# 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 is a separate install built on a small shared **Core**; 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. ## Documentation The **complete suite wiki lives in this repo** — [**Wiki/Home.md**](Wiki/Home.md) is the front door: the full gameplay loop, all five layers, and per-layer deep dives, aggregated in one place under [`Wiki/`](Wiki/) (`core/`, `contraband/`, `justice/`, `gangs/`, `ward/`). Each layer repo carries its own copy for a standalone install; [`Tools/sync-wiki.sh`](Tools/sync-wiki.sh) refreshes the aggregated view here. ## The mods | Mod | What it is | Needs | Status | |---|---|---|---| | [Institution: Core](https://git.onetick.ninja/flan/rimworld-core) | the shared engine — **propensity** (nature × nurture), the **criminal record**, the **secured-context** predicate. Invisible on its own | — | shipping | | [Institution: Contraband](https://git.onetick.ninja/flan/rimworld-contraband) | the physical smuggling loop — conceal / improvise shivs / Prison-Architect tunnels / warden search / corruption | Core | shipping | | [Institution: Justice](https://git.onetick.ninja/flan/rimworld-justice) | corrections & **policing** — classification, deterrence, discipline & reform, parole, regime, and colony crime → witnesses → a weighed arrest | Core, Harmony | shipping | | [Institution: Gangs](https://git.onetick.ninja/flan/rimworld-gangs) | gangs as **contraband economies** — joining by disposition, smuggling networks, rivalry, fights-as-crime | Core, Contraband, Justice | shipping | | [Institution: Ward](https://git.onetick.ninja/flan/rimworld-ward) | involuntary **psychiatric care** — a prisoner committed for treatment, not punishment, on Core's shared treatment engine: counselling reduces the disorder, a recovery track leads to discharge, and neglect deteriorates. Folded into the suite as its psychiatric-care layer | Core, Harmony | shipping | | [Foul Play](https://git.onetick.ninja/flan/rimworld-foulplay) | throw a container of something off a body; a Noita-flasks liquid framework (vessels + substances) with the **Piss Nuke** flagship; bridges to the suite | standalone | shipping | The original monolith split along its natural seams in 2026-07: the substrate became **Core**, the corrections/justice systems became **Justice**, and the gang layer became **Gangs**, leaving **Contraband** as the physical smuggling loop. Regime (prisoner recreation) folded into Justice, which now also ships **policing** (colony crime → witnesses → a weighed arrest). **Ward** — once a standalone sister mod — is folded in as the psychiatric-care layer, consuming Core's shared treatment engine, so the suite is now five layers over one Core, bundled into a single install with a toggle each. ## Principles - **One shared engine, then build up.** The suite runs on a small **Core** (propensity, record, secured context) so every mod agrees about who is dangerous instead of each guessing. Contraband and Justice build on Core; Gangs, the capstone, needs Core + Contraband + Justice. Foul Play stands fully alone and merely *bridges* to the suite when it is present. Cross-mod integrations that aren't hard dependencies stay soft — features light up if a mod is present and the loop still closes without it (e.g. Core's deterrence seam is neutral until Justice fills 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; the split-out **Core**, **Justice**, and **Gangs** build clean and are exercised by the full-stack harness, with per-repo CI workflows still to be added. ## AI disclosure Designed and built with substantial assistance from Claude (Anthropic).