{key press|Shift}} + left click.&lt;br /&gt;
&lt;br /&gt;
[[File:BodyDead.png|thumb]]If you see text in red stating &amp;quot;They are dead.&amp;quot;, this means that this person is still viable for cloning or revival. If they get cloned, the old body will display the unclonable text shown below, and can be disposed of (after the person has gathered all their things off of it).&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
[[File:BodyDeadSSD.png|thumb]]&lt;br /&gt;
If instead you see text in yellow stating &amp;quot;Their soul lies dormant and may return soon.&amp;quot;, then this person is still cloneable but have left the server. You might want to keep them in the morgue until their soul returns or just clone them and hope for them to come back.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
[[File:BodyDeadIrrecoverable.png|thumb]]If instead you see text in purple stating &amp;quot;Their soul has departed and moved on. Any recovery is unlikely.&amp;quot;, then this person is gone. They&#039;ve either left the server, or they&#039;ve taken a ghost role, such as a drone or monkey, and thus forfeited the right to come back to their body. That or they&#039;ve just been cloned. Toss this body in the morgue.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Reviving ===&lt;br /&gt;
Dead people can be brought back using a Defibrillator, but only if they have less than 200 total damage (Not counting {{DMG|Asphyxiation}}) and they aren&#039;t rotting. You can use a Health Analyzer to check how much damage the body took before death. If the damage is excessive or non-curable with topical treatments, cloning may be the only option. Chemicals do not metabolize in the dead, but you can reduce the damage by using [[Medical_Doctor#Tools|Bruise Packs, Ointments, Sutures, Meshes, Gauzes and Bloodpacks]]. Once you get them below 200 damage, you can use a Defibrillator to bring them back to life. You can often find them free-standing or in a cabinet. It is batter-operated and must be turned on before you can use it. Each time the Defibrillator is used, its battery charge will go down. Eventually, you will need to recharge it. To do that, you need to first eject the battery cell and put it in a reacharger. It can be also found in Medical.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:auto&amp;quot;&lt;br /&gt;
|+ Dead Body Treatment&lt;br /&gt;
|-&lt;br /&gt;
! Symptoms !! Analysis !! Treatment Steps&lt;br /&gt;
|-&lt;br /&gt;
| 200+ Airloss || Revivable || Defibrillator &lt;br /&gt;
|-&lt;br /&gt;
| 100 Airloss and 100 Brute || Revivable || 2 Bruise packs followed by a Defibrillator followed by normal treatment (e.g. Bicaridine)&lt;br /&gt;
|-&lt;br /&gt;
| 200 Brute || Revivable || Brute packs until ~95 brute followed by a Defibrillator followed by normal treatment (e.g. Bicaridine)&lt;br /&gt;
|-&lt;br /&gt;
| 200 Burn || Revivable || Ointment or Aloe Cream until ~95 burn followed by a Defibrillator followed by normal treatment (e.g. Dermaaline)&lt;br /&gt;
|-&lt;br /&gt;
| 200 Poison or Radiation || Clone || Note that an advanced doctor may inject them with Anti-Toxin and then Defib and repeat this process but it will be a challenging revival. &lt;br /&gt;
|-&lt;br /&gt;
| 200+ Brute || Clone || Check Medical stockpiles of Bruise Packs before attempting revival. Cloning may be more viable.&lt;br /&gt;
|-&lt;br /&gt;
| 200+ Burn || Clone || Check Medical stockpiles of Ointment and Aloe Cream before attempting revival. Aloe Cream is a renewable resource from Botany. Cloning may be more viable if stockpiles are poor or Botany is non-responsive.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Cloning ===&lt;br /&gt;
To clone, first the cloning system needs to be set up. &lt;br /&gt;
&lt;br /&gt;
Make sure that the metempsychotic machine (or cloner) and medical scanner are linked to the Cloning Console via multitool. After that, ensure that there&#039;s enough biomass (from the Biomass Reclaimer). When you wish to clone them, place their body in the medical scanner and clone from the console.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Metempsychotic Machine&#039;&#039;&#039;&amp;lt;/big&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:MetempsychoticMachine.png|64px]]&lt;br /&gt;
&lt;br /&gt;
This is the machine every station starts with.&lt;br /&gt;
&lt;br /&gt;
This machine doesn&#039;t clone you but transfer your soul into a new body. It costs 30 biomass on the first transfer and there is a 100% chance for you to end up in an humanoid body (with a low chance of it being your own body. For every consecutive metempsychoses, the price goes up by 5 biomass and the chances of ending up in a humanoid body goes down by 25%. Upgrades can affect each.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Cloning Machine&#039;&#039;&#039;&amp;lt;/big&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:Cloner.png|64px]]&lt;br /&gt;
&lt;br /&gt;
The original cloner. It can be found in salvages wrecks.&lt;br /&gt;
&lt;br /&gt;
Larger species require more biomass to clone. You can inspect the body&#039;s damage before deciding whether to clone. Each point of genetic damage increases the chance cloning will fail by 1%.&lt;br /&gt;
&lt;br /&gt;
After cloning, be sure to process their old body in the reclaimer to get some biomass back. Make sure you&#039;ve given them an opportunity to get their things (as long as they didn&#039;t die of infectious disease.)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Medical Scanner&#039;&#039;&#039;&amp;lt;/big&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:MedicalScanner.png|64px]]&lt;br /&gt;
&lt;br /&gt;
The medical scanner is where you put clone-able bodies into before interacting with the body scanner to press the clone button.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Morgue ===&lt;br /&gt;
Meant for long-term storage of dead bodies. This is where you find a bunch of morgue storage pods where you can store dead people. &lt;br /&gt;
&lt;br /&gt;
It is recommended to only store people with souls in there if the cloning bay is overflowing, you can&#039;t clone due to low biomass or it is currently inoperable.&lt;br /&gt;
&lt;br /&gt;
Storing dead bodies is very useful to prevent the body from rotting (which prevents revival and cloning).&lt;br /&gt;
&lt;br /&gt;
To use the Morgue, interact with a Storage Pod to open the tray, drag a body onto the tray, then interact with the Pod to close the tray. Typically you&#039;ll want only one body per Storage Pod.&lt;br /&gt;
&lt;br /&gt;
Here&#039;s a quick morgue color code.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: left;vertical-align: center;&amp;quot;&lt;br /&gt;
! Sprite !! Meaning&lt;br /&gt;
|-&lt;br /&gt;
| [[File:MorgueEmpty.png]]&lt;br /&gt;
| There is nothing inside the tray.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:MorgueBodySoulless.png]]&lt;br /&gt;
| There is a body but the player isn&#039;t in the body. The state of the spirit is unknown as the player could be waiting around the body or left already. You need to pull out the body and check it manually.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:MorgueBody.png]]&lt;br /&gt;
| The body has a spirit inside of it, and is revive-able. It will be beeping too.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:MorgueObject.png]]&lt;br /&gt;
| There is something inside the tray, but it&#039;s not a body.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Biomass Reclaimer&#039;&#039;&#039;&amp;lt;/big&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:BiomassReclaimer.png|64px]]&lt;br /&gt;
&lt;br /&gt;
Every morgue comes with a very important piece of equipment, the Biomass Reclaimer. It is fairly straightforward, put a dead body in it, it grinds them into biomass. Be careful not to grind down clone-able body if you are not an [[Antagonist]] as it could get you in trouble [[Roleplay#In_Character|IC]] and [[Roleplay#Out_of_Character|OOC]].&lt;br /&gt;
&lt;br /&gt;
If you attempt to drag a living creature into the Biomass Reclaimer, it may throw the creature across the room.&lt;br /&gt;
&lt;br /&gt;
The amount of Biomass generated depends on the type of creature.&lt;br /&gt;
&lt;br /&gt;
If you get low on Biomass, contact Salvage and/or Cargo and ask for their help.&lt;br /&gt;
&lt;br /&gt;
== Crew Monitorning Console ==&lt;br /&gt;
A Crew Monitoring Console usually can be found in the public area of the Medbay or inside the CMO&#039;s office. It also comes in a handheld version distributed to the [[Chief_Medical_Officer|Chief Medical Officer]] and the [[Paramedic|Paramedics]].&lt;br /&gt;
&lt;br /&gt;
It can be used to find other crewmembers, provided they have suit sensors enabled. The four settings on suit sensors are:&lt;br /&gt;
* Off - The person doesn&#039;t show up in the console.&lt;br /&gt;
* Binary - The person shows up as either ALIVE or DEAD.&lt;br /&gt;
* Status - The person will show up with their current health condition.&lt;br /&gt;
* Coordinates - The person can be found on the interactive station map.&lt;br /&gt;
&lt;br /&gt;
If someone has their Coordinates on, they can be easily found and retrived by [[Paramedic|Paramedics]]. If someone dies without coords on, there&#039;s little you can do usually. It&#039;s recommended for all crew to have their suit sensors on.&lt;br /&gt;
&lt;br /&gt;
== Medical Reference for Chemistry ==&lt;br /&gt;
WIP: Needs updating&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Common chemicals&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;[[Chemistry#Inaprovaline|Inaprovaline]]&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Beaker.png|32px]][[Chemistry#Oxygen|Oxygen]] [[File:Beaker.png|32px]][[Chemistry#Sugar|Sugar]] [[File:Beaker.png|32px]][[Chemistry#Carbon|Carbon]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;[[Chemistry#Dylovene|Dylovene]]&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Beaker.png|32px]][[Chemistry#chem_Potassium|Potassium]] [[File:Beaker.png|32px]][[Chemistry#chem_Silicon|Silicon]] [[File:Beaker.png|32px]][[Chemistry#chem_Nitrogen|Nitrogen]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;[[Chemistry#chem_Kelotane|Kelotane]]&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Beaker.png|32px]][[Chemistry#chem_Silicon|Silicon]] [[File:Beaker.png|32px]][[Chemistry#chem_Carbon|Carbon]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;[[Chemistry#chem_Dexalin|Dexalin]]&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Beaker.png|32px]][[Chemistry#chem_Oxygen|Oxygen]] [[File:Beaker.png|32px]][[Chemistry#chem_Plasma|Plasma]] (It needs to be grinded))&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;[[Chemistry#chem_Hyronalin|Hyronalin]]&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Beaker.png|32px]][[Chemistry#chem_Dylovene|Dylovene]]&amp;lt;sup&amp;gt;([[File:Beaker.png|16px]][[Chemistry#chem_Potassium|Potassium]] [[File:Beaker.png|16px]][[Chemistry#chem_Silicon|Silicon]] [[File:Beaker.png|16px]][[Chemistry#chem_Nitrogen|Nitrogen]])&amp;lt;/sup&amp;gt; [[File:Beaker.png|32px]][[Chemistry#chem_Radium|Radium]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;[[Chemistry#chem_Phenol|Phenol]]&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Beaker.png|32px]][[Chemistry#chem_Water|Water]] [[File:Beaker.png|32px]][[Chemistry#chem_Oil|Oil]] [[File:Beaker.png|32px]][[Chemistry#chem_Chlorine|Chlorine]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;[[Chemistry#chem_Diethylamine|Diethylamine]]&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Beaker.png|32px]][[Chemistry#chem_Ethanol|Ethanol]] [[File:Beaker.png|32px]][[Chemistry#chem_Ammonia|Ammonia]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;[[Chemistry#chem_UnstableMutagen|Unstable Mutagen]]&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Beaker.png|32px]][[Chemistry#chem_Chlorine|Chlorine]] [[File:Beaker.png|32px]][[Chemistry#chem_Phosphorus|Phosphorus]] [[File:Beaker.png|32px]][[Chemistry#chem_Radium|Radium]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;[[Chemistry#chem_SulfuricAcid|Sulfuric Acid]]&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Beaker.png|32px]][[Chemistry#chem_Hydrogen|Hydrogen]] [[File:Beaker.png|32px]][[Chemistry#chem_Sulfur|Sulfur]] [[File:Beaker.png|32px]][[Chemistry#chem_Oxygen|Oxygen]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Damage !! Treatment&lt;br /&gt;
