From a06f8d8f1f9fb61c6d56e423828ac09b0829d1e0 Mon Sep 17 00:00:00 2001 From: Admiral-Obvious-001 <89495925+Admiral-Obvious-001@users.noreply.github.com> Date: Mon, 28 Oct 2024 17:39:09 -0700 Subject: [PATCH 01/36] Create Virology Reworked --- Virology Reworked | 33 +++++++++++++++++++++++++++++++++ 1 file changed, 33 insertions(+) create mode 100644 Virology Reworked diff --git a/Virology Reworked b/Virology Reworked new file mode 100644 index 000000000..528b0bba5 --- /dev/null +++ b/Virology Reworked @@ -0,0 +1,33 @@ +# Virology Reworked + +| Designers | Implemented | GitHub Links | +|---|---|---| +| AdmiralObvious | :x: | TBD | + +## Overview +Virology existed in the past and for the most part was very static and boring, as well as generally unpleasant to deal with. This proposal is hopefully going to make Virology as a job more interesting, as well as habe more impact on a round. + +## Viruses +At the start of a round, a majority if not all of the crew should start with some sort of benign effect virus (will explain more later about benign versus active viruses). +These viruses initially won't have any effects to the crew carrying said viruses, but later as the round progresses can mutate based on various factors. +Viruses can be identified and tracked using a similar system to the detective DNA sequencing and collected by crew using sterile swabs on individuals, or by taking blood samples from crew. Method of sample collection will determine which, if any viruses are collected. These samples can then be inserted into the medical diagnoser (or something else but we have the machine for it) to determine the 6 core characteristics of the virus. + +## Viral Characteristics +Viruses will have 4 of 6 characteristics that the virologist can detect using the diagnoser. Symptoms, which can have many potential symptoms the virologist can see to assess who has what disease potentially. +Volatility, which would operate on a sliding scale of how likely the virus is to mutate, and how severe the potential mutations can be using a random weighted point buy, similar to botany chem mutations. +Estimated lifespan of the virus before it eventually "dies". +Lastly, there'd be the mode of contagion spread. Most likely to spread would be airborne, least likely to spread would be blood to blood contact (this will also require medical to sterilize their tools, which will be discussed later). Contagion types can stack. +Not shown to the virologist would be wether or not the virus is capable of jumping species type, nor the major health effect related to such an event occurring. + +## Viral Mutations +Viruses on their own will all start with a benign type symptom, or, the carrier of the virus won't know it exists. Over time, viruses will pass between crew naturally through normal work, physical contact, being near each other, and potential medical malpractice with improperly sterilized tools. +As the viruses transfer between hosts, there would be a variable chance for the virus to mutate based on the volatility rating of the virus (min of about 10% and max of 75%). When the virus mutates, it can select from a (hopefully) large list of symptoms and maladies, from literally nothing, to a cough or fever, to a series of more lethal traits like coughing blood, blindness, ecetra. + +## Combating Viruses +Cleanliness will go a long way to preventing viruses from getting out of hand. Medical tools, such as syringes will have a high chance to pick up viruses and transfer them between patients if the syringes are not sterilized properly. This can be done via a sterilization machine which would need to be added inside of medical, or in a pinch, you can use liquid soaps or space cleaners to attempt to clean syringes if you're in a rush, but with a much reduced probability of success. +Alternatively, virologists can attempt to create vaccines to the virus in question, in order to create a vaccine, the virologist would need to provide multiple samples of the virus to the vaccinatior machine, which will then synthesize a vaccine with a hidden success probability based on the volatility of the target virus. Vaccine production will require *something* to actually create the vaccine. +A successful vaccine will prevent the specific virus the vaccine is created for from jumping to any person who has not already been infected by the vaccine, but will not prevent any mutation of the same virus eventually coming around and infecting later. + +## Infection Sources +Viruses that don't originate in the crew round start can be instead picked up from other sources, such as raw meats in the kitchen, not cleaning meat cutting tools in the kitchen, rats and mice, artifacts creating (usually very lethal) diseases, and sometimes external sources, such as carp bites, vent spider bites, and potentially bio terror from nukkies. +This is mostly done so the crew can't somehow systematically wipe out viruses. From d64fe804c9ea2fdf9075f404328b5821d10b6bac Mon Sep 17 00:00:00 2001 From: Admiral-Obvious-001 <89495925+Admiral-Obvious-001@users.noreply.github.com> Date: Mon, 28 Oct 2024 18:14:35 -0700 Subject: [PATCH 02/36] Update Virology Reworked --- Virology Reworked | 36 +++++++++++++++++++++++++++++++----- 1 file changed, 31 insertions(+), 5 deletions(-) diff --git a/Virology Reworked b/Virology Reworked index 528b0bba5..f57270fd9 100644 --- a/Virology Reworked +++ b/Virology Reworked @@ -5,17 +5,17 @@ | AdmiralObvious | :x: | TBD | ## Overview -Virology existed in the past and for the most part was very static and boring, as well as generally unpleasant to deal with. This proposal is hopefully going to make Virology as a job more interesting, as well as habe more impact on a round. +Virology existed in the past and for the most part was very static and boring, as well as generally unpleasant to deal with. This proposal is hopefully going to make Virology as a job more interesting, as well as habe more impact on a round. Viruses would be procedural instead of one and done. ## Viruses -At the start of a round, a majority if not all of the crew should start with some sort of benign effect virus (will explain more later about benign versus active viruses). +At the start of a round, a majority if not all of the crew should start with some sort of benign effect virus (will explain more later about benign versus active viruses). Ideally each crewmember would start with between 1 and 4 viruses in their system. These viruses initially won't have any effects to the crew carrying said viruses, but later as the round progresses can mutate based on various factors. Viruses can be identified and tracked using a similar system to the detective DNA sequencing and collected by crew using sterile swabs on individuals, or by taking blood samples from crew. Method of sample collection will determine which, if any viruses are collected. These samples can then be inserted into the medical diagnoser (or something else but we have the machine for it) to determine the 6 core characteristics of the virus. ## Viral Characteristics Viruses will have 4 of 6 characteristics that the virologist can detect using the diagnoser. Symptoms, which can have many potential symptoms the virologist can see to assess who has what disease potentially. Volatility, which would operate on a sliding scale of how likely the virus is to mutate, and how severe the potential mutations can be using a random weighted point buy, similar to botany chem mutations. -Estimated lifespan of the virus before it eventually "dies". +Estimated lifespan of the virus before it eventually "dies", by 20 minutes, none of the initial viruses should exist. Lastly, there'd be the mode of contagion spread. Most likely to spread would be airborne, least likely to spread would be blood to blood contact (this will also require medical to sterilize their tools, which will be discussed later). Contagion types can stack. Not shown to the virologist would be wether or not the virus is capable of jumping species type, nor the major health effect related to such an event occurring. @@ -27,7 +27,33 @@ As the viruses transfer between hosts, there would be a variable chance for the Cleanliness will go a long way to preventing viruses from getting out of hand. Medical tools, such as syringes will have a high chance to pick up viruses and transfer them between patients if the syringes are not sterilized properly. This can be done via a sterilization machine which would need to be added inside of medical, or in a pinch, you can use liquid soaps or space cleaners to attempt to clean syringes if you're in a rush, but with a much reduced probability of success. Alternatively, virologists can attempt to create vaccines to the virus in question, in order to create a vaccine, the virologist would need to provide multiple samples of the virus to the vaccinatior machine, which will then synthesize a vaccine with a hidden success probability based on the volatility of the target virus. Vaccine production will require *something* to actually create the vaccine. A successful vaccine will prevent the specific virus the vaccine is created for from jumping to any person who has not already been infected by the vaccine, but will not prevent any mutation of the same virus eventually coming around and infecting later. +Lastly is Spacacillin, which has a random (small) chance to kill any virus in a patient with sufficient dose. -## Infection Sources -Viruses that don't originate in the crew round start can be instead picked up from other sources, such as raw meats in the kitchen, not cleaning meat cutting tools in the kitchen, rats and mice, artifacts creating (usually very lethal) diseases, and sometimes external sources, such as carp bites, vent spider bites, and potentially bio terror from nukkies. +## External Infection Sources +Viruses that don't originate in the crew round start can be instead picked up from other sources, such as raw meats in the kitchen, not cleaning meat cutting tools in the kitchen, rats and mice, artifacts creating (usually very lethal) diseases, and sometimes external sources, such as carp bites, vent spider bites, spawned blood puddles, and potentially bio terror from nukkies. This is mostly done so the crew can't somehow systematically wipe out viruses. + +## Viral Modification +TBD + +## Contagion Tiers +These can all stack in one virus based on volatility and mutation, and will always start with at least one of these. + +Blood to Blood: Requires direct blood contact to transfer, such as repeated syringe use, or the same melee weapon used against multiple people. Drinking blood may or may not count. Very low point cost. +Saliva: Would require someone to drink or ingest the virus from an item someone else has drank or eaten off of without being cleaned first. Low point cost. +Airborne, Inhalation: Would require people to stand near each other in order to transfer the virus. Can be blocked with breath masks. Moderate point cost. +Contact: Virus can be picked up through contact with objects the infected has handled with a lifespan assigned to the virus for objects, as well as hugs, cuffing actions, buckling. Moderate point cost. +Airborne, Infectious: High virulence, able to infect through anything via proximity except for full virology suits and the CMO hardsuit and Paramedic Softsuit (gotta make them useful for something). High point cost. + +## Virus Symptoms +Viruses should only very rarely be beneficial. They should be something that the crew should be aware of however. Viral symptoms would be generated based on the mutation point buy system with low cost mutations being most common. Ideally these symptoms would be assigned a severity as well. + +Runny Nose/Feels Funny: Basically doesn't do anything but let the carrier know they have something with an occasional popup. +Coughing/Sneezing: Makes the carrier cough or sneeze intermittently, creates an invisible area of effect for the virus to cause infection if it has a contact or airborne infection type. Should not generate an AOE if the individual is wearing a sterile mask. Severe cough can include coughing blood, and would cause minor bloodloss. +Dizziness: Applies the drunk effect to the carrier, more severe symptoms can apply a move debuff. +Vomiting: Causes the carrier to vomit, will create a puddle containing any viruses the patient has, and can be spread to others via drinking (why) or through contact if they don't have shoes. Can cause blood vomiting at high severity which will remove a good chunk of the affected bloodstream. +Drowsiness: Causes the character to yawn, affects stamina cap, can cause the character to enter forced sleep at high severity. +Chills: Makes the patient feel colder than they are. Can potentially raise the target body temp of the affected. +Sweats: Makes the target feel overheated. Reduces the target body temp of the affected. +Poison: Variable, but a severe symptom that will eventually kill the patient if left untreated. +Zombification/Cluwne: Effectively a way for the zombie virus to spawn naturally, this should be extremely rare (like a 1 in 10k chance), but would function the same as poison above, but turn the victim into a zombie or cluwne on death. From 777b50e15c40d27ca73568d6f67c6f8c0a62bf18 Mon Sep 17 00:00:00 2001 From: Admiral-Obvious-001 <89495925+Admiral-Obvious-001@users.noreply.github.com> Date: Mon, 28 Oct 2024 18:19:06 -0700 Subject: [PATCH 03/36] Update Virology Reworked --- Virology Reworked | 1 + 1 file changed, 1 insertion(+) diff --git a/Virology Reworked b/Virology Reworked index f57270fd9..7b0a4c345 100644 --- a/Virology Reworked +++ b/Virology Reworked @@ -48,6 +48,7 @@ Airborne, Infectious: High virulence, able to infect through anything via proxim ## Virus Symptoms Viruses should only very rarely be beneficial. They should be something that the crew should be aware of however. Viral symptoms would be generated based on the mutation point buy system with low cost mutations being most common. Ideally these symptoms would be assigned a severity as well. +Benign: The default virus state. Doesn't do anything. Runny Nose/Feels Funny: Basically doesn't do anything but let the carrier know they have something with an occasional popup. Coughing/Sneezing: Makes the carrier cough or sneeze intermittently, creates an invisible area of effect for the virus to cause infection if it has a contact or airborne infection type. Should not generate an AOE if the individual is wearing a sterile mask. Severe cough can include coughing blood, and would cause minor bloodloss. Dizziness: Applies the drunk effect to the carrier, more severe symptoms can apply a move debuff. From 29bf87437ffca2e71eb79366e92f34ea5b6f84ac Mon Sep 17 00:00:00 2001 From: Admiral-Obvious-001 <89495925+Admiral-Obvious-001@users.noreply.github.com> Date: Mon, 28 Oct 2024 18:30:29 -0700 Subject: [PATCH 04/36] Speeling --- Virology Reworked | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/Virology Reworked b/Virology Reworked index 7b0a4c345..90bbcc883 100644 --- a/Virology Reworked +++ b/Virology Reworked @@ -5,7 +5,7 @@ | AdmiralObvious | :x: | TBD | ## Overview -Virology existed in the past and for the most part was very static and boring, as well as generally unpleasant to deal with. This proposal is hopefully going to make Virology as a job more interesting, as well as habe more impact on a round. Viruses would be procedural instead of one and done. +Virology existed in the past and for the most part was very static and boring, as well as generally unpleasant to deal with. This proposal is hopefully going to make Virology as a job more interesting, as well as have more impact on a round. Viruses would be procedural instead of one and done. ## Viruses At the start of a round, a majority if not all of the crew should start with some sort of benign effect virus (will explain more later about benign versus active viruses). Ideally each crewmember would start with between 1 and 4 viruses in their system. From 4043e1305f3984db374f1d60e569f863b597a0a8 Mon Sep 17 00:00:00 2001 From: Admiral-Obvious-001 <89495925+Admiral-Obvious-001@users.noreply.github.com> Date: Mon, 28 Oct 2024 18:32:17 -0700 Subject: [PATCH 05/36] Update Virology Reworked --- Virology Reworked | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/Virology Reworked b/Virology Reworked index 90bbcc883..5e3072784 100644 --- a/Virology Reworked +++ b/Virology Reworked @@ -27,7 +27,7 @@ As the viruses transfer between hosts, there would be a variable chance for the Cleanliness will go a long way to preventing viruses from getting out of hand. Medical tools, such as syringes will have a high chance to pick up viruses and transfer them between patients if the syringes are not sterilized properly. This can be done via a sterilization machine which would need to be added inside of medical, or in a pinch, you can use liquid soaps or space cleaners to attempt to clean syringes if you're in a rush, but with a much reduced probability of success. Alternatively, virologists can attempt to create vaccines to the virus in question, in order to create a vaccine, the virologist would need to provide multiple samples of the virus to the vaccinatior machine, which will then synthesize a vaccine with a hidden success probability based on the volatility of the target virus. Vaccine production will require *something* to actually create the vaccine. A successful vaccine will prevent the specific virus the vaccine is created for from jumping to any person who has not already been infected by the vaccine, but will not prevent any mutation of the same virus eventually coming around and infecting later. -Lastly is Spacacillin, which has a random (small) chance to kill any virus in a patient with sufficient dose. +Lastly is Spacacillin, which has a random (small) chance to kill any virus in a patient with sufficient dose. (Probably don't actually do this.) ## External Infection Sources Viruses that don't originate in the crew round start can be instead picked up from other sources, such as raw meats in the kitchen, not cleaning meat cutting tools in the kitchen, rats and mice, artifacts creating (usually very lethal) diseases, and sometimes external sources, such as carp bites, vent spider bites, spawned blood puddles, and potentially bio terror from nukkies. From 52ada0f704bd4866255648c65bff6cf31ada1930 Mon Sep 17 00:00:00 2001 From: Admiral-Obvious-001 <89495925+Admiral-Obvious-001@users.noreply.github.com> Date: Mon, 28 Oct 2024 18:35:13 -0700 Subject: [PATCH 06/36] No --- Virology Reworked | 2 ++ 1 file changed, 2 insertions(+) diff --git a/Virology Reworked b/Virology Reworked index 5e3072784..e60b138cd 100644 --- a/Virology Reworked +++ b/Virology Reworked @@ -56,5 +56,7 @@ Vomiting: Causes the carrier to vomit, will create a puddle containing any virus Drowsiness: Causes the character to yawn, affects stamina cap, can cause the character to enter forced sleep at high severity. Chills: Makes the patient feel colder than they are. Can potentially raise the target body temp of the affected. Sweats: Makes the target feel overheated. Reduces the target body temp of the affected. +Blindness: Applies a set vision damage value to the carrier. +Convulsions/Seizures: Stuns the carrier similar to touching an electrified object. Poison: Variable, but a severe symptom that will eventually kill the patient if left untreated. Zombification/Cluwne: Effectively a way for the zombie virus to spawn naturally, this should be extremely rare (like a 1 in 10k chance), but would function the same as poison above, but turn the victim into a zombie or cluwne on death. From 3a444c59fb731dd9a9be07d66276a407d015a62f Mon Sep 17 00:00:00 2001 From: Admiral-Obvious-001 <89495925+Admiral-Obvious-001@users.noreply.github.com> Date: Mon, 28 Oct 2024 18:45:00 -0700 Subject: [PATCH 07/36] Better Spacacillin Idea --- Virology Reworked | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) diff --git a/Virology Reworked b/Virology Reworked index e60b138cd..305040a5e 100644 --- a/Virology Reworked +++ b/Virology Reworked @@ -27,14 +27,14 @@ As the viruses transfer between hosts, there would be a variable chance for the Cleanliness will go a long way to preventing viruses from getting out of hand. Medical tools, such as syringes will have a high chance to pick up viruses and transfer them between patients if the syringes are not sterilized properly. This can be done via a sterilization machine which would need to be added inside of medical, or in a pinch, you can use liquid soaps or space cleaners to attempt to clean syringes if you're in a rush, but with a much reduced probability of success. Alternatively, virologists can attempt to create vaccines to the virus in question, in order to create a vaccine, the virologist would need to provide multiple samples of the virus to the vaccinatior machine, which will then synthesize a vaccine with a hidden success probability based on the volatility of the target virus. Vaccine production will require *something* to actually create the vaccine. A successful vaccine will prevent the specific virus the vaccine is created for from jumping to any person who has not already been infected by the vaccine, but will not prevent any mutation of the same virus eventually coming around and infecting later. -Lastly is Spacacillin, which has a random (small) chance to kill any virus in a patient with sufficient dose. (Probably don't actually do this.) ## External Infection Sources Viruses that don't originate in the crew round start can be instead picked up from other sources, such as raw meats in the kitchen, not cleaning meat cutting tools in the kitchen, rats and mice, artifacts creating (usually very lethal) diseases, and sometimes external sources, such as carp bites, vent spider bites, spawned blood puddles, and potentially bio terror from nukkies. This is mostly done so the crew can't somehow systematically wipe out viruses. ## Viral Modification -TBD +Virologists can take multiple viruses and attempt to take characteristics from each of them in an effort to create new viruses, which can potentially be used to combat other viruses, or be turned into bioweappns. +Viruses can be modified when exposed to Mutagen or Spacacillin to cause different effects. Mutagen will immediately trigger a mutation of the virus as would normally happen when the virus transfers between subjects. Spacacillin can be used to "stabilize" the virus, and then later be used to intentionally infect people without the virus that the original sample was taken from. A Spacacillin modified virus would block the original virus from transferring to the patient as an alternative to a vaccine, as a form of inoculation instead. ## Contagion Tiers These can all stack in one virus based on volatility and mutation, and will always start with at least one of these. From 05637e3d271a073482d2d0539affbbf785893739 Mon Sep 17 00:00:00 2001 From: Admiral-Obvious-001 <89495925+Admiral-Obvious-001@users.noreply.github.com> Date: Mon, 28 Oct 2024 18:47:19 -0700 Subject: [PATCH 08/36] Update Virology Reworked --- Virology Reworked | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/Virology Reworked b/Virology Reworked index 305040a5e..8206c528b 100644 --- a/Virology Reworked +++ b/Virology Reworked @@ -44,7 +44,7 @@ Saliva: Would require someone to drink or ingest the virus from an item someone Airborne, Inhalation: Would require people to stand near each other in order to transfer the virus. Can be blocked with breath masks. Moderate point cost. Contact: Virus can be picked up through contact with objects the infected has handled with a lifespan assigned to the virus for objects, as well as hugs, cuffing actions, buckling. Moderate point cost. Airborne, Infectious: High virulence, able to infect through anything via proximity except for full virology suits and the CMO hardsuit and Paramedic Softsuit (gotta make them useful for something). High point cost. - +All of the above can also have a species jump modifier, which will allow the virus to transfer between species and survive successfully, at a higher mutation cost. ## Virus Symptoms Viruses should only very rarely be beneficial. They should be something that the crew should be aware of however. Viral symptoms would be generated based on the mutation point buy system with low cost mutations being most common. Ideally these symptoms would be assigned a severity as well. From 664cdb96ac00f223f961aeace308a88fda0bcd42 Mon Sep 17 00:00:00 2001 From: Admiral-Obvious-001 <89495925+Admiral-Obvious-001@users.noreply.github.com> Date: Mon, 28 Oct 2024 22:06:05 -0700 Subject: [PATCH 09/36] Moved to the correct location I think --- .../medical/proposals/Virology Reworked | 186 ++++++++++++++++++ 1 file changed, 186 insertions(+) create mode 100644 src/en/space-station-14/departments/medical/proposals/Virology Reworked diff --git a/src/en/space-station-14/departments/medical/proposals/Virology Reworked b/src/en/space-station-14/departments/medical/proposals/Virology Reworked new file mode 100644 index 000000000..77473e26f --- /dev/null +++ b/src/en/space-station-14/departments/medical/proposals/Virology Reworked @@ -0,0 +1,186 @@ +# Virology Reworked + +| Designers | Implemented | GitHub Links | +|---|---|---| +| AdmiralObvious | :x: | TBD | + +## Overview +Virology existed in the past and for the most part was very static and boring, as well as generally unpleasant to deal with. This proposal is hopefully going to make Virology as a job more interesting, as well as have more impact on a round. Viruses would be procedural instead of one and done. + +## Viruses +At the start of a round, a majority if not all of the crew should start with some sort of benign effect virus (will explain more later about benign versus active viruses). Ideally each crewmember would start with between 1 and 4 viruses in their system. +These viruses initially won't have any effects to the crew carrying said viruses, but later as the round progresses can mutate based on various factors. +Viruses can be identified and tracked using a similar system to the detective DNA sequencing and collected by crew using sterile swabs on individuals, or by taking blood samples from crew. Method of sample collection will determine which, if any viruses are collected. These samples can then be inserted into the medical diagnoser (or something else but we have the machine for it) to determine the 6 core characteristics of the virus. + +## Viral Characteristics +Viruses will have 4 of 6 characteristics that the virologist can detect using the diagnoser. Symptoms, which can have many potential symptoms the virologist can see to assess who has what disease potentially. +Volatility, which would operate on a sliding scale of how likely the virus is to mutate, and how severe the potential mutations can be using a random weighted point buy, similar to botany chem mutations. +Estimated lifespan of the virus before it eventually "dies", by 20 minutes, none of the initial viruses should exist. +Lastly, there'd be the mode of contagion spread. Most likely to spread would be airborne, least likely to spread would be blood to blood contact (this will also require medical to sterilize their tools, which will be discussed later). Contagion types can stack. +Not shown to the virologist would be wether or not the virus is capable of jumping species type, nor the major health effect related to such an event occurring. + +## Viral Mutations +Viruses on their own will all start with a benign type symptom, or, the carrier of the virus won't know it exists. Over time, viruses will pass between crew naturally through normal work, physical contact, being near each other, and potential medical malpractice with improperly sterilized tools. +As the viruses transfer between hosts, there would be a variable chance for the virus to mutate based on the volatility rating of the virus (min of about 10% and max of 75%). When the virus mutates, it can select from a (hopefully) large list of symptoms and maladies, from literally nothing, to a cough or fever, to a series of more lethal traits like coughing blood, blindness, ecetra. + +## Combating Viruses +Cleanliness will go a long way to preventing viruses from getting out of hand. Medical tools, such as syringes will have a high chance to pick up viruses and transfer them between patients if the syringes are not sterilized properly. This can be done via a sterilization machine which would need to be added inside of medical, or in a pinch, you can use liquid soaps or space cleaners to attempt to clean syringes if you're in a rush, but with a much reduced probability of success. +Alternatively, virologists can attempt to create vaccines to the virus in question, in order to create a vaccine, the virologist would need to provide multiple samples of the virus to the vaccinatior machine, which will then synthesize a vaccine with a hidden success probability based on the volatility of the target virus. Vaccine production will require *something* to actually create the vaccine. +A successful vaccine will prevent the specific virus the vaccine is created for from jumping to any person who has not already been infected by the vaccine, but will not prevent any mutation of the same virus eventually coming around and infecting later. + +## External Infection Sources +Viruses that don't originate in the crew round start can be instead picked up from other sources, such as raw meats in the kitchen, not cleaning meat cutting tools in the kitchen, rats and mice, artifacts creating (usually very lethal) diseases, and sometimes external sources, such as carp bites, vent spider bites, spawned blood puddles, and potentially bio terror from nukkies. +This is mostly done so the crew can't somehow systematically wipe out viruses. + +## Viral Modification +Virologists can take multiple viruses and attempt to take characteristics from each of them in an effort to create new viruses, which can potentially be used to combat other viruses, or be turned into bioweappns. +Viruses can be modified when exposed to Mutagen or Spacacillin to cause different effects. Mutagen will immediately trigger a mutation of the virus as would normally happen when the virus transfers between subjects. Spacacillin can be used to "stabilize" the virus, and then later be used to intentionally infect people without the virus that the original sample was taken from. A Spacacillin modified virus would block the original virus from transferring to the patient as an alternative to a vaccine, as a form of inoculation instead. + +## Contagion Tiers +These can all stack in one virus based on volatility and mutation, and will always start with at least one of these. + +Blood to Blood: Requires direct blood contact to transfer, such as repeated syringe use, or the same melee weapon used against multiple people. Drinking blood may or may not count. Very low point cost. +Saliva: Would require someone to drink or ingest the virus from an item someone else has drank or eaten off of without being cleaned first. Low point cost. +Airborne, Inhalation: Would require people to stand near each other in order to transfer the virus. Can be blocked with breath masks. Moderate point cost. +Contact: Virus can be picked up through contact with objects the infected has handled with a lifespan assigned to the virus for objects, as well as hugs, cuffing actions, buckling. Moderate point cost. +Airborne, Infectious: High virulence, able to infect through anything via proximity except for full virology suits and the CMO hardsuit and Paramedic Softsuit (gotta make them useful for something). High point cost. +All of the above can also have a species jump modifier, which will allow the virus to transfer between species and survive successfully, at a higher mutation cost. +## Virus Symptoms +Viruses should only very rarely be beneficial. They should be something that the crew should be aware of however. Viral symptoms would be generated based on the mutation point buy system with low cost mutations being most common. Ideally these symptoms would be assigned a severity as well. + +Benign: The default virus state. Doesn't do anything. +Runny Nose/Feels Funny: Basically doesn't do anything but let the carrier know they have something with an occasional popup. +Coughing/Sneezing: Makes the carrier cough or sneeze intermittently, creates an invisible area of effect for the virus to cause infection if it has a contact or airborne infection type. Should not generate an AOE if the individual is wearing a sterile mask. Severe cough can include coughing blood, and would cause minor bloodloss. +Dizziness: Applies the drunk effect to the carrier, more severe symptoms can apply a move debuff. +Vomiting: Causes the carrier to vomit, will create a puddle containing any viruses the patient has, and can be spread to others via drinking (why) or through contact if they don't have shoes. Can cause blood vomiting at high severity which will remove a good chunk of the affected bloodstream. +Drowsiness: Causes the character to yawn, affects stamina cap, can cause the character to enter forced sleep at high severity. +Chills: Makes the patient feel colder than they are. Can potentially raise the target body temp of the affected. +Sweats: Makes the target feel overheated. Reduces the target body temp of the affected. +Blindness: Applies a set vision damage value to the carrier. +Convulsions/Seizures: Stuns the carrier similar to touching an electrified object. +Poison: Variable, but a severe symptom that will eventually kill the patient if left untreated. +Zomb# Virology Reworked + +| Designers | Implemented | GitHub Links | +|---|---|---| +| AdmiralObvious | :x: | TBD | + +## Overview +Virology existed in the past and for the most part was very static and boring, as well as generally unpleasant to deal with. This proposal is hopefully going to make Virology as a job more interesting, as well as have more impact on a round. Viruses would be procedural instead of one and done. + +## Viruses +At the start of a round, a majority if not all of the crew should start with some sort of benign effect virus (will explain more later about benign versus active viruses). Ideally each crewmember would start with between 1 and 4 viruses in their system. +These viruses initially won't have any effects to the crew carrying said viruses, but later as the round progresses can mutate based on various factors. +Viruses can be identified and tracked using a similar system to the detective DNA sequencing and collected by crew using sterile swabs on individuals, or by taking blood samples from crew. Method of sample collection will determine which, if any viruses are collected. These samples can then be inserted into the medical diagnoser (or something else but we have the machine for it) to determine the 6 core characteristics of the virus. + +## Viral Characteristics +Viruses will have 4 of 6 characteristics that the virologist can detect using the diagnoser. Symptoms, which can have many potential symptoms the virologist can see to assess who has what disease potentially. +Volatility, which would operate on a sliding scale of how likely the virus is to mutate, and how severe the potential mutations can be using a random weighted point buy, similar to botany chem mutations. +Estimated lifespan of the virus before it eventually "dies", by 20 minutes, none of the initial viruses should exist. +Lastly, there'd be the mode of contagion spread. Most likely to spread would be airborne, least likely to spread would be blood to blood contact (this will also require medical to sterilize their tools, which will be discussed later). Contagion types can stack. +Not shown to the virologist would be wether or not the virus is capable of jumping species type, nor the major health effect related to such an event occurring. + +## Viral Mutations +Viruses on their own will all start with a benign type symptom, or, the carrier of the virus won't know it exists. Over time, viruses will pass between crew naturally through normal work, physical contact, being near each other, and potential medical malpractice with improperly sterilized tools. +As the viruses transfer between hosts, there would be a variable chance for the virus to mutate based on the volatility rating of the virus (min of about 10% and max of 75%). When the virus mutates, it can select from a (hopefully) large list of symptoms and maladies, from literally nothing, to a cough or fever, to a series of more lethal traits like coughing blood, blindness, ecetra. + +## Combating Viruses +Cleanliness will go a long way to preventing viruses from getting out of hand. Medical tools, such as syringes will have a high chance to pick up viruses and transfer them between patients if the syringes are not sterilized properly. This can be done via a sterilization machine which would need to be added inside of medical, or in a pinch, you can use liquid soaps or space cleaners to attempt to clean syringes if you're in a rush, but with a much reduced probability of success. +Alternatively, virologists can attempt to create vaccines to the virus in question, in order to create a vaccine, the virologist would need to provide multiple samples of the virus to the vaccinatior machine, which will then synthesize a vaccine with a hidden success probability based on the volatility of the target virus. Vaccine production will require *something* to actually create the vaccine. +A successful vaccine will prevent the specific virus the vaccine is created for from jumping to any person who has not already been infected by the vaccine, but will not prevent any mutation of the same virus eventually coming around and infecting later. + +## External Infection Sources +Viruses that don't originate in the crew round start can be instead picked up from other sources, such as raw meats in the kitchen, not cleaning meat cutting tools in the kitchen, rats and mice, artifacts creating (usually very lethal) diseases, and sometimes external sources, such as carp bites, vent spider bites, spawned blood puddles, and potentially bio terror from nukkies. +This is mostly done so the crew can't somehow systematically wipe out viruses. + +## Viral Modification +Virologists can take multiple viruses and attempt to take characteristics from each of them in an effort to create new viruses, which can potentially be used to combat other viruses, or be turned into bioweappns. +Viruses can be modified when exposed to Mutagen or Spacacillin to cause different effects. Mutagen will immediately trigger a mutation of the virus as would normally happen when the virus transfers between subjects. Spacacillin can be used to "stabilize" the virus, and then later be used to intentionally infect people without the virus that the original sample was taken from. A Spacacillin modified virus would block the original virus from transferring to the patient as an alternative to a vaccine, as a form of inoculation instead. + +## Contagion Tiers +These can all stack in one virus based on volatility and mutation, and will always start with at least one of these. + +Blood to Blood: Requires direct blood contact to transfer, such as repeated syringe use, or the same melee weapon used against multiple people. Drinking blood may or may not count. Very low point cost. +Saliva: Would require someone to drink or ingest the virus from an item someone else has drank or eaten off of without being cleaned first. Low point cost. +Airborne, Inhalation: Would require people to stand near each other in order to transfer the virus. Can be blocked with breath masks. Moderate point cost. +Contact: Virus can be picked up through contact with objects the infected has handled with a lifespan assigned to the virus for objects, as well as hugs, cuffing actions, buckling. Moderate point cost. +Airborne, Infectious: High virulence, able to infect through anything via proximity except for full virology suits and the CMO hardsuit and Paramedic Softsuit (gotta make them useful for something). High point cost. +All of the above can also have a species jump modifier, which will allow the virus to transfer between species and survive successfully, at a higher mutation cost. +## Virus Symptoms +Viruses should only very rarely be beneficial. They should be something that the crew should be aware of however. Viral symptoms would be generated based on the mutation point buy system with low cost mutations being most common. Ideally these symptoms would be assigned a severity as well. + +Benign: The default virus state. Doesn't do anything. +Runny Nose/Feels Funny: Basically doesn't do anything but let the carrier know they have something with an occasional popup. +Coughing/Sneezing: Makes the carrier cough or sneeze intermittently, creates an invisible area of effect for the virus to cause infection if it has a contact or airborne infection type. Should not generate an AOE if the individual is wearing a sterile mask. Severe cough can include coughing blood, and would cause minor bloodloss. +Dizziness: Applies the drunk effect to the carrier, more severe symptoms can apply a move debuff. +Vomiting: Causes the carrier to vomit, will create a puddle containing any viruses the patient has, and can be spread to others via drinking (why) or through contact if they don't have shoes. Can cause blood vomiting at high severity which will remove a good chunk of the affected bloodstream. +Drowsiness: Causes the character to yawn, affects stamina cap, can cause the character to enter forced sleep at high severity. +Chills: Makes the patient feel colder than they are. Can potentially raise the target body temp of the affected. +Sweats: Makes the target feel overheated. Reduces the target body temp of the affected. +Blindness: Applies a set vision damage value to the carrier. +Convulsions/Seizures: Stuns the carrier similar to touching an electrified object. +Poison: Variable, but a severe symptom that will eventually kill the patient if left untreated. +Zombification/Cluwne: Effectively a way for the zombie virus to spawn naturally, this should be extremely rare (like a 1 in 10k chance), but would function the same as poison above, but turn the victim into a zombie or cluwne on death. +ification/Cluwne: Effectively a way for the zombie virus to spawn naturally, this should be extremely rare (like a 1 in 10k chance), but would function the same as poison above, but turn the victim into a zombie or cluwne on death. +# Virology Reworked + +| Designers | Implemented | GitHub Links | +|---|---|---| +| AdmiralObvious | :x: | TBD | + +## Overview +Virology existed in the past and for the most part was very static and boring, as well as generally unpleasant to deal with. This proposal is hopefully going to make Virology as a job more interesting, as well as have more impact on a round. Viruses would be procedural instead of one and done. + +## Viruses +At the start of a round, a majority if not all of the crew should start with some sort of benign effect virus (will explain more later about benign versus active viruses). Ideally each crewmember would start with between 1 and 4 viruses in their system. +These viruses initially won't have any effects to the crew carrying said viruses, but later as the round progresses can mutate based on various factors. +Viruses can be identified and tracked using a similar system to the detective DNA sequencing and collected by crew using sterile swabs on individuals, or by taking blood samples from crew. Method of sample collection will determine which, if any viruses are collected. These samples can then be inserted into the medical diagnoser (or something else but we have the machine for it) to determine the 6 core characteristics of the virus. + +## Viral Characteristics +Viruses will have 4 of 6 characteristics that the virologist can detect using the diagnoser. Symptoms, which can have many potential symptoms the virologist can see to assess who has what disease potentially. +Volatility, which would operate on a sliding scale of how likely the virus is to mutate, and how severe the potential mutations can be using a random weighted point buy, similar to botany chem mutations. +Estimated lifespan of the virus before it eventually "dies", by 20 minutes, none of the initial viruses should exist. +Lastly, there'd be the mode of contagion spread. Most likely to spread would be airborne, least likely to spread would be blood to blood contact (this will also require medical to sterilize their tools, which will be discussed later). Contagion types can stack. +Not shown to the virologist would be wether or not the virus is capable of jumping species type, nor the major health effect related to such an event occurring. + +## Viral Mutations +Viruses on their own will all start with a benign type symptom, or, the carrier of the virus won't know it exists. Over time, viruses will pass between crew naturally through normal work, physical contact, being near each other, and potential medical malpractice with improperly sterilized tools. +As the viruses transfer between hosts, there would be a variable chance for the virus to mutate based on the volatility rating of the virus (min of about 10% and max of 75%). When the virus mutates, it can select from a (hopefully) large list of symptoms and maladies, from literally nothing, to a cough or fever, to a series of more lethal traits like coughing blood, blindness, ecetra. + +## Combating Viruses +Cleanliness will go a long way to preventing viruses from getting out of hand. Medical tools, such as syringes will have a high chance to pick up viruses and transfer them between patients if the syringes are not sterilized properly. This can be done via a sterilization machine which would need to be added inside of medical, or in a pinch, you can use liquid soaps or space cleaners to attempt to clean syringes if you're in a rush, but with a much reduced probability of success. +Alternatively, virologists can attempt to create vaccines to the virus in question, in order to create a vaccine, the virologist would need to provide multiple samples of the virus to the vaccinatior machine, which will then synthesize a vaccine with a hidden success probability based on the volatility of the target virus. Vaccine production will require *something* to actually create the vaccine. +A successful vaccine will prevent the specific virus the vaccine is created for from jumping to any person who has not already been infected by the vaccine, but will not prevent any mutation of the same virus eventually coming around and infecting later. + +## External Infection Sources +Viruses that don't originate in the crew round start can be instead picked up from other sources, such as raw meats in the kitchen, not cleaning meat cutting tools in the kitchen, rats and mice, artifacts creating (usually very lethal) diseases, and sometimes external sources, such as carp bites, vent spider bites, spawned blood puddles, and potentially bio terror from nukkies. +This is mostly done so the crew can't somehow systematically wipe out viruses. + +## Viral Modification +Virologists can take multiple viruses and attempt to take characteristics from each of them in an effort to create new viruses, which can potentially be used to combat other viruses, or be turned into bioweappns. +Viruses can be modified when exposed to Mutagen or Spacacillin to cause different effects. Mutagen will immediately trigger a mutation of the virus as would normally happen when the virus transfers between subjects. Spacacillin can be used to "stabilize" the virus, and then later be used to intentionally infect people without the virus that the original sample was taken from. A Spacacillin modified virus would block the original virus from transferring to the patient as an alternative to a vaccine, as a form of inoculation instead. + +## Contagion Tiers +These can all stack in one virus based on volatility and mutation, and will always start with at least one of these. + +Blood to Blood: Requires direct blood contact to transfer, such as repeated syringe use, or the same melee weapon used against multiple people. Drinking blood may or may not count. Very low point cost. +Saliva: Would require someone to drink or ingest the virus from an item someone else has drank or eaten off of without being cleaned first. Low point cost. +Airborne, Inhalation: Would require people to stand near each other in order to transfer the virus. Can be blocked with breath masks. Moderate point cost. +Contact: Virus can be picked up through contact with objects the infected has handled with a lifespan assigned to the virus for objects, as well as hugs, cuffing actions, buckling. Moderate point cost. +Airborne, Infectious: High virulence, able to infect through anything via proximity except for full virology suits and the CMO hardsuit and Paramedic Softsuit (gotta make them useful for something). High point cost. +All of the above can also have a species jump modifier, which will allow the virus to transfer between species and survive successfully, at a higher mutation cost. +## Virus Symptoms +Viruses should only very rarely be beneficial. They should be something that the crew should be aware of however. Viral symptoms would be generated based on the mutation point buy system with low cost mutations being most common. Ideally these symptoms would be assigned a severity as well. + +Benign: The default virus state. Doesn't do anything. +Runny Nose/Feels Funny: Basically doesn't do anything but let the carrier know they have something with an occasional popup. +Coughing/Sneezing: Makes the carrier cough or sneeze intermittently, creates an invisible area of effect for the virus to cause infection if it has a contact or airborne infection type. Should not generate an AOE if the individual is wearing a sterile mask. Severe cough can include coughing blood, and would cause minor bloodloss. +Dizziness: Applies the drunk effect to the carrier, more severe symptoms can apply a move debuff. +Vomiting: Causes the carrier to vomit, will create a puddle containing any