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  <title>Ideas for Timberborn – Bugs and Suggestions</title>
  <subtitle>Ideas for Timberborn – Bugs and Suggestions as submitted to our Feature Upvote board. Ideas are ordered by 'new' and the 50 top matches are included.</subtitle>
  <link href="https://timberborn.featureupvote.com"/>
  <id>pr_xg7xiijnzipk6rr</id>
  <updated>2026-05-27T06:25:02Z</updated>
  <entry>
    <title>How to remove mods</title>
    <link href="https://timberborn.featureupvote.com/suggestions/509174/how-to-remove-mods"/>
    <id>sug_im4tindux1f6m8i</id>
    <published>2023-11-17T15:40:11Z</published>
    <updated>2024-10-14T14:36:45Z</updated>
    <content type="text/plain">While mods are great, you may want to remove or disable them if they crash your game. You can do so by following the steps below:&#13;
&#13;
1. If you used legacy mods, remove BepInEx:&#13;
- Delete the BepInEx folder from your Documents\Timberborn directory.&#13;
- Delete the BepInEx from the game’s installation directory. If you run Timberborn through Steam, you can find the game’s installation directory by right-clicking the game in your Steam library and selecting Manage &gt; Browse local files.&#13;
&#13;
2. If you see the native mod manager when the game starts, uncheck all mods.&#13;
&#13;
Keep in mind that simply reinstalling the game does not remove mods.</content>
  </entry>
  <entry>
    <title>How to send us logs and save files (and why you should do that)</title>
    <link href="https://timberborn.featureupvote.com/suggestions/183503/how-to-send-us-logs-and-save-files-and-why-you-should-do-that"/>
    <id>sug_9zxqcmxdqqay40x</id>
    <published>2021-05-05T11:42:53Z</published>
    <updated>2023-11-17T16:42:32Z</updated>
    <content type="text/plain">When Timberborn stops working, you should see a screen that allows you to send an anonymous crash report (see below). These reports are invaluable for our programmers, helping them identify the cause of your game's death and find a fix. Logs and saves help us find other Timberborn bugs as well.&#13;
&#13;
Sometimes, however, the post-crash screen doesn't appear. If that's the case please send the logs and saves manually using our dedicated e-mail address: logs@mechanistry.com.&#13;
&#13;
Where to find the logs and saves you can attach?&#13;
&#13;
*Save games (Windows):&#13;
C:\Users\[user]\Documents\Timberborn&#13;
&#13;
*Logs (Windows):&#13;
C:\Users\[user]\AppData\LocalLow\Mechanistry\Timberborn&#13;
&#13;
*Save games (macOS):&#13;
~/Documents/Timberborn&#13;
&#13;
*Log files (macOS):&#13;
~/Library/Logs/Mechanistry/Timberborn&#13;
&#13;
Note that the AppData (Windows) and Library (macOS) directories might be hidden in your file browser.&#13;
&#13;
Thanks!</content>
  </entry>
  <entry>
    <title>Suggesting new content, features, QoL changes etc.</title>
    <link href="https://timberborn.featureupvote.com/suggestions/343159/suggesting-new-content-features-qol-changes-etc"/>
    <id>sug_lsx8gflsbuvswfe</id>
    <published>2021-04-14T15:18:52Z</published>
    <updated>2025-02-19T11:10:03Z</updated>
    <content type="text/plain">We're happy to hear about your ideas for Timberborn's further development so be sure to post yours and upvote suggestions coming from others! We don't want to stifle creativity, so go crazy with that. Just remember that we're a small team and many concepts need to be evaluated first. We can't just slap the "On it!" tag on every idea we like.&#13;
&#13;
Also, when you submit a new suggestion, ask yourself how detailed you want to make it, especially in the title. For example, while many players might like the concept of "primitive" beavers, you might disagree whether they should live in underwater lodges. Being open to a variety of implementations allows for discussion (and leads to more sweet upvotes).&#13;
&#13;
Please! &#13;
* Use Search function first and then post a new suggestion if you don't find it. &#13;
* Make the title as clear as you can so others can find it. &#13;
* DON'T post ideas here as COMMENTS!&#13;
We don't want good thoughts to be lost in the abyss of posts. As such, any comments here will be deleted.</content>
  </entry>
  <entry>
    <title>How to report problems with in-game text or a translation?</title>
    <link href="https://timberborn.featureupvote.com/suggestions/179173/how-to-report-problems-with-ingame-text-or-a-translation"/>
    <id>sug_dgtqnqrlhko6tko</id>
    <published>2021-04-14T11:58:23Z</published>
    <updated>2026-03-11T15:53:50Z</updated>
    <content type="text/plain">We're asking you to post your bug reports exclusively in English but Timberborn is available in 15 languages. When reporting problems with in-game text and translations please be specific about the language version you're referring to.&#13;
&#13;
Start a new suggestion and I will then add a language tag with a language/country code to your suggestion. These codes are as follows:&#13;
&#13;
EN – English&#13;
FR – French&#13;
DE – German&#13;
ES – Spanish&#13;
UA - Ukrainian&#13;
PL – Polish&#13;
pt-BR – Brazilian Portuguese&#13;
RU – Russian&#13;
zh–CN – Simplified Chinese&#13;
zh-TW - Traditional Chinese&#13;
IT – Italian&#13;
JP – Japanese&#13;
KR – Korean&#13;
TR - Turkish&#13;
TH - Thai&#13;
&#13;
Thanks!&#13;
&#13;
PS We understand that it is sometimes difficult to use English to explain an issue specific to another language so, as an exception, you MAY add a comment in your language so that we can pass it to our translators. The suggestion's title still has to be in English, though.</content>
  </entry>
  <entry>
    <title>Liquid Dirt to easily fill large pits</title>
    <link href="https://timberborn.featureupvote.com/suggestions/719410/liquid-dirt-to-easily-fill-large-pits"/>
    <id>sug_i0lzj7t6vlfbkjw</id>
    <published>2026-07-01T02:24:52Z</published>
    <updated>2026-07-01T11:55:56Z</updated>
    <content type="text/plain">For backfilling large cavities and natural depressions, the current method of placing descrete terrain blocks on each level works, but is tedious to setup, time consuming to build, and easy to miss voids.&#13;