|-&lt;br /&gt;
| Brute ||&lt;br /&gt;
&#039;&#039;&#039;Bruise pack&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;[[Chemistry#chem_Bicaridine|Bicaridine]]&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Beaker.png|32px]][[Chemistry#chem_Carbon|Carbon]] [[File:Beaker.png|32px]][[Chemistry#chem_Inaprovaline|Inaprovaline]]&amp;lt;sup&amp;gt;([[File:Beaker.png|16px]][[Chemistry#chem_Oxygen|Oxygen]] [[File:Beaker.png|16px]][[Chemistry#chem_Sugar|Sugar]] [[File:Beaker.png|16px]][[Chemistry#chem_Carbon|Carbon]])&amp;lt;/sup&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;[[Chemistry#chem_Tricordrazine|Tricordrazine]]&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Beaker.png|32px]][[Chemistry#chem_Dylovene|Dylovene]]&amp;lt;sup&amp;gt;([[File:Beaker.png|16px]][[Chemistry#chem_Potassium|Potassium]] [[File:Beaker.png|16px]][[Chemistry#chem_Silicon|Silicon]] [[File:Beaker.png|16px]][[Chemistry#chem_Nitrogen|Nitrogen]])&amp;lt;/sup&amp;gt; [[File:Beaker.png|32px]][[Chemistry#chem_Inaprovaline|Inaprovaline]]&amp;lt;sup&amp;gt;([[File:Beaker.png|16px]][[Chemistry#chem_Oxygen|Oxygen]] [[File:Beaker.png|16px]][[Chemistry#chem_Sugar|Sugar]] [[File:Beaker.png|16px]][[Chemistry#chem_Carbon|Carbon]])&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Caustic || &lt;br /&gt;
&#039;&#039;&#039;[[Chemistry#chem_Siderlac|Siderlac]]&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Beaker.png|32px]][[Chemistry#chem_Stellibinin|Stellibinin]] [[File:Beaker.png|32px]][[Chemistry#chem_Aloe|Aloe]]&lt;br /&gt;
|-&lt;br /&gt;
| Burn ||&lt;br /&gt;
&#039;&#039;&#039;Ointment&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;[[Chemistry#chem_Kelotane|Kelotane]]&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Beaker.png|32px]][[Chemistry#chem_Silicon|Silicon]] [[File:Beaker.png|32px]][[Chemistry#chem_Carbon|Carbon]]&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;[[Chemistry#chem_Dermaline|Dermaline]]&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Beaker.png|32px]][[Chemistry#chem_Kelotane|Kelotane]]&amp;lt;sup&amp;gt;([[File:Beaker.png|16px]][[Chemistry#chem_Silicon|Silicon]] [[File:Beaker.png|16px]][[Chemistry#chem_Carbon|Carbon]])&amp;lt;/sup&amp;gt; [[File:Beaker.png|32px]][[Chemistry#chem_Oxygen|Oxygen]] [[File:Beaker.png|32px]][[Chemistry#chem_Phosphorus|Phosphorus]]&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;[[Chemistry#chem_Tricordrazine|Tricordrazine]]&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Beaker.png|32px]][[Chemistry#chem_Dylovene|Dylovene]]&amp;lt;sup&amp;gt;([[File:Beaker.png|16px]][[Chemistry#chem_Potassium|Potassium]] [[File:Beaker.png|16px]][[Chemistry#chem_Silicon|Silicon]] [[File:Beaker.png|16px]][[Chemistry#chem_Nitrogen|Nitrogen]])&amp;lt;/sup&amp;gt; [[File:Beaker.png|32px]][[Chemistry#chem_Inaprovaline|Inaprovaline]]&amp;lt;sup&amp;gt;([[File:Beaker.png|16px]][[Chemistry#chem_Oxygen|Oxygen]] [[File:Beaker.png|16px]][[Chemistry#chem_Sugar|Sugar]] [[File:Beaker.png|16px]][[Chemistry#chem_Carbon|Carbon]])&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Airloss ||&lt;br /&gt;
&#039;&#039;&#039;[[Chemistry#chem_Dexalin|Dexalin]]&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Beaker.png|32px]][[Chemistry#chem_Oxygen|Oxygen]] [[File:Beaker.png|32px]][[Chemistry#chem_Plasma|Plasma]]&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;[[Chemistry#chem_DexalinPlus|Dexalin plus]]&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Beaker.png|32px]][[Chemistry#chem_Dexalin|Dexalin]]&amp;lt;sup&amp;gt;([[File:Beaker.png|16px]][[Chemistry#chem_Oxygen|Oxygen]] [[File:Beaker.png|16px]][[Chemistry#chem_Plasma|Plasma]])&amp;lt;/sup&amp;gt; [[File:Beaker.png|32px]][[Chemistry#chem_Iron|Iron]] [[File:Beaker.png|32px]][[Chemistry#chem_Carbon|Carbon]]&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;[[Chemistry#chem_Epinephrine|Epinephrine]]&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Beaker.png|32px]][[Chemistry#chem_Oxygen|Oxygen]] [[File:Beaker.png|32px]][[Chemistry#chem_Diethylamine|Diethylamine]]&amp;lt;sup&amp;gt;([[File:Beaker.png|16px]][[Chemistry#chem_Ethanol|Ethanol]] [[File:Beaker.png|16px]][[Chemistry#chem_Ammonia|Ammonia]])&amp;lt;/sup&amp;gt; [[File:Beaker.png|32px]][[Chemistry#chem_Hydrogen|Hydrogen]] [[File:Beaker.png|32px]][[Chemistry#chem_Acetone|Acetone]] [[File:Beaker.png|32px]][[Chemistry#chem_Phenol|Phenol]]&amp;lt;sup&amp;gt;([[File:Beaker.png|16px]][[Chemistry#chem_Water|Water]] [[File:Beaker.png|16px]][[Chemistry#chem_Oil|Oil]] [[File:Beaker.png|16px]][[Chemistry#chem_Chlorine|Chlorine]])&amp;lt;/sup&amp;gt; [[File:Beaker.png|32px]][[Chemistry#chem_Chlorine|Chlorine]]&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;[[Chemistry#chem_Inaprovaline|Inaprovaline]]&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Beaker.png|32px]][[Chemistry#chem_Oxygen|Oxygen]] [[File:Beaker.png|32px]][[Chemistry#chem_Sugar|Sugar]] [[File:Beaker.png|32px]][[Chemistry#chem_Carbon|Carbon]]&lt;br /&gt;
|-&lt;br /&gt;
| Toxin ||&lt;br /&gt;
&#039;&#039;&#039;[[Chemistry#chem_Dylovene|Dylovene]]&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Beaker.png|32px]][[Chemistry#chem_Potassium|Potassium]] [[File:Beaker.png|32px]][[Chemistry#chem_Silicon|Silicon]] [[File:Beaker.png|32px]][[Chemistry#chem_Nitrogen|Nitrogen]]&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;[[Chemistry#chem_Ultravasculine|Ultravasculine]]&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Beaker.png|32px]][[Chemistry#chem_Plasma|Plasma]] [[File:Beaker.png|32px]][[Chemistry#chem_Histamine|Histamine]]&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;[[Chemistry#chem_Arithrazine|Arithrazine]]&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Beaker.png|32px]][[Chemistry#chem_Hyronalin|Hyronalin]]&amp;lt;sup&amp;gt;([[File:Beaker.png|16px]][[Chemistry#chem_Dylovene|Dylovene]]&amp;lt;sup&amp;gt;([[File:Beaker.png|8px]][[Chemistry#chem_Potassium|Potassium]] [[File:Beaker.png|8px]][[Chemistry#chem_Silicon|Silicon]] [[File:Beaker.png|8px]][[Chemistry#chem_Nitrogen|Nitrogen]])&amp;lt;/sup&amp;gt; [[File:Beaker.png|16px]][[Chemistry#chem_Radium|Radium]])&amp;lt;/sup&amp;gt; [[File:Beaker.png|32px]][[Chemistry#chem_Hydrogen|Hydrogen]]&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;[[Chemistry#chem_Hyronalin|Hyronalin]]&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Beaker.png|32px]][[Chemistry#chem_Dylovene|Dylovene]]&amp;lt;sup&amp;gt;([[File:Beaker.png|16px]][[Chemistry#chem_Potassium|Potassium]] [[File:Beaker.png|16px]][[Chemistry#chem_Silicon|Silicon]] [[File:Beaker.png|16px]][[Chemistry#chem_Nitrogen|Nitrogen]])&amp;lt;/sup&amp;gt; [[File:Beaker.png|32px]][[Chemistry#chem_Radium|Radium]]&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;[[Chemistry#chem_Stellibinin|Stellibinin]]&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;[[Chemistry#chem_Diphenhydramine|Diphenhydramine]]&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Genetic ||&lt;br /&gt;
&#039;&#039;&#039;[[Chemistry#chem_Phalanximine|Phalanximine]]&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Beaker.png|32px]][[Chemistry#chem_UnstableMutagen|Unstable Mutagen]]&amp;lt;sup&amp;gt;([[File:Beaker.png|16px]][[Chemistry#chem_Chlorine|Chlorine]] [[File:Beaker.png|16px]][[Chemistry#chem_Phosphorus|Phosphorus]] [[File:Beaker.png|16px]][[Chemistry#chem_Radium|Radium]])&amp;lt;/sup&amp;gt; [[File:Beaker.png|32px]][[Chemistry#chem_Hyronalin|Hyronalin]]&amp;lt;sup&amp;gt;([[File:Beaker.png|16px]][[Chemistry#chem_Dylovene|Dylovene]]&amp;lt;sup&amp;gt;([[File:Beaker.png|8px]][[Chemistry#chem_Potassium|Potassium]] [[File:Beaker.png|8px]][[Chemistry#chem_Silicon|Silicon]] [[File:Beaker.png|8px]][[Chemistry#chem_Nitrogen|Nitrogen]])&amp;lt;/sup&amp;gt; [[File:Beaker.png|16px]][[Chemistry#chem_Radium|Radium]])&amp;lt;/sup&amp;gt; [[File:Beaker.png|32px]][[Chemistry#chem_Ethanol|Ethanol]]&lt;br /&gt;
&amp;lt;!-- add more --&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Bleeding ||&lt;br /&gt;
&#039;&#039;&#039;[[Chemistry#chem_Pulped Banana Peel|Pulped Banana Peel]]&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;[[Chemistry#chem_Inaprovaline|Inaprovaline]]&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Beaker.png|32px]][[Chemistry#chem_Oxygen|Oxygen]] [[File:Beaker.png|32px]][[Chemistry#chem_Sugar|Sugar]] [[File:Beaker.png|32px]][[Chemistry#chem_Carbon|Carbon]]&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;[[Chemistry#chem_Tranexamic acid|Tranexamic acid]]&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Beaker.png|32px]][[Chemistry#chem_SulfuricAcid|Sulfuric Acid]]&amp;lt;sup&amp;gt;([[File:Beaker.png|16px]][[Chemistry#chem_Hydrogen|Hydrogen]] [[File:Beaker.png|16px]][[Chemistry#chem_Sulfur|Sulfur]] [[File:Beaker.png|16px]][[Chemistry#chem_Oxygen|Oxygen]])&amp;lt;/sup&amp;gt; [[File:Beaker.png|32px]][[Chemistry#chem_Sugar|Sugar]] [[File:Beaker.png|32px]][[Chemistry#chem_Inaprovaline|Inaprovaline]]&amp;lt;sup&amp;gt;([[File:Beaker.png|16px]][[Chemistry#chem_Oxygen|Oxygen]] [[File:Beaker.png|16px]][[Chemistry#chem_Sugar|Sugar]] [[File:Beaker.png|16px]][[Chemistry#chem_Carbon|Carbon]])&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Disease ||&lt;br /&gt;
&#039;&#039;&#039;[[Chemistry#chem_Spaceacillin|Spaceacillin]]&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Beaker.png|32px]][[Chemistry#chem_Cryptobiolin|Cryptobiolin]]&amp;lt;sup&amp;gt;([[File:Beaker.png|16px]][[Chemistry#chem_Oxygen|Oxygen]] [[File:Beaker.png|16px]][[Chemistry#chem_Sugar|Sugar]] [[File:Beaker.png|16px]][[Chemistry#chem_Potassium|Potassium]])&amp;lt;/sup&amp;gt; &amp;lt;br&amp;gt;[[File:Beaker.png|32px]][[Chemistry#chem_Inaprovaline|Inaprovaline]]&amp;lt;sup&amp;gt;([[File:Beaker.png|16px]][[Chemistry#chem_Oxygen|Oxygen]] [[File:Beaker.png|16px]][[Chemistry#chem_Sugar|Sugar]] [[File:Beaker.png|16px]][[Chemistry#chem_Carbon|Carbon]])&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Zombification ||&lt;br /&gt;
