Beavers

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Beavers icon.png

Beavers icon.png 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 Buildings icon.png Building, and assigning workplaces.

At their base 100% Movement Speed icon.png Movement Speed, beavers walk at a rate of 1233 tiles per day, or 2.67 tiles per second.

Beavers are split into two Factions icon.png Factions: the Folktails icon.png Folktails, who favour comfort and nature, and the Iron Teeth icon.png Iron Teeth, who favour industriousness. Certain Buildings icon.png Buildings are unique to either faction, and each faction has a unique visual style for the buildings they share.

Beavers can construct Bot icon.png Bots which perform jobs in their place, allowing the beavers more time for Well-Being icon.png Leisure.

Life Cycle

Life Expectancy icon.png

A beaver's age will increase by one every day, precisely at dawn.

At the base 100% Life Expectancy icon.png Life Expectancy (with no boost from their Well-Being icon.png 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 icon.png Folktails can breed a new kit when two adults occupy any Double Lodge icon.png Lodge with sufficiently many spaces free. If a beaver is experiencing any Negative Effects, or has a negative Well-Being icon.png 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 icon.png 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 icon.png Iron Teeth use Breeding Pod icon.png Breeding Pods to breed kits, and Advanced Breeding Pod icon.png 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 icon.png 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

Working Hours icon.png

At default Working Hours icon.png working hours, beavers will travel to their workplace and Workers icon.png Work during the Day, and travel Housing icon.png Home, partake in Well-Being icon.png 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 Well-Being icon.png Leisure time, and Sleep time if it sufficiently low, reducing beavers' overall Well-Being icon.png Well-Being.

Decreasing Working Hours will do the opposite, increasing Leisure time, and decreasing time spent working.

Workers

Workers icon.png

Adult Beavers icon.png Beavers and Bot icon.png Bots may be employed in certain Buildings icon.png Buildings to perform various tasks:

  • Production workers are those who work in buildings that process materials, such as the Wood Workshop icon.png Wood Workshop, or those that extract materials from sources in the map, such as the Water Pump icon.png Water Pump.
  • Gatherers harvest resources from individual sources by hand, such as the various Gatherer Flag icon.png flags, or the Tapper's Shack icon.png Tapper's Shack.
  • Farmers plant and harvest Crops icon.png Crops for consumption.
  • Foresters plant Trees icon.png Trees and Blueberry (Bush) icon.png Bushes for other workers to harvest.
  • Builders work at Construction Sites placed by the player.
  • Haulers work at District Center icon.png District Centers and Hauling Post icon.png Hauling Posts, distributing goods between Storage icon.png Storage buildings, as well as buildings that produce and consume them.
  • Crossing Workers work at District Crossing icon.png District Crossings, and collect good from Storage icon.png Storage buildings to transfer between Migration.png 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 icon.png beavers in order to survive, or to improve their Well-Being icon.png 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 icon.png Well-Being score, which provides boosts to certain stats at various thresholds.

Consumption

Beaver Food icon.png food and Water (Good) icon.png water consumption rates are the same for both factions.

  • Food icon.png Food
    • Consumption (rounded): (2.75)Food icon.png food, per beaver, per day
    • Consumption (accurate): Daily depletion = 0.8 units of hunger meter or (2.6666...) Food icon.png food, per beaver, per day
    • Replenishment: (1)Food icon.png food = 0.3 units of hunger meter
  • Water (Goods Category) icon.png Water
    • Consumption (rounded): (2.25)Water (Good) icon.png water, per beaver, per day
    • Consumption (accurate): Daily depletion = 0.7 units of thirst meter or (2.1212...) Water (Good) icon.png water, per beaver, per day
    • Replenishment: (1)Water (Good) icon.png water= 0.33 units of thirst meter

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.