2.8 KiB
Compatibility
Ward is built to sit alongside your existing mod list rather than elbow it aside. The trick is that Ward mostly adds things — a new "psychiatric care" prisoner mode, a new building, a new room role, new jobs — instead of rewriting how vanilla prisoners already behave. And a committed patient isn't a new kind of pawn: they're an ordinary vanilla prisoner with an extra "treat me" flag switched on. So any mod that already works with prisoners keeps working with a ward patient, and Ward stays out of its way.
Here's how Ward gets along with the popular psych and prison mods:
| Mod | How it coexists with Ward |
|---|---|
| Hospitality | Hospitality manages guests; Ward manages prisoners. They ride two completely separate rails and never touch. |
| Prison Labor | Psychiatric care is a toggle, so you can put a patient to work and in treatment at the same time. No conflict, no either/or. |
| Custom Prisoner Interactions | That mod tweaks the built-in warden interactions (chat, convert, enslave, release). Ward's counselling is a separate job of its own, so the two don't overlap. |
| Prison Commons | Ward's warden work automatically respects prison-commons areas — you get that for free, without either mod knowing about the other. |
| Psychology (unofficial) · Rim Disorders · More Mental Breaks | These reshape the mental-break and mental-illness machinery. Ward doesn't touch that machinery — it just nudges the break threshold the way a mood effect would — so they all stack. |
| Prisoner Realism | It changes how the game decides what counts as a prison cell. Ward's ward role sits on top of that without breaking containment — a ward is still a prison cell. |
| Locks · Restraints · Prisoner Recreation | All fine. They touch prisoner behaviours Ward leaves alone. |
| Dubs Bad Hygiene | No overlap at all. |
| Royalty · Ideology · Biotech | Ward works with or without the DLC. Psychiatric care is available even if you don't run Ideology's ideoligions. |
The general rule: because Ward adds rather than overrides, it should also coexist with prison and psych mods that aren't on this list. If you ever find one it genuinely fights, that's a bug worth reporting — Ward's whole design is built around not doing that.
Part of the Institution suite
The Institution suite — Institution: Core, Institution: Contraband, Institution: Justice, Institution: Gangs, Foul Play, and Institution: Ward — is a set of RimWorld 1.6 mods about what an institution does to the people inside it. Each stands alone; together they interlock. Ward's psychiatric ward is a secure context where a committed patient can conceal and improvise contraband exactly as a prisoner can, because they ride the same prisoner rail the rest of the suite polices.