recursal/Fanatic-Fandom huggingface dataset:
Trees

* Birch Tree
* Pine Tree
* Maple Tree

### Quote

***"Remember, kits, do not peel too much bark off! It harms the tree!" - Ma'Ngonel***

### Quote

***"Oh, mighty forest, how I pine for thee!" Unknown beaver poet***

### Quote

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

### Gives

8

Trees are a resource which spawns naturally across the map. A tree can spawn next to any adult tree (not diagonal) on the map (on fertile land, same land heigth). The chance a tree spawns on one certain field is not increased by the amount of trees the field is next to (minimum 1).

Alternatively, the forester can plant trees in designated areas. Trees can be cut down by lumberjacks to produce logs.

There are currently 5 types of trees: Birch, Pine, Maple, Chestnut, and Oak.
Underground Pile

Stores bulky resources.

 + **Ground-only:** Must be built on the ground.
+ **Unique to Folktails**
+ Capacity: 1800

*All the storage space is worth the flight of stairs.*

## Building Costs

**Unlock Building:** 1000

20  Logs

80  Planks

40  Gears

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

The  **Underground Pile** has the largest pile pile storage capacity in the game. It is unique to the  Folktails faction.

The underground pile costs 1000  Science to unlock and costs 20  Logs, 80  Planks, and 40  Gears to build.

## Strategy

Even though the costs could be seen as somewhat expensive, the sheer amount of pile storage capacity it can add to a district is definitely worth it.

## Capacity

The Underground Pile can store up to 1800 units of a single type of the following materials:

* Dirt
* Logs
* Metal Blocks
* Planks
* Scrap Metal
* Treated Planks
Small Industrial Pile

Stores raw resources.

 + **Solid:** Other buildings can be built on its top.
+ **Unique to Iron Teeth**
+ Capacity: 20

*"So they slapped a roff on top and called it industrial. Classic." — Pina*

## Building Costs

4  Logs

 **Small Industrial Pile** is the smallest Pile unique to  Iron Teeth, with a capacity of 20.

## Capacity

The Small Industrial Pile can store up to 20 units of a single type of the following materials:

* Dirt
* Logs
* Metal Blocks
* Planks
* Scrap Metal
* Treated Planks
Suspension Bridge 2x1

* Folktails
* Iron Teeth

 Allows beavers to pass over gaps.

*Sturdier than it seems.*

## Building Costs

**Unlock Building:** 200

20  Logs

20  Planks

Main article: Suspension Bridges

The  **Suspension Bridge 2x1** is a wooden  building that enables a player to cross a gap in terrain.

## Specification

### Length

Suspension bridge 2x1 is 3 tiles long. 1 tile is the anchor point and the other 2 tiles are the suspension span.

### Range

A single suspension bridge 2x1 can span a gap of 2 tiles. Two suspension bridge 2x1 bridges can span a gap of 4 tiles.
Wheat

Not to be confused with Wheat (Crop).

* Stored
* Carried

**Wheat** is an intermediate food resource that is used to make wheat flour.

## Acquisition

Wheat is harvested from fully grown wheat crops. One wheat crop will provide three wheat.

## Usage

Wheat by itself has no use. It must be ground into wheat flour in a gristmill. One wheat will turn into one wheat flour.
Triple Lodge

Houses a lot of beavers.

 + **Solid:** Other buildings can be built on its top.
+ **Unique to Folktails**
+ Satisfies Sleep, Shelter
+ Inhabitants: 9

## Building Costs

**Unlock Building:** 250

35  Logs

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

The  **Triple Lodge** is the largest  housing option available to  Folktails both in size and housing capability.

The triple lodge is 3x2 tiles in size, two stories/levels tall, and houses 9  Beavers.

Like the  Double Lodge, the triple lodge's entrance is on the second floor/story level, please plan paths accordingly.

The triple lodge costs 250  Science and 35  Logs to build.

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
* Double Lodge
Underground Warehouse

*Ready the mangonel!*
The following information is true for the Experimental Branch only.

 Massive underground storage.

 + **Ground-only:** Must be built on the ground.
+ **Unique to Folktails**
+ Capacity: 4000

*All the storage space is worth the flight of stairs.*

## Building Costs

**Unlock Building:** 1000

20  Logs

80  Planks

40  Gears

The **Underground Warehouse** is unique to the  Folktails faction. This building has the largest storage capacity in the game with a total of (4000)  storage. The underground warehouse costs (1000)  science to unlock and includes and impressive build list which costs (20)  logs, (80)  planks, and (40)  gears to build.

Still. Even though the costs could be seen as somewhat expensive and being underground storage it's not stackable, the sheer amount of storage capacity it can add to a district is definitely worth some measure of consideration.

*Ready the mangonel!*
The following information is true for the Experimental Branch only.
 **Underground Warehouse** was removed due to changes made to warehouses.
Water (Good)

* Stored
* Carried

*For other uses of water, see Water (disambiguation).*

 **Water** is the most essential good. It's main use is to lower thirst, but it is also used in some recepies and building requirements.  **Water** can be gained through water pumps from flowing  water and it can be used by the different buildings of the  water buildings group.

 **Water** is stored in tanks. It is the only good in the  water goods category.
Suspension Bridge 5x1

* Folktails
* Iron Teeth

 Allows beavers to pass over gaps.

