recursal/Fanatic-Fandom huggingface dataset:
Districts

**Districts** are subdivisions of beaver communities. They extend from District Centers in all directions until they reach a District Gate. The District has no boundaries after update 4.

A building must be within and connected to a District by a Path for workers to use it. Workers will go outside of a District to gather materials, such as a Lumberjack to cut trees, a Scavenger to salvage metal, or a Gatherer to pick Berries, so long as the resource is within the area of their Flag. Builders will also construct buildings outside of their District so long as there is a Path to it.

## Path Network

Each District has its own Path Network, originating from the District Center and extending out to all paths connected to it. District Path Networks cannot cross each other, requiring a District Gate to separate them.

When a District Center is selected, a Path Line will extend from it, once it gets further it changes color from green to red, red indicating you are far from the District center.

## Establishing a New District

In order to establish a new District, a new District Center must be built which can be done for free and without a builder. There can only be one District Center in any given District, so the planned expansion must be segregated from any existing Districts before building the District Center by simply removing linked paths.

## Resource Division

Each District has its own Population,  Well-Being and Resource pool. Needs satisfied in one District will not automatically be satisfied in another. Likewise available resources in one District will not be usable by another. Workers will not cross District Gates to work but can be Migrated via their District Center.

## See Also

* District Center
* District Gate
* Distribution Post
* Drop-off Point
Roof 3x2

* Folktails
* Iron Teeth

 + **Solid:** Other buildings can be built on its top.
+ Satisfies Needs within 1 tile

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

## Building Costs

**Unlock Building:** 150

6  Logs

3  Planks

### Area of Effect

The Area of Effect for the Roof 3x2 is **20** tiles grouped as a **5x4** rectangle with the center six tiles occupied by the roof structure. Total tiles affected by the Area of Effect that are not already occupied is **14**.

Roof 3x2 Area of Effect
## Strategy

 **Roof 3x2** transmits  Power on its bottom surface. It is possible to transmit power between two buildings if the buildings are under the two sides of the roof and platforms are inbetween.
Wood Workshop

* Folktails
* Iron Teeth

 Strengthens planks by infusing them with resin.

*Why are treated planks so strong? Because resins.*

## Production

**Recipe 1**
1  1    3h  1

**Hidden Storage**
▶ 10  Pine Resin
▶ 10  Planks
◀ 10  Treated Plank

## Building Costs

**Unlock Building:** 800

**Unlock Bot Workplace:** 2000

20  Logs

40  Planks

40  Gears

The  **Wood Workshop** is a  Wood building that converts  Planks and  Pine Resin into  Treated Planks.

## Construction

The wood workshop can be unlocked with 800  Science points and is built with 20  Logs, 40  Planks and 40  Gears.

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

## Behavior

The wood workshop turns  Planks and  Pine Resin into  Treated Planks, taking 3 hours to make one treated plank.

It requires 250 hp  and employs 1 beaver. Treated planks are used in mines to make  Scrap Metal, are used to make  Mud Bath and are a building material in the  Mechanical Water Pump.
Wind Gauge

A small vane that turns in the direction of the wind and tells its strength.

*If I am right, this thing could fly if fixed to an engine and a pair of wings.*
― Pina

## Building Costs

**Unlock Building:** 250

5  Logs

1  Planks

The  **Wind Gauge** is a  Folktails exclusive  Decoration building.

When placed, it will turn in the direction of the Wind and show the current wind strength in percentage.
Grilled Spadderdock

* Stored
* Carried

 **Grilled Spadderdock** is a food that satisfies hunger and **Grilled Spadderdock** need.

## Acquisition

**Grilled Spadderdocks** are made in a  Grill. The grill uses  Logs as fuel and grills spadderdocks into grilled spadderdocks. It takes 1 spadderdock and 0.1 logs to make 3 grilled spadderdock.
Warehouses

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

**Warehouses** are  Storage buildings that store all types of goods, with the exception of goods that can be stored on Piles or in Tanks. You can pick 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.

**Warehouses** are wall-less, exposing the stored goods as stacks of crates. The number of crates indicates the warehouse’s occupancy. Crates are painted with a different color and an icon depending on the resource. **Warehouse** entrances are decorated with banners representing the goods stored inside.

## Capacity

Warehouses can store a certain number of units of a single type of a chosen good, including:

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

## Warehouse Types

There are different types of warehouses, each available for both factions.
Disposal Facility

*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.

## Disposal Facility

 A place where old and rotting golems come to be recycled.

 + **Unique to Folktails**

## Building Costs

**Unlock Building:** 400

50  Planks

75  Gears

25  Metal Blocks
Farmhouse

* Folktails
* Iron Teeth

 Employs farmers that plant and harvest crops.

*Agriculture became one of the pillars on which the beaver society stands today.*

## Production

**Hidden Storage**
▶ 50  Carrots
▶ 50  Potatoes
▶ 50  Wheat
▶ 50  Sunflower Seed

## Building Costs

**Unlock Bot Workplace:** 500

25  Logs

The  **Farmhouse** is a  building where  beavers can plant and harvest crops, including  Carrots,  Potatoes,  Wheat and  Sunflowers.

