Linked addressables
Linked Addressables let a mod project use stock KSP2/Redux assets as persistent Unity references without copying those assets into the mod. You can browse the external catalog, create a linked project asset, drag it into serialized fields, and use linked prefabs as the source for visual prefab patches.
Guides
Getting started explains the model, opens the catalog imported by ThunderKit, and creates a first link.
Working with linked assets covers prefabs, ScriptableObjects, sub-assets, type compatibility, and references.
Builds and troubleshooting covers mod packaging, standalone player builds, diagnostics, and common failures.
The normal workflow
Complete the normal Redux mod-project and ThunderKit setup.
Open Modding → Linked Addressables → Open Browser….
Find the stock asset by address, label, or type.
Create a linked asset under your project's
Assetsfolder.Assign it to a mod-owned prefab or ScriptableObject, or create a prefab patch from a linked prefab.
Build the mod through the supported pipeline and test the packaged result.
The linked project asset is an identity bridge, not a redistributable copy. Keep the game's Addressables source outside your mod and never package stock bundles as mod-owned content.