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!

Please add a power transmission on/off switch

It would be handy to isolate groups of buildings when you don't need them, or power is low.
Suggested by: Mike T (18 Sep, '21) Upvoted: 11 Sep Comments: 22
Under consideration Suggestion

Faction suggestion : Desert beavers

In a post-apocalyptic world it is only natural some beavers evolve to cope with the harsher climate. Desert beavers require less water then oth factions and make ...
Suggested by: Duriel (24 Sep, '21) Upvoted: 17 Sep Comments: 11
Under consideration Faction Suggestion

More Crops and Food Variety

The idea is simple: add far more crops - such as maize, sweetcorn, cabbage, rice, quinoa, teff, beets, etc. - , and make it so that beavers become happier with more ...
Suggested by: Yeeshñaw (16 Sep, '21) Upvoted: 11 Aug Comments: 8
Under consideration Suggestion

Make wet and dry seasons less binary by adding rain and ground wetness level (how much water spawns)

The way how this will work is that when it rains, the ground wetness increases (spawning water to the source) with maybe a small increase of water spawning while ...
Suggested by: Dan W (02 Oct, '21) Upvoted: 01 Jul Comments: 3
Under consideration Suggestion

Keep bot (golems) fully optional (let beavers do terraforming)

Golems are received differently by the community, some love them, some not so much. But good thing about golems before terraforming update was that they were ...
Suggested by: Gin Fuyou (12 Aug, '22) Upvoted: 04 Sep Comments: 11
On it! Suggestion

Mushroom Farming

New building for mushroom farming. Takes water to operate. Stackable, no sunlight needed. Mushrooms provide food, but are not very nutritious. Mushroom farming is ...
Suggested by: cjet79 (03 Oct, '21) Upvoted: 30 Jul Comments: 7

Improve and simplify Distribution Post interface and mechanics - easy district resource sharing

Okey, I am not sure if any suggestion like this is already out there, but I didnt seem to find one. I would really love if the hole interface/district trading system ...
Suggested by: Daniel (26 Sep, '21) Upvoted: 18 Apr Comments: 57
On our radar Suggestion UI

Forced warehouse clearing - discard resources, delete materials, dispose food from storage

The game has some problem with clearing warehouses from unnecessary resources in them, for example, when a new warehouse is being built, and all other warehouses are ...
Suggested by: BlackLaughter (18 Oct, '21) Upvoted: 25 Aug Comments: 22
Under consideration Suggestion

Show range of relevant buildings when planting or building related structures, farms area

Currently, when planting trees or crops, I often have to cancel planting just to click on the forester buildings etc just to check how far their reach is, and have to ...
Suggested by: Eagerbeaver (23 Oct, '21) Upvoted: 18 Aug Comments: 30
Under consideration Suggestion UI

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 ...
Suggested by: FuryoftheStars (13 Nov, '22) Upvoted: 13 Sep Comments: 15

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 ...
Suggested by: benthevaporeon (05 Jan, '22) Upvoted: 22 Aug Comments: 10
Under consideration Game mechanics Suggestion

Make district build range "elastic" rather than a hard border

I think the district build range is a good mechanic that's for the most part well implemented. My only issue right now is that I find the hard limit punishes you too ...
Suggested by: OfficialNecro (20 Sep, '21) Upvoted: 03 Mar Comments: 9
Under consideration Suggestion

Remove drop off point from the game

And just allow distribution post to pick target district center directly. Have an existing drop off UI in district center to control distribution limit instead. Then ...
Suggested by: Thaina Yu (17 Sep, '21) Upvoted: 03 Feb Comments: 9
Done Suggestion

Folk Tail Restaurants/Iron Teeth Delivery Service

The Folk Tails, with their desire for everything comfy and tasty, surely would appreciate a nice little restaurant or pub. Just imagine them sitting there, with ...
Suggested by: Calineos (19 Sep, '21) Upvoted: 13 May Comments: 3
Under consideration Suggestion

More things to do with Metal

If you make aqueducts and lifts, those could be great uses of metal. I got the minimum I needed, now I just have hundreds of blocks and nothing to use them on. I ...
Suggested by: Scott T Smith (22 Sep, '21) Upvoted: 11 Jan Comments: 1
Under consideration Suggestion

Add on-screen warning when layer visibility is active (building disappear, platform top invisble)

Many players find it confusing (specifically since you can activate it by mistake with alt+wheel) and with shadows still visible it looks a lot like a bug. Mock-up ...
Suggested by: Gin Fuyou (01 Oct, '21) Upvoted: yesterday Comments: 85
Under consideration Suggestion UI

Flying unsupported power shaft - power bridge spanning several tiles

much like the bridges. a power shaft that can be researched to be placed on the edge of land, with the rest hanging over water to be connected by another from the ...
Suggested by: Mel (05 Jan, '22) Upvoted: 14 Sep Comments: 18
Under consideration Suggestion

