<?xml version="1.0" encoding="UTF-8" standalone="no"?>
<feed xmlns="http://www.w3.org/2005/Atom">
  <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>Wind Detection</title>
    <link href="https://timberborn.featureupvote.com/suggestions/722927/wind-detection"/>
    <id>sug_ljv6p8eewigdhrf</id>
    <published>2026-07-25T19:44:50Z</published>
    <updated>2026-07-25T20:51:12Z</updated>
    <content type="text/plain">I would have thought the weather sensor would have been able to detect wind.&#13;
I would like to be able to activate or deactivate buildings based on wind.</content>
  </entry>
  <entry>
    <title>I feel that beavers should "work" less</title>
    <link href="https://timberborn.featureupvote.com/suggestions/722925/i-feel-that-beavers-should-work-less"/>
    <id>sug_fkvoody0riuorxz</id>
    <published>2026-07-25T19:37:20Z</published>
    <updated>2026-07-25T20:50:41Z</updated>
    <content type="text/plain">I just feel like when there is nothing to do in a work place they should do something else</content>
  </entry>
  <entry>
    <title>Beavers getting lazy in water pumps</title>
    <link href="https://timberborn.featureupvote.com/suggestions/722918/beavers-getting-lazy-in-water-pumps"/>
    <id>sug_eimhgn19ldg6s7h</id>
    <published>2026-07-25T18:47:44Z</published>
    <updated>2026-07-25T20:49:36Z</updated>
    <content type="text/plain">beavers really like to lazy around water pumps, theyll just sit there and do nothing.&#13;
telling them pumping water is not a priority doesnt change their attitude. theyll just keep sitting there until they go to bed and the next day theyll do something else.</content>
  </entry>
  <entry>
    <title>Windmills seem to have gotten less reliable rencently</title>
    <link href="https://timberborn.featureupvote.com/suggestions/722250/windmills-seem-to-have-gotten-less-reliable-rencently"/>
    <id>sug_i3sjocborntpg2x</id>
    <published>2026-07-21T12:33:15Z</published>
    <updated>2026-07-25T20:48:55Z</updated>
    <content type="text/plain">I'm currently playing in experimental mode and as of update 1.1 I have noticed that my windmills are producing a lot less. I timed it during 48 in game hours and in that time my large windmills produced high power for 12 hours (&gt; 100 hp), low power (&lt; 100 hp) for 22 hours and no power (0 hp) for 14 hours.&#13;
So that's high power 25% of the time, low power for 45.8% of the time and no power whatsoever for 29.2% of the time.&#13;
I'm not sure, but I seem to remember that in previous version they seemed to be more reliable, but I have not gone back to test that as of yet.</content>
  </entry>
  <entry>
    <title>I was having fun until this happened</title>
    <link href="https://timberborn.featureupvote.com/suggestions/722889/i-was-having-fun-until-this-happened"/>
    <id>sug_4fycgknvwr1zbxs</id>
    <published>2026-07-25T14:59:46Z</published>
    <updated>2026-07-25T16:32:28Z</updated>
    <content type="text/plain">I have 5 staffed deepwater pumps for a colony of 30, and yet all my beavers are dying of thirst. Something is seriously wrong when there is a giant river/resevoir, no drought, and one pump per six beavers. I don't think I'll play again after this one.</content>
  </entry>
  <entry>
    <title>When loading games, I really hope they add a double-click feature.</title>
    <link href="https://timberborn.featureupvote.com/suggestions/722860/when-loading-games-i-really-hope-they-add-a-doubleclick-feature"/>
    <id>sug_j3frlzmftgfpi98</id>
    <published>2026-07-25T08:56:07Z</published>
    <updated>2026-07-25T16:31:39Z</updated>
    <content type="text/plain">載入遊戲，希望新增雙擊滑鼠載入的操作，我相信不是只有我誤刪遊戲。&#13;
"When loading games, I really hope they add a double-click feature. I'm sure I'm not the only one who has accidentally deleted their save file."</content>
  </entry>
  <entry>
    <title>Make Clutch Design more interesting</title>
    <link href="https://timberborn.featureupvote.com/suggestions/722831/make-clutch-design-more-interesting"/>
    <id>sug_ctq9xysvmylocdz</id>
    <published>2026-07-25T00:38:45Z</published>
    <updated>2026-07-25T16:31:32Z</updated>
    <content type="text/plain">Could the design of the power clutch change? At the moment, it just lifts up and the system loses the power from the power source. It feels out of place with how in depth the other power shaft systems are designed. It could be something like a positive engagement clutch where the teeth mesh with the other side when the clutch is engaged. It could also add a clutch slipping mechanic for systems that are under powered or something similar. It may not be a game changing idea but I feel like it would fit the rest of Timberborn's designs. &#13;
&#13;
Thanks for you time</content>
  </entry>
  <entry>
    <title>Bug: Builders Hut Employee Count Problem</title>
    <link href="https://timberborn.featureupvote.com/suggestions/722742/bug-builders-hut-employee-count-problem"/>
    <id>sug_rtps2pp8d1plel3</id>
    <published>2026-07-24T12:26:14Z</published>
    <updated>2026-07-25T16:30:37Z</updated>
