It’s time for another batch of experimental Update 6 tweaks and bugfixes. Enjoy!
Patch notes 2024-07-11 (experimental)
As a reminder, to play on the experimental branch, follow the steps described here:
Switching to Experimental Branch
To see and use Steam Workshop during the experimental phase, you also need to join this group:
Timberborn Workshop group
Buildings
- Updated buildings: Engine and Large Power Wheel. Following a similar change to windmills, it is now possible to attach a Vertical (or Upward) Power Shaft to the central bottom tile of these power-producing buildings. They can also power up Solid buildings placed directly below (such as the Bot Part Factory).
- Updated buildings: Mine, Efficient Mine, and Underground Pile. These buildings’ entrances are now at the ground level.
Misc.
- Added the ability to assign keybindings for upward and downward camera rotation.
- The camera position is no longer saved in the map editor.
- Added warnings for Downward and Upward Power Shafts when you’re about to block their connectors.
- The game no longer warns about blocked power connectors when there’s at least one connector still available. And if all connectors are blocked, the warning says just that.
- Added a tooltip to the grayed out “Delete” button when the building cannot be deleted because of other structures placed above.
- Updated icons for the Local indicator on the map and mod selection screens.
- Updated shaders for some crops.
- Added flavor texts for both factions’ wonders.
Bugs
- Fixed a relatively common issue related to the player.data file that would crash the game at launch.
- Builders carrying goods were once again reminded not to ignore paths. Safety first!
- Cleared the 0,0 camera position saved as the default restorable position on Plains and Helix Mountain.
- Fixed a bug with beavers creating a moshpit right at the Underground Pile’s entrance.
- Water particles on Buildings such as Water Dump or Mechanical Water Pump no longer clip through Impermeable Floor, Levees, Dams, Sluices, or even ground.
- Water Sources are now hidden when using the layer-hiding tool.
- Fixed plant life not changing its status after being flooded in the map editor.
- Fixed a bug with paths attempting to connect to Stairs from the side. We know, we know.
- Beavers no longer pretend to be ghosts and cannot enter buildings through walls.
- Fixed the missing Network power supply / demand header not appearing for the first group of buildings listed in the Power tab of the Settlement Panel.
- Water Gauge and Badwater Rig no longer clip through other buildings.
- Fixed the occasional overflowing on the Canyon map.
- Fixed some minor water oscillations on the Cliffside map.
- Bot builders no longer feel superior and won’t act like they don’t need hammers to work.
- Fixed power shafts rotating even when there was nothing consuming power.
- Fixed building highlights that sometimes wouldn’t disappear.
- Covered water sources no longer continue to produce water during badtides or badwater during temperate weather.