Guide to Virology
Virology 101
The first, and most important, way to prevent 99% of infections is having proper hazard wear and knowing how to keep the infection from spreading.
Viruses
Every virus behaves differently, from created viruses to event spawned viruses. Most viruses can spread themselves to other humanoids near the host in one way or another. These types of spread are:
- Airborne - The most dangerous and quick spreading, if you are anywhere within the breathing area of the infected crew member, you have a chance to be infected. Wearing internals stops further infections.
- Direct Contact - Requires you to touch, been touched, or be extremely close to the source of the infection. The infection will be spread by the skin and bodily fluids of an infected person, but will not survive long in the air. Wearing protective clothing and avoiding infected are great ways of not getting infected yourself.
- Blood - The infection will be spread by blood from the infected person. Beneficial viruses usually fall under this category.
- Special - The disease is not normally contagious and the affected crewman has been infected by a non-human vector source. You can work with the infected without risk yourself unless they expose you to the same vector source that infected them.
All viruses that spread with blood or above mentioned transfer by giving humanoids an infected blood sample, using eithe a syringe, a pill or other types of food/drinks. Every virus or vaccine only requires any amount of units to infect or cure somebody, 0.1 unit will work.
Each virus will not be visible on the Medical HUD until they reach a later stage, meaning at least at the halfway point of the stages (rounded up). For example, the Brainrot virus has 4 stages. The virus will then be visible starting at the 2nd stage. Any advanced virus has 5 stages total and it can be visible on the HUD starting at the 3rd stage depending on the stealth stat.
Each virus also has their own chemical(s) that the infected needs to ingest for them to be cured. The virus has a chance to be cured once the infected humanoid has the chemical(s) in their body. Once the victim is cured, they will be immune for that virus until they get resleeved or put in another body.
Tools
The following items will be used during researching:
Beaker (to mix viruses and store diseases and chemicals)
Dropper (to carefully measure the units, right click on the dropper to set the transfer amount)
- Pen (to label your beakers)
- Cold or Flu Culture Bottle (to start your virus, found in your refrigerated crates)
- Secure Vial Storage Box (Store and transportation of your viruses)
Equipment
Should a virus start spreading on the station (or should you work on something nasty and use the monkeys for it), you have to keep your workplace and sterile and yourself safe. For this, you will find these useful:
- Level-3 Bio Hood (against On-Contact viruses)
- Level-3 Bio Suit (against On-Contact viruses)
- Internals (against Airborne viruses)
Latex Gloves (against On-Contact viruses)
Sterile mask
PanD.E.M.I.C 2200
This is your best friend friend while you do your job. Not only can this bad boy tell you what is in a blood sample. It can also duplicate any virus in that sample for further research. You can do the following with the machine
- See the statistics of a virus that is put into the machine.
- Make a new virus culture for later use (Use this when making advanced viruses)
- Make vaccines using blood from a patient that was cured from a virus prior.
- Name an advanced virus if it is not named yet
- Print a release form for named viruses
Curing A Virus
So you are tasked with curing a virus that is harming the station's inhabitants? Well you are just a few steps away from being the unsung hero!
Curing The First Infected
Once you have the blood of a cured subject you can sart mass producing the cure. To do this, you will need the PanD.E.M.I.C 2200.
- Put the blood in the PanD.E.M.I.C 2200.
- Click on the create vaccine button next to the virus you want to make the vaccine for. If the blood contains multiple antibodies to different viruses, you will have more than one option.
- Repeat till you have enough vaccine.
- Bring the bottles to the Chemists so they can pill the vaccine into pills. Make sure that they call it a suiting name else it might get lost in a pile of pills without people knowing what it actually cures.
A vaccine spread just like a virus. So you can just take a sip from the bottle to cure yourself.
