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cheaterbob edited this page Oct 3, 2026
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Choose the narrowest supported definition for the job. Inheritance is currently the safest way to add content because the Core prefab retains its tested rig and mechanics while JSON changes published fields and artwork.
Unsupported Unity components and arbitrary class names cannot be selected from JSON.
Experimental authored stages can also use stage scripts for bounded event sequences, state, notifications, signals, and object activation without loading executable mod code.
| Goal | Start here | Good first example |
|---|---|---|
| Replace a published sprite or sound | Asset patches | ExampleMods/simple-nerf-gun |
| Add or change clothing | Clothing | ExampleMods/authored-hairstyles |
| Add an enemy | Enemies | ExampleMods/zombie-1-template |
| Add a weapon or usable | Weapons and items | ExampleMods/additive-nerf-pistol |
| Add a stage | Stages and maps | ExampleMods/training-yard-stage |
| Script a stage sequence | Stage scripts | ExampleMods/tiled-training-yard |
| Add objectives or game rules | Challenges, difficulties, and rules | ExampleMods/survival-sprint-mode |
For every available pack, see the example pack index. Exact fields and numeric bounds are listed in the schema index.
Published from Docs/Modding/Public. The repository documentation is the canonical source.
Captivity Reloaded wiki* Captivity Reloaded Wiki
- Getting started
- Core concepts
- Content types
- Authoring tools
-
Reference
- Example pack index
- Schema index
- Field-by-field API reference
- Public asset-slot catalog
- Core enemy asset slots
- Validation and errors
- Validation/error-code catalog
- Mod API changelog
- Migration guides
- Troubleshooting
- Glossary
- Defaults and compatibility
- Resource limits
- Mod-author test matrix
- Implementation status
- Mod API v1 release checklist
- Release verification runbook
- Release evidence template
- Licensing and redistribution
- Development