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Timberborn News

Patch notes 2024-07-31 (experimental)

Hello, everyone!

In addition to the usual tweaks and fixes, today’s update to Update 6 includes a highly requested feature: custom construction models for all in-game buildings! Also, completing a wonder now rewards you with some pretty art depicting your humanoid beavers at their best!



Construction stages

After we revealed wonders and how they’re built across several construction stages, you made it clear that the rest of the in-game buildings could use a similar feature. Fast forward a few weeks, and here we are! Now, each building in the game uses a custom construction model!
  • Added construction stages to all in-game buildings. A building-specific construction model appears after materials have been brought to an empty construction site. All non-wonder, non-monument buildings in the game receive one such extra construction stage before they’re finished. The regular monuments have two.
  • Updated the initial construction site for Dynamite (all types) so that it doesn’t cover the path underneath as much.
Wonders

Your accomplishments deserve special treatment!
  • Added new, faction-specific 2D art to the congratulatory screens displayed upon completing the wonder for the first time. You better get that construction going!
Maps

We’re continuing our work on all built-in maps.
  • Updated Canyon with a dedicated flexible start area.
  • Tweaked waterfalls on Cliffside.
  • Fixed that terrible one-tile misalignment spotted in the aqueduct ruins on Meander.
  • Fixed the incorrect initial water simulation on Diorama and Meander.
Mods

We’ve made several changes that should make the lives of our modding community easier.
  • When you attempt to load a save file created while mods were installed, the game checks which mods are currently active. If anything's missing, a warning with a list will be displayed.
  • Added a new button to the Load game window, allowing you to check which mods were installed during a particular save file's creation.
  • In the mod manifest file, you may now list optional mods on top of the required mods. The optional mods are included in the launch order, but when not installed, they won’t display a warning message the required mods have.
  • Holding the default modifier key (Shift) when clicking arrows in the mod manager now moves the selected mod to the top or bottom.
  • Added Ctrl + ~ as a new keybinding that opens an in-game console, allowing you to view logs.
  • Added game version information to the mod manager window displayed at the game’s launch.
  • The IModStarter interface now has a method that lets you retrieve the mod’s system path.
  • You can install modding tools available at https://github.com/mechanistry/timberborn-modding via Unity's Package Manager. The details are on the repository's home page.
Misc.
  • To prevent some possible crashes, only a single instance of the game can now run at the same time.
  • Updated the Large Windmill’s model so that it now actually uses the Paper it was built with. Conversely, the (small) Windmill no longer uses Paper in its model.
  • Tweaked the Blockage’s model, making it a little more rockish.
  • It is now possible to build Dynamite below Sluice’s front part.
Bug fixes
  • Unfinished shafts no longer appear to be completed upon reloading the game.
  • The sliders in the Sluice’s panel should now be more accurate when the building is built high above the ground.
  • The deletion tool should now correctly mass-select objects placed on the Impermeable Floor such as paths and shafts.
  • Fixed a bug with terrain tiles appearing inside the underground buildings. Hopefully, we won’t need to fix it for the third time.
  • Status icons no longer appear way too high above buildings still under construction. Wonders were the worst offenders here.
  • It is now possible to select Overhangs by clicking their “legs”.
  • Fixed a visual bug with irrigated areas appearing to be cut off in a straight line.
  • Aquatic plants exposed to a fatal badwater wave now display a correct obituary. ;(

Patch notes 2024-07-23 (hotfix, experimental)

Hi, everyone!

How about a few extra tweaks for the experimental Update 6 build?

Misc.
  • Added a missing arrow to the Iron Teeth variant of the Sluice.
  • It is now possible to close the mod manager window displayed at the game's launch by hitting Enter.
  • Hitting Start (or Enter) in the mod manager window at the game's launch now displays a loading screen instead of freezing the game for a moment.
  • You may now place Vertical Power Shafts directly on the ground. Not that it makes much sense, but who are we to judge your engineering projects?


Bug fixes
  • The game no longer crashes when a beaver decides to scrap metal from ruins with bad timing.
  • Removed the camera jerk experienced by some players after using the right mouse button to cancel an action.

Patch notes 2024-07-18 (experimental)

Hello, everyone!

Here's another bunch of tweaks and bugfixes, including map updates and a fix to the right mouse button delay.

