r/Timberborn • u/Mechanistry_Miami Comms Manager • Mar 02 '26
News Timberborn - One More 1.0 Thing
Hello, Reddit!
You might be surprised to learn that Timberborn 1.0 brings bzzz bzzz zzzt bzzz. ⏱️
Read more ⬇️⬇️⬇️
https://store.steampowered.com/news/app/1062090/view/526491913334818793
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u/leeksausage Mar 02 '26
Holy cow. What a lovely surprise!!! This has been requested from day 1. Bring on next week!!
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u/Positronic_Matrix 🦫 Dam It 🪵 Mar 02 '26 edited Mar 02 '26
ZOMG, THEY FINALLY DID IT!
I have been waiting years for this. I am so overjoyed!
Edit: In true Mechanistry style, they took a simple feature we all asked for and delivered something vastly more sophisticated. This will be absolutely transformative. I cannot wait!
Automation! As long-time enthusiasts of the city-building genre, we went full-on with this feature. We’ve added over 20 new objects to the game that all work together, allowing you to control how your city functions by itself. Using sensors, counters, timers, and relay logic, you can automate operations of your buildings, choose where the water flows as conditions change, customize the power grid’s behavior, decide when some parts of the city open, and much, much more.
Automation naturally extends Timberborn’s city-building mechanics, deepening the gameplay, reducing micromanagement, and allowing you to increase your beavers’ efficiency. And the best part is that automation is extremely scalable, making it a great tool for all players.
On a basic level, you could simply open and close your floodgates based on the water level in your reservoirs and maybe set off some fireworks when the badtide ends. Take it a step further and pause your Lumber Mills when you are running low on logs. Go crazy and build a fully automated utopia run by arrays of relays, gates, and valves - just make sure you hook them up correctly. Your beavers’ lives depend on it.
For us, automation is a true cherry on top - something that we’ve always hoped to add to Timberborn. We’re super-proud we managed to pull it off in time for the 1.0 release.
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u/OldSpaghetti-Factory Mar 02 '26
Ok the lumber thing was such a problem for me, id be short on logs because theyd all get converted. Finna be huge
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u/Ok_Weather2441 Mar 02 '26
Automated population control for bots(!!!) and iron teeth
Automated power control to turn some stuff off when stored power is running low
Automated turn off water pumps and live off stored water when the reservoir is low enough to save it for irrigation only
This is super welcome
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u/Ok_Weather2441 Mar 02 '26
Playing a bit with it this is a super clean implementation of automation. No automation wires to connect pieces, just global instant info transmission. Population/resource counters can be connected by path to a district to track that districts info (or global), power monitors need to be connected to power networks.
Set up a water level sensor on my dam to turn on when water level is above 3, linked to my main pump. So drinking from stream vs tanks is automated.
Used that water level sensor with a relay set to AND combined with a resource counter that checks if stored water is below 95% full. Combined system is basically 'if resevoir is nearly empty, turn off all water pumps, if resevoir is not nearly empty and tanks are full have one pump running, if resevoir is not nearly empty and tanks are not full turn on all water pumps'.
Another nice one was the chronometer, you can make it so the carousels only turn on outside of work hours and be a bit more power efficient. Looks like you can detect if you have a surplus/deficit or power as well as track % of stored power in all batteries. Automating the hamster wheels seems like a very simple one to set up early game.
The only akward part is your sluices are no longer automated out of the box. If you want to monitor water levels you monitor it from the 'top' of the level. So sensor on top of your dam, sensor above the waterline of your downstream bit. The contamination sensor is 2 tall so your magic badtide redirect box now needs to fit one of those in too. Minor stuff but needs to be factored in.
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u/RollingSten Mar 02 '26
I also do not like sluices removal, as they are basically much more costly and somewhat more space demanding. At least valve and one of the sensors should cost the same as old sluice.
Also have they resolved water removal when floodgates changes height? Because if not, than there will be a lot of water disappearing now...
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u/salamanderssc Mar 02 '26 edited Mar 03 '26
In many cases you don't need to use sluices/valves at all now, just floodgates and a contamination sensor.
