Starter inventory
Zero-requirement checks provide the parts needed to begin a Career. Their number follows difficulty and the starting-inventory settings.

COMMUNITY INTEGRATION
Build a space programme from the parts other worlds send you. Mission milestones, contracts and technology purchases reward the multiworld as your rockets gain the range to explore the Kerbol system.
Maintained by Nick Davies
Browse possible checks, rewards and settings. What appears in your game depends on your World options.
The 6 listed location families and 10 reward families are category summaries, not per-seed totals or a complete inventory of individual parts. The APWorld defines 340 possible body-mission slots across 16 destinations (15 landable bodies and Jool; Kerbol is excluded), 62 technology nodes with configurable check slots, and contract/start checks that vary by options. A generated seed emits only its feasible configured subset.
Browse the gameplay families that can send checks to your multiworld.
Zero-requirement checks provide the parts needed to begin a Career. Their number follows difficulty and the starting-inventory settings.
Perform a science experiment at each of 12 named Space Center sites, including the Launch Pad, VAB, R&D and Tracking Station.
Launch, land, stage, crash and reach altitude milestones on your selected home body; an ocean splashdown is a separate shared check.
Reach flight milestones such as flybys, orbits, probe or crewed missions, landings, flags and sample returns. A harder flight can satisfy several milestones at once.
Spend science to purchase nodes in the stock 62-node technology tree. Each node can have one to four check slots.
Accept and complete generated native KSP contracts to send checks. Contract goals can also release the victory objective after a configured number of completions.
Separate single-player Career saves exchanging items through a synchronous or asynchronous Archipelago room. This integration does not itself establish native shared-flight co-op compatibility.