r/Timberborn

Always wanted a random map generator for Timberborn - now I built one

Hey y'all,

Didn't make it in time for the competition (not sure how I would have uploaded that one haha) and it's still in development, but I'd love some feedback on the procedural map generator that I created.

The idea is, you get to set a few things or randomize it and it generates a unique map in a couple of seconds - different sizes, elevation and ruggedness, water and badwater sources (figuring out the water sim wasn't easy), a start location, and resources scattered across the map. Just like in the clip here. There's also a map code system so maps are shareable.

I made a video showing the settings and how it builds a map from scratch, and I generated a batch of maps from seeds people sent in (in the description if you want to download and try them):

https://www.youtube.com/watch?v=IB96KFRC780

Still rough, so any feedback is welcome. Especially whether the maps look like something you'd actually want to play, and what settings you'd want control over.

u/AcademicUnwinds — 6 hours ago

Possible late game science use -- "solving" badtides and droughts?

Was pondering doing a playthrough with no badtides and droughts because I want to build around running water and build more natural looking settlements.

I'm not smart enough to create the mod, but was thinking a cool idea would maybe be a building that would "solve" badtides and droughts (each a separate 500k science unlock or something) -- and it would require constant science to run as well. When it's on and running, the next badtide/drought has a chance to just be another temperate season.

Rivers could power settlements late game instead of badwater monstrosities. Whatchu all think?

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u/cultivatingmass — 12 hours ago

beating homelessness 1 at a time🔥🔥🔥

at first i was goin to ask how this happened but i wont question it

u/Foreign-Muffin2827 — 19 hours ago
▲ 3.9k r/Timberborn+1 crossposts

After being hunted to extinction 400 years ago, beavers are being reintroduced in the United Kingdom as a solution to flooding due to climate change. The beavers' presence has also brought back other rare and endangered species.

u/Jaminp — 1 day ago

water transportation

i want to cover this entire place with water indefinitely but even w 4 dumps i cant do it as the water evaporates quickly and during the night it evaporates even more, as the water sources are down stream i would have to build a big damn and transport it manually (i am trying to do that but as you can see in the background theres still a long way to go, is there any other efficient methods of filling it up with water?
p.s- i have a large water tank beside the stairway which is cut off from the picture so my water is transported faster but that also doesnt work

u/Foreign-Muffin2827 — 19 hours ago

Constructing sector 1 and 2 plates of Beavgar

Trying to bring reactor 2 online to supply materials for the rest of the plates. A bright and green future awaits us!

Using bad water in breeding pod to breed hoomans are fake new spread by eco-terrorists.

*modded to increase max build height as the Beavra Horse Power Company Building need to fit more stairs.

u/saphirrflamme — 15 hours ago

Ladies and gentlemen, behold

THE WALL OF POWER. One entire side of the map, gravity batteries built at the maximum height for a grand total of 7.9 million hph. Automatic battery charge levels, red 0-50%, yellow 50-80%, and green 80-100%.

u/wasteymclife — 1 day ago

Can't play in a Modded state

Last week i started to use Mods like flywheels, ladders etc. Since now two days if i want to play the game i get a message that the game is modded and that crashes the game and only after i remove them all i can play. I deinstalled the game but i still happens, there is a Backup because the last save i had was there so maybe the Problem is there but i don't know how to get rid of it. I only use the Steam Workshop for the mods so no obscure files.

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u/Menos92 — 23 hours ago

Why is poop water coming out of my pumps? the water isnt contaminated, and only normal water is coming in

u/PresidentSkillz — 1 day ago

The 1.0 update is amazing, but managing 50+ mods in a tiny green spreadsheet is a corrupted save waiting to happen. So I built a total UI replacement with built-in Conflict Scanners.

Steam Workshop Link

Let’s be honest: The developers gave us an incredible modding engine for 1.0, but the vanilla UI leaves us totally blind.

You shouldn't have to wait until your 100-hour mega-colony hard-crashes to the desktop to find out that two of your mods are secretly fighting over the same files. I got tired of the "guess and pray" method of installing mods, so I spent the last three weeks building a total UI replacement for the official Timberborn Mod Contest.

