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Kiln 0.2.0-dev.18
Pre-release
Pre-release
Kiln 0.2.0-dev.18
- Mods for other frameworks now run on Kiln, unchanged. Kiln loads them through its own compatibility plugins, so you don't need the other loader installed:
- EML (Enshrouded Mod Loader) mods, including ShroudForge mods. ShroudForge comes with Kiln; if you already have your own ShroudForge, a setting uses yours instead.
- EMF mods made for EMF 0.3.3 up to 0.5.1. EMF support is now installed by default.
- Shrouded Engine Tweaks (SET) Lua mods, in worlds you host.
- Enshwick mods (DLL, Luau and data packs). Kiln ships Enshwick's own loader; a copy you installed yourself still takes priority.
- Greeneye Loader mods, Shroudtopia mods, the Creative Mode mod (Flame), and shroudlink server mods.
- Ember server mods are found and listed, but don't run until Ember publishes its loader.
If the other loader is installed too, Kiln steps aside or chains it. Installing Kiln never switches another loader off.
- The launcher manages mods for every framework like Kiln mods: drop them in or import them in the Library, turn them on and off per profile, sync them to servers, and put them in modpacks.
- Creative mode, now with everything from the "Creative Mode" mod: a creative menu with items, the day and night cycle, no fall damage, free crafting and storage upgrades, kept ammo, food and potions, gear upgrades and gem slots, map reveal, a backpack grid, and character flight (off by default). When the original Creative Mode mod is installed, Kiln's creative mode steps aside for it.
- The creative glider: hold S to pitch up and W to dive. The mouse stays free to look around.
- Dedicated servers: a new server pack (
kiln-server-0.2.0-dev.18.zip, an optional file on Nexus) that you unzip into the server folder, also on rented hosts with only FTP. There's a new guide too: https://frostdev.io/kiln/wiki/dedicated-servers. The systemd units for Linux servers now come with each release. - Kiln finds game functions even when another framework has hooked them first, and boots about twice as fast. Removing one of Kiln's hooks never removes another framework's hook on top of it.
- More robust: faults in Kiln's own code are caught, and that part of Kiln is switched off until the next start instead of retrying.
- Fixes from full code reviews of everything above: safe mod imports (size limits, no links), mod ownership that a file inside a mod can't fake, crash-safe EML data patching, and more.
- Not tried in the game yet: most of the frameworks above were tested in labs and on a test server, not with every real mod. Please report anything that doesn't load: the launcher's Logs page shows why.