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Showing content with the highest reputation since 12/28/2020 in Posts

  1. I've created a short guide for people new to Timberborn. Hopefully it helps.
    2 points
  2. As a player I can't currently plan my economy with the data given. I can just watch supplies increase or decrease. Your statistics problems probably arise from simulating the economy instead of calculating it. Compare e.g. Northgard or FrostPunk, in both cases production is calculated and starts as soon as workers approach their job. Distance is irrelevant for productivity. There are multiple issues: Consumption is just estimated; I assume it is one per day for food and water but I don't know Idk how much resources are produced per day. I need an identical timeframe to compare
    2 points
  3. Hey all, I didn't see this covered in previous posts, but I think this is a requirement for any city builder game. When I start work on a building, say a lodge, and logs are delivered to the building, if I cancel the build, the materials that were delivered are immediately lost. I believe the materials should be dropped in the place of the canceled building and refunded. The same should apply to building that are demolished (but some materials should not be recouped). Thanks y'all. Great game.
    2 points
  4. Hi braggi! Thank you for letting us know! The issue is now fixed (the 2 tiles you mention are now 1 level higher, and some tiles around are shuffled so it looks a bit nicer) and should be live in the next hotfix. You will have to start a new game for this to take effect , so your best option for this playthrough might be building Levees on those two tiles.
    1 point
  5. So far, the game works well and looks great, but there's definitely a bit of awkwardness here and there in how the game is played. First, the forester is initially locked. This usually results in exhausting all of the trees within reach of your initial cluster of housing. If you run out of logs before spreading out your housing, starting science production, or building a forester, you are stuck waiting a long time to recover from a mistake you didn't even know you had made. Tree farming is such a key thing in this game that a forester flag is probably a good idea, with the forester buildi
    1 point
  6. With dam building such a big part of this game, having a way to open a dam and let out the stored water at a controlled rate is going to be an important component. I have a dam holding back a canyon filled three tiles deep with water, but I pumped a section of my river dry and had no way to refill that section other than to wait for the dry season to end or to delete a levee or two.
    1 point
  7. As of August 2019, the only way to prioritize which buildings are finished first, is to place them in the desired order (in other words, beavers work on buildings in the same order that you placed them). You can also pause a building and resume its construction at a later point. Many of you asked for a more convenient tool to manage priorities. The purpose of this thread is to acknowledge the problem and discuss smart ideas how such a tool could work.
    1 point
  8. Production buildings are missing some sort of way to automatically limit their production. A input box for the amount of Gears we want to build to or Planks we want to maintain before we build gears on Gear Workshops would be nice to have. This can be applied to other buildings too. Another suggestion, Storage buildings should have a stock limit apart from the desired value. Allowing does let us have some flexibility, but if instead of a bit we could have a tinyint there you could still have a custom limit while only spending 1 byte to store that data per resource.
    1 point
  9. I love the look of the game, and since the beavers already walk upright, live in houses and speak a language, it isn't a stretch to imagine they would wear clothes. I say lean into it, give them some light clothing like a hard hat and tool belt for the construction beavers, and maybe a flannel shirt for the lumberjack beavers. I feel like this would definitely increase the cuteness factor and attract a lot more players. It would also make it easier to distinguish which beavers are assigned to which jobs at a glance. You could get really creative with this too. Say you eventually add a fis
    1 point
  10. the timberborn beavers havent been able to swimming since the update was released that brought the carousel, tho i really do enjoy the fact that the carousel is really flexible in where it can be put, would like to see the beavers cross the river without having to put in platforms.
    1 point
  11. Swimming beavers for me relate to the overall player expectation. Currently beavers may be exchanged for humans without any loss or changes to the game. My expectation was some kind of terraforming to improve conditions for a semiaquatic race. Here they are purely land based. If I flood an area, they lose farming sites, or the ability to move - instead of improving it (like e.g. with canals instead of paths).
    1 point
  12. A beaver that takes up a job should try to move closer to it. Alternatively a beaver should cede a job to a beaver that lives closer and is trying to get that job if none other is available. Both of these would have the end result of satellite cities not taking up jobs near a city center while jobs near them are available, and beaver in satellite cities take up jobs near them before they go for city ones. (sattelite city and city here are the smaller house broups you use to expand the land you use versus the big population centers where the majority of your beavers live and usually get
    1 point
  13. Something I brought up on the Discord a while back, the addition of dirt paths as an early game path that cost zero resources but didn't provide anything really useful other than appearances or testing paths. Existing wooden paths could provide a slight boost in speed compared to solid ground/dirt paths.
    1 point
  14. Hello there, I would like to share my latest UI related thoughts. When my resources list became long, I had hard time to look exactly where I wanted to, even if that list is in alphabetic order. It isn't a real issue and I'm sure you guys would change that anyway but i just got that idea and I thought that'd be useful. My professional visualization below ;D I remember that information box (something like "build log pile to store logs") wasn't very conspicuous at beginning. Newbie players would most likely appreciate instructions being placed at center of screen or something.
    1 point
  15. Camera rotation and movement is unconstrained apart from minimal and maximal angles. It results in camera being able to go underground or inside models (buildings, beavers). We are aware of this and we plan to fix it in one of our future builds.
    1 point
  16. It's one of the most requested features, so this is just to let you know that we're aware of the problem. In the current version of the game, if you delete a warehouse, you lose all of its contents. A typical solution would be to add a button for emptying storages / moving all resources to other warehouses before they are demolished.
    1 point
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