I think baystation has IV's for blood. Don't know if you can put other meds in it.
They are even automatically dragged after you, when you move.
The part of automatically being dragged with you is what worries me most. Knowing BS12s coding style, it's just been hacked togheter, but that sort of thing wouldn't pass in /tg/. It's possible, I guess. It sounds awesome. I've tought of it before. But it's obsolete because of our health system. You don't NEED constant administration of meds. You can swallow them all at once and achieve the same effect.
I think that to make medical system actually interesting, we could make the most potent healing items only heal up to a certain amount, but quickly, and the rest by weaker healing chems in small doses over time.
So, you get critted, a doc pumps you full of Tricord/shoves you into Cryo, and you step out at, say, 75% health, and the rest is regenerated by, say, Inaprovaline in small doses. So, when you cut yourself with a bread knife, you go get a mild healing chem from the doctor. After all, people don't generally take morphine to deal with a mild tension headache.
As a desirable side-effect, a person who'd been critted won't just make a break for the Medbay door as soon as he gets out of crit and collects his posessions, unless he is really in a haste, but stays a while to get some pills to get a full recovery.
So a doctor has actually something to do and can RP DOING HIS JOB, instead of shoving someone into Cryo and opening the door for the patient, and even if no MDs are present, someone can still chuck the person in Cryo and the person will be back in round, just not at full health.
Possible modifications would be dividing meds into three categories: mild, moderate, severe (as per the description of wound in Examine right now), with each class healing up to 33%, and/or letting 'potent' meds heal minor wounds, just
much slower.