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Showing content with the highest reputation since 09/24/2021 in all areas

  1. It would be helpful if the building footprint was shown, i.e (2x2, 4x4, 3x4) in tooltips, prior to unlocking the building with science points
    9 points
  2. A few enhancement requests for the current storage system: - Set storage rules on the plot while it is still under construction (I will often put down a warehouse for a specific purpose, but don't notice when it finally gets built. This leads to random goods being in the warehouse before I can set the desired products) - Name warehouses (Similar to above, I often construct warehouse for specific steps in supply chain, and would like to be able to name them easily - Shortcuts in warehouse building pane to set allowed storage to categories of goods. e.g. (Food, Lumber Products, Me
    9 points
  3. When I've had a dip in population I want to see the amount of available jobs I need to fill in a city in the employment tab. If I have 45 beavers, but need 60 to fill all positions I need to see it without going through each position.
    7 points
  4. I would like to see a elevator/lift system put in to make multi level building easier to do with a smaller footprint
    7 points
  5. Add a tag to make some buildings have employment priority, I need pumps and farms to be employed at higher priory than mills. I would like to see an option to make sure certain buildings are always staffed.
    6 points
  6. It would be nice to be able to place at least levees on top of platforms. It would make an easy way to make aqueducts. I know I could build a super tall levee but that would block water going in the other direction, and all the options to give that other water a way through don't support building on top of them, so for a high altitude aqueduct I'm not seeing any options except possibly the water dump, but that sort of defeats the purpose of an aqueduct since it's no longer just water flow. I'm trying to bring water from the water source on the terraces map over across the valley to the ba
    6 points
  7. Goodevening, First off I love the game and I am insanely addicted! I just thought I would give the idea that I assume has been thought of but jus thought id say it anyways. I think that when you destroy a building you should regain some of those material back especially as a new player I would place things down and not really understand the actual planning time you need to be successful. I think getting all or atleast some salvage material from building you destroy would be nice. Thank you and seriously amazing game!
    5 points
  8. Hey, first off I wanna say great game, I had a lot of fun with trying to survive and build infrastructure. Mainly I had issues with district limitations but I feel like with better play it wouldnt be a problem. But onto the main issue. Im not sure if this is already in the game and I simply didnt notice. But sometimes I misplace a building so the entrance is the wrong way, or I simply found a better place for it. And when I try to cancel it after they've already added expensive materials they just vanish into thin air and it gets kinda annoying, and I dont want to reload a save for somethin
    4 points
  9. Beavers like to build circular economies and and want to preserve the environment. Instead of having all the resources go to waste when destroying building, they rather disassemble buildings (also partially completed ones on building sites) by workers to reclaim (some) resources.
    4 points
  10. I have one suggestion for survival, or something. It would be good to add a way to prioritize buildings in terms of employment. Or, failing that, add a button to force employ a beaver in a certain building. The reason is, that it has happened to me several times, and I am sure I am not alone in this, that the drought ended and all the water pump operators died of thirst. The colony would've been OK, if the beavers could've been forced to switch jobs, but the time was so tight that the whole colony died out. Another example - I had a medium sized colony (~60 beavers) with 3 pumps. So
    4 points
  11. Now that beavers can swim, it seems logical that beavers would enjoy being in the water. Given also that damming a river is a near must for the dry season, it stands to reason that we should have a leisure item that can be plunked down near a reservoir or dynamited hole in the ground that would 'call' to beavers to enjoy the swimming hole/pool during their off hours, and/or give a small comfort/happiness boost. Some mechanical thoughts: The deeper the water pit the better increase for comfort/happiness up to a 3 or 4 water level The leisure item that turns the area into a swimmi
    4 points
  12. Apparently I'm a masochist as I'm starting another game. I want to move my starting district to a better location at the beginning of a new game but I can't because then I'll lose all my starting food. The reason being it's placed on fertile soil which I want to use. I want to temporarily move it onto dry dirt and then eventually on platforms on water so it's central and not taking up space that can be used. I still don't know how distribution posts/drop offs work, but even if I did, it would take 3-4 hours of gameplay to have the science/resources necessary to even do that. Y
    4 points
  13. I would like to be able to start a game with a randomly generated map.
    4 points
  14. Just a polite request, but it'd be really nice to have the water cause plant-life and trees to deteriorate over time when submerged. Please and thankyou :D
    4 points
  15. It would be nice to have a button on the district building for the drought mode to set up your buildings like pumps and floodgates to certain settings (set by player for each individual building) and just apply them with one button and then when in drought mode have a button to turn back to operational after drought season is done.
    4 points
  16. Loving the game, however the camera is fairly restrictive and annoying. The minimum angle is annoying, I've built a 5 story building, if I try to have the camera sideways, I can't. The max zoom out is way too close, just suitable for normal gameplay. Allowing the camera to zoom out would allow us to have a better perspective of the map. Without a proper zoom out, it it's hard to plan things on a larger scale.
