Aggregate the whole suite wiki onto the Institution page
Wiki/Home.md is the suite's front door; every layer's wiki now mirrors here under Wiki/<layer>/ (core, contraband, justice, gangs, ward), so the whole suite reads in one place with the index linking to the local pages. The layer repos stay canonical -- Tools/sync-wiki.sh refreshes the aggregated copy on demand. The README's main page points to it.
This commit is contained in:
@@ -14,6 +14,14 @@ The suite is the two halves of that: colonists commit crimes and a policing laye
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Arrest is the hinge. Nothing hard-codes "prisoner" — every held-person system keys off a
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Arrest is the hinge. Nothing hard-codes "prisoner" — every held-person system keys off a
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**secured context**: prisoner, ward patient, slave, or secure-area occupant.
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**secured context**: prisoner, ward patient, slave, or secure-area occupant.
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## Documentation
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The **complete suite wiki lives in this repo** — [**Wiki/Home.md**](Wiki/Home.md) is the front door:
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the full gameplay loop, all five layers, and per-layer deep dives, aggregated in one place under
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[`Wiki/`](Wiki/) (`core/`, `contraband/`, `justice/`, `gangs/`, `ward/`). Each layer repo carries its
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own copy for a standalone install; [`Tools/sync-wiki.sh`](Tools/sync-wiki.sh) refreshes the
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aggregated view here.
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## The mods
|
## The mods
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| Mod | What it is | Needs | Status |
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| Mod | What it is | Needs | Status |
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Executable
+41
@@ -0,0 +1,41 @@
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|
#!/usr/bin/env bash
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# Consolidate every layer's Wiki/ into THIS repo's Wiki/, so the Institution page is the single place
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# to read the whole suite's documentation. Each layer's pages land under Wiki/<layer>/ with their own
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# internal links intact. The layer repos stay the canonical source (each ships its own wiki for a
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# standalone install); re-run this whenever a layer's wiki changes to re-sync the aggregated copy.
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#
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# Wiki/Home.md (the suite index) is hand-written and lives at the top level -- this script never
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# touches it, only the per-layer subfolders.
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|
#
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# Usage: Tools/sync-wiki.sh (assumes siblings at ../rimworld-<name>)
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set -euo pipefail
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HERE="$(cd "$(dirname "$0")/.." && pwd)"
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SIB="$(dirname "$HERE")"
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# layer folder -> sibling repo
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LAYERS=(
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"core:rimworld-core"
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"contraband:rimworld-contraband"
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"justice:rimworld-justice"
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"gangs:rimworld-gangs"
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"ward:rimworld-ward"
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|
)
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echo "==> mirroring layer wikis into $HERE/Wiki/"
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for entry in "${LAYERS[@]}"; do
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layer="${entry%%:*}"
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repo="${entry##*:}"
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src="$SIB/$repo/Wiki"
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dst="$HERE/Wiki/$layer"
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if [[ -d "$src" ]]; then
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rm -rf "$dst"
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mkdir -p "$dst"
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cp "$src"/*.md "$dst"/
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echo " $layer: $(ls "$dst" | wc -l | tr -d ' ') pages"
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else
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echo " $layer: no Wiki/ in $repo -- skipped"
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|
fi
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|
done
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echo "==> done. The Institution wiki now mirrors every layer under Wiki/<layer>/; Wiki/Home.md is the index."
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+6
-6
@@ -53,12 +53,12 @@ one off disables its systems in place without uninstalling anything.
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| Layer | Toggle | What it adds | Wiki |
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| Layer | Toggle | What it adds | Wiki |
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|---|---|---|---|
|
|---|---|---|---|
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| **Core** | *(always on — the engine)* | propensity, the criminal record, secured context, the shared **treatment engine**, the deterrence seam | [Core](https://git.onetick.ninja/flan/rimworld-core/wiki) |
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| **Core** | *(always on — the engine)* | propensity, the criminal record, secured context, the shared **treatment engine**, the deterrence seam | [Core](core/Home.md) |
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| **Contraband** | Contraband | concealment & intake, improvised shivs, Prison-Architect tunnels, warden search, warden corruption | [Contraband](https://git.onetick.ninja/flan/rimworld-contraband/wiki) |
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| **Contraband** | Contraband | concealment & intake, improvised shivs, Prison-Architect tunnels, warden search, warden corruption | [Contraband](contraband/Home.md) |
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| **Justice** | Justice | classification, deterrence feedback, discipline & reform, parole, regime (prisoner recreation) | [Justice](https://git.onetick.ninja/flan/rimworld-justice/wiki) |
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| **Justice** | Justice | classification, deterrence feedback, discipline & reform, parole, regime (prisoner recreation) | [Justice](justice/Home.md) |
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| **Justice · Policing** | Policing | colony crime on the spectrum, witnesses, a constable, the weighed arrest, prison riots, recidivism alerts | [Policing](https://git.onetick.ninja/flan/rimworld-justice/wiki/Policing) |
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| **Justice · Policing** | Policing | colony crime on the spectrum, witnesses, a constable, the weighed arrest, prison riots, recidivism alerts | [Policing](justice/Policing.md) |
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| **Gangs** | Gangs | gangs as contraband economies — joining, smuggling networks, rivalry, fights-as-crime | [Gangs](https://git.onetick.ninja/flan/rimworld-gangs/wiki) |
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| **Gangs** | Gangs | gangs as contraband economies — joining, smuggling networks, rivalry, fights-as-crime | [Gangs](gangs/Home.md) |
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| **Ward** | Ward | psychiatric care — treatment, recovery, discharge, ward neglect, sedation | [Ward](https://git.onetick.ninja/flan/rimworld-ward/wiki) |
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| **Ward** | Ward | psychiatric care — treatment, recovery, discharge, ward neglect, sedation | [Ward](ward/Home.md) |
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**Policing** has its own toggle inside Justice because colony crime is a large behavioural change — a
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**Policing** has its own toggle inside Justice because colony crime is a large behavioural change — a
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player can run the rest of the corrections layer without their own colonists committing crimes.
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player can run the rest of the corrections layer without their own colonists committing crimes.
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@@ -0,0 +1,128 @@
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# Compatibility
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|
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*Contraband ships zero Harmony patches. It adds defs, subclasses a work-giver, mutates two duty
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trees at startup, and polls. That is why it composes instead of colliding.*
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## Requires: Institution: Core
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Contraband declares a hard `modDependency` on **`flan.institution.core`** and loads after it. This
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is not optional — after the split, the entire substrate Contraband reads lives in Core:
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|
| Core provides | Contraband uses it for |
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|---|---|
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|
| `SecuredContext` / `SecuredContexts` / `CanConceal` / `IsHeld` | who counts as a concealer; who can be intaken, whittle, or dig |
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| `Propensity.Would(pawn, base, salt)` | every disposition roll — intake (0.6), improvise (0.10), dig (0.08), all seeded and scaled by nature × nurture |
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| `CriminalRecord` + `GameComponent_CriminalRecords` | `timesSearched`, `timesCaught`, `escapeAttempts`, `contrabandMade` — written by search and acquisition, read by priority |
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Install Contraband without Core and it will not run. Everything else on this page is optional
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interplay that degrades gracefully when the other mod is absent.
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## Zero Harmony patches
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Post-split, the mod's one Harmony patch (the regime that forces Joy for prisoners) moved to
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|
**Institution: Justice**, so Contraband is Harmony-free again. Instead of patching, it:
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- **Adds a new `WorkGiver`** (`WorkGiver_Warden_Search`) rather than patching a vanilla one.
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- **Subclasses `WorkGiver_Warden`**, inheriting its behaviour rather than overriding it.
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|
- **Mutates two `DutyDef` think trees at startup** via `StaticConstructorOnStartup` (not Harmony) —
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|
an XML patch on a duty think tree silently no-ops in 1.6, so it is done in C#, deterministically.
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|
- **Polls** every held pawn from a `MapComponent` for intake, improvisation, and tunnels — no hook
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|
on the capture event is needed because the tick already visits every held pawn.
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|
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||||||
|
The net effect: the surfaces other prison mods touch are mostly untouched here, so conflicts are the
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|
exception, not the rule.
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|
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|
## Foul Play — the carboy bridge
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|
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||||||
|
**Foul Play** (the "Piss Nuke" mod) stays its own mod with its own front door, and yet its **carboy
|
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|
is a first-class contraband item.** This is the flagship demonstration of Contraband's *"items are
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|
defs, subsystems are classes, mods are audiences"* principle, and it works through two seams:
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|
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1. **Cross-assembly worker resolution.** `CompProperties_Contraband`'s `useWorker` / `escapeWorker`
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|
fields are plain `Type`s, and RimWorld resolves def `Type` fields with
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`GenTypes.GetTypeInAnyAssembly` — searching **every loaded assembly**. So the carboy declares
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`CompProperties_Contraband` and points `useWorker` at a class that lives in *Foul Play's* assembly
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(e.g. a throw-the-carboy worker). Contraband never has to know that class exists.
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2. **The opaque content tag.** A carboy is not just "a jar" — it is a jar *of* a fermented blend, and
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|
that blend has to survive being concealed. Foul Play sets Contraband's two delegates:
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|
```csharp
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ContrabandUtility.ContentTagOf = thing => /* serialise the carboy's blend */;
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ContrabandUtility.ApplyContent = (thing, tag) => /* pour that blend back in on redeem */;
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|
```
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When a carboy is intaken or smuggled, Contraband captures the tag blind; on redemption it hands
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the tag back to Foul Play to restore the contents. **Contraband knows nothing about substances or
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|
fermentation** — that framework lives entirely in Foul Play. If Foul Play is absent, both delegates
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||||||
|
are null, no content is captured, and nothing breaks: a jar is just a jar. See
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[Concealment and Intake](Concealment-and-Intake.md).
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|
The dependency runs one way only: Foul Play bridges *to* Contraband (and to Core) if they are
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|
present; Contraband takes **no** dependency on Foul Play.
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|
## Institution: Justice — the record is the shared bus
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|
Contraband and **Justice** never call each other. They meet on Core's `CriminalRecord`:
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|
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||||||
|
```
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|
Contraband writes ──▶ CriminalRecord ──▶ Justice reads
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|
timesSearched (in Core) Classification (security grade)
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|
timesCaught Deterrence (colony-wide signal)
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|
escapeAttempts Discipline / Parole (reform)
|
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|
contrabandMade
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||||||
|
```
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|
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|
- **Catching contraband feeds classification.** A prisoner repeatedly caught with shivs or foiled
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|
mid-tunnel accrues `timesCaught` and `escapeAttempts`, which Justice's classification weighs into a
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|
higher security grade.
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|
- **And it feeds back.** Justice's deterrence signal flows *back* through Core's propensity seam
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|
(`Nurture`), nudging every future intake / improvise / dig roll a Contraband pawn makes. A prison
|
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|
that catches and disciplines becomes a prison where fewer prisoners bother trying — without either
|
||||||
|
mod referencing the other. Run Contraband alone and the deterrence factor is a neutral 1.0; the
|
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|
record fields still route the warden.
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|
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|
## Institution: Gangs — the contraband economy
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|
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|
**Gangs** depends on Core, **Contraband**, and Justice, because a gang *is* a contraband economy:
|
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|
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||||||
|
- Gang smuggling moves contraband through the same public `Conceal` door intake and corruption use.
|
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|
- A gang's outside members are the natural caller for the **reach-in corruption** primitive
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|
(`Corruption.Smuggle`) — paying a bent warden to make a delivery. That primitive is exposed in
|
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|
Contraband but has no in-repo trigger; Gangs is what drives it. See [Corruption](Corruption.md).
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|
- Gang fights route to Justice's crime record, which then raises search priority here. The loop
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||||||
|
closes through Core again.
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|
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||||||
|
## Prison mods the suite is tested against
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|
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||||||
|
| Mod | Interaction | Verdict |
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||||||
|
|---|---|---|
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||||||
|
| **Prison Commons** | postfixes `WorkGiver_Warden.ShouldSkip` on the **base** class; Contraband's search subclasses it and does not override, so searches respect prison-commons/allowed areas **for free** | works by inheritance |
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||||||
|
| **Custom Prisoner Interactions** | patches only the *named* vanilla warden givers (`_Chat`, `_Convert`, `_Enslave`, `_ReleasePrisoner`); it cannot see a brand-new giver | no conflict |
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||||||
|
| **Prisoner Realism** | its escapes are for "mood prisoners" mid-break; a tunnel breakout hands off to vanilla `PrisonBreakUtility.StartPrisonBreak`, which Prisoner Realism layers on. Tunnels **complement** it — they let ward patients and slaves who would never mood-break still, patiently, dig out | complementary |
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||||||
|
| **Prison Labor** | prisoners working outside the cell are still held pawns and still tracked; Contraband adds no patches to labor jobs. A work assignment is simply another place a disposed prisoner might come by materials | no conflict |
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||||||
|
| **Prisoner Recreation** | overlaps the *regime* feature — which now lives in **Institution: Justice**, not here, and is written to be idempotent with Prisoner Recreation | not Contraband's concern post-split |
|
||||||
|
|
||||||
|
## Load order
|
||||||
|
|
||||||
|
```
|
||||||
|
Ludeon.RimWorld
|
||||||
|
flan.institution.core ← required, loads before Contraband
|
||||||
|
flan.institution.contraband ← this mod
|
||||||
|
(Foul Play / Justice / Gangs — any order after Core; each bridges if present)
|
||||||
|
```
|
||||||
|
|
||||||
|
## The general rule
|
||||||
|
|
||||||
|
If a mod adds prisoner behaviour by **patching vanilla warden givers or the escape duty tree by
|
||||||
|
name**, it will not see Contraband's additions, and Contraband will not see its — they pass each
|
||||||
|
other. If a mod adds a *new* `WorkGiver` or duty node of its own, it stacks. The one place to watch is
|
||||||
|
another mod that *also* rewrites the same two duty think trees (`PrisonerEscape`,
|
||||||
|
`PrisonerAssaultColony`) wholesale; Contraband inserts its nodes at a specific anchor and logs a
|
||||||
|
warning if that anchor is missing, so a load-order or conflict problem is visible in the log rather
|
||||||
|
than silent.
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
*Part of the **Institution** suite — Core · Contraband · Justice · Gangs, alongside Foul Play and
|
||||||
|
Ward. Each stands alone; together they interlock.*
|
||||||
|
*Developed with substantial assistance from Claude (Anthropic).*
|
||||||
@@ -0,0 +1,230 @@
|
|||||||
|
# Concealment and Intake
|
||||||
|
|
||||||
|
*How a hidden item exists without existing, how it gets onto a prisoner in the first place, and how
|
||||||
|
it becomes real again.*
|
||||||
|
|
||||||
|
This is the spine of the whole mod. Everything else — shivs, tunnels, searches, corruption — is a
|
||||||
|
different way to add to, or remove from, the private list this page describes.
|
||||||
|
|
||||||
|
## While it is concealed, there is no Thing
|
||||||
|
|
||||||
|
The single most important rule, and the source states it plainly:
|
||||||
|
|
||||||
|
> `MapComponent_Contraband` tracks what each pawn is hiding. **Concealed contraband is not a Thing.
|
||||||
|
> It is a secret.** It is not in the gear tab, there is no icon, and the player is told nothing —
|
||||||
|
> because an item you can see in a UI is not contraband, it is inventory, and there would be nothing
|
||||||
|
> for a warden to discover and no reason to ever order a search.
|
||||||
|
|
||||||
|
Concretely, a concealed item lives as a `ConcealedItem` row in a `List` on the map component. It
|
||||||
|
carries the def, a `progress` value, the material it ended up made of, an optional source it is
|
||||||
|
being harvested from, tunnel state if it is a pick, and an opaque `contentTag`. It holds **no
|
||||||
|
spawned object** anywhere in the world until one of two things happens:
|
||||||
|
|
||||||
|
| Moment | What happens | Method |
|
||||||
|
|---|---|---|
|
||||||
|
| The prisoner **uses** it | It materialises into their inventory as a real `Thing` | `TryRedeem` |
|
||||||
|
| A warden **finds** it | It is deleted from the list; it never becomes a `Thing` at all | `Confiscate` |
|
||||||
|
|
||||||
|
A corollary the search page leans on hard: **an empty search must still cost time.** If the
|
||||||
|
`Search` job only ever appeared when there was genuinely something to find, the mere *offer* of the
|
||||||
|
job would be the discovery. You have to be able to toss a clean cell and come up with nothing.
|
||||||
|
|
||||||
|
## Where a thing can hide: `ConcealSite`
|
||||||
|
|
||||||
|
Every contraband def declares where it can be hidden. This is not decoration — it decides **who can
|
||||||
|
ever find it**.
|
||||||
|
|
||||||
|
```csharp
|
||||||
|
[Flags] enum ConcealSite { None = 0, OnBody = 1, InCell = 2 }
|
||||||
|
```
|
||||||
|
|
||||||
|
| Site | Holds | Found by |
|
||||||
|
|---|---|---|
|
||||||
|
| `OnBody` | small: a shiv, pills, a phone | searching the **pawn** |
|
||||||
|
| `InCell` | bulky: a rifle, a carboy, a crude pick | tossing the **room** |
|
||||||
|
|
||||||
|
A warden turning over a prisoner and their cell reaches both (`OnBody | InCell`). The reason the
|
||||||
|
enum is split at all: a **constable** in Justice's now-shipping policing layer, frisking a colonist
|
||||||
|
named in a street crime, reaches only `OnBody`, so whatever is under their floorboards stays there
|
||||||
|
until somebody has grounds to search the *room*. The split between "who may search" and "what a
|
||||||
|
search reaches" is deliberate — see [Warden Search](Warden-Search.md).
|
||||||
|
|
||||||
|
## Three sources of contraband, and no list of items
|
||||||
|
|
||||||
|
At startup, `ContrabandUtility` scans every `ThingDef` and decides whether it is contraband. There
|
||||||
|
is no hardcoded list of item names — there are three recognisers:
|
||||||
|
|
||||||
|
1. **Explicit.** Any def carrying `CompProperties_Contraband`. This is the opt-in, and it is how a
|
||||||
|
mod plugs in its own `acquireWorker` / `useWorker` / `escapeWorker` behaviour.
|
||||||
|
2. **Every drug** (`ThingDef.IsDrug`) — inferred automatically.
|
||||||
|
3. **Every weapon** (`ThingDef.IsWeapon`) that is not `destroyOnDrop` — inferred from **mass**.
|
||||||
|
|
||||||
|
The inference (`ContrabandUtility.Infer`) fills in concealability and hiding place so a modder never
|
||||||
|
has to:
|
||||||
|
|
||||||
|
| Kind | Test | `concealability` | `hideIn` |
|
||||||
|
|---|---|---|---|
|
||||||
|
| Hard drug | `drugCategory == Hard` | **0.75** | `OnBody \| InCell` |
|
||||||
|
| Other drug | any other `IsDrug` | **0.5** | `OnBody \| InCell` |
|
||||||
|
| Light weapon | `Mass ≤ 2.0` | **0.7** | `OnBody \| InCell` |
|
||||||
|
| Heavy weapon | `2.0 < Mass ≤ 10.0` | **0.35** | `InCell` only |
|
||||||
|
| Very heavy weapon | `Mass > 10.0` | — | **not contraband** (a minigun hides nowhere) |
|
||||||
|
|
||||||
|
`concealability` runs 0..1 where **0 = a warden finds it every time and 1 = never**; higher is
|
||||||
|
harder to find. Drugs and inferred weapons get **no `acquireWorker`** (you cannot synthesise yayo in
|
||||||
|
a bare cell, and you cannot conjure a rifle) and **no `useWorker`** — because vanilla already knows
|
||||||
|
what to do with them. `JobGiver_SatisfyChemicalNeed` takes a drug; an armed prisoner *is* the
|
||||||
|
payload. Getting the item into the cell is the entire problem, and that is all these routes solve.
|
||||||
|
|
||||||
|
Nothing here mutates another mod's defs. It is a lookup keyed on the def, computed once, held in a
|
||||||
|
dictionary. Modded drugs and weapons are covered without ever being named.
|
||||||
|
|
||||||
|
## The poll: no Harmony
|
||||||
|
|
||||||
|
`MapComponent_Contraband` runs on a heartbeat. Every **250 ticks** (`CheckIntervalTicks`) it visits
|
||||||
|
every pawn who could be concealing something and does all the ongoing work: intake, tunnel progress,
|
||||||
|
and improvisation. If nothing on the map is self-acquirable and there are no escape tools registered,
|
||||||
|
it returns immediately and costs nothing.
|
||||||
|
|
||||||
|
Polling — rather than patching — is a deliberate architecture choice. **The tick already visits
|
||||||
|
every held pawn**, so intake needs no Harmony hook on the capture event: a pawn who is in custody but
|
||||||
|
not yet in the `intakeProcessed` set is, by definition, one who was newly taken. The whole mod ships
|
||||||
|
zero Harmony patches, and this is a large part of why.
|
||||||
|
|
||||||
|
### Who counts as a concealer
|
||||||
|
|
||||||
|
`ContrabandUtility.Concealers(map)` is **not** just prisoners. It delegates to Core's
|
||||||
|
secured-context predicate and yields every pawn whose belongings are anyone's business — prisoners,
|
||||||
|
slaves, **and free colonists**:
|
||||||
|
|
||||||
|
> A free colonist forbidden their drug by a drug policy or an ideoligion is precisely the pawn who
|
||||||
|
> keeps a private stash — and vanilla already denies them, with no valve.
|
||||||
|
|
||||||
|
Whether anyone may *search* a given concealer is a separate question with a separate answer (the
|
||||||
|
warden's authority reaches prisoners; a future cop's reaches colonists). Tracking is pawn-agnostic;
|
||||||
|
authority is not.
|
||||||
|
|
||||||
|
## Intake: the moment of capture
|
||||||
|
|
||||||
|
Vanilla never strips a captive *on capture* — a downed pawn keeps whatever they walked in with, and
|
||||||
|
the warden path just hauls them to a cell. Intake is Contraband's answer to that gap.
|
||||||
|
|
||||||
|
`RunIntake(pawn)` runs from the poll, on the first pass that sees a newly-held pawn:
|
||||||
|
|
||||||
|
1. **Held only.** The pawn must be humanlike and `IsHeld` (prisoner, slave, ward patient). A free
|
||||||
|
colonist is a concealer, but nobody frisks and processes *them* on the way into a cell, so their
|
||||||
|
carried gear is never intaken.
|
||||||
|
2. **Once.** The pawn's `thingIDNumber` is added to a `HashSet<int>`. The set stores an `int`, not a
|
||||||
|
pawn reference, so it holds no ghost of a captive who has since died. A second pass finds them
|
||||||
|
already processed and does nothing.
|
||||||
|
3. **Even while downed.** Intake runs *before* the "must be awake" gate. The stash a captive walked
|
||||||
|
in with is hidden the moment they are in custody, not when they wake — everything *after* intake
|
||||||
|
(whittling, digging) needs them awake, but hiding what is already on you does not.
|
||||||
|
4. **Only what can ride on a body.** `IsIntakeConcealable` accepts a thing only if its contraband
|
||||||
|
props include the `OnBody` flag. A shiv up a sleeve is intaken; a rifle or a suit of armour is
|
||||||
|
too bulky to palm and stays as ordinary strippable gear the player confiscates for free.
|
||||||
|
5. **Per-item disposition.** For each concealable thing the captive carries, the mod rolls whether
|
||||||
|
*this* pawn would hide *this* item:
|
||||||
|
|
||||||
|
```
|
||||||
|
Propensity.Would(pawn, 0.6, SaltIntake ^ item.thingIDNumber)
|
||||||
|
```
|
||||||
|
|
||||||
|
Base chance 0.6, then scaled by the pawn's nature × nurture (Core's `Propensity`). The roll is
|
||||||
|
**seeded per (pawn, item)** — a fixed fact, not a fresh coin each tick. The frightened cook
|
||||||
|
surrenders the knife; the disposed lifer palms it, and always would have.
|
||||||
|
|
||||||
|
When a pawn does hide an item, the real `Thing` is **destroyed** (equipment via
|
||||||
|
`DestroyEquipment`, inventory via `Destroy(Vanish)`) and a concealed secret is created in its place,
|
||||||
|
preserving what the item was made of (`stuff`) and — critically — its `contentTag`.
|
||||||
|
|
||||||
|
## The content tag: preserving contents without understanding them
|
||||||
|
|
||||||
|
A concealed vessel is not just "a jar" — it is a jar *of* something (hooch, piss, a fermented
|
||||||
|
blend), and that something has to survive being hidden and come back on redemption. Contraband
|
||||||
|
stores a single opaque string, `contentTag`, and **has no idea what it means**:
|
||||||
|
|
||||||
|
```csharp
|
||||||
|
// A bridge mod (Foul Play) fills these in. Null (no bridge) = items have no contents.
|
||||||
|
ContrabandUtility.ContentTagOf; // Func<Thing, string> — read on conceal
|
||||||
|
ContrabandUtility.ApplyContent; // Action<Thing, string> — applied on redeem
|
||||||
|
```
|
||||||
|
|
||||||
|
On concealment, `ContentTagOf(thing)` captures the tag (e.g. "a jar of a piss+hooch cocktail"). On
|
||||||
|
redemption, `ApplyContent(newThing, tag)` pours that content back into the freshly-made thing. This
|
||||||
|
is the exact seam **Foul Play** uses to keep a smuggled carboy's contents intact. Without a bridge,
|
||||||
|
both delegates are null, no content is captured, and nothing is lost — a shiv is just a shiv.
|
||||||
|
|
||||||
|
Fermentation itself lives in Foul Play, not here. A concealed vessel materialises **fresh** and
|
||||||
|
ferments afterward like any other, which suits the theme: fresh-brewed piss is weak, and time is
|
||||||
|
what makes it a weapon. (`concealedTick` records how long it was hidden, for any bridge that wants to
|
||||||
|
restore pre-aging — Contraband keeps the number but never acts on it.) See
|
||||||
|
[Compatibility](Compatibility.md).
|
||||||
|
|
||||||
|
## Redemption: the secret becomes a Thing
|
||||||
|
|
||||||
|
`TryRedeem(pawn, def)` is where a secret turns real:
|
||||||
|
|
||||||
|
1. Choose the material — the harvested `stuff`, or the def's default if it was made from stuff.
|
||||||
|
2. `ThingMaker.MakeThing(def, stuff)`.
|
||||||
|
3. If there was a `contentTag`, call `ApplyContent` to restore the contents.
|
||||||
|
4. `TryAdd` it to the pawn's inventory. If that fails, the thing is vanished and nothing is lost.
|
||||||
|
5. Remove the secret from the list.
|
||||||
|
|
||||||
|
The trigger for redemption is the breakout duty tree. `ThinkTreeInjection` runs once at startup and
|
||||||
|
mutates two duty defs directly (an XML patch on a `DutyDef` think tree silently no-ops in 1.6, so it
|
||||||
|
is done in C#):
|
||||||
|
|
||||||
|
| Duty | Injected | Where |
|
||||||
|
|---|---|---|
|
||||||
|
| `PrisonerEscape` | `JobGiver_ArmSelf`, then `JobGiver_UseContraband` | **after** `JobGiver_TakeCombatEnhancingDrug` |
|
||||||
|
| `PrisonerAssaultColony` | `JobGiver_ArmSelf`, then `JobGiver_UseContraband` | **before** `JobGiver_AIFightEnemies` |
|
||||||
|
|
||||||
|
`JobGiver_UseContraband` sits right beside `JobGiver_TakeCombatEnhancingDrug` — the one contraband
|
||||||
|
hook Ludeon wrote and then left reading an always-empty inventory. For each thing a pawn is hiding:
|
||||||
|
|
||||||
|
- **Inert contraband** (a drug, a stashed rifle — no `useWorker`): just materialise it and get out
|
||||||
|
of the way. Vanilla takes the drug via `JobGiver_SatisfyChemicalNeed`; a weapon in inventory is a
|
||||||
|
weapon. But a stashed **weapon** only comes out for someone who would actually use it
|
||||||
|
(`Disposition.WouldArmSelf`) — the same person who would not stop to pick a rifle off the floor
|
||||||
|
does not become a fighter because the knife was in their sock, and a pawn incapable of violence
|
||||||
|
never does at all. If they qualify, the weapon is moved from inventory into their equipment slot;
|
||||||
|
otherwise it stays hidden and they run. See [Improvised Weapons](Improvised-Weapons.md).
|
||||||
|
- **Active contraband** (a `useWorker` — e.g. Foul Play's throw-the-carboy): materialise it, then
|
||||||
|
hand off to the worker's `TryGiveJob`, which produces the actual use job.
|
||||||
|
|
||||||
|
## Confiscation and the door every route comes through
|
||||||
|
|
||||||
|
`Confiscate(pawn, def)` simply removes the secret. It **never becomes a Thing** — the warden found
|
||||||
|
it, and there is nothing to drop on the floor. (This is why searching is not a way for the colony to
|
||||||
|
*acquire* a prisoner's drugs; it is a way to *deny* them.)
|
||||||
|
|
||||||
|
At the other end, `Conceal(prisoner, def, ...)` is the public door **every** supply route comes
|
||||||
|
through — intake calls it, a bent warden calls it ([Corruption](Corruption.md)), and a smuggling
|
||||||
|
gangmate ([Institution: Gangs](Compatibility.md)) calls it. It hands a prisoner something already
|
||||||
|
finished and hidden, optionally with a `contentTag`. One door, many keys.
|
||||||
|
|
||||||
|
## Persistence
|
||||||
|
|
||||||
|
`MapComponent_Contraband.ExposeData` deep-saves the secret list, the per-pawn search cooldowns, and
|
||||||
|
the `intakeProcessed` set. On load it prunes any row whose pawn or def failed to resolve — prisoners
|
||||||
|
who died or left take their secrets with them, and a null key would throw on the next tick.
|
||||||
|
|
||||||
|
## Quick reference
|
||||||
|
|
||||||
|
| Constant | Value | Meaning |
|
||||||
|
|---|---|---|
|
||||||
|
| `CheckIntervalTicks` | 250 | poll cadence for intake / tunnels / improvisation |
|
||||||
|
| Intake base chance | 0.60 | per-item, before nature × nurture |
|
||||||
|
| Intake gate | `IsHeld` + `OnBody` | only held pawns, only body-hideable items |
|
||||||
|
| Hard-drug concealability | 0.75 | inferred |
|
||||||
|
| Other-drug concealability | 0.50 | inferred |
|
||||||
|
| Light-weapon concealability | 0.70 | `Mass ≤ 2.0`, hides on body |
|
||||||
|
| Heavy-weapon concealability | 0.35 | `2.0 < Mass ≤ 10.0`, `InCell` only |
|
||||||
|
| Unhideable mass | > 10.0 | not contraband |
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
*Part of the **Institution** suite — Core · Contraband · Justice · Gangs, alongside Foul Play and
|
||||||
|
Ward. Each stands alone; together they interlock.*
|
||||||
|
*Developed with substantial assistance from Claude (Anthropic).*
|
||||||
@@ -0,0 +1,141 @@
|
|||||||
|
# Corruption
|
||||||
|
|
||||||
|
*A search is only as thorough as the warden running it, and a warden is a person with their own
|
||||||
|
diligence and their own price.*
|
||||||
|
|
||||||
|
The counter to contraband is the [warden search](Warden-Search.md) — but a search is not a machine.
|
||||||
|
It is a human being with traits and a mood, and Contraband models that human being on **two axes,
|
||||||
|
both read off the same vanilla traits, mood, and relationships — no new stat to maintain**:
|
||||||
|
|
||||||
|
| Axis | Question | Effect on a search |
|
||||||
|
|---|---|---|
|
||||||
|
| **Diligence** | How hard do they look? | multiplies the find chance |
|
||||||
|
| **Corruption** | How bent are they? | a flat chance to look away — and a route *into* the prison |
|
||||||
|
|
||||||
|
This is *"what turns 'the game vs the player' into 'the player's own guards, each with an angle.'"*
|
||||||
|
The prisoner you can control. The guard you assigned to watch them, you cannot.
|
||||||
|
|
||||||
|
## Diligence — how hard they look
|
||||||
|
|
||||||
|
`WardenDisposition.Diligence(warden)` returns 0..1 and multiplies the whole find chance in
|
||||||
|
`JobDriver_SearchPawn`. A lax or miserable warden misses things a dutiful one would turn up.
|
||||||
|
|
||||||
|
```
|
||||||
|
d = 0.55 // baseline
|
||||||
|
d += 0.1 × degreeOf(Industriousness) // Lazy lowers, Industrious raises (per degree)
|
||||||
|
d += 0.15 if Abrasive // no qualms turning a cell over
|
||||||
|
d -= 0.20 if Kind // a gentle hand
|
||||||
|
d += 0.10 if Psychopath // does not care how it feels
|
||||||
|
d ×= Lerp(0.6, 1.1, mood) // a miserable warden phones it in
|
||||||
|
d = clamp01(d)
|
||||||
|
```
|
||||||
|
|
||||||
|
| Trait / factor | Δ Diligence | Reasoning |
|
||||||
|
|---|---|---|
|
||||||
|
| Industrious | +0.1 per degree | a hard worker searches hard |
|
||||||
|
| Lazy | −0.1 per degree | a lazy one frisks gently |
|
||||||
|
| Abrasive | +0.15 | happy to toss a cell |
|
||||||
|
| Psychopath | +0.10 | thoroughness without squeamishness |
|
||||||
|
| Kind | −0.20 | reluctant to be rough |
|
||||||
|
| Mood | ×0.6 (miserable) .. ×1.1 (content) | morale is thoroughness |
|
||||||
|
|
||||||
|
## Corruption — their price
|
||||||
|
|
||||||
|
`WardenDisposition.Corruption(warden)` returns 0..1. In a search, a bent warden gets a flat chance
|
||||||
|
to **look away** on each item they would otherwise have a shot at finding:
|
||||||
|
|
||||||
|
```
|
||||||
|
lookAwayChance = Corruption(warden) × 0.6 // rolled per hidden item, before the find roll
|
||||||
|
```
|
||||||
|
|
||||||
|
```
|
||||||
|
c = 0.04 // baseline — most guards are mostly honest
|
||||||
|
c += 0.40 if Greedy // has a price
|
||||||
|
c += 0.15 if Kind // bends the rules out of sympathy
|
||||||
|
c -= 0.10 if Ascetic // wants nothing, cannot be bought
|
||||||
|
c -= 0.05 if Abrasive
|
||||||
|
c ×= Lerp(1.6, 0.7, mood) // a desperate, miserable warden is more temptable
|
||||||
|
c = clamp01(c)
|
||||||
|
```
|
||||||
|
|
||||||
|
| Trait / factor | Δ Corruption | Reasoning |
|
||||||
|
|---|---|---|
|
||||||
|
| Greedy | +0.40 | the classic bent guard — everyone has a number |
|
||||||
|
| Kind | +0.15 | looks the other way out of sympathy, not money |
|
||||||
|
| Ascetic | −0.10 | wants nothing, so cannot be bought |
|
||||||
|
| Abrasive | −0.05 | too surly to do anyone a favour |
|
||||||
|
| Mood | ×1.6 (miserable) .. ×0.7 (content) | a happy guard is harder to tempt |
|
||||||
|
|
||||||
|
## The Kind warden is a double liability
|
||||||
|
|
||||||
|
Read the two formulas together and one trait jumps out. **Kind** *lowers* Diligence (−0.20) **and**
|
||||||
|
*raises* Corruption (+0.15). The gentle guard both frisks softly and bends the rules out of pity —
|
||||||
|
the worst warden you can put on a contraband detail, and the least obvious one, because "kind" reads
|
||||||
|
as a virtue everywhere else in the game. Meanwhile **mood** cuts the same way on both axes: a
|
||||||
|
miserable warden looks *less* hard and is *more* temptable. A depressed guard is a sieve at both
|
||||||
|
ends.
|
||||||
|
|
||||||
|
## Worked examples
|
||||||
|
|
||||||
|
Find chance for a hidden item is `baseFind × Diligence`, with a separate `lookAway = Corruption ×
|
||||||
|
0.6` chance to ignore it entirely. Assume a mid-skill warden whose raw find chance on a shiv is
|
||||||
|
around 0.30 before disposition:
|
||||||
|
|
||||||
|
| Warden | Diligence | Corruption | Look-away/item | Net on a 0.30 shiv |
|
||||||
|
|---|---|---|---|---|
|
||||||
|
| Neutral, content | ~0.61 | ~0.03 | ~2% | thorough-ish: ~0.18 find |
|
||||||
|
| Abrasive + Psychopath, content | ~0.88 | ~0.02 | ~1% | a nightmare for prisoners: ~0.26 find |
|
||||||
|
| Greedy, content | ~0.61 | ~0.31 | ~18% | looks capable, pockets bribes |
|
||||||
|
| Greedy, **miserable** | ~0.37 | ~0.62 | ~37% | ignores contraband over a third of the time |
|
||||||
|
| Kind + **miserable** | ~0.25 | ~0.27 | ~16% | a sieve at both ends: ~0.07 find |
|
||||||
|
|
||||||
|
(Numbers rounded; mood taken as content ≈ 100% or miserable ≈ 20%.) The takeaway is that **who you
|
||||||
|
assign to search matters as much as whether you search at all.** A greedy, miserable warden is not a
|
||||||
|
guard — he is a supply line you are paying to pretend otherwise.
