recursal/Fanatic-Fandom huggingface dataset:
Lodges

A place to spend the night

 + **Solid:** Other buildings can be built on its top.
+ **Unique to Folktails**
+ Satisfies Sleep, Comfort
+ Inhabitants: 3

## Building Costs

12  Logs

 A place to spend the night

 + **Solid:** Other buildings can be built on its top.
+ **Unique to Folktails**
+ Satisfies Sleep, Comfort
+ Inhabitants: 3

## Building Costs

12  Logs

 A small lodge that fits a single beaver

 + **Solid:** Other buildings can be built on its top.
+ **Unique to Folktails**
+ Satisfies Sleep, Comfort
+ Inhabitants: 1

## Building Costs

**Unlock Building:** 50

5  Logs

 A bigger lodge that fits more beavers

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

## Building Costs

**Unlock Building:** 150

20  Logs

 Houses a lot of beavers.

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

## Building Costs

**Unlock Building:** 250

35  Logs

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

Lodges are  Housing buildings unique to the  Folktails faction.

## Lodge

*Main article: Lodge*

The  Lodge is the first of two housing options available to Folktails at the beginning of the game. The lodge has a size of 2x2 tiles, houses 3  Beavers, and costs 12  Logs to build.

## Lodge (Mirrored)

*Main article: Lodge (Mirrored)*

The  Lodge (Mirrored) is the second of two housing options available to Folktails at the beginning of the game.

It has the same size, cost, and housing as the lodge. What is different from the lodge is the entrance. The entrance is on the left side for the lodge (mirrored).

## Mini Lodge

*Main article: Mini Lodge*

The  Mini Lodge is cheap and small. Cheap to unlock at 50  Science, cheap to build at 5  Logs, small size at 1x2 tiles, and small housing at just 1  Beaver.

## Double Lodge

*Main article: Double Lodge*

The  Double Lodge is the second unlockable housing option and is the first housing building to be two stories tall.

Entrance access is available via the second floor/story level so plan paths accordingly. The cost to unlock is 150  Science and the cost to build is 20  Logs.

For all of the expense to unlock and build you do get double the housing of the lodge and lodge (mirrored) at a total of 6  Beavers.

## Triple Lodge

*Main article: Triple Lodge*

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

The triple lodge is 3x2 tiles in size, two stories/levels tall, and houses 9  Beavers. Like the double lodge, the triple lodge's entrance is on the second floor/story level, please plan paths accordingly. The triple lodge costs 250  Science and 35  Logs to build.
Fun (Obsolete)

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

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

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

## Requirement

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

## Satisfying Need

The leisure buildings that satisfy fun are:

* Carousel
* Mud Bath
* Lido

## Effect of Fun

* **On kits:**
	+ Carousel: Growth speed (+20%)
	+ Mud Bath and  Lido: Growth speed (+5%)
* **On adults:**
	+ Carousel: Working speed (+15%)
	+ Mud Bath: Working speed (+10%):
	+ Lido: Working speed (+5%)
Berries

* Stored
* Carried

*For other foods, see Food.*

 **Berries** are a  food that satisfies hunger.

## Acquisition

Berries can be found in  blueberry bushes that are natural structures that spawn naturally in most maps. It's harvested through a  Gatherer Flag, where it can also be stored. They can also be planted through the  Forester  building. Each bush gives 3 berries.

After planting the bush it will first take 12 days for it to grow and then additional 12 days to grow berries. This means the first batch takes in total 24 days to be harvestable. After the first harvest the berries will keep growing back after 12 days.

## Usage

Berries are likely to be the first food the beavers find to eat. They satisfy hunger just fine, but have no nutritional value. They also have the benefits of regrowing automatically, which can save some workers in the early game; and they can survive most droughts, which can save you from famines - though Folktails should consider replacing them with normal crops when they have enough workers and a drought-proof growing area.

Berries are required for  Iron Teeth to reproduce via their  breeding pods.

## Behaviour

Collecting the berries of a berry bush does not destroy the bush, and the bush will instantly start growing more berries. Berry bushes can be destroyed by builders. Unless they are selected for planting by a forester, fully grown berry bushes (with berries) have a chance to spawn a new bush on any free adjacent tile. The new bush will start as a seedling. Berry tiles take roughly 9 days to dry out.
Factions

When starting a new game, players will be able to pick from (2) different factions. Each faction has a different style of architecture, exclusive buildings, and gameplay traits.

In the demo, only the temporary Beavers of Demoria were available. This faction did not have access to unique buildings or gameplay traits, and was a continuation of Common Beavers (see: Retired factions).

### Factions in Early Access version

For the Early Access launch, two factions are currently included. These are:

* Folktails
* Iron Teeth

### Retired factions

In Closed Beta, there were three temporary factions unlocked over the course of the game.

* Common Beavers
* Eager Beavers
* Fancy Beavers
Onager

Onager is a name unofficially given by Timberborn Discord Server users to one of the images used as a Timberborn beaver faction.

### Trivia

The name Onager has been un-officially associated to one of the images of the beavers used in the game by some users on the Timberborn Discord server. Onager followed in the wake of the beaver name Mangonel. Shortly after Mangonel was suggested as the name of a beaver leading the player through the tutorial, a suggestion was made to add a new beaver to present the in-game announcements to the player. The users suggested the new beaver be clothed in a fashion similar to an early 1900's newspaper hawker. As the initial beaver name, Mangonel, was derived from a type of Catapult, another type of catapult was selected to name this second beaver - Onager.

