eLIB means this is meant for modders. End-users will have no benefit from looking at this. More info here.
One of the problems I've seen described on the forums is the inability to add shard resources through xml mods. For example, you might want to have a shard appear as a mine would from the Naturalist talent, or you might even want to summon a shard through magic or from a goodiehut or a quest.
This "library" makes new resources, that CAN be produced through XML modding (unlike the old ones). They are set to NOT spawn additional shards at the start of a game, or as the game progresses.
<?xml version="1.0" encoding="utf-8"?>
<ResourceTypes>
<DataChecksum NoParse="1">
<Ignore>DispName</Ignore>
<Translate>DispName,Description</Translate>
</DataChecksum>
<ResourceType InternalName="UncoveredAirShard">
<DisplayName>Uncovered Air Shard</DisplayName>
<Type>AirShard</Type>
<Description>One of the rare shards in the world. Controlling shards increases the power of spells that make use of the associated element.</Description>
<LongDescription> One of the great air shards. A warm breeze swirls about as the shard reflects the sky above.
Building a shrine on it will give you access to its great power.</LongDescription>
<AcquiredDescription>The air shard provides access to its powerful magic. The most powerful of these spells are located in the Book of Air Magic.</AcquiredDescription>
<HarvestType>ShardHarvest</HarvestType>
<IsShard>1</IsShard>
<AirManaValue>5.0</AirManaValue>
<ClothIcon>gfx\\TacticalIcons\\Res_AirShard.dds</ClothIcon>
<Medallions InternalName="ElementalShard_Air_Medallions">
<All>AirCrystal_Medallion.png</All>
</Medallions>
<TileDesign>S_Air_Shard_01</TileDesign>
<OnSelectSFX>AirShard_SFX_01</OnSelectSFX>
<OnSelectSFX>AirShard_SFX_01</OnSelectSFX>
</ResourceType>
<ResourceType InternalName="UncoveredWaterShard">
<DisplayName>Uncovered Water Shard</DisplayName>
<Type>WaterShard</Type>
<Description>One of the rare shards in the world. Controlling shards increases the power of spells that make use of the associated element.</Description>
<LongDescription> Blue light eminates from this rare Water Shard. The magic within holds the power to both heal and destroy.
Only a channeler who has built a shrine on it can make use of its great power. Shrines require a knowledge of magic related technology to be built.</LongDescription>
<AcquiredDescription>The Water Shard provides access to great spells. The Book of Water Magic contains the greatest of these spells.</AcquiredDescription>
<HarvestType>ShardHarvest</HarvestType>
<IsShard>1</IsShard>
<WaterManaValue>5.0</WaterManaValue>
<ClothIcon>gfx\\TacticalIcons\\Res_WaterShard.png</ClothIcon>
<Medallions InternalName="ElementalShard_Water_Medallions">
<All>WaterCrystal_Medallion.png</All>
</Medallions>
<TileDesign>S_Water_Shard_01</TileDesign>
</ResourceType>
<ResourceType InternalName="UncoveredEarthShard">
<DisplayName>Uncovered Earth Shard</DisplayName>
<Type>EarthShard</Type>
<Description>One of the rare shards in the world. Controlling shards increases the power of spells that make use of the associated element.</Description>
<LongDescription> This earth shard is one of the 4 sources of magic in the world. When you build a shrine on it, you gain access to its power.
The titans brought the shards with them and used their power to lock all the native magic of Elemental within them. Accessible only to channelers, these shards are the only way the most powerful spells can be cast.</LongDescription>
<AcquiredDescription>This earth shard will allow us to cast powerful spells.</AcquiredDescription>
<HarvestType>ShardHarvest</HarvestType>
<IsShard>1</IsShard>
<EarthManaValue>5.0</EarthManaValue>
<ClothIcon>gfx\\TacticalIcons\\Res_EarthShard.dds</ClothIcon>
<Medallions InternalName="ElementalShard_Earth_Medallions">
<All>EarthCrystal_Medallion.png</All>
</Medallions>
<TileDesign>S_Earth_Shard_01</TileDesign>
</ResourceType>
<ResourceType InternalName="UncoveredFireShard">
<DisplayName>Uncovered Fire Shard</DisplayName>
<Type>FireShard</Type>
<Description>One of the rare elemental shards in the world. Controlling shards increases the power of spells that make use of the associated element.</Description>
<LongDescription> Fire shards are one of the 4 components of the Telenanth crystal. These shards were brought here long ago by the titans.
The titans locked away the native magic of the world within them, making their powers only available to channelers who have built shrines on them.</LongDescription>
<AcquiredDescription>This fire shard now provides us with its magical essence, giving us access to more powerful spells.</AcquiredDescription>
<HarvestType>ShardHarvest</HarvestType>
<IsShard>1</IsShard>
<FireManaValue>5.0</FireManaValue>
<ClothIcon>gfx\\TacticalIcons\\Res_FireShard.dds</ClothIcon>
<Medallions InternalName="ElementalShard_Fire_Medallions">
<All>FireCrystal_Medallion.png</All>
</Medallions>
<TileDesign>S_Fire_Shard_02</TileDesign>
</ResourceType>
So, for example, if I wanted to spawn one from a goodiehut I would use (note: radius is always 0)
<GameModifier InternalName="Test">
<ModType>Map</ModType>
<Attribute>CreateResourceHoard</Attribute>
<Count>0.0000</Count>
<Radius>0.0000</Radius>
<StrVal>UncoveredWaterShard</StrVal>
</GameModifier>
and if I wanted to make a new ability like Naturalist I would use (note that radius can be larger than 0 here)
<AbilityBonus InternalName="Sovereign_Ability_Starting_Position">
<AbilityBonusType>Champion_Talent</AbilityBonusType>
<AbilityBonusOption InternalName = "Sovereign_Ability_Starting_Position_AirMagician">
<DisplayName>Air Magician</DisplayName>
<Description>An Air Shard is near sovereign's starting position.</Description>
<Icon>Talent_Naturalist.png</Icon>
<Cost>10</Cost>
<GameModifier>
<ModType>Player</ModType>
<Attribute>StartPositionHasResource</Attribute>
<StrVal>UncoveredAirShard</StrVal>
<Radius>2.0</Radius>
</GameModifier>
</AbilityBonusOption>