viruses the patient has, and can be spread to others via drinking (why) or through contact if they don't have shoes. Can cause blood vomiting at high severity which will remove a good chunk of the affected bloodstream. +Drowsiness: Causes the character to yawn, affects stamina cap, can cause the character to enter forced sleep at high severity. +Chills: Makes the patient feel colder than they are. Can potentially raise the target body temp of the affected. +Sweats: Makes the target feel overheated. Reduces the target body temp of the affected. +Blindness: Applies a set vision damage value to the carrier. +Convulsions/Seizures: Stuns the carrier similar to touching an electrified object. +Poison: Variable, but a severe symptom that will eventually kill the patient if left untreated. +Zombification/Cluwne: Effectively a way for the zombie virus to spawn naturally, this should be extremely rare (like a 1 in 10k chance), but would function the same as poison above, but turn the victim into a zombie or cluwne on death. From f88ad84c763057e67450e07c7239c4ff54b22541 Mon Sep 17 00:00:00 2001 From: Admiral-Obvious-001 <89495925+Admiral-Obvious-001@users.noreply.github.com> Date: Mon, 28 Oct 2024 22:06:32 -0700 Subject: [PATCH 10/36] Rename Virology Reworked to Virology Reworked.md --- .../medical/proposals/{Virology Reworked => Virology Reworked.md} | 0 1 file changed, 0 insertions(+), 0 deletions(-) rename src/en/space-station-14/departments/medical/proposals/{Virology Reworked => Virology Reworked.md} (100%) diff --git a/src/en/space-station-14/departments/medical/proposals/Virology Reworked b/src/en/space-station-14/departments/medical/proposals/Virology Reworked.md similarity index 100% rename from src/en/space-station-14/departments/medical/proposals/Virology Reworked rename to src/en/space-station-14/departments/medical/proposals/Virology Reworked.md From 086f9db1d22e6026341ccccd36daf14fb5357d46 Mon Sep 17 00:00:00 2001 From: Admiral-Obvious-001 <89495925+Admiral-Obvious-001@users.noreply.github.com> Date: Mon, 28 Oct 2024 22:08:17 -0700 Subject: [PATCH 11/36] Delete Virology Reworked In Main --- Virology Reworked | 62 ----------------------------------------------- 1 file changed, 62 deletions(-) delete mode 100644 Virology Reworked diff --git a/Virology Reworked b/Virology Reworked deleted file mode 100644 index 8206c528b..000000000 --- a/Virology Reworked +++ /dev/null @@ -1,62 +0,0 @@ -# Virology Reworked - -| Designers | Implemented | GitHub Links | -|---|---|---| -| AdmiralObvious | :x: | TBD | - -## Overview -Virology existed in the past and for the most part was very static and boring, as well as generally unpleasant to deal with. This proposal is hopefully going to make Virology as a job more interesting, as well as have more impact on a round. Viruses would be procedural instead of one and done. - -## Viruses -At the start of a round, a majority if not all of the crew should start with some sort of benign effect virus (will explain more later about benign versus active viruses). Ideally each crewmember would start with between 1 and 4 viruses in their system. -These viruses initially won't have any effects to the crew carrying said viruses, but later as the round progresses can mutate based on various factors. -Viruses can be identified and tracked using a similar system to the detective DNA sequencing and collected by crew using sterile swabs on individuals, or by taking blood samples from crew. Method of sample collection will determine which, if any viruses are collected. These samples can then be inserted into the medical diagnoser (or something else but we have the machine for it) to determine the 6 core characteristics of the virus. - -## Viral Characteristics -Viruses will have 4 of 6 characteristics that the virologist can detect using the diagnoser. Symptoms, which can have many potential symptoms the virologist can see to assess who has what disease potentially. -Volatility, which would operate on a sliding scale of how likely the virus is to mutate, and how severe the potential mutations can be using a random weighted point buy, similar to botany chem mutations. -Estimated lifespan of the virus before it eventually "dies", by 20 minutes, none of the initial viruses should exist. -Lastly, there'd be the mode of contagion spread. Most likely to spread would be airborne, least likely to spread would be blood to blood contact (this will also require medical to sterilize their tools, which will be discussed later). Contagion types can stack. -Not shown to the virologist would be wether or not the virus is capable of jumping species type, nor the major health effect related to such an event occurring. - -## Viral Mutations -Viruses on their own will all start with a benign type symptom, or, the carrier of the virus won't know it exists. Over time, viruses will pass between crew naturally through normal work, physical contact, being near each other, and potential medical malpractice with improperly sterilized tools. -As the viruses transfer between hosts, there would be a variable chance for the virus to mutate based on the volatility rating of the virus (min of about 10% and max of 75%). When the virus mutates, it can select from a (hopefully) large list of symptoms and maladies, from literally nothing, to a cough or fever, to a series of more lethal traits like coughing blood, blindness, ecetra. - -## Combating Viruses -Cleanliness will go a long way to preventing viruses from getting out of hand. Medical tools, such as syringes will have a high chance to pick up viruses and transfer them between patients if the syringes are not sterilized properly. This can be done via a sterilization machine which would need to be added inside of medical, or in a pinch, you can use liquid soaps or space cleaners to attempt to clean syringes if you're in a rush, but with a much reduced probability of success. -Alternatively, virologists can attempt to create vaccines to the virus in question, in order to create a vaccine, the virologist would need to provide multiple samples of the virus to the vaccinatior machine, which will then synthesize a vaccine with a hidden success probability based on the volatility of the target virus. Vaccine production will require *something* to actually create the vaccine. -A successful vaccine will prevent the specific virus the vaccine is created for from jumping to any person who has not already been infected by the vaccine, but will not prevent any mutation of the same virus eventually coming around and infecting later. - -## External Infection Sources -Viruses that don't originate in the crew round start can be instead picked up from other sources, such as raw meats in the kitchen, not cleaning meat cutting tools in the kitchen, rats and mice, artifacts creating (usually very lethal) diseases, and sometimes external sources, such as carp bites, vent spider bites, spawned blood puddles, and potentially bio terror from nukkies. -This is mostly done so the crew can't somehow systematically wipe out viruses. - -## Viral Modification -Virologists can take multiple viruses and attempt to take characteristics from each of them in an effort to create new viruses, which can potentially be used to combat other viruses, or be turned into bioweappns. -Viruses can be modified when exposed to Mutagen or Spacacillin to cause different effects. Mutagen will immediately trigger a mutation of the virus as would normally happen when the virus transfers between subjects. Spacacillin can be used to "stabilize" the virus, and then later be used to intentionally infect people without the virus that the original sample was taken from. A Spacacillin modified virus would block the original virus from transferring to the patient as an alternative to a vaccine, as a form of inoculation instead. - -## Contagion Tiers -These can all stack in one virus based on volatility and mutation, and will always start with at least one of these. - -Blood to Blood: Requires direct blood contact to transfer, such as repeated syringe use, or the same melee weapon used against multiple people. Drinking blood may or may not count. Very low point cost. -Saliva: Would require someone to drink or ingest the virus from an item someone else has drank or eaten off of without being cleaned first. Low point cost. -Airborne, Inhalation: Would require people to stand near each other in order to transfer the virus. Can be blocked with breath masks. Moderate point cost. -Contact: Virus can be picked up through contact with objects the infected has handled with a lifespan assigned to the virus for objects, as well as hugs, cuffing actions, buckling. Moderate point cost. -Airborne, Infectious: High virulence, able to infect through anything via proximity except for full virology suits and the CMO hardsuit and Paramedic Softsuit (gotta make them useful for something). High point cost. -All of the above can also have a species jump modifier, which will allow the virus to transfer between species and survive successfully, at a higher mutation cost. -## Virus Symptoms -Viruses should only very rarely be beneficial. They should be something that the crew should be aware of however. Viral symptoms would be generated based on the mutation point buy system with low cost mutations being most common. Ideally these symptoms would be assigned a severity as well. - -Benign: The default virus state. Doesn't do anything. -Runny Nose/Feels Funny: Basically doesn't do anything but let the carrier know they have something with an occasional popup. -Coughing/Sneezing: Makes the carrier cough or sneeze intermittently, creates an invisible area of effect for the virus to cause infection if it has a contact or airborne infection type. Should not generate an AOE if the individual is wearing a sterile mask. Severe cough can include coughing blood, and would cause minor bloodloss. -Dizziness: Applies the drunk effect to the carrier, more severe symptoms can apply a move debuff. -Vomiting: Causes the carrier to vomit, will create a puddle containing any viruses the patient has, and can be spread to others via drinking (why) or through contact if they don't have shoes. Can cause blood vomiting at high severity which will remove a good chunk of the affected bloodstream. -Drowsiness: Causes the character to yawn, affects stamina cap, can cause the character to enter forced sleep at high severity. -Chills: Makes the patient feel colder than they are. Can potentially raise the target body temp of the affected. -Sweats: Makes the target feel overheated. Reduces the target body temp of the affected. -Blindness: Applies a set vision damage value to the carrier. -Convulsions/Seizures: Stuns the carrier similar to touching an electrified object. -Poison: Variable, but a severe symptom that will eventually kill the patient if left untreated. -Zombification/Cluwne: Effectively a way for the zombie virus to spawn naturally, this should be extremely rare (like a 1 in 10k chance), but would function the same as poison above, but turn the victim into a zombie or cluwne on death. From e52ffb9181bac82d03075c144252cda51d5feaab Mon Sep 17 00:00:00 2001 From: Admiral-Obvious-001 <89495925+Admiral-Obvious-001@users.noreply.github.com> Date: Mon, 28 Oct 2024 22:10:41 -0700 Subject: [PATCH 12/36] UI moment --- .../medical/proposals/Virology Reworked.md | 124 ------------------ 1 file changed, 124 deletions(-) diff --git a/src/en/space-station-14/departments/medical/proposals/Virology Reworked.md b/src/en/space-station-14/departments/medical/proposals/Virology Reworked.md index 77473e26f..8206c528b 100644 --- a/src/en/space-station-14/departments/medical/proposals/Virology Reworked.md +++ b/src/en/space-station-14/departments/medical/proposals/Virology Reworked.md @@ -48,130 +48,6 @@ All of the above can also have a species jump modifier, which will allow the vir ## Virus Symptoms Viruses should only very rarely be beneficial. They should be something that the crew should be aware of however. Viral symptoms would be generated based on the mutation point buy system with low cost mutations being most common. Ideally these symptoms would be assigned a severity as well. -Benign: The default virus state. Doesn't do anything. -Runny Nose/Feels Funny: Basically doesn't do anything but let the carrier know they have something with an occasional popup. -Coughing/Sneezing: Makes the carrier cough or sneeze intermittently, creates an invisible area of effect for the virus to cause infection if it has a contact or airborne infection type. Should not generate an AOE if the individual is wearing a sterile mask. Severe cough can include coughing blood, and would cause minor bloodloss. -Dizziness: Applies the drunk effect to the carrier, more severe symptoms can apply a move debuff. -Vomiting: Causes the carrier to vomit, will create a puddle containing any viruses the patient has, and can be spread to others via drinking (why) or through contact if they don't have shoes. Can cause blood vomiting at high severity which will remove a good chunk of the affected bloodstream. -Drowsiness: Causes the character to yawn, affects stamina cap, can cause the character to enter forced sleep at high severity. -Chills: Makes the patient feel colder than they are. Can potentially raise the target body temp of the affected. -Sweats: Makes the target feel overheated. Reduces the target body temp of the affected. -Blindness: Applies a set vision damage value to the carrier. -Convulsions/Seizures: Stuns the carrier similar to touching an electrified object. -Poison: Variable, but a severe symptom that will eventually kill the patient if left untreated. -Zomb# Virology Reworked - -| Designers | Implemented | GitHub Links | -|---|---|---| -| AdmiralObvious | :x: | TBD | - -## Overview -Virology existed in the past and for the most part was very static and boring, as well as generally unpleasant to deal with. This proposal is hopefully going to make Virology as a job more interesting, as well as have more impact on a round. Viruses would be procedural instead of one and done. - -## Viruses -At the start of a round, a majority if not all of the crew should start with some sort of benign effect virus (will explain more later about benign versus active viruses). Ideally each crewmember would start with between 1 and 4 viruses in their system. -These viruses initially won't have any effects to the crew carrying said viruses, but later as the round progresses can mutate based on various factors. -Viruses can be identified and tracked using a similar system to the detective DNA sequencing and collected by crew using sterile swabs on individuals, or by taking blood samples from crew. Method of sample collection will determine which, if any viruses are collected. These samples can then be inserted into the medical diagnoser (or something else but we have the machine for it) to determine the 6 core characteristics of the virus. - -## Viral Characteristics -Viruses will have 4 of 6 characteristics that the virologist can detect using the diagnoser. Symptoms, which can have many potential symptoms the virologist can see to assess who has what disease potentially. -Volatility, which would operate on a sliding scale of how likely the virus is to mutate, and how severe the potential mutations can be using a random weighted point buy, similar to botany chem mutations. -Estimated lifespan of the virus before it eventually "dies", by 20 minutes, none of the initial viruses should exist. -Lastly, there'd be the mode of contagion spread. Most likely to spread would be airborne, least likely to spread would be blood to blood contact (this will also require medical to sterilize their tools, which will be discussed later). Contagion types can stack. -Not shown to the virologist would be wether or not the virus is capable of jumping species type, nor the major health effect related to such an event occurring. - -## Viral Mutations -Viruses on their own will all start with a benign type symptom, or, the carrier of the virus won't know it exists. Over time, viruses will pass between crew naturally through normal work, physical contact, being near each other, and potential medical malpractice with improperly sterilized tools. -As the viruses transfer between hosts, there would be a variable chance for the virus to mutate based on the volatility rating of the virus (min of about 10% and max of 75%). When the virus mutates, it can select from a (hopefully) large list of symptoms and maladies, from literally nothing, to a cough or fever, to a series of more lethal traits like coughing blood, blindness, ecetra. - -## Combating Viruses -Cleanliness will go a long way to preventing viruses from getting out of hand. Medical tools, such as syringes will have a high chance to pick up viruses and transfer them between patients if the syringes are not sterilized properly. This can be done via a sterilization machine which would need to be added inside of medical, or in a pinch, you can use liquid soaps or space cleaners to attempt to clean syringes if you're in a rush, but with a much reduced probability of success. -Alternatively, virologists can attempt to create vaccines to the virus in question, in order to create a vaccine, the virologist would need to provide multiple samples of the virus to the vaccinatior machine, which will then synthesize a vaccine with a hidden success probability based on the volatility of the target virus. Vaccine production will require *something* to actually create the vaccine. -A successful vaccine will prevent the specific virus the vaccine is created for from jumping to any person who has not already been infected by the vaccine, but will not prevent any mutation of the same virus eventually coming around and infecting later. - -## External Infection Sources -Viruses that don't originate in the crew round start can be instead picked up from other sources, such as raw meats in the kitchen, not cleaning meat cutting tools in the kitchen, rats and mice, artifacts creating (usually very lethal) diseases, and sometimes external sources, such as carp bites, vent spider bites, spawned blood puddles, and potentially bio terror from nukkies. -This is mostly done so the crew can't somehow systematically wipe out viruses. - -## Viral Modification -Virologists can take multiple viruses and attempt to take characteristics from each of them in an effort to create new viruses, which can potentially be used to combat other viruses, or be turned into bioweappns. -Viruses can be modified when exposed to Mutagen or Spacacillin to cause different effects. Mutagen will immediately trigger a mutation of the virus as would normally happen when the virus transfers between subjects. Spacacillin can be used to "stabilize" the virus, and then later be used to intentionally infect people without the virus that the original sample was taken from. A Spacacillin modified virus would block the original virus from transferring to the patient as an alternative to a vaccine, as a form of inoculation instead. - -## Contagion Tiers -These can all stack in one virus based on volatility and mutation, and will always start with at least one of these. - -Blood to Blood: Requires direct blood contact to transfer, such as repeated syringe use, or the same melee weapon used against multiple people. Drinking blood may or may not count. Very low point cost. -Saliva: Would require someone to drink or ingest the virus from an item someone else has drank or eaten off of without being cleaned first. Low point cost. -Airborne, Inhalation: Would require people to stand near each other in order to transfer the virus. Can be blocked with breath masks. Moderate point cost. -Contact: Virus can be picked up through contact with objects the infected has handled with a lifespan assigned to the virus for objects, as well as hugs, cuffing actions, buckling. Moderate point cost. -Airborne, Infectious: High virulence, able to infect through anything via proximity except for full virology suits and the CMO hardsuit and Paramedic Softsuit (gotta make them useful for something). High point cost. -All of the above can also have a species jump modifier, which will allow the virus to transfer between species and survive successfully, at a higher mutation cost. -## Virus Symptoms -Viruses should only very rarely be beneficial. They should be something that the crew should be aware of however. Viral symptoms would be generated based on the mutation point buy system with low cost mutations being most common. Ideally these symptoms would be assigned a severity as well. - -Benign: The default virus state. Doesn't do anything. -Runny Nose/Feels Funny: Basically doesn't do anything but let the carrier know they have something with an occasional popup. -Coughing/Sneezing: Makes the carrier cough or sneeze intermittently, creates an invisible area of effect for the virus to cause infection if it has a contact or airborne infection type. Should not generate an AOE if the individual is wearing a sterile mask. Severe cough can include coughing blood, and would cause minor bloodloss. -Dizziness: Applies the drunk effect to the carrier, more severe symptoms can apply a move debuff. -Vomiting: Causes the carrier to vomit, will create a puddle containing any viruses the patient has, and can be spread to others via drinking (why) or through contact if they don't have shoes. Can cause blood vomiting at high severity which will remove a good chunk of the affected bloodstream. -Drowsiness: Causes the character to yawn, affects stamina cap, can cause the character to enter forced sleep at high severity. -Chills: Makes the patient feel colder than they are. Can potentially raise the target body temp of the affected. -Sweats: Makes the target feel overheated. Reduces the target body temp of the affected. -Blindness: Applies a set vision damage value to the carrier. -Convulsions/Seizures: Stuns the carrier similar to touching an electrified object. -Poison: Variable, but a severe symptom that will eventually kill the patient if left untreated. -Zombification/Cluwne: Effectively a way for the zombie virus to spawn naturally, this should be extremely rare (like a 1 in 10k chance), but would function the same as poison above, but turn the victim into a zombie or cluwne on death. -ification/Cluwne: Effectively a way for the zombie virus to spawn naturally, this should be extremely rare (like a 1 in 10k chance), but would function the same as poison above, but turn the victim into a zombie or cluwne on death. -# Virology Reworked - -| Designers | Implemented | GitHub Links | -|---|---|---| -| AdmiralObvious | :x: | TBD | - -## Overview -Virology existed in the past and for the most part was very static and boring, as well as generally unpleasant to deal with. This proposal is hopefully going to make Virology as a job more interesting, as well as have more impact on a round. Viruses would be procedural instead of one and done. - -## Viruses -At the start of a round, a majority if not all of the crew should start with some sort of benign effect virus (will explain more later about benign versus active viruses). Ideally each crewmember would start with between 1 and 4 viruses in their system. -These viruses initially won't have any effects to the crew carrying said viruses, but later as the round progresses can mutate based on various factors. -Viruses can be identified and tracked using a similar system to the detective DNA sequencing and collected by crew using sterile swabs on individuals, or by taking blood samples from crew. Method of sample collection will determine which, if any viruses are collected. These samples can then be inserted into the medical diagnoser (or something else but we have the machine for it) to determine the 6 core characteristics of the virus. - -## Viral Characteristics -Viruses will have 4 of 6 characteristics that the virologist can detect using the diagnoser. Symptoms, which can have many potential symptoms the virologist can see to assess who has what disease potentially. -Volatility, which would operate on a sliding scale of how likely the virus is to mutate, and how severe the potential mutations can be using a random weighted point buy, similar to botany chem mutations. -Estimated lifespan of the virus before it eventually "dies", by 20 minutes, none of the initial viruses should exist. -Lastly, there'd be the mode of contagion spread. Most likely to spread would be airborne, least likely to spread would be blood to blood contact (this will also require medical to sterilize their tools, which will be discussed later). Contagion types can stack. -Not shown to the virologist would be wether or not the virus is capable of jumping species type, nor the major health effect related to such an event occurring. - -## Viral Mutations -Viruses on their own will all start with a benign type symptom, or, the carrier of the virus won't know it exists. Over time, viruses will pass between crew naturally through normal work, physical contact, being near each other, and potential