Welcome to the Medbay!

Player-made guides on how stuff works.
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CSolaris
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Welcome to the Medbay!

Post by CSolaris » 29 May 2018, 02:52

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TABLE OF CONTENTS:

- 1.1: The Medbay: An Introduction

- 1.2: The Ten Medbay Commandments (source: The Medbay Commandments by Surrealistik)

- 1.3: Initial Preparations: Tools of the Trade

- 1.4: My First: Surgery

- 1.5: My First: Chemistry

- 1.6: My First: Triage

- 1.7: My First: Autopsy

- 1.8: My First: Field Hospital

- 1.9: Advanced Procedures: Surgery

- 1.10: Advanced Procedures: Chemistry

- 1.11: Keeping Your Medbay Immaculate (and out of trouble with the law!)

1.1: The Medbay: An Introduction

Congratulations on being hired by the glorious USCM! As a doctor and surgeon, you'll be working hands on in the USS Almayer's very own medbay! Ah yes, the medbay. So fancy, so cutting edge (sorta), far from the frontlines and oh so sterile. The place where injured marines are nursed back to full fighting capacity, and a place where death itself is defied by battle hardened surgeons. As a USCM contracted doctor, you are expected to have a decent knowledge of medical procedures that range from bumps, bruises and broken bones to complete organ replacement. You'll find that the USCM has generously supplied you with a number of Wey - Yu Medical Dispensers, Blood Dispensers, an entire system designed for you to be able to mass produce medications and a huge variety of other things that range from medkits to personal loadouts for any situation you can think of.

* * * Remember your Hippocratic Oath, and be sure to keep yourself busy at all times. You're a doctor, not an MT. * * *

On the lower level you'll find:

- The Autodoc System: An extra helping hand used to treat marines who have many injuries while you tend to others that are awaiting treatment in the lobby.

- Chemistry: The location where the magic of medication making occurs! Comes fully stocked with a Wey - Yu Medical Dispenser, a SmartFridge for storing your medications, a ChemDispenser, a ChemMaster3000 and all the other materials you need to ensure your marines have a steady supply of medications to keep them in tip top fighting condition out on the battlefield.

- 4 Cryotubes: A system that utilizes cold temperatures and either Cryoxadone or Clonexadone (or a mix of both if that's more your style) to stabilize critical condition marines and reduce the overall damage to a more manageable level that you can repair with surgery. These are extremely helpful so be sure to utilize them often.

- Medical Storage: A stockroom that contains 2 Wey - Yu Medical Dispensers, 2 Blood Dispensers, a large variety of medkits and pill bottles and a generous number of M276 Medical Pattern Rigs and Lifesaver Bags.

- 4 Operational Theaters: Your primary workspace! This is where you'll save lives and build yourself a reputation for being a god among men in the medbay. Here you'll find an operating table, an IV drip, a surgical kit and a locker containing 5 sets of anesthetic tanks and medical masks. Also, you'll find a bioprinter which will allow you to print a variety of replacement limbs and organs!

- 5 Advanced Body Scanners: Used to diagnose internal injuries that marines may suffer from. Injuries can range from broken bones to organ damage to foreign objects - the scanner will tell you exactly what's wrong with a marine and give you a good idea of how to treat them. The advanced body scanner will give you the exact location of a broken bone, unlike the HF Health Analyzer which will only notify you if there is a broken bone present.

- A Medical Records Terminal: Used for taking notes on patients (RP aesthetic), whether it be tracking prescription uses (looking at you Nightingale.) or metal (in)stability. Also gives a DNA strand code that would match up with what the MP's Forensic Scanner would give them.

- A Crew Vitals Terminal: Can be used to keep track of the vitals of each (human) individual on the Almayer and on the planet / station. Gives the amount of brute / oxygen / toxin and burn damage each player has. Also gives the location of any Survivor on the Almayer / planet / station.

* * * Don't use this to monitor for living Survivors on the planet/station, it'll get you bwoinked by staff. * * *

On the upper level you'll find:

- The Armory: Where you'll find firearms and bulletproof vests for the medical staff to use, in case of emergency.

- The Breakroom: Stressed? Relax and unwind in the breakroom, complete with food and drink vendors!

- The Morgue and Autopsy: This is where you'll conduct autopsies on corpses found on the battlefield. Here you can determine the time of death, how the death occurred (type of damage) and a possible weapon used. You'll also find a number of morgue slabs which will be used to store corpses until it is necessary to creamate them using the incinerator.

- Research and Containment: Here you'll find the researchers, but what they do is outside the scope of this thread, so I won't touch too much on it.

1.2: The Ten Medbay Commandments:
Source: The Medbay Commandments

#1 Thou Shalt Restock Vendor Med - Supplies

* * * A majority of items found in the vendors can be restocked / refilled. To do this, simply click and drag the used item back into the dispenser from which it came (I.E. Autoinjectors from the MarineMed, medication bottles from the Wey - Yu Medical Dispensers and blood bags from the Blood Dispensers). Be warned though, some items can not be restocked / refilled (I.E. pill bottles from the MarineMeds). Restocking and refilling spent items will allow you to have more or less an infinite supply of x item. * * *

#2 Thou Shall Obey Thy Order of Triage

Although subject to different opinions, the standard order of triage priorities is as follows:

1) Defibbable bodies - as indicated by a lightning bolt when wearing the Health HUD. Defib these patients fast or lose them forever.

2) Larva infections - you won't have much to go by on this one without an advanced body scanner. The patient in this case knows best, and you make decisions based off what they say happened (larval infections have to be cleared first RP - wise, otherwise you run the risk of being called out for power gaming (knew about larval infections despite not seeing one firsthand or something like that). Work fast because once a larva bursts from the patient, the patient is immediately husked and cannot be revived.

3) Marines in critical or have just been revived - stabilize these patients ASAP, whether by administering pills, sticking them into a cryotube or performing surgery.

4) Organ damage - use an advanced body scanner to assess the levels of organ damage and treat accordingly. Administer Peridaxon / Inaprovaline / Dex+ and treat as necessary.

5) Fractures and limb replacements - stabilize fractures using splints until you can completely fix them with surgery. Print out limbs using the bioprinter to replace lost limbs (ideally, your medics or pilots will notify you via the medical channel what limbs are missing in advance).

6) Everything else - brute damage that doesn't involve a broken bone can be treated using Bicard or Tricordazine, burns can be treated using Kelotane and toxin damage can be treated using Dylovene.

Don't be afraid to abandon patients who are lower on the list for those who are much higher.

#3 Thou Shall Prepare Thy Person

You'll use a multitude of tools, but the absolute staple items are the ones that'll be found on your person at all times.

1) HF Health Analyzer - a condensed version of the advanced body scanner. This handheld device will fit into your pockets, satchel or medical pouches and will give you an overall display of a marine's health. Their overall health reported as a percentage, the types of damage sustained and how severe that damage is (damage over 200 is unsustainable and will prevent a defibrillation unless treated until the value is below 200), broken bones (note: the HF Health Analyzer will only tell you if there are broken bones present, it won't tell you specifically where the broken bones are - use the advanced body scanner to pinpoint these), internal bleeding and brain damage. Also, the HF will tell you the current amount of blood the marine has as well as their body temperature.

2) Health HUD - a device that is worn over the eyes and displays a visual health gauge. This will help you differentiate between who is in critical condition and who is not. It will also provide a visual of marines who are still able to be revived (lightning bolt) and those who are husked and cannot be revived (skull).

