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!

Bot (golem) hangars to store excsessive or spare mechanical workers (bot storage)

A large solid building for storing currently unneeded barrelbots and cogheads. 1. Building interface has a input to control max number of golems in it's district. ...
Suggested by: Gin Fuyou (23 Jun, '22) Upvoted: 14 Jul Comments: 16
Under consideration Building Experimental Suggestion

Update 3: Please make LIQUID storage default to water

Every single liquid, aside from water, is not even available untill much later in the game. Its really tedious and makes no sense that i should have to click the tank ...
Suggested by: Grey Kylia (25 Nov, '22) Upvoted: 08 Sep Comments: 5
Under consideration Experimental QOL Suggestion

gate+warehouse combo

a building that mixes the function of a district gate and a warehouse; a warehouse with two entrances that also acts as a gate. would require both districts to be ...
Suggested by: jcheung (18 Sep, '21) Upvoted: 16 May Comments: 8

Unemployed Beaver not working

There is an unemployed beaver who won't join a new job (see arrows in screenshot). The beaver in question was one of the settlement's original children who just ...
Suggested by: wbooth (04 Mar, '22) Upvoted: 19 Mar, '22 Comments: 21

Folktail Beaver Statue is broken in Experimental build v0.2.1.0-73b43cf-xsw

As Folktail I've build Beaver Statues, Scarecrows, Roofs and Shrubs next to some housing units. However, my beavers living in the housing do not benefit from the ...
Suggested by: Brian (07 Jul, '22) Upvoted: 22 Jul, '22 Comments: 5

Keep the disposal facility running even when the inventory is full

As an experimental version, I have found that when the inventory at the disposal facility is full, the disposal of golems stops. In other words, when the warehouse in ...
Suggested by: sukunabikona (10 Jun, '22) Upvoted: 17 Sep, '22 Comments: 5

Reduce fog or add option to remove

New experimental lighting changes for dawn and dusk are pretty, but fog is overpowering and ends up detracting from appearance Attached image compares fog on ...
Suggested by: Stone Cold Jane Austen (05 Mar, '22) Upvoted: 04 Jul Comments: 7

[U4 Experimental]IT food buildings use power when paused and no worker

Fermenter uses power even when paused or has no worker in it. No difference to overall demand for power on the system if the fermenter is working or not. mod edit: ...
Suggested by: Chris M (13 Apr) Upvoted: 19 Apr Comments: 12
Under consideration Bug Experimental

Refinery Smoke

When creating catalyst, the smoke from the refinery should match the color of the catalyst. Right now it's yellow smoke even though catalyst is purple.
Suggested by: Rezzen (25 Nov, '22) Upvoted: 27 May Comments: 1
Under consideration Experimental Suggestion Visual

Trees fruit and sap cycle and visuals, blooming period

I'm very glad with introduction of non-wood resources from trees in experimental branch, but i'd like some adjustments to it, to make it look better and play somewhat ...
Suggested by: Gin Fuyou (07 Dec, '21) Upvoted: 03 Mar Comments: 5
Under consideration Experimental Suggestion Visual

Add more power connection points to golem parts factory and Folktails golem factory

I like new models for factories, but it's a waste they don't have more power connections on higher level. Basically golem factories are only production buildings I've ...
Suggested by: Gin Fuyou (16 Jun, '22) Upvoted: 16 Jul Comments: 0

district gate is distribution and drop off point

District gate should be the distribution /pick up centre it should be the pick up and drop off point and hold a decent amount, i don't get why we're double handling, ...
Suggested by: Bob isme (25 Jan, '22) Upvoted: 09 May Comments: 8

Lagging since 12/2022 experimental patches

The game is lagging badly since the new December 2022 experimental patches. I am running Low graphics and game speed 1. My PC is not the best previously i would run ...
Suggested by: Louis (11 Dec, '22) Upvoted: 23 Aug Comments: 3

[Bug] When a beaver dies they become "stranded"

see attached screen shot
Suggested by: Hunter (04 Mar, '22) Upvoted: 06 Mar, '22 Comments: 8

(exp u3) Add checkbox for priority fill

With the removal of desired, storages will always fill from nearest the source. this impacts the ability to store small quantities far from producers for easy ...
Suggested by: Jcheung (27 Nov, '22) Upvoted: 30 Nov, '22 Comments: 2

Update 3 suggestion: Keep old water tank designs for Folktails, give the new designs for IronTeeth

IronTeeth are supposed to be all about efficiency and the more square and compact designs newly introduced in U3 fit them perfectly. There is barely any difference ...
Suggested by: Grey Kylia (26 Nov, '22) Upvoted: 18 Dec, '22 Comments: 2
Under consideration Experimental Suggestion Visual

gravity battery fix

Just fix it by setting initial power value at zero so that the resource rich people don't create and destroy the battery to have more power by just queuing up builds ...
Suggested by: Chris (22 Jul, '22) Upvoted: 27 May Comments: 2
Under consideration Experimental Suggestion

