Settings Guide: Best Graphics, Performance & Game Mode Tips
Settings control how Timberborn behaves before and during a play session: difficulty and drought parameters, map and save options, UI and input preferences, and a few global gameplay toggles. Properly configuring Settings tailors challenge, pacing, and convenience to your preferred playstyle.
Game mode (difficulty) and Custom Game
- Game Mode selects a preset difficulty (Easy, Normal, Hard) or lets you create a Custom game with fully adjustable variables.
- Each preset defines starting population (adults/children), starting resources, consumption multipliers, drought parameters, injury chance, refund rate for demolished buildings, and other core values.
- All modes begin with the same default starting adult/child counts but differ in resource/consumption and drought settings.
- Custom mode exposes the same variables so you can mix and match values from the presets or create unique combinations.
Drought and cycle settings
- Droughts are the principal long-term hazard: during a drought natural water generation (flowing water) gradually stops and remaining surface water evaporates; only stored water (tanks, reservoirs) remains available.
- The Drought Duration setting is the upper bound for drought length (the duration at 100% handicap).
- Handicap Multiplier and Handicap Period control how droughts scale early in a playthrough:
- Early droughts start shorter than the maximum duration; the Handicap Multiplier is the starting fraction of the Drought Duration.
- Handicap Period is the number of cycles required for the Handicap Multiplier to increase to 100%, scaling drought length each cycle until it reaches the full Drought Duration.
- The game also provides ranges for non-drought cycle length (wet/temperate vs dry windows) which vary by difficulty.
Consumption and population settings
- Food and Water Consumption multipliers alter per-beaver consumption rates across the colony; Easy reduces consumption compared to Normal/Hard.
- Starting Food and Starting Water are adjustable per game mode; Easy provides higher starting supplies.
- Injury Chance and other survival-related variables are defined per difficulty.
Working Hours
- Working Hours sets how many hours per cycle beavers spend working versus resting and fulfilling needs.
- Default is 16 hours; adjustable from 0 to 24.
- Increasing working hours raises productivity but reduces leisure and sleep time, which can lower need fulfilment and lower breeding chances; reducing working hours has the opposite effect.
Map and Map Editor settings
- Create New Map: enter map dimensions (valid range 4–256 tiles per side) to generate a fresh map.
- Select Map: choose a map for a new game; custom maps appear after default maps.
- Edit Map: open the Map Editor by selecting a map; Map Editor includes terrain sculpting tools and a water simulation toolbar with controls to pause/run/reset/hide water and resources.
- Map Size is stored in save files and controlled by the MapSize singleton.
- Save/Load Map windows let you browse the map directory, load, save (prompt for name if unnamed), and exit the editor with confirmation when leaving.
Save files and locations
- Game saves are single files with the .timber extension, listed in the load menu in descending creation date. You can delete or load saves from this menu.
Platform save locations:
- Windows: %USERPROFILE%\Documents\Timberborn\Saves
- macOS: ~/Library/Application Support/Timberborn/Saves
- Linux (Proton): /steamapps/compatdata/1062090/pfx/drive_c/users/steamuser/My Documents/Timberborn/Saves (paths can vary with Proton configuration); native Linux builds may use ~/.config/unity3d/Mechanistry/Timberborn/Saves
- To share a save, copy the .timber file to another player’s Saves folder. Saves created with mods may be incompatible without the same mods installed.
- The game creates periodic autosaves; if a save fails to load, try autosaves or backups.
UI, input and convenience options
- Settings include UI and input toggles such as locking the in-game cursor to a single monitor and displaying large resource numbers in shortened form (e.g., 69.4k). Hover to see exact values.
- A built-in Screenshot tool saves images to Documents/Timberborn/Screenshots; F10 saves current resolution, Ctrl+F10 saves an upscaled image.
- Key Bindings are accessible through a dedicated Key Bindings screen.
- Overlays (water depth, soil moisture, building connectivity, etc.) are toggleable from the top toolbar or hotkeys; consult the Settings/controls for complete hotkey lists.
District settings and distribution
- District Distribution Limits are configurable per district at Distribution Posts and in the District UI:
- Low limit: resources below this value are kept within the district and prioritized by inbound distributors (interpreted as “import/export to at least”).
- High limit: resources above this value are prevented from being carried into the district (“import to at most”).
- Import behavior for pass-through districts follows the same rules: a district set to “Do not import” will not import but can still export; other import modes allow both import and export.
Miscellaneous toggles and editor tools
- Configuration options (booleans) exist for gameplay and sandbox conveniences such as:
- Disable Science Cost (unlocks locked buildings automatically)
- Enable Instant Build (placed structures are built instantly at no cost)
- Enable Map Editor Tools (access editor tools during normal play)
- Enable All Faction Buildings (toggle access to all faction buildings; availability has changed across versions)
- Banner images and other UI assets in editors accept common image formats; ideal banner graphics are square (e.g., 1024×1024 PNG).
- Exit Game from the main menu quits immediately (no confirmation). Exiting the Map Editor prompts for confirmation.
Menus and navigation
- Main Menu provides Continue, New Game, Load Game, Create New Map, Edit Map, Settings, Credits, and links to feedback/Discord, language selection, and version info.
- New Game leads through Faction → Map Selection → Game Mode (or Custom Mode) → Start.
This covers the in-game Settings and related screens that let you configure difficulty, drought progression, map creation/editing, saves, UI and district distribution behavior.
Pages featured in this guide
- goodFluid
- buildingFermenter
- goodEggplant
- buildingBeehive
- mapMap Contests
- buildingBadwater Rig
- buildingHammock
- achievementBeaver-made Forest
- buildingTeeth Grindstone
- buildingBanners
- mapBeaverome
- buildingControl Tower
- buildingDecontamination Pod
- buildingDecorative Clock
- buildingDistrict Crossing
- achievementWet Floor