&#039;&#039;&#039;[[Chemistry#chem_Romerol|Romerol]]&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:Beaker.png|48px]][[Chemistry#chem_Tricordrazine|Tricordrazine]]&amp;lt;sup&amp;gt;([[File:Beaker.png|32px]][[Chemistry#chem_Dylovene|Dylovene]]&amp;lt;sup&amp;gt;([[File:Beaker.png|16px]][[Chemistry#chem_Potassium|Potassium]] [[File:Beaker.png|16px]][[Chemistry#chem_Silicon|Silicon]] [[File:Beaker.png|16px]][[Chemistry#chem_Nitrogen|Nitrogen]])&amp;lt;/sup&amp;gt; [[File:Beaker.png|32px]][[Chemistry#chem_Inaprovaline|Inaprovaline]]&amp;lt;sup&amp;gt;([[File:Beaker.png|16px]][[Chemistry#chem_Oxygen|Oxygen]] [[File:Beaker.png|16px]][[Chemistry#chem_Sugar|Sugar]] [[File:Beaker.png|16px]][[Chemistry#chem_Carbon|Carbon]])&amp;lt;/sup&amp;gt;&lt;br /&gt;
)&amp;lt;/sup&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:Beaker.png|48px]][[Chemistry#chem_Phalanximine|Phalanximine]]&amp;lt;sup&amp;gt;([[File:Beaker.png|32px]][[Chemistry#chem_UnstableMutagen|Unstable Mutagen]]&amp;lt;sup&amp;gt;([[File:Beaker.png|16px]][[Chemistry#chem_Chlorine|Chlorine]] [[File:Beaker.png|16px]][[Chemistry#chem_Phosphorus|Phosphorus]] [[File:Beaker.png|16px]][[Chemistry#chem_Radium|Radium]])&amp;lt;/sup&amp;gt; [[File:Beaker.png|32px]][[Chemistry#chem_Hyronalin|Hyronalin]]&amp;lt;sup&amp;gt;([[File:Beaker.png|16px]][[Chemistry#chem_Dylovene|Dylovene]]&amp;lt;sup&amp;gt;([[File:Beaker.png|8px]][[Chemistry#chem_Potassium|Potassium]] [[File:Beaker.png|8px]][[Chemistry#chem_Silicon|Silicon]] [[File:Beaker.png|8px]][[Chemistry#chem_Nitrogen|Nitrogen]])&amp;lt;/sup&amp;gt; [[File:Beaker.png|16px]][[Chemistry#chem_Radium|Radium]])&amp;lt;/sup&amp;gt; [[File:Beaker.png|32px]][[Chemistry#chem_Ethanol|Ethanol]])&amp;lt;/sup&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== How to Deal with a Pandemic ==&lt;br /&gt;
Refer to [[Virology]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Guides Menu}}&lt;/div&gt;</summary>
		<author><name>MilonPL</name></author>
	</entry>
	<entry>
		<id>https://wiki.deltav.gay/index.php?title=Medical_Doctor&amp;diff=2864</id>
		<title>Medical Doctor</title>
		<link rel="alternate" type="text/html" href="https://wiki.deltav.gay/index.php?title=Medical_Doctor&amp;diff=2864"/>
		<updated>2024-01-16T20:42:06Z</updated>

		<summary type="html">&lt;p&gt;MilonPL: Revised the page, added missing rebase items, minor changes&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab inline name=&amp;quot;Medical Doctor&amp;quot;&amp;gt;&lt;br /&gt;
{{Job_Header&lt;br /&gt;
|department=MEDICAL&lt;br /&gt;
|maincolor=244559&lt;br /&gt;
|secondarycolor=325367&lt;br /&gt;
|image=Medical_Doctor.png&lt;br /&gt;
|title=Medical Doctor&lt;br /&gt;
|difficulty=Medium&lt;br /&gt;
|requirements=4 hours in [[Medical Intern|Medical]]&lt;br /&gt;
|access=Medical, Maintenance&lt;br /&gt;
|extendedaccess=Chemistry, Paramedic&lt;br /&gt;
|supervisors=[[Chief Medical Officer]]&lt;br /&gt;
|subordinates=None&lt;br /&gt;
|duties=Diagnose and heal crewmembers through medicinal chemicals, vaccinations, along with cloning the dead.&lt;br /&gt;
|guides=[[Medical]], [[Chemistry]], [[Cryogenic Pods]]&lt;br /&gt;
}}&lt;br /&gt;
You are the Medical Doctor. Your job is to ensure the crew stays healthy and alive, healing the wounded and reviving the dead. Needless to say, your work is cut out for you, but don&#039;t despair! You can still help people! Mostly. &lt;br /&gt;
&lt;br /&gt;
Get medicine from the [[#Chemistry|single doctor who is making pills]] in the chemistry lab and hope they labelled them. Resist the temptation to poison the [[Bartender|Bartender&#039;s]] drinks with lethal doses of blood clotters and liquid radiation. &lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab inline name=&amp;quot;Medical Intern&amp;quot;&amp;gt;&lt;br /&gt;
{{Job_Header&lt;br /&gt;
|department=MEDICAL&lt;br /&gt;
|maincolor=244559&lt;br /&gt;
|secondarycolor=325367&lt;br /&gt;
|image=Medical_Intern.png&lt;br /&gt;
|title=Medical Intern&lt;br /&gt;
|difficulty=Easy to Medium&lt;br /&gt;
|requirements=None&lt;br /&gt;
|access=Medical, Maintenance&lt;br /&gt;
|extendedaccess=None&lt;br /&gt;
|supervisors=[[Chief Medical Officer]], [[Medical Doctor]], [[Chemist]]&lt;br /&gt;
|subordinates=None&lt;br /&gt;
|duties=Learn the basics of administering medicine, cloning/reviving the dead, and creating chemicals.&lt;br /&gt;
|guides=[[Medical]], [[Chemistry]], [[Cryogenic Pods]], in-game Wiki (press 0)&lt;br /&gt;
}}&lt;br /&gt;
Report straight away to Medical. &lt;br /&gt;
&lt;br /&gt;
Your job is to ensure you don&#039;t accidentally kill people, to ask a billion questions on Medical [[Radio]] and to learn how to professionally assist your patients. Learn which Medicine is most used and which is used in which scenario. Learn which tools you should carry with you. Learn that your PDA can be used as a Health Analyser. Learn how to work with [[Hydroponics]] to ensure the [[Chemist|Chemists]] get the materials they need. &lt;br /&gt;
&lt;br /&gt;
Ensure that any requests you don&#039;t know how to cater for are forwarded to your supervisors. Learn that the dead don&#039;t stay dead and how to get those dead slackers back on their feet and back to work. Stay out of the way of a [[Paramedic]] as they rush around the station collecting the sick and dead. &lt;br /&gt;
&lt;br /&gt;
You may not get access to the [[Chemistry]] Lab as an Intern. However if you&#039;ve covered off the basics of Medicine Administration, you can ask the [[Chief Medical Officer]] nicely for an intro to Chemistry.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For more info, see the list of [[Chemistry|chemicals.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
==Doctor, Doctor!==&lt;br /&gt;
When you are a Medical Doctor, your job is to heal people, save them from the brink of death, and [[Medical#Cloning|revive]] the dead. You can diagnose injuries and diseases with the help of a [[Medical_Doctor#Tools|health analyzer]] or even your [[PDA]].&lt;br /&gt;
&lt;br /&gt;
It&#039;s highly recommended that you read the [[medical|Guide to Medical]] for more information about how to treat crewmates.&lt;br /&gt;
&lt;br /&gt;
==Chemical Delivery Methods==&lt;br /&gt;
All chemicals will require either being injected into the bloodstream, inhaled or ingested. Some non-chemical medicines like bruise packs and aloe cream can be applied to the body instead.&lt;br /&gt;
&lt;br /&gt;
* Ingest - Crew can ingest pills for a large dose of chemical, drink a liquid from a container 5u at a time or eat medical plants. These all occur via the mouth. This mean they require to remove their helmet and/or mask.&lt;br /&gt;
* Inject - Crew can be injected into their bloodstream via a Syringe with small amounts of liquid chemical. This require the removal of certain outerwear.&lt;br /&gt;
* Inhale - Crew can breathe in condensed amounts of gaseous chemical if their Internals are not off. A [[Modular Grenade]], bomb or Air Vent can cause chemicals to be inhaled. Chemicals with an overdose effect can have a negative rather than positive effect if inhaled this way&lt;br /&gt;
* Applied - Crew can apply a non-chemical solid medicine to anywhere on their body (including past their clothes / suit somehow).&lt;br /&gt;
&lt;br /&gt;
[[Chemistry#chem_DexalinPlus|Dexalin Plus]] and [[Chemistry#chem_Epinephrine|Epinephrine]] can be served as either a pill or liquid in a beaker / bottle. As they are used to treat critical conditions (often in people with a suit or breathe mask on), consider delivering the liquid in a bottle and injecting it into the patient. As [[Chemistry#chem_DexalinPlus|Dexalin Plus]] is not only for critical situations though, having it both in bottles and as pills can be handy. In contrast non-critical on-demand chemicals like [[Chemistry#chem_Spaceacillin|Spaceacillin]] can be offered as pills as crew have a tendency to either smash or steal the beakers.&lt;br /&gt;
 &lt;br /&gt;
Since the 4 usual damage types are Brute, Burn, Airloss and Toxin, you will need on-hand cures for all of them as well as for blood loss, the most common being:&lt;br /&gt;
*[[Chemistry#chem_Tricordrazine|Tricordrazine]]; - For all, minor damages&lt;br /&gt;
*[[Chemistry#chem_Dylovene|Dylovene]]; - for Toxins&lt;br /&gt;
*[[Chemistry#chem_Dermaline|Dermaline]]; - for Burns&lt;br /&gt;
*[[Chemistry#chem_Hyronalin|Hyronalin]]; - for Radiation&lt;br /&gt;
*[[Chemistry#chem_Bicaridine|Bicaridine]]; - for Brute&lt;br /&gt;
*[[Chemistry#chem_DexalinPlus|Dexalin Plus]]. - for Airloss&lt;br /&gt;
*[[Chemistry#chem_Tranexamic acid|Tranexamic acid]] and [[Chemistry#chem_Iron|Iron]] - for Bloodloss&lt;br /&gt;
&lt;br /&gt;
== Tools ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Image !! Name !! Description&lt;br /&gt;
|-&lt;br /&gt;
| [[File:healthanalyzer.png|64px]] || Health Analyzer || Displays the health status of any crewmate or organism upon use.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:bruisepack.png|64px]] || Bruise Pack || Heals {{DMG|Brute|+|5}} damage per use.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ointment.png|64px]] || Ointment || Heals {{DMG|Heat|+|5}}, {{DMG|Cold|+|5}}, {{DMG|Shock|+|5}} and {{DMG|Heat|+|1.5}} damage per use.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:bloodpack.png|64px]] || Bloodpack || Heals {{DMG|Bloodloss|+|0.5}} damage and restores 15 units of blood per use.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Regenerative_Mesh.png|64px]] || Regenerative Mesh || Heals {{DMG|Burn|+|10}} per use.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Medicated_Suture.png|64px]] || Medicated Suture || Heals {{DMG|Brute|+|10}} per use and stops bleeding.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:pill1.png|64px]]&amp;lt;br&amp;gt;[[File:pill2.png|64px]] || Pill || Administers a dosage of a specific chemical or medicine upon ingestion. Dosages can vary from 1 to 25 units.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:syringe.png|64px]] || Syringe || Administers a dosage of a specific chemical or medicine upon injection. Dosages can only be administered 5 units at a time, with a maximum of 15 units stored.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:gauze.png|64px]] || Gauze || Stops bleeding upon application. Heals {{DMG|Slash|+|2.5}}, {{DMG|Piercing|+|2.5}} damage.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:medipen.png|64px]] || Emergency Medipen || A shot of epinephrine. Contains 12 units of [[Chemistry#chem_Epinephrine|Epinephrine]] and 3 units of [[Chemistry#chem_Tranexamic acid|Tranexamic acid]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:bottle.png|64px]] || Epinephrine || 15 units of epinephrine.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Defibrillator.png|64px]]|| Defibrillator || Used to bring people back from death (within a 5-minute timeframe). Heals {{DMG|Asphyxiation|+|40}} damage, but deals {{DMG|Shock|-|5}} damage&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Tips ==&lt;br /&gt;
