# 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](/doc/getting-started-ahnZZDJlF4) explains the model, opens the catalog imported by ThunderKit, and creates a first link.
* [Working with linked assets](/doc/working-with-linked-assets-VhGq8uWLNH) covers prefabs, ScriptableObjects, sub-assets, type compatibility, and references.
* [Builds and troubleshooting](/doc/builds-and-troubleshooting-BVeqLtrxlh) covers mod packaging, standalone player builds, diagnostics, and common failures.

## The normal workflow


1. Complete the normal Redux mod-project and ThunderKit setup.
2. Open **Modding → Linked Addressables → Open Browser…**.
3. Find the stock asset by address, label, or type.
4. Create a linked asset under your project's `Assets` folder.
5. Assign it to a mod-owned prefab or ScriptableObject, or create a [prefab patch](/doc/prefabs-JwCaFT4rZd) from a linked prefab.
6. 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.

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**Documents**

- [Getting started](https://docs.ksp2redux.org/s/0a4a3e31-0b40-48e0-bd81-e14856f80d3d/doc/getting-started-ahnZZDJlF4)
- [Working with linked assets](https://docs.ksp2redux.org/s/0a4a3e31-0b40-48e0-bd81-e14856f80d3d/doc/working-with-linked-assets-VhGq8uWLNH)
- [Builds and troubleshooting](https://docs.ksp2redux.org/s/0a4a3e31-0b40-48e0-bd81-e14856f80d3d/doc/builds-and-troubleshooting-BVeqLtrxlh)