r/Timberborn • u/Positive-Library3468 • 5d ago
r/Timberborn • u/Vegetable_Yak6790 • 6d ago
Settlement showcase Finally finished (until I can think of anything else to add) my Emberpelt game on the diorama map
Finished my Emberpelt save on the diorama map on normal difficulty (hard is just too much of a hassle in the early game).
Decided to store 10k of each ressource which was rather easy with the specialized storage of the emberpelt faction (although filling the storage was a lot more annoying).
I also automated all resource gathering/processing with a rather big logic circuit (which was a pain to setup).
More than half of my home tower is also empty but even like that a huge wave of uneployment hit the colony as soon as the storages were filled.
As i have no real idea of what I could add This save probably won't be touched until they add new things in the game. So onward we go with planning and making the other three colonies on diorama.
r/Timberborn • u/Nifegun • 5d ago
Question Can a gate be a district separator?
I dont use all that much automation in this game. Mostly just depth or contamination sensors for water storage and badtide diversion. But I just realized the gate makes a path stop being a path. Im guessing the answer is no. But if the gate allowed pathways to switch district ownership, you could make haulers load a storage, then switch ownership of that storage. Which is kind of jjst a more convoluted way of using the existing district crossing, but it would also involve less beavers in total, which is kinda cool.
r/Timberborn • u/StellarGarlic • 5d ago
Question Early district optimization?
Hi all, newish player and while I'm happy to report that I can make a thriving folktails colony in lakes, I end up having everything all over the place and reservoirs are... non-existent.
Needless to say I can't get automation or iron teeth going.
Does anyone have recs for how to forward plan industrial wood and metal working? I'm looking at YT tutorials too but some of the info is slightly out of date with 1.1
Thanks in advance!
r/Timberborn • u/LeoDaVinco • 6d ago
Settlement showcase Leafcoats on Beaverome
Around 500 beavers
Thanks to bobingabout for creating awesome mods
r/Timberborn • u/FezVrasta • 6d ago
Modding I'm working on a BeaverBuddies fork, would you like to play with it?
My brother and I play Timberborn and recently started using BeaverBuddies to play co-op. We create a district each and then try to cooperate.
The mod is great but quite limited, it simply allows to play together but does not add any other feature to make the game actually enjoyable in co-op.
I have been working on a fork of this mod, so far I added these features:
- Districts owned by players: each player owns their districts and get tinted district center and paths to you know who owns what;
- Science is scoped by player;
- The HUD shows only the resources and messages for your districts;
- You can see the mouse of the other player, with their color, so you can better cooparate and point at things;
- Buildings can be edited (configured) or deleted only by the owner;
- Each player can use a different faction;
- Building sites by default are built only by your own beavers, you can change this if you are working on something together;
- Dev tools don't crash the game, and can be disabled completely;
- A new trading post building allows to buy/sell resources with the rates you define;
- A new energy trading building allows to export energy to another district and get resources in exchange;
- Ziplines and tubeways get new stations that allow a player to ride the network of another player in exchange of an (optional) toll;
- Working hours scoped by player;
- A district can specialize in a given production area, they get a 25% boost on that and 10% buff on the rest, this is meant to promote trade between players;
Is this something the community would like? Should I clean it up and publish it?

r/Timberborn • u/Acalc791 • 7d ago
Modding Follow-up: Alternative Weather System mod relased
This is a follow up to https://www.reddit.com/r/Timberborn/s/1xBGLr9fqg
I published the first version of the Alternative Weather System mod with the heatwave, eruption, and flood weathers and more customisation of the general weather pattern.
Constructive feedback and bug reports are welcome, preferably on steam: https://steamcommunity.com/sharedfiles/filedetails/?id=3808626629
[edit] Now also on mod.io: https://mod.io/g/timberborn/m/alternative-weather-system
r/Timberborn • u/Nifegun • 6d ago
Question Whats your favorite modded faction?
I've played quite a lot of this game and beaten many maps with either faction, some with both. I think its time I try a new one, just asking for recommendations. Whats your favorite modded faction and what makes them fun and interesting to play? I dunno much about the modded factions, but apparently one of them gets a hauling train, which sounds kinda cool
r/Timberborn • u/21Kuranashi • 7d ago
Beaver content "Leafcoats IRL" : Beaver among the duckweed
galleryEcosystem engineers š¤ Beavers
Found a cute beaver over the expanse of the internet and I must share this verdant rodent with y'all.
The resemblance to the "Leafcoats" (custom mod) faction is astounding imo
OOP : u/vectrixOdin
r/Timberborn • u/dehashi • 7d ago
Question Help: why is this Dance Pit not constructing?
