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!
🌳 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!
Flood Season, Monsoon
Water management is at the core of this game. As well as drought, it would be interesting to manage a flood, where the water flow in the rivers is cranked up so that ...
Wind elevation bonus and surrounding penalty. And wind forecast
For a more realistic windmill. It should have bonus from elevation. Maybe the game should calculate wind for each elevation differently. Higher elevation should have ...
Different soil types (terrain tiles variety)
Various soil types to add more colours to the game landscape, and more things to consider for colony planning.
Possible characteristics of soil:
- Fertility: ...
Fires Hazard, fire suppression, firefighters
Some form of Fire risk to the town. Be it lightning, random chance, etc. Increased risk during dry season. And the beavers would need some form of hand pumps or ...
Conditional Water Sources (unlockable sources, wells, springs)
Water sources that you can "unlock" via different actions, for example clearing debris from it or putting a water pump on it
Add Erosion System
Add a system for erosion along the sides of busy waterways, where over time they lose strength and collapse unless reinforced. This in turn would allow for the water ...
Combat / Defense (War, Warfare, Fighting, Battles, Enemies)
It would be cool to have a watch / lookout tower on like hard mod or something, every now and then you get attacked and over time the mobs get hard and more of them? ...
Foreign Trade, off-map external trading, merchant caravans
I would love to see the ability to trade resources with foreign settlements. The way I imagine this being done is somewhat similar to Ostriv. There would be two ...
Suggestion for a book and knowledge rework: A library
I personally dont like, that books get "consumed" by beavers like its something to eat for knowledge. I know it can become stale reading the same book twice, but your ...
Health System and Medicine (Diseases, Illness)
• Add a Health feature to beavers:
- Statuses: Healthy, Unwell, Sick, Injured, Dying
- Beavers need sleep, food, and water to remain healthy.
~ ...
Catastrophes, disasters: earthquake, tornado, volcano, tsunami, landslide, etc.
see title. Catastophes toggled mode on/off like in sim city 2000. Earthquake, fire, crop plague,disease in the water tank so you need to pour it all in the river, ...
Please don't turn all storage into 1 good per building storage
I just read the Dev blog 6 about the upcoming update 3 (https://steamcommunity.com/app/1062090/eventcomments/3497635791227923645).
I know the idea is subject to ...
hazard tiles (toxic wasteland) and polluted water for map building
having hazardous tiles and toxic water at the start of a map may be an interesting element for the theme, toxic water would not dry up over time like normal water(or ...
Variability in water consumption - less thirst with shorter work hours
Hi all,
What if beavers consumed less water when idle? It would be cool for 2 reasons:
- It prevents from a boring linear water consumption like x beavers ...
Haulers waste time moving balancing storages or tanks - desired amount defaults are inefficient
The haulers carry the logs between two nearby log piles.
I'm not sure if this is normal
Job rotation with unemployed beaver
Whenever there are unemployed beaver in the district, I wish that there would be a system that, every morning, there would be employed beaver leave their job and let ...
Random Events - Environmental changes
My suggestion is to have various types of random events that can occur at any time. They shouldn't dominate the playthrough at normal settings but should be there as ...
Dam life: wild life returns to irrigated lands, biodiversity metric for map
Beavers are known IRL for creating ecosystems, see video at end. So why not make that one of the goals of the game. To bring none beaver life to an area. The first ...
Iron Teeth Automatic Birth Control
I will try to keep this short and sweet. Basically, I suggest that the ironteeth birthing chambers be changed where they will pause themselves from popping out a kit ...
Dynamite rework to allow earthmoving and discourage deleting mountains
Detonating dynamite shouldn't destroy the ground block below it, but should instead transform it into a "dirt" block which has to be harvested (and the harvested ...
Thirst, hunger and productivity - scale needs with working hours
As in real life thirst and hunger needs should decrease slower when beaver doesn't work and even slower when it sleeps. For example: 100% decrease speed when the ...
Allow pathing diagonally on paths
See screenshot (red line is proposed new path route). Both paths as marked by the green lines take the same amount of time due to the game's pathing mechanics, but ...
Regenerative Agriculture / Foliage-based Groundwater Retention
In real life, different levels of vegetation lead to different amounts of water being held and absorbed into the ground: the less sunlight hits it, the more water is ...
