Frequently asked questions
Quick answers about what the mod does and doesn't do. Something not working? Try Troubleshooting.
The basics
What does Persistent Work Areas do?
Timberborn shows a building's working area only while it's selected. This mod adds a Keep working area visible checkbox to the building's panel. Turn it on, and the outline stays after you deselect, so you can plant and build with it in view.
How do I pin a working area?
Select a building such as a farmhouse or forester. In its WORKING AREA section, click Keep working area visible so it reads ON, then deselect it.
Which buildings can I pin?
Any building that shows a working area when selected, such as farmhouses, foresters, lumberjack flags and gatherers. Builder's Huts are the exception (why).
Can I pin more than one building?
Yes. Overlapping pinned areas merge into one outline, and separate areas are all shown.
How do I remove pins?
- One pin: select the building and uncheck its box.
- All pins: click Clear pinned areas (N) at the top right, or press the key you assigned.
- Deleting a pinned building also removes its pin.
Why does the building I'm selecting look the same whether or not it's pinned?
A selected building always shows the game's normal outline. The pinned outline takes over when you deselect it. The ON/OFF badge in the panel shows whether it's pinned.
Safety and compatibility
Which Timberborn version do I need?
Timberborn 1.1.2.4 or a compatible 1.1 build; it's tested on 1.1.2.4. If a later game version breaks the outline, pinning turns off for that map and the panel says so. Nothing else is affected.
Is it safe for my saves? Can I remove it mid-game?
Yes. The mod never writes to your saves and doesn't change buildings, beavers or the simulation. You can disable or delete it at any time, and your colony loads as normal.
Does it work in multiplayer? Do both players need it?
Yes. It works with the BeaverBuddies Stability Fork, and the same in single-player. For co-op, every player installs the same version of the mod and runs the same game version (what's been played). Pins are local, so what you pin never shows for anyone else.
Does it change gameplay or give an advantage?
No. It only draws the outline the game already shows for a selected building. It doesn't change what buildings can reach or do.
Does it need other mods, Harmony or BeaverBuddies?
No. It has no required mods and uses no Harmony patches.
Will it conflict with other mods?
Unlikely, since it patches nothing, but it hasn't been tested with every mod. If you hit a problem, report it with your mod list.
Features and limits
Why can't I pin a Builder's Hut?
The game gives every Builder's Hut a road-spill range, but it isn't a working area you'd want to keep on screen. So Builder's Huts get no pin.
Then why does a Builder's Hut still show an outline when I select it?
That outline is Timberborn's own, for the same range. To check, disable the mod and select a Builder's Hut: the outline is still there.
Do my pins survive saving and loading?
Yes. Each settlement's pins are kept on your computer, never in the save, and come back when you load any save of that settlement. They live in Documents\Timberborn\PersistentWorkAreas\Pins.txt; delete it to forget every pin. Pins gone?
Why do farmhouse or forester outlines appear when I pick a crop or tree?
Picking a crop or tree in the planting tools outlines every building that can plant it, even one still under construction. That's farmhouses for crops, aquatic farmhouses for aquatic crops, and foresters for trees and bushes. The outlines go when you leave the tool, and Clear pinned areas (N) doesn't remove them.
Can it pin district road colors, effect radii or placement ghosts?
No. It pins working areas only.
Is it translated?
Not yet: the text is English, all in version-1.1/Localizations/enUS_PersistentWorkAreas.csv. A translation is one more file there with the same keys, named for the game's language code, for example deDE_PersistentWorkAreas.csv. Keep {0} in the clear-button text: it becomes the pin count.
Will it slow down my game?
It's built not to. A terrain or path change re-checks only the pinned buildings it can reach, and nothing runs while nothing is pinned and no planting tool is open. If you notice a drop in a very large colony, let us know.
The project
Where do I download it?
From the GitHub releases page. The install guide walks through the rest.
How do I report a bug or suggest a feature?
Open an issue on GitHub. For a bug, here's what helps.
Can I build it from source?
Yes. See DEVELOPING.md in the repository. The source is under the MIT license.
Is this an official mod?
No. It's an unofficial community mod, not affiliated with or endorsed by Mechanistry, the makers of Timberborn.