rubberduck {l Wrote}:i moved the flower mesh a bit, it seems that every mesh i have added adds all of these meshes i exported from this blend-file
Ya, that's how it works. Think of the whole library node file as an entire track or scene unto itself, which is appended into the main STK track when the game loads. You only have to link one of the objects, and everything else will follow (assuming you've named your library node's .blend file's directory properly).
This might make it hard to get a preview in Blender when your node has more than one object, since you only end up linking one. To work around this, you should be able to create a dummy object by merging all your objects and setting it to "Ignore" in STK properties. Then, you can link this dummy object into your scene to get a better preview of how it would look with the full node. STK uses the directory name of the library's .blend when exporting scene.xml, so the full node should still be used ingame.
However, I'd advise you to be conservative with the number of objects you have in each node. IIRC, samuncle and vlj have said that the framerate in chocolate (now Cocoa Temple, I guess) is limited by the CPU, due to the sheer numbers of library objects in the track. I also asked Auria if the performance impact from library nodes is per node or per object (e.g., your flower would count as four objects), and the reply was that it was per object. As a result, each library node in my
valley demo contains five trees (it's probably not such a big deal with a flower pot, but it still might be best to consider optimization).