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  3. Timberborn>
  4. Buildings page 2

All 211 Buildings by Faction in Timberborn - Page 2

Updated on November 1, 2026 (3 days ago)

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Showing 77 of 211 items.

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Category

Paths and Structures

28 items

Airlock

Lets beavers cross a levee wall through a sealed, three-tile passage.

Faction
Both
Science Unlock
300 Science Points
Construction Cost
15 Logs, 8 Gears, 4 Metal Blocks
Footprint
1 × 3 tiles
Power Use
-
Power Output
-
Capacity
-

Double Platform

Raises buildings two tiles and can span a gap in the ground.

Faction
Both
Science Unlock
150 Science Points
Construction Cost
8 Planks
Footprint
1 × 1 tile
Power Use
-
Power Output
-
Capacity
-

Gate

Opens or closes a path to control where beavers can walk.

Faction
Both
Science Unlock
200 Science Points
Construction Cost
6 Planks, 4 Gears, 4 Scrap Metal
Footprint
1 × 1 tile
Power Use
-
Power Output
-
Capacity
-
ITImpermeable Tubeway

Impermeable Tubeway

Lets Iron Teeth travel horizontally through a levee without water leaking out.

Faction
Iron Teeth
Science Unlock
800 Science Points
Construction Cost
4 Planks, 2 Gears, 2 Metal Blocks
Footprint
-
Power Use
-
Power Output
-
Capacity
-

Metal Platform 3x3

Raises a three-by-three building area on a central support.

Faction
Both
Science Unlock
1,000 Science Points
Construction Cost
30 Metal Blocks
Footprint
3 × 3 tiles
Power Use
-
Power Output
-
Capacity
-

Metal Platform 5x5

Raises a five-by-five building area on a central support.

Faction
Both
Science Unlock
2,000 Science Points
Construction Cost
90 Metal Blocks
Footprint
5 × 5 tiles
Power Use
-
Power Output
-
Capacity
-

Overhang 2x1

Extends a two-tile platform outward to support a building or bridge.

Faction
Both
Science Unlock
350 Science Points
Construction Cost
10 Logs, 10 Planks, 4 Metal Blocks
Footprint
2 × 1 tiles
Power Use
-
Power Output
-
Capacity
-

Overhang 3x1

Extends a three-tile platform outward to support a building or bridge.

Faction
Both
Science Unlock
550 Science Points
Construction Cost
15 Logs, 15 Planks, 6 Metal Blocks
Footprint
3 × 1 tiles
Power Use
-
Power Output
-
Capacity
-

Overhang 4x1

Extends a four-tile platform outward to support a building or bridge.

Faction
Both
Science Unlock
1,000 Science Points
Construction Cost
20 Logs, 20 Planks, 8 Metal Blocks
Footprint
4 × 1 tiles
Power Use
-
Power Output
-
Capacity
-

Overhang 5x1

Extends a five-tile platform outward to support a building or bridge.

Faction
Both
Science Unlock
1,800 Science Points
Construction Cost
30 Logs, 30 Planks, 10 Metal Blocks
Footprint
5 × 1 tiles
Power Use
-
Power Output
-
Capacity
-

Overhang 6x1

Extends a six-tile platform outward to support a building or bridge.

Faction
Both
Science Unlock
3,000 Science Points
Construction Cost
36 Logs, 36 Planks, 12 Metal Blocks
Footprint
6 × 1 tiles
Power Use
-
Power Output
-
Capacity
-

Path

Connects buildings and open ground into a walkable route.

Faction
Both
Science Unlock
Available at start
Construction Cost
-
Footprint
1 × 1 tile
Power Use
-
Power Output
-
Capacity
-

Platform

Raises buildings one tile above the ground or spans a gap.

Faction
Both
Science Unlock
100 Science Points
Construction Cost
6 Planks
Footprint
1 × 1 tile
Power Use
-
Power Output
-
Capacity
-

Spiral Stairs

Links levels with a turning stairway that fits in one tile.

Faction
Both
Science Unlock
350 Science Points
Construction Cost
1 Log, 4 Treated Planks
Footprint
1 × 1 tile
Power Use
-
Power Output
-
Capacity
-

Stairs

Connects paths across vertically stacked levels.

Faction
Both
Science Unlock
70 Science Points
Construction Cost
1 Log, 4 Planks
Footprint
1 × 1 tile
Power Use
-
Power Output
-
Capacity
-

Suspension Bridge 1x1

Carries a path across a one-tile gap.