Spreading The Vaccine
Curing the infected will be easy once you have the vaccine. A single dose of, for example, 0.1 units will cure anybody and will make non-infected immune to the virus. However, the dosage amount does not matter, so you can use more or less than 0.1 units if you wish to. Be sure to get everybody cured otherwise bad things can happen.
Stealth Viruses
An important thing to note about viruses with a high Stealth attribute:
- Any virus with a Stealth attribute of 2 or greater will be hidden from Medical HUDs, this includes Health Analyzers and
Body Scanners.
- Any virus with a Stealth attribute of 3 or greater will be hidden from the
PanD.E.M.I.C 2200.
This means that if a crewmember comes to you showing you they are showing/experiencing symptoms and your PanD.E.M.I.C 2200 is telling you No diseases detected in provided sample, that it's possible you are dealing with a really stealthy virus.
Combating a Stealth Virus
Trying to defeat a virus with a high Stealth attribute (hence a "stealth virus") can be difficult, but the methodology to cure it can be simple.
Note: If you aren't wearing your bio-suit, you should put it on as soon as possible and get an oxygen tank (but you would never NOT wear your bio-suit and internals, right? RIGHT?!)
The first thing you want to do is to isolate the crew member in a patient room in the Virology wing of Medbay. Next, notify the Chief Medical Officer (CMO) that there is a possible stealth virus on the ship. If there is no CMO, notify the Captain as soon as possible. You may want to ask a doctor to fully suit up as well and begin interviewing the patient (who they were in contact with, where they were, what were they doing, etc.)
Next, you are going to want to get a large sample of symptomatic blood by getting the following:
- A clean, sterile beaker
- A syringe with 5u of the infected member's blood
- A blood bag (any type)
- Place 40u from the blood bag into the clean, sterile beaker and add in the infected member's blood. You can addition 5u of blood from the blood bag to completely fill the beaker. Next, place the beaker that contained the symptomatic blood in the
PanD.E.M.I.C 2200 and Destroy the blood sample. You can then eject and dispose of the beaker. This should give you at least 45u of blood without putting the patient in additional danger by drawing too much blood.
Methodology 1: If you have isolated strains of virus that have a very low stealth attribute (for example, Choking), you can attempt to splice that symptom into the stealth virus strain by taking 1u of the symptomatic blood and putting it in a clean beaker with 1u of the strain that has the low stealth value (-4 is the lowest stealth attribute). This should splice the two together and hopefully get a strain that you can see in the PanD.E.M.I.C 2200. However if the stealth virus has more than 4 attributes, the aditional strain may overwrite one of the underlying symptoms, which is not ideal. This may neeed to be repeated multiple times.
Methodoloy 2: This starts the same as Methodology 1, but instead of splicing in other viral strains, you are going to use Adranol to remove one symptom at a time until you ae left with multiple strains that have a stealth attribute lower than 3 so it can be analyzed by the PanD.E.M.I.C 2200. This may need to be repeated multiple times to get the full symptom list, as Adranol removes one symptom at random.
With your Chief Medical Officer's approval, you could attempt to intervene by injecting a patient with a known virus with the Anti-Bodies Metabolism trait. This may help combat stealth virus.
Once you have compiled the full list of symptoms, you can the determine the cure.
