Night Shift
It should be possible to run 2 shifts of beavers in the same building to allow it to run 24/7. This is especially important for buildings that require horsepower, and/or pumps/farmers. Additionally, there should be some benefit for shorter work hours and a larger drawback for slavedriving your BEAVERS
Comments: 50
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11 Mar, '23
Gin Fuyou SystemHighlighted comment
"Abilty to add "night shifts"" (suggested by Leo on 2023-02-06), including upvotes (1) and comments (0), was merged into this suggestion. -
18 Sep, '21
Gin Fuyou AdminI've edited title, please don't use all capitalized words without a reason.
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24 Sep, '21
Vicky LangstrumpfI think a kind of night shift would be great. It's a bit boring at night. Beavers who work at night have to sleep naturally throughout the day. Maybe you can give the beavers an energy drink. For this you need a pharmacy or an alchemist = D
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24 Sep, '21
Scott T SmithAgreed! Such as the scientists working a full day during the drought when everyone else needs to work less. Two shifts for wheel runners.
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03 Oct, '21
Chameleon777I've thought about this one myself. I think having a single shift system though does make time management more important and the game more challenging.
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09 Oct, '21
NicoTo follow up on the original idea, if there were drawbacks for overworking and the ability to implement shift. We should be able to allow for more shifts like a triple 8 shift which would give 16 hours for beavers to do other things and enjoy life. With more automation, we could give even more time until who knows maybe everything is automated and a few beavers are needed to sustain the whole society.
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29 Oct, '21
Jimbo JamboSeems neat but imbalanced. This lets you squeeze 50% more utility out of your production buildings for basically nothing. Slap down some cheap, compact housing for more beavers and your existing mills and factories can run 'round the clock.
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31 Oct, '21
Yamabiibaa[quote]Seems neat but imbalanced. This lets you squeeze 50% more utility out of your production buildings for basically nothing. Slap down some cheap, compact housing for more beavers and your existing mills and factories can run 'round the clock.[/quote]
...more beavers which you have to provide food, water, and space for. It's not exactly a free meal. -
04 Dec, '21
Shmeegull_42 MergedMaybe have different shifts for certain jobs so some jobs can run around the clock, like planks, paper, gears, etc. But not the farmer, forester, gatherer, jobs as plants won't grow and light would be needed at night. (Although, street lights could be added later as well.)
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04 Dec, '21
Gin Fuyou System"Factory style jobs having multiple shifts. Day / Night / Overnight" (suggested by Shmeegull_42 on 2021-12-04), including upvotes (1) and comments (0), was merged into this suggestion.
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11 Dec, '21
Benjamin SalisburyCould there be a night shift building, in the same way of the haulers building. That way you don't start with it and you are limited in how many you can have at any one time.
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07 Jan, '22
Dr.BeaverShiftwork is a great idea, but balancing is tricky. It should come with, as in reality, a health malus for shift workering beavers and less efficiency of buildings in night shifts.
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27 Jan, '22
JayI agree. I have this compulsive need to add as many lodges as I can fit, which leads to my beavers breeding to fill the houses, and then I suddenly have too many beavers with nothing for them to do! I would love to have my beavers all working and have different shifts and stuff. Even if it wasn't a night shift but just having all my beavers work half of the day or something so they have more time for leisure during the day or something, I'd be happy.
But right now, I have a colony where literally half of my adult beavers don't have jobs, and that's with a good portion of them working jobs that barely do anything such as lumberjacks in areas with the trees already depleted and such. With how many extra I have, I could literally double either my production or their leisure levels, depending on how it works, but instead they're just sitting there useless!
I'd even take daily shifts, where each beaver works every other day and then trades off with a different beaver. Just something! -
28 Jan, '22
cjslimemaybe if this is too much have it so you can change working time for each district like this one I need to work 24 hours because we are long on water but this one I don't
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01 Feb, '22
Jexadoxperhaps an option to add a shift and change the work start time, and a slider to control how much of the population is in that shift. i really like this idea cuz i morn the loss of the waterwheels at night. the beavers that end up working all night and sleeping all day should be much more prone to exhaustion and require more sleep. having worked overnights it always made it very hard to sleep. but then i know ppl who excel that way- so id love to then see a faction that has a bonus for night shift or at least no debuff. i dnt think id' make it IT or FT tho. tho that could be the secret to FT 's scientific excellence.
