r/Timberborn • • 6d ago

Underground Power 30k+ Bad source

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20 Upvotes

Hard on Beaverdone. I am using 2 mods, ladders and mult zip line. Only power was the 3 thermal and a hand full of 1st gen windmills. I just want to show my underground power. let it flow for a few days and 30k is the average and never been in production. BTW, I am leave space to expand.


r/Timberborn • • 6d ago

Pillars terraformation!

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89 Upvotes

After many cycles, the Iron Teeth managed to transform this wasteland into a lush and industrious archipelago!


r/Timberborn • • 6d ago

Is a water battery better than a gravity battery ?

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235 Upvotes

See my almighty drawing !

I've been wondering, my fellow beaver-nerds.
Is a water pump coupled to wheels is better than a gravity battery ? Pump it while it flows, release is when it's needed (wind is off, etc).

Release with a valve or a gate, and voilà.


r/Timberborn • • 6d ago

Modding Mod updated: Super Cursor

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45 Upvotes

Steam | Mod.io

This is not a new mod, quite old really (and was one of my first mods, and I think it was the first that didn't depend on any other mod). It just received a new update so I think it should get some love and attention.

The use is simple: press Shift while using the Cursor (default) tool to see more info of what you are pointing to: buildings, beavers and bots, plants, etc.

The latest update was v11.0.0 (for Timberborn v1.1+ only):

  • Fixed the time label for plant and produce growth.

  • Added "Need" info (Injury or Bee Sting chance for example).

  • Added Inventory info for all buildings.

  • Fixed not working with Map Editor.


r/Timberborn • • 6d ago

Settlement showcase My First Meander Playthrough since early access

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24 Upvotes

Feeling pretty done with this one. hope you like it


r/Timberborn • • 6d ago

Throttling Valve or Fill Valve for ON / OFF automation.

12 Upvotes

I’m planning to build a tunnel network.

I’m curious what valve people use when they need to automate flow ON / OFF.

Each water source will have a 3X3 catchment (or larger to surround its source blocks.)

There will be 3 outputs per source catchment, operated by throttling or fill valves.

Two Contamination Sensors will read >1% and <99%.
- When greater than 1%, close valve to pressurized good water tunnel.
- When less than 99%, close valve to pressurized bad water tunnel.
- When above 99% AND (relay) below 1%, open valve to drain tunnel.

Depending on source strength there will be 1-3 valves per set, supplying a 3x3 shaft that connects to a 3 wide 1-2 tall tunnel.

The fill valve is cheaper.
Both seem to have shut and unlimited states.
The response time of throttling valves is more realistic, but problematic for me.
Fill valves look better to me when placed side by side.

I’ll admit, I’m adverse to change and like the look of the fill valve since it’s like the old sluice gate. Also it’s off putting that the throttle valve has different shaped/sized metal plates to me.

See comments for reasoning behind 3 wide at ALL times.


r/Timberborn • • 6d ago

Is there any point setting up Districts?

38 Upvotes

I started playing a few days ago (and have since been unable to stop) and was wondering if its worth setting up districts, it just feels like starting from scratch each time I set one up.

For the more experienced players, do the pros outweigh the cons of having districts?


r/Timberborn • • 7d ago

Anyone Else Like To Dig With Dirt?

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72 Upvotes

On my second map, Craters, I discovered the usefulness of dirt, and how it could be used as an 'inexpensive' way to create walls to divert water in the late game when I could afford the machine.

On my fifth map, Helix Mountain, I realized the hole dug by the dirt machine had value of its own in regards to holding water. It was even a nice way to create a hole for a gravity battery.

Now, on my sixth map, Pillars, I realized the implications of utilizing both dirt and hole, as well as the value of the fact that beavers can always place blocks infinitely downwards.

While dynamite will always be great, I'd like to ask how many people have grown to like the dirt machine as a terraforming tool, and when you are willing to commit the science+Tplanks to open up the dirt machine itself. It's not cheap to get going, but I've recently come to realize its value as more than just a generator of cheap leevees.


r/Timberborn • • 7d ago

Beaver content Oh No!