## Types of Crops

There are two foods that can be eaten raw,  Carrots and  Sunflower Seeds, and two that must first be processed,  Potatoes and  Wheat.

* Carrots grow in 4 days and provide 3  Carrots.
* Sunflowers grow in 5 days and provide 2  Sunflower Seeds.
* Potatoes must first be processed in a  Grill before consumption; logs are used in its operation along with raw potatoes, plus an additional worker to operate the grill itself. Once processed, a potato gives 4  Grilled Potatoes, so its 6 days of growth yields 4 food per square. While each square is slightly less productive than it would be with carrots, potatoes have the advantage of letting fewer farmers maintain a larger field due to the longer growth time.
* Wheat must first be processed into  Wheat Flour in a  Gristmill, which requires 60 hp, a worker to operate, and  Planks and  Gears to construct. The flour then needs to be baked into  Bread at a  Bakery, which needs  Planks and  Gears to construct, but only logs and a worker to operate.

## Strategy

While  berries can feed a small colony, they don't have the output required to reasonably sustain a large population, nor do they impact well-being beyond base hunger. Farming allows improvement to well-being and allows a higher density of food production than berries do.

The maximum efficiency for food per plot will come from  Wheat. For production, 1 square gives 3  Wheat, and each wheat turns into 1  Wheat Flour. Since 1 flour gives 5  Bread, each square of wheat eventually produces 15 bread. It does take 10 days to grow, so each plot yields 1.5 food per day, vs .666 food per day for  Potatoes or .75 food per day for  carrots.

Wheat is fantastic as a long term food source, although it has a long grow time and supply chain. A newer colony should focus more on carrots, and then potatoes and sunflowers, before starting to produce wheat. Eventually, however, it's recommended for all crops to be cultivated to maximize Well-Being.

Note: recommend setting to 'planting' priority to maintain constant work cycle after initial growth. Carrots using this method requires a 8x8 area for constant harvesting and planting with not downtime.

Note: you will need to place markers to indicate crop type from the "Plant Crops' menu (third icon from the left)
Knowledge (Obsolete)

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This page is about something now **obsolete** that is no longer present in Timberborn. The page will stay on the Wiki for history purposes.

## Knowledge (Obsolete)

### Requires

Book; made by Printing Press

*For other needs, see Needs.*

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

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

## Warning

Knowledge can only be satisfied by adult beavers.

## Requirement

To fulfill knowledge a beaver needs time off of work and access to the  books  material.

## Satisfying Need

The materials that satisfy knowledge are as follows:

* Books

To create books requires access to the  printing press  building

## Effect of Knowledge

* **On kits:** None
* **On adults:** Working speed (+25%)
Housing

Housing  buildings satisfy the Shelter and Sleep needs. Currently the only housing options are faction specific. There are no common housing options available to all factions.

Each faction,  Folktails and  Iron Teeth, has their own unique housing options.

## Folktails housing

*Main article: Lodges*

The unique faction housing option for the Folktails are  lodges. Folktails require housing as a part of their breeding process.

## Iron Teeth housing

*Main articles: Barracks, Rowhouses, and Breeding Pod*

The unique faction housing options for the Iron Teeth are  barracks and  rowhouses. Unlike Folktails, Iron Teeth do not require housing for breeding. Instead Iron Teeth require access to  breeding pods for reproduction.
Explosives

* Stored
* Carried

Explosives are a  material that is a type of resource that can be transformed into  dynamite.

## Production chain

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

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

An **injury** is a negative status effect. When a beaver gets injured, it will get a bandage on its head, tail, feet or hands.

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.

Injuries can be healed in a medical bed. Providing medicine for the medical bed from a healer makes the healing much more effective.

## Injury chances by workplace

Patch Notes

v0.2.8.1-0748a0c "Update 2"

* Injuries were added to the game
Aquatic Farmhouse

Employs specialized farmers that plant and harvest Aquatic crops.

*"There was once a rumour we eat fish. Disgusting!"*
― Ma' Ngonel

## Production

**Hidden Storage**
▶ 50  Cattail (Crop)
▶ 50  Spadderdock

## Building Costs

**Unlock Building:** 150

**Unlock Bot Workplace:** 500

30  Logs

10  Planks

The aquatic farmhouse can plant and harvest  Cattail and  Spadderdock.

## Usage

Aquatic farmhouse workers plant and harvest crops planted underwater, but the aquatic farmhouse structure itself must be placed such that it is not submerged in water. Workers will not work in a flooded building. You can construct the building next to a flood area, or above a wet location such as a flooded area, a lake, or a river. If the aquatic farmhouse is placed at a level above the water,  stairs or a  Slope must be available for the beavers to decend into the water to perform their work.