Faction
Both
Science Unlock
150 Science Points
Construction Cost
4 Logs, 4 Planks
Footprint
2 × 1 tiles
Power Use
-
Power Output
-
Capacity
-

Suspension Bridge 2x1

Carries a path across a two-tile gap.

Faction
Both
Science Unlock
250 Science Points
Construction Cost
8 Logs, 8 Planks
Footprint
3 × 1 tiles
Power Use
-
Power Output
-
Capacity
-

Suspension Bridge 3x1

Carries a path across a three-tile gap.

Faction
Both
Science Unlock
400 Science Points
Construction Cost
12 Logs, 12 Planks
Footprint
4 × 1 tiles
Power Use
-
Power Output
-
Capacity
-

Suspension Bridge 4x1

Carries a path across a four-tile gap.

Faction
Both
Science Unlock
600 Science Points
Construction Cost
16 Logs, 16 Planks
Footprint
5 × 1 tiles
Power Use
-
Power Output
-
Capacity
-

Suspension Bridge 5x1

Carries a path across a five-tile gap.

Faction
Both
Science Unlock
1,000 Science Points
Construction Cost
20 Logs, 20 Planks
Footprint
6 × 1 tiles
Power Use
-
Power Output
-
Capacity
-

Suspension Bridge 6x1

Carries a path across a six-tile gap.

Faction
Both
Science Unlock
1,800 Science Points
Construction Cost
24 Logs, 24 Planks
Footprint
7 × 1 tiles
Power Use
-
Power Output
-
Capacity
-

Triple Platform

Raises a building three tiles above ground and can span a gap.

Faction
Both
Science Unlock
200 Science Points
Construction Cost
10 Planks
Footprint
1 × 1 tile
Power Use
-
Power Output
-
Capacity
-

Tubeway

Gives Iron Teeth a fast enclosed route for beaver travel.

Faction
Iron Teeth
Science Unlock
500 Science Points
Construction Cost
2 Planks, 1 Metal Block
Footprint
1 × 1 tile
Power Use
-
Power Output
-
Capacity
-

Tubeway Station

Connects a regular path to the Iron Teeth tubeway network.

Faction
Iron Teeth
Science Unlock
700 Science Points
Construction Cost
40 Planks, 20 Gears, 20 Metal Blocks
Footprint
2 × 3 tiles
Power Use
-
Power Output
-
Capacity
-

Vertical Tubeway

Carries the Iron Teeth tube route between different levels.

Faction
Iron Teeth
Science Unlock
600 Science Points
Construction Cost
4 Planks, 1 Metal Block
Footprint
1 × 1 tile
Power Use
-
Power Output
-
Capacity
-

Zipline Beam

Supports a zipline cable where space is too tight for a tower.

Faction
Folktails
Science Unlock
600 Science Points
Construction Cost
20 Planks, 10 Gears, 10 Metal Blocks
Footprint
1 × 1 tile
Power Use
-
Power Output
-
Capacity
-

Zipline Pylon

Holds a Folktails zipline cable above the ground.

Faction
Folktails
Science Unlock
600 Science Points
Construction Cost
20 Planks, 10 Gears, 10 Metal Blocks
Footprint
1 × 1 tile
Power Use
-
Power Output
-
Capacity
-

Zipline Station

Provides an entry or exit point for a Folktails zipline.

Faction
Folktails
Science Unlock
700 Science Points
Construction Cost
20 Logs, 40 Planks, 20 Metal Blocks
Footprint
2 × 3 tiles
Power Use
-
Power Output
-
Capacity
-

Category

Storage

11 items

Large Industrial Pile

Stores up to 180 goods in a solid three-by-three Iron Teeth pile.

Faction
Iron Teeth
Science Unlock
Available at start
Construction Cost
12 Logs
Footprint
3 × 3 tiles
Power Use
-
Power Output
-
Capacity
180 goods

Large Pile

Stores up to 180 goods across a three-by-three Folktails stockpile.

Faction
Folktails
Science Unlock
Available at start
Construction Cost
6 Logs
Footprint
3 × 3 tiles
Power Use
-
Power Output
-
Capacity
180 goods

Large Tank

Holds 1,200 units of water or badwater in a three-by-three tank.

Faction
Both
Science Unlock
600 Science Points
Construction Cost
80 Planks, 60 Gears, 30 Metal Blocks
Footprint
3 × 3 tiles
Power Use
-
Power Output
-
Capacity
1,200 water or badwater units

Large Warehouse

Stores 1,200 units of one selected good in a two-storey block.

