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Timberborn Buildings Guide — Best Buildings for Your Colony

Building smart is the difference between a thriving beaver civilization and a colony that starves come drought season. This guide breaks down every essential building category in Timberborn, compares Folktail vs Ironteeth options, and tells you what to build — and in what order — to survive the hardest cycles.


Table of Contents

  1. Buildings by Category
  2. DataTables Comparison
  3. Recommended Build Order
  4. Folktail vs Ironteeth Building Differences
  5. Steam Link

Buildings by Category

💧 Water

Water management is the core of Timberborn. Without it, nothing else matters.

Building Faction Purpose Key Stat
Water Pump Both Extracts water from rivers/lakes 2.5–3.0 m³/hr
Small Water Wheel Both Power from flowing water Up to 120 HP
Large Water Wheel Both More power from deeper/flowing water Up to 450 HP
Mechanical Water Pump Both Powered water pumping ~5.0 m³/hr with full power
Floodgate Both Blocks or releases water 1–3 blocks tall
Levee Both Permanent water barrier 1 block tall, stackable
Sludge Both Extends levee height Fills gaps
Water Dump Both Dumps water from tanks onto terrain Fills reservoirs
Deep Water Pump Ironteeth Pumps from deep groundwater 4.0 m³/hr
Large Water Tank Both Stores water in bulk 750–1500 units

Tip: Always build 2–3 extra water pumps before your first drought. Overlapping their output zones ensures no beaver goes thirsty.


🍎 Food

You need a mix of food types to keep your colony fed and your beavers happy.

Building Faction Produces Yield Notes
Gatherer Flag Both Berries, Carrots, Potatoes, Sunflowers Base 10–15 plants per harvest
Farmhouse Both Assigns farmers to crop fields 1 beaver per farmhouse
Lodge Both Housing (also generates pups)
Grill Both Grilled food (Carrots → Grilled Carrots, Potatoes → Grilled Potatoes) Doubles shelf life
Bakery Both Bread (wheat → bread) Highest food value per unit
Mill Both Wheat → Flour Needed before baking
Corn (Crop) Folktail Grows corn 4 food per harvest
Spadderdock (Crop) Ironteeth Aquatic crop Grows in shallow water
Kohlrabi (Crop) Ironteeth Fast-growing root veg 3 food per harvest
Wild Berries (Bush) Both Natural berry source No planting needed
Bread Both Wheat → Flour → Bread Requires Mill + Bakery chain

Tip: Diversify! In the early game, berries + carrots are enough. Mid-game, add grilled food. Late-game, a bakery chain (wheat → flour → bread) lets you stockpile efficiently through multi-day droughts.


🏠 Housing

Beavers need homes to breed. Population = workforce = survival.

Building Faction Capacity Special
Basic Lodge Both 2 beavers (1 bed) Extends to double lodge
Double Lodge Both 4 beavers (2 beds) Upgrade from basic (Folktail)
Small Lodge Ironteeth 3 beavers (1 bed) Compact, efficient
Large Lodge Ironteeth 6 beavers (2 beds) Ironteeth-only upgrade
Barracks Both 10 beavers (dorm-style) No breeding bonus
Apartment Ironteeth 24 beavers (3 floors × 8) End-game housing
Rooftop Terrace Both +1 happiness, aesthetic only Decorative roof upgrade
Overhangs Both +1 happiness, aesthetic only Adds depth to lodges

Tip: Build lodges early and often. Every 2–3 beavers should have a bed. Barracks are space-efficient but don't encourage breeding (no wellbeing bonus). Ironteech prefer large vertical lodges; Folktail spread out horizontally.


⚙️ Industry

Processing buildings turn raw resources into advanced materials.

Building Faction Input Output
Lumberjack Flag Both Trees Logs
Forester Both Plants new trees
Sawmill Both Logs Planks
Scavenger Flag Both Ruins Scrap/Random
Smelter Both Scrap Metal Metal Blocks
Mine (Deep) Both Iron/Metal Ore
Gears Workshop Both Planks Gears
Paper Mill Folktail Logs + Water Paper
Printing Press Folktail Paper + Ink Books (Science)
Inventor Hut Ironteeth Science points
Tank Foundry Ironteeth Metal Blocks Water Tanks
Crushing Mill Both Sunflowers → Sunflower Oil Oil for cooking
Biofuel Facility Ironteeth Plants Biofuel (power)

Tip: Build your sawmill early in year 1 — planks are required for every advanced building. Rush metal blocks as soon as you find scrap.