When the second beaver faction, the Iron Teeth, was announced, the Discord server user's associated the second un-official beaver name to the new factions beaver image.

The developers of Timberborn have not officially commented on the use of Mangonel, nor Onager.

### Other Named beavers:

* Guimer - the name associated to the guitar playing beaver, that appeared in a Developer created music video made from a Discord members created song. The name is also associated to the smaller emoji version of the same image.
* Ma' Ngonel - is an almost legendary figure among Timberborn Beavers - a beaver grandma, known for her stern hand and cooking skills. Ma' Ngonel is held in high regard among both kits and adult beavers. Ma' Ngonel's name has been associated to the image for both the Folktails faction and the Beavers of Demoria (a demo faction).
* Ol' Kazko - is a legendary forefather of modern beavers, famous inventor, pioneer of rapid industrialization.
* Pina - Pina is a younger beaver figure that's exploring the world and isn't related to any faction in particular.
Modding

Modding Timberborn is still in the early stages. Join others interested in modding Timberborn at the #modding-and-whatnot channel of Timberborn's Discord server.

## Requirements

1. BepInExPack Timberborn is required for both, creating and running Timberborn mods. You can alternately install BepInEx directly with BepInEx
2. Know where the Timberborn game folder is located
	* Steam (Windows): `C:\Program Files (x86)\Steam\steamapps\common\Timberborn`
	* Steam (Mac): `~/Library/Application Support/Steam/steamapps/common/Timberborn`

### Installing BepInExPack Timberborn

1. Visit BepInExPack Timberborn
2. Download `BepInEx-BepInExPack_Timberborn-x.x.xx.zip` archive
3. Extract archive to a temporary folder
4. Move the contents of the `BepInExPack_Timberborn` folder into game folder
5. Run Timberborn to finish installation

If all steps were successful, Timberborn will have launched and a new `BepInEx x.x.xx.x - Timberborn` console window has appeared on your desktop.

*Looking for help? Check out the #modding-and-whatnot channel of Timberborn's Discord server.*

BepInEx 5.4.16.0 - Timberborn console
You are now prepared to begin using and/or creating mods!

## Using mods

Using mods in Timberborn is not currently a streamlined process. For installing Timberborn mods, there are a couple of "mod managers" and the manual installation route. None of these are covered in-depth by this wiki.

If modding becomes *officially supported*, it will be covered by this wiki. That being said, keep reading to find out the requirements to use mods.

*Looking for help? Check out the #modding-and-whatnot channel of Timberborn's Discord server.*

### Requirements to use mods

1. BepInExPack has been installed
2. Visit one of the following for available mods:
	* mod.io/g/Timberborn is the current mod warehouse!
	* Timberborn.Thunderstore.io still hosts older mod versions
3. Find a mod you like and install it per its instructions

## Creating mods

*It has been suggested that an elementary understanding of `C#` is required to mod Timberborn.*

Currently, there is not any proper documentation about modding Timberborn specifically. There is documentation from BepInEx about writing a basic plugin.

*Looking for help? Check out the #modding-and-whatnot channel of Timberborn's Discord server.*

### Requirements to create mods

1. BepInExPack has been installed
2. Instructions at writing a basic plugin have been followed and understood
3. Start writing mods
Mini Lodge

A small lodge that fits a single beaver.

 + **Solid:** Other buildings can be built on its top.
+ **Unique to Folktails**
+ Satisfies Sleep, Shelter
+ Inhabitants: 1

## Building Costs

**Unlock Building:** 50

5  Logs

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

The  **Mini Lodge** is a cheap and small  housing option available to  Folktails.

Cheap to unlock at 50  Science, cheap to build at 5  Logs, small size at 1x2 tiles, and small housing for just 1  Beaver.

## See Also

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

A place to spend the night.

 + **Solid:** Other buildings can be built on its top.
+ **Unique to Folktails**
+ Satisfies Sleep, Shelter
+ Inhabitants: 3

*".taht tuoba wonk t'nod I ?won dnA .egdol a ,taht tsuj saw egdol a syad nedlo eht nI"*
― lenogN 'aM

## Building Costs

12  Logs

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

The  **Lodge (Mirrored)** is the second of two  housing options available to  Folktails at the beginning of the game.

It has the same size, cost, and housing as the  Lodge. What is different from the lodge is the entrance. The entrance is on the left side for the lodge (mirrored).

## See Also

* Lodge
* Mini Lodge
* Double Lodge
* Triple Lodge
Forester

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

## Forester

* Folktails
* Iron Teeth

 Plants trees and bushes.

*Bold and beautiful, foresters are the core of beaver society.*

## Building Costs

**Unlock Building:** 60

**Unlock Bot Workplace:** 500

10  Logs

7  Planks

## Planting

Once you have designated growing zones using the "Plant trees and bushes" menu (4th icon from the left), forester beavers will start planting the nearest plant (or the nearest plant you have prioritized on the Forester building). Foresters will only act on tiles that have moisture.

Once  Trees are fully grown, they can be cut down by a beaver working at a  Lumberjack Flag and the forester will replant them automatically.

Once  Blueberry Bush or  Dandelion Bush have been planted, the forester will never need to act on those bushes again unless they die from lack of moisture. The same applies for  Pine,  Chestnut tree and  Maple if they are planted for their  Pine Resin,  Chestnut and  Maple Syrup yield instead of  wood.

