Files
institution/Defs/ThingDefs/Tools_Escape.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

42 lines
1.8 KiB
XML

<?xml version="1.0" encoding="utf-8" ?>
<Defs>
<!--
A crude pick, filed the same way a shiv is: off the cell's own furniture, over quiet days, the
damage to the source the visible tell. Where the shiv is a weapon, this is a way OUT: its whole
purpose is the tunnel (escapeWorker), so it carries no weapon stats and is never equipped.
A finished pick starts a Prison-Architect dig: the holder tunnels under the ground and everything
on it toward the nearest wilderness, surfacing beyond the perimeter wall or fence. The dig itself
is a second secret; a warden's cell search can turn it up, and the deeper the shaft the harder it
is to miss. It works for any held pawn (prisoner, ward patient, slave) because the disposition
to dig, not a prison-only mental break, is what drives it.
-->
<ThingDef ParentName="ResourceBase">
<defName>CB_DiggingTool</defName>
<label>crude pick</label>
<description>A stubby digging pick filed off a bed frame, its point hardened in a cell wall. Useless as a weapon and useless above ground -- but pointed downward, patiently, it is a way out that no lock and no guard can see.</description>
<techLevel>Neolithic</techLevel>
<graphicData>
<texPath>Things/Item/Contraband/CrudePick</texPath>
<graphicClass>Graphic_Single</graphicClass>
</graphicData>
<statBases>
<MaxHitPoints>60</MaxHitPoints>
<Mass>1.2</Mass>
<Beauty>-4</Beauty>
<DeteriorationRate>2.0</DeteriorationRate>
</statBases>
<stackLimit>1</stackLimit>
<comps>
<li Class="Contraband.CompProperties_Contraband">
<concealability>0.5</concealability>
<hideIn>InCell</hideIn>
<acquireWorker>Contraband.AcquireWorker_Improvise</acquireWorker>
<escapeWorker>Contraband.EscapeTunnelWorker</escapeWorker>
</li>
</comps>
</ThingDef>
</Defs>