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Community Showcase: Custom Maps

Hello everyone!

Timberborn comes with 9 maps (with two more already on the Experimental Branch) but with the magic of Map Editor, there’s always more to get. Until we add Steam Workshop support, it requires a few additional clicks but getting the new map is as simple as downloading a file.

Right now, the go-to place for all Timberborn cartographers is this player-made collection of maps big and small (and medium). Other than that, you can check the Map section of the mod repository you already know, browse our forums, subreddit, and/or the dedicated channel on Timberborn Discord.

How to use custom maps?

Download the map file from the repository of your choice and copy it to the Maps folder located in C:\Documents\Timberborn\Maps. Start a new game and pick the map normally – it will have a [Custom] prefix in its name. You can use both new (.timber) and old (.json) custom map files.

Beaver new world

For this showcase, we chose 10+1 amazing maps. Each uses a very different layout and was designed around a specific experience. All maps we picked were created or adjusted after the release of Update 1 in December, which means they feature Undergrounds Ruins and are Mine-compatible.

[h2]Quest for the Ancient Aquifer (32x256) by Mulien [/h2]



Mulien’s creation tasks the player with reaching the source of life-giving water located at the end of a very narrow map. This challenge is not for the faint of heart: your starving colony has to beat several “stages” before getting there. “Quest…” is one of the coolest challenge maps we’ve seen created for Timberborn, and Mulien has recently modified it to add Update 1 content.

[h2]Jagged Islands (128x128) by Oombalol[/h2]



Creating this map took Oombalol a lot of time – not just because of all the small details but also due to the carefully planned out water flow. Here, it changes direction back and forth over the course of the game, so account for it as you make plans for a drought. By the way, if you enjoy the intricate map design like this, check the author’s pre-Update 1 creation, Pinewood Hills.

[h2]Trapeze Gorge (40x80) by billyocracy[/h2]



At a first glance, surviving on this map may seem like an impossible task – your beavers begin trapped in a small area cut off by high walls. Can you get them out before the resources run out? And once you do, will it even get easier? The margin for error is small in the beginning but once your beavers put their paws on the upper level, you’ll find some relief… for a moment.

[h2]The Valley of the Breeze (250x250) by SweetButter[/h2]



Timberborn’s water physics is put to a good test here as the map was designed to mimic how real-life ecosystems form. Water sources are located at higher elevations, surrounded by thick forests, and the cascading waters spread out, “eroding” the terrain to create a large riverbed in the map’s centre. Just be careful – the metal sources are scarce in the wilderness like this!

[h2]Horseshoe Bend (256x256) by exvalidus[/h2]



This is just one of the many maps our players have crafted based on real-life locations - in this case, a famous canyon on the Colorado River. For dramatization purposes, we took the screenshot during drought but when the river is there, the large flat areas make for well-irrigated future fields where early power management is easier thanks to strong water currents.

[h2]Chess Board Artificial River Trainer (256x256) by delirium[/h2]



We love all these wacky, unpredictable maps… but why not create an in-game chessboard that serves as a training tool? This flat creation allows you to experiment with the concept of artificial rivers that can keep the drought at bay even in Hard Mode. When this unique setup is properly adapted, you get a bidirectional river that continuously powers up water wheels and even makes the water management semi-automatic. Now, that’s the clever use of game mechanics.

[h2]Wonderlust (128x128) by heyitshatty[/h2]



Wonderlust’s author calls it a beginner-friendly map, and having several water sources right behind the hill helps indeed. The challenge is still there, however, as you need to be careful about where you put your first fields and water wheels. The starting area’s elevation results in tighter green areas and limits the access to the riverbank, at least until Stairs™ are discovered.

[h2]Apollo Island (256x256) by sukunabikona[/h2]



Can you tell which rather popular game served as a base for this map? By the way, it was really difficult to pick a creation from sukunabikona to feature. This author’s other amazing maps include areas from The Legend of Zelda: Breath of the Wild, renditions of real-life areas such as Hiroshima City and Taipei Basin, or even a “reversed” version of the basic Plains map. Respect!

[h2]Rising Tides (196x196) by dpqxo[/h2]



Beavers who land on this walled-off map sit on a ticking time bomb – except that bomb is actually the ever-increasing water level. This leads to a great twist – you are actually looking forward to the upcoming droughts as they give you some breathing room. Just don’t even think of blowing up a hole in the outer wall to escape. We’re not in a certain critically acclaimed Jim Carrey movie.

