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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>New maps - Mods- Epic game</title>
    <link href="https://timberborn.featureupvote.com/suggestions/716773/new-maps-mods-epic-game"/>
    <id>sug_qp0lfopfgczmw2e</id>
    <published>2026-06-13T16:21:20Z</published>
    <updated>2026-06-13T19:11:24Z</updated>
    <content type="text/plain">Hello,&#13;
&#13;
I bought your amazing game on the Epic store.&#13;
However, the platform seems to  prevent me to add new maps or mods ... Is there any way to do it  ? or will you add new maps in a near futur ?&#13;
Thanks !</content>
  </entry>
  <entry>
    <title>the music breaks</title>
    <link href="https://timberborn.featureupvote.com/suggestions/716225/the-music-breaks"/>
    <id>sug_r7rkbicgtpajjed</id>
    <published>2026-06-10T16:05:09Z</published>
    <updated>2026-06-13T13:30:37Z</updated>
    <content type="text/plain">when i play the game sometimes music starts to sound very off. also i have a video whith the broken sound but i cant post it here</content>
  </entry>
  <entry>
    <title>[BUG] Production buildings are about 12.5% slower than their displayed value.</title>
    <link href="https://timberborn.featureupvote.com/suggestions/716309/bug-production-buildings-are-about-125-slower-than-their-displayed-value"/>
    <id>sug_a46npyjehwjknqv</id>
    <published>2026-06-11T00:52:28Z</published>
    <updated>2026-06-13T13:29:35Z</updated>
    <content type="text/plain">I was checking some of the debug panels just to see some stuff under the hood and noticed that when comparing the "Hours Passed Today" under the Debug Mode Panel clock against a buildings object debugger &gt; EntityComponent &gt; Manufazctory &gt; Production progress that a full production cycle for a gear took 3.375 hours on a 0 wellbeing beaver when they did not leave the workplace a single time. &#13;
&#13;
After looking at the numbers some more it seems like every 8th time that the Hours Passed Today updates the building progress does not progress at all.</content>
  </entry>
  <entry>
    <title>succulent water generation is too slow</title>
    <link href="https://timberborn.featureupvote.com/suggestions/716458/succulent-water-generation-is-too-slow"/>
    <id>sug_fsmizgnsxtzbhss</id>
    <published>2026-06-11T17:00:15Z</published>
    <updated>2026-06-13T13:29:22Z</updated>
    <content type="text/plain">Experimental - 50 days is too long for 1 drop of water from the succulents and no one will harvest them</content>
  </entry>
  <entry>
    <title>Gliched path in edditor</title>
    <link href="https://timberborn.featureupvote.com/suggestions/716248/gliched-path-in-edditor"/>
    <id>sug_uvtfzgfr3jsjtlf</id>
    <published>2026-06-10T17:31:33Z</published>
    <updated>2026-06-12T01:58:26Z</updated>
    <content type="text/plain">Well I think it is, might be a dev tool</content>
  </entry>
  <entry>
    <title>Modify all export limit percentages by +/- 10%</title>
    <link href="https://timberborn.featureupvote.com/suggestions/715601/modify-all-export-limit-percentages-by-10"/>
    <id>sug_y1xs66dvmvcdhy3</id>
    <published>2026-06-07T22:13:12Z</published>
    <updated>2026-06-12T01:58:22Z</updated>
    <content type="text/plain">You can currently only set all export percentages of one district at once via the all or the nothing button. (Resulting in 0% or 100%).&#13;
If I want a limit of 80% for all goods, I have to click every percentage of every single good.&#13;
Maybe you could offer four buttons: -10%, -1%, +1%, +10% affecting all goods of one district.</content>
  </entry>
  <entry>
    <title>1.1 Observatory science error</title>
    <link href="https://timberborn.featureupvote.com/suggestions/716221/11-observatory-science-error"/>
    <id>sug_yjcjzdduxxofdi8</id>
    <published>2026-06-10T15:46:20Z</published>
    <updated>2026-06-11T11:27:06Z</updated>
    <content type="text/plain">the observatory is producing 12 SP per 0.75 hour, instead of 12 SP per hour</content>
  </entry>
  <entry>
    <title>Plateformes ne sont pas visibles au dessus d'un tuyau</title>
    <link href="https://timberborn.featureupvote.com/suggestions/710110/plateformes-ne-sont-pas-visibles-au-dessus-dun-tuyau"/>
    <id>sug_psamh5ed1a0x1ql</id>
    <published>2026-05-03T16:13:59Z</published>
    <updated>2026-06-10T01:59:52Z</updated>
    <content type="text/plain">Bonjour&#13;
On ne peut pas faire un chemin sur une plateforme quand elle est au dessus d'un tuyau avec la classe Dent de Fer. On ne voit pas la plateforme et on ne peut pas poser un chemin dessus pour les relier avec un escalier.&#13;
Merci à vous, super jeu d'ailleurs!</content>
  </entry>
  <entry>
    <title>Nie ma drewna mimo że postępowałam zgodnie z samouczkiem</title>
    <link href="https://timberborn.featureupvote.com/suggestions/710120/nie-ma-drewna-mimo-ze-postepowaam-zgodnie-z-samouczkiem"/>
    <id>sug_schdnqdirgjrofz</id>
    <published>2026-05-03T17:41:44Z</published>
    <updated>2026-06-10T01:59:52Z</updated>
    <content type="text/plain">To absurdalne, żeby samouczek tak poprowadził gracza, aby nie dało się grać. Nie mam drewna i dosłownie utknęłam - nie mam zasobów na chatę leśnika ani tartak. Powinniście dać więcej drzew na start albo mądrzej przygotować samouczek. Pierwszy raz spotkałam się z tak bezsensownym poprowadzeniem gracza już od startu. Jak można utknąć, robiąc samouczek. To jest absurd</content>
  </entry>
  <entry>
    <title>建設ガイドラインについて</title>
    <link href="https://timberborn.featureupvote.com/suggestions/710284/"/>
    <id>sug_ddqjm3cgfncxu2d</id>
    <published>2026-05-04T17:33:15Z</published>
    <updated>2026-06-11T11:16:49Z</updated>
    <content type="text/plain">建設ガイドライン表示時には、カーソルのある中央を0として、上下左右にインクリメントして数値がわかるようにしてほしいです。&#13;
&#13;
When displaying construction guidelines, please make the values ​​clear by starting with 0 at the cursor's center position and incrementing in all directions (up, down, left, and right).</content>
