Game Versions/Part 1

This is a list of the game versions and their change logs below it. Some versions may not be recorded.

## Change logs

* Main Branch
* Experimental Branch

* Update 3
* Update 2
* v20211007-55fb1ab
* v20211008-31c08af
* v20211021-3d6b9df
* 2021-10-20
* 2021-10-21
* v0.2.8.1-0748a0c

### New storage system

The new system helps you avoid a situation where they get clogged up by an overproduced good and can’t take another (for example, with golem heads taking up the room you need for food). It makes it easier to manage resources across the colony, see what is stored where, and how much room is left for each good.

Updated all related buildings functionally and visually, and added a few additional ones.

* Warehouses no longer accept all goods at the same time. The player picks a single good that will be stored in a particular warehouse. You can change your selection at any time but before beavers start bringing the new resource, they will remove the old one.
* The new system also applies to all piles and tanks. These buildings are now universal, allowing you to choose what should be stored inside (including many goods that used to be stored in warehouses).
* Warehouses are now wall-less, exposing the stored goods as stacks of crates. The number of crates indicates the warehouse’s occupancy.
* Crates and barrels carried by beavers or stored in warehouses are now painted with a different color and an icon depending on the resource.
* Warehouse, pile and tank entrances are now decorated with banners representing the goods stored inside.
* Piles are no longer good-specific, as you can pick what’s stored inside. Goods stored in Piles are: Logs, Dirt, Planks, Treated Planks, Scrap Metal, Metal Blocks.
* Tanks are no longer good-specific, as you can pick what’s stored inside. Goods stored in Tanks are: Water, Biofuel, Catalyst, Maple Syrup, Medicine.

* New building: Small Warehouse (3 logs; capacity: 30; Solid) – a cute 1×1 cube to fill all these random empty tiles!
* Updated building: Medium Warehouse (15 logs; capacity: 200; Solid).
* Updated building: Large Warehouse (250 SP to unlock; 60 logs, 80 planks; capacity: 1200; Solid) – also now has a new, cuboid shape.
* New building: Small Pile (Folktails-only; 3 logs; capacity: 20).
* New building: Small Industrial Pile (Iron Teeth-only; 4 logs; capacity: 20; Solid).
* Updated building: Large Pile (Folktails-only; 6 logs; Solid; capacity: 180). Yes, it can now be placed on top of platforms and other buildings.
* Updated building: Large Industrial Pile (Iron Teeth-only; 12 logs; capacity: 180; Solid).
* Replaced Underground Warehouse with Underground Pile (1800 capacity, 20 Logs, 80 Planks, 40 Gears; ground-only). The new building is also Folktails-exclusive but it is used to store large amounts of Pile-specific materials such as logs.
* Updated building: Small Tank (15 logs; capacity: 30); it is now also a 1×1 building.
* Updated building: Medium Tank (120 SP to unlock; 30 planks, 20 gears; capacity: 300); it is now a 2×2 building without that weird L-shaped entrance.
* Updated building: Large Tank (600 SP to unlock; 80 planks, 60 gears, 30 metal blocks; capacity: 1200).
* All warehouses, tanks, and piles now feature an Accept/Obtain/Empty toggle.
* If set to “Accept”, the storage simply accepts the selected good. This is the default setting.
* If set to “Obtain”, the colony’s haulers will do their best to actively fill the storage by picking up the selected good from other warehouses and transferring it here. This happens on top of the normal “Accept” behavior. This button is hidden if there are no Hauling Posts in a district.
* If set to “Empty”, the storage no longer accepts goods. Its inventory will be cleared up and moved elsewhere.
* Removed the often-misunderstood “Desired” setting and the “Distribute goods between warehouses when idle” checkbox – under the new system, they became obsolete.
* Removed the “Storage is full” status. It is no longer possible for one resource to clog up a warehouse meant for multiple goods, and so full storage is no longer a critical problem requiring the player’s attention.
* Each good’s tooltip in the top bar now contains information on that good’s exact numbers and where it can be stored.
* Added an occupancy indicator next to each good listed in the top left of the screen. One of the benefits of the new storage system is that it is now possible to calculate a reliable occupancy rate.
* Added a storage overlay to the game. Hold Tab or toggle it using a button under the season forecast to instantly see all your warehouses, piles, and tanks, what goods are inside, and how filled each storage is.

### Beavers bots

* Renamed golems to bots as that seems more appropriate in the world of beaver engineers.
* Redesigned the models and animations for all bots.
* Renamed Cogheads to Ironbots.
* Renamed Barrelbots to Timberbots.

### Built-in screenshot tool

We’re doing our part in the eternal war against screenshots taken with a phone.

* Added the Screenshot tool. F10 saves a screenshot in the current resolution, Ctrl+F10 saves an upscaled screenshot (for example in 4K instead of Full HD).
* Screenshots are stored in the Screenshots folder (by default: C:\Users[user]\Documents\Timberborn\Screenshots). Please note that because of their size, screenshots are not synchronized with the cloud.

### UI

* Large Science Points and resource numbers (1000+) displayed in the top bar are now shortened (69420 becomes 69.4k, for example). The numbers are rounded down to minimize confusion, and you can hover over them to see the exact numbers.
* Recipes, prioritized resources etc. are now picked using dropdown lists.
* In Settings, you can now lock the in-game cursor to a single monitor.
* Updated the Wellbeing/Settlement Panel button.
* The SP unlock cost is now green if you have sufficient SP numbers.
* Updated the Priority panel for demolishing to be consistent with the construction and workplace priorities.
* Buildings in the Settlement Panel are now sorted alphabetically based on the translated names – except for warehouses, which are sorted by type and capacity
* Made several other tweaks to the UI.

