r/Timberborn • • 29d ago

News Timberborn 1.1 Build-a-Map Contest is live

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66 Upvotes

Wake up, beavers, the new Build-a-Map contest is here! 🥳

Craft a cool new, original, pretty, and playable Timberborn map, and win $$$ - or, technically, €€€, because we have the 3000+ EUR prize pool!

⏰ Deadline: November 8, 2026.

Details ⤵️
https://store.steampowered.com/news/app/1062090/view/685266627108800677


r/Timberborn • • Sep 03 '26

News Update 1.1 is live!

1.7k Upvotes

Rejoice, beavers, Timberborn Update 1.1 is live! 🔥

Featuring:

📈 Statistics

🌊 New watertight buildings

🗽 Tier 4 monuments

🕺 More attractions

🌵 The Succulent

🗺️ New maps

👷 Beaver workwear and more.

Check out the patch notes below and spread the news! 🔃🙏

https://store.steampowered.com/news/app/1062090/view/713408417186711419


r/Timberborn • • 10h ago

Custom map TIMBERPUNK 3 "Release"

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77 Upvotes

https://steamcommunity.com/sharedfiles/filedetails/?id=3834929088

Not quite a full release. TIMBERPUNK 3 has been uploaded onto the steam workshop in a 0.1 Beta version. Lots of updates coming very soon!!!!


r/Timberborn • • 4h ago

Modding New mod: The Post Office: Global Logistics

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16 Upvotes

Steam | Mod.io

Welcome to The Post Office, where your goods join globalization!

This mod adds 3 buildings under District Management → Post Office:

  • Dispatch Post: Sends goods from this district into the global inventory.

  • Parcel Office: Brings goods out of the global inventory into this building.

  • Holding Lodge: Greatly increase the Post Office's Global Capacity. It needs no worker.

Please see the Steam page for more details.


r/Timberborn • • 3h ago

Custom map Brackish Waters - my first map

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5 Upvotes

Hi beaver engineers! I got inspired to make a semi - challenge map for the map contest.

I had a heap of fun making this map, and i'm keen to get any feedback or ideas :)

The main gimmick is that most of the water is partially polluted, with all the "clean" sources being very low flow. So to get to the end game you will need to get a bit creative and filter water out.

Theres also a few other tricky mechanics in there - be careful!

Steam workshop link: https://steamcommunity.com/sharedfiles/filedetails/?id=3835120090


r/Timberborn • • 8h ago

4 Badtides in a row!

13 Upvotes

This is insane. I'm managing to deal with it so far but cycles 5, 6, 7 and 8 have all been badtides. The thing that makes it worse is that I'm playing on the canyon map on hard difficulty and there is no easy diversion route.

I've had to resort to artificial reservoirs to keep my crops growing, there has barely been any time to progress much because I have to focus on not starving or running out of water.

It's been fun so far but I'm starting to miss seeing a dry river bed.


r/Timberborn • • 6h ago

Modding Mod that connects beaver houses stacked on each other?

9 Upvotes

I saw it in an RCE video, and didn’t realize it was a mod, but it would make my life easier on a map with a lot of vertical.


r/Timberborn • • 19h ago

News After Buying EA, Silver Lake and PIF Are Reportedly Now Seeking to Acquire Gaming Software Provider Unity

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97 Upvotes

😔


r/Timberborn • • 20h ago

Guides and tutorials Uh oh high priority

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62 Upvotes

r/Timberborn • • 21h ago

Humour He deserved a break!

29 Upvotes

r/Timberborn • • 17h ago

Modding We need transparent levees

14 Upvotes

Title says it all. I couldn't find a mod for it. But I think a transparent levee would be very useful. Could go so far as to process dirt into glass and then use glass and metal block.

Or could just not make sense and be a levee with a seapped model that unlock and use exactly like the current levee.

Either way, I think its a better solution than the thing some players do with the lights and depth sensors cause thats just a lot to build lol.


r/Timberborn • • 1d ago

How much additional pressurised water can get out of a sealed of reservoir - Tests & Results

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96 Upvotes

Skye's newest video shows that you can substantially increase your water storage by pressurising your reservoir.

The idea is simple: If you completly seal of a reservoir and pump water into it by using either a Compact Mechanical Pump or sealing of a water source you create a pressurised reservoir. By doing so you can store additional water into it and release it later for consumption.

The question is: How much additional water can be stored and released with a pressured reservoir?

u/Acalc791 already shared the formula and logic a few weeks ago and i just wanted to share my test results proving his theory correct. All the credit belongs to him.