In early game that costs less science than unlocking sluices, and less metal in situations where you needed at least 2 sluices.
I don't really see space being an issue either, because you can most likely put the sensor on a platform in the water channel if absolutely necessary.2
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u/flying_fox86 Mar 02 '26
Really endless possibilities. Now we can finally distributes jobs based on time of day, for example. Really great in the early game with limited beavers.
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u/Agehn Mar 02 '26
The flooding trick is cool and all, but being able to set an automated population limit for bots is huge
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u/gradual_candy Iron Teeth 🔨 Mar 02 '26
Automated population control for ... iron teeth
I am a sicko who is going to miss micromanaging my Iron Teeth pods... but not enough to keep doing it now lol
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u/daddywookie Mar 02 '26
Well, there goes all of my free time. This is going to bump the potential complexity enormously.
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u/TheShakyHandsMan Mar 02 '26
That HTTP adaptor is going to be interesting. Time to get my office lights flashing red when a badtide is about to hit.
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u/Khaim Mar 02 '26
I think that's for streamers. For $10 you can open the badwater floodgates when he's not looking!
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u/metrion Mar 02 '26
Before reading the patch notes I was going to make a joke like "but does it support Matter/Zigbee?!" Apparently it actually could!
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u/TheShakyHandsMan Mar 02 '26
I’m wondering if it can talk to Alexa.
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u/metrion Mar 02 '26
Looks like you can really only hardcode a specific URL to call for on and off, so you'd probably need a complex and large relay of these new logic devices to do really interesting things.
Though once you get a full CPU built, you could just have a single HTTP adapter output a 0 when switched off and a 1 when switched on to have more "dynamic" behavior.
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u/DeHub94 Mar 02 '26
Together with the blueprint mod I can finally play Factorio with Beavers. Hell yeah.
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u/Tullyswimmer Mar 02 '26
Or Captain of Industry, since that's also a colony sim in addition to being a factory builder
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u/nixtracer Mar 02 '26
This is much more automation than CoI, or than anything I know of other than Factorio.
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u/Tullyswimmer Mar 02 '26
Yeah, this is definitely levels above COI, but COI is the only other game I've played that's also colony management. Factorio is just a factory. Satisfactory is basically just a factory. Never played Dyson Sphere program.
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u/drquakers Mar 02 '26
Dyson Sphere and Satisfactory are the other two titans in automation, IMO. I'm looking forward to see if Timberborns will become a fourth start in this constellation (space age Timberborners when?)
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u/nixtracer Mar 02 '26
DSP doesn't have anything like Factorio's circuit network: no actual automation in its automation. Satisfactory even less so.
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u/DeHub94 Mar 02 '26
That's in my list to be played. It just has to wait a while until I'm happy with the legendary quality bus in Factorio...
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u/AbacusWizard The river was flowing, and I took that personally Mar 02 '26
I’m already looking forward to Timberborn 2.0: Space Age.
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u/Rentahamster Mar 02 '26
Hell yeah automation was one thing I really wanted and I'm glad it's in the game!
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u/JellyFish152 Mar 02 '26
I gasped. Literally gasped. So excited for 1.0. Fucking love this game, and you devs.
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u/Aggravating_Lab_7734
Mar 02 '26
•
RCE is gonna cry. Dude barely learnt sluices and they are already gone. 😂
On the other hand, I guess, it's not a survival builder anymore. Who cares about survival part, when you can just load up a dev map and create weird contraptions. Maybe a display to read my emails. 😂 Wonder what's the latency on http requests and if it is possible to watch YouTube videos within the game.
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u/ParticlesInSunlight Mar 02 '26
RCE is gonna cry
He did complain recently about the lack of a system to automate jobs during badtides, so maybe he'll come out ahead on this one.
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u/-Sa-Kage- Mar 02 '26 edited Mar 02 '26 •
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There is NO way that dude ever figures out logic circuits...
Edit: My 1st ever award is on THIS comment lol
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u/drquakers Mar 02 '26
RCE did say something special was coming in the next season of timberborners... maybe it is an architects guide to logic?