⚡ Power

Power keeps your industry running. Without it, pumps, sawmills, and smelters sit idle.

Building Faction Output Notes
Small Water Wheel Both Up to 120 HP Cheap, needs flowing water
Large Water Wheel Both Up to 450 HP Strong but requires deep flow
Windmill Both 120–550 HP (wind-dependent) Unreliable — wind varies
Steam Engine Both Up to 1000 HP Burns fuel (logs/biofuel)
Water Wheel (Vertical) Both 70–200 HP Uses waterfalls
Power Shaft Both Distributes power Connects buildings
Power Wheel Both 120 HP (beaver-powered) Emergency/manual
Biofuel Generator Ironteeth 500 HP Burns biofuel only
Large Windmill Ironteeth 600–1000 HP More powerful than standard

Tip: Start with small water wheels — they're cheap and reliable on most maps. Add windmills as backup, then transition to steam engines or biofuel generators in the late game for consistent 24/7 power.


🎨 Decorations

Beauty makes beavers happy. Happy beavers work faster and breed more.

Building Beauty Value Cost Effect
Flower Pot +1 (outdoor) 10 Planks Simple beauty
Lantern +2 5 Planks + 1 Gear Light + beauty
Rooftop Terrace +2 10 Planks Housing upgrade
Overhang +1 5 Planks Aesthetic
Statue +3 50 Planks High beauty
Bench +1 10 Planks Rest spot
Banner +2 20 Planks Faction colour
Wellbeing Statue +5 (area-wide) 100 Planks Major happiness boost

Tip: Scatter flower pots and lanterns along paths your beavers use daily. A single statue near your town centre gives area-wide beauty that boosts wellbeing significantly.


DataTables Comparison

Below is a comprehensive comparison table of key Timberborn buildings. Use this to quickly compare cost, output, and faction availability.

Building Category Faction Wood Planks Metal Gears Other Output Power (HP)
Water Pump Water Both 20 2.5 m³/hr
Mechanical Water Pump Water Both 60 20 10 5.0 m³/hr 150
Deep Water Pump Water Ironteeth 30 15 5 4.0 m³/hr 200
Small Water Wheel Power Both 10 ≤120
Large Water Wheel Power Both 30 10 ≤450
Windmill Power Both 40 20 120–550
Steam Engine Power Both 80 40 20 10 1000 HP 1000
Sawmill Industry Both 30 10 6 Planks/cycle 75
Smelter Industry Both 40 20 10 1 Metal Block/cycle 100
Gears Workshop Industry Both 60 20 2 Gears/cycle 50
Paper Mill Industry Folktail 40 10 2 Paper/cycle 100
Printing Press Industry Folktail 60 20 10 5 3 Books/cycle 125
Inventor Hut Industry Ironteeth 40 10 5 Science/cycle
Bakery Food Both 30 10 3 Bread/cycle 75
Mill Food Both 20 10 2 Flour/cycle 50
Grill Food Both 20 2 Grilled Food/cycle
Farmhouse Food Both 20 Assigns 1 farmer
Basic Lodge Housing Both 10 2 beavers
Double Lodge Housing Both 30 10 4 beavers
Small Lodge Housing Ironteeth 15 5 3 beavers
Large Lodge Housing Ironteeth 40 15 5 6 beavers
Apartment Housing Ironteeth 80 40 20 10 24 beavers
Barracks Housing Both 50 20 10 beavers
Levee Water Both 6 1-block barrier
Floodgate Water Both 20 10 Water control
Water Dump Water Both 40 20 10 Dumps water 100
Large Water Tank Water Both 40 10 750–1500 units

The order you build matters. Here's a proven sequence for standard difficulty on most maps.

Year 1 (Survival)

  1. Lumberjack Flag (×2) — You need logs immediately.
  2. Gatherer Flag — Plant carrots; you'll have food in 3–4 days.
  3. Water Pump (×2) — Drought is coming. Double up.
  4. Basic Lodge — House your starting beavers so they breed.
  5. Small Water Wheel — Power for the sawmill.
  6. Sawmill — Planks unlock everything else.
  7. Forester — Plant trees to keep logs sustainable.
  8. Small Water Tank (×1–2) — Store water before first drought.

Milestone: Survive first drought.