  </entry>
  <entry>
    <title>增加多线程优化</title>
    <link href="https://timberborn.featureupvote.com/suggestions/711169/"/>
    <id>sug_4zmji6eq7gpqvh2</id>
    <published>2026-05-09T17:04:00Z</published>
    <updated>2026-06-10T01:59:52Z</updated>
    <content type="text/plain">后期建筑物增加海狸数量变多之后会变得非常卡顿</content>
  </entry>
  <entry>
    <title>Bobrobyt</title>
    <link href="https://timberborn.featureupvote.com/suggestions/711641/bobrobyt"/>
    <id>sug_mct5c58d20lnr3y</id>
    <published>2026-05-12T17:26:39Z</published>
    <updated>2026-06-10T01:59:52Z</updated>
    <content type="text/plain">Sugeruję zmianę słowa "Dobrobyt" na "Bobrobyt". Przynajmniej w polskiej wersji językowej ;p</content>
  </entry>
  <entry>
    <title>Bretter Bug</title>
    <link href="https://timberborn.featureupvote.com/suggestions/711904/bretter-bug"/>
    <id>sug_5hkpuuruvtnfe15</id>
    <published>2026-05-14T09:07:03Z</published>
    <updated>2026-06-10T01:59:52Z</updated>
    <content type="text/plain">Hi zusammen,&#13;
&#13;
ich habe eventuell einen Bug oder zumindest ein unklar deklariertes Produktionsverhalten bei **Brettern / Planks**.&#13;
&#13;
Meine Kolonie hat aktuell **über 300 Biber**. Ich habe **nur drei Sägewerke**, und diese drei Sägewerke sind seit längerer Zeit **permanent deaktiviert / pausiert**.&#13;
&#13;
Trotzdem bekomme ich weiterhin normale **Bretter** dazu. In der Ressourcenübersicht wird bei Brettern weiterhin ein **Output von ca. 20** angezeigt. Es wirkt so, als würden irgendwo „aus dem Nichts“ Bretter entstehen.&#13;
&#13;
Was ich bereits geprüft habe:&#13;
&#13;
* alle bekannten Gebäude zur Brettproduktion sind deaktiviert&#13;
* die Sägewerke laufen definitiv nicht&#13;
* der Brettbestand steigt trotzdem weiter&#13;
* Lagerkapazität liegt bei ca. 1000 und ist voll bzw. nahe Maximum&#13;
* der Output bleibt weiterhin sichtbar, obwohl keine Brettproduktion aktiv sein sollte&#13;
&#13;
Meine Vermutung:&#13;
Eventuell erzeugt ein anderes Gebäude unbeabsichtigt normale Bretter als Nebenprodukt, oder ein Input/Output wird falsch deklariert. Verdächtig wären z. B. Gebäude, die mit **behandelten Brettern** arbeiten, etwa Mine oder Holzwerkstatt.&#13;
&#13;
Hat jemand ähnliches beobachtet?&#13;
Oder gibt es eine versteckte Mechanik, durch die normale Bretter entstehen können, obwohl alle Sägewerke deaktiviert sind?</content>
  </entry>
  <entry>
    <title>Super Spiel</title>
    <link href="https://timberborn.featureupvote.com/suggestions/712658/super-spiel"/>
    <id>sug_k7bzswl5jruq9zf</id>
    <published>2026-05-19T20:42:22Z</published>
    <updated>2026-06-10T01:59:52Z</updated>
    <content type="text/plain">Ich finde das Spiel Super. und habe  es durchgespielt zu 100%</content>
  </entry>
  <entry>
    <title>бутылки с водой</title>
    <link href="https://timberborn.featureupvote.com/suggestions/713213/"/>
    <id>sug_3sgegpsuhbbdsvk</id>
    <published>2026-05-22T13:23:09Z</published>
    <updated>2026-06-10T01:59:52Z</updated>
    <content type="text/plain">бобры будут подходить к резервуарам с водой и набирать воду в бутылку 1 бутылка = 1 воде</content>
  </entry>
  <entry>
    <title>批量删除木箱时，操作就卡死</title>
    <link href="https://timberborn.featureupvote.com/suggestions/708703/"/>
    <id>sug_9ivekdwhhusba6i</id>
    <published>2026-04-25T04:05:08Z</published>
    <updated>2026-06-10T01:59:52Z</updated>
    <content type="text/plain">如题，在建筑到后期时候，想用土块改变之前用木箱建设的大坝，结果批量删除就卡死，直接无任何反应</content>
  </entry>
  <entry>
    <title>Again issue where keyboard doesn't work if I tab out on startup</title>
    <link href="https://timberborn.featureupvote.com/suggestions/715838/again-issue-where-keyboard-doesnt-work-if-i-tab-out-on-startup"/>
    <id>sug_qp7v4vkzpvl6of4</id>
    <published>2026-06-09T08:27:22Z</published>
    <updated>2026-06-10T01:40:18Z</updated>
    <content type="text/plain">Same issue as the one had here, again: https://timberborn.featureupvote.com/suggestions/705504/bug-where-most-keyboard-commands-dont-work-maybe-caused-by-being-tabbed-out-on-s&#13;
&#13;
Just flagging again because it hasn't been fixed by the last patch. Probably not a priority, no worries, just want it on the radar.</content>
  </entry>
  <entry>
    <title>Suggestions for viewmodes</title>
    <link href="https://timberborn.featureupvote.com/suggestions/715685/suggestions-for-viewmodes"/>
    <id>sug_azactzmcdgehsdf</id>
    <published>2026-06-08T14:37:54Z</published>
    <updated>2026-06-10T01:40:05Z</updated>
    <content type="text/plain">i would like to propose two suggestions for viewmodes &#13;
&#13;
1 : Introduction of a "view box" which would be a virtual 3D box, with drawable contours, in which the viewing parameters of the viewed layres are different from the rest of the map. It could be presented with a rectangle contour tool + then indicate Z dimension&#13;
&#13;
2 : Layering the X and Y axis just like the Z axis is layered, with possibility of changing the number of layers displayed in each dimmension. This would create the possibility of having sections of the building as well as the plans&#13;
&#13;
3 : the combination of both proposition above would enable the possibility of having several boxes, and thus to work on various sections of the site with different altimetry of locations within the site, at the same time</content>
  </entry>
  <entry>
    <title>add Polish version with "Bober"</title>
    <link href="https://timberborn.featureupvote.com/suggestions/715623/add-polish-version-with-bober"/>
    <id>sug_7ov0smyb9fjlzww</id>
    <published>2026-06-08T01:30:43Z</published>
    <updated>2026-06-10T01:37:24Z</updated>
    <content type="text/plain">its from meme ofc</content>
  </entry>
  <entry>
    <title>Pistons</title>
    <link href="https://timberborn.featureupvote.com/suggestions/712216/pistons"/>
    <id>sug_9e4xnpqqhz1k7d3</id>
    <published>2026-05-16T14:31:33Z</published>
    <updated>2026-06-13T13:24:34Z</updated>
