Timber Together

Build apart. Thrive together.

Co-op Timberborn where each player runs their own colony on one shared map, and the colonies trade at Trading Posts.

Ordinary BeaverBuddies co-op puts everyone in one colony. Here you're neighbors: your own districts, beavers and science, next door to a friend's.

1.4.0-rc31Timberborn 1.1.2.4Beta: back up your saves

1 2 3 4
  1. Colony 1Player 1's districts, beavers and science
  2. Colony 2Player 2's, right next door
  3. Trading PostThe only place their roads meet
  4. One riverWater and droughts reach everyone

How it works

One map, a colony each, and one rule between the colonies.

  1. One map

    Host any map: one of the game's own or a multi-start map. The river, the weather and the droughts are shared by everyone.

  2. A colony each

    Each player runs their own districts, beavers, stock, working hours and science. Nobody else can change your buildings, and your beavers work only for you.

  3. Barter at Trading Posts

    Your roads never join theirs, except through a Trading Post placed between them. Offer goods, science or beavers; each round crosses once both sides are in.

Choose your start

The host decides with one checkbox, Separate colonies: on the New Game page for a new game, or in a shared save's Co-op Game room.

A colony each from the first day

Separate coloniesOn the New Game page, under Tutorial. It's ticked already: leave it.
  1. New Game → faction → map → difficulty, then Host co-op game beside Start.
  2. Friends join your Co-op Game room and press Ready; you press Start game.
  3. Everyone loads together. Each friend places their district center when offered (or later with Ctrl+K).

What you get: a colony each from the first day.

Your shared colony stays; friends start fresh

Separate coloniesIn the save's Co-op Game room. It starts unticked: tick it.
  1. Load game → pick the save → Host co-op game, right of Load.
  2. Tick the box. Friends join and press Ready; you press Start game.
  3. The game becomes separate colonies for good: keep a copy of the save first. Each friend places their district center where its roads won't join yours.

What happens: everything built so far stays your colony, science and unlocks included. Each friend starts fresh: a new district center, already built, with starting beavers, food and water.

Science: the box under it, Separate science and unlocks, decides. Ticked, each colony earns its own science; unticked, they share one pool.

Not sure your save is shared? In the Load game box, a gold line under the save's picture tells you. Rather build one colony together, as in ordinary BeaverBuddies? Untick Separate colonies. A friend can later split off once, with Esc → Found your own colony; the shared colony stays the host's, and each colony earns its own science from then on.

Install

Every player, host included: five steps, then one check with your host.

Everyone needs

Most co-op trouble comes from missing one of these.

  • The same zip. The exact same Timber Together download on every computer.
  • One multiplayer mod only. No Stability Fork, Workshop BeaverBuddies or second copy of this mod.
  • Harmony and Mod Settings, enabled.
  • The same game: Timberborn 1.1.2.4 (tested on Windows, Steam version).
  1. Download the zip

    From the newest release, download TimberTogether-1.4.0-rc31.zip under Assets (not "Source code"). Got a zip from your host? Use that one.

  2. Close Timberborn

    The game must not be running while you change its mods.

  3. Remove other multiplayer mods

    In Documents\Timberborn\Mods, delete any other multiplayer mod's folder: the Stability Fork (BeaverBuddies-Stability-Fork) or an older copy of this mod. Unsubscribe from the Workshop BeaverBuddies. Your saves aren't in this folder.

  4. Copy in the new folder

    Extract the zip and copy the TimberTogether folder into:

    Documents\Timberborn\Mods

    You should end up with Mods\TimberTogether\version-1.1\manifest.json.

  5. Enable the mods

    Start Timberborn and enable Harmony, Mod Settings and Timber Together in the mod manager. Restart if asked.

Before you join: compare three things with your host

All three must match.

The mod
1.4.0-rc31
The mod list shows Timber Together with its version.
The game
Timberborn 1.1.2.4
The same Timberborn version for everyone.
The download
The same zip
The same file, not only the same number.

