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Showing content with the highest reputation since 08/14/2019 in Posts

  1. 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.
    5 points
  2. I want so badly to be able to prioritize a particular building rather than set everything else to pause within a builder's range. Perhaps we could have a toggle with "Prioritize Build" that only allows you to set it to one building at a time?
    3 points
  3. Automated crash reports When the game crashes, it generates a ZIP file with log files and a save game. You should be presented with a crash screen: If you see the above screen, we recommend that you use the Send error report button. That way everything we need to investigate the problem is instantly delivered to our team. That's it! Sending a bug report manually Sometimes you will not be able to send us a report using the crash screen, for example: When the game does not start at all due to hardware issues. When the game does not crash but something does n
    3 points
  4. I've created a short guide for people new to Timberborn. Hopefully it helps.
    2 points
  5. 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
  6. 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.
    2 points
  7. I'll respond only in this thread, but wanted to thank you for the feedback. We read and listen. 🙂
    2 points
  8. 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
  9. Not sure if this has been mentioned but if you have a day/night cycle I would recommend having the sun separate from the camera. I just rotated around using Q and E, and the shadows cast on the floor followed as I did so.
    2 points
  10. 1. Carrots are definitely not maturing in 4 days! A lot of my beavers died for that. Plus, since you went the extra length to make the characters beavers, maybe make their diet less human too? I know beavers are herbivores, so add some plants from river or leaves plantations or something. Don't have them eat BREAD or BAKED POTATOES like us pesky humans! 2. Game mechanic wise, it would be nice if there are ways to either: a). prioritize certain work. During the first run, all of my beavers were busy chopping tree and no on bothered to build the water thing, so all of them died of
    2 points
  11. I feel the Forester should be able to cut down fully grown trees other wise he does nothing when all planted but if we add tthis would need a stock limit added also
    2 points
  12. Hello! More feedback! Saving/Auto-saving After 15 hours of gameplay, my AppData\LocalLow\Mechanistry\Timberborn\Saves folder contains 144 files and its size is 623 MB. Each save file is larger than the previous. Judging by the time-stamps (and that the files are named "Autosave" lol), the game auto-saves every 5 minutes; this is great! Inform the player of this. Add graphic on screen that indicates an auto-save is occurring. I did not see a means of managing these saves files through the game's UI. My suggestion: When a player creates a new game, prompt them to
    2 points
  13. 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.
    2 points
  14. Timberborn Review: Wow, this game is in great shape for an alpha build! It's stable and functional and in the hours that I have played it I have only found one bug (and that's just an aesthetic bug). It's also already fun, which is a good sign. There's clearly a lot of love and care put into this game, I was especially impressed by the way the game updates the gears at the power linkages so that the axles will always be rotating the correct direction at their source & destination. I am definitely going to keep an eye on this one as it develops, can't wait to see what you all do wit
    2 points
  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.
    2 points
  16. 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
  17. 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
  18. 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
  19. 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
  20. 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
  21. 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
  22. 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
  23. 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
  24. 1 point
  25. Your haulers are occupied with more important tasks - so they have no time to get explosives out of the Explosives Factory. Your builders are ignoring goods in Explosives Factory because it is turned off. I'm not saying, that this is good behavior, only that there is no bug.
    1 point
  26. This was a pretty fun game so far. There were a couple hiccups while trying to figure out the mechanics of the game, but I still enjoyed myself once I got the hang of it. To assist with new players it might be nice if a couple popup messages explain the very basics of the game so that the player has a grounded understanding of how the game works. One thing I really liked was that the music becomes partially muffled when in the menu. That was pretty cool the first time I opened the menu (I did not expect the music to change, but I definitely liked it). I also thought the music was very nic
    1 point
  27. Hello, that's how this works with the current iteration of shadows, yes, but we're open to changing that at some point. Thank you for the suggestion! 🙂
    1 point
  28. After hitting a population of around sixty beavers, the Great Castor Potato Famine struck. I ended up with a population of two. It took a very long time for those two survivors to pop out an off-spring to begin to rebuild their society. It might have been thirty minutes of staring at the screen . They had plenty of food. I gave them extra leisure time to get their beaver on. Nothing seemed to help. From my perspective, such a small population would have a great incentive to breed in order to increase the society's odd for survival. Additionally, increasing the population when it is so low incr
    1 point
  29. 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. If you want to increase your odds of getting the closed beta key, follow us on Twitter and join our official Discord. We use these channels to post various sneak-peeks that do not fit a forum, but also to
    1 point
  30. This is just to confirm that the bug is fixed, I'm closing this thread. If anyone experiences the problem again, please open a new thread.
