Table of Contents
Compatibility
Four separate compatibility questions, four separate answers: which mod API a mod speaks, which engine it needs, which other mods it can sit beside, and whether two linked games agree.
API level
api in the manifest picks the contract. Absent means 1, which is what
every mod written before v2 says by omission. A v1 mod gets the whole v2
mod object — the surface only ever grew — and differs in strictness: a
value that violates a registry schema is a load error for api = 2 and an
attributed warning for api = 1, as is an unknown profile or
permission. Declaring api: 2 is how you ask for the errors.
api higher than the engine provides is refused outright. The engine's
number lives in src/core/Version.lua and moves only on a breaking change
to the mod surface.
The sandbox holds to the same promise: a mod written before it landed
keeps loading, because the globals it took away answer through compat
stand-ins (src/mods/LegacyCompat.lua) that reroute into mod.storage
and a private per-mod overlay. Each stand-in call logs one warning naming
its replacement, and loader:legacyReport(modId) lists them with call
counts. The stand-ins are a compatibility floor, not a second storage
system; migrate to the mod object surface.
Engine version
game_version is a semver range against the engine release, checked
before the entry chunk runs — a mod that needs a newer engine is refused
with needs game version <range>, engine is <version> instead of loading
and breaking in the middle. Leave it out if you have no reason to pin.
The engine release is deliberately not a compatibility wall for durable
data: a mod.checkpoints checkpoint records the engine that captured it
as metadata (identity.engineVersion), and restore treats that as
metadata rather than runtime state, so a checkpoint captured on an older
release restores on a newer one (src/core/Checkpoint.lua).
Other mods
dependencies, optional_dependencies and conflicts are enforced, and
each entry may carry a version range ("colorlib@^1.2"), a GitHub repo
hint the launcher can download from ("colorlib@^1.2#owner/repo"), and,
in the object form, a games list that scopes enforcement to the games
that need it. Failure is per-mod: whatever cannot be satisfied is refused
with a reason the manager shows, and everything else still loads. See the
manifest reference for
entry formats, resolution rules and the range grammar.
Reaching another mod's code goes through mod.exports and mod.find:
return function(mod)
-- hard dependency: guaranteed loaded before this mod runs
local color = mod.find("colorlib").exports
-- optional dependency: declare it for the ordering, then branch
local radio = mod.find("radio")
if radio then radio.exports.addStation("NIGHT_FM") end
mod.exports = { hour = function() return 12 end }
end
find returns { id, version, exports }, or nil when the other mod is
absent, disabled or failed. Treat another mod's exports as a versioned
public API: range-check handle.version (src/mods/Semver.lua is a
supported require) before relying on its shape.
Link play
Two connected games compare a fingerprint: a digest over the
link-relevant merged surface — pokemon, moves, the type chart,
statuses, move_effects, link-relevant constants, and any registered
link_fields — plus the id and version of every mod that declares it
affects link (src/link/Fingerprint.lua). The handshake verdict
(src/link/Handshake.lua):
| Verdict | Meaning | Battle | Trade |
|---|---|---|---|
full |
identical link surfaces | yes | yes |
vanilla_peer |
old build on the far side, this side unmodified | yes | yes |
subset |
both v2, surfaces differ | no | negotiated strict-vanilla subset |
refused |
an old build we would corrupt, or an engine mismatch | no | no |
Manifest affects_link feeds this: it defaults to true for overhaul
and total_conversion profiles and false for content. A mod that
declares affects_link = false while writing into a link-relevant
registry gets an attributed warning at load. Never desync silently is the
rule; see Link Compatibility for keeping a
content mod link-safe.
Your mod's own ledger
The base game keeps three parity ledgers, and
docs/known-differences.md reads "None currently." — mods must not
invalidate that. A mod's divergences are the mod's, documented by the mod:
ship a DIFFERENCES.md enumerating what you change from vanilla
(mirroring docs/known-differences.md's format), and let the manifest
profile (content / overhaul / total_conversion) be the
machine-readable summary of how far you depart. The engine's promise stays
auditable precisely because disabling your mod restores vanilla exactly.
Deprecation
A name that is superseded keeps working for the life of the mod API major
and logs one attributed warning the first time a given mod touches it —
scripts and ui are the current examples, renamed to map_scripts and
screens, and the v1 audio registry is superseded by the granular audio
registries. Nothing a v1 mod does stops working inside API 2, and
pokemon.before_give fires forever.
Start here
Concepts
Tutorials
- The ladder
- 01 Sprite and Text Tweak
- 02 Balance Patch
- 03 New Species
- 04 New Item and Ball
- 05 New Move
- 06 NPC and Dialogue
- 07 New Map
- 08 Quest
- 09 Custom Music
- 10 New Mechanic
- 11 Custom UI Screen
- 12 Mini Total Conversion
Reference
Guides
- Art Pipeline
- Audio Authoring
- Preparing Your Mod for Gen 2
- Translations
- Total Conversions
- Link Compatibility
- Publishing a Mod
- Custom Carts
- Docs Style Guide
Playing
Engine 1.0.0 · mod API 2 · repository · Discord
This project ships no ROM data. All game content is decoded on the player's machine from their own verified Pokemon Red ROM; mods ship recipes and original assets, never extracted content.