Guide to Mediguns: Difference between revisions
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* To remove a medicell from the Medigun's storage, Alt+Click on the Medigun to have the most recently inserted cell pop out. | * To remove a medicell from the Medigun's storage, Alt+Click on the Medigun to have the most recently inserted cell pop out. | ||
=== Medicells with safety modes | === Medicells with safety modes === | ||
Certain Medicells like the Brute and Burn ones, have a built in safety system that prevents the user from causing harm to a patient. | Certain Medicells like the Brute and Burn ones, have a built in safety system that prevents the user from causing harm to a patient. | ||
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Utility Medicells are Medicells more focused around providing a wide range of utility and support uses rather than the pure healing of standard Medicells. All utility cells are able to fire through windows. | Utility Medicells are Medicells more focused around providing a wide range of utility and support uses rather than the pure healing of standard Medicells. All utility cells are able to fire through windows. | ||
=== Blood Clotting === | === Blood Clotting Cell === | ||
This Medicell functions as a coagulant, injecting the user with a clotting agent significantly weaker than Sanguirite and also injects Iron. This can be particularly useful in scenarios that may not merit coagulant, like post surgery, or in triage scenerios where medipens are sparse. | This Medicell functions as a coagulant, injecting the user with a unique clotting agent significantly weaker than Sanguirite and also injects Iron. This can be particularly useful in scenarios that may not merit coagulant, like post surgery, or in triage scenerios where medipens are sparse. | ||
=== Temperature Readjustment Cell === | === Temperature Readjustment Cell === | ||
The Temperature Readjustment Medicell functions by raising/lowering the patients body temperature by 30k with every shot until it gets the temperature into a normal range. | The Temperature Readjustment Medicell functions by raising/lowering the patients body temperature by 30k with every shot until it gets the temperature into a normal range. | ||
=== Hardlight Gown Cell === | |||
The Hardlight Gown Medicell attempts to clothe the target in a hardlight surgical gown, which permits all surgeries despite covering the body. The gown vanishes upon removal from the patient. | |||
=== Hardlight Roller Bed Cell === | |||
The Hardlight Roller Bed Medicell creates a hardlight roller bed under the target and buckles them to it, if they are already lying down. The bed vanishes after twenty seconds without anyone buckled to it. | |||
=== Empty Salve Cell === | |||
Embeds a projectile in the living target that heals 15 brute and 15 burn in the embedded organic limb over the course of 40 ticks, vanishing either after the 40 ticks have passed or the limb is fully healed. This applies no chemicals to the target, nor induces any disgust. Useful for highly allergic but alive persons. Useless on the dead or synthetic. | |||
=== Empty Body Transporter Cell === | |||
The Empty Body Transporter Medicell, fired at a dead body, teleports that dead body to the user's feet. | |||
=== Oppressive Force Relocation Cell === | |||
The Oppressive Force Relocation Medicell, when fired by an appropriate medical staff at someone within Medbay, teleports the target to the medical lobby after ten seconds. Advanced models bypass both the access requirement and the delay. | |||
== Medigun models == | == Medigun models == | ||
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|} | |} | ||
== Obtaining Your Cells == | |||
Medicells are printed from the Medical Techfab, and require specific chemicals to be added to the techfab in addition to standard material costs. | |||
{{Needs revision|reason=TG removed adding reagents to protolathes, so these are soon to be Free‽ The Oppressive Force Relocation will require a [[Guide_to_xenobiology#Bluespace%20Slime|Bluespace Slime extract]] to be added to the empty Oppressive Force medicell you print, akin to the Empty Body Teleporter medicell.|priority=Whenever [https://github.com/Skyrat-SS13/Skyrat-tg/pull/24512] is merged.}} | |||
{| class="wikitable sortable" | |||
|+Printable Medicells | |||
!Type of Medicell | |||
!Required Chemicals | |||
!Special Materials | |||
!Required Research | |||
|- | |||
|Brute I | |||
Burn I | |||
Toxin I | |||
|Department Order (Medicell Replacement Crate) | |||
|Cargo | |||
| | |||
|- | |||
|Brute II | |||
|{{Tooltip|[[Guide_to_chemistry#Libital|Libital]]|{{RecursiveChem/Libital}}}} (10u) | |||
| | |||
|Advanced Biotechnology | |||
|- | |||
|Burn II | |||
|{{Tooltip|[[Guide_to_chemistry#Aiuri|Aiuri]]|{{RecursiveChem/Aiuri}}}} (10u) | |||