An alternative suggestion would be for a sort of slurry comprized on dirt and water (could add/sub oil for an added challange). I could see this as something the centrifuge could make (to avoid adding a whole new single recipe building). The resulting slurry could then be carried to liquid dumps where it would fill all downstream voids in the same way water does. Over time (probably a few cycles) this would solidify into normal terrain. Solidification would not begin until a given 'block' is completely filled. Storage is not allowed as the mix would solidify in the tank. Any build structures submerged in the area when it solidifies would be destroyed.&#13;
This would be unlockable around the same time regular terrain blocks would be.</content>
  </entry>
  <entry>
    <title>District mechanics should be revised, I just had to find and destroy 13 connecting paths</title>
    <link href="https://timberborn.featureupvote.com/suggestions/719400/district-mechanics-should-be-revised-i-just-had-to-find-and-destroy-13-connectin"/>
    <id>sug_gcds1zas7xjhk4d</id>
    <published>2026-07-01T00:13:31Z</published>
    <updated>2026-07-01T10:52:49Z</updated>
    <content type="text/plain">District mechanics should be revised, I just had to find and destroy 13 connecting paths to allow building another district in a previous connected area</content>
  </entry>
  <entry>
    <title>Bringing Life back to the wasteland: Birds, Nests and Birdboxes</title>
    <link href="https://timberborn.featureupvote.com/suggestions/719372/bringing-life-back-to-the-wasteland-birds-nests-and-birdboxes"/>
    <id>sug_hf8vjujh3yqm9qp</id>
    <published>2026-06-30T18:52:10Z</published>
    <updated>2026-07-01T10:52:09Z</updated>
    <content type="text/plain">I thought about some more decoration items and had a neat idear:&#13;
What if the beavers could build bird nests and bird houses to attract birds to their wasteland oasis? And instead of keeping them as lifestock or something, which imo wouldnt really fit as they do be pretty vegan, they do it from the kindness of their hearts and simply gain a wellfare Boost from seeing a bird, making them neatly fit as deco buildings.&#13;
&#13;
There would  be 4 different kinds of nests, split into small and big and normal or aquatic, with differences between folktails and ironteeth in aesthetics and what kind of birds they attract. Additionally as a neat Detail the birds could have different colors based on their surrounding, seperated by having more buildings, trees or non tree plants around them.&#13;
&#13;
First of, theres the birdbox that both faction have access to. It houses small Song birds with a Black in Citys, blue in the forest and light Brown in fields. In addition the folktails have access to the big nest. Big nests are solid, stackable structures that gain + 1 to the impact range of their wellfare bonus for each stack of nest on top of each other. They attract Storks, Black in the forest and white everywhere else. Iron teeth have access to the dovecote, which functions the same as the stork nest but housing doves instead. All 3 terrestrial nests can be placed on roofs.&#13;
&#13;
Aquatic nests need clean water in a 3 tile radius to attract birds and offer higher wellfare then their terrestrial nest counterpart. First off is the duckhouse, a small stable building that allows ducks to spawn, with mandarins near trees and mallards otherwise.&#13;
Folktails can additionally build a big aquatic nest, which attract swans, Black in the forest, white otherwise. Ironteeth can build the solid goose house, which attracts white goose near crops, canada goose near buildings and grey goose near trees.&#13;
&#13;
The different birds might be a bit Overkill, but it would be a neat way to bring life back to the wasteland :)</content>
  </entry>
  <entry>
    <title>Prioritize specific building by specific hauler's office.</title>
    <link href="https://timberborn.featureupvote.com/suggestions/719435/prioritize-specific-building-by-specific-haulers-office"/>
    <id>sug_zmlzugdnadpqbwb</id>
    <published>2026-07-01T08:57:32Z</published>
    <updated>2026-07-01T10:51:26Z</updated>
    <content type="text/plain">I'm aware that you can have a workplace be prioritised for haulers, but it would be good to be able to set a specific workplace for the haulers to focus on per hauler building (e.g Lumber Mill or Gear Factory) before helping any other workplace.&#13;
&#13;
The main use for this would to ensure that haulers arent spreading themself thin across the map if you have multiple buildings set to be prioritised by haulers, or if you have a shortage of a certain item you can set the haulers to focus on that specific workplace to ensure 100% efficency</content>
  </entry>
  <entry>
    <title>Automation not fully visible with UI scaling 150</title>
    <link href="https://timberborn.featureupvote.com/suggestions/719077/automation-not-fully-visible-with-ui-scaling-150"/>
    <id>sug_szxd5jhi0toxvcd</id>
    <published>2026-06-29T03:37:29Z</published>
    <updated>2026-06-30T17:37:39Z</updated>
    <content type="text/plain">UI scaling, 150%, resolution 1280x720 on Steam Deck w/ External Monitor, the automation pane / window is blocked.</content>
  </entry>
  <entry>
    <title>A building that lets beavers can walk through and lets power pass in it</title>
    <link href="https://timberborn.featureupvote.com/suggestions/719246/a-building-that-lets-beavers-can-walk-through-and-lets-power-pass-in-it"/>
    <id>sug_lwcrfk2794nx2lc</id>
    <published>2026-06-30T03:02:43Z</published>
    <updated>2026-06-30T17:35:49Z</updated>
    <content type="text/plain">Like the title says bevers can walk through it and power can pass through it</content>
  </entry>
  <entry>
    <title>Making district center easier</title>
    <link href="https://timberborn.featureupvote.com/suggestions/719217/making-district-center-easier"/>
    <id>sug_1jmyblfubjcn0hk</id>
    <published>2026-06-29T22:28:45Z</published>
    <updated>2026-06-30T17:33:55Z</updated>
    <content type="text/plain">I think the UI is kind of confusing. I think a button, or a description for an existing button (if there is already one in the game), that allows goods to be distributed to all district centers automatically would be helpful, instead of having to do it manually. (Sorry if my English is bad.) Although I think the game is great, the last update is awesome.</content>
  </entry>
  <entry>
    <title>mid to lategame progression "Tiers" of Ressources</title>
    <link href="https://timberborn.featureupvote.com/suggestions/717911/mid-to-lategame-progression-tiers-of-ressources"/>