In addition to the Aquatic Farmhouse not working while in water itself, aquatic crops will only grow in water that is less than 1 block high. Any water below 1 block is sufficient for them to survive and thrive, but should they be submerged in water too deep or have their water removed, they will die very quickly.

Use the plant crops tool to designate areas for beavers to plant cattails and spadderdock crops. Place the designated crop areas underwater.

In the settings for an aquatic farmhouse, you can choose to prioritze one type of crop over others, and you can optionally instruct beavers to prioritize either planting or harvesting crops.

## Crops

The  Cattail roots and  Spadderdock harvested by the aquatic farmhouse cannot be consumed directly by beavers; instead, they must be baked or grilled to produce consumable food.

Cattail roots must be ground to cattail flour in a  Gristmill before being baked. One cattail root results in one cattail flour. After producing the cattail flour, beavers can use it to bake  Cattail Crackers in a  Bakery, with one cattail flour producing 4 cattail crackers. Like with all baked goods,  Logs are consumed while baking.

Spadderdock is processed by a  Grill instead of a bakery. One spadderdock produces three  Grilled Spadderdocks.
Large Warehouse

* Folktails
* Iron Teeth

 Stores a large amount of goods.

 + **Solid:** Other buildings can be built on its top.
+ Capacity: 1200

*With so much goods packed inside, there's no room to swing a tail.*

## Building Costs

**Unlock Building:** 250

60  Logs

80  Planks

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

The  **Large Warehouse** is an unlockable  storage building and costs 250  Science to unlock.

The large warehouse is available to both the  Folktails and  Iron Teeth factions and has a storage capacity of 1200. This increased storage capacity does require an increase in ground size. The large warehouse is 3x3 tiles on the ground and two stories tall. However, this marginal increase in ground space is worth it for the extra 1000 storage.

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

## Capacity

The Large Warehouse can store up to 1200 units of a single type of the following goods:

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

*Helix Mountain was originally released for the first official city building contest . Due to its popularity, it was later reworked and permanently added to the game on 2022-04-20*

Contains 5 3 strength Water Source blocks in a cluster of 3 and 2.

**Helix Mountain** is a 256x256 map.

## Gallery

Helix MountainHelix Mountain Overhead View
Roof 2x2

* Folktails
* Iron Teeth

 + Satisfies Needs within 1 tile

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

## Building Costs

**Unlock Building:** 120

4  Logs

2  Planks

### Area of Effect

The Area of Effect for Roof 2x2 is **16** tiles grouped as a **4x4** square with the roof structure occupying the center four tiles. The total number of tiles that are affected by the Area of Effect from the Roof 2x2 that are not already occupied is **12**.

Roof 2x2 Area of Effect
Roof 1x1

* Folktails
* Iron Teeth

 + Satisfies Needs within 1 tiles

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

## Building Costs

**Unlock Building:** 60

2  Logs

1  Planks

### Area of Effect

The Area of Effect for Roof 1x1 is **9** tiles grouped as a **3x3** square with the roof structure occupying the center one tile. The total number of tiles affected by the Area of Effect for the Roof 1x1 that is not already occupied is **8**.

Roof 1x1 Area of Effect
Folktails

### Official Description

Easygoing but hardworking, Folktails are expert farmers. They respect nature and it rewards them with plentiful bounties.

### Motto

*Comfort, food, and sturdy wood.*

*This is a page dedicated to the Folktails faction, information such as needs and work hours can be found on the beavers page.*

The **Folktails** are the first playable  beaver faction in the game.

They are expert farmers that make use of  beehives and  irrigation towers. In addition, the starter food for the Folktails, carrots, is more efficient than the starter food for the Iron Teeth, Kohlrabies.

## Unique buildings

All Folktails  buildings are light-coloured, reflecting their lighter fur.

In addition, the following buildings are unique to the Folktails faction:

* Water pump
* Mechanical water pump
* Small pile
* Large pile
* Underground pile
* Lodges:
	+ Lodge
	+ Lodge (Mirrored)
	+ Mini lodge
	+ Double lodge
	+ Triple lodge
* Beehive
* Irrigation tower
* Windmills:
	+ Windmill
	+ Large windmill
* Observatory
* Refinery
* Shower
* Scarecrow
* Beaver statue (wooden)
* Wind gauge
* Mine

## Trivia

* The Beavers of Demoria faction featured in the demo became the base version for the Folktails.
* The model beaver for Folktails was called Mangonel by the community.

## Gallery

* Full body illustration.
* Folktails faction icon.
* A portrait of the model Folktails beaver.
* An icon of an adult Folktails beaver.
* An icon of a Folktails kit.
1/5
Scavenger Flag

* Folktails
* Iron Teeth

 Scavengers collect scrap metal from ruins.

*Bringing metal to traditionally wooden settlements, scavengers earn respect from some and disdain from others.*

## Production

**Hidden Storage**
◀ 20  Scrap Metal

## Building Costs

**Unlock Building:** 250

**Unlock Bot Workplace:** 500

### Area of Effect

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

Now that you know the total Area of Effect for the Scavenger 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 Scavenger Flag. To start, subtract **1** for the Scavenger Flag structure. This brings the tile count down to **1,639**.