*As sturdy as it seems.*

## Building Costs

**Unlock Building:** 1600

50  Logs

50  Planks

40  Metal Blocks

Main article: Suspension Bridges

The  **Suspension Bridge 5x1** is a wooden  building with  Metal Block poles that enables a player to cross a gap in terrain.

## Specification

### Length

Suspension bridge 5x1 is 6 tiles long. 1 tile is the anchor point and the other 5 tiles are the suspension span.

### Range

A single suspension bridge 5x1 can span a gap of 5 tiles. Two suspension bridge 5x1 bridges can span a gap of 10 tiles.
Suspension Bridge 6x1

* Folktails
* Iron Teeth

 Allows beavers to pass over gaps.

*As sturdy as it seems.*

## Building Costs

**Unlock Building:** 3200

60  Logs

60  Planks

50  Metal Blocks

Main article: Suspension Bridges

The  **Suspension Bridge 6x1** is a wooden  building with  Metal Block poles that enables a player to cross a gap in terrain.

## Specification

### Length

Suspension bridge 6x1 is 7 tiles long. 1 tile is the anchor point and the other 6 tiles are the suspension span.

### Range

A single suspension bridge 6x1 can span a gap of 6 tiles. Two suspension bridge 6x1 bridges can span a gap of 12 tiles.
Spadderdock

Not to be confused with Spadderdock (Crop).

* Stored
* Carried

 **Spadderdock** is a material that is used to make  Grilled Spadderdock.

## Acquisition

 **Spadderdock** is acquired by harvesting a fully grown  Spadderdock (Crop). One Spadderdock (Crop) provides three **Spadderdocks**.

## Usage

 **Spadderdock** can be grilled in a  Grill to make  Grilled Spadderdock. It takes 0.4 hours to grill 1  **Spadderdock** into 3  Grilled Spadderdock.
Mickey Mouse Writes Love Letter to Minnie Mouse Funny Story! Donald Duck, Goofy, Pluto New Cartoon

"Mickey Mouse Writes Love Letter to Minnie Mouse" is the 55th episode of the series. It premiered on January 22, 2005 and it was deleted along with many others on May 5, 2005.

## Characters

* Mickey Mouse
* Minnie Mouse
* Minnie's Sister

## Plot

At night, Mickey is drawing something. We get a closer look, and it's a Valentine's Day card. The card reads "Dear Minnies, ❤️ Mickey". Minnie's Sister walks in and says "Yoo Hoo!" and notices Mickey put a letter in his backpack. Her sister laughs, and walks away. While Mickey is sleeping, She replaces Mickey's letter with a decoy. The next morning, at school, not knowing the letter was a decoy, Mickey puts the letter on Minnie's desk and walks off. Minnie walks to her desk, notices the letter, and opens it. It says, " Dear Minnies, 💩 Mickey". She gets angry, and Mickey walks in. Minnie throws the card onto Mickey's desk. Mickey says "Oh No!" and thinks her sister did this. the episode ends.

## Deletion

This episode was deleted along with many others on May 5th, 2005. It was found in Mickey Mouse Mommy Poop on Feet at Toilet Full Episodes! Minnie Mouse, Donald Duck New Cartoon. Skip to 8:41 on the video.

## Trivia

* This is the first holiday episode in the series.
Stairwells

Stairwells allow a player to conquer multi-story building in Timberborn. By building higher you can build more buildings and use less ground space to do it. This can allow you to have more available ground space for items that are not stackable.

## Available Ideas

* Stairwell 2x3
* Stairwell 3x3
* Stairwell 3x3 alternative
Water Source

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

*"May your river always flow."*
― Beaver greeting

Water sources are a type of natural structure. Unlike other natural structures, water sources can not be built by  beavers, nor placed or plopped by a player. Because of this restriction all official maps provide multiple water sources. Water sources are also the only source of  water in Timberborn.

Flowing  water can be pumped by water pumps to produce  water that  beavers can drink to satisfy thirst, a basic beaver need. As such, proper management of water sources is *absolutely vital* for the survival of  beavers.

## Notice

Flowing water from a water source will continue to flow until it reaches an edge of the map. Once flowing water reaches the edge of a map it will flow over the edge of the map and de-spawn. Water sources placed at the edge of a map will block the flow of water above themselves out of the map.

## Restrictions

Water sources only produce  water during  temperate weather. During times of  drought water sources dry up and cease producing flowing water.

## Strength

Water sources have a strength up to (8.0). They can be set into the negatives by mapmakers to absorb water instead of generating it.
Spirituality (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.*

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

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

## Requirement

To fulfill spirituality a beaver needs time off of work and access to a  leisure  building that provide the spirituality effect.

## Satisfying Need

The leisure buildings that satisfy spirituality are:

* Shrine
* Temple

## Effect of Spirituality

* **On kits:** None
* **On adults:**
	+ Temple: Working speed (+25%)
	+ Shrine: Working speed (+5%)

Both effects can stack for a total of +30%.
Terrain Block

An artificial block of terrain built by terraforming station workers.

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

## Building Costs

6  dirt

Once you have gathered enough  Dirt, you can start placing them as  Terrain Blocks.

Even though they’re cubes, it is crucial to rotate them correctly -  Bots from the  Terraforming Station build them in the order indicated by arrows. Use this mechanism to stop bots from blocking access to planned construction sites and to prevent cutting off the builders.

If there is an arrow from another adjacent terrain block pointed at a terrain block on the same layer, it will wait to build until that block is complete.

