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mwierzchos edited this page Nov 4, 2025 · 3 revisions

Images

Any .png or .jpg files placed in a mod’s directory can be accessed from code just like built-in images. A mod’s image overrides an existing image if it has the same path.

You can control how an image is imported by the game by adding a meta file with a .meta.json suffix. For example, if the image is Sprites/MyButton.png, its meta file should be named Sprites/MyButton.png.meta.json. The meta file format is as follows:

{
  "isSprite": false,
  "isNormalMap": false,
  "linear": false,
  "generateMipmap": true,
  "mipmapCount": -1,
  "ignoreMipmapLimits": false,
  "filterMode": "Trilinear",
  "wrapMode": "Repeat",
  "textureFormat": "RGB32",
  "anisoLevel": 16,
  "width": 1,
  "height": 1
}

If a field is not present in the meta file, it defaults to the value shown above.


3D models

Timberborn stores models in a custom file format called Timbermesh.

Just like images, Timbermesh files can be loaded directly from disk, so they may be placed directly in the mod folder. Entities reference Timbermeshes through TimbermeshSpec entries in their Blueprints, which allows them to be rendered in the game world.

The Example building template includes a raw .blend file of a building ready to be exported to a Timbermesh file (you can read more about this in the Timbermesh documentation).


AssetBundles

All AssetBundles located in the mod’s AssetBundles subfolder are automatically loaded by the game.

AssetBundles ending with _win or _mac (for example, MyFirstMod_win.asset) are loaded only on the matching operating system.

Note that many types of assets can be added or modified without using AssetBundles or Unity by simply placing them in the correct subfolder, as explained in other sections of the documentation.

However, files packaged inside an AssetBundle follow the same rules as those placed directly in the mod folder - for example, they can add new Blueprints or modify existing ones.

Some asset types, notably materials and sounds, can only be added by placing them inside an AssetBundle.


Accessing game assets

Some of the game's assets are stored as zipped files within the game’s installation folder. These include Blueprints, localizations, shaders, and UI elements. You can find them here:

  • Windows: <installation_path>/Timberborn_Data/StreamingAssets/
  • macOS: <installation_path>/Contents/Resources/Data/StreamingAssets/

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