Bagels guidebookagloo fixes V1 (#5004)
* Update OrganManipulation.xml * Update Command.xml Renamed commands from Research Director and QuarterMaster to Mystagouge and Logistic Officer. Signed-off-by: PureBreadBagel <146181383+PureBreadBagel@users.noreply.github.com> * Update Radio.xml Highlighting examine your radio Signed-off-by: PureBreadBagel <146181383+PureBreadBagel@users.noreply.github.com> * Update CharacterCreation.xml Added some extra traits, and changed unrevivable to include cloning. Signed-off-by: PureBreadBagel <146181383+PureBreadBagel@users.noreply.github.com> * Update MedicalDoctor.xml Added some information regarding cryogenics for rotting bodies, and added information about the unrevivable trait. Signed-off-by: PureBreadBagel <146181383+PureBreadBagel@users.noreply.github.com> * Update Cloning.xml Added information regarding the unrevivable trait for cloning. Signed-off-by: PureBreadBagel <146181383+PureBreadBagel@users.noreply.github.com> * Update Surgery.xml Added the cleaning of surgery tools. Signed-off-by: PureBreadBagel <146181383+PureBreadBagel@users.noreply.github.com> * Update Science.xml Signed-off-by: PureBreadBagel <146181383+PureBreadBagel@users.noreply.github.com> * Update AnomalousResearch.xml Signed-off-by: PureBreadBagel <146181383+PureBreadBagel@users.noreply.github.com> * Update CosmicCultDeconversion.xml Updated the deconversion to fix the censer from holywater to Mindbreaker toxin Signed-off-by: PureBreadBagel <146181383+PureBreadBagel@users.noreply.github.com> * Update CosmicCultDeconversion.xml bible removal Signed-off-by: PureBreadBagel <146181383+PureBreadBagel@users.noreply.github.com> * Update CosmicCultDeconversion.xml Added mindbreaker toxins recipe. Signed-off-by: PureBreadBagel <146181383+PureBreadBagel@users.noreply.github.com> * Update PartManipulation.xml Added extra information regarding limbs that cannot be biofabbed. Signed-off-by: PureBreadBagel <146181383+PureBreadBagel@users.noreply.github.com> * Create Logistics Renamed logistics guidebook entry Signed-off-by: PureBreadBagel <146181383+PureBreadBagel@users.noreply.github.com> * Update cargo.yml Renamed from cargo to logistics Signed-off-by: PureBreadBagel <146181383+PureBreadBagel@users.noreply.github.com> * rename cargo to logistic rena Signed-off-by: PureBreadBagel <146181383+PureBreadBagel@users.noreply.github.com> * Revise trial and hearing procedures in Justice.xml Updated trial and hearing procedures, including time limits and roles. Signed-off-by: PureBreadBagel <146181383+PureBreadBagel@users.noreply.github.com> * Enhance Psionics.xml with glimmer tracking details Added details about the sophic scribe's functionality and glimmer emergency handling. Signed-off-by: PureBreadBagel <146181383+PureBreadBagel@users.noreply.github.com> * Rename guide entry for altars in epistemics.yml Signed-off-by: PureBreadBagel <146181383+PureBreadBagel@users.noreply.github.com> * Update Altar.xml by removing Golemancy note Removed note about Golemancy not being implemented. Signed-off-by: PureBreadBagel <146181383+PureBreadBagel@users.noreply.github.com> * Enhance forensic information retrieval process Updated instructions for recognizing DNA and added references to Medical and Criminal Records Computers. Signed-off-by: PureBreadBagel <146181383+PureBreadBagel@users.noreply.github.com> * Decked out the MedicalDoctor.xml with the new traits and CPR! * Recoloured Medical doctor and added a better guide for dead bodies. * Reworded medical doctor alot. * Added another surgery textlink * Rechanged medical doctor, too colourful so i toned it down * Finalised the doctor * fixed a missing " * Some grammar and invalid pages fixes. * Edited the Bartender page to add restocking as well. Along with some rewording. * Added operating tables to surgery, and fixed a typo, its sutures not satures! * Fixed some stuff * Fixed some things regarding a review. * Rewriting my medical doctor. Part 1 * Rewrite medical doctor.xml part 2 * Some extra changes, added umbroxol and holywater to core medications * added topicals * finished rewriting medical doctor * copied medical doctor to the DV folder for namespacing, while replacing the original one with wizdens * Edited something about psionics. * Fixed forensics. * [pre-commit.ci] auto fixes from pre-commit.com hooks for more information, see https://pre-commit.ci * namespaced medical doctor. * quick bug fix * moved umbroxol and holy water to speciality medications * added extra traits such as unrevivable to medicaldoctor * Update Resources/ServerInfo/Guidebook/_DV/Justice.xml Co-authored-by: Tobias Berger <toby@tobot.dev> Signed-off-by: PureBreadBagel <146181383+PureBreadBagel@users.noreply.github.com> * Fixed everything for review * fixed an entry not showing * ack invalid comment * Hotfix for him again * To apply with the changes * aaaaa MY YAML * [pre-commit.ci] auto fixes from pre-commit.com hooks for more information, see https://pre-commit.ci * Update guides.ftl Co-authored-by: Vanessa <908648+ShepardToTheStars@users.noreply.github.com> Signed-off-by: PureBreadBagel <146181383+PureBreadBagel@users.noreply.github.com> * Update MedicalDoctor.xml Co-authored-by: Tobias Berger <toby@tobot.dev> Signed-off-by: PureBreadBagel <146181383+PureBreadBagel@users.noreply.github.com> * Update CharacterCreation.xml Co-authored-by: Tobias Berger <toby@tobot.dev> Signed-off-by: PureBreadBagel <146181383+PureBreadBagel@users.noreply.github.com> * Fixed a serious blunder * Moved cloning into _DV and changed the .yml address * Quick fix to surgery. * updated surgery again. * removed the commentz from the main guide * oops I accidentally deleted * Update Resources/Locale/en-US/guidebook/guides.ftl Signed-off-by: Tobias Berger <toby@tobot.dev> * Update Resources/Locale/en-US/guidebook/guides.ftl Signed-off-by: Tobias Berger <toby@tobot.dev> --------- Signed-off-by: PureBreadBagel <146181383+PureBreadBagel@users.noreply.github.com> Signed-off-by: Tobias Berger <toby@tobot.dev> Co-authored-by: pre-commit-ci[bot] <66853113+pre-commit-ci[bot]@users.noreply.github.com> Co-authored-by: Tobias Berger <toby@tobot.dev> Co-authored-by: Vanessa <908648+ShepardToTheStars@users.noreply.github.com>
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@ -28,8 +28,13 @@ guide-entry-alert-levels = Alert Levels
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guide-entry-justice = Justice
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guide-entry-whitelist = Whitelist
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guide-entry-science = Epistemics
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guide-entry-glimmer-creatures = Glimmer Creatures
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guide-entry-altars = Altars
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guide-entry-psionics = Psionics
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guide-entry-reverse-engineering = Reverse Engineering
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guide-entry-trade-station = Trade Station
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guide-entry-cargo = Logistics
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guide-entry-frequently-used-chemicals = Frequently Used Chemicals
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@ -59,7 +59,8 @@ guide-entry-solarpanels = Solar Panels
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guide-entry-teg = Thermo-electric Generator (TEG)
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guide-entry-rtg = RTG
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guide-entry-jobs = Jobs
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guide-entry-cargo = Cargo
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# Replaced in _DV
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# guide-entry-cargo = Cargo
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guide-entry-cargo-bounties = Cargo Bounties
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guide-entry-salvage = Salvage
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guide-entry-survival = Survival
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@ -73,9 +74,8 @@ guide-entry-brute = Advanced Brute Medication
