Guide to synthetic surgery: Difference between revisions
m Added missing whitespace |
m 3 revisions imported |
||
(3 intermediate revisions by one other user not shown) | |||
Line 27: | Line 27: | ||
== Repair Robotic Limbs (basic) == | == Repair Robotic Limbs (basic) == | ||
A surgical procedure that provides repairs and maintenance to robotic limbs. Is slightly more efficient when the patient is severely damaged. | <!-- https://github.com/Skyrat-SS13/Skyrat-tg/blob/22a9b409bf0ba827280daa648e549bdb4dcfa7be/modular_skyrat/modules/synths/code/surgery/robot_healing.dm#L6C7-L6C7 --> | ||
A surgical procedure that provides repairs and maintenance to all robotic limbs. Is slightly more efficient when the patient is severely damaged. Can be upgraded to Advanced and Experimental tiers, which affect the speed and effectiveness of the healing step. Analogous to organics' Tend Wounds, except both Brute and Burn can be handled in the same surgery. Welding heals brute, and cables heal burns. Also known as Robot Healing. | |||
[[File:Hud_target_chest.gif|Target: Chest]] '''Target: Chest''' | [[File:Hud_target_chest.gif|Target: Chest]] '''Target: Chest''' | ||
Line 34: | Line 35: | ||
| style="width: 450px;" |'''Procedure'''||'''Ghetto Analogues''' | | style="width: 450px;" |'''Procedure'''||'''Ghetto Analogues''' | ||
|- | |- | ||
|Step 1: | |Step 1: {{SurgeryStep/mechanic_open}} | ||
|- | |- | ||
|Step 2: | |Step 2: {{SurgeryStep/pry_off_plating}} | ||
|- | |- | ||
|Step 3: | |Step 3: {{SurgeryStep/cut_wires}} | ||
|- | |- | ||
|Step 4: | |Step 4: {{SurgeryStep/robot_heal}} | ||
|- | |- | ||
|Step | |Step 5: {{SurgeryStep/mechanic_close}} | ||
|} | |||
== Implant Removal == | |||
<!-- https://github.com/Skyrat-SS13/Skyrat-tg/blob/22a9b409bf0ba827280daa648e549bdb4dcfa7be/code/modules/surgery/implant_removal.dm#L82 --> | |||
Extracts mindshield, tracking, chemical, traitor, explosive implants and such. If you don't have an empty implant case in your other hand, the implant will be ruined on extraction! | |||
[[File:Hud_target_torso.gif]] '''Target: Chest''' | |||
{| | |||
| style="width: 450px;" |'''Procedure'''||'''Ghetto Analogues''' | |||
|- | |||
|Step 1: {{SurgeryStep/mechanic_open}} | |||
|- | |||
|Step 2: {{SurgeryStep/open_hatch}} | |||
|- | |||
|Step 3: {{SurgeryStep/mechanic_unwrench}} | |||
|- | |||
|Step 4: {{SurgeryStep/extract_implant}} | |||
|- | |||
|Step 5: {{SurgeryStep/mechanic_wrench}} | |||
|- | |||
|Step 6: {{SurgeryStep/mechanic_close}} | |||
|} | |} | ||
== Organ Manipulation == | == Organ Manipulation == | ||
<!-- https://github.com/Skyrat-SS13/Skyrat-tg/blob/22a9b409bf0ba827280daa648e549bdb4dcfa7be/code/modules/surgery/organ_manipulation.dm#L57 --> | |||
This surgery covers operations to remove/insert organs (brain, heart, appendix), '''lizard/cat tails''', and cyber implants.<br>The body part to target depends on which procedure you want to do.<br>See below for details about each procedure. | This surgery covers operations to remove/insert organs (brain, heart, appendix), '''lizard/cat tails''', and cyber implants.<br>The body part to target depends on which procedure you want to do.<br>See below for details about each procedure. | ||
Line 51: | Line 74: | ||
| style="width: 450px;" |'''Procedure'''||'''Ghetto Analogues''' | | style="width: 450px;" |'''Procedure'''||'''Ghetto Analogues''' | ||
|- | |- | ||
|Step 1: | |Step 1: {{SurgeryStep/mechanic_open}} | ||
|- | |- | ||
|Step 2: | |Step 2: {{SurgeryStep/open_hatch}} | ||
|- | |- | ||
|Step 3: (Head/Chest only): | |Step 3: (Head/Chest only): {{SurgeryStep/mechanic_unwrench}} | ||
|- | |- | ||
|Step 4: | |Step 4: {{SurgeryStep/prepare_electronics}} | ||
|- | |- | ||
|Step 5: '''Remove''': | |Step 5: '''Remove''': {{SurgeryStep/manipulate_organs/internal/mechanic|remove something.}} | ||
