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Timberborn has received a new update today, April 12, 2023, and here is the complete list of changes and fixes. Among other changes, today’s patch adds new monuments, optimizes gameplay, and fixes bugs. Without further ado, let us head to today’s update patch notes for Timberborn.
Timberborn April 12, 2023, Update Patch Notes
Food production changes
New crops:
- Kohlrabi (can be eaten raw; Iron Teeth only) – this starting food keeps the belly full, but that’s about it.
- Canola (Iron Teeth only) – used to produce a new good, Canola oil.
- Cassava (Iron Teeth only) – fermented in the Fermenter.
- New crop: Soybean (Iron Teeth only) – fermented in the Fermenter.
- Corn (Iron Teeth only) – turned into rations in the Food Factory.
- Eggplant (Iron Teeth only) – turned into rations in the Food Factory.
- Mangrove Tree (grown in shallow waters; Iron Teeth only) yields tasty fruit and can be cut for some logs in an emergency.
- Coffee Bush (grown by Forester; Iron Teeth only) – yields beans that are then roasted to make coffee.
New buildings:
- Fermenter (Logs x 25; Iron Teeth only) – with the unique process known only to the Iron Teeth, it produces Fermented Cassava, Soybean, and Mushrooms.
- Oil Press (120 SP; Logs x 20, Planks x 20, Gears x 20; Iron Teeth only) – squeezes oil out of Canola seeds.
- Hydroponic Garden (200 SP; Planks x 20, Gears x 10, Metal blocks x 5; stackable; Iron Teeth only) – with a steady supply of water and over the course of a long period, this stackable garden grows algae and mushrooms that create highly nutritious rations and fermented food.
- Food Factory (300 SP; Planks x 40, Gears x 15, Metal blocks x 10; Iron Teeth only) – produces nutritious rations from corn, eggplants, and algae.
- Coffee Brewery (500 SP; Treated planks x 25, Gears x 10, Metal blocks x 15; Iron Teeth only) – brews coffee from gathered coffee beans.
- New tree: Oak (takes 30 days to fully grow, yields 8 logs). These mighty trees may take a while to grow, but the reward is grand!
- Wheat, Carrots, Potatoes, Sunflowers, cattails, and Spadderdock are now Folktails-exclusive. On existing Iron Teeth saves, ground crops are replaced with Kohlrabi, and aquatic crops are gone.
- Chestnut Tree and Maple are now Folktails-exclusive. On existing Iron Teeth saves, these trees are replaced with Pines and Oaks, respectively.
- Lowered Maple’s log yield.
- Aquatic Farmhouse, Grill, Gristmill, and Bakery are now Folktails-exclusive. On existing Iron Teeth saves, these buildings are gone, with related goods replaced with various new goods. For example, Bread is replaced with Fermented soybeans.
New monuments and more
- Farmer Monument (1000 SP, 200x Logs; Folktails only). Folktails salute the workers who ensure they have something to put in the oven.
- Brazier of Bonding (3000 SP, 400x Planks; Folktails only). Because in these trying times, family is all that matters.
- Fountain of Joy (12000 SP, 400x Planks, 100x Treated Planks, 300 Metal blocks; needs to be placed in water to operate; Folktails only).
- Laborer Monument (1000 SP, 200x Logs; Iron Teeth only).
- Flame of Unity (3000 SP, 300x Planks, 50xMetal blocks; Iron Teeth only). How many Iron Teeth do you need to change the lightbulb to refuel a brazier? Four, apparently.
- Tribute to Ingenuity (12000 SP, 400x Gears, 100x Treated Planks, 300x Metal blocks; needs power to operate; Iron Teeth only). The burden of the world lies heavy on Iron Teeth’s shoulders.
- On existing saves, most old Monuments are replaced with new versions. The only exception is Tribute to Ingenuity (Folktails) which simply disappears.
- Farmhouse was renamed Efficient Farmhouse (Logs x 25). It is now exclusive to Folktails and has three workers.
- Farmhouse (Logs x 20; Iron Teeth only; 2 workers). It is a smaller (2×2) version of the building previously known under that name.
- Industrial Lumber Mill (Logs x 20). This Lumbermill variant is exclusive to the Iron Teeth and has a new, twice as sawwy model. Also, it has two workers.
- Lumber Mill (Logs x 15; Folktails). It is now Folktails-exclusive.
- Updated models for the following buildings, with different variants for each faction: Campfire, Forester, and Tapper’s Shack.
Districts rework
- Districts no longer have range limits.
- Colored range lines remain on paths to inform you that a building might be too far from the District Center to operate efficiently.
- Added a colored heatmap to better communicate ranges across the district. The heatmap is visible after clicking any path tile within the district.
- Added colored numerical range indicators to the Settlement Panel and individual building panels to further help you identify Buildings that might be too remote.
Distribution rework in Timberborn Update Patch Notes
- District Crossing (1000 SP; Logs x 30, Planks x 15). This two-sided building replaces the District Gate. Each side of the building connects to a different district and has dedicated workers responsible for moving goods between the Crossing and the rest of their district.
- Removed Distribution Post and Drop-off Point from the game.
- Added an additional toggle (“Supply”) to all storage buildings. When set to “Supply,” it employs haulers and District Crossing workers to pick up the goods from the storage and redistribute them to other warehouses while continuing to accept new goods.
- Goods are distributed across districts proportionally to the capacity of storage and factory inputs for a particular good. Warehouses set to “Empty” or “Supply” are excluded from the import demand calculations.
