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Foul Play

Fill a container with something off a body, and throw it.

Foul Play is a liquid framework for RimWorld 1.6 — Noita's flasks, rebuilt in a colony sim. Any container becomes a carryable vessel; any fluid becomes a substance you can pour, mix, ferment, throw, or drink. What comes out the far end — a firebomb, a plague grenade, a caustic cloud, a jar of humiliation, or an accidental cocktail that reacted with itself in transit — is decided entirely by what is in the vessel right now, not by what item the def said it was.

The base game gives you neither half. RimWorld has no carryable containers at all — every barrel and pot is a building — and no way to weaponise the filth a body produces. Foul Play adds both, and ships them as a framework rather than a fixed list of items. Its flagship consumer, Piss Nuke, is the proof that the framework works: a whole weapon family built on top with almost no code of its own.


The two ideas everything derives from

Foul Play is built on exactly two data axes, kept deliberately separate:

Axis What it is What it decides
Vessel (CompVessel) a container — two numbers: volume and whether it is sealed delivery: fill time, throw range, spill in transit, blast radius, splash density
Substance (SubstanceDef) a fluid — pure data: mlPerDay, harm, disease, drink effect, addiction payload: what it does when it lands, and what it does when you drink it

A filled vessel is a vessel-of-substance: a Piss Jar is a jar (delivery) of urine (payload). Swap the substance and the same jar is a firebomb; swap the container and the same urine is a carboy- sized area weapon. Neither axis knows anything about the other, which is what makes "works with every container and every fluid" honest — there is no per-item special-casing to get wrong.

The design law that makes this a system and not a novelty list: harm inverts as volume falls. A body makes ~1.75 L of urine a day and a smear of earwax a year. The things a body makes least of do no damage at all — so what they cost is time, and what they deliver is humiliation. A jar of toenail clippings is a decade of sentence made physical, and possessing one tells you exactly how long its owner has been caged.


The flagship: the Piss Nuke

Foul Play ships no weapons. Piss Nuke is the flagship consumer — a four-vessel family of fermented urine that exists only as data on top of the framework:

Vessel Volume Sealed Character
Piss Jar 0.5 L yes fills in hours, throws far, palms easily, tight splash
Piss Bottle 0.75 L yes ~half a day to fill, still throws clean
Piss Bucket 8 L open days to fill, throws short, sloshes over the carrier, wide and thin
Piss Nuke 5 L yes the flagship carboy — wide and dense

Fermented urine is a non-lethal disease weapon by design: the splash barely blisters skin, but the ammoniac infection it carries (piss rot) leaves the afflicted vomiting, half-blind and too shaky to hold a rifle — the surest way to bring a raider home breathing. And an identity emerges only from runtime state: a carboy is a "piss nuke" only when it holds 100%-fermented, undiluted, pure urine. See The Piss Nuke.


Wiki index

Page What it covers
Vessels and Substances CompVessel as a weighted blend, Capacity / Headroom / Fraction, the dominant substance, and how every consequence reads runtime contents and scales by share
Substance Catalogue the full table of all 14 shipped substances — harm, disease, drink effect, addiction, fill rate
Mixing and Reactions pouring substances together, the water-vs-incendiary 1:1 cancel, and the "headroom to receive" rule
Fermentation temperature/seal-driven aging, dilution on top-up, spoiling past ripe, pressure ruptures
Drinking and Addiction vessels are ingestible; per-fluid consequences; the addiction roll scaled by disposition
Furniture Vats sealed furniture as blended vats, dip vs pour physics, any-pawn filling, the autonomous cocktail
The Piss Nuke the flagship: what makes a carboy a nuke, throwing and the spree, the disposition-seeded thrower

Foul Play and the Institution suite

Foul Play plugs into the Institution suite — one install with a checkbox per layer (all on by default) about what an institution does to the people inside it. The layers interlock around one thesis:

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

Layer What it is
Core the propensity engine (nature × nurture), the criminal record, the treatment engine — the engine every layer agrees on
Contraband prisoners conceal what they walked in with, whittle shivs from the cell, dig tunnels; wardens search the likeliest first, and a bent one looks away
Policing your own colonists offend; witnesses and a constable name the culprit; a weighed arrest ends in a cell or a resisted breakout; order feeds back, riots when it collapses
Corrections classification grades every prisoner by what they've done; discipline hardens or reforms; parole frees the reformed; regime gives recreation, yard time, and visits
Gangs disposed prisoners band together and move contraband; rival gangs fight, inside the wire or out
Ward commit a prisoner for psychiatric treatment instead of punishment — counselling reduces the disorder that broke them, on a recovery track toward discharge
Foul Play (this mod) the vessel + substance + throw framework; the Piss Nuke flagship

Foul Play has zero hard dependencies and patches nothing (no Harmony). It stands alone as a craft-and-throw gross-weapon mod. The one seam it exposes is Disposition — "how disposed is this pawn to foul behaviour?", a single 0..1 number that decides who fills a vessel, who swigs the vile stuff, and who a drink hooks.

When Institution's Contraband layer is enabled, a small bridge assembly (Bridge_Contraband/, loaded via LoadFolders only when Contraband is present) does three things:

  1. Merges the propensity engines. Foul Play repoints its Disposition.Source at the suite's shared nature × nurture engine — surfaced by Contraband, owned by Institution: Core — so the two mods never disagree about the same person. Without Contraband, Foul Play keeps its own light local read (mood + a couple of traits).
  2. Registers the piss vessels as brewable contraband — a prisoner can brew a carboy from their own body in a bare cell, conceal it (a jar palms; a 5 L carboy does not), and be searched for it.
  3. Preserves a vessel's contents through concealment, so a hidden jar of hooch comes back holding hooch, not whatever the jar's def defaulted to.

The throwing framework is never chained to the prison framework. See The Piss Nuke for the bridge in full.


Foul Play is part of the Institution suite — one install with a checkbox per layer (Core, Contraband, Policing, Corrections, Gangs, Ward) about what an institution does to the people inside it. It bridges to the Contraband layer when Institution is installed.