Guide to Wood and Forestry 🌲 TimberBorn 🌲 Tutorial Guide How To Tips and Tricks

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Getting enough timber is hard, this tutorial video will show you the difference between Birch, Maple and Pine. Also how many foresters are needed to plant that many trees, and how many lumberjack flags are needed.

Mankind turned Earth into a dry wasteland and perished, but some species adapted and evolved. Pick one of the beaver factions and see how long your colony can last.
Control one of two beaver factions: the nature-friendly Folktails or the industrious Iron Teeth. Each faction has a unique style, buildings, and gameplay traits. Choose what fits your playstyle!
Prepare your settlement for recurring droughts. Stockpile on food and keep fields and forests alive even after rivers dry up. Rely on both natural water sources and artificial irrigation to keep the land arable.
Beavers of the future have millennia of experience in water engineering. Put up dams and floodgates, dig canals with explosives, and redirect rivers to bring life back to the wasteland. Just be careful with that dynamite.
Turn timber into sophisticated machinery – from water wheels and sawmills to engines and shredders. Wood is the core resource in Timberborn, but the most advanced structures require metal. To find it, send your scavengers to the ruins of the old world.
Create a thriving beaver settlement using a vertical architecture system. Space is limited, so stack lodges and workshops on top of each other, construct platforms and bridges, and set up a power grid for your growing population.
Build a multi-district city with efficient production chains and nighttime activities. Follow the lives of individually simulated inhabitants throughout their day and celebrate when the next generation is born!
An evolved beaver's lifestyle is not just "work, sleep and chomp on wood". Satisfy the needs of your rodents with a balanced diet, decorations, monuments, and more – on top of keeping the colony alive.

0:00 Intro, and Design Process
3:34 How Much can a forester Plant in a day
7:13 Why are berries so slow to grow food?
10:37 How much can a Lumberjack cut in a day?
16:30 Early Conclusions
17:48 How do beaver bonus effect wood gathering?
20:52 Birch Results
22:33 Pine Results
24:05 Maple Results

#Timberborn #Tutorial #JD
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Want help with your Beaver Housing problem? How about some Apartment blocks

JDPlays
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I can't stop focusing on the fact the maple lumberjack flag was 2 tiles further away than the rest. So instead of walking a minimum of 7 tiles he walks 9. Each time he carries a log.

deViant
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I'm new to Timberborn and already found your videos very insightful and entertaining! Keep it up!

I already had the impression that different woods have different harvesting times (hardwood takes longer to chop, I guess?) but I didn't think the same was true for the planting, so that's very interesting!

That being said, it's wild to see how much the game has changed in the past two and a half years! Carrying capacity has generally been increased to 14, meaning pine trees can be harvested in one go from the start. The whole needs/statisfaction effects mechanic has been reworked with 20% workspeed and 5-15% walk speed being relatively easily affordable. There are new types for trees, even faction specific trees, with the oak tree basically being the new maple tree.

With all of that, I'd love to see an updated version of this experiment! I love how you try to keep the comparison as neutral as possible, and I can see why the lumberjacks have unequal path lengths to their respective working areas: it is to keep them from interfering with on another, right? So their working areas don't overlap? I think with each being focused on one specific tree type that shouldn't really be an issue.

For my own beaver colony, I have now started putting foresters and lumberjacks at the center of the forest to keep their ways overall as short as possible. I am planting concentrical rings of birch, then pine, then oak (birch being the innermost circle) so that I can benefit from the faster growth as well as the bigger harvest. I planted birch at the center thinking it'll have to be replanted most often, so it's best to keep the way for the forester shortest. On the other side, oak trees require 4 trips per tree so it would make sense to keep the paths for the lumberjacks short here. How knows, maybe I'm overthinking it...

smebzg
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Great video - love the experiments and data-oriented approach! As to how much of an early start advantage birch and pine give, it's fairly easy to run the numbers: the first birch trees come in 3 days ahead of pine, giving a 75 wood head start before pine starts producing. After which pine catches up at a rate of 13 per day, meaning that there's a 7 day period during which birch is in the lead, with the switch over being around day 18. By the time maple starts producing, birch and pine are at 400 and 494, respectively. Maple outproduces them within 5 and 7 days, after which it is the clear winner, according to these numbers.