[UI] Real life clock

We've all done it, lost track of time while playing a game. Any chance that a simple clock could be added somewhere in the UI that would display the current real life ...
Suggested by: AntiFish03 (16 Sep, '21) Upvoted: 08 Aug Comments: 15
Under consideration Suggestion UI

Two way distribution post

I think it would make sense if beavers dropping off goods from one distribution post would also collect goods needed going the other way (unless they are dying of ...
Suggested by: Josh (20 Sep, '21) Upvoted: 15 May Comments: 10
Done Suggestion

Build through Demolishable elements, placement over deletable objects like trees and bushes

It would be helpful, for me, to be able to mark resources for "demolish" and be able to build paths through the demolished area without having to wait for the ...
Suggested by: Alex Hardwick (04 Dec, '21) Upvoted: 09 Sep Comments: 33
Under consideration Suggestion

bigger maps (larger maps)

make huge maps
Suggested by: bill (22 Oct, '21) Upvoted: 25 Aug Comments: 13
Under consideration Map editor Suggestion

Beaver life spans and births

I suggest randomizing the life span of beavers within some range, so that they don't always die in batches when they die of old age. Usually, if one or more lodges ...
Suggested by: Alcaztrul (03 Oct, '21) Upvoted: 31 Jul Comments: 9
Under consideration Gameplay Suggestion

Planters and Gardeners

It would be very interesting to have planters in this game. They could allow you to take farms vertical, something that’s not possible as it is. And farmers can take ...
Suggested by: Krab (07 Oct, '21) Upvoted: 11 Aug Comments: 4
Under consideration Suggestion

ctl-z to undo last placement

ctl-z to undo last placement
Suggested by: beaverbob (22 Sep, '21) Upvoted: 30 Jul Comments: 19
Under consideration Suggestion UI

Beaver nurse office - deliver medicine, food and water to patients in medical beds

Alternative to https://timberborn.featureupvote.com/suggestions/314972/medical-beds-stock-water-and-food-for-patients But I suggest to a small office building that ...
Suggested by: Gin Fuyou (10 Jul, '22) Upvoted: 13 Sep Comments: 17
Under consideration Building Suggestion

Extend priority system to tree cutting and harvesting

Please extend the priority system to adjust the priority of cutting particular trees and harvesting particular berries (crops already have their own priority system). ...
Suggested by: Ryvre (20 Sep, '21) Upvoted: 08 Jul Comments: 15
Under consideration Suggestion

Add water locks for passing boats or rafts through dams

At later game one would likely want to transport more goods across districts. For game setting water transport is most obvious ones and few suggestions about that was ...
Suggested by: Gin Fuyou (22 Sep, '21) Upvoted: 18 Jun Comments: 6
Under consideration Suggestion

Demolishing resources from above - delete, clear, remove trees tile below

One thing very frustrating about demolishing resources it is that beavers can do it only if they are in the same level. For example : I want to construct something ...
Suggested by: Blakmoon (10 Jul, '22) Upvoted: 03 Jul Comments: 30
Under consideration Suggestion

Better Employment/Unemployment Statistics

Currently, employment statistics are represented as follows; Employed/Available (jobs) This, while in and of itself useful, lacks significant information that ...
Suggested by: Dusty (19 Sep, '21) Upvoted: 11 Feb Comments: 29
Under consideration Suggestion UI

District Range - mechanic is not clear and not intuitive

Hello here are my thoughts on district range: - District range is limited (i think that is great, else why build multiple districts?) - District range is very ...
Suggested by: Timberborn (23 Sep, '21) Upvoted: 10 Jun Comments: 21
On our radar Suggestion

Fairs for socializing including Firework (Socializing, Festivals, Celebrations)

A place for beavers to have fun with a combined function for socializing and eating. Furthermore, you can bring explosives there to have a firework (every X days) to ...
Suggested by: Martin (21 Sep, '21) Upvoted: 11 Sep Comments: 18
Under consideration Suggestion

Windmills aren't producing enough power - more reliable wind

So in my game I started trying to use windmills to supply power as rivers become harder to access and I need more power. my only issue is they aren't always working. ...
Suggested by: Adam J Lloyd (18 Sep, '21) Upvoted: 27 May Comments: 15
Under consideration Suggestion

Floodgate keeper job

It may be handy to 'automate' floodgate opening and closing with a new beaver job. As an example use case : - I build a floodgate - I build a Water gauge ...
Suggested by: Tonton Sancho (13 Nov, '21) Upvoted: 19 Sep Comments: 8
Under consideration Suggestion

Stop or Reduce Mechanical Power Usage When Building Is Idle / Not Functioning

When you pause a building (or flood it), it ceases to use mechanical power. If the building is currently idle or in a non-functioning state: no resources, worker is ...
Suggested by: freighter0 (12 Jan, '22) Upvoted: 09 Sep Comments: 25
Under consideration Suggestion

