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!

Building dimensions in building descriptions (footprint size), construction preview, space tiles

Only minor but when I was attempting to plan an where future buildings would go I couldn't tell how large the buildings I had not yet researched would be for road ...
Suggested by: Jason (17 Sep, '21) Upvoted: yesterday Comments: 61
Under consideration Suggestion UI

Map previews, attachable and automatic

To better understand map layout when choosing a map force editor to make an aerial screencap of the map on save and also allow adding one or two user-made images if ...
Suggested by: Gin Fuyou (16 Sep, '21) Upvoted: yesterday Comments: 48
On it! Suggestion UI

Beavers should prioritize to live near their work (job and home proximity)

Currently, beavers will randomly pick a house to live at. Usually they pick whatever is closer, even if there are available houses near their work. This is a big ...
Suggested by: Ralms (08 Oct, '21) Upvoted: 2 days ago Comments: 45
Under consideration Suggestion UI

mass pause - draggable tool

give the cursor icon on the UI bar a function. let it switch between regular and pause. the pause cursor can drag a grid and pause everything inside it. I have a very ...
Suggested by: andrew duncan (24 Sep, '21) Upvoted: 17 Sep Comments: 97
Under consideration Suggestion UI


I think the game definitely needs a minimap, it is really hard to go around having to hold the scroll
Suggested by: Pakistan (18 Sep, '21) Upvoted: 17 Sep Comments: 34
Under consideration Suggestion UI

Option \ toggle to remove full storage warnings and building statuses (hide alerts)

The warning icons for full warehouse or water storage should be modified to be less strident. As shown in the attached image, some of my water barrels and warehouses ...
Suggested by: jztemple (17 Sep, '21) Upvoted: 17 Sep Comments: 45
Under consideration Suggestion UI

Pipette Building Tool - duplicate a building (clone/copy)

Adding a pipette tool would be a quick and easy way to copy the same building. While building complex stucteres like big dams, I had often to switch between building ...
Suggested by: Holowbastion (15 Sep, '21) Upvoted: 17 Sep Comments: 72
Under consideration Suggestion UI

Ability to group buildings (pause multiple buildings with single click)

Currently, each building must be micromanaged individually. If, for example, I have a battery of 6 water pumps along an unmanaged river, I will want to pause ...
Suggested by: Dusty (17 Sep, '21) Upvoted: 17 Sep Comments: 96
Under consideration Suggestion UI

Improving District Transporation (Distribution post trade routes Interface and efficiency)

A few ideas: * Add information to Distribution Posts per route if they are stalled due to lack of capacity at the other end etc. It is not uncommon to have ...
Suggested by: Necranom (18 Sep, '21) Upvoted: 16 Sep Comments: 71
Done Suggestion UI

Better way to add and manage workers/individual beavers

I'm hoping that something like this is already planned, but I'm having a lot of trouble with managing individual beavers. For example, if I want a beaver to move from ...
Suggested by: Carson (13 Aug, '21) Upvoted: 17 Sep Comments: 74
Under consideration Suggestion UI

No power warning when work day ends

Every day, after beaver work finishes, you get warnings for building out of power when something is powered by a power wheel. There's not much point in this warning ...
Suggested by: Duncan (23 Sep, '21) Upvoted: 16 Sep Comments: 20
Done Suggestion UI

Building multi-selection

It would be great to be able to select multiple building to be able to pause them all or resume them. Selection could be done either by building of the same type or ...
Suggested by: Sismo (16 Sep, '21) Upvoted: 20 Sep Comments: 55
Under consideration Suggestion UI

season specific commands (start or pause at drought) seasonal jobs

During dry season, I found there were a few good habits. For example, raising all dams once it starts to keep water for just a bit longer. At one district, I had ...
Suggested by: Yuval (18 Sep, '21) Upvoted: 18 Sep Comments: 113
Under consideration Suggestion UI

Remove path tool - brush to delete roads

Please add a dedicated remove path tool. The current method of clicking on each space and deleting is to long. MOD EDIT: in the meantime, you can use the delete ...
Suggested by: Daniel T. Stanford (19 Sep, '21) Upvoted: 15 Sep Comments: 40
Under consideration Suggestion UI

Show Forester/Farmhouse work boundaries in the Plant Trees/Crops view

Currently you have to click back and forth between the planting view and selecting foresters or farmhouses in order to determine how far out they can reach. You ...
Suggested by: Ripper (22 Sep, '21) Upvoted: 17 Sep Comments: 9
Under consideration Suggestion UI

Alert on Population Starvation

New player here, just had my entire population die and I didn't even know I had a food issue. I sat here for a whole day(game-time) waiting for work to start... As ...
Suggested by: BruceNotLee (16 Sep, '21) Upvoted: 17 Sep Comments: 27
Under consideration Suggestion UI

Placing the First District Centre (Pick choose select starting location)

I am now starting my new games by placing a new District Centre closer to where I want to get started with my buildings and dams, and deleting the original Dc. Doing ...
Suggested by: Bright'Shadow (22 Sep, '21) Upvoted: 10 Sep Comments: 29
Under consideration Suggestion UI