    <content type="text/plain">Just something that I thought of last night, I wanted to entirely cover a pond in impermeable surfaces but I still needed a way to get clean water in during a drought/badtide so I had a few fluid dumps set up with holes in the impermeable flooring, but they'd sometimes get flooded during normal seasons and it got me thinking that it would be nice to be able to have automation plug those holes when they are not needed to prevent water leaking out above it. &#13;
&#13;
Now sure, I could just put the fluid dumps further up stream in this case, but pistons are fun so figured I'd suggest them anyway.</content>
  </entry>
  <entry>
    <title>New difficulty (name suggestion) and tweaks</title>
    <link href="https://timberborn.featureupvote.com/suggestions/715538/new-difficulty-name-suggestion-and-tweaks"/>
    <id>sug_o42abgmkrnqmlim</id>
    <published>2026-06-07T11:30:38Z</published>
    <updated>2026-06-09T21:46:44Z</updated>
    <content type="text/plain">Right now, the difficulties are: Easy, Normal, Hard.&#13;
Not very imaginative.&#13;
&#13;
How about something more thematic?&#13;
- Kits/kittens (yes, that's what you call baby beavers)&#13;
- Treehuggers&#13;
- HardWood&#13;
- TIMBERBORN! (the greatest difficulty, which enables weather/storms (&lt; which just came out as (rain) mod on the workshop!! :D)&#13;
&#13;
Especially the last one, I thought be cool to see, and perhaps you have to unlock it by beating 3 scenarios on hard (or at least that's the recommendation).&#13;
&#13;
ps. I also think NORMAL (as it is named right now) should get 1-2 more bad days to droughts and badwaters in the mid/end game to give a tad more resistance. First time playing on NORMAL and it felt like a walk in the park throughout - so... what good is Easy if Normal is already 'doing its job'...?)&#13;
&#13;
My 2 pinecones on the topic ♥</content>
  </entry>
  <entry>
    <title>demolished and new one constructed</title>
    <link href="https://timberborn.featureupvote.com/suggestions/715463/demolished-and-new-one-constructed"/>
    <id>sug_vmgggzi488fpsuy</id>
    <published>2026-06-06T16:07:20Z</published>
    <updated>2026-06-09T21:41:03Z</updated>
    <content type="text/plain">Hello!&#13;
First of all, thank you for creating such an incredible game. Timberborn has become one of my favorite city builders.&#13;
I would like to suggest a small quality-of-life improvement regarding construction and resource logistics.&#13;
When a building is demolished and a new one is constructed nearby, beavers currently tend to fetch resources from the nearest storage while other beavers may simultaneously haul the materials recovered from the demolished building to a distant warehouse. This can result in unnecessary transportation even when the required resources are already lying just a few tiles away.&#13;
It would be great if builders could first prioritize resources located very close to the construction site, including materials dropped from recently demolished buildings. Likewise, haulers could avoid immediately transporting those resources away if there is nearby construction that could use them.&#13;
Even a simple short-range scan for available resources around a construction site could significantly reduce unnecessary hauling and make colony logistics feel more natural and efficient.&#13;
Thank you for your time, and once again, thank you for making such an amazing game!</content>
  </entry>
  <entry>
    <title>Environmental happiness + Decontamination Goal</title>
    <link href="https://timberborn.featureupvote.com/suggestions/715364/environmental-happiness-decontamination-goal"/>
    <id>sug_54qcgywnih5vdj3</id>
    <published>2026-06-05T18:17:16Z</published>
    <updated>2026-06-09T21:40:33Z</updated>
    <content type="text/plain">It just hit me... WHY do we not have ENVIRONMENTAL HAPPINESS? &#13;
&#13;
--------- rant/ --------- &#13;
This game is ALL about them being not happy with how (we) humans ruined Earth - that's why they restore it all!&#13;
&#13;
You think ANY of this would have ANY impact on them! ... yes, they are happy with a bite of corn, but would you be thrilled about corn if you look to the left and see nothing but TOXIC SLUDGE that may swallow you up someday?! (...and I imagine that stuff smells awful too, so even if you don't see it...)&#13;
--------- /rant --------- &#13;
&#13;
&#13;
--- EXAMPLE ---&#13;
Anyone seen the game 'Terra Nil'? It is a puzzle game where you restore nature, and you are graded by how well you did, like restoring 90%+ of a map.&#13;
&#13;
Timberborn could simply measure (1c a day) and  thrown into a formula something like this: &#13;
&#13;
- The map on layer X has 200x200 fields (40.000)&#13;
- The map has 5.000 of those green. (weighted at +1&#13;
- The map has 15.000 of those dry. (weighted at -0,1)&#13;
- The map has 20.000 of those contaminated. (weighted at -0,5)&#13;
&#13;
= 5.000-1.500-10.000 = -6.500&#13;
6.500 / 100 = -6.5 mood.&#13;
&#13;
THIS - IS AN EXAMPLE. Weights can change. Perhaps even be adjusted to each map for special challenges. (or by the user in map settings!!).&#13;
Now, once you get the map from dead wasteland with 90% map covered in sludge to a map with &lt;30% sludge and 50% covered in green, the values rise.&#13;
&#13;
- 10.000 green. (weighted at +1&#13;
- 15.000 dry. (weighted at -0,1)&#13;
- 12.000 contaminated. (weighted at -0,5)&#13;
&#13;
= 10.000-1.500-6.000= 2.500&#13;
2.500 / 100 = +2.5 mood. &#13;
&#13;
The 2 attached pictures from my current playthrough show what those numbers MAY look like in reality. &#13;
Sealed up a few sources. Made a few rivers. Not hard to get a good chunk of green easily.&#13;
&#13;
&#13;
The goal might be to restore... 90% of the map or AT LEAST have less than 20% contaminated.&#13;
THIS would give a REASON to play maps to their fullest, use the water mechanics, and REALLY do what the game sold us on in that trailer: BRING BACK THE WORLD!&#13;
&#13;
