CastleForge is an open-source modding framework, mod catalog, dedicated-server stack, and creator toolset for CastleMiner Z.
CastleForge is more than a single loader DLL. It is a full ecosystem built around a config-bootstrapped runtime loader, shared framework services, large gameplay and utility mods, in-game editors, world-generation overhauls, content-pack systems, a dedicated host path, and supporting creator tools.
This root README is now the main landing page and catalog for the whole repository. For the deep loader internals that used to live here, go to CastleForge/ModLoaderFramework/ModLoader/README.md.
If CastleForge has been useful to you and you’d like to support continued development, documentation, fixes, and new tools/mods, you can support the project here:
Donations help support ongoing work across the CastleForge ecosystem, including the loader, official mods, tools, documentation, and repository infrastructure.
- 2 core framework projects:
ModLoaderandModLoaderExtensions - 29 gameplay / utility / world-building mods
- 1 dedicated server project:
CMZServerHost - 3 creator tools for pipelines and asset preparation
- No external injector required — the core loader starts through
CastleMinerZ.exe.configand a customAppDomainManager. - In-process, mod-author-friendly runtime — discover DLLs from
!Mods, apply Harmony patches, and tick mods from the live game. - A real ecosystem instead of isolated experiments — many projects share common infrastructure, shared helpers, and consistent packaging patterns.
- Both player-facing and creator-facing — the repo includes in-game mods, a dedicated server path, content-pack systems, and offline tools.
- Strong emphasis on usability — many projects expose clean in-game UIs, config reload workflows, or menu-integrated entry points instead of forcing external setup.
| I want to... | Go here |
|---|---|
| Understand how the loader works | ModLoader README |
| See the shared framework layer | ModLoaderExtensions README |
| Browse gameplay and utility mods | Full project catalog |
| Run a dedicated server | CMZServerHost README |
| Build content packs or custom assets | WeaponAddons, TexturePacks, FbxToXnb, DNA.SkinnedPipeline |
| Build palettes for pixel art | WorldEditPixelart and ImageColorsToXml |
| Start writing a new mod | Example |
- Install ModLoader first.
- Open your CastleMiner Z game folder.
- Create a folder named
!Modsif it does not already exist. - Put
ModLoaderExtensions.dlland any other mod.dllfiles into the!Modsfolder. - Start CastleMiner Z.
- The first time the loader runs, you should see a small startup window asking whether to launch:
- Play CastleMiner Z
- Play CastleMiner Z (no mods)
- optionally Always use this option
- Choose Play CastleMiner Z to start the game with mods enabled.
- Open each mod README for screenshots, config options, commands, hotkeys, and troubleshooting.
ModLoaderExtensionsis optional, but it is strongly recommended because many CastleForge mods are built to work best with it.
Open a simplified repository map
CastleForge/
├─ README.md
├─ CastleForge/
│ ├─ ModLoaderFramework/
│ │ ├─ ModLoader/
│ │ └─ ModLoaderExtensions/
│ ├─ Mods/
│ │ ├─ BruteForceJoin/
│ │ ├─ CastleWallsMk2/
│ │ ├─ ChatTranslator/
│ │ ├─ CMZMaterialColors/
│ │ ├─ DirectConnect/
│ │ ├─ Example/
│ │ ├─ FastBoot/
│ │ ├─ InfiniteGPS/
│ │ ├─ LanternLandMap/
│ │ ├─ Minimap/
│ │ ├─ MoreAchievements/
│ │ ├─ NetworkSniffer/
│ │ ├─ PhysicsEngine/
│ │ ├─ QoLTweaks/
│ │ ├─ RegionProtect/
│ │ ├─ RenderDistancePlus/
│ │ ├─ Restore360Water/
│ │ ├─ SetHomes/
│ │ ├─ TacticalNuke/
│ │ ├─ TexturePacks/
│ │ ├─ TooManyItems/
│ │ ├─ TreeFeller/
│ │ ├─ VeinMiner/
│ │ ├─ VoiceChat/
│ │ ├─ WeaponAddons/
│ │ ├─ WorldEdit/
│ │ ├─ WorldEditCUI/
│ │ ├─ WorldEditPixelart/
│ │ └─ WorldGenPlus/
│ ├─ Servers/
│ │ └─ CMZServerHost/
│ └─ Tools/
│ ├─ DNA.SkinnedPipeline/
│ ├─ FbxToXnb/
│ └─ ImageColorsToXml/
└─ ReferenceAssemblies/
The catalog below is organized so the root README stays friendly to browse while still surfacing the full scope of the repo.