### Planting Speed

Including an average of just over 1 tile's worth of walking between plants, the number of plants that can be planted per hour by a forester is approximately:

Planting Rates
  Maple | 0.86

### Resources Per Day

The average resources per day you get for each type of tree (along with how long it takes to grow) is presented below. Note that  Pine and  Chestnut tree have the same production rate.

Wood-producing plants
 Oak | 30

Once grown, some plants produce resources that may be gathered at regular intervals without destroying the plant itself. While it takes very long before the first harvest can take place, the following ones are much quicker.

### Work Area

The Work Area for the Forester structure (*on completely flat ground with zero obstructions*) is a **39x41** square plus **23** tiles with the Forester structure occupying the center **4** tiles and paths occupying a minimum of **21** tiles (see the image below) leading to a total of **1,597** tiles.

The minimum path count can be seen using the image below (Forester Work Area). The Work Area for the Forester structure extends **17-18** tiles above, **20** tiles right, **21** tiles below, and **20** tiles left of the Forester structure. From the entrance of the Forester, the shortest path is **21** tiles.

Forester Work Area
## **Notes**

- Each forester can handle 4 lumberjacks going full bore. The fifth one may have some missed planting opportunities.

- Trees and bushes inside planting area do not spread naturally.
Maps

**Maps** are the levels of where Timberborn takes place.

The game has several official maps as default, but maps can be made by the community by using the Map Editor inside the game.

## Map location

The location of Timberborn map files.

* Linux
	+ Wine + Proton (Steam): `<YourSteamLibrary>/steamapps/compatdata/1062090/pfx/drive_c/users/steamuser/My Documents/Timberborn/Maps/`
* Mac
	+ Steam: `~/Documents/Maps`
* Windows
	+ Steam: `C:\Users\<user_name>\Documents\Timberborn\Maps`

## Community maps

* List

1. ↑ 1.0 1.1 Patchnotes 2022-04-20 on Steam: https://store.steampowered.com/news/app/1062090/view/3221771991321940380
2. ↑ City Building Contest on Steam Forums: https://steamcommunity.com/app/1062090/discussions/0/3117046824708491879/?snr=1\_2108\_9\_\_2107
Charging Station

## Charging Station

 A place where golems come to recharge.

 + **Unique to Iron Teeth**
+ Satisfies Energy
+ Visitors: 1

*Do not use with non-Coghead devices.*

## Building Costs

**Unlock Building:** 200

5  Planks

15  Gears

5  Metal Blocks

Patch Notes

v0.2.8.1-0748a0c "Update 2"

* Building added to main track

 **Charging Station** is a  Science building unique to  Iron Teeth.
Maple Pastry

* Stored
* Carried

 **Maple Pastries** are a food that satisfies hunger and **Maple Pastry** need.

## Requirements

Being a processed food means that there are additional requirements to produce maple pastries.

### Buildings

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

### Ingredients

* Wheat
* Wheat Flour
* Logs
* Maple Syrup

### Recipe

1. Have some farmers in a farmhouse grow and harvest some wheat
2. Grind the wheat into wheat flour
3. Have a tapper harvest some maple syrup from fully grown maples
4. Bake the flour and syrup into maple pastries in a bakery
Logs

* Stored
* Carried

**Logs** are the primary resource  material in Timberborn.  Lumberjacks chop  trees to create logs. Logs are stored either by the  log pile for the  Folktails, or  industrial log pile for the  Iron Teeth.

Logs can be used as a  building material, as a fuel in a  grill or  bakery, or be processed in to  planks at a  lumber mill or  paper at a  paper mill.

## Production chain

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

1. Forester
	* **Plants**:  trees
2. Lumberjack
	* **Chops**:  trees
	* **Creates**:  **logs**
Grill

* Folktails
* Iron Teeth

 Grills vegetables.

*"Mash 'em, boil 'em, grill 'em on a non-stick pan!"*
― "500 Ways to Eat a Potato" by Ma' Ngonel

## Production

**Recipe 1**
1  0.1    0.52h  4

**Recipe 2**
1  0.1    0.33h  2

**Recipe 3**
1  0.1    0.4h  3

**Hidden Storage**
▶ 5  Logs
▶ 30  Potatoes
◀ 120  Grilled Potatoes
▶ 30  Chestnut
◀ 60  Grilled Chestnut
▶ 30  Spadderdock
◀ 90  Grilled Spadderdock

## Building Costs

**Unlock Bot Workplace:** 750

25  Logs

The  **Grill** is a  building used to process raw  Ingredients into edible  Food.

 Potatoes are processed into  Grilled Potatoes,  Chestnuts into  Grilled Chestnuts and  Spadderdocks into  Grilled Spadderdocks, while burning a small amount of  Logs to do so.

## Strategy

Each  **Grill** can only process one of the three available recipes at a time, so you will need to build at least three grills to give your beavers the greatest food variety possible. You can change the recipe by clicking on the grill once it's been constructed.
Potatoes

* Stored
* Carried

**Potatoes** are one of the crops in the game.

## Acquisition

Potatoes can be planted and harvested through a Farmhouse.

They provide a maximum 0.66 food/plot/day, compared to the Carrot's 0.75 food/plot/day, making them less space efficient, and meaning they require more workers to process them - however, the added food variety is generally worth it in the mid-game.

