Ostriv Resource Editor |work| May 2026

Ostriv Resource Editor — Examination

Duration: 90 minutes
Total marks: 100

Instructions:

Section A — Short answers (20 marks, 2 marks each)

  1. Define the purpose of the Ostriv Resource Editor and name three resource types it manages.
  2. Explain the difference between resource “templates” and instantiated resources in-game.
  3. List three common file formats or data containers the editor reads/writes.
  4. Describe how the editor handles localized text for resource names/descriptions.
  5. What is the role of resource IDs and why must they remain unique?
  6. Give two reasons why backing up resource files before editing is important.
  7. What is a resource dependency and one way to visualize it in the editor?
  8. Explain a quick method to revert a single resource to the original game version.

Section B — Practical tasks (40 marks) Task 1 — Create and configure a new resource (18 marks) You are to create a new wood product — “Ironbound Plank” — with these constraints:

Deliverables (marking):

Task 2 — Balance adjustment (12 marks) A resource “Brick” is too cheap; players spam it. Propose and implement two balancing changes: one numeric and one mechanical (e.g., unlock tech). Show the edited fields (before → after) and briefly justify each change (2–3 sentences).

Marking:

Task 3 — Dependency & compatibility check (10 marks) Given a mod that adds “Improved Kiln” which overrides the Brick recipe, outline a checklist (max 8 items) and show the command or editor action to detect conflicts and resolve priority so both mods can coexist. Provide one example conflict resolution (e.g., rename ID or use compatibility patch).

Section C — Design & creativity (25 marks) Task 4 — New resource family design (15 marks) Design a short family of three related resources (names, brief role, one production chain each) centered on “textiles” but with an Ostriv flavor. For each resource include: ostriv resource editor

Task 5 — In-editor UX improvements (10 marks) Propose three focused UX improvements to the Ostriv Resource Editor that would make modding easier for newcomers. For each improvement:

Section D — Troubleshooting & best practices (15 marks)

  1. (5) You open the editor and see broken icons (red X). List five troubleshooting steps in order to fix them.
  2. (5) Describe a safe workflow for testing resource changes in-game (from edit → test → iterate) with checkpoints.
  3. (5) Provide five best-practice naming conventions or file-organization rules to avoid conflicts in shared mod environments.

Grading rubric (brief)

— End of examination —

The Ostriv Resource Editor is a community-created tool designed for real-time manipulation of resources, building storage, and terrain editing in the Alpha 5 version of the city-builder game. It allows players to modify map data, such as resource deposits and river flow, by running alongside an active game session to enhance economic management and landscape design.

For more details, visit the Steam Community discussion on the tool.


How to Access and Use the Ostriv Resource Editor (Step-by-Step)

The primary tool referenced by the community is typically hosted on GitHub pages (e.g., ostriv-save-editor). As of the current game version (alpha 5 or higher), here is the exact process.

Disclaimer: Always back up your save files. Modifying game data can cause crashes or visual glitches. Ostriv Resource Editor — Examination Duration: 90 minutes

4. The Economic Model: Market Forces

A distinct feature of the Ostriv editor is the ability to script a dynamic economy. Resources are not static values; they fluctuate based on supply and demand principles defined in the editor.

Step 3: Open the Editor

Open your web browser (Chrome, Firefox, Edge) and navigate to the URL of the Ostriv Resource Editor. (If the specific URL changes, search for "Ostriv Save Editor GitHub" – the community keeps it updated).