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1. Guidelines
Falki edited this page Oct 31, 2023
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First, a few guidelines you should consider.
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Does the resource already exist?
- Look for an already existing resource defined in Community Resources patches and consider if you can use it instead of creating a new one.
- For instance, if there's already a resource called 'Oxygen', then it doesn't make sense to define your own called 'O2'
- Reusing the same resources across mods lowers a chance that players will be confused, prevents resource database inflation and increases potential for mod interoperability (maybe your new ISRU mod can harvest the same 'Oxygen' resource that an existing Life suppport mod will use to keep Kerbals alive)
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Consider where to define your new resource
- New resources are defined in
.patch
files that Patch Manager uses to create create resources in game - Resources are categorized by the aggregate state they commonly exist in (when being utilized), so consider in which category your resource could fit in
- You will place your new resource in
gasses.patch
,liquids.patch
orsolids.patch
. You can find them here
- New resources are defined in
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Do NOT add a resource your mod won't use
- To keep the resource definitions from inflating, add only resources your mod will actually use. Do not add resources just because it would be cool to have them