Timberborn Materials Database
In Timberborn, managing your colony’s resources is the key to survival and expansion. From basic food and water to advanced industrial components, every material plays a specific role in your beavers’ economy. This database covers all material types, their production chains, and recommended storage requirements to help you build a thriving beaver civilization.
Raw Materials
Raw materials are the foundation of your colony. They are gathered directly from the environment or produced by basic buildings.
| Material | Source | Primary Use | Harvest Method |
|---|---|---|---|
| Water | River, Rain, Water Tanks | Drinking, Irrigation, Power | Water Pumps, Dams |
| Logs | Trees (Birch, Pine, Maple, Oak) | Construction, Fuel, Planks | Lumberjack Flag |
| Carrots | Farmhouse | Food (Raw) | Farmhouse (1x1 plot) |
| Berries | Berry Bush | Food (Raw) | Gatherer Flag |
| Cattails | Shallow Water | Food (Raw) | Gatherer Flag |
| Blueberries | Blueberry Bush (Iron Teeth) | Food (Raw) | Gatherer Flag |
| Spadderdock | Spadderdock Plant (Folk Tails) | Food (Raw) | Gatherer Flag |
| Dirt | Excavator | Terraforming, Landscaping | Excavator |
| Metal Blocks | Scrap Metal (Ruins) | Advanced Crafting | Scavenger Flag |
| Sand | Excavator (Sand) | Glass Production | Excavator |
Storage Tip: Raw materials like logs and carrots should be stored near your central district. Use Small Piles (20 capacity) early, then upgrade to Large Piles (50 capacity) or Warehouses (100+ capacity) as your colony grows.
Processed Materials
Processed materials are created by converting raw resources in specialized buildings. These are essential for advanced construction, food variety, and industry.
| Material | Input(s) | Production Building | Output per Cycle | Primary Use |
|---|---|---|---|---|
| Planks | 2 Logs | Lumbermill | 2 Planks | Construction, Stairs, Bridges |
| Paper | 2 Logs | Paper Mill | 2 Paper | Books, Science Points |
| Gear | 2 Planks | Gear Workshop | 1 Gear | Mechanical Buildings, Water Wheels |
| Treated Planks | 1 Plank + 1 Pine Resin | Treated Plank Workshop | 1 Treated Plank | Advanced Buildings (Dams, Floodgates) |
| Explosives | 1 Treated Plank + 1 Maple Syrup | Explosives Factory | 1 Explosive | Blasting, Terrain Removal |
| Metal Blocks (Refined) | 1 Scrap Metal | Smelter | 1 Metal Block | Advanced Machines, Bot Parts |
| Glass | 1 Sand | Kiln | 1 Glass | Windows, Greenhouses, Observatory |
| Biofuel | 1 Log + 1 Carrot | Biofuel Refinery | 2 Biofuel | Power for Engines, Drones |
| Grilled Potatoes | 1 Potato | Grill | 1 Grilled Potato | Food (Cooked) |
| Bread | 1 Wheat Flour + 1 Water | Bakery | 1 Bread | Food (Cooked) |
| Maple Syrup | 1 Maple Log | Maple Syrup Extractor | 1 Syrup | Sweetener, Explosives |
| Pine Resin | 1 Pine Log | Pine Resin Extractor | 1 Resin | Treated Planks |
| Chestnuts | 1 Chestnut Tree | Gatherer Flag | 1 Chestnut | Food (Raw or Cooked) |
Production Chain Example (Bread):
Farmhouse (Wheat) → Mill (Wheat Flour) + Water Pump (Water) → Bakery (Bread)
Advanced Materials (Folktails vs. Iron Teeth)
Each faction has unique advanced materials that unlock their specific end-game technologies.