| | |||
|Advanced Biotechnology | |||
|- | |||
|Toxin II | |||
|{{Tooltip|[[Guide_to_chemistry#Multiver|Multiver]]|{{RecursiveChem/Multiver}}}} (10u) | |||
| | |||
|Advanced Biotechnology | |||
|- | |||
|Oxygen II | |||
|{{Tooltip|[[Guide_to_chemistry#Convermol|Convermol]]|{{RecursiveChem/Convermol}}}} (10u) | |||
| | |||
|Advanced Biotechnology | |||
|- | |||
|Brute III | |||
|{{Tooltip|[[Guide_to_chemistry#Salicylic Acid|Salicylic Acid]]|{{RecursiveChem/Salicyclic Acid}}}} (10u) | |||
| | |||
|Alien Biological Tools | |||
|- | |||
|Burn III | |||
|{{Tooltip|[[Guide_to_chemistry#Oxandrolone|Oxandrolone]]|{{RecursiveChem/Oxandrolone}}}} (10u) | |||
| | |||
|Alien Biological Tools | |||
|- | |||
|Toxin III | |||
|{{Tooltip|[[Guide_to_chemistry#Pentetic_Acid|Pentetic Acid]]|{{RecursiveChem/Pentetic_Acid}}}} (10u) | |||
| | |||
|Alien Biological Tools | |||
|- | |||
|Oxygen III | |||
|{{Tooltip|[[Guide_to_chemistry#Salbutamol|Salbutamol]]|{{RecursiveChem/Salbutamol}}}} (10u) | |||
| | |||
|Alien Biological Tools | |||
|- | |||
|Clotting | |||
|{{Tooltip|[[Guide_to_chemistry#Saline-Glucose_Solution|Saline-Glucose Solution]]|{{RecursiveChem/Saline-Glucose_Solution}}}} (5u) | |||
Blood (5u) (Any Type) | |||
| | |||
|Advanced Biotechnology | |||
|- | |||
|Temperature Adjustment | |||
|{{Tooltip|[[Guide_to_chemistry#Leporazine|Leporazine]]|{{RecursiveChem/Leporazine}}}} (10u) | |||
| | |||
|Advanced Biotechnology | |||
|- | |||
|Hardlight Gown | |||
| | |||
| | |||
|Electromagnetic Theory | |||
|- | |||
|Hardlight Roller Bed | |||
| | |||
| | |||
|Electromagnetic Theory | |||
|- | |||
|Empty Salve | |||
| | |||
|A [[Guide_to_hydroponics#Aloe|Leaf of Aloe]] | |||
|Botanical Engineering | |||
|- | |||
|Empty Body Teleporter | |||
| | |||
|A [[Guide_to_xenobiology#Bluespace Slime|Bluespace Slime Extract]] | |||
|Advanced Biotechnology | |||
|- | |||
|Oppressive Force Relocation | |||
|{{Tooltip|[[Guide_to_chemistry#Eigenstasium|Eigenstasium]]|{{RecursiveChem/Eigenstasium}}}} (10u) | |||
| | |||
|Advanced Biotechnology | |||
|} | |||
{{Guides | {{Guides | ||
|color = #3F7597 | |color = #3F7597 |
Latest revision as of 16:56, 22 October 2023
Introduction
So, you have chosen or have been chosen to be in possession a VeyMed Medigun, great! This guide should contain all of the information you'll need to know to efficiently utilize a Medigun
How the Medigun works
Aside from the medicell system, mediguns function exactly like other energy guns. Meaning that they need weapon re-chargers to charge and are also likely able to fit in the same spots that other energy guns would. However, unlike other energy guns, Mediguns are unable to fit inside of Turrets and Emitters.
How Medicells work
Medicells are what enables the Medigun to use different types of healing, by inserting one into a Medigun you enable the gun to use a firing mode corresponding to the inserted cell. However, most Mediguns have a limited cell capacity, meaning that you are only able to hold a few at once. When, removing medicells, the firing mode granted by the removed cell will be removed whenever the cell is removed from the gun. Medicells are able to be used and swapped an infinite amount of times.
- To add a medicell to a Medigun, click on the Medigun with the cell in your hand.
- To remove a medicell from the Medigun's storage, Alt+Click on the Medigun to have the most recently inserted cell pop out.
Medicells with safety modes
Certain Medicells like the Brute and Burn ones, have a built in safety system that prevents the user from causing harm to a patient.
- The safety can be toggled by using the medicell in your hand.
- However, turning these off is a bad idea in most scenarios unless you have the means to deal with the consequences.
- To find out if a medicell has a safety system, examine it, if it does have a safety system it will display a message like this, "Medicell has the safety turned (on/off)"
Standard Medicells
Type of Medicell | Damage healed | Tier 1 Healing | Tier 2 Healing | Tier 3 Healing | Disgust? | Safety? |
---|---|---|---|---|---|---|
Brute | Brute | 7.5 | 11.25 | 15 | Yes | Yes |
Burn | Burn | 7.5 | 11.25 | 15 | Yes | Yes |
Toxin | Toxin and Radiation | 5 Toxin 40 Radiation | 7.5 Toxin 60 Radiation | 10 Toxin 80 Radiation | No | No |
Oxygen | Oxygen | 10 | 20 | 30 | No | No |
Type of Damage | Tier 1 | Tier 2 | Tier 3 |
---|---|---|---|
Clone (above 100 damage) | 5 (66%) | 3.7 (33%) | 1.67 (11%) |
Clone (above 50 but below 100) | 2.5 (33%) | 1.85 (16%) | 0.88 (5%) |
Base Disgust | 3 | 2 | 1 |
Disgust (above 100 damage) | 3 | 3 | 3 |
Disgust (above 50 but bellow 100) | 1.5 | 1.5 | 1.5 |
Brute and Burn cells with the safety enabled will never heal someone above 50 damage of the damage type, Clone damage and extra disgust only applies if the safety is explicitly turned off.