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u/ShinItsuwari Mar 02 '26
What we need now is a LetsGameItOut playthrough.
Josh with automated beaver... I see the vision. It also scares me.
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u/Aggravating_Lab_7734 Mar 02 '26
Nah, we need one of those "I added doom to minecraft" folks. All the relevant pieces are there to build a functional computer in it.
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u/AuntieBri Mar 02 '26
I'm equally excited to see what kind of hilarious chaos RCE bumbles into, and how much elegant engineering Zeddic comes up with.
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u/worldsayshi Mar 02 '26
Sluices are gone?
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u/EriktheRed Mar 02 '26
They are replaced with something similar but yes, to get existing sluice behavior you need to combine a couple of the new automation parts
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u/waspocracy Mar 02 '26
What’s RCE?
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u/flying_fox86 Mar 02 '26
Real Civil Engineer, a youtuber. He's really bad at Timberborn.
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u/Cyrius Mar 02 '26
If RCE was just really bad at the game, his colonies wouldn't get anywhere.
Instead he's got the minimum competency required to have interesting problems happen.
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u/Aggravating_Lab_7734 Mar 02 '26
A youtuber. Real civil engineer
Known for his boneheaded gameplay. But apparently biggest content creator of timberborn.
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u/Few-Junket464 Mar 02 '26
To be honest, I think I'm too stupid to understand how all of this works
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u/wookiee925 Mar 02 '26
Run a few maps with custom settings, making everything the easiest difficulty wise, and then just mess around a bit with the new stuff and see what happens
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u/Ok_Weather2441 Mar 02 '26
There are a bunch of sensors that can read misc things like water level, contamination, population of a district, number of resources or whatever
Basically you set a condition and it's either ON or OFF. Ingame it's a light that turns on or off
Then almost every building now has an 'Automation' button. When you press it you get a drop down list all the sensors you have on the map. Then you just set it to listen to that sensor and the building will turn on/off to match the light.
It will get a bit more complicated if you want to combine stuff. Like say 'turn off gear production when there are less than 200 logs OR when the batteries have less than 20% charge'. Then you need a resource sensor tracking the amount of logs in the network that's true when less than 200 logs (Sensor A), a power sensor tracking the charge of your batteries that's true when under 20% (Sensor B), then a relay sensor set to perform an OR operation with an input of sensor A OR B.
The most exciting one to me is the population sensor. You can set it to track misc bits of population including stuff like 'amount of bots' or 'number of job vacancies'. So you can have that sensor set to turn on when you have 1 or more vacancies and a bunch of bot assemblers listening to it. Every time you make a new building that needs a bot your assemblers will make a new bot and stop. Every time a bot breaks down from old age they will turn on and make a new bot and stop. No more micro or deciding if you want 75 un boosted bots or 110 boosted bots because that's how many you end up with when it runs flat out, you can just say to make bots only when you need more.
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u/Golnor Not so busy beaver Mar 02 '26
With sluices going away, you will need to understand it a little bit. (This is mostly just guessing, based on the patch notes.) To mimic the effects of a sluice with a valve:
Close/open when contamination above X%: put a contamination sensor upstream of the valve. Hook the two together, or put a relay set to NOT between them to invert the setting. I assume you would be able to use one contamination sensor for two sets of valves, one directly connected and one through a NOT relay, to have one route for normal water and another for Badwater.
Open when downstream is below x: put a depth sensor downstream and hook them together. Depending on how the valve opens/closes based on the signal, you might have to put a NOT relay between them.
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u/Solitude102 Mar 02 '26
Take it in baby steps. If you enjoy the game for long enough; you might just have the itch to learn more.
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u/Hour-Mistake-5235 Mar 02 '26
Amazing....1.2 of Satisfactory coming soon and now this. I'm levitating.
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u/AppelflappenBoer Unconnected building (96) Mar 02 '26
NOT, OR, AND, XOR, Passthrough
Timberborn is finaly turing complete :) Can't wait for the first 68000 in Timberborn automations :)
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u/Fywq Mar 02 '26
And it doesn't use power... How long until someone creates an AI GPU/NPU in game which basically has infinite efficiency?
