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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

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!