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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:
- Set up the modding environment.
- Build your first pack.
- Learn how pack IDs and files work.
- Copy the closest working pack from the example pack index or
ModSDK. - Validate and package the mod.
- Complete the mod-author test matrix.
- Publish it to the community catalog.
What can be made with mods
Good first projects
- Asset patches for published Core artwork slots.
- Inherited weapons or usable items.
- Inherited clothing, hairstyles, and equipped stat changes.
- Challenges, difficulties, and rule profiles.
- Small changes built from a maintained example pack.
These projects reuse existing Core behavior and normally require fewer files and less runtime testing.
More advanced projects
- Original enemies with custom atlases, movement, attacks, and effects.
- Player and enemy animations, including optional DragonBones round trips.
- Tiled stages and maps.
- Stage scripts, interactions, machines, encounters, and room transitions.
- Unity-authored assets packaged into platform-specific AssetBundles.
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:
- Development setup
- Building and testing
- Repository layout
- Contributing documentation
- Release verification runbook
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.