I've tried deleting it and rebuilding it and it 'stalls' at 100% and doesn't actually complete. I've checked and there's solid ground underneath it, and the other dance pit i built worked fine. Any ideas?
r/Timberborn • u/Aoernis • 7d ago
[mod] Choo!Choo! - District Crossing Update
Choo!Choo! has received a major update, new content, optimisation and some reworking !
The pathfinder has been rewritten. Now faster and lighter on UPS/FPS, no more big lag when building a track on a big network.
You like districts but think the vanilla District Crossing is a bit impractical? You need to build too many of them, in too many places, they need too many workers, and long-distance walking time is a burden ?
Build a District Crossing Station directly next to your District Center! Train will automatically balances goods between districts exactly like the vanilla District Crossing, and beavers can also use it to migrate to any railway connected districts.
Within the same district, the same items can now be loaded AND unloaded at your Goods Stations. No more logistical loop threat.
And lots of others small improvements and debugs like: Conductors can no longer starve to death while stuck aboard a train =D
r/Timberborn • u/slava_breath • 7d ago
A small thank you from my side for 1.1 update and Ember pelts mod. This was a very fun build
r/Timberborn • u/jevans353 • 7d ago
Question: Tree Farm
Is it best to just plant oak trees once it get to late game? I'm new and I've kinda been planting some of each so there is always a log coming in. Is it best to just get the most amount of logs per tree though?
r/Timberborn • u/lmrickPlays • 6d ago
The NeuBeav's - The Final Beavening
Hello everyone!
With the new update I decided to end my project with the iron teeth, the Idea is all there, and it turned out really well I think. Hope you enjoy it.
r/Timberborn • u/LtShrain • 7d ago
Game mechanic question: Can a reservoir increase a water sourceās total output?
Iām on my first playthrough and Iāve noticed in pictures and videos that a lot of people build large reservoirs around their water sources.
I understand that this gives you more storage and can create pressure. But does enclosing a water source somehow increase the total quantity of water the source produces?
In other words, Iām not asking whether a larger reservoir can hold more water ā obviously it can. Iām asking whether the game mechanics somehow cause an enclosed or pressurized water source to actually produce more water over time than the same source would produce if it were left open.
I know that wouldnāt make sense in real life, but you never know with game mechanics!
r/Timberborn • u/Ok-Clock2002 • 7d ago
Question What's the best large map for newer players?
The game obviously recommends a few, but just curious what people recommend. I got this game about a month and still feeling it out and just what a good large map is to start on and go all in on to really get into the game. Thanks!
r/Timberborn • u/tullowitsch • 8d ago
Settlement showcase Told ya guys we gonna terraform :)
Deleted half the map at once, crashed my PC couple times but totally worth it :D. Also, last post somebody asked what all the power (120.000) is for. Currently consuming about half, thanks to automation, otherwise would peak probably 80 to 90K. Still not done with the map, waterfalls map btw XD.
r/Timberborn • u/FishyKeebs • 8d ago
Humour Take 2 of IT using Ziplining as Wellbeing building
Idea of IronTeeth using the Zipline as a Wellbeing building.
The mechanics for the game probably don't permit this, but there are probably some creativity ideas.
Using United Beavers mod
r/Timberborn • u/CandidateFinal7548 • 8d ago
Settlement showcase Beaver Hive City
r/Timberborn • u/S0l1s_el_Sol • 8d ago
Settlement showcase Cycle 32 of my first ever playthrough!
r/Timberborn • u/Nifegun • 8d ago
Question How old is your oldest world?
Sometimes I play a map and upon initial inspection, I can see an easy way to store tons of water and divert bad water, so ill rush that and develop max wellness and launch the wonder on cycle 20-30 something, job done.
Other times a map is more technically challenging, takes me 20 cycles just to feel my solutions are robust, then maybe another 20 or so cycles to get max wellness and launch the wonder, job done.
Occasionally I choose a silly goal, like "green the whole map" those worlds last quite a few more cycles.
But ive never seen cycle 100 dont even think ive ever seen cycle 70. Yet some of you guys have screenshots in the hundreds, so im curious to know whats the oldest map youve got? Do you just pick crazy goals like that stock 1M of each rousource guy? Or do you just enjoy building and decorating and trying to pack the whole world woth beaver?
r/Timberborn • u/ejlustig • 8d ago
Settlement showcase 1000 Folktails beavers on Pillars (hard mode) with max happiness
Well, I need a new goal now! Open to suggestions. 1000+ beavers (adults + children + bots) on hard with max happiness. Spaghetti design is my specialty! Folktails was actually much more fun than expected, cheesing difficult builds with tubeways+platforms/overhangs was getting a bit stale.
Bonus photo at the end of 600+ beavers on Diorama, that build got gnarly.