3) M276 Medical Pattern Rig or Lifesaver Bag - contains the basics in regards to medications. The M276 Medical Pattern Rig starts you off with some autoinjectors, ointment and a bandage and has a total carrying capacity of 14 while the Lifesaver Bag (my personal favorite) starts you off with a variety of pills, some autoinjectors, 2 ATK, 2 ABK and splints and has a carrying capacity of 21. It should be noted that you can put roller beds and defibrillators into the M276 Medical Pattern Rig while with the Lifesaver Bag you cannot.

Optional items that can be equipped:
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#4 Thou Shall Prepare Thy Workspace

At the start of the round, take care of the smaller things if you aren't tasked with chemistry duty. This includes prepping all the IVs found in medbay with O- (negative) blood. Additionally, place an extra O- blood bag on the each of the tables in the OTs in the event a marine has lost a lot of blood and one blood bag isn't enough. This allows the operating surgeon to switch to a full bag without having to leave the OT. Also, be sure to place a bottle of space cleaner (for disinfection) and a bottle of antibiotics (to combat infections) on the table in each of the OTs as well.

The cryotubes should be stocked with Cryoxadone, Clonexadone or a mixture of the two. 4 beakers of Cryoxadone (30u in each beaker) spawn at the beginning of each round, and can last you an entire round if managed correctly. What's the difference between Cryoxadone and Clonexadone you might ask? Well the answer is this: Cryoxadone is a more simple version of Clonexadone that works slower than Clonexadone at a slightly higher temperature. In essence, Clonexadone is an improved version of Cryoxadone.

Some of the more experienced doctors might have a personal mixture that they use in the cryotubes - these mixtures often use a mixture of medications in addition to Cryoxadone / Clonexadone (I.E. Dr. Rock's Miracle Elixir). Feel free to experiment with different combinations, but be warned that CM staff are notified if a foreign substance is added to the cryotubes (I.E. adding something like Phoron).

Depending on who is currently on shift in the medbay, you might have access to medbots. These little guys can be constructed and used anywhere in - game. Often times you'll see them in the triage area of medbay or in the FOB itself. Each medbot can inject injured marines with a set volume (controlled by medical staff using their ID card) of Tricordazine. Very helpful when there's a rising number of injured awaiting treatment in the medbay, or to help those injured on the battlefield last a little longer on their trip back to the USS Almayer.

To construct the medbots, you'll need;
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#5 Thou Shalt Diagnose Thy Patient

Diagnosis is easy, and the procedure is more or less the same for every situation;

1) Listening to your patient - listening is the first thing you should do. Who else would be better at explaining what happened other than the person it happened to? Unless your patient is unconsciouss due to pain crit, they should be able to tell you what's wrong with them or at least give you some context to work with. Keeping an eye on the logs is useful as well. "x gasps for air!" is a dead giveaway of a ruptured lung, or other chest organ related injury (heart / lung damage). "x yells like an idiot!" may indicate severe brain damage. Vomiting indicates severe toxin damage, so on and so forth.

2) HF Health Analyzer - while not as specific as the advanced body scanner, the HF Health Analyzer can still tell you what's wrong with a patient overall. The HF Health Analyzer can detect the presence of broken bones, brain damage and internal bleeding. Additionally, the HF also gives the patient's health in the form of a percentage, and then breaks down the types of damage suffered (Brute, Burn, Oxygen and Toxin) and how severe the damage is (100 overall (in a single category, or spread among multiple) is the threshold before a patient usually dies and 200 is the threshold at which defibrillators will no longer revive a patient).

3) Advanced Body Scanner - this is what will give you your final diagnosis. The difference between the Advanced Body Scanner and the HF is that the ABS can pinpoint the location of foreign objects, broken bones, organ damage and internal bleeding. Make sure that after you place your patient inside of the ABS that you click the console to the right of it, otherwise the scan won't be finalized and you won't be able to bring up the scan by examining your patient while wearing the Health HUD. Additionally, if you're running triage, be sure to scan each patient in the ABS before dumping them in front of an OT. Nothing is more annoying to a surgeon who's got a long queue of marines to work on than a long queue of marines who haven't been scanned.

#6 Thou Shalt Be Efficient in Thy Surgery

Once you've scanned your patient in the advanced body scanner, you have two options to choose from - the Autodoc or manual surgery.

1) The Autodoc System - use the manual mode and select from the list of options the surgeries that are required. The autodoc can treat anything you can treat, with the exception of larval infections, these muse be done manually!. It does not necessarily matter what order you choose the procedures in, so long as you choose the correct ones. Additionally, the Autodoc system can replace limbs - just remember to stock it with fresh metal after every couple of limb replacement procedures. Feel free to use the Autodoc generously, but be warned that many times you'll find a growing line of marines with equally growing impatience waiting to be treated.

* * * DO NOT USE THE AUTODOC ON AUTO MODE. JUST DON'T. ANY DOCTOR OR CMO WORTH THEIR SALT WILL GUT A DOCTOR WHO USES THE AUTODOC ON AUTOMODE. * * *

Opinions on the auto feature of the Autodoc varies from doctor to doctor, but the general consensus is that auto mode is not as efficient as manually picking procedures, or even doing them manually. It's also been reported that sometimes the Autodoc will get "stuck" on a procedure when it comes to marines who have severe damage that accumulates faster than the medication the Autodoc uses can heal / stabilize - leading to a sort of limbo where the marine inside neither dies nor gets healed like he should.

2) Manual Surgery - the reason you're on the USS Almayer to begin with. After you've scanned a marine with the ABS, take them on over to an unoccupied OT. There should already be an anesthetic tank and a medical mask sitting on the operating table - if not, there's a locker in the upper corner closest to the hallway with additional anesthetic tanks and medical masks. Put the anesthetic tank and medical mask on your patient, set the internals and you're ready to go!

Occasionally, a new doctor won't know that surgeries can be compounded into one single procedure, taking longer to fully heal a marine than it should. Be sure to brush up on the different types of surgeries found here: Surgical Procedures.

An example of compounding surgeries;
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Compounding surgeries not only saves time, but it also makes you look like a total stud or babe in front of your colleagues! Double the winnings!

#7 Thou Shalt Be Efficient in Thy Defibbing

* * * New medics, this Commandment also includes you so pay attention - especially if you're new to the role. * * *

A defibbable patient is any marine that has just recently died. If you're wearing the Health HUD, you'll see a small thunder bolt icon rather than a skull icon. If they've just recently flatlined, give the body a scan using the HF and treat them with the appropriate medications (Bicaridine for brute damage, Dermaline for burns, etc). Additionally, Inaprovaline will help stabilize them (their health bar won't be blinking red) and administering some painkillers (Tramadol or Oxycodone work fine) will allow them to move on their own, given that they're able to in the first place. Split any broken bones and go ahead and apply the ATK or ABK to appropriate areas.

If you don't know how long a body has been dead, but they're still able to be revived, immediately defib them and then treat as explained above. The reasoning for this is because each time a flatlined marine is defibbed, his death timer resets (I'm not sure what the exact death timer is, but I believe it's about 5 minutes).

Additionally, redress your patient after you've defibbed and triage treated them - I.E. put their armor back on. Not absolutely necessary, but with the new timer to put on armor, it's more of a generosity than anything else.

Some notes about defibrillators;
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#8 Thou Shalt Not Overdose Thy Patient

Some medications, and even coffee, have lethal overdose effects. Some notable medications include Hyperzine and QuickClot. Be especially careful when administering these medications as they may cause enough organ damage to cause a marine to become unrevivable. If you manage to catch these ODs early enough, it's possible to purge the drugs from their systems and / or replace the organs altogether if you're fast enough. Toxin damage cannot be fixed if the patient has flatlined already.

Additionally, some drugs create toxins and will kill your patient, Hyperzine and Peridaxon for example.

Study up on each chemical and drug, and their OD limits here: List of Drugs and their OD limits.

