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		<id>https://wiki.projectomu.org/index.php?title=Medical&amp;diff=258</id>
		<title>Medical</title>
		<link rel="alternate" type="text/html" href="https://wiki.projectomu.org/index.php?title=Medical&amp;diff=258"/>
		<updated>2025-12-29T18:48:57Z</updated>

		<summary type="html">&lt;p&gt;ThatCatWh0: updating of an image and testing&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP|lastUpdated=28-12-2025|editor=ThatCatWh0}}&lt;br /&gt;
place Holder from SS14 Wiki&lt;br /&gt;
&amp;lt;div style=&amp;quot;display: flex; flex-direction: column;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;margin-bottom: 0px; width: 100%; text-align: center; background: {{{headstyle|repeating-linear-gradient(45deg, #606dbc, #606dbc 10px, #465298 10px, #465298 20px);}}}; border-top: {{{headborder|2px solid #465298}}}; border-bottom: {{{headborder|2px solid #465298}}}&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;{{{Medical|Medical}}}&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
==What is Medical?==&lt;br /&gt;
Medical is a department on each station, geared to treat, rescue, and help injured crew members. [[Chemist|Chemists]] are also part of medical, and focus on making [[medicine]] for the doctors and other crew members.&lt;br /&gt;
&lt;br /&gt;
== Medical Jobs ==&lt;br /&gt;
&lt;br /&gt;
[[File:ChiefMedicalOfficer.png|Left|80px]] [[File:JobIconChiefMedicalOfficer.png|24px]] [[Chief Medical Officer]] Manage the resources and personnel of the medical department to keep the crew in top shape. Do be warned the CMO holds quite a few items that are targeted by the syndicate.&lt;br /&gt;
&lt;br /&gt;
[[File:JobIconParamedic.png|24px]] [[Paramedic]] Rescue injured crew and bring them to medical for doctors to patch them up.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Chemist==&lt;br /&gt;
[[File:Chemist.png|Drinks-the-Chemicals|80px]]&lt;br /&gt;
[[File:JobIconChemist.png|24px]] [[Chemist]] Use the chemistry machines to make medical chemicals for the doctors. Supply botany with plant chemicals at their request. Once you complete those, there are quite a few side projects that can be done and figured out through exploration.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:JobIconMedicalDoctor.png|24px]] [[Medical Doctor]] Work in conjunction with [[Chemist|Chemistry]] to keep the station alive. Put away the ever stacking bodies back into the morgue. Get swarmed by a tide of people all needing band-aids and ointment.&lt;br /&gt;
&lt;br /&gt;
[[File:JobIconMedicalIntern.png|24px]] [[Medical Intern]] Assist the [[Medical Doctor|doctors]] while they heal patients. Bother the [[Chemist|Chemists]] to teach you how to make meth and maybe medicine. Gather dead bodies from around the station and bring them to medbay so they can be revived. Discover why the [[chef]]&#039;s food tastes so good. Earn your [[Chief Medical Officer|CMO]]&#039;s approval. &lt;br /&gt;
&lt;br /&gt;
== Starting your Shift ==&lt;br /&gt;
Medbay often starts out calm, but you&#039;d best prepare for the storm that&#039;s about to come. You&#039;ll either get blown up by some syndicate agent wanting the hypospray or something similar, or you&#039;ll get so inundated with bodies and people screaming in your ear for you to treat them faster that you&#039;ll blow medbay up yourself.&lt;br /&gt;
&lt;br /&gt;
Coordinate with the [[Chemist|chemists]] to obtain medical chemicals to be used on living patients, and treat what you can. &lt;br /&gt;
&lt;br /&gt;
On station, there will frequently be a front desk where a Crew Monitoring console is placed. You can also find one at the Paramedic&#039;s office. When you have the time, you can check the Crew Monitor for anyone dead, critical, or otherwise in bad condition.&lt;br /&gt;
&lt;br /&gt;
If you have any questions about how or what to do, you can either ask in game, or look at other guides such as [[Medical Intern]].&lt;br /&gt;
&lt;br /&gt;
[[Medibot|Medibots]] may spawn in the Medbay at round start, or may be built by [[Robotics]]. They can assist by injecting [[Tricordrazine]] to heal patients that have only minor injuries, or [[Inaprovaline]] to keep critical patients from dying. It can be useful to use a [[Wrench]] to lock a [[Medibot]] into place near several Medical Beds. This will allow the bot to assist patients as they wait for treatment.&lt;br /&gt;
&lt;br /&gt;
== [[Health]] Status ==&lt;br /&gt;
It is important to prioritize patients based on their current [[Health]]. While some will walk into the Medbay by themselves with only minor injuries, many patients will be delivered in [[Critical]] condition. Patients in this state will constantly take Asphyxiation Damage, so ideally you should treat them quickly, or give them chemicals like [[Epinephrine]] or [[Inaprovaline]] to prevent them from dying.&lt;br /&gt;
&lt;br /&gt;
Additionally, you will often be required to revive patients who have [[Health#Dead|died]]. In order to resuscitate a dead person, you will first need to ensure that their Total Damage is below 200 points by using Topical Treatments (see table below). Then, grab a [[Defibrillator]], turn it on (press z), then use it on the patient to shock them back to life. This will bring them back to critical condition, allowing chemicals to be used to heal the remainder of their damage.&lt;br /&gt;
&lt;br /&gt;
== Types of [[Damage]] ==&lt;br /&gt;
Crewmates will experience different types of physical [[damage]] during their time in space. Depending on the source, the damage type can vary significantly. A health analyzer can be used to determine the damage inflicted on a patient. Multiple types of damage may be present, and the patient will need multiple treatments or medications.&lt;br /&gt;
&lt;br /&gt;
Here is a summary of all the damage types and their fixes:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Category &lt;br /&gt;
!Damage!! Topical Treatment&lt;br /&gt;
!General Treatment (no effects when dead)&lt;br /&gt;
!Cryogenic Treatment&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;3&amp;quot; | Brute &lt;br /&gt;
|{{Blunt}}|| rowspan=&amp;quot;3&amp;quot; | [[Gauze]] (except for {{blunt}}), [[Bruise Pack]], [[Medicated Sutures]]&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; |{{Cl|Bicaridine}}, {{Cl|Tricordrazine}}, [[Botanist#Plants_&amp;amp;_Seeds|Poppy]]&lt;br /&gt;
| rowspan=&amp;quot;11&amp;quot; |{{Cl|Cryoxadone}}&lt;br /&gt;
|-&lt;br /&gt;
|{{Slash}}&lt;br /&gt;
|-&lt;br /&gt;
|{{Piercing}}&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;4&amp;quot; | Burn &lt;br /&gt;
|{{heat}}|| rowspan=&amp;quot;3&amp;quot; | [[Ointment]], [[Botanist#Plants_&amp;amp;_Seeds|Aloe cream]], [[Regenerative Mesh]]&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; |{{Cl|Dermaline}}, {{Cl|Kelotane}}, {{Cl|Tricordrazine}}&lt;br /&gt;
|-&lt;br /&gt;
|{{cold}}&lt;br /&gt;
|-&lt;br /&gt;
|{{shock}}&lt;br /&gt;
|-&lt;br /&gt;
|{{caustic}}&lt;br /&gt;
|[[Ointment]],&amp;lt;ref&amp;gt; Note that ointment only heals 1.5 caustic at a time, and so should only be used to heal a dead body when caustic damage is over 200 or in dire circumstances as ointment is very inefficient. Typically Sigynate, Siderlac, or Cryox are preferred on living patients.&amp;lt;/ref&amp;gt; [[Regenerative Mesh]]&lt;br /&gt;
|{{Cl|Siderlac}}, {{Cl|Sigynate}}&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Airloss &lt;br /&gt;
|{{Asphyxiation}}|| [[Defibrillator]]&lt;br /&gt;
|{{Cl|Dexalin}}, {{Cl|Dexalin plus|DexalinPlus}}, {{Cl|Epinephrine}}, {{Cl|Inaprovaline}}&lt;br /&gt;
|-&lt;br /&gt;
|{{bloodloss}}&lt;br /&gt;
|Bleeding: [[Gauze]], [[Medicated Sutures]]&lt;br /&gt;
Bloodloss: [[Bloodpack]]&lt;br /&gt;
|Bleeding: {{Cl|Tranexamic acid|TranexamicAcid}}, {{Cl|Pulped banana peel|PulpedBananaPeel}}, {{Cl|Inaprovaline}}&lt;br /&gt;
Bloodloss: {{Cl|Dexalin}}, {{Cl|Dexalin plus|DexalinPlus}}, {{Cl|Iron}}&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Toxin &lt;br /&gt;
|{{poison}}|| None&lt;br /&gt;
|{{Cl|Diphenhydramine}}, {{Cl|Dylovene}}, {{Cl|Ethylredoxrazine}}, {{Cl|Stellibinin}}, {{Cl|Ultravasculine}}, {{Cl|Tricordrazine}}&lt;br /&gt;
|-&lt;br /&gt;
|{{radiation}}&lt;br /&gt;
|None&lt;br /&gt;
|{{Cl|Arithrazine}}, {{Cl|Hyronalin}}&lt;br /&gt;
|-&lt;br /&gt;
! Genetic &lt;br /&gt;
|{{cellular}}&lt;br /&gt;
|None&lt;br /&gt;
|{{Cl|Phalanximine}}&lt;br /&gt;
|{{Cl|Doxarubixadone}}&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;Note: {{Cl|Tricordrazine}} only works below 50 total damage.&lt;br /&gt;
{{Cl|Epinephrine}} does technically heal {{Brute}}, {{Burn}}, and {{Poison}} damage categories, but only when in a critical state.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Brute damage ===&lt;br /&gt;
There are three types of brute damage: blunt, slash, and piercing. At present all instances of brute damage can be treated the same. &lt;br /&gt;
&lt;br /&gt;
If the damage isn&#039;t severe, a [[Bruise Pack]] can be applied. Bruise packs heal 5 points of brute damage per use in each category, meaning one use of the pack (which has 5 uses in total) will heal 5 blunt, 5 slash, and 5 piercing. Anything more than ~15, brute damage, you&#039;re better off using proper medication. &lt;br /&gt;
&lt;br /&gt;
{{cl|Bicaridine}} is the best basic option for healing straight brute damage, healing 2 brute damage per unit. If you do not have Bicaridine on hand, the next best thing to look for is {{Cl|Tricordrazine}}. Tricordrazine will cure 1 brute damage, on top of 0.5 poison, and 1 burn. It&#039;s not as potent, will require a higher dosage on some patients to see them through their ailment, and only works if the total damage is less than 50. If all else is unavailable, or the patient is dead, use brute packs.&lt;br /&gt;
&lt;br /&gt;
There are also three advanced brute chemicals, {{Cl|Bruizine}}, {{Cl|Puncturase}}, and {{Cl|Lacerinol}}, used to treat {{blunt}}, {{piercing}}, and {{slash}} damage respectively. While these chemicals do a much better job at treating a specific kind of brute damage, you have to exercise caution to not accidentally mix them, either in a jug or in the patient&#039;s bloodstream. &#039;&#039;&#039;Mixing any of these brute chemicals, &#039;&#039;including&#039;&#039; Bicaridine, will create {{Cl|Razorium}}&#039;&#039;&#039;, a chemical that can cause even more brute damage than what you&#039;re trying to treat. &lt;br /&gt;
&lt;br /&gt;
[[Gauze]] can swiftly heal slash and piercing brute damage to an extent as well as stop bleeding completely, which makes it invaluable for treating wounds. Cloth can be used the same way, and 2 is needed to craft gauze by hand, but does not work as well as gauze by itself.&lt;br /&gt;
&lt;br /&gt;
=== Burn damage ===&lt;br /&gt;
There are four types of burn damage: {{heat}}, {{shock}}, {{cold}}, and {{caustic}}. As with brute, minor instances of burn damage can be treated by simply applying Ointment instead. However, while Bruise packs heal three categories of damage in brute, Ointment heals heat, shock, and cold. It will heal 15 points of damage, 5 in each category, per use. Ointment will also heal caustic damage, albeit less effectively(1.5 points).  &lt;br /&gt;
&lt;br /&gt;
Aloe Cream and [[Regenerative Mesh]] are also good options for burn topicals. Regenerative mesh will heal at double the rate that ointment heals for most burns, and notably heals 10 {{Caustic}} damage, as opposed to ointment&#039;s 1.5 {{Caustic}} damage. Aloe cream, made from aloe microwaved for 10 seconds, is identical to ointment. &lt;br /&gt;
&lt;br /&gt;
The most reliable option for healing burn damage of various kinds is {{Cl|Dermaline}}. This will heal {{heat|3}}, {{cold|3}}, and {{shock|3}} per unit of the medication applied. Take extra care to not overdose too much, as it&#039;s maximum safe dose is 10u, and the syringe&#039;s maximum amount is 15u. You may simply inject the 10u, or fill the 5u with another drug, such as {{Cl|Tricordrazine}}. However, Dermaline will not treat caustic damage. For this, you must use Sigynate, or Siderlac. &lt;br /&gt;
&lt;br /&gt;
If {{Cl|Dermaline}} is not available, there is {{Cl|Kelotane}}, a precursor to Dermaline, which will only heal {{heat|0.66}}, {{cold|0.66}}, and {{shock|0.66}} per unit.&lt;br /&gt;
&lt;br /&gt;
The most efficient way to heal individual types of burns is through advanced burn chemicals: Leporazine, which will heal 8 {{Cold}} per unit, Pyrazine, which will heal 10 {{Heat}} per unit. Insuzine, which will heal 6 {{Shock}} per unit. Sigynate, which will heal 5 {{Caustic}} per unit. Siderlac also heals caustic, at 10 {{Caustic}} per unit.&lt;br /&gt;
&lt;br /&gt;
Last and least, {{Cl|Tricordrazine}} will also heal {{heat|0.66}}, {{cold|0.66}}, and {{shock|0.66}} a unit, along with {{poison|1}} and {{brute|2}}, but only if there is less than 50 damage total.&lt;br /&gt;
&lt;br /&gt;
=== Airloss damage ===&lt;br /&gt;
Before reading anything else: if someone is on the ground gasping, you should first use an emergency medipen, or inject Epinephrine on them if no one else already has yet, and then move them to a medical bed if there are any available. This will give you time to prepare a more specific treatment. Next check that their internals are off (if theres air in medbay) or on (if theres no air in medbay). You do this via their right click menu. &lt;br /&gt;
&lt;br /&gt;
When it comes to asphyxiation, {{cl|Epinephrine}} is good for stabilizing patients losing air to give you time to work on them, but it will only temporarily divert the issue. Get them some proper medication. An easier to make alternative to stabilize patients is {{cl|Inaprovaline}}, which does the same thing but to a lesser extent, and also is far easier for the chemists to make. These medications do not lower asphyxiation below 100, they only prevent it from getting higher.&lt;br /&gt;
&lt;br /&gt;
To actually treat asphyxiation, {{cl|Dexalin}} and {{Cl|Dexalin Plus|DexalinPlus}} are your friends. {{cl|Dexalin}} will treat {{asphyxiation|2}} and one {{bloodloss|1}} per unit. {{cl|Dexalin Plus|DexalinPlus}} will treat {{asphyxiation|7}} and {{bloodloss|6}} per unit.&lt;br /&gt;
&lt;br /&gt;
Alternatively, if someone is dead, a defibrillator can be used to heal up to {{asphyxiation|40}} damage while applying {{shock|5}} damage.&lt;br /&gt;
&lt;br /&gt;
=== Toxin damage ===&lt;br /&gt;
There are two types of toxin damage, and both are treated with different medications.&lt;br /&gt;
&lt;br /&gt;
The first kind is {{poison}} damage. For poison, your most widely available option to detox is {{cl|Dylovene}}. {{cl|Dylovene}} heals {{poison|2}} per unit. Diphenhydramine or Stellibinin (sourced from Galaxythistle) are far superior in terms of healing poison damage, however both are more uncommon to see [[#chem_Ultravasculine|Ultravasculine]] is also an option, however it comes with the side effect of dealing brute damage alongside the detox.&lt;br /&gt;
&lt;br /&gt;
If you do not have Dylovene, you can also use [[#chem_Tricordrazine|Tricordrazine]] to heal 1 poison damage per unit to heal any damage below 50. &lt;br /&gt;
&lt;br /&gt;
The next kind of toxin is Radiation damage. Radiation can be treated with [[#chem_Hyronalin|Hyronalin]], but can be best treated with [[#chem_Arithrazine|Arithrazine]]. Arithrazine heals {{radiation|6}} per unit, however deals {{brute|3}} damage per unit, so be sure to use some Bicaridine or Bruise packs to heal the damage. &lt;br /&gt;
&lt;br /&gt;
===Bloodloss===&lt;br /&gt;
First, one must understand that everyone has {{reagent|Blood|300}} inside them.  When you take {{brute}} damage, in a gun fight for example, you will lose blood. You may also start noticeably bleeding, which continually drains your blood. If your blood level falls below a certain threshold(&amp;lt;90%), you will begin taking {{bloodloss}} damage and you will continue to do so until your blood levels gradually regenerate.  When you lose enough blood, you will start seeing double, as well as start to stutter heavily.&lt;br /&gt;
&lt;br /&gt;
If someone is bleeding heavily there are 3 things to do;&lt;br /&gt;
* Stop the bleeding&lt;br /&gt;
* Restore blood levels&lt;br /&gt;
* Cure blood loss damage&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
To stop bleeding (to stop blood levels from dropping continuously), quickly apply gauze. It should be noted that emergency medipens contain a small amount of {{reagent|{{cl|Tranexamic Acid|TranexamicAcid}}|3}}, which is also very effective at reducing bleed. &lt;br /&gt;
&lt;br /&gt;
To restore blood level (stop double vision and stop continuous blood loss damage), you need to administer {{cl|Iron}} ({{cl|Copper}} for arachnids) or {{cl|Saline}}. When the blood loss damage value has stopped going up, that means the blood level has returned to normal (not full, but not low enough to cause harm).&lt;br /&gt;
&lt;br /&gt;
Your patient may have enough blood loss damage at any point in treatment to warrant curing the damage. To do so, you will want to apply Dexalin+, Iron, or, less effectively, Dexalin to cure the blood loss damage. Patients who are no longer low on blood will slowly recover from blood loss damage on their own without medication.&lt;br /&gt;
&lt;br /&gt;
Do not simply treat the patient for their blood loss damage and send them on their way. They may appear to be cured on your health analyzer, but if their bleeding has not been stopped and their blood levels restored to normal(&amp;gt;90%), they will still suffer from bloodloss over time.&lt;br /&gt;