    <id>sug_wvexjtaj6qqxyb0</id>
    <published>2026-06-22T14:51:41Z</published>
    <updated>2026-06-29T22:12:40Z</updated>
    <content type="text/plain">there is a point in a playthrough, from where it is just more of the same ressource wise and i lack a motivation apart from well being maxing.&#13;
&#13;
i would suggest to have more tiers of ressources and make useful improved constructions available for the mid to late game.&#13;
&#13;
different idears for this:&#13;
&#13;
- add another (1+) "rare" Ore/metal type like copper/wolframite-&gt;tungsten/hardened steel or like crystal-infused lumber.&#13;
these ressources could upgrade or sidegrade plattforms, buildings and give new production chains. the "mining" could be either by a worker gathering the block itself or one could specialise (e.g. upgrade) a basic mine to include like a small side-product of the rare ressource.)&#13;
&#13;
- depending on how "real" you want it to be, there could be mutated flora in rare numbers that need seedlings extracted to be replanted and expanded upon. &#13;
these could be a ressource chain on its own, (gatherer-&gt;seedling+small amount of ressource-&gt;replanter-&gt;"fertiliser" with a basic plant or wasteproduct/badwater-&gt;next round of seedling+ressource.) mutated plants could be, cacti, trees bigger than 1 tile, like 2 or 4 making spacing more troublesome for the players. (or like a plant with deeper roots occupying - with visual cue - 2-3 tiles below.&#13;
&#13;
- improved construction buildings/plattforms/stairs. &#13;
to better represent this, the "basic wood" stage needs something like a weight system that it can support. &#13;
for example, wood plattform supports 3-4 blocks above, metal +2, next ressource +4. &#13;
to keep it in line with beavers building theme, there should be a lot of wood involved visually and maybe ressource-need wise. like steelbeams enclosed with wood, or steel-beams with intricate wooden hull/design for folktails.&#13;
&#13;
-  better stairs/plattforms that reach farther/higher, or are a for example a multiblock-staircase right from the get go. generally more useful or specialised appliance.</content>
  </entry>
  <entry>
    <title>Add infinite mod in skirmish.</title>
    <link href="https://timberborn.featureupvote.com/suggestions/719094/add-infinite-mod-in-skirmish"/>
    <id>sug_60w7fqqregfgjpk</id>
    <published>2026-06-29T08:45:09Z</published>
    <updated>2026-06-29T22:09:03Z</updated>
    <content type="text/plain">The new players can play it a lot and understand the game very good.</content>
  </entry>
  <entry>
    <title>Dynamite placement blocked by overhead zipline</title>
    <link href="https://timberborn.featureupvote.com/suggestions/719167/dynamite-placement-blocked-by-overhead-zipline"/>
    <id>sug_yn8oniqblg8wbvp</id>
    <published>2026-06-29T17:46:52Z</published>
    <updated>2026-06-29T22:07:11Z</updated>
    <content type="text/plain">Trying to lower some elevation for further development, have a zipline that dips a little close overhead and it seems to be blocking placement of dynamite on the tile below it. Is this intentional?&#13;
&#13;
(In the screenshot, the tile in question is the diagonal point closest to the other dynamite.)&#13;
&#13;
I kinda get it - the zipline blocks construction of things that would block the zipline - but wish there was a workaround for dynamite....</content>
  </entry>
  <entry>
    <title>roads delete</title>
    <link href="https://timberborn.featureupvote.com/suggestions/718993/roads-delete"/>
    <id>sug_hotqpuv7vuhopr8</id>
    <published>2026-06-28T07:33:03Z</published>
    <updated>2026-06-28T21:40:33Z</updated>
    <content type="text/plain">your game can not select all the roads to delete, pls change the way to choose all of them</content>
  </entry>
  <entry>
    <title>Complex bot parts durability and condition with maintenance system</title>
    <link href="https://timberborn.featureupvote.com/suggestions/718942/complex-bot-parts-durability-and-condition-with-maintenance-system"/>
    <id>sug_tn7vzyqa7tfu8nl</id>
    <published>2026-06-27T18:10:48Z</published>
    <updated>2026-06-28T21:40:21Z</updated>
    <content type="text/plain">I propose that instead of having durability act as one big countdown until the bot breaks forever, that it be split into multiple condition values in a category called "Parts Durability". These values would be for the bot's head, chassis, front limbs, and rear limbs. If one of these is reduced to zero it causes a reduction to overall condition, if most/all are reduced to zero then the bot breaks down.&#13;
&#13;
Part durabilities would each decrease at a different rate and would depend on the actions performed by the bot. For example, workplaces with higher injury chance for beavers would also have increased damage for bot parts. If Catalist/grease condition is above a high threshold part durabilities would decrease slower than normal in addition to overall condition bonus.&#13;
&#13;
Each part durability can be increased at a "Bot Mechanic" that has to have a recipe selected for which bot part it maintains and is stocked with and can increase a part durability above its starting threshold granting a bonus to overall condition. Bot Mechanics would also have recipes to give bots modifications that would also have condition values and would need maintenance to continue working but also contributes to overall condition.&#13;
&#13;
Attached is a txt file containing a more thorough breakdown of this idea.</content>
  </entry>
  <entry>
    <title>화면이동</title>
    <link href="https://timberborn.featureupvote.com/suggestions/718899/"/>
    <id>sug_bnrxua3ghohiis6</id>
    <published>2026-06-27T10:41:49Z</published>
    <updated>2026-06-28T21:38:22Z</updated>
    <content type="text/plain">키보드로만 화면이 이동 되는것 같은데 마우스로 움직여서도 이동 하면 좋겠습니다. 드래그 해서 끌어서 움직인다거나 화면 밖을 탁탁쳤을때 이동한다던지요</content>
  </entry>
  <entry>
    <title>단축키 설명이 너무 없음</title>
    <link href="https://timberborn.featureupvote.com/suggestions/718992/"/>
    <id>sug_xcpsu8bhuutoywj</id>
    <published>2026-06-28T06:56:11Z</published>
    <updated>2026-06-28T21:38:22Z</updated>
    <content type="text/plain">게임중 자주 길 만들기, 길 삭제 해야 하는데 해당 단축키를 찾을 수가 없음.</content>
  </entry>
  <entry>
    <title>remove daily light effect</title>