|- | |- | ||
|Step 6: '''Insert''': | |Step 6: '''Insert''': {{SurgeryStep/hands|insert something.}} | ||
|- | |- | ||
|Step 7: (Head/Chest only): | |Step 7: (Head/Chest only): {{SurgeryStep/mechanic_wrench}} | ||
|- | |- | ||
|Step 8: | |Step 8: {{SurgeryStep/mechanic_close}} | ||
|} | |} | ||
Line 139: | Line 162: | ||
== Reset Posibrain Logic [[File:posibrain.gif|Posibrain]] == | == Reset Posibrain Logic [[File:posibrain.gif|Posibrain]] == | ||
<!-- https://github.com/Skyrat-SS13/Skyrat-tg/blob/22a9b409bf0ba827280daa648e549bdb4dcfa7be/modular_skyrat/modules/synths/code/surgery/robot_brain_surgery.dm#L4 --> | |||
A surgical procedure that restores the default behavior logic and personality matrix of an IPC posibrain. Cures posibrain damage and brain traumas. | |||
[[File:Hud_target_chest.gif]] '''Target: Chest''' | |||
[[File: | |||
{| | {| | ||
| style="width: 450px;" |'''Procedure'''||'''Ghetto Analogues''' | | style="width: 450px;" |'''Procedure'''||'''Ghetto Analogues''' | ||
|- | |- | ||
|Step 1: | |Step 1: {{SurgeryStep/mechanic_open}} | ||
|- | |- | ||
|Step 2: | |Step 2: {{SurgeryStep/mechanic_unwrench}} | ||
|- | |- | ||
|Step 3: | |Step 3: {{SurgeryStep/pry_off_plating}} | ||
|- | |- | ||
|Step 4: | |Step 4: {{SurgeryStep/prepare_electronics}} | ||
|- | |- | ||
|Step 5: [[File: | |Step 5: {{SurgeryStep/fix_robot_brain}} | ||
|- | |||
|Step 6: {{SurgeryStep/mechanic_close}} | |||
|} | |||
== Defibrillation (Revival) [[File:Defib.png|Defibrillator]] == | |||
<!-- https://github.com/Skyrat-SS13/Skyrat-tg/pull/23923 --> | |||
Using a defibrillator without a Surgery to revive a dead synthetic patient, similarly to how one revives an organic patient. This is '''not recommended.''' It will cause light EMP damage to every single limb ''and'' every single organ in the patient, ''and'' will cause a temporary severe brain trauma. It ''will'' revive them, however. | |||
[[File:Hud_target_chest.gif]] '''Target: Chest''' | |||
{| | |||
||'''Procedure''' | |||
|- | |- | ||
|Step | |Step 1: [[File:Defib.png|Shock Paddles]] '''Defibrillator''': Apply shock paddles to chest, ignoring several warnings. | ||
|} | |} | ||
== Posibrain Reboot (Revival) [[File:posibrain.gif|Posibrain]] == | == Posibrain Reboot (Revival) [[File:posibrain.gif|Posibrain]] == | ||
<!-- https://github.com/Skyrat-SS13/Skyrat-tg/blob/22a9b409bf0ba827280daa648e549bdb4dcfa7be/modular_skyrat/modules/synths/code/surgery/robot_chassis_restoration.dm#L5 --> | |||
A surgical procedure that reboots a positronic brain. Unhusks the patient and makes them alive again. Also known as Robot Chassis Restoration. Note that using a defibrillator during this surgery will not cause the massive damage it does normally (if the surgery step succeeds). | |||
[[File:Hud_target_chest.gif]] '''Target: Chest''' | [[File:Hud_target_chest.gif]] '''Target: Chest''' | ||
Line 169: | Line 204: | ||
| style="width: 450px;" |'''Procedure'''||'''Ghetto Analogues''' | | style="width: 450px;" |'''Procedure'''||'''Ghetto Analogues''' | ||
|- | |- | ||
|Step 1: | |Step 1: {{SurgeryStep/mechanic_unwrench}} | ||
|- | |- | ||
|Step 2: | |Step 2: {{SurgeryStep/pry_off_plating/fullbody}} | ||
|- | |- | ||
|Step 3: | |Step 3: {{SurgeryStep/weld_plating/fullbody}} | ||
|- | |- | ||
|Step 4: | |Step 4: {{SurgeryStep/prepare_electronics}} | ||
|- | |- | ||
|Step 5: | |Step 5: {{SurgeryStep/finalize_positronic_restoration}} | ||
|- | |- | ||
|Step 6: | |Step 6: {{SurgeryStep/add_plating/fullbody}} | ||
|- | |- | ||
|Step 7: [[File: | |Step 7: {{SurgeryStep/mechanic_close}} | ||
|} | |||
== Cavity Implant == | |||
There is presently no surgery to implant something into the chest cavity of a synthetic patient. Implanters still work as normal. | |||
