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Gearbox v1.3. A mod is a WebAssembly module that imports 263 host functions and exports up to 7 of its own. That is the whole contract — there is no framework and no runtime to learn.
Mods are sandboxed with no ambient authority: no filesystem, no network, no
processes. You get exactly the capabilities you declared in MANIFEST.json and
the user granted, delivered as WASM imports. Anything else does not exist inside
your module.
| Getting Started | Install, build and load your first mod with one command. |
| API Reference | Every function, its exact signature and semantics. |
| Capability Modules | What each permission grants, and what it costs you in user trust. |
| Languages | Which languages work today, with sizes. |
| Troubleshooting | Every rejection message, its cause and its fix. |
The engine's own pages sit beside these: AI Architecture.
Working: Core, GameState.Read, UI, Assets, GameProcess, GameState.Write, Neural, Neural.Decide, Map, Diplomacy, Storage, Audio, Net, WasiStub, Military.Read, Military.Write, Research.Read, Research.Write, Politics.Read, Politics.Write, Economy.Read, Economy.Write, MapEditor, Core.Protected, Country, Scripts, Render, Content.
Every capability module is implemented. A mod can read the world, change it, draw panels, run code on turn boundaries, read the map, read and propose diplomacy, observe the AI, and persist its own state.
- Mods load only from the mod menu. Not from a save, a map, a CLI flag, or another mod. Nothing of yours exists until a user enables you there.
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Your state does not survive a reload, and there is no hook to save it.
mod_loadruns fresh every time. Never assume you ran last turn.