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!
Aqueducts - elevated water transport
How about a campaign mode?
More End-Game Content [Endgame Mega thread]
Exploration system and scout parties
Allow districts to be different faction
Make beavers swim faster than on land
Campaign, Missions, Gamemods, game setting goals.
Beaver life spans and births
Tech tree with prerequisites based on dependencies and grouping buildings
season variation and related endgame challenge
District path limit should be shown while building path.
Edge pan doesn't work properly for multi-monitors setup (lock for dual display)
Gatherers and Farmers should consider their Carrying capacity when harvesting
More challenge mechanics for increased difficulty
Penalty for Death Besides Population Loss
Random Wandering Beavers
haulers should be able to help builders
Idle beaver tracker
Give fences functionality by introducing rabbits/ other animals
Consider increasing power wheel output based on walking speed
More use for rivers
Faction attributes
More things to do in a drought
You might want to have an objective for this game.
Game Mode - Weekly Challenge
Frostpnk-like region map and exploration sites
Expose player to more stress and much more survival threats to increase fun
The game pace is slow
forester is too essential
Water flow rate bug
Hybrenation pod (unique for iron teeth)
Better end-game: trigger "stress tests"
Trash/Waste management
Drought idea: droughts decrease with increased greenery
Incremental reveal of tech tree
Storing food and water at home
Beeing able to find human history
Please consider greatly speeding up day / night cycles (or looked at another way: not enough to do)
Realistic droughts - flow decreases and increase slowly with time, not instantly
Slow start - lack of wood
Faction Specific Death/Grief/PshycTrauma Mechanics
Dead Trees as a hazard
Water in flooded water tanks should get contaminated
It's too hard to satisfy Social Life after the update (its satisfaction needs to decay more slowly)
Map option - Multiple factions on same map
some "ground only" buildings get replaced by a "heavy" tag
More uses for power in the late game/metal buildings
New hazard: Plastic junk
Suddenly all beavers stranded - have to reload
Make infinite metal toggleable