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

So, taking what you have learned the maximum number of unoccupied tiles affected by the Area of Effect from the Scavenger Flag is **1,618**.

How was this number reached? The Area of Effect is a 40x41 square. 40x41 equals 1,640 tiles. Subtract 1 tile for the Scavenger Flag structure and the total becomes 1,639 tiles. Subtract 21 tiles for Paths and the total becomes 1.618 tiles.

Scavenger Flag Area of Effect
Building Ideas

Building Ideas are blueprints a player can use to build things that are not currently found in Timberborn.

### Stairwells

Stairwells are built by combining paths, wooden platforms, and wooden stairs. Stairwells allow a player to conquer multi-story building in Timberborn.

1. Stairwell 2x3
2. Stairwell 3x3
3. Stairwell 3x3 alternative

### Stacked Warehouses

Stacking warehouses can save space and grant more storage capacity.

1. Stacking Large Warehouses with Stairs (Not available since Update 3)
Builder Flag (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.
Employs builders. Extend its range by building  Paths. Inefficient but it does not require any materials and can be built by unemployed beavers.

## History

The Builder Flag was removed from the game with the introduction of Districts and the Builders' Hut.
Tanks

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

Tanks are  Storage buildings that store liquid goods. You can pick 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.

**Tanks** are open from the top, exposing the stored liquid. The level of the liquid indicates the tanks’s occupancy. Liquids are carried in barrels by the beavers. Barrels are painted with a different color and an icon depending on the resource. **Tank** entrances are decorated with banners representing the goods stored inside.

## Capacity

Tanks can store a certain number of units of a single type of a chosen liquid good, including:

* Biofuel
* Catalyst
* Maple Syrup
* Medicine
* Water

## Tank Types

There are different types of tanks, each available for both factions.
Nutrition (Obsolete)

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This page is about something now **obsolete** that is no longer present in Timberborn. The page will stay on the Wiki for history purposes.

## Nutrition (Obsolete)

### Categories

Needs

* Nutrition (Obsolete) I
* Nutrition (Obsolete) II
* Nutrition (Obsolete) III

### Requires

Satiated by eating  bread

*For other needs, see Needs.*

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

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

## Requirement

Nutrition can only be fulfilled by having access to and eating certain  foods.

## Satisfying Need

Consuming any type of  food except  Berries satisfies the corresponding Nutrition. For full satisfaction, a beaver needs access to all types of food available.

## Effect of Nutrition

Satisfying nutrition gives different bonuses regarding working effficency of adult beavers. A list can be found below.

Kits only gain a benefit to their life expectancy or their growth speed since they don't work yet.

## Types of Nutrition

Every food has its own Need. All bonuses stack.

### Life Expectancy

* Carrots: +30%
* Grilled Spadderdock: +15%

### Strength

* Grilled Potatoes: +30%
* Grilled Chestnut: +10%

### Carrying Speed

* Bread: +30%
* Cattail Cracker: +10%
* Maple Pastry: +10%
Tribute to Ingenuity

* Folktails
* Iron Teeth

 + Satisfies Needs within 20 tiles

*Every faction follows a different path but beavers' inventiveness is universal.*

## Building Costs

**Unlock Building:** 12000

400  Planks

200  Gears

300  Metal Blocks

*For other monuments, see Laborer Monument and Flame of Progress.*

The Tribute to Ingenuity is the third  Monument that can be unlocked and built. It satisfies **Tribute to Ingenuity** need in a 20 tile radius around it.

It is the most expensive building in the game. It takes 12,000  Science to unlock, being notably the only building above 10,000 Science. Building it requires 400  Planks, 200  Gears and 300  Metal Blocks. Powering the monument takes 600 hp , which is only topped by the  Mechanical Water Pump and the  Deep Mechanical Water Pump at 700 hp .
Potato (Crop)

* Fully grown
* Seedling

 + Resources: Potatoes (1)
+ Days to grow: 6

*"There's more than one way to cook a potato."*
― Beaver proverb

 **Potato crops** must be planted on fertile land. They are managed by Beavers working in a  Farmhouse. If the land is not watered the potato seedlings will begin to dry out and die in 1.1 days.

 **Potato crops** will grow into  Potatoes which can be further processed into  Grilled Potatoes.
Gatherer Flag

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## Gatherer Flag

* Folktails
* Iron Teeth

 Employs gatherers who gather berries.

*By putting berries in a basket, beavers accidentally came up with a tasty dessert.*

## Production

**Hidden Storage**
◀ 20  Berries
◀ 20  Chestnut

## Building Costs

**Unlock Building:** 0

**Unlock Bot Workplace:** 0

The  **Gatherer Flag** is a  building that doesn't require any resource to build.