    <link href="https://timberborn.featureupvote.com/suggestions/719023/remove-daily-light-effect"/>
    <id>sug_kc59xk5toffpx2h</id>
    <published>2026-06-28T15:27:04Z</published>
    <updated>2026-06-28T21:38:22Z</updated>
    <content type="text/plain">석양, 일출 때마다 화면이 아주 정신병자처럼 한 색 톤으로 바뀌어서 식별이 안 됨.</content>
  </entry>
  <entry>
    <title>Suggestion 'diving tubes'</title>
    <link href="https://timberborn.featureupvote.com/suggestions/718861/suggestion-diving-tubes"/>
    <id>sug_9d43jn43xiie9fk</id>
    <published>2026-06-27T00:00:24Z</published>
    <updated>2026-06-28T21:36:16Z</updated>
    <content type="text/plain">This is a concept similar to ladders, but instead of mere stairs, they are Wooden StairTubes (with windows to see the water level inside).&#13;
&#13;
These tubes would look and function similarly to the IronTeeth tubes, allowing the beaver to traverse them (and extend them from within), BUT ONLY IF in contact/filled with water! [reaching water up to 3 blocks down. If the entrance is on level 10, levels 9 and 8 do not have to have water, but level 7 does (see picture)]&#13;
&#13;
This allows beavers not just to enter a big reservoir (through a water-tight lock (ty for that btw)) but also to use it to swim to the top! (or reach other map-areas)&#13;
&#13;
As is, beavers only walk through water along paths, and DO NOT HAVE TRAVERSAL BENEFITS! - but beavers FLOAT!&#13;
With WST's you don't need to build complex, sizable, and costly stairways anymore to get a beaver up and down!&#13;
&#13;
The tube surrounding those 'ladders' allows for them to be filled with water, so beavers can 'pull' themselves up and down, navigating like an astronaut in space! Weightless! Using only their arms.&#13;
&#13;
Fact: BEAVERS DO HAVE SHORT LEGS and CAN'T use regular/'dry' ladders!!!&#13;
(Srly, imagine stubby a penguin on a ladder. Same thing! They can't get those flippers up!)&#13;
&#13;
Recap (&amp; balancing factors):&#13;
- situational early to midgame solution&#13;
- costs per segment [5 planks (outer wall), and 1 'treated plank' (for handles)]&#13;
- costs per attached segment [+1 tree sap! (for water tightening)&#13;
- does not need 'stations' (but +1 field entrance/exit)&#13;
- does grant the 'wet fur status' (it has to be full of water, duh!)&#13;
- can reach water up to ~3 fields beneath the entrance (see picture)&#13;
- unlimited depth&#13;
&#13;
- ONLY vertical traverse! (It is NOT meant to "be-all-and-end-all" solution / replacing tubes or ziplines!)&#13;
- ONLY works in water! If the tube is dry, it cannot be used! (possibly leaving beavers stranded!)&#13;
- DOES NOT get any traverse speed bonus!&#13;
- Slight speed penalty if 2+ beavers cross paths! (squeezing past)&#13;
&#13;
A useful (niche) tool for traversal ♥</content>
  </entry>
  <entry>
    <title>Suggestion: Copy production of building onto storage</title>
    <link href="https://timberborn.featureupvote.com/suggestions/718851/suggestion-copy-production-of-building-onto-storage"/>
    <id>sug_sggkdob1kxwjueb</id>
    <published>2026-06-26T22:26:50Z</published>
    <updated>2026-06-28T21:35:06Z</updated>
    <content type="text/plain">Setting up a production chain is time-consuming, and so is setting up the right storage to fit its needs, though it doesn't have to be.&#13;
&#13;
Why not have it so you can click a production building, use the 'copy settings' function, and apply the produced goods (selection) to your desired storage?&#13;
&#13;
&gt; Click pump, copy, click barrel = water is stored.&#13;
&gt; Click digger, copy, click storage = earth is stored.&#13;
&gt; Click baker, copy, click storage = the bread (aka the product from the 'production plan') is stored.*&#13;
*(If you swap the product to crackers or so, you have to copy again.)&#13;
&#13;
This is way easier than setting up a variety of production buildings, setting up all the storage, and manually picking out the right stuff for each building.&#13;
You don't have to look at what the building is producing and can copy everything 'blindly' over to your storage line-up one after another.&#13;
&#13;
Any missing/wrong detail can be figured out later and fixed just as easily with a tap tap.&#13;
&#13;
♥</content>
  </entry>
  <entry>
    <title>Dynamic Seed Selection for Next Planting</title>
    <link href="https://timberborn.featureupvote.com/suggestions/718324/dynamic-seed-selection-for-next-planting"/>
    <id>sug_edy6mnivdegdv3w</id>
    <published>2026-06-24T05:02:14Z</published>
    <updated>2026-06-28T21:33:51Z</updated>
    <content type="text/plain">Assign crop types in the Farmhouse or Forester menu instead of marking specific ground squares. Players designate generic planting squares on the map. Players select the desired seed in the building menu. When workers harvest an existing plant, they check the building setting. On the next planting cycle, workers plant the newly selected seed on the empty square. This changes the crop without deleting the ground square. Option from farmhouse to plant up to 3 types of seeds at a time and change the seed type for the next plantation.</content>
  </entry>
  <entry>
    <title>Game performance optimization and super-sized structures</title>
    <link href="https://timberborn.featureupvote.com/suggestions/718758/game-performance-optimization-and-supersized-structures"/>
    <id>sug_zuqfot9utd3dned</id>
    <published>2026-06-26T08:45:55Z</published>
    <updated>2026-06-28T21:30:15Z</updated>
    <content type="text/plain">1. Regarding the optimization of roads and rivers. As more roads are added later, along with river animations and other animations including firecrackers, the game will become very laggy, especially since there are also animations for hydropower stations and so on.&#13;
&#13;
2. Different branching regions. In fact, if the animation optimization is done well, there is no need for the concept of branches.&#13;
&#13;
3. Whether volcanoes, snowy mountains, and ruins are needed. The ruins could contain alien technology that unlocks a new tech tree—not necessarily for going to other planets, but perhaps for things related to production efficiency.&#13;
&#13;
4. Whether marine life is needed, allowing fish farming.&#13;
&#13;