medical malpractice with improperly sterilized tools. -As the viruses transfer between hosts, there would be a variable chance for the virus to mutate based on the volatility rating of the virus (min of about 10% and max of 75%). When the virus mutates, it can select from a (hopefully) large list of symptoms and maladies, from literally nothing, to a cough or fever, to a series of more lethal traits like coughing blood, blindness, ecetra. - -## Combating Viruses -Cleanliness will go a long way to preventing viruses from getting out of hand. Medical tools, such as syringes will have a high chance to pick up viruses and transfer them between patients if the syringes are not sterilized properly. This can be done via a sterilization machine which would need to be added inside of medical, or in a pinch, you can use liquid soaps or space cleaners to attempt to clean syringes if you're in a rush, but with a much reduced probability of success. -Alternatively, virologists can attempt to create vaccines to the virus in question, in order to create a vaccine, the virologist would need to provide multiple samples of the virus to the vaccinatior machine, which will then synthesize a vaccine with a hidden success probability based on the volatility of the target virus. Vaccine production will require *something* to actually create the vaccine. -A successful vaccine will prevent the specific virus the vaccine is created for from jumping to any person who has not already been infected by the vaccine, but will not prevent any mutation of the same virus eventually coming around and infecting later. - -## External Infection Sources -Viruses that don't originate in the crew round start can be instead picked up from other sources, such as raw meats in the kitchen, not cleaning meat cutting tools in the kitchen, rats and mice, artifacts creating (usually very lethal) diseases, and sometimes external sources, such as carp bites, vent spider bites, spawned blood puddles, and potentially bio terror from nukkies. -This is mostly done so the crew can't somehow systematically wipe out viruses. - -## Viral Modification -Virologists can take multiple viruses and attempt to take characteristics from each of them in an effort to create new viruses, which can potentially be used to combat other viruses, or be turned into bioweappns. -Viruses can be modified when exposed to Mutagen or Spacacillin to cause different effects. Mutagen will immediately trigger a mutation of the virus as would normally happen when the virus transfers between subjects. Spacacillin can be used to "stabilize" the virus, and then later be used to intentionally infect people without the virus that the original sample was taken from. A Spacacillin modified virus would block the original virus from transferring to the patient as an alternative to a vaccine, as a form of inoculation instead. - -## Contagion Tiers -These can all stack in one virus based on volatility and mutation, and will always start with at least one of these. - -Blood to Blood: Requires direct blood contact to transfer, such as repeated syringe use, or the same melee weapon used against multiple people. Drinking blood may or may not count. Very low point cost. -Saliva: Would require someone to drink or ingest the virus from an item someone else has drank or eaten off of without being cleaned first. Low point cost. -Airborne, Inhalation: Would require people to stand near each other in order to transfer the virus. Can be blocked with breath masks. Moderate point cost. -Contact: Virus can be picked up through contact with objects the infected has handled with a lifespan assigned to the virus for objects, as well as hugs, cuffing actions, buckling. Moderate point cost. -Airborne, Infectious: High virulence, able to infect through anything via proximity except for full virology suits and the CMO hardsuit and Paramedic Softsuit (gotta make them useful for something). High point cost. -All of the above can also have a species jump modifier, which will allow the virus to transfer between species and survive successfully, at a higher mutation cost. -## Virus Symptoms -Viruses should only very rarely be beneficial. They should be something that the crew should be aware of however. Viral symptoms would be generated based on the mutation point buy system with low cost mutations being most common. Ideally these symptoms would be assigned a severity as well. - Benign: The default virus state. Doesn't do anything. Runny Nose/Feels Funny: Basically doesn't do anything but let the carrier know they have something with an occasional popup. Coughing/Sneezing: Makes the carrier cough or sneeze intermittently, creates an invisible area of effect for the virus to cause infection if it has a contact or airborne infection type. Should not generate an AOE if the individual is wearing a sterile mask. Severe cough can include coughing blood, and would cause minor bloodloss. From ea4282ebadfb1438914f65cd0c3d9643b3a2268f Mon Sep 17 00:00:00 2001 From: Admiral-Obvious-001 <89495925+Admiral-Obvious-001@users.noreply.github.com> Date: Mon, 28 Oct 2024 22:11:40 -0700 Subject: [PATCH 13/36] Fuck --- .../departments/medical/proposals/Virology Reworked.md | 1 + 1 file changed, 1 insertion(+) diff --git a/src/en/space-station-14/departments/medical/proposals/Virology Reworked.md b/src/en/space-station-14/departments/medical/proposals/Virology Reworked.md index 8206c528b..4f1a67679 100644 --- a/src/en/space-station-14/departments/medical/proposals/Virology Reworked.md +++ b/src/en/space-station-14/departments/medical/proposals/Virology Reworked.md @@ -45,6 +45,7 @@ Airborne, Inhalation: Would require people to stand near each other in order to Contact: Virus can be picked up through contact with objects the infected has handled with a lifespan assigned to the virus for objects, as well as hugs, cuffing actions, buckling. Moderate point cost. Airborne, Infectious: High virulence, able to infect through anything via proximity except for full virology suits and the CMO hardsuit and Paramedic Softsuit (gotta make them useful for something). High point cost. All of the above can also have a species jump modifier, which will allow the virus to transfer between species and survive successfully, at a higher mutation cost. + ## Virus Symptoms Viruses should only very rarely be beneficial. They should be something that the crew should be aware of however. Viral symptoms would be generated based on the mutation point buy system with low cost mutations being most common. Ideally these symptoms would be assigned a severity as well. From dbb56d7408100e98ab6fa55d53deecb2040ab06c Mon Sep 17 00:00:00 2001 From: Admiral-Obvious-001 <89495925+Admiral-Obvious-001@users.noreply.github.com> Date: Tue, 29 Oct 2024 00:28:48 -0700 Subject: [PATCH 14/36] Clarifications --- .../departments/medical/proposals/Virology Reworked.md | 7 +++++-- 1 file changed, 5 insertions(+), 2 deletions(-) diff --git a/src/en/space-station-14/departments/medical/proposals/Virology Reworked.md b/src/en/space-station-14/departments/medical/proposals/Virology Reworked.md index 4f1a67679..48dc22e57 100644 --- a/src/en/space-station-14/departments/medical/proposals/Virology Reworked.md +++ b/src/en/space-station-14/departments/medical/proposals/Virology Reworked.md @@ -26,7 +26,7 @@ As the viruses transfer between hosts, there would be a variable chance for the ## Combating Viruses Cleanliness will go a long way to preventing viruses from getting out of hand. Medical tools, such as syringes will have a high chance to pick up viruses and transfer them between patients if the syringes are not sterilized properly. This can be done via a sterilization machine which would need to be added inside of medical, or in a pinch, you can use liquid soaps or space cleaners to attempt to clean syringes if you're in a rush, but with a much reduced probability of success. Alternatively, virologists can attempt to create vaccines to the virus in question, in order to create a vaccine, the virologist would need to provide multiple samples of the virus to the vaccinatior machine, which will then synthesize a vaccine with a hidden success probability based on the volatility of the target virus. Vaccine production will require *something* to actually create the vaccine. -A successful vaccine will prevent the specific virus the vaccine is created for from jumping to any person who has not already been infected by the vaccine, but will not prevent any mutation of the same virus eventually coming around and infecting later. +A successful vaccine will prevent the specific virus the vaccine is created for from jumping to any person who has not already been infected by the vaccine parent, but will not prevent any future mutation of the same virus eventually coming around and infecting later. ## External Infection Sources Viruses that don't originate in the crew round start can be instead picked up from other sources, such as raw meats in the kitchen, not cleaning meat cutting tools in the kitchen, rats and mice, artifacts creating (usually very lethal) diseases, and sometimes external sources, such as carp bites, vent spider bites, spawned blood puddles, and potentially bio terror from nukkies. @@ -34,7 +34,9 @@ This is mostly done so the crew can't somehow systematically wipe out viruses. ## Viral Modification Virologists can take multiple viruses and attempt to take characteristics from each of them in an effort to create new viruses, which can potentially be used to combat other viruses, or be turned into bioweappns. -Viruses can be modified when exposed to Mutagen or Spacacillin to cause different effects. Mutagen will immediately trigger a mutation of the virus as would normally happen when the virus transfers between subjects. Spacacillin can be used to "stabilize" the virus, and then later be used to intentionally infect people without the virus that the original sample was taken from. A Spacacillin modified virus would block the original virus from transferring to the patient as an alternative to a vaccine, as a form of inoculation instead. +Viruses can be modified when exposed to Mutagen or Spacacillin to cause different effects. +Mutagen will immediately trigger a mutation of the virus as would normally happen when the virus transfers between subjects. +Spacacillin can be used to "stabilize" the virus, and then later be used to intentionally infect people without the virus that the original sample was taken from. A Spacacillin modified virus would block the original virus from transferring to the patient as an alternative to a vaccine, as a form of inoculation instead but still subject the patient to the symptoms of the virus. ## Contagion Tiers These can all stack in one virus based on volatility and mutation, and will always start with at least one of these. @@ -58,6 +60,7 @@ Drowsiness: Causes the character to yawn, affects stamina cap, can cause the cha Chills: Makes the patient feel colder than they are. Can potentially raise the target body temp of the affected. Sweats: Makes the target feel overheated. Reduces the target body temp of the affected. Blindness: Applies a set vision damage value to the carrier. +Blistering: Visible blisters develop on the carrier. Can have a severity level where it may add a slight level of armor, or can go the other way where it causes bleeding. Convulsions/Seizures: Stuns the carrier similar to touching an electrified object. Poison: Variable, but a severe symptom that will eventually kill the patient if left untreated. Zombification/Cluwne: Effectively a way for the zombie virus to spawn naturally, this should be extremely rare (like a 1 in 10k chance), but would function the same as poison above, but turn the victim into a zombie or cluwne on death. From 60f6958f02c860876e81c8b4ffcbd8e356f97041 Mon Sep 17 00:00:00 2001 From: Admiral-Obvious-001 <89495925+Admiral-Obvious-001@users.noreply.github.com> Date: Tue, 29 Oct 2024 00:35:07 -0700 Subject: [PATCH 15/36] More clarification --- .../departments/medical/proposals/Virology Reworked.md | 5 ++++- 1 file changed, 4 insertions(+), 1 deletion(-) diff --git a/src/en/space-station-14/departments/medical/proposals/Virology Reworked.md b/src/en/space-station-14/departments/medical/proposals/Virology Reworked.md index 48dc22e57..472030c6b 100644 --- a/src/en/space-station-14/departments/medical/proposals/Virology Reworked.md +++ b/src/en/space-station-14/departments/medical/proposals/Virology Reworked.md @@ -22,6 +22,8 @@ Not shown to the virologist would be wether or not the virus is capable of jumpi ## Viral Mutations Viruses on their own will all start with a benign type symptom, or, the carrier of the virus won't know it exists. Over time, viruses will pass between crew naturally through normal work, physical contact, being near each other, and potential medical malpractice with improperly sterilized tools. As the viruses transfer between hosts, there would be a variable chance for the virus to mutate based on the volatility rating of the virus (min of about 10% and max of 75%). When the virus mutates, it can select from a (hopefully) large list of symptoms and maladies, from literally nothing, to a cough or fever, to a series of more lethal traits like coughing blood, blindness, ecetra. +The point buy can also remove previous traits the virus had, at a moderate weighting. +Viral volatility should reroll every time the virus mutates. It should be possible for there to be a novel virus that only affects one or three crewmembers before it changes to a different virus based on the original. ## Combating Viruses Cleanliness will go a long way to preventing viruses from getting out of hand. Medical tools, such as syringes will have a high chance to pick up viruses and transfer them between patients if the syringes are not sterilized properly. This can be done via a sterilization machine which would need to be added inside of medical, or in a pinch, you can use liquid soaps or space cleaners to attempt to clean syringes if you're in a rush, but with a much reduced probability of success. @@ -50,9 +52,10 @@ All of the above can also have a species jump modifier, which will allow the vir ## Virus Symptoms Viruses should only very rarely be beneficial. They should be something that the crew should be aware of however. Viral symptoms would be generated based on the mutation point buy system with low cost mutations being most common. Ideally these symptoms would be assigned a severity as well. +When a virus jumps species, the severity should be bumped up by one or two equivalent levels to make the event impactful. The originator species may have a minor cough while the reciever species might be literally coughing up their lungs for example. Benign: The default virus state. Doesn't do anything. -Runny Nose/Feels Funny: Basically doesn't do anything but let the carrier know they have something with an occasional popup. +Runny Nose/Feels Funny: Basically doesn't do anything but let the carrier know they have something with an occasional popup. At higher levels, this can manifest into diziness or drowsiness. Coughing/Sneezing: Makes the carrier cough or sneeze intermittently, creates an invisible area of effect for the virus to cause infection if it has a contact or airborne infection type. Should not generate an AOE if the individual is wearing a sterile mask. Severe cough can include coughing blood, and would cause minor bloodloss. Dizziness: Applies the drunk effect to the carrier, more severe symptoms can apply a move debuff. Vomiting: Causes the carrier to vomit, will create a puddle containing any viruses the patient has, and can be spread to others via drinking (why) or through contact if they don't have shoes. Can cause blood vomiting at high severity which will remove a good chunk of the affected bloodstream. From 5b6edbd901ca9c2982aabdc894d08efd79fb6d20 Mon Sep 17 00:00:00 2001 From: Admiral-Obvious-001 <89495925+Admiral-Obvious-001@users.noreply.github.com> Date: Tue, 29 Oct 2024 00:58:34 -0700 Subject: [PATCH 16/36] Beh --- .../departments/medical/proposals/Virology Reworked.md | 6 +++--- 1 file changed, 3 insertions(+), 3 deletions(-) diff --git a/src/en/space-station-14/departments/medical/proposals/Virology Reworked.md b/src/en/space-station-14/departments/medical/proposals/Virology Reworked.md index 472030c6b..d427b7e14 100644 --- a/src/en/space-station-14/departments/medical/proposals/Virology Reworked.md +++ b/src/en/space-station-14/departments/medical/proposals/Virology Reworked.md @@ -60,9 +60,9 @@ Coughing/Sneezing: Makes the carrier cough or sneeze intermittently, creates an Dizziness: Applies the drunk effect to the carrier, more severe symptoms can apply a move debuff. Vomiting: Causes the carrier to vomit, will create a puddle containing any viruses the patient has, and can be spread to others via drinking (why) or through contact if they don't have shoes. Can cause blood vomiting at high severity which will remove a good chunk of the affected bloodstream. Drowsiness: Causes the character to yawn, affects stamina cap, can cause the character to enter forced sleep at high severity. -Chills: Makes the patient feel colder than they are. Can potentially raise the target body temp of the affected. -Sweats: Makes the target feel overheated. Reduces the target body temp of the affected. -Blindness: Applies a set vision damage value to the carrier. +Chills: Makes the patient feel colder than they are. Can potentially raise the target body temp of the affected. Would show on visual inspection as "clammy". +Sweats: Makes the target feel overheated. Reduces the target body temp of the affected. Would show on visual inspection as "hot". +Blindness: Applies a set vision damage value to the carrier. Would show on visual inspection as cataracts or a different indicator of eye damage. Blistering: Visible blisters develop on the carrier. Can have a severity level where it may add a slight level of armor, or can go the other way where it causes bleeding. Convulsions/Seizures: Stuns the carrier similar to touching an electrified object. Poison: Variable, but a severe symptom that will eventually kill the patient if left untreated. From 60d3ec0fb19f05aa92b575ed32ce4d265e0bf598 Mon Sep 17 00:00:00 2001 From: Admiral-Obvious-001 <89495925+Admiral-Obvious-001@users.noreply.github.com> Date: Tue, 29 Oct 2024 01:00:11 -0700 Subject: [PATCH 17/36] Weh --- .../departments/medical/proposals/Virology Reworked.md | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/src/en/space-station-14/departments/medical/proposals/Virology Reworked.md b/src/en/space-station-14/departments/medical/proposals/Virology Reworked.md index d427b7e14..2f382b54a 100644 --- a/src/en/space-station-14/departments/medical/proposals/Virology Reworked.md +++ b/src/en/space-station-14/departments/medical/proposals/Virology Reworked.md @@ -8,7 +8,7 @@ Virology existed in the past and for the most part was very static and boring, as well as generally unpleasant to deal with. This proposal is hopefully going to make Virology as a job more interesting, as well as have more impact on a round. Viruses would be procedural instead of one and done. ## Viruses -At the start of a round, a majority if not all of the crew should start with some sort of benign effect virus (will explain more later about benign versus active viruses). Ideally each crewmember would start with between 1 and 4 viruses in their system. +At the start of a round, a large percentage of the crew should start with some sort of benign effect virus (will explain more later about benign versus active viruses). Each crewmember would start with between 0 and 3 viruses in their system. These viruses initially won't have any effects to the crew carrying said viruses, but later as the round progresses can mutate based on various factors. Viruses can be identified and tracked using a similar system to the detective DNA sequencing and collected by crew using sterile swabs on individuals, or by taking blood samples from crew. Method of sample collection will determine which, if any viruses are collected. These samples can then be inserted into the medical diagnoser (or something else but we have the machine for it) to determine the 6 core characteristics of the virus. From 5267ea30b74003f7b9a0e30113128292416af06f Mon Sep 17 00:00:00 2001 From: Admiral-Obvious-001 <89495925+Admiral-Obvious-001@users.noreply.github.com> Date: Tue, 29 Oct 2024 01:19:25 -0700 Subject: [PATCH 18/36] More tradeoffs --- .../departments/medical/proposals/Virology Reworked.md | 3 +++ 1 file changed, 3 insertions(+) diff --git a/src/en/space-station-14/departments/medical/proposals/Virology Reworked.md b/src/en/space-station-14/departments/medical/proposals/Virology Reworked.md index 2f382b54a..f5fec1e20 100644 --- a/src/en/space-station-14/departments/medical/proposals/Virology Reworked.md +++ b/src/en/space-station-14/departments/medical/proposals/Virology Reworked.md @@ -67,3 +67,6 @@ Blistering: Visible blisters develop on the carrier. Can have a severity level w Convulsions/Seizures: Stuns the carrier similar to touching an electrified object. Poison: Variable, but a severe symptom that will eventually kill the patient if left untreated. Zombification/Cluwne: Effectively a way for the zombie virus to spawn naturally, this should be extremely rare (like a 1 in 10k chance), but would function the same as poison above, but turn the victim into a zombie or cluwne on death. +Insular: Virus will actively suppress other viruses, removing them from the carrier after a period of time based on the severity of this symptom. Should come with some other symptoms to offset. +Vocal Modification: Can cause speech impediments, or if you want to be fun, cause full language/word replacements, such as Ravatarian, or straight up mute the patient. +Numbing: Acts as a small increase to the patients critical damage threshold, but increases action doafters, and can induce the clumsiness trait. From 56b880224b7cdabfacac5e7b2d3145c9402a3c5e Mon Sep 17 00:00:00 2001 From: Admiral-Obvious-001 <89495925+Admiral-Obvious-001@users.noreply.github.com> Date: Thu, 31 Oct 2024 17:35:29 -0700 Subject: [PATCH 19/36] Input --- .../departments/medical/proposals/Virology Reworked.md | 10 ++++++++-- 1 file changed, 8 insertions(+), 2 deletions(-) diff --git a/src/en/space-station-14/departments/medical/proposals/Virology Reworked.md b/src/en/space-station-14/departments/medical/proposals/Virology Reworked.md index f5fec1e20..7b82932c6 100644 --- a/src/en/space-station-14/departments/medical/proposals/Virology Reworked.md +++ b/src/en/space-station-14/departments/medical/proposals/Virology Reworked.md @@ -26,20 +26,26 @@ The point buy can also remove previous traits the virus had, at a moderate weigh Viral volatility should reroll every time the virus mutates. It should be possible for there to be a novel virus that only affects one or three crewmembers before it changes to a different virus based on the original. ## Combating Viruses -Cleanliness will go a long way to preventing viruses from getting out of hand. Medical tools, such as syringes will have a high chance to pick up viruses and transfer them between patients if the syringes are not sterilized properly. This can be done via a sterilization machine which would need to be added inside of medical, or in a pinch, you can use liquid soaps or space cleaners to attempt to clean syringes if you're in a rush, but with a much reduced probability of success. +Cleanliness will go a long way to preventing viruses from getting out of hand. Medical tools, such as syringes will have a high chance to pick up viruses and transfer them between patients if the syringes are not sterilized properly. This can be done via a sterilization machine which would need to be added inside of medical for rapid sterelization of tools, alternatively you can use liquid soaps or space cleaners to attempt to clean syringes and other objects, but with a much reduced speed. +Medical and janitorial clothing items such as nitrile gloves, rubber gloves and other appropriate PPE items should allow doctors to safely move potentially infected items without getting themselves infected, and without spreading the contagion via touch. These PPE items should either be cleaned or destroyed as they will lose their effectiveness after X number of items handled (nothing too crazy, 150+ things should be fine). Alternatively, virologists can attempt to create vaccines to the virus in question, in order to create a vaccine, the virologist would need to provide multiple samples of the virus to the vaccinatior machine, which will then synthesize a vaccine with a hidden success probability based on the volatility of the target virus. Vaccine production will require *something* to actually create the vaccine. A successful vaccine will prevent the specific virus the vaccine is created for from jumping to any person who has not already been infected by the vaccine parent, but will not prevent any future mutation of the same virus eventually coming around and