&lt;br /&gt;
== Chemicals ==&lt;br /&gt;
&lt;br /&gt;
Chemicals are made by Chemists for the doctors and anyone else working in the exam room to use. Chemicals do not work when someone is dead, unless you are using the cryopods. In that case, refer to [[Cryogenic Pods]].&lt;br /&gt;
&lt;br /&gt;
If you are interested in doing chemistry as a chemist, refer to [[Chemist]]. This page will only go in depth with using chemicals in the standard way, and other warnings. &lt;br /&gt;
&lt;br /&gt;
===Chemical Delivery Methods===&lt;br /&gt;
All chemicals will require either being injected into the bloodstream, inhaled or ingested. Some non-chemical medicines like bruise packs and aloe cream can be applied to the body instead.&lt;br /&gt;
&lt;br /&gt;
* Ingest - Crew can ingest pills for a large dose of chemical, drink a liquid from a container 5u at a time or eat medical plants. These all occur via the mouth.&lt;br /&gt;
* Inject - Crew can be injected into their bloodstream via a Syringe with small amounts of liquid chemical.&lt;br /&gt;
* Inhale - Crew can breathe in condensed amounts of gaseous chemical if their Internals are not on. A [[Modular Grenade]], bomb or Air Vent can cause chemicals to be inhaled. Chemicals with an overdose effect can have a negative rather than positive effect if inhaled this way.&lt;br /&gt;
* Applied - Crew can apply a non-chemical solid medical topical  to anywhere on their body (including past their clothes / suit somehow).&lt;br /&gt;
&lt;br /&gt;
Bear in mind that crew wearing suits ([[Salvage Specialist]], [[Engineer]]) may be wearing a helmet making the Inhale / Ingest delivery methods take a bit more time. This is because someone needs to remove the helmet and/or breath mask. In non-critical situations this will not be a problem. However, for critical situations where crew are gasping for air, every second may count.&lt;br /&gt;
&lt;br /&gt;
=== Warnings ===&lt;br /&gt;
* Call out what you inject when you do, so as to prevent accidental overdosing of multiple doctors working on one patient&lt;br /&gt;
* Do not give out chemicals to people when you aren&#039;t completely sure they are going to use the chemicals for a crime, or for the purpose of depriving medical of chemicals.&lt;br /&gt;
&lt;br /&gt;
== How to Deal with a Pandemic ==&lt;br /&gt;
Virology is currently removed from the game. The only disease to remain, is zombification, contracted through romerol.&lt;br /&gt;
&lt;br /&gt;
[[Zombie|Zombies]] are an [[Antagonist|Antagonist]] within the game which can be enabled as Initial Infected. &lt;br /&gt;
&lt;br /&gt;
If someone is infected, through bite from a zombie, there are quite a few ways to deal with it. To start, zombie infections can be cured with [[Ambuzol]], and a vaccination for them is [[Ambuzol plus|Ambuzol+]].&lt;br /&gt;
&lt;br /&gt;
Ambuzol needs zombie blood to be made, so bring dead zombies to your chemists! When treating an infection without ambuzol, or treating the side effects, you can track how bad the infection has gotten by tracking their poison damage. As they are infected, they will take poison damage over time, and patients take much more poison damage when they are in critical condition. It is however imperative to understand, if someone is bit while they are in critical condition, they will instantly turn into a zombie. This means treating critical patients that have been infected is risky, as if they die they will turn, and if they are bit they will turn.&lt;br /&gt;
&lt;br /&gt;
Now it is imperative in a crowded medbay of infected patients to keep patients from dying, or becoming crit. If a patient is about to die, do your best to seperate them from everyone else, as they will turn. Remember, do not be stingy with ambuzol! And focus on having a route to run away!&lt;br /&gt;
&lt;br /&gt;
Another thing to take note of, you cannot revive a zombie, or turn them back into not being a zombie. The only way to bring them back into the game is by borging them! Take their brain or dead body to science and they can take it from there.&lt;br /&gt;
&lt;br /&gt;
==Final Comments==&lt;br /&gt;
This article could use more to it, if you see something you want changed, added, or removed, you can do it yourself or ask someone on the discord to help out.&lt;br /&gt;
&lt;br /&gt;
===Extra Guides===&lt;br /&gt;
* [[Guide_to_Medical|Guide To Medical]]&lt;br /&gt;
* [[Chief_Medical_Officer|Chief Medical Officer]]&lt;br /&gt;
* [[Chemist]]&lt;br /&gt;
* [[Chemistry]]&lt;br /&gt;
* [[Medical_Doctor|Medical Doctor]]&lt;br /&gt;
* [[Medical_Intern|Medical Intern]]&lt;br /&gt;
* [[Medicine]]&lt;br /&gt;
* [[Paramedic]]&lt;br /&gt;
* [[Chemistry]]&lt;br /&gt;
* [[Zombie]]&lt;/div&gt;</summary>
		<author><name>ThatCatWh0</name></author>
	</entry>
	<entry>
		<id>https://wiki.projectomu.org/index.php?title=Template:Role_infobox&amp;diff=257</id>
		<title>Template:Role infobox</title>
		<link rel="alternate" type="text/html" href="https://wiki.projectomu.org/index.php?title=Template:Role_infobox&amp;diff=257"/>
		<updated>2025-12-28T23:12:07Z</updated>

		<summary type="html">&lt;p&gt;ThatCatWh0: Role Template Box&lt;/p&gt;
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&lt;br /&gt;
[[Category:Infobox templates]]&lt;br /&gt;
&amp;lt;templatedata&amp;gt;&lt;br /&gt;
{&lt;br /&gt;
	&amp;quot;params&amp;quot;: {&lt;br /&gt;
		&amp;quot;title&amp;quot;: {&lt;br /&gt;
			&amp;quot;label&amp;quot;: &amp;quot;Infobox title&amp;quot;,&lt;br /&gt;
			&amp;quot;type&amp;quot;: &amp;quot;line&amp;quot;,&lt;br /&gt;
			&amp;quot;required&amp;quot;: true,&lt;br /&gt;
			&amp;quot;example&amp;quot;: &amp;quot;Nuclear Operative&amp;quot;&lt;br /&gt;
		},&lt;br /&gt;
		&amp;quot;image&amp;quot;: {&lt;br /&gt;
			&amp;quot;label&amp;quot;: &amp;quot;Image&amp;quot;,&lt;br /&gt;
			&amp;quot;example&amp;quot;: &amp;quot;File:Detective.png&amp;quot;,&lt;br /&gt;
			&amp;quot;type&amp;quot;: &amp;quot;wiki-file-name&amp;quot;,&lt;br /&gt;
			&amp;quot;suggested&amp;quot;: true,&lt;br /&gt;
			&amp;quot;aliases&amp;quot;: [&lt;br /&gt;
				&amp;quot;img&amp;quot;&lt;br /&gt;
			]&lt;br /&gt;
		},&lt;br /&gt;
		&amp;quot;access&amp;quot;: {&lt;br /&gt;
			&amp;quot;label&amp;quot;: &amp;quot;Level of access&amp;quot;,&lt;br /&gt;
			&amp;quot;type&amp;quot;: &amp;quot;line&amp;quot;,&lt;br /&gt;
			&amp;quot;suggested&amp;quot;: true,&lt;br /&gt;
			&amp;quot;example&amp;quot;: &amp;quot;Brig, Detective, Maintenance, Security, Service&amp;quot;&lt;br /&gt;
		},&lt;br /&gt;
		&amp;quot;difficulty&amp;quot;: {&lt;br /&gt;
			&amp;quot;label&amp;quot;: &amp;quot;Difficulty&amp;quot;,&lt;br /&gt;
			&amp;quot;example&amp;quot;: &amp;quot;Medium&amp;quot;,&lt;br /&gt;
			&amp;quot;type&amp;quot;: &amp;quot;line&amp;quot;,&lt;br /&gt;
			&amp;quot;suggested&amp;quot;: true&lt;br /&gt;
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			&amp;quot;label&amp;quot;: &amp;quot;Duties&amp;quot;,&lt;br /&gt;
			&amp;quot;description&amp;quot;: &amp;quot;What this role entails?&amp;quot;,&lt;br /&gt;
			&amp;quot;type&amp;quot;: &amp;quot;line&amp;quot;,&lt;br /&gt;
			&amp;quot;suggested&amp;quot;: true&lt;br /&gt;
		},&lt;br /&gt;
		&amp;quot;supervisors&amp;quot;: {&lt;br /&gt;
			&amp;quot;label&amp;quot;: &amp;quot;Supervisors&amp;quot;,&lt;br /&gt;
			&amp;quot;example&amp;quot;: &amp;quot;[[Head of Security]]&amp;quot;,&lt;br /&gt;
			&amp;quot;type&amp;quot;: &amp;quot;line&amp;quot;,&lt;br /&gt;
			&amp;quot;suggested&amp;quot;: true&lt;br /&gt;
		},&lt;br /&gt;
		&amp;quot;subordinates&amp;quot;: {&lt;br /&gt;
			&amp;quot;label&amp;quot;: &amp;quot;Subordinates&amp;quot;,&lt;br /&gt;
			&amp;quot;example&amp;quot;: &amp;quot;[[Scientist]], [[Research Assistant]]&amp;quot;,&lt;br /&gt;
			&amp;quot;type&amp;quot;: &amp;quot;line&amp;quot;,&lt;br /&gt;
			&amp;quot;suggested&amp;quot;: true&lt;br /&gt;
		},&lt;br /&gt;
		&amp;quot;guides&amp;quot;: {&lt;br /&gt;
			&amp;quot;label&amp;quot;: &amp;quot;Guides&amp;quot;,&lt;br /&gt;
			&amp;quot;description&amp;quot;: &amp;quot;List of guides for this role. If has multiple, use a bullet list.&amp;quot;,&lt;br /&gt;
			&amp;quot;example&amp;quot;: &amp;quot;This is the guide. / * [[Medical]] * [[Medicine]]&amp;quot;,&lt;br /&gt;
			&amp;quot;type&amp;quot;: &amp;quot;string&amp;quot;,&lt;br /&gt;
			&amp;quot;suggested&amp;quot;: true&lt;br /&gt;
		},&lt;br /&gt;
		&amp;quot;department&amp;quot;: {&lt;br /&gt;
			&amp;quot;label&amp;quot;: &amp;quot;Department&amp;quot;,&lt;br /&gt;
			&amp;quot;example&amp;quot;: &amp;quot;Security&amp;quot;,&lt;br /&gt;
			&amp;quot;type&amp;quot;: &amp;quot;line&amp;quot;,&lt;br /&gt;
			&amp;quot;suggested&amp;quot;: true&lt;br /&gt;
		},&lt;br /&gt;
		&amp;quot;radio&amp;quot;: {&lt;br /&gt;
			&amp;quot;label&amp;quot;: &amp;quot;Radio channels (comms)&amp;quot;,&lt;br /&gt;
			&amp;quot;description&amp;quot;: &amp;quot;What radio channels are available round-start? If multiple channels are available, list each on a separate line starting with &#039;*&#039;.&amp;quot;,&lt;br /&gt;
			&amp;quot;example&amp;quot;: &amp;quot;{{rch|supply}} / * {{rch|binary}} * {{rch|science}} &amp;quot;,&lt;br /&gt;
			&amp;quot;type&amp;quot;: &amp;quot;string&amp;quot;,&lt;br /&gt;
			&amp;quot;suggested&amp;quot;: true&lt;br /&gt;
		}&lt;br /&gt;
	},&lt;br /&gt;
	&amp;quot;paramOrder&amp;quot;: [&lt;br /&gt;
		&amp;quot;title&amp;quot;,&lt;br /&gt;
		&amp;quot;image&amp;quot;,&lt;br /&gt;
		&amp;quot;department&amp;quot;,&lt;br /&gt;
		&amp;quot;access&amp;quot;,&lt;br /&gt;
		&amp;quot;difficulty&amp;quot;,&lt;br /&gt;
		&amp;quot;duties&amp;quot;,&lt;br /&gt;
		&amp;quot;supervisors&amp;quot;,&lt;br /&gt;
		&amp;quot;subordinates&amp;quot;,&lt;br /&gt;
		&amp;quot;guides&amp;quot;,&lt;br /&gt;
		&amp;quot;radio&amp;quot;&lt;br /&gt;
	],&lt;br /&gt;
	&amp;quot;description&amp;quot;: &amp;quot;Infobox templates for roles/jobs.&amp;quot;,&lt;br /&gt;
	&amp;quot;format&amp;quot;: &amp;quot;block&amp;quot;&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/templatedata&amp;gt;&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>ThatCatWh0</name></author>
	</entry>
	<entry>
		<id>https://wiki.projectomu.org/index.php?title=Chemist&amp;diff=256</id>
		<title>Chemist</title>
		<link rel="alternate" type="text/html" href="https://wiki.projectomu.org/index.php?title=Chemist&amp;diff=256"/>
		<updated>2025-12-28T23:08:28Z</updated>

		<summary type="html">&lt;p&gt;ThatCatWh0: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Role infobox&lt;br /&gt;
| department = [[Medical]]&lt;br /&gt;
| image = Chemist.png&lt;br /&gt;
| title = Chemist&lt;br /&gt;
| access = Chemistry, Maintenance, Medical&lt;br /&gt;
| difficulty = Medium&lt;br /&gt;
| duties = Produce medication for the medbay. Produce other chemicals for other departments, such as unstable mutagen for the [[Botanist]] or Space Cleaner for the [[Janitor]].&lt;br /&gt;
| supervisors = [[Chief Medical Officer]]&lt;br /&gt;
| subordinates = None&lt;br /&gt;
| guides = [[Medical|Guide to Medical]]&lt;br /&gt;
| radio = * {{rch|common}}&lt;br /&gt;
* {{rch|med}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{WIP|lastUpdated=28-12-2025|editor=ThatCatWh0}}&lt;br /&gt;
Place Holder From SS14 Wiki&lt;br /&gt;
Chemist is a job in the [[Medical]] department.&lt;br /&gt;
&lt;br /&gt;
As a Chemist, your job is to supply the station with [[medicine]] or other reagents as requested of the crew. The most important machines for your profession are a [[#Chemical Dispenser|Chemical Dispenser]] and the [[#ChemMaster4000|ChemMaster4000]]. &lt;br /&gt;
Since the 4 usual damage types are Brute, Burn, Air loss and Toxin, you will need to create cures for all of them as well as for blood loss, the most common being:&lt;br /&gt;
*[[Tricordrazine]]&lt;br /&gt;
*[[Chemistry#chem_Dylovene|Dylovene]]&lt;br /&gt;
*[[Chemistry#chem_Arithrazine|Arithrazine]]&lt;br /&gt;
*[[Chemistry#chem_Bicaridine|Bicaridine]]&lt;br /&gt;
*[[Chemistry#chem_DexalinPlus|Dexalin+]]&lt;br /&gt;
*[[Chemistry#chem_Saline|Saline]]&lt;br /&gt;
&lt;br /&gt;
Recipes can be found here: [[Chemistry]]&lt;br /&gt;
&lt;br /&gt;
Chemists can also make less common medicine ranging from recovering from fixing eye damage, curing a zombie plague, curing a bee sting or assisting a hangover. In a zombie outbreak, you may be asked to work with the medical team to bulk produce a cure. Remember to use the [[Radio]] to work closely with the crew.&lt;br /&gt;
&lt;br /&gt;
[[Botanist|Botanists]] may come to you requesting Botanical chemicals to help with weeds and plant growth. The [[Janitor]] may request Space Cleaner to remove crayon artwork from floors, bleach, or rat poison. The [[Chef]] may request table salt, sugar, and other condiments. A [[Security Officer]] may request flammable bomb ingredients, foam, or medicine bottles. A [[Salvage Specialist]] may request Bicaridine to heal off-station. A [[Bartender]] may request Iron or Tricordrazine for special drinks. Crew may request illicit drugs or simply a pill containing soda. Antagonists may request poisons or sleep drugs. [[Clown|Clowns]] may ask for beakers of potassium. Prioritizing which orders to fulfill is part of your responsibility.  &lt;br /&gt;
&lt;br /&gt;
For more info, see the in-game guidebook since nobody updates the wiki-page regularly.&lt;br /&gt;
&lt;br /&gt;
A creative chemist can work with the [[Scientist|Science team]] to create healing grenades that can be deployed on a room of the diseased to bulk cure them. Beware to only use chemicals that cannot be overdosed on unless you have a good [[Lawyer]].&lt;br /&gt;
&lt;br /&gt;
A clever chemist may choose to ignore or report suspicious requests from unauthorized staff for a beaker of:&lt;br /&gt;
*Potassium (used to make explosions)&lt;br /&gt;
*Chlorine / Fluorine (used to make explosions)&lt;br /&gt;
*Radium / Uranium (for mutating plants or causing radiation damage)&lt;br /&gt;
*Sulfuric acid (acid is dangerous)&lt;br /&gt;
*Oxygen&lt;br /&gt;
*Diethylamine (fertilizer / poison)&lt;br /&gt;
*Plasma (used to make poison)&lt;br /&gt;
*Cryostasis Beaker (useful making bombs)&lt;br /&gt;
Note that certain staff may have an actual non-antagonist reason to request certain things. Be sure to use your best judgement when making these decisions. &lt;br /&gt;
&lt;br /&gt;
Your job can get chaotic with power outages, chemical explosions, [[Antagonist|villains]] running past or intruders jumping through the window to steal your precious pills. Being able to have adequate medicine on hand to assist medical and security staff to cater for the next emergency is your challenge.&lt;br /&gt;
&lt;br /&gt;
==Chemical Delivery Methods==&lt;br /&gt;
All chemicals will require either being injected into the bloodstream, inhaled or ingested. Some non-chemical medicines like bruise packs and aloe cream can be applied to the body instead.&lt;br /&gt;
&lt;br /&gt;
* Ingest - Crew can ingest pills for a large dose of chemical, drink a liquid from a container 5u at a time or eat medical plants. These all occur via the mouth. Ingested chemicals take 20 seconds to start metabolizing.&lt;br /&gt;
* Inject - Crew can be injected into their bloodstream via a Syringe with small amounts of liquid chemical.&lt;br /&gt;
* Inhale - Crew can breathe in condensed amounts of gaseous chemical if their Internals are not off. A [[Modular Grenade]], bomb or Air Vent can cause chemicals to be inhaled. Chemicals with an overdose effect can have a negative rather than positive effect if inhaled this way&lt;br /&gt;
* Applied - Crew can apply a non-chemical solid medical topical  to anywhere on their body (including past their clothes / suit somehow).&lt;br /&gt;
&lt;br /&gt;
Bear in mind that crew wearing suits ([[Salvage Specialist]], [[Engineer]]) may be wearing a helmet making the Inhale / Ingest delivery methods take a bit more time. This is because someone needs to remove the helmet and/or breath mask. In non-critical situations this will not be a problem. However, for critical situations where crew are gasping for air, every second may count.&lt;br /&gt;
&lt;br /&gt;
Given this knowledge, chemists can choose the delivery method of which to serve their chemicals and the [[Medical]] team can choose the best medicine for each particular scenario. For example, Dexalin+ and Epinephrine can be served as either a pill or liquid in a Jug. As they are used to treat critical conditions (often in people with a suit or breathe mask on), consider delivering the liquid in a bottle and injecting it into the patient. As Dexalin+ is not only for critical situations though, having it both in bottles and as pills can be handy. In contrast non-critical on-demand chemicals like Space drugs can be offered as pills as crew have a tendency to either smash or steal the beakers. Also, [[Medical]] staff may be demanded for bruise packs by crew members that go into space, as they can apply it in space without taking off their helmet. As a chemist, don&#039;t get insulted by this!&lt;br /&gt;
&lt;br /&gt;
== Chemical Dispenser ==&lt;br /&gt;
[[File:Industrial Dispenser.png|right|128px]]&lt;br /&gt;
The chemical dispenser&#039;s main purpose is to get and mix chemicals. At round start, all chemical dispensers are filled with an array of basic chemical jugs each containing 200u. These cover a wide range of most reagents that the crew may request.&lt;br /&gt;
