Adds various options for early to mid game medicine. All of them require no research to get and can be crafted as soon as you get the tables or spots to craft them. These med kits are meant as a way to salvage a poor start, for example, your colonists have poor stats or you used up all your supplies during a raid. If you want to fight to keep your pawns alive during terrible situations these med kits are for you.
@ Makeshift First Aid Kit : A wood box with a needle and thread. It would be better used as a sowing kit but you'll be using it as a suture kit. Its medical quality is terrible in comparison to herbal medicine but its better than using your hands to keep wounds shut. It can be crafted at a crafting spot or a tailoring bench, and you get 5 per craft so you're less likely to run out.
@ Makeshift Herbal Medicine: A bundle of various flowers and grasses that when combined produce a similar effect to herbal medicine. These Ingredients are found in hay-grass but not in large quantities, and its quality is a little worse than herbal medicine but better than a first aid kit. It can be crafted at a campfire or at a stove, and you get 5 per craft.
@Provisional Medicine: If you have limited industrial medicine and want to make it last longer, provisional medicine lets you spit one in two and use both at reduced quality. It can be crafted at a tailoring bench.
@Provisional Glitter-world Medicine: Same principal as the regular provisional medicine except the quality is actually not that bad. If you think Glitter-world medicine is overpowered you can split it to make two med-kits that are a bit better than industrial medicine. It can be crafted at a drug lab.
If you have and questions concerns or suggestions please don't hesitate to voice them in the comments, or if you want more urgent comments about bug fixes or anything else you think I should know feel free to message me on discord.
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