Core / Contraband / Justice / Gangs replace the old monolith-plus-planned layout: adds Institution: Core, slims Contraband to the physical smuggling loop, and promotes Justice (with Regime/Discipline folded in) and Gangs from planned to shipping. Updates the dependency notes and the standalone-vs-Core principle to match the real topology.
70 lines
4.6 KiB
Markdown
70 lines
4.6 KiB
Markdown
# The Institution suite
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A set of RimWorld 1.6 mods about **what an institution does to the people inside it** — and the
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crime, policing, and justice that put them there. Each mod is a separate install built on a small
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shared **Core**; together they form one system.
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## The thesis
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> Every pawn has a criminal propensity on a spectrum — **nature** (traits) × **nurture**
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> (circumstance, mood, treatment) — and the colony can **police** it.
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The suite is the two halves of that: colonists commit crimes and a policing layer catches them
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(pre-arrest), and prison / contraband / wards / secure areas hold and reform them (post-arrest).
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Arrest is the hinge. Nothing hard-codes "prisoner" — every held-person system keys off a
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**secured context**: prisoner, ward patient, slave, or secure-area occupant.
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## The mods
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| Mod | What it is | Needs | Status |
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|---|---|---|---|
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| [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 |
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| [Institution: Contraband](https://git.onetick.ninja/flan/rimworld-contraband) | the physical smuggling loop — conceal / improvise shivs / Prison-Architect tunnels / warden search / corruption | Core | shipping |
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| [Institution: Justice](https://git.onetick.ninja/flan/rimworld-justice) | corrections & policing — classification, deterrence, discipline, parole, regime (a policing/cops layer is planned here) | Core, Harmony | shipping |
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| [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 |
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| [Institution: Ward](https://git.onetick.ninja/flan/rimworld-ward) | involuntary psychiatric commitment — the third pawn state, neither free nor guilty; also carries the suite's in-game test harness | — | shipping |
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| [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 |
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The original monolith split along its natural seams in 2026-07: the substrate became **Core**, the
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corrections/justice systems became **Justice**, and the gang layer became **Gangs**, leaving
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**Contraband** as the physical smuggling loop. Regime (prisoner recreation) folded into Justice; a
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policing/cops layer is where Justice grows next.
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## Principles
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- **One shared engine, then build up.** The suite runs on a small **Core** (propensity, record,
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secured context) so every mod agrees about who is dangerous instead of each guessing. Contraband
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and Justice build on Core; Gangs, the capstone, needs Core + Contraband + Justice. Foul Play stands
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fully alone and merely *bridges* to the suite when it is present. Cross-mod integrations that
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aren't hard dependencies stay soft — features light up if a mod is present and the loop still
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closes without it (e.g. Core's deterrence seam is neutral until Justice fills it).
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- **Coexist, don't duplicate.** We test against the all-time most-subscribed Workshop mods and
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never rebuild what a genuinely good mod already does well — judged by quality, not sub count.
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- **Extend by capability, not by list.** New content registers via `IsWeapon` / `IsDrug` /
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category, so modded items are covered without being named.
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## The plan
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The full design, module scope, build order, and prior-art verdicts are in
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[ROADMAP.md](ROADMAP.md). Per-mod roadmaps live in each repo (e.g. Contraband's item build list).
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## Compatibility
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The in-game harness (`Tools/run-compat-test.sh` in the Ward repo) boots a real headless RimWorld
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with the suite plus the popular psych/prison mods **and** the all-time most-subscribed mods loaded
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at once, and fails on any error naming our code. Combat Extended gets its own dedicated pass. It
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needs a licensed RimWorld + xvfb, so it is a LOCAL step, not CI.
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## CI
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Each code repo runs a Gitea Actions workflow (`.gitea/workflows/ci.yml`) on push: **lint def XML**
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(catches malformed XML and relative-xpath silent no-ops) + **dotnet build** against the Krafs
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RimWorld reference assemblies (no game install needed). Runs on the self-hosted `truenas-runner`
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(host mode, label `ubuntu-latest`); .NET is provisioned per-run via `setup-dotnet`. Green across
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Foul Play, Contraband, and Ward; the split-out **Core**, **Justice**, and **Gangs** build clean and
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are exercised by the full-stack harness, with per-repo CI workflows still to be added.
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## AI disclosure
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Designed and built with substantial assistance from Claude (Anthropic).
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