[{"data":1,"prerenderedAt":-1},["ShallowReactive",2],{"mod-work-monitor":3,"mods-more-author-work-monitor":31,"mods-more-category-work-monitor":70,"mods-similar-work-monitor":129},{"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":22,"version":10,"gameVersion":10,"images":23,"videos":29,"kofiUrl":30,"patreonUrl":30},"a61c4eaf-459c-4524-8e53-e3aa963d84d8","work-monitor","Work Monitor","Work Monitor See what your colony is actually doing — and what is still waiting on the map.","deadclod","https:\u002F\u002Fsteamcommunity.com\u002Fsharedfiles\u002Ffiledetails\u002F?id=3755501413","","https:\u002F\u002Fimages.steamusercontent.com\u002Fugc\u002F13485844798499016116\u002F5A81E3132B517240E6B0ED8602CA2106BFF2AA67\u002F","philip2p2026.workmonitor","management",[15,16],"mod","1.6",8,1.7,"2026-07-01T11:06:56.0000000Z","2026-07-03T07:13:58.0000000Z","\u003Ch2>Work Monitor\u003C\u002Fh2>\r\n\r\nSee what your colony is \u003Cem>actually\u003C\u002Fem> doing — and what is still waiting on the map.\r\n\r\nWork Monitor is a \u003Cstrong>read-only\u003C\u002Fstrong> analytics layer for \u003Ca href=\"https:\u002F\u002Fsteamcommunity.com\u002Fsharedfiles\u002Ffiledetails\u002F?id=3453549086\" target=\"_blank\" rel=\"noopener noreferrer\">Work Tab\u003C\u002Fa>. It tracks colonist work activity and map backlog by \u003Cstrong>work type\u003C\u002Fstrong> (Cooking, Construction, Mining, and so on), with drill-down charts, passion interest, and CSV export. It does \u003Cstrong>not\u003C\u002Fstrong> change priorities, jobs, or gameplay.\r\n\r\n\u003Cem>Pure observation. No micromanagement from this mod.\u003C\u002Fem>\r\n\r\n\u003Chr>\r\n\r\n\u003Ch3>How it helps you optimize\u003C\u002Fh3>\r\n\r\nYou might notice your constructors are spending most of their time \"delivering materials to frames\" instead of \u003Cstrong>actually building walls!\u003C\u002Fstrong> This instantly flags that you need to optimize your layout, fix your stockpiles, or hire a dedicated hauler instead of changing work priorities.\r\n\r\nWork Monitor is built for \u003Cstrong>decisions\u003C\u002Fstrong>, not just numbers. Use it to spot where your colony’s work is stuck, misallocated, or under-used:\r\n\r\n\u003Cul>\u003Cli>\u003Cstrong>Find neglected work types\u003C\u002Fstrong> — status colors show what is active, stale, or idle. Red or yellow rows with rising map backlog mean colonists are not keeping up; green with low backlog means that lane is healthy.\u003C\u002Fli>\u003Cli>\u003Cstrong>Match people to the right jobs\u003C\u002Fstrong> — see capable vs enabled vs actually worked counts, plus passion interest on skill-relevant work givers. Shift priorities on the Work tab when the wrong pawns are doing the work — or nobody is.\u003C\u002Fli>\u003Cli>\u003Cstrong>Balance workload across colonists\u003C\u002Fstrong> — colonist detail and time-share % show who is carrying a work type and who barely contributed in the selected range. Useful after recruitment, injuries, or schedule changes.\u003C\u002Fli>\u003Cli>\u003Cstrong>Separate travel waste from real work\u003C\u002Fstrong> —  — walk vs work time highlights jobs where pawns spend more time moving than doing. Often a layout, zoning, or stockpile issue rather than a priority issue.\u003C\u002Fli>\u003Cli>\u003Cstrong>Compare output to backlog\u003C\u002Fstrong> — \u003Cstrong>Work Processed\u003C\u002Fstrong> (what colonists finished) next to \u003Cstrong>ExistJob\u003C\u002Fstrong> \u002F \u003Cstrong>ExistWork\u003C\u002Fstrong> (what is still waiting) shows whether you are clearing the queue or falling behind. “New today” in parentheses flags work piling up faster than you are addressing it.