RimWorld

RimWorld

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Apothecary Expansion
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Mod, 1.6
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1.886 MB
21 Sep @ 2:28pm
20 Oct @ 7:13am
8 Change Notes ( view )

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Apothecary Expansion

Description
👋 Hello!

This mod is a complete overhaul of Apothecary (Continued). It introduces a new, logical progression system, adds in-depth gameplay mechanics, and provides seamless integration with the vanilla game and Medieval Overhaul.

[boosty.to]
If you enjoy my work, you can support me on Boosty[boosty.to]!




⚙️ Key Features

🎨 New Textures
  • Visual Update: The mod is gradually receiving new, high-quality textures.

📈 Revamped Progression
  • New Research Tree: The entire progression has been rebuilt from the ground up. The mod now features a logical and intuitive technology tree.
  • 3-Tier Workbench System: The original Apothecary Table has been replaced with three new workbenches for each stage of the game: from neolithic to industrial.

🧼 Gameplay Mechanics
  • In-depth Washing System: The old mechanic has been replaced with a new system featuring three recipes. Remove the "Tainted" status from apparel in different ways: from a risky, damaging rinse to a wash with lavender soap that provides a mood buff.
  • New Fuel Types: Vanilla buildings (Stove, Generator, Smithy) can now run on Charcoal. The Fueled Crematorium also now accepts Wood.

🧩 Deep Integration with Medieval Overhaul
  • Full Resource Unification: The mod automatically replaces its own resources (Tallow, Salt, Charcoal, Garlic) with their MO counterparts, eliminating duplicates.
  • Customizable: The replacement of Steel with Iron Ingots is managed through the mod's settings menu.
  • Mechanics Synergy: Producing Coal using MO's methods now yields Wood Ashes from Apothecary as a byproduct.
  • World Integration: Plants from Apothecary now spawn in Medieval Overhaul's Dark Forest biome.
  • Adaptive Research Tree: Technologies that duplicate MO's features (e.g., "Fat Rendering") are automatically hidden.
  • Redundancy Removed: The Charcoal Kiln and Candles from Apothecary are disabled to avoid confusion.




🌐 Localization
  • Russian: Full translation, based on the work of Macropod.
  • English: Full translation included.




⚠️ Adding to an Existing Game

When adding this mod to a save, please back up your save file first.

The following buildings will disappear from your map:
  • Apothecary Table
  • Charcoal Stove, Generator, and Smithy

If playing with Medieval Overhaul, the following will also be removed:
  • Charcoal Kiln
  • All stacks of Charcoal, Tallow, Salt, and Garlic




❓ FAQ
  • Q: Load order?
    A: Place it after Apothecary (Continued). If you are playing with Medieval Overhaul, place it after that as well.

  • Q: Do I need a separate patch for Medieval Overhaul?
    A: No. All compatibility is built into the mod and works automatically.

  • Q: Is it compatible with other mods?
    A: It should be compatible with most mods. Please report any conflicts in the "Bug Reports" discussion.




🗺️ Roadmap
  • Visual Overhaul: A complete retexture of the mod's key objects to achieve a consistent, high-quality visual style.
  • Support: Fixes for bugs as they are found and updates for new versions of RimWorld.




💬 Feedback
Apothecary Expansion is my first mod for Rimworld. I've put a lot of effort into it and would be incredibly happy to hear your feedback, ideas, and suggestions! ✨

For the fastest and most accurate communication, please leave your comments and bug reports in English or Russian.




❤️ Credits
  • Pelador - for creating the original Apothecary mod.
  • Mlie - for his hard work in maintaining Apothecary (Continued) for many years.
  • Macropod - for the high-quality Russian translation that formed the basis of the localization.
  • And of course, the RimWorld community - for the ideas, feedback, and inspiration!




📜 License
  • Code (XML, C#) — MIT
  • Assets (textures, text) — CC BY-NC-SA 4.0
Exception: This license does not apply to the Russian localization texts provided by Macropod. For permission to use them, please contact the translator directly.