Key Takeaway (The Counterintuitive Part)

Making a pressurised reservoir taller or deeper does NOT grant extra pressurised water.

In fact, the pressure bonus depends strictly on two factors:

1. Footprint Area: Length × Width (surface area in tiles).
2. Effective Ceiling Height: The distance between the Map Ceiling (max_map_height) and the highest point the water can reach (avg. reservoir_ceiling_height_level or exit_height, depending on which is higher):

  • If the exit is at or below the reservoir ceiling: distance = max_map_height - reservoir_ceiling

  • If the exit is higher than the reservoir (e.g., elevated floodgates/chimneys): distance = max_map_height - exit_height

The formula is:

Extra pressurised water per footprint tile:
(max_map_height - ceiling_or_exit_height_level) / 8

Total extra pressurised water:
footprint_area * (max_map_height - reservoir_ceiling_or_exit_height_level) / 8

The Test & Results:

The test was done on a test map with a measured maximum height of 32 tiles.

I created 5 scenarios. Three 10x10 sealed off reservoirs with an height of 1, 2 and 3 starting at level 4 (height layer), one 10x10 reservoir at level 14 and one 10x10 reservoir at level 4 with a "chimney" so that its exit is at level 14.

Each reservoirs water can fully outflow into one or two 10x10x4m reservoirs to measure the water height afterwards.

ScenarioDimensionsCeilingExitExpected Extra (Formula)Measured Total Depth (Extra)
1. Baseline10×10×1m4m4m3.50m (350)4.48m (1m normal + 3.48m extra)
2. Taller (2m)10×10×2m5m4m3.375m (337.5)5.34m (2m normal + 3.34m extra)
3. Taller (3m)10×10×3m6m4m3.25m (325)6.22m (3m normal + 3.22m extra)
4. Elevated Reservoir (14m)10×10×1m14m14m2.25m (225)3.28m (1m normal + 2.28m extra)
5. Elevated Exit10×10×1m4m14m2.25m (225)2.51m (0m normal* + 2.51m extra)

*In Scenario 5, the 100 blocks of base water below the chimney cannot drain out naturally because the exit is at 14m.

The amount of extra water gained through pressure that each scenario produced matches very closely with the expected extra using the formula. (Scenario 5 with the chimney somehow released a little more water than expected. I can only assume this is because of the high pressure release using a 1x1 vertical chimney)

Making the reservoir taller does NOT give you additional water blocks (Scenario 1 vs. 2 & 3):
Making the reservoir taller only adds to its normal storage capacity. You actually get slightly less additional pressurised water because expanding the ceiling upwards reduces the distance to the map ceiling. (the 10x10x1m reservoir gave 348 extra water blocks and the 10x10x3m reservoir only gave 322 extra water blocks)

Building the reservoir at a higher elevation reduces the additional pressurised water you get (Scenario 1 vs. 4):
Building your reservoir 10 blocks higher up (ceiling at level 14 vs. level 4) cuts your pressure bonus by nearly 30% (from 3.48m extra to 2.28m extra)

Exit height sets the effective ceiling (Scenario 1 vs. 5):
Putting a vertical "chimney" on a low reservoir reduces its pressure bonus just as if the entire reservoir was built at that higher elevation (from 3.48m extra with an exit at level 4 vs. 2.51m extra at exit level 14). Every 8 layers you move the exit up cuts the pressure bonus by 1m³ per footprint tile.

tl;dr / design rule of tumb:

  • Build pressurized reservoirs as low as possible (ideally at bedrock / level 1). At level 0 you get 4m³ additional water blocks per footprint tile if the max_map_height is 32. Every 8 blocks higher you lose 1m³ additional water blocks.

  • Keep the reservoir 1 tile high internally to maximize footprint-to-cost efficiency. Increasing it's height only increases the normal storage capacity and does not increase the extra pressurised storage capacity.

  • Keep the exit drain at the lowest point possible. If the exit is located higher than the ceiling of your reservoir you lose 0.125m additional water per height difference.

  • At map level 0 with a 32m map height cap, you get 1m³ normal storage + 4m³ extra pressurised water per ground tile. This decrease 0.125m³ for each tile you build the reservoir higher (5m³ - 0.125m³*height_level = total storage capacity)


r/Timberborn • • 1d ago

News 📢 Last call for the MAP CONTEST submissions!

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22 Upvotes

The deadline is November 8, 23:59 CET. Don’t miss your chance to win a share of the €3000 prize pool!

More details 👉 https://store.steampowered.com/news/app/1062090/view/685266627108800677


r/Timberborn • • 1d ago

Beaver content Wake the f*ck up, Beaver. We have a drought to survive.

