Player-facing wiki rewrite
@@ -1,91 +0,0 @@
|
||||
# Affiliations and segregation
|
||||
|
||||
*Gangs grow out of who pawns **already are** — and the counter-play is to keep the wrong pawns apart.*
|
||||
|
||||
A gang in this mod is never invented from nowhere. It crystallises along the bonds a colony already
|
||||
contains: shared faction, shared faith, or real friendship. This page covers the formation rule — which
|
||||
bonds count and why the *same room* requirement matters — and then the segregation counter-play that
|
||||
turns those same bonds against the network.
|
||||
|
||||
## The formation rule
|
||||
|
||||
On each 5000-tick pass, the game walks everyone currently over the join bar (Nature × Nurture ≥ 0.9)
|
||||
and tries to pair each unaffiliated pawn with a mate. A pawn pairs up with someone who is, at that
|
||||
moment, **in the same room** *and* someone they **already share a bond with**.
|
||||
|
||||
Two conditions, both required: they must be **in the same room** at the moment of the check, **and**
|
||||
they must **share an affiliation**. A disposed pawn does not fall in with a stranger across the map; it
|
||||
falls in with someone it is standing next to *and* already connected to.
|
||||
|
||||
Pairing binds them together: if either already runs with a gang, the other joins that gang; otherwise a
|
||||
fresh gang is founded. So gangs accrete — a new member pairing with an existing member is absorbed
|
||||
into the existing crew rather than starting a rival one.
|
||||
|
||||
### What counts as an affiliation
|
||||
|
||||
| Bond | Condition | Notes |
|
||||
|---|---|---|
|
||||
| **Same faction** | both belong to the same (non-empty) faction | your colonists share one; captured raiders share theirs |
|
||||
| **Same ideoligion** | both follow the same ideoligion, only if the Ideology DLC is active | needs Ideology enabled |
|
||||
| **Friendship** | an opinion of at least **+20** of each other | a real positive relationship, not mere acquaintance |
|
||||
|
||||
The design intent:
|
||||
|
||||
> Gangs grow out of who pawns ALREADY are, not out of nowhere — so a prisoner's gang on the outside is
|
||||
> their old faction/friends, and rival factions run as rival gangs.
|
||||
|
||||
This is why the system feels coherent rather than arbitrary. A crew is a faction bloc, a congregation,
|
||||
or a friend group — social lines the colony *already has*. Gangs mesh with them instead of stamping
|
||||
random groupings over the top.
|
||||
|
||||
## Rival factions become rival gangs
|
||||
|
||||
Follow the rule to its conclusion. Two captured raiders from **different** hostile factions each share
|
||||
an affiliation with *their own* side but not with each other. Housed in the same wing, each pairs up
|
||||
along its own faction line — and now you have **two gangs**. As the
|
||||
[Rivalry and Fights](Rivalry-and-Fights.md) page explains, members of two different gangs are
|
||||
automatically **rivals**, and rival-gang violence between them is booked as a crime.
|
||||
|
||||
So the affiliation rule and the rivalry rule are two ends of one idea: **who bands together** and **who
|
||||
is opposed** both derive from pre-existing loyalties. Mix hostile factions or clashing ideoligions in
|
||||
one room and you have not made one big gang — you have made two rival ones and lit the fuse between
|
||||
them. This is a housing decision with mechanical teeth.
|
||||
|
||||
## Segregation: the counter-play
|
||||
|
||||
Here is where the formation rule and the network rule meet, and where the rest of the suite earns its
|
||||
keep. A gang can only *do* anything — resupply itself — if its members can **reach** each other.
|
||||
Passing contraband requires two things: the pawns must be in the same gang, **and** two pawns both on
|
||||
the map must have a walkable path between them. Break the path and you break the network.
|
||||
|
||||
The design calls this out as the intended answer to the whole mod:
|
||||
|
||||
> The counter-play is the rest of the suite: Classification SEGREGATES rivals into different wings, and
|
||||
> a network whose members cannot REACH each other is starved.
|
||||
|
||||
**Classification** lives in **Institution: Justice**. It grades pawns by risk and lets you sort them
|
||||
into separate, walled wings. Two gangmates graded into different wings, with no walkable route between
|
||||
them, fail the reach test on every network pass. The gang still *exists* — they are still the same crew,
|
||||
still rivals of the other crew — but it can no longer pass a shiv from a holder to a have-not. **A
|
||||
network that cannot reach itself is a network that cannot supply itself.**
|
||||
|
||||
This is the elegant part of the design: the very bonds that formed the gang tell you *who to keep
|
||||
apart*, and the reach requirement makes keeping them apart actually starve the supply chain. You do not
|
||||
disband a gang; you **cut it off from itself** until nothing can move along it.
|
||||
|
||||
## How to play it
|
||||
|
||||
- **Read affiliations before you house pawns.** Same-faction and same-ideoligion prisoners will band
|
||||
together; hostile factions in one wing will form *rival* gangs and fight. Sort deliberately.
|
||||
- **Segregate by Classification, not by hope.** Putting rivals in "different areas" is not enough —
|
||||
resupply only needs a *walkable path* between two gangmates. A shared corridor is a supply line. Use
|
||||
genuinely separate, walled wings.
|
||||
- **Starve, don't chase.** You will rarely delete a gang outright. The durable win is to keep its
|
||||
members unable to reach one another so the network dries up, while keeping mood and deterrence high so
|
||||
few pawns cross the join bar in the first place (see [Joining](Joining.md)).
|
||||
- **Watch the outside valve.** Segregation starves *internal* resupply; a bent warden can still inject
|
||||
new contraband from outside (see [Networks and Smuggling](Networks-and-Smuggling.md)). Partition the
|
||||
wing *and* clean up your wardens for a network that genuinely goes dark.
|
||||
|
||||
---
|
||||
*Part of the **Institution** suite — Core · Contraband · Justice · Gangs (this). Each mod stands alone; together they are one system.*
|
||||
+221
@@ -0,0 +1,221 @@
|
||||
# Commitment
|
||||
|
||||
How involuntary psychiatric commitment actually works in play: how a colonist becomes a ward patient,
|
||||
what the treatment station does, how a room turns into a ward, who does the counselling, what the
|
||||
treatment buys, and what happens if you commit someone and then forget about them.
