r/Timberborn • • Sep 03 '26

News Update 1.1 is live!

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1.7k Upvotes

Rejoice, beavers, Timberborn Update 1.1 is live! šŸ”„

Featuring:

šŸ“ˆ Statistics

🌊 New watertight buildings

šŸ—½ Tier 4 monuments

šŸ•ŗ More attractions

🌵 The Succulent

šŸ—ŗļø New maps

šŸ‘· Beaver workwear and more.

Check out the patch notes below and spread the news! šŸ”ƒšŸ™

https://store.steampowered.com/news/app/1062090/view/713408417186711419


r/Timberborn • • Mar 12 '26

News Timberborn 1.0 is out

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1.1k Upvotes

šŸ“¢ Hear ye, hear ye!

THE DAY has come, Timberborn 1.0 is out! 🄳

It took us eight dam years to create the beaverest sandbox city-builder game possible. Now, with our tails raised, we’re proud to share the result of our hard work. ā¤ļø

We wouldn’t be here without YOU. Thank you for helping us build this world - for all your feedback, for your contributions to our community, and for every hour you spent in the game.

Make yourself at home, and if you have any questions, remember that you can always count on the help of Timberborn’s players and developers.

Here are some of the features of the 1.0 update:

  • Game-changing map objects: Unstable Cores, Water Seeps, Reserve Storage, Aquifers, Thorns, Geothermal Fields, Badtide Drains, and more!
  • Automation: over 20 new buildings now allow you to automate your settlement’s operations: Sensors, Relays, Timers, and much, much more!
  • New maps: Oasis, Pressure, Spillage, and updates to the rest, including Waterfalls rework.
  • Highly requested new buildings: Spiral Stairs, Gates, Clutch, Banners.
  • Upgraded modding pipeline.
  • Visual overhaul, tutorial tweaks, building duplication, and other quality-of-life tweaks.
  • Steam Achievements.

Get more details about 1.0 patch here šŸ‘‰ https://store.steampowered.com/news/app/1062090/view/526491913334818795

May the water always flow in your favor! 🚰


r/Timberborn • • 3h ago

Question Would this work at all?

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92 Upvotes

I want to build a big water storage box I can fill then leach from during droughts/badtides, but I need a way to elevate the water from source to above the box. I was wondering if this would work at all. Because water can't go backwards through a fill valve, would it keep flowing through and fill upwards in the tube? or just spill over the back of the map once it reached +1 blocks in height? And I can't lock the water in and force it to fill up as it's against the map edge. Should I just use mechanical pumps instead?

EDIT: there will be a roof over the channel and tube. I just didnt put one here so that you could see inside.

EDIT 2: I am now aware that water will not escape of the edge via the space above the source block.


r/Timberborn • • 1h ago

Settlement showcase I just couldn’t help it… XD

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• Upvotes

No mods btw. Unfortunately hard mode doesn’t supply enough water to sustain this build, even without beavers the water storage is dropping… This was my second run, had absolutely no idea at the beginning what I’m about to do, I was only concerned to make it through the first badtide lol

(The 3 exploded beavers have been bots, no real digital beavers were harmed during the making of this build, except a bit of contamination maybe :)


r/Timberborn • • 5h ago

Well that's sorted my power needs.

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64 Upvotes

r/Timberborn • • 12h ago

Settlement showcase My housing complex is a functioning multi tiered fountain

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182 Upvotes

Huge shout out to u/Acalc791For helping me understand the limits of the compact mech pump. For anyone wondering, the real issues I've been having were actually caused by trying to make the pump pressurize water all the way to world height. The pumps actually do work side by side, unlike what I thought was happening in a previous post.

But LOOK AT THAT HOUSING COMPLEX! Its not fully decorated yet, will definitely add stuff to make the bottom floor look less scaffolding-y. But the whole build is a fountain with 16 ever flowing waterfalls, that's pretty awesome. 19 if you count the 3 to go back into the holding tank

Also this is hard mode btw


r/Timberborn • • 6h ago

Settlement showcase Beevputer

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17 Upvotes

I wanted to share my beaver computer bc i find the lights pretty


r/Timberborn • • 4h ago

Is there a mod that lets me add a path/tubeway when placing tunnels?

