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)
Map previews, attachable and automatic
mass pause - draggable tool
Option \ toggle to remove full storage warnings and building statuses (hide alerts)
Improving District Transporation (Distribution post trade routes Interface and efficiency)
Minimap
No power warning when work day ends
Better way to add and manage workers/individual beavers
Pipette Building Tool - duplicate a building (clone/copy)
Ability to group buildings (pause multiple buildings with single click)
Beavers should prioritize to live near their work (priority for job near home)
season specific commands (start or pause at drought) seasonal jobs
Remove path tool - brush to delete roads
Building multi-selection
Alert on Population Starvation
Show Forester/Farmhouse work boundaries in the Plant Trees/Crops view
Placing the First District Centre (Pick choose select starting location)
Show total capacity of resource
Improved Map Browser
More links between items (cycle buildings, switch through buildings)
Water flow overlay
Display Surface measures: dimension size of crop field (show area), length of road or dam, ruler
Loading Screen Progress Bar or Animation
Improve and simplify Distribution Post interface and mechanics - easy district resource sharing
invert warnings on water tanks/storage structures
Better Employment/Unemployment Statistics
Paused housing shouldn’t show as available in stats on left (housing places display)
Add on-screen warning when layer visibility is active (building disappear, platform top invisble)
ctl-z to undo last placement
Show range of relevant buildings when planting or building related structures, farms area
[UI] Real life clock
Change either the "Plank" icon or the "Metal Block" icon
Improved resource sorting and categories (materials types)
Lodge/Lodge(Mirrored) HUD Redundancy
Mark resource for destruction from modal
Restart option in menu (Replay same map)
Set Custom Defaults for "Desired amount" Values in Storage Buildings (warehouse preset)
Gamma (Brightness) slider or some way making it easier to see at night (too dark)
Seperate Research Menu - research tree interface
Name Warehouses with Mouseover label and storage capacity
List of active beavers
Add landscape elevation on screen to show height under mouse
Show effective range of buildings during construction
Too many popup boxes in center screen when trying to build something (Relocate toolip)
Add a "Halt" (pause construction) setting to the lowest level of the Assign Priorities tabs.
Showing district in message board
[QoL] Show district red path indicator prediction in road and stair menu
Change job overview box stats from #working/#availableJobs to #working/#activeJobs/#availableJobs
[QOL] Auto-select item to build when clicking build option
Visible windmill range for placing structure (collision box display)