Building a thriving city of beavers in Timberborn takes patience and practice. Going too fast will cause collapse in the long run while going too slow can cost you years of little to no progress. With droughts and badtides looming on the horizon, there’s a better way to manage your settlements as they grow.
Automation is a late-game prospect, but it’s worth investing in and experimenting with it. It can save you from certain disaster or simply streamline your daily tasks to ensure your beavers live full lives. Take a look at how you can implement it into your society as soon as possible.
If you want to build beaver bots, check out our guide here! This guide is specifically for automation mechanics.
How Does Automation Work?
Automation is a late-game feature that allows you to have the game automatically signal the beavers to transport goods, adjust floodgates, and swap jobs depending on the conditions you set.
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For example, you can have your lumber mills stop producing planks if your storage is full to ensure you don’t run out of wood. Take a look at all the options available to you in the table and how you can use them.
All Automation Parts And What They Do
|
Automation |
Description |
Materials |
|---|---|---|
|
Lever |
Sends a manually controlled signal. |
1 Plank, 2 Gears |
|
Relay |
Performs a simple logical operation on its input signal. |
1 Plank, 1 Gear |
|
Flow Sensor |
Measures water flow beneath its arm. |
6 Planks, 4 Gears |
|
Depth Sensor |
Measures water depth below its arm. |
4 Gears, 8 Scrap Metal |
|
Contamination Sensor |
Measures water contamination below its arm. |
8 Gears, 8 Metal Blocks |
|
Chronometer |
Sends a signal based on the time of day. |
8 Planks, 6 Gears |
|
Weather Station |
Sends a signal based on the weather. |
10 Gears, 8 Treated Planks |
|
Power Meter |
Monitors power network parameters. |
10 Gears, 6 Metal Blocks |
|
Population Counter |
Monitors various population, housing, and workforce metrics. |
2 Planks, 2 Gears, 1 Metal Part |
|
Resource Counter |
Sends a signal based on the stock level or storage fill rate of a specified good. |
4 Planks, 4 Gears, 1 Metal Part |
|
Science Counter |
Sends a signal based on Science Points. |
6 Gears, 4 Scrap Metal, 6 Metal Parts |
|
Indicator |
An indicator light with alerting capabilities. |
2 Scrap Metal, 1 Tree Sap |
|
Speaker |
Makes noises. |
4 Planks, 2 Gears, 4 Metal Blocks |
|
Firework Launcher |
Shoots out celebratory fireworks. |
1 Gear, 2 Treated Planks |
|
Detonator |
Arms the dynamite underneath it. |
1 Metal Block, 1 Explosive, 1 Extract |
|
Timer |
Applies time-based processing to its input signal. |
1 Treated Plank, 1 Metal Block |
|
Memory |
Changes and holds its state in response to specific input sequences. |
1 Metal Block, 1 Extract |
|
HTTP Lever |
An API-Controlled lever. |
2 Gears, 2 Scrap Metal |
|
HTTP Adapter |
Turns its input signal into an API endpoint and webhook calls. |
2 Gears, 4 4 Scrap Metal |
The HTTP Lever and HTTP Adapter are highly advanced and can be used to broadcast information out of the game.
To automate farms, you can use resource trackers to relieve farmers when you have an abundance of food, as well as signal them back to work when food runs low. You can also use weather trackers to have farmers work on other projects during droughts and badtide as needed.
The same can be done with floodgates and pumps to regulate the flow of water during natural disasters. You’ll also be able to terraform using detonators to blow up dirt blocks, allowing your beavers to create new waterways and fields for planting.
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