Utility Medicells
Utility Medicells are Medicells more focused around providing a wide range of utility and support uses rather than the pure healing of standard Medicells. All utility cells are able to fire through windows.
Blood Clotting Cell
This Medicell functions as a coagulant, injecting the user with a unique clotting agent significantly weaker than Sanguirite and also injects Iron. This can be particularly useful in scenarios that may not merit coagulant, like post surgery, or in triage scenerios where medipens are sparse.
Temperature Readjustment Cell
The Temperature Readjustment Medicell functions by raising/lowering the patients body temperature by 30k with every shot until it gets the temperature into a normal range.
Hardlight Gown Cell
The Hardlight Gown Medicell attempts to clothe the target in a hardlight surgical gown, which permits all surgeries despite covering the body. The gown vanishes upon removal from the patient.
Hardlight Roller Bed Cell
The Hardlight Roller Bed Medicell creates a hardlight roller bed under the target and buckles them to it, if they are already lying down. The bed vanishes after twenty seconds without anyone buckled to it.
Empty Salve Cell
Embeds a projectile in the living target that heals 15 brute and 15 burn in the embedded organic limb over the course of 40 ticks, vanishing either after the 40 ticks have passed or the limb is fully healed. This applies no chemicals to the target, nor induces any disgust. Useful for highly allergic but alive persons. Useless on the dead or synthetic.
Empty Body Transporter Cell
The Empty Body Transporter Medicell, fired at a dead body, teleports that dead body to the user's feet.
Oppressive Force Relocation Cell
The Oppressive Force Relocation Medicell, when fired by an appropriate medical staff at someone within Medbay, teleports the target to the medical lobby after ten seconds. Advanced models bypass both the access requirement and the delay.
Medigun models
Model | Acquisition Method | Cell Capacity | Battery Life | Charge Rate | Self-Charging? | Utility Cells Only? |
---|---|---|---|---|---|---|
CWM-479 | Purchasable through cargo | 3 | 10 Shots (1200) | 100% | No | No |
CWM-479-FC | Upgrade a CWM-479 with a fast charge kit | 3 | 12 Shots (1500) | 200% | No | No |
CWM-479-CC | CMO's Locker. | 6 | 15 Shots (1800) | 250% | Yes | No |
Obtaining Your Cells
Medicells are printed from the Medical Techfab, and require specific chemicals to be added to the techfab in addition to standard material costs.
PRIORITY: Whenever [1] is merged.
Type of Medicell | Required Chemicals | Special Materials | Required Research |
---|---|---|---|
Brute I
Burn I Toxin I |
Department Order (Medicell Replacement Crate) | Cargo | |
Brute II | (10u) | Advanced Biotechnology | |
Burn II | (10u) | Advanced Biotechnology | |
Toxin II | Multiver (10u)
|
Advanced Biotechnology | |
Oxygen II | (10u) | Advanced Biotechnology | |
Brute III | (10u) | Alien Biological Tools | |
Burn III | (10u) | Alien Biological Tools | |
Toxin III | Pentetic Acid (10u)
1 part 1 part Formaldehyde 1 part Ethanol 1 part Oxygen 1 part Ammonia 3 parts Hydrogen 1 part Nitrogen 1 part Welding Fuel Salt
1 part Chlorine 1 part Sodium |
Alien Biological Tools | |
Oxygen III | Salbutamol (10u)
1 part 1 part Ammonia 3 parts Hydrogen 1 part Nitrogen 1 part Aluminium |
Alien Biological Tools | |
Clotting | (5u)
Blood (5u) (Any Type) |
Advanced Biotechnology | |
Temperature Adjustment | Leporazine (10u)
1 part Copper 1 part Silicon |
Advanced Biotechnology | |
Hardlight Gown | Electromagnetic Theory | ||
Hardlight Roller Bed | Electromagnetic Theory | ||
Empty Salve | A Leaf of Aloe | Botanical Engineering | |
Empty Body Teleporter | A Bluespace Slime Extract | Advanced Biotechnology | |
Oppressive Force Relocation | (10u) | Advanced Biotechnology |
- Guide to AI Modules
- Critters (Game controlled beings)
- Guide to Races
- Guide to Food and Drinks
- Guide to Drinks
- Guide to food
- Guide to Hydroponics
- Guide to Playing Music
- Guide to Paperwork
- Random Events
- List of Supply Crates
- Makeshift Weapons
- Cargo Policy
- Guide to Space Exploration
- Guide to Smithing and Reagent Forging