Persistent Work Areas

Keep the outline. Keep planting.

A Timberborn mod. The game shows a building's working area only while it's selected. Pin the ones you care about, and they stay on screen while you plant, build and plan.

  • The game's own outline, kept. Check Keep working area visible on a farmhouse, forester or gatherer, then deselect it.
  • The planting tools show their planters. Pick a crop or tree and the buildings that can plant it are outlined for you.
  • Display only. Saves untouched, nothing to set, no other mods needed.

Stable. What is tested, and what isn't

The Forester is pinned. Select a building, pin it, then deselect.

Click the Farmhouse or the Forester on the map.

Interactive illustration, not a game screenshot.

Three things it does in game

  • Pin a working area

    Select a farmhouse, forester, gatherer or other building that shows a working area. Check Keep working area visible and deselect it: the outline stays. Pin as many as you like; overlapping areas merge into one outline.

  • Plant with the planters in view

    Pick a crop or tree in the planting tools, and every building that can plant it is outlined. That's farmhouses for crops, aquatic farmhouses for aquatic crops, and foresters for trees and bushes. The outlines go when you leave the tool.

  • Clear them all at once

    Click Clear pinned areas (N) at the top right, or bind a key to it. To drop one pin, uncheck its building. Deleting a pinned building drops its pin too.

How it works

A pinned outline is the game's own outline for that building, drawn the same way. It follows terrain, paths, the visible level and construction mode.

What it outlines

  • Working areas of buildings with a terrain or road-spill range
  • Several pins at once, merged where they overlap
  • The planters for the crop or tree you picked in the planting tools

What it doesn't

  • District road coloring
  • Effect-radius overlays that aren't navigation-based
  • Building-placement ghosts
  • Builder's Huts (the outline one shows when selected is the game's own)

Good to know

Pins are remembered, not saved

Each settlement's pins are kept on your computer and come back when you load that settlement. They're never written to your save, and each co-op player keeps their own. Where they're kept

Fails on its own

If a game update breaks the outline, pinning turns off for that map. The panel and the game log say so; nothing else is affected.

Light on a large colony

A terrain or path change re-checks only the pinned buildings it can reach. Nothing runs while nothing is pinned and no planting tool is open.

English, translatable

The text is English. A translation is one CSV file in the mod's Localizations folder (how).

Compatibility

Game version

Timberborn 1.1.2.4 or a compatible 1.1 build. Tested on 1.1.2.4 on Windows.

Other mods

None required: not Harmony, Mod Settings or BeaverBuddies.

Co-op

Works in single player and co-op. Every player installs the same version of the mod and runs the same game version.

Saves

Untouched. You can remove the mod at any time.

What is tested, and what isn't

Stable means the evidence below, not that every situation has been tried.

Tested

  • Every feature, played extensively in game on 1.1.2.4: pinning and clearing, the pinned outlines, the planting-tool outlines, pins remembered between sessions, outlines keeping up with terrain and path changes, and the panel text.
  • Pinning, clearing and the outlines in a two-player Stability Fork co-op session, with the mod on both computers.
  • 142 automated checks: 77 that need no game (they also run on every change), and 65 against the installed game's own assemblies and blueprints.

Not played yet

  • The mod on only one computer in a co-op game.
  • The original BeaverBuddies, and Timber Together.
  • Frame rate in a very large colony, and other mods alongside it.

A minute to install

  1. The zip under Assets on the release page, not -source.zip or Source code.
  2. Close the game and extract it into Documents\Timberborn\Mods: one PersistentWorkAreas folder.
  3. Enable it in the mod manager. Nothing else to install.