recursal/Fanatic-Fandom huggingface dataset:
Name List

The default name list is the same for both Factions.

## Default name list

`Aeznu

Ajevnuck

Ajin

Akenott

Aketa

Akrijer

Alunja

Alvemoh

Alzim

Ambliz

Anje

Anji

Ankelgad

Aradya

Arany

Aszea

Atae

Autuath

Avalges

Axiniz

Ayagi

Ayargajin

Azajoth

Azejaa

Azib

Azibo

Azra

Bajin

Benni

Bidibog

Bie

Bunjin

Chatridua

Chikyil

Chudhagas

Colovux

Damari

Dijirmel

Ditid

Ditrukaa

Donudor

Dorkuraz

Dorlegax

Dujunua

Ejie

Ekon

Elbakax

Elvajuth

Enalri

Equinus

Erasto

Gajudeas

Gakrum

Gamirro

Gamjee

Gilta

Gnaamro

Gnonu

Gonog

Gugebum

Gunedhin

Haijen

Hailith

Hakalai

Halasuwa

Hokajin

Hokima

Hovaaru

Hyptu

Ibuax

Idumul

Igelkez

Illa

Jabir

Jagridis

Jalai

Jalgin

Jalvad

Jannejig

Jarmizax

Jaryaya

Javilla

Javinda

Javyn

Jayunya

Jazgid

Jezemalu

Jijel

Jinjin

Jiranty

Jojin

Jomudu

Jozala

Juljin

Jumoke

Jumuziz

Kaduvom

Kassud

Katanja

Katzine

Kavloboh

Kazko

Kea

Kelraz

Khaamimid

Khekkam

Khelynn

Khemruy

Khinguth

Khiraamem

Khodunes

Kijaavi

Kina

Kitrua

Kiya

Kizi

Krodrag

Kuguthe

Kuroji

Kurzol

Laojin

Lepud

Lujin

Makali

Malak

Matuna

Meimei

Meiogiy

Melelea

Mezil

Mezilkree

Mohanlal

Napokue

Ngonel

Nolkokes

Nsubom

Nuenvan

Nugraas

Nugun

Nyabingi

Oboged

Ogimu

Olkath

Oyana

Ozaun

Ozobul

Paikei

Pina

Prerrahar

Pujati

Pyribag

Qagatsock

Qakugoth

Qanuare

Qedaroz

Qevolvax

Qigumid

Qodvux

Quaruvon

Quivilt

Quscuy

Rahjin

Rakash

Rangi

Rashi

Razi

Reakrodi

Reji

Renjai

Renji

Rhazin

Rijaamar

Rogizel

Romavax

Ronjaty

Rornoh

Rotsack

Roumuh

Rualbokez

Rujabu

Sagokris

Satizix

Sedamun

Segawa

Seji

Senwe

Senzal

Shadrala

Shaktila

Shaktilar

Shamra

Sharimara

Shengis

Shetsi

Shozlith

Shubre

Sivokul

Sligo

Smecos

Sodekih

Sollix

Stakvizz

Subumroz

Sukegrul

Suli

Suliya

Sulynn

Szozsil

Talis

Talisa

Tanjin

Taraka

Tedar

Teja

Teshi

Tezzi

Tirezi

Titamor

Trezzahn

Trolgar

Tzane

Tzuljin

Uagoduth

Uavam

Ubuzur

Uduebo

Uerrex

Ukezcon

Ulkineth

Usitutie

Valezath

Valja

Veakuajay

Velgua

Venjo

Venmara

Vinji

Vinjin

Vobinis

Vommu

Vonjai

Voyambi

Vriska

Vrudom

Vuajuag

Vuannen

Vubul

Vujii

Vulzal

Vulzala

Vumdith

Vunokud

Vurniga

Vuzashi

Vuzembi

Warduag

Watu

Whitud

Wonjin

Xukundi

Yamike

Yashi

Yavo

Yawan

Yesha

Yetu

Yimozsah

Zallah

Zalmea

Zashi

Zebajin

Zelaji

Zelea

Zengu

Zenma

Zernogath

Zevrij

Zhoumai

Ziataaman

Ziatajie

Ziatakraa

Zinjo

Zircoy

Zodock

Zojavuck

Zoljin

Zomuabad

Zonraja

Zoti

Zufem

Zujia

Zulabar

Zulgeteb

Zulkis

Zulkraa

Zulraja

Zulrajas

Zulrea

Zulyafi

Zunabar`
Breeding

**Breeding** is a way to increase the population of  Beavers. Breeding differs between factions.

## Factions

###  Folktails

Folktails need  housing space, time off of work, access to amenities to have a social life, and two beavers need to be in the same house in order to breed and produce kits. Folktails continue breeding until the available housing capacity is filled. This means that you will need to construct more lounges or entertaiment to get more beavers.

###  Iron Teeth

Iron Teeth breed use  breeding pods for breeding which require  berries,  water, and time to produce kits. As long as Iron Teeth have berries, water, and time they can continue to produce kits at a steady rate.
Cattail Root

Not to be confused with Cattail (Crop).

* Stored
* Carried

 **Cattail Root** is a material that is used to make  Cattail Flour, which can be turned into  Cattail Crackers.

## Acquisition

 **Cattail roots** are acquired by harvesting a fully grown  Cattail (Crop). One Cattail (Crop) provides three **Cattail roots**.

## Usage

 **Cattail roots** can be ground up in a  Gristmill to make  Cattail Flour. It takes 0.66 hours to turn 1  **Cattail Root** into 1  Cattail Flour.
Broken Teeth

**Broken teeth** is a negative status effect. Lumberjacks occasionally break their teeth, reducing their cutting chance by 75 %. The more trees they cut, the more likely it is to happen.

Broken teeth can be sharpened in a teeth grindstone.