Popular Discussions View All (2)
5
6 Oct @ 5:01am
Смутные сомнения
Macropod
1
22 Sep @ 2:58am
BUG REPORTS
Untamo
16 Comments
Untamo  [author] 4 Oct @ 11:29am 
Hey everyone!

Version 1.5 is now live! This is a complete technical overhaul, featuring deep integration with Medieval Overhaul and revamped core mechanics.
-----
❗️ IMPORTANT ❗️
The separate Apothecary Expansion - Medieval Overhaul Patch is OBSOLETE. Please MAKE SURE YOU REMOVE it from your mod list to avoid errors.
-----
Key changes in v1.5:
* Complete research tree overhaul.
* New in-depth washing mechanics.
* Full resource unification with MO (Tallow, Salt, Coal, Garlic).

See the main page for the full changelog
Untamo  [author] 26 Sep @ 6:53am 
Hey everyone!

The v1.3 update is live, adding a settings menu and integrating the MO patch into the main mod!


❗️ IMPORTANT ❗️
The separate Apothecary Expansion - Medieval Overhaul Patch is OBSOLETE and no longer needed. Please MAKE SURE YOU REMOVE it from your mod list to avoid errors.


Changelog:

Version 1.3
* Added Mod Settings Menu: You can now manage integrations in the menu (Options -> Mod Settings).
* Added Toggleable Setting: A toggle has been added that allows you to disable the replacement of Steel with Iron Ingots when playing with Medieval Overhaul.

Version 1.2
* Added Russian Localization: Integrated the complete translation of the original mod by Macropod.
* Medieval Overhaul Patch Merged: All features from the separate patch are now part of the main mod and activate automatically if MO is active.
Untamo  [author] 25 Sep @ 9:26am 
@Большой Стэн
Thanks, that's a good idea! In the future I will add patches for some popular mods that touch on herbal medicine.
Большой Стэн 25 Sep @ 7:37am 
It would be cool if there was a patch combining this mod and Tribal Medecine. What do you think about it?:steamhappy:
Untamo  [author] 25 Sep @ 4:00am 
@Macropod
Благодарю за разрешение на использование перевода! Обязательно добавлю :cozyspaceengineersc:
Идея объединить другие моды с лекарствами под механики Аптекаря звучит круто и масштабно, это определённо потребует времени, но, думаю, я готов за это взяться. Кажется, пора рисовать дорожную карту и план разработки :winter2019joyfultearsyul:
Macropod 25 Sep @ 3:32am 
Существуют ещё другие моды на лекарственные растения
VGP Garden Medicine
Witch's Garden
VV - New Harvest: Garden Crops
И, наверное, ещё что-то.

Было бы круто, если бы всё это множество связать патчем на "Аптекоря", подчинить единой логике и убрать дубли. И для дикоплеменной и средневековой игры, когда нет мощных медикаментов, всякие припарки и примочки были бы весьма полезны.
Macropod 25 Sep @ 3:25am 
Большое спасибо! "Аптекарь" крайне полезен и интересен, но постепенно устаревает, его реконструкция очень желательна.
Если посчитаете полезным, включайте сюда мой перевод, чтобы в списке модов стало на один мод меньше.
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2619237377
Untamo  [author] 24 Sep @ 1:49am 
@Winchi <Ꙃ>
Спасибо за отзыв!
Насчёт ретекстура всех ассетов я уже думал, но это самая долгая часть, поэтому если и займусь ей - то позже, когда будет больше свободного времени.
А по поводу дребедени, которой никто не пользуется - буду признателен, если подробнее изложишь свою мысль) Чем больше конкретной информации будет, тем легче будет сформировать видение того, как пользуются Аптекарством люди, и какие аспекты нужно ещё изменить.
Winchi <Ꙃ> 24 Sep @ 12:28am 
Хорошая задумка. По-хорошему Аптекарству нужен кап. ремонт.

Ретекстур всех ассетов, может выкинуть какую дребедень которой никто не пользуется, короче шаг в верном направлении.
Ayana 23 Sep @ 4:12pm 
Thanks for the quick response! And that makes sense, hopefully they get it cleared sooner rather than later.