infecting later. ## External Infection Sources Viruses that don't originate in the crew round start can be instead picked up from other sources, such as raw meats in the kitchen, not cleaning meat cutting tools in the kitchen, rats and mice, artifacts creating (usually very lethal) diseases, and sometimes external sources, such as carp bites, vent spider bites, spawned blood puddles, and potentially bio terror from nukkies. +Late arrival crew should also spawn with a virus or two at a 60% rate potentially with minor symptoms as well. This is mostly done so the crew can't somehow systematically wipe out viruses. ## Viral Modification Virologists can take multiple viruses and attempt to take characteristics from each of them in an effort to create new viruses, which can potentially be used to combat other viruses, or be turned into bioweappns. Viruses can be modified when exposed to Mutagen or Spacacillin to cause different effects. -Mutagen will immediately trigger a mutation of the virus as would normally happen when the virus transfers between subjects. +Mutagen will immediately trigger a mutation of the virus as would normally happen when the virus transfers between subjects. +Radium, Uranium, and Liquid Plasma will not trigger a mutation, but instead randomly strengthen or weaken the symptoms of the virus by one level for each type of reagent applied to the virus in it's respective container. Spacacillin can be used to "stabilize" the virus, and then later be used to intentionally infect people without the virus that the original sample was taken from. A Spacacillin modified virus would block the original virus from transferring to the patient as an alternative to a vaccine, as a form of inoculation instead but still subject the patient to the symptoms of the virus. +## Homeopathic Treatment +Per virus, each symptom associated with it will have a specific chem that can be administered to the patient in order to reduce or eliminate the effects of the disease. For example, coughing can be fixed with tricordazine for one specific virus, while another symptom of the same virus would need something like dylovene. Effectiveness of the treatment would depend on the severity of the system and a hidden modifier on each symptom as to how effective these treatments are. + ## Contagion Tiers These can all stack in one virus based on volatility and mutation, and will always start with at least one of these. From 94d895f4278cc07a6348857cbffc6d2b37c05839 Mon Sep 17 00:00:00 2001 From: Admiral-Obvious-001 <89495925+Admiral-Obvious-001@users.noreply.github.com> Date: Thu, 31 Oct 2024 18:20:03 -0700 Subject: [PATCH 20/36] More depth --- .../medical/proposals/Virology Reworked.md | 30 +++++++++++-------- 1 file changed, 18 insertions(+), 12 deletions(-) diff --git a/src/en/space-station-14/departments/medical/proposals/Virology Reworked.md b/src/en/space-station-14/departments/medical/proposals/Virology Reworked.md index 7b82932c6..3268c3e4e 100644 --- a/src/en/space-station-14/departments/medical/proposals/Virology Reworked.md +++ b/src/en/space-station-14/departments/medical/proposals/Virology Reworked.md @@ -7,6 +7,9 @@ ## Overview Virology existed in the past and for the most part was very static and boring, as well as generally unpleasant to deal with. This proposal is hopefully going to make Virology as a job more interesting, as well as have more impact on a round. Viruses would be procedural instead of one and done. +## The Core Loop +Virologists would be working with the crew to identify viruses, isolate the viruses, then attempt to create vaccines or inoculation for these viruses, or use these viruses to create potentially beneficial new viruses. Viruses will be constantly changing over time, and virologists will have to keep up with current known viruses in the crew and attempt to get ahead of them. Antagonist virologists may attempt to create pandemic bioweapon tier viruses. Chemistry will be working with Virology in the fabrication of vaccines and treatments. Janitorial will work with medical as well as perform normal functions to help reduce viral infection. + ## Viruses At the start of a round, a large percentage of the crew should start with some sort of benign effect virus (will explain more later about benign versus active viruses). Each crewmember would start with between 0 and 3 viruses in their system. These viruses initially won't have any effects to the crew carrying said viruses, but later as the round progresses can mutate based on various factors. @@ -26,14 +29,14 @@ The point buy can also remove previous traits the virus had, at a moderate weigh Viral volatility should reroll every time the virus mutates. It should be possible for there to be a novel virus that only affects one or three crewmembers before it changes to a different virus based on the original. ## Combating Viruses -Cleanliness will go a long way to preventing viruses from getting out of hand. Medical tools, such as syringes will have a high chance to pick up viruses and transfer them between patients if the syringes are not sterilized properly. This can be done via a sterilization machine which would need to be added inside of medical for rapid sterelization of tools, alternatively you can use liquid soaps or space cleaners to attempt to clean syringes and other objects, but with a much reduced speed. -Medical and janitorial clothing items such as nitrile gloves, rubber gloves and other appropriate PPE items should allow doctors to safely move potentially infected items without getting themselves infected, and without spreading the contagion via touch. These PPE items should either be cleaned or destroyed as they will lose their effectiveness after X number of items handled (nothing too crazy, 150+ things should be fine). -Alternatively, virologists can attempt to create vaccines to the virus in question, in order to create a vaccine, the virologist would need to provide multiple samples of the virus to the vaccinatior machine, which will then synthesize a vaccine with a hidden success probability based on the volatility of the target virus. Vaccine production will require *something* to actually create the vaccine. +Cleanliness will go a long way to preventing viruses from getting out of hand. Medical tools, such as syringes will have a high chance to pick up viruses and transfer them between patients if the syringes are not sterilized properly. This can be done via a sterilization machine which would need to be added inside of medical for rapid sterelization of tools, alternatively you can use liquid soaps or space cleaners to attempt to clean syringes and other objects, but with a much reduced speed. Solid soaps can be used to treat items using the same clean evidence system that is uses to wipe DNA from objects. Solid soaps will not collect viruses unless otherwise specified by certain virus characteristics. Janitorial will have the primary responsibility of removing messes as soon as practical, but their Janitorial trolleys will be a major vector for disease transmission and mutation. The janitor should ideally try to sterilize their trolley with space cleaner at regular intervals. +Medical and janitorial clothing items such as nitrile gloves, rubber gloves and other appropriate PPE items should allow doctors to safely move potentially infected items without getting themselves infected, and without spreading the contagion via touch. These PPE items should either be cleaned or destroyed as they will lose their effectiveness after X number of items handled or contacts made (nothing too crazy, 150+ things should be fine). Once the PPE is considered to be worn out it will begin to infect the wearer with increased probability over time and have the potential to transfer any eligible viruses to other objects and players through normal contant infection. +Alternatively, virologists can attempt to create vaccines to the virus in question, in order to create a vaccine, the virologist would need to provide multiple samples of the virus to the vaccinatior machine, which will then synthesize a vaccine with a hidden success probability based on the volatility of the target virus. Vaccine production will require blood, and a specified series of chems besides blood to actually create the vaccine. A successful vaccine will prevent the specific virus the vaccine is created for from jumping to any person who has not already been infected by the vaccine parent, but will not prevent any future mutation of the same virus eventually coming around and infecting later. ## External Infection Sources -Viruses that don't originate in the crew round start can be instead picked up from other sources, such as raw meats in the kitchen, not cleaning meat cutting tools in the kitchen, rats and mice, artifacts creating (usually very lethal) diseases, and sometimes external sources, such as carp bites, vent spider bites, spawned blood puddles, and potentially bio terror from nukkies. -Late arrival crew should also spawn with a virus or two at a 60% rate potentially with minor symptoms as well. +Viruses that don't originate in the crew round start can be instead picked up from other sources, such as raw meats in the kitchen, not cleaning meat cutting tools in the kitchen, rats and mice, rotting corpses, artifacts creating (usually very lethal) diseases, and sometimes external sources, such as carp bites, vent spider bites, spawned blood puddles, and potentially bio terror from nukkies using specific, unique viruses. +Late arrival crew should also spawn with a virus or two at a 60% rate potentially with minor symptoms as well unlike round start crew which should only have the benign symptom. This is mostly done so the crew can't somehow systematically wipe out viruses. ## Viral Modification @@ -42,9 +45,10 @@ Viruses can be modified when exposed to Mutagen or Spacacillin to cause differen Mutagen will immediately trigger a mutation of the virus as would normally happen when the virus transfers between subjects. Radium, Uranium, and Liquid Plasma will not trigger a mutation, but instead randomly strengthen or weaken the symptoms of the virus by one level for each type of reagent applied to the virus in it's respective container. Spacacillin can be used to "stabilize" the virus, and then later be used to intentionally infect people without the virus that the original sample was taken from. A Spacacillin modified virus would block the original virus from transferring to the patient as an alternative to a vaccine, as a form of inoculation instead but still subject the patient to the symptoms of the virus. +Placing multiple virus samples together would work similarly to swabbing, and combine both viruses into one once the container is shaken with probability proportional to how volatile the viruses are, the most stable virus would be most likely to retain it's traits in the new virus. ## Homeopathic Treatment -Per virus, each symptom associated with it will have a specific chem that can be administered to the patient in order to reduce or eliminate the effects of the disease. For example, coughing can be fixed with tricordazine for one specific virus, while another symptom of the same virus would need something like dylovene. Effectiveness of the treatment would depend on the severity of the system and a hidden modifier on each symptom as to how effective these treatments are. +Per virus, each symptom associated with it will have a specific chem that can be administered to the patient in order to reduce or eliminate the effects of the disease. For example, coughing can be fixed with tricordazine for one specific virus, while another symptom of the same virus would need something like dylovene. Effectiveness of the treatment would depend on the severity of the system and a hidden modifier on each symptom as to how effective these treatments are. Treatments can make viral symptoms worse as well. ## Contagion Tiers These can all stack in one virus based on volatility and mutation, and will always start with at least one of these. @@ -58,17 +62,19 @@ All of the above can also have a species jump modifier, which will allow the vir ## Virus Symptoms Viruses should only very rarely be beneficial. They should be something that the crew should be aware of however. Viral symptoms would be generated based on the mutation point buy system with low cost mutations being most common. Ideally these symptoms would be assigned a severity as well. -When a virus jumps species, the severity should be bumped up by one or two equivalent levels to make the event impactful. The originator species may have a minor cough while the reciever species might be literally coughing up their lungs for example. +The point buy for a virus symptom severity should operate on a weighted bell curve, where very low severity symptoms (sometimes positive symptoms) are unlikely to happen, mild to moderate symptoms should be common, and severe symptoms should be uncommon. +When a virus jumps species, the severity should be bumped up by one or two equivalent levels to make the event impactful (assuming this scale is working on a 1-5 scale). The originator species may have a minor cough while the reciever species might be literally coughing up their lungs for example. -Benign: The default virus state. Doesn't do anything. -Runny Nose/Feels Funny: Basically doesn't do anything but let the carrier know they have something with an occasional popup. At higher levels, this can manifest into diziness or drowsiness. +Benign: The default virus state. Doesn't do anything. Cannot be removed. +Runny Nose/Feels Funny: Basically doesn't do anything but let the carrier know they have something with an occasional popup. At higher levels, this can manifest into diziness, drowsiness or breathing difficulty. Coughing/Sneezing: Makes the carrier cough or sneeze intermittently, creates an invisible area of effect for the virus to cause infection if it has a contact or airborne infection type. Should not generate an AOE if the individual is wearing a sterile mask. Severe cough can include coughing blood, and would cause minor bloodloss. Dizziness: Applies the drunk effect to the carrier, more severe symptoms can apply a move debuff. -Vomiting: Causes the carrier to vomit, will create a puddle containing any viruses the patient has, and can be spread to others via drinking (why) or through contact if they don't have shoes. Can cause blood vomiting at high severity which will remove a good chunk of the affected bloodstream. -Drowsiness: Causes the character to yawn, affects stamina cap, can cause the character to enter forced sleep at high severity. +Breathing Difficulty: Makes the infected take a sliding scale of airloss damage proportional to the severity. Low severity can slightly reduce the airloss damage the carrier receives from the environment. +Vomiting: Causes the carrier to vomit, will create a puddle containing any viruses the patient has, and can be spread to others via drinking (why) or through contact if they don't have shoes. Can cause blood vomiting at high severity which will remove a good chunk of the affected bloodstream. Can temporarily blind the victim if they are wearing a breath mask or gas mask. Low severity would just give the carrier a notice that they feel queasy. +Drowsiness: Causes the character to yawn, affects stamina cap, can cause the character to enter forced sleep at high severity. At very low severity, slightly increases the stamina cap. Chills: Makes the patient feel colder than they are. Can potentially raise the target body temp of the affected. Would show on visual inspection as "clammy". Sweats: Makes the target feel overheated. Reduces the target body temp of the affected. Would show on visual inspection as "hot". -Blindness: Applies a set vision damage value to the carrier. Would show on visual inspection as cataracts or a different indicator of eye damage. +Blindness: Applies a set vision damage value to the carrier. Would show on visual inspection as cataracts or a different indicator of eye damage. Low severity can reverse vision damage over time. Blistering: Visible blisters develop on the carrier. Can have a severity level where it may add a slight level of armor, or can go the other way where it causes bleeding. Convulsions/Seizures: Stuns the carrier similar to touching an electrified object. Poison: Variable, but a severe symptom that will eventually kill the patient if left untreated. From 30ba0b0bf9f12175191169c8f35a0a609628d98f Mon Sep 17 00:00:00 2001 From: Admiral-Obvious-001 <89495925+Admiral-Obvious-001@users.noreply.github.com> Date: Thu, 31 Oct 2024 20:00:58 -0700 Subject: [PATCH 21/36] Cargonia --- .../departments/medical/proposals/Virology Reworked.md | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) diff --git a/src/en/space-station-14/departments/medical/proposals/Virology Reworked.md b/src/en/space-station-14/departments/medical/proposals/Virology Reworked.md index 3268c3e4e..9ff668fc6 100644 --- a/src/en/space-station-14/departments/medical/proposals/Virology Reworked.md +++ b/src/en/space-station-14/departments/medical/proposals/Virology Reworked.md @@ -8,7 +8,7 @@ Virology existed in the past and for the most part was very static and boring, as well as generally unpleasant to deal with. This proposal is hopefully going to make Virology as a job more interesting, as well as have more impact on a round. Viruses would be procedural instead of one and done. ## The Core Loop -Virologists would be working with the crew to identify viruses, isolate the viruses, then attempt to create vaccines or inoculation for these viruses, or use these viruses to create potentially beneficial new viruses. Viruses will be constantly changing over time, and virologists will have to keep up with current known viruses in the crew and attempt to get ahead of them. Antagonist virologists may attempt to create pandemic bioweapon tier viruses. Chemistry will be working with Virology in the fabrication of vaccines and treatments. Janitorial will work with medical as well as perform normal functions to help reduce viral infection. +Virologists would be working with the crew to identify viruses, isolate the viruses, then attempt to create vaccines or inoculation for these viruses, or use these viruses to create potentially beneficial new viruses. Viruses will be constantly changing over time, and virologists will have to keep up with current known viruses in the crew and attempt to get ahead of them. Antagonist virologists may attempt to create pandemic bioweapon tier viruses. Chemistry will be working with Virology in the fabrication of vaccines and treatments. Janitorial will work with medical as well as perform normal functions to help reduce viral infection. Salvage and cargo will likely be bringing in viruses due to nature of their work. ## Viruses At the start of a round, a large percentage of the crew should start with some sort of benign effect virus (will explain more later about benign versus active viruses). Each crewmember would start with between 0 and 3 viruses in their system. @@ -35,7 +35,7 @@ Alternatively, virologists can attempt to create vaccines to the virus in questi A successful vaccine will prevent the specific virus the vaccine is created for from jumping to any person who has not already been infected by the vaccine parent, but will not prevent any future mutation of the same virus eventually coming around and infecting later. ## External Infection Sources -Viruses that don't originate in the crew round start can be instead picked up from other sources, such as raw meats in the kitchen, not cleaning meat cutting tools in the kitchen, rats and mice, rotting corpses, artifacts creating (usually very lethal) diseases, and sometimes external sources, such as carp bites, vent spider bites, spawned blood puddles, and potentially bio terror from nukkies using specific, unique viruses. +Viruses that don't originate in the crew round start can be instead picked up from other sources, such as raw meats in the kitchen, not cleaning meat cutting tools in the kitchen, rats and mice, rotting corpses, artifacts creating (usually very lethal) diseases, and sometimes external sources, such as carp bites, vent spider bites, spawned blood puddles, cargo imports (such as on/in the crates) and potentially bio terror from nukkies using specific, unique viruses. Late arrival crew should also spawn with a virus or two at a 60% rate potentially with minor symptoms as well unlike round start crew which should only have the benign symptom. This is mostly done so the crew can't somehow systematically wipe out viruses. From 032472ed0966e65b82097d5629087faf1936bc0f Mon Sep 17 00:00:00 2001 From: Admiral-Obvious-001 <89495925+Admiral-Obvious-001@users.noreply.github.com> Date: Thu, 31 Oct 2024 20:14:55 -0700 Subject: [PATCH 22/36] Formatting --- .../medical/proposals/Virology Reworked.md | 73 ++++++++++--------- 1 file changed, 39 insertions(+), 34 deletions(-) diff --git a/src/en/space-station-14/departments/medical/proposals/Virology Reworked.md b/src/en/space-station-14/departments/medical/proposals/Virology Reworked.md index 9ff668fc6..8bdd5f479 100644 --- a/src/en/space-station-14/departments/medical/proposals/Virology Reworked.md +++ b/src/en/space-station-14/departments/medical/proposals/Virology Reworked.md @@ -16,10 +16,11 @@ These viruses initially won't have any effects to the crew carrying said viruses Viruses can be identified and tracked using a similar system to the detective DNA sequencing and collected by crew using sterile swabs on individuals, or by taking blood samples from crew. Method of sample collection will determine which, if any viruses are collected. These samples can then be inserted into the medical diagnoser (or something else but we have the machine for it) to determine the 6 core characteristics of the virus. ## Viral Characteristics -Viruses will have 4 of 6 characteristics that the virologist can detect using the diagnoser. Symptoms, which can have many potential symptoms the virologist can see to assess who has what disease potentially. -Volatility, which would operate on a sliding scale of how likely the virus is to mutate, and how severe the potential mutations can be using a random weighted point buy, similar to botany chem mutations. -Estimated lifespan of the virus before it eventually "dies", by 20 minutes, none of the initial viruses should exist. -Lastly, there'd be the mode of contagion spread. Most likely to spread would be airborne, least likely to spread would be blood to blood contact (this will also require medical to sterilize their tools, which will be discussed later). Contagion types can stack. +Viruses will have 4 of 6 characteristics that the virologist can detect using the diagnoser. +* Symptoms, which can have many potential symptoms the virologist can see to assess who has what disease potentially. +* Volatility, which would operate on a sliding scale of how likely the virus is to mutate, and how severe the potential mutations can be using a random weighted point buy, similar to botany chem mutations. +* Estimated lifespan of the virus before it eventually "dies", by 20 minutes, none of the initial viruses should exist. +* Lastly, there'd be the mode of contagion spread. Most likely to spread would be airborne, least likely to spread would be blood to blood contact (this will also require medical to sterilize their tools, which will be discussed later). Contagion types can stack. Not shown to the virologist would be wether or not the virus is capable of jumping species type, nor the major health effect related to such an event occurring. ## Viral Mutations @@ -29,9 +30,12 @@ The point buy can also remove previous traits the virus had, at a moderate weigh Viral volatility should reroll every time the virus mutates. It should be possible for there to be a novel virus that only affects one or three crewmembers before it changes to a different virus based on the original. ## Combating Viruses -Cleanliness will go a long way to preventing viruses from getting out of hand. Medical tools, such as syringes will have a high chance to pick up viruses and transfer them between patients if the syringes are not sterilized properly. This can be done via a sterilization machine which would need to be added inside of medical for rapid sterelization of tools, alternatively you can use liquid soaps or space cleaners to attempt to clean syringes and other objects, but with a much reduced speed. Solid soaps can be used to treat items using the same clean evidence system that is uses to wipe DNA from objects. Solid soaps will not collect viruses unless otherwise specified by certain virus characteristics. Janitorial will have the primary responsibility of removing messes as soon as practical, but their Janitorial trolleys will be a major vector for disease transmission and mutation. The janitor should ideally try to sterilize their trolley with space cleaner at regular intervals. -Medical and janitorial clothing items such as nitrile