Note that potatoes take 6 days to grow, and that a grill can only process a certain number of potatoes in a given amount of time. As such, you will want to keep the number of potatoes being grown within this number in order to keep your warehouses from filling up with raw potatoes. Assuming a standard 16 hour workday, and 100% efficiency throughout the workday, a grill can process 30 potatoes per day, meaning under ideal circumstances you will be able to process 180 plots worth of potatoes. Realistically, there will be inefficiencies throughout the chain, and even a longer workday is unlikely to process this number of potatoes, so view this as an absolute upper limit of your potato plot:grill ratio.
Bot Heads

* Stored
* Carried

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

## History

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

Patch Notes

v0.2.8.1-0748a0c "Update 2"

* Resource added to main track
Large Water Wheel

A bigger, more efficient water wheel. Supported from the side.

 + **Unique to Iron Teeth**

## Production

**Recipe 1**
   180 hp /cms

## Building Costs

**Unlock Building:** 200

70  Logs

80  Planks

The **Large Water Wheel** is a water building unique to the  Iron Teeth. It generates power from flowing water.

## Usage

The large water wheel is a bigger and more efficient version of the compact water wheel. Even though it is much bigger and costs much more than the compact water wheel, the large water wheel will easily produce much more power. As such, it is advisable to build large water wheels instead of compact water wheels if you have them unlocked.

When placed on a river with flowing  water the large water wheel will produce power. It can then be connected to buildings either directly or via power shafts so that the generated power is used by something.

## Construction

The large water wheel is unlocked with 200 science points. It then costs 70 logs and 80 planks to build. While the building cost is relatively high, it makes up for it when comparing the power output to the compact water wheel.

The large water wheel must be placed on a river with flowing water or it will not generate any power. The stronger the current is the higher the power output will be. The large water wheel needs additional support from the one side. More specifically the middle part of one side is not allowed to on top of air. The additional support can be anything that allows building on top of it.
Inventor

* Folktails
* Iron Teeth

*Inspired by the legacy of Ol' Kazko, beaver inventors are always eager to improve their timber-tech.*

## Production

**Recipe 1**
  1h  1

## Building Costs

12  Logs

The  **Inventor** the most basic  Science that allows beavers to generate  Science points, which is used to unlock new buildings.

Patch Notes

v0.2.8.1-0748a0c "Update 2"

* time per craft reduced to 1 hour from 3.1 hours
* craft amount reduced to 1 from 3
Lumberjack Flag

* Folktails
* Iron Teeth

 Employs a lumberjack that cuts trees.

*"They are lumberjacks and that's the way, they sleep all night and they work all day!"*
― Popular beaver song

## Production

**Hidden Storage**
◀ 20  Logs

## Building Costs

**Unlock Building:** 0

**Unlock Bot Workplace:** 0

 **Lumberjack Flag** is a  building that allows to cut trees and turn them into  Logs. The employed beaver will only cut trees in range, and that have been selected with the "select trees to cut" tool.

## Strategy

The Area of Effect for the Lumberjack Flag (*on completely flat ground with zero obstructions*) is a **40x41** square with the Lumberjack Flag structure occupying the center tile. A 40x41 square equals **1,640** tiles. This is the total Area of Effect for the Lumberjack Flag.

Now that you know the total Area of Effect for the Lumberjack Flag is 1,640 tiles you can now figure out how many of those tiles will actually benefit from the Area of Effect from the Lumberjack Flag. Subtract **1** for the Lumberjack Flag structure, bringing the tile count down to **1,639**.

The next thing to account for is Paths. Use the below linked image (Lumberjack Flag Area of Effect) for reference. The Area of Effect for the Lumberjack Flag extends **18** tiles above, **20** tiles right, **21** tiles below and **20** tiles left of the Lumberjack Flag structure. Using these dimensions the shortest Path that can be created is **21** tiles, leaving **1,639 - 21** = **1,618** usable tiles per Lumberjack Flag.

Lumberjack Flag Area of Effect
Barracks

Practical, shared housing.

 + **Solid:** Other buildings can be built on its top.
+ **Unique to Iron Teeth**
+ Satisfies Sleep, Shelter
+ Inhabitants: 10

## Building Costs

40  Logs

 Practical, shared housing.

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

## Building Costs

**Unlock Building:** 400

70  Logs

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

Barracks are  housing structures that are unique to the  Iron Teeth faction.

## Barrack

Main article: Barrack

The  Barrack is one of the unique  housing buildings of the  Iron Teeth faction and the only housing option that is unlocked at the beginning of a game. The barrack is a two story building with a (3x2) tile footprint that has entrance access on the ground level. The cost of building at (40)  logs is a little expensive, but you do get housing for (10)  Beavers for that cost.

## Large Barrack

Main article: Large Barrack

The  Large Barrack is a  housing building unique to the  Iron Teeth faction. It is larger than the barracks at (3x3) tiles, requires (400)  science to unlock, and costs (70)  logs to build. With that larger size, increased build cost, and unlock fee the housing slots of the large barrack are increased (60%) compared to the barrack to make the total housing for the large barracks (16)  Beavers.
Double Shower

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## Double Shower

 A spot where beavers can get refreshed with a shower.

 + **Unique to Iron Teeth**
+ Satisfies Wet fur
+ Visitors: 2
+ Maximum depth: 6

*"I liked my yesterday's shower buddy better."*
― Pina

## Building Costs

**Unlock Building:** 50

10  Logs

1  Planks

**Double Shower** is a building where beavers come get refreshed. Visiting a shower will satisfy the wet fur buff.

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

It is under basic needs

Patch Notes

v0.2.8.1-0748a0c "Update 2"

* Building added to main track
Path

Buildings must be connected by paths.