&lt;br /&gt;
To use it, you need to:&lt;br /&gt;
*Click on it with a beaker in hand to insert it. &#039;&#039;(Note that if it already has a beaker inside, it will swap it with the one in your hand)&#039;&#039;;&lt;br /&gt;
*Open the chemical dispenser&#039;s GUI;&lt;br /&gt;
*Select the amount (u) to add to the beaker;&lt;br /&gt;
*Select the chemical you want to add to the beaker. &#039;&#039;(Note that the chemicals will react instantly)&#039;&#039;&lt;br /&gt;
*Click Eject&lt;br /&gt;
&lt;br /&gt;
TIPS:&lt;br /&gt;
*Oxygen and Hydrogen cannot be turned into water (as at 2023)&lt;br /&gt;
*Some recipes will require input of external ingredients such as blood, welder fuel (from fuel tanks), plasma or water.&lt;br /&gt;
*Some recipes require multiple interim chemicals. The order that you add chemicals can be important (e.g. to make Tricordrazine, make Inaprovaline before Dylovene). Otherwise you may get unexpected results.&lt;br /&gt;
*Some chemicals are easier obtained via [[Hydroponics|Hydroponics Tray]] medical plants. e.g. Lingzhi when ground produces Epinephrine. Medical plants raw can also heal small amounts. The amount varies on the strength (and size) of the plant. Multiple plants can be eaten one after the other to stack their effect. A single max strength poppy is more effective than 0.5u of Bicaridine. However, grinding them produces chemicals more effective than eating the plant raw. High strength plants produce more chemicals.&lt;br /&gt;
*Adding chemicals to a container within the Chemical Dispenser will reset the heat of the container to room temperature. This is useful with making chemicals like [[Chemistry|Diphenhydramine]] or [[Chemistry|Oil]].&lt;br /&gt;
&lt;br /&gt;
== ChemMaster4000 ==&lt;br /&gt;
[[File:ChemMaster4000.png|right|128px]]&lt;br /&gt;
ChemMaster4000&#039;s purpose is to make pills or bottles with the chemical of your choosing. &lt;br /&gt;
*Put a container in your active hand. e.g. pill canister or bottle.&lt;br /&gt;
*Click the ChemMaster machine to put it into the Output tab&lt;br /&gt;
*Put a beaker in your active hand&lt;br /&gt;
*Click the ChemMaster machine to put it into the Input tab&lt;br /&gt;
&lt;br /&gt;
*If you want to make a pill/bottle:&lt;br /&gt;
**Ensure that there is a Container loaded in the Input tab that has chemicals in it.&lt;br /&gt;
**&#039;&#039;&#039;Add the chemicals&#039;&#039;&#039;. Click the Transfer button next to a chemical to load it to the buffer. &#039;&#039;(&amp;quot;All&amp;quot; adds everything in the beaker, &amp;quot;5&amp;quot; adds 5u, &amp;quot;10&amp;quot; adds 10u etc.)&#039;&#039;;&lt;br /&gt;
**&#039;&#039;&#039;Check the chemicals&#039;&#039;&#039;. All chemical types in the buffer will be output. e.g. It is a good idea to have both Arithrazine and Bicaridine in the buffer so that they are both added to the output to complement each other, and make sure your buffer is clear of any other unwanted chemicals.&lt;br /&gt;
**Change to the &#039;&#039;&#039;Output&#039;&#039;&#039; tab&lt;br /&gt;
**&#039;&#039;&#039;Change the label&#039;&#039;&#039; if necessary. &#039;&#039;Personally, I like to add the dose (e.g. 5u)&#039;&#039;; As most of your colleagues may not know chemistry, a kind chemist will prefix the label with its effect. e.g. Brute (Bicaridine 25u)&lt;br /&gt;
**If you&#039;re making pills, &#039;&#039;&#039;set the pill&#039;s visual appearance&#039;&#039;&#039;. &#039;&#039;I prefer to make it similar to the color of the chemical&#039;&#039;;&lt;br /&gt;
**&#039;&#039;&#039;Set the dose&#039;&#039;&#039; 10-15u is typically enough.&lt;br /&gt;
**&#039;&#039;&#039;Set the amount of pills&#039;&#039;&#039; you want to create.&lt;br /&gt;
**Hit the &#039;&#039;&#039;create&#039;&#039;&#039; button, and you should instantly receive the pills.&lt;br /&gt;
&lt;br /&gt;
*If you want to get rid of the chemical in the buffer:&lt;br /&gt;
**Select either &#039;&#039;&#039;transfer&#039;&#039;&#039; &#039;&#039;(moves chemical to inserted container)&#039;&#039; or &#039;&#039;&#039;discard&#039;&#039;&#039; &#039;&#039;(gets rid of the chemical completely)&#039;&#039;;&lt;br /&gt;
**Select the amount to transfer/discard.&lt;br /&gt;
ChemMaster4000&#039;s has other functions as well, yet they may not be within the purpose of the machine. There are a few properties of which I will leave to the player to use how they wish.&lt;br /&gt;
&lt;br /&gt;
* ChemMaster4000 retains the heat of a container inside of it. If you have heated a beaker on a hotplate by having something in it, you can retain that beakers heat when it is within your ChemMaster4000.&lt;br /&gt;
* ChemMaster4000 can store unlimited amounts of chemicals in it&#039;s buffer. This means you can store and do all of your reactions within it. Do understand, if you attempt to make pills while using your ChemMaster4000 as storage, it &#039;&#039;&#039;will draw from all of your chemicals equally&#039;&#039;&#039; that are in the buffer.&lt;br /&gt;
* ChemMaster4000 can do reactions by mixing chemicals within it.&lt;br /&gt;
&lt;br /&gt;
== Reagent Grinder ==&lt;br /&gt;
The Reagent Grinder enables objects to be ground or liquefied. &lt;br /&gt;
&lt;br /&gt;
A chemist will only need to grind 1 sheet of plasma in this in order to make some medication like Dexalin. A Large Beaker will need to be loaded into the Reagent Grinder by left clicking on the machine with the object in your active hand.&lt;br /&gt;
&lt;br /&gt;
A Grinder can also be used to test the contents of pills. Insert the pill and a beaker and then click Grind in order to return the contents of the pill to the beaker in liquid form.&lt;br /&gt;
&lt;br /&gt;
== Medical Plants ==&lt;br /&gt;
There are various [[Hydroponics#Chemicals|Medical Plants]] that you can request a [[Botanist]] to supply. Some plants produce more effective medication than you do (e.g. aloe cream), whilst others have effects that you cannot produce chemically (e.g. Stellibinin). Be sure to supply the Botanist with Robust Harvest and Mutagen and remind them to use it. Using Robust Harvest will increase the size and potency of medical plants making them stronger when eaten raw whilst also allowing them to produce more chemicals when ground in a Grinder, which is great news for you. &lt;br /&gt;
&lt;br /&gt;
== Tools ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Description&lt;br /&gt;
|-&lt;br /&gt;
| {{item|Lab coat}} || Has pockets for pills to carry with you. Slightly protects you from melting because you spilled acid on yourself.&lt;br /&gt;
|-&lt;br /&gt;
| {{item|Large Beaker}} || Your primary container. Holds 100u of chemicals. Fill up from a ChemDispenser / Water tank / syringe. Left click to drink from it 5u at a time. Click on it with an object in Draw mode to transfer 5u of its contents to that object (e.g. syringe / bottle). &lt;br /&gt;
|-&lt;br /&gt;
| {{item|Beaker}} || A small beaker that holds 50u&lt;br /&gt;
|-&lt;br /&gt;
| {{item|BlueSpace Beaker}} || A rare large beaker that holds 1000u and is the same size as a Small Beaker. Can be researched by Science or picked up by Salvage. &lt;br /&gt;
|-&lt;br /&gt;
| {{item|Cryostasis Beaker}} || A small beaker that holds 60u and enables chemical storage without causing reactions.&lt;br /&gt;
|-&lt;br /&gt;
| {{item|Bottle}} || A small bottle that can hold 30u and be drunk from similar to a beaker but in smaller quantities. Doesn&#039;t shatter when thrown!&lt;br /&gt;
|-&lt;br /&gt;
| {{item|Spray bottle}} || A bottle that can contain ~90u of liquid. When used, it sprays 5u at the target direction. Useful for space cleaner and weed killer.&lt;br /&gt;
|-&lt;br /&gt;
| {{item|Dropper}} || Enables 5u of liquid to be extracted and injected.&lt;br /&gt;
|-&lt;br /&gt;
| {{item|Syringe}} || Holds 15u of liquid that can be used to inject a human / animal 5u at a time. Press Z to change from draw to inject modes. Primarily used to draw blood, inject epinephrine into critical patients or inject stunned / bound / distracted victims with poison.&lt;br /&gt;
|-&lt;br /&gt;
| {{item|Pill canister}} || Holds 9 pills. Each pill can be drawn out one by one or can be dumped.&lt;br /&gt;
|-&lt;br /&gt;
| {{item|Pill}} || A pill can be created from the ChemMaster&#039;s Output tab assuming that there is first inserted a Pill Cannister. A pill can contain a higher dose than a syringe. Too high of a dose of some chemicals is dangerous.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Getting Supplies==&lt;br /&gt;
A Chemistry lab typically starts off with several supplies, including Beaker Boxes (with beakers and large beakers), Pill Canister Boxes (with pill canisters), Bottle Boxes (with bottles), and Syringe Boxes (with syringes). Sometimes there will also be plasma available.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;Note on starting plasma, more and more maps are having plasma in a vial being added to starting locker.&lt;br /&gt;
&lt;br /&gt;
To get more supplies, you can go to:&lt;br /&gt;
*Cargo - Request a Chemistry Supplies Crate (it will contain several boxes of supplies therein)&lt;br /&gt;
*Cargo - Request ChemVend restocks, or chemical crates. It is recommended to request Chemvend restocks if you are newer to chemistry.&lt;br /&gt;
*Salvage - Request Plasma from their journeys in space&lt;br /&gt;
*Science - Request bottles, beakers, pill canisters, droppers to be made&lt;br /&gt;
*Science - Request machines to be made / replaced.&lt;br /&gt;
*Science - Request grenade components so that a heal grenade can be made.&lt;br /&gt;
*Hydroponics - Request medical plants and aloe cream. There are many medical plants at your disposal, but the main ones used are poppy, aloe, and galaxythistle.&lt;br /&gt;
*Bartender - Request a 100u Shaker in an utter emergency. It is to be noted that shakers have more explosion resistance and is not see through on the sprite.&lt;br /&gt;
&lt;br /&gt;
==Investigating Suspicious Liquids / Pills==&lt;br /&gt;
The &#039;&#039;&#039;contents of a liquid&#039;&#039;&#039; can be placed into a beaker by left clicking on a beaker with a container (soda can, bottle, dropper, bucket) in your hand. This transfers 5u of liquid into the beaker at a time. The beaker can then be placed into either a Chemical Dispenser, ChemMaster4000 or Reagent Grinder in order to view its contents. Or, if you haven&#039;t lost your goggles, simply click the liquid container icon on the bottom left of the inspect pop-up when viewing a container of unknown liquid.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;contents of a pill&#039;&#039;&#039; can be placed into a Reagent Grinder that has a beaker in it. After the Grind button is pressed, the pill contents will be liquefied into the beaker.&lt;br /&gt;
&lt;br /&gt;
They may also be dissolved in any liquid, should no Reagent Grinder be available to you.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This should be the basics you need to know to get started. Don&#039;t hesitate to look at the in-game guide book if you forget a recipe. Have fun! :)&lt;br /&gt;
==Advanced Chemistry Tips==&lt;br /&gt;
Note that this section is a work in progress, and changes made by experienced chemists is encouraged and appreciated.&lt;br /&gt;
The goal of this section is to teach more advanced tricks for chemistry players, so as to speed up their chemical making, or make it easier, or merely to try new things. This does not mean any of these tricks are required to be a good chemist, or required to do chemistry, and it is not recommended to attempt these tricks until you as a player have the basics down.&lt;br /&gt;
*The Hot Beaker Trick, commonly referred to as a sun beaker, or other names. This trick stems off a few properties. One, beakers with less units of chemicals in them heat up faster. Two, heat is maintained inside of a ChemMaster4000. To perform this trick, add 1 unit of chemicals to a beaker. You can also add a few chemicals to a beaker, but understand the more units, the longer it takes to heat. Heat up the beaker. If you watch with your chemical goggles, you can observe it heating very quickly. There is no benefit to heating a beaker a ton however. Once the beaker is above 700 K, it is likely hot enough for all the reactions in the game. Do be warned making oil while doing this trick will instantly turn it into ash. Once your beaker is hot, move it into your ChemMaster4000. You can then mix your reaction in the ChemMaster4000 with that beaker. This allows for making chemicals like Pyrazine, Insuzine, and Ferscilite very quickly. Do understand this is not ideal when making Diphenhydramine, as it will likely cause the oil in Diphenhydramine to ash before it makes the Diphenhydramine. If you wish to reset the heat of your beaker, merely add a chemical to it in the chemical dispenser.&lt;br /&gt;
*A Quick ClF3 bomb recipe. This is a method to make a ClF3 bomb quickly. The usage of such I personally recommend as a suicide bomb, but you can throw it instead, or have it activate with another bomb. Do be warned throwing chemicals together to activate bombs do not work without gravity. To make a quick ClF3 bomb, obtain a jug of chlorine. Put it all into your ChemMaster4000. Put 1 unit of that chlorine into your beaker, and heat that beaker. Then, use that beaker to transfer 195 units of chlorine back into your chlorine jug. Once that is done, scan the jug to make sure the heat was retained and no mistakes were made. Next, obtain jugs of fluorine. The ideal amount is three jugs, however less is fine. One done, you can mix the chemicals together for them to go boom. As mentioned before, I recommend mixing them in your bag for a suicide bomb, as it will make sure no chemicals will spill out and all of them will react. Merely mix the purple in the green, or fluorine in chlorine if using as a suicide bomb.&lt;br /&gt;
&lt;br /&gt;
{{Role Navbox}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Roles]]&lt;br /&gt;
[[Category:Medical Roles]]&lt;/div&gt;</summary>
		<author><name>ThatCatWh0</name></author>
	</entry>
	<entry>
		<id>https://wiki.projectomu.org/index.php?title=File:Chemist.png&amp;diff=255</id>
		<title>File:Chemist.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.projectomu.org/index.php?title=File:Chemist.png&amp;diff=255"/>
		<updated>2025-12-28T23:03:48Z</updated>

		<summary type="html">&lt;p&gt;ThatCatWh0: Our Local Chemistry Savant&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
Our Local Chemistry Savant&lt;/div&gt;</summary>
		<author><name>ThatCatWh0</name></author>
	</entry>
	<entry>
		<id>https://wiki.projectomu.org/index.php?title=Chemist&amp;diff=254</id>
		<title>Chemist</title>
		<link rel="alternate" type="text/html" href="https://wiki.projectomu.org/index.php?title=Chemist&amp;diff=254"/>
		<updated>2025-12-28T23:02:03Z</updated>

		<summary type="html">&lt;p&gt;ThatCatWh0: Created page with &amp;quot;{{Role infobox | department = Medical | image = Chemist.png | title = Chemist | access = Chemistry, Maintenance, Medical | difficulty = Medium | duties = Produce medication for the medbay. Produce other chemicals for other departments, such as unstable mutagen for the Botanist or Space Cleaner for the Janitor. | supervisors = Chief Medical Officer | subordinates = None | guides = Guide to Medical | radio = * {{rch|common}} * {{rch|med}} }} {{W...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Role infobox&lt;br /&gt;
| department = [[Medical]]&lt;br /&gt;
| image = Chemist.png&lt;br /&gt;
| title = Chemist&lt;br /&gt;
| access = Chemistry, Maintenance, Medical&lt;br /&gt;
| difficulty = Medium&lt;br /&gt;
| duties = Produce medication for the medbay. Produce other chemicals for other departments, such as unstable mutagen for the [[Botanist]] or Space Cleaner for the [[Janitor]].&lt;br /&gt;
| supervisors = [[Chief Medical Officer]]&lt;br /&gt;
| subordinates = None&lt;br /&gt;
| guides = [[Medical|Guide to Medical]]&lt;br /&gt;
| radio = * {{rch|common}}&lt;br /&gt;
* {{rch|med}}&lt;br /&gt;
}}&lt;br /&gt;
{{WIP|lastUpdated=28-12-2025|editor=ThatCatWh0}}&lt;br /&gt;
Place Holder From SS14 Wiki&lt;br /&gt;
Chemist is a job in the [[Medical]] department.&lt;br /&gt;
&lt;br /&gt;
As a Chemist, your job is to supply the station with [[medicine]] or other reagents as requested of the crew. The most important machines for your profession are a [[#Chemical Dispenser|Chemical Dispenser]] and the [[#ChemMaster4000|ChemMaster4000]]. &lt;br /&gt;
Since the 4 usual damage types are Brute, Burn, Air loss and Toxin, you will need to create cures for all of them as well as for blood loss, the most common being:&lt;br /&gt;
*[[Tricordrazine]]&lt;br /&gt;
*[[Chemistry#chem_Dylovene|Dylovene]]&lt;br /&gt;
*[[Chemistry#chem_Arithrazine|Arithrazine]]&lt;br /&gt;
*[[Chemistry#chem_Bicaridine|Bicaridine]]&lt;br /&gt;
*[[Chemistry#chem_DexalinPlus|Dexalin+]]&lt;br /&gt;
*[[Chemistry#chem_Saline|Saline]]&lt;br /&gt;
&lt;br /&gt;
Recipes can be found here: [[Chemistry]]&lt;br /&gt;
&lt;br /&gt;
Chemists can also make less common medicine ranging from recovering from fixing eye damage, curing a zombie plague, curing a bee sting or assisting a hangover. In a zombie outbreak, you may be asked to work with the medical team to bulk produce a cure. Remember to use the [[Radio]] to work closely with the crew.&lt;br /&gt;
&lt;br /&gt;
