Guide to Medicine
|Baystation 12 |
|Guide for New Players|
|Engineering & Construction|
|Part of the|
Head of Department |
Chief Medical Officer
Medicine is the province of the SEV Torch's dedicated medical professionals, and is mostly something that they try to do while avoiding the variety of hapless uneducated schmucks that insist on clogging up the medical bay. Playing a Medical job in Space Station 13 is, in theory, about being a noble physician concerned with the life and health of all other members of the crew. In practice, it means cleaning up after the messes that the other departments make for themselves, patching up the idiots so that they can go out and hurt themselves all over again, and doing your best to ignore non-Medical crew who think that they know your job better than you do.
- 1 The Basics
- 2 Organs
- 3 Diagnostics
- 4 Triage, Retrieval, and Critical Patients
- 5 Conditions and Symptoms
- 6 Tools
- 7 Machinery
- 8 Procedures
- 9 Robotic Limbs, Parts, and Organs
- 10 See also
Everything in your body revolves around the brain. So long as your brain isn't dead, you're not dead. Everything else is just there to keep the brain alive, and the severity of any given injury is a direct measure of how much of a threat it poses to the brain.
Your brain - and, similarly, the brains of your patients - start out with an integrity of 100%. Certain types of effects can cause your brain's integrity to lower. When it hits 0%, you are brain dead - and there's no coming back from that, amigo. No cloning, no transplant into a cyborg, nothing. Once your brain's gone, you're gone. End of.
Try to keep that from happening.
The things that pose the biggest threat to your brain, in approximate order of how common they are on board this ship, are:
- Lack of oxygen flow.
- Toxins in the bloodstream.
- Direct physical harm to the brain.
Lack of oxygen can be caused by many things - exposure to vacuum, being poisoned with Lexorin, and so on. The most common cause of it, though, is blood loss.
The lifeblood of the brain is, well, blood. It needs to be full of oxygen, it needs to be circulating, and there needs to be plenty of it. If you're not in a sufficiently-oxygenated environment, your lungs have stopped, your heart has stopped, or you're just generally low on blood, your brain will start to starve. See Blood Flow, below, for more information.
Alternately, even if you're getting sufficient blood to your brain, and even if it's chock-full of delicious oxygen, toxins in your blood will still eat through your neurons pretty quickly. Your first line of defense against this is your liver, with your kidneys playing backup, but you'll still need to clear toxins out of your blood, through whatever means, as fast as possible. See Organs and Toxins, below, for more information.
And, finally, somebody shooting you in the brain will obviously not be a good thing for your brain integrity, either. Protect your noggin, or end up as a pink splatter on the walls.
Physical Damage and Cardiac Arrest
That's not to say that, say, getting your hand chopped off isn't a problem, though. Losing a few fingers or being shot in the chest may not be a direct threat to your brain, but they can sure as hell pose an indirect one.
Firstly, many serious injuries come with associated blood loss, which, as we've gone over, is a bad thing. Beyond that, however, damage to the rest of your body can result in various organs becoming bruised or worse, and thus impede their function, which can cause a variety of serious problems. And just getting beaten up enough can be sufficient cause for you to start passing out, or even going into asystolic cardiac arrest - basically, your heart stopping. It should be obvious why that would be a bad thing. And as if all of this wasn't bad enough, untreated injuries can become infected, which can lead to a whole host of complications on its own.
Being in large amounts of pain for a long time can also cause the heart to stop, so don't dismiss shock as something they can tough out.
Your brain might be the most important piece, but the rest of your body is very important as well. Without it, your brain's got nothing to keep it alive. Make sure to take care of it.
Physical damage is divided into two subtypes: "brute" and "burn". Brute is anything like cuts, stabs, and bruises, while burn is anything like fire, acid, or electricity. Each is treated with different tools and medicines; see below for full details.
Blood loss, insufficient oxygenation of the blood, and lack of circulation are among the most common threats to patients' brains aboard the Torch.