*"Country roads, take me home, to the lodge I belong."*
― Popular beaver song

 Paths are one of the essential structures in Timberborn.

Almost all  buildings require being connected to a  District Center through Paths, or else no  beaver will make use of them.

Paths are built instantly and do not require goods or a beaver to build them.
Healer

* Folktails
* Iron Teeth

 Makes medicine and distributes it to Medical Beds.

*The brewing apparatus is used strictly for medical purposes.*

## Production

**Recipe 1**
1  1  0.2    1h  2

**Hidden Storage**
▶ 20  Dandelion
▶ 5  Logs
▶ 20  Water
◀ 40  Medicine

## Building Costs

**Unlock Building:** 300

**Unlock Bot Workplace:** 750

20  Planks

5  Gears

5  Metal Blocks

The  **Healer** is a  building that allow  beavers to produce  Medicine and deliver it to  Medical Beds to boost their efficiency.

Only beavers working at a  **Healer** can distribute medicine to medical beds.

Patch Notes

v0.2.8.1-0748a0c "Update 2"

* Building added to main track
Gristmill

* Folktails
* Iron Teeth

 Grinds plant matter into flour.

*With more complicated diet came the idea of multi-stage food processing.*

## Production

**Recipe 1**
1    0.78h  1

**Recipe 2**
1    0.66h  1

**Hidden Storage**
▶ 20  Wheat
◀ 20  Wheat Flour
▶ 20  Cattail Root
◀ 20  Cattail Flour

## Building Costs

**Unlock Building:** 180

**Unlock Bot Workplace:** 750

40  Logs

20  Planks

20  Gears

The  **Gristmill** is a  building within the  Food category used to process  Wheat and  Cattail Root into  Wheat Flour and  Cattail Flour. It requires 60 hp .

The building's entrance is on the right side of one of its long sides.
Bot Chassis

* Stored
* Carried

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

## History

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

Patch Notes

v0.2.8.1-0748a0c "Update 2"

* Resource added to main track
Metal Platform

* Folktails
* Iron Teeth

 A gigantic platform held up by a sturdy column.

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

## Building Costs

**Unlock Building:** 500

200  Metal Blocks

The  **Metal Platform** is a solid  building that allows building in high places.

It provides a 3x3 building space 4 tiles above the ground, higher than any of the wooden platforms - but can only be built directly on the ground, meaning it cannot be stacked like the wooden platforms.

Unlike the wooden platforms, the support column is completely solid, so paths and power shafts cannot be built through it. However, the remaining 8 tiles surrounding it do not block construction or plant growth like an equally wide set of wooden platforms, so you can use these platforms to build above a farm, forest, or set of non-stackable buildings (though it will still be blocked if those buildings are built high enough to clip into the platform).
Creative Mode

Creative Mode is a mod that is created by hawkfalcon#5575. This mod is focused around cheating and stuff.

## Creative Mode Information

Note: This mod is better off be on the mod launcher (just like Steam), Thunderstore Mod Manager. You can download it by going to https://timberborn.thunderstore.io/package/hawkfalcon/CreativeMode/ (or any packages) and click on the "Thunderstore Mod Manager" at the top.

The reason I suggest this is because you can configure this mod. See below for more information.

#### Tabs

* Configurations
* Change Logs

These are configurations that are currently available.

(See here to see the table.)

This will be listed from version 1.2.0.

* v1.2.0
* v1.3.0
* v1.3.1

## Changes

### Added/Changed

* Map Editor Tools (Added)
	+ Added terrain (relative, and the other thing) (Added)
	+ Added natural resources to the tab below. (Added)
		- Also includes remove natural resources. (Added)
	+ Added Delete Objects, which can delete anything, including water source blocks. Be careful while using this! (Added)

## Changes

### Added/Changed

* Map Editor Tools (Changed)
	+ Grouped all the previous map editor into a button. (Added)
	+ Added the rest of the map editor tools. (Added)

## Changes

### Added/Changed

* Removed Faction stuff, click here to download the mod.
* Added a button in settings to toggle creative mode on and off (right now, just toggles the instant placement)

### Gallery

* Official
* Unofficial/Candidates

The icon/logo for the mod, made by Acap09

### Configuration Table

The table.

Configurations
**were**
**changed/added/removed**
now automatically unlocked.
 Enable Instant Build
 Enable All Faction Buildings
v1.3.1 (removed)
 Enable Map Editor Tools
v1.3.0 (changed)
while playing.
Rooftop Terrace

* Folktails
* Iron Teeth

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

 + **Above-ground:** Must be placed atop other buildings.
+ Satisfies Needs
+ Visitors: 6

*A great place to talk the night away, and what a view!*

## Building Costs

15  Logs

*A place for beavers to relax and socialize in the evening. This will only be satisfied in their free time*

The  **Rooftop Terrace** is a  building that improves **Rooftop Terrace** need.

Up to six  Beavers can relax in this building at the same time.

It can only be build on top of another building, such as a  Platform or  Housing ones.
Large Tank

* Folktails
* Iron Teeth

 Stores liquid.

 + Capacity: 1200 of a Liquid Good

*Despite the efforts of kits that try to use it as a swimming pool, this tank was designed to serve industrial purposes.*

## Building Costs

**Unlock Building:** 600

80  Planks

60  Gears

30  Metal Blocks

 **Large Tank** is the largest Tank used to store liquid Goods, with a capacity of 1200.

## Capacity

The Large Tank can store up to 1200 units of a single type of a chosen liquid good, including:

* Biofuel
* Catalyst
* Maple Syrup
* Medicine
* Water

## Trivia

* Before Update 3,  Biofuel Tank was this tank's size counterpart.
Wind

Wind is an occasionally changing attribute of the environment.

