Natural Resources
Natural Resources are structures and flora occurring in the environment, either as:
- geographical features,
- existing vegetation,
- or more vegetation introduced by the colony.
Removal
Unlike Buildings, Natural Resources can not be instantly demolished, and either require
Builders to remove them or are indestructible.
However, dead vegetation (trees that died before they could mature, tree stumps, and dead bushes and crops) can be built over as-is. To quickly remove lots of them, build Paths or
Dynamite over them, then use
Demolish buildings on those.
Plants
Plants are a crucial part to the survival of the colony.
Trees mainly provide
Logs, the core building block to construction and production, and may also be a source of other materials or foods.
Bushes are sources of
Food and
Ingredients. The
Iron Teeth relationship to
Berries is critical, as it is a key ingredient for increasing their Beaver population.
Crops are the main source of food production, keeping beavers away from
starvation. and improving the
Well-Being of beavers to improve productivity and movement speed.
Removing Plants
To remove plants, mark them with the Mark resources for demolition tool. When marked, a
Demolish icon appears above them.




Ensure Builders can reach the targets.


Characteristics
Birch,
Pine,
Oak and
Blueberry Bushes are naturally-occurring from the start. These are all common to both
Factions. More varieties of flora are available from
Plant crops and
Plant trees and bushes on the Toolbar.
beavers'
Forestry and
Farming abilities.
Plants can only survive on irrigated Terrain Blocks. Without irrigation, plants
dry out and eventually die. Plants can also die from being
Flooded.
Aquatic plants require submersion in uncontaminated water. If the water dries up completely, they are affected by the Out of water status and start
Drying as well. Aquatic plants can also die from being
Flooded when the water level exceeds the block they are planted in.
Growth
Plants take time to mature before they can be harvested for their resources. After maturity, plants with second-stage produce like Bushes and
Maple periodically replenish their associated material or food item.
Plants in Timberborn can be grown under complete cover, as there is currently not a mechanic for sunshine coverage. Due to this, underground plantations are possible.
Natural Spread
Mature Trees and Bushes on terrain that isn't marked for planting slowly spread to terrain that is:
- orthogonally (non-diagonally) adjacent,
- at the same height,
- vacant (dead plants without harvestable materials count as vacant),
- irrigated, and
- not marked for planting.
The chance of a seedling spawning does not increase with additional surrounding plants.
Statuses Relating to Plants
The following statues appear on plants in certain situations, addressing them is crucial in keeping plants alive:
Drying
When the ground the plants are growing upon runs out of water, they wilt and are prone to permanently drying out. When selected, each Drying plant indicates the time to death in the UI to the right.
If water is not given in time, the plant dies, losing all of its produce and will need to be replaced and regrown again.
Trees that have reached maturity before dying will lose all of its secondary produce, but can still be able to be harvested for Logs by
Lumberjacks
Out of water
This is an additional factor unique to aquatic plants: if an aquatic plant is no longer standing in a pool of water, it is Out of water and will start wilting even if the ground it is on is watered.
Care should be taken to ensure the pools these plants are in do not dry up, but also not let the water levels rise too high.
Contaminated

Badwater is harmful to living things, and plants living on contaminated soil will start to wilt.
Similar to Drying, plants that are
Contaminated will indicate their leftover time of survival when selected, but on a much quicker deadline.
The use of Contamination Barriers and
Irrigation Barriers may help with hindering the spread of ground
Contamination. Alternatively, the risk can be circumvented by keeping Badwater away from plants through
Landscaping means.
Flooded
Plants can File:Flood icon.png Flood. Most plants are immediately prone to wilting if water starts flowing above the ground, while aquatic plants start wilting when the water level rises above 1 unit high.
If not addressed, the plant can die from overwatering.
List of Plants
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Tab | Faction | Workplace | Natural Spread Rate [a] |
Time to Maturity ![]() |
Time to Harvest ![]() |
Produces |
---|---|---|---|---|---|---|---|
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0.2 | 12 days | 12 days | ![]() | |
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0.1 | 3 days | 3 days | ![]() | |
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0.2 | 9 days | 3 days | ![]() |
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Tab | Faction | Workplace | Natural Spread Rate [a] |
Time to Maturity ![]() |
Time to Harvest ![]() |
Produces |
---|---|---|---|---|---|---|---|
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0.3 | 7 days | -- | ![]() | |
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0.3 | 12 days | 7 days | ![]() ![]() | |
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0.1 | 28 days | 12 days | ![]() ![]() | |
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0.3 | 24 days | 8 days | ![]() ![]() | |
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0.3 | 10 days | 10 days | ![]() ![]() | |
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0.1 | 30 days | -- | ![]() |
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Tab | Faction | Workplace | Time to Harvest | Produces | |
---|---|---|---|---|---|---|
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4 days | 2.8 days | ![]() | |
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5 days | 3.5 days | ![]() | |
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6 days | 4.2 days | ![]() | |
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10 days | 7.0 days | ![]() | |
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8 days | 5.6 days | ![]() | |
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12 days | 8.4 days | ![]() | |
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3 days | -- | ![]() | |
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5 days | -- | ![]() | |
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8 days | -- | ![]() | |
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9 days | -- | ![]() | |
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10 days | -- | ![]() | |
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12 days | -- | ![]() |
[a] Spread rate: higher number is more frequent; only Blueberry Bush,
Birch,
Pine, and
Oak are naturally occurring in the map at the start of the game.
Other Natural Structures
The following are structures that are not buildable by the colonies, and requires the use of the Map Editor to place before a new game starts.
Indestructible
Water Source - produces
Water and
Badtides
Badwater Source - produces
Badwater
Destructable
- Resources:
Ruins - consumed by
scavengers to provide
Scrap Metal.
Underground Ruins - provide
Scrap Metal by
miners.
- Terrain. These natural resources are destroyed by selecting them, selecting Demolish, and ensuring Builders can path to them.
Blockage - similar to
Levees but are not solid.
- File:Natural Overhangs icon.png Natural Overhangs - similar to
Overhangs but do not allow
Paths underneath at the same block height.
Slope - natural
Stairs.