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TimberBoostControl

A Timberborn DLL mod that reloads settings.json and regenerates blueprint boosts from a bottom-bar workflow.

Timberborn 1.0+ C# DLL mod Docs with VitePress License MIT

English | 日本語

Documentation | GitHub

🚀 Overview

TimberBoostControl is a practice Timberborn mod that combines a C# DLL mod with generated .blueprint.json overrides. Instead of locking the mod to one hardcoded preset, it reads numeric values from settings.json, shows those values in a bottom-bar panel, and regenerates the matching blueprint overrides whenever you reload the file.

✨ What It Changes

  • Adds a Boost launcher to the Timberborn bottom bar.
  • Loads and normalizes settings.json inside the mod folder.
  • Shows the current values and resolved settings path in a read-only in-game panel.
  • Regenerates blueprint overrides for characters and buildings from the current JSON values.
  • Tracks generated files in .generated-files.txt so they can be replaced cleanly on the next pass.

Supported value groups:

  • CarryMultiplier
  • MoveSpeedPercent
  • StorageMultiplier
  • BuildCostPercent
  • ScienceCostPercent
  • FactoryWorkerMultiplier
  • PowerInputPercent

FactoryWorkerMultiplier is still the JSON key for compatibility, but the current UI labels it as Workplace workers because the generator now applies the multiplier to general WorkplaceSpec entries.

🧭 Runtime Flow

  1. The mod starts and resolves its working directory.
  2. settings.json is created if it does not exist.
  3. The starter regenerates blueprint overrides from the current settings.
  4. During gameplay, open the bottom-bar launcher to inspect the active values.
  5. Edit settings.json, click Reload settings.json, and restart Timberborn to fully apply the regenerated gameplay data.

🖼️ Screenshots

Bottom-bar launcher

Bottom-bar launcher

Control panel

Control panel

Committed settings.json sample

settings.json sample

🛠️ Build

Requirements:

  • Windows
  • Timberborn 1.0.x installed locally
  • .NET Framework C# compiler at C:\Windows\Microsoft.NET\Framework64\v4.0.30319\csc.exe

Build the DLL:

powershell -ExecutionPolicy Bypass -File .\build.ps1

If Timberborn is installed in a non-standard location, pass the game root explicitly:

powershell -ExecutionPolicy Bypass -File .\build.ps1 -GameRoot "C:\Path\To\Timberborn"

🎮 Install And Use

  1. Build Code.dll.
  2. Copy this repository into Documents\Timberborn\Mods\TimberBoostControl, or create a junction that points there.
  3. Enable the mod in Timberborn's Mod Manager.
  4. Open the Boost launcher from the bottom bar.
  5. Edit settings.json directly when you want to change the multipliers.
  6. Click Reload settings.json in the panel.
  7. Restart the game to apply the regenerated blueprint data.

📚 Documentation

📁 Repository Layout

  • Source/: C# sources for the DLL mod
  • Assets/: runtime UI assets and repository screenshots
  • docs/: VitePress documentation site
  • scripts/validate-repo.ps1: structural QA script for repo polish
  • build.ps1: local build script for Code.dll
  • manifest.json: Timberborn mod manifest
  • settings.json: persisted settings file loaded by the mod

Generated outputs such as Buildings/, Characters/, Code.dll, and .generated-files.txt are intentionally not tracked in git.

🧪 Repository QA

After installing the Node dependencies once, you can verify the public-facing surfaces locally:

npm install
npm run validate

📝 Notes

  • This repository is meant as a learning example for IModStarter, Configurator, ILoadableSingleton, UILayout, and JSON-driven content generation.
  • The mod writes override files into its own folder instead of patching gameplay values directly in memory.
  • Legacy boolean settings keys are still accepted when older local files are present.
  • The committed settings.json is currently a showcase sample with stronger values than the built-in code defaults.
  • This repository workflow and mod scaffolding were developed with support from timberborn-modding-skill.

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Timberborn DLL mod with a bottom-bar panel that reloads settings.json and regenerates blueprint overrides.

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