u/RuthlessTex

Image 1 — The 1.0 update is amazing, but managing 50+ mods in a tiny green spreadsheet is a corrupted save waiting to happen. So I built a total UI replacement with built-in Conflict Scanners.
Image 2 — The 1.0 update is amazing, but managing 50+ mods in a tiny green spreadsheet is a corrupted save waiting to happen. So I built a total UI replacement with built-in Conflict Scanners.
Image 3 — The 1.0 update is amazing, but managing 50+ mods in a tiny green spreadsheet is a corrupted save waiting to happen. So I built a total UI replacement with built-in Conflict Scanners.
Image 4 — The 1.0 update is amazing, but managing 50+ mods in a tiny green spreadsheet is a corrupted save waiting to happen. So I built a total UI replacement with built-in Conflict Scanners.
Image 5 — The 1.0 update is amazing, but managing 50+ mods in a tiny green spreadsheet is a corrupted save waiting to happen. So I built a total UI replacement with built-in Conflict Scanners.
Image 6 — The 1.0 update is amazing, but managing 50+ mods in a tiny green spreadsheet is a corrupted save waiting to happen. So I built a total UI replacement with built-in Conflict Scanners.
Image 7 — The 1.0 update is amazing, but managing 50+ mods in a tiny green spreadsheet is a corrupted save waiting to happen. So I built a total UI replacement with built-in Conflict Scanners.
Image 8 — The 1.0 update is amazing, but managing 50+ mods in a tiny green spreadsheet is a corrupted save waiting to happen. So I built a total UI replacement with built-in Conflict Scanners.
Image 9 — The 1.0 update is amazing, but managing 50+ mods in a tiny green spreadsheet is a corrupted save waiting to happen. So I built a total UI replacement with built-in Conflict Scanners.

The 1.0 update is amazing, but managing 50+ mods in a tiny green spreadsheet is a corrupted save waiting to happen. So I built a total UI replacement with built-in Conflict Scanners.

Steam Workshop Link

Let’s be honest: The developers gave us an incredible modding engine for 1.0, but the vanilla UI leaves us totally blind.

You shouldn't have to wait until your 100-hour mega-colony hard-crashes to the desktop to find out that two of your mods are secretly fighting over the same files. I got tired of the "guess and pray" method of installing mods, so I spent the last three weeks building a total UI replacement for the official Timberborn Mod Contest.

I wanted the community to have the tools that modern AAA games have.

The Mod Menu features:

  • Conflict Scanner & Risk Indicators: It reads your assemblies, detects if a mod is using Harmony, and warns you if two mods are clashing before you launch your save.
  • DAG Graph: A fully interactive, draggable dependency map so you can visually trace exactly how your mods rely on each other.
  • Seamless "Mod Settings" Integration: Full, inline support for eMkaQQ's Mod Settings. Tweak mod configurations directly in the inspector panel without opening secondary menus (and yes, my mod still works flawlessly even if you don't have Mod Settings installed!).
  • Native Workshop Browser & Publisher: Search, subscribe, and batch-download Steam dependencies without leaving the game. If you're a developer, you can even publish your own mods to Steam directly from the UI.
  • 15 Built-in Lumberpunk Themes: Swap out the UI colors dynamically without restarting. (Because staring at that default green box was getting exhausting).
  • Loadout Profiles & Base64 Sharing: Swap between "Vanilla+" and "Hardcore" playstyles in one click, or export a text code to share your exact mod-pack with the community.

It’s built with a "Safety-First" non-destructive architecture. If you are running more than 3 mods, please do yourself a favor, take the guesswork out of your load order, and protect your save files.

Take a look at the GIF above and let me know what you guys think! If you have any feature requests, drop them here or on the Workshop page.

u/RuthlessTex — 2 days ago