Getting Started
What This Skill Is For
Use this skill when Codex needs to:
- patch existing Blueprint JSON and build Timberborn content mods
- bundle many JSON changes into a balance pack
- turn a
GLB,FBX, orOBJinto a placeable Timberborn building - scaffold or debug a C# DLL or UI mod
- choose between built-in Timberborn materials and custom textured AssetBundles
- decide when Blueprint is enough and when BepInEx or Harmony is required
- wire Blueprints,
TemplateCollection, andMaterialCollection - troubleshoot broken preview models, missing materials, or bundle loading errors
Install
Clone the repository into your Codex skills directory.
powershell
git clone https://github.com/Sunwood-ai-labs/timberborn-modding-skill.git "$HOME/.codex/skills/timberborn-modding"Invoke
Typical prompts:
text
Use $timberborn-modding to make a Timberborn JSON content mod that lowers building science cost.text
Use $timberborn-modding to turn my GLB into a Timberborn building mod.text
Use $timberborn-modding and keep the original GLB texture with the Unity AssetBundle route.text
Use $timberborn-modding to scaffold a Timberborn C# mod with a small in-game settings panel.Required Inputs
Codex should gather these before editing:
- mod track: JSON content mod, adjustment pack, building asset, DLL or UI mod, or advanced runtime patch
- target mod path
- source asset path if a new building asset is involved
- faction, category, and footprint if a new building asset is involved
- whether the user wants a Timberborn-style reinterpretation or the original textured look for building assets
- whether the user wants settings UI, generated JSON, or live code behavior for code mods
First Decision
Move to Mod Types first, then continue to Workflow Routes.