This repository contains the C# projects and shared Unity project used to build Timberborn mods.
Automation can expose other mods' signals and actions through JSON configuration, without a helper source or Automation DLL dependency. Player and modder guides belong in the Automation Wiki. The hook integration guide is not published yet. The complete author-facing JSON format reference is available for integration authors and the Wiki editor. Agents authoring or reviewing hook integrations should start with the scoped integration instructions. Only maintainers changing the hooks engine need the separate implementation notes.
Point your agent at this repository and ask:
Bootstrap this TimberbornMods checkout. Follow
AGENTS.mdanddocs/timberborn-new-repository-bootstrap-for-ai-agents.md, complete everything you can, and tell me which steps require my input.
- Install the .NET SDK selected by
global.json. Ensure that your IDE uses a compatible MSBuild toolset. - Create the local
_GAME!,_WORKSHOP!,_MODS!, and_LOGS!links, plusDependencies/GameRootandDependencies/Workshop. Their targets are described in the bootstrap guide and dependency setup. - Install the Unity Editor version from
ModsUnityProject/ProjectSettings/ProjectVersion.txtwith Windows and Mac Build Support. Sign in to Unity Hub and make sure the Editor license is active. - Follow the official Unity setup and
asset importer workflow. Add
ModsUnityProjectto Hub with-disable-assembly-updater, chooseIgnoreinstead of Safe Mode on first open, and import the Timberborn DLLs and assets from the game installation.
Build each mod through its owning projects. For Unity-owned data, export ModsUnityProject content into _MODS!, then
build the corresponding C# project so its DLLs are copied into the exported package. Repository helpers for these
workflows live under tools/.