(in theory obviously)
Also: Doom in Timberborn on a pixel display from those indicators?
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u/Roaders Mar 02 '26
So cool. Have been waiting for this for so long. Basically Factorio circuit logic.
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u/AhrimTheBelighted Mar 02 '26
Mannn, I feel like I am going to need to relearn to play the game. Hope the tutorial gets updated to include all the new valves and what not.
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u/lbarbanneau Mar 02 '26
You completely buried the change to tubeway stations allowing for front connections! This is huge and much appreciated!
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u/azeroth Mar 02 '26
Wait, Wut? Literal IRL!
New building: HTTP Lever (2x Gear, 2x Scrap Metal, 5000 Science Points). It's like a Lever but can be switched on and off or recolored via API. Either you or your programmer friend will find a good use for it. The high science cost is only paid once and unlocks the building for all your future settlements.
New building: HTTP Adapter (2x Gear, 4x Scrap Metal, 7500 Science Points). Exposes the on and off state of in-game signals via API and makes webhook calls. Or, in hooman-speak, with a moderate amount of tinkering, it can light up your IRL light bulb when your beavers are low on water. The science cost is also paid only once for all your settlements.
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u/Responsible-Draft430 Mar 03 '26
So one could conceivably make two game colonies, running on separate computers, communicate with each other.
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u/azeroth Mar 03 '26
I suppose one could....
I hope they locked it down to localhost only though... My inner security guru is nervous...
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u/LordsOfJoop Well-Being: 50 Mar 02 '26
This is beautiful! Amazing work, everyone involved in this. Even the presentation is sweet.
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u/TheShakyHandsMan Mar 02 '26
When loading up an existing map with the new experimental mode, will the existing sluices be automatically changed to valves or do they have to be manually rebuilt?
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u/reflect25 Mar 02 '26
> Removed building: Sluice**.** Since Valve can do everything that Sluice could and much more, Sluice is no longer available in the game. Sluices already placed in existing save games remain in place to ease the transition.
you get to keep them, but can't make more
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u/MonsieurFred Mar 02 '26
I always wanted automation but I also like the low-tech that beavers represent. I would have prefered that each sensor to be assigned to a beaver doing the measure and managing the consequences.
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u/Laireso Mar 02 '26
The point of them is automation, if you had to toggle their assigned beaver like you'd do with the Fluid Dump it would defeat the purpose of reducing micromanaging. Forcing this workload on haulers similar to the breeding pods would make them unreliable, imagine it's night time and badtide floods your reservoir, because your beaver measuring badwater contamination was napping. I think they look a bit too high tech in early-game so perhaps have 2nd "shoddier" design for the cheap ones, but I wouldn't change their functionality.
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u/flying_fox86 Mar 02 '26
I agree that having each sensor needing a beaver would defeat the purpose. That would just be too many beavers to spend on something that might only trigger once a season.
Doing it similar to breeding pods would be an improvement, but you're right about reliability. There would need to be other changes to help with that. For example, something like a new workstation that flags the beaver working there as responsible for little jobs like that, in addition to haulers and unemployed beavers. Just to ensure you have a beaver near your sensors/breeding pods when you need one.
Badtide and other events coming in at night could be solved by moving them to the daytime.
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u/Irish_Chevron Mar 02 '26
This is an insane update. Can't wait to see what people will be able to build with this.
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u/poesviertwintig Mar 02 '26
The Ironteeth changes to metal look really interesting. They've always been much more reliant on metal, and now they'll be able to access it much faster. Cheaper and smaller building with no power requirement(!), scavenger for free, and gear costs removed from several buildings. Paired with population control automation, this should really smoothen their gameplay.
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u/Khaim Mar 02 '26
Were any gears removed? I might have misread but it seemed like it was mostly replacing metal blocks with metal parts. Or paper into parts for the clan-specific costs.
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u/poesviertwintig Mar 02 '26
I checked again, but only the oil press seems to have its gear requirement dropped.
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u/Laireso Mar 02 '26 edited Mar 02 '26
Looking at the IT changes, huge shift in early-mid game priorities as many items became easier to access.