|
||||||
|
|
||||||
|
## The bent warden as a supply route *in*
|
||||||
|
|
||||||
|
Corruption is not only "looks away." The `Corruption.Smuggle` primitive is the reaching-*in* half — a
|
||||||
|
guard who slips a prisoner contraband through the very same `Conceal` door a smuggler or a gangmate
|
||||||
|
uses:
|
||||||
|
|
||||||
|
```csharp
|
||||||
|
ThingDef Corruption.Smuggle(warden, prisoner, tracker)
|
||||||
|
// picks a random OnBody-hideable contraband and Conceal()s it onto the prisoner; returns the def
|
||||||
|
```
|
||||||
|
|
||||||
|
Only what can ride on a body gets slipped across a handshake (`OnBody`). The method is the **act
|
||||||
|
itself**; the caller decides *who* and *when*, gated on `WardenDisposition.Corruption`. In Contraband
|
||||||
|
on its own, this primitive is exposed but not yet wired to an in-game trigger — it is the seam
|
||||||
|
**Institution: Gangs** drives when a gang's outside members pay a bent warden to make a delivery, and
|
||||||
|
the thing a planned secure-zone checkpoint that frisks *guards* is meant to catch. Search-side
|
||||||
|
corruption (looking away) is fully live today; reach-in corruption is the hook the rest of the suite
|
||||||
|
plugs into. See [Compatibility](Compatibility.md).
|
||||||
|
|
||||||
|
## How to play with it
|
||||||
|
|
||||||
|
- **Vet your wardens.** A Greedy or Kind pawn on prison duty is a liability the trait tooltip won't
|
||||||
|
warn you about. Ascetic and Industrious make the best searchers; Psychopath and Abrasive are
|
||||||
|
brutally effective if you can stomach them.
|
||||||
|
- **Watch mood.** A prison-duty warden in a slump is failing at both jobs — searching *and* not
|
||||||
|
smuggling. Keep your guards content or rotate them out.
|
||||||
|
- **Redundancy beats brilliance.** Because each search is one shot per prisoner per day and even a
|
||||||
|
good warden misses a well-hidden shiv, a *second* diligent warden over time matters more than a
|
||||||
|
single perfect search.
|
||||||
|
|
||||||
|
## Quick reference
|
||||||
|
|
||||||
|
| Constant | Value | Meaning |
|
||||||
|
|---|---|---|
|
||||||
|
| Diligence baseline | 0.55 | before traits and mood |
|
||||||
|
| Corruption baseline | 0.04 | most guards are mostly honest |
|
||||||
|
| Diligence mood scale | ×0.6 .. ×1.1 | miserable → content |
|
||||||
|
| Corruption mood scale | ×1.6 .. ×0.7 | miserable → content |
|
||||||
|
| Look-away multiplier | ×0.6 | applied to Corruption, per item |
|
||||||
|
| Smuggle payload | `OnBody` contraband only | what fits in a handshake |
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
*Part of the **Institution** suite — Core · Contraband · Justice · Gangs, alongside Foul Play and
|
||||||
|
Ward. Each stands alone; together they interlock.*
|
||||||
|
*Developed with substantial assistance from Claude (Anthropic).*
|
||||||
@@ -0,0 +1,130 @@
|
|||||||
|
# Institution: Contraband
|
||||||
|
|
||||||
|
*Prisoners get hold of things they should not have. Wardens turn the cell over looking for them.*
|
||||||
|
|
||||||
|
This is the player-facing wiki for **Institution: Contraband**, a RimWorld 1.6 mod. It documents
|
||||||
|
every mechanic with the real numbers pulled from the source, explains why each one works the way it
|
||||||
|
does, and tells you how to play with them — and against them.
|
||||||
|
|
||||||
|
> **Note on scope.** Contraband was recently *split*. It is now one thing: the **physical smuggling
|
||||||
|
> loop** of a prison. The engine it used to carry — propensity, the criminal record, the
|
||||||
|
> secured-context predicate — now lives in **Institution: Core**, which this mod requires. The
|
||||||
|
> response systems (classification, deterrence, discipline, parole, regime) went to **Institution:
|
||||||
|
> Justice**, and the gang network to **Institution: Gangs**. If this page mentions "the record" or
|
||||||
|
> "a pawn's propensity," those are Core's; Contraband reads them.
|
||||||
|
|
||||||
|
## The one idea
|
||||||
|
|
||||||
|
The whole Institution suite rests on a single sentence:
|
||||||
|
|
||||||
|
> **Every pawn has a criminal propensity on a spectrum — nature (traits) × nurture (circumstance,
|
||||||
|
> mood, treatment) — and the colony can police it.**
|
||||||
|
|
||||||
|
Contraband is the half of that sentence you can *hold in your hand*. A propensity is abstract until
|
||||||
|
a disposed prisoner files a blade off his bunk, palms a twist of yayo on the way into a cell, or
|
||||||
|
starts digging. Contraband is where the spectrum becomes an object with edges.
|
||||||
|
|
||||||
|
## Vanilla built the demand and forgot the supply chain
|
||||||
|
|
||||||
|
RimWorld already ships a fully-built junkie. Raiders spawn addicted (`chemicalAddictionChance`,
|
||||||
|
`forcedAddictions`) and carrying combat drugs (`combatEnhancingDrugsChance`). You down one, capture
|
||||||
|
strips everything (`DropAndForbidEverything`), and now withdrawal grips them in the cell
|
||||||
|
(`Need_Chemical`, `Hediff_Addiction`). A prisoner already *seeks* a drug on their own —
|
||||||
|
`JobGiver_SatisfyChemicalNeed` is in the prisoner think tree — and already *ignores* the forbidden
|
||||||
|
flag inside their own cell (`ForbidUtility.CaresAboutForbidden`).
|
||||||
|
|
||||||
|
Put a drug within reach of an addicted prisoner and the base game makes them take it. Today. With no
|
||||||
|
new code. The consumer, the craving, the reach, the ignore-forbidden — all of it ships.
|
||||||
|
|
||||||
|
What does **not** ship is any answer to two questions:
|
||||||
|
|
||||||
|
| Vanilla has | Vanilla lacks |
|
||||||
|
|---|---|
|
||||||
|
| A prisoner who wants contraband | Any route for contraband to reach the cell |
|
||||||
|
| A warden with fifteen jobs | A sixteenth called *search* |
|
||||||
|
|
||||||
|
Search `Assembly-CSharp.dll` for `Contraband`, `Search`, `Confiscate`, `Smuggle`, `Frisk`,
|
||||||
|
`Shakedown` and you get **zero types**. The warden can chat, convert, feed, execute, enslave,
|
||||||
|
release, suppress — and cannot look in a pocket. Contraband builds exactly the missing two halves:
|
||||||
|
**supply** and **search**. It does not need to build the junkie, because Ludeon already did.
|
||||||
|
|
||||||
|
## Concealment is a secret, not an item
|
||||||
|
|
||||||
|
This is the load-bearing design decision, inherited from Foul Play (the Piss Nuke) and kept:
|
||||||
|
|
||||||
|
> **While it is concealed, there is no `Thing`.**
|
||||||
|
|
||||||
|
A hidden shiv is not in the gear tab. There is no icon. There is no stack on a shelf. The player is
|
||||||
|
told **nothing**. The item exists only as a row in `MapComponent_Contraband`'s private list, and it
|
||||||
|
becomes a real `Thing` at exactly two moments:
|
||||||
|
|
||||||
|
- when the prisoner **uses** it (the secret is "redeemed" into their inventory), and
|
||||||
|
- when a warden **finds** it in a search (it is confiscated and never becomes a thing at all).
|
||||||
|
|
||||||
|
Why go to the trouble? Because *an item you can see in a UI is not contraband* — it's inventory, and
|
||||||
|
there would be nothing to discover and no reason to ever order a search. The whole tension of the
|
||||||
|
system is that **you never know**. A warden you send to toss a cell might find a blade, might foil a
|
||||||
|
tunnel, or might waste twenty minutes on a prisoner who was hiding nothing — and that empty search
|
||||||
|
still has to cost, or the mere *offer* of the job would be the discovery.
|
||||||
|
|
||||||
|
Read the full lifecycle in **Concealment and Intake**.
|
||||||
|
|
||||||
|
## The four supply routes and the one counter
|
||||||
|
|
||||||
|
| Route | What it is | Page |
|
||||||
|
|---|---|---|
|
||||||
|
| **Intake** | A captive hides the small contraband they walked in with | [Concealment and Intake](Concealment-and-Intake.md) |
|
||||||
|
| **Improvise** | Whittle a shiv from the cell's own furniture | [Improvised Weapons](Improvised-Weapons.md) |
|
||||||
|
| **Tunnel** | Dig out under the perimeter with a filed pick | [Tunnels](Tunnels.md) |
|
||||||
|
| **A bent warden** | A greedy or over-kind guard smuggles *for* a prisoner | [Corruption](Corruption.md) |
|
||||||
|
| **The counter** | A prioritized cell toss that reads the tells | [Warden Search](Warden-Search.md) |
|
||||||
|
|
||||||
|
And because every guard is a person with their own diligence and their own price, the search is only
|
||||||
|
as good as who you send — see **Corruption**.
|
||||||
|
|
||||||
|
## How everything is contraband without a list
|
||||||
|
|
||||||
|
Contraband names no items. It recognises three sources at load and logs the count:
|
||||||
|
|
||||||
|
1. **Anything carrying `CompProperties_Contraband`** — the explicit opt-in, with pluggable behaviour.
|
||||||
|
2. **Every drug** (`ThingDef.IsDrug`) — vanilla's, Vanilla Expanded's, mods that don't exist yet.
|
||||||
|
Hard drugs conceal better (0.75 vs 0.5).
|
||||||
|
3. **Every weapon** (`ThingDef.IsWeapon`) — concealability and hiding place derived from **mass**. A
|
||||||
|
knife rides on the body; a heavy gun goes under the floor; a minigun (over 10 kg) hides nowhere.
|
||||||
|
|
||||||
|
It is a lookup, not a patch. Nothing mutates another mod's defs. Details in
|
||||||
|
[Concealment and Intake](Concealment-and-Intake.md) and [Compatibility](Compatibility.md).
|
||||||
|
|
||||||
|
## Index
|
||||||
|
|
||||||
|
- **[Concealment and Intake](Concealment-and-Intake.md)** — the secret model, `ConcealSite`, the
|
||||||
|
three sources, intake on capture, redemption, and the opaque content-tag bridge.
|
||||||
|
- **[Improvised Weapons](Improvised-Weapons.md)** — the shiv whittled from furniture, material
|
||||||
|
carry-through, the damage tell, and who reaches for it in a breakout.
|
||||||
|
- **[Tunnels](Tunnels.md)** — the Prison-Architect dig under the perimeter, which pawns dig, and how
|
||||||
|
a search uncovers the shaft.
|
||||||
|
- **[Warden Search](Warden-Search.md)** — the prioritized search, how tells and the record drive
|
||||||
|
priority, what a search does, and how it writes back.
|
||||||
|
- **[Corruption](Corruption.md)** — Diligence and Corruption from traits and mood, how they scale a
|
||||||
|
find, and the bent warden who looks away or smuggles in.
|
||||||
|
- **[Compatibility](Compatibility.md)** — the Core dependency, the Foul Play bridge, Justice/Gangs
|
||||||
|
interplay, and the prison mods the suite is tested against.
|
||||||
|
|
||||||
|
## The suite
|
||||||
|
|
||||||
|
Each mod stands alone as an install; together they form one system.
|
||||||
|
|
||||||
|
| Mod | Owns | Depends on |
|
||||||
|
|---|---|---|
|
||||||
|
| **Institution: Core** | propensity, criminal record, secured context | base game |
|
||||||
|
| **Institution: Contraband** (this) | concealment, intake, shivs, tunnels, search, corruption | Core |
|
||||||
|
| **Institution: Justice** | classification, deterrence, discipline, parole, regime | Core |
|
||||||
|
| **Institution: Gangs** | gangs as contraband economies | Core, Contraband, Justice |
|
||||||
|
| **Foul Play** | vessel + substance + throw framework; the Piss Nuke; bridges its carboy in as contraband | standalone |
|
||||||
|
| **Ward** | a ward prison mode + the suite's test harness | — |
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
*Part of the **Institution** suite — Core · Contraband · Justice · Gangs, alongside Foul Play and
|
||||||
|
Ward. Each stands alone; together they interlock.*
|
||||||
|
*Developed with substantial assistance from Claude (Anthropic).*
|
||||||
@@ -0,0 +1,203 @@
|
|||||||
|
# Improvised Weapons
|
||||||
|
|
||||||
|
*The acquisition route you cannot deny — because you are obliged to furnish the cell, and the
|
||||||
|
furniture is the raw material.*
|
||||||
|
|
||||||
|
You have to give a prisoner a bed. RimWorld will nag you until you do. That bed is a frame of wood,
|
||||||
|
or steel, or — if you built a nice prison — plasteel. Give a disposed prisoner a season of
|
||||||
|
unsupervised time with it and they will file a blade off it. **The prison's own furnishings are the
|
||||||
|
arsenal, and better furniture is worse.**
|
||||||
|
|
||||||
|
## The shiv
|
||||||
|
|
||||||
|
`CB_Shiv` is a crude stabbing weapon: *"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."*
|
||||||
|
|
||||||
|
| Stat | Value |
|
||||||
|
|---|---|
|
||||||
|
| Tech level | Neolithic |
|
||||||
|
| Mass | 0.4 kg |
|
||||||
|
| `concealability` | **0.75** (hides very well — it rides on the body) |
|
||||||
|
| `hideIn` | `OnBody \| InCell` |
|
||||||
|
| Point (Stab) | power 7, cooldown 1.5 s |
|
||||||
|
| Handle (Blunt) | power 5, cooldown 1.6 s |
|
||||||
|
| `acquireWorker` | `AcquireWorker_Improvise` |
|
||||||
|
| `useWorker` | none — an armed prisoner *is* the payload |
|
||||||
|
|
||||||
|
It is **stuffable** (`stuffCategories`: Metallic, Woody, Stony), which is the entire point of the
|
||||||
|
harvest mechanic: a shiv's stats come from its material for free. A wood shiv is feeble; a plasteel
|
||||||
|
one is vicious. You never furnished a cell thinking of it as an armoury, but that is what it is.
|
||||||
|
|
||||||
|
## Who whittles: the disposition gate
|
||||||
|
|
||||||
|
`AcquireWorker_Improvise.CanAcquire` is not "any prisoner." Three things must all be true:
|
||||||
|
|
||||||
|
1. **Held.** The pawn is a prisoner, slave, or ward patient (`IsHeld`). Free colonists do not whittle
|
||||||
|
shivs in the commons — *yet* (the concealment layer already tracks them; only the authority to act
|
||||||
|
on them is missing).
|
||||||
|
2. **Disposed.** A seeded propensity roll:
|
||||||
|
|
||||||
|
```
|
||||||
|
Propensity.Would(pawn, 0.10, SaltImprovise)
|
||||||
|
```
|
||||||
|
|
||||||
|
Base chance **0.10**, scaled by Core's nature × nurture. It is seeded per pawn, so it is a *fixed
|
||||||
|
fact* about them — the mistreated, high-propensity lifer chews his bed apart; the frightened cook
|
||||||
|
never does, and never would have, no matter how many times you reload.
|
||||||
|
3. **Material in reach.** There is a workable source (see below).
|
||||||
|
|
||||||
|
The base is deliberately low. Most prisoners are not making weapons. When one is, that is a fact
|
||||||
|
about *who they are and how you keep them*, and the tell it leaves is meant to point you at exactly
|
||||||
|
that pawn.
|
||||||
|
|
||||||
|
## The source: what counts as raw material
|
||||||
|
|
||||||
|
`FindSource` looks for the nearest reachable, damageable, usefully-stuffed piece of furniture:
|
||||||
|
|
||||||
|
- **Their own assigned bed first** — it is right there in the cell.
|
||||||
|
- Otherwise the **closest artificial building within 12 tiles** that qualifies.
|
||||||
|
|
||||||
|
`IsWorkableSource` requires all of:
|
||||||
|
|
||||||
|
| Requirement | Why |
|
||||||
|
|---|---|
|
||||||
|
| Made of `Stuff` | you cannot whittle a blade out of nothing |
|
||||||
|
| `useHitPoints` | it has to be damageable |
|
||||||
|
| Stuff category is **Metallic, Woody, or Stony** | cloth and leather cannot be filed into a blade |
|
||||||
|
| Reachable at `Touch` through `Danger.Deadly` | they have to get to it |
|
||||||
|
|
||||||
|
This is also the counter-play. A cell furnished only in cloth and hydroponics offers nothing to file.
|
||||||
|
A steel bed offers a steel shiv. **What you build the cell out of decides whether it can become a
|
||||||
|
weapon, and how nasty that weapon is.**
|
||||||
|
|
||||||
|
## Harvest by damage: the tell *is* the mechanic
|
||||||
|
|
||||||
|
Each poll the pawn makes progress, `OnHarvestTick` chips at the source:
|
||||||
|
|
||||||
|
```
|
||||||
|
damage = max(1, round(source.MaxHitPoints × 0.012)) // Blunt, ~1.2% of max HP per worked poll
|
||||||
|
```
|
||||||
|
|
||||||
|
The damage is not a side effect — it is the point. A gnawed bed is **probable cause**. The same
|
||||||
|
poll that advances the shiv damages the furniture, and that visible wear is what
|
||||||
|
[Warden Search](Warden-Search.md) reads to send a guard to the *right* prisoner first: a badly
|
||||||
|
damaged bed shoots a prisoner to the top of the search priority list. Whittling a shiv is loud, in
|
||||||
|
the only sense that matters — it leaves a mark you can act on.
|
||||||
|
|
||||||
|
Because the source takes real damage, a determined prisoner can **reduce a piece of furniture to
|
||||||
|
wreckage and move on to the next**: if the source is destroyed before the shiv is finished,
|
||||||
|
`FindSource` looks for another, and if there is none, the route **stalls** (progress is kept, not
|
||||||
|
lost). A materially poor cell is a real defence — the prisoner cannot make progress with nothing to
|
||||||
|
file.
|
||||||
|
|
||||||
|
## How long, and the material it becomes
|
||||||
|
|
||||||
|
Progress uses the default rate — roughly **1.5 unsupervised days** of active work — jittered ±25%
|
||||||
|
each poll so no two shivs finish on the same schedule:
|
||||||
|
|
||||||
|
```
|
||||||
|
progressPerPoll = 250 / (1.5 × 60000) × Rand.Range(0.75, 1.25)
|
||||||
|
```
|
||||||
|
|
||||||
|
When progress reaches 1, the shiv is finished, **silently** — the player is told nothing. Two things
|
||||||
|
happen:
|
||||||
|
|
||||||
|
- **Material carry-through.** `item.stuff = source.Stuff`. A wood bed yields a wood shiv, a plasteel
|
||||||
|
bunk a plasteel one. When the shiv is later redeemed into a real `Thing`, it is made of exactly
|
||||||
|
that material, and its combat stats follow.
|
||||||
|
- **The record.** `CriminalRecord.contrabandMade` is incremented (Core's record). That number feeds
|
||||||
|
the warden's future suspicion of this pawn and, if you run **Institution: Justice**, their security
|
||||||
|
classification.
|
||||||
|
|
||||||
|
## The shiv comes out in a break — and who reaches for it
|
||||||
|
|
||||||
|
A hidden shiv is inert until a breakout. When a prisoner enters the `PrisonerEscape` or
|
||||||
|
`PrisonerAssaultColony` duty, `JobGiver_UseContraband` offers to materialise what they are hiding —
|
||||||
|
but a **weapon** only comes out for someone who would actually use it. That test is
|
||||||
|
`Disposition.WouldArmSelf`, and it is the same gate `JobGiver_ArmSelf` uses to decide whether an
|
||||||
|
escapee even bothers to pick a weapon off the floor.
|
||||||
|
|
||||||
|
This matters because **vanilla escapees never arm themselves at all.**
|
||||||
|
`JobGiver_PickUpOpportunisticWeapon` exists and is simply absent from the escape duty tree, so a
|
||||||
|
base-game prisoner walks out unarmed, always. Arming is genuinely new behaviour, so it is kept rare
|
||||||
|
enough that when it happens you recognise *who* did it.
|
||||||
|
|
||||||
|
### `WouldArmSelf`
|
||||||
|
|
||||||
|
First a **hard gate**: a pawn who `WorkTagIsDisabled(Violent)` never arms, ever — a pacifist who
|
||||||
|
picks up a rifle is not a rare event, it is a bug. Otherwise:
|
||||||
|
|
||||||
|
```
|
||||||
|
chance = ArmDisposition(pawn) × ArmCircumstance(pawn)
|
||||||
|
armed = WouldSeeded(pawn, min(chance, 0.85), SaltArm) // seeded — a fixed fact per pawn
|
||||||
|
```
|
||||||
|
|
||||||
|
**Disposition** — who they are, fixed, nothing about today changes it:
|
||||||
|
|
||||||
|
```
|
||||||
|
ArmDisposition = 0.10 (base) × trait × skill
|
||||||
|
```
|
||||||
|
|
||||||
|
| Factor | Value |
|
||||||
|
|---|---|
|
||||||
|
| Bloodlust | ×2.5 (highest applicable trait only — not a stack) |
|
||||||
|
| Psychopath | ×2.0 |
|
||||||
|
| Brawler | ×1.8 |
|
||||||
|
| Wimp | ×0.3 |
|
||||||
|
| Kind | ×0.4 |
|
||||||
|
| skill | `0.5 + max(Shooting, Melee)/20 × 1.5` → range **0.5 .. 2.0** |
|
||||||
|
|
||||||
|
*Being captured in a raid does not make someone a fighter* — plenty of prisoners are cooks and
|
||||||
|
conscripts. A weapon is only worth grabbing if you know what to do with it, hence the skill term.
|
||||||
|
|
||||||
|
**Circumstance** — what is happening right now, live, not seeded:
|
||||||
|
|
||||||
|
| Condition | Effect | Reasoning |
|
||||||
|
|---|---|---|
|
||||||
|
| Health < 50% | ×0.4 | badly hurt people run or crawl; they don't seek a fight |
|
||||||
|
| ≥ 2 other prisoners escaping within 12 tiles | ×2.0 | a crowd emboldens; one man slips out, six men riot |
|
||||||
|
| An armed colonist within 20 tiles | ×1.8 | now a weapon is not bravado, it's the plan |
|
||||||
|
|
||||||
|
### Which weapon they reach for
|
||||||
|
|
||||||
|
`JobGiver_ArmSelf` prefers, in order:
|
||||||
|
|
||||||
|
1. **Their own dropped weapon** — the gun they carried when you downed them, still lying where it
|
||||||
|
fell within 45 tiles. Vanilla remembers it in `Pawn_MindState.droppedWeapon` and then never uses
|
||||||
|
the field for prisoners. *"A man walking back to the spot where his own rifle fell is a better
|
||||||
|
story than a man rummaging through your stockpile."* A prisoner does not care that you marked it
|
||||||
|
forbidden.
|
||||||
|
2. **Anything to hand** within 18 tiles — but only for a pawn over a higher disposition floor
|
||||||
|
(`WouldSeeded(pawn, 0.35, …)`). Rummaging a stockpile is a further step than grabbing your own gun
|
||||||
|
back.
|
||||||
|
|
||||||
|
A concealed shiv slots into this the natural way: a prisoner who has been sitting on a blade and who
|
||||||
|
is the sort to use it does not leave it in his pocket. `JobGiver_UseContraband` redeems it and moves
|
||||||
|
it straight from inventory into the equipment slot. The pawn who would *not* arm keeps it hidden and
|
||||||
|
runs — and the shiv survives to be found in a later search, or used in a later break.
|
||||||
|
|
||||||
|
## Not only shivs: the crude pick
|
||||||
|
|
||||||
|
`AcquireWorker_Improvise` is shared. The **crude pick** (`CB_DiggingTool`) is filed off furniture
|
||||||
|
exactly the same way — same disposition gate, same damage tell — but it carries an `escapeWorker`
|
||||||
|
instead of weapon stats, and its purpose is a tunnel rather than a fight. See [Tunnels](Tunnels.md).
|
||||||
|
|
||||||
|
## Quick reference
|
||||||
|
|
||||||
|
| Constant | Value | Meaning |
|
||||||
|
|---|---|---|
|
||||||
|
| Improvise base chance | 0.10 | before nature × nurture; seeded per pawn |
|
||||||
|
| Damage per worked poll | ~1.2% of source max HP | Blunt; the visible tell |
|
||||||
|
| Source search radius | 12 tiles | own bed first, then nearest workable furniture |
|
||||||
|
| Time to finish a shiv | ~1.5 active days | jittered ±25% per poll |
|
||||||
|
| Workable stuff | Metallic / Woody / Stony | cloth and leather cannot be whittled |
|
||||||
|
| Shiv `concealability` | 0.75 | hard to find on the body |
|
||||||
|
| Arm chance cap | 0.85 | after disposition × circumstance |
|
||||||
|
| Own-weapon reach | 45 tiles | their dropped weapon |
|
||||||
|
| Any-weapon reach | 18 tiles | scavenge floor 0.35 disposition |
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
*Part of the **Institution** suite — Core · Contraband · Justice · Gangs, alongside Foul Play and
|
||||||
|
Ward. Each stands alone; together they interlock.*
|
||||||
|
*Developed with substantial assistance from Claude (Anthropic).*
|
||||||
@@ -0,0 +1,178 @@
|
|||||||
|
# Tunnels
|
||||||
|
|
||||||
|
*The Prison-Architect dig: a disposed pawn goes down, not through — under the ground and everything
|
||||||
|
built on it, out past the last wall you were relying on.*
|
||||||
|
|
||||||
|
A locked door stops a prisoner who wants to walk out. It does nothing at all about a prisoner who
|
||||||
|
digs. This is the escape that ignores your perimeter, because it does not cross it — it goes beneath
|
||||||
|
it. It is slow, it is quiet, and it works for pawns who would never join a mood-driven riot.
|
||||||
|
|
||||||
|
## The crude pick
|
||||||
|
|
||||||
|
The dig needs a tool. `CB_DiggingTool` is a crude pick, filed off the cell's own furniture exactly
|
||||||
|
the way a shiv is (`AcquireWorker_Improvise` — same disposition gate, same damage-to-furniture
|
||||||
|
tell; see [Improvised Weapons](Improvised-Weapons.md)). Where the shiv is a weapon, this is a *way
|
||||||
|
out*: it carries no combat stats and is never equipped.
|
||||||
|
|
||||||
|
| Stat | Value |
|
||||||
|
|---|---|
|
||||||
|
| Description | *"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."* |
|
||||||
|
| Max HP | 60 |
|
||||||
|
| Mass | 1.2 kg |
|
||||||
|
| `concealability` | **0.5** |
|
||||||
|
| `hideIn` | `InCell` only (too bulky to ride on a body) |
|
||||||
|
| `acquireWorker` | `AcquireWorker_Improvise` |
|
||||||
|
| `escapeWorker` | `EscapeTunnelWorker` |
|
||||||
|
| Deterioration | 2.0 |
|
||||||
|
|
||||||
|
Because it hides `InCell` only, a warden turning over the *room* can find the pick itself — and, far
|
||||||
|
more easily, the hole it is digging.
|
||||||
|
|
||||||
|
## A second secret riding on the first
|
||||||
|
|
||||||
|
A tunnel is *"the third thing a contraband item can be, after 'made' and 'used in a break': a thing
|
||||||
|
you dig your way OUT with, quietly, over days."* It is deliberately **not a Job**. There is no
|
||||||
|
supervised task a warden could walk in on and interrupt — only a secret that grows and a wall that
|
||||||
|
eventually gives. Progress is driven from `MapComponent_Contraband`'s poll (`TickTunnels`), the same
|
||||||
|
250-tick heartbeat that makes contraband, so *the same search that finds a shiv can find the tunnel*.
|
||||||
|
|
||||||
|
The pick must first be **made** (or smuggled). Only once it is finished (`Ready`) does the dig begin,
|
||||||
|
as a second, longer secret carried on the same `ConcealedItem` (`escapeProgress`, `escapeWall`).
|
||||||
|
|
||||||
|
## Who digs
|
||||||
|
|
||||||
|
`EscapeTunnelWorker.WouldDig` gates on three things:
|
||||||
|
|
||||||
|
1. **Humanlike and held** — prisoner, slave, or ward patient (`IsHeld`, via Core's secured context).
|
||||||
|
2. **The disposition to dig for weeks:**
|
||||||
|
|
||||||
|
```
|
||||||
|
Propensity.Would(holder, 0.08, SaltTunnel)
|
||||||
|
```
|
||||||
|
|
||||||
|
Base chance **0.08** — deliberately below the shiv's 0.10. *"Fewer pawns will dig for weeks than
|
||||||
|
will palm a shiv."* Seeded per pawn, so it is a fixed fact about them.
|
||||||
|
3. **A viable plan exists** — there has to be somewhere to surface (see below).
|
||||||
|
|
||||||
|
This is the entire reason tunnels live in Contraband and not in a prisoner-only escape mod:
|
||||||
|
|
||||||
|
> It works for prisoners **and ward patients** alike. Prisoner Realism's escapes are for "mood
|
||||||
|
> prisoners" mid-break bashing a door, and a committed ward patient is never that pawn. A patient
|
||||||
|
> with a filed-down pick and the disposition to use it can still, slowly, dig out — and nothing else
|
||||||
|
> in the ecosystem lets them.
|
||||||
|
|
||||||
|
## Planning the dig: aim for the wilderness
|
||||||
|
|
||||||
|
The target is **not** the cell wall. *"You do not go through the wall, you go under it."* `TryPlan`
|
||||||
|
finds the **nearest wilderness** — the first standable cell, scanning radially outward from the
|
||||||
|
holder up to **60 tiles** (`MaxSearchRadius`), whose room *touches the map edge* and is not the room
|
||||||
|
they are held in.
|
||||||
|
|
||||||
|
Two consequences fall straight out of that:
|
||||||
|
|
||||||
|
- **Depth is your defence, and a single wall is not.** A tunnel from a deep bunker is a long dig; a
|
||||||
|
tunnel from a shack against the map edge is a short one. Wrapping one more wall around a cell does
|
||||||
|
almost nothing — the dig already ignores intervening walls entirely.
|
||||||
|
- **A fully enclosed, map-locked base with no reachable edge has nowhere to surface.** `TryPlan`
|
||||||
|
fails, `ProgressPerCheck` returns 0, and the tunnel **stalls** — progress is kept, not lost. Seal
|
||||||
|
the map and the shaft simply waits.
|
||||||
|
|
||||||
|
### How long
|
||||||
|
|
||||||
|
Dig time scales with how deep the cell sits:
|
||||||
|
|
||||||
|
```
|
||||||
|
requiredDays = clamp(distanceToWilderness / 6, 3, 15) // CellsPerDay = 6
|
||||||
|
progressPerPoll = 250 / (requiredDays × 60000) × Rand.Range(0.75, 1.25)
|
||||||
|
```
|
||||||
|
|
||||||
|
| | Days |
|
||||||
|
|---|---|
|
||||||
|
| Minimum (shallow cell near the edge) | **3** |
|
||||||
|
| Maximum (deep bunker) | **15** |
|
||||||
|
| Per day of digging | ~6 cells of depth |
|
||||||
|
|
||||||
|
The floor of 3 days keeps even the shortest tunnel a *real threat window* you have time to catch; the
|
||||||
|
ceiling of 15 keeps the deepest from being effectively forever.
|
||||||
|
|
||||||
|
## The tell: spoil
|
||||||
|
|
||||||
|
A dig has to go somewhere, and the dirt is where you notice it. Each dig tick, with a 50% seeded
|
||||||
|
chance (`OnDigTick`), the worker drops one tile of `Filth_Dirt` at the holder's position:
|
||||||
|
|
||||||
|
> A dirt floor swallows it; a paved cell shows it — exactly where a player might notice.
|
||||||
|
|
||||||
|
It is cheap and occasional on purpose: enough that a paved cell slowly accumulates a suspicious mess,
|
||||||
|
not so much that it spams filth or litters a clean cell every tick. If you floor your cells, spoil is
|
||||||
|
a genuine visual cue that someone is digging.
|
||||||
|
|
||||||
|
## Finding a tunnel in a search
|
||||||
|
|
||||||
|
A tunnel is *"a second, far less hideable secret."* The pick has `concealability` 0.5, but the
|
||||||
|
**shaft** gives itself away in proportion to how far along it is. When a warden search reaches the
|
||||||
|
`InCell` site, `ExtraDiscoverChance` is added on top of the tool's normal find chance:
|
||||||
|
|
||||||
|
```
|
||||||
|
extraChance = clamp01(escapeProgress) × 0.4 // up to +0.40 at a nearly-finished tunnel
|
||||||
|
```
|
||||||
|
|
||||||
|
So a routine cell toss that finds a shiv can also catch a dig in progress — *"the same guard patrol
|
||||||
|
that finds a shiv finds the hole"* — and the deeper the shaft, the harder it is to miss. A foiled
|
||||||
|
dig is logged the same as one that ran: on discovery, `CriminalRecord.escapeAttempts` is
|
||||||
|
incremented, which raises this pawn's future search priority sharply (a known tunneller is the
|
||||||
|
prisoner a warden checks first — see [Warden Search](Warden-Search.md)). The full find math is on the
|
||||||
|
[Warden Search](Warden-Search.md) page.
|
||||||
|
|
||||||
|
## Breakout
|
||||||
|
|
||||||
|
When `escapeProgress` reaches 1, `OnBreakout` fires:
|
||||||
|
|
||||||
|
1. **Re-plan the exit** so it is correct even if the base changed during the weeks of digging.
|
||||||
|
2. **Breach the outer wall or fence** the tunnel comes up beside (`LastContainmentOnLine` — the
|
||||||
|
*outermost* impassable edifice or fence between the cell and the surfacing point, walking inward
|
||||||
|
from the exit). It is destroyed with `KillFinalize` — a visible hole the colony must repair, and
|
||||||
|
proof of how they got out. An open perimeter needs no breach.
|
||||||
|
3. **Record the attempt** (`escapeAttempts++`) — it happened whether or not they get clear of the
|
||||||
|
map.
|
||||||
|
4. **Surface beyond the perimeter.** They dug all the way out, so they emerge *outside*, not in the
|
||||||
|
yard: the pawn is teleported to the exit cell, with a little spoil dirt to mark where they came
|
||||||
|
up.
|
||||||
|
5. **Hand off to vanilla** (`PrisonBreakUtility.StartPrisonBreak`). Now that they are loose and
|
||||||
|
outside, the base game's prison-break flow — and anything layered on it, e.g. **Prisoner
|
||||||
|
Realism** — takes it from there. A pawn already outside who no longer qualifies as an in-prison
|
||||||
|
escapee simply flees on their own; the breach and the emergence are the real outcome regardless.
|
||||||
|
|
||||||
|
The player gets one message: *"{pawn} has tunnelled out under the perimeter and escaped."* The tunnel
|
||||||
|
and the pick are spent together — the `ConcealedItem` is removed.
|
||||||
|
|
||||||
|
## How to defend against it
|
||||||
|
|
||||||
|
| Defence | Effect |
|
||||||
|
|---|---|
|
||||||
|
| **Floor the cells** | spoil dirt becomes visible; you can *see* a dig |
|
||||||
|
| **Search known offenders** | a logged escape attempt is the heaviest single term in search priority |
|
||||||
|
| **Deny the pick's raw material** | no workable furniture, no pick — same starve as the shiv |
|
||||||
|
| **Depth** | a deeper cell is a longer dig and a wider window to catch it |
|
||||||
|
| **Seal the map** | no reachable edge means the tunnel stalls indefinitely |
|
||||||
|
|
||||||
|
Note what does **not** help much: adding perimeter walls. The dig goes under them and only breaches
|
||||||
|
the *last* one on the way out.
|
||||||
|
|
||||||
|
## Quick reference
|
||||||
|
|
||||||
|
| Constant | Value | Meaning |
|
||||||
|
|---|---|---|
|
||||||
|
| Dig base chance | 0.08 | before nature × nurture; seeded per pawn |
|
||||||
|
| Wilderness search radius | 60 tiles | how far out it looks for a surfacing point |
|
||||||
|
| Cells per day | 6 | dig speed vs. cell depth |
|
||||||
|
| Min / max dig time | 3 / 15 days | clamps on `distance / 6` |
|
||||||
|
| Spoil chance per dig tick | 50% | one tile of `Filth_Dirt` |
|
||||||
|
| Extra find chance | up to +0.40 | scales with `escapeProgress` |
|
||||||
|
| Pick `concealability` | 0.5 | `InCell` only |
|
||||||
|
| On discovery / breakout | `escapeAttempts++` | logged either way |
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
*Part of the **Institution** suite — Core · Contraband · Justice · Gangs, alongside Foul Play and
|
||||||
|
Ward. Each stands alone; together they interlock.*
|
||||||
|
*Developed with substantial assistance from Claude (Anthropic).*
|
||||||
@@ -0,0 +1,198 @@
|
|||||||
|
# Warden Search
|
||||||
|
|
||||||
|
*The sixteenth warden job vanilla never wrote. A guard turns the cell over, and might find nothing —
|
||||||
|
which is exactly why it has to cost.*
|
||||||
|
|
||||||
|
The warden can chat, convert, feed, execute, enslave, release, suppress, and eleven other things.
|
||||||
|
Searching a prisoner is not one of them, and no such verb exists anywhere in the base game.
|
||||||
|
Contraband adds it as a **new** `WorkGiver`, not a patch on a vanilla one, and builds it around a
|
||||||
|
single hard rule: **the search must be able to come up empty.**
|
||||||
|
|
||||||
|
## Authority vs. act
|
||||||
|
|
||||||
|
The design splits one job into two classes:
|
||||||
|
|
||||||
|
| Class | Question it answers | Notes |
|
||||||
|
|---|---|---|
|
||||||
|
| `WorkGiver_Warden_Search` | **Who** may be searched? | subclasses `WorkGiver_Warden` — a warden already has the run of the prison, so no new authority is invented |
|
||||||
|
| `JobDriver_SearchPawn` | **What** is a search? | takes any pawn, searches any pawn |
|
||||||
|
|
||||||
|
> The WorkGiver is the authority. This driver is just the act.
