A Timberborn DLL mod that reloads settings.json and regenerates blueprint boosts from a bottom-bar workflow.
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.
- Adds a
Boostlauncher to the Timberborn bottom bar. - Loads and normalizes
settings.jsoninside 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.txtso they can be replaced cleanly on the next pass.
Supported value groups:
CarryMultiplierMoveSpeedPercentStorageMultiplierBuildCostPercentScienceCostPercentFactoryWorkerMultiplierPowerInputPercent
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.
- The mod starts and resolves its working directory.
settings.jsonis created if it does not exist.- The starter regenerates blueprint overrides from the current settings.
- During gameplay, open the bottom-bar launcher to inspect the active values.
- Edit
settings.json, clickReload settings.json, and restart Timberborn to fully apply the regenerated gameplay data.
Requirements:
- Windows
- Timberborn
1.0.xinstalled locally .NET FrameworkC# compiler atC:\Windows\Microsoft.NET\Framework64\v4.0.30319\csc.exe
Build the DLL:
powershell -ExecutionPolicy Bypass -File .\build.ps1If Timberborn is installed in a non-standard location, pass the game root explicitly:
powershell -ExecutionPolicy Bypass -File .\build.ps1 -GameRoot "C:\Path\To\Timberborn"- Build
Code.dll. - Copy this repository into
Documents\Timberborn\Mods\TimberBoostControl, or create a junction that points there. - Enable the mod in Timberborn's Mod Manager.
- Open the
Boostlauncher from the bottom bar. - Edit
settings.jsondirectly when you want to change the multipliers. - Click
Reload settings.jsonin the panel. - Restart the game to apply the regenerated blueprint data.
- Getting Started
- Settings
- Architecture
- Troubleshooting
- Release Notes (v0.1.0)
- Walkthrough article (v0.1.0)
Source/: C# sources for the DLL modAssets/: runtime UI assets and repository screenshotsdocs/: VitePress documentation sitescripts/validate-repo.ps1: structural QA script for repo polishbuild.ps1: local build script forCode.dllmanifest.json: Timberborn mod manifestsettings.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.
After installing the Node dependencies once, you can verify the public-facing surfaces locally:
npm install
npm run validate- 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.jsonis 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.