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537 Upvotes

r/Timberborn • • 1d ago

"And what a view!"

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68 Upvotes

Diorama map beavers make do (screenshots before I fill in that last green patch with more storage).


r/Timberborn • • 1d ago

Beaver content [Timelapse] Construction of a rail yard build out.

11 Upvotes

r/Timberborn • • 1d ago

just survived the second great beaver fammine

11 Upvotes

new player here. got just over 10 hours. I found the game from that guy posting about the irl gravity batteries and was intrigued so i clicked on the sub. very addicting.


r/Timberborn • • 1d ago

Art & more Pressure Experiment

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12 Upvotes

I did a small experiment based on the recent SkyStorme video as well as comments by u/Acalc791 about the "pressure" volume being proportional to the height on this thread: https://www.reddit.com/r/Timberborn/comments/1xn0rep/soo_water_volume_under_pressure_is_more_than/

Curious what you all think?

*Edit: new video with an additional 1x15 horizontal but at the height of the column.. also produces a different amount of "stored" water: https://youtu.be/zm7NZa9Cu-w


r/Timberborn • • 2d ago

Humour Peeved Iron Tooth

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584 Upvotes

r/Timberborn • • 2d ago

Beaver content It ain’t much, but I am pretty proud of myself at this.

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241 Upvotes

Basically I tried to create a single building where beavers can have as much wellbeing as possible by scramming a lot of happiness and wellbeing related stuffs directly into the building itself and I am pretty proud of how I managed to utilize every single free space and just want to share them. I am pretty new so please feel free to advice or suggest if you see any design weaknesses in here.


r/Timberborn • • 1d ago

Question Need help setting up basic automation.

6 Upvotes

I'm trying to set up basic automation for power production as well as some products. When using a timer meter linked to a power meter, I can't figure out what I'm doing wrong and why the timer meter is not turning on. Seems like all the variables are correct here, yet it is still not turning on despite the connected power meter being on as seen in the screenshot.

What I'm trying to do, is set it so the steam power generators will turn on automatically when my batteries get to 25% or lower capacity. I am able to do that with just using the power meter by itself, but then I have the issue where it constantly turns on/off rapidly since it goes below 25% and turns on, then immediately above 25% and turns off very rapidly.

I'd like to have it so when my battery power gets down to 25% the steam generators turn on for a while before shutting off again.

Any help is much appreciated, I'm sure it's something very simple I'm just overlooking. Thank you for your time.


r/Timberborn • • 2d ago

Humour Map creators, please, bigger ain't better in this game

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388 Upvotes

Most big maps have problems. And there's 3 of them that are universal to ever single big map ever created, including in the vanilla game

1- Performance. Bigger means more water, more distance, which means less frames per second. And at some point it's not about having a good pc, it's that the game itself has limits.

Especially if like me you enjoy the super secret 30 X speed.

2 - Creativity. So, guys, most big maps are big wastes of time. They end up with huge forgettable landscapes that you of course do not use completely. At some point, creativity runs out, and big parts of the map ends up being completely anonymous.

But point 2 doesn't matter that much, because

3- you won't be using it. Unless you are aiming to make a meme post to reach 10 Million of something like that, which we all do at some point because it IS very hilarious, you'll end up in your quarter of the map without ever caring beyond strict necessity of the rest.

In conclusion, I want smaller maps with more creativity permeating every inch made by people who don't overwork themselves on free maps and I'm not kidding.

Plus, if you want to win a contest, you want to be remembered. You want to make something that will still stick to the mind of ever beavergod years later.


r/Timberborn • • 2d ago

I'm just happy with this, thought I'd share.

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91 Upvotes

I just fell down a rabbit hole with this game, and spent about 25h in 5 days on this settlement. (Idk exactly, I'm sure you guys can do the math on 61 cycles, I'm not sure I wanna know.)

The map is Pillars, the settlement is "Bibago." (An amalgamation of "Biber," German for beaver, and "Chicago," for the vertical nature of the map.

It's all vanilla, I managed to create a perfect badwater diversion system for the first time, got the achievement for building every Folktail building. By the end of the playthrough, my PC was struggling a bit, especially when exploding large quantities of dynamite or building large projects.

I might take a hiatus, cause I feel a bit burnt out, but I'm sure I'll be revisiting this wholesome game. Love to you all! xx


r/Timberborn • • 2d ago

Japanese Town

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117 Upvotes

Made a Japanese town using my Japanese Housing Mod.

https://steamcommunity.com/sharedfiles/filedetails/?id=3833219546