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guide-entry-botanicals = Botanicals
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guide-entry-cloning = Cloning
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guide-entry-cryogenics = Cryogenics
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# Beginning of DeltaV changes
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guide-entry-science = Epistemics
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# End of DeltaV Changes
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# Replaced in _DV
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# guide-entry-science = Science
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guide-entry-technologies = Technologies
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guide-entry-anomalous-research = Anomalous Research
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guide-entry-scanners-and-vessels = Scanners and Vessels
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@ -1,3 +0,0 @@
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guide-entry-altars-golemancy = Altars and Golemancy
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guide-entry-psionics = Psionics
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guide-entry-reverse-engineering = Reverse Engineering
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@ -34,7 +34,7 @@
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rotation: -90
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- type: GuideHelp
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guides:
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- AltarsGolemancy
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- Altars
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# End DeltaV additions
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- type: entity
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@ -12,12 +12,12 @@
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- type: guideEntry
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id: MedicalDoctor
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name: guide-entry-medicaldoctor
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text: "/ServerInfo/Guidebook/Medical/MedicalDoctor.xml"
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text: "/ServerInfo/Guidebook/_DV/Medical/MedicalDoctorDV.xml" # DeltaV - we basically re-did the whole page
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- type: guideEntry
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id: Cloning
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name: guide-entry-cloning
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text: "/ServerInfo/Guidebook/Medical/Cloning.xml"
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text: "/ServerInfo/Guidebook/_DV/Medical/CloningDV.xml" # DeltaV - We also added Unrevivable = Uncloneable.
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- type: guideEntry
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id: Cryogenics
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@ -8,7 +8,7 @@
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- Xenoarchaeology
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- Robotics
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- Psionics # Nyanotrasen - Psionics guidebook
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- AltarsGolemancy # Nyanotrasen - Golemancy guidebook
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- Altars # Nyanotrasen - Golemancy guidebook
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- ReverseEngineering # Nyanotrasen - Reverse Engineering guidebook
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- GlimmerCreatures # DeltaV
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@ -59,3 +59,7 @@
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id: Cyborgs
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name: guide-entry-cyborgs
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text: "/ServerInfo/Guidebook/Science/Cyborgs.xml"
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- type: guideEntry
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id: GlimmerCreatures
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name: guide-entry-glimmer-creatures
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text: "/ServerInfo/Guidebook/_DV/Epistemics/GlimmerCreatures.xml"
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@ -1,14 +0,0 @@
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- type: guideEntry
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id: Psionics
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name: guide-entry-psionics
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text: "/ServerInfo/Nyanotrasen/Guidebook/Epistemics/Psionics.xml"
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- type: guideEntry
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id: AltarsGolemancy
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name: guide-entry-altars-golemancy
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text: "/ServerInfo/Nyanotrasen/Guidebook/Epistemics/Altar.xml"
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- type: guideEntry
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id: ReverseEngineering
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name: guide-entry-reverse-engineering
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text: "/ServerInfo/Nyanotrasen/Guidebook/Epistemics/ReverseEngineering.xml"
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@ -1,4 +1,14 @@
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- type: guideEntry
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id: GlimmerCreatures
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name: guide-entry-glimmer-creatures
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text: /ServerInfo/Guidebook/_DV/Epistemics/GlimmerCreatures.xml
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id: Psionics
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name: guide-entry-psionics
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text: "/ServerInfo/Guidebook/_DV/Epistemics/Psionics.xml"
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- type: guideEntry
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id: Altars
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name: guide-entry-altars
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text: "/ServerInfo/Guidebook/_DV/Epistemics/Altar.xml"
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- type: guideEntry
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id: ReverseEngineering
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name: guide-entry-reverse-engineering
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text: "/ServerInfo/Nyanotrasen/Guidebook/Epistemics/ReverseEngineering.xml"
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@ -3,7 +3,7 @@
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The heads of each department come together to form the [color=#1b67a5]Command[/color] department, a force to be reckoned with and the handlers of the station. They usually have access to special equipment and their own rooms. They are often wanted dead.
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## Personnel
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[color=#1b67a5]Command[/color] is made up of the heads of each department, being the [color=#9fed58]Head of Personnel[/color], the [color=#cb0000]Head of Security[/color], the [color=#5b97bc]Chief Medical Officer[/color], the [color=#f39f27]Chief Engineer[/color], the [color=#c96dbf]Research Director[/color], the [color=#b18644]Quartermaster[/color] and above all else, the [color=#1b67a5]Captain[/color].
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[color=#1b67a5]Command[/color] is made up of the heads of each department, being the [color=#9fed58]Head of Personnel[/color], the [color=#cb0000]Head of Security[/color], the [color=#5b97bc]Chief Medical Officer[/color], the [color=#f39f27]Chief Engineer[/color], the [color=#c96dbf]Mystagouge[/color], the [color=#b18644]Logistics Officer[/color] and above all else, the [color=#1b67a5]Captain[/color].
