Jayne Staymates' Guide To Virology : Being A Good Virologist
Posted: Tue Jun 06, 2017 2:26 am
by Alipheese
NOTE: THIS IS SUBJECT TO UPDATES AS THE CODE TO VIROLOGY IS CHANGED AND I FIND BETTER WAYS TO DO THINGS AND UPDATES.
First off this is based on my extensive experience playing as a virologist, and what I have found to be the fastest, easiest, most efficent way to be a GOOD virologist.
The Job:
Virus Stats:
Symptoms:
Healing Viruses:
Guide To Making The Virus:
Healing Virus Samples:
Plague Samples:
First off this is based on my extensive experience playing as a virologist, and what I have found to be the fastest, easiest, most efficent way to be a GOOD virologist.
The Job:
Spoiler:
First off, lets go over the job.
The virologist is to create custom viruses to help the crew in whatever way they can.
Virus' can have many different effects and combinations of effects.
You use the pandemic machine to create these viruses.
Using provided bottles of chemicals you use them to mutate the viruses in order to have the effects you want.
The virologist is to create custom viruses to help the crew in whatever way they can.
Virus' can have many different effects and combinations of effects.
You use the pandemic machine to create these viruses.
Using provided bottles of chemicals you use them to mutate the viruses in order to have the effects you want.
Spoiler:
Viruses have 4 important stats to keep in mind when making a virus.
Stealth, Transmission, Stage Speed, and Resistance.
Stealth is the stat that determines what can detect the virus. The lower the stealth stat the easier it is to detect the virus.
Stealth is only important when it is at 1-4. As 1 and below is detectable by everything, 2-3 the virus is hidden from medhuds and health scanners.
At 4 and above the virus is hidden from even the pandemic machine you use to create it. Thus you wont know if you have a virus in the sample in the machine.
(Note: This doesn't seem to be the thing anymore or something is seriously messed up codewise.)
Transmission is the stat that determines what mode of transmission and how fast it transmits to others. The lower the stat the worse mode of transmission and worse transmission rate.
Transmission similar to stealth only really matters from 1-5. 1 requires it to be spread from blood, from consumption or injections.
2-4 the virus will spread from just a bump or passing contact with someone in the hall. 5 and above will spread passively from being airborne.
Stage Speed is the stat that determines the chance per tick for the virus to advance a stage.
The higher the number the faster the virus will advance and will do whatever it was made for, faster.
Resistance is the stat that determines the cure of the virus. The higher the resistance the more rare of a material you will need to cure the virus.
1 - Table Salt, easily obtained from the bar or kitchen. If those are gone chemistry will take awhile to make some.
2 - Sugar, extremely easy to obtain, more so than salt.
3 - Orange juice, extremely easy to obtain from the bar or botany.
4 - Spaceacilin, easily obtained from medbay.
5 - Saline-Glucose, a drug thats only available from medbay and in short supply.
6 - Ethanol, easily obtained from chemistry.
7 - Leporazine, an annoying drug to create from chemistry.
8 - Synaptize, a drug that chemistry must make as the only amount of it is in the virology lab.
9 - Lipolicide, an annoying drug that takes a decent amount of time for chemistry to make.
10 - Silver, lets hope the miners are idiots.
11+ - Gold, lets hope the miners are idiots.
Stealth, Transmission, Stage Speed, and Resistance.
Stealth is the stat that determines what can detect the virus. The lower the stealth stat the easier it is to detect the virus.
Stealth is only important when it is at 1-4. As 1 and below is detectable by everything, 2-3 the virus is hidden from medhuds and health scanners.
At 4 and above the virus is hidden from even the pandemic machine you use to create it. Thus you wont know if you have a virus in the sample in the machine.
(Note: This doesn't seem to be the thing anymore or something is seriously messed up codewise.)
Transmission is the stat that determines what mode of transmission and how fast it transmits to others. The lower the stat the worse mode of transmission and worse transmission rate.
Transmission similar to stealth only really matters from 1-5. 1 requires it to be spread from blood, from consumption or injections.
