Capability catalog
12 capabilities, 42 calls, 9 with a bulk form. A mod names what it needs in its manifest and the loader resolves it against the backend before any mod code runs. Everything on this page is generated from the IDL.
Positions, rotations and scales of live entities, and writing them back where the backend allows it.
Enumerating entities, their kind, and whether a handle still resolves.
Reading, writing, allocating and protecting memory in a named address space.
Resolving a name, a pattern, a field offset or a type size through the pack.
Subscribing to a game function by name, with a priority. The core owns the detour.
Frame number, delta, the camera, and projecting world points to screen points.
The retained widget tree. Build a panel, submit it, and only the diff crosses the boundary.
Key and pointer state, and binding a hotkey the overlay lets the user rebind.
Reading and binding your own config values. Declaring the schema generates the panel.
Files inside the mod's own directory. Anything outside it needs a grant that is never automatic.
Pointing an asset load somewhere else. Interception happens at load, not at use.
Outbound requests to hosts named in the manifest and shown on the install prompt.
A capability the backend does not offer refuses the mod at load, with a named reason. NotSupported at runtime only happens inside a capability a backend implements partly, and the badges above mark every one of those.