SurviveTh3Dead

Arma 2 DayZ mod, survival servers, and the people who ran them

Timberborn 1.1 update: watertight buildings, goods stats, and more

Mechanistry dropped the Timberborn 1.1 update today, September 3rd, and it’s a hefty one. I’ve been waiting for this since they teased the experimental branch, and the headline features—watertight buildings and official goods statistics—hit exactly where I hoped they would.

Honestly, the statistics alone make this worth the download. I’ve lost count of how many times I’ve opened the settlement panel wishing I could see a graph of my wood production over the last few days instead of just the current stock. Now it’s built in, and it’s even better because the author of the popular Goods Statistics mod, eMka, is the one who coded it. That’s the kind of move that makes me trust a developer.

The watertight buildings are the other big draw. I’ve spent hours fiddling with levees and dams, trying to get water where I want it without flooding my own districts. The new Airlock and Impermeable Tubeway solve a problem I didn’t even realize I had: moving beavers through reservoir walls without stairs. And the Compact Mechanical Pump? That thing is going to change how I build my late-game water networks. I’m already sketching out a pressurized pipe system in my head.

What’s actually in the update

The patch notes are long, so let me walk through the highlights. First, the statistics: the game now tracks population and goods counts over time, and you can view them as adjustable graphs. You can pick a time range and switch between global and district views. One catch: the numbers aren’t retroactive. The game starts tracking only after you open your save on the 1.1 build and start playing, so don’t expect to see your entire colony’s history.

The Goods statistics tab shows stock, production, and consumption for individual goods. Tooltips now include a mini chart of the last 10 days of stock levels. The Population tab covers population evolution, including bots, and also shows changes in well-being, housing, and employment.

Then there are the four new watertight buildings. The Airlock is a tunnel integrated into a levee, so beavers can cut through instead of climbing stairs. The Impermeable Tubeway is an Iron Teeth-only horizontal tube that seals against water. The Impermeable Power Shaft lets you run power lines next to reservoirs without leaks. And the Compact Mechanical Pump can pump water directly through a wall, enabling pressurized pipes and other setups that were previously impossible.

Timberborn (official Steam media)

The update also adjusts the existing Mechanical Pump: it now costs 2000 SP to unlock and 50 gears, 15 treated planks to build, and it uses 500 HP instead of more. That’s a nice buff for mid-game water management.

Beyond water, there are new Tier 4 monuments: the Hall of Abundance for Folktails and the Arch of Progress for Iron Teeth. Both are expensive endgame builds, but they give you something to work toward between Tier 3 and Wonders.

Each faction also gets two new attractions. Folktails get the Sauna and the Domed Garden, which satisfies the Wet Fur need thanks to a built-in sprinkler. Iron Teeth get the Massager and the Dance Pit. I’m curious how these affect well-being balance, especially the Domed Garden’s dual purpose.

Two new maps are included: Nomads (256×256) and Pillars (192×192). Nomads features shifting water flow as cycles change, forcing migration. Pillars has a fractured upper level and a hostile lower area. Both sound like they’ll test experienced players.

The new plant, Succulent, grows only on dry land and stores water. You can harvest it after Lumberjacks cut it, but there’s a warning: injuries may occur due to the spikes. It’s been added to all built-in maps and can be grown by the Forester.

There’s also new beaver workwear: helmets for scavengers and miners, feathered caps for foresters, bags for gatherers, and lederhosen suspenders for lumberjacks. Plus, relays now support more than two inputs, water particles are more complex, and death alerts are more prominent—dead bodies stay visible for 24 hours and icons blink dramatically.

Timberborn (official Steam media)

What this means for my next settlement

I’m going to start a new game for this update, even though saves are compatible. The developers suggest it, and I want to experience the new maps and watertight buildings from scratch. The statistics will be more useful from day one, too, since they only track forward.

The watertight buildings are the real game-changer for me. I’ve always found aqueducts and reservoirs a bit clunky to integrate with paths and power. The Airlock and Impermeable Power Shaft should make those builds much cleaner. And the Compact Mechanical Pump opens up designs I couldn’t do before—pressurized pipes, for one. I can’t wait to experiment.

The new maps sound brutal in the best way. Nomads with its shifting water flow will force me to plan for migration, which is a mechanic I haven’t had to engage with much. Pillars with its fractured space will test my vertical building skills. Both are welcome additions for veteran players looking for a fresh challenge.

I’m also glad to see the death alerts improved. Losing beavers to starvation or dehydration because I wasn’t paying attention is frustrating, and the new blinking icons should help me catch problems earlier. The 24-hour body visibility is a grim but effective reminder.

All in all, this update feels like a love letter to the community. The statistics feature directly addresses a long-standing request, and hiring the modder who made the popular Goods Statistics mod shows they’re listening. Timberborn 1.1 is a solid step forward, and I’m excited to dive back in.