Fold Ward into the single Institution install as its psychiatric-care layer. package.sh now builds Ward clean and vendors Ward.dll plus its defs and textures alongside the other layers, and the settings shim gains a Ward (psychiatric care) checkbox that writes the shared InstitutionSettings.ward flag. Re-assembling also carries in Justice's now-shipping policing defs (the constable work type and crime thoughts), so the aggregate finally bundles colony crime and the weighed arrest as well. README updated to five layers over one Core with policing shipped and Ward folded in; adds the changelog, the Workshop preview, and the preview generator.
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Changelog
Format: Keep a Changelog. Versioning: SemVer.
[Unreleased]
Added
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Institution — the aggregate mod. One install bundles the whole suite: the Core propensity / record engine plus the Contraband, Justice, and Gangs feature layers, each behind its own in-game toggle (all on by default). The layers remain modular — the suite can be split back into separate mods at any time; this is packaging, not a merge.
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Settings panel — a checkbox per layer:
- Contraband — concealment, search, escape tunnels.
- Justice — classification, deterrence, discipline & reform, parole, regime.
- Gangs — prison contraband economies and social capstone.
- Policing — colony crime and weighed arrests. A large behavioural change, so it carries its own switch (on by default): your own colonists commit crimes on the propensity spectrum, and a weighed arrest can end in a cell or a resisted breakout.
Toggling a layer off disables its systems in place, without uninstalling anything.
Notes
- Requires Harmony. The suite's only Harmony-using code is Justice's prisoner-recreation postfix.
- The standalone Foul Play framework bridges into this suite when both are installed.