    4 points
  17. I feel like there needs to be something for an aquatic plant they can eat…. >.>
    4 points
  18. why just drought, how about a flood? Can you add flood to the list of natural disasters just like the drought
    4 points
  19. I thought it be neat if there was another type of seasonal mechanic in the game. Possible during the rainy season, there would be a chance for a flash flood to occur. I think this could temporary increase the power of water source blocks by 4, for around a minute. A lot of the game is built around containing your water sources, but with if they began to surge and flood the nearby valleys? I think this would be a fun and difficult game mechanic to deal with, adding more variety to the realistic natural disasters your beavers must deal with. I also think that this should only be possible on the
    4 points
  20. Or at the very least a way to randomly generate a map in the map editor ^_^
    4 points
  21. To start with, THANK YOU for making such an amazing game! I am sooooo hooked. However, the one perpetual annoyance I have is that the levels for the floodgates are not fine enough. Only being able to go by half-levels makes it almost impossible for them to serve much purpose for what they are intended to do. If I want to step-down water levels on a single terrain level I only get ONE gate with which to do that. I would like instead of half-level control to be more like either quarter-level or fifth-level controls so that within a single terrain height I can stage the water across 3-4 gates ins
    4 points
  22. Game really needs a full screen windowed option.
    3 points
  23. First thing I noticed is that when I click on my other screen the game minimizes, not end of the world by any means but it is a feature that I really enjoy in games. I like to do things on other screens when playing, and would like to be able to switch without mnimizing.
    3 points
  24. It would be nice if I could place a platform inside a taller platform. I want to create a new pathway 1 block off the ground, right along an existing stack of triple platforms. So I have to delete the stack and rebuild with a 1, then a 2, etc. It'd save some trouble if I could just place a platform inside the existing triples.
    3 points
  25. Hi! I think it would be nice, if there was a large water pump. In the late game I need many pumps and I don't really like the row of 10 pumps in my village. :) Large pump could be an expensive technology that covers bigger area. Maybe it should require higher water level, so the player would have to prepare the deeper river/reservoir for this construction?
    3 points
  26. This means that we could have more of resource A, but not way too much of resource B
    3 points
  27. I want to be able to zoom out so that I can see an overview of the map as a whole - I think Rollercoaster Tycoon had a similar system back in the day?
    3 points
  28. Hi there, I've enjoyed the game so far and would like to add some input on some new things that could make the game even more fun. Boats/ships- Instead of having platforms everywhere, I'd like boats and ports. They could be slower and cheaper transport across bodies of water rather than building bridges. From small log canoes to ferries and freighters. Stone- a different type of ground material, hard to dynamite, but can be mined. Stone buildings. Farming- New crop varieties as well as buildings and labor needed to process them. -Rice- needs to be submerged in a specific am
    3 points
  29. The late game feels kinda stagnant. But there is a lot of potential to be had in this game, especially considering that it is early access. One thing that would make it better is if the droughts got progressively longer... forcing you to manage your water better or continue to upgrade your dams and wood supply. To counter it, perhaps some of your storages could be upgraded with science points? Say the water tanks hold more water or the irrigation towers drain slower? Something I love about this game is the log-based rotational power. I think it would be cool if we could store that
    3 points
  30. yes, I know, we have platforms to do that. but I'm talking soil. maybe when you blow something up with dynamite it drops dirt, which can be turned into soil, which is plantable on /can be turned green by water? or maybe artificial dirt, which is made by decomposition of food; like carrots, potatoes, and berries. I feel as though this would change things, as there is already the ability to destroy land, why not create land? plus, it would allow for more customization capabilities.
    3 points
  31. I wanted to make a nice big map, but the game limits the size to 256x256. So I saved a blank 256x256 map and edited the file to make it 512x512 and figured I'd upload it for any other map creators to use to save you the trouble of doing the edit. This is just a blank empty map, nonplayable until you load it in the editor and create something Empty-512x512.json
    3 points
  32. The first couple of cycles in Timberborn are really tight. You have to rush to get your first dam to survive the first drought and before I have a couple of those large water tanks I'm often on the edge of losing just before a drought ends. I love this mechanic because it really tests how good your preparation is and how well you balanced population growth with preparation for a drought. However, one solution to this challenge is to just produce water storage and food until you have 10 times the stuff you need. Once your production is that efficient you can just play the game as if it was a
    3 points
  33. I've logged way too many hours, 31.4 to be exact since Oct 1st. on my two saves, the biggest issue is job prioritization. Especially since I started with the Iron Teeth today, on about cycle 20 currently, and just like the Folktails nearly every day a handful of beavers from old age. As of the current release jobs that beavers pick seem to have the same priority. too many times has randomly generated named beaver died and I then have a gap to fill, that I don't see right away. So the unemployed will consistently pick random jobs instead of farms, or water pumps. Best solution i've found is pau
    3 points
  34. Okay, so far it's a good game and you guys have done a great job. It's been stable after 24 hours of play with no crashes or obvious glitches, so great job with an alpha product. Now for the gripes. Landscaping! There needs to be a manual way to landscape. Explosives are too far end game. Manual digging should be an option. Maybe have different soil qualities require different amounts of time to clear. Have scaffolding as an option in order to dig out different levels and maybe have it cheaper than the elevated platforms. Maybe also have a tool quality mechanic (wood, stone and iron tool
    3 points
  35. It would be nice to be able to grow crops on tiles that aren't fertile ground. Maybe a greenhouse building that requires a water delivery to produce crops? Or planter boxes that you'd be able to build on platforms that function the same way.
