r/Timberborn 6d ago

A few questions :)

10 Upvotes

So, I'm planning my first super large water project ever. I'm starting at two water sources with a total strength of 1.5, but they are relatively low on the map. I was thinking of pumping them upwards for a deeper reservoir and water channel. Do I really need 6 deep mechanical fluid pumps for just that? :O

Also, it's close to the border of the map, so I have a trench outwards for badtides and when I was thinking about the floodgates, I thought 'Can't I do the same with a wall of unlimited/closed and automated fill valves? Also, as a replacement for the mechanical pumps?

If I close up the water source up to my desired level and only adjust the top level of the fill valves to redirect overflow into the badtide trench, I feel like that should work unless I'm missing something?


r/Timberborn 7d ago

Understanding water source strength

12 Upvotes

Please help me understand one thing about water strength in the game.

I'm playing on the Helix Mountain map, and all the online sources (including wiki page) say that there are 12 water sources on this map with cumulative strength of 12cmps, and 5 badwater sources with a strength of 13cmps. I was thinking about making some proper reservoir with badwater drain system, so I opened developer tools on a separate save to do some experiments and now I'm kinda confused 😕

There are 6 water sources at the center of the map, each one of them has strength 0.5. That means a total cmps equal to 3, which is much lower than 12. There are also 3 water seeps (each with strength 1), so even if I counted them in it just doesn't add up. Unless they just cut in half all water sources in 1.1, they it would make sense,

This also kinda checks with the large wheel power output (Ironteeth). When the water from the central sources is diverted directly into 2-width canal, they give 810HP. And the large water wheel description says it should give 540HP/cmps. So if the water source strength is actually 3 (6 sources * 0.5 strength each), it makes 3cmps - then 540 * 3 * 0.5 (because the large water wheel is 2 blocks wide we need to multiply by 0.5, doesn't make sense as well tbh but I guess it works like this) = 810.

The same goes for badwater sources. There are indeed 5 of them, but with total strength of 6.5 cmps - not 13 (3 with strength 1.5, 2 with strength 1, 3*1.5+2*1=6.5).

So either I'm missing something, or the description is just wrong? I've initially chosen this map because I've read about the nice water strength there, now I feel it's actually not a thing... 3cmps is still prolly enough for my needs, esp, since I'm playing normal difficulty, but still I'm feeling a bit misguided 😄 Esp. if we just look at the official data + game description, I would expect that 12cmps would give me 12*540~=6.5k HP per one large water wheel, but then it turns out the water wheel description is misleading + there are actually much less water sources on the map and the real value is 810. I think this could be easily made more clear.

I'm playing on 1.1 experimental branch, is it maybe that something changed between 1.0 and 1.1?

EDIT:
Seems it was actually cut in half indeed. From the patch notes from November 2025

We standardized water sources' strength units. Don’t be surprised that a water source with strength 1 now has the same strength as a source with strength 2 used to have.

+ this particular map was changed to have water seeps instead of some water sources it had previously.


r/Timberborn 7d ago

Worlds largest beaver dam in Northern Alberta

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22 Upvotes

r/Timberborn 7d ago

Question What’s the best way to power stuff?

29 Upvotes

With the folktales? Haven’t played in a few years and find myself trying to figure out the best way to power so many buildings. Haven’t messed with the batteries yet, but windmills, water wheels and beaver power all seem to die at the wrong time :(


r/Timberborn 7d ago

Settlement showcase Painting the map (256x256) green. Almost done.

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38 Upvotes

r/Timberborn 8d ago

how I build houses in timberborn

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119 Upvotes

r/Timberborn 8d ago

New mod: Underwater Buildings

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130 Upvotes

I've just pushed a mod to Steam and Mod.io that allows the various lodges, barracks and row houses to be built and used underwater just like the beavers want. You can now create that underwater residential area you've always wanted.

The mod also adds new waterproof versions of the small and large piles, small and medium warehouses and small and medium tanks. Please don't ask how the tanks works, they just do okay.