== Robotic amputation == | |||
There is presently no surgery to amputate a robotic limb. You can use Amputation Shears or whack the arm with swords until it falls off. | |||
== Eye Surgery == | |||
<!-- https://github.com/Skyrat-SS13/Skyrat-tg/blob/22a9b409bf0ba827280daa648e549bdb4dcfa7be/code/modules/surgery/eye_surgery.dm#L4 --> <!-- Wolfbold says this works on Synths for now --> | |||
This fixes all damage done to eyes (fixing blindness), except genetic. Failing step 4, fix eyes, will cause 70 brain damage to the patient. This is the Organic Eye Surgery, but it can still be done to Synthetics and synthetic eyes. | |||
[[File:Hud_target_eyes.gif]] '''Target: Eyes''' | |||
{| | |||
| style="width: 450px;" |'''Procedure'''||'''Ghetto Analogues''' | |||
|- | |- | ||
|Step | |Step 1: {{SurgeryStep/incise}} | ||
|- | |||
|Step 2: {{SurgeryStep/retract_skin}} | |||
|- | |||
|Step 3: {{SurgeryStep/clamp_bleeders}} | |||
|- | |||
|Step 4: {{SurgeryStep/fix_eyes}} | |||
|- | |||
|Step 5: {{SurgeryStep/close}} | |||
|} | |} | ||
== | == Ear Surgery == | ||
<!-- https://github.com/Skyrat-SS13/Skyrat-tg/blob/22a9b409bf0ba827280daa648e549bdb4dcfa7be/code/modules/surgery/eye_surgery.dm#L4 --> <!-- Wolfbold says this works on Synths for now --> | |||
This fixes all damage done to ears (fixing deafness 40 seconds after completion), except genetic. Failing step 5, fix ears, will cause 70 brain damage to the patient. This is the Organic Eye Surgery, but it can still be done to Synthetics and synthetic eyes. | |||
[[File:Hud_target_head.gif]] '''Target: Head''' | |||
{| | {| | ||
| style="width: 450px;" |'''Procedure'''||'''Ghetto Analogues''' | | style="width: 450px;" |'''Procedure'''||'''Ghetto Analogues''' | ||
|- | |- | ||
|Step 1: | |Step 1: {{SurgeryStep/incise}} | ||
|- | |- | ||
|Step 2: | |Step 2: {{SurgeryStep/retract_skin}} | ||
|- | |- | ||
|Step 3: | |Step 3: {{SurgeryStep/saw}} | ||
|- | |- | ||
|Step 4: | |Step 4: {{SurgeryStep/clamp_bleeders}} | ||
|- | |- | ||
|Step 5: | |Step 5: {{SurgeryStep/fix_ears}} | ||
|- | |- | ||
|Step 6: | |Step 6: {{SurgeryStep/close}} | ||
|} | |} | ||
= Chemical-Based Healing = | |||
Synthetics can be affected by some [[Guide_to_chemistry#Synthetic_Healing_Medicines|synthetic-focused chemicals]] and some general-purpose chemicals. The Synth Treatment Kit comes with Bone Gel and a spray bottle of [[Guide_to_chemistry#Hercuri|Hercuri]], pre-chilled. | |||
= Tending Wounds = | |||
<!-- https://github.com/Skyrat-SS13/Skyrat-tg/pull/23733 --> | |||
In general, if a step has a progress bar, the tend speed can be made likely to succeed and/or faster by: | |||
* Using a Wound Analyzer | |||
* Having a Diagnostic HUD | |||
* Knowing the Robotics Wires (Skillchip grants this ability) | |||
* Knowing the Engineering Wires (Engineering Skillchip grants this, possibly also from holding the Station Blueprints in-hand. Superseded by the Robotics Wires.) | |||
and hampered by: | |||
* Self-tending. | |||
Different surgical steps are affected by the above factors in different amounts. Note that surgical bed quality does not provide a speed bonus or detriment, but stasis beds still pause internal processes and surgical beds still apply mild pain suppressant and can connect to an Operating Computer to tell you the next stage in a surgery. | |||
== | {{Speech|name=Jim Reads|image=[[File:Generic_roboticist.png|Friendly Neighborhood Ripperdoc]]|text=In addition to providing a surgery speed bonus, the Wound Analyzer will provide ''important contextual information'' and '''easy-to-read, comprehensive surgical advice.'''<br>A regular Health Analyzer can be used in-hand to toggle to Wound Mode, which does not give a surgical speed bonus, but provides the important contextual information and ''hard-to-read, verbose'' surgical advice.}} | ||