    <content type="text/plain">Employee count for specific Builder's Hut was glitching -- I had a Builder's Hut in Lowest Workspace Priority, and noticed that when I unpaused it for surge-builders, it was consuming what looked like 8 employees, regardless of Worker Count.  I.e., even if set to 1 worker, I would go from having 1 Unemployed Beaver to 7 Vacancies, as the building needed 8 beavers.  I tested if it was a Worker Count issue, but it didn't seem to matter if I set it to 1 - 4.  I tested if it was a Priority issue, and set it to higher priority without a change, and also set other buildings to Lowest without being able to reproduce the behavior.  I eventually demolished and re-built the building -- the new building acted like a normal Builder's Hut.&#13;
&#13;
Version: Experimental Branch - v1.1.1.1-cfb778f-xsw</content>
  </entry>
  <entry>
    <title>Side Badwater Texture has Water Color</title>
    <link href="https://timberborn.featureupvote.com/suggestions/722619/side-badwater-texture-has-water-color"/>
    <id>sug_rrj2ht7o6qpcgjw</id>
    <published>2026-07-23T16:01:57Z</published>
    <updated>2026-07-25T16:30:30Z</updated>
    <content type="text/plain">i've tried replicating this in other parts of the world, but can't find this anywhere else so idk how this is happening but this is a pure badwater stream underground. one part of it is open to the surface, which makes the side texture render. This texture is the wrong color on one side exclusively. this is on experimental. good luck, love the game btw</content>
  </entry>
  <entry>
    <title>Bug: Water Curtains After Intermittent Water Flow in an Area</title>
    <link href="https://timberborn.featureupvote.com/suggestions/722587/bug-water-curtains-after-intermittent-water-flow-in-an-area"/>
    <id>sug_obx4dvc1ueaa4qf</id>
    <published>2026-07-23T13:16:01Z</published>
    <updated>2026-07-25T16:30:01Z</updated>
    <content type="text/plain">After using fluid pumps to fill a multi-level pool, water would spread out from under the pump and once it got directly underneath a extending cliff wall it would jump up and hang onto it and not disappear until the water at its base did (see Screenshot 2026-07-23.png and on the right of Screenshot 2026-07-23 (4).png). What seems to be the same bug also occurs after water begins flowing out of my dam in the center of the map (named: "Waterfall") (see Screenshot 2026-07-23 (1).png). Close to where my fluid dumps were at the edge of the map I had a levee wall to block water from flowing off the map and water also climbed up that wall too (see Screenshot 2026-07-23 (3).png, Screenshot 2026-07-23 (4).png, and Screenshot 2026-07-23 (5).png). 'Screenshot 2026-07-23 (5).png' shows the back of the levee wall where the water actually s attached to the top of the cave ceiling.</content>
  </entry>
  <entry>
    <title>Better explain wood-gameloop</title>
    <link href="https://timberborn.featureupvote.com/suggestions/722483/better-explain-woodgameloop"/>
    <id>sug_076cwp0up4fr0hz</id>
    <published>2026-07-22T21:26:06Z</published>
    <updated>2026-07-25T16:28:57Z</updated>
    <content type="text/plain">When I read through the Steam comments, everyone talks about how Drought will f**k you up. The warnings made me take water management serious and so in my first city no beaver died because of thirst. But I wish there would've been a better introduction to wood in general. In my opinion its usage and importance isn't highlighted enough (in the tutorial f.e.). Your only getting told that you rely on wood, but how? please elaborate further???  So I rigorously started building only to thereafter realize the importance of milling since you also rely on planks because otherwise your gameloop comes to a halt if you do it like I did: You chop off every tree in your first city. --&gt; You realize trees regrow (but it takes a LOT of time) --&gt; You do not have much wood left since you've already expanded a lot --&gt; You need a Forester --&gt; Foresters need PLANKS --&gt; To mill planks you need wood --&gt; You're f**ked.&#13;
&#13;
This is the problem I've encountered, I could've waited several days for some trees to regrow, but when you find yourself in that rabbit hole you know its hard to get out of it. The tutorial should explain the gameloop behind wood: Don't overexpand, keep wood. Build Mills. Employ Foresters --&gt; THEN continue expanding.&#13;
---&#13;
&#13;
Aside from that the game is good. Worth the money.</content>
  </entry>
  <entry>
    <title>Bug with the Compact Mechanical Pumps</title>
    <link href="https://timberborn.featureupvote.com/suggestions/722454/bug-with-the-compact-mechanical-pumps"/>
    <id>sug_dibxb4rifwkg3uc</id>
    <published>2026-07-22T17:09:31Z</published>
    <updated>2026-07-25T16:28:48Z</updated>
    <content type="text/plain">While testing Timberborn, I noticed a bug with the Compact Mechanical Pumps. When a sewage flood occurs, the Compact Mechanical Pumps cause contamination if filters are selected, even though there is no sewage that could trigger this. Perhaps you could look into this.&#13;
This text was translated by AI because my English skills are insufficient.&#13;
&#13;
MFG Von Torstein</content>
  </entry>
  <entry>
    <title>Some suggestions or feature requests regarding automation</title>
