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Showing content with the highest reputation since 06/10/2020 in all areas

  1. 1 point
    This is just a quick update that the map was created using the old / pre-beta format. @Chizzler would you be able to edit your post and update the map?
  2. 1 point
    Timberborn Closed Beta is officially starting today! The first batch of beta keys is being sent out now so check your Discord inboxes. The number of keys is limited but if you don’t receive one today, don’t fret, we will be sending them in rounds over the coming weeks. You can still sign up to get a chance to participate in the beta by filing out this form: Timberborn Closed Beta signup. For those of you who played the open alpha, you should know that almost every aspect of the game has been redesigned. It would be impossible to list all of the changes but here are the major ones: Most of the graphics including the terrain and all buildings have been redone. Buildings can now be stacked atop each other or built on the water, forming multi-storey complexes. You can create custom maps using the built-in map editor. The game features three totally new maps. The path finding algorithm has been replaced, which fixed a lot of the old pathing bugs and improved performance. We significantly increased the tempo of the early game, most stats have been rebalanced. Laborers now work in Labor houses and Labor flags, unemployed beavers do nothing. Forester can now automatically mark mature trees for cutting. Homeless beavers set up sleeping mats on the street. Laborers and Haulers automatically distribute goods throughout the settlement. The process can be controlled by setting “desired amounts” in warehouses which replaces “stockpile limits”. Paper can be used to produce Books which satisfy Knowledge. Wooden paths are replaced with free dirt paths. Workplaces and homes now have a limited range that can be extended by building paths. Power can be connected to a building from (almost) any direction. Adjacent buildings form clusters which share power. Scaffolding can be walked on and can support almost any building. Twigs from Birches have been replaced with Berries produced by the newly added Blueberry bush. The load save and load map screens feature a handy “Browse directory” button which opens the File Explorer. Most warning icons are now grouped in an alert panel in the bottom left corner. You can locate unemployed beavers using one of the new alerts. After selecting a house, you can assign a dweller to move in. Homes can be paused, causing dwellers to move out and seek new shelter. The maximum height of a map has been increased from 9 to 16. The map file format has changed, but it should be relatively easy to convert any existing map generators or editors. Talk to our team if you need help. Finishing a building requires a small amount of a Laborer’s time in addition to materials. We’ve added a lot of new sounds. Many, many bug fixes and performance optimizations. Join us on Discord and add Timberborn to your Steam wishlist.
  3. 1 point
    The best way to notify the dev team about a potential bug is to create a new topic in this forum. When posting a bug: Make sure it has not been reported by somebody else. If it has, reply to the existing thread. If it might help to track down the problem, upload the most recent save game, Player.log and screenshots. If you know how to reproduce the error, please send us detailed steps. On Windows save games and log files are located here: C:\Users\[user]\AppData\LocalLow\Mechanistry\Timberborn On macOS save games are located here: ~/Library/Application Support/Mechanistry/Timberborn And log files are here: ~/Library/Logs/Mechanistry/Timberborn Note that the AppData (Windows) and Library (macOS) directories might be hidden in your file browser.
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