Timberborn shipped its 1.0 in October 2025 with an automation framework, geothermal fields, and 59 achievements. The update delivered. Spend thirty hours with a growing colony, though, and the gaps appear: no undo button for misplaced buildings, floodgates locked to fixed height increments, a building menu that buries tools three clicks deep, and beavers who ignore critical workstations in favour of optional ones. The base game is excellent. These mods make it complete.
The 12 picks below come from the active Thunderstore mod database and Steam Workshop ecosystem — all verified against Timberborn 1.0. They’re organized by what they fix, with a load order section first so your first modded session doesn’t start with a crash. Download counts reflect Thunderstore data as of April 2026. If you’re new to Timberborn and want to understand the base systems before modding them, our complete Timberborn beginner’s guide covers the essentials first.
Verified on Timberborn 1.0.5 (April 2026). Mod compatibility can shift with game updates — check each mod’s listing for recent update activity before installing.
Load Order First: The Setup That Prevents 90% of Crashes
The built-in Timberborn mod manager handles most dependency conflicts automatically, but install order still matters. Two rules cover the majority of crash scenarios.
Harmony loads first. If any mod lists Harmony as a dependency, it must sit at the top of your load order. Harmony is the C# patching library most gameplay mods depend on — loading it after mods that require it causes silent failures and startup crashes.
Mod Settings loads before TImprove. TImprove reads configuration from the Mod Settings framework at startup. Without Mod Settings active, TImprove initialises with defaults you can’t change in-session.
Beyond those two rules: install mods one or two at a time. Diagnosing which mod causes a crash in a 12-mod stack takes longer than staged installation ever will. If the mod manager window appears before Timberborn launches, that’s a conflict signal — disable the last mod you added and work from there. Two mods that modify the same system (two UI reorganization mods, two district-size mods) will conflict; pick one per category. Find the full mod listings on Thunderstore’s Timberborn database, which tracks active downloads and mod updates in real time.
QoL Fixes: What 1.0 Left Unaddressed
1. ToolShortcuts — 4,473 Downloads
Timberborn ships with no keyboard shortcuts for toolbar tools. Switching between the bulldoze, build, and designation tools requires clicking the toolbar each time — a minor annoyance at hour two that becomes a real friction point at hour 50. ToolShortcuts by Zallek binds every toolbar action to configurable hotkeys. Tool-switching that took two clicks and a mouse movement now takes one keypress. Every designation task, every layout correction, every dam adjustment is faster.
Best for: Every player — lowest-friction mod on this list, no compatibility issues.
Skip it if: You use controller input exclusively.
2. Categorical UI Overhaul — 4,013 Downloads
The vanilla building menu was organized around the early access building roster. Version 1.0’s expanded selection — combined with any content mods — makes navigating it slow. Categorical UI Overhaul by VarangianBard reorganizes menu items into function-based groups: water systems together, power buildings in one place, storage accessible without hunting. Load it after framework mods and before content mods so new building entries slot into the correct categories from the start.
Best for: Players running multiple content mods or who’ve caught themselves hunting for a specific building.
Skip it if: You have the vanilla menu memorized and plan to run no building-addition mods.
3. TImprove Suite — 1.0 Verified
TImprove is three mods functioning as a unit: TImprove adds a game-time display and a 30× speed option; TImprove 4 UX adds the undo-building function that 1.0 still doesn’t include; TImprove 4 Mods adds mod profile saving and quick game restart. Install all three together. The undo function alone justifies it — misplacing a building and having to bulldoze it is a rite of passage that TImprove 4 UX ends immediately. The 30× speed option reshapes late-game waiting during drought cycles.
Best for: All players. No meaningful downside.
Load order note: Mod Settings must load before TImprove — see the load order section above.
4. Camera Bookmarks — 1.0 Verified
Timberborn colonies spread across wide maps. Managing water systems at the eastern dam while monitoring a food district at the western edge means constant scrolling. Camera Bookmarks saves up to 10 camera positions accessible via configurable hotkeys — no UI clutter, no menus. Set bookmarks for your active water infrastructure, each district center, and your main production hub. Large-map sessions become navigable in a way vanilla scrolling doesn’t support.
Best for: Players managing colonies larger than one screen’s view.
Skip it if: You consistently play on small maps or early-colony stages.