    <link href="https://timberborn.featureupvote.com/suggestions/722059/some-suggestions-or-feature-requests-regarding-automation"/>
    <id>sug_h51ndmfkreprcxc</id>
    <published>2026-07-20T04:06:57Z</published>
    <updated>2026-07-25T16:14:19Z</updated>
    <content type="text/plain">1) Automation buildings could have a list menu like all other building types do&#13;
- If other buildings, beavers, zones, resources etc each have a menu then why not do automation buildings&#13;
2) Prober that detects status of crops in region&#13;
- This could help automate reassigning positions for farmers / tree planners with empty cycles when the crops are growing&#13;
3) List of buildings that have applied the prober on the prober's window?&#13;
- If there's a count, there can be a list too.&#13;
4) Relocation of automation devices&#13;
- If a prober is currently applied for a big list of buildings, it's not an easy thing to relocate it.</content>
  </entry>
  <entry>
    <title>Love at first sight! Kudos to the devs, the potential is incredible &#129451;</title>
    <link href="https://timberborn.featureupvote.com/suggestions/721954/love-at-first-sight-kudos-to-the-devs-the-potential-is-incredible"/>
    <id>sug_mvvu72vstyoqt8n</id>
    <published>2026-07-19T05:08:43Z</published>
    <updated>2026-07-25T16:08:43Z</updated>
    <content type="text/plain">I've rarely gotten hooked so quickly on a survival management game. From the very first minutes, I completely fell in love with it! The beaver universe is not only very endearing, but it also brings a huge breath of fresh air compared to what we're used to seeing. Coming from demanding games like Frostpunk 1 and 2, I find your water management mechanic as a survival condition simply brilliant and highly innovative!&#13;
The core gameplay is already excellent. To help you push this little gem even further, here is some constructive feedback:&#13;
•	Even more depth and replayability: I'm on my second playthrough, and I feel like I've already seen most of what the mechanics have to offer. I would love to see the badwater mechanic go further! Rather than just blocking a source or enduring the arrival of pollution, it would be amazing to have real features and dedicated buildings for active water decontamination. That would add a great challenge!&#13;
•	Technical Alert - Mac and Apple Silicon Compatibility: This is my most urgent point for you. Currently, the game only runs via the Rosetta 2 emulator on recent Macs. I'm actually on a macOS beta version, which causes an immediate black screen at launch if I don't use Rosetta. Knowing that Apple will eventually permanently remove Rosetta 2 by the end of 2027 with its future major updates, it is becoming vital to develop a native version for M-series chips (Apple Silicon) so that the Mac community can continue to play!&#13;
Keep up the fantastic work, you have an exceptional game in your hands. I really can't wait to see future updates to dive back into the adventure for hours!</content>
  </entry>
  <entry>
    <title>Bug: focus zooms out half infinilitly</title>
    <link href="https://timberborn.featureupvote.com/suggestions/721783/bug-focus-zooms-out-half-infinilitly"/>
    <id>sug_qjnm7letagq640h</id>
    <published>2026-07-17T18:20:19Z</published>
    <updated>2026-07-25T16:07:32Z</updated>
    <content type="text/plain">sorry for the horrible description :/&#13;
how to replicate: open a building or beaver, zoom out a little via scroll wheel, press the focus button repeatedly (even when it seems like it doesn't do anything). zoom in. then it takes a while until the internal variable is less than the max zoomed out view and only then zoom woks again normally</content>
  </entry>
  <entry>
    <title>增加画质</title>
    <link href="https://timberborn.featureupvote.com/suggestions/719616/"/>
    <id>sug_c87hxgzvcou6piv</id>
    <published>2026-07-02T12:44:28Z</published>
    <updated>2026-07-25T16:05:41Z</updated>
    <content type="text/plain">画质做的在细腻点做的再好一点，像王国与城堡那种或者都市天际线那样，看着没那么粗糙，建造建筑声音反馈也要，优化一下旋转的感觉，我每次转一下有种晕晕的感觉。</content>
  </entry>
  <entry>
    <title>배속</title>
    <link href="https://timberborn.featureupvote.com/suggestions/722892/"/>
    <id>sug_hqmsoimo22fbpi1</id>
    <published>2026-07-25T15:04:23Z</published>
    <updated>2026-07-25T16:05:20Z</updated>
    <content type="text/plain">어려움을 하다보면 오염주기 가뭄주기가 22주 걸리는데 4배속 5배속으로 할수있게해주면 더 편할꺼같아요</content>
  </entry>
  <entry>
    <title>Screenshot pdn-file (Paint.net-file) Bugreport</title>
    <link href="https://timberborn.featureupvote.com/suggestions/721923/screenshot-pdnfile-paintnetfile-bugreport"/>
    <id>sug_rpljlusdvicihpw</id>
    <published>2026-07-18T20:45:23Z</published>
    <updated>2026-07-25T16:01:39Z</updated>
    <content type="text/plain">Hallo, ich habe ein Bugreport-bild mit verschiedenen ebenen wo per Häckchen jeder Bugreport auf dem Bild an oder ausgeschaltet werden kann, damit ihr eine simple Übersicht über die Bugs habt die man auf dem Bild sieht.&#13;
&#13;
bitte Gebt mir eure E-mail, damit ich euch die .pdn Datei zusenden kann.</content>
  </entry>
  <entry>
    <title>[bug] contamination not spreading through tunnels</title>
