Player-facing wiki rewrite
+116
@@ -0,0 +1,116 @@
|
||||
# Compatibility
|
||||
|
||||
*Contraband adds its own content and reads from the base game rather than rewriting it. That is why it
|
||||
composes with other mods instead of colliding with them.*
|
||||
|
||||
## Requires: Institution: Core
|
||||
|
||||
Contraband has a hard dependency on **Institution: Core** and loads after it. This is not optional —
|
||||
after the split, everything Contraband reads lives in Core:
|
||||
|
||||
| Core provides | Contraband uses it for |
|
||||
|---|---|
|
||||
| Which pawns count as "in custody," and who can hide things | who counts as a concealer; who can be intaken, whittle, or dig |
|
||||
| A pawn's criminal propensity (nature × nurture) | every disposition roll — intake (0.6), improvise (0.10), dig (0.08), all scaled and settled per pawn |
|
||||
| The criminal record | times searched, times caught, escape attempts, contraband made — written by search and acquisition, read by search priority |
|
||||
|
||||
Install Contraband without Core and it will not run. Everything else on this page is optional interplay
|
||||
that degrades gracefully when the other mod is absent.
|
||||
|
||||
## It plays nicely with other prison mods
|
||||
|
||||
Contraband adds its own content rather than rewriting the base game's. It:
|
||||
|
||||
- **Adds a new warden job** (search) rather than changing an existing one.
|
||||
- **Reuses vanilla warden behaviour** rather than overriding it, so anything that adjusts warden
|
||||
behaviour on the base class flows through to searches for free.
|
||||
- **Extends two escape-related behaviours at startup** so prisoners arm themselves and use what they
|
||||
are hiding when they break — inserted at a specific point, and it logs a warning if that anchor is
|
||||
missing rather than failing silently.
|
||||
- **Runs on a heartbeat** over held pawns for intake, improvisation, and tunnels — no hook on the
|
||||
capture event is needed because the heartbeat already visits every held pawn.
|
||||
|
||||
The net effect: the surfaces other prison mods touch are mostly untouched here, so conflicts are the
|
||||
exception, not the rule.
|
||||
|
||||
## Foul Play — the carboy bridge
|
||||
|
||||
**Foul Play** (the "Piss Nuke" mod) stays its own mod with its own front door, and yet its **carboy is
|
||||
a first-class contraband item.** This is the flagship demonstration of Contraband's *"items are
|
||||
content, subsystems are shared, mods are audiences"* principle, and it works two ways:
|
||||
|
||||
1. **The carboy brings its own behaviour.** The carboy simply declares itself as contraband and points
|
||||
at the throw-the-carboy behaviour that lives in *Foul Play*. Contraband never has to know that
|
||||
behaviour exists — it just runs whatever the item brought with it.
|
||||
2. **A concealed carboy keeps its contents.** A carboy is not just "a jar" — it is a jar *of* a
|
||||
fermented blend, and that blend has to survive being concealed. When a carboy is intaken or
|
||||
smuggled, Contraband captures a label for its contents blindly; on redemption it hands the label
|
||||
back to Foul Play to restore the blend. **Contraband knows nothing about substances or
|
||||
fermentation** — that framework lives entirely in Foul Play. If Foul Play is absent, no content is
|
||||
captured and nothing breaks: a jar is just a jar. See
|
||||
[Concealment and Intake](Concealment-and-Intake.md).
|
||||
|
||||
The dependency runs one way only: Foul Play bridges *to* Contraband (and to Core) if they are present;
|
||||
Contraband takes **no** dependency on Foul Play.
|
||||
|
||||
## Institution: Justice — the record is the shared bus
|
||||
|
||||
Contraband and **Justice** never call each other. They meet on Core's criminal record — Contraband
|
||||
writes to it, Justice reads from it:
|
||||
|
||||
| Contraband writes | Justice reads it into |
|
||||
|---|---|
|
||||
| times searched | Classification (security grade) |
|
||||
| times caught | Deterrence (colony-wide signal) |
|
||||
| escape attempts | Discipline / Parole (reform) |
|
||||
| contraband made | |
|
||||
|
||||
- **Catching contraband feeds classification.** A prisoner repeatedly caught with shivs or foiled
|
||||
mid-tunnel racks up catches and escape attempts, which Justice's classification weighs into a higher
|
||||
security grade.
|
||||
- **And it feeds back.** Justice's deterrence signal flows *back* through Core's propensity, nudging
|
||||
every future intake / improvise / dig roll a Contraband pawn makes. A prison that catches and
|
||||
disciplines becomes a prison where fewer prisoners bother trying — without either mod referencing the
|
||||
other. Run Contraband alone and deterrence is a neutral 1.0; the record still routes the warden.
|
||||
|
||||
## Institution: Gangs — the contraband economy
|
||||
|
||||
**Gangs** depends on Core, **Contraband**, and Justice, because a gang *is* a contraband economy:
|
||||
|
||||
- Gang smuggling moves contraband through the same door intake and corruption use.
|
||||
- A gang's outside members are the natural caller for the **reach-in corruption** — paying a bent
|
||||
warden to make a delivery. That ability exists in Contraband but has no in-game trigger of its own;
|
||||
Gangs is what drives it. See [Corruption](Corruption.md).
|
||||
- Gang fights route to Justice's crime record, which then raises search priority here. The loop closes
|
||||
through Core again.
|
||||
|
||||
## Prison mods the suite is tested against
|
||||
|
||||
| Mod | Interaction | Verdict |
|
||||
|---|---|---|
|
||||
| **Prison Commons** | it adjusts warden behaviour on the base class, and Contraband's search inherits that, so searches respect prison-commons/allowed areas **for free** | works by inheritance |
|
||||
| **Custom Prisoner Interactions** | it only touches the *named* vanilla warden jobs (chat, convert, enslave, release); it cannot see a brand-new job | no conflict |
|
||||
| **Prisoner Realism** | its escapes are for "mood prisoners" mid-break; a tunnel breakout hands off to the vanilla prison-break flow, which Prisoner Realism layers on. Tunnels **complement** it — they let ward patients and slaves who would never mood-break still, patiently, dig out | complementary |
|
||||
| **Prison Labor** | prisoners working outside the cell are still held pawns and still tracked; Contraband adds nothing to labor jobs. A work assignment is simply another place a disposed prisoner might come by materials | no conflict |
|
||||
| **Prisoner Recreation** | overlaps the *regime* feature — which now lives in **Institution: Justice**, not here, and is written to coexist with Prisoner Recreation | not Contraband's concern post-split |
|
||||
|
||||
## Load order
|
||||
|
||||
1. Base game
|
||||
2. **Institution: Core** — required, loads before Contraband
|
||||
3. **Institution: Contraband** — this mod
|
||||
4. **Foul Play / Justice / Gangs** — any order after Core; each bridges if present
|
||||
|
||||
## The general rule
|
||||
|
||||
If a mod adds prisoner behaviour by **changing vanilla warden jobs or the escape flow by name**, it
|
||||
will not see Contraband's additions, and Contraband will not see its — they pass each other harmlessly.
|
||||
If a mod adds a *new* warden job or escape behaviour of its own, it stacks. The one place to watch is
|
||||
another mod that *also* rewrites the same two escape-related behaviours wholesale; Contraband inserts
|
||||
its part at a specific point and logs a warning if that point is missing, so a load-order or conflict
|
||||
problem is visible in the log rather than silent.
|
||||
|
||||
---
|
||||
|
||||
*Part of the **Institution** suite — Core · Contraband · Justice · Gangs, alongside Foul Play and
|
||||
Ward. Each stands alone; together they interlock.*
|
||||
@@ -0,0 +1,201 @@
|
||||
# Concealment and Intake
|
||||
|
||||
*How a hidden item exists without existing, how it gets onto a prisoner in the first place, and how
|
||||
it becomes real again.*
|
||||
|
||||
This is the spine of the whole mod. Everything else — shivs, tunnels, searches, corruption — is a
|
||||
different way to add to, or remove from, the private stash this page describes.
|
||||
|
||||
## While it is concealed, there is no item
|
||||
|
||||
The single most important rule:
|
||||
|
||||
> The prison quietly tracks what each pawn is hiding. **Concealed contraband is not an item on the
|
||||
> map. It is a secret.** It is not in the gear tab, there is no icon, and the player is told nothing —
|
||||
> because an item you can see in the UI is not contraband, it is inventory, and there would be nothing
|
||||
> for a warden to discover and no reason to ever order a search.
|
||||
|
||||
A concealed item is only a hidden fact about a pawn: what it is, how far along it is, what material it
|
||||
ended up made of, an optional source it is being whittled from, its tunnel state if it is a pick, and
|
||||
whatever it holds inside. It has **no physical object** anywhere in the world until one of two things
|
||||
happens:
|
||||
|
||||
| Moment | What happens |
|
||||
|---|---|
|
||||
| The prisoner **uses** it | It materialises into their inventory as a real item |
|
||||
| A warden **finds** it | It is deleted; it never becomes an item at all |
|
||||
|
||||
A corollary the search page leans on hard: **an empty search must still cost time.** If the search
|
||||
job only ever appeared when there was genuinely something to find, the mere *offer* of the job would
|
||||
be the discovery. You have to be able to toss a clean cell and come up with nothing.
|
||||
|
||||
## Where a thing can hide
|
||||
|
||||
Every piece of contraband can hide in one of two places, and this decides **who can ever find it**:
|
||||
|
||||
| Site | Holds | Found by |
|
||||
|---|---|---|
|
||||
| **On the body** | small: a shiv, pills, a phone | searching the **pawn** |
|
||||
| **In the cell** | bulky: a rifle, a carboy, a crude pick | tossing the **room** |
|
||||
|
||||
A warden turning over a prisoner and their cell reaches both. The reason the two are split at all: a
|
||||
**constable** in Justice's policing layer, frisking a colonist named in a street crime, only reaches
|
||||
what is on the body, so whatever is under their floorboards stays there until somebody has grounds to
|
||||
search the *room*. The split between "who may search" and "what a search reaches" is deliberate — see
|
||||
[Warden Search](Warden-Search.md).
|
||||
|
||||
## Three kinds of contraband, and no list of items
|
||||
|
||||
There is no hardcoded list of contraband item names. At the start of a game, the mod looks at every
|
||||
item in the game and decides, once, whether it counts as contraband, in one of three ways:
|
||||
|
||||
1. **Explicit.** Anything a mod has deliberately marked as contraband. This is the opt-in, and it is
|
||||
how a mod plugs in its own behaviour for how the item is acquired, used, or used to escape.
|
||||
2. **Every drug** — recognised automatically.
|
||||
3. **Every weapon** that isn't destroyed when dropped — recognised from its **mass**.
|
||||
|
||||
For anything not marked explicitly, the mod fills in how well it hides and where, so a modder never
|
||||
has to:
|
||||
|
||||
| Kind | Test | Concealability | Hides |
|
||||
|---|---|---|---|
|
||||
| Hard drug | drug rated Hard | **0.75** | on body or in cell |
|
||||
| Other drug | any other drug | **0.5** | on body or in cell |
|
||||
| Light weapon | mass ≤ 2.0 kg | **0.7** | on body or in cell |
|
||||
| Heavy weapon | 2.0 kg < mass ≤ 10.0 kg | **0.35** | in cell only |
|
||||
| Very heavy weapon | mass > 10.0 kg | — | **not contraband** (a minigun hides nowhere) |
|
||||
|
||||
**Concealability** runs 0 to 1, where **0 = a warden finds it every time and 1 = never**; higher is
|
||||
harder to find. Drugs and inferred weapons get **no crafting route** (you cannot synthesise yayo in a
|
||||
bare cell, and you cannot conjure a rifle) and **no special use behaviour** — because vanilla already
|
||||
knows what to do with them. A prisoner takes a drug on their own; an armed prisoner *is* the payload.
|
||||
Getting the item into the cell is the entire problem, and that is all these routes solve.
|
||||
|
||||
Nothing here edits another mod's items. It is a one-time reading of each item's own stats. Modded
|
||||
drugs and weapons are covered without ever being named.
|
||||
|
||||
## The heartbeat
|
||||
|
||||
The prison does its ongoing work on a heartbeat. Every **250 ticks** it visits every pawn who could
|
||||
be concealing something and does all the ongoing work: intake, tunnel progress, and improvisation. If
|
||||
nothing on the map can be self-made and no escape tools are in play, it does nothing and costs
|
||||
nothing.
|
||||
|
||||
Because the heartbeat already visits every held pawn, intake needs no special trigger on the capture
|
||||
event: a pawn who is in custody but has not yet been processed is, by definition, one who was newly
|
||||
taken.
|
||||
|
||||
### Who counts as a concealer
|
||||
|
||||
The set of pawns being tracked is **not** just prisoners. It is every pawn whose belongings are
|
||||
anyone's business — prisoners, slaves, ward patients, **and free colonists**:
|
||||
|
||||
> A free colonist forbidden their drug by a drug policy or an ideoligion is precisely the pawn who
|
||||
> keeps a private stash — and vanilla already denies them, with no valve.
|
||||
|
||||
Whether anyone may *search* a given concealer is a separate question with a separate answer (the
|
||||
warden's authority reaches prisoners; a future cop's reaches colonists). Tracking is pawn-agnostic;
|
||||
authority is not.
|
||||
|
||||
## Intake: the moment of capture
|
||||
|
||||
Vanilla never strips a captive *on capture* — a downed pawn keeps whatever they walked in with, and
|
||||
the warden just hauls them to a cell. Intake is Contraband's answer to that gap, and it runs on the
|
||||
first heartbeat that sees a newly-held pawn:
|
||||
|
||||
1. **Held only.** The pawn must be a person and in custody — prisoner, slave, or ward patient. A free
|
||||
colonist is tracked, but nobody frisks and processes *them* on the way into a cell, so their
|
||||
carried gear is never intaken.
|
||||
2. **Once.** Each captive is processed a single time; a later pass finds them already done and moves
|
||||
on. (It remembers by an ID, so it holds no ghost of a captive who has since died.)
