Description
Tactical medical system with bleeding and broken-leg injuries and correct stacked consumable usage
Mod Wiki
Tactical Medical
Quickstart
- Get any of the medical items listed below (via creative inventory search,
/give, or loot — search "medical" or the item name in your inventory). - Hold the item and use it (hold down use/right-click) just like eating or drawing a bow — most items take a few seconds to apply.
- Watch the action bar for feedback: stacked items show remaining charges, multi-use kits show uses left, and stims/injectors announce their effects.
- Keep an eye on your condition — if you take heavy damage you may start bleeding or suffer a broken leg. Use a bandage-type item to stop bleeding, or a splint-capable kit to fix a broken leg.
- Don't stack every stim at once — most powerful items have a cooldown and a nasty comedown (weakness, hunger, slowness) after their bonus wears off.
Overview
Tactical Medical turns healing into a deliberate, timed action instead of an instant fix. Instead of insta-heal potions, you carry a kit of realistic medical supplies — bandages, dressings, kits, injectors, and drugs — each with its own use time, healing behavior, side effects, and limits. On top of that, taking damage can leave you bleeding (losing health over time) or with a broken leg (slowed movement) until you treat it with the right item.
What It Adds
| Item | Use Time | Effect Summary |
|---|---|---|
| Bandage | 2s | Small heal, stops bleeding, short Regeneration. 3 uses per item. |
| Field Dressing | 3s | Bigger heal, stops bleeding and fixes broken leg, longer Regeneration. 5 uses per item. |
| Military Medkit | 7s | Large heal, clears bleeding/broken leg, removes Poison/Weakness/Nausea, strong Regeneration. Single use. |
| First Aid Kit | 5s | Moderate heal, fixes broken leg, long Regeneration. 3 uses per item. |
| Advanced Trauma Kit | 8s | Fully heals you, fixes broken leg, strong Regeneration + Resistance. Single use. |
| Painkillers | 1s | Resistance + Speed. Long cooldown before reuse. |
| Strong Painkillers | 1s | Stronger Resistance, Strength, Speed — followed by a bout of Hunger. |
| Adrenaline Injector | 0.8s | Small heal plus big Speed/Jump Boost/Resistance burst — followed by Weakness and Hunger. Long cooldown. |
| Combat Stim | 1s | Regeneration, Strength, Speed, Haste, Night Vision — followed by Weakness and heavy Hunger. Long cooldown. |
| Emergency Stim | Instant | Quick heal plus a short Resistance/Speed burst. Single use, no wind-up. |
| Blood Bag | 10s | Fully heals you and grants strong Regeneration. Long cooldown, single use, very slow to use. |
| Saline Bag | 8s | Good heal, clears Hunger effect, long Regeneration. Single use. |
| Antibiotics | 3s | Cures Poison and grants temporary poison immunity. |
| Antidote | 2s | Cures Poison, Wither, and Nausea instantly. Single use. |
| Vitamins | 1s | Saturation plus mild Regeneration. |
| Energy Drink | 1s | Cures Mining Fatigue, grants long Speed/Haste — followed by Hunger. Single use. |
| Morphine Injector | 1s | Cures Slowness, grants strong Resistance — followed by Weakness and Slowness once it wears off. Long cooldown. |
How To Use
- Hold and use: Select the item in your hotbar and hold the use action (like drawing a bow or eating). Moving while using most items slows you down — heavier medical gear slows you more.
- Stacked items: Items like Painkillers, Combat Stim, or Energy Drink consume one item per use from the stack.
- Multi-use items: Bandages, Field Dressings, and First Aid Kits are single items with several charges — the action bar tells you how many uses remain before the item is used up.
- Single-use items: Kits like the Military Medkit, Advanced Trauma Kit, Blood Bag, and all injectors/stims are consumed entirely in one use.
- Cooldowns: Powerful items (painkillers, stims, injectors, blood bags) share a cooldown per item group — you can't chain-use the same category back to back.
- Side effects: Combat stims, adrenaline, morphine, and strong painkillers all give a strong short-term boost followed by a delayed comedown (Weakness, Hunger, or Slowness). Plan your fights around when the crash will hit.
Abilities And Mechanics
- Bleeding: Taking certain damage can start a bleed, which drains your health steadily over time until treated. Items marked as clearing bleeding (Bandage, Field Dressing, Military Medkit) stop this drain.
- Broken Leg: Certain injuries also break your leg, hampering movement until healed. Field Dressing, Military Medkit, First Aid Kit, and Advanced Trauma Kit can fix a broken leg.
- Healing types: Some items restore a fixed amount of health, while a few (Advanced Trauma Kit, Blood Bag) restore you to full health outright.
- Status removal: Certain kits and drugs actively cure negative effects — Poison, Weakness, Nausea, Wither, Slowness, or Mining Fatigue — in addition to their main effect.
- Immunity windows: Antibiotics grant temporary poison immunity after use, useful before entering dangerous areas.
Progression And Strategy
- Keep cheap, fast items (Bandage, Painkillers, Vitamins) for routine healing and use slower, powerful kits (Military Medkit, Advanced Trauma Kit, Blood Bag) as emergency reserves due to their long use time and cooldowns.
- Save stims and injectors for combat spikes — their comedown effects make them risky to use casually.
- Always carry at least one bleed-stopper and one broken-leg fix, since ordinary combat damage can trigger either condition and standard regeneration won't clear them.
- Balance the trade-off between use speed and healing power: instant items like the Emergency Stim are great for clutch survival, while multi-second kits are best used when safely out of danger.
How to install
Download the mod and follow the step-by-step installation guide.
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This mod is licensed under the CreativeMode Mods License.



