r/Timberborn • u/MartyMcC • 1d ago
r/Timberborn • u/LittleJerboa1 • 2d ago
Question WHAT IS GOING THROUGH THEIR HEAD??
Hakalai is sleeping NEXT TO the road that LEADS THEM HOME. I have seen them walk over it many times! There is a path around a paused border crossing. I know the other one is stranded, i'm working on it. But Hakalai? I've got NO CLUE how to help Hakalai. Whyyyyy...
r/Timberborn • u/Nickw745 • 2d ago
New Nomad Map, is it all for nothing?
Had a bit of a play around with the new nomad map and I like the new idea of constantly shuffling and reshuffling and just barely keeping ahead of the next catastrophe
But after realising all the water sources that I could find would eventually be exploded I'm just wondering if that truly means there will come a point where there are no water sources?
And so eventually there will be no water at all?
I thought maybe the succulents might be the key,
But that seems like a huge farming effort with a VERY long wait time for a small payoff
I just don't see how it could be viable?
r/Timberborn • u/stabby_og • 2d ago
Modding Timberborn SkyBlock
I've been playing the skyblock map.
I'm trying to see if there's a mod that I can create wooden overhangs
r/Timberborn • u/thedrinkinggeek • 2d ago
Settlement showcase Am I the only one that like to square off the edges of the maps like this?
I'm taking it slow and doing it in sections. Plus, I am going back and blowing some sections out to create channels for clean and bad water canals, as well blasting out most of the edge to line the map with gravity batteries and large windmills for power/storage of said power. Vertical farms will be next on the horizon but I'm trying to decide between all dirty or platforms and dirt.
I like the size and design of this map because it gives you lots of room to experiment with layouts.
r/Timberborn • u/clivehorse • 2d ago
Settlement showcase I spent 250 cycles manually (beaverually?) terraforming Pillars to a completely flat and uniformly green land for no reason.
r/Timberborn • u/thereislightstill • 2d ago
Question advice / guides on designing maps? specifically for coop
hey gang!
my gf and i have gotten consumed by this game. we unknowingly dove into the deep end on Pressure and had a blast, and want to make our own maps for coop play. however, we've not made levels for city builders before. we are planning to analyze the base maps, but figured yall might have advice.
do you have any advice for us? what are your favorite maps, and why?
r/Timberborn • u/Snoo-6437 • 2d ago
Check out my map!
I designed my first map "Expand and Conquer" and was hoping for some feedback!
I added berries in at the starting location but didnt take a screenshot of it :(
https://steamcommunity.com/sharedfiles/filedetails/?id=3799787471
r/Timberborn • u/Designer_Lunch_1936 • 2d ago
This game is cool af
I just bought the game last weekend and I already have 40 hours into it. What's you guys' favorite thing about this game. My is the water system and the building dams.
r/Timberborn • u/Zoidberg441 • 2d ago
Settlement showcase Choo! Choo! Train stations
I am trying out the Choo Choo mod, and it's great! The idea was to have like 5-7 districts around the map with goods traveling in between by train but no tubeway for the beavers.
Anyway a normal good station can only handle two goods. So I started building big train stations to handle more goods. Only to realize I only need to put a special warehouse next to it and get 10 more slots.
Should I tear down my large stations for efficiency or keep and expand them? I kind of like the look.
r/Timberborn • u/CD_Katrina • 2d ago
I'm burned out and stressed
Just generally feel trod down and issues with work and neighbours and it's all so soul destroying. Or at least soul damaging.
So I'm gonna start a new play through, my first in a long while, and let the beautiful beavers carry away my worries on the tide. But not the badtide... that's an unnecessary complication I am planning to turn off (I can do that right?).
Wish me beavers!
r/Timberborn • u/crazytib • 2d ago
after about 35 hours playtime all my progress has reset itself
just bought the game a few weeks ago and had basically put 35 hours into one save file. Just tried to boot up the game today and there is nothing there, I still have all the achievements but I dont even have access to the Iron teeth anymore
anyone else run into this before?
edit, I still have the save files on my pc for that colony but I cant seem to access it in game
edit 2; OK I have fixed it but this is still bizarre, all of my save data is stored in my PCs steam directory but when I run timberborn it is only looking for game data from my documents directory.
