Timberborn

Timberborn

May 19 @ 4:29am
Patch notes 2025-05-19 (main branch)
The first post-Update 7 tweaks.

View full event information here:
https://steamcommunity.com/ogg/1062090/announcements/detail/529846874009502766
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Showing 1-12 of 12 comments
Nice! Yeah crashes need to be fixed I can only play(last version) a few minutes, like 20-30 min Then crash
david May 19 @ 7:11am 
This doesn't fix the terribly slow pace or boring tutorial ...
"You no longer need to press ESC twice.."
DUDE! IF ONLY MAJOR software companies had this consideration! I remember shutting down in win 7 used to be two button clicks, now it's four to five, or I have to use a mouse.
You guys are awesome!
Elite071 May 19 @ 8:21am 
Tried to load my last save, loading, loading, aaaaaaaand....
Computer goes into hyper ventilation and turns off screen and won't come out of it.
I don't encounter this problem with anything else, soooo idk about those fixes.
Apart from this, great game tho

Edit: the last save was from yesterday
Last edited by Elite071; May 19 @ 8:23am
唐伯虎 May 19 @ 11:02am 
Remove the damn earthmoving block arrow!!!
Lol @ improved logging. You'd think the beavers would already be quite excellent at that :)
RiO May 19 @ 12:40pm 
Originally posted by Elite071:
Tried to load my last save, loading, loading, aaaaaaaand....
Computer goes into hyper ventilation and turns off screen and won't come out of it.
I don't encounter this problem with anything else, soooo idk about those fixes.
Apart from this, great game tho

Edit: the last save was from yesterday

Wonder if it's due to runaway memory allocation while migrating your save to whatever is the new version of the game, and/or simply the act of reloading everything into memory to continue playing, and accidentally hitting your system limits and incurring continuous paging to page file.

I've noticed that my current humble save of ~100 beavers on the lake map took longer to load than usual as well; and once loaded Timberborn was already at 5.8 GB RAM usage. I can imagine larger settlements taking enough to 'break the budget' so they say.

I've also been monitoring for over an hour, in which I've done ... pretty much nothing but let the game run itself through a few cycles of bad tides while I was researching science points. Because I need 15k total to have bot factories staffed by bots, which is the wonderful 'well- nothing more to do now but wait it out' phase of the game, unless I want to murder my workforce with factory-floor injuries.*

What I noticed is that during that one hour, again: while essentially building nothing new, workforce not expanding, etc. just letting the game, basically, run idle -- the RAM usage had gone up to 6.9 GB. That indicates a reasonably sized memory leak somewhere, to me. (Unless we're dealing with something that uses garbage collection and a managed heap, in which case it could of course rise to heap cap, gaining pressure for the collector to run and eventually clean out. Not sure on that part.)



*) Sidenote to the Devs:
Folktail science comes at 10 p/hr per observatory and you need 15k total to unlock the bot buildings for bots, to prevent your beavers from going into a tailspin of factory-floor injuries. I.e. you need 15k to make them even remotely worth using, lest you not gimp your natural beaver workforce in ways outpacing your bot production, because each bot takes 36hrs to assemble.
Either that 15k cost needs to come down, the science production of observatories needs to go up, or the max number of beavers in the observatory to hit its max productivity needs to come down to 2. Right now- it's a complete buzzkill where the entire game plateaus waiting for science to build up, basically to give you 'the hall pass' to using bots.
Last edited by RiO; May 19 @ 12:46pm
Unholy May 19 @ 2:07pm 
This broke tubeways. There are scenarios where they refuse to properly figure out their necessary connections. I can't really explain without showing...
Fordon May 19 @ 6:46pm 
Improved logging is always nice in a game about beavers
achievement when?
Better question: making the game stable when?! it crashes every few min(20-30 min)
same in update 4-5 6 was a bit more random but in general you had a auto save to fall back to then.
Last edited by SCORP10N2000; 20 hours ago
Originally posted by RiO:
Originally posted by Elite071:
Tried to load my last save, loading, loading, aaaaaaaand....
Computer goes into hyper ventilation and turns off screen and won't come out of it.
I don't encounter this problem with anything else, soooo idk about those fixes.
Apart from this, great game tho

Edit: the last save was from yesterday

Wonder if it's due to runaway memory allocation while migrating your save to whatever is the new version of the game, and/or simply the act of reloading everything into memory to continue playing, and accidentally hitting your system limits and incurring continuous paging to page file.

I've noticed that my current humble save of ~100 beavers on the lake map took longer to load than usual as well; and once loaded Timberborn was already at 5.8 GB RAM usage. I can imagine larger settlements taking enough to 'break the budget' so they say.

I've also been monitoring for over an hour, in which I've done ... pretty much nothing but let the game run itself through a few cycles of bad tides while I was researching science points. Because I need 15k total to have bot factories staffed by bots, which is the wonderful 'well- nothing more to do now but wait it out' phase of the game, unless I want to murder my workforce with factory-floor injuries.*

What I noticed is that during that one hour, again: while essentially building nothing new, workforce not expanding, etc. just letting the game, basically, run idle -- the RAM usage had gone up to 6.9 GB. That indicates a reasonably sized memory leak somewhere, to me. (Unless we're dealing with something that uses garbage collection and a managed heap, in which case it could of course rise to heap cap, gaining pressure for the collector to run and eventually clean out. Not sure on that part.)



*) Sidenote to the Devs:
Folktail science comes at 10 p/hr per observatory and you need 15k total to unlock the bot buildings for bots, to prevent your beavers from going into a tailspin of factory-floor injuries. I.e. you need 15k to make them even remotely worth using, lest you not gimp your natural beaver workforce in ways outpacing your bot production, because each bot takes 36hrs to assemble.
Either that 15k cost needs to come down, the science production of observatories needs to go up, or the max number of beavers in the observatory to hit its max productivity needs to come down to 2. Right now- it's a complete buzzkill where the entire game plateaus waiting for science to build up, basically to give you 'the hall pass' to using bots.


The save I loaded has around 400 beavers, so I can imagen it was too much with what you're saying here. Not really into all the latest computer stuff.
I ain't keen on trying it for a third time, but I'll just wait until there is a new patch.

( Specs computer (+5j old))
Intel I9
32GB DDR4
Nvidia Geforce RTX 2070 Super

I would think that this is enough to run the game right?


Edit:
Tried it a third time, same result.
Now I restart my PC and Timberborn isn't installed anymore... What?
Last edited by Elite071; 15 hours ago
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