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20 Feb, '22
Mark TaylorI actually just had this same idea last night myself, because if you use hamster-wheels to power everything, then you don't get power to things like the Mud-baths, when you are likely to use them the most. Sure its sad for the Beavers who don't get to go to the parties, but someone has to be the bartender.
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18 Apr, '22
Lord YanaekUpvoted as i just wanted to suggest double shifts when you have enough beavers and use 12-h shifts or shorter.
Due to the fact that it would significantly increase the colony's efficiency, it might be gated behind some advanced building like a "town clock" or something like that, requiring a large amount of resources and advanced materials. -
22 Apr, '22
RayneWhile the level design of the map may no longer work because of the change in game balance, the shift system brings new jobs.
Service jobs. They will be tasked with providing services to off-duty beavers.
Well, they are like beavers working on power wheels for mud baths. That's cool. -
10 Jun, '22
Hawkeightwhat if there was a special night shift house that let the beavers sleep during the day or a schedule you could change from house to house/job to job? or what if there was a second shift clock like the one we have in the top right corner, one for dayshift and one for nightshift, and the night one starts at 16 hours or when the day shift ends. that would be hard with the overlapping times. or change the schedule so the beavers can have reasonable working hours and have up to three or four shifts a day. maybe if you work it out, the inventors unlock this night shift for a high price? maybe have the night shift optional for each job like it is with the transportation priorities.
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20 Jul, '22
AndaraI would still like some kind of 2-shift system, to give my beavers more freetime. this would help if you have for example 100 working beavers, 100 unemployed! this way, everyone would have a job, but only work 9hours (provided setting of 18 work hours)
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02 Sep, '22
LJ Mergedeach building will have the option to unlock a night shift for science points
you can then assign beavers to the night shift, if desired.
those beavers assigned to a night shift, will work at night and sleep during the day!
they might also get unhappy though.... -
03 Sep, '22
Gin Fuyou System"working late: night shifts!" (suggested by LJ on 2022-09-02), including upvotes (1) and comments (0), was merged into this suggestion.
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21 Sep, '22
kallesongI like the Idea that you can choose if the beavers in a building work during night or during the day. But beavers who work during the night need lamps or candles which are made out of beeswax or the new added fuel for golems.
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25 Sep, '22
LachlanI love the idea of shift work and it being connected to the well-being of the beavers.
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14 Oct, '22
FuryoftheStarsWhile this thread has more votes, I feel like this other one I'm going to link to is more flexible for the same outcome, so I wonder if they're worth merging in some way?
https://timberborn.featureupvote.com/suggestions/219417/work-shiftsschedule-management -
06 Feb, '23
Leo MergedWith night shifts you could for exaple harvest more crops before the dry season and pump more water.
However there is an limit to "nightshifters", not more den 25-50% of beavers -
20 Mar, '23
Mariewould be soo great !!! 3 times : morning work, afternon leasure one team, morning leasure, afternon work second team, night for all
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15 Apr, '23
MelI actually like the quiet times at night - it's when you can plan the next day and admire your buildings, and means you don't have to keep pausing the game. Another downside is that ability to work at night is a key differentiator for the botts. However if you wanted to implement it you could have a (relatively expensive) building that provides shiftworkers housing and then you could assign up to the number of beavers in the housing as night workers. Perhaps set the workplace to request shiftworkers similar to the UI for assigning bots.
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15 May, '23
Gin Fuyou System"MAKE NIGHT SHIFT" (suggested by Mason on 2023-05-04), including upvotes (1) and comments (0), was merged into this suggestion.
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16 May, '23
Peter PrinsI once decided to put a power shaft under the main street of my largest district. Would have been great to do that at night and not disrupt the normal day shift so much.
I also like the idea of having the night shift use candles or oil lamps. -
06 Jun, '23
something that starts with J Mergedpretty simple concept
they can have two shifts for one job and also night lights that have crops grow at night
i think only they should have the observatory and maybe some glow in the dark decorations/outfits
and two shifts for one house
and maybe solar panels for a unique power source -
07 Jun, '23
Gin Fuyou System"night beavers" (suggested by something that starts with J on 2023-06-06), including upvotes (1) and comments (0), was merged into this suggestion.
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01 Jul, '23
QuaxIn the first view I was absolutely for this suggestion. After I finally I've met the beaver-golem-bots, I withdraw my vote, as working during times, when the flesh-beavers sleep is one of the abilities that makes the bots unique.
