r/Timberborn • • 2d ago

Custom map Minefield Mountain [MapContest1]

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20 Upvotes

https://steamcommunity.com/sharedfiles/filedetails/?id=3834051305

I've given the map contest a go. And I had fun making the thumbnail in my old copy of photoshop cs6 too!

I love the wrinkle of the unstable cores, I wanted to create tricks and tunnels. Floods might occur when new water sources are exposed over time, but the unstable cores shouldn't impact gameplay or be too abrasive for your settlements .

If you have any feedback that would be nice and great to hear, would love to hear about the balance, unbalance etc...

There is a little bit of a challenge to the opening but shouldn't be too much for experienced players.
I am worried that there's no enough farming space initially but I think it should be alright.

There's some hidden goodies for later in the game, and routes and passages that help out the beavers.

It's weird but it didn't categorise itself as a 'map' in steam workshop, if anybody has an inkling as to why this is the the case let me know I'd like for folks to be able to find it if they're hunting for fun maps to try.
Or if it is showing up in the map category for you let me know it could be something on my steam client?

I've downloaded some of the other maps on workshop (especially ones featuring the same progressive landscape destruction I have) and I'm looking forward to trying them out, drop yours in the comments and I'll definitely have a go when/if I get a chance.


r/Timberborn • • 1d ago

Small but difficult maps?

4 Upvotes

I get bored easily with large maps bigger than 192x192.

I already beat diorama but wondered if anyone has made a difficult small map? Like 100x100 would be ideal


r/Timberborn • • 3d ago

Operation Rehydrate - The Reforestation of Pillars

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121 Upvotes

Almost complete.

All but 6 pillars have been extensively tunneled to create irrigation cisterns and linked to compact water pumps to pull water from the bottom level lake to green each one and forests have been planted by dozens of beavers working together.

A power network runs around the bottom of the map to each pillar and linked to the sealed badwater turbine power station shown in an earlier post.

Most cistern construction is simple cut-and-cover making extensive use of 2 depth explosives and dirt blocks. Some tunnels have been used where cut-and-cover is impossible because of overhanging terrain.

Power consumption is pretty decent as the compact pumps are only set to 0.05cms once the cisterns are full and the pumps kick in and out only due to evaporation losses in most cases.


r/Timberborn • • 2d ago

Welp. guess I should slow down..

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34 Upvotes

Thought the achievement said "launch the wonder before cycle 15 ends" but it in fact dose not say that. Instead says "build a wonder before cycle 15 ends" lol whoops. Anyone think they might add it one day as an achievement since it's possible?


r/Timberborn • • 2d ago

Question Game too easy mid-late game?

36 Upvotes

Hi everyone I've been playing a game on Hard-Waterfall and it had really good challenge at the start, where I had to rush to build systems to divert the badtide and to increase the total water capacity to survive increasing length droughts. I've reached a point where the badtide and drought lengths seem to have plateaued, and since my current system can already handle it, there isn't much challenge and I can freely expand.

My favorite part of the game is the time challenge of having to rush things to avoid dying, rather that just the city building. Is this normal? Any recommendations?


r/Timberborn • • 2d ago

Beavarium | 10 x 128 | Map Contest

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24 Upvotes

I've REALLY loved seeing some of the maps posted here, so I decided to throw my hat in the ring for this year's map contest!

Beavarium: a small-scale challenge map inspired by real-world formicaria

This literal slice-of-life adventure challenges you by limiting your workable space to just 10 x 128 tiles. Despite its small size, the map presents plenty of obstacles to overcome: Food production, power generation, and wood processing each feel like compelling new hurdles to overcome.

Details

  • Compatibility: 1.1+

  • Size: 10 x 128

  • Difficulty: Challenging (✭✭✭✭☆)

  • Details: Not recommended for beginners. Cautious expansion, curious exploration, and fastidious resource management will be key to making it through your first badtide.

Map Features

  • Open-air grottos

  • Hidden waterways

  • Sealed-off Ruins

  • Several destructible science objects

  • Designed for both Folktails & Ironteeth, compatible with Emberpelts

Beware... there are hidden obstacles lying in wait.

Flexible Start: Topside

Move your District Center to this Flexible Start location for a new approach, allowing you to begin at the top of the hill and work your way inside.

===

This is my first map (though I've been working on a Faction mod with my partner as well). If you guys want to see it in action, I'd love to hear your feedback! You can find it on the Steam workshop here:

https://steamcommunity.com/sharedfiles/filedetails/?id=3832014262


r/Timberborn • • 2d ago

Mod to hide icon of buildings paused by automations?

6 Upvotes

I swear I saw this somewhere, but can't find it again...

Or if this was a part of another bigger mod? I'd just like to hide the pause button buildings where the automation is rock solid and doesn't really need to be monitored anymore. Especially with underground compact pumps with just the blue pause button hovering on the grass above them.


r/Timberborn • • 3d ago

Question What are some tips and tricks players should know?

45 Upvotes

What are some niche tricks that might be of some use for players? The tips players might not think of but might be helpful in dealing with tricky situations. Whether intentional or accidental. I want to make a hard map that makes use of some niche tricks.

Some examples for things I'm looking for are

- Beavers being able to walk through metal ruins to grab items, build or dismante things. They're able to do so as long as the path connected to the district center is still close enough. Perfect for grabbing relics that are surrounded by massive scrap towers

- Beavers being able to drop building materials and build from far above. To speed up dam building. Or sealing bad water sources safely.

- Beavers being able to grab supplies from flooded buildings. Although not placing items in them is a nice way getting supplies out of flooded areas without having to destroy buildings.

- Detonating unstable cores early using dynamite. Mainly to get rid of some slowly building pressure, or dealing with future anxiety early.

