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Editor Workflow ​

MBD2 21.1.1

The MBD2 editor is the primary authoring tool for machine and recipe-type product files.

MBD2 editor showing project tabs, the state hierarchy, a scene preview, the Inspector, History and Resources views
Project views occupy the centre; Inspector and History dock right, Resources below.

Run /mbd2_editor to open it. The project menu discovers registered machine and recipe-type project providers automatically, so a Create Kinetic Machine appears alongside the built-in single and multiblock types when Create is installed.

Views of a machine project ​

ViewOwns
Basic SettingsDefinition ID, block and item properties, machine settings, traits, recipe logic, part settings, blueprint bindings
Machine TraitsThe trait list and each trait's configuration
Machine UIThe UIElement tree bound to traits at runtime
Machine FXPer-state Photon effects and the named FX library
Multiblock PatternPredicates, layers, repetition and shape info — multiblock projects only

Recipe-type projects have a recipes list and a recipe display UI view instead.

Authoring sequence ​

  1. Create a project of the required machine type and set its ID first.
  2. Configure the definition and its states.
  3. Add traits, then generate or refine the machine UI.
  4. Enable recipe logic and select a recipe type.
  5. For multiblocks, author predicates, the pattern and shape information.
  6. Add effects and blueprints if the machine needs them.
  7. Save the project, then export its product before testing recipes.

Reloading without a restart ​

CommandReloads
/mbd2 reload_machine_projectsEvery machine definition created from a project file
/mbd2 reload_recipe_type_projectsEvery recipe type created from a project file, and its recipes

Both are single-player, permission-level-2 commands, and they re-read the exported product — not the editor's unsaved state. Export first.

Changes to block properties, shapes and registry-facing settings still need a full restart.

Released under the MIT License.