Folktails and Iron Teeth

Current stable · Verified against 0.1.0 · Published · Updated

Timberborn Archipelago supports both factions, Folktails and Iron Teeth. Each gets its own blueprint pool, with the buildings only that faction has.

Choosing a faction

Set Faction in your YAML to folktails (the default) or iron_teeth. With random in the YAML the seed picks one for you. Ask your host which one you got; if you start the wrong one, the mod tells you when you connect.

Then start a new colony with that faction. If the colony's faction doesn't match the seed, the mod refuses to connect and the Archipelago log says Wrong faction! Start a new colony with the right faction; the mismatched save stays blocked from reconnecting.

Unlocking Iron Teeth

In the normal game you unlock Iron Teeth by reaching well-being 8 with Folktails. You don't need to: the mod unlocks every faction as soon as a colony loads with the mod enabled. If Iron Teeth is still locked on the new-game screen, load any colony once, go back to the main menu and start your Iron Teeth colony.

Two Iron Teeth beavers beside their District Center, with the AP Shop open and not yet connected, showing the Host, Port, Slot and Password fields

A new Iron Teeth colony with the AP Shop open, before connecting.

What differs between the factions

FolktailsIron Teeth
Blueprints and shop slots132131
Shop tier 3 needsSmelter and Scavenger FlagSmelter
Shop tier 5 needsBot Part Factory, Bot Assembler and RefineryBot Part Factory and Bot Assembler
Badwater source in logicBadwater PumpDeep Badwater Pump and Metalsmith
WonderEarth Recultivator: 500 Extract and 500 PaperEarth Repopulator: 500 Treated Planks and 500 Berries
Badtide cure in logicHerbalist and Paper MillDecontamination Pod
Classic resource milestone for food500 Bread500 Corn Rations
Extra progressive itemsProgressive Housing, Progressive Wind PowerNone

Badwater, Explosives and Extract

Buildings that use Explosives or Extract (the Dynamite family, Tunnel, Detonator, banners, Memory, Agora, Detailer, Decontamination Pod, Advanced Breeding Pod, Grease Factory and others) need a badwater source in logic, plus the Explosives Factory or the Centrifuge.

For Folktails, the Badwater Pump is a tier 3 blueprint. For Iron Teeth, the Deep Badwater Pump is a tier 5 blueprint, following its building costs in the normal game, so Explosives and Extract come later. Nothing a goal needs depends on Iron Teeth badwater.

The Iron Teeth Dance Pit also needs the Metalsmith in logic.

Buildings only one faction has

Folktails only (44): Agora, Aquatic Farmhouse, Badwater Dome, Badwater Pump, Badwater Rig, Bakery, Beehive, Brazier of Bonding, Bulletin Pole, Carousel, Contamination Barrier, Contemplation Spot, Dance Hall, Domed Garden, Double Lodge, Farmer Monument, Fountain of Joy, Gristmill, Hall of Abundance, Hammock, Hedge, Herbalist, Large Water Pump, Large Wind Turbine, Lido, Mechanical Fluid Pump, Mine, Mini Lodge, Mud Pit, Observatory, Paper Mill, Printing Press, Refinery, Sauna, Scarecrow, Scavenger Flag, Shower, Triple Lodge, Underground Pile, Weathervane, Wind Turbine, Zipline Beam, Zipline Pylon, Zipline Station.

Iron Teeth only (43): Advanced Breeding Pod, Arch of Progress, Badwater Discharge, Beaver Bust, Bell, Brazier, Charging Station, Coffee Brewery, Control Tower, Dance Pit, Decontamination Pod, Decorative Clock, Deep Badwater Pump, Deep Mechanical Fluid Pump, Double Shower, Efficient Mine, Exercise Plaza, Flame of Unity, Food Factory, Grease Factory, Hydroponic Garden, Impermeable Tubeway, Irrigation Barrier, Laborer Monument, Large Barrack, Large Rowhouse, Large Water Wheel, Massager, Metal Fence, Metalsmith, Motivatorium, Mud Bath, Numbercruncher, Oil Press, Rowhouse, Scratcher, Steam Engine, Swimming Pool, Tribute to Ingenuity, Tubeway, Tubeway Station, Vertical Tubeway, Wind Tunnel.

The other 88 buildings are shared. Iron Teeth gets the Scavenger Flag for free in the normal game, so it is not an item for them.

Early survival picks

With Force Early Items and Extra Early Survival on (both default) and population milestones on, each seed forces one extra early building per category into your first sphere:

  • Folktails: one housing building (Mini Lodge, Double Lodge or Triple Lodge), one food building (Aquatic Farmhouse, Gristmill or Beehive) and one well-being building (Lido or Herbalist), from those your first tiers can build.
  • Iron Teeth: one housing building (Rowhouse, Large Barrack or Large Rowhouse) and one well-being building (Double Shower, Scratcher or Swimming Pool). Iron Teeth has no early food building in its pool, so there is no food pick.

Buildings that belong to an active progressive chain are left out of the picks.