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Showing content with the highest reputation since 11/01/2021 in all areas

  1. Looking at the warehouse UI, there's a column that says "Desired", which I took to mean "Limit". This apparently is not the case. Instead it should be "Minimum Requested", since that describes the functionality, which for me, is limited at best. What is more intuitive and has better functionality is ACTUAL LIMITS. As in: do not deliver more to this warehouse once the number specified has been reached. This not only prevents warehouses from overflowing, and choking out one specific type of product, it also serves as a production stopper, preventing resources being potentially wasted.
    2 points
  2. An option to have the game speed auto set to max speed at night and then back to normal in the morning.
    2 points
  3. A very good thing would be if you could manually set a group of buildings that you're building and set the exact order of what you want to build after another thing so everything would go like you planned. There have been multiple times when my beavers blocked their way to what they were supposed to build and I had to either break down what I have placed already or add an extra path for accessing the blocked area which is not to bad but in the harder modes it would get annoying for sure. The solution would be to have a button new building queue on the same UI where you set the priority.
    2 points
  4. Recently bought the game, really enjoying it so far! However I have one suggestion? Every now and then, a beaver will get stuck in an area and be unable to get out. There is no working solution to this besides destroying building, which also means you lose all the resources you just poured into said building. So I have a few suggestions. First, there should be a deconstruct button. Leave the delete for the people who dont want to wait, but I'd rather wait the 5 minutes for a beaver to deconstruct a building if it means I get even just a portion of the resources I used back. an
    2 points
  5. To reach complete need satisfaction, a beaver needs to eat, drink, "read", and perform social, spirituality, and fun activities before going to sleep. In my experience this is not possible while keeping the settlement on the default 16-hour work schedule. While I appreciate that beavers need to move around to access all their amenities, I have found that it is impossible to keep all my beavers meeting all their needs all of the time even in very compact settlements. I did a little testing, and in order to have all my beavers meeting all of their needs I need to reduce working hours to 14-hour
    2 points
  6. So I was aiming the arrow at a tree. I thought the arrow connected to the resource and not the path. Doing this was the only way to really fail here, because the path was then blocked by the tree, unable to ever be reached. The arrows seem so obvious now, but at the very very beginning I needed more hand-holding. The "flag" thing is ambiguous, both conceptual and graphically. If it was another structure with an obvious entrance it would have made immediate sense. If the flag was already placed on the map, and I was asked to connect a path to it, it would have been clear. If it had a line of te
    2 points
  7. After achieving 2 days of 0 hours working, you can unlock day scheduling where your beavers can have every X days off with no work. When you have excess beavers without jobs, they automatically pick up '2nd shift' where when beavers go to bed and leave their post, the unemployed backfill them and help to keep things moving. Job shift prioritization - Resource Gathering, Manufacturing, Delivery prioritization on jobs, so that if someone dies or 2nd shift starts, there is a priority to fill those jobs first.
    2 points
  8. Game really needs a full screen windowed option.
    2 points
  9. I like that you have new challenges pop up similar to in the story. I'd also like to see an added record to completing the game (single save hardcore) meeting those conditions in least time. Would add an extra challenge for the pros.
    2 points
  10. Floodgates with finer adjustments (.1 instead of .5) Floodgate Supervisor Station where you can assign a beaver to monitor "depth marker" linked to a set of "floodgates" and raise/lower automatically. Dam spillway ... release water from bottom of reservoir rather then top. It could take 2 squares. One used as a "levee", the other is a tube coming out with a valve you can turn to adjust flow. BTW ... I love this game !! 🙂
    2 points
  11. EXACTLY WHAT I CAME HERE TO ADDRESS I've just spent a total of 2 hours not understanding why my beavers refused to deliver more than a 100 bread to another district. Not once did it occur to me the distribution "high" was how much it allowed into the district because of the wording. Even with the tool-tip did it not become clear to me until i had re-worded it out loud to myself some 4-5 times. When you have district 1's distribution center highlighted, you would assume that the high is how much it will ship out of that item, since you are distributing, not receiving (at least by
    2 points
  12. The cut tree setting is stupid. I understand that sometimes you don't want to cut trees for whatever reason, but cut tree should be default and you ought to mark the trees that you don't want to cut.
