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Patch notes 2025-03-04 (experimental)

Hello, everyone!

We’ve got a few extra Update 7 fixes for you today.

[h2]Bug fixes[/h2]
  • Fixed buildings that would become invisible and never complete their construction after being placed on unfinished terrain.
  • Helped the unfortunate beavers who were sometimes getting stuck in the terrain.
  • Fixed beavers switching to their Zipline animations outside the Zipline Station.
  • It is now again possible to set workplace priority for unfinished buildings using the Settlement Panel.
  • The camera no longer rotates randomly when following units. Tip of the day: did you know that when you click Follow (the “eye” icon) with Shift held, the object you follow is unselected?

Patch notes 2025-02-27 (hotfix, experimental)

Today, it's just a hot (and single) fix.

  • Fixed paths and Tubeways not connecting in certain situations.

Patch notes 2025-02-25 (experimental)

Hello, everyone!

After a short break, it’s time for another hefty batch of experimental Update 7 tweaks! We’ve rebalanced several buildings - for example, we now let bots into Observatories and make it easier to obtain Scrap Metal from Underground Ruins. Some quality-of-life changes are also here, plus we’ve squashed quite a few bugs you reported. Thanks!

Patch notes 2025-02-25 (Experimental)


As a reminder, if you want to join our experiments, here’s how to switch to the Experimental Branch:
https://steamcommunity.com/app/1062090/discussions/0/3195862975779063980/


[h2]Balance[/h2]
  • Power Wheel - lowered the cost from 40 Logs to 20 Logs.
  • Large Power Wheel - lowered the cost from 100 Logs to 50 Logs.
  • Mechanical Fluid Pump and Deep Mechanical Fluid Pump - lowered the cost from 100 Gears, 50 Treated Planks, and 50 Metal Blocks to 50 Gears, 25 Treated Planks, and 25 Metal Blocks. Lowered the SP cost from 5000 SP to 2500 SP.
  • Beaver Statue (Iron Teeth) - lowered the cost from 30 Metal Blocks to 20 Metal Blocks.
  • Mine’s and Efficient Mine’s basic recipe now produces Scrap Metal without consuming any input resources. The output for both Mines is now Scrap Metal x5.
  • Efficient Mine’s extra recipe now produces Scrap Metal x10 in exchange for Extract x2.
  • Folktails’ Mine no longer has an extra recipe for Science Points.
  • For a small fee of 7500 SP, bots can now work in the Observatory. Just don’t come to us when they revolt.
  • Lowered the unlock cost of Forester to 30 SP.
  • Lowered Birch growth time to 7 days.
  • Lowered planting times for Birch and Oak.
  • Tweaked harvesting times for Birch, Pine, and Oak.
  • Mines and Efficient Mines now have 10 workers enabled by default, up from 5.


[h2]Misc.[/h2]
  • It is now easier to chain the Zipline connections. If the connection is successfully added, the chosen destination Station, Pylon, or Beam is now automatically selected, but the camera does not move. If that destination station or pole still has an unused connection slot, you immediately proceed to add a new connection.
  • Added icons to the Zipline connection tooltips.
  • Beavers making a sharp turn on a Zipline pole now rotate faster.
  • Changed the tree planted as part of the tutorial from Pine to Birch. This change is sponsored by the Balance section above.
  • Cleaned up building tooltips to be more consistent.
  • Removed the “Click a single tile or hold the button to select an area.” bit from several tooltips, as it cluttered them too much.
  • Slightly shrunk that Hauling Post’s thingamabob at the top to fit the building under Overhangs.


