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Contributing to the mod platform
Two routes
| You are... | Lane | Review bar |
|---|---|---|
| adding a mod to the gallery, or listing one in the showcase | Lane A | template + polish checklist + green modkit validate |
| changing the loader, a registry schema, an event/hook name, or a manifest field | Lane B | RFC + backward-compat statement + parity test + generated docs |
If you are not sure which lane you are in, ask this: could my change make somebody else's existing mod behave differently? If yes, it is Lane B.
Route A — contributing a mod
1. Scaffold
python3 tools/modkit.py scaffold my_mod --profile content
--profile is one of content, overhaul, total_conversion. The
scaffold refuses to overwrite an existing directory, and prints the next
commands.
Or copy the gallery entry closest to your intent — that is what the gallery is for:
| You want to... | Copy |
|---|---|
| change numbers | mods/examples/example_balance_tweaks |
| change art | mods/examples/example_shiny_palette |
| add music or cries | mods/examples/example_jukebox |
| add a quest, NPC or dialogue | mods/examples/example_lost_parcel |
| change how battles work | mods/examples/example_weather |
| add a screen or a tool | mods/examples/example_dexnav |
| build a whole new game | mods/examples/example_mini_conversion |
2. What the PR must contain
-
A green
modkit validate. CI runs it; so should you.python3 tools/modkit.py validate mods/examples/<id> --base imported python3 tools/modkit.py lint mods/examples/<id>validatedrives the real loader headlessly, so a mod that passes here does not surface load errors in game.--base importedfolds against the full vanilla id space; without it, rules that can only be decided against real Red content (MK103, the patch-target check) are reported as skipped rather than guessed at. -
A
tests/directory with at least one suite that loads the mod through the headless loader and asserts its stated effect — not just that it loaded.package.path = "./?.lua;./?/init.lua;" .. package.path local T = require("tests.modkit") local Data = require("src.core.Data"); Data:load() local run = T.sdk.loadMod("mods/examples/my_mod", { data = Data }) T.eq(#run.errors, 0, "loads clean") T.eq(Data.pokemon.PIKACHU.baseStats.speed, 120, "the patch landed") run.release() T.finish("my_mod")Add a
.modkitignorelisting the suite so it stays out of the distributed package — a test requiring engine modules is a private-require finding against the shipped archive, andpacktreats warnings as fatal. -
A
README.mdthat opens with one sentence saying what the mod does, names its persona, and gives the three commands to try it. No prerequisites the scaffold did not already create. -
A
mod.cardmeeting the §3.2 schema:return { summary = "One sentence, <=100 chars.", author = "Your handle", -- never blank; no author is anonymous by omission tags = { "balance", "beginner" }, differences = { changed = {…}, added = {…}, known = {…} }, credits = { { who = "…", for_ = "original chiptune arrangement" } }, compat = { engine = ">=1.0.0 <2.0.0", modApi = 2 }, } -
A
CHANGELOG.mdin keep-a-changelog format, with a heading matchingmanifest.version.validatewarns when the version advanced without one. -
Disabled by default. Gallery entries live in
mods/examples/, which the loader's one-level discovery does not walk, so a fresh install discovers none of them and the vanilla game is unchanged. -
No ROM-derived bytes. Art and audio ship as originals or as a
transforms.luaoperating on the player's own cache.modkit lintis the hard floor; see the legal posture.
CI checks 1, 2, 6 and 7 mechanically. A reviewer checks 3, 4, 5 and the polish checklist.
3. Category
manifest.category is a closed vocabulary. An unknown value is a warning,
not a hard error, so the list can grow without breaking old mods.
| category | Meaning | Typical profile |
|---|---|---|
TWEAK |
Small data edits: stats, prices, learnsets, encounter tables | content |
BALANCE |
Systematic rebalance across many records or a ruleset | content / overhaul |
CONTENT |
New species / moves / items / maps / trainers | content |
QUEST |
New story, NPCs, dialogue, cutscenes | content |
MECHANIC |
New or changed battle/field mechanics via hooks/effects | overhaul |
GRAPHICS |
Sprite / tileset / palette / font changes | content |
LANGUAGE |
A translation: text, strings and the glyphs it needs |
content |
AUDIO |
Music, sfx, cries | content |
UI |
New or modified screens, menus, overlays | content / overhaul |
TOOL |
Dev/QoL utilities, overlays, inter-mod libraries | content |
TOTAL_CONVERSION |
Full re-theme; owns its own tri-ledger | total_conversion |
OTHER |
Fallback | any |
GAMEPLAY is accepted as an alias for TWEAK, so example_mew_starter
keeps validating with the value it has shipped since before the taxonomy
existed.