|
||||||
|
|
||||||
|
Why bother splitting them? Because the enforcement layer is meant to grow. A future **Institution:
|
||||||
|
Police** module adds a *second* authority — a cop who may stop and frisk a **free colonist** — as a
|
||||||
|
new WorkGiver that reuses the same driver with a **narrower `Reach`** (a street frisk gets what is
|
||||||
|
`OnBody`, not what is under the floorboards). That module is an *addition*, not a rewrite, precisely
|
||||||
|
because "who may search" and "what a search reaches" were never welded together.
|
||||||
|
|
||||||
|
## The WorkGiver: who gets searched
|
||||||
|
|
||||||
|
`Contraband_WardenSearch` is a `Warden` work-type giver:
|
||||||
|
|
||||||
|
| Field | Value | Why |
|
||||||
|
|---|---|---|
|
||||||
|
| `workType` | Warden | it is warden work |
|
||||||
|
| `priorityInType` | 40 | **below feeding** — a starving prisoner matters more than a hidden shiv |
|
||||||
|
| `requiredCapacities` | Manipulation, Sight | you search with your hands and eyes |
|
||||||
|
| `Prioritized` | **true** (in C#) | rank candidates by suspicion, not by distance |
|
||||||
|
|
||||||
|
`Prioritized` has to be set in code: in 1.6 it is a `WorkGiver_Scanner` property, **not** a
|
||||||
|
`WorkGiverDef` field, and an XML `<prioritized>` silently errors on load. That flag is what lets a
|
||||||
|
gnawed bed and a thick record send the warden to the *right* prisoner first instead of the nearest.
|
||||||
|
|
||||||
|
`JobOnThing` will offer a search only if all of these hold: the warden should take care of this
|
||||||
|
prisoner, the target is a `Pawn`, the per-prisoner cooldown is up (`CanSearchNow`), the prisoner is
|
||||||
|
**awake, not downed, and not in a mental state**, and the warden can reserve them.
|
||||||
|
|
||||||
|
Note what is **not** checked — and the source is emphatic about it:
|
||||||
|
|
||||||
|
> Whether the prisoner is actually hiding anything. **The warden does not know. Nobody knows until
|
||||||
|
> the cell is turned over.** If the job were only offered when there was something to find, the mere
|
||||||
|
> appearance of the job would BE the discovery, and searching would stop being a gamble the player
|
||||||
|
> pays for in warden-hours. An empty search has to be possible, and has to cost.
|
||||||
|
|
||||||
|
### The cooldown
|
||||||
|
|
||||||
|
`MapComponent_Contraband` won't let the same prisoner be turned over more than **once per day**:
|
||||||
|
|
||||||
|
```
|
||||||
|
SearchCooldownTicks = 60000 // one in-game day
|
||||||
|
```
|
||||||
|
|
||||||
|
You cannot brute-force a well-hidden shiv by re-searching the same prisoner ten times in an hour.
|
||||||
|
Every search is one shot, and then that prisoner is off the list for a day.
|
||||||
|
|
||||||
|
## Priority: the search reads the tells
|
||||||
|
|
||||||
|
`GetPriority` is where suspicion becomes routing. Everyone is worth a routine toss; the tells push a
|
||||||
|
prisoner up the queue:
|
||||||
|
|
||||||
|
```
|
||||||
|
priority = 4 // baseline — everyone gets frisked
|
||||||
|
+ 12 × bedDamageFraction // chewed furniture = probable cause
|
||||||
|
+ min(8, timesCaught×2 + contrabandMade×0.5 + escapeAttempts×3) // the record
|
||||||
|
```
|
||||||
|
|
||||||
|
| Term | Weight | Meaning |
|
||||||
|
|---|---|---|
|
||||||
|
| Base | 4 | a routine toss for every prisoner |
|
||||||
|
| Gnawed bed | up to +12 | `1 − HP/maxHP` of their owned bed — a badly damaged bed shoots to the top |
|
||||||
|
| `timesCaught` | ×2 | already caught with contraband before |
|
||||||
|
| `contrabandMade` | ×0.5 | has finished contraband in the past |
|
||||||
|
| `escapeAttempts` | ×3 | **the heaviest term** — a known tunneller is checked first, every time |
|
||||||
|
| (record cap) | +8 max | the record cannot completely swamp fresh probable cause |
|
||||||
|
|
||||||
|
The record is read with `PeekFor` (a read-only lookup that never creates a record). The base of 4 for
|
||||||
|
everyone is not an accident — **innocent prisoners still get frisked**, because the search must be
|
||||||
|
able to come up empty or its mere offer would be the discovery.
|
||||||
|
|
||||||
|
**Worked example.** A prisoner whose bed sits at 40% HP (`missing = 0.6`), with 2 prior catches and
|
||||||
|
1 foiled tunnel:
|
||||||
|
|
||||||
|
```
|
||||||
|
priority = 4 + 12×0.6 + min(8, 2×2 + 0 + 1×3)
|
||||||
|
= 4 + 7.2 + min(8, 7)
|
||||||
|
= 4 + 7.2 + 7 = 18.2
|
||||||
|
```
|
||||||
|
|
||||||
|
versus **4** for a clean prisoner with an intact bed. The warden walks past the quiet one and goes
|
||||||
|
straight for the one who has been busy. This closes the loop [Improvised Weapons](Improvised-Weapons.md)
|
||||||
|
opens: whittling a shiv chews the bed, the damage is probable cause, and the warden's *suspicion* —
|
||||||
|
not the player's eye — sends them to search.
|
||||||
|
|
||||||
|
## The act: what a search does
|
||||||
|
|
||||||
|
`JobDriver_SearchPawn` walks the searcher to the subject, runs a **900-tick** wait toil with a
|
||||||
|
progress bar, then resolves. Resolution always does two things, hit or miss:
|
||||||
|
|
||||||
|
1. `MarkSearched(subject)` — starts the daily cooldown.
|
||||||
|
2. `timesSearched++` on the record — *"classification and the guard's future suspicion read how often
|
||||||
|
this pawn has been turned over."*
|
||||||
|
|
||||||
|
Then it gathers everything the subject is hiding that this search can **reach** (`Reach` defaults to
|
||||||
|
`OnBody | InCell`; a subclass can narrow it). If nothing is reachable, the job ends here — the time
|
||||||
|
was still spent, and the player is told nothing.
|
||||||
|
|
||||||
|
### Find math, per hidden item
|
||||||
|
|
||||||
|
For each reachable secret:
|
||||||
|
|
||||||
|
```
|
||||||
|
conceal = item.concealability // 0 = always found, 1 = never
|
||||||
|
chance = clamp( (0.35 + 0.03 × socialSkill) × (1 − conceal) × 2 , 0.02 , 0.95 )
|
||||||
|
|
||||||
|
if item is a tunnel in progress:
|
||||||
|
chance = clamp( chance + tunnelExtra , 0.02 , 0.98 ) // tunnelExtra up to +0.40
|
||||||
|
|
||||||
|
chance ×= WardenDisposition.Diligence(searcher) // the guard's thoroughness
|
||||||
|
|
||||||
|
if Rand.Chance( WardenDisposition.Corruption(searcher) × 0.6 ):
|
||||||
|
continue // the warden saw it and said nothing — looked away
|
||||||
|
|
||||||
|
found = Rand.Chance(chance)
|
||||||
|
```
|
||||||
|
|
||||||
|
Reading it in plain terms:
|
||||||
|
|
||||||
|
- **Skill raises the ceiling; concealability lowers it.** `BaseFindChance` is 0.35; each level of the
|
||||||
|
warden's **Social** skill adds 0.03. The `(1 − conceal) × 2` factor pivots at concealability 0.5
|
||||||
|
(neutral, ×1.0): a drug at 0.5 is average, a shiv at 0.75 is halved (×0.5), a heavy weapon at 0.35
|
||||||
|
is boosted (×1.3).
|
||||||
|
- **A good warden still misses a well-hidden shiv more often than not.** Worked: a level-8 Social
|
||||||
|
warden searching for a 0.75-concealability shiv gets `(0.35 + 0.24) × 0.5 = 0.295` *before*
|
||||||
|
Diligence scales it down further. Well under a coin-flip.
|
||||||
|
- **A tunnel is a different story.** The pick hides at 0.5, but a nearly-finished shaft adds up to
|
||||||
|
+0.40 and the cap rises to 0.98 — the deeper the dig, the harder it is to miss. A routine cell toss
|
||||||
|
catches a dig in progress.
|
||||||
|
- **The warden's own thoroughness and price** enter last: `Diligence` multiplies the whole chance
|
||||||
|
down for a lax, kind, or miserable guard, and `Corruption` gives a bent guard a flat chance to look
|
||||||
|
the other way even on an item they would otherwise have found. Both are on the
|
||||||
|
[Corruption](Corruption.md) page.
|
||||||
|
|
||||||
|
### On a find
|
||||||
|
|
||||||
|
```
|
||||||
|
Confiscate(subject, item.def) // it never becomes a Thing — nothing drops on the floor
|
||||||
|
timesCaught++ // raises future suspicion, feeds classification
|
||||||
|
if it was a tunnel: escapeAttempts++ // a foiled dig is a logged attempt, same as one that ran
|
||||||
|
```
|
||||||
|
|
||||||
|
and the player gets a message — *"{warden} searched {prisoner} and found hidden {item}"*, or the
|
||||||
|
tunnel variant. If nothing is found the player is told **nothing**: they do not learn there *was*
|
||||||
|
something, only that the warden's time was spent.
|
||||||
|
|
||||||
|
## Writing back to the record
|
||||||
|
|
||||||
|
Every outcome updates Core's `CriminalRecord`, which is what makes the search a *loop* rather than a
|
||||||
|
one-off dice roll:
|
||||||
|
|
||||||
|
| Field | Written when | Read by |
|
||||||
|
|---|---|---|
|
||||||
|
| `timesSearched` | every search, hit or miss | priority, suspicion, classification |
|
||||||
|
| `timesCaught` | a find | priority (×2), classification |
|
||||||
|
| `escapeAttempts` | a foiled tunnel | priority (×3, heaviest), classification |
|
||||||
|
|
||||||
|
If you run **Institution: Justice**, those same fields drive a prisoner's security classification and
|
||||||
|
feed the deterrence signal — a prison that catches contraband becomes a prison that classifies its
|
||||||
|
troublemakers correctly and deters the next attempt. If you run Contraband alone, the fields still
|
||||||
|
route the warden. See [Compatibility](Compatibility.md).
|
||||||
|
|
||||||
|
## Quick reference
|
||||||
|
|
||||||
|
| Constant | Value | Meaning |
|
||||||
|
|---|---|---|
|
||||||
|
| Base find chance | 0.35 | before skill and concealability |
|
||||||
|
| Per Social level | +0.03 | skill raises the ceiling |
|
||||||
|
| Find chance clamp | 0.02 .. 0.95 | (0.98 for a tunnel) |
|
||||||
|
| Search duration | 900 ticks | one wait toil, hit or miss |
|
||||||
|
| Search cooldown | 60000 ticks (1 day) | per prisoner |
|
||||||
|
| Priority base | 4 | every prisoner is worth a routine toss |
|
||||||
|
| Gnawed-bed weight | up to +12 | `1 − HP/maxHP` |
|
||||||
|
| Record weight | up to +8 | `timesCaught×2 + contrabandMade×0.5 + escapeAttempts×3` |
|
||||||
|
| Default `Reach` | `OnBody \| InCell` | narrowed by a future street-frisk subclass |
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
*Part of the **Institution** suite — Core · Contraband · Justice · Gangs, alongside Foul Play and
|
||||||
|
Ward. Each stands alone; together they interlock.*
|
||||||
|
*Developed with substantial assistance from Claude (Anthropic).*
|
||||||
@@ -0,0 +1,165 @@
|
|||||||
|
# Criminal Record — the history of fact
|
||||||
|
|
||||||
|
If [Propensity](Propensity.md) is *suspicion* — "this pawn seems dangerous" — the criminal record is
|
||||||
|
*fact*: "this pawn **has** escaped twice and shanked a guard." The two are deliberately different
|
||||||
|
kinds of thing. Propensity is computed fresh from who a pawn is and how they are treated; a record is
|
||||||
|
a durable log of what they have actually done, written once when it happens and read forever after.
|
||||||
|
|
||||||
|
`CriminalRecord` is the single per-pawn history the **whole suite** writes to and reads from.
|
||||||
|
Classification grades on it, parole gates on it, the deterrence loop reacts to it, and reintegration
|
||||||
|
remembers it. Because there is exactly one record per pawn and everyone shares it, no two modules can
|
||||||
|
disagree about a pawn's past.
|
||||||
|
|
||||||
|
Everything here is verified against `Source/Core/CriminalRecord.cs`.
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## The fields
|
||||||
|
|
||||||
|
`CriminalRecord` is a plain `IExposable` bag of counters plus two special values. Core defines the
|
||||||
|
fields and the storage; it does **not** write most of them — the modules that own each event do.
|
||||||
|
|
||||||
|
| Field | Type | Default | What it records | Who writes it | Who reads it |
|
||||||
|
|---|---|---:|---|---|---|
|
||||||
|
| `crimesCommitted` | `int` | `0` | count of committed crimes | Justice `RecordCrime` (also on gang fights) | classification risk score, deterrence |
|
||||||
|
| `escapeAttempts` | `int` | `0` | breakout attempts | Contraband (escape/tunnel logic) | classification risk score |
|
||||||
|
| `contrabandMade` | `int` | `0` | items brewed / whittled | Contraband (shivs, vessels) | classification risk score |
|
||||||
|
| `timesSearched` | `int` | `0` | how often searched | Contraband (warden search) | search prioritisation, audit |
|
||||||
|
| `timesCaught` | `int` | `0` | searches that found something | Contraband (warden search) | classification risk score |
|
||||||
|
| `lastCrimeTick` | `int` | `−1` | game tick of the most recent crime | Justice `RecordCrime` | recency / cooldown checks |
|
||||||
|
| `reform` | `float` | `0` | rehabilitation score (see below) | Justice `Discipline`, `Parole` | **Propensity.Nurture**, parole gate, reintegration |
|
||||||
|
| `pardoned` | `bool` | `false` | granted a clean slate after genuine reform | Justice `Parole` (on release) | parole gate, reintegration |
|
||||||
|
|
||||||
|
`lastCrimeTick` defaults to `−1` — the sentinel for "never," distinct from tick `0`. Everything else
|
||||||
|
defaults to zero/false.
|
||||||
|
|
||||||
|
> **Note on ownership.** Core is the *vault*, not the *clerk*. It hands out records and persists them;
|
||||||
|
> the write logic ("a crime just happened, bump the counter") lives in the module where the event
|
||||||
|
> occurs, above Core. The columns above name where that logic lives in the suite — Core itself only
|
||||||
|
> defines the fields.
|
||||||
|
|
||||||
|
## `reform` — the pivot of the suite
|
||||||
|
|
||||||
|
Most fields are inert tallies. `reform` is the one that feeds back into behaviour, and it is worth
|
||||||
|
its own section.
|
||||||
|
|
||||||
|
```
|
||||||
|
reform : float, nominally 0..1 but can go negative
|
||||||
|
raised by good treatment and good conduct
|
||||||
|
decays without either
|
||||||
|
read by Propensity.Nurture, the parole gate, and reintegration
|
||||||
|
```
|
||||||
|
|
||||||
|
The source is blunt about its role: *"it is what makes reform MEAN something."* A record is where a
|
||||||
|
sentence's *outcome* is stored. Three systems lean on that one float:
|
||||||
|
|
||||||
|
- **[Propensity](Propensity.md)'s Nurture** multiplies disposition by `Clamp(1 − reform×0.5, 0.4, 2)`
|
||||||
|
— so a genuinely rehabilitated pawn (`reform > 0`) is calmer *for good*, and a prisonized one
|
||||||
|
(`reform < 0`) is inflamed *for good*. This is how institutionalization and recidivism enter the
|
||||||
|
model without a separate mechanic bolted on.
|
||||||
|
- **Parole** (Justice) gates release on it: a pawn is only releasable once `reform` clears a
|
||||||
|
threshold. It is the number that says "this one is ready."
|
||||||
|
- **Reintegration** reads it to decide when a clean slate is earned — which is what `pardoned` marks.
|
||||||
|
|
||||||
|
Although the field is documented as `0..1`, Justice's `Discipline` can drive it negative (harsh
|
||||||
|
punishment subtracts from it). That negative range is not a bug — it is the "hardened" end of the
|
||||||
|
spectrum, and `Nurture`'s clamp is written to expect it.
|
||||||
|
|
||||||
|
## `pardoned` and `IsBlank`
|
||||||
|
|
||||||
|
`pardoned` flips to `true` exactly once, after genuine reform, so reintegration can grant a clean
|
||||||
|
slate without erasing the history that earned it — the counters stay, but the pawn is marked
|
||||||
|
forgiven.
|
||||||
|
|
||||||
|
`IsBlank` is a computed convenience:
|
||||||
|
|
||||||
|
```csharp
|
||||||
|
public bool IsBlank => crimesCommitted == 0 && escapeAttempts == 0 && contrabandMade == 0
|
||||||
|
&& timesCaught == 0 && reform == 0f && !pardoned;
|
||||||
|
```
|
||||||
|
|
||||||
|
A blank record is one nothing has ever been written to. Note what `IsBlank` **omits**: `timesSearched`
|
||||||
|
and `lastCrimeTick` are not in the test. A pawn who was searched and found clean — searched but never
|
||||||
|
caught, never a crime — is still "blank" and will be pruned. That is intentional: being *checked* is
|
||||||
|
not a mark against you, only being *found* is.
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## `For` vs `PeekFor` — the distinction that matters
|
||||||
|
|
||||||
|
Records are handed out by `GameComponent_CriminalRecords`, and there are two ways to ask for one. The
|
||||||
|
difference is not cosmetic.
|
||||||
|
|
||||||
|
```csharp
|
||||||
|
// Creates a blank record on first ask. Use on a WRITE path.
|
||||||
|
public static CriminalRecord For(Pawn p);
|
||||||
|
|
||||||
|
// Returns null if no record exists yet. Use on a READ path that must not create.
|
||||||
|
public static CriminalRecord PeekFor(Pawn p);
|
||||||
|
```
|
||||||
|
|
||||||
|
- **`For(pawn)`** guarantees a record — if the pawn has none, it makes a blank one and stores it. Call
|
||||||
|
this when you are about to *write* something ("record a crime"), because you need a record to write
|
||||||
|
to.
|
||||||
|
- **`PeekFor(pawn)`** returns the existing record or `null`. Call this on a *read* path that should
|
||||||
|
not leave a trail. The archetypal caller is `Propensity.Nurture`: it wants to *read* `reform` if a
|
||||||
|
record exists, but merely asking about a pawn's disposition must not conjure a criminal file for an
|
||||||
|
innocent. If `Nurture` used `For`, every mood check would stamp a record onto every pawn on the map.
|
||||||
|
|
||||||
|
Both are `static` and both are null-safe — a null pawn (or a game with no component yet) returns
|
||||||
|
`null` rather than throwing.
|
||||||
|
|
||||||
|
> The rule of thumb: **write with `For`, read with `PeekFor`.** The only reason `Nurture` can be
|
||||||
|
> called on all pawns constantly without littering the save with empty records is that it peeks.
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## Persistence
|
||||||
|
|
||||||
|
`GameComponent_CriminalRecords` is the single source of truth for the whole game. The design note is
|
||||||
|
explicit: *"modules never keep their own per-pawn crime state, they read and write here, which is what
|
||||||
|
keeps them agreeing with each other."*
|
||||||
|
|
||||||
|
It stores records in a `Dictionary<Pawn, CriminalRecord>` and serialises them with RimWorld's Scribe:
|
||||||
|
|
||||||
|
```csharp
|
||||||
|
Scribe_Collections.Look(ref records, "records",
|
||||||
|
LookMode.Reference, LookMode.Deep, ref tmpPawns, ref tmpRecords);
|
||||||
|
```
|
||||||
|
|
||||||
|
The keys save as **references** (a pawn is saved elsewhere; the record just points at them) and the
|
||||||
|
values save **deep** (the record's fields are written inline). Each `CriminalRecord.ExposeData`
|
||||||
|
scribes its own eight fields with their defaults, so a save omits any field still at its default.
|
||||||
|
|
||||||
|
### Post-load cleanup
|
||||||
|
|
||||||
|
On `PostLoadInit`, the component prunes the dictionary:
|
||||||
|
|
||||||
|
```csharp
|
||||||
|
records.RemoveAll(kv => kv.Key == null || kv.Value == null || kv.Value.IsBlank);
|
||||||
|
```
|
||||||
|
|
||||||
|
Three things get dropped:
|
||||||
|
|
||||||
|
1. **Null keys** — a pawn who has been removed or garbage-collected. *"Dead/removed pawns take their
|
||||||
|
records with them; a null key would throw later."* This is defensive: a stale key would crash a
|
||||||
|
later lookup.
|
||||||
|
2. **Null values** — corruption guard.
|
||||||
|
3. **Blank records** — anything `IsBlank` is true for. There is no reason to persist a file that
|
||||||
|
records nothing, and pruning them keeps the save from accumulating one empty record per pawn ever
|
||||||
|
examined.
|
||||||
|
|
||||||
|
The upshot: **records are cheap and self-cleaning.** You can `For(pawn)` freely on a write path
|
||||||
|
without worrying about bloat, because anything that never got a real mark written to it evaporates on
|
||||||
|
the next load.
|
||||||
|
|
||||||
|
### The singleton
|
||||||
|
|
||||||
|
The component keeps a private `static instance` set both in its constructor and re-set on
|
||||||
|
`PostLoadInit`, which is what lets `For` and `PeekFor` be static entry points reachable from anywhere
|
||||||
|
without threading a reference through every caller. If no game is loaded (no component), both return
|
||||||
|
`null` safely.
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
*Part of the **Institution** suite. AI disclosure: developed with substantial assistance from Claude (Anthropic).*
|
||||||
@@ -0,0 +1,88 @@
|
|||||||
|
# Institution: Core — Wiki
|
||||||
|
|
||||||
|
*The shared foundation of the **Institution** suite: a set of RimWorld 1.6 mods about what an
|
||||||
|
institution does to the people inside it, and the crime, policing, and justice that put them there.*
|
||||||
|
|
||||||
|
Core is the engine every other Institution mod runs on. **On its own it changes nothing you can
|
||||||
|
see** — no items, no jobs, no UI, no XML. It ships one small assembly and is completely inert until
|
||||||
|
another Institution mod is installed on top of it. You install Core only because something else asks
|
||||||
|
for it.
|
||||||
|
|
||||||
|
This wiki documents what that engine actually computes, down to the exact numbers.
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## The one idea
|
||||||
|
|
||||||
|
> **Every pawn has a criminal propensity on a spectrum — nature (traits) × nurture (circumstance,
|
||||||
|
> mood, treatment) — and the colony can police it.**
|
||||||
|
|
||||||
|
That single sentence is the whole suite. Colonists, prisoners, and slaves drift toward crime on a
|
||||||
|
continuous spectrum; a policing and justice layer discovers, catches, punishes, reforms, or paroles
|
||||||
|
them. Core is where the *spectrum* lives as code — before anyone is caught, before there is a record
|
||||||
|
to read, before there is a warden to search them.
|
||||||
|
|
||||||
|
## Why a shared engine
|
||||||
|
|
||||||
|
The propensity idea did not start abstract. It was written twice, concretely, in two different mods:
|
||||||
|
the piss spree's `WouldFoulPeople` (which drunk, miserable pawn starts a mess) and the breakout's
|
||||||
|
`WouldArmSelf` (which prisoner whittles a shiv when the door opens). Both asked the same real
|
||||||
|
question — *would **this** pawn do it?* — and both answered it their own way.
|
||||||
|
|
||||||
|
Core exists so they stop disagreeing. When the contraband system, the justice system, and the gang
|
||||||
|
system all read one disposition engine, they agree about who is dangerous instead of each computing
|
||||||
|
it from scratch and drifting apart. One pawn who is "the scary one" is the scary one to every module
|
||||||
|
at once. That coherence — not any single number — is the point of a shared substrate.
|
||||||
|
|
||||||
|
Core carries exactly the three things every Institution mod reads and none should own alone, and
|
||||||
|
nothing else:
|
||||||
|
|
||||||
|
| Pillar | Class | Answers | Page |
|
||||||
|
|---|---|---|---|
|
||||||
|
| **Propensity** | `Propensity` | *Would this pawn do it?* (nature × nurture, seeded) | [Propensity](Propensity.md) |
|
||||||
|
| **Criminal record** | `CriminalRecord` | *What has this pawn actually done?* (one per-pawn history) | [Criminal Record](Criminal-Record.md) |
|
||||||
|
| **Secured context** | `SecuredContexts` | *What kind of hold is this pawn under, and who may search them?* | [Secured Context](Secured-Context.md) |
|
||||||
|
|
||||||
|
The distinction between the first two is the spine of the whole design: **propensity is suspicion, a
|
||||||
|
record is fact.** Propensity says "this pawn *seems* dangerous"; a record says "this pawn *has*
|
||||||
|
escaped twice and shanked a guard." Keeping them separate is what lets the colony act on evidence
|
||||||
|
instead of on vibes.
|
||||||
|
|
||||||
|
## The pages of this wiki
|
||||||
|
|
||||||
|
- **[Propensity](Propensity.md)** — nature × nurture in full: the trait-weight table, the nurture
|
||||||
|
multiplier ladder, the `Would()` formula with worked examples, and why the roll is seeded per pawn.
|
||||||
|
- **[Criminal Record](Criminal-Record.md)** — every field, who writes and reads each, the
|
||||||
|
`For` vs `PeekFor` distinction, how it persists, and why `reform` is the pivot of the suite.
|
||||||
|
- **[Secured Context](Secured-Context.md)** — the Free / Prisoner / Slave kinds, `Of()` and
|
||||||
|
`OnMap()`, `IsHeld` vs `CanConceal`, and why the suite keys off this instead of "prisoner."
|
||||||
|
- **[Treatment Engine](Treatment-Engine.md)** — the shared rehabilitation maths: mark a condition
|
||||||
|
treatable, reduce it by skill × facility quality per session, and build a recovery track toward
|
||||||
|
discharge. Ward's psychiatric care and Justice's reform share this one engine.
|
||||||
|
- **[Modder API](Modder-API.md)** — the public surface any mod can call, and the one seam
|
||||||
|
(`Propensity.DeterrenceFactor`) that lets a justice layer feed back into disposition without Core
|
||||||
|
ever depending on it.
|
||||||
|
|
||||||
|
## The suite
|
||||||
|
|
||||||
|
Each mod stands alone as an install; together they form one system. Core is the leaf everything else
|
||||||
|
depends on.
|
||||||
|
|
||||||
|
| Mod | What it adds | Needs |
|
||||||
|
|---|---|---|
|
||||||
|
| **Institution: Core** (this) | the propensity / record / context engine | base game only |
|
||||||
|
| **Institution: Contraband** | concealment, improvised shivs, tunnels, warden search, warden corruption | Core |
|
||||||
|
| **Institution: Justice** | classification, deterrence, discipline, parole, regime, and **policing** (colony crime → weighed arrest) | Core, Harmony |
|
||||||
|
| **Institution: Gangs** | gangs as contraband economies: joining, smuggling, rivalry, fights-as-crime | Core, Contraband, Justice |
|
||||||
|
| **Institution: Ward** | psychiatric care — a prisoner treated, not punished, on Core's treatment engine | Core, Harmony |
|
||||||
|
| **Foul Play** | the vessel + substance + throw framework, home of the "Piss Nuke" | standalone; bridges to Core + Contraband |
|
||||||
|
|
||||||
|
## Requirements & load order
|
||||||
|
|
||||||
|
- **RimWorld 1.6.** Core references only the base game — no Harmony, no DLC, no other mod.
|
||||||
|
- Load Core **before** any other Institution mod (`loadAfter` Ludeon.RimWorld only).
|
||||||
|
- `packageId`: `flan.institution.core`.
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
*Part of the **Institution** suite. AI disclosure: developed with substantial assistance from Claude (Anthropic).*
|
||||||
@@ -0,0 +1,233 @@
|
|||||||
|
# Modder API — building on Core
|
||||||
|
|
||||||
|
Core is a library. It has no XML, no defs, no UI — its entire purpose is to be *called*, by the other
|
||||||
|
Institution mods and by yours. This page is the public surface, with the one seam that matters most
|
||||||
|
(`Propensity.DeterrenceFactor`) explained in full.
|
||||||
|
|
||||||
|
Everything here is verified against the three source files in `Source/Core/`.
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## The namespace is `Contraband`
|
||||||
|
|
||||||
|
Before anything else: **all of Core's types live in `namespace Contraband`**, not `Core` and not
|
||||||
|
`Institution`. This is historical — the engine was extracted from Institution: Contraband — and it is
|
||||||
|
not going to change under you, but it does mean your `using` looks slightly surprising:
|
||||||
|
|
||||||
|
```csharp
|
||||||
|
using Contraband; // Propensity, CriminalRecord, GameComponent_CriminalRecords,
|
||||||
|
// SecuredKind, SecuredContext, SecuredContexts,
|
||||||
|
// TreatmentProgram, TreatableConditionExtension
|
||||||
|
```
|
||||||
|
|
||||||
|
Reference the assembly `InstitutionCore.dll` (packageId `flan.institution.core`) and load your mod
|
||||||
|
after Core.
|
||||||
|
|
||||||
|
## The public surface at a glance
|
||||||
|
|
||||||
|
| Call | Returns | Creates state? | Use for |
|
||||||
|
|---|---|---|---|
|
||||||
|
| `Propensity.Nature(pawn)` | `float 0..1` | no | fixed trait-based disposition |
|
||||||
|
| `Propensity.Nurture(pawn)` | `float` (multiplier) | no | live circumstance multiplier |
|
||||||
|
| `Propensity.Would(pawn, baseChance, salt, cap=0.85)` | `bool` | no | the seeded yes/no for a behaviour |
|
||||||
|
| `Propensity.DeterrenceFactor` | `Func<Pawn,float>` field | — | the seam a justice layer fills |
|
||||||
|
| `GameComponent_CriminalRecords.For(pawn)` | `CriminalRecord` | **yes** (blank on first ask) | write paths |
|
||||||
|
| `GameComponent_CriminalRecords.PeekFor(pawn)` | `CriminalRecord?` | no | read paths |
|
||||||
|
| `SecuredContexts.Of(pawn)` | `SecuredContext?` | no | one pawn's hold kind |
|
||||||
|
| `SecuredContexts.OnMap(map)` | `IEnumerable<SecuredContext>` | no | every held/free pawn on a map |
|
||||||
|
| `TreatmentProgram.HasTreatableCondition(pawn)` | `bool` | no | is there a marked condition to work through? |
|
||||||
|
| `TreatmentProgram.ReduceConditions(pawn, strength)` | `void` | mutates hediffs | run one session's worth of treatment |
|
||||||
|
| `TreatmentProgram.FacilityQuality(pawn)` | `float 0.5..1.5` | no | scale a session by the room's quality |
|
||||||
|
| `TreatmentProgram.AdvanceRecovery(pawn, def, amount)` | `float` | **yes** (recovery hediff) | build a discharge / parole track |
|
||||||
|
|
||||||
|
All of these are `static` and null-safe. None throws on a null pawn; they return `0.05`/`1f`/`null`/
|
||||||
|
`false` as appropriate. See the [Propensity](Propensity.md), [Criminal Record](Criminal-Record.md),
|
||||||
|
and [Secured Context](Secured-Context.md) pages for the mechanics behind each.
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## Asking "would this pawn?"
|
||||||
|
|
||||||
|
The idiomatic pattern for a new behaviour is: pick a **base rate**, pick a **stable salt** unique to
|
||||||
|
your question, and call `Would`. Do not re-implement the nature/nurture math — that is the whole point
|
||||||
|
of the shared engine.
|
||||||
|
|
||||||
|
```csharp
|
||||||
|
using Contraband;
|
||||||
|
|
||||||
|
// A unique, STABLE salt for this specific question. Any constant int works; keep it
|
||||||
|
// distinct from other questions so the rolls stay independent per behaviour.
|
||||||
|
private const int Salt_WouldStealMeds = 0x5EED01;
|
||||||
|
|
||||||
|
if (Propensity.Would(pawn, baseChance: 0.08f, salt: Salt_WouldStealMeds))
|
||||||
|
{
|
||||||
|
// this pawn, under these conditions, is the kind who does this
|
||||||
|
}
|
||||||
|
```
|
||||||
|
|
||||||
|
Because the roll is seeded on `pawn.thingIDNumber ^ salt`, the answer is a stable fact per pawn per
|
||||||
|
question and survives save/reload — so you can ask it repeatedly and get a consistent character, and
|
||||||
|
different salts give you independent facts about the same pawn. Pass a custom `cap` if `0.85` is the
|
||||||
|
wrong ceiling for your behaviour (e.g. a lower cap for something that should always keep a large
|
||||||
|
chance of not happening).
|
||||||
|
|
||||||
|
If you only need the ingredients — say, to display a disposition readout or gate a threshold — read
|
||||||
|
`Nature` and `Nurture` directly. Institution: Gangs, for instance, joins a pawn to a gang when
|
||||||
|
`Nature(pawn) * Nurture(pawn)` clears its own threshold, computed from these two calls rather than
|
||||||
|
from `Would`.
|
||||||
|
|
||||||
|
## Reading and writing records
|
||||||
|
|
||||||
|
Follow the one rule from the [Criminal Record](Criminal-Record.md) page — **write with `For`, read
|
||||||
|
with `PeekFor`** — so read paths never litter the save with blank records.
|
||||||
|
|
||||||
|
```csharp
|
||||||
|
using Contraband;
|
||||||
|
|
||||||
|
// WRITE: an event happened, so we need a record to write to.
|
||||||
|
CriminalRecord rec = GameComponent_CriminalRecords.For(pawn);
|
||||||
|
rec.contrabandMade++;
|
||||||
|
|
||||||
|
// READ: peek, and tolerate null (the pawn may have no record yet).
|
||||||
|
CriminalRecord existing = GameComponent_CriminalRecords.PeekFor(pawn);
|
||||||
|
if (existing != null && existing.reform < 0f)
|
||||||
|
{
|
||||||
|
// this pawn has been hardened
|
||||||
|
}
|
||||||
|
```
|
||||||
|
|
||||||
|
Core owns the storage and persistence; you own the meaning of your own events. Do not keep your own
|
||||||
|
per-pawn crime dictionary — that is exactly the fragmentation Core exists to prevent.
|
||||||
|
|
||||||
|
## Working across hold kinds
|
||||||
|
|
||||||
|
Reduce a pawn to its context and branch on the *predicate*, not the label:
|
||||||
|
|
||||||
|
```csharp
|
||||||
|
using Contraband;
|
||||||
|
|
||||||
|
SecuredContext? maybe = SecuredContexts.Of(pawn);
|
||||||
|
if (maybe is SecuredContext ctx && ctx.IsHeld)
|
||||||
|
{
|
||||||
|
// prisoner OR slave OR ward patient -- all covered, no special cases
|
||||||
|
}
|
||||||
|
|
||||||
|
// Sweep everyone the suite cares about on a map:
|
||||||
|
foreach (SecuredContext c in SecuredContexts.OnMap(map))
|
||||||
|
{
|
||||||
|
if (c.CanConceal) { /* consider hoarders too, not just the held */ }
|
||||||
|
}
|
||||||
|
```
|
||||||
|
|
||||||
|
`Of` returns `null` for anything the suite does not model (animals, mechs, the dead), so a `null`
|
||||||
|
check is your "not our business" branch.
|
||||||
|
|
||||||
|
## Running a treatment programme
|
||||||
|
|
||||||
|
Core carries the maths of "sustained attention in a secured facility reduces a marked condition and
|
||||||
|
builds a recovery track toward discharge" — the shared engine behind Ward's psychiatric care and
|
||||||
|
Justice's rehabilitation. Mark a hediff treatable with `TreatableConditionExtension`, then drive it
|
||||||
|
from your own job or interaction:
|
||||||
|
|
||||||
|
```csharp
|
||||||
|
using Contraband;
|
||||||
|
|
||||||
|
float strength = skill * TreatmentProgram.FacilityQuality(pawn) * share; // your own blend
|
||||||
|
TreatmentProgram.ReduceConditions(pawn, strength); // lower the condition
|
||||||
|
if (!TreatmentProgram.HasTreatableCondition(pawn))
|
||||||
|
{
|
||||||
|
TreatmentProgram.AdvanceRecovery(pawn, MyDefOf.Recovery, 0.15f * strength); // build discharge
|
||||||
|
}
|
||||||
|
```
|
||||||
|
|
||||||
|
You own the interaction mode, the job, the recovery hediff (give it a negative `severityPerDay` so it
|
||||||
|
decays without attention), and the discharge alert; Core owns only the numbers. Full formulas and the
|
||||||
|
consumer contract are on the **[Treatment Engine](Treatment-Engine.md)** page.
