timberborn-moddinglisted
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