== Muscle Wounds == | |||
<!-- https://github.com/Skyrat-SS13/Skyrat-tg/blob/master/modular_skyrat/modules/medical/code/wounds/synth/robotic_muscle.dm --> | |||
"Literally just reskinned organic muscle damage." | |||
{{SurgeryStep/gauze|Splint the wound with gauze,}} and take time to rest. | |||
== Electrical Wounds == | |||
<!-- https://github.com/Skyrat-SS13/Skyrat-tg/blob/17e8b056577fea978e5f2b727f90887a9bcc48f7/modular_skyrat/modules/medical/code/wounds/synth/robotic_slash.dm#L24 --> | |||
The "bleed" of synthetic life. Electrocutes the user frequently and grows in intensity, slowly as time passes. | |||
Can be caused by either slashing damage or piercing damage. Slashes raise in intensity quickly but can be treated quickly. Piercing wounds take longer to worsen but longer to treat, and have a significantly higher maximum intensity. Both are treated the same. | |||
<!-- Apparently a T3 Slash causes Mangled Exterior, which allows slash/pierce to that limb to deal a Blunt wound --> | |||
=== Mitigating === | |||
To slow the growth of internal intensity: | |||
* {{SurgeryStep/gauze}}. | |||
* Rest in stasis. | |||
* Lay down. | |||
* {{SurgeryStep/grasp|Grasp the limb.}} | |||
* Have someone else {{SurgeryStep/grasp|grasp the limb.}} (Aggro-{{Grab}} the patient and [[File:Hud-target.gif|target]] target the appropriate limb.) | |||
* Become shock immune. (Reduces but does not negate the damage done.) (Only applicable for organic persons with DNA who just happen to have a wounded synthetic limb.) | |||
* Die. | |||
=== Curing === | |||
Reduce the intensity to 0 and the wound is removed. Reducing intensity can happen from: | |||
* [[File:CableCoils.png|Cables]]Replacing wires. | |||
* [[File:Suture.png|Sutures]]Suturing the wires. | |||
* [[File:Wirecutters.png|32px]]Reset wiring. [[File:Retractor.png|Retractor]] Retractors can be substituted for low efficiency. (Massive penalty from self-tending, have someone else do this!) | |||
* Having a high body temperature. | |||
{{anchor|blunt wounds}} | |||
== Blunt Wounds == | |||
<!-- https://github.com/Skyrat-SS13/Skyrat-tg/blob/master/modular_skyrat/modules/medical/code/wounds/synth/blunt/robotic_blunt.dm --> | |||
'''Securing Failure.''' Analogous to bone breaks in organics. Limbs cause limping and interaction penalties. Chest wounds causes oscillation on movement or being hit, which after a delay causes you to drop items, fall over, or suffer from screen shake. Can be cancelled by ceasing movement before the aftershock hits. Blunt head wounds additionally cause temporary brain traumas | |||
=== Mitigating === | |||
All effects reduced by {{SurgeryStep/gauze|applying gauze.}} | |||
Movement effects are reduced by slow walking, resting, having no gravity, or being buckled to something (wheelchair, roller bed). | |||
=== Treating === | |||
==== Tier 1 ==== | |||
'''Loosened Screws'''. Various semi-external fastening instruments have loosened, causing components to jostle, inhibiting limb control. | |||
{| | {| | ||
| style="width: 450px;" |'''Procedure'''||'''Ghetto Analogues''' | | style="width: 450px;" |'''Procedure'''||'''Ghetto Analogues''' | ||
|- | |- | ||
| | |[[File:Screwdriver_tool.png]] '''Screwdriver''': Screwdriver the limb. || {{SurgeryStep/percussive_maintenance}} | ||
|} | |||
{{anchor|blunt tier 2}} | |||
==== Tier 2 ==== | |||
'''Detached Fastenings'''. Various fastening devices are extremely loose and solder has disconnected at multiple points, causing significant jostling of internal components and noticeable limb dysfunction. | |||
{| | |||
| style="width: 450px;" |'''Procedure'''||'''Ghetto Analogues''' | |||
|- | |- | ||