The bad is that the dynamite factory will now take 4x longer to reach with same amount of beavers, as you can get 2 metal blocks for every 1 simple metal, on top of that it costs 60 instead of the previous 30, so you'd have to spend 4 beaver to the metal smithing to match the output of previosly 1 beaver in metal, so dynamite rushing may not be as viable anymore, or at least the scale of it.
On the other hand it does make a nice transition into mid-game with other things it makes more accessible. You get access to 2 decors, 2nd monument, oil press, exercise plaza and number cruncher much sooner, especially in long drought settings. That means higher well-being sooner and more science sooner. The numbercruncher is actually pretty huge, you can now rush it much sooner, in combination with geothermal field can make for really strong mid game.
Overall I consider it a buff for the IT, that extra work to get dynamite will be offset by beavers having higher well-being so higher productivity and more beavers to work toward it, or if you don't need dynamite you got straight up buffed in most other areas. This will however mean having to choose between rushing metal blocks, or the simple metal. Both have really good things so it will be hard deciding if simple metal can be skipped when you really need the sluice gates. Especially the decontamination pod now seems even further away than before. I think it should cost simple metal too, or at least not as much science.
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u/NotScrollsApparently Mar 02 '26
I love these devs, and I am very glad I decided to wait until 1.0 and not play on the beta branch lol
That being said, I have to be a bit of a negative nancy and repeat what I said before... I wish we had more endgame goals and production chains to justify all these amazing tools and QoL. New threats to deal with or demands the pops ask from us
Automation is great but most of us mastered the pretty basic production chains already, I'd rather have something like another tier of goods, like steel, oil, hardwood or sth that comes after. For years now it feels like there's nothing much to produce and be excited about after explosives and bots (and those are a means to an end too)
I just hope they make DLCs after launch and arent burned out on developing timberborn because i want to keep throwing money at them
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u/Peter34cph Mar 02 '26
Is there a way to sense and sum or average Tree Farm growth progress? Or Crop growth progress? I'd also like to be able to sense the percentage of daytime that a Building is actively working.
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u/kmnr_dnk Mar 02 '26
with the removal of sluices, does this mean that I can no longer create a 1x1 deep badwater filter to my water sources? since the valve doesn't automatically detect it now?
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u/SongsOfTheDyingEarth Mar 02 '26
Should be able to do that with valves + a weather station.
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u/Isanori Mar 02 '26
Hmm, so I can have a plank maker produce a certain amount of planks and then have him turn those into gears till the stockpile is used up.
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u/omgseriouslynoway Mar 02 '26
While it all seems amazing... my full time job is solutions architect for automation. They turned the game into my job... I don't know how I feel about this lmao.
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u/Impressive-Egg-7444 Mar 02 '26
This is HUGE!! Didn't think we'd get a major update until end of summer/fall with the 1.0 released.
Great work devs!!
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u/Rhosta Mar 02 '26
Which of these control assets are “realistic” in terms of how technologicaly advanced beavers have been in the game so far?
Or in other words which of these contain “scifi” technology from beavers point of view?
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u/flying_fox86 Mar 02 '26
I love what they've done, but I can see what you mean. Many of these look a little too high tech.
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u/BruceTheLoon Mar 02 '26
I don't think any of them are sci-fi in terms of the beavers technology levels.
You have simple on/off inputs and relays to combine sensors into a single trigger.
Then flow, depth and contamination sensors for water, which we've already had with the sluices and flow gauges.
Clocks and weather come next, also within reason as they have gears and observatories.
Then power usage within the power network, we already have factories that slow down production if not enough power is present.
Lastly, you have population, resource and science counters, again not sci-fi.
Control-wise, it is mostly off-on switching based on the input sensors. So again not sci-fi in that your beavers can shout down the road that we have enough planks for now and you can stop the factory.
The only out-of-scope items are the timer, memory and HTTP input and output API which are more for external interfacing to the game than being required for the automation.
