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!

(exp u3) If you dislike the warehouse changes, come here

If you hate the warehouse changes, please upvote this and describe which part you hate and why. If instead you love the warehouse changes, go here: ...
Suggested by: Jcheung (23 Nov) Upvoted: yesterday Comments: 26
Under consideration Experimental Feedback

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) Upvoted: 19 Mar 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) Upvoted: 22 Jul 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) Upvoted: 17 Sep Comments: 5

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) Upvoted: 22 Nov Comments: 2
Under consideration Building 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) Upvoted: 09 Nov Comments: 7

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: 17 Nov 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) Upvoted: 19 Jun Comments: 0

(exp u3) If you like the warehouse changes, come here

If you love the warehouse changes, please upvote this and comment with what you think could be better. If instead you hate the warehouse changes, go here: ...
Suggested by: Jcheung (23 Nov) Upvoted: yesterday Comments: 6
Under consideration Experimental Feedback

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

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

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 (2 days ago) Upvoted: yesterday Comments: 2
Under consideration Experimental QOL Suggestion

[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) Upvoted: 31 Mar Comments: 14

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) Upvoted: 28 Jul Comments: 2
Under consideration Experimental Suggestion

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) Upvoted: 22 Aug 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) Upvoted: 02 Apr Comments: 3
Under consideration Experimental Suggestion UI

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 (2 days ago) Upvoted: yesterday Comments: 1
Under consideration Experimental Suggestion Visual

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 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) Upvoted: 30 Aug Comments: 3
Under consideration 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) Upvoted: 28 Jul Comments: 2

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: 03 Feb 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) Upvoted: 23 Nov Comments: 1
Under consideration Accessibility Experimental QOL UI

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) Upvoted: 11 Sep Comments: 0
Under consideration Experimental Suggestion

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) Upvoted: 08 Aug 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) Upvoted: 13 Mar Comments: 0

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) Upvoted: 26 Aug Comments: 2

[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) Upvoted: 2 days ago Comments: 1
Under consideration Balance Building Experimental

[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) Upvoted: 28 Jun 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 Comments: 1
Under consideration Experimental Suggestion UI

[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) Upvoted: 19 Jun Comments: 0
Under consideration Experimental Suggestion UI

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) Upvoted: 16 Jun Comments: 10

(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 (today) Upvoted: today 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) Upvoted: 13 Aug 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 Comments: 2
Under consideration Experimental In-game text (EN)

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) Upvoted: 22 Nov Comments: 1
Under consideration Experimental Suggestion

[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) Upvoted: yesterday Comments: 0
Under consideration Experimental Feedback

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 Comments: 0
Under consideration Building Experimental Visual

(exp u3)Sort order in Settlement Panel

About the residence, warehouse, and work area shown on the Settlement Panel. In the past, these items were listed in order of oldest to newest, but in ...
Suggested by: ExcOne (22 Nov) Upvoted: 22 Nov Comments: 3
Under consideration Experimental UI

[BUG?] [EXPERIMENTAL] Huge number of old age deaths after loading save post Sep1 Update

I have no idea why but as soon as the day advanced on my Experimental Branch Folktails game after loading it following the most recent update, a massive amount of my ...
Suggested by: Rolepgeek (01 Sep) Upvoted: 03 Sep Comments: 3

(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) Upvoted: 24 Nov Comments: 2
Under consideration Experimental Suggestion

BUG update 3 storage above ground

A medium warehouse above ground with a platform and path is still unconnected.
Suggested by: Rusiak (22 Nov) Upvoted: 22 Nov Comments: 1

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 ...
Suggested by: Eric (07 Jul) Upvoted: 10 Jul Comments: 1
Under consideration Balance Experimental Suggestion

[Experimental(0.1.2.0-1c1929c-xsw)][UI]: Work Menu - Pause/Play buttons

When you pull up the work menu, all buildings have a paused toggle image set, regardless of actual status. I thought this may be because the icons weren't intended ...
Suggested by: Gene (06 Mar) Upvoted: 07 Mar Comments: 1

Mechanical Water Pump fill sensor

It looks like the older Water Dump had a sensor built in to not over-fill a reservoir. Can that be implemented with the Mechanical Water Pump too? I've been ...
Suggested by: Kurt (12 Dec, '21) Upvoted: 24 Dec, '21 Comments: 1
Under consideration Experimental Suggestion

(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) Upvoted: 22 Nov Comments: 0
Under consideration Experimental Suggestion

Small forester graphical glitch

The UI for the word "Prioritize" ends up virtical instead of horizontal.
Suggested by: Riding Shotgun (07 Mar) Upvoted: 07 Mar Comments: 0
Under consideration Bug Experimental 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: 18 Apr Comments: 0
Under consideration Bug 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: 04 Dec, '21 Comments: 0
Under consideration Experimental Suggestion UI

[EXPERIMENTAL] Not filling water tanks - BUG

I have tried and tried....I destroyed my water tanks and rebuilt them, reloaded the game, and completely restarted the game - and yet my beavers are not taking the ...
Suggested by: Morrigan Marie (2 days ago) Upvoted: 2 days ago Comments: 3
Under consideration Experimental

Workplace panel scrolls to top when pausing/enabling buildings

In build v0.2.2.1-b44bdea-xsw, the Workplace panel frequently scrolls to the top when I'm trying to pause or enable buildings. It's super annoying, as I have to ...
Suggested by: BillH2949 (22 Jul) Upvoted: 22 Jul Comments: 3
Under consideration Bug Experimental UI

Scrap metal not being sent via distribution post

Scrap metal is labeled as "Metal", maybe that's why it's not working. I am on experiment branch too.
Suggested by: Xenocider (04 Dec, '21) Upvoted: 04 Dec, '21 Comments: 2
Under consideration Experimental

Add new