    <link href="https://timberborn.featureupvote.com/suggestions/722665/bug-contamination-not-spreading-through-tunnels"/>
    <id>sug_sogmvfe9gjsi5ez</id>
    <published>2026-07-23T20:51:32Z</published>
    <updated>2026-07-25T15:52:48Z</updated>
    <content type="text/plain">im building a powerplant and tried to build an underground water transport system. I feel like that should have resulted in the contaminated ground as im not using the contamination barriers</content>
  </entry>
  <entry>
    <title>WIndmills selection hitbox is non consistent from different sides.</title>
    <link href="https://timberborn.featureupvote.com/suggestions/721971/windmills-selection-hitbox-is-non-consistent-from-different-sides"/>
    <id>sug_dfx0rwlyjyuls02</id>
    <published>2026-07-19T09:57:26Z</published>
    <updated>2026-07-25T15:51:52Z</updated>
    <content type="text/plain">When adjusting priority for Large Windmill blueprints, the selection is buggy when looking at the windmill from behind. The base block of the building isn't highlighted by mouseover.  Looking at the windmill from the front it works fine. Delete tool doesn't show same inconcistency, only priority tool.</content>
  </entry>
  <entry>
    <title>Edge case bug with metal getherer</title>
    <link href="https://timberborn.featureupvote.com/suggestions/719934/edge-case-bug-with-metal-getherer"/>
    <id>sug_6lou6238qikkckh</id>
    <published>2026-07-04T15:34:05Z</published>
    <updated>2026-07-25T15:49:46Z</updated>
    <content type="text/plain">In the case where there are metal ruins on the edge of a Z level, if you build a metal gatherer one Z level below and build a staircase up directly into a metal ruin, it will show as "nothing to do" and not collect the metal. If you move the staircase back one square and build a platform between the stair and the ruin, it will collect as normal.</content>
  </entry>
  <entry>
    <title>Text input is inconsistent on Steam Deck</title>
    <link href="https://timberborn.featureupvote.com/suggestions/720917/text-input-is-inconsistent-on-steam-deck"/>
    <id>sug_pspcf8ks6nbbkgn</id>
    <published>2026-07-11T20:24:10Z</published>
    <updated>2026-07-24T11:46:38Z</updated>
    <content type="text/plain">I Love playing timberborn on Steam deck. It already Runs really well.&#13;
&#13;
The one Thing that does Not Work great is working with Text entries. Specialy with new automation. The Steam deck Keyboard acts all weird.&#13;
&#13;
Would bei cool If it would Work easy by Default.&#13;
&#13;
What i mean:&#13;
Keyboard appears automaticly when clicking om Text field and disapears the Moment Focus ist removed from Text field. Like pressing enter .&#13;
&#13;
At the Moment the Keyboard Sometimes appears really random. Like when i Change the max amount of beavers in the beaver colony beaver countr automation building. Afterwards the Keyboard appears at random Times. Steam+x seems to fix it for a short period of time.&#13;
&#13;
Official Controller/ Steam deck support would bei really cool.</content>
  </entry>
  <entry>
    <title>Game stopped working</title>
    <link href="https://timberborn.featureupvote.com/suggestions/722524/game-stopped-working"/>
    <id>sug_5jdiwpfmm4wu9yq</id>
    <published>2026-07-23T03:36:37Z</published>
    <updated>2026-07-23T12:50:26Z</updated>
    <content type="text/plain">played just fine when I turned off my laptop at home two days ago. now laptop is set up again at new location, and when I launch the game it crashes (with no error screen) anywhere between pre-cinematic to after attempting to load a game. I uninstalled and reinstalled the game (through the Steam page); have turned off all addons; and have tried launching it from Steam and from desktop link, in "safe mode" and not, all with the same results. I have a bunch of "AppCrash" exe files, but for some reason I'm having no luck attaching them to this post. I will attempt to email them along with a link to this post.</content>
  </entry>
  <entry>
    <title>Invalid resource count in automation, incorrect goods amount with sensors</title>
    <link href="https://timberborn.featureupvote.com/suggestions/721002/invalid-resource-count-in-automation-incorrect-goods-amount-with-sensors"/>
    <id>sug_7zk1jzh1iv4d4pu</id>
    <published>2026-07-12T18:54:43Z</published>
    <updated>2026-07-22T21:24:40Z</updated>
    <content type="text/plain">Fact: Ressource % count is invalid. It show a value roughly 10-20% lower than it should. But the "quantity" count is valid.&#13;
Observation: When I activate the builder workhouse, the percentage drops but also the "percentage bar" next to its value (in the ressources display at the top of the screen)&#13;
Conjecture: It seem to over estimates the total available storage. I suspect it accidentally adds something as the number of open jobs.&#13;
&#13;
Data: It shows 86% for 233 planks (maxed out) and 83% for 216 logs (maxed out)&#13;
Conjecture: Assuming only the total storage is wrong, the total is 233/.86=267 planks (excess of 34) and 216/.83=260 logs (excess of 44). There are 37 opened jobs which is in the same ball park but not quite (a precision of 1% means a precision of 4 for the total).&#13;