Year 2 (Expansion)

  1. Farmhouse + crop fields — Expand food production.
  2. Grill — Cook carrots for longer shelf life.
  3. Mechanical Water Pump — More water, less beaver labour.
  4. More Lodges (+2–4) — Grow population.
  5. Second Small Water Wheel or Windmill — Power redundancy.
  6. Scavenger Flag — Collect scrap for metal blocks.
  7. Smelter — Start converting scrap to metal blocks.

Milestone: Stable food and water surplus.

Year 3+ (End Game)

  1. Large Water Wheel or Steam Engine — Consistent power.
  2. Bakery + Mill — Bread chain for massive food value.
  3. Floodgates + Levees — Build a reservoir. This is critical.
  4. Gears Workshop — Advanced building components.
  5. Wellbeing Statues + Decorations — Boost beaver happiness.
  6. Biofuel Facility (Ironteeth) / Printing Press (Folktail) — Faction-specific science.
  7. Apartment (Ironteeth) / Expanded Lodges (Folktail) — End-game housing.

Milestone: Survive multi-cycle mega-droughts.


Folktail vs Ironteeth Building Differences

The two factions play very differently. Here's a breakdown of their unique buildings and how they change your strategy.

⚖️ Philosophy

Aspect Folktail Ironteeth
Playstyle Growth, expansion, nature-friendly Efficiency, industry, verticality
Population Style Spread out horizontally Dense vertical housing
Water Strategy Surface water, levees, dams Deep drilling, canals, water wheels
Science Books (Paper Mill + Printing Press) Inventor Huts (direct science)
Power Traditional (wheels, windmills, steam) Biofuel + advanced large windmills
Difficulty Beginner-friendly Intermediate — more micro-management

🆚 Unique Buildings

Folktail-Only Buildings

Building Category Why It Matters
Paper Mill Industry Converts logs + water into paper (needed for books).
Printing Press Industry Converts paper + ink into books (science points). Folktail's primary science source.
Corn Fields Food Corn gives 4 food per harvest — most efficient Folktail crop.
Bread Chain Food Wheat → Flour → Bread. Requires Mill + Bakery. Highest food density.
Water Wheel Focus Power Folktail rely more on water wheels and windmills; no biofuel option.

Folktail Tip: Folktail science is slower but cheaper in the long run. Build your Paper Mill early and stockpile paper. Once the Printing Press is up, science flows steadily.

Ironteeth-Only Buildings

Building Category Why It Matters
Deep Water Pump Water Pumps from deep groundwater — allows water during surface droughts.
Inventor Hut Industry Produces science points directly, no paper/ink chain needed.
Biofuel Facility Industry → Power Converts plants into biofuel for the Biofuel Generator.
Biofuel Generator Power Burns biofuel for 500 HP — reliable, renewable power.
Small Lodge Housing 3 beavers in a compact footprint.
Large Lodge Housing 6 beavers — efficient per tile.
Apartment Housing 24 beavers in one building. Massive population density.
Large Windmill Power 600–1000 HP, more powerful than standard windmills.
Kohlrabi Fields Food Fast-growing root crop, 3 food per harvest.
Spadderdock Ponds Food Aquatic crop grown in shallow water — unique food source.
Water Wheel Focus Power Ironteeth use more gears and metal in their wheels, but get higher output.

Ironteeth Tip: Ironteeth science is instant but costs metal blocks (for Inventor Huts). Rush metal production early. The Apartment building is your key to a massive late-game population, but requires significant plank and gear investment.

🏗️ Building Equivalent Comparison

Need Folktail Solution Ironteeth Solution
Early Water Water Pump Water Pump
Mid Water Mechanical Water Pump Deep Water Pump
Late Water Large Reservoirs + Dams Deep Pumps + Canals
Early Housing Basic Lodge → Double Lodge Small Lodge → Large Lodge
Late Housing Multiple Double Lodges Apartment
Early Science Gatherer Flag + Ruins Gatherer Flag + Ruins
Mid Science Paper Mill → Printing Press Inventor Hut
Power (Early) Small Water Wheel Small Water Wheel
Power (Mid) Large Water Wheel / Windmill Large Water Wheel / Large Windmill
Power (Late) Steam Engine Biofuel Generator + Steam Engine
Food (Staple) Carrots + Corn Carrots + Kohlrabi
Food (Advanced) Bread Grilled + Bread

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Guide last updated: June 2026. Timberborn is a city-builder developed by Mechanistry and published by WhisperGames.