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Showing content with the highest reputation since 12/07/2020 in all areas

  1. I would really like a way to recycle buildings when I destroy them to get back at least some of the materials I put into it. Maybe builders could be more efficient at getting materials from dismantling buildings than regular workers? It always feels bad when I want to move a building knowing I have to spend the resources for 2 buildings if I delete the first one
    13 points
  2. Hey I love the game! Really my only issue is that I can't assign specific jobs to beavers. I'd love a feature where I could click on a beaver and then click on a building and the beaver would go there and start working within the radius of that buildings effective area. As it stands right now in order to get beavers far away from the town center I have to build roads, log piles, houses, and work camps to get beavers far afield. This consumes huge amounts of resources and time. Then I have to pause buildings and un-pause other buildings to get them to move around. It's a real hassle.
    11 points
  3. It would be helpful if the building footprint was shown, i.e (2x2, 4x4, 3x4) in tooltips, prior to unlocking the building with science points
    9 points
  4. A few enhancement requests for the current storage system: - Set storage rules on the plot while it is still under construction (I will often put down a warehouse for a specific purpose, but don't notice when it finally gets built. This leads to random goods being in the warehouse before I can set the desired products) - Name warehouses (Similar to above, I often construct warehouse for specific steps in supply chain, and would like to be able to name them easily - Shortcuts in warehouse building pane to set allowed storage to categories of goods. e.g. (Food, Lumber Products, Me
    9 points
  5. so my idea is that if you would build a dam with say 2 levels up stream and a dam with 1 level further down stream, when that level dry's out in the dry season you can open the floodgates with the 2 levels to replenish the dried out riverbed. ore if you want to redirect the river in to a river you just built your selfe.
    9 points
  6. Game really needs a full screen windowed option.
    8 points
  7. I would like to see a elevator/lift system put in to make multi level building easier to do with a smaller footprint
    8 points
  8. 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.
    7 points
  9. When I've had a dip in population I want to see the amount of available jobs I need to fill in a city in the employment tab. If I have 45 beavers, but need 60 to fill all positions I need to see it without going through each position.
    7 points
  10. Apparently I'm a masochist as I'm starting another game. I want to move my starting district to a better location at the beginning of a new game but I can't because then I'll lose all my starting food. The reason being it's placed on fertile soil which I want to use. I want to temporarily move it onto dry dirt and then eventually on platforms on water so it's central and not taking up space that can be used. I still don't know how distribution posts/drop offs work, but even if I did, it would take 3-4 hours of gameplay to have the science/resources necessary to even do that. Y
    7 points
  11. 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.
    7 points
  12. Add a tag to make some buildings have employment priority, I need pumps and farms to be employed at higher priory than mills. I would like to see an option to make sure certain buildings are always staffed.
    6 points
  13. It would be nice to be able to place at least levees on top of platforms. It would make an easy way to make aqueducts. I know I could build a super tall levee but that would block water going in the other direction, and all the options to give that other water a way through don't support building on top of them, so for a high altitude aqueduct I'm not seeing any options except possibly the water dump, but that sort of defeats the purpose of an aqueduct since it's no longer just water flow. I'm trying to bring water from the water source on the terraces map over across the valley to the ba
    6 points
  14. I thought it be neat if there was another type of seasonal mechanic in the game. Possible during the rainy season, there would be a chance for a flash flood to occur. I think this could temporary increase the power of water source blocks by 4, for around a minute. A lot of the game is built around containing your water sources, but with if they began to surge and flood the nearby valleys? I think this would be a fun and difficult game mechanic to deal with, adding more variety to the realistic natural disasters your beavers must deal with. I also think that this should only be possible on the
    6 points
  15. To start with, THANK YOU for making such an amazing game! I am sooooo hooked. However, the one perpetual annoyance I have is that the levels for the floodgates are not fine enough. Only being able to go by half-levels makes it almost impossible for them to serve much purpose for what they are intended to do. If I want to step-down water levels on a single terrain level I only get ONE gate with which to do that. I would like instead of half-level control to be more like either quarter-level or fifth-level controls so that within a single terrain height I can stage the water across 3-4 gates ins
    6 points
  16. What the title says. Gates should be able to REPLACE a path section instead of having to delete the path then place the gate.
    6 points
  17. Liking the game so far. Interesting concepts. A prioritise work system would be helpful; I often find beavers finding wood instead of gathering food. I do know there's a reduce beavers working in a building function, but it'd be handy to have a service where I could force all of the beavers to gather food.
