Mods & base content¶
The mod / base-content split lets a designer ship reusable content packs (a custom raid, a faction-balance pass, a weapon-skill revamp) on top of a frozen baseline.
Base content¶
cluster.base_content is the canonical 3.3.5a (or 2.4.3 / 1.12)
seed every game starts from. Operators rarely touch this — it's
the equivalent of the AzerothCore upstream content drop. The
/admin/design/base-content page lists the version, source repo,
last sync timestamp, and lets the operator pull in a refreshed
upstream.
Mods¶
cluster.mods carries operator-defined content packs. Each mod has:
- Identity — name, slug, author, version, description.
- Manifest — JSON listing every entity type the mod adds / edits (items, quests, creatures, scripts, addons).
- Dependencies — required base content version, required other mods.
- Status — draft / published / deprecated.
- Per-game enable list (cross-link to Realms admin to bind a mod to a game).
The /admin/design/mods page surfaces a mod-marketplace style
list; clicking one drills into the manifest, the entities it
adds / edits with diff vs base, and an enable-on-game button.
Mod authoring workflow¶
- Designer creates a draft mod row.
- Edits content (items / quests / creatures / scripts) under
/admin/design/*. The patch staging area tracks them as part of the active mod. stctl content build-gamepackages the mod into an.rcmodartefact.- Patch flow ships the artefact to clients via the Patches pipeline.
Built-in addon (AIO)¶
Every mod can bundle Lua addon code that ships in the same
.rcmod. The launcher unpacks it into
<wow_path>/Interface/AddOns/<folder> automatically — no manual
download. See the
Splintertree AIO architecture for the
client / server contract.
Glue-screen mods¶
A subset of mods modify the GlueXML (login / character-select)
layer. These ship via locale-specific
client-patches/locale-XXX/Interface/AddOns/Blizzard_RC* paths,
overriding the original Blizzard_GlueXML behaviour.