[{"data":1,"prerenderedAt":-1},["ShallowReactive",2],{"mod-synth-maiden":3,"mods-more-author-synth-maiden":30,"mods-more-category-synth-maiden":82,"mods-similar-synth-maiden":142},{"id":4,"slug":5,"name":6,"shortDescription":7,"author":8,"workshopUrl":9,"imageKey":10,"thumbnailUrl":11,"packageId":12,"category":13,"tags":14,"downloadCount":17,"rating":18,"publishedAt":19,"updatedAt":20,"description":21,"ratingCount":17,"version":10,"gameVersion":10,"images":22,"videos":28,"kofiUrl":29,"patreonUrl":29},"da14bfdc-4ad9-42bf-b587-1dd73e320fca","synth-maiden","Synth Maiden","Synth Maiden adds a multi-role player mechanoid built on a citizen-grade synthetic body.","Grey.Oviin","https:\u002F\u002Fsteamcommunity.com\u002Fsharedfiles\u002Ffiledetails\u002F?id=3764094140","","https:\u002F\u002Fimages.steamusercontent.com\u002Fugc\u002F14935694128393784511\u002F916E4EFD05134331DC683482F2DF844FA6206394\u002F","greyoviin.synthmaiden","management",[15,16],"mod","1.6",39,3.8,"2026-07-13T15:43:47.0000000Z","2026-07-17T11:52:58.0000000Z","\u003Cp>Synth Maiden adds a multi-role player mechanoid built on a citizen-grade synthetic body. Its basic subcore can use the chassis's professional data but can run only one specialist program at a time, making five switchable work modes the center of its gameplay.\r\u003Cbr>\r\u003Cbr>A synth maiden combines colony labor, equipment, energy abilities, and autonomous travel. She is made in a mech gestator, uses a small mech charger, costs 3 bandwidth, and can equip compatible weapons and apparel. She ignores mechanitor command range and can travel alone.\r\u003Cbr>\r\u003Cbr>This is a sub-content from the \"Mobile Fortress\" MOD. To facilitate players who dislike the vehicle framework but enjoy this mechanical entity to have a better experience of this content, it has been separated out and made into an independent MOD.\r\u003Cbr>\r\u003Cbr>\r\u003Cbr>\r\u003Cbr>- Five roles: Manufacturing, Construction, Care, Frontier, and Combat mode.\r\u003Cbr>- Product Finalization, Instant Construction, Regenerative Suturing, Pulse Excavation, and energy-powered charged armor.\r\u003Cbr>- Autonomous control and synth-only caravan formation, travel, and reforming.\r\u003Cbr>\r\u003Cbr>\r\u003Cbr>\r\u003Cbr>{Gestation, Charging, and Equipment}\r\u003Cbr>\r\u003Cbr>The mod adds no separate research. A mechanitor can select “Gestate synth maiden” at a mech gestator. One unit costs 525 steel, 255 plasteel, 255 uranium, 12 components, 4 advanced components, and 1 basic subcore, and requires four cycles. The completed unit uses a small mech charger. “Recharge at charger” interrupts her job and selects the nearest usable charger.\r\u003Cbr>\r\u003Cbr>A synth maiden can equip compatible weapons and apparel through map right-click orders. Weapon graphics are rendered; apparel provides stats but is not drawn over her custom body.\r\u003Cbr>\r\u003Cbr>{Work Modes and Specialist Abilities}\r\u003Cbr>\r\u003Cbr>New synth maidens begin in Manufacturing mode. Select one and open “Work mode” to choose another role. Switching takes 3,600 ticks. During the switch, she remains in place and cannot work or use mode abilities. Drafting, movement, or another forced order cancels the switch and leaves the previous mode active.\r\u003Cbr>\r\u003Cbr>- Manufacturing mode enables crafting, tailoring, and smithing. Product Finalization costs 60% energy and 600 ticks to complete one standard unfinished item. Quality products are fixed at Normal; special-product recipes are unsupported.\r\u003Cbr>- Construction mode enables construction, growing, and plant cutting. Instant Construction is off by default. It can finish an ordinary building when work begins, costing 0.1% energy per 60 skipped ticks. It requires enough energy for all remaining work; quality buildings are fixed at Normal.