- Added the “Distribution” tab to the Settlement Panel. You can enable or disable imports from outside. You can set export thresholds for districts and resources. You can also import the goods even if there are no warehouses that store them or factories that need them in the district if imports are enabled. Water is the default setting.
- “Labor” category on the bottom toolbar received a new icon and was renamed “District Management.” It also houses District Center (and District Crossing) now.
Maps
- New map: Craters (192×192).
- Tweaked the layout for Plains, Meander, Waterfalls, and Lakes so that these maps are not too easy to play better after the removal of district limits.
- Since Maple and Chestnut Tree are now faction-specific for Folktails, all built-in maps have been updated to replace the faction-specific trees with other plants.
- Removed a misplaced berry bush in the Thousand Islands starting area.
Optimization
- Made multiple CPU and GPU optimizations that significantly improved framerates.
- Decreased loading times by 15% on average.
- Selecting large numbers of objects (for example, when marking tree-cutting areas) should no longer cause frame drops.
Quality of Life and UI in Timberborn Update Patch Notes
- It is, moreover, now possible to select goods for warehouses using dropdowns available in the storage overlay view.
- “Hanging” buildings (Water Pumps, Showers, Gravity Batteries, Bridges, and Lidos) are now easier to correctly place on the grid.
- Tooltips for several buildings, such as Water Pumps and Lidos, now inform you that the building needs water access.
- Added new information to crop tooltips to indicate whether a crop can be eaten raw.
- Farmhouses, Flags, and other gathering buildings now adjust their inventory capacity based on resources in range so they no longer skew the fill-rate indicators.
- Ruins now display a number of goods “in stock” in a way similar to other places.
- Added progress bars for Engines, Irrigation Towers, and Medical Beds to indicate how long their supply will last.
- Tweaked all in-game progress bars to be consistent across the UI.
- Made the font sizes more consistent across the UI.
- The scroll bar is now highlighted when hovering a cursor over it.
- Tweaked the tooltip position relative to the cursor position.
- Fixed click sounds and highlights that were not aligned with the actual clickable areas on the toolbar.
- Added good icons to dropdowns.
- Reordered needs in beaver panels to align them with how the game usually progresses.
- Names for goods across the UI should now correctly use the plural form.
Balance
- Default difficulty settings have been rebalanced in tune with Update 4 changes.
- Ruins can no longer be demolished, making them an obstacle map creators can use to pace the player’s progress.
- The worker’s Walking Speed now affects the Power Wheel’s power output. That makes sense, right?
- Dandelion is known to be an unwelcome party guest, so we’ve lowered the speed at which it self-spreads.
Audio
- Added consequently new sound sets for the following buildings and objects: Water Source, Ruins, Underground Ruins, Inventor, and Forester.
- Added a new sound effect for the dynamite explosion.
- Added a missing click sound for Barriers.
Visual
- Some crops’ models now randomly rotate on spawn.
- Particle effects are now only turned on for working buildings (rather than having a minor particle effect for idle buildings).
- Added the antialiasing checkbox to Settings.
- Tweaked preview models for Dandelions and Blueberries.
- Tweaked models for Teeth Grindstone, Refinery, and Sunflowers.
- Added the “Update 4” bar to the main menu so you can’t miss what you’ve just launched.
- The lights at Campfires, Rooftop Terraces, and other self-lighted buildings are now less prone to bugging out.
Misc
- Tweaked the save validation mechanism. The game now recognizes “soft” and “hard” incompatibility. When trying to load a save with a “soft” incompatibility, you will be warned about possible issues, but the game will still let you load the save. When the save is too old, and the “hard” incompatibility is detected, the game refuses to load it.
- Goods recovered from deleted buildings are now split more evenly across rubble piles.
- Added new studio employees, Eager Beavers and Masterful Architects, to the credits section.
- Removed the “Empty storage” toggle from Engines and Irrigation Towers.
- Resources used by factories are now consumed right at the start of production.
- Fixed rounding errors, for example, for tree growth, displayed as 100% despite being slightly lower.
- It is no longer possible to build a platform over a Medical Bed.
- Fixed the Breeding Pod’s collider.
- Fixed the Small Industrial Pile’s collider.
- Whenever a new beaver is born, something special may or may not happen.
Bug fixes – Timberborn Update Patch Notes
- Fixed “path not available” prompts appear on construction previews when the path itself is at the construction stage (for example, to be built on platforms).
- Fixed a bug with Gatherer displaying the “Nothing to do in range” error.
- Fixed blurred status icons.
- Fixed blinking status icons on Scavenger flags.
- Fixed a bug with incorrect range indicators on stairs.
- Fixed beaver/bot toggles that sometimes would be displayed incorrectly.
- Fixed range lines on paths messing up with buildings’ blueish range indicators.
- Fixed a game crash caused by setting priorities for numbers of objects that were too high.
- Fixed beavers so thirsty they would break through water tanks’ back walls.
- Fixed overzealous farmers and foresters that would sometimes try to plant something on an already occupied slot.
- Fixed a bug with warehouses being emptied to make room for a new good that wouldn’t be added to the storage count for that new good.
- Fixed a bug with selfish beavers that called dibs on a stocked good and wouldn’t let anyone touch it.
- Fixed tutorial highlights not disappearing in certain situations.
- Tweaked the model for the Beaver Statue (Iron Teeth) so that it no longer boops itself with the hammer.
Timberborn is available for Microsoft Windows and Mac Operating Systems, while today’s update patch notes are available on its official Steam page.