Infection Listings
Disease Name | Agent Name | Description | Spread | Cure | Event |
---|---|---|---|---|---|
Beesease | Apidae Infection | A vicious disease which causes minor toxin damage followed by the host uncontrollably vomiting bees. | Contact | Sugar | ✔ |
Brainrot | Cryptococcus Cosmosis | An infection that causes mental degradation and will cause the host to collapse in its larger stages. | Contact | Alkysine | ✔ |
Choreomania | TAP-DAnC3 | A disease that makes infects the mob's brain and makes them dance like a maniac, maniac.. | Airborne | Adranol | ✔ |
Cold (A) | XY-rhinovirus | A weakened version of the common cold. It will cause the victims to start sneezing uncontrollaby. This is an advanced disease. | Airborne | Orange Juice | ✔ |
Cold | XY-rhinovirus | Still around since the dawn of man, this disease is relativity harmless, causing fatigue and a runny nose. Will progress to the Flu when untreated. | Airborne | Spaceacilin or chicken soup | ✔ |
Cold9 | ICE9-rhinovirus | A rare disease that will progressively lower the victim's body temperature in addition to respiratory syndromes such as sneezng and coughing. | Contact | Spaceacillin | ✔ |
Flu (A) | H13N1 Flu Virion | A weakened version of the flu that will cause the victim to have a nasty cough. This is an advanced disease. | Blood | Orange Juice | ✔ |
Food Poisoning | Salmonella | This illness is most commonly contracted by eating poorly prepared food and will cause weakness, stomach aches, and vomiting. This sickness will eventually pass on it's own without a cure but can be more quickly fixed with either chicken soup or bed rest. | Not Contagious | Rest or chicken soup | X |
"GBS" | Gravitokinetic Bipotential SADS- | A virus which has evolved to mimic the deadly GBS virus. Unlike the actual gibbing virus however, this virus causes no damage and will never be fatal to the host. | Contact | Adranol & Sulfur | ✔ |
GBS | Gravitokinetic Bipotential SADS+ | An extremely dangerous illness caused by contagious micro-singularities that wil cause the host's body to be torn apart from the insie. The initial phase begins in the lungs and mimics fly symptoms. | Contact | Adranol & Sulfur | X |
Lycancoughy | Excess Snuggles | A fast spreading virus which makes subjects cough, and experience unexplained cravings for meat at earlier stages. At the last stage patients, will start regurgitating canines and start talking brute damage all over the body rapidly. | Contact | Ethanol or Alcohol | ✔ |
Magnitis | Fukkos Miracos | An infection of magnetic bacteria that build up in the body. As the disease progresses, any item not bolted down near the infected person will be pulled towards them, even objects as large as canisters. Ingested iron will draw the bacteria to it and allow them to be excreted normally. | Airborne | Iron | ✔ |
Severe Anxiety | Excess Lepidopticides | A mysterious disease which causes confusion and jitteriness. When fully matured, this vrus causes the host to cough up glitterflies. | Contact | Ethanol or Alcohol | ✔ |
Roanoake Syndrome | Xenochimera Cells | A strange disease, caused by the presence of xenochimera cells in the host's body. The xenochimera cells will consume and reproduce within the host, causing high fever and damage through all the body, eventually causing organ shutdown and death. Those who perish by this disease will become a hive composed of those same cells, called a "xenochimera". | Blood | Spaceacillin | X |
Creating A Virus
You will be spending most of your time doing this part. Either for good or for worse.
Advanced Diseases
An advanced virus works a bit different compared to a "normal" virus. The most significant differences are:
- You can only have one advanced virus per person
- You can mutate advanced viruses using chemicals
- You can combine advanced viruses
An advanced virus can have up to 6 symptoms. You do this by mixing two virus samples. By the powers of RNG, you can get the desired outcome. A virus has statistics that all symptoms will influence, and some symptoms will be more effective with certain stats. Every symptom has these stats which have the following effect.
- Stealth, if the virus is visible to scanners or other devices
- Resistance, how hard it is to cure the virus
- Stage Speed, how fast the virus will reach its final stage making it act faster
- Transmittable, what the virus uses to spread to other victims
- Level, this is the level of the symptom. You will need different chemicals to generate symptoms with different levels. For example, the "Toxic Filter" symptom requires a chemical capable of generating level 6 symptoms.
Every symptom added will influence the statistics of the virus. Having more symptoms will lower the Transmittable and Resistance statistic. Thus having more symptoms is not always better in some cases. See Understanding Stats for more info.
Engineering The Perfect Virus
So you think you are ready to make a virus that can benefit the crew? Before you start ensure that you have thought of a set of symptoms you want the virus to have. Once you have the symptoms you can begin. The general method to get a symptom goes as follows.
