Patch notes 2022-11-21 (Experimental)
Hello everyone!
We were delighted to read your initial feedback under our most recent developer’s log. (And if you haven’t checked it yet, go ahead and do it now). Today, you get to play with the new stuff!
As you’re about to see, some things have already changed - both visually and mechanically - since we published the devlog. The iterations will continue based on your reception so let us know what you think! But before you fire up the Experimental Branch, an important PSA.
Saves created before Update 3 are not compatible with the new version of the game. This sucks, yes, and we try to limit losing save compatibility to the minimum - but it’s not always possible. With the reworked storage system coming with Update 3, it had to be done.
To play Update 3, please start a new game. As a reminder, here’s how to launch the experimental branch.

[h2]New storage system[/h2]
We have redesigned the warehouses to work similarly to how many players already used them in the late game. The new system helps you avoid a situation where they get clogged up by an overproduced good and can’t take another (for example, with golem heads taking up the room you need for food). It makes it easier to manage resources across the colony, see what is stored where, and how much room is left for each good. Finally, the updated warehouses add more visual variety and encourage vertical building. Let us know how the new system works for you.
[h2]Recyclable buildings[/h2]

One of the most anticipated features is here - you can now recover materials from buildings you remove. It feels great to see all your colony go up in smoke so go on, give it a try! Just remember that someone will have to clean that mess afterwards.
[h2]Golem (bot) redesign[/h2]

The golems are dead. Long live the bots!
[h2]Migrations[/h2]

The Settlement Panel, especially the Migrations tab, needed a few more tweaks.
[h2]Built-in screenshot tool[/h2]
We’re doing our part in the eternal war against screenshots taken with a phone.
[h2]Visual[/h2]
In addition to all the cool changes related to the new storage system, we’ve brought the first of many changes aimed at making the in-game factions more unique. The scope of this project goes well beyond new visuals - read the Developer’s Log #6 to learn more.
[h2]UI[/h2]
[h2]Misc.[/h2]
[h2]Bug fixes[/h2]
We were delighted to read your initial feedback under our most recent developer’s log. (And if you haven’t checked it yet, go ahead and do it now). Today, you get to play with the new stuff!
As you’re about to see, some things have already changed - both visually and mechanically - since we published the devlog. The iterations will continue based on your reception so let us know what you think! But before you fire up the Experimental Branch, an important PSA.
Saves created before Update 3 are not compatible with the new version of the game. This sucks, yes, and we try to limit losing save compatibility to the minimum - but it’s not always possible. With the reworked storage system coming with Update 3, it had to be done.
Patch notes: 2022-11-21 (Experimental)
To play Update 3, please start a new game. As a reminder, here’s how to launch the experimental branch.

[h2]New storage system[/h2]
We have redesigned the warehouses to work similarly to how many players already used them in the late game. The new system helps you avoid a situation where they get clogged up by an overproduced good and can’t take another (for example, with golem heads taking up the room you need for food). It makes it easier to manage resources across the colony, see what is stored where, and how much room is left for each good. Finally, the updated warehouses add more visual variety and encourage vertical building. Let us know how the new system works for you.
- Warehouses no longer accept all goods at the same time. The player picks a single good that will be stored in a particular warehouse. You can change your selection at any time but before beavers start bringing the new resource, they will remove the old one.
- The new system also applies to all piles and tanks. These buildings are now universal, allowing you to choose what should be stored inside (including many goods that used to be stored in warehouses).
- Warehouses are now wall-less, exposing the stored goods as stacks of crates. The number of crates indicates the warehouse’s occupancy.
- Crates and barrels carried by beavers or stored in warehouses are now painted with a different color and an icon depending on the resource.
- Warehouse, pile and tank entrances are now decorated with banners representing the goods stored inside.
- Added an occupancy indicator next to each good listed in the top left of the screen. One of the benefits of the new storage system is that it is now possible to calculate a reliable occupancy rate.
- Added a storage overlay to the game. Hold Tab or toggle it using a button under the season forecast to instantly see all your warehouses, piles, and tanks, what goods are inside, and how filled each storage is.
- Goods stored in Piles include: Logs, Dirt, Planks, Treated Planks, Scrap Metal, Metal Blocks.
- Goods stored in Tanks include: Water, Biofuel, Catalyst, Maple Syrup, Medicine.
- New building: Small Warehouse (3 logs; capacity: 30; Solid) - yet another cute 1x1 cube to fill these random empty tiles!
- New building: Small Pile (Folktails-only; 3 logs; capacity: 20)
- New building: Small Industrial Pile (Iron Teeth-only; 4 logs; capacity: 20; Solid)
- Updated building: Medium Warehouse (15 logs; capacity: 200; Solid).
- Updated building: Large Warehouse. (250 SP to unlock; 60 logs, 80 planks; capacity: 1200; Solid) - also now has a new, cuboid model.
- Updated building: Underground Warehouse (Folktails-only; 1000 SP to unlock; 20 logs, 80 planks, 40 gears; Ground-only; capacity: 4000).
- Updated building: Small Tank (15 logs; capacity: 30); it is now also a 1x1 building.
- Updated building: Medium Tank (120 SP to unlock; 30 planks, 20 gears; capacity: 300); it is now a 2x2 building without that weird L-shaped entrance.
- Updated building: Large Tank (600 SP to unlock; 80 planks, 60 gears, 30 metal blocks; capacity: 1200).
- Updated building: Large Pile (Folktails-only; 6 logs; Solid; capacity: 180). Yes, it can now be placed on top of platforms and other buildings.
- Updated building: Large Industrial Pile (Iron Teeth-only; 12 logs; capacity: 180; Solid).
- Removed the often-misunderstood “Desired” setting and the “Distribute goods between warehouses when idle” checkbox - under the new system, they became obsolete. We’re considering adding the priority system to the warehouses as a replacement.
- Removed the “Storage is full” status. It is no longer possible for one resource to clog up a warehouse meant for multiple goods, and so full storage is no longer a critical problem requiring the player’s attention.
[h2]Recyclable buildings[/h2]

