Here's where we squash Timberborn bugs and consider new features! ๐Ÿ›

To make the process smooth please follow these rules:

๐ŸŒณ Use English. The only allowed exception is described in the thread on in-game text and translations pinned below.
๐ŸŒณ Before posting, check for duplicate suggestions by using "Search". If someone has already shared something similar, upvote and/or comment.
๐ŸŒณ When reporting bugs, add any details that may help us reproduce the bug. Remember that you can attach image files to your suggestions.
๐ŸŒณ 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.
๐ŸŒณ 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!

Badwater treatment \ cleaning \ curing \ filtering \ 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: 10 May Comments: 53
Under consideration Experimental Suggestion

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: 28 Mar Comments: 13
Under consideration Experimental Suggestion

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: 04 May Comments: 19
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: 02 Feb Comments: 5
Under consideration Experimental QOL Suggestion

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: 14 Apr Comments: 3
Under consideration Experimental Suggestion

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

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: 22 Jan Comments: 10
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 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

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: 05 May Comments: 20
Under consideration Experimental Suggestion

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 Comments: 21

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: 03 Nov, '23 Comments: 7

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

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: 20 Apr Comments: 5
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
Under consideration Experimental Suggestion Visual

[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: 03 Mar, '23 Comments: 5
Under consideration Experimental Suggestion Visual

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: 20 Apr Comments: 6
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: 06 Feb Comments: 0
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

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
Under consideration Experimental Suggestion Visual

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

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

[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, '23 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, '23 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

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: 27 Jan Comments: 10
Under consideration Experimental Feedback

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: 23 Nov, '23 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, '22) Upvoted: 22 Aug, '22 Comments: 1
Under consideration Experimental Suggestion

Fluid dumps irrigation range changed and shrinked - please read release notes!

the fluid dumps went from having their normal nice radius (i don't remember what it was) shrink to like. one or two units. it's affected every single save i have. ...
Suggested by: raven (04 Dec, '23) Upvoted: 20 Jan Comments: 14

U5: large water pump balance suggestion

With the sheer volume each one can pump, I feel like they would be pretty good with a pump depth of 3 instead of 4. This still gives a significant (60% increase [2.6 ...
Suggested by: Jcheung (25 Nov, '23) Upvoted: 04 Dec, '23 Comments: 3
Under consideration Experimental Suggestion

Do NOT stop bad water in drought

One of the best things about update 5 for me was that bad water was always rolling. It affected two interesting things 1) I needed to think about "back draft", on ...
Suggested by: Sigurhel (03 Nov, '23) Upvoted: 04 Dec, '23 Comments: 3
Under consideration Experimental Suggestion

Levee Irrigation + Dedicated Impermeable insulating block (metal \ waterproof levee)

Since Levees block irrigation, it made life extremly hard early game which is, considering the fact you may even run into multiple Badtide cycles early on like i did ...
Suggested by: Katsu (15 Oct, '23) Upvoted: 22 Oct, '23 Comments: 3

[Experimental(][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

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: 03 Nov, '23 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, '23) Upvoted: 11 Oct, '23 Comments: 0

Large size pump equivalent for iron teeth - upgraded IT pump

What it says on the tin, possibly a 2 beaver one instead of folkโ€™s 3. IT uses a lot of water as well since itโ€™s integral to their population growth and they have to ...
Suggested by: LeonDuvall (02 Nov, '23) Upvoted: 12 Feb Comments: 4
Under consideration Building 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

U5 Add ability for farmers to water plants in drought

This would be an extremely time intensive activity, perhaps taking double the harvest time, and costing a minimum of one unit of water per day plant. or if you want ...
Suggested by: Jcheung (26 Dec, '23) Upvoted: 28 Mar Comments: 3
Under consideration Experimental Gameplay Suggestion

Update 5 10/12/23 hotfix issues

In the new hotfix for Update 5, there was tweaks to the water physics that stop the contamination through dams, levees, and floodgates. I understand you also made ...
Suggested by: David (13 Oct, '23) Upvoted: 16 Oct, '23 Comments: 3

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

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: 29 Nov, '23 Comments: 3

U5: Make irrigation/pollution blocking dams/levees/floodgates an advanced version

In the early game the only chance to store water and make more land arable is to use dams and levees. Dirt and explosives only become available later. Thus, making ...
Suggested by: TTJ (12 Oct, '23) Upvoted: 15 Oct, '23 Comments: 2
Under consideration Experimental Suggestion

[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