Colony & Settlement Kit - Jobs, Work Priorities & Needs View on Asset Store (opens in new tab)

Package details

Latest version
1.0
Last updated
First released
Unity version
2022.3.50 or later
Package size
79 KB
Files
53
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4
Views in the past week
6

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Colony & Settlement Kit - Jobs, Work Priorities & Needs

by Faven Games (opens in new tab)

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Colonists that work on their own: job board, work priorities, hauling, stockpiles, building, crafting bills, hunger, sleep and mood. Render agnostic, no art needed. Demo runs out of the box.

Price $24.99

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Price history

Last 6 months

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Price history for Colony & Settlement Kit - Jobs, Work Priorities & Needs, 6 months Current $24.99; lowest $17.49; highest $24.99 in this period. $0 $12.5 $25 Aug Sep Oct Nov

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Colony & Settlement Kit - Jobs, Work Priorities & Needs screenshot 1

Colony & Settlement Kit - Jobs, Work Priorities & Needs screenshot 1

About this asset

The hard part of a colony sim is not the art, it is the workers: who does what first, who hauls, who eats, why is everyone idle. This kit ships that layer working.

Designate trees and rocks, place blueprints and stockpiles, set each colonist's priorities on a work table. They claim jobs, haul materials, build, run crafting bills, eat when hungry, sleep in beds and break when miserable. Deterministic grid simulation, driven from your own visuals: 2D, 3D, any pipeline.

What it does

- Job board with per-colonist priorities (1 first, 4 last, off)

- Hauling into filtered stockpiles, with reservations (no double-grab)

- Blueprint construction with material delivery

- Crafting stations with make-count / make-until-have / forever bills

- Hunger, energy, recreation, mood and mood breaks; beds

- Built-in A* pathfinding; jobs resume when a wall opens

- JSON save/load, PlayerPrefs or file, or your own store

- Drop-in uGUI screen built in code (map, HUD, work table), no prefabs

- Workforce Planner: forecast idle time and starvation before balancing

What's included

- Full C# source, IMGUI demo scene and uGUI demo

- Setup window, config validation, live inspector

- Documentation inside the package

Requirements

- Unity 2021.3 or newer. No packages, no SDKs, no TextMeshPro.

Support

- [email protected]

From the publisher's Asset Store listing.

Technical details

Pure C# simulation with no scene dependencies: a deterministic tick engine

(jobs, priorities, reservations, hauling, stockpile filters, blueprint

construction, crafting bills, needs, mood, A* pathfinding on a cell grid)

that you render with your own sprites, meshes or tilemaps. Includes a

code-built uGUI screen (map view, HUD, work priority table; no TextMeshPro,

no prefabs), an IMGUI demo scene that needs no EventSystem, ScriptableObject

definitions (items, resource nodes, buildings, recipes) gathered in one

ColonyConfig, JSON save/load through an ISaveStore seam (PlayerPrefs and

file stores included), and editor tools (Setup window, config validation,

Workforce Planner forecast, live service inspector). Four assembly

definitions (Runtime, UI, Editor, Demo). Authored on Unity 2022.3, minimum

2021.3. Works with Built-in, URP and HDRP; suitable for 2D and 3D. Full

source, no third-party SDKs. Documentation is included in the package.

Compatibility

Render pipelines supported in each Unity version
Unity version Built-in URP HDRP
2022.3.50f1 Compatible Compatible Compatible

As listed on the Asset Store.