| | |{{SurgeryStep/secure_internals|Secure internals.<br>(Note: has a high chance of failure, strongly countered with a Diagnostic HUD and/or knowing the Robotics or Engineering wires.)}} | ||
|- | |- | ||
| | |[[File:Welder.png|64px]] '''Welder''': Weld the limb.||[[File:Cautery.png|64px]] (10%) | ||
|} | |||
If either of the above steps do not reliably work, [[File:Crowbar.png]]Crowbar the limb to significantly buff the chance for the [[File:Screwdriver_tool.png]]Screwdriver step to work. This disables the limb, has a strong chance to shock the tender, and deals significant brute damage. | |||
==== Tier 3 ==== | |||
<!-- https://github.com/Skyrat-SS13/Skyrat-tg/blob/17e8b056577fea978e5f2b727f90887a9bcc48f7/modular_skyrat/modules/medical/code/wounds/synth/blunt/robotic_blunt_T3.dm#L1 --> | |||
'''Collapsed Superstructure'''. The superstructure has totally collapsed in one or more locations, causing extreme internal oscillation with every move and massive limb dysfunction. | |||
{| | |||
| style="width: 450px;" |'''Procedure'''||'''Means''' | |||
|- | |- | ||
| | |[[File:Hud-fire.png|64px|HEAT]] '''Mold the limb:''' Heat the limb until it is malleable. | ||
||{{LeftclickCmode}} '''Attack the limb with burns''' until it has 80% of the burn damage it can possibly sustain.<br>[[File:Welder.png]] '''Manually apply a T2 or T3 burn wound''': (Aggro-{{Grab}}, use [[File:Welder.png|welder]]welder on limb. Deals no burn damage.). | |||
|- | |- | ||
| | |<br>||<br><br> | ||
|- | |- | ||
| | |[[File:Call_flesh_reinforcements.png|STRENGTH OF WILL]] '''Reshape the limb:''' Impose your will upon the weakened superstructure.||{{SurgeryStep/hands|Press on it.}} Aggro-{{Grab}} the patient and {{LeftclickCmodeoff}} firmly reshape it. Will burn your hands if you're not wearing heat-resistant gloves.<br> | ||
[[File:Plunger.png|Plunger]] '''Plunger''': Plunge at the dents. (80%)<br> | |||
{{SurgeryStep/percussive_maintenance|force=6|chance=3}} | |||
|} | |} | ||
Alternatively, for roboticists lucky enough to have stolen an RCD, you can fix the superstructure using a Rapid Construction Device: | |||
[[File:Rcd 0.png|RCD]] '''RCD''': Reform the superstructure. (Expensive, slow, not recommended). | |||
Either way, from here, treat it [[#blunt tier 2|as a Tier 2 wound]]. | |||
== Burn Wounds == | |||
<!-- https://github.com/Skyrat-SS13/Skyrat-tg/blob/master/modular_skyrat/modules/medical/code/wounds/synth/robotic_burns.dm --> | |||
'''Overheating.''' | |||
Increases damage taken, and the limb attempts to equalize temperature with the rest of the body, heating the victim up. | |||
Decreases in severity based on temperature thresholds. | |||
Note that a Tier 3 burn counts as mangled exterior, which enables further slash/pierce attacks to cause [[#blunt wounds|blunt wounds]]. | |||
=== Treatment/Mitigation === | |||
Cool the body. | |||
Spacing the body cools it down somewhat. | |||
Wounded limbs naturally cool themselves by equalizing to body temperature, which itself slowly equalizes to room temperature. A Tier 3 burn can cause additional burn wounds across the body via this process. | |||
Cryo tubes greatly assist in cooling the body. | |||
[[Guide_to_chemistry#Hercuri|Hercuri]] cools a body down, faster the colder it is. Clothing slows this process down. | |||
Spray water (Shower, Fire extinguisher). This works quickly but causes brute damage to the limb relative to the temperature difference between water and limb. {{SurgeryStep/gauze|Wrapping the wound}} will reduce this damage. | |||
{{Guides | {{Guides | ||
|color = #A06DA0 | |color = #A06DA0 | ||
}} | }} | ||
[[Category:Guides]] | [[Category:Guides]] |
Latest revision as of 22:42, 9 April 2024
All surgery requires a set of tools, printable in an autolathe or engineering/science protolathe, along with an operating table.
