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)
Update 3: Please make LIQUID storage default to water
gate+warehouse combo
Unemployed Beaver not working
Folktail Beaver Statue is broken in Experimental build v0.2.1.0-73b43cf-xsw
Keep the disposal facility running even when the inventory is full
Reduce fog or add option to remove
[U4 Experimental]IT food buildings use power when paused and no worker
Refinery Smoke
Trees fruit and sap cycle and visuals, blooming period
Add more power connection points to golem parts factory and Folktails golem factory
district gate is distribution and drop off point
Lagging since 12/2022 experimental patches
(exp u3) Add checkbox for priority fill
Update 3 suggestion: Keep old water tank designs for Folktails, give the new designs for IronTeeth
gravity battery fix
Update 3 Experimental - UI Quality of life changes
[Bug] Experimental: Mark for demolition doesn't seem to be working
Let Barrelbot Golems use showers
[Experimental(0.1.2.0-1c1929c-xsw)][UI]: Slideout arrows for "old" colony panels.
Experimental - Spadderdock and Cattail Growth Feedback
Water wheels do not work after new experimental update
I hate that you took the maintenance station
[Experimental] Better log piles for beavers
Strange bug with water and shadows - reflections in water
New storage feature, food and underground storage for folktails
Also show district building range when clicking a path
Keep some unique bonuses - Experimental branch
[Bug/feedback] 'Needs 2.0' confusing menu tooltips
New employment screen - changes for better visual representation and more intuitive control.
Workplaces screen should highlight the currently selected buiding on screen
Experimental branch Update 4 is missing all icons
Engines should only provide power when needed & only while staffed.
[Bug][Experimental] After all golems are disposed off, golem buildings can't accept beaver workers
Experimental: lift Distribution Post limits a bit to account for more types of food
Large Water Wheel not providing the right power
Multiple Disposal Facilities only pick up one broken golem
[U4 Experimental] Power Shafts not spinning (no rotation animation for junctions)
[Exp] Beaver don't bring rubble to the nearest storage
(exp u3) small warehouse is overpowered
[BUG] Golems explode even after repaired
Gatherer flag description should be updated to include chestnuts
(exp u3) Don't count drop off point capacity toward all resource storage
Higher input buffers for some buildings like food factory
[Feedback] Experimental 2022-11-21
Showers are wasting water
Priority for Non-Fruit bearing Trees.
Lido visual model requires adjustments
Update 4 considerations