If anything differs, the join is refused with Multiplayer build mismatch. Everyone installs the same zip and restarts the game.

Playing together

Everyone meets in a room, then you start together. After that, each of you runs your own colony.

The Co-op Game room

Every co-op game starts here, new or saved. Everyone joins, then you all load it together, paused.

Host

  1. Choose Host co-op game: beside Start for a new game, right of Load for a save, or in the game menu (Esc) for the game you're in.
  2. Invite friends over Steam, or give your IP (port 25565).
  3. Press Start game when everyone is Ready.

Friends

  1. Join co-op game (main menu, or Esc while playing alone) lists your Steam friends' games: pick the host's and press Join. Or accept the invite, or type the host's IP.
  2. Press Ready.
  3. In the game, place your district center when it's offered.

Nobody can join after Start game. To let someone in later, the host uses Save and rehost and friends choose Rejoin.

Folktails and Iron Teeth together Not played yet

The host ticks Mixed factions on the New Game page, and each player picks a faction in the room. Your colony gets your faction's toolbar, beavers, bots and buildings. Between factions, Trading Posts carry the goods both use, and science, but not beavers.

Needs every faction unlocked on the host's computer, and no other faction mod; otherwise the box is greyed and says why.

Away for a while? Your colony waits

Your colony is kept for you. To keep it running, press Y → Let … look after it. Your friend presses Run this colony to play it, and Back to your colony when done. Take it back any time.

The host can also set Hand over a colony after its player is away (days) in Timber Together's settings. It's 0, never, by default.

Your colony, your rules

  • Yours alone

    Your districts, beavers, stock, working hours and marks. Nobody else can change your buildings, and your beavers work only for you.

  • Build anywhere

    No land and no borders: build right up to a neighbor. The one rule: your roads never join theirs. Ctrl+L shows every colony's roads.

  • Your own science

    With Separate science and unlocks ticked (the default), each colony earns its own science and unlocks its own buildings.

  • Remembered by the save

    The save knows you by your Steam ID, so you get the same colony whoever hosts.

  • Shared by everyone

    Speed, pause, pings, chat, saving, and the map itself: water, droughts, badwater and weather.

  • Up to four colonies

    A fifth player or more helps run the host's colony.

Barter at a Trading Post

Swap goods, science or beavers: this many for that many, round after round. A round crosses only when both sides are in. Try it below, with the mod's own rules.

You are
Load an offer
Workers on your half

Things to try

  1. Press Make offer. Player 2 accepts, and each side's workers carry its goods to its own half. When both bars fill, the round crosses and the Ledger gets a line.
  2. Untick answers automatically and make an offer. Then switch to Player 2 to Accept or Decline it.
  3. Set Workers on your half to 0 during a round. Your side stops, and nothing crosses.
  4. Press Cancel exchange. It ends when the other player agrees, and any goods already brought go back to the colony that brought them.
  5. Type 101 for 2. A post carries at most 100 of each a round, so Rounds shows 2: 51 logs for 1 gear, then 50 for 1.
  6. After a round crosses, press Clear on the Ledger. The totals traded below it stay.

Cycle 3, day 12 · A copy to try things out; nothing is saved. Goods icons are Timberborn's.

In the game: build a Trading Post (District Management, 10 logs) with one half's door on your road and the other on a neighbour's. It trades once both roads reach it. Y lists your Trading Posts and every colony, with its goods in stock. An offer's message stays on the other player's screen until they answer or close it, and says the whole trade.

Also included

Everything from the BeaverBuddies Stability Fork that Timber Together is built on, including its fixes for the crashes and desyncs that made co-op painful.

  • Steam invites

    Invite friends from Steam's overlay, with no port forwarding. Direct IP and Hamachi work too.

  • Connection panel and chat

    Who's connected and which colony they run, ping, sync status and tick rate, with chat, a speed boost and who paused the game. A speaker on each player's row mutes their sounds.

  • Pings

    Bind Ping location and mark a spot on everyone's map, in your own color.

