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Mod directory structure
When creating a Timberborn mod, you store it in the Documents/Timberborn/Mods directory, with each mod having its own subfolder. This is also where manually downloaded mods should be placed.
Example:
Documents/
└── Timberborn/
└── Mods/
└── MyFirstMod/
├── AssetBundles/
│ └── ModAssets.assets
├── Goods/
│ ├── Good.Berries.json
│ └── Good.Moonshine.json
├── Localizations/
│ └── enUS_myMod.csv
├── Materials/
│ └── Beavers/
│ └── Folktails/
│ └── Adult/
│ ├── BeaverAdult1.Folktails.png
│ ├── BeaverAdult2.Folktails.png
│ └── BeaverAdult3.Folktails.png
├── Recipes/
│ └── Recipe.Antidote.json
├── Sprites/
│ └── Goods/
│ ├── MoonshineIcon.png
│ └── MoonshineIcon.png.meta.json
├── Code.dll
└── manifest.json
If you want your mod to be compatible with multiple versions of the game - for example, Stable and Experimental - you can place version-specific builds of your mod in subfolders corresponding to those versions.
Each subfolder must be named version-x, where x is the game version. You can use any number of digits, so both version-0.6 and version-0.6.8.4 are valid.
The game loads the version folder that is closest but not higher than the game's current version.
Example:
Documents/
└── Timberborn/
└── Mods/
└── MyFirstMod/
├── version-0.6/
│ ├── AssetBundles/
│ │ └── ModAssets.assets
│ ├── Code.dll
│ └── manifest.json
└── version-0.7/
├── AssetBundles/
│ └── ModAssets.assets
├── Code.dll
└── manifest.json
If any version-x folder is present, the root folder content will be ignored.
Each mod must include a manifest.json file in its root folder.
Example:
{
"Name": "My First Mod",
"Version": "0.1",
"Id": "Mechanistry.MyFirstMod",
"MinimumGameVersion": "0.0.0.0",
"Description": "The very first mod.",
"RequiredMods": [
{
"Id": "AnotherMod",
"MinimumVersion": "0.1"
}
],
"OptionalMods": [
{
"Id": "YetAnotherMod"
}
]
}Note that Name, Version, Id, and MinimumGameVersion are required fields. The rest can be omitted.
Id should be unique across all mods, so it’s a good practice to use your username or domain as a prefix.
RequiredMods and OptionalMods define your mod’s dependencies. The game loads these mods before yours. The difference is that missing RequiredMods trigger a warning icon in the Mod Manager, while missing OptionalMods do not.
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