You signed in with another tab or window. Reload to refresh your session.You signed out in another tab or window. Reload to refresh your session.You switched accounts on another tab or window. Reload to refresh your session.Dismiss alert
Copy file name to clipboardExpand all lines: ModdingGuide/getting-started.MD
+6-4Lines changed: 6 additions & 4 deletions
Display the source diff
Display the rich diff
Original file line number
Diff line number
Diff line change
@@ -1,6 +1,6 @@
1
1
---
2
2
title: "Part 1: Getting Started"
3
-
description: A comprehensive guide for making mods for Timberborn
3
+
description: A comprehensive guide to making mods for Timberborn
4
4
date: 2025-03-13
5
5
tags: mods timberborn guide modding
6
6
---
@@ -11,13 +11,13 @@ In this part of the series, we will set up your modding environment and make a s
11
11
12
12
## A simple IDE
13
13
14
-
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.
14
+
You can use any IDE you like (even Notepad) but I recommend using Visual Studio Code because it is lightweight.
15
15
16
16
Download: https://code.visualstudio.com/
17
17
18
18
## AssetRipper
19
19
20
-
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.
20
+
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.
@@ -66,7 +66,7 @@ The above snippet is a basic manifest file for a mod. It's pretty self-explanato
66
66
67
67
### Step 2: Make a modification
68
68
69
-
> [!WARNING]
69
+
> **Warning:**
70
70
> 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.
71
71
72
72
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.
@@ -96,4 +96,6 @@ Unfortunately, you cannot do much with JSON mods beside some simple modification
96
96
97
97
In the next part, we will learn how to make mods with code.
Copy file name to clipboardExpand all lines: ModdingGuide/index.MD
+2-2Lines changed: 2 additions & 2 deletions
Display the source diff
Display the rich diff
Original file line number
Diff line number
Diff line change
@@ -1,6 +1,6 @@
1
1
---
2
2
title: "Timberborn Modding Guide"
3
-
description: A comprehensive guide for making mods for Timberborn
3
+
description: A comprehensive guide to making mods for Timberborn
4
4
date: 2025-03-13
5
5
tags: mods timberborn guide modding
6
6
---
@@ -26,7 +26,7 @@ Useful external links:
26
26
27
27
1.[Getting Started](./getting-started): Setting up your modding environment and making a simple code-less mod.
28
28
2.[Modding Basics](./modding-basics): Make a simple C# mod for Timberborn.
29
-
3.[Mod Settings and Harmony](./use-harmony): How to use Harmony to patch Timberborn's code and use Mod Settings to configure your mods.
29
+
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.
30
30
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.
31
31
5._(Optional)_[Advanced Modding Techniques](./advanced-modding): Some techniques I use in my mods to make modding easier and less repetitive.
Copy file name to clipboardExpand all lines: ModdingGuide/modding-basics.MD
+9-5Lines changed: 9 additions & 5 deletions
Display the source diff
Display the rich diff
Original file line number
Diff line number
Diff line change
@@ -1,6 +1,6 @@
1
1
---
2
2
title: "Part 2: Modding Basics"
3
-
description: A comprehensive guide for making mods for Timberborn
3
+
description: A comprehensive guide to making mods for Timberborn
4
4
date: 2025-03-13
5
5
tags: mods timberborn guide modding
6
6
---
@@ -11,11 +11,11 @@ In this part, we will make a copy of [Faster Underwater Movement](https://steamc
11
11
12
12
## Tools
13
13
14
-
Beside the assets from [previous part](./getting-started.MD#assetripper), you will need some more tools for coding mods.
14
+
Besides the assets from [previous part](./getting-started.MD#assetripper), you will need some more tools for coding mods.
15
15
16
16
### .NET
17
17
18
-
_Personal choice: .NET 9 or latest_
18
+
_Personal choice: .NET 9 or the latest_
19
19
20
20
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.
21
21
@@ -153,7 +153,7 @@ public class ModSettings : ILoadableSingleton
153
153
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.
154
154
155
155
> **Warning:**
156
-
> 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.
156
+
> 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.
157
157
158
158
### Register the singleton
159
159
@@ -190,4 +190,8 @@ Personally, I find keeping VS Code open at the `Assets` folder, plus opening the
190
190
191
191
## Conclusion
192
192
193
-
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.
193
+
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.
194
+
195
+
[Part 3: Modding with Harmony and Mod Settings](./mod-settings-and-harmony)
0 commit comments