timberborn-modding

Patch and scaffold Timberborn mods across JSON, assets, and C# workflows.

Updated Mar 20, 2026
One-click install
npx skills add https://github.com/Sunwood-ai-labs/timberborn-modding-skill --skill timberborn-modding
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: timberborn-modding
Source: https://github.com/Sunwood-ai-labs/timberborn-modding-skill/tree/main
Command: npx skills add https://github.com/Sunwood-ai-labs/timberborn-modding-skill --skill timberborn-modding

SYSTEM DOCUMENTATION & REQUIREMENTS

💡 This Skill requires pyyaml, and includes scripts (resource) and references (resource) and assets (resource) components.

What problem does it solve?

Create and debug Timberborn mods across JSON content mods, balance packs, new building assets, and C# or UI-driven code mods. Use when Codex needs to patch Blueprint JSON, scaffold Example building assets, choose between built-in materials and AssetBundles, or determine when DLL or BepInEx/Harmony work is required.

Core Features & Use Cases

  • Patch JSON content mods to modify existing Blueprint values.
  • Create JSON adjustment packs to bundle multiple patches and keep changes coherent.
  • Scaffold new building assets (Route A or Route B) with appropriate templates, materials, and localization.
  • Support C# DLL or UI mods for in-game settings, generated JSON, or dynamic behavior.

Quick Start

Clone this skill into your Codex skills directory and begin applying Timberborn JSON patches, build assets, or code-driven mods.

Frequently Asked Questions about timberborn-modding

High-intent search queries and answers about installing and using this skill.

FAQPage Schema
How do I patch Timberborn JSON to modify existing Blueprint values?

You patch Timberborn JSON by applying targeted JSON content mods that adjust existing Blueprint values. This process modifies game data directly without altering core files, ensuring changes remain coherent and easily manageable.

What is the difference between Route A and Route B when scaffolding new building assets in Timberborn?

Route A and Route B are two distinct scaffolding paths for new Timberborn building assets. They differ in handling templates, materials, and localization, letting you choose the appropriate workflow for your specific asset requirements.

When do I need BepInEx or Harmony for Timberborn modding?

You need BepInEx or Harmony when creating C# DLL or UI mods for Timberborn. These frameworks are required for implementing in-game settings, generating dynamic JSON, or adding complex behaviors that JSON patches alone cannot achieve.

Can I bundle multiple Timberborn JSON patches into a single adjustment pack?

Yes, you can bundle multiple Timberborn JSON patches into a single JSON adjustment pack. This keeps modifications coherent and organized, ensuring related balance changes are applied together as a unified mod.

Does this Timberborn modding workflow require local validation and docs build processes?

Yes, this Timberborn modding workflow requires local validation and docs build processes. It mandates valid SKILL.md frontmatter, a properly formatted agents/openai.yaml interface, and a repository structure with references and templates.

What are the limitations of using JSON content mods for Timberborn?

JSON content mods for Timberborn are limited to modifying existing Blueprint values and cannot introduce dynamic behavior. For in-game settings, generated JSON, or complex interactions, you must use C# DLL or UI mods with BepInEx.