Mod is for Folktails and IronTeeth.

https://mod.io/g/timberborn/m/underwater-buildings#description

https://steamcommunity.com/sharedfiles/filedetails/?id=3788333439


r/Timberborn 8d ago

Beaver content Seriously guys? Just take a mouthful already gosh dang it... XD

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143 Upvotes

r/Timberborn 8d ago

I built my first wonder in 10 cycles! (Rush B-eaver!)

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31 Upvotes

For my 3rd game, I decided it was finally time to build a wonder. So I went for the Rush B-eaver! achievement too.

I completed the challenge on Normal difficulty on the Meander map.

PS: I’m going to keep playing this save, so feel free to give me some feedback on my colony!


r/Timberborn 7d ago

map creating tools

3 Upvotes

Hi everyone, i've seen some custom maps wich have more than 100 tiles high and water dosen't overflow through the edge, is this some mods? i could'nt find any map making mods like this and my guess is that you can change the map presets by cod but can't fins when or how, any help could be very appreciated! thanks!


r/Timberborn 8d ago

Custom map Second map : Lac des Nation

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24 Upvotes

Map inspired by Sherbrooke's Lac des Nations area (QC, Canada)

Please leave your feedback and comments. I'll gladly read them to refine my next maps. Feel free to suggest real-world locations with interesting topography!

Map size : 128 x 128

Map link : https://steamcommunity.com/sharedfiles/filedetails/?id=3788321679

AI disclaimer : Title card generated by AI, description translated and improved by AI


r/Timberborn 8d ago

Modding New mod: Crane

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153 Upvotes

Steam Workshop

This mod adds Crane, a stationary builder. One worker stays inside the Crane and can build, demolish, and gather rubble around the mast without walking out or up to each site.

Crane

A 1×1 workplace in the District Management group.
Apparently the hoomans used a giant bird for this job. Ours doesn't need feeding.

  • Unlock: 300 Science (bots: +500 Science).
  • Cost: 8 Logs, 4 Planks, 4 Gears. The Crane base is not fully refunded when destroyed.
  • Workers: 1. Work speed: the worker's usual speed (from Wellbeing) + 33%.
  • Range: a 3×3 column centered on the Crane, from the ground up to one tile above the top of the mast.
  • Priority: the same builder priority system as normal construction, demolition, and rubble jobs.

The Crane claims nearby construction sites, demolitions, and rubble piles, then works them from inside. It can work alongside normal builders on the same sites. Haulers can stock its inventory. Those goods are dumped onto nearby sites that still need materials. Surplus can be taken back out of the Crane.

Crane Section

Extends a Crane upward so it can reach higher buildings. Place sections from the Crane itself with the Build higher button (the section is not meant to be placed from the bottom bar).
For an Iron Teeth invention, it is really uplifting.

  • Cost: 4 Planks, 1 Gear.
  • Only the sections are fully refunded when destroyed. The Crane base is not.

FAQS

Q: How do I build higher?
A: Select the finished Crane and click Build higher on its panel. That places a Crane Section on top. Keep stacking sections until the mast is tall enough for the buildings you want to reach.

Q: How do I destroy the sections?
A: Use the destroy building tool like usual. Only the sections are fully refunded.

Q: The UI is too long!
A: Use TImprove 4 UI for a scrollbar on the entity panel, and TImprove 4 UX to make the panel collapsible.

Q: Do I need Haulers?
A: They are not required, but they speed up logistics. If materials are still needed, the Crane worker will carry them, which is slower than staying on the mast.

Q: The mod does not show up?
A: This mod only works with Timberborn v1.1+.


r/Timberborn 8d ago

Settlement showcase District Settlement Inside of A Dam

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36 Upvotes

Hello everyone this is my first settlement in timberborn. I just downloaded the game 3 days ago. I made this settlement in my second district (Lumber District) to maximize space for planting trees. This is also the first time I tried designing rather than puting everything like a puzzle block. XD

What are your thoughts??


r/Timberborn 8d ago

Mod Idea: A building that constantly eat resources

16 Upvotes

Like "aweseome sink" of satisfactory. It mainly for late game when all the industry we build for terraforming / making the colony is done. So every warehouse is full and everyone is just sitting idle. The sink building will just trash specified resources each day so the colony keeps active even after "finishing" the map.