|
||||
|
||||
---
|
||||
|
||||
## The loop in one paragraph
|
||||
|
||||
You **arrest** a colonist (or otherwise take a prisoner) and set their interaction mode to
|
||||
**psychiatric care**. You build a **treatment station** in their cell, which turns the room into a
|
||||
**psychiatric ward**. A warden walks over, sits, and **counsels** them; each session builds up their
|
||||
**treatment**, which **lowers their mental-break threshold** so they break less often. That progress
|
||||
**fades** over about a week if nobody keeps attending, so it has to be sustained. Counselling also
|
||||
gives the patient a small mood lift. Neglect a committed patient — leave them with no ongoing
|
||||
treatment — and once a day they pick up a **neglected** mood penalty that drags them back toward the
|
||||
break that got them committed. Treat them and they stabilise; forget them and they don't. That
|
||||
feedback loop is the entire mod.
|
||||
|
||||
---
|
||||
|
||||
## Step 1 — Becoming a ward patient
|
||||
|
||||
Commitment reuses vanilla's arrest → prisoner transition. You don't get a new pawn state; you take a
|
||||
prisoner (arrest your own colonist, or a captured raider) and then switch on a new interaction mode.
|
||||
|
||||
### Psychiatric care — the interaction mode
|
||||
|
||||
In the prisoner's interaction dropdown you'll find a new option, **psychiatric care**, sitting between
|
||||
*Reduce resistance* and *Release*. A few things make it behave the way it does:
|
||||
|
||||
- **It stacks.** Unlike recruit / convert / enslave / release / execute — which are one-at-a-time
|
||||
choices — psychiatric care is a toggle that layers *on top* of whatever else you've picked, the
|
||||
same way vanilla's *Bloodfeed* and *Study* toggles do. So a patient can be set to **recruit AND
|
||||
psychiatric care at once**: you counsel a sad captured colonist toward stability while also chipping
|
||||
at their resistance.
|
||||
- **You can flag a downed or sleeping patient.** Setting the mode doesn't require them to be awake —
|
||||
the warden decides when to actually treat.
|
||||
- **Not for wild men**, and it works fine **without Ideology's ideoligion system**.
|
||||
|
||||
Because the mode stacks, it also lets Ward coexist cleanly with work-your-prisoners mods like *Prison
|
||||
Labor* — see **Compatibility**.
|
||||
|
||||
---
|
||||
|
||||
## Step 2 — The treatment station
|
||||
|
||||
Flagging a patient for care does nothing on its own. Treatment happens *at a station, in the
|
||||
patient's own room*. Without one, a patient flagged for care in an ordinary cell simply goes
|
||||
untreated — which is the point of the neglect penalty (Step 6).
|
||||
|
||||
### The treatment station — the building
|
||||
|
||||
> *"A desk, a chair bolted to the floor, and a locked cabinet of sedatives. A warden set to
|
||||
> psychiatric care will use it to counsel patients held in this room."*
|
||||
|
||||
| What | Value |
|
||||
|---|---|
|
||||
| Cost | **40 Steel + 2 medicine** — deliberately cheap |
|
||||
| Build time | Quick |
|
||||
| Research needed | **Medicine Production** — the one gate |
|
||||
| Size | A two-tile desk; pawns squeeze past it, so it doesn't wall off a cell |
|
||||
| Notes | It burns |
|
||||
|
||||
**It's cheap on purpose.** The real cost of running a ward is not the 40 steel. It's the **warden
|
||||
hours** you spend counselling and the **labour you give up** by not putting the patient to work. The
|
||||
building is just the gate that says "this room is set up to treat people."
|
||||
|
||||
And the locked cabinet isn't only flavour: a patient sliding toward a break faster than counselling
|
||||
can steady them is the moment a **sedative** earns its keep — something to calm a patient who's close
|
||||
to going over the edge.
|
||||
|
||||
---
|
||||
|
||||
## Step 3 — The room becomes a ward
|
||||
|
||||
Once a treatment station stands in a room that already holds prisoner beds, the room's role changes
|
||||
from prison cell to **psychiatric ward**. Vanilla already has Prison Cell, Prison Barracks and
|
||||
Hospital; the ward is the fourth sibling. Two things are worth knowing:
|
||||
|
||||
- **It's gated on the station.** A room only reads as a ward if it actually contains a treatment
|
||||
station *and* at least one prisoner bed. Without that, an ordinary prison cell full of beds keeps
|
||||
its normal Prison Cell role, untouched. Build the station and it's a ward; don't and nothing
|
||||
changes.
|
||||
- **It's still a prison cell.** Re-labelling the role does not release anyone. A ward is a prison cell
|
||||
*and* a ward at the same time, so containment, food delivery, and prison breaks all keep working.
|
||||
|
||||
---
|
||||
|
||||
## Step 4 — The warden does the work
|
||||
|
||||
Counselling is **warden work**. Assign it the way you assign any warden task, and a warden will walk
|
||||
over and treat the patient. A few rules govern when a session can start:
|
||||
|
||||
- The warden needs to be able to **talk and hear** — a mute or deaf warden can't counsel.
|
||||
- The patient must be **awake, not downed, and not mid-break** — you can't counsel someone who's
|
||||
unconscious or already spiralling.
|
||||
- There must be a **treatment station in the patient's own room** (not out in the open). You can't
|
||||
treat someone through a wall from a station two cells over.
|
||||
- Its priority sits **above chatting** but **below feeding** — an untreated patient deteriorates, a
|
||||
bored one doesn't — so wardens won't skip meals to run a session.
|
||||
|
||||
### A session
|
||||
|
||||
- **Length:** about **20 in-game minutes**, with a progress bar while it runs.
|
||||
- It **fails out** if the patient despawns, is forbidden, falls asleep, or breaks partway through.
|
||||
- On completion it applies the treatment, gives the patient a "counselled" mood memory, runs a
|
||||
deep-talk conversation (so the relationship builds and the *next* session lands harder), and awards
|
||||
the warden **60 Social XP**.
|
||||
|
||||
Because psychiatric care is its own separate warden job rather than a rewrite of vanilla's, it doesn't
|
||||
collide with mods that modify the built-in warden interactions — again, **Compatibility**.
