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!
🌳 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!
Now that the irrigation spread is variable, get rid of the variable evaporation rate
The 1 tile rate dumps needed be nerfed, I agree.
But now in experimental we have the spread of the green limited by the size of the water source. This is much ...
Scaling hunger/dehydration debuffs
Instead of the full penalties of hunger and dehydration hitting all at once when it passes 0, break up the debuff into 4-5 stages (and make the later stages even ...
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 ...
interim patch for irrigation tower
While a more permanent solution is being configured, I'd like to put forth the following suggestion which should theoretically not be too difficult to implement. ...
Sunflower Seeds/Birch trees don't seem worthwhile
Sunflowers take longer to grow than carrots, produce less food, and don't give all that good of a bonus- I usually don't find the +5% work speed worth the amount of ...
Tie custom setting "food consumption" with individual food needs depletion
https://discord.com/channels/558398674389172225/558398674854608910/1054881754219032667
because food specific needs will only ever be addressed if hunger is low ...
Evaporation Rate in Update 5 seems a bit extreme?
I understand that the evaporation rate of water was adjusted somewhat with the new update, largely to account for trying to eliminate the cheeky one tile water dump ...
Mechanical Water Pump energy consumption optimization
Hi everyone!
I'm having a blast with the game, I especially love the water dynamic!
I was playing with the new "Deep Mechanical Water Pump" and I've noticed that ...
Decorative walls for platforms (between pillars), vertical panels, cladding
You can add a decorative under-platform walls that can be placed between the pillars at any height (see the image), and rework how the current fences are working in ...
Make explosives mid game or let me dig!
I have spent 163 hours in Timberborn and by far my biggest problem with the game is the environment. Most maps don't have a large enough base to start building ...
distribution post efficiency (faster distribution)
Seems like distribution posts (maybe haulers in general?) move things very slowly.
If I have 1 district for generating food, and another for generating wood, I ...
[suggestion] increase max wind speed - windmill
so for FT, i've almost never, ever seen the high end for windmills, but i've seen the low side quite often (when i notice things are grinding to a halt usually)
my ...
Distibution Post workers get thirsty and hungry too often with new needs system
I generally like the new needs system but one aspect of the more limited positive values is that distribution post workers get thirsty and (less often) hungry much ...
Return Observatory or similar to Ironteeth
Removing the observatory from the Iron-Teeth tech tree has greatly reduced the variety of tech choices. Because the Number-Cruncher requires metal blocks, you are ...
irrigation tower Gen 2
1) the tower is treated as the IT breeding pod with the filling of water.(unemployeed, haulers, and those off duty)
2) the tower consumes science.
3) the tower isnt ...
U5 set FT kit default shelter value to max
Since FT requires housing in order for kits to be formed, shelter need should default to having it instead of defaulting to not having it and applying a penalty.
Large scale projects are too slow to build
On the one hand, it is understandable, that 1000+ levees will take time to build, but with the current state, it takes forever, even if all the materials are ...
[Experimental] Better log piles for beavers
In the previous versions, our dear folktails could have large warehouses to store absurd quantities of scrap metal or metal blocks (4000 on a 3x3 block) at the cost ...
Wood is too scarce and bottlenecks the early game way too much.
I just started playing so maybe I just suck but even when following along with the tutorial I found that I was constantly waiting for wood to be produced. And then ...
[suggestion] drop off point balance change
Currently, you can spam an unlimited number of drop off points for free storage with no cost.
I'd like to advocate that the first trip to a drop off point cost ...
Medicine and Injury requirement being reduced
I feel like the factories cause alot of injuries which is fine but it might be cool if the cost could be changed so they dont get injuried as much.
Like add a ...
Don't count children wellbeing for average
It doesn't make sense for children wellbeing to lower the average seeing how the reason they have low wellbeing isn't because there's anything lacking, but just ...
Changes affecting the water dump trick also affect the functionality of other means of irrigation.
The changes to irrigation affecting the water dump trick have made irrigation harder. Previously, in the late game, I used 1 tile wide strips of water that the ...
New wind settings
MinRequiredWindmillWindStrength: (default: 0.3) - 0.1
MinRequiredLargeWindmillWindStrength: (default: 0.2) - 0.3
MinWindStrength: (default: 0) - 0.1 ...
Rooftop terrace and campfire are very much underpowered.
On 200 pops i have 10 rooftop terraces and it is not even half of max happiness. Campfire is even worse as it take space on the ground and nothing can be built on ...
Better Transport between districts
Maybe i just didnt found the option, where i can give pro to an item, but my biggest problem is, that i have one District between the 2 districts i want to share the ...
Higher input buffers for some buildings like food factory
Food factory (Eggplant rations) has fast processing time but only 10 input buffer. Because of this, it runs out after just 5h of work, so this lowers its productivity ...
Rebalance irontooth food - increased technology produces less food
The food production doesn't add up for irontooth at the moment. If you put cassava in the fermenter it takes 2 hours to produce 10, 5 food per beaver hour. Fermented ...
Things desperately needs rework in mid-game(especially Ironteeth)
Currently, Ironteeth mid-game sucks - Yes, I get it. It's their concept. But, isn't it too harsh? Too punitive? See how Folktails are pumping out breads and instantly ...
Hard mode is boring (and tedious)
The beginning of the hard mode is fun and challenging. I am now in cycle 24 and it is just plain boring. The problem is not, that there would not be enough things to ...
Slowly Scale Negative Effects/Adjust Medicine
Negative Effects are VERY harsh early game, especially since Medicine cannot be made until metal and cogs are unlocked. Either slowly scale up the negative effects ...
Medicine too expensive/Make dandelions able to heal
Love the idea of medicine, except some of my beavers are injured but I can't make medicine because I'm not even close to having metal for the healer building. Maybe a ...
Herbalist needs more recipes
I have had (and I don't know what it did) just one beaver become contaminated during bad water since figuring out what i need to do to keep them safe. And I couldn't ...
Adjust cost of levees and water gates
With the addition of bad tides and the anti-cheese for water dumps the early game i feel the cost is too high for these items in the early game as you are priority is ...
Threated planks bottleneck and other costly buildings
There is a bottleneck in the game around the point where the player wants to start terraforming. At this point, Threated Planks come up for the first time, and now, ...
Large warehouse and underground pile are overly expensive
I mean, I understand that the advantage of the large warehouse is that it provides more *concentrated* storage, which can be useful in niche situations... but most of ...
Fix for socializing buildings priority and deterioration rate in late game
TL;DR: Rooftop terraces and Campfires are getting very low priority in late game well-being buildings, and it's almost impossible to give these well-being buffs to ...
Revert the change to the windmill's output(Update 5)
Revert the change to the windmills' power output, at least the large windmills. I find myself placing windmills everywhere I can and still lacking the necessary power ...