Beavers
Beavers are the protagonists of Timberborn. A surviving species in the post-apocalyptic world, they make use of wood to survive, build and prosper.
The player does not interact with them directly, instead doing so through various systems such as Building, and assigning workplaces.
At their base 100% Movement Speed, beavers walk at a rate of 1233 tiles per day, or 2.67 tiles per second.
Beavers are split into two Factions: the
Folktails, who favour comfort and nature, and the
Iron Teeth, who favour industriousness. Certain
Buildings are unique to either faction, and each faction has a unique visual style for the buildings they share.
Beavers can construct Bots which perform jobs in their place, allowing the beavers more time for
Leisure.
Life Cycle
A beaver's age will increase by one every day, precisely at dawn.
At the base 100% Life Expectancy (with no boost from their
Well-Being score), a beaver which is not killed prematurely will live to a random age in their fifties. They will die as soon as they reach that age at the start of the day, regardless of what time of day they were born, or how quickly they became an adult.
A beaver's childhood will depend on its faction.
Folktails
Folktails can breed a new kit when two adults occupy any
Lodge with sufficiently many spaces free. If a beaver is experiencing any Negative Effects, or has a negative
Well-Being score, it will not breed.
A new kit will be born at age 0 during the night, and will turn age 1 as soon as the following day starts.
At the base 100% Growth Speed, a kit will turn into an adult after 7 days and 8 hours. This time starts from the moment they were born, not the time they turned 1.
Iron Teeth
Iron Teeth use
Breeding Pods to breed kits, and
Advanced Breeding Pods to breed new adults. New beavers from either source begin life at age 0, and turn 1 at the start of the following day, regardless of the time they emerged from their pod.
As with Folktails, at the base 100% Growth Speed, a kit will turn into an adult after 7 days and 8 hours. This time starts from the moment they were born, not the time they turned 1.
Working Hours
At default working hours, beavers will travel to their workplace and
Work during the Day, and travel
Home, partake in
Leisure activities and Sleep during the night.
The default Working Hours is 16 hours per day. Working hours can be adjusted at any time at the top right of the screen, from 0 hours to 24 hours per day.
Increasing Working Hours will increase time spent working (and with it increase overall productivity), but will decrease Leisure time, and Sleep time if it sufficiently low, reducing beavers' overall
Well-Being.
Decreasing Working Hours will do the opposite, increasing Leisure time, and decreasing time spent working.
Workers
Adult Beavers and
Bots may be employed in certain
Buildings to perform various tasks:
- Production workers are those who work in buildings that process materials, such as the
Wood Workshop, or those that extract materials from sources in the map, such as the
Water Pump.
- Gatherers harvest resources from individual sources by hand, such as the various
flags, or the
Tapper's Shack.
- Farmers plant and harvest
Crops for consumption.
- Foresters plant
Trees and
Bushes for other workers to harvest.
- Builders work at Construction Sites placed by the player.
- Haulers work at
District Centers and
Hauling Posts, distributing goods between
Storage buildings, as well as buildings that produce and consume them.
- Crossing Workers work at
District Crossings, and collect good from
Storage buildings to transfer between
Districts.
Those who do not work consist of kits too young to work, beavers who refuse to work due to Negative Effects, and those who are unemployed due to a lack of available jobs.
Unemployed workers will still perform certain Hauling tasks if necessary.
Needs
Needs are conditions that must be satisfied by beavers in order to survive, or to improve their
Well-Being, depending on the need.
If a beaver spends too much time without satisfying their Hunger and Thirst needs, they will die.
Certain needs may also cause negative effects to the beaver, either by giving negative points towards their well-being, or by giving unique Negative Effects.
Most needs are optional, as failing to meet them will not cause harm to the beaver. Satisfying them will grant points towards their Well-Being score, which provides boosts to certain stats at various thresholds.
Consumption
Beaver food and
water consumption rates are the same for both factions.
Trivia
- Individual beavers receive names randomly from a set List of Names.
- There are a few additional Named Beavers who appear in flavour texts present in the game.