It allows a beaver to gather  Berries from  Blueberry Bushes,  Dandelions from  Dandelion Bushes and  Chestnuts from or  Chestnut trees, which can all be planted by a  Forester.

(first harvest)
 Chestnut tree | 24

### Area of Effect

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

Now that you know the total Area of Effect for the Gatherer 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 Gatherer Flag. To start, subtract **1** for the Gatherer Flag structure. This brings the tile count down to **1,639**.

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

So, taking what you have learned the maximum number of unoccupied tiles affected by the Area of Effect from the Gatherer Flag is **1,618**.

How was this number reached? The Area of Effect is a 40x41 square. 40x41 equals 1,640 tiles. Subtract 1 tile for the Gatherer Flag structure and the total becomes 1,639 tiles. Subtract 21 tiles for Paths and the total becomes 1.618 tiles.

Gatherer Flag Area of Effect
Iron Teeth

### Official Description

Defectors of the traditional timber ways, they mastered iron and science to build advanced machinery.
They achieve progress through ingenuity, efficiency, and disregard for the environment.

## Requirements

### How to Unlock

Reach 15
```
Well-being with  Folktails
```

The **Iron Teeth** are the second playable  beaver faction in the game. They were released on the 15th of September, 2021 with the game's Early Access release.

They are a  beaver faction focused on metal usage and expensive housing.

## Unique buildings

All Iron Teeth  buildings have a darker color, matching their fur.

In addition, the following buildings are unique to the Iron Teeth faction:

* Deep water pump
* Deep mechanical water Pump
* Small industrial pile
* Large industrial pile
* Breeding pod
* Barracks:
	+ Barrack
	+ Large barrack
* Rowhouses:
	+ Rowhouse
	+ Large rowhouse
* Compact water wheel
* Large water wheel
* Engine
* Numbercruncher
* Charging station
* Control tower
* Large metal platform
* Double shower
* Beaver statue (metal)
* Bell
* Efficient Mine

## Trivia

* The model beaver for Iron Teeth was called Onager by the community.

## Gallery

* Full body illustration.
* Iron Teeth faction icon.
* A portrait of the model Iron Teeth beaver.
* An icon of an adult Iron Teeth beaver.
* An icon of an Iron Teeth kid.
1/5
Large Windmill

Generates more power by being able to rotate towards the wind.

 + **Unique to Folktails**
+ Minimum wind strength: 20%

*"All we are is sawdust in the wind!"*
― Folktails song

## Production

**Recipe 1**
   400 hp (max)

## Building Costs

**Unlock Building:** 1400

40  Planks

20  Gears

30  Paper

*For Windmill, see Windmill.*

The  **Large Windmill** is a  building unique to  Folktails that generates a random amount of  Power depending upon on the current wind conditions.

Power generation can range from 0 to 400 hp , but Large Windmills won't generate power if the wind strength is less than 20% (which is 10% lower than the minimum wind strength for the Windmill).

Windmills have an output at the base for running either Power Shafts or connecting directly to buildings. They can also be "daisy chained" together to increase total hp  output.

Windmills do not work when flooded and the location does not affect the  Power output.

## Note

* The dimensions are only (3x3) tiles at a height of (3) to (5). At heights (1) and (2), the dimensions are only (1x1} tile where the base is.
Bench

* Folktails
* Iron Teeth

*Every now and then, some vandal will eat on the public property.*

## Building Costs

**Unlock Building:** 80

6  Logs

2  Planks

The  **Bench** is a member of the  decoration category of  buildings. Requires an unbroken  Path connection to a  District Center.

*Because of this, it is suggested to wait to unlock the bench until other more useful and beneficial structures have been unlocked.*
Shrine

* Folktails
* Iron Teeth

 A small shrine where beavers can contemplate nature.

 + Satisfies Needs
+ Visitors: 1

*Praise the sun, too, just not too much*

## Building Costs

**Unlock Building:** 100

20  Logs

The  **Shrine** is a  building where  Beavers come to contemplate nature. Visiting a shrine satisfies the **Shrine** need.
Medical Bed

* Folktails
* Iron Teeth

 A spot where sick beavers come to rest. Performs better when supplied with Medicine by a Healer.

 + Satisfies Injury
+ Visitors: 1

*"Tis but a scratch. May I go back to work?"*
― Pina

## Production

**Recipe 1**
0.3    1h  Healing

## Building Costs

**Unlock Building:** 80

5  Logs

1  Planks

 **Medical Bed** is a  building where  beavers come to mend their injuries.

A Medical Bed is much more effective in healing if it is supplied with  Medicine, which can be produced at the  Healer.

## Notes

* Medical Bed will not heal bee stings or broken teeth.

Patch Notes

v0.2.8.1-0748a0c "Update 2"

* Building added to main track
Windmill

Generates a changeable amount of power from the wind.

 + **Unique to Folktails**
+ Minimum wind strength: 30%

*"All we are is sawdust in the wind!"*
― Folktails song

## Production

**Recipe 1**
   200 hp (max)

## Building Costs

**Unlock Building:** 120

20  Logs

20  Planks

*For Large Windmill, see Large Windmill.*

The  **Windmill** is a  Folktails exclusive building that generates a random amount of  Power depending on the strength of the Wind.

