Files
institution/About/About.xml
T
flan 18fc44c728 Consolidate the suite into one installable Institution mod with toggles
This repo is now the single player-facing mod. It bundles the whole engine and
all three feature layers into one folder -- Core, Contraband, Justice, and Gangs
DLLs plus Contraband's Defs -- with one About.xml and a settings shim that turns
each layer on or off from a checkbox (all on by default). A player installs one
mod (this) and Harmony; no separate Core dependency.

- Source/Institution: the only new code, a settings shim (InstitutionMod +
  InstitutionModSettings) that writes the player's choices into Core's shared
  InstitutionSettings. It owns no gameplay.
- Tools/package.sh: rebuilds the sibling DLLs clean and vendors them + Contraband's
  content in here, so the repo stays a complete drop-in.
- Assemblies/, Defs/, Textures/, Languages/: the vendored, assembled mod.

Still fully modular and splittable: the feature code stays in its own repos and
DLLs (their About.xml files remain), so breaking this back into separate mods is
just shipping them individually -- no code change.
2026-07-15 16:11:56 +00:00

39 lines
2.2 KiB
XML

<?xml version="1.0" encoding="utf-8"?>
<ModMetaData>
<packageId>flan.institution</packageId>
<name>Institution</name>
<author>flan</author>
<supportedVersions>
<li>1.6</li>
</supportedVersions>
<description>Prison Architect in RimWorld: every pawn has a criminal propensity on a spectrum -- nature (traits) x nurture (mood, mistreatment, treatment) -- and the colony can police it.
This is the Institution suite in one install, with a checkbox per layer in the mod settings (all ON by default):
- Contraband -- the physical smuggling loop. Prisoners conceal what they walk in with, whittle shivs from their cell's own furniture, and dig Prison-Architect tunnels under the wall. Wardens search the right prisoner first, by the record -- and a bent warden looks the other way, or smuggles for them.
- Justice -- the corrections layer. Classification grades every held pawn by what they have actually done. A colony has a climate of order that crime erodes and visible justice restores, and it feeds back into everyone's disposition. Discipline hardens or reforms; parole lets the reformed out; regime gives prisoners the recreation vanilla denies them.
- Gangs -- the social layer. Disposed pawns band together along the lines they already share and move contraband among themselves; rival gangs fight, inside the wire or out, and the fight is a crime. A healthy, well-run colony grows few gangs, if any.
Turn any layer off in Options -> Mod Settings and it goes inert immediately.
Requires Harmony (for the recreation feature). The suite's shared Core engine ships inside this mod, so there is no separate dependency to install. Pairs with the standalone Institution: Ward (psychiatric commitment) and Foul Play (the vessel/substance framework, which bridges in).
Part of the Institution suite.
AI disclosure: developed with substantial assistance from Claude (Anthropic).
</description>
<modDependencies>
<li>
<packageId>brrainz.harmony</packageId>
<displayName>Harmony</displayName>
<steamWorkshopUrl>steam://url/CommunityFilePage/2009463077</steamWorkshopUrl>
</li>
</modDependencies>
<loadAfter>
<li>Ludeon.RimWorld</li>
<li>brrainz.harmony</li>
</loadAfter>
</ModMetaData>