recursal/Fanatic-Fandom huggingface dataset:
Beavers of Demoria

The Beavers of Demoria were a temporary playable faction available in Timberborn Demo. As of March 22, 2021, they were using preview versions of buildings designed for the (then unnamed)  Folktails faction.

### Official description

> Free spirits by nature, they specialize in surviving in the most desolate land through their primal beaver skills. They lack the unique characteristics of their distant, full game cousins.
>
>
Books

* Stored
* Carried

 ****Books**** are a resource  material created using a  printing press. They are used to increase **Books** need that contributes to a population's overall well-being.

Books are similar to  food: they're consumed when used. According to in-game tooltips, the books are eaten as they're read.

## Production chain

The production chain for books starts with a  forester and ends with a  printing press.

1. Forester
	* **Plants**:  trees
2. Lumberjack
	* **Chops**:  trees
	* **Creates**:  logs
3. Paper mill
	* **Processes**:  logs
	* **Produces**:  paper
4. Printing press
	* **Processes**:  Paper
	* **Produces**:  **Books**
Mountain Range

**Mountain Range** is the newest map and slightly smaller than Terraces, with 196x196 dimensions, but is somewhat similar — the water going out of the mountain you start on quickly falls into a ravine and doesn't irrigate that much land.

Contains 5 1 strength Water Source blocks.

## Gallery

Mountain Range 196x196Mountain Range 196x196 Overhead View
Large Metal Platform

A gigantic platform held up by a sturdy column.

 + **Solid:** Other buildings can be built on its top.
+ **Ground-only:** Must be built on the ground.
+ **Unique to Iron Teeth**

## Building Costs

**Unlock Building:** 1000

500  Metal Blocks

*For other platforms, see Platforms.*

 **Large metal platform** is exclusive to the  Iron Teeth faction and is the tallest platform in the game. Being the tallest will cost you 500  Science to unlock and 500  Metal Blocks to build.

Like the Metal Platform, it can only be built on the ground, and cannot be stacked.

Patch Notes

v0.2.8.1-0748a0c "Update 2"

* now costs 1000 SP to unlock, up from 500 SP
Dirt Excavator

* Folktails
* Iron Teeth

 A heavy duty mining rig for collecting dirt.

*This is not a drill!*

## Production

**Recipe 1**
  2  6

**Hidden Storage**
◀ 72  Dirt

## Building Costs

**Unlock Building:** 2000

100  Gears

50  Metal Blocks

100  Treated Plank

This metal monstrosity excavates  Dirt from below, drilling deeper and deeper. Once it reaches the map's bottom, it will continue mining without destroying terrain, effectively providing dirt infinitely.

The excavator entrance is one level higher than ground level. You will need stairs, platform, etc to reach it.

Patch Notes

v0.2.8.1-0748a0c "Update 2"

* Building added to main track
Mechanical Water Pump

Pumps water up on one side and discharges in on the other. More efficient than a regular pump.

 + **Unique to Folktails**
+ Maximum depth: 4

*Better running water than running with buckets.*

## Building Costs

**Unlock Building:** 5000

100  Gears

50  Metal Blocks

50  Treated Plank

*For  Iron Teeth equivalent, see Deep Mechanical Water Pump.*

 **Mechanical Water Pump** is a  building unique to  Folktails that allows for advanced control of  water.

## Behaviour

Unlike the regular  Water Pump, the mechanical water pump does not create drinkable  water. Rather, it pumps  water from one side straight to the other side. The maximum pumping depth on the intake side is 4 tiles. The water pump will stop moving water when the water level on the discharge side exceeds 0.9.

When the mechanical water pump is used to pump water to a 1 tile wide canal it will create a flow of 0.5 cms.

## Construction

The Mechanical Water Pump is built with 100  Gears, 50  Treated Planks, and 50  Metal Blocks.

Gears are produced in a  Gear Workshop, treated planks are made in  Wood Workshop, and metal blocks are made in  Smelter. It costs 5000  Science points to unlock it.

The blocks under the pipes must be at a lower level than where the pump being built.
Maple

+ Resources: Logs (8), Maple Syrup (3)
+ Days to grow: 30
+ Days between harvests: 12

*Tapped maple produces syrup but high quality timber is an even sweeter reward.*

### Category

Trees, Natural Structures

*For other trees, see Birch, Pine, and Chestnut Tree.*

 **Maple** trees are natural structures that spawn naturally on most maps. They are the slowest growing of all the trees, but because of that slow growth the maple tree is also the highest  log producing tree of all trees. Maples are also drought resistant and can last for 15 days without water.

If the  forester has been unlocked and built, maple trees may be planted if an area has been selected for maple planting and is within range of a forester,  district center and a  path.

If the tapper has been unlocked and built, maple trees can be tapped to make maple syrup if the trees are within range of a tapper,  district center and a  path.
Scarecrow

A field decoration meant to scare birds.

 + **Unique to Folktails**
+ Satisfies Needs within 2 tiles

*Outstanding in their field.*

## Building Costs

**Unlock Building:** 200

5  Logs

10  Paper

The  **scarecrow** is a  decoration exclusive to the  Folktails faction.

### Area of Effect

The Area of Effect for the Scarecrow is **25** tiles as a **5x5** square with the Scarecrow at the center. The total number of tiles affected by the Area of Effect of the Scarecrow that are not already occupied is **24**.

Scarecrow Area of Effect
Pina

Pina is a younger beaver figure that's exploring the world and isn't related to any faction in particular. Pina as a name relates to the pine tree.

