# The Institution suite A set of RimWorld 1.6 mods about **what an institution does to the people inside it** — and the crime, policing, and justice that put them there. Each mod stands alone and requires none of the others; together they form one system. ## The thesis > Every pawn has a criminal propensity on a spectrum — **nature** (traits) × **nurture** > (circumstance, mood, treatment) — and the colony can **police** it. The suite is the two halves of that: colonists commit crimes and a policing layer catches them (pre-arrest), and prison / contraband / wards / secure areas hold and reform them (post-arrest). Arrest is the hinge. Nothing hard-codes "prisoner" — every held-person system keys off a **secured context**: prisoner, ward patient, slave, or secure-area occupant. ## The mods | Mod | What it is | Status | |---|---|---| | [Foul Play](https://git.onetick.ninja/flan/rimworld-foulplay) | throw a container of something off a body; vessels + substances + the **Piss Nuke** flagship | shipping | | [Institution: Contraband](https://git.onetick.ninja/flan/rimworld-contraband) | conceal / improvise / search / confiscate; intake, escape, secure areas | building | | [Institution: Ward](https://git.onetick.ninja/flan/rimworld-ward) | involuntary psychiatric commitment — the third pawn state, neither free nor guilty | shipping | | Institution: Regime | daily schedule (vanilla Restrict) + modest needs + visitation | planned | | Institution: Justice | the crime loop, the policing officer, parole / discharge / manumission | planned | | Institution: Discipline | security classification, punishment-as-order, corruption | planned | | Institution: Gangs | prisoner & colony gangs, rivalries, contraband networks | planned | ## Principles - **Self-complete, dependency-free.** Every mod works alone; none requires another suite mod or any third-party mod. Integrations are always `MayRequire`-soft — features light up if a mod is present and the loop still closes without it. - **Coexist, don't duplicate.** We test against the all-time most-subscribed Workshop mods and never rebuild what a genuinely good mod already does well — judged by quality, not sub count. - **Extend by capability, not by list.** New content registers via `IsWeapon` / `IsDrug` / category, so modded items are covered without being named. ## The plan The full design, module scope, build order, and prior-art verdicts are in [ROADMAP.md](ROADMAP.md). Per-mod roadmaps live in each repo (e.g. Contraband's item build list). ## Compatibility The in-game harness (`Tools/run-compat-test.sh` in the Ward repo) boots a real headless RimWorld with the suite plus the popular psych/prison mods **and** the all-time most-subscribed mods loaded at once, and fails on any error naming our code. Combat Extended gets its own dedicated pass. It needs a licensed RimWorld + xvfb, so it is a LOCAL step, not CI. ## CI Each code repo runs a Gitea Actions workflow (`.gitea/workflows/ci.yml`) on push: **lint def XML** (catches malformed XML and relative-xpath silent no-ops) + **dotnet build** against the Krafs RimWorld reference assemblies (no game install needed). Runs on the self-hosted `truenas-runner` (host mode, label `ubuntu-latest`); .NET is provisioned per-run via `setup-dotnet`. Green across Foul Play, Contraband, and Ward. ## AI disclosure Designed and built with substantial assistance from Claude (Anthropic).