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!

ctl-z to undo last placement

ctl-z to undo last placement
Suggested by: beaverbob (22 Sep, '21) Upvoted: 26 Sep Comments: 14
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: 31 Oct Comments: 11
Under consideration Suggestion

Keep 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) Upvoted: yesterday Comments: 8
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: 25 Oct Comments: 5
Under consideration Suggestion

Add Discord channels for various languages

Add the "General" channels to the server discord for various languages to make it easier to communicate between people in native language.
Suggested by: Niken (09 Oct, '21) Upvoted: 15 Oct Comments: 2
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: 13 Nov Comments: 11
Under consideration Suggestion UI

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: 13 Nov Comments: 6
Under consideration Faction 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: 24 Nov Comments: 6
Under consideration 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: 16 Nov Comments: 4
Under consideration Suggestion

Water wheel does not produce power even if water is flowing [Problems with wheel after Update 1]

The issue is simple, I have two compact water wheels inside the main river of the map "Waterfalls". There is no obstruction or anything else (see screenshot attached) ...
Suggested by: Luca (04 Jan) Upvoted: 03 Nov Comments: 47
Under consideration Bug

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) Upvoted: 10 Nov Comments: 15
Under consideration Building 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: 12 Nov Comments: 7
Under consideration Suggestion

Add Taverns for food and drink

Seems odd that there is no way to give the beavers a dedicated place to access food and water. Also could be expanded to an Inn for long travels.
Suggested by: Steve Meschke (27 Oct, '21) Upvoted: 17 Oct Comments: 5
Under consideration Building Suggestion

campfire interactions

Hi! I want to start with saying that I love playing your game. And especially I like how chill it is. So I was sitting and zooming on a campfire while beavers ...
Suggested by: Andrei (28 Sep, '21) Upvoted: 12 Nov Comments: 4
Under consideration Suggestion Visual

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: 22 Nov Comments: 3
Under consideration Suggestion

More Expansive Vertical Building

One of my favorite parts about this game thus far is the ability to build buildings vertically and in compact setups. However, transporting just about anything ...
Suggested by: Conner (22 Sep, '21) Upvoted: 21 Oct Comments: 3
Under consideration Suggestion

Water Elevator

Power consuming water elevator. Buckets on a track move water up from its bottom end and pour out the top. This would allow the ability to move water up to the top of ...
Suggested by: Connor Blaser (27 Sep, '21) Upvoted: 26 Sep Comments: 1
Under consideration Building 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) Upvoted: 23 Nov Comments: 29
Under consideration Map editor Suggestion

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
Suggested by: anton (09 Dec, '21) Upvoted: 22 Nov Comments: 28
On our radar Game mechanics

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: 22 Nov Comments: 7
Under consideration Gameplay Suggestion

Add a clear metric (like water/sec) so it's easier to weigh the risks of water dumps and irrigation

It's hard to do a cost benefit analysis for buildings that consume resources if those resources are vital to survival. It would be nice if there was a metric so I ...
Suggested by: Tom (17 Sep, '21) Upvoted: 21 Oct Comments: 2
Under consideration

Water visual bug - water in corners, "leaking" diagonal levees

It seemes like when water is like this(shown in the picture) it bugs a little
Suggested by: Taavi (22 Sep, '21) Upvoted: 03 Nov Comments: 19
Under consideration Bug Visual

Food 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: 01 Nov Comments: 18
Under consideration Suggestion

Exploits: One square lake and Free Warehouse

Exploits have been reported by several communities. This may be fun at first, but it makes the game much less fun, so please fix it. 1. one square lake Use Water ...
Suggested by: sukunabikona (25 Sep, '21) Upvoted: 19 Nov Comments: 16
On our radar Balance

bigger maps (larger maps)

make huge maps
Suggested by: bill (22 Oct, '21) Upvoted: 15 Oct Comments: 12
Under consideration Map editor Suggestion

Change either the "Plank" icon or the "Metal Block" icon

The plank and metal block icons are too similar, at a glance it is easy to confuse the 2 icons together. (personally they look like a slight rotation of each other ...
Suggested by: Infinite (04 Oct, '21) Upvoted: 08 Oct Comments: 3
Under consideration Suggestion UI Visual

Add Clay, Pottery, and Food rotting (spoilage)

Add Clay as a resource, possibly have to be harvested by river bank or during dry season. Clay can be used in pottery to make pots, and storage vessels (useful if ...
Suggested by: SirMichael (19 Aug, '21) Upvoted: 03 Sep Comments: 2
Under consideration Suggestion

season variation and related endgame challenge

add random variance to seasons, so sometimes it'll be a few days shorter or longer. if the earlier wet seasons are longer, and as time goes on, dry seasons get ...
Suggested by: Saelora (18 Aug, '21) Upvoted: 03 Oct Comments: 1
Under consideration

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: 31 Oct Comments: 25
Under consideration Suggestion UI

Map Overview - Zoom out to see map (furhter than with unlocked camera)

It would be great if we could have a button that gave us an overview of the entire map, so we could see everything in one picture
Suggested by: Kate (08 Oct, '21) Upvoted: 19 Nov Comments: 19
Under consideration Suggestion

Improved resource sorting and categories (materials types)

The addition of more resources in Experimental Branch was a good idea, and a welcome addition to fill the game with more content! (But) if you gather a lot of ...
Suggested by: AfterCrow (28 Nov, '21) Upvoted: 04 Nov Comments: 16
Under consideration Suggestion UI