Improved Map Browser

Right now, maps are hard to navigate. Issues: The scroll window is too small, showing only 5 at once. The "[Custom]" prefix adds visual noise which leads to ...
Suggested by: alkatraz (05 Dec, '21) Upvoted: 27 Aug Comments: 1
Under consideration Suggestion UI

Show total capacity of resource

When hovering the resource numbers at the top of the screen, show the total storage capacity next to the current amount. Ex: Water: 562/700.
Suggested by: Mike (17 Sep, '21) Upvoted: 17 Sep Comments: 15
Under consideration Suggestion UI

More links between items (cycle buildings, switch through buildings)

Some more ways to quickly navigate around the world 1. Clicking on a title under the heading "Employment" goes to the relevant place (for ex. clicking on "builder ...
Suggested by: Tom Leys (20 Aug, '21) Upvoted: 17 Sep Comments: 54
Under consideration Suggestion UI

Water flow overlay

Adding an overlay to show water flow direction and maybe have arrows to indicate the force. That would allow more complex irrigation and show why water wheels lose ...
Suggested by: Adam (23 Sep, '21) Upvoted: 17 Sep Comments: 13
Under consideration Suggestion UI

Display Surface measures: dimension size of crop field (show area), length of road or dam, ruler

Add measurements when placing any item that are draggable. For example, when placing crops it will show a grid measurement on the UI like 10x10 or 6x7.
Suggested by: Firephy (15 Oct, '21) Upvoted: 31 Aug Comments: 30
Under consideration Suggestion UI

Loading Screen Progress Bar or Animation

The title says it all. Sometimes unsure if the games hangs or is actually loading. For people with slower pcs this might be very comforting, to see something is ...
Suggested by: Krufar (17 Sep, '21) Upvoted: 30 Jul Comments: 17
Under consideration Suggestion UI

Improve and simplify Distribution Post interface and mechanics - easy district resource sharing

Okey, I am not sure if any suggestion like this is already out there, but I didnt seem to find one. I would really love if the hole interface/district trading system ...
Suggested by: Daniel (26 Sep, '21) Upvoted: 18 Apr Comments: 57
On our radar Suggestion UI

Show range of relevant buildings when planting or building related structures, farms area

Currently, when planting trees or crops, I often have to cancel planting just to click on the forester buildings etc just to check how far their reach is, and have to ...
Suggested by: Eagerbeaver (23 Oct, '21) Upvoted: 18 Aug Comments: 30
Under consideration Suggestion UI

Add on-screen warning when layer visibility is active (building disappear, platform top invisble)

Many players find it confusing (specifically since you can activate it by mistake with alt+wheel) and with shadows still visible it looks a lot like a bug. Mock-up ...
Suggested by: Gin Fuyou (01 Oct, '21) Upvoted: yesterday Comments: 85
Under consideration Suggestion UI

[UI] Real life clock

We've all done it, lost track of time while playing a game. Any chance that a simple clock could be added somewhere in the UI that would display the current real life ...
Suggested by: AntiFish03 (16 Sep, '21) Upvoted: 08 Aug Comments: 15
Under consideration Suggestion UI

invert warnings on water tanks/storage structures

it's of far more use to me to have a popup icon over an empty water tank than a full one
Suggested by: jcheung (17 Sep, '21) Upvoted: 17 Apr Comments: 6
Under consideration UI

ctl-z to undo last placement

ctl-z to undo last placement
Suggested by: beaverbob (22 Sep, '21) Upvoted: 30 Jul Comments: 19
Under consideration Suggestion UI

Better Employment/Unemployment Statistics

Currently, employment statistics are represented as follows; Employed/Available (jobs) This, while in and of itself useful, lacks significant information that ...
Suggested by: Dusty (19 Sep, '21) Upvoted: 11 Feb Comments: 29
Under consideration Suggestion UI

Paused housing shouldn’t show as available in stats on left (housing places display)

Title. Makes it hard to keep track when you’ve paused multiple houses to keep your population from (re)exploding as Folktail after migrating some.
Suggested by: FuryoftheStars (25 Sep, '21) Upvoted: 11 Aug Comments: 3
Under consideration Suggestion UI

Restart option in menu (Replay same map)

Hi there, didn't see this one yet. Add a Restart option in the game menu so you don't have to completely exit and start over.
Suggested by: Tristian (18 Sep, '21) Upvoted: 31 May Comments: 26
Under consideration Suggestion UI

Improved resource sorting and categories (materials types)

The addition of more resources in Experimental Branch was a good idea, and a welcome addition to fill the game with more content! (But) if you gather a lot of ...
Suggested by: AfterCrow (28 Nov, '21) Upvoted: 14 Sep Comments: 16
Under consideration Suggestion UI

Mark resource for destruction from modal

Would be nice if I could click a tree or a patch of carrots and mark it for removal like I can with a building/path.
Suggested by: Rusiak (16 Nov, '21) Upvoted: 10 May Comments: 6
Under consideration Suggestion UI