Folktails Exclusive
| Material | Input(s) | Building | Use |
|---|---|---|---|
| Spadderdock (Cooked) | 1 Spadderdock | Grill | Food |
| Maple Pastry | 1 Wheat Flour + 1 Maple Syrup | Bakery | High-value Food |
| Books | 2 Paper | Printing Press | Science Points (Observatory) |
Iron Teeth Exclusive
| Material | Input(s) | Building | Use |
|---|---|---|---|
| Blueberries (Cooked) | 1 Blueberry | Grill | Food |
| Potato Bread | 1 Wheat Flour + 1 Potato | Bakery | High-value Food |
| Bot Parts | 2 Metal Blocks + 1 Gear | Bot Assembly Plant | Building Beavers (Bots) |
| Science Points | 1 Paper | Observatory | Technology Unlocks |
Storage Requirements and Strategies
Efficient storage prevents resource bottlenecks and spoilage (for food). Here are the key storage buildings and their capacities.
| Storage Building | Capacity | Material Type | Notes |
|---|---|---|---|
| Small Pile | 20 | Logs, Planks, Dirt | Cheap, early game |
| Large Pile | 50 | Logs, Planks, Dirt | Mid-game upgrade |
| Warehouse | 100 | Any (except water) | Requires planks, stackable |
| Large Warehouse | 200 | Any (except water) | End-game storage |
| Water Tank | 50 / 100 / 200 | Water | Small, Medium, Large variants |
| Food Storage | 50 | Food items | Prevents spoilage (if modded) |
| Underground Warehouse | 300 | Any | Requires deep excavation |
Storage Tips: - Water: Always maintain at least one large water tank per 10 beavers. Droughts can last 10+ days. - Logs: Keep a buffer of 100 logs minimum for emergency construction. - Food: Aim for 5 units of food per beaver per day. A colony of 30 beavers needs 150 food/day minimum. - Processed Goods: Store planks and gears near industrial districts to reduce travel time.
Complete Production Chain Reference
Below is a summary of all major production chains from raw material to final product.
Food Chains
| Chain | Steps | Final Product | Efficiency (Food per Raw) |
|---|---|---|---|
| Carrot → Grill | 1 Carrot | Grilled Carrot | 1:1 (no loss) |
| Wheat → Mill → Bakery | 2 Wheat + 1 Water | 1 Bread | 2:1 (better nutrition) |
| Potato → Grill | 1 Potato | Grilled Potato | 1:1 |
| Berry → Gatherer | 1 Berry Bush | 2 Berries | 2 per bush |
| Blueberry → Gatherer | 1 Blueberry Bush | 2 Blueberries | 2 per bush |
| Spadderdock → Gatherer | 1 Spadderdock | 2 Spadderdock | 2 per plant |
Industrial Chains
| Chain | Steps | Final Product | Use |
|---|---|---|---|
| Log → Lumbermill | 2 Logs | 2 Planks | Construction |
| Plank → Gear Workshop | 2 Planks | 1 Gear | Mechanics |
| Log → Paper Mill | 2 Logs | 2 Paper | Science |
| Scrap Metal → Smelter | 1 Scrap | 1 Metal Block | Advanced |
| Sand → Kiln | 1 Sand | 1 Glass | Buildings |
| Log + Carrot → Biofuel Refinery | 1 Log + 1 Carrot | 2 Biofuel | Power |
Quick Tips
- Prioritize water storage before expanding your population. A single drought can wipe out a colony without reserves.
- Balance food production with population growth. Use the "Food per Day" statistic in the top bar to monitor consumption.
- Build warehouses near factories to minimize beaver travel time. A gear workshop next to a plank warehouse is 10x more efficient.
- Don't overproduce early. Focus on logs, carrots, and water until you have 20+ beavers.
- Use large piles for logs and warehouses for processed goods. Logs are bulky; processed goods are valuable.
- Explosives are a luxury. Only produce them when you need to clear large terrain for canals or districts.
- Bots (Iron Teeth) require a steady supply of metal blocks and gears. Plan your industrial district accordingly.
- Food variety matters. Cooked food provides more nutrition than raw. Bread and grilled potatoes are excellent mid-game staples.
- Rain barrels can supplement water during wet seasons, but don't rely on them for drought survival.
- Always keep a buffer of 50 planks and 20 gears for emergency repairs or new building construction.
🛒 Buy Timberborn on Steam — Build a beaver civilization! This is an affiliate link. If you purchase through it, we may earn a small commission at no extra cost to you.