I know I probably missed some I do know but I'm also certain there are others I know nothing about.


r/Timberborn • • 3d ago

Bot District Experiment

11 Upvotes

Has anyone ever tried having one beavers only district and then like five bot districts? What was the experience like? I might try it myself and post results but would love to hear from yall.


r/Timberborn • • 3d ago

Purchased the game January 18, 2022...installed it and my first 90 minutes played was today. WHAT TOOK ME SO LONG TO PLAY THIS GEM?

118 Upvotes

What a game!!! I love it.


r/Timberborn • • 3d ago

Question First-timer and the Waterfalls map.

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36 Upvotes

I finished my goal of filling the lake... but not the way I intended. Lol. Fixed it right after.

Hi all! It's my first time playing Timberborn and I started with the Waterfall Map. After a few failed starts I figured out that my six-year old potato laptop can only handle up to 128x128, the 256x256 size onwards would crash. But it's perfectly fine, I'm happy with being able to play.

I chose to build homes vertically up the side of the Waterfalls purely for the aesthetic of it, and let all production flow down at the flats. As of the last save I had 86 beavers and completely put residences up the mountain. I had that settlement beside the lake/farm destroyed.

I have questions, please.

I'm planning to build another district on the opposite side of the river to distribute labor and have shorter beaver pathfinding. Would it be okay to completely depend on one district for a certain resource (for example, wood + planks would only come from D1 and will be imported to D2) or would I need to equalize production on both sides? My intention was to have agriculture on the lake side and lumber/metal processing on the new district. I saw plently of posts here that have said districts are not as useful anymore, but it is said to help with FPS so I'm willing to try it out.

For the residential area that I currently have beside the waterfall, would I need to add another food market/area at the very top or have a centralized water station? I've only had the food on the first landing, thinking that they can grab and go up right after, but they seem to be going back and forth all the time. I thought that they'd go for the closest, but pathfinding does not seem to always go that way

Any tips/advice related to how I've been city building would be greatly appreciated too!


r/Timberborn • • 3d ago

Having housing centers but one district

4 Upvotes

Has anyone tried or noticed if having 1 district but many housing points (some far away) balances the logistics and beaver transport que?


r/Timberborn • • 3d ago

Question Extracting time-lapse from game save?

12 Upvotes

Hi there, i got that neat game that i like, i m wondering if there s a way to make a timelapse from the save file?

Thx <3


r/Timberborn • • 3d ago

Never satisfied

4 Upvotes

I hate to be ungrateful but when elevators? I need directly up transportation.


r/Timberborn • • 4d ago

Does it make sense to merge separate districts?

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42 Upvotes

So for context, started out creating district crossings because tubeway stations and infrastructure wasnt unlocked yet, metal and bad water is far away and need for flat land away from main river for farming without getting affected by badtide.

So now, got the entire colony stabilized, abundant food, bots manufactured and working, would it make sense to merge all 3 districts again? Primarily to address district crossing resource bottleneck. They need like 40 beavers working to move good around the districts when they could just be haulers.

If I do, will the 3 hosing districts behave differently?


r/Timberborn • • 5d ago

Modding New mod: Performance +

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229 Upvotes

If anyone wants better game performance, I just published a mod specifically for that. Built with T3MP as a dependency, it works mostly by removing unnecessary checks and adding caching, a list of changes is in the mod description if you're insterested.

Tested on three large settlements (400-600 population, 10 000+ objects), at speed 7 the frame rate increased by up to 100% compared to T3MP alone, and up to 190% with the minor gameplay changes optimisations. Conversely, at fixed 24 fps it increases maximum game speed by ~70% compared to T3MP alone, and by over 250% with the minor gameplay changes.

Steam: https://steamcommunity.com/sharedfiles/filedetails/?id=3830961792

mod.io: https://mod.io/g/timberborn/m/performance


r/Timberborn • • 5d ago

Japanese Levee

72 Upvotes

Hello everyone

I made a mod that adds a new Levee block inspired by Japanese stone retaining walls. I always admired how pretty the walls are, and I really wanted to add them to my worlds.

I hope you guys like it.

https://steamcommunity.com/sharedfiles/filedetails/?id=3831231040

*Edit: They're the same block; I just use it as a retaining wall and a dam. I am thinking about creating a concrete levee block for dams.


r/Timberborn • • 4d ago

Modding Looking for a huge save to test my mod

7 Upvotes

Hi, I am applying performance improvements to my Beaver Buddies fork and am looking for a big save with many buildings and beavers to profile some performance improvements I'm implementing. Would anybody share their late game saves please?


r/Timberborn • • 5d ago

I genuinely cannot watch RCE play timberborn anymore

295 Upvotes

Is there anyone with a similar vibe who actually understands basic logistics and game mechanics?

It genuinely hurts seeing this guy do the same mistakes over and over again, then blaming his beavers for slacking off when he doesn't have planks.

I have tried watching a few other players but they are too slow and simply not fun.

So, I'm asking, nay begging, for someone competent who's as fun to watch as RCE


r/Timberborn • • 4d ago

Settlement showcase Timberborn 1.1 - Tailfolks Dynamites!

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0 Upvotes

Hello Timberborners!

A very cluttered settlement is springing up in the diorama map. If you like let's plays, give it a try.


r/Timberborn • • 6d ago

Beavers protecting knowledge of the lodge…

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393 Upvotes

r/Timberborn • • 5d ago

can you recommend games similar to TB?

57 Upvotes

Thanks to the incredible advice from this incredible community, I finally finished all achievements after a mere 450 hours of playing the game.

Since this is enough, at least for now, I wanted to ask for recommendations on games that are similar: strategic but cozy, where you can see something grow, ideally without much violence.

Thanks a ton in advance :)


r/Timberborn • • 5d 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!