# Compatibility *Contraband adds its own content and reads from the base game rather than rewriting it. That is why it composes with other mods instead of colliding with them.* ## Requires: Institution: Core Contraband has a hard dependency on **Institution: Core** and loads after it. This is not optional — after the split, everything Contraband reads lives in Core: | Core provides | Contraband uses it for | |---|---| | Which pawns count as "in custody," and who can hide things | who counts as a concealer; who can be intaken, whittle, or dig | | A pawn's criminal propensity (nature × nurture) | every disposition roll — intake (0.6), improvise (0.10), dig (0.08), all scaled and settled per pawn | | The criminal record | times searched, times caught, escape attempts, contraband made — written by search and acquisition, read by search priority | Install Contraband without Core and it will not run. Everything else on this page is optional interplay that degrades gracefully when the other mod is absent. ## It plays nicely with other prison mods Contraband adds its own content rather than rewriting the base game's. It: - **Adds a new warden job** (search) rather than changing an existing one. - **Reuses vanilla warden behaviour** rather than overriding it, so anything that adjusts warden behaviour on the base class flows through to searches for free. - **Extends two escape-related behaviours at startup** so prisoners arm themselves and use what they are hiding when they break — inserted at a specific point, and it logs a warning if that anchor is missing rather than failing silently. - **Runs on a heartbeat** over held pawns for intake, improvisation, and tunnels — no hook on the capture event is needed because the heartbeat already visits every held pawn. The net effect: the surfaces other prison mods touch are mostly untouched here, so conflicts are the exception, not the rule. ## Foul Play — the carboy bridge **Foul Play** (the "Piss Nuke" mod) stays its own mod with its own front door, and yet its **carboy is a first-class contraband item.** This is the flagship demonstration of Contraband's *"items are content, subsystems are shared, mods are audiences"* principle, and it works two ways: 1. **The carboy brings its own behaviour.** The carboy simply declares itself as contraband and points at the throw-the-carboy behaviour that lives in *Foul Play*. Contraband never has to know that behaviour exists — it just runs whatever the item brought with it. 2. **A concealed carboy keeps its contents.** A carboy is not just "a jar" — it is a jar *of* a fermented blend, and that blend has to survive being concealed. When a carboy is intaken or smuggled, Contraband captures a label for its contents blindly; on redemption it hands the label back to Foul Play to restore the blend. **Contraband knows nothing about substances or fermentation** — that framework lives entirely in Foul Play. If Foul Play is absent, no content is captured and nothing breaks: a jar is just a jar. See [Concealment and Intake](Concealment-and-Intake.md). The dependency runs one way only: Foul Play bridges *to* Contraband (and to Core) if they are present; Contraband takes **no** dependency on Foul Play. ## Institution: Justice — the record is the shared bus Contraband and **Justice** never call each other. They meet on Core's criminal record — Contraband writes to it, Justice reads from it: | Contraband writes | Justice reads it into | |---|---| | times searched | Classification (security grade) | | times caught | Deterrence (colony-wide signal) | | escape attempts | Discipline / Parole (reform) | | contraband made | | - **Catching contraband feeds classification.** A prisoner repeatedly caught with shivs or foiled mid-tunnel racks up catches and escape attempts, which Justice's classification weighs into a higher security grade. - **And it feeds back.** Justice's deterrence signal flows *back* through Core's propensity, nudging every future intake / improvise / dig roll a Contraband pawn makes. A prison that catches and disciplines becomes a prison where fewer prisoners bother trying — without either mod referencing the other. Run Contraband alone and deterrence is a neutral 1.0; the record still routes the warden. ## Institution: Gangs — the contraband economy **Gangs** depends on Core, **Contraband**, and Justice, because a gang *is* a contraband economy: - Gang smuggling moves contraband through the same door intake and corruption use. - A gang's outside members are the natural caller for the **reach-in corruption** — paying a bent warden to make a delivery. That ability exists in Contraband but has no in-game trigger of its own; Gangs is what drives it. See [Corruption](Corruption.md). - Gang fights route to Justice's crime record, which then raises search priority here. The loop closes through Core again. ## Prison mods the suite is tested against | Mod | Interaction | Verdict | |---|---|---| | **Prison Commons** | it adjusts warden behaviour on the base class, and Contraband's search inherits that, so searches respect prison-commons/allowed areas **for free** | works by inheritance | | **Custom Prisoner Interactions** | it only touches the *named* vanilla warden jobs (chat, convert, enslave, release); it cannot see a brand-new job | no conflict | | **Prisoner Realism** | its escapes are for "mood prisoners" mid-break; a tunnel breakout hands off to the vanilla prison-break flow, which Prisoner Realism layers on. Tunnels **complement** it — they let ward patients and slaves who would never mood-break still, patiently, dig out | complementary | | **Prison Labor** | prisoners working outside the cell are still held pawns and still tracked; Contraband adds nothing to labor jobs. A work assignment is simply another place a disposed prisoner might come by materials | no conflict | | **Prisoner Recreation** | overlaps the *regime* feature — which now lives in **Institution: Justice**, not here, and is written to coexist with Prisoner Recreation | not Contraband's concern post-split | ## Load order 1. Base game 2. **Institution: Core** — required, loads before Contraband 3. **Institution: Contraband** — this mod 4. **Foul Play / Justice / Gangs** — any order after Core; each bridges if present ## The general rule If a mod adds prisoner behaviour by **changing vanilla warden jobs or the escape flow by name**, it will not see Contraband's additions, and Contraband will not see its — they pass each other harmlessly. If a mod adds a *new* warden job or escape behaviour of its own, it stacks. The one place to watch is another mod that *also* rewrites the same two escape-related behaviours wholesale; Contraband inserts its part at a specific point and logs a warning if that point is missing, so a load-order or conflict problem is visible in the log rather than silent. --- *Part of the **Institution** suite — Core · Contraband · Justice · Gangs, alongside Foul Play and Ward. Each stands alone; together they interlock.*