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Patch notes 2024-07-18 (experimental)

Hello, everyone!

Here's another bunch of tweaks and bugfixes, including map updates and a fix to the right mouse button delay.

Maps

We’ve reworked Diorama, Waterfalls, and Meander by applying some U6-specific changes.
  • Added a small overhang to the Diorama waterfall.
  • Added an overhang bridge to the Waterfalls map, as well as a small secret behind the titular feature.
  • Added some new ruined hooman structures to the Meander map.
  • Made minor fixes to terrain or misplaced resources across all listed maps.
  • Fixed some water quirks on the Cliffside map.
Misc.
  • Added a tooltip to the grayed-out “Delete” icon in the building that can’t be removed that way because of other buildings placed on top of it.
  • The congratulatory pop-up shown after completing the wonder now includes the number of days it took your beavers to reach that milestone.
  • Updated Badwater Rig so that it neatly fits under Overhangs.
  • Added compatibility warning for macOS users who use the mod manager with the game launched in Silicon mode instead of Rosetta and a similar warning about Rosetta’s performance impact
  • Made small changes to the analytics system, i.e. now we know not only what building was built, but when.
  • Tweaked the way the game state and maps are saved. We hope it will result in fewer broken save files.
Bug fixes
  • Removed that weird delay when rotating the camera with the right mouse button.
  • Fixed a crash related to the District Crossing.
  • It is now possible to place Impermeable Floor under Upward Shafts.
  • The game no longer crashes when it cannot access the Documents folder on macOS.
  • Fixed a bug with water passing through Sluices too slowly.
  • Badwater should no longer magically change into pure, clean water. It’s baaad for a reason, you know.
  • Wonder workers should now correctly receive bonuses for their well-being.
  • The game should no longer crash when Upward and Vertical Shafts’ models updated while building vertical power lines.

Patch notes 2024-07-15 (hotfix, experimental)

Hi, everyone!

To kick off the week, we've got a few new fixes for the experimental Update 6 build. Thanks for the reports, please keep them coming!

Bugfixes
  • Fixed sluices resetting their settings.
  • Double and Triple Platforms can no longer be built inside Vertical Shafts.
  • It is no longer possible to walk through the Vertical Shaft.
  • Fixed a bug with kits losing their fancy tail patterns as soon as they become adults. Growing up can be difficult, but come on!

Patch notes 2024-07-11 (Experimental)

Hello, everyone!

It’s time for another batch of experimental Update 6 tweaks and bugfixes. Enjoy!

Buildings
  • Updated buildings: Engine and Large Power Wheel. Following a similar change to windmills, it is now possible to attach a Vertical (or Upward) Power Shaft to the central bottom tile of these power-producing buildings. They can also power up Solid buildings placed directly below (such as the Bot Part Factory).
  • Updated buildings: Mine, Efficient Mine, and Underground Pile. These buildings’ entrances are now at the ground level.
Misc
  • Added the ability to assign keybindings for upward and downward camera rotation.
  • The camera position is no longer saved in the map editor.
  • Added warnings for Downward and Upward Power Shafts when you’re about to block their connectors.
  • The game no longer warns about blocked power connectors when there’s at least one connector still available. And if all connectors are blocked, the warning says just that.
  • Added a tooltip to the grayed out “Delete” button when the building cannot be deleted because of other structures placed above.
  • Updated icons for the Local indicator on the map and mod selection screens.
  • Updated shaders for some crops.
  • Added flavor texts for both factions’ wonders.
Bugs
  • Fixed a relatively common issue related to the player.data file that would crash the game at launch.
  • Builders carrying goods were once again reminded not to ignore paths. Safety first!
  • Cleared the 0,0 camera position saved as the default restorable position on Plains and Helix Mountain.
  • Fixed a bug with beavers creating a moshpit right at the Underground Pile’s entrance.
  • Water particles on Buildings such as Water Dump or Mechanical Water Pump no longer clip through Impermeable Floor, Levees, Dams, Sluices, or even ground.
  • Water Sources are now hidden when using the layer-hiding tool.
  • Fixed plant life not changing its status after being flooded in the map editor.
  • Fixed a bug with paths attempting to connect to Stairs from the side. We know, we know.
  • Beavers no longer pretend to be ghosts and cannot enter buildings through walls.
  • Fixed the missing Network power supply / demand header not appearing for the first group of buildings listed in the Power tab of the Settlement Panel.
  • Water Gauge and Badwater Rig no longer clip through other buildings.
  • Fixed the occasional overflowing on the Canyon map.

Patch notes 2024-07-05 (hotfix, experimental)

3D Water Physics

We expect today's changes to help with the "invisible water" bug on some older configurations. If you've experienced this, please let us know if the problem persists, or if it’s gone, on your hardware.
  • Made further tweaks to water rendering.

Patch notes 2024-07-04 (hotfix, experimental)

You didn't think we'd end the day without an extra hotfix, did you?

Misc.
  • Halved the new building times.
Bugs
  • Buildings placed on top of the Upward Power Shaft now connect to roads properly.
  • Fixed evaporation being calculated incorrectly in some scenarios.