\u003C\u002Fli>\u003Cli>\u003Cstrong>Drill into the real bottleneck\u003C\u002Fstrong> — work type → work giver → colonist navigation tells you whether the problem is one job type (e.g. haul vs construct deliver), one pawn, or map-only backlog with no colonist activity (\u003Cstrong>Unassigned backlog\u003C\u002Fstrong>).\u003C\u002Fli>\u003Cli>\u003Cstrong>Check if a priority change worked\u003C\u002Fstrong> — switch the time range (6 h → 7 d → 14 d) or use charts to see whether jobs, work units, or backlog trend the way you expected after tweaking the Work tab.\u003C\u002Fli>\u003Cli>\u003Cstrong>Jump straight to fixes\u003C\u002Fstrong> — \u003Cstrong>Highlight in Work Tab\u003C\u002Fstrong> takes you from a work type row to the matching column so you can adjust priorities without hunting through the grid.\u003C\u002Fli>\u003C\u002Ful>\r\n\r\n\u003Cem>Tip: treat colonist “work done” and map “work remaining” as two different lenses — together they show whether the colony is productive, overloaded, or mis-prioritized.\u003C\u002Fem>\r\n\r\n\u003Ch3>How to open\u003C\u002Fh3>\r\n\r\n\u003Cul>\u003Cli>\u003Cstrong>History → Work\u003C\u002Fstrong> tab — full monitor embedded in the history screen\u003C\u002Fli>\u003Cli>\u003Cstrong>Work tab → Monitor\u003C\u002Fstrong> button — standalone window (same UI)\u003C\u002Fli>\u003Cli>\u003Cstrong>Colonist inf\u003C\u002Fstrong> — top right icon\u003C\u002Fli>\u003C\u002Ful>\r\n\r\n\u003Chr>\r\n\r\n\u003Ch3>Requirements\u003C\u002Fh3>\r\n\r\n\u003Cstrong>Required\u003C\u002Fstrong>\r\n\u003Cul>\u003Cli>\u003Ca href=\"https:\u002F\u002Fsteamcommunity.com\u002Fsharedfiles\u002Ffiledetails\u002F?id=2009463077\" target=\"_blank\" rel=\"noopener noreferrer\">Harmony\u003C\u002Fa>\u003C\u002Fli>\u003Cli>\u003Ca href=\"https:\u002F\u002Fsteamcommunity.com\u002Fsharedfiles\u002Ffiledetails\u002F?id=3453549086\" target=\"_blank\" rel=\"noopener noreferrer\">Work Tab\u003C\u002Fa> (Fluffy)\u003C\u002Fli>\u003C\u002Ful>\r\n\r\nSupported: \u003Cstrong>RimWorld 1.6\u003C\u002Fstrong>\r\n\r\n\u003Chr>\r\n\r\n\r\n\u003Ch3>Good to know\u003C\u002Fh3>\r\n\r\n\u003Cul>\u003Cli>\u003Cstrong>Read-only\u003C\u002Fstrong> — no priority changes, no job forcing, no balance tweaks\u003C\u002Fli>\u003Cli>Map stats cover the \u003Cstrong>current map only\u003C\u002Fstrong> (no multi-map rollup)\u003C\u002Fli>\u003Cli>Haul, refuel, and similar tasks often show \u003Cstrong>open tasks\u003C\u002Fstrong> but \u003Cstrong>0 work left\u003C\u002Fstrong> — that is expected\u003C\u002Fli>\u003Cli>Work units are most reliable on bills and jobs with readable work-left; other jobs still record jobs and time\u003C\u002Fli>\u003Cli>Status color reflects \u003Cstrong>colonist activity\u003C\u002Fstrong>, not map backlog — a work type can be green while tasks pile up, or red while the map is busy\u003C\u002Fli>\u003C\u002Ful>\r\n\r\n\u003Chr>\r\n\r\n\u003Ch3>Testing & limitations\u003C\u002Fh3>\r\n\r\n\r\n\u003Cul>\u003Cli>\u003Cstrong>Estimated work units\u003C\u002Fstrong> — when work-left cannot be read, Work Monitor credits \u003Cstrong>estimated\u003C\u002Fstrong> work from active time × pawn speed. That scale may not match measured work-left elsewhere in the UI or in exports.