    6 points
  18. Just to be clear, you kind of want a levee that can open so you don't have to destroy it. If this is what you mean I agree that this would be a good addition.
    6 points
  19. I think water pipes would make sense so you could store the water from the rivers in basins and prepare accordingly in the drought periods in order to irrigate and to drive machines
    6 points
  20. HI I just started this game and love how you can creatively use map features to your benefit. I especially love maps with lots of hight differences like Mountain pass or Terraces. That brought up the Idea that the game could use a beaver version of something like this: https://blog.electrosuisse.ch/betonblocke-als-energiespeicher (german text) Basically it is a mechanical battery that stores energy by pulling up a (very) heavy weight and releaseing the stored enery by letting the weight down again. I could absolutly see a this working in the game I imagine it as a small tower (1 t
    5 points
  21. Now that beavers can swim, it seems logical that beavers would enjoy being in the water. Given also that damming a river is a near must for the dry season, it stands to reason that we should have a leisure item that can be plunked down near a reservoir or dynamited hole in the ground that would 'call' to beavers to enjoy the swimming hole/pool during their off hours, and/or give a small comfort/happiness boost. Some mechanical thoughts: The deeper the water pit the better increase for comfort/happiness up to a 3 or 4 water level The leisure item that turns the area into a swimmi
    5 points
  22. Goodevening, First off I love the game and I am insanely addicted! I just thought I would give the idea that I assume has been thought of but jus thought id say it anyways. I think that when you destroy a building you should regain some of those material back especially as a new player I would place things down and not really understand the actual planning time you need to be successful. I think getting all or atleast some salvage material from building you destroy would be nice. Thank you and seriously amazing game!
    5 points
  23. I bet it's not that difficult to implement an extra configuration for the dam beyond 0, 0.5 and 1, besides avoiding a lot of floods. hurra for a woodpunk!
    5 points
  24. So i've played through the demo on both maps, quite honestly loved it, and i can say i very much enjoyed the experience and i'm very much looking very much forwards to some kind of release in the future that will let me play for longer as well as to watch it grow. So thank you. Coincidentally, while playing the demo also reminded me a bit of another, older game that i used to play when i was younger: Cultures - Northland, a good part being the wonderful gibberhoc language of your denizens that i'm rather fond of. It had some nice QoL features that would not be out of place in Timberborn. (wh
    5 points
  25. Right now, there is no real reason not to chop down every tree on the map. Log piles are cheap and trees don't provide anything except logs. However, it's pretty easy to conceive of fruit trees that gatherers can pick as an alternative to blueberry bushes and flowering trees that provide a natural source of aesthetics. Apple trees and magnolias are just two possibilities - pick your favorite fruit and flowering trees. This could even play into Fancy Beavers a bit, with them needing to preserve those natural aesthetics trees until they can plant shrubbery.
    5 points
  26. I've created a short guide for people new to Timberborn. Hopefully it helps.
    5 points
  27. First off, I really love this game so far, it's fun, relaxing (like most city building games) and the drought mechanic makes it challenging and more interesting, love it! I have two suggestions that I think could make the game even better: 1) Storm/Flooding season - How about in addition to droughts, there are floods where the water level increses by 0,5 or 1 unit (my main point is the general suggestion, balancing is not my strong suit). Perhaps like temperate season -> flood season -> temperate season -> drought season -> restart cycle. I think that would give players m
    4 points
  28. Hey, first off I wanna say great game, I had a lot of fun with trying to survive and build infrastructure. Mainly I had issues with district limitations but I feel like with better play it wouldnt be a problem. But onto the main issue. Im not sure if this is already in the game and I simply didnt notice. But sometimes I misplace a building so the entrance is the wrong way, or I simply found a better place for it. And when I try to cancel it after they've already added expensive materials they just vanish into thin air and it gets kinda annoying, and I dont want to reload a save for somethin
    4 points
  29. 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.
    4 points
  30. Beavers like to build circular economies and and want to preserve the environment. Instead of having all the resources go to waste when destroying building, they rather disassemble buildings (also partially completed ones on building sites) by workers to reclaim (some) resources.
    4 points
  31. 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?
    4 points
  32. I want to be able to zoom out so that I can see an overview of the map as a whole - I think Rollercoaster Tycoon had a similar system back in the day?
