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Timberborn News

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.

Patch notes 2022-12-02 (Experimental)

Hello, everyone.

In case you missed it, Update 3 is now on the experimental branch. As we're gearing up for its official launch, we continue to make tweaks based on your feedback, so as always, keep it coming!



[h2]Storage[/h2]
There’s no such thing as too big a fridge but sure, there is a better use for all that extra space.
  • Replaced Underground Warehouse with Underground Pile (1800 capacity, 20 Logs, 80 Planks, 40 Gears; ground-only). The new building is also Folktails-exclusive but it is used to store large amounts of Pile-specific materials such as logs.
  • Updated the resource choice lists in storage buildings to make them easier to use.

[h2]Audio[/h2]
  • Updated selection sounds for the following buildings: Aquatic Farmhouse, Floodgate, Lido, Shrine, Stream Gauge, Water Dump.

[h2]Misc.[/h2]
  • While setting up the custom difficulty for a new game, it is now possible to adjust the percentage of resources recovered from deleted buildings.
  • Default difficulty presets now also have different resource recovery percentages. On Easy, you get 90% resources back. On Medium and Hard, 75% will be recovered.
  • Rubble now has a status effect if it can’t be gathered.
  • Each good’s tooltip in the top bar now contains information on that good's exact numbers and where it can be stored.
  • Added a tooltip displaying the exact number of Science Points.
  • Added missing flavor texts.

[h2]UI[/h2]
  • Updated how warehouses are sorted in the Settlement Panel.
  • Updated icons for Small Tank and Large Tank.
  • Made further visual tweaks to dropdown lists.

[h2]Bugfixes[/h2]
  • Drop-off point capacity is no longer counted in storage calculations.
  • Fixed the left-handed mouse detection.
  • Fixed the broken “Workers allowed in new buildings” toggle.
  • Fixed a crash that could occur when destroying buildings.

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