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.