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reference glossary
Asset patch
An explicit replacement of a published Core or dependency-owned asset slot. Matching a filename alone never causes an override.
Asset slot
A stable public ID for replaceable artwork or audio, independent of the Unity source filename or GUID.
Content definition
A JSON document describing one registered enemy, clothing item, weapon, usable, stage, script, challenge, difficulty, rule profile, animation, attachment, or patch.
Content ID
A stable namespaced identifier such as example.my-mod:enemy/acid-zombie. Saves and other packs may retain it, so released IDs should be treated as permanent.
Core
The required, read-only core content pack shipped with the game. Some Core definitions still bind to Unity prefabs through compatibility adapters.
Experimental
A supported field or format that is excluded from the stable-v1 compatibility promise and may change before promotion.
Inherited content
Content that uses extends to clone a registered Core template and overrides only published fields or visuals.
Loose pack
An unpacked mod folder with manifest.json at its root. This is the normal development format.
Manifest
The root manifest.json that declares a pack's identity, version, content roots, dependencies, conflicts, previews, and related metadata.
Mod API version
The content-contract version expected by a pack. It is separate from the pack's own semantic version and the game's release version.
Namespace
The pack-owned prefix before : in a content ID. External content IDs normally use the manifest's pack ID as their namespace.
Original content
Content constructed from data and pack assets without cloning the equivalent Core gameplay prefab. Original formats generally require more explicit rig, behavior, or presentation data.
Pack
A manifest plus content documents and optional assets loaded as one dependency and enable-state unit.
.capmod
A deterministic ZIP-compatible distribution archive with manifest.json at its root. It may be data-only or contain packager-generated platform bundles.
Schema validation
Structural checking against the published JSON Schemas. It does not replace runtime validation of dependencies, IDs, referenced files, templates, or cross-file relationships.
Stable
A compatibility candidate intended to keep the same name, type, and meaning through Mod API v1 after the release freeze is completed.
Tiled stage
An authored stage layout using the supported finite orthogonal Tiled JSON subset and the neutral stage shell or a Core compatibility base.
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