    4 points
  33. I have one suggestion for survival, or something. It would be good to add a way to prioritize buildings in terms of employment. Or, failing that, add a button to force employ a beaver in a certain building. The reason is, that it has happened to me several times, and I am sure I am not alone in this, that the drought ended and all the water pump operators died of thirst. The colony would've been OK, if the beavers could've been forced to switch jobs, but the time was so tight that the whole colony died out. Another example - I had a medium sized colony (~60 beavers) with 3 pumps. So
    4 points
  34. It would be really cool to add a elevator block. And have it require power so it is more balanced.
    4 points
  35. I would like to be able to start a game with a randomly generated map.
    4 points
  36. Just a polite request, but it'd be really nice to have the water cause plant-life and trees to deteriorate over time when submerged. Please and thankyou :D
    4 points
  37. It would be nice to have a button on the district building for the drought mode to set up your buildings like pumps and floodgates to certain settings (set by player for each individual building) and just apply them with one button and then when in drought mode have a button to turn back to operational after drought season is done.
    4 points
  38. Loving the game, however the camera is fairly restrictive and annoying. The minimum angle is annoying, I've built a 5 story building, if I try to have the camera sideways, I can't. The max zoom out is way too close, just suitable for normal gameplay. Allowing the camera to zoom out would allow us to have a better perspective of the map. Without a proper zoom out, it it's hard to plan things on a larger scale.
    4 points
  39. I feel like there needs to be something for an aquatic plant they can eat…. >.>
    4 points
  40. why just drought, how about a flood? Can you add flood to the list of natural disasters just like the drought
    4 points
  41. Or at the very least a way to randomly generate a map in the map editor ^_^
    4 points
  42. For example, if the Depth Marker reads 0.0, then the Depth Marker can "activate" an adjacent flood gate to lower by .5. Likewise, if the Depth Marker reads over 0.5, then the flood gate could be raised by .5. Note that at this time it doesn't seem like the flood gate height units matches the depth units, so my screenshot does not actually have the Depth Marker ever exceed 1 (it maxes at 0.98) despite the fact that if I had the flood gate at 1, the water would be over flowing. Seems that a depth of 1 refers to the height of the Depth Marker not a standard unit of measure. I'm assuming due
    4 points
  43. Just my two cents but if you could add mining and building tunnels to the game that would be awesome as then id be able to build underground rivers and or towns. Also some cool things would be a wet season with floods as then the watergates would play more of a role, water pipes to transport water over a wide area and be able to hook them up to the irrigation towers, uhh and fishing or algae harvesting so we can get resources from the river it self...... oh and water transportation like letting the logs float down river to get collected by another village.
    4 points
  44. I too couldn't wrap my head around them really. First I tried to make specialized districts: one for metalworks, one for wheat, one as the starting district. But getting the goods to other districts is quite annoying! One thing I'd really like to see, not only with the districts, but especially there: setting up limits. the warehouses already have such a system in place, but I'd rather play around with making new water ways instead of babysitting production and distribution. I mean: case 1) I have "themed" districts. then I need to make sure, that the goods of one district gets
    4 points
  45. As it is, there really needs to be an easier way to assign jobs to beavers. It's really difficult to find eligible beavers (within the distance of the building) and then also manage to get them to transfer to the job you want, and then fill their vacancy with another beaver. I often find myself having to go into 3 or 4 different building UIs to shuffle them around into the places they need to be. I imagine that some sort of drag and drop functionality could work nicely? Whatever you do, it just needs to simplify the process of getting workers where I want them.
    4 points
  46. Agreed. They need to return some resources on destruction. Perhaps there are some upgrades make you get more resources from recycling them?
    4 points
  47. Dear fellow beaver enthusiasts! I just managed to build a 2-z-level-damn in the demo. However, it was not really useful because once the first z-level dried up the pumps couldn't reach the water on the second z-level. In a game where building big dams is one of the coolest things to do, I believe the pumps should be able to get water from more z-levels than just one below. Otherwise, there is not really much of a point of build these huge contraptions, which would be a bummer. Loved the game flow otherwise! Side view of the damn: x = Damn w = Water
    4 points
  48. It sounds rather odd to me that beavers, animals whose environment is both terrestrial and aquatic, do not know how to swim in this game. It's okay that they don't build a sawmill in the water, but from there to not even being able to go from one area to another through the river... it sounds pretty weird to be honest. Beavers should be able to move through rivers, dive in the river, and build some things underwater, like water explosives, dams, and even houses. Let's not forget that beavers are experts at swimming and building over it.
    4 points
  49. 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.
    4 points
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