&lt;br /&gt;
*Make sure to have a store of basic medicine on you, namely medicine (See: [[Chemistry]]) such as bicaridine, tricordrazine, and inaprovaline, all of which are very useful in a pinch.&lt;br /&gt;
&lt;br /&gt;
*Always treat patients with whatever chemicals you have at your disposal, only using physical medicines such as brute packs and bandages for dead patients. Scan patients with the health analyzer to determine the best course of treatment.&lt;br /&gt;
&lt;br /&gt;
*You may have to coordinate with the other doctors to prioritize wounded patients. Be sure to treat patients as efficiently as possible to prevent a buildup of wounded patients in need of care.&lt;br /&gt;
&lt;br /&gt;
*You can use your Medical [[PDA]] as an Health Analyzer.&lt;br /&gt;
&lt;br /&gt;
{{Jobs Menu}}&lt;br /&gt;
[[Category:Jobs]]&lt;/div&gt;</summary>
		<author><name>MilonPL</name></author>
	</entry>
	<entry>
		<id>https://wiki.deltav.gay/index.php?title=Warden&amp;diff=2861</id>
		<title>Warden</title>
		<link rel="alternate" type="text/html" href="https://wiki.deltav.gay/index.php?title=Warden&amp;diff=2861"/>
		<updated>2024-01-15T17:56:55Z</updated>

		<summary type="html">&lt;p&gt;MilonPL: Removed the outdated HOP info after the rebase&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Job_Header&lt;br /&gt;
|department=SECURITY&lt;br /&gt;
|maincolor=480000&lt;br /&gt;
|secondarycolor=600000&lt;br /&gt;
|image=Warden.png&lt;br /&gt;
|title=Warden&lt;br /&gt;
|difficulty=Hard&lt;br /&gt;
|requirements=10 hours in [[Security Officer|Security]]&lt;br /&gt;
|access=Security, Armory, Maintenance, Service, Brig, External, Detective&lt;br /&gt;
|extendedaccess=None&lt;br /&gt;
|supervisors=[[Head of Security]], [[Captain]]&lt;br /&gt;
|subordinates=[[Prisoner|Prisoners]], [[Security Officer]] (to an extent), [[Prison Guard]]&lt;br /&gt;
|duties=Babysit the brig, babysit the prisoners, babysit the armory.&lt;br /&gt;
|guides=[[Space Law]], [[Standard Operating Procedure|SOP]], [[Alert Procedure]], [[Company Policy]], This article&lt;br /&gt;
}}&lt;br /&gt;
The Warden is a keystone of security tasked with managing the Brig and everything within it. This ranges from making sure detained prisoners are treated with respect (or at a minimum, not beaten to death), to overseeing and (in emergencies) distributing the contents of the Armory. &lt;br /&gt;
&lt;br /&gt;
The Warden answers directly to the [[Head of Security]] and indirectly to the Captain, but generally anyone else inside the Brig answers to the Warden as long as they are there. As the Warden, you&#039;re often the thin red line between the Armory and any number of trespassing threats; ranging from a sticky-fingered [[Head of Personnel|Clown]] to a Traitor looking to bust their buddy (or assassination target) out of the Permabrig.&lt;br /&gt;
&lt;br /&gt;
== The Outside World ==&lt;br /&gt;
&lt;br /&gt;
The Warden is strongly discouraged from leaving the brig for any amount of time over a few minutes. This can leave the highly volatile contents of the armory, rowdy prisoners looking for a way out, and confiscated contraband unattended, thus giving someone a chance at grabbing it without being noticed. The Warden is also very strongly discouraged from helping themselves to the contents of the armory without reason -- this puts a terrible look on you and is generally completely unnecessary. It generally just paints you as someone who took the job for quick access to as many guns as you can carry and further increases the value of beating you up in the hallways if you leave for some reason.&lt;br /&gt;
&lt;br /&gt;
A Warden outside of the brig is also an extremely high-value target for anyone out to pilfer ID cards or equipment; perhaps the most dangerous item you can lose is your ID card which gives its holder unrestricted access to everything in the armory. Not only does it give them as many guns as they want, they can give their friends guns too. And their friends are probably not your friends.&lt;br /&gt;
&lt;br /&gt;
== My Rifle, My Gun ==&lt;br /&gt;
&lt;br /&gt;
The coveted Armory is usually one of the most-secured places on the station, second usually only to the Captain&#039;s Quarters or other sensitive areas of the bridge. Depending on the station, it usually contains 2-3 each of laser rifles, pump-action shotguns, submachine guns, spare shotgun shells, lethal and non-lethal ammunition, security hardsuits, bomb suits, portable flashers, and more.&lt;br /&gt;
&lt;br /&gt;
This is quite a massive list of equipment to keep track of, but generally, if you are doing your job right, it doesn&#039;t move often without you knowing about it. As the Warden, you are expected to safeguard this equipment and prevent unauthorized access at any cost. The only other people that should be allowed in and out of the armory is [[Head of Security|Your Boss]] and [[Captain|Your Bosses&#039; Boss]]. You should discourage them from taking everything they can carry, but try to avoid arresting them on the spot.&lt;br /&gt;
&lt;br /&gt;
You should absolutely prevent anyone from getting into the armory who invites themselves in without good reason and isn&#039;t the Captain or Head of Security. &lt;br /&gt;
&lt;br /&gt;
It is also your (and the Head of Security&#039;s) discretion on when the contents of the armory should be distributed to your Officers (or, god forbid, the crew). Station threats like carps and spiders are much more safely handled if you can hand a competent officer something lethal, it can just be challenging to find that competent officer under your command. Otherwise, your officers are left with non-lethal means only and usually have to beat the enemy to death with a baton, exposing them to greater danger.&lt;br /&gt;
&lt;br /&gt;
== Folsom Prison Blues ==&lt;br /&gt;
&lt;br /&gt;
The second important part of your job is taking care of the brig and general security area. You should keep it clean, lock up contraband, and secure any weapons or equipment lying around in the open under lock and key. This keeps the place organized and makes it harder for an intruder or loose detainee to get easy access to weapons or equipment that have been left lying out by [[Security Officer|people who are lazy]].&lt;br /&gt;
&lt;br /&gt;
You also are tasked with keeping an eye on any detainees brought in by your officers. You should verify that they&#039;ve been brought in for a valid crime, ensure they have been appropriately searched, make sure they have any major injuries treated to, make sure any contraband is confiscated and secured, make sure an appropriate sentence is given (officers will often look to you for sentence advice), and make sure the detainee is released with all of their belongings (minus contraband!) when their time is up.&lt;br /&gt;
&lt;br /&gt;
This is a lot to do, but essentially you just need to watch over and make sure that your officers are doing a good job and not power tripping too hard, while also making sure the detainees aren&#039;t forgotten about. Officers will often leave prisoners in your care while they go back out on patrol, so depending on how proactive they are, they may dump a detainee on you without saying anything and leave just as quickly. Make sure they explain what actually transpired or actually brig the person themselves.&lt;br /&gt;
&lt;br /&gt;
{{Jobs Menu}}&lt;br /&gt;
[[Category:Jobs]]&lt;/div&gt;</summary>
		<author><name>MilonPL</name></author>
	</entry>
	<entry>
		<id>https://wiki.deltav.gay/index.php?title=Zombie&amp;diff=2773</id>
		<title>Zombie</title>
		<link rel="alternate" type="text/html" href="https://wiki.deltav.gay/index.php?title=Zombie&amp;diff=2773"/>
		<updated>2024-01-15T00:04:03Z</updated>

		<summary type="html">&lt;p&gt;MilonPL: Fixed the links, minor changes&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab inline name=&amp;quot;Initial Infected&amp;quot;&amp;gt;&lt;br /&gt;
{{Job_Header&lt;br /&gt;
|department=INFECTED&lt;br /&gt;
|maincolor=000000&lt;br /&gt;
|secondarycolor=101010&lt;br /&gt;
|image=ZombieIcon.png&lt;br /&gt;
|title=Initial Infected&lt;br /&gt;
|difficulty=Easy&lt;br /&gt;
|requirements=12 hours of playtime&lt;br /&gt;
|access=Whatever access they previously had&lt;br /&gt;
|extendedaccess=None&lt;br /&gt;
|supervisors=None&lt;br /&gt;
|subordinates=None&lt;br /&gt;
|duties=Find a good spot or moment to turn and infect the crew.&lt;br /&gt;
|guides=This is the guide&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab inline name=&amp;quot;Zombie&amp;quot;&amp;gt;&lt;br /&gt;
{{Job_Header&lt;br /&gt;
|department=BRAINLESS&lt;br /&gt;
|maincolor=000000&lt;br /&gt;
|secondarycolor=101010&lt;br /&gt;
|image=ZombieIcon.png&lt;br /&gt;
|title=Zombie&lt;br /&gt;
|difficulty=Literally Brainless&lt;br /&gt;
|requirements=None&lt;br /&gt;
|access=Whatever access they previously had&lt;br /&gt;
|extendedaccess=None&lt;br /&gt;
|supervisors=None&lt;br /&gt;
|subordinates=None&lt;br /&gt;
|duties=Kill the crew and turn them into zombies.&lt;br /&gt;
|guides=This is the guide&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Zombie is a conversion [[Antagonist|antagonist]] that can either come from the Zombie game mode or be randomly created through the Zombie Outbreak station [[Game_Modes#Zombies|event]]. It is a player controlled entity whose only purpose is to seek out living characters and convert them into undead. Zombies do not have any faction alignment nor can they communicate coherently with other characters, but they are able to work together with other zombies in order to achieve their goals. &lt;br /&gt;
&lt;br /&gt;
It is typically deemed [[Roleplay#Out_of_Character|OOC]] for a zombie to destroy non-barrier objects such as APCs. A blockage such as a wall or door is fair game as it will hopefully lead the hungry zombie to brains. Pointing and other emotions such as laughing and sighing are also often deemed OOC. Instead, a zombie is deemed a mindless entity that wanders the halls often following other zombies to create a horde, following noises and generally milling about.&lt;br /&gt;
&lt;br /&gt;
== Zombie Propagation ==&lt;br /&gt;
There are two main methods of creating new zombies:&lt;br /&gt;
* Zombies can bite a crit/dead body in order to instantly convert it into a new zombie.&lt;br /&gt;
* A crew member or animal can die after getting the Zombie Infection, which will cause them to instantly turn into a zombie upon falling into crit.&lt;br /&gt;
&lt;br /&gt;
A key note about the Zombie Infection is that, while it is spread through bite, it may not always infect you on the first bite. Wearing large amounts of clothing reduce your chances of being infected after a zombie bite.&lt;br /&gt;
&lt;br /&gt;
== Zombie Infection ==&lt;br /&gt;