### Audio

* Updated selection sounds for the following buildings: Aquatic Farmhouse, Breeding Pod, District Center, Engine, Farmhouse, Floodgate, Gatherer Flag, Large Windmill, Lido, Lumberjack Flag, Observatory, Scavenger Flag, Shrine, Small Windmill, Smelter, Stream Gauge, Water Dump.

### Misc.

* Hidden some *beaver secrets* in the game. Who will find them first?
* Slightly improved game loading times.
* Made some minor GPU-related optimizations.
* When attempting to load an incompatible savefile, you will no longer be able to load it anyway.
* When attempting to load a broken savefile, the game will crash much sooner (and not after a minute or so of anxious waiting).
* Fixed resources in Iron Teeth’s Industrial Piles poking through the floors.
* Updated the default worker number for Builders’ Hut to 4/4, up from 2/4, to match the building’s late-game use.
* The game no longer supports raw .json files. We moved to the .timber format a good while ago but if you used some very old maps that were never updated, they will be affected.
* Idle workers of all professions will help empty warehouses and drop-off points.
* It is now possible to adjust the maximum worker number in paused buildings.

### Bug fixes

* Fixed a bug with bots assigning themselves to Dirt Excavators and quitting right after discovering how dangerous that job is.
* Fixed the collider for Power Wheel.
* Restored the misplaced “Prioritize by haulers” button on Breeding Pods.
* Fixed the range preview not showing up when placing a new District Center.
* Fixed several small translation errors, including the Japanese text that was displayed vertically.
* Fixed the incorrect recipe diagram in the Engine’s panel.
* It is no longer possible to enter spaces and other invalid symbols in the “Minimum” field in the Migration panel.
* Fixed the incorrect “Entrance Blocked” warning.
* Fixed the incorrect warning for Barriers set to be demolished.
* Alerts in the bottom left corner will now correctly update when the game is paused.
* Windows key is no longer read as Ctrl on Windows.
* Fixed a bug with buildings not behaving correctly after deleting their parent District Center.
* Fixed a rare crash caused by beavers dying while the selected building’s settings were being modified
* Increased the Minimum relative terrain height for the brushes in the map editor from 0 to 1. Yay, now they always do something!

### Golems

The main course today is golems. They are super-efficient mechanized beavers that perform most duties of their living masters (and some that a beaver wouldn’t touch). Their effectiveness comes at a price, though – you need to produce and power them up.

* New dweller type: Golems. Golems work at all workplaces with an exception of Inventor, Observatory, and Power Wheel. They’re not affected by working hours and regular needs. Folktail golems are called Barrelbots, Iron Teeth golems are called Cogheads.
* Only select workplaces are available to golems right from the start. The rest needs to be unlocked with Science Points.
* Windows, lanterns, and entrances of buildings where golems are employed light up in light blue rather than normal yellow.
* New building: Golem Parts Factory (500 SP; 50 Planks, 25 Gears, 15 Metal Blocks; 1 worker; powered).
* New building: Golem Assembler (750 SP; 100 Planks, 50 Gears, 50 Metal Blocks; powered, 2 workers). Assembles a golem from 4 Limbs, 1 Chassis, and 1 Head.
* New building: Refinery (400 SP; 30 Planks, 10 Gears, 10 Metal Blocks; 2 workers, Folktails-only). Creates Biofuel from Carrots, Potatoes, or Spadderdock seeds. Also creates Catalyst from Maple Syrup and Sunflower Seeds.
* New building: Biofuel Tank (200 SP; 50 Planks, 25 Gears, 15 Metal Blocks; Folktails-only). Barrelbots stop here to refuel.
* New building: Catalyst Tank (600 SP; 15 Gears, 20 Treated Planks, 15 Metal Blocks; Folktails-only). Use this to supercharge your Barrelbots with a secret plant compound!
* New building: Control Tower (1000 SP; 20 Planks, 15 Gears, 20 Metal Blocks; uses SP to operate; Iron Teeth-only). Supercharges all Cogheads in its range.
* New building: Charging Station (200 SP; 5 Planks, 15 Gears, 5 Metal Blocks; 1 slot, powered; Iron Teeth-only). Cogheads need to visit this building to be wound up.

### Terraforming

Unlocking golems has an extra perk – you get workers capable of terraforming. Excavating dirt and putting up new land blocks allows you to reshape maps completely. This new features pairs well with Timberborn’s water physics and vertical architecture.

* New building: Dirt Excavator (2000 SP; 100 Treated Planks, 100 Gears, 50 Metal; 4 workers – Golems only; powered). This metal monstrosity excavates a new resource, Dirt, from below, drilling deeper and deeper. Once it reaches the map’s bottom it will continue mining without destroying terrain.
* New building: Dirt Pile (500 SP; 100 Planks, 25 Metal Blocks). Guess what, this is where you keep all your precious Dirt.
* New building: Terraforming Station (750 SP; 200 Treated Planks, 30 Metal Blocks; 4 workers – Golems only). Golems employed here take on the dangerous job of putting up new terrain blocks.
* New “building”: Terrain Block (6 Dirt). With enough Dirt, you can start placing new ground blocks. They’re cubes but it is crucial to rotate them correctly – golems from the Terraforming Station build them in the order indicated by arrows. Use this to stop golems from blocking access to planned construction sites and to prevent cutting off the builders.

### Well-being rework

The well-being system has received a significant update. All units’ stats and bonuses are now clearly presented and easier to grasp. You can no longer starve your beavers (or keep them thirsty and/or sleep-deprived) for extended periods without real consequences. Under the new system, you also have more freedom regardless of playstyle – every new food, attraction or decoration has a positive effect. This also helps us add new content and balance it properly.

