It pointed at flan/rimworld-institution -- the local directory name, not the repo. This one is public, so the 404 was facing outward.
94 lines
5.3 KiB
Markdown
94 lines
5.3 KiB
Markdown
# Institution: Ward
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**Involuntary psychiatric commitment for RimWorld 1.6 — the third pawn state, neither free nor guilty.**
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> **The psychiatric-care layer of the [Institution](https://git.arch.fyi/flan/institution)
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> suite.** Ward runs on Core's shared treatment engine and ships bundled in the single Institution
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> install with a toggle of its own; it still installs standalone (needing only Institution: Core and
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> Harmony). Once a separate sister mod, now folded in.
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RimWorld gives a person exactly two places to stand: **colonist**, or **prisoner**. There is no
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third state for someone who is neither free nor guilty. Out of the box you cannot commit anyone. A
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colonist breaks, wanders off, punches a wall, recovers on their own, and goes back to hauling steel
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as though nothing happened. Mental breaks are episodic and amnesiac — nothing persists, nothing is
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*done* about them.
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Ward adds the missing state, and the room to put it in. A colonist you arrest can be set to
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**psychiatric care**. Wardens counsel them at a **treatment station**. A room with prisoner beds
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and a treatment station is a **psychiatric ward**, not a prison cell. Treatment lowers the patient's
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mental-break threshold while it lasts — and it fades, so it has to be *sustained*. A ward you don't
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staff is worse than no ward at all.
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---
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## The third state RimWorld doesn't have
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The reason "commit a colonist" isn't a stock button is simple: vanilla only knows two kinds of held
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person — a free colonist and a prisoner. There's no built-in slot for someone who is neither free nor
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guilty, which is why other mods that keep a not-quite-colonist around (like *Hospitality* and its
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guests) have to work so hard to maintain them.
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**Ward takes the cheap road.** A committed pawn *is* a prisoner — arresting your own colonist already
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does that. Ward just adds a new **way to handle** that prisoner: a "psychiatric care" mode you toggle
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on, sitting alongside vanilla's recruit / convert / release options. Nothing exotic — it's the same
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kind of custom prisoner mode other prison mods already add.
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So committing someone is entirely ordinary from the game's point of view:
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- **psychiatric care** — a new prisoner interaction mode you switch on
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- **the psychiatric ward** — a new room role a cell earns once it holds a treatment station
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- **counselling** — a new warden job, handled like any other warden work
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- the **treatment station**, the **recovery**, the **neglect** — new content layered on top
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Because Ward *adds* things rather than rewriting how vanilla prisoners behave, it sits quietly next to
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the popular psych and prison mods instead of fighting them. Which mods, and why, is on the
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**Compatibility** page.
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---
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## Riding the prisoner rail (why the suite cares)
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The choice that makes Ward *cheap* also makes it *interesting* inside the wider Institution suite. A
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committed patient is a genuine vanilla prisoner. That means they're a **held pawn** in exactly the
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sense the rest of the suite understands: someone who can be searched, and who can conceal and
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improvise contraband. A patient in a psych ward can hoard a shiv or brew something foul in a smuggled
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vessel, because the contraband, search, corruption and gang systems already work on any held
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prisoner — and a ward patient is one, for free.
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**And re-labelling a cell as a ward never lets anyone out.** A ward is a prison cell that also happens
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to be a ward — the two roles coexist. Containment, food delivery, and prison breaks all keep working
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exactly as they did before you built the station.
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---
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## Wiki index
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| Page | What's on it |
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| **Home** (this page) | What Ward is, the third-state problem, the suite |
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| **Commitment** | How commitment works in play: the care mode, the station, the ward room, the warden's job, treatment, recovery, neglect, and how it stacks with recruitment — with the real numbers |
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| **Compatibility** | Which popular psych and prison mods Ward plays nicely with, and why it doesn't fight them |
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---
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## Part of the Institution suite
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A set of RimWorld 1.6 mods about what an institution does to the people inside it. Each mod stands
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alone as an install; together they interlock into one system — colonists and prisoners drift toward
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crime on a spectrum of nature × nurture, and a policing/justice layer discovers, catches, punishes,
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reforms, or paroles them. Ward's psychiatric ward is a secure context where a committed patient can
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conceal and improvise contraband exactly as a prisoner can, because they ride the same prisoner rail.
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| Mod | What it is |
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| **Institution: Ward** (this) | Involuntary psychiatric commitment — the third pawn state, neither free nor guilty. |
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| **Institution: Core** | The shared engine — propensity (nature × nurture), the criminal record, secured context. |
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| **Institution: Contraband** | The physical smuggling loop — conceal, improvise shivs, dig Prison-Architect tunnels, warden search, warden corruption. |
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| **Institution: Justice** | Corrections & policing — classification, deterrence, discipline, parole, regime. |
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| **Institution: Gangs** | Gangs as contraband economies — joining, smuggling networks, rivalry, fights-as-crime. |
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| **Foul Play** | The vessel + substance + throw framework, and the "Piss Nuke" flagship; bridges to Core + Contraband when both are present. |
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Reference sibling mods by name — the mods are separate repositories and cross-repo links break.
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---
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