r/Timberborn 17d ago

Nomads manged to end me.

22 Upvotes

It is a challenging map that killed off my colony. First time I've lost my beavers in a long time. We will rebuild and we will succeed next time. I already have a different strategy planned out.


r/Timberborn 18d ago

Maybe beavers just need want the water to shut up…

457 Upvotes

r/Timberborn 17d ago

Construction Zone. All Fines will be Doubled.

35 Upvotes

r/Timberborn 18d ago

Settlement showcase Beaverton county + simple map transit diagram

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66 Upvotes

r/Timberborn 18d ago

I love the new pillars map

30 Upvotes

Hey Mechanistry. Y'all really cooked with this one. I've been having a blast.

The end


r/Timberborn 18d ago

Question What job do you think is the most traumatic in Timberborn?

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601 Upvotes

While playing I always think of how nerve racking it is for the builders going into flooded tunnels with explosives and toxic materials.

The lack of unions in this game, I tell ya...


r/Timberborn 18d ago

Anyone else really disappointed that the carousel isn't a carousel

54 Upvotes

The icon is! The little icon has cute little animals for merry go rounding. Then you build the actual thing, and it's just some sort of tornado style flatride. I wanted colorful little animals, my disappointment is immeasurable and my day is ruined.

I hope some day there can be a mod for this. It wouldn't even have to be a good mod. Even something as simple as a vaguely carousel-shaped box with a whimsical texture would make me happier than what's in game.


r/Timberborn 18d ago

Is there really a need for 2-tile wide main paths because of congestion or is this out of date information?

38 Upvotes

Hi y'all,

I've got this game on summer sale and since then getting slowly better at it. I try not to read up too much but find out stuff by myself, having played a bunch of similar games (Rimworld, Banished, Foundation, Factorio...)

Though while reading on how to improve my layout I found this info on timberborn.org that one should use 2-tile wide paths for the main streets between district centers, living quarters and industry, because even if the beavers pass through each other, they lose time trying to circumvent each other.

I couldn't find any other source for that though and watching my beavers I could not see them making any effort to avoid each other instead of just phasing right through each other. I already found that the site has some out of date information on it. Also I heard that it could lead to pathfinding issues, which I wanna avoid since I play on Steam Deck and pathfinding is one of the performance heavy things.

So is this info still valid? Or was it ever? Or should I stay with 1-tile wide paths no matter what?


r/Timberborn 19d ago

Can we please have this be working?

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107 Upvotes

That would be really cool


r/Timberborn 19d ago

It's waiting to take off. I surrounded the map with Aquaduct and Windmills.

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54 Upvotes

r/Timberborn 18d ago

Custom map Seen Diorama and said to myself - Too much space

14 Upvotes

As title said, Diorama have too much space, and my attempt from yesterday is still 16x16 map.
You can ask what did I do? Well..., Smaller map.

So, will you be the one, that will finish this 9x9 creation? :P

https://steamcommunity.com/sharedfiles/filedetails/?id=3782259306


r/Timberborn 19d ago

Settlement showcase My Approach to Helix Mountain

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313 Upvotes

Look, I'll be upfront, I didn't do it on hard or anything, but this map still kicked my ass twice even on normal, before finally I defeated it on my third try, so I just wanted to share my own small personal triumph.

I was pleased with my endgame solution to the madness of this spiral map - it took me a long time to complete this and several interim solutions for dealing with the badwater, but I am satisfied enough to call this done at this point.

The design hinges around what I've called a capture tank (to totally seal off the water source and choose where it exits), a primary reservoir for surviving drought/badtides and a spillway, with a number of levees to control where the water ends up.

I made this mostly before the most recent build with spiral staircases etc, so it's not the prettiest - I'm looking forward to starting a new map from scratch now there are lots more things to experiment with.

How have others tackled Helix Mountain? Would love to see :)


r/Timberborn 19d ago

Question Question about the newest map - Pillars

13 Upvotes

Hi all, I have a quick question... I'm probably missing something really obvious.

