Timberborn building guide: costs, research, staffing and connections

Compare representative early Folktails, storage and water-control buildings by checked costs and operating conditions. Diagnose unfinished construction, empty jobs and input, power or output blocks.

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

49 / 49 rows

Separate unlocking, construction and operation

Unlocking in Construction, delivering materials to finish, and operating afterward are separate. Tables cover representative main-branch 1.1 Folktails facilities. Listed materials cover the buildings themselves; add stairs, supports, shafts and storage as needed.

Wide tables scroll horizontally.

Separate unlocking, construction and operation: 5 entries
StageRequirementOnscreen displayCommon confusion
UnlockRequired Science (SP)Unlock cost in ConstructionAssuming SP also pays construction materials
ConstructionDistrict-accessible materials, builders and routeMissing materials and progressPrioritizing only the building on an unfinished platform
StaffingDesired and actual workersEmployment priority and staff countAssuming construction priority also prioritizes employment
OperationInputs, power or range, and free outputInput slots, power and shutdown reasonAssuming roads also transmit power
Output and useCompatible storage, good assignment and connectionStored good, stocks, free capacity and districtAdding storage without assigning its good

Initially unlocked means no SP payment in a new game, not free construction. English resource labels are Logs, Planks, Gears and Treated Planks.

Representative basic and wood-production facilities

Wide tables scroll horizontally.

Representative basic and wood-production facilities: 8 entries
FacilityResearch or construction prerequisitesChecked costConnections and staffOperation and purpose
Lumberjack FlagInitially available; mature trees and cutting designationNo construction materialsEntrance path, one worker and reachable treesFells trees for Logs; output goes to Piles or construction.
Water PumpInitially unlocked; reachable clean water12 LogsPath and one worker; no mechanical powerDraws from depth two to produce Water; output buffer 15.
Efficient FarmhouseInitially unlocked; crop designation in range25 LogsPath, up to three workers; no powerPlants and harvests carrots or other crops; output buffer 50 per crop.
Lodge: housingInitially unlocked; entrance access12 LogsNo workplace staffing; check occupancy.Houses three, meeting sleep and shelter needs.
InventorInitially unlocked12 LogsPath and one worker; no powerBase 1 SP per working hour. SP unlocks buildings and is not carried to goods storage.
Lumber MillInitially unlocked; Logs and power source15 LogsPath, one worker and 50 HP1 Log → 1 Plank; internal buffers of 13 Logs and 13 Planks.
Power WheelInitially unlocked; power connection to the consumer20 LogsPath, one worker and axle connectionBase 50 HP; worker movement-speed modifiers and actual staffing change output.
Forester30 SP; ability to produce Planks10 Logs + 7 PlanksPath, one worker and planted plots in rangePlants trees and bushes; distinct from cutting or gathering.

Maximum staff is an adjustable workplace limit. One actual worker does not do the work of three merely because three slots exist. Distinguish waiting for growth from a paused workplace.

Choose storage goods and capacity together

Storage is not one building accepting everything. Separate food, Logs, Planks and Water, assigning a good immediately. Additional storage does not automatically increase production or hauling.

Wide tables scroll horizontally.

Choose storage goods and capacity together: 6 entries
FacilityResearch prerequisiteChecked costConnection and settingsCapacity and purpose
Small WarehouseInitially unlocked3 LogsPath; select one good and a mode such as Accept.30; compatible goods such as Berries or Carrots
Medium WarehouseInitially unlocked15 LogsPath; one good as with Small Warehouse200; bulk food storage
Large Pile, FolktailsInitially unlocked6 LogsPath; select Logs or Planks.180; Pile goods such as Logs and Planks
Small TankInitially unlocked15 LogsPath; select Water for drinking reserves.30; empty capacity differs from actual stocks
Medium Tank120 SP; prepare Planks and Gears30 Planks + 20 GearsPath; select one liquid good.300; does not directly retain river water
Large Tank600 SP; metal processing needed80 Planks + 60 Gears + 30 Metal BlocksPath; select one liquid good.1200; same capacity units as the Small Tank

Producers and haulers move goods; storage has no dedicated worker slots to fill. Setting every store to Empty may draw workers away from important jobs, so limit it to the goods being moved.

