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KDataForge Editor

Create packs, edit YAML, validate game data, and prepare releases in the desktop app.

KDataForge Editor is a standalone Windows editor for local KDataForge projects. It combines a pack manager, code and visual YAML editors, reflection browser, validation, project tools, Git, and game logs. A KDataForge pack still runs in the game; the editor prepares and checks its files.

  1. Choose Projects → Create, Open, or Clone. Open a project containing DataForge/ or a pack directory with pack.yml.
  2. Import a .kdfdata reflection archive in Datapacks, then preview and bind it to the project for class and property metadata. Schema-only editing also works.
  3. Open a pack in Pack manager. Edit YAML in Code editor or Visual editor.
  4. Review Problems, run a full lint, and test the enabled pack in game.
  5. Export a checked pack or prepare release metadata when ready.
GoalGuide
Create, clone, duplicate, enable, or export a packProjects and packs
Edit YAML, rename IDs, inspect classes, or fix diagnosticsEditing and validation
Write pack configuration, cfg: references, templates and config: conditions with completion and checksConfiguration, references and templates
Import reflection data and browse the CodexDatapacks and Codex
Generate content, audit dependencies, or compare compatibilityModule tools
Use Git, game logs, recovery, settings, or release toolsOperations and releases
Enable bundled featuresBuilt-in modules

Built-in providers have local on/off switches in Built-in Modules or Settings → Built-in Modules. Validated .kdfdata archives also appear there as game-data resources. ContentLib Import converts a different source format into a new pack.

Reflection archives and ContentLib source folders serve different purposes. Datapacks accepts .kdfdata only. ContentLib Import reads a ContentLib/ folder, previews generated YAML and warnings, then creates a new pack.