|
||||
|
||||
---
|
||||
|
||||
## Step 5 — What treatment buys
|
||||
|
||||
Each completed session adds to the patient's treatment, and how much depends on the warden's **Social
|
||||
skill**:
|
||||
|
||||
| Warden Social skill | Treatment gained per session |
|
||||
|---|---|
|
||||
| 0 | 0.20 |
|
||||
| 5 | 0.275 |
|
||||
| 10 | 0.35 |
|
||||
| 15 | 0.425 |
|
||||
| 20 | 0.50 |
|
||||
|
||||
The floor is deliberate: even an unskilled warden buys **0.20** a session. A bad ward is *neglect*,
|
||||
not *zero* — a clumsy counsellor is still worth something. Treatment tops out at **1.0**, a full
|
||||
course.
|
||||
|
||||
**What it does:** while treatment is active it **lowers the patient's mental-break threshold by
|
||||
0.10** — a lower threshold means they break at a worse mood, i.e. **break less often**.
|
||||
|
||||
**Decay is the mechanic.** Treatment bleeds off at **0.15 per day**, so a full course fades back to
|
||||
nothing in **about a week** if nobody keeps attending. A patient treated once and then ignored slides
|
||||
right back. Sustained counselling keeps it topped up and the break threshold suppressed; stopping lets
|
||||
it fade. Treatment is a *programme*, not a one-time cure.
|
||||
|
||||
> The −0.10 break-threshold figure is a first pass and not yet heavily playtested — expect it to be
|
||||
> tuned.
|
||||
|
||||
---
|
||||
|
||||
## Step 6 — The other half: neglect
|
||||
|
||||
A ward you don't staff is not a neutral place to keep someone. It's a *worse* one. Without a cost,
|
||||
"arrest the sad colonist and park them" would be a free way to remove a problem pawn from play. It
|
||||
isn't free.
|
||||
|
||||
**Once per in-game day**, Ward checks every prisoner flagged for psychiatric care. Any patient who
|
||||
isn't currently under treatment — meaning no warden has been near them in days — picks up a
|
||||
**neglected** mood penalty. (The check keys off active treatment, and since treatment decays on its
|
||||
own, its absence is the tell that the patient has genuinely been left alone, not merely that nobody
|
||||
happens to be counselling them this exact minute.)
|
||||
|
||||
### The two moods
|
||||
|
||||
| Mood | Value | Duration | Stacks to | Meaning |
|
||||
|---|---|---|---|---|
|
||||
| **Counselled** | **+6** | 2 days | 3 | "Someone sat with me and listened. It helped, a little." |
|
||||
| **Neglected** | **−8** | 3 days | 4 | "They locked me in here for my own good and then forgot about me." |
|
||||
|
||||
Neglect is **asymmetric** — a −8 penalty stacking four deep (−32) badly outweighs three counselling
|
||||
lifts (+18). That's intentional: a neglected patient's mood falls, which raises their break risk,
|
||||
which is exactly the crisis you committed them to avoid. A ward can *manufacture* the break it was
|
||||
built to prevent. Staff it, or don't build it.
|
||||
|
||||
> **Known rough edge:** neglect keys off "not currently under treatment," so a patient treated once a
|
||||
> week can technically dodge the penalty on the single day their treatment runs out. It's a documented
|
||||
> quirk, not yet smoothed.
|
||||
|
||||
---
|
||||
|
||||
## How it stacks with recruitment (and everything else)
|
||||
|
||||
Because psychiatric care is a non-exclusive toggle, it layers onto whatever else you've set:
|
||||
|
||||
| You want to… | Set | Result |
|
||||
|---|---|---|
|
||||
| Just stabilise a broken colonist | Psychiatric care | Wardens counsel; break threshold drops |
|
||||
| Talk a captured raider down *and* recruit them | Psychiatric care **+** Attempt recruit | Both run — counselling lifts mood while resistance is chipped |
|
||||
| Convert *and* treat | Psychiatric care **+** convert | Both toggle on |
|
||||
| Work a patient *and* treat them | Psychiatric care **+** Prison Labor's work mode | Both apply. Working a fragile patient is bleak — and it's your call |
|
||||
|
||||
The last row is the darkest option the mod exposes, and it exposes it on purpose: Ward doesn't forbid
|
||||
working a patient, it just makes the trade-off visible.
|
||||
|
||||
Because a ward patient is a genuine vanilla prisoner, everything the wider Institution suite does to
|
||||
prisoners applies to them unchanged — a committed patient can be classified, disciplined, paroled,
|
||||
searched, and can conceal or improvise contraband. See **Home** for the suite map and **Compatibility**
|
||||
for how Ward stays out of other mods' way.
|
||||
|
||||
---
|
||||
|
||||
## Quick reference — the numbers
|
||||
|
||||
| Thing | Number |
|
||||
|---|---|
|
||||
| Treatment station cost | 40 steel + 2 medicine; needs Medicine Production research |
|
||||
| Counselling session | ~20 in-game minutes |
|
||||
| Treatment per session | 0.20 (unskilled) → 0.50 (Social 20) |
|
||||
| Treatment cap | 1.0 (a full course) |
|
||||
| Treatment decay | −0.15/day (~a week from full to nothing) |
|
||||
| Break-threshold effect | −0.10 while treated (breaks less often) |
|
||||
| Counselled mood | +6, 2 days, stacks to 3 |
|
||||
| Neglected mood | −8, 3 days, stacks to 4 |
|
||||
| Neglect check | once per in-game day |
|
||||
| Warden reward | 60 Social XP per session |
|
||||
|
||||
---
|
||||
|
||||
## Part of the Institution suite
|
||||
|
||||
Institution: Ward is one mod in the **Institution** suite of RimWorld 1.6 mods — Ward, plus
|
||||
**Institution: Core**, **Institution: Contraband**, **Institution: Justice**, **Institution: Gangs**,
|
||||
and **Foul Play**. Each stands alone; together they interlock. A committed patient rides the same
|
||||
prisoner rail the rest of the suite polices, so a psychiatric ward is also a secure context where a
|
||||
patient can conceal and improvise contraband exactly as a prisoner can.
