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PC (Steam) City buildingColony simulationStrategyIndie

Timberborn Guide

2026-03-12 Mechanistry Mechanistry
Our guides prioritize official information, in-game terminology and reliable reference material. Sources and verification details are being added page by page. Please let us know about version differences or unverified conditions. Editorial policy (Japanese)
WIKI NAVIGATION

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Check paths, staffing, drinking water, food and reservoirs for Folktails on main-branch 1.1. Use the current symptom to choose detailed early-game, water or building instructions.

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ABOUT

What is Timberborn?

Check paths, staffing, drinking water, food and reservoirs for Folktails on main-branch 1.1. Use the current symptom to choose detailed early-game, water or building instructions.

ℹ️ Information organized from reference material Steam store page →

Edition: PC Steam base game (app 1062090), main branch without mods. Examples use Folktails, Plains' default starting location, Normal and a new survival game with droughts and badtides. Faction, map and difficulty differences are distinguished separately.

Verification scope: Official main-branch Update 1.1 released on 2026-09-03 was checked. Experimental fixes dated 2026-09-22 and 10-01 are not assumed applied to main. Internal build numbers and actual saves are untested. Building values were compared between current individual wiki entries and official update history.

Sources checked: 2026-10-04

23 / 23 rows

Baseline: a small Folktails colony on main-branch 1.1

Connect beaver jobs, food, water and housing while preparing for seasonal changes. Before completing a huge dam, confirm that today's drinking water can be pumped, edible food exists and builders can work.

Wide tables scroll horizontally.

Baseline: a small Folktails colony on main-branch 1.1: 5 entries
What to checkThis guide's baselineIf yours differs
Release branchMain-branch Update 1.1, released 2026-09-03The 10/01 patch announcement concerns experimental. A newer date alone does not make it a main-branch rule.
FactionFolktails, with Efficient Farmhouses and ordinary Water Pumps as examplesIron Teeth crops, farms, pump reach and reproduction differ.
MapThe sequence assumes Plains' default starting point.Inspect valley exits, elevation and sources. Do not reuse the same dam design on every map.
Difficulty and weatherNormal, with droughts and badtidesEasy and Custom change consumption and seasons. Do not say disasters are inevitable when disabled.
ScopeEarly foundations and basic water managementUnique map solutions, every building, perpetual-motion systems and complete endgame routes are outside scope.

This guide compares public sources; it is not a measured playthrough of an actual save. English names accompany buildings whose Japanese translations differ between references.

Choose a first action from the warning

Wide tables scroll horizontally.

Choose a first action from the warning: 8 entries
ProblemCurrent stateFirst checkGuide to read
Trees exist, but Logs do not increase.A Lumberjack Flag was just built.Entrance path, staff, cutting designation and mature trees in working rangeEarly game: logging and gathering
A completed pump produces no Water.The river is visible.Water level and intake reach. Inspect pump output and tank stock separately.Water: diagnosing a stopped pump
Designated fields are not planted.Crop designations exist on irrigated land.Select the farm and inspect range, actual staff, pause state and ground conditions.Early game: planting crops
Population exists, but factories are empty.New jobs were added repeatedly.Employment priority and desired staff. Return workers to survival jobs.Buildings: construction versus employment
Stock exists but cannot be used.Expansion entered another district or stock is far away.Is it in the same district? Check entrance paths and assigned goods.Buildings: hauling and connections
The water wheel stops despite visible water.Water remains, but flow is weak.Flow direction, current under the axle and power connections, rather than depth aloneWater: levels and flow
Unsure what to expand before the dry seasonStocks and population are growing.Inspect stored Water and consumption separately from reservoir depth.Water: estimating reserves
A researched building cannot be completed.An unlocked building remains unfinished.Unlock costs differ from materials. Check Planks, builders and access.Buildings: the material chain to a Forester

Guide links are collected at the end. After each fix, use normal speed to confirm operation and output transport before adding another facility.

Select one stopped facility to inspect

Total stock alone does not reveal a blocked entrance, missing worker, input or destination. Select the warned building and inspect in this order.

  1. Pause time. Select the building and read whether it is under construction, complete or manually paused.
  2. Trace a continuous path from the entrance to the District Center. Platforms also need paths on top and stairs where required.
  3. Compare desired and actual workers. If empty, pause research or excess processing and prioritize water and food.
  4. Separate missing inputs from blocked outputs. Check destination goods, capacity and paths.
  5. Lumber Mills need power, pumps need intake and farms need plots. Fix one condition, advance time and check stock movement as well as work.

A workplace can rest without warnings while resources grow or storage is full. Inspect upstream and downstream processes before adding jobs.

Count drinking water, irrigation water and materials separately

Wide tables scroll horizontally.

Count drinking water, irrigation water and materials separately: 5 entries
Resource roleHow to increase itWhy it stopsCheck before expansion
Drinking waterProduce the Water good with a pump and carry it to a Water-designated tank.Failed intake, labor shortage or blocked outputUse 1.1 Goods statistics to compare production with consumption.
Moisture for cropsRetain clean water on the terrain.Falling water levels, contamination or elevation differencesDoes irrigated land reach fields and planted trees?
Construction LogsMark mature trees for cutting and maintain replanted trees.No harvestable trees or excessive Plank productionReserve Logs and Planks for a Forester.
Edible foodGather berries and harvest carrots.Not harvested, unstaffed or only unprocessed ingredients availableDo not count raw potatoes or wheat directly as edible stocks.
LaborAssign viable adults to essential workplaces.Too many jobs or housing-only expansionExpand without worsening water and food balance.

Tanks do not irrigate nearby ground. Reservoir water does not reach beavers as drinking water if intake, staffing or transport stops. These are separate water-shortage problems.

Replacing outdated guide assumptions

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Replacing outdated guide assumptions: 5 entries
Old explanationCurrent treatmentWhere to check
A red district path is out of range.Current districts have no fixed distance limit. Suspect inefficient long-distance hauling.District Center paths and workplace distances
Build only a large dam first.Establish logging, drinking water, food and staffing, then retain water at a suitable small site.Pump stock, edible food and construction costs
A Sluice handles water levels and contamination together.In 1.1, old Sluices become Fill Valves. Review settings and sensors.Valves in old saves, contamination detection and On/Off
Every roof supports another building.A compatible Solid surface and an accessible entrance route are required.Placement preview, paths and stairs
Mechanical Pumps require 700 HP.The existing Mechanical Pump changed to 500 HP in 1.1. The Compact version is separate.English building name and main-branch announcement

Even recent articles can reuse old tables. Match building, faction and main versus experimental branch rather than date alone.

FAQ

Timberborn FAQ

Q1 Am I safe if I build a dam first? ▼
A

A dam does not produce drinking water or food. First connect and staff logging, gathering and pumping. Then dam a suitable river exit on a small scale and check overflow routes.

Q2 Does the same sequence work for Iron Teeth? ▼
A

Path, staffing, input and output checks are shared. Farm crops, drinking-pump reach and reproduction differ. Do not copy Folktails carrots or housing expansion directly into another faction's sequence.

Q3 Must I split districts whenever a path turns red? ▼
A

Red indicates long travel distance. Current districts do not end at a fixed distance. Bring workplaces and goods closer first; if adding a district, plan interdistrict transfers too.

Q4 Can I use this while continuing an old save? ▼
A

Basic checks still apply, but the official 1.1 announcement recommends a new start. Check old-save differences such as Sluice replacement and when new statistics begin recording.

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Based on site-wide views, captured July 6, 2026 (previous 28 days plus capture day).