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

  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.
    3 points
  2. 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
  3. 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?
    2 points
  4. 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
  5. 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
  6. 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
  7. 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.
    1 point
  8. 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
  9. 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
  10. 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
  11. 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
  12. Hi @Puma - sorry about the trouble. We were able to reproduce the problem and we have already released a hotfix. Let us know if you the problem reoccurs.
    1 point
  13. 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
    1 point
  14. 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
  15. 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
  16. 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
  17. Timberborn is the upcoming beaver city-building game by Mechanistry. The open alpha has ended, join us on Discord to follow behind-the-scenes news about the game’s development, contest announcements and closed or open betas. > Add Timberborn to your Steam wishlist < Don't forget to join the discussion! > On this forum < > On Steam < > On Discord < > Follow us on Twitter < > Follow us on YouTube < > Follow us on Facebook <
    1 point
  18. 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
  19. 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
  20. 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
  21. @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
  22. 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
  23. 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
  24. 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
  25. 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
  26. Hi @Cid we were able to reproduce the problem - thanks!
    1 point
  27. 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
  28. Hi @Zill54 you are very much allowed to stream Timberborn, but we kindly ask you to follow a few rules explained here:
    1 point
  29. 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
  30. 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
  31. 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
  32. 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
  33. While playing today's new Build, I noticed a beaver planting a tree (red circle) that was on a level I hadn't yet provided access to via staircases. I wondered how it got there and realized it had ran all the way around the island to get to that tile. (Red Path) In the screenshot below you will see the highlighted forestry hut, as well as it's planting range. You'll notice the full range isn't shaded in because the staircase (purple circle) is yet to be built. In order for the sapling in the Red circle to be planted I would also need to add a staircase up to it's level on the tile directl
    0 points
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