[h2]Paradise Lost (256x256) by dpqxo[/h2]



The paradise in question is waiting at the hill looming above the town - and if you get your beavers up there, the reward will be grand. We love the simple premise behind this map – and even though the goal is clear, each player may come up with a different approach.

[h2]Bonus: The Mad King (196x196) by TempMud[/h2]



The final creation is more of a save-map hybrid because the area has some structures prebuilt. Your beavers (Folktails only!) begin stranded in a dry wasteland where the only water sources belong to the titular mad King Ludwig. While he’s chilling there in his mud bath behind the ruin-filled moat, your colony desperately searches the desert for leftover resources and abandoned workshops. If you’re quick enough, you’ll build bridges over the moat to put an end to Ludwig’s tyrannical reign.

As you can see, there’s a lot our players can do with the map editor and Timberborn’s mechanics – and there are so many maps deserving a spotlight. After you go through the entire repository, let us know about the best maps you’ve found… or made!

PS Don't miss out on the previous Community Showcase where we focused on player-made mods for the game!

Until next time!
~Team Timberborn

Patch notes 2022-03-23 (experimental)

Hello everyone!

We’ve been keeping an eye on your feedback and today, we’ve got an update for the experimental branch to address that... and to change everyone's favourite Folktails building. Thank you for all the suggestions!

[h3]Settlement panel[/h3]

The new panel has received both functional and visual updates.
  • Added a new tab that allows you to monitor the popularity of your settlement’s attractions. This data is also displayed in the attraction’s individual panel.
  • Added workplace productivity indicators in the Workplaces tab.
  • Updated and reorganized some of the panel’s buttons and icons.
  • The panel now allows you to switch between districts and the global view.
  • As part of panel related updates, we added clickable district indicators in individual building and beaver panels.
  • Added a panel hotkey – G.

[h3]New day/night visuals[/h3]
We think we’ve fixed the issue with drought being too hard on the eyes but please tell us how you find the new effects.
  • Changed color of the “drought fog” to improve image clarity during drought, especially at dusk and dawn.
  • Changed colors of the night during drought.

[h3]Irrigation mechanics[/h3]
We’ve made some changes to make Irrigation Tower less of a meme. These changes also affect how irrigation works on the maps. While the built-in maps have been tested for that and work fine under the new behaviour, custom maps may be affected more.
  • The evaporation rate now becomes faster depending on the number of tiles surrounding the water tile, maxing out at four tiles. This includes both the ground tiles and levees.
  • The water consumption of the Irrigation Tower has been dramatically reduced.

[h3]Model updates[/h3]
We’re doing the below just for consistency’s sake. Totally.
  • Updated all flag models with cute little lamps.

[h3]Flavour texts[/h3]
This actually went live with the initial experimental release but we’ve never mentioned that.
  • Added missing flavor texts to buildings and resources.

[h3]Bug fixes[/h3]
  • Fixed a bug with range lines disappearing at certain camera angles.
  • Fixed a bug with water not being hidden after selecting a construction site.
  • Fixed some panels not being visible in entity panel during the construction stage.

Let us know what you think!

Patch notes 2022-03-07 (hotfix, experimental)

[h2]Fixes
[/h2]
  • Fixed a bug with nasty beavers not assigning themselves to jobs properly and sometimes even crashing the game.
  • Fixed a crash when trying to connect two districts.
  • Beavers that die of old age no longer receive the "Stranded" status. Thank you for resuming your services, Charon.
  • Fixed the "Pause" button not working properly in the population panel.

Big thanks to everyone who sent us the crash reports!

We appreciate all your feedback, so keep it coming. For example, please let us know how you find the new day/night visuals and the fog effects - both in the temperate weather and during the drought. Thanks!

The sun rises over Experimental Branch again

Hello everyone!

The experimental branch is back today with some shiny new stuff. It is not Update 2 – you’ll find a status update on that at the bottom of this post. But today, we’re introducing two new maps, a brand new population panel with job prioritization, a day/night visual overhaul, and more!

Patch notes: 2022-03-03 (Experimental)


If you need a refresher on how to play Experimental Branch, check this topic.

