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Kerbal Space Program 1 Guide

Kerbal Space Program

This world is experimental. Only the default (Normal) difficulty has been thoroughly tested. Only vanilla (unmodded) KSP is supported - no part mods, planet packs, or other gameplay mods have been tested. The Making History DLC is supported and its parts are included by default; if you don't own it, opt out via the Enabled Part Packs option (see Key options) so the seed only uses stock parts. Kerbal Engineer Redux is known to work and is recommended for delta-v readouts. Please report issues at the GitHub issue tracker. Include your player YAML, the AP .zip output, your .apsave file, and a screenshot if possible.

How do I configure my options?

This world isn't part of the main Archipelago distribution yet, so it has no online player-options page. After installing the .apworld, create your config from the Archipelago Launcher instead:

See the setup guide for step-by-step instructions.

What does randomization do to this game?

Rocket parts (engines, fuel tanks, capsules, decouplers, etc.) are removed from the normal tech tree and shuffled into the multiworld item pool. You start with almost nothing and must receive parts from the pool to build increasingly capable rockets. The game must be played in Career Mode.

Instead of the stock science-experiment progression, your location checks are mission milestones: first launch, altitude records, orbits, landings, crew landings, flag plants, sample returns, and more across all 17 bodies in the Kerbol system. Completing a harder mission awards multiple checks at once (e.g., a Mun Sample Return also counts as a Mun Landing, Crewed Landing, etc.).

You also play contracts: native KSP contracts (orbit a body, rescue a stranded Kerbal, transmit science, plant a flag, and more) injected into your game as items. Accepting and completing a contract checks its reward location, and under the default goal mode, completing contracts is what unlocks your victory condition. The orbital and rescue contracts are randomized — each seed hands you different target orbits to fly.

By default, most of the solar system also starts hidden. Bodies beyond your home neighbourhood are invisible (or unlabelled and un-clickable) and award no checks until they're discovered — normally by receiving their Discover item, though by default you can also reveal one by flying there (out of logic). Exploring the Kerbol system is itself part of your progression. See Hidden bodies below.

The tech tree is still present but restructured. Tech tree nodes are additional locations that cost science points to purchase. Science packs (filler items) provide science needed to buy them but you are still expected to gain science from your regular missions as normal.

What items and locations get shuffled?

Items

Parts are the core progression items. Every rocket part — engines, fuel tanks, capsules, probe cores, decouplers, solar panels, relays, heat shields, and so on — is its own individual item shuffled into the multiworld pool. You start with almost nothing and grow your parts catalogue as items arrive. A part is usable in the VAB/SPH the moment you receive it; generation simply never places a part in a location you couldn't reach yet, so you are never handed something you can't use.

Progressive items are the handful of non-part gates that still advance in tiers:

Progressive Item What It Does
Progressive R&D (×5) Unlocks successively higher bands of the tech tree, and (with Buildings In Logic) raises the R&D facility's science-cost cap so you can afford pricier nodes.
Progressive Science Instrument (×3) Advances your science-instrument tier (it feeds the science-point budget).
Progressive Astronaut Complex (×2, buildings) Unlocks EVA — flag planting, EVA in orbit, rescues, and surface samples away from home. Present when Buildings In Logic is on (default).
Progressive Tracking Station (×2, buildings) Extends Deep Space Network range and unlocks patched conics. Present when Buildings In Logic is on (default).
Progressive Mission Control (×1, buildings) Unlocks maneuver nodes for planning transfers and rendezvous. Present when Buildings In Logic is on (default).
Progressive Launch Pad (×3, optional) Raises the launch-pad mass limit so you can fly heavier rockets. Present only if you enable the Progressive Launch Pad option.

Science Packs are filler items that grant science points, used to purchase tech tree nodes.

Contract items — one per contract in your seed. Receiving a contract item makes that native KSP contract available to accept; completing it checks its reward location(s).

Discover items — one Discover <Body> item per hidden body in your seed (present only when Body Visibility Mode hides bodies). Receiving one reveals that body and unlocks its missions, contracts, and science. They are always progression and can be placed anywhere in the multiworld, including another player's world. See Hidden bodies below.

Other equipment includes RTGs, batteries, docking ports, landing legs, ladders, reaction wheels, RCS, science instruments, and more.

Traps are NOT implemented today but are planned for later.

Locations

Locations are mission-based (plus contracts), not science-experiment-based. You don't run individual experiments; instead you complete missions and contracts:

KSC building upgrades (Buildings In Logic)

With Buildings In Logic (on by default) your KSC facilities start un-upgraded and you unlock them by collecting progressive items — they are no longer free from the start. Each facility gates a different capability:

Turn Buildings In Logic off to play with every facility maxed from the start (closer to a science-sandbox feel), where no building gates anything.