gloves, rubber gloves and other appropriate PPE items should allow doctors to safely move potentially infected items without getting themselves infected, and without spreading the contagion via touch. These PPE items should either be cleaned or destroyed as they will lose their effectiveness after X number of items handled or contacts made (nothing too crazy, 150+ things should be fine). Once the PPE is considered to be worn out it will begin to infect the wearer with increased probability over time and have the potential to transfer any eligible viruses to other objects and players through normal contant infection. -Alternatively, virologists can attempt to create vaccines to the virus in question, in order to create a vaccine, the virologist would need to provide multiple samples of the virus to the vaccinatior machine, which will then synthesize a vaccine with a hidden success probability based on the volatility of the target virus. Vaccine production will require blood, and a specified series of chems besides blood to actually create the vaccine. +Cleanliness will go a long way to preventing viruses from getting out of hand. Medical tools, such as syringes will have a high chance to pick up viruses and transfer them between patients if the syringes are not sterilized properly. This can be done via a sterilization machine which would need to be added inside of medical for rapid sterelization of tools, alternatively you can use liquid soaps or space cleaners to attempt to clean syringes and other objects, but with a much reduced speed. +Solid soaps can be used to treat items using the same clean evidence system that is uses to wipe DNA from objects. Solid soaps will not collect viruses unless otherwise specified by certain virus characteristics. +Janitorial will have the primary responsibility of removing messes as soon as practical, but their Janitorial trolleys will be a major vector for disease transmission and mutation. The janitor should ideally try to sterilize their trolley with space cleaner at regular intervals. +Medical and janitorial clothing items such as nitrile gloves, rubber gloves and other appropriate PPE items should allow doctors to safely move potentially infected items and handle patients without getting themselves infected, and without spreading the contagion via touch. +These PPE items should either be cleaned or destroyed as they will lose their effectiveness after X number of items handled or contacts made (nothing too crazy, 150+ things should be fine). Once the PPE is considered to be worn out it will begin to infect the wearer with increased probability over time and have the potential to transfer any eligible viruses to other objects and players through normal contant infection. +Alternatively, virologists can attempt to create vaccines to the virus in question, in order to create a vaccine, the virologist would need to provide multiple samples of the virus to the vaccinatior machine, which will then synthesize a vaccine with a hidden success probability based on the volatility of the target virus. Vaccine production will require blood, and a specified, randomized curated series of chems besides blood to actually create the vaccine. A successful vaccine will prevent the specific virus the vaccine is created for from jumping to any person who has not already been infected by the vaccine parent, but will not prevent any future mutation of the same virus eventually coming around and infecting later. ## External Infection Sources @@ -41,11 +45,11 @@ This is mostly done so the crew can't somehow systematically wipe out viruses. ## Viral Modification Virologists can take multiple viruses and attempt to take characteristics from each of them in an effort to create new viruses, which can potentially be used to combat other viruses, or be turned into bioweappns. -Viruses can be modified when exposed to Mutagen or Spacacillin to cause different effects. -Mutagen will immediately trigger a mutation of the virus as would normally happen when the virus transfers between subjects. -Radium, Uranium, and Liquid Plasma will not trigger a mutation, but instead randomly strengthen or weaken the symptoms of the virus by one level for each type of reagent applied to the virus in it's respective container. -Spacacillin can be used to "stabilize" the virus, and then later be used to intentionally infect people without the virus that the original sample was taken from. A Spacacillin modified virus would block the original virus from transferring to the patient as an alternative to a vaccine, as a form of inoculation instead but still subject the patient to the symptoms of the virus. -Placing multiple virus samples together would work similarly to swabbing, and combine both viruses into one once the container is shaken with probability proportional to how volatile the viruses are, the most stable virus would be most likely to retain it's traits in the new virus. +* Viruses can be modified when exposed to Mutagen or Spacacillin to cause different effects. +* Mutagen will immediately trigger a mutation of the virus as would normally happen when the virus transfers between subjects. +* Radium, Uranium, and Liquid Plasma will not trigger a mutation, but instead randomly strengthen or weaken the symptoms of the virus by one level for each type of reagent applied to the virus in it's respective container. +* Spacacillin can be used to "stabilize" the virus, and then later be used to intentionally infect people without the virus that the original sample was taken from. A Spacacillin modified virus would block the original virus from transferring to the patient as an alternative to a vaccine, as a form of inoculation instead but still subject the patient to the symptoms of the virus. +* Placing multiple virus samples together would work similarly to swabbing, and combine both viruses into one once the container is shaken with probability proportional to how volatile the viruses are, the most stable virus would be most likely to retain it's traits in the new virus. ## Homeopathic Treatment Per virus, each symptom associated with it will have a specific chem that can be administered to the patient in order to reduce or eliminate the effects of the disease. For example, coughing can be fixed with tricordazine for one specific virus, while another symptom of the same virus would need something like dylovene. Effectiveness of the treatment would depend on the severity of the system and a hidden modifier on each symptom as to how effective these treatments are. Treatments can make viral symptoms worse as well. @@ -53,11 +57,12 @@ Per virus, each symptom associated with it will have a specific chem that can be ## Contagion Tiers These can all stack in one virus based on volatility and mutation, and will always start with at least one of these. -Blood to Blood: Requires direct blood contact to transfer, such as repeated syringe use, or the same melee weapon used against multiple people. Drinking blood may or may not count. Very low point cost. -Saliva: Would require someone to drink or ingest the virus from an item someone else has drank or eaten off of without being cleaned first. Low point cost. -Airborne, Inhalation: Would require people to stand near each other in order to transfer the virus. Can be blocked with breath masks. Moderate point cost. -Contact: Virus can be picked up through contact with objects the infected has handled with a lifespan assigned to the virus for objects, as well as hugs, cuffing actions, buckling. Moderate point cost. -Airborne, Infectious: High virulence, able to infect through anything via proximity except for full virology suits and the CMO hardsuit and Paramedic Softsuit (gotta make them useful for something). High point cost. +* Blood to Blood: Requires direct blood contact to transfer, such as repeated syringe use, or the same melee weapon used against multiple people. Drinking blood may or may not count. Very low point cost. +* Saliva: Would require someone to drink or ingest the virus from an item someone else has drank or eaten off of without being cleaned first. Low point cost. +* Airborne, Inhalation: Would require people to stand near each other in order to transfer the virus. Can be blocked with breath masks. Moderate point cost. +* Contact: Virus can be picked up through contact with objects the infected has handled with a lifespan assigned to the virus for objects, as well as hugs, cuffing actions, buckling. Moderate point cost. +* Airborne, Infectious: High virulence, able to infect through anything via proximity except for full virology suits and the CMO hardsuit and Paramedic Softsuit (gotta make them useful for something). High point cost. + All of the above can also have a species jump modifier, which will allow the virus to transfer between species and survive successfully, at a higher mutation cost. ## Virus Symptoms @@ -65,20 +70,20 @@ Viruses should only very rarely be beneficial. They should be something that the The point buy for a virus symptom severity should operate on a weighted bell curve, where very low severity symptoms (sometimes positive symptoms) are unlikely to happen, mild to moderate symptoms should be common, and severe symptoms should be uncommon. When a virus jumps species, the severity should be bumped up by one or two equivalent levels to make the event impactful (assuming this scale is working on a 1-5 scale). The originator species may have a minor cough while the reciever species might be literally coughing up their lungs for example. -Benign: The default virus state. Doesn't do anything. Cannot be removed. -Runny Nose/Feels Funny: Basically doesn't do anything but let the carrier know they have something with an occasional popup. At higher levels, this can manifest into diziness, drowsiness or breathing difficulty. -Coughing/Sneezing: Makes the carrier cough or sneeze intermittently, creates an invisible area of effect for the virus to cause infection if it has a contact or airborne infection type. Should not generate an AOE if the individual is wearing a sterile mask. Severe cough can include coughing blood, and would cause minor bloodloss. -Dizziness: Applies the drunk effect to the carrier, more severe symptoms can apply a move debuff. -Breathing Difficulty: Makes the infected take a sliding scale of airloss damage proportional to the severity. Low severity can slightly reduce the airloss damage the carrier receives from the environment. -Vomiting: Causes the carrier to vomit, will create a puddle containing any viruses the patient has, and can be spread to others via drinking (why) or through contact if they don't have shoes. Can cause blood vomiting at high severity which will remove a good chunk of the affected bloodstream. Can temporarily blind the victim if they are wearing a breath mask or gas mask. Low severity would just give the carrier a notice that they feel queasy. -Drowsiness: Causes the character to yawn, affects stamina cap, can cause the character to enter forced sleep at high severity. At very low severity, slightly increases the stamina cap. -Chills: Makes the patient feel colder than they are. Can potentially raise the target body temp of the affected. Would show on visual inspection as "clammy". -Sweats: Makes the target feel overheated. Reduces the target body temp of the affected. Would show on visual inspection as "hot". -Blindness: Applies a set vision damage value to the carrier. Would show on visual inspection as cataracts or a different indicator of eye damage. Low severity can reverse vision damage over time. -Blistering: Visible blisters develop on the carrier. Can have a severity level where it may add a slight level of armor, or can go the other way where it causes bleeding. -Convulsions/Seizures: Stuns the carrier similar to touching an electrified object. -Poison: Variable, but a severe symptom that will eventually kill the patient if left untreated. -Zombification/Cluwne: Effectively a way for the zombie virus to spawn naturally, this should be extremely rare (like a 1 in 10k chance), but would function the same as poison above, but turn the victim into a zombie or cluwne on death. -Insular: Virus will actively suppress other viruses, removing them from the carrier after a period of time based on the severity of this symptom. Should come with some other symptoms to offset. -Vocal Modification: Can cause speech impediments, or if you want to be fun, cause full language/word replacements, such as Ravatarian, or straight up mute the patient. -Numbing: Acts as a small increase to the patients critical damage threshold, but increases action doafters, and can induce the clumsiness trait. +* Benign: The default virus state. Doesn't do anything. Cannot be removed. +* Runny Nose/Feels Funny: Basically doesn't do anything but let the carrier know they have something with an occasional popup. At higher levels, this can manifest into diziness, drowsiness or breathing difficulty. +* Coughing/Sneezing: Makes the carrier cough or sneeze intermittently, creates an invisible area of effect for the virus to cause infection if it has a contact or airborne infection type. Should not generate an AOE if the individual is wearing a sterile mask. Severe cough can include coughing blood, and would cause minor bloodloss. +* Dizziness: Applies the drunk effect to the carrier, more severe symptoms can apply a move debuff. +* Breathing Difficulty: Makes the infected take a sliding scale of airloss damage proportional to the severity. Low severity can slightly reduce the airloss damage the carrier receives from the environment. +* Vomiting: Causes the carrier to vomit, will create a puddle containing any viruses the patient has, and can be spread to others via drinking (why) or through contact if they don't have shoes. Can cause blood vomiting at high severity which will remove a good chunk of the affected bloodstream. Can temporarily blind the victim if they are wearing a breath mask or gas mask. Low severity would just give the carrier a notice that they feel queasy. +* Drowsiness: Causes the character to yawn, affects stamina cap, can cause the character to enter forced sleep at high severity. At very low severity, slightly increases the stamina cap. +* Chills: Makes the patient feel colder than they are. Can potentially raise the target body temp of the affected. Would show on visual inspection as "clammy". +* Sweats: Makes the target feel overheated. Reduces the target body temp of the affected. Would show on visual inspection as "hot". +* Blindness: Applies a set vision damage value to the carrier. Would show on visual inspection as cataracts or a different indicator of eye damage. Low severity can reverse vision damage over time. +* Blistering: Visible blisters develop on the carrier. Can have a severity level where it may add a slight level of armor, or can go the other way where it causes bleeding. +* Convulsions/Seizures: Stuns the carrier similar to touching an electrified object. +* Poison: Variable, but a severe symptom that will eventually kill the patient if left untreated. +* Zombification/Cluwne: Effectively a way for the zombie virus to spawn naturally, this should be extremely rare (like a 1 in 10k chance), but would function the same as poison above, but turn the victim into a zombie or cluwne on death. +* Insular: Virus will actively suppress other viruses, removing them from the carrier after a period of time based on the severity of this symptom. Should come with some other symptoms to offset. +* Vocal Modification: Can cause speech impediments, or if you want to be fun, cause full language/word replacements, such as Ravatarian, or straight up mute the patient. +* Numbing: Acts as a small increase to the patients critical damage threshold, but increases action doafters, and can induce the clumsiness trait. From 35f4826a045f4d7198d39e03976d2174633665ba Mon Sep 17 00:00:00 2001 From: Admiral-Obvious-001 <89495925+Admiral-Obvious-001@users.noreply.github.com> Date: Thu, 31 Oct 2024 21:23:10 -0700 Subject: [PATCH 23/36] Example Viruses --- .../medical/proposals/Virology Reworked.md | 29 +++++++++++++++++-- 1 file changed, 26 insertions(+), 3 deletions(-) diff --git a/src/en/space-station-14/departments/medical/proposals/Virology Reworked.md b/src/en/space-station-14/departments/medical/proposals/Virology Reworked.md index 8bdd5f479..26a853348 100644 --- a/src/en/space-station-14/departments/medical/proposals/Virology Reworked.md +++ b/src/en/space-station-14/departments/medical/proposals/Virology Reworked.md @@ -50,6 +50,8 @@ Virologists can take multiple viruses and attempt to take characteristics from e * Radium, Uranium, and Liquid Plasma will not trigger a mutation, but instead randomly strengthen or weaken the symptoms of the virus by one level for each type of reagent applied to the virus in it's respective container. * Spacacillin can be used to "stabilize" the virus, and then later be used to intentionally infect people without the virus that the original sample was taken from. A Spacacillin modified virus would block the original virus from transferring to the patient as an alternative to a vaccine, as a form of inoculation instead but still subject the patient to the symptoms of the virus. * Placing multiple virus samples together would work similarly to swabbing, and combine both viruses into one once the container is shaken with probability proportional to how volatile the viruses are, the most stable virus would be most likely to retain it's traits in the new virus. +* Virology should start the round with some samples of current viruses in their department to get a head start. + ## Homeopathic Treatment Per virus, each symptom associated with it will have a specific chem that can be administered to the patient in order to reduce or eliminate the effects of the disease. For example, coughing can be fixed with tricordazine for one specific virus, while another symptom of the same virus would need something like dylovene. Effectiveness of the treatment would depend on the severity of the system and a hidden modifier on each symptom as to how effective these treatments are. Treatments can make viral symptoms worse as well. @@ -68,15 +70,15 @@ All of the above can also have a species jump modifier, which will allow the vir ## Virus Symptoms Viruses should only very rarely be beneficial. They should be something that the crew should be aware of however. Viral symptoms would be generated based on the mutation point buy system with low cost mutations being most common. Ideally these symptoms would be assigned a severity as well. The point buy for a virus symptom severity should operate on a weighted bell curve, where very low severity symptoms (sometimes positive symptoms) are unlikely to happen, mild to moderate symptoms should be common, and severe symptoms should be uncommon. -When a virus jumps species, the severity should be bumped up by one or two equivalent levels to make the event impactful (assuming this scale is working on a 1-5 scale). The originator species may have a minor cough while the reciever species might be literally coughing up their lungs for example. +When a virus jumps species, the severity should be bumped up by one or two equivalent levels to make the event impactful (assuming this scale is working on a 0-5 scale). The originator species may have a minor cough while the reciever species might be literally coughing up their lungs for example. For the sake of simplicity in this doc, symptoms will be on a severity scale of 0-5. * Benign: The default virus state. Doesn't do anything. Cannot be removed. * Runny Nose/Feels Funny: Basically doesn't do anything but let the carrier know they have something with an occasional popup. At higher levels, this can manifest into diziness, drowsiness or breathing difficulty. * Coughing/Sneezing: Makes the carrier cough or sneeze intermittently, creates an invisible area of effect for the virus to cause infection if it has a contact or airborne infection type. Should not generate an AOE if the individual is wearing a sterile mask. Severe cough can include coughing blood, and would cause minor bloodloss. * Dizziness: Applies the drunk effect to the carrier, more severe symptoms can apply a move debuff. * Breathing Difficulty: Makes the infected take a sliding scale of airloss damage proportional to the severity. Low severity can slightly reduce the airloss damage the carrier receives from the environment. -* Vomiting: Causes the carrier to vomit, will create a puddle containing any viruses the patient has, and can be spread to others via drinking (why) or through contact if they don't have shoes. Can cause blood vomiting at high severity which will remove a good chunk of the affected bloodstream. Can temporarily blind the victim if they are wearing a breath mask or gas mask. Low severity would just give the carrier a notice that they feel queasy. -* Drowsiness: Causes the character to yawn, affects stamina cap, can cause the character to enter forced sleep at high severity. At very low severity, slightly increases the stamina cap. +* Vomiting: Causes the carrier to vomit, will create a puddle containing any viruses the patient has, and can be spread to others via drinking (why) or through contact if they don't have shoes. Can cause blood vomiting at high severity which will remove a good chunk of the affected bloodstream. Can temporarily blind the victim if they are wearing a breath mask or gas mask. Low severity would just give the carrier a notice that they feel queasy. No severity would make the carrier unable to vomit. +* Drowsiness: Causes the character to yawn, affects stamina cap, can cause the character to enter forced sleep at high severity. At very no severity, slightly increases the stamina cap. * Chills: Makes the patient feel colder than they are. Can potentially raise the target body temp of the affected. Would show on visual inspection as "clammy". * Sweats: Makes the target feel overheated. Reduces the target body temp of the affected. Would show on visual inspection as "hot". * Blindness: Applies a set vision damage value to the carrier. Would show on visual inspection as cataracts or a different indicator of eye damage. Low severity can reverse vision damage over time. @@ -87,3 +89,24 @@ When a virus jumps species, the severity should be bumped up by one or two equiv * Insular: Virus will actively suppress other viruses, removing them from the carrier after a period of time based on the severity of this symptom. Should come with some other symptoms to offset. * Vocal Modification: Can cause speech impediments, or if you want to be fun, cause full language/word replacements, such as Ravatarian, or straight up mute the patient. * Numbing: Acts as a small increase to the patients critical damage threshold, but increases action doafters, and can induce the clumsiness trait. + +## Sample Viruses + +Common Cold +Symptoms: Coughing/Sneezing Severity 3, Runny Nose/Feeling Unwell Severity 2 +Volatility: 30% +Lifespan: 6 Minutes +Contagion: Airborne Inhaled, Contact +Originating Species: Human +Can Jump Species: No +Homeopathy: Tricordazine Coughing/Sneezing Severity -2 (to 1) Ethanol Coughing/Sneezing +1 (to 4) + +Wehpox +Symptoms: Blistering Severity 5 Drowsiness Severity 3 +Volatility: 50% +Lifespan: 8 Minutes +Contagion: Blood to Blood, Saliva +Originating Species: Reptilian +Can Jump Species: Yes +Jump Concequence: +2 Drowsiness +Homeopathy: Aloe Blistering Severity -3 (to 2) Stebellin Blistering Severity -1 (to 4) Drowsiness +1 (to 4) From acb984d765a82a013f1d6575c0fb4d7ffe45397f Mon Sep 17 00:00:00 2001 From: Admiral-Obvious-001 <89495925+Admiral-Obvious-001@users.noreply.github.com> Date: Thu, 31 Oct 2024 21:26:28 -0700 Subject: [PATCH 24/36] Update Virology Reworked.md --- .../departments/medical/proposals/Virology Reworked.md | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) diff --git a/src/en/space-station-14/departments/medical/proposals/Virology Reworked.md b/src/en/space-station-14/departments/medical/proposals/Virology Reworked.md index 26a853348..a5059a2b4 100644 --- a/src/en/space-station-14/departments/medical/proposals/Virology Reworked.md +++ b/src/en/space-station-14/departments/medical/proposals/Virology Reworked.md @@ -45,11 +45,11 @@ This is mostly done so the crew can't somehow systematically wipe out viruses. ## Viral Modification Virologists can take multiple viruses and attempt to take characteristics from each of them in an effort to create new viruses, which can potentially be used to combat other viruses, or be turned into bioweappns. -* Viruses can be modified when exposed to Mutagen or Spacacillin to cause different effects. +* Viruses can be modified when exposed to chems to cause different effects. * Mutagen will immediately trigger a mutation of the virus as would normally happen when the virus transfers between subjects. * Radium, Uranium, and Liquid Plasma will not trigger a mutation, but instead randomly strengthen or weaken the symptoms of the virus by one level for each type of