Patch Notes

v0.2.8.1-0748a0c "Update 2"

* Broken teeth was added to the game
Mechanistry

**Mechanistry** is a game development studio from Poland, founded in 2018. They are the makers of Timberborn. As of March 2021, it has seven members. Mechanistry’s CEO and Timberborn’s Lead Designer is Bartlomiej Dawidow.

## Games

Timberborn is available at:

* Epic Games Store
* GOG
* Steam

## Resources

* Bugs and Suggestions (How to Report Bugs)
* Careers
* Contact
* Discord
* Forums
* Press & Content Creators

## Trivia

Mechanistry doesn’t have a physical office, with all employees working remotely since the very beginning. As of March 2021, the seven members of the team lived in six different cities.
Cattail (Crop)

* Fully grown
* Seedling

 + **Aquatic:** this plant must be partially submerged in water.
+ Resources: Cattail Root (3)
+ Days to grow: 8

*"I know all about tails, but what is a cat?"*
― Pina

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

 **Cattail crops** grow into  Cattail Roots. Cattail Roots can be processed into  Cattail Flour, which in turn can be processed into  Cattail Crackers.
Pine

+ Resources: Logs (2), Pine Resin (2)
+ Days to grow: 12
+ Days between harvests: 7

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

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

 **Pine** trees are natural structures that spawn naturally on most maps. At (12) days to maturity they are the second fast growing tree and also produce the second most  logs of all trees at (2) logs. Pine can last 13 days without water.

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

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

Practical, shared housing with a small footprint.

 + **Solid:** Other buildings can be built on its top.
+ **Unique to Iron Teeth**
+ Satisfies Sleep, Shelter
+ Inhabitants: 5

*Better rows than burrows.*

## Building Costs

**Unlock Building:** 180

20  Logs

 Practical, shared housing with a small footprint.

 + **Solid:** Other buildings can be built on its top.
+ **Unique to Iron Teeth**
+ Satisfies Sleep, Shelter
+ Inhabitants: 8

*Better rows than burrows.*

## Building Costs

**Unlock Building:** 600

35  Logs

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

Rowhouses are  Housing buildings unique to the  Iron Teeth faction.

They are taller but narrower options when compared to Barracks.

## Rowhouse

Main article: Rowhouse

With an unlock cost of 180  Science the  Rowhouse is the cheapest of the unlockable housing options for the Iron Teeth.

At a size of 2x1 tiles and a height of three stories it is narrower and taller than the  Barrack. Because of this narrowness housing slots are only 5  Beavers, but the rowhouse is cheaper to build than the barrack, only costing 20  Logs.

For the price of one barrack you could build two rowhouses, save two tiles of space, and still be able to house 10  Beavers.

## Large Rowhouse

Main article: Large Rowhouse

The  Large Rowhouse is a unlocked with 600  Science and building it requires 35  Logs. The large rowhouse has more beaver housing capacity than a rowhouse with housing slots for 8  Beavers.

On the ground the large rowhouse is the same size as the rowhouse at 2x1 tiles, but the large rowhouse is one story taller at 4 stories tall. This means you can house more Beavers in the same area ground space.
District Gate

* Folktails
* Iron Teeth

 Separates districts.

*You must gather your supplies before venturing forth.*

A **District Gate** is used to separate Districts, or to create a border between a District and the wilderness.

District Gates can connect two District Path Networks together allowing for  Trade Routes to pass, but cannot themselves be built on a  Path. Instead, they must be built on cleared land and the two paths are then connected to it. If multiple paths connect two Districts, a District Gate must be placed between each Path to separate the Districts.

It costs no resources and requires no builder to build a District Gate.

## See Also

* Districts
* District Center
* Distribution Post
* Drop-off Point
Mines

Candidate for deletionThis page has been nominated for removal from the wiki.Remember to check what links here and the page history before deletion.

## Efficient Mine (Ironteeth)

### How to build it

The efficient mine is ironteeth exclusive, and needs to be built on an underground ruin. To build the efficient mine you will need 300 logs, 300 treated planks, and 450 gears; logs are harvested by the lumberjack, treated planks are made in the wood workshop, and gears are made in the gear workshop.

### What it does

The efficient mine produces 3 scrap metal per 1 gear and 1 treated plank and per 18 hours per beaver - the UI will change to show the production time the more beavers you have employed. Scrap metal can be turned into metal blocks using the smelter.

## Mine (Folktail)

### How to build it

The mine is folktail exclusive, and needs to be built on an underground ruin. To build the mine you will need 250 logs, 200 treated planks, and 350 gears; logs are harvested by the lumberjack, treated planks are made in the wood workshop, and gears are made in the gear workshop.

### What it does

The mine produces 2 scrap metal per 1 gear and 1 treated plank and per 18 hours per beaver - the UI will change to show the production time the more beavers you have employed. Scrap metal can be turned into metal blocks using the smelter.
Rowhouse

Practical, shared housing with a small footprint.

 + **Solid:** Other buildings can be built on its top.
+ **Unique to Iron Teeth**
+ Satisfies Sleep, Shelter
+ Inhabitants: 5

*Better rows than burrows.*

## Building Costs

**Unlock Building:** 180

20  Logs

*For other housing, see Barracks, Breeding Pod, Large Rowhouse, and Lodges.*

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

Costing 180  Science points to unlock, the rowhouse is the cheapest of the unlockable housing options for the Iron Teeth.

At a size of 2x1 tiles and a height of three stories, it is narrower and taller than a  Barrack. It houses, however, only 5  Beavers, but it's cheaper to build than the barrack, only costing 20  Logs.

For the price of one barrack you could build two rowhouses, save two tiles of space, and still be able to house 10  Beavers.

## See Also

* Barrack
* Large Barrack
* Large Rowhouse
Carousel

* Folktails
* Iron Teeth

 An all wooden merry-go-round for beavers of all ages.