Update 3 Experimental - UI Quality of life changes

There are two MAJOR quality of life improvements that can be added to the new UI features that ould drastically improve accesibility and functionality of the UI. ...
Suggested by: Zam! (21 Nov, '22) Upvoted: 24 Jun Comments: 1
Under consideration Accessibility Experimental QOL UI

[Bug] Experimental: Mark for demolition doesn't seem to be working

I have marked trees and bushes for demolition and give the work high priority. The work is never performed.
Suggested by: Andrew (24 Mar, '22) Upvoted: 31 Mar, '22 Comments: 14

Let Barrelbot Golems use showers

Folktail golems should use available means to get wet, e.g. using showers or just stepping into the water, if it is close to their path. Building floaded roads on ...
Suggested by: TTJ (18 Jul, '22) Upvoted: 22 Aug, '22 Comments: 1
Under consideration Experimental Suggestion

[Experimental(0.1.2.0-1c1929c-xsw)][UI]: Slideout arrows for "old" colony panels.

I love the new views, they are really helpful! I miss a quick glance at the numbers, sometimes. Would it be possible to have the best of both worlds?
Suggested by: Gene (06 Mar, '22) Upvoted: 02 Apr, '22 Comments: 3
Under consideration Experimental Suggestion UI

Experimental - Spadderdock and Cattail Growth Feedback

Underwater farm crops do not seem to want to be planted in water depths very close to 1 full level of water, even if no flooding is evident nearby. I suspect there is ...
Suggested by: savanik (26 Nov, '21) Upvoted: 10 Jan Comments: 2
Under consideration Experimental Suggestion

Water wheels do not work after new experimental update

After the update the water wheels do not flow anymore. Instead of having power of 150 to 300 in a tight river they are now 80 only. The terrace map start location ...
Suggested by: Nukem001 (11 Dec, '21) Upvoted: 23 Apr, '22 Comments: 4
Under consideration Experimental

I hate that you took the maintenance station

Basically all the golem changes have ruined the late game. It isn't supposed to be easy...
Suggested by: Ian (24 Aug, '22) Upvoted: 30 Aug, '22 Comments: 3
Under consideration Experimental

[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 ...
Suggested by: Alain (22 Nov, '22) Upvoted: 30 Nov, '22 Comments: 2
Under consideration Balance Building Experimental

Strange bug with water and shadows - reflections in water

unsure of what caused it but whatever system controls the water filter seems to have broken and is now overlaying the shadows from items that are above ground onto ...
Suggested by: Bala (21 Jul, '22) Upvoted: 28 Jul, '22 Comments: 2

New storage feature, food and underground storage for folktails

With the current system, if a beaver goes into a warehouse with multiple types of food, he will satisfy all of them at once. With the new system, does that mean that ...
Suggested by: Kiranos (15 Nov, '22) Upvoted: 16 Feb Comments: 1
Under consideration Experimental Suggestion

Also show district building range when clicking a path

As of now you have to always click the district center or a builder's hut to see the building range of your district. Now, with U4 being out and some of us being too ...
Suggested by: BratPfanneTV (26 Apr) Upvoted: 25 May Comments: 0

Keep some unique bonuses - Experimental branch

Love the well-being rework in the experimental branch. However, try to think about some unique bonuses to some buildings. That way they'd feel extra special. For ...
Suggested by: SkeletonRowdie (31 Aug, '22) Upvoted: 11 Sep, '22 Comments: 0
Under consideration Experimental Suggestion

[Bug/feedback] 'Needs 2.0' confusing menu tooltips

(Playing experimental branch during release of Update 2, Golems). Mouseover tooltips are somewhat confusing and need work. See the picture below. Tooltips appear ...
Suggested by: AfterCrow (13 Jun, '22) Upvoted: 22 Jan Comments: 0
Under consideration Experimental Suggestion UI

New employment screen - changes for better visual representation and more intuitive control.

Right now the workplaces screen lists all buildings and alows to see their priorities pretty easily. Unfortunately the jobs are still a confusing mess and even when ...
Suggested by: Zam! (05 Mar, '22) Upvoted: 08 Aug, '22 Comments: 0
Under consideration Accessibility Experimental UI Visual

Workplaces screen should highlight the currently selected buiding on screen

In the current experimental branch workplaces screen has been added - it would be really nice if the currently selected building was highlighted on the list and shown ...
Suggested by: Zam! (05 Mar, '22) Upvoted: 13 Mar, '22 Comments: 0

Experimental branch Update 4 is missing all icons

There's no icons for any materials, logs, raw food, processed food, processed materials, everything. It makes it hard to tell what different buildings use and produce.
Suggested by: Timothy (12 Apr) Upvoted: 13 Apr Comments: 6

Engines should only provide power when needed & only while staffed.

