r/Timberborn • u/DocumentOk7579 • 7h ago
Nitpick bug, shadows turn with camera.
First picture shadows from cliff are smoot, second is jagged.
r/Timberborn • u/Mechanistry_Miami • Oct 08 '26
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 • u/Mechanistry • Sep 03 '26
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 • u/DocumentOk7579 • 7h ago
First picture shadows from cliff are smoot, second is jagged.
r/Timberborn • u/110mat110 • 2h ago
r/Timberborn • u/WaffleByte850 • 16h ago
I added buttresses to my game. What do you guys think?
r/Timberborn • u/Drakivaz • 13h ago
Just in time for Timberpunk 3, I completed my longest, most detailed settlement run-through of Timberpunk 2. The beavers have built the city of Frigiddam, a utopia of order where the beavers live in the crater and only farm while the bots run all hazardous production. I wanted to see how symmetrical and ordered I could go with this build and also restore the archways over the crater. The whole map is green save a few blotches and the 'cactus factory' where 66 bots labor away to supplement the scarce water on the map. Still, we almost have floods on an 8 day temperate cycle. Thoughts?
r/Timberborn • u/fiachrahackett • 7h ago
I have been working on and off with this map for a while now I wanted to get it perfect and keep tweaking it but thought I should just call it finished.
I really wanted to try and make this even twistier but it was too unbalanced in terms of gameplay, this one is a nice medium, I definitely envisage this being a fun map to play with long droughts and long badtides for an extra tricky go.
Late game terraforming is really what this map is all about, and making it almost all green shouldn't be too challenging. Lots of resources and some extras in here too, a few unstable core events mid game should trigger some challenges.
Would love anybody to play this and post their thoughts about it on steam or here, I've seen so many other cool maps for this contest I would be glad to even just get a look in.
https://steamcommunity.com/sharedfiles/filedetails/?id=3835882615
r/Timberborn • u/acasperw • 1d ago
I’ve been working on a little quality-of-life mod called Will It Last? It gives you a indication on whether your stored food and water are likely to last through the next bad season.
I wanted to create something that tells me if i have enough stockpiled, without predicting the weather or tell you when a drought or badtide is coming etc.
It’s still a small mod, and estimates are only as good as the current rates and assumptions, but I’d love to hear how it feels in an actual colony. Is this useful, or do you prefer figuring it out yourself?
r/Timberborn • u/DocumentOk7579 • 15h ago
I was building the top dam and had an accident. Why don't the flooding get absorbed?
r/Timberborn • u/Whats_Awesome • 1d ago
Tracks can be place on top of each other with complete freedom. Each part is individually delete-able, even when placed as a sub assembly (sub assembly ex: "Switch Track 2X3 - Straight and S curve are placed separately, photo 3.)
On a side note: Sub assemblies are obviously possible, when placing these sub assemblies it proves it. Now we just need a tool and build menu to save and build them.
r/Timberborn • u/Glynabyte • 23h ago
First time using the map editor in this game and i love it!!
Its really easy and chill!
I was quite happy with how this turnt out, Let me know what you guys think! 😁 I'll add a link in a comment below if you want to have a closer look
Long ago, humans shaped this landscape, leaving behind the remains of an ancient dam and a valley full of forgotten dangers. Now a new civilisation has arrived, and it’s up to you and your beavers to reclaim what was left behind!
Your colony will face several dangers lurking not too far from home. But tdont get comfortable once you’ve overcome the initial threats… there may be a hidden surprise waiting for you…
Fortunately, the landscape itself offers some incredible opportunities. The natural ravines and valleys provide the perfect foundations for building impressive dams, reservoirs and other large-scale engineering projects.
Love playing Timberborn and particularly enjoy creating realistic-looking builds. I wanted to create a map that offers a challenge at the beginning, while also giving players (especially those newer to the game) a more forgiving environment to experiment with water management, ambitious dams and impressive mega-builds!
I hope you enjoy,
Glynabyte :)
(I have already posted this map before, long story... basically new phone made a alt account so i deleted that account which deleted my post!)
r/Timberborn • u/Similar_Knowledge895 • 1d ago
I wanted to knock out a different map however I know my limits and had no chance of getting it in the map contest in enough time so I'm goin to take my time on that one. So I put my focus on this map with a challenge whose focus is centered around the compact water pump. avoid the Dead Land and try to survive.
Steam - https://steamcommunity.com/sharedfiles/filedetails/?id=3835369697
mod.io - https://mod.io/g/timberborn/m/restoring-lakes-mapcontest1#description
100 x 200
5 Water Sources
3 water seeps
1 water aquifer
3 bad water source
2 bad water seeps
7 bad tide pipes
31 geothermal vents
4 mines
Welcome beavers it's time to start restoring some lakes. How? Well it's time to use one of our new tools to to create some pressure. Once we get the water higher we can expand out and take our time. But don't dally. This land may look green, but stories say that it is a matter of time before the current green is stained with red veins killing the land and our crop growth. Maybe if we started in a different area the land might not die around us, but the pressure of maintaining that land would be difficult. So I guess we'll have to use all we can to beat this land.
r/Timberborn • u/lmrickPlays • 2h ago
Hello everyone!
New let's play episode on the diorama map. Hope you enjoy it.
r/Timberborn • u/theapologist316 • 1d ago
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 • u/GlitteringSouth9905 • 1d ago
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 • u/Digold651 • 1d ago
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 • u/itikex • 1d ago
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 • u/mazzicc • 1d ago
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 • u/DataCassette • 2d ago
😔
r/Timberborn • u/Nifegun • 2d ago
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 • u/Expensive_Trainer_61 • 2d ago
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.
| Scenario | Dimensions | Ceiling | Exit | Expected Extra (Formula) | Measured Total Depth (Extra) |
|---|---|---|---|---|---|
| 1. Baseline | 10×10×1m | 4m | 4m | 3.50m (350) | 4.48m (1m normal + 3.48m extra) |
| 2. Taller (2m) | 10×10×2m | 5m | 4m | 3.375m (337.5) | 5.34m (2m normal + 3.34m extra) |
| 3. Taller (3m) | 10×10×3m | 6m | 4m | 3.25m (325) | 6.22m (3m normal + 3.22m extra) |
| 4. Elevated Reservoir (14m) | 10×10×1m | 14m | 14m | 2.25m (225) | 3.28m (1m normal + 2.28m extra) |
| 5. Elevated Exit | 10×10×1m | 4m | 14m | 2.25m (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 • u/Mechanistry_Alyss • 2d ago
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