    3 points
  36. For instance, when you have a forester placed, or a farm, there is a specific usable area that is highlighted that they can plant in. However, when you select the secondary tile to plant, such as carrots, or birch trees, the outline goes away, and you either have to specifically remember the start and end area for the tiles, or switch back to the building over and over again. It would be a lot easier, that when you select carrot, or a tree to plant, the usable area that is within the primary structures range, would be highlighted on the edges to make planting quicker and easier. So, when yo
    3 points
  37. The title already says most of it: It would be great if the game had a borderless fullscreen option. This is in particular friendly to people using multiple monitors.
    3 points
  38. Since water is so important to beavers in this game I am surprised that you don't have some kind of pipe and a powered pump for the pipes in this game. Currently the only to move water is on the backs of beavers, and it is extremely inefficient. Pipes can work like the power shafts you currently have, but would be better with some slight differences. Have a max flow throughput so we are not putting an entire river through the pipe, maybe say capped at 1/4 or 1/8 a cubic block of water. Make water elevators a separate buildings, much like the floodgates, to lift the water a fixed number of
    3 points
  39. Is there a way to assign your beavers to work in shifts? Like... you have them work 6 hours a day, but three of them work at them same place so the place runs nonstop
    3 points
  40. Really enjoying this map. A bit too much water during the wet season, so make sure you play on hard-mode. Still a challenge routing water where you need it for the long dry season without flooding everything during the wet season. Farmland is a hard to find in the mountainous areas, and I need to polish the edges of the map a bit more; however, this is means it's a bit harder to build on the sides. Reservoirs can be so large you can keep hydro power going during the dry season with enough construction. There's some good surprises with water routing, so make sure to plan ahead. Pretty happy wit
    3 points
  41. I would like a restart function if possible. To restart a game with the same preset configuration that you've already selected. It is a small thing. But restarting a game you are learning can be normal. Right now most people would be using the save, then load game. A restart same game would be nice. Thanks Amz
    3 points
  42. Sorry if this is old news, the search function isn't working for me. So I just did a little experiment with irrigation techniques. The Irrigation Tower will irrigate 10 tiles away from itself, requires almost constant attention, and a lot of water. Rivers irrigate like 16 or 17 tiles away just by existing. So here was my thought, can I blow a single tile with dynamite, construct a water dump to fill it, irrigating the same distance as a river, and leave it alone? Yes, I can. The water does eventually evaporate away, but it takes days. This seems to be a better method of irrigating land.
    3 points
  43. The title pretty much says it all, it would be an awesome feature for a efficient gameplay!
    3 points
  44. Currently district's only show their current range when you're placing them, which makes it basically guesswork as to how far it can reach with paths. While showing the maximum range might be slightly confusing when paths meander, this is countered by the fact paths already show how far a district can reach along them, when said district is selected.
    3 points
  45. Hello everyone As the title rightly says, something we could include is the option to build tunnels so that our beavers can also move underground. In this case for example, if I want to get to the 2nd mouth of the river, if or if I have to do it over the mountain or around it. An option to build a tunnel through the mountain would be very useful. And not only in this case, it would be useful for many other occasions when we do not want to terraform the mountains and adapt to them. What do you think of the idea? Thank you very much
    3 points
  46. Water will flow out a the map on each tile EXCEPT for the tiles that generate water...
    3 points
  47. Hi, Great game so far, the one thing that seems obvious but missing is dam power. Given the importance of dams to beavers it seems like this is a big thing missing, water wheels are great and all but the next logical step would be to have dams generate power as it really is just a combination of water wheels and dams together. Maybe a late game research project? It's definitely needed though as power generation seems to be a big problem.
    3 points
  48. Agreed! I also wouldn't mind some sort of notation in the at-glance-info box that tells me if the empty slots are because the jobs are unfilled or because I've turned the buildings off. Either a little symbol or colored highlighting to tell me one way or the other would be nice.
    3 points
  49. I would really like a GUI tool that allows enabling/disabling buildings much faster. When your civ gets large, this becomes extremely tedious. You often need to do mass disabling because of droughts, so even features that allow buildings to turn off when droughts occur would help a ton as well.
    2 points
  50. Hello everyone! As promised, we’ve made changes to how Timberborn’s save system works. The new iteration makes it easier to build beaver towns over multiple sessions but also saves space on your drive. Contest time But first, let us invite you to join our first city-building contest in the Early Access. Whether you crave eternal fame (and a place in the game’s credits) or want to play on Helix Mountain, an experimental map we built with the community, visit our Discord or check this thread for details. And now, the patch notes. Improved save system We know working with
    2 points
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