#9 Thou Shalt Be Prepared for Shitlers

This doesn't happen all too often, every once in awhile you'll get a gung - ho, impatient marine in your medbay. Ideally, you can and should call the MPs, however we don't always have an ideal round. In that type of situation, do not be afraid to fight back using tools available to you. Anesthetic autoinjectors will quickly subdue an unruly marine long enough for you to buckle him to a rollerbed and put him in isolation for the MPs to pick up. Hyposprays filled with a minute amount of Chloral Hydrate diluted with Soporific will knock a marine out in a pinch as well.

* * * Be sure to use only a small amount of Chloral Hydrate - 5u is the OD limit, anything higher will certainly kill anyone you spray. Not good. * * *

#10 Thou Shalt Not Take Up Chemistry if Thou Art Bad at It

It's pretty much as stated. The pre - deployment rush can get crazy, even if you're experienced. Sometimes medics don't speak at all and will come in with a request that's outside of the standard medic medications, catching you off guard (Medics, if you're reading this, please speak up if you want something outside of the usual Tricordazine, Dex+, Iron and Dermaline pills please :(). Sometimes medics request more than they really need. Sometimes the MPs let them through the checkpoints as soon as they wake up from cryo for some reason. Don't cause the first deployment to be medic - less because you need additional time to prepare their medications - allow someone with more experience to handle the rush, and then feel free to practice chemistry after they're completely done.

1.3: Initial Preparations: Tools of the Trade:
Source: Surgery and Tools

Here in the Medbay, you're given many tools and resources to make sure that the marine force is kept in tip top fighting conditions. This section is to help you familiarize yourself with the tools and key medications at your disposal. There are also commonly found equivalents to most of the tools, such as kitchen knives, lighters and wrenches, but these improvised tools have a high failure rate (25% or higher).

Surgery;
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Medications; for a reference list of medications, their uses and their OD limits see here: List of medications, their uses and OD limits
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1.4: My First: Surgery

So now we get to the meat and bones of this role. Surgery. If you're successful, you've replenished the ranks of the USCM and extended a marine's time in the round. If you fail, however... you understand. At first, surgery may seem daunting and complex, but it really isn't. It's merely a matter of how well you can follow directions and how good you are at micromanagement under a timer. Once you've gotten comfortable with performing a surgery, then comes the task of doing enough surgeries that you've become able to diagnose a large number of problems without the help of an ABS. Baby steps is all it takes.

Once you've prepared your patient with the appropriate pre - surgery treatments (pills, cryotubing, etc), bring them to an open Operating Theater. You can do this quickly by buckling them into a roller bed instead of dragging a heavy marine body behind you. Inside the OT, put the anesthetic tank and medical mask on the marine, or let them do it themselves if they're able. Set their internals and place them on the operating table. By the time you've placed them onto the operating table, they should be unconscious due to the anesthesia - double check this by examining them, the logs should say "x is unresponsive and appears to be sleeping". - and you're ready to begin.

* * * It should be noted that anything that comes covered in blood increases the risk of infection / necrosis. Any lit cigars / cigarettes will also lead to infection / necrosis, so be sure to throw them in the trash before beginning surgery. * * *

A majority of the problems you deal with will often involve broken bones, and the procedure for this is relatively simple.
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Another common injury that you'll find yourself treating is organ damage. Usually comes in tandem with broken bones in the chest or groin, but can occur due to OD or alcohol consumption.
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Broken skulls and brain damage that can't be fixed with Alkysine work the same way a normal organ damage procedure works.
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1.5: My First: Chemistry

Ah, Chemistry. The make or break for Medbay. Please refer to Commandment #10! Chemistry is one of the more intense start - of - the - round tasks to take on as there are many things to take into consideration. Often times, if you have to ask yourself a question about whether the marines will have access to x or be exposed to y, the answer is generally yes and your chemistry actions should reflect that. Grab your BlueSpace Beaker and hold onto your pants, because Chemistry is a pretty wild ride sometimes.

Why a BlueSpace Beaker you ask? Simple. There's only 1 BSB on the whole ship, unless the marines somehow manage to find one wherever they're deployed to (but that's rare, I've only ever seen it happen once since I've started playing). It holds 300 units as opposed to the 120 units held by a common large beaker, which is key in producing more complex medications / more medication. Don't let ANYONE remove this from your Medbay, even if it gets you killed (a joke, sorta).

Once the round has started, mosey on over to chemistry and start preparing your workspace - personally I take all the Pill Bottle Boxes and empty out all the Pill Bottles right next to the stool for sake of fluidity, but feel free to do whatever makes you feel faster.

Grind Phoron so that you have some ready in case you need to make medications that require it (not many, mainly Clonexadone and Oxycodone). There are multiple Phorons in the ingot that's sitting on the table (much akin to sheets of metal) - examine to see how many you have left! Don't grind your entire supply otherwise you'll find yourself asking Engineering if they can share theirs. Hold the Phoron in one hand and click it with your other empty hand to separate it out one by one.

Chemistry is a largely variable process, that depends on the one manning the Chemistry Lab. There are plenty of variations to medications in regards to dosages, whether it's due to habit of making x - dose or otherwise. Feel free to experiment with your own doses. Just remember that if you make anything considered a medic essential under 5u, you've made garbage and you should feel bad. I'm not being mean, I'm being truthful, 5u is only good for quick fixes that don't involve broken bones or organ damage.

For sake of simplicity, I will only go over the more common medications and their recipes. Baystation chemistry has many recipes, some available in CM and some not - look for the Advanced Procedures: Chemistry section for more details on Baystation chemistry recipes that aren't on the CM wiki.

Chemistry setup varies from doctor to doctor, some prefer throwing the pill boxes completely where as I prefer to take each bottle out individually and create one stack right next to the stool. Find what works best for you and allows you to be as proficient as possible. If you use up all the pill bottles that spawn in chemistry, a spare box spawns in the leftmost locker in the storage room.

* * * WHEN CREATING PILLS, BE SURE TO CHANGE THE APPEARANCE OF EACH MEDICATION AND LEAVE THE NAME AS IS. DO NOT CONFUSE YOUR MEDICAL TEAM AND MEDICS. * * *

Dexaline+: staple oxygen damage treatment. Dex+ is only a quick transport fix for a ruptured lung or heart damage - in other words, it won't stop oxygen damage from accumulating once it fully metabolizes. If your patient isn't going to make it to the Almayer within a reasonable amount of time, supplement the Dex+ pill with a Peridaxon pill which will give them an extended amount of time before accumulating significant oxygen damage.
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Iron: super straightforward. Replaces lost blood and that's about it. Medics may ask for IronSugar pills - slightly more effective than pure Iron, but in my opinion, isn't worth the trouble of dealing with overly zealous CMPs who will bust you for distributing something relatively harmless like IronSugar.
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Tricordazine: A very helpful medication to have in stock for any situation as it will heal, albeit not as fast as a specialized medicine (Bicaridine for brute, Kelotane for burns), brute and burn damage. Tricordazine is only available to marines in liquid form, so be sure to make some in pill form to make your medics extremely pleased.
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Dermaline: a faster alternative to Kelotane - can also be used in tandem with Kelotane. Often times Dermaline isn't requested at round start due to not knowing how many, if any at all, Boilers / Spitters / Praetorians are present planetside. In any case, it's always handy to have some prepared - especially if marine specialists pick the Flame Spec loadout.
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1.6: My First: Triage

Almost all rounds will end up going bottoms up, some faster than others. It's always handy to have a 6th sense for these sort of things so you're prepared, but if you don't, no worries! Here's what to do.

1) Any incoming injured marines should immediately be looked at. If no ABS is available, use your HF and work from there until an ABS opens up.