One of the most anticipated features is here - you can now recover materials from buildings you remove. It feels great to see all your colony go up in smoke so go on, give it a try! Just remember that someone will have to clean that mess afterwards.
- Added the ability to recover materials from deleted buildings. After deleting a building, rubble piles spawn in its place (or on adjacent tiles if there’s no room available). Your workers will need to pick up the recovered materials before reusing them.
- If you delete an unfinished building, all materials are recovered. If you delete a finished building, you get a portion of the building costs back and all of the inventory contents.
- Units can pass through the rubble and you can build on it - but if it’s anything other than a path, the rubble will move to the next free tile.
- When you hit DEL, a prompt appears with a breakdown of materials to be recovered. You can bypass that with Shift+DEL.
[h2]Golem (bot) redesign[/h2]

The golems are dead. Long live the bots!
- Renamed golems to bots as that seems more appropriate in the world of beaver engineers.
- Redesigned the models and animations for all bots.
- Renamed Cogheads to Ironbots.
- Renamed Barrelbots to Timberbots.
[h2]Migrations[/h2]

The Settlement Panel, especially the Migrations tab, needed a few more tweaks.
- District Centers picked for migration are now connected to each other with Big Blue Arrows visible in the in-game world.
- After reopening the Settlement Panel, the recently opened tab is restored.
- Made several tweaks to the migration UI, including a fancy district highlight that should help you organize the migrations more smoothly.
[h2]Built-in screenshot tool[/h2]
We’re doing our part in the eternal war against screenshots taken with a phone.
- Added the Screenshot tool. F10 saves a screenshot in the current resolution, Shift+F10 saves an upscaled screenshot (for example in 4K instead of Full HD).
- Screenshots are stored in the Screenshots folder (by default: C:\Users\[user]\Documents\Timberborn\Screenshots). Please note that because of their size, screenshots are not synchronized with the cloud.
[h2]Visual[/h2]
In addition to all the cool changes related to the new storage system, we’ve brought the first of many changes aimed at making the in-game factions more unique. The scope of this project goes well beyond new visuals - read the Developer’s Log #6 to learn more.
- Updated the Inventor’s Hut model for Iron Teeth.
[h2]UI[/h2]
- The game no longer pauses after opening the Settlement Panel.
- Large resource numbers displayed in the top bar are now shortened (69420 becomes 69.4k for example). Nice!
- Recipes, prioritized resources etc. are now picked using dropdown lists.
- In Settings, you can now lock the in-game cursor to a single monitor.
- Updated the Wellbeing/Settlement Panel button.
- Updated the Priority buttons for demolishing to be consistent with the construction and workplace priorities.
- Buildings in the Settlement Panel are now sorted alphabetically based on the translated names.
- Made several other tweaks to the UI.
[h2]Misc.[/h2]
- Hidden some beaver secrets.
- Updated selection sounds for several early-game buildings.
- Fixed resources in Iron Teeth’s Industrial Piles poking through the floors.
- Updated the default worker number for Builders’ Hut to 4/4, up from 2/4, to match the building’s late-game use.
[h2]Bug fixes[/h2]
- Fixed a bug with bots assigning themselves to Dirt Excavators and quitting right after discovering how dangerous that job is.
- Fixed the collider for Power Wheel.
- Restored the misplaced “Prioritize by haulers” button on Breeding Pods.
- Fixed the range preview not showing up when placing a new District Center.
- Fixed several small translation errors, including the Japanese text that was displayed vertically.
- Fixed the incorrect recipe diagram in the Engine’s panel.
- It is no longer possible to enter spaces and other invalid symbols in the “Minimum” field in the Migration panel.
- Fixed the incorrect “Entrance Blocked” warning.
- Fixed the incorrect warning for Barriers set to be demolished.
- Alerts in the bottom left corner will now correctly update when the game was paused.
- Increased the Minimum relative terrain height for the brushes in the map editor from 0 to 1. Yay, now they always do something!