If you excuse me, I shall leave a list of things I found grating in your otherwise good-looking mod. The point at the end of all "Manufacturer" details in the new parts: no stock part has it and it juts out, and with the general feel I've got about the mod, an exclamation mark would work better there, as per bombastic presentation of the whole brass-and-wood steamworks aesthetic. Badly done attachment points. A lot of the parts have three when they really should have two - or in case of the LAS rocket, one (also, it would be better as a stylish alternative to sepratron with radial attachment instead of the current point). One of the separators has a point too deep and as a result z-fights with the bottom of the wooden pod. Some of the heat shields lack snapping to the attachment point both in regular and in mod-held mode (there ARE parts that only snap to point with Mod key held). Lots and lots of inconsistent capitalization and word separation. The new "fuel" resource (which I don't agree about, more below), for example, is variously written as "Whale Oil", "WhaleOil", and "Whaleoil", and a lot of descriptions start out uncapitalized, and solar sail-used resource is full on "solarthrust", and boosters are capitalized as "GunPowder". Here also go capacity values in description which are sometimes doubled, are superfluous (since UI shows the amount already) and don't match that value. A plague of ellipses. They don't work as dramatic pause in the descriptions. They only make the text look like the writer didn't know what to place there. Typos: like heatshields being misspelled as "sheild" half the time. Extra resources. KISS applies there - while I get that you likely wish to keep your parts and stock separated, there's very little point in having additional resources for managing when they're functionally nigh-identical to existent ones - whale oil and nitrous oxide can be rolled into liquid fuel and oxidizer, respectively, with no loss of functionality (but some loss of style unless a mod arises that allows renaming fuel on per-part basis while keeping the actual fuel property intact), for example. On the "pod" wooden parts, wood texture is distorted relative to the "open barrel" wooden parts, and hatch texture is extremely crisp in comparsion, resulting in a bad look. Reducing resolution of the hatch texture would help there. Maybe it's KER glitching, but a single large gunpowder booster results in considerably higher delta-V than a single BACC solid fuel booster at the cost of very small reduction in thrust/weight ratio for the same payload.