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Persistent Work Areas 0.1.0 — Preview 1

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@kramsey458 kramsey458 released this 18 Sep 03:17
· 15 commits to main since this release

Pin a building's working-area outline so it stays visible while planting trees, painting crops, or using other tools.

Features

  • Keep working area visible checkbox on supported buildings.
  • Multiple pinned buildings; overlapping working areas merge into one outline.
  • Clear pinned areas (N) button at the top right, available without reselecting a building.
  • Optional Clear all pinned working areas key binding (starts unbound).
  • Updates for navigation, visible height, and construction-mode changes.
  • Pins clear when leaving/loading a map; deleting a building removes its pin.

Installation

  1. Download PersistentWorkAreas-v0.1.0.zip below (the compiled mod).
  2. Close Timberborn and extract it into Documents\Timberborn\Mods.
  3. Check that Mods\PersistentWorkAreas\version-1.1\manifest.json and PersistentWorkAreas.dll are present.
  4. Enable Persistent Work Areas in the mod manager and restart if prompted.

Built against Timberborn 1.1.2.4 and designed for BeaverBuddies Stability Preview 6 (1.1.0-stability.6). No additional dependencies; keep your existing BeaverBuddies installation unchanged. Pins are local to each player and do not change the simulation or save files.

Preview status

Release build succeeded with zero warnings/errors; 36 automated logic and game-API checks passed. The UI, Unity rendering, and two-player behavior still require in-game playtesting. This release is marked as a prerelease.

Supports navigation-based working areas, not every effect-radius overlay or district road coloring. Pins are not saved. Clearing pins restores normal selected-building outline behavior.

The source ZIP is for development; players should use the compiled ZIP listed above.

Compiled ZIP SHA-256: d8c9a773da6103b738004bb407aaf351aebfe5796ee77947bd4b34281ca53048.