Easy to put in, huge impact ♥</content>
  </entry>
  <entry>
    <title>Optimize game startup settings for AMD graphics cards.</title>
    <link href="https://timberborn.featureupvote.com/suggestions/715904/optimize-game-startup-settings-for-amd-graphics-cards"/>
    <id>sug_mfsyfpqyxtz4zkb</id>
    <published>2026-06-09T16:00:55Z</published>
    <updated>2026-06-12T18:51:50Z</updated>
    <content type="text/plain">There seems to be something wrong when the game launches on a PC with a mid-high end AMD graphics card / CPU.&#13;
FPS hovers around 40 and cursor visibly lags, when I move it on the screen.&#13;
Here, im talking about the fresh game launch with nothing being built or added to the map yet.&#13;
&#13;
Relaunching the game after increasing the graphics settings( from High to Ultra ) fixed the FPS problem, but cursor lag remains.&#13;
My System Specs:&#13;
Gfx card: AMD 7900 XTX&#13;
CPU:  AMD Ryzen 9 7950X 16-Core Processor, 4501 Mhz, 16 Core(s), 32 Logical Processor(s)&#13;
Memory: 32GB DDR5&#13;
Drive: SSD&#13;
&#13;
In another similar game, the problem may have been caused by the game running in a "full screen windowed" mode, and switching to full screen fixed it.</content>
  </entry>
  <entry>
    <title>Confusing Tuturial</title>
    <link href="https://timberborn.featureupvote.com/suggestions/715749/confusing-tuturial"/>
    <id>sug_xv8rhya2ysw9bft</id>
    <published>2026-06-08T20:30:43Z</published>
    <updated>2026-06-09T19:58:28Z</updated>
    <content type="text/plain">I did not get past step one of the gathering wood, then setting paths. Make things clearer!</content>
  </entry>
  <entry>
    <title>Remove planned projects - button</title>
    <link href="https://timberborn.featureupvote.com/suggestions/715355/remove-planned-projects-button"/>
    <id>sug_gdxu0rxiejm5xgl</id>
    <published>2026-06-05T17:20:35Z</published>
    <updated>2026-06-09T19:57:49Z</updated>
    <content type="text/plain">We have a button to:&#13;
- remove buildings&#13;
- remove debris&#13;
- remove resources&#13;
&#13;
Though if you build something, like plan a series of stairs or whatever (amidst buildings that already exist), and you notice "ah dang it doesn't work like that" you have to dance around everything around you and make sure not to delete it as well! &#13;
&#13;
This is a big pain in the butt.&#13;
&#13;
Being able to remove JUST the "planned but not finished" projects would be AWESOME.&#13;
Just drag and shift, and plan anew, no risk of deleting your town with it!&#13;
&#13;
♥</content>
  </entry>
  <entry>
    <title>Loading Screen Corresponding with Chosen Faction, Iron Teeth Art</title>
    <link href="https://timberborn.featureupvote.com/suggestions/715215/loading-screen-corresponding-with-chosen-faction-iron-teeth-art"/>
    <id>sug_iyw5mqeknlf3pev</id>
    <published>2026-06-04T18:58:47Z</published>
    <updated>2026-06-09T23:25:15Z</updated>
    <content type="text/plain">Have different beavers walking along the loading screen path depending on the selected faction - brown beavers for Folktails (the current version) and grey beavers for Iron Teeth (the suggestion). I honestly expected the loading screen to change after choosing Iron Teeth for the first time, and I was surprised when it didn't. I expected it to switch from the empty path (or the Folktails version) to Iron Teeth beavers walking along the path. It would be a pretty neat detail :)  (Also, I adore the painting!)</content>
  </entry>
  <entry>
    <title>Acceleration toward victory by "sacraficing" resources or "hugging trees" to accelerate tree growth</title>
    <link href="https://timberborn.featureupvote.com/suggestions/714954/acceleration-toward-victory-by-sacraficing-resources-or-hugging-trees-to-acceler"/>
    <id>sug_hvvnnh0k3qbnqqn</id>
    <published>2026-06-03T20:42:30Z</published>
    <updated>2026-06-09T19:55:39Z</updated>
    <content type="text/plain">Hey, I absolutely love this game.  I've beaten two maps, the first on normal and then second on hard.  Overall, I think the game has a satisfying challenge but suffers from the same problem of many strategy games where the point when you've functionally "won" is a long way away from actually seeing the victory screen (in this case, launching the wonder).  Once you have solved the three main threats (bad tide contamination, running out of water during a 30 day drought/bad tide, running out of food) there isn't really anything to threaten the player, but you are primarily blocked in how fast you can "win" by how fast trees grow.  So I often found myself automating my settlement and letting it run while I did real-life chores so I could get the satisfaction of having beaten the map and getting the little faction icon next to it on the map selection screen.  I hope someday to get them all, btw!&#13;
&#13;
I would suggest a mechanic where you could sacrifice resources (most likely stored water, since that is the main thing that can cause you to lose) to accelerate tree growth.  You'd need to make it so that doing so would make no sense unless you have a true abundance of the stuff.  Perhaps you could also have a mechanic where beavers could use excess time off to "hug trees" and a combination of time + beaver happiness level would also cause the trees to grow faster.  Basically, the goal would be that a very large, happy, and well resourced settlement could accelerate tree growth so players aren't just waiting around literally just "watching trees grow" as the limiting factor for them getting to the victory screen.  It would also introduce what I think as some additional game mechanical reward for building a "utopia" of happy, relaxed, rich beavers</content>
  </entry>
  <entry>
    <title>Remove Builder Huts from Automation Resource Quantity Percentage Measurement</title>
    <link href="https://timberborn.featureupvote.com/suggestions/714734/remove-builder-huts-from-automation-resource-quantity-percentage-measurement"/>
