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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.json reload flow.
  • Release includes deterministic generation behavior through .generated-files.txt tracking and cleanup.

Included in v0.1.0

  • Starter flow that initializes the mod context and auto-writes settings.json when missing.
    • Implemented in Source/TimberBoostControlStarter.cs.
  • Settings load/save with normalization and legacy boolean compatibility.
    • Implemented in Source/TimberBoostControlSettingsStore.cs.
  • Blueprint generator that reads the base Blueprints.zip, computes changed outputs, writes .blueprint.json, and tracks written files.
    • Implemented in Source/TimberBoostControlGenerator.cs.
  • Bottom-bar entry point (Boost button) with icon fallback to text if asset loading fails.
    • Implemented in Source/TimberBoostControlBottomBarButton.cs.
  • Read-only control panel with resolved settings.json path and Reload settings.json action.
    • Implemented in Source/TimberBoostControlPanel.cs.
  • Dependency wiring through Bindito and bottom-bar module registration.
    • Implemented in Source/TimberBoostControlConfigurator.cs.

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 mod starts by loading settings, then generates at startup, then logs either success or the exact generator failure reason.

Usage pointers

Compatibility

  • Supports Timberborn 1.0.x runtime layout assumptions and Windows build flow.
  • The build flow compiles with csc.exe in .NET Framework 4.x as documented in project scripts.

Released under the MIT License.