\r\u003Cbr>- Care mode enables doctoring, cooking, and wardening. Regenerative Suturing costs 60% energy and 240 ticks. It can tend the user, humans, animals, or mechanoids on the same map, then heal up to 20 damage, give priority to treating the most critical areas such as the head and heart. Remaining healing budget may restore an affordable common missing part.\r\u003Cbr>- Frontier mode enables hunting, mining, and handling. Pulse Excavation is off by default. It can finish ordinary mining when work begins, costing 0.05% energy per 60 skipped ticks and reducing that action's yield to 75%.\r\u003Cbr>- Combat mode disables specialist labor and firefighting, retains basic work, hauling, and cleaning, and converts mech energy above 25% into combat bonuses. Energy can be used to absorb damage and, based on the remaining energy, increase armor, movement speed, attack frequency, etc.\r\u003Cbr>\r\u003Cbr>Basic work, hauling, and cleaning remain available in every mode. Firefighting remains available outside Combat mode. Instant Construction and Pulse Excavation preserve a 25% energy safety floor: they trigger only when current energy is above 25% and the entire remaining cost fits within the energy above that floor. At 80% energy, for example, 55% is available. A job costing 20% finishes instantly, while one costing 60% continues normally.\r\u003Cbr>\r\u003Cbr>{Combat Mode and Mech Energy}\r\u003Cbr>\r\u003Cbr>The internal micro-reactor provides 10% gross mech-energy recovery per day in non-combat modes and 30% per day in Combat mode. Combat bonuses use only the energy above the 25% safety floor and weaken as that energy is spent.\r\u003Cbr>\r\u003Cbr>At default settings, every 1% energy above the floor adds 1% to sharp, blunt, and heat armor. At full energy, the chassis's own base armor rises from 25% to 100%. Each effective 1% can also absorb 6 points of post-armor injury damage, for a maximum reserve of 450 damage at full energy. Absorption consumes energy but never drains it below 25%.\r\u003Cbr>\r\u003Cbr>Full energy also grants +60% move speed, -60% ranged aiming time, and converts melee attacks into faster repeated strikes. Individual melee hits deal 30% less damage, while default total melee efficiency is 75% higher. Settings can separately adjust reactor recovery, armor, absorption, movement, aiming, and melee efficiency.\r\u003Cbr>\r\u003Cbr>{Autonomous Control and Caravans}\r\u003Cbr>\r\u003Cbr>Ordinary controlled mechs need mechanitor command range and a colonist to lead a caravan. Synth maidens accept orders at any distance. One or more can depart through the vanilla caravan interface, carry supplies, and travel without resting at night. After entering a site, they can reform once vanilla rules consider it safe or defeated.\r\u003Cbr>\r\u003Cbr>A synth maiden can lead a caravan but is not a human negotiator. Synth-only caravans cannot trade, offer gifts, or use other negotiator actions; adding an eligible colonist restores them under vanilla rules.\r\u003Cbr>\r\u003Cbr>\r\u003Cbr>\r\u003Cbr>1. Enable Harmony, Biotech, and this mod, with Harmony loaded before Synth Maiden.\r\u003Cbr>2. Have a mechanitor select “Gestate synth maiden” at a mech gestator, supply the materials, and complete four gestation cycles.\r\u003Cbr>3. Use “Work mode” to assign a role, enabling Instant Construction or Pulse Excavation separately when needed.\r\u003Cbr>4. Equip items through right-click orders and use “Recharge at charger” for immediate charging.\r\u003Cbr>5. To travel, select one or more synth maidens and supplies in the vanilla caravan dialog. No mechanitor is required.\r\u003Cbr>6. If a synth maiden is destroyed, preserve her corpse shell. Select “Resurrect synth maiden” at a mech gestator, provide the corpse and 100 steel, and complete one restoration cycle.