So I have set up my own local server for a few friends of mine and I wanted to share what I have discovered so far concerning mods: When adding a mod part to the KSPPartsList.txt 1) Any part's name containing an underscore, "_", fails to be recognized as a valid part. This can be fixed by changing underscores to dashes in the part's .cfg file ("name = Part_Name" changes to "name = Part-Name") 2) Part Names beginning with numbers will not be recognized. This can be fixed by adding a letter before the number in the part's .cfg file ("name = 123Part" changes to "name = a123Part") Two mods I have downloaded and installed so far are Deadly Reentry 2.1 and Ioncross Life Support dev 11.4: Deadly Reentry works without any (discovered) errors so far after changing a few part names slightly. Ioncross Life Support works (semi) well so far. One issue I have discovered is that resource consumption does not occur when syncing forward (i.e. O2 does not decrease when syncing with a future player, no does CO2 increase). I believe this to be a fault with the code of Ioncross, as the Resource calculations are dependent on a "linear" increase in the Universal Time and not the jump that occurs with Kerbal Multiplayer. On the positive side, resources (and their amounts) added by mods are save through logging out, server restarts, switching to and from other craft, and other players using the craft. Next on the agenda is Kethane and then B9. I'll report back with an update after I test them out. Wingman_mn P.S. Remember to distribute the modified parts and the KSPPartsList.txt to each player on the server, otherwise errors will occur