202 lines
11 KiB
Markdown
202 lines
11 KiB
Markdown
# Concealment and Intake
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*How a hidden item exists without existing, how it gets onto a prisoner in the first place, and how
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it becomes real again.*
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This is the spine of the whole mod. Everything else — shivs, tunnels, searches, corruption — is a
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different way to add to, or remove from, the private stash this page describes.
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## While it is concealed, there is no item
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The single most important rule:
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> The prison quietly tracks what each pawn is hiding. **Concealed contraband is not an item on the
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> map. It is a secret.** It is not in the gear tab, there is no icon, and the player is told nothing —
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> because an item you can see in the UI is not contraband, it is inventory, and there would be nothing
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> for a warden to discover and no reason to ever order a search.
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A concealed item is only a hidden fact about a pawn: what it is, how far along it is, what material it
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ended up made of, an optional source it is being whittled from, its tunnel state if it is a pick, and
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whatever it holds inside. It has **no physical object** anywhere in the world until one of two things
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happens:
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| Moment | What happens |
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|---|---|
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| The prisoner **uses** it | It materialises into their inventory as a real item |
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| A warden **finds** it | It is deleted; it never becomes an item at all |
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A corollary the search page leans on hard: **an empty search must still cost time.** If the search
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job only ever appeared when there was genuinely something to find, the mere *offer* of the job would
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be the discovery. You have to be able to toss a clean cell and come up with nothing.
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## Where a thing can hide
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Every piece of contraband can hide in one of two places, and this decides **who can ever find it**:
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| Site | Holds | Found by |
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|---|---|---|
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| **On the body** | small: a shiv, pills, a phone | searching the **pawn** |
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| **In the cell** | bulky: a rifle, a carboy, a crude pick | tossing the **room** |
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A warden turning over a prisoner and their cell reaches both. The reason the two are split at all: a
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**constable** in Justice's policing layer, frisking a colonist named in a street crime, only reaches
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what is on the body, so whatever is under their floorboards stays there until somebody has grounds to
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search the *room*. The split between "who may search" and "what a search reaches" is deliberate — see
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[Warden Search](Warden-Search.md).
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## Three kinds of contraband, and no list of items
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There is no hardcoded list of contraband item names. At the start of a game, the mod looks at every
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item in the game and decides, once, whether it counts as contraband, in one of three ways:
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1. **Explicit.** Anything a mod has deliberately marked as contraband. This is the opt-in, and it is
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how a mod plugs in its own behaviour for how the item is acquired, used, or used to escape.
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2. **Every drug** — recognised automatically.
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3. **Every weapon** that isn't destroyed when dropped — recognised from its **mass**.
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For anything not marked explicitly, the mod fills in how well it hides and where, so a modder never
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has to:
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| Kind | Test | Concealability | Hides |
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|---|---|---|---|
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| Hard drug | drug rated Hard | **0.75** | on body or in cell |
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| Other drug | any other drug | **0.5** | on body or in cell |
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| Light weapon | mass ≤ 2.0 kg | **0.7** | on body or in cell |
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| Heavy weapon | 2.0 kg < mass ≤ 10.0 kg | **0.35** | in cell only |
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| Very heavy weapon | mass > 10.0 kg | — | **not contraband** (a minigun hides nowhere) |
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**Concealability** runs 0 to 1, where **0 = a warden finds it every time and 1 = never**; higher is
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harder to find. Drugs and inferred weapons get **no crafting route** (you cannot synthesise yayo in a
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bare cell, and you cannot conjure a rifle) and **no special use behaviour** — because vanilla already
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knows what to do with them. A prisoner takes a drug on their own; an armed prisoner *is* the payload.
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Getting the item into the cell is the entire problem, and that is all these routes solve.
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Nothing here edits another mod's items. It is a one-time reading of each item's own stats. Modded
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drugs and weapons are covered without ever being named.
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## The heartbeat
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The prison does its ongoing work on a heartbeat. Every **250 ticks** it visits every pawn who could
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be concealing something and does all the ongoing work: intake, tunnel progress, and improvisation. If
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nothing on the map can be self-made and no escape tools are in play, it does nothing and costs
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nothing.
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Because the heartbeat already visits every held pawn, intake needs no special trigger on the capture
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event: a pawn who is in custody but has not yet been processed is, by definition, one who was newly
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taken.
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### Who counts as a concealer
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The set of pawns being tracked is **not** just prisoners. It is every pawn whose belongings are
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anyone's business — prisoners, slaves, ward patients, **and free colonists**:
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> A free colonist forbidden their drug by a drug policy or an ideoligion is precisely the pawn who
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> keeps a private stash — and vanilla already denies them, with no valve.
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Whether anyone may *search* a given concealer is a separate question with a separate answer (the
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warden's authority reaches prisoners; a future cop's reaches colonists). Tracking is pawn-agnostic;
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authority is not.
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## Intake: the moment of capture
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Vanilla never strips a captive *on capture* — a downed pawn keeps whatever they walked in with, and
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the warden just hauls them to a cell. Intake is Contraband's answer to that gap, and it runs on the
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first heartbeat that sees a newly-held pawn:
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1. **Held only.** The pawn must be a person and in custody — prisoner, slave, or ward patient. A free
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colonist is tracked, but nobody frisks and processes *them* on the way into a cell, so their
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carried gear is never intaken.
