TimbnCore

版本 v1.5.1·更新於 2026-10-02

The shared framework every Timbn mod for Graveyard Keeper 2 is built on. It does nothing on its own, so install it when a Timbn mod needs it.

模組介紹 作者原文

Timbn.GraveyardKeeperTwo.Core

Timbn Core is the shared framework every Timbn mod for Graveyard Keeper 2 is built on. It does nothing on its own. Install it when a Timbn mod lists it as a requirement. Everything after For Modders is for modders.

Requirements

  • BepInEx for Graveyard Keeper 2

Installation

With Vortex

  • Install BepInEx for Graveyard Keeper 2
  • Download with "Mod Manager Download" from the Files tab or the Vortex download button

Without Vortex

  • Install BepInEx for Graveyard Keeper 2, start the game once, and quit at the main menu. This creates the BepInEx/plugins and BepInEx/config folders.
  • Download the Timbn.GraveyardKeeperTwo.Core zip file.
  • Extract the zip into BepInEx/plugins. You should end up with Graveyard Keeper 2/BepInEx/plugins/Timbn.GraveyardKeeperTwo.Core.

Check it works

The bottom right of the main menu lists Timbn Core along with any other Timbn mods.

Settings

There is one setting, Enabled, in BepInEx/config/Timbn.GraveyardKeeperTwo.Core.cfg. Turning it off turns off every Timbn mod at once. Restart the game after changing it.

Troubleshooting

If a game update changes something a Timbn mod relies on, only the part of the mod that needs it turns off, its setting reads as off, a popup on the main menu names it, and the rest of the mod keeps working. A mod whose shared code is affected stays off as a whole instead of running half broken. BepInEx/LogOutput.log says which part failed. If Core itself fails, every Timbn mod stays off. The startup line also warns when the game version differs from the one these mods were tested on, and a popup on the main menu says so once for each such game build. Include that line when reporting a problem.

If a mod does not load, a popup on the main menu names it and says why, for example when it needs a newer Timbn Core. Update the mod it names and restart the game.

Uninstalling

Delete the Timbn.GraveyardKeeperTwo.Core folder from BepInEx/plugins. Every Timbn mod needs Core, so remove those too. Mods that keep their own data per save put it in a.TimbnSaveData.dat file next to each of your saves, and data that belongs to no save goes in TimbnGlobalData.dat in the same folder. The game never reads them, so they are safe to leave or delete.

License

Mozilla Public License 2.0, see LICENSE.txt.

For Modders

Timbn.GraveyardKeeperTwo.Core.xml next to the DLL holds the API documentation for your IDE.

Core is two things at once.

  • A loaded plugin (TimbnCorePlugin) that other Timbn mods hard depend on.
  • A shared framework (TimbnFrameworkPlugin) that every other Timbn mod builds on. The base plugin class gives you auto patching, config, logging, and per frame updates for free.

The API comes in two shapes. Anything that changes the game on your behalf lives on a property of your plugin, such as Events, Settings, Balance, Player, Clock, UI, and Saves. Everything registered through one of those is owned by your plugin and undone when it unloads, so there is never cleanup to write. Anything that only reads the game is a public static, such as TimbnPlayer, TimbnWorld, TimbnClock, TimbnItems, TimbnZombies, TimbnInput, and TimbnUI. Public members stay across Core versions, and one that has to go is marked obsolete first.

Getting started

To make a Timbn plugin, just inherit TimbnFrameworkPlugin on your BepInPlugin class where T is your mod class.

[BepInPlugin(MyPluginInfo.PLUGIN_GUID, MyPluginInfo.PLUGIN_NAME, MyPluginInfo.PLUGIN_VERSION)]

[BepInDependency(TimbnCorePlugin.Guid, "1.0.0")]

public class Plugin: TimbnFrameworkPlugin

{

protected override void BindConfig(ConfigFile config) => PluginConfig.Bind(config);

protected override void OnAwake()

{

Logger.LogInfo("Hello from my plugin");

}

protected override void OnUpdate()

{

// runs every frame while the plugin is enabled

}

}

internal static class PluginConfig

{

public static ConfigEntry TechPointCap { get; private set; } = null!;

public static void Bind(ConfigFile config)

{

TechPointCap = config.

安裝與使用 安裝:按包內說明操作

  1. 解壓本站下載的壓縮包,先讀包內的 readme / 說明檔案。
  2. 多數模組依賴遊戲的模組載入器:常見做法是用社群模組管理器(如 r2modman)選中本遊戲安裝,由管理器自動處理載入器與依賴。
  3. 手動安裝時,把模組檔案放進遊戲目錄下對應的 Mod / plugins 資料夾。
  4. 啟動遊戲確認載入成功;帶「前置依賴」的模組需要把依賴一併安裝。

不同模組的安裝位置差異較大,包內說明是最可靠的依據。

前置依賴

下面這些內容需要先安裝,否則該模組不會生效:

BepInEx-BepInExPack

檔案與校驗

檔案名稱
TimbnCore-1.5.1.zip
檔案大小
376.3 KiB