Tubeway System
Overview
Tubeway System is a transport network in Timberborn composed of
Tubeway Stations,
Tubeway, and
Vertical Tubeway blocks that dramatically increase travel speed for Beavers and Bots moving within the network. Any unit inside a tubeway gains an additional +300% movement speed (x4), which shortens travel times and causes distance estimates at
Tubeway Stations and path travel lines to be adjusted to reflect the faster movement. Tubeways form a dynamically connected grid: newly placed tube segments automatically join adjacent tubes.
Tubeways differ from Paths in several key ways. Tubeways allow true vertical movement via
Vertical Tubeway stacking, and units may only enter or exit the system through
Tubeway Stations. Each tube block imposes a lower travel cost per block than a
Path block. Like Paths, tubeways permit two-way travel, allow turning back at any point (so open-ended tubes can be used for construction reach), let Builders construct from inside the tube, and require support beneath them—tubes cannot span empty air like a drawbridge.
Tubeway Station is the access and hub block for the system. Stations can pass Power to adjacent buildings, but
Tubeway and
Vertical Tubeway blocks themselves do not transmit Power; transporting Power along a route still requires
Power Shafts.
Tubeway Stations can be fully submerged: Commuters can enter and exit tubeways underwater, and while inside a tubeway they are fully insulated from the environment, preventing wet fur or contamination when the network passes through water or badwater. If parts of the network are removed with the deletion tool and a Commuter becomes isolated from any available
Tubeway Station, the Commuter becomes Stranded; demolishing the enclosing tube will free the unit so it can attempt to path back to civilization.
Tubeways extend the effective working ranges of several buildings:
Gatherer Flag,
Lumberjack Flag,
Scavenger Flag,
Farmhouse,
Forester,
Builders' Hut,
Tapper's Shack, and other range-limited structures can utilize tubeways to reach farther resources or work areas.
Practical notes and interactions
- Movement bonus: units inside tubes move at 4× normal speed. Plan networks to minimize surface travel and speed up long commutes.
- Entry/exit constraints: design Station placement to provide convenient access points; only Stations allow entering or leaving the tube network.
- Vertical routing: use
Vertical Tubeway stacks to connect levels and bypass terrain; vertical tubes occupy 1×1 footprint per block. - Power considerations: include
Power Shafts where you need to carry electricity along a tube route since tube blocks themselves do not transmit power. - Construction use: Builders can operate from within tubes and can turn back inside them, so tubes serve both transport and construction reach purposes.
- Submersion safety: underwater Stations keep Commuters dry and uncontaminated while traveling; use submerged Stations to reach underwater work areas safely.
- Fragility and rescue: deleting tube segments can strand Commuters; demolish problematic tube sections to release stranded units or keep backups of alternate access Stations.
- Building sizes and costs:
Tubeway Station occupies 2×3 and takes 3h to build;
Tubeway and
Vertical Tubeway occupy 1×1 and take 1h each. Tubeways automatically connect when adjacent.
Other entities of this type
- Advanced Breeding Pod
- Agora
- Aquatic Farmhouse
- Aquifer Drill
- Aquifer Drills
- Badwater Discharge
- Badwater Dome
- Badwater Pump
- Badwater Rig
- Bakery
- Banners
- Banners/Custom Banner Images
- Barrack
- Barriers
- Beaver Bust
- Beaver Statue
- Beehive
- Bell
- Bench
- Bot Assembler
- Bot Part Factory
- Brazier
- Breeding Pod
- Builder Flag (Obsolete)
... +162 (see sidebar for full list)