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!

Beavers should prioritize to live near their work (job and home proximity, lower commute time)

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: 30 May Comments: 81
Under consideration Suggestion UI

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

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: 03 May Comments: 127

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: 11 May Comments: 139
Under consideration Suggestion UI

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: 05 Oct, '25 Comments: 71

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: 26 Jul, '24 Comments: 60

Show Farm, Forester and other relevant buildings work range and area when planting or constructing

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: 29 May Comments: 79
Under consideration Suggestion UI

Ability to group buildings (pause / alter 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: 04 May Comments: 126
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: 27 Apr Comments: 64
Under consideration Suggestion UI

Minimap

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: 30 May Comments: 48
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: 13 Mar Comments: 176

Building and resource multi-selection,grouping, area selection, mass actions \ config changes

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: 29 Apr Comments: 120
Under consideration Suggestion UI

Option \ toggle to remove warnings, building and beaver 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: 08 May Comments: 55
Under consideration Suggestion UI

Better way to add and manage workers / individual beavers, select home and job

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: 13 May Comments: 111
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: 18 Mar Comments: 70

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: 13 Feb Comments: 29

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: 10 Jan Comments: 23

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: 16 May Comments: 38

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

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: 03 Apr Comments: 47
Under consideration Suggestion UI

ctl-z to undo last placement

ctl-z to undo last placement
Suggested by: beaverbob (22 Sep, '21) Upvoted: 04 May Comments: 34
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: 03 Feb Comments: 1

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: 07 Feb Comments: 15
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: 04 May Comments: 21
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: 25 Apr Comments: 15

More hotkeys, keybinds, shortcuts, quick action combinations

Suggest here more hotkey action ideas to add after update 5
Suggested by: Gin Fuyou (10 Oct, '23) Upvoted: 04 May Comments: 95
Under consideration Suggestion UI

Cycle between buildings, beavers and map objects - navigate next previous (more links between items)

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: 22 Feb Comments: 69
Under consideration Suggestion UI

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: 20 Mar Comments: 50

[UI] Real life clock - IRL time display

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: 15 Mar Comments: 17
Under consideration Suggestion UI

mouse over injury to see how beaver got injured

I would like to be able to see how my beavers got injured!
Suggested by: LJ (02 Sep, '22) Upvoted: 20 May Comments: 23
Under consideration 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: 04 May Comments: 58

Add Sort By filters, order and other organization options to Beavers, Workplaces, and Storage pages

For Beavers: Would be fantastic for seeing the max life expectancy and average age or predict pop growth by sorting by age. Sort by workplaces could also tell you ...
Suggested by: Kuurbis (05 Jul, '23) Upvoted: 04 May Comments: 47
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: 28 Jan, '24 Comments: 114
Under consideration Suggestion UI

Build queue and priority overview tab - construction sites list and management

I'd like to see a window that lets you manually organize the build priority of everything that is under construction. Maybe there could be building under the ...
Suggested by: Shan (30 May, '23) Upvoted: 07 May Comments: 40
Under consideration Suggestion UI

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

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: 06 May Comments: 25
Under consideration Suggestion UI

Replace "injured beaver" alert with a "inssuficient medical beds" warning

Currently there's no way to get rid of the injured beavers alert until every last one heals, making it practically permanent in larger colonies. Alerts should be ...
Suggested by: Yinyang107 (06 Jan, '23) Upvoted: 04 May Comments: 22
Under consideration Suggestion UI

Add landscape elevation on screen to show terrain 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: 20 Mar Comments: 25
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: 16 Oct, '24 Comments: 6
Under consideration UI

Improved resource sorting and categories add color coded icons (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: Not AfterCrow (28 Nov, '21) Upvoted: 15 Mar Comments: 24
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: 06 Apr Comments: 29
Under consideration Suggestion UI

Demolish individual resource (delete plant from it's window)

suggestion: When the player clicks on an individual crop or tree, there should be an option in the information window to demolish that individual resource. Edit: ...
Suggested by: tippyc (03 Sep, '22) Upvoted: 04 May Comments: 18
Under consideration Suggestion UI

Alert / Notification suppression checkboxes in each building's menu, disable warnings icons

This suggestion builds on this: https://timberborn.featureupvote.com/suggestions/220904/disable-specific-alerts-for-specific-buildings ...and proposes an ...
Suggested by: eable2 (30 Jun, '22) Upvoted: 18 Apr Comments: 26
Under consideration Suggestion UI

Drone Camera Mode / First Person View / Photo Mode / Beaver eyes

- A completely free camera, with a shorter focal length. FOV of 90°, and closer near clip plane. - Accessible through the pause menu, for taking pictures. - The ...
Suggested by: Maxi (04 Oct, '21) Upvoted: 02 Apr Comments: 25
Under consideration Suggestion UI

Provide danger rate for buildings - display injury probability

Early on in the game, the injury rate for the buildings is really quite low, so you really only need a few medical beds, and you think dandelions are completely ...
Suggested by: Kyle (14 Jul, '22) Upvoted: 15 Mar Comments: 13

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: 03 May Comments: 40
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: 23 Jan Comments: 3
Under consideration Suggestion UI

Font size and contrast settings - readability options when text is too small (tiny letters)

[Posted on behalf of Mama_Mama from our discord]: Can we have some options on the UI please? I have a minor eyesight issue so to be able to read any of the text in ...
Suggested by: Gin Fuyou (04 Oct, '23) Upvoted: 01 May Comments: 33

Resource Display should show 0 zero unit amounts once its relevant.

Currently if a resource runs out to 0 amount it gets hidden on the UI until it becomes available again. I think it is good design that the game does not clutters ...
Suggested by: WhiteRoo (25 Jul, '22) Upvoted: 05 Apr Comments: 27
Under consideration Suggestion UI

immersive mouse pointer, custom cursors

The standard windows mouse pointer is killing the immersion (at least for me). I would love to have a different, more "matching" pointer i.e. a beaver claw or a ...
Suggested by: stephsteph (04 May, '22) Upvoted: 30 May Comments: 17
Under consideration Suggestion UI

Gravity Battery network energy Information - show capacity on power network and remaining time

When you select a powered building, it tends to show the current network power, and the max demand. I think it would be nice if power storage and ETA for ...
Suggested by: Vas (17 Sep, '22) Upvoted: 10 Apr Comments: 8
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: 04 May Comments: 20
Under consideration Suggestion UI