Commit Graph
9 Commits
Author SHA1 Message Date
flan 036facab29 roadmap: generic vessels + runtime contents (Noita-flask model)
Hooch reframed per user directive: not a bespoke item but FP_Hooch the substance,
in generic vessels whose contents are runtime state -- fill, ferment, pour, drink,
mix. Staged: runtime substance -> drink-any-fluid -> contraband content tag ->
pour+mix -> ferment-model overhaul (age+dilution+sealed/open+temperature+spoil,
mirroring CompRottable). Any fluid drinkable with different consequences; blood is
a substance; any drink can breed addiction at a per-fluid rarity, modified by
mental health + circumstances.
2026-07-15 03:48:54 +00:00
flan fcfb32fff7 roadmap: secure-zone guard frisk + age/storage potency model
- Secure-zone checkpoints frisk guards too -> the counter-play to a bent warden
  smuggling contraband in. Wires corruption <-> secure zones <-> the search loop.
- Potency = age + storage (sealed/open), never container size. Topping up dilutes
  age (volume-weighted), so a shared bucket stays fresh while a hidden jar ages to
  full potency -- "a jar of old piss and a bucket of fresh" both make sense.
2026-07-15 03:18:13 +00:00
flan 78fe129911 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.
2026-07-15 03:13:27 +00:00
flan 5a8b4becac roadmap: intake shipped Harmony-free (poll-based, not a SetGuestStatus patch) 2026-07-15 03:03:31 +00:00
flan dbd6ea0e03 roadmap: institutionalization & recidivism are ours, on our own axis
Corrected an over-correction. In a suite named Institution these are the
namesake, and our substrate builds them on an axis Prisoner Realism has no engine
for, so it is complementary, not a rebuild:

- Institutionalization -> prisonization, and NOT a new system: the existing
  Propensity.Nurture reads the existing CriminalRecord.reform field (signed:
  harsh regime prisonizes, rehabilitative reforms). One field, additive. When PR
  is present we soft-read its hediff as one more input -- no patch, no dependency.
- Recidivism -> we own the reintegrated who STAY and reoffend inside the colony
  (wiring gap D); PR owns the departed who return as raiders. Different
  population, no overlap.

Also records the governing constraint "defer the depth, never the payoff": the
propensity -> contraband -> detection spine is fully ours and self-complete; only
the response side (Discipline, Parole) needs its own minimal effect so nothing
dangles when PR is absent.
2026-07-15 02:50:38 +00:00
flan f90da721a4 Re-cut roadmap after Prisoner Realism deep scan
Mapped Prisoner Realism (11.3k subs, good) feature-by-feature. It owns 20
prisoner-behavior systems, several of which were on our build list. Under the
standing "keep good incumbents" rule:

- DELETE our reintegration+recidivism module. PR's Recidivism is complete and
  good. Parole keeps only the ideology-driven release decision (self-complete);
  PR supplies the return outcome when present.
- RE-SCOPE Classification to a pure router (reads record + propensity, assigns a
  tier). PR's Solitary owns the isolation toll.
- RE-SCOPE Gangs to contraband economies. PR's Ringleader owns mood contagion.
- NARROW the escape tool to the wall-cut path for ward patients and low-skill
  pawns PR's break/lockpick system never moves.

Sharpens Institution's uncontested core: hidden-contraband + search, propensity
across all pawns, Ward, Foul Play, classification-as-router, and policing free
colonists (the crime loop turned on your own colony).
2026-07-15 02:16:58 +00:00
flan 0f08132aa9 Add the four system-wiring gaps (shared substrate, real harm, deterrence feedback, reintegration)
A full-lifecycle audit found the gaps are missing CONNECTIONS, not features.
Without them the suite is a linear pipeline; with them it is a cycle. The shared
substrate (propensity stat + SecuredContextOf + CriminalRecord) must be built
first -- everything reads it.
2026-07-15 01:01:59 +00:00
flan 8879297274 Record CI: live and green on truenas-runner (host mode) 2026-07-15 00:54:49 +00:00
flan 77672b1083 Institution suite hub: master roadmap + overview
The suite-level home: the thesis (crime spectrum, nature x nurture, policeable),
the secured-context principle (prisoner/ward/slave/secure-area), all seven module
slots, the full crime loop, build order, prior-art verdicts, and the standing
rules -- self-complete and dependency-free, coexist-don't-duplicate judged by
quality not sub count, extend by capability not list.
2026-07-15 00:34:27 +00:00