Timberborn Buildings โ Complete List
Every building in Timberborn 1.0, organized by category. Includes faction-exclusive structures, functions, and construction tips. Use the category index to jump directly to what you need.
๐ค๏ธ Paths & Structures
Platforms, stairs, and paths that connect your colony. Beavers can only work in buildings accessible by path.
Basic ground-level path. Required for all worker routing.
Elevated wooden platform path. Used for upper floors of vertical builds.
Connects floors vertically. Required for beavers to reach upper-level buildings.
Flat structural surface. Creates a floor that can support buildings above it.
Raises terrain height to redirect water flow. Essential for dam and channel engineering.
๐ Housing
Shelter your beavers. Unhoused beavers have reduced well-being and sleep outside with health penalties.
Fits 4 beavers. Basic Folktails housing.
Fits 2 beavers. Compact starter housing.
Fits 6 beavers. Mid-tier efficient housing.
Fits 8 beavers. Best Folktails housing per tile.
Fits 6 beavers. Industrial-style housing.
Fits 8 beavers. Compact dense military housing.
Fits 8 beavers. Vertical stacked apartment style.
Fits 12 beavers. Highest density housing in game.
Produces new beavers on demand. Requires workers assigned.
๐พ Food Production
Grow, harvest, and process food for your colony. Beavers require constant food supply to maintain well-being.
Assigns farmers to crop fields. Required to harvest any crop.
Planted with one crop type. Must be within irrigation range.
Farms underwater crops like Spadderdock and Cattail.
Converts grain into bread. Higher nutrition food.
Cooks raw food for higher well-being bonuses.
Waters all crop fields in large radius automatically.
Produces honey. High well-being food item.
๐ง Water
Pump, store, and distribute water. Your colony's survival depends on a reliable water supply.
Draws clean water from river. Requires riverbank placement.
Higher output pump. Requires mechanical power input.
Stores processed water for drought periods.
Blocks river flow and creates upstream reservoir.
Integrated into Dam walls. Controls water flow release.
Blocks Badwater flow while allowing clean water through.
Heals beavers exposed to Badwater.
Pumps from deeper water levels.
Converts Badwater into Badwater Extract resource.
โก Power Generation
Mechanical power measured in HP drives all machines. Power network must be physically connected.
60 HP, no fuel, wind-dependent.
120 HP, no fuel, requires more space.
High HP from flowing water. Stops in drought.
90 HP, burns wood logs, always-on.
Smaller footprint water power.
Highest output single water power building.
Stores mechanical energy as potential energy. Essential drought power buffer.
Transmits power horizontally through buildings.
Beaver-powered treadmill generator. Emergency backup power.
๐ชต Wood & Forestry
Wood is the primary construction and fuel resource. Sustainable forestry is critical for long-term play.
Assigns workers to fell trees in the flagged zone.
Assigns workers to plant new trees. Keep ahead of lumberjacks.
Converts logs into planks for construction.
Advanced wood processing. Produces higher-tier lumber goods.
โ๏ธ Metal Production
Metal is required for advanced buildings and bot components.
Extracts metal ore from ore deposits.
Faster metal extraction than standard Mine.
Converts ore into metal bars. Requires power.
Produces gears from metal. Required for advanced machinery.
Produces metal parts for Bots and advanced buildings.
๐ฌ Science & Research
Science Points (SP) unlock new buildings and upgrades. Invest in science to progress through the tech tree.
Assigns researchers. Core science production building.
Generates SP passively without power. Build and forget.
Generates SP faster but requires mechanical power input.
Advanced SP generation. Requires paper input.
Converts wood pulp into paper. Required for Library.
๐ท Labor & Logistics
Manage your workforce distribution and resource hauling.
Colony hub. Every settlement needs one.
Assigns construction workers. Build immediately at start.
Assigns resource haulers. Critical for supply chain efficiency.
Produces new Bots. Requires metal parts and power.
Charges Bots. Requires power connection.
High-capacity Bot charging and management.
๐ฆ Storage
Without storage space, beavers drop resources on the ground and efficiency collapses. Build storage early.
Compact raw resource storage.
High volume raw storage.
Space-efficient storage built into terrain.
Compact industrial bulk storage.
Highest capacity bulk storage.
Stores processed goods. Separate from raw resource piles.
High capacity processed goods storage.
๐ญ Leisure & Well-being
Keep beaver morale high. Well-being affects work efficiency directly.
Basic social well-being boost. Build near housing clusters.
Swimming pool for leisure. Strong well-being boost.
Relaxation building. Requires mud resource.
Entertainment building. Requires beverages.
Spiritual needs building. Mid-game well-being tier.
High well-being entertainment. Unique to Folktails.
Recreation for beavers. Provides leisure needs.
๐๏ธ Monuments
Late-game prestige structures that satisfy the Awe need โ the highest tier of beaver well-being.
Celebrates the working beaver. Grants colony-wide Awe satisfaction.
Industrial monument. Large Awe radius.
Engineering monument. Highest Awe output.
๐ Related Guides
โ Frequently Asked Questions
How many building categories are in Timberborn? ๏ผ
Timberborn 1.0 has 14 building categories: Paths & Structures, Housing, Food Production, Water, Power Generation, Wood & Forestry, Metal Production, Science, Labor & Logistics, Storage, Leisure, Decorations, Monuments, and Landscaping (terraforming tools). Each category contains both shared buildings and faction-exclusive variants.
Can buildings be built on top of each other in Timberborn? ๏ผ
Yes. Any building with a solid flat roof can have another building constructed on top of it. This includes Warehouses, Barracks, and most production buildings. Timberborn supports vertical stacking up to 34 layers high, allowing incredibly dense city layouts.
What is the most important building to build first? ๏ผ
After the District Center, the Builders' Hut is the most critical first building. Without it, no construction can proceed. Follow it immediately with a Hauling Post. Without haulers, builders sit idle even when materials are available nearby.
What buildings are completely shared between both factions? ๏ผ
Both factions share: District Center, Builders' Hut, Hauling Post, Farmhouse, Crop Fields, Sawmill, Smelter, Gear Workshop, Warehouse, Campfire, Lido, Science Institute, Library, Paper Mill, Dam, Floodgate, Water Tank, Contamination Barrier, Decontamination Pod, Badwater Extractor, Bot Assembly Line, and Gravity Battery โ among others.