A windmill will generate anywhere from 0 to 200 hp . but won't generate power if the wind strength is less than 30%.

Being dependent upon the wind as your source of power could leave you with sporadic to zero power generation.

Windmills do not work when flooded, and the location of the windmill does not affect the  power output.

Note: The dimensions are only 3x3 tiles at a height of 2 to 4. At height 1, the dimensions are only 1x1 tile where the base is.
Lodge

A place to spend the night.

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

*"In the olden days a lodge was just that, a lodge. And now? I don't know about that."*
― Ma' Ngonel

## Building Costs

12  Logs

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

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.

## See Also

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

* Fully grown
* Seedling

 + Resources: Wheat (3)
+ Days to grow: 10

*"You'll forget the sun in the cloudless sky as we walk in fields of gold."*
― Beaver ballad

 **Wheat crops** must be planted on fertile land. They are managed by Beavers working on a  Farmhouse. If the land is not watered the wheat seedling will begin to dry out and die in 0.5 days.

 **Wheat crops** will grow into  Wheat which can be processed into  Wheat Flour which is used to make  Bread and  Maple Pastries.
Beaver Statue

* Folktails
* Iron Teeth

  A statue of a well-fed beaver.
 A statue of a hard-working beaver.

 + Satisfies Needs within 3 tiles

## Building Costs

**Unlock Building:** 500

 50  Logs

 10  Planks

 30  Metal Blocks

**Beaver Statue** is a decoration that satisfies **Beaver Statue** need. The description, looks and resources needed changes with the current faction.

### Area of Effect

The Area of Effect for the Beaver Statue is **49** tiles grouped as a **7x7** square with the Beaver Statue residing at the center tile. Total tiles that are affected by the Area of Effect and are not occupied is **48**.

Beaver Statue Area of Effect
Sunflower Seed

* Stored
* Carried

**Sunflower seeds** are food that satisfy hunger and **Sunflower Seed** need.

## Acquisition

Sunflower seeds are harvested from fully grown sunflower. The harvesting is done by Beavers working in a Farmhouse, where sunflower seeds can also be stored. Each sunflower produces 2 sunflower seeds.

## Behaviour

Sunflowers take 5 days to grow, and harvesting destroys them. Sunflowers will be harvested even if they are not selected for replanting. Alternatively builders can destroy sunflowers, but this will not yield any sunflower seeds.
Water Pump

Pumps and filters water for beavers to drink.

 + **Unique to Folktails**
+ Thirst▲
+ Maximum depth: 2

*A gulp of fresh water is enough to pump you up.*

## Production

**Recipe 1**
  0.33  1 Water

**Hidden Storage**
◀ 15  Water

## Building Costs

**Unlock Bot Workplace:** 0

12  Logs

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

**Water Pumps** are essential to your colony's survival, without them, your  Beavers will die of thirst.

The Water Pump is unique to the  Folktails faction and can pump  water up to two blocks deep, generating  water as a good.
Large Industrial Pile

Stores raw resources.

 + **Solid:** Other buildings can be built on its top.
+ **Unique to Iron Teeth**
+ Capacity: 180

*What's better than a pile? A pile of piles.*

## Building Costs

12  Logs

 **Large Industrial Pile** is the largest Pile unique to  Iron Teeth, with a capacity of 180.

## Capacity

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

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

## Trivia

* Before Update 3,  Industrial Log Pile was this pile's size counterpart.
Wood

*For wood as a good, see Logs and Planks.*

Wood comes from  trees which are planted by  foresters.  Lumberjacks chop trees down to create the first main wood product,  logs. The second wood product,  planks are created by processing  logs at a  lumber mill.

Both of these wood by-products,  logs and  planks, are two of the main resources of Timberborn.

#### Wood Production Chains

* Forester plants  trees (*and bushes*)
* Lumberjack chops trees to produce:  logs
* Logs are processed by:
	+ Lumber mill to produce:  planks
	+ Planks are processed by:
		- Gear workshop to produce:  gears
		- Wood workshop to produce:  treated planks
	+ Paper mill to produce:  paper
	+ Paper is processed by:
		- Printing press to produce:  books which satisfy the Knowledge need.
		- Explosives factory to produce:  Dynamite
Water Wheel

* Folktails
* Iron Teeth

 Produces power, should be placed in water on a river bank.

*Ol' Kazko's opus magnum.*

## Production

**Recipe 1**
   90 hp /cms

## Building Costs

50  Logs

The  **Water Wheel** is a  building that produces  Power for the buildings that requires it.

## Tips & Tricks

For a water wheel to work properly, make sure it has good  water flow and try to avoid partially blocking either the water inlet or outlet.

The most efficient setup uses the narrowest canal possible. 2 block wide canal and 1 wheel will produce the same amount of power as a 4 block wide canal and 2 wheels side by side.

