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!
Allow builder beaver to pass though building when it try to build things and get back
Allow Beavers to build directly from rubble
Potential Issue Warnings (Alert for hunger or thirst, low supply, etc)
Reinstate district gates - bring back old district crossing
More Beaver Info (Gender, Thoughts, Family Tree, etc.)
Expanded Berry Nutrition (Plus others)
Collect honey from hives. Mead.
Science point sinks (Late game use for Science points, SP consuming buildings)
More Expansive Vertical Building
Water Elevator
In-Game Encylopedia of Terms/Mechanics
Power shaft levee block
Сampfire and other beaver leisure interactions and animations
Check valves - one-way flow water gate
Add "fog of war" in the additional "explorer mode"
Add Taverns for food and drink
Add Discord channels for various languages
New food, recipes and production chains - suggest YOURS here!
Bot (golem) hangars to store excsessive or spare mechanical workers (bot storage)
Waste, sewage
Add Clay, Pottery, and Food rotting (spoilage)
Bring back Bot (Golem) repairing (return coghead maintanance station) or even expand it to FT
Power shaft variants
stairs and paths
When resources are marked for destruction, they should be harvested if possible
Forester or stairs need to not require planks
Tech tree with prerequisites based on dependencies and grouping buildings
Variability in water consumption - less thirst with shorter work hours
Zefnoly's stackable floodgate/bleedgate system - alternative bottom dam valve outlet
More Factions
Set max population
Restart option in menu (Replay same map)
Automatically realease workers from dried up pumps or unpowered buildings
Improved resource sorting and categories (materials types)
Suspension Bridge as Path for Building Purposes
More music variety - new soundtracks
Please add an ability to save blueprints (buildings layout templates \ presets \ prefab)
Carrot/berry juicer
Mark resource for destruction from modal
Change either the "Plank" icon or the "Metal Block" icon
District path limit should be shown while building path.
Archeologist beavers for science
season variation and related endgame challenge
Gamma (Brightness) slider or some way making it easier to see at night (too dark)
Add more maps
Grocery store/Marketplace/Food court for central food+water access and distribution
Fix the engines (power up for balance)
Lodge/Lodge(Mirrored) HUD Redundancy
Modular Warehouse concept for expanding single storage building capacity
Preserve the Roller Coaster Tycoon building vibe