2) Scan your patient and make take note of any medications currently in their system - this is important. DO NOT OD MARINES BECAUSE YOU FAILED TO CHECK YOUR HF SCANNER. Administer any medications needed and splint any locations that may have an unsecured broken bone.

3) After you've scanned your patient using the ABS, bring them to the surgery hallway and place a holotag on them. Speak with your CMO to determine what each color indicates. Personally, I have ORANGE indicate non - life threatening injuries and broken bones. RED indicates more severe injuries such as internal bleeding, organ damage etc. BLACK is usually used to indicate a dead marine (more for marines who don't have the required training for HealthHUD use). Infected patients should be taken care of ASAP - if you have no tools available to perform surgery - place the infected marine into a Stasis Bag until an OT or a surgeon becomes available. Be sure you let them know that the bagged marine you're bringing them has a foreign body in the chest and not just some schmuck looking to cheese his way to treatment.

4) If staff numbers permits, stick around in the surgery hallway and try to maintain stable condition for marines waiting for surgery. If your staff numbers don't permit for you to stick around, be sure to do a treatment run after you drop off a new marine. Load up the Autodoc if it's not in use and direct marines out of the medbay to prevent it from becoming overcrowded and hard to work in.

CMOs DELEGATE TASKS WHEN THINGS START TO GET HECTIC! Each OT should be occupied by a surgeon at ALL TIMES (given staff numbers permit). Have a doctor or two running triage if possible, and another doctor making pills to supplement triage. Call all hands on deck, including Researchers - and if anyone refuses to show up, don't be afraid to threaten them with a call to the MPs for neglect of duty. Medics can help with triage, but if the operation is still in effect, they are not obliged to stick around your medbay - they have lives to save on the battlefield.

1.7: My First: Autopsy

Autopsies are at a weird place at the moment, not important but also not completely useless, so I won't cover it too much here - if you're really interested in the concepts of autopsies, it's probably better to figure it out in - game.

Autopsies are performed to determine the cause of death of an individual. Rather straightforward, but still involves a few steps.

A quick incision using a scalpel on the desired body part, and then a quick scan using the Autopsy Scanner. After you get the prompt saying that the scan is complete, print out the report sheet (right click > print report, or your Use hotkey) and it'll plop a sheet of paper on your hand with the following information:

1) The time of death.

2) The types of damage inflicted on the body part.

3) A list of possible weapons used - I.E. "A crowbar" for brute damage, etc.

Additionally, you can take a photo using a Camera and attach it to the data print out - you can't fax it with the photo, however.

Like I said, autopsies aren't anything too useful - more for an RP a e s t h e t i c than anything else really. It can help with "murders" but most "murders" that occur are bwoinked by the staff and dealt with that way.

1.8: My First: Field Hospital

Ah, field hospitals. Nice to have, difficult to maintain. If the operation is going well enough, the marines should have already secured a medical bay for you planetside. If things aren't going too well, then you're probably on your own when it comes to a sterile work environment. If you need to create your own, ask engineering to provide you with the materials to create one or even better, an engineer to create one for you! Just be aware that field hospitals often fail due to the many variables in the game (marines being bald and xenos managing to overrun them, primarily). Additionally, if you aren't able to secure a medical bay (and with it, an operating table) then you're relegated to performing surgery on a roller bed - which has increased chances of action failure (resulting in more injuries). A word of advice, take how many Space Cleaner bottles you think you might need and double it, trust me. Infections run rampant planetside, even more so when you're cutting marines open.

1.9: Advanced Procedures: Surgery

Well maybe not so advanced, as a majority of the surgeries can be found on the wiki page (found here: Surgery!). Not much else can be explained that hasn't already been explained on the wiki page. Just remember to always compound surgeries and be thorough!
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Last edited by CSolaris on 21 Jun 2018, 10:25, edited 52 times in total.
Image Dr. Canaan 'Sol' Solaris
Friendly Neighborhood Surgeon / CMO | Eccentric Researcher of Various Fields | Occasional Engineerino | Pizza Party Staff Officer | Backline Medic | Thicc Prae Player
Retired.
Welcome to the Medbay!

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CSolaris
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Re: Medbay Bible: One Stop Shop for Any Questions

Post by CSolaris » 29 May 2018, 02:56

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Image Dr. Canaan 'Sol' Solaris
Friendly Neighborhood Surgeon / CMO | Eccentric Researcher of Various Fields | Occasional Engineerino | Pizza Party Staff Officer | Backline Medic | Thicc Prae Player
Retired.
Welcome to the Medbay!

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CSolaris
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Posts: 99
Joined: 12 Mar 2018, 15:51
Byond: CSolaris

Re: Medbay Bible: One Stop Shop for Any Questions

Post by CSolaris » 29 May 2018, 02:57

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Image Dr. Canaan 'Sol' Solaris
Friendly Neighborhood Surgeon / CMO | Eccentric Researcher of Various Fields | Occasional Engineerino | Pizza Party Staff Officer | Backline Medic | Thicc Prae Player
Retired.
Welcome to the Medbay!

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CSolaris
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Posts: 99
Joined: 12 Mar 2018, 15:51
Byond: CSolaris

Re: Medbay Bible: One Stop Shop for Any Questions

Post by CSolaris » 29 May 2018, 03:03

Image Dr. Canaan 'Sol' Solaris
Friendly Neighborhood Surgeon / CMO | Eccentric Researcher of Various Fields | Occasional Engineerino | Pizza Party Staff Officer | Backline Medic | Thicc Prae Player
Retired.
Welcome to the Medbay!

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Re: Welcome to the Medbay!

Post by contactdenied » 03 Jun 2018, 04:43

This is a good guide and will help me stop my reign of making people's heads necrotize, but your profile picture makes me uncomfortable so -1
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Jim, a Gen 2 Synthetic. Has a tendency to get melted to bits when planet side, and that's when he's behind barricades. Despite that, he's vigilant and always ready to drag you out of danger, even if it damages him in the process.

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Re: Welcome to the Medbay!

Post by CSolaris » 03 Jun 2018, 14:28

Reasonable, not many people can handle how thicc the new praes are.
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Re: Welcome to the Medbay!

Post by ThePiachu » 03 Jun 2018, 16:29

Nice guide!

I was making some chem notes for myself on how to make some pills from scratch. Standardising the doses to half of OD. Perhaps this format might be useful to some people:

Clonexadone - 20U (Phoron) Oxygen, Oxygen, Water, Oxygen, Sodium, Sodium, Sodium = 120U Clonexadone
Tricordrazine - Carbon, Sugar, Oxygen, Nitrogen, Potarium, Silicon, 8 Pills = Tricordrazine (15 units)
Dexalin Plus - (Phoron) Oxygen, Oxygen, Carbon, Iron, 16 Pills = Dexalin Plus (7.5 units)
Alkysine - Nitrogen, Potassium, Silicon, Nitrogen, Chlorine, Nitrogen, Chlorine, Nitrogen, Chlorine, 2x8 pills = Alkysine (15 units)
Imidazoline - Nitrogen, Potassium, Silicon, Carbon, Hydrogen, Carbon, Hydrogen, Carbon, Hydrogen, 2x8 pills = Imidazoline (15 units)
Oxycodone - Carbon, Sugar, Oxygen, Ethanol, Oxygen, Ethanol, Oxygen, Ethanol, Oxygen, (Phoron), Ethanol... = Oxycodone (10 units)
Alkysine + Imidazoline = 40u Nitrogen, Potassium, Silicon, 30u Nitrogen, Chlorine, Nitrogen, Chlorine, Carbon, Hydrogen, Carbon, Hydrogen = 2x4 Alky+Imid (15+15u)


Perhaps it would also be useful to remind doctors that if CAS is doing medevac runs, they would benefit from having stretchers and stasis bags available for pickup when they drop off their patients - I recently had a run where we were just burning through evacuees, and we had to scrounge around the medbay looking for these to replenish ourselves.
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Re: Welcome to the Medbay!

