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.
- Choose Projects → Create, Open, or Clone. Open a project containing
DataForge/or a pack directory withpack.yml. - Import a
.kdfdatareflection archive in Datapacks, then preview and bind it to the project for class and property metadata. Schema-only editing also works. - Open a pack in Pack manager. Edit YAML in Code editor or Visual editor.
- Review Problems, run a full lint, and test the enabled pack in game.
- Export a checked pack or prepare release metadata when ready.
Find a workflow
Section titled “Find a workflow”| Goal | Guide |
|---|---|
| Create, clone, duplicate, enable, or export a pack | Projects and packs |
| Edit YAML, rename IDs, inspect classes, or fix diagnostics | Editing and validation |
Write pack configuration, cfg: references, templates and config: conditions with completion and checks | Configuration, references and templates |
| Import reflection data and browse the Codex | Datapacks and Codex |
| Generate content, audit dependencies, or compare compatibility | Module tools |
| Use Git, game logs, recovery, settings, or release tools | Operations and releases |
| Enable bundled features | Built-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.
