Colony prisoners, incidents, and surgery
Colony-sim supports explicit prisoner policy, recruitment, incident resolution, and body-part health. Sensitive table concepts should still be gated by world policy and server rules.
In Discord, prefix these commands with !.
Prisoners and recruitment
Set a prisoner's policy:
!set-prisoner-policy prisoner_id=Pip policy=recruit
Valid policies are hold, recruit, and release.
Progress recruitment:
!recruit-prisoner prisoner_id=Pip progress=3
When recruitment reaches the prisoner's difficulty, the prisoner component is removed.
Incidents
Resolve an active colony incident:
!resolve-colony-incident incident_id="mad hare"
Resolution marks the incident entity resolved. It does not delete history or override storyteller incident records.
Surgery and body parts
Surgery bills target a patient and a body part:
!perform-surgery patient_id=Juniper surgery_id="left paw surgery"
Body parts are separate entities linked to the patient, so a character can have many tracked parts without violating the one-component-per-type ECS rule. Surgery can repair, amputate, or install a prosthetic depending on the surgery bill state.