Post by edgardo » 03 Jun 2018, 19:48

Pretty nice Guide i just read it all, it makes me wants to try doctor role
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Re: Welcome to the Medbay!

Post by CSolaris » 03 Jun 2018, 20:22

ThePiachu wrote:
03 Jun 2018, 16:29
~snip
Thanks! It's nowhere near finished yet, there's still so much I want to cover and expand on without adding unneeded information. I agree on your CAS stasis bags idea, but sometimes that doesn't work out as marines will pick 'em up and take them with them or something thinking that it's for their medic or something like that and now neither CAS pilots nor doctors have stasis bags on hand. Also, maybe you've had a run in with some notorious CMPs that'll confiscate "unsecured" equipment and since the hangar counts as a place that's not secure, they'll take the bags away causing a huge pain. As for your chem recipes, it gets a bit cluttered if I were to write out the sequence so I'll have to think of a way to condense it down a bit.

As for the half OD limit idea, it's a good idea depending on the medication. Generally I make all my pills 15u, with the exception of a few (Oxycodone, prime example). Medications such as Dex+ and Dermaline metabolize quickly, so giving them the exact limit will usually last them from the time they are given the pills by a medic to the time the arrive at the medbay, given no distractions happened. A few of the seasoned medics actually prefer it this way as well (Haley Altman, Lydia, Elena) as it lets them give a good strong dose in a single pill, however you do get the occasional medic who doesn't read the bottle label and will pop like 2 or 3 of my max strength Dex+ / Dermaline and they'll OD their own patient - so it's not to say it's not without risk.

edgardo wrote:
03 Jun 2018, 19:48
Pretty nice Guide i just read it all, it makes me wants to try doctor role
Thanks! It's not finished yet, so be sure to check back every once in awhile as I try to finish it at a reasonable rate! Doctor is a pretty good mix of calm and chaos with a lot of variables in between. It's also a good way to become recognized as a competent player by marines and eventually you'll get a fan club (looking at you, Leon). If you're able to remember step by step processes, you'll excel at the doctor role.
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Re: Welcome to the Medbay!

Post by ThePiachu » 04 Jun 2018, 03:06

Hmm, do you think the guide should also talk about preparing the incoming patients? I would love to see some doctors being in the reception room, proactively removing stuff from patents' backs and mouth when they arrive and sticking critical ones into cryo tubes to keep them alive if they can't get surgery right away. Do you think it's better for patients to be awaiting surgery in tubes, or in stasis bags?
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Re: Welcome to the Medbay!

Post by DefinitelyAlone0309 » 04 Jun 2018, 03:37

ThePiachu wrote:
04 Jun 2018, 03:06
Hmm, do you think the guide should also talk about preparing the incoming patients? I would love to see some doctors being in the reception room, proactively removing stuff from patents' backs and mouth when they arrive and sticking critical ones into cryo tubes to keep them alive if they can't get surgery right away. Do you think it's better for patients to be awaiting surgery in tubes, or in stasis bags?
If you have a half decent Cryo mix, they should be in Cryo tubes, since it fixes brute/burn damage too.

Also, organizing medbay is CMO's job. CMO should be the one to manage who does triage, who transports patients, and who sticks to surgeries.
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Re: Welcome to the Medbay!

Post by CSolaris » 04 Jun 2018, 04:14

I agree with Bex. The only doctors that don't utilize cryo tubes are the extremely bald ones who refuse to learn what they do. I also agree with the CMO delegating out tasks to other doctors - even the most experienced medical player can be overwhelmed at times, especially if it happens to be a H v H round against the UPP (innate marine killers). If you are tasked with triage, I find that the best use of your time is stabilizing patients, scanning + holo tag them and line 'em up outside an OT. If you're not doing that, you should be doing chemistry to make more pills of things needed - the MarineMeds only hold 3 bottles of each medication - and you can quickly run out of Medbay stocked bicaridine if you're not careful.

Also, yell at your researchers if you have to. If they're donking around making drugs or playing with malformed monkeys, yell at them to get on the main floor and start doing triage / surgery.
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Re: Welcome to the Medbay!

Post by DefinitelyAlone0309 » 04 Jun 2018, 04:49

CSolaris wrote:
04 Jun 2018, 04:14
Also, yell at your researchers if you have to. If they're donking around making drugs or playing with malformed monkeys, yell at them to get on the main floor and start doing triage / surgery.
Also also, if medics are standing around being useless, yell for them to scan the patients and help with triage.

Let's go for some normal tips :

Keep the bluespace beaker in medbay chem lab AT ALL TIMES. If researchers want to bring the bluespace up their autism research chem lab, you yell at them, be mean to them, punch them if you want, and force them to return it back down to lower chemistry lab. Bluespace beaker should always be in a place where all medbay staff has access to, in case you need to make a quick ImiAlky mix.

Best way to make ImiAlky, for me, is 2 Dylovene bottles from the vendor (120u of Dylo in total) -> Carbon+Carbon+Hydrogen+Hydrogen+Nitrogen+Nitrogen+Chlorine+Chlorine (all 30 units) -> 240 units of Imidazoline and Alkysine, which turns into 40 pills (20 pills each 120u) of 3u Alky and 3u Imi each. I find 3u is enough to fix the most common amount of brain+eye damage, and the quantity of pills each batch easily fills up 2 pill bottle with spares.
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Re: Welcome to the Medbay!

Post by Hughgent » 04 Jun 2018, 12:23

Well I might as well contribute. I love being a doctor.

Pills pills, and more pills.

The thing to keep in mind when making pills is that there are a number of limitations and tradeoffs. Energy on the chem machine, the 14 pill capacity of the pill bottle, the 120 unit buffer on the pill machine, the 20 maximum amount of pills per batch, the 60 unit max per pill, the contents of the Weyland Yutani vendor, and the Bluespace beaker 300 unit capacity.

Most important of those are the pill bottle capacity and the buffer size. this is because these are your target number of pills and the amount in each pill you can make per batch. I keep these two in mind whenever I make pills.

Next is to think about the time of the round.

Your first 30 minutes of the round should be making up the basic non-mixed medications. Sorry to say, even if the CMO approves it, MP's will crack down on you if they catch a marine with a mixed medication. (fricken 30 minutes goddamn, I made ammonia for the CL.) But here are some recipes for popular medication requests in sufficient quantity for medium to high pop rounds.

Dex+ 7.5u 8.5u (14/120): OD limit at 15u, makes 6 pill bottles.
1. Vend out 4 dexalin bottles from the vendor.
2. empty two of them into the BS beaker for 120 units of dexalin. (restock empties)
3. put in chem machine and add 40 Carbon 40 Iron 40 Carbon 40 Iron. (you will now have 240 Dex+)
4. move BS beaker to the pill machine.
5. on the Dexalin Plus, press all to load up 120 units into the buffer.
6. Make 14 16 pills, leaving the name as is.
7. on the Dexalin Plus, press all to load up 120 units into the buffer.
8. Make 14 16 pills, leaving the name as is.
9. remove the BS beaker and add 60 more Dexalin (should contain 100 dexalin at this point.) (restock empties)
10. repeat from step 3 to 9 (80 dexalin in BS beaker)
11. repeat from step 3 to 8 (BS beaker is empty)
12. you will have made 14 16*6=96 pills. Load them in pill bottles by clicking the pile with a pill bottle and then label it Dex+ 7.5u
13. stock in smartfridge until medics come asking for it.