    <id>sug_tol6hxmcfb7o7ao</id>
    <published>2026-06-02T13:44:04Z</published>
    <updated>2026-06-09T19:54:44Z</updated>
    <content type="text/plain">Consider removing builders huts from the automation resource quantity percentage calculation.&#13;
&#13;
See screenshots. &#13;
&#13;
There are 6 Large storage, 3 Small storage and 5 Smleters all full. 100% full.&#13;
&#13;
(6*180) + (3*20) = 1080 + 60 = 1140 and;&#13;
(5*13) = 65.&#13;
&#13;
There are 5 builder huts. &#13;
&#13;
(5*20) = 100.&#13;
&#13;
Accounting for builders huts measurement quantity is 1205/1305 = 0.9234 = 92.34%&#13;
&#13;
The builders huts will not usually be filled.&#13;
&#13;
Alternatively if they are partially filled, allow the measurements to exceed 100%. e.g. 1255/1205 = 104.15%, or clamp the measurement. min(1.0, qty/strg) &#13;
&#13;
Original credit: &#13;
https://www.reddit.com/r/Timberborn/comments/1tty6aq/how_to_make_builders_huts_not_count_towards/</content>
  </entry>
  <entry>
    <title>Bug - bot parts resource counter works only with Quantity value, not Percentage</title>
    <link href="https://timberborn.featureupvote.com/suggestions/714642/bug-bot-parts-resource-counter-works-only-with-quantity-value-not-percentage"/>
    <id>sug_wne8mfmxrk2yqix</id>
    <published>2026-06-01T23:46:53Z</published>
    <updated>2026-06-09T19:54:10Z</updated>
    <content type="text/plain">The resource counter Percentage isn't calculated correctly.&#13;
&#13;
In my scenario; I have 15 bot parts factories (divided in limbs; chassis; heads)&#13;
I automated each based on Quantity (count); then I decided to switch to %: After that; my automation stopped as expected.&#13;
&#13;
I have no storage for bot parts. I only rely on the factory's stock.&#13;
I checked my factories, most of them are full; waiting.&#13;
I checked the resource Quantity; it matches the inventory.&#13;
But if I switch to Percentage (in the resource counter) it shows only 1-7% (where I expect 100%, as all my factories are almost full)&#13;
&#13;
I have 5 Limbs factories. 12*5 = 60. No additional storage.&#13;
If I set my resource counter to Quantity: it shows 55, that is correct.&#13;
If I set my resource counter to Percentage; it shows 7%; that is not correct.</content>
  </entry>
  <entry>
    <title>一点建议. little suggestion</title>
    <link href="https://timberborn.featureupvote.com/suggestions/714178/little-suggestion"/>
    <id>sug_bmpqzlccsp2mi7l</id>
    <published>2026-05-29T09:45:32Z</published>
    <updated>2026-06-09T19:53:02Z</updated>
    <content type="text/plain">我希望增加几个功能，不影响游戏方式，但可以给操作的极大的方便。&#13;
&#13;
1.点选建造菜单的某个建筑时，可以提供现存该建筑的数量、定位或者高亮。&#13;
2.提供一个组合功能：可以勾选已建成的一批建筑，然后定义成一组，再自由摆放。。这功能也可以放在自动化菜单里。起个名叫建筑群什么的。&#13;
3.配置按钮的时候可以给特殊的键位做一个下拉选择。比如：我无论如何都无法配置成功“Alt+鼠标右键”这样的组合。&#13;
&#13;
&#13;
I hope to add a few features that do not affect gameplay but can greatly facilitate operations.&#13;
&#13;
1. When selecting a building from the construction menu, it can show the existing number of that building, its location, or highlight it.&#13;
2. Provide a grouping function: you can check a batch of already built buildings, then define them as a group and freely place them. This feature can also be placed in the automation menu, and be named something like 'Building Group.'&#13;
3. When configuring buttons, there should be a dropdown option for special key combinations. For example, no matter what, I cannot successfully configure a combination like 'Alt + Right Mouse Button.'</content>
  </entry>
  <entry>
    <title>macOS Apple Silicon: Game causes complete system freeze (hard lock requiring power cycle)</title>
    <link href="https://timberborn.featureupvote.com/suggestions/714459/macos-apple-silicon-game-causes-complete-system-freeze-hard-lock-requiring-power"/>
    <id>sug_hgre5gsrddge55s</id>
    <published>2026-05-31T17:10:36Z</published>
    <updated>2026-06-09T19:50:09Z</updated>
    <content type="text/plain">Platform: macOS 26.5 (Tahoe), Mac Studio, Apple M3 Ultra (60 GPU cores, 256GB RAM)&#13;
  Game version: 1.0.13.1-b769e88-sm (Unity 6000.3.6f1)&#13;
  Mods installed: Harmony, Ladder, Mod Settings, TimberUi, TImprove (bug is in base game, not mods)&#13;
&#13;
  What happens:&#13;
  When loading a save game, the entire Mac freezes completely — display frozen, no input, no crash log written. The only way to recover is holding the&#13;
  power button to force shutdown. This has happened 27+ times over 17 days.&#13;
&#13;
  No kernel panic is generated. No crash report is written. The GPU hangs so hard that macOS cannot recover.&#13;
&#13;
  Root cause found:&#13;
  Running with Apple's Metal GPU validation enabled (MTL_DEBUG_LAYER=1 MTL_SHADER_VALIDATION=1) catches the bug before it reaches the GPU. The game&#13;
  crashes cleanly instead of freezing the system, with this error:&#13;
&#13;
  validateComputeFunctionArguments:1171: failed assertion&#13;
  'Compute Function(computeMain): The pixel format (MTLPixelFormatR8Unorm)&#13;
  of the Texture (name:&lt;null&gt;) bound at index 1 is incompatible with the&#13;
  data type (MTLDataTypeInt) of the Texture parameter&#13;
  (BrokenCornerLinks [[Texture(0)]]). MTLPixelFormatR8Unorm is compatible&#13;
  with the data type(s) (float, half).'&#13;
&#13;
  The bug is in Timberborn.WaterSystemRendering.dll. The BrokenCornerLinks texture is created with R8Unorm pixel format (float data), but the compute&#13;
  shader computeMain declares the corresponding parameter as Int. This is a pixel format / data type mismatch.&#13;
&#13;
  Without validation, this invalid operation is sent directly to the GPU. On Apple Silicon (AGX), it causes an unrecoverable GPU hang that freezes the&#13;
  entire system.&#13;
&#13;
  How to reproduce:&#13;
  1. Play on macOS with Apple Silicon&#13;
  2. Load a save with an active water system&#13;
  3. System freezes within seconds to minutes&#13;
&#13;
  Workaround:&#13;
  Running with Metal validation enabled (launchctl set</content>
  </entry>
