Added our new producer Ewa to the in-game credits. Say hi!
Patch notes 2023-05-18 (Experimental)
Bug fixes
Fixed a crash related to District Crossing's entity panel.
Fixed a crash caused by loading a saved game with a shrub at the highest possible elevation.
Fixed icons in the District Crossing's extra UI element that appeared out of bounds.
Patch notes 2023-05-17 (Experimental)
Hi everyone!
Has anyone ordered a fresh batch of fixes?
Quality of Life & UI
District Crossing now has an extra UI element that lets you instantly see what is imported and what is not.
Updated the distribution UI once again.
Made some minor UI tweaks.
Audio
Most UI sounds are now mono.
Misc.
Fences of different types built on adjacent tiles now stay separated instead of clustering. This includes setups such as two fences forming parallel lines.
Bug fixes
Mechanical Water Pump no longer consumes energy when not working.
Fixed a bug that delayed refreshing the Settlement Panel content after selecting a different district.
Fixed an incorrect size of the Starting Location in the Map Editor.
Fixed a bug with Underground Piles tearing the maps apart.
Patch notes 2023-05-11 (Experimental)
Hello everyone!
Update 4 distinguishes the beaver factions in a big way, splitting their food chains entirely, but there are also other tweaks. These continue today with an update to the decoration roster.
Decorations
The faction identity can be seen even in the smallest creations!
New building: Hedge. This replaces the Log Fence and is a new Folktails-exclusive decoration.
Metal Fence received an updated model and is now Iron Teeth-exclusive.
Benches, Shrubs, and Wood Fences (previously: Plank Fences) now use different, faction-specific models.
Distribution
We're delighted with the response to the automated distribution, but we agree that we could explain it better.
Updated the Distribution tab with detailed tooltips and fancy colors.
Misc.
Added some missing flavor texts that definitely weren't supposed to be added over a year ago.
Bug fixes
Fixed the OP Control Towers that would boost bots even when turned off or after science points run out.
Fixed shafts that would sometimes jam and not rotate.
Fixed a crash caused by rubble moving out of the selected area when using a selection tool.
Fixed a crash caused by a beaver trying to crash on a bench that's just disappeared.
Patch notes 2023-04-28 (Experimental)
Hello everyone!
Here's the final experimental update for Update 4 this week... unless we've just broken something.
Visual
District Crossing received a new model that better communicates that it's two buildings in one.
Only the selected half of the District Crossing is now highlighted.
Fixed the algae and mushroom models in the Hydroponic Garden so that they no longer look like something a nuclear apocalypse brought to life.
Patch notes 2023-04-27 (Experimental)
Optimization
Every little beat helps.
Thanks to an update to how sounds and music are played, the game now utilizes less RAM.
Mods
Are you a mod creator? Do you remember all those times the animation didn't work and you had to add "_" to an object, so it wouldn't merge into one mesh with the rest of the model? Now you need to add "#" at the beginning!
Replaced "_" with "#" in the names of objects so that it's less likely to be used by accident.
Bug fixes
It is no longer possible to build a Mine that only partially covers the Underground Ruins.
When graphics is set to Low, Underground Ruins no longer lets you gaze into the void.
Patch notes 2023-04-26 (Experimental)
Thank you for the feedback, everyone, please keep it coming so we can make Update 4 truly worth the hype! Here are today's changes.
Optimization
We've just transferred all existing in-game models to our custom 3D model format - Meshy. In short, this results in better optimization for everyone and makes our work easier - but it's also important to our dear modding community. In the coming days, we'll provide you with documentation on how to use our Meshy implementation so that you can continue turning Timberborn into a Beaver Train Simulator and so on.
All in-game models now use the Meshy format.
Optimized the new distribution system so your beavers can export goods at even higher FPS.
Balance
You love the districts so much we're making it easier to add new ones faster. <3
District Crossing: unlock cost reduced from 1000 to 600 SP.
Increased water sources' strength on Craters.
Visual
Updated models for Campfires (both factions).
Fixed a minor visual bug in tanks.
Slightly adjusted the blueness of Blueberries because it made our 3D Artists blue.
Misc.
Path tiles now display the distance to the parent District Center in their panel.
Selecting a Slope now shows range lines and the heatmap, similar to stairs and paths.
Added missing flavour texts (for now, in English only).
Bug fixes
Fixed a bug with status icons not disappearing after hiding the UI. In case you didn't know, Ctrl+H does that.
Fixed a bug with goods not being balanced out between districts if only one side of a District Crossing had workers.
Fixed a crash caused by removing a District Crossing.
Fixed impatient patients that would casually leave Medical Beds to fulfill their needs.
Patch notes 2023-04-21 (Experimental)
Here's a hotfix patch to make your weekend Timberborning a little more hassle-free.
Bug fixes
Fixed several crashes occurring after selecting an object.
Fixed Floodgates' height resetting after loading the game.
Fixed Floodgates showing incorrect height in the preview state.
Patch notes 2023-04-20 #2 (Experimental)
Alright, here's a hotfix for the experimental branch to wrap up the day. Thanks for the reports!
Bug fixes
Fixed a crash related to the new animation system.
Patch notes 2023-04-20 (Experimental)
Thank you for all your reports and feedback! Please keep it coming, and good things will happen to you.
Optimizations
The optimizations will continue until the morale improves.
Updated the animation system for buildings. This should slightly improve the game’s performance. (A similar update for character animations was already included in the original Update 4 release).
Balance
We’ve realized Hydroponic Garden could use a little more variation in its recipes.
Mushroom: cost reduced to 40 water (from 50), growth time reduced to 8 days (from 10), yield reduced to 45 (from 60).
Algae: cost increased to 60 water (from 50), growth time increased to 12 days (from 10), yield increased to 70 (from 60).
Food Factory: output for Algae rations increased to 6 from 3 (production time and cost remain unchanged).
Audio
Added new sounds for Fermenter and Wood Workshop.
Water-requiring buildings will no longer play their water-ish sounds even when placed in water-free areas. Muh immersion!
Misc.
Platforms can once again be placed on top of Medical Beds - now with 94,3% less clipping!
Natural resources such as trees no longer aggressively self-spread onto higher tiles and threaten the beavers with “The Last of Us” scenario.
Bug fixes
Fixed a crash caused by deleting Rubble right as it was to be picked up.
Fixed a bug with lazy distributors that wouldn’t care enough to pick up single leftover pieces of goods.
Fixed a bug with corner-cutting distributors that would just rush to their destination, ignoring the paths carefully placed by the player.
Fixed the broken custom goods recovery rate available as part of the custom difficulty setup.
Fixed Fermenters and Coffee Breweries using up energy even when not working.
Fixed some visual bugs with backpacks and carried goods.
The settlement panel will no longer crash when the player interacts with a dead beaver.
Fixed a weirdly specific visual issue with Tapper’s Shack doorstep interfering with decorations’ AoE indicators.