Dex+ thoughts: Many people make the full 15 unit Dex+ pill. that's fine and all, however it is somewhat a waste of effort as Dex+ is an instant cure for oxygen damage in any dosage. Thus we have to remember the causes of oxygen damage in the colonial marine game universe. this comes from two usual sources, Organ damage to the lungs or heart, and blood loss. Therefore, a proper long term support to this is a pill of Dex+ and a pill of Peridaxon. This allows the marine to breathe and they should survive long enough to return to medbay.

IRON 20: OD limit at 30, make as needed.
1. Take Empty BS beaker and load into chem machine.
2. Dispense 280 Iron via 7 clicks of 40
3. Move BS beaker to pill machine.
4. Iron all to fill buffer. make 6 pills, default name
5. Iron all to fill buffer. make 6 pills, default name
6. Iron all to clear BS beaker. make 2 pills, default name
7. load pill bottle with pills and label IRON 20.
8. stock in smartfridge.
9. repeat as requested or until out of energy in chem machine.

Iron pill thoughts: Marines often ask for IronSugar pills. yes, this is more effective than straight Iron. However, the benefit of the sugar is less than the benefit of the iron, while still having the same chem machine energy cost. That additional benefit is usually not enough to justify the energy cost at the beginning of the round. However, feel free to make IronSugar 20 20 later on to your hearts content.

Tricord 15u (8/120): OD limit at 30, make as needed.
1. Dispense 2 Dylovene bottles and 2 Innaprovaline bottles.
2. Empty all bottles into the BS beaker (makes 240 Tricordrazine). (restock empties)
3. put BS beaker in the Pill machine.
4. Tricordrazine all to fill buffer. make 7 8 pills. Default name.
5. Tricordrazine all to fill buffer. make 7 8 pills. Default name.
6. load pill bottle with pills and label Tricord 15u
7. stock in smart fridge.
8. repeat as requested.

Tricord pill thoughts: a somewhat under requested pill I believe. This is great for marines with both burn and brute damage as it allows them to heal both. It also lasts for a longer period of time and works in conjunction with the other healing meds for a faster recovery. It is also much more compact than the auto-injectors.

Dermaline 15u (8/120): OD limit at 15, makes 3 pill bottles.

1. dispense out 4 Kelotane bottles.
2. empty out two of them into the BS beaker (120 units of Kelotane) (restock empties)
3. put BS beaker into the chem machine.
4. add 40 Oxygen 40 Phosphorus 40 Oxygen 40 Phosphorus. (240 units of Dermaline)
5. Move BS beaker to pill machine.
6. Dermaline all to fill buffer. make 8 pills, default name.
7. Dermaline all to fill buffer. make 8 pills, default name.
8. remove BS beaker and add 60 more Kelotane. (100 Kelotane in BS beaker) (restock empties)
9. repeat steps 3 to 8 (80 kelotane in BS beaker) (restock empties)
10. repeat steps 3 to 7. (BS beaker is empty)
11. load up the pill bottles by clicking the pill pile with the pill bottle. Label Dermaline 15.
12. Stock smartfridge with pill bottles.
13. you will have made 8*6=48 pills but only used 42 of them in the pill bottles. dispose of excess pills.

Dermaline pill thoughts: this is the pill that doesn't see much use as medics can't predict how many boilers or spitters they will be facing down there. it's faster than Kelotane and works in conjunction with it if necessary. They haven't been requesting it over the radio lately, but will ask for it if they see it's available.

These are the pills you should be making over the first 30 minutes of the round while medics are still able to stop by medbay on their way out. I usually start with the Dex+ set then move on to tricord and the Iron pills depending on what people have asked for over the radio.
Last edited by Hughgent on 04 Jun 2018, 17:40, edited 1 time in total.

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Re: Welcome to the Medbay!

Post by CSolaris » 04 Jun 2018, 13:03

Hughgent wrote:
04 Jun 2018, 12:23
Your first 30 minutes of the round should be making up the basic non-mixed medications. Sorry to say, even if the CMO approves it, MP's will crack down on you if they catch a marine with a mixed medication. (fricken 30 minutes goddamn, I made ammonia for the CL.) But here are some recipes for popular medication requests in sufficient quantity for medium to high pop rounds.
Careful, because apparently now certain CMPs will bust you for putting medications into the fridge (ahah, sorry Awan, had to do it to you). Aye, don't get busted mid - chemistry either, that's inconvenient for everyone.

As for Harry's thoughts on the Iron pills - the leeway on the dose is pretty generous, 20u or 30u works fine. Iron Sugar does have more benefits over straight Iron, such as slowing down hunger rate and all that, but the use of Iron Sugar pills aren't worth the hassle of being annoyed by CMPs / MPs the entire round for doing it - so we usually don't. There was a large discussion as to why Iron Sugar pills could be considered power gaming due to its very slight ability to stave off hunger
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Re: Welcome to the Medbay!

Post by Hughgent » 04 Jun 2018, 13:33

With the first 30 minutes out of the way we can look to our own needs. We don't need to be as efficient or rush as much anymore. this is the time to experiment.

We get the fun stuff. the mixed medications. Because we're doctors and we can handle it.

Brain + Eye (ImiAlky 11 4) (8/90 8/30): OD limits at 30 and 30 respectively. makes 1 pill bottle
1. Vend out 2 bottles of Dylovene.
2. add to the BS beaker (120 units of Dylovene) (restock empties)
3. put BS beaker in the chem machine.
4. add 30 Chlorine 30 Nitrogen (60 Alkysine) 30 Carbon 30 Nitrogen 30 Carbon 30 Nitrogen 30 Carbon 30 Nitrogen (180 Imidazoline)
5. Move BS beaker to the pill machine.
6. Alkysine custom 30
7. Imidazoline all to fill buffer (should now be 30 Alkysine 90 Imidazoline)
8. Make 7 8 pills, change name if desired, default is technically incorrect but few people will notice.
9. Alkysine all
10. Imidazoline all to fill buffer.
11. Make 7 8 pills, change name if desired.
12. load pill bottle with pills by clicking the pill pile with the pill bottle. Label Brain + Eye
13. stock in smartfridge.

Brain + Eye thoughts: Alkysine is very effective, it has a very slow metabolism tick and thus lasts a long time. Imidazoline has a much faster metabolism rate. Thus this ratio is effective and quick to make. I have seen this small amount of alkysine cure somewhat shy of 100 units of brain damage in person. the combo does cause headaches as a side-effect if the patient only has very minor amounts of damage. this does cost 30 energy from the chem machine all told.

TriBica 15 15 (Tricordrazine 15 Bicardine 15) OD limits at 30 and 30 respectively. makes 1 pill bottle.
1. Vend out 2 bottles of Bicardine, 1 bottle of Dylovene, and 1 bottle of innaprovaline.
2. pour all into the BS beaker (120 Bicardine 120 Tricordazine) (restock empties)
3. load the BS beaker into the pill machine.
4. Bicardine Custom 60
5. Tricordrazine Custom 60
6. make 4 pills. change name if desired. default is technically incorrect but few people will notice.
7. Bicardine Custom 60
8. Tricordrazine Custom 60
9. make 4 pills. change name if desired.
10. repeat steps 1 to 9.
11. Load pill bottle with pills by clicking the pill pile with the pill bottle. Label TriBica 15 15
12. stock in smartfridge.
13. you will have two pills left over. dispose of them.

TriBica thoughts: an excellent pill for fixing up brute damage. most commonly used during surgery to heal brute damage if not already taken care of. Remember, bones will stay broken in a marine if they have more than 30 damage to the limb. you can't fix up the brute damage during surgery with the ATK because the system thinks you're trying to fix their organs during surgery. This pill will do the healing for you and will allow the bone to be fixed. if you hear "a loud cracking sound" coming from your patient, they need this pill, and to have the bone mended a second time.