  <entry>
    <title>Make dinamite placement flag-based</title>
    <link href="https://timberborn.featureupvote.com/suggestions/714177/make-dinamite-placement-flagbased"/>
    <id>sug_f9xruzbfcwnncka</id>
    <published>2026-05-29T09:44:11Z</published>
    <updated>2026-06-09T19:46:22Z</updated>
    <content type="text/plain">Instead of the current solution where builders place dinamite stacks, make the function flag-based where a 1 by 1 building can be placed like a logging or gathering flag that then covers an area the exact same way, and only beavers employed on the flags can build dinamites in that area. If the player wants more workers, they could build more flags.&#13;
&#13;
This way the player could more easily manage how many beavers can place dinamites and  where.&#13;
&#13;
Currently, when a patch of dinamite is ordered, the entire construction force swarms to it, stripping bare the explosive and extract storage, causing sortages that then ripple through the echonomy. If the player could say that only a few beavers can work on dinamite, production of extract could keep up.&#13;
&#13;
I have managed to cause an Iron Teeth beaver sortage because the builders started on a patch of dinamite.&#13;
&#13;
Similarly, dirtblock placement should also be flag-based.</content>
  </entry>
  <entry>
    <title>Gates are too expensive for their rather niche use (non automatic low-tech ones needed)</title>
    <link href="https://timberborn.featureupvote.com/suggestions/714131/gates-are-too-expensive-for-their-rather-niche-use-non-automatic-lowtech-ones-ne"/>
    <id>sug_rhctnwcjs2mrjpc</id>
    <published>2026-05-28T23:47:06Z</published>
    <updated>2026-06-09T19:45:05Z</updated>
    <content type="text/plain">A gate can be used to close off a path momentarily.&#13;
&#13;
They cost:&#13;
- 6 planks (which is fine, elegant and fairly low tech&#13;
- 4 gears (for automation)&#13;
- and 4 scrap (for... the 2 hinges and 2 latches?)&#13;
&#13;
Which isn't awfully expensive, but not that cheap either.&#13;
&#13;
When you get enough stuff to spare, you might not need them that much, given that you have resources to spare for bridges and alike - allowing for 24/7 safe passage.&#13;
&#13;
It is a similar pointless situation with beaver healing. Its so late, by the time you got it, you rarely, if ever, need it (other than mere convenience).&#13;
&#13;
I suggest to either lowering the costs by the 4 scraps to make it more accessible without raiding far-away ruins.&#13;
&#13;
OR introducing a "low cost" NON-AUTOMATABLE version that only costs wood:&#13;
- 4 raw wood&#13;
- 6 planks&#13;
&#13;
Something like that.&#13;
To lock off dangerous paths early on - with the click of a button. &#13;
It could come with that nice button function the MANUAL SWITCHES have, so you can tie it to your UI and don't have to search for it.&#13;
&#13;
Flood over? Tap - done!&#13;
&#13;
Just let us fence off things without having to gather materials from around the map for such a nice use case.&#13;
&#13;
I might as well pause the projects or just DELETE THE PATH, and that costs me NOTHING and goes instantly without a single beaver working!!&#13;
You see the issue here, right?!&#13;
&#13;
"Free"vs "Sorta expensive" - for a niche case use.</content>
  </entry>
  <entry>
    <title>Lowest Priority</title>
    <link href="https://timberborn.featureupvote.com/suggestions/714066/lowest-priority"/>
    <id>sug_7ieqddjyn0gjvka</id>
    <published>2026-05-28T16:49:19Z</published>
    <updated>2026-06-09T19:43:24Z</updated>
    <content type="text/plain">Have beavers and buildings have a lowest priority in addition to highest priority. IE Dynamite, landscaping, certain types of foods, certain types of trees.</content>
  </entry>
  <entry>
    <title>Steam workshop maps do not appear in 'custom maps'</title>
    <link href="https://timberborn.featureupvote.com/suggestions/713938/steam-workshop-maps-do-not-appear-in-custom-maps"/>
    <id>sug_0no57xg0cq6hkof</id>
    <published>2026-05-27T22:30:08Z</published>
    <updated>2026-06-09T19:43:15Z</updated>
    <content type="text/plain">Reproduction:&#13;
- Playing via NVIDIA GeForce Now&#13;
- Navigate New Game &gt; select faction &gt; Custom maps &gt; Download maps. This opens the steam workshop.&#13;
- Subscribe to a map on the steam workshop. (E.g. the Timberpunk 2 map)&#13;
&#13;
Problem: the map does not appear in the custom maps list.&#13;
&#13;
Expected behaviour: for the map to appear in the custom maps list.&#13;
&#13;
Debugging:&#13;
- I have tried restarting several times, to no effect.&#13;
- I have tried subscribing to several different maps, to no effect.&#13;
- I have tried creating my own map in the editor. This does appear.&#13;
- I have tried subscribing to another non-map mod. This does not seem to appear either.&#13;
&#13;
Is there a way to solve this problem?</content>
  </entry>
  <entry>
    <title>Can't see the bad water in water transparency mode, contaminated water indicator helper</title>
    <link href="https://timberborn.featureupvote.com/suggestions/713787/cant-see-the-bad-water-in-water-transparency-mode-contaminated-water-indicator-h"/>
    <id>sug_0qiz6fy1g1d9xuv</id>
    <published>2026-05-27T06:59:27Z</published>
    <updated>2026-06-09T19:40:29Z</updated>
    <content type="text/plain">i noticed now that im exploring into the underwater crops the water/bad water is now all transparent. before it had good contrast and i could tell the difference now with the transparent water my color blindness is really clicking in i cant tell at all what water is good or bad now. can we make the water only around the aquatic crops transparent and the rest is normal. i make a hot key to toggle it back and forth. thanks</content>
  </entry>
  <entry>
    <title>Use buildings as programable logical controllers (automation hubs) instead of many relays</title>
    <link href="https://timberborn.featureupvote.com/suggestions/713698/use-buildings-as-programable-logical-controllers-automation-hubs-instead-of-many"/>