- Get a virus sample in a beaker. Use the dropper for this.
- Add 1 unit of the chemical you need for the symptom to the beaker. This makes the virus mutate a new random symptom.
- Put the sample in the PanD.E.M.I.C 2200 and see if you got the symptom you need. If so, make a new culture. Naming your cultures accordingly will help you long term.
- Optional, remove the unwanted symptom using Adranol.
Doing this for each symptom in one virus sample will lead to a virus with a maximum of 5 symptoms, after the 4th symptom it will not be certain if the 5th will be generated or will replace an existing one. If you want to get the maximum out of your virus you can make two different virus samples with a combined symptom number of 6 and combine those till the result has all 6 symptoms.
Paperwork
Once you have your new designer virus you should get it approved by the CMO (Chief Medical Officer) as per Standard Operative Procedure. The PanD.E.M.I.C 2200 can make a form for you once you name the virus using the machine. A virus that spreads should be approved by the captain and vaccines should be prepared prior to releasing for crew that does not want to be infected by the virus.
Releasing The Virus
So you got the approval of your superior? Perfect! Now it's time to yell at the Chemists once more. They will be able to put the virus samples you made into pills. Be sure to remind them to name the virus! Else it will be called "Blood (1u)" which on it's own is not that appealing.
Chemicals
The chemicals listed below are used when creating an advanced virus. Spending the time to make the specialised chemicals (for example Sucrose Agar) will reward you kindly. As stated in Advanced Diseases, each symptom has a level. The chemicals below will be able to generate symptoms with a certain level, indicated by the level fiel in the table.
Name | Level | Description |
---|---|---|
Virus Rations | 1 | Mix Virus Food and Adranol |
Virus Food | 1/2 | Obtainable from the Virus Food Dispenser. |
Unstable Mutagen | 2/3/4 | Created by Chemists. |
Mutagenic Agar | 3 | Mix Virus Food and Unstable Mutagen. |
Sucrose Agar | 4 | Mix Mutagenic Agar and Sugar. Alternatively, you can use Inaprovaline instead of Sugar to make it. |
Phoron | 4/5/6 | Created by grinding Phoron Sheets (retrieved from Cargo) in your blender. |
Weakened Phoronic Virus Food | 5 | Mix Phoronic Virus Food and Adranol |
Uranium | 5/6 | Created by grinding Uranium (retrived from Cargo) in your blender or Chemistry. |
Phoronic Virus Food | 6 | Mix Virus Food and Phoron. |
Sizeoxadone Virus Food | - | Mix Phoronic Virus Food and Sizeoxadone. Has a specific set of symptoms. |
Adranol - Created by Chemists. | - | Removes one random symptom. |
Antibodies | - | Antibodies in its pure state. Mix Inaprovaline with any vaccine. |
Symptoms Table
Lested below are all the symptoms you can mutate into a virus with their stats noted. Chemicals has a list of all the chemicals that can be used to achieve this.