I wanted the community to have the tools that modern AAA games have.

The Mod Menu features:

  • Conflict Scanner & Risk Indicators: It reads your assemblies, detects if a mod is using Harmony, and warns you if two mods are clashing before you launch your save.
  • DAG Graph: A fully interactive, draggable dependency map so you can visually trace exactly how your mods rely on each other.
  • Seamless "Mod Settings" Integration: Full, inline support for eMkaQQ's Mod Settings. Tweak mod configurations directly in the inspector panel without opening secondary menus (and yes, my mod still works flawlessly even if you don't have Mod Settings installed!).
  • Native Workshop Browser & Publisher: Search, subscribe, and batch-download Steam dependencies without leaving the game. If you're a developer, you can even publish your own mods to Steam directly from the UI.
  • 15 Built-in Lumberpunk Themes: Swap out the UI colors dynamically without restarting. (Because staring at that default green box was getting exhausting).
  • Loadout Profiles & Base64 Sharing: Swap between "Vanilla+" and "Hardcore" playstyles in one click, or export a text code to share your exact mod-pack with the community.

It’s built with a "Safety-First" non-destructive architecture. If you are running more than 3 mods, please do yourself a favor, take the guesswork out of your load order, and protect your save files.

Take a look at the GIF above and let me know what you guys think! If you have any feature requests, drop them here or on the Workshop page.

u/RuthlessTex — 1 day ago

What are achievements restrictions?

Can I get all of them on easy? On normal? On modified? On custom maps? On modded? I can find this info anywhere

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u/Discoris — 1 day ago

Advice on automating? I want to have multiple settings on one station (playing Iron Teeth)

This sub has been so helpful! I really appreciate all of you!

I can't figure this out for the life of me.

I want to set a population counter to turn on the decontamination pods when there's contaminated beavers and turn it off when there's no contaminated beavers.

I have a relay that I connect it to but I'm clearly doing something wrong.

Another one I have these fluid dumps. I want them to turn off during a drought (managed that part) AND pause when the water is at a certain depth. I have a depth sensor but can't seem to figure out both settings to connect to the fluid dump.

Any advice would be appreciated

Edit: Wow! Thank you guys so much! I'm not able to implement this advice right now but I will soon.

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u/dogfishresearch — 1 day ago

Need help building a reservoir

trying to keep a bunch of water in this funnel

The valves up top are set to unlimited and the bottom ones are set to 0.65

the water just leaks out the sides of the channel leading to it

i thought the valves are supposed to be one way why is this happening?

u/Attakon412 — 2 days ago

Keystone - ecology mod for Timberborn

Keystone — ecology mod for Timberborn

Beavers are nature's keystone species. With Keystone, they take it further — caretakers of the land, bringing a whole world back to life.

Bring water to every corner of the map and life follows. Cattails creep into slow side channels and fish thread through them. Deer roam mature forest. Cattle find established grassland. Rocks tan in the sun, darken in the rain. Poisoned ground stays scarred long after the source is gone.

Nothing's painted on the map. A simulation reads every part of your terrain — water, plants, contamination — and biomes form themselves. Healthy land builds slowly; lapses heal; damage leaves traces.

Beavers benefit too: three new Nature needs, satisfied at shrines, lidos, and other nature-related buildings near healthy biomes. Works with Folktails, Iron Teeth, Leaf Coats, and Emberpelts.

Coming next: sea/ocean biomes (whales, manta rays), polyculture-vs-monoculture farming, more variety throughout.

[Steam Workshop] (https://steamcommunity.com/sharedfiles/filedetails/?id=3726908702)

[Discord] (https://discord.com/channels/558398674389172225/1504792837244325960)

[Mod.IO] (https://mod.io/g/timberborn/m/keystone)

u/Boompieee — 3 days ago

Is there only one hidden cave in Hollows?

The Hollows description says there are "hidden treasures" but I only found one. Are there others I'm missing?

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u/BumblebeeDirect — 1 day ago