Timberborn beginner guide: paths, jobs, food and water
A concrete Folktails opening covering cutting designations, entrance paths, workers, crops, storage and forestry. Diagnose idle starting facilities and prepare for the first dry season.
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
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Pause and check entrances and controls
A new Folktails game on a beginner-marked map makes basic connections easier to practice. These examples use Plains' default start on Normal. Before queuing many buildings, locate the District Center, water, mature trees, berries, irrigated land and height changes.
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| Goal | Onscreen action | Example default key | Result to verify |
|---|---|---|---|
| Pause while thinking | Time-control pause button | Space on standard QWERTY | Time stops so construction plans can be reviewed. |
| Change entrance orientation | Select a building and rotate its placement preview. | Default R; reverse with Shift+R | A path reaches the entrance. Do not confuse it with the water-side intake. |
| Connect a path | Use the path tool from the District Center to the entrance. | Check route continuity rather than memorizing a key. | The disconnected warning clears; platforms have paths too. |
| Pause only a facility | Selected building's pause button | Default P | Time continues while that workplace stops. |
| Fix staffing | Adjust desired staff and employment priority. | For unassigned shortcuts, check Key bindings in Settings. | Actual workers arrive, not merely a desired count. |
| Designate cutting or planting | Distinguish Cut trees, Plant crops, and Plant trees and bushes. | Select the relevant facility before painting an area. | Target plots fall within its working range. |
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Default keys vary with keyboard layout and remapping. Prioritize menu bindings and onscreen buttons. Pausing a selected building differs from pausing the whole simulation.
Establish Logs, drinking water and food together
Completion means materials or Water actually increase, not merely that a blueprint exists. This is one ordinary-settings example, not the fastest sequence for every map. Choose nearby resources and finish a few facilities at a time.
- Keep builders at the District Center and place a Lumberjack Flag near mature trees. Connect its entrance and use Cut trees within range.
- Queue a Water Pump on the riverbank. Face its entrance toward a land path and its intake toward water. After completion, check that one worker arrives and Water increases inside.
- Connect a Gatherer Flag near berries. Check fruiting bushes in range and that a worker gathers and returns. Berries need no tree-cutting-style designation.
- Place a Small Tank near the pump and assign Water. Select goods for food Warehouses and Log Piles too, checking acceptance and free capacity.
- Place an Efficient Farmhouse on irrigated ground and designate carrots in range. Reserve workers and check that planted plots increase.
- Advance at normal speed and verify goods move from workplaces to storage. After water and food jobs are staffed, prepare an Inventor, Lumber Mill and Forester.
Too many flags or pumps can empty building and farming jobs. Completing and staffing essential workplaces in sequence makes problems clearer than a long unfinished queue.
Checks for a facility that does not work
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| Symptom | Connections, staff and stock to check | Action | Operation check |
|---|---|---|---|
| Lumberjacks do nothing. | Paths, actual workers, mature trees, cutting marks and reachable range | Designate harvestable mature trees with Cut trees; relocate if needed. | Logs enter the flag and move to construction or Piles. |
| The pump is full, but the tank is empty. | Is the tank set to Water, accepting it and in the same district? | Fix goods and paths. Improve hauling if output is waiting. | Tank stocks increase, not just pump contents. |
| The pump itself is empty too. | Staff, pause state, intake reach and contamination | Review the intake location. If water is reachable, prioritize the job. | Pumping work and increasing internal Water |
| Fields remain only designations. | Farm range, actual workers and irrigation | Limit plots to nearby in-range ground and reserve planting staff. | Crops are actually planted and start growing. |
| Ripe fields are ignored. | Is the farm only planting? Check output and storage space. | Temporarily prioritize harvest if needed and clear output blockages. | Ripe crops decrease and edible stocks rise. |
| The Lumber Mill waits for inputs. | Are Logs accessible in the same district? | Review distant Piles and broken paths. | Logs enter input and Planks appear. |
| Logs are already in the Lumber Mill. | Staff, power and Plank output space | Check shaft connections and supply. Prepare a destination for blocked Planks. | Power reaches it and processing advances. |
| Construction stops. | Missing materials, District Center builders and unfinished supports | Finish required stairs and lower structures; prioritize urgent construction. | Construction progresses after material delivery. |
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No available work differs from no worker. A correctly connected, staffed workplace may rest while trees or crops mature.
Separate edible stocks from ingredients awaiting processing
Carrots teach the cycle of growing food edible without processing. Bridge the wait with berries and avoid growing population before the first harvest.
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| Needed good | Production and storage prerequisites | Responsible facility | Faction or setting differences |
|---|---|---|---|
| Berries | Fruiting bushes in range; select Berries for storage. | Gatherer Flag → Warehouse | Dead bushes or regrowth delays halt collection. A Forester plants new bushes. |
| Carrots | Designate with Plant crops on irrigated ground. | Efficient Farmhouse → Warehouse | For Folktails. Standard four-day growth and three carrots per plot apply after successful planting and growth. |
| Drinking water | Working pump intake and staff; tank set to Water | Water Pump→Tank | River water is not stored inventory. Consumption multipliers depend on difficulty. |
| Logs | Mark mature trees for cutting; use a Pile assigned to Logs. | Lumberjack Flag→Pile | Not stored in food Warehouses. Reserve forestry materials. |
| Planks | Logs, worker, power and Plank storage | Lumber Mill→Pile | Iron Teeth Industrial Lumber Mill costs and staffing differ. |
| Potatoes and wheat | Farms produce unprocessed ingredients. | Farm → appropriate cooking facility | Do not count them like raw edible carrots. More ingredients alone do not end hunger. |
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Large fields can outpace planting and harvesting at distant plots. Inspect neglected ripe crops, farm output and storage before adding staff or farms.