### Quotes

* Double Shower - *I liked my yesterday's shower buddy better.*
* Drop-off Point - *Have the cookies arrived yet? No? Okay, I'll take the planks instead.*
* Golem Assembler - *It all started with a simple "what if I didn't have to work today"*
* Golem Part Factory - *Done! Wait, what is this screw doing here?*
* Lido - *That's a really good time but we should work on your tailstroke!*
* Medical Bed - *Tis but a scratch. May I go back to work?*
* Terraforming Station - *Hey, that hill wasn't there last week.*
* Wind Gauge - *If I am right, this thing could fly if fixed to an engine and a pair of wings.*
* Cattail (Crop) - *I know all about tails but what is a cat?*

### Other Named Beavers:

* Guimer - the name associated to the guitar playing beaver, that appeared in a Developer created music video made from a Discord members created song. The name is also associated to the smaller emoji version of the same image.
* Ma' Ngonel - is an almost legendary figure among Timberborn Beavers - a beaver grandma, known for her stern hand and cooking skills. Ma' Ngonel is held in high regard among both kits and adult beavers. Ma' Ngonel's name has been associated to the image for both the Folktails faction and the Beavers of Demoria (a demo faction).
* Onager - taken from a type of Catapult, and associated with the image for the Iron Teeth faction of Beavers.
* Ol' Kazko - is a legendary forefather of modern beavers, famous inventor, pioneer of rapid industrialization.
Crops

Crops are plants managed by a Farmhouse or Aquatic Farmhouse. All crops require access to water, either through irrigated land or in water itself (depending on the crop).

## Farmhouse

The farmhouse can manage four types of crops for planting on irigated land: Carrot, Sunflower, Potato and Wheat.

## Aquatic Farmhouse

The aquatic farmhouse can manage two types of crops planted underwater: Cattails and Spadderdock.

## Beehive

The Folktails faction can use Beehives to boost the growth of all crops.
Crisis Beat Wiki

## **Welcome to the Crisis Beat Wiki**

Crisis Beat is a 1998 video game for the Sony PlayStation, developed by Japanese studio Soft Machine and published by Bandai. It is a beat-em-up style game.

The game was released for the Sony PlayStation. It was released on Jun 18, 1998 for the Sony PlayStation in Japan, and in 2000 in Europe. It was re-released in 2013 on PlayStation Network.

## **GAME DESCRIPTION**

The world's largest passenger boat, "Princess of the Fearless" leaves London bound for New York, on what should be a very memorable maiden voyage. And memorable it certainly turns out to be when early one morning it is attacked by an unknown terrorist group. The terrorists quickly assume control of the vessel, striking fear into the hearts of its prestigious passengers. But the terrorists are up against something much more powerful than they anticipated!

You choose one of 4 characters: New York Police Department Detective Eiji Garland, Supermodel Julia Jefferson, Spy Agent Keneth Kirova, and student Yan Haint Feisu. Each has their own reason for being on the ship; each is determined to regain control from the seajackers. With gripping 2-player mode and addictive solo gameplay, Crisis Beat challenges you to sink or swim!

## **GAME BREAKDOWN**

Protagonist'sPlaceholderAntagonist'sPlaceholderEnemy TypesPlaceholderA Key EventPlaceholderA Crucial Item

## **STAFF MEMBERS**

 Story
 Enemy Design
 Programming

 Graphics

 Recording
 Directed by

 Gentitle
 Publicity

 Presented by

## **GALLERY**

PlaceholderProtagonist'sPlaceholderThe First EpisodePlaceholderAn Important LocationPlaceholderA Key EventPlaceholderA Crucial Item
## **IMPORTANT ARTICLES AND LINKS**

Below are the links towards articles and websites which helped a lot to combine things together and create this wiki.

**PSXDataCenter.com** - https://psxdatacenter.com/games/P/C/SLES-02793.html

**Moby Games.com -** https://www.mobygames.com/game/playstation/crisis-beat

**GameFAQ's.com -** https://gamefaqs.gamespot.com/ps/572766-crisis-beat

**Speedrun.com** - https://www.speedrun.com/crisis\_beat

**Video Game Collection Deluxe** - https://videogamecollectiondeluxe.com/2018/08/15/ps1-crisis-beat-digital-press-kit/

**Kelvin Koh Guide** - https://gamefaqs.gamespot.com/ps/572766-crisis-beat/faqs/4462

***ATTENTION!!!***

**`THIS WIKI IS UNDER CONSTRUCTION AND WHAT YOU SEE HERE IS SUBJECT TO CHANGE.THIS INCLUDES TEXTS,IMAGES AND OTHER TYPES OF MEDIA.`**

*Need help building out this community?*

* Rules of this wiki
* Getting Started
* How to Contribute
* Managing your new community
* Guides
* All Help articles

You can also be part of the larger Fandom family of communities. Visit Fandom's Community Central!

*Community Founders*: Write a good and paragraph-length description for your welcome section about your topic. Let your readers know what your topic is about and add some general information about it. Then you should visit the admin dashboard for more tips.
Engine

Burns fuel to create power.

*As great as this invention is, it became a splinter in the side of beaver nations other than Iron Teeth.*

## Production

**Recipe 1**
0.2     400  hp

**Hidden Storage**
▶ 10  Logs

## Building Costs

**Unlock Building:** 400

**Unlock Bot Workplace:** 0

20  Logs

25  Gears

20  Metal Blocks

''

*For Power Wheel, see Power Wheel.*

 **Engines** are  Power  buildings that exclusive to the  Iron Teeth faction. It consumes (0.2)  Log/per hour to generate 400 hp /per hour. Internal log storage is 10.

## Strategy

To sustain the  **Engine** full time, you would need approximately 19  Maple Trees dedicated to each Engine. 0.75  Maple Trees are consumed per hour of active time, plus a small buffer for inefficiencies in logging and transport (this is why you want around 19 instead of 18 for full time operation. At larger scales, you can trim a few of the spare trees).