5. Mark All Trees — 1.0 Verified
Tree designation in vanilla uses a drag-select box — functional on small forested maps, slow when you need to clear a zone during a drought timer. Mark All Trees adds a single-click option to designate every tree in a zone for cutting. The practical use: pause the game, trigger Mark All Trees for the area you want cleared, unpause and let lumberbeavers queue the work. On late-game maps where deforestation and replanting happen in cycles, this eliminates minutes of drag-selection per drought cycle.
Best for: Casual players reducing repetitive clicking; anyone managing active tree coverage at scale.
Skip it if: You carefully curate individual trees for aesthetic or managed-forest playstyles.
Workforce and Districts
6. EmploymentPriority — 8,855 Downloads
Timberborn assigns workers by proximity and availability — not by your priorities. During a drought, a beaver will happily staff a second bakery while a water pump sits empty. EmploymentPriority by Hectare adds a priority slider to every workplace. Set water pumps and food production to high priority, optional buildings to low, and workers route to critical infrastructure first. At 8,855 downloads it’s the community’s most-endorsed fix for this specific pain point — a core colony management feature the base game omits. Pair it with smart district layout; our district planning guide covers how to structure worker routing across multiple districts.
Best for: Mid-game colonies where labor shortages create cascading failures.
Skip it if: Your population is surplus to all buildings at once.
7. District Extender — 25,739 Downloads
Districts have a fixed radius. Build a building outside it and beavers from that district can’t staff or service it — forcing a second district center with its own resource costs. District Extender by PB_Ozai exposes a configurable radius slider, letting you push coverage to match your actual colony layout rather than building extra infrastructure to compensate for an artificial limit. With 25,739 downloads, it’s one of the most-installed mods on Thunderstore. Pairs well with EmploymentPriority: a larger district with worker priority routing is the combination the base game should offer.
Best for: Any player forced to build a district center they didn’t strategically want.
Skip it if: You use district radius as a deliberate constraint on growth.

Water and Terrain Control
8. FloodGatesMult — 4,473 Downloads
Vanilla floodgates raise and lower in fixed increments. On maps where the difference between a functional dam and a flooded district is less than one gate-height step, that precision gap causes real damage. FloodGatesMult by Nobody adds a height multiplier setting, letting you position gates at granular levels the base game won’t allow. The difference is most apparent managing multiple water levels simultaneously — a primary dam, an irrigation feed, and a badwater drainage channel each needing different heights. For context on managing badwater specifically, see our badwater management guide.
Best for: Players doing serious water management on complex terrain.
Skip it if: You play on flat maps where water flows in one direction.
9. QuadrupleTerrainHeight — 12,462 Downloads
One of Timberborn’s visual signatures is vertical colony construction — a beaver city rising in tiers. The base game caps terrain modification at a height that starts feeling constraining once you’re comfortable with the building system. QuadrupleTerrainHeight by Ximsa raises that cap significantly. The name is accurate: maximum terrain height is multiplied rather than bumped by a flat value. The result is colonial architecture that looks genuinely impressive — towers, elevated districts, stacked production chains that vanilla’s limit prevents. At 12,462 downloads, the community’s appetite for vertical building is clear.
Best for: Players who’ve hit the vertical cap and wanted to build higher.
Avoid if: You’re new — complex vertical layouts stress beginner colony management before you’re ready for it.
Content Expansions
10. UnifiedFactions — 22,734 Downloads
Timberborn’s two factions — Iron Teeth and Folktails — have distinct building rosters by design. The design keeps each faction thematically coherent but locks you out of half the game’s building options based on a single starting choice. UnifiedFactions by hawkfalcon removes that restriction, letting you access both rosters regardless of your chosen faction. This isn’t balance-breaking: you still need resources, space, and workers for every building. It’s a creative freedom mod — unlocking what feels like the complete building set the game should always have offered. With 22,734 downloads it’s clearly what the community wanted.
Best for: Creative builders and completionists who want the full building roster.
Skip it if: You value faction identity and strategic constraint as part of the design.
For Power Users
11. Building Blueprints — 1.0 Verified
The vanilla copy tool duplicates a building in the current session but saves nothing between sessions. Building Blueprints adds persistent save-and-load functionality for building groups. Design an efficient water management cluster, a district layout, or a power generation setup once — then load it on new maps instantly. On longer playthroughs where you refine your builds across multiple colonies, this eliminates repetitive planning. The design intent is clear: experienced players have a standard build they’ve proven works. Building Blueprints is the shortcut from blank map to that build.