5. Sometimes two water sources appear on the map. When one of my water sources is heavily used, resulting in insufficient water flow, I usually use wooden ladders as a base, cover them with a layer of ground on top, and divert water from the second water source to converge at one point. One issue encountered is that the land cannot be extended indefinitely and needs support from below. Physically this is required—does the game need to have such a rule?&#13;
&#13;
6. Super-sized buildings for haulers and builders: a giant building that can house, for example, 60 haulers or builders.&#13;
&#13;
7. A super-sized robot manufacturing factory, including parts assembly and final assembly.&#13;
&#13;
8. A large robot charging station that can accommodate 100 robots charging simultaneously.&#13;
&#13;
9. A setting involving the center of the earth could be added. If you dig down to the earth's core, it causes the entire area to collapse, requiring the ground to be rebuilt. In addition, a structure—like a lid, similar to the cover used for sewage sources—would be needed to seal it off and prevent harmful gases from emerging, which would endanger the beavers' health.</content>
  </entry>
  <entry>
    <title>batteries</title>
    <link href="https://timberborn.featureupvote.com/suggestions/718660/batteries"/>
    <id>sug_ymjyejnchurjoub</id>
    <published>2026-06-25T17:15:34Z</published>
    <updated>2026-06-28T21:28:18Z</updated>
    <content type="text/plain">my suggestion involves two new buildings: the generator and the charger.&#13;
the genarator turns power and metal into batteries, witch can be stored in warehouses. the charger if provided with batteries unloads the power into the system( it needs to be coonected to a power nework) each batterie last an hour and provide 25 hp. you can toggle how many batteries go into the charger so you only use the power you need.</content>
  </entry>
  <entry>
    <title>Bug: new water physics working weirdly with floodgates</title>
    <link href="https://timberborn.featureupvote.com/suggestions/718517/bug-new-water-physics-working-weirdly-with-floodgates"/>
    <id>sug_ixpydbcfrbdjd8d</id>
    <published>2026-06-24T20:48:49Z</published>
    <updated>2026-06-29T10:30:30Z</updated>
    <content type="text/plain">So I started a new iron teeth save on the map mountain range when the 1.0 update came and I have noticed some odd things going on with the floodgates that feels like a bug. Water continues to flow over flood gates as if its the right level even to the point of impossibility. It doesn't seem to do this all the time but its making it difficult to actually keep my rivers full. First picture is it happening, other pictures are the rest of my river. Please note it only seems to happen with flood gates, it does not happen with regular dams. It also seems to stop for a second when I set the flood gates to max height.</content>
  </entry>
  <entry>
    <title>More power connection directions for Large Water Wheel</title>
    <link href="https://timberborn.featureupvote.com/suggestions/718500/more-power-connection-directions-for-large-water-wheel"/>
    <id>sug_m0qm1wc3k9gwggn</id>
    <published>2026-06-24T19:05:04Z</published>
    <updated>2026-06-28T21:24:03Z</updated>
    <content type="text/plain">With the addition of the impermeable Power Shaft, it would be ideal if we could place the power wheel on these to insert power directly into a hidden or more compact grid.</content>
  </entry>
  <entry>
    <title>Resource counter (science) is a building upgrade instead of outside object</title>
    <link href="https://timberborn.featureupvote.com/suggestions/718471/resource-counter-science-is-a-building-upgrade-instead-of-outside-object"/>
    <id>sug_zjsggna2zaomdqa</id>
    <published>2026-06-24T17:02:11Z</published>
    <updated>2026-06-28T21:21:39Z</updated>
    <content type="text/plain">I like to automate my buildings like this: "Do I need bread?" "Measure bread" "Start/Pause bakery"&#13;
At the end of the game i have a big row of counters that I have each named by hand, for each resource. I don't like it; but other alternatives are also not great.&#13;
&#13;
What if the automation was possible directly from the building itself? Like you upgrade a building to be run by Bots?&#13;
&#13;
The idea would be: &#13;
the Resource counter module is for all input/output and upgradable through science.&#13;
For each input/output, I have the same interface (setting the conditions) as if I had a dedicated counter.&#13;
&#13;
&#13;
Benefit:&#13;
I don't have to create a counter for each resource, then rename it; then go back to my building and automate it in the gigantic list of resource counters (lots of clicks and type)&#13;
I can copy/paste a building setting, but for each building I can have a different counter. For example, If I have 80% water, I have only one pump running; but if I have 20%; I have another pump. Instead of two ressource counter; I just set it per building.&#13;
&#13;
Obviously: external resource counters are still necessary.</content>
  </entry>
  <entry>
    <title>Bug: Sluice replacement issue (experimental 1.1)</title>
    <link href="https://timberborn.featureupvote.com/suggestions/718971/bug-sluice-replacement-issue-experimental-11"/>
    <id>sug_kuyvak0ucimuay4</id>
    <published>2026-06-28T00:26:48Z</published>
    <updated>2026-06-28T20:31:41Z</updated>
    <content type="text/plain">When upgrading a save to experimental 1.1, I noticed a sluice that was manually set to closed was replaced with a fill valve set to 0.5 height. I didn't notice for a while and it drained my whole dam. It feels like if the sluice was manually closed, it should be replaced with a fill valve set to 0.</content>
  </entry>
  <entry>
    <title>SUGGESTIONS</title>
    <link href="https://timberborn.featureupvote.com/suggestions/719039/suggestions"/>
    <id>sug_ptyv1de5pwh7y6s</id>
    <published>2026-06-28T17:46:40Z</published>
    <updated>2026-06-28T20:30:06Z</updated>
    <content type="text/plain">GIVE BETTER STARTING GUIDEANCE. I CANNOT FIGURE OUT HOW TO MAKE THINGS WORK!</content>
  </entry>
  <entry>
    <title>A single tile becomes contaminated when Contamination Barriers are placed diagonally</title>
    <link href="https://timberborn.featureupvote.com/suggestions/719020/a-single-tile-becomes-contaminated-when-contamination-barriers-are-placed-diagon"/>
    <id>sug_cvmmsprshzhr3m9</id>
    <published>2026-06-28T14:32:54Z</published>
    <updated>2026-06-28T16:00:47Z</updated>