|
||||
3. **Even while downed.** Intake runs *before* the "must be awake" gate. The stash a captive walked in
|
||||
with is hidden the moment they are in custody, not when they wake — everything *after* intake
|
||||
(whittling, digging) needs them awake, but hiding what is already on you does not.
|
||||
4. **Only what can ride on a body.** A thing can be intaken only if it is small enough to hide on the
|
||||
body. A shiv up a sleeve is intaken; a rifle or a suit of armour is too bulky to palm and stays as
|
||||
ordinary strippable gear the player confiscates for free.
|
||||
5. **Per-item disposition.** For each concealable thing the captive carries, the mod rolls whether
|
||||
*this* pawn would hide *this* item — a base chance of **0.6**, then scaled by the pawn's nature ×
|
||||
nurture (Core's propensity). The roll is **fixed per (pawn, item)** — a settled fact, not a fresh
|
||||
coin each tick. The frightened cook surrenders the knife; the disposed lifer palms it, and always
|
||||
would have.
|
||||
|
||||
When a pawn does hide an item, the real object is **removed from the game** and a hidden secret takes
|
||||
its place, preserving what the item was made of and — critically — anything it holds inside.
|
||||
|
||||
## Preserving contents without understanding them
|
||||
|
||||
A concealed vessel is not just "a jar" — it is a jar *of* something (hooch, piss, a fermented blend),
|
||||
and that something has to survive being hidden and come back when the item is used. Contraband stores
|
||||
what a vessel contains as a single opaque label and **has no idea what it means**.
|
||||
|
||||
When the item is concealed, that label is captured; when the item comes back out, the label is used
|
||||
to pour the contents back into the freshly-made thing. This is the exact seam **Foul Play** uses to
|
||||
keep a smuggled carboy's contents intact. Without a bridge mod, no content is captured and nothing is
|
||||
lost — a shiv is just a shiv.
|
||||
|
||||
Fermentation itself lives in Foul Play, not here. A concealed vessel comes back out **fresh** and
|
||||
ferments afterward like any other, which suits the theme: fresh-brewed piss is weak, and time is what
|
||||
makes it a weapon. (The prison remembers how long the vessel was hidden, for any bridge mod that
|
||||
wants to restore its aging, but it never acts on that number itself.) See
|
||||
[Compatibility](Compatibility.md).
|
||||
|
||||
## Redemption: the secret becomes real
|
||||
|
||||
When a hidden item is finally used, it turns real:
|
||||
|
||||
1. It is made from the material it was whittled from (or the item's default material, if it was never
|
||||
made from a material).
|
||||
2. Anything it held inside is poured back in.
|
||||
3. It is placed into the pawn's inventory. If that somehow fails, nothing is dropped and nothing is
|
||||
lost.
|
||||
4. The secret is cleared from the stash.
|
||||
|
||||
The trigger for this is a breakout. When a prisoner enters an escape or assault-the-colony state, they
|
||||
will arm themselves and then use whatever they are hiding — the same moment a base-game prisoner would
|
||||
reach for a combat drug. The one contraband hook Ludeon wrote and then left reading an always-empty
|
||||
inventory is exactly where this slots in. For each thing a pawn is hiding:
|
||||
|
||||
- **Inert contraband** (a drug, a stashed rifle — nothing special to "use"): just materialise it and
|
||||
get out of the way. Vanilla takes the drug on its own; a weapon in inventory is a weapon. But a
|
||||
stashed **weapon** only comes out for someone who would actually use it — the same person who would
|
||||
not stop to pick a rifle off the floor does not become a fighter because the knife was in their
|
||||
sock, and a pawn incapable of violence never does at all. If they qualify, the weapon moves into
|
||||
their hands; otherwise it stays hidden and they run. See [Improvised Weapons](Improvised-Weapons.md).
|
||||
- **Active contraband** (something with a special use — e.g. Foul Play's throw-the-carboy):
|
||||
materialise it, then hand off to that item's own use behaviour.
|
||||
|
||||
## Confiscation, and the door every route comes through
|
||||
|
||||
When a warden finds contraband, it is simply removed. It **never becomes a real item** — the warden
|
||||
found it, and there is nothing to drop on the floor. (This is why searching is not a way for the
|
||||
colony to *acquire* a prisoner's drugs; it is a way to *deny* them.)
|
||||
|
||||
At the other end, there is one single door that **every** supply route comes through — intake uses it,
|
||||
a bent warden uses it ([Corruption](Corruption.md)), and a smuggling gangmate
|
||||
([Institution: Gangs](Compatibility.md)) uses it. It hands a prisoner something already finished and
|
||||
hidden, optionally with contents. One door, many keys.
|
||||
|
||||
## Saving
|
||||
|
||||
Concealed contraband is saved with your game — the whole stash, the per-pawn search cooldowns, and who
|
||||
has already been intaken. On load, any secret whose pawn or item no longer exists is quietly dropped:
|
||||
prisoners who died or left take their secrets with them.
|
||||
|
||||
## Quick reference
|
||||
|
||||
| Constant | Value | Meaning |
|
||||
|---|---|---|
|
||||
| Heartbeat | every 250 ticks | poll cadence for intake / tunnels / improvisation |
|
||||
| Intake base chance | 0.60 | per-item, before nature × nurture |
|
||||
| Intake gate | held + body-hideable | only pawns in custody, only items small enough to palm |
|
||||
| Hard-drug concealability | 0.75 | inferred from being a hard drug |
|
||||
| Other-drug concealability | 0.50 | inferred |
|
||||
| Light-weapon concealability | 0.70 | mass ≤ 2.0 kg, hides on body |
|
||||
| Heavy-weapon concealability | 0.35 | 2.0–10.0 kg, in cell only |
|
||||
| Unhideable mass | > 10.0 kg | not contraband |
|
||||
|
||||
---
|
||||
|
||||
*Part of the **Institution** suite — Core · Contraband · Justice · Gangs, alongside Foul Play and
|
||||
Ward. Each stands alone; together they interlock.*
|
||||
+111
@@ -0,0 +1,111 @@
|
||||
# Corruption
|
||||
|
||||
*A search is only as thorough as the warden running it, and a warden is a person with their own
|
||||
diligence and their own price.*
|
||||
|
||||
The counter to contraband is the [warden search](Warden-Search.md) — but a search is not a machine. It
|
||||
is a human being with traits and a mood, and Contraband models that human being on **two axes, both
|
||||
read off the same vanilla traits, mood, and relationships — no new stat to maintain**:
|
||||
|
||||
| Axis | Question | Effect on a search |
|
||||
|---|---|---|
|
||||
| **Diligence** | How hard do they look? | multiplies the find chance |
|
||||
| **Corruption** | How bent are they? | a flat chance to look away — and a route *into* the prison |
|
||||
|
||||
This is *"what turns 'the game vs the player' into 'the player's own guards, each with an angle.'"* The
|
||||
prisoner you can control. The guard you assigned to watch them, you cannot.
|
||||
|
||||
## Diligence — how hard they look
|
||||
|
||||
Diligence runs 0 to 1 and multiplies the whole find chance. A lax or miserable warden misses things a
|
||||
dutiful one would turn up. It starts from a baseline of **0.55** and moves with traits and mood:
|
||||
|
||||
| Trait / factor | Δ Diligence | Reasoning |
|
||||
|---|---|---|
|
||||
| Industrious | +0.1 per degree | a hard worker searches hard |
|
||||
| Lazy | −0.1 per degree | a lazy one frisks gently |
|
||||
| Abrasive | +0.15 | happy to toss a cell |
|
||||
| Psychopath | +0.10 | thoroughness without squeamishness |
|
||||
| Kind | −0.20 | reluctant to be rough |
|
||||
| Mood | ×0.6 (miserable) .. ×1.1 (content) | morale is thoroughness |
|
||||
|
||||
## Corruption — their price
|
||||
|
||||
Corruption also runs 0 to 1. In a search, a bent warden gets a flat chance to **look away** on each
|
||||
item they would otherwise have a shot at finding — that chance is their Corruption × 0.6, rolled per
|
||||
hidden item before the find roll. Corruption starts from a baseline of **0.04** (most guards are
|
||||
mostly honest) and moves with traits and mood:
|
||||
|
||||
| Trait / factor | Δ Corruption | Reasoning |
|
||||
|---|---|---|
|
||||
| Greedy | +0.40 | the classic bent guard — everyone has a number |
|
||||
| Kind | +0.15 | looks the other way out of sympathy, not money |
|
||||
| Ascetic | −0.10 | wants nothing, so cannot be bought |
|
||||
| Abrasive | −0.05 | too surly to do anyone a favour |
|
||||
| Mood | ×1.6 (miserable) .. ×0.7 (content) | a happy guard is harder to tempt |
|
||||
|
||||
## The Kind warden is a double liability
|
||||
|
||||
Read the two tables together and one trait jumps out. **Kind** *lowers* Diligence (−0.20) **and**
|
||||
*raises* Corruption (+0.15). The gentle guard both frisks softly and bends the rules out of pity — the
|
||||
worst warden you can put on a contraband detail, and the least obvious one, because "kind" reads as a
|
||||
virtue everywhere else in the game. Meanwhile **mood** cuts the same way on both axes: a miserable
|
||||
warden looks *less* hard and is *more* temptable. A depressed guard is a sieve at both ends.
|
||||
|
||||
## Worked examples
|
||||
|
||||
Find chance for a hidden item is roughly the base find chance × Diligence, with a separate look-away
|
||||
chance (Corruption × 0.6) to ignore it entirely. Assume a mid-skill warden whose raw find chance on a
|
||||
shiv is around 0.30 before disposition:
|
||||
|
||||
| Warden | Diligence | Corruption | Look-away/item | Net on a 0.30 shiv |
|
||||
|---|---|---|---|---|
|
||||
| Neutral, content | ~0.61 | ~0.03 | ~2% | thorough-ish: ~0.18 find |
|
||||
| Abrasive + Psychopath, content | ~0.88 | ~0.02 | ~1% | a nightmare for prisoners: ~0.26 find |
|
||||
| Greedy, content | ~0.61 | ~0.31 | ~18% | looks capable, pockets bribes |
|
||||
| Greedy, **miserable** | ~0.37 | ~0.62 | ~37% | ignores contraband over a third of the time |
|
||||
| Kind + **miserable** | ~0.25 | ~0.27 | ~16% | a sieve at both ends: ~0.07 find |
|
||||
|
||||
(Numbers rounded; mood taken as content ≈ 100% or miserable ≈ 20%.) The takeaway is that **who you
|
||||
assign to search matters as much as whether you search at all.** A greedy, miserable warden is not a
|
||||
guard — he is a supply line you are paying to pretend otherwise.
|
||||
|
||||
## The bent warden as a supply route *in*
|
||||
|
||||
Corruption is not only "looks away." The other half is reaching *in* — a bent guard who slips a
|
||||
prisoner contraband through the very same door a smuggler or a gangmate uses. Only what can ride on a
|
||||
body gets slipped across a handshake. Whether and when a guard does this is gated on that guard's
|
||||
Corruption.
|
||||
|
||||
In Contraband on its own, this "smuggle in" ability exists but is not yet wired to an in-game trigger.
|
||||
It is the seam **Institution: Gangs** drives when a gang's outside members pay a bent warden to make a
|
||||
delivery, and the thing a planned secure-zone checkpoint that frisks *guards* is meant to catch.
|
||||
Search-side corruption (looking away) is fully live today; reach-in corruption is the hook the rest of
|
||||
the suite plugs into. See [Compatibility](Compatibility.md).
|
||||
|
||||
## How to play with it
|
||||
|
||||
- **Vet your wardens.** A Greedy or Kind pawn on prison duty is a liability the trait tooltip won't
|
||||
warn you about. Ascetic and Industrious make the best searchers; Psychopath and Abrasive are
|
||||
brutally effective if you can stomach them.
|
||||
- **Watch mood.** A prison-duty warden in a slump is failing at both jobs — searching *and* not
|
||||
smuggling. Keep your guards content or rotate them out.
|
||||
- **Redundancy beats brilliance.** Because each search is one shot per prisoner per day and even a good
|
||||
warden misses a well-hidden shiv, a *second* diligent warden over time matters more than a single
|
||||
perfect search.
|
||||
|
||||
## Quick reference
|
||||
|
||||
| Constant | Value | Meaning |
|
||||
|---|---|---|
|
||||
| Diligence baseline | 0.55 | before traits and mood |
|
||||
| Corruption baseline | 0.04 | most guards are mostly honest |
|
||||
| Diligence mood scale | ×0.6 .. ×1.1 | miserable → content |
|
||||
| Corruption mood scale | ×1.6 .. ×0.7 | miserable → content |
|
||||
| Look-away multiplier | ×0.6 | applied to Corruption, per item |
|
||||
| Smuggle payload | body-hideable contraband only | what fits in a handshake |
|
||||
|
||||
---
|
||||
|
||||
*Part of the **Institution** suite — Core · Contraband · Justice · Gangs, alongside Foul Play and
|
||||
Ward. Each stands alone; together they interlock.*
|
||||
-102
@@ -1,102 +0,0 @@
|
||||
# Criminal Record — the history of fact
|
||||
|
||||
If [Propensity](Propensity.md) is *suspicion* — "this pawn seems dangerous" — the criminal record is
|
||||
*fact*: "this pawn **has** escaped twice and shanked a guard." The two are deliberately different
|
||||
kinds of thing. Propensity is computed fresh from who a pawn is and how they're treated; a record is a
|
||||
durable log of what they've actually done, written once when it happens and read forever after.
|
||||
|
||||
There is exactly **one criminal record per pawn**, and the whole suite shares it. Classification grades
|
||||
on it, parole gates on it, the deterrence loop reacts to it, and reintegration remembers it. Because
|
||||
everyone reads the same record, no two parts of the suite can disagree about a pawn's past.
|
||||
|
||||
---
|
||||
|
||||
## What a record remembers
|
||||
|
||||
A record is a small set of counters plus two special marks. Core provides the record and keeps it
|
||||
safe; the individual events are logged by whichever mod they happen in.