\r\u003Cbr>\r\u003Cbr>\r\u003Cbr>\r\u003Cbr>Synth maidens have fixed level-20 work ability and always-awake operation. Their 60% global work speed, 3 bandwidth, expensive materials, and one-role limit are the main costs. They have no built-in heavy weapon; combat depends on equipment, mode, and energy.\r\u003Cbr>\r\u003Cbr>“Synth Maiden work-setting self-repair” is enabled by default. Every ten seconds it restores specialist work to priority 1 and basic work to priority 2. Disabling it permits priority changes within the current mode but does not remove hard mode restrictions.\r\u003Cbr>\r\u003Cbr>Combat absorption, armor, movement, aiming, and reactor multipliers range from 10% to 1,000%, with melee efficiency adjusted separately. Defaults are the standard balance.\r\u003Cbr>\r\u003Cbr>\r\u003Cbr>\r\u003Cbr>- Game version: RimWorld 1.6.\r\u003Cbr>- Requirements: Harmony and the Biotech DLC. Vehicle Framework and Mobile Fortress are not required.\r\u003Cbr>- Languages: Simplified Chinese and English. In-game functionality has been tested.\r\u003Cbr>- Safe to add to an existing save. Before removal, clear its units and corpses from maps and caravans and finish or cancel related gestator work. Back up the save; do not remove the mod while the save references its content.\r\u003Cbr>- Can be loaded together with Mobile Fortress. The standalone and built-in synth maidens use separate races and data identifiers. Existing built-in units are not converted and do not share individual data with the standalone race.\r\u003Cbr>- Modded content using vanilla weapons, apparel, frames, mineables, or unfinished products can work normally. New work types and custom production, construction, or mining pipelines may require a patch.\u003C\u002Fp>",[23,24,25,26,27],"https:\u002F\u002Fimages.steamusercontent.com\u002Fugc\u002F15271261676983645809\u002F7A09F9E2DB826F1D9CAAF231644DB3036D319EE9\u002F","https:\u002F\u002Fimages.steamusercontent.com\u002Fugc\u002F12801888664082779797\u002F3D95FB2905A71803029910C2FD53FA9CA150C458\u002F","https:\u002F\u002Fimages.steamusercontent.com\u002Fugc\u002F12339107785467582646\u002F4FFB7D7EA1E3C78CBB70B7D90F6AD4699CD4AEB0\u002F","https:\u002F\u002Fimages.steamusercontent.com\u002Fugc\u002F14538677148798438715\u002F6A9CDA14A31F9F9BC348CAE6FFCA17221E287855\u002F","https:\u002F\u002Fimages.steamusercontent.com\u002Fugc\u002F14205529896709977825\u002F612E4C915B2609784350930B4FF8D605A0056275\u002F",[],null,[31,44,56,68],{"id":32,"slug":33,"name":34,"shortDescription":35,"author":8,"workshopUrl":36,"imageKey":10,"thumbnailUrl":37,"packageId":38,"category":13,"tags":39,"downloadCount":40,"rating":41,"publishedAt":42,"updatedAt":43},"4bba9845-819d-4cbb-8042-3bca0f7f1901","iron-curtain-barrier-generator","Iron Curtain Barrier Generator","The Iron Curtain Barrier Generator is a large power-grid-driven colony defense structure.","https:\u002F\u002Fsteamcommunity.com\u002Fsharedfiles\u002Ffiledetails\u002F?id=3716243203","https:\u002F\u002Fimages.steamusercontent.com\u002Fugc\u002F11496289279560125796\u002FDA4A102A2A81DA3BE362157BD619A034DEAB6F80\u002F","serval.ironcurtainbarrier",[15,16],1382,4.1,"2026-04-29T01:46:31.0000000Z","2026-05-17T15:24:12.0000000Z",{"id":45,"slug":46,"name":47,"shortDescription":48,"author":8,"workshopUrl":49,"imageKey":10,"thumbnailUrl":50,"packageId":51,"category":13,"tags":52,"downloadCount":53,"rating":54,"publishedAt":55,"updatedAt":55},"904aa104-2e01-49d0-9db2-901012329ca6","mobile-fortress-compat-uf-heavy-industries","Mobile Fortress Compat - UF Heavy Industries","A compatibility patch has been applied to fix the compatibility issues of some specially designed turrets in the UF Heavy Industries MOD, ensuring that they can be successfully captured and utilized by mobile