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Mod Types

Pick the Track Before You Edit

This skill supports more than new building assets. The first job is choosing the right Timberborn mod track.

JSON Content Mod

Use this when you are changing existing Blueprint values only.

Good fit:

  • carry capacity
  • walking speed
  • storage capacity
  • building cost
  • science cost
  • worker counts
  • recipe values

Recommended base:

  • Empty

JSON Adjustment Pack

Use this when the mod bundles many Blueprint patches into one balance pack.

Good fit:

  • multi-file rebalance packs
  • generated JSON patches
  • consistent data changes across many buildings or characters

Recommended base:

  • Empty, with a repeatable generation script if needed

New Building Asset

Use this when the user wants a new placeable structure.

Good fit:

  • new Blueprint
  • .timbermesh
  • icon and localization
  • TemplateCollection

Recommended base:

  • Example building

Inside this track:

  • Route A keeps Timberborn built-in materials
  • Route B preserves custom textures with Unity and AssetBundles

C# DLL or UI Mod

Use this when the user wants in-game controls, generated settings, or code-driven behavior.

Good fit:

  • settings panel
  • JSON generation from UI
  • notifications and buttons
  • logic that is no longer comfortable as static data

BepInEx or Harmony Runtime Patch

Use this only when the feature is not exposed in Blueprint or normal mod APIs.

Good fit:

  • hidden activity-range logic
  • behavior not represented in normal content data
  • method-level runtime changes
  1. JSON content mod
  2. JSON adjustment pack
  3. New building asset
  4. C# DLL or UI mod
  5. BepInEx or Harmony runtime patch

Released under the MIT License.