Though the main way the infection is given is through zombie bites, it can be transmitted in other ways. Notably, it can be gained through ingesting [[Chemistry#Romerol|Romerol]]. Additionally, [[Initial Infected]] in the Zombie game mode start out with a passive version of the infection.&lt;br /&gt;
&lt;br /&gt;
Once a crew mate has gotten the infection, they will experience symptoms of coughing and extreme physical and poison damage. They will also then be disposed to turn into a zombie upon death, even if the infection is cured. The only way to neutralize the infection is through consuming 5u of [[Chemistry#Ambuzol_plus|Ambuzol plus]]. This will nullify the dangerous symptoms and grant you immunity to future infections, but you will still turn into a zombie if you die later.&lt;br /&gt;
&lt;br /&gt;
== Physical Traits ==&lt;br /&gt;
Zombies boast a variety of traits, most notably, their damage resistances. Zombies have resistances to physical damage as well as a high resistance to cold damage and immunity to poison. They also do not need food or drink and are able to survive in a vacuum without air. The main weaknesses of zombies come from their vulnerability to both burn and shock damage.&lt;br /&gt;
&lt;br /&gt;
Zombies can be visually identified through their dark green skin and their red eyes. They also move noticably slower than average humans, meaning they can be outrun. Miasma is also emitted from zombies, due to them rotting, though they do not experience negative effects from this.&lt;br /&gt;
&lt;br /&gt;
== Survival ==&lt;br /&gt;
The main methods of survival for a Zombie Outbreak will involve securing supplies, equipment, and a safe location. Because much of the station facilities may be shut down due to an outbreak, having a large source of nutrition and hydration is key to staying safe. Additionally, access to medical equipment is useful in the event that a survivor is bitten, as it can be used to stave off the infection. For equipment, heat based weaponry is most effective. This not only includes lasers, but also extends to flare guns, incendiary shells, and [[Chemistry#Phlogiston|Phlogiston]] chemical weapons. A location that is safe against zombies can be created by reinforcing possible entry points with electrified grilles. Additionally, blocking off windows can prevent zombie swarms coming in from the outside. Your ultimate end game is to survive until a shuttle is called, an ERT team arrives, or a CBURN unit comes to &amp;quot;save&amp;quot; you from the threat. Or, if you&#039;re such a lost cause, CentCom may just nuke you to save the trouble.&lt;br /&gt;
&lt;br /&gt;
== Interaction ==&lt;br /&gt;
A player-controlled zombie loses the ability to pick up / equip items. It can use a few of the [[Interactions#Actions|action buttons]] such as enabling and disabling Harm mode and turning on/off the [[PDA]] light. &lt;br /&gt;
A core thing to note when playing a zombie is that you can right click on people in non-harm mode to see what their name is. Zombies will have a &amp;quot;Zombified&amp;quot; prefix. A zombie&#039;s goal is to not harm fellow zombies but harm non-zombies.&lt;br /&gt;
&lt;br /&gt;
{{Jobs Menu}}&lt;br /&gt;
[[Category:Jobs]]&lt;/div&gt;</summary>
		<author><name>MilonPL</name></author>
	</entry>
	<entry>
		<id>https://wiki.deltav.gay/index.php?title=Atmospheric_Technician&amp;diff=2772</id>
		<title>Atmospheric Technician</title>
		<link rel="alternate" type="text/html" href="https://wiki.deltav.gay/index.php?title=Atmospheric_Technician&amp;diff=2772"/>
		<updated>2024-01-14T22:31:26Z</updated>

		<summary type="html">&lt;p&gt;MilonPL: Revised the article, moved gases and atmos setup to separate articles&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Needs revision|reason=Add how to deal with pressure, preventing/dealing with gas flood, etc.}}&lt;br /&gt;
{{Job_Header&lt;br /&gt;
|department=ENGINEERING&lt;br /&gt;
|maincolor=854100&lt;br /&gt;
|secondarycolor=a75200&lt;br /&gt;
|image=Atmospheric Technician.png&lt;br /&gt;
|title=Atmospheric Technician&lt;br /&gt;
|difficulty=Medium to Hard&lt;br /&gt;
|requirements=10 hours in [[Station Engineer|Engineering]]&lt;br /&gt;
|access=Maintenance, Engineering, External, Atmospherics&lt;br /&gt;
|extendedaccess=None&lt;br /&gt;
|supervisors=[[Chief Engineer]]&lt;br /&gt;
|subordinates=None&lt;br /&gt;
|duties=Restore breathable atmosphere to depressurized areas. Ensure the station&#039;s air remains at liveable conditions. Get bored and create tritium.&lt;br /&gt;
|guides=[[Atmospheric Science]], [[Pipes and vents]], [[Gases]], [[Setting up the mix chamber]] &lt;br /&gt;
}}&lt;br /&gt;
__NOTOC__ &amp;lt;!-- Removes table of contents --&amp;gt;&lt;br /&gt;
As an atmospheric technician, your primary job is to maintain a safe and breathable atmosphere inside the station. As a member of the engineering department, you may also be expected to double as a [[Station Engineer]] &amp;lt;s&amp;gt;if they don&#039;t know what they&#039;re doing&amp;lt;/s&amp;gt; in exceptional circumstances.&lt;br /&gt;
&lt;br /&gt;
The primary threats to a safe and breathable atmosphere inside the station are:&lt;br /&gt;
&lt;br /&gt;
* Air escaping into space due to intentional or unintentional removal of walls or floor tiles (&#039;&#039;spacing&#039;&#039;)&lt;br /&gt;
* Buildup of unpleasant or outright hazardous [[#Gases|gases]] such as miasma or plasma&lt;br /&gt;
&lt;br /&gt;
Atmospheric technicians are essential to keeping the station alive and breathing, and consequently are ineligible to be [[Traitor]].&lt;br /&gt;
&lt;br /&gt;
Your supervisor is the [[Chief Engineer]].&lt;br /&gt;
&lt;br /&gt;
==Quick-Start==&lt;br /&gt;
# Grab [[#Equipment|equipment]] from your atmospheric technician locker. You should grab at least a hardsuit or fire suit and helmet, a gas mask and gas tank, a gas analyzer, and a holofan projector. Consider grabbing inflatable walls, inflatable doors, steel sheets, and metal rods to be ready to fix spacing.&lt;br /&gt;
# Find the [[#Distro|distro]] pipe and inspect its pressure and temperature using your [[#Equipment|gas analyzer]]. If the pressure is zero and shows no sign of rising, take corrective action.&lt;br /&gt;
# (&#039;&#039;optional&#039;&#039;) Set filters to recover gases from the [[#Waste|waste]] pipe. Because [[Pipes_and_vents#Gas_Miner|gas miners]] are available on most stations, this step is not very important. And, unless [[Pipes_and_vents#Air_Scrubber|scrubbers]] are set to siphoning, there will only be waste gases in the waste pipe.&lt;br /&gt;
# Deliver [[#Equipment|portable scrubbers]] to locations that expect miasma build up. This is usually the [[Medical#Cloning_and_Morgue|cloning room or morgue in the medical bay]].&lt;br /&gt;
# Monitor the station&#039;s radio or patrol the station yourself for spacing or other atmospheric issues. Fix issues if they arise.&lt;br /&gt;
# Make sure that [[Passenger|suspicious]] [[Nuclear_Operative|people]] are not sabotaging [[#Atmosia|your department]].&lt;br /&gt;
&lt;br /&gt;
==Equipment==&lt;br /&gt;
Like your fellow [[Station Engineer|Station Engineers]], you start with a full belt of tools. Atmospheric technicians may also have access to:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Atmospheric Equipment&lt;br /&gt;
|-&lt;br /&gt;
! Picture !! Name !! Description&lt;br /&gt;
|-&lt;br /&gt;
| [[File:OxygenTank.png|64px]] || Portable Oxygen Tank || Small enough to carry around. Hook this up to a mask, and you can have a portable air supply to breathe while in space or fixing leaks. People will probably ask you for these.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Gas Analyzer.png|64px]] || Gas Analyzer || Use this to analyze the composition of gases in the air around you, or to measure the temperature and pressure of gases inside pipes.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Portable Scrubber.png|64px]] || Portable Scrubber || Can be wrenched down to scrub waste gases to an internal tank. Useful for cleaning up a miasma problem. Must be emptied once full.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Holofan Projector.png|64px]] || Holofan Projector || [[File:Holofan.png|thumb|right|A holofan projection]] Creates a holographic firelock (&#039;&#039;holofan&#039;&#039;) that blocks gas flow but allows objects to move through them. Holofans last for three minutes before despawning. Extremely useful when repairing a hull breach, since they will safely block the flow of station atmosphere while still giving access to move around freely to work. Stores a total of six charges before the internal [[Power cell]] runs out of power.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Atmosia==&lt;br /&gt;
&#039;&#039;Main article: [[Atmospheric_Science|Atmospheric Science]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Atmospherics, sometimes referred to as Atmosia, is where most of the station&#039;s air handling machinery is located. Each station has a different atmospherics layout. While seasoned atmospheric technicians may have atmospheric layouts memorized, frequent &amp;lt;s&amp;gt;useless station remodeling&amp;lt;/s&amp;gt; station engineering changes mean that it is more important to be able to quickly understand the layout of the station that you&#039;re currently working on.&lt;br /&gt;
&lt;br /&gt;
==Gases==&lt;br /&gt;
&#039;&#039;Main article: [[Gases]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Pipes and Machinery==&lt;br /&gt;
&#039;&#039;Main article: [[Pipes and vents]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Pressure and moles==&lt;br /&gt;
[[File:Gas analyzer.png]]&lt;br /&gt;
&lt;br /&gt;
All gas can be quantified by its pressure, mole amount, and temperature. These three variables are closely related and directly affect one another. If you add more gas(# of moles) to a given area, the pressure will increase. Take the same amount of moles and lower the volume by using a smaller room and the pressure will be even larger. If you then heat up the gas, the pressure will be even larger still. The opposite is also true, less gas means lower pressure. cooling down gas will also lower the pressure. Volume, or size of the room, also plays a role in pressure. A larger area will require more gas while a smaller area will require less gas to reach the same pressure. using this knowledge we can see why space has a low pressure because the area and temperature are so low.&lt;br /&gt;
&lt;br /&gt;
Moles are a way of measuring how much gas is present in a given area. A higher pressure does not always mean more of a gas in the given area. If you want to physically fit a larger amount of a gas in a specific area, you will need to cool the gas down to lower the temperature, thus lowering the pressure allowing more moles to fit inside the given area.&lt;br /&gt;
&lt;br /&gt;
If you open a canister will 100 moles of air into a large hallway, you will hardly notice a difference in pressure. However, if you open the same tank in a small room the pressure difference will be greater.&lt;br /&gt;