[[Botanist|Botanists]] may come to you requesting Botanical chemicals to help with weeds and plant growth. The [[Janitor]] may request Space Cleaner to remove crayon artwork from floors, bleach, or rat poison. The [[Chef]] may request table salt, sugar, and other condiments. A [[Security Officer]] may request flammable bomb ingredients, foam, or medicine bottles. A [[Salvage Specialist]] may request Bicaridine to heal off-station. A [[Bartender]] may request Iron or Tricordrazine for special drinks. Crew may request illicit drugs or simply a pill containing soda. Antagonists may request poisons or sleep drugs. [[Clown|Clowns]] may ask for beakers of potassium. Prioritizing which orders to fulfill is part of your responsibility.  &lt;br /&gt;
&lt;br /&gt;
For more info, see the in-game guidebook since nobody updates the wiki-page regularly.&lt;br /&gt;
&lt;br /&gt;
A creative chemist can work with the [[Scientist|Science team]] to create healing grenades that can be deployed on a room of the diseased to bulk cure them. Beware to only use chemicals that cannot be overdosed on unless you have a good [[Lawyer]].&lt;br /&gt;
&lt;br /&gt;
A clever chemist may choose to ignore or report suspicious requests from unauthorized staff for a beaker of:&lt;br /&gt;
*Potassium (used to make explosions)&lt;br /&gt;
*Chlorine / Fluorine (used to make explosions)&lt;br /&gt;
*Radium / Uranium (for mutating plants or causing radiation damage)&lt;br /&gt;
*Sulfuric acid (acid is dangerous)&lt;br /&gt;
*Oxygen&lt;br /&gt;
*Diethylamine (fertilizer / poison)&lt;br /&gt;
*Plasma (used to make poison)&lt;br /&gt;
*Cryostasis Beaker (useful making bombs)&lt;br /&gt;
Note that certain staff may have an actual non-antagonist reason to request certain things. Be sure to use your best judgement when making these decisions. &lt;br /&gt;
&lt;br /&gt;
Your job can get chaotic with power outages, chemical explosions, [[Antagonist|villains]] running past or intruders jumping through the window to steal your precious pills. Being able to have adequate medicine on hand to assist medical and security staff to cater for the next emergency is your challenge.&lt;br /&gt;
&lt;br /&gt;
==Chemical Delivery Methods==&lt;br /&gt;
All chemicals will require either being injected into the bloodstream, inhaled or ingested. Some non-chemical medicines like bruise packs and aloe cream can be applied to the body instead.&lt;br /&gt;
&lt;br /&gt;
* Ingest - Crew can ingest pills for a large dose of chemical, drink a liquid from a container 5u at a time or eat medical plants. These all occur via the mouth. Ingested chemicals take 20 seconds to start metabolizing.&lt;br /&gt;
* Inject - Crew can be injected into their bloodstream via a Syringe with small amounts of liquid chemical.&lt;br /&gt;
* Inhale - Crew can breathe in condensed amounts of gaseous chemical if their Internals are not off. A [[Modular Grenade]], bomb or Air Vent can cause chemicals to be inhaled. Chemicals with an overdose effect can have a negative rather than positive effect if inhaled this way&lt;br /&gt;
* Applied - Crew can apply a non-chemical solid medical topical  to anywhere on their body (including past their clothes / suit somehow).&lt;br /&gt;
&lt;br /&gt;
Bear in mind that crew wearing suits ([[Salvage Specialist]], [[Engineer]]) may be wearing a helmet making the Inhale / Ingest delivery methods take a bit more time. This is because someone needs to remove the helmet and/or breath mask. In non-critical situations this will not be a problem. However, for critical situations where crew are gasping for air, every second may count.&lt;br /&gt;
&lt;br /&gt;
Given this knowledge, chemists can choose the delivery method of which to serve their chemicals and the [[Medical]] team can choose the best medicine for each particular scenario. For example, Dexalin+ and Epinephrine can be served as either a pill or liquid in a Jug. As they are used to treat critical conditions (often in people with a suit or breathe mask on), consider delivering the liquid in a bottle and injecting it into the patient. As Dexalin+ is not only for critical situations though, having it both in bottles and as pills can be handy. In contrast non-critical on-demand chemicals like Space drugs can be offered as pills as crew have a tendency to either smash or steal the beakers. Also, [[Medical]] staff may be demanded for bruise packs by crew members that go into space, as they can apply it in space without taking off their helmet. As a chemist, don&#039;t get insulted by this!&lt;br /&gt;
&lt;br /&gt;
== Chemical Dispenser ==&lt;br /&gt;
[[File:Industrial Dispenser.png|right|128px]]&lt;br /&gt;
The chemical dispenser&#039;s main purpose is to get and mix chemicals. At round start, all chemical dispensers are filled with an array of basic chemical jugs each containing 200u. These cover a wide range of most reagents that the crew may request.&lt;br /&gt;
&lt;br /&gt;
To use it, you need to:&lt;br /&gt;
*Click on it with a beaker in hand to insert it. &#039;&#039;(Note that if it already has a beaker inside, it will swap it with the one in your hand)&#039;&#039;;&lt;br /&gt;
*Open the chemical dispenser&#039;s GUI;&lt;br /&gt;
*Select the amount (u) to add to the beaker;&lt;br /&gt;
*Select the chemical you want to add to the beaker. &#039;&#039;(Note that the chemicals will react instantly)&#039;&#039;&lt;br /&gt;
*Click Eject&lt;br /&gt;
&lt;br /&gt;
TIPS:&lt;br /&gt;
*Oxygen and Hydrogen cannot be turned into water (as at 2023)&lt;br /&gt;
*Some recipes will require input of external ingredients such as blood, welder fuel (from fuel tanks), plasma or water.&lt;br /&gt;
*Some recipes require multiple interim chemicals. The order that you add chemicals can be important (e.g. to make Tricordrazine, make Inaprovaline before Dylovene). Otherwise you may get unexpected results.&lt;br /&gt;
*Some chemicals are easier obtained via [[Hydroponics|Hydroponics Tray]] medical plants. e.g. Lingzhi when ground produces Epinephrine. Medical plants raw can also heal small amounts. The amount varies on the strength (and size) of the plant. Multiple plants can be eaten one after the other to stack their effect. A single max strength poppy is more effective than 0.5u of Bicaridine. However, grinding them produces chemicals more effective than eating the plant raw. High strength plants produce more chemicals.&lt;br /&gt;
*Adding chemicals to a container within the Chemical Dispenser will reset the heat of the container to room temperature. This is useful with making chemicals like [[Chemistry|Diphenhydramine]] or [[Chemistry|Oil]].&lt;br /&gt;
&lt;br /&gt;
== ChemMaster4000 ==&lt;br /&gt;
[[File:ChemMaster4000.png|right|128px]]&lt;br /&gt;
ChemMaster4000&#039;s purpose is to make pills or bottles with the chemical of your choosing. &lt;br /&gt;
*Put a container in your active hand. e.g. pill canister or bottle.&lt;br /&gt;
*Click the ChemMaster machine to put it into the Output tab&lt;br /&gt;
*Put a beaker in your active hand&lt;br /&gt;
*Click the ChemMaster machine to put it into the Input tab&lt;br /&gt;
&lt;br /&gt;
*If you want to make a pill/bottle:&lt;br /&gt;
**Ensure that there is a Container loaded in the Input tab that has chemicals in it.&lt;br /&gt;
**&#039;&#039;&#039;Add the chemicals&#039;&#039;&#039;. Click the Transfer button next to a chemical to load it to the buffer. &#039;&#039;(&amp;quot;All&amp;quot; adds everything in the beaker, &amp;quot;5&amp;quot; adds 5u, &amp;quot;10&amp;quot; adds 10u etc.)&#039;&#039;;&lt;br /&gt;
**&#039;&#039;&#039;Check the chemicals&#039;&#039;&#039;. All chemical types in the buffer will be output. e.g. It is a good idea to have both Arithrazine and Bicaridine in the buffer so that they are both added to the output to complement each other, and make sure your buffer is clear of any other unwanted chemicals.&lt;br /&gt;
**Change to the &#039;&#039;&#039;Output&#039;&#039;&#039; tab&lt;br /&gt;
**&#039;&#039;&#039;Change the label&#039;&#039;&#039; if necessary. &#039;&#039;Personally, I like to add the dose (e.g. 5u)&#039;&#039;; As most of your colleagues may not know chemistry, a kind chemist will prefix the label with its effect. e.g. Brute (Bicaridine 25u)&lt;br /&gt;
**If you&#039;re making pills, &#039;&#039;&#039;set the pill&#039;s visual appearance&#039;&#039;&#039;. &#039;&#039;I prefer to make it similar to the color of the chemical&#039;&#039;;&lt;br /&gt;
**&#039;&#039;&#039;Set the dose&#039;&#039;&#039; 10-15u is typically enough.&lt;br /&gt;
**&#039;&#039;&#039;Set the amount of pills&#039;&#039;&#039; you want to create.&lt;br /&gt;
**Hit the &#039;&#039;&#039;create&#039;&#039;&#039; button, and you should instantly receive the pills.&lt;br /&gt;
&lt;br /&gt;
*If you want to get rid of the chemical in the buffer:&lt;br /&gt;
**Select either &#039;&#039;&#039;transfer&#039;&#039;&#039; &#039;&#039;(moves chemical to inserted container)&#039;&#039; or &#039;&#039;&#039;discard&#039;&#039;&#039; &#039;&#039;(gets rid of the chemical completely)&#039;&#039;;&lt;br /&gt;
**Select the amount to transfer/discard.&lt;br /&gt;
ChemMaster4000&#039;s has other functions as well, yet they may not be within the purpose of the machine. There are a few properties of which I will leave to the player to use how they wish.&lt;br /&gt;
&lt;br /&gt;
* ChemMaster4000 retains the heat of a container inside of it. If you have heated a beaker on a hotplate by having something in it, you can retain that beakers heat when it is within your ChemMaster4000.&lt;br /&gt;
* ChemMaster4000 can store unlimited amounts of chemicals in it&#039;s buffer. This means you can store and do all of your reactions within it. Do understand, if you attempt to make pills while using your ChemMaster4000 as storage, it &#039;&#039;&#039;will draw from all of your chemicals equally&#039;&#039;&#039; that are in the buffer.&lt;br /&gt;
* ChemMaster4000 can do reactions by mixing chemicals within it.&lt;br /&gt;
&lt;br /&gt;
== Reagent Grinder ==&lt;br /&gt;
The Reagent Grinder enables objects to be ground or liquefied. &lt;br /&gt;
&lt;br /&gt;
A chemist will only need to grind 1 sheet of plasma in this in order to make some medication like Dexalin. A Large Beaker will need to be loaded into the Reagent Grinder by left clicking on the machine with the object in your active hand.&lt;br /&gt;
&lt;br /&gt;
A Grinder can also be used to test the contents of pills. Insert the pill and a beaker and then click Grind in order to return the contents of the pill to the beaker in liquid form.&lt;br /&gt;
&lt;br /&gt;
== Medical Plants ==&lt;br /&gt;
There are various [[Hydroponics#Chemicals|Medical Plants]] that you can request a [[Botanist]] to supply. Some plants produce more effective medication than you do (e.g. aloe cream), whilst others have effects that you cannot produce chemically (e.g. Stellibinin). Be sure to supply the Botanist with Robust Harvest and Mutagen and remind them to use it. Using Robust Harvest will increase the size and potency of medical plants making them stronger when eaten raw whilst also allowing them to produce more chemicals when ground in a Grinder, which is great news for you. &lt;br /&gt;
&lt;br /&gt;
== Tools ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Description&lt;br /&gt;
|-&lt;br /&gt;
| {{item|Lab coat}} || Has pockets for pills to carry with you. Slightly protects you from melting because you spilled acid on yourself.&lt;br /&gt;
|-&lt;br /&gt;
| {{item|Large Beaker}} || Your primary container. Holds 100u of chemicals. Fill up from a ChemDispenser / Water tank / syringe. Left click to drink from it 5u at a time. Click on it with an object in Draw mode to transfer 5u of its contents to that object (e.g. syringe / bottle). &lt;br /&gt;
|-&lt;br /&gt;
| {{item|Beaker}} || A small beaker that holds 50u&lt;br /&gt;
|-&lt;br /&gt;
| {{item|BlueSpace Beaker}} || A rare large beaker that holds 1000u and is the same size as a Small Beaker. Can be researched by Science or picked up by Salvage. &lt;br /&gt;
|-&lt;br /&gt;
| {{item|Cryostasis Beaker}} || A small beaker that holds 60u and enables chemical storage without causing reactions.&lt;br /&gt;
|-&lt;br /&gt;
| {{item|Bottle}} || A small bottle that can hold 30u and be drunk from similar to a beaker but in smaller quantities. Doesn&#039;t shatter when thrown!&lt;br /&gt;
|-&lt;br /&gt;
| {{item|Spray bottle}} || A bottle that can contain ~90u of liquid. When used, it sprays 5u at the target direction. Useful for space cleaner and weed killer.&lt;br /&gt;
|-&lt;br /&gt;
| {{item|Dropper}} || Enables 5u of liquid to be extracted and injected.&lt;br /&gt;
|-&lt;br /&gt;
| {{item|Syringe}} || Holds 15u of liquid that can be used to inject a human / animal 5u at a time. Press Z to change from draw to inject modes. Primarily used to draw blood, inject epinephrine into critical patients or inject stunned / bound / distracted victims with poison.&lt;br /&gt;
|-&lt;br /&gt;
| {{item|Pill canister}} || Holds 9 pills. Each pill can be drawn out one by one or can be dumped.&lt;br /&gt;
|-&lt;br /&gt;
| {{item|Pill}} || A pill can be created from the ChemMaster&#039;s Output tab assuming that there is first inserted a Pill Cannister. A pill can contain a higher dose than a syringe. Too high of a dose of some chemicals is dangerous.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Getting Supplies==&lt;br /&gt;
A Chemistry lab typically starts off with several supplies, including Beaker Boxes (with beakers and large beakers), Pill Canister Boxes (with pill canisters), Bottle Boxes (with bottles), and Syringe Boxes (with syringes). Sometimes there will also be plasma available.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;Note on starting plasma, more and more maps are having plasma in a vial being added to starting locker.&lt;br /&gt;
&lt;br /&gt;
To get more supplies, you can go to:&lt;br /&gt;
*Cargo - Request a Chemistry Supplies Crate (it will contain several boxes of supplies therein)&lt;br /&gt;
*Cargo - Request ChemVend restocks, or chemical crates. It is recommended to request Chemvend restocks if you are newer to chemistry.&lt;br /&gt;
*Salvage - Request Plasma from their journeys in space&lt;br /&gt;
*Science - Request bottles, beakers, pill canisters, droppers to be made&lt;br /&gt;
*Science - Request machines to be made / replaced.&lt;br /&gt;
*Science - Request grenade components so that a heal grenade can be made.&lt;br /&gt;
*Hydroponics - Request medical plants and aloe cream. There are many medical plants at your disposal, but the main ones used are poppy, aloe, and galaxythistle.&lt;br /&gt;
*Bartender - Request a 100u Shaker in an utter emergency. It is to be noted that shakers have more explosion resistance and is not see through on the sprite.&lt;br /&gt;
&lt;br /&gt;
==Investigating Suspicious Liquids / Pills==&lt;br /&gt;
The &#039;&#039;&#039;contents of a liquid&#039;&#039;&#039; can be placed into a beaker by left clicking on a beaker with a container (soda can, bottle, dropper, bucket) in your hand. This transfers 5u of liquid into the beaker at a time. The beaker can then be placed into either a Chemical Dispenser, ChemMaster4000 or Reagent Grinder in order to view its contents. Or, if you haven&#039;t lost your goggles, simply click the liquid container icon on the bottom left of the inspect pop-up when viewing a container of unknown liquid.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;contents of a pill&#039;&#039;&#039; can be placed into a Reagent Grinder that has a beaker in it. After the Grind button is pressed, the pill contents will be liquefied into the beaker.&lt;br /&gt;
&lt;br /&gt;
They may also be dissolved in any liquid, should no Reagent Grinder be available to you.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This should be the basics you need to know to get started. Don&#039;t hesitate to look at the in-game guide book if you forget a recipe. Have fun! :)&lt;br /&gt;
==Advanced Chemistry Tips==&lt;br /&gt;
Note that this section is a work in progress, and changes made by experienced chemists is encouraged and appreciated.&lt;br /&gt;
The goal of this section is to teach more advanced tricks for chemistry players, so as to speed up their chemical making, or make it easier, or merely to try new things. This does not mean any of these tricks are required to be a good chemist, or required to do chemistry, and it is not recommended to attempt these tricks until you as a player have the basics down.&lt;br /&gt;
*The Hot Beaker Trick, commonly referred to as a sun beaker, or other names. This trick stems off a few properties. One, beakers with less units of chemicals in them heat up faster. Two, heat is maintained inside of a ChemMaster4000. To perform this trick, add 1 unit of chemicals to a beaker. You can also add a few chemicals to a beaker, but understand the more units, the longer it takes to heat. Heat up the beaker. If you watch with your chemical goggles, you can observe it heating very quickly. There is no benefit to heating a beaker a ton however. Once the beaker is above 700 K, it is likely hot enough for all the reactions in the game. Do be warned making oil while doing this trick will instantly turn it into ash. Once your beaker is hot, move it into your ChemMaster4000. You can then mix your reaction in the ChemMaster4000 with that beaker. This allows for making chemicals like Pyrazine, Insuzine, and Ferscilite very quickly. Do understand this is not ideal when making Diphenhydramine, as it will likely cause the oil in Diphenhydramine to ash before it makes the Diphenhydramine. If you wish to reset the heat of your beaker, merely add a chemical to it in the chemical dispenser.&lt;br /&gt;