Pain Management (Oxycodone 15 Tramadol 15) OD limits at 20 and 30 respectively. makes 12 pills.
1. at 10 units of phoron to the BS beaker. (only 1 is truly required)
2. vend out 1 bottle of innaprovaline.
3. add 60 innaprovaline to the BS beaker. (restock empties)
4. move BS beaker to the chem machine.
5. add 30 Ethanol 30 Oxygen (90 Tramadol) 30 Ethanol 30 Ethanol 30 Ethanol (90 Oxycodone) 30 Ethanol 30 Oxygen (90 Tramadol)
6. Move BS beaker to the pill machine.
7. Oxycodone Custom 60
8. Tramadol Custom 60
9. make 4 pills. change name if desired. default is technically incorrect but few people will notice.
10. Oxycodone all
11. Tramadol all
12. make 2 Pills. Change name if desired.
13. repeat steps 2 to 12.
14. Load pill bottle with pills by clicking the pill pile with the pill bottle. Label Pain Management
15. stock in smartfridge.
16. you will have 10 phoron remaining in your BS beaker. pour it back into it's original container or make a new bottle with the pill machine.
17. you will have two pills left over. dispose of them.

Pain Management thoughts: This is your surgery pill. This should allow you to perform surgery on one to two locations in it's entirety. I still believe in using the gas if your patient is able to put on the mask and tank themselves. However, patients with burst lungs can't actually breathe the gas and thus don't fall unconscious. they require these pills for their survival. You can also make 180 pure oxycodone if you just add 90 more ethanol at step number 5.

KeloDerm 15 15 (Kelotane 15 Dermaline 15) OD limits at 30 and 15 respectively. makes 12 pills.
1. Vend out 2 bottles of Kelotane.
2. add 120 Kelotane to the BS beaker. (restock empties)
3. move BS beaker to the chem machine.
4. add 30 Oxygen 30 phosphorus (90 Dermaline)
5. move the BS beaker to the pill machine.
6. Kelotane Custom 60
7. Dermaline custom 60
8. make 4 pills. change name if desired. default is technically incorrect but few people will notice.
9. Kelotane all
10. Dermaline all
11. make 2 pills. change name if desired.
12. repeat steps 1 to 11.
13. Load pill bottle with pills by clicking the pill pile with the pill bottle. Label KeloDerm 15 15
14. stock in smartfridge.

KeloDerm thoughts: you shouldn't really ever be required to use this. Burn damage can be fully treated with medication and medics have kelotane to do that. However, when that dropship crashes into the ship, and you feel the need to stay behind or when a marine comes in during that full retreat covered in burns. you'll be a big help dealing with burns. Overall it's not a priority to make.

These are the pills Dr. Granite makes on the regular. Sure you could go higher doses or make some OMNI heal pills. But when it comes down to it. being a doctor is all about practice. You've got the Dex+ for oxygen, the Tribica for brute damage, the Brain + Eye for that organ damage, the Pain Management for surgery, and KeloDerm for burns. Specialized medicines for each type of damage.
Last edited by Hughgent on 04 Jun 2018, 17:42, edited 1 time in total.

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Re: Welcome to the Medbay!

Post by ThePiachu » 04 Jun 2018, 16:33

RE: "Make 7 pills" - I think the latest update changed the pill bottle size to 16 pills, so try making even batches of 8 now ;).
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Re: Welcome to the Medbay!

Post by Hughgent » 04 Jun 2018, 17:35

ThePiachu wrote:
04 Jun 2018, 16:33
RE: "Make 7 pills" - I think the latest update changed the pill bottle size to 16 pills, so try making even batches of 8 now ;).
Oh man, just logged on today. goddamnit

But i'm still happy about the change. just takes a rejiggering.

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Re: Welcome to the Medbay!

Post by Hughgent » 07 Jun 2018, 11:38

Continuing with my chemical mixes. CRYOMIX! the good stuff.

Gather your Materials.

1 Bluespace Beaker - Found in the Chem Lab on the table.

4 Large Beakers - 2 in the chem lab on the table, 1 in the grinder, 1 in the dialysis machine (sleeper) by south triage. Bring a 60u beaker (chem lab) to replace the large one in the sleeper. OR get together enough glass to fill an autolathe (below the DS1 landing pad) and print out another (ask Req when you've got time).

PRO-TIP: put the four large glass beakers into your backpack so that research doesn't come steal them.

1 Pen - Ask the CMO to lend you theirs, or head up to the break room and take it off the table.

2 of the starting Cryoxadone beakers (found in the medbay lobby).

You are going to make roughly 40 units of each medicine, and make it in such a way that it's easy to dispense into the four large beakers.

step 1: take the 2 cryoxadone beakers and dispense 10 cryoxadone into each large beaker. Making sure to empty one out completely. This will leave you with one beaker that has 20 cryoxadone

step 2: add 10 phoron (grind up at least 1 bar of phoron) to the beaker with 20 cryoxadone.

step 3: put that phoron cryoxadone beaker into the chem machine and add 20 sodium. this makes 8 phoron and 40 clonexadone.

step 4: remove the 8 phoron from the beaker via the pill machine (save it or don't)

step 5: add 10 clonexadone to each large beaker. (each beaker will say they contain 20 units)

step 6: take the bluespace beaker and add 80 dylovene (from the wey-yu vendor)

step 7: put the bluespace beaker into the chem machine and add 20 chlorine 20 nitrogen 20 carbon 20 hydrogen. This makes 40 Dylovene 40 alkysine 40 imidazoline. Add 30 of this mix to each large glass beaker.

PRO-TIP: there is a verb called Set-transfer-amount in the object tab. use it to change the amount moved with a single click to 30.

step 8: Take the bluespace beaker and add 20 Dylovene, 20 Innaprovaline (40 tricordrazine), and 60 Kelotane. put it into the chem machine and add 20 Oxygen 20 Phosphorus. This makes 40 Tricordrazine 40 Kelotane 60 Dermaline. Remove 20 dermaline via the pill machine. Add 30 of this mix to each large glass beaker.

step 9: take the bluespace beaker and add 40 Bicardine to it. move it to the chem machine and add 40 Iron 40 Sugar. Add 30 of this mix to each large glass beaker.

step 10: add 10 Dexalin to the bluespace beaker. move it to the chem machine and add 10 carbon 10 Iron. this makes 30 Dexalin Plus. add ONLY 5 of this to each large beaker. (Set-transfer-amount) Empty the bluespace beaker onto the floor afterwards.

step 11: add 10 Peridaxon to the bluespace beaker (wey-yu vendor). add 1 Quick clot pill (10u) to the beaker, it will dissolve. add ONLY 5 of this to each large beaker. (Set-transfer-amount)

step 12: Name your concoction with the pen! Dr. Rocks Miracle Elixer is my favorite.

the final List:
10 Cryoxadone
10 Clonexadone
10 Tricordrazine
10 Kelotane
10 Dermaline
10 Dylovene
10 Alkysine
10 Imidazoline
10 Bicardine
10 Iron
10 Sugar
5 Dexalin Plus
2.5 Peridaxon
2.5 Quick-Clot

Dr. Rocks Miracle Elixer thoughts: This stuff is potent and very safe actually. It also allows the cryotubes to work! (as of writing this the tubes are stuck at 100k which is too warm to activate the clonex/cryox chemicals.) This makes the cryotubes insanely fast. all in all, Brute damage is hit 4 times, Burns 5, Toxin 4, oxygen is fully treated with dex+ and some blood restoration is available through the Iron and Sugar. the tiny amounts of Peri and QC allow for some to remain in the patients system after leaving the tube (while also not causing OD if they already have some), and lastly their brains and eyes get fixed also.