This block behaves as any natural dirt block once placed: it holds water, counts as ground layer, can be farmed. You may place  buildings on top of terrain blocks, but you may not place crops or trees until the block has been built.

Patch Notes

v0.2.8.1-0748a0c "Update 2"

* "Building" added to main track
Small Warehouse

* Folktails
* Iron Teeth

 Stores goods.

 + **Solid:** Other buildings can be built on its top.
+ Capacity: 30

*"No dynamite in my pantry, please and thank you." — Ma'Ngonel*

## Building Costs

3  Logs

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

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

Building a  **Small 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 Small Warehouse can store up to 30 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
Suspension Bridges

**Suspension bridges** are  wooden   paths and structures  buildings that enable beavers to pass over gaps of varying widths. Whether or not to use suspension bridges or platforms is completely up to the player and completely dependent upon the situation currently being faced by the player.

There are six versions of suspension bridges and every version is (1) tile wide. The only differences between them are length and build materials. The shortest gap a suspension bridge can cross is (1) tile using a single  suspension bridge 1x1. The widest gap suspension bridges can cross is without using intermediate platforms or land/buildings is (12) tiles wide using two  suspension bridge 6x1 facing each other.

## Required Materials

All suspension bridges require  logs and  planks to be built. Suspension bridges larger than (3x1) also require  metal blocks.

## Notice

Each suspension bridge is one tile wider than its name suggests. Take for example suspension bridge 1x1. It is actually two tiles long by one tile wide. One tile anchors to the ground and the other tile is the suspension bridge. Each suspension bridge is this way.

## Sizes

### (1x1)

*Main article: Suspension Bridge 1x1*

 Suspension Bridge 1x1 is (2) tiles wide and a single one can span a gap of (1) tile.

### (2x1)

*Main article: Suspension Bridge 2x1*

 Suspension Bridge 2x1 is (3) tiles wide and a single one can span a gap of (2) tiles.

### (3x1)

*Main article: Suspension Bridge 3x1*

 Suspension Bridge 3x1 is (4) tiles wide and a single one can span a gap of (3) tiles.

### (4x1)

*Main article: Suspension Bridge 4x1*

 Suspension Bridge 4x1 is (5) tiles wide and a single one can span a gap of (4) tiles.

### (5x1)

*Main article: Suspension Bridge 5x1*

 Suspension Bridge 5x1 is (6) tiles wide and a single one can span a gap of (5) tiles.

### (6x1)

*Main article: Suspension Bridge 6x1*

 Suspension Bridge 6x1 is (7) tiles wide and a single one can span a gap of (6) tiles.
Thirst

### Effects

If not satisfied, the  beaver reduces movement speed by 25%. and eventually dies

### Requires

 Water to survive

*For other needs, see Needs.*

**Thirst**, like hunger, is a basic need for  beavers, which if left unfilled will result in the death of the affected beaver in anywhere between 0.7 to 1.3 days.

## Requirement

Thirst can only be fulfilled by have access to and drinking  water.

## Satisfying Need

The water  buildings that provide water that will satisfy thirst are as follows:

* Water Pump
* Deep Water Pump

## Amount per Day

All beavers lose 70% of their thirst need every day (to a minimum of 0%) and each  water replenishes 33%, meaning they require an average of about 2.1 water/day. Technically, since the need cannot be less than 0%, beavers can survive with less than 2.1 water/day if they spend some of their time dehydrated.
Dynamite

* Folktails
* Iron Teeth

 Destroys the block of terrain underneath it and triggers adjacent dynamites.

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

*To adapt to the post-apocalyptic world, beavers needed some extreme measures.*

## Building Costs

**Unlock Building:** 600

1  Explosives

**Dynamite** is used to remove a block of land that is directly below where the dynamite is placed. When a dynamite is set off, the neighboring dynamites on the same height, if any, are set off in a chain reaction.

If an unlucky beaver happens to on a tile with dynamite when it goes off (neighboring tiles without dynamite are unaffected), they will be killed by the explosion.

Dynamites can't be built on the map's lowest level.

## Production chain

The production chain for dynamite starts with a  forester and ends with an  explosives factory.

1. Forester
	* **Plants**:  trees
2. Lumberjack
	* **Chops**:  trees
	* **Creates**:  logs
3. Inventor
	* **Creates**:  science (required to unlock the remaining buildings in this production chain)
4. Power  building(s) (all remaining buildings in this production chain require power)
5. Lumber mill
	* **Consumes**: (50) hp
	* **Processes**:  logs
	* **Creates**:  planks
6. Gear workshop
	* **Consumes**: (120) hp
	* **Processes**:  planks
	* **Creates**:  gears
7. Paper mill
	* **Consumes**: (80) hp
	* **Processes**:  logs
	* **Produces**:  paper
8. Explosives factory
	* **Consumes**: (150) hp
	* **Processes**:  paper
	* **Creates**:  Explosives
9. Beaver
	* **Processes**:  Explosives
	* **Creates**:  **Dynamite**

Patch Notes

v0.2.8.1-0748a0c "Update 2"

* Dynamite can no longer be built on the map's lowest level
Sleep

*For other needs, see Needs.*

**Sleep** is a basic need for  beavers. Unlike some other basic needs like hunger and thirst, leaving sleep unfulfilled will not result in the death of the affected beaver. Instead, it just results in reduced beaver movement speed.

## Requirement

A space for the beaver to sleep. A  house or an empty tile will suffice.