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<Box>
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<GuideEntityEmbed Entity="ToyFigurineCaptain" Caption="Captain"/>
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</Box>
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@ -14,9 +14,10 @@ The heads of each department come together to form the [color=#1b67a5]Command[/c
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</Box>
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<Box>
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<GuideEntityEmbed Entity="ToyFigurineChiefEngineer" Caption="CE"/>
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<GuideEntityEmbed Entity="ToyFigurineResearchDirector" Caption="RD"/>
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<GuideEntityEmbed Entity="ToyFigurineQuartermaster" Caption="QM"/>
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<GuideEntityEmbed Entity="ToyFigurineResearchDirector" Caption="MG"/>
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<GuideEntityEmbed Entity="ToyFigurineQuartermaster" Caption="LO"/>
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</Box>
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<!--Delta V: Renamed QuarterMaster and Research Director to Mystagouge and Logistics Officer respectively! -->
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## Taking Charge
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Congratulations on your promotion! Besides all the extra paperwork, your new [color=#a4885c]responsibilities[/color] include running your department, making changes and choosing priorities, keeping personnel and equipment safe as well as slacking off while your cronies do all the work.
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@ -1,4 +1,5 @@
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<Document>
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<!-- This document is not used for Delta V, as it has been rewritten! See MedicalDoctorDV.xml instead -->
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# Medical Doctor
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It's time to heal. Or at least, try to heal, anyway. Medical Doctors are the primary caretakers of every boo boo and ouchie crewmembers get on the station, be it a small scratch, or boiled skin.
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@ -26,6 +26,8 @@ These medications tend to have specific use cases.
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<GuideReagentEmbed Reagent="TranexamicAcid"/>
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<GuideReagentEmbed Reagent="Ambuzol"/>
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<GuideReagentEmbed Reagent="Oculine"/>
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<GuideReagentEmbed Reagent="Umbroxol"/>
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<GuideReagentEmbed Reagent="Holywater"/> <!--Delta V: Added Umbroxol and Holy Water, as they specifically heal holy and shadow-->
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# All Medications
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@ -60,11 +60,14 @@ There are also disabilty traits. Familiarize yourself with the game and the game
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They include:
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- Blindness (severely limits your vision)
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- Lightweight drunk (you get drunk faster and you suffer more from the ill-effects of alcohol)
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- Machine incompatible (MMIs no longer work for you, meaning you can not be borged or put into an IPC.)
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- Muted (you cannot talk or whisper, but you can still communicate via emotes and pen and paper)
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- Narcolepsy (you randomly fall asleep at unpredictable and often inconvenient times)
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- Pacifist (you cannot hit, shoot, or throw sharp objects at people)
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- Paracusia (you sometimes hear noises that aren't real)
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- Redshirt (you no longer have a critical state, meaning you instantly die when you reach 100+ damage)
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- Short-sighted (somewhat limits your vision without prescription glasses)
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- Snoring (you make loud snoring sounds when asleep)
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- Unrevivable (you cannot be resuscitated when you meet your untimely demise)
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- Unrevivable (you cannot be resuscitated when you meet your untimely demise, includes cloning!)
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<!--Delta V: Added Unrevivable, Machine incompatible, and Redshirt.-->
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</Document>
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@ -30,7 +30,8 @@ People standing right next to you might catch bits of your radio message, even i
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You are able to send messages over your departmental radio channels using [color=#32cd32]colon (:)[/color] followed by the department letter as long as you're wearing a headset with your department's encryption key.
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Examine your headset to see the department channels available to you.
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<!--Delta V: Highlighted Examine your headset-->
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[color=yellow]Examine your headset[/color] to see the department channels available to you.
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<Box>
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<GuideEntityEmbed Entity="ClothingHeadsetEngineering"/>
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@ -43,14 +44,14 @@ For example, if you're a Station Engineer then [color=#a4885c]:h[/color] will de
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## Encryption Keys
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[color=#a4885c]Encryption keys[/color] give you access to their respective channel.
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Examining our engineering headset from earlier shows us [color=#32cd32]Common[/color] and [color=#f37746]Engineering[/color] because an engineer's headset starts with those [color=#a4885c]encryption keys[/color].
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<Box>
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<GuideEntityEmbed Entity="EncryptionKeyCommon"/>
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<GuideEntityEmbed Entity="EncryptionKeyEngineering"/>
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</Box>
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You can take out encryption keys by using a [color=#a4885c]screwdriver[/color] on a headset. New encryption keys are put into headsets by clicking on one with an encryption key in your hand.
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All command members have extras of their relevant encryption key, but you can also request one at the HoP's office when you're getting your job changed.
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## Anomalies
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Anomalies are static objects that appear on the station. They cannot be moved, and must be worked around, no matter their location.
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<!--Delta V: Added the information that anomalies can affect people instead of being stationary.-->
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However, this is not the case all anomalies. You may find an anomaly on a person! These anomalies can be moved as they hijack their hosts body instead!
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<Box>
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<GuideEntityEmbed Entity="AnomalyPyroclastic"/>
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@ -38,4 +40,6 @@ Pulses are semi-regular bursts of anomalous effects. They're moderately dangerou
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Supercritical events are only seen if an anomaly reaches 100% severity. If this happens, the anomaly will swell before disappearing into a catastrophic event. These should be avoided at all costs!
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If, however...An anomaly on a person goes critical, [color=red]they will explode and be gibbed.[/color] Along with a catastrophic event occuring.
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</Document>
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@ -16,9 +16,15 @@ The anomaly vessel is a machine that generates points from anomalies. Use the an
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<Box>
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<GuideEntityEmbed Entity="MachineAnomalyVessel"/>
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</Box>
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<Box>
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<GuideEntityEmbed Entity="MachineAnomalyVesselExperimental"/>
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</Box>
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<!--Delta V: Added the Experimental Anomaly Vessel to the above box, also reworded the below to account for it. -->
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The amount of points a vessel generates per second is based on the severity, stability, and health of an anomaly. The higher each of these values, the higher the point output will be.
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It is also increased by a substantial amount if assigned to an Experimental Anomaly Vessel. However, as a cost it will proactivley produce radiation surrounding it.
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Be careful: if an anomaly goes [color=#a4885c]supercritical[/color], the vessel it is linked to will explode. This may damage the station and nearby equipment.
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</Document>
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## Personnel
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[color=#c96dbf]Epistemics[/color]' staff is made up of Research Assistants, Scientists, the chaplain, the archivist, and the Psionic Mantis. [color=#c96dbf]Epistemics[/color] is run by the Mystagogue.