## Notes

* The engine will not consume logs while there's zero need for energy in the connected power grid.

Patch Notes

v0.2.8.1-0748a0c "Update 2"

* Building added to main track
* no longer consumes logs while there’s a zero need for energy in the connected power grid
* now uses 0.2 logs per hour, down from 1, and its internal storage has been lowered to 10 logs. (Translation: the full storage now sustains the engine for 2 days, up from 1).
Dam

* Folktails
* Iron Teeth

 Blocks water but allows some to pass through a spillway at the top.

 + **Solid:** Other buildings can be built on its top.

*As everyone knows, a civilization's fundaments are built underwater.*

## Building Costs

20  Logs

the Dam is a builiding who blocks water but allows some to pass through a spillway at the top.

It appears that the water can pass through on its level is above 0.65 (according to  Stream Gauge).

Note that it is not possible to place a  Levee on top of a  **Dam**.
Log Pile

Stores logs.

 + **Ground-only:** Must be built on the ground.
+ **Unique to Folktails**
+ Capacity: 180

*Sadly, nobody is keeping a log of how much wood comes in and out.*

*For the Iron Teeth version, see Industrial Log Pile.*

The  **Log Pile** is unique to the  Folktails faction and is free to build. Building a log pile expands the storage capacity of  logs in the settlement. Unlike the Iron Teeth's industrial log pile, the Folktails' log pile isn't stackable. So the true cost of this log pile is the ground space it occupies.
Bakery

* Folktails
* Iron Teeth

 Bakes bread and pastries from different flours.

*"Nothing like a hot bun with a little sawdust sprinkled on top."*
― Ma' Ngonel

## Production

**Recipe 1**
1  0.1    0.42h  5

**Recipe 2**
1  0.1    0.5h  4

**Recipe 3**
1  1  0.1    0.55h  3

**Hidden Storage**
▶ 38  Wheat Flour
▶ 5  Logs
◀ 190  Bread
▶ 20  Cattail Flour
◀ 80  Cattail Cracker
▶ 20  Wheat Flour
▶ 20  Maple Syrup
◀ 60  Maple Pastry

## Building Costs

**Unlock Building:** 160

**Unlock Bot Workplace:** 750

15  Logs

15  Planks

10  Gears

The  **Bakery** is a  food production  building that turns various intermediate  Ingredients into edible goods.

## Construction

The bakery is a 3x2x4 building that must be placed on even ground. Other building can not be placed on top of it. The bakery costs 15  Logs, 15  Planks and 10  Gears. It shares  power with nearby buildings though it doesn't require it itself to operate as it uses  Logs as fuel.

## Usage

The Bakery is used to turn flours into baked goods. The bakery has 3 different recipes

* Bread: Takes 1  Wheat Flour and 0.1  Logs, makes 5  Bread in 0.42 hours.
* Cattail Cracker: Takes 1  Cattail Flour and 0.1  Logs, makes 4  Cattail Crackers in 0.5 hours.
* Maple Pastries: Takes 1  Wheat Flour, 1  Maple Syrup and 0.1  Logs, makes 3  Maple Pastries in 0.55 hours.
Large Barrack

Practical, shared housing.

 + **Solid:** Other buildings can be built on its top.
+ **Unique to Iron Teeth**
+ Satisfies Sleep, Shelter
+ Inhabitants: 16

## Building Costs

**Unlock Building:** 400

70  Logs

''

*For other housing, see Barrack, Breeding Pod, Rowhouses, and Lodges.*

The  **Large Barrack** is a  housing building unique to the  Iron Teeth faction.

It is larger than the barracks at 3x3 tiles, requires 400  Science to unlock, and costs 70  Logs to build.

With that larger size, increased build cost, and unlock fee the housing slots of the large barrack are increased 60% compared to the barrack to make the total housing for the large barracks 16  Beavers.

## See Also

* Barrack
* Rowhouse
* Large Rowhouse
Science

**Science** is a resource, also known as  Science Points, used to unlock Buildings. It is also a  building category.

Science Points are unique in the sense that they're intangible. Unlike physical goods, they don't take up any  Storage space.

## Production

 Science Points can be produced in an  Inventor,  Observatory,  Numbercruncher or  Mine.

The  Inventor is a basic building unlocked at the start of the game and is used to produce science in the early game.

The  Observatory is a  Folktails exclusive building that costs 1000  to unlock and requires 200 hp  to work.

The  Numbercruncher is an  Iron Teeth exclusive building that costs 1500  to unlock and requires 500 hp  to work.

## Usage

### Unlocking Buildings

 Science Points can be used to unlock more buildings.

### Unlocking Workplaces for Bots

 Science Points can also be used to unlock the availability for  bots to work in different buildings

### Control Tower

The  Iron Teeth faction use  Control towers which consume  Science Points to increase the well-being of their  bots.

## Category

**Science** is also building category that awards the resource of the same name.
Dirt Pile

* Folktails
* Iron Teeth

 A reinforced container for holding mounds of dirt.

 + **Ground-only:** Must be built on the ground.
+ Capacity: 300

*"The world is your sandbox, kits."*
― Ma' Ngonel

## Building Costs

**Unlock Building:** 500

100  Planks

25  Metal Blocks

 **Dirt Pile** is a  building which stores  Dirt. It has a capacity of 300 and no other goods can be stored in it.

*Ready the mangonel!*
The following information is true for the Experimental Branch only.
Like other specific piles,  **Dirt Pile** was removed.  Dirt can now be stored in Piles.

Patch Notes

v0.2.8.1-0748a0c "Update 2"

* Building added to main track
Kits and Adults

## What are Kits?

In real life, a beavers children are called kits, this applies in the game as well.

