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Features

System What you get Status
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
Event stream 68 push-notification game events (drought, death, construction, weather, power, wonders) delivered over the mod's WebSocket Yes
In-game agent widget Movable corner widget with Launch, Stop, mode dropdown, prompt/goal textarea, and live agent status Yes
In-game settings Primary configuration surface for runtime + security settings. All changes persist to settings.json Yes
tbot watch agent connector Long-running Python process that holds a WebSocket to the mod, reacts to state frames, and dispatches the agent on Launch Yes
tbot serve Telegram bot Chat-driven agent mode; routes agent output back to a Telegram chat 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, TBOT_HOST/TBOT_PORT env vars, or [client] in config.toml Yes
Benchmark Per-endpoint performance profiling Yes
Automation wiring Wire sensors to relays to buildings, configure thresholds and modes Yes
Automation config Set sensor thresholds, counter modes, relay logic, lever state Yes