Re-package the aggregate: bundle Ward + ship the policing layer
Fold Ward into the single Institution install as its psychiatric-care layer. package.sh now builds Ward clean and vendors Ward.dll plus its defs and textures alongside the other layers, and the settings shim gains a Ward (psychiatric care) checkbox that writes the shared InstitutionSettings.ward flag. Re-assembling also carries in Justice's now-shipping policing defs (the constable work type and crime thoughts), so the aggregate finally bundles colony crime and the weighed arrest as well. README updated to five layers over one Core with policing shipped and Ward folded in; adds the changelog, the Workshop preview, and the preview generator.
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<?xml version="1.0" encoding="utf-8"?>
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<Defs>
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<!--
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The whole mod hangs off this def.
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RimWorld.GuestStatus is a compiled 3-value enum (Guest / Prisoner / Slave). A mod cannot
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add a fourth. That is exactly why Hospitality carries ~74 Harmony patches: it wants a pawn
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who is in your colony but is not your colonist, the enum has no slot for one, so it keeps a
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shadow guest system alive by patching bed validity, allowed areas and the work JobGiver.
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Ward does not pay that tax. A committed pawn IS a prisoner in vanilla's own sense of the
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word. Arresting your own colonist already performs the colonist to prisoner transition.
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All Ward adds is a new *mode* to hold them under, and PrisonerInteractionModeDef is a Def,
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not an enum. Prison Labor already proves this works: it ships seven of them.
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Non-exclusive, so it stacks rather than competing for the radio button. That is what lets
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Ward coexist with Prison Labor's work modes and with Custom Prisoner Interactions instead
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of fighting them for the same slot.
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-->
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<PrisonerInteractionModeDef>
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<defName>Ward_PsychiatricCare</defName>
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<label>psychiatric care</label>
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<listOrder>150</listOrder> <!-- between ReduceResistance (100) and Release (200) -->
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<isNonExclusiveInteraction>true</isNonExclusiveInteraction>
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<mustBeAwake>false</mustBeAwake>
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<allowOnWildMan>false</allowOnWildMan>
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<allowInClassicIdeoMode>true</allowInClassicIdeoMode>
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</PrisonerInteractionModeDef>
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</Defs>
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