flan dbd6ea0e03 roadmap: institutionalization & recidivism are ours, on our own axis
Corrected an over-correction. In a suite named Institution these are the
namesake, and our substrate builds them on an axis Prisoner Realism has no engine
for, so it is complementary, not a rebuild:

- Institutionalization -> prisonization, and NOT a new system: the existing
  Propensity.Nurture reads the existing CriminalRecord.reform field (signed:
  harsh regime prisonizes, rehabilitative reforms). One field, additive. When PR
  is present we soft-read its hediff as one more input -- no patch, no dependency.
- Recidivism -> we own the reintegrated who STAY and reoffend inside the colony
  (wiring gap D); PR owns the departed who return as raiders. Different
  population, no overlap.

Also records the governing constraint "defer the depth, never the payoff": the
propensity -> contraband -> detection spine is fully ours and self-complete; only
the response side (Discipline, Parole) needs its own minimal effect so nothing
dangles when PR is absent.
2026-07-15 02:50:38 +00:00

The Institution suite

A set of RimWorld 1.6 mods about what an institution does to the people inside it — and the crime, policing, and justice that put them there. Each mod stands alone and requires none of the others; together they form one system.

The thesis

Every pawn has a criminal propensity on a spectrum — nature (traits) × nurture (circumstance, mood, treatment) — and the colony can police it.

The suite is the two halves of that: colonists commit crimes and a policing layer catches them (pre-arrest), and prison / contraband / wards / secure areas hold and reform them (post-arrest). Arrest is the hinge. Nothing hard-codes "prisoner" — every held-person system keys off a secured context: prisoner, ward patient, slave, or secure-area occupant.

The mods

Mod What it is Status
Foul Play throw a container of something off a body; vessels + substances + the Piss Nuke flagship shipping
Institution: Contraband conceal / improvise / search / confiscate; intake, escape, secure areas building
Institution: Ward involuntary psychiatric commitment — the third pawn state, neither free nor guilty shipping
Institution: Regime daily schedule (vanilla Restrict) + modest needs + visitation planned
Institution: Justice the crime loop, the policing officer, parole / discharge / manumission planned
Institution: Discipline security classification, punishment-as-order, corruption planned
Institution: Gangs prisoner & colony gangs, rivalries, contraband networks planned

Principles

  • Self-complete, dependency-free. Every mod works alone; none requires another suite mod or any third-party mod. Integrations are always MayRequire-soft — features light up if a mod is present and the loop still closes without it.
  • Coexist, don't duplicate. We test against the all-time most-subscribed Workshop mods and never rebuild what a genuinely good mod already does well — judged by quality, not sub count.
  • Extend by capability, not by list. New content registers via IsWeapon / IsDrug / category, so modded items are covered without being named.

The plan

The full design, module scope, build order, and prior-art verdicts are in ROADMAP.md. Per-mod roadmaps live in each repo (e.g. Contraband's item build list).

Compatibility

The in-game harness (Tools/run-compat-test.sh in the Ward repo) boots a real headless RimWorld with the suite plus the popular psych/prison mods and the all-time most-subscribed mods loaded at once, and fails on any error naming our code. Combat Extended gets its own dedicated pass. It needs a licensed RimWorld + xvfb, so it is a LOCAL step, not CI.

CI

Each code repo runs a Gitea Actions workflow (.gitea/workflows/ci.yml) on push: lint def XML (catches malformed XML and relative-xpath silent no-ops) + dotnet build against the Krafs RimWorld reference assemblies (no game install needed). Runs on the self-hosted truenas-runner (host mode, label ubuntu-latest); .NET is provisioned per-run via setup-dotnet. Green across Foul Play, Contraband, and Ward.

AI disclosure

Designed and built with substantial assistance from Claude (Anthropic).

S
Description
The Institution suite hub — master roadmap linking Foul Play, Contraband, Ward and the planned modules. Private.
Readme
948 KiB
Languages
Python 70.2%
Shell 16.6%
C# 13.2%