Game-data catalogs
Every game id from your own install: search them, check data packs against them, and use them as C# constants.
The catalog lists the game’s items, recipes, templates, perks, buffs, skills, sound cues and more, made from your own install, read-only. It’s Keen Games’ data, so it’s never committed, bundled or downloaded.
kiln catalog build # every installed side; skipped when current
kiln catalog status # file, game build, current?, counts
kiln catalog path # where it lives
kiln catalog search "bronze sword" --section items
A build takes about a second. Rebuild when status says the game changed. It refuses while Steam is updating, and never writes
into game folders. A dedicated server’s catalog has no texts or sounds.
kiln lint checks names against it, and VS Code completes and explains them.
C# constants
Kiln.Sdk adds a generator to every mod:
using Kiln.GameIds;
Content.Items.Get(GameItems.Weapon_T1_1H_SwordEpic_01)!.Set("maxStackSize", 5);
// hover on the constant: "Bronze Sword (Weapons, …)"
uint id = GameItems.Ids.Weapon_T1_1H_SwordEpic_01;
string guid = GameItems.Guids.Weapon_T1_1H_SwordEpic_01;
Content.Buffs.Get(GameBuffs.Rested_cdbe9c80);
GameItems, GamePerks, GameRecipes, GameTemplates, GameSequences and GameSounds hold names. GameBuffs, GameSkills and
GameWorkshops hold 0x ids. GameCatalog names the build.
<KilnGameIds> picks the sections: default Items;Perks;Buffs;Skills;Workshops, also Recipes, Templates, Sequences,
Sounds, All (about 58,000 constants) or None.
No catalog gives KILN190, and code using the constants won’t compile. Run kiln catalog build.