Make explosives mid game or let me dig!
I have spent 163 hours in Timberborn and by far my biggest problem with the game is the environment. Most maps don't have a large enough base to start building substantial settlements. It's so restrictive. I've quit more games after an hour than I've even started on most other titles because I get to a point where I find there's no more room for expansion and if I do continue to play I feel forced to rush explosives before everything else. I just can't get a decent-sized farm and forest alongside housing/storage/industrial zones. I usually have to scatter things around and it's just a mess. By the time you get dynamite, you have to delete pretty much everything you've built so you can build it again now that you actually have space.
My recommendation is either make explosives easier to access for one of the factions (Probably Iron Teeth) or add another feature that allows you to adjust the environment, maybe a digger station or quary or something. Maybe make it slower for balance?
Comments: 17
Oldest
•
Newest
•
Most likes
•
Fewest likes
-
23 Aug, '24
Gin Fuyou SystemHighlighted comment
"Dynamite earlier in the game" (suggested by <Hidden> on 2024-08-19), including upvotes (1) and comments (0), was merged into this suggestion. -
24 Aug, '22
BeeverWhat I do is I create a second district and gradually move all production and storage there. Then, after it reaches a level of autonomy I start to plan out how I will redesign the first area. But then I just quit, because by the time I get to this point I've got 250 or so beavers and the game just dies during daytime with 2-3 FPS on average. Best to just keep things simple with 15-20 beavers that allow me to get consistent 60 fps.
-
31 Aug, '23
VasFunny thing is, I once suggested terraforming, and we got "bot only terraforming" in a nonsensical way that means only robots can carry a bag of dirt and drop it onto more dirt to make a new dirt block. You know, exactly like real life! Where only robots work at construction sites moving dirt around or how only robots can make raised garden beds an... Oh wait. :|
However, I agree, we need a way to make early game explosives. Some sort of inefficient method of doing so that doesn't require metal at all. Nor should the explosives require an absurd amount of science to unlock. Currently 600. In total you need to spend over 2000 science just to get them. We either need, early game explosives, or beaver based digging/placing of dirt. Some very slow, very inefficient method that gets better with the later game research and stuff. -
01 Sep, '23
Jcheung Adminyou might be interested in the status change on this thread as of yesterday vas
https://timberborn.featureupvote.com/suggestions/321901/keep-bot-golems-fully-optional-let-beavers-do-terraforming -
14 Oct, '23
Ryan Hatt MergedPretty much what it says on the tin. Given the change to how Levee's interact with ground water and irrigation, explosives sitting behind metal feels a little bit to far into the tech tree.
-
16 Oct, '23
Gin Fuyou System"Earlier explosives" (suggested by Ryan Hatt on 2023-10-14), including upvotes (1) and comments (0), was merged into this suggestion.
-
18 Oct, '23
tweekI keep saying it!
YOU MUST ALLOW BLOCK DESTRUCTION FROM THE START!
Because: all the good reasons stated above.
moreover: they are BEAVERS! ....
normally it can dig a hole! ...that they blow everything up with dynamite is absurd on top of everything else.
so I repeat, we must allow the destruction of blocks from the start, to allow us to create INTERNAL comfort zones and harvest! (showers, baths, but also water pump!)
these explosives are making a mess of our colonies, I keep doing my best to "at some point, be able to do what I wanted at the base"..but it's IMPOSSIBLE, unless I have created another district, to ENTIRELY destroy the first one, and to redevelop EVERYTHING.
So I repeat, we must: recognize “block destruction” as what it is: “a simple hole!” .... and therefore: allow block destruction, from the start! -
18 Oct, '23
tweekwe're the type who spent hundreds of hours on timberborn, you can believe us! we know what we're talking about in terms of gameplay. It's a real shame to ruin so many possibilities by clinging to something that has no place to be anyway!
otherwise I'm reading a story about "beaver pipes" "Golems"... but that wouldn't help anything in this case! ...since we have to create water places anyway, we want to be able to create water wells, we want to create "lidos" in the land! who you won't find next to the sawmills! ..
all this in the interior areas of our FIRST districts, in order to make it logical and aesthetic! -
18 Oct, '23
tweeksorry that it ruins all the dynamite... maybe you could replace it with something else: there's no shortage of ideas!
