# Ravenswatch Mod Manager — Documentation > Browser + desktop mod manager for Ravenswatch. Covers installing and > authoring mods, the Python SDK, the cooked-asset pipeline, the engine > symbol map, and reverse-engineering notes. Full plain-text corpus: https://docs.rsmm.me/llms-full.txt ## Docs - [Engine internals](https://docs.rsmm.me/architecture/internals/): Asset cipher and cooked-format internals that ground the tooling. - [Architecture](https://docs.rsmm.me/architecture/overview/): How RSMM applies mods without fighting anti-tamper — the threat model and design. - [Content kinds (registries)](https://docs.rsmm.me/concepts/content-kinds/): How RSMM registers new content by cloning vanilla bases — the Minecraft registry analog. - [Mods ship data, not code](https://docs.rsmm.me/concepts/data-not-code/): Why RSMM mods are declarative manifests, and where discovery scripts belong. - [Coming from Minecraft modding](https://docs.rsmm.me/concepts/from-minecraft/): A Rosetta stone mapping Forge/Fabric/NeoForge concepts to their RSMM equivalents. - [The symbol map (mappings)](https://docs.rsmm.me/concepts/mappings/): data/symbols.json maps semantic names to engine functions — RSMM's Yarn/MCP/Mojmap. - [The mod lifecycle](https://docs.rsmm.me/concepts/mod-lifecycle/): How a mod goes from staged files to installed bytes and back, safely. - [Tags](https://docs.rsmm.me/concepts/tags/): Cross-mod, append-only named groups — the Minecraft - [Contributing](https://docs.rsmm.me/contributing/contributing/): How to contribute to RSMM. - [Deployment](https://docs.rsmm.me/contributing/deploy/): Provision every external service to host RSMM, step by step. - [Development setup](https://docs.rsmm.me/contributing/setup/): Set up a local development environment for working on RSMM itself. - [Using the desktop app](https://docs.rsmm.me/getting-started/desktop-app/): A complete guide to RSMM's graphical interface. - [Your first mod](https://docs.rsmm.me/getting-started/first-mod/): Install a mod from the Registry — then build your own. - [Installation](https://docs.rsmm.me/getting-started/install/): Install the Ravenswatch Mod Manager on Windows or Linux. - [Troubleshooting](https://docs.rsmm.me/getting-started/troubleshooting/): Common issues and how to fix them. - [Custom enemies](https://docs.rsmm.me/guides/custom-enemies/): Clone, restat, and (eventually) spawn your own enemies and bosses. - [Custom items](https://docs.rsmm.me/guides/custom-items/): Clone a vanilla magical object into your own item — the guided CLI flow, end to end. - [Custom skills (talents)](https://docs.rsmm.me/guides/custom-skills/): Relabel, restat, and bind behaviour to a hero's level-up talents. - [Example mods](https://docs.rsmm.me/guides/examples/): Real, working mods you can copy — from a one-liner to a custom item. - [Merlin unlock](https://docs.rsmm.me/guides/merlin-unlock/): Decompile-and-unlock workflow for the Merlin hero. - [Mod Authoring Guide](https://docs.rsmm.me/guides/modding/): Scaffold, build, test, and ship a mod — the single authoring guide. - [SDK v3](https://docs.rsmm.me/guides/sdk/): Design spec for the v3 mod-authoring SDK. - [Uncooked asset mirror](https://docs.rsmm.me/guides/uncooked-assets/): The decoded asset mirror for local reference, and why it's git-ignored. - [Ravenswatch Mod Manager](https://docs.rsmm.me/): Browser + desktop mod manager for Ravenswatch. - [Roadmap](https://docs.rsmm.me/project/roadmap/): What's shipped, what's in progress, and what's blocked — at a glance. - [Strategy](https://docs.rsmm.me/project/strategy/): The 8-area architectural plan behind RSMM. - [CLI reference](https://docs.rsmm.me/reference/cli/): Every rsmm subcommand and what it does. - [Conventions & best practices](https://docs.rsmm.me/reference/conventions/): Mod structure, naming, and the confidence gate — the rules that keep mods shippable. - [Glossary](https://docs.rsmm.me/reference/glossary/): Engine, cooking, and modding terms used throughout these docs. - [SDK API reference](https://docs.rsmm.me/reference/sdk-api/): Generated symbol-level reference for the rsmm.sdk Python API. - [rsmm.sdk.builder](https://docs.rsmm.me/reference/sdk-api/builder/): Mod-builder used by `from rsmm import sdk; with sdk.Mod(...) as m:`. - [CLI command inventory](https://docs.rsmm.me/reference/sdk-api/cli/): Every rsmm subcommand, auto-generated. - [rsmm.sdk.config](https://docs.rsmm.me/reference/sdk-api/config/): Per-mod config: schema validation + persisted store. - [rsmm.sdk.content](https://docs.rsmm.me/reference/sdk-api/content/): Content kinds registry — façade over per-kind builders. - [rsmm.sdk.health](https://docs.rsmm.me/reference/sdk-api/health/): Health system — boot canary + crash-history bisect. - [rsmm.sdk.i18n](https://docs.rsmm.me/reference/sdk-api/i18n/): Localization bundle. - [rsmm.sdk.intermod](https://docs.rsmm.me/reference/sdk-api/intermod/): Inter-mod API registry — Python-host mirror of the Lua-side R.api. - [rsmm.sdk.repo](https://docs.rsmm.me/reference/sdk-api/repo/): Distribution: `repo.json` schema + SHA256/Ed25519 sign + verify. - [rsmm.sdk.testkit](https://docs.rsmm.me/reference/sdk-api/testkit/): Offline testing helpers for mod authors. - [Security](https://docs.rsmm.me/reference/security/): Security