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Apothecary Expansion

👋 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.

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⚙️ 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.


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Apothecary (Continued)

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