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<!--Delta V: Renamed Research Director to Mystagouge-->
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<Box>
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<GuideEntityEmbed Entity="ToyFigurineScientist" Caption="Scientist"/>
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<GuideEntityEmbed Entity="ToyFigurineResearchDirector" Caption="RD"/>
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<GuideEntityEmbed Entity="ToyFigurineResearchDirector" Caption="Mystagouge"/>
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<GuideEntityEmbed Entity="ToyFigurineChaplain" Caption="Chaplain"/>
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<GuideEntityEmbed Entity="ToyFigurineLibrarian" Caption="Archivist"/>
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</Box>
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## I got DNA. How do I recognize whose it is?
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You can print the forensic information of the object you scanned so you never miss it. Now with the paper containing DNA you can simply find a [color=#a4885c]Station Records Computer[/color] and look for a person whose DNA matches. Same applies to finding whose fingerprint is is.
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You can print the forensic information of the object you scanned so you never miss it. Now with the paper containing DNA, you can look up their DNA with any records computer!
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## Taking Fingerprints
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It is also possible to take someone's fingerprints while on scene if you make them take off their gloves and apply a forensic pad to their fingers. No need to run back to [color=#a4885c]Station Records Computer[/color] to check if the butler did it!
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Whenenever people wearing gloves touch anything on the station, they are bound to leave behind some fibers. This complicates things, but nothing is unsolvable for a real detective.
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There are up to [color=red]26[/color] different types of fibers possible. Can that stop you from solving the case?
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<!--Delta V: Moved the Records computer box, and also removed the old records computer as its obselete.-->
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<Box>
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<GuideEntityEmbed Entity="ComputerStationRecords"/>
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<GuideEntityEmbed Entity="ComputerMedicalRecords" Caption="Medical Records Computer"/>
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<GuideEntityEmbed Entity="ComputerCriminalRecords" Caption="Criminal Records Computer"/>
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</Box>
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</Document>
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<Document>
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<!--Delta V: Rewrote the Bartender section for better info. -->
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# Bartender
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The bartender has a pretty simple job: serve drinks. People will come up to you and request drinks, and your job is just to hand it to them.
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The bartender is the one that listens to the crews stories about their tradegies and gets the perfect excuse to produce a plethora of cocktails and alchoholic beverages. Their job is to handle any drink requests that come their way when requested!
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|
||||
[textlink="Click here to see a complete list of drinks." link="Drinks"]
|
||||
|
||||
|
|
@ -24,4 +25,16 @@ Don't forget containers to serve them in!
|
|||
</Box>
|
||||
|
||||
You can find a list of every drink that can be requested under the Reference Tables entry.
|
||||
<!--Delta V: Added a Restocking Section! You cant dispense booze without the booze! -->
|
||||
# Restocking
|
||||
|
||||
The bartender does not have infinite juice, unlike water. Sometimes your booze-o-mat will no longer have the ingredients you require.
|
||||
|
||||
In this case, head down to [color=#b18644]Logistics[/color] and request for a booze-o-mat restock box!
|
||||
|
||||
<Box>
|
||||
<GuideEntityEmbed Entity="Screwdriver" Caption="Screwdriver"/>
|
||||
<GuideEntityEmbed Entity="VendingMachineRestockBooze" Caption="Booze-O-mat restock box"/>
|
||||
</Box>
|
||||
|
||||
</Document>
|
||||
|
|
|
|||
|
|
@ -1,6 +1,6 @@
|
|||
<Document>
|
||||
# Altars and Golemancy
|
||||
## Altars
|
||||
# Altars
|
||||
|
||||
<GuideEntityEmbed Entity="AltarNanotrasen" />
|
||||
The chapel has a [color=#a4885c]sacrificial altar[/color]. To use it, a psionic humanoid must be placed on it, and someone with either psionics or clerical training must initiate the sacrifice.
|
||||
It appears in the context menu on the altar, which can be opened with the right mouse button by default.
|
||||
|
|
@ -10,6 +10,5 @@ It appears in the context menu on the altar, which can be opened with the right
|
|||
As a reward for sacrificing a psionic, glimmer will be lowered substantially and you will be given some loot.
|
||||
Usually this is a few bluespace crystals, but you can also get a powerful psionic item.
|
||||
|
||||
## Golemancy
|
||||
[color=red]Note: Golemancy is not implemented yet. Once you sacrifice a psionic you can borg them with an MMI.[/color]
|
||||
Keep in mind, the sacrificed individual will be gibbed! Be sure to have an MMI or backup plan in place!
|
||||
</Document>
|
||||
|
|
@ -11,11 +11,25 @@ Many other creatures are much more in tune with it than humans, allowing them to
|
|||
All psionic entities have a shared telepathic communication channel. It's anonymized, so you never know who you are talking to. Statistically, it probably is not human.
|
||||
|
||||
## Glimmer
|
||||
[color=#a4885c]Glimmer[/color] is a more colloquial term for [color=#a4885c]noöspheric pressure[/color], measured in [color=#a4885c]milli-Psi (mΨ)[/color]. The noösphere can be considered analogous to an atmosphere. In a localized area, everything will equalize towards a certain pressure that's based off of the total energy in the system.
|
||||
Note that unlike atmospheres, areas of noopsheric pressure do not operate by physical contigiousness, but mental. This means that areas with intertwined destinies will experience the same latent glimmer regardless of physical separation.
|
||||
[bold]Glimmer[/bold] is the term we use for [color=#a4885c]noöspheric pressure[/color], measured in [color=#ea79cc]milli-Psi (mΨ)[/color]. The noösphere is unique; as that it will globally affect all of the station (and by extension, all sectors) with noöspheric discharge events! And also at our dismay, meeting [textlink="Glimmer-based entities." link="GlimmerCreatures"]
|
||||
When Glimmer is at dangerous levels, it is to be met with a [bold]Code White[/bold] unless there is another crisis affecting the station. So it is important that you keep [bold]Glimmer[/bold] low at all times during your work!
|
||||
|
||||
<GuideEntityEmbed Entity="SophicScribe" />
|
||||
The [color=#a4885c]sophic scribe[/color] tracks glimmer.
|
||||
### Tracking Glimmer
|
||||
[italic]There are two ways to track glimmer.[/italic]
|
||||
|
||||
<GuideEntityEmbed Entity="SophicScribe"/>
|
||||
The [color=#a4885c]sophic scribe[/color] is interconnected with the noösphere, giving us consistent updates for glimmer. It occasionally broadcasts the current glimmer level and also brodcasts changes in glimmer whenever a [bold]noöspheric discharge[/bold] happens!
