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cheaterbob edited this page Oct 3, 2026 · 1 revision

Captivity Reloaded modding wiki

Welcome to the Captivity Reloaded modding wiki. This documentation explains how to create, test, package, and publish mods for the data-driven Mod API.

Content notice: The game and some examples contain mature sexual themes. Individual catalog entries may contain additional warnings.

Captivity Reloaded uses Unity 2021.3.45f1. Most mods are ordinary folders of JSON and assets; Unity is used when you need the project’s authoring, preview, validation, or packaging tools.

How to start modding

If this is your first mod, follow these pages in order:

  1. Set up the modding environment.
  2. Build your first pack.
  3. Learn how pack IDs and files work.
  4. Copy the closest working pack from the example pack index or ModSDK.
  5. Validate and package the mod.
  6. Complete the mod-author test matrix.
  7. Publish it to the community catalog.

What can be made with mods

Good first projects

These projects reuse existing Core behavior and normally require fewer files and less runtime testing.

More advanced projects

Advanced content has more cross-file references and should be tested on every platform and movement type it claims to support.

How mods work

A mod is a versioned pack with a manifest.json, namespaced content IDs, and declared dependencies. The loader discovers enabled packs, resolves their order, validates their content, and registers supported definitions without allowing arbitrary mod C# code.

Mods can inherit reviewed Core templates, provide fully data-defined content, or replace explicitly published asset slots. Stable content IDs reconnect saves and dependencies across updates. Read Core concepts for the model and Implementation status for the current feature boundary.

Warning

Mod API v1 is in freeze review. Fields marked Experimental may change before promotion. The JSON Schemas and runtime validator are authoritative over tutorial snippets.

Installing and testing mods

Mod authors still need to test the same artifact their users receive. Installing and managing mods covers loose folders, .capmod files, the in-game catalog, updates, rollback, disabling, and uninstalling. Read Windows, Android, and WebGL before making cross-platform claims.

Reference and troubleshooting

Need Go to
Exact JSON properties and limits Field-by-field API reference
Authoritative JSON contracts Schema index
Patchable Core artwork Public asset-slot catalog
Runtime diagnostic codes Validation and error-code catalog
Defaults and compatibility rules Defaults and compatibility
Common failures Troubleshooting
Mod API changes Changelog and migration guides

Working on Captivity Reloaded

Project contributors should use:

The detailed cross-file contract lives in the Mod API v1 specification. Documents outside Docs/Modding/Public contain implementation history and planning notes rather than user instructions.

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