2-4 the virus will spread from just a bump or passing contact with someone in the hall. 5 and above will spread passively from being airborne.
Stage Speed is the stat that determines the chance per tick for the virus to advance a stage.
The higher the number the faster the virus will advance and will do whatever it was made for, faster.
Resistance is the stat that determines the cure of the virus. The higher the resistance the more rare of a material you will need to cure the virus.
1 - Table Salt, easily obtained from the bar or kitchen. If those are gone chemistry will take awhile to make some.
2 - Sugar, extremely easy to obtain, more so than salt.
3 - Orange juice, extremely easy to obtain from the bar or botany.
4 - Spaceacilin, easily obtained from medbay.
5 - Saline-Glucose, a drug thats only available from medbay and in short supply.
6 - Ethanol, easily obtained from chemistry.
7 - Leporazine, an annoying drug to create from chemistry.
8 - Synaptize, a drug that chemistry must make as the only amount of it is in the virology lab.
9 - Lipolicide, an annoying drug that takes a decent amount of time for chemistry to make.
10 - Silver, lets hope the miners are idiots.
11+ - Gold, lets hope the miners are idiots.
Spoiler:
Symptoms are the things that give your virus its effects, without them, your virus is nothing but blood.
Symptoms are capped at 8 symptoms per virus and set up into different Symptom pools as I like to call them, sets of symptoms you may get from a certain chemical.
There are 8 symptom pools, 1-8. The number is relatively meaningless as 1-6 are all spread into even uses.
Only 7-8 are the advanced symptoms, doing what the others can but better and more effect.
Due to the number of symptoms I will not speak of each individually.
There are the basic symptom pool of ones like itch, headache, fever, shivering, etc.
They dont do anything well besides being symptoms to use to buff stats.
Then there are the changing symptoms, alopecia, vitiligo, voice change, etc.
These are mostly to just mess with apperance and other various small things.
We come to the harmful symptoms, necrotizing facsiitis, ARDS, etc.
They are the symptoms for traitors or the virologist who wants to be a dick.
Finally the healing symptoms, regeneration, toxin filter, self-respiration, etc.
These are the symptoms that will heal your damage, which brings us to the next section.
Symptoms are capped at 8 symptoms per virus and set up into different Symptom pools as I like to call them, sets of symptoms you may get from a certain chemical.
There are 8 symptom pools, 1-8. The number is relatively meaningless as 1-6 are all spread into even uses.
Only 7-8 are the advanced symptoms, doing what the others can but better and more effect.
Due to the number of symptoms I will not speak of each individually.
There are the basic symptom pool of ones like itch, headache, fever, shivering, etc.
They dont do anything well besides being symptoms to use to buff stats.
Then there are the changing symptoms, alopecia, vitiligo, voice change, etc.
These are mostly to just mess with apperance and other various small things.
We come to the harmful symptoms, necrotizing facsiitis, ARDS, etc.
They are the symptoms for traitors or the virologist who wants to be a dick.
Finally the healing symptoms, regeneration, toxin filter, self-respiration, etc.
These are the symptoms that will heal your damage, which brings us to the next section.
Spoiler:
Most of the time (when your not a traitor) you will want to make a virus that will heal people.
There are many symptoms that provide benefits to those that have the virus.
For the matter of healing, theres a large array of damage types to heal.
Below is a table of the different damage types you will need to know about to create a well made healing virus.
The symptoms that heal these damage types are as follows below them.
The main 4 types: Brute, Burn, Suffocation, Toxin.
Regeneration, Tissue Regrowth, Self-Respiration, Toxic Filter
Flesh Mending, Heat Resistance, Apoptoxin Filter(1)
The secondary types, or bodily damage types, Blood, Brain, Hearing, Sight.
Weight Even, DNA Restoration, Sensory Restoration, Ocular Restoration.
Then the teriary types, Cellular/Clone/Genetic, Radiation.
Flesh Mending, DNA Restoration.
1 - Advanced Symptoms that heal even better.
Knowing what damage you need to deal with you can determine what symptoms you want in your virus.