Irontooth Engines, since they require an operator anyway, should only burn logs when network power demand exceeds production and of course only when staffed (during ...
Suggested by: Lucas (30 Jul, '22) Upvoted: 26 Aug, '22 Comments: 3

[Bug][Experimental] After all golems are disposed off, golem buildings can't accept beaver workers

If a building is using golem workers, and all golems in a district are disposed (Folktails), there is no way to switch the worker type of that building back to ...
Suggested by: krckoleone (14 Jun, '22) Upvoted: 28 Jun, '22 Comments: 1

Experimental: lift Distribution Post limits a bit to account for more types of food

If you have a Distribution Post distributing all the types of food, plus books, then you only have one more slot for construction materials. It feels a lot more ...
Suggested by: Andy W (15 Dec, '21) Upvoted: 21 Sep, '22 Comments: 1
Under consideration Experimental Suggestion UI

Large Water Wheel not providing the right power

Game Version: v20211203-618b9d2-xsw Issue: Large Water Wheel (LWW) in a river running at roughly 2.2 cms (cubic meters per second?) is only providing 143 BP ...
Suggested by: Snababo (08 Dec, '21) Upvoted: 14 Jul Comments: 0
Under consideration Bug Experimental

Multiple Disposal Facilities only pick up one broken golem

I'm trying the golems with the Folktail faction, and it seems to me that only one Disposal Factory seems to be working at any given time, which means that other ...
Suggested by: Alain (10 Jun, '22) Upvoted: 16 Jun, '22 Comments: 10

[U4 Experimental] Power Shafts not spinning (no rotation animation for junctions)

Not sure if this is U4 specific but I thought I would mention it just in case. When operating a power shaft network on battery power, corners and straight shafts ...
Suggested by: BratPfanneTV (26 Apr) Upvoted: 30 Apr Comments: 4
Under consideration Bug Experimental

[Exp] Beaver don't bring rubble to the nearest storage

It seems my beaver are carrying rubble to the nearest storage *at the moment the rubble was created* and not the one *at the moment the rubble was actually picked up ...
Suggested by: Alain (10 Dec, '22) Upvoted: 14 May Comments: 2
Under consideration Experimental

(exp u3) small warehouse is overpowered

With the new changes on warehouses the small warehouse becomes slightly overpowered compared to platforms. They cost only 3 logs while a platform costs also planks. ...
Suggested by: TTJ (23 Nov, '22) Upvoted: 01 Dec, '22 Comments: 2
Under consideration Experimental Suggestion

[BUG] Golems explode even after repaired

I noticed this a few times but the golems seem to explode even after they've been fully repaired. It doesn't happen all the time but frequently enough that it's ...
Suggested by: Bobbie (21 Jun, '22) Upvoted: 13 Aug, '22 Comments: 2
Under consideration Bug Experimental

Gatherer flag description should be updated to include chestnuts

The gatherer flag building right now only has a description for gathering berries, while chestnuts are also a possibility
Suggested by: Roeland van Wijk (04 Dec, '21) Upvoted: 03 Jan, '22 Comments: 2
Under consideration Experimental In-game text (EN)

(exp u3) Don't count drop off point capacity toward all resource storage

Currently, building a drop-off point will add 300 max to the bar. I'd like to request that drop-off points be ignored for the max, since default behavior is that the ...
Suggested by: Jcheung (22 Nov, '22) Upvoted: 01 Dec, '22 Comments: 1

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 ...
Suggested by: Nils (01 May) Upvoted: 09 May Comments: 0
Under consideration Balance Experimental

[Feedback] Experimental 2022-11-21

Feedback for storage rework: ⭕ Having the storage buildings wide open and see all the little crates is quite pleasing. ⭕ The exclusivity of each storage ...
Suggested by: Nyoraia (24 Nov, '22) Upvoted: 26 Nov, '22 Comments: 0
Under consideration Experimental Feedback

Showers are wasting water

I've watched as beavers who's wet fur meters are already almost full come to the shower and use it, then continue to stand in the shower after their meter hits max. ...
Suggested by: FuryoftheStars (23 Jul, '22) Upvoted: 08 Sep Comments: 0
Under consideration Experimental

Priority for Non-Fruit bearing Trees.

Basically I would like an option or intelligence upgrade for woodcutters so that they will not cut down a tree that has resources to be gathered from it. Additionally ...
Suggested by: Sath (02 Dec, '21) Upvoted: 08 Sep Comments: 0
Under consideration Experimental Suggestion UI

Lido visual model requires adjustments

Because lido visual model requires solid ground for the platform side, but does not check for depth of water, it can become "suspended" if the bottom below it is ...
Suggested by: Zam! (27 Nov, '21) Upvoted: 17 Mar, '22 Comments: 0
Under consideration Building Experimental Visual

Update 4 considerations

After playing update 4 for a while, I can give you some suggestions: - One coffee brewer seems enough to supply 300 beavers with coffee. I think this one needs ...
Suggested by: MasterBeaver (22 Apr) Upvoted: 18 Sep Comments: 3
Under consideration Experimental Feedback Suggestion