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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, or OBJ into 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, and MaterialCollection
  • 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.
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Use $timberborn-modding to turn my GLB into a Timberborn building mod.
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Use $timberborn-modding and keep the original GLB texture with the Unity AssetBundle route.
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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.

Released under the MIT License.