In any given moment, wind is determined by two qualities: strength and direction. When accounting for time, it has a third quality, duration. Wind is globally uniform on the map, and all maps use the same formula to roll wind qualities.

All three qualities are evenly distributed random variables. Strength may be any number between 0% and 100%. Similarly, the direction can be any direction from 0° to 360°. Wind duration hoverever is always between 5 and 12 hours, not necesarilly a whole number of hours.

After a wind's duration is over, a wind with new qualities will be rolled.

## See Also

* Windmill
* Large Windmill
Large Water Tank

* Folktails
* Iron Teeth

 Stores water.

 + Capacity: 300

*Despite the efforts of kits that try to use it as a swimming pool, this tank was designed to serve industrial purposes.*

## Building Costs

**Unlock Building:** 120

30  Planks

20  Gears

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

## Usage

The large water tank is able to store up to 300 units of water which is 10 times more than that of a small water tank. Beavers consume on average 2.1 water per day. This means a single large water tank will support roughly 143 beavers for a day.

## Construction

The large water tank is built with 30 planks and 20 gears. It costs 120 science points to unlock it. It must be placed on even ground and a path must be connected to it for it to be usable.

*Ready the mangonel!*
The following information is true for the Experimental Branch only.
On Update 3, Large Water Tank became the  Medium Tank, but the lore text was used in the  Large Tank.
Tapper's Shack

Employs tappers who gather sap and syrup from trees.

## Production

**Hidden Storage**
◀ 50  Maple Syrup◀ 50  Pine Resin

## Building Costs

**Unlock Building:** 500

**Unlock Bot Workplace:** 750

20  Logs

20  Planks

10  Gears

The  **Tapper's Shack** is a  building use to extract resources from  Trees.

## Construction

It takes 500  Science to unlock, and needs 20  Logs, 20  Planks, and 10  Gears to build.

Logs are harvested in a  Lumberjack Flag, planks are created in a  Lumber Mill, and gears are created in a  Gear Workshop.

## Behaviour

Tapper shacks employ 1 tapper each, who tap fully grown  Maple and  Pine trees, which droplets can be visually seen on the tree.

A tapper can harvest roughly 20-22  Pine Resin in a 16 work hours, and 21-23  Maple Syrup in the same time frame.

A pine tree gives 2 pine resin per harvest and maple trees give 3 maple syrup.

## Usage

 Maple Syrup is needed to make  Maple Pastries, and  Pine Resin is needed to make  Treated Planks which, among other uses, are consumed in mines to make infinite  Scrap Metal. It's also used to build a Mechanical Water Pumps or the  Observatory.
Builders' Hut

* Folktails
* Iron Teeth

 Employs additional builders. Extend its range by building paths.

*Beaverome wasn't built in a day. Legend says it was six hours.*

## Building Costs

**Unlock Building:** 100

**Unlock Bot Workplace:** 250

20  Logs

10  Planks

Note: Does not increase district build range. Only provides additional builders.

Note: The district center comes with an integrated builders' hut.

## Trivia

* Before Districts were thought of, builders were employed in the Builder Flag, that no longer exists in the game.
Lido

* Folktails
* Iron Teeth

 A perfect place to relax by a river.

 + Satisfies Needs
+ Visitors: 7

*"That's a really good time but we should work on your tailstroke!"*
― Pina

## Building Costs

**Unlock Building:** 250

40  Logs

30  Planks

The Lido is a  Well-Being building. Satisfies **Lido** need.

It must be constructed partly on land and partly on  water. A 4x1 strip of land and an adjacent 4x2 strip of water are required.

The Lido stops working if the water level is more than 0.85 meters below the land which it is built upon.
Deep Water Pump

Pumps and filters water for beavers to drink.

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

*The water comes from way down under, where the cattails grow and beaver's a plumber.-Iron Tooth working song*

## Production

**Recipe 1**
   1 Water

**Hidden Storage**
◀ 15  Water

## Building Costs

**Unlock Bot Workplace:** 0

12  Logs

*For  Folktails equivalent, see Water Pump.*

The  **Deep Water Pump** is unique to the  Iron Teeth faction. As the name suggests, the deep water pump can pump  water from up to (6) tiles deep, far deeper than the  Folktails'  Water Pump can reach. It is because of their mastery of science that the Iron Teeth are able to extend their pump's reach that far.

This extra depth seems to have come at a cost. Focusing as intensely as they did on creating a better water pump the Iron Teeth never stopped to ponder other sources of water. The Iron Teeth do have access to the  Water Dump like the Folktails do, but they somehow missed inventing something like the Folktails' exclusive  Irrigation Tower.
Gravity Battery

* Folktails
* Iron Teeth

 Building that stores energy surplus and gives it back when network is underpowered. The higher it is built, the more energy it can store.

## Building Costs

**Unlock Building:** 400

40  Planks

40  Gears

10  Metal Blocks

 **Gravity Battery** is a  building that stores  energy through gravity.

The battery stores 4,000 hph when built on a flat surface, plus an additional 2,000 hph per 1 unit of height underneath the pulley.

Levees and platforms can be used to increase the height of the battery, and dynamite can be used to increase the pulley depth. The maximum storage possible is 62,000 hph, when the battery is built at the highest possible height above the deepest possible hole.