## Satisfying Need

Beavers will only sleep during the final hours of the day. They will not go to sleep sooner than is required for them to be fully rested for the start of the next day, even if they are exhausted.

Beavers will not sleep while employed during work hours or while they are finishing up a job. This means that any beavers that are doing a time consuming activity (such as hauling resources a large distance away) may end up working later into the night. If the work hours are set too high, beavers may not be able to finish their job by the time the next day starts, in which case they will forgo sleep until they become exhausted.

Whenever a beaver goes to sleep, they will rest until their sleep is nearly full.

### Exhaustion

When a beaver is exhausted, they will immediately head home to sleep or, if they don't have a home, they will find a nearby tile (preferably empty) to sleep on. When a beaver is exhausted, their next sleep will only be 66% as efficient (requiring them to sleep 1.5x longer than normal). Under some conditions, a housed beaver may pass out on the tile they are standing on instead of going home (causing them to sleep even less efficiently than normal) - this might happen for beavers who take a while to finish a particularly long job (such as planting or hauling something).

### Rate of Change

Beavers lose 60% of their sleep need every day. Sleeping restores a varying amount per hour:

Sleep Restoration Rates
 Outside | Yes | 9.9% | 4.8h/day (10.1h per session)
Birch

+ Resources: Logs (1)
+ Days to grow: 9

*"Remember, kits, do not peel too much bark off! It harms the tree!"*
― Ma' Ngonel

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

 **Birch** trees are natural structures that spawn naturally on most maps. They are the fastest growing of all the trees, but because of that fast growth the birch tree is also the least  log producing tree of all trees.

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

* Folktails
* Iron Teeth

 Discharges water.

*"Give me enough buckets and I shall move the lake."*
― Ol' Kazko

## Production

**Hidden Storage**
▶ 15  Water

## Building Costs

**Unlock Building:** 250

**Unlock Bot Workplace:** 250

10  Logs

10  Planks

The  **Water Dump** is a  Water building that can be used with a water source to relocate water. A version exists for both the  Folktails and  Iron Teeth factions.

The Water Dump takes two tiles. One tile to hold the shed to which the beavers will deliver buckets of  water, and the other tile to contain the spout from which the water will flow unto the tile below.

As such, the tile below the spout should be at least one tile lower than the Water Dump's spout. Once the tile below the spout is full of water, the Water Dump will stop filling the tile.

The water for the building must be supplied to it by the Beavers.

The Beavers gather the water in buckets from a water source, such as a  Water Pump,  Deep Water Pump,  Small Tank,  Medium Tank or  Large Tank. The Beavers then bring the the water to the Water Dump's hut.

If placed on dry ground, when the water starts to fill the tile below the spout, the ground will begin to be watered. This allows the Water Dump to serve as an irrigation source enabling the creation of fertile tillable land from once dry and barren ground.
Small Pile

Stores raw resources.

 + **Unique to Folktails**
+ Capacity: 20

*No self-respecting individual dumps building materials on the ground.*

## Building Costs

2  Logs

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

 **Small Pile** is the smallest Pile used to store certain Goods, with a capacity of 20.

## Capacity

The Small Pile can store up to 20 units of a single type of the following materials:

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

**Natural Resources** are not buildings; they are structures that can be interacted with.

Most maps generate them on the world by the beginning of a game.

## List of Natural Resources

### Bushes

Main article: Bushes
* Blueberry (Bush)
* Dandelion (Bush)

### Trees

Main article: Trees
* Birch
* Pine
* Maple
* Chestnut Tree

### Crops

Main article: Crops
* Carrot (Crop)
* Potato (Crop)
* Wheat (Crop)
* Spadderdock (Crop)
* Cattail (Crop)
Piles

*For other types of storage buildings, see Warehouses and Tanks.*

Piles are  Storage buildings that store certain  Materials that can be stockpiled. You can pick a single good that will be stored at a particular pile. You can change your selection at any time but before  beavers start bringing the new resource, they will remove the old one.

**Piles** are wall-less, exposing the stored goods as piles. The size of the pile indicates the pile building's occupancy. **Pile** entrances are decorated with banners representing the goods stored inside.

## Capacity

Piles can store a certain number of units of a single type of the following materials:

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

## Pile Types

There are different types of piles for each faction.
Spadderdock (Crop)

* Fully grown
* Seedling

 + **Aquatic:** this plant must be partially submerged in water.
+ Resources: Spadderdock (3)
+ Days to grow: 12

*The nature sends its message through the leaves' shape.*

 **Spadderdock crops** must be planted underwater. They are managed by Beavers working in an  Aquatic Farmhouse. Note that while they must be planted underwater, they can still be drowned if the water is more than one tile deep.

 **Spadderdock (Crop)** can be processed into  Grilled Spadderdock in a  Grill.

## Trivia

If you click on  **Spadderdock (Crop)**, there's the possibility of hearing a frog croak. It doesn't matter if the  **Spadderdock (Crop)** is seedling or fully grown.
Underground Ruins

Buried ruins full of metal scraps that can be mined.

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

*Whatever hoomans were doing down there, it sure required lots of metal.*

**Underground Ruins** are natural structures that allow a mine to be installed upon, for an unlimited amount of  Scrap Metal. They are generated naturally in most Maps.
Stairwell 2x3

**Stairwell 2x3** is an ultra-compact and stackable path solution for High-rise development. The idea for Stairwell 2x3 is from truedolphin on Discord. The original content can be seen in Discord channel #beginner-advice as a pinned message.