Set plots, work mode and crop priority in order
- Select the farm and show its working range. Check green irrigated ground and walking access, not merely nearby water.
- Choose carrots in Plant crops and designate nearby plots first. Do not block fields with planned paths or buildings.
- For continuous cultivation at one farm, planting priority is the baseline. Switch temporarily to harvest priority for urgent ripe crops and check replanting afterward.
- With multiple crops, choose crop priority too. Harvest/plant mode takes precedence, so harvest priority cannot also force urgent planting of one crop.
- Check actual staff, neglected mature plots and storage transport. If changing modes does not help, revisit hauling and staff before expanding fields.
You can pause a farm and transfer workers while crops grow, but forgetting to resume delays harvest and replanting. A small permanently staffed field is easier for beginners.
Reach forestry before using the last trees
A Forester needs Planks as well as research. Planks require a Lumber Mill and power; spending the last Logs on homes or dams blocks the chain. The table connects representative Folktails facilities only.
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| Stage | What to prepare | Action | Check before continuing |
|---|---|---|---|
| Produce Science | Inventor: 12 Logs, one worker | Connect a path and assign staff. | Science increases; base rate is 1 SP per working hour. |
| Produce Planks | Lumber Mill: 15 Logs, one worker, 50 HP | Supply Logs and connect power. | Planks appear in output. |
| Choose initial power | Power Wheel: 20 Logs, one worker, base 50 HP | Connect directly or by shaft to the Lumber Mill's power connection. | The shortage clears. Movement-speed modifiers change output. |
| Unlock and build the Forester | 30 SP, 10 Logs + 7 Planks, one worker | Unlock in Construction and connect a path. | The building completes and a worker arrives. |
| Designate planted trees | Irrigable land and chosen trees | Use Plant trees and bushes within range. | Saplings appear. Planting does not immediately add Logs. |
| Complete the cycle through logging | Trees awaiting maturity and a Lumberjack Flag in range | Mark construction trees for cutting. | After maturity: cut → collect Logs → replant. |
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These costs cover facility bodies only. Add shafts, platforms, stairs and separate storage as needed. A researched Forester remains unfinished without Planks. With a water wheel, consider backup power while flow stops.
Check spare capacity before adding homes and jobs
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| Item | If insufficient | If sufficient | Avoid |
|---|---|---|---|
| Builders | Restore District Center staffing and narrow urgent construction. | Complete a small area before the next. | Moving everyone to new production jobs |
| Water and food staff | Raise employment priority; pause research or excess processing. | Add jobs after production meets consumption steadily. | Adding housing with unchanged supply |
| Housing vacancies | Check Lodge occupancy and paths. | Allow for reproduction depending on vacancies and living conditions. | Treating vacant housing as guaranteed immediate adult workers |
| Rest and travel | Bring distant jobs, Water and food closer. | Try shorter routes before extending working hours. | Trying to fix travel and meal delays only through longer workdays |
| Population changes | Inspect 1.1 Population statistics, employment and housing. | Compare with increased consumption in Goods statistics. | Estimating dry-season reserves using consumption from days earlier |
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A Folktails Lodge costs 12 Logs and houses three. Adding Iron Teeth housing does not reproduce the same breeding process; Breeding Pods are separate.
Inspect completed preparations before the first dry season
- Read the forecast and current settings. A short first drought does not establish the length of later ones.
- Check actual stocks in Water-designated tanks. Empty tank capacity and river surface are not already drinkable inventory.
- Check mature fields and edible stocks. If crops will dry, inspect harvest priority and staff.
- If retaining river water, inspect completed dams, low side banks and downstream outlets. Blueprints do not yet retain water.
- If water wheels power Plank production, lost flow stops processing. Produce essential dry-season materials first or provide manual backup.
- Keep checking water levels and tank stocks during drought. If pumping drains irrigation water, consider pausing pumps after verifying sufficient drinking reserves.
The water guide explains levels and reserve calculations. Even on Normal, arrival and duration vary within ranges; there is no universally safe day-and-building schedule.
Frequently asked questions
Why will lumberjacks not cut nearby trees?
Check entrance paths, actual staff and mature trees within range. Cut trees designation is also required. It differs from planting designations and demolishing trees.
Why do fields not appear after connecting a farm?
A farm alone does not select crops. Use Plant crops to designate crop and plots; check range, irrigation and actual workers rather than desired count.
Why do Logs not enter a Small Warehouse?
Logs use Piles, not Warehouses. Connect a Pile and select Logs. Planks also use Piles. Each storage building is assigned one good.
Another guide lists the Forester at 60 SP
The current individual wiki entry records a reduction to 30 SP in Update 7. This guide uses 30 SP and 10 Logs + 7 Planks. Match main branch and mod status, and check the actual Construction display too.
Will more population immediately fix labor shortages?
Children do not immediately become adult workers, but consume Water and food first. Review job priorities and staffing, returning people to essential work. Folktails housing vacancies also affect population planning.