|
||||
+78
-73
@@ -1,88 +1,93 @@
|
||||
# Institution: Gangs
|
||||
# Institution: Ward
|
||||
|
||||
*Gangs as **contraband economies** — not mood. The social capstone of the **Institution** suite of
|
||||
RimWorld 1.6 mods.*
|
||||
**Involuntary psychiatric commitment for RimWorld 1.6 — the third pawn state, neither free nor guilty.**
|
||||
|
||||
> **The psychiatric-care layer of the [Institution](https://git.onetick.ninja/flan/rimworld-institution)
|
||||
> suite.** Ward runs on Core's shared treatment engine and ships bundled in the single Institution
|
||||
> install with a toggle of its own; it still installs standalone (needing only Institution: Core and
|
||||
> Harmony). Once a separate sister mod, now folded in.
|
||||
|
||||
RimWorld gives a person exactly two places to stand: **colonist**, or **prisoner**. There is no
|
||||
third state for someone who is neither free nor guilty. Out of the box you cannot commit anyone. A
|
||||
colonist breaks, wanders off, punches a wall, recovers on their own, and goes back to hauling steel
|
||||
as though nothing happened. Mental breaks are episodic and amnesiac — nothing persists, nothing is
|
||||
*done* about them.
|
||||
|
||||
Ward adds the missing state, and the room to put it in. A colonist you arrest can be set to
|
||||
**psychiatric care**. Wardens counsel them at a **treatment station**. A room with prisoner beds
|
||||
and a treatment station is a **psychiatric ward**, not a prison cell. Treatment lowers the patient's
|
||||
mental-break threshold while it lasts — and it fades, so it has to be *sustained*. A ward you don't
|
||||
staff is worse than no ward at all.
|
||||
|
||||
---
|
||||
|
||||
## What Gangs is
|
||||
## The third state RimWorld doesn't have
|
||||
|
||||
Gangs turns the loose, disposed pawns in your colony — colonists, prisoners, slaves — into a
|
||||
**network** that moves contraband. When disposition and circumstance line up, pawns who already share
|
||||
a bond band together, and a member who holds a stash quietly resupplies a member who has none. A
|
||||
search that turns up nothing on one prisoner has therefore *not* cleaned out the wing: the wing is a
|
||||
supply chain, and you only searched one link.
|
||||
The reason "commit a colonist" isn't a stock button is simple: vanilla only knows two kinds of held
|
||||
person — a free colonist and a prisoner. There's no built-in slot for someone who is neither free nor
|
||||
guilty, which is why other mods that keep a not-quite-colonist around (like *Hospitality* and its
|
||||
guests) have to work so hard to maintain them.
|
||||
|
||||
That is the entire point, and it is a deliberately narrow one. Gangs does not do mood. It does not do
|
||||
a "gang leader buff." It does the one thing nothing else in the ecosystem does — it makes contraband
|
||||
**flow between pawns**, and then hands you the tools to cut the flow.
|
||||
**Ward takes the cheap road.** A committed pawn *is* a prisoner — arresting your own colonist already
|
||||
does that. Ward just adds a new **way to handle** that prisoner: a "psychiatric care" mode you toggle
|
||||
on, sitting alongside vanilla's recruit / convert / release options. Nothing exotic — it's the same
|
||||
kind of custom prisoner mode other prison mods already add.
|
||||
|
||||
## The gap it fills (and the one it doesn't)
|
||||
So committing someone is entirely ordinary from the game's point of view:
|
||||
|
||||
If you run **Prisoner Realism**, its *Ringleader* system already models a dominant prisoner spreading
|
||||
unrest and mood contagion through a wing. That system is good, and Gangs does not touch it. Ringleader
|
||||
owns *influence and mood*.
|
||||
- **psychiatric care** — a new prisoner interaction mode you switch on
|
||||
- **the psychiatric ward** — a new room role a cell earns once it holds a treatment station
|
||||
- **counselling** — a new warden job, handled like any other warden work
|
||||
- the **treatment station**, the **recovery**, the **neglect** — new content layered on top
|
||||
|
||||
Gangs owns the thing Ringleader has no equivalent for: **the network as a supply chain.** Contraband
|
||||
physically changes hands along social lines. A stash on one pawn is a stash available to the whole
|
||||
gang. The two systems are complementary — run both. Ringleader tells you *who stirs the pot*; Gangs
|
||||
tells you *how the shivs get around*.
|
||||
Because Ward *adds* things rather than rewriting how vanilla prisoners behave, it sits quietly next to
|
||||
the popular psych and prison mods instead of fighting them. Which mods, and why, is on the
|
||||
**Compatibility** page.
|
||||
|
||||
## Why it needs the whole suite
|
||||
---
|
||||
|
||||
Gangs is the module built **last**, because it needs every other Institution mod already in place. It
|
||||
is not a standalone feature; it is the suite working together, and it is honest about that in its
|
||||
dependencies:
|
||||
## Riding the prisoner rail (why the suite cares)
|
||||
|
||||
| It asks... | ...and the answer comes from |
|
||||
The choice that makes Ward *cheap* also makes it *interesting* inside the wider Institution suite. A
|
||||
committed patient is a genuine vanilla prisoner. That means they're a **held pawn** in exactly the
|
||||
sense the rest of the suite understands: someone who can be searched, and who can conceal and
|
||||
improvise contraband. A patient in a psych ward can hoard a shiv or brew something foul in a smuggled
|
||||
vessel, because the contraband, search, corruption and gang systems already work on any held
|
||||
prisoner — and a ward patient is one, for free.
|
||||
|
||||
**And re-labelling a cell as a ward never lets anyone out.** A ward is a prison cell that also happens
|
||||
to be a ward — the two roles coexist. Containment, food delivery, and prison breaks all keep working
|
||||
exactly as they did before you built the station.
|
||||
|
||||
---
|
||||
|
||||
## Wiki index
|
||||
|
||||
| Page | What's on it |
|
||||
|---|---|
|
||||
| *Who is disposed enough to join?* | **Institution: Core** — the propensity engine that scores each pawn's Nature and Nurture |
|
||||
| *What do they move?* | **Institution: Contraband** — concealment, stashes, search, and the bent-warden supply route |
|
||||
| *Where does a fight get booked, and how are rivals kept apart?* | **Institution: Justice** — the crime/deterrence loop, and Classification's segregation |
|
||||
|
||||
Remove any one of those and Gangs has nothing to stand on. It is the place where Core's spectrum,
|
||||
Contraband's stashes, and Justice's policing all cash out at once.