### Required Materials

* Wooden Stairs
* Platform, Double Platform, and Triple Platform
* Path (to create railing on platforms)

### Building Process

*For the following guide we are going to build what is shown in the picture Stairwell 2x3.*

1. Build a Wooden Stairs that is facing left.
2. At the high end of the Wooden Stairs *(to the left)* build a Platform.
3. Above the newly built Platform build another Platform.
4. Now build a path on top of each new Platform. *(You don't want your Beavers falling off do you?)*
5. Build a Platform to the right of the last Platform you built. *(This section does not need railing because it is where a Wooden Stairs will be built.)*
6. Build a Wooden Stairs that is facing right, on top of the last Platform you built.

Congratulations. You have built the first level of Stairwell 2x3. Now that the first level is complete it is time to build more levels. Let's pick up where we left off.

1. Build a Double Platform at the high end *(to the right)* of the last Wooden Stairs you built.
2. Build a Double Platform below the last Double Platform you built.
3. Build a Path on top of both new Double Platforms.
4. Build a Double Platform to the left of the last Platform you built.
5. Build a Wooden Stairs that is facing left on top of the last Double Platform you built.
6. Build a Double Platform to the left of the Wooden Stairs you last built.
7. Build a Double Platform above the last Double Platform you built.
8. Build a Path on top of both new Double Platforms.
9. Build a Double Platform to the right of the last Double Platform you built.
10. Build a Wooden Stairs that is facing right on the last Double Platform you built.

If you've reached here, you should now have a compact stairwell that rises four levels above ground level. Now that you have learned the fundamentals you can build stairwells that go even higher.
Water Pumps

**Water pumps** are buildings that either create drinkable water or move water around.

## Regular Water Pumps

Water pumps that create drinkable water are the water pump for Folktails and the deep water pump for Iron Teeth. The only differences between these buildings are the aesthetics and pumping depths; 2 for Folktails and 6 for Iron Teeth.

Regular water pumps
  Deep Water Pump |  Iron Teeth | 12  Logs | 6

## Mechanical Water Pumps

Mechanical water pumps are more efficient version of the regular water pumps. Available mechanical water pumps are the mechanical water pump for the Folktails and the deep mechanical water pump for the Iron Teeth. Unlike the regular water pumps, mechanical water pumps do not create drinkable water. Rather they pump water from one side to the other. The difference in the pumps between factions is the pumping depth, 4 for Folktails and 6 for Iron Teeth.

Mechanical water pumps
Small Warehouse (Obsolete)

* Folktails
* Iron Teeth

 Stores goods.

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

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

## Building Costs

15  Logs

The  **Small Warehouse (Obsolete)** is a  Storage structure and available to both  Folktails and  Iron Teeth factions. The total storage capacity is 200.

*Ready the mangonel!*
The following information is true for the Experimental Branch only.
On Update 3, it was renamed to  Medium Warehouse and had some changes:

* It now stores a single good type.
* Building walls were reduced, allowing to see the crates with store good inside.
* It no longer propagates  Power.
Shower

A spot where beavers can get refreshed with a shower.

 + **Unique to Folktails**
+ Satisfies Wet fur
+ Visitors: 1
+ Maximum depth: 3

*Makes conquering the wasteland easier to bear.*

## Building Costs

**Unlock Building:** 50

10  Logs

1  Planks

The  **Shower** is a building where  Beavers come get refreshed. Visiting a shower will satisfy the **Wet Fur** Well-Being parameter.

The shower's pipe needs to be submerged in  Water to work. However, the shower does not consume any water.

Patch Notes

v0.2.8.1-0748a0c "Update 2"

* Building added to main track
Suspension Bridge 1x1

* Folktails
* Iron Teeth

 Allows beavers to pass over gaps.

*Sturdier than it seems.*

## Building Costs

**Unlock Building:** 100

10  Logs

10  Planks

Main article: Suspension Bridges

The  **Suspension Bridge 1x1** is a wooden  building that enables a player to cross a gap in terrain.

It's the smallest suspension bridge in the game

### Length

Suspension bridge 1x1 is 2 tiles long. 1 tile is the anchor point and the other 1 tile is the suspension span.

### Range

A single suspension bridge 1x1 can span a gap of 1 tile. Two suspension bridge 1x1 bridges can span a gap of 2 tiles.
Treated Planks

* Stored
* Carried

Treated planks are a resource that are made in wood workshops. Treated planks are made by combining  pine resin and  planks, pine resin is harvested by tappers and planks are produced in  lumber mills. Treated planks are used in mines to make scrap metal, and are also a building material in mines,  mud baths, and  mechanical water pumps.
Timberborn

**Timberborn** is a city-builder created by Mechanistry, launched in Steam Early Access and GOG Games in Development on September 15th, 2021. Timberborn runs on the Unity engine.

> *Humans are long gone. Will your lumberpunk beavers do any better? A city-building game featuring ingenious animals, vertical architecture, river control, and deadly droughts. Contains high amounts of wood.*
> – official game description
>
>

### Development history

#### Open alpha

Timberborn Open Alpha ran from October 18th, 2019 to May 14th, 2020 and was available to early supporters and first influencers via a no-longer supported Discord store. The first public gameplay from the game was published on November 27th, 2019 on The Geek Cupboard YouTube channel.

