Re-package with visitation + Yard/Lockup bundled; ROADMAP: these ship now
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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 Yard/Lockup schedule blocks. They show in the Restrict tab for any pawn that HAS a timetable;
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vanilla prisoners do not, so this pairs with Prison Labor (which gives prisoners a timetable). Yard
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allows recreation, so with the prisoner Joy need enabled the held head out to a rec area; Lockup
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denies it and confines them to the cell. MapComponent_Lockup adds the mood cost of being locked up.
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-->
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<TimeAssignmentDef>
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<defName>Institution_Yard</defName>
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<label>yard</label>
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<color>(74, 138, 90)</color>
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</TimeAssignmentDef>
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<TimeAssignmentDef>
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<defName>Institution_Lockup</defName>
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<label>lockup</label>
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<color>(120, 70, 70)</color>
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<allowJoy>false</allowJoy>
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<allowRest>true</allowRest>
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</TimeAssignmentDef>
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</Defs>
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@@ -57,6 +57,37 @@
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</stages>
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</stages>
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</ThoughtDef>
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</ThoughtDef>
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<!-- Regime: a visitor came. A break from isolation, thematically strongest for a ward patient
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whose family visits. -->
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<ThoughtDef>
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<defName>Institution_Visited</defName>
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<thoughtClass>Thought_Memory</thoughtClass>
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<durationDays>4</durationDays>
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<stackLimit>2</stackLimit>
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<stages>
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<li>
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<label>had a visitor</label>
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<description>Someone came to see me. For a while, the walls felt further away.</description>
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<baseMoodEffect>8</baseMoodEffect>
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</li>
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</stages>
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</ThoughtDef>
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<!-- Regime: kept on the Lockup schedule (confined, no yard). A short recurring memory. -->
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<ThoughtDef>
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<defName>Institution_Confined</defName>
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<thoughtClass>Thought_Memory</thoughtClass>
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<durationDays>0.5</durationDays>
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<stackLimit>3</stackLimit>
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<stages>
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<li>
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<label>locked up</label>
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<description>Confined to my cell, no yard, no company. The walls press in.</description>
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<baseMoodEffect>-4</baseMoodEffect>
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</li>
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</stages>
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</ThoughtDef>
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<!-- Regime: caged with a dangerous cellmate. A short memory refreshed while the danger persists
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<!-- Regime: caged with a dangerous cellmate. A short memory refreshed while the danger persists
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and fading once segregated, so it tracks housing rather than piling up. -->
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and fading once segregated, so it tracks housing rather than piling up. -->
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<ThoughtDef>
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<ThoughtDef>
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+6
-4
@@ -116,10 +116,12 @@ which PR then *enriches* when present. The test of a healthy deferral: with PR a
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| **Foul Play** | throw a container of something off a body; vessels + substances + Piss Nuke flagship | **shipped** (standalone, bridges in) |
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| **Foul Play** | throw a container of something off a body; vessels + substances + Piss Nuke flagship | **shipped** (standalone, bridges in) |
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The seven-mod plan became **five layers over Core**: **Regime** and **Discipline** folded into
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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. Sub-features still open inside Justice/Regime:
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**Justice** rather than minting separate mods. Discipline-as-order, classification enforcement (grade
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classification **wing-routing** (the grade and a misplacement alert ship, but there is no graded-wing
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readout + a dangerous-prisoner alert), cell safety, ideology-flavoured parole, visitation, and the
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assignment UI), **Regime depth** (Yard/Lockup schedule blocks, a Safety need, Visitation), and
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**Yard/Lockup schedule** (via Prison Labor's prisoner timetable — read, never fought — with the
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**ideology-flavoured** parole — none of it playtested.
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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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---
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---
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