Since batteries are built fully charged, energy can be created by building a new battery and then destroying it after it discharges.

Patch Notes

v0.2.8.1-0748a0c "Update 2"

* Building added to main track
Levee

* Folktails
* Iron Teeth

 Blocks water completely.

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

*Balanced, reinforced, and shaped to perfection by generations of beaver water engineers, this is not "just a block of wood".*

## Building Costs

**Unlock Building:** 120

12  Logs

The  **Levee** is a 1x1  building used to completely block the passage of  water.

The levee must be built on either ground or another levee, and cannot be built upon other structures (including  Dams).

This is the only structure which will completely block the passage of water.
Chestnut Tree

+ Resources: Logs (4)
+ Days to grow: 24

*"May you step on a chestnut!"*
― Beavers' harshest insult

## Production

**Recipe 1**
   Chestnuts (3)

*For other trees, see Birch, Pine, and Maple.*

**Chestnut trees** are natural structures that spawn naturally on most maps.

If the  forester has been unlocked and built chestnut trees may be planted if an area has been selected for chestnut tree planting and is within range of a forester,  District Center, and a  path.

Chestnut trees take 24 days to grow and may then be chopped from a lumberjack flag to gather 4 logs. If left standing, the fully grown tree will produce 3 chestnuts every 8 days. They can be gathered from a gatherer flag and grilled in a grill to produce grilled chestnuts. Chestnut trees can last about 10 days during drought or flooding.
Gears

* Stored
* Carried

Gears are a resource  material that are used to build advanced  buildings.

## Production chain

The production chain for gears starts with a  forester and ends with a  gear workshop.

1. Forester
	* **Plants**:  trees
2. Lumberjack
	* **Chops**:  trees
	* **Creates**:  logs
3. Lumber mill
	* **Processes**:  logs
	* **Creates**:  planks
4. Gear workshop
	* **Processes**:  planks
	* **Creates**:  **gears**
District Center

* Folktails
* Iron Teeth

 Establishes a district with its own population, resources and an isolated path network. Employs builders.

*"Comfort, food, and sturdy wood."*
― Folktails motto

*"Work hard, work hard."*
― Iron Teeth motto

## Production

**Hidden Storage**
◀ Stores all initial resources. Retrieve only.

## Building Costs

**Unlock Bot Workplace:** 0

The  **District Center** is the first  building a player starts with in a new game and it establishes a District. The building also functions as a  Builders' Hut, employing 4 builders.

When a District Center is selected, a Path Line will extend from it following any  Path connected to it. This line indicates the extent of the District's boundary and the Builder's range. As the line continues, it will change color from green to red, red indicating you are reaching the limit of what that District Center can reach. Eventually the line will end, even if a path continues, indicating the District's limit.

## Migration

 Beavers can be moved between Districts using the Migrate Population button in the District Center. This allows for Adults and Children to be sent to another District. The new home District does not need to have available space in  Housing meaning new beavers can become Homeless.

## Trivia

* Before Districts were thought of, builders were employed in the Builder Flag, that no longer exists in the game.

## See Also

* Districts
* Builders' Hut
* District Gate
* Distribution Post
* Drop-off Point

1. ↑ District boundary is fluid, maxing out at 70 tiles following paths-including twists and turns. Stairs count as 1.
2. ↑ Builders can build 10 tiles off of a road with connection to district center (green zone plus one)
Compact Water Wheel

A compact generator transforming flow of water into energy.

 + **Unique to Iron Teeth**

*Yes, you can reinvent the water wheel.*

## Production

**Recipe 1**
   40 hp /cms

## Building Costs

25  Logs

The  **Compact Water Wheel** is a building unique to the  Iron Teeth faction. It generates  Power from flowing  water.

## Usage

The compact water wheel is unlocked at the start of the game and is the only  power generation option to the  Iron Teeth at the beginning along with the  Power Wheel. The advantage of the compact water wheel compared to the  Power Wheel is that it requires no workers to operate, has potential for better power output if the  water is controlled well enough and costs 15 logs less to build. Disadvantage is that it produces no power if there is no water flow, which can be a challenge during droughts.

Because of the compact water wheels' relatively low power output it is advisable to opt for the  Large Water Wheel and the  Engine once you can unlock them.

## Constrution

The compact water wheel costs 25  Logs to build. It should be placed on a river where there is flowing water. It should then be connected to buildings that use power either directly or via power shafts.
Platform

* Folktails
* Iron Teeth

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

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

*Impressive load carrying capacity of beaver platforms makes them masterpieces of engineering.*

## Building Costs

**Unlock Building:** 100

2  Logs

4  Planks

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

Note that it is not possible to place a  Levee on top of a platform.
Needs

*For well-being effects, see Well-Being.*

In order to increase the  well-being of a  beaver you should increase its different **needs**. The overall  well-being score is the sum of the scores from the **needs**.

 Bots have different needs than  beavers.