&#13;
Version: v1.1.0.2-3c063a9-xsw (experimental up to date 12/07/2026)</content>
  </entry>
  <entry>
    <title>New Map feedback: Nomad (Hard mode)</title>
    <link href="https://timberborn.featureupvote.com/suggestions/722427/new-map-feedback-nomad-hard-mode"/>
    <id>sug_cvmuk5ug9bnkfap</id>
    <published>2026-07-22T14:04:50Z</published>
    <updated>2026-07-22T14:10:41Z</updated>
    <content type="text/plain">I have now played this map with both factions, and it's really fun. Ufortunately, the working solution is just that you blow  a 3 by 3 1 deep hole next to the starting zone where the created wet zone will not be reached by badwater contamination, and use haulers and a water dump to keep that green. Dissassembling and assembling the base is definetely not an option on hard mode.&#13;
&#13;
Iron Teeth has a worse time than Folktails, because they have to preserve one of the two berry patches somehow.&#13;
&#13;
It would be useful to visually mark out the order of the water sources, since mixing that up would force the player to reload. If they can, as the save system only allows 3 autosaves, and that will definetely screw you. When I started my first settlement, I then went into the map editor to figure out the order. 10 days is not enough to rearrange everything.&#13;
&#13;
It is also strange how the different timers interact. First they are set to cycles, but then they are set to days.  Combined with hard mode where Temerate weather can be as short as five days, you get a lot of strange consequences:&#13;
-Water Source starts with Badwater&#13;
-Water Source opens 2 days in to a 10 days of drough where the UI stops showing which one will be active.&#13;
-Bombs detonate at weird times, like 2 days before Temerate weather would start or 2 days after a badtide started.&#13;
&#13;
This map is reliant on warnings, and the players are taught to ignore them as so many of them are non-actionable. Goods not selected and Not Connected will go above 20 since we are using storage as 1 platforms, meaning there is always going to be a warning.&#13;
&#13;
I would suggest to sort out the timing problems and add in pre-built liquid storages to some of the intended satelite places to smooth out the badtide problems somewhat.</content>
  </entry>
  <entry>
    <title>Tutorial showed me the controls but not how the game works. All of my beavers died.</title>
    <link href="https://timberborn.featureupvote.com/suggestions/722370/tutorial-showed-me-the-controls-but-not-how-the-game-works-all-of-my-beavers-die"/>
    <id>sug_5v2qvshtxu3mqyn</id>
    <published>2026-07-22T04:30:41Z</published>
    <updated>2026-07-22T11:23:36Z</updated>
    <content type="text/plain"/>
  </entry>
  <entry>
    <title>Food</title>
    <link href="https://timberborn.featureupvote.com/suggestions/722206/food"/>
    <id>sug_6pkpxhdn1hjyzdt</id>
    <published>2026-07-21T03:16:05Z</published>
    <updated>2026-07-22T00:29:01Z</updated>
    <content type="text/plain">Food system not very intuitive at least in early gameplay. Multiple times entire population dies off during tutorial</content>
  </entry>
  <entry>
    <title>hard start</title>
    <link href="https://timberborn.featureupvote.com/suggestions/722315/hard-start"/>
    <id>sug_a1pwymv9dyuj2nv</id>
    <published>2026-07-21T19:41:20Z</published>
    <updated>2026-07-22T00:27:54Z</updated>
    <content type="text/plain">hard to understand in the beginning , even because there is not tutorial</content>
  </entry>
  <entry>
    <title>Proposal: Bind Jobs to Housing</title>
    <link href="https://timberborn.featureupvote.com/suggestions/721978/proposal-bind-jobs-to-housing"/>
    <id>sug_kqbbripeaduqlt6</id>
    <published>2026-07-19T12:52:42Z</published>
    <updated>2026-07-20T15:49:30Z</updated>
    <content type="text/plain">Player Suggestion for Timberborn&#13;
&#13;
I believe the "District" system is the most poorly designed part of the game, because it severely restricts the player's freedom to explore the map at will. Buildings we construct within a district can only be staffed by beavers belonging to that same district – and that feels very limiting.&#13;
&#13;
Therefore, I suggest linking jobs directly to housing instead. For example, a residential building near a farm that can house 4 beavers would automatically assign its residents to work at that farm, or alternatively, the player could manually designate which housing unit supplies workers to a specific workplace.&#13;
&#13;
This would completely remove the constraints of the district system!&#13;
&#13;
Imagine a small outpost at the northernmost edge of the map, with just one 8‑beaver lodge, a mining rig, a water barrel, and a food warehouse. The main city in the far south regularly delivers food to it, while the outpost ships scrap metal back to the city. With job‑housing binding, we would no longer need to create any districts or build a Town Center at all! (Or districts could remain as mere labels, without any pathfinding restrictions.)&#13;
&#13;