A translation may also set "language": true in the manifest. That is the
one claim online play acts on: an install running nothing but verified
translations may take an ONLINE MATCH or a TOURNAMENT instead of being
asked to restart vanilla. The claim is checked, not taken -- the mod
qualifies only if every record it writes lands in text, strings or
font, it wraps no hook, subscribes to no event and requests no
permission. Anything else and it is an ordinary content mod that happens to
ship text.
4. games (and the legacy gen2compat)
Pokemon Gold is Gen 2, and it runs its own battle engine, overworld, script VM and save format. The mod API is shared across both generations (same hook names, same event names, same registry names) but Gold cannot serve all of it yet, so Gen 2 is opt-in. Say which games the mod is for:
"games": ["gen1", "gen2"]
Each entry is a version id ("red", "blue", "yellow", "gold"), a
generation ("gen1", "gen2") or "all";
src/mods/ModTargets.lua resolves them off GameVersion.ORDER so nothing
restates the game list. python3 tools/modkit.py scaffold my_mod --games gen1,gen2 writes the key for you. The mod still installs to one directory,
mods/<id>/, shared by every game -- targeting is declared, never filed.
Absent means Gen 1 only, which is what every mod written before the key existed
was tested as. "gen2compat": true is the legacy spelling, still accepted and
purely additive (it adds the Gen 2 games), so no manifest can lose a game it
already ran on. On a Gold boot a mod claiming no Gen 2 game is not loaded at
all: the manager lists it as ENABLED (NOT THIS GAME) and says why, because a
mod that half-applies reads as a broken mod. Claim Gen 2 once you have actually
run your mod on Gold.
Every token is enforced, per game: the loader gates on the same
ModTargets.supports answer both mod surfaces draw, so "games": ["blue"]
really does not load on Red and the skip line is the launcher's line, For Blue, not Red, and "games": ["gold"] alone does not load on Red either. A
manifest with neither key still covers every Gen 1 game, so nothing written
before the key existed changes behavior; list both generations or say "all"
when you mean everywhere.
docs/mod-api-gen2-compat.md is the compatibility matrix: what works on Gold
today (40 of the 46 registries, 40 event and 43 hook names shared with Gen 1,
and 24 Gen 2-only ones), which registries have no Gen 2 home and drop their
writes with a report, and which hooks and events are still to come.
docs/preparing-your-mod-for-gen2.md is the step-by-step migration guide for a
Gen 1 mod, and it is the one to start from.
Two consequences worth knowing before you claim Gen 2.
Dependencies are contagious. A mod whose hard dependency does not run here
is left out too, with the dependency's own wording (depends on X, which does not run here (For Blue, not Red)). It is reported as a skip, not as a failure,
and neither mod lands on the boot error list, but the mod does not run, so
every hard dependency has to cover the same games.
The player can override you. The claim is yours, and a mod written before
the key existed can never carry one, so the manager's detail pane offers
TRY HERE ANYWAY for any mod that does not claim the game being played. It
persists per game in options.modsGen2[id][version] and takes effect on the
next boot; forcing a mod onto Red does not force it onto Gold. A forced mod
loads normally and keeps a note saying its author never verified it here.
Prefer the API on Gold, but the Gen 1 names still work. Gen 2 is a
parallel module tree behind src/core/Game2.lua. In new code take the live
game from mod.game (or the game.ready payload, or any ui.* hook's first
argument) and the world from mod.world; both resolve per generation, and
neither needs engine_internals.