    <content type="text/plain">When Contamination Barriers are placed diagonally, I encountered a case where only the corner tile became locally contaminated, instead of contamination spreading in the usual 7-tile radius.&#13;
&#13;
Is this intended behavior, or could this be a bug with diagonal barrier placement?</content>
  </entry>
  <entry>
    <title>Not really a suggestion, but thanks</title>
    <link href="https://timberborn.featureupvote.com/suggestions/717889/not-really-a-suggestion-but-thanks"/>
    <id>sug_c1w8woxbp4b76ps</id>
    <published>2026-06-22T12:05:36Z</published>
    <updated>2026-06-27T23:17:35Z</updated>
    <content type="text/plain">A while back I whined about maintaining my list of subscribed articles (specifically deleting items). After that, it looks like you updated the workshop interface. It is now easy to find, add new items, and delete items I don't need. Nicely done</content>
  </entry>
  <entry>
    <title>Spawning rubble piles should prioritize reachable areas</title>
    <link href="https://timberborn.featureupvote.com/suggestions/717837/spawning-rubble-piles-should-prioritize-reachable-areas"/>
    <id>sug_e0qdikgcmxsbwcm</id>
    <published>2026-06-22T00:14:01Z</published>
    <updated>2026-06-27T23:15:19Z</updated>
    <content type="text/plain">When a building is destroyed, rubble can spawn in unreachable areas. It seems like the tiles rubble spawns on are selected at random when the building is demolished.&#13;
Also, when a pile is moved because a new building plan is placed, it moves randomly. &#13;
&#13;
Spawning and relocating Rubble Piles should prioritize tiles that are reachable.&#13;
-Paths&#13;
-Tiles adjacent to paths that are the same elevation&#13;
-Tiles adjacent to paths on lower or at most 1 higher elevation (so beavers can collect it)&#13;
-If none of those are available, then consider remaining tiles.&#13;
&#13;
It would be a nice QoL feature. Currently if you really want to save a pile, you can just pile blueprints until it is randomly moved to a good position, but this would be nice to be in the game.</content>
  </entry>
  <entry>
    <title>Old satellites crash and can be recovered for tech / General more contact with old human tech.</title>
    <link href="https://timberborn.featureupvote.com/suggestions/717795/old-satellites-crash-and-can-be-recovered-for-tech-general-more-contact-with-old"/>
    <id>sug_u56qcq2kmbpre90</id>
    <published>2026-06-21T14:39:46Z</published>
    <updated>2026-06-27T23:15:08Z</updated>
    <content type="text/plain">In rare cases (or on certain maps), old satellites can come crashing down and then be salvaged for special technologies or resources.&#13;
I would also find it interesting if the beavers came into contact with more old human technology and had to learn, for example, about the dangers of radioactivity.</content>
  </entry>
  <entry>
    <title>More desert plants: cactus and others</title>
    <link href="https://timberborn.featureupvote.com/suggestions/717782/more-desert-plants-cactus-and-others"/>
    <id>sug_gugju7qdluywwkq</id>
    <published>2026-06-21T12:48:14Z</published>
    <updated>2026-06-27T23:14:48Z</updated>
    <content type="text/plain">the gather er flag should be able to collect water from succulents and their should also be a plant that works like the succulent but provides food and this cactus food should take a long time to grow to balance it but also needs to work in reproduction pods so we can have desert worlds.</content>
  </entry>
  <entry>
    <title>Water Temperature, crops and utility Buildings for temperature concept</title>
    <link href="https://timberborn.featureupvote.com/suggestions/717908/water-temperature-crops-and-utility-buildings-for-temperature-concept"/>
    <id>sug_wgxwlemcyixf9by</id>
    <published>2026-06-22T14:24:50Z</published>
    <updated>2026-06-27T22:57:45Z</updated>
    <content type="text/plain">might be ambitious to include different water temperatures. (i would suggest, cold - temperate - hot, maybe searing on top)&#13;
there could be more water based plants that need the water to be a specific temperature. stream seasons could change in addition to be a danger to certain crops, rewarding good dam structure to lead away streams if needed.&#13;
&#13;
for temperature mixing, keep it simple, hot and cold gives temperate, cold with temperate stays cold, and hot and temperate stays temperate. &#13;
that way, the player has to really utilize tools to split or divide the different streams if going for a certain temperature/plant/application and may need to use a heater building.&#13;
&#13;
hot water could be used in steam generation, hot baths and maybe a new food building like a steamer/cooking house. &#13;
for utility buildings, a heater in/output that needs a ressource to burn or a worker/power to operate. &#13;
a freezer building could need a special plant or other ressource, like a side-elixier or catalyst.&#13;
&#13;
too much staying in cold water might make the beavers sick and/or they could get lightly injured by hot water. &#13;
&#13;
if there is space to expand on the idear workload wise, you could add freezing and searing with more extreme effects and injuries,  a freezing season tide to freeze up waterwheels and killing water crops. searing could lead to a "light-corruption", making 1-2 tiles near the water too hot to walk on and killing lower temperature crops in the water and close by.</content>
  </entry>
  <entry>
    <title>[Bug or feature?] Ceiling collapsed while building a cave (experimental)</title>
    <link href="https://timberborn.featureupvote.com/suggestions/718949/bug-or-feature-ceiling-collapsed-while-building-a-cave-experimental"/>
    <id>sug_lapbcecm9p88ona</id>
    <published>2026-06-27T19:40:18Z</published>
    <updated>2026-06-27T21:39:43Z</updated>
    <content type="text/plain">I was building a cave inside a hill using the tunnel tool.&#13;
&#13;
When I tried to demolish the platforms and deepened the cave with dynamites, one of the terrain blocks on the upper layer was removed as well.&#13;
So I reloaded the last save and after a few trials, I found out there were 3 blocks on the ceiling linked to those platforms.&#13;
in order to keep the ceiling intact, I had to keep at least 1 platform in the middle of the cave to "support" the ceiling.&#13;
Though after I finished the cave, that platform was suddenly no longer needed because I've built other building that could take over the task as pillar.&#13;