|
||||
|
||||
| What it tracks | Starts at | Meaning | Tracked by | Used by |
|
||||
|---|---:|---|---|---|
|
||||
| Crimes committed | 0 | count of committed crimes | Justice (and gang fights) | classification risk score, deterrence |
|
||||
| Escape attempts | 0 | breakout attempts | Contraband | classification risk score |
|
||||
| Contraband made | 0 | items brewed / whittled | Contraband | classification risk score |
|
||||
| Times searched | 0 | how often searched | Contraband (warden search) | search prioritisation |
|
||||
| Times caught | 0 | searches that found something | Contraband (warden search) | classification risk score |
|
||||
| Last crime | never | when the most recent crime happened | Justice | recency / cooldown checks |
|
||||
| Reform | 0 | rehabilitation score (see below) | Justice (discipline, parole) | **Propensity's Nurture**, parole gate, reintegration |
|
||||
| Pardoned | no | granted a clean slate after genuine reform | Justice (on release) | parole gate, reintegration |
|
||||
|
||||
"Last crime" starts at *never* — a distinct value from "at the very first moment of the game."
|
||||
Everything else starts at zero / no.
|
||||
|
||||
> **Who logs what.** Core is the *vault*, not the *clerk*. It hands out records and keeps them; the
|
||||
> actual "a crime just happened, add one" logging lives in the mod where the event occurs. The columns
|
||||
> above name which mod does that — Core itself only holds the fields.
|
||||
|
||||
## Reform — the pivot of the suite
|
||||
|
||||
Most of a record is inert tallies. **Reform** is the one entry that feeds back into behaviour, and it's
|
||||
worth its own section. It's raised by good treatment and good conduct, decays without either, and can
|
||||
be driven negative by harsh punishment. A record is where a sentence's *outcome* is stored, and three
|
||||
systems lean on that one number:
|
||||
|
||||
- **[Propensity](Propensity.md)'s Nurture** scales a pawn's disposition by their reform score — so a
|
||||
genuinely rehabilitated pawn (reform above 0) is calmer *for good*, and a prisonized one (reform
|
||||
below 0) is inflamed *for good*. This is how institutionalization and recidivism enter the game
|
||||
without a separate mechanic bolted on.
|
||||
- **Parole** (Justice) gates release on it: a pawn is only releasable once reform clears a threshold.
|
||||
It's the number that says "this one is ready."
|
||||
- **Reintegration** reads it to decide when a clean slate is earned — which is what the *pardoned*
|
||||
mark records.
|
||||
|
||||
The negative range isn't a bug — it's the "hardened" end of the spectrum, and Nurture is written to
|
||||
expect it.
|
||||
|
||||
## Pardoned and blank records
|
||||
|
||||
The **pardoned** mark flips on exactly once, after genuine reform, so reintegration can grant a clean
|
||||
slate without erasing the history that earned it — the counters stay, but the pawn is marked forgiven.
|
||||
|
||||
A record counts as **blank** when nothing meaningful has ever been written to it: no crimes, no escape
|
||||
attempts, no contraband, never caught, reform still 0, not pardoned. Note what blankness *ignores*:
|
||||
times searched and the last-crime time aren't part of the test. A pawn who was searched and found clean
|
||||
— searched but never caught, never a crime — still counts as blank. That's intentional: being
|
||||
*checked* is not a mark against you, only being *found* is.
|
||||
|
||||
---
|
||||
|
||||
## Records are created only when needed
|
||||
|
||||
Records are made lazily. A pawn only gets a record the first time something is actually **written** to
|
||||
it — a crime, a search that found something, a reform change. Simply **reading** a pawn's disposition
|
||||
never creates one.
|
||||
|
||||
That distinction matters because Propensity's Nurture reads a pawn's reform score constantly, on every
|
||||
pawn on the map, as part of judging their mood. If merely checking disposition created a record, every
|
||||
mood check would stamp a criminal file onto every innocent pawn on the map. Because reading only peeks
|
||||
— and tolerates a pawn having no record at all — the innocent stay off the books.
|
||||
|
||||
The rule the whole suite follows: **something happened → a record is created and written; just looking
|
||||
→ no record is created.**
|
||||
|
||||
---
|
||||
|
||||
## Persistence
|
||||
|
||||
Records save with your game and reload with it, and there's exactly one shared store for the whole
|
||||
colony — no mod keeps its own private copy, which is what keeps them all agreeing with each other.
|
||||
|
||||
On load, that store cleans itself up. Three kinds of record get dropped:
|
||||
|
||||
1. **Records of pawns who are gone** — dead or removed. They take their records with them.
|
||||
2. **Corrupt entries** — a guard against a broken save.
|
||||
3. **Blank records** — anything still blank. There's no reason to keep a file that records nothing.
|
||||
|
||||
The upshot: **records are cheap and self-cleaning.** Anything that never got a real mark written to it
|
||||
simply evaporates on the next load, so the save never bloats with one empty file per pawn ever glanced
|
||||
at.
|
||||
|
||||
---
|
||||
|
||||
*Part of the **Institution** suite.*
|
||||
+100
-62
@@ -1,88 +1,126 @@
|
||||
# Institution: Core — Wiki
|
||||
# Institution: Contraband
|
||||
|
||||
*The shared foundation of 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.*
|
||||
*Prisoners get hold of things they should not have. Wardens turn the cell over looking for them.*
|
||||
|
||||
Core is the engine every other Institution mod runs on. **On its own it changes nothing you can
|
||||
see** — no items, no jobs, no new menus. It sits completely quiet until another Institution mod is
|
||||
installed on top of it. You install Core only because something else asks for it.
|
||||
This is the player-facing wiki for **Institution: Contraband**, a RimWorld 1.6 mod. It documents
|
||||
every mechanic with the real numbers, explains why each one works the way it does, and tells you how
|
||||
to play with them — and against them.
|
||||
|
||||
This wiki explains what that hidden engine actually does once a mod above it puts it to work — down to
|
||||
the exact numbers, because knowing how the numbers move is half the fun of running a prison.
|
||||
|
||||
---
|
||||
> **Note on scope.** Contraband was recently *split*. It is now one thing: the **physical smuggling
|
||||
> loop** of a prison. The engine it used to carry — a pawn's criminal propensity, the criminal
|
||||
> record, and which pawns count as "in custody" — now lives in **Institution: Core**, which this mod
|
||||
> requires. The response systems (classification, deterrence, discipline, parole, regime) went to
|
||||
> **Institution: Justice**, and the gang network to **Institution: Gangs**. When this page mentions
|
||||
> "the record" or "a pawn's propensity," those belong to Core; Contraband reads them.
|
||||
|
||||
## The one idea
|
||||
|
||||
The whole Institution suite rests on a single sentence:
|
||||
|
||||
> **Every pawn has a criminal propensity on a spectrum — nature (traits) × nurture (circumstance,
|
||||
> mood, treatment) — and the colony can police it.**
|
||||
|
||||
That single sentence is the whole suite. Colonists, prisoners, and slaves drift toward crime on a
|
||||
continuous spectrum; a policing and justice layer discovers, catches, punishes, reforms, or paroles
|
||||
them. Core is where the *spectrum* itself lives — before anyone is caught, before there is a record to
|
||||
read, before there is a warden to search them.
|
||||
Contraband is the half of that sentence you can *hold in your hand*. A propensity is abstract until a
|
||||
disposed prisoner files a blade off his bunk, palms a twist of yayo on the way into a cell, or starts
|
||||
digging. Contraband is where the spectrum becomes an object with edges.
|
||||
|
||||
## Why a shared engine
|
||||
## Vanilla built the demand and forgot the supply chain
|
||||
|
||||
The propensity idea didn't start out abstract. It grew up twice, in two different mods: one deciding
|
||||
which drunk, miserable pawn starts a mess, and one deciding which prisoner whittles a shiv the moment a
|
||||
door opens. Both were asking the same real question — *would **this** pawn do it?* — and each answered
|
||||
it its own way, which meant they could disagree about who was dangerous.
|
||||
RimWorld already ships a fully-built junkie. Raiders spawn addicted and carrying combat drugs. You
|
||||
down one, capture strips everything, and now withdrawal grips them in the cell. A prisoner already
|
||||
*seeks* a drug on their own, and already *ignores* the forbidden flag inside their own cell.
|
||||
|
||||
Core exists so they stop disagreeing. When the contraband system, the justice system, and the gang
|
||||
system all read one disposition engine, they agree about who is dangerous instead of each judging it
|
||||
separately and drifting apart. The pawn who is "the scary one" is the scary one to every part of the
|
||||
suite at once. That coherence — not any single number — is the point of a shared foundation.
|
||||
Put a drug within reach of an addicted prisoner and the base game makes them take it. Today. The
|
||||
consumer, the craving, the reach, the ignore-forbidden — all of it already works.
|
||||
|
||||
Core carries exactly the three things every Institution mod needs and none should own alone, and
|
||||
nothing else:
|
||||
What does **not** exist is any answer to two questions:
|
||||
|
||||
| Pillar | Answers | Page |
|
||||
| Vanilla has | Vanilla lacks |
|
||||
|---|---|
|
||||
| A prisoner who wants contraband | Any route for contraband to reach the cell |
|
||||
| A warden with fifteen jobs | A sixteenth called *search* |
|
||||
|
||||
The base game's warden can chat, convert, feed, execute, enslave, release, suppress — and cannot look
|
||||
in a pocket. Contraband builds exactly the missing two halves: **supply** and **search**. It does not
|
||||
need to build the junkie, because Ludeon already did.
|
||||
|
||||
## Concealment is a secret, not an item
|
||||
|
||||
This is the load-bearing design decision:
|
||||
|
||||
> **While it is concealed, there is no item.**
|
||||
|
||||
A hidden shiv is not in the gear tab. There is no icon. There is no stack on a shelf. The player is
|
||||
told **nothing**. The item does not become a real object in the world until exactly two moments:
|
||||
|
||||
- when the prisoner **uses** it (it appears in their inventory), and
|
||||
- when a warden **finds** it in a search (it is confiscated and never becomes an item at all).
|
||||
|
||||
Why go to the trouble? Because *an item you can see in the UI is not contraband* — it's inventory, and
|
||||
there would be nothing to discover and no reason to ever order a search. The whole tension of the
|
||||
system is that **you never know**. A warden you send to toss a cell might find a blade, might foil a
|
||||
tunnel, or might waste twenty minutes on a prisoner who was hiding nothing — and that empty search
|
||||
still has to cost, or the mere *offer* of the job would be the discovery.
|
||||
|
||||
Read the full lifecycle in **[Concealment and Intake](Concealment-and-Intake.md)**.
|
||||
|
||||
## The four supply routes and the one counter
|
||||
|
||||
| Route | What it is | Page |
|
||||
|---|---|---|
|
||||
| **Propensity** | *Would this pawn do it?* (nature × nurture) | [Propensity](Propensity.md) |
|
||||
| **Criminal record** | *What has this pawn actually done?* (one history per pawn) | [Criminal Record](Criminal-Record.md) |
|
||||
| **Secured context** | *What kind of hold is this pawn under, and who may search them?* | [Secured Context](Secured-Context.md) |
|
||||
| **Intake** | A captive hides the small contraband they walked in with | [Concealment and Intake](Concealment-and-Intake.md) |
|
||||
| **Improvise** | Whittle a shiv from the cell's own furniture | [Improvised Weapons](Improvised-Weapons.md) |
|
||||
| **Tunnel** | Dig out under the perimeter with a filed pick | [Tunnels](Tunnels.md) |
|
||||
| **A bent warden** | A greedy or over-kind guard smuggles *for* a prisoner | [Corruption](Corruption.md) |
|
||||
| **The counter** | A prioritized cell toss that reads the tells | [Warden Search](Warden-Search.md) |
|
||||
|
||||
The distinction between the first two is the spine of the whole design: **propensity is suspicion, a
|
||||
record is fact.** Propensity says "this pawn *seems* dangerous"; a record says "this pawn *has*
|
||||
escaped twice and shanked a guard." Keeping them separate is what lets the colony act on evidence
|
||||
instead of on vibes.
|
||||
And because every guard is a person with their own diligence and their own price, the search is only
|
||||
as good as who you send — see **[Corruption](Corruption.md)**.
|
||||
|
||||
## The pages of this wiki
|
||||
## How everything is contraband without a list
|
||||
|
||||
- **[Propensity](Propensity.md)** — nature × nurture in full: the trait-weight table, the nurture
|
||||
multiplier ladder, the disposition formula with worked examples, and why each pawn's roll is fixed
|
||||
rather than re-rolled.
|
||||
- **[Criminal Record](Criminal-Record.md)** — everything a record remembers, who fills in each part,
|
||||
how it persists across saves, and why *reform* is the pivot of the whole suite.
|
||||
- **[Secured Context](Secured-Context.md)** — the Free / Prisoner / Slave kinds, what counts as
|
||||
"held" versus what counts as "able to hide something," and why the suite keys off this instead of
|
||||
"is a prisoner."
|
||||
- **[Treatment Engine](Treatment-Engine.md)** — the shared rehabilitation maths: mark a condition
|
||||
treatable, reduce it a little each session by skill and facility quality, and build a recovery track
|
||||
toward discharge. Ward's psychiatric care and Justice's reform run on this one engine.
|
||||
- **[Modder API](Modder-API.md)** — the "for modders" page: the tools any mod can call to build on
|
||||
Core. Players can skip it.
|
||||
Contraband names no items. It recognises three kinds of thing:
|
||||
|
||||
1. **Anything explicitly marked as contraband** — the opt-in, with pluggable behaviour a mod can
|
||||
supply.
|
||||
2. **Every drug** — vanilla's, Vanilla Expanded's, mods that don't exist yet. Hard drugs conceal
|
||||
better (0.75 vs 0.5).
|
||||
3. **Every weapon** — how well it hides, and where, is decided by its **mass**. A knife rides on the
|
||||
body; a heavy gun goes under the floor; a minigun (over 10 kg) hides nowhere.
|
||||
|
||||
It reads the item's own stats rather than editing anything. Nothing changes another mod's items.