In any case OVERALLLY, we will have to give the players more freedom! there are too many prerequisites before you can start creating beautiful, aesthetic and logical things... to the point that ultimately: it's actually not really possible. adapted, yes, but not to this extent...
I was going to talk about other things, but all these technological points require too much, to do what? .. stairs ?? They know how to build a research study, but not stairs?
the forester and NECESSARY FROM THE START OF THE GAMES! and they are beavers in harmony with nature! but they would first have to “research” how does that plant a seed? ..
we can consider that timberborn has the possibility of supplanting all these “city-maker” neighbors! .. but there is work, and a big questioning to be done. -
18 Oct, '23
tweeki say all that.. for love of timberborn ! u have mak a realy great job ! greats idéas ! now.. Players know better how direction the game need to be go.
they kknow how liberty they want, and how diifficulte they want fight ! ^^ .
my apologies for 3-4message but we are limited to 1.000carac. -
23 Jan, '24
HannekeThis suggestion comes to the same point as "Some other way to dig dirt other than giant excavator - early source of soil", I think they could be merged, including the voting points both have accrued.
-
19 Aug, '24
CrimsonKing MergedI feel like dynamite should be available earlier in the game.
In many maps, I feel I could deviate the course of the water with (relative) ease by blowing up a couple of terrain squares, while achieving the same goal with dams, blockages etc. looks like a massive chore.
This is especially true now that badtides are a thing and retaining the water flow (like with droughts) is not necessarily the best strategy.
The way it is setup, needing metal, badwater etc. you get to produce explosives once the map basically has been already beaten and you're building stuff just for the sake of trying them out.
I mean, I purchased the game in early access even before bots were available, though I haven't been playing the game continuously nor I consider myself an expert, nonetheless I've never got to actually use dynamite so far. Which is a shame. -
28 Aug, '24
crimsonkingHello again,
I wanted to point out that many maps have natural barriers. I assume you put them there because you agree that removing terrain (as opposed to "adding" it, like with dams etc.) is an interesting part of the game.
I don't know, maybe you could leave the production chain as it is but, instead of natural barries, drop some sort of "gunpowderish material" here and there, so that one could fabricate a given amount of dynamite from that and use it as they please.
It would feel much better than opening your first map, removing the barrier next to the District Center, see how cool it is and be sad thinking it will be ages until you get to produce dynamite... and you din't even had the choice on where to do it the first time. :( -
29 Aug, '24
RedjakkalJust a digging option, beavers can dig, as mentioned even a quarry would do, manually select tiles to remove, early game trenching for water ect.
-
17 Oct, '24
DavidI was also quite sad to find my beavers cannot dig a few holes. Maybe let us dig slowly at first, have a couple of dig speed upgrades as we go, and add new blocking features that only dynamite can remove, then you still have that and large scale normal terrain removal to work for. I really expected to do a bit more map re-growing and prettyfication throughout the game when I got Timberborn.
-
24 Apr, '25
Si MergedI don't like that tunnels require such an advanced tech tree. That feels very punishing especially in the early game when sometimes you reach a point where 3-5 tunnel blocks would solve a big portion of your city planning issues.
On the other hand tunnels should not be easy to build and there should be an incentive to actually tech up.
I would therefore suggest a new tunnel structure, a 'manually dug' tunnel. Its for those situations where you need it, but as a trade off it takes incredibly long to build and its very taxing on the beavers teeth.
One manually dug tunnel could take lets say 3 days to build and lead to a teeth injury after 1 day.
Should be quick to implement and a nice trade off I think. -
29 Apr, '25
Gin Fuyou System"Build tunnels without dynamite" (suggested by <Hidden> on 2025-04-24), including upvotes (1) and comments (0), was merged into this suggestion.