Symptom | Stealth | Resistance | Stage speed | Transmittable | Level | Required Raw Chemicals | Effect |
---|---|---|---|---|---|---|---|
Anti-Bodies Metabolism | -1 | -1 | -1 | -4 | 3 | Unstable Mutagen OR Mutagenic Agar |
Cures all diseases (except itself) and creates anti-bodies for them until itself dies. |
Alopecia | -1 | -1 | -1 | 2 | 4 | Unstable Mutagen OR Sucrose Agar |
Causes hair loss |
Bluespace Sneezing | -2 | 3 | 0 | 1 | 4 | Unstable Mutagen OR Sucrose Agar |
Displaces the mob when sneezing |
Choking | -3 | -2 | -2 | -4 | 3 | Unstable Mutagen OR Mutagenic Agar |
Causes spikes of oxygen deprivation. Deals damage based on stage speed and stealth. |
Confusion | 1 | -1 | -3 | 0 | 4 | Unstable Mutagen OR Sucrose Agar |
Makes the affected mob be confused for short periods of time. |
Coughing | -1 | 3 | 1 | 2 | 1 | Virus food | Will force the affected mob to drop small items when coughing. |
Deafness | 1 | -2 | 1 | -3 | 4 | Unstable Mutagen OR Sucrose Agar |
Causes intermittent loss of hearing. |
Deoxyribonucleic Acid Restoration | -1 | -1 | 0 | -3 | 5 | Phoron OR Weakened Phoronic Virus Food |
Heals clone damage and treats radiation. |
Dizziness | 2 | -2 | -3 | -1 | 4 | Unstable Mutagen OR Sucrose Agar |
Shakes the affected mob's screen for short periods. |
Dwindling Malady | -4 | 1 | 2 | -2 | 4 | Unstable Mutagen OR Sucrose Agar |
Shrinks the mob |
Enlargement Disorder | -4 | 1 | 2 | -2 | 4 | Unstable Mutagen OR Sucrose Agar |
Grows the mob |
Fever | 0 | 3 | 3 | 2 | 2 | Virus Food | Heats up your body, based on transmittability and stealth. |
Flippinov | 2 | 0 | 3 | 1 | 1 | Virus food | Makes the host FLIP |
Hallucinogen | -2 | -3 | -3 | -1 | 5 | Phoron OR Weakened Phoronic Virus Food |
Makes the affected mob be hallucinated for short periods of time. |
Headache | -1 | 4 | 2 | 0 | 1 | Virus food | Gives the mob a headache. |
Hematophagy | 1 | -1 | -4 | 1 | 4 | Unstable Mutagen OR Sucrose Agar |
Makes the mob thirsty for blood |
Hyphema | -1 | -4 | -4 | -3 | 5 | Phoron OR Weakened Phoronic Virus Food |
Inflicts eye damage over time. Causes blindness if left unchecked. |
Itching | 0 | 3 | 3 | 1 | 1 | Virus food | Displays an annoying message! Should be used for buffing your disease. |
Lingual Disocation | 3 | 2 | -2 | -1 | 3 | Unstable Mutagen OR Mutagenic Agar |
The mob's language changes. |
Longevity | 3 | 4 | 4 | 4 | 3 | Unstable Mutagen OR Mutagenic Agar |
After a certain amount of time the disease will cure itself. Will immensely buff your disease. |
Macrophages | -4 | -1 | -2 | 2 | 6 | Phoron OR Phoronic Virus Food |
The virus grows and ceases to be microscopic. Deals brute damage as it bursts out of the host. |
Mass Revectoring | -4 | 1 | 2 | -2 | 4 | Unstable Mutagen OR Sucrose Agar |
Causes the host to change size |
Mind Restoration | -3 | -4 | -4 | -3 | 5 | Phoron or Weakened Phoronic Virus Food |
The body begins to create Alkysine and remove drugs. |
Mlemington | 0 | 3 | 3 | 1 | 1 | Virus Food | Mlem. |
Necrotic Agent | -2 | -3 | -3 | 0 | 6 | Phoron OR Phoronic Virus Food |
Allows the virus to thrive in corpses. |
Necrotzing Fasciitis | -3 | -4 | 0 | 4 | 6 | Phoron OR Phoronic Virus Food |
Causes brute damage over time, with more brute damage the less virus' stealth is. Fatal if left untreated. |
Sensory Restoration | -1 | -3 | -2 | -4 | 4 | Unstable Mutagen OR Sucrose Agar |
The body starts to create it's own Imidazoline, healing eye damage. |
