Here's where we squash Timberborn bugs and consider new features! ๐Ÿ›

To make the process smooth please follow these rules:

๐ŸŒณ Use English. The only allowed exception is described in the thread on in-game text and translations pinned below.
๐ŸŒณ Before posting, check for duplicate suggestions by using "Search". If someone has already shared something similar, upvote and/or comment.
๐ŸŒณ When reporting bugs, add any details that may help us reproduce the bug. Remember that you can attach image files to your suggestions.
๐ŸŒณ 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.
๐ŸŒณ 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!

Weather Station (high cost research)

Aligning with some of the other suggestions that involve increased variation of weather, I propose that a weather station should be added as a worked building. This ...
Suggested by: Purser (17 Sep, '21) Upvoted: 14 Nov Comments: 20
Under consideration Suggestion

Option \ toggle to remove full storage warnings and building statuses (hide alerts)

The warning icons for full warehouse or water storage should be modified to be less strident. As shown in the attached image, some of my water barrels and warehouses ...
Suggested by: jztemple (17 Sep, '21) Upvoted: 11 Nov Comments: 42
Under consideration Suggestion UI

Blueprint drawing mode. (Planning)

One simple, yet super-useful feature that's unfortunately rare in these sort of games is the ability to draw right on the map. Plan the location of your roads and ...
Suggested by: eleazzaar (11 May, '21) Upvoted: yesterday Comments: 33
Under consideration Suggestion

Float Valve

Managing water levels in lower streams can be a little tedious. Adding a float valve that you put into a reservoir dam to keep lower streams at a set water level ...
Suggested by: Philip (17 Sep, '21) Upvoted: 16 Nov Comments: 9
Under consideration

Add more Floodgate heights - higher floodgates

Hi. I'm building a gigantic dam and I found out that the currently available floodgate heights are not enough to easily control the water discharge. I would love to ...
Suggested by: Mona (24 Sep, '21) Upvoted: 17 Nov Comments: 21
Under consideration Suggestion

Mountain Beavers (faction)

a kind of beaver that lives in the mountains with several small rivers and steep terrain. There is no dry season only winter and summer. in summer beavers can gather ...
Suggested by: isaac (09 Jul, '21) Upvoted: 10 Nov Comments: 11
Under consideration Faction Suggestion

Improving District Transporation (Distribution post trade routes Interface and efficiency)

A few ideas: * Add information to Distribution Posts per route if they are stalled due to lack of capacity at the other end etc. It is not uncommon to have ...
Suggested by: Necranom (18 Sep, '21) Upvoted: 11 Nov Comments: 67
Under consideration Suggestion UI

Mark Existing Trees for Replacement With Different Species (change crop or plant type, override)

When you initially set up a forester, you have the choice between planting three different tree types. For your initial planting, you might want to prioritize quick ...
Suggested by: Kosie (25 Sep, '21) Upvoted: 24 Nov Comments: 28
Under consideration Suggestion

Upgraded Paths (Roads), pavement

I hope there will be a way to upgrade paths. Once upgraded, beavers will walk fast and get tired less. I very new to the game and I notice the lines on the path ...
Suggested by: Red (17 Sep, '21) Upvoted: 16 Nov Comments: 16
Under consideration Suggestion

Better way to add and manage workers/individual beavers

I'm hoping that something like this is already planned, but I'm having a lot of trouble with managing individual beavers. For example, if I want a beaver to move from ...
Suggested by: Carson (13 Aug, '21) Upvoted: 29 Oct Comments: 62
Under consideration Suggestion UI

Allow windmill to transmit power downward, or a rooftop windmill or vertical axis windmill

Windmill was a great asset for folktail but we would more likely to build it on top of building, but it seem it did not transmit power downward. Which make it hard to ...
Suggested by: Thaina Yu (17 Sep, '21) Upvoted: 23 Nov Comments: 6
Under consideration Suggestion

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: ...
Suggested by: Gin Fuyou (23 Jul, '21) Upvoted: 24 Nov Comments: 24
Under consideration Game mechanics Suggestion

No power warning when work day ends

Every day, after beaver work finishes, you get warnings for building out of power when something is powered by a power wheel. There's not much point in this warning ...
Suggested by: Duncan (23 Sep, '21) Upvoted: 17 Nov Comments: 20
On our radar Suggestion UI

Minimap

I think the game definitely needs a minimap, it is really hard to go around having to hold the scroll
Suggested by: Pakistan (18 Sep, '21) Upvoted: 12 Nov Comments: 32
Under consideration Suggestion UI

More End-Game Content [Endgame Mega thread]

The players all agree, Timberborn is a fantastic game, but there comes a time in each save where the settlement becomes more or less self-sufficient and it feels like ...
Suggested by: AfterCrow (04 Nov, '21) Upvoted: 24 Nov Comments: 53
Under consideration Gameplay Suggestion

Boats

It would be cool to have boats as a way of transport. For example you could build two docks on opposite sides of a large river and have them work as if there was a ...
Suggested by: Fubiun1599 (18 Sep, '21) Upvoted: 24 Nov Comments: 31
Under consideration Suggestion