*A Quick ClF3 bomb recipe. This is a method to make a ClF3 bomb quickly. The usage of such I personally recommend as a suicide bomb, but you can throw it instead, or have it activate with another bomb. Do be warned throwing chemicals together to activate bombs do not work without gravity. To make a quick ClF3 bomb, obtain a jug of chlorine. Put it all into your ChemMaster4000. Put 1 unit of that chlorine into your beaker, and heat that beaker. Then, use that beaker to transfer 195 units of chlorine back into your chlorine jug. Once that is done, scan the jug to make sure the heat was retained and no mistakes were made. Next, obtain jugs of fluorine. The ideal amount is three jugs, however less is fine. One done, you can mix the chemicals together for them to go boom. As mentioned before, I recommend mixing them in your bag for a suicide bomb, as it will make sure no chemicals will spill out and all of them will react. Merely mix the purple in the green, or fluorine in chlorine if using as a suicide bomb.&lt;br /&gt;
&lt;br /&gt;
{{Role Navbox}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Roles]]&lt;br /&gt;
[[Category:Medical Roles]]&lt;/div&gt;</summary>
		<author><name>ThatCatWh0</name></author>
	</entry>
	<entry>
		<id>https://wiki.projectomu.org/index.php?title=Medical&amp;diff=253</id>
		<title>Medical</title>
		<link rel="alternate" type="text/html" href="https://wiki.projectomu.org/index.php?title=Medical&amp;diff=253"/>
		<updated>2025-12-28T23:00:32Z</updated>

		<summary type="html">&lt;p&gt;ThatCatWh0: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP|lastUpdated=28-12-2025|editor=ThatCatWh0}}&lt;br /&gt;
place Holder from SS14 Wiki&lt;br /&gt;
&amp;lt;div style=&amp;quot;display: flex; flex-direction: column;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;margin-bottom: 0px; width: 100%; text-align: center; background: {{{headstyle|repeating-linear-gradient(45deg, #606dbc, #606dbc 10px, #465298 10px, #465298 20px);}}}; border-top: {{{headborder|2px solid #465298}}}; border-bottom: {{{headborder|2px solid #465298}}}&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;{{{Medical|Medical}}}&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
==What is Medical?==&lt;br /&gt;
Medical is a department on each station, geared to treat, rescue, and help injured crew members. [[Chemist|Chemists]] are also part of medical, and focus on making [[medicine]] for the doctors and other crew members.&lt;br /&gt;
&lt;br /&gt;
== Medical Jobs ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Job Name !! Job Description !! Difficulty&lt;br /&gt;
!Requirements&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span class=&amp;quot;nowrap&amp;quot;&amp;gt;[[File:JobIconChiefMedicalOfficer.png|24px]] [[Chief Medical Officer]]&amp;lt;/span&amp;gt; || Manage the resources and personnel of the medical department to keep the crew in top shape. Do be warned the CMO holds quite a few items that are targeted by the syndicate. || Medium to Hard&lt;br /&gt;
|3 hours as a Chemist.&amp;lt;br&amp;gt;&lt;br /&gt;
6 hours as a Medical Doctor.&amp;lt;br&amp;gt;&lt;br /&gt;
10 hours as Medical (Any).&amp;lt;br&amp;gt;&lt;br /&gt;
40 hours of playtime.&amp;lt;br&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span class=&amp;quot;nowrap&amp;quot;&amp;gt;[[File:JobIconParamedic.png|24px]] [[Paramedic]]&amp;lt;/span&amp;gt;|| Rescue injured crew and bring them to medical for doctors to patch them up. || Medium&lt;br /&gt;
|4 hours as a Medical Doctor.&amp;lt;br&amp;gt;&lt;br /&gt;
15 hours of playtime.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span class=&amp;quot;nowrap&amp;quot;&amp;gt;[[File:JobIconChemist.png|24px]] [[Chemist]]&amp;lt;/span&amp;gt;|| Use the chemistry machines to make medical chemicals for the doctors. Supply botany with plant chemicals at their request. Once you complete those, there are quite a few side projects that can be done and figured out through exploration. || Medium&lt;br /&gt;
|4 hours as Medical (Any).&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span class=&amp;quot;nowrap&amp;quot;&amp;gt;[[File:JobIconMedicalDoctor.png|24px]] [[Medical Doctor]]&amp;lt;/span&amp;gt;|| Work in conjunction with [[Chemist|Chemistry]] to keep the station alive. Put away the ever stacking bodies back into the morgue. Get swarmed by a tide of people all needing band-aids and ointment. || Medium&lt;br /&gt;
|4 hours of Medical (Any).&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span class=&amp;quot;nowrap&amp;quot;&amp;gt;[[File:JobIconMedicalIntern.png|24px]] [[Medical Intern]]&amp;lt;/span&amp;gt;|| Assist the [[Medical Doctor|doctors]] while they heal patients. Bother the [[Chemist|chemists]] to teach you how to make meth and maybe medicine. Gather dead bodies from around the station and bring them to medbay so they can be revived. Discover why the [[chef]]&#039;s food tastes so good. Earn your [[Chief Medical Officer|CMO]]&#039;s approval. || Easy&lt;br /&gt;
|&#039;&#039;&#039;No more than&#039;&#039;&#039; 15 hours as Medical (Any).&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Starting your Shift ==&lt;br /&gt;
Medbay often starts out calm, but you&#039;d best prepare for the storm that&#039;s about to come. You&#039;ll either get blown up by some syndicate agent wanting the hypospray or something similar, or you&#039;ll get so inundated with bodies and people screaming in your ear for you to treat them faster that you&#039;ll blow medbay up yourself.&lt;br /&gt;
&lt;br /&gt;
Coordinate with the [[Chemist|chemists]] to obtain medical chemicals to be used on living patients, and treat what you can. &lt;br /&gt;
&lt;br /&gt;
On station, there will frequently be a front desk where a Crew Monitoring console is placed. You can also find one at the Paramedic&#039;s office. When you have the time, you can check the Crew Monitor for anyone dead, critical, or otherwise in bad condition.&lt;br /&gt;
&lt;br /&gt;
If you have any questions about how or what to do, you can either ask in game, or look at other guides such as [[Medical Intern]].&lt;br /&gt;
&lt;br /&gt;
[[Medibot|Medibots]] may spawn in the Medbay at round start, or may be built by [[Robotics]]. They can assist by injecting [[Tricordrazine]] to heal patients that have only minor injuries, or [[Inaprovaline]] to keep critical patients from dying. It can be useful to use a [[Wrench]] to lock a [[Medibot]] into place near several Medical Beds. This will allow the bot to assist patients as they wait for treatment.&lt;br /&gt;
&lt;br /&gt;
== [[Health]] Status ==&lt;br /&gt;
It is important to prioritize patients based on their current [[Health]]. While some will walk into the Medbay by themselves with only minor injuries, many patients will be delivered in [[Critical]] condition. Patients in this state will constantly take Asphyxiation Damage, so ideally you should treat them quickly, or give them chemicals like [[Epinephrine]] or [[Inaprovaline]] to prevent them from dying.&lt;br /&gt;
&lt;br /&gt;
Additionally, you will often be required to revive patients who have [[Health#Dead|died]]. In order to resuscitate a dead person, you will first need to ensure that their Total Damage is below 200 points by using Topical Treatments (see table below). Then, grab a [[Defibrillator]], turn it on (press z), then use it on the patient to shock them back to life. This will bring them back to critical condition, allowing chemicals to be used to heal the remainder of their damage.&lt;br /&gt;
&lt;br /&gt;
== Types of [[Damage]] ==&lt;br /&gt;
Crewmates will experience different types of physical [[damage]] during their time in space. Depending on the source, the damage type can vary significantly. A health analyzer can be used to determine the damage inflicted on a patient. Multiple types of damage may be present, and the patient will need multiple treatments or medications.&lt;br /&gt;
&lt;br /&gt;
Here is a summary of all the damage types and their fixes:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Category &lt;br /&gt;
!Damage!! Topical Treatment&lt;br /&gt;
!General Treatment (no effects when dead)&lt;br /&gt;
!Cryogenic Treatment&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;3&amp;quot; | Brute &lt;br /&gt;
|{{Blunt}}|| rowspan=&amp;quot;3&amp;quot; | [[Gauze]] (except for {{blunt}}), [[Bruise Pack]], [[Medicated Sutures]]&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; |{{Cl|Bicaridine}}, {{Cl|Tricordrazine}}, [[Botanist#Plants_&amp;amp;_Seeds|Poppy]]&lt;br /&gt;
| rowspan=&amp;quot;11&amp;quot; |{{Cl|Cryoxadone}}&lt;br /&gt;
|-&lt;br /&gt;
|{{Slash}}&lt;br /&gt;
|-&lt;br /&gt;
|{{Piercing}}&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;4&amp;quot; | Burn &lt;br /&gt;
|{{heat}}|| rowspan=&amp;quot;3&amp;quot; | [[Ointment]], [[Botanist#Plants_&amp;amp;_Seeds|Aloe cream]], [[Regenerative Mesh]]&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; |{{Cl|Dermaline}}, {{Cl|Kelotane}}, {{Cl|Tricordrazine}}&lt;br /&gt;
|-&lt;br /&gt;
|{{cold}}&lt;br /&gt;
|-&lt;br /&gt;
|{{shock}}&lt;br /&gt;
|-&lt;br /&gt;
|{{caustic}}&lt;br /&gt;
|[[Ointment]],&amp;lt;ref&amp;gt; Note that ointment only heals 1.5 caustic at a time, and so should only be used to heal a dead body when caustic damage is over 200 or in dire circumstances as ointment is very inefficient. Typically Sigynate, Siderlac, or Cryox are preferred on living patients.&amp;lt;/ref&amp;gt; [[Regenerative Mesh]]&lt;br /&gt;
|{{Cl|Siderlac}}, {{Cl|Sigynate}}&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Airloss &lt;br /&gt;
|{{Asphyxiation}}|| [[Defibrillator]]&lt;br /&gt;
|{{Cl|Dexalin}}, {{Cl|Dexalin plus|DexalinPlus}}, {{Cl|Epinephrine}}, {{Cl|Inaprovaline}}&lt;br /&gt;
|-&lt;br /&gt;
|{{bloodloss}}&lt;br /&gt;
|Bleeding: [[Gauze]], [[Medicated Sutures]]&lt;br /&gt;
Bloodloss: [[Bloodpack]]&lt;br /&gt;
|Bleeding: {{Cl|Tranexamic acid|TranexamicAcid}}, {{Cl|Pulped banana peel|PulpedBananaPeel}}, {{Cl|Inaprovaline}}&lt;br /&gt;
Bloodloss: {{Cl|Dexalin}}, {{Cl|Dexalin plus|DexalinPlus}}, {{Cl|Iron}}&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Toxin &lt;br /&gt;
|{{poison}}|| None&lt;br /&gt;
|{{Cl|Diphenhydramine}}, {{Cl|Dylovene}}, {{Cl|Ethylredoxrazine}}, {{Cl|Stellibinin}}, {{Cl|Ultravasculine}}, {{Cl|Tricordrazine}}&lt;br /&gt;
|-&lt;br /&gt;
|{{radiation}}&lt;br /&gt;
|None&lt;br /&gt;
|{{Cl|Arithrazine}}, {{Cl|Hyronalin}}&lt;br /&gt;
|-&lt;br /&gt;
! Genetic &lt;br /&gt;
|{{cellular}}&lt;br /&gt;
|None&lt;br /&gt;
|{{Cl|Phalanximine}}&lt;br /&gt;
|{{Cl|Doxarubixadone}}&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;Note: {{Cl|Tricordrazine}} only works below 50 total damage.&lt;br /&gt;
{{Cl|Epinephrine}} does technically heal {{Brute}}, {{Burn}}, and {{Poison}} damage categories, but only when in a critical state.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Brute damage ===&lt;br /&gt;
There are three types of brute damage: blunt, slash, and piercing. At present all instances of brute damage can be treated the same. &lt;br /&gt;
&lt;br /&gt;
If the damage isn&#039;t severe, a [[Bruise Pack]] can be applied. Bruise packs heal 5 points of brute damage per use in each category, meaning one use of the pack (which has 5 uses in total) will heal 5 blunt, 5 slash, and 5 piercing. Anything more than ~15, brute damage, you&#039;re better off using proper medication. &lt;br /&gt;
&lt;br /&gt;
{{cl|Bicaridine}} is the best basic option for healing straight brute damage, healing 2 brute damage per unit. If you do not have Bicaridine on hand, the next best thing to look for is {{Cl|Tricordrazine}}. Tricordrazine will cure 1 brute damage, on top of 0.5 poison, and 1 burn. It&#039;s not as potent, will require a higher dosage on some patients to see them through their ailment, and only works if the total damage is less than 50. If all else is unavailable, or the patient is dead, use brute packs.&lt;br /&gt;
&lt;br /&gt;
There are also three advanced brute chemicals, {{Cl|Bruizine}}, {{Cl|Puncturase}}, and {{Cl|Lacerinol}}, used to treat {{blunt}}, {{piercing}}, and {{slash}} damage respectively. While these chemicals do a much better job at treating a specific kind of brute damage, you have to exercise caution to not accidentally mix them, either in a jug or in the patient&#039;s bloodstream. &#039;&#039;&#039;Mixing any of these brute chemicals, &#039;&#039;including&#039;&#039; Bicaridine, will create {{Cl|Razorium}}&#039;&#039;&#039;, a chemical that can cause even more brute damage than what you&#039;re trying to treat. &lt;br /&gt;
&lt;br /&gt;
[[Gauze]] can swiftly heal slash and piercing brute damage to an extent as well as stop bleeding completely, which makes it invaluable for treating wounds. Cloth can be used the same way, and 2 is needed to craft gauze by hand, but does not work as well as gauze by itself.&lt;br /&gt;
&lt;br /&gt;
=== Burn damage ===&lt;br /&gt;
There are four types of burn damage: {{heat}}, {{shock}}, {{cold}}, and {{caustic}}. As with brute, minor instances of burn damage can be treated by simply applying Ointment instead. However, while Bruise packs heal three categories of damage in brute, Ointment heals heat, shock, and cold. It will heal 15 points of damage, 5 in each category, per use. Ointment will also heal caustic damage, albeit less effectively(1.5 points).  &lt;br /&gt;
&lt;br /&gt;
Aloe Cream and [[Regenerative Mesh]] are also good options for burn topicals. Regenerative mesh will heal at double the rate that ointment heals for most burns, and notably heals 10 {{Caustic}} damage, as opposed to ointment&#039;s 1.5 {{Caustic}} damage. Aloe cream, made from aloe microwaved for 10 seconds, is identical to ointment. &lt;br /&gt;
&lt;br /&gt;
The most reliable option for healing burn damage of various kinds is {{Cl|Dermaline}}. This will heal {{heat|3}}, {{cold|3}}, and {{shock|3}} per unit of the medication applied. Take extra care to not overdose too much, as it&#039;s maximum safe dose is 10u, and the syringe&#039;s maximum amount is 15u. You may simply inject the 10u, or fill the 5u with another drug, such as {{Cl|Tricordrazine}}. However, Dermaline will not treat caustic damage. For this, you must use Sigynate, or Siderlac. &lt;br /&gt;
&lt;br /&gt;
If {{Cl|Dermaline}} is not available, there is {{Cl|Kelotane}}, a precursor to Dermaline, which will only heal {{heat|0.66}}, {{cold|0.66}}, and {{shock|0.66}} per unit.&lt;br /&gt;
&lt;br /&gt;
The most efficient way to heal individual types of burns is through advanced burn chemicals: Leporazine, which will heal 8 {{Cold}} per unit, Pyrazine, which will heal 10 {{Heat}} per unit. Insuzine, which will heal 6 {{Shock}} per unit. Sigynate, which will heal 5 {{Caustic}} per unit. Siderlac also heals caustic, at 10 {{Caustic}} per unit.&lt;br /&gt;
&lt;br /&gt;
Last and least, {{Cl|Tricordrazine}} will also heal {{heat|0.66}}, {{cold|0.66}}, and {{shock|0.66}} a unit, along with {{poison|1}} and {{brute|2}}, but only if there is less than 50 damage total.&lt;br /&gt;
&lt;br /&gt;
=== Airloss damage ===&lt;br /&gt;
Before reading anything else: if someone is on the ground gasping, you should first use an emergency medipen, or inject Epinephrine on them if no one else already has yet, and then move them to a medical bed if there are any available. This will give you time to prepare a more specific treatment. Next check that their internals are off (if theres air in medbay) or on (if theres no air in medbay). You do this via their right click menu. &lt;br /&gt;
&lt;br /&gt;
When it comes to asphyxiation, {{cl|Epinephrine}} is good for stabilizing patients losing air to give you time to work on them, but it will only temporarily divert the issue. Get them some proper medication. An easier to make alternative to stabilize patients is {{cl|Inaprovaline}}, which does the same thing but to a lesser extent, and also is far easier for the chemists to make. These medications do not lower asphyxiation below 100, they only prevent it from getting higher.&lt;br /&gt;
&lt;br /&gt;
To actually treat asphyxiation, {{cl|Dexalin}} and {{Cl|Dexalin Plus|DexalinPlus}} are your friends. {{cl|Dexalin}} will treat {{asphyxiation|2}} and one {{bloodloss|1}} per unit. {{cl|Dexalin Plus|DexalinPlus}} will treat {{asphyxiation|7}} and {{bloodloss|6}} per unit.&lt;br /&gt;
&lt;br /&gt;
Alternatively, if someone is dead, a defibrillator can be used to heal up to {{asphyxiation|40}} damage while applying {{shock|5}} damage.&lt;br /&gt;
&lt;br /&gt;
=== Toxin damage ===&lt;br /&gt;
There are two types of toxin damage, and both are treated with different medications.&lt;br /&gt;
&lt;br /&gt;
The first kind is {{poison}} damage. For poison, your most widely available option to detox is {{cl|Dylovene}}. {{cl|Dylovene}} heals {{poison|2}} per unit. Diphenhydramine or Stellibinin (sourced from Galaxythistle) are far superior in terms of healing poison damage, however both are more uncommon to see [[#chem_Ultravasculine|Ultravasculine]] is also an option, however it comes with the side effect of dealing brute damage alongside the detox.&lt;br /&gt;
&lt;br /&gt;
