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
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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.
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| Stage | Requirement | Onscreen display | Common confusion |
|---|---|---|---|
| Unlock | Required Science (SP) | Unlock cost in Construction | Assuming SP also pays construction materials |
| Construction | District-accessible materials, builders and route | Missing materials and progress | Prioritizing only the building on an unfinished platform |
| Staffing | Desired and actual workers | Employment priority and staff count | Assuming construction priority also prioritizes employment |
| Operation | Inputs, power or range, and free output | Input slots, power and shutdown reason | Assuming roads also transmit power |
| Output and use | Compatible storage, good assignment and connection | Stored good, stocks, free capacity and district | Adding storage without assigning its good |
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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
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| Facility | Research or construction prerequisites | Checked cost | Connections and staff | Operation and purpose |
|---|---|---|---|---|
| Lumberjack Flag | Initially available; mature trees and cutting designation | No construction materials | Entrance path, one worker and reachable trees | Fells trees for Logs; output goes to Piles or construction. |
| Water Pump | Initially unlocked; reachable clean water | 12 Logs | Path and one worker; no mechanical power | Draws from depth two to produce Water; output buffer 15. |
| Efficient Farmhouse | Initially unlocked; crop designation in range | 25 Logs | Path, up to three workers; no power | Plants and harvests carrots or other crops; output buffer 50 per crop. |
| Lodge: housing | Initially unlocked; entrance access | 12 Logs | No workplace staffing; check occupancy. | Houses three, meeting sleep and shelter needs. |
| Inventor | Initially unlocked | 12 Logs | Path and one worker; no power | Base 1 SP per working hour. SP unlocks buildings and is not carried to goods storage. |
| Lumber Mill | Initially unlocked; Logs and power source | 15 Logs | Path, one worker and 50 HP | 1 Log → 1 Plank; internal buffers of 13 Logs and 13 Planks. |
| Power Wheel | Initially unlocked; power connection to the consumer | 20 Logs | Path, one worker and axle connection | Base 50 HP; worker movement-speed modifiers and actual staffing change output. |
| Forester | 30 SP; ability to produce Planks | 10 Logs + 7 Planks | Path, one worker and planted plots in range | Plants trees and bushes; distinct from cutting or gathering. |
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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.
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| Facility | Research prerequisite | Checked cost | Connection and settings | Capacity and purpose |
|---|---|---|---|---|
| Small Warehouse | Initially unlocked | 3 Logs | Path; select one good and a mode such as Accept. | 30; compatible goods such as Berries or Carrots |
| Medium Warehouse | Initially unlocked | 15 Logs | Path; one good as with Small Warehouse | 200; bulk food storage |
| Large Pile, Folktails | Initially unlocked | 6 Logs | Path; select Logs or Planks. | 180; Pile goods such as Logs and Planks |
| Small Tank | Initially unlocked | 15 Logs | Path; select Water for drinking reserves. | 30; empty capacity differs from actual stocks |
| Medium Tank | 120 SP; prepare Planks and Gears | 30 Planks + 20 Gears | Path; select one liquid good. | 300; does not directly retain river water |
| Large Tank | 600 SP; metal processing needed | 80 Planks + 60 Gears + 30 Metal Blocks | Path; select one liquid good. | 1200; same capacity units as the Small Tank |
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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
- Complete the receiving store first, select the same good and reserve space. Do not delete the active old store first.
- Change only the old store being moved to Empty. Check its good and remaining stock.
- After goods reach the new store, confirm continuing paths and producer output. Check whether the new location lengthens producer round trips excessively.