fortresses.","https:\u002F\u002Fsteamcommunity.com\u002Fsharedfiles\u002Ffiledetails\u002F?id=3724494039","https:\u002F\u002Fimages.steamusercontent.com\u002Fugc\u002F13194849521181151508\u002F6960C5488C6218BBA785F8B541727D7D12C1F253\u002F","greyoviin.mobilefortress.compat.ufheavyindustries",[15,16],1083,4.2,"2026-05-12T02:42:21.0000000Z",{"id":57,"slug":58,"name":59,"shortDescription":60,"author":8,"workshopUrl":61,"imageKey":10,"thumbnailUrl":62,"packageId":63,"category":13,"tags":64,"downloadCount":65,"rating":41,"publishedAt":66,"updatedAt":67},"363c9fc3-233d-4e88-ab23-18d79dca8ac7","material-warp-beacon","Material Warp Beacon","Material Warp Beacon Overview Material Warp Beacon is a RimWorld 1.","https:\u002F\u002Fsteamcommunity.com\u002Fsharedfiles\u002Ffiledetails\u002F?id=3750709634","https:\u002F\u002Fimages.steamusercontent.com\u002Fugc\u002F17862673885849448046\u002F74C9D79C68E890F63047D6840EA649970E63777A\u002F","greyoviin.materialwarp",[15,16],412,"2026-06-24T04:16:10.0000000Z","2026-08-04T15:21:09.0000000Z",{"id":69,"slug":70,"name":71,"shortDescription":72,"author":8,"workshopUrl":73,"imageKey":10,"thumbnailUrl":74,"packageId":75,"category":76,"tags":77,"downloadCount":78,"rating":79,"publishedAt":80,"updatedAt":81},"a44c01c2-25ca-4988-80fe-ae8525a53a2c","combat-proficiency","Combat Proficiency","Make combat skills truly matter.","https:\u002F\u002Fsteamcommunity.com\u002Fsharedfiles\u002Ffiledetails\u002F?id=3693343190","https:\u002F\u002Fimages.steamusercontent.com\u002Fugc\u002F9918805538296308226\u002FDB9A42364A102319E8B9F13DBC224B9DA3FAE81E\u002F","acid.combatproficiency","combat",[15,16],5390,4.3,"2026-03-27T16:19:07.0000000Z","2026-05-01T03:59:11.0000000Z",[83,103,116,129],{"id":84,"slug":85,"name":86,"shortDescription":87,"author":88,"workshopUrl":89,"imageKey":10,"thumbnailUrl":90,"packageId":91,"category":13,"tags":92,"downloadCount":99,"rating":100,"publishedAt":101,"updatedAt":102},"e1fa0b06-1dcb-4198-9303-ece406f4de08","camera","Camera+","Camera+ gives RimWorld a better camera for both close detail and wide map control.","Brrainz","https:\u002F\u002Fsteamcommunity.com\u002Fsharedfiles\u002Ffiledetails\u002F?id=867467808","https:\u002F\u002Fimages.steamusercontent.com\u002Fugc\u002F1469814660532590020\u002F8D6E6E0241F7B496903E751AB72BBBF12ED58B39\u002F","brrainz.cameraplus",[15,16,93,94,95,96,97,98],"1.5","1.4","1.3","1.2","1.1","1.0",1671998,4.9,"2017-02-19T10:34:00.0000000Z","2026-05-29T15:00:36.0000000Z",{"id":104,"slug":105,"name":106,"shortDescription":107,"author":108,"workshopUrl":109,"imageKey":10,"thumbnailUrl":110,"packageId":111,"category":13,"tags":112,"downloadCount":113,"rating":100,"publishedAt":114,"updatedAt":115},"419eb416-9fc2-415e-b019-dd0d58579b77","dubs-mint-menus","Dubs Mint Menus","Adds new list boxes for recipe bills, health bills, plant selection, architect menu, research menu, and a quick select menu for designators, making it easier to find things when lots of mods are running.","Dubwise","https:\u002F\u002Fsteamcommunity.com\u002Fsharedfiles\u002Ffiledetails\u002F?id=1446523594","https:\u002F\u002Fimages.steamusercontent.com\u002Fugc\u002F941712836158582135\u002FFE3245BE9B34141C245681D1CC0FD87119AFA40B\u002F","dubwise.dubsmintmenus",[15,98,97,96,93,94,95,16],1468067,"2018-07-21T04:43:33.0000000Z","2025-07-14T21:56:39.0000000Z",{"id":117,"slug":118,"name":119,"shortDescription":120,"author":121,"workshopUrl":122,"imageKey":10,"thumbnailUrl":123,"packageId":124,"category":13,"tags":125,"downloadCount":126,"rating":100,"publishedAt":127,"updatedAt":128},"3851dbe1-c8c0-4e99-abc6-cc5fc0c1dbd3","hospitality","Hospitality","No longer maintained Note that this mod is no longer maintained by