If you do not have Dylovene, you can also use [[#chem_Tricordrazine|Tricordrazine]] to heal 1 poison damage per unit to heal any damage below 50. &lt;br /&gt;
&lt;br /&gt;
The next kind of toxin is Radiation damage. Radiation can be treated with [[#chem_Hyronalin|Hyronalin]], but can be best treated with [[#chem_Arithrazine|Arithrazine]]. Arithrazine heals {{radiation|6}} per unit, however deals {{brute|3}} damage per unit, so be sure to use some Bicaridine or Bruise packs to heal the damage. &lt;br /&gt;
&lt;br /&gt;
===Bloodloss===&lt;br /&gt;
First, one must understand that everyone has {{reagent|Blood|300}} inside them.  When you take {{brute}} damage, in a gun fight for example, you will lose blood. You may also start noticeably bleeding, which continually drains your blood. If your blood level falls below a certain threshold(&amp;lt;90%), you will begin taking {{bloodloss}} damage and you will continue to do so until your blood levels gradually regenerate.  When you lose enough blood, you will start seeing double, as well as start to stutter heavily.&lt;br /&gt;
&lt;br /&gt;
If someone is bleeding heavily there are 3 things to do;&lt;br /&gt;
* Stop the bleeding&lt;br /&gt;
* Restore blood levels&lt;br /&gt;
* Cure blood loss damage&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
To stop bleeding (to stop blood levels from dropping continuously), quickly apply gauze. It should be noted that emergency medipens contain a small amount of {{reagent|{{cl|Tranexamic Acid|TranexamicAcid}}|3}}, which is also very effective at reducing bleed. &lt;br /&gt;
&lt;br /&gt;
To restore blood level (stop double vision and stop continuous blood loss damage), you need to administer {{cl|Iron}} ({{cl|Copper}} for arachnids) or {{cl|Saline}}. When the blood loss damage value has stopped going up, that means the blood level has returned to normal (not full, but not low enough to cause harm).&lt;br /&gt;
&lt;br /&gt;
Your patient may have enough blood loss damage at any point in treatment to warrant curing the damage. To do so, you will want to apply Dexalin+, Iron, or, less effectively, Dexalin to cure the blood loss damage. Patients who are no longer low on blood will slowly recover from blood loss damage on their own without medication.&lt;br /&gt;
&lt;br /&gt;
Do not simply treat the patient for their blood loss damage and send them on their way. They may appear to be cured on your health analyzer, but if their bleeding has not been stopped and their blood levels restored to normal(&amp;gt;90%), they will still suffer from bloodloss over time.&lt;br /&gt;
&lt;br /&gt;
== Chemicals ==&lt;br /&gt;
&lt;br /&gt;
Chemicals are made by Chemists for the doctors and anyone else working in the exam room to use. Chemicals do not work when someone is dead, unless you are using the cryopods. In that case, refer to [[Cryogenic Pods]].&lt;br /&gt;
&lt;br /&gt;
If you are interested in doing chemistry as a chemist, refer to [[Chemist]]. This page will only go in depth with using chemicals in the standard way, and other warnings. &lt;br /&gt;
&lt;br /&gt;
===Chemical Delivery Methods===&lt;br /&gt;
All chemicals will require either being injected into the bloodstream, inhaled or ingested. Some non-chemical medicines like bruise packs and aloe cream can be applied to the body instead.&lt;br /&gt;
&lt;br /&gt;
* Ingest - Crew can ingest pills for a large dose of chemical, drink a liquid from a container 5u at a time or eat medical plants. These all occur via the mouth.&lt;br /&gt;
* Inject - Crew can be injected into their bloodstream via a Syringe with small amounts of liquid chemical.&lt;br /&gt;
* Inhale - Crew can breathe in condensed amounts of gaseous chemical if their Internals are not on. A [[Modular Grenade]], bomb or Air Vent can cause chemicals to be inhaled. Chemicals with an overdose effect can have a negative rather than positive effect if inhaled this way.&lt;br /&gt;
* Applied - Crew can apply a non-chemical solid medical topical  to anywhere on their body (including past their clothes / suit somehow).&lt;br /&gt;
&lt;br /&gt;
Bear in mind that crew wearing suits ([[Salvage Specialist]], [[Engineer]]) may be wearing a helmet making the Inhale / Ingest delivery methods take a bit more time. This is because someone needs to remove the helmet and/or breath mask. In non-critical situations this will not be a problem. However, for critical situations where crew are gasping for air, every second may count.&lt;br /&gt;
&lt;br /&gt;
=== Warnings ===&lt;br /&gt;
* Call out what you inject when you do, so as to prevent accidental overdosing of multiple doctors working on one patient&lt;br /&gt;
* Do not give out chemicals to people when you aren&#039;t completely sure they are going to use the chemicals for a crime, or for the purpose of depriving medical of chemicals.&lt;br /&gt;
&lt;br /&gt;
== How to Deal with a Pandemic ==&lt;br /&gt;
Virology is currently removed from the game. The only disease to remain, is zombification, contracted through romerol.&lt;br /&gt;
&lt;br /&gt;
[[Zombie|Zombies]] are an [[Antagonist|Antagonist]] within the game which can be enabled as Initial Infected. &lt;br /&gt;
&lt;br /&gt;
If someone is infected, through bite from a zombie, there are quite a few ways to deal with it. To start, zombie infections can be cured with [[Ambuzol]], and a vaccination for them is [[Ambuzol plus|Ambuzol+]].&lt;br /&gt;
&lt;br /&gt;
Ambuzol needs zombie blood to be made, so bring dead zombies to your chemists! When treating an infection without ambuzol, or treating the side effects, you can track how bad the infection has gotten by tracking their poison damage. As they are infected, they will take poison damage over time, and patients take much more poison damage when they are in critical condition. It is however imperative to understand, if someone is bit while they are in critical condition, they will instantly turn into a zombie. This means treating critical patients that have been infected is risky, as if they die they will turn, and if they are bit they will turn.&lt;br /&gt;
&lt;br /&gt;
Now it is imperative in a crowded medbay of infected patients to keep patients from dying, or becoming crit. If a patient is about to die, do your best to seperate them from everyone else, as they will turn. Remember, do not be stingy with ambuzol! And focus on having a route to run away!&lt;br /&gt;
&lt;br /&gt;
Another thing to take note of, you cannot revive a zombie, or turn them back into not being a zombie. The only way to bring them back into the game is by borging them! Take their brain or dead body to science and they can take it from there.&lt;br /&gt;
&lt;br /&gt;
==Final Comments==&lt;br /&gt;
This article could use more to it, if you see something you want changed, added, or removed, you can do it yourself or ask someone on the discord to help out.&lt;br /&gt;
&lt;br /&gt;
===Extra Guides===&lt;br /&gt;
* [[Guide_to_Medical|Guide To Medical]]&lt;br /&gt;
* [[Chief_Medical_Officer|Chief Medical Officer]]&lt;br /&gt;
* [[Chemist]]&lt;br /&gt;
* [[Chemistry]]&lt;br /&gt;
* [[Medical_Doctor|Medical Doctor]]&lt;br /&gt;
* [[Medical_Intern|Medical Intern]]&lt;br /&gt;
* [[Medicine]]&lt;br /&gt;
* [[Paramedic]]&lt;br /&gt;
* [[Chemistry]]&lt;br /&gt;
* [[Zombie]]&lt;/div&gt;</summary>
		<author><name>ThatCatWh0</name></author>
	</entry>
	<entry>
		<id>https://wiki.projectomu.org/index.php?title=Engineering&amp;diff=252</id>
		<title>Engineering</title>
		<link rel="alternate" type="text/html" href="https://wiki.projectomu.org/index.php?title=Engineering&amp;diff=252"/>
		<updated>2025-12-27T22:32:59Z</updated>

		<summary type="html">&lt;p&gt;ThatCatWh0: my curtains fell down when i was editing this&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP|lastUpdated=27-12-2025|editor=ThatCatWh0}}&lt;br /&gt;
The Engineering department is the blood and bones of a station, It&#039;s main goals are to keep power running, keep a breathable atmosphere and repair the damage from a tider&#039;s welder bombing of bar... again by fixing up all the holes. Engineering tasks are some of the most importent as most people aren&#039;t build for either the cold, lack of pressure and lack of breathable air in space. So you&#039;re going to need to know how to fix the departments and hallways or the people inside of them will scream as they try to relay the damage to your department.&lt;br /&gt;
&lt;br /&gt;
== Jobs ==&lt;br /&gt;
The chain of command in Engineering is as follows: &lt;br /&gt;
#[[Chief Engineer]]&lt;br /&gt;
#[[Station Engineer]] = [[Atmospheric Technician]]&lt;br /&gt;
#[[Technical Assistant]]&lt;br /&gt;
&lt;br /&gt;
=== Chief Engineer ===&lt;br /&gt;
[[File:Chief_Engineer.png|right|80px]] &lt;br /&gt;
The [[Chief Engineer]],  or CE, is the head of the &amp;lt;s&amp;gt;wrench wielding wackos that is the&amp;lt;/s&amp;gt; Engineering department who tries to keep the order. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
As a CE, you are expected to have a good level of understanding of both sub-departments of your department and be able to teach skills when necessary. You will also need to be able to properly relegate tasks in times of crisis, monitor material levels, and communicate with other departments and [[Command]].&lt;br /&gt;
&lt;br /&gt;
=== Station Engineer ===&lt;br /&gt;
[[File:Station_Engineer.png|right|80px]] &lt;br /&gt;
[[Station Engineer|Station Engineers]] work in the Engineering sub-department. Station Engineers often can be found setting up [[Power|power generation]], wiring the power network, and building complex structures like shuttles. Station Engineers also often find themselves backing up Atmospheric Technician to assist with fixing spaced parts of the station.&lt;br /&gt;
&lt;br /&gt;
=== Atmospheric Technician ===&lt;br /&gt;
[[File:Atmospheric_Techincian.png|right|80px]] &lt;br /&gt;
[[Atmospheric Technician|Atmospheric Technicians]] work in the Atmospherics sub-department. As an Atmospheric Technician, you will find yourself building and repairing [[Pipes and vents|pipe networks]], setting up the [[Power#The_Thermoelectric_Generator_(TEG)|Thermoelectric Generator]], fixing spaced sections of the station, and scrubbing hazardous gases from the air. Atmospheric Technicians also may find themselves doubling as Station Engineers to manage power generation on the station.&lt;br /&gt;
&lt;br /&gt;
=== Technical Assistant ===&lt;br /&gt;
[[File:Technical_Assistant.png|right|80px]] &lt;br /&gt;
A [[Technical Assistant|technical assistant&#039;s]] primary job is to learn as much about engineering as possible. Your Chief Engineer or other department members should assist you in this learning when possible, in order to turn you into an effective member of the team. Study what your superiors do and ask for help!&lt;br /&gt;
&lt;br /&gt;
== Responsibilities ==&lt;br /&gt;
=== Power Generation ===&lt;br /&gt;
&#039;&#039;Main article: [[Power]]&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Generating electricity for the station is the primary concern of the engineering department, as without it, none of the other departments aboard the station are able to work. Luckily, there are a selection of different methods to do so, ranging from immediate plug &amp;amp; play machines to more in-depth setups. The amount of electrical power produced by each  machines (excluding the portable generators and solar panels) can power the station by itself, so an exact comparison of the numbers is not necessary.&lt;br /&gt;
&lt;br /&gt;
Only some of these power generation methods are part of the station at the start of the shift, and all of those require additional setup - because of this, engineers need to work quickly at the start of every shift to set up permanent power generation. It is possible to order the parts/machines/fuel for other power sources through [[Cargo]], but at a high price.&lt;br /&gt;
&lt;br /&gt;
==== Fuel-based power ====&lt;br /&gt;
Generating electricity from fuel is the simplest way to power a space station, and they do not require any input power to run. However, there is nowhere near enough fuel available for any of these machines to power a station for the entire shift, so these two generation methods are primarily used at the start of a shift or when some other emergency disrupts power supply on the station.&lt;br /&gt;
* Every station comes equipped with parts to build an [[Power#The Antimatter Engine|Antimatter Engine (AME)]] can provide power for the entire station, but only so long as anti-matter fuel is available. Generally, each map has enough anti-matter fuel to last long enough to set up another permanent power source. Station engineers are responsible for setting up the AME at round start, as they are not fully assembled at the start of the shift.&lt;br /&gt;
* There are three different sizes [[Power#Small Portable Generators|portable generators]] (all from the &amp;quot;P.A.C.M.A.N.&amp;quot; line), and each use different types of fuel to provide different amounts of power - however, none of these generators can power the whole station like an AME can. The small J.R.P.A.C.M.A.N. uses welding torch fuel, and can provide enough power to act as an APC temporarily. The larger P.A.C.M.A.N. generators consume plasma or uranium, and can provide emergency power to a whole department or a constructed space shuttle (or in an emergency, to power up a particle accelerator). These generators are usually found in the engineering department so will need to be moved around by station engineers.&lt;br /&gt;
&lt;br /&gt;
==== Containment-based sources ====&lt;br /&gt;
Most, but not all, stations have a particle accelerator and containment platform (set up in the vacuum near the Engineering department) that can be used to create a [[Power#Gravitational_Singularity_Engine|gravitational singularity]] or [[Power#Tesla_Generator|tesla ball lightning]]. Each of these phenomena can provide enough power for the entire station without needing any other generation, however they come with significant risks: &lt;br /&gt;
* Even when properly contained, engineers can be harmed either by the singularity&#039;s radiation or the lightning ball&#039;s strikes. The containment field is outside the station in the vacuum of space, so any accidents can be deadly.&lt;br /&gt;
* Both the singularity and lightning ball must be kept in a containment field, and if the containment field loses power or is sabotaged then the power-generating phenomena will escape and most likely destroy the station (see [[Alert_Levels#Yellow|yellow alert procedures]] for this scenario).&lt;br /&gt;
* If a &amp;quot;tesloose&amp;quot; or &amp;quot;singuloth&amp;quot; situation occurs but it somehow doesn&#039;t destroy significant parts of the station, the evac shuttle still usually needs to be called because setting up another containment-based power generation method will be very difficult to do before the station runs out of power.&lt;br /&gt;
&lt;br /&gt;
Station engineers are also responsible for setting up one of these generation methods if they are available, and will move to set this up after turning on the AME. Always defer to the chief engineer about which to set up, or if these risky engines should not be used in favor of other power generation.&lt;br /&gt;
&lt;br /&gt;
==== Other permanent power generation ====&lt;br /&gt;
There are three other significant power sources that are available on different stations. Each of these are more time-consuming or difficult to set up than containment-based power, but don&#039;t have a risk of destroying the station if containment is breached.&lt;br /&gt;
&lt;br /&gt;
* [[Power#Solar power|Solar power]] - The station&#039;s solar arrays are a passive means of generating power, however they do not provide enough power to run the entire station by themselves. They always require some additional setup (either connecting HV cables or repairing the panels themselves) and take a lot time merely walking to each array. Even though other permanent power sources have enough output to fully power the station, solar panels are still useful in case of emergency situations that temporarily disrupt the power grid.&lt;br /&gt;
* [[Power#The_Thermoelectric_Generator_(TEG)|Thermoelectric Generator (TEG)]]- If the station has a TEG it will be in the Atmospherics sub-department, so unlike most other power sources this should be set up by [[Atmospheric Technician|Atmosians]] instead of station engineers. Sometimes the TEG can be set up quickly (before a singularity or tesla) but often it will take more time to get running - the amount of work needed to construct gas loops varies between stations, and an engineer unfamiliar with TEG setup will need more time to complete it.&lt;br /&gt;
* [[Power#Supermatter Crystal|Supermatter Crystal (SMC)]] - The rarest and most difficult to set up power source - an SMC is not available on most stations. The crystal itself can immediately kill anyone who touches it, and usually only the chief engineer can safely set it up.&lt;br /&gt;
&lt;br /&gt;
=== Maintaining Atmosphere ===&lt;br /&gt;
&#039;&#039;Main article: [[Atmospherics]]&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The main responsibility of [[Atmospheric Technician|Atmosians]] is maintaining breathable air for all the station&#039;s inhabitants. Maintaining atmosphere involves mixing nitrogen and oxygen to create breathable air, filtering hazardous chemicals out of the station&#039;s air supply, and patching holes in the station hull to prevent spacing.&lt;br /&gt;