* Basic needs (Hunger, Thirst, Sleep, Shelter) can now reach negative values, making it more difficult to recover if a beaver is deprived of them for a long time.
* Most needs and attractions no longer have individual effect combinations but provide different well-being values. These values are always visible, greyed out if not satisfied.
* Well-being is now tiered. Higher tiers grant increased bonuses.
* Bonuses affecting a unit are now directly displayed in the unit’s panel.
* Bonuses for adult beavers are Work Speed, Movement Speed, Life Expectancy.
* Bonuses for kits are Growth Speed, Movement Speed, Life Expectancy.
* Bonuses for golems are Work Speed and Movement Speed. Golems’ well-being is called “condition”.
* Unsatisfied Hunger now decreases work speed by 50%.
* Unsatisfied Thirst now reduces movement speed by 25%.
* Unsatisfied Sleep now reduces movement speed by 10%.
* Folktails’ Fertility buffs and debuffs have been removed, but the base Fertility value has been increased.
* Carrying capacity buffs and debuffs from needs have been removed, but the base beaver carrying capacity was increased to 14.
* New need: Wet fur. Increases Well-being for some time after leaving the water.
* New building: Shower (50 SP; 10 Logs, 1 Plank; 1 slot, Folktails-only). Thanks to its pipe submerged in water, this thing makes your beavers wet even if they’re well above the water’s surface. ( ͡° ͜ʖ ͡°)
* New building: Double Shower (50 SP; 10 Logs, 1 Plank; 2 slots; Iron Teeth-only). Not only does this version fit two beavers at once but also its pipe is much longer!

### Negative effects

The reworked well-being system also allowed us to add negative effects to the game. Beavers affected by them suffer from well-being penalties, so if you don’t want your colony to feel like they’ve been through hell and back, you’ll need to work towards sufficient countermeasures.

* New status: Injury. Every few hours, all beavers working in factories have a chance of receiving a temporary Injury. Injuries cause the beaver to refuse to work until healed. The chance of receiving and the duration of an injury differ between workplaces.
* New status: Broken teeth. Lumberjacks now occasionally break teeth, reducing their cutting chance by 75%. The more trees they cut, the more likely it is to happen.
* New status: Bee sting. Bees from Beehives will now sometimes sting nearby beavers which results in the beaver feeling unhappy, thanks to its swollen face.
* New building: Teeth Grindstone (5 Logs; 1 slot). Beavers visit this to sharpen their broken teeth while hoomans squirm at a thought of how this torture device works.
* New building: Medical Bed (80 SP; 5 Logs, 1 Plank; 1 slot). Injured beavers go here to be healed. And if you have access to Medicine, it is super effective!
* New building: Healer (300 SP; 20 Planks, 5 Gears, 5 Metal Blocks; 1 worker). A good doctor working here produces and distributes Medicine to beavers resting on Medical Beds.
* New resource: Dandelion. Found in the wild, grown by Foresters, cut by Gatherers. Used as the primary Medicine ingredient.

### Science Points

In addition to the new ways to put your Science Points to good use (in the form of new buildings and unlocking workplaces for golems), we’re adding new ways of generating SP.

* New building: Numbercruncher (1500 SP; 30 Planks, 100 Gears, 25 Metal Blocks; powered; Iron Teeth-only). Running endless calculations to predict all 14,000,605 post-apocalyptic beaver futures, this automated structure generates SP for everyone to enjoy.
* Observatory can no longer be built by Iron Teeth.
* New recipe in the Mine (Folktails-only). Instead of digging up hooman junk, Folktails can search for underground traces of human civilization, learning a lot and earning SP.

### Batteries

Wouldn’t it be cool to store the excess energy your settlement produces and then release it once the power consumption reaches its peak? Our beavers thought just that and after tinkering with the solutions for a moment, they came up with the idea of gravity batteries.

* New building: Gravity Battery (400 SP; 40 Planks, 40 Gears, 10 Metal Blocks; capacity depends on how high it is above the ground). The battery’s load automatically lifts using energy surplus and then lowers to release its stored energy back to the network.

### Migrations

We often heard that migrating beavers (and now also golems) between districts could be easier, maybe even… automatic. The new tab found in the Settlement Panel helps a lot in that area.

* New tool: Migration Panel. This panel allows you to manipulate population numbers for adult beavers, kits, and golems in your districts. It has two sections.
* The “Manual migration” section at the top allows you to pick two districts and directly migrate 1, 10 or all units from each category (Adults, Kits, and Golems) between them.
* The “Automatic migration” section allows you to set the desired minimum for each unit category. The game will try to migrate units for you to satisfy these minimums.
* Each district in the “Automatic migration” section has two buttons for each unit type (adults, kits, golems) that allow completely blocking their immigration and/or emigration.
* District Center’s migration button now redirects to the new Migration Panel.

### New player experience

We’ve made a few tweaks to make the beginnings a little easier when following the built-in tutorial.

* Increased the number of carrots required in the “Plant some carrots” tutorial step from 70 to 100.
* Updated several other tutorial tips.
* Changed the default Farmhouse action from harvesting to planting.

### Balance

Update 2 required many balance changes, including tweaks to the pre-Update 2 content.

* To accommodate terraforming, the maximum in-game terrain height was increased to 22 tiles. The maximum terrain height in the map editor is still 16 tiles.
* The maximum building height remains set to “10 tiles above the maximum terrain height” which effectively increased the maximum in-game building height to 32 tiles.
* Gear Workshop: Gears now take 3 hours to make, instead of 6; storage space for Gears and Planks has been expanded from 8 to 10 to compensate for the larger output.
* Large Metal Platform: now costs 1000 SP to unlock, up from 500 SP.
* Workplaces now only consume energy while actually operating.
* Engine no longer consumes logs while there’s a zero need for energy in the connected power grid.
* Engine now uses 0.2 logs per hour, down from 1, and its internal storage has been lowered to 10 logs. (Translation: the full storage now sustains the engine for 2 days, up from 1).
* Adjusted Inventor and Observatory output numbers slightly to get rid of decimals.
* Increased the weight of Scrap Metal from 9 to 11.
* The life expectancy mechanic has been rewritten from scratch and now affects beavers in a more predictable way.
* Beavers (and now, also golems) are now always able to carry at least one good, even if it exceeds their maximum carrying capacity. If it does, they will move slower.
* Mud Bath now requires Dirt to build rather than Gears.
* Increased the well-being level required to unlock Iron Teeth to 15 to accommodate well-being values changes.