Floating gardens (chinampas)

Add a floating platform that would allow the planting of crops on water.
Suggested by: Peter (21 Sep, '21) Upvoted: 11 Aug Comments: 9
Under consideration Suggestion

Water Shed/Roofing to Reduce Evaporation, reservoir cover, shade balls

Suggestion for a late-game metal building/roof tile (similar in placement to the suspension bridge) which you can use to reduce or remove evaporation on that section ...
Suggested by: Daniel (21 Sep, '21) Upvoted: 07 Sep Comments: 18
Under consideration Suggestion

Paused housing shouldn’t show as available in stats on left (housing places display)

Title. Makes it hard to keep track when you’ve paused multiple houses to keep your population from (re)exploding as Folktail after migrating some.
Suggested by: FuryoftheStars (25 Sep, '21) Upvoted: 11 Aug Comments: 3
Under consideration Suggestion UI

Warehouse Organisation [Storage archieve thread]

Materials in Warehouses should be sorted by Categories (Building Materials, Food Items, etc..) not alphabetical.
Suggested by: OboDaHobo (23 Oct, '21) Upvoted: 18 Aug Comments: 34
Unlikely to happen Suggestion

Control electricity with environment (higher ground for wind power, place windmills on hills)

The power mechanics are currently consistent - any windmill would provide the same power wherever you place it, same as water wheels (assuming there's wind\water_. ...
Suggested by: Yuval (18 Sep, '21) Upvoted: 20 Aug Comments: 21
Under consideration Suggestion

Beaver Faction: Underpaws

• District Centers are underground structures like the underground warehouse of the Folktails, and double as unlimited housing. • Since DC is unlimited housing, ...
Suggested by: Realms×Myths (20 Oct, '21) Upvoted: 02 Aug Comments: 7
Under consideration Faction Suggestion

Set Desired water level for Water Dumps

At the moment I can think of very few situations for using water dumps, since the water output is so inconsistent. Making the dump stop at a settable water level ...
Suggested by: Daniel (21 Sep, '21) Upvoted: 11 Aug Comments: 4
Under consideration Suggestion

Map Objectives (Win Conditions), custom scenario editor and challenge mission texts

Within the map editor it would be really cool if there were ways to set a proper win condition. -build building X in location Y -reach 10,000 stored carrots -get ...
Suggested by: Nifegun (28 Sep, '22) Upvoted: 30 Jul Comments: 35
Under consideration Map editor Suggestion

Expeditionary Builders - construction outside of their district

a team of 2 or more builders that can build well outside of any district; the down side is that they are slow and must carry their own food, water, and building ...
Suggested by: jcheung (17 Sep, '21) Upvoted: 12 Feb Comments: 16
Under consideration Suggestion

Add name-list

It's nothing big, but I like the idea of having the ability, to create my own list of names for the beavers, replacing/expanding the original list.
Suggested by: Armenuides (16 Sep, '21) Upvoted: 23 Jul Comments: 10
Under consideration Suggestion

Aerial Ropeway

Instead of minecarts or trains I propose an Aerial Ropeway like this. https://youtu.be/6RiYXI1Tfu4 The way it could work would be a two terminal system and ...
Suggested by: Ncc1702 (23 Sep, '21) Upvoted: 03 Mar Comments: 6
Under consideration Suggestion

rubble megathread

Suggestions: -area deletion of rubble. maybe with resource destroy tool -building for rubble to go to -direct use from rubble pile -toggle off rubble entirely ...
Suggested by: Jcheung (21 Dec, '22) Upvoted: 04 Sep Comments: 46
Under consideration Suggestion

Seasons - winter, autumn, spring, summer

Each season has its own features and challenges.
Suggested by: Goro (05 Jan, '22) Upvoted: 09 Jul Comments: 23
Under consideration Suggestion

Always show building ranges when building, even if construction site tile is blocked

One frustration I currently have with the game is that building ranges don't appear if you can't build the building at the current spot. E.g. I have a farm and I ...
Suggested by: OfficialNecro (21 Sep, '21) Upvoted: 31 May Comments: 4
Under consideration Suggestion

Food and water rationing, food limit, consumption order and food management.

I love the game and have no complaints otherwise! But could we get an option to adjust how much food they can ration out per colony? MOD: This thread has been ...
Suggested by: Kat (17 Sep, '21) Upvoted: 18 Sep Comments: 23
Under consideration Suggestion

Differentiate religion and faction unique temples

Right now we have two factions that have the exact same temple and that's it. I suggest that this should be different for each faction to highlight their specific ...
Suggested by: Zam! (13 Oct, '21) Upvoted: 01 Jun Comments: 7
Under consideration Suggestion