Best for: Hardcore players with optimized arrangements they want to reuse.
Skip it if: You prefer building organically each time without predetermined layouts.
12. CreativeMode — 30,146 Downloads
The most-downloaded content mod on Thunderstore for a reason: CreativeMode by hawkfalcon removes resource and placement constraints, letting you construct anything instantly. As a testing tool it’s invaluable — prototype a dam design before committing resources, try out the automation system without waiting for science points, or layout a full district before beginning resource collection. Not recommended for a first playthrough, where resource management is the game. But for players who know Timberborn and want to test or plan without friction, this is the essential sandbox switch.
Best for: Experienced players testing builds; new players who want to experiment without pressure.
Skip it if: You want a full resource-management experience — enabling it mid-game flattens the challenge curve permanently.
Your First Mod Load: Start Here
If you’ve never modded Timberborn before, don’t install all 12 at once. Start with three:
- TImprove suite — the undo function ends the single most common early-game frustration
- EmploymentPriority — fixes a pain that affects every colony past hour 15
- ToolShortcuts — immediate quality of life, no compatibility risk
These three have no known conflicts, are confirmed 1.0-compatible, and address the three frustrations players report most after their first 20 hours. Once you’ve confirmed they’re stable on your install, add the remaining mods from this list one at a time.
Quick Reference: Which Mod Solves What
| Mod | Primary fix | Best player type | Skip if |
|---|---|---|---|
| ToolShortcuts | No hotkeys for tools | All players | Controller-only |
| Categorical UI Overhaul | Cluttered building menu | Mod-heavy builds | Vanilla-only players |
| TImprove Suite | No undo, no time display | All players | Never |
| Camera Bookmarks | No fast map navigation | Large map players | Small maps |
| Mark All Trees | Slow manual tree tagging | Casual / high-volume forestry | Conservationist playstyle |
| EmploymentPriority | Poor worker assignment | Mid-game colonies | Worker-surplus colonies |
| District Extender | Rigid district radius | Any long-session player | Constraint-as-strategy players |
| FloodGatesMult | Imprecise water control | Water management focus | Simple flat maps |
| QuadrupleTerrainHeight | Vertical height cap | Creative builders | Beginners |
| UnifiedFactions | Faction building lock | Completionists / creative | Faction purists |
| Building Blueprints | No persistent build templates | Hardcore optimizers | Organic builders |
| CreativeMode | No sandbox mode | Testers / experimenters | First playthrough |
FAQ
Do these mods work with Timberborn 1.0?
All 12 were verified against Timberborn 1.0.x as of April 2026. Timberborn receives occasional updates, and any update can break mod compatibility. Before loading a modded save after a game update, check each mod’s Thunderstore or mod.io listing for a recent compatibility note. Mods that haven’t been updated within 60 days of a major patch carry the highest compatibility risk — the mod author may not have addressed breaking changes yet.
Will mods disable my Steam achievements?
As of Timberborn 1.0, installing mods does not disable Steam achievements. Mechanistry integrated the official mod manager with Steam Workshop and has confirmed achievement support continues in modded saves. The 59 base achievements remain active regardless of which mods you run. If you install “More Achievements” from Luke’s 1.0.0 compatible list, it adds 26 additional achievements that stack on top of the base set.
Can I remove a mod from an active save?
Removing mods mid-playthrough is risky for anything that added buildings or modified district properties. Saves store references to mod-added building types — removing the mod leaves those references orphaned, which can cause crashes or corrupted building states on load. If you want to drop a mod, the safest path is starting a new save without it. Mods that change only UI or controls — ToolShortcuts, Categorical UI Overhaul, Camera Bookmarks — are lower risk to remove mid-save since they don’t write data to the save file itself.
Sources
- Thunderstore: The Timberborn Mod Database — thunderstore.io/c/timberborn/ — download counts and mod listings verified April 2026
- Timberborn Definitive Mod List — Steam Workshop community-curated collection, 48 mods
- Luke’s 1.0.0 Compatible Mods — Steam Workshop, 93 mods verified against Timberborn v1.0.0
- What’s New in Timberborn 1.0: All Changes — timberborn.org
I've been playing video games for over 20 years, spanning everything from early PC titles to modern open-world games. I started Switchblade Gaming to publish the kind of accurate, well-researched guides I always wanted to find — built on primary sources, tested in-game, and kept up to date after patches. I currently focus on Minecraft and Pokémon GO.