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## The `DeterrenceFactor` seam
|
||||||
|
|
||||||
|
This is the most important extension point in Core, and the reason Core can remain a **dependency-free
|
||||||
|
leaf** while a colony-wide deterrence feedback loop runs *through* it.
|
||||||
|
|
||||||
|
### What it is
|
||||||
|
|
||||||
|
```csharp
|
||||||
|
// In Propensity:
|
||||||
|
public static System.Func<Pawn, float> DeterrenceFactor = _ => 1f;
|
||||||
|
```
|
||||||
|
|
||||||
|
A single static delegate. `Nurture` multiplies its result by `DeterrenceFactor(pawn)` as its last
|
||||||
|
step. Out of the box the delegate returns `1f` for every pawn — perfectly neutral — so **Core alone
|
||||||
|
behaves as if deterrence did not exist.**
|
||||||
|
|
||||||
|
### What it is *for*
|
||||||
|
|
||||||
|
Deterrence is a property of the whole colony's climate of order: a well-policed colony should deter
|
||||||
|
everyone a little; a lawless one should embolden them. That is a feedback loop — catching and
|
||||||
|
punishing *one* pawn changes the disposition of *the rest*. But deterrence itself is a justice-layer
|
||||||
|
concept, and Core must not know the justice layer exists.
|
||||||
|
|
||||||
|
The seam resolves the tension. Core defines *where* the colony's climate multiplies into disposition
|
||||||
|
(the last line of `Nurture`) without defining *what* that climate is. From the source:
|
||||||
|
|
||||||
|
> *"Deterrence lives in the Justice layer, so Core reads it through the seam above — neutral until
|
||||||
|
> Justice fills it. This one seam is what keeps Core a dependency-free leaf despite the deterrence
|
||||||
|
> feedback loop running through it."*
|
||||||
|
|
||||||
|
### How Institution: Justice fills it
|
||||||
|
|
||||||
|
When Institution: Justice loads, it assigns the delegate, pointing it at its own live deterrence
|
||||||
|
level. The shape it installs maps a `0..1` deterrence reading to a multiplier that straddles `1.0`:
|
||||||
|
|
||||||
|
```csharp
|
||||||
|
// Illustrative — this lives in Institution: Justice, not Core.
|
||||||
|
Propensity.DeterrenceFactor = pawn =>
|
||||||
|
{
|
||||||
|
float level = DeterrenceLevelFor(pawn.Map); // 0 = lawless, 1 = tightly policed
|
||||||
|
return Mathf.Lerp(1.3f, 0.7f, level); // lawless emboldens, order deters; neutral at 0.5
|
||||||
|
};
|
||||||
|
```
|
||||||
|
|
||||||
|
| Deterrence level | Factor | Effect on disposition |
|
||||||
|
|---|---:|---|
|
||||||
|
| `0.0` (lawless) | `1.3` | everyone ~30% more inclined |
|
||||||
|
| `0.5` (baseline) | `1.0` | neutral — a default colony sits exactly here |
|
||||||
|
| `1.0` (tightly policed) | `0.7` | everyone ~30% less inclined |
|
||||||
|
|
||||||
|
*(The `1.3 → 0.7` range, neutral at the `0.5` baseline, are Justice's numbers, documented here for context;
|
||||||
|
Core only guarantees the neutral `1f` default. Confirm against Institution: Justice's own source for
|
||||||
|
its current values.)*
|
||||||
|
|
||||||
|
### How to fill it yourself
|
||||||
|
|
||||||
|
If you are writing your own policing or morale layer and want it to feed disposition the same way,
|
||||||
|
just assign the delegate — ideally at game load, and ideally composing with whatever is already there
|
||||||
|
rather than clobbering it:
|
||||||
|
|
||||||
|
```csharp
|
||||||
|
using Contraband;
|
||||||
|
using UnityEngine;
|
||||||
|
|
||||||
|
// Compose: fold your factor into any existing one (e.g. Justice's) instead of overwriting.
|
||||||
|
var previous = Propensity.DeterrenceFactor;
|
||||||
|
Propensity.DeterrenceFactor = pawn => previous(pawn) * MyClimateFactorFor(pawn);
|
||||||
|
```
|
||||||
|
|
||||||
|
Two cautions. First, it is a single static field — if two mods both *assign* it (rather than compose),
|
||||||
|
the last one wins, so compose when you can. Second, keep your factor bounded and centred near `1.0`:
|
||||||
|
`Nurture` has no clamp on this term, so an extreme factor multiplies straight through into every
|
||||||
|
pawn's `Would` roll. Return `1f` when you have nothing to say, exactly as the default does.
|
||||||
|
|
||||||
|
### Why a delegate and not a dependency
|
||||||
|
|
||||||
|
The alternative — Core calling into Justice — would make Core depend on Justice, inverting the whole
|
||||||
|
topology and breaking Core's promise that it references *only the base game*. A single assignable
|
||||||
|
`Func<Pawn,float>`, neutral by default, lets the feedback loop run through Core while the arrow of
|
||||||
|
dependency still points only *at* Core. It is the smallest possible seam that buys the largest possible
|
||||||
|
decoupling, and it is why Core can sit at the bottom of the suite with zero dependencies of its own.
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
*Part of the **Institution** suite. AI disclosure: developed with substantial assistance from Claude (Anthropic).*
|
||||||
@@ -0,0 +1,265 @@
|
|||||||
|
# Propensity — nature × nurture
|
||||||
|
|
||||||
|
`Propensity` is the suite's disposition engine. It answers one question and only one: *"would
|
||||||
|
**this** pawn do it?"* — never *"would a prisoner,"* never *"would a colonist."* Every behaviour in
|
||||||
|
the suite that hinges on a pawn's character routes through here, so the crime system, contraband
|
||||||
|
brewing, escape arming, and gang recruitment all read the same answer instead of each guessing.
|
||||||
|
|
||||||
|
The model is deliberately old-fashioned: **nature × nurture.**
|
||||||
|
|
||||||
|
- **Nature** is a fixed property of the person — their traits. Almost nobody is strongly disposed.
|
||||||
|
This does not change over a pawn's life.
|
||||||
|
- **Nurture** is what the colony has done *to* them — mood, mistreatment, unmet needs, the shadow a
|
||||||
|
sentence leaves. This is the half **you** control, and the half no other mod models.
|
||||||
|
|
||||||
|
Good conditions pull nurture down; neglect and cruelty push it up. A saint left to rot can cross the
|
||||||
|
line; a monster kept content and deterred may never act. The engine is built so both of those stories
|
||||||
|
are possible.
|
||||||
|
|
||||||
|
Everything on this page is verified against `Source/Core/Propensity.cs`.
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## Nature — who they are
|
||||||
|
|
||||||
|
```
|
||||||
|
Nature(pawn) : float in [0, 1]
|
||||||
|
n = 0.05 // baseline — everyone has a little
|
||||||
|
for each listed trait the pawn has:
|
||||||
|
n += weight
|
||||||
|
return Clamp01(n) // never below 0, never above 1
|
||||||
|
```
|
||||||
|
|
||||||
|
The baseline is `0.05`. That is the floor of the human condition in this model: everyone is capable
|
||||||
|
of *something*, most people barely. From there, traits add or subtract.
|
||||||
|
|
||||||
|
### Trait weights
|
||||||
|
|
||||||
|
Traits are read **reflectively by defName** via `DefDatabase<TraitDef>.GetNamedSilentFail`. If a
|
||||||
|
trait's mod is not installed, that entry is silently skipped rather than throwing a hard reference —
|
||||||
|
which is how Core consumes Vanilla Traits Expanded's dark traits without *depending* on VTE.
|
||||||
|
|
||||||
|
| Trait | Weight | Source | Note |
|
||||||
|
|---|---:|---|---|
|
||||||
|
| Psychopath | **+0.45** | Vanilla | no empathy; the heaviest single input |
|
||||||
|
| Kleptomaniac | **+0.40** | Vanilla Traits Expanded | consumed, not rebuilt |
|
||||||
|
| Bloodlust | **+0.35** | Vanilla | enjoys violence |
|
||||||
|
| Pyromaniac | **+0.30** | Vanilla Traits Expanded | consumed, not rebuilt |
|
||||||
|
| Greedy | **+0.25** | Vanilla | wants more than their share |
|
||||||
|
| Abrasive | **+0.15** | Vanilla | friction with everyone |
|
||||||
|
| Ascetic | **−0.15** | Vanilla | wants little, takes little |
|
||||||
|
| Kind | **−0.30** | Vanilla | the strongest pull *down* |
|
||||||
|
|
||||||
|
The design note in the source is explicit: *"We CONSUME Vanilla Traits Expanded's
|
||||||
|
kleptomaniac/pyromaniac as inputs here rather than rebuild them; vanilla's own dark traits count
|
||||||
|
too."* Core does not add traits of its own — it reads the ones the ecosystem already has.
|
||||||
|
|
||||||
|
### Worked Nature values
|
||||||
|
|
||||||
|
Because weights simply add and then clamp, Nature is easy to read by hand:
|
||||||
|
|
||||||
|
| Pawn | Arithmetic | Nature |
|
||||||
|
|---|---|---:|
|
||||||
|
| Ordinary pawn (none of the above) | `0.05` | **0.05** |
|
||||||
|
| Kind pawn | `0.05 − 0.30 = −0.25` → clamp | **0.00** |
|
||||||
|
| A single Greedy trait | `0.05 + 0.25` | **0.30** |
|
||||||
|
| Psychopath | `0.05 + 0.45` | **0.50** |
|
||||||
|
| Psychopath **and** Kind | `0.05 + 0.45 − 0.30` | **0.20** |
|
||||||
|
| Greedy + Abrasive | `0.05 + 0.25 + 0.15` | **0.45** |
|
||||||
|
| Psychopath + Bloodlust + Kleptomaniac | `0.05 + 0.45 + 0.35 + 0.40 = 1.25` → clamp | **1.00** |
|
||||||
|
|
||||||
|
Two things fall out of this. First, the clamp is not decorative: a Kind pawn floors at exactly `0`
|
||||||
|
(nature can never make them *disposed*, only never disposed), and a stacked monster ceilings at `1`.
|
||||||
|
Second, traits genuinely net against each other — a Kind Psychopath is a real, middling `0.20`, not a
|
||||||
|
contradiction the engine has to resolve by fiat.
|
||||||
|
|
||||||
|
Most rolled pawns sit at or near the `0.05` floor. That is intended: *"Most pawns sit near the floor;
|
||||||
|
a rare few are strongly inclined."* A colony full of ordinary people is supposed to be mostly safe on
|
||||||
|
nature alone. What makes them dangerous is nurture.
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## Nurture — what you have done to them
|
||||||
|
|
||||||
|
```
|
||||||
|
Nurture(pawn) : float (a multiplier, >= ~0.5 in normal play)
|
||||||
|
m = 1.0 // ordinary circumstance
|
||||||
|
|
||||||
|
mood = pawn.needs.mood.CurLevelPercentage (or 1.0 if none)
|
||||||
|
if mood < 0.20: m *= 2.5 // at the floor of despair
|
||||||
|
else if mood < 0.35: m *= 1.6 // badly kept
|
||||||
|
|
||||||
|
if IsHeld(pawn) and mood < 0.40: m *= 1.4 // held AND unhappy compounds
|
||||||
|
|
||||||
|
rec = criminal record (peek — does not create one)
|
||||||
|
if rec != null and rec.reform != 0:
|
||||||
|
m *= Clamp(1 - rec.reform * 0.5, 0.4, 2.0) // prisonization
|
||||||
|
|
||||||
|
m *= DeterrenceFactor(pawn) // colony climate of order (1.0 in Core alone)
|
||||||
|
|
||||||
|
return m
|
||||||
|
```
|
||||||
|
|
||||||
|
`1.0` is an ordinary pawn under ordinary conditions. The number rises as things go wrong and falls as
|
||||||
|
they go right. Each clause below is one lever.
|
||||||
|
|
||||||
|
### The multiplier ladder
|
||||||
|
|
||||||
|
| Clause | Factor | Applies when | Stacks? |
|
||||||
|
|---|---|---|---|
|
||||||
|
| **Despair** | ×2.5 | `mood < 0.20` | mutually exclusive with "badly kept" |
|
||||||
|
| **Badly kept** | ×1.6 | `0.20 ≤ mood < 0.35` | mutually exclusive with "despair" |
|
||||||
|
| **Held & unhappy** | ×1.4 | `IsHeld` **and** `mood < 0.40` | on top of the mood clause |
|
||||||
|
| **Prisonization** | ×`Clamp(1 − reform×0.5, 0.4, 2.0)` | `reform ≠ 0` | on top |
|
||||||
|
| **Deterrence** | ×`DeterrenceFactor(pawn)` | always (neutral `1.0` in Core alone) | on top |
|
||||||
|
|
||||||
|
The two mood clauses are an `if / else-if`: a pawn is either in despair *or* badly kept, never both.
|
||||||
|
The "held & unhappy" clause is separate and multiplies again — so a mistreated prisoner in despair
|
||||||
|
compounds `2.5 × 1.4 = 3.5` before anything else. The source calls that exactly what it is: *"a badly
|
||||||
|
run cell."*
|
||||||
|
|
||||||
|
### Prisonization — the reform lever
|
||||||
|
|
||||||
|
The `reform` clause deserves its own look, because it is where a sentence leaves a permanent mark.
|
||||||
|
|
||||||
|
```
|
||||||
|
reform factor = Clamp(1 - reform * 0.5, 0.4, 2.0)
|
||||||
|
```
|
||||||
|
|
||||||
|
| `reform` | Meaning | Factor |
|
||||||
|
|---:|---|---:|
|
||||||
|
| **+1.0** | fully rehabilitated | 0.50 |
|
||||||
|
| +0.5 | improving | 0.75 |
|
||||||
|
| 0 | untouched (clause skipped) | *1.00* |
|
||||||
|
| −0.5 | hardening | 1.25 |
|
||||||
|
| **−1.0** | prisonized | 1.50 |
|
||||||
|
| ≥ +1.2 | (over-reformed) | clamp floor **0.40** |
|
||||||
|
| ≤ −2.0 | (utterly broken) | clamp ceiling **2.00** |
|
||||||
|
|
||||||
|
`reform` is nominally documented as `0..1`, but the punishment machinery can and does drive it
|
||||||
|
**negative** — the source discusses `reform < 0` ("hardened, prisonized") in as many words. Within the
|
||||||
|
realistic range `[−1, +1]` the factor spans `0.5 … 1.5`; the `0.4 / 2.0` clamps only bite at extremes
|
||||||
|
outside that, catching a pawn who has been endlessly punished or endlessly rehabilitated.
|
||||||
|
|
||||||
|
The important design property: Core only ever **reads** `reform` here. Nothing in Core moves it. The
|
||||||
|
Justice layer's `Discipline` and `Parole` are what nudge it up or down — which means
|
||||||
|
*institutionalization and recidivism become the suite's without a parallel mechanic.* A pawn who was
|
||||||
|
broken by a brutal prison stays broken (nurture ×1.5) after release; a pawn genuinely reformed stays
|
||||||
|
calmer (×0.5) for good. The scar is carried by one float.
|
||||||
|
|
||||||
|
### Deterrence — the climate of order
|
||||||
|
|
||||||
|
The final `× DeterrenceFactor(pawn)` is the seam that lets the whole colony's climate feed back into
|
||||||
|
each pawn's disposition. **In Core alone it is neutral — a flat `1.0`** — because Core does not know
|
||||||
|
what deterrence is. When Institution: Justice is loaded, it fills this in: a well-policed colony pulls
|
||||||
|
the factor below `1` and deters everyone a little; a lawless one pushes it above `1` and emboldens
|
||||||
|
them. That is what makes catching and punishing *one* pawn matter to the disposition of *the rest*.
|
||||||
|
|
||||||
|
The full mechanics of the seam — and how to fill it from your own mod — are on the
|
||||||
|
[Modder API](Modder-API.md) page. For now: with Core installed by itself, this clause does nothing,
|
||||||
|
and that is correct.
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## Would — the full roll
|
||||||
|
|
||||||
|
`Nature` and `Nurture` are ingredients. `Would` is the meal: the actual yes/no for a specific
|
||||||
|
behaviour at a specific base rate.
|
||||||
|
|
||||||
|
```
|
||||||
|
Would(pawn, baseChance, salt, cap = 0.85) : bool
|
||||||
|
chance = min(cap, baseChance * (0.1 + Nature(pawn) * 2) * Nurture(pawn))
|
||||||
|
return Rand.ChanceSeeded( Clamp01(chance), pawn.thingIDNumber ^ salt )
|
||||||
|
```
|
||||||
|
|
||||||
|
Three things are happening in that one line of arithmetic:
|
||||||
|
|
||||||
|
1. **`baseChance`** is the caller's dial — the base rate of *this* behaviour for an average pawn
|
||||||
|
(a rare act passes a small number, a common one a larger). Core does not decide it; the module
|
||||||
|
asking the question does.
|
||||||
|
2. **`(0.1 + Nature × 2)`** is the nature amplifier. It spans **×0.1** (a saint, Nature 0) to
|
||||||
|
**×2.1** (Nature 1). At the common `0.05` floor it is `×0.2`. So a floor pawn is one-fifth as
|
||||||
|
likely as the base rate; a maxed monster over twice as likely — *before* nurture.
|
||||||
|
3. **`× Nurture`** applies circumstance on top, and `min(cap, …)` caps the whole thing at `0.85` by
|
||||||
|
default. Nobody is ever a dead certainty; there is always slack. A caller who wants a harder or
|
||||||
|
softer ceiling passes their own `cap`.
|
||||||
|
|
||||||
|
### Worked example 1 — an ordinary colonist, content
|
||||||
|
|
||||||
|
Base rate `0.10`, an ordinary pawn (Nature `0.05`), good mood so Nurture `1.0`:
|
||||||
|
|
||||||
|
```
|
||||||
|
nature term = 0.1 + 0.05 * 2 = 0.2
|
||||||
|
chance = min(0.85, 0.10 * 0.2 * 1.0) = 0.02 → 2%
|
||||||
|
```
|
||||||
|
|
||||||
|
Two percent, and — critically — **seeded**. For this pawn and this question it is a fixed 2% coin
|
||||||
|
that either comes up or does not; it is not re-flipped every tick.
|
||||||
|
|
||||||
|
### Worked example 2 — a mistreated psychopath prisoner
|
||||||
|
|
||||||
|
A Psychopath + Bloodlust prisoner (Nature `0.85`), mood `0.15` (despair ×2.5), held and unhappy
|
||||||
|
(×1.4), `reform = −0.5` (hardening → ×1.25), Core-only so deterrence `1.0`. Base rate `0.10`:
|
||||||
|
|
||||||
|
```
|
||||||
|
nature term = 0.1 + 0.85 * 2 = 1.8
|
||||||
|
nurture = 2.5 * 1.4 * 1.25 = 4.375
|
||||||
|
chance = min(0.85, 0.10 * 1.8 * 4.375) = min(0.85, 0.7875) = 0.7875 → ~79%
|
||||||
|
```
|
||||||
|
|
||||||
|
Same base rate as example 1, same engine — but nature and a badly-run cell have turned a 2% pawn into
|
||||||
|
a near-certainty. The player did that, clause by clause.
|
||||||
|
|
||||||
|
### Worked example 3 — hitting the cap
|
||||||
|
|
||||||
|
A fully stacked monster (Nature clamps to `1.0`), in despair (×2.5) and held & unhappy (×1.4), in a
|
||||||
|
lawless colony where Justice has set deterrence to `1.4`. Base rate `0.10`:
|
||||||
|
|
||||||
|
```
|
||||||
|
nature term = 0.1 + 1.0 * 2 = 2.1
|
||||||
|
nurture = 2.5 * 1.4 * 1.4 = 4.9
|
||||||
|
raw chance = 0.10 * 2.1 * 4.9 = 1.029
|
||||||
|
chance = min(0.85, 1.029) = 0.85 → capped at 85%
|
||||||
|
```
|
||||||
|
|
||||||
|
The raw product blew past `1.0`; the cap reins it to `0.85`. Even here, a `0.15` sliver of "not
|
||||||
|
today" survives. That sliver is deliberate — it keeps the worst pawn a character with a bad day
|
||||||
|
coming, not a scripted event.
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## The seeded roll — characters, not a dice cup
|
||||||
|
|
||||||
|
The last argument of `Would` is a **salt**, and the seed is:
|
||||||
|
|
||||||
|
```
|
||||||
|
seed = pawn.thingIDNumber ^ salt
|
||||||
|
```
|
||||||
|
|
||||||
|
`Rand.ChanceSeeded` turns that seed into a *deterministic* pass/fail. This is the single most
|
||||||
|
important design decision on this page, and it is worth being precise about why.
|
||||||
|
|
||||||
|
**Save/reload stability.** Because the seed is derived from the pawn's stable `thingIDNumber` and a
|
||||||
|
fixed salt — not from the live RNG stream — asking "would they?" gives the same answer before and
|
||||||
|
after a save/reload, as long as the inputs (traits, mood, reform) are the same. You cannot scum a
|
||||||
|
reload to re-roll a pawn into a different person. *"WHO they are does not shift under them on a
|
||||||
|
save/reload."*
|
||||||
|
|
||||||
|
**A character, not a per-tick lottery.** A naive implementation would flip a fresh coin every tick,
|
||||||
|
so any pawn eventually does anything if you wait long enough. Seeding instead makes "would this pawn
|
||||||
|
pocket a shiv?" a *fixed fact* about that pawn under those conditions — *"what makes them a character,
|
||||||
|
not a dice cup."*
|
||||||
|
|
||||||
|
**Live circumstance still bites.** Seeding freezes the *identity*, not the *situation*. Nurture is
|
||||||
|
recomputed live, so as mood collapses or reform hardens, the same pawn's `chance` climbs and the same
|
||||||
|
seeded coin can flip from "no" to "yes." The pawn who would not have acted last month acts now — not
|
||||||
|
because the dice changed, but because you let their world get worse.
|
||||||
|
|
||||||
|
**Different questions, different salts.** Each behaviour passes its own salt, so the rolls are
|
||||||
|
independent. The source puts it plainly: *"a man who would pocket a shiv is not therefore a man who
|
||||||
|
would inform on his cellmate."* One pawn can be reliably one kind of trouble and reliably not another,
|
||||||
|
and that pattern is stable across the whole game.
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
*Part of the **Institution** suite. AI disclosure: developed with substantial assistance from Claude (Anthropic).*
|
||||||
@@ -0,0 +1,153 @@
|
|||||||
|
# Secured Context — the kind of hold a pawn is under
|
||||||
|
|
||||||
|
The suite has a rule that looks small and is load-bearing: **nothing keys off "is this a prisoner."**
|
||||||
|
It keys off `SecuredContext` — the *kind of hold* a pawn is under. That indirection is why a ward
|
||||||
|
patient, a slave, and (later) anyone inside a secure zone get the same concealment, search, schedule,
|
||||||
|
and needs machinery for free, without any module hard-coding a pawn status.
|
||||||
|
|
||||||
|
`SecuredContext` reduces a pawn to one of three kinds and the question "who, if anyone, may search
|
||||||
|
them." Everything downstream reads that, so a new module works across every context the day it is
|
||||||
|
written, and a new *context* works across every existing module the day it is added.
|
||||||
|
|
||||||
|
Verified against `Source/Core/SecuredContext.cs`.
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## The three kinds
|
||||||
|
|
||||||
|
```csharp
|
||||||
|
public enum SecuredKind
|
||||||
|
{
|
||||||
|
Free, // a free colonist
|
||||||
|
Prisoner, // a prisoner of the colony
|
||||||
|
Slave, // a slave (Ideology)
|
||||||
|
}
|
||||||
|
```
|
||||||
|
|
||||||
|
| Kind | Who it is | May search them | Can conceal? | Held against their will? |
|
||||||
|
|---|---|---|---|---|
|
||||||
|
| **Free** | a free colonist | *no one* — until a secure-area or policing layer grants standing | **yes** — they can hoard | no |
|
||||||
|
| **Prisoner** | a prisoner of the colony | the **warden** | yes | **yes** |
|
||||||
|
| **Slave** | a slave (Ideology DLC) | the **overseer** | yes | **yes** |
|
||||||
|
|
||||||
|
Two subtleties fall out of this table:
|
||||||
|
|
||||||
|
- **Free colonists can still conceal.** A free colonist "can hoard contraband, but no one has
|
||||||
|
standing to search them until a secure-area or policing layer grants it." Freedom is not innocence —
|
||||||
|
it is only the absence of an authority permitted to check. That is why `CanConceal` (below) includes
|
||||||
|
the free.
|
||||||
|
- **Prisoner and Slave differ only in who holds the keys.** Both are "held"; the search authority is
|
||||||
|
the warden for one and the overseer for the other. Downstream modules that only care "is someone
|
||||||
|
entitled to search this pawn" read `IsHeld` and never branch on which.
|
||||||
|
|
||||||
|
## The struct
|
||||||
|
|
||||||
|
`SecuredContext` is a small `readonly struct` — the kind, the pawn, and two computed predicates.
|
||||||
|
|
||||||
|
```csharp
|
||||||
|
public readonly struct SecuredContext
|
||||||
|
{
|
||||||
|
public readonly SecuredKind Kind;
|
||||||
|
public readonly Pawn Pawn;
|
||||||
|
|
||||||
|
// Held against their will -- prisoner or slave. Excludes a free colonist.
|
||||||
|
public bool IsHeld => Kind == SecuredKind.Prisoner || Kind == SecuredKind.Slave;
|
||||||
|
|
||||||
|
// Anyone with something to hide -- includes free colonists (who may hoard).
|
||||||
|
public bool CanConceal => Pawn != null;
|
||||||
|
}
|
||||||
|
```
|
||||||
|
|
||||||
|
The two predicates split the world along two different axes, and picking the right one is the whole
|
||||||
|
skill of using this type:
|
||||||
|
|
||||||
|
| Predicate | True for | Ask it when you care about… |
|
||||||
|
|---|---|---|
|
||||||
|
| `IsHeld` | Prisoner, Slave | **custody** — who is under the colony's control, who can be disciplined, whose cell can be searched |
|
||||||
|
| `CanConceal` | Free, Prisoner, Slave (any real pawn) | **contraband** — who could be *hiding* something, regardless of status |
|
||||||
|
|
||||||
|
For example, [Propensity](Propensity.md)'s Nurture uses `IsHeld` in its "held & unhappy compounds"
|
||||||
|
clause — it only wants to pile the ×1.4 penalty on a pawn the colony actually holds and mistreats, not
|
||||||
|
on a grumpy free colonist. A warden-search feature, by contrast, would gate on `CanConceal` to decide
|
||||||
|
who is even worth checking, and then on standing to decide whether it is *allowed* to.
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## `Of` — one pawn to a context
|
||||||
|
|
||||||
|
```csharp
|
||||||
|
public static SecuredContext? Of(Pawn p)
|
||||||
|
```
|
||||||
|
|
||||||
|
`Of` maps a pawn to a context, or **`null`** if the pawn has none. The order of the checks matters and
|
||||||
|
is worth reading literally:
|
||||||
|
|
||||||
|
```
|
||||||
|
if p is not humanlike, or p is dead -> null (not one of ours)
|
||||||
|
if p.IsPrisonerOfColony -> Prisoner
|
||||||
|
if p.IsSlaveOfColony -> Slave
|
||||||
|
if p.IsFreeColonist -> Free
|
||||||
|
otherwise -> null
|
||||||
|
```
|
||||||
|
|
||||||
|
- **The guard comes first.** Animals, mechs, and the dead are simply not the suite's business — they
|
||||||
|
return `null`, and every `OnMap` loop and downstream check skips them without a special case.
|
||||||
|
- **Prisoner and Slave are tested before Free.** A pawn who is somehow both a colonist and imprisoned
|
||||||
|
is classified by their *hold* first. The nullable return is the clean signal for "this pawn is
|
||||||
|
outside the model," so callers pattern-match `HasValue` rather than defaulting to some "Free-ish"
|
||||||
|
status.
|
||||||
|
|
||||||
|
Returning `SecuredContext?` (nullable) rather than a `Free` fallback is deliberate: there is a real
|
||||||
|
difference between "a free pawn we track" and "a pawn we do not model at all," and collapsing them
|
||||||
|
would let non-colony pawns leak into colony machinery.
|
||||||
|
|
||||||
|
## `OnMap` — every context on a map
|
||||||
|
|
||||||
|
```csharp
|
||||||
|
public static IEnumerable<SecuredContext> OnMap(Map map)
|
||||||
|
```
|
||||||
|
|
||||||
|
`OnMap` yields a context for every spawned pawn that has one — prisoners, slaves, and colonists,
|
||||||
|
skipping everything `Of` returns `null` for. It is a lazy `yield` iterator, so a caller can enumerate
|
||||||
|
"everyone the suite cares about on this map" in one loop:
|
||||||
|
|
||||||
|
```csharp
|
||||||
|
foreach (SecuredContext ctx in SecuredContexts.OnMap(map))
|
||||||
|
{
|
||||||
|
if (ctx.IsHeld) { /* consider only the held */ }
|
||||||
|
}
|
||||||
|
```
|
||||||
|
|
||||||
|
A `null` map yields nothing (an empty sequence), so callers do not need to null-check before looping.
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## Why not just "prisoner"?
|
||||||
|
|
||||||
|
This is the design decision the whole page exists to justify, so it is worth stating plainly. If every
|
||||||
|
module checked `pawn.IsPrisonerOfColony` directly, then:
|
||||||
|
|
||||||
|
- adding **slaves** to a feature would mean editing every module;
|
||||||
|
- adding a **ward patient** mode would mean editing every module;
|
||||||
|
- adding a future **secure-zone** concept would mean editing every module.
|
||||||
|
|
||||||
|
By routing all of them through one predicate, a new hold-kind is added *once*, in Core, and every
|
||||||
|
existing module inherits it. The concealment, search, and needs machinery never has to learn what a
|
||||||
|
slave is — it only ever asked `IsHeld` and `CanConceal`.
|
||||||
|
|
||||||
|
### The deliberately-absent Ward kind
|
||||||
|
|
||||||
|
There is no `SecuredKind.WardPatient`, and its absence is intentional. From the source:
|
||||||
|
|
||||||
|
> *"a committed patient IS a prisoner in vanilla's sense (Ward rides the prisoner rail), so it is
|
||||||
|
> `SecuredKind.Prisoner` here and needs no special case. Contraband does not depend on Ward."*
|
||||||
|
|
||||||
|
Because Institution: Ward implements a committed patient *on top of* vanilla's prisoner rail, such a
|
||||||
|
pawn already returns `Prisoner` from `Of` — no new kind, no dependency from Core (or Contraband) onto
|
||||||
|
Ward, and every module treats a ward patient exactly as it treats any prisoner. The right amount of
|
||||||
|
new code to support Ward's hold semantics was zero, and that is the payoff of keying off the context
|
||||||
|
instead of the label.
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
*Part of the **Institution** suite. AI disclosure: developed with substantial assistance from Claude (Anthropic).*
|
||||||
@@ -0,0 +1,159 @@
|
|||||||
|
# The Treatment Engine — shared rehabilitation
|
||||||
|
|
||||||
|
*`TreatmentProgram` + `TreatableConditionExtension`, in `Source/Core/TreatmentProgram.cs`.*
|
||||||
|
|
||||||
|
Core carries one more thing every "fix a held pawn over time" system needs and none should own alone:
|
||||||
|
the maths of a **treatment programme**. Sustained attention in a secured facility reduces a marked
|
||||||
|
condition, the room's quality helps or hurts, and once there is nothing left to reduce a **recovery
|
||||||
|
track** builds toward a dischargeable state.
|
||||||
|
|
||||||
|
It exists for the same reason the propensity engine does. Two systems want the identical loop pointed
|
||||||
|
at different states — **Ward** treats the mental illness that got a pawn committed; **Justice** wants
|
||||||
|
to rehabilitate the disposition that got one imprisoned — and without a shared engine each would grow
|
||||||
|
its own copy and drift. Core owns **only the maths**. Which interaction mode enrols a pawn, which
|
||||||
|
hediffs and thoughts carry the flavour, which jobs run the sessions, and which alert fires on
|
||||||
|
discharge all stay in the consuming mod.
|
||||||
|
|
||||||
|
> The engine does something concrete when there is a real condition to work through, and is a
|
||||||
|
> **no-op** otherwise. A colony that marks nothing treatable never notices it exists.
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## The two pieces
|
||||||
|
|
||||||
|
### `TreatableConditionExtension` — marking a condition
|
||||||
|
|
||||||
|
A `DefModExtension` you attach to a `HediffDef` to declare it something a programme can reduce.
|
||||||
|
|
||||||
|
```xml
|
||||||
|
<HediffDef Name="SomeDisorder">
|
||||||
|
<modExtensions>
|
||||||
|
<li Class="Contraband.TreatableConditionExtension">
|
||||||
|
<reductionPerSession>0.12</reductionPerSession>
|
||||||
|
</li>
|
||||||
|
</modExtensions>
|
||||||
|
</HediffDef>
|
||||||
|
```
|
||||||
|
|
||||||
|
| Field | Default | Meaning |
|
||||||
|
|---|---:|---|
|
||||||
|
| `reductionPerSession` | `0.12` | Severity removed per **completed** session, *before* the caller's skill / facility / share scale it. |
|
||||||
|
|
||||||
|
A full course is several sessions by design — the programme has to be **sustained**, not run once. The
|
||||||
|
extension carries no flavour; it says only *how fast this condition yields*. Ward attaches it to
|
||||||
|
mental illness (via a soft, conditional patch on Rim Disorders' depression, anxiety, PTSD, OCD);
|
||||||
|
anything a mod or a player marks is treated identically, so opting a hediff in is a one-line patch.
|
||||||
|
|
||||||
|
### `TreatmentProgram` — the maths
|
||||||
|
|
||||||
|
A static, null-safe class. It holds no state of its own — it reads and mutates hediffs on the pawn.
|
||||||
|
|
||||||
|
| Call | Returns | What it does |
|
||||||
|
|---|---|---|
|
||||||
|
| `TreatableConditions(pawn)` | `List<Hediff>` | every marked hediff on the pawn that still has severity |
|
||||||
|
| `HasTreatableCondition(pawn)` | `bool` | is there any condition left to work through? |
|
||||||
|
| `ReduceConditions(pawn, strength)` | `void` | lower every marked condition by `reductionPerSession × strength`; remove any that reach ~0 |
|
||||||
|
| `FacilityQuality(pawn)` | `float 0.5..1.5` | how much the pawn's room helps or hurts |
|
||||||
|
| `AdvanceRecovery(pawn, recoveryDef, amount)` | `float` | advance (creating if absent) a recovery hediff, clamped to `1.0`; returns the new severity |
|
||||||
|
| `RecoveryLevel(pawn, recoveryDef)` | `float 0..1` | current level of that recovery track, or `0` |
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## The numbers
|
||||||
|
|
||||||
|
### Facility quality
|
||||||
|
|
||||||
|
```
|
||||||
|
room == null OR psychologically outdoors → 0.75 (a poor makeshift facility, not zero)
|
||||||
|
otherwise → Clamp(0.6 + impressiveness / 120, 0.5, 1.5)
|
||||||
|
```
|
||||||
|
|
||||||
|
| Room impressiveness | Factor |
|
||||||
|
|---|---:|
|
||||||
|
| 0 (bare) | `0.60` |
|
||||||
|
| ~48 (decent) | `1.00` |
|
||||||
|
| ≥108 (impressive) | `1.50` (capped) |
|
||||||
|
| outdoors / none | `0.75` |
|
||||||
|
|
||||||
|
The clamp is deliberate: a grim, filthy, cramped facility heals worse, a calm clean one better, but a
|
||||||
|
palace can't trivialise the labour the programme costs (1.5× ceiling), and even nowhere is a poor
|
||||||
|
makeshift room, not a hard zero.
|
||||||
|
|
||||||
|
### Reducing a condition
|
||||||
|
|
||||||
|
```
|
||||||
|
h.Severity -= reductionPerSession × strength // per marked hediff
|
||||||
|
if h.Severity <= 0.001 → remove it
|
||||||
|
```
|
||||||
|
|
||||||
|
`strength` is the **caller's** combined factor — skill × facility quality × this pawn's share of the
|
||||||
|
session. The engine does not define it; the consumer does, so a one-on-one session at full skill in a
|
||||||
|
good room reduces far more than a distracted share in a squalid one.
|
||||||
|
|
||||||
|
### Advancing recovery
|
||||||
|
|
||||||
|
```
|
||||||
|
recovery = pawn's hediff of recoveryDef (created at 0.001 if absent)
|
||||||
|
recovery.Severity = min(1.0, recovery.Severity + amount)
|
||||||
|
```
|
||||||
|
|
||||||
|
The recovery track is a plain `0..1` severity the consumer supplies the def for (Ward's
|
||||||
|
`Ward_Recovery`). Core only advances it; the consumer decides what its top stage *unlocks* (Ward: a
|
||||||
|
"ready for discharge" alert) and — crucially — gives the hediff a **negative `severityPerDay`** so it
|
||||||
|
**decays without sustained attention**. Recovery you stop maintaining slips back; that decay is what
|
||||||
|
makes the programme a loop rather than a one-time unlock.
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## The consumer contract
|
||||||
|
|
||||||
|
Core draws a hard line at "only the maths". A consumer owns everything with flavour:
|
||||||
|
|
||||||
|
| Core owns (the maths) | The consumer owns (the flavour) |
|
||||||
|
|---|---|
|
||||||
|
| `TreatableConditions` / `HasTreatableCondition` | which hediffs are marked treatable |
|
||||||
|
| `ReduceConditions` | the job/interaction that runs a session |
|
||||||
|
| `FacilityQuality` | the room role that makes a "facility" |
|
||||||
|
| `AdvanceRecovery` / `RecoveryLevel` | the recovery hediff def + what its stable stage unlocks |
|
||||||
|
| — | the discharge alert, the thoughts, the decay rate |
|
||||||
|
|
||||||
|
The idiomatic session, drawn from Ward's `JobDriver_PsychiatricCare` (the reference consumer):
|
||||||
|
|
||||||
|
```csharp
|
||||||
|
using Contraband;
|
||||||
|
|
||||||
|
float skill = 0.7f * social + 0.3f * medicine; // the consumer's own blend
|
||||||
|
float quality = TreatmentProgram.FacilityQuality(patient);
|
||||||
|
float strength = (0.5f + skill / 20f * 0.5f) * quality * share; // 1.0 share for the primary patient
|
||||||
|
|
||||||
|
// 1. Reduce the actual condition first.
|
||||||
|
TreatmentProgram.ReduceConditions(patient, strength);
|
||||||
|
|
||||||
|
// 2. Only once nothing is left to treat does recovery advance -- fix the illness, then stabilise.
|
||||||
|
if (!TreatmentProgram.HasTreatableCondition(patient))
|
||||||
|
{
|
||||||
|
TreatmentProgram.AdvanceRecovery(patient, MyDefOf.RecoveryHediff, 0.15f * quality * share);
|
||||||
|
}
|
||||||
|
```
|
||||||
|
|
||||||
|
"Reduce the condition, *then* build recovery" is the shape Ward uses, but it is a convention, not a
|
||||||
|
rule Core enforces — a rehabilitation consumer with no clinical condition to clear (Justice's reform)
|
||||||
|
can advance a recovery track from the first session and read `RecoveryLevel` to gate a parole.