&lt;br /&gt;
The standard livable air requirements are about 20 moles of oxygen and 80 moles of nitrogen at a pressure of 101kpa and temperature of 20° Celsius. If you have less than 20 moles of oxygen present, your character will begin to gasp and take oxygen deprivation damage. If the pressure is any lower or higher than 101kpa, your character will begin to take brute damage in relation to the depressurization or overpressurization levels. If the temperature is much lower or higher than 20°C, you risk your character taking burn damage from the extreme cold or heat.&lt;br /&gt;
&lt;br /&gt;
Generally speaking: &lt;br /&gt;
*More gas(# of moles) = more pressure.&lt;br /&gt;
*Less gas(# of moles) = less pressure.&lt;br /&gt;
*Hot gas = more pressure.&lt;br /&gt;
*Cold gas = less pressure.&lt;br /&gt;
*Large hallway = more moles/higher temperatures needed to notice pressure change.&lt;br /&gt;
*Small hallway = less moles/higher temperatures needed to notice pressure change.&lt;br /&gt;
&lt;br /&gt;
==Space wind==&lt;br /&gt;
Explosive decompression, or &#039;&#039;space wind,&#039;&#039; is caused when a sudden low pressure or depressurization zone occurs and all the atmosphere flows from high pressure to low pressure. Space wind often happens due to a sudden hull breach or when the clown opens the external airlock. All personnel and lose objects in the area will be flung toward the low pressure area as if a gust of wind blows you towards the breach site, thus the name &#039;Space Wind&#039; is dubbed.&lt;br /&gt;
&lt;br /&gt;
Space wind is very deadly to any crew member not wearing hardsuits with internals. Space wind will often suck you far away from safety and toward the breach site. The damage you take from slamming into objects(and objects slamming into you) along with depressurization, lack of oxygen, and freezing temperatures will often quickly kill any unsuspecting crewmember who gets caught.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Space wind was disabled on 5/9/2022 until it is fixed or there is a better alternative. You will no longer be pushed around by explosive decompression or airflows.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Useful trivia and tricks==&lt;br /&gt;
*Always be prepared to fix a breach. Carry your Atmospherics hardsuit or firesuit with you so you can survive long enough to fix any breach at a moments notice.&lt;br /&gt;
*The Atmospherics firesuit is space proof and functions like a hardsuit. Just make sure you wear the helmet with it or else it wont give you any protection.&lt;br /&gt;
*The standard air mix is about 21% oxygen and 79% nitrogen @ 101.7 kPa at 293.2K (20°C).&lt;br /&gt;
*A quick and dirty way to vent high pressure or unwanted gases is to expose the area to open space. Breach a wall or open an airlock to quickly suck out all the atmosphere. Just be sure you have the area sealed off and no crewmembers get caught in the depressurization zone!&lt;br /&gt;
*Overpressurization can be just as harmful as depressurization!&lt;br /&gt;
*A pressurized pipe will violently decompress if unwrenched! &lt;br /&gt;
*If you want to check the pressure and temperature of a pipe, hold your gas analyzer in hand, shift left-click on the pipe, and click on the magnifying glass in pop-up window.&lt;br /&gt;
*Make sure that the distro loop never connects to anything else like the mix or waste loop. unless you want to flood the station with superheated plasma and risk getting an angry admin message.&lt;br /&gt;
&lt;br /&gt;
{{Jobs Menu}}&lt;br /&gt;
[[Category:Jobs]]&lt;/div&gt;</summary>
		<author><name>MilonPL</name></author>
	</entry>
	<entry>
		<id>https://wiki.deltav.gay/index.php?title=Basics_of_Atmos&amp;diff=2771</id>
		<title>Basics of Atmos</title>
		<link rel="alternate" type="text/html" href="https://wiki.deltav.gay/index.php?title=Basics_of_Atmos&amp;diff=2771"/>
		<updated>2024-01-14T22:28:29Z</updated>

		<summary type="html">&lt;p&gt;MilonPL: Revised the article, moved atmos setup from Atmospheric Technician&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Atmospheric Science refers to the observation and processing of gases in enclosed spaces. [[Atmospheric Technician|Atmospheric Technicians]] are concerned with maintaining a safe atmosphere in the station by:&lt;br /&gt;
# Setting up the station&#039;s gas distribution system, or &amp;quot;distro,&amp;quot; to supply the station with breathable air.&lt;br /&gt;
# Using handheld gas analyzers and fixed air alarm systems to monitor levels of both safe and hazardous gases.&lt;br /&gt;
# Utilizing holofan projectors and inflatable walls to cordon off hull breaches or gas leaks.&lt;br /&gt;
# Moving and placing portable scrubbers to manually filter the air in case of escaped gases.&lt;br /&gt;
&lt;br /&gt;
==The Basics of Atmos==&lt;br /&gt;
The premise of Atmospherics (or, Atmos) is simple: You want a station that is pressurized and with breathable air, absent of any toxins. The two primary gases used to accomplish that goal are Nitrogen (N2) and Oxygen (O2). &lt;br /&gt;
Oxygen is the breathable gas in air, and is respirated by [[Playable Species#Human|Humans]], [[Playable Species#Oni|Onis]], [[Playable Species#Felinid|Felinids]], [[Playable Species#Arachnid|Arachnids]], [[Playable Species#Moth|Moths]], [[Playable Species#Vulpkanin|Vulpkanins]], and [[Playable Species#Harpy|Harpies]] to form Carbon Dioxide (CO2) as a waste gas. Nitrogen, on the other hand, is respirated by [[Playable Species#Slime|Slimes]] instead of Oxygen.&lt;br /&gt;
&lt;br /&gt;
Pressure, measured in kPa, is determined by the amount of gas (in mols) in an area, and is directly related to temperature (in Kelvin or degrees Celsius); so as temperature goes up, so does the pressure. A safe pressure on the station is roughly around 80 to 140 kPa, and a safe temperature is around 20 degrees Celsius. The ideal environment for all species is 21% Oxygen and 79% Nitrogen at 101.325kPa and 20°C or 293.15K&lt;br /&gt;
&lt;br /&gt;
===Toxins===&lt;br /&gt;
&#039;&#039;Main article: [[Gases]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Toxic gases can bring about many forms of harm to the station, and are dangerous if left unattended because of the tendency of passengers to blindly open doors. These gases are noticeable at high concentrations, as they appear as clouds or smoke. All of these gases are filtered by the scrubber network, and they can be sucked up by [[Atmospheric_Technician#Equipment|Portable Scrubbers ]] considerably faster. To contain the spread of these gases, you’ll want to use [[Atmospheric_Technician#Equipment|Holofan Projectors]], inflatable walls or doors, and if need be, you can weld some airlocks closed to prevent entry, just make sure the gas you&#039;re dealing with is not flammable.&lt;br /&gt;
&lt;br /&gt;
==Understanding the Distribution Area==&lt;br /&gt;
The distribution area (or, &#039;&#039;&#039;Distro&#039;&#039;&#039;) refers to the area of Atmos that contains the origin point of the air and waste networks, as well as the chambers for storing and processing the gases.&lt;br /&gt;
&lt;br /&gt;
A distro’s purpose is to:&lt;br /&gt;
&lt;br /&gt;
# Supply oxygen and nitrogen to a gas mixer which supplies air to the station. &lt;br /&gt;
# Filter waste and toxic gases from the station. &lt;br /&gt;
# Store gases in a secure area where [[Atmospheric Technician|Atmos Techs]] are able to work with them.&lt;br /&gt;
The distro is able to do all of these things because of the system of pipes, pumps, filters, and mixers it is outfitted with. &#039;&#039;&#039;Every distro does NOT require placing/altering pipes for it to function properly!&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Distro Annotated===&lt;br /&gt;
A typical distro layout is shown below:&lt;br /&gt;
&lt;br /&gt;
[[File:Atmosia Annotated.png|border|center]]&lt;br /&gt;
&lt;br /&gt;
# Nitrogen holding chamber with (maybe) a nitrogen gas miner&lt;br /&gt;
# Oxygen holding chamber with (maybe) a oxygen gas miner&lt;br /&gt;
# Pump for moving nitrogen to the mixer&lt;br /&gt;
# Pump for moving oxygen to the mixer&lt;br /&gt;
# Mixer to mix nitrogen and oxygen in an appropriate ratio for the station&lt;br /&gt;
# Volume pump to move mixer output to the station&#039;s main distro pipe&lt;br /&gt;
# Main distro pipe&lt;br /&gt;
# Valve to shut off freezer&lt;br /&gt;
# Freezer to reduce air temperature in distro&lt;br /&gt;
# Valve to shut off heater&lt;br /&gt;
# Heater to increase air temperature in distro&lt;br /&gt;
# Main waste pipe&lt;br /&gt;
# Volume pump to move air into the filter banks&lt;br /&gt;
# Bank of filters to separate different types of gases from the waste pipe&lt;br /&gt;
&lt;br /&gt;
===Holding Chambers===&lt;br /&gt;
[[File:Atmos holding chambers.png|thumb|Gas holding chambers]]&lt;br /&gt;
&lt;br /&gt;
Holding chambers store a supply of gas for you to pump into the station when needed. Some stations come with gas miners that produce an unlimited supply of the mined gas. Walls and windows prevent gas from escaping to space; if the holding chambers are broken, then the gas inside will be lost.&lt;br /&gt;
&lt;br /&gt;
Holding chambers may be labeled with the [[#Gases|type of gas]] that they are designed to store.&lt;br /&gt;
&lt;br /&gt;
Use [[Pipes and vents#Pumps|pumps]] to move gases in and out of holding chambers.&lt;br /&gt;
&lt;br /&gt;
===Mix Chamber===&lt;br /&gt;
&lt;br /&gt;
[[File:Mix chamber in use.png|thumb|A mix chamber in use]]&lt;br /&gt;
&lt;br /&gt;
The mix chamber is an empty holding area with its own separate loop of pipes and pumps in atmospherics. The mix loop is generally marked with brown pipes and the holding chamber can usually be found close to the external hull, separated from the station by reinforced walls and windows. There will be an emergency button nearby to vent the chamber to space if you need to dump your mix in case an accident arises, or you just wish to reset the chamber for a new mix. The mix chamber is here for you to experiment with different mixes, ratios, temperatures, and pressures while combining gases. &lt;br /&gt;
&lt;br /&gt;
On most stations the Mix chamber will loop around to either to the distro loop, or back to the waste loop. It is generally a good practice to have your mix loop flow back into the waste loop to recycle any unspent gases. You should &#039;&#039;&#039;NEVER&#039;&#039;&#039; have the mix loop flow into distro unless you have a [[Traitor|very good reason.]] Most savvy Atmospherics Technicians physically disconnect the mix loop from distro at round start to prevent an easy sabotage target or accident from occurring later in the round.&lt;br /&gt;
&lt;br /&gt;
See the guide to [[Gases]] if you are interested to learn how different gases interact with each other at different temperatures and pressures.&lt;br /&gt;
&lt;br /&gt;
See the guide to [[Setting up the mix chamber]] if you want to learn how to properly and safely use the mix chamber.&lt;br /&gt;
&lt;br /&gt;