## How are Kits made?

Kits/children are made by breeding, breeding methods differ across factions.

## Why do I need Kits?

All beavers have a life expectancy, when a beaver surpasses its life expectancy, it dies. When all beavers die in a game, no more progression can be made in that game. If there are no kits being made due to lack of breeding, there will be no beavers replacing the ones who just died. (Disclaimer you don't need to always have kits in your population)

## How does a Kit become an adult?

Kits will grow up over a 5 day period. When a kit grows up it becomes an adult. Growing rate can be increased by  well-being.

## What are the differences between Kits and Adults?

* A kit is smaller than an adult and has a different model
* Adults can work, kits can't
* Adults and Kits make different noises when selected

Folktail kitIronteeth kitFolktail AdultIronteeth adult
Hauling Post

* Folktails
* Iron Teeth

 + Worker bonus: Strength +100%

*The most muscular of all beavers, you don't want to step on a hauler's tail.*

### Dimensions

**3x2**, Height: **4**description=Haulers assist workers within a district in carrying goods, greatly increasing their productivity.

## Building Costs

**Unlock Bot Workplace:** 250

20  Logs

10  Planks
Blueberry (Bush)

+ Resources: Berries (3)
+ Hunger▲
+ Days to grow: 12

*"You'll come asking for more of these when the drought hits."*
― Ma' Ngonel

Blueberry is a bush and is a natural structure. Being a natural structure the blueberry bush can be planted and can be found naturally on some maps. When watered and mature blueberry bushes produce the food resource  berries.

## Requirements

To be planted blueberry bushes require a  forester.
Refinery

Manufactures fuel out of food and water

 + **Unique to Folktails**

*Reduce, refine, recycle.*

## Production

**Recipe 1**
2  2    3  5

**Recipe 3**
2  2    3  30

**Recipe 4**
2  2    3  25

**Recipe 5**
1  2    3  3

## Building Costs

**Unlock Building:** 400

**Unlock Bot Workplace:** 2500

30  Planks

10  Gears

10  Metal Blocks

The  **Refinery** is a  Science building unique to  Folktails, used to make  Biofuel and  Catalyst.

## Recipes

It has four recipes:

* 2  water 2  Carrots = 5  Biofuel
* 2  Water 2  Potatoes = 30  Biofuel
* 2  Water 2  Spadderdocks = 25  Biofuel
* 1  Maple Syrup + 2  Sunflower Seed = 3  Catalyst

## Strategy

Multiplying the grow rate of each type (units/day) by the fuel recipe (fuel/unit), you can calculate the rate of fuel for each recipe per grow cell.

Carrot: 0.75 \* 2.5 = 1.875, Potato: 0.167 \* 15 = 2.5, Spadderdock: 0.25 \* 12.5 = 3.125.

Therefore, Spadderdock is the fastest producing fuel resource because each recipe takes the same amount of time.

Patch Notes

v0.2.8.1-0748a0c "Update 2"

* Building added to main track
Floodgates

''

*For dams, see Dam.*

Floodgates are  landscaping  buildings that block the flow of  water up to an adjustable height. By being height-adjustable floodgates offer more control over water than  dams do, but that extra ability comes with an added build cost. All versions of floodgates require  planks in addition to  logs to be built.

Floodgates can be built on the ground or levees, but they cannot be built on platforms or dams.

There are three versions of floodgates. Each version has a different range of adjustment for blocking water. Shorter floodgates will have a smaller range of adjustment possibility while taller floodgates will have a larger range of adjustment possibility. Which floodgate you will build depends upon the situation you are in at the time.

The top tile of each floodgate is occupied by the mechanism that raises and lowers the floodgate. To calculate the total depth of water that a given floodgate type will retain just subtract (1) from its height. This mechanism blocks any opportunity for  pathing on top of floodgates.

## Adjustment

The options for adjusting any floodgate are essentially the same for each version.

* Completely closed
* Partially open/closed
* Completely open

### Completely Closed

Completely closed means your beavers floodgate has been raised to its tallest height. The floodgate is blocking the most water it can.

### Partially Open/Closed

Partially open/closed means your beavers floodgate has been raised or lowered to a height that is neither at the top nor at the bottom of its range. The floodgate is blocking some water and the floodgate is allowing some water through.

### Completely Open

Completely open means your beavers floodgate has been lowered to its shortest height. The floodgate is allowing the most water through that it can.

## Floodgate

*Main article: Floodgate*

 Floodgate is (2) tiles tall and offers a range of adjustment of (1) tile.

## Double Floodgate

*Main article: Double Floodgate*

 Double floodgate is (3) tiles tall and offers a range of adjustment of (2) tiles.

## Triple Floodgate

*Main article: Triple Floodgate*

 Triple floodgate is (4) tiles tall and offers a range of adjustment of (3) tiles.
Comfort (Obsolete)

*This will be missed... Or maybe not?*
This page is about something now **obsolete** that is no longer present in Timberborn. The page will stay on the Wiki for history purposes.
*For other needs, see Needs.*

**Comfort** is an optional need for  beavers. Being optional means a beaver will not suffer ill effects, like death or passing out, from not fulfilling comfort.

Comfort is optional, but like any other need, fulfilling it will increase the well-being of the beaver affected by it.

## Requirement

To fulfill comfort a beaver needs time off of work and access to  housing  buildings that provide the comfort effect. Sleeping in a housing unit will fulfill comfort.

