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ModdingGuide/advanced-modding

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---
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title: "Part 5: Advanced Modding Techniques"
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description: A comprehensive guide to making mods for Timberborn
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date: 2025-03-13
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tags: mods timberborn guide modding
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---
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ModdingGuide/getting-started.MD

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title: "Part 1: Getting Started"
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description: A comprehensive guide for making mods for Timberborn
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description: A comprehensive guide to making mods for Timberborn
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date: 2025-03-13
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tags: mods timberborn guide modding
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---
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## A simple IDE
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You can use any IDE you like (even Notepad) but I recommend using Visual Studio Code because it is lightweight and has a lot of useful extensions for C# development.
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You can use any IDE you like (even Notepad) but I recommend using Visual Studio Code because it is lightweight.
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Download: https://code.visualstudio.com/
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## AssetRipper
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AssetRipper is a tool that can extract game assets from Unity games. It is useful for modding because it allows you to extract textures, models, and other assets from the game and use them in your mods.
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AssetRipper is a tool that can extract game assets from Unity games. It is useful for modding because it allows you to extract textures, models, and other assets from the game to use them in your mods.
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- Download: https://github.com/AssetRipper/AssetRipper/releases
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### Step 2: Make a modification
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> [!WARNING]
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> **Warning:**
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> For Update 6, the game (and official modding guide) uses `Specifications` folder but for Update 7, it is renamed to `Blueprints`. I will use `Blueprints` in this guide.
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Now you can look at the Assets you have extracted and find something you want to modify. For example, I will modify the `Good.Log.log` blueprint (the Log resource) and reduce its weight from 6 to 3.
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In the next part, we will learn how to make mods with code.
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[Part 2: Modding Basics](./modding-basics)
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[Back to Modding Guide](./)

ModdingGuide/index.MD

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title: "Timberborn Modding Guide"
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description: A comprehensive guide for making mods for Timberborn
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description: A comprehensive guide to making mods for Timberborn
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date: 2025-03-13
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tags: mods timberborn guide modding
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1. [Getting Started](./getting-started): Setting up your modding environment and making a simple code-less mod.
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2. [Modding Basics](./modding-basics): Make a simple C# mod for Timberborn.
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3. [Mod Settings and Harmony](./use-harmony): How to use Harmony to patch Timberborn's code and use Mod Settings to configure your mods.
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3. [Modding with Harmony and Mod Settings](./mod-settings-and-harmony): How to use Harmony to patch Timberborn's code and use Mod Settings to configure your mods.
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4. _(Optional)_ [Useful knowledge of Timberborn architecture](./timberborn-architecture): My experience and knowledge about Timberborn's codebase that may come in handy when making mods.
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5. _(Optional)_ [Advanced Modding Techniques](./advanced-modding): Some techniques I use in my mods to make modding easier and less repetitive.
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title: "Part 3: Modding with Harmony and Mod Settings"
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description: A comprehensive guide to making mods for Timberborn
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date: 2025-03-13
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tags: mods timberborn guide modding
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---
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ModdingGuide/modding-basics.MD

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title: "Part 2: Modding Basics"
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description: A comprehensive guide for making mods for Timberborn
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description: A comprehensive guide to making mods for Timberborn
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date: 2025-03-13
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tags: mods timberborn guide modding
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## Tools
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Beside the assets from [previous part](./getting-started.MD#assetripper), you will need some more tools for coding mods.
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Besides the assets from [previous part](./getting-started.MD#assetripper), you will need some more tools for coding mods.
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### .NET
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_Personal choice: .NET 9 or latest_
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_Personal choice: .NET 9 or the latest_
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The game uses .NET so you need to have the .NET SDK installed on your computer. The game uses `netstandard2.1` but you can install the latest version of the .NET SDK to use the latest language features as long as they are syntactical sugar and not new features.
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Using ILSpy or DnSpy, we can find the `SwimmingPenalty` field in `WalkerSpeedManager` class. We use reflection to set the value of this field to `-0.5f` to make beavers swim 50% faster.
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> **Warning:**
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> I use Reflection here because the variable is a `readonly` one. However recently I discovered it's a bad idea to set a `readonly` field using reflection because of some optimization. Luckily for this mod it's only set once before the value is grabbed so it still work.
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> I use Reflection here because the variable is a `readonly` one. However, recently I discovered it's a bad idea to set a `readonly` field using reflection because of some optimization. Luckily, for this mod, it's only set once before the value is grabbed so it still work.
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### Register the singleton
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## Conclusion
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In this part, we have made a simple mod that makes beavers swim faster. We have also learned how to use reflection to modify the game's code. In the next part, we will learn how to use Harmony to patch the game's code and use Mod Settings to let players configure our mods.
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In this part, we have made a simple mod that makes beavers swim faster. We have also learned how to use reflection to modify the game's code. In the next part, we will learn how to use Harmony to patch the game's code and use Mod Settings to let players configure our mods.
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[Part 3: Modding with Harmony and Mod Settings](./mod-settings-and-harmony)
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[Back to Modding Guide](./)
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---
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title: "Part 4: Useful knowledge of Timberborn architecture"
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description: A comprehensive guide to making mods for Timberborn
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date: 2025-03-13
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tags: mods timberborn guide modding
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---
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