Note: It is highly recommended to start a new save for the experimental branch to avoid compatibility issues with older files. Share Your Progress!
Resolved a visual bug where the "Water Contamination" overlay would persist even after the water had cleared.
8.3 / 10 Recommendation: Strongly recommended for fans of logistics and terrain-altering sims. Timberborn v0.5.9.1
If you are a map maker who gave up after Update 5 broke your tools, is your signal to return to the drawing board.
As for the future, Mechanistry has hinted that will focus on "Endgame Energy" (nuclear power?) and deeper faction divergence. But for now, enjoy the stability. Note: It is highly recommended to start a
#Timberborn #BeaverCityBuilder #IndieGames #ExperimentalUpdate Further Exploration Deep Dive into Update 6: Learn about the massive transition to 3D Water Physics and aqueducts that followed the 0.5.x experimental series. Advanced Engineering: Check out how vertical power shafts and overhangs changed colony design forever in the full Update 6 release. Modding & Community Maps: Explore the Mod.io collection specifically designed for the v0.5.9.1 environment. technical summary
| Metric | v0.4.x | v0.5.9.1 | | :--- | :--- | :--- | | Water physics stability | Moderate (random evaporation) | High (predictable currents) | | Faction uniqueness | Partial | Full (golems, breeding pods) | | Building variety | 45 structures | 67 structures | | Average drought survival rate | ~70% | ~85% (due to better tutorials) | But for now, enjoy the stability
Based on the current state, Mechanistry should prioritize:
| Feature | Folktails | Iron Teeth | | :--- | :--- | :--- | | | Happiness-based (lodges + social needs) | Production-based (breeding pods + fuel) | | Energy | Windmills, water wheels (unstable, renewable) | Engines (stable, but require wood/logistics) | | Endgame | Extensive foresting, bee huts | Deep metal extraction, golems (automation) |