[h2]New day/night visuals[/h2]
[previewyoutube][/previewyoutube]
We’ve made a series of tweaks to the lighting to diversify how the game looks depending on the time of day, whether the drought is in progress, etc.
  • Added dawn and dusk to the day/night cycle, each with unique lighting effects.
  • Adjusted the lighting’s colors and intensity across the day.
  • Added variable length to in-game shadows – it changes depending on the time of day.
  • Added unique fog effects to droughts and temperate seasons, most visible during dusk and dawn.
  • Updated the skybox.

[h2]Population panel and job priorities[/h2]

Per popular request, we’ve added a panel that lists all beavers and buildings in one place (in five tabs). This allows you to control the colony, and that includes setting the newly added job priorities! You can browse global or, which probably makes more sense, district-based lists.
  • Added population panel to the game. It contains data split into five tabs: Characters, Housing, Workplaces, Storage, and Power.
  • Clicking an object on the list shows its location in the game. Each tab contains information about currently active status effects such as “Building paused”.
  • Using the panel you can pause buildings, change their recipes, mark the building as a priority for the haulers etc. Most importantly, you can pick a job priority for the building.
  • Added job prioritization. Similarly to building prioritization, there are five priority levels, which affect where your beavers go to work first.
  • Added a new population panel button in the upper left corner. While the panel is open, the game is paused.
  • Updated the upper left panel to contain only key information such as population count.

[h2]New map: Beaverome (192x192)[/h2]

Beaverome wasn’t built in a day, and neither will be your settlement here. This brand new map challenges you to follow the steps of the beaver pioneers who transformed seven water-filled craters into the heart of the modern beaver civilization.
  • Beaverome (192x192) is now a part of the built-in map roster.
  • With this map, we’re trying a more challenge-like approach. The available areas are narrow and the slopes steep, and it’s not that easy to find a strong water current – but hey, at least there’s enough to drink for everyone, right?

[h2]New(-ish) map: Helix Mountain (256x256)[/h2]

The map co-created with the community and used in our city-building contest turned out to be so popular we wanted it permanently in the game! To ensure smooth gameplay, however, we made a series of changes to the map, including moving the mountain.
  • Helix Mountain (256x256) is now a part of the built-in map roster.
  • The map underwent significant changes, including moving the mountain closer to the map’s center. The mountain is also larger, which makes creating your settlements a bit harder, as the water takes longer to flow down.

[h2]Balance changes[/h2]
We have realized that the number of gears needed to grow your colony is too dam high.
  • Wood Workshop: Gears cost reduced from 50 to 40.
  • Mud Bath: Gears cost reduced from 50 to 40.
  • Mine: Gears cost reduced from 500 to 350.
  • Efficient Mine: Gears cost reduced from 600 to 450.

[h2]Miscellaneous[/h2]
  • Windmill, Large Windmill: Shafts can be connected from any side now.
  • Resources have received updated panels to better communicate what, when, and how they yield.
  • Warehouse inventory panel is now available during the construction stage, so you can micro your warehouses right after placing them!

[h2]Optimization[/h2]
All models in the game have had their models updated to reduce the number of polygons and improve the game’s performance.

[h2]Bug fixes[/h2]
  • Beehives no longer work underwater.
  • Crops affected by the Beehive are now correctly highlighted.
  • Fixed the torches not lighting up in the Temple.
  • Fixed a bug with water becoming too bright at the deepest levels.
  • Underwater buildings and plants are now correctly highlighted when selected.
  • Fixed the collider in Mechanical Water Pump.
  • Fixed a bug that allowed building a Mine in the middle of two adjacent Underground Ruins.
  • Fixed a bug that prevented beavers from using books directly from the Printing Press.
  • Fixed a bug with stock counts in the district distribution panel calculated differently than in the top panel.
  • Fixed a bug that allowed Farmers, Gatherers, Lumberjacks and Tappers to pick up goods not belonging to their workplace.
  • Fixed a visual bug where Smelter’s worker would not sit in the door when there was nothing to do.
  • Fixed the camera switching places when the game was paused or unpaused with a beaver selected inside the building. Uh-oh.
  • Fixed a bug where moving a cursor slooowly over buttons broke their highlighting and the ability to click them.
  • Fixed a bug with attractions not accounting for Power Efficiency.
  • Fixed a bug with hot single beavers in your area not pairing with each other in Lodges.
  • Fixed a bug forcing children to grow up only in the morning.
Where’s my Update 2?

