| Beavers |
Per-beaver position, district, wellbeing, needs, workplace, carried goods, deterioration. detail:full for all needs with group category |
Yes |
| Wellbeing |
Population wellbeing by category (Social, Fun, Nutrition, Aesthetics, Awe) with current/max |
Yes |
| Buildings |
Workers, priority, power, reachability, inventory, construction progress |
Yes |
| Placement |
Place any building with game-native validation. Find spots with entrance coords, reachability, power, water depth |
Yes |
| Building range |
Work radius for farmhouse, lumberjack, forester, gatherer, scavenger, district center |
Yes |
| Paths |
Auto-stairs and platforms across z-levels |
Yes |
| Crops |
Plant, clear, find valid irrigated spots within farmhouse range |
Yes |
| Trees |
Growth, cutting marks, densest clusters |
Yes |
| Tiles |
Terrain, water, badwater, moisture, occupants. ASCII map with height shading |
Yes |
| Weather |
Drought countdown, badtide status |
Yes |
| Power |
Per-building input/output, generator/consumer, powered state |
Yes |
| Science |
Points, unlock costs, unlock with one call |
Yes |
| Workers |
Count, priority, pause, haul priority |
Yes |
| Distribution |
Import/export per good, beaver migration between districts |
Yes |
| Production |
Recipes, farmhouse action, forester priority |
Yes |
| Stockpiles |
Capacity and allowed goods per stockpile |
Yes |
| Floodgates |
Water gate height |
Yes |
| Work schedule |
Work end hour |
Yes |
| Game speed |
Pause, normal, fast, fastest |
Yes |
| Alerts |
Unstaffed, unpowered, unreachable buildings |
Yes |
| Map |
ASCII map with terrain height shading and building markers |
Yes |
| Summary |
Entire colony snapshot in one call |
Yes |
| Debug |
Reflection-based inspection of any game object at runtime |
Yes |
| Building costs |
Material costs, science cost, unlock status per building |
Yes |
| Inventory |
Per-building stock and capacity for tanks, warehouses, stockpiles |
Yes |
| Recipes |
Available recipes and current recipe on manufactories |
Yes |
| Breeding |
Breeding pod nutrient status |
Yes |
| Beaver activity |
Current status from game's status system |
Yes |
| Clutch |
Engage/disengage clutch on buildings |
Yes |
| Bot condition/fuel |
Bot needs (Energy, ControlTower, Grease) via beavers endpoint |
Yes |
| Beaver position |
Per-beaver x,y,z grid coordinates |
Yes |
| Water depth |
Water height float per tile for drought planning |
Yes |
| District per beaver |
Which district each beaver/bot belongs to |
Yes |
| Badwater tiles |
Contamination level per map tile (badwater + soil) |
Yes |
| Map stacking |
Multiple occupants at different z-levels on same tile |
Yes |
| Carried goods |
What each beaver is hauling, lifting capacity, overburdened state |
Yes |
| Power networks |
Connected building groups with supply vs demand per network |
Yes |
| Bot durability |
Deterioration progress (0-1) on mechanical beavers |
Yes |
| Resource projection |
Projected days of logs, planks, gears (logDays, plankDays, gearDays) |
Yes |
| Webhooks |
68 push notification events for game automation (drought, death, construction, weather, power, wonders) |
Yes |
| In-game agent widget |
Movable corner widget with Start, Stop, Settings, and live agent status |
Yes |
| In-game settings |
Primary configuration surface for agent and runtime settings. All changes persist to settings.json |
Yes |
| Built-in agent launch |
Launch Claude, Codex, or a custom binary interactively from inside Timberborn |
Yes |
| Pagination |
Server-side limit/offset on all list endpoints (default 100 items) |
Yes |
| Filtering |
Server-side name and proximity filtering on list endpoints |
Yes |
| Error codes |
Structured "code: detail" error format with machine-readable prefixes |
Yes |
| Faction detection |
Auto-detects Folktails vs Iron Teeth, uses correct prefab names |
Yes |
| Brain |
Live summary + persistent goal/tasks/locations for /timberbot and other advanced CLI workflows |
Yes |
| Placement distance |
Flow-field path distance from DC on find_placement results for optimal building placement |
Yes |
| Path routing |
Auto-stairs and platforms across z-levels, checks science unlocks |
Yes |
| Crops endpoint |
Separate crops listing with growth status, independent from trees |
Yes |
| Food clusters |
Top gatherable food clusters by density, excluding trees |
Yes |
| Settlement name |
Save game / settlement name for per-settlement memory folders |
Yes |
| Remote connection |
Connect external clients with --host= and --port= CLI flags or httpHost / httpPort in settings.json |
Yes |
| Benchmark |
Per-endpoint performance profiling |
Yes |