Maps

We’ve reworked Diorama, Waterfalls, and Meander by applying some U6-specific changes.
  • Added a small overhang to the Diorama waterfall.
  • Added an overhang bridge to the Waterfalls map, as well as a small secret behind the titular feature.
  • Added some new ruined hooman structures to the Meander map.
  • Made minor fixes to terrain or misplaced resources across all listed maps.
  • Fixed some water quirks on the Cliffside map.
Misc.
  • Added a tooltip to the grayed-out “Delete” icon in the building that can’t be removed that way because of other buildings placed on top of it.
  • The congratulatory pop-up shown after completing the wonder now includes the number of days it took your beavers to reach that milestone.
  • Updated Badwater Rig so that it neatly fits under Overhangs.
  • Added compatibility warning for macOS users who use the mod manager with the game launched in Silicon mode instead of Rosetta and a similar warning about Rosetta’s performance impact
  • Made small changes to the analytics system, i.e. now we know not only what building was built, but when.
  • Tweaked the way the game state and maps are saved. We hope it will result in fewer broken save files.
Bug fixes
  • Removed that weird delay when rotating the camera with the right mouse button.
  • Fixed a crash related to the District Crossing.
  • It is now possible to place Impermeable Floor under Upward Shafts.
  • The game no longer crashes when it cannot access the Documents folder on macOS.
  • Fixed a bug with water passing through Sluices too slowly.
  • Badwater should no longer magically change into pure, clean water. It’s baaad for a reason, you know.
  • Wonder workers should now correctly receive bonuses for their well-being.
  • The game should no longer crash when Upward and Vertical Shafts’ models updated while building vertical power lines.

Patch notes 2024-07-15 (hotfix, experimental)

Hi, everyone!

To kick off the week, we've got a few new fixes for the experimental Update 6 build. Thanks for the reports, please keep them coming!

Bugfixes
  • Fixed sluices resetting their settings.
  • Double and Triple Platforms can no longer be built inside Vertical Shafts.
  • It is no longer possible to walk through the Vertical Shaft.
  • Fixed a bug with kits losing their fancy tail patterns as soon as they become adults. Growing up can be difficult, but come on!

Patch notes 2024-07-11 (Experimental)

Hello, everyone!

It’s time for another batch of experimental Update 6 tweaks and bugfixes. Enjoy!

Buildings
  • Updated buildings: Engine and Large Power Wheel. Following a similar change to windmills, it is now possible to attach a Vertical (or Upward) Power Shaft to the central bottom tile of these power-producing buildings. They can also power up Solid buildings placed directly below (such as the Bot Part Factory).
  • Updated buildings: Mine, Efficient Mine, and Underground Pile. These buildings’ entrances are now at the ground level.
Misc
  • Added the ability to assign keybindings for upward and downward camera rotation.
  • The camera position is no longer saved in the map editor.
  • Added warnings for Downward and Upward Power Shafts when you’re about to block their connectors.
  • The game no longer warns about blocked power connectors when there’s at least one connector still available. And if all connectors are blocked, the warning says just that.
  • Added a tooltip to the grayed out “Delete” button when the building cannot be deleted because of other structures placed above.
  • Updated icons for the Local indicator on the map and mod selection screens.
  • Updated shaders for some crops.
  • Added flavor texts for both factions’ wonders.
Bugs
  • Fixed a relatively common issue related to the player.data file that would crash the game at launch.
  • Builders carrying goods were once again reminded not to ignore paths. Safety first!
  • Cleared the 0,0 camera position saved as the default restorable position on Plains and Helix Mountain.
  • Fixed a bug with beavers creating a moshpit right at the Underground Pile’s entrance.
  • Water particles on Buildings such as Water Dump or Mechanical Water Pump no longer clip through Impermeable Floor, Levees, Dams, Sluices, or even ground.
  • Water Sources are now hidden when using the layer-hiding tool.
  • Fixed plant life not changing its status after being flooded in the map editor.
  • Fixed a bug with paths attempting to connect to Stairs from the side. We know, we know.
  • Beavers no longer pretend to be ghosts and cannot enter buildings through walls.
  • Fixed the missing Network power supply / demand header not appearing for the first group of buildings listed in the Power tab of the Settlement Panel.
  • Water Gauge and Badwater Rig no longer clip through other buildings.
  • Fixed the occasional overflowing on the Canyon map.