Orion.","Orion","https:\u002F\u002Fsteamcommunity.com\u002Fsharedfiles\u002Ffiledetails\u002F?id=753498552","https:\u002F\u002Fimages.steamusercontent.com\u002Fugc\u002F17554395187834558866\u002F343827474849523088116325825B09C312CE24D3\u002F","orion.hospitality",[15,98,97,96,93,94,95,16],1667700,"2016-08-28T09:00:32.0000000Z","2025-07-29T17:17:09.0000000Z",{"id":130,"slug":131,"name":132,"shortDescription":133,"author":134,"workshopUrl":135,"imageKey":10,"thumbnailUrl":136,"packageId":137,"category":13,"tags":138,"downloadCount":139,"rating":100,"publishedAt":140,"updatedAt":141},"8ef9e287-362f-4194-b7f2-644edf3d6e84","vanilla-events-expanded","Vanilla Events Expanded","See changenotes. Vanilla Events Expanded is one of our oldest mods, and I’m honestly shocked it’s holding up so well - it’s pretty resistant to game updates and bugs because of its simplicity. Back when I first made it with Kikohi, we didn’t know much about modding. I just wanted","Oskar Potocki","https:\u002F\u002Fsteamcommunity.com\u002Fsharedfiles\u002Ffiledetails\u002F?id=1938420742","https:\u002F\u002Fimages.steamusercontent.com\u002Fugc\u002F13132919981746529669\u002F634387B0351B8054F777E94EDCDE0619759927FD\u002F","vanillaexpanded.vee",[15,16,93,94],1432419,"2019-12-16T18:08:01.0000000Z","2026-07-22T10:41:12.0000000Z",[143,157,170,172],{"id":144,"slug":145,"name":146,"shortDescription":147,"author":148,"workshopUrl":149,"imageKey":10,"thumbnailUrl":150,"packageId":151,"category":152,"tags":153,"downloadCount":154,"rating":100,"publishedAt":155,"updatedAt":156},"920d696f-fcd3-4dcc-b966-ee886a801a09","pick-up-and-haul","Pick Up And Haul","\"Greatest hauling mod ever\" - Chicken Plucker Colonists will gather stuff in their inventory, then haul it all to a stockpile.","Mehni","https:\u002F\u002Fsteamcommunity.com\u002Fsharedfiles\u002Ffiledetails\u002F?id=1279012058","https:\u002F\u002Fimages.steamusercontent.com\u002Fugc\u002F918040525572026861\u002F92546A57E3C95CDB29C8414FF0320E9898E09A6B\u002F","mehni.pickupandhaul","storage",[15,98,97,96,93,94,95,16],2425885,"2018-01-23T14:31:01.0000000Z","2025-08-28T14:39:33.0000000Z",{"id":158,"slug":159,"name":160,"shortDescription":161,"author":162,"workshopUrl":163,"imageKey":10,"thumbnailUrl":164,"packageId":165,"category":13,"tags":166,"downloadCount":167,"rating":100,"publishedAt":168,"updatedAt":169},"7a5ec116-971a-46b7-859e-51ff92209fe3","allow-tool","Allow Tool","A set of tools to make your life on the Rim a bit easier.","Symbolic","https:\u002F\u002Fsteamcommunity.com\u002Fsharedfiles\u002Ffiledetails\u002F?id=761421485","https:\u002F\u002Fimages.steamusercontent.com\u002Fugc\u002F776246865735755178\u002FCCCD0C73837BCCF95C0568802416AA79875EA281\u002F","unlimitedhugs.allowtool",[15,16,93,94,95,96,97,98],2108609,"2016-09-10T19:25:34.0000000Z","2025-07-13T19:18:59.0000000Z",{"id":84,"slug":85,"name":86,"shortDescription":87,"author":88,"workshopUrl":89,"imageKey":10,"thumbnailUrl":90,"packageId":91,"category":13,"tags":171,"downloadCount":99,"rating":100,"publishedAt":101,"updatedAt":102},[15,16,93,94,95,96,97,98],{"id":173,"slug":174,"name":175,"shortDescription":176,"author":134,"workshopUrl":177,"imageKey":10,"thumbnailUrl":178,"packageId":179,"category":180,"tags":181,"downloadCount":182,"rating":100,"publishedAt":183,"updatedAt":184},"6c03f8b5-8636-4c62-bedd-4dccc85df10c","vanilla-furniture-expanded","Vanilla Furniture Expanded","Check change notes. Vanilla Furniture Expanded 2 is a big update and rework of the original mod, aimed at bringing your RimWorld furniture to the next level. It adds over 30 new furniture pieces across every tech level, from neolithic to late-industrial (with spacer coming in a s","https:\u002F\u002Fsteamcommunity.com\u002Fsharedfiles\u002Ffiledetails\u002F?id=1718190143","https:\u002F\u002Fimages.steamusercontent.com\u002Fugc\u002F13287180411094647923\u002F1427004DCFECE8A99B2DD4F0ED55A1E2960ECFA5\u002F","vanillaexpanded.vfecore","furniture",[15,93,94,16],1792444,"2019-04-20T14:25:15.0000000Z","2025-07-24T21:51:08.0000000Z"]