### UI and QoL

Other than the new content such as golems and the migration panel, there’s been a batch of other changes aimed at making your experience better.

* All workers and dwellers assigned to a building are now highlighted on the map after selecting it (and vice versa).
* District range lines are now always displayed outwards from the District Center.
* District Centers now display the range preview when placed as part of construction in progress.
* Added “blocked entrance” warnings.
* Made several visual changes across the Settlement Panel to make it prettier and easier to read.
* Unavailable workplaces and dwellings are no longer counted in the free slot numbers.
* It is no longer possible to build dynamite at the map’s lowest level. A beaver is not a mole, m’kay?
* Population Well-being panel has been updated. It now displays the effect each need has on the population’s average well-being.
* In the Settlement panel, the Power tab no longer displays the district dropdown menu. Elsewhere, these dropdowns will collapse after clicking anywhere outside.
* Settlement Panel icons are now highlighted when under the cursor.
* Cleaned up many tooltips, statuses, notifications, and descriptions.
* Cleaned up the order of building costs and ingredients displayed in buildings.
* Updated the presentation of resource consumption in buildings.
* Need tooltips now update real-time.
* Added missing click sounds.
* Updated several status and building icons.
* Made many other minor tweaks to the UI.

### Performance

A frame here, a frame there, and we’re getting there!

* Increased the game’s performance with tweaks to moisture, work assignment, beaver wandering, and resource calculations. In particular, settlements with a high number of bored beavers can run up to 25% faster, go figure.

### Misc.

* All included maps have been updated to feature wild dandelions.
* Updated smaller buildings (Bench, Beaver Statues, Scarecrow, Bell, Water Dump) so that they can be built under platforms.
* Power-generating buildings no longer animate based on the power grid’s efficiency (which was the most visually jarring in Power Wheels turning slooowly).
* Left-handed mouses are now supported.
* Added the “Delete map” button to the map browser.
* When saving the game, you can now browse earlier saves, for example to overwrite them easily.
* Under custom difficulty, it is now possible to manually adjust the chance for injuries.
* Iron Teeth Haulers now also deliver nutrients to Breeding Pods as part of their already exhausting jobs.

### Bug fixes

* Engine no longer burns logs when paused.
* Irrigation Tower no longer uses water when paused.
* Fixed a bug that caused stairs to limit ranges.
* Tribute to Ingenuity no longer works at full efficiency when not fully powered.
* Construction sites can no longer reach over 100% progress. No, not even the Iron Teeth ones.
* Fixed a visual bug in the Distribution Post’s model.
* Fully grown trees and bushes no longer produce goods (such as Pine Resin) when flooded.
* Fixed several minor visual bugs.
* Floodgates can now be synchronized in the Construction site stage.
* Fixed an incorrect warning on flooded Breeding Pods.
* Mine’s door now displays a correct range indicator.
* Fixed a bug with the Scarecrow providing the wrong bonus.
* When trying to place an attraction in an unavailable area, AoE for all other attractions of that type is now still displayed.
* Fixed bugs with shafts not rotating and the Power Shaft Intersection not rotating properly.
* Fixed a bug with status icons always appearing in front of fire particle effects regardless of the actual distance from the camera.
* Icons for buildings that are flooded and in need of water are now different.
* Status icons no longer appear above beavers’ heads after clicking them while they’re inside buildings.
* Fixed framerate drops caused by marking trees for cutting.
* The productivity of paused buildings is now correctly calculated.
* Fixed a bug with trees getting their preview and regular models blended together.
* It is no longer possible to ascend to the state of over 100% Adulthood.
* You can no longer catch your beavers in inappropriate positions after loading the game.
* An animation of a beaver sleeping or resting is no longer PEGI-18 while the game is sped up.
* The pop-up window used to rename a unit or a district now allows typing right away.
* After starting a new game, you can now begin typing the new settlement’s name right away.
* Switching a recipe in a building no longer causes its panels to temporarily break.
* The “Population Well-being” panel now correctly scales down on larger-scale UIs.
* Out of respect for the dead, beaver and golem bodies will now be transported to the closest available tile after you remove a platform they were on.
* Fixed several possible crash causes.

Changes:

(More info on the steam page)

### Improved Tutorial

It is still focused on the basic aspects of running your settlements so let the dev team know how you find it after the changes!

* Added additional tips to the tutorial.
* Icons related to the current tip will now blink.

### Needs system rework (PART 1)

There is already a large content update coming that will make good use of the updated needs system, and we're already preparing for that. No spoilers yet, but it will be something *tasty*.

* Needs displayed in the Well-being panel and after clicking a beaver are now grouped (for example, Hunger, Thirst, and Sleep are now Basic needs).
* Needs previously reserved for adults are now also available to kits. What it means now is that it is now possible to reach population well-being of 15.

### New buildings

* Log Fence
* Plank Fence
* Metal Fence

Changes:

### Bug Fixes/Fixes in general

* Fences can now be found in the Decorations category.
* Fixed a crash by opening the well-being panel.
* Fixed tooltips in a beaver's well-being panel.

Changes:

(More info on the steam page)

### Improved Save System

We know working with the previous save system could be a pain in the tail. We're addressing that in a few ways.