For the mods written before Gold existed, a require made from a mod's own file
is answered on a Gold boot by an adapter presenting the Gen 1 API over Gen 2
internals. Fifteen names are served -- src.core.Game,
src.world.OverworldController, src.world.Map, src.world.NPC,
src.world.Collision, src.world.WorldAPI, src.world.PikachuFollower,
src.world.FieldDefaults, src.pokemon.Boxes, src.script.ScriptRunner,
src.ui.PartyMenu, src.ui.StartMenu, src.ui.OptionsMenu, src.ui.BoxMenu
and src.battle.BattleState. src/mods/Gen2Compat.lua is the full table and
publishes what it covers through Gen2Compat.coverage(name), whose members are
backed, warned or absent. A name with no adapter (src.script.Commands,
src.ui.OptionRows) is reported against the mod that required it, and a member
an adapter cannot back is absent or logs once rather than answering wrongly.
Things no adapter can fix, all mod-side: a hardcoded version allow-list
(GameVersion.get() == "red" or ...) excludes you from Gold by construction;
Gold's builtin screen ids carry a Gen2 prefix, so a string match on
"BoxMenu" matches nothing there; a write to a field on a live Gen 2 menu
instance is inert; and map.warpAt is a table on Gen 1 and a method on Gold,
so indexing it raises. Each has a route that works on both generations, in
docs/preparing-your-mod-for-gen2.md.
Check it statically, then load it headless:
python3 tools/modkit.py gen2check mods/my_mod
local run = T.sdk.loadMod("mods/my_mod", { generation = 2 })
T.eq(run.mod and run.mod.state, "loaded",
"runs on gen 2: " .. tostring(run.mod and run.mod.skipReason))
T.eq(#run.errors, 0, "and loads with no boot errors")
Assert the state, not only the error count: a gate skip is deliberately not an
error, so #run.errors == 0 passes for a mod that never ran a line.
gen2check answers will load, will load but degrade or will not work,
with a MK4xx finding per site and an unresolved: note, with a file and a
line, for every reach a static scan could not follow. Neither substitutes for a
real Gold boot.
5. mod.card
The manifest is the engine's contract: identity, load order, dependencies, permissions, profile. The card is the human-facing one: who made this, what it changes, what it does not do yet. It is never read by the loader's merge — only by tooling and the manager's detail pane — so an absent or malformed card can never break a load.
Two fields deserve their own note:
differencesis a self-declared tri-ledger, mirroring the discipline the engine holds itself to.changedandaddedlet a player see the blast radius before installing;knownis where you are honest about what is rough. A card with an emptyknownon a complex mod reads as carelessness, not polish.screenshots[].transformdescribes a screenshot by the driver script that regenerates it from the player's build, rather than shipping the pixels. That is the legal posture extended to your marketing: a distributed mod never carries ROM-derived bytes, not even in its preview images.
6. Tags
Lowercase kebab strings, open vocabulary. The showcase generator
lowercases and de-dupes. A recommended starting set: beginner,
data-only, quality-of-life, hardcore, cosmetic, story, ruleset,
audio, ui, total-conversion.
Route B — contributing an engine / mod-API change
Changing the loader, a registry schema, an event or hook name, or a manifest field touches the compatibility surface the project promises to hold stable. Those PRs carry five obligations.
1. An RFC
docs/rfcs/NNNN-<slug>.md, covering:
- Motivation — the mod that cannot be written today.
- The decision it extends or amends — name the D-number and the plan file, so the change is traceable to the design it modifies.
- The exact API delta — new registry names, new schema fields, new event/hook names and their payload shapes and call sites.
- A migration note for existing mods — what an author has to do, if anything. "Nothing" is a valid and preferred answer.
2. A backward-compatibility statement
Show that the v1 surface still works: content.X:register/override/get,
events:on, hooks:wrap, mod.log, mod:read, the manifest v1 fields,
and pokemon.before_give.
A change that would break a v1 mod is rejected unless it is
additive-with-alias. mods/example_mew_starter is the live proof: it is
api 1, uses category = "GAMEPLAY", copies a whole species record because
patch did not exist yet, and it must keep loading unchanged.
3. A parity-guarantee test
Two tests, not one:
- The no-mod test — vanilla behavior is unchanged with nothing
installed. A new hook with no subscriber must return the vanilla value;
a new registry must be a provable no-op when empty; a new event must not
allocate its payload when nothing wants it (
Runtime.wants(name)/Runtime.wantsHook(name)guard the hot paths). - The mod-API test — the new seam, exercised through the public mod API rather than by reaching into internals. If the test has to require a private module to drive your seam, the seam is not finished.
