RimWorld

RimWorld

271 ratings
Job Satisfaction
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Mod, 1.5
File Size
Posted
Updated
196.062 KB
29 Jul, 2024 @ 3:36pm
10 Aug, 2024 @ 2:21pm
32 Change Notes ( view )

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Job Satisfaction

In 1 collection by Levka
Lewkah0's Satisfaction Module
4 items
Description
About

Ever felt that sense of accomplishment and relief after finishing a big project or completing a long chore? Now, your colonists can experience that same emotional reaction! With this mod, your colonists will get a meaningful mood boost after completing significant and lengthy tasks. Watch as your hardworking pawns feel a sense of pride and accomplishment from their efforts, contributing to a more immersive and engaging gameplay experience.

Additionally, there's a chance for pawns to experience burnout if they exceed certain work thresholds. This feature adds a layer of realism, as even the most industrious pawns can become overwhelmed. The burnout feature is fully customizable and can be turned off if preferred.






🛠️ Long Crafting Tasks:

Pawns gain a mood boost after completing demanding crafting jobs. The longer the task takes, the greater the mood boost, adjusted for the pawn's work speed.

🏗️ Large Construction Projects:

Celebrate the completion of extensive building tasks with positive mood effects that scale with the project's duration, taking the pawn's work speed into account.

🎨 Creating Masterpieces:

Artistic pawns feel a unique sense of fulfillment after crafting significant art pieces, enriching their mood with the joy of creativity. The time invested in creating these masterpieces will enhance the mood boost received, proportionate to the pawn's work speed.

🔬 Significant Research Projects:

Researchers feel a profound sense of achievement after completing major research tasks, which is reflected in their improved mood. The complexity and duration of the research project will determine the mood boost received, adjusted for the pawn's work speed.




Details:

The mood boost is scaled according to the pawn's work speed, ensuring that faster-working pawns do not gain an unfair advantage. The thresholds for mood boosts are adjusted based on the pawn's work speed.

The mod also stacks the work done until the end of the day, where it resets, requiring pawns to build up the completed work from zero each day.

Task Duration (Work Amount) Adjusted for Work Speed
Mood Boost
Work Amount > Small Threshold (500 * Work Speed) and ≤ Medium Threshold (1000 * Work Speed)
+3
Work Amount > Medium Threshold (1000 * Work Speed) and ≤ Large Threshold (2000 * Work Speed)
+5
Work Amount > Large Threshold (2000 * Work Speed) and ≤ Huge Threshold (3500 * Work Speed)
+10
Work Amount > Huge Threshold (3500 * Work Speed)
+15


⚠️ Burnout Feature:

Pawns can experience burnout if they exceed certain work thresholds, resulting in a -10 mood effect for 3 days. The chances of burnout are as follows:
- At the small threshold, 2% chance.
- At the medium threshold, 4% chance.
- At the large threshold, 6% chance.
- At the huge threshold, 8% chance.

This feature adds a realistic challenge to managing your colonists' workload. If desired, the burnout feature can be turned off in the mod settings and so can the threshold * Work Speed modifier.


Note:

Your feedback is highly appreciated as I work towards refining and improving the mod.

For more detailed feedback send me a DM on Discord: lylerlurden

If you like my stuff, consider Supporting![buymeacoffee.com]

The Github [github.com]
Popular Discussions View All (2)
1
16 Feb @ 6:54pm
Consistent error I get.
p20 hammerpoints
0
7 Aug, 2024 @ 10:47am
Bug Report
Narlindir
100 Comments
hard erect balls :3 11 Jul @ 6:46pm 
I LOVE YU MODDER
Levka  [author] 30 Jun @ 7:15am 
Thanks for the bug reports everyone, for 1.5 and 1.6 im gnona start working on my mods sometime soon to get them compatible.
trouter 27 Jun @ 11:41pm 
Incompatible with Way Better Romance . Pawns that have their work interrupted by an interaction from that mod freeze in place indefinitely and both of them will just stand there until they starve or pass out.

Throws a NullReference exception here:
at Job_Satisfaction.JobSatisfactionUtility.GetTraitMultiplier (Verse.Pawn pawn)
at Job_Satisfaction.JobSatisfactionUtility.CalculateThresholds (Verse.Pawn pawn)
at Job_Satisfaction.GameComponent_WorkTracker.ApplyMoodBoosts (Verse.Pawn pawn)
at Job_Satisfaction.Pawn_JobTracker_EndCurrentJob_Patch.Prefix (Verse.AI.Pawn_JobTracker __instance, Verse.AI.JobCondition condition, System.Boolean startNewJob, System.Boolean canReturnToPool)
Virone 8 May @ 4:46am 
Hi! I encountered an error when a psychic ritual raid started (from the Horax Cultist raid, summoning a Fleshbeast). The game throws a NullReferenceException coming from Job_Satisfaction.Pawn_JobTracker_EndCurrentJob_Patch.Prefix.

System.NullReferenceException: Object reference not set to an instance of an object
at Job_Satisfaction.Pawn_JobTracker_EndCurrentJob_Patch.Prefix (Pawn_JobTracker __instance, ...)

It happens the moment the raid message appears.

Let me know if you need the full log or load order. Thanks for your awesome mod!
Battl3bee 2 May @ 3:56pm 
btw, the death pall resurrection error occurs whenever something starts to ressurect, and the debug log says

Exception in JobSatisfaction.Pawn_JobTracker_EndCurrentJob_Patch.Prefix: System.NullReferenceException: Object reference not set to an instance of an object
Battl3bee 2 May @ 3:50pm 
Couple issues:
1: Quest guests who are unable to work still have fulfillment, which is very bad if it's something like an imperial staying for 2 weeks as it makes keeping them happy much harder.

2: I've been looking into this and it seems like it has some issues with anomaly, specifically the death pall event. It keeps giving me an error every time death pall resurrect something, also i've been experiencing a major bug where sometimes all instance recognition gets completely screwed up and all characters remain idle and unable to do anything, even drafted move gets disabled, and this occurs during death pall and the only solution is to exit out of and re-open rimworld. I am not 100% sure that it traces back to this mod, but this is the only mod I've been getting errors with on anomaly so maybe you could look into that.
TurtleShroom 16 Feb @ 6:54pm 
@Renegaiden

I am experiencing the exact same error. Whenever a Mechanoid does any Job where it involves creating something (e.g. making a shirt, etc.), it gets an error when the job if completed.
Kajnake 21 Oct, 2024 @ 2:07pm 
I love the idea of celebrating finished projects together with your pawns
Menegucci 2 Sep, 2024 @ 4:56pm 
This is def not safe to remove mid playthrough, it will brick your save
Levka  [author] 24 Aug, 2024 @ 12:16am 
@pig in a pumpkin yeah shouldnt be an issue