|
||||
You can also get the current glimmer level by interacting with the [color=#a4885c]sophic scribe[/color].
|
||||
|
||||
<Box>
|
||||
<GuideEntityEmbed Entity="SciencePDA" Caption="Any Epistemic PDA"/>
|
||||
<GuideEntityEmbed Entity="GlimmerMonitorCartridge"/>
|
||||
</Box>
|
||||
Epistemic PDAs come with the [color=#ea79cc]Glimmer Monitor[/color] program. You may access a graph of the Glimmer by interacting with your PDA and clicking the Glimmer Monitor program.
|
||||
The program will display a line-graph of the grimmer levels from 1 minute, 5 minutes or 10 minutes ago; along with the current glimmer.
|
||||
[bold]Make sure its synced often![/bold]
|
||||
|
||||
## Controlling Glimmer
|
||||
|
||||
<Box>
|
||||
<GuideEntityEmbed Entity="GlimmerProber"/>
|
||||
|
|
@ -23,9 +37,9 @@ The [color=#a4885c]sophic scribe[/color] tracks glimmer.
|
|||
</Box>
|
||||
|
||||
Epistemics can build devices to interact with glimmer. These are usually the main determiners of where glimmer is going.
|
||||
[color=#a4885c]Glimmer probers[/color] will increase glimmer, but directly generate research points without further input. [color=#a4885c]Glimmer drains[/color] simply drain glimmer at the cost of electricity.
|
||||
[color=#a4885c]Glimmer probers[/color] will increase glimmer, but directly generate research points depending on how much glimmer there is. [color=#a4885c]Glimmer drains[/color] simply drain glimmer at the cost of electricity.
|
||||
|
||||
Use of psionics will increase glimmer, as will [color=#a4885c]noöspheric storms[/color].
|
||||
Any use of psionic powers will increase glimmer, as will [color=#a4885c]noöspheric storms[/color].
|
||||
|
||||
## Discharges
|
||||
Glimmer will occasionally discharge if it's above 100 mΨ, causing a wide range of effects based on just how high it is. The most common is giving all entities with psionic potential a small seizure,
|
||||
|
|
@ -20,41 +20,11 @@ In the event of a trial being needed when [color=#a4885c]one of these roles is u
|
|||
- A substitute prosecutor should be either an attorney or clerk.
|
||||
- A substitute defense should be either a prosecutor or clerk, however the defendant has the right to represent themselves if they choose.
|
||||
|
||||
## Trial Procedure
|
||||
A criminal case should take [color=#a4885c]no longer than 25 minutes[/color] in trial, while a civil case would be [color=#a4885c]no longer than 15 minutes[/color]. The Chief Justice is in-charge of ensuring the trial is completed in a timely manner, but has [color=#a4885c]the ability to extend a trial[/color] if needed.
|
||||
## Hearing Procedure
|
||||
All hearings should follow the [textlink="Hearing Procedure" link="HearingProcedure"]. It states how long a trial should last, and lists the steps on how it should be carried out.
|
||||
<Box>
|
||||
<GuideEntityEmbed Entity="Gavel"/>
|
||||
<GuideEntityEmbed Entity="TrialTimer"/>
|
||||
</Box>
|
||||
The Chief Justice also has the power to charge someone with contempt of court, [color=#FF0000]a felony[/color], if they disrupt the case.
|
||||
|
||||
<Box>
|
||||
[color=#FFFF00]CRIMINAL TRIALS[/color]
|
||||
</Box>
|
||||
|
||||
Criminal cases should either [color=#a4885c]have[/color] security personnel present, or [color=#a4885c]plan to have[/color] them present by the end of the trial.
|
||||
|
||||
- The chosen judge begins the trial once both the defense and prosecution are ready.
|
||||
- The prosecution reads the charges applied to the defendant by security.
|
||||
- The prosecution provides evidence/witnesses and the arguments for these charges. They have, at most, [color=#a4885c]10 minutes[/color] to present their arguments before being required to request the judge for additional time, if needed.
|
||||
- The defense responds to these charges individually, [color=#a4885c]pleading guilty or not-guilty[/color]. If plead not-guilty, the defense then provides their counter-argument, along with evidence and/or witnesses to support their case. They also have [color=#a4885c]10 minutes[/color] to present their arguments before being required to request the judge for additional time, if needed.
|
||||
- After both the defense and prosecution have made their cases, they are given the opportunity to [color=#a4885c]cross-examine[/color] present witnesses and evidence. This step should take no longer than [color=#a4885c]5 minutes[/color], and it is at the judge's discretion if additional time is needed.
|
||||
- The judge considers both arguments and makes their ruling, which must then be notarized and stamped.
|
||||
- Any present or soon-to-be-present Security personnel will then enact the ruling.
|
||||
|
||||
<Box>
|
||||
[color=#00FF00]CIVIL TRIALS[/color]
|
||||
</Box>
|
||||
|
||||
Civil cases do not require attorneys or prosecutors, but they may receive assistance from either both before and during the case. [color=#a4885c]Both the defendant and plaintiff must be made to summon at the court[/color], if a party [color=#a4885c]does not appear[/color] out of either refusal or negligence, or [color=#a4885c]fails to comply with a court order[/color] from a civil trial, that party may be charged with contempt of court, [color=#FF0000]a felony[/color].
|
||||
A civil case involves [color=#a4885c]seeking damages[/color] from a defendant, which could be monetary, an item, or otherwise.
|
||||
|
||||
- The chosen judge begins the trial once both the defense and plaintiff are ready.
|
||||
- The plaintiff themselves reads the complaint issued against the defendant.
|
||||
- The plaintiff provides any needed evidence/witnesses and the argument for this complaint. They have [color=#a4885c]5 minutes[/color], at most, to plead their case before being required to request additional time from the judge.
|
||||
- The defense responds to these charges individually, [color=#a4885c]pleading guilty or not-guilty[/color]. If plead not-guilty, the defense then provides their counter-argument, along with any evidence/witnesses they choose to present. They also have [color=#a4885c]5 minutes[/color] to plead their case before being required to request additional time from the judge.
|
||||
- The defense and plaintiff are afforded the opportunity to [color=#a4885c]cross-examine[/color] witnesses and evidence. This step should take no longer than [color=#a4885c]5 minutes[/color], and it is at the judge's discretion if additional time is needed.
|
||||
- The judge considers both arguments and makes their ruling, which must then be notarized and stamped.
