@LMA No. It just sets a fixed value for some defined parts. @Tortoise You already have ModuleManager included why not use it? Instead of packing every part config in the download and then let people override the stock files, you can put all your changes in one config file and let ModuleManager apply them. This way you do not have to overwrite stock files (which is no good idea because stuff can depend on them). Here is a example of my fuelWings.cfg @PART[wingStrake] { RESOURCE { name = LiquidFuel amount = 0 maxAmount = 25 } MODULE:NEEDS[CrossFeedEnabler] { name = ModuleCrossFeed } } @PART[structuralWing] { ... A bonus is, with the ":NEEDS[]" command you can apply changes dynamicly depending on the presence of other mods. In this case it will only apply the CrossFeed module if CrossFeedEnabler is present somewhere in gamedata. The big advantage is that you can support other mods (however, they are not "required" so people can choose not to use them) without the hassle of having to always keep an eye on them for actualisations as you can just tell people "My mods supports these mods: <link to the other mod>". And you don't get problems with other mod authors because you redistribute their mods which may violate their licence and copyright (REALLY BAD THING!). Here are instructions on how to use ModuleManager to apply changes to other parts: https://github.com/sarbian/ModuleManager/wiki Edit: Good explanation fo the NEEDS command: