Re-package with visitation + Yard/Lockup bundled; ROADMAP: these ship now

This commit is contained in:
flan
2026-07-15 22:05:59 +00:00
parent 26205b9206
commit fe8971c1db
7 changed files with 61 additions and 4 deletions
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@@ -0,0 +1,24 @@
<?xml version="1.0" encoding="utf-8"?>
<Defs>
<!--
The Yard/Lockup schedule blocks. They show in the Restrict tab for any pawn that HAS a timetable;
vanilla prisoners do not, so this pairs with Prison Labor (which gives prisoners a timetable). Yard
allows recreation, so with the prisoner Joy need enabled the held head out to a rec area; Lockup
denies it and confines them to the cell. MapComponent_Lockup adds the mood cost of being locked up.
-->
<TimeAssignmentDef>
<defName>Institution_Yard</defName>
<label>yard</label>
<color>(74, 138, 90)</color>
</TimeAssignmentDef>
<TimeAssignmentDef>
<defName>Institution_Lockup</defName>
<label>lockup</label>
<color>(120, 70, 70)</color>
<allowJoy>false</allowJoy>
<allowRest>true</allowRest>
</TimeAssignmentDef>
</Defs>
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@@ -57,6 +57,37 @@
</stages> </stages>
</ThoughtDef> </ThoughtDef>
<!-- Regime: a visitor came. A break from isolation, thematically strongest for a ward patient
whose family visits. -->
<ThoughtDef>
<defName>Institution_Visited</defName>
<thoughtClass>Thought_Memory</thoughtClass>
<durationDays>4</durationDays>
<stackLimit>2</stackLimit>
<stages>
<li>
<label>had a visitor</label>
<description>Someone came to see me. For a while, the walls felt further away.</description>
<baseMoodEffect>8</baseMoodEffect>
</li>
</stages>
</ThoughtDef>
<!-- Regime: kept on the Lockup schedule (confined, no yard). A short recurring memory. -->
<ThoughtDef>
<defName>Institution_Confined</defName>
<thoughtClass>Thought_Memory</thoughtClass>
<durationDays>0.5</durationDays>
<stackLimit>3</stackLimit>
<stages>
<li>
<label>locked up</label>
<description>Confined to my cell, no yard, no company. The walls press in.</description>
<baseMoodEffect>-4</baseMoodEffect>
</li>
</stages>
</ThoughtDef>
<!-- Regime: caged with a dangerous cellmate. A short memory refreshed while the danger persists <!-- Regime: caged with a dangerous cellmate. A short memory refreshed while the danger persists
and fading once segregated, so it tracks housing rather than piling up. --> and fading once segregated, so it tracks housing rather than piling up. -->
<ThoughtDef> <ThoughtDef>
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@@ -116,10 +116,12 @@ which PR then *enriches* when present. The test of a healthy deferral: with PR a
| **Foul Play** | throw a container of something off a body; vessels + substances + Piss Nuke flagship | **shipped** (standalone, bridges in) | | **Foul Play** | throw a container of something off a body; vessels + substances + Piss Nuke flagship | **shipped** (standalone, bridges in) |
The seven-mod plan became **five layers over Core**: **Regime** and **Discipline** folded into The seven-mod plan became **five layers over Core**: **Regime** and **Discipline** folded into
**Justice** rather than minting separate mods. Sub-features still open inside Justice/Regime: **Justice** rather than minting separate mods. Discipline-as-order, classification enforcement (grade
classification **wing-routing** (the grade and a misplacement alert ship, but there is no graded-wing readout + a dangerous-prisoner alert), cell safety, ideology-flavoured parole, visitation, and the
assignment UI), **Regime depth** (Yard/Lockup schedule blocks, a Safety need, Visitation), and **Yard/Lockup schedule** (via Prison Labor's prisoner timetable — read, never fought — with the
**ideology-flavoured** parole — none of it playtested. 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.
--- ---