|
||||
- The ruling should then be enacted if possible by the appropriate personnel, if needed Security and Justice Department staff can ensure the ruling is fulfilled completely and in a timely manner.
|
||||
|
||||
It is a recommendation to have Security Personnel within place during a court hearing, as you and the crew attending could be vulnerable.
|
||||
</Document>
|
||||
|
|
|
|||
|
|
@ -0,0 +1,28 @@
|
|||
<Document>
|
||||
# Cloning
|
||||
If the patients is too rotted, too much damage to bare, or other extreme circumstances [color=#7e916e](like Romerol)[/color]; patients will need to be cloned. This should only be used as a last resort, if recovery is impossible. This is most often the case when the body has started to rot, or if they have excessive amounts of damage.
|
||||
|
||||
Cloning itself is relatively simple. (Assuming the network is set.) Just drag a body into the scanner, check the cloning console, and clone! If they've taken cellular damage, or have rotted for too long, it significantly increases the chances of cloning to fail. When it does, it will violently splatter blood and miasma gas!
|
||||
|
||||
As a note: Cloning isn't always available, and it would be best not to rely on it. Epistemics might be able to set up cloning, if it's unavailable. [color=yellow]Cloning will also not work on those who have the Unrevivable trait![/color]
|
||||
<Box>
|
||||
<GuideEntityEmbed Entity="ComputerCloningConsole" Caption="cloning console"/>
|
||||
<GuideEntityEmbed Entity="MedicalScanner"/>
|
||||
<GuideEntityEmbed Entity="CloningPod"/>
|
||||
</Box>
|
||||
<Box>
|
||||
<GuideEntityEmbed Entity="Multitool"/>
|
||||
<GuideEntityEmbed Entity="NetworkConfigurator"/>
|
||||
</Box>
|
||||
## Biomass
|
||||
The cloning pod uses a material called "Biomass". Biomass is obtained by gruesomely shredding dead corpses of those who were once alive. Cows, aliens, crew and any dead body can have their mass reclaimed by the claimer.
|
||||
|
||||
Dragging a body onto the biomass reclaimer (with your cursor) will mulch it for re-use. If it's a crew member, it's common practice to strip the body and return departmental gear before doing such.
|
||||
|
||||
However, please be careful with claiming biomass, as you can be charged with [color=red]Prevention of Revival[/color] and [bold]permanently remove that person from the round[/bold] if you aren't careful!
|
||||
<Box>
|
||||
<GuideEntityEmbed Entity="BiomassReclaimer"/>
|
||||
<GuideEntityEmbed Entity="MaterialBiomass"/>
|
||||
</Box>
|
||||
|
||||
</Document>
|
||||
|
|
@ -0,0 +1,141 @@
|
|||
<Document>
|
||||
# Medical Doctor
|
||||
"Medicine, the advanced technology of today."
|
||||
|
||||
The medical department is the backbone of keeping crew alive, wether that be a missing arm, bodies burnt to a crisp, severe lacerations...It's up to you to fix their oopsies and boo-boos!
|
||||
|
||||
This guide states the basic outline of the treatment options and other avenues of care that you can take as a doctor.
|
||||
|
||||
## The Basics
|
||||
|
||||
When you first recieve a patient, you first need to know what's wrong with them! There are two ways of doing this.
|
||||
|
||||
- [bold]By doing a basic health inspection[/bold]. You can do this by hovering over a patient and using [color=yellow][keybind="ExamineEntity"][/color] and clicking the heart icon. It will show you any 'obvious' wounds, like bruising, blood loss and burns. But will not show things like poison!
|
||||
- [bold]Using a health analyzer[/bold]. All medical PDA's comes with [color=#4ba9bc]Medtek[/color], a health analyzer program. The health analyzer allows you to view [bold]all damage[/bold] that a patient has recieved, including their [bold]blood level[/bold]. Along with a coloured figure that shows if any body parts are damaged.
|
||||
|
||||
To use a health analyzer, hold your PDA (or Handheld Health Analyzer) and then press [color=yellow][keybind="Use"][/color] when hovering over a patient.
|
||||
<Box>
|
||||
<GuideEntityEmbed Entity="MedicalPDA"/>
|
||||
<GuideEntityEmbed Entity="MedicalInternPDA" Caption="intern PDA"/>
|
||||
<GuideEntityEmbed Entity="HandheldHealthAnalyzer" Caption="Handheld Health Analyzer"/>
|
||||
</Box>
|
||||
|
||||
It is important to note that the [bold]Handheld Health Analyzer[/bold] [italic]is the only one that requires a power cell[/italic]. Only use this if you do not have [color=#4ba9bc]Medtek[/color], or your PDA!
|
||||
|
||||
## Common Damage Types and basic treatments
|
||||
|
||||
The damage types [bold]all affect the patients health the same way.[/bold] The only thing different is that all of them require a different treatment to heal.
|
||||
|
||||
Doctors come equipped with a [bold]medical belt[/bold] that contains medical tools to deal with the most common types of damages. These are called [color=orange]Topicals.[/color]
|
||||
|
||||
|
||||
<Box>
|
||||
<GuideEntityEmbed Entity="Brutepack"/>
|
||||
<GuideEntityEmbed Entity="Ointment"/>
|
||||
<GuideEntityEmbed Entity="EmergencyMedipen"/>
|
||||
<GuideEntityEmbed Entity="Bloodpack"/>
|
||||
<GuideEntityEmbed Entity="Gauze"/>
|
||||
</Box>
|
||||
|
||||
- [bold]Brutepacks[/bold] are for all types of Brute. This includes; slash, piercing, and bruises.
|
||||
- [bold]Ointments[/bold] are for all types of Burns. This includes eletrical shocks, heat and caustic.
|
||||
- [bold]Gauze[/bold] is to stop bleeding on a patient, it also works for slash and piercing!
|
||||
- [bold]Bloodpacks[/bold] is to refill a patients blood. This bloodpack works for every species. The patient will be pale if they require blood!
|
||||
- [bold]Emergency Medipens[/bold] are for when the patient is exceptionally close to deaths door. [bold]It will heal them from most types of damage while they are in critical condition[/bold] and buy you more time for life saving treatment!
|
||||
|
||||
These are the most common type of damages that you can expect to see within all patients that arrive in medbay.
|
||||
If you ever run out these, you may refill your medical belt from medkits!
|
||||
|
||||
### Medkits
|
||||
|
||||
Many stations are stocked with medkits in medbay, and are a great source to restock if your medical belt runs dry on resources.
