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Timberborn News

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.

Patch notes 2024-07-03 (experimental) - Vertical Power Shafts and a new map!

Hi, everyone!

We've had our share of hotfixes, so it's time for some extra Update 6 content! Today, Cliffside joins our official map roster - and it's a perfect choice for the enthusiasts of smaller settlements! Also, we're adding Vertical Power Shafts to the game. With 3D water physics now available, the demand for vertical builds skyrockets, and these things are very handy!

Patch notes 2024-07-03 (experimental)

As a reminder, to play on the experimental branch, follow the steps described here:

Switching to Experimental Branch

To see and use Steam Workshop during the experimental phase, you also need to join this group:

Timberborn Workshop group

Vertical Power Shafts

The old way of running power between elevations was a little clunky - both in tight spaces and when you needed to cover a great height distance. Today, we're replacing the old High Power Shaft with three separate modules. Vertical Power Shafts stack vertically one atop another, and they can even power up buildings through the floor. There are also some other tweaks.

  • New building: Vertical Power Shaft (40 SP; 2 logs, 2 planks, 1 gear; Solid; must be placed above ground). Use this shaft to build vertical power lines and, thanks to its integrated platform, to power up buildings through the floor.
  • New buildings: Upward Power Shaft and Downward Power Shaft (20 SP; 2 logs, 2 planks, 1 gear each). These are used in connection with Vertical Power Shafts but since they’re separate buildings, power lines can now turn in any direction without wasting space.
  • Updated buildings: Mechanical Fluid Pump and Deep Mechanical Fluid Pump. Power shafts can now connect from front and back (or even bottom!), and not just from the sides. Also, the Pump’s lower part now acts like a three-block levee, blocking water.
  • Updated buildings: Windmills and Large Windmills. When placed on Vertical Power Shafts, windmills' power output is transferred directly downwards.
3D water physics

We absolutely love what you're doing with the updated water physics system, so we wanted to expand it a little more. Keep your crazy builds coming!

  • When a fluid reaches the ceiling above a covered fluid source and there’s a way for it to escape, for example to the side and upwards, it will do just that. In short, this means that you can now assemble pipe-like setups.
  • Water Sources can now be built over Natural Overhangs in the Map Editor.
  • Platforms covered with Impermeable Floors no longer allow water to pass through from below.
Maps

We're adding our thirteenth official map, Cliffside, to the game. It's on the smaller side, making it an interesting - but a little more forgiving - choice for Diorama enjoyers. It is also our first official map featuring Natural Overhangs, encouraging you to play with 3D water physics.



After you’ve had a chance to play on the new map, please share your feedback on our Discord, in the thread we pinned in #experimental!

  • Added the new map to the game: Cliffside (100x50).
Misc.
  • Extended building times for most buildings so that you can enjoy the view of beavers hammering away a little more often.
  • When using the layer hiding tool, hidden layers of terrain are now more prominent so that it's easier to notice the tool is active.
  • When placing multiple Levees at once, you can now draw rectangles rather than just lines. Go crazy with the aqueducts!
  • Icons in the Power category on the toolbar are now more consistent color-wise.
  • Reduced the RAM and VRAM usage related to 3D water physics.
Bugs
  • Fixed a bug with Sluices that would stop being one-directional (again!).
  • Impermeable Floor no longer blocks building a Lido or Swimming Pool above.
  • Fixed ranges not displaying correctly for buildings placed on platforms.
  • Fixed some broken text in the mod uploader.
  • Fixed textures on Floodgates.
  • Fixed a crash caused by deleting Detailer.
  • Fixed the incorrect construction site for the Badwater Rig.
  • Fixed the Large Water Wheel so that it’s possible to build Overhangs above its connection
  • Updated water particles for the Fluid Dump and the Mechanical Fluid Pump.