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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<Defs>
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<!--
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A crude pick, filed the same way a shiv is: off the cell's own furniture, over quiet days, the
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damage to the source the visible tell. Where the shiv is a weapon, this is a way OUT: its whole
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purpose is the tunnel (escapeWorker), so it carries no weapon stats and is never equipped.
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A finished pick starts a Prison-Architect dig: the holder tunnels under the ground and everything
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on it toward the nearest wilderness, surfacing beyond the perimeter wall or fence. The dig itself
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is a second secret; a warden's cell search can turn it up, and the deeper the shaft the harder it
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is to miss. It works for any held pawn (prisoner, ward patient, slave) because the disposition
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to dig, not a prison-only mental break, is what drives it.
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-->
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<ThingDef ParentName="ResourceBase">
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<defName>CB_DiggingTool</defName>
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<label>crude pick</label>
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<description>A stubby digging pick filed off a bed frame, its point hardened in a cell wall. Useless as a weapon and useless above ground -- but pointed downward, patiently, it is a way out that no lock and no guard can see.</description>
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<techLevel>Neolithic</techLevel>
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<graphicData>
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<texPath>Things/Item/Contraband/CrudePick</texPath>
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<graphicClass>Graphic_Single</graphicClass>
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</graphicData>
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<statBases>
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<MaxHitPoints>60</MaxHitPoints>
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<Mass>1.2</Mass>
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<Beauty>-4</Beauty>
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<DeteriorationRate>2.0</DeteriorationRate>
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</statBases>
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<stackLimit>1</stackLimit>
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<comps>
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<li Class="Contraband.CompProperties_Contraband">
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<concealability>0.5</concealability>
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<hideIn>InCell</hideIn>
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<acquireWorker>Contraband.AcquireWorker_Improvise</acquireWorker>
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<escapeWorker>Contraband.EscapeTunnelWorker</escapeWorker>
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</li>
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</comps>
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</ThingDef>
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</Defs>
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<?xml version="1.0" encoding="utf-8" ?>
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<Defs>
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<!--
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A crude shiv, whittled from whatever the cell was furnished with. Stuffable, so its stats come
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from the harvested material for free: a wood shiv is feeble, a plasteel one is vicious. This is
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the whole point of the harvest-by-damage mechanic: the prison's own construction materials
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become the weapon materials, and a luxury block is a worse idea than it looks.
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Registered as brewable contraband: a held pawn improvises it (AcquireWorker_Improvise), and the
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generic use-during-a-break path equips it (no useWorker; an armed prisoner IS the payload,
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and JobGiver_UseContraband only lets the disposed pick it up).
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-->
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<ThingDef ParentName="BaseMeleeWeapon_Sharp">
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<defName>CB_Shiv</defName>
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<label>shiv</label>
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<description>A blade filed off a bed frame and wrapped in cloth for a grip. Barely a weapon -- but a barely-a-weapon in a cell you thought was empty is a dead guard.</description>
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<techLevel>Neolithic</techLevel>
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<graphicData>
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<texPath>Things/Item/Contraband/Shiv</texPath> <!-- light greys: stuffable, so the material tint reads -->
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<graphicClass>Graphic_Single</graphicClass>
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</graphicData>
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<stuffCategories>
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<li>Metallic</li>
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<li>Woody</li>
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<li>Stony</li>
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</stuffCategories>
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<costStuffCount>15</costStuffCount>
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<statBases>
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<WorkToMake>1500</WorkToMake>
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<Mass>0.4</Mass>
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</statBases>
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<weaponClasses>
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<li>Melee</li>
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</weaponClasses>
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<comps>
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<li Class="Contraband.CompProperties_Contraband">
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<concealability>0.75</concealability>
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<hideIn>OnBody, InCell</hideIn>
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<acquireWorker>Contraband.AcquireWorker_Improvise</acquireWorker>
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</li>
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</comps>
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<tools>
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<li>
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<label>point</label>
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<capacities><li>Stab</li></capacities>
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<power>7</power>
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<cooldownTime>1.5</cooldownTime>
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</li>
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<li>
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<label>handle</label>
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<capacities><li>Blunt</li></capacities>
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<power>5</power>
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<cooldownTime>1.6</cooldownTime>
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</li>
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</tools>
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</ThingDef>
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</Defs>
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