|
||||
Details in [Concealment and Intake](Concealment-and-Intake.md) and [Compatibility](Compatibility.md).
|
||||
|
||||
## Index
|
||||
|
||||
- **[Concealment and Intake](Concealment-and-Intake.md)** — the secret model, where a thing can hide,
|
||||
the three kinds of contraband, intake on capture, redemption, and how a smuggled vessel keeps its
|
||||
contents.
|
||||
- **[Improvised Weapons](Improvised-Weapons.md)** — the shiv whittled from furniture, how its
|
||||
material carries through, the damage tell, and who reaches for it in a breakout.
|
||||
- **[Tunnels](Tunnels.md)** — the Prison-Architect dig under the perimeter, which pawns dig, and how a
|
||||
search uncovers the shaft.
|
||||
- **[Warden Search](Warden-Search.md)** — the prioritized search, how tells and the record drive
|
||||
priority, what a search does, and how it feeds back.
|
||||
- **[Corruption](Corruption.md)** — Diligence and Corruption from traits and mood, how they scale a
|
||||
find, and the bent warden who looks away or smuggles in.
|
||||
- **[Compatibility](Compatibility.md)** — the Core dependency, the Foul Play bridge, Justice/Gangs
|
||||
interplay, and the prison mods the suite is tested against.
|
||||
|
||||
## The suite
|
||||
|
||||
Each mod stands alone as an install; together they form one system. Core sits underneath everything
|
||||
else.
|
||||
Each mod stands alone as an install; together they form one system.
|
||||
|
||||
| Mod | What it adds | Needs |
|
||||
| Mod | Owns | Depends on |
|
||||
|---|---|---|
|
||||
| **Institution: Core** (this) | the propensity / record / context engine | base game only |
|
||||
| **Institution: Contraband** | concealment, improvised shivs, tunnels, warden search, warden corruption | Core |
|
||||
| **Institution: Justice** | classification, deterrence, discipline, parole, regime, and **policing** (colony crime → weighed arrest) | Core, Harmony |
|
||||
| **Institution: Gangs** | gangs as contraband economies: joining, smuggling, rivalry, fights-as-crime | Core, Contraband, Justice |
|
||||
| **Institution: Ward** | psychiatric care — a prisoner treated, not punished, on Core's treatment engine | Core, Harmony |
|
||||
| **Foul Play** | the vessel + substance + throw framework, home of the "Piss Nuke" | standalone; bridges to Core + Contraband |
|
||||
|
||||
## Requirements & load order
|
||||
|
||||
- **RimWorld 1.6.** Core needs only the base game — no Harmony, no DLC, no other mod.
|
||||
- Load Core **before** any other Institution mod in your mod list.
|
||||
| **Institution: Core** | propensity, criminal record, secured context | base game |
|
||||
| **Institution: Contraband** (this) | concealment, intake, shivs, tunnels, search, corruption | Core |
|
||||
| **Institution: Justice** | classification, deterrence, discipline, parole, regime | Core |
|
||||
| **Institution: Gangs** | gangs as contraband economies | Core, Contraband, Justice |
|
||||
| **Foul Play** | vessel + substance + throw framework; the Piss Nuke; bridges its carboy in as contraband | standalone |
|
||||
| **Ward** | a ward prison mode | — |
|
||||
|
||||
---
|
||||
|
||||
*Part of the **Institution** suite.*
|
||||
*Part of the **Institution** suite — Core · Contraband · Justice · Gangs, alongside Foul Play and
|
||||
Ward. Each stands alone; together they interlock.*
|
||||
|
||||
@@ -0,0 +1,176 @@
|
||||
# Improvised Weapons
|
||||
|
||||
*The supply route you cannot deny — because you are obliged to furnish the cell, and the furniture is
|
||||
the raw material.*
|
||||
|
||||
You have to give a prisoner a bed. RimWorld will nag you until you do. That bed is a frame of wood, or
|
||||
steel, or — if you built a nice prison — plasteel. Give a disposed prisoner a season of unsupervised
|
||||
time with it and they will file a blade off it. **The prison's own furnishings are the arsenal, and
|
||||
better furniture is worse.**
|
||||
|
||||
## The shiv
|
||||
|
||||
The shiv is a crude stabbing weapon: *"A blade filed off a bed frame and wrapped in cloth for a grip.
|
||||
Barely a weapon — but a barely-a-weapon in a cell you thought was empty is a dead guard."*
|
||||
|
||||
| Stat | Value |
|
||||
|---|---|
|
||||
| Tech level | Neolithic |
|
||||
| Mass | 0.4 kg |
|
||||
| Concealability | **0.75** (hides very well — it rides on the body) |
|
||||
| Hides | on body or in cell |
|
||||
| Point (Stab) | power 7, cooldown 1.5 s |
|
||||
| Handle (Blunt) | power 5, cooldown 1.6 s |
|
||||
| Use | none — an armed prisoner *is* the payload |
|
||||
|
||||
Its stats come from its material: it can be made of metal, wood, or stone. A wood shiv is feeble; a
|
||||
plasteel one is vicious. That is the whole point of the harvest mechanic — you never furnished a cell
|
||||
thinking of it as an armoury, but that is what it is.
|
||||
|
||||
## Who whittles: the disposition gate
|
||||
|
||||
Not just "any prisoner." Three things must all be true:
|
||||
|
||||
1. **Held.** The pawn is a prisoner, slave, or ward patient. Free colonists do not whittle shivs in
|
||||
the commons — *yet* (the concealment layer already tracks them; only the authority to act on them
|
||||
is missing).
|
||||
2. **Disposed.** A base chance of **0.10**, scaled by Core's nature × nurture. It is a *fixed fact*
|
||||
about the pawn — the mistreated, high-propensity lifer chews his bed apart; the frightened cook
|
||||
never does, and never would have, no matter how many times you reload.
|
||||
3. **Material in reach.** There is a workable source (see below).
|
||||
|
||||
The base is deliberately low. Most prisoners are not making weapons. When one is, that is a fact about
|
||||
*who they are and how you keep them*, and the tell it leaves is meant to point you at exactly that
|
||||
pawn.
|
||||
|
||||
## The source: what counts as raw material
|
||||
|
||||
The prisoner looks for the nearest reachable, damageable, usefully-made piece of furniture:
|
||||
|
||||
- **Their own assigned bed first** — it is right there in the cell.
|
||||
- Otherwise the **closest artificial building within 12 tiles** that qualifies.
|
||||
|
||||
To be a workable source, a piece of furniture must be:
|
||||
|
||||
| Requirement | Why |
|
||||
|---|---|
|
||||
| Made of a material | you cannot whittle a blade out of nothing |
|
||||
| Damageable | it has to take a beating |
|
||||
| Made of metal, wood, or stone | cloth and leather cannot be filed into a blade |
|
||||
| Reachable, even through danger | they have to get to it |
|
||||
|
||||
This is also the counter-play. A cell furnished only in cloth and hydroponics offers nothing to file.
|
||||
A steel bed offers a steel shiv. **What you build the cell out of decides whether it can become a
|
||||
weapon, and how nasty that weapon is.**
|
||||
|
||||
## Harvest by damage: the tell *is* the mechanic
|
||||
|
||||
Each heartbeat, a whittling prisoner chips at the source — roughly **1.2% of its max hit points per
|
||||
worked poll**, as blunt damage.
|
||||
|
||||
The damage is not a side effect — it is the point. A gnawed bed is **probable cause**. The same tick
|
||||
that advances the shiv damages the furniture, and that visible wear is what
|
||||
[Warden Search](Warden-Search.md) reads to send a guard to the *right* prisoner first: a badly damaged
|
||||
bed shoots a prisoner to the top of the search priority list. Whittling a shiv is loud, in the only
|
||||
sense that matters — it leaves a mark you can act on.
|
||||
|
||||
Because the source takes real damage, a determined prisoner can **reduce a piece of furniture to
|
||||
wreckage and move on to the next**: if the source is destroyed before the shiv is finished, they look
|
||||
for another, and if there is none, the route **stalls** (progress is kept, not lost). A materially
|
||||
poor cell is a real defence — the prisoner cannot make progress with nothing to file.
|
||||
|
||||
## How long, and the material it becomes
|
||||
|
||||
A shiv takes roughly **1.5 unsupervised days** of active work, jittered ±25% each poll so no two
|
||||
shivs finish on the same schedule.
|
||||
|
||||
When it is finished, it happens **silently** — the player is told nothing. Two things happen:
|
||||
|
||||
- **Material carry-through.** The shiv is made of whatever the source was made of. A wood bed yields a
|
||||
wood shiv, a plasteel bunk a plasteel one, and its combat stats follow.
|
||||
- **The record.** The pawn's tally of contraband made ticks up (in Core's record). That number feeds
|
||||
the warden's future suspicion of this pawn and, if you run **Institution: Justice**, their security
|
||||
classification.
|
||||
|
||||
## The shiv comes out in a break — and who reaches for it
|
||||
|
||||
A hidden shiv is inert until a breakout. When a prisoner enters an escape or assault-the-colony state,
|
||||
they will use what they are hiding — but a **weapon** only comes out for someone who would actually
|
||||
use it. That is the same test that decides whether an escapee even bothers to pick a weapon off the
|
||||
floor.
|
||||
|
||||
This matters because **vanilla escapees never arm themselves at all.** The base game has the behaviour
|
||||
for opportunistically grabbing a weapon, and simply leaves it out of the escape flow, so a base-game
|
||||
prisoner walks out unarmed, always. Arming is genuinely new behaviour, so it is kept rare enough that
|
||||
when it happens you recognise *who* did it.
|
||||
|
||||
### Would this pawn arm itself?
|
||||
|
||||
First a **hard gate**: a pawn who is incapable of violence never arms, ever — a pacifist who picks up
|
||||
a rifle is not a rare event, it is a bug. Otherwise the chance is the pawn's **disposition** (who they
|
||||
are, fixed) times their **circumstance** (what is happening right now), capped at **0.85** and settled
|
||||
once per pawn as a fixed fact.
|
||||
|
||||
**Disposition** — who they are, fixed, nothing about today changes it. A base of 0.10, scaled by trait
|
||||
and skill:
|
||||
|
||||
| Factor | Value |
|
||||
|---|---|
|
||||
| Bloodlust | ×2.5 (highest applicable trait only — not a stack) |
|
||||
| Psychopath | ×2.0 |
|
||||
| Brawler | ×1.8 |
|
||||
| Wimp | ×0.3 |
|
||||
| Kind | ×0.4 |
|
||||
| skill | scales with their best of Shooting or Melee → range **0.5 .. 2.0** |
|
||||
|
||||
*Being captured in a raid does not make someone a fighter* — plenty of prisoners are cooks and
|
||||
conscripts. A weapon is only worth grabbing if you know what to do with it, hence the skill term.
|
||||
|
||||
**Circumstance** — what is happening right now, live:
|
||||
|
||||
| Condition | Effect | Reasoning |
|
||||
|---|---|---|
|
||||
| Health < 50% | ×0.4 | badly hurt people run or crawl; they don't seek a fight |
|
||||
| ≥ 2 other prisoners escaping within 12 tiles | ×2.0 | a crowd emboldens; one man slips out, six men riot |
|
||||
| An armed colonist within 20 tiles | ×1.8 | now a weapon is not bravado, it's the plan |
|
||||
|
||||
### Which weapon they reach for
|
||||
|
||||
An arming escapee prefers, in order:
|
||||
|
||||
1. **Their own dropped weapon** — the gun they carried when you downed them, still lying where it fell
|
||||
within 45 tiles. The base game remembers where it fell and then never uses that for prisoners. *"A
|
||||
man walking back to the spot where his own rifle fell is a better story than a man rummaging through
|
||||
your stockpile."* A prisoner does not care that you marked it forbidden.
|
||||
2. **Anything to hand** within 18 tiles — but only for a pawn over a higher disposition floor (0.35).
|
||||
Rummaging a stockpile is a further step than grabbing your own gun back.
|
||||
|
||||
A concealed shiv slots into this the natural way: a prisoner who has been sitting on a blade and who is
|
||||
the sort to use it does not leave it in his pocket — it goes straight into his hand. The pawn who
|
||||
would *not* arm keeps it hidden and runs — and the shiv survives to be found in a later search, or
|
||||
used in a later break.
|
||||
|
||||
## Not only shivs: the crude pick
|
||||
|
||||
The same whittling behaviour makes the **crude pick** — filed off furniture exactly the same way, with
|
||||
the same disposition gate and the same damage tell — but its purpose is a tunnel rather than a fight.
|
||||
See [Tunnels](Tunnels.md).
|
||||
|
||||
## Quick reference
|
||||
|
||||
| Constant | Value | Meaning |
|
||||
|---|---|---|
|
||||
| Improvise base chance | 0.10 | before nature × nurture; fixed per pawn |
|
||||
| Damage per worked poll | ~1.2% of source max HP | blunt; the visible tell |
|
||||
| Source search radius | 12 tiles | own bed first, then nearest workable furniture |
|
||||
| Time to finish a shiv | ~1.5 active days | jittered ±25% per poll |
|
||||
| Workable material | metal / wood / stone | cloth and leather cannot be whittled |
|
||||
| Shiv concealability | 0.75 | hard to find on the body |
|
||||
| Arm chance cap | 0.85 | after disposition × circumstance |
|
||||
| Own-weapon reach | 45 tiles | their dropped weapon |
|
||||
| Any-weapon reach | 18 tiles | scavenge floor 0.35 disposition |
|
||||
|
||||
---
|
||||
|
||||
*Part of the **Institution** suite — Core · Contraband · Justice · Gangs, alongside Foul Play and
|
||||
Ward. Each stands alone; together they interlock.*
|
||||
-238
@@ -1,238 +0,0 @@
|
||||
# Modder API — building on Core
|
||||
|
||||
Core is a library. It has no XML, no defs, no UI — its entire purpose is to be *called*, by the other
|
||||
Institution mods and by yours. This page is the public surface, with the one seam that matters most
|
||||
(`Propensity.DeterrenceFactor`) explained in full.
