Yes! There is a work management one that is super important so you can have a designated cleaner and avoid getting -2000 mood modifiers because nobody ever cleans anything. It is the most important thing of all. I'll look it up as soon as I get on my computer.
Fluffy's work tab? It's a great mod but you can always have designated cleaner by making it a pawn's highest priority.
Yes, that was it. Maybe I'm remembering wrong but I had huge issues with cleaning and eventually I used that mod to solve them, as far as I remember. I can't recall much how the game was before using it, it is ubiquitoteusus to me now.
Link:
https://steamcommunity.com/sharedfiles/filedetails/?id=725219116Other mods I would recommend after a quick look through my modlist:
Stack Merger: Basically makes sure your colonists do proper stockpile maintenance and prevents instances of you having fifty piles of "2xSimple Meal" instead of one pile of 99.
Quality Builder: Allows you to set whether you want things to be built by only to most skilled colonist or anyone with the labour enabled, and lets you set a particular quality requirement for built objects. It automates a lot of otherwise frustrating construct/deconstruct/reconstruct spam for important objects.
Vegetable Garden: Adds groovy growy stuff, in case you enjoy that stuff. There's like a ton of different submods now. Don't know what is necessary and what is overflow. I think the linked one is the core stuff.
Moveable Sandbags: Because wasting steel is a waste (why is sandbags even made of steel, that's complete nonsense, there's probably mods out there to make sandbags be made out of sand but I prefer this one)
Hospitality: Allows you to steal colonists from friendly visitors by assaulting them with a barrage of friendship
More Furniture: Just more furniture for your furnishing needs. Iirc some of the furniture in this mod was a bit OP compared to vanilla furniture, mood modifier-wise.
There was also a combat mod I enjoyed but iirc it changed name or project or something. I'm not sure.