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For modders

reTS is designed to become extensible through both classic-ecosystem compatibility and a native content-authoring path. Neither surface is publicly shipped today.

Last verified against the implementation and public release state: 2026-07-16.

Design, not a usable authoring surface

There is no public Lua runtime, mutator API, map-mode API, or compatibility layer to target yet. This page separates approved direction from implemented features; examples and API guides will publish only when the corresponding surface lands.

What's inspectable today

There's no runtime or API to write mods against yet, but the underlying research is already publishing as binary-verified, human-readable material a mod author or researcher can use right now:

  • Engine Reference is a ModEnc-style encyclopedia of the original engine's behavior — published only once a system is fully reversed, ported, and oracle-tested against retail. The section index always lists the current catalog; coverage grows entry by entry as systems clear that bar.
  • The Warhead rules interpretation entry is a concrete example of the cross-version rules divergences this project can now pin: field-by-field, it documents which [Warhead] keys exist on each of Tiberian Sun, Red Alert 2, and Yuri's Revenge, their constructor defaults, and a Tiberian Sun-only session-type override — exactly the kind of compatibility question that comes up when carrying a Verses=/CellSpread=/PercentAtMax= warhead definition between games.
  • That reference material is backed by a fixed four-tool MCP capability gateway (find_capabilities / describe_capability / run_capability / verify_spec) the project's own tooling uses to search, describe, and run every verified engine capability, and to re-run the full spec-as-oracle suite on demand. The gateway itself isn't public yet — see the contributor architecture writeup — but it's the mechanism behind the claims published on this site: every entry traces to a capability that passes verify_spec against the retail binary, not a guess.

Approved direction

  • Lua scripting is planned as an opt-in layer beside the faithful native mission system, gated on the engine behavior it exposes.
  • Rules and mutators are planned as explicit, shareable overlays that leave faithful vanilla behavior as the default.
  • Maps and modes are planned to grow with verified world, scenario, and scripting surfaces.

The design rationale is covered in From the Harvest Route to New Ways In.

Design principles

  • Faithful by default. Vanilla behavior remains the baseline; modern behavior is explicit and opt-in.
  • Determinism is a gate. Simulation-affecting scripting is designed to use engine time, engine randomness, typed numeric boundaries, content hashing, and bounded execution. These are requirements for future implementation, not a claim that multiplayer scripting works today.
  • Guides follow code. No placeholder API or Lua example is published before a real, tested binding exists.