(Now those symptoms are the only ones that heal but with just healing symptoms your virus wont be powerful.
-XDTM whom coded virology says that healing speed has nothing to do with stage speed, which it says it does
but irregardless I disagree and may be completely wrong on this and should not be quoted for this one thing.)
Symptoms like Fever, Shivering, Itch may increase the stage speed and by that, should increase stage speed.
So with the trade off of these buffing symptoms it is not the worthwhile of the annoying messages.
It'd be better to use the few good buffing symptoms: Eternal Youth, Viral Evolutionary Acceleration.
As personally I mainly, untill the idea to make this guide have made healing viruses.
I will have a section to harmful symptoms and plague samples at a later date added to this guide soon.
There are many symptoms that provide benefits to those that have the virus.
For the matter of healing, theres a large array of damage types to heal.
Below is a table of the different damage types you will need to know about to create a well made healing virus.
The symptoms that heal these damage types are as follows below them.
The main 4 types: Brute, Burn, Suffocation, Toxin.
Regeneration, Tissue Regrowth, Self-Respiration, Toxic Filter
Flesh Mending, Heat Resistance, Apoptoxin Filter(1)
The secondary types, or bodily damage types, Blood, Brain, Hearing, Sight.
Weight Even, DNA Restoration, Sensory Restoration, Ocular Restoration.
Then the teriary types, Cellular/Clone/Genetic, Radiation.
Flesh Mending, DNA Restoration.
1 - Advanced Symptoms that heal even better.
Knowing what damage you need to deal with you can determine what symptoms you want in your virus.
(Now those symptoms are the only ones that heal but with just healing symptoms your virus wont be powerful.
-XDTM whom coded virology says that healing speed has nothing to do with stage speed, which it says it does
but irregardless I disagree and may be completely wrong on this and should not be quoted for this one thing.)
Symptoms like Fever, Shivering, Itch may increase the stage speed and by that, should increase stage speed.
So with the trade off of these buffing symptoms it is not the worthwhile of the annoying messages.
It'd be better to use the few good buffing symptoms: Eternal Youth, Viral Evolutionary Acceleration.
As personally I mainly, untill the idea to make this guide have made healing viruses.
I will have a section to harmful symptoms and plague samples at a later date added to this guide soon.
Spoiler:
This part is based on, and how I make my viruses. Pictures will be added soon.
First start off with grabbing your dropper and setting it to 1u. You only need 1 unit of a chemical to mutate the virus.
Dump the box of beakers onto the floor within reach when youre against the pandemic machine.
Dispense the rhinovirus out of the machine and put it in the pandemic machine and make a culture bottle.
That culture bottle is now the backup and we will put it on the table next to the pandemic machine in the far corner.
Now eject the bottle, that bottle is now the test bottle.
Gather the chemicals you need from the machine or elsewhere and lay them out on the table and grab some beakers.
Now mix up the chemicals you need for your virus using 10u increments. So for plasma virus, 10u plasma in a beaker and 10u virus food.
Take the dropper and get 1u of your mix you made and put it in the test bottle.
Put the test bottle in the pandemic machine, and see do you have the symptom you want.
If you do, make a new culture bottle and place it below the other one, so you have a desending column.
If not, empty and eject the test bottle, use the dropper and get 1u of your backup bottle and put it in the test bottle and then 1u from your mix and put that in the test bottle.
Repeat this process till you have your virus done.
Once your virus is done name it.
Next make a culture, put it in the freezer or locker in your lab and lock it.
Then make another culture bottle and then grab a syringe from the box in your lab.
Draw once from the finished virus and use the syringe to switch to injection and inject yourself if its a healing virus.
As the creator you always get the first injection, always.
If its a plague, put it in your pack for use later.
That is the process I go through when making my viruses. It is fast, effcient, and simple.
Note that I do not seperate each symptom as I know what virus I want and I make it fully in one go.
Unless if the round is going to last a long time, it is not worth time or effort to seperate each symptom.
First start off with grabbing your dropper and setting it to 1u. You only need 1 unit of a chemical to mutate the virus.
Dump the box of beakers onto the floor within reach when youre against the pandemic machine.
