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# FAQ — handling what Institution throws at you
New situations the suite introduces, and what to actually do about them. Grouped by where the trouble
comes from. Every layer is a checkbox in **Options → Mod Settings** — if a whole category of problem
isn't for you, turn that layer off and it stops immediately.
---
## Escapes & contraband
**A prisoner is digging a tunnel under my wall!**
Order a warden to **search** them — a search can turn up the digging tool and end the tunnel, and a
half-dug shaft is easier to spot than the pick that started it. Tunnels take days, so you have time.
Prevention: house dangerous prisoners in **interior** cells with no short line to the wilderness, and
keep them searched. See [Tunnels](contraband/Tunnels.md) and [Warden Search](contraband/Warden-Search.md).
**My prisoner keeps having a shiv / weapon on them.**
Contraband is hidden — you won't see it in the gear tab; that's the point. Order **searches**, and
search the *likely* prisoner first: a prisoner with a bad record and a gnawed bed is the one to turn
over. If searches keep coming up empty but weapons keep appearing, suspect a **bent warden** or a
**gang** resupplying them (below). See [Concealment & Intake](contraband/Concealment-and-Intake.md).
**Where is all this contraband coming from? I keep searching!**
Three doors: prisoners **make** it (from their cell's own furniture), a **bent warden** smuggles it in,
or a **gang** moves it from a stashed member to a searched one. Deny the materials (barer cells), watch
your wardens, and **segregate** gang rivals so the network can't reach across the wing.
**One of my wardens is corrupt / letting things through.**
Warden corruption is a hidden disposition — a greedy or low-conduct colonist makes a leakier warden and
may even smuggle. You can't get a clean readout, so if a wing stays dirty no matter how you search,
rotate who wardens it. See [Corruption](contraband/Corruption.md).
---
## Prisoners who won't reform
**I'm warding a prisoner but their reform isn't moving.**
Reform only moves when a warden actually runs **rehabilitation** sessions — assign a warden to the
prisoner and let them work. A **better cell** (more impressive) and a **higher-Social** warden reform
faster; a bare cell and a rookie crawl. Don't leave a flagged prisoner untended: **neglect hardens**
them. See [Rehabilitation](corrections/Rehabilitation.md).
**A prisoner is "prisonized" / getting worse the longer I hold them.**
Harsh **discipline** (solitary) raises the colony's order but **hardens** the prisoner — held long and
handled roughly, they turn more dangerous, not less. If you want them out reformed, counsel more and
discipline less. Discipline is a tool for *order*, not for *rehabilitation*. See
[Discipline & Reform](corrections/Discipline-and-Reform.md).
**How do I actually release a reformed prisoner?**
Set their interaction mode to **Parole**. They go free when their **reform** is high enough **and** their
**security grade** is low enough (a Supermax pawn won't parole). With Ideology, an execution-happy
ideoligion sets a *high* bar (paroles rarely); an execution-abhorring one lets them out readily. A
"Ready for parole" alert tells you when one qualifies. See [Parole](corrections/Parole.md).
---
## Classification & housing
**I got a "dangerous prisoner unsecured" alert.**
A high-grade prisoner (Maximum/Supermax) is being held somewhere too weak for their grade — in the open,
or sharing a cell. Move them to a stronger wing. Place a wall-mounted **security marker** to grade a
whole cell block at once, then the game knows which prisoners are misplaced. See
[Classification](corrections/Classification.md).
**A prisoner is miserable and I don't know why.**
Two common Institution causes: they're **caged with a dangerous cellmate** (cell-safety mood hit — give
them a solo cell) or they're on a **Lockup** schedule with no recreation. Give dangerous prisoners their
own cells and hand prisoners some **Yard** time. See [Regime](corrections/Regime.md).
---
## Colony crime (Policing layer)
**My own colonists are committing crimes now!**
That's the **Policing** layer — colonists offend on the same propensity spectrum as everyone else, more
often when they're mistreated, dangerous by nature, or living in a big anonymous colony. Keep colonists
happy and the colony tight and it's rare. If you don't want colony crime at all, turn off the
**Policing** toggle and the rest of the suite keeps working. See [Policing](policing/Policing.md).
**A crime happened but no one was caught.**
Witnesses and a **constable's** investigation accrue evidence over time before a culprit is named — give
it a few days and assign someone capable to police work. Not every crime is solved. See
[Policing](policing/Policing.md).
**I don't want to arrest my star colonist over a petty theft.**
You often won't have to — arrests are **weighed**: a valuable colonist and a minor crime tips toward
letting it slide, and a small colony (or no free prison bed) won't arrest at all. And a disposed culprit
may **resist** the arrest and try to break out.
**A riot broke out!**
The colony's **climate of order** collapsed. Order falls when crime goes unanswered and rises with
**visible justice** — arrests and discipline. Riots only catch when order is already low, so the fix is
to stop letting crime pay: catch and punish, and order recovers. See [Deterrence](policing/Deterrence.md).
**Why does punishing one prisoner seem to calm the whole colony?**
By design — the order climate feeds back into **everyone's** disposition. Catching and punishing one
pawn deters the rest a little; letting crime slide emboldens them. That feedback is the whole point of
the suite. See [Deterrence](policing/Deterrence.md).
---
## Gangs
**A gang formed in my prison.**
Gangs are a **symptom of a badly-run colony** — disposed prisoners band together along ties they already
share. The counter-play is the rest of the suite: **segregate** rivals into different wings (a network
whose members can't reach each other is starved), keep prisoners reformed, and don't let contraband
flow. A well-run colony grows few gangs, if any. See [Joining](gangs/Joining.md) and
[Affiliations & Segregation](gangs/Affiliations-and-Segregation.md).
**Two prisoners keep fighting.**
Rival-gang brawls are booked as **crimes** — they land on the attacker's record and erode the colony's
order, so they matter beyond the moment. Segregating the rivals is how you stop it. See
[Rivalry & Fights](gangs/Rivalry-and-Fights.md).
---
## Psychiatric care (Ward layer)
**A prisoner broke mentally — I'd rather treat them than punish them.**
Commit them to the **Ward**: sustained counselling reduces the disorder that broke them and builds a
recovery track toward **discharge**. It's the other door out of the prison — recovery instead of
punishment. Don't neglect a committed patient, or they deteriorate. A **sedative** can calm a patient
who's about to break. See [Commitment](ward/Commitment.md).
---
## Settings & compatibility
**This is too much / I only want part of it.**
Every layer is independent. Open **Options → Mod Settings → Institution** and untick any of Contraband,
Policing, Corrections, Gangs, or Ward. The one you turn off goes inert immediately; the rest still work.
**Does it play nice with other prison / psychiatry mods?**
Yes — Institution rides vanilla's own prisoner rail and is tested against the popular psych/prison mods.
It extends rather than replaces, so it coexists with the mods that own the parts it doesn't. Ward in
particular is built to sit alongside Hospitality, Psychology, Rim Disorders and friends.
**Do I need anything else?**
Just **[Harmony](https://steamcommunity.com/sharedfiles/filedetails/?id=2009463077)**. The shared Core
engine ships inside the mod. **Foul Play** (a separate mod) bridges in if you also run it.
---
*Back to the [Wiki home](Home.md).*