==Setting Up The Distro==&lt;br /&gt;
===Main Distro Loop===&lt;br /&gt;
The first step in setting up the distro is to determine which line goes to the [[Pipes_and_vents#Vents|air vents]]. It is usually colored blue to make it easily identifiable. Once you’ve identified that line, follow the pipes back to the Oxygen and Nitrogen chambers. &lt;br /&gt;
&lt;br /&gt;
Out of the chambers, there are two lines of pipes, one that goes &#039;&#039;into&#039;&#039; the chamber from a gas filter (14) and one that comes &#039;&#039;out&#039;&#039; of the chamber through a pump (3), (4). Turn these pumps on and set them to max pressure. After that, follow the pipe that leads out of the chambers and you’ll find they eventually lead to a gas mixer (5). Set it to the correct air mix (21% Oxygen to 79% Nitrogen) and pressure. If there is a pump after the mixer, you can set the pressure to 4500kPa. Otherwise, set the pressure to 200kPa&lt;br /&gt;
&lt;br /&gt;
Air vents will pump air from distro into the station as long as the pressure inside distro is positive. Increasing the pressure inside distro allows the air vent pumps to move air faster. Contrary to popular belief, the pressure inside &#039;&#039;&#039;does not&#039;&#039;&#039; set the pressure of air coming out of the actively pumped air vents that start connected to distro.&lt;br /&gt;
&lt;br /&gt;
Check the pressure of distro at round start and periodically throughout the shift. Low or slowly rising distro pressure at round start is a sign of &amp;lt;s&amp;gt;shoddy station quality&amp;lt;/s&amp;gt; design flaws causing low flow rates into distro. Low distro pressure in the middle of the round may be indicative of spacing on the station.&lt;br /&gt;
&lt;br /&gt;
===Waste Loop===&lt;br /&gt;
Waste, or the waste loop, is usually marked with red pipes and is responsible for removing waste gas around the station via scrubbers. These pipes start and end in atmospherics and are looped around the entire station. The main purpose of the waste loop is the ensure that harmful gases get removed from the station&#039;s atmosphere. Scrubbers will remove gas from the hallways and return it to Atmospherics where it will then be separated by gas filters into various holding chambers. Harmful gases will be deposited into their assigned chambers and the breathable air will once again make its way back to Distro and into the station to continue the cycle. &lt;br /&gt;
&lt;br /&gt;
To set it up, follow the line and configure all of the gas filters going into the chambers to the correct gas (14). At the end of the waste line you will find a passive vent going to space. All the unfiltered gas will end up in space. Make sure the valve leading to the vent is opened.&lt;br /&gt;
&lt;br /&gt;
===Gas Recycling===&lt;br /&gt;
Not all stations come with an O2 miner, &#039;&#039;&#039;[[Maps#Shōkō_Station|Shōkō]] in particular has no O2 gas miner&#039;&#039;&#039;, so they require a [[Pipes_and_vents#Gas_Recycler|gas recycler]] to get Oxygen. It turns Carbon Dioxide into Oxygen and Nitrogen Oxide into Nitrogen.&lt;br /&gt;
It takes a bit of instruction to use, and the basic premise is as follows:&lt;br /&gt;
* A mix of gases that is at least 300 degrees Celsius and pressurized no less than 3000 kPa enters through the north side of the recycler, and the mix exits out the south side, with some of the carbon dioxide converted to oxygen and some of the nitrous oxide converted to nitrogen.&lt;br /&gt;
&lt;br /&gt;
The recycler loop must be heated to at least 300 degrees Celsius (~575 Kelvin), after that, pressure must be at least 3000 kPa. Pressure can be added by increasing the presence of other gases (not necessarily CO2 or N2O) into the recycler loop’s pipes. Nitrogen is usually abundant and inert, so it is a good contender. Pressure in the pipes will lower as gases leave the recycler loop, so a pump is often placed at the end to regulate pressure.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note that gases that leave the recycler will remain heated, so it’s important to regulate temperature if the O2 is going to be used in station air. A freezer can be placed after the recycler loop, or after the breathable air mixer to ensure the station doesn’t burn alive.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Optimizing The Distro==&lt;br /&gt;
You can optimize the distro the layout to more effectively pump gases into the station. Specific steps to do so vary from station to station. Here is an example of setting up distro for the [[#Atmos Annotated|example above]]:&lt;br /&gt;
&lt;br /&gt;
# Remove (6) and replace it with a straight pipe segment. Pumps reduce gas flow rate, and when spacing occurs, (6) is typically a bottleneck when re-pressurizing the station.&lt;br /&gt;
# Set (5) to output 200 kPa. The pressure in the distro pipe influences how quickly air vents can move air from distro into the station. Setting this too low reduces the flow rate, but setting this too high could be dangerous if a [[Traitor]] replaces an air vent with a passive vent.&lt;br /&gt;
# Increase output pressure of (3), (4), (13) and (14) to their maximum settings. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Guides Menu}}&lt;/div&gt;</summary>
		<author><name>MilonPL</name></author>
	</entry>
	<entry>
		<id>https://wiki.deltav.gay/index.php?title=Gases&amp;diff=2770</id>
		<title>Gases</title>
		<link rel="alternate" type="text/html" href="https://wiki.deltav.gay/index.php?title=Gases&amp;diff=2770"/>
		<updated>2024-01-14T21:39:04Z</updated>

		<summary type="html">&lt;p&gt;MilonPL: Revised and moved gas related info from Atmospheric Technician&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub}}&lt;br /&gt;
==Introduction==&lt;br /&gt;
The gases are the most important part of Atmospherics. There are currently 9 gases in the game, each of them has its own Specific Heat Capacity and Molar Mass. The standard air mix on the station is 21% oxygen and 79% nitrogen at 101.325kPa and 20°C or 293.15K. Most of them can be created using [[Pipes and vents#Gas_Miner|Gas Miners]] or created in combustion reactions.&lt;br /&gt;
&lt;br /&gt;
==Gases==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Gases in SS14&lt;br /&gt;
|-&lt;br /&gt;
! Gas !! Description !! Specific Heat Capacity !! Molar Mass (g/mol)&lt;br /&gt;
|-&lt;br /&gt;
| Oxygen&amp;lt;br&amp;gt; [[File:Oxygen gas.png]] || Colorless, reactive gas that humans need to breathe to stay alive. Key oxidizing agent in most combustion reactions. || 20 || 32&lt;br /&gt;
|-&lt;br /&gt;
| Nitrogen&amp;lt;br&amp;gt; [[File:Nitrogen gas.png]] || Colorless, odorless, inert gas. Somehow, slimes and voxes breathe this. || 30 || 28&lt;br /&gt;
|-&lt;br /&gt;
| Carbon Dioxide&amp;lt;br&amp;gt; [[File:Carbon dioxide.png]]|| Colorless, odorless, relatively inert gas. Exhaled by creatures that breathe oxygen. Toxic in high enough quantities. The reason why atmospheric technicians are employed. || 30 || 44&lt;br /&gt;
|-&lt;br /&gt;
| Plasma&amp;lt;br&amp;gt; [[File:Plasma gas.png]] || Purple, putrid, highly-combustible, and toxic gas. Combusts in the presence of oxygen, but will not ignite on its own. Unfortunately, it is also vitally important to industrial and scientific activities aboard Nanotrasen stations. || 200 || 120&lt;br /&gt;
|-&lt;br /&gt;
| Tritium&amp;lt;br&amp;gt; [[File:Tritium gas.png]] || Green, highly-combustible, and radioactive. Combusts in the presence of oxygen. It is formed by the combustion of Oxygen and Plasma. To form Tritium, there must be 96 times more Oxygen than Plasma during the reaction. If there is too much Plasma, the reaction will produce Carbon Dioxide instead. || 10 || 6&lt;br /&gt;
|-&lt;br /&gt;
| Water Vapor&amp;lt;br&amp;gt; [[File:Water vapor.png]] || Water in gaseous form. Due to the unique environment of space, does not condense into liquid water. Harmful to slime people. || 40 || 18&lt;br /&gt;
|-&lt;br /&gt;
| Ammonia || Brownish, foul-smelling gas. Breeds disease, toxic, and harmful in sufficiently large concentrations. A by-product of nasty biological processes, including rotting bodies. || 20 || 44&lt;br /&gt;
|-&lt;br /&gt;
| Nitrous Oxide || Bluish gas. Otherwise known as &amp;quot;laughing&amp;quot; or &amp;quot;sleepy&amp;quot; gas, it acts as a sedative to non-slimes and is toxic in very high concentrations. Unfortunately, this stuff is exhaled by slimes. Formed from Frezon and Nitrogen || 40 || 44&lt;br /&gt;
|-&lt;br /&gt;
| Frezon || Blue-greenish gas. Used as an industrial coolant. Used recreationally by some for its euphoric effects, before their lungs freeze out. It has a high value and is made by mixing cold Tritium and Oxygen. || 600 || 50&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Guides Menu}}&lt;/div&gt;</summary>
		<author><name>MilonPL</name></author>
	</entry>
	<entry>
		<id>https://wiki.deltav.gay/index.php?title=Zombie&amp;diff=2689</id>
		<title>Zombie</title>
		<link rel="alternate" type="text/html" href="https://wiki.deltav.gay/index.php?title=Zombie&amp;diff=2689"/>
		<updated>2024-01-02T09:36:43Z</updated>

		<summary type="html">&lt;p&gt;MilonPL: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab inline name=&amp;quot;Initial Infected&amp;quot;&amp;gt;&lt;br /&gt;
{{Job_Header&lt;br /&gt;
|department=INFECTED&lt;br /&gt;
|maincolor=000000&lt;br /&gt;
|secondarycolor=101010&lt;br /&gt;
|image=ZombieIcon.png&lt;br /&gt;
|title=Initial Infected&lt;br /&gt;
|difficulty=Easy&lt;br /&gt;
|requirements=12 hours of playtime&lt;br /&gt;
|access=Whatever access they previously had&lt;br /&gt;
|extendedaccess=None&lt;br /&gt;
|supervisors=None&lt;br /&gt;
|subordinates=None&lt;br /&gt;
|duties=Find a good spot or moment to turn and infect the crew.&lt;br /&gt;
|guides=This is the guide&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab inline name=&amp;quot;Zombie&amp;quot;&amp;gt;&lt;br /&gt;
{{Job_Header&lt;br /&gt;
|department=BRAINLESS&lt;br /&gt;
|maincolor=000000&lt;br /&gt;
|secondarycolor=101010&lt;br /&gt;
|image=ZombieIcon.png&lt;br /&gt;
|title=Zombie&lt;br /&gt;
|difficulty=Literally Brainless&lt;br /&gt;
|requirements=None&lt;br /&gt;
|access=Whatever access they previously had&lt;br /&gt;
|extendedaccess=None&lt;br /&gt;
|supervisors=None&lt;br /&gt;
|subordinates=None&lt;br /&gt;
|duties=Kill the crew and turn them into zombies.&lt;br /&gt;
|guides=This is the guide&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Zombie is a conversion [[Antagonist|antagonist]] that can either come from the Zombie game mode or be randomly created through the Zombie Outbreak station [[Game_Modes|event]]. It is a player controlled entity whose only purpose is to seek out living characters and convert them into undead. Zombies do not have any faction alignment nor can they communicate coherently with other characters, but they are able to work together with other zombies in order to achieve their goals. &lt;br /&gt;
&lt;br /&gt;