It is coming but we’d like to ask you for your patience. This year’s beginning has been very busy for us because Mechanistry is growing. Last month, we were joined by a new game designer, Adrian. As of March, the team also includes assistant Olga, 2D artist Tomek, and 3D artist Bartek – and a few more new faces are coming. Please give them all a warm welcome, for example on our Discord.

We’re still a small indie company, though. The hiring process is one of the reasons why we’re having a smaller patch today, and Update 2 needs more time in the oven. Another is that we want to make that “futuristic” feature really cool. This resulted in expanding its scope beyond what we originally planned – which we can only do because the studio is growing.

We’ll let you know as soon as we can share more details. For now, we hope you’ll enjoy what we’ve just pushed to the experimental branch. We can’t wait to hear your thoughts!

~Team Timberborn, Now Chonkier Than Ever

Community Showcase: Timberborn Mods

Hello everyone!

There are many ways to play Timberborn but for some crafty beavers, that’s not enough. Even though we don’t officially support mods (yet), quite a few have been made. Today, we want to showcase seven of our favourites – perfect to spice things up while you’re waiting for Update 2.

But first, some fine print. Right now, Timberborn Early Access is meant to be played without any mods. We appreciate all the hard work behind them but mods are 100% player-made and may break your game. Use them at your own risk and, at the very least, back up your regular saves.

[h2]The magnificent seven[/h2]
Here are some cool mods to consider, ranging from nifty QoL features to true game-changers! To install a mod, follow the instructions available on its page. We suggest you take things slow and not install all interesting mods at once.

[h3]Creative Mode by hawkfalcon[/h3]



While regular Timberborn gameplay allows you to build truly great cities, fair progress takes time and even at the easiest difficulty, things may get out of hand. This mod unlocks all structures right away and makes building instant and free. It also copies some Map Editor features into the regular game, which allows you to spawn ruins and resources, and even re-shape the terrain.

[h3]Employment Priority by Hectare[/h3]



The ability to prioritize jobs is, well, one of the priority player requests for us. This mod helps with that already. It allows you to control which jobs the beavers pick up (or switch to), for example when you need rapid redeployment ahead of the drought. It also integrates with the in-game building priority tool so you can select priorities for multiple buildings at once.

[h3]Draggable Utils by KyProject[/h3]



This one also assists in running large settlements, especially if you tend to group specialized buildings together. Draggable Utils adds a selection tool that pauses/unpauses buildings en masse. You can also use it to order emptying storage and to pick the top targets for your haulers.

[h3]Extended Architecture by Elec[/h3]



When we were adding Platforms to the game, another option we considered was something similar to what Elec prepared here. With this mod, two unlockable variants of a new structure are added, allowing you to place Arch (4x1, 5x1). It is a bridge-like Solid building that can be built over other objects, which means you can create more condensed multi-level structures.

[h3]District Extender by PB_Ozai[/h3]



In-game districts have several advantages, one of them being the significant performance gain. However, if you’re confident in your rig’s capabilities (lucky you!), you may increase the district’s effective range with this mod. While changing numbers in the config file, you may also adjust pathfinding and resource gathering ranges. You can even cover the entire map with a single district.

[h3]Quadruple Terrain Height by Ximsa[/h3]



Despite its name, this mod not only increases the maximum height available in the Map Editor but also allows you to make your creations larger. With the map measurements increased up to 1024x1024x64, you can craft king-sized lands with mighty mountains and green valleys where beavers thrive. Just know that such maps also require the mod to play.

[h3]Unified Factions by hawkfalcon[/h3]



This mod unlocks all available buildings, regardless of the faction picked. The eco-friendly Iron Teeth that use Windmills? Sure. Some unorthodox Folktails with Breeding Pods? Why not! With this mod, the initial faction choice mostly dictates which beavers will spawn because the author obviously favours Folktails here - by default, shared buildings use the Folktails variants.

There are more community mods to pick from so make sure you check the list from time to time. And if you want to break Timberborn open, make sure you join our Discord. The #modding-and-whatnot channel is there for you and it’s full of the beaver disruptors like yourself.

Until next time,
Team Timberborn