|
||||
Medkits can also be for specific damage types, be sure to read your [bold]Health Analyzer[/bold] for which medkit to use!
|
||||
|
||||
<Box>
|
||||
<GuideEntityEmbed Entity="MedkitFilled"/>
|
||||
<GuideEntityEmbed Entity="MedkitBruteFilled" Caption="brute kit"/>
|
||||
<GuideEntityEmbed Entity="MedkitRadiationFilled" Caption="radiation kit"/>
|
||||
<GuideEntityEmbed Entity="MedkitBurnFilled" Caption="burn kit"/>
|
||||
<GuideEntityEmbed Entity="MedkitToxinFilled" Caption="toxin kit"/>
|
||||
</Box>
|
||||
|
||||
If your department is running low on medkits, ask your [color=#b18644]Logistics Department[/color] for a restock!
|
||||
|
||||
|
||||
## Advanced Damage Types and chemicals
|
||||
|
||||
Although you are equipped to deal with the most common types of damage, you do not come equipped to deal with [italic]all[/italic] damage types by default.
|
||||
|
||||
For that, [bold]you need to utilise chemicals![/bold]
|
||||
Chemicals are way more effective than the tools on your medical belt, and can treat more types of damage.
|
||||
|
||||
To get started, find yourself a syringe.
|
||||
<Box>
|
||||
<GuideEntityEmbed Entity="Syringe"/>
|
||||
<GuideEntityEmbed Entity="SyringeBluespace"/>
|
||||
<GuideEntityEmbed Entity="Hypospray"/>
|
||||
<GuideEntityEmbed Entity="Jug" Caption="Chem container"/>
|
||||
</Box>
|
||||
Syringes have two modes, [bold]Draw[/bold] and [bold]Inject[/bold].
|
||||
- When you press [color=yellow][keybind="Use"][/color] while hovering over a chemical container in [bold]Draw[/bold] mode, it will gather chemicals from that container.
|
||||
- Then it will switch to [bold]Inject[/bold] mode. When you press [color=yellow][keybind="Use"][/color] while hovering over a patient, it will inject that chemical into their bloodstream. Then switches back to [bold]Draw[/bold] mode.
|
||||
|
||||
You may also request for the chemicals to be in pill form if you wish.
|
||||
|
||||
<Box>
|
||||
<GuideEntityEmbed Entity="PillCanister"/>
|
||||
<GuideEntityEmbed Entity="Pill" Caption="Any pill"/>
|
||||
</Box>
|
||||
|
||||
But before you even start injecting chemicals into patients, you have to understand some important things.
|
||||
- Most chemicals have something called an "[color=red]Overdose rate[/color]". Overdose happens when the patients body has been injected with too many [italic]units[/italic] of that medicine. [bold]This can harm or kill the patient![/bold]
|
||||
- Your [textlink="Chemist" link="Chemist"] will be where you get your medicine from. Be sure to also ask them to [bold]label their chems[/bold]; as this will save you from having to memorise what medicine does what, especially their [color=red]Overdose rate[/color].
|
||||
- All chemicals are measured in [italic]units[/italic], as they are considered a liquid.
|
||||
- Chitnids can not be injected with normal syringes. [bold]Use a hypospray or pills.[/bold]
|
||||
|
||||
With that out of the way, you are now free to inject chemicals into patients to save lives!
|
||||
|
||||
If you wish to see how to make chemicals (because there is not a chemist), you may look at the common chemical recipes [textlink="here." link="FrequentlyUsedChemicals"]
|
||||
|
||||
## How to assess patients
|
||||
As a doctor. You may be under quite a heavy workload, now that you know how to inject chemicals and use topicals.
|
||||
However, it generally follows this order:
|
||||
|
||||
- First, once you recieve a patient, lay them on a [bold]medical bed[/bold]. Only use a [bold]stasis bed[/bold] if the patients death is imminent (or has died already).
|
||||
- Secondly, scan the patient with a health analyzer to check their damages.
|
||||
- Third, inject the patient with the correct chemical, or use Topicals to start treatment.
|
||||
- Fourth, discharge the patient once you confirm they are fully treated of their wounds.
|
||||
|
||||
<Box>
|
||||
<GuideEntityEmbed Entity="MedicalBed"/>
|
||||
<GuideEntityEmbed Entity="StasisBed"/>
|
||||
</Box>
|
||||
|
||||
## Reviving dead patients
|
||||
Unfortunatley, there is some cases where death comes to a patient faster than you can react. However, this is not the end of the world!
|
||||
|
||||
The revival procedure uses a Defibrillator to restart the patients heart. But you need to do these things first:
|
||||
|
||||
- Check if the patient has [bold]rotted[/bold]. You can not revive a rotting patient, and must morgue them.
|
||||
- If not rotting, put them on a [bold]stasis bed[/bold] to prevent further decomposition!
|
||||
- [bold]Get their current damage underneath 200.[/bold] You [color=orange]cannot use chems on the dead[/color] as it wont metabolise.
|
||||
- Once under 200 damage. Get your defibrillator from the cabinet, press [color=yellow][bold][keybind="ActivateItemInHand"][/bold][/color] to turn the defibrillator on in your main hand, and shout "Clear!"
|
||||
- Drag the patient off the [bold]stasis bed[/bold]. As chemicals metabolise slowly on cold temperatures. Then continue treatment as normal.
|
||||
|
||||
<Box>
|
||||
<GuideEntityEmbed Entity="Brutepack"/>
|
||||
<GuideEntityEmbed Entity="Defibrillator"/>
|
||||
<GuideEntityEmbed Entity="DefibrillatorCabinetFilled" Caption="Defib cabinet"/>
|
||||
<GuideEntityEmbed Entity="Ointment"/>
|
||||
</Box>
|
||||
|
||||
[color=yellow]Keep in mind that the defibrillator recharges while it is in its cabinet![/color]
|
||||
|
||||
### Rotting patients
|
||||
Patients that are rotting arent a lost cause! As [textlink="Cloning" link="Cloning"] or [textlink="Cryogenics" link="Cryogenics"] are an option if you have them.
|
||||
|
||||
### Unique Patients
|
||||
- Some patients are unique! Some may have a [color=yellow]unique body composition![/color] This means [bold]they can't be cloned or revived by defibrillators.[/bold] Ask your [textlink="Surgeon" link="Surgery"] for help about brain transplants.
