Поиск по STEAMB

Игры по онлайну и скины по объёму продаж

Ничего не найдено

Попробуйте другое название или переключите категорию.

Меню

Фракции

Job Satisfaction

Положительные голоса97%288 голосов игроков
Подписчики6,5 тыс.6 473 в Steam Workshop
Размер файла558,2 КБЗагрузка через Steam
Обновление автора17 авг. 2026 г.Дата обновления материала
Job Satisfaction

Изображение 1 из 2. Материалы автора из Steam Workshop.

Добавить в игру через Steam

  1. Перейдите в Steam

    Откроется страница именно этого материала.

    Открыть в Steam Workshop
  2. Нажмите «Подписаться»

    На странице Steam войдите в аккаунт, если потребуется.

    Подписаться

О материале

«Job Satisfaction» — материал мастерской RimWorld. Моды для колонии: новые возможности, предметы и удобство игры. Данные Steam, описание автора и ссылка для установки через подписку. Совместимость редакцией не проверена.

Описание автора

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, each colonist's work is quietly tallied through the day, and every morning they take stock of what they got done yesterday. A solid day's graft leaves them satisfied. A day spent doing nothing leaves them restless.

Keep a colonist productive across a whole week and they'll hit their stride, working measurably faster for a couple of days. Push them too hard and they'll burn out, becoming slow, tired and far more interested in bed and entertainment than in work.

Also check out my new mod! [

](https://steamcommunity.com/sharedfiles/filedetails/?id=3785869664)


Long Crafting Tasks:

Pawns gain a mood boost for demanding crafting work. Every bill is credited with the work amount RimWorld itself assigns to it, so a suit of armour counts for vastly more than a plate of stew.

Large Construction Projects:

Finished buildings contribute according to their real work to build, so throwing up a few walls is not the same as raising a substantial structure.

Creating Masterpieces:

Artistic pawns feel a genuine sense of fulfillment from significant art. A large sculpture is close to a full day's labour on its own and is credited as such.

Significant Research Projects:

Researchers accumulate credit for every tick spent at the bench, so long stretches of study pay off the same way a long build does.

Everything Else:

Mining, growing, harvesting, cutting, sowing, hauling and cleaning all count too, each measured by the real effort the job takes. An ordinary farmer or cleaner can end the day just as satisfied as a crafter.


Details:

Work is banked silently as pawns do it. Nothing pops mid task. At the start of each new day the previous day's total is compared against the thresholds and one moodlet is applied for that day, then the counter resets.

Thresholds scale with the pawn's work speed so faster workers gain no unfair advantage, and with the Industriousness trait: industrious pawns reach them sooner and feel them more strongly, lazy ones reach them sooner but get less out of it.

Work Done Yesterday (Adjusted for Work Speed)Mood Boost
Below the Small Threshold (500 * Work Speed)-3
Above the Small Threshold (500 * Work Speed)+3
Above the Medium Threshold (1000 * Work Speed)+5
Above the Large Threshold (2000 * Work Speed)+10
Above the Huge Threshold (3500 * Work Speed)+15

Industrious pawns receive +5 / +8 / +12 / +18 instead, and lazy pawns +2 / +3 / +6 / +9.

💪 Weekly Motivation:

Every pawn's daily totals are kept for a full week and averaged. Clear the small threshold on average and they earn +10% work speed. Clear the medium threshold and it becomes +20%. This is a real multiplier on their work speed, not a moodlet, so a pawn at 150% becomes 165% or 180%. It lasts 2 days and then has to be earned again.

⚠️ Burnout Feature:

Pawns who put in a hard day can burn out. Burnout is a genuine temporary condition, not just a bad mood:

  • -10 mood for 3 days
  • -15% consciousness, making them slower and duller at everything
  • Rest drains 50% faster and recreation 60% faster, so they head to bed and seek entertainment instead of pushing on
  • It clears on its own after 3 days, no medicine required
  • For the first day afterwards their thresholds are halved, so a recovering pawn can find their footing again

Chances are 1% at the small threshold, 2% at medium, 4% at large and 8% at huge. Burned out pawns are never also blamed for an unproductive day.

Every rate, threshold multiplier and duration is adjustable, and burnout and the weekly boost can both be turned off in the mod settings.

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!

The Github

Оригинал в Steam Workshop

Как установить и запустить

Откройте оригинальную страницу в Steam Workshop, проверьте версию игры, зависимости и порядок загрузки в описании автора. Нажмите «Подписаться» и дождитесь загрузки Steam. Включите материал в меню модификаций или контента игры, если это требуется. Совместимость и запуск редакцией не проверены.

Настройки cookies

Вы можете изменить выбор в любой момент. Отказ от аналитики не ограничивает доступ к сайту.

Технологии, провайдеры и сроки хранения