Suggestions for improving Timberborn – Bugs and Suggestions

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!

Add tubeway tunnel - easy to build underground tubes

Building tunnels for tubeways is quite cumbersome in the current experimental version. I love tunnels, but with tubeways I need to place each piece of tube ...
Suggested by: Alron (07 Apr, '25) Upvoted: 06 May Comments: 35
Under consideration QOL Suggestion

Building Info windows in center of screen disturbs construction (Relocate move or collapse toolip)

Is it just me? This keeps happening: I go to build, say, a lodge-- figure out exactly where I have space for it, go thru the toolbar to open the lodge-placement ...
Suggested by: vivi (11 Oct, '21) Upvoted: 30 May Comments: 93
Under consideration QOL UI

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: 06 Mar Comments: 5

Build direction order tool - arrow sequential construction priority like on soil blocks

add tool that can apply the "arrow" from terrain blocks to other 1x1x1 blueprints like power shafts ideally would be able to apply to larger things too, but i'd ...
Suggested by: Jcheung (11 Aug, '22) Upvoted: 06 May Comments: 51
Under consideration QOL Suggestion

[U6] waterfall limit rework

with the new multi-layered water system, you can now do things like stack 5 dams in a column and all 5 will each pass water at the waterfall limitations for a ...
Suggested by: Jcheung (25 Jul, '24) Upvoted: 07 Jul, '25 Comments: 18

[1.0.11] integrate SR latch with counters \ sensors - built-in range \ hysteresis option

Please add resource threshold range logic I think this is the most useful logic for resource counter. On when below some threshold. But keep it on even over lower ...
Suggested by: Thaina (06 Mar) Upvoted: 17 May Comments: 21

Offset the Early Access Information "Start" Button from the "Exit Game" Main Menu Button

The "Start" button on the Early Access Information page lines up exactly with the "Exit Game" button on the Main Menu. This means if I double-click, or otherwise am ...
Suggested by: Evan (03 May, '23) Upvoted: 17 May, '24 Comments: 20
Under consideration QOL UI

pause building operation while it's under constraction, pre-pause structures

sometimes I want to build something like housing but I don't want them to use it quite yet. a "pause on complete" would be helpful.
Suggested by: Seigest (03 Jul, '23) Upvoted: 30 Mar Comments: 10
Under consideration QOL

Launch Earth Repopulator and Recultivator Wonder with automation

Dear Creators of Timberborn, I really like the new automation update! However I have noticed that it is still not possible to automatically send launch signals to ...
Suggested by: Bernhard (03 Mar) Upvoted: 24 Apr Comments: 6

Standardize positions of Ok and Cancel Buttons

For some reason, the cancel button is on the left for the whole demolishing thing but it's on the right for naming beavers and automation sensors. I never noticed it ...
Suggested by: anippita (15 Mar) Upvoted: 29 May Comments: 17
Under consideration QOL Suggestion UI

Building Marker: A Marker That Penetrates Visible Layers, Used for Marking Tunnel Paths

When using the tunnel digging tool, I find it difficult to accurately locate where my planned tunnel should be when adjusting the visible layers to observe the ...
Suggested by: tomato (03 Jun, '25) Upvoted: 27 Mar Comments: 1
Under consideration QOL Suggestion

Unable to place explosives in front sluice gate

Not sure if it is intended, but once the sluice is placed you can not place explosives in front of it to make the area deeper. The closest you can get is the next ...
Suggested by: Freebandaids (01 Jul, '24) Upvoted: 05 Oct, '25 Comments: 1

Let distribution beavers grab a snack and a drink

Let them grab a snack and a drink at their destination points if they get hungry or thirsty before leaving the district for home.
Suggested by: Morrigan Marie (21 Nov, '22) Upvoted: 20 Sep, '24 Comments: 2
Under consideration Game mechanics QOL

[1.0.11] add ability to build sensors/automation items without lamp

the lights are nice and all, but sometimes.... too much of a something is too much. would be nice to have a build option that removed the light. if you're feeling ...
Suggested by: Jcheung (06 Mar) Upvoted: 07 Mar Comments: 5

One Hand Gameplay - mouse-only controls

Everything can be done with the mouse alone. The keyboard is only required for rotating buildings. It would be great if this could also be done with the mouse, for ...
Suggested by: Vanessa (30 Jun, '23) Upvoted: 24 Mar, '25 Comments: 0
Under consideration QOL Suggestion

[1.0.11] depth sensor sensing point unclear

img was my initial thought of placement. suggest blocking placement if sensor can't read, like you do with water pumps and showers,
Suggested by: Jcheung (02 Mar) Upvoted: 06 Mar Comments: 5

CHange in-game mouse to reflect being in-game

When alt-tabbing, or playing with multiple monitors, it would be a quality of life addition to make the game's mouse, or cursor, use a built in game icon, rather than ...
Suggested by: Bill Campbell (13 Nov, '22) Upvoted: 27 Jun, '24 Comments: 3
Under consideration QOL UI Visual

Automation to change recipees in relevant buildings

Currently -as far as I can tell- you can only turn a building on or off with automation, but multiple buildings also have recipees to pick from. I don't really know ...
Suggested by: WhiteRoo (03 Mar) Upvoted: 31 Mar Comments: 1

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

[EXPERIMENTAL] Add a possibility for indicator colors to change based off of input

Basically, I want the option to, based off of two or more indicators (like the relay), choose a different color for an indicator. For full color capabilities, it ...
Suggested by: anippita (04 Mar) Upvoted: 12 May Comments: 0

Removing trees on other levels

It should be possible to cut/remove trees on other levels other than ground, similar to buildings. This is especially important for downward movement since when ...
Suggested by: Linuzz (06 Mar, '25) Upvoted: 02 Dec, '25 Comments: 0
Under consideration QOL Suggestion

Request for a warning before autosave lag spike

The game has occasional lag spikes, and that is normal and likely getting worked on or will be, but I would really love it if identifiable recurring lag spikes had a ...
Suggested by: BraidedCat (19 Mar, '25) Upvoted: 08 Mar Comments: 1
Under consideration QOL Suggestion

UD7 for Newbie/User friendly - "Power Shaft" should indicate auto-transforming NOT ONLY strait.

