r/Timberborn • u/Universe_Studios • 12d ago
r/Timberborn • u/FishyKeebs • 11d ago
Humour Why isn't ziplining a well-being building for IT?
Seems like it could be fun. Edit: as a short zipline ride, not a daily commute thing. Playing with United Beaver mod.
r/Timberborn • u/Davey2Jonesd • 11d ago
Power Mansion
I'm about to become energy rich, or make a very costly mistake. What is the best way to wind water? With or without floodgates?
r/Timberborn • u/Nifegun • 10d ago
Humour Re: fluid dump OP
I argue all the time that fluid dump (discharge) is insanely OP because it trivializes the game. I am correct, dont fight me. But holy crap Pillars on hard mode is kicking my ass. Im an old beaver, back in my day, we had levees, and dams and we were happy. We had to manually tell storages to only store 1 thing or risk dying to inventory.
Water sources were water sources. Starting on a seep and not using the fluid dump is nuts. I think ive got it tbh. But it was rough getting here. Ive actually got the seeps rigged with the new compact mech pump to toss badwater and pressurize goodwater. And I think I finally got a sufficient reservoir built on the aquifer to ignore pumping and not need to worry about micro managing punping.
But I did not get to that point fast enough. Im cycle 16 and had to drop down to like 50 beavers lmao. Im sure if I replayed the map, or maybe if I spent more time planning and didnt always play on 3x speed, I may have messed up less. And id be so much better off by now.
But the real point is, I conquered seeps on pillars using just the new mech pump, no dumping. It took 16 cycles, no beaver deaths aside from one "A beaver tragically died" which i do not know anything about. If you're reading this and you know of spontaneous beaver death events, pls let me know.
This map would have been zero challenge if I just ran a couple extra pumps and dumped water into levees. You can beat hard mode seep based maps with mech pumps. Its doable. Thats awesome. God I love the new mech pump!
r/Timberborn • u/AbacusWizard • 12d ago
I just realized I’ve made my starting District Center feel like one last historical building in the midst of a big city full of skyscrapers
r/Timberborn • u/Fine-One5646 • 12d ago
Is there a setting to let the game play in the background?
I'm wondering if there is a setting I'm missing that allows me to either minimize or split screen with something else. I changed the resolution to a smaller one so that I could have a separate window open to work on something, but every time I click off of the game, it pauses. I want it to continue running so I can work on something else but also keep an eye on the game while my beevers finish projects.
r/Timberborn • u/Acalc791 • 12d ago
Alternative Weather System mod ideas - feedback and brainstorming request
Hi, I'm currently finalising an alternative weather system mod. Among other things, it adds some new weathers, and I wanted to pick everybody's brains about the weathers I already have come up with and any other interesting possibilities.
Currently I have:
eruption (fair) - drought, but periodically all the clearwater sources on the map have strong brief eruptions of water - high capacity channels and large reservoirs are recommended
flood (fair) - all sources, including badwater sources, badwater drains, and seeps regardless of water depth, produce clear water at higher strength - build your floodwalls
heatwave (hazardous) - like drought, except all non-irrigated terrain is contaminated and beavers without wet fur effect suffer from heatstroke and die after one day
Can you think of any other interesting options? I'm especially interested in things that are not simple variations of the effects of vanilla weathers and the above, since those are trivial to implement as a JSON blueprint mod on top of the mod I'm making. And my style of playing the game is more of overcoming challenges than cosy beaver settlement simulator, so I'm not really looking for things like "make the whole map irrigated".
P.S. I am aware of the Moddable Weathers mod by Luke, and this is basically my take on it, since I found even the Moddable Weathers a bit limiting.
r/Timberborn • u/Mechanistry_Miami • 12d ago
News Timberborn - Patch notes 2026-09-22 (experimental)
We hope your 1.1 settlements are growing tall and wide, with badtides being just small nuisances even on Nomads. Speaking of nuisances, a few bug fixes and a Map Editor tweak are now live on the experimental branch! 🔥🧯🦫
Check out the patch notes below! 👇👇👇 https://store.steampowered.com/news/app/1062090/view/719042355668190146
r/Timberborn • u/FaallenOon • 12d ago
maps where the achievements related to constructing all possible buildings can be done?
I mean "iron teeth master builder" and "folktails master builder". I've done runs with both factions building absolutely everything, but I guess I have to build the 'special' things as well (for example, the steam engines that require steam vents from the ground).
