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You can craft medicines but its locked behind a lot of research so its not really worth going for it early on. Rely on quests and trades to get high tier medicines. That will be your best bet.
Having herbal medicine is better than not having anything for illnesses.
Medicine production is a tech, but it requires neutroamine which you have to buy (or rarely get from quests), so you might as well just buy the meds instead. I don't think I've ever crafted medicine in this game.
As others have said, unlock the tech medicine and the option to craft it becomes available as a drug lab bill. You don’t need a doctor, just a pawn with 4 or more in both intellectual and crafting. You need neutroamine and herbal medicine.
I disagree with others about the efficacy of medicine. While you can get by without it, using medicine means getting higher tend qualities, faster illness recovery, and much better surgery outcomes. It’s much better to have it when you’re treating someone in the field with “that one pawn who knows some medicine,” too. There’s no reason not to have regular medicine and no reason not to be able to make it yourself, especially if you’re doing lots of surgeries.
Wild Healroot can be found in temperate or cold biomes, however. Anyone can harvest either wild or domestic Healroot, though failure rates apply as usual.
As mentioned, you can harvest those plants to acquire https://rimworldwiki.com/wiki/Herbal_medicine , which I would recommend using for the most part, as the more modern-day 'Medicine' is harder to come by and requires you to have researched a specific technology to craft. Higher quality medicines are great for treating infected wounds or for doing surgery like installing bionic limbs, but is not vitally necessary otherwise. Herbal medicine is useful. :-)
Normal meds requires research to unlock so you can build a 'Drug Lab' work station where you will be able to craft meds using heal root, cloth and neutroamine. Neutroamine isn't really used for anything else and you get it from traders, they usually have a good stash so it's not hard at all to keep 100 meds in stock.
Usually I just set my drug lab to make '100 meds' and after that, roll smokeleaf joints. I buy the neutroamine whenever my stockpile gets below 50.
All good, btw. The tutorials is just to get you started - a lot of your learning will be through trial and error, creating ways to overcome the challenges presented to you, and being better prepared for next time around.
Having said that, don't be afraid to play out a difficult situation. If at least *one* of your pawns survives, your colony's story can continue. :-)
Tropical maps have the highest disease rates by quite a bit, so if you are experiencing a significant drain on medicine from diseases that's going to be the main factor.