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Details
0.7.0
Compatibility
Required content
Changes
Added
Primitive medkit : A much worse version of the medkit, made for early game survival.
Herbal poultice : Randomly can heal a small wound every bleed cycle, and has a small chance to downgrade large wounds
Changes
Rebalanced medkits.
Medkit now heals wounds, small ones, and large ones (Downgrades to small wound)
Upgraded medkits now dynamically heal based off the state of the part, i.e broken bones / wounds will result in less health givent ot he part (same thing with medkits)
Made it so wounds / bones show in the medkit menu
Wounds now have a small chance to heal when you sleep
Bug fixes
Fixed being able to sleep and immediately get out (resulting in full healing)
Also happy new years. Hope y'all had a good christmas.
Optional dependencies
Projects on Modrinth are automatically available through a Maven repository for use with JVM build tools such as Gradle. To learn more about the Modrinth Maven API, click here.
Note: When available, you should use the creator's maven repo instead as it will have transitive dependency information that the Modrinth Maven API does not. You may also end up with duplicate dependencies if you use a mix of Modrinth and non-Modrinth Maven repositories for your dependencies, because the group identifier will be different when served through the Modrinth Maven API.
Maven coordinates:
Version ID:
build.gradle:
repositories {
exclusiveContent {
forRepository {
maven {
name = "Modrinth"
url = "https://api.modrinth.com/maven"
}
}
// forRepositories(fg.repository) // Uncomment when using ForgeGradle
filter {
includeGroup "maven.modrinth"
}
}
}
// Standard Gradle dependency
dependencies {
implementation "maven.modrinth:a2cMZckk:E9UZwXJL"
}
// Legacy Loom dependency
dependencies {
modImplementation "maven.modrinth:a2cMZckk:E9UZwXJL"
}

