Hello everyone! There are many ways to play Timberborn but for some crafty beavers, that’s not enough. Even though we don’t officially support mods (yet), quite a few have been made. Today, we want to showcase seven of our favourites – perfect to spice things up while you’re waiting for Update 2. But first, some fine print. Right now, Timberborn Early Access is meant to be played without any mods. We appreciate all the hard work behind them but mods are 100% player-made and may break your game. Use them at your own risk and, at the very least, back up your regular saves. [h2]The magnificent seven[/h2] Here are some cool mods to consider, ranging from nifty QoL features to true game-changers! To install a mod, follow the instructions available on its page. We suggest you take things slow and not install all interesting mods at once. [h3][url=https://timberborn.thunderstore.io/package/hawkfalcon/CreativeMode/]Creative Mode by hawkfalcon[/url][/h3] [img]https://clan.cloudflare.steamstatic.com/images//36026812/2cb89664a2f7b40bc670c163131d04e4df65c527.jpg[/img] While regular Timberborn gameplay allows you to build truly great cities, fair progress takes time and even at the easiest difficulty, things may get out of hand. This mod unlocks all structures right away and makes building instant and free. It also copies some Map Editor features into the regular game, which allows you to spawn ruins and resources, and even re-shape the terrain. [h3][url=https://timberborn.thunderstore.io/package/Hectare/EmploymentPriority/]Employment Priority by Hectare[/url][/h3] [img]https://clan.cloudflare.steamstatic.com/images//36026812/9800b53f506bc91bfe65eb8934b31d16d8bb3780.jpg[/img] The ability to prioritize jobs is, well, one of the priority player requests for us. This mod helps with that already. It allows you to control which jobs the beavers pick up (or switch to), for example when you need rapid redeployment ahead of the drought. It also integrates with the in-game building priority tool so you can select priorities for multiple buildings at once. [h3][url=https://timberborn.thunderstore.io/package/KyProject/DraggableUtils/]Draggable Utils by KyProject[/url][/h3] [img]https://clan.cloudflare.steamstatic.com/images//36026812/23b81c4db8d17d8374548634a4ba4e6f88e91405.jpg[/img] This one also assists in running large settlements, especially if you tend to group specialized buildings together. Draggable Utils adds a selection tool that pauses/unpauses buildings en masse. You can also use it to order emptying storage and to pick the top targets for your haulers. [h3][url=https://timberborn.thunderstore.io/package/Elec/ExtendedArchitecture/]Extended Architecture by Elec[/url][/h3] [img]https://clan.cloudflare.steamstatic.com/images//36026812/f91ceb1a07e3b3379c7999fc267f34bf3fae2729.jpg[/img] When we were adding Platforms to the game, another option we considered was something similar to what Elec prepared here. With this mod, two unlockable variants of a new structure are added, allowing you to place Arch (4x1, 5x1). It is a bridge-like Solid building that can be built over other objects, which means you can create more condensed multi-level structures. [h3][url=https://timberborn.thunderstore.io/package/PB_Ozai/District_Extender/]District Extender by PB_Ozai[/url][/h3] [img]https://clan.cloudflare.steamstatic.com/images//36026812/6645faed3dbc3fa945cbeb3ebf4facb0977affb7.jpg[/img] In-game districts have several advantages, one of them being the significant performance gain. However, if you’re confident in your rig’s capabilities (lucky you!), you may increase the district’s effective range with this mod. While changing numbers in the config file, you may also adjust pathfinding and resource gathering ranges. You can even cover the entire map with a single district. [h3][url=https://timberborn.thunderstore.io/package/Ximsa/QuadrupleTerrainHeight/]Quadruple Terrain Height by Ximsa[/url][/h3] [img]https://clan.cloudflare.steamstatic.com/images//36026812/20f4e21c7ca9b301067eba2348b1695f15e6ba28.jpg[/img] Despite its name, this mod not only increases the maximum height available in the Map Editor but also allows you to make your creations larger. With the map measurements increased up to 1024x1024x64, you can craft king-sized lands with mighty mountains and green valleys where beavers thrive. Just know that such maps also require the mod to play. [h3][url=https://timberborn.thunderstore.io/package/hawkfalcon/UnifiedFactions/]Unified Factions by hawkfalcon[/url][/h3] [img]https://clan.cloudflare.steamstatic.com/images//36026812/6569d9fe5ed8a4233aa9bbaeb4d2818fbad7a53c.jpg[/img] This mod unlocks all available buildings, regardless of the faction picked. The eco-friendly Iron Teeth that use Windmills? Sure. Some unorthodox Folktails with Breeding Pods? Why not! With this mod, the initial faction choice mostly dictates which beavers will spawn because the author [i]obviously[/i] favours Folktails here - by default, shared buildings use the Folktails variants. There are more community mods to pick from so make sure you check [url=https://timberborn.thunderstore.io/package/?section=mods]the list[/url] from time to time. And if you want to break Timberborn open, make sure you [url=https://discord.gg/timberborn]join our Discord[/url]. The #modding-and-whatnot channel is there for you and it’s full of the beaver [i]disruptors[/i] like yourself. Until next time, Team Timberborn