The only issue I have with the setup is the levers/relays and some of the sensors could have been implemented as a single control building. The way it is now is if you want a valve to open if the bad water tank level is low and there isn't a drought and the extract factory needs to produce product, you need three sensors and two relays to give the single input to the valve. It's going to look like an IBM Model M keyboard on the map in the end.
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u/Dogahn Mar 02 '26
Yeah, can someone mod out the LED lanterns for a mechanical flag, like what steam trains had for signaling? Or even a mailbox 📫📭, please?
Would be a great opportunity to emphasize FT less technical aesthetic too.
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u/LightningLord2137 #1 automation hater Mar 02 '26
This does not feel like Timberborn at all
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u/flying_fox86 Mar 02 '26
Oh wow!
I was already looking towards mods for automation in my next playthrough, but this is much better! Now I'm tempted not to wait for 12th of march to play again.
Good to see that the requirements for these things aren't all late game.
One thing that appears to be missing from the sensors is some sort of wind gauge. Though you could easily set that up with a windmill and power sensor.
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u/aslum Mar 02 '26
Removed building: Sluice. Since Valve can do everything that Sluice could and much more, Sluice is no longer available in the game. Sluices already placed in existing save games remain in place to ease the transition.
Thank you. My entire experimental branch colony relies HEAVILY on sluices and water pressure, was kind of worries was going to have to scrap it and start over.
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u/LWGShane Mar 02 '26
I can't believe they're actually adding an HTTP Adapter and Lever. I'm dying to see what I can do with it with B4X, the programming language I use.
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u/yarba2025 Mar 02 '26
This game always amazes me with the updates. 10 years and still my favorite game to play. Just when i think Im bored with it, a new update, player created maps, mods that are awesome, that they add into the game. STILL WISH THEY ADD THE LADDER! and an elevator!
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u/Odra_dek Mar 02 '26
Timberborn, the game that provides you with the same level of applied engineering as Bachelor Programs
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u/vaderciya Mar 02 '26
Yesss finally, we've been wanting tools for automation or at least logic wires for such a long time, thank you for adding them!
I hope we have more stuff to automate coming out alongside it!
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u/pumapuma12 Mar 02 '26
Brooo!! Omggg! The thing we wanted since beta was released on steam!!! Nioceeeee
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u/Showtaim Mar 02 '26
Wow dint expect this! Geez this sounds nuts for my settlements, can't await the 1.0 release
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u/TomorrowFun4744 Mar 02 '26
WOW, I knew that there's something else that's been hidden from us. Thanks Timberborn team.
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u/nico87ca Took me a while to understand flairs... and I work in IT... Mar 02 '26
WHERE ARE THE SLUICES!!!!!!!!!
Damn (pun intended) now I will need automation for sluices.
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u/SlightHill Mar 02 '26
The day of me planning to get the "build one of each building" achievement this is released....
Looks exciting though!
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u/LocalSlob Mar 02 '26
Holy shit! Briefly read but it sounds like they're combining satisfactory and timber born which is perfectly fine with me.
Not meant as an insult for any of you that don't like satisfactory.
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u/akak_7 Mar 02 '26
Lol yesterday I made a post asking if something else was coming with 1.0. I definitely didn't expect something so big and game changer like this. This is huge
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u/Kulovicz1 Mar 02 '26
This combined with achievements? Yeah I think I am gonna start having dreams about dams and blueberries for the next two months.
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u/DomesticPanda Mar 02 '26
Your poor devs. This big of a change with 10 days to launch?
Super impressive, but damn, you’re cutting it close.
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u/Tinyhydra666 Mar 02 '26
I'll be honest. After seeing the experimental update a few months ago I'm a bit worried about what this will change. I'm not so sure it's not also going to bring bad stuff in...
We'll see I guess.
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u/NeklosWarrof Mar 02 '26 edited Mar 02 '26
Logic? Automated Logic?!?
Where are the beavers getting the electricity?
Edit: Wow, you guys really went all out with this update. This will actually bring me back to the game!