|
||||
|
||||
- Some patients [italic]might die at 100 damage [/italic]instead of having a critical state! Get them down to under 100 damage and do the revival procedure as usual.
|
||||
</Document>
|
||||
|
|
@ -1,14 +1,15 @@
|
|||
<Document>
|
||||
# Deconversion
|
||||
<Box>
|
||||
<GuideEntityEmbed Entity="Bible" Caption=""/>
|
||||
<GuideEntityEmbed Entity="CosmicCenser" Caption=""/>
|
||||
</Box>
|
||||
|
||||
When mounting an effort to thwart the [color=#4cabb3]Cosmic Cult[/color], there are several methods the crew might employ to ensure their survival and safety. One of these methods is [color=Yellow]Deconversion[/color].
|
||||
|
||||
To [color=Yellow]Deconvert[/color] a cosmic cultist, an [bold]Ardent Censer[/bold] must be used. Censers are fueled with Holy Water, which can be procured from:
|
||||
- Usage of a Bible by a Chaplain or Mystagogue on most containers of water will bless the water, turning it into Holy Water.
|
||||
To [color=Yellow]Deconvert[/color] a cosmic cultist, an [bold]Ardent Censer[/bold] must be used. Censers are fueled with Mindbreaker Toxin, which can be brewed at your chemist.
|
||||
|
||||
<GuideReagentEmbed Reagent="MindbreakerToxin"/>
|
||||
<GuideReagentEmbed Reagent="Dylovene"/>
|
||||
|
||||
## Suppression Methods
|
||||
<Box>
|
||||
|
|
|
|||
|
|
@ -39,7 +39,7 @@ For this you can use the Medical Biofabricator with some Biomass. Which can manu
|
|||
<GuideEntityEmbed Entity="MaterialBiomass" Caption="biomass"/>
|
||||
</Box>
|
||||
|
||||
By default, every Chief Medical Officer has access to a Medical Biofabricator board in their locker.
|
||||
If you can not find your medical biofabricator, ask your [color=#5b97bc]Chief Medical Officer[/color], as they have spare boards within their personal locker.
|
||||
|
||||
## Why didn't the organ transplant
|
||||
## do anything?
|
||||
|
|
|
|||
|
|
@ -32,15 +32,18 @@ Hands are attached to the arms, feet are attached to the legs. And everything el
|
|||
## Where do I get more parts?
|
||||
|
||||
Normally when your patients come in needing new limbs, they'll need to get a new one, as their old ones will be either missing, or damaged beyond repair.
|
||||
For this you can use the Medical Biofabricator with some Biomass. Which can manufacture Biosynthetic limbs for all species.
|
||||
For this you can use the Medical Biofabricator for organic limbs with some Biomass, or alternativley, you can use the Exosuit Fabricator for IPC limbs, which should also work on any patient.
|
||||
|
||||
<Box>
|
||||
<GuideEntityEmbed Entity="MedicalBiofabricator" Caption="medical biofabricator"/>
|
||||
<GuideEntityEmbed Entity="MedicalBiofabMachineBoard" Caption="biofabricator board"/>
|
||||
<GuideEntityEmbed Entity="MaterialBiomass" Caption="biomass"/>
|
||||
<GuideEntityEmbed Entity="ExosuitFabricator" Caption="Exosuit Fabricator"/>
|
||||
<GuideEntityEmbed Entity="MedicalBiofabricator" Caption="Medical Biofabricator"/>
|
||||
<GuideEntityEmbed Entity="MedicalBiofabMachineBoard" Caption="Biofabricator board"/>
|
||||
<GuideEntityEmbed Entity="MaterialBiomass" Caption="Biomass"/>
|
||||
</Box>
|
||||
However, [bold]you cannot manefacture torsos or heads from a Medical Biofabricator[/bold]. Instead, you can craft an IPC Torso and IPC head from an [bold]Exosuit Fabricator[/bold].
|
||||
|
||||
|
||||
|
||||
By default, every Chief Medical Officer has access to a Medical Biofabricator board in their locker.
|
||||
|
||||
## I reattached my patient's limb, but
|
||||
## it's not working?
|
||||
|
|
|
|||
|
|
@ -19,6 +19,19 @@ You also need to wear protective gear such as a mask and gloves to prevent harmi
|
|||
<GuideEntityEmbed Entity="ClothingHandsGlovesNitrile" Caption="any gloves"/>
|
||||
</Box>
|
||||
|
||||
## Operating Tables
|
||||
|
||||
An operating table is a surgeons best friend.
|
||||
Although surgery can be preformed anywhere as long as the patient is lying down, it is recommended that all surgeries be done in a clean environment!
|
||||
<Box>
|
||||
<GuideEntityEmbed Entity="OperatingTable" Caption="Operating Table"/>
|
||||
<GuideEntityEmbed Entity="OperatingTableAdvanced" Caption="Advanced Operating Table"/>
|
||||
</Box>
|
||||
[color=cyan]Advanced Operating Tables[/color] can be researched by [color=#c96dbf]Epistemics[/color], its main benefits is that it has 2 modes. The first mode allows patients to go through surgery without needing to be sedated; whereas the second mode allows you to [color=#3dbf6a]slow down rot.[/color]
|
||||
Both of these modes [bold]speed up the surgery speed.[/bold]
|
||||
|
||||
As long as it has power applied.
|
||||
|
||||
## Getting Started
|
||||
|
||||
To engage in surgery, you'll need a set of surgical tools.
|
||||
|
|
@ -37,6 +50,18 @@ To engage in surgery, you'll need a set of surgical tools.
|
|||
|
||||
Once you've got tools in hand, interact with your patient to begin surgery. You'll be able to choose which part you want to operate on.
|
||||
|
||||
## Cleaning Your Tools
|
||||
|
||||
|
||||
You also have to keep your surgical equipment clean! You don't want to poison the patient with leftover surgeries!
|
||||
|
||||
<Box>
|
||||
<GuideEntityEmbed Entity="Autoclave" Caption="autoclave"/>
|
||||
<GuideEntityEmbed Entity="SoapNT" Caption="any soap"/>
|
||||
</Box>
|
||||
|
||||
All surgical equipment has a bar at the bottom, this shows you its dirtiness. If it gets too high, you will start damaging the patient with [color=red]poison![/color]
|
||||
|
||||
## Ghetto Surgery
|
||||
|
||||
Certain non-surgical tools can be used in a pinch, use the scalpel examine icon to see how good or bad something is.
|
||||
|
|
|
|||
Loading…
Reference in New Issue