 + **Solid:** Other buildings can be built on its top.
+ Satisfies Needs
+ Visitors: 12

*"Where do you think you're going, kit? These branches won't peel themselves."*
― Ma' Ngonel

## Building Costs

**Unlock Building:** 700

50  Planks

50  Gears

40  Metal Blocks

An all wooden merry-go-round for beavers of all ages. Satisfies **Carousel** need.

Note: Only the 3 wooden blocks on the back of the Carousel are solid. They are also the only place for  Power input into the Carousel.
Distribution Post

* Folktails
* Iron Teeth

 Distributes goods to other districts.

 + Worker bonus: Strength +100%

*"Send some potatoes to the twelfth district, their kits are too thin."*
― Ma' Ngonel

## Production

**Hidden Storage**
Infinite capacity;
▶ Store only.

## Building Costs

**Unlock Building:** 250

**Unlock Bot Workplace:** 500

30  Logs

15  Planks

A  **Distribution Post** is used to establish **Trade Routes** between Districts and control **District Distribution Limits**.

## Trade Routes

Each  **Distribution Post** can have up to 10 **Routes**, each route delivering a Good type to another district's  Drop-off Point. In order to make a delivery, there must be a continuous  Path from Distribution Post to Drop-off Point, separated by a  District Gate. **Distribution Posts** cannot deliver to **Drop-off Points** in their own **District**.

A **Route** must be created for each good that is to be delivered and for each **District** it is to be delivered to. The Distribution Post will hold up to 25 of each Resource or Material required for a Route. This can be seen under the **Stock** tab of the Distribution Post.

### Create a Route

To create a **Route**, select the **Distribution Post** you want to send items from and click '**Add a new route'**. Then select the destination **Drop-of Point**, which should appear Green. You will be offered to choose a **good** to send.

While Drop-off Points in the Distribution Post's District are Red when creating a new Route, you are still allowed to create a Route to them. After the route is created, an '!' will appear next to it under the Routes tab with the message "Beavers can't distribute goods".

## District Distribution Limits

The **District Distribution Limits** can be set from both the 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. Note that you must have at least one storage that allows this resource for this limit to be respected.
* **High** - Resources above this limit are not carried into a district.

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

## See Also

* Districts
* District Center
* District Gate
* Drop-off Point
* Storage
Metal Fence

## Metal Fence

* Folktails
* Iron Teeth

 A decorative fence made out of metal.

## Building Costs

**Unlock Building:** 250

3  Metal Blocks

The  **Metal Fence** is an  Decoration building with an are of one by one.

It can conect to other Fences and is made out of three  Metal Blocks.

It costs 250  Science to unlock and does not impact  Well-Being.
Key Bindings

Key bindings in Timberborn are not player mappable. The available key bindings are listed below.

* **Time**
	+ Change speed: `~`, `1`, `2`, `3`
	+ Pause: `SPACE`
* **Camera**
	+ Move camera: `W``A``S``D` / `arrow keys`, `MMB` (`RMB` if changed in settings)
	+ Rotate camera: `Q` / `E`, `RMB` (`MMB`)
	+ Rotate camera 90 degrees: `Z` / `C`
	+ Zoom camera: `MOUSE WHEEL`, `PAGE UP` / `PAGE DOWN`
	+ Move and rotate camera faster: `SHIFT`
	+ Save / restore camera position: `CTRL + V` / `V`
	+ Hide / show interface: `CTRL + H`
	+ Change max visible level: `ALT + MOUSE WHEEL`
	+ Toggle water visibility: `T`
* **Buildings**
	+ Rotate building: `R` / `SHIFT + R`
	+ Delete building: `DEL`
	+ Force delete building: `SHIFT + DEL`
	+ Pause / unpause building: `P`

## Key bindings screen

The key bindings screen as seen in-game.

UI Key bindings screen
Floodgate

* Folktails
* Iron Teeth

 Blocks water up to an adjustable height.

*No-one thought you could improve on a dam until Ol' Kazko created The First Floodgate.*

## Building Costs

**Unlock Building:** 150

10  Logs

5  Planks

*Main article: Floodgates*

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

 Paths cannot be placed on top of floodgates.

## Specification

### Range of Adjustment

The range of adjustment for the floodgate is (1) tile.

### Adjustment Options

The floodgate has (3) 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 floodgate to (**1.0**) will adjust the height of the floodgate to (1) tile tall and will completely shut the floodgate. The floodgate will block the most water it can. Since a floodgate is, at maximum height, (1) tile tall it will block a depth of (1.0) tile deep of water.

#### Partially Closed/Open

Setting the floodgate to (**0.5**) will adjust the height of the 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 floodgate while still keeping a depth of (0.5) tiles deep of water blocked.

#### Completely Open

Setting the floodgate to (**0.0**) will adjust the height of the 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.
Game Mode

The **Game Mode**, also known as **Difficulty**, is a preset of values that changes how the game behaves. When starting a new game, you are prompted to select a Faction, a Map and a Game Mode.

Timberborn has 3 base Game Modes: **Easy**, **Normal** and **Hard**. A **Custom** option is also available.

## Settings

The selected Game Mode modifies the range of possible  temperate and  drought days in a cycle, and how much and for how long a drought handicap is applied. A customizable difficulty also exist.

### Drought Settings Explanation

 Droughts in Timberborn start shorter and get progressively longer, up to the Drought Duration. The rate at which this happens is controlled by the following settings:

* **Drought Duration:** Number of days a drought lasts at 100% duration. Has a range of two values.

* **Handicap Multiplier:** Starting value of the drought duration you set.

* **Handicap Period:** Number of cycles before hitting 100% of the drought duration setting.

