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Timberborn News

Patch notes 2023-05-17 (Experimental)

Hi everyone!

Has anyone ordered a fresh batch of fixes?

Quality of Life & UI


  • District Crossing now has an extra UI element that lets you instantly see what is imported and what is not.
  • Updated the distribution UI once again.
  • Made some minor UI tweaks.
Audio
  • Most UI sounds are now mono.
Misc.
  • Fences of different types built on adjacent tiles now stay separated instead of clustering. This includes setups such as two fences forming parallel lines.
Bug fixes
  • Mechanical Water Pump no longer consumes energy when not working.
  • Fixed a bug that delayed refreshing the Settlement Panel content after selecting a different district.
  • Fixed an incorrect size of the Starting Location in the Map Editor.
  • Fixed a bug with Underground Piles tearing the maps apart.

Patch notes 2023-05-11 (Experimental)

Hello everyone!

Update 4 distinguishes the beaver factions in a big way, splitting their food chains entirely, but there are also other tweaks. These continue today with an update to the decoration roster.



Decorations

The faction identity can be seen even in the smallest creations!
  • New building: Hedge. This replaces the Log Fence and is a new Folktails-exclusive decoration.
  • Metal Fence received an updated model and is now Iron Teeth-exclusive.
  • Benches, Shrubs, and Wood Fences (previously: Plank Fences) now use different, faction-specific models.
Distribution

We're delighted with the response to the automated distribution, but we agree that we could explain it better.
  • Updated the Distribution tab with detailed tooltips and fancy colors.
Misc.
  • Added some missing flavor texts that definitely weren't supposed to be added over a year ago.
Bug fixes
  • Fixed the OP Control Towers that would boost bots even when turned off or after science points run out.
  • Fixed shafts that would sometimes jam and not rotate.
  • Fixed a crash caused by rubble moving out of the selected area when using a selection tool.
  • Fixed a crash caused by a beaver trying to crash on a bench that's just disappeared.

Patch notes 2023-04-28 (Experimental)

Hello everyone!

Here's the final experimental update for Update 4 this week... unless we've just broken something.

Visual




  • District Crossing received a new model that better communicates that it's two buildings in one.
  • Only the selected half of the District Crossing is now highlighted.
  • Fixed the algae and mushroom models in the Hydroponic Garden so that they no longer look like something a nuclear apocalypse brought to life.

Patch notes 2023-04-27 (Experimental)

Optimization

Every little beat helps.
  • Thanks to an update to how sounds and music are played, the game now utilizes less RAM.
Mods

Are you a mod creator? Do you remember all those times the animation didn't work and you had to add "_" to an object, so it wouldn't merge into one mesh with the rest of the model? Now you need to add "#" at the beginning!
  • Replaced "_" with "#" in the names of objects so that it's less likely to be used by accident.
Bug fixes
  • It is no longer possible to build a Mine that only partially covers the Underground Ruins.
  • When graphics is set to Low, Underground Ruins no longer lets you gaze into the void.

Patch notes 2023-04-26 (Experimental)

Thank you for the feedback, everyone, please keep it coming so we can make Update 4 truly worth the hype! Here are today's changes.

Optimization

We've just transferred all existing in-game models to our custom 3D model format - Meshy. In short, this results in better optimization for everyone and makes our work easier - but it's also important to our dear modding community. In the coming days, we'll provide you with documentation on how to use our Meshy implementation so that you can continue turning Timberborn into a Beaver Train Simulator and so on.
  • All in-game models now use the Meshy format.
  • Optimized the new distribution system so your beavers can export goods at even higher FPS.
Balance

You love the districts so much we're making it easier to add new ones faster.
  • District Crossing: unlock cost reduced from 1000 to 600 SP.
  • Increased water sources' strength on Craters.
Visual
  • Updated models for Campfires (both factions).
  • Fixed a minor visual bug in tanks.
  • Slightly adjusted the blueness of Blueberries because it made our 3D Artists blue.
Misc.
  • Path tiles now display the distance to the parent District Center in their panel.
  • Selecting a Slope now shows range lines and the heatmap, similar to stairs and paths.
  • Added missing flavour texts (for now, in English only).
Bug fixes
  • Fixed a bug with status icons not disappearing after hiding the UI. In case you didn't know, Ctrl+H does that.
  • Fixed a bug with goods not being balanced out between districts if only one side of a District Crossing had workers.
  • Fixed a crash caused by removing a District Crossing.
  • Fixed impatient patients that would casually leave Medical Beds to fulfill their needs.