TimberBoostControl v0.1.0
This initial release note covers the full shipped history included in the first public tag.
Highlights
- Initial public release of the VitePress-backed TimberBoostControl documentation and gameplay flow.
- Core runtime pipeline is now explicit: mod startup, settings bootstrap, and immediate blueprint regeneration.
- Bottom-bar launcher and panel are connected to
settings.jsonreload flow. - Release includes deterministic generation behavior through
.generated-files.txttracking and cleanup.
Included in v0.1.0
- Starter flow that initializes the mod context and auto-writes
settings.jsonwhen missing.- Implemented in
Source/TimberBoostControlStarter.cs.
- Implemented in
- Settings load/save with normalization and legacy boolean compatibility.
- Implemented in
Source/TimberBoostControlSettingsStore.cs.
- Implemented in
- Blueprint generator that reads the base
Blueprints.zip, computes changed outputs, writes.blueprint.json, and tracks written files.- Implemented in
Source/TimberBoostControlGenerator.cs.
- Implemented in
- Bottom-bar entry point (
Boostbutton) with icon fallback to text if asset loading fails.- Implemented in
Source/TimberBoostControlBottomBarButton.cs.
- Implemented in
- Read-only control panel with resolved
settings.jsonpath andReload settings.jsonaction.- Implemented in
Source/TimberBoostControlPanel.cs.
- Implemented in
- Dependency wiring through Bindito and bottom-bar module registration.
- Implemented in
Source/TimberBoostControlConfigurator.cs.
- Implemented in
Behavioral notes (v0.1.0)
- Character multipliers are currently generated for supported carrying speed/mass fields when enabled.
- Building changes are generated only for entries with modified values, including:
- build cost scaling,
- science cost scaling,
- workplace worker scaling,
- power input scaling,
- stockpile capacity scaling.
- File generation is safe to rerun in place:
- The previous pass is read from
.generated-files.txt, - previously generated files are removed before regeneration,
- and tracking is refreshed after the new pass.
- The previous pass is read from
- The mod starts by loading settings, then generates at startup, then logs either success or the exact generator failure reason.
Usage pointers
- If you are new to this release, start from Getting Started.
- For schema details and accepted legacy keys, read Settings.
- For a release walkthrough, read TimberBoostControl v0.1.0 walkthrough.
- See Architecture for wiring and class responsibilities.
Compatibility
- Supports Timberborn
1.0.xruntime layout assumptions and Windows build flow. - The build flow compiles with
csc.exein.NET Framework 4.xas documented in project scripts.