|
||||
|
||||
## A healthy colony grows few gangs — or none
|
||||
|
||||
This is the thesis, and it is enforced in the numbers, not just the flavour. Membership is gated at a
|
||||
Nature × Nurture score of **0.9 or higher** — a high bar on purpose. A disposed pawn who is
|
||||
**well-kept and well-policed** does not band up: their nurture multiplier stays low, and deterrence
|
||||
pulls it lower still. It takes a foul streak (nature) *and* a badly-run situation (nurture) at the
|
||||
same time.
|
||||
|
||||
So a gang problem is a **symptom**. It is the game telling you that a wing is mistreated, under-policed,
|
||||
or both. The fix is never "fight the gang system" — it is to run a better prison. Feed them, give them
|
||||
recreation, keep deterrence high, segregate rivals, and the networks starve on their own.
|
||||
|
||||
> A gang is a symptom of a badly-run colony, not furniture.
|
||||
|
||||
## The pages
|
||||
|
||||
- **[Joining](Joining.md)** — why the join bar (Nature × Nurture ≥ 0.9) is high, why good treatment and
|
||||
deterrence keep pawns *out*, and how membership is re-checked for every kind of pawn.
|
||||
- **[Networks and Smuggling](Networks-and-Smuggling.md)** — how a holder resupplies a needy gangmate,
|
||||
the *same-gang-and-can-reach* rule, why this defeats a single search, and how a bent warden refills a
|
||||
starved network from outside.
|
||||
- **[Rivalry and Fights](Rivalry-and-Fights.md)** — how a gang fight is booked as a crime through
|
||||
Justice, why inside-the-wire and out-on-the-street are the same offence, and how it feeds deterrence.
|
||||
- **[Affiliations and Segregation](Affiliations-and-Segregation.md)** — shared faction, faith, or
|
||||
friendship plus *same room* as the formation rule, why rival factions become rival gangs, and how
|
||||
Classification's segregation is the counter-play that starves a network which cannot reach itself.
|
||||
|
||||
## The suite
|
||||
|
||||
Part of the **Institution** suite of RimWorld 1.6 mods:
|
||||
|
||||
- **Institution: Core** — the propensity engine (Nature × Nurture), criminal records, secured context.
|
||||
- **Institution: Contraband** — concealment, improvised shivs, tunnels, warden search and corruption.
|
||||
- **Institution: Justice** — Classification, Deterrence, Discipline, Parole, Regime.
|
||||
- **Institution: Gangs** — this mod: joining, networks/smuggling, rivalry/fights.
|
||||
|
||||
Sibling projects: **Foul Play** (the vessel/substance framework and the "Piss Nuke") and **Ward** (a
|
||||
ward/treatment prison mode).
|
||||
|
||||
Each mod stands alone as an install; together they form one system.
|
||||
| **Home** (this page) | What Ward is, the third-state problem, the suite |
|
||||
| **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 |
|
||||
| **Compatibility** | Which popular psych and prison mods Ward plays nicely with, and why it doesn't fight them |
|
||||
|
||||
---
|
||||
|
||||
## Part of the Institution suite
|
||||
|
||||
A set of RimWorld 1.6 mods about what an institution does to the people inside it. Each mod stands
|
||||
alone as an install; together they interlock into one system — colonists and prisoners drift toward
|
||||
crime on a spectrum of nature × nurture, and a policing/justice layer discovers, catches, punishes,
|
||||
reforms, or paroles them. 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.
|
||||
|
||||
| Mod | What it is |
|
||||
|---|---|
|
||||
| **Institution: Ward** (this) | Involuntary psychiatric commitment — the third pawn state, neither free nor guilty. |
|
||||
| **Institution: Core** | The shared engine — propensity (nature × nurture), the criminal record, secured context. |
|
||||
| **Institution: Contraband** | The physical smuggling loop — conceal, improvise shivs, dig Prison-Architect tunnels, warden search, warden corruption. |
|
||||
| **Institution: Justice** | Corrections & policing — classification, deterrence, discipline, parole, regime. |
|
||||
| **Institution: Gangs** | Gangs as contraband economies — joining, smuggling networks, rivalry, fights-as-crime. |
|
||||
| **Foul Play** | The vessel + substance + throw framework, and the "Piss Nuke" flagship; bridges to Core + Contraband when both are present. |
|
||||
|
||||
Reference sibling mods by name — the mods are separate repositories and cross-repo links break.
|
||||
|
||||
---
|
||||
*Part of the **Institution** suite — Core · Contraband · Justice · Gangs (this). Each mod stands alone; together they are one system.*
|
||||
|
||||
-113
@@ -1,113 +0,0 @@
|
||||
# Joining a gang
|
||||
|
||||
*How Gangs decides who runs with a crew — and why a well-run colony keeps almost everyone out.*
|
||||
|
||||
Membership is not random, and it is not a mood event. A pawn joins a gang only when their **disposition
|
||||
and their circumstances line up at once** — the same Nature × Nurture propensity that drives every
|
||||
other behaviour in the Institution suite. This page covers the exact test, why the bar is set where it
|
||||
is, and how you keep pawns on the right side of it.
|
||||
|
||||
## The rule
|
||||
|
||||
A pawn joins when their **Nature multiplied by their Nurture reaches 0.9 or higher**. Only humanlike
|
||||
pawns are ever eligible — animals and mechs never join.
|
||||
|
||||
Beyond that it is one line of arithmetic: multiply the pawn's **Nature** by their **Nurture** and
|
||||
compare to **0.9**. There is no dice roll here. The same pawn in the same situation always gives the
|
||||
same answer — join, or don't. (That makes membership different from one-off acts like a piss spree,
|
||||
which *do* roll the dice each time. Gang membership is a standing condition, so it uses the raw product
|
||||
with no randomness.)
|
||||
|
||||
### The two halves
|
||||
|
||||
Both terms come from **Institution: Core** — see Core's own documentation for the full tables — but you
|
||||
need the shape of them to understand the bar:
|
||||
|
||||
- **Nature** (`0` to `1`) is *who the pawn is*: a base of `0.05`, plus trait weights, floored at `0`
|
||||
and capped at `1`. Psychopath `+0.45`, Bloodlust `+0.35`, Kleptomaniac `+0.40`, Greedy `+0.25`,
|
||||
Abrasive `+0.15`; and it goes **down** for Kind `−0.30` or Ascetic `−0.15`. This is fixed at pawn
|
||||
creation and barely moves.