  • Player cursors

    See your friends' cursors, selections and what they're editing, anywhere on the map.

The host decides

Every action goes through the host, which checks it against the colony rules and plays it for everyone, or refuses it with a reason.

Ownership is saved

Who owns each district, building and mark is in the save, the same on every computer. Beavers take their work from these only.

Out of step? It stops at once

In a separate-colonies game every computer checks its colonies against the host's as the game runs; a difference stops the game straight away, and the log names it. The full rules

Beta: what's been played

The release candidate for 1.4.0. Automated checks cover everything here, and all but one feature has been played. Play on a copy of your save and keep backups.

Played in real games

  • Hosting, joining over Steam and founding a second colony.
  • Two colonies building side by side, in step.
  • The Co-op Game room, from joining to Start.
  • The Separate colonies checkbox and splitting a shared game.
  • Hosting a save or the game you're in, joining from inside a game, and rejoining a rehost.
  • The road rule, and Trading Posts exchanging goods and beavers, at scale.
  • Trade messages and chimes.
  • The late game: automation, the HTTP API, water automation, power, dynamite and tunnels, both Wonders, bots.
  • Looking after an away player's colony, and hand-overs.
  • The Stability Fork's Steam invites, connection panel, cursors and desync fixes, over hours of two-player play.

Not played yet

  • Folktails and Iron Teeth together.

Something broke? Send this

Open an issue with these from every player, not only the one who saw it.

  1. Player.log, from %USERPROFILE%\AppData\LocalLow\Mechanistry\Timberborn. Close the game first.
  2. The newest report in the TimberTogether-Reports folder beside it. Ctrl+Shift+J writes one any time; in a separate-colonies game a desync writes one on every computer.
  3. What you were doing, and screenshots of anything on screen.

Good to know before you play

  • Everyone runs the same build of the mod and the same game version, or the join is refused. Other mods should match too; you get a warning.
  • Join before the host starts. After Start game, the host uses Save and rehost to let someone in.
  • One multiplayer mod at a time. If another is enabled, the main menu names it.
  • The map is shared. The game ends only when every beaver on it is gone.
  • A mixed-factions save needs this mod. Without it, the game loads one faction and drops the other.
  • Mostly English for the text this mod adds.

Logs include file paths with your Windows user name; check them before posting if that matters to you.

Troubleshooting

The problems people hit most. Everything else is on the troubleshooting page.

Can't join: "Multiplayer build mismatch"

Someone's game, mod version or mod files differ from the host's, even if the version numbers match. Everyone installs the same zip, replaces the TimberTogether folder and restarts the game. Then compare the three readings again.

A friend lost the connection, or wants to join late

The host chooses Esc → Save and rehost; the friend chooses Rejoin, or joins from Join co-op game. Everyone meets in the room again, in any order, and Start game carries on.

The mod doesn't start, or the main menu says another multiplayer mod is enabled

Only one multiplayer mod can run. Delete every other multiplayer mod's folder from Documents\Timberborn\Mods, unsubscribe from the Workshop version, and restart the game.

"That would join another colony's roads"

A path of yours would touch their road, or a door would open onto it. Keep your roads a cell apart, or link them with a Trading Post. Ctrl+L shows whose roads are whose.

A Trading Post says "Not trading yet"

Each half needs a different colony's road at its door: yours at one, theirs at the other.

What's in 1.4.0-rc31

1.4.0-rc31

The release candidate for 1.4.0. Everyone in a game needs this build.

All releases · Changelog

Type the whole trade

Offer 101 logs for 2 gears, or 500 for 500. Nothing is refused. The game carries exactly that, up to 100 of each a round, and Rounds shows how many.

Your own colony, everywhere you look

The Global history graphs, the wellbeing window and a good's stock chart show only your colony.

A cleaner colonies window

The Trading Posts and colonies window (Y) matches the game's own windows, with readable text.

Ready to found your colony?

Download the mod, send your friend the install steps, and meet at a Trading Post.