* Saves are now grouped based on a settlement you're working with. You will be prompted to enter the settlement's unique name once you start a new game or load an old save.
* The new saves created at that point and going forward will be stored in a corresponding subfolder located in the Saves folder. The in-game “Load Game” screen lets you browse the saves grouped by settlement (subfolder) as well. Saves that are yet to be assigned to a named settlement are found in the Unnamed settlement in-game. Their location in the Saves folder hasn't changed.
* The game now uses only three autosaves slots per settlement, overwriting older autosaves as needed.
* The new save and map files now use the .timber archive format. As a result, files are 5 to 10 times smaller.
* Existing .json map and save files are backwards compatible but the new maps you create or modify will be saved as .timber files. Map localizations on your drive hasn't changed.
* Cloud saves are now enabled on Steam. Make sure you have Steam and Timberborn set to synchronize files with the cloud so that it works properly.

\*Please note that only the new, small .timber map and save files are stored. Nobody likes *heavy clouds,* right?

### Miscellaneous

The work continues on the new content update. In the meantime, here are some of the changes, some of which are totally *unrelated* to what's coming.

* Made visual adjustments to the tree models.
* While placing down gatherable resources in Map Editor, it is now possible to choose whether they should be in "ready to gather" state.
* Added new Need Groups to replace singular needs.
* Renamed most Needs and placed them in their correct Need Groups.
* Seperated Aesthetics and Social Life groups into their correct Need Groups.
* Made minor text adjustments to how the yield progress is displayed on resources.
* Made minor visual adjustments to needs' status bars.
* Optimized code related to Monuments, Decorations and  Breeding Pods to increase performance in large settlements.
* Adjusted some tutorial tips so that they lead to fewer ~~human~~ beaver casualties.

### Bug Fixes

Please read the changelog on steam!

Changes:

### Bug Fixes

* Fixed a crash caused by lumberjacks trying to cut already cut-down trees. (Source)
* Fixed a crash caused by opening the map editor after a fresh installation or resetting the game's settings. (Source)

14 SEP 2022

Update

### Golems

The main course today is golems. They are super-efficient mechanized beavers that perform most duties of their living masters (and some that a beaver wouldn’t touch). Their effectiveness comes at a price, though - you need to produce and power them up. Golems work at all workplaces with an exception of Inventor, Observatory, and Power Wheel. They’re not affected by working hours and regular needs. Folktail golems are called Barrelbots, Iron Teeth golems are called Cogheads.

Only select workplaces are available to golems right from the start. The rest needs to be unlocked with Science Points.

Windows, lanterns, and entrances of buildings where golems are employed light up in light blue rather than normal yellow.

* New building: Golem Parts Factory (500 SP; 50 Planks, 25 Gears, 15 Metal Blocks; 1 worker; powered).

* New building: Golem Assembler (750 SP; 100 Planks, 50 Gears, 50 Metal Blocks; powered, 2 workers). Assembles a golem from 4 Limbs, 1 Chassis, and 1 Head.

* New building: Refinery (400 SP; 30 Planks, 10 Gears, 10 Metal Blocks; 2 workers, Folktails-only). Creates Biofuel from Carrots, Potatoes, or Spadderdock seeds. Also creates Catalyst from Maple Syrup and Sunflower Seeds.

(New building: Biofuel Tank (200 SP; 50 Planks, 25 Gears, 15 Metal Blocks; Folktails-only). Barrelbots stop here to refuel.

* New building: Catalyst Tank (600 SP; 15 Gears, 20 Treated Planks, 15 Metal Blocks; Folktails-only). Use this to supercharge your Barrelbots with a secret plant compound!

* New building: Control Tower (1000 SP; 20 Planks, 15 Gears, 20 Metal Blocks; uses SP to operate; Iron Teeth-only). Supercharges all Cogheads in its range.

* New building: Charging Station (200 SP; 5 Planks, 15 Gears, 5 Metal Blocks; 1 slot, powered; Iron Teeth-only). Cogheads need to visit this building to be wound up.

### Terraforming

Unlocking golems has an extra perk - you get workers capable of terraforming. Excavating dirt and putting up new land blocks allows you to reshape maps completely. This new features pairs well with Timberborn’s water physics and vertical architecture.

* New building: Dirt Excavator (2000 SP; 100 Treated Planks, 100 Gears, 50 Metal; 4 workers - Golems only; powered). This metal monstrosity excavates a new resource, Dirt, from below, drilling deeper and deeper. Once it reaches the map’s bottom it will continue mining without destroying terrain.

* New building: Dirt Pile (500 SP; 100 Planks, 25 Metal Blocks). Guess what, this is where you keep all your precious Dirt.

* New building: Terraforming Station (750 SP; 200 Treated Planks, 30 Metal Blocks; 4 workers - Golems only). Golems employed here take on the dangerous job of putting up new terrain blocks.

* New “building”: Terrain Block (6 Dirt). With enough Dirt, you can start placing new ground blocks. They’re cubes but it is crucial to rotate them correctly - golems from the Terraforming Station build them in the order indicated by arrows. Use this to stop golems from blocking access to planned construction sites and to prevent cutting off the builders.

### Well-being rework

The well-being system has received a significant update. All units’ stats and bonuses are now clearly presented and easier to grasp. You can no longer starve your beavers (or keep them thirsty and/or sleep-deprived) for extended periods without real consequences. Under the new system, you also have more freedom regardless of playstyle - every new food, attraction or decoration has a positive effect. This also helps us add new content and balance it properly.
Basic needs (Hunger, Thirst, Sleep, Shelter) can now reach negative values, making it more difficult to recover if a beaver is deprived of them for a long time.

* Most needs and attractions no longer have individual effect combinations but provide different well-being values. These values are always visible, greyed out if not satisfied.

* Well-being is now tiered. Higher tiers grant increased bonuses.

* Bonuses affecting a unit are now directly displayed in the unit’s panel.

* Bonuses for adult beavers are Work Speed, Movement Speed, Life Expectancy.

* Bonuses for kits are Growth Speed, Movement Speed, Life Expectancy.

* Bonuses for golems are Work Speed and Movement Speed. Golems’ well-being is called “condition”.

