Skip to content

reference resource limits

cheaterbob edited this page Oct 3, 2026 · 1 revision

Resource limits

Mod API v1 applies conservative limits before allocating or constructing runtime content. These are safety ceilings, not performance targets.

Resource Limit
Pack directories scanned 1,024
manifest.json 256 KiB
JSON content files per pack 4,096
Each loader-owned content JSON 1 MiB
Main Tiled map JSON 16 MiB
Each referenced Tiled object template 1 MiB
Resolved Tiled object templates 4,096, with at most 16 nested references
Tile cells in one layer 1,000,000
PNG file 32 MiB, 8,192 pixels on either side, and 32 megapixels decoded
Weapon effect PNG 16 MiB before decode
WAV/OGG file 64 MiB
.capmod archive 256 MiB on Windows/Android; 32 MiB on WebGL
Catalog dependency install batch 512 MiB on Windows/Android; 64 MiB on WebGL
Weapon sprite-animation frames 120 per clip and four named clips
Stage spawners 256; 64 enemy IDs per spawner

The JSON Schemas contain more specific array and numeric limits. Authors should stay substantially below these ceilings, particularly for decoded textures, animated tiles, particle counts, and simultaneous enemies. Passing validation does not guarantee acceptable frame time or memory usage on every device. See Windows, Android, and WebGL for platform packaging and verification status.

Clone this wiki locally