Mechanically, what ultimately matters is your level of blood oxygenation. This is a numerical value, ranging from 0% to 100%, determined by looking at your blood volume, access to oxygen, and the state of your heart. If you're full up on blood, have a working heart, and are breathing oxygenated air, then your blood oxygenation is high, and your brain is doing just fine. If any of those things change, however - if you lose too much blood, or run out of air, or your heart or lungs are damaged - then your oxygenation level will begin to drop, and your brain integrity will start to drop with it. So long as you keep those three things in working condition, you don't have to worry about suffocating, but if any one of them starts to fail, you're in trouble. Any level of blood oxygenation below 85% will cause your brain to start taking damage, and it'll take damage faster and faster as oxygen becomes less and less available.
Higher or lower pulse rates will affect blood circulation. While a high pulse rate can temporarily compensate for lowered blood oxygenation, extremely high pulse rates (in excess of 150 BPM) will cause damage to the heart. Pulse will naturally rise as oxygenation falls, in attempt to compensate. At very low oxygenation, the heart will enter an extremely unstable state, wherein the pulse will rise to >250 bpm. In this state, the patient is in extreme risk of cardiac arrest, and heart damage is almost certain. This can be mitigated with Inaprovaline.
Blood flow is also important for the processing of medication. Medicine, whether swallowed or injected, can't do its job unless there's blood to carry it around your body and a working heart to keep said blood flowing. If your heart is damaged or stopped, or your blood levels are low, medication will have an enormously reduced effect on you and will process much more slowly than normal.
Poison in your blood is exceptionally bad news. As long as it's there, it will inflict continuously-stacking damage on your organs, brain included.
Of course, it's rarely the toxins themselves that kill you. At least, not alone. The primary threat that toxins pose is in the possibility of shutting down, or even killing entirely, the organs that keep your blood flowing and oxygenated. Combined with the damage from the poison itself, this will lead pretty quickly to brain death, so it's important to neutralize toxins in the blood as quickly as possible.
Some toxins, such as cyanide, are even more dangerous, as they are targeted towards specific organs and bypass the liver's protection. These can go right for the brain if left untreated, and are enormously lethal. Be ready to react quickly if you want to have any hope of saving a patient from these super-poisons.
See the section on your liver and kidneys for more information on how toxins work.
Your body contains a total of seven internal organs - at least, so far as the game is concerned - each with their own unique function in keeping you alive.
Of course, if they fail, they can be an equally powerful force in putting you in the ground. As your organs accumulate damage, they will slowly lose their ability to perform whatever function they are meant to serve. Past a certain point, your organs will die and begin to decay, shutting down entirely. If not swiftly repaired, these decaying organs will become fully necrotic, and in addition to no longer being of use to you, will begin pumping toxins into your blood. At that point, remove and replace is the only option.
The brain is the only organ located inside your skull, and, as mentioned, is the central piece when it comes to keeping your character alive. As long as its integrity is above 0%, your character is not dead, though your brain will not heal naturally unless the damage taken is extremely minor, making medical attention very important. Once it hits 0% integrity, there's no coming back. It serves no other function.
Your eyes allow you to see. Damage to them will make your vision blurry, or eventually render you entirely blind.
Your heart is the organ concerned with keeping your blood flowing, and thus supplying oxygen to your brain (as well as medication to the entirety of your body). If your heart is damaged, your blood flow will be impeded proportionately. If your heart has stopped entirely, the only way to maintain oxygen flow to your brain is through CPR or an emergency restart.
So long as it's functioning, your heart also manages your pulse and blood pressure. Higher blood pressure means that air and medication are getting where they need to go. Lower blood pressure means that they aren't. An elevated pulse can temporarily lift your blood pressure by a small amount, but if you're bleeding, it'll also make you bleed faster, and pulse rates in excess of approximately 150 BPM will cause heart damage over time, which will need to be repaired. Your average human's baseline blood pressure is roughly 120/90, while the average pulse is around 60 bpm (though smoking and drinking can raise or lower this). Artificial and synthetic hearts have no detectable pulse.
Your heart will eventually fail - also known as "becoming asystolic" or "flatlining" - if it's not getting enough oxygen from your lungs, or if there's not enough blood in your system to keep circulating. It can also fail if you're in so much pain from other injuries that your body goes into shock.
