Consolidate the suite into one installable Institution mod with toggles
This repo is now the single player-facing mod. It bundles the whole engine and all three feature layers into one folder -- Core, Contraband, Justice, and Gangs DLLs plus Contraband's Defs -- with one About.xml and a settings shim that turns each layer on or off from a checkbox (all on by default). A player installs one mod (this) and Harmony; no separate Core dependency. - Source/Institution: the only new code, a settings shim (InstitutionMod + InstitutionModSettings) that writes the player's choices into Core's shared InstitutionSettings. It owns no gameplay. - Tools/package.sh: rebuilds the sibling DLLs clean and vendors them + Contraband's content in here, so the repo stays a complete drop-in. - Assemblies/, Defs/, Textures/, Languages/: the vendored, assembled mod. Still fully modular and splittable: the feature code stays in its own repos and DLLs (their About.xml files remain), so breaking this back into separate mods is just shipping them individually -- no code change.
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<?xml version="1.0" encoding="utf-8"?>
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<ModMetaData>
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<packageId>flan.institution</packageId>
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<name>Institution</name>
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<author>flan</author>
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<supportedVersions>
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<li>1.6</li>
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</supportedVersions>
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<description>Prison Architect in RimWorld: every pawn has a criminal propensity on a spectrum -- nature (traits) x nurture (mood, mistreatment, treatment) -- and the colony can police it.
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This is the Institution suite in one install, with a checkbox per layer in the mod settings (all ON by default):
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- Contraband -- the physical smuggling loop. Prisoners conceal what they walk in with, whittle shivs from their cell's own furniture, and dig Prison-Architect tunnels under the wall. Wardens search the right prisoner first, by the record -- and a bent warden looks the other way, or smuggles for them.
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- Justice -- the corrections layer. Classification grades every held pawn by what they have actually done. A colony has a climate of order that crime erodes and visible justice restores, and it feeds back into everyone's disposition. Discipline hardens or reforms; parole lets the reformed out; regime gives prisoners the recreation vanilla denies them.
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- Gangs -- the social layer. Disposed pawns band together along the lines they already share and move contraband among themselves; rival gangs fight, inside the wire or out, and the fight is a crime. A healthy, well-run colony grows few gangs, if any.
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Turn any layer off in Options -> Mod Settings and it goes inert immediately.
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Requires Harmony (for the recreation feature). The suite's shared Core engine ships inside this mod, so there is no separate dependency to install. Pairs with the standalone Institution: Ward (psychiatric commitment) and Foul Play (the vessel/substance framework, which bridges in).
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Part of the Institution suite.
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AI disclosure: developed with substantial assistance from Claude (Anthropic).
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</description>
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<modDependencies>
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<li>
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<packageId>brrainz.harmony</packageId>
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<displayName>Harmony</displayName>
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<steamWorkshopUrl>steam://url/CommunityFilePage/2009463077</steamWorkshopUrl>
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</li>
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</modDependencies>
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<loadAfter>
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<li>Ludeon.RimWorld</li>
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<li>brrainz.harmony</li>
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</loadAfter>
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</ModMetaData>
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