Tech tree with prerequisites based on dependencies and grouping buildings

Right now, buildings are unlocked individually, with no regard to what is needed for their construction or where they are in production chains. Buildings needed for ...
Suggested by: Shouko (06 Dec, '21) Upvoted: 2 days ago Comments: 12
Under consideration Gameplay Suggestion

Beavers dying of thirst because they prefer to work

After a drought the beavers collected water but then ran to do chores like chopping wood instead of drinking from the water tanks. I had 3 beavers to die from thirst, ...
Suggested by: Richard (25 Sep, '21) Upvoted: 03 Nov Comments: 7
Under consideration Bug

Mark resource for destruction from modal

Would be nice if I could click a tree or a patch of carrots and mark it for removal like I can with a building/path.
Suggested by: Rusiak (16 Nov, '21) Upvoted: 30 Nov, '21 Comments: 6
Under consideration Suggestion UI

Expanded Berry Nutrition (Plus others)

I'd like to see more options for satisfying Hunger and Thirst, especially with Berries. We are able to grow them but they usually end up taking up space once farms ...
Suggested by: KnightForlorn (02 Oct, '21) Upvoted: 17 Nov Comments: 4
Under consideration Suggestion

Distribution Post doesn't work (distibution limits are set correctly)

I'm playing with the Iron Teeth. I have 2 Districts, one of which has an abundance of logs. I tried setting up a route to transfer those logs to my Main District, ...
Suggested by: Alex (30 Sep, '21) Upvoted: 03 Nov Comments: 39
Under consideration Bug

Show range of relevant structures 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: 30 Oct Comments: 16
Under consideration Suggestion UI

In-Game Encylopedia of Terms/Mechanics

Perhaps at some point along the road you can add a menu to look up things about the game, like what different buildings do exactly, what certain materials are and ...
Suggested by: Asanthri (21 Sep, '21) Upvoted: 14 Oct Comments: 13
Under consideration Suggestion

Lodge/Lodge(Mirrored) HUD Redundancy

Lodge and Lodge(Mirrored) are an important distinctions in the build menu. However, when the buildings are reported as occupied under the housing menu of the HUD, it ...
Suggested by: Miller W (23 Sep, '21) Upvoted: 17 Sep Comments: 7
Under consideration Suggestion UI

More Beaver Info (Gender, Thoughts, Family Tree, etc.)

I would really appreciate more information on the individual beavers, both helpful data and flavor stuff to give the game a bit more of a lived in feel. Right now ...
Suggested by: Perrybirb (20 Sep, '21) Upvoted: 21 Oct Comments: 7
Under consideration Suggestion

New food, recipes and production chains - suggest YOURS here!

I don't think it's very constructive to have a separate threads for each recipe, so let's collect all ideas for devs (or modders) to pick from here! I propose ...
Suggested by: Gin Fuyou (20 Dec, '21) Upvoted: 11 Nov Comments: 29
Under consideration Suggestion

Forester or stairs need to not require planks

Forester or stairs need to not require planks, if you run outa trees without a mill your only option is to AFK until more trees grow.
Suggested by: Ravis (26 Sep, '21) Upvoted: 21 Oct Comments: 14
Under consideration Suggestion

Science point sinks (Late game use for Science points, SP consuming buildings)

Some buildings could use science points to work. This could give use to them in late game. The list of SP-consuming buildings: - School. Consumes books and SP. ...
Suggested by: Anton (18 Jan) Upvoted: 01 Nov Comments: 13
Under consideration Suggestion

Fix the engines (power up for balance)

The Iron Teeth’s engines need a fix Detailed calculation and explanation with screenshots is here ...
Suggested by: Blackfyre (28 Sep, '21) Upvoted: 31 Jul Comments: 7
Done Suggestion

Modular Storage concept for expanding single storage building capacity

Looking at screencaps of more hardcore players I often notice arrays of warehouses. Obviously game balance can be tweaked in this aspect too, but I come with this ...
Suggested by: Gin Fuyou (17 Jul, '21) Upvoted: 24 Jun Comments: 7
Under consideration Suggestion

Preserve the Roller Coaster Tycoon building vibe

I absolutely love the current "clunkyness" of Timberborn's buildings. The fact that you cannot mirror every building, the fact that elevated paths and stairs are a ...
Suggested by: Deluge (11 Feb) Upvoted: 07 Nov Comments: 6
Under consideration 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 Nov Comments: 5
Under consideration Suggestion

Add "fog of war" in the additional "explorer mode"

You could add an additional game mode "explorer" and "fog" like in Age of Empires - a black area over all the map that gradually disaspear as the beavers move to new ...
Suggested by: Robert from Poland (20 Sep, '21) Upvoted: 01 Oct Comments: 5
Under consideration Suggestion

When resources are marked for destruction, they should be harvested if possible

It's not currently possible to prioritise the cutting of wood or harvesting of crops within a larger harvesting area, so I end up just marking resources for ...
Suggested by: Andy W (23 Nov, '21) Upvoted: 03 Sep Comments: 3
Under consideration Suggestion

Late game buildings for fun and spirituality

Compared to other needs, fun, spirituality, and (to a lesser extent) social life are currently hard to keep topped up, at least in late game (contrast this with, ...
Suggested by: Bryaxis (20 Sep, '21) Upvoted: 28 Jul Comments: 3
Under consideration Suggestion

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