Timberborn

Timberborn

50 ratings
All building shapes and sizes
By von Boomslang
Ever wondered what size is that building you don't have unlocked yet, and thus can't preview? So did I, and it frustrated me enough to make this guide.
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A word of introduction
If you're like me, you enjoy planning ahead in games like these - but Timberborn, for all its nice sides, prevents you from previewing structures you haven't unlocked. Thus, I've decided to compile this guide, showing (nearly) all the unlockable structures as of right now (2021-09-18)

Just to be clear, I make no promises of keeping this guide up to date, as all this information ought inevitably find its way to a wiki once one exists for this fun beaver'em'up.
Logstics

Starting with the obvious: Stairs and platforms. Before you ask, no, you cannot have stairs go up and turn at the same time, the lower and upper level have to be in a row.

Suspension bridges, however, are rather not obvious. For example, the 1x3 bridge pictured is designed to clear a gap 6 squares wide, by being built on both sides. Just like a stair piece, the anchor point will only connect to a path that's in line with it.

To reiterate, the 1x3 bridge is 4 squares long, with the first square being an anchor you need to place on solid ground or a platform, and you need another 1 square past that to connect it to a path.


Steel platforms. The large one is only available to the Irontooths, and is a mighty five squares above where it was built.
Landscaping

The three floodgates are just increasingly deeper and deeper. The explosives factory is 2x4.
Storage

Small warehouse, large warehouse (which, yes, has a weird and useful T shape) and the Fairytail-only underground warehouse. Haven't had opportunity to expertiment with that one yet.
Labor

The Builder's Hut is 3x2, the Distribution Post is this weird 5x4 (thank you Khaim) with the corners knocked off, and the Drop-Off Point is a 2x2.
Housing

The lodges of the Fairytails - note, very importantly, that the double and triple lodge have entrances on the second floor. These are in fact the issues that made me annoyed enough to start this guide.


The barracks of the Irontooths - much more utilitarian. Brutalist, even.
Water

The 1x1 Measuring stick, the 1x2 water dump (note that back square has to be over empty space), and the irregularly shaped Large Water Tank, which fits on a 3x2 grid but has the entrance offset by one, making it this L shape. I really like it for the fact it lends itself nicely to being set one level up (especially at the edge of a large warehouse), with two platforms to support the tank and stairs leading up.
Food

The Grist Mill is 3x2, the Bakery is 2x3, the Fairytail-only Irrigation Tower is 2x2 and affects a circular area shown by the path, while the also Fairytail-only beehive is 1x1 and affects the 7-wide square also shown by the path. Sure would have been nice to know when I was setting up my farms, grumble grumble.
Wood

Forester's Hut is 2x2, Gear Factory is 2x3, Paper Factory is 3x2 (the model has since changed - same shape but now can accept power form all directions), and the Printing Press is 2x4. Keep in mind that you can attach power to any of their sides, or just hug them right next to one another.
Metal & Power

The Irontooth only Engine is 3x3, with the entrace in the middle of one side and the power output directly opposite. The vertical power shaft works as you'd expect, being 2 tall and connecting opposite sides. The Grinder is 2x3.


Both kinds of windmill are 1x1 but considerably larger above, meaning you can hug them close to low structures but not one another. Hadn't experimented with best setups yet.
Leisure

The temple is 5x5. The carousel is 5x6, including this 1x3 hut in the back, which is the part you can build on and have to hook power up to.
Decorations

Roofs are what you'd expect. Statue and shrubs are 1x1. Benches also 1x1 but need a path connection, and they don't offer anything for some reason (at he time of writing).
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12 Comments
Saadiya Nov 16 @ 10:10am 
Ok I see. :)
von Boomslang  [author] Nov 16 @ 8:42am 
@Saadiya I did not include the rooftop area as it's unlocked by default - last I checked it's 3x2.
Saadiya Nov 15 @ 12:09pm 
Roof top gathering area in Leisure, is I think 1x3, they will fit on two houses, but leaves a blank space on one end that can be filled with a potted shrub.
Khaim Sep 27 @ 4:13pm 
@author: The Distribution Post is a 5x 4 with all four corners knocked out. Your picture hides the back; you might want to do a more vertical shot.
Khaim Sep 27 @ 4:12pm 
@M(i)ech - I'm pretty sure windmills expand to 3x3 on their second tile of elevation. You certainly can't build anything next to them that's above the ground level.

Annoyingly, stairs have a 2-tall collision box, i.e. they "occupy" the empty space immediately above them. This makes sense for conflicts with other buildings, since you need that space clear for it to be a usable pathway, but it's kind of silly when windmills "collide" with stairs that are clearly smaller than a non-colliding warehouse. (I think the same problem happens with paths.)
M(i)ech Sep 21 @ 1:19pm 
If I'm not mistaken, shredder is somewhat special, it's second level can receive and share power, most (if not all) other production buildings can't connect to shafts on second level.

Windmills are 1x1 on the ground level and 3x3 at the top level, but I'm not sure at what height exactly they switch from 1x1 to 3x3.

Some testing I did with windmills shows that by default you can't place them next to trees, but it you build a windmill on single-level platform, you can have it surrounded by trees, tree crowns won't interfere with it then. I haven't tried yet, but I'd hazard a guess you can have windmills surrounded by crops. I'm not sure if it's space efficient, but should work. Perhaps replacing paths with flooded shaft-trenches paved over by platforms would be an effective way to irrigate large area AND collect a lot of power. I'll have to try it out.
von Boomslang  [author] Sep 20 @ 9:25am 
...... I genuinely 100% forgot levees are an unlocked thing, but yes, I generally left out stuff that's unlocked by default. And I never thought of putting houses underwater, let alone on priceless riverfront terrain.
Qyvalar Sep 20 @ 1:06am 
On folktail houses, as IronSquid says, the bottom of the 2 storey ones can be submerged in water, making them excellent as makeshift dams and channels. It's the one thing I really miss when playing Irontooth
Hydroculator Sep 19 @ 6:15pm 
Levees, dams, etc.. would be nice to see as well.
IronSquid501 Sep 19 @ 12:46am 
The Folktails' houses make a lot more sense when you build them in rivers or on top of other houses. The double and triple houses both offer the exact same housing/space ratio as the starter houses, only they start on the second storey, so you're better off not researching them until later anyway unless you're packed for space and/or want to build onto a lake.