Let's say you had the following settings:

 Handicap Multiplier
 Handicap Period (cycles)

With this configuration, your first drought will be 10% of 50-100 days, so you first drought will be randomly 5 to 10 days long. Because the handicap period is 10 cycles, it will take 10 cycles to increase your handicap multiplier to 100%, at a 10% increase for each cycle.

To summarize:

* Cycle 1 (first drought) is 5 to 10 days

* Cycle 2 (second drought) is 10 to 20 days

* Cycle 3 (third drought) is 15 to 30 days

* etc.

After reaching cycle 10 every drought will be 50 to 100 days.

## Descriptions

### Easy

> You are still learning or want a relaxed city-building experience.
>
>
> Your settlement starts with an abundant supply of resources.
>
>
> Beavers consume less food and water.
>
>
>
> Droughts are rare and short.
>
>

### Normal

> You want a challenge.
>
>
> Your settlement starts with moderate resources.
>
>
>
> Droughts are milder at the beginning but intensify over time.
>
>

### Hard

> Humans did not make it and neither will you.
>
>
> Your settlement starts with scarce resources.
>
>
> Droughts are severe and become even worse over time.
>
>
>
> Sharpen your incisors.
>
>

## **Editing existing saves**

There are two ways on editing a save:

* Offline Editing
* Online Editing

1. Go to \Documents\Timberborn\Saves
2. Open save file with notepad
3. Ctrl + F to find "duration"
4. Edit min, & max, temperate, & drought durations for the next cycle

You can go to this website to edit it. To be honest, I would suggest this than the other offline editing, but if your internet's down, you could use Offline Editing:

Click here to go to the Online Timberborn Save Editor.
## Game Modes

No, not the difficulty ones, actual game modes. There are currently one official game mode and one un-official game mode:

* Survival Mode, Default and official
* Creative Mode, Modded and un-official (download here: https://timberborn.thunderstore.io/package/hawkfalcon/CreativeMode/)
SFX Project

**NOTE: This is a wiki project, not an in-game project.**

The SFX Project is a project that is lead by Acap09. The mission is to add SFX (when clicked) to all structures (natural or not) that can be clicked. It will be done from easiest to hardest. (Easiest being no resources required to do, hardest being a lot of resources required to do.)

## Chapters

The chapters will be splitted into NUMBER

* Chapter 1
* Chapter 2
* Chapter 3

Chapter 1 involves  beavers' SFX when clicked, such as:

"Huliminai!"
Chapter 2 will involve natural structures' SFX when clicked.

Chapter 3....
Dandelion (Bush)

+ Resources: 1 Dandelion
+ Days to grow: 3
+ Days between harvests: 3

The Dandelion Bush yield Dandelion that are use only to the creation of Medicine in the Healer building.

It is planted by the Forester and harvested by the Gatherer Flag.

Patch Notes

v0.2.8.1-0748a0c "Update 2"

* Building added to main track
Mud Bath

* Folktails
* Iron Teeth

 A mud bath mechanically infused with bubble.

 + Satisfies Needs
+ Visitors: 8

*Where are the bubbles coming from?*

## Building Costs

**Unlock Building:** 1800

50  Treated Plank

30  Water

10  dirt

The  **Mud Bath** is a  Well-Being building that uses 50 hp  to operate, boosting Well-being by 3 by satisfying **Mud Bath** need.

It can have up to 8 visitors.

## Construction

The mud bath is built with 10  Dirt, 50  Treated Planks, and 30  Water.

Gears are produced in the  Gear Workshop, treated planks are made in the  Wood Workshop, and water is pumped with Water Pumps.

Patch Notes

v0.2.8.1-0748a0c "Update 2"

* build cost change 40 gears -> 10 dirt
Barrier

A natural barrier blocking water. Can be demolished.

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

*It's hard to believe there were simpler times when mud with branches constituted a dam.*

### Category

Other Structures

**Barrier** is a naturally occurring dam, made of mud and branches.

Beavers can demolish it when needed.
Power Wheel

* Folktails
* Iron Teeth

 A beaver-operated backup source of power.

*Beavers quickly realized they could borrow some techniques from less advanced rodents.*

## Production

**Recipe 1**
   50  hp

## Building Costs

40  Logs

A  **Power Wheel** is operated by 1  Beaver and has a constant power output of 50 hp  at base, with increases applied based on a beaver's walking speed. The power is rounded down, so a 15% extra walking speed yields 57hp, not 57.5
Paper

* Stored
* Carried

Paper is a resource  material that is created by processing  logs at a  paper mill. Paper can be processed at either an  explosives factory to create  explosives, or a  printing press to create  books which satisfy a  beavers Books need.

## Production chain

The production chain for paper starts with a  forester and ends with a  paper mill.

1. Forester
	* **Plants**:  trees
2. Lumberjack
	* **Chops**:  trees
	* **Creates**:  logs
3. Paper mill
	* **Processes**:  logs
	* **Produces**:  **paper**
Shun

shun is the main antagonist of splatoon 3: surge shift and Splat jala surge shift: geogan rising.

## Appearances

### Appears in

splatoon 3: surge shiftsplat-jala surge shift: geogan rising

### Debut

splatoon 3: surge shift

in the kung fu panda version, He serves as one of the two unseen overarching antagonists (along with Ke-Pa) of the original *Kung Fu Panda* film, one of the three unseen overarching antagonists (alongside Tai Lung and Ke-Pa) of the short, *Kung Fu Panda: Secrets of the Scroll,* the main antagonist of its 2011 sequel *Kung Fu Panda 2*
Planks

* Stored
* Carried

Planks are a resource  material created from processing  logs at a  lumber mill. They can be processed to create  gears or used to build advanced  buildings.

## Production chain

The production chain for planks starts with a  forester and ends with a  lumber mill.