Using Accept, Obtain, Supply and Empty

  1. Complete the receiving store first, select the same good and reserve space. Do not delete the active old store first.
  2. Change only the old store being moved to Empty. Check its good and remaining stock.
  3. After goods reach the new store, confirm continuing paths and producer output. Check whether the new location lengthens producer round trips excessively.

Wide tables scroll horizontally.

Using Accept, Obtain, Supply and Empty: 4 entries
SettingFunctionWhen usefulIf nothing moves
Accept GoodsBasic acceptance of the assigned good, available to relevant workplacesFirst establish a new food Warehouse or Water Tank.Check good, paths, space and same-district access.
ObtainNormal acceptance plus hauler replenishment from other facilitiesStock near users, such as housingInspect the Hauling Post and actual haulers. This does not produce goods.
SupplyAccept new goods while haulers distribute to other stores.Move goods from production toward consumers instead of stockpiling locally.Check receivers and haulers. This also affects interdistrict distribution capacity calculations.
EmptyStop accepting and move or consume remaining stock.Relocating storage or changing goodsCannot empty without a destination. Restore the ordinary setting afterward.

When changing goods, old stock must be removed before the new good enters. An initial delay does not establish a broken building.

Representative water structures and 1.1 cost changes

Wide tables scroll horizontally.

Representative water structures and 1.1 cost changes: 6 entries
FacilityResearch or construction prerequisitesChecked costConnections and staffOperation and purpose
DamInitially unlocked; safe overflow route20 LogsNo operating staff or power after construction; builders still need access.Low barrier overflowing above 0.65; supports paths on top.
Levee120 SP; supporting surface for the wall12 LogsNo staff or power; stack to the needed height.Blocks one terrain block's height. Manage outlets and low banks separately.
Floodgate: single height150 SP; Plank production10 Logs + 5 PlanksNo staff or power; inspect synchronization and height.Adjusts from 0 to 1 in 0.05 steps; no path on top.
Fill Valve300 SP; Planks and Metal Blocks5 Planks + 5 Metal BlocksNo staff or power; direction, target depth and signalsA one-way valve maintaining downstream depth. Contamination detection is separate.
Mechanical Pump2000 SP in 1.1; Gears and Treated Planks50 Gears + 15 Treated Planks500 HP; intake, outlet and power connectionsTransfers terrain liquid without producing the Water good.
Compact Mechanical PumpIntroduced in 1.1; 4000 SP50 Gears + 25 Treated Planks + 25 Metal Blocks700 HP; check wall-side intake and outlet.Separate from the ordinary Mechanical Pump; unsuitable as an initial drinking pump.

The final two rows highlight changes easily confused with old guides, not recommended preparations before the first drought. Do not reuse old 700 HP and high-metal-cost tables for the ordinary Mechanical Pump.

Connect paths and power as separate networks

Wide tables scroll horizontally.

Connect paths and power as separate networks: 6 entries
ConnectionRequired checkActionSuccess indicator
Building entrance to District CenterContinuous path matching entrance heightConnect paths on ground or platforms with stairs.The disconnected warning clears.
Building on a platformIs the support complete?Finish the lower level, then add a path on top separately.Construction becomes accessible and beavers can reach the entrance.
Power Wheel to Lumber MillDo axle and building power points connect?Add current Power Shafts between them if needed.HP reaches the mill and work begins.
Power network on one levelContinuous automatically connecting shaftsPower Shaft is initially available and costs 1 Log each.Distant generators and consumers join one power network.
Power network across levelsAre you assuming ordinary shafts connect upward?Vertical Power Shaft: 40 SP, 2 Logs + 2 Planks + 1 GearPower reaches the upper consumer.
Water wheel to power networkWater direction, current under the axle and shaft connectionRead supplied HP rather than appearance alone.Power reaches machinery according to flow.

This is not a coverage-based electrical-grid system. Even adjacent buildings need matching power points and height. Spare power cannot replace materials or workers.