Feature Text of Power Shaft should have any explanation about its probability change to L form or cross NOT ONLY strait. Of course, we Veteran playing before UD7 ...
Suggested by: PZU (21 May, '25) Upvoted: 02 Dec, '25 Comments: 0
Done QOL

warning for logic missing input, automation disconnected \ broken issue notification

I removed a weather station I thought I didn't need, or it was removed for another reason but some of my logic broke without me noticing until near-disaster. It would ...
Suggested by: Pieter van der Star (13 Mar) Upvoted: 27 Apr Comments: 5
Under consideration Automation QOL

Add an option to reserve some goods for certain uses.

For example, take Logs. Currently, your Plank production can use every Log that you have, leaving you unable to build things or fuel your Bakeries etc. Currently if ...
Suggested by: David (18 Oct, '24) Upvoted: 02 Dec, '25 Comments: 1
Under consideration Gameplay QOL

Tunnel in to Levee

Would love to be able to use tunnels to replace a blocks in large reservoir (levee block) that are built in the latter game instead of having to demo a lot and ...
Suggested by: HypoConDreAct (04 Mar) Upvoted: 08 Mar Comments: 0
Under consideration QOL Suggestion

Changes to block descriptions to make building-on-building placement rules more clear

The current system of labelling things as having the quality of Solid or Ground-only is alright, but it's unclear that you: Can place platforms on pathways, ...
Suggested by: Waity5 (26 Nov, '23) Upvoted: 16 Feb, '24 Comments: 0
Under consideration QOL Suggestion

[1.0.11] valve automation active parameter unclear

currently, at first glance, it's unclear that there are two conditions. putting a grey filter over the inactive condition and/or expanding the highlight from "on" ...
Suggested by: Jcheung (03 Mar) Upvoted: 04 Mar Comments: 2

fix for clicking on ? mark in district distro limits suppressing popup

suggest click open the same diologue instead of doing nothing/stopping popup on hover
Suggested by: Jcheung (21 Dec, '22) Upvoted: 21 Dec, '22 Comments: 2
Under consideration QOL Suggestion

Triple and double height tunnel

Sometimes being able to replace dirt with more than one height platforms without destroying an entire build on top would be amazing, which double and triple height ...
Suggested by: C (04 Mar) Upvoted: 06 Mar Comments: 0
Under consideration QOL Suggestion

Visual clue of what is "above" with layer tool, indicate what is on top of a block in cut-off view

Similar to the way (bad)water shows a crosshatch mark when it exceeds or is at the layer height in the layer tool. Terrain should also show distinct visual texture ...
Suggested by: Philip Kuzila (13 Dec, '25) Upvoted: 18 Dec, '25 Comments: 0
Under consideration QOL Suggestion UI

Use scroll wheel on Floodgate to adjust height

I would like it when you mouseover the height box of the adjustible floodgate that you could use your scroll wheel to adjust the height.
Suggested by: Arsenius (19 May, '25) Upvoted: 02 Dec, '25 Comments: 0
Under consideration QOL Suggestion

Keep the max workers adjustment button static

It happens to me all the time where i go to drop the max workers on the Hauling Post and i just go 10-9-10-9-10 cause the button moves
Suggested by: Pier-Luc Michaud (28 May, '23) Upvoted: 13 Nov, '23 Comments: 0
Under consideration Bug QOL UI

UI should always indicate "planted by", "gathered by", "stored in", "needed for"

I'm new to the game and have a lot of difficulties remembering: - which resource is planted by what building (farm vs forester for berries) - when I need a ...
Suggested by: NewBeaver (22 May) Upvoted: 01 Jun Comments: 0
Under consideration QOL UI

Move automation and sensor pointer links and configuration, managing logic chains

We have now the ability to copy the settings though if you use automation settings and want to replace the counters or relays you will potentially have lots of things ...
Suggested by: Alfakr0ll (23 Apr) Upvoted: 26 Apr Comments: 2
Under consideration QOL Suggestion

Allow rebind of RMB in keybinds

Makes it easier to play with mouse only! mod edit title for clarity original title: Right click to turn buildings and workstations
Suggested by: Martine (19 May, '25) Upvoted: 22 Mar Comments: 0
Under consideration QOL Suggestion

Show science deltas

When hovering over the science points for Ironteeth in the tooltip, additionally display the result of total production—the total consumption.
Suggested by: Cruddly (09 Apr, '25) Upvoted: 11 Apr, '25 Comments: 0
Under consideration QOL

Toggle warehouse labels off with tab key when the UI is turned on

The tab key does not toggle the warehouse labels off when labels are in an on position (as set in the UI), as it does turn them on when the UI has labels turned off. ...
Suggested by: stwf (21 Dec, '22) Upvoted: 21 Dec, '22 Comments: 0
Under consideration QOL Suggestion

mute button on firework launcher

mute button on firework launcher - so that we can mute continuous firing ones etc..
Suggested by: Pavan (10 Mar) Upvoted: 10 Mar Comments: 0
Under consideration Audio QOL Suggestion

[1.0.11] allow alarms to be pinned

similar to indicators, alarms should have the option to be pinned when on. also could probably use a volume slider, but eh. that's less important.
Suggested by: Jcheung (03 Mar) Upvoted: 03 Mar Comments: 0