Faction
Both
Science Unlock
250 Science Points
Construction Cost
60 Logs, 80 Planks
Footprint
3 × 3 tiles
Power Use
-
Power Output
-
Capacity
1,200 goods

Medium Tank

Holds 300 units of water or badwater in a two-by-two tank.

Faction
Both
Science Unlock
120 Science Points
Construction Cost
30 Planks, 20 Gears
Footprint
2 × 2 tiles
Power Use
-
Power Output
-
Capacity
300 water or badwater units

Medium Warehouse

Stores 200 units of one selected good across a three-by-two footprint.

Faction
Both
Science Unlock
Available at start
Construction Cost
15 Logs
Footprint
3 × 2 tiles
Power Use
-
Power Output
-
Capacity
200 goods

Small Industrial Pile

Stores up to 20 goods in a solid one-tile Iron Teeth pile.

Faction
Iron Teeth
Science Unlock
Available at start
Construction Cost
4 Logs
Footprint
1 × 1 tile
Power Use
-
Power Output
-
Capacity
20 goods

Small Pile

Stores up to 20 goods in a one-tile Folktails pile.

Faction
Folktails
Science Unlock
Available at start
Construction Cost
2 Logs
Footprint
1 × 1 tile
Power Use
-
Power Output
-
Capacity
20 goods

Small Tank

Holds 30 units of water or badwater in a one-tile tank.

Faction
Both
Science Unlock
Available at start
Construction Cost
15 Logs
Footprint
1 × 1 tile
Power Use
-
Power Output
-
Capacity
30 water or badwater units

Small Warehouse

Stores 30 units of one selected good in a single tile.

Faction
Both
Science Unlock
Available at start
Construction Cost
3 Logs
Footprint
1 × 1 tile
Power Use
-
Power Output
-
Capacity
30 goods

Underground Pile

Stores up to 1,000 goods below its three-by-three floor.

Faction
Folktails
Science Unlock
1,000 Science Points
Construction Cost
20 Logs, 40 Planks, 20 Gears
Footprint
3 × 3 tiles
Power Use
-
Power Output
-
Capacity
1,000 goods

Category

Automation

19 items

Chronometer

Sends signals based on the in-game time of day.

Faction
Both
Science Unlock
150 Science Points
Construction Cost
8 Planks, 6 Gears
Footprint
1 × 1 tile
Power Use
-
Power Output
-
Capacity
-

Contamination Sensor

Reads contamination in the water beneath its sensor arm.

Faction
Both
Science Unlock
400 Science Points
Construction Cost
8 Gears, 8 Metal Blocks
Footprint
1 × 2 tiles
Power Use
-
Power Output
-
Capacity
-

Depth Sensor

Measures water depth beneath the end of its sensor arm.

Faction
Both
Science Unlock
200 Science Points
Construction Cost
4 Gears, 8 Scrap Metal
Footprint
1 × 2 tiles
Power Use
-
Power Output
-
Capacity
-

Detonator

Connects an automation signal to dynamite so it can be triggered remotely.

Faction
Both
Science Unlock
1,400 Science Points
Construction Cost
1 Metal Block, 1 Explosive, 1 Extract
Footprint
1 × 1 tile
Power Use
-
Power Output
-
Capacity
-

Firework Launcher

Fires a chosen display when its automation signal activates.

Faction
Both
Science Unlock
700 Science Points
Construction Cost
1 Gear, 2 Treated Planks
Footprint
1 × 1 tile
Power Use
-
Power Output
-
Capacity
-

Flow Sensor

Measures water flow below the end of its sensor arm.

Faction
Both
Science Unlock
100 Science Points
Construction Cost
6 Planks, 4 Gears
Footprint
1 × 2 tiles
Power Use
-
Power Output
-
Capacity
-

HTTP Adapter

Shares game signals with an API and can send webhook calls.

Faction
Both
Science Unlock
7,500 Science Points
Construction Cost
2 Gears, 4 Scrap Metal
Footprint
1 × 1 tile
Power Use
-
Power Output
-
Capacity
-

HTTP Lever

Lets an external API switch an in-game signal on or off.

Faction
Both
Science Unlock
5,000 Science Points
Construction Cost
2 Gears, 2 Scrap Metal
Footprint
1 × 1 tile
Power Use
-
Power Output
-
Capacity
-

Indicator

Lights up when its input is active so an alert is easy to spot.

Faction
Both
Science Unlock
400 Science Points
Construction Cost
2 Scrap Metal, 1 Pine Resin
Footprint
1 × 1 tile
Power Use
-
Power Output
-
Capacity
-

Lever

Lets a beaver send a manual signal into an automation circuit.