4. Docs with the change
The reference pages are generated from src/mods/Schemas.lua, so a new
registry or a new schema field lands with its catalog entry in the same PR
and the generator runs clean:
luajit tools/gen_registry_docs.lua # docs/modding/reference/registries.md
luajit tools/gen_registry_docs.lua ../project.wiki # Reference-Registries.md in a wiki checkout
With no argument it writes inside the repo, which is the copy python3 tools/modkit.py docs regenerates and --out copies from. Pass a directory
(or set POKEPORT_DOCS_DIR) to write the wiki's flat page name into a wiki
checkout instead. The prose reference lives in the GitHub wiki; both copies
come off src/mods/Schemas.lua, so neither can drift from the engine.
5. Deprecation etiquette
Nothing is removed. A superseded seam is marked deprecated in the generated reference with its replacement named, keeps firing and working, and is listed in the deprecations page.
pokemon.before_give is the worked precedent: the pokemon.give hook
supersedes it, and it is grandfathered forever anyway.
Review
PRs touching src/mods/, src/mods/Schemas.lua, or the event/hook catalog
need the RFC label and a green parity gate before merge.
The polish checklist
Every gallery example and every community mod the guide recommends meets
this bar. [auto] items are checked by modkit validate; [review] items
by a human.
Error messages
-
[auto]No bareerror()orassert()in mod callbacks. Every failure path usesmod.log:warn/mod.log:error— the loader already prefixes[modid]— and names a remediation:-- no local mew = assert(mod.content.pokemon:get("MEW"), "Mew is missing") -- yes if not mod.content.pokemon:get("MEW") then mod.log:warn("MEW missing from the merged view -- is a species mod " .. "loaded before this one? speed patch skipped") return end -
[review]Every registration is validated against its schema, so a typo is a load-time message naming the field, not a nil-index crash three screens later.
Empty states
[review]Every screen a mod adds renders a sentence when its data set is empty — "No songs registered", "Nothing seen yet" — never a blank box.ListMenugives you this for free.
First-run experience
[review]The README opens with one sentence of what the mod does, then the commands to try it.[auto]The mod loads clean on a fresh install — zeroLoader.errors— with only its declared dependencies.[review]Options have sane defaults, so the mod does something useful before the player opens its options pane.
Credits and honoring authors
[review]mod.card.creditsnames every upstream contribution — art, music arrangement, borrowed code — and what it was for. A mod that ports another community work credits it and links it.[auto]mod.card.author(orauthors) is present and non-empty. The showcase and the manager both surface it, so no author is anonymous by omission.[review]Asset provenance is honest: originals declared original, cache-derived output produced by a declared transform, third-party assets credited and license-compatible.
Legal posture (non-negotiable)
[auto]No ROM-derived bytes in the packaged mod.modkit packrefuses otherwise, andpackrunsvalidate --strict, so even warnings block the archive.[review]A total conversion carries the TC legal callout: the Red import still runs and supplies fallback infrastructure, the conversion overrides on top, and it distributes recipes rather than extracted content.
Versioning etiquette
Three version numbers coexist.
Engine version — src/core/Version.lua. Major = a breaking change to
the mod-facing schemas or API; minor = new backward-compatible seams;
patch = bugfix.
Mod API version — the integer modApi, currently 2. Bumped only on a
breaking change to the mod object surface. A manifest's api field pins
the surface the mod was written against, so an api-2 mod keeps working when
the engine ships api 3.
Your mod's version — the manifest version, semver:
| bump | when |
|---|---|
| patch | data fixes; no save-shape change, no new content ids |
| minor | new content ids, new options with defaults, new optional deps |
| major | removed or renamed content ids, a changed mod.save shape (needs a mod.migrations:add(sinceVersion, fn) entry), or a raised game_version floor |
Declare the engine range you target in game_version (a semver range, e.g.
">=1.0.0 <2.0.0"). The loader checks it on load; a mismatch is a clear,
mod-attributed manager error, never a silent partial load.
Every version change gets a CHANGELOG.md heading. modkit validate warns
when manifest.version advanced without one.