Re-package with the security marker + texture bundled; ROADMAP: feature list complete, only playtesting remains
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<?xml version="1.0" encoding="utf-8"?>
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<Defs>
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<!--
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The security marker: a wall placard that grades the WING it stands in (Minimum..Supermax). One
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marker covers a whole cell block — a prisoner takes the grade of the nearest marker within range,
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so you tag a block's corridor once rather than cluttering every small cell. Classification then
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warns when a prisoner is held in a wing too weak for their grade. Wall-mounted, so it costs no
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floor space.
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-->
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<ThingDef ParentName="BuildingBase">
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<defName>Institution_SecurityMarker</defName>
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<label>security marker</label>
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<description>A steel wall placard that grades its security wing, from Minimum to Supermax — set with the button on it. One marker covers a whole cell block: a prisoner takes the grade of the nearest marker in range. The colony's classification then warns you when a prisoner is held in a wing too weak to hold them, so you can move them before they walk out.</description>
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<thingClass>Building</thingClass>
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<graphicData>
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<texPath>Things/Building/Justice/SecurityMarker</texPath>
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<graphicClass>Graphic_Single</graphicClass>
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<drawSize>(1,1)</drawSize>
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</graphicData>
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<altitudeLayer>BuildingOnTop</altitudeLayer>
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<passability>Standable</passability>
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<fillPercent>0</fillPercent>
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<rotatable>false</rotatable>
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<selectable>true</selectable>
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<statBases>
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<MaxHitPoints>60</MaxHitPoints>
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<WorkToBuild>400</WorkToBuild>
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<Flammability>0.5</Flammability>
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<Beauty>0</Beauty>
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</statBases>
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<size>(1,1)</size>
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<costList>
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<Steel>15</Steel>
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</costList>
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<comps>
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<li Class="Contraband.CompProperties_SecurityGrade" />
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</comps>
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<building>
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<isEdifice>false</isEdifice>
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<isAttachment>true</isAttachment>
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<ai_chillDestination>false</ai_chillDestination>
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</building>
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<placeWorkers>
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<li>Placeworker_AttachedToWall</li>
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</placeWorkers>
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<designationCategory>Security</designationCategory>
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<terrainAffordanceNeeded>Light</terrainAffordanceNeeded>
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</ThingDef>
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</Defs>
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+6
-5
@@ -117,11 +117,12 @@ which PR then *enriches* when present. The test of a healthy deferral: with PR a
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The seven-mod plan became **five layers over Core**: **Regime** and **Discipline** folded into
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**Justice** rather than minting separate mods. Discipline-as-order, classification enforcement (grade
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readout + a dangerous-prisoner alert), cell safety, ideology-flavoured parole, visitation, and the
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**Yard/Lockup schedule** (via Prison Labor's prisoner timetable — read, never fought — with the
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lockup mood cost ours) all ship. What still remains open: classification **wing-routing** (the grade
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and a misplacement alert ship, but there is no graded-wing *assignment* UI). None of the suite is
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playtested — that is the single largest thing between here and a good release.
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readout, a dangerous-prisoner alert, and **wing-routing** — a wall-mounted security marker grades a
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whole cell block and flags a prisoner held in a wing too weak for them), cell safety,
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ideology-flavoured parole, visitation, and the **Yard/Lockup schedule** (via Prison Labor's prisoner
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timetable — read, never fought) all ship. **The roadmap's feature list is complete.** What remains is
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not features but **playtesting** — none of the suite is tuned by real play, and that is the single
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largest thing between here and a good release.
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---
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@@ -50,6 +50,11 @@ if [[ -e "$JUST/Defs" ]]; then
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mkdir -p "$HERE/Defs"
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cp -r "$JUST/Defs/." "$HERE/Defs/"
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fi
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# Justice now also ships a texture (the security marker); vendor it so the aggregate isn't magenta.
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if [[ -e "$JUST/Textures" ]]; then
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mkdir -p "$HERE/Textures"
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cp -r "$JUST/Textures/." "$HERE/Textures/"
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fi
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# Ward ships defs (interaction mode, hediffs, treatment station, room role), its own textures, AND a
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# Patches/ dir -- the Rim Disorders integration that marks disorders treatable (conditional, so it
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# no-ops without that mod). Miss the Patches/ and treatment silently does nothing to the illness. All
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@@ -102,9 +102,12 @@ Classification always computed a **security grade** (`Minimum`..`Supermax`); now
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- **The grade shows** on every prisoner's inspect pane — the game tells you who is dangerous instead of
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leaving you to guess.
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- A **"Dangerous prisoner unsecured" alert** fires when a Maximum/Supermax pawn is held in the open or
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sharing a cell — the misplacement flag, without a wing-grading UI. It clears once they have a secure,
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solo cell.
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- **Wing-routing.** A wall-mounted **security marker** grades the cell block it stands in
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(`Minimum`..`Supermax`, set with a gizmo). One marker covers a *whole block* — a prisoner takes the
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grade of the nearest marker in range, so you tag a corridor once rather than cluttering every cell. A
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**"Dangerous prisoner unsecured" alert** then flags any prisoner held in a wing too weak for their
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grade, and the inspect pane shows their wing and a `MISPLACED` warning — move them to a stronger
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wing. An ungraded wing falls back to flagging an unsegregated Maximum/Supermax pawn.
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- **Cell safety:** a prisoner caged with a dangerous one suffers a mood penalty. Segregate your
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dangerous prisoners, or their cellmates pay for it — the grade made to matter on the *housing* side,
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not only at parole.
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