Suggestion on water power
Waterwheel should also work like windmill, which it can have power fluctuation, not just constantly 180. But if water still running it should not ever stopped, just ...
Trees regulate moisture level on ground tiles, plants propagate irrigation
Strategizing your building and farming plans, a more bound to nature approach, should be advantageous and rewarding. To achieve this, I suggest including trees into ...
Thirst and hunger tolerance semi-randomized - variable disaster survivability
Right now when beavers run out of food or water they all start dying almost at the same time. It means that there is nearly no way to recover once a death wave ...
More Sophisticated Water Evaporation
In order to solve the "Water Dump in a hole" method of irrigation (which I can only assume is an unwanted feature, considering the existence of the Irrigation Tower), ...
Add enemy factions and friendly traveller NPCS/NPC events.
Some enemies and defense mechanics would be really cool in this game!
Like maybe some factions don't like other factions so they will come and attack you and you ...
District request/provide instead of routes
It doesn't look like this is already posted, if it is, please link to other post.
Suggestion: District drop-off points should automatically request what resources ...
More uses for Water
One issue I have with the game is that the water requirement scales linearly with population. Since Folktails only use it for thirst and Iron Teeth only adds a (tiny) ...
Radioactive Ruins (and general maladies system)
I always thought ruins need to be more scary. What if they were to afflict the workers with radiation sickness? It could use the same mechanic as need, and fill up ...
Restart in Ruins - start over same colony settlement
Wish that if you lost you could restart with your 4-8 beavers in your past ruins - you have to fix up and repair, some things you can only scavenge - but overall you ...
Rescale the water and moisture mechanic (also make sense of water dump)
If not too complicate, I want the radius of green area to be calculated by volume of water
There was already some suggestion that people consider a bug or ...
Violently changing water physics bug
Moments before this screenshot the area on the other side was totally flooded, and as you can see now it's pretty dry again. This erratic water physics behavior has ...
Let distribution beavers grab a snack and a drink
Let them grab a snack and a drink at their destination points if they get hungry or thirsty before leaving the district for home.
science points to upgrade
use science points to gradually upgrade infastructure, for example to make water pumps longer and stronger, upgrade houses to be more comfortable upgrade windmills to ...
Add a sunlight mechanic
With the daily cycle, the game is just begging for the inclusion of sunlight. This could range from a complex model where sunlight is modeled hourly, a simple check ...
Increasing a building's priority should automatically increase its supports' priorities
For example, if I built water pumps on some platforms in a lake and I increase the priority of building the water pumps, it should automatically increase the ...
Emergent behavior in automated pumps
Adding automated pumps would would also add the ability to create a battery, using two lakes of different height. This would be a really interesting emergent ...
Water Pressure
* Pressure from moving water, damaging or destroying buildings.
* Water pressure on water control structures and terrain, limiting the amount of water that can be ...
Some workers should ignore paths while working (not optimal pathfinding)
I've noticed this the most with my lumberjacks, but assume this would affect any flag worker and potentially farmers and others that do their work "off-path", but if ...
Sleep should affect beaver productivity
Well rested beavers should work faster.
Currently lack of sleep is shown as having 'no effects' in the UI.
Water Physics - splitting between two rows of water wheels
Water prefers to hug the inside of river curves. water should split evenly between parallel channels with water wheels, regardless of which way the river curves, and ...
Better Pathfinding for moving resorces to the storage
Beavers should move the Resources to the closest Depot and not take the longest route. For instance, a beaver transporting food from gathering place should update the ...
Waterwheel should slow water down
A waterwheel turning should reduce water flow speed
Food and or Water Cart
A cart that carries food or water around so beavers do not have to go the storage buildings to eat or drink.
Please allow buildings and land to break and/or wash away
I think it would be great to allow for levees, landcaping structures, and dirt blocks to break if subjected to large waves or the force of a large reservoir/ dam ...
Water Pump change
A slight change so that beavers working in water pumps won't halt their work just to take the water to a tank if the capacity of the pump is empty. They should wait ...
Construction job that requires materials should take priority over it's own build progression
I have a levee being built far off. 8/12 logs, 25% build progress. 4 builders. A log pile along their route. Morning comes, 3 go and grab logs while the 4th ...
Climate Change
It will be awesome if we could grow a forest and change climate by adding more irrigators to top hills, keep until forest grows stable and ... RAIN SUDDENLY HAPPENS! ...