    1 point
  13. It would be very confient to be able to pause buildings by using the mouse from the toolbar at the bottom of the screen. Similar to how you would assign priorites or assiging which trees get cut. Its very tedious to click on every building and then hit P every time.
    1 point
  14. Hello all! In order to facilitate the construction of larger dams (with effective water use greater than 3 blocks of height) I propose that the floodgate blocks and levy blocks should be able to be placed on platform blocks, allowing free flow between two bodies of water below a certain height in a dammed system. To help demonstrate what I am discussing, I have created the following diagram, linked here.
    1 point
  15. Hello, I really enjoy playing Timberborn. But I think it could use some improvements. 1) Prioritize specific jobs 2) Set limit to production of specific goods in districts and prioritize 3) Auto-reassign housings of beavers ( because they then travel from home on one side map to another side to work) ... and also to make more kids :) 4) Prioritize specific goods delivery to other districts 5) Plan hauling of specific goods to specific building ( like logs from somewhere to bakery etc.) 6) Multiple select of buildings, filter buldings in district and maybe select a
    1 point
  16. As an alternative, you can always click on the path. The window popping up has a tiny waste bin icon that will delete the path if you click it.
    1 point
  17. I'm not sure if this is the right place for this, but I would also like to be able to turn off the "FULL" signs on water towers and warehouses. It's good to know they are full, but would be nice to toggle or something, so I don't have to see all the full signs all the time - takes away from the pretty view. 🙂
    1 point
  18. Hi dev team, With the purpose to get a fully autonamous beaver town, it would be nice to link floodgates level to the water level measure by the depth marker. For exemple if I have two water pool 1 and 2, pool being higher than pool 1, if the water level in pool 1 reach a water level of X, put the floodgate level at X. More specific example : I have a pool 1 with 2 lvl depth, a pool 2 with 3 lvl depth and 3 cube higher than pool 1, and a 3 lvl flood gate linking them. When the water lvl in pool 1 reach 1.9 put the floodgate at 3. When the water lvl in pool 1 reach 1 put the floo
    1 point
  19. 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.
    1 point
  20. I would love to be able to build floodgate ontop of platform. This will enable building of multilayer dambs with bigger heights. Combining 2lvl floods and 2lvlplatforms with 3lvl floods we could get 5lvl floodgated damb. Or as it was suggested being able to choose roof or platform top of the floodgate will also do the trick(but that kinda defeats engeneering hardship of the game imho)
    1 point
  21. 8. Be able to see maximums of resources. For example, I have 108 water of out a possible 120
    1 point
  22. I would love to see a race of beavers that two kinds of beavers together some would work all day and sleep at night. Some would be nocturnal and would sleep all day and work at night. You would have to deal with more food and water needs since there would be beavers active 24/7.
    1 point
  23. Seems awfully skewed in favor of folks. Memes about green tech aside, I don't know if this is intended. The water/power/labor consumption ratio is factually in favor of the peaceniks for I guess ease reasons - if the ironteeth are meant to be an 'advanced', hard mode faction i suppose this is fine but would like clarity if that is so.
    1 point
  24. An even more expensive unlockable floodgate that an assigned beaver(s) automatically manages. Or perhaps it's a building that scans for floodgates in range. The assigned beaver(s?) will automatically lower the gate(s) to the highest height that will still allow water to pass in any direction, and each night before they leave the raise the gate(s) to maximum height before they go home.
    1 point
  25. It is done so expanding throught trees is a bit harder. If they would get destroyed instantly you would get easy access to new building space
    1 point
  26. It's so strange to me that entire buildings can be instantly demolished but you can't build on top of some half grown carrots until beavers come over and very slowly demolish them.
    1 point
  27. Preface: This is one (huge) suggestion, any numbers given are off-the-cuff. I did a quick search on this forum for "Electricity" and it basically came up empty, so apologies if this is elsewhere. Also, it may be worth converting the technology development into a style alike other games where there is a dedicated technology panel for the sake of the expanding complexity / viewable relationships, vs researching directly in the building menu. I'm on the fence - or dam, as it were. Why: Mechanical power distribution is great for early game, but a rough mechanic to manage in mid- to late-game.
    1 point
  28. Came to ask about/suggest this. Levees and Floodgates can not be built on top of objects marked SOLID. Not sure if this is a bug, as I don't recall seeing anything about items not able to be built on SOLID objects.