Open core framework table
| Preview | Description | Links |
|---|---|---|
![]() ModLoader |
The config-bootstrapped core loader for CastleForge. It starts through `CastleMinerZ.exe.config`, installs early assembly resolution, prompts for startup mode, optionally verifies core hashes, loads mods from `!Mods`, and ticks them in-process. | README Sample config |
![]() ModLoaderExtensions |
The shared companion layer that most CastleForge setups will want. It adds slash-command infrastructure, hot-reloadable config, exception capture hooks, fullscreen/UI safety patches, chat and networking hardening, and reusable embedded dependency helpers. | README Overview |
Open gameplay, QoL & progression table
| Preview | Description | Links |
|---|---|---|
![]() CMZMaterialColors |
A config-first recolor mod for material-based tools and weapons. It overrides body and laser/emissive colors from an INI file, refreshes cached item classes, rebuilds affected icons, and supports hot reloading while the game is running. | README |
![]() FastBoot |
A tiny startup-speed mod that short-circuits load-screen delays and fade timers so launches feel dramatically faster while still preserving the game’s expected screen-stack behavior. | README |
![]() InfiniteGPS |
Prevents GPS-based items from taking durability damage, so normal GPS and GPS-derived items stay usable for the entire session. | README |
![]() MoreAchievements |
Expands progression with a large custom achievement set, a full browser UI, custom icons and sounds, reward support, helper/admin commands, and config-driven rules for when progress can be earned. | README |
![]() PhysicsEngine |
A configurable lava-simulation mod that turns placed lava into a live spreading hazard, with bounded simulation budgets, runtime tuning, and clean in-game reload support. | README |
![]() QoLTweaks |
A lightweight quality-of-life patch pack that improves building reach, offline chat, text input, targeted block labels, chat usability, HUD readability, paste support, and vertical freedom without adding bulky menus. | README |
![]() RenderDistancePlus |
Extends terrain draw distance beyond vanilla Ultra with a safer graphics-menu workflow. It removes internal clamps, adds a 10-step slider, and protects the menu path from higher saved values. | README |
![]() Restore360Water |
Revives the Xbox 360-style water feel with biome-aware water bands, optional reflections, custom water audio, live config reloads, and WorldGenPlus-aware surface detection. | README WorldGenPlus |
![]() SetHomes |
Lets players save named homes per world, teleport back instantly, jump to spawn, and preserve exact facing direction on arrival. | README |
![]() TacticalNuke |
Adds a custom nuke item and full explosive workflow with custom icons and block skinning, longer fuses, warning announcements, configurable crater shaping, chain reactions, and optional async blast processing. | README |
![]() TooManyItems |
An in-game item browser and creative-control overlay that exposes hidden items, supports search and favorites, saves inventory snapshots, and adds quick world utilities for testing and sandbox play. | README |
![]() TreeFeller |
Automatically fells connected natural trees when you cut into the trunk with an axe or chainsaw, while using safety heuristics and caps to avoid tearing through player builds. | README |
![]() VeinMiner |
Mines the rest of a connected ore vein after the first valid block breaks, with pick-only behavior, per-ore toggles, safety caps, and config hot reloading. | README |
Open multiplayer, networking, moderation & hosting table
| Preview | Description | Links |
|---|---|---|
![]() BruteForceJoin |
A proof-of-concept password-testing mod for servers you own or are authorized to audit. It adds a native-feeling browser button, runs an asynchronous word-list join loop, rate-limits attempts, shows progress, and cancels cleanly. | README |
![]() CastleWallsMk2 |
A massive all-in-one overlay and sandbox toolkit with live editors, session utilities, moderation workflows, networking tools, diagnostics, visual helpers, and experimental gameplay controls for power users. | README |
![]() ChatTranslator |
Live in-game chat translation for multilingual sessions. Read incoming messages in your language, translate replies before sending, and switch between manual and auto-detect workflows without leaving CastleMiner Z. | README |
![]() DirectConnect |
Adds a proper direct IP join flow to the multiplayer browser. It remembers the last address you used, adds a real cancel path while joining, and can launch a compatible dedicated server or a second client from the menu. | README Dedicated server |
![]() NetworkSniffer |
A developer-facing network logger that hooks CastleMiner Z message flow, captures incoming and outgoing traffic, and writes readable logs with filtering, sampling, and optional raw hex dumps. | README |
![]() RegionProtect |
A host-friendly protection system for spawn and named regions. It can block griefing actions like mining, placing, explosions, and crate tampering while allowing trusted-player whitelists. | README |
![]() VoiceChat |
Modernizes CastleMiner Z voice with push-to-talk, self-mute, speaker HUD feedback, safer packet handling, and cleaner session cleanup without replacing the game’s built-in voice path. | README |