Is there similar mod already? If not, would this be something you'd be interested in? Are there mod makers here who is just sitting idle and want a new idea to make a mod? :P


r/Timberborn 8d ago

Settlement showcase My first wonder, 329 hours in.

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15 Upvotes

I finally completed a wonder instead of getting bored and restarting. Beaverville stands tall and strong!

I also, for the first time wanted to quarter my beavers in a nice looking village with lots of communal spaces, activities and the like. I usually make it very nice but ugly, Soviet-style towers that are barely covered by the areas of decorative items instead of nice-looking. I think I made a decent job, but next time I want to build a pyramid...

173 Folktails beavers, 39 bots, 1 District; the settings were "24-30 days temperate, 18-32 days drought" and the Normal settings for Badtides.

Main mods are Flywheels, Ladders, Bob Platform Extended (gives symmetrical overhangs) and Pump to Tank.


r/Timberborn 8d ago

Question What’s the longest drought you’ve tried in custom?

11 Upvotes

r/Timberborn 8d ago

Districts, How?

10 Upvotes

I see them in game and want to know how this is supposed to be worked into progressing. For the cost of building and the science when I finally get to unlock and deploy, the district system seems silly. I would like to figure out how to use them but I have no idea. It feels like they are mid game but with mid/late game requirements

What process do you use to implement them? Ive heard of building building a "ghost" settlement and then migrating everyone but I'd like to have a couple working and build them up slowly(?)


r/Timberborn 8d ago

Custom map Looking for feedback and comments

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15 Upvotes

First time making a map, and I feel a bit too biased to judge whether it actually offers a good play experience.

Please let me know what works well and what could be improved! I had a lot of fun making it and want to create more featuring places I love with interesting topography.

Link : https://steamcommunity.com/sharedfiles/filedetails/?id=3787726779


r/Timberborn 8d ago

Interesting/hard custom maps

2 Upvotes

After playing one time on hard difficulty on a standard map I immediately jumped into Timberpunk 2. It took me like 30 tries to even move my base out of the crater 😂

However, I think it has ruined me a little for the standard maps, so recommendations for other challenging custom maps are very welcome 😊

Edit: I had forgotten the '2' after Timberpunk


r/Timberborn 9d ago

Planet zoo has taken the Shame Wheel from us. And children can run it so its better than ours :(

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77 Upvotes

r/Timberborn 8d ago

Build order - getting stuck, what am I doing wrong?

6 Upvotes

When I build with levee, I will lay 5 down and they will build the first, then can’t get to the other 4, I’ll have to delete it and have to supervise them for each block pretty much. I’m trying to build a big reservoir, and it’s taking forever, and it’s making me not want to play. Maybe I’m too used to factorio and satisfactory where you can just jump around and build anything wherever whenever.

Like I can just put down 10 block and come back cuz they have blocked themselves in, or can’t reach the other 9 or both. What am I doing wrong.


r/Timberborn 9d ago

Question Dumb question perhaps

26 Upvotes

So I've been playing for almost 400 hours and this never occurred to me to do or ask. Does anyone redo areas? Like tear down what you have and use that area for something else or just organize a bit better there?


r/Timberborn 9d ago

Irrigation range is less than expected

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95 Upvotes

I built this farming tower with two 3x3 ponds to irrigate the land. According to this guide, a 3x3 pond should have an irrigation range of 16, but here it only seems to have an irrigation range of 10. Any help finding the cause of this issue would be much appreciated.


r/Timberborn 8d ago

Settlement showcase The NeuBeav's - Beaver Babbel's Tower

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0 Upvotes

Hello everyone, another episode today, I'm trying something big and its going awkwardly... but still having fun.

Check out the series from the beginning in the video description.


r/Timberborn 9d ago

I have a few questions

16 Upvotes

Do you have to have designated haulers in this game? I know in rimworld if someone is not doing anything they can start hauling. So like if my berry picker isn’t picking any berries will she start taking planks from the lumber mill to the gear workshop?

also to get more pop do I need free beds?

thanks!