Self-Respiration | 1 | -3 | -3 | -4 | 6 | Phoron OR Phoronic Virus Food |
Body starts to create it's own Dexalin, effectively making oxygen unnecessary. |
Shivering | 0 | 2 | 2 | 2 | 2 | Virus Food | Cools down your body based on stealth and resistance. |
Sneezing | -2 | 3 | 0 | 4 | 1 | Virus Food | Forces a spread type AIRBORNE with extra range. |
Spyndrome | 2 | 0 | 3 | 1 | 1 | Virus Food | Forces the mob to spin. |
Spontaneous Combustion | 1 | -4 | -4 | -4 | 6 | Phoron OR Phoronic Virus Food |
Sets your body on fire periodically, with amount of stacks based on speed, minus stealth. |
Synthetic Infection | 1 | 2 | 0 | 1 | 5 | Phoron OR Weakened Phoronic Virus Food |
Allows the virus to infect synthetic lifeforms. |
Overactive Adrenal Gland | 0 | -1 | 2 | -3 | 3 | Unstable Mutagen OR Mutagenic Agar |
Makes the mob faster and jittery |
Photosensitivity | -2 | 2 | 1 | -4 | 6 | Phoron OR Phoronic Virus food |
Causes burns on the skin when exposed to light |
Pica | 0 | -2 | 3 | 1 | 1 | Virus food | The mob gets a hunger for inedible objects |
Pineal Gland Decalcification | 2 | -2 | -3 | -4 | 5 | Phoron OR Weakened Phoronic Virus Food |
The mob gains telepathy. |
Toxic Compensation | 1 | -4 | -4 | -2 | 4 | Phoron OR Phoronic Virus Food |
Slowly converts brute/fire damage to toxin. |
Toxic Filter | 1 | -4 | -4 | -4 | 6 | Phoron OR Phoronic Virus Food |
Heals toxins in the affected mob's blood stream, based on stage speed. |
Viral Evolutionary Acceleration | -2 | -3 | 5 | 3 | 3 | Unstable Mutagen OR Mutagenic Agar |
Useful for buffing viruses. |
Viral Self-Adaptation | 3 | 5 | -3 | 0 | 3 | Unstable Mutagen OR Mutagenic Agar |
Useful for buffing viruses. |
Vomiting | -2 | -1 | 0 | 1 | 3 | Unstable Mutagen OR Mutagenic Agar |
Forces the affected mob to vomit. Makes the affected mob lose nutrition and heal toxin damage. |
Weakness | -1 | -1 | -2 | -2 | 3 | Unstable Mutagen OR Mutagenic Agar |
Weakens the host. |
Weight Loss | -3 | 5 | -3 | 0 | 3 | Unstable Mutagen OR Mutagenic Agar |
Decreases the weight and nutrition of the mob. |
Understanding Stats
Stealth | Resistance | Stage speed | Transmittable |
---|---|---|---|
0 | 1 | 1 | 1 |
After you are done mixing your disease, stats from the symptoms are added together to make disease stats. Here is hwhat exactly they do:
- Stealth of 2 or higher will hide your disease from MedHUDs, Health Analyzers and Full Body Scanners. Stealth of 3 or higher will hide from PanD.E.M.I.C 2200 machine.
- Transmssion is determined as follows: (disease's transmission - the amount of symptoms). 2 or less blood, 3-5 is contact (3 is by feet, 4 is by hands and 5 is touch in general), 6 or more is airborne. However, sneezing will allow the virus to spread airborne once it reaches stage 4.
- Chance of advancing a stage per tick is 2% or stage speed, whichever is higher.
- Cure depends on resistance and amount of symptoms: resistance - (amount of symptoms / 2)
1 or less | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 or more |
Sodium Chloride (Salt) | Sugar | Orange juice | Spaceacillin | Glucose | Ethanol | Leporazine | Impedrezene | Hepanephrodaxon | Silver | Gold |
- Chance of it being cured every tick is 15 - resistance, but always between 10 and 20.
- Transmission affects how much protective gear you must have to protect yourself from it.
Guide Table ![]() | ||||||||
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