[h2]Bug fixes[/h2]
  • Range previews for buildings in construction are now correctly updated as the player adds more paths and connections rather than only showing the range from the time when the building was initially placed.
  • Range previews for buildings in construction are now correctly displayed on the preview of unfinished terrain.
  • The range preview displayed if you click a finished building while in construction mode now also takes into account the buildings still in construction.
  • Rubble no longer loses its assigned priority after moving to another tile.
  • Selecting Lido while it’s in the construction phase now works correctly.
  • Selecting buildings by clicking on their bases with the priority tool now works correctly.
  • Fixed Ziplines highlighting incorrect buildings when setting up a new connection.
  • The unfortunate beavers that were stranded on a Zipline and fell are now animated correctly.
  • Fixed beavers gaining temporary levitation skills right outside of the Zipline Station.
  • Flipped buildings now correctly get flooded. Sorry everyone, you need to work a little harder for your underwater settlements.
  • Beavers no longer satisfy their Wet Fur need while inside a submerged Tubeway. Getting all sweaty doesn’t count.
  • It’s not all bad, though. The beavers also no longer get contaminated when traveling through a Tubeway submerged in badwater.
  • Fixed Underground ruins not turning green in the map editor when placed on watered terrain.
  • Tweaked the Barrier not displaying its sides when placed next to other Barriers still in construction.
  • Bases for the Lido and Swimming Pool no longer clip through terrain and objects below.
  • Fixed the hole in the upward-facing Solid Tubeway that protruded too much.
  • Fixed the Solid Tubeway clipping through a construction site placed on top of it.
  • Tubeway Stations that are not connected to a district are now truly nonfunctional.
  • In the map editor, the terrain brush now correctly works on top of Natural Overhangs placed at the very bottom of the map.
  • Beavers can no longer build through layers of terrain. Building through overhangs or platforms is still a fair game.
  • Beavers no longer start pretending some terrain blocks placed on platforms don’t exist after the player reloads the game.
  • Fixed water not irrigating the land from below.
  • Fixed some carried goods clipping with the entrance to the Underground Warehouse.
  • Fixed the delay in highlighting buildings connected to a district.
  • Key bindings that cannot be changed are now displayed as such.
  • Impermeable Floors no longer become invisible in certain situations.
  • The layer tool now correctly hides the tree-cutting area.
  • Added the missing contamination reminder to the Deep Water Pump’s description. For the time being, this description will be in English for all languages.
  • Fixed a crash caused by loading a save with a District Crossing that wasn’t backward compatible.
  • Fixed the crash caused by enraged beavers whose districts were removed upon loading the game due to backward incompatibility.
  • Beavers who lost their jobs upon loading the game due to backward incompatibility no longer keep their outfits.
  • Fixed the game crash caused by building a Dirt Excavator on platforms placed on the max-level terrain.
  • Fixed a rare crash caused by an invalid animation.

Patch notes 2025-02-12 (experimental)

Hello, everyone!

We’ve got another batch of experimental Update 7 tweaks. Big thanks to all players who report the issues they encounter, be it via the post-crash screen or other channels such as the Steam forums or Discord. You rule!

Bugs
  • Removed the random shining pixels from some models. Beavers like it fancy but come on.
  • Removed the mention of Extract from Dirt Excavator’s description since it no longer needs it. This description will be in English for all languages for the time being.
  • The Flooded status is no longer displayed for Zipline Stations and Tubeway Stations because water does not affect these buildings.
  • Fixed the shadows of buildings that were rendered on incorrect layers when the player used the layer tool too quickly. Fast and furry, eh?
  • Fixed the Power Shafts in construction that were rendering as if completed.
  • It is now possible to select Motivatorium by clicking the building’s underground parts.
  • Fixed water not rendering correctly on map borders.
  • Fixed the Scarecrow’s crooked base.
  • Fixed a visual bug in terrain blocks of different heights placed next to each other.
  • Fixed the too-deep entrance to the Hauling Post.
  • Fixed the incorrect shading on ropes in Double and Triple Floodgates.
  • Fixed a crash occurring when displaying the tooltip over UI elements.
  • Fixed a crash caused by placing a Large Water Wheel on the bottom of the map.
  • Fixed a crash caused by building a Tubeway under a platform with another Tubeway on top. Yeah, that one sounds familiar.

Patch notes 2025-02-10 (hotfix, experimental)

Hello, everyone!

The Friday fixes are back with a little extra on top. Hopefully, things will go smoothly this time!

As a reminder, check out THIS THREAD to learn how to switch to the Experimental branch and back.

[h2]Misc.[/h2]
  • Moved the tutorial’s window higher so that it doesn’t overlap with the looongest of toolbars.
  • Updated the warning displayed when trying to connect Ziplines from different districts.

[h2]Bugs[/h2]
  • Fixed the invisible Zipline cables, much to the kits’ disappointment.
  • Zipline Pylons, Zipline Stations, and Tubeway Stations can now be built on Impermeable Floor.
  • Zipline Stations can now be connected to Pylons placed directly next to them.
  • It is now possible to build from inside Tubeway Stations and upwards from Solid Tubeways.
  • Fixed the incorrectly calculated building ranges.
  • Impermeable Floor now correctly blocks contamination and moisture.
  • New saved keybindings should now be compatible with older versions of the game.
  • Fixed water sources that couldn't be loaded and crashed the game.
  • Fixed a crash caused by building Tubeways under platforms that already had Tubeways on them.
  • Marking a Natural Overhang for demolition no longer crashes the game upon loading.
  • Fixed a crash related to placing, deleting, and replacing too much terrain on Natural Overhangs.
  • Fixed the game freezing after stacking multiple buildings up and using the Delete tool.
  • Fixed a crash related to joining districts with paths and Tubeways.
  • Fixed a crash caused by the poor, confused beavers trying to sleep at homes they can no longer access.