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**
Grilled Chestnut

* Stored
* Carried

 **Grilled Chestnuts** are a food that satisfies hunger and **Grilled Chestnut** need.

## Acquisition

**Grilled Chestnuts** are made in a  Grill. The grill uses  Logs as fuel and grills  chestnuts into grilled chestnuts. It takes 1  chestnut and 0.1  logs to make 2  **grilled chestnuts** in 0.33 hours.
Bots

**Bots**, previously called **Golems**, are mechanized  beavers that perform most duties that normal beavers do. There are also duties that only bots can perform. Bots are not affected by working hours or well-being; they have a Condition instead.

## Factions

Bots from each faction have an unique look and their mechanism differ a little.

### Timberbots

The bots for  Folktails are called  Timberbots.

They need to be refilled with  Biofuel to work and can be boosted by  Catalysts.

### Ironbots

The bots for  Iron Teeth are called  Ironbots.

They need to recharge **Energy** in  Charging Stations to work and can be boosted by the radius of a  Control Tower.

## Workplaces

Bots are not affected by working hours. This means that they perform their duties 24/7.

At first only a select workplaces are available for bots. The rest needs to be unlocked with  Science Points.

Bots cannot work at  Power Wheel,  Inventor and  Observatory. All other duties that normal beavers can do are also available for bots. In addition, only bots can work at a  Terraforming Station and  Dirt Excavator.

## Condition

Main article: Condition

Bots are not affected by regular well-being needs.

Instead, they have their own set of needs called Condition.

## Lifespan

Bots have a fixed lifespan of 70 days. This is indicated for each bot by their durability. Once the durability reaches 0, the bot will break down.

## History

* Bots were introduced in Update 2.
* Before Update 3, Bots were called **Golems** and had a different model.

Patch Notes

v0.2.8.1-0748a0c "Update 2"

* Golems were added to main track
Efficient Mine

Employs miners who extract scrap metal from underground ruins. Innovative design maximizes mining speed.

 + **Ground-only:** Must be built on the ground.
+ **Unique to Iron Teeth**

## Production

**Recipe 1**
1  1    1.8h  3

**Recipe 2**
1  1  1    1.8h  6

**Hidden Storage**
▶ 30  Gears
▶ 30  Treated Plank
▶ 30  Explosives
◀ 90/180  Scrap Metal

## Building Costs

**Unlock Building:** 4000

**Unlock Bot Workplace:** 1000

300  Logs

450  Gears

300  Treated Plank

*For  Folktails equivalent, see Mine.*

 **Efficient Mine** is a  Iron Teeth exclusive building that allows for harvesting of infinite  Scrap Metal. For  Folktails equivalent see  Mine.

### Construction

The mine is  Iron Teeth exclusive, and needs to be built on top of  Underground Ruins. To build the mine you will need 300  Logs, 300  Treated Planks, and 450  Gears; logs are harvested by the  Lumberjack Flag, treated planks are made in the  Wood Workshop, and gears are made in the  Gear Workshop. It costs 4000  Science points to unlock the efficient mine.

### Usage

The efficient mine has 2 recipes. The first recipe produces 3 scrap metal per 1 gear and 1 treated plank. The second recipe also takes in 1 gear and 1 treated plank but in addition also takes in 1  Explosive. This recipe produces 6 scrap metal. This means that, in comparison to the first recipe, adding 1 explosive to the mix effectively doubles to production of scrap metal from the efficient mine.

It takes 18 hours per  beaver to harvest  Scrap Metal. The UI will change to show the production time the more beavers you have employed. With full 10 beavers working on the mine it takes 1.8 hours to produce 3 or 6 scrap metal depending on the selected recipe. Scrap metal can be turned into metal blocks using the  Smelter.
Flame of Progress

* Folktails
* Iron Teeth

 + Satisfies Needs within 10 tiles

*After one too many wooden lodges went up in smoke, beavers swore to take care of the burning issue.*

## Building Costs

**Unlock Building:** 3000

400  Planks

*For other monuments, see Laborer Monument and Tribute to Ingenuity.*

Satisfies **Flame of Progress** need within 10 tiles.
Large Rowhouse

Practical, shared housing with a small footprint.

 + **Solid:** Other buildings can be built on its top.
+ **Unique to Iron Teeth**
+ Satisfies Sleep, Shelter
+ Inhabitants: 8

*Better rows than burrows.*

## Building Costs

**Unlock Building:** 600

35  Logs

''

*For other housing, see Barracks, Breeding Pod, Rowhouse, and Lodges.*

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

Unlocking it will cost 600  Science and building it requires 35  Logs. The large rowhouse has more Beaver housing capacity than a  Rowhouse with housing slots for 8  Beavers.

On the ground the large rowhouse is the same size as the rowhouse at 2x1 tiles, but the large rowhouse is one block taller at 4 blocks. This means you can house more Beavers in the same area ground space.

## See Also

* Barrack
* Large Barrack
* Rowhouse
Biofuel Tank

A large vat that stores large quantities of fuel.

 + **Unique to Folktails**
+ Capacity: 400

## Building Costs

**Unlock Building:** 200

50  Planks

25  Gears

15  Metal Blocks

**Biofuel Tank** stores biofuel. It has a capacity of 400. Barrelbots stop here to refuel.

*Ready the mangonel!*
The following information is true for the Experimental Branch only.
 **Biofuel Tank** was used as the base for the  Large Tank.

Patch Notes

v0.2.8.1-0748a0c "Update 2"

* Building added to main track
Laborer Monument

* Folktails
* Iron Teeth

 + Satisfies Needs within 7 tiles

*Even after manual labor gave way to industrialization, beavers' work ethos hasn't changed.*

## Building Costs

**Unlock Building:** 1000

200  Logs

*For other monuments, see Flame of Progress and Tribute to Ingenuity.*

Satisfies **Laborer Monument** need within 7 tiles.
Condition

*For  Beavers counterpart, see Well-Being.*

**Condition** is an index used to measure the efficiency of  Bots in a settlement or district.

It is improved by fulfilling specific needs of individual bots.

