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timberborn-moddinglisted

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.
Sunwood-ai-labs/timberborn-modding-skill · ★ 0 · Data & Documents · score 70
Install: claude install-skill Sunwood-ai-labs/timberborn-modding-skill
# Timberborn Modding ## Start Here - Read [references/mod-types.md](./references/mod-types.md) first when the user has not yet decided what class of Timberborn mod they need. - Read [references/workflow.md](./references/workflow.md) for the standard route selection and end-to-end flow. - Read [references/troubleshooting.md](./references/troubleshooting.md) when errors or broken visuals appear. - Read [references/example-route-a.md](./references/example-route-a.md) when the user wants a Timberborn-style built-in material result. - Read [references/example-route-b.md](./references/example-route-b.md) when the user wants to preserve custom textures with AssetBundles. - If the local machine already has a Timberborn research workspace, example mods, or a cloned official modding wiki, inspect only the files needed for the current task. ## Build Context Before Acting - Identify the mod track first: JSON content mod, JSON adjustment pack, new building asset, C# DLL or UI mod, or advanced BepInEx/Harmony runtime patch. - For JSON work, inspect the target `manifest.json`, the exact Blueprint paths to patch, and the latest game logs before editing. - For building assets, identify the source asset path, target mod path, faction, building category, footprint, and whether the user wants Timberborn-style materials or the original textured look. - For C# or UI mods, inspect the project file, referenced Timberborn assemblies, entrypoints, and current settings or generated JSON flow. - If