Your lungs supply your blood with oxygen. Without them, it doesn't matter how strong your heart is. You'll suffocate anyway. Blood is just a delivery vector for oxygen, after all. If your lungs are damaged, you'll have difficulty breathing and take brain damage slowly over time. If your lungs have stopped entirely, you'll need something like Dexalin Plus to keep your brain from liquefying.
If you want them to stay in working condition, avoid high- or low-pressure areas, as well as gases that are toxic or at extreme temperatures. Make sure to check your internals if you're wearing them, too - if they run out, you can easily bust a lung sucking on vacuum.
Your liver is your first line of defense against toxins in your bloodstream. Whenever poison (or excessive amounts of alcohol) enter your body, your liver will be the first thing to start taking hits. So long as it's not dead, it acts as a sort of first layer of protection for the rest of your organs against any sort of poison - but this also means that it's usually the first organ to go in a crisis. Fortunately, this is usually easy to diagnose - patients with failing livers will vomit repeatedly.
The liver's backup dancers. They serve the same function, but are weaker and less efficient.
The appendix is your most useless organ. It is technically tied to your immune system and strengthens your resistance to things like disease over time if left intact, but in practice, it exists only to occasionally get appendicitis and require emergency removal. It serves no other function.
There are a variety of handy tools available to medical personnel. Learning what information can be gathered from each, and what you most need to know, is key to quickly and accurately diagnosing patients.
This is something that a surprising number of players, even experienced ones, tend to forget. Simply looking at a patient by Shift + clicking on them can tell you a surprising amount about their condition. If they have any visible injuries, you'll be able to see them immediately. You'll also be able to spot any bullets, shrapnel, or other foreign bodies lodged in their various soft fleshy bits, and identify any joints that have been dislocated. You'll rarely get all the information that you need from just looking at someone, but it's still an important step that should not be forgotten.Some more information can be gathered by touch. Target a part of their body, grab () it and click on them with the help () intent to inspect that piece. This will provide you with a variety of information tidbits about that specific limb's condition, which can be useful in diagnosing a variety of things.
From top to bottom, the results are:
- Brain Activity: Ranges from normal to fading (not counting "None", which indicates brain death). A rough measure of the brain's integrity levels.
- Pulse Rate: The current heart rate. Anything above roughly 120 bpm indicates stress and pain; 250 bpm or higher indicates that the patient's heart is close to failing.
- Blood Pressure: The norm for most patients (READ: healthy humans, not FBPs or IPCs) will be roughly 120/90. Anything below that generally indicates blood loss. Also on this line is the patient's Blood Oxygenation, which is a combination of "how much blood do they have?", "are the lungs supplying oxygen?", and "is the heart working properly?". Anything below 100% indicates either blood loss, lung failure, or heart damage.
- Body Temperature: Usually about 38C or 98F (again, for healthy humans). Anything substantially higher or lower indicates some sort of problem, though this is usually useless information; anything that would alter the patient's temperature leaves more obvious clues than that which allow you to reach a diagnosis.
- Radiation Levels: A measure of how many points of radiation the patient has accumulated. Radiation is extremely dangerous, as it will cause toxins to rapidly build up in the subject's blood and can result in widespread organ failure very quickly, even at moderate doses.
- Specific Limb Damage: This is where you get a readout of what obvious external injuries, such as burns and cuts, the patient has. These are the places that need to be bandaged, salved, or otherwise treated with basic medical supplies. This will also let you know if any limbs are bleeding externally, and need to be bandaged to prevent blood loss. Damage listed as "irreparable" is beyond your ability to treat. These limbs will need to be amputated and replaced.
- Reagent Scan: The scanner can also tell you how many units of medication the patient has in their bloodstream, as well as any medications they may have swallowed. It will also let you know if there are non-medical things circulating in the patient's system, though it can't identify them.
- Fractures, Internal Bleeding, and Systemic Organ Failure: The hand scanner will let you know if the patient has any of these severe conditions, though it won't be able to tell you details like which organs have failed or which arteries are bleeding. If you see any of these, take the patient to the Advanced Body Scanner immediately to see how bad things really are.
