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
Recommended Order
- JSON content mod
- JSON adjustment pack
- New building asset
- C# DLL or UI mod
- BepInEx or Harmony runtime patch