Having said that, I am not sure exactly what we've optimised for, and what's allowed in this case, since maple has 6 foresters, while the others have 3, and maple is also using more space (so we're neither normalising for workers nor space). Using 2 foresters planting pine with 5 lumberjacks would lead to something like 80 wood per day being produced, and a 960 wood head start on maple. Since the daily gap is much also smaller, maple only breaks even on day 64-ish. Same logic applies with birch, somewhat. So, while maple is still objectively better in the long run, I think the lighter woods have an even bigger edge in the early game, and it might be beneficial to do a quick harvest or two on hard.

danielbarla-szabo
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Watched your entire series for Dyson Sphere Program, I played that game for around 400 hours and now I am playing Timberborn. Your videos are so helpful. Thank you! And then when Update 5 is released I am going to play Satisfactory again. Cant wait to see your videos once that is released. Hopefully you will make some really in depth truck guide videos when those are updated, later this month.

xCyberbulletx
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I always plant a few rows of maple first, then a nice bit of birch, and half of the quantity birch is planted as pine
and as soon as the pine is done growing I start replacing everything with maple, leaving a bit of birch to last me till the first planted maple is ready, and then switching to 100% maple

So in all my playthroughs the birch and pine disappears in the first 30 days after the forester is built

This is a very good test, thank you for putting in the effort to make it!

Baer
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This is really cool. In particular the patch sizing and number of lumberjack calcs are really helpful. It would definitely be nice to see a very similar guide on food production. I need to know how big to make my farms as at the moment I am definitely overspeccing them. Thanks for everything

seanhunter
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I love that you're combining science and tutorial. Keep it up!




(Not sure I'll stick around for content on this game, as I have no intention of playing it... but I appreciate your approach with regards to the above.)

DavidLindes
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I often add in multiple foresters for maple too btw - at least for the initial planting, if not the whole time. It's a more space efficient use for lumber and should win out over a short amount of time.

insanitysektor
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Thanks for the info, and for this short video, that took a whole lot of IRL time.

I use a mixed forest. Had never noticed that the beavers planted trees at a different rate also. That will affect my early game. Late game I always have more wood than needed.

So to answer the question, how much wood could a beaver chuck if a beaver chucked wood, depends on the tree; birch is 8.3 logs per day, pine is 12.6 logs per day, and the clear winner maple at 17.3 logs per day.. Maple must be due to the sugar rush the beavers get. :)

tlheart
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Chestnut, Pine, and Maple now each have harvestable products with different uses and growth times, complicating this even more. I think it would make most sense to have a central hub with multiple foresters, lumberjacks, and harvesters which you turn on or off in proportion to the work that needs to be done at any given time. Don't try to calculate an optimum worker ratio that is in place permanently, because your available stocks, beavers, and needs will change. Just put beavers to work on whatever needs doing now, then send them back to other tasks while the trees/nuts/syrup is regrowing.

scotte
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small point, your foresters are different distances from the trees.

cameirusisu
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What an interesting experiment!! I look forward to the food video. I got sad seeing lots of beavers that died from lack of food, it makes sense though with it being an experiment, as you focused on the experiment and nothing else. Hopefully they won't starve during the food experiment as that'd be more drastic 😂. Also, I love all the beaver and dam puns when you play this game, the beaver names, etc.

GaiaSteinbuch
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I know this is a test world, but seeing all those beavers die from hunger at 12:30 was a bit sad.

robotzkigaming
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you should have put the harvest stands all the same place, wood cutters have to walk to drop off wood. small thing but was still interesting

Squishmitt
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I like mostly maple and tossing in just a couple rows of pine, its been doing wonders to have just in case all the maples are still growing

fenix
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After the first day it should've been 24 lumber from maple (the 7 on the ground aren't added to the stock of that district because they're not in the storage chain yet). Great vid though!

insanitysektor
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I think you may have left out a test for this which was how many times and how much do you grow/harvest once matured. Like how much you harvest before the others are harvestable. Which is why I believe that the best way is to have some of each and not just one type

TheDaman
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Will there be an updated tree, food, and water test? And see what is the current count with new food and tree items.

milanvucetic
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I'm always asking for help guiding my wood...

xenoxaos