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Glossary

Status: Implemented. Terms for planned features are marked (planned).

Term Meaning
ABI Application Binary Interface. CLight’s is the C ABI in clight.h: plain functions, plain structs and integer handles.
Attachment Mod data attached to an entity, player, chunk or level, optionally typed with a default and copy-on-death (API 1.12, 1.20) (Persistence and data attachments).
Barrier The point between ticks where all dimension ticks have finished and global work runs.
Behaviour table The struct of callbacks a mod block or item carries (cl_block_behavior, cl_item_behavior).
Budget (planned) A per-mod time allowance per tick and per frame. Today each callback has a time limit.
Capability A sandbox permission declared in the manifest (net.http:<host>, …).
clight.idl The CLight interface description; every binding and the generated API tables come from it. .clidl files for mod services are (planned).
CLight Celestial’s mod loader and modding API.
.clmod The mod package: a zip with clight.mod.json, code, assets and data.
Codec (planned) A description of a value’s shape, used for JSON, network and save formats (Data components and codecs).
Compat layer Celestial client code that translates the protocol of older servers to 26.3.
Context (thread context) MAIN, TICK, RENDER or ANY (PARALLEL, NET, ASYNC reserved): where a callback runs and what it may touch.
Data component A typed value on an item stack (26.x replaced most item NBT with components).
Data-pack registry A data-driven registry synced to clients (enchantments, damage types, paintings…).
Fallback (vanilla fallback) The base block or item of mod content: what it is in the world and what a vanilla client sees.
Frame graph Celestial’s render-pass graph, which computes barriers and aliases transient memory.
Freeze The moment static registries close and raw ids are assigned.
Holder The cl_holder a registration returns; cl_holder_value gives the raw id after the freeze.
Integrated server The in-process logical server used for singleplayer and LAN.
Job system Celestial’s work-stealing scheduler. Jobs for mods are (planned).
Level One dimension’s world (cl_level).
Logical side Client logic versus server logic, independent of which executable runs it.
Mixin A sandboxed callback attached to a named engine target (entity.living.hurt) at its head, return, a named point, value or call, or as a wrap or overwrite. Targets are compiled into the engine and kept across versions; no code is patched (Mixins).
Mixin target A named, versioned piece of engine behaviour mixins attach to, declared in mixins.idl.
Override A behaviour entry that handles a call instead of the base (CL_OVERRIDE_HANDLED). Overrides of vanilla content are (planned).
Owned value A value you must release: cl_item_stack, cl_text, cl_buf.
Parity Being exactly identical to vanilla 26.3 in visuals, physics, logic, timing and packets.
Payload A mod’s custom network message, carried in vanilla custom_payload packets.
.scw Celestial’s native world format.
Service (planned) A named, versioned interface one mod provides to others.
Snapshot (planned) An immutable view of chunk sections for background work.
Static registry A registry filled by code before the freeze and fixed in vanilla clients (blocks, items…); mod entries are vanilla-backed.
Runtime How a mod’s code runs: data (none), lua or wasm. Every runtime is sandboxed.
Trap A sandboxed mod fault (WASM trap or uncaught Lua error), contained to one callback.
Value event (planned) An event that publishes an engine computation; its mutable result starts as the vanilla value.
Vanilla-backed How mod blocks and items exist in the world today: a vanilla base plus the mod’s id, model and properties.
WASM WebAssembly, the portable sandboxed binary format used for C/C++ mods, run by Wasmtime.