Faction
Both
Science Unlock
50 Science Points
Construction Cost
1 Plank, 2 Gears
Footprint
1 × 1 tile
Power Use
-
Power Output
-
Capacity
-

Memory

Stores or changes a signal state in response to chosen inputs.

Faction
Both
Science Unlock
1,000 Science Points
Construction Cost
1 Metal Block, 1 Extract
Footprint
1 × 1 tile
Power Use
-
Power Output
-
Capacity
-

Population Counter

Reports a selected population or housing count to automation.

Faction
Both
Science Unlock
200 Science Points
Construction Cost
2 Planks, 2 Gears; Folktails: 1 Paper; Iron Teeth: 1 Metal Part
Footprint
1 × 1 tile
Power Use
-
Power Output
-
Capacity
-

Power Meter

Feeds power network supply and demand readings into automation.

Faction
Both
Science Unlock
600 Science Points
Construction Cost
10 Gears, 6 Metal Blocks
Footprint
1 × 1 tile
Power Use
-
Power Output
-
Capacity
-

Relay

Combines input signals with basic logic operations.

Faction
Both
Science Unlock
80 Science Points
Construction Cost
1 Plank, 1 Gear
Footprint
1 × 1 tile
Power Use
-
Power Output
-
Capacity
-

Resource Counter

Signals when a selected good reaches a chosen stock level.

Faction
Both
Science Unlock
250 Science Points
Construction Cost
4 Planks, 4 Gears; Folktails: 1 Paper; Iron Teeth: 1 Metal Part
Footprint
1 × 1 tile
Power Use
-
Power Output
-
Capacity
-

Science Counter

Checks the settlement’s stored Science Points for automation.

Faction
Both
Science Unlock
300 Science Points
Construction Cost
6 Gears, 4 Scrap Metal; Folktails: 6 Paper; Iron Teeth: 6 Metal Parts
Footprint
1 × 1 tile
Power Use
-
Power Output
-
Capacity
-

Speaker

Plays a selected sound while its automation input is active.

Faction
Both
Science Unlock
500 Science Points
Construction Cost
4 Planks, 2 Gears, 4 Metal Blocks
Footprint
1 × 1 tile
Power Use
-
Power Output
-
Capacity
-

Timer

Adds delays or timed pulses to a connected automation signal.

Faction
Both
Science Unlock
600 Science Points
Construction Cost
1 Treated Plank, 1 Metal Block
Footprint
1 × 1 tile
Power Use
-
Power Output
-
Capacity
-

Weather Station

Sends signals that reflect the current weather conditions.

Faction
Both
Science Unlock
150 Science Points
Construction Cost
10 Gears, 8 Treated Planks
Footprint
1 × 1 tile
Power Use
-
Power Output
-
Capacity
-

Category

Science

9 items

Bot Assembler

Uses power to assemble finished parts into autonomous bots.

Faction
Both
Science Unlock
750 Science Points
Construction Cost
100 Planks, 50 Gears, 50 Metal Blocks
Footprint
3 × 3 tiles
Power Use
250 HP
Power Output
-
Capacity
-

Bot Part Factory

Makes the components needed to build a bot.

Faction
Both
Science Unlock
500 Science Points
Construction Cost
50 Planks, 25 Gears, 15 Metal Blocks
Footprint
3 × 3 tiles
Power Use
150 HP
Power Output
-
Capacity
-

Charging Station

Uses power to recharge Iron Teeth bots.

Faction
Iron Teeth
Science Unlock
200 Science Points
Construction Cost
5 Planks, 15 Gears, 10 Metal Parts
Footprint
1 × 1 tile
Power Use
50 HP
Power Output
-
Capacity
-

Control Tower

Improves nearby Iron Teeth bot performance through its control signal.

Faction
Iron Teeth
Science Unlock
1,000 Science Points
Construction Cost
20 Planks, 15 Gears, 20 Metal Blocks
Footprint
1 × 1 tile
Power Use
-
Power Output
-
Capacity
-

Grease Factory

Produces grease that keeps Iron Teeth bots running smoothly.

Faction
Iron Teeth
Science Unlock
2,000 Science Points
Construction Cost
30 Gears, 20 Treated Planks, 10 Metal Blocks
Footprint
2 × 3 tiles
Power Use
200 HP
Power Output
-
Capacity
-

Inventor

Employs a beaver to produce Science Points through research.

Faction
Both
Science Unlock
Available at start
Construction Cost
12 Logs
Footprint
2 × 2 tiles
Power Use
-
Power Output
-
Capacity
-

Numbercruncher

Uses power to generate Science Points without a beaver researcher.