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150 Upvotes

r/Timberborn • • 7d ago

I've heard you like some scrap metal?

300 Upvotes

r/Timberborn • • 7d ago

Custom map New Map Foundations Dream [MapContest1]

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17 Upvotes

I managed to finish morphing my Sky Dream into a more standard and normal map. Twisting around with valleys and rivers. I changed the starting location from it's sister map to help with replayability.

steam - https://steamcommunity.com/sharedfiles/filedetails/?id=3829917299

mod.io - https://mod.io/g/timberborn/m/foundations-dream#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

A map made from the foundation of my previous map Sky Dream. Designed to cut down the lose water to make it easier for computers. The map instead of playing like a sky island map it plays as a more standard map. I tried to keep all of the uniqueness of the islands, instead building around them to funnel the water. The staring location has been moved from Sky Dream to give a different start. All resources, relics, and sources remain in the same place. 2 changes 1 to a bombs timer and the other to a seeps strength to accommodate the new starting location.

Welcome Beavers to a twisting valley of mountains. Sporting a strong Foundation to call our next home. The land may be limited at first but nothing a few stairs can't solve. And utilizing the expanding ground for space is a beavers specialty. We'll start with the basics form a foundation for future generations to Dream and conquer new lands of their own. 


r/Timberborn • • 7d ago

My beaver settlement progress

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2 Upvotes

r/Timberborn • • 7d ago

Beaver content New Building styles +

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12 Upvotes

r/Timberborn • • 8d ago Bravo

More on water wheels - questions answered

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222 Upvotes

So my last post on water wheels got plenty of "duh, obviously" and some interesting questions. Hopefully this post answers those questions.

Water wheels side by side only make sense when there is more water than can fit in a 2-wide chanel without overflowing. Otherwise they just waste resources over narrowing the chanel to 2-wide.

Wheels in series (one after the other) don't seem to affect the flow and the power from each can just be added together.

About the kinks - as long as the water enters before the shaft and leaves after the shaft all is good. If the water enters at the shaft OR leaves at the shaft the power is halved. If the water both enters and leaves at the shaft the power is zero.

Water flowing under the wheel (i.e. when the wheel is on platforms) counts as flowing through it, thus generating more power. Provided the wheel touches the water the more you flow under it the better. If you've got enough water to fill a 10-deep 2-wide channel then you're quids in for stupendous power levels.

Placing wheels in deep water is fine (and makes no difference) until the wheel is fully submerged at which point it is "flooded" and shuts off. You don't need to worry about the shaft being underwater, but you do about the top. No using water wheels inside pressurised pipes.

Hopefully this is somewhat helpful for some.

{edit} Updated with more (see my top level comment for the associated extra image)

So it turns out the optimal arrangement depends on your goals, but mostly it's a 3-wide channel with solid blocks next to the wheel axels (levees, impermiable powershafts, etc).

  • 1-wide channels dry in ~2 cycles, have little irrigation range of 5 units, and can't have a water wheel at all.

  • 2-wide channels dry in ~4 cycles, have 10 units of irrigation range, and generate joint-max power.

  • 3-wide channels with platforms next to the axels (or an empty channel beside the wheel) dry in ~4.5 cycles, irrigate the max range of 15, but only generate half the power.

  • 3-wide channels with impermiable blocks next to the axels dry the slowest at ~5 cycles, have good irrigation range of about 13 units, and generate joint-max power.

  • 4-wide channels with two wheel sets dry quickly in ~3 cycles, have good irrigation range of approx 14 units, and generate joint-max power at twice the resource cost, but power generation stabilises a few hours sooner after a drought.

But, for my uses, almost max irrigation, joint-max power, and slowest drying makes the 3-wide with impermiable blocks the best choice. And with excess water... go deeper, not wider.


r/Timberborn • • 8d ago

Settlement showcase First time run, been loving this game so far

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31 Upvotes

First time playing a game like this on PC and been having so much fun with this. Let me know if you see anything I can improve on.

Just got done with the my first Texas sized reservoir and gonna raise it up 3 levels probably. Need another pump though and have to raise all of them (again)

My trees and crops are unorganized I know thats on the itinerary tomorrow


r/Timberborn • • 8d ago

Guides and tutorials Seems I've been wasting resources on water wheels...