#### Closed beta

Timberborn Closed Beta ran from June 18th, 2020. Originally scheduled to last for a month, with an Early Access launch planned for Autumn 2020, it kept running January 26th, 2021, and was available via the sign-up form. The beta was made available on Discord, with a later switch to Steam. At launch, compared to Closed Alpha, the beta added a visual overhaul, an addition of a map editor, ability to stack buildings.

On November 3rd, 2020, “Dam & Blast” patch added dams, water physics, destructible terrain, custom-shaped fields, new buildings, fresh maps, updated UI.

On December 17th, 2020, "Droughts and Irrigation" introduced dry seasons and related mechanics.

#### Public demo

On January 26th, 2021, Closed Beta ended and was replaced with a demo publicly available on Steam. The demo added new beaver models.

On February 16th, 2021, following the demo’s appearance on Steam Game Festival, Mechanistry announced they would move the game’s Early Access launch to “later in 2021”, citing the demo’s popularity and the amount of feedback as a reason for the delay.

On March 22nd, 2021, the demo received an update that added build prioritization and new building models borrowed from one of the game’s factions.

#### Early Access

On September 15th, 2021, the game was launched in Steam Early Access and GOG Games in Development.

#### Update 1

On December 17th 2021, Timberborn Update 1 was released. It includes several new buildings (Mines, Pumps, better Water Wheel, Observatory), new resources (Chestnut, Cattail, Spadderdock) and new attractions (Lido, Mud Bath).

#### Update 2

On September 14th, 2022, Timberborn Update 2 was released. It added the Bots (called Golems), Terraforming mecanism, Gravity Battery, new well-being system, beaver migration system

#### Update 3

On December 15th, 2022, Timberborn Update 3 was released. It mainly contains the new storage system (making all existing savegames unusable) and renamed golems to bots

#### Update 4

On April 12, 2023, Timberborn Update 4 was released. It created a new food system for Iron Teeth faction, added monuments, removed limits of districts

#### Update 5

Still in development. It will add a "bad water" physic

### Soundtrack

The Timberborn Official Soundtrack was composed by Zofia Domaradzka. It is available on Spotify and Apple Music following this link. It's also available for purchase in GOG and Steam.
Suspension Bridge 3x1

* Folktails
* Iron Teeth

 Allows beavers to pass over gaps.

*Sturdier than it seems.*

## Building Costs

**Unlock Building:** 400

30  Logs

30  Planks

Main article: Suspension Bridges

The  **Suspension Bridge 3x1** is a wooden  building that enables a player to cross a gap in terrain.

## Specification

### Length

Suspension bridge 3x1 is 4 tiles long. 1 tile is the anchor point and the other 3 tiles are the suspension span.

### Range

A single suspension bridge 3x1 can span a gap of 3 tiles. Two suspension bridge 3x1 bridges can span a gap of 6 tiles.
Smelter

* Folktails
* Iron Teeth

*The new beaver world is forged in sweat and smell of burnt fur.*

## Production

**Recipe 1**
2  0.2    4h  1

**Hidden Storage**
▶ 13  Logs
▶ 26  Scrap Metal
◀ 13  Metal Blocks

## Building Costs

**Unlock Building:** 500

**Unlock Bot Workplace:** 1000

50  Planks

20  Gears

30  Scrap Metal

The  **Smelter** is a  powered building used to convert  Scrap Metal into  Metal Blocks.

The smelter turns 2  Scrap Metal into 1  Metal Block. It requires 1  Log per 10 scrap metal smelted, 200 hp  and 4 hours to make 1 metal block.

## Construction

To build the smelter you will need 50  Planks, 20  Gears, and 30  Scrap Metal.

Planks are made in the  Lumber Mill, gears are produced in the  Gear Workshop, and scrap metal is harvested in a  Scavenger Flag or a mine.
Shredder

*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.

## Shredder

* Folktails
* Iron Teeth

 Shreds scrap metal and compresses it into blocks.

*A human's trash is a beaver's treasure.*

## Production

**Recipe 1**
2     1

**Hidden Storage**
▶ 26  Scrap Metal
◀ 13  Metal Blocks

## Building Costs

**Unlock Building:** 300

50  Planks

20  Gears

30  Scrap Metal

The  **Shredder** was a building for producing  Metal Blocks from  Scrap Metal.

It got replaced by the  Smelter in Update 1 (2021-12-17) and is not available in the game anymore.
Small Water Tank

* Folktails
* Iron Teeth

 Stores a small amount of water.

 + Capacity: 30

*Learning how to save every drop of water helped beavers adapt to the harsh environment.*

## Building Costs

15  Logs

**Small Water Tank** is a basic building that allows the storage of drinkable water.

## Usage

The small water tank is able to store up to 30 units of water. Beavers consume on average 2.1 water per day. This means a single small water tank will support roughly 14 beavers for a day.

## Construction

The small water tank is built with 15 logs. It is unlocked at the start of the game. It must be placed on even ground and a path must be connected to it for it to be usable.

## Trivia

* On Update 3, the Small Water Tank became the  Small Tank.
Triple 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.

*Gnawing on poles is strictly prohibited!*

## Building Costs

**Unlock Building:** 200

6  Logs

4  Planks

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

* Folktails
* Iron Teeth

 Used to sharpen broken teeth.

 + Satisfies File:Broken Teeth icon.png Broken Teeth
+ Visitors: 1

*Why torture yourself with broken teeth when you have this tool?*

## Building Costs

5  Logs

The  **Teeth Grindstone** is a  building where  beavers can fix their File:Broken Teeth icon.png Broken Teeth status.

