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1. Guidelines

Falki edited this page Oct 31, 2023 · 1 revision

First, a few guidelines you should consider.

  1. 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)
  2. 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 or solids.patch. You can find them here
  3. 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
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