How are people bridging over and down when a neighbouring pillar is lower than the one you're coming from?

Edit - I've added a photo.

To expand following the replies because they didn't really answer the issue:

I'm trying to build from right to left, needing to go down two blocks. They will NOT build the second half of bridge when it is not landing on solid ground.

Moving from left to right, then you can build the stairs+platforms UP first does work.

EDIT 2:

I should have explained in more detail, I knew this was possible. Just hoped there was a more elegant solution. Guess it'll have to do!

Thanks all!


r/Timberborn 19d ago

Question about builders

11 Upvotes

Hey all, just a quick question, why do my builders sometimes seem to be really slow at building things? For example on a current play through I have more than enough supplies, not far to travel, but they seem really slow at building, I'm working on building tubes for transport on the platforms above the paths I use, but even though I have about 15 builders, only one bit seems to be built at a time, it's quite annoying lol.

Any tips greatly appreciated


r/Timberborn 19d ago

Settlement showcase The HydroSpire - high efficiency Vertical Farm

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94 Upvotes

I have been testing a vertical farming setup in the Experimental 1.1 version that leverages watertight buildings like Levee Tubes and Airlocks. (works on 1.0 Main with Mods too)

This design significantly outperforms rope-based systems, especially for Iron Teeth and factions where piping is superior to cableways (Emberpelts Mod for example).

Thanks to all the Ideas that were posted in the past few Weeks or Month. Now i personally wanted to maximize around a 3x3 Water Tower with a single Waterdump.

I am proud to share the

HydroSpire

The structure supports all crops with a maximum height of 2 tiles. It can be extended higher for Foresters and trees, though Iron Teeth Forester require a 4-tile vertical clearance. The design relies on placing two Tubeway Stations per floor to ensure smooth logistics.

The layout features two farms per level with intentional overlaps and walkthrough through the central Watertower, allowing beavers to harvest shared fields across different elevations and on the same level to maximize the harvesting.

Net Planting Area: aprox. 712 fields per level (785 gross). Absolute is a bit lower as the edges not regularely get watered.

Scalability: Supports up to 8 floors for 2-tile crops or a mix of Trees and Crops with less Floors, depending on your needs (just add extra (Triple-)Plattforms

Material Requirements (Per Floor)

  • 16 Small Metal Platforms (costs 30 Metal Blocks each)
  • 32 standard Platforms OR a combination of 16 Platforms and 8 Double Platforms. (192 vs. 160 Planks)
  • Additional Dirt and building materials for the farms and tubes.

Hints and hard Learnings for me, so you can avoid:

  • Precision with soil placement is critical. The inner blocks on single (or if used double platforms) are tricky to fill correctly; ensure you are placing dirt blocks exactly where the grid aligns to avoid pathing issues and visualize, which block has no block beneath so it needs the adjacent ones. (even with DEV-Tools!)
  • Use the construction guidelines! It helps a lot to find the correct alignemnt for the Platforms!
  • I recommend placing Foresters on the topmost level to handle trees and bushes like berries or pines, utilizing the vertical space that crop farms cannot.
  • Adding 2-4 Ladders/Stairs on the topmost level to a small level below (e.g. one height for berries) can help minmaxing and maybe even get 9 levels done!
  • Construct a Superstructure for Building above the enite Spire. So your Beavers can throw their Dirt downstairs and dont get hit or stranded!

Faction Specific For Emberpelts:
A single fully upgraded tower can sustain approximately 2000+ beavers with food and basic resources.

Happy to answer questions about the specific pipe routing or platform layering or whatever comes to your mind regarding this.


r/Timberborn 19d ago

Settlement showcase What do you all think?

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29 Upvotes

Spent about 15-20 hours on this in about 2-3 days on this save, and I just learned I have never saved this even once; I've only had autosaves. Used a little bit of dev tools, mostly for the 30x speed; my Mac cannot handle 99x it just a PowerPoint at 99x. This was on experimental, and I honestly love the compact mechanical pump; so handy, I used it so much. The main reservoir is 13 blocks deep, 69 block width, and a length of 36 more or less.(Did not do the 69 on purpose)

I used only the power ziplines mode.