* Unsatisfied Hunger now decreases work speed by 50%.

* Unsatisfied Thirst now reduces movement speed by 25%.

* Unsatisfied Sleep now reduces movement speed by 10%.

* Folktails’ Fertility buffs and debuffs have been removed, but the base Fertility value has been increased.

* Carrying capacity buffs and debuffs from needs have been removed, but the base beaver carrying capacity was increased to 14.

* New need: Wet fur. Increases Well-being for some time after leaving the water.

* New building: Shower (50 SP; 10 Logs, 1 Plank; 1 slot, Folktails-only). Thanks to its pipe submerged in water, this thing makes your beavers wet even if they’re well above the water's surface. ( ͡° ͜ʖ ͡°)

* New building: Double Shower (50 SP; 10 Logs, 1 Plank; 2 slots; Iron Teeth-only). Not only does this version fit two beavers at once but also its pipe is much longer!

### Negative effects

The reworked well-being system also allowed us to add negative effects to the game. Beavers affected by them suffer from well-being penalties, so if you don’t want your colony to feel like they’ve been through hell and back, you’ll need to work towards sufficient countermeasures.

* New status: Injury. Every few hours, all beavers working in factories have a chance of receiving a temporary Injury. Injuries cause the beaver to refuse to work until healed. The chance of receiving and the duration of an injury differ between workplaces.

* New status: Broken Teeth. Lumberjacks now occasionally break teeth, reducing their cutting chance by 75%. The more trees they cut, the more likely it is to happen.

* New status: Bee Sting. Bees from Beehives will now sometimes sting nearby beavers which results in the beaver feeling unhappy, thanks to its swollen face.

* New building: Teeth Grindstone (5 Logs; 1 slot). Beavers visit this to sharpen their broken teeth while hoomans squirm at a thought of how this torture device works.

* New building: Medical Bed (80 SP; 5 Logs, 1 Plank; 1 slot). Injured beavers go here to be healed. And if you have access to Medicine, it is super effective!

* New building: Healer (300 SP; 20 Planks, 5 Gears, 5 Metal Blocks; 1 worker). A good doctor working here produces and distributes Medicine to beavers resting on Medical Beds.

* New resource: Dandelion. Found in the wild, grown by Foresters, cut by Gatherers. Used as the primary Medicine ingredient.

### Science Points

In addition to the new ways to put your Science Points to good use (in the form of new buildings and unlocking workplaces for golems), we’re adding new ways of generating SP.

* New building: Numbercruncher (1500 SP; 30 Planks, 100 Gears, 25 Metal Blocks; powered; Iron Teeth-only). Running endless calculations to predict all 14,000,605 post-apocalyptic beaver futures, this automated structure generates SP for everyone to enjoy.

* Observatory can no longer be built by Iron Teeth.

* New recipe in the Mine (Folktails-only). Instead of digging up hooman junk, Folktails can search for underground traces of human civilization, learning a lot and earning SP.

### Batteries

Wouldn’t it be cool to store the excess energy your settlement produces and then release it once the power consumption reaches its peak? Our beavers thought just that and after tinkering with the solutions for a moment, they came up with the idea of gravity batteries.

* New building: Gravity Battery (400 SP; 40 Planks, 40 Gears, 10 Metal Blocks; capacity depends on how high it is above the ground). The battery’s load automatically lifts using energy surplus and then lowers to release its stored energy back to the network.

### Migrations

We often heard that migrating beavers (and now also golems) between districts could be easier, maybe even… automatic. The new tab found in the Settlement Panel helps a lot in that area.

* New tool: Migration Panel. This panel allows you to manipulate population numbers for adult beavers, kits, and golems in your districts. It has two sections.

* The “Manual migration” section at the top allows you to pick two districts and directly migrate 1, 10 or all units from each category (Adults, Kits, and Golems) between them.

* The “Automatic migration” section allows you to set the desired minimum for each unit category. The game will try to migrate units for you to satisfy these minimums.

* Each district in the “Automatic migration” section has two buttons for each unit type (adults, kits, golems) that allow completely blocking their immigration and/or emigration.

* District Center’s migration button now redirects to the new Migration Panel.

### New player experience

We’ve made a few tweaks to make the beginnings a little easier when following the built-in tutorial.
Increased the number of carrots required in the “Plant some carrots” tutorial step from 70 to 100.

* Updated several other tutorial tips.

* Changed the default Farmhouse action from harvesting to planting.

### Balance

Update 2 required many balance changes, including tweaks to the pre-Update 2 content.

* To accommodate terraforming, the maximum in-game terrain height was increased to 22 tiles. The maximum terrain height in the map editor is still 16 tiles.

* The maximum building height remains set to “10 tiles above the maximum terrain height” which effectively increased the maximum in-game building height to 32 tiles.

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

* Large Metal Platform: now costs 1000 SP to unlock, up from 500 SP.

* Workplaces now only consume energy while actually operating.

* Engine no longer consumes logs while there’s a zero need for energy in the connected power grid.

* Engine now uses 0.2 logs per hour, down from 1, and its internal storage has been lowered to 10 logs. (Translation: the full storage now sustains the engine for 2 days, up from 1).

* Adjusted Inventor and Observatory output numbers slightly to get rid of decimals.

* Increased the weight of Scrap Metal from 9 to 11.

* The life expectancy mechanic has been rewritten from scratch and now affects beavers in a more predictable way.

* Beavers (and now, also golems) are now always able to carry at least one good, even if it exceeds their maximum carrying capacity. If it does, they will move slower.

* Mud Bath now requires Dirt to build rather than Gears.

* Increased the well-being level required to unlock Iron Teeth to 15 to accommodate well-being values changes.

### UI and QoL

Other than the new content such as golems and the migration panel, there’s been a batch of other changes aimed at making your experience better.