|
||||
|
||||
> **This page is for modders.** Every other page in this wiki is written for players; this one is the
|
||||
> technical surface for building on Core. If you just want to know how the mod plays, start at the
|
||||
> [Home](Home.md) page and the [Propensity](Propensity.md) / [Criminal Record](Criminal-Record.md) /
|
||||
> [Secured Context](Secured-Context.md) / [Treatment Engine](Treatment-Engine.md) pages instead.
|
||||
|
||||
Everything here is verified against the three source files in `Source/Core/`.
|
||||
|
||||
---
|
||||
|
||||
## The namespace is `Contraband`
|
||||
|
||||
Before anything else: **all of Core's types live in `namespace Contraband`**, not `Core` and not
|
||||
`Institution`. This is historical — the engine was extracted from Institution: Contraband — and it is
|
||||
not going to change under you, but it does mean your `using` looks slightly surprising:
|
||||
|
||||
```csharp
|
||||
using Contraband; // Propensity, CriminalRecord, GameComponent_CriminalRecords,
|
||||
// SecuredKind, SecuredContext, SecuredContexts,
|
||||
// TreatmentProgram, TreatableConditionExtension
|
||||
```
|
||||
|
||||
Reference the assembly `InstitutionCore.dll` (packageId `flan.institution.core`) and load your mod
|
||||
after Core.
|
||||
|
||||
## The public surface at a glance
|
||||
|
||||
| Call | Returns | Creates state? | Use for |
|
||||
|---|---|---|---|
|
||||
| `Propensity.Nature(pawn)` | `float 0..1` | no | fixed trait-based disposition |
|
||||
| `Propensity.Nurture(pawn)` | `float` (multiplier) | no | live circumstance multiplier |
|
||||
| `Propensity.Would(pawn, baseChance, salt, cap=0.85)` | `bool` | no | the seeded yes/no for a behaviour |
|
||||
| `Propensity.DeterrenceFactor` | `Func<Pawn,float>` field | — | the seam a justice layer fills |
|
||||
| `GameComponent_CriminalRecords.For(pawn)` | `CriminalRecord` | **yes** (blank on first ask) | write paths |
|
||||
| `GameComponent_CriminalRecords.PeekFor(pawn)` | `CriminalRecord?` | no | read paths |
|
||||
| `SecuredContexts.Of(pawn)` | `SecuredContext?` | no | one pawn's hold kind |
|
||||
| `SecuredContexts.OnMap(map)` | `IEnumerable<SecuredContext>` | no | every held/free pawn on a map |
|
||||
| `TreatmentProgram.HasTreatableCondition(pawn)` | `bool` | no | is there a marked condition to work through? |
|
||||
| `TreatmentProgram.ReduceConditions(pawn, strength)` | `void` | mutates hediffs | run one session's worth of treatment |
|
||||
| `TreatmentProgram.FacilityQuality(pawn)` | `float 0.5..1.5` | no | scale a session by the room's quality |
|
||||
| `TreatmentProgram.AdvanceRecovery(pawn, def, amount)` | `float` | **yes** (recovery hediff) | build a discharge / parole track |
|
||||
|
||||
All of these are `static` and null-safe. None throws on a null pawn; they return `0.05`/`1f`/`null`/
|
||||
`false` as appropriate. See the [Propensity](Propensity.md), [Criminal Record](Criminal-Record.md),
|
||||
and [Secured Context](Secured-Context.md) pages for the mechanics behind each.
|
||||
|
||||
---
|
||||
|
||||
## Asking "would this pawn?"
|
||||
|
||||
The idiomatic pattern for a new behaviour is: pick a **base rate**, pick a **stable salt** unique to
|
||||
your question, and call `Would`. Do not re-implement the nature/nurture math — that is the whole point
|
||||
of the shared engine.
|
||||
|
||||
```csharp
|
||||
using Contraband;
|
||||
|
||||
// A unique, STABLE salt for this specific question. Any constant int works; keep it
|
||||
// distinct from other questions so the rolls stay independent per behaviour.
|
||||
private const int Salt_WouldStealMeds = 0x5EED01;
|
||||
|
||||
if (Propensity.Would(pawn, baseChance: 0.08f, salt: Salt_WouldStealMeds))
|
||||
{
|
||||
// this pawn, under these conditions, is the kind who does this
|
||||
}
|
||||
```
|
||||
|
||||
Because the roll is seeded on `pawn.thingIDNumber ^ salt`, the answer is a stable fact per pawn per
|
||||
question and survives save/reload — so you can ask it repeatedly and get a consistent character, and
|
||||
different salts give you independent facts about the same pawn. Pass a custom `cap` if `0.85` is the
|
||||
wrong ceiling for your behaviour (e.g. a lower cap for something that should always keep a large
|
||||
chance of not happening).
|
||||
|
||||
If you only need the ingredients — say, to display a disposition readout or gate a threshold — read
|
||||
`Nature` and `Nurture` directly. Institution: Gangs, for instance, joins a pawn to a gang when
|
||||
`Nature(pawn) * Nurture(pawn)` clears its own threshold, computed from these two calls rather than
|
||||
from `Would`.
|
||||
|
||||
## Reading and writing records
|
||||
|
||||
Follow the one rule from the [Criminal Record](Criminal-Record.md) page — **write with `For`, read
|
||||
with `PeekFor`** — so read paths never litter the save with blank records.
|
||||
|
||||
```csharp
|
||||
using Contraband;
|
||||
|
||||
// WRITE: an event happened, so we need a record to write to.
|
||||
CriminalRecord rec = GameComponent_CriminalRecords.For(pawn);
|
||||
rec.contrabandMade++;
|
||||
|
||||
// READ: peek, and tolerate null (the pawn may have no record yet).
|
||||
CriminalRecord existing = GameComponent_CriminalRecords.PeekFor(pawn);
|
||||
if (existing != null && existing.reform < 0f)
|
||||
{
|
||||
// this pawn has been hardened
|
||||
}
|
||||
```
|
||||
|
||||
Core owns the storage and persistence; you own the meaning of your own events. Do not keep your own
|
||||
per-pawn crime dictionary — that is exactly the fragmentation Core exists to prevent.
|
||||
|
||||
## Working across hold kinds
|
||||
|
||||
Reduce a pawn to its context and branch on the *predicate*, not the label:
|
||||
|
||||
```csharp
|
||||
using Contraband;
|
||||
|
||||
SecuredContext? maybe = SecuredContexts.Of(pawn);
|
||||
if (maybe is SecuredContext ctx && ctx.IsHeld)
|
||||
{
|
||||
// prisoner OR slave OR ward patient -- all covered, no special cases
|
||||
}
|
||||
|
||||
// Sweep everyone the suite cares about on a map:
|
||||
foreach (SecuredContext c in SecuredContexts.OnMap(map))
|
||||
{
|
||||
if (c.CanConceal) { /* consider hoarders too, not just the held */ }
|
||||
}
|
||||
```
|
||||
|
||||
`Of` returns `null` for anything the suite does not model (animals, mechs, the dead), so a `null`
|
||||
check is your "not our business" branch.
|
||||
|
||||
## Running a treatment programme
|
||||
|
||||
Core carries the maths of "sustained attention in a secured facility reduces a marked condition and
|
||||
builds a recovery track toward discharge" — the shared engine behind Ward's psychiatric care and
|
||||
Justice's rehabilitation. Mark a hediff treatable with `TreatableConditionExtension`, then drive it
|
||||
from your own job or interaction:
|
||||
|
||||
```csharp
|
||||
using Contraband;
|
||||
|
||||
float strength = skill * TreatmentProgram.FacilityQuality(pawn) * share; // your own blend
|
||||
TreatmentProgram.ReduceConditions(pawn, strength); // lower the condition
|
||||
if (!TreatmentProgram.HasTreatableCondition(pawn))
|
||||
{
|
||||
TreatmentProgram.AdvanceRecovery(pawn, MyDefOf.Recovery, 0.15f * strength); // build discharge
|
||||
}
|
||||
```
|
||||
|
||||
You own the interaction mode, the job, the recovery hediff (give it a negative `severityPerDay` so it
|
||||
decays without attention), and the discharge alert; Core owns only the numbers. Full formulas and the
|
||||
consumer contract are on the **[Treatment Engine](Treatment-Engine.md)** page.
|
||||
|
||||
---
|
||||
|
||||
## The `DeterrenceFactor` seam
|
||||
|
||||
This is the most important extension point in Core, and the reason Core can remain a **dependency-free
|
||||
leaf** while a colony-wide deterrence feedback loop runs *through* it.
|
||||
|
||||
### What it is
|
||||
|
||||
```csharp
|
||||
// In Propensity:
|
||||
public static System.Func<Pawn, float> DeterrenceFactor = _ => 1f;
|
||||
```
|
||||
|
||||
A single static delegate. `Nurture` multiplies its result by `DeterrenceFactor(pawn)` as its last
|
||||
step. Out of the box the delegate returns `1f` for every pawn — perfectly neutral — so **Core alone
|
||||
behaves as if deterrence did not exist.**
|
||||
|
||||
### What it is *for*
|
||||
|
||||
Deterrence is a property of the whole colony's climate of order: a well-policed colony should deter
|
||||
everyone a little; a lawless one should embolden them. That is a feedback loop — catching and
|
||||
punishing *one* pawn changes the disposition of *the rest*. But deterrence itself is a justice-layer
|
||||
concept, and Core must not know the justice layer exists.
|
||||
|
||||
The seam resolves the tension. Core defines *where* the colony's climate multiplies into disposition
|
||||
(the last line of `Nurture`) without defining *what* that climate is. From the source:
|
||||
|
||||
> *"Deterrence lives in the Justice layer, so Core reads it through the seam above — neutral until
|
||||
> Justice fills it. This one seam is what keeps Core a dependency-free leaf despite the deterrence
|
||||
> feedback loop running through it."*
|
||||
|
||||
### How Institution: Justice fills it
|
||||
|
||||
When Institution: Justice loads, it assigns the delegate, pointing it at its own live deterrence
|
||||
level. The shape it installs maps a `0..1` deterrence reading to a multiplier that straddles `1.0`:
|
||||
|
||||
```csharp
|
||||
// Illustrative — this lives in Institution: Justice, not Core.
|
||||
Propensity.DeterrenceFactor = pawn =>
|
||||
{
|
||||
float level = DeterrenceLevelFor(pawn.Map); // 0 = lawless, 1 = tightly policed
|
||||
return Mathf.Lerp(1.3f, 0.7f, level); // lawless emboldens, order deters; neutral at 0.5
|
||||
};
|
||||
```
|
||||
|
||||
| Deterrence level | Factor | Effect on disposition |
|
||||
|---|---:|---|
|
||||
| `0.0` (lawless) | `1.3` | everyone ~30% more inclined |
|
||||
| `0.5` (baseline) | `1.0` | neutral — a default colony sits exactly here |
|
||||
| `1.0` (tightly policed) | `0.7` | everyone ~30% less inclined |
|
||||
|
||||
*(The `1.3 → 0.7` range, neutral at the `0.5` baseline, are Justice's numbers, documented here for context;
|
||||
Core only guarantees the neutral `1f` default. Confirm against Institution: Justice's own source for
|
||||
its current values.)*
|
||||
|
||||
### How to fill it yourself
|
||||
|
||||
If you are writing your own policing or morale layer and want it to feed disposition the same way,
|
||||
just assign the delegate — ideally at game load, and ideally composing with whatever is already there
|
||||
rather than clobbering it:
|
||||
|
||||
```csharp
|
||||
using Contraband;
|
||||
using UnityEngine;
|
||||
|
||||
// Compose: fold your factor into any existing one (e.g. Justice's) instead of overwriting.
|
||||
var previous = Propensity.DeterrenceFactor;
|
||||
Propensity.DeterrenceFactor = pawn => previous(pawn) * MyClimateFactorFor(pawn);
|
||||
```
|
||||
|
||||
Two cautions. First, it is a single static field — if two mods both *assign* it (rather than compose),
|
||||
the last one wins, so compose when you can. Second, keep your factor bounded and centred near `1.0`:
|
||||
`Nurture` has no clamp on this term, so an extreme factor multiplies straight through into every
|
||||
pawn's `Would` roll. Return `1f` when you have nothing to say, exactly as the default does.
|
||||
|
||||
### Why a delegate and not a dependency
|
||||
|
||||
The alternative — Core calling into Justice — would make Core depend on Justice, inverting the whole
|
||||
topology and breaking Core's promise that it references *only the base game*. A single assignable
|
||||
`Func<Pawn,float>`, neutral by default, lets the feedback loop run through Core while the arrow of
|
||||
dependency still points only *at* Core. It is the smallest possible seam that buys the largest possible
|
||||
decoupling, and it is why Core can sit at the bottom of the suite with zero dependencies of its own.
|
||||
|
||||
---
|
||||
|
||||
*Part of the **Institution** suite.*
|
||||
-212
@@ -1,212 +0,0 @@
|
||||
# Propensity — nature × nurture
|
||||
|
||||
Propensity is the suite's disposition engine. It answers one question and only one: *"would **this**
|
||||
pawn do it?"* — never *"would a prisoner,"* never *"would a colonist."* Every behaviour in the suite
|
||||
that hinges on a pawn's character comes back to this, so crime, contraband brewing, escape arming, and
|
||||
gang recruitment all read the same answer instead of each guessing.
|
||||
|
||||
The model is deliberately old-fashioned: **nature × nurture.**
|
||||
|
||||
- **Nature** is a fixed property of the person — their traits. Almost nobody is strongly disposed, and
|
||||
this never changes over a pawn's life.
|
||||
- **Nurture** is what the colony has done *to* them — mood, mistreatment, unmet needs, the shadow a
|
||||
sentence leaves. This is the half **you** control, and the half no other mod models.
|
||||
|
||||
Good conditions pull nurture down; neglect and cruelty push it up. A saint left to rot can cross the
|
||||
line; a monster kept content and deterred may never act. Both of those stories are possible by design.