Surgery Speed and Failure
For every tool, there are ghetto analogues. The percentages listed next to them show success rate. For example, if it says "50%" the step has a 50% chance to succeed or fail. These percentages stack with the percentage point bonus or malus from using different tables or chemicals (see Beginning of any Operation).
Beginning of any Operation
Step 1: Undress the part of the patient that needs surgery. You can do this by dragging them onto yourself, and then clicking the clothes you want to remove from them in the pop-up.
- Important: The uniform the patient is wearing usually covers both legs, arms, groin and torso. Helmets, eyewear and masks always obscure the eyes, make sure to remove them if working on the eyes.
Step 2: Place the patient onto the operating table. Do this doing a
on the patient. Then left click the operating table to place the patient on it. You can also
shove a person onto the table and tell them to rest, though they might not appreciate this.
- If there is no operating table, you can use: Stasis bed (-10%), any table (-20%), any bed (-30%), ask them to lie on the floor (-50%). The speed of completing every step will be reduced.
Step 3: Place drapes or bedsheet over the part of body you are operating.
- If you done step 1 wrong, it will tell you that you must remove clothing first. If you continue without fixing, you will stab your patient instead of doing surgery.
Step 4: Turn off
. Pro tip:
will make you fail every surgery step on purpose.
Step 5: Aim at the appropriate body part (important!).
Step 6:
Do the repair (see the steps below!). Afterwards congratulate the patient and kick them out. Failed steps will autorepeat.
To abort a surgery, hold a screwdriver in one hand and drapes in the other, and use the drapes on the patient.
Repair Robotic Limbs (basic)
A surgical procedure that provides repairs and maintenance to all robotic limbs. Is slightly more efficient when the patient is severely damaged. Can be upgraded to Advanced and Experimental tiers, which affect the speed and effectiveness of the healing step. Analogous to organics' Tend Wounds, except both Brute and Burn can be handled in the same surgery. Welding heals brute, and cables heal burns. Also known as Robot Healing.
Implant Removal
Extracts mindshield, tracking, chemical, traitor, explosive implants and such. If you don't have an empty implant case in your other hand, the implant will be ruined on extraction!
Organ Manipulation
This surgery covers operations to remove/insert organs (brain, heart, appendix), lizard/cat tails, and cyber implants.
The body part to target depends on which procedure you want to do.
See below for details about each procedure.
Ordinary organs that require Organ Manipulation
These organs are present in every normal synthetic and can be removed or transferred through the Organ Manipulation surgery type.
Posibrain
The source of consciousness, and where the player actually resides. Removing the brain from a body will make it unrevivable through normal means. The brain can also be inserted into an MMI to allow it to speak, and to prepare it to be inserted into a Cyborg or an AI. Or it can be transferred into another body, which can then be revived.
The brain of a synthetic patient resides in their chest, meaning they can theoretically be decapitated and remain functional, albeit deaf, blind, and mute.
Note: Brains can also be removed by beheading the target and using a sharp object on the head to extract the brain.
Hydraulic Pump Engine (Heart) File:Heart ipc.png
Required for basic survival, removing it will cause a heart attack, dealing huge amounts of oxygen damage until a new heart is inserted, or death.
Robotic Eyes (Eyes)
They're required for sight. Removing them will, obviously, turn the patient blind. Some races' eyes can see in the dark.
