User Interface

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This page is about the gameplay interface. For the menus, see User Interface/Main Menu.

User Interface.png

The Main Interface

Timberborn UI.png

Key
# Section       # Section
1 Manage Settlement and Well-being 7 Time
2 Inventory 8 View
3 Inventory Detail 9 Status Messages
4 Population Management A Population Log
5 Focus B Toolbar
6 Calendar and Weather Forecast C Bug Report

Manage settlement and Well-being

Manage Settlement

A variety of tabs with interactive reports on the colony.

Manage settlement example.png

On the top row of each panel, underneath the tabs, is the District control to cycle through or select Districts.

Selecting icons in the left column focusses the display on that thing. Any adjustable details can be modified on the report, allowing for easy management of multiple objects. Examples: Pause all the gear huts in a District. Tweak workplaces to balance underemployment.


Manage Settlement Tabs
Tab Columns
Population (Manage settlement) icon.png Population The entity; their name (editable); workplace (select to focus); age (Beavers) or durability (Bots); Well-being (Beavers) or Condition (Bots); Bonuses; and Status Icons.
Housing (Manage settlement) icon.png Housing For Iron Teeth icon.png Iron Teeth, this includes Breeding Pod icon.png Breeding Pods. The building, its pause control, Path icon.png Path distance to the District Center icon.png District Center, occupancy (includes growth and nutrition stats for Pods), and Status Icons.
Workplaces (Manage settlement) icon.png Workplaces The building, its pause control, Path icon.png Path distance to the District Center icon.png District Center, Workplace priority, if Bots are unlocked the type of workers, job placement, and workplace priority. Further information is based on the building. If it is under construction: the progress and build priority. If it has storage: hauler priority. If it has multiple recipes: the recipe. Production buildings: efficiency. If it has them: the mode and priority.
Storage (Manage settlement) icon.png Storage The building, Path icon.png Path distance to the District Center icon.png District Center, inventory count, type of Goods, hauler priority, and accept goods setting.
Power (Manage settlement) icon.png Power The top shows a Power icon.png Power network performance summary. The list shows structures, and their pause controls. Further information is based on the structure. Generators: output. Consumers: Path icon.png Path distance to the District Center icon.png District Center,usage and hauler priority. Gravity Batteries: total stored power / total power storage capacity.
Well-being (Manage settlement) icon.png Well-being The building; its pause control (if it consumes anything); Path icon.png Path distance to the District Center icon.png District Center, visitors; popularity; and if it consumes Goods: the hauler priority and inventory.
Migration (Manage settlement) icon.png Migration All District Center icon.png District icons focus when selected. The top section is for manual migration, to impromptu move adults, kits, and bots (each has its own row) between any two Districts, and display the totals and minimums for each. If the movement would exceed the minimum for the destination and other Districts are below their minimum, it fails.

The other sections control the minimums of each for each District for automatic migration. These sections display the housing occupancy and availability, and the homeless count. Sensible minimums are based on housing or workplace demand for that District. As entities are born/created or die/disintegrate, populations migrate to maintain minimums or spread excessive surpluses around. Update minimums regularly for optimal results.

Distribution (Manage settlement) icon.png Distribution
Main article: District Crossing.

District Center icon.png Districts (selectable) start with general controls: reset everything to default, export controls (export all goods without restriction, do not export any goods), and import controls (import none, import all if needed, import all always. Common usage of the general controls is to reduce the amount of individual setting changes after. All Goods are then grouped by their category with their export settings (sliders) and import settings (icons).

Well-being

The average Beavers icon.png Beaver Well-Being score. Selecting it provides a panel displaying the Needs and their count of satisfied Beavers.

Inventory

From left to right: this displays, Science Points icon.png Science Points, Materials icon.png Materials, inedible Ingredients icon.png Ingredients for making Food icon.png Food, consumable Food icon.png Food, Water (Goods Category) icon.png Water, and Log icon.png Logs.

Inventory Detail

From the Inventory above, General goods, ingredients, and consumable food can all be expanded to show detail as in the example screenshot.

Population Management

Row Totals of Linked to what Manage settlement tab (see above)
1 Adult beavers, kits, and bots Population
2 Occupied beds, free beds, homeless Housing
3 Beavers: Workers vacancies unemployed Workplaces
4 Bots: Workers vacancies unemployed Workplaces

Focus

This scrolls through the current districts. Expanding this control lists all districts. Useful when jumping around checking each district for stuff, like do they all have a barrel for coffee.

Calendar and Weather Forecast

The top row gives the beaver calendar, and the second row is the weather forecast, displaying the expected weather for the next week. Weather can be fine (blue), drought (yellow), or bad tide (red).

Time

Simulation speed

The top row controls the game speed at which Time advances.

Clock

The circle to the right is the clock displaying the time of the Beaver's day. The yellow part of the clock is the beaver's day. This starts with daybreak at 6 am and ends at midnight. A small white block on the clock's rim indicates the end of the working hours.

Working hours

The controls in the second row control the length of the Working hours.

After establishing a new colony, consider setting the working hours to 24h. Although the Beavers eventually collapse from exhaustion for a nap, they complete a lot of initial startup work. This helps construct Housing icon.png Housing sooner, which extends their lifespan. Excess housing also begins Folktails icon.png Folktails' population growth.

When Housing is sufficient, reduce the working hours to 20h so Beavers sleep inside.

When workplaces are built on orange or red path lengths, reduce the working hours to 18 hours to ensure Beavers have enough time to get home and have time to attend to some Needs. This increases their Well-Being and efficacy.

As the colony prospers, reduce the working hours accordingly to give Beavers more time to attend to more Needs. 16h is a good setting until the map is fully settled.

View

Adds or subtracts info from the view. (Describe each control)

Status Messages

Main article: Status Icons.

Issues requiring mitigation are followed by the count of these issues in brackets. Select the issue to cycle around the targets with that issue. Not all problems are considered important enough to require a status message.

Population Log

Beaver births and deaths, and bot commissioning and decommissioning.

Toolbar

Main article: User Interface/Toolbar.

The toolbar displays the tool groups. Many of these have multiple tools or objects as submenus that display centered above the toolbar. Together, they provide the fun controls that facilitate gameplay.

Ctrl + Scroll up/down cycles through the tool groups on the main toolbar (the list below). Shift + Scroll up/down cycles through the tools from the submenus in each tool group.

Bug Report

Has a link to the bug report web page and the current version of the game to quote in that.