![]() CMZServerHost |
A dedicated CastleMiner Z server host that runs outside the normal game client, keeps world state server-side, and pairs naturally with mods like DirectConnect for smoother custom multiplayer hosting. | README Pairs with DirectConnect |
Open world editing, mapping & generation table
| Preview | Description | Links |
|---|---|---|
![]() LanternLandMap |
A full-screen Lantern Land analysis overlay that visualizes ring walls, gaps, spawn-tower rings, biome boundaries, and optional WorldGenPlus surfaces on a practical world-scale map. | README WorldGenPlus |
![]() Minimap |
A lightweight biome-aware HUD minimap with player, enemy, dragon, and multiplayer markers, plus optional chunk grids, biome edges, compass helpers, and WorldGenPlus-aware surface rendering. | README WorldGenPlus |
![]() WorldEdit |
A high-speed in-game map editor with selections, schematics, copy/paste, brushes, scripting, async block placement, undo/redo history, and deep world-building workflows. | README |
![]() WorldEditCUI |
A visual frontend addon for WorldEdit that renders your active selection in-world, with outline modes and chunk-grid helpers so large edits are easier to see before you commit them. | README Requires WorldEdit |
WorldEditPixelart |
An in-game image-to-block-art editor that converts real images into CastleMiner Z pixel art, previews results, tunes palettes, and exports finished work into a WorldEdit-ready schematic workflow. | README Palette tool |
![]() WorldGenPlus |
A world-generation framework and overhaul that replaces the default builder with configurable surface modes, custom biome loading, seed control, multiplayer sync, overlays, and an in-game tuning screen. | README |
Open content systems, packs & creator tooling table
| Preview | Description | Links |
|---|---|---|
![]() TexturePacks |
A full runtime content-pack framework for re-skinning CastleMiner Z far beyond block textures, including terrain, icons, HUD, menus, fonts, audio, skyboxes, models, and more. | README |
![]() WeaponAddons |
Turns weapons into data-driven content packs. Define custom weapons with `.clag` files, custom models, icons, sounds, optional recipes, and runtime-safe synthetic item IDs. | README FbxToXnb DNA.SkinnedPipeline |
![]() DNA.SkinnedPipeline |
A custom pipeline helper for compiling CastleMiner Z / DNA-style skinned FBX models into runtime-friendly `.xnb` assets for packs and mods. | README |
![]() FbxToXnb |
A creator-facing conversion tool that turns one or more `.fbx` models into XNA-ready `.xnb` output with a workflow built around CastleForge content creation. | README |
![]() ImageColorsToXml |
A palette-building companion tool that turns screenshot colors into XML palette files for WorldEditPixelart and related workflows, with optional brightness and rebalance utilities. | README |
Open developer reference table
| Preview | Description | Links |
|---|---|---|
![]() Example |
A clean starter/reference mod that shows CastleForge best practices: config loading, command registration, startup and shutdown flow, Harmony patch bootstrap, and embedded dependency handling. | README Loader docs |
Looking for third-party creations from the CastleForge community?
The easiest way to explore community submissions is through the live CastleForge Community Browser:
Use the browser if you want to:
- preview community mods, texture packs, and weapon addons
- open each project's README
- jump to source repositories
- find release/download links
Visit the CastleForge Community Mods repository:
➡️ Open the Community Repository
Use the repository if you want to:
- submit a new mod, texture pack, or weapon addon
- edit metadata or previews
- update README entries
- maintain an existing listing
Community creations are maintained separately from the main CastleForge repository so official projects and community submissions stay organized and easier to support.
If you are new to the repo, this is a good flow:
- ModLoader — understand how CastleForge boots and loads mods.
- ModLoaderExtensions — see the shared layer many projects depend on.
- Example — use it as the cleanest reference for authoring your own mod.
- Move into the specific mod, server, or tool README that matches what you want to build or use.
- This root page is intentionally focused on showcasing and organizing the entire repository.
- The old low-level loader deep dive has been moved into the dedicated ModLoader README so the root page can stay more discoverable.
- Each subproject README is where command lists, config details, workflow notes, and troubleshooting should continue to live.
- Small repo-maintenance scripts may be included at the repo root to make local development and cleanup lighter.
If something still is not working, or you are not sure what to do next, you can reach out here:
- DM me on Discord: dannyruss (_RussDev7)
- Join the CastleForge Discord server: Discord Server
- the mod or tool you are trying to install
- a screenshot of your CastleMiner Z folder
- a screenshot or copy of your
CastleMinerZ.exe.config - any error message or log you see
This makes it much easier to help you quickly.
CastleForge is open source. See the repository LICENSE file and the individual project files where applicable.


































