r/Timberborn
A dam collapsed in China's Guangxi region after heavy rains caused by a typhoon.
Help on district distribution
Hi newbie here, Im trying to make a separate district for farming and im testing out the district distribution.
Im first testing it on carrotsw and after runing it for like an hour, my main districts carrot reserves were not repleneshing,
What settings should I set it at?
Around what cycle do you usually feel done with a playthrough?
I'm coming up on C30 and I feel pretty done with this one, currently building the Earth Recultivator to officially end it. Around what cycle do y'all usually end?
Farming tower
So I’m about to make my first ever farming tower soon and was wondering how best to irrigate it. Do I need a flow of water going through it all or will I just need to irrigate the top and it will connect to it all. Also is there just in general any tutorial on this since I couldn’t find one thanks!
How do you divide work between bots/beavers?
For me it's always bots doing heavy industry and beavers doing food and construction. I've also tried to keep them separated and make sure that the bots don't have the high ground in case of a robot uprising.
I made a performance mod that speeds up large-colony simulation by ~1.5x
I made a mod that improves one of Timberborn’s weak points: simulation speed in large late-game colonies.
On my large test colony, I measured roughly 1.5x to 2.4x the vanilla tick rate.
However, even after making the simulation itself faster, the frame rate could still remain heavily affected. So I also implemented a mode that reduces the CPU cost of animations, making it possible to play at around 30 FPS even on heavy saves.
The attached video was recorded on the same heavy colony in a fixed 30 FPS mode. This means the difference shown is not just a higher FPS counter. The simulation itself is progressing faster, while the frame rate is no longer being sacrificed as much.
What it optimizes
Per-entity ticking: virtual-call-heavy object loops → flatter batched dispatch
Harvest searches for farms and similar systems: repeated scans → segment tree
Event dispatch: dynamic handler resolution → precompiled delegates
Hot-path allocations / boxing: reduced heap churn and GC pressure
Pathfinding / travel-time estimates: cached and reused where safe
The goal is to reduce the CPU cost per tick while keeping colony behavior exactly the same as vanilla.
Important notes
Please turn V-Sync off.
There may still be bugs, so please back up any important save files before testing.
I do not currently have a save with more than 1,000 beavers, so if you are running a very large colony, especially one with multi-level farms or large forestry areas, I would really appreciate it if you could try this mod and let me know how much of a difference it makes on your save.
Steam Workshop:
https://steamcommunity.com/sharedfiles/filedetails/?id=3756656421
Implementation was AI(Fable5)-assisted, then tested against vanilla behavior.
Why does that not work?
I build a farming skyscraper but why does the water on top not make the land under farmable?
IT Master Builder?
I built every structure as IT and didn't get the achievement. Then I built every structure in a single map, which IIRC you're not supposed to have to do anymore, and still didn't get the achievement. Is there some trick I have to do?
All hail the Lord of Teeth.
So my Folktails went a little weird from mismanaging badwater. They started worshipping one of their own as a demigod and now we have Gnasher the Lord of Teeth atop his pyramid, The Tails do have a dark side.
Beaver Chronicles v11.0 and Waterfalls Event Pack
A huge update has been pushed to both Steam and Mod.io. This update only applies to Timberborn v1.1 and up.
With this update, ALL events are now written in JSON (the former C# custom code events are still supported). A lot of new support abilities are added, especially related to map-altering abilities.
A new expansion is also published: Waterfalls Map Event Pack (Steam, Mod.io. This pack adds events when you play on the Waterfalls map and also demonstrates some map-changing powers.
It is also fully documented now: https://github.com/datvm/TimberbornMods/tree/master/BeaverChronicles/Docs
Take a moment and zoom in.
Just appreciating the detail when you zoom in. We all play the game mostly from altitude but man did the developers add way more detail to certain assets than I'd ever realize.
My first relatively big dam
my first relatively large dam, its my first playthrough, so its probably very inefficient
I wanted to make a big hydro-electric dam. But unfortunately this didn't generate nearly as much power as I'd hoped. At least it looks cool though
Any advice please (normal Diorama - new to the game!)
Hi I'm very new to the game and looking for some advice on the diorama map (I love playing small maps - it feels more manageable). This is my 4th playthrough... THIS GAME IS SO FUN!!!
- I used ladders mod
- Kinda cheated with the dev-tool power source
- Couldn't fit in the fancy foods - so my beavors don't have cattail crackers, spadderdock
How do you stop badwater tides on the ravine map?
Pictured is my plan: Create a channel on the cliffside next to the large water source that leads the badwater down to the badwater pipes, then channel both those sources into the dry channel. The problem is the levees would cost around 800 lumber which simply isn't feasible before the 1st badwater tide (playing on hard). Are you resigned to just surviving the 1st (and maybe 2nd and 3rd depending on luck) badwater tides? Or is there a solution I'm not seeing?
Rock blasting operations
Seen on an aggregator channel, OG source unknown
How do beavers decide where to go for food, water, and housing?
So, I've seen tutorials that say you should distribute food, water, and housing evenly around your settlements so all your beavers can quickly access those resources. However, whenever my beavers get hungry or thirsty, they seem to go to a random food or water source that isn't anywhere close to them.
Despite having small water tanks distributed around my settlement, I've seen my beavers travel to the opposite side of the settlement to get water from a very distant tank, and they ignore the ones right next to them.
If beavers pick resource locations at random, would it make more sense to centralize resources per settlement district?
How to get rid of berries?
I'm on my first settlement. I didn't realize that berries don't add food variety for the beavers. So I'm stuck with 5k of berries, any suggestion how to get rid of them?