Dispense the rhinovirus out of the machine and put it in the pandemic machine and make a culture bottle.
That culture bottle is now the backup and we will put it on the table next to the pandemic machine in the far corner.
Now eject the bottle, that bottle is now the test bottle.
Gather the chemicals you need from the machine or elsewhere and lay them out on the table and grab some beakers.
Now mix up the chemicals you need for your virus using 10u increments. So for plasma virus, 10u plasma in a beaker and 10u virus food.
Take the dropper and get 1u of your mix you made and put it in the test bottle.
Put the test bottle in the pandemic machine, and see do you have the symptom you want.
If you do, make a new culture bottle and place it below the other one, so you have a desending column.
If not, empty and eject the test bottle, use the dropper and get 1u of your backup bottle and put it in the test bottle and then 1u from your mix and put that in the test bottle.
Repeat this process till you have your virus done.
Once your virus is done name it.
Next make a culture, put it in the freezer or locker in your lab and lock it.
Then make another culture bottle and then grab a syringe from the box in your lab.
Draw once from the finished virus and use the syringe to switch to injection and inject yourself if its a healing virus.
As the creator you always get the first injection, always.
If its a plague, put it in your pack for use later.
That is the process I go through when making my viruses. It is fast, effcient, and simple.
Note that I do not seperate each symptom as I know what virus I want and I make it fully in one go.
Unless if the round is going to last a long time, it is not worth time or effort to seperate each symptom.
Spoiler:
Here are a few of the healing viruses I make myself so you may use them too.
Full Heal Virus:
Round-Start version; Heals all damage types besides clone damage.
-Sucrose-agar: Unstable Mutagen + Virus food + Sugar/Saline-Glucose.
Ocular Restoration,
Weight Even.
-Plasma Virus: Plasma + Virus Food
Regeneration, (Replace with Flesh Mending to heal clone damage.)
Self-Respiration,
Tissue Regrowth,
Toxin Filter.
-Weakened Plasma Virus: Plasma Virus + Synaptizine
DNA Restoration,
Sensory Restoration.
Will heal every simple damage type besides clone damage at round-start till you get materials from miners to get Flesh Mending.
V1 Healing Virus:
-Mutagenic-agar: Unstable Mutagen + Virus Food
Viral Evolutionary Acceleration,
Viral Self-Adaptation.
-Sucrose-agar: Mutagenic-agar + Sugar/Saline-Glucose
Weight Even.
-Plasma Virus: Plasma + Virus Food
Regeneration,
Self-Respiration,
Tissue-Regrowth,
Toxin Filter.
-Weakened Plasma Virus: Plasma Virus + Synaptizine
Eternal youth.
This fast, quick, round-start healing virus will allow you to heal your wounds in a strong, fast round-start virus.
Full Heal Virus:
Round-Start version; Heals all damage types besides clone damage.
-Sucrose-agar: Unstable Mutagen + Virus food + Sugar/Saline-Glucose.
Ocular Restoration,
Weight Even.
-Plasma Virus: Plasma + Virus Food
Regeneration, (Replace with Flesh Mending to heal clone damage.)
Self-Respiration,
Tissue Regrowth,
Toxin Filter.
-Weakened Plasma Virus: Plasma Virus + Synaptizine
DNA Restoration,
Sensory Restoration.
Will heal every simple damage type besides clone damage at round-start till you get materials from miners to get Flesh Mending.
V1 Healing Virus:
-Mutagenic-agar: Unstable Mutagen + Virus Food
Viral Evolutionary Acceleration,
Viral Self-Adaptation.
-Sucrose-agar: Mutagenic-agar + Sugar/Saline-Glucose
Weight Even.
-Plasma Virus: Plasma + Virus Food
Regeneration,
Self-Respiration,
Tissue-Regrowth,
Toxin Filter.
-Weakened Plasma Virus: Plasma Virus + Synaptizine
Eternal youth.
This fast, quick, round-start healing virus will allow you to heal your wounds in a strong, fast round-start virus.
Spoiler:
(To be written.)