|
||||
- **Nurture** (a multiplier, roughly `0.4` at the floor, `1.0` at baseline) is *the situation you put
|
||||
them in*: a floored mood multiplies it up hard (roughly `×2.5` under 0.20 mood, `×1.6` under 0.35),
|
||||
being held while miserable adds more (`×1.4`), a hardened record (negative reform) raises it, and —
|
||||
critically — **deterrence pulls it down** (toward about `0.7` in a high-deterrence colony; a neutral,
|
||||
baseline order sits at `1.0`). This is the half you control.
|
||||
|
||||
## Why the bar is high
|
||||
|
||||
`0.9` is a deliberately steep threshold. In the design's own words:
|
||||
|
||||
> A high bar, on purpose: gangs are a symptom of a badly-run colony, not furniture. A healthy Rimworld
|
||||
> — content pawns, an orderly colony — grows few gangs, if any.
|
||||
|
||||
Because the two terms are **multiplied**, both have to be substantial for the product to clear `0.9`.
|
||||
A nasty pawn in a happy, policed colony has a low nurture and stays out. A saintly pawn in a hellhole
|
||||
has a near-zero nature and stays out. You only get a gang when a genuinely disposed pawn is *also*
|
||||
neglected or unpoliced — foul streak **and** bad situation, together.
|
||||
|
||||
That is the design speaking through the arithmetic: a gang is never bad luck. It is feedback.
|
||||
|
||||
## Worked examples
|
||||
|
||||
All numbers below use Core's documented factors; the intermediate nurture figures are rounded to show
|
||||
the shape of the decision.
|
||||
|
||||
| Pawn | Nature | Situation → Nurture | Product | Joins? |
|
||||
|---|---|---|---|---|
|
||||
| **Kind colonist**, ordinary life | `0.05 − 0.30`, floored at `0.00` | content, `≈ 1.0` | `0.00` | **No** — nature floors it |
|
||||
| **Greedy prisoner**, content, policed | `0.30` | fed & high deterrence, `≈ 0.7` | `≈ 0.21` | **No** |
|
||||
| **Greedy prisoner**, starved & neglected | `0.30` | mood floored + held, `≈ 3.5` | `≈ 1.05` | **Yes** |
|
||||
| ...same pawn, but you raise deterrence | `0.30` | `× ≈ 0.7` → `≈ 2.45` | `≈ 0.74` | **No** — deterrence tipped them out |
|
||||
| **Psychopath + Bloodlust**, mood floored | `≈ 0.85` | mood floored + held, `≈ 3.5` | `≈ 2.9` | **Yes** — nothing short of reform pulls this back |
|
||||
|
||||
The middle rows are the whole game of it. The **same greedy prisoner** joins or abstains purely on how
|
||||
you run the wing. The Kind colonist and the near-maxed psychopath are the fixed poles: one essentially
|
||||
cannot join, the other essentially always will if you neglect them. Everyone in between is a policy
|
||||
choice.
|
||||
|
||||
## It works for every pawn, everywhere
|
||||
|
||||
There is no "prisoners only" special case: any pawn — colonist, prisoner, slave — can run with a crew,
|
||||
wherever they are.
|
||||
|
||||
Membership pays no attention to a pawn's secured status. A disposed **free colonist** can run with a
|
||||
crew on the outside; a **prisoner** can run with theirs on the inside; a **slave** likewise. This is
|
||||
what lets a gang span the wall — an outside member and an inside member of the same crew (see
|
||||
[Networks and Smuggling](Networks-and-Smuggling.md)). Being held raises nurture (misery), but it is not
|
||||
a requirement.
|
||||
|
||||
## The cadence: every 5000 ticks
|
||||
|
||||
Gang membership is re-evaluated on a fixed interval — every **5000 ticks**, which is about **2 in-game
|
||||
hours** (a RimWorld day is 60,000 ticks), or roughly **80 seconds** of real time at normal (1×) speed.
|
||||
On each pass, the game:
|
||||
|
||||
1. Gathers everyone on the map who currently meets the Nature × Nurture ≥ 0.9 join bar.
|
||||
2. Pairs up unaffiliated members who **share a room and a bond** into gangs (see
|
||||
[Affiliations and Segregation](Affiliations-and-Segregation.md)).
|
||||
3. Runs one round of network resupply inside each gang (see
|
||||
[Networks and Smuggling](Networks-and-Smuggling.md)).
|
||||
|
||||
Because the join bar is re-checked from scratch every pass, membership is *live*: a pawn whose situation
|
||||
improves until the product drops back under `0.9` simply stops being eligible to form new bonds. The
|
||||
bar is not a one-time gate at recruitment — it is a standing condition the colony is continuously graded
|
||||
against.
|
||||
|
||||
## How to keep pawns out
|
||||
|
||||
You do not fight the gang system. You lower nurture, which lowers the product, which drops pawns below
|
||||
`0.9`:
|
||||
|
||||
- **Feed them and give them recreation.** Mood is the biggest nurture multiplier by far. A wing above
|
||||
0.35 mood loses the `×2.5`/`×1.6` spikes entirely.
|
||||
- **Keep deterrence high** (Institution: Justice). Deterrence scales nurture down toward `0.7`; a
|
||||
well-policed colony is *arithmetically* less gang-prone. This is the row in the table above where the
|
||||
same greedy prisoner flips from *joins* to *abstains*.
|
||||
- **Reform, don't just punish.** A hardened record (negative reform) *raises* nurture; discipline that
|
||||
actually reforms (positive reform) lowers it. Harsh punishment that prisonizes a pawn makes the
|
||||
gang problem worse, not better.
|
||||
- **Accept the two poles.** A near-maxed psychopath will run with someone the moment you slip; a Kind
|
||||
pawn essentially never will. Spend your attention on the middle.