So marines that get stuck into one of these cells. you aren't being forgotten, you're being stabilized. An added benefit to the Dylovene is that you wake up faster from the stun/unconscious timer.

PRO-TIP: if you think the marine has internal bleeding. Pull them out when their brute damage hits around 20 to 30. They won't be getting any better in the tubes.

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ThePiachu
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Re: Welcome to the Medbay!

Post by ThePiachu » 07 Jun 2018, 12:49

Oh yeah - something that's rarely mentioned to the point I managed to master chemistry without realising it - the phoron in chem lab is not a solid slab, but a stack of individual phorons, each of which can be ground up to 20 liquid phoron. I think that needs to be written in bright bold letters somewhere for newbs like me.
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Hughgent
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Re: Welcome to the Medbay!

Post by Hughgent » 17 Jun 2018, 19:34

So you want to be an MP, and also an A##hole to Mebay.

Now I don't agree with your life choices but doctors (and the CMO) should be aware of the potential MAXIMUM that they can enforce at any one time (some people are extra creative, beware). There are no space lawyers in the game that can block the MP's from brigging you in the moment, so be prepared for those red suits with their "polite" questions.

There are FIVE specific marine laws that affect medbay beyond the general ones. Here are the wordings contained in the Colonial Marines Wiki along with some thoughts, they are:

1.
Drug Use Consuming drugs (Space drugs, hallucinogens, alcohol) or any medical compounds that are not administered directly by a medic or doctor.
5 Minutes-10 Minutes
  • Doctors shouldn't be making space drugs for anyone. (even though Colonial Marines is based on Baymed code and SOME ,but not all, recipes are still applicable,) You could be strung up on the next charge for facilitating this. if they ask, Just laugh off their attempts to get drugs off of you. when they press you feel free to call the MP's on them.
2.
Drug Distribution Distribution of non-medicinal drugs (space-drugs, hallucinogens, alcohol) are never authorized. This includes being mixed with medical drugs.
30 minutes; demotion from chemical access-Permabrig
  • While not implicitly mentioned in the brackets this COULD include those medications/drugs/chemicals that have no mechanical benefit and show up as unknown substances. (Those that take "adhd" medications know what I'm talking about, check out Baymed again.) However, do see you friendly neighborhood doctor AFTER the mission is complete for discrete prescriptions and humorous tales of their residency.
3.
Practicing Medicine without a License Only authorized medical personnel should be performing treatments beyond bandages, ointments, or a tricordrazine autoinjector. Any personnel not licensed who distribute medication for consumption or administer medication are considered practicing without a license.
15 Minutes-30 Minutes
  • Ruled as written, this does prevent PFC's from using Advanced Treatment kits and Advanced Burn kits. And by extension, could be used as evidence that the doctors have been giving out said medical supplies. PFC's are still ABLE to use the ATK's and ABK's (also the HF2 analyzer) so don't let that discourage you from scavenging on the battlefield.
4.
Medication Distribution Medication can only be distributed to trained medical personnel. Any distributions other than basic medications (found in labeled vendor pill bottles or autoinjectors) must be authorized on a case-by-case basis in written form signed by either the CMO or the Acting Commander. Combination medications (more than one medication in a pill or bottle) may never be distributed to anyone below a Doctor.
15 Minutes-30 Minutes ; Demotion
  • This is the BIG one for those who love chemistry. This has two parts, first, don't give out meds to people who arn't medics or doctors, and second, by one VERY strict MP's definition, that you cannot distribute special medication, EVEN TO DOCTORS, without express written permission from the CMO. This means you can't do Dexalin Plus, Tricordrzine, Dermaline, and even Iron pills to medics as those don't come in a pre-labled container. THEREFORE, you are limited to cooking up those pills that are contained in the Marine-Med Vendors (and as such have should have no need to do chemistry). As a medical professional I encourage you to work within the SPIRIT of the law and not give out combination medications to medics. (or rile up all the medics by denying them any special medication without proper paperwork.)
5.
Combat Stimulants Combat Stimulants are illegal within all USCM territories. Distribution for specific chemicals may only be authorized by a signature from both the Acting Commander and the Chief Medical Officer. Possession, Use, or Distribution without this authorization all falls under this charge.
30 minutes-Permabrig
  • Yeah, this is one of those laws that have a lot of actual sense and good science behind them. Hyperzine and Synaptizine are both very dangerous drugs that actively damage the marine using them. This damage still occurs below the OD threshold (and is much worse above the 6u OD threshold). I fully endorse and support this law.
The Common Argument

"The medication in the Smartfridge isn't authorized for distribution" says the MP upon glancing at the smartfridge contents near round start.

"that's why it's in the smartfridge, Medics can't get at it." content in the knowledge that the doctor isn't handing out mixed meds to medics.

"then may I perform a search of your person doctor? I have not seen any paperwork from the CMO as to non-standard medication." You a jerk and I hate you. Pray you've got a deaf/blind MP who doesn't look too hard at your pill bottle names.

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superjo98
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Re: Welcome to the Medbay!

Post by superjo98 » 17 Jun 2018, 20:15

Actually dex+ and tricord come in the form of auto injectors so you don't need the CMO to approve them.
Quick edit about dex+: The way I make dex+ with the 16 pill pill bottles is add 100u of dex from the vendor, add 100 u of iron and 100 u of oxygen to make 300u of dex+, put the beaker into the machine and transfer over 80u and use that 80u to make 16 5u dex+ pills
Another edit: oof im a dumbass nevermind
Last edited by superjo98 on 17 Jun 2018, 20:49, edited 2 times in total.
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Hughgent
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Re: Welcome to the Medbay!

Post by Hughgent » 17 Jun 2018, 20:17

superjo98 wrote:
17 Jun 2018, 20:15
Actually dex+ and tricord come in the form of auto injectors so you don't need the CMO to approve them.
Man, Explain that to the MP who, being creative, rationalized that the Autoinjector dosage is the only way to distribute the drug and required paperwork for the pill form.

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Re: Welcome to the Medbay!

Post by superjo98 » 17 Jun 2018, 20:23

Hughgent wrote:
17 Jun 2018, 20:17
Man, Explain that to the MP who, being creative, rationalized that the Autoinjector dosage is the only way to distribute the drug and required paperwork for the pill form.
Thats not the way it works. If its available in autoinjectors you are free to make pills of it of any amount (as long as its not an OD). That MP doesn't know whats up.
Last edited by superjo98 on 17 Jun 2018, 20:50, edited 1 time in total.
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Sulaboy
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Re: Welcome to the Medbay!

Post by Sulaboy » 17 Jun 2018, 20:38

Medication Distribution

Medication can only be distributed to trained medical personnel. Any distributions other than basic medications (found in labeled vendor pill bottles or autoinjectors) must be authorized on a case-by-case basis in written form signed by either the CMO or the Acting Commander. Combination medications (more than one medication in a pill or bottle) may never be distributed to anyone below a Doctor.

If you move the same medication into a new way of distribution it needs written confirmation. If you refilled a vendor pill bottle with the same medication (and unit amount) that it held before that would most likely be legal. Drawing Dexaline Plus from it's auto injector and making it a pill then putting it into a pill bottle would be illegal. Anything that is put into a chemistry pill bottle needs to be authorized, even clonexadone would need to be authorized. If there are combination medicines in the smart fridge that have been authorized (like imidalky) you shouldn't be in any trouble for holding them there, because doctors can use the medication and have access to the fridge while medics are forbidden from combination drugs, and do not have access to the fridge. Any medicine produced would need auhorization even if t was held in the fridge and not distributed, because doctors have access to it.

Any more questions?
Clancy 'Danger' Long
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