Reserve forestry Logs first

A small example produces the Forester's seven Planks from existing Logs. Totals are comparison arithmetic, not a survival guarantee for the whole colony. Water, food, housing and storage are separate.

Wide tables scroll horizontally.

Reserve forestry Logs first: 6 entries
PurposeLogs required directlyPlanks requiredCheck
Inventor120One worker produces SP.
Lumber Mill150One worker and power required
Power Wheel200One worker; connect base 50 HP to the mill.
Forester itself10730 SP unlock and one worker
Raw material for seven Planks7Output: sevenAt 1 Log → 1 Plank, reserve seven Logs beyond building materials.
Subtotal in this example64Produce seven Planks through the process above.12 + 15 + 20 + 10 + 7, excluding extra shafts, supports and storage.

Subtract already-built facilities; add shafts, stairs or platforms for the actual layout. Trees still need growth time, so reserving 64 Logs does not instantly solve wood supply.

Fixes for completed but idle buildings

Wide tables scroll horizontally.

Fixes for completed but idle buildings: 8 entries
Reason for stoppingInput and output checksAction to tryFaction or version differences
Entrance inaccessiblePaths, stairs, platforms and entrance heightCreate one continuous entrance route.The red long-distance line is not the current district limit.
Empty job slotsDifference between desired and actual workersPause extra jobs and raise employment priority for essential work.Separate from construction priority
Missing inputsCompare district stocks with building inputs.Fix accessible storage within the same district.Stocks are not shared automatically across districts.
Blocked finished goodsOutput buffer and compatible storage spaceAdd or move a receiver assigned to the correct good.Logs and Planks use Piles, food uses Warehouses, Water uses Tanks.
Insufficient powerConnections and supplied versus demanded HPFix generation and shafts; pause nonurgent demand.Water wheels and manual wheels have different stopping conditions.
No target within working rangePlanting or crop designations and mature cutting targetsRedesignate within the building's range.Do not mix three-worker Folktails farms with two-worker Iron Teeth farms.
FloodedIs the entrance or operating part touching water?Release safely to restore levels and plan at a flood-resistant height.Underwater paths do not make every facility work underwater.
An old guide's building is missing.Compare names, faction and version.Check changes such as Sluice → Fill Valve and Fluid Dump → Discharge.Prioritize official 1.1 changes.

Verify output reaches its next process or storage as well as clearing warnings. If the symptom remains, change one setting at a time and revisit connections → staff → input → output → power or water.

Frequently asked questions

Why does paying SP not finish a building?

SP unlocks Construction options. Provide Logs, Planks and other materials separately, with builders able to deliver them. For elevated buildings, inspect lower supports too.

Construction priority did not bring a worker

Construction priority orders building work; employment priority allocates staff afterward. Check desired and actual staffing in the completed workplace, prioritizing Water and food if needed.

A new Medium Tank does not increase Water

It stores up to 300. Water assignment, paths, acceptance and free capacity cannot overcome stopped pumping or hauling. Inspect pump stocks to distinguish failed production from output awaiting transport.

Can I use an old Mechanical Pump cost table?

Main-branch 1.1 changes the Mechanical Pump to 2000 SP, 50 Gears + 15 Treated Planks and 500 HP. Compact Mechanical Pump is a separate new building. Match the name rather than applying the old 700 HP table.

Why reserve seven Planks for the Forester first?

Using all Logs before its completion removes both Plank inputs and the Forester's own materials. Reserve the research, mill, power, Forester and processing inputs as one chain, allowing time for planted trees to grow.

🔥Popular guides
  1. 1Brotato Character Tier Comparison: First Clear and Danger 5 Picks
  2. 2Dungeon Clawler Builds: 4 Early Choices and 6 Character Builds
  3. 3Brotato Build Guide: Weapons, Upgrades and Pitfalls for 8 Characters
  4. 4Everything is Crab Walkthrough — Early Decisions to Higher Pressure
  5. 5Mouthwashing Walkthrough and Collectibles Guide

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