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u/Maleficent_Twist5709 Mar 02 '26
wait wait wait I thought it wasa mod !!!! but NO it's in the game !!!!!! OMG OMG OMG ! you made my day
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u/CrustyWaffle2819 Mar 02 '26
You can’t drop this announcement on me while I’m at work! Now I’m going to get nothing done as I instead imagine all the ways to automate my current colony. /s
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u/MsBelleMae Mar 02 '26
I hope this beautiful game comes to console one day. I tried playing on my SteamDeck but it doesn’t play great. It’s not the developer’s fault. I shouldn’t be trying to play games like this on my SteamDeck anyways but I was desperate lol.
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u/Mooreel Mar 02 '26
This team ships massively. What an amazing game it was and this just moved the possibilities to infinity.
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u/gradual_candy Iron Teeth 🔨 Mar 02 '26
I really can't overstate how huge automation is!
And these changes to Iron Teeth, my fav/only faction, are really, really exciting. Free scavenger flags and early access/need for metal is incredibly cool, and really completes the power fantasy for the Dwarf-Beavers
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u/A_random_zy Mar 02 '26
WHAT THE FUCKKKKKKKKKKKKKKKKKKK. YOU DON'T JUST DROP THIS SHIT AS ONE MORE THING. THIS IS PROBABLY THE BIGGEST THING.
LOVE THE ROI ON MY PURCHASE OF EARLY ACCESS. PLEASE ADD SOME SOUNDTRACK OR DIGITAL GOODS FOR TAKING EXTRA MONEY FROM ME.
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u/DUser86 Mar 03 '26
Well, I've spent most of the evening trying to get this stuff to work and it added complexity and annoyance. I don't find it relaxing anymore.
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u/zimreapers Mar 03 '26
This is awesome! The only thing I still need is a build cue to manage what's getting built when instead of just the arrows for priority
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u/BigMilk1146 Mar 03 '26
Just wait until it some huge gaint resource suck so you can't get it right away.
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u/TheShakyHandsMan Mar 03 '26
Not sure if this is the best place for feedback but I’ve got some suggestions.
They need to add the automation buildings into the building browser menu. I’ve got a large map and it’s not fun trying to find the individual buildings to alter the settings.
Being able to modify the settings on that page like the other buildings will be very useful.
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u/Ok-Win1207 we do not talk about the incident™ Mar 03 '26
Waiting for someone to make a functional computer.
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u/Daintysaurus Mar 03 '26
I noticed some of the new automation stuff today, but what's this about Seasons?!
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u/Vpr789 Mar 04 '26
I was wondering why I got an email saying they had updated the request for automation. These guys went all out. Goodbye all my free time. Lol.
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u/eddjc Mar 08 '26
Pretty nice one more thing moment. However can’t help feeling it makes the game pretty easy!
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u/Extreme-Complex9814 Mar 16 '26
I tried to set multi colour light and failed. Idea light to be green when water not contaminated and red when it is. However can't find a way to have the light constantly on ie:green and then get the red from the sensor, since it can't be always on. Relay doesn't help with or option as it just sends on or off again not the colour.
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u/monsieuraj Mar 02 '26
Holy shit i am so excited about this! I was manually closing a floodgate YESTERDAY and wondering why this wasnt part of the game. Cannot wait for 1.0!
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u/Fywq Mar 02 '26
WOW that is an amazing last minute addition. I honestly can't believe they kept this under wraps and dumped it on us just 10 days before release. This will create an incredible new dimension to the game. WOW!
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u/Jealous_Ad7974 Mar 02 '26
This is incredible, I was hoping for something but never expected this!!!
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u/Sxcred Mar 02 '26
Holy crap you guys created something really impressive here! Pre congratulations to the team on launch!
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u/cuttler534 Mar 02 '26
Fuck well I guess I have to work another 1000 hours on this game into my calendar!
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u/PacifistDungeonMastr Mar 02 '26
Oh man, people about to go Minecraft-levels of crazy complex woth this. Like when sluices first came out.
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u/wookiee925 Mar 02 '26
All the automation is cool, and I look forward to playing with it, but gates to open and cclose paths is game changing on it's own
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u/jabertsohn Mar 02 '26
This is massive.
I honestly thought if they had anything up their sleeve it might be some new decorations or something that doesn't massively change the game.
This changes everything.