* All workers and dwellers assigned to a building are now highlighted on the map after selecting it (and vice versa).

* District range lines are now always displayed outwards from the District Center.

* District Centers now display the range preview when placed as part of construction in progress.

* Added “blocked entrance” warnings.

* Made several visual changes across the Settlement Panel to make it prettier and easier to read.

* Unavailable workplaces and dwellings are no longer counted in the free slot numbers.

* It is no longer possible to build dynamite at the map’s lowest level. A beaver is not a mole, m'kay?

* Population Well-being panel has been updated. It now displays the effect each need has on the population’s average well-being.

* In the Settlement panel, the Power tab no longer displays the district dropdown menu. Elsewhere, these dropdowns will collapse after clicking anywhere outside.

* Settlement Panel icons are now highlighted when under the cursor.

* Cleaned up many tooltips, statuses, notifications, and descriptions.

* Cleaned up the order of building costs and ingredients displayed in buildings.

* Updated the presentation of resource consumption in buildings.

* Need tooltips now update real-time.

* Added missing click sounds.

* Updated several status and building icons.

* Made many other minor tweaks to the UI.

### Performance

A frame here, a frame there, and we’re getting there!

* Increased the game’s performance with tweaks to moisture, work assignment, beaver wandering, and resource calculations. In particular, settlements with a high number of bored beavers can run up to 25% faster, go figure.

### Misc.

* All included maps have been updated to feature wild dandelions.

* Updated smaller buildings (Bench, Beaver Statues, Scarecrow, Bell, Water Dump) so that they can be built under platforms.

* Power-generating buildings no longer animate based on the power grid’s efficiency (which was the most visually jarring in Power Wheels turning slooowly).

* Left-handed mouses are now supported.

* Added the "Delete map" button to the map browser.

* When saving the game, you can now browse earlier saves, for example to overwrite them easily.

* Under custom difficulty, it is now possible to manually adjust the chance for injuries.

* Iron Teeth Haulers now also deliver nutrients to Breeding Pods as part of their already exhausting jobs.

### Bug fixes

* Engine no longer burns logs when paused.

* Irrigation Tower no longer uses water when paused.

* Fixed a bug that caused stairs to limit ranges.

* Tribute to Ingenuity no longer works at full efficiency when not fully powered.

* Construction sites can no longer reach over 100% progress. No, not even the Iron Teeth ones.

* Fixed a visual bug in the Distribution Post’s model.

* Fully grown trees and bushes no longer produce goods (such as Pine Resin) when flooded.

* Fixed several minor visual bugs.

* Floodgates can now be synchronized in the Construction site stage.

* Fixed an incorrect warning on flooded Breeding Pods.

* Mine’s door now displays a correct range indicator.

* Fixed a bug with the Scarecrow providing the wrong bonus.

* When trying to place an attraction in an unavailable area, AoE for all other attractions of that type is now still displayed.

* Fixed bugs with shafts not rotating and the Power Shaft Intersection not rotating properly.

* Fixed a bug with status icons always appearing in front of fire particle effects regardless of the actual distance from the camera.

* Icons for buildings that are flooded and in need of water are now different.

* Status icons no longer appear above beavers’ heads after clicking them while they’re inside buildings.

* Fixed framerate drops caused by marking trees for cutting.

* The productivity of paused buildings is now correctly calculated.

* Fixed a bug with trees getting their preview and regular models blended together.

* It is no longer possible to ascend to the state of over 100% Adulthood.

* You can no longer catch your beavers in inappropriate positions after loading the game.

* An animation of a beaver sleeping or resting is no longer PEGI-18 while the game is sped up.

* The pop-up window used to rename a unit or a district now allows typing right away.

* After starting a new game, you can now begin typing the new settlement’s name right away.

* Switching a recipe in a building no longer causes its panels to temporarily break.

* The “Population Well-being” panel now correctly scales down on larger-scale UIs.

* Out of respect for the dead, beaver and golem bodies will now be transported to the closest available tile after you remove a platform they were on.

* Fixed several possible crash causes.

* v20211126-493e1e4
* v0.2.2.1-b44bdea
* v0.2.3.1-e563e2e
* v0.2.4.0-0392ac4

Source: #📢announcements, #📢announcements and #📢announcements

The first balance changes and fixes for our experimental content are live. Thank you for the feedback!

### Balance Changes

* Engine now generates up to 400HP , up from 200HP .
* Large windmill generates up to 400HP , up from 300HP .
* Windmills generate up to 200HP , up from 120HP .
* Updated Buildings:
	+ Aquatic Farmhouse
	+ Now costs 150  to unlock, 30 , and 10 . This should make a good mid-game alternative to the Farmhouse.
* Made additional tweaks to the water physics system, which results in a more stable Water Wheels' behaviour and less violent tsunamis.
* Made tweaks to the Nutrition needs so that it's possible to satisfy all of them.
* It is now possible to select  Iron Teeth smelter's construction site.
* Added @Vyna#8800, the Masterful Architect of Helix Mountain, to the in-game credits.
* We have temporarily re-enabled Apple Silicon support. If you have a Macbook Air or a Macbook Pro with an M1 CPU, please let the Timberborn Devs know (in #🐸experimental, for example) if you are able to run the game without Rosetta.

### Fixes

* Mechanical Water Pump now has its max depth listed.
* (Raw)  Chestnut are now shown in  Materials.
* Fixed a crash caused by clicking a warning about the building requiring water (which appeared before a Lido was built).
* The game should no longer crash on Apple Silicon machines. It still runs on Rosetta but we are working on native M1 support.
* Fixed the  Iron Teeth  wheels that didn't slow down the water current.

21JUL2022

Patch notes 2022-07-21 (Experimental)

### Building changes

The Water Jet’s role was not very intuitive, so we’re replacing it with a turbocharged version of a Shower. Also, Numbercruncher’s model should now be more appealing.