|
||||
|
||||
---
|
||||
|
||||
## Nature — who they are
|
||||
|
||||
Every pawn starts from a **baseline of 0.05** — the floor of the human condition in this model:
|
||||
everyone is capable of *something*, most people barely. From there, each trait the pawn has adds or
|
||||
subtracts, and the total is held to the 0–1 range (never below 0, never above 1).
|
||||
|
||||
### Trait weights
|
||||
|
||||
Traits are matched **by name**, so if a trait's mod isn't installed that entry is simply skipped.
|
||||
That's how Core uses Vanilla Traits Expanded's dark traits when VTE is present without *requiring* VTE
|
||||
to be installed.
|
||||
|
||||
| Trait | Weight | Source | Note |
|
||||
|---|---:|---|---|
|
||||
| Psychopath | **+0.45** | Vanilla | no empathy; the heaviest single input |
|
||||
| Kleptomaniac | **+0.40** | Vanilla Traits Expanded | counted if VTE is installed |
|
||||
| Bloodlust | **+0.35** | Vanilla | enjoys violence |
|
||||
| Pyromaniac | **+0.30** | Vanilla Traits Expanded | counted if VTE is installed |
|
||||
| Greedy | **+0.25** | Vanilla | wants more than their share |
|
||||
| Abrasive | **+0.15** | Vanilla | friction with everyone |
|
||||
| Ascetic | **−0.15** | Vanilla | wants little, takes little |
|
||||
| Kind | **−0.30** | Vanilla | the strongest pull *down* |
|
||||
|
||||
Core adds no traits of its own — it reads the ones the game and your other mods already provide.
|
||||
Vanilla's own dark traits count right alongside VTE's.
|
||||
|
||||
### Worked Nature values
|
||||
|
||||
Because weights simply add and then clamp, Nature is easy to read by hand:
|
||||
|
||||
| Pawn | Arithmetic | Nature |
|
||||
|---|---|---:|
|
||||
| Ordinary pawn (none of the above) | 0.05 | **0.05** |
|
||||
| Kind pawn | 0.05 − 0.30 = −0.25 → clamp | **0.00** |
|
||||
| A single Greedy trait | 0.05 + 0.25 | **0.30** |
|
||||
| Psychopath | 0.05 + 0.45 | **0.50** |
|
||||
| Psychopath **and** Kind | 0.05 + 0.45 − 0.30 | **0.20** |
|
||||
| Greedy + Abrasive | 0.05 + 0.25 + 0.15 | **0.45** |
|
||||
| Psychopath + Bloodlust + Kleptomaniac | 0.05 + 0.45 + 0.35 + 0.40 = 1.25 → clamp | **1.00** |
|
||||
|
||||
Two things fall out of this. First, the clamp isn't decorative: a Kind pawn floors at exactly `0`
|
||||
(nature can never make them *disposed*, only never disposed), and a stacked monster ceilings at `1`.
|
||||
Second, traits genuinely net against each other — a Kind Psychopath is a real, middling `0.20`, not a
|
||||
contradiction.
|
||||
|
||||
Most rolled pawns sit at or near the `0.05` floor. That's intended: a colony full of ordinary people
|
||||
is supposed to be mostly safe on nature alone. What makes them dangerous is nurture.
|
||||
|
||||
---
|
||||
|
||||
## Nurture — what you have done to them
|
||||
|
||||
Nurture is a **multiplier**. An ordinary pawn under ordinary conditions sits at **1.0**. The number
|
||||
rises as things go wrong and falls as they go right. Each lever below stacks on top of the last.
|
||||
|
||||
### The multiplier ladder
|
||||
|
||||
| Lever | Factor | Applies when | Stacks? |
|
||||
|---|---|---|---|
|
||||
| **Despair** | ×2.5 | mood below 20% | mutually exclusive with "badly kept" |
|
||||
| **Badly kept** | ×1.6 | mood 20–35% | mutually exclusive with "despair" |
|
||||
| **Held & unhappy** | ×1.4 | held **and** mood below 40% | on top of the mood lever |
|
||||
| **Prisonization** | × (depends on reform, see below) | the pawn has a non-zero reform score | on top |
|
||||
| **Deterrence** | × (the colony's climate of order) | always (neutral 1.0 with only Core) | on top |
|
||||
|
||||
The two mood levers are either/or: a pawn is either in despair *or* badly kept, never both. "Held &
|
||||
unhappy" is separate and multiplies again — so a mistreated prisoner in despair compounds
|
||||
`2.5 × 1.4 = 3.5` before anything else. That is a badly run cell.
|
||||
|
||||
### Prisonization — the reform lever
|
||||
|
||||
The reform lever is where a sentence leaves a permanent mark. A pawn's **reform score** runs from
|
||||
about −1 to +1 and turns into a multiplier:
|
||||
|
||||
| Reform score | Meaning | Factor |
|
||||
|---:|---|---:|
|
||||
| **+1.0** | fully rehabilitated | 0.50 |
|
||||
| +0.5 | improving | 0.75 |
|
||||
| 0 | untouched (no effect) | *1.00* |
|
||||
| −0.5 | hardening | 1.25 |
|
||||
| **−1.0** | prisonized | 1.50 |
|
||||
| beyond +1.2 | (over-reformed) | floors at **0.40** |
|
||||
| beyond −2.0 | (utterly broken) | ceilings at **2.00** |
|
||||
|
||||
Reform is nominally a 0-to-1 rehabilitation score, but harsh punishment can drive it **negative** —
|
||||
that's the "hardened, prisonized" end. Within the realistic −1…+1 range the factor spans 0.5…1.5; the
|
||||
0.4 / 2.0 limits only bite at the extremes, catching a pawn who's been endlessly punished or endlessly
|
||||
rehabilitated.
|
||||
|
||||
Propensity only *reads* this score — nothing in Core moves it. The Justice layer's discipline and
|
||||
parole are what nudge it up or down, which is how institutionalization and recidivism enter the game
|
||||
without a separate mechanic. A pawn broken by a brutal prison stays broken (nurture ×1.5) after
|
||||
release; a pawn genuinely reformed stays calmer (×0.5) for good. The scar rides on one number.
|
||||
|
||||
### Deterrence — the climate of order
|
||||
|
||||
The final lever multiplies by the colony's overall **climate of order**. **With only Core installed
|
||||
it's neutral — a flat 1.0** — because Core by itself doesn't know what deterrence is. Install
|
||||
**Institution: Justice** and it fills this in: a well-policed colony pulls the factor below 1 and
|
||||
deters everyone a little; a lawless one pushes it above 1 and emboldens them. That's what makes
|
||||
catching and punishing *one* pawn matter to the disposition of *the rest*.
|
||||
|
||||
With only Core installed, this lever does nothing, and that is correct. The technical details of how a
|
||||
mod fills in deterrence are on the [Modder API](Modder-API.md) page.
|
||||
|
||||
---
|
||||
|
||||
## Would — the full roll
|
||||
|
||||
Nature and Nurture are ingredients. The full roll is the meal: the actual yes/no for a specific
|
||||
behaviour at a specific base rate. For a given behaviour, the chance works out to:
|
||||
|
||||
> **chance = base rate × (0.1 + Nature × 2) × Nurture**, capped at 85%.
|
||||
|
||||
Three things are happening there:
|
||||
|
||||
1. **Base rate** is the behaviour's own dial — how likely an *average* pawn is to do this particular
|
||||
thing (a rare act uses a small number, a common one a larger). Core doesn't decide it; whichever
|
||||
system is asking does.
|
||||
2. **(0.1 + Nature × 2)** is the nature amplifier. It spans **×0.1** (a saint, Nature 0) to **×2.1**
|
||||
(Nature 1). At the common `0.05` floor it's **×0.2** — so an ordinary pawn is one-fifth as likely
|
||||
as the base rate, while a maxed monster is over twice as likely — *before* nurture.
|
||||
3. **× Nurture** applies circumstance on top, and the whole thing is capped at **85%** by default.
|
||||
Nobody is ever a dead certainty; there's always slack. A behaviour that wants a harder or softer
|
||||
ceiling can set its own cap.
|
||||
|
||||
### Worked example 1 — an ordinary colonist, content
|
||||
|
||||
Base rate 10%, an ordinary pawn (Nature 0.05), good mood so Nurture 1.0:
|
||||
|
||||
- nature term = 0.1 + 0.05 × 2 = 0.2
|
||||
- chance = 0.10 × 0.2 × 1.0 = 0.02 → **2%**
|
||||
|
||||
Two percent — and, critically, **fixed**. For this pawn and this question it's a settled 2% coin that
|
||||
either comes up or doesn't; it isn't re-flipped every moment.
|
||||
|
||||
### Worked example 2 — a mistreated psychopath prisoner
|
||||
|
||||
A Psychopath + Bloodlust prisoner (Nature 0.85), mood 15% (despair ×2.5), held and unhappy (×1.4),
|
||||
reform −0.5 (hardening → ×1.25), Core-only so deterrence 1.0. Base rate 10%:
|
||||
|
||||
- nature term = 0.1 + 0.85 × 2 = 1.8
|
||||
- nurture = 2.5 × 1.4 × 1.25 = 4.375
|
||||
- chance = 0.10 × 1.8 × 4.375 = 0.7875 → **~79%**
|
||||
|
||||
Same base rate as example 1, same engine — but nature and a badly-run cell have turned a 2% pawn into
|
||||
a near-certainty. The player did that, lever by lever.
|
||||
|
||||
### Worked example 3 — hitting the cap
|
||||
|
||||
A fully stacked monster (Nature clamps to 1.0), in despair (×2.5) and held & unhappy (×1.4), in a
|
||||
lawless colony where Justice has set deterrence to 1.4. Base rate 10%:
|
||||
|
||||
- nature term = 0.1 + 1.0 × 2 = 2.1
|
||||
- nurture = 2.5 × 1.4 × 1.4 = 4.9
|
||||
- raw chance = 0.10 × 2.1 × 4.9 = 1.029
|
||||
- capped at **85%**
|
||||
|
||||
The raw product blew past 100%; the cap reins it to 85%. Even here, a 15% sliver of "not today"
|
||||
survives. That sliver is deliberate — it keeps the worst pawn a character with a bad day coming, not a
|
||||
scripted event.
|
||||
|
||||
---
|
||||
|
||||
## The fixed roll — characters, not a dice cup
|
||||
|
||||
Each pawn's answer to "would they?" is **fixed** by two things: who the pawn is (their permanent
|
||||
identity) and which behaviour is being asked about. It is not re-rolled from scratch each time. This is
|
||||
the single most important design decision on this page, and it's worth being precise about why.
|
||||
|
||||
**Save/reload stability.** Because the answer is tied to the pawn's permanent identity and the specific
|
||||
question — not to the live random stream — asking "would they?" gives the same answer before and after
|
||||
a save/reload, as long as the inputs (traits, mood, reform) are the same. You can't scum a reload to
|
||||
re-roll a pawn into a different person. *Who* they are doesn't shift under them on a reload.
|
||||
|
||||
**A character, not a moment-to-moment lottery.** If the game flipped a fresh coin every tick, any pawn
|
||||
would eventually do anything if you waited long enough. Fixing the roll instead makes "would this pawn
|
||||
pocket a shiv?" a settled fact about that pawn under those conditions — what makes them a character,
|
||||
not a dice cup.
|
||||
|
||||
**Live circumstance still bites.** The roll freezes the *identity*, not the *situation*. Nurture is
|
||||
recomputed live, so as mood collapses or reform hardens, the same pawn's chance climbs and the same
|
||||
fixed coin can flip from "no" to "yes." The pawn who wouldn't have acted last month acts now — not
|
||||
because the dice changed, but because you let their world get worse.
|
||||
|
||||
**Different questions, independent answers.** Each behaviour is its own separate question, so the
|
||||
answers don't leak into each other: a pawn who would pocket a shiv is not therefore a pawn who would
|
||||
inform on a cellmate. One pawn can be reliably one kind of trouble and reliably not another, and that
|
||||
pattern is stable across the whole game.
|
||||
|
||||
---
|
||||
|
||||
*Part of the **Institution** suite.*
|
||||
@@ -1,88 +0,0 @@
|
||||
# Secured Context — the kind of hold a pawn is under
|
||||
|
||||
The suite has a rule that looks small and is load-bearing: **nothing keys off "is this a prisoner."**
|
||||
It keys off the *kind of hold* a pawn is under. That one step of indirection is why a ward patient, a
|
||||
slave, and (later) anyone inside a secure zone get the same concealment, search, schedule, and needs
|
||||
machinery for free, without any feature hard-coding a single pawn status.
|
||||
|
||||
A pawn's secured context boils down to one of three kinds and the question "who, if anyone, may search
|
||||
them." Everything downstream reads that, so a new feature works across every kind of hold the day it's
|
||||
written, and a new *kind of hold* works across every existing feature the day it's added.
|
||||
|
||||
---
|
||||
|
||||
## The three kinds
|
||||
|
||||
| Kind | Who it is | May search them | Can conceal? | Held against their will? |
|
||||
|---|---|---|---|---|
|
||||
| **Free** | a free colonist | *no one* — until a secure-area or policing layer grants standing | **yes** — they can hoard | no |
|
||||
| **Prisoner** | a prisoner of the colony | the **warden** | yes | **yes** |
|
||||
| **Slave** | a slave (Ideology DLC) | the **overseer** | yes | **yes** |
|
||||
|
||||
Two subtleties fall out of this table:
|
||||
|
||||
- **Free colonists can still conceal.** A free colonist can hoard contraband, but no one has standing
|
||||
to search them until a secure-area or policing layer grants it. Freedom isn't innocence — it's only
|
||||
the absence of an authority allowed to check.
|
||||
- **Prisoner and Slave differ only in who holds the keys.** Both are "held"; the search authority is
|
||||
the warden for one and the overseer for the other. Features that only care "is someone entitled to
|
||||
search this pawn" read whether the pawn is *held* and never branch on which.
