# Institution: Contraband *Prisoners get hold of things they should not have. Wardens turn the cell over looking for them.* This is the player-facing wiki for **Institution: Contraband**, a RimWorld 1.6 mod. It documents every mechanic with the real numbers, explains why each one works the way it does, and tells you how to play with them — and against them. > **Note on scope.** Contraband was recently *split*. It is now one thing: the **physical smuggling > loop** of a prison. The engine it used to carry — a pawn's criminal propensity, the criminal > record, and which pawns count as "in custody" — now lives in **Institution: Core**, which this mod > requires. The response systems (classification, deterrence, discipline, parole, regime) went to > **Institution: Justice**, and the gang network to **Institution: Gangs**. When this page mentions > "the record" or "a pawn's propensity," those belong to Core; Contraband reads them. ## The one idea The whole Institution suite rests on a single sentence: > **Every pawn has a criminal propensity on a spectrum — nature (traits) × nurture (circumstance, > mood, treatment) — and the colony can police it.** Contraband is the half of that sentence you can *hold in your hand*. A propensity is abstract until a disposed prisoner files a blade off his bunk, palms a twist of yayo on the way into a cell, or starts digging. Contraband is where the spectrum becomes an object with edges. ## Vanilla built the demand and forgot the supply chain RimWorld already ships a fully-built junkie. Raiders spawn addicted and carrying combat drugs. You down one, capture strips everything, and now withdrawal grips them in the cell. A prisoner already *seeks* a drug on their own, and already *ignores* the forbidden flag inside their own cell. Put a drug within reach of an addicted prisoner and the base game makes them take it. Today. The consumer, the craving, the reach, the ignore-forbidden — all of it already works. What does **not** exist is any answer to two questions: | Vanilla has | Vanilla lacks | |---|---| | A prisoner who wants contraband | Any route for contraband to reach the cell | | A warden with fifteen jobs | A sixteenth called *search* | The base game's warden can chat, convert, feed, execute, enslave, release, suppress — and cannot look in a pocket. Contraband builds exactly the missing two halves: **supply** and **search**. It does not need to build the junkie, because Ludeon already did. ## Concealment is a secret, not an item This is the load-bearing design decision: > **While it is concealed, there is no item.** A hidden shiv is not in the gear tab. There is no icon. There is no stack on a shelf. The player is told **nothing**. The item does not become a real object in the world until exactly two moments: - when the prisoner **uses** it (it appears in their inventory), and - when a warden **finds** it in a search (it is confiscated and never becomes an item at all). Why go to the trouble? Because *an item you can see in the UI is not contraband* — it's inventory, and there would be nothing to discover and no reason to ever order a search. The whole tension of the system is that **you never know**. A warden you send to toss a cell might find a blade, might foil a tunnel, or might waste twenty minutes on a prisoner who was hiding nothing — and that empty search still has to cost, or the mere *offer* of the job would be the discovery. Read the full lifecycle in **[Concealment and Intake](Concealment-and-Intake.md)**. ## The four supply routes and the one counter | Route | What it is | Page | |---|---|---| | **Intake** | A captive hides the small contraband they walked in with | [Concealment and Intake](Concealment-and-Intake.md) | | **Improvise** | Whittle a shiv from the cell's own furniture | [Improvised Weapons](Improvised-Weapons.md) | | **Tunnel** | Dig out under the perimeter with a filed pick | [Tunnels](Tunnels.md) | | **A bent warden** | A greedy or over-kind guard smuggles *for* a prisoner | [Corruption](Corruption.md) | | **The counter** | A prioritized cell toss that reads the tells | [Warden Search](Warden-Search.md) | And because every guard is a person with their own diligence and their own price, the search is only as good as who you send — see **[Corruption](Corruption.md)**. ## How everything is contraband without a list Contraband names no items. It recognises three kinds of thing: 1. **Anything explicitly marked as contraband** — the opt-in, with pluggable behaviour a mod can supply. 2. **Every drug** — vanilla's, Vanilla Expanded's, mods that don't exist yet. Hard drugs conceal better (0.75 vs 0.5). 3. **Every weapon** — how well it hides, and where, is decided by its **mass**. A knife rides on the body; a heavy gun goes under the floor; a minigun (over 10 kg) hides nowhere. It reads the item's own stats rather than editing anything. Nothing changes another mod's items. Details in [Concealment and Intake](Concealment-and-Intake.md) and [Compatibility](Compatibility.md). ## Index - **[Concealment and Intake](Concealment-and-Intake.md)** — the secret model, where a thing can hide, the three kinds of contraband, intake on capture, redemption, and how a smuggled vessel keeps its contents. - **[Improvised Weapons](Improvised-Weapons.md)** — the shiv whittled from furniture, how its material carries through, the damage tell, and who reaches for it in a breakout. - **[Tunnels](Tunnels.md)** — the Prison-Architect dig under the perimeter, which pawns dig, and how a search uncovers the shaft. - **[Warden Search](Warden-Search.md)** — the prioritized search, how tells and the record drive priority, what a search does, and how it feeds back. - **[Corruption](Corruption.md)** — Diligence and Corruption from traits and mood, how they scale a find, and the bent warden who looks away or smuggles in. - **[Compatibility](Compatibility.md)** — the Core dependency, the Foul Play bridge, Justice/Gangs interplay, and the prison mods the suite is tested against. ## The suite Each mod stands alone as an install; together they form one system. | Mod | Owns | Depends on | |---|---|---| | **Institution: Core** | propensity, criminal record, secured context | base game | | **Institution: Contraband** (this) | concealment, intake, shivs, tunnels, search, corruption | Core | | **Institution: Justice** | classification, deterrence, discipline, parole, regime | Core | | **Institution: Gangs** | gangs as contraband economies | Core, Contraband, Justice | | **Foul Play** | vessel + substance + throw framework; the Piss Nuke; bridges its carboy in as contraband | standalone | | **Ward** | a ward prison mode | — | --- *Part of the **Institution** suite — Core · Contraband · Justice · Gangs, alongside Foul Play and Ward. Each stands alone; together they interlock.*