Auditory Sensors(Ears) File:Ears ipc.png
Required for hearing. Removing them will make the patient deaf.
Reagent Processing Unit File:Liver ipc.png
Required for processing reagents. Removing the liver will cause the patient to take heavy toxin damage.
Heat Sink (Lungs) File:Lungs ipc.png
Required for breathing. Removing the lungs will cause the patient to suffocate, regardless of air or internals.
IPC Micro Cell (Stomach) File:Stomach ipc.png
Required for eating and drinking.
Robotic Voicebox (Tongue) File:Tongue ipc.png
Affects speech. Lacking a tongue will make speech very hard to comprehend, while mutant tongues such as lizards' or flypeoples' will give the patient the race's speech quirks. Abductors' tongues carry over their telepathy, but they prevent normal speech.
Cybernetic Organs
Cybernetic organs replace organs entirely. You need to remove the corresponding organ first to make room for the cybernetic organ. They are vulnerable to EMPs. Cybernetic organs can be printed by Robotics or the medbay techfab after research.
Reset Posibrain Logic
A surgical procedure that restores the default behavior logic and personality matrix of an IPC posibrain. Cures posibrain damage and brain traumas.
Defibrillation (Revival)
Using a defibrillator without a Surgery to revive a dead synthetic patient, similarly to how one revives an organic patient. This is not recommended. It will cause light EMP damage to every single limb and every single organ in the patient, and will cause a temporary severe brain trauma. It will revive them, however.
Procedure |
Step 1: Defibrillator: Apply shock paddles to chest, ignoring several warnings. |
Posibrain Reboot (Revival)
A surgical procedure that reboots a positronic brain. Unhusks the patient and makes them alive again. Also known as Robot Chassis Restoration. Note that using a defibrillator during this surgery will not cause the massive damage it does normally (if the surgery step succeeds).
Procedure | Ghetto Analogues |
Step 1: Wrench: unwrench bolts. | (10%) |
Step 2: Crowbar: pry off plating. | (10%) |
Step 3: Welding tool: weld plating.
| |
Step 4: Multitool: prepare electronics. | (10%) |
Step 5: Multitool: Finalize Posibrain restoration. | (70%), Shock Touch attack (70%), (35%), (10%) |
Step 6: Metal sheets (x15): add plating.
| |
Step 7: Screwdriver: close the shell. | (75%) (50%) Any other sharp item (10%) |
Cavity Implant
There is presently no surgery to implant something into the chest cavity of a synthetic patient. Implanters still work as normal.
Robotic amputation
There is presently no surgery to amputate a robotic limb. You can use Amputation Shears or whack the arm with swords until it falls off.
Eye Surgery
This fixes all damage done to eyes (fixing blindness), except genetic. Failing step 4, fix eyes, will cause 70 brain damage to the patient. This is the Organic Eye Surgery, but it can still be done to Synthetics and synthetic eyes.
Ear Surgery
This fixes all damage done to ears (fixing deafness 40 seconds after completion), except genetic. Failing step 5, fix ears, will cause 70 brain damage to the patient. This is the Organic Eye Surgery, but it can still be done to Synthetics and synthetic eyes.
Procedure | Ghetto Analogues |
Step 1: Scalpel: make an incision. | (75%) (65%) (45%) Any other sharp item (30%) |
Step 2: Retractor: retract the skin. | (45%) (35%) |
Step 3: Circular Saw: saw through the bone. | (100%) (100%) Serrated Shovel (75%) (75%) (50%) (35%) Error creating thumbnail: Unable to save thumbnail to destination (25%) Any other sharp item (20%) |
Step 4: Hemostat: clamp bleeders. | (60%) (35%) (15%) |
Step 5: Hemostat: fix the patient's ears. | (45%) (25%) |
Step 6: Cautery: mend the incision. | (90%) (70%) (30%) |
Chemical-Based Healing
Synthetics can be affected by some synthetic-focused chemicals and some general-purpose chemicals. The Synth Treatment Kit comes with Bone Gel and a spray bottle of Hercuri, pre-chilled.
Tending Wounds
In general, if a step has a progress bar, the tend speed can be made likely to succeed and/or faster by:
- Using a Wound Analyzer
- Having a Diagnostic HUD
- Knowing the Robotics Wires (Skillchip grants this ability)
- Knowing the Engineering Wires (Engineering Skillchip grants this, possibly also from holding the Station Blueprints in-hand. Superseded by the Robotics Wires.)
and hampered by:
- Self-tending.