|
||||
|
||||
## Two questions, two axes
|
||||
|
||||
The context answers two different questions, and picking the right one is the whole skill of using it:
|
||||
|
||||
| Question | True for | Ask it when you care about… |
|
||||
|---|---|---|
|
||||
| **Is this pawn held?** | Prisoner, Slave | **custody** — who is under the colony's control, who can be disciplined, whose cell can be searched |
|
||||
| **Could this pawn be hiding something?** | Free, Prisoner, Slave (any real pawn) | **contraband** — who could be *hiding* something, regardless of status |
|
||||
|
||||
For example, [Propensity](Propensity.md)'s Nurture uses *held* in its "held & unhappy compounds" lever
|
||||
— it only wants to pile the ×1.4 penalty on a pawn the colony actually holds and mistreats, not on a
|
||||
grumpy free colonist. A warden-search feature, by contrast, cares who *could* be hiding something to
|
||||
decide who's even worth checking, and then checks standing to decide whether it's *allowed* to.
|
||||
|
||||
---
|
||||
|
||||
## How a pawn gets classified
|
||||
|
||||
Any pawn resolves to one context, or to **nothing at all** if the suite doesn't model them:
|
||||
|
||||
- Animals, mechs, and the dead are simply not the suite's business — they resolve to nothing, and
|
||||
every sweep and check skips them without a special case.
|
||||
- A pawn is tested as **prisoner** first, then **slave**, then **free colonist**. So a pawn who is
|
||||
somehow both a colonist and imprisoned is classified by their *hold* first.
|
||||
|
||||
Keeping "nothing at all" separate from "a free pawn we track" is deliberate: there's a real difference
|
||||
between "a free pawn we watch" and "a pawn we don't model at all," and collapsing them would let
|
||||
non-colony pawns leak into colony machinery. A single sweep can walk every prisoner, slave, and
|
||||
colonist on a map in one pass, skipping everything that resolves to nothing.
|
||||
|
||||
---
|
||||
|
||||
## Why not just "prisoner"?
|
||||
|
||||
This is the design decision the whole page exists to justify. If every feature checked "is this pawn a
|
||||
prisoner" directly, then:
|
||||
|
||||
- adding **slaves** to a feature would mean revisiting every feature;
|
||||
- adding a **ward patient** mode would mean revisiting every feature;
|
||||
- adding a future **secure-zone** concept would mean revisiting every feature.
|
||||
|
||||
By routing all of them through one question — *what kind of hold is this?* — a new kind of hold is
|
||||
added *once*, and every existing feature inherits it. The concealment, search, and needs machinery
|
||||
never has to learn what a slave is; it only ever asked whether the pawn is *held* and whether they
|
||||
*could conceal*.
|
||||
|
||||
### The deliberately-absent Ward kind
|
||||
|
||||
There's no separate "ward patient" kind, and its absence is intentional. A committed ward patient
|
||||
**is** a prisoner in the game's own sense — Institution: Ward builds its committed-patient mode on top
|
||||
of vanilla's prisoner system — so such a pawn already counts as **Prisoner** here, with no special case
|
||||
and no dependency from Core (or Contraband) onto Ward. Every feature treats a ward patient exactly as
|
||||
it treats any prisoner. The right amount of new work to support Ward's hold semantics was zero, and
|
||||
that's the payoff of keying off the kind of hold instead of the label.
|
||||
|
||||
---
|
||||
|
||||
*Part of the **Institution** suite.*
|
||||
@@ -1,94 +0,0 @@
|
||||
# The Treatment Engine — shared rehabilitation
|
||||
|
||||
*The shared maths behind every "fix a held pawn over time" system in the suite.*
|
||||
|
||||
Core carries one more thing every rehabilitation-style system needs and none should own alone: the
|
||||
maths of a **treatment programme**. Sustained attention in a secured facility reduces a marked
|
||||
condition, the room's quality helps or hurts, and once there's nothing left to reduce a **recovery
|
||||
track** builds toward a state where the pawn can be discharged.
|
||||
|
||||
It exists for the same reason the propensity engine does. Two systems want the identical loop pointed
|
||||
at different things — **Ward** treats the mental illness that got a pawn committed; **Justice**
|
||||
rehabilitates the disposition that got one imprisoned — and without a shared engine each would grow its
|
||||
own copy and drift apart. Core owns **only the maths**. Which interaction enrols a pawn, which
|
||||
conditions and moods carry the flavour, which jobs run the sessions, and which alert fires on discharge
|
||||
all live in the mod using it.
|
||||
|
||||
> The engine does something only when there's a real condition to work through, and does nothing
|
||||
> otherwise. A colony that never marks anything treatable never notices it exists.
|
||||
|
||||
---
|
||||
|
||||
## How treatment plays out
|
||||
|
||||
A condition has to be **marked treatable** before a programme can touch it (Ward marks mental illness
|
||||
this way; a modder or player can mark anything — see the [Modder API](Modder-API.md) page). Once a
|
||||
condition is marked, treatment runs in sessions:
|
||||
|
||||
1. **Each completed session removes a slice of the condition's severity.** The base amount is **0.12
|
||||
severity per session**, *before* it's scaled by the treating pawn's skill, the facility's quality,
|
||||
and how much of the session that patient actually gets. When a condition's severity reaches zero
|
||||
it's gone.
|
||||
2. **A full course is several sessions by design.** The programme has to be *sustained* — you can't
|
||||
fix a pawn in a single visit.
|
||||
3. **Once nothing is left to treat, continued care builds a recovery track** from 0 toward 1
|
||||
(discharge-ready). Fix the illness first, then stabilise.
|
||||
4. **The recovery track decays on its own if you stop.** Recovery you stop maintaining slips back down
|
||||
— which is what makes the whole thing a loop you keep up, not a one-time unlock.
|
||||
|
||||
---
|
||||
|
||||
## The numbers
|
||||
|
||||
### Facility quality
|
||||
|
||||
The room the treatment happens in scales every session between **0.5×** (grim) and **1.5×**
|
||||
(excellent):
|
||||
|
||||
| Room | Factor |
|
||||
|---|---:|
|
||||
| Bare (0 impressiveness) | 0.60 |
|
||||
| Decent (~48 impressiveness) | 1.00 |
|
||||
| Impressive (108+ impressiveness) | 1.50 (capped) |
|
||||
| Outdoors / no room | 0.75 |
|
||||
|
||||
The limits are deliberate: a grim, filthy, cramped facility heals worse and a calm clean one better,
|
||||
but a palace can't trivialise the work the programme costs (1.5× ceiling), and even treating a pawn out
|
||||
in the open is a poor makeshift room (0.75×), not a hard zero.
|
||||
|
||||
### Reducing a condition
|
||||
|
||||
Each marked condition drops by **0.12 × the session's combined strength** per session, and vanishes
|
||||
when it hits zero. That combined strength is the treating pawn's skill × the facility quality above ×
|
||||
the patient's share of the session — so all three inputs matter, and a good therapist in a good room
|
||||
working one-on-one is worth many times a poor one splitting attention in a bad room.
|
||||
|
||||
### Building recovery
|
||||
|
||||
The recovery track is a plain 0-to-1 progress bar toward discharge. Continued care adds to it (capped
|
||||
at 1.0) and — crucially — it carries a slow decay, so it slips back down without sustained attention.
|
||||
The mod using the engine decides what reaching the top actually *unlocks* (Ward: a "ready for
|
||||
discharge" alert).
|
||||
|
||||
---
|
||||
|
||||
## Who uses it
|
||||
|
||||
- **[Institution: Ward](https://git.onetick.ninja/flan/rimworld-ward)** — psychiatric care. Marks
|
||||
mental-illness conditions treatable (Rim Disorders' depression, anxiety, PTSD, and OCD, when that mod
|
||||
is present), runs warden counselling sessions, and builds a recovery track toward a "ready for
|
||||
discharge" alert. The reference example.
|
||||
- **Institution: Justice** — rehabilitation. Its *reform* score is the disposition axis punishment
|
||||
moves; the recovery track is the natural home for a *sustained rehabilitation programme* that gates
|
||||
parole on the same shared engine, so the two systems agree on "getting better" instead of each
|
||||
inventing it.
|
||||
|
||||
"Reduce the condition, *then* build recovery" is the shape Ward uses, but it isn't forced: a
|
||||
rehabilitation system with no clinical condition to clear (like Justice's reform) can build a recovery
|
||||
track from the very first session and read its level to gate a parole.
|
||||
|
||||
The point, exactly as with propensity: one engine, two uses, no drift.
|
||||
|
||||
---
|
||||
|
||||
*Part of the **Institution** suite.*
|
||||
+158
@@ -0,0 +1,158 @@
|
||||
# Tunnels
|
||||
|
||||
*The Prison-Architect dig: a disposed pawn goes down, not through — under the ground and everything
|
||||
built on it, out past the last wall you were relying on.*
|
||||
|
||||
A locked door stops a prisoner who wants to walk out. It does nothing at all about a prisoner who
|
||||
digs. This is the escape that ignores your perimeter, because it does not cross it — it goes beneath
|
||||
it. It is slow, it is quiet, and it works for pawns who would never join a mood-driven riot.
|
||||
|
||||
## The crude pick
|
||||
|
||||
The dig needs a tool. The crude pick is filed off the cell's own furniture exactly the way a shiv is —
|
||||
same disposition gate, same damage-to-furniture tell; see
|
||||
[Improvised Weapons](Improvised-Weapons.md). Where the shiv is a weapon, this is a *way out*: it
|
||||
carries no combat stats and is never equipped.
|
||||
|
||||
| Stat | Value |
|
||||
|---|---|
|
||||
| Description | *"Useless as a weapon and useless above ground — but pointed downward, patiently, it is a way out that no lock and no guard can see."* |
|
||||
| Max HP | 60 |
|
||||
| Mass | 1.2 kg |
|
||||
| Concealability | **0.5** |
|
||||
| Hides | in cell only (too bulky to ride on a body) |
|
||||
| Deteriorates | yes |
|
||||
|
||||
Because it can only hide in the cell, a warden turning over the *room* can find the pick itself — and,
|
||||
far more easily, the hole it is digging.
|
||||
|
||||
## A second secret riding on the first
|
||||
|
||||
A tunnel is *"the third thing a contraband item can be, after 'made' and 'used in a break': a thing
|
||||
you dig your way OUT with, quietly, over days."* It is deliberately **not a job** you can catch a pawn
|
||||
performing. There is no supervised task a warden could walk in on and interrupt — only a secret that
|
||||
grows and a wall that eventually gives. The dig advances on the same 250-tick heartbeat that makes
|
||||
contraband, so *the same search that finds a shiv can find the tunnel*.
|
||||
|
||||
The pick must first be **made** (or smuggled). Only once it is finished does the dig begin, as a
|
||||
second, longer secret carried on the same hidden pick.
|
||||
|
||||
## Who digs
|
||||
|
||||
Digging gates on three things:
|
||||
|
||||
1. **A person, and held** — prisoner, slave, or ward patient.
|
||||
2. **The disposition to dig for weeks:** a base chance of **0.08** — deliberately below the shiv's
|
||||
0.10. *"Fewer pawns will dig for weeks than will palm a shiv."* It is a fixed fact about the pawn.
|
||||
3. **A viable plan exists** — there has to be somewhere to surface (see below).
|
||||
|
||||
This is the entire reason tunnels live in Contraband and not in a prisoner-only escape mod:
|
||||
|
||||
> It works for prisoners **and ward patients** alike. Prisoner Realism's escapes are for "mood
|
||||
> prisoners" mid-break bashing a door, and a committed ward patient is never that pawn. A patient with
|
||||
> a filed-down pick and the disposition to use it can still, slowly, dig out — and nothing else in the
|
||||
> ecosystem lets them.
|
||||
|
||||
## Planning the dig: aim for the wilderness
|
||||
|
||||
The target is **not** the cell wall. *"You do not go through the wall, you go under it."* The pawn
|
||||
aims for the **nearest wilderness** — the first standable spot, scanning outward up to **60 tiles**,
|
||||
that opens onto the map edge and is not the room they are held in.
|
||||
|
||||
Two consequences fall straight out of that:
|
||||
|
||||
- **Depth is your defence, and a single wall is not.** A tunnel from a deep bunker is a long dig; a
|
||||
tunnel from a shack against the map edge is a short one. Wrapping one more wall around a cell does
|
||||
almost nothing — the dig already ignores intervening walls entirely.
|
||||
- **A fully enclosed, map-locked base with no reachable edge has nowhere to surface.** The plan fails,
|
||||
no progress is made, and the tunnel **stalls** — progress is kept, not lost. Seal the map and the
|
||||
shaft simply waits.
|
||||
|
||||
### How long
|
||||
|
||||
Dig time scales with how deep the cell sits — about **6 cells of depth per day**, clamped between 3
|
||||
and 15 days, and jittered ±25% each poll:
|
||||
|
||||
| | Days |
|
||||
|---|---|
|
||||
| Minimum (shallow cell near the edge) | **3** |
|
||||
| Maximum (deep bunker) | **15** |
|
||||
| Per day of digging | ~6 cells of depth |
|
||||
|
||||
The floor of 3 days keeps even the shortest tunnel a *real threat window* you have time to catch; the
|
||||
ceiling of 15 keeps the deepest from being effectively forever.
|
||||
|
||||
## The tell: spoil
|
||||
|
||||
A dig has to go somewhere, and the dirt is where you notice it. Each dig tick, about half the time,
|
||||
the pawn drops one tile of dirt filth where they are digging:
|
||||
|
||||
> A dirt floor swallows it; a paved cell shows it — exactly where a player might notice.
|
||||
|
||||
It is cheap and occasional on purpose: enough that a paved cell slowly accumulates a suspicious mess,
|
||||
not so much that it spams filth or litters a clean cell every tick. If you floor your cells, spoil is a
|
||||
genuine visual cue that someone is digging.
|
||||
|
||||
## Finding a tunnel in a search
|
||||
|
||||
A tunnel is *"a second, far less hideable secret."* The pick hides at concealability 0.5, but the
|
||||
**shaft** gives itself away in proportion to how far along it is. When a warden search reaches the
|
||||
cell, an extra find chance is added on top of the tool's normal find chance — scaling up to **+0.40**
|
||||
at a nearly-finished tunnel.