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## The two consumers
|
||||||
|
|
||||||
|
- **[Institution: Ward](https://git.onetick.ninja/flan/rimworld-ward)** — psychiatric care. Marks
|
||||||
|
mental-illness hediffs treatable, runs warden counselling sessions, builds `Ward_Recovery` toward a
|
||||||
|
"ready for discharge" alert. The reference implementation.
|
||||||
|
- **Institution: Justice** — rehabilitation. Its `reform` score is the disposition axis punishment
|
||||||
|
moves; the recovery track is the natural home for a *sustained rehabilitation programme* that gates
|
||||||
|
parole on the same shared engine, so the two systems agree on "getting better" instead of each
|
||||||
|
inventing it.
|
||||||
|
|
||||||
|
The point, exactly as with propensity: one engine, two states, no drift.
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
*Part of the **Institution** suite. AI disclosure: developed with substantial assistance from Claude (Anthropic).*
|
||||||
@@ -0,0 +1,115 @@
|
|||||||
|
# Affiliations and segregation
|
||||||
|
|
||||||
|
*Gangs grow out of who pawns **already are** — and the counter-play is to keep the wrong pawns apart.*
|
||||||
|
|
||||||
|
A gang in this mod is never invented from nowhere. It crystallises along the bonds a colony already
|
||||||
|
contains: shared faction, shared faith, or real friendship. This page covers the formation rule — what
|
||||||
|
`SharesAffiliation` checks and why the *same room* requirement matters — and then the segregation
|
||||||
|
counter-play that turns those same bonds against the network.
|
||||||
|
|
||||||
|
## The formation rule
|
||||||
|
|
||||||
|
On each 5000-tick check, the gang component walks the eligible `crew` (every spawned humanlike that
|
||||||
|
currently meets the `Nature × Nurture ≥ 0.9` join bar) and tries to pair each unaffiliated member with
|
||||||
|
a mate:
|
||||||
|
|
||||||
|
```
|
||||||
|
mate = a pawn q in crew such that:
|
||||||
|
q != p
|
||||||
|
AND q.GetRoom() == p.GetRoom() -- same room, right now
|
||||||
|
AND SharesAffiliation(p, q) -- a bond they already have
|
||||||
|
if mate exists: Enlist(p, mate)
|
||||||
|
```
|
||||||
|
|
||||||
|
Two conditions, both required: they must be **in the same room** at the moment of the check, **and**
|
||||||
|
they must **share an affiliation**. A disposed pawn does not fall in with a stranger across the map; it
|
||||||
|
falls in with someone it is standing next to *and* already connected to.
|
||||||
|
|
||||||
|
`Enlist` then binds them: if either already runs with a gang, the other joins that gang; otherwise a
|
||||||
|
fresh gang id is minted. So gangs accrete — a new member pairing with an existing member is absorbed
|
||||||
|
into the existing crew rather than starting a rival one.
|
||||||
|
|
||||||
|
### What counts as an affiliation
|
||||||
|
|
||||||
|
```
|
||||||
|
SharesAffiliation(a, b) is true if ANY of:
|
||||||
|
a.Faction != null AND a.Faction == b.Faction -- same faction
|
||||||
|
Ideology active AND a.Ideo == b.Ideo (both non-null) -- same ideoligion
|
||||||
|
a.relations.OpinionOf(b) >= 20 -- a genuine friendship
|
||||||
|
```
|
||||||
|
|
||||||
|
| Bond | Condition | Notes |
|
||||||
|
|---|---|---|
|
||||||
|
| **Same faction** | `a.Faction == b.Faction` (non-null) | your colonists share one; captured raiders share theirs |
|
||||||
|
| **Same ideoligion** | `a.Ideo == b.Ideo`, only if the Ideology DLC is active | guarded by `ModsConfig.IdeologyActive` |
|
||||||
|
| **Friendship** | `OpinionOf(b) >= 20` | a real positive relationship, not mere acquaintance |
|
||||||
|
|
||||||
|
The design intent, from the source:
|
||||||
|
|
||||||
|
> Gangs grow out of who pawns ALREADY are, not out of nowhere — so a prisoner's gang on the outside is
|
||||||
|
> their old faction/friends, and rival factions run as rival gangs.
|
||||||
|
|
||||||
|
This is why the system feels coherent rather than arbitrary. A crew is a faction bloc, a congregation,
|
||||||
|
or a friend group — social lines the colony *already has*. Gangs mesh with them instead of stamping
|
||||||
|
random groupings over the top.
|
||||||
|
|
||||||
|
## Rival factions become rival gangs
|
||||||
|
|
||||||
|
Follow the rule to its conclusion. Two captured raiders from **different** hostile factions each share
|
||||||
|
an affiliation with *their own* side but not with each other. Housed in the same wing, each pairs up
|
||||||
|
along its own faction line — and now you have **two gangs**. By the definition on the
|
||||||
|
[Rivalry and Fights](Rivalry-and-Fights.md) page, members of two different gangs are automatically
|
||||||
|
**rivals**, and rival-gang violence between them is booked as a crime.
|
||||||
|
|
||||||
|
So the affiliation rule and the rivalry rule are two ends of one idea: **who bands together** and **who
|
||||||
|
is opposed** both derive from pre-existing loyalties. Mix hostile factions or clashing ideoligions in
|
||||||
|
one room and you have not made one big gang — you have made two rival ones and lit the fuse between
|
||||||
|
them. This is a housing decision with mechanical teeth.
|
||||||
|
|
||||||
|
## Segregation: the counter-play
|
||||||
|
|
||||||
|
Here is where the formation rule and the network rule meet, and where the rest of the suite earns its
|
||||||
|
keep. A gang can only *do* anything — resupply itself — if its members can **reach** each other.
|
||||||
|
`MoveWithin` requires `SameGang` **and**, for two co-located pawns, a walkable path
|
||||||
|
(`CanReach(..., Touch, Danger.Deadly)`). Break the path and you break the network:
|
||||||
|
|
||||||
|
```
|
||||||
|
MoveWithin(from, to):
|
||||||
|
...
|
||||||
|
if from.Spawned && to.Spawned && !from.CanReach(to, Touch, Deadly):
|
||||||
|
return false -- kept apart: the segregation counter-play
|
||||||
|
```
|
||||||
|
|
||||||
|
The source calls this out as the intended answer to the whole mod:
|
||||||
|
|
||||||
|
> The counter-play is the rest of the suite: Classification SEGREGATES rivals into different wings, and
|
||||||
|
> a network whose members cannot REACH each other is starved.
|
||||||
|
|
||||||
|
**Classification** lives in **Institution: Justice**. It grades pawns by risk and lets you sort them
|
||||||
|
into separate, walled wings. Two gangmates graded into different wings, with no walkable route between
|
||||||
|
them, fail the reach gate on every network pass. The gang still *exists* on the membership map — they
|
||||||
|
are still the same crew, still rivals of the other crew — but it can no longer pass a shiv from a
|
||||||
|
holder to a have-not. **A network that cannot reach itself is a network that cannot supply itself.**
|
||||||
|
|
||||||
|
This is the elegant part of the design: the very bonds that formed the gang (`SharesAffiliation`) tell
|
||||||
|
you *who to keep apart*, and the reach requirement (`CanReach`) makes keeping them apart actually
|
||||||
|
starve the supply chain. You do not disband a gang; you **partition the graph** until its edges carry
|
||||||
|
nothing.
|
||||||
|
|
||||||
|
## How to play it
|
||||||
|
|
||||||
|
- **Read affiliations before you house pawns.** Same-faction and same-ideoligion prisoners will band
|
||||||
|
together; hostile factions in one wing will form *rival* gangs and fight. Sort deliberately.
|
||||||
|
- **Segregate by Classification, not by hope.** Putting rivals in "different areas" is not enough — the
|
||||||
|
reach test cares about a *walkable path*. A shared corridor is a supply line. Use genuinely separate,
|
||||||
|
walled wings.
|
||||||
|
- **Starve, don't chase.** You will rarely delete a gang outright. The durable win is to keep its
|
||||||
|
members unable to reach one another so the network dries up, while keeping mood and deterrence high so
|
||||||
|
few pawns cross the join bar in the first place (see [Joining](Joining.md)).
|
||||||
|
- **Watch the outside valve.** Segregation starves *internal* resupply; a bent warden can still inject
|
||||||
|
new contraband from outside (see [Networks and Smuggling](Networks-and-Smuggling.md)). Partition the
|
||||||
|
wing *and* clean up your wardens for a network that genuinely goes dark.
|
||||||
|
|
||||||
|
---
|
||||||
|
*Part of the **Institution** suite — Core · Contraband · Justice · Gangs (this). Each mod stands alone; together they are one system.*
|
||||||
|
*AI disclosure: developed with substantial assistance from Claude (Anthropic).*
|
||||||
@@ -0,0 +1,89 @@
|
|||||||
|
# Institution: Gangs
|
||||||
|
|
||||||
|
*Gangs as **contraband economies** — not mood. The social capstone of the **Institution** suite of
|
||||||
|
RimWorld 1.6 mods.*
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## What Gangs is
|
||||||
|
|
||||||
|
Gangs turns the loose, disposed pawns in your colony — colonists, prisoners, slaves — into a
|
||||||
|
**network** that moves contraband. When disposition and circumstance line up, pawns who already share
|
||||||
|
a bond band together, and a member who holds a stash quietly resupplies a member who has none. A
|
||||||
|
search that turns up nothing on one prisoner has therefore *not* cleaned out the wing: the wing is a
|
||||||
|
supply chain, and you only searched one link.
|
||||||
|
|
||||||
|
That is the entire point, and it is a deliberately narrow one. Gangs does not do mood. It does not do
|
||||||
|
a "gang leader buff." It does the one thing nothing else in the ecosystem does — it makes contraband
|
||||||
|
**flow between pawns**, and then hands you the tools to cut the flow.
|
||||||
|
|
||||||
|
## The gap it fills (and the one it doesn't)
|
||||||
|
|
||||||
|
If you run **Prisoner Realism**, its *Ringleader* system already models a dominant prisoner spreading
|
||||||
|
unrest and mood contagion through a wing. That system is good, and Gangs does not touch it. Ringleader
|
||||||
|
owns *influence and mood*.
|
||||||
|
|
||||||
|
Gangs owns the thing Ringleader has no equivalent for: **the network as a logistics graph.** Contraband
|
||||||
|
physically changes hands along social lines. A stash on one pawn is a stash available to the whole
|
||||||
|
gang. The two systems are complementary — run both. Ringleader tells you *who stirs the pot*; Gangs
|
||||||
|
tells you *how the shivs get around*.
|
||||||
|
|
||||||
|
## Why it needs the whole suite
|
||||||
|
|
||||||
|
Gangs is the module built **last**, because it needs every other Institution mod already in place. It
|
||||||
|
is not a standalone feature; it is the suite working together, and it is honest about that in its
|
||||||
|
dependencies:
|
||||||
|
|
||||||
|
| It asks... | ...and the answer comes from |
|
||||||
|
|---|---|
|
||||||
|
| *Who is disposed enough to join?* | **Institution: Core** — `Nature × Nurture`, the shared propensity engine |
|
||||||
|
| *What do they move?* | **Institution: Contraband** — concealment, stashes, search, and the bent-warden supply route |
|
||||||
|
| *Where does a fight get booked, and how are rivals kept apart?* | **Institution: Justice** — the crime/deterrence loop, and Classification's segregation |
|
||||||
|
|
||||||
|
Remove any one of those and Gangs has nothing to stand on. It is the place where Core's spectrum,
|
||||||
|
Contraband's stashes, and Justice's policing all cash out at once.
|
||||||
|
|
||||||
|
## A healthy colony grows few gangs — or none
|
||||||
|
|
||||||
|
This is the thesis, and it is enforced in the numbers, not just the flavour. Membership is gated at
|
||||||
|
`Nature × Nurture ≥ 0.9` — a high bar on purpose. A disposed pawn who is **well-kept and
|
||||||
|
well-policed** does not band up: their nurture multiplier stays low, and deterrence pulls it lower
|
||||||
|
still. It takes a foul streak (nature) *and* a badly-run situation (nurture) at the same time.
|
||||||
|
|
||||||
|
So a gang problem is a **symptom**. It is the game telling you that a wing is mistreated, under-policed,
|
||||||
|
or both. The fix is never "fight the gang system" — it is to run a better prison. Feed them, give them
|
||||||
|
recreation, keep deterrence high, segregate rivals, and the networks starve on their own.
|
||||||
|
|
||||||
|
> A gang is a symptom of a badly-run colony, not furniture.
|
||||||
|
|
||||||
|
## The pages
|
||||||
|
|
||||||
|
- **[Joining](Joining.md)** — `WouldJoin = Nature × Nurture ≥ 0.9`: why the bar is high, why good
|
||||||
|
treatment and deterrence keep pawns *out*, and how the 5000-tick check works for every kind of pawn.
|
||||||
|
- **[Networks and Smuggling](Networks-and-Smuggling.md)** — `MoveWithin`: how a holder resupplies a
|
||||||
|
needy gangmate, the *same-gang + can-reach* rule, why this defeats a single search, and how a bent
|
||||||
|
warden refills a starved network from outside.
|
||||||
|
- **[Rivalry and Fights](Rivalry-and-Fights.md)** — `AreRivals` and `RecordFight`: how a gang fight is
|
||||||
|
booked as a crime through Justice, why inside-the-wire and out-on-the-street are the same offence,
|
||||||
|
and how it feeds deterrence.
|
||||||
|
- **[Affiliations and Segregation](Affiliations-and-Segregation.md)** — `SharesAffiliation` plus
|
||||||
|
*same room* as the formation rule, why rival factions become rival gangs, and how Classification's
|
||||||
|
segregation is the counter-play that starves a network which cannot reach itself.
|
||||||
|
|
||||||
|
## The suite
|
||||||
|
|
||||||
|
Part of the **Institution** suite of RimWorld 1.6 mods:
|
||||||
|
|
||||||
|
- **Institution: Core** — the propensity engine (`Nature × Nurture`), criminal records, secured context.
|
||||||
|
- **Institution: Contraband** — concealment, improvised shivs, tunnels, warden search and corruption.
|
||||||
|
- **Institution: Justice** — Classification, Deterrence, Discipline, Parole, Regime.
|
||||||
|
- **Institution: Gangs** — this mod: joining, networks/smuggling, rivalry/fights.
|
||||||
|
|
||||||
|
Sibling projects: **Foul Play** (the vessel/substance framework and the "Piss Nuke") and **Ward** (the
|
||||||
|
test harness and a ward/treatment prison mode).
|
||||||
|
|
||||||
|
Each mod stands alone as an install; together they form one system.
|
||||||
|
|
||||||
|
---
|
||||||
|
*Part of the **Institution** suite — Core · Contraband · Justice · Gangs (this). Each mod stands alone; together they are one system.*
|
||||||
|
*AI disclosure: developed with substantial assistance from Claude (Anthropic).*
|
||||||
@@ -0,0 +1,134 @@
|
|||||||
|
# Joining a gang
|
||||||
|
|
||||||
|
*How Gangs decides who runs with a crew — and why a well-run colony keeps almost everyone out.*
|
||||||
|
|
||||||
|
Membership is not random, and it is not a mood event. A pawn joins a gang only when their **disposition
|
||||||
|
and their circumstances line up at once** — the same `Nature × Nurture` engine that drives every other
|
||||||
|
behaviour in the Institution suite. This page covers the exact test, why the bar is set where it is,
|
||||||
|
and how you keep pawns on the right side of it.
|
||||||
|
|
||||||
|
## The rule
|
||||||
|
|
||||||
|
```
|
||||||
|
WouldJoin(pawn) == Propensity.Nature(pawn) * Propensity.Nurture(pawn) >= JoinThreshold
|
||||||
|
JoinThreshold = 0.9
|
||||||
|
```
|
||||||
|
|
||||||
|
Two gates before the maths even runs:
|
||||||
|
|
||||||
|
| Guard | Effect |
|
||||||
|
|---|---|
|
||||||
|
| `pawn == null` | never joins |
|
||||||
|
| not `RaceProps.Humanlike` | never joins — animals and mechs are out |
|
||||||
|
|
||||||
|
Then it is one line: multiply the pawn's **Nature** by their **Nurture** and compare to **0.9**. There
|
||||||
|
is no dice roll here. `WouldJoin` is a deterministic threshold on the two propensity scores, so the
|
||||||
|
same pawn in the same situation always gives the same answer — join, or don't. (This is different from
|
||||||
|
Core's `Propensity.Would(...)`, which *is* a seeded random roll used for one-off acts like a piss
|
||||||
|
spree. Gang membership is a standing condition, so it uses the raw product.)
|
||||||
|
|
||||||
|
### The two halves
|
||||||
|
|
||||||
|
Both terms come from **Institution: Core** — see Core's own documentation for the full tables — but you
|
||||||
|
need the shape of them to understand the bar:
|
||||||
|
|
||||||
|
- **Nature** (`0..1`) is *who the pawn is*: a base of `0.05`, plus trait weights, clamped to `[0, 1]`.
|
||||||
|
Psychopath `+0.45`, Bloodlust `+0.35`, Kleptomaniac `+0.40`, Greedy `+0.25`, Abrasive `+0.15`;
|
||||||
|
and it goes **down** for Kind `−0.30` or Ascetic `−0.15`. This is fixed at pawn creation and barely
|
||||||
|
moves.
|
||||||
|
- **Nurture** (a multiplier, `~≥ 0.4`, base `1.0`) is *the situation you put them in*: a floored mood
|
||||||
|
multiplies it up hard (roughly `×2.5` under 0.20 mood, `×1.6` under 0.35), being held while
|
||||||
|
miserable adds more (`×1.4`), a hardened record (negative reform) raises it, and — critically —
|
||||||
|
**deterrence pulls it down** (`×Lerp(1.3, 0.7, deterrence)`, neutral `1.0` at baseline order, so a
|
||||||
|
high-deterrence colony scales nurture toward `0.7`). This is the half you control.
|
||||||
|
|
||||||
|
## Why the bar is high
|
||||||
|
|
||||||
|
`0.9` is a deliberately steep threshold. From the source, in its own words:
|
||||||
|
|
||||||
|
> A high bar, on purpose: gangs are a symptom of a badly-run colony, not furniture. A healthy Rimworld
|
||||||
|
> — content pawns, an orderly colony — grows few gangs, if any.
|
||||||
|
|
||||||
|
Because the two terms are **multiplied**, both have to be substantial for the product to clear `0.9`.
|
||||||
|
A nasty pawn in a happy, policed colony has a low nurture and stays out. A saintly pawn in a hellhole
|
||||||
|
has a near-zero nature and stays out. You only get a gang when a genuinely disposed pawn is *also*
|
||||||
|
neglected or unpoliced — foul streak **and** bad situation, together.
|
||||||
|
|
||||||
|
That is the design speaking through the arithmetic: a gang is never bad luck. It is feedback.
|
||||||
|
|
||||||
|
## Worked examples
|
||||||
|
|
||||||
|
All numbers below use Core's documented factors; the intermediate nurture figures are rounded to show
|
||||||
|
the shape of the decision.
|
||||||
|
|
||||||
|
| Pawn | Nature | Situation → Nurture | Product | Joins? |
|
||||||
|
|---|---|---|---|---|
|
||||||
|
| **Kind colonist**, ordinary life | `0.05 − 0.30 → 0.00` (clamped) | content, `≈ 1.0` | `0.00` | **No** — nature floors it |
|
||||||
|
| **Greedy prisoner**, content, policed | `0.30` | fed & high deterrence, `≈ 0.7` | `≈ 0.21` | **No** |
|
||||||
|
| **Greedy prisoner**, starved & neglected | `0.30` | mood floored + held, `≈ 3.5` | `≈ 1.05` | **Yes** |
|
||||||
|
| ...same pawn, but you raise deterrence | `0.30` | `× ≈ 0.7` → `≈ 2.45` | `≈ 0.74` | **No** — deterrence tipped them out |
|
||||||
|
| **Psychopath + Bloodlust**, mood floored | `≈ 0.85` | mood floored + held, `≈ 3.5` | `≈ 2.9` | **Yes** — nothing short of reform pulls this back |
|
||||||
|
|
||||||
|
The middle rows are the whole game of it. The **same greedy prisoner** joins or abstains purely on how
|
||||||
|
you run the wing. The Kind colonist and the near-maxed psychopath are the fixed poles: one essentially
|
||||||
|
cannot join, the other essentially always will if you neglect them. Everyone in between is a policy
|
||||||
|
choice.
|
||||||
|
|
||||||
|
The mod's own integration test asserts exactly these poles: a psychopath-plus-bloodlust pawn with a
|
||||||
|
floored mood returns `WouldJoin == true`, and a Kind colonist in ordinary circumstance returns
|
||||||
|
`WouldJoin == false`.
|
||||||
|
|
||||||
|
## It works for every pawn, everywhere
|
||||||
|
|
||||||
|
There is no "prisoners only" special case. The comment is explicit:
|
||||||
|
|
||||||
|
> Any pawn — colonist, prisoner, slave — can, wherever they are.
|
||||||
|
|
||||||
|
`WouldJoin` reads nothing about a pawn's secured status. A disposed **free colonist** can run with a
|
||||||
|
crew on the outside; a **prisoner** can run with theirs on the inside; a **slave** likewise. This is
|
||||||
|
what lets a gang span the wall — an outside member and an inside member of the same crew (see
|
||||||
|
[Networks and Smuggling](Networks-and-Smuggling.md)). Being held raises nurture (misery), but it is not
|
||||||
|
a requirement.
|
||||||
|
|
||||||
|
## The cadence: the 5000-tick check
|
||||||
|
|
||||||
|
Membership is re-evaluated on a fixed interval by the gang map component:
|
||||||
|
|
||||||
|
```
|
||||||
|
CheckInterval = 5000 ticks
|
||||||
|
MapComponentTick: run only when TicksGame % 5000 == 0
|
||||||
|
```
|
||||||
|
|
||||||
|
**5000 ticks** is about **2 in-game hours** (a RimWorld day is 60,000 ticks), or roughly **80 seconds**
|
||||||
|
of real time at normal (1×) speed. On each fire, the component:
|
||||||
|
|
||||||
|
1. Gathers `crew` — every spawned humanlike on the map for whom `WouldJoin` is currently true.
|
||||||
|
2. Pairs up unaffiliated members of `crew` who **share a room and a bond** into gangs (see
|
||||||
|
[Affiliations and Segregation](Affiliations-and-Segregation.md)).
|
||||||
|
3. Runs one round of network resupply inside each gang (see
|
||||||
|
[Networks and Smuggling](Networks-and-Smuggling.md)).
|
||||||
|
|
||||||
|
Because the check re-reads `WouldJoin` every time, membership is *live*: a pawn whose situation improves
|
||||||
|
past the point where the product drops back under `0.9` simply stops being eligible to form new bonds.
|
||||||
|
The bar is not a one-time gate at recruitment — it is a standing condition the colony is continuously
|
||||||
|
graded against.
|
||||||
|
|
||||||
|
## How to keep pawns out
|
||||||
|
|
||||||
|
You do not fight the gang system. You lower nurture, which lowers the product, which drops pawns below
|
||||||
|
`0.9`:
|
||||||
|
|
||||||
|
- **Feed them and give them recreation.** Mood is the biggest nurture multiplier by far. A wing above
|
||||||
|
0.35 mood loses the `×2.5`/`×1.6` spikes entirely.
|
||||||
|
- **Keep deterrence high** (Institution: Justice). Deterrence scales nurture down toward `0.7`; a
|
||||||
|
well-policed colony is *arithmetically* less gang-prone. This is the row in the table above where the
|
||||||
|
same greedy prisoner flips from *joins* to *abstains*.
|
||||||
|
- **Reform, don't just punish.** A hardened record (negative reform) *raises* nurture; discipline that
|
||||||
|
actually reforms (positive reform) lowers it. Harsh punishment that prisonizes a pawn makes the
|
||||||
|
gang problem worse, not better.
|
||||||
|
- **Accept the two poles.** A near-maxed psychopath will run with someone the moment you slip; a Kind
|
||||||
|
pawn essentially never will. Spend your attention on the middle.
|
||||||
|
|
||||||
|
---
|
||||||
|
*Part of the **Institution** suite — Core · Contraband · Justice · Gangs (this). Each mod stands alone; together they are one system.*
|
||||||
|
*AI disclosure: developed with substantial assistance from Claude (Anthropic).*
|
||||||
@@ -0,0 +1,120 @@
|
|||||||
|
# Networks and smuggling
|
||||||
|
|
||||||
|
*The one thing nothing else models: contraband that flows **between** pawns. A gang is a supply chain.*
|
||||||
|
|
||||||
|
This is the core of the mod. Everything else — who joins, who fights, who is kept apart — exists to
|
||||||
|
serve or to break the network described here. A gang is not a mood aura; it is a **logistics graph**,
|
||||||
|
and its edges carry contraband.
|
||||||
|
|
||||||
|
## The move
|
||||||
|
|
||||||
|
The heart of it is one method, `MoveWithin(from, to)`: a gangmate who is holding a stash passes a piece
|
||||||
|
of it to a gangmate who has none. It returns `true` if something actually moved.
|
||||||
|
|
||||||
|
```
|
||||||
|
MoveWithin(from, to):
|
||||||
|
1. both non-null, and SameGang(from, to) -- else false
|
||||||
|
2. if both are Spawned: from must CanReach(to, -- the reach gate
|
||||||
|
PathEndMode.Touch, Danger.Deadly) -- else false
|
||||||
|
3. a Contraband tracker must exist on the map -- else false
|
||||||
|
4. 'from' must have at least one concealed item -- else false
|
||||||
|
5. take stash[0]:
|
||||||
|
tracker.Confiscate(from, item.def) -- leaves the supplier's hands
|
||||||
|
tracker.Conceal(to, item.def) -- arrives, hidden, in the customer's
|
||||||
|
return true
|
||||||
|
```
|
||||||
|
|
||||||
|
A few things worth reading carefully:
|
||||||
|
|
||||||
|
- **One item per move.** It takes `stash[0]` — the first concealed item on the supplier — and moves
|
||||||
|
exactly that. It is a redistribution, not a duplication: the item leaves `from` (`Confiscate`) and
|
||||||
|
arrives concealed on `to` (`Conceal`). The gang's total stash is unchanged; only *who holds it*
|
||||||
|
changes.
|
||||||
|
- **Same gang, always.** `SameGang` requires both pawns to hold the same non-zero gang id. There is no
|
||||||
|
smuggling to a stranger — the network only moves along membership.
|
||||||
|
- **The reach gate only applies to co-located pawns.** The `CanReach` check is guarded by
|
||||||
|
`from.Spawned && to.Spawned`. Two pawns both physically on the map must have a walkable path
|
||||||
|
(`Touch` range, willing to cross `Deadly` danger) between them. If a member is not spawned, the
|
||||||
|
reach check is skipped — which is what allows a gang to reach across the wall to a member who is off
|
||||||
|
the active map.
|
||||||
|
|
||||||
|
## Why this defeats a single search
|
||||||
|
|
||||||
|
Consider a wing of four gangmates and one shiv. You search Prisoner A and find nothing — clean. You
|
||||||
|
tick a box: *cell searched, no contraband.* But the shiv was on Prisoner C the whole time, and on the
|
||||||
|
next 5000-tick network pass it will move to whoever is out. Search C tomorrow and it may already be on
|
||||||
|
A again.
|
||||||
|
|
||||||
|
From the source comment, plainly:
|
||||||
|
|
||||||
|
> A gangmate holding a stash supplies one who has none, so a search that turns up nothing on one
|
||||||
|
> prisoner has not cleaned out the wing.
|
||||||
|
|
||||||
|
A single search is a snapshot of one node in a graph that reshuffles itself. This is the whole reason
|
||||||
|
contraband-as-a-network is worth modelling: **the unit of contraband is the wing, not the pawn.** To
|
||||||
|
clean it out you have to either search faster than it moves, or — far better — break the graph.
|
||||||
|
|
||||||
|
## The automatic resupply pass
|
||||||
|
|
||||||
|
You do not call `MoveWithin` by hand; the gang component does it on the 5000-tick check. After forming
|
||||||
|
gangs for the pass, it runs one resupply round **per gang**:
|
||||||
|
|
||||||
|
```
|
||||||
|
for each gang among the eligible crew:
|
||||||
|
holder = first member who IS hiding contraband
|
||||||
|
needy = first member who is NOT hiding contraband
|
||||||
|
if holder and needy both exist:
|
||||||
|
MoveWithin(holder, needy)
|
||||||
|
```
|
||||||
|
|
||||||
|
So on each interval, every gang that has both a haves-member and a have-not-member performs **one**
|
||||||
|
transfer, moving a single item from a holder to someone empty-handed. Over several ticks the effect is
|
||||||
|
that a gang tends to keep its members supplied and to spread a stash out — which is exactly what makes
|
||||||
|
a scattershot search miss it. (Only members who currently meet the join bar participate in this
|
||||||
|
automatic pass; the resupply loop draws from the same `crew` used for formation.)
|
||||||
|
|
||||||
|
## The cross-wall move
|
||||||
|
|
||||||
|
Because `WouldJoin` and `SameGang` care nothing about a pawn's secured status, a gang can have a
|
||||||
|
**free** member and a **held** member. If the free member is holding the stash, the network resupplies
|
||||||
|
*into* the prison — the outside man passes to the inside man. The mod's integration test builds exactly
|
||||||
|
this: a free psychopath colonist and a prisoner in one gang, the stash on the free member, and
|
||||||
|
`MoveWithin(free, prisoner)` succeeds — after which the prisoner is hiding contraband and the free
|
||||||
|
colonist is not. Your prison's contraband problem is not sealed inside your prison.
|
||||||
|
|
||||||
|
## Resupply from outside: the bent warden
|
||||||
|
|
||||||
|
`MoveWithin` only *redistributes* what a gang already has. So what happens when you finally search the
|
||||||
|
whole wing on the same day and strip every member clean — the graph has no more edges to carry? The
|
||||||
|
gang is starved. It stays starved until contraband **re-enters** from outside.
|
||||||
|
|
||||||
|
That external source is not part of Gangs; it is **Institution: Contraband's** corruption route. A
|
||||||
|
warden's honesty varies by personality (a Greedy warden has a price), and a bent warden can *smuggle
|
||||||
|
contraband in to a prisoner* — `Corruption.Smuggle(warden, prisoner, tracker)` plants a concealed item
|
||||||
|
directly. That single seeded item is then all the network needs: one holder, and the 5000-tick pass
|
||||||
|
spreads it back out across everyone who can reach.
|
||||||
|
|
||||||
|
So the two halves of the supply picture are:
|
||||||
|
|
||||||
|
| Mechanism | Owner | What it does |
|
||||||
|
|---|---|---|
|
||||||
|
| `MoveWithin` | **Gangs** | moves existing contraband *between* gangmates who can reach each other |
|
||||||
|
| `Corruption.Smuggle` | **Contraband** | injects *new* contraband from outside via a corruptible warden |
|
||||||
|
|
||||||
|
Cut both and a gang genuinely dries up. Cut only the redistribution and a bent warden re-seeds it; cut
|
||||||
|
only the warden and any stash you missed keeps circulating.
|
||||||
|
|
||||||
|
## How to break a network
|
||||||
|
|
||||||
|
- **Search the whole wing at once**, not one pawn at a time. A partial sweep is a snapshot the network
|
||||||
|
routes around.
|
||||||
|
- **Segregate rivals into different, unreachable wings** (Classification, in Institution: Justice). The
|
||||||
|
reach gate is the lever — a network whose members cannot walk to each other cannot pass anything.
|
||||||
|
This is the primary counter-play; see
|
||||||
|
[Affiliations and Segregation](Affiliations-and-Segregation.md).
|
||||||
|
- **Clean up your wardens.** If searches never seem to finish the job, you may have a Greedy warden
|
||||||
|
re-seeding the wing. Corruption is the resupply valve; personality is the fix.
|
||||||
|
|
||||||
|
---
|
||||||
|
*Part of the **Institution** suite — Core · Contraband · Justice · Gangs (this). Each mod stands alone; together they are one system.*
|
||||||
|
*AI disclosure: developed with substantial assistance from Claude (Anthropic).*
|
||||||
@@ -0,0 +1,116 @@
|
|||||||
|
# Rivalry and fights
|
||||||
|
|
||||||
|
*Two gangs, one grudge. A gang fight is a **crime** — booked, attributed, and fed back into the colony's
|
||||||
|
climate of order.*
|
||||||
|
|
||||||
|
Gangs do not just supply themselves; they collide. Where the network is about who shares, rivalry is
|
||||||
|
about who is opposed — and, crucially, about turning gang violence into something the rest of the
|
||||||
|
suite can *see* and *police*.
|
||||||
|
|
||||||
|
## Who is a rival
|
||||||
|
|
||||||
|
```
|
||||||
|
AreRivals(a, b):
|
||||||
|
ga = GangOf(a); gb = GangOf(b)
|
||||||
|
return ga != 0 && gb != 0 && ga != gb
|
||||||
|
```
|
||||||
|
|
||||||
|
The definition is exactly as blunt as it reads: **two pawns in two different gangs are rivals.** Both
|
||||||
|
must actually be in a gang (a non-zero id), and the ids must differ. From the source:
|
||||||
|
|
||||||
|
> Two pawns of DIFFERENT gangs are rivals — inside the wire or out on the street.
|
||||||
|
|
||||||
|
Note what is *not* required. There is no separate "hostility" flag, no rival-declaration event, no
|
||||||
|
threshold to cross. The moment two crews exist, their members are rivals of one another. Rivalry is a
|
||||||
|
structural fact about the membership map, not a mood or a relationship value.
|
||||||
|
|
||||||
|
Two consequences fall straight out of that:
|
||||||
|
|
||||||
|
- **Non-members are nobody's rival.** A pawn with gang id `0` — everyone in a healthy colony — is never
|
||||||
|
a rival to anyone, because `AreRivals` requires both ids non-zero. No gangs, no rivalry.
|
||||||
|
- **Same gang, never rivals.** Members of one crew fail the `ga != gb` test. Within a gang there is no
|
||||||
|
rivalry to book; there is the network (see [Networks and Smuggling](Networks-and-Smuggling.md)).
|
||||||
|
|
||||||
|
Where do two *different* gangs come from in the first place? From the affiliations pawns already have —
|
||||||
|
rival factions and rival ideoligions form into separate crews. That is the subject of
|
||||||
|
[Affiliations and Segregation](Affiliations-and-Segregation.md); the short version is that gangs mesh
|
||||||
|
with the colony's existing social fault lines, so **rival factions run as rival gangs.**
|
||||||
|
|
||||||
|
## A fight is a crime
|
||||||
|
|
||||||
|
The payoff of tracking rivalry is `RecordFight`. When a rival-gang attack happens, it is not treated as
|
||||||
|
generic brawling — it is booked as a crime through the same Justice pipeline as any other offence.
|
||||||
|
|
||||||
|
```
|
||||||
|
RecordFight(attacker, victim):
|
||||||
|
if attacker == null || victim == null: return
|
||||||
|
if !AreRivals(attacker, victim): return -- only rival-gang violence counts
|
||||||
|
Justice.RecordCrime(attacker)
|
||||||
|
```
|
||||||
|
|
||||||
|
So the guard is precise: the two pawns must be **rivals** (different gangs) for anything to be recorded.
|
||||||
|
A scuffle between gangmates, or between two non-members, is not a *gang* fight and is not booked here.
|
||||||
|
When it *is* rival-gang violence, the whole event routes through one call — `Justice.RecordCrime`,
|
||||||
|
against the **attacker** — and that single call does three things at once (it lives in Institution:
|
||||||
|
Justice, but this is what Gangs is leaning on):
|
||||||
|
|
||||||
|
| Effect of `Justice.RecordCrime(attacker)` | Owner |
|
||||||
|
|---|---|
|
||||||
|
| `crimesCommitted` on the attacker's record goes up | Core's `CriminalRecord` |
|
||||||
|
| `lastCrimeTick` is stamped to now | Core's `CriminalRecord` |
|
||||||
|
| the colony's **deterrence** nudges **down** (a crime happened; order slipped) | Justice's `MapComponent_Deterrence` |
|
||||||
|
|
||||||
|
The mod's integration test confirms the loop end to end: it builds two rival gangs, records a fight,
|
||||||
|
and asserts both that the attacker and victim *are* rivals and that the attacker's `crimesCommitted`
|
||||||
|
went up as a result.
|
||||||
|
|
||||||
|
## Inside the wire and out on the street are the same offence
|
||||||
|
|
||||||
|
This is the design point the source is emphatic about:
|
||||||
|
|
||||||
|
> A gang fight is a CRIME — it goes on the attacker's record and moves the colony's climate through
|
||||||
|
> the same Justice loop as any other, so it can be investigated, attributed and policed. Rival-gang
|
||||||
|
> violence inside a prison and out on the street are the same offence.
|
||||||
|
|
||||||
|
There is no separate code path for a prison-yard shanking versus a colonists' brawl in the dining
|
||||||
|
room. `RecordFight` reads only `AreRivals` and calls `Justice.RecordCrime`. A free colonist who is a
|
||||||
|
gang member attacking a rival is booked identically to a prisoner doing the same in a cell block. The
|
||||||
|
gang system does not care which side of the wall the violence is on — only that it was between rivals.
|
||||||
|
|
||||||
|
This is what makes gang violence *legible* to the rest of the suite. A fight is not a one-off flavour
|
||||||
|
event that scrolls past in the log; it is a record entry with an attributed perpetrator and a timestamp,
|
||||||
|
which means it can be investigated, blamed on a specific pawn, and answered.
|
||||||
|
|
||||||
|
## How it feeds deterrence — and back into joining
|
||||||
|
|
||||||
|
Here is the loop that closes the whole suite:
|
||||||
|
|
||||||
|
1. A rival-gang fight fires `RecordFight` → `Justice.RecordCrime(attacker)`.
|
||||||
|
2. That nudges the colony's **deterrence down**. Order has visibly slipped.
|
||||||
|
3. Lower deterrence *raises* the nurture multiplier for **every** disposed pawn on the map
|
||||||
|
(deterrence scales nurture via `×Lerp(1.3, 0.7, deterrence)` — less deterrence, bigger multiplier).
|
||||||
|
4. Higher nurture pushes more pawns over the `Nature × Nurture ≥ 0.9` join bar (see
|
||||||
|
[Joining](Joining.md)).
|
||||||
|
5. More members → more rivals → more fights available to be booked.
|
||||||
|
|
||||||
|
Left unanswered, gang violence is self-reinforcing: each booked fight makes the next one likelier. The
|
||||||
|
brake is the other half of Justice — **punishment raises deterrence back up** (`RecordPunishment`
|
||||||
|
nudges it up), which lowers nurture, which drops borderline pawns back under the bar. The integration
|
||||||
|
test checks exactly this seesaw: a punishment raises the deterrence level, and a subsequent crime
|
||||||
|
lowers it again.
|
||||||
|
|
||||||
|
## How to play it
|
||||||
|
|
||||||
|
- **Respond to booked fights.** A gang fight is real feedback that deterrence has slipped. Punishing the
|
||||||
|
attributed attacker is not just retribution — it is the mechanical lever that pulls deterrence back
|
||||||
|
up and cools the whole map's propensity.
|
||||||
|
- **Don't manufacture two gangs where there was one.** Rivalry needs two different crews. Housing pawns
|
||||||
|
of hostile factions or clashing ideoligions together is what creates the second gang and the fights
|
||||||
|
between them — see the next page.
|
||||||
|
- **Read the record, not the moment.** Because every fight is attributed to a perpetrator, a thick
|
||||||
|
record of gang violence points you at *who* to segregate, discipline, or parole — the same tools the
|
||||||
|
rest of the suite already gives you.
|
||||||
|
|
||||||
|
---
|
||||||
|
*Part of the **Institution** suite — Core · Contraband · Justice · Gangs (this). Each mod stands alone; together they are one system.*
|
||||||
|
*AI disclosure: developed with substantial assistance from Claude (Anthropic).*
|
||||||
@@ -0,0 +1,148 @@
|
|||||||
|
# Classification
|
||||||
|
|
||||||
|
*The intelligence layer over the wings you already build by hand.*
|
||||||
|
|
||||||
|
You already build a minimum wing and a max block. You already put the psychopath behind steel and the
|
||||||
|
teenage pickpocket behind a wooden door. Classification does not replace those walls, cells and locks —
|
||||||
|
it answers the question vanilla never does: **who belongs where.** It reads the one shared
|
||||||
|
`CriminalRecord` every module writes to and turns it into a single verdict, so the crime system, the
|
||||||
|
search, the escape and the classifier all agree on how dangerous a pawn is, because they read the same
|
||||||
|
number.
|
||||||
|
|
||||||
|
Grade drives everything downstream: search frequency, privileges, escape risk, and — critically —
|
||||||
|
parole eligibility ([Parole](Parole.md) gates on grade).
|
||||||
|
|
||||||
|
> The isolation *toll* of a max/solitary placement is Prisoner Realism's (good) sim. Justice only
|
||||||
|
> decides the placement.