&lt;br /&gt;
==== Distro and waste ====&lt;br /&gt;
All stations have [[Pipes and vents#Gas_Miner|gas miners]] in the Atmospherics sub-department that provide an infinite supply of oxygen and nitrogen (and often other gases), and those should be piped into every room of the station to meet these environmental conditions:&lt;br /&gt;
* Ratio of 79% nitrogen and 21% oxygen&lt;br /&gt;
* Pressure of 101.325 kPa&lt;br /&gt;
* Temperature of 293.2K&lt;br /&gt;
&lt;br /&gt;
At the start of the shift, the mixture of breathable air must be set up in Atmospherics and pumped out to the rest of the station in what&#039;s typically called the &#039;distro&#039; loop. Typical activities in the station - breathing, scientific experimentation, unexpected gas leaks, other biological processes - will produce undesirable gases like carbon dioxide and ammonia. A separate loop from distro, called the &#039;waste&#039; loop, uses air scrubbers set up all over the station to filter those waste gases out of the air and pump them out of the station. The single point where the waste loop vents into space is also in Atmospherics, and typically requires some kind of setup at the start of shift to correctly dispose of these gases.&lt;br /&gt;
&lt;br /&gt;
==== Spaced rooms ====&lt;br /&gt;
Some random [[Events|events]] and player actions can damage the station, exposing the interior to the vacuum of space. When this happens, a nearby air sensor will read the drop in pressure and trigger firelocks to close and seal off the spaced section (unless they have been destroyed or sabotaged) which keeps the the rest of the station pressurized. If many sections of the station are spaced at the same time, it becomes very difficult to restore pressure to the whole station and the evac shuttle must be called.&amp;lt;ref&amp;gt;https://github.com/space-wizards/space-station-14/issues/29525&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Engineers are responsible for repairing the station when this happens and restoring pressure so other department may continue their work in safety, as low pressure damages players not wearing an EVA suit or other hardsuit. These repairs often include rebuilding floors and windows, and also possibly rewiring a room if an explosion damaged the power network. See this guide on [[Station Engineer#Fixing Hull Breaches|Fixing Hull Breaches]].&lt;br /&gt;
&lt;br /&gt;
=== Other responsibilities ===&lt;br /&gt;
The engineering department also is responsible for keeping the gravity generator and telecommunication servers (required for [[Radio|radio communication]]) running, but these do not require any active management. Unless they are sabotaged or the whole station loses power, these machines will not need attention during a shift. Also, the station anchor is sometimes in an area only accessible to engineers, but it does not require power and it&#039;s unclear what sabotage is possible with the anchor.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Gravity generator full-size.png|thumb|alt=in-game sprite of the gravity generator|Gravity generator]]&lt;br /&gt;
|| [[File:Station anchor.png|thumb|alt=in-game sprite of the station anchor|Station anchor]]&lt;br /&gt;
|| [[File:Telecom server.png|thumb|alt=in-game sprite of the telecommunication server|Telecom server]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Equipment ==&lt;br /&gt;
&#039;&#039;Man is a tool-using animal. Without tools he is nothing; with tools he is still an animal.&#039;&#039;&amp;lt;ref&amp;gt;The actual quote attributed to Thomas Carlyle is &amp;quot;Man is a tool-using animal. Without tools he is nothing, with tools he is all.&amp;quot;&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The tools used by each engineer depend on their sub-department.&lt;br /&gt;
* [[Station Engineer#Equipment|Station Engineer]] - {{crowbar}}, {{wirecutter}}, {{screwdriver}}, {{wrench}}, {{multitool}}, {{RCD}}&lt;br /&gt;
* [[Atmospheric Technician#Equipment|Atmosian]] - {{item|gas analyzer}}, {{item|holofan projector}}, {{multitool}}, {{RCD}}&lt;br /&gt;
* [[Chief Engineer#Equipment|Chief Engineer]] - {{jaws}} (improved crowbar &amp;amp; wirecutter), {{power drill}} (improved screwdriver &amp;amp; wrench), {{item|experimental welding tool}}, {{multitool}}, {{RCD}}&lt;br /&gt;
&lt;br /&gt;
Here are other items found in Engineering:&lt;br /&gt;
* Tools: {{item|Geiger counter}}, {{item|metal foam grenade}}, {{item|t-ray scanner}}, {{item|air grenade}}&lt;br /&gt;
* Suits: {{item|radiation suit}}, {{item|engineering hardsuit}}, {{item|atmos fire suit}}, {{item|atmos hardsuit}}&lt;br /&gt;
* Masks: {{item|breath mask}}, {{item|gas mask}}, {{item|welding mask}}, {{item|atmospheric gas mask}}&lt;br /&gt;
* Additional equipment: {{item|compressed matter}}, {{item|insulated gloves}}, {{item|magboots}}, {{item|oxygen tank}}, {{item|oxygen deprivation treatment kit}}, {{item|atmos fire helmet}}, [[Power#Small_Portable_Generators|Portable generators]], [[Pipes_and_vents#Air_Scrubber|Portable air scrubbers]]&lt;br /&gt;
&lt;br /&gt;
Also, here are some vending machines commonly in Engineering departments:&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|+ Engineering vending machines&lt;br /&gt;
|-&lt;br /&gt;
! Vending Machine !! Available items&lt;br /&gt;
|-&lt;br /&gt;
| [[File:YouTool.png|thumb|alt=YouTool vending machine|YouTool]] || &lt;br /&gt;
* {{item|LV cable coil}}&lt;br /&gt;
* {{item|crowbar}}&lt;br /&gt;
* {{item|welding tool}}&lt;br /&gt;
* {{item|wirecutter}}&lt;br /&gt;
* {{item|wrench}}&lt;br /&gt;
* {{item|screwdriver}}&lt;br /&gt;
* {{item|t-ray scanner}}&lt;br /&gt;
* {{item|network configurator}}&lt;br /&gt;
* {{item|gas analyzer}}&lt;br /&gt;
* {{item|flashlight}}&lt;br /&gt;
* {{item|insulated gloves}}&lt;br /&gt;
* {{item|spray painter}}&lt;br /&gt;
* {{item|compressed paint}}&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Engi-Vend.png|thumb|alt=Engi-Vend vending machine|Engi-Vend]] || &lt;br /&gt;
* {{item|engineering goggles}}&lt;br /&gt;
* {{item|welding mask}}&lt;br /&gt;
* {{item|crowbar}}&lt;br /&gt;
* {{item|multitool}}&lt;br /&gt;
* {{item|network configurator}}&lt;br /&gt;
* {{item|medium-capacity power cell}}&lt;br /&gt;
* {{item|insulated gloves}}&lt;br /&gt;
* {{item|inflatable wall box}}&lt;br /&gt;
* {{item|warning cone}}&lt;br /&gt;
|-&lt;br /&gt;
| [[File:EngiDrobe.png|thumb|alt=EngiDrobe vending machine|EngiDrobe]] || &lt;br /&gt;
* {{item|engineering duffel bag}}&lt;br /&gt;
* {{item|engineering satchel}}&lt;br /&gt;
* {{item|engineering backpack}}&lt;br /&gt;
* {{item|engineering jumpsuit}}&lt;br /&gt;
* {{item|engineering jumpskirt}}&lt;br /&gt;
* {{item|hazard jumpsuit}}&lt;br /&gt;
* {{item|black shoes}}&lt;br /&gt;
* {{item|hi-viz vest}}&lt;br /&gt;
* {{item|workboots}}&lt;br /&gt;
* {{item|yellow hard hat}}&lt;br /&gt;
* {{item|orange hard hat}}&lt;br /&gt;
* {{item|engineering headset}}&lt;br /&gt;
* {{item|engineering winter coat}}&lt;br /&gt;
* {{item|striped orange scarf}}&lt;br /&gt;
* {{item|engineering winter boots}}&lt;br /&gt;
|-&lt;br /&gt;
| [[File:AtmosDrobe.png|thumb|alt=AtmosDrobe vending machine|AtmosDrobe]] || &lt;br /&gt;
* {{item|atmospherics duffel bag}}&lt;br /&gt;
* {{item|atmospherics satchel}}&lt;br /&gt;
* {{item|atmospherics backpack}}&lt;br /&gt;
* {{item|atmospheric technician jumpsuit}}&lt;br /&gt;
* {{item|atmospheric technician jumpskirt}}&lt;br /&gt;
* {{item|atmospheric technician&#039;s casual jumpsuit}}&lt;br /&gt;
* {{item|white shoes}}&lt;br /&gt;
* {{item|engineering headset}}&lt;br /&gt;
* {{item|fire helmet}}&lt;br /&gt;
* {{item|fire suit}}&lt;br /&gt;
* {{item|atmospherics winter coat}}&lt;br /&gt;
* {{item|striped light blue scarf}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Most &amp;lt;s&amp;gt;good&amp;lt;/s&amp;gt; stations have coffee and snack vending machines in Engineering.&lt;br /&gt;
&lt;br /&gt;
== Working with other departments ==&lt;br /&gt;
Everyone on the station requires the power grid and air distribution/waste loops to be fully operational. However beyond those basic requirements, here are a few other interdepartmental activities you can work on:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Department !! What engineering needs from them !! What they ask engineers for&lt;br /&gt;
|-&lt;br /&gt;
| [[Cargo]] || Flatpaks for power generation, gas canisters, construction materials || Selling expensive gases such as tritium and frezon&lt;br /&gt;
|-&lt;br /&gt;
| [[Science]] || Researching technologies in the &#039;&#039;Industrial&#039;&#039; tree || Specific gases for anomaly research&lt;br /&gt;
|-&lt;br /&gt;
| [[Medical]] || Medications for radiation damage || Air filtration of Morgue, construction of [[Cryogenic Pods]]&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>ThatCatWh0</name></author>
	</entry>
	<entry>
		<id>https://wiki.projectomu.org/index.php?title=Engineering&amp;diff=251</id>
		<title>Engineering</title>
		<link rel="alternate" type="text/html" href="https://wiki.projectomu.org/index.php?title=Engineering&amp;diff=251"/>
		<updated>2025-12-23T23:31:46Z</updated>

		<summary type="html">&lt;p&gt;ThatCatWh0: Updating Engineering to be functional&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The &#039;&#039;&#039;Engineering&#039;&#039;&#039; department is responsible for providing power to the station &amp;amp; performing any maintenance that the station may require. Whether it be patching up holes left by meteorites or rebuilding a department after a bombing, it is the sole purview of the Engineering department to keep the station powered and pressurized. Due to the relatively high priority of engineering tasks, departments will &amp;lt;s&amp;gt;scream at&amp;lt;/s&amp;gt; politely and calmly inform engineers on the radio of station damage.&lt;br /&gt;
&lt;br /&gt;
== Jobs ==&lt;br /&gt;
The chain of command in Engineering is as follows: [[Chief Engineer]] &amp;gt; [[Station Engineer]] = [[Atmospheric Technician]] &amp;gt; [[Technical Assistant]].&lt;br /&gt;
&lt;br /&gt;
=== Chief Engineer ===&lt;br /&gt;
[[File:Chief_Engineer.png|right|80px]] &lt;br /&gt;
The [[Chief Engineer]], or CE, is the head of the Engineering department and works alongside their subordinates on various engineering duties.&lt;br /&gt;
As a CE, you are expected to have a good level of understanding of both sub-departments of your department and be able to teach skills when necessary. You will also need to be able to properly relegate tasks in times of crisis, monitor material levels, and communicate with other departments and [[Command]].&lt;br /&gt;
&lt;br /&gt;
=== Station Engineer ===&lt;br /&gt;
[[File:Station_Engineer.png|right|80px]] &lt;br /&gt;
[[Station Engineer|Station Engineers]] work in the Engineering sub-department. Station Engineers often can be found setting up [[Power|power generation]], wiring the power network, and building complex structures like shuttles. Station Engineers also often find themselves backing up Atmospheric Technician to assist with fixing spaced parts of the station.&lt;br /&gt;
&lt;br /&gt;
=== Atmospheric Technician ===&lt;br /&gt;
[[File:Atmospheric_Techincian.png|right|80px]] &lt;br /&gt;
[[Atmospheric Technician|Atmospheric Technicians]] work in the Atmospherics sub-department. As an Atmospheric Technician, you will find yourself building and repairing [[Pipes and vents|pipe networks]], setting up the [[Power#The_Thermoelectric_Generator_(TEG)|Thermoelectric Generator]], fixing spaced sections of the station, and scrubbing hazardous gases from the air. Atmospheric Technicians also may find themselves doubling as Station Engineers to manage power generation on the station.&lt;br /&gt;
&lt;br /&gt;
=== Technical Assistant ===&lt;br /&gt;
[[File:Technical_Assistant.png|right|80px]] &lt;br /&gt;
A [[Technical Assistant|technical assistant&#039;s]] primary job is to learn as much about engineering as possible. Your Chief Engineer or other department members should assist you in this learning when possible, in order to turn you into an effective member of the team. Study what your superiors do and ask for help!&lt;br /&gt;
&lt;br /&gt;
== Responsibilities ==&lt;br /&gt;
=== Power Generation ===&lt;br /&gt;
&#039;&#039;Main article: [[Power]]&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Generating electricity for the station is the primary concern of the engineering department, as without it, none of the other departments aboard the station are able to work. Luckily, there are a selection of different methods to do so, ranging from immediate plug &amp;amp; play machines to more in-depth setups. The amount of electrical power produced by each  machines (excluding the portable generators and solar panels) can power the station by itself, so an exact comparison of the numbers is not necessary.&lt;br /&gt;
&lt;br /&gt;
Only some of these power generation methods are part of the station at the start of the shift, and all of those require additional setup - because of this, engineers need to work quickly at the start of every shift to set up permanent power generation. It is possible to order the parts/machines/fuel for other power sources through [[Cargo]], but at a high price.&lt;br /&gt;
&lt;br /&gt;
==== Fuel-based power ====&lt;br /&gt;
Generating electricity from fuel is the simplest way to power a space station, and they do not require any input power to run. However, there is nowhere near enough fuel available for any of these machines to power a station for the entire shift, so these two generation methods are primarily used at the start of a shift or when some other emergency disrupts power supply on the station.&lt;br /&gt;
* Every station comes equipped with parts to build an [[Power#The Antimatter Engine|Antimatter Engine (AME)]] can provide power for the entire station, but only so long as anti-matter fuel is available. Generally, each map has enough anti-matter fuel to last long enough to set up another permanent power source. Station engineers are responsible for setting up the AME at round start, as they are not fully assembled at the start of the shift.&lt;br /&gt;
* There are three different sizes [[Power#Small Portable Generators|portable generators]] (all from the &amp;quot;P.A.C.M.A.N.&amp;quot; line), and each use different types of fuel to provide different amounts of power - however, none of these generators can power the whole station like an AME can. The small J.R.P.A.C.M.A.N. uses welding torch fuel, and can provide enough power to act as an APC temporarily. The larger P.A.C.M.A.N. generators consume plasma or uranium, and can provide emergency power to a whole department or a constructed space shuttle (or in an emergency, to power up a particle accelerator). These generators are usually found in the engineering department so will need to be moved around by station engineers.&lt;br /&gt;
&lt;br /&gt;
==== Containment-based sources ====&lt;br /&gt;
Most, but not all, stations have a particle accelerator and containment platform (set up in the vacuum near the Engineering department) that can be used to create a [[Power#Gravitational_Singularity_Engine|gravitational singularity]] or [[Power#Tesla_Generator|tesla ball lightning]]. Each of these phenomena can provide enough power for the entire station without needing any other generation, however they come with significant risks: &lt;br /&gt;
* Even when properly contained, engineers can be harmed either by the singularity&#039;s radiation or the lightning ball&#039;s strikes. The containment field is outside the station in the vacuum of space, so any accidents can be deadly.&lt;br /&gt;
* Both the singularity and lightning ball must be kept in a containment field, and if the containment field loses power or is sabotaged then the power-generating phenomena will escape and most likely destroy the station (see [[Alert_Levels#Yellow|yellow alert procedures]] for this scenario).&lt;br /&gt;
* If a &amp;quot;tesloose&amp;quot; or &amp;quot;singuloth&amp;quot; situation occurs but it somehow doesn&#039;t destroy significant parts of the station, the evac shuttle still usually needs to be called because setting up another containment-based power generation method will be very difficult to do before the station runs out of power.&lt;br /&gt;
&lt;br /&gt;
Station engineers are also responsible for setting up one of these generation methods if they are available, and will move to set this up after turning on the AME. Always defer to the chief engineer about which to set up, or if these risky engines should not be used in favor of other power generation.&lt;br /&gt;
&lt;br /&gt;
==== Other permanent power generation ====&lt;br /&gt;
There are three other significant power sources that are available on different stations. Each of these are more time-consuming or difficult to set up than containment-based power, but don&#039;t have a risk of destroying the station if containment is breached.&lt;br /&gt;
&lt;br /&gt;
* [[Power#Solar power|Solar power]] - The station&#039;s solar arrays are a passive means of generating power, however they do not provide enough power to run the entire station by themselves. They always require some additional setup (either connecting HV cables or repairing the panels themselves) and take a lot time merely walking to each array. Even though other permanent power sources have enough output to fully power the station, solar panels are still useful in case of emergency situations that temporarily disrupt the power grid.&lt;br /&gt;