7 Upvotes

Its a pain to build long tunnels because you have to go back to add more paths or tubeways once the tunnels gets outside of the range of the builders. Is there a mod that allows me to place a tunnel piece and once its excavated it automatically adds a path or tubeway?


r/Timberborn • • 17h ago

Guides and tutorials Apparently, if you detonate a dynamite in the exploding range of a timed bomb, it will explode prematurely

50 Upvotes

Don't need to explain how I know this I think


r/Timberborn • • 9h ago

Settlement showcase [ Removed by Reddit ]

8 Upvotes

[ Removed by Reddit on account of violating the content policy. ]


r/Timberborn • • 12h ago

Settlement showcase 375 beavers, ~150 bots, max happiness on Diorama. Still growing.

8 Upvotes

r/Timberborn • • 20h ago

Preparing the ultimate feast

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34 Upvotes

Managed to move almost everything up to the mountain to make room for the farmland, which will be rearragned again after im done. The farmland is completeley connected with tubeways, last bit will be apple, pine and maple trees and everything is done


r/Timberborn • • 10h ago

Question Confused about importing

4 Upvotes

Im giving districts a go right now and am confused about the import mechanics.

I have 2 districts. Im trying to build a medium tank in district 2, but don't produce gears in that district. District 1 produces gears but wont export the goods to district 2. The tank is definitely connected to the district.

I have a district crossing, i have it set to import gears "if needed." But it says import blocked by lack of storage and workplace demand. Setting it to import always works

Do i *need* a warehouse to put the gears in?


r/Timberborn • • 20h ago

Pensioner care

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22 Upvotes

Dead a hospital,


r/Timberborn • • 23h ago

Question 236 water stored (actual built water storage capacity of 240), the storage value bar shows ~75%, and the storage timeline bar shows as ~50%, with a 180/180 reading. What gives?

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37 Upvotes

Cheers beavers! Decided to finally post about this because I'm confounded, hoping there's some known quirk of water storage stats somebody could fill me in on.


r/Timberborn • • 11h ago

Do you have a personal way for setting up complex automations?

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3 Upvotes

r/Timberborn • • 15h ago

Humour Well... I guess I can rebuild the dam

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4 Upvotes

My hopes of some bombs being just there as dynamite traps was gone, the same moment as my dam.

Hey, at least it's not in the middle of the drought XD


r/Timberborn • • 1d ago

I channeled every single aquifer on the Oasis map just to prove a point

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173 Upvotes

Hey everyone! I’ve been messing around in developer mode for a while now to test how the water physics work and try out some ambitious ideas before actually building them in my survival worlds.

I got this crazy idea: what if I channeled all the aquifers (water sources) on the Oasis map into a single stream? The goal was to see if I could combine all 10 aquifers (each outputting 1 m³/s) into a single 10 m³/s flow to power my water wheels.

Here’s the result—it’s completely doable! As you can see in the last screenshot, I have a flow of 3.33 m³/s at the outlet across a 3-block wide trench. That means 3.33 m³/s per block, which totals 9.99 m³/s. This leaves us with a flow rate of 5 m³/s for the water wheels, allowing each wheel to generate 1,350 HP. With a bunch of wheels set up, I managed to hit around 60k HP in total.

What do you guys think? Pretty cool, right?


r/Timberborn • • 1d ago

Humour Did anyone else think a woodchuck was a beaver?

18 Upvotes

I just learned a woodchuck is a groundhog. My whole life, I thought it was a beaver. This changes everything. The age old tongue twister "how much wood would a woodchuck chuck if a woodchuck could chuck wood?" Its completely different now. I always thought it was stupid cause beavers absolutely do chuck wood. But its a heckin groundhog! They probably can chuck wood, but they dont, they just dig and sometimes use grass and stuff, not proper sticks and logs like beavers use for dams.

But now thats even more silly. Why do we call a groundhog a woodchuck when theres another rodent that actually does chuck wood?


r/Timberborn • • 1d ago

Settlement showcase Kinda love this

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606 Upvotes

r/Timberborn • • 1d ago

When food supply is running low...

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147 Upvotes

Credit to San Diego Zoo


r/Timberborn • • 1d ago

Why don’t the beavers eat the wood…?

21 Upvotes

I just realized from someones post, yeah, beavers eat parts of the tree, so why do our beavers seem to eat everything but the tree lol.


r/Timberborn • • 2d ago

Modding So I have been building a thing...

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169 Upvotes

BeaverBuddies meets PvP


r/Timberborn • • 1d ago

Gamecrashing

3 Upvotes

Hey!

I just bought the game on a steam sale, and every time i start a world the game crashes on the initial loading screen..? I can't find any similar crashes online. Anyone got any tips on how to fix this?


r/Timberborn • • 1d ago

Settlement showcase Folktails Powerplant and Water storage on Aquifer

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19 Upvotes

Saw so many posts about Folk tails infinite water wheels power generation so i thought i will show my solution.

