All Mods Resource Packs Data Packs Shaders Modpacks Plugins
KilaGraph

KilaGraph

by KilaBash • Downloads: 0 • Followers: 0
Description
Gallery
Changelog
Versions

KilaGraph

A programmable node graph and shader graph toolkit for Minecraft mod developers.

NeoForge LDLib2 License

KilaGraph builds on LDLib2's Node Graph Toolkit to provide in-game programmable graphs for mods. It is aimed at authors who want visual logic graphs, reusable graph resources, and ShaderGraph-style authoring for custom RenderTypes without writing every shader and editor workflow by hand.

Features

  • Blueprint Graphs: general-purpose programmable node graphs for mod-side logic and data flow.
  • RenderType Graphs: visual shader graphs that compile into Minecraft RenderType pipelines.
  • Shader Function Graphs: reusable shader subgraphs that can be shared across RenderType graphs.
  • Editor integration: LDLib2-powered graph editing, resource management, node libraries, settings panels, and live shader previews.
  • Minecraft-aware nodes: utilities for items, blocks, fluids, entities, NBT, world queries, math, lists, maps, strings, and shader operations.

Requirements

  • Minecraft / NeoForge 26.1
  • LDLib2 26.1.2.20+

Exact dependency ranges are defined in gradle.properties.

Links

License

KilaGraph is licensed under the MIT license.

How to Install KilaGraph (Mod)

KilaGraph by KilaBash is verified for Neoforge across Minecraft versions 1.21.1, 26.1, 26.1.1, 26.1.2, 26.2, 26.3 (latest release: mc26.3-26.3.1.0-neoforge, file size: 2.7 MB). Follow the steps below to install it safely from ModCraft.tv:

  1. Click the Download button above and select your Minecraft version (1.21.1, 26.1, 26.1.1, 26.1.2, 26.2, 26.3) and platform (Neoforge).
  2. Make sure you have the compatible loader or environment installed for Neoforge.
  3. Move the downloaded KilaGraph file into your Minecraft .minecraft/mods folder and launch the game.

All Versions

+ Add Version
Name Game version Platforms Published Downloads Actions
26.3
Neoforge
4d ago 1
26.2
Neoforge
5d ago 1
26.1.x
Neoforge
5d ago 1
26.2
Neoforge
24d ago 1
26.1.x
Neoforge
24d ago 1
1.21.1
Neoforge
24d ago 1
26.2
Neoforge
1mo ago 1
26.1.x
Neoforge
1mo ago 1
1.21.1
Neoforge
1mo ago 1
26.1.x
Neoforge
2mo ago 1
1.21.1
Neoforge
2mo ago 1
1.21.1
Neoforge
2mo ago 1
1.21.1
Neoforge
2mo ago 1
26.1.x
Neoforge
2mo ago 1
1.21.1
Neoforge
2mo ago 1
1.21.1
Neoforge
2mo ago 1
26.1.x
Neoforge
3mo ago 1
1.21.1
Neoforge
3mo ago 1
26.1.x
Neoforge
3mo ago 1
1.21.1
Neoforge
3mo ago 1
26.1.x
Neoforge
3mo ago 1
1.21.1
Neoforge
3mo ago 1
26.1.x
Neoforge
3mo ago 1
26.1.x
Neoforge
4mo ago 1
1.21.1
Neoforge
4mo ago 1
26.1.x
Neoforge
4mo ago 1
26.1.x
Neoforge
4mo ago 1
26.1.x
Neoforge
4mo ago 1
26.1.x
Neoforge
4mo ago 1
## v26.3.1.0
  • Added Iris 1.11.7 support for NeoForge 26.3: a shaderpack draws render type graphs with its own entity programs, running their shading, textures, per-material values and vertex displacement there, and casting their shadows
  • Improved shaderpack reloads, now about 4 times faster: graph surfaces are injected only into the entity programs they draw with
  • Improved the shaderpack surface cache, keeping only the surfaces in use and the 32 most recently released in the pack's programs
  • Fixed a shaderpack failing to load once its programs can't hold every graph's uniforms and samplers; a graph that doesn't fit is left out of them, with a warning
  • A shaderpack draws graphs with the entity vertex format, one RGBA8 target and no instance data; others keep their own shader, unlit by the pack
  • Iris runs on the OpenGL backend only, and turns improved transparency off while its shaders are enabled

## v26.2.0.16.a
  • Fixed material uniforms declared after a vec3 reading the wrong value (they are now written at their std140 offsets)
  • Fixed int and bool material uniforms being written as float bits

## v26.1.0.16.a
  • Fixed material uniforms declared after a vec3 reading the wrong value (they are now written at their std140 offsets)
  • Fixed int and bool material uniforms being written as float bits

## v26.2.0.16
  • Added a nearest-entity node
  • Added the damage source as a graph type, with nodes to read one, test it against a damage type tag, build one and hurt with it
  • Added NBT Copy, and a copy pin on NBT Set, NBT Path Set and NBT Remove (they still write in place by default)
  • Added colour to vector conversion: a colour wired into a vector pin reads as its red, green and blue
  • Changed a pure node to be worked out again for each exec node that reads it, as Unreal does
  • Fixed loops, subgraph returns and reads after a flow not seeing the last write; For and ForEach re-read their count and list before each iteration
  • Fixed an exec node's published outputs being lost when an output it did not publish is read
  • Improved port labels: a port's display is a lang key with its text as fallback, and undisplayed ports use kg.pin.<id> keys with the id in words as fallback