The Body Scanner is a more heavy-duty version of your handheld health analyzer. It's bolted to the floor in the Treatment Center, and patients have to be loaded into it by hand (either grab the patient and click on the scanner or click and drag from someone onto it). Once someone is inside, clicking on the readout panel will tell you everything that the handheld scanner does, but with a greater level of detail. You can use this to identify failing or damaged organs, broken bones, severed arteries, illicit implants, genetic degradation, or anything else that the handheld scanner can't identify on its own.
You can also print out sheets of paper containing the patient's full readout, which is very important when you need to perform Surgery.
The Medical HUD
Medical as a division has access to special HUD glasses which will tell you, at a glance, a few vital things about a patient.
Medical HUD Readouts
|Color||Description||In-game definition||Real world treatment type||Suggested in-game treatment|
|Black||Patient is dead||Patient is braindead. No brain activity.||Remove to prevent infections||Ignore until all live patients dealt with, then take to morgue.|
|Red||Patient is seriously injured and in danger of dying, or just flatlined recently||
||Immediate treatment||Treat their condition as quickly as possible. If unable to treat immediately (OR busy, no vaccine), put them in a stasis bag until they can be helped. For diseases, inject Spaceacillin to stop progress. Stabilize all critical patients before proceeding with in-depth treatment, restart their heart with Defibrillator as soon as they can sustain the heartbeat.|
|Yellow||Patient is injured, but not in immediately life-threatening danger||
||Delayed treatment||Treat as soon as all red triage patients are stabilized.|
|Green||Patient has light injuries, with no bleeding.||Minimal treatment||Ignore until the last of the yellow triage patients have been taken care of.|
|White||Patient is uninjured||There is no reason to treat them when you have a million more seriously wounded people||Ignore until all green triage patients have been taken care of.|
The Stethoscope and Penlight
These are two medical diagnostic tools with extremely niche applications, but they can be handy in identifying odd or elusive conditions.
The stethoscope can be worn on your jumpsuit as an attached accessory. When you need to use it, hold it in your hand, target your patient's chest, and click on them with the Help intent. This will allow you to identify any issues with the heart or lungs.
The penlight can be stored in your medical belt. When needed, click on it in your hand to turn on the light, target your patient's eyes, and click on them with the Help intent. This will allow you to monitor the reaction time of their pupils, which, if slower than usual, can indicate brain damage, intoxication via alcohol or drugs, viral infection, or genetic degradation.
Triage, Retrieval, and Critical Patients
Triage is the art of quickly diagnosing multiple patients and prioritizing care towards those with the most pressing need. Basically, when you have multiple patients, look over each of them as quickly as you can and figure out which of them, if any, need treatment right the hell now, and focus care on them. This is a vital skill during emergency situations, but even with only one or two patients to look at, being able to determine within a few seconds whether or not their condition is particularly serious is a vital skill, particularly for Corpsman players, who will often be called upon to exercise this skill in the field while retrieving patients for transport to the Infirmary.
This relies, obviously, on your ability to quickly and accurately diagnose patients, so familiarize yourself with the diagnostic tools covered above and learn how to read them. Once you know how to identify what is wrong with each patient, it becomes a matter of prioritizing.
Any patient undergoing cardiac arrest, suffering from internal bleeding, with ruptured lungs, or experiencing organ failure needs immediate treatment. Whether or not any of these things are true, though, the basic idea behind triage is this:
- Examine each potential patient as quickly as possible, and form a diagnosis of each.
- Sort each patient from most critical to least critical.
- Stabilize the most critical patients, if possible, and send them to the more specialized Physicians, if available, for complete treatment.
- Work your way down the list, stabilizing and directing each patient to the appropriate Physician, until no patients remain.
When working as a Corpsman in the field, this will include the additional step of retrieving the patients for transport to the Infirmary. When dealing with injured patients in the field, after performing triage and selecting your priority cases:
- Remove yourself and the patient from the source of the injury, whether it be a space carp, phoron-saturated clothing, or a murderous traitor. Adding yourself to the list of casualties won't help anyone.
- Stabilize the patient to the best of your ability before transporting them. Failing to do this may result in patient death during transport. Dexalin Plus, Tramadol, Inaprovaline, bandages, and so on are all helpful in this regard; prioritize stopping any external bleeding, preserving oxygen flow to the brain, and preventing the onset of shock.
