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WorldBox Modding

Build mods without guessing.
Какова цена свободы?

You do not need to know WorldBox internals before you begin. Pick what you want to do, follow the shortest useful route, and only open deeper API or research when you actually need it.

RUN Runtime-tested where possible? Unknowns stay markedLOCAL Browser tools do not need file uploadEN/RU Two full language versions

The WBML knowledge base is now published as one connected chain. Use only as much depth as you need:

Quick Docs may simplify the route, but they never override Detailed Docs or canonical machine evidence. The current integrated batch covers WBML 0.2.0 through 0.9.0; WBML 1.0 freezes the current-runtime baseline.

Make my first mod

Interactive checklist: NeoModLoader → minimal mod → Player.log → first feature. No giant architecture first.

Build a specific thing

Start from a task such as save data, UI, events, Political World or world generation.

Fix an error

Start from the symptom. Do the short checks first, then inspect the log or relevant guide.

Know the result, but not the method name?

Use Recipes or Quick Docs. Both are organized around tasks/entities instead of requiring exact API names first.

Open Quick Docs →

Use these when checking something directly is faster than reading three more pages.

VERIFIEDReproduced at runtimeOBSERVEDSeen, not fully explainedTESTINGOutside current evidence / research-needed

Current main research baseline: WorldBox 0.51.2 build 719 · NeoModLoader 1.2.0.1 · PoliticalWorldAPI 1.14.0 where applicable. Canonical WorldBox atlases are integrated through WBML 0.9.0; the 1.0 baseline is frozen. See the compatibility matrix →

WBML
Need proof, not just an example?

Open final matrices, rejected harness assumptions, canonical machine data and the exact runtime evidence behind the quick answer.

Open Research →
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If the docs or tools save you time, you can support continued research, testing and site development. Everything here stays free and open.