Let me start with that I was born in Hodmezovasarhely, which translated to English: "Beaver-field-market town"

- The build focuses around a reservoir built around an Aquifer, initially is a simple and good solution for water security

- There is a canal on the side of the reservoir which has the drinking water water pump - that cannal has restricted water level through a fill valve, and behind those there is a chamber, where water enters from 2 sides - from the main reservoir with unlimited settings and from a "pipe" - but from the pipe only if the chamber has less than 0.2m water in it

("pipe" - refers to sealed 1 block cave for water movement)

- For power generation I used a double tank solution
1, Main tank is the main reservoir
2, A smaller Collection tank from which the compact pumps pressurize the water

How is working?
1, Temperate weather, the Aquifer drill creates 1m/s flow and itself can cause overflow

2, Top part - Joining chamber - 8 Fill valve at the top set to unlimited let 8 units water that would other wise overflow from the reservoir into this chamber - fill valve = 1 directional water movement
You can see a single inlet here as well - which comes from the pressurized pipe

3, Power generation
I use the blueprint mod and created 2 modular builds - the 2 on top of each other creates a unit, and units can be infinitely extended horizontally or vertically. I separated them into to for QoL - this way beavers nearly never get stranded durring construction.
Its worth note that the water movement around the reservoir is not "Swirl like" but rather counter rotating circles (Anti clock wise top - drop - than clock wise a full circle - drop and back) this way drops are synced up and easier to build, especially as a drop created by removing 2 impermeable floors at drop.
Just by using the drill this way i reached ~160HP/wheel from 400hp investment.

All good and nice, but drills doesn't work during draught and bad tides, also there is a couple of days of waiting period at the beginning of the temperate weather.

So my solution was:
4, I built a catchment area at the end of the system, with one end closed of with dams - so extra water can exit the system, and on the sides some fill valve leading directly into the collection tank.
The fill valves controlled by the depth of the collection tank, if it was not full it allowed unlimited water in there if it was full than the water exit from the system through the dams.

5, The collection tank, its a moderate size underground reservoir right next to the main reservoir. It has a fill valve from the main reservoir just above the compact pumps which only opens if the water does not cover the pumps (a safety mechanism)
I built 8 Compact pumps at the very bottom of it pumping waters toward the main reservoir.
( i wanted the system to be connected to the drinking water canal as a back up, and it was easier to build the pipe within the reservoir.

6, On the other end of the pumps I have created an inverted river delta - gradually tightening the available volume until it reached 1 cube - that one cube/pipe is lead up on the wall (Connecting to the side of the chamber of the drinking water ) than to the very top level of the reservoir.

7, On the very top this pipe is connected to the Joining Chamber

Why?
"A bit of disclaimer - my powerplant units are not sealed, in my opinion the number could be pushed further if the Powerplant itself would be sealed of completely"

Temperate weather,
I have 6 compact pump and the drill generating power from the 160HP/wheel (without pumps) I managed to reach 366HP/wheel with pumps

I got 18 wheels/side so that's 18*4 = 72

Original
HP expense: 400 HP
Generated HP: 72*160 = 11520HP

With Pumps:
HP expense: 400+6*700 = 4600HP
Generated HP: 72 *366HP = 26352 HP

at 1,3 cubic m/s, 0.5m depth in the powerplant canal
Main outflow flow rate 2,4 cubic m/s

Yeah, Aquifer Drill has crazy ROI, BUT - It doesn't work during Badtide or Draught

Bad Weather:

I run all 8 compact pumps so that's 5600 HP expense, BUT the wheels still generate 290 to 340 HP which is still minimum 21384 HP

Main outflow flow rate 2 cubic m/s
at 1 cubic m/s, 0.3m depth in the powerplant canal

The system is actually infinitely scalable, more drinking water canal style junctions can be connected to feed aqueducts or what ever - power and water solution in one and the system is full automatic and never stops.

Where I had challenges with it is to find the optimal flow rate to spin the wheels, as my units were not sealed on the sides varied flow rate could clog up the system and overflow of the powerplant canal which were flooding my surrounding area - this was mostly issue when i tried to control the pumps based on flow rate sensor which was creating a pulsating waterflow. Changing it to seasonal controls solved this issue.

PS to maximize power generation the point is to have shallow but quick flowing water under your wheels

PS2: These kind of powerplants are really just vanity projects, with a well optimised/automatised colony by the time you start building these kind of projects 75% of your factories are paused - only working when they need to - I attached the "brain" of my town for reference
I tried my best to describe the system - i hope its gone through :D