## Satisfying Need

The housing buildings that satisfy comfort are as follows:

### Folktails

* Lodge
* Lodge (Mirrored)
* Mini Lodge
* Double Lodge
* Triple Lodge

### Iron Teeth

* Barrack
* Large Barrack
* Rowhouse
* Large Rowhouse

## Effect of Comfort

* **On kits:**
	+ Life expectancy (+25%)
	+ Walking speed (+5%)
* **On adults:**
	+ Life expectancy (+25%)
	+ Walking speed (+5%)
Numbercruncher

A complicated machine that solves calculations without beavers operating it.

 + **Unique to Iron Teeth**

*Far superior to the now retired Digitchewer.*

## Production

**Recipe 1**
  1  10

## Building Costs

**Unlock Building:** 1500

30  Planks

100  Gears

25  Metal Blocks

 **Numbercruncher** is an efficient  Science building unique to  Iron Teeth that produces  Science points.

It requires no workers to function, but  Power is needed. It takes 500 hp  for Numbercruncher to operate at full efficiency.

## Strategy

 **Numbercruncher** does not employ workers, so it is not affected by flooding. You can build **numbercruncers** in  Water without any problem.

Patch Notes

v0.2.8.1-0748a0c "Update 2"

* Building added to main track
Awe (Obsolete)

*This will be missed... Or maybe not?*
This page is about something now **obsolete** that is no longer present in Timberborn. The page will stay on the Wiki for history purposes.

## Awe (Obsolete)

* Awe (Obsolete) I
* Awe (Obsolete) II
* Awe (Obsolete) III

### Requires

In range of  Tribute to Ingenuity

*For other needs, see Needs.*

**Awe** is a category of optional needs  beavers. Being optional means a beaver will not suffer ill effects, like death or passing out, from not fulfilling awe.

All awe types are optional, but like any other need, fulfilling it will increase the well-being of the beaver affected by it.

## Requirement

Awe can only be fulfilled by being within effect range of a  monument.

## Satisfying Need

Monuments that satisfy some type of awe are as follows:

* Laborer Monument
* Flame of Progress
* Tribute to Ingenuity

## Effect of Awe

Kits are not affected by any awe type. Adults receive a different effect bonus for each awe type they are affected by.

## Types of Awe

There are three types of awe, one for each Monument. Each sub-type provides it's own unique bonus.

* Laborer Monument - Working Speed +25%
* Flame of Progress - Walking Speed +30%
* Tribute to Ingenuity - Life Expectancy +40%

Awe does not provide bonuses for Kits.
Platforms

**Platforms** are buildings used to serve as a foundation or bridges to other structures.

Currently, there are two type of platforms: **Wooden** and **Metal**.

## Wooden Platforms

Wooden platforms are simple, with a dimension of 1x1. With pillars on their 4 corners, they allow  paths to pass below them.

* Platform
* Double
* Triple

## Metal Platforms

Metal platforms are larger than 1x1, with a single 1x1 support pillar in the middle, and can only be built on the ground. They need lots of  Metal Blocks to be built.

* Metal
* Large Metal (Unique to  Iron Teeth)
Bot Limbs

* Stored
* Carried

 **Bot Limbs** are a  materials produced in a  Bot Part Factory. They are used to create new  Bots in the  Bot Assembler.

## History

* Bot Limbs were introduced in Update 2.
* Before Update 3, Bot Limbs were called **Golem Limbs**.

Patch Notes

v0.2.8.1-0748a0c "Update 2"

* Resource added to main track
Guimer

Guimer is the name given to a Timberborn beaver that appears in a Timberborn developer created music video. Shortly after the creation of the music video, Guimer also appeared as an official emoji on the Timberborn Discord server.

### Trivia

In 2021, a Timberborn Discord server member created and recorded a song about the game. Shortly after the song was shared with the community, the developers shared an announcement, in which they used the recorded song to create a Timberborn music video.

The community asked if this new beaver had an official name. Guimer was suggested by one of the Timberborn developers, and was adopted as the name for this new character. Shortly afterwards, a matching emoji of Guimer was also introduced to the server.

### Other Named Beavers:

* Ma' Ngonel- is an almost legendary figure among Timberborn Beavers - a beaver grandma, known for her stern hand and cooking skills. Ma' Ngonel is held in high regard among both kits and adult beavers. Ma' Ngonel's name has been associated to the image for both the Folktails faction and the Beavers of Demoria (a demo faction).
* Ol' Kazko - is a legendary forefather of modern beavers, famous inventor, pioneer of rapid industrialization.
* Onager - taken from a type of Catapult, and associated with the image for the Iron Teeth faction of Beavers.
* Pina - Pina is a younger beaver figure that's exploring the world and isn't related to any faction in particular.
Plains

**Plains** is the classic 256x256 Recommended map, with a lot of flat spaces and a big river going into a lake.
Contains 5 1 strength Water Source blocks, and 2 at 1.5.

Plains is a easily irregateble map because of the many flat spaces and is overall one of the more easy maps in the game.

## Gallery

Plains 256x256 (Recommended)Plains 256x256 (Recommended) Overhead View
Aesthetics (Obsolete)

*This will be missed... Or maybe not?*
This page is about something now **obsolete** that is no longer present in Timberborn. The page will stay on the Wiki for history purposes.
*For other needs, see Needs.*

**Aesthetics** is one of the  Beaver's needs. It's satiated by passing within range of any  decoration other than a  bench or fence.

Unlike hunger or thirst, aesthetics is optional. However like any other need, it will increase the well-being of the  beavers.

## Requirement

To fulfill aesthetics a beaver needs to pass within range of a  decoration that provides the aesthetics effect.

## Satisfying Need

The  decorations that satisfy aesthetics are as follows:

* Shrub
* Roof 1x1
* Roof 1x2
* Roof 2x2
* Roof 2x3
* Roof 3x2
* Scarecrow ( Folktails exclusive)
* Beaver Statue

## Effect of Aesthetics

* **On kits:** None
* **On adults:** Working speed (+10%)
Double Lodge

A bigger lodge that fits more beavers.