reagent applied to the virus in it's respective container. * Spacacillin can be used to "stabilize" the virus, and then later be used to intentionally infect people without the virus that the original sample was taken from. A Spacacillin modified virus would block the original virus from transferring to the patient as an alternative to a vaccine, as a form of inoculation instead but still subject the patient to the symptoms of the virus. -* Placing multiple virus samples together would work similarly to swabbing, and combine both viruses into one once the container is shaken with probability proportional to how volatile the viruses are, the most stable virus would be most likely to retain it's traits in the new virus. +* Placing multiple virus samples together would work similarly to swabbing, and combine all viruses into one once the container is shaken with probability proportional to how volatile the viruses are, the most stable virus would be most likely to retain it's traits in the new virus. * Virology should start the round with some samples of current viruses in their department to get a head start. From bd3d0193852d823d1cbffc6df57df7a371789531 Mon Sep 17 00:00:00 2001 From: Admiral-Obvious-001 <89495925+Admiral-Obvious-001@users.noreply.github.com> Date: Thu, 31 Oct 2024 21:36:23 -0700 Subject: [PATCH 25/36] Update Virology Reworked.md --- .../medical/proposals/Virology Reworked.md | 16 ++++++++-------- 1 file changed, 8 insertions(+), 8 deletions(-) diff --git a/src/en/space-station-14/departments/medical/proposals/Virology Reworked.md b/src/en/space-station-14/departments/medical/proposals/Virology Reworked.md index a5059a2b4..1f464cd1a 100644 --- a/src/en/space-station-14/departments/medical/proposals/Virology Reworked.md +++ b/src/en/space-station-14/departments/medical/proposals/Virology Reworked.md @@ -74,21 +74,21 @@ When a virus jumps species, the severity should be bumped up by one or two equiv * Benign: The default virus state. Doesn't do anything. Cannot be removed. * Runny Nose/Feels Funny: Basically doesn't do anything but let the carrier know they have something with an occasional popup. At higher levels, this can manifest into diziness, drowsiness or breathing difficulty. -* Coughing/Sneezing: Makes the carrier cough or sneeze intermittently, creates an invisible area of effect for the virus to cause infection if it has a contact or airborne infection type. Should not generate an AOE if the individual is wearing a sterile mask. Severe cough can include coughing blood, and would cause minor bloodloss. -* Dizziness: Applies the drunk effect to the carrier, more severe symptoms can apply a move debuff. -* Breathing Difficulty: Makes the infected take a sliding scale of airloss damage proportional to the severity. Low severity can slightly reduce the airloss damage the carrier receives from the environment. +* Coughing/Sneezing: Makes the carrier cough or sneeze intermittently, creates an invisible area of effect for the virus to cause infection if it has a contact or airborne infection type. Should not generate an AOE if the individual is wearing a sterile mask. Severe cough can include coughing blood, and would cause minor bloodloss. No effect for no severity. +* Dizziness: Applies the drunk effect to the carrier, more severe symptoms can apply a move debuff. No severity makes the carrier immune to drunkeness. +* Breathing Difficulty: Makes the infected take a sliding scale of airloss damage proportional to the severity. No severity can slightly reduce the airloss damage the carrier receives from the environment. Carrier should gasp at a regular interval with this symptom. * Vomiting: Causes the carrier to vomit, will create a puddle containing any viruses the patient has, and can be spread to others via drinking (why) or through contact if they don't have shoes. Can cause blood vomiting at high severity which will remove a good chunk of the affected bloodstream. Can temporarily blind the victim if they are wearing a breath mask or gas mask. Low severity would just give the carrier a notice that they feel queasy. No severity would make the carrier unable to vomit. -* Drowsiness: Causes the character to yawn, affects stamina cap, can cause the character to enter forced sleep at high severity. At very no severity, slightly increases the stamina cap. +* Drowsiness: Causes the character to yawn, affects stamina cap, can cause the character to enter forced sleep at high severity. At no severity, slightly increases the stamina cap. * Chills: Makes the patient feel colder than they are. Can potentially raise the target body temp of the affected. Would show on visual inspection as "clammy". * Sweats: Makes the target feel overheated. Reduces the target body temp of the affected. Would show on visual inspection as "hot". -* Blindness: Applies a set vision damage value to the carrier. Would show on visual inspection as cataracts or a different indicator of eye damage. Low severity can reverse vision damage over time. -* Blistering: Visible blisters develop on the carrier. Can have a severity level where it may add a slight level of armor, or can go the other way where it causes bleeding. -* Convulsions/Seizures: Stuns the carrier similar to touching an electrified object. +* Blindness: Applies a set vision damage value to the carrier. Would show on visual inspection as cataracts or a different indicator of eye damage. No severity can reverse vision damage over time. +* Blistering: Visible blisters develop on the carrier. No severity adds a slight level of armor, or can go the other way where it causes bleeding at 4 severity. +* Convulsions/Seizures: Stuns the carrier similar to touching an electrified object. Level 5 severity would induce paralysis, level 0 severity reduces the impact of electrical shocks similar to almost good budget insuls. * Poison: Variable, but a severe symptom that will eventually kill the patient if left untreated. * Zombification/Cluwne: Effectively a way for the zombie virus to spawn naturally, this should be extremely rare (like a 1 in 10k chance), but would function the same as poison above, but turn the victim into a zombie or cluwne on death. * Insular: Virus will actively suppress other viruses, removing them from the carrier after a period of time based on the severity of this symptom. Should come with some other symptoms to offset. * Vocal Modification: Can cause speech impediments, or if you want to be fun, cause full language/word replacements, such as Ravatarian, or straight up mute the patient. -* Numbing: Acts as a small increase to the patients critical damage threshold, but increases action doafters, and can induce the clumsiness trait. +* Numbing: Acts as a small increase to the patients critical damage threshold, but increases action doafters, and can induce the clumsiness trait. ## Sample Viruses From bac05e505ee72b7d489b1320722ae38b5b61c4a1 Mon Sep 17 00:00:00 2001 From: Admiral-Obvious-001 <89495925+Admiral-Obvious-001@users.noreply.github.com> Date: Thu, 31 Oct 2024 21:38:30 -0700 Subject: [PATCH 26/36] Update Virology Reworked.md --- .../departments/medical/proposals/Virology Reworked.md | 2 ++ 1 file changed, 2 insertions(+) diff --git a/src/en/space-station-14/departments/medical/proposals/Virology Reworked.md b/src/en/space-station-14/departments/medical/proposals/Virology Reworked.md index 1f464cd1a..d244c38df 100644 --- a/src/en/space-station-14/departments/medical/proposals/Virology Reworked.md +++ b/src/en/space-station-14/departments/medical/proposals/Virology Reworked.md @@ -21,6 +21,7 @@ Viruses will have 4 of 6 characteristics that the virologist can detect using th * Volatility, which would operate on a sliding scale of how likely the virus is to mutate, and how severe the potential mutations can be using a random weighted point buy, similar to botany chem mutations. * Estimated lifespan of the virus before it eventually "dies", by 20 minutes, none of the initial viruses should exist. * Lastly, there'd be the mode of contagion spread. Most likely to spread would be airborne, least likely to spread would be blood to blood contact (this will also require medical to sterilize their tools, which will be discussed later). Contagion types can stack. + Not shown to the virologist would be wether or not the virus is capable of jumping species type, nor the major health effect related to such an event occurring. ## Viral Mutations @@ -69,6 +70,7 @@ All of the above can also have a species jump modifier, which will allow the vir ## Virus Symptoms Viruses should only very rarely be beneficial. They should be something that the crew should be aware of however. Viral symptoms would be generated based on the mutation point buy system with low cost mutations being most common. Ideally these symptoms would be assigned a severity as well. +Symptoms should not manifest until at least a fifth of the virus lifetime has passed in the carrier. The point buy for a virus symptom severity should operate on a weighted bell curve, where very low severity symptoms (sometimes positive symptoms) are unlikely to happen, mild to moderate symptoms should be common, and severe symptoms should be uncommon. When a virus jumps species, the severity should be bumped up by one or two equivalent levels to make the event impactful (assuming this scale is working on a 0-5 scale). The originator species may have a minor cough while the reciever species might be literally coughing up their lungs for example. For the sake of simplicity in this doc, symptoms will be on a severity scale of 0-5. From ec3350e5473f3399bf1c6cb8998ea3cdcd11f390 Mon Sep 17 00:00:00 2001 From: Admiral-Obvious-001 <89495925+Admiral-Obvious-001@users.noreply.github.com> Date: Thu, 31 Oct 2024 21:41:38 -0700 Subject: [PATCH 27/36] More formatting. --- .../medical/proposals/Virology Reworked.md | 17 ++++++++++++----- 1 file changed, 12 insertions(+), 5 deletions(-) diff --git a/src/en/space-station-14/departments/medical/proposals/Virology Reworked.md b/src/en/space-station-14/departments/medical/proposals/Virology Reworked.md index d244c38df..06a8a1768 100644 --- a/src/en/space-station-14/departments/medical/proposals/Virology Reworked.md +++ b/src/en/space-station-14/departments/medical/proposals/Virology Reworked.md @@ -8,7 +8,8 @@ Virology existed in the past and for the most part was very static and boring, as well as generally unpleasant to deal with. This proposal is hopefully going to make Virology as a job more interesting, as well as have more impact on a round. Viruses would be procedural instead of one and done. ## The Core Loop -Virologists would be working with the crew to identify viruses, isolate the viruses, then attempt to create vaccines or inoculation for these viruses, or use these viruses to create potentially beneficial new viruses. Viruses will be constantly changing over time, and virologists will have to keep up with current known viruses in the crew and attempt to get ahead of them. Antagonist virologists may attempt to create pandemic bioweapon tier viruses. Chemistry will be working with Virology in the fabrication of vaccines and treatments. Janitorial will work with medical as well as perform normal functions to help reduce viral infection. Salvage and cargo will likely be bringing in viruses due to nature of their work. +Virologists would be working with the crew to identify viruses, isolate the viruses, then attempt to create vaccines or inoculation for these viruses, or use these viruses to create potentially beneficial new viruses. Viruses will be constantly changing over time, and virologists will have to keep up with current known viruses in the crew and attempt to get ahead of them. +Antagonist virologists may attempt to create pandemic bioweapon tier viruses. Chemistry will be working with Virology in the fabrication of vaccines and treatments. Janitorial will work with medical as well as perform normal functions to help reduce viral infection. Salvage and cargo will likely be bringing in viruses due to nature of their work. ## Viruses At the start of a round, a large percentage of the crew should start with some sort of benign effect virus (will explain more later about benign versus active viruses). Each crewmember would start with between 0 and 3 viruses in their system. @@ -31,17 +32,23 @@ The point buy can also remove previous traits the virus had, at a moderate weigh Viral volatility should reroll every time the virus mutates. It should be possible for there to be a novel virus that only affects one or three crewmembers before it changes to a different virus based on the original. ## Combating Viruses -Cleanliness will go a long way to preventing viruses from getting out of hand. Medical tools, such as syringes will have a high chance to pick up viruses and transfer them between patients if the syringes are not sterilized properly. This can be done via a sterilization machine which would need to be added inside of medical for rapid sterelization of tools, alternatively you can use liquid soaps or space cleaners to attempt to clean syringes and other objects, but with a much reduced speed. -Solid soaps can be used to treat items using the same clean evidence system that is uses to wipe DNA from objects. Solid soaps will not collect viruses unless otherwise specified by certain virus characteristics. +Cleanliness will go a long way to preventing viruses from getting out of hand. Medical tools, such as syringes will have a high chance to pick up viruses and transfer them between patients if the syringes are not sterilized properly. This can be done via a sterilization machine which would need to be added inside of medical for rapid sterelization of tools, alternatively you can use liquid soaps or space cleaners to attempt to clean syringes and other objects, but with a much reduced speed. + +Solid soaps can be used to treat items using the same clean evidence system that is uses to wipe DNA from objects. Solid soaps will not collect viruses unless otherwise specified by certain virus characteristics. + Janitorial will have the primary responsibility of removing messes as soon as practical, but their Janitorial trolleys will be a major vector for disease transmission and mutation. The janitor should ideally try to sterilize their trolley with space cleaner at regular intervals. + Medical and janitorial clothing items such as nitrile gloves, rubber gloves and other appropriate PPE items should allow doctors to safely move potentially infected items and handle patients without getting themselves infected, and without spreading the contagion via touch. These PPE items should either be cleaned or destroyed as they will lose their effectiveness after X number of items handled or contacts made (nothing too crazy, 150+ things should be fine). Once the PPE is considered to be worn out it will begin to infect the wearer with increased probability over time and have the potential to transfer any eligible viruses to other objects and players through normal contant infection. + Alternatively, virologists can attempt to create vaccines to the virus in question, in order to create a vaccine, the virologist would need to provide multiple samples of the virus to the vaccinatior machine, which will then synthesize a vaccine with a hidden success probability based on the volatility of the target virus. Vaccine production will require blood, and a specified, randomized curated series of chems besides blood to actually create the vaccine. A successful vaccine will prevent the specific virus the vaccine is created for from jumping to any person who has not already been infected by the vaccine parent, but will not prevent any future mutation of the same virus eventually coming around and infecting later. ## External Infection Sources Viruses that don't originate in the crew round start can be instead picked up from other sources, such as raw meats in the kitchen, not cleaning meat cutting tools in the kitchen, rats and mice, rotting corpses, artifacts creating (usually very lethal) diseases, and sometimes external sources, such as carp bites, vent spider bites, spawned blood puddles, cargo imports (such as on/in the crates) and potentially bio terror from nukkies using specific, unique viruses. + Late arrival crew should also spawn with a virus or two at a 60% rate potentially with minor symptoms as well unlike round start crew which should only have the benign symptom. + This is mostly done so the crew can't somehow systematically wipe out viruses. ## Viral Modification @@ -95,7 +102,7 @@ When a virus jumps species, the severity should be bumped up by one or two equiv ## Sample Viruses Common Cold -Symptoms: Coughing/Sneezing Severity 3, Runny Nose/Feeling Unwell Severity 2 +Symptoms: Benign Irremovable Coughing/Sneezing Severity 3, Runny Nose/Feeling Unwell Severity 2 Volatility: 30% Lifespan: 6 Minutes Contagion: Airborne Inhaled, Contact @@ -104,7 +111,7 @@ Can Jump Species: No Homeopathy: Tricordazine Coughing/Sneezing Severity -2 (to 1) Ethanol Coughing/Sneezing +1 (to 4) Wehpox -Symptoms: Blistering Severity 5 Drowsiness Severity 3 +Symptoms: Benign Irremovable Blistering Severity 5 Drowsiness Severity 3 Volatility: 50% Lifespan: 8 Minutes Contagion: Blood to Blood, Saliva From 898a8bba994e8041267789ebfaa0ce74f5cae089 Mon Sep 17 00:00:00 2001 From: Admiral-Obvious-001 <89495925+Admiral-Obvious-001@users.noreply.github.com> Date: Thu, 31 Oct 2024 21:43:20 -0700 Subject: [PATCH 28/36] I hate typos --- .../departments/medical/proposals/Virology Reworked.md | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/src/en/space-station-14/departments/medical/proposals/Virology Reworked.md b/src/en/space-station-14/departments/medical/proposals/Virology Reworked.md index 06a8a1768..73a979d86 100644 --- a/src/en/space-station-14/departments/medical/proposals/Virology Reworked.md +++ b/src/en/space-station-14/departments/medical/proposals/Virology Reworked.md @@ -39,7 +39,7 @@ Solid soaps can be used to treat items using the same clean evidence system that Janitorial will have the primary responsibility of removing messes as soon as practical, but their Janitorial trolleys will be a major vector for disease transmission and mutation. The janitor should ideally try to sterilize their trolley with space cleaner at regular intervals. Medical and janitorial clothing items such as nitrile gloves, rubber gloves and other appropriate PPE items should allow doctors to safely move potentially infected items and handle patients without getting themselves infected, and without spreading the contagion via touch. -These PPE items should either be cleaned or destroyed as they will lose their effectiveness after X number of items handled or contacts made (nothing too crazy, 150+ things should be fine). Once the PPE is considered to be worn out it will begin to infect the wearer with increased probability over time and have the potential to transfer any eligible viruses to other objects and players through normal contant infection. +These PPE items should either be cleaned or destroyed as they will lose their effectiveness after X number of items handled or contacts made (nothing too crazy, 150+ things should be fine). Once the PPE is considered to be worn out it will begin to infect the wearer with increased probability over time and have the potential to transfer any eligible viruses to other objects and players through normal contact infection. Alternatively, virologists can attempt to create vaccines to the virus in question, in order to create a vaccine, the virologist would need to provide multiple samples of the virus to the vaccinatior machine, which will then synthesize a vaccine with a hidden success probability based on the volatility of the target virus. Vaccine production will require blood, and a specified, randomized curated series of chems besides blood to actually create the vaccine. A successful vaccine will prevent the specific virus the vaccine is created for from jumping to any person who has not already been infected by the vaccine parent, but will not prevent any future mutation of the same virus eventually coming around and infecting later. From bd51e8f8dddcaca443bd76553b1b5cc9db44f168 Mon Sep 17 00:00:00 2001 From: Admiral-Obvious-001 <89495925+Admiral-Obvious-001@users.noreply.github.com> Date: Thu, 31 Oct 2024 21:47:17 -0700 Subject: [PATCH 29/36] Better Idea --- .../departments/medical/proposals/Virology Reworked.md | 6 +++--- 1 file changed, 3 insertions(+), 3 deletions(-) diff --git a/src/en/space-station-14/departments/medical/proposals/Virology Reworked.md b/src/en/space-station-14/departments/medical/proposals/Virology Reworked.md index 73a979d86..44bb30f06 100644 --- a/src/en/space-station-14/departments/medical/proposals/Virology Reworked.md +++ b/src/en/space-station-14/departments/medical/proposals/Virology Reworked.md @@ -81,7 +81,7 @@ Symptoms should not manifest until at least a fifth of the virus lifetime has pa The point buy for a virus symptom severity should operate on a weighted bell curve, where very low severity symptoms (sometimes positive symptoms) are unlikely to happen, mild to moderate symptoms should be common, and severe symptoms should be uncommon. When a virus jumps species, the severity should be bumped up by one or two equivalent levels to make the event impactful (assuming this scale is working on a 0-5 scale). The originator species may have a minor cough while the reciever species might be literally coughing up their lungs for example. For the sake of simplicity in this doc, symptoms will be on a severity scale of 0-5. -* Benign: The default virus state. Doesn't do anything. Cannot be removed. +* Benign: The default virus state. Doesn't do anything. Cannot be removed. Functions as a time delay for other symptoms. * Runny Nose/Feels Funny: Basically doesn't do anything but let the carrier know they have something with an occasional popup. At higher levels, this can manifest into diziness, drowsiness or breathing difficulty. * Coughing/Sneezing: Makes the carrier cough or sneeze intermittently, creates an invisible area of effect for the virus to cause infection if it has a contact or airborne infection type. Should not generate an AOE if the individual is wearing a sterile mask. Severe cough can include coughing blood, and would cause minor bloodloss. No effect for no severity. * Dizziness: Applies the drunk effect to the carrier, more severe symptoms can apply a move debuff. No severity makes the carrier immune to drunkeness. @@ -102,7 +102,7 @@ When a virus jumps species, the severity should be bumped up by one or two equiv ## Sample Viruses Common Cold -Symptoms: Benign Irremovable Coughing/Sneezing Severity 3, Runny Nose/Feeling Unwell Severity 2 +Symptoms: Benign 1 Minute Irremovable Coughing/Sneezing Severity 3, Runny Nose/Feeling Unwell Severity 2 Volatility: 30% Lifespan: 6 Minutes Contagion: Airborne Inhaled, Contact @@ -111,7 +111,7 @@ Can Jump Species: No Homeopathy: Tricordazine Coughing/Sneezing Severity -2 (to 1) Ethanol Coughing/Sneezing +1 (to 4) Wehpox -Symptoms: Benign Irremovable Blistering Severity 5 Drowsiness Severity 3 +Symptoms: Benign 2 Minutes Irremovable Blistering Severity 5 Drowsiness Severity 3 Volatility: 50% Lifespan: 8 Minutes Contagion: Blood to Blood, Saliva From 2727d76a53e1b50eae65c1070633e8bbfd5d0df2 Mon Sep 17 00:00:00 2001 From: Admiral-Obvious-001 <89495925+Admiral-Obvious-001@users.noreply.github.com> Date: Thu, 31 Oct 2024 21:49:01 -0700 Subject: [PATCH 30/36] Update Virology Reworked.md --- .../medical/proposals/Virology Reworked.md | 32 ++++++++++--------- 1 file changed, 17 insertions(+), 15 deletions(-) diff --git a/src/en/space-station-14/departments/medical/proposals/Virology Reworked.md b/src/en/space-station-14/departments/medical/proposals/Virology Reworked.md index 44bb30f06..fca27bb35 100644 --- a/src/en/space-station-14/departments/medical/proposals/Virology Reworked.md +++ b/src/en/space-station-14/departments/medical/proposals/Virology Reworked.md @@ -102,20 +102,22 @@ When a virus jumps species, the severity should be bumped up by one or two equiv ## Sample Viruses Common Cold -Symptoms: Benign 1 Minute Irremovable Coughing/Sneezing Severity 3, Runny Nose/Feeling Unwell Severity 2 -Volatility: 30% -Lifespan: 6 Minutes -Contagion: Airborne Inhaled, Contact -Originating Species: Human -Can Jump Species: No -Homeopathy: Tricordazine Coughing/Sneezing Severity -2 (to 1) Ethanol Coughing/Sneezing +1 (to 4) + +* Symptoms: Benign 1 Minute Irremovable Coughing/Sneezing Severity 3, Runny Nose/Feeling Unwell Severity 2 +* Volatility: 30% +* Lifespan: 6 Minutes +* Contagion: Airborne Inhaled, Contact +* Originating Species: Human +* Can Jump Species: No +* Homeopathy: Tricordazine Coughing/Sneezing Severity -2 (to 1) Ethanol Coughing/Sneezing +1 (to 4) Wehpox -Symptoms: Benign 2 Minutes Irremovable Blistering Severity 5 Drowsiness Severity 3 -Volatility: 50% -Lifespan: 8 Minutes -Contagion: Blood to Blood, Saliva -Originating Species: Reptilian -Can Jump Species: Yes -Jump Concequence: +2 Drowsiness -Homeopathy: Aloe Blistering Severity -3 (to 2) Stebellin Blistering Severity -1 (to 4) Drowsiness +1 (to 4) + +* Symptoms: Benign 2 Minutes Irremovable Blistering Severity 5 Drowsiness Severity 3 +* Volatility: 50% +* Lifespan: 8 Minutes +* Contagion: Blood to Blood, Saliva +* Originating Species: Reptilian +* Can Jump Species: Yes +* Jump Concequence: +2 Drowsiness +* Homeopathy: Aloe Blistering Severity -3 (to 2) Stebellin Blistering Severity -1 (to 4) Drowsiness +1 (to 4) From 36476cd4f9ebbf119be1668adf9b1c79fef247e6 Mon Sep 17 00:00:00 2001 From: Admiral-Obvious-001 <89495925+Admiral-Obvious-001@users.noreply.github.com> Date: Thu, 31 Oct 2024 21:58:46 -0700 Subject: [PATCH 31/36] Worked in Romerol --- .../medical/proposals/Virology Reworked.md | 11 +++++++++++ 1 file changed, 11 insertions(+) diff --git a/src/en/space-station-14/departments/medical/proposals/Virology Reworked.md b/src/en/space-station-14/departments/medical/proposals/Virology Reworked.md index fca27bb35..d8e0888de 100644 --- a/src/en/space-station-14/departments/medical/proposals/Virology Reworked.md +++ b/src/en/space-station-14/departments/medical/proposals/Virology Reworked.md @@ -121,3 +121,14 @@ Wehpox * Can Jump Species: Yes * Jump Concequence: +2 Drowsiness * Homeopathy: Aloe Blistering Severity -3 (to 2) Stebellin Blistering Severity -1 (to 4) Drowsiness +1 (to 4) + +Romerol Virus (Zombies) + +* Symptoms: Benign 10 Seconds Irremovable Poison Severity 3 Zombification Unique +* Volatility: 10% +* Lifespan: 20 Minutes +* Contagion: Blood to Blood +* Originating Species: Whoever gets it first. +* Can Jump Species: Yes +* Species Jump Concequence: +1 Poison +* Homeopathy: Dylovene +1 Poison (to 4) Dipenhydramine +2 Poison (to 5) From 03b587db3016a219f7843fb68f7c760e9f8de8b8 Mon Sep 17 00:00:00 2001 From: Admiral-Obvious-001 <89495925+Admiral-Obvious-001@users.noreply.github.com> Date: Thu, 31 Oct 2024 22:08:55 -0700 Subject: [PATCH 32/36] Big number is now smol --- .../departments/medical/proposals/Virology Reworked.md | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/src/en/space-station-14/departments/medical/proposals/Virology Reworked.md b/src/en/space-station-14/departments/medical/proposals/Virology Reworked.md index d8e0888de..206771c54 100644 --- a/src/en/space-station-14/departments/medical/proposals/Virology Reworked.md +++ b/src/en/space-station-14/departments/medical/proposals/Virology Reworked.md @@ -47,7 +47,7 @@ A successful vaccine will prevent the specific virus the vaccine is created for ## External Infection Sources Viruses that don't originate in the crew round start can be instead picked up from other sources, such as raw meats in the kitchen, not cleaning meat cutting tools in the kitchen, rats and mice, rotting corpses, artifacts creating (usually very lethal) diseases, and sometimes external sources, such as carp bites, vent spider bites, spawned blood puddles, cargo imports (such as on/in the crates) and potentially bio terror from nukkies using specific, unique viruses. -Late arrival crew should also spawn with a virus or two at a 60% rate potentially with minor symptoms as well unlike round start crew which should only have the benign symptom. +Late arrival crew should also spawn with a virus or two at a 20% rate potentially with minor symptoms as well unlike round start crew which should only have the benign symptom. This is mostly done so the crew can't somehow systematically wipe out viruses. From da5f15d1f015a63d7f3ba5d68629608af29413eb Mon Sep 17 00:00:00 2001 From: Admiral-Obvious-001 <89495925+Admiral-Obvious-001@users.noreply.github.com> Date: Thu, 31 Oct 2024 22:33:05 -0700 Subject: [PATCH 33/36] Typos fixed, maybe? --- .../medical/proposals/Virology Reworked.md | 12 ++++++------ 1 file changed, 6 insertions(+), 6 deletions(-) diff --git a/src/en/space-station-14/departments/medical/proposals/Virology Reworked.md b/src/en/space-station-14/departments/medical/proposals/Virology Reworked.md index 206771c54..fd3ea5b7b 100644 --- a/src/en/space-station-14/departments/medical/proposals/Virology Reworked.md +++ b/src/en/space-station-14/departments/medical/proposals/Virology Reworked.md @@ -32,11 +32,11 @@ The point buy can also remove previous traits the virus had, at a moderate weigh Viral volatility should reroll every time the virus mutates. It should be possible for there to be a novel virus that only affects one or three crewmembers before it changes to a different virus based on the original. ## Combating Viruses -Cleanliness will go a long way to preventing viruses from getting out of hand. Medical tools, such as syringes will have a high chance to pick up viruses and transfer them between patients if the syringes are not sterilized properly. This can be done via a sterilization machine which would need to be added inside of medical for rapid sterelization of tools, alternatively you can use liquid soaps or space cleaners to attempt to clean syringes and other objects, but with a much reduced speed. +Cleanliness will go a long way to preventing viruses from getting out of hand. Medical tools, such as syringes will have a high chance to pick up viruses and transfer them between patients if the syringes are not sterilized properly. This can be done via a sterilization machine which would need to be added inside of medical for rapid sterelization of tools (reccomend to have science make this), alternatively you can use liquid soaps or space cleaners to attempt to clean syringes and other objects, but with a much reduced speed. Solid soaps can be used to treat items using the same clean evidence system that is uses to wipe DNA from objects. Solid soaps will not collect viruses unless otherwise specified by certain virus characteristics. -Janitorial will have the primary responsibility of removing messes as soon as practical, but their Janitorial trolleys will be a major vector for disease transmission and mutation. The janitor should ideally try to sterilize their trolley with space cleaner at regular intervals. +Janitorial will have the primary responsibility of removing messes as soon as practical, but their Janitorial trolleys will be a major vector for disease transmission and mutation, especially airborne diseases. The janitor should ideally try to sterilize their trolley with space cleaner at regular intervals. Medical and janitorial clothing items such as nitrile gloves, rubber gloves and other appropriate PPE items should allow doctors to safely move potentially infected items and handle patients without getting themselves infected, and without spreading the contagion via touch. These PPE items should either be cleaned or destroyed as they will lose their effectiveness after X number of items handled or contacts made (nothing too crazy, 150+ things should be fine). Once the PPE is considered to be worn out it will begin to infect the wearer with increased probability over time and have the potential to transfer any eligible viruses to other objects and players through normal contact infection. @@ -88,14 +88,14 @@ When a virus jumps species, the severity should be bumped up by one or two equiv * Breathing Difficulty: Makes the infected take a sliding scale of airloss damage proportional to the severity. No severity can slightly reduce the airloss damage the carrier receives from the environment. Carrier should gasp at a regular interval with this symptom. * Vomiting: Causes the carrier to vomit, will create a puddle containing any viruses the patient has, and can be spread to others via drinking (why) or through contact if they don't have shoes. Can cause blood vomiting at high severity which will remove a good chunk of the affected bloodstream. Can temporarily blind the victim if they are wearing a breath mask or gas mask. Low severity would just give the carrier a notice that they feel queasy. No severity would make the carrier unable to vomit. * Drowsiness: Causes the character to yawn, affects stamina cap, can cause the character to enter forced sleep at high severity. At no severity, slightly increases the stamina cap. -* Chills: Makes the patient feel colder than they are. Can potentially raise the target body temp of the affected. Would show on visual inspection as "clammy". -* Sweats: Makes the target feel overheated. Reduces the target body temp of the affected. Would show on visual inspection as "hot". +* Chills: Makes the patient feel colder than they are. Can potentially raise the target body temp of the carrier. Would show on visual inspection as "clammy". +* Sweats: Makes the target feel overheated. Reduces the target body temp of the carrier. Would show on visual inspection as "hot". * Blindness: Applies a set vision damage value to the carrier. Would show on visual inspection as cataracts or a different indicator of eye damage. No severity can reverse vision damage over time. * Blistering: Visible blisters develop on the carrier. No severity adds a slight level of armor, or can go the other way where it causes bleeding at 4 severity. * Convulsions/Seizures: Stuns the carrier similar to touching an electrified object. Level 5 severity would induce paralysis, level 0 severity reduces the impact of electrical shocks similar to almost good budget insuls. * Poison: Variable, but a severe symptom that will eventually kill the patient if left untreated. -* Zombification/Cluwne: Effectively a way for the zombie virus to spawn naturally, this should be extremely rare (like a 1 in 10k chance), but would function the same as poison above, but turn the victim into a zombie or cluwne on death. -* Insular: Virus will actively suppress other viruses, removing them from the carrier after a period of time based on the severity of this symptom. Should come with some other symptoms to offset. +* Zombification/Cluwne: Effectively a way for the zombie virus to spawn naturally, this should be extremely rare (like a 1 in 10k chance), but would function the same as poison above, and turn the victim into a zombie or cluwne on death. +* Insular: Virus will actively suppress other viruses, removing them from the carrier after a period of time based on the severity of this symptom. Should come with some other negative symptoms to offset. * Vocal Modification: Can cause speech impediments, or if you want to be fun, cause full language/word replacements, such as Ravatarian, or straight up mute the patient. * Numbing: Acts as a small increase to the patients critical damage threshold, but increases action doafters, and can induce the clumsiness trait. From c7cd6abe8bb2c22a4d034546b6ad6b5a4a641bf5 Mon Sep 17 00:00:00 2001 From: Admiral-Obvious-001 <89495925+Admiral-Obvious-001@users.noreply.github.com> Date: Thu, 31 Oct 2024 22:54:34 -0700 Subject: [PATCH 34/36] Actually fixed typos --- .../medical/proposals/Virology Reworked.md | 16 ++++++++-------- 1 file changed, 8 insertions(+), 8 deletions(-) diff --git a/src/en/space-station-14/departments/medical/proposals/Virology Reworked.md b/src/en/space-station-14/departments/medical/proposals/Virology Reworked.md index fd3ea5b7b..efea98e8d 100644 --- a/src/en/space-station-14/departments/medical/proposals/Virology Reworked.md +++ b/src/en/space-station-14/departments/medical/proposals/Virology Reworked.md @@ -27,12 +27,12 @@ Not shown to the virologist would be wether or not the virus is capable of jumpi ## Viral Mutations Viruses on their own will all start with a benign type symptom, or, the carrier of the virus won't know it exists. Over time, viruses will pass between crew naturally through normal work, physical contact, being near each other, and potential medical malpractice with improperly sterilized tools. -As the viruses transfer between hosts, there would be a variable chance for the virus to mutate based on the volatility rating of the virus (min of about 10% and max of 75%). When the virus mutates, it can select from a (hopefully) large list of symptoms and maladies, from literally nothing, to a cough or fever, to a series of more lethal traits like coughing blood, blindness, ecetra. +As the viruses transfer between hosts, there would be a variable chance for the virus to mutate based on the volatility rating of the virus (min of about 10% and max of 75%). When the virus mutates, it can select from a (hopefully) large list of symptoms and maladies, from literally nothing, to a cough or fever, to a series of more lethal traits like coughing blood, blindness, etc. The point buy can also remove previous traits the virus had, at a moderate weighting. Viral volatility should reroll every time the virus mutates. It should be possible for there to be a novel virus that only affects one or three crewmembers before it changes to a different virus based on the original. ## Combating Viruses -Cleanliness will go a long way to preventing viruses from getting out of hand. Medical tools, such as syringes will have a high chance to pick up viruses and transfer them between patients if the syringes are not sterilized properly. This can be done via a sterilization machine which would need to be added inside of medical for rapid sterelization of tools (reccomend to have science make this), alternatively you can use liquid soaps or space cleaners to attempt to clean syringes and other objects, but with a much reduced speed. +Cleanliness will go a long way to preventing viruses from getting out of hand. Medical tools, such as syringes will have a high chance to pick up viruses and transfer them between patients if the syringes are not sterilized properly. This can be done via a sterelization machine which would need to be added inside of medical for rapid sterelization of tools (reccomend to have science make this), alternatively you can use liquid soaps or space cleaners to attempt to clean syringes and other objects, but with a much reduced speed. Solid soaps can be used to treat items using the same clean evidence system that is uses to wipe DNA from objects. Solid soaps will not collect viruses unless otherwise specified by certain virus characteristics. @@ -41,7 +41,7 @@ Janitorial will have the primary responsibility of removing messes as soon as pr Medical and janitorial clothing items such as nitrile gloves, rubber gloves and other appropriate PPE items should allow doctors to safely move potentially infected items and handle patients without getting themselves infected, and without spreading the contagion via touch. These PPE items should either be cleaned or destroyed as they will lose their effectiveness after X number of items handled or contacts made (nothing too crazy, 150+ things should be fine). Once the PPE is considered to be worn out it will begin to infect the wearer with increased probability over time and have the potential to transfer any eligible viruses to other objects and players through normal contact infection. -Alternatively, virologists can attempt to create vaccines to the virus in question, in order to create a vaccine, the virologist would need to provide multiple samples of the virus to the vaccinatior machine, which will then synthesize a vaccine with a hidden success probability based on the volatility of the target virus. Vaccine production will require blood, and a specified, randomized curated series of chems besides blood to actually create the vaccine. +Alternatively, virologists can attempt to create vaccines to the virus in question, in order to create a vaccine, the virologist would need to provide multiple samples of the virus to the vaccinator machine, which will then synthesize a vaccine with a hidden success probability based on the volatility of the target virus. Vaccine production will require blood, and a specified, randomized curated series of chems besides blood to actually create the vaccine. A successful vaccine will prevent the specific virus the vaccine is created for from jumping to any person who has not already been infected by the vaccine parent, but will not prevent any future mutation of the same virus eventually coming around and infecting later. ## External Infection Sources @@ -52,7 +52,7 @@ Late arrival crew should also spawn with a virus or two at a 20% rate potentiall This is mostly done so the crew can't somehow systematically wipe out viruses. ## Viral Modification -Virologists can take multiple viruses and attempt to take characteristics from each of them in an effort to create new viruses, which can potentially be used to combat other viruses, or be turned into bioweappns. +Virologists can take multiple viruses and attempt to take characteristics from each of them in an effort to create new viruses, which can potentially be used to combat other viruses, or be turned into bioweapons. * Viruses can be modified when exposed to chems to cause different effects. * Mutagen will immediately trigger a mutation of the virus as would normally happen when the virus transfers between subjects. * Radium, Uranium, and Liquid Plasma will not trigger a mutation, but instead randomly strengthen or weaken the symptoms of the virus by one level for each type of reagent applied to the virus in it's respective container. @@ -79,10 +79,10 @@ All of the above can also have a species jump modifier, which will allow the vir Viruses should only very rarely be beneficial. They should be something that the crew should be aware of however. Viral symptoms would be generated based on the mutation point buy system with low cost mutations being most common. Ideally these symptoms would be assigned a severity as well. Symptoms should not manifest until at least a fifth of the virus lifetime has passed in the carrier. The point buy for a virus symptom severity should operate on a weighted bell curve, where very low severity symptoms (sometimes positive symptoms) are unlikely to happen, mild to moderate symptoms should be common, and severe symptoms should be uncommon. -When a virus jumps species, the severity should be bumped up by one or two equivalent levels to make the event impactful (assuming this scale is working on a 0-5 scale). The originator species may have a minor cough while the reciever species might be literally coughing up their lungs for example. For the sake of simplicity in this doc, symptoms will be on a severity scale of 0-5. +When a virus jumps species, the severity should be bumped up by one or two equivalent levels to make the event impactful (assuming this scale is working on a 0-5 scale). The originator species may have a minor cough while the receiving species might be literally coughing up their lungs for example. For the sake of simplicity in this doc, symptoms will be on a severity scale of 0-5. * Benign: The default virus state. Doesn't do anything. Cannot be removed. Functions as a time delay for other symptoms. -* Runny Nose/Feels Funny: Basically doesn't do anything but let the carrier know they have something with an occasional popup. At higher levels, this can manifest into diziness, drowsiness or breathing difficulty. +* Runny Nose/Feels Funny: Basically doesn't do anything but let the carrier know they have something with an occasional popup. At higher levels, this can manifest into dizziness, drowsiness or breathing difficulty. * Coughing/Sneezing: Makes the carrier cough or sneeze intermittently, creates an invisible area of effect for the virus to cause infection if it has a contact or airborne infection type. Should not generate an AOE if the individual is wearing a sterile mask. Severe cough can include coughing blood, and would cause minor bloodloss. No effect for no severity. * Dizziness: Applies the drunk effect to the carrier, more severe symptoms can apply a move debuff. No severity makes the carrier immune to drunkeness. * Breathing Difficulty: Makes the infected take a sliding scale of airloss damage proportional to the severity. No severity can slightly reduce the airloss damage the carrier receives from the environment. Carrier should gasp at a regular interval with this symptom. @@ -119,7 +119,7 @@ Wehpox * Contagion: Blood to Blood, Saliva * Originating Species: Reptilian * Can Jump Species: Yes -* Jump Concequence: +2 Drowsiness +* Jump Consequence: +2 Drowsiness * Homeopathy: Aloe Blistering Severity -3 (to 2) Stebellin Blistering Severity -1 (to 4) Drowsiness +1 (to 4) Romerol Virus (Zombies) @@ -130,5 +130,5 @@ Romerol Virus (Zombies) * Contagion: Blood to Blood * Originating Species: Whoever gets it first. * Can Jump Species: Yes -* Species Jump Concequence: +1 Poison +* Species Jump Consequence: +1 Poison * Homeopathy: Dylovene +1 Poison (to 4) Dipenhydramine +2 Poison (to 5) From 4f8c0cc39d94c329d474cb67f0982ba46cad206c Mon Sep 17 00:00:00 2001 From: Admiral-Obvious-001 <89495925+Admiral-Obvious-001@users.noreply.github.com> Date: Fri, 1 Nov 2024 18:21:09 -0700 Subject: [PATCH 35/36] Homeopathy is probably incorrect --- .../departments/medical/proposals/Virology Reworked.md | 8 ++++---- 1 file changed, 4 insertions(+), 4 deletions(-) diff --git a/src/en/space-station-14/departments/medical/proposals/Virology Reworked.md b/src/en/space-station-14/departments/medical/proposals/Virology Reworked.md index efea98e8d..25dd5f545 100644 --- a/src/en/space-station-14/departments/medical/proposals/Virology Reworked.md +++ b/src/en/space-station-14/departments/medical/proposals/Virology Reworked.md @@ -61,7 +61,7 @@ Virologists can take multiple viruses and attempt to take characteristics from e * Virology should start the round with some samples of current viruses in their department to get a head start. -## Homeopathic Treatment +## Chemical Medical Treatment Per virus, each symptom associated with it will have a specific chem that can be administered to the patient in order to reduce or eliminate the effects of the disease. For example, coughing can be fixed with tricordazine for one specific virus, while another symptom of the same virus would need something like dylovene. Effectiveness of the treatment would depend on the severity of the system and a hidden modifier on each symptom as to how effective these treatments are. Treatments can make viral symptoms worse as well. ## Contagion Tiers @@ -109,7 +109,7 @@ Common Cold * Contagion: Airborne Inhaled, Contact * Originating Species: Human * Can Jump Species: No -* Homeopathy: Tricordazine Coughing/Sneezing Severity -2 (to 1) Ethanol Coughing/Sneezing +1 (to 4) +* Treatments: Tricordazine Coughing/Sneezing Severity -2 (to 1) Ethanol Coughing/Sneezing +1 (to 4) Wehpox @@ -120,7 +120,7 @@ Wehpox * Originating Species: Reptilian * Can Jump Species: Yes * Jump Consequence: +2 Drowsiness -* Homeopathy: Aloe Blistering Severity -3 (to 2) Stebellin Blistering Severity -1 (to 4) Drowsiness +1 (to 4) +* Treatments: Aloe Blistering Severity -3 (to 2) Stebellin Blistering Severity -1 (to 4) Drowsiness +1 (to 4) Romerol Virus (Zombies) @@ -131,4 +131,4 @@ Romerol Virus (Zombies) * Originating Species: Whoever gets it first. * Can Jump Species: Yes * Species Jump Consequence: +1 Poison -* Homeopathy: Dylovene +1 Poison (to 4) Dipenhydramine +2 Poison (to 5) +* Treatments: Dylovene +1 Poison (to 4) Dipenhydramine +2 Poison (to 5) From 8f4a09186eec2e9928b3f2003e60d823ffefb103 Mon Sep 17 00:00:00 2001 From: Admiral-Obvious-001 <89495925+Admiral-Obvious-001@users.noreply.github.com> Date: Fri, 1 Nov 2024 19:46:32 -0700 Subject: [PATCH 36/36] Clarification of viral lifespan --- .../departments/medical/proposals/Virology Reworked.md | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/src/en/space-station-14/departments/medical/proposals/Virology Reworked.md b/src/en/space-station-14/departments/medical/proposals/Virology Reworked.md index 25dd5f545..b05d8b4f0 100644 --- a/src/en/space-station-14/departments/medical/proposals/Virology Reworked.md +++ b/src/en/space-station-14/departments/medical/proposals/Virology Reworked.md @@ -20,7 +20,7 @@ Viruses can be identified and tracked using a similar system to the detective DN Viruses will have 4 of 6 characteristics that the virologist can detect using the diagnoser. * Symptoms, which can have many potential symptoms the virologist can see to assess who has what disease potentially. * Volatility, which would operate on a sliding scale of how likely the virus is to mutate, and how severe the potential mutations can be using a random weighted point buy, similar to botany chem mutations. -* Estimated lifespan of the virus before it eventually "dies", by 20 minutes, none of the initial viruses should exist. +* Estimated lifespan of the virus before it eventually "dies", by 20 minutes, none of the initial viruses should exist. One the virus dies, the crewmember will be immune to the virus and will not suffer from the effects of said infection. * Lastly, there'd be the mode of contagion spread. Most likely to spread would be airborne, least likely to spread would be blood to blood contact (this will also require medical to sterilize their tools, which will be discussed later). Contagion types can stack. Not shown to the virologist would be wether or not the virus is capable of jumping species type, nor the major health effect related to such an event occurring.