    <id>sug_nlrfownkb7jvn1m</id>
    <published>2026-05-26T15:21:44Z</published>
    <updated>2026-06-09T19:39:25Z</updated>
    <content type="text/plain">Automation in game is a gamechanger. Now however in game i have a looots of lights (counter relays etc).&#13;
To automate the grill for example (grilled potatoes) I need two counters (raw potatos available &amp; grilled potatoes amount) and one "AND relay" to check if both counters are true. So three items. Also sometimes i need to check two different conditions from one meter - in this case i need to create two separate meters for that.&#13;
My suggestion: remove relay and move the relay function to each building where all conditions can be placed with "+" button inside the building automation menu itself. see screenshot attached.&#13;
Thanks for nice game!</content>
  </entry>
  <entry>
    <title>Rubble gathering priority higher</title>
    <link href="https://timberborn.featureupvote.com/suggestions/713376/rubble-gathering-priority-higher"/>
    <id>sug_ubndhyfqhphbg1g</id>
    <published>2026-05-23T20:55:44Z</published>
    <updated>2026-06-09T18:53:07Z</updated>
    <content type="text/plain">Now the rubble vanishing system is in place, could rubble gathering put higher on the priority list, on the same level as building itself?&#13;
&#13;
It's now standard just under regular building priority and slightly above low priority.&#13;
But with a big building queue, like 500 tunnels for blowing up a mountain, rubble doesn't get gathered early enough. I am constantly highlighting rubble, putting it above regular building priority.</content>
  </entry>
  <entry>
    <title>Add "contrained tubeways" so that beavers hit their head, injuring them and generating science</title>
    <link href="https://timberborn.featureupvote.com/suggestions/713639/add-contrained-tubeways-so-that-beavers-hit-their-head-injuring-them-and-generat"/>
    <id>sug_430uyqzxlvwxggg</id>
    <published>2026-05-26T03:38:42Z</published>
    <updated>2026-06-09T18:45:02Z</updated>
    <content type="text/plain">As per the description of tubeway "Two beavers colliding headfirst is citied as a source of some of the wackiest Iron Teeth inventions." &#13;
the tube way would work as normal, but have a small chance (5-25%) of colliding, injuring them and generating (10-50 science)</content>
  </entry>
  <entry>
    <title>Contamination HEALING ITEMS (early game) &amp; - TOXIC RAIN (late game)</title>
    <link href="https://timberborn.featureupvote.com/suggestions/713599/contamination-healing-items-early-game-toxic-rain-late-game"/>
    <id>sug_nl67cdny5klcka7</id>
    <published>2026-05-25T20:34:32Z</published>
    <updated>2026-06-09T18:44:08Z</updated>
    <content type="text/plain">Since it's the early game that gets 99,9% of all beavers sick, and healing opportunities come so late, it is basically pointless to even build them... I thought the solution would be to add new mechanics.&#13;
&#13;
Something to HELP with the EARLY GAME and make the LATE GAME more challenging (than just '30x speed to the goal').&#13;
&#13;
HEALING ITEMS:&#13;
Those would function similarly to the newly added 'research items' (left behind human medicine, something like a first-aid kit, for example)&#13;
- Beavers have to make their way to the item and 'gather it'&#13;
- The debuff is activated automatically on the first beaver that gets the CONTAMINATED status&#13;
- The debuffed beaver is BRIEFLY (1~2 days) immune to renewed contamination&#13;
- You can hold several items, and they will be used only 1c per beaver (if a beaver is contaminated again, the assumption is his immune system is shot)&#13;
&#13;
This is for DARING starts on HARD maps— something obtainable in the EARLY GAME. A 'get out of jail free' card of sorts.&#13;
The 'regular' healing is, as said, absolutely pointless by the time you get it, if you get to survive the first weeks...&#13;
&#13;
-----------&#13;
&#13;
TOXIC RAIN:&#13;
This does exactly what it sounds like; after a BADTIDE (and after a draught) there is a chance of TOXIC RAIN during the next 'mild' climate.&#13;
- Every beaver outside (not underground, or in houses, or the workspace) can be affected.&#13;
- The debuff applies the CONTAMINATED status effect.&#13;
- The debuff has a low % to apply and takes several days longer compared to a beaver swimming in Badwater to 'establish itself'&#13;
- Showers/swimming (at the latest 12h after the rain) will cut the risk in half&#13;
- Clouds are 'locally' and not 'everywhere'. A part of the map may be affected and can be EVACUATED to another sector until the cloud passes by (*which finally gives a reason to use gates + different districts:p)&#13;
&#13;
Toxic rain would also finally JUSTIFY the massive upfront cost of a mass-manufactured healing drug!&#13;
&#13;
And be 100% canonical accurate/thematic! ♥</content>
  </entry>
  <entry>
    <title>Healing your (contaminated) beavers is nearly pointless... (too late, too expensive)</title>
    <link href="https://timberborn.featureupvote.com/suggestions/713595/healing-your-contaminated-beavers-is-nearly-pointless-too-late-too-expensive"/>
    <id>sug_xhe2cfpcltvtcoy</id>
    <published>2026-05-25T19:33:59Z</published>
    <updated>2026-06-09T18:42:45Z</updated>
    <content type="text/plain">I will get right to the point: &#13;
&#13;
HEALING is freakishly expensive to research, set up, and produce... by the time you have it, you have the luxury to take things slow anyway, and your beavers MOST LIKELY WONT EVER GET SICK. (*aside from dumb luck, like an unpaused project/poor pathing...)&#13;
&#13;
It is by all means a LATE GAME thing for CONVENIENCE, NOT to cure beavers, you NEED to survive!&#13;
Once you have the cure, you can send a beaver in any toxic tunnel and have him rest up a bit - who cares if 1/100+ needs a few days off...?&#13;
 &#13;
Though it is the EARLY GAME when beavers get sick! And yet this is when you DON'T HAVE IT!&#13;