Map previews, attachable and automatic

To better understand map layout when choosing a map force editor to make an aerial screencap of the map on save and also allow adding one or two user-made images if ...
Suggested by: Gin Fuyou (16 Sep, '21) Upvoted: yesterday Comments: 25
Under consideration Suggestion UI

Further Expand and Improve tutorial - how to place pump, connect roads, build dams and more

Going after your suggestions we expanded tutorial. But should it be expanded further?
Suggested by: pmduda (12 Oct, '21) Upvoted: 20 Oct Comments: 227
Under consideration Suggestion

Adjust birth rate and/or explain in the tutorial what's required to encourage positive births

I'm new for what it's worth, and I'm currently teetering on the brink of the colony going under because there aren't enough new births to get anything beyond ...
Suggested by: CW (16 Sep, '21) Upvoted: 03 Nov Comments: 20
Under consideration

Pipette Building Tool - duplicate a building

Adding a pipette tool would be a quick and easy way to copy the same building. While building complex stucteres like big dams, I had often to switch between building ...
Suggested by: Holowbastion (15 Sep, '21) Upvoted: yesterday Comments: 50
Under consideration Suggestion UI

Making Depth Markers (gauge) more useful: let us name Depth Markers, and give them an alarm feature

So depth markers require some science investment and resources, but at the moment doesn't tell us much more than we can already guess by eye. My proposed change is ...
Suggested by: RogueVector (18 Sep, '21) Upvoted: 24 Nov Comments: 19
Under consideration Suggestion

Fire Hazard / fire suppression

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 ...
Suggested by: SirMichael (08 Sep, '21) Upvoted: 21 Nov Comments: 19
Under consideration Game mechanics Suggestion

shortcuts (hotkeys)

adding shortcuts to make roads , destory sectons and cut trees to make it easier. Adding Saving to the list.
Suggested by: JD (18 Sep, '21) Upvoted: 22 Nov Comments: 71
Under consideration Suggestion

Ability to group buildings (pause multiple buildings with single click)

Currently, each building must be micromanaged individually. If, for example, I have a battery of 6 water pumps along an unmanaged river, I will want to pause ...
Suggested by: Dusty (17 Sep, '21) Upvoted: 11 Nov Comments: 67
Under consideration Suggestion UI

Grain Silo (New Storage Tech)

Like the title says, just to increase building diversity and use the science points.
Suggested by: Ricardo (22 Sep, '21) Upvoted: 08 Nov Comments: 12
Under consideration Building Suggestion

Shadows just don't make sense. (Shadows rotate with camera)

Shadows. Simply speaking, Not very realistic. Shadows always point to the top right corner of the screen no matter what rotation your camera is at. I'm not saying ...
Suggested by: 1357_rex (17 Aug, '21) Upvoted: yesterday Comments: 67
Under consideration Suggestion Visual

Cliff overhang platforms: To build againts cliffs

The idea is to have platforms that can be built directly against the cliffs. There can be 1x1 platforms to have paths, but also 1x2 and 1x3 to allow building houses ...
Suggested by: Ginn (19 Sep, '21) Upvoted: 19 Nov Comments: 27
Under consideration Suggestion

independent district work hours

it would be nice to have changeable working hours depending on the district (ie if one district farms a lot have them work 18 hrs while other districts could work 12 ...
Suggested by: Nico Smies (19 Sep, '21) Upvoted: 02 Nov Comments: 18
Under consideration Suggestion

Beavers should prioritize to live near their work (priority for job near home)

Currently, beavers will randomly pick a house to live at. Usually they pick whatever is closer, even if there are available houses near their work. This is a big ...
Suggested by: Ralms (08 Oct, '21) Upvoted: 16 Nov Comments: 11
Under consideration Suggestion UI

Remove path tool - brush to delete roads

Please add a dedicated remove path tool. The current method of clicking on each space and deleting is to long.
Suggested by: Daniel T. Stanford (19 Sep, '21) Upvoted: yesterday Comments: 35
Under consideration Suggestion UI

Bug: oscillating Water / waves

Servus, After finishing a dam on a levee, and after the following draught, the water started oszilating erratically. In the screenshot the bay overflows regularly and ...
Suggested by: Myricaulus (18 Sep, '21) Upvoted: 17 Nov Comments: 45
Under consideration Bug

Faction idea; "Skygraspers" - To dream taller than the trees.

