Suggestions for improving Timberborn – Bugs and Suggestions

Here's where we squash Timberborn bugs and consider new features! πŸ›

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.

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Thank you for your feedback!

Bring back Sluices

Sluices had inbuilt automation controls and a compact footprint. While its possible to "replicate" the functionality with a number of sensors this takes up a much ...
Suggested by: Asterisk Ampersand (02 Mar) Upvoted: 25 May Comments: 53

Badwater filtering \ cleaning \ curing \ treatment \ purifying - continously remove pollution

There can be many ideas how and what for it can be done, but I think we should have a way. Extract production doesn't cut it in way you'd fill warehouses with it at ...
Suggested by: Gin Fuyou (28 Sep, '23) Upvoted: 26 May Comments: 113
Under consideration Experimental Suggestion

Please bring back Natural Overhangs

While I realize that terrain overhangs are probably better for performance, I propose we should have both. The latest update broke many U6 maps and saves because ...
Suggested by: Allie (02 Apr, '25) Upvoted: 21 Jan Comments: 15

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: 09 Apr Comments: 33

Change Badtide to output mixed water instead of pure Badwater - partially contaminated water

In update 5, during Badtide I find it weird that the normal water source output only badwater with not a single normal water mixed in it. I mean, it was outputting ...
Suggested by: Yan (05 Oct, '23) Upvoted: 20 Mar Comments: 17
Under consideration Experimental Suggestion

Stop the beavers from becoming irrelevant: Beavers to operated automation buildings manually

Beavers need to "take back" their roles in automation and robotics: * It's fine to have logic gates, but they should require beavers pulling the levers. * It's ...
Suggested by: Janus (04 Mar) Upvoted: 04 May Comments: 3
Unlikely to happen 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: 06 Mar Comments: 5

[1.0.0.2] new water system amplifies oscillation significantly (sloshing \ waves)

The new water system, while nice, has amplified an old problem and in fact, made it worse. Water height oscillation has gone to new heights (hah) with this update and ...
Suggested by: Jcheung (02 Nov, '25) Upvoted: 28 Apr Comments: 9

[U6] waterfall limit rework

with the new multi-layered water system, you can now do things like stack 5 dams in a column and all 5 will each pass water at the waterfall limitations for a ...
Suggested by: Jcheung (25 Jul, '24) Upvoted: 07 Jul, '25 Comments: 18

U5 decontaminate before sickness

Please allow decontamination to start as leisure activity if a beaver is contaminated, and have it reduce the starting level of contamination when sickness actually ...
Suggested by: Jcheung (02 Oct, '23) Upvoted: 15 Mar Comments: 3
Under consideration Experimental Suggestion

[1.0.11] integrate SR latch with counters \ sensors - built-in range \ hysteresis option

Please add resource threshold range logic I think this is the most useful logic for resource counter. On when below some threshold. But keep it on even over lower ...
Suggested by: Thaina (06 Mar) Upvoted: 17 May Comments: 21

Levee insulation depending on placing on soil

Dams/levees/floodgates blocking irrigation/contamination is a bit too easy and can be annoying too, (I think.) - I suggest insted of just slapping some leeves on ...
Suggested by: Foxx (16 Oct, '23) Upvoted: 28 Oct, '23 Comments: 2
Under consideration Experimental 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, '23 Comments: 8

Buildings controlled by automation option to keep input resources

When production of a building is paused (manual or by automation) their inputs are removed and returned to storage, for buildings that are paused for a long time it ...
Suggested by: Edmera (02 Mar) Upvoted: 23 Mar Comments: 17

Pathfinding - should avoid badwater as much as possible when heading to a destination.

Beavers seems to not care at all about the presence of badwater and go through it even if there is a reasonable path with no badwater available to them to go to their ...
Suggested by: Greytusks (05 Oct, '23) Upvoted: 04 May Comments: 11
Under consideration Experimental Suggestion

Contamination lasts WAY too long - faster decontamination

Loving the new content! I have 3 decontamination beds, and 2 contaminated beavers, it seems to take about 10 days to cure a single beaver per bed. I feel this may ...
Suggested by: CPTRedFuzz (30 Sep, '23) Upvoted: 03 Oct, '25 Comments: 10
Under consideration Experimental Suggestion

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: 19 May Comments: 9

Make badwater completely optional

i think that we should make bad water optional so that the new players can adjust before bad water and bad tides hits and they dont know what it does so i say add a ...
Suggested by: wyatt (08 Oct, '23) Upvoted: 07 Dec, '25 Comments: 20
Under consideration Experimental Suggestion

(not a) Bug: Ground is not irrigated despite water (Levee blocking irrigation?)

--- [Mod edit]: From update text of patch on 12 Oct.: > You asked for more ways to control how the pollution spreads, so from now on, Dams, Levees, and Floodgates ...
Suggested by: Sherlow (13 Oct, '23) Upvoted: 18 Feb, '24 Comments: 30

Adjust or change badwater pollution color

Current highly saturated vivid red-orange often found a bit too much and more reminding of lava, so put here ideas how would you prefer it adjusted or completely changed.
Suggested by: Gin Fuyou (28 Sep, '23) Upvoted: 22 Nov, '23 Comments: 15

Launch Earth Repopulator and Recultivator Wonder with automation

Dear Creators of Timberborn, I really like the new automation update! However I have noticed that it is still not possible to automatically send launch signals to ...
Suggested by: Bernhard (03 Mar) Upvoted: 24 Apr Comments: 6

[U7e] District Crossing for tramline/tubeway

a district crossing, that accepts the new transport system as a district connection
Suggested by: Jcheung (05 Feb, '25) Upvoted: 26 Mar Comments: 1

