RimWorld

RimWorld

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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 lylerlurden
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)
0
27 Dec, 2024 @ 4:47pm
Consistent error I get.
p20 hammerpoints
0
7 Aug, 2024 @ 10:47am
Bug Report
Narlindir
93 Comments
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
lylerlurden  [author] 24 Aug, 2024 @ 12:16am 
@pig in a pumpkin yeah shouldnt be an issue
pig in a pumpkin 23 Aug, 2024 @ 11:29pm 
is there a way to remove this mod from an active playthrough?
TacoLite 19 Aug, 2024 @ 11:10am 
@Renegaiden Just wanted to say, I am also experiencing this issue.
Renegaiden 11 Aug, 2024 @ 5:24pm 
Like, the mechs actually track their satisfaction value or whatever, so I assume it's something to do with the mod trying to apply moodlets which... mechs can't get by virtue of not being humanlike. I ain't a programmer, I can't read C#, but that's the educated guess I've got here.
Renegaiden 11 Aug, 2024 @ 5:22pm 
Red errors whenever a Biotech mechanoid finishes a task and prompts the mod to add a work value to it. Actual humanlike pawns have their thresholds listed in the debug log (which by the way, that gets spammy *fast*), but mechanoids just yield the "adding x work" and "total work now x".

"Exception in JobSatisfaction.Pawn_JobTracker_EndCurrentJob_Patch.Prefix: System.NullReferenceException: Object reference not set to an instance of an object"
lylerlurden  [author] 10 Aug, 2024 @ 2:22pm 
@Kalmorph that may be fixed now as i was trying to call thoughtdefs that didnt exist.
Kalmorph 10 Aug, 2024 @ 9:53am 
2 logs showing an error as "Failed to find RimWorld.ThoughtDef named JobSatisfaction_Burnout_Medium. There are 1470 defs of this type loaded." and "JobSatisfaction: ThoughtDef 'JobSatisfaction_Burnout_Medium' not found!"

Logs: https://gist.github.com/HugsLibRecordKeeper/e866cef80549988f0a6e5d8efa85436e
lylerlurden  [author] 10 Aug, 2024 @ 4:20am 
@Guderian no problem, i do hope it was not related to my mod but as far as im aware a null reference exception cant cause such an issue since it only means the next part of my code where the exception is relevant wont run, not any in game code.