&#13;
I've not played the game for quite some time and only returned for a week or so, and certainly not read through all patch notes.&#13;
If that's a real feature, it would need more in game explanation than what I got.&#13;
If that's a bug, I'm kind of ok to make it official since it's more realistic that way.</content>
  </entry>
  <entry>
    <title>I have about 1000 beavers and my game is crashing every 10 minutes.</title>
    <link href="https://timberborn.featureupvote.com/suggestions/718777/i-have-about-1000-beavers-and-my-game-is-crashing-every-10-minutes"/>
    <id>sug_pgnmgasfurbvmmw</id>
    <published>2026-06-26T11:43:29Z</published>
    <updated>2026-06-26T20:09:15Z</updated>
    <content type="text/plain">Its reasonable the game runs slower the more beavers i accumulate, but this is something else. &#13;
My frames drop down to 1 or 2 fps, and i can barely save before i exit.&#13;
&#13;
My computer is newly built and up to par with the requirements, but i am running linux fedora so that might be an issue.&#13;
&#13;
Please do specify any desired files and such and i will happily supply them - its a great game!&#13;
Only sad that my only fix currently is to brutally sacrifice 500 beavers, but ah well its for the common good.</content>
  </entry>
  <entry>
    <title>Zipline Animations</title>
    <link href="https://timberborn.featureupvote.com/suggestions/717703/zipline-animations"/>
    <id>sug_aqowgaqgyj3cej8</id>
    <published>2026-06-20T16:26:21Z</published>
    <updated>2026-06-26T17:49:37Z</updated>
    <content type="text/plain">Can we please add an animation that when the beavers pass each other on the zipline they high-five each other? Or wave to each other, or salute? Maybe a short and sweet collection of humorous animations. The robots should be different since they are machines and may not have emotion.</content>
  </entry>
  <entry>
    <title>Lumber-related Quality of Life improvements</title>
    <link href="https://timberborn.featureupvote.com/suggestions/717668/lumberrelated-quality-of-life-improvements"/>
    <id>sug_hncuul3nopnqazq</id>
    <published>2026-06-20T05:50:20Z</published>
    <updated>2026-06-26T17:40:37Z</updated>
    <content type="text/plain">I would like to propose following QoL improvements:&#13;
&#13;
Scenario A: I reach a mixed forest (such as Oak + Pine). I want to cut all the Oaks while leaving the Pines standing because I want to Resin from them. Currently, I need to slowly and carefully click all the Oak trees to mark them for cutting, and then I need to remember to unmark those squares once they are cut. Would be nice if I could:&#13;
- Tell lumberjacks to ONLY cut trees of certain species ([x] Limit cutting to: &lt;list of species&gt;)&#13;
- When dragging a rectangle to indicate a zone for cutting, to be able to tick a checkbox [x] target only existing trees, which would display a second selection of different tree species, allowing us to further specify [x] Birch [ ] Pine [ ] Maple [x] Oak&#13;
&#13;
Scenario B: Lumberjacks should have a checkbox [x] Cut dead trees in range, which would cut even trees unmarked for cutting.</content>
  </entry>
  <entry>
    <title>In the current experimental build, I am experiencing significant performance problems.</title>
    <link href="https://timberborn.featureupvote.com/suggestions/717604/in-the-current-experimental-build-i-am-experiencing-significant-performance-prob"/>
    <id>sug_xg7nejvm8xkjsn0</id>
    <published>2026-06-19T19:27:50Z</published>
    <updated>2026-06-26T17:39:15Z</updated>
    <content type="text/plain">The performance will be fine for a maybe an hour of play.  Then it will slow to a crawl  I have a powerful system and the FPS will still be up in the 140s, but the lag of the game itself will be significant.  It will stutter when I click and cause actions to not be performed on clicking.  I can't place it to any specific thing.</content>
  </entry>
  <entry>
    <title>Bug (Experimental 1.1) - inventory does not register with build job</title>
    <link href="https://timberborn.featureupvote.com/suggestions/717446/bug-experimental-11-inventory-does-not-register-with-build-job"/>
    <id>sug_tqdfd0kkbzmq7vc</id>
    <published>2026-06-18T15:52:39Z</published>
    <updated>2026-06-26T17:36:36Z</updated>
    <content type="text/plain">if you plan a job and the materials are zero, when you do get materials it wont recognize it. Same issue if your inventory runs out or dissappears (first case was during a flood, and I had to destroy any construction process and recreate it. This happened with Ironteeth on 2 standard maps. The bug is not consistent however.</content>
  </entry>
  <entry>
    <title>Solar Grill and Solar Bakery.</title>
    <link href="https://timberborn.featureupvote.com/suggestions/717502/solar-grill-and-solar-bakery"/>
    <id>sug_c7ahnzzcnld9hfv</id>
    <published>2026-06-19T00:31:34Z</published>
    <updated>2026-06-26T17:35:53Z</updated>
    <content type="text/plain">I was thinking for the next step in cooking after getting to the point where you need a fuel source for cooking, what about instead of using wood we could build solar cookers which focus sunlight to a single area allowing for cooking without the need for a fuel source to create a fire. This would be a good mid game upgrade and fit nicely with the vibe of the game of rebuilding and trying to undo the damage to nature humanity wrought . &#13;
&#13;
I'm thinking it would need metal and gears to be built.</content>
  </entry>
  <entry>
    <title>Very Long Start-up time</title>
    <link href="https://timberborn.featureupvote.com/suggestions/717443/very-long-startup-time"/>
    <id>sug_dowrsflf0ycq78l</id>
    <published>2026-06-18T14:54:54Z</published>
    <updated>2026-06-26T17:31:48Z</updated>
    <content type="text/plain">Since 1.1 when I launch the game (experimental), nothing happens for a long time. No timber born icon in the taskbar, nothing in the task manger. The only sign the game is loading is that steam play button turns to stop. Eventually the game loads but it has never been this long before.</content>
  </entry>
  <entry>
    <title>Bug: Beaver glitched through levee</title>
    <link href="https://timberborn.featureupvote.com/suggestions/717984/bug-beaver-glitched-through-levee"/>
