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!
Flood Season
Wind elevation bonus and surrounding penalty. And wind forecast
Different soil types (terrain tiles variety)
Fire Hazard / fire suppression
Conditional Water Sources (unlockable sources, wells, springs)
Add Erosion System
Foreign Trade, off-map external trading, merchant caravans
Combat / Defense (War, Warfare, Fighting, Battles, Enemies)
Health System and Medicine (Diseases, Illness)
Suggestion for a book and knowledge rework: A library
Catastrophes
hazard tiles (toxic wasteland) and polluted water for map building
Haulers waste time moving balancing storages or tanks - desired amount defaults are inefficient
Please don't turn all storage into 1 good per building storage
Job rotation with unemployed beaver
Variability in water consumption - less thirst with shorter work hours
Random Events - Environmental changes
Thirst, hunger and productivity
Dam life: wild life returns to irrigated lands, biodiversity metric for map
Allow pathing diagonally on paths
Dynamite rework to allow earthmoving and discourage deleting mountains
Suggestion on water power
Regenerative Agriculture / Foliage-based Groundwater Retention
Trees regulate moisture level on ground tiles, plants propagate irrigation
Iron Teeth Automatic Birth Control
More Sophisticated Water Evaporation
District request/provide instead of routes
[MECHANICS] Please make thirst and hunger tolerance semi-randomized
Radioactive Ruins (and general maladies system)
Violently changing water physics bug
Rescale the water and moisture mechanic (also make sense of water dump)
Restart in Ruins - start over same colony settlement
Increasing a building's priority should automatically increase its supports' priorities
Emergent behavior in automated pumps
More uses for Water
Water Pressure
Add enemy factions and friendly traveller NPCS/NPC events.
science points to upgrade
Add a sunlight mechanic
Some workers should ignore paths while working (not optimal pathfinding)
Let distribution beavers grab a snack and a drink
Sleep should affect beaver productivity
Water Physics - splitting between two rows of water wheels
Better Pathfinding for moving resorces to the storage
Waterwheel should slow water down
Climate Change
More comprehensive Farm and Forestry. Crop Density/Quality
Expand on the wellbeing concept with rare traits
Water Pump change
Beavers should like grass or industry