## Bonus

Upon reaching certain condition score thresholds, an individual bot gains a bonus to  **Work Speed** , that affects how fast the bot completes a work task, or  **Movement Speed**, that affects how fast a bot moves, be it by walking or swimming.

The following table shows each condition score threshold and the bonus it grants.

* If a bonus for a stat is increased upon reaching that threshold, it's marked in **bold**.
* This table does not include negative modifiers.

 < 0
 0
Beavers

**Beavers** are the sole protagonists of Timberborn. As a surviving species in the post-apocalyptic world, they make use of wood to survive, build and progress.

## Factions

Factions affect some mechanics of the game and the availability of some buildings exclusive to a specific faction. There are currently two factions:  Folktails and  Iron Teeth.

## Life Expectancy

If no need is satisfied, a beaver will live for 50 day and night cycles.

The life expectancy can be increased by fulfilling increasing  Well-Being.

It takes a beaver 3 days to advance another age

## Working Hours

By default, beavers work during the day and do  Leisure activities and sleep at night.

Depending on the amount of **working hours** set by the player, however, they might end up not doing night activities, or do them during the day.

The default amount of working hours is 16 hours. Working hours can be adjusted any time at the top right of the screen. You can increase it up to 24 hours or decrease it down to 0 hours.

The amount of working hours can affect positively or negatively several things in the Beaver population.

By increasing working hours, you:

* Increase productivity of the beavers, as expected.
* Decrease the leisure time a beaver has before going to sleep, so it can't fulfill other needs.
* If working hours is high enough, you might also decrease the amount of sleep and shelter the beavers gain. This also reduces the chance for Folktails to breed during their sleep time.

By decreasing working hours, you get the opposite effect.

## Consumption

Beaver  food and  water consumption rates are the same for both factions. At game speed (1), with an in-game day equaling (480) seconds, the following observations have been made.

All observations and calculations provided by Discord user: `Luminax#5603`

* Basic Needs decrease rates
	+ Hunger: `(0.17%) / second`
	+ Thirst: `(0.15%) / second`
* Food
	+ Consumption (rounded): `(2.75) food, per beaver, per day`
	+ Replenishment: `(1) food = (30%) of hunger meter`
* Water
	+ Consumption (rounded): `(2.25) water, per beaver, per day`
	+ Replenishment: `(1) water= (33%) of thirst meter`

## Needs

Main article: Needs
Needs are criteria that either must, should, or could be fulfilled by each beaver.

### Vital needs

*For more information, see Needs § Basic Needs.*

Basic Needs needs are, in fact, *vital*. Failing to fulfill a vital need will result in death for the beaver with an unfulfilled vital need.

### Optional needs

*For more information, see Needs.*

Optional needs needs are just that. Completely optional. Failing to fulfill optional needs has zero negative effects on beavers. However, if optional needs are fulfilled, positive bonus effects will be applied to the affected beavers.

*For more information, see Well-Being.*

## Buildings

Main article: Buildings
[...]

## Breeding

Main article: Breeding
[...]

## Named Beavers

Main article: Named Beavers
[...]

## SFX

This is coming soon, see the SFX Project for more information about this section.

* Beaver Adults
* Beaver Kits

adult\_sfx.mp3

kit\_sfx.mp3
Irrigation Tower

Irrigates land around it.

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

*With less than a third of Earth covered in water, irrigation became a must.*

## Production

**Hidden Storage**
▶ 48  Water

## Building Costs

**Unlock Building:** 200

**Unlock Bot Workplace:** 250

15  Logs

20  Planks

The  **Irrigation Tower** is a  water  building unique to the  Folktails faction.

If supplied with water it will irrigate the land surrounding the tower, enabling the creation of fertile tillable land from once dry and barren ground. It uses 2  water per hour. The irrigation tower can hold up to 48 units of water meaning a full tower will irrigate the land around it for 24 hours. Pausing it will stop beavers from adding more water, but pausing will not stop the tower from spending the already added water.

The irrigation tower has a circular range with a 11 tile radius. Total covered area is 384 tiles including the tiles taken by irrigation tower and the path leading to it. Assuming a straight path to the irrigation tower the total usable land is 370 tiles.

Irrigation Tower Range
Goods

**Goods** are essential for beaver survival. They are tracked in the top left side of the UI.

They are divided in categories:  Materials, Ingredients,  Food,  Logs and  Water. A beaver can carry a maximum of 14 kg, and a bot can carry a maximum of 20 kg of **goods**. Although those who work in the  Hauling Post get a +100% bonus for their carrying capacity. Goods are stored in warehouses, piles and tanks with the exception of  science. Some **goods** are faction specific.

## Science

Main article: Science

 Science is a resource used for unlocking new  buildings. As an abstract resource, they have no weight, nor can be stored physically.
The main way to earn them is to research through the  Inventor,  Observatory  or  Numbercruncher .

## Materials

**Materials** are used for Building and/or to satisfy Well-Being.
They are mainly stored in Warehouses and their weights vary.

## Ingredients

Main article: Ingredients

 Ingredients are goods used in  Food production, but that are not edible yet.

## Food

Main article: Food

Food resources satisfy Hunger and most also satisfy another type of need.
Food is mainly stored in mainly stored in Warehouses, and each unit of Food, no matter the type, weighs **1 kg**.

They are as followed:

* Berries
* Bread
* Carrots
* Cattail Cracker
* Grilled Chestnut
* Grilled Potatoes
* Grilled Spadderdock
* Maple Pastry
* Sunflower Seeds

## Logs

Main article: Logs

 Logs are the most commonly used resource in the game.
They are mainly stored in Log Piles, and each individual Log weights **6 kg**.