&#13;
Like on the map, PRESSURE (to name an easy example).&#13;
Gaps open up, badwater comes in from all sides, trying to literally drown your base... - this is when you throw down ladders and whatnot to close things quickly!&#13;
&#13;
A beaver might have to stay on an overflowing dam to close a gap or swim through a tunnel filling with badwater - right at the start... and losing 1~5 beavers (out of ~20) DOES hurt a lot.&#13;
&#13;
And the 'worst' part about it... they don't even have the courtesy to die* (quickly) and instead use up your resources while contributing nothing for days to come (while you don't have much anyway).  [*The needs of the many outweigh the needs of the few]&#13;
&#13;
The setup you need to heal a beaver:&#13;
- Badwater pump (bw) &lt; 250 research, 20 wood, 10 gears, 5~10 metal blocks.&#13;
- Centrifuge &lt; 60 planks, 40 gears, 30 metal blocks&#13;
+ smelter &lt; 50 planks, 20 years, 30 scraps&#13;
+ powersource &lt; potentially beavers to run it (btw: wind mechanics blow, not worth it)&#13;
- etc.&#13;
&#13;
That's a bill of 520+ resources (more realistically 800+, given other buildings/resources/time spent, etc.).&#13;
&#13;
Not going to happen.&#13;
&#13;
Now, I get it, the devs wanted the "badwater to be dangerous"... ok, cool,&#13;
But by the time you have that stuff set up... and I HAVE TO STRESS THIS: your beavers rarely get sick, if ever.&#13;
&#13;
So, what's the point?</content>
  </entry>
  <entry>
    <title>Bug: Items stored in the Builder's Hut are "output", causing resource statistic</title>
    <link href="https://timberborn.featureupvote.com/suggestions/713484/bug-items-stored-in-the-builders-hut-are-output-causing-resource-statistic"/>
    <id>sug_kh19i9hdnaayma2</id>
    <published>2026-05-24T19:11:10Z</published>
    <updated>2026-06-09T18:42:19Z</updated>
    <content type="text/plain">For example, if there are 200 logs in the Stockpile and 40 logs in the Builder's Hut, the game calculates the capacity as 83%. This causes automation based on resource statistics (e.g., a condition set to trigger when &gt;90%) to never be met. This is clearly not the intended behavior.</content>
  </entry>
  <entry>
    <title>More map previews, screenshots and videos or additional info.</title>
    <link href="https://timberborn.featureupvote.com/suggestions/713473/more-map-previews-screenshots-and-videos-or-additional-info"/>
    <id>sug_amamd7duqmidfs8</id>
    <published>2026-05-24T17:11:28Z</published>
    <updated>2026-06-09T18:42:07Z</updated>
    <content type="text/plain">Title.&#13;
&#13;
I'd like to see a bit more of the maps before picking one.&#13;
A free camera mode would be great- loading the map without having to create/delete a new save file every time.&#13;
Taking a peek at maps (including modded ones) certainly would help find the right one for your mood before committing.&#13;
&#13;
Going on YouTube to check out a map, hoping to find a video about the map called 'Pressure', and nothing else 'pressure' related is a hassle.&#13;
The map names really don't help a lot with that IF there even are videos (again, thinking of new custom maps, but also outdated videos)</content>
  </entry>
  <entry>
    <title>UI should indicate the Demand / Supply when clicking on a resource</title>
    <link href="https://timberborn.featureupvote.com/suggestions/713286/ui-should-indicate-the-demand-supply-when-clicking-on-a-resource"/>
    <id>sug_zk24jfpeoznvdfd</id>
    <published>2026-05-22T23:12:58Z</published>
    <updated>2026-06-09T18:38:04Z</updated>
    <content type="text/plain">I want to click on a resource and be able to see my current supply vs demand vs storage.&#13;
&#13;
Currently I can see that info from the resource counter at the top; but to me, it makes more sense to see it when I click on the object, &#13;
For exemple I have a field of Sunflowers, I want to know if need to extend my field, so I click on a Sunflower and there; I should see demand/supply/storage.&#13;
It is much easier to find that info in context than browsing the list of resources.</content>
  </entry>
  <entry>
    <title>Job Management: Direct worker allocation instead of the current priority system (like Frostpunk)</title>
    <link href="https://timberborn.featureupvote.com/suggestions/713113/job-management-direct-worker-allocation-instead-of-the-current-priority-system-l"/>
    <id>sug_vkeg8rxoetvvfwa</id>
    <published>2026-05-21T21:59:45Z</published>
    <updated>2026-06-09T18:33:04Z</updated>
    <content type="text/plain">Hi team,&#13;
&#13;
First of all, thank you for this amazing game! I’m loving the city-building and water physics mechanics. However, there is one aspect of the management that feels quite frustrating and unpredictable right now: the worker allocation system.&#13;
&#13;
Currently, we rely on a building-priority system to guide unemployed beavers. When managing a large colony or adapting to a sudden drought, this often leads to a game of "musical chairs" where beavers constantly shift around, and it's very hard to ensure a specific crucial building gets exactly the number of workers it needs without micro-managing every other building's priority.&#13;
&#13;
My suggestion:&#13;
I would love to see a direct worker allocation system, similar to games like Frostpunk.&#13;
&#13;
Instead of just setting a building's priority, players should be able to directly assign a specific number of available workers to a building or a job category.&#13;
&#13;
If I have 10 unemployed beavers, I want to be able to click on a workshop and click "+" until 5 beavers are firmly assigned there, without having to change the priority of all my farms or lumberjack flags.&#13;
&#13;
This would give players much tighter, cleaner control over their economy, especially during crises.&#13;
&#13;
Thanks for reading, and keep up the great work!</content>
  </entry>
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