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Getting Started

What the mod does

TimberBoostControl adds a launcher to the Timberborn bottom bar, loads settings.json, and generates .blueprint.json overrides inside the mod folder. The in-game panel is a read-only status surface: it shows the current values, exposes the resolved settings.json path, and lets you reload the file to regenerate overrides.

Requirements

  • Windows
  • Timberborn 1.0.x
  • csc.exe from .NET Framework 4.x at C:\Windows\Microsoft.NET\Framework64\v4.0.30319\csc.exe
  • A local Timberborn installation whose Timberborn_Data\Managed folder can be resolved by build.ps1

Build the DLL

powershell
powershell -ExecutionPolicy Bypass -File .\build.ps1

If Timberborn is installed in a non-standard location, pass the game root explicitly:

powershell
powershell -ExecutionPolicy Bypass -File .\build.ps1 -GameRoot "C:\Path\To\Timberborn"

Install the mod

  1. Build Code.dll.
  2. Copy this repository into Documents\Timberborn\Mods\TimberBoostControl, or create a junction that points there.
  3. Start Timberborn and enable the mod in Mod Manager.

Runtime flow

  1. On startup, the mod initializes its working directory and makes sure settings.json exists.
  2. The starter loads the settings and immediately regenerates blueprint overrides from them.
  3. During gameplay, open the bottom-bar launcher to inspect the active values.
  4. Edit settings.json outside the game or while the game is paused.
  5. Click Reload settings.json in the panel.
  6. Restart Timberborn so the regenerated gameplay data is fully applied.

Screenshots

Bottom-bar launcher

Bottom-bar launcher

Control panel

Control panel

Generated files

The generator cleans up files listed in .generated-files.txt, writes the current set of overrides, and then refreshes the tracking file. Typical outputs are:

  • Buildings/**.blueprint.json
  • Characters/**.blueprint.json
  • .generated-files.txt

This keeps the mod folder deterministic and makes it safe to regenerate repeatedly.

Released under the MIT License.