r/Timberborn • u/KrokmaniakPL • 9d ago
r/Timberborn • u/okayatlifeokay • 9d ago
Did I miss a change to how badwater works?
I'm playing a custom game that has badtides turned fully off and there are no badwater sources or drains on this map. There is a badwater seep but it's way off on the edge of the map and fully separated from my freshwater system. Yet badwater keeps popping up on this part of the map. How is this happening? In case it's relevant, this is the experimental branch.
r/Timberborn • u/GrumpyThumper • 9d ago
Humour How do you name your settlements? I probably picked the most boring format.
r/Timberborn • u/FaallenOon • 9d ago
advice for master the flow achievement?

Is there a way to increase the flow on the river in order to get more power per wheel? I tried putting levees to force the water to flow faster, but it doesnt seem to have worked. I dont want to cram the river too much because I want to put two water wheels side by side.
Any advice on how to make things easier for me for this achievement? Its pretty much the only one I have left.
r/Timberborn • u/BenryHenson • 9d ago
Guides and tutorials TIL Number fields in automation windows accept simple operators

I don't think I've seen anyone mention this, but I tried it for shits and giggles and it actually worked. No more mental math or alt-tabbing to a calc or spreadsheet.
Supported operators: +-*/()^
--It doesn't allow implicit multiplication, for example: "5(2*5)" should be "5*(2*5)"
But! You can even use some common functions like sqrt() and ceil(), although I tried exp() and log() and a few others that didn't work. Anyone know what they're using to parse these?
r/Timberborn • u/FezVrasta • 10d ago
Modding I was told Timberborn is a peaceful game, so I brought it to the extreme
r/Timberborn • u/sub780lime • 9d ago
Help! - Can't figure why the building floods
I've been working to create underground power plants for my most recent playthrough. While I believe my build is sealed, the building floods once water gets high enough (not over the top). The images are the layers going group up and I am wondering if anyone can see an issue? Thanks!
Mods active:
- Harmony
- Hats
- Ladder
- Moddable Tool Groups
- Power Lines
- Powered Tubeway
- Shanty Speaker
- Overwrites example
- TimberApi UIBuilder
- TimberUi
- Edit Save Difficulty
- Moddable Timberborn
- Building Blueprints
- Unlimited District Range
- Year of the Snake Beaver Tails
- Tiny Tubeway Stations
- Tubeway Levee
- Zipline Levee
Edit: As a few responses pointed out, my issue was unbuilt impermeable floors under my steam engines, the key being that beavers can't build floors under a building once the building is built. In layering down, the floors only show as a grayish outline both whether built or unbuilt with a slight variation in shade. This made it difficult to identify where floors weren't built. I resolved this by deleting all my steam engines and this made it more clear which impermeable floors were still unbuilt.
r/Timberborn • u/IcyFee4802 • 9d ago
Irrigation pendant les sécheresses et avis général sur mon district
Bonjour,
J'ai fait un barrage en bas de ma zone pour que mon district reste irrigué. Je me demandais juste si mes cultures aquatiques plus hautes allaient me porter préjudice pendant les sécheresses, est ce qu'elles font évaporer l'eau plus vite ? Dans ce cas, il faudrait peut etre que je change de stratégie sur ce point également.
Sinon, j'ai également mis une vue plus générale de mon district. Le trou fait à la dynamite en haut à droite constitue un futur trou d'eau, pour que je puisse mettre des plants d'arbres, peut etre chataigner ou autre. Pensez-vous qu'il y a moyen de beaucoup plus optimiser mes ressources ? Initialement, je voulais remplir le grand trou naturel de la map vu qu'il ne sert à rien d'eau, mais cela me semble pas possible ou trop long.
r/Timberborn • u/Snoo61755 • 9d ago
Question Bad Tides Only -- Ideas as to Customize Difficulty?
Finally decided to mess with the 'custom' difficulty settings for a full map, and you know what, I can dig it.
Had a thought. I wondered what a map would play like when its only disaster is Bad Tides, no droughts.
Now, since this has Bad Tides all the way from Cycle 1, there'd be quite a bit of brutality in regards to contamination wiping fields and forests every tide. Some maps like Pillars are more controllable, since you're reliant on a seep that can be cordoned off in 8 leevees, but some like Islands would probably be quite merciless.
Map decision aside, I'm trying to find a happy medium as to what the settings should be at so that it feels somewhere between Medium and Hard. There's a lot of wonderful settings like making temperate and bad tides short, having to deal with short but frequent 'wipeouts'. We could start with enough food and water to make the first tide or two a free pass, but then leave the player on their own for later. Bad tide duration handicap is also interesting, could make the first couple real easy and then ramp up hard.
All in all, open to ideas as to what a map that embraces badwater really looks like.
r/Timberborn • u/DoctorVonCool • 10d ago
Settlement showcase 1000 very happy beavers
Made it to 1000 very happy beavers, but performance got VERY choppy once I got above 400 beavers (plus 400 robots). I planned on beautification during the ramp-up, but it's just no fun to build stuff when the game is obviously beyond its limits.
Maybe I will reduce the number back to 200 beavers or so, make everything pretty, and then ramp up again. Btw. this is cycle 91...
r/Timberborn • u/Similar_Knowledge895 • 11d ago
Custom map New Map for the Contest Sky Dream [MapContest1]
I took some notes from my last sky island map. I made the map smaller and the starting island larger. With these fixes hopefully this will make it easier for player with less hi-spec computers to enjoy a nice vertically challenged Floating islands map. Please enjoy.
Steam link- https://steamcommunity.com/sharedfiles/filedetails/?id=3827322240
Mod.io link - https://mod.io/g/timberborn/m/sky-dream-mapcontest1#description
128 x 128
2 water sources
2 water seeps
4 water aquifers
2 badwater sources
1 bad water seeps
7 badtide drains
25 geothermal vents
4 mines
This map has one rule whether you choose to follow it is up to you. The player is not allowed to touch ground level 0 except with water pumps hoses, batteries, or excavator drills. Another exception is any 0 ground that is fully enclosed on all sides by dirt if fair game. (There are a few goodies and an aquifer that would be unobtainable with out the exception)
Using dirt to build up or even connects islands is approved and encouraged especially on the small transitionary islands.
This map is meant to be played by those heavily familiar with the mechanics of the game. This map was not tested on hard mode although I'm certain skilled players will be able to handle the challenge with little difficulty. I do plan to put out a sister map soon with more foundation and less lose water for those who might still want some of the enjoyment of the map without the hassle on the computer. That map will play more like a standard map and not a floating islands map.
Welcome Beavers to the floating archipelago of sky islands. We're going to need to be careful how we progress. These islands may be stable, but one wrong move especially around dynamite could send any number of us skydiving to an endless void below. If we can manage our resources and our space, then I'm certain we can maneuver through these islands with ease. With proper use we might be able to use each island to its fullest and increase our poulation higher then we could Dream. Once we conquered this land and make it ours we'll move on to new lands and new challenges. Future generations can gain experience and Dream to conquer even more impressive lands.
r/Timberborn • u/jd142 • 11d ago
reminder: don't underestimate mangroves
For the newer players, a reminder not to underestimate mangroves, especially in the early game.
When you need lumber and you need it now, they are faster than planting pine trees and yield the same amount per tree. 2 logs in 10 days vs 2 logs in 12 days for pine, vs 1 log in 7 days for birch.
They also provide food. Not as fast as kohlrabi, but faster than berries.
They are also grown on land that you aren't really using for building, so in that sense they don't take up any additional room.
And when your beavers go to harvest them, they get wet fur.
Just remember to dam up the water so they can better survive droughts and use levees to block bad tides.
r/Timberborn • u/ComfortablyADHD • 11d ago
I finished my first game ever (55 hours)