\u003C\u002Fli>\u003Cli>\u003Cstrong>Colonist work ≠ map work\u003C\u002Fstrong> — \u003Cstrong>Work Processed\u003C\u002Fstrong> (colonist) and \u003Cstrong>ExistWork\u003C\u002Fstrong> (map) use \u003Cstrong>different\u003C\u002Fstrong> logic: job events and work-left deltas vs periodic map scans and provider-specific estimates. They answer different questions (“what did pawns complete?” vs “what is still on the map?”) and will \u003Cstrong>not\u003C\u002Fstrong> line up row-for-row.\u003C\u002Fli>\u003Cli>\u003Cstrong>Vanilla 1.6 focus\u003C\u002Fstrong> — developed and tested against \u003Cstrong>base RimWorld 1.6\u003C\u002Fstrong> without systematic coverage of \u003Cstrong>DLC\u003C\u002Fstrong> content (Royalty, Ideology, Biotech, Anomaly, Odyssey, etc.). DLC-specific work may be incomplete or untested.\u003C\u002Fli>\u003Cli>\u003Cstrong>Multi-base \u003C\u002Fstrong> — \u003Cstrong>not tested\u003C\u002Fstrong> on saves with multiple active colony maps.\u003C\u002Fli>\u003C\u002Ful>\r\n\r\n\u003Chr>\r\n\r\n\u003Ch3>Feedback\u003C\u002Fh3>\r\n\r\nFound a gap in tracking, a confusing label, or a crash? Leave a comment with your mod list and what you were looking at.\r\n\r\n\u003Chr>\r\n\r\n\u003Ch3>Source & support\u003C\u002Fh3>\r\n\r\n\u003Cul>\u003Cli>\u003Cstrong>Source code & issues:\u003C\u002Fstrong> \u003Ca href=\"https:\u002F\u002Fgithub.com\u002Fphilip2p2026-git\u002FWorkMonitor\" target=\"_blank\" rel=\"noopener noreferrer\">GitHub — WorkMonitor\u003C\u002Fa>\u003C\u002Fli>\u003Cli>\u003Cstrong>Support the mod:\u003C\u002Fstrong> \u003Ca href=\"https:\u002F\u002Fbuymeacoffee.com\u002Fphilip2p2026\" target=\"_blank\" rel=\"noopener noreferrer\">Buy Me a Coffee\u003C\u002Fa>\u003C\u002Fli>\u003C\u002Ful>",3,[24,25,26,27,28],"https:\u002F\u002Fimages.steamusercontent.com\u002Fugc\u002F17818655122362137784\u002F3E64C244726EF7A14744A1FEE9FE1EEC73507A93\u002F","https:\u002F\u002Fimages.steamusercontent.com\u002Fugc\u002F12398801346274610612\u002FF957A8E228252159F28E92BDD5020F21C6648977\u002F","https:\u002F\u002Fimages.steamusercontent.com\u002Fugc\u002F16130726474346249315\u002FD8C909C23C49E2755CD803AF8F3EE17334618800\u002F","https:\u002F\u002Fimages.steamusercontent.com\u002Fugc\u002F14282944561529007712\u002F18D2CA0A007CE6EEED3E75EF92AF5B4AE4EDD596\u002F","https:\u002F\u002Fimages.steamusercontent.com\u002Fugc\u002F15049678227683714716\u002F6F175474C9D619E22A39AE7F0336D34D10AECE84\u002F",[],null,[32,44,57],{"id":33,"slug":34,"name":35,"shortDescription":36,"author":8,"workshopUrl":37,"imageKey":10,"thumbnailUrl":38,"packageId":39,"category":13,"tags":40,"downloadCount":41,"rating":30,"publishedAt":42,"updatedAt":43},"2c527816-7cfd-4c25-8ccf-023afdac2644","animal-training-within-zone","Animal Training within Zone","(Github Link) Animal Training within Zone Tired of your colonists chasing dogs, elephants, and pigs across the entire map just to re-train a degraded skill?","https:\u002F\u002Fsteamcommunity.com\u002Fsharedfiles\u002Ffiledetails\u002F?id=3734399843","https:\u002F\u002Fimages.steamusercontent.com\u002Fugc\u002F13352553424104736667\u002F531D752E442F4D4C9FD55A6F517CC13F292F88D1\u002F","philip2p2026.autoanimaltraining",[15,16],39,"2026-05-28T13:57:03.0000000Z","2026-05-29T03:47:33.0000000Z",{"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":56},"a12391e8-182f-44cc-9ca0-08e053099aa5","ranch-animal-drop","Ranch Animal Drop","(Github Link) Ranch Animal Drop Adds an Animal Drop Spot — a placeable building that directs tamed pack animals to automatically walk over and unload their