Change either the "Plank" icon or the "Metal Block" icon

The plank and metal block icons are too similar, at a glance it is easy to confuse the 2 icons together. (personally they look like a slight rotation of each other ...
Suggested by: Infinite (04 Oct, '21) Upvoted: 08 Oct, '22 Comments: 3
Under consideration Suggestion UI Visual

Gamma (Brightness) slider or some way making it easier to see at night (too dark)

Trying to plan buildings during the night can be a little hard to see, even just making it brighter when the build menu is open would be nice.
Suggested by: Arc (18 Sep, '21) Upvoted: 07 Aug Comments: 31
Under consideration Suggestion UI

Lodge/Lodge(Mirrored) HUD Redundancy

Lodge and Lodge(Mirrored) are an important distinctions in the build menu. However, when the buildings are reported as occupied under the housing menu of the HUD, it ...
Suggested by: Miller W (23 Sep, '21) Upvoted: 05 Jan Comments: 7
Under consideration Suggestion UI

Too many popup boxes in center screen when trying to build something (Relocate 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: 20 Jul Comments: 32
Under consideration UI

Set Custom Defaults for "Desired amount" Values in Storage Buildings (warehouse preset)

I think it would be a nice quality of life change if we can have an option to pre-set values for the desired quantities of resources in different storage buildings. ...
Suggested by: Asanthri (25 Sep, '21) Upvoted: 08 Sep, '22 Comments: 12
Unlikely to happen Suggestion UI

Seperate Research Menu - research tree interface

Having to go to all the building categories seperately to find things to research is pretty tedious. I'd greatly enjoy a seperate research menu/tab with an overview ...
Suggested by: Perrybirb (20 Sep, '21) Upvoted: 09 Feb, '22 Comments: 2
Under consideration Suggestion UI

Name Warehouses with Mouseover label and storage capacity

Make it so you can label warehouses and it will display the name and how many total items it has stored when you mouse over it. I don't know about other people but I ...
Suggested by: Nacoran (14 Dec, '21) Upvoted: 21 Dec, '22 Comments: 20
Under consideration Suggestion UI

New Game UI - Map selector

- enlarge map list ( 4.5 map is way too small ) - display maps with thumbnail / preview of it -- for me new player those names mean nothing -- maybe display maps ...
Suggested by: RalfekS (24 Sep, '21) Upvoted: 19 Sep Comments: 2
Under consideration Suggestion UI

List of active beavers

Currently, there is a UI to see overall colony stats (the top-most-left one in the game), like how many beavers are hungry, comfortable, happy and so on. But there is ...
Suggested by: NurikSakura (17 Sep, '21) Upvoted: 23 May Comments: 22
Under consideration Suggestion UI

Add landscape elevation on screen to show height under mouse

Show the height continuously in the corner as you move the mouse around to assist in planning. Alternatively have a measurement tool that can show landscape height ...
Suggested by: Funketime (20 Sep, '21) Upvoted: 27 May Comments: 11
Under consideration Suggestion UI

Show effective range of buildings during construction

It would be nice if buildings with effect ranges, like farmhouses or gathering flags, would show the effect range when selected after they have been placed, but ...
Suggested by: Lyndwyrm (16 Oct, '21) Upvoted: 25 Oct, '22 Comments: 5
Under consideration Suggestion UI

Add a "Halt" (pause construction) setting to the lowest level of the Assign Priorities tabs.

See image mock-ups. This would allow players to effectively pause/unpause construction on multiple things at once using the convenience of the existing priorities ...
Suggested by: robbotic (17 Jan, '22) Upvoted: 27 May Comments: 6
Under consideration Suggestion UI

Showing district in message board

I think it'd be nice to have the district in which beavers are being born/dying stated next to the current messages, it would help keep track of where there are ...
Suggested by: desred3 (17 Sep, '21) Upvoted: 16 Dec, '22 Comments: 2
Under consideration Suggestion UI

[QoL] Show district red path indicator prediction in road and stair menu

I would like to propose that, for road and stair planning, the green-red path indicator should include the prediction when all the blueprint of stair and platform we ...
Suggested by: Thaina Yu (26 Sep, '21) Upvoted: 14 Mar Comments: 1
Under consideration Suggestion UI

Change job overview box stats from #working/#availableJobs to #working/#activeJobs/#availableJobs

When looking at my image, how do I figure out how many new beavers I need to fill my currently unpaused lumberflags/farms, without counting the unpaused buildings and ...
Suggested by: Madrawn (16 Sep, '21) Upvoted: 22 Feb, '22 Comments: 1
Under consideration Suggestion UI

[QOL] Auto-select item to build when clicking build option

It would be nice when I select the paths and structures that it would default to path, and for storage it would do warehouse, and for water it would do pump, and cut ...
Suggested by: Fidget (16 Sep, '21) Upvoted: 07 Nov, '22 Comments: 14
Under consideration Suggestion UI