    1 point
  29. Due to a disability, I have swapped the functions of the right and left mouse buttons. Your game does not read those options and requires me to use the right button instead of my preference for the left button as primary. I know this would be a pain in the tutorial as you are very specific about what buttons to press but surely you could change the text to say "primary mouse button (normally the right)" or something like that or to allow the user to swap the button functions in your game.
    1 point
  30. There is an option for deleting buildings and resources if you didin't know. For the tree stumps you can just make a path on them so they dissapear and then delete the path
    1 point
  31. I like the Idea of a day off for your beavers. Would like to see them wandering off with a little backpack hat and walking stick to do some wandering around the map for vacation. They might get some longer term bonuses for visiting certain "Wonders" that are scattered over the map.
    1 point
  32. I too just made an account because I want a borderless window mode! I use it in basically every game I play and the fact a new game didn't have that option sucks.
    1 point
  33. A meandering river that flows back and fourth across the map, coming to a waterfall after its first turn. Below is a valley with some ruins that can relatively easily be dammed up. The starting location offers little building space so expect to build tall or to use districts. Further down the map there are many ruins but getting water there is difficult. I hope you enjoy 🙂 Meandering River Amidst the Ruins (256x256).timber
    1 point
  34. The performance of the water is extremely impressive, I'm wondering if the developers could talk some about what kind of water flow algorithm they are using? I've done something similar in a personal project and it's very CPU intensive.
    1 point
  35. I'd be glad if you provided some screenshots and the map's size, at least.
    1 point
  36. Blueprints- the ability to copy/paste sets of structures. automated flood gates- floodgates which are connected to a depth marker, that open once water goes below a certain level, and close one it goes above a certain level. Timberborn is an awesome game, keep up the good work!!
    1 point
  37. @admacA suggestion for building warehouse for specific resource: if you don't create a path to its entrance before it is built no resources will be put inside once complete. After it is complete, you can set your limits then create the path to start receiving goods. This way it won't fill up with stuff you don't want.
    1 point
  38. I don't know if you know, but little beaver children are actually called kits in English.
    1 point
  39. Pretty indifferent to the pods themselves, and just enjoy the Ironteeth for their verticality. But as for your first point, being tedious to manage, there is some easy math to determine how many pods will sustain a given population. Given no growth speed benefits, divide the age at which your population is dying by 5 (incubation time). Set up the appropriate number of pods to give you the population you desire, and you won't have to micromanage them in terms of population. If the problem is more related to the berries, water and beaverpower (in this case I'm comparing this to manpowe
    1 point
  40. 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.
    1 point
  41. 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?
    1 point
  42. Beaver current status Would love to be able to see information on selected Beaver's current activity in addition to the location/building they work at (i.e. "chopping logs at Lumberjack Flag 1" or "Hauling logs to Small Warehouse 1" or "Sleeping until Cycle 1, Day 3" and so on) 😀
    1 point
  43. I would like to see a elevator/lift system put in to make multi level building easier to do with a smaller footprint
    1 point
  44. 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.
    1 point
  45. Yes, Chandarin; that would be more concise. I agree that your suggested naming makes more sense.
    1 point
  46. i'm here fren
    1 point
  47. Hello, I have played the Demo and I absolutely love the game! It's one of the best city building games I have ever played. However here are some suggestions that I would love to see. Multiplayer The way I imagined it would be for 2 or more players to be abled to build the same city at the same time. Much like Coop in Games like Hoi4 and EU4 works. Another concept of Multiplayer would be the "You're not alone here" type, where 2 or more beaver cities are placed in the same map and build up next to each other. Dams and Dikes I absolutely love the mechanic with the dry and wet times.
    1 point
  48. +1 with the option to enable/disable sounds playing in background
    1 point
  49. yeah, at least a priority system would be nice (like it is with building) so that if the farmers die, someone else becomes a farmer rather than staying in the exposives factory and starving because no one makes food
    1 point
  50. This subforum is dedicated to general feedback and suggestions about the game. As a rule, our team does not respond to specific ideas but we do read every single one. Before starting a new topic please check if someone else did not suggest the same thing - if so, you may want to upvote or respond to the existing topic. Bugs should go here.
    1 point
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