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
Map previews, attachable and automatic
Beavers should prioritize to live near their work (job and home proximity)
mass pause - draggable tool
Minimap
Option \ toggle to remove full storage warnings and building statuses (hide alerts)
Pipette Building Tool - duplicate a building (clone/copy)
Ability to group buildings (pause multiple buildings with single click)
Improving District Transporation (Distribution post trade routes Interface and efficiency)
Better way to add and manage workers/individual beavers
No power warning when work day ends
Building multi-selection
season specific commands (start or pause at drought) seasonal jobs
Remove path tool - brush to delete roads
Show Forester/Farmhouse work boundaries in the Plant Trees/Crops view
Alert on Population Starvation
Placing the First District Centre (Pick choose select starting location)
Improved Map Browser
Show total capacity of resource
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
Show range of relevant buildings when planting or building related structures, farms area
Add on-screen warning when layer visibility is active (building disappear, platform top invisble)
[UI] Real life clock
invert warnings on water tanks/storage structures
ctl-z to undo last placement
Better Employment/Unemployment Statistics
Paused housing shouldn’t show as available in stats on left (housing places display)
Restart option in menu (Replay same map)
Improved resource sorting and categories (materials types)
Mark resource for destruction from modal
Change either the "Plank" icon or the "Metal Block" icon
Gamma (Brightness) slider or some way making it easier to see at night (too dark)
Lodge/Lodge(Mirrored) HUD Redundancy
Too many popup boxes in center screen when trying to build something (Relocate toolip)
Set Custom Defaults for "Desired amount" Values in Storage Buildings (warehouse preset)
Seperate Research Menu - research tree interface
Name Warehouses with Mouseover label and storage capacity
New Game UI - Map selector
List of active beavers
Add landscape elevation on screen to show height under mouse
Show effective range of buildings during construction
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