Skygraspers are a faction based around building tall buildings and reward the player for doing so. The Skygraspers look towards sky like the trees that all ...
Suggested by: RogueVector (18 Sep, '21) Upvoted: 22 Nov Comments: 18
Under consideration Faction Suggestion

Water wheel and power shaft turning in opposite directions - rotation mismatch

The power shaft connected to this water wheel is turning the wrong way
Suggested by: Piper (15 Sep, '21) Upvoted: yesterday Comments: 51
Under consideration

Building multi-selection

It would be great to be able to select multiple building to be able to pause them all or resume them. Selection could be done either by building of the same type or ...
Suggested by: Sismo (16 Sep, '21) Upvoted: 23 Nov Comments: 36
Under consideration Suggestion UI

Rework foods system to be easily expandable and moddable

General idea that was discussed in discord in a few variations is removing individual bonuses for concrete food items, but categorizing foods in a number of types. ...
Suggested by: Gin Fuyou (01 Jun, '21) Upvoted: 18 Oct Comments: 16
On our radar Suggestion

Alert on Population Starvation

New player here, just had my entire population die and I didn't even know I had a food issue. I sat here for a whole day(game-time) waiting for work to start... As ...
Suggested by: BruceNotLee (16 Sep, '21) Upvoted: 08 Nov Comments: 25
Under consideration Suggestion UI

I want more variations in the shape of the roof

Current roof types cannot handle irregular shapes. Therefore, we would like to have a half-shaped or L-shaped roof that is the current 2x2 roof. Beaver you will end ...
Suggested by: ในใซใ‚ใ‹ (20 Sep, '21) Upvoted: 16 Nov Comments: 27
Under consideration Suggestion

Usage of water for Transportation

As beaver-folk, it seems reasonable to me, to use the Rivers for transport. Letting beavers collect ressources upstream and dropping them into the water (or in small ...
Suggested by: Armenuides (16 Sep, '21) Upvoted: 19 Nov Comments: 13
Under consideration Suggestion

season specific commands (start or pause at drought)

During dry season, I found there were a few good habits. For example, raising all dams once it starts to keep water for just a bit longer. At one district, I had ...
Suggested by: Yuval (18 Sep, '21) Upvoted: 17 Nov Comments: 78
Under consideration Suggestion UI

Petting Mode

You may know about https://en.wikipedia.org/wiki/Can_You_Pet_the_Dog%3F While beavers are wild animals and shouldn't really be disturbed without a very good reason, ...
Suggested by: Gin Fuyou (26 Aug, '21) Upvoted: 07 Nov Comments: 1
Under consideration Suggestion

More Decoration Tiles

I feel like there should be more options for decorations (right now, there's just 1 bench, 1 type of bush, and a few statues). I think there should be more ways to ...
Suggested by: BedDestroyer08 (23 Aug, '21) Upvoted: 24 Nov Comments: 19
On it!

Beaver Kindergarten/School/Daycare/Playground for Kits

Beaver kits just run around the map and have nothing to do, they don't even have cute idling/playing animations or anything. I think it'd be a nice touch to give them ...
Suggested by: Perrybirb (24 Sep, '21) Upvoted: 17 Nov Comments: 20
Under consideration Building Suggestion

Allow (or require) logs to the floated down the river.

Possibly faction specific (see River Beaver), the only way to get a log more than n tiles is to float it down to its destination in the water. Intended to be freshly ...
Suggested by: SirMichael (03 Sep, '21) Upvoted: 23 Nov Comments: 25
Under consideration Suggestion

Add Steam Achievements

Potential achievements: Lose, everyone died. Population levels. Happiness levels. Flood a building. Additional districts constructed. Survive a drought # days ...
Suggested by: Night (19 Sep, '21) Upvoted: 05 Nov Comments: 14
Under consideration Suggestion

Show Forester/Farmhouse work boundaries in the Plant Trees/Crops view

Currently you have to click back and forth between the planting view and selecting foresters or farmhouses in order to determine how far out they can reach. You ...
Suggested by: Ripper (22 Sep, '21) Upvoted: 11 Nov Comments: 7
Under consideration Suggestion UI

Water physics needs some work with floodgates (at least)

Not sure if I'm just misunderstanding how the floodgates work or something but I put one upstream of my district--which also has a dam downstream--and it keeps ...
Suggested by: DeathClawz (17 Sep, '21) Upvoted: 19 Nov Comments: 24
On our radar

Copy/paste option for Warehouse configuration settings and other buildings

When we configure the warehouse, it would be a great help to be able to copy it then paste it to another warehouse
Suggested by: Pupp3tMast3r (18 Sep, '21) Upvoted: 21 Nov Comments: 28
Under consideration Suggestion

More โ€œfunโ€ buildings- parks and water parks

I think the game is severely lacking in the amount of โ€œfunโ€ buildings for you beavers, especially in the early/mid game. At this point, I think my beavers would be ...
Suggested by: this_is_ash (23 Sep, '21) Upvoted: 03 Nov Comments: 9
Under consideration Suggestion

Conditional Water Sources

Water sources that you can "unlock" via different actions, for example clearing debris from it or putting a water pump on it
Suggested by: MinkuSama (19 Sep, '21) Upvoted: 16 Nov Comments: 19
Under consideration Game mechanics Suggestion

Irrigation Tower fix

Irrigation towers use water even when there are no tiles in tower radius that requires water. Seems like a bug, or very odd behavior. I was expecting to setup the ...
Suggested by: Vixnil (17 Sep, '21) Upvoted: 02 Nov Comments: 26
Under consideration Suggestion

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