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Nominate Timberborn for Steam Awards

The great Autumn Sale has arrived and you can get Timberborn 20% off!

https://store.steampowered.com/app/1062090/Timberborn/

Also, the coveted Steam Awards are approaching and you can nominate our game in the Labor of Love category above. This would mean the world to us. If you think what we're doing with Timberborn deserves such recognition, please cast your vote and spread the word! The voting ends November 29 so do not wait.

Let us bribe you with this definitely-not-doctored screenshot of an Iron Teeth couple enjoying the fruits of their love labor.



Thank you!
Mechanistry, a.k.a. Team Timberborn

Patch notes 2022-11-22 (hotfix, experimental)

[h2]Visual:[/h2]
  • Updated the texture of Iron Teeth dirt paths. It is another step towards our grand "Make factions more unique" goal, better explained in the devlog.

[h2]Bug fixes:[/h2]
  • Restored UI sounds in the map editor.
  • Updated the collider for Rubble so that it's easier to select when there's a path underneath.
  • Fixed an issue preventing buildings on top of Small Industrial Warehouses from connecting to paths.
  • Made minor fixes to visuals and behaviours of the new dropdowns.
  • Windows key is no longer read as Ctrl on Windows.

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.

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!

Developer’s Log #6: Update 3

Hello everyone!

The golems have just opened up the terraforming business, and yet here we are, talking Update 3. That’s because things will be different this time around. In Update 3, we plan to improve the core of the game across the board, based on the popular requests we see on Steam, Feature Upvote, Discord, and other channels. Read on and let us know what you think!

Recyclable buildings

Yes, with Update 3, the technology is here - you are able to recover some materials from the buildings you remove. With Timberborn’s focus on verticality and limited space, the player sometimes needs to remove a portion of their settlement to fix something, and losing all resources in the process feels bad. We're changing that now. As an added benefit, this also means you can treat your buildings as emergency sources of goods that are urgently needed elsewhere.



We didn’t want this feature to be as simple as “hit delete, Irrigation Tower disappears, resource numbers go up”. You do delete buildings instantly but the recovered materials first appear on the ground and need to be picked up by your dwellers. Beavers can pass through the rubble, and you can place paths underneath.

Also, you still can use the deletion tool to remove multiple buildings at once. In fact, it is oddly satisfying.



Storage wars

Maintaining the warehouses in their current state can be tedious, especially in larger colonies with tons of goods and multiple districts in operation. That’s why for Update 3, we are redesigning the entire system to make it easier to control what is stored where. Please note that this rework affects a key in-game system - treat what we describe below as a work in progress, as it may undergo significant changes before Update 3 even hits the Experimental branch.

First of all, we are getting rid of the messy warehouses that accept anything from potatoes to golem limbs. Each warehouse will now only store a single resource picked by the player. To implement that change and make manipulating the numbers easier, we are rebalancing the capacities and redesigning the warehouses. Folktails, of course, keep their unique Underground Warehouses.



Warehouses’ UI no longer includes the ‘Desired’ amount setting. We found it to be widely misunderstood and with the redesigned storage system, it would be even less useful. As a consequence, the ‘Distribute goods between warehouses when idle’ checkbox has also been removed. We are considering adding some form of warehouse priorities as a substitute for Desired amounts - let us know your thoughts!

At the same time, resource-specific piles and tanks (such as Log Piles or Catalyst Tanks) are going away, replaced with universal storage units that work similarly to the new warehouses. Dirt, Logs and Metal Scrap now use the Pile (or the stackable Industrial Pile if you’re Iron Teeth). To store fluids (Water, Biofuel, Maple Syrup and Pine Resin), your beavers will use three new universal tanks of different capacities.



The new system will introduce more visual variety to your colonies as a positive side effect. The stored good is always displayed on a model for each warehouse, pile and tank! And since crates containing goods are now color-coded, you can easily tell what that particular busy beaver is carrying without a single click.