## v26.1.0.16
  • Added a nearest-entity node
  • Added the damage source as a graph type, with nodes to read one, test it against a damage type tag, build one and hurt with it
  • Added NBT Copy, and a copy pin on NBT Set, NBT Path Set and NBT Remove (they still write in place by default)
  • Added colour to vector conversion: a colour wired into a vector pin reads as its red, green and blue
  • Changed a pure node to be worked out again for each exec node that reads it, as Unreal does
  • Fixed loops, subgraph returns and reads after a flow not seeing the last write; For and ForEach re-read their count and list before each iteration
  • Fixed an exec node's published outputs being lost when an output it did not publish is read
  • Improved port labels: a port's display is a lang key with its text as fallback, and undisplayed ports use kg.pin.<id> keys with the id in words as fallback

## v21.1.0.16
  • Added a nearest-entity node
  • Added the damage source as a graph type, with nodes to read one, test it against a damage type tag, build one and hurt with it
  • Added NBT Copy, and a copy pin on NBT Set, NBT Path Set and NBT Remove (they still write in place by default)
  • Added colour to vector conversion: a colour wired into a vector pin reads as its red, green and blue
  • Changed a pure node to be worked out again for each exec node that reads it, as Unreal does
  • Fixed loops, subgraph returns and reads after a flow not seeing the last write; For and ForEach re-read their count and list before each iteration
  • Fixed an exec node's published outputs being lost when an output it did not publish is read
  • Improved port labels: a port's display is a lang key with its text as fallback, and undisplayed ports use kg.pin.<id> keys with the id in words as fallback
## v26.2.0.15
  • hello 26.2!

## v26.1.0.15
  • Added quaternion type and rotation nodes (axis angle, euler, from-to, compose, inverse, slerp, rotate vector, angle between, Vec4 bridge)
  • Added vector nodes (direction to, set length, slerp, perpendicular, wrap, Vec2/Vec3/Vec4 conversions)
  • Added math nodes (wrap, snap, step, smoothstep, inverse lerp, delta angle, move towards, nearly equal, wave)
  • Added hyperbolic sine, cosine and tangent to the Trig node
  • Added a per-node declaration of whether a graph may run it off the game thread
  • Added a variable store access API
  • Added a Set Var that points at a variable's declaration instead of at its spelling
  • Added setSampler, binding a Sampler2D value's params and not only its texture
  • Improved the item library's constant types, now derived rather than hand-listed (Chunk Pos is no longer offered as a constant it cannot edit)
  • Fixed a node's declared ports landing below the dynamic ones it defines
  • Fixed a port with no accessor losing the editor its own type registered
  • Fixed a loaded pin's constant keeping the type it was saved under instead of the pin's declared type

## v21.1.0.15
  • Added quaternion type and rotation nodes (axis angle, euler, from-to, compose, inverse, slerp, rotate vector, angle between, Vec4 bridge)
  • Added vector nodes (direction to, set length, slerp, perpendicular, wrap, Vec2/Vec3/Vec4 conversions)
  • Added math nodes (wrap, snap, step, smoothstep, inverse lerp, delta angle, move towards, nearly equal, wave)
  • Added a per-node declaration of whether a graph may run it off the game thread
  • Added a variable store access API
  • Added a Set Var that points at a variable's declaration instead of at its spelling
  • Added setSampler, binding a Sampler2D value's params and not only its texture
  • Fixed a node's declared ports landing below the dynamic ones it defines
  • Fixed a port with no accessor losing the editor its own type registered
  • Fixed a loaded pin's constant keeping the type it was saved under instead of the pin's declared type
## v26.1.0.14
  • Fixed whole numbers exact in math, compare, bitwise and convert nodes
  • Fixed collection ports the canonical LIST handle instead of the bare class
  • Improved one prepared graph be executed by several threads
  • Refactored Vector nodes of blueprint
  • Added tangent space support to the shader graph
  • Added the missing node wiki entries for ports and options
  • Fixed a variable with a null default crashing
  • Added the exec pin a node was entered through, and the Do Once, Do N, Flip Flop, Multi Gate and Toggle Gate nodes
  • Added retainExecOutputs for exec node output cache
  • Added object transform API slots
  • Fixed DynamicTransforms being declared on pipelines that never bind it
## v21.1.0.14
  • Fixed a variable with a null default crashing
  • Added the exec pin a node was entered through
  • Added retainExecOutputs for exec node output cache
  • Added retainExecOutputs
## v21.1.0.13
  • Refactored Vector nodes of blueprint
  • Added tangent space support to the shader graph
  • Added the missing node wiki entries for ports and options
## v21.1.0.12
  • Fixed whole numbers exact in math, compare, bitwise and convert nodes
  • Fixed collection ports the canonical LIST handle instead of the bare class
  • Improved one prepared graph be executed by several threads
## v26.1.0.11
  • Added LDLib2 UI nodes (element, style, stylesheet, animation, event, drag, sync, binding, rpc, xml, template, context)
  • Added multi-line text node
  • Improved node library grouping (mc and ui parent groups)
  • Added Minecraft nodes (entity, player, level, block, item, container, redstone, enchantment, potion, recipe, loot, mining, tag, nbt, text, regex)
  • Added info context nodes
  • Added vector types and vector nodes
  • Improved blueprint execution performance
  • Improved subgraph host context
  • Unified mc_ node prefix
  • Fixed breakpoints on loop, sequence and subgraph entry nodes
  • Container pins are now ResourceHandler; removed Container Set (26.1 has no usable overwrite operation)
  • World Bounds reports minY/maxY per 26.1; Comparator Output gained a side input
  • Removed the exhaustion output from Player Food (no longer readable in 26.1)
## v21.1.0.11
  • Added LDLib2 UI nodes (element, style, stylesheet, animation, event, drag, sync, binding, rpc, xml, template, context)
  • Added multi-line text node
  • Improved node library grouping (mc and ui parent groups)
KilaGraph Icon
Download KilaGraph
Select game version
Select platform