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2. **Once.** Each captive is processed a single time; a later pass finds them already done and moves
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on. (It remembers by an ID, so it holds no ghost of a captive who has since died.)
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3. **Even while downed.** Intake runs *before* the "must be awake" gate. The stash a captive walked in
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with is hidden the moment they are in custody, not when they wake — everything *after* intake
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(whittling, digging) needs them awake, but hiding what is already on you does not.
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4. **Only what can ride on a body.** A thing can be intaken only if it is small enough to hide on the
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body. A shiv up a sleeve is intaken; a rifle or a suit of armour is too bulky to palm and stays as
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ordinary strippable gear the player confiscates for free.
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5. **Per-item disposition.** For each concealable thing the captive carries, the mod rolls whether
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*this* pawn would hide *this* item — a base chance of **0.6**, then scaled by the pawn's nature ×
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nurture (Core's propensity). The roll is **fixed per (pawn, item)** — a settled fact, not a fresh
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coin each tick. The frightened cook surrenders the knife; the disposed lifer palms it, and always
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would have.
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When a pawn does hide an item, the real object is **removed from the game** and a hidden secret takes
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its place, preserving what the item was made of and — critically — anything it holds inside.
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## Preserving contents without understanding them
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A concealed vessel is not just "a jar" — it is a jar *of* something (hooch, piss, a fermented blend),
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and that something has to survive being hidden and come back when the item is used. Contraband stores
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what a vessel contains as a single opaque label and **has no idea what it means**.
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When the item is concealed, that label is captured; when the item comes back out, the label is used
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to pour the contents back into the freshly-made thing. This is the exact seam **Foul Play** uses to
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keep a smuggled carboy's contents intact. Without a bridge mod, no content is captured and nothing is
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lost — a shiv is just a shiv.
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Fermentation itself lives in Foul Play, not here. A concealed vessel comes back out **fresh** and
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ferments afterward like any other, which suits the theme: fresh-brewed piss is weak, and time is what
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makes it a weapon. (The prison remembers how long the vessel was hidden, for any bridge mod that
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wants to restore its aging, but it never acts on that number itself.) See
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[Compatibility](Compatibility.md).
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## Redemption: the secret becomes real
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When a hidden item is finally used, it turns real:
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1. It is made from the material it was whittled from (or the item's default material, if it was never
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made from a material).
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2. Anything it held inside is poured back in.
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3. It is placed into the pawn's inventory. If that somehow fails, nothing is dropped and nothing is
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lost.
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4. The secret is cleared from the stash.
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The trigger for this is a breakout. When a prisoner enters an escape or assault-the-colony state, they
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will arm themselves and then use whatever they are hiding — the same moment a base-game prisoner would
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reach for a combat drug. The one contraband hook Ludeon wrote and then left reading an always-empty
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inventory is exactly where this slots in. For each thing a pawn is hiding:
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- **Inert contraband** (a drug, a stashed rifle — nothing special to "use"): just materialise it and
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get out of the way. Vanilla takes the drug on its own; a weapon in inventory is a weapon. But a
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stashed **weapon** only comes out for someone who would actually use it — the same person who would
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not stop to pick a rifle off the floor does not become a fighter because the knife was in their
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sock, and a pawn incapable of violence never does at all. If they qualify, the weapon moves into
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their hands; otherwise it stays hidden and they run. See [Improvised Weapons](Improvised-Weapons.md).
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- **Active contraband** (something with a special use — e.g. Foul Play's throw-the-carboy):
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materialise it, then hand off to that item's own use behaviour.
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## Confiscation, and the door every route comes through
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When a warden finds contraband, it is simply removed. It **never becomes a real item** — the warden
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found it, and there is nothing to drop on the floor. (This is why searching is not a way for the
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colony to *acquire* a prisoner's drugs; it is a way to *deny* them.)
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At the other end, there is one single door that **every** supply route comes through — intake uses it,
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a bent warden uses it ([Corruption](Corruption.md)), and a smuggling gangmate
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([Institution: Gangs](Compatibility.md)) uses it. It hands a prisoner something already finished and
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hidden, optionally with contents. One door, many keys.
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## Saving
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Concealed contraband is saved with your game — the whole stash, the per-pawn search cooldowns, and who
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has already been intaken. On load, any secret whose pawn or item no longer exists is quietly dropped:
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prisoners who died or left take their secrets with them.
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## Quick reference
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| Constant | Value | Meaning |
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|---|---|---|
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| Heartbeat | every 250 ticks | poll cadence for intake / tunnels / improvisation |
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| Intake base chance | 0.60 | per-item, before nature × nurture |
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| Intake gate | held + body-hideable | only pawns in custody, only items small enough to palm |
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| Hard-drug concealability | 0.75 | inferred from being a hard drug |
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| Other-drug concealability | 0.50 | inferred |
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| Light-weapon concealability | 0.70 | mass ≤ 2.0 kg, hides on body |
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| Heavy-weapon concealability | 0.35 | 2.0–10.0 kg, in cell only |
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| Unhideable mass | > 10.0 kg | not contraband |
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---
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*Part of the **Institution** suite — Core · Contraband · Justice · Gangs, alongside Foul Play and
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Ward. Each stands alone; together they interlock.*
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