A beaver with broken teeth is much less likely to succeed in cutting trees, so it is advisable to build some teeth grindstones to keep your  Lumberjack Flag workers effective.

Patch Notes

v0.2.8.1-0748a0c "Update 2"

* Building added to main track
Well-Being (Building Category)

*For Well-Being as a game mechanic, see Well-Being.*

Well-Being is a  building category with the purpose of increasing  beavers' Well-Being through their Needs.

 Healer is the only building in the Well-Being category that does not increase well-being directly, but it increases the efficiency of  Medical Bed.
Weather

Weather in the world of Timberborn has two possibilities and each possibility has different impacts on game mechanics.

## Temperate

 Temperate can be described as "*pleasantly sunny, with zero chance of adverse conditions*". It is a time of abundance and renewal for the  beavers and the lands of Timberborn.  water sources are once again producing flowing  water, a life-bringing and life-sustaining, natural resource.

Now that the  water is once again flowing through streams, reawakening life in the land, it is time for beavers to prepare and stockpile supplies for the ever approaching  drought.

A new game always begins with temperate weather.

## Drought

 Drought can be described as "*relentlessly sunny, with zero chance of flowing water*".

Before the start of a drought a player will be shown a visible warning in the in-game user interface. This warning will provide an estimated time, in days, of how many days are left until a drought will start. Final preparations for the drought should be completed very soon after the appearance of this notification.

Once a drought starts the strength of  water sources begin to weaken resulting in a lessening of new flowing water creation. This weakening will continue until the flow of water has completely ceased. Water will not flow again until temperate returns. The only sources of  water during a drought are water tanks and pump-able water stored in reservoirs.

Evaporation is also a consideration during droughts. Since new  water is not being created, any water present on the map whether in lakes, ponds, streams, and/or other bodies of water will eventually dry up leaving water tanks as the absolute last source of water during a drought.

By default, as the game progresses, droughts become longer with a semi-random pattern. Depending on a player's choice of game mode droughts can be milder (*easier*) or harsher (*harder*) than normal.
Stream Gauge

* Folktails
* Iron Teeth

 Measures the depth and flow of water.

*There is a tide in the affairs of beavers. Which, taken at the flood, leads on to fortune.*

## Building Costs

**Unlock Building:** 150

2  Logs

4  Planks

The  **Stream Gauge** is a  building that marks  Water levels and flowing speed. It can be highly useful for precisely managing water engineering.

When built, it provides three pieces of information: the current depth of the water it is in, the maximum recorded depth of the water it is in (which can be reset), and the flow rate of the current at that moment as measured in cms.

Water depth is useful for keeping track of how much water is in reservoirs, and tracking maximum flooding heights for designing  Levees and  Dams.

Water current can be roughly eyeballed for the purpose of placing water wheels, but having precise numbers can help calculate exactly how much  horsepower can be pulled out of any given point on a river (though, of course, a waterwheel cannot be placed at the exact same spot as a depth marker).
Royal Explosion

The Royal Explosion was the first enemy introduced to the Jarry RPG, and excluding Jarry, the first character being introduced in general. The Royal Explosion’s main gimmick is to be encountered in groups and easily defeated in the early game, but then, along with other variants of it, become huge threats when mixed with other enemies, especially a certain enemy that’s fully able to protect an enemy until they’re taken out. There’s also a variant of it that’s even more of a threat, being the same as this Royal Explosion, but immediately defeating Jarry if they get the chance to attack. Along with the Idiot, it’s one of the most well known enemies to have been revealed. This, however, can change.
Xgamer

概要
--

XgamerとはこのWikiの創設者。しかしマインゲームズでは特別な役職も持たない一般プレイヤー。

マインゲームズでは2021年4月1日時点で勝率約18%を記録しており、最弱プレイヤーの一人と言ってもいいほどの腕を持つ。

マイクラは小さい頃からやっているというが、それほど知識はない。なお、Xgamerのマイクラ歴は6年ぐらいだと言われている。

Xgamerのマイクラをプレイした機種

余談
--

### wiki制作に至った経緯

Mash 1133のDiscordでの発言に興味を持ちwikiを作ろうかどうか考えていたため、Xgamerは、同サーバーのアンケートチャンネルにてアンケートを取った。その結果としては全員が作るべきというほうへ投票したため、このwikiの作成に踏み切った。こうしてXgamerとmashによるwiki制作が始まった。
Jarry (COTDA)

In COTDA, Jarry is an intelligent character who mainly focuses on the intelligence of herself and others. In this universe, Jarry only competed in 1 Camp, didn’t participate in the rejoin, and quit COTDA, just to rejoin at the final Four. This got her to the Final 2, where she has a chance to win.

## COTDA

Jarry was in 2 short alliances, being an alliance with her former team, and in a temporary alliance with all of the final 5 excluding Pichu and Black Hole. This alliance was broken after the Final 3.

## Trivia or something i dunno

COTDA Jarry is the Jarry that competed in EGB until EGB 5, and some of the Camp Of Awesomeness.

COTDA Jarry is set to appear in one last show before she’s finally deleted, called The Canon Show, a competition that’s meant to replace COTDA in the JRPG timeline.
Terraforming Station

* Folktails
* Iron Teeth

 Employs golems which place terrain blocks.

