roadmap: capture the expanded substance + warden-personality vision

Foul Play "finish substances" grew into a substance-cocktail system, staged so
each ships green:
- Hooch: fermentable, incendiary flame-splash firebomb (no splash-code change --
  just a flame damageDef through the existing GenExplosion path), also drinkable.
- Ferment in ANY liquid-holding furniture (toilet, barrel, tub, sink, vat),
  capability-detected by recognizable identity + known vanilla defs, no DBH
  dependency. Hooch requires a site; piss can use one but still brews from body.
- Mixing: a vessel's contents become a runtime blend of SubstanceDefs and the
  splash applies all effects together; defaults to the single substance unmixed.

Contraband warden-personality/corruption (queued under Discipline): search
intensity by trait + circumstance, per-warden item forgiveness, and bent wardens
who smuggle contraband IN -- the corruption supply route that feeds a gang.
This commit is contained in:
flan
2026-07-15 03:13:27 +00:00
parent 5a8b4becac
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@@ -215,8 +215,24 @@ ideology-driven *decision*, not another timer.
- **Punishment as a player order.** Issue solitary / lockdown / privilege-revocation as a
discipline *action*. Distinct from Prisoner Realism's *passive* solitary toll — we add the
order and its interface; defer the mood consequence to Realism where present.
- **Corruption.** Wardens/guards take bribes, smuggle, or look away — a guard-integrity stat. Seeds
the bent-warden contraband supply route already in Contraband's plan.
- **Warden personality & corruption (expanded 2026-07-15).** A search is only as thorough as the
warden running it. Diligence is a function of the warden's **personality** (traits: a Kind or Lazy
warden frisks gently; an Abrasive or dutiful one turns the cell over) and **circumstance** (mood,
their relationship to the prisoner, how run-down the prison is). Three faces of the same
guard-integrity axis, all reading the same warden→prisoner state:
- **Search intensity.** Personality + circumstance scale find-chance and how often a warden bothers
— the lax warden misses what the hard-ass finds. (Extends `WorkGiver_Warden_Search` +
`JobDriver_SearchPawn`'s find roll, which already take Social skill; add the warden's disposition.)
- **Forgiveness.** A warden may *deliberately overlook* certain items — a sympathetic guard ignores
a prisoner's smokeleaf, a jar of hooch, a family photo. Per-warden tolerance, per-item, so the
same contraband survives one guard and not another.
- **Bent wardens smuggle IN.** A corrupt/bribed/romantically-entangled warden becomes a **supply
route** — they hand contraband TO a prisoner (the `Conceal` door already noted in Contraband as
"a bent warden"). This is the corruption payoff and the thing that feeds a Gang's network.
Self-complete (reads vanilla traits/mood/relationships); no dependency. This is where the
contraband loop stops being "the game vs. the player" and becomes "the player's own guards, who
each have their own angle."
---
@@ -260,6 +276,30 @@ Intake shipped **Harmony-free** (2026-07-15): rather than the planned patch on t
not yet processed is one newly in custody. Keeps Contraband's zero-Harmony core intact and steers
clear of the method Hospitality/Prison Labor already stack three patches on.
### Foul Play — substance system, expanded (2026-07-15)
The chosen "finish substances" work grew into a full **substance-cocktail** system. Three parts,
built on the existing `SubstanceDef` (data) + `CompVessel` (delivery) + `CompFerment` split:
- **Hooch.** A fermentable substance whose harm is **incendiary** — set its `damageDef` to a flame
def and the framework's own `GenExplosion` splash starts fires (a Molotov), no splash-code change.
Fermentation makes a *ripe* (high-alcohol) hooch a stronger firebomb — the harm-vs-time axis, but
running the other way. Also **drinkable** as alcohol (share vanilla `Chemical_Alcohol` if cheap).
- **Ferment in any liquid-holding furniture, not just toilets.** Generalise to a capability: a
fermentation SITE is any *building that can hold liquid* — a DBH toilet/tub/sink, a vanilla
`FermentingBarrel`, a modded vat. Detected by recognizable identity (defName/label vocabulary:
toilet, barrel, tub, sink, tank, vat, trough, cistern, latrine, urinal, basin) + known vanilla
defs, **dependency-free**. Hooch *requires* a site (pruno needs a vessel); piss can *use* one for a
bigger/faster batch but still brews from the body. Fits Foul Play's standing "works with all
containers" rule.
- **Mixing — combine any substances.** A vessel's contents become a **blend** of `SubstanceDef`s
(piss + feces + semen + …), and `SubstanceSplash` applies each one's effects together — caustic +
disease + humiliation in one throw. "Mix everything": the blend is a runtime list on the vessel,
defaulting to the def's single substance when unmixed, so every existing vessel still works.
Staged so each ships green: **hooch → liquid-container fermentation → mixing.** The vessel data model
is built mixture-capable and site-aware from the start so none of it is a later refactor.
## Compatibility — the non-negotiable
The suite must load and run cleanly alongside the **all-time most-subscribed Workshop mods**, not