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# 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.
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## 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.