Kiln · Wiki
Everything Kiln,
in plain words.
Play with mods, run a modded server, build your own. Short pages, real commands.
Kiln is in early access. These pages describe the current dev build. See what works today. Files: the download page. It’s open source (MIT): GitHub.
Players
Play with mods
Install Kiln, keep profiles, join modded servers.
Install Kiln Server adminsRun a server
Install, update and run servers. Manage them live.
Run a server ModdersWrite a mod
Template, build, hot reload, tests in the server.
Your first modPlayers7 pages
- Install Kiln Install Kiln for Enshrouded, import downloaded mod archives, and play with or without mods.
- Profiles and mods Every mod in one list on Play, saved sets of mods as profiles in Settings, the mods in your game folder, the library, and mod settings in the launcher or in game.
- Join a modded server What a modded server needs from your game, and how the launcher installs its modpack with your consent.
- Other frameworks Kiln runs mods made for EML, ShroudForge, EMF, SET, Greeneye, Creative Mode, Shroudtopia, Enshwick and shroudlink, unchanged, next to Kiln mods.
- EML and ShroudForgeGame test pending Kiln runs EML data mods and ShroudForge's Lua mods unchanged, with no extra loader and no Wine settings.
- EMF mods Install EMF DLL and Lua mods with API v27 support, current differences and server/client evidence limits.
- More frameworksGame test pending How Kiln runs mods for SET, Greeneye Loader, Creative Mode's Flame, Shroudtopia, Enshwick, shroudlink and Ember.
Server admins3 pages
- Dedicated servers Put Kiln on an Enshrouded dedicated server: a rented host over FTP, your own Windows PC, or a headless Linux machine.
- Run a server Install, update and run dedicated servers with Kiln, from the launcher or kilnctl on Linux.
- Admin pages Live tools for a running server in the launcher: players, map, zones, world, creatures, game data, mods and more.
Modding9 pages
- Your first mod Make a mod from a template, build it into a test server, change it while the server runs, and test it.
- Code mods The Mod class, the tick thread, events, configs, commands, permissions, saved data and other mods.
- HooksGame test pending The advanced tier: detours, mid hooks, memory patches and symbols on game code, from C# or a native plugin, through Kiln's one hook registry.
- Events One event bus for every mod and service: subscribe, cancel, decide, post your own. About 110 event types.
- World programsGame test pending Declare scheduler access before boot, then bind a C# worker callback when the mod loads.
- The manifest kiln.mod.json: id and version, where the mod runs, what players need, dependencies and load order.
- Multiplayer What players need, who can join, per-character progress, synced configs, your own network messages and client code.
- Data packs Change items, recipes, loot and drops with JSON in your mod. They apply at world load and come off with the mod.
- Game data Tune spells, creatures, attacks, buffs, perks and skill nodes with data packs, and clone them into new ones.
Gameplay15 pages
- Building blocks Say what you mean: a spell, a sword, a potion, a status, a creature. Kiln picks the game data, the ids and the programs.
- New items Add items and recipes, borrow other items' models, name them in every language, and place them in loot and traders.
- Inventory transfersGame test pending Move gear with its state, read container names, and keep items out of quick stack or move all.
- Creatures Change one creature, make variants like an Elite Vukah, swap them into natural spawns, and give orders.
- Creature AIGame test pending Who a creature fights, how it sees, hears, roams and flees, and rules that heal, summon, cast and apply statuses in a fight.
- Abilities Key-bound abilities, per-cast changes to the game's spells, explosions and buffs from code, and animations.
- Impact programs Read the game's spell programs as text, clone and change them, write new ones, and call your own C#.
- Progression Give experience, set levels, give skill points and unlock skills through the game's own rules.
- Talents Add nodes to the game's own skill tree, or give your mod a whole talent tree of its own.
- Quests and dialogue Quest chains in JSON, shown by the game itself: its journal, NPC menu, map markers, notifications and voice.
- Friendly NPCs Place NPCs and make new ones, with a roster entry, vendor stock and voiced lines, in the game's own directory and menus.
- World blocksGame test pending Crafting props, nearby-prop recipes, container loot, lids, doors and collision boxes.
- World edits Dig, build, flatten and paint terrain, place props, paste schematics. Players without Kiln see it all.
- Player rules, creative Let players fly and build anywhere, change building costs and digging, keep health or water full, freeze the Shroud timer. /creative is one preset.
- World progress Read how far a world and each character are: flame level, difficulty, spires, shrines, Shroud Roots, bosses, chests, quests. With events.
Looks and sound7 pages
- Game UI Menu entries, your own screens, crafting tabs and panels, HUD lines, toasts and key bindings.
- UI blocksGame test pending Define windows, HUD lines and keys in JSON or typed blocks, with config bindings and actions.
- DrawingGame test pending Run code every frame and draw over the game: shapes, text and images in pixels, markers and labels at world positions.
- Icons and textures Your own PNG icons, retextures of the game's images, and new or overridden resources, with no game file changed.
- 3D models Give an item a new mesh, or a new item its own model: model in Blender, ship glTF and a recipe, cook on the player's machine.
- Shaders and reskinsGame test pending Advanced: your own HLSL hooks for a particle, checked and linked by Kiln. And a material of yours in place of one of the game's.
- Sounds and voice New and replaced sounds, music, voice-over and narration from your own audio files.
Dev kit8 pages
- The dev kit Kiln.Sdk, project templates, the kiln command, a linter, analyzers, a VS Code extension, a debugger and game-id constants.
- The kiln command One command for a mod's whole life: create, build, cook, deploy, run, reload, test, debug, lint, pack and read logs.
- Lint and analyzers kiln lint checks your mod's JSON before the game has to. The analyzers catch thread and hot-reload mistakes in your C#.
- VS Code extension Schemas, lint, game-id hover, build and deploy, the Testing view, logs, a server console, a debugger and Impact assembly.
- Catalogs Every game id from your own install: search them, check data packs against them, and use them as C# constants.
- Testing Tests that run inside the server with Kiln.Testing: real game state, waits in server steps, JSON reports.
- Hot reload Reload a mod in a running server in about a second: what it keeps, what it drops, and how to check it unloads cleanly.
- Debugging Why a mod didn't load, the support report to send, the fault policy, crash reports, and breakpoints in a running server.
Reference2 pages
For AI agents51 wiki pages, one skill
Enshrouded is a trademark of Keen Games GmbH. Kiln is unofficial.