- If a patient cannot be stabilized in the field, placing them in a stasis bag will allow for safe transport to the Infirmary while preventing their injuries from worsening.
- If the patient can be stabilized, use a roller bed to transport them to Medbay. If no roller beds are available, grab () them and move.
Conditions and Symptoms
Now that you are familiar with the methods and methodology of making a diagnosis, it's time to take a look at the actual conditions that you will have to diagnose. You can use the article above to find a list of symptoms, conditions and how to treat them.
These are the most basic implements available to you. While their uses are specific and will not cover all the patients that you have to deal with, they're widely applicable, and having them within easy reach is never a bad thing.
|Ointment||Speeding up healing of burns. Also can be used to treat infected wounds, or to prevent wounds from becoming infected to begin with.||Target damaged body part and click on patient.|
|Advanced Burn Kit||Speeds up the healing process of burns. Also treats infected wounds. It is more effective than Ointment.||Target damaged body part and click on patient.|
|Gauze/Bruise Pack||Speeding up healing of brute damage. Also stops external wounds from bleeding.||Target damaged body part and click on patient.|
|Advanced Trauma Kit||Increases the speed of healing for brute damage and stops external wounds from bleeding. It is more effective than Gauze.||Target damaged body part and click on patient.|
|Syringe||Load it with medicines and administer them to people (5 units per injection, max 15 units). Take blood samples.||
|AutoInjector||A single-use 5-unit injector containing tramadol for use in emergencies.||Click on patient while holding the Injector. Injection is instant.|
Medicines are the true lifeblood of Medical as a department. There are medications available for all but the most severe of injuries: medications that will stitch your flesh back together, or salve your burns, or supply oxygen to your brain, or repair damaged organs, or cleanse toxins from your system. All of them are incredibly useful, and with a proper supply of medication, Medical should be able to save practically anyone that they can reach prior to death, no matter how intense the injury.
Some of the more important medications are:
- Inaprovaline: Slows bleeding, regulates pulse, and keeps oxygen flowing if the heart has stopped, so long as the lungs are still operational. Also works as a weak painkiller, but most importantly, reduces the rate at which brain damage is dealt for insufficient oxygen flow. Mixes with Dylovene to make Tricordrazine; do not administer them together.
- Dylovene: A general purpose anti-toxin that will cleanse various poisonous substances from the blood stream. Your go-to answer for toxins of any type. It also heals the liver very slightly, assuming that it isn't already dead. Mixes with Inaprovaline to make Tricordrazine; do not administer them together.
- Bicaridine: Treats brute damage. Stops external bleeding.
- Kelotane, Dermaline, and KeloDerm: All treat burn damage. Dermaline is just stronger Kelotane. "KeloDerm" is a common term for a 1:1 mixture of the two that most Chemists will happily make for you, since they metabolize separately and thus heal burns twice as quickly when used together. There is no disadvantage to using KeloDerm over Dermaline, or Dermaline over Kelotane. Each is a straight upgrade from the last.
- Dexalin and Dexalin Plus: These cause the brain to act as though it is receiving 50% and 80%, respectively, of maximum possible oxygen from the bloodstream, regardless of lung function. Incredibly useful for stabilizing patients whose lungs have failed, but still requires blood flow.
- Tramadol: Space morphine. Not quite as strong, obviously - there are stronger varieties available from your Chemist - but it'll keep your patients from slipping into shock from pain.
- Alkysine: Repairs brain damage. Slow-acting but powerful. Causes intermittent blackouts in the patient. Only effective with high blood circulation (85%+), so make sure that heart's pumping.
Technically, these can be used to provide a slow, steady feed of any given chemical into a patient's bloodstream, but most of the time you'll just be using them to perform blood transfusions on patients who have lost a lot of blood.
- Hooking/unhooking patient: Click and drag the IV's sprite onto the patient.
- Loading chemicals:Click on an unloaded IV with the chemical container in hand.
- Unloading chemicals:Click on a loaded IV with an empty hand.
- Changing modes: To change modes between feeding chemicals into or extracting blood from the patient (for blood donations, usually), right click on the IV and use Toggle Mode option.