 + **Solid:** Other buildings can be built on its top.
+ **Unique to Folktails**
+ Satisfies Sleep, Shelter
+ Inhabitants: 6

## Building Costs

**Unlock Building:** 150

20  Logs

*For other housing, see Barracks, Breeding Pod, and Rowhouses.*

The  **Double Lodge** is a  housing option available to  Folktails.

It is the second unlockable housing option and is the first  housing building to be two stories tall.

Entrance access is available via the second floor/story level so plan paths accordingly.

The cost to unlock is 150  Science and the cost to build is 20  Logs. For all of the expense to unlock and build you do get double the housing of the  Lodge and  Lodge (Mirrored), for a total of 6  Beavers.

Currently due the fact that the entrance is on the 2nd floor, you can flood the first floor.

## See Also

* Lodge
* Lodge (Mirrored)
* Mini Lodge
* Triple Lodge
Monuments

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**Monuments** are a category of buildings that satisfy different needs. They require large amounts of  Science and resources to unlock and build, but provide significant bonuses passively over large areas around them.

There are 3 Monuments:

* Laborer Monument
* Flame of Progress
* Tribute to Ingenuity
Carrots

* Stored
* Carried

*For other foods, see Berries, Bread, and Grilled Potatoes.*

 **Carrots** are  food that satisfy hunger and **Carrots** need.

## Acquisition

Carrots are harvested from fully grown  Carrot Crops. The harvesting is done by Beavers working in a  Farmhouse, where carrots can also be stored. Carrot crops are also planted by the workers in farmhouse. Each carrot crop produces 3 carrots.

## Behaviour

Carrot tiles take 4 days to grow, and harvesting destroys them. Carrot tiles will be harvested even if they are not selected for replanting. Alternatively builders can destroy carrot tiles, but this will not yield any carrots. Carrot tiles take roughly 2 days to dry out.
Food

*For food as a building group, see Food (Building Group).*
See also: Crops, Guide:Food Production

**Food** is used to satisfy the hunger and different needs of the beavers. Every food will fill up hunger and every food excluding  berries will satisfy a specific need.

Carrots, sunflower seeds and berries are ready to be eaten right after they are harvested.
Potatoes, chestnuts and spadderdocks require Grilling before they can be eaten.
Wheat and cattail roots first need to be ground up into Wheat Flour and cattail flour. The flours can be baked into various baked goods.

Beavers consume, on average, 2.5 units of food per day to fill their hunger and will prioritize other food types over Berries. Each food in game is worth one food unit irrelevant of type.

**List of foods**

## Crop Yields

All measures use 7x7 area farm plot

Berries take 12 days to grow, produce 147 units of food (12.25/day) from a 7x7 area, they can be eaten immediately.

Carrots take 4 days to grow, produce 147 units of food (36.75/day) from a 7x7 area, they can be eaten immediately.

Sunflower Seeds take 5 days to grow, produce 98 units of food (19.6/day) from a 7x7 area, they can be eaten immediately.

Grilled Potatoes take 6 days to grow, produce 196 units of food (32.66/day) from a 7x7 area and require processing and 5 logs in a Grill.

Bread(wheat) takes 10 days to grow, produces 735 units of food (73.5/day) from a 7x7 area and require processing and power in a Gristmill & 15 logs in a Bakery.

Grilled Chestnuts takes 8 days to grow (+24 to grow initial tree), produce 294 units of food (36.75/day) from a 7x7 area, and require processing and 15 logs in a Grill.

Grilled Spadderdocks takes 12 days to grow, produce 441 units of food (36.75/day) from a 7x7 area and require processing and 15 logs in a Grill.

Cattail Crackers takes 8 days to grow, produce 588 units of food (73.5/day) from a 7x7 area and require processing and powerin a Gristmill & 15 logs in a Bakery.

Maple Pastries takes 10 (wheat) & 12 (maple) days to grow (60 days per cycle), produce 1200 units of food *per cycle* (20/day) from a 7x7 area (5:6 wheat to maple ratio) and require processing and power in a Gristmill & 40 logs in a Bakery.

## Farming Calculator

To get a rough idea on how much you need, a farming calculator (external link) was made by some community members.
Double Floodgate

* Folktails
* Iron Teeth

 Blocks water up to an adjustable height.

*How do you improve upon perfection? You make it taller.*

## Building Costs

**Unlock Building:** 250

20  Logs

10  Planks

*Main article: Floodgates*

 **Double Floodgate** is a  Landscaping  building that blocks the flow of  water up to an adjustable height. By being height-adjustable the double floodgate offers more control over water than  dams do. This extra ability comes with an added build cost of requiring  Planks.

Paths can not be placed on top of floodgates.

## Specification

### Range of Adjustment

The range of adjustment for the double floodgate is (2) tiles.

### Adjustment Options

The double floodgate has (5) adjustment options. Which adjustment option to use, at a given time, will depend upon various factors, none of which are under the control of the player. There is no single absolutely always correct answer. The option a player will choose to implement at any given time will depend purely upon the situation they find themselves in at that time.

#### Completely Closed

Setting double floodgate to (**2.0**) will adjust the height of the double floodgate to (2.0) tiles tall and will completely shut the double floodgate. The double floodgate will block the most water it can. Since a double floodgate is, at maximum height, (2.0) tiles tall it will block a depth of (2.0) tiles deep of water.

#### Partially Closed/Open

Setting the double floodgate to (**1.5**) will adjust the height of the double floodgate to (1.5) tiles tall. While not blocking as much water as completely closed does, partially closed/open allows some water to flow over the double floodgate while still keeping a depth of (1.5) tiles deep of water blocked.

