I'd actually build the hospital and the supplies, and see how it goes. A bar of soap, some cloth, some thread, some splints. You won't need crutches in that version, because they weren't implemented yet (back then).
I don't know how to make half of the stuff you mentioned
Hospital: this is a zone, so you make it with (i). Designate a rectangle, then press (h) to mark the zone as your hospital. Hospitals don't need to be particularly large, or have any particular shape or structure. A 6x6 rectangle carved out of stone will do fine. Once the zone has been marked, build a few beds and chests (coffers) in it. The dwarves will automatically store hospital supplies in the coffers.
Thread: thread can be produced in 4 ways: first by slaughtering or butchering a large mammal, and then performing a "Spin Thread" job in a farmer's workshop; second by processing a pig tail or rope reed plant in a farmer's workshop; third by shearing a woolly mammal (sheep, alpaca, llama) in a farmer's workshop, and then doing a "Spin Thread" job in a farmer's workshop (not necessarily the same one); fourth by collecting cave spider or giant cave spider webs in a cavern (the job is performed from a loom, and the default setting is to collect all webs automatically -- you might want to disable that).
Cloth: cloth is woven from thread, but only from plant fiber, wool, or silk threads, not from slaughtered animal hair. The weaving is done at a loom, and the default setting is to do it automatically. Again, you may want to change that setting. Personally, I like to disable auto web collection, and auto loom only dyed thread, and use only dyed cloth in the clothier's workshop. The (o) (W) screen has all of these options.
Splints: these are produced in a carpenter's workshop, from wood. If you didn't bring some on embark, then you can just make 3 or 4 of these, and you'll be fine for a very long time. I think they're in the default embark inventory, but I always get rid of them, because they're so easy to produce upon arrival, assuming I embark somewhere with trees (which I always do).
Soap: this is the hard one, especially given how many bugs Lye has in various versions. First you need some tallow, which means you need to slaughter or butcher something that isn't tiny. The kitchen will automatically render the animal's fat into tallow. By default, the tallow will be eligible for use in cooking meals, so you might want to mark it as
not cookable in the (z) (Kitchen) screen. Second, you need some lye. Depending on which version and which set of bugs you've got, you might need the lye to be in a barrel; or you might need it to be in a bucket; or you might need it
not to be in a stockpile. Lye is produced from ash in an ashery, and ash is produced from wood in a wood burner's workshop. Once you've got usable lye and tallow, you can make soap in a soap maker's workshop. In some versions of DF, the soap workshop doesn't have the options to do this, and so you'd have to queue up the job through your manager -- (j) (m) (q) ("soap") (Enter) etc. In 0.31.25 most of these bugs have been fixed, so you can just make the ash, then make the lye, then make the soap, all through their respective workshops, and it'll
probably work. But I still disable the storing of lye in food stockpiles, 'cause, y'know....
(There's also an option to make soap from oil instead of tallow, but you still need the lye, and it's the lye that usually gives the headaches, not the tallow.)