    <id>sug_uo2rfsmkrwkncv2</id>
    <published>2026-06-23T03:35:11Z</published>
    <updated>2026-06-25T01:59:56Z</updated>
    <content type="text/plain">I didn't manage to catch this in action, but it seems that a beaver building a tubeway next to a levee managed to teleport through the levee (and unfortunately for it, into a lake of badwater).&#13;
&#13;
The layout is two levee high, tubeway next to the lower levee. The levees were being built from either end, so the middle portions were not connected when this even occurred.&#13;
&#13;
I did pause and unpause the badwater pump visible in the image at some point, but I don't recall when I did so in relation to the beaver glitching through the levee.&#13;
&#13;
I didn't think a save/log would help, but if I am wrong, let me know and I can provide.</content>
  </entry>
  <entry>
    <title>[BUG?] Fill valve + Flow valve unpredictable behavior</title>
    <link href="https://timberborn.featureupvote.com/suggestions/718498/bug-fill-valve-flow-valve-unpredictable-behavior"/>
    <id>sug_y5nxx6p0pklbqq8</id>
    <published>2026-06-24T18:46:11Z</published>
    <updated>2026-06-25T01:50:51Z</updated>
    <content type="text/plain">I have a big dam and I' trying to set the output flow to feed my canals. I reduced the output to 1 tile to keep it "simple"&#13;
&#13;
My big dam flow into a mini-dam. I used a fill valve to ensure the output stays at 85cm inside the mini-dam.&#13;
The output of that mini-dam is a flow valve that ensures a (smooth) constant pressure in my canals.&#13;
&#13;
The issue is, my escape flow valve is rated 0.95m3/s but it only outputs 0,3 because the water in the minidam seems to be bouncing to 0.91, therefore cutting the fill valve so often that it reduces the total flow to 0,3.&#13;
&#13;
I think this is by design of the fill valve. it has no smoothing (it's either 100% on/off) and I would need a bigger mini dam to do the smoothing; but then I don't see the use case for the fill valve as it's so bouncy. I'm not sure what's the design/gameplay idea was. Are we supposed to embed one into the other? Other maybe build a flow sensor on top and automate the fill valve with a flow sensor? then I missed the point.&#13;
I tried to invert the setup (flow first, fill after) also difficult to tune, lots of bounces.&#13;
&#13;
I would find it easer to have a single fill valve with flow control and reaction speed control  Even it if means upgrading each feature through science).</content>
  </entry>
  <entry>
    <title>Too many expensive end game buildings are in the game</title>
    <link href="https://timberborn.featureupvote.com/suggestions/717121/too-many-expensive-end-game-buildings-are-in-the-game"/>
    <id>sug_w3uf0abhcrasouy</id>
    <published>2026-06-16T10:52:11Z</published>
    <updated>2026-06-24T16:36:06Z</updated>
    <content type="text/plain">With the new Arc for the Iron Teeth, there are now 3 buildings that cost so much that building them stops the game for multiple cycles. This was bad enough back when only the Mine needed generations to be built, but now I find myself in an idle game way too often. Once waterways are built and gates are automated, the only thing to do is place the wonder and run the game in the background for hours and hours.&#13;
&#13;
Also, there is little point to build something that only produces Awe, since the production boost gets twarted several times over just from a resource shortage it causes.&#13;
&#13;
I understand that the colony needs to be resilience checked against multiple droughts and badtides to make sure it deserves the wonder, but the Wonder taking multiple empty playsessions to build is not good.&#13;
&#13;
Awe buildings and Wonders should be built primarily from their own resources that nothing else uses(at least for the most part). For example, each map should have patches of marble that need to be reached and mined, or beavers should pan for gold maybe.&#13;
&#13;
Maybe badtides should leave behind some residue that needs to be collected in order to encourage spreading out and discourage just diverting badwater off the map as soon as it spawns.</content>
  </entry>
  <entry>
    <title>Dekoruteur</title>
    <link href="https://timberborn.featureupvote.com/suggestions/717055/dekoruteur"/>
    <id>sug_xkqtguffalrzkbo</id>
    <published>2026-06-15T20:59:18Z</published>
    <updated>2026-06-24T16:35:52Z</updated>
    <content type="text/plain">The Detailer is translated in German as 'DekorUteur', which should be 'DekorAteur'. Just a minor typo.</content>
  </entry>
  <entry>
    <title>Detonator Placement Error</title>
    <link href="https://timberborn.featureupvote.com/suggestions/717487/detonator-placement-error"/>
    <id>sug_avy1de0b7l21qkg</id>
    <published>2026-06-18T21:56:42Z</published>
    <updated>2026-06-23T09:22:37Z</updated>
    <content type="text/plain">The Detonator is currently not placeable on Double and Triple Dynamite. When attempting to place the Detonator on Double and Triple Dynamite, the game produces an in-game error saying this building can only be placed on Dynamite, Double Dynamite, or Triple Dynamite. It is not placeable even after the Double or Triple Dynamite has finished construction&#13;
&#13;
The Detonator is still placeable on Single Dynamite</content>
  </entry>
  <entry>
    <title>Typo in Triple Dynamite</title>
    <link href="https://timberborn.featureupvote.com/suggestions/716862/typo-in-triple-dynamite"/>
    <id>sug_eoht5oi8ibvaydv</id>
    <published>2026-06-14T13:03:32Z</published>
    <updated>2026-06-22T08:26:54Z</updated>
    <content type="text/plain">The flavour text in the tooltip reads, "When even extremely extreme mesaures weren't extreme enough". I believe this should say "measures" as in the regular/double dynamite tooltips. &#13;
Playing as Iron Teeth if that matters.&#13;
&#13;
Cheers! Loving the changes to the game since I first played the game in Alpha.</content>
  </entry>
  <entry>
    <title>Really remove district limits.</title>
    <link href="https://timberborn.featureupvote.com/suggestions/717679/really-remove-district-limits"/>
    <id>sug_rw2mb7qged9bx2n</id>
    <published>2026-06-20T09:47:18Z</published>
    <updated>2026-06-22T08:15:18Z</updated>
    <content type="text/plain">I dont know what district size limits are but they are still present</content>
  </entry>
</feed>
