Plugin lifecycle
Load a minimal plugin and write to the RE_Kenshi debug log.
Native plugin development
Begin with precompiled development files and focused examples; compiling the RE_Kenshi core is not required for ordinary plugin work.
KenshiLib exposes native game-facing capabilities through RE_Kenshi. The official examples provide a safer path from loading a plugin to changing UI, data, state, or rendering behavior.
01 HelloWorld
02 KillButton / MyGUI
03 Dialogue + GameData
04 Persistent WorldStates
05 Plugin Import / Export
06 Materials + Shaders
Example map
Each example isolates a specific idea so you can validate loading and compatibility before combining systems.
Load a minimal plugin and write to the RE_Kenshi debug log.
Create MyGUI elements and connect them to selected-character behavior.
Add dialogue conditions, effects, and paired FCS extensions.
Define custom data and preserve integer state across saves.
Communicate between plugins and use the early-loading system.
Work with material and shader properties on game characters.
Legacy constraints
KenshiLib plugins must target a legacy binary environment even when a modern Visual Studio installation is used as the IDE.
Read the build-environment guide