Custom Resources and Filtering

4 min read

Custom resources give tokens a visible meaning in a model. Instead of an unnamed unit moving between nodes, readers can see what is being counted and where it goes.

Five unnamed resource tokens move from a Source through a connection into a Pool showing 30; the type of resource is unclear.
Conceptual illustration. Named resources make the meaning of each token visible.

Custom resources can represent currencies, goods, population groups, inventory items, or game-specific tokens. Give each type a distinct name and icon so the movement of resources is easier to inspect in a diagram. Here are examples across different domains:

Give each resource a name people can recognizeExamples of what a resource can stand for in a model. Use the icon library in the current editor to choose a matching symbol.
Economies

Currency, coins, payments, profits, tickets and scarce assets.

Production

Wood, steel, gold, oil, bricks and yarn.

Player systems

Damage, health, power, agility, hits and defense.

Random rewards

Chances, chests, spins, rarities, failures and successes.

The Diagram resources panel opened from the Resources button in the toolbar: a search box, New resource, and the list of resources with their colors.
The Diagram resources panel

Create a diagram resource

Create a named resource from the current editor toolbar:

  1. Select Resources in the editor toolbar.
  2. In the Diagram resources panel, select New resource.
  3. Enter a name. Names are case-sensitive and must be unique in the diagram.
  4. Choose an icon from the searchable library. You can browse by General, Games, Business, Tokenomics, Economy, Nature or Teaching.
  5. Choose a resource color and optionally add a note.
  6. Optionally select Set as default resource so new components use it, then select Add.
Warning

Resource names are case-sensitive and must be unique within a diagram.

Use a diagram resource

After creating a resource, select a compatible node and choose the resource in its properties. The same named type can be used across several nodes in a diagram.

The Properties panel of a Pool: Trigger, Direction, and the Resources menu open with a search field, the diagram's resources and New resource.The Properties panel of a Pool: Trigger, Direction, and the Resources menu open with a search field, the diagram's resources and New resource.
Pick the resource in the Resources dropdown of the node’s Properties panel

Sources generate named resources, Pools store them, and Converters turn one type into another.

Generate resources with Sources

A Source creates a selected resource type when it activates. Use one to model coins, workers, health points or materials entering a system. The amount and timing depend on the Source and connection rules.

For example, one Source can add workers to a staffing model while another adds materials to its production flow.

Two Sources with their own resource types: Hire workers sends 1 Worker per Step into Staff, and Deliver wood sends 2 Wood per Step into Stockpile.Two Sources with their own resource types: Hire workers sends 1 Worker per Step into Staff, and Deliver wood sends 2 Wood per Step into Stockpile.
Note

In the example, each Source generates one selected resource type (Worker and Wood). Add another Source when a second type needs its own entry point.

Store and track resources in Pools

Setting the Diagram Resources for a pool will apply the selected type only for the Initial amount of resources.

The Resources menu in the Properties panel of a Pool, with a search box, the resource list and a New resource button.The Resources menu in the Properties panel of a Pool, with a search box, the resource list and a New resource button.

A Pool can contain several named types at once. A card deck can hold four suits, an inventory can hold wood and steel, and a workforce Pool can contain different roles. The example below shows this behavior: a Pool of Coin bags and a Pool of Coins, each with its own resource type.

Pool Coin bags holding 3 bags, joined by a State Connection labeled Add change x 5 to a Pool Coins that shows 15 Coins.Pool Coin bags holding 3 bags, joined by a State Connection labeled Add change x 5 to a Pool Coins that shows 15 Coins.
Interface screenshot: Move multiple resource types through Pools
Note

Resources added to Pools using State Connections Modifiers will create resources based on the initial resource type selected in the properties panel.

In the example below the Coins pool has 0 initial resources but 5 new coins are added for each Coin Bag in the first pool.

How the State Connection creates Coins from Coin Bags
3 Coin BagsCounted in the first Pool
→
5 Coins per bagState Connection modifier
→
15 CoinsCreated in the Coins Pool
The Properties panel of a Pool with the Resources field boxed in green; it shows the resource the Pool holds, here Graphite.The Properties panel of a Pool with the Resources field boxed in green; it shows the resource the Pool holds, here Graphite.
The Resources field of a Pool in the Properties panel (boxed): it sets the resource the Pool holds

Change resource types with Converters

A Converter consumes an input resource and creates an output resource. Use one to model a shop exchanging currency for goods, a crafting process turning raw materials into finished items, or an advancement system spending experience points to award a level. The input and output types remain visible in the diagram.

A Pool of Coins feeds a Converter named Shop at 5 Coins each, and the Shop sends 1 Sword into the Swords Pool for each conversion; four Swords are made from 20 Coins.A Pool of Coins feeds a Converter named Shop at 5 Coins each, and the Shop sends 1 Sword into the Swords Pool for each conversion; four Swords are made from 20 Coins.

Filter resources by color

A Resource Connection can filter by resource color. When filtering is enabled, it moves only resources of the selected color. Open the connection’s Properties panel and choose the resource in Resource filter; the menu lists None and every resource of the diagram, with a search box on top.

In the example below, blue and green resources enter one Pool. Each outgoing connection accepts only its selected color and sends those resources to the matching Pool.

Blue and green resources enter a mixed pool; blue-only and green-only connections direct each color to its matching pool.
Conceptual redraw of color filtering. Each outgoing connection accepts only its selected resource color. Open the redraw at full size.
The Resource filter menu of a Resource Connection in the Properties panel: a search field, No filter, the diagram's resources and New resource.The Resource filter menu of a Resource Connection in the Properties panel: a search field, No filter, the diagram's resources and New resource.
The Resource filter of a Resource Connection

State connections and resource colors

State Connections will respond to Resources based on their color similar to Resource Connections.

Once the filter is enabled, the formula of a State Connection will only be executed if a Resource with matching color passes through a Gate or Pool.

In the example below, the State Connection will only trigger the Waiting Source if the Pool to the left contains more than three orange Resources.

An orange source fills a pool; a state connection checks for more than three orange resources and activates a waiting source.
Conceptual redraw of the condition. The state connection reads the pool; it does not transfer resources. Open the redraw at full size.
The Resource filter menu of a State Connection: a search field, No filter, the diagram's resources and New resource.The Resource filter menu of a State Connection: a search field, No filter, the diagram's resources and New resource.
The Resource filter of a State Connection