Another example: on small maps, we tend to use only one Town Center, so the entire map becomes a single district. This makes road connections from the map's edge to the central Town Center extremely long, and if your housing is built far away, the beavers living there spend half their day just commuting to work (though tunnels and ziplines can alleviate this somewhat). If we could manually assign a residence to a specific workplace, this problem would be solved! We could build housing right next to the remote job site and bind it to that building, so our beavers wouldn't have to pathfind all the way across the map anymore.&#13;
&#13;
I hope the developers see this suggestion. Love from a Chinese player who has been with you since day one of release! (This suggestion was originally written in Chinese and translated into English by AI – ple</content>
  </entry>
  <entry>
    <title>Terrible Tutorial System</title>
    <link href="https://timberborn.featureupvote.com/suggestions/721934/terrible-tutorial-system"/>
    <id>sug_yefybxc67uycl8j</id>
    <published>2026-07-18T22:22:22Z</published>
    <updated>2026-07-20T15:45:13Z</updated>
    <content type="text/plain">WTF the tutorial is NOT helpful/intuitive.  I recruited some help by randomly clicking on a screen, I guess that worked.  Drew a path, built a structure to cut wood, that structure is not on a path according to the game.  Everyone seems to be dying of dehydration after 10 minutes of me trying to figure out how to assign someone to do something.  I really want to like this game I swear.  I was not expecting such a cumbersome interface.  A game where I need to watch a YouTube video go get through the tutorial has really failed.  I guess I am off to watch a YouTube video.</content>
  </entry>
  <entry>
    <title>all saved files are not appearing in load game menu</title>
    <link href="https://timberborn.featureupvote.com/suggestions/721875/all-saved-files-are-not-appearing-in-load-game-menu"/>
    <id>sug_3ht8juu3hl62rx8</id>
    <published>2026-07-18T11:49:06Z</published>
    <updated>2026-07-20T15:40:52Z</updated>
    <content type="text/plain">Save files are not detectable currently playing experimental branch - I have confirmed in all available folder options where saves are held have the save files but when in the game it can't see them.&#13;
&#13;
The save was last saved 12/7/26 (12th of July).</content>
  </entry>
  <entry>
    <title>Second district freezing bug</title>
    <link href="https://timberborn.featureupvote.com/suggestions/721746/second-district-freezing-bug"/>
    <id>sug_mgh90yymkhvmxhq</id>
    <published>2026-07-17T14:09:51Z</published>
    <updated>2026-07-20T14:33:49Z</updated>
    <content type="text/plain">I found a unique bug. I had a second district set up with 2 water tanks. this district produced none of its own water, so it was all imported. at first, it only had one, but when i was getting nervous about water levels i built a large water tank on the boarder of my main district, using the main district to build and fill before redoing paths to make it apart of second district. everything was still fine, until i set the first water tank to "do not consume". i did this because i wanted that water to be for mushrooms and wanted workers to go to the big tank near the border to get decoration buff. this caused workers to freeze when they got thirsty. they would stop whatever they were in the middle of (hauling, working in building, building). I had to migrate the population back to the main district to unfreeze them. I did this  a few times before finding the solution was allow them to drink out of the first water tank. no alerts would happen while the beavers stood still and slowly died of thirst and hunger.&#13;
&#13;
great game. Huge fan. I just might be one of the only people using multiple districts</content>
  </entry>
  <entry>
    <title>Sludge - toxic badwater sediment buildup</title>
    <link href="https://timberborn.featureupvote.com/suggestions/721681/sludge-toxic-badwater-sediment-buildup"/>
    <id>sug_mbwy2xgg8poshzp</id>
    <published>2026-07-17T05:06:50Z</published>
    <updated>2026-07-20T14:31:39Z</updated>
    <content type="text/plain">This proposal is for a new fluid/mechanic.&#13;
&#13;
SLUDGE&#13;
&#13;
Leave badwater to evaporate in a stagnant pool, as it slowly evaporates it'll congeal sludge at the bottom of the pool. Resistant to evaporation (possibly immune?) SLUDGE will add a challenge to your runs as sludge builds up in stagnant pools across the wastes. SLUDGE is also devastating to beaver health, causing injuries AND contamination, putting your beavers out for the short AND long haul. Better get good with bots. Optionally, sludge gunks up unprepared bots.&#13;
&#13;
I recognize this is a huge suggestion, adding a third fluid is already huge but the unique mechanics would make the existing maps and any future designs possibly have to consider this fluid. I can only humbly offer my belief that this team has earned my confidence.</content>
  </entry>
  <entry>
    <title>idle beavers not moving to the new district area until something happens</title>
    <link href="https://timberborn.featureupvote.com/suggestions/721581/idle-beavers-not-moving-to-the-new-district-area-until-something-happens"/>
