Proposed:Kit

Kits are an advanced procedural resource produced by a supplier at a packaging station. Kits can be filled with up to 24 units of resources and reagents; however, it cannot store items such as equipment, tools, or books. Kits are a used as a form of carrying multiple relevant resources/chemicals without forcing sunborns to pick up each ingredient individually.

Mechanics
Producing kits can be more complex than other containers made at the packaging station as the bill has a much, much larger list of ingredients to choose from. All viable discovered ingredients can be used, even if the village does not have them stockpiled. Suppliers will not craft the kit until all ingredient requirements are met.

Kits will only have 80% the weight of their contents, allowing sunborns to carry 25% more materials on than usual. Despite this, identical kits only stack up to 3 in stockpiles (72 units total). Because of this, single-material kits are less compact as a storage option than the raw materials themselves, and especially containers designed to hold single materials. Interestingly, the kit container itself does not add any weight to the kit's total.

Like other containers made at a packaging station, a kit can be renamed in the bill queued for it. Kits without names may be assigned a name by the game, in descending order of priority:
 * Kits containing 80% or more materials tagged with MEDICAL will be called.
 * Kits containing 80% or more consumables (food and drink) will be called.
 * I know "lunchboxes" would work just as well but I hate you.  🌽🌽🌽 Huck!!! (talk)
 * Kits containing 80% or more reagents or chemicals will be called.
 * Kits containing 100% materials tagged with CRAFTING (such as buttons or nails) will be called.


 * Anything else will simply be called.
 * Regardless of type, the kit will also have the two most plentiful components of the kit in its name, such as.

How kits are used by sunborns depends on the action in question. Sunborns will eat bentos until they are full, and then disassemble it into its remaining ingredients in their inventory for snacking. Doctors performing surgery will use whatever materials are needed and then leave the rest of the medkit at the work spot. Chemists may use all of the chemicals during experimentation, which can have disastrous results depending on the chemicals used - thus, Chemkits should only contain chemicals meant to be used together.

Usage
Kits can make certain jobs way more efficient, though bear in mind that the bill for the kit itself takes time. Despite this, the kit can provide a net benefit from its weight reduction, establishing culture, and saving precious time for highly time-sensitive tasks. For example, making medkits takes a few hours of productivity out of the supplier's day - however, instead of having to manually pick up materials A, B, C, and D, a surgeon can obtain everything they need instantly, which can save a dying sunborn's life.

Kits can also make for good trade, combining the sell prices of each material inside while freeing up a lot of inventory space for your own trader, allowing them to sell even more goods. Their chemical-releasing properties when disassembled can provide a terrifying combat strategy, albeit at the cost of your own sunborn - highly reactive chemicals can be deployed simultaneously on-the-spot.

In addition, kits can provide a sort of novelty amusement to a player. Construct the Lonchables of your dreams. Create a homemade miasma grenade.