# Beavers

## Categories

**Needs** are divided into categories. Each can be satisfied differently.

### Basic Needs

Basic Needs are the most essential for beaver survival. Each of them can be satisfied differently. They can reach negative values, making it more difficult to recover if a beaver is deprived of them for a long time. The Basic Needs are:

* Hunger
* Thirst
* Sleep
* Shelter
* Wet Fur

### Nutrition

Nutrition needs can be satisfied by eating different kinds of  food:

* Carrots
* Sunflower Seeds
* Grilled Potatoes
* Bread
* Grilled Chestnuts
* Cattail Crackers
* Grilled Spadderdock
* Maple Pastries

### Social Life

Social Life needs can be satisfied by using different social buildings in the  well-being building category:

* Campfire
* Rooftop Terrace

### Aesthetics

Aesthetics needs can be satisfied by being in the area effect of certain  decorations:

* Beaver Statue
* Roofs
* Shrub
* Scarecrow

### Awe

Awe needs can be satisfied by being in the area effect of  monuments:

* Laborer Monument
* Flame of Progress
* Tribute to Ingenuity

### Fun

Fun needs can be satisfied by using different fun buildings in the  well-being building category.

* Carousel
* Mud Bath
* Lido

### Knowledge

Knowledge need can be satisfied by "consuming"  Books

### Spirituality

Spirituality needs can be satisfied by using different spirituality buildings in the  well-being building category.

* Shrine
* Temple

## Satisfaction Effects

Certain needs can go negative if not satisfied enough, shown as a red bar instead of green on the UI, and a related Status might show up above the beaver's model. They might also have an additional negative effect on beavers affected.

# Bots

 Bots have just two needs. Instead of  Well-Being, bots increase their Condition by sastisfying their needs.

## Categories

### Basic Needs

If the Basic Need of  bot is not met, it will be slowed considerably. Each faction has different Basic Need:

#### Folktails

 Timberbots need to consume  Biofuel to satisfy their **Fuel** **need**

#### Iron Teeth

 Ironbots need to visit  Charging Stations to satisfy their **Energy** **need**

### Boosts

Boosts can boost the performance and speed of  bots. Each faction has different Boosts Need:

#### Folktails

 Timberbots need to consume  Catalyst to satisfy their **Catalyst** **need**

#### Iron Teeth

 Ironbots need to be in the range of a  Control Tower to satisfy their **Control Tower** **need**

## Satisfaction Effects

When a need is satisfied, it contributes to the total condition, positively or negatively. The contribution column on the table below shows how much it impacts this score.

Certain needs can go negative if not satisfied enough, shown as a red bar instead of green on the UI, and a related Status might show up above the bot's model. They might also have an additional negative effect on bots affected.

  Biofuel  | -3
  Catalyst  | 0
Breeding Pod

*Looks suspicious...*
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## Breeding Pod

 The Iron Teeth's preferred, and only, way to reproduce.

 + **Unique to Iron Teeth**
+ Needed nutrients:  water (5),  berries (5)

## Production

**Hidden Storage**
▶ 2  Water
▶ 2  Berries

## Building Costs

10  Logs

''

*For other housing, see Barracks, Rowhouses, and Lodges.*

## Description

The Breeding Pod allows the  Iron Teeth to reproduce. A Breeding Pod will spawn a new beaver baby every 5 days as long as it is supplied with water and blueberries.
Breeding Pods are considered a  Leisure building, which means beavers will only tend to them after their working hours.

## Population control

The number of beavers a single breeding pod can maintain depends on the average life expectancy of your beavers. The older your beavers get, the more beavers can be maintained by a single breeding pod.

The Breeding Pod breeding progress requires 5  Berries and 5  water and takes 5 days to complete.

## Notes

* An unemployed beaver will take care of breeding pods, even during working hours. If you want new breeding pods to be stocked up immediately, make sure that you have an unemployed beaver in that district.
* Due to game mechanics it is recommended to avoid spawning babies right before daybreak (it might reduce life expectancy).
* To get the accurate number for your colony use the following formula: (Max\_Age of your beavers) / 5 = (population maintained by a single breeding pod)
* The numbers in the table include children, a single pod will not provide that many *working* beavers.
* These numbers were last looked at in October 2021. With the introduction of aquatic and tree borne foods, "all foods" value may be higher.
Bread

* Stored
* Carried

 **Bread** is a processed  food that satisfies hunger and **Bread** need.

## Requirements to Make Bread

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

### Buildings

* Farmhouse
* Lumberjack Flag
* Gristmill
* Power producing building or at least (60)  hp surplus in power network
* Bakery

### Ingredients

* Wheat
* hp
* Wheat Flour
* Logs

## Recipe for Bread

1. Have some farmers grow and harvest some wheat
2. Transport wheat to a gristmill
3. Supply power to gristmill
4. Have miller grind wheat into flour
5. Transport flour and logs to bakery
6. Have baker burn logs to turn flour into bread
Paper Mill

* Folktails
* Iron Teeth

 Efficient mechanized paper factory.

*What originated as a dried snack for scavengers, quickly found multiple other uses.*

## Production

**Recipe 1**
1    1.6h  2

**Hidden Storage**
▶ 10  Logs
◀ 20  Paper

## Building Costs

**Unlock Building:** 250

**Unlock Bot Workplace:** 1000

40  Logs

40  Planks

15  Gears

The **Paper Mill** is a powered  building where beavers can produce  Paper from  Logs.

They require 1 worker and 80 hp  to work at 100% efficiency.

## History

* Before Early Access Patch 2021-10-07, the Paper Mill had a a different model.
Wet Fur

*For other needs, see Needs.*

**Wet Fur** is an basic need for  beavers. Unlike other basic needs hunger and thirst, leaving **Wet Fur** unfulfilled will not result in the death of the affected beaver, though they will remain dry.

## Satisfying Need

Satisfying **Wet Fur** need is as easy as building a  Path through  Water where  beavers can go through. If this is not possible, there are a few buildings that suffice:

* Shower
* Double Shower
* Lido