    <id>sug_uxocw9xwhxhuifs</id>
    <published>2026-07-16T14:22:55Z</published>
    <updated>2026-07-20T14:29:40Z</updated>
    <content type="text/plain">Idle beavers not moving to new district - in my case I created a new district as killzone - where I have sent 200 beavers - all are reflecting as killzone beavers in there panels - but are not moving to the district area.  They moved to the district area only when are above to die due to tragically.&#13;
They were just idle but at old district only -  they did not move to kill zone district(new) until they were above to die.  I guess only some work allocation or housing or food or water building something has to be triggered to move them?&#13;
In pics you can see that old district has beavers who are not consuming food or water - and in another pic you can see when beavers are about to die they moved to new district and had tragic death there.</content>
  </entry>
  <entry>
    <title>level tool, when at infinite, plus one level should bring you at level zero</title>
    <link href="https://timberborn.featureupvote.com/suggestions/721326/level-tool-when-at-infinite-plus-one-level-should-bring-you-at-level-zero"/>
    <id>sug_gy8w5qhtj88ta63</id>
    <published>2026-07-14T19:09:57Z</published>
    <updated>2026-07-20T14:26:56Z</updated>
    <content type="text/plain">I think this is probably very easy to implement, and would help me a lot.&#13;
Idea is that from the default position you have to scroll down, but scrolling one up could easily bring you a lot closer to where you want to be.&#13;
You use the level tool in most cases at the lower levels to investigate the underground power lines.</content>
  </entry>
  <entry>
    <title>BUG: Memory Toggle intermittent</title>
    <link href="https://timberborn.featureupvote.com/suggestions/721177/bug-memory-toggle-intermittent"/>
    <id>sug_hljbokfu1nml6kv</id>
    <published>2026-07-13T20:56:57Z</published>
    <updated>2026-07-20T14:24:16Z</updated>
    <content type="text/plain">The memory toggle is occasionally not toggling on/off when it should. I have them set to track resources at ON&lt;60%, RST&gt;80% and it usually works, but every other day or so one does not toggle and I've got to go move the threshold down and back up to get it to trigger.</content>
  </entry>
  <entry>
    <title>Cant Pressure the Pressure Map</title>
    <link href="https://timberborn.featureupvote.com/suggestions/721352/cant-pressure-the-pressure-map"/>
    <id>sug_bomv8uorybykpbf</id>
    <published>2026-07-14T22:33:22Z</published>
    <updated>2026-07-20T14:17:07Z</updated>
    <content type="text/plain">I have been playing the pressure map with the goal of using the throttling valves introduced.&#13;
However it seems to be impossible to get the water to the 2 highest exits this way.&#13;
So I did a check on the water sources to find out the actual numbers and turns out 2 of the 3 central sources are set to only 0.25&#13;
and the total for the whole map is 5.25 which seems to low to fullfill the purpose of this map.&#13;
As it seems that even after large amounts of time fine tuning the valves the max water height is getting capped out short of the last exits.&#13;
I would recomend increasing the value on these 2 water sources in order to give it that last bit of push.</content>
  </entry>
  <entry>
    <title>Neutralise beavers from getting wellbeing benefits whilst sleeping</title>
    <link href="https://timberborn.featureupvote.com/suggestions/721035/neutralise-beavers-from-getting-wellbeing-benefits-whilst-sleeping"/>
    <id>sug_e6aciulmgbltzyt</id>
    <published>2026-07-13T00:27:23Z</published>
    <updated>2026-07-20T14:15:10Z</updated>
    <content type="text/plain">We've all done it - we've stacked our houses in a tiny footprint and then put down one of each wellbeing contributor (light, bush, statue etc) to min/max the bonuses without having to put in the effort. It's not *wrong*, but it doesn't really fit the spirit of the game!&#13;
&#13;
I'd offer up for suggestion, either as permanent or on a settings toggle, to have such area bonuses neutralised or disabled whilst the beavers are sleeping. This would encourage/direct us players to actually line our paths with all the pretty decorations rather than compressing them, and also give a slight challenge tweak in terms of trading ground surface area for benefits (Do I sacrifice valuable farmland for a bush? Do I put them on platforms above the path?)</content>
  </entry>
  <entry>
    <title>Show in saved games interface files that were uploaded to cloud storage</title>
    <link href="https://timberborn.featureupvote.com/suggestions/720957/show-in-saved-games-interface-files-that-were-uploaded-to-cloud-storage"/>
    <id>sug_4gzy0llcxnbjgbn</id>
    <published>2026-07-12T08:03:23Z</published>
    <updated>2026-07-20T14:14:23Z</updated>
    <content type="text/plain">Have an indicator on the main menu to show when the current save has been successfully uploaded onto the cloud.  I use two different computers and I use the cloud to keep them synchronised.</content>
  </entry>
  <entry>
    <title>feature request: pressure sensor</title>