model, threat surface, and reporting. - [Engine symbol reference](https://docs.rsmm.me/reference/symbols/): The canonical engine symbol map and how to use it. - [Bosses](https://docs.rsmm.me/reverse-engineering/bosses/): A boss is a flag-tagged enemy plus a BossTimer controller component — the settings layout, the named-event encounter gates, and the reward hookup. - [Calling game functions](https://docs.rsmm.me/reverse-engineering/calling-game-functions/): Invoke any of ~53k game functions by name from a Lua mod. - [Combat & damage](https://docs.rsmm.me/reverse-engineering/combat-damage/): The hit pipeline — why healing the hero is easy, damaging an enemy is not, and the ride-an-existing-attack mod path. - [Enemies](https://docs.rsmm.me/reverse-engineering/enemies/): The enemy definition layout, the tribe roster that actually drives camp spawns, and why registering in UsedRscList is the entire contract for a custom enemy. - [Entity values](https://docs.rsmm.me/reverse-engineering/entity-values/): The engine's generic CRC-keyed per-entity value store — where most dynamic stats and modifiers live. - [Event systems](https://docs.rsmm.me/reverse-engineering/event-systems/): The two distinct event systems — the analytics firehose and the oCGameNamedEvent gameplay bus — and how the loader bridges both to Lua. - [Game modifiers](https://docs.rsmm.me/reverse-engineering/game-modifiers/): The run mutators ("negative modes") — where their state lives, which keys drive difficulty and XP, and why the 5-slot selection cap is not in the spawner data. - [Ghidra MCP](https://docs.rsmm.me/reverse-engineering/ghidra-mcp/): Interactive reverse engineering of Ravenswatch through the Ghidra MCP bridge. - [Heroes](https://docs.rsmm.me/reverse-engineering/heroes/): Why a hero definition has no class UID, what its 29 named slots hold, and how the runtime hero controller differs from the definition that builds it. - [Hookpoints](https://docs.rsmm.me/reverse-engineering/hookpoints/): Candidate hook targets mapped from game feature to engine function. - [Items (magical objects)](https://docs.rsmm.me/reverse-engineering/items/): Class layouts behind the magical-object drop chain — reward definitions, drop settings, selectors — and the pickup component the engine spawns. - [Maps & chapters](https://docs.rsmm.me/reverse-engineering/maps-chapters/): How a run is assembled from a chapter sequence, which layer is editable today, and why a brand-new playable level is out of reach. - [Melodies](https://docs.rsmm.me/reverse-engineering/melodies/): The Piper's lost melodies — a fully decoded def layout, the modifier-exclusion list, and why there can be no thirteenth melody. - [Mod hooks](https://docs.rsmm.me/reverse-engineering/mod-hooks/): Where the game creates, spawns, and loads things — the moddable surface. - [Multiplayer](https://docs.rsmm.me/reverse-engineering/multiplayer/): Disconnect, reconnect, and why a match closes when one player quits. - [Cooked-format RE notes](https://docs.rsmm.me/reverse-engineering/notes/): Field notes on Ravenswatch's cooked asset format, from live reverse engineering. - [Pickable talents](https://docs.rsmm.me/reverse-engineering/pickable-talents/): Detecting a level-up card pick via POWER_UP_COLLECT_REQUEST, and the additive magical-object route for a card that replaces nothing. - [RE pipeline](https://docs.rsmm.me/reverse-engineering/pipeline/): How the bulk decompile, symbol, and pattern artifacts are produced. - [Anti-tamper protector](https://docs.rsmm.me/reverse-engineering/protector/): What Ravenswatch.exe's anti-tamper does and why v1 avoids the runtime path. - [Rewards](https://docs.rsmm.me/reverse-engineering/rewards/): What the reward system actually decides (spawned chests, not offered cards), the fully decoded rewarddef grammar, and why a type-count ban is unreliable in-game. - [Seed & map generation](https://docs.rsmm.me/reverse-engineering/seed-mapgen/): The run seed and map-generation surface, and how to pin a seed. - [Skills (talents) system](https://docs.rsmm.me/reverse-engineering/skills-system/): How a hero's skills are stored, deserialized, and laid out — and why a net-new visible talent is an architectural wall. - [Skins](https://docs.rsmm.me/reverse-engineering/skins/): The nine hardcoded SkinPack slots, the Steam-ownership grid filter that hides a tenth, and why the cooked asset registry means there is no resolver to hook. - [Spawn system](https://docs.rsmm.me/reverse-engineering/spawn-system/): The spawner-component pipeline behind enemy/pet/prop creation — and why a generic R.spawn primitive is still blocked on the instantiator. - [Spawning](https://docs.rsmm.me/reverse-engineering/spawning/): How the engine creates a single entity at a position — the spawn primitive. - [Stats & XP](https://docs.rsmm.me/reverse-engineering/stats/): The three surfaces hero stats live on, the CRC-keyed value store's read and write paths, and why a raw write is transient unless it becomes a modifier. - [UI & the book menu](https://docs.rsmm.me/reverse-engineering/ui-menus/): The game's entity-component UI, the fixed five-tab book, the button-press choke point, and how the in-game mod menu is built out of data plus one detour.