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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.

FeatureBehavior
ContentLib conversionPreview mapping and create a new pack without overwriting the source.
YAML intelligenceLive diagnostics and explicit project lint use one Rust validation core.
Affected ElementsPreview current unsaved selectors beside Format and at the bottom of Inspector, with exported game icons and explicit possible matches.
Pack exportExport a validated KDF ZIP or supported ContentLib CDO ZIP from one pack. Unsupported conversion fails explicitly.
Starter projectsPreview five bundled templates; native creation writes them atomically.
Datapack comparisonCompare two installed .kdfdata archives; incomplete records stay Unknown.
Profile checkCompare a user-selected SMM JSON profile with pack hasMod requirements.
Log analysisParse supplied KDF, SML, and Unreal log lines without owning the log file.
Graph and catalogAnalyze saved YAML and annotate exact reflected class paths.
LocalizationCheck configured cultures, keys, and placeholders in saved localization YAML.
Balance and impactAnalyze progression, effects, and throughput without changing packs.
Pack repairPreview dependency fixes before the host writes them.
Asset validationReport missing, unsafe, duplicate, and orphan project assets.
MigrationPreview project-wide reference and ID changes before saving.
Naming policyPreview selected generated-ID renames and full file diffs.
Project inspectionInspect unused content, profile compatibility, and Markdown changes.
Release managerReview local metadata and package inventory; remote actions need confirmations.
Release checksCorrelate release evidence and compare typed remote metadata without writing.
Asset instancesBrowse exact reflected instances with provenance and completeness status.
Runtime analysisSimulate pack effects or KAPI delivery state without changing game state.
Progression checksReport hard softlocks, seedless cycles, and unknown blockers.
Guided editorsProduce reviewable plans; host validates and saves project files.
Project actionsReturn allowlisted native-command plans for preview before execution.
YAML formatterFormat 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.

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.