Timberborn 1.0 introduced one feature that completely changes how advanced colonies work: automation. Before this update, most systems in Timberborn required manual management or basic mechanics like sluice gates. Now the game allows players to create automated systems that respond to water levels, population changes, resources, weather, and even time of day.
In simple terms, you can now build a colony that runs itself.
Floodgates can open automatically during droughts, bot factories can pause when you have enough workers, and resource production can stop when storage is full. Once you understand the basic pieces of the system, automation becomes one of the most powerful tools in the game.
This guide explains the automation system in a clear way so you can start using it without feeling overwhelmed.
Timberborn 1.0 Automation Guide – Sensors, Triggers, Colony
Automation works through three basic components:
Sensors → Signals → Buildings
A sensor detects something happening in the game world.
That sensor sends a signal.
The signal tells a building to turn on or off.
Once these pieces are connected, the system reacts automatically without any player input.
For example:
- A water depth sensor detects low water
- The sensor sends a signal
- A floodgate opens automatically
The colony responds to changes in the environment without you touching anything.
The Lever
The most basic automation tool is the lever.
A lever is simply a manual switch that you can turn on or off. It doesn’t detect anything automatically, but it’s extremely useful for testing automation systems.
When the lever is switched on, the connected building activates.
When it is switched off, the building stops working.
Levers can also use special options:
Spring return resets the lever immediately after activation.
Pinned mode keeps the switch visible on the UI so it’s easy to access.
Think of the lever as a manual override button.
Sensors
Sensors are what allow the game to understand what’s happening in the world.
Each sensor measures something different. When a condition is met, the sensor turns on.
Flow Sensor
The flow sensor measures how fast water is moving.
You can configure it to activate when water flow is:
- higher than a certain value
- lower than a certain value
- equal to a specific value
This is useful for detecting when rivers slow down during droughts.
Depth Sensor
The depth sensor measures how deep water is at a specific location.
This sensor is extremely useful for automated dams and reservoirs.
For example:
If water level drops below 1.5 tiles → open valve
If water level rises above 2.5 tiles → close valve
This prevents flooding and keeps reservoirs stable.
Contamination Sensor
This sensor detects badwater contamination.
You can use it to automatically block contaminated water from spreading through irrigation channels.
When contamination reaches a certain level, automated floodgates can close instantly.
Chronometer (Time Sensor)
The chronometer allows automation based on time of day.
You can trigger events during:
- working hours
- non-working hours
- specific times of day
For example, a building might only operate during nighttime when power demand is low.
Weather Station
The weather station detects environmental events such as:
- droughts
- bad tides
- normal weather
It can also detect events up to three days early, which allows systems to prepare automatically.
For instance, floodgates can close before a bad tide reaches your settlement.
Power Meter
The power meter monitors your power network.
It can detect:
- total power supply
- power demand
- surplus power
- battery charge
This allows you to automate production based on electricity availability.
Example:
If power surplus is high → run extra factories
If power deficit occurs → shut down non-essential buildings
Population Counter
This sensor measures population statistics.
It can detect:
- total population
- adult beavers
- children
- bots
- unemployed workers
- free beds
- job vacancies
This makes population management automation possible.
Resource Counter
The resource counter tracks storage levels for any resource.
You can trigger automation when resources reach a certain level.
Examples include:
- Stop lumber mills when logs are low
- Pause food production when storage is full
- Start dynamite factories when explosives drop below a threshold
Science Counter
This simple sensor tracks how many science points you currently have.
It can trigger construction or production systems once enough research points are available.
How to Connect Sensors to Buildings
Once a sensor is placed, you can connect it to any building using the automation menu.
When a building is automated:
If the sensor is ON, the building runs.
If the sensor is OFF, the building pauses.
This pause behaves exactly like manually pausing a building.
Workers leave the building and production stops until the signal changes again.
One sensor can control multiple buildings simultaneously, which makes it easy to coordinate complex systems.
Example Automation: Controlling Bot Production
Automation becomes extremely useful when managing large bot populations.
Bots consume resources like biofuel and punch cards, so producing too many wastes resources.
A simple automation system can fix this.
A population counter measures total bots.
If bot population drops below a certain number, bot factories activate.
If population rises above that number, production stops.
You can also add a second safety system:
If all bots are employed and no unemployed bots remain, an extra bot factory turns on to produce replacements.
This ensures that jobs are always filled without creating unnecessary robots.
Naming Your Sensors (A Very Important Habit)
Automation systems become complicated quickly.
If every sensor is named something generic like “Population Counter 1” it becomes impossible to remember what each one does.
Rename sensors based on what they detect.
For example:
Bot population < 355
Unemployed bots = 0
Reservoir depth < 2.25
Clear names make complex automation networks manageable.
Automating Dams and Reservoirs
One of the most powerful uses of automation is automatic water management.
Timberborn 1.0 replaced the old sluice system with two new buildings.
Fill Valve
This valve releases water until it reaches a specific height.
It works similarly to old sluice gates with downstream depth settings.
Throttling Valve
This valve controls the flow rate of water rather than just open or closed behavior.
You can limit how quickly water flows through it, which prevents sudden flooding.
Throttling valves also work well with sensors because they support automation signals.
Using Depth Sensors for Automatic Water Control
A common setup looks like this:
Depth sensor detects water level in reservoir.
If water level drops too low:
Valve opens slowly to release water.
If water level rises too high:
Valve closes.
This keeps reservoirs stable without manual adjustments.
Indicators
Indicators are automation lights that show when a signal is active.
You can customize their color and even connect them to alerts.
When activated, they can:
Display warnings
Create journal entries
Show system status
For example:
Red light = emergency flood control activated
Orange light = water level approaching limit
Indicators help monitor complex automation systems at a glance.
Speakers and Alerts
Speakers allow you to play sounds when automation triggers activate.
This can function as an alarm system.
For instance:
A loud alarm could play when flood protection activates or when power fails.
You can even upload custom sound files.
Fireworks and Detonators
Automation also works with special buildings.
Fireworks launchers can be triggered automatically for celebrations or signals.
Detonators allow multiple dynamite charges to explode simultaneously when connected to a switch.
This is especially useful for large terraforming projects.
Other Important Timberborn 1.0 Features
Automation was the biggest change, but the update also introduced several quality-of-life improvements.
Spiral Staircases
Spiral staircases allow compact vertical movement.
They turn 90 degrees and make multi-level structures much easier to build.
Automatic Rubble Removal
Destroyed structures now leave rubble that disappears after 15 days if not collected.
Previously rubble could remain on the map indefinitely.
Instant Stump Removal
Tree stumps can now be instantly removed using the demolish resource tool.
No worker assignment is required.
Customizable Banners
Players can now place banners and upload custom images to display on them.
This allows colony decoration or signage.
Well-Being Updates
Weather vanes now provide well-being bonuses, giving them a functional benefit beyond decoration.And that’s when Timberborn becomes less about survival and more about engineering.