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## The tiers
|
||||||
|
|
||||||
|
`SecurityGrade` is four bands, low to high — the tiers players already build, named:
|
||||||
|
|
||||||
|
| Grade | Risk score | Reading |
|
||||||
|
|---|---|---|
|
||||||
|
| **Minimum** | `< 0.35` | Barely a disposition, clean record. Open dorm, light watch. |
|
||||||
|
| **Medium** | `0.35 – 0.79` | A real record or a real nature. Proper cell, routine search. The parole ceiling. |
|
||||||
|
| **Maximum** | `0.80 – 1.49` | Repeat offender or proven flight risk. Steel, solitary door, frequent search. |
|
||||||
|
| **Supermax** | `≥ 1.5` | The headline cases. Escapes plus crimes plus a dark nature. Never let them near a wall. |
|
||||||
|
|
||||||
|
Note the ceiling at **Medium**: [Parole](Parole.md) will only consider a pawn graded Medium or below.
|
||||||
|
Grade is therefore not just a placement hint — it is the gate a pawn has to fall back through before
|
||||||
|
they can be released.
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## The risk score
|
||||||
|
|
||||||
|
Risk is a `0..~3` number: baseline disposition plus everything on the record, minus reform earned.
|
||||||
|
|
||||||
|
```
|
||||||
|
risk = Nature(pawn) * 0.5 // who they are, before they have done anything
|
||||||
|
+ escapeAttempts * 0.35 // a proven flight risk is the headline
|
||||||
|
+ crimesCommitted * 0.20
|
||||||
|
+ timesCaught * 0.15
|
||||||
|
+ contrabandMade * 0.10
|
||||||
|
- max(0, reform) * 0.4 // genuine reform earns a downgrade
|
||||||
|
risk = max(0, risk) // never negative
|
||||||
|
```
|
||||||
|
|
||||||
|
| Term | Weight | Why this weight |
|
||||||
|
|---|---|---|
|
||||||
|
| `Nature` (0..1) | `× 0.5` | Disposition alone can carry a pawn to Medium (Nature 0.7+), but never past it on its own. Character is a suspicion, not a conviction. |
|
||||||
|
| `escapeAttempts` | `× 0.35` | The heaviest per-event term. A pawn who *runs* is the one who ends up armed in your base. One attempt is worth nearly two crimes. |
|
||||||
|
| `crimesCommitted` | `× 0.20` | The staple. Steady, cumulative. |
|
||||||
|
| `timesCaught` | `× 0.15` | Caught contraband is worse than merely suspected. |
|
||||||
|
| `contrabandMade` | `× 0.10` | The lightest term — making a shiv is common; escaping with one is not. |
|
||||||
|
| `reform` (if > 0) | `− 0.4` | The only term that can *lower* the grade. At most −0.4 (reform capped at 1.0). |
|
||||||
|
|
||||||
|
Two facts fall out of the numbers, and both matter for how you play:
|
||||||
|
|
||||||
|
- **`timesSearched` is not in the formula.** Searching a pawn does not make them more dangerous —
|
||||||
|
only *finding* something (`timesCaught`) does. Search freely; it costs the prisoner no grade.
|
||||||
|
- **Reform can shift at most 0.4 of risk.** At `reform = 1.0`, the downgrade is `−0.4`. So a pawn
|
||||||
|
whose record *without reform* already totals `≥ 1.2` can never fall to Medium (`< 0.8`) no matter
|
||||||
|
how thoroughly they reform — and therefore can **never be paroled**. A prolific offender is a
|
||||||
|
life sentence. You will hold them, work them, or execute them; you will not release them. This is a
|
||||||
|
deliberate property of the weights, not an accident.
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## Worked example — grading a record
|
||||||
|
|
||||||
|
**Bram**, an Abrasive raider. Nature = `0.05 + 0.15 = 0.20`. He has three crimes, one escape attempt,
|
||||||
|
was caught twice, made two shivs, and has not been reformed (`reform = 0`).
|
||||||
|
|
||||||
|
```
|
||||||
|
risk = 0.20 * 0.5 = 0.100 (nature)
|
||||||
|
+ 1 * 0.35 = 0.350 (escape — the headline)
|
||||||
|
+ 3 * 0.20 = 0.600 (crimes)
|
||||||
|
+ 2 * 0.15 = 0.300 (caught)
|
||||||
|
+ 2 * 0.10 = 0.200 (contraband)
|
||||||
|
- 0 * 0.4 = 0.000 (no reform)
|
||||||
|
─────────
|
||||||
|
total = 1.550 → ≥ 1.5 → SUPERMAX
|
||||||
|
```
|
||||||
|
|
||||||
|
Now treat him. Say patient handling and good conduct lift him to `reform = 0.40`:
|
||||||
|
|
||||||
|
```
|
||||||
|
risk = 1.550 - (0.40 * 0.4) = 1.550 - 0.160 = 1.390 → MAXIMUM
|
||||||
|
```
|
||||||
|
|
||||||
|
He drops a band. But notice: his reform-less risk is `1.55`, well above `1.2`. Even at perfect
|
||||||
|
`reform = 1.0` he lands at `1.55 − 0.40 = 1.15` — still Maximum. **Bram is beyond parole for the rest
|
||||||
|
of his life.** His record decided that, not his disposition.
|
||||||
|
|
||||||
|
Contrast **Cass**, a Kind pickpocket. Nature = `clamp01(0.05 − 0.30) = 0`. One crime, caught once, no
|
||||||
|
escape, no contraband, `reform = 0`.
|
||||||
|
|
||||||
|
```
|
||||||
|
risk = 0 + 0 + (1*0.20) + (1*0.15) + 0 - 0 = 0.350 → MEDIUM (exactly on the line)
|
||||||
|
```
|
||||||
|
|
||||||
|
Give Cass the standard treatment to `reform = 0.30`:
|
||||||
|
|
||||||
|
```
|
||||||
|
risk = 0.350 - (0.30 * 0.4) = 0.350 - 0.120 = 0.230 → MINIMUM
|
||||||
|
```
|
||||||
|
|
||||||
|
Cass is now Minimum, and — being Medium-or-below with `reform ≥ 0.30` — **paroleable**. Same
|
||||||
|
institution, two futures, and the record told you which was which before you had to guess.
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## How to play with grades
|
||||||
|
|
||||||
|
- **Segregate by grade, not by vibe.** Sort your cells to the four bands and put a pawn where their
|
||||||
|
score, not your hunch, says. The whole suite reads the record; you can too.
|
||||||
|
- **Escapes are the alarm.** One escape attempt (`+0.35`) will jump a middling pawn a band. If a pawn
|
||||||
|
crosses into Maximum after a break attempt, believe it — treat them as the flight risk the number
|
||||||
|
says they are.
|
||||||
|
- **A clean nature is not a clean record.** A Kind pawn who has escaped twice still grades Maximum;
|
||||||
|
disposition is only half the score.
|
||||||
|
- **Watch the parole ceiling.** If you intend to release someone, keep their reform-less risk under
|
||||||
|
`1.2` — mostly that means limiting how deep their record gets *before* you start treating them. A
|
||||||
|
pawn you let rack up escapes and catches has sentenced themselves.
|
||||||
|
- **Reform is the only lever that lowers a grade.** See [Discipline & Reform](Discipline-and-Reform.md)
|
||||||
|
for how to move it, and [Parole](Parole.md) for where the grade gate lands.
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## For modders
|
||||||
|
|
||||||
|
```csharp
|
||||||
|
SecurityGrade grade = Classification.Grade(pawn); // the verdict
|
||||||
|
float score = Classification.Risk(pawn); // the raw 0..~3 number
|
||||||
|
```
|
||||||
|
|
||||||
|
Both are pure reads — `Risk` uses `GameComponent_CriminalRecords.PeekFor` and never creates a record.
|
||||||
|
`SecurityGrade` is an ordered enum (`Minimum < Medium < Maximum < Supermax`), so `grade <= Medium`
|
||||||
|
comparisons work as written. The type lives in the `Contraband` namespace (Justice was extracted from
|
||||||
|
Institution: Contraband and kept the shared namespace).
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
*Part of the **Institution** suite for RimWorld 1.6: Core · Contraband · Justice · Gangs. Developed
|
||||||
|
with substantial assistance from Claude (Anthropic).*
|
||||||
@@ -0,0 +1,168 @@
|
|||||||
|
# Deterrence — the feedback loop
|
||||||
|
|
||||||
|
*The connection that turns the pipeline into a cycle.*
|
||||||
|
|
||||||
|
This is the module that makes policing **govern** rather than merely clean up. Everything else in
|
||||||
|
Justice reacts to one pawn: this reactor's *state* is the whole colony, and it feeds **back** into
|
||||||
|
every pawn's disposition. Crime that goes unanswered emboldens everyone a little; visible justice
|
||||||
|
deters everyone a little. The reason to punish is not just this prisoner — it is the message it sends
|
||||||
|
the rest, and here that message is a number they all read.
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## The climate of order
|
||||||
|
|
||||||
|
Every map carries a `MapComponent_Deterrence` holding one value:
|
||||||
|
|
||||||
|
| | |
|
||||||
|
|---|---|
|
||||||
|
| **Range** | `0.0` (lawless) … `1.0` (iron) |
|
||||||
|
| **Baseline** | `0.5` — an ordinary colony |
|
||||||
|
| **Below baseline** | crime pays; dispositions run **hot** |
|
||||||
|
| **Above baseline** | order holds; dispositions run **cool** |
|
||||||
|
|
||||||
|
It is nudged by two events and, left alone, forgets.
|
||||||
|
|
||||||
|
### The nudges
|
||||||
|
|
||||||
|
| Event | Source | Nudge | Written by |
|
||||||
|
|---|---|---|---|
|
||||||
|
| A crime, unanswered | `Justice.RecordCrime(perp)` | **−0.08** | Justice, Gangs (fights) |
|
||||||
|
| Visible justice done | `Justice.RecordPunishment(map)` | **+0.12** | Justice (`Discipline.Punish`) |
|
||||||
|
|
||||||
|
Both clamp the result to `[0, 1]`. Note the asymmetry: **punishment (+0.12) outweighs crime (−0.08)
|
||||||
|
by 1.5×.** A colony that answers every offence does not merely break even — it ratchets *above*
|
||||||
|
baseline into "order holds" territory. This is the deterrence dividend, and it is deliberate: justice
|
||||||
|
seen to be done buys more order than the crime cost.
|
||||||
|
|
||||||
|
`RecordCrime` also writes the record — it increments `crimesCommitted` and stamps `lastCrimeTick` on
|
||||||
|
the perpetrator — so the same event that moves the climate is the event classification and parole
|
||||||
|
later see. `RecordPunishment` moves only the climate; the *record* side of punishment (the reform
|
||||||
|
shift) is [Discipline](Discipline-and-Reform.md)'s job.
|
||||||
|
|
||||||
|
### The drift
|
||||||
|
|
||||||
|
```
|
||||||
|
every 2500 ticks: level = MoveTowards(level, 0.5, 0.0015)
|
||||||
|
```
|
||||||
|
|
||||||
|
Memory fades. With nothing happening, the climate creeps back toward ordinary at **0.0015 per step,
|
||||||
|
one step every 2500 ticks** — which works out to:
|
||||||
|
|
||||||
|
```
|
||||||
|
drift per in-game day = (60000 / 2500) * 0.0015 = 24 * 0.0015 = 0.036 / day
|
||||||
|
```
|
||||||
|
|
||||||
|
So a single unanswered crime (`−0.08`) takes roughly `0.08 / 0.036 ≈ 2.2 days` to heal on its own —
|
||||||
|
or one punishment (`+0.12`) to over-answer instantly. An iron colony you stop maintaining slides back
|
||||||
|
to baseline over about two weeks; it does not stay stern for free.
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## The feedback — how it reaches every pawn
|
||||||
|
|
||||||
|
This is the loop. The climate is read back into `Propensity.Nurture` (in Core) as a multiplier:
|
||||||
|
|
||||||
|
```
|
||||||
|
DeterrenceFactor(pawn) = Lerp(1.3, 0.7, level) // = 1.3 - 0.6 * level
|
||||||
|
Nurture(pawn) = ... * DeterrenceFactor(pawn)
|
||||||
|
```
|
||||||
|
|
||||||
|
| `level` | Factor | Effect on every pawn's disposition |
|
||||||
|
|---|---|---|
|
||||||
|
| 0.00 (lawless) | **1.300** | +30% hotter — crime pays, everyone feels it |
|
||||||
|
| 0.30 | 1.120 | +12% |
|
||||||
|
| **0.50 (baseline)** | **1.000** | **neutral — a default colony sits exactly here** |
|
||||||
|
| 0.70 | 0.880 | −12% |
|
||||||
|
| 0.90 | 0.760 | −24% |
|
||||||
|
| 1.00 (iron) | **0.700** | −30% cooler — order holds, everyone calms |
|
||||||
|
|
||||||
|
Two things to notice:
|
||||||
|
|
||||||
|
- **Baseline is the neutral point, by design.** A default colony sits at `0.5`, which is a factor of
|
||||||
|
exactly `1.0` — ordinary order neither inflames nor calms. That symmetry is deliberate. If baseline
|
||||||
|
ran hot (as an earlier tuning did), ordinary order would nudge propensity up, breed a little more
|
||||||
|
crime, drop order, and feed a slow runaway. Neutral-at-baseline means only a colony that lets order
|
||||||
|
*slide below* ordinary earns the hot multiplier, and only one that pushes *above* it earns the calm.
|
||||||
|
- **The swing is `0.7×` to `1.3×`, symmetric around `1.0`** — a `±30%` spread applied to *everyone's*
|
||||||
|
nurture at once. This is the multiplier that makes catching one pawn matter to the disposition of
|
||||||
|
the rest.
|
||||||
|
|
||||||
|
### JusticeBootstrap — reconnecting the loop across the mod boundary
|
||||||
|
|
||||||
|
Core keeps `Propensity.DeterrenceFactor` as a neutral seam — a `Func<Pawn,float>` that returns `1f`
|
||||||
|
until something fills it. Core alone never has to know Justice exists; that one seam is what lets Core
|
||||||
|
stay a dependency-free leaf while the deterrence loop runs *through* it.
|
||||||
|
|
||||||
|
At startup, `JusticeBootstrap` fills the seam:
|
||||||
|
|
||||||
|
```csharp
|
||||||
|
Propensity.DeterrenceFactor = pawn => {
|
||||||
|
var d = pawn?.Map?.GetComponent<MapComponent_Deterrence>();
|
||||||
|
return d != null ? Mathf.Lerp(1.3f, 0.7f, d.Level) : 1f; // neutral (1.0) at baseline 0.5
|
||||||
|
};
|
||||||
|
```
|
||||||
|
|
||||||
|
So **only when Justice is installed** does the climate bend disposition; without it, Core reads a flat
|
||||||
|
`1.0` and pawns are indifferent to order. This is the deterrence feedback loop, reconnected across the
|
||||||
|
mod boundary without Core ever depending on the justice layer. (If the pawn is off-map — caravan, in
|
||||||
|
transit — there is no map component, and the factor falls back to a neutral `1.0`.)
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## Worked example — a day at the institution
|
||||||
|
|
||||||
|
The colony starts at baseline `0.5` (factor `1.05`). Over one day:
|
||||||
|
|
||||||
|
| Step | Event | `level` | Factor |
|
||||||
|
|---|---|---|---|
|
||||||
|
| start | — | 0.50 | 1.050 |
|
||||||
|
| 1 | Prisoner A shanks a guard (crime, unanswered) | 0.42 | 1.106 |
|
||||||
|
| 2 | Prisoner B foments trouble (crime, unanswered) | 0.34 | 1.162 |
|
||||||
|
| 3 | Warden punishes A (`RecordPunishment`) | 0.46 | 1.078 |
|
||||||
|
| 4 | Warden punishes B (`RecordPunishment`) | 0.58 | 0.994 |
|
||||||
|
| overnight | nothing happens, drift ≈ −0.036 toward 0.5 | 0.544 | 1.019 |
|
||||||
|
|
||||||
|
Two crimes cost `−0.16`; two punishments returned `+0.24`. The colony ends the day at `0.58` —
|
||||||
|
**above** where it started — because punishment out-answers crime. Every pawn's disposition dipped
|
||||||
|
hotter as the crimes landed (`1.05 → 1.16`) and then cooled below neutral once order was reasserted
|
||||||
|
(`0.994`). By morning the drift has begun erasing the gain, and if nothing keeps the pressure on, the
|
||||||
|
colony sinks back to its slightly-hot baseline over the next couple of weeks.
|
||||||
|
|
||||||
|
That arc — hot when crime pays, cool when justice is seen, forgetful when neither happens — is the
|
||||||
|
whole reason discipline is not inert. You are not punishing a pawn; you are setting the temperature of
|
||||||
|
the room.
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## How to play with deterrence
|
||||||
|
|
||||||
|
- **Answer crime, visibly and promptly.** Each punishment is worth 1.5 crimes of order. A colony that
|
||||||
|
reliably punishes climbs *above* baseline and cools everyone; a colony that lets offences slide
|
||||||
|
sinks below and heats everyone — a spiral, because hotter pawns commit more crime.
|
||||||
|
- **Don't coast on a past crackdown.** The climate drifts back to baseline at `0.036/day`. Order is a
|
||||||
|
maintenance cost, not a one-time purchase.
|
||||||
|
- **Push past baseline if you want calm.** Neutral disposition needs `level ≈ 0.571`; ordinary
|
||||||
|
(`0.5`) still runs 5% hot. A steady rhythm of caught-and-punished offences is what holds you there.
|
||||||
|
- **A lawless spell is self-feeding.** At `level 0.3` every pawn is `1.19×` more disposed; more crime
|
||||||
|
follows, driving the level lower still. Break the cycle with punishments, not patience.
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## For modders
|
||||||
|
|
||||||
|
```csharp
|
||||||
|
Justice.RecordCrime(perpetrator); // -0.08 climate, +1 crime, stamps lastCrimeTick
|
||||||
|
Justice.RecordPunishment(map); // +0.12 climate
|
||||||
|
float level = map.GetComponent<MapComponent_Deterrence>().Level; // raw 0..1
|
||||||
|
```
|
||||||
|
|
||||||
|
`RecordCrime` is the writer any module calls when a pawn does something the colony would police —
|
||||||
|
Institution: Gangs calls it on rival fights, for instance. `RecordPunishment` is called by
|
||||||
|
`Discipline.Punish`. The component and statics live in the `Contraband` namespace (shared across the
|
||||||
|
suite since Justice's extraction from Contraband).
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
*Part of the **Institution** suite for RimWorld 1.6: Core · Contraband · Justice · Gangs. Developed
|
||||||
|
with substantial assistance from Claude (Anthropic).*
|
||||||
@@ -0,0 +1,142 @@
|
|||||||
|
# Discipline & Reform
|
||||||
|
|
||||||
|
*Punishment as an action, with a self-complete payoff — and the seat of institutionalization.*
|
||||||
|
|
||||||
|
Punishment in Justice does two things at once, on two different axes:
|
||||||
|
|
||||||
|
1. **It deters the colony.** Order seen to be done raises the climate of order for everyone —
|
||||||
|
`RecordPunishment`, `+0.12`. See [Deterrence](Deterrence.md).
|
||||||
|
2. **It reshapes the punished.** A harsh hand *prisonizes* — the pawn hardens, `reform` falls, their
|
||||||
|
disposition climbs for good. A corrective hand *rehabilitates* — `reform` rises, their disposition
|
||||||
|
cools for good.
|
||||||
|
|
||||||
|
Both effects are Justice's own, so discipline is never inert. Prisoner Realism owns the passive *toll*
|
||||||
|
of isolation (a good sim of how solitary *feels*); Justice owns the *order* it produces and the
|
||||||
|
persistent *shift* it leaves on the pawn. When both mods are present, PR's solitary deterioration
|
||||||
|
deepens the felt experience on top — it does not replace this.
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## The two hands
|
||||||
|
|
||||||
|
```
|
||||||
|
Discipline.Punish(pawn, harsh):
|
||||||
|
Justice.RecordPunishment(pawn.Map) // +0.12 colony climate (Deterrence)
|
||||||
|
reform = Clamp(reform + (harsh ? -0.15 : +0.10), -1, +1) // the persistent shift
|
||||||
|
```
|
||||||
|
|
||||||
|
| Call | Reform delta | Meaning |
|
||||||
|
|---|---|---|
|
||||||
|
| `Punish(pawn, harsh: true)` | **−0.15** | Beatings, deprivation, the hard hand. Hardens — "prisonization." |
|
||||||
|
| `Punish(pawn, harsh: false)` | **+0.10** | Correction, structure, rewarded good conduct. Rehabilitates. |
|
||||||
|
|
||||||
|
`reform` lives on the shared record, clamped to `[−1, +1]`:
|
||||||
|
|
||||||
|
| `reform` | Reading |
|
||||||
|
|---|---|
|
||||||
|
| `+1.0` | Fully rehabilitated |
|
||||||
|
| `0.0` | Untouched — as they came in |
|
||||||
|
| `−1.0` | Fully hardened, institutionalized |
|
||||||
|
|
||||||
|
Note the asymmetry the other way from Deterrence: **harsh (−0.15) moves faster than gentle (+0.10).**
|
||||||
|
It takes three corrective acts to build `+0.30` of reform; two harsh acts to tear down `−0.30`. Damage
|
||||||
|
is quicker than repair — as it should be.
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## How reform becomes disposition
|
||||||
|
|
||||||
|
Reform is not a status effect or a mood buff. It is read straight back into `Propensity.Nurture` (in
|
||||||
|
Core), where it multiplies a pawn's whole disposition:
|
||||||
|
|
||||||
|
```
|
||||||
|
if reform != 0:
|
||||||
|
Nurture *= Clamp(1 - reform * 0.5, 0.4, 2)
|
||||||
|
```
|
||||||
|
|
||||||
|
| `reform` | Nurture factor | Effect |
|
||||||
|
|---|---|---|
|
||||||
|
| −1.00 (hardened) | **1.500** | +50% more disposed — permanently |
|
||||||
|
| −0.30 | 1.150 | +15% |
|
||||||
|
| −0.15 (one harsh act) | 1.075 | +7.5% |
|
||||||
|
| 0.00 | 1.000 | untouched |
|
||||||
|
| +0.10 (one gentle act) | 0.950 | −5% |
|
||||||
|
| +0.30 (parole threshold) | 0.850 | −15% |
|
||||||
|
| +1.00 (rehabilitated) | **0.500** | −50% less disposed — permanently |
|
||||||
|
|
||||||
|
Given reform is clamped to `[−1, +1]`, the factor spans `0.5×` to `1.5×`; the `0.4`/`2` clamp is a
|
||||||
|
safety rail that reform alone never reaches. **This is the whole trick.** Institutionalization and
|
||||||
|
recidivism are not a parallel mechanic bolted on the side — they are *one number the propensity engine
|
||||||
|
already reads*. A hardened pawn is not flagged "recidivist"; they simply carry a `−reform` that makes
|
||||||
|
every "would they?" roll for the rest of their life come up hot. Discipline and Parole are what *move*
|
||||||
|
reform; Nurture only *reads* it — which is how institutionalization becomes Justice's without a second
|
||||||
|
system.
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## Worked example — two sentences
|
||||||
|
|
||||||
|
Take a fresh prisoner, `reform = 0`, badly kept: mood `0.30`, held. From Core, before reform, their
|
||||||
|
Nurture is already `1 × 1.6 (mood) × 1.4 (held & unhappy) = 2.24`, and say the colony sits at baseline
|
||||||
|
so `DeterrenceFactor = 1.05`, giving Nurture `≈ 2.35`.
|
||||||
|
|
||||||
|
**The hard hand.** You beat them into line — three harsh punishments:
|
||||||
|
|
||||||
|
```
|
||||||
|
reform: 0 → -0.15 → -0.30 → -0.45
|
||||||
|
Nurture factor at reform -0.45 = 1 - (-0.45 * 0.5) = 1.225
|
||||||
|
```
|
||||||
|
|
||||||
|
Their disposition is now `2.35 × 1.225 ≈ 2.88` — **+22% hotter than when they arrived**, forever,
|
||||||
|
independent of mood. You have made them more criminal, not less. This is prisonization: the sentence
|
||||||
|
itself became the cause. (You did buy `+0.36` of colony climate along the way — order today, at the
|
||||||
|
cost of the pawn's tomorrow.)
|
||||||
|
|
||||||
|
**The corrective hand.** Instead you structure and reward — three gentle punishments *and* you fix
|
||||||
|
their conditions (recreation, decent cell) so mood recovers to `0.55`:
|
||||||
|
|
||||||
|
```
|
||||||
|
reform: 0 → +0.10 → +0.20 → +0.30
|
||||||
|
mood 0.55 → no mood multiplier, not held-&-unhappy → those factors drop out
|
||||||
|
Nurture factor at reform +0.30 = 1 - (0.30 * 0.5) = 0.85
|
||||||
|
```
|
||||||
|
|
||||||
|
Now Nurture is roughly `1 × 0.85 × 1.05 (deterrence) ≈ 0.89` — **below neutral.** The same pawn who
|
||||||
|
would have been `2.88` disposed is now `0.89`. And at `reform = 0.30` with a low enough grade they
|
||||||
|
have crossed the [Parole](Parole.md) threshold. Same institution, opposite outcomes — decided by which
|
||||||
|
hand you used.
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## How to play with discipline
|
||||||
|
|
||||||
|
- **Harsh is a lever, not a punishment button.** It buys colony order *now* (`+0.12` climate) at the
|
||||||
|
price of the pawn's disposition *forever* (`−0.15` reform → hotter Nurture). Use it when you need the
|
||||||
|
deterrence and never intend to release the pawn — a Supermax lifer you are only ever going to hold.
|
||||||
|
- **Gentle is how anyone gets out.** Parole needs `reform ≥ 0.30`; only the corrective hand builds it.
|
||||||
|
Three gentle acts is the floor.
|
||||||
|
- **Damage compounds; repair is slow.** `−0.15` vs `+0.10` means a pawn you brutalize early is
|
||||||
|
expensive to bring back — and a hardened pawn commits more crime, which sinks the climate, which
|
||||||
|
makes *everyone* worse. Don't harden pawns you might want later.
|
||||||
|
- **Conditions and discipline stack.** Reform shifts disposition permanently; mood, neglect and
|
||||||
|
deterrence shift it live (see [Regime](Regime.md) and [Deterrence](Deterrence.md)). A reformed pawn
|
||||||
|
in a well-run wing is calm on two axes at once.
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## For modders
|
||||||
|
|
||||||
|
```csharp
|
||||||
|
Discipline.Punish(pawn, harsh: true); // -0.15 reform, +0.12 climate
|
||||||
|
Discipline.Punish(pawn, harsh: false); // +0.10 reform, +0.12 climate
|
||||||
|
```
|
||||||
|
|
||||||
|
`Punish` uses `GameComponent_CriminalRecords.For` (creates the record if absent) and clamps `reform`
|
||||||
|
to `[−1, +1]`. It always fires `RecordPunishment` on the pawn's map, so *any* act of discipline moves
|
||||||
|
the colony climate regardless of which hand you use — the colony sees order done, whoever it was done
|
||||||
|
to. The class lives in the `Contraband` namespace (shared since the extraction from Contraband).
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
*Part of the **Institution** suite for RimWorld 1.6: Core · Contraband · Justice · Gangs. Developed
|
||||||
|
with substantial assistance from Claude (Anthropic).*
|
||||||
@@ -0,0 +1,96 @@
|
|||||||
|
# Institution: Justice
|
||||||
|
|
||||||
|
*What the institution **does** about crime — the corrections and policing layer of the **Institution**
|
||||||
|
suite of RimWorld 1.6 mods.*
|
||||||
|
|
||||||
|
Vanilla RimWorld keeps a rap sheet no one reads. You capture a raider, warden them, and the game
|
||||||
|
promptly forgets they ever tried to knife a guard. Prisoners are interchangeable mood-boxes; a
|
||||||
|
"maximum security" wing is a decoration you build by hand and the sim never acknowledges. There is a
|
||||||
|
record, and there are no consequences.
|
||||||
|
|
||||||
|
**Justice turns the record into consequences, and closes the loop.** It grades every held pawn from
|
||||||
|
what they have actually done, gives the colony a *climate of order* that crime and punishment move,
|
||||||
|
feeds that climate back into every pawn's disposition, moves a *reform* score that decides whether a
|
||||||
|
sentence hardens or heals, gates release on it, and gives prisoners the recreation need vanilla flatly
|
||||||
|
denies them. The through-line is one sentence:
|
||||||
|
|
||||||
|
> **Catching and punishing one pawn changes the disposition of the rest.**
|
||||||
|
|
||||||
|
That is the difference between policing that *cleans up* and policing that **governs**. The reason to
|
||||||
|
punish an offender is not only this offender — it is the message it sends everyone else who is quietly
|
||||||
|
deciding, on a seeded roll, whether crime pays here.
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## The one shared record
|
||||||
|
|
||||||
|
Justice never keeps its own per-pawn crime state. It reads and writes the single `CriminalRecord` that
|
||||||
|
**Institution: Core** holds for every pawn — the same record the search, the escape, the brewing, and
|
||||||
|
the gang systems write to. That is the whole point of the substrate: classification, deterrence,
|
||||||
|
discipline and parole all agree on how dangerous a pawn is, because they all read the same numbers.
|
||||||
|
|
||||||
|
| Field | What it counts | Written by |
|
||||||
|
|---|---|---|
|
||||||
|
| `crimesCommitted` | offences on the record | Justice (`RecordCrime`), Gangs (fights) |
|
||||||
|
| `escapeAttempts` | proven flight risk | Contraband (escape/tunnel) |
|
||||||
|
| `contrabandMade` | shivs, brews, tools made | Contraband |
|
||||||
|
| `timesSearched` | searches endured | Contraband (warden search) |
|
||||||
|
| `timesCaught` | searches that found something | Contraband |
|
||||||
|
| `lastCrimeTick` | when they last offended | Justice (`RecordCrime`) |
|
||||||
|
| `reform` | −1 hardened … +1 rehabilitated | Justice (`Discipline`, `Parole`) |
|
||||||
|
| `pardoned` | released after genuine reform | Justice (`Parole`) |
|
||||||
|
|
||||||
|
Justice authors the **crime / punishment / reform / pardon** columns; the counters of *what physically
|
||||||
|
happened* are fed by its siblings. It grades and gates over all of them.
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## The five modules
|
||||||
|
|
||||||
|
| Module | What it does | Page |
|
||||||
|
|---|---|---|
|
||||||
|
| **Classification** | Grades held pawns `Minimum`..`Supermax` from a risk score over the record. | [Classification](Classification.md) |
|
||||||
|
| **Deterrence** | The colony's climate of order, moved by crime and punishment, drifting to baseline, read back into propensity. | [Deterrence](Deterrence.md) |
|
||||||
|
| **Discipline & Reform** | Punishment moves the reform score — harden vs. rehabilitate. The seat of institutionalization and recidivism. | [Discipline & Reform](Discipline-and-Reform.md) |
|
||||||
|
| **Parole** | Release when reform, grade, and pardon status line up. | [Parole](Parole.md) |
|
||||||
|
| **Regime** | Enables the prisoner recreation (Joy) need via a Harmony postfix, idempotent with Prisoner Recreation. | [Regime](Regime.md) |
|
||||||
|
|
||||||
|
Threaded through all five is one small piece of glue, **`JusticeBootstrap`**, which at load fills the
|
||||||
|
neutral deterrence seam Core leaves open — reconnecting the feedback loop across the mod boundary
|
||||||
|
without Core ever depending on Justice. See [Deterrence](Deterrence.md).
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## Policing — the pre-arrest half (shipped)
|
||||||
|
|
||||||
|
Everything above is the **post-arrest** side — corrections. The **pre-arrest** side now ships too:
|
||||||
|
colonists commit crimes on the propensity spectrum, witnesses and a constable's work name the culprit,
|
||||||
|
and a weighed arrest can end in a cell or a resisted breakout — plus prison riots and a recidivism
|
||||||
|
alert. Deterrence models *the consequence of visible justice*; policing is the machinery that produces
|
||||||
|
crime to answer. It has its own settings toggle (on by default). Full detail in **[Policing](Policing.md)**.
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## Requirements & load order
|
||||||
|
|
||||||
|
- **RimWorld 1.6**
|
||||||
|
- **Institution: Core** — required. The propensity/record engine Justice grades against.
|
||||||
|
- **Harmony** — required. Regime's prisoner-recreation patch is the suite's only Harmony-using code.
|
||||||
|
- Load **after** Core and Harmony.
|
||||||
|
|
||||||
|
Each mod in the suite stands alone as an install; together they form one system. Justice is useful
|
||||||
|
with Core alone, and richer with **Institution: Contraband** (which feeds the escape/search/contraband
|
||||||
|
counters) and **Institution: Gangs** (whose fights record crimes).
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## The suite
|
||||||
|
|
||||||
|
Part of the **Institution** suite: **Core** (the propensity + record engine) · **Contraband**
|
||||||
|
(concealment, search, escape) · **Justice** (this mod) · **Gangs** (contraband economies). The
|
||||||
|
standalone **Foul Play** framework bridges into Core and Contraband when present.
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
*Part of the **Institution** suite for RimWorld 1.6: Core · Contraband · Justice · Gangs. Developed
|
||||||
|
with substantial assistance from Claude (Anthropic).*
|
||||||
@@ -0,0 +1,150 @@
|
|||||||
|
# Parole
|
||||||
|
|
||||||
|
*Release, driven by what the pawn has become.*
|
||||||
|
|
||||||
|
Parole is the end of the arc, and it is deliberately a *decision*, not a mechanic that rebuilds the
|
||||||
|
game's release flow. It asks one question — **is this pawn ready?** — and answers it from two things
|
||||||
|
already on the record: the reform the sentence earned (or failed to earn), and the grade the record
|
||||||
|
warrants. Both are self-complete reads; nothing here re-simulates a pawn's future.
|
||||||
|
|
||||||
|
> The *return* outcome — a grateful ally, a vengeful raider — is Prisoner Realism's Recidivism, a good
|
||||||
|
> sim Justice does not rebuild. Justice's mirror is the parolee who **stays** and may reoffend,
|
||||||
|
> carrying their record into the colony (a Justice follow-up).