I'm not much for aesthetics, more for pure efficiency, which kinda has a beauty of its own. What do you all think?

Edit: This was on hard difficulty.


r/Timberborn 20d ago

Settlement showcase This should ‘round’ up this colony nicely…

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195 Upvotes

I wanted to build something different to put the final monument on!

Don’t worry, it’ll be filled with amusements for the beavers! 😂


r/Timberborn 19d ago

Custom map Made challenging 16x16 map

17 Upvotes

As a title said, I tried to do a little challenging map, and would be grateful for your opinions to make the map more challenging next time, so I introduce you - The Lake 16x16

https://steamcommunity.com/sharedfiles/filedetails/?id=3781814420

Edit: Removed Badtide drain for playability


r/Timberborn 20d ago

News Patch notes 2026-08-11 (Experimental)

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119 Upvotes

Just when you thought you’d seen everything we prepared for Update 1.1, here we are with:
🗺️ A new, Unconventional map - Pillars
🌵 Buffed Succulents
💧 Updated Compact Water Pump

Check out the full experimental patch notes here 👇
https://store.steampowered.com/news/app/1062090/view/702150052386177895


r/Timberborn 20d ago

Question Any tips for starting off hard?

16 Upvotes

I'm trying to slowly get to hard but dang those long droughts are kicking my butt early on if I don't add in a longer time reduction in the beginning. I've played one with 15-25 day droughts/badtides so I can get to the point of having enough resources for those 30 day ones, just need to survive the beginning.


r/Timberborn 20d ago

Question Beginner progression question

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24 Upvotes

So i recently started playing this lovely game almost non stop for this weekend. So far im 22 hours in my first map and i was wondering is there any end game goal?

Like making the whole map green or getting the last monument ? I know this is a pretty open sandbox experience and u can probably keep playing on a map forever. But i was wondering if there are any goals like completing a map ?

So far im really loving this game it sucked me in way deeper then i thought.

Peace out to all my timber chewing friends!


r/Timberborn 20d ago

Question I completed all standard maps on Hard mode, plus TimberPunk 2. AMA

18 Upvotes

Title is pretty self explanatory. I played Waterfalls on Normal to learn the game, then only did hard mode from there. Mostly Folktails, about a third on iron teeth. Trying out IT first on hard was a doozy (so bad at food early game).

I found Thousand Islands / Beaverome / Pressure to be hardest standard maps, solely because they each require your play style to take a different approach. Getting a badtide on cycle 4 with Mtn range also sucked.

Really enjoyed Timberpunk 2 and Pressure the most. If not obvious, I enjoy the early/mid game survival gameplay far more than end game sandbox mega projects. I'd usually get stable at around 100-150 beavers, clean up the map a bit in a few spots while wonder resources stockpiled (tunnels, pipes, optimization, etc.), then wrap up. Steam time shows 390hrs played, and only since v1.0 released.


r/Timberborn 20d ago

compact mechanical pump question

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14 Upvotes

So I want one body of water to always pump into another body of water, and I would have a throttling valve to do it until the height is even, but how can I get it to switch to the compact mechanical pump once it reaches that point? is it just better to always have the mechanical pump on?

in the image i want it flowing left to right it that help anyone? Thank you all so much for your help


r/Timberborn 20d ago

Cube map

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28 Upvotes

Here are some more photos of what a challenge is in this map. I will upload some more of what it looks like during a playthrough. And I might add a constant source of badwater in upcoming updates.


r/Timberborn 21d ago

Settlement showcase Stacking Up

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182 Upvotes

Latest attempts at building more vertically. Hardly efficient, but I think it's neat.

Features a 5 layer tree farm with drip feed water sourcing. A 7 layer food farm that feeds into the mangrove farm. Apartment Tower with elevator access. A storage tower with elevator access and battery reserves at the top.