inventory.","https:\u002F\u002Fsteamcommunity.com\u002Fsharedfiles\u002Ffiledetails\u002F?id=3734408940","https:\u002F\u002Fimages.steamusercontent.com\u002Fugc\u002F12274485851913460741\u002F0BD0C195F95E07717D14684E81FC9823A2EE8220\u002F","philip2p2026.ranchanimaldrop",[15,16],93,5,"2026-05-28T14:16:24.0000000Z","2026-06-28T16:31:27.0000000Z",{"id":58,"slug":59,"name":60,"shortDescription":61,"author":8,"workshopUrl":62,"imageKey":10,"thumbnailUrl":63,"packageId":64,"category":13,"tags":65,"downloadCount":67,"rating":30,"publishedAt":68,"updatedAt":69},"9d6cf2d0-7a18-4bcc-86c7-8831e14b0aa6","work-tab-groups","Work Tab Groups","(Github Link) Customize your WorkGroup Tired of scrolling through dozens of WorkGiver columns?","https:\u002F\u002Fsteamcommunity.com\u002Fsharedfiles\u002Ffiledetails\u002F?id=3753618076","https:\u002F\u002Fimages.steamusercontent.com\u002Fugc\u002F16712430726880506635\u002FFBC717F5A98291090C3596A971B7B2143E0713DE\u002F","philip2p2026.worktabgroups",[15,16,66],"1.5",14,"2026-06-28T15:23:40.0000000Z","2026-07-03T07:13:26.0000000Z",[71,90,103,116],{"id":72,"slug":73,"name":74,"shortDescription":75,"author":76,"workshopUrl":77,"imageKey":10,"thumbnailUrl":78,"packageId":79,"category":13,"tags":80,"downloadCount":86,"rating":87,"publishedAt":88,"updatedAt":89},"04f09c3c-0430-4892-9ce0-83aab8e491c1","common-sense","Common Sense","Allows your pawns to act smarter.","avil","https:\u002F\u002Fsteamcommunity.com\u002Fsharedfiles\u002Ffiledetails\u002F?id=1561769193","https:\u002F\u002Fimages.steamusercontent.com\u002Fugc\u002F1738926765441255834\u002F5887EBFD41E92A778CEA523A485A761BC163A761\u002F","avilmask.commonsense",[15,16,66,81,82,83,84,85],"1.4","1.3","1.2","1.1","1.0",1591711,4.9,"2018-11-10T19:39:35.0000000Z","2025-10-12T15:40:19.0000000Z",{"id":91,"slug":92,"name":93,"shortDescription":94,"author":95,"workshopUrl":96,"imageKey":10,"thumbnailUrl":97,"packageId":98,"category":13,"tags":99,"downloadCount":100,"rating":87,"publishedAt":101,"updatedAt":102},"46736a72-6b57-4718-b154-25eb5d59a0f8","replace-stuff","Replace Stuff","Place buildings anywhere, on top of existing things, and the game will handle it.","Uuugggg","https:\u002F\u002Fsteamcommunity.com\u002Fsharedfiles\u002Ffiledetails\u002F?id=1372003680","https:\u002F\u002Fimages.steamusercontent.com\u002Fugc\u002F921426876980662243\u002F50B18BF7A9132FB5B01AFD7A5AACA57DF1940771\u002F","uuugggg.replacestuff",[15,84,83,66,81,82],2059514,"2018-04-28T04:53:36.0000000Z","2024-12-31T18:41:04.0000000Z",{"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":54,"publishedAt":114,"updatedAt":115},"7e30d916-26de-4df5-b488-bc6016b94967","smarter-construction","Smarter Construction","Stop your pawns from constantly building themselves into a wall or blocking something that hasn't been built yet.","Hultis","https:\u002F\u002Fsteamcommunity.com\u002Fsharedfiles\u002Ffiledetails\u002F?id=2202185773","https:\u002F\u002Fimages.steamusercontent.com\u002Fugc\u002F1485579161693749136\u002FDAC8E9DDF6F2DBE278495305E1327BAE842FD14D\u002F","dhultgren.smarterconstruction",[15,84,83,66,81,82,16],1457892,"2020-08-19T08:37:24.0000000Z","2026-08-07T19:16:09.0000000Z",{"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":87,"publishedAt":127,"updatedAt":128},"fb38cea7-cd5e-4e01-bb0d-7fe882249074","character-editor","Character Editor","last update: v1.6.3 build on 2025-07-21 for RimWorld v1.6.4523 Editor for humanlike pawns on map and for crashlanding (colonists, enemies, dead pawns) MOD FEATURES • editor for pawns on map and for crashlanding • editable: body, head, hair, skin color, apparel