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## The gate
|
||||||
|
|
||||||
|
```
|
||||||
|
CanRelease(pawn):
|
||||||
|
rec = record for pawn (peek, no create)
|
||||||
|
if rec == null: return true // nothing on record to hold them
|
||||||
|
if rec.pardoned: return false // already released
|
||||||
|
return rec.reform >= 0.30
|
||||||
|
&& Classification.Grade(pawn) <= SecurityGrade.Medium
|
||||||
|
```
|
||||||
|
|
||||||
|
Three conditions, all of which must hold:
|
||||||
|
|
||||||
|
| Condition | Threshold | Why |
|
||||||
|
|---|---|---|
|
||||||
|
| Not already pardoned | `pardoned == false` | Release is a one-way flag; you can't re-parole. |
|
||||||
|
| Genuinely reformed | `reform ≥ 0.30` | Proof the sentence *healed* rather than hardened. Three corrective acts minimum. |
|
||||||
|
| Low enough grade | `Grade ≤ Medium` (risk `< 0.8`) | Reform of attitude is not enough — the *record* must have cooled to something you'd let out. |
|
||||||
|
|
||||||
|
A pawn with **no record at all** is releasable trivially (there is nothing to hold them). Everyone
|
||||||
|
else has to earn all three.
|
||||||
|
|
||||||
|
The grade gate and the reform gate interact in a way worth internalizing. Because reform subtracts at
|
||||||
|
most `0.4` from risk ([Classification](Classification.md)), a pawn whose reform-*less* risk is `≥ 1.2`
|
||||||
|
can never reach Medium — so **no amount of reform will ever parole a prolific offender.** Parole is for
|
||||||
|
pawns whose record stayed shallow enough that treatment can pull them back under the ceiling. Let a
|
||||||
|
pawn rack up escapes and catches and you have quietly converted them into a lifer, whatever their
|
||||||
|
attitude.
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## Release
|
||||||
|
|
||||||
|
```
|
||||||
|
Release(pawn):
|
||||||
|
record.pardoned = true
|
||||||
|
```
|
||||||
|
|
||||||
|
`Release` sets one flag: `pardoned`. Vanilla does the actual freeing; the flag is Justice's memory
|
||||||
|
that this pawn was let out after genuine reform, so reintegration can grant a clean slate and
|
||||||
|
`CanRelease` won't offer them twice. A modest faction-goodwill / relationship nudge for a well-handled
|
||||||
|
release is the immediate payoff, wired when the release job lands.
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## The whole arc
|
||||||
|
|
||||||
|
The pawn moves through every Justice module in turn, and each one writes the record the next one reads:
|
||||||
|
|
||||||
|
| Stage | Module | What moves | Record touched |
|
||||||
|
|---|---|---|---|
|
||||||
|
| 1. Crime | [Deterrence](Deterrence.md) | Climate `−0.08`; the colony runs hot | `crimesCommitted++`, `lastCrimeTick` |
|
||||||
|
| 2. Caught & held | [Classification](Classification.md) | A grade is assigned from the record | reads all counters |
|
||||||
|
| 3. Discipline | [Discipline](Discipline-and-Reform.md) | `reform` moves ±; climate `+0.12` | `reform` |
|
||||||
|
| 4. Reform | [Discipline](Discipline-and-Reform.md) → Core | Disposition cools as reform rises | `reform` (read by Nurture) |
|
||||||
|
| 5. Regrade | [Classification](Classification.md) | Reform subtracts risk; grade falls | reads `reform` |
|
||||||
|
| 6. **Parole** | this page | Gate opens when reform ≥ 0.30 **and** grade ≤ Medium | reads `reform`, `pardoned`; sets `pardoned` |
|
||||||
|
|
||||||
|
It is a loop, not a line: the crime that opens stage 1 also cools the colony's climate, which the *next*
|
||||||
|
pawn's disposition reads — so one pawn's whole sentence is faintly present in every other pawn's odds.
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## Worked example — a sentence that ends in release
|
||||||
|
|
||||||
|
**Cass**, a Kind pickpocket. Nature `= clamp01(0.05 − 0.30) = 0`. She arrives with one crime, caught
|
||||||
|
once, no escapes, no contraband, `reform = 0`.
|
||||||
|
|
||||||
|
```
|
||||||
|
Grade at intake:
|
||||||
|
risk = 0 + 0 + (1*0.20) + (1*0.15) + 0 - 0 = 0.35 → MEDIUM
|
||||||
|
CanRelease? reform 0 < 0.30 → NO
|
||||||
|
```
|
||||||
|
|
||||||
|
She is already Medium-or-below, so the *grade* gate is met — but her `reform` is `0`. You give her the
|
||||||
|
corrective hand three times (structure, rewarded conduct), and fix her cell so she isn't stewing:
|
||||||
|
|
||||||
|
```
|
||||||
|
reform: 0 → +0.10 → +0.20 → +0.30
|
||||||
|
Grade now: risk = 0.35 - (0.30 * 0.4) = 0.23 → MINIMUM
|
||||||
|
CanRelease? reform 0.30 ≥ 0.30 AND Minimum ≤ Medium AND not pardoned → YES
|
||||||
|
```
|
||||||
|
|
||||||
|
`Release(Cass)` sets `pardoned = true`. She walks. Contrast **Bram** from the Classification page,
|
||||||
|
whose reform-less risk of `1.55` keeps him at Maximum even at `reform = 1.0` — `CanRelease` returns
|
||||||
|
`false` for Bram forever, because the grade gate never opens. Two prisoners, the same treatment, and
|
||||||
|
the record decides which one you can ever let go.
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## A note on record cleanup
|
||||||
|
|
||||||
|
A pawn whose record is `IsBlank` — no crimes, no escapes, no contraband, no catches, `reform == 0`,
|
||||||
|
not pardoned — is dropped on save/load (Core prunes blank and dead-pawn records). A *pardoned* pawn is
|
||||||
|
therefore **not** blank and their record persists: the pardon is remembered. This is why a released
|
||||||
|
parolee who stays and reoffends still carries their history — Justice does not forget that they were
|
||||||
|
once let out.
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## Ideology-flavoured thresholds
|
||||||
|
|
||||||
|
Precepts layer on top of this baseline, not under it: an execution-favouring ideoligion paroles
|
||||||
|
rarely, a lenient one readily. `CanRelease` is the substrate-native baseline those precepts modulate —
|
||||||
|
the floor beneath the flavour, so the decision is coherent whether or not Ideology is installed.
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## How to play with parole
|
||||||
|
|
||||||
|
- **Parole is earned, not granted.** You cannot release your way out of a deep record. Decide early
|
||||||
|
whether a pawn is a keep-or-release case and treat (gently) the ones you mean to free.
|
||||||
|
- **`reform ≥ 0.30` is three gentle acts, minimum.** Nothing faster reaches it. Start early.
|
||||||
|
- **Keep the record shallow if you want the option.** Every escape (`+0.35`) and catch (`+0.15`) you
|
||||||
|
let accumulate pushes a pawn toward the unparoleable side of the `1.2` line.
|
||||||
|
- **A parolee who stays is a Justice case, not a farewell.** They carry their record; if conditions
|
||||||
|
sour, their disposition (still reading their history) can put them back on it.
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## For modders
|
||||||
|
|
||||||
|
```csharp
|
||||||
|
if (Parole.CanRelease(pawn)) // pure read: reform, grade, pardon
|
||||||
|
Parole.Release(pawn); // sets pardoned = true
|
||||||
|
```
|
||||||
|
|
||||||
|
`CanRelease` peeks (never creates a record) and treats a missing record as releasable. `Release` uses
|
||||||
|
`For` (creates if absent) and is idempotent — a second call is a no-op once `pardoned` is set. Both
|
||||||
|
live in the `Contraband` namespace (shared since Justice's extraction from Contraband).
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
*Part of the **Institution** suite for RimWorld 1.6: Core · Contraband · Justice · Gangs. Developed
|
||||||
|
with substantial assistance from Claude (Anthropic).*
|
||||||
@@ -0,0 +1,120 @@
|
|||||||
|
# Policing — the pre-arrest half
|
||||||
|
|
||||||
|
*The other half of the loop. Where the rest of Justice deals with people the colony has already
|
||||||
|
caught, **policing** is what happens before the cell door: your own colonists commit crimes on the
|
||||||
|
propensity spectrum, the colony investigates, and — sometimes — arrests.*
|
||||||
|
|
||||||
|
It is a big behavioural change (your colonists become potential criminals), so it has **its own
|
||||||
|
toggle** in the mod settings, on by default. Turn it off to run the rest of Justice — classification,
|
||||||
|
deterrence, discipline, parole, regime — without colony crime.
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## The loop
|
||||||
|
|
||||||
|
```
|
||||||
|
[crime] → [witnessed / investigated] → [weighed arrest (resist?)] → prison → … → parole → [recidivism]
|
||||||
|
```
|
||||||
|
|
||||||
|
Every stage reads the shared engine (`Propensity`, the `CriminalRecord`, the deterrence meter), so
|
||||||
|
policing is not a bolt-on — it feeds the same record classification grades on and discipline reforms.
|
||||||
|
|
||||||
|
## Crime — and why small colonies stay honest
|
||||||
|
|
||||||
|
Every ~40 seconds, each free colonist gets a seeded roll to offend. The base rate is low (`0.06`) and
|
||||||
|
multiplied hard by nature × nurture — almost nobody with an ordinary disposition ever does anything.
|
||||||
|
But it is *also* multiplied by **crime cover**:
|
||||||
|
|
||||||
|
| Free colonists | Crime cover |
|
||||||
|
|---|---|
|
||||||
|
| ≤ 3 | 0.15 |
|
||||||
|
| ~8 | ~0.6 |
|
||||||
|
| ≥ 13 | 1.0 |
|
||||||
|
|
||||||
|
In a tight 2–3 pawn colony everyone knows everyone and retribution is certain even without a jail, so
|
||||||
|
crime is **rare**; a larger, more anonymous colony offers cover. This is a deliberate inversion of the
|
||||||
|
naive "no enforcement → more crime": a small colony is kept honest by its own closeness, not by a
|
||||||
|
constable.
|
||||||
|
|
||||||
|
A crime is one of **theft**, **vandalism**, or **assault** — leaning on who the culprit is (a
|
||||||
|
kleptomaniac steals, a bloodlusty pawn assaults, a pyromaniac vandalizes).
|
||||||
|
|
||||||
|
## Consequences — the stakes
|
||||||
|
|
||||||
|
A crime leaves a mark the colony can *see* (all wrapped defensively — a consequence that finds no
|
||||||
|
target never breaks anything):
|
||||||
|
|
||||||
|
- **Theft** lifts a small stack of the colony's goods and the thief **pockets it**. RimWorld has no
|
||||||
|
per-person property (stockpiles are communal), so theft is theft from the common store — but the
|
||||||
|
culprit now physically carries what they took, a natural evidence trail a search can pick up.
|
||||||
|
- **Vandalism** damages a nearby colony building.
|
||||||
|
- **Assault** gives a nearby colonist a light, down-safe knock — and the culprit chooses their mark
|
||||||
|
**wisely**: someone they resent (motive), who is weak (little retribution), and unwatched (few
|
||||||
|
witnesses).
|
||||||
|
- **Relationships fray.** An assault victim thinks much worse of their attacker immediately (they saw
|
||||||
|
who did it); and when investigation *names* a culprit, the whole colony's opinion of them drops.
|
||||||
|
- The colony is **notified** a crime happened — culprit unknown.
|
||||||
|
|
||||||
|
## Witnesses and investigation
|
||||||
|
|
||||||
|
A crime is not equally solvable. Colonists who were near enough to **see** it are witnesses, and each
|
||||||
|
is a partial lead — a witnessed crime starts up to `0.8` of the way to solved before anyone lifts a
|
||||||
|
finger; an unseen one is a **cold case** worked from nothing.
|
||||||
|
|
||||||
|
Investigation then accrues evidence toward `1.0` (naming the culprit) two ways:
|
||||||
|
|
||||||
|
- **Ambient**, scaled by how many colonists the colony can spare (`~0.34` per check per unit of
|
||||||
|
effort — a few investigated windows).
|
||||||
|
- **The police work type.** Assign a colonist to *policing* and they walk to open **crime scenes** and
|
||||||
|
work them, adding a chunk of evidence scaled by their Intellectual + Social skill. A sharp constable
|
||||||
|
cracks cases fast; a colony that spares no one lets them go cold.
|
||||||
|
|
||||||
|
## The weighed arrest
|
||||||
|
|
||||||
|
A solved case does **not** mean an automatic arrest. Fellow-colonist cops will not gut the colony to
|
||||||
|
jail someone over a petty crime — the arrest is a cost/benefit (`ShouldArrest`):
|
||||||
|
|
||||||
|
```
|
||||||
|
arrest ⇔ colony can afford a prison AND severity ≥ 1.5 + value × 3
|
||||||
|
```
|
||||||
|
|
||||||
|
- **Severity** — the crime's kind (theft 1 · vandalism 1.5 · assault 2.5), escalated by the culprit's
|
||||||
|
record (a rap sheet and prior escapes compound).
|
||||||
|
- **Value** — 0..1 from the culprit's best skills. A star colonist raises the bar to ~4.5; an
|
||||||
|
expendable one leaves it at ~1.5.
|
||||||
|
- **Capacity** — **below ~5 colonists, or with no prison bed, the colony arrests no one.** A prisoner
|
||||||
|
plus a warden would cripple a small colony. Capacity ramps up as the colony grows.
|
||||||
|
|
||||||
|
So a petty crime by your only doctor → they walk. A murder → arrested regardless. And a crime that
|
||||||
|
paid, unanswered, erodes the climate of order a little more (crime emboldens).
|
||||||
|
|
||||||
|
## Resisting arrest
|
||||||
|
|
||||||
|
The disposed do not go quietly (`WouldResist`, seeded nature × nurture):
|
||||||
|
|
||||||
|
- **Comply** → taken in cleanly (they become a prisoner of the colony — imprisonment is direct, and it
|
||||||
|
survives guest-management mods like Hospitality).
|
||||||
|
- **Resist** → the violent turn **berserk**, the rest **flee**. A botched arrest becomes a crisis the
|
||||||
|
colony must handle the hard way, and openly defying arrest emboldens the lawless.
|
||||||
|
- **Subdued** → a resister the colony beats down is then **imprisoned** (auto-capture) — the resist
|
||||||
|
path resolves to a cell once the colony wins the confrontation. One who flees the map gets away.
|
||||||
|
|
||||||
|
## Prison riots
|
||||||
|
|
||||||
|
When the climate of order **collapses** (deterrence at the floor) in a colony holding prisoners, a
|
||||||
|
neglected prison boils over into a **riot**: disposed prisoners turn violent together, and the unrest
|
||||||
|
shatters order further. A well-run colony (high deterrence) never sees one — a riot is the thing a
|
||||||
|
badly-run institution *earns*. It ties the deterrence meter, the propensity engine, and the prison
|
||||||
|
population into one emergent event.
|
||||||
|
|
||||||
|
## Recidivism, made visible
|
||||||
|
|
||||||
|
The loop closes on itself: a pawn hardened in prison (negative reform) runs a higher propensity and
|
||||||
|
reoffends. When investigation names a culprit the colony had **paroled**, it says so out loud — the
|
||||||
|
recidivism loop turning in the open, the payoff for everything classification, discipline, and parole
|
||||||
|
did upstream.
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
Part of **Institution: Justice**, in the Institution suite. AI disclosure: developed with substantial
|
||||||
|
assistance from Claude (Anthropic).
|
||||||
@@ -0,0 +1,131 @@
|
|||||||
|
# Regime
|
||||||
|
|
||||||
|
*The daily life of the held — and the one lever vanilla withholds.*
|
||||||
|
|
||||||
|
Most of what a prison regime needs, vanilla already gives you. The schedule is the Restrict tab. The
|
||||||
|
mood-driven disposition already flows through `Propensity.Nurture` — a neglected prisoner runs hotter
|
||||||
|
with no new machinery. So Regime does not rebuild any of that. It adds the single thing vanilla flatly
|
||||||
|
refuses to model: **recreation.**
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## What vanilla does, and what Regime flips
|
||||||
|
|
||||||
|
Vanilla denies prisoners the **Joy** (recreation) need outright — the need is flagged `colonistsOnly`
|
||||||
|
and `neverOnPrisoner`, so it simply never appears on a prisoner. A caged pawn has no recreation bar,
|
||||||
|
cannot take joy from anything, and never suffers for its absence.
|
||||||
|
|
||||||
|
Regime flips exactly that one bit on, via a small Harmony postfix — the same approach the good, popular
|
||||||
|
**Prisoner Recreation** mod takes:
|
||||||
|
|
||||||
|
```csharp
|
||||||
|
[HarmonyPatch(typeof(Pawn_NeedsTracker), "ShouldHaveNeed")]
|
||||||
|
static class Patch_PrisonerRecreation
|
||||||
|
{
|
||||||
|
static void Postfix(NeedDef nd, Pawn ___pawn, ref bool __result)
|
||||||
|
{
|
||||||
|
if (__result || nd?.defName != "Joy") return; // only touch Joy, only when vanilla said no
|
||||||
|
if (___pawn?.RaceProps?.Humanlike == true
|
||||||
|
&& ___pawn.IsPrisonerOfColony)
|
||||||
|
__result = true; // humanlike prisoners get the need
|
||||||
|
}
|
||||||
|
}
|
||||||
|
```
|
||||||
|
|
||||||
|
Three guards, in order:
|
||||||
|
|
||||||
|
1. **`__result` already true** — vanilla or another patch already granted the need. Do nothing. This
|
||||||
|
is what makes the patch *additive*: it only ever turns a `false` into `true`, never the reverse.
|
||||||
|
2. **`nd.defName != "Joy"`** — this patch is about recreation and nothing else. Every other need is
|
||||||
|
left exactly as vanilla decided.
|
||||||
|
3. **humanlike prisoner-of-colony** — animals, guests, slaves and colonists are untouched; only a
|
||||||
|
humanlike prisoner of *your* colony gains the need.
|
||||||
|
|
||||||
|
That is the entire mechanism. Enabling recreation is trivial — once the need exists, vanilla does all
|
||||||
|
the rest (joy sources, the recreation bar, the mood effects of a full or empty one). The *value* is
|
||||||
|
not the plumbing; it is what an empty bar now costs.
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## Why a need you can neglect is the point
|
||||||
|
|
||||||
|
Giving prisoners recreation is not a mercy toggle — it is a **lever with two ends**, and the down end
|
||||||
|
is the one that matters to the suite. Once a prisoner *has* the Joy need, they can be **starved** of
|
||||||
|
it, and vanilla's own machinery then does the work:
|
||||||
|
|
||||||
|
```
|
||||||
|
no recreation → Joy falls → mood falls → Propensity.Nurture rises → higher propensity
|
||||||
|
```
|
||||||
|
|
||||||
|
Every one of those arrows already exists. Regime only opens the first door; mood is wired to
|
||||||
|
disposition in Core, so a prisoner who gets no yard time stews, their mood sinks, and their Nurture —
|
||||||
|
and with it their odds on every "would they?" roll — climbs. From [Deterrence](Deterrence.md) and
|
||||||
|
[Discipline & Reform](Discipline-and-Reform.md) you already know Nurture is the multiplier the whole
|
||||||
|
system keys off; Regime is what lets *neglect* feed it.
|
||||||
|
|
||||||
|
Concretely, in Core's `Nurture`:
|
||||||
|
|
||||||
|
| Prisoner condition | Nurture contribution |
|
||||||
|
|---|---|
|
||||||
|
| Mood `< 0.20` (recreation-starved, at the floor of despair) | `× 2.5` |
|
||||||
|
| Mood `< 0.35` (badly kept) | `× 1.6` |
|
||||||
|
| Held **and** mood `< 0.40` (a badly run cell) | additional `× 1.4` |
|
||||||
|
|
||||||
|
A prisoner you give no recreation is a prisoner you are pushing up those brackets. Regime turns "I
|
||||||
|
didn't bother building a rec room" from a non-event into a disposition cost you pay on every roll.
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## Idempotent with Prisoner Recreation
|
||||||
|
|
||||||
|
If you also run the **Prisoner Recreation** mod, nothing breaks. Both mods do the same thing — force
|
||||||
|
`ShouldHaveNeed` to return `true` for prisoner Joy — and because Regime's postfix only acts when
|
||||||
|
`__result` is still `false`, the two are simply *two postfixes that force the same `true`*. Whichever
|
||||||
|
runs first grants the need; the second sees it already granted and returns immediately. Running both is
|
||||||
|
harmless. Running either alone is sufficient. There is no double-need, no conflict, no load-order
|
||||||
|
sensitivity between them.
|
||||||
|
|
||||||
|
Regime announces itself at startup so you can confirm it loaded:
|
||||||
|
|
||||||
|
```
|
||||||
|
[Institution: Justice] Regime: prisoner recreation enabled.
|
||||||
|
```
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## Content on top
|
||||||
|
|
||||||
|
Yard time, safety needs, and visitation are *content* on this foundation, not new machinery. Each of
|
||||||
|
them is just another thing that moves a prisoner's mood — and mood is already wired to disposition — so
|
||||||
|
they need only defs and jobs, not new systems. When they land, they will make a well-run regime feel
|
||||||
|
richer; the mechanical spine is already here in this one postfix.
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## How to play with Regime
|
||||||
|
|
||||||
|
- **Build the rec room.** A prisoner with recreation settles; the mood brackets above stay off, and
|
||||||
|
their disposition sits near baseline. A cheap horseshoe pin or chess table earns its keep in crimes
|
||||||
|
that don't happen.
|
||||||
|
- **Neglect is a choice with a number.** Leaving prisoners with nothing to do isn't neutral — it drives
|
||||||
|
mood into the `×1.6` and `×2.5` Nurture brackets, and a hotter prisoner reoffends, which cools your
|
||||||
|
colony's climate of order, which heats *everyone*. The rec room is deterrence you build once.
|
||||||
|
- **Recreation and reform stack.** Regime cools disposition *live* (through mood); reform cools it
|
||||||
|
*permanently* (through [Discipline & Reform](Discipline-and-Reform.md)). A reformed prisoner in a
|
||||||
|
well-run wing is calm on both axes — which is exactly the pawn you can eventually [parole](Parole.md).
|
||||||
|
- **You don't need Prisoner Recreation too** — but if you have it, keep it. They coexist.
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## For modders
|
||||||
|
|
||||||
|
Harmony ID `flan.institution.justice`, a single postfix on `Pawn_NeedsTracker.ShouldHaveNeed`. It is
|
||||||
|
the suite's *only* Harmony-using code — Contraband dropped its Harmony dependency after Justice was
|
||||||
|
split out. The patch class lives in the `Contraband` namespace (shared across the suite since the
|
||||||
|
extraction). The postfix is strictly additive (`false → true` only), so it is safe to stack with any
|
||||||
|
other mod that grants prisoner needs.
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
*Part of the **Institution** suite for RimWorld 1.6: Core · Contraband · Justice · Gangs. Developed
|
||||||
|
with substantial assistance from Claude (Anthropic).*
|
||||||
@@ -0,0 +1,316 @@
|
|||||||
|
# Commitment
|
||||||
|
|
||||||
|
How involuntary psychiatric commitment actually works in play: how a colonist becomes a ward patient,
|
||||||
|
what the treatment station does, how a room turns into a ward, who does the counselling, what the
|
||||||
|
treatment buys, and what happens if you commit someone and then forget about them.
|
||||||
|
|
||||||
|
Every def and class name below is the real one from the mod source. The `Ward_` prefix marks a
|
||||||
|
def; the C# class names are the workers behind them.
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## The loop in one paragraph
|
||||||
|
|
||||||
|
You **arrest** a colonist (or otherwise take a prisoner) and set their interaction mode to
|
||||||
|
**psychiatric care**. You build a **treatment station** in their cell, which turns the room into a
|
||||||
|
**psychiatric ward**. A warden walks over, sits, and **counsels** them; each session adds a little
|
||||||
|
`Ward_UnderTreatment` severity, which **lowers their mental-break threshold**. That severity
|
||||||
|
**decays** at 0.15/day, so the effect fades unless wardens keep attending. Counselling also gives a
|
||||||
|
small mood lift (`Ward_Counselled`). Neglect a committed patient — leave them with no active treatment
|
||||||
|
hediff — and once a day they gain `Ward_Neglected`, a mood *penalty* that drags them back toward the
|
||||||
|
break that got them committed. Treat them and they stabilise; forget them and they don't. That
|
||||||
|
feedback loop is the entire mod.
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## Step 1 — Becoming a ward patient
|
||||||
|
|
||||||
|
Commitment reuses vanilla's arrest → prisoner transition. You don't invent a new pawn state; you take
|
||||||
|
a prisoner (arrest your own colonist, or a raider) and then flip on a **non-exclusive interaction
|
||||||
|
mode**.
|
||||||
|
|
||||||
|
### `Ward_PsychiatricCare` — the interaction mode
|
||||||
|
|
||||||
|
| Field | Value | Why |
|
||||||
|
|---|---|---|
|
||||||
|
| Def type | `PrisonerInteractionModeDef` | A Def, not the compiled `GuestStatus` enum — that's the whole point |
|
||||||
|
| `defName` | `Ward_PsychiatricCare` | |
|
||||||
|
| `label` | "psychiatric care" | Shown in the prisoner's interaction dropdown |
|
||||||
|
| `listOrder` | `150` | Sits between vanilla's `ReduceResistance` (100) and `Release` (200) |
|
||||||
|
| `isNonExclusiveInteraction` | `true` | **Stacks** with recruit/convert/work instead of stealing the radio button |
|
||||||
|
| `mustBeAwake` | `false` | You can flag a downed or sleeping patient for care; the *work giver* decides when to actually treat |
|
||||||
|
| `allowOnWildMan` | `false` | A wild man isn't a commitment case |
|
||||||
|
| `allowInClassicIdeoMode` | `true` | Available without Ideology's ideoligion system |
|
||||||
|
|
||||||
|
**Non-exclusive is load-bearing.** Vanilla's recruit/convert/enslave/release/execute modes are
|
||||||
|
mutually exclusive — you pick one from a radio group. Psychiatric care is modelled on vanilla's own
|
||||||
|
*Bloodfeed* and *Study* modes, which are toggles layered *on top* of the exclusive choice. So a
|
||||||
|
patient can be set to **recruit AND psychiatric care at once**: you counsel the sad colonist toward
|
||||||
|
stability while also chipping at their resistance. It also means Ward doesn't have to ship a
|
||||||
|
cross-product of `workAndPsychiatricCare` variants to coexist with *Prison Labor*'s work modes — both
|
||||||
|
just toggle on.
|
||||||
|
|
||||||
|
The harness proves this on a live pawn: after `ToggleNonExclusiveInteraction(Ward_PsychiatricCare,
|
||||||
|
true)` and then `SetExclusiveInteraction(AttemptRecruit)`, **both** modes report enabled
|
||||||
|
(`live.stacksWithRecruit = True`).
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## Step 2 — The treatment station
|
||||||
|
|
||||||
|
Flagging a patient for care does nothing on its own. Treatment happens *at a station, in the
|
||||||
|
patient's own room*. Without one, a patient flagged for care in an ordinary cell simply goes
|
||||||
|
untreated — which is the point of the neglect thought (Step 6).
|
||||||
|
|
||||||
|
### `Ward_TreatmentStation` — the building
|
||||||
|
|
||||||
|
> *"A desk, a chair bolted to the floor, and a locked cabinet of sedatives. A warden set to
|
||||||
|
> psychiatric care will use it to counsel patients held in this room."*
|
||||||
|
|
||||||
|
| Field | Value | Why |
|
||||||
|
|---|---|---|
|
||||||
|
| `defName` | `Ward_TreatmentStation` | |
|
||||||
|
| Parent | `BuildingBase` | Ordinary passable furniture |
|
||||||
|
| Cost | **40 Steel + 2 Industrial medicine** | Deliberately cheap |
|
||||||
|
| `WorkToBuild` | `1600` | A quick build |
|
||||||
|
| `MaxHitPoints` | `120` | |
|
||||||
|
| `researchPrerequisites` | `MedicineProduction` | The one research gate |
|
||||||
|
| `size` | `(2,1)` | A two-tile desk |
|
||||||
|
| `graphicClass` | `Graphic_Single` | One texture, not a rotation set — nothing to keep in sync |
|
||||||
|
| `designationCategory` | `Misc` | |
|
||||||
|
| `passability` | `PassThroughOnly`, `pathCost 60` | Pawns squeeze past it; it doesn't wall a cell |
|
||||||
|
| `Flammability` | `1.0` | It burns |
|
||||||
|
|
||||||
|
**It's cheap on purpose.** The real cost of running a ward is not the 40 steel. It is the **warden
|
||||||
|
hours** you spend counselling and the **labour you give up** by not putting the patient to work. The
|
||||||
|
building is just the gate that says "this room is set up to treat people."
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## Step 3 — The room becomes a ward
|
||||||
|
|
||||||
|
Once a treatment station stands in a room that already holds prisoner beds, the room's *role* changes
|
||||||
|
from prison cell to psychiatric ward.
|
||||||
|
|
||||||
|
### `Ward_PsychWard` — the room role
|
||||||
|
|
||||||
|
| Field | Value |
|
||||||
|
|---|---|
|
||||||
|
| Def type | `RoomRoleDef` (`workerClass` is a public field — no patch needed) |
|
||||||
|
| `defName` | `Ward_PsychWard` |
|
||||||
|
| `label` | "psychiatric ward" |
|
||||||
|
| `workerClass` | `Ward.RoomRoleWorker_PsychWard` |
|
||||||
|
| `relatedStats` | Impressiveness, Cleanliness, Space |
|
||||||
|
|
||||||
|
Vanilla already ships `PrisonCell`, `PrisonBarracks` and `Hospital` on exactly this rail; the ward is
|
||||||
|
the fourth sibling. The scoring worker, `RoomRoleWorker_PsychWard.GetScore`, is where the care goes:
|
||||||
|
|
||||||
|
```
|
||||||
|
score = 0 if stations == 0 OR prisonerBeds == 0
|
||||||
|
score = 1_000_000 × prisonerBeds otherwise
|
||||||
|
```
|
||||||
|
|
||||||
|
Two design decisions are baked into that formula:
|
||||||
|
|
||||||
|
- **Gated on a station.** The score is **zero** unless the room actually contains a
|
||||||
|
`Ward_TreatmentStation` *and* at least one prisoner bed. This is deliberate: without the gate, any
|
||||||
|
ordinary prison cell full of prisoner beds would start scoring as a ward and quietly steal the
|
||||||
|
`PrisonCell` role from vanilla — a compatibility bug dressed up as a feature. Build the station and
|
||||||
|
it's a ward; don't and your cells keep their vanilla role, untouched.
|
||||||
|
- **1e6, not a hard-coded constant.** Vanilla's room roles score in the `~1e5` range. The ward must
|
||||||
|
*outscore* `PrisonCell` for the same room or it would read as a cell block. Multiplying by
|
||||||
|
1,000,000 clears that range without pinning to a magic number a future RimWorld patch might move.
|
||||||
|
(The harness's `FakeDLC` fixture deliberately adds a greedy competing role at `1e5 × beds`, and the
|
||||||
|
ward still wins the room.)
|
||||||
|
|
||||||
|
**Crucially, it is still a prison cell.** Re-labelling the role does not release anyone. `Room.isPrisonCell`
|
||||||
|
is a cached field set only when the room's shape changes — never derived from the role — so a ward is
|
||||||
|
a prison cell *and* a ward simultaneously. Containment, food delivery, and prison breaks all keep
|
||||||
|
working. This is the pair of claims the harness holds together: `room.roleIsWard = True` **and**
|
||||||
|
`room.stillPrisonCellAsWard = True`.
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## Step 4 — The warden does the work
|
||||||
|
|
||||||
|
### `Ward_WardenPsychiatricCare` — the work giver
|
||||||
|
|
||||||
|
| Field | Value | Why |
|
||||||
|
|---|---|---|
|
||||||
|
| `defName` | `Ward_WardenPsychiatricCare` | |
|
||||||
|
| `giverClass` | `Ward.WorkGiver_Warden_PsychiatricCare` | A **new** class extending `WorkGiver_Warden` |
|
||||||
|
| `workType` | `Warden` | Assigned like any other warden work |
|
||||||
|
| `verb` / `gerund` | "treat" / "treating" | |
|
||||||
|
| `priorityInType` | `70` | Above chat (60), below feeding — an untreated patient deteriorates, a bored one doesn't |
|
||||||
|
| `requiredCapacities` | Talking, Hearing | A mute or deaf warden can't counsel |
|
||||||
|
|
||||||
|
The class extends `WorkGiver_Warden` and its `JobOnThing` refuses the job unless **all** of these
|
||||||
|
hold:
|
||||||
|
|
||||||
|
1. The pawn is a prisoner of the colony being taken care of (`ShouldTakeCareOfPrisoner`).
|
||||||
|
2. `IsInteractionEnabled(Ward_PsychiatricCare)` — asked, not "is this *the* mode," because the mode is
|
||||||
|
non-exclusive and the patient may also be set to recruit or forced labour.
|
||||||
|
3. The patient is **awake, not in a mental state, and not downed** — counselling someone mid-break or
|
||||||
|
unconscious isn't counselling.
|
||||||
|
4. The warden can reserve the patient.
|
||||||
|
5. A `Ward_TreatmentStation` exists **in the patient's own room** (not `PsychologicallyOutdoors`), is
|
||||||
|
reservable, and isn't forbidden. You can't treat someone through a wall from the station two
|
||||||
|
blocks over.
|
||||||
|
|
||||||
|
**Being a new class is the entire compatibility story** (see The Compat Harness for the proof):
|
||||||
|
|
||||||
|
- *Custom Prisoner Interactions* prefixes/postfixes the **named** vanilla warden givers (`_Chat`,
|
||||||
|
`_Convert`, `_Enslave`, `_ReleasePrisoner`). It literally cannot see `WorkGiver_Warden_PsychiatricCare`,
|
||||||
|
so it can't break it.
|
||||||
|
- *Prison Commons* postfixes `WorkGiver_Warden.ShouldSkip` on the **base** class. Ward's giver
|
||||||
|
inherits that method and doesn't override it, so Ward respects prison-commons areas **for free**,
|
||||||
|
without Ward knowing Prison Commons exists.
|
||||||
|
|
||||||
|
### `Ward_ProvidePsychiatricCare` — the job
|
||||||
|
|
||||||
|
| Field | Value |
|
||||||
|
|---|---|
|
||||||
|
| `defName` | `Ward_ProvidePsychiatricCare` |
|
||||||
|
| `driverClass` | `Ward.JobDriver_PsychiatricCare` |
|
||||||
|
| `casualInterruptible` | `false` |
|
||||||
|
|
||||||
|
> Note: the `JobDef` and the `PrisonerInteractionModeDef` deliberately have **different** defNames.
|
||||||
|
> `[DefOf]` binds fields to defs by name, so two defs sharing one name couldn't both be reached from
|
||||||
|
> the `WardDefOf` class.
|
||||||
|
|
||||||
|
The driver, `JobDriver_PsychiatricCare`, walks the warden to the patient and runs a counselling toil:
|
||||||
|
|
||||||
|
- **Session length:** `SessionTicks = 1200` — about **20 in-game minutes**.
|
||||||
|
- The wait toil uses `activeSkill = Social` and shows a progress bar; it fails out if the patient
|
||||||
|
despawns, is forbidden, falls asleep, or enters a mental state partway through.
|
||||||
|
- On completion it applies treatment, grants the counselled mood memory, fires a `DeepTalk` social
|
||||||
|
interaction (so the relationship builds and the *next* session lands harder), and awards **60 Social
|
||||||
|
XP** to the warden.
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## Step 5 — What treatment buys: `Ward_UnderTreatment`
|
||||||
|
|
||||||
|
Each completed session adds severity to a single hediff. The severity is **skill-scaled**:
|
||||||
|
|
||||||
|
```
|
||||||
|
gain = 0.20 + (wardenSocialLevel / 20) × 0.30 → range 0.20 .. 0.50 per session
|
||||||
|
```
|
||||||
|
|
||||||
|
| Warden Social skill | Severity gained per session |
|
||||||
|
|---|---|
|
||||||
|
| 0 | 0.20 |
|
||||||
|
| 5 | 0.275 |
|
||||||
|
| 10 | 0.35 |
|
||||||
|
| 15 | 0.425 |
|
||||||
|
| 20 | 0.50 |
|
||||||
|
|
||||||
|
The floor is deliberate: even an unskilled warden buys **0.20** per session. A bad ward is *neglect*,
|
||||||
|
not *zero* — a clumsy counsellor is still worth something. Severity is capped at `maxSeverity = 1.0`.
|
||||||
|
|
||||||
|
### The hediff
|
||||||
|
|
||||||
|
| Field | Value | Why |
|
||||||
|
|---|---|---|
|
||||||
|
| `defName` | `Ward_UnderTreatment` | |
|
||||||
|
| `hediffClass` | `HediffWithComps` | |
|
||||||
|
| `label` | "under psychiatric care" | |
|
||||||
|
| `isBad` | `false` | It's a good hediff; won't be treated as an injury |
|
||||||
|
| `scenarioCanAdd` | `false` | Can't be granted by scenario editor |
|
||||||
|
| `maxSeverity` | `1.0` | |
|
||||||
|
| **Decay** | `severityPerDay = −0.15` | Roughly a week from a full course back to nothing, unattended |
|
||||||
|
| **Effect** | `MentalBreakThreshold −0.10` (stage 0) | A *negative* offset means the pawn breaks at a **lower** mood — i.e. **breaks less often** |
|
||||||
|
|
||||||
|
**Decay is the mechanic.** Because severity bleeds off at 0.15/day, a patient treated once and then
|
||||||
|
ignored slides right back. Sustained treatment keeps the hediff topped up and the break threshold
|
||||||
|
suppressed; stopping lets it fade. Treatment is a *programme*, not a one-time cure. (The
|
||||||
|
`MentalBreakThreshold −0.10` value is a first-guess, not yet playtested — see the "unplaytested"
|
||||||
|
caveats in the README.)