Return science and input materials into the mine

The recent change in the U7 experimental branch not only removes science generation from the mines, it makes metal too easy to obtain and kills the utility of treated ...
Suggested by: Bruce (28 Feb, '25) Upvoted: 03 Nov, '25 Comments: 2

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: 07 Feb, '24 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

Universal water source - allow more conrol and versatility for map makers, freshwater only source

Introducing a separate model for a badwater source unfortunately missed the chance to give map makers some options, how water should flow. My suggestions is to just ...
Suggested by: TTJ (03 Oct, '23) Upvoted: 05 Mar, '25 Comments: 8
Under consideration Experimental Suggestion

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: 03 Nov, '23 Comments: 1

[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, '23) Upvoted: 19 Apr, '23 Comments: 12
Under consideration Bug Experimental

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: 09 Jul, '25 Comments: 5

[1.0.11] make automation pause icon less obtrusive

currently it's a recolored pause symbol, which is fine and all, but it's also really large and if we have a lot of them it's a bit much. instead, i would personally ...
Suggested by: Jcheung (03 Mar) Upvoted: 25 Apr Comments: 4

Use science as a fuel for sending automation signals.

Science doesn't have a good late game use once you've unlocked everything. Automation is free and infinite distance once you've unlocked it. Solution: use science ...
Suggested by: Kaz (04 Mar) Upvoted: 31 Mar Comments: 3
Under consideration Experimental Suggestion

Incorrect rendering of ghost vertical power shafts

I loaded into the game with some planned vertical power shafts, and then noticed that when viewing the building ghosts they were rendering as if they were completed. ...
Suggested by: KrystalDelusion (21 Jul, '24) Upvoted: 25 Apr, '25 Comments: 10

[1.0.11] give us "wired" automation!

no, not like electricity. maybe ropes pulling sticks or something. but to start, it would be nice to have range limitations and a way to show physical connection, as ...
Suggested by: Jcheung (03 Mar) Upvoted: 04 Apr Comments: 2
Under consideration Experimental Suggestion

Large size pump equivalent for iron teeth - upgraded IT pump

What it says on the tin, possibly a 2 beaver one instead of folk’s 3. IT uses a lot of water as well since it’s integral to their population growth and they have to ...
Suggested by: LeonDuvall (02 Nov, '23) Upvoted: 30 Apr Comments: 16

Unable to place explosives in front sluice gate

Not sure if it is intended, but once the sluice is placed you can not place explosives in front of it to make the area deeper. The closest you can get is the next ...
Suggested by: Freebandaids (01 Jul, '24) Upvoted: 05 Oct, '25 Comments: 1

[1.0.0.2] [suggestion] aquifer drill produce mixed water in all seasons

could be interesting for drills to just produce partially contaminated water in all seasons, with a max str of .5 (arbitrary) instead of 8
Suggested by: Jcheung (03 Nov, '25) Upvoted: yesterday Comments: 0
Under consideration Experimental Suggestion

Badwater as production byproduct

It may suit the theme of the Iron Teeth (or maybe some other future faction) to have more efficient versions of industrial buildings which accept water in the same ...
Suggested by: Arkady (10 Oct, '23) Upvoted: 07 Jul, '24 Comments: 0
Under consideration Experimental Suggestion

Reaction speed confusion with new valves

I setup some valves to control badtides and set the reaction speed to 20%, thinking that'd be 20% as fast as normal, ie take 5Γ— the time. Instead, it was really, ...
Suggested by: Adam Olsen (04 Mar) Upvoted: 29 May Comments: 4
Under consideration Experimental Suggestion

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, '23 Comments: 0

[1.0.11] add ability to build sensors/automation items without lamp

the lights are nice and all, but sometimes.... too much of a something is too much. would be nice to have a build option that removed the light. if you're feeling ...
Suggested by: Jcheung (06 Mar) Upvoted: 07 Mar Comments: 5

Storage set to empty shouldn't be counted as available storage for automation

The new ability with the automation update to count % of storage space per item seem to also count available storage space in storage buildings set to empty, which ...
Suggested by: C (04 Mar) Upvoted: 31 Mar Comments: 4
Under consideration Experimental Suggestion

extract color change back to green

Please return extract color to green , this red orange isn't friendly looking to similar to the ground , green was vibrant and beneficial looking ....beavers healing ...
Suggested by: Art (13 Oct, '23) Upvoted: 03 Nov, '23 Comments: 4

Impermeable Floor (Update 6): Treated planks instead of metal

In my opinion, treated planks are currently underused as a construction-material, whereas metal is used for nearly everything. I would like to see treated planks used ...
Suggested by: M (26 Jun, '24) Upvoted: 17 May, '25 Comments: 1
Under consideration Experimental Suggestion

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, '23 Comments: 8

Automation should not have been magic computers

Instead of having magic computer poles and sensors, beavers should be the automation system. Watchtowers could allow beavers to observe the environment (water depth, ...
Suggested by: deejay4am (02 Mar) Upvoted: 26 Mar Comments: 7
Under consideration Experimental Suggestion

[1.0.11] add depth sensor to read from below

currently, the depth sensor has to be entirely out of the water to measure anything. it would be nice to have a version that works from below. maybe it could be a ...
Suggested by: Jcheung (06 Mar) Upvoted: 08 Mar Comments: 3
Under consideration Experimental Suggestion

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, '23 Comments: 3

Feedback: Badwater

I want to give a feedback to the badwater feature, I'm not sure if there is a better place than this forum. As much as I like Timberborn, I'm not that satisfied ...
Suggested by: Quax (13 Oct, '23) Upvoted: 14 Apr, '25 Comments: 10
Under consideration Experimental Feedback

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

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