    <link href="https://timberborn.featureupvote.com/suggestions/721867/feature-request-pressure-sensor"/>
    <id>sug_efpmmztrf05zra3</id>
    <published>2026-07-18T08:19:09Z</published>
    <updated>2026-07-20T14:13:52Z</updated>
    <content type="text/plain">a pressure sensor would be nice, i don't know how much trouble this makes as it seems like pressure is already included in the fluid dynamics (or maybe not?)</content>
  </entry>
  <entry>
    <title>Raw potato</title>
    <link href="https://timberborn.featureupvote.com/suggestions/720952/raw-potato"/>
    <id>sug_6d1dnlzwbaz6bmb</id>
    <published>2026-07-12T06:15:29Z</published>
    <updated>2026-07-20T14:09:58Z</updated>
    <content type="text/plain">I'm gobsmacked that beavers will starve to death while I have raw potatoes in storage.  In the Great Potato Famine in Ireland a couple of centuries ago, people dug up potatoes because they were starving - and lived a little longer.  In Scotland after Culloden, people who had potatoes stood a better chance of survival as the English set fire to the grain in the fields, adding to the widespread starvation.</content>
  </entry>
  <entry>
    <title>Workers become vacancies when automating</title>
    <link href="https://timberborn.featureupvote.com/suggestions/720912/workers-become-vacancies-when-automating"/>
    <id>sug_nwk5so3mpgejmjx</id>
    <published>2026-07-11T18:39:43Z</published>
    <updated>2026-07-20T14:08:25Z</updated>
    <content type="text/plain">Near endgame I'm automating production based on 95% fullness of storage.   When it hits that limit some production is 'Paused by Automation' and are clean.   Others get the same 'Paused by Automation', but also have 'No Available Workers in District' added.   This shows up as vacancies in the status box in the upper left.&#13;
&#13;
I can kinda fix that by switching my bots to beavers for workers and then back, but shouldn't have to.</content>
  </entry>
  <entry>
    <title>Automation signals disappear after game runs in background.</title>
    <link href="https://timberborn.featureupvote.com/suggestions/720820/automation-signals-disappear-after-game-runs-in-background"/>
    <id>sug_pcbln0dbotp8ct6</id>
    <published>2026-07-10T18:23:42Z</published>
    <updated>2026-07-20T14:07:42Z</updated>
    <content type="text/plain">Bug report. I'm on exprerimental with no mods and have problems with automation signals disappearing after i've left the game run in background. I can't yet describe the situation very well. Only that the signals have two times disappeared from fill valves on my water tank and caused pretty big contamination issues. Both times i'd already played the game for hours before letting it run in background and after coming back to game fill valves had no signals. I sadly already restarted the game before realising to check other automation systems.&#13;
The automation system is contamination sensor in front of water source and relay making contamination NOT signal for fill valves. So only two parts in the system.&#13;
The contamination signal used to direct bad water elsewhere using throttling valve stayed. So relays or fill valves have some problems.</content>
  </entry>
  <entry>
    <title>[Critical Issue] Population does not go down by when Earth Repopulator launches</title>
    <link href="https://timberborn.featureupvote.com/suggestions/719049/critical-issue-population-does-not-go-down-by-when-earth-repopulator-launches"/>
    <id>sug_li5zjfqkgpl6i76</id>
    <published>2026-06-28T19:22:02Z</published>
    <updated>2026-07-20T12:54:20Z</updated>
    <content type="text/plain">Great game though :)</content>
  </entry>
  <entry>
    <title>Make building menu more flexible for different screens and mods adding structures.</title>
    <link href="https://timberborn.featureupvote.com/suggestions/719817/make-building-menu-more-flexible-for-different-screens-and-mods-adding-structure"/>
    <id>sug_ctkx5d5qufoygwb</id>
    <published>2026-07-03T17:26:41Z</published>
    <updated>2026-07-17T13:36:43Z</updated>
    <content type="text/plain">To preface, this is only an issue currently because of mods, I am aware of that.&#13;
&#13;
I wanted to bring this up for potential future proofing as once there are enough buildings to start a second bar, it will cover up the resource cost of whatever building you have selected. I don't know what your future plans are obviously, but I figured this was worth bringing up.</content>
  </entry>
  <entry>
    <title>District mechanic is not a good game design</title>
    <link href="https://timberborn.featureupvote.com/suggestions/719790/district-mechanic-is-not-a-good-game-design"/>
    <id>sug_ithojdipksscgvm</id>
    <published>2026-07-03T14:42:45Z</published>
    <updated>2026-07-17T13:34:32Z</updated>
    <content type="text/plain">District mechanic is a burden to overcome technical CPU problems of pathfinding, that's not a good game design. Everytime I think of building a new district I give up because the burden of it and the need to rebuild all wellbeing again and resource management is a pain. Manageable with fewer districts, when adding more it becomes more and more nightmare to manage.</content>
  </entry>
</feed>