|
||||
|
||||
---
|
||||
*Part of the **Institution** suite — Core · Contraband · Justice · Gangs (this). Each mod stands alone; together they are one system.*
|
||||
@@ -1,105 +0,0 @@
|
||||
# Networks and smuggling
|
||||
|
||||
*The one thing nothing else models: contraband that flows **between** pawns. A gang is a supply chain.*
|
||||
|
||||
This is the core of the mod. Everything else — who joins, who fights, who is kept apart — exists to
|
||||
serve or to break the network described here. A gang is not a mood aura; it is a **supply chain**, and
|
||||
contraband flows along it.
|
||||
|
||||
## The move
|
||||
|
||||
The heart of it is a single transfer: a gangmate who is holding a stash passes one piece of it to a
|
||||
gangmate who has none. Here is everything that has to be true for a piece to move:
|
||||
|
||||
- both pawns are in the **same gang**;
|
||||
- if both are on the map, the supplier has a **walkable path** to the customer (touch range, willing to
|
||||
cross deadly danger to get there);
|
||||
- there is contraband in play on the map at all;
|
||||
- the supplier is actually holding at least one concealed item.
|
||||
|
||||
When all of that holds, the supplier's first concealed item leaves their hands and arrives — still
|
||||
hidden — on the customer.
|
||||
|
||||
A few things worth reading carefully:
|
||||
|
||||
- **One item per move.** It moves the first concealed item on the supplier, and exactly that. It is a
|
||||
redistribution, not a duplication: the item leaves the supplier and arrives concealed on the customer.
|
||||
The gang's total stash is unchanged; only *who holds it* changes.
|
||||
- **Same gang, always.** Both pawns must belong to the same gang. There is no smuggling to a stranger —
|
||||
the network only moves along membership.
|
||||
- **The reach requirement only applies to pawns both on the map.** Two pawns physically present must
|
||||
have a walkable path between them. If a member is off the active map, the reach check is skipped —
|
||||
which is what allows a gang to reach across the wall to a member who is not on the map right now.
|
||||
|
||||
## Why this defeats a single search
|
||||
|
||||
Consider a wing of four gangmates and one shiv. You search Prisoner A and find nothing — clean. You
|
||||
tick a box: *cell searched, no contraband.* But the shiv was on Prisoner C the whole time, and on the
|
||||
next 5000-tick network pass it will move to whoever is out. Search C tomorrow and it may already be on
|
||||
A again.
|
||||
|
||||
Put plainly:
|
||||
|
||||
> A gangmate holding a stash supplies one who has none, so a search that turns up nothing on one
|
||||
> prisoner has not cleaned out the wing.
|
||||
|
||||
A single search is a snapshot of one pawn in a network that reshuffles itself. This is the whole reason
|
||||
contraband-as-a-network is worth modelling: **the unit of contraband is the wing, not the pawn.** To
|
||||
clean it out you have to either search faster than it moves, or — far better — break the network.
|
||||
|
||||
## The automatic resupply pass
|
||||
|
||||
You never trigger a transfer by hand; the game runs it automatically on the 5000-tick pass. After
|
||||
forming gangs for the pass, it runs one resupply round **per gang**: it finds the first member who *is*
|
||||
hiding contraband and the first member who is *not*, and if both exist, moves one item from the holder
|
||||
to the empty-handed member.
|
||||
|
||||
So on each interval, every gang that has both a haves-member and a have-not-member performs **one**
|
||||
transfer, moving a single item from a holder to someone empty-handed. Over several passes the effect is
|
||||
that a gang tends to keep its members supplied and to spread a stash out — which is exactly what makes
|
||||
a scattershot search miss it. (Only members who currently meet the join bar take part in this automatic
|
||||
pass.)
|
||||
|
||||
## The cross-wall move
|
||||
|
||||
Because neither the join bar nor gang membership cares about a pawn's secured status, a gang can have a
|
||||
**free** member and a **held** member. If the free member is holding the stash, the network resupplies
|
||||
*into* the prison — the outside man passes to the inside man. A free colonist and a prisoner can be in
|
||||
one gang with the stash on the free member; the transfer succeeds, and afterwards the prisoner is hiding
|
||||
contraband and the colonist is not. Your prison's contraband problem is not sealed inside your prison.
|
||||
|
||||
## Resupply from outside: the bent warden
|
||||
|
||||
The transfer only *redistributes* what a gang already has. So what happens when you finally search the
|
||||
whole wing on the same day and strip every member clean — there is nothing left to pass around? The
|
||||
gang is starved. It stays starved until contraband **re-enters** from outside.
|
||||
|
||||
That external source is not part of Gangs; it is **Institution: Contraband's** corruption route. A
|
||||
warden's honesty varies by personality (a Greedy warden has a price), and a bent warden can *smuggle
|
||||
contraband in to a prisoner*, planting a concealed item directly. That single planted item is then all
|
||||
the network needs: one holder, and the next 5000-tick pass spreads it back out across everyone who can
|
||||
reach.
|
||||
|
||||
So the two halves of the supply picture are:
|
||||
|
||||
| Mechanism | Owner | What it does |
|
||||
|---|---|---|
|
||||
| Passing contraband between gangmates | **Gangs** | moves existing contraband *between* gangmates who can reach each other |
|
||||
| Warden smuggling | **Contraband** | injects *new* contraband from outside via a corruptible warden |
|
||||
|
||||
Cut both and a gang genuinely dries up. Cut only the redistribution and a bent warden re-seeds it; cut
|
||||
only the warden and any stash you missed keeps circulating.
|
||||
|
||||
## How to break a network
|
||||
|
||||
- **Search the whole wing at once**, not one pawn at a time. A partial sweep is a snapshot the network
|
||||
routes around.
|
||||
- **Segregate rivals into different, unreachable wings** (Classification, in Institution: Justice). The
|
||||
reach requirement is the lever — a network whose members cannot walk to each other cannot pass
|
||||
anything. This is the primary counter-play; see
|
||||
[Affiliations and Segregation](Affiliations-and-Segregation.md).
|
||||
- **Clean up your wardens.** If searches never seem to finish the job, you may have a Greedy warden
|
||||
re-seeding the wing. Corruption is the resupply valve; personality is the fix.
