Here's where we squash Timberborn bugs and consider new features! ๐
To make the process smooth please follow these rules:
๐ณ Use English. The only allowed exception is described in the thread on in-game text and translations pinned below.
๐ณ Before posting, check for duplicate suggestions by using "Search". If someone has already shared something similar, upvote and/or comment.
๐ณ When reporting bugs, add any details that may help us reproduce the bug. Remember that you can attach image files to your suggestions.
๐ณ 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.
๐ณ 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)
Add more Floodgate heights - taller (higher) floodgates
Blueprint drawing mode. (Planning)
Upgraded Paths (Roads), pavement
Minimap
Option \ toggle to remove full storage warnings and building statuses (hide alerts)
Allow windmill to transmit power downward, or a rooftop windmill or vertical axis windmill
Pipette Building Tool - duplicate a building (clone/copy)
Mountain Beavers (faction)
Boats or rafts (or other water transports)
Further Expand and Improve tutorial - how to place pump, connect roads, build dams and more
More End-Game Content [Endgame Mega thread]
Ability to group buildings (pause multiple buildings with single click)
Making Depth Markers (gauge) more useful: let us name Markers, and give them an alarm feature
Improving District Transporation (Distribution post trade routes Interface and efficiency)
shortcuts (hotkeys)
Shadows just don't make sense. (Shadows rotate with camera)
Cliff overhang platforms: To build againts cliffs
Fire Hazard / fire suppression
Better way to add and manage workers/individual beavers
No power warning when work day ends
Building multi-selection
season specific commands (start or pause at drought) seasonal jobs
Independent district work hours - separate job schedules
Remove path tool - brush to delete roads
Faction idea; "Skygraspers" - To dream taller than the trees.
Beaver Kindergarten/School/Daycare/Playground for Kits
Add Steam Achievements
Usage of water for Transportation, floating goods by river
Grain Silo (New Storage Tech)
Rework foods system to be easily expandable and moddable
Show Forester/Farmhouse work boundaries in the Plant Trees/Crops view
I want more variations in the shape of the roof
Alert on Population Starvation
Allow (or require) logs to the floated down the river.
Conditional Water Sources (unlockable sources, wells, springs)
Graveyard Building, Cemetery (Social/Spiritual Need, Record of Passed Away Beavers)
Copy/paste option for Warehouse configuration settings and other buildings
Petting Mode
QOL: Allow placing upgrades on existing buildings.
Irrigation Tower fix
More โfunโ buildings- parks and water parks
Rice paddies, fishing and other water based food sources
Efficiency Research (Repeatable End-Game Science)
Add Erosion System
Make replacing path with stair or gates easier (build over roads)
medicine not being delivered to medical beds
Placing the First District Centre (Pick choose select starting location)
First person view
Expanding foresters.