Mods for Timberborn

Timberborn mods

Co-op stability, big-colony performance, smarter storage and housing, and a pool bar for tired beavers. Grab the latest build straight from here, or open a mod's own site for the full guide.

  • 6 mods
  • Built for Timberborn 1.1.2.4
  • Download buttons follow the newest release

The mods

Multiplayer

BeaverBuddies Stability Fork

Co-op with fewer crashes and desyncs.

An independent fork of BeaverBuddies that adds Steam friend invites, an in-game connection panel and teammate cursors, plus documented fixes for desyncs, crashes and reconnects.

  • Invite Steam friends from Steam's overlay, no port forwarding
  • Connection panel with ping, sync state and player list
  • Catches mismatched builds and mod lists before they desync

Requires Harmony, Mod Settings

StorageMultiplayer

MixedStorage

Several goods in one warehouse.

Divide a warehouse or pile by percentage, say 50% carrots and 50% gears, with per-good limits and a compact panel that shows exactly what is stored.

  • Split any storage building by percentage per good
  • Copy and paste allocations between buildings
  • One download for single-player and BeaverBuddies co-op

Requires Harmony 2.4.1+

Quality of life

Persistent Work Areas

Keep working-area outlines on screen.

Pin a farm, forester or gatherer's range and keep its outline visible after you deselect it, so you can plant crops and trees without guessing where the edge is.

  • Overlapping pins merge into one combined outline
  • One-click Clear pinned areas, plus an optional hotkey
  • Pins are local to each player, so it suits co-op

Requires Nothing extra

Colony management

Optimized Local Housing

Shorter commutes, solved once a day.

Re-houses adult beavers with an optimal assignment (the Hungarian algorithm) so total home-to-workplace travel across the whole colony is as short as it can be.

  • Every home keeps the same number of adults, and children never move
  • Real route costs, so ziplines and stairs count
  • Deterministic and saved with the game, and run in live co-op play

Requires Nothing extra

Performance

Late Game Performance

Less repeated CPU work in huge colonies.

Caches hauling job lists between hauler decisions and rebuilds route maps on worker threads after road changes, so big colonies spend less main-thread time deciding where goods go.

  • Same job lists the game would build, in the same order
  • Switches itself off if anything unexpected happens
  • Timing lines in Player.log so you can measure it

Preview: try it on a copy of your save first.

Requires Harmony 2.4.1+, Mod Settings

Buildings

The Tipsy Tail

A swim-up pool bar for thirsty beavers.

A timber-and-thatch pool with an attached bar, four seats and four swimming lanes. Haulers keep it topped up with water, and visitors also satisfy the Wet fur need.

  • A 5 × 6 pool with a basin that reaches two blocks underground
  • Runs on hauled water and stops when it runs dry
  • Available to Folktails and Iron Teeth under Well-being

Prototype: not yet verified in-game. Use a test save.

Requires Nothing extra

Installing any of these

Every mod installs the same way. Each mod's own site has a longer guide with troubleshooting.

  1. Download the ZIP

    Use the button on a card. If you grab it from GitHub yourself, pick the ZIP under Assets, not Source code.

  2. Extract it into Mods

    With Timberborn closed, extract the mod's folder into Documents\Timberborn\Mods. Avoid an extra nested folder.

  3. Enable it in the game

    Start Timberborn, turn the mod on in the mod manager, and restart if prompted. Enable anything listed under Requires too.

Harmony and Mod Settings

These are separate mods from the Steam Workshop. The cards say which ones each mod needs.

Playing co-op

Every player should install the identical version of a mod, and the same game version.

Previews

Builds marked Preview are early. Try them on a copy of a save, and report problems on the GitHub issues page.