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## Step 6 — The other half: neglect
|
||||||
|
|
||||||
|
A ward you don't staff is not a neutral place to keep someone. It is a *worse* one. Without a cost,
|
||||||
|
"arrest the sad colonist and park them" would be a free way to remove a problem pawn from play. It
|
||||||
|
isn't free.
|
||||||
|
|
||||||
|
### `MapComponent_WardNeglect`
|
||||||
|
|
||||||
|
Once per **in-game day** (`CheckIntervalTicks = 60000`), this component scans every spawned prisoner
|
||||||
|
of the colony. For each prisoner flagged for `Ward_PsychiatricCare` who does **not** currently have a
|
||||||
|
`Ward_UnderTreatment` hediff, it grants the `Ward_Neglected` thought.
|
||||||
|
|
||||||
|
The absence of the treatment hediff is the signal *by design*: because the hediff decays on its own,
|
||||||
|
its absence means **no warden has been near this patient in days** — not merely that they aren't being
|
||||||
|
counselled at this exact instant.
|
||||||
|
|
||||||
|
### The two thoughts
|
||||||
|
|
||||||
|
| Thought | Mood | Duration | Stack | Meaning |
|
||||||
|
|---|---|---|---|---|
|
||||||
|
| `Ward_Counselled` | **+6** | 2 days | up to 3 | "Someone sat with me and listened. It helped, a little." |
|
||||||
|
| `Ward_Neglected` | **−8** | 3 days | up to 4 | "They locked me in here for my own good and then forgot about me." |
|
||||||
|
|
||||||
|
Neglect is asymmetric — a −8 penalty stacking four deep (−32) badly outweighs three counselling lifts
|
||||||
|
(+18). That's intentional: a neglected patient's mood falls, which raises their break risk, which is
|
||||||
|
exactly the crisis you committed them to avoid. The ward can *manufacture* the break it was built to
|
||||||
|
prevent. Staff it, or don't build it.
|
||||||
|
|
||||||
|
> **Known rough edge (from the README's "Open" list):** neglect currently keys off "no
|
||||||
|
> `Ward_UnderTreatment` hediff." A patient treated once a week technically dodges the neglect thought
|
||||||
|
> on the single day the hediff expires. A real last-treated timestamp would be cleaner. Documented,
|
||||||
|
> not yet fixed.
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## How it stacks with recruitment (and everything else)
|
||||||
|
|
||||||
|
Because `Ward_PsychiatricCare` is non-exclusive, it layers onto whatever else you've set:
|
||||||
|
|
||||||
|
| You want to… | Set | Result |
|
||||||
|
|---|---|---|
|
||||||
|
| Just stabilise a broken colonist | Psychiatric care | Wardens counsel; break threshold drops |
|
||||||
|
| Talk a captured raider down *and* recruit them | Psychiatric care **+** Attempt recruit | Both run — counselling lifts mood while resistance is chipped |
|
||||||
|
| Convert *and* treat | Psychiatric care **+** convert | Both toggle on |
|
||||||
|
| Work a patient *and* treat them | Psychiatric care **+** Prison Labor's work mode | Both apply. Working a fragile patient is bleak — and it's your call to make |
|
||||||
|
|
||||||
|
The last row is the darkest option the mod exposes, and it exposes it on purpose: Ward doesn't
|
||||||
|
forbid working a patient, it just makes the trade-off visible.
|
||||||
|
|
||||||
|
Because a ward patient is a genuine vanilla prisoner, everything the wider Institution suite does to
|
||||||
|
prisoners applies to them unchanged — a committed patient can be classified, disciplined, paroled,
|
||||||
|
searched, and can conceal or improvise contraband. Ward writes no integration code for any of that;
|
||||||
|
the patient satisfies "held pawn" and the rest follows. See **Home** for the suite map and **The
|
||||||
|
Compat Harness** for how all of it is verified in one running game.
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## Quick reference — every Ward def
|
||||||
|
|
||||||
|
| defName | Type | Class (if any) | Key numbers |
|
||||||
|
|---|---|---|---|
|
||||||
|
| `Ward_PsychiatricCare` | PrisonerInteractionModeDef | — | non-exclusive; listOrder 150 |
|
||||||
|
| `Ward_TreatmentStation` | ThingDef | `Building` | 40 steel + 2 medicine; WorkToBuild 1600; MedicineProduction research |
|
||||||
|
| `Ward_PsychWard` | RoomRoleDef | `RoomRoleWorker_PsychWard` | score = 1e6 × prisonerBeds (station-gated) |
|
||||||
|
| `Ward_WardenPsychiatricCare` | WorkGiverDef | `WorkGiver_Warden_PsychiatricCare` | priority 70; Talking + Hearing |
|
||||||
|
| `Ward_ProvidePsychiatricCare` | JobDef | `JobDriver_PsychiatricCare` | 1200-tick session; +60 Social XP |
|
||||||
|
| `Ward_UnderTreatment` | HediffDef | `HediffWithComps` | +0.20–0.50/session; −0.15/day decay; −0.10 break threshold |
|
||||||
|
| `Ward_Counselled` | ThoughtDef | `Thought_Memory` | +6 mood, 2 days, stack 3 |
|
||||||
|
| `Ward_Neglected` | ThoughtDef | `Thought_Memory` | −8 mood, 3 days, stack 4 |
|
||||||
|
| — | MapComponent | `MapComponent_WardNeglect` | daily scan (60000 ticks) |
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## Part of the Institution suite
|
||||||
|
|
||||||
|
Institution: Ward is one mod in the **Institution** suite of RimWorld 1.6 mods — Ward, plus
|
||||||
|
**Institution: Core**, **Institution: Contraband**, **Institution: Justice**, **Institution: Gangs**,
|
||||||
|
and **Foul Play**. Each stands alone; together they interlock. A committed patient rides the same
|
||||||
|
prisoner rail the rest of the suite polices, so a psychiatric ward is also a secure context where a
|
||||||
|
patient can conceal and improvise contraband exactly as a prisoner can.
|
||||||
|
|
||||||
|
## AI disclosure
|
||||||
|
|
||||||
|
This mod was developed with substantial assistance from Claude (Anthropic), including the
|
||||||
|
compatibility analysis, the def and C# implementation, and the test harness.
|
||||||
@@ -0,0 +1,118 @@
|
|||||||
|
# Institution: Ward
|
||||||
|
|
||||||
|
**Involuntary psychiatric commitment for RimWorld 1.6 — the third pawn state, neither free nor guilty.**
|
||||||
|
|
||||||
|
> **The psychiatric-care layer of the [Institution](https://git.onetick.ninja/flan/rimworld-institution)
|
||||||
|
> suite.** Ward runs on Core's shared treatment engine and ships bundled in the single Institution
|
||||||
|
> install with a toggle of its own; it still installs standalone (needing only Institution: Core and
|
||||||
|
> Harmony). Once a separate sister mod, now folded in.
|
||||||
|
|
||||||
|
RimWorld gives a person exactly two places to stand: **colonist**, or **prisoner**. There is no
|
||||||
|
third state for someone who is neither free nor guilty. Out of the box you cannot commit anyone. A
|
||||||
|
colonist breaks, wanders off, punches a wall, recovers on their own, and goes back to hauling steel
|
||||||
|
as though nothing happened. Mental breaks are episodic and amnesiac — nothing persists, nothing is
|
||||||
|
*done* about them.
|
||||||
|
|
||||||
|
Ward adds the missing state, and the room to put it in. A colonist you arrest can be set to
|
||||||
|
**psychiatric care**. Wardens counsel them at a **treatment station**. A room with prisoner beds
|
||||||
|
and a treatment station is a **psychiatric ward**, not a prison cell. Treatment lowers the patient's
|
||||||
|
mental-break threshold while it lasts — and it decays, so it has to be *sustained*. A ward you don't
|
||||||
|
staff is worse than no ward at all.
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## The third state, without a fourth enum slot
|
||||||
|
|
||||||
|
The reason "commit a colonist" isn't a stock feature is a single compiled fact. `RimWorld.GuestStatus`
|
||||||
|
is a three-value enum:
|
||||||
|
|
||||||
|
```
|
||||||
|
Guest = 0
|
||||||
|
Prisoner = 1
|
||||||
|
Slave = 2
|
||||||
|
```
|
||||||
|
|
||||||
|
A mod **cannot add a fourth value** to a compiled enum. That one constraint drives every design
|
||||||
|
decision in Ward — and in the rest of the ecosystem. It is why *Hospitality* carries dozens of
|
||||||
|
Harmony patches to maintain a pawn who is in your colony but is not your colonist: the enum has no
|
||||||
|
slot for one, so it runs a shadow guest system and defends it by patching bed validity, allowed
|
||||||
|
areas, the work JobGiver and the mental-state handler.
|
||||||
|
|
||||||
|
**Ward doesn't pay that tax.** A committed pawn *is* a prisoner, in vanilla's own sense of the word —
|
||||||
|
arresting your own colonist already performs the colonist→prisoner transition. Ward only adds a new
|
||||||
|
**mode** to hold them under, and `PrisonerInteractionModeDef` is a **Def, not an enum**. Adding one
|
||||||
|
is XML plus, at most, a worker class. This is not a trick; it is the established pattern. *Prison
|
||||||
|
Labor* already ships seven custom interaction modes of its own.
|
||||||
|
|
||||||
|
So the *state itself* costs **zero patches** — it is all defs:
|
||||||
|
|
||||||
|
| Extension point | What Ward adds | Patches needed |
|
||||||
|
|---|---|---|
|
||||||
|
| `PrisonerInteractionModeDef` | `Ward_PsychiatricCare` (non-exclusive) | 0 |
|
||||||
|
| `RoomRoleDef` (`workerClass` is public) | `Ward_PsychWard` | 0 |
|
||||||
|
| `WorkGiverDef` (`giverClass`) | `Ward_WardenPsychiatricCare` | 0 |
|
||||||
|
| `JobDef`, `HediffDef`, `ThoughtDef`, `ThingDef` | treatment, recovery, neglect, the station | 0 |
|
||||||
|
|
||||||
|
Ward *does* use Harmony where a patch is the cleaner tool (a patient's inspect line, and more), so it
|
||||||
|
is not a zero-patch mod. Its compatibility is about **which** methods it avoids: it touches none of
|
||||||
|
the contested methods the popular psych/prison mods fight over, and never prefixes
|
||||||
|
`MentalStateHandler.TryStartMentalState`. The full argument — which mods it was verified against and
|
||||||
|
why it can't collide with them — is on **The Compat Harness** page.
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## Riding the prisoner rail (why the suite cares)
|
||||||
|
|
||||||
|
The design choice that makes Ward *cheap* also makes it *interesting* inside the wider Institution
|
||||||
|
suite. A committed patient is a genuine vanilla prisoner. That means they are a **secure context** in
|
||||||
|
exactly the sense the rest of the suite understands: a pawn who is held, searchable, and capable of
|
||||||
|
concealing and improvising contraband. A patient in a psych ward can hoard a shiv or brew something
|
||||||
|
foul in a smuggled vessel for **free**, because the contraband, search, corruption and gang systems
|
||||||
|
were written against "held pawn," and a ward patient satisfies that predicate without Ward writing a
|
||||||
|
line of integration code.
|
||||||
|
|
||||||
|
The ward is a prison cell that happens to also be a ward. `Room.isPrisonCell` is a cached field
|
||||||
|
written only when the room's shape changes — it is **not** derived from the room's role — so
|
||||||
|
re-labelling a cell as a ward cannot break containment, food delivery, or prison breaks. The compat
|
||||||
|
harness asserts exactly this: a built ward is both `roleIsWard = True` **and** `stillPrisonCellAsWard
|
||||||
|
= True`. The two claims pull against each other, and both have to hold.
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## Wiki index
|
||||||
|
|
||||||
|
| Page | What's on it |
|
||||||
|
|---|---|
|
||||||
|
| **Home** (this page) | What Ward is, the third-state problem, the suite |
|
||||||
|
| **Commitment** | How commitment works in play: the mode, station, room role, work giver, job, hediff, thoughts, neglect, and how it stacks with recruitment — with every real def name and number |
|
||||||
|
| **The Compat Harness** | The in-game test tool this repo carries: booting real headless RimWorld with the whole suite + the most-subscribed Workshop mods (~24 active), the dependency-ordered build, the `WARDTEST` / `PNTEST` / `CBTEST` / `FPBRIDGE` assertion families, and how to run it |
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## Part of the Institution suite
|
||||||
|
|
||||||
|
A set of RimWorld 1.6 mods about what an institution does to the people inside it. Each mod stands
|
||||||
|
alone as an install; together they interlock into one system — colonists and prisoners drift toward
|
||||||
|
crime on a spectrum of nature × nurture, and a policing/justice layer discovers, catches, punishes,
|
||||||
|
reforms, or paroles them. Ward's psychiatric ward is a secure context where a committed patient can
|
||||||
|
conceal and improvise contraband exactly as a prisoner can, because they ride the same prisoner rail.
|
||||||
|
|
||||||
|
| Mod | What it is |
|
||||||
|
|---|---|
|
||||||
|
| **Institution: Ward** (this) | Involuntary psychiatric commitment — the third pawn state, neither free nor guilty. Also carries the suite's in-game compat harness. |
|
||||||
|
| **Institution: Core** | The shared engine — propensity (nature × nurture), the criminal record, secured context. |
|
||||||
|
| **Institution: Contraband** | The physical smuggling loop — conceal, improvise shivs, dig Prison-Architect tunnels, warden search, warden corruption. |
|
||||||
|
| **Institution: Justice** | Corrections & policing — classification, deterrence, discipline, parole, regime. |
|
||||||
|
| **Institution: Gangs** | Gangs as contraband economies — joining, smuggling networks, rivalry, fights-as-crime. Also the home of the suite's cross-module `CBTEST` integration test. |
|
||||||
|
| **Foul Play** | The vessel + substance + throw framework, and the "Piss Nuke" flagship; bridges to Core + Contraband when both are present. |
|
||||||
|
|
||||||
|
Reference sibling mods by name — the mods are separate repositories and cross-repo links break.
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## AI disclosure
|
||||||
|
|
||||||
|
This mod was developed with substantial assistance from Claude (Anthropic), including the
|
||||||
|
compatibility analysis, the def and C# implementation, and the test harness. This disclosure lives
|
||||||
|
in the repository (About.xml, README, and here); it is deliberately not repeated as commit-message
|
||||||
|
attribution.
|
||||||
@@ -0,0 +1,285 @@
|
|||||||
|
# The Compat Harness
|
||||||
|
|
||||||
|
`Tools/run-compat-test.sh` is not a unit test. It is a **documented tool** that boots a *real,
|
||||||
|
headless RimWorld* with the entire Institution suite and the most-subscribed relevant Workshop mods
|
||||||
|
loaded **at once**, plays the game at maximum speed for a few thousand ticks, and greps the log for
|
||||||
|
assertions that the mods it built actually work — and don't silently eat each other.
|
||||||
|
|
||||||
|
Ward carries this harness for the whole suite because Ward is where the compatibility argument lives:
|
||||||
|
Ward's central claim is "I add defs, I patch nothing, so I can't collide with your mod list," and a
|
||||||
|
claim like that can only be *believed* from static analysis. It has to be *run* to be proven.
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## Why a running game, not static analysis
|
||||||
|
|
||||||
|
Static analysis got the design most of the way. Dumping the Harmony attributes out of every mod
|
||||||
|
assembly shows **where** two mods want to patch the same vanilla method. What it cannot show is
|
||||||
|
whether that collision actually **bites**:
|
||||||
|
|
||||||
|
- Two mods can both postfix a method and be completely fine.
|
||||||
|
- Or one mod's **prefix returns `false`**, which short-circuits the original method *and every other
|
||||||
|
prefix* — silently eating another mod's patch. **Nothing crashes.** A feature just quietly stops
|
||||||
|
working.
|
||||||
|
|
||||||
|
The canonical example the harness guards: *Hospitality* prefixes
|
||||||
|
`MentalStateHandler.TryStartMentalState`. If Ward ever added a second prefix there that returned
|
||||||
|
`false`, Hospitality's would silently never run, and there would be no error to notice. So the harness
|
||||||
|
doesn't read code — it interrogates the **live Harmony patch table inside a running RimWorld** and
|
||||||
|
asserts who owns each contested method.
|
||||||
|
|
||||||
|
The same failure mode, in a different shape, threatens Foul Play: the "Piss Nuke" psychotic-spree
|
||||||
|
feature is delivered by **XPath PatchOperations** into `MentalStateNonCritical` (and the escape/duty
|
||||||
|
defs). If another mod reshapes those defs, the XPath silently stops matching, the feature dies, and —
|
||||||
|
again — nothing errors. Only booting the whole stack and watching the spree actually happen catches
|
||||||
|
it.
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## What it loads (~24 active mods)
|
||||||
|
|
||||||
|
The full-stack run activates the base game + three DLC, two libraries, the popular psych/prison
|
||||||
|
Workshop mods, and the whole Institution suite — **24 active mods** by default, **25** with the
|
||||||
|
`FakeDLC` fixture switched on.
|
||||||
|
|
||||||
|
| Group | Mods |
|
||||||
|
|---|---|
|
||||||
|
| Base + DLC | RimWorld Core, Royalty, Ideology, Biotech |
|
||||||
|
| Libraries | Harmony, HugsLib |
|
||||||
|
| Guest/prisoner rail | Hospitality, Prison Labor, Locks, Prison Commons, Custom Prisoner Interactions, Prisoner Realism, Prisoner Recreation |
|
||||||
|
| Mental health | Psychology (unofficial), Rim Disorders, More Mental Breaks, Restraints |
|
||||||
|
| The big neighbour | Dubs Bad Hygiene (632k subscribers — the one Foul Play deliberately does *not* duplicate) |
|
||||||
|
| Institution suite | Core, Contraband, Justice, Gangs, Foul Play, **Ward** |
|
||||||
|
| Optional fixture | FakeDLC (stands in for Anomaly/Odyssey; only with `FAKE_DLC=1`) |
|
||||||
|
|
||||||
|
The Workshop mods are read from a persistent, ID-keyed cache (default
|
||||||
|
`/home/dev/rimworld-ref/mods-cache`, keyed by Workshop file id). The cache lives on the home
|
||||||
|
partition, not `/tmp`, because a scratchpad reap once took the whole stack down with it. Rebuild it
|
||||||
|
from an installed run with `Tools/rebuild-mods-cache.sh`.
|
||||||
|
|
||||||
|
Two sharp compat targets in that list are worth calling out, because they are exactly the ones that
|
||||||
|
*could* break Ward:
|
||||||
|
|
||||||
|
- **Prisoner Realism** postfixes `Verse.Room.IsPrisonCell` — and Ward introduces a room role that can
|
||||||
|
outrank `PrisonCell`. Statically, `isPrisonCell` is a cached field written only by
|
||||||
|
`Notify_RoomShapeChanged` and is **not** derived from the role, so Ward can't break it. The harness
|
||||||
|
proves that at runtime, on a room it builds and re-roles live.
|
||||||
|
- **Hospitality** owns the whole "a pawn in the colony who is not a colonist" surface, including that
|
||||||
|
`TryStartMentalState` prefix. Ward rides the *prisoner* rail; Hospitality rides the *guest* rail;
|
||||||
|
the harness asserts they never touch.
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## The dependency-ordered build
|
||||||
|
|
||||||
|
The Institution suite is split across separate assemblies with real cross-references, so they must
|
||||||
|
**build** and **load** in dependency order or the references won't resolve. Core is the dependency-free
|
||||||
|
leaf everything else reads.
|
||||||
|
|
||||||
|
### Build order (what the script compiles, and why)
|
||||||
|
|
||||||
|
| # | Built | Depends on (to compile) | SelfTest? | Notes |
|
||||||
|
|---|---|---|---|---|
|
||||||
|
| 1 | **Institution: Core** | base game only | no | The propensity / criminal-record / secured-context engine. Built even in Core-only, because everything below references its DLL. |
|
||||||
|
| 2 | **Institution: Justice** | Core | no | Classification, deterrence, discipline, parole, regime. Built even in Core-only (the bridge references it). |
|
||||||
|
| 3 | **Institution: Contraband** | Core | no | Concealment, search, tunnels. Builds **clean** now — see "Where CBTEST lives" below. |
|
||||||
|
| 4 | **Foul Play** (+ bridge) | Core, Contraband, its own DLL | **yes** (`PNTEST`) | The vessel/substance/throw framework and the Piss Nuke flagship. Its optional Contraband **bridge** is compiled against the Core/Contraband/FoulPlay DLLs. |
|
||||||
|
| 5 | **Institution: Gangs** | Core, Contraband, Justice | **yes** (`CBTEST`) | The social capstone — the only assembly that references *every* other Institution mod, which is why the cross-module integration harness lives here. |
|
||||||
|
| 6 | **Institution: Ward** | base game only (harness: + Harmony) | **separate assembly** (`WARDTEST`) | Ship `Ward.dll` carries no harness (Harmony ships as a normal dependency; the harness does not). The `WARDTEST` harness is its own project, `Source/Ward.CompatTest` → `Ward.CompatTest.dll`, built to a scratch dir and dropped beside the ship DLL at test time. |
|
||||||
|
|
||||||
|
### Load order (the `activeMods` list)
|
||||||
|
|
||||||
|
Harmony first (it says so itself), then the base game + DLC, then HugsLib, then the Workshop mods,
|
||||||
|
then the Institution suite **in dependency order**, and **Ward dead last**:
|
||||||
|
|
||||||
|
```
|
||||||
|
Core → Contraband → Justice → Foul Play → Gangs → Ward
|
||||||
|
```
|
||||||
|
|
||||||
|
Contraband and Justice each need only Core (their relative order doesn't matter). Foul Play's bridge
|
||||||
|
needs Contraband **active**, so Foul Play loads after it. Gangs is the capstone and needs Core +
|
||||||
|
Contraband + Justice. **Ward loads last on purpose** — its Harmony conflict report reads the live
|
||||||
|
patch table, so every other mod must have had its chance to patch *before* Ward looks.
|
||||||
|
|
||||||
|
The script self-checks the config, not just the mod: every Workshop mod copied into `Mods/` has its
|
||||||
|
real `packageId` cross-checked against `activeMods`, because copying a mod in without activating it
|
||||||
|
would silently shrink the stack and still pass. It also lints every def XML first (`Tools/lint-xml.py`) —
|
||||||
|
a malformed comment makes RimWorld drop a def *silently*, and that's not worth a 15-minute headless
|
||||||
|
run to discover.
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## Where CBTEST lives now (Gangs, SelfTest)
|
||||||
|
|
||||||
|
The suite's cross-module integration test — the `CBTEST` family, which drives the Prison-Architect
|
||||||
|
tunnel dig→search→breach loop and the full Core/Justice/Gangs interaction — used to live in
|
||||||
|
Contraband. It **moved into Gangs**, because Gangs is the one assembly that already references every
|
||||||
|
Institution mod (Core, Contraband, Justice). Consequences:
|
||||||
|
|
||||||
|
- **Contraband now builds clean** — no `SelfTest`, no test code in the shipped `Contraband.dll`.
|
||||||
|
- **Gangs** is built with `-p:SelfTest=true`, which compiles its integration `GameComponent` in. That
|
||||||
|
build leaves test code in `Assemblies/InstitutionGangs.dll`, so the Gangs repo must be rebuilt
|
||||||
|
clean before its shipped DLL is committed.
|
||||||
|
- **Foul Play** is likewise built `-p:SelfTest=true` for its own `PNTEST` harness, so its DLL must
|
||||||
|
be rebuilt clean before it is shipped.
|
||||||
|
- **Ward** no longer works that way. Its harness is a **separate assembly**
|
||||||
|
(`Source/Ward.CompatTest` → `Ward.CompatTest.dll`), never compiled into `Ward.dll`. There is no
|
||||||
|
`SelfTest` flag on the ship project and nothing to "rebuild clean" — a build of `Ward.csproj` is
|
||||||
|
physically incapable of emitting the harness or a Harmony reference. `run-compat-test.sh` builds
|
||||||
|
the harness to a scratch dir and installs `Ward.CompatTest.dll` beside the clean ship DLL, where
|
||||||
|
RimWorld loads both. A CI guard additionally fails any push whose committed `Ward.dll` carries
|
||||||
|
`HarmonyLib`/`CompatTest` symbols. (Gangs and Foul Play still rely on the rebuild-clean
|
||||||
|
discipline; Ward removed that failure mode outright after a SelfTest `Ward.dll` shipped by
|
||||||
|
accident.)
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## The assertion families
|
||||||
|
|
||||||
|
Everything is written to the log with a family tag, and the verdict section greps for each one. A run
|
||||||
|
with no `WARDTEST` lines at all is a hard failure ("NO ASSERTIONS RAN").
|
||||||
|
|
||||||
|
| Tag | Owner | What it proves |
|
||||||
|
|---|---|---|
|
||||||
|
| **`WARDTEST`** | Ward (`Source/Ward.CompatTest/CompatTest.cs`) | Ward loaded, patches no *contested* method, and works on a live prisoner |
|
||||||
|
| **`PNTEST`** | Foul Play self-test | The Piss Nuke / vessel / substance / ferment content works under the stack |
|
||||||
|
| **`FPBRIDGE`** | Foul Play ↔ Contraband bridge | The optional bridge loaded (and *only* when Contraband is present) and merged the two frameworks |
|
||||||
|
| **`CBTEST`** | Gangs self-test | The whole Institution loop — tunnel, search, classification, discipline, parole, corruption, gangs, regime — runs end-to-end on a live map |
|
||||||
|
| *(`PNCOMBAT`)* | Foul Play | Grepped alongside PNTEST for the combat/throw path |
|
||||||
|
|
||||||
|
### `WARDTEST` — Ward's own checks
|
||||||
|
|
||||||
|
Split between a `[StaticConstructorOnStartup]` (static def checks, "did Ward *load*") and a
|
||||||
|
`GameComponent` that runs at tick 60+ (the live checks, because the static-ctor order between mods is
|
||||||
|
undefined and Contraband injects its escape JobGivers from its *own* static ctor):
|
||||||
|
|
||||||
|
- **Def load:** `def.interactionMode` (and `.nonExclusive`), `def.roomRole` (and `.workerResolves`),
|
||||||
|
`def.workGiver` (and `.classResolves`), `def.job`, `def.hediff`, `def.station`,
|
||||||
|
`station.graphicLoaded` (a missing texture is a magenta box and a log line, not a crash — so it's
|
||||||
|
checked on purpose).
|
||||||
|
- **Vanilla intact:** `vanilla.prisonerModes.intact` — `MaintainOnly`, `AttemptRecruit`,
|
||||||
|
`ReduceResistance`, `Release`, `Execution` all still exist (a defName collision would let the game
|
||||||
|
boot while quietly removing your ability to execute or release a prisoner).
|
||||||
|
- **The central claim:** `ward.patchesNoContestedMethod` — the harness enumerates every vanilla method
|
||||||
|
where a psych/prison mod *could* collide (`SetGuestStatus`, `IsValidBedFor`, `InAllowedArea`,
|
||||||
|
`TryStartMentalState`, `MentalBreaker.TryDoRandomMoodCausedMentalBreak`, `WorkGiver_Warden.ShouldSkip`,
|
||||||
|
`WorkGiver_Warden_Chat.JobOnThing`, …), reads the live Harmony patch owners, and asserts **none of
|
||||||
|
them is owned by Ward.** The moment Ward grows a Harmony patch on a contested method, this fails.
|
||||||
|
- **The specific one:** `ward.noPrefixOn.TryStartMentalState` — Ward must never add a *prefix* there,
|
||||||
|
or it silently eats Hospitality's.
|
||||||
|
- **Live usability:** `live.isPrisoner`, `live.psychCareEnabled`, `live.stacksWithRecruit` — a real
|
||||||
|
prisoner is generated, flagged for care via vanilla's *own* public API, and confirmed to stack with
|
||||||
|
`AttemptRecruit`, with Prison Labor / Custom Prisoner Interactions / Hospitality all loaded and
|
||||||
|
patching the guest tracker.
|
||||||
|
- **The built ward:** the component builds an actual walled, roofed room with a prisoner bed and a
|
||||||
|
station on the live map, forces a region/room rebuild, and asserts `room.proper`,
|
||||||
|
`room.plainCellNotStolen` (a bare cell keeps its vanilla role), `room.roleIsWard`, and — the
|
||||||
|
load-bearing one — `room.stillPrisonCellAsWard`.
|
||||||
|
- **Escape-tree order (`escape.armBeforeExit`, `escape.useContrabandBeforeExit`):** Ward also verifies
|
||||||
|
that Contraband's escape JobGivers land *before* `JobGiver_GotoTravelDestination` in the
|
||||||
|
`PrisonerEscape` think tree. A think node that *landed* is not a think node that can *run* — the tree
|
||||||
|
takes the first node that returns a job, and the travel-destination node returns one essentially
|
||||||
|
always, so anything appended after it is dead code that would pass a mere presence test. The harness
|
||||||
|
asserts **position**, because pre-order index is evaluation order.
|
||||||
|
- Terminated by `WARDTEST DONE`.
|
||||||
|
|
||||||
|
### `PNTEST` / `FPBRIDGE` — Foul Play
|
||||||
|
|
||||||
|
The Foul Play self-test proves the flagship content survives the stack: the carboy weapon def loads
|
||||||
|
(`def.weapon`), the spree think-tree XPath still matches (`thinktree.patched`), and the generic-vessel
|
||||||
|
refactor holds — runtime substance, label-shows-contents, the eight-substance catalogue, drink
|
||||||
|
consequences, mix ratios, pour capacity, water-douses-fire, blend round-trip through save/load,
|
||||||
|
fermentation dilution and spoilage, "only 100% ripe piss reads as a nuke," any pawn filling a vessel,
|
||||||
|
furniture dip/pour, and the autonomous cocktail on fill. The `FPBRIDGE` family fires only when
|
||||||
|
Contraband is present, and proves the optional bridge wired the carboy's brew-from-body worker, merged
|
||||||
|
the two propensity engines, and wired the content-tag delegates so a concealed vessel keeps its
|
||||||
|
substance.
|
||||||
|
|
||||||
|
### `CBTEST` — the suite integration test (in Gangs)
|
||||||
|
|
||||||
|
When Contraband is active, the Gangs self-test drives the entire loop on a live map and every one of
|
||||||
|
these must report `True`: `escape.registered`, `escape.foundWillingDigger`, `escape.digRatePositive`,
|
||||||
|
`escape.tickAdvancesTunnel`, `escape.recordsAttempt`, `escape.breachDestroysWall`,
|
||||||
|
`escape.emergedOutside`, `escape.toolConsumed`, `intake.concealsOnBodyContraband`,
|
||||||
|
`content.tagSurvivesRedeem`, `corruption.dispositionVaries`, `classification.gradeReflectsRecord`,
|
||||||
|
`prisonization.reshapesNurture`, `justice.deterrenceFeedback`, `discipline.hardens`,
|
||||||
|
`parole.releaseDecision`, `corruption.bentWardenSmuggles`, `gangs.smugglesAcrossWall`,
|
||||||
|
`gangs.fightIsCrime`, `gangs.membershipByDisposition`, `regime.prisonerRecreation`. Any `CBTEST … =
|
||||||
|
False`, or a `CBTEST HARNESS THREW`, fails the run.
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## How to run it
|
||||||
|
|
||||||
|
```bash
|
||||||
|
# Full stack: ~24 active mods, all DLC, the popular Workshop mods.
|
||||||
|
Tools/run-compat-test.sh /path/to/rimworld-install [/path/to/workshop-mods]
|
||||||
|
```
|
||||||
|
|
||||||
|
The second argument (the Workshop-mod cache) defaults to `/home/dev/rimworld-ref/mods-cache` or
|
||||||
|
`$RIMWORLD_MODS_CACHE`. The Institution sibling source dirs default to `$HOME/rimworld-<mod>` and can
|
||||||
|
be overridden with `INSTITUTIONCORE`, `INSTITUTIONJUSTICE`, `CONTRABAND`, `FOULPLAY`,
|
||||||
|
`INSTITUTIONGANGS`.
|
||||||
|
|
||||||
|
### The two modes — they fail in opposite directions
|
||||||
|
|
||||||
|
| Env var | What it does | Why it exists |
|
||||||
|
|---|---|---|
|
||||||
|
| `CORE_ONLY=1` | No DLC, no Workshop mods, no Contraband/Justice/Gangs — just **Foul Play + Ward on a bare Core install** | Coexisting with 24 mods proves nothing about the player who owns no DLC. A def that accidentally referenced a DLC thing would resolve happily in the full run and break for everyone else. This is the opposite test. |
|
||||||
|
| `FAKE_DLC=1` | Loads `Tools/fixtures/FakeDLC` — a *hostile* mod that does to Ward's surface everything an unknown DLC could: competing prisoner interaction modes, a competing room role (`~1e5 × beds`), and pokes the very think-tree/duty defs the Piss Nuke XPaths depend on | You own Royalty/Ideology/Biotech but **cannot** load Anomaly/Odyssey without owning them (a DLC's defs can't be downloaded otherwise). The fixture stands in for what can't be loaded, and it loads *before* the suite so its patches land first. |
|
||||||
|
|
||||||
|
`CORE_ONLY` is not achievable by editing `ModsConfig` (RimWorld re-activates any expansion whose
|
||||||
|
`Data/` folder is present) or by symlinks (Unity resolves the executable's real path back into the
|
||||||
|
original install). The script builds a **hard-link copy** of the game with the DLC `Data/` folders
|
||||||
|
deleted — the binary genuinely lives in a DLC-free tree, so its real path resolves there, at no disk
|
||||||
|
cost. In Core-only, `CB_ACTIVE=0` drops Contraband/Justice/Gangs from the load order too, so the pass
|
||||||
|
tests Foul Play + Ward genuinely standalone: the Contraband bridge must **not** load, yet the piss
|
||||||
|
content must still work. The verdict section asserts both directions — and a Core-only run that
|
||||||
|
quietly still had DLC loaded (which happened, twice, during development) is caught by grepping the
|
||||||
|
`loaded mods` line for `royalty|ideology|biotech`.
|
||||||
|
|
||||||
|
### Watching a run
|
||||||
|
|
||||||
|
```bash
|
||||||
|
# Stream a run to a stable log on the home partition (survives /tmp reaps):
|
||||||
|
FAKE_DLC=1 Tools/harness-stream.sh /path/to/rimworld-install
|
||||||
|
|
||||||
|
# Follow it live from anywhere on the box (-F survives the log being recreated each run):
|
||||||
|
Tools/watch-harness.sh
|
||||||
|
```
|
||||||
|
|
||||||
|
Internally the run boots via `timeout 900 xvfb-run … RimWorldLinux -logfile … -quicktest`, forces
|
||||||
|
`TimeSpeed.Ultrafast` from the `GameComponent` (same per-tick logic, just no idle real-time between
|
||||||
|
ticks), and calls `Root.Shutdown()` once every assertion is written (~tick 8000; a 12000-tick watchdog
|
||||||
|
is the safety cap). The 900-second `timeout` is a backstop, not the normal exit.
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## Requirements — and why it's local, not CI
|
||||||
|
|
||||||
|
| Requirement | Why |
|
||||||
|
|---|---|
|
||||||
|
| A **licensed RimWorld install** with the `RimWorldLinux` executable | The harness boots the *real* game engine. There is no headless stub — the whole value is that vanilla's own room grid, think trees, and mental-state handler run for real. |
|
||||||
|
| **The Workshop mods**, in the ID-keyed cache | Fetched with `DepotDownloader -app 294100 -pubfile <id>` — which needs a Steam account that *owns* RimWorld. The mods can't be redistributed. |
|
||||||
|
| **xvfb** + Mesa software GL (`libgl1-mesa-dri`) | RimWorld is a Unity app that insists on a GL context even for `-quicktest`. `xvfb-run` gives it a headless framebuffer; `LIBGL_ALWAYS_SOFTWARE=1` / `llvmpipe` render on the CPU (slow, but no GPU needed). |
|
||||||
|
| **dotnet** | Builds all six Institution assemblies (net472 via Krafs reference assemblies — no game install needed to *compile*, only to *run*). |
|
||||||
|
|
||||||
|
Every one of those — a licensed game binary, non-redistributable Workshop content, a Steam login, a
|
||||||
|
GL-hungry Unity process — is a reason this cannot live in ordinary CI. It is a **local, on-demand
|
||||||
|
integration test**: you run it before a release, on a box that owns the game, and read the verdict.
|
||||||
|
The last line of a good run is `ALL COMPAT ASSERTIONS PASSED`.
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## Part of the Institution suite
|
||||||
|
|
||||||
|
The harness in this repo builds and tests the whole suite — **Institution: Core**, **Institution:
|
||||||
|
Contraband**, **Institution: Justice**, **Institution: Gangs**, **Foul Play**, and **Institution:
|
||||||
|
Ward** — in dependency order, alongside the most-subscribed psych/prison Workshop mods, in one running
|
||||||
|
game. Ward carries it because Ward's design *is* a compatibility claim, and a claim like that is worth
|
||||||
|
nothing until it's run.
|
||||||
|
|
||||||
|
## AI disclosure
|
||||||
|
|
||||||
|
This mod was developed with substantial assistance from Claude (Anthropic), including the
|
||||||
|
compatibility analysis, the def and C# implementation, and the test harness.
|
||||||
Reference in New Issue
Block a user