// Steam Workshop · by Syrchalis

[SYR] Syrchalis' Mods

Rimworld Mods created by Syrchalis

You can find GitHub links for all mods on Ludeon Forums in my collection thread.

Load order

24 mods
  1. [SYR] Harvest Yield
    No 1.6
    management

    [SYR] Harvest Yield

    Reworks plant harvest yield and animal gather yield Changes mechanics of plant harvest yield and animal gather yield to work similar to mining yield.

  2. [SYR] Prosthetic Table
    No 1.6
    medical

    [SYR] Prosthetic Table

    Adds a seperate workbench for prosthetics and transfers all prosthetic recipes from machining and fabrication to it Removes prosthetic recipes from the machining table and fabrication bench and puts them into a new workbench.

  3. [SYR] Coffee and Tea
    No 1.6
    management

    [SYR] Coffee and Tea

    Adds coffee and tea (and hot chocolate) Adds coffee and tea plants which can be processed into barely addictive beverages that boost mood and stats alike.

  4. [SYR] Blueberries
    No 1.6
    management

    [SYR] Blueberries

    Adds blueberries, blueberry wine and bluciferum Blueberry bushes are slow growing, sensitive to fertility and have a ramp up period.

  5. [SYR] Metallic Batteries
    No 1.6
    management

    [SYR] Metallic Batteries

    Adds batteries made of different metals with different stats Seven batteries are added, each requiring different materials and providing different benefits.

  6. [SYR] Individuality
    No 1.6
    management

    [SYR] Individuality

    Adds new traits, rebalances vanilla traits and shifts boring traits.

  7. [SYR] Scar Removal Plus
    No 1.6
    management

    [SYR] Scar Removal Plus

    Allows removing of scars, healing of ailments and regrowing of tiny body parts for glitterworld medicine This mod allows the fixing of scars and regrowing of small body parts with glitterworld medicine and gives alternatives to Luciferum and Healer Mech Serum for health condition

  8. [SYR] Doormats
    No 1.6
    management

    [SYR] Doormats

    Doormats - with a twist Doormats adds leather and cloth doormats to prevent colonists to carry filth into buildings.

  9. [SYR] AK-47
    No 1.6
    management

    [SYR] AK-47

    Adds AK-47 assault rifle The AK-47 has been added because I had the texture lying around and I really wanted the communist counterpiece to the M16-style assault rifle we have in game.

  10. [SYR] Glowing Healroot
    No 1.6
    management

    [SYR] Glowing Healroot

    Gives harvestable healroot a different texture and makes healroot glow Changes texture of harvestable healroot and adds a glow to all healroot.

  11. [SYR] Light Radius
    No 1.6
    management

    [SYR] Light Radius

    Adds dynamic light radii to light sources When selecting lights or when placing lights Light Radius shows an indicator which area will be considered "Lit".

  12. [SYR] Naga
    No 1.6
    management

    [SYR] Naga

    Adds a playable naga race Naga are a technologically advanced race of snake-like individuals.

  13. [SYR] Terrain
    No 1.6
    management

    [SYR] Terrain

    Changes texture of gravel, soil and rich soil to include patches of green and be more distinctive.

  14. [SYR] More Slaves
    No 1.6
    management

    [SYR] More Slaves

    Adds additional slaves to all slave-carrying traders and bases Increases the base amount of slaves from 0-2 to 2-4 for all vanilla traders, respecting the population limit.

  15. [SYR] Crossover
    No 1.6
    management

    [SYR] Crossover

    Adds two scenarios and two factions for mixed colonies and tribes Adds new factions for mixed colonies and tribes.

  16. [SYR] Harpy
    No 1.6
    management

    [SYR] Harpy

    Adds bird people Might want to read the tips section at the bottom The Harpies are a neolithic race that are limited in their technological advancements by their constant fighting among themselves and tendency to pick fights with anyone, even stronger foes.

  17. [SYR] Trait Value
    No 1.6
    management

    [SYR] Trait Value

    Colors traits based on their value Gives traits a numerical value that represents roughly how beneficial they are.