*"Hey, that hill wasn't there last week."*
― Pina

## Building Costs

**Unlock Building:** 750

30  Metal Blocks

200  Treated Plank

The  **Terraforming Station** is a  Landscaping building which employs up to 4  Bots to place  Terrain Blocks on the terrain.

 Dirt must first harvested in a  Dirt Excavator and stored in a pile.

Patch Notes

v0.2.8.1-0748a0c "Update 2"

* Building added to main track
Strawberry

Strawberry is the main host of the Strawberry Showdown Arena. Along with Iron Bar, she watches all of Jarry’s battles. She believes herself to be the best character, and will always attempt to imitate anything cool she sees anyone else do, only to fail.

## Trivia i dunno

Along with Iron Bar, they will be voice acted, and are so far the only characters to receive this treatment. They do not have confirmed voice actors yet.
Starting Location

The starting location can be placed and deleted in the map editor. In game, the starting location will act as a district centre (which can be deleted)

When a new game is launched, some beavers will spawn at the starting location. The amount of beavers spawned, what faction those beavers belong to, and whether the beavers are adults or kits, all depends on the settings of the game.

## Starting Location

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

Idiots are enemies revealed for the Jarry RPG. Their actions depend on what Jarry does, usually allowing Jarry to take down the idiot as soon as possible. A specific image of the Idiot is both their main image and the creator’s pfp. Not much is known about the Idiot. The Idiot was the first released enemy to not debut in the first part of the game, debuting in the Yellow Crown Arena’s second round instead.
Jarry (JRPG)

## Personality

In the Jarry RPG, Jarry is much more careless, unlike her original counterpart. She usually destroys anything that gets in her way, only stopping when she meets a friend. Jarry is aware of her new life in a video game, and breaks the fourth wall often. Jarry is mainly used to RPG combat, even using it’s style outside of the Jarry RPG. It’s unknown whether she and her COTDA counterpart are different people, or if something happened to them.

## What’s currently known about Jarry

Jarry is in an 8-Bit style as of now.

Jarry has two “games” that have been revealed.

Jarry, despite what people think, does not represent her creator. She’s simply an object OC made to compete in COTDA that got extremely popular, even to the point where she has a game concept coming up for her.
Protectors

Protectors are enemies introduced in the second half of the game. They have the highest HP out of any character, having exactly triple the Max HP of the true final boss. They make up for this by being extremely under leveled, only being a main threat during early game, before the first boss. You cannot attack anyone behind Protectors, forcing you to defeat them first to finally defeat the enemies behind. Although they work extremely well with Royal Explosions, the first enemy protected by them will also take some damage from attacks that hit multiple enemies. As 4 enemies can be protected by a Protector at a time, you’ll need to use at least 4 attacks that hit multiple enemies to take down every enemy Protectors guard. There’s also an annoying room in The Fall called “Patience”, which puts you up against 5 protectors. It’s thankfully optional, although is a good way to fight Protectors early. Since this battle can be repeated, this is an easy way to level up Jarry’s Party, especially when the Giant Hammer becomes useable, allowing for you to attack every protector at once. Protectors don’t work well with Hope Drainers, as Hope Drainers dont do anything while they’re protected. It’s also easier to fight them with an Idiot, as reflecting their strongest projectile move can instantly destroy a protector.
Jarry RPG Wiki

**Welcome to the Jarry RPG Wiki!**
The Jarry RPG wiki.

We're a collaborative community website about Jarry RPG that anyone, including you, can build and expand. Wikis like this one depend on readers getting involved and adding content. Click the "ADD NEW PAGE" or "EDIT" button at the top of any page to get started!

## Important articles

PlaceholderA page about your topicPlaceholderA Main CharacterPlaceholderThe First EpisodePlaceholderAn Important LocationPlaceholderA Key EventPlaceholderA Crucial Item

*Need help building out this community?*

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* Getting Started
* How to Contribute
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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.
Mickey Mouse Daddy Face Hurts While Cooking

Mickey Mouse Daddy Face Hurts While Cooking is the new 2nd episode of the series. It premiered on November 30, 2004.

## Characters

* Mickey Mouse
* Daddy Mouse
* Momma Mouse
* Pluto

## Plot

The episode begins with Mickey and his family in their RV, driving to the campground. Suddenly, the episode cuts to them at the campground with everything set up. When Mickey walks to the campsite, Daddy says he's going to make the eggs. This makes everyone excited. Then, the episode cuts to Daddy making the eggs. He starts flipping them with the frying pan, which amazes the family. But he accidentally flips the eggs onto his face. Then, his face turns red and he starts screaming. When the eggs fall off, the family laughs and the episode ends.

## Trivia

* This is one of the shortest episodes in the series, being only around 30 seconds long. This is probably because of the two jumpcuts in the episode
	+ This episode marks the first appearance of Daddy Mouse, Pluto, and the Simple Funs Sound in the new series.
Suspension Bridge 4x1

* Folktails
* Iron Teeth

 Allows beavers to pass over gaps.

*As sturdy as it seems.*

## Building Costs

**Unlock Building:** 800

40  Logs

40  Planks

20  Metal Blocks

Main article: Suspension Bridges

The  **Suspension Bridge 4x1** is a wooden  building that enables a player to cross a gap in terrain.

## Specification

### Length

Suspension bridge 4x1 is 5 tiles long. 1 tile is the anchor point and the other 4 tiles are the suspension span.

### Range

A single suspension bridge 4x1 can span a gap of 4 tiles. Two suspension bridge 4x1 bridges can span a gap of 8 tiles.