- Changing amount transferred: To amount of chemicals transferred per cycle, right click on the IV and use Set IV transfer amount option.
- Keep in mind that leaving the patient hooked up to an extracting IV for too long will result in major blood loss, which will result in brain damage.
You can also use the IV bags in similar way - they must be held in hand to continue working, and cannot extract blood.
Also known as stretchers. Used to transport patients quickly and safely. Patients can be buckled or unbuckled from the bed as per usual for beds and chairs, but this bed can be pulled and pushed around while someone's lying on it. It can also be folded up for a Corpsman to carry it around, if necessary.
It can also be used for ghetto surgery in a pinch.
- Buckling Patient: Drag the patient on top of the unfolded bed, click and drag from patient to bed.
- Unbuckling: Click on the bed.
- Folding: Click and drag roller bed sprite to your character.
- Unfolding: Click on folded item in hand.
Some things - namely cryo, stasis bags, cryopods or just extreme cold apply 'stasis'. It's an effect that slows down your metabolism by some factor, in essence making you 'tick' only every so often instead of normal frequency. It can be extremely useful in medical to buy some time for patients who are bad off, but not the worst off, or when medical help is unavailable and you need more time to get to it.
It slows down processing of everything inside the patient - bleeding, chemicals (both good and bad), infections, any organ damage side effects.
Higher stasis factors (15x or more) will also make patient fall asleep eventually, and all of them will make them drowsy.
The ultimate "oh shit" button in Medical. When a patient is critical and you absolutely cannot get them treatment in time, have them lie on the floor and click on this bag while it's in your hand and you're standing over them. Then click the bag to open it, click again to close, and voila - one stasis'd patient. This will slow down their metabolism until it's opened again. They start at 20x slowdown, and deteriorate with time, turning 25% worse every 5 minutes - 20x to 15x to 11x and so on until fully depleted in 40 minutes.
Patients in stasis bags can also be injected through the bag itself by clicking on the bag with a syringe in hand. This allows you to dose the patient with important medications like inaprovaline prior to removing them.
This makes Stasis Bags incredibly useful for emergency retrievals and ensuring that patients have more time to get treatment. In a crisis situation, these things are worth their weight in gold. For example, if patient would have died in a minute, at maximum power stasis bag he would last 20 instead.
- Slows down metabolism (breathing, bleeding, chemicals in blood, etc.)
- No IC skills required (one of the few devices that are ICly as simple to use as OOCly)
Your answer to all cases of cardiac arrest. It has to be worn on your back, and requires both hands free in order to wield the paddles. Place it on your back slot, then click it to take the paddles in your hands. Click the patient with the paddles at the ready, in Help intent, and aiming at the chest area in order to try and jump-start their heart.
Do note that this won't actually fix anything about the heart itself. If it's damaged, it'll stay damaged, and if the patient is out of blood, they'll still be out of blood. Unless you want their heart to fail again immediately, be sure to fix the issue that caused the cardiac arrest in the first place before resuscitating them.
- Used to restart a stopped heart.
- Uses a standard power cell that can be removed with a screwdriver and upgraded.
- Medical Doctor Closet - Contains different uniforms for different sections of Medbay, as well as different colored surgical scrubs.
- Medical Belts - Can be loaded with medications and tools, such as syringes and health analyzers, for easy access.
- Medical Kits - There are many different kinds, each containing different types of medical tools. More can be ordered from cargo.
- Bio-Hazard Closet - Are filled with biosuits to be worn when there is a viral outbreak.
- Straightjacket and Muzzle - For restraining dangerous and possibly insane patients. Usually considered a last resort.
- Syringe Gun - Can be loaded with a single syringe that can be shot at a person from a distance.
- Prescription Glasses - For helping those who can't see good and wanna learn do other stuff good too. Also contains prescription meson glasses and sunglasses.
- Space Cleaner - Can be fired ahead three tiles to help clean up the inevitable mess that Medbay becomes.
- Sterilizine - Essentially space cleaner, but also increases the chance of success for ghetto surgery when used on various surgical tools.
- Body Bags - Used for storing dead bodies in. Can be labeled with a pen.