* [[Power#The_Thermoelectric_Generator_(TEG)|Thermoelectric Generator (TEG)]]- If the station has a TEG it will be in the Atmospherics sub-department, so unlike most other power sources this should be set up by [[Atmospheric Technician|Atmosians]] instead of station engineers. Sometimes the TEG can be set up quickly (before a singularity or tesla) but often it will take more time to get running - the amount of work needed to construct gas loops varies between stations, and an engineer unfamiliar with TEG setup will need more time to complete it.&lt;br /&gt;
* [[Power#Supermatter Crystal|Supermatter Crystal (SMC)]] - The rarest and most difficult to set up power source - an SMC is not available on most stations. The crystal itself can immediately kill anyone who touches it, and usually only the chief engineer can safely set it up.&lt;br /&gt;
&lt;br /&gt;
=== Maintaining Atmosphere ===&lt;br /&gt;
&#039;&#039;Main article: [[Atmospherics]]&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The main responsibility of [[Atmospheric Technician|Atmosians]] is maintaining breathable air for all the station&#039;s inhabitants. Maintaining atmosphere involves mixing nitrogen and oxygen to create breathable air, filtering hazardous chemicals out of the station&#039;s air supply, and patching holes in the station hull to prevent spacing.&lt;br /&gt;
&lt;br /&gt;
==== Distro and waste ====&lt;br /&gt;
All stations have [[Pipes and vents#Gas_Miner|gas miners]] in the Atmospherics sub-department that provide an infinite supply of oxygen and nitrogen (and often other gases), and those should be piped into every room of the station to meet these environmental conditions:&lt;br /&gt;
* Ratio of 79% nitrogen and 21% oxygen&lt;br /&gt;
* Pressure of 101.325 kPa&lt;br /&gt;
* Temperature of 293.2K&lt;br /&gt;
&lt;br /&gt;
At the start of the shift, the mixture of breathable air must be set up in Atmospherics and pumped out to the rest of the station in what&#039;s typically called the &#039;distro&#039; loop. Typical activities in the station - breathing, scientific experimentation, unexpected gas leaks, other biological processes - will produce undesirable gases like carbon dioxide and ammonia. A separate loop from distro, called the &#039;waste&#039; loop, uses air scrubbers set up all over the station to filter those waste gases out of the air and pump them out of the station. The single point where the waste loop vents into space is also in Atmospherics, and typically requires some kind of setup at the start of shift to correctly dispose of these gases.&lt;br /&gt;
&lt;br /&gt;
==== Spaced rooms ====&lt;br /&gt;
Some random [[Events|events]] and player actions can damage the station, exposing the interior to the vacuum of space. When this happens, a nearby air sensor will read the drop in pressure and trigger firelocks to close and seal off the spaced section (unless they have been destroyed or sabotaged) which keeps the the rest of the station pressurized. If many sections of the station are spaced at the same time, it becomes very difficult to restore pressure to the whole station and the evac shuttle must be called.&amp;lt;ref&amp;gt;https://github.com/space-wizards/space-station-14/issues/29525&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Engineers are responsible for repairing the station when this happens and restoring pressure so other department may continue their work in safety, as low pressure damages players not wearing an EVA suit or other hardsuit. These repairs often include rebuilding floors and windows, and also possibly rewiring a room if an explosion damaged the power network. See this guide on [[Station Engineer#Fixing Hull Breaches|Fixing Hull Breaches]].&lt;br /&gt;
&lt;br /&gt;
=== Other responsibilities ===&lt;br /&gt;
The engineering department also is responsible for keeping the gravity generator and telecommunication servers (required for [[Radio|radio communication]]) running, but these do not require any active management. Unless they are sabotaged or the whole station loses power, these machines will not need attention during a shift. Also, the station anchor is sometimes in an area only accessible to engineers, but it does not require power and it&#039;s unclear what sabotage is possible with the anchor.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Gravity generator full-size.png|thumb|alt=in-game sprite of the gravity generator|Gravity generator]]&lt;br /&gt;
|| [[File:Station anchor.png|thumb|alt=in-game sprite of the station anchor|Station anchor]]&lt;br /&gt;
|| [[File:Telecom server.png|thumb|alt=in-game sprite of the telecommunication server|Telecom server]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Equipment ==&lt;br /&gt;
&#039;&#039;Man is a tool-using animal. Without tools he is nothing; with tools he is still an animal.&#039;&#039;&amp;lt;ref&amp;gt;The actual quote attributed to Thomas Carlyle is &amp;quot;Man is a tool-using animal. Without tools he is nothing, with tools he is all.&amp;quot;&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The tools used by each engineer depend on their sub-department.&lt;br /&gt;
* [[Station Engineer#Equipment|Station Engineer]] - {{crowbar}}, {{wirecutter}}, {{screwdriver}}, {{wrench}}, {{multitool}}, {{RCD}}&lt;br /&gt;
* [[Atmospheric Technician#Equipment|Atmosian]] - {{item|gas analyzer}}, {{item|holofan projector}}, {{multitool}}, {{RCD}}&lt;br /&gt;
* [[Chief Engineer#Equipment|Chief Engineer]] - {{jaws}} (improved crowbar &amp;amp; wirecutter), {{power drill}} (improved screwdriver &amp;amp; wrench), {{item|experimental welding tool}}, {{multitool}}, {{RCD}}&lt;br /&gt;
&lt;br /&gt;
Here are other items found in Engineering:&lt;br /&gt;
* Tools: {{item|Geiger counter}}, {{item|metal foam grenade}}, {{item|t-ray scanner}}, {{item|air grenade}}&lt;br /&gt;
* Suits: {{item|radiation suit}}, {{item|engineering hardsuit}}, {{item|atmos fire suit}}, {{item|atmos hardsuit}}&lt;br /&gt;
* Masks: {{item|breath mask}}, {{item|gas mask}}, {{item|welding mask}}, {{item|atmospheric gas mask}}&lt;br /&gt;
* Additional equipment: {{item|compressed matter}}, {{item|insulated gloves}}, {{item|magboots}}, {{item|oxygen tank}}, {{item|oxygen deprivation treatment kit}}, {{item|atmos fire helmet}}, [[Power#Small_Portable_Generators|Portable generators]], [[Pipes_and_vents#Air_Scrubber|Portable air scrubbers]]&lt;br /&gt;
&lt;br /&gt;
Also, here are some vending machines commonly in Engineering departments:&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|+ Engineering vending machines&lt;br /&gt;
|-&lt;br /&gt;
! Vending Machine !! Available items&lt;br /&gt;
|-&lt;br /&gt;
| [[File:YouTool.png|thumb|alt=YouTool vending machine|YouTool]] || &lt;br /&gt;
* {{item|LV cable coil}}&lt;br /&gt;
* {{item|crowbar}}&lt;br /&gt;
* {{item|welding tool}}&lt;br /&gt;
* {{item|wirecutter}}&lt;br /&gt;
* {{item|wrench}}&lt;br /&gt;
* {{item|screwdriver}}&lt;br /&gt;
* {{item|t-ray scanner}}&lt;br /&gt;
* {{item|network configurator}}&lt;br /&gt;
* {{item|gas analyzer}}&lt;br /&gt;
* {{item|flashlight}}&lt;br /&gt;
* {{item|insulated gloves}}&lt;br /&gt;
* {{item|spray painter}}&lt;br /&gt;
* {{item|compressed paint}}&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Engi-Vend.png|thumb|alt=Engi-Vend vending machine|Engi-Vend]] || &lt;br /&gt;
* {{item|engineering goggles}}&lt;br /&gt;
* {{item|welding mask}}&lt;br /&gt;
* {{item|crowbar}}&lt;br /&gt;
* {{item|multitool}}&lt;br /&gt;
* {{item|network configurator}}&lt;br /&gt;
* {{item|medium-capacity power cell}}&lt;br /&gt;
* {{item|insulated gloves}}&lt;br /&gt;
* {{item|inflatable wall box}}&lt;br /&gt;
* {{item|warning cone}}&lt;br /&gt;
|-&lt;br /&gt;
| [[File:EngiDrobe.png|thumb|alt=EngiDrobe vending machine|EngiDrobe]] || &lt;br /&gt;
* {{item|engineering duffel bag}}&lt;br /&gt;
* {{item|engineering satchel}}&lt;br /&gt;
* {{item|engineering backpack}}&lt;br /&gt;
* {{item|engineering jumpsuit}}&lt;br /&gt;
* {{item|engineering jumpskirt}}&lt;br /&gt;
* {{item|hazard jumpsuit}}&lt;br /&gt;
* {{item|black shoes}}&lt;br /&gt;
* {{item|hi-viz vest}}&lt;br /&gt;
* {{item|workboots}}&lt;br /&gt;
* {{item|yellow hard hat}}&lt;br /&gt;
* {{item|orange hard hat}}&lt;br /&gt;
* {{item|engineering headset}}&lt;br /&gt;
* {{item|engineering winter coat}}&lt;br /&gt;
* {{item|striped orange scarf}}&lt;br /&gt;
* {{item|engineering winter boots}}&lt;br /&gt;
|-&lt;br /&gt;
| [[File:AtmosDrobe.png|thumb|alt=AtmosDrobe vending machine|AtmosDrobe]] || &lt;br /&gt;
* {{item|atmospherics duffel bag}}&lt;br /&gt;
* {{item|atmospherics satchel}}&lt;br /&gt;
* {{item|atmospherics backpack}}&lt;br /&gt;
* {{item|atmospheric technician jumpsuit}}&lt;br /&gt;
* {{item|atmospheric technician jumpskirt}}&lt;br /&gt;
* {{item|atmospheric technician&#039;s casual jumpsuit}}&lt;br /&gt;
* {{item|white shoes}}&lt;br /&gt;
* {{item|engineering headset}}&lt;br /&gt;
* {{item|fire helmet}}&lt;br /&gt;
* {{item|fire suit}}&lt;br /&gt;
* {{item|atmospherics winter coat}}&lt;br /&gt;
* {{item|striped light blue scarf}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Most &amp;lt;s&amp;gt;good&amp;lt;/s&amp;gt; stations have coffee and snack vending machines in Engineering.&lt;br /&gt;
&lt;br /&gt;
== Working with other departments ==&lt;br /&gt;
Everyone on the station requires the power grid and air distribution/waste loops to be fully operational. However beyond those basic requirements, here are a few other interdepartmental activities you can work on:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Department !! What engineering needs from them !! What they ask engineers for&lt;br /&gt;
|-&lt;br /&gt;
| [[Cargo]] || Flatpaks for power generation, gas canisters, construction materials || Selling expensive gases such as tritium and frezon&lt;br /&gt;
|-&lt;br /&gt;
| [[Science]] || Researching technologies in the &#039;&#039;Industrial&#039;&#039; tree || Specific gases for anomaly research&lt;br /&gt;
|-&lt;br /&gt;
| [[Medical]] || Medications for radiation damage || Air filtration of Morgue, construction of [[Cryogenic Pods]]&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>ThatCatWh0</name></author>
	</entry>
	<entry>
		<id>https://wiki.projectomu.org/index.php?title=Engineering&amp;diff=250</id>
		<title>Engineering</title>
		<link rel="alternate" type="text/html" href="https://wiki.projectomu.org/index.php?title=Engineering&amp;diff=250"/>
		<updated>2025-12-23T17:24:16Z</updated>

		<summary type="html">&lt;p&gt;ThatCatWh0: Current Editting of  Engineering&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP|lastUpdated=23-12-2025|editor=ThatCatWh0}}&lt;br /&gt;
==Engineering==&lt;br /&gt;
&amp;lt;div&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;The Engineering department has a few main goals to keep the station alive from keeping power on, performing maintenace, repairing the station from damage and pressurizing the station with a breathable Atmosphere. bewarned that this department will get shouted at as their tasks are priotized due to most other departments needing power and the ability to breath. Luckly you won&#039;t be doing it on your own &amp;lt;s&amp;gt; unless it&#039;s low pop. &amp;lt;/s&amp;gt;&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toctitle&amp;quot; lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot;&amp;gt;&amp;lt;h2 id=&amp;quot;mw-toc-heading&amp;quot;&amp;gt;Contents&amp;lt;/h2&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
Jobs&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li class=&amp;quot;toclevel-2 tocsection-2&amp;quot;&amp;gt;&amp;lt;a href=&amp;quot;#Chief_Engineer&amp;quot;&amp;gt;&amp;lt;span class=&amp;quot;tocnumber&amp;quot;&amp;gt;1.1&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;toctext&amp;quot;&amp;gt;Chief Engineer&amp;lt;/span&amp;gt;&amp;lt;/a&amp;gt;&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li class=&amp;quot;toclevel-2 tocsection-3&amp;quot;&amp;gt;&amp;lt;a href=&amp;quot;#Station_Engineer&amp;quot;&amp;gt;&amp;lt;span class=&amp;quot;tocnumber&amp;quot;&amp;gt;1.2&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;toctext&amp;quot;&amp;gt;Station Engineer&amp;lt;/span&amp;gt;&amp;lt;/a&amp;gt;&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li class=&amp;quot;toclevel-2 tocsection-4&amp;quot;&amp;gt;&amp;lt;a href=&amp;quot;#Atmospheric_Technician&amp;quot;&amp;gt;&amp;lt;span class=&amp;quot;tocnumber&amp;quot;&amp;gt;1.3&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;toctext&amp;quot;&amp;gt;Atmospheric Technician&amp;lt;/span&amp;gt;&amp;lt;/a&amp;gt;&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li class=&amp;quot;toclevel-2 tocsection-5&amp;quot;&amp;gt;&amp;lt;a href=&amp;quot;#Technical_Assistant&amp;quot;&amp;gt;&amp;lt;span class=&amp;quot;tocnumber&amp;quot;&amp;gt;1.4&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;toctext&amp;quot;&amp;gt;Technical Assistant&amp;lt;/span&amp;gt;&amp;lt;/a&amp;gt;&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li class=&amp;quot;toclevel-1 tocsection-6&amp;quot;&amp;gt;&amp;lt;a href=&amp;quot;#Responsibilities&amp;quot;&amp;gt;&amp;lt;span class=&amp;quot;tocnumber&amp;quot;&amp;gt;2&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;toctext&amp;quot;&amp;gt;Responsibilities&amp;lt;/span&amp;gt;&amp;lt;/a&amp;gt;&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li class=&amp;quot;toclevel-2 tocsection-7&amp;quot;&amp;gt;&amp;lt;a href=&amp;quot;#Power_Generation&amp;quot;&amp;gt;&amp;lt;span class=&amp;quot;tocnumber&amp;quot;&amp;gt;2.1&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;toctext&amp;quot;&amp;gt;Power Generation&amp;lt;/span&amp;gt;&amp;lt;/a&amp;gt;&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li class=&amp;quot;toclevel-3 tocsection-8&amp;quot;&amp;gt;&amp;lt;a href=&amp;quot;#Fuel-based_power&amp;quot;&amp;gt;&amp;lt;span class=&amp;quot;tocnumber&amp;quot;&amp;gt;2.1.1&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;toctext&amp;quot;&amp;gt;Fuel-based power&amp;lt;/span&amp;gt;&amp;lt;/a&amp;gt;&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li class=&amp;quot;toclevel-3 tocsection-9&amp;quot;&amp;gt;&amp;lt;a href=&amp;quot;#Containment-based_sources&amp;quot;&amp;gt;&amp;lt;span class=&amp;quot;tocnumber&amp;quot;&amp;gt;2.1.2&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;toctext&amp;quot;&amp;gt;Containment-based sources&amp;lt;/span&amp;gt;&amp;lt;/a&amp;gt;&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li class=&amp;quot;toclevel-3 tocsection-10&amp;quot;&amp;gt;&amp;lt;a href=&amp;quot;#Other_permanent_power_generation&amp;quot;&amp;gt;&amp;lt;span class=&amp;quot;tocnumber&amp;quot;&amp;gt;2.1.3&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;toctext&amp;quot;&amp;gt;Other permanent power generation&amp;lt;/span&amp;gt;&amp;lt;/a&amp;gt;&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li class=&amp;quot;toclevel-2 tocsection-11&amp;quot;&amp;gt;&amp;lt;a href=&amp;quot;#Maintaining_Atmosphere&amp;quot;&amp;gt;&amp;lt;span class=&amp;quot;tocnumber&amp;quot;&amp;gt;2.2&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;toctext&amp;quot;&amp;gt;Maintaining Atmosphere&amp;lt;/span&amp;gt;&amp;lt;/a&amp;gt;&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li class=&amp;quot;toclevel-3 tocsection-12&amp;quot;&amp;gt;&amp;lt;a href=&amp;quot;#Distro_and_waste&amp;quot;&amp;gt;&amp;lt;span class=&amp;quot;tocnumber&amp;quot;&amp;gt;2.2.1&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;toctext&amp;quot;&amp;gt;Distro and waste&amp;lt;/span&amp;gt;&amp;lt;/a&amp;gt;&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li class=&amp;quot;toclevel-3 tocsection-13&amp;quot;&amp;gt;&amp;lt;a href=&amp;quot;#Spaced_rooms&amp;quot;&amp;gt;&amp;lt;span class=&amp;quot;tocnumber&amp;quot;&amp;gt;2.2.2&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;toctext&amp;quot;&amp;gt;Spaced rooms&amp;lt;/span&amp;gt;&amp;lt;/a&amp;gt;&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li class=&amp;quot;toclevel-2 tocsection-14&amp;quot;&amp;gt;&amp;lt;a href=&amp;quot;#Other_responsibilities&amp;quot;&amp;gt;&amp;lt;span class=&amp;quot;tocnumber&amp;quot;&amp;gt;2.3&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;toctext&amp;quot;&amp;gt;Other responsibilities&amp;lt;/span&amp;gt;&amp;lt;/a&amp;gt;&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li class=&amp;quot;toclevel-1 tocsection-15&amp;quot;&amp;gt;&amp;lt;a href=&amp;quot;#Equipment&amp;quot;&amp;gt;&amp;lt;span class=&amp;quot;tocnumber&amp;quot;&amp;gt;3&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;toctext&amp;quot;&amp;gt;Equipment&amp;lt;/span&amp;gt;&amp;lt;/a&amp;gt;&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li class=&amp;quot;toclevel-1 tocsection-16&amp;quot;&amp;gt;&amp;lt;a href=&amp;quot;#Working_with_other_departments&amp;quot;&amp;gt;&amp;lt;span class=&amp;quot;tocnumber&amp;quot;&amp;gt;4&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;toctext&amp;quot;&amp;gt;Working with other departments&amp;lt;/span&amp;gt;&amp;lt;/a&amp;gt;&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>ThatCatWh0</name></author>
	</entry>
</feed>