## Water

Main article: Water (Goods Category)

 Water is a resource that serves primarily to satiate the Thirst of beavers, but it's also used in the  Water Dump and  Irrigation Tower.
It's mainly stored in Water Tanks, and each unit of Water weights **2 kg**.
Abyscidis

*Abyscidis* were one-to-two foot long Crustaceans that lived in the deep crevices of Skull Island. They typically ate dead or dying prey, and lived in small colonies in the slimy depths of the chasm. Nymph stage Abyscidis navigated the mud to locate new caves and crevices to create new colonies.

***Abyscidis occisor***, meaning "Killer Crab of the Abyss", is a species of crustacean that is found on Skull Island. The animal is described in the book "*The World of Kong: A Natural History of Skull Island*" (2005).

## Facts

*Abyscidis* were dog-sized crustaceans that lived in the shadows of the larger flesh eaters of the dark. Primarily scavengers, they were unparticular feeders, taking any organic matter they could scavenge, dead or dying. The chunky invertebrates cluster in loose colonies at the base of a pit or in deep caves. The nymphs, hatching in large numbers, use the rivers of organic slop to migrate around their dark domain, locating an unclaimed section of cave or chasm shoreline to mature in and establish a new colony.

A. occisor is a 1-2 feet long smaller relative of the mighty *Deplectors* that clung to the walls of the Abyssal chasms.

### Trivia

They resemble the Cunaepraedator of the associated video game.

They can be mistaken for Deplectors because of their similar claws.

Appearance in the film

The Abyscidis were present with Arachno-Claw in the chasm, climbing down the walls with their pincers and scavenging for carrion. When Jack, Jimmy and Carl kill the first wave of bugs, the Arachno-Claw and Abyscidis come from all directions and try to eat the remaining crew but Captain Englehorn and a few other crewmen shot from above the chasm, killing almost every bug in the chasm where the Abyscidis along with some Deplectors and Arachno Claw, were shot from their holes in the walls, causing them to fall down and hang from the vines and crush other insects below.
Campfire

* Folktails
* Iron Teeth

 A place for beavers to relax and socialize in the evening.

 + **Ground-only:** Must be built on the ground.
+ Satisfies Needs
+ Visitors: 5

*Sometimes, fire and wood are a good match.*

## Building Costs

15  Logs

The Campfire is a Building which fullfills the **Campfire** Need. Up to five Beavers at a time can relax in this Building. The Campfire has to be built on the ground.
Guide:Food Production

*The content of this page was written for the experimental branch*

# Hunger & Nutrition

Each beaver consumes, on average, 2.5 units of food per day. All food types satiate the same amount of hunger, but each gives a distinct nutrition buff.

Beavers prefer a balanced diet, prioritizing eating foods that gives some nutrition that they lack and will ignore Berries if another type of food is available.

 Carrots | Life expectancy +30%
 Grilled Potatoes | Strength +30%
 Grilled Chestnut | Strength +10%
 Grilled Spadderdock | Life expectancy +15%
 Bread | Carrying speed +20%
 Cattail Crackers | Carrying speed +10%
 Maple Pastry | Carrying speed +10%

# Farming

## Raw food

 Carrots | 4

* The Blueberry bush takes 12 days to grow before yielding Berries

## Grilled food

 Spadderdock | 12
 Chestnuts | 8

* Potatoes require 0.1 logs per plant per harvest to grill.
* Spadderdocks and chestnuts require 0.3 logs per plant/tree per harvest to grill
* The Chestnut Tree takes 24 days to grow before yielding Chestnuts

## Baked food

 Cattail Root | 8
 Maple Syrup | 12
3.3333 Maple syrup

* Wheat and cattail requires 0.3 logs per plant per harvest to bake.
* Maples themselves don't require logs, but Maple+Wheat processing requires 0.3 logs per wheat plant per wheat harvest. 0.3 logs per maple tree per maple harvest. 0.16 logs per plant/tree per wheat harvest. 0.14 logs per plant per maple harvest. Or 9 logs per 11 plants (5 wheat 6 maple) per 60 day cycle.
* The Maple tree takes 30 days to grow before yielding Maple Syrup

# Planting Ratio

Considering that each plant is harvested and planted immediately and that grills, gristmills and bakeries runs without a backlog, the plants perfect ratio to feed 37 beavers is:

 Maple
Wheat
25

The actual ratio depends heavily on the time to plant and harvest crops, time to carry goods between factories, drought periods and if  Folktails Beehive is present or not.
Printing Press

* Folktails
* Iron Teeth

 Prints books using paper.

*Usually, beavers consume each page right after reading, so good literature is always in demand.*

## Production

**Recipe 1**
1    1.5h  1

**Hidden Storage**
▶ 12  Paper
◀ 12  Books

## Building Costs

**Unlock Building:** 400

**Unlock Bot Workplace:** 1000

50  Logs

30  Gears

30  Metal Blocks

The  **Printing Press** is a  building used to make  Books out of  Paper.

It employs up to 2 workers and requires  Power to operate.

### See also:

* Book
* Paper
* Paper Mill
Cattail Cracker

*Looks suspicious...*
This article has outdated information. You can help the **Timberborn Wiki** by updating this article.

## Cattail Cracker

* Stored
* Carried

### Stored In

Warehouses,  Bakery

 **Cattail Cracker** is a processed food that satisfies hunger and **Cattail Cracker** need. They are produced in a  Bakery using  Cattail Flour as an  ingredient.

## Requirements

Being a processed food means that there are additional requirements to produce cattail crackers.

