Built-in modules
Enable bundled editor features and bind verified game-data resources.
Open Built-in Modules or Settings → Built-in Modules to inspect shipped features and switch them on or off. Module preferences belong to the local application. The editor ships a fixed set of bundled KDF, Git, YAML and terminal modules.
| Feature | Behavior |
|---|---|
| ContentLib conversion | Preview mapping and create a new pack without overwriting the source. |
| YAML intelligence | Live diagnostics and explicit project lint use one Rust validation core. |
| Affected Elements | Preview current unsaved selectors beside Format and at the bottom of Inspector, with exported game icons and explicit possible matches. |
| Pack export | Export a validated KDF ZIP or supported ContentLib CDO ZIP from one pack. Unsupported conversion fails explicitly. |
| Starter projects | Preview five bundled templates; native creation writes them atomically. |
| Datapack comparison | Compare two installed .kdfdata archives; incomplete records stay Unknown. |
| Profile check | Compare a user-selected SMM JSON profile with pack hasMod requirements. |
| Log analysis | Parse supplied KDF, SML, and Unreal log lines without owning the log file. |
| Graph and catalog | Analyze saved YAML and annotate exact reflected class paths. |
| Localization | Check configured cultures, keys, and placeholders in saved localization YAML. |
| Balance and impact | Analyze progression, effects, and throughput without changing packs. |
| Pack repair | Preview dependency fixes before the host writes them. |
| Asset validation | Report missing, unsafe, duplicate, and orphan project assets. |
| Migration | Preview project-wide reference and ID changes before saving. |
| Naming policy | Preview selected generated-ID renames and full file diffs. |
| Project inspection | Inspect unused content, profile compatibility, and Markdown changes. |
| Release manager | Review local metadata and package inventory; remote actions need confirmations. |
| Release checks | Correlate release evidence and compare typed remote metadata without writing. |
| Asset instances | Browse exact reflected instances with provenance and completeness status. |
| Runtime analysis | Simulate pack effects or KAPI delivery state without changing game state. |
| Progression checks | Report hard softlocks, seedless cycles, and unknown blockers. |
| Guided editors | Produce reviewable plans; host validates and saves project files. |
| Project actions | Return allowlisted native-command plans for preview before execution. |
| YAML formatter | Format an editor buffer through a scoped native command when configured. |
Most built-ins start enabled. Specialized providers may start disabled or report limited availability when a declared game-mod, reflected-class, datapack, or bundled-module requirement is missing. Enabled and available are separate states. Switching a provider off does not change existing YAML or project settings.
The Module tools guide explains each tab and its preview/apply flow.
Datapack resources
Section titled “Datapack resources”Install a validated .kdfdata reflection archive from Datapacks or drop one file onto the
desktop window. Sources up to 2 GiB are accepted; stored reflection text is losslessly deflated
when needed so the installed archive fits the 512 MiB validation reader. Entry contents and image
bytes stay unchanged. The app stores immutable, content-addressed installed bytes and publishes
them as datapack:<sha256>. A verified bundled Vanilla export appears as datapack:vanilla; it is
the default only for projects without an explicit binding. Both kinds are disableable.
Projects store [datapack].pluginId. Legacy [datapack].path remains readable. Disabling an
explicitly bound datapack keeps that setting intact and makes validation schema-only until the
resource is re-enabled or another archive is bound. The app never silently switches such a project
to Vanilla. Only .kdfdata archives are accepted as game-data packs.
New projects start explicitly in Schema only mode until an archive is bound after diagnostic preview. Choose Automatic Vanilla in project settings to opt into the bundled fallback.
Shipping builds may report metadataAvailable:false even when class and property records are
present. The catalog then shows Limited and keeps missing engine metadata unknown. Missing
texture previews are also reported explicitly; the editor does not invent icons.
For import workflow and conversion limits, see ContentLib Import.