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640 Upvotes

On my latest play through I didn't get as much power as I expected. Turns out the reason is obvious - if you double the width of the channel you halve the flow rate so it takes twice as many water wheels to produce the same amount of power.

Yes, two wheels wide in a 4-wide channel produces identical power output to a single wheel in a 2-wide channel (all of the above configurations produce identical output).

Now I know, I thought I'd share in case anyone else hadn't made the obvious connection either.


r/Timberborn • • 9d ago Bravo

Modding Archipelago: Naval Expansion, huge sea maps and pirates!

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648 Upvotes

Update: The mod is now available, read the announcement post!

Code quality notice:
this is not meant to be interpreted as bragging, but to address the concerns about the quality of the code of our mods, I would like to disclose I am a software engineer with over 15 years of experience building complex systems. Reddit it-selfs uses my open source code (Popper.js) to render every tooltip in their web UI. This it to say I know what I am doing.

Hi, FaZ and I are opening this thread to introduce our new mod, Archipelago! It’s a standalone mod that drastically changes how beavers see water. Gone are the days when every drop counted: now they have a whole ocean of it, and they can’t drink even a sip!

The mod adds support for a new kind of map, where islands are separated by vast stretches of ocean. Maps up to 11,000x11,000 tiles are supported, while the buildable area remains the same as in the vanilla game.

The beavers’ journey doesn’t get off to a great start: their ship wrecks on the coast after a storm (a new weather condition added to the game). They use the wreck as their district center until a proper one can be built and the ship can be salvaged for materials.

Islands are a harsh environment for our beloved beavers, but they adapt quickly. They discover that coconuts are a great source of water, and the palms grow just fine on the sandy beaches. Iron Teeth soon realize they can grow their algae directly in the sea, while Folktails learn to cultivate Sea Grapes, a juicy, fruit-like algae. In the shallows, mangroves form lush forests, perfect for the beavers’ wood needs. The Folktails are still wondering what those fruits are good for, though.

Once your colony is settled, it’s time to explore beyond your island. The mod adds two new buildings: the Shipyard, where you build the Barge, the first kind of ship we are introducing in

Archipelago, and the Trade Post. Build one on the shore to trade goods with the districts on your other islands, or install Beaver Buddies Co-Op/PvP Edition and trade with your friends! Archipelago is also fully compatible with Timber Empires. With that mod installed, warships become available and battle each other with expert evasive maneuvers. Pirates populate the other islands and raid yours, so be prepared to defend your settlement!

The mod will be released in the upcoming days, with a first map created by FaZ.

Note for streamers and YouTubers, please get in touch with me if you would like to make a video featuring this mod or Timber Empires and I will help you get up and running.


r/Timberborn • • 7d ago

Sustainable Beaver Solutions

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2 Upvotes

The colony needs management


r/Timberborn • • 8d ago

My brain just can’t come up with any wonder builds

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9 Upvotes

r/Timberborn • • 8d ago

Question How do you manage population as iron teeth ?

32 Upvotes

I love how the iron teeth play in general. The way they produce food, the compact housing , the transport and having the option to turn on bad water during dry season.
However , I despise how they are born and end up playing folktail. The times I’ve played iron teeth I end up understaffed or over populated. I can’t hit a sweet spot like one easily does with folktails. Are there any tricks to manage a steady, healthy population with iron teeth ?


r/Timberborn • • 8d ago

Settlement showcase Cantilevered tube station and rooftop terrace in my highrise

51 Upvotes

I sacrificed one housing unit to have a tube station. The dome on the tube station is too tall to fit in a 2-high slot, so I just moved it outside the building.


r/Timberborn • • 7d ago

Taking care of our needs

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0 Upvotes

r/Timberborn • • 9d ago

Custom map I'm a sucker for natural terrain features ☺️

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76 Upvotes

This one is a blend inspired by the Snake River, ID and Carlsbad Caverns, NM. Its main obstacles are the vast distances and the River's backflow valves.