* New building: Double Shower (10 logs, 1 plank; 2 slots; Iron Teeth-exclusive). Not only does this version fit two beavers at once but also its pipe is 6-tiles long.

* Water Jet was removed from the game.

* Numbercruncher has a new look that’s also more appropriate to its current role.

* Power-generating buildings no longer animate based on the power grid’s efficiency (which was the most visually jarring in Power Wheels turning slooowly).

### New player experience

Here’s a small batch of tweaks to make the beginnings a little easier.
Increased the number of carrots required in the “Plant some carrots” tutorial step from 70 to 100.

* Changed the default Farmhouse action to planting.

* Broken Teeth status now starts to trigger after an increased number of cut trees.

* Updated several tutorial tips.

* Updated the presentation of effects granted by satisfied needs.

### Balance

Injuries are fun until they are not.

* Medicine now only takes 1 hour to create, requires 1 Dandelion, and the recipe has an output of 2 units.

* Increased Healer's storage capacity.

* Lowered the chance of receiving an Injury by 50% across all workplaces.

### Misc.

Updated the presentation of resource consumption in buildings.

* It is now possible to empty a Medical Bed’s storage to free up some Medicine.

* Updated the Builders' Hut description.

* Updated Control Tower's description.

* Added maximum depth information to Shower descriptions.

### Bug fixes

Icons for buildings that are flooded and in need of water are now different.

* It is now possible to choose the Control Tower’s bonus boost by clicking anywhere in the boost’s line, not just on the button.

* Fixed a bug with attractions (including Charging Stations) connected to the Engine that wouldn’t accept visitors.

* Golems in the Settlement Panel are now correctly sorted alphabetically.

* Fixed a rare crash.

* Fixed the Medical Bed’s lights.

* Fixed the Medical Bed’s construction preview.

* Fixed a bug with beavers not distributing the Medicine to Medical Beds.

* Fixed a bug with the Beaver Statue and Roof 2x3 not providing their bonuses.

* It is no longer possible to ascend to the state of over 100% Adulthood.

* An animation of a beaver sleeping or resting in a Medical Bed is no longer PEGI-18 while the game is sped up.

04AUG2022

Patch notes 2022-08-04 (experimental)

### Misc.

* Gravity Battery’s model was updated. It is no longer stackable as it allowed for some slightly too funky setups.

* Water Dump can now be placed under platforms.

* When saving the game, you can now browse earlier saves, for example to overwrite them easily.

* Settlement Panel icons are now highlighted when under the cursor.

* Need tooltips now update real-time.

* Added and updated several golem animations.

### Bug fixes

* Engine now correctly charges up Gravity Batteries when there’s no energy consumption in the network.

* Shrine’s flame no longer disappears after clicking the building.

* When trying to place an attraction in an unavailable area, AoE for all other attractions of that type is now still displayed.

* Fixed a bug with status icons always appearing in front of fire particle effects regardless of the actual distance from the camera.

* Updated the Numbercruncher’s model to lower the poly count.

* Fixed the not-so-great beaver colliders, making it easier to click them for example in a Medical Bed.

* Golem Haulers no longer misplace their backpacks.

* A beaver’s overall well-being is now correctly calculated.

* Fixed a bug that resulted in incorrectly calculated swimming speed.

* Medical Beds can no longer be prioritized by haulers.

* Injured beavers that are already resting in a Medical Bed no longer display the “Injured” status icon.

* Fixed a bug with the migration panel not updating correctly.

* A pop-up window used to rename a unit or a district now allows typing right away.

* Sliders in Settings no longer reset their position after clicking a different button.

* Switching a recipe in a building no longer causes its panels to temporarily break.

* Fixed several other minor visual issues across the UI.

* Fixed the visual bug with the water shader.

11AUG2022

### Terraforming

Unlocking golems now has an extra perk - you get the workers that handle the terraforming business, a.k.a. excavating dirt and putting up new land blocks. It is an entirely new in-game system so please keep an eye for sand bugs and share your feedback about this initial iteration!

* New building: Dirt Excavator (2000 SP; 100 Treated Planks, 100 Gears, 50 Metal; 4 workers - Golems only; requires 200 HP to operate). This metal monstrosity excavates a new resource, Dirt, from below, drilling deeper and deeper. Once it reaches the map’s bottom it will continue mining without destroying terrain.

* New building: Dirt Pile (500 SP; 100 Planks, 25 Metal). Guess what, this is where you keep all your precious Dirt.

* New building: Terraforming Station (750 SP; 200 Treated Planks, 30 Metal; 4 workers - Golems only). Golems employed here take on the dangerous job of putting up new terrain blocks.

* New “building”: Terrain Block (6 Dirt). Once you have gathered enough Dirt, you can start placing new blocks. Even though they’re cubes, it is crucial to rotate them correctly - golems from the Terraforming Station build them in the order indicated by arrows. Use this mechanism to stop golems from blocking access to planned construction sites and to prevent cutting off the builders.

### Balance

The arbitrary number sky is the limit!

* To accommodate terraforming, the maximum in-game terrain height was increased to 22 tiles. The maximum terrain height in the map editor is still 16 tiles.

* The maximum building height remains set to “10 tiles above the maximum terrain height” which effectively increased the maximum in-game building height to 32 tiles.

### Misc.

* Added flavour texts to all Update 2 buildings and objects.

### Bug fixes

* Mine’s door now displays a correct range indicator.

* The “Population Wellbeing” panel now correctly scales down on larger-scale UIs.

* Out of respect for the dead, beaver and golem bodies will now be transported to the closest available tile after you remove a platform they were on.

* Fixed a bug with a Power Shaft Intersection not rotating properly.

* Fixed a bug with Mechanical Water Pumps (both factions) wasting water by pumping it out without available space on the other side.

* Showers no longer work without water. :O