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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@@ -5,7 +5,7 @@ namespace InstitutionSuite
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{
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/// <summary>
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/// The single player-facing mod. It bundles the Institution feature layers -- Contraband,
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/// Justice, Gangs -- into one install with a checkbox per layer, and it owns NO gameplay code of
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/// Justice, Gangs, Ward -- into one install with a checkbox per layer, and it owns NO gameplay code of
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/// its own. All it does is read the player's choices and write them into Core's shared
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/// <see cref="Contraband.InstitutionSettings"/>, which the feature assemblies (shipped alongside
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/// in this same mod) read at their entry points.
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@@ -46,6 +46,10 @@ namespace InstitutionSuite
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l.CheckboxLabeled("Policing (colony crime)",
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ref settings.policing,
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"The pre-arrest layer: your own colonists commit crimes on a spectrum (rarer in small, tight colonies), witnesses and a constable's work name the culprit, and a weighed arrest can end in a cell -- or a resisted breakout. A big behavioural change; turn it off to keep the rest of Justice without colony crime.");
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l.Gap();
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l.CheckboxLabeled("Ward (psychiatric care)",
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ref settings.ward,
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"Commit a prisoner for treatment instead of punishment: sustained counselling in a proper ward reduces the disorder that broke them and builds a recovery track toward discharge. Neglect a committed patient and they deteriorate. Uses Harmony.");
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l.End();
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settings.Apply(); // live: a toggle takes effect immediately for the gated behaviour
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}
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@@ -57,6 +61,7 @@ namespace InstitutionSuite
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public bool justice = true;
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public bool gangs = true;
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public bool policing = true;
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public bool ward = true;
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/// <summary>Mirror the choices into Core's shared flags that every feature reads.</summary>
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public void Apply()
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@@ -65,6 +70,7 @@ namespace InstitutionSuite
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Contraband.InstitutionSettings.justice = justice;
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Contraband.InstitutionSettings.gangs = gangs;
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Contraband.InstitutionSettings.policing = policing;
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Contraband.InstitutionSettings.ward = ward;
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}
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public override void ExposeData()
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@@ -73,6 +79,7 @@ namespace InstitutionSuite
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Scribe_Values.Look(ref justice, "justice", true);
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Scribe_Values.Look(ref gangs, "gangs", true);
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Scribe_Values.Look(ref policing, "policing", true);
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Scribe_Values.Look(ref ward, "ward", true);
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base.ExposeData();
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}
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}
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