Faction
Iron Teeth
Science Unlock
1,500 Science Points
Construction Cost
30 Planks, 100 Gears, 50 Metal Parts
Footprint
4 × 4 tiles (corners omitted)
Power Use
400 HP
Power Output
-
Capacity
-

Observatory

Produces 12 Science Points each hour while Folktails workers study the sky.

Faction
Folktails
Science Unlock
1,000 Science Points
Construction Cost
80 Planks, 30 Gears, 10 Pine Resin
Footprint
3 × 3 tiles
Power Use
200 HP
Power Output
-
Capacity
-

Refinery

Turns food and water into fuel for Folktails bots.

Faction
Folktails
Science Unlock
400 Science Points
Construction Cost
30 Planks, 10 Gears, 10 Metal Blocks
Footprint
2 × 3 tiles
Power Use
-
Power Output
-
Capacity
-

Category

Monuments

10 items

Arch of Progress

Adds a broad Awe bonus for Iron Teeth across the monument’s range.

Faction
Iron Teeth
Science Unlock
15,000 Science Points
Construction Cost
600 Planks, 300 Treated Planks, 600 Metal Blocks
Footprint
5 × 2 tiles
Power Use
-
Power Output
-
Capacity
-

Brazier of Bonding

Raises Folktails Awe by five within a ten-tile radius.

Faction
Folktails
Science Unlock
3,000 Science Points
Construction Cost
400 Planks
Footprint
2 × 2 tiles
Power Use
-
Power Output
-
Capacity
-

Earth Recultivator

Launches seed balloons and gives nearby beavers a major well-being boost.

Faction
Folktails
Science Unlock
20,000 Science Points
Construction Cost
2,000 Gears, 2,000 Treated Planks, 1,500 Metal Blocks
Footprint
7 × 7 tiles
Power Use
-
Power Output
-
Capacity
-

Earth Repopulator

Sends pioneers away on gliders and boosts well-being across a wide area.

Faction
Iron Teeth
Science Unlock
20,000 Science Points
Construction Cost
1,500 Gears, 2,000 Treated Planks, 2,000 Metal Blocks
Footprint
7 × 7 tiles
Power Use
-
Power Output
-
Capacity
-

Farmer Monument

Adds three Awe for Folktails within seven tiles.

Faction
Folktails
Science Unlock
1,000 Science Points
Construction Cost
200 Logs
Footprint
2 × 2 tiles
Power Use
-
Power Output
-
Capacity
-

Flame of Unity

Raises Iron Teeth Awe by five within ten tiles.

Faction
Iron Teeth
Science Unlock
3,000 Science Points
Construction Cost
300 Planks, 100 Metal Parts
Footprint
2 × 2 tiles
Power Use
-
Power Output
-
Capacity
-

Fountain of Joy

Provides nearby Folktails with eight Awe when the fountain is placed in water.

Faction
Folktails
Science Unlock
12,000 Science Points
Construction Cost
400 Planks, 100 Treated Planks, 300 Metal Blocks
Footprint
5 × 5 tiles (3 × 3 on the ground)
Power Use
-
Power Output
-
Capacity
-

Hall of Abundance

Adds a broad Awe bonus for Folktails across the monument’s range.

Faction
Folktails
Science Unlock
15,000 Science Points
Construction Cost
700 Planks, 300 Treated Planks, 500 Metal Blocks
Footprint
5 × 5 tiles
Power Use
-
Power Output
-
Capacity
-

Laborer Monument

Gives Iron Teeth a three-point Awe bonus within seven tiles.

Faction
Iron Teeth
Science Unlock
1,000 Science Points
Construction Cost
200 Logs
Footprint
2 × 2 tiles
Power Use
-
Power Output
-
Capacity
-

Tribute to Ingenuity

A powered monument that gives Iron Teeth eight Awe within twenty tiles.

Faction
Iron Teeth
Science Unlock
12,000 Science Points
Construction Cost
400 Gears, 100 Treated Planks, 300 Metal Blocks
Footprint
3 × 3 tiles
Power Use
600 HP
Power Output
-
Capacity
-
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More Timberborn collections

  • MapsLearn how Timberborn maps shape your beaver colony's land, water and hazards, which ones suit new players, and which map to pick first for a calm start.
  • CropsLearn how Timberborn crops work, from farmhouses and irrigation to food processing. See which Folktails and Iron Teeth crops to plant first and why.
  • GoodsLearn what goods are in Timberborn, from food and ingredients to materials, water and badwater, and how beavers make, haul and store each one.
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