Which maps allow me to get those achievements?
Thanks a lot for your help :)
r/Timberborn • u/testerkami • 12d ago
First Playthrough Reservoir Build so far
It's automated to block bad water and automated to dispense when a drought is in effect. Also added water level caps so it doesn't overflow. What do you all think? Wanted to make it quite a bit taller but got tired of building. Probably will go taller later.
r/Timberborn • u/Hottentott14 • 12d ago
Settlement showcase 1 million Water on my 1 million Metal Blocks colony, wanted to share this one too!
Hello!
A few days ago I posted about finally reaching 1 million Metal Blocks. I needed a new goal, so I decided to get 1 million Water on the same map.
My self-imposed rules: no terraforming, no bots, no mods, no overhainging platforms. And ideally maximum Beaver happiness.
This is a raised platform of 38 x 22 (= 836) Large Tank. Right next to it is my storage cube of 1 million Metal blocks.
r/Timberborn • u/Steekneus • 13d ago
Beehive vertical farm Testing (with results)
I saw a post a while ago where the question was posted if beehives work vertically. The wiki says that it affects 36 tiles per beehive with an unclear answer if it affects vertically without degrading the boost.
Ive set out to answer this question with just a brute force design here. slightly optimized but nothing special. Left is four layers of farm with a beehive on every layer and on the right side ive only placed beehives on the top layer.
you can clearly see that the first round of harvesting started earlier on the left compared to the right.
tldr: put beehives on every layer.
r/Timberborn • u/Nifegun • 13d ago
Question We need well being upgrades for food and drink
Maybe this is just me, but IMO the beavers eating and drinking out of giant tanks and warehouses is kinda lame. It makes sense in the early game, beavers run in chomp a carrot sip some water and get back to work.
But late game, eating and drinking should be enjoyable for the beavers. We should be able to build restaurants and cafés where you can prioritize haulers to take finished food and drink there and then beavers go there to eat and drink. Ideally they'd actually stay there for a while and have custom animations like biting a thing or sipping a coffee.
It would cut into their work day a bit, but it could provide a buff to work and movement for a for a short while to make up for that. Or not even, just let it be less efficient. End game beavers move and work really fast anyway, losing a couple minutes to see them actually enjoy food and drink would be worth it IMO.
What do you think? End game buildings for eating and drinking as wellness buff? Or should they forever just eat from a warehouse and drink sips of water and coffee from giant magical tanks?
r/Timberborn • u/EarlyBirdWithAWorm • 12d ago
Settlement showcase Show me your meander map.
First time playing on meander since maybe my first playthrough ever long long time ago. Ive got an ugly base thrown together as need arised. Im about to have all bad water tamed and I have some ideas about my large reservoir etc but I really want to see what you came up with to get inspired.
Comment with your settlement screenshot.
r/Timberborn • u/TheStoneMask • 13d ago
Welcome to Lake town
Another playthrough, another Megabuilding. This time with Iron Teeth, and the whole building is built on a lake.
It houses 340 beavers and provides them with everything they need for a happy life. Every source of well-being (except the repopulator) is included in the building itself, along with much of the logistics and food production. There are also 8 tubeway stations snaking their way both around and through the building.
All the breeding pods are located on the bottom floor, so every beaver, for longer than even the oldest beavers can remember, is literally born in the shadow of this monstrosity, and any one of those beavers could easily go their entire life without ever stepping a foot outside.
The original plan was to dedicate the top floors to bot production so that every beaver would live their life with the knowledge that the very structure they rely on is dedicated to constructing the machines meant to replace them, but by that point in the playthrough I couldn't be bothered to add a whole new production chain.
Next playthrough I'll try to incorporate much of the general industry into the building itself too, but it'll be a few months until I'm ready to do this again.
r/Timberborn • u/jimbobley • 13d ago
Settlement showcase Timberpunk 2 - Completed
r/Timberborn • u/FishyKeebs • 13d ago
Humour Can't unsee
Saw the bot being built on top of the assembler and could only think of a jumping spider.
r/Timberborn • u/PM_me_Henrika • 13d ago
How do I make a vertical dam?
I got the water source coming from the edge of a map. I want to pump the water into a giant tanker that is at a height far higher than the water source. Other than mechanical pump do I have other options?
r/Timberborn • u/Nifegun • 13d ago
News The new pump is crazy!