    1 point
  31. I also would love to be able to prioritize specific buildings to have beavers staffed to help manage bottlenecks in production as well as to prevent starvation from occurring.
    1 point
  32. I would really like it if the game had a priority button for each building. That way you could choose what buildings you want to make sure are employed. This would be helpful to keep from starving in early game and also to help focus your beavers on producing what you need for your current building projects. I would like it if this was added to all buildings so that you can choose the buildings you want staffed depending on your specific needs.
    1 point
  33. I'd like to tack onto this post to say that I feel like the Forester building should allow us to choose the spaces the trees are planted in. Currently, it gives us an area of 225 - but what if instead, it gave us an allotment of 225 spaces for us to choose from within range, not requiring to choose all of them (and not allowing to choose more, of course!)
    1 point
  34. First off, thank you for the key, appreciate it. I had seen a couple of my fave YouTubers play it and was amazed with it. I played it for a couple of hours today for the first time and I loved it! I had no issues with it. It's such a nice enjoyable game, great job so far! It took me a second to click through things to figure out what was what and lol on my first few mins gameplay my beavers died of no water (silly me!) lol however on the next one after figuring out what needed to be done etc I have grown a population to nearly 2 dozen and doing great!
    1 point
  35. Seting a bluprint of any sort on an area covered in stumps or bushes remainings, and than canceling it right after, removes stumps permanently. This action does not require any beavers to reach or perform at designated area.This can be done during active pause or in unpaused game.
    1 point
  36. Love the concept, but beavers without dams is (iam sorry) pretty stupid. The two things beavers can build IRL are homes and dams. Have they learned so much other stuff to build, but forget how to build dams? Any beaver game ever should have buildable dams. Period
    1 point
  37. Description: These adventurous beavers have stumbled upon a large waterfall. Installation: Simply place the .CSV file attached below into your Maps folder (you may need to create this folder if it doesn't exist). On Windows it should be located at: C:\Users\[user]\AppData\LocalLow\Mechanistry\Timberborn\Maps Whereas on macOS it should go here: ~/Library/Application Support/Mechanistry/Timberborn/Maps TimberFalls.json
    1 point
  38. 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?
    1 point
  39. @Chizzler thanks for reporting this. The bug was caused by a limitation of our old path finding algorithm. We've already replaced it with a new, much better one which will be included in the beta release, so the problem should be gone.
    1 point
  40. Well, this is a feature. If you build (or try to) normal shafts under Raised Shafts or Footbridges, then it is hard to see them. So if you hold Alt, the top part disappears to show what is underneath.
    1 point
  41. It appears it's not just the water pump. I tried some others and they don't work either, making me assume all building doesn't build on scaffold except shafts.
    1 point
  42. I was attempting to build some Lido areas on the far side of the river and needed to move my bridge to get all 3 to fit. I built 2 Lido, deleted my existing bridge and placed the third where the bridge had been. The game then crashed. When I reloaded the game and tried to replicate the crash I was able to place the lidos and rebuild the bridge with no trouble. My guess based on the log file is that I deleted the bridge as a beaver was trying to path across it. Player-prev.log
    1 point
  43. Hi @Cid we were able to reproduce the problem - thanks!
    1 point
  44. I tried to replicate this a few more times but wasn't able to. I did discover however that if you delete the bridge while a beaver is crossing it they just fall in the river and sit there.
    1 point
  45. Hi @Zill54 you are very much allowed to stream Timberborn, but we kindly ask you to follow a few rules explained here:
    1 point
  46. Honestly I believe this game is in great shape. I've been playing Timberborn for about an hour or two and its a fun way to past time. I know this game is only in alpha but I think it would be cool if they added a in game currency or like a mine system of some sort
    1 point
  47. 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
  48. This is to give you a glimpse into how the game evolved in its early stages. Below is a screenshot from August 2018. That was when we implemented the very basics such as camera controls, walking, tree cutting and such. And this is what it looked like in September with the first models by @Michał. This is also when beavers started to eat things and socialize at a campfire. The game was very bare-bones but already playable and so we started playtesting it with a group of friends. Their feedback drove the development of the game moving forward. December brought new terr
    1 point
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