RuneSchema 0.8.0.0¶
RuneSchema loads enabled mod folders, mounts their cooked content, and connects
supported definitions to Dragonwilds' live systems. The main release now uses
the plain version/tag 0.8.0.0; m/e suffixes describe historical releases.
The package uses one core DLL for Steam/Epic and Game Pass, plus the RSMK plugin.
Download 0.8.0.0 · Release notes and verification · Line-by-line changelog · Installation guide
What changed¶
This release consolidates the October 13–16 changelog: the revamped Helpy desktop workspace, source-aware item/icon catalogues, Live Log, offline server-setting staging, registry counting/enrollment fixes, recipe/journal/quest authoring, streamed placement hardening, bounded loading and INI migration. Both DLLs are compressed. The stock UE4SS host is not replaced. The release notes distinguish automated verification from outstanding live placement, progression and multiplayer acceptance tests.
Earlier foundation improvements retained in this release:
- Custom cooked wearable items can join the game's item enumeration and native appearance cache. When equipment changes clear a previously built cache entry, RuneSchema can ask the game to rebuild it again. The game still applies the item's authored material and hide rules; RuneSchema does not create them.
- A cooked registry declaration can name wearable mesh-data dependencies in
WearableMeshData. This checks that those assets resolve; it is not a substitute for the item's male/female mesh-data references. - The large-recipe warning is an advisory setting. It is enabled by default
above 50,000 authored recipes, and its threshold can be changed in
settings.ini([diagnostics]; legacy JSONC remains supported). It never caps or skips recipe loading. - A mod marked
0inruneschema.txtcontributes no RuneSchema definitions, PAKs, LogicMods, or Lua companion on the next launch. Enabled mods retain their listed order.
The package includes RuneSchema, Helpy, the shared Registry Bridge, and RSNetworking, plus the shared QuestItems helper. These are one download; optional plugins can be disabled when no installed mod requires them. Choose optional bridges.
Find the right authoring path¶
| Goal | Start here |
|---|---|
| Edit existing game data with JSON/JSONC | First mod and loader folder guide |
| Add a new cooked item, mesh, station, or other asset | PAK content guide |
| Make a cooked item discoverable in a live registry | Cooked registry declarations |
| Add physical, ranged, or magic attacks | Weapons and attacks |
| Add crafting or processing | Stations and recipes |
| Add custom armor and appearance | Custom armor |
Save and multiplayer boundaries¶
PAK mounting, object resolution, live registration, and gameplay connection are different steps. A mounted file is not proof that its item or attack is usable. Check each layer in the startup log and in the game. The server remains authoritative for multiplayer gameplay; participating clients need the cooked content they must use or display. Platform and multiplayer guide.
RuneSchema's cleanup uses applicable live registries after enabled content has loaded. It does not infer that a saved ID is orphaned merely because it came from a mod. Back up important characters before changing a gameplay mod list. Save safety and removal.
What RuneSchema does not do¶
RuneSchema cannot fix a PAK with missing cooked assets, wrong paths, or broken Blueprints. It cannot invent an armor material, the missing half of an attack pair, or multiplayer behavior for a mod that has not authored it. A registry declaration names content and validates supported live lanes; it does not make every asset inside a PAK active automatically.