- 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.
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.
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.
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).
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.
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.