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| Setting | Function | When useful | If nothing moves |
|---|---|---|---|
| Accept Goods | Basic acceptance of the assigned good, available to relevant workplaces | First establish a new food Warehouse or Water Tank. | Check good, paths, space and same-district access. |
| Obtain | Normal acceptance plus hauler replenishment from other facilities | Stock near users, such as housing | Inspect the Hauling Post and actual haulers. This does not produce goods. |
| Supply | Accept 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. |
| Empty | Stop accepting and move or consume remaining stock. | Relocating storage or changing goods | Cannot empty without a destination. Restore the ordinary setting afterward. |
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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
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| Facility | Research or construction prerequisites | Checked cost | Connections and staff | Operation and purpose |
|---|---|---|---|---|
| Dam | Initially unlocked; safe overflow route | 20 Logs | No operating staff or power after construction; builders still need access. | Low barrier overflowing above 0.65; supports paths on top. |
| Levee | 120 SP; supporting surface for the wall | 12 Logs | No staff or power; stack to the needed height. | Blocks one terrain block's height. Manage outlets and low banks separately. |
| Floodgate: single height | 150 SP; Plank production | 10 Logs + 5 Planks | No staff or power; inspect synchronization and height. | Adjusts from 0 to 1 in 0.05 steps; no path on top. |
| Fill Valve | 300 SP; Planks and Metal Blocks | 5 Planks + 5 Metal Blocks | No staff or power; direction, target depth and signals | A one-way valve maintaining downstream depth. Contamination detection is separate. |
| Mechanical Pump | 2000 SP in 1.1; Gears and Treated Planks | 50 Gears + 15 Treated Planks | 500 HP; intake, outlet and power connections | Transfers terrain liquid without producing the Water good. |
| Compact Mechanical Pump | Introduced in 1.1; 4000 SP | 50 Gears + 25 Treated Planks + 25 Metal Blocks | 700 HP; check wall-side intake and outlet. | Separate from the ordinary Mechanical Pump; unsuitable as an initial drinking pump. |
No matching entries in this table. Shorten the query or clear it to restore all entries.
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
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| Connection | Required check | Action | Success indicator |
|---|---|---|---|
| Building entrance to District Center | Continuous path matching entrance height | Connect paths on ground or platforms with stairs. | The disconnected warning clears. |
| Building on a platform | Is 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 Mill | Do 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 level | Continuous automatically connecting shafts | Power Shaft is initially available and costs 1 Log each. | Distant generators and consumers join one power network. |
| Power network across levels | Are you assuming ordinary shafts connect upward? | Vertical Power Shaft: 40 SP, 2 Logs + 2 Planks + 1 Gear | Power reaches the upper consumer. |
| Water wheel to power network | Water direction, current under the axle and shaft connection | Read supplied HP rather than appearance alone. | Power reaches machinery according to flow. |
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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.
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| Purpose | Logs required directly | Planks required | Check |
|---|---|---|---|
| Inventor | 12 | 0 | One worker produces SP. |
| Lumber Mill | 15 | 0 | One worker and power required |
| Power Wheel | 20 | 0 | One worker; connect base 50 HP to the mill. |
| Forester itself | 10 | 7 | 30 SP unlock and one worker |
| Raw material for seven Planks | 7 | Output: seven | At 1 Log → 1 Plank, reserve seven Logs beyond building materials. |
| Subtotal in this example | 64 | Produce seven Planks through the process above. | 12 + 15 + 20 + 10 + 7, excluding extra shafts, supports and storage. |
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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
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| Reason for stopping | Input and output checks | Action to try | Faction or version differences |
|---|---|---|---|
| Entrance inaccessible | Paths, stairs, platforms and entrance height | Create one continuous entrance route. | The red long-distance line is not the current district limit. |
| Empty job slots | Difference between desired and actual workers | Pause extra jobs and raise employment priority for essential work. | Separate from construction priority |
| Missing inputs | Compare district stocks with building inputs. | Fix accessible storage within the same district. | Stocks are not shared automatically across districts. |
| Blocked finished goods | Output buffer and compatible storage space | Add or move a receiver assigned to the correct good. | Logs and Planks use Piles, food uses Warehouses, Water uses Tanks. |
| Insufficient power | Connections and supplied versus demanded HP | Fix generation and shafts; pause nonurgent demand. | Water wheels and manual wheels have different stopping conditions. |
| No target within working range | Planting or crop designations and mature cutting targets | Redesignate within the building's range. | Do not mix three-worker Folktails farms with two-worker Iron Teeth farms. |
| Flooded | Is 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. |
No matching entries in this table. Shorten the query or clear it to restore all entries.
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.