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getting started
cheaterbob edited this page Oct 3, 2026
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A Captivity Reloaded mod is a folder containing a manifest.json, one or more JSON content definitions, and optional assets. Data-only packs cannot load arbitrary scripts or assemblies.
Choose the path that matches what you are trying to do:
- To play with community content, use Installing mods.
- To package or verify a cross-platform mod, read Windows, Android, and WebGL.
- To make a small data-only mod, follow Your first pack.
- To turn a validated source folder into an installable archive, use Packaging a
.capmod. - To share a finished pack, use Publishing to the community catalog.
- To change the game or its editor tooling, begin with Development setup.
Mod authors should copy the closest pack from the example index, keep its directory layout, change its namespace and IDs, and validate after every small change. Do not begin with an advanced animation or stage example unless the mod actually needs those systems.
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