- Sink - Use this to wash your dirty, dirty germ covered hands.
- Mass Spectrometer - Used for testing toxins in a patient's blood.
- Laser Scapel - Made from science, makes surgery quicker.
In addition to the other, more portable tools available to the doctors of the Torch, there are a handful of less-mobile pieces of medical equipment in the Infirmary that may prove useful to you.
Used for supercooling both medication and patients. Usually, these will be loaded with Cryoxadone or Clonexadone, which are medications that must be extremely cold in order to have any effect. They are the controlled way of putting a patient into cold-induced stasis. At 80K temperature, the cryotube provides 20x stasis factor to most species (**Note that this currently prevents most use of cryo cells for actual medical treatment, as patients barely tick while in cryo.** Cryo cells are presently useful primarily as stasis tools.). Keep in mind that unless the tube has Cryoxadone or Clonexadone loaded, the cold will damage the patient as normal - those chems are what prevents it.
One of more niche uses is to repair genetic damage, as Clonexadone is an easy fix for that sort of thing. Occasionally, enterprising Chemists might load up the cryotubes with more complex medicinal mixtures that might give them a wider use, but this is uncommon and should not be relied upon.
Cryo starts out warm and has to be set up, and is useless until it's cold and loaded with medicine. Since it's the patient's body temperature that determines whether Cryoxadone and Clonexadone work, you won't get very fast results until the cryo tube is cold enough to quickly freeze the patient. Remove their space suits, or they would not be able to be chilled enough for medicine to work.
Once a patient is inside the cryotube, click on it to open its control interface and monitor your patient's health.
Setting Up Cryo
- Make sure the engine is running — ask Engineering. Cryo tubes take a lot of energy, and if the engine's not up yet, there won't be enough energy to cool the tubes.
- Make sure the oxygen canister is connected to the cryo tubes. If it isn't (it should be, as it starts out connected), use the nearby on the O2 canister to secure it.
- Take a nearby beaker filled with Cryoxadone and then click on an empty cryotube to load the beaker into the cell. Note that Clonexadone is exactly the same, but better, and should be used when possible. Get some from the Chemist. Faster still is a combination of Clonexadone and Cryoxadone. Some Chemists make their own custom mixes.
- Set the freezer's Target gas temperature to approximately 80 degrees.
- Set the freezer to On.
- If patient is wearing any suit that protects from cold (i.e. space suit), remove it.
- Grab the patient.
- Click on one of the cells to place the patient inside and set the Cryo status to On.
- If patient is not healing, either the patient is not cool enough inside the chamber, the beaker within the chamber has run out of chemicals, or the medicinal mix in the cryotube is incapable of treating the patient's injuries.
- Click on the cyro cell to check on your patient. When satisfied with their recovery, you can eject the patient by pressing the Eject Occupant button.
- Remember to turn Cryo status to Off to save oxygen and chemicals.
Sleepers are general-purpose medicinal units that can be used to apply a variety of basic medications. Since these are basic medications, however, they are rarely used for this; rather, their primary purpose is to perform dialysis or engage their stomach pump functions, which can both be used to remove a variety of toxic or otherwise dangerous substances from a patient's body.
Once a patient is loaded into the sleeper, click on it to open the controls for the sleeper.
- Placing patient in: Click and drag the patient onto the sleeper.
- Getting patient out: Press the Eject Occupant button on the sleeper interface screen.
- Dialysis: Once the patient is inside, click 'Start Dialysis'. Dialysis filters out blood (watch for low blood counts causing brain damage), with the added bonus of pulling out any chemicals in the patient's bloodstream with it. This treatment should be used when you believe someone to be overdosing or to be poisoned. The beaker inside the sleeper will fill with the mixture of blood and filtered chemicals. To retrieve the beaker (potentially to let the Chemist examine the mixture and find out what the patient was poisoned with), press the Eject Beaker button on the sleeper's control screen.
- Stomach pump:Similar to dialysis, but for chemicals in the stomach, as dialysis won't get those.
- Stasis:Sleepers have some limited stasis capability, with 3x or 5x factors settable. Keep in mind that while in stasis, beneficial medicine is processed more slowly.