Setting the double floodgate to (**1.0**) will adjust the height of the double floodgate to (1.0) tiles tall. While not blocking as much water as completely closed does, partially closed/open allows some water to flow over the double floodgate while still keeping a depth of (1.0) tiles deep of water blocked.

Setting the double floodgate to (**0.5**) will adjust the height of the double floodgate to (0.5) tiles tall. While not blocking as much water as completely closed does, partially closed/open allows some water to flow over the double floodgate while still keeping a depth of (0.5) tiles deep of water blocked.

#### Completely Open

Setting the double floodgate to (**0.0**) will adjust the height of the double floodgate to (0.0) tiles tall. The flood gate will allow the maximum amount of water through and will keep a depth of (0.0) tiles deep of water blocked.
Gear Workshop

* Folktails
* Iron Teeth

 Manufactures gears from planks.

*"Wooden gear's solid!" was a catchphrase coined by Ol' Kazko as he pushed for rapid industrialization.*

## Production

**Recipe 1**
1    3h  1

**Hidden Storage**
▶ 10  Planks
◀ 10  Gears

## Building Costs

**Unlock Building:** 100

**Unlock Bot Workplace:** 1000

15  Logs

25  Planks

Patch Notes

v0.2.8.1-0748a0c "Update 2"

* Gears now take 3 hours to make, instead of 6; storage space for Gears and Planks has been expanded from 8 to 10 to compensate for the larger output
Double Platform

* Folktails
* Iron Teeth

 A raised platform which can act as a bridge or a foundation for other buildings.

 + **Solid:** Other buildings can be built on its top.

*Double the height, same trademark sturdiness.*

## Building Costs

**Unlock Building:** 150

4  Logs

4  Planks

A raised platform which can act as a bridge or a foundation for other buildings.
Day

Every in-game day in Timberborn has two phases. Day and night phases last 16 and 8 hours, respectively, as shown by the in-game clock.

Beavers adjust their schedule depending on time of day – working during the day, spending their evenings visiting attractions such as Campfire or Temple, and then spending the rest of their night in their Lodge. Players are able to affect the beavers' schedule using the "Working Hours" buttons under the clock.

Length of in-game day in real time depending on game speed
 (>>) Fast
 (>>>) Fastest
Explosives Factory

* Folktails
* Iron Teeth

 Manufactures explosives from paper.

*As if building the whole settlement out of wood wasn't enough.*

## Production

**Recipe 1**
3    3h  1

**Hidden Storage**
▶ 15  Paper
◀ 5  Explosives

## Building Costs

**Unlock Building:** 400

**Unlock Bot Workplace:** 2000

30  Planks

30  Gears

30  Metal Blocks

The  **Explosives Factory** is a powered  Landscaping building that produces  Explosives from  Paper. It is the only landscaping building that produces anything.

At equal efficiency and productivity, an  **Explosives Factory** only utilizes 80% of the output of a single  Paper Mill. In raw materials, assuming 15 worked hours per day, this amounts to the  Logs continuosly produced by 28  Maple trees.
Bee Sting

A **Bee Sting** is a negative status effect. Occasionally the bees from a Beehive will sting nearby beavers. An active bee sting will give the beaver -1 to their Well-being.

Bee stings cannot be mended in a medical bed. They only heal through time.

Patch Notes

v0.2.8.1-0748a0c "Update 2"

* Injuries were added to the game
Medium Warehouse

* Folktails
* Iron Teeth

 Stores goods.

 + **Solid:** Other buildings can be built on its top.
+ Capacity: 200

*With all the hazards of a post-apocalyptic world, proper storage of goods is crucial.*

## Building Costs

15  Logs

*For other warehouses, see Small Warehouse and Large Warehouse.*

The  **Medium Warehouse** is a  Storage structure available to both  Folktails and  Iron Teeth factions.

Building a  **Medium Warehouse** will add its storage capacity to the district it is connected to. As a warehouse, it stores goods that cannot be stored in Piles or Tanks. Does not propagate  Power.

## Capacity

The Medium Warehouse can store up to 200 units of a single type of the following goods:

* Books
* Bot Chassis
* Bot Heads
* Bot Limbs
* Dandelion
* Explosives
* Gears
* Paper
* Pine Resin
* Cattail Flour
* Cattail Root
* Chestnut
* Potatoes
* Spadderdock
* Wheat
* Wheat Flour
* Berries
* Bread
* Carrots
* Cattail Cracker
* Grilled Chestnut
* Grilled Potatoes
* Grilled Spadderdock
* Maple Pastries
* Sunflower Seed
Bot Assembler

Constructs autonomous bots, who can assist beavers in their everyday tasks.

*It all started with a simple "what if I didn't have to work today".*
― Pina

## Production

**Recipe 1**
1  1  4    72 (exp: 36)  1 Bot

**Hidden Storage**
▶ 2  Bot Chassis
▶ 2  Bot Heads
▶ 8  Bot Limbs

## Building Costs

**Unlock Building:** 750

**Unlock Bot Workplace:** 10000

100  Planks

50  Gears

50  Metal Blocks

The  **Bot Assembler** is an  Science building where  Bots are assembled from  Bot Heads,  Bot Chassis and  Bot Limbs. It requires 250 hp  to do so and employs 2  Beavers.

The recipe for one bot is 1 Chassis, 1 Head and 4 Limbs.

## History

* Bot Assembler was introduced in Update 2.
* Before Update 3, Bot Assembler was called **Golem Assembler**.

Patch Notes

v0.2.8.1-0748a0c "Update 2"

* Building added to main track
Observatory

* Folktails
* Iron Teeth

 By exploring the stars, beavers gain more knowledge about the world they live in.