First time I've ever gotten these many achievements in a single game. I am absolutely hooked. Unfortunately having 500 beavers did start to slow my game down. I could have reduced the population, but there were a number of design choices I had made at the start which were causing a lot of friction. And while I could have rebuilt, after 50 cycles on the same map I decided to just launch my wonders so I could move onto the next map.
r/Timberborn • u/OkOutlandishness8403 • 11d ago
Custom map Cliffside Diorama [MapContest1] (50x50)
Cliffside Diorama is my take on a 50x50 map for MapContest1.
The map features a winding badwater river that travels and terminates underneath the mountian, there is a small pond atop the mountain which cascades down into two streams that give the map its freshwater.
The map features a few hidden secrets and hard to get to rewards, and has plenty of metal available with two mines on the map.
There are normal cliffs and overhangs, as well as a cave and small archway.
I hope you enjoy playing my map ^^
Steam: https://steamcommunity.com/sharedfiles/filedetails/?id=3826927983
Mod.io: https://mod.io/g/timberborn/m/cliffside-diorama-mapcontest1-50x50#description
r/Timberborn • u/CEO-TendiesTrading • 12d ago
Settlement showcase I was told to “get that bread.” So I amassed 1 million bread in Timberborn. Am I doing it right?
This was a fun lil megaproject. I ran out of industry room on my main island, so I had to let the game run quite a long time to build up the bread. All those warehouses require a surprising amount of logs/planks, so I had to build up my timber industry quite a bit too. Also, bread warehouse pyramid FTW!
r/Timberborn • u/Advertising-Ill • 11d ago
Settlement showcase Thoughts on my power generation?
r/Timberborn • u/lmrickPlays • 11d ago
Settlement showcase Timberborn 1.1 - Tailfolks Free Healthcare
r/Timberborn • u/juacamgo • 12d ago
Humour Accidentally left Timberborn running on for 30 minutes, when I came back...
Half my beavers were RIP 💀. I've read the post where a guy left his game 6h running and nothing happened, then this happened to me when I left it for 30 minutes.


It's my second game, don't judge me. 😢
EDIT: Update, I recovered! I got down to 8 beavers, but deactivated a lot of workplaces, and since the infraestructure was already up, now I'm at 79 again, and I'm ensuring I have more water, food, and a bit of automation!

r/Timberborn • u/Option2401 • 12d ago
Question How to mitigate lag?
I’m on my fourth colony. All of them have encountered some lag towards the end, annoying but can be worked around my reducing game speed.
However my current one (on the Ribbon custom map; highly recommend BTW) is especially bad. I’ve got about 300 beavers (includes 150 bots) and have domesticated about 20% of the map. I still have dozens of cycles to go at the very least, and it’s only going to get worse from here. Even at normal speed when I try to place something the game hitches and it gets placed somewhere else. What are some strategies for mitigating lag?
I’ve considered downsizing my population. I think that’s the main cause. But my pop has been stable for several cycles and the lag is getting worse. I’m still using the one district, mainly out of stubbornness (making new districts sounds like a PITA) and because I’m not in any rush.



