Re-package with the security marker + texture bundled; ROADMAP: feature list complete, only playtesting remains

This commit is contained in:
flan
2026-07-15 22:30:03 +00:00
parent 8fe98b4560
commit 3d4f1b0052
9 changed files with 68 additions and 8 deletions
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@@ -0,0 +1,51 @@
<?xml version="1.0" encoding="utf-8"?>
<Defs>
<!--
The security marker: a wall placard that grades the WING it stands in (Minimum..Supermax). One
marker covers a whole cell block — a prisoner takes the grade of the nearest marker within range,
so you tag a block's corridor once rather than cluttering every small cell. Classification then
warns when a prisoner is held in a wing too weak for their grade. Wall-mounted, so it costs no
floor space.
-->
<ThingDef ParentName="BuildingBase">
<defName>Institution_SecurityMarker</defName>
<label>security marker</label>
<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>
<thingClass>Building</thingClass>
<graphicData>
<texPath>Things/Building/Justice/SecurityMarker</texPath>
<graphicClass>Graphic_Single</graphicClass>
<drawSize>(1,1)</drawSize>
</graphicData>
<altitudeLayer>BuildingOnTop</altitudeLayer>
<passability>Standable</passability>
<fillPercent>0</fillPercent>
<rotatable>false</rotatable>
<selectable>true</selectable>
<statBases>
<MaxHitPoints>60</MaxHitPoints>
<WorkToBuild>400</WorkToBuild>
<Flammability>0.5</Flammability>
<Beauty>0</Beauty>
</statBases>
<size>(1,1)</size>
<costList>
<Steel>15</Steel>
</costList>
<comps>
<li Class="Contraband.CompProperties_SecurityGrade" />
</comps>
<building>
<isEdifice>false</isEdifice>
<isAttachment>true</isAttachment>
<ai_chillDestination>false</ai_chillDestination>
</building>
<placeWorkers>
<li>Placeworker_AttachedToWall</li>
</placeWorkers>
<designationCategory>Security</designationCategory>
<terrainAffordanceNeeded>Light</terrainAffordanceNeeded>
</ThingDef>
</Defs>
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@@ -117,11 +117,12 @@ which PR then *enriches* when present. The test of a healthy deferral: with PR a
The seven-mod plan became **five layers over Core**: **Regime** and **Discipline** folded into
**Justice** rather than minting separate mods. Discipline-as-order, classification enforcement (grade
readout + a dangerous-prisoner alert), cell safety, ideology-flavoured parole, visitation, and the
**Yard/Lockup schedule** (via Prison Labor's prisoner timetable — read, never fought — with the
lockup mood cost ours) all ship. What still remains open: classification **wing-routing** (the grade
and a misplacement alert ship, but there is no graded-wing *assignment* UI). None of the suite is
playtested — that is the single largest thing between here and a good release.
readout, a dangerous-prisoner alert, and **wing-routing** — a wall-mounted security marker grades a
whole cell block and flags a prisoner held in a wing too weak for them), cell safety,
ideology-flavoured parole, visitation, and the **Yard/Lockup schedule** (via Prison Labor's prisoner
timetable — read, never fought) all ship. **The roadmap's feature list is complete.** What remains is
not features but **playtesting** — none of the suite is tuned by real play, and that is the single
largest thing between here and a good release.
---
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@@ -50,6 +50,11 @@ if [[ -e "$JUST/Defs" ]]; then
mkdir -p "$HERE/Defs"
cp -r "$JUST/Defs/." "$HERE/Defs/"
fi
# Justice now also ships a texture (the security marker); vendor it so the aggregate isn't magenta.
if [[ -e "$JUST/Textures" ]]; then
mkdir -p "$HERE/Textures"
cp -r "$JUST/Textures/." "$HERE/Textures/"
fi
# Ward ships defs (interaction mode, hediffs, treatment station, room role), its own textures, AND a
# Patches/ dir -- the Rim Disorders integration that marks disorders treatable (conditional, so it
# 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
- **The grade shows** on every prisoner's inspect pane — the game tells you who is dangerous instead of
leaving you to guess.
- A **"Dangerous prisoner unsecured" alert** fires when a Maximum/Supermax pawn is held in the open or
sharing a cell — the misplacement flag, without a wing-grading UI. It clears once they have a secure,
solo cell.
- **Wing-routing.** A wall-mounted **security marker** grades the cell block it stands in
(`Minimum`..`Supermax`, set with a gizmo). One marker covers a *whole block* — a prisoner takes the
grade of the nearest marker in range, so you tag a corridor once rather than cluttering every cell. A
**"Dangerous prisoner unsecured" alert** then flags any prisoner held in a wing too weak for their
grade, and the inspect pane shows their wing and a `MISPLACED` warning — move them to a stronger
wing. An ungraded wing falls back to flagging an unsegregated Maximum/Supermax pawn.
- **Cell safety:** a prisoner caged with a dangerous one suffers a mood penalty. Segregate your
dangerous prisoners, or their cellmates pay for it — the grade made to matter on the *housing* side,
not only at parole.