Finally, if you want to quickly see where your goods are stored, we are also introducing a special UI overlay to Timberborn. At a hit of a button, all warehouses display what and how much they hold. This opens the door to adding further overlays - as long as having them makes sense.

Better migrations

As for moving your beavers and golems between districts, you generally liked what we had in the final iteration of Update 2 - but we knew there were still several areas we could improve.



In Update 3, the Settlement Panel’s UI receives several tweaks aimed at improving its clarity, further helped by the addition of Giant Blue Arrows in the game world. The arrows connect the centers of the two districts you’re moving units between. This makes navigating a colony easier and faster because guess what, the game no longer pauses when the Settlement Panel opens.

New golem (bot) models

We have heard the concern that golems, while functionally useful, are a bit too far on the sci-fi side of things and did not fit Timberborn’s aesthetics - so we’ve redesigned them! We’re happy to announce that they will now sport a new, more neutral and beaver-ish look.



By the way, we took this opportunity to rename them. Golems shall now be called “Bots”, with Barrelbots renamed to Timberbots, and Cogheads now known as Ironbots. This should better explain the unit’s role to the new players while also helping alleviate the “magical” vibe the term “golem” evokes.

Making factions more unique

With Update 3, we also begin our long-term work on making the beaver factions more unique. Folktails and Iron Teeth do have several key differences (vat-grown kits say hi!) but we’d like to crank that up. We want each faction to have a stronger identity, boast a unique look, and offer a vastly different gameplay experience. Some changes will be as simple as updating models of shared buildings. Here are some concepts for the new Iron Teeth Inventor’s Hut with the new bot portraits as a bonus.



And here's how it looks in-game:



The other changes will be much more drastic, such as an upcoming redesign of Iron Teeth’s food production. We'll be implementing unique buildings, crops and production chains - as you can imagine, changes like this make achieving our ultimate goal a huge undertaking. This means the IT food rework may or may not be part of Update 3, and we expect the work on the 'making factions more unique' project to continue even after U3 ships.

When does it ship?

The new stuff will drop onto the Experimental Branch in several rounds. Over time, we’ll continue to add more and iterate based on the players’ feedback. As is with us, no dates yet, but… Update 3, Part 1 is coming to the Experimental branch soon. Be on the lookout!

In the meantime, may we recommend... Going Medieval? Timberborn is now available bundled with the acclaimed base-building game by our friends Foxy Voxel - with a discount no less. So if you want to use your beaver architect skills to build a multi-storey medieval hooman castle, go for it now!

https://store.steampowered.com/bundle/28776/Timberborn_Going_Medieval/
Until next time!
Team Timberborn

Patch notes 2022-10-12

Today we've got a small patch for you with some nice improvements - enjoy!

Audio
  • The beaver shanty made by our community “The Shores of Beaver Bay” will now play during credits.


UI
  • Updated the scrollbar design in some interfaces.
  • Fixed some off-center icons in building cost tooltips.
  • Fixed the displaced hide/show water button.
  • Updated the icon for a construction site being unreachable.


Misc.
  • Improved building deletion tool selection, it should no longer mark unintended targets as often.
  • Unreachable resources marked for deletion will now display this information.
  • Reversed the order in IDedicatedDecoratorInitializer - if you’re a modder you know what that means.


Bugs
  • Buildings with entrances above the ground level no longer show “Entrance blocked” warning during construction site placement.
  • Placing a large number of shrines close to one another will no longer make the fire sound effect too loud.
  • Fixed selected construction site appearing incorrectly when closing a building category on the toolbar.
  • Fixed not being able to select the Golem Part Factory when clicking at its front at a certain angle.
  • Fixed Wellbeing Summary panel displaying “NaN” values at 0 population.
  • Fixed minor translation errors.


We've also pushed a small update to the Experimental branch, containing missing translations of an in-game status.