|
||||
|
||||
---
|
||||
*Part of the **Institution** suite — Core · Contraband · Justice · Gangs (this). Each mod stands alone; together they are one system.*
|
||||
@@ -1,98 +0,0 @@
|
||||
# Rivalry and fights
|
||||
|
||||
*Two gangs, one grudge. A gang fight is a **crime** — booked, attributed, and fed back into the colony's
|
||||
climate of order.*
|
||||
|
||||
Gangs do not just supply themselves; they collide. Where the network is about who shares, rivalry is
|
||||
about who is opposed — and, crucially, about turning gang violence into something the rest of the
|
||||
suite can *see* and *police*.
|
||||
|
||||
## Who is a rival
|
||||
|
||||
The rule is exactly as blunt as it sounds: **two pawns in two different gangs are rivals.** Both must
|
||||
actually be in a gang, and it must be a *different* gang for each. As the design puts it:
|
||||
|
||||
> Two pawns of DIFFERENT gangs are rivals — inside the wire or out on the street.
|
||||
|
||||
Note what is *not* required. There is no separate "hostility" flag, no rival-declaration event, no
|
||||
threshold to cross. The moment two crews exist, their members are rivals of one another. Rivalry is a
|
||||
structural fact about who is in which gang, not a mood or a relationship value.
|
||||
|
||||
Two consequences fall straight out of that:
|
||||
|
||||
- **Non-members are nobody's rival.** A pawn in no gang — everyone in a healthy colony — is never a
|
||||
rival to anyone, because rivalry needs *both* pawns to be in a gang. No gangs, no rivalry.
|
||||
- **Same gang, never rivals.** Members of one crew are in the *same* gang, so they are not rivals.
|
||||
Within a gang there is no rivalry to book; there is the network (see
|
||||
[Networks and Smuggling](Networks-and-Smuggling.md)).
|
||||
|
||||
Where do two *different* gangs come from in the first place? From the affiliations pawns already have —
|
||||
rival factions and rival ideoligions form into separate crews. That is the subject of
|
||||
[Affiliations and Segregation](Affiliations-and-Segregation.md); the short version is that gangs mesh
|
||||
with the colony's existing social fault lines, so **rival factions run as rival gangs.**
|
||||
|
||||
## A fight is a crime
|
||||
|
||||
The payoff of tracking rivalry is what happens when rivals fight. When a rival-gang attack happens, it
|
||||
is not treated as generic brawling — it is booked as a crime through the same Justice pipeline as any
|
||||
other offence.
|
||||
|
||||
Only rival-gang violence counts: the two pawns must be in different gangs for anything to be recorded.
|
||||
A scuffle between gangmates, or between two non-members, is not a *gang* fight and is not booked. When
|
||||
it *is* rival-gang violence, the whole event is recorded as a crime against the **attacker**, and that
|
||||
does three things at once (they live in Institution: Justice, but this is what Gangs is leaning on):
|
||||
|
||||
| Effect of booking a gang fight | Where it lands |
|
||||
|---|---|
|
||||
| the attacker's crime count goes up | their criminal record (Core) |
|
||||
| the time of the crime is stamped to now | their criminal record (Core) |
|
||||
| the colony's **deterrence** nudges **down** (a crime happened; order slipped) | Justice's deterrence system |
|
||||
|
||||
## Inside the wire and out on the street are the same offence
|
||||
|
||||
This is the design point the mod is emphatic about:
|
||||
|
||||
> A gang fight is a CRIME — it goes on the attacker's record and moves the colony's climate through
|
||||
> the same Justice loop as any other, so it can be investigated, attributed and policed. Rival-gang
|
||||
> violence inside a prison and out on the street are the same offence.
|
||||
|
||||
There is no separate rule for a prison-yard shanking versus a colonists' brawl in the dining room. A
|
||||
fight is booked purely on whether the two pawns are rivals. A free colonist who is a gang member
|
||||
attacking a rival is booked identically to a prisoner doing the same in a cell block. The gang system
|
||||
does not care which side of the wall the violence is on — only that it was between rivals.
|
||||
|
||||
This is what makes gang violence *legible* to the rest of the suite. A fight is not a one-off flavour
|
||||
event that scrolls past in the log; it is a record entry with an attributed perpetrator and a timestamp,
|
||||
which means it can be investigated, blamed on a specific pawn, and answered.
|
||||
|
||||
## How it feeds deterrence — and back into joining
|
||||
|
||||
Here is the loop that closes the whole suite:
|
||||
|
||||
1. A rival-gang fight is booked as a crime against the attacker.
|
||||
2. That nudges the colony's **deterrence down**. Order has visibly slipped.
|
||||
3. Lower deterrence *raises* the nurture multiplier for **every** disposed pawn on the map (less
|
||||
deterrence means a bigger multiplier).
|
||||
4. Higher nurture pushes more pawns over the Nature × Nurture ≥ 0.9 join bar (see
|
||||
[Joining](Joining.md)).
|
||||
5. More members → more rivals → more fights available to be booked.
|
||||
|
||||
Left unanswered, gang violence is self-reinforcing: each booked fight makes the next one likelier. The
|
||||
brake is the other half of Justice — **punishment raises deterrence back up**, which lowers nurture,
|
||||
which drops borderline pawns back under the bar. The seesaw works both ways: punishing a pawn raises the
|
||||
deterrence level, and a fresh crime lowers it again.
|
||||
|
||||
## How to play it
|
||||
|
||||
- **Respond to booked fights.** A gang fight is real feedback that deterrence has slipped. Punishing the
|
||||
attributed attacker is not just retribution — it is the mechanical lever that pulls deterrence back
|
||||
up and cools the whole map's propensity.
|
||||
- **Don't manufacture two gangs where there was one.** Rivalry needs two different crews. Housing pawns
|
||||
of hostile factions or clashing ideoligions together is what creates the second gang and the fights
|
||||
between them — see the next page.
|
||||
- **Read the record, not the moment.** Because every fight is attributed to a perpetrator, a thick
|
||||
record of gang violence points you at *who* to segregate, discipline, or parole — the same tools the
|
||||
rest of the suite already gives you.
|
||||
|
||||
---
|
||||
*Part of the **Institution** suite — Core · Contraband · Justice · Gangs (this). Each mod stands alone; together they are one system.*
|
||||
@@ -0,0 +1,36 @@
|
||||
# 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.
|
||||
|
||||
---
|
||||
|
||||
## 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.
|
||||
Reference in New Issue
Block a user