- Inaprovaline - Slows bleeding. Also acts as a weak painkiller.
- Soporific - Puts a patient to sleep.
- Paracetamol - A slightly stronger painkiller than inaprovaline.
- Dylovene - Cleanses toxins from the blood. Also slightly heals damage to the liver.
- Dexalin - Supplies artificial oxygen to the brain.
Suit Sensors Monitoring Console
Located in the infirmary lobby, the suit sensors monitoring console is your advance warning system. It's really just a program available to most computers, but it's primarily used by Medical personnel, and is very handy for locating patients in need.
The sensor console can give a readout of any crew member's pulse, blood oxygenation, body temperature, and location, so long as they enable their suit sensors. Be sure to remind them to do this, and keep one eye on the monitoring console at all times in order to catch injuries as they occur and more efficiently dispatch your Corpsmen to where they need to be.
Beyond simply using the tools available to you, there are a variety of medical procedures that you can perform on your patients in order to help heal them.
If a patient's heart has stopped, there's no blood flow going to the brain. This can quickly result in brain death, and obviously should be corrected as quickly as possible, as mentioned above. However, if, for some reason, immediate resuscitation is not possible, CPR is a good way to extend a patient's life. Every time you perform CPR on a patient, it counts as one breath with their lungs were properly working, and with some luck you might be able to restart their heart. Don't be afraid to crack some ribs while you're at it, remember, if they died with ribs intact, you didn't try hard enough!
CPR consists of two parts - the chest compressions to kickstart the heart and the mouth to mouth resustication to give them air. To perform CPR on a patient, they must be in cardiac arrest, and for the mouth-to-mouth part neither of you can be wearing a mask or other mouth covering. Click on the patient with an empty hand in Help intent to perform CPR. This requires the both of you to remain still for a short period. This can be repeated as many times as necessary until treatment can be administered.
Inaprovaline takes care of the suffocation part of this procedure, but you should be wary of giving it to people who will need Dylovene later. The two medications will mix in the bloodstream to produce Tricordrazine, which is likely to be much less helpful.
If a patient has lost a large amount of blood, they will require a blood transfusion to allow for full circulation and prevent further brain damage.
- Prepare an IV drip with a blood bag containing an appropriate blood type (see below). If available, you should use Nanoblood, that is more efficient and does not care for blood types. You can order it in Cargo or have Chemist make some from plain blood.
- Ensure that the IV drip is in Inject mode.
- Attach the IV drip to the patient.
- Monitor the patient's blood circulation via health analyzer.
- If an IV drip is not available, injecting the patient with blood from a syringe is a workable, if slow and cumbersome, option, as is administering blood pills.
- Iron and nutriment both speed up the patient's natural recovery of lost blood.
It's important to use right type, so bad things won't happen. Blood between two different species is never compatible, even if it shares the same color. The pre-loaded blood bags in the Treatment Center storage closet contain a special kind of O-negative which can be given to any patient regardless of species without fear of rejection, but donated blood should be reserved for members of the same species.
If there is no O-negative blood available, and no precise blood type match as an alternative, look for a replacement by these rules:
- Negative can take only negative.
- All types can take O.
- A can take A.
- B can take B.
- AB can take all.
- O can take only O.
Robotic Limbs, Parts, and Organs
Injuries located on robotic limbs cannot be treated by the standard equipment located in Medbay. Those patients should be sent to the Roboticist for repairs. It is still important for individuals to receive treatment for these wounds as soon as possible, as limbs may explode after receiving a certain amount of damage to them.
Robotic limbs are tougher than normal limbs, and do not count towards overall damage for purposes of, for example, putting the patient into cardiac arrest. However, they can only be repaired by welders (for brute damage) or wires (for burn damage), and malfunction if damaged. If one of the medical personnel has training in electronics, they may want to carry a welder and some cable to repair prostheses; otherwise, keep the Roboticist on call.
Artificial eyes and hearts can be repaired during Surgery with Nanopaste.
Robotic limbs are the best way to treat patients who have suffered a traumatic amputation. It is recommended to maintain good relations with robotics and perhaps, if they are not too busy, acquire a set of robotic limbs just in case you need to attach one.