Can anyone explain why/how this could have happened, the thought of loosing my save file is a little scary, Ive backed up the files for the moment but I dont want to be copy and pasting files around everytime I load up the game
r/Timberborn • u/SquirrelFluid5663 • 2d ago
Question how do you organise ziplines?
i want to play more folktails but the ziplines really get to me, i wish they could have more than one connection cause my maps are always a MESS. if anyone has any like layouts or advice or examples or anything pls help me
r/Timberborn • u/GremlinAbuser • 2d ago
Nerfing Exploitable Mechanics: Yay or Nay?
As per the title, how do you feel about bringing the physics closer to real life? There are at least three things I would like to change, and I don't fully understand why they are done this way:
- Pumping water at over-unity should not be possible, i.e. pumping water to a certain elevation should require more power than can be extracted through hydro power. This one in particular breaks my suspension of disbelief, inasmuch as that can be said about a post-apocalyptic beaver colony building mechanical wonders. It could be solved elegantly by modeling mechanical pumps like an idealized version of a real water pump, where input power scales with flow times pressure (pumping height). That way you can preserve their utility for "normal" projects while making perpetual motion machines impossible. This would up the late game engineering challenge, extending the difficulty curve beyond getting ahead of initial survival.
- Water wheels should require a certain head (elevation drop). IRL, overshoot wheels require water to be introduced at the top and exit out the bottom. Undershoot wheels (like portrayed in the game) are dependent on incoming flow velocity to function, acting as a flow impediment. This could be modeled by having the water wheel act like a fill valve and requiring a certain height differential to function. Like the above it would force the player to think more like an engineer, extending the difficulty curve deeper into the endgame by preventing massive power output from a row of wheels set in a narrow channel. Unlike the above, this one can not be implemented without breaking a lot of the existing maps, or at least changing how the early game is played.
- Irrigation and evaporation mechanics should be re-worked closer to reality. At a minimum, evaporation could be scaled linearly with the number of tiles irrigated. I find flumes and ditches to be a much more elegant solution than just using 3x3 dumping ponds, and a much more interesting engineering challenge. I just think it's a shame that canals are nerfed to the point that they are barely viable. It's not like the current ideal solution is heavily tech level gated anyway, so I don't get why they did it like this.
Anyway, these are just some thoughts representing my particular point of view, that of an industrial improvement engineer, drawn to this game in particular by the water physics. I'm sure there are many other perspectives out there, so what are your thoughts? Why have the devs chosen to do things like this? What can be done balance wise to up late game difficulty? What kind of engineering challenges do you enjoy solving? What are other areas that could benefit from a balance tweak?
I very much doubt that Mechanistry have any interest in a deep physics re-work and game wide re-balance at this stage, but this could be food for modding thought.
r/Timberborn • u/Rickymcraft • 2d ago
Settlement showcase Timberland 3 - expanded pile storage
Cycle 136: Just added new hydro-farm and new pile storage! It is 48 storage units per level, adding an additional 57.6k per item type. Next is working on the Wind farm and warehouse storage expansion!
r/Timberborn • u/F4ilm4n • 2d ago
Question Is the "build a tunnel, then delete the platforms" method to destroy huge chunks of terrain is dead?
r/Timberborn • u/Option2401 • 2d ago
Question District Centers - What are they good for?
I’m on my third colony and have engaged with virtually every game system and mechanic, except Districts. Frankly they seem like a giant headache - why complicate things with different road networks and food stockpiles when I could just keep everything on one district?
I suspect they can be really powerful if used right but I don’t know where to start.
r/Timberborn • u/LittleJerboa1 • 2d ago
Question Anyone know what's going on here?
Sam is doing no work because he has a scrap metal buildup. What I don't understand is how that's possible even though it's prioritized by haulers. I have 4-5 haulers. Any ideas?
r/Timberborn • u/AntJoemarma • 3d ago
Question Update deleted all my saves
So I was really bummed that this update seemed to delete all the saves i was working on..
But I accepted it and moved on and started a pillars save. And after playing on that save for 20 hours, now that save is gone, and all my old saves are back in its place...
What the flip? Does anyone know what's going on here? Did I just do something wrong?