Progressive R&D: tech bands and the R&D building (this is not a bug)

Progressive R&D does double duty, which surprises people — it is working as intended:

  1. Every Progressive R&D copy unlocks the next band of the tech tree — i.e. which nodes you are allowed to buy. You get 5 total, and the early bands are deliberately generous (your first copy opens several early tiers).
  2. Two of those copies — the 2nd and the 4th — also upgrade the R&D building itself. The building level sets KSP's science-cost cap: the price of the most expensive node you may purchase (100 → 500 → unlimited science). The 2nd copy raises the building to the middle level (and unlocks surface samples); the 4th raises it to max.

So most Progressive R&D items only open new tech, but two of them also bump the R&D building. That is deliberate: the building upgrades are placed so the science-cost cap is never the thing blocking you — the tech band you've unlocked is always the real limit. If you receive an R&D item and the building does not visibly upgrade, that is expected — only the 2nd and 4th copies do.

Hidden bodies (Body Visibility Mode)

By default some celestial bodies start hidden — invisible or unlabelled on the map, off the Tab-cycle, and unable to award any location checks — until you receive their Discover <Body> item. This turns the Kerbol system itself into progression: you unlock where you can go, not just what you can fly.

Body Visibility Mode decides which bodies start hidden:

Your home body and the Sun are never hidden. Planets are always discovered before their moons — a moon's Discover item only becomes reachable once you hold its planet's.

While a body is hidden it awards no location checks — its flybys, orbits, landings, samples, and contracts are dormant until it's revealed. There are two ways to reveal one: receiving its Discover item (the in-logic route, which also restores its map label, targeting, and science), or — when Allow Undiscovered Bodies is on — simply flying there and entering its SOI. Once revealed by either route, its checks fire normally; a fly-there reveal just isn't something the seed's logic ever relies on.

Allow Undiscovered Bodies controls whether you can physically reach a body you haven't discovered:

Either way, the seed's logic only ever requires a body's Discover item to unlock it. The auto default means most players never touch these options — the mode is picked from your goal, and every body you actually need is gated behind a Discover item the fill algorithm guarantees you can reach.

Tech-tree interaction (not a bug): an undiscovered body's science does not count toward your science budget until you discover it. A science-hungry tech tier can therefore stay unaffordable until you have discovered enough of the system — discovering bodies is part of how you afford the deeper tree. This is why the Complete Tech Tree goal remains solvable with hidden bodies enabled.

Which items can be in another player's world?

Any KSP item can appear in another player's world — individual parts, the progressive items (R&D, Science Instrument, Launch Pad), science packs, contract items, and Discover items can all be placed in other games' locations.

What does another world's item look like in KSP?

Items for other players appear as mission checks and tech tree purchases. When you complete a mission or buy a tech node, any items at those locations are sent to their respective players.

When the player receives an item, what happens?

When you receive a part, it becomes available in the VAB/SPH for building rockets immediately — there is no tier to unlock first. Science packs are added to your science balance right away, and receiving a contract item makes that contract available to accept.

What is the victory condition?

The victory condition is configurable. Preset goals include:

Short run goals: When all goal bodies are in the Kerbin system (Kerbin, Mun, Minmus), progression items are automatically restricted from appearing at interplanetary locations. You will never be forced to fly to Duna or beyond to complete a Mun-only goal. Interplanetary missions are still available as optional content — they just won't contain items required for progression.

Key options

Tracking In-Logic Locations

KSP1 integrates with the Universal Tracker (UT), a general-purpose tracker that works across all AP games. No YAML file is needed — UT reconstructs the full logic state from slot data when you connect.

UT connects to the AP server and shows you which unchecked locations are currently in logic, grouped by body (Kerbin system first, then interplanetary bodies, then tech tree and KSC). It updates automatically as you receive items and complete checks.

KSP-specific features via UT:

I am stuck!

Use UT's /explain command to see exactly what the logic engine thinks you need for a mission and why it might not be reachable yet. This is the fastest way to understand what's blocking you.

If you believe a location shown as in-logic is not actually achievable with your current parts, please file an issue with the location name and either your parts list (from /explain parts) or your .zip and .apsave files.

Credits

The in-game flags shipped with the client mod are based on the wonderful work of 1Kerbonaut from the KSP-Style-Flags project (v1.0). Many thanks for making them available!