But what would improved the actual shift system:
1) The ability to give districts their own shift-time - a well advanced district is fine with having few working time, while a new opened district just needs more attention (and cannot use any free time with no leisure-buildings
2) in a few cases a building should be possible to modify the shift time. In my first experience with the bubble-bath it was only used in well-advanced districts with running wheels, as it seems a little overdone to give long wires for that little fun from the energy-center. But it feels a little wrong that it is than disabled in free-time - but I have yet no detailed idea how this shift-modification could work. -
15 Jul, '23
Wolfy20000es[Sorry my English is quite poor so I use a translator]
It is true that the night should be skipped (With some animation or simply ignore it) or to be able to do something during that period (Like allowing a building to work 24H by setting work shifts for example) during the nights we still have water, electricity, internet... It makes sense to be able to do work during the night period. It's a relaxing and quiet game but it's also true that you spend the night quickly so you don't lose that precious game time.
Por lo demás el juego me está gustando bastante aunque tiene muchísimo que mejorar todavía; es un niño pequeño, un bebé, que tiene que comer mucho para crecer. ¡Seguid así! -
15 May, '24
Crazylol this is not needed at all when you play on max speed you barely even notice them sleeping. If you arent playing on max speed I'm not sure what you're doing
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30 May, '24
Belar MergedIt would be great if, at least late game, there was a building that unlocks a night shift. I've got 56 of 72 beavers relaxing in the mud bath all day while bots do all the work. The only beavers with jobs work at the large power wheel. They don't deserve to be punished with 23 hour workdays, but hey...gotta charge those bots.
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02 Jun, '24
Gin Fuyou System"Second Shift" (suggested by <Hidden> on 2024-05-30), including upvotes (1) and comments (0), was merged into this suggestion.
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31 Jul, '24
MorganI would love to see that! Either the ability to custom-tailor shifts so that work is happening 24/7 while still not preventing the beavers from doing all of their leisure stuff, or just having the game do it automatically by dividing the shifts based on how many beavers there are in the game and what the player has set the "working hours" to. (12hr days = two shifts, 8hr days = 3 shifts, etc). This would also allow the player to double/triple the number of available jobs for beavers, because many of the workplaces only have 1-3 employment slots.
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26 Aug, '24
Skeletron01I think maybe beavers working overnight "any time during the dark can get a negative well-being point. this would discourage it at later stages of the game but in the midgame, it would be quite useful. I like the idea of it only working in indoor buildings that have lights (factories, inventor huts, etc.) and anything outside (farmers, foresters, etc.) wouldn't be able to work at night. I also like the ability to have 8hr shifts during the day to give beavers more leisure time. Even if we don't get shift work I could still see there being another negative stat to wellbeing if beavers work in the dark.
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10 Nov, '24
KonradShifts would be great for the lategame: I have many "flesh" beavers doing nothing. Let them work like 4 hours and relax the rest of the day.
HOW THAT COULD WORK: Next to the "Workers +/-" add a second row "Shifts +/-". -
22 Jun, '25
Nobody MergedIf beavers released their work slot when they become sleepy then unemployed bevers could take their spot. This would be a reason to keep an excess 4% unemployed beavers. And be able to run beavers 24h.
Sleepy = Incapacitated.
Note: Bots not relevant to discussion.
This is not a must have but I do think its an idea worth exploring, and it makes sense especially when you get to late game realistic vertical city builds.
Implementation wise, my initial thoughts are only when the user has 24h selected, also that means the unemployed (off shift workers) have all the time in the world to replenish their needs before being rotated into work. -
24 Jun, '25
Gin Fuyou System"Shift Work - 24h Biological Beavers" (suggested by <Hidden> on 2025-06-22), including upvotes (1) and comments (0), was merged into this suggestion.
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08 Feb
SarahI wish it were optional for each individual work place. So for example three of my farms are all planted up and things are growing, but there is nothing to harvest. One of my farms is ready to harvest and I have a bunch of starving beavers. I want to be able to make just that farm house have 1,2 or 3 work shifts lasting the global shift length. Saying they can't work in the dark would require lanterns or bots for night shift. Having it be that work shifts over 8 hours increase increase the risk of injury in the dangerous buildings would be nice as well. Lastly, I prefer to not have unemployed beavers and by the time I get to 800 beavers it's impossible to have them all busy with the one position/one job model
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13 Mar
MikxyHi,
I think that the new automatisation let's us able to do this. So for me this fonctionnality could be tag as done. Or do i miss a sub demande in this chanel that is still under considération ?