Here's where we squash Timberborn bugs and consider new features! 🐛
To make the process smooth please follow these rules:
🌳 Use English. The only allowed exception is described in the thread on in-game text and translations pinned below.
🌳 Before posting, check for duplicate suggestions by using "Search". If someone has already shared something similar, upvote and/or comment.
🌳 When reporting bugs, add any details that may help us reproduce the bug. Remember that you can attach image files to your suggestions.
🌳 Saves and player logs help us even more. You can send an anonymous report via a post-crash screen after the game stopped working. If that screen didn't appear, please post your bug report and then e-mail us the files using this address. Remember to link your suggestion! Where are the logs and saves, you ask? Check out this thread.
🌳 You may also suggest and upvote new features big and small. And if you feel you'd rather discuss live, join our Discord.
Thank you for your feedback!
Suggesting new content, features, QoL changes etc.
How to report problems with in-game text or a translation?
How to send us logs and save files (and why you should do that)
Aqueducts - elevated water transport
Ability to recover used materials when deleting/demolishing buildings (deconstruction)
Expanded pump mechanics and pipelines
Statistics - Production, Consumption and other reports with Graphs
Beaver automators - logic triggers (control dams floodgates automatically)
Add a "max" amount per resource for warehouses (storage limit)
Game over when the last of the beavers dies
Add a powered Lift or Elevator
Allow mirror and/or doorway variation for every building
Add weather features. Rain.
Carts for moving multiple logs/food pieces at once.
Cart and rail track system
Caves and Tunnels
Fruit trees and brewing
Sandbox Mode (Creative mode)
River Beaver (Faction)
Wind elevation bonus and surrounding penalty. And wind forecast
More Granular Control of FloodGates (more level settings)
Ladders and Stairs
hydroelectric dam, dam power unit
Building Progress Animation
Procedural Map Generation - random map seeds
Dining Hall (place to eat) [cafe, canteen, tavern, mess, restaurant, kitchen]
Faction - Moonwood Beavers (oriental theme)
Split High Power Shaft into horizontal-to-vertical shaft turns and straight vertical power shafts
Set production limits, district resource capacity limit
How about a campaign mode?
Beaver Clothing - Cosmetic Details and Accessories for working Beavers! (and hats)
Custom key bindings
Street lights, firefly lamps, lantern decorations, night illumination
Vertical farming (Rooftop planting)
Building dimensions in building descriptions (footprint size)
Curved stairs (spiral, angled, corner, turning stair)
Add the Steam workshop
Add real flood gates
A bleed valve (dam block under levees) for regulating deep reservoirs.
allow beavers to drink out of river in emergency
Map previews, attachable and automatic
Different soil types (terrain tiles variety)
Native Linux support