Due to the water wheel's dimensions, 3x2, it generates power in water levels below 2m. If water exceeds 2m the water wheel will become flooded and cease generating power.

Placing the water wheel at the foot of a water fall won't flood it.

Water wheels are undershot only, which means the wheel reacts only to water flowing horizontally, not vertically.

## History

* Prior to Update 1, both factions had the Water Wheel, after which the  Iron Teeth got the  Compact Water Wheel and  Large Water Wheel and the  **Water Wheel** became unique to  Folktails.
Small Tank

* Folktails
* Iron Teeth

 Stores liquids.

 + Capacity: 30 of a Liquid Good

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

## Building Costs

15  Logs

 **Small Tank** is the smallest Tank used to store liquid Goods, with a capacity of 30.

## Capacity

The Small Tank can store up to 30 units of a single type of a chosen liquid good, including:

* Biofuel
* Catalyst
* Maple Syrup
* Medicine
* Water

## Trivia

* Before Update 3,  Small Water Tank was this tank's size counterpart.
Colored Pencil

Colored Pencil is a boss in the JRPG, being the first true challenge. Like you, Colored Pencil also uses a hammer, and is much better at it than you,

## Context

From the video posted in the JRPG discord, Colored Pencil is encountered in the fifth round of the Strawberry Showdown Arena. Colored Pencil appears in different colors, but always fights in a yellow color scheme, which he claims to be his favorite color. Before being defeated, he launches one last attack with his Giant Hammer, which will always leave you at 1 HP if you block, but can instantly kill you at less than full HP if you don’t. Colored Pencil’s also able to launch missiles at his foes, which can be deflected. This is one of his weaker attacks. Hammer Rush is the only hammer attack he’s capable of using that he will never teach you.

## Trivia

Colored Pencil’s favorite color is yellow.

Colored Pencil’s hammer is stronger than Jarry’s hammer due to being made out of metal. If heated up, his hammer can easily obliterate anyone who dares to challenge him.

Colored Pencil is likely to be able to be rematched in the arena if you haven’t learned all of his skills yet. Colored Pencil was undefeated in the arena before Jarry challenged him.

Colored Pencil looks up to Star, and hopes to master the Star-Strike Hammer ability. After learning all of his skills, he ends up doing so.
Shrub

* Folktails
* Iron Teeth

 + Satisfies Needs within 1 tile

*Advocates for all things practical, beavers like their decorations both pretty and tasty.*

## Building Costs

**Unlock Building:** 20

12  Logs

A  **Shrub** is a decoration that occupies a single square. It will satisfy Shrub need of any beaver that passes within 1 square of it. When selected, its effect area will be indicated by orange. It does not require  Water and continues to function during a drought.

### Area of Effect

The Area of Effect for a Shrub is **9** tiles grouped as a **3x3** square with the shrub structure occupying the center one tile. The total number of tiles affected by the Area of Effect for the Shrub that are not already occupied is **8**.

Shrub Area of Effect
Water (disambiguation)

Disambiguation page for Water (disambiguation)The following is a list of links to pages that might share the same title.Please follow one of the disambiguation links below or search to find the page you were looking for if it is not listed. If an internal link led you here, you may wish to change the link to point directly to the intended article.
Are you looking for:

* Water (Good)
* Water (Flowing)
* Water (Building Group)
* Water (Goods Category)
Storage

Storage is a  building category for structures that store Goods. There are three types of storage buildings: Warehouses, Piles and Tanks. Each type or category of good can be stored in a specific type of **storage** building. A storage building (as of patch Template:Citation needed) can only store a single type of good. You can change your selection at any time but before  beavers start bringing the new resource, they will remove the old one. Each **storage** building is open from at least one side, so it looks different depending on the stored goods.

**Storage** buildings do not share  Power.

Builders can only collect  Rubble piles if there is enough available **storage**.

Some **storage** buildings cost  Science Points to unlock. Template:Citation needed

## Hauling

On default workers and  haulers store their goods at the nearest available **storage** building. In addition the storage buildings have a toggle to further customize their behavior's. Template:Citation needed

### Accept Goods

The storage simply accepts the selected good. This is the default setting.

### 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 Post in a district.

### Empty

The storage no longer accepts goods. Its inventory will be cleared up and moved elsewhere.
Ol' Kazko

Ol' Kazko is a legendary forefather of modern beavers, famous inventor, pioneer of rapid industrialization.

Little is known about Ol' Kazko, except that he is held in high esteem by the other Timberborn Beavers. Ol' Kazko is frequently quoted in the building information panel that is displayed when a constructed building is clicked.

From the content of these quotes and comments, it has been inferred that Ol' Kazko may have created many of the components used in the Beaver power system.

In the Early Access release, the game has a random chance of spawning a beaver with the name Kazko, as the beavers honor Ol' Kazko with their kits.

