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Patch notes 2026-03-06 #2 (experimental) - Revised valves and water sensors

[p]Hello, everyone![/p][p][/p][p]Here’s another batch of tweaks related to Valves (yes, they just multiplied!) and water sensors.[/p][p][/p][h2]Valves and sensors improvements[/h2]
  • [p]New building: Fill Valve (5x Plank, 5x Metal Block, 300 SP). Automatically maintains downstream water level. The water level regulation logic replicates the old Sluice, and when plugged into a Contamination Sensor, performs all of its functions.[/p]
  • [p]Revised building name and cost: Throttling Valve (5x Treated Plank, 5x Metal Block, 500 SP), previously called Valve. Its role is maintaining a steady, adjustable flow rate in advanced setups.[/p]
  • [p]Revised buildings: Flow Sensor, Depth Sensor and Contamination Sensor are now 1 tile high.[/p]
[h2]Misc.[/h2]
  • [p]Updated Korean translation for Compact Water Wheel and No Power status.[/p]

Patch notes 2026-03-06 (experimental)

[p]Hello, everyone![/p][p][/p][p]Here's another batch of tweaks related mostly to automation. Keep the feedback - and your crazy automation setups - coming![/p][p][/p][h2]Misc.[/h2]
  • [p]The Depth Sensor now measures water up to the level of the disc-shaped probe, which is 0.5 above its base. This makes it more usable when placed directly on the riverbed.[/p]
  • [p]The Weather Station model was changed to allow placing small buildings and paths under its arms.[/p]
  • [p]Increased the height of some underground canals on the Pressure map to allow sensor placement without using dynamites.[/p]
  • [p]Decreased the crafting time of Metal Parts from 4 hours to 3 hours.[/p]
  • [p]Changed the Deep Badwater Pump cost from 5 Metal Blocks to 10 Metal Parts.[/p]
  • [p]When selecting a signal for Automation, the dedicated cursor is always displayed.[/p]
  • [p]Changed the default Valve flow limit setting for the “On” state to 0 (closed) for consistency with Floodgates.[/p]
  • [p]Stranded beavers should no longer block unfinished Stairs, Tubeways, and Ziplines from being completed.[/p]
  • [p]Added missing translations for all languages.[/p]
[h2]Bug fixes[/h2]
  • [p]Fixed translation errors in French and Japanese.[/p]
  • [p]Fixed incorrect template names for Valve.[/p]
  • [p]Ensured that the Continue button in the tutorial is no longer misaligned by a few pixels.[/p]
  • [p]Building previews no longer overlap with unfinished building for one frame when placing it.[/p]
  • [p]Saves now remain compatible even if you previously used the Fireworks mod.[/p]
  • [p]Fixed Valve not always properly updating adjacent settings while in an unfinished state.[/p]

Patch notes 2026-03-04 (experimental)

[p]Hello, everyone!

Here are a bunch of new tweaks based on your feedback. Please keep it coming![/p][h2]
Misc.[/h2]
  • [p]Bloom is now enabled by default on the Medium quality preset.[/p]
  • [p]Revised Power Meter's model.[/p]
  • [p]Renamed Resource Counter's Modes to Percent (%) and Quantity.[/p]
  • [p]Updated water sensors' descriptions.[/p][p][/p]
[h2]Bug fixes[/h2]
  • [p]Fixed a bug causing Aquifer Drills to produce water even when paused by automation.[/p]
  • [p]Fixed a freeze that could occur when opening the "Automate" dropdown with many transmitters available.[/p]
  • [p]Fixed a visual issue with water not reaching the dam's edge.[/p]
  • [p]L-shaped building placement now snaps more reliably.[/p]
  • [p]Fixed the entrance texture of the Jam Stove from the Example Building mod template.[/p]

Timberborn devs announce automation is coming to the city-builder in the 1.0 release

Timberborn hits the big 1.0 really soon on March 12th, and they've teased a huge addition coming to the game with automation that sounds exciting.

Read the full article here: https://www.gamingonlinux.com/2026/03/timberborn-devs-announce-automation-is-coming-to-the-city-builder-in-the-1-0-release/

Patch notes 2026-03-03 (experimental)

[p]Hello, everyone![/p][p][/p][p]Thank you for the massive response to yesterday's surprise automation addition. We're continuing to review your feedback, so please keep it coming![/p][p][/p][h2]Misc.[/h2]
  • [p]Weather Station can now be set up to activate up to three days before a season begins.[/p]
  • [p]Changed the default Resource Counter mode to Fill rate.[/p]
  • [p]Added the tutorial checkbox to the New game screen (only for Folktails).[/p]
  • [p]Removed the confusing "final" Good Luck tutorial path, since it was not really the last.[/p]
  • [p]Updated Haulers and workforce tutorial path's trigger conditions.[/p]
[h2]Bug fixes[/h2]
  • [p]Made a minor automation-related fix to the Polish localization.[/p]
[p][/p]