Different surgical steps are affected by the above factors in different amounts. Note that surgical bed quality does not provide a speed bonus or detriment, but stasis beds still pause internal processes and surgical beds still apply mild pain suppressant and can connect to an Operating Computer to tell you the next stage in a surgery.
Muscle Wounds
"Literally just reskinned organic muscle damage."
: Gauze: Splint the wound with gauze, and take time to rest.
Electrical Wounds
The "bleed" of synthetic life. Electrocutes the user frequently and grows in intensity, slowly as time passes.
Can be caused by either slashing damage or piercing damage. Slashes raise in intensity quickly but can be treated quickly. Piercing wounds take longer to worsen but longer to treat, and have a significantly higher maximum intensity. Both are treated the same.
Mitigating
To slow the growth of internal intensity:
- : Gauze: Apply gauze..
- Rest in stasis.
- Lay down.
- File:Latex balloon.png Grasp: Grasp the limb.
- Have someone else File:Latex balloon.png Grasp: grasp the limb. (Aggro-Hold CTRL and left-click a person with your hand empty. It doesn't matter if is on or off. Repeat after a short delay to upgrade grab to aggressive (lvl 2), neck (lvl 3) and strangling (lvl 4).
- Become shock immune. (Reduces but does not negate the damage done.) (Only applicable for organic persons with DNA who just happen to have a wounded synthetic limb.)
- Die.
Curing
Reduce the intensity to 0 and the wound is removed. Reducing intensity can happen from:
- Replacing wires.
- Suturing the wires.
- Reset wiring. Retractors can be substituted for low efficiency. (Massive penalty from self-tending, have someone else do this!)
- Having a high body temperature.
Blunt Wounds
Securing Failure. Analogous to bone breaks in organics. Limbs cause limping and interaction penalties. Chest wounds causes oscillation on movement or being hit, which after a delay causes you to drop items, fall over, or suffer from screen shake. Can be cancelled by ceasing movement before the aftershock hits. Blunt head wounds additionally cause temporary brain traumas
Mitigating
All effects reduced by : Gauze: applying gauze.
Movement effects are reduced by slow walking, resting, having no gravity, or being buckled to something (wheelchair, roller bed).
Treating
Tier 1
Loosened Screws. Various semi-external fastening instruments have loosened, causing components to jostle, inhibiting limb control.
Procedure | Ghetto Analogues |
Screwdriver: Screwdriver the limb. | Low-force object (7 or less): Hit it with a low-force object repeatedly. (10%) |
Tier 2
Detached Fastenings. Various fastening devices are extremely loose and solder has disconnected at multiple points, causing significant jostling of internal components and noticeable limb dysfunction.
If either of the above steps do not reliably work, Crowbar the limb to significantly buff the chance for the Screwdriver step to work. This disables the limb, has a strong chance to shock the tender, and deals significant brute damage.
Tier 3
Collapsed Superstructure. The superstructure has totally collapsed in one or more locations, causing extreme internal oscillation with every move and massive limb dysfunction.
Alternatively, for roboticists lucky enough to have stolen an RCD, you can fix the superstructure using a Rapid Construction Device:
RCD: Reform the superstructure. (Expensive, slow, not recommended).
Either way, from here, treat it as a Tier 2 wound.
Burn Wounds
Overheating. Increases damage taken, and the limb attempts to equalize temperature with the rest of the body, heating the victim up. Decreases in severity based on temperature thresholds.
Note that a Tier 3 burn counts as mangled exterior, which enables further slash/pierce attacks to cause blunt wounds.
Treatment/Mitigation
Cool the body.
Spacing the body cools it down somewhat.
Wounded limbs naturally cool themselves by equalizing to body temperature, which itself slowly equalizes to room temperature. A Tier 3 burn can cause additional burn wounds across the body via this process.
Cryo tubes greatly assist in cooling the body.
Hercuri cools a body down, faster the colder it is. Clothing slows this process down.
Spray water (Shower, Fire extinguisher). This works quickly but causes brute damage to the limb relative to the temperature difference between water and limb. : Gauze: Wrapping the wound will reduce this damage.
- 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