🪵 Resources¶
Resources represent goods, materials, food, tools, weapons, treasure, DLC products, and other carryable or countable things in the economy.
Most base game resources are defined in:
DLC resources are defined in:
Main Component¶
Resource entities usually contain a ResourceDescription component.
Common fields:
| Field | Meaning |
|---|---|
ResourceCategory |
GUID reference to a resource category |
Name |
Display/localization key or readable name |
NamePlural |
Plural display/localization key |
Icon |
UI icon path |
Mesh |
3D mesh or asset path |
PileMeshByPosition |
Visual pile variants |
CarryType |
How a carrier visually transports the resource |
UiDisplay |
Whether/how the resource appears in UI |
Tags |
Flexible grouping for objectives, recipes, storage, or other logic |
NotificationBySeverity |
Notification links for shortage/importance states |
Resource Categories¶
Categories are separate entities, mainly in:
A resource points to a category through ResourceCategory.
Categories are useful for UI grouping and broad logic. Do not replace a category GUID blindly; it may affect menus, storage, objectives, or production filters.
Where Resources Are Used¶
Resources are referenced by many systems:
| System | Typical use |
|---|---|
| Building buildup | Construction costs |
| Production recipes | Inputs and outputs |
| Deposits | Gathered resource type |
| Storage | Stored or accepted resource types |
| Objectives | Required amounts or produced goods |
| Trade | Trade requests, supply objectives, market behavior |
| UI | Icons, categories, top bar entries, notifications |
This is why resource edits should start with reference tracing.
Generated Resource Catalogs¶
Run the local catalog generator:
Then inspect:
generated/catalog/resources.md
generated/catalog/resource-flow.md
generated/catalog/resource-usage.md
generated/catalog/filters/production/resources-produced.md
generated/catalog/filters/production/resources-consumed.md
generated/catalog/filters/production/resources-stored.md
The most useful first file is resource-flow.md. It answers:
- where a resource is produced or gathered
- where it is consumed by recipes or shrine recipes
- which buildings use it as a construction cost
- which units use it as a recruitment cost
- which buildings explicitly reference it in storage/pile data
- whether it appears as a treasure hunter target
Use resource-usage.md when you need the detailed row-by-row source context.
The resource flow catalog is generated from explicit database references. Generic storage behavior that is not tied to a specific resource list is not expanded into every possible resource.
Common Safe Edits¶
Usually safer:
- changing
SortOrder - adjusting
UiDisplay, if you understand the UI consequence - changing
Iconto another valid icon path - changing display/localization-style text for local experiments
- adding tags only after checking similar resources
Be careful with:
ResourceCategoryCarryTypeMesh- pile mesh configuration
- tags used by objectives or production filters
Avoid unless you know the full reference chain:
- changing a resource GUID
- deleting a resource
- replacing a resource GUID in recipes with a resource from a very different category
Example: Trace A Resource¶
To understand a resource, search for its name first:
Then search for the entity's GUID:
You are looking for:
- definition in
resources.gd.xml - production recipe inputs/outputs
- building construction costs
- storage or trade references
- objective requirements
Example: Changing A Construction Cost Resource¶
Suppose a building cost points to:
Changing Amount is usually much safer than changing Resource.
If you change Resource, verify that:
- the new GUID points to a real resource entity
- carriers can transport it
- the target building can accept/display it
- the economy can produce or gather it before the building is needed
DLC Resources¶
DLC resources follow the same structure as core resources. For example, dlc1 adds resources such as apples, grapes, wine, eggs, cleansing plants, and cleansing potions.
DLC resources often reference core categories or are used by DLC recipes, DLC buildings, and DLC objectives. This is a good example of the additive package model: DLC files extend the system rather than replacing core files wholesale.
Practical Advice¶
For first mods, prefer changing amounts where resources are used, rather than changing the resource entities themselves.
Good first experiments:
- lower or raise a building construction resource amount
- increase a recipe output amount
- adjust resource sort order
Save resource identity changes for later. They can affect many systems at once.