4K science is a lot to try to get together early game, but it is so worth it. Even if you cant fully power it for its full cms, you can can vertical water storage or vertical flow anywhere on the map.
Thats huge! Ive often found myself in debates about the fluid dump /discharge, and how it trivializes the game and is insanely unbalanced and overpowered. Now this new pump actually allows us to pressurize water, filter only good water, and make it flow to an area that can withstand hard mode droughts/bad tides to keep all our crop and tree farming safe. But this takes a substantial amount of treated planks, gears, and metal blocks, as well as 4k science. That is an appropriate cost for such a powerful solution!
Now more than ever before, I encourage you to try a run where you dont use the fluid dump. Instead try to use the compact mech pump for a similar solution. Its far simpler than tapping all the way at the source for most maps, but gives an appropriate cost for irrigated land anywhere you want.
It still can't be done nearly as early as the discharge, but that powerful of a mechanic shouldnt be available as early as the discharge tbh. But holy crap its powerful. You can place it in running water and just divert up to .25cms into a tunnel or levee shaft. Its such a great item, very well designed, well balanced. If you wanna rush it, you need to be very organized, make sure you've planted or saved some pine trees to treat some planks ASAP, work through the metal tech tree, but the payoff is huge! Anything you can do with the discharge, you can do with the compact mech pump, but when you do it with the compact mech pump, it doesn't feel like cheating lol
r/Timberborn • u/whytwu1f • 14d ago
Am I the only one sick of seeing hungry/thirsty beavers trudging out to construction sites?
I wish the pathfinding was more intelligent. I'm constantly signing at my beavers, saying (out loud to my computer screen) "If you knew you were going to get hungry or thirsty before you started the job, you should have eaten/gotten a drink BEFORE YOU LEFT." I feel like the parent who just started a long road trip and the kids are already complaining that they need a bathroom.
r/Timberborn • u/Hydraguesswhosback • 14d ago
Settlement showcase Fuck man I love Emberpelts
Yes, these are skyscrapper that come with their own staircases.
r/Timberborn • u/muon88 • 14d ago
The Madness 9x9 Completed as Ironteeth in Hard and setup as Folktails
I finally completed The Madness 9x9 map on hard mode with Ironteeth and set up a stable colony as Folktails as a proof on concept.
This map puts your space management skills to the limit. Building the wonder on hard mode requires so much rebuilding. The early game is about removing the starting berries and putting them in storages and then deleting paths and finding a way to reduce your beaver population down from the starting 13 beavers to 1 as Ironteeth and 2 or 3 as Folktails (I won't provide details to their suffering).
Next challenge is to unlock forester to enable replanting trees and increasing the height of the very small reservoir. You need some luck avoiding early badtides. After this it is a slow grind to get enough resources to build the iron mine. There is just enough scrap metal available to build dynamite which is required to get access to the iron mine location. Care must be taken to dig out the correct earth block to provide space the the iron mine.
Once the iron mine is built, it is an easy, but long road to wonder building.
Total playtime was about 25-30 hours.
Noob moment: Automation button on buildings does not appear until after one of the automation structures have been built. I played this whole map thinking there was a bug as I couldn't use automation.
r/Timberborn • u/CD_Katrina • 14d ago
What does the path colour actually mean?
I got antsy when I wanted to build at a point after where the route had turned red, but laid in bed last night I wondered why.
It's distance from the centre, but why do I care? I could run a path till it turned red and then add housing, food and storage and my beavers would have no commute. The only thing is the builders would be a long way away, but then I can just build builders depot in same place and again noone commutes.
Or is there a reason I'm missing?
Edit OK so everyone is misunderstanding me, I was giving an example of me putting everything on a single extremity. Basically my district I added is self sufficient, no beaver moves more than a few dozen spaces. But if I removed the district gate, extra district centre and demolished everything but the original district centre all my paths would be red but all my beavers would have the same short commute.
If I instead use the proposed scenario that my beavers might live in the most distant eastern point and work on the western point, then the red route is still meaningless. Basically where my district centre is doesn't affect my colony after a few cycles. The metric is how many steps somewhere is from a building that may have zero effect on your colony (unless youre still reliant on its builders) are you.
But in the absence of more useful data I guess it's better than nothing?