 + **Unique to Folktails**

*The logical next step after stargazing at the campfire.*

## Production

**Recipe 1**
  0.75h  10

## Building Costs

**Unlock Building:** 1000

80  Planks

30  Gears

10  Pine Resin

The  **Observatory** is an efficient  Science building unique to  Folktails that requires  Power to work.

## Construction

The Observatory requires 80  Planks, 30  Gears and 10  Pine Resin to build.

Planks are made in the  Lumber Mill, gears are made in the  Gear Workshop and pine resin is harvested with a  Tapper's Shack.

## Usage

The observatory works similar to the  Inventor, producing  Science points.

The observatory requires 200 hp  and employs up to 4  beavers.

On full efficiency, the observatory generates in total 10  in 0.75 hours. This means roughly 53 science points per beaver per 16 hours, or 3.33 science points per 1 hour.

Patch Notes

v0.2.8.1-0748a0c "Update 2"

* time per craft reduced to 0.75 hours with 4 workers from 0.78 hours with 4 workers
* changed to folktails unique building
Drop-off Point

* Folktails
* Iron Teeth

 Receives goods from other districts.

 + Capacity: 300 (Not in tooltip)

*"Have the cookies arrived yet? No? Okay, I'll take the planks instead."*
― Pina

## Production

**Hidden Storage**
◀ Retrieve only.

## Building Costs

**Unlock Building:** 250

A  **Drop-off Point** is used to receive goods from another Districts'  Distribution Post and to control **District Distribution Limits.** It requires no resources and no builder to build.

## Trade Routes

Drop-off Points are required for a  Distribution Post to complete a Trade Route delivery. Each Drop-off Point can have an unlimited number of Routes connecting to it, limited only by the building's Capacity.

## District Distribution Limits

The **District Distribution Limits** can be set from both the {{i|Distribution Post]] and the  **Drop-off Point**. This is specific to each District. The **Help** icon says:

* **Low** - Resources below this limit are not carried out from a district and are prioritized by incoming distributors.
* **High** - Resources above this limit are not carried into a district.

**Low** can be interpreted as "Import to at least" while **High** as "Import to at most".

## See Also

* Districts
* District Gate
* Distribution Post
* Storage
Medium Tank

* Folktails
* Iron Teeth

 Stores liquids.

 + Capacity: 300 of a Liquid Good

*After The Great Drought, beavers made it a rule to always have a few of these around.*

## Building Costs

**Unlock Building:** 120

30  Planks

20  Gears

 **Medium Tank** is the average-sized Tank used to store liquid Goods, with a capacity of 300.

## Capacity

The Medium Tank can store up to 300 units of a single type of a chosen liquid good, including:

* Biofuel
* Catalyst
* Maple Syrup
* Medicine
* Water

## Trivia

* Before Update 3,  Large Water Tank was this tank's size counterpart.
Large Pile

Stores raw resources.

 + **Unique to Folktails**
+ Capacity: 180

*Sadly, nobody is keeping a log of how much wood comes in and out.*

## Building Costs

6  Logs

*For other piles, see Small Pile and Underground Pile.*

 **Large Pile** is a medium sized Pile unique to  Folktails, with a capacity of 180.

## Capacity

The Large Pile can store up to 180 units of a single type of the following materials:

* Dirt
* Logs
* Metal Blocks
* Planks
* Scrap Metal
* Treated Planks

## Trivia

* Before Update 3,  Log Pile was this pile's size counterpart.
Maintenance Station

*WARNING: This article contains information from Early Access Experimental Branch v0.2.2.1-b44bdea. At the time of writing, this track has not been merged with the main track.*

***NOTE: THIS STRUCTURE AND ITS FUNCTIONALITY HAS BEEN REMOVED FROM THE GAME***

## Maintenance Station

 A spot where golems get checked and fixed

 + **Unique to Iron Teeth**

## Production

**Recipe 1**
1 Golem Repair Kit   12  coghead repair

## Building Costs

**Unlock Building:** ???

25  Planks

15  Gears

10  Metal Blocks
Carrot (Crop)

* Fully grown
* Seedling

 + Resources: Carrots (3)
+ Days to grow: 4

*Raw carrots help beavers balance their diet without giving up on the joy of crunching.*

### Category

Crops, Natural Structures

 **Carrot crops** must be planted on fertile land. They are managed by Beavers working on a  Farmhouse.
If the the ground is not properly irrigated, the crop will begin to dry out. It takes 1.9 days for a carrot seedling to dry out and die.

 **Carrot crops** will produce  Carrots.
Negative Effects

**Negative effects** are conditions which makes beavers affected by them suffer well-being penalties. Below is a list of purely negative effects.

* Injury
* Broken Teeth
* Bee Sting

Along the above list there are some statuses which can reach negative values, making it more difficult to recover if a beaver is deprived of them for a long time. These are listed below.

* Hunger
* Thirst
* Sleep
* Shelter

Patch Notes

v0.2.8.1-0748a0c "Update 2"

* Negative effects were added along with Well-being rework
Rubble

Materials left after demolishing a building. Can be gathered by builders.

*It blocked the view anyway.*

If you destroy a building **Rubble** remains at its place, containing some goods. Builders can collect the goods from the **Rubble** and put them into a warehouse, if you have enough space. You can also delete the **Rubble** manually for aestethic reasons.

## Contents

The **Rubble** is a refund for the building cost of the destroyed building. It contains a certain proportion of the building materials for the building. This proportion depends on the **Building refund rate** set by the player's choice of game mode.

You always get 100% refund if you destroy an incomplete building.

You always get 100% refund for the contents of a destroyed warehouse, pile or tank.