color, gender, name","VOID","https:\u002F\u002Fsteamcommunity.com\u002Fsharedfiles\u002Ffiledetails\u002F?id=1874644848","https:\u002F\u002Fimages.steamusercontent.com\u002Fugc\u002F773980614477157208\u002F2C5650A80F20FF219BE9616E055226061652B57D\u002F","void.charactereditor",[15,16,66,81,82,83,84,85],1593096,"2019-09-28T08:41:55.0000000Z","2025-07-21T15:51:40.0000000Z",[130,132,145,158],{"id":72,"slug":73,"name":74,"shortDescription":75,"author":76,"workshopUrl":77,"imageKey":10,"thumbnailUrl":78,"packageId":79,"category":13,"tags":131,"downloadCount":86,"rating":87,"publishedAt":88,"updatedAt":89},[15,16,66,81,82,83,84,85],{"id":133,"slug":134,"name":135,"shortDescription":136,"author":137,"workshopUrl":138,"imageKey":10,"thumbnailUrl":139,"packageId":140,"category":13,"tags":141,"downloadCount":142,"rating":87,"publishedAt":143,"updatedAt":144},"56cde3aa-2be0-46fc-93bf-286e487320f4","vanilla-apparel-expanded","Vanilla Apparel Expanded","1.2.1 (25\u002F02\u002F2020): Formal wear now counts as royal apparel. 1.2.0 (19\u002F02\u002F2020): This mod is now 1.1 compatible. After a hundred hours playing RimWorld you notice that every pawn wears somewhat the same things. The base game apparel is not really as interesting, unique and variou","Oskar Potocki","https:\u002F\u002Fsteamcommunity.com\u002Fsharedfiles\u002Ffiledetails\u002F?id=1814987817","https:\u002F\u002Fimages.steamusercontent.com\u002Fugc\u002F17914054259451166663\u002F768658D3C5B5ADB2E14188F0B3E249AE7B0E8317\u002F","vanillaexpanded.vappe",[15,16,66,81],1467956,"2019-07-25T17:30:35.0000000Z","2026-01-17T20:36:32.0000000Z",{"id":146,"slug":147,"name":148,"shortDescription":149,"author":137,"workshopUrl":150,"imageKey":10,"thumbnailUrl":151,"packageId":152,"category":153,"tags":154,"downloadCount":155,"rating":87,"publishedAt":156,"updatedAt":157},"6440285d-08ba-4767-81ff-dbb3e796f628","vanilla-furniture-expanded-production","Vanilla Furniture Expanded - Production","1.1.0 (24\u002F02\u002F2020): We are now 1.1 compatible. 1.0.2 (05\u002F10\u002F2019): Now compatible with Dubs: Hygiene. Also, fixed the linkables not connecting to vanilla stoves. 1.0.1 (04\u002F10\u002F2019): Fixed the bills not being worked. 1.0.0 (04\u002F10\u002F2019): Release This module is a part of Vanilla Fur","https:\u002F\u002Fsteamcommunity.com\u002Fsharedfiles\u002Ffiledetails\u002F?id=1880253632","https:\u002F\u002Fimages.steamusercontent.com\u002Fugc\u002F13641350758078043794\u002FD1D88F9BE584D54AF0680B418135DE55D60B08DA\u002F","vanillaexpanded.vfeproduction","furniture",[15,66,81,16],1595475,"2019-10-04T15:36:52.0000000Z","2025-06-30T11:07:32.0000000Z",{"id":159,"slug":160,"name":161,"shortDescription":162,"author":137,"workshopUrl":163,"imageKey":10,"thumbnailUrl":164,"packageId":165,"category":153,"tags":166,"downloadCount":167,"rating":87,"publishedAt":168,"updatedAt":169},"a79293eb-776d-403f-83bf-d3a4a4bb2350","vanilla-furniture-expanded-spacer-module","Vanilla Furniture Expanded - Spacer Module","Check change notes. Vanilla Furniture Expanded – Spacer 2 is a major overhaul of the original Spacer module, designed to bring your late-game colonies into the futuristic era with furniture that actually looks and feels futuristic. This update modernizes all visuals, rebalances g","https:\u002F\u002Fsteamcommunity.com\u002Fsharedfiles\u002Ffiledetails\u002F?id=2028381079","https:\u002F\u002Fimages.steamusercontent.com\u002Fugc\u002F18124616375212800877\u002F759A7C4C40E96D9A0548CFB819A377884F20D1EE\u002F","vanillaexpanded.vfespacer",[15,66,81,16],1305316,"2020-03-20T12:32:59.0000000Z","2025-12-18T13:00:50.0000000Z"]