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Timberborn News

Patch notes 2022-12-14 (experimental)

[h2]Bug fixes[/h2]
  • Fixed further issues with icons appearing blurred on certain graphics settings.
  • Fixed idle workers in Iron Teeth Bot Assembler sitting backwards.

Patch notes 2022-12-13 (experimental)

[h2]Misc.[/h2]
  • When attempting to load a broken savefile, the game will crash much sooner (instead of after a minute or so of anxious waiting).
  • After attempting to load an incompatible savefile, you will no longer be able to load it anyway. Please note that as soon as Update 3 is pushed to the main branch, we'll add Update 2 on a separate branch as explained here. This way, you'll be able to continue your U2 playthrough as long as you're fine with not having access to the new U3 stuff. (This was already deployed but wasn't announced.)
  • Made some minor GPU-related optimizations. (This was already deployed but wasn't announced.)

[h2]Bug fixes[/h2]
  • Fixed builders that would pick up goods from warehouses only to put them back right away.
  • Fixed goods that, after selecting a pile, would be highlighted in other piles.

Patch notes 2022-12-11 (hotfix, experimental)

[h2]Misc.:[/h2]
  • Slightly improved game loading times.

[h2]Bug fixes:[/h2]
  • Fixed a bug causing beavers to ignore goods in reconfigured warehouses. This bug was also responsible for huge performance problems observable even in small villages.
  • Fixed a rare crash caused by beavers dying while the selected building's settings were being modified.
  • Fixed several in-game icons appearing blurred.
  • Fixed stockpile overlay sometimes not showing the number of goods in stock.

Patch notes 2022-12-09 (experimental)

Hello everyone,

Thank you for your patience as we were resolving the game-breaking bugs introduced with yesterday’s update that forced us to roll back the game’s version. Thanks to your reports, we identified those issues and the update is now live again.

The highlight of the update is the addition of the Accept/Obtain/Empty toggle for all warehouses, piles, and tanks. Check the full patch notes linked below.



With today’s release, we’ve also made several other minor tweaks:
  • Updated the new tooltips on the top bar counters.
  • Translated the last remaining strings.
  • Fixed blurred-out good icons.
  • Fixed “seams” appearing on the water’s texture.
  • Fixed the appearance of the toggles in several places.

Patch notes 2022-12-08 (Experimental)

Hello everyone! Thanks to your feedback, we've got even more experimental tweaks. Who knew?



[h2]Storage system[/h2]
Warehouses, tanks, and piles have received a set of buttons that make it easier to automate their operations. For example, you can now have smaller warehouses scattered among fields for your farmers’ convenience, as well as huge centralized warehouses that gradually stock up on the crops brought by haulers from the colony’s remote farmlands.
  • Added the Accept/Obtain/Empty toggle to all warehouses, tanks, and piles.
  • If set to “Accept”, the storage simply accepts the selected good as it used to do. This remains the default setting.
  • If set to “Obtain”, the colony’s haulers will do their best to actively fill the storage by picking up the selected good from other warehouses and transferring it here. This happens on top of the normal "Accept" behaviour. This button is hidden if there are no Hauling Posts in range.
  • If set to “Empty”, the storage no longer accepts goods. It will be set to clearing up the inventory and moving it elsewhere.

[h2]Tanks[/h2]
    Added M1 Abrams (2000 SP; 50x Metal Block, 50x Gear, 50x Medicine; Iron Teeth-only).
  • Updated the model for Small Tank to allow placing bridges above (2 tiles high).
  • Updated the models for Medium and Large Tank to allow placing (or placing-without-clipping) bridges above (3 tiles high).

[h2]UI[/h2]
  • The SP unlock cost is now green if you have sufficient SP numbers.
  • Good and SP counts on the top bar are now rounded down to minimize confusion. You can still hover over them for the exact numbers once above 1000 units.
  • Added a new status icon that warns you that there is no available storage space to pick up the rubble.
  • Added a button to clear the current good selection in warehouses.
  • Warehouse good selection icons were reduced in size for easier navigation.
  • Fixed blurred-out good icons.

[h2]Misc.[/h2]
  • The game no longer supports raw .json files. We moved to the .timber format a good while ago but if you used some very old maps that were never updated, they will be affected. The good news is that you can simply open such an ancient map on the current Update 2 main branch build, save it in-game, and it will become Update 3-compatible.
  • Idle workers of all professions will now perform several labour duties such as emptying warehouses and drop-off points.
  • It is now possible to adjust the maximum worker number in paused buildings.
  • With old Mechanistry forums about to close, we’ve updated the “Go to feedback site” button to redirect to our Feature Upvote site instead.

[h2]Audio[/h2]
  • Updated selection sounds for the following buildings: Engine, Observatory, Scavenger Flag, Smelter and Engine.

[h2]Bug fixes[/h2]
  • Fixed a bug with buildings not behaving correctly after deleting their parent District Center.
  • Updated the incorrect “Upscaled screenshot” keybinding description. To take an upscaled screenshot, you need to use Ctrl+F10, not Shift+F10.
  • The deletion tool’s tooltip is no longer visible after hiding the UI.
  • Fixed idle workers not emptying Drop-off points.
  • Fixed Rubble inventory sometimes appearing empty.
  • Fixed a rare crash related to deleting a building.
  • Fixed “seams” appearing on the water’s texture.
  • Fixed the “No storage space” status on Rubble appearing incorrectly in certain situations.