It is typically deemed [[Roleplay|OOC]] for a zombie to destroy non-barrier objects such as APCs. A blockage such as a wall or door is fair game as it will hopefully lead the hungry zombie to brains. Pointing and other emotions such as laughing and sighing are also often deemed OOC. Instead, a zombie is deemed a mindless entity that wanders the halls often following other zombies to create a horde, following noises and generally milling about.&lt;br /&gt;
&lt;br /&gt;
== Zombie Propagation ==&lt;br /&gt;
There are two main methods of creating new zombies:&lt;br /&gt;
* Zombies can bite a crit/dead body in order to instantly convert it into a new zombie.&lt;br /&gt;
* A crew member or animal can die after getting the Zombie Infection, which will cause them to instantly turn into a zombie upon falling into crit.&lt;br /&gt;
&lt;br /&gt;
A key note about the Zombie Infection is that, while it is spread through bite, it may not always infect you on the first bite. Wearing large amounts of clothing reduce your chances of being infected after a zombie bite.&lt;br /&gt;
&lt;br /&gt;
== Zombie Infection ==&lt;br /&gt;
Though the main way the infection is given is through zombie bites, it can be transmitted in other ways. Notably, it can be gained through ingesting [[Chemistry|Corpium]], a Syndicate poison. Additionally, [[Initial Infected]] in the Zombie game mode start out with a passive version of the infection.&lt;br /&gt;
&lt;br /&gt;
Once a crew mate has gotten the infection, they will experience symptoms of coughing and extreme physical and poison damage. They will also then be disposed to turn into a zombie upon death, even if the infection is cured. Due to the infection&#039;s high [[Chemistry|Spaceacillin]] resistance, the only way to neutralize the infection is through consuming 5u of [[Chemistry|Ambuzol plus]]. This will nullify the dangerous symptoms and grant you immunity to future infections, but you will still turn into a zombie if you die later.&lt;br /&gt;
&lt;br /&gt;
== Physical Traits ==&lt;br /&gt;
Zombies boast a variety of traits, most notably, their damage resistances. Zombies have resistances to physical damage as well as a high resistance to cold damage and immunity to poison. They also do not need food or drink and are able to survive in a vacuum without air. The main weaknesses of zombies come from their vulnerability to both burn and shock damage.&lt;br /&gt;
&lt;br /&gt;
Zombies can be visually identified through their dark green skin and their red eyes. They also move noticably slower than average humans, meaning they can be outrun. Miasma is also emitted from zombies, due to them rotting, though they do not experience negative effects from this.&lt;br /&gt;
&lt;br /&gt;
== Survival ==&lt;br /&gt;
The main methods of survival for a Zombie Outbreak will involve securing supplies, equipment, and a safe location. Because much of the station facilities may be shut down due to an outbreak, having a large source of nutrition and hydration is key to staying safe. Additionally, access to medical equipment is useful in the event that a survivor is bitten, as it can be used to stave off the infection. For equipment, heat based weaponry is most effective. This not only includes lasers, but also extends to flare guns, incendiary shells, and [[Chemistry|Phlogiston]] chemical weapons. A location that is safe against zombies can be created by reinforcing possible entry points with electrified grilles. Additionally, blocking off windows can prevent zombie swarms coming in from the outside. Your ultimate end game is to survive until a shuttle is called, an ERT team arrives, or a CBURN unit comes to &amp;quot;save&amp;quot; you from the threat. Or, if you&#039;re such a lost cause, CentCom may just nuke you to save the trouble.&lt;br /&gt;
&lt;br /&gt;
== Interaction ==&lt;br /&gt;
A player-controlled zombie loses the ability to pick up / equip items. It can use a few of the [[Interactions#Actions|action buttons]] such as enabling and disabling Harm mode and turning on/off the [[PDA]] light. &lt;br /&gt;
A core thing to note when playing a zombie is that you can right click on people in non-harm mode to see what their name is. Zombies will have a &amp;quot;Zombified&amp;quot; prefix. A zombie&#039;s goal is to not harm fellow zombies but harm non-zombies.&lt;br /&gt;
&lt;br /&gt;
{{Jobs Menu}}&lt;br /&gt;
[[Category:Jobs]]&lt;/div&gt;</summary>
		<author><name>MilonPL</name></author>
	</entry>
	<entry>
		<id>https://wiki.deltav.gay/index.php?title=Zombie&amp;diff=2688</id>
		<title>Zombie</title>
		<link rel="alternate" type="text/html" href="https://wiki.deltav.gay/index.php?title=Zombie&amp;diff=2688"/>
		<updated>2024-01-02T09:36:09Z</updated>

		<summary type="html">&lt;p&gt;MilonPL: Changed Romerol to Ambuzol Plus which does cure the infection&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab inline name=&amp;quot;Initial Infected&amp;quot;&amp;gt;&lt;br /&gt;
{{Job_Header&lt;br /&gt;
|department=INFECTED&lt;br /&gt;
|maincolor=000000&lt;br /&gt;
|secondarycolor=101010&lt;br /&gt;
|image=ZombieIcon.png&lt;br /&gt;
|title=Initial Infected&lt;br /&gt;
|difficulty=Easy&lt;br /&gt;
|requirements=12 hours of playtime&lt;br /&gt;
|access=Whatever access they previously had&lt;br /&gt;
|extendedaccess=None&lt;br /&gt;
|supervisors=None&lt;br /&gt;
|subordinates=None&lt;br /&gt;
|duties=Find a good spot or moment to turn and infect the crew.&lt;br /&gt;
|guides=This is the guide&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab inline name=&amp;quot;Zombie&amp;quot;&amp;gt;&lt;br /&gt;
{{Job_Header&lt;br /&gt;
|department=BRAINLESS&lt;br /&gt;
|maincolor=000000&lt;br /&gt;
|secondarycolor=101010&lt;br /&gt;
|image=ZombieIcon.png&lt;br /&gt;
|title=Zombie&lt;br /&gt;
|difficulty=Literally Brainless&lt;br /&gt;
|requirements=None&lt;br /&gt;
|access=Whatever access they previously had&lt;br /&gt;
|extendedaccess=None&lt;br /&gt;
|supervisors=None&lt;br /&gt;
|subordinates=None&lt;br /&gt;
|duties=Kill the crew and turn them into zombies.&lt;br /&gt;
|guides=This is the guide&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Zombie is a conversion [[Antagonist|antagonist]] that can either come from the Zombie game mode or be randomly created through the Zombie Outbreak station [[Game_Modes|event]]. It is a player controlled entity whose only purpose is to seek out living characters and convert them into undead. Zombies do not have any faction alignment nor can they communicate coherently with other characters, but they are able to work together with other zombies in order to achieve their goals. &lt;br /&gt;
&lt;br /&gt;
It is typically deemed [[Roleplay|OOC]] for a zombie to destroy non-barrier objects such as APCs. A blockage such as a wall or door is fair game as it will hopefully lead the hungry zombie to brains. Pointing and other emotions such as laughing and sighing are also often deemed OOC. Instead, a zombie is deemed a mindless entity that wanders the halls often following other zombies to create a horde, following noises and generally milling about.&lt;br /&gt;
&lt;br /&gt;
== Zombie Propagation ==&lt;br /&gt;
There are two main methods of creating new zombies:&lt;br /&gt;
* Zombies can bite a crit/dead body in order to instantly convert it into a new zombie.&lt;br /&gt;
* A crew member or animal can die after getting the Zombie Infection, which will cause them to instantly turn into a zombie upon falling into crit.&lt;br /&gt;
&lt;br /&gt;
A key note about the Zombie Infection is that, while it is spread through bite, it may not always infect you on the first bite. Wearing large amounts of clothing reduce your chances of being infected after a zombie bite.&lt;br /&gt;
&lt;br /&gt;
== Zombie Infection ==&lt;br /&gt;
Though the main way the infection is given is through zombie bites, it can be transmitted in other ways. Notably, it can be gained through ingesting [[Chemistry|Corpium]], a Syndicate poison. Additionally, [[Initial Infected]] in the Zombie game mode start out with a passive version of the infection.&lt;br /&gt;
&lt;br /&gt;
Once a crew mate has gotten the infection, they will experience symptoms of coughing and extreme physical and poison damage. They will also then be disposed to turn into a zombie upon death, even if the infection is cured. Due to the infection&#039;s high [[Chemistry|Spaceacillin]] resistance, the only way to neutralize the infection is through consuming 5u of [[Chemistry|Ambuzol_plus]]. This will nullify the dangerous symptoms and grant you immunity to future infections, but you will still turn into a zombie if you die later.&lt;br /&gt;
&lt;br /&gt;
== Physical Traits ==&lt;br /&gt;
Zombies boast a variety of traits, most notably, their damage resistances. Zombies have resistances to physical damage as well as a high resistance to cold damage and immunity to poison. They also do not need food or drink and are able to survive in a vacuum without air. The main weaknesses of zombies come from their vulnerability to both burn and shock damage.&lt;br /&gt;
&lt;br /&gt;
Zombies can be visually identified through their dark green skin and their red eyes. They also move noticably slower than average humans, meaning they can be outrun. Miasma is also emitted from zombies, due to them rotting, though they do not experience negative effects from this.&lt;br /&gt;
&lt;br /&gt;
== Survival ==&lt;br /&gt;
The main methods of survival for a Zombie Outbreak will involve securing supplies, equipment, and a safe location. Because much of the station facilities may be shut down due to an outbreak, having a large source of nutrition and hydration is key to staying safe. Additionally, access to medical equipment is useful in the event that a survivor is bitten, as it can be used to stave off the infection. For equipment, heat based weaponry is most effective. This not only includes lasers, but also extends to flare guns, incendiary shells, and [[Chemistry|Phlogiston]] chemical weapons. A location that is safe against zombies can be created by reinforcing possible entry points with electrified grilles. Additionally, blocking off windows can prevent zombie swarms coming in from the outside. Your ultimate end game is to survive until a shuttle is called, an ERT team arrives, or a CBURN unit comes to &amp;quot;save&amp;quot; you from the threat. Or, if you&#039;re such a lost cause, CentCom may just nuke you to save the trouble.&lt;br /&gt;
&lt;br /&gt;
== Interaction ==&lt;br /&gt;
A player-controlled zombie loses the ability to pick up / equip items. It can use a few of the [[Interactions#Actions|action buttons]] such as enabling and disabling Harm mode and turning on/off the [[PDA]] light. &lt;br /&gt;
A core thing to note when playing a zombie is that you can right click on people in non-harm mode to see what their name is. Zombies will have a &amp;quot;Zombified&amp;quot; prefix. A zombie&#039;s goal is to not harm fellow zombies but harm non-zombies.&lt;br /&gt;
&lt;br /&gt;
{{Jobs Menu}}&lt;br /&gt;
[[Category:Jobs]]&lt;/div&gt;</summary>
		<author><name>MilonPL</name></author>
	</entry>
</feed>