### Buildings

* Aquatic Farmhouse
* Lumberjack Flag
* Gristmill and 60 hp  to run it
* Bakery

### Ingredients

* Cattail Root
* Cattail Flour
* Logs

### Recipe for cattail crackers

1. Have some farmers in an  Aquatic Farmhouse grow and harvest some  cattail.
2. Grind the  cattail roots into  Cattail Flour.
3. Bake the flour into cattail crackers in a  Bakery.
Hunger

*For other needs, see Needs.*

**Hunger**, like thirst, 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

Hunger can only be fulfilled by have access to and eating any kind of  Food.

## Amount per Day

Different foods increase **Hunger** differently.
Roof 1x2

* Folktails
* Iron Teeth

 + Satisfies Needs within 1 tile

*A fancier roof is often enough to fuel a friendly neighbourhood rivalry.*

## Building Costs

**Unlock Building:** 80

4  Logs

2  Planks

### Area of Effect

The Area of Effect for Roof 1x2 is **12** tiles grouped as a **3x4** rectangle with the roof structure occupying the center two tiles. The total tiles affected by the Area of Effect for the Roof 1x2 that is not already occupied is **10**.

Roof 1x2 Area of Effect
Developer Mode

Your attention please. This feature is not intended for general usage, and developers have requested that players not use this tool due to the instability and the extreme changes to gameplay. Please do not report any bugs generated from a save that has been graced by this tool.

Developer Console is a hidden feature that allows the player to control the gameplay and enable dev mode. You can turn it on by doing ALT+SHIFT+Z, as pointed out by u/LHRCheshire. If you press ALT+SHIFT+X, it will turn on debug mode and show extra stats.

Dev mode adds extra buttons on the bottom of the screen, as well as a menu with console commands on the middle left. Clicking on any building, beaver or water source block also displays many additional options in the top right info pane.

Keybinds: In dev mode the player can CTRL+CLICK to instantly unlock an item requiring science or instantly place a building (at no resource cost) or instantly plant trees and crops (CTRL+SHIFT to place fully grown versions)

**Developer Mode can be used to:**

* **Keep playing in the same world** - 1) Spawn in new beavers after an extinction event or 2) Add logs if you've run out before getting a forester or 3) Add emergency food/water to prevent extinction in the first place, as pointed out by u/MegaMinerDL.
* **Play in "creative mode"** - you can create a seperate world dedicated to creative building, experiments and testing your build ideas. Tip: Dev mode adds a 2x1x1 cube that produces infinite power, in the Power category.
* **Take a better screenshot** - Use the Camera commands to take a better screenshot of a large map. Tip: CTRL+H hides every UI menu and pop-up.
* **Make gameplay easier ("cheat")** - Dev mode makes progress really easy and allows you to quickly build massive mega-projects even if they are in a part of the map inaccessible to your beavers, or create your perfect world.

# Developer Mode

## Beaver Info

It can be accessed by clicking on a beaver while in dev mode.

### BehaviorManager

Behavior Manager
 Active executor [seconds]s
 Behavior log

### BonusManager

Bonus Manager
 CuttingSuccessChance
 GrowthSpeed
 LifeExpectancy
 MovementSpeed
 WorkingSpeed

#### Move to button

A button to tell your beaver where to go.

#### Animation

A place to switch between their current animation.

## Building Menu

    It can be accessed by clicking on a building while in dev mode.

#### Finish now

Finishes the building right now. (Only seen on an unfinished building)

## Water Source Block Menu

It can be accessed by clicking on a water source block while in dev mode.

# Developer Console

## List of Commands

No, you don't have to type it out, it's just there as a button. Below are the list of commands:
Deep Mechanical Water Pump

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

 + **Unique to Iron Teeth**
+ Maximum depth: 6

*Better running water than running with buckets.*

## Building Costs

**Unlock Building:** 5000

100  Gears

50  Metal Blocks

50  Treated Plank

*For  Folktails equivalent, see Mechanical Water Pump.*

 **Deep Mechanical Water Pump** is a  building exclusive to  Iron Teeth that allows for advanced control of  water levels.

## Behavior

Unlike the regular  Deep Water Pump, the deep mechanical water pump does not create drinkable water. Rather it pumps water from one side straight to the other side. The maximum pumping depth is 6 tiles.

When the deep 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 deep mechanical water pump is built with 100  Gears, 50  Treated Planks, and 50  Metal Blocks. Gears are produced in  Gear Workshop, treated planks are made in  Wood Workshop, and metal blocks are made in a  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.

 Power can only be transferred into the pump from the side block (see picture). Trying to attach power via pump side or pipe side will not work. Unknown if power from beneath the pump (like if sitting atop a rowhouse) would power the pump.
Lumber Mill

* Folktails
* Iron Teeth

 Makes planks from logs.

 + **Above-ground:** Must be placed atop other buildings.

*Encouraged by Ol' Kazko, mechanized wood processing caused much gnashing of teeth among older beavers.*

## Production

**Recipe 1**
1    1.3h  1

**Hidden Storage**
▶ 13  Logs
◀ 13  Planks

## Building Costs

**Unlock Bot Workplace:** 0

15  Logs
Control Tower

A tall structure that sends out a control signal to nearby golems to boost their performance.

 + **Unique to Iron Teeth**
+ Satisfies Control Signal (10 tiles)

*A golem must obey orders given it by beaver beings except where beavers are no more.*

## Production

**Recipe 1**
3    1  golem control

## Building Costs

**Unlock Building:** 1000

20  Planks

15  Gears

20  Metal Blocks

 **Control Tower** is a  Science building unique to  Iron Teeth. It boosts the output of bots by expending additional  Science per hour.

It does not require a  Power connection but power can move through the bottom block of the tower.

The control tower only acts as a boost to bots' performance and consume 3  Science per hour.

## Strategy

 **Control Tower** does not employ workers, so it is not affected by flooding. You can build **control towers** in  Water without any problem.

Patch Notes

v0.2.8.1-0748a0c "Update 2"

* Building added to main track