### Trivia

There has been some discussion in the community regarding Ol' Kazko. The Timberborn development team created a video, in which an elderly beaver speaks of the history of the "hoomans" and their demise, leading to the beavers rise is status. The community has discussed if this beaver narrator should be attributed as the voice of Ol' Kazko.

### Quotes

When Early Access released several references to Ol' Kazko appeared in the building information panels:

* Bell - *It's the morning ringing you should be looking forward to.*
* Breeding Pod - *Kits are our future. We need twelve more by next month.*
* Floodgate - *No-one thought you could improve on a dam until Ol' Kazko created The First Floodgate.*
* Gear Workshop - *"Wooden gear's solid!" was a catchphrase coined by Ol' Kazko as he pushed for rapid industrialization.*
* Inventor - *Inspired by the legacy of Ol' Kazko, beaver inventors are always eager to improve their timber-tech.*
* Lumber Mill - *Encouraged by Ol' Kazko, mechanized wood processing caused much gnashing of teeth among older beavers.*
* Power Shaft Components
	+ High Power Shaft - *One of the grand inventions of Ol' Kazko.*
	+ Power Shaft Intersection - *One of the grand inventions of Ol' Kazko.*
	+ Power Shaft T Intersection - *One of the grand inventions of Ol' Kazko.*
	+ Power Shaft Turn - *One of the grand inventions of Ol' Kazko.*
	+ Straight Power Shaft - *One of the grand inventions of Ol' Kazko.*
* Water Dump - *"Give me enough buckets and I shall move the lake."* ― Ol' Kazko
* Water Wheel - *Ol' Kazko's opus magnum.*

### Other Named Beavers:

* Guimer - the name associated to the guitar playing beaver, that appeared in a Developer created music video made from a Discord members created song. The name is also associated to the smaller emoji version of the same image.
* Ma' Ngonel - is an almost legendary figure among Timberborn Beavers - a beaver grandma, known for her stern hand and cooking skills. Ma' Ngonel is held in high regard among both kits and adult beavers. Ma' Ngonel's name has been associated to the image for both the Folktails faction and the Beavers of Demoria (a demo faction).
* Onager - taken from a type of Catapult, and associated with the image for the Iron Teeth faction of Beavers.
* Pina - Pina is a younger beaver figure that's exploring the world and isn't related to any faction in particular.
Water/Flowing

**Flowing Water** is the physical water body that is present on the map and is produced by a  Water Source.

Flowing waters' strength is measured in cms (cubic meters per second). It takes 2 seconds for a current of 1 cms to fill up a single block with water, because water simulation runs at 0.5x speed. This means it takes 2 seconds for 1 "water second" to pass.

Water can freely flow between tiles where there's a difference in the height of the water. When water passes a waterfall (a difference of +0.5 height) the water flows' strength is limited to 2.2 cms. Water flow calculations are applied only on the top level of the water.

Water current and strength is essential for creating power with water wheels. The current's strength can usually be strengthened by narrowing the water's path with dams and/or other structures that block water. A  Stream Gauge can be placed in the water to measure the current depth, maximum depth, and flow rate.

Water Pumps can be used to extract and purify  Water resource from flowing water.

## Evaporation

Water has a constant evaporation rate of 0.045 meters per day regardless of the  weather. A full, non-flowing block of water will take just over 22 days to completely evaporate, if there are no water pumps. The evaporation is calculated only on the top level of a tile. This means that when storing water on reservoirs it might be a good idea to go for depth rather than more area so the water loss due to evaporation is not as severe.

## Storage

Water can be stored inside tanks or as is on the map by using dams, levees and other landscaping tools. Advantage of the tanks is that is stores straight drinkable water and can be close inside your district. Natural reservoirs on the other hand can store much larger quantities and can be built away from the districts.

1 full block of water will provide 5 units of drinkable water, and each beaver will need 2-3 units per day. This means that a small tank with a capacity of 30 can store water equal to 6 full blocks of water. Similarly a medium tank with a capacity of 300 can hold up to 60 full blocks of water. Added benefit of the water tanks is that they do not suffer from evaporation.

## Irrigation

Water irrigates soil, allowing Crops and Trees to grow, and  Ruins to have vines grown on it.

Water creates irrigated soil nearby. The distance of irrigated soil from the water depends on the relative height of the land next to it.

A **watered block** is a block that is in direct contact with water, either below it or directly touching it on the side. From that watered block, soil at the same height will be irrigated up to 15 blocks away in any direction.

Each difference in height from the **watered block** subtracts from the distance of 15. If on top of the watered block, the irrigated distance is reduced by 6. If separate, the distance is reduced by 7.

The first block after the **watered block** can be at any height **below** its height without affecting the irrigation distance.
Hope Drainers

Hope Drainers drain the ENDURANCE of Jarry. Their ability is disabled when working with Protectors, so they cannot be protected. Despite that, the two enemies are introduced in the same area. Nothing more is known, other than a joke comment stating that if a Hope Drainer attacks another Hope Drainer, the Hope Drainer just becomes a Drainer.