|
||||
|
||||
So a routine cell toss that finds a shiv can also catch a dig in progress — *"the same guard patrol
|
||||
that finds a shiv finds the hole"* — and the deeper the shaft, the harder it is to miss. A foiled dig
|
||||
counts against the prisoner the same as one that ran: on discovery, their escape-attempt tally ticks
|
||||
up, which raises this pawn's future search priority sharply (a known tunneller is the prisoner a warden
|
||||
checks first — see [Warden Search](Warden-Search.md)). The full find math is on the
|
||||
[Warden Search](Warden-Search.md) page.
|
||||
|
||||
## Breakout
|
||||
|
||||
When the dig finishes:
|
||||
|
||||
1. **Re-plan the exit** so it is correct even if the base changed during the weeks of digging.
|
||||
2. **Breach the outer wall or fence** the tunnel comes up beside — the *outermost* impassable wall or
|
||||
fence between the cell and the surfacing point. It is destroyed, leaving a visible hole the colony
|
||||
must repair, and proof of how they got out. An open perimeter needs no breach.
|
||||
3. **Record the attempt** — it happened whether or not they get clear of the map.
|
||||
4. **Surface beyond the perimeter.** They dug all the way out, so they emerge *outside*, not in the
|
||||
yard, with a little spoil dirt to mark where they came up.
|
||||
5. **Hand off to vanilla.** Now that they are loose and outside, the base game's prison-break flow —
|
||||
and anything layered on it, e.g. **Prisoner Realism** — takes it from there. A pawn already outside
|
||||
who no longer qualifies as an in-prison escapee simply flees on their own; the breach and the
|
||||
emergence are the real outcome regardless.
|
||||
|
||||
The player gets one message: *"{pawn} has tunnelled out under the perimeter and escaped."* The tunnel
|
||||
and the pick are spent together.
|
||||
|
||||
## How to defend against it
|
||||
|
||||
| Defence | Effect |
|
||||
|---|---|
|
||||
| **Floor the cells** | spoil dirt becomes visible; you can *see* a dig |
|
||||
| **Search known offenders** | a logged escape attempt is the heaviest single term in search priority |
|
||||
| **Deny the pick's raw material** | no workable furniture, no pick — same starve as the shiv |
|
||||
| **Depth** | a deeper cell is a longer dig and a wider window to catch it |
|
||||
| **Seal the map** | no reachable edge means the tunnel stalls indefinitely |
|
||||
|
||||
Note what does **not** help much: adding perimeter walls. The dig goes under them and only breaches the
|
||||
*last* one on the way out.
|
||||
|
||||
## Quick reference
|
||||
|
||||
| Constant | Value | Meaning |
|
||||
|---|---|---|
|
||||
| Dig base chance | 0.08 | before nature × nurture; fixed per pawn |
|
||||
| Wilderness search radius | 60 tiles | how far out it looks for a surfacing point |
|
||||
| Cells per day | 6 | dig speed vs. cell depth |
|
||||
| Min / max dig time | 3 / 15 days | clamps on depth ÷ 6 |
|
||||
| Spoil chance per dig tick | 50% | one tile of dirt filth |
|
||||
| Extra find chance | up to +0.40 | scales with how far along the dig is |
|
||||
| Pick concealability | 0.5 | in cell only |
|
||||
| On discovery / breakout | escape attempt logged | counted either way |
|
||||
|
||||
---
|
||||
|
||||
*Part of the **Institution** suite — Core · Contraband · Justice · Gangs, alongside Foul Play and
|
||||
Ward. Each stands alone; together they interlock.*
|
||||
+181
@@ -0,0 +1,181 @@
|
||||
# Warden Search
|
||||
|
||||
*The sixteenth warden job vanilla never wrote. A guard turns the cell over, and might find nothing —
|
||||
which is exactly why it has to cost.*
|
||||
|
||||
The warden can chat, convert, feed, execute, enslave, release, suppress, and eleven other things.
|
||||
Searching a prisoner is not one of them, and no such job exists anywhere in the base game. Contraband
|
||||
adds it as a **new** warden job, not a change to an existing one, and builds it around a single hard
|
||||
rule: **the search must be able to come up empty.**
|
||||
|
||||
## Authority vs. act
|
||||
|
||||
The design splits one job into two halves:
|
||||
|
||||
| Half | Question it answers | Notes |
|
||||
|---|---|---|
|
||||
| The search **assignment** | **Who** may be searched? | it is ordinary warden work — a warden already has the run of the prison, so no new authority is invented |
|
||||
| The search **act** | **What** is a search? | walk to the pawn, turn them over, resolve |
|
||||
|
||||
> The assignment is the authority. The act is just the act.
|
||||
|
||||
Why bother splitting them? Because the enforcement layer is meant to grow. A future **Institution:
|
||||
Police** module adds a *second* authority — a cop who may stop and frisk a **free colonist** — reusing
|
||||
the same act with a **narrower reach** (a street frisk gets what is on the body, not what is under the
|
||||
floorboards). That module is an *addition*, not a rewrite, precisely because "who may search" and
|
||||
"what a search reaches" were never welded together.
|
||||
|
||||
## Who gets searched
|
||||
|
||||
The search is warden work, and it sits at a deliberate spot in the warden's priorities:
|
||||
|
||||
| Property | Value | Why |
|
||||
|---|---|---|
|
||||
| Work type | Warden | it is warden work |
|
||||
| Priority within warden work | **below feeding** | a starving prisoner matters more than a hidden shiv |
|
||||
| Capacities needed | Manipulation, Sight | you search with your hands and eyes |
|
||||
| Ranked by suspicion | **yes** | pick the right prisoner, not the nearest |
|
||||
|
||||
That last one — ranking by suspicion rather than distance — is what lets a gnawed bed and a thick
|
||||
record send the warden to the *right* prisoner first.
|
||||
|
||||
A search is offered only if all of these hold: the warden should be looking after this prisoner, the
|
||||
per-prisoner cooldown is up, the prisoner is **awake, not downed, and not in a mental state**, and the
|
||||
warden can reach them.
|
||||
|
||||
Note what is **not** checked:
|
||||
|
||||
> Whether the prisoner is actually hiding anything. **The warden does not know. Nobody knows until the
|
||||
> cell is turned over.** If the job were only offered when there was something to find, the mere
|
||||
> appearance of the job would BE the discovery, and searching would stop being a gamble the player
|
||||
> pays for in warden-hours. An empty search has to be possible, and has to cost.
|
||||
|
||||
### The cooldown
|
||||
|
||||
The same prisoner cannot be turned over more than **once per day** (60,000 ticks). You cannot
|
||||
brute-force a well-hidden shiv by re-searching the same prisoner ten times in an hour. Every search is
|
||||
one shot, and then that prisoner is off the list for a day.
|
||||
|
||||
## Priority: the search reads the tells
|
||||
|
||||
Everyone is worth a routine toss; the tells push a prisoner up the queue. Priority is built up like
|
||||
this:
|
||||
|
||||
- **Base 4** — a routine toss for every prisoner.
|
||||
- **Up to +12 for a gnawed bed** — scaled by how damaged their owned bed is. A badly damaged bed
|
||||
shoots to the top.
|
||||
- **Up to +8 for their record** — prior catches (×2 each), contraband made in the past (×0.5 each),
|
||||
and foiled escape attempts (×3 each, **the heaviest term**), capped at +8 so the record cannot
|
||||
completely swamp fresh probable cause.
|
||||
|
||||
| Term | Weight | Meaning |
|
||||
|---|---|---|
|
||||
| Base | 4 | a routine toss for every prisoner |
|
||||
| Gnawed bed | up to +12 | how far below full HP their owned bed sits |
|
||||
| Times caught | ×2 | already caught with contraband before |
|
||||
| Contraband made | ×0.5 | has finished contraband in the past |
|
||||
| Escape attempts | ×3 | **the heaviest term** — a known tunneller is checked first, every time |
|
||||
| (record cap) | +8 max | the record cannot completely swamp fresh probable cause |
|
||||
|
||||
The record is only read here, never created. The base of 4 for everyone is not an accident —
|
||||
**innocent prisoners still get frisked**, because the search must be able to come up empty or its mere
|
||||
offer would be the discovery.
|
||||
|
||||
**Worked example.** A prisoner whose bed sits at 40% HP (so 60% missing), with 2 prior catches and 1
|
||||
foiled tunnel:
|
||||
|
||||
> 4 + (12 × 0.6) + min(8, 2×2 + 1×3) = 4 + 7.2 + 7 = **18.2**
|
||||
|
||||
versus **4** for a clean prisoner with an intact bed. The warden walks past the quiet one and goes
|
||||
straight for the one who has been busy. This closes the loop
|
||||
[Improvised Weapons](Improvised-Weapons.md) opens: whittling a shiv chews the bed, the damage is
|
||||
probable cause, and the warden's *suspicion* — not the player's eye — sends them to search.
|
||||
|
||||
## The act: what a search does
|
||||
|
||||
The searcher walks to the subject, spends a **900-tick** turn with a progress bar, then resolves.
|
||||
Resolution always does two things, hit or miss:
|
||||
|
||||
1. Starts the daily cooldown on that prisoner.
|
||||
2. Ticks up how many times this pawn has been searched — *"classification and the guard's future
|
||||
suspicion read how often this pawn has been turned over."*
|
||||
|
||||
Then it goes through everything the subject is hiding that this search can **reach** (a full warden
|
||||
search reaches both the body and the cell; a narrower future street-frisk reaches only the body). If
|
||||
nothing is reachable, the job ends here — the time was still spent, and the player is told nothing.
|
||||
|
||||
### Find math, per hidden item
|
||||
|
||||
For each reachable secret, the chance to find it is built like this:
|
||||
|
||||
- Start from a **base of 0.35**, plus **0.03 for each level of the warden's Social skill**.
|
||||
- Scale by how concealable the item is: the factor pivots at concealability 0.5. A drug at 0.5 is
|
||||
average (×1.0), a shiv at 0.75 is halved (×0.5), a heavy weapon at 0.35 is boosted (×1.3).
|
||||
- If the item is a **tunnel in progress**, add its extra find chance (up to +0.40 for a nearly
|
||||
finished shaft), and the ceiling rises.
|
||||
- Multiply the whole thing by the warden's **Diligence** — a lax, kind, or miserable guard scales it
|
||||
down.
|
||||
- Before the find roll, a **bent** warden gets a flat chance to look the other way (their Corruption ×
|
||||
0.6) even on an item they would otherwise have found.
|
||||
- The chance is clamped to between 0.02 and 0.95 (0.98 for a tunnel).
|
||||
|
||||
Reading it in plain terms:
|
||||
|
||||
- **Skill raises the ceiling; concealability lowers it.** Each level of the warden's Social skill adds
|
||||
a little; a well-hidden item takes a lot of it back.
|
||||
- **A good warden still misses a well-hidden shiv more often than not.** A level-8 Social warden
|
||||
searching for a 0.75-concealability shiv is already well under a coin-flip *before* Diligence scales
|
||||
it down further.
|
||||
- **A tunnel is a different story.** The pick hides at 0.5, but a nearly-finished shaft adds up to
|
||||
+0.40 and the cap rises to 0.98 — the deeper the dig, the harder it is to miss. A routine cell toss
|
||||
catches a dig in progress.
|
||||
- **The warden's own thoroughness and price** enter last: Diligence multiplies the whole chance down
|
||||
for a lax, kind, or miserable guard, and Corruption gives a bent guard a flat chance to look the
|
||||
other way even on an item they would otherwise have found. Both are on the
|
||||
[Corruption](Corruption.md) page.
|
||||
|
||||
### On a find
|
||||
|
||||
- The item is confiscated — it **never becomes a real object**, nothing drops on the floor.
|
||||
- The prisoner's times-caught tally ticks up (raising future suspicion, feeding classification).
|
||||
- If it was a tunnel, their escape-attempt tally ticks up too — a foiled dig counts the same as one
|
||||
that ran.
|
||||
|
||||
The player gets a message — *"{warden} searched {prisoner} and found hidden {item}"*, or the tunnel
|
||||
variant. If nothing is found the player is told **nothing**: they do not learn there *was* something,
|
||||
only that the warden's time was spent.
|
||||
|
||||
## Writing back to the record
|
||||
|
||||
Every outcome updates Core's criminal record, which is what makes the search a *loop* rather than a
|
||||
one-off dice roll:
|
||||
|
||||
| Tally | Updated when | Read by |
|
||||
|---|---|---|
|
||||
| Times searched | every search, hit or miss | priority, suspicion, classification |
|
||||
| Times caught | a find | priority (×2), classification |
|
||||
| Escape attempts | a foiled tunnel | priority (×3, heaviest), classification |
|
||||
|
||||
If you run **Institution: Justice**, those same tallies drive a prisoner's security classification and
|
||||
feed the deterrence signal — a prison that catches contraband becomes a prison that classifies its
|
||||
troublemakers correctly and deters the next attempt. If you run Contraband alone, the tallies still
|
||||
route the warden. See [Compatibility](Compatibility.md).
|
||||
|
||||
## Quick reference
|
||||
|
||||
| Constant | Value | Meaning |
|
||||
|---|---|---|
|
||||
| Base find chance | 0.35 | before skill and concealability |
|
||||
| Per Social level | +0.03 | skill raises the ceiling |
|
||||
| Find chance clamp | 0.02 .. 0.95 | (0.98 for a tunnel) |
|
||||
| Search duration | 900 ticks | one turn, hit or miss |
|
||||
| Search cooldown | 60,000 ticks (1 day) | per prisoner |
|
||||
| Priority base | 4 | every prisoner is worth a routine toss |
|
||||
| Gnawed-bed weight | up to +12 | how far below full HP their bed sits |
|
||||
| Record weight | up to +8 | caught ×2 + made ×0.5 + escapes ×3 |
|
||||
| Default reach | body + cell | narrowed by a future street-frisk |
|
||||
|
||||
---
|
||||
|
||||
*Part of the **Institution** suite — Core · Contraband · Justice · Gangs, alongside Foul Play and
|
||||
Ward. Each stands alone; together they interlock.*
|
||||
Reference in New Issue
Block a user