Skip to main content

Ziplines

Subcategory
Paths & Structures
Faction
Both

Overview

Ziplines are a transport network composed of Zipline Stations, Zipline Pylons, and Zipline Beams that provide extremely fast point-to-point travel for Beavers and Bots. Units traveling on any connected zipline segment gain +150% movement speed (x2.5), making ziplines one of the fastest ways to move people and carry materials across a town. Zipline nodes can be placed on land or underwater, and connections form automatically when nodes are placed; the network’s routes can be edited in each node’s detail window.

Zipline networks are entered and exited only through Zipline Stations. Each node may be connected to at most two other nodes, so junctions require placing multiple Stations close together to create branching options. Connections have a maximum length of 30 blocks and a slope limit under 50 degrees. When a connection is removed while units are traveling on it, those travellers fall harmlessly to the ground and may become Stranded. Travellers on ziplines are visible and exposed to the environment; passing through fluids can make Beavers Wet or Contaminated.

Ziplines interact with range-dependent buildings by extending their effective reach. A zipline segment will extend the working range of Gatherer Flags, Lumberjack Flags, Scavenger Flags, Efficient and Aquatic Farmhouses, Foresters, Builders’ Huts, Tapper’s Shacks, and other limited-range buildings. Path distance estimates shown at Zipline Stations and by Paths are adjusted to reflect the travel distance along ziplines when routing; routing will prefer zipline travel when it shortens travel distance relative to existing paths.

Builders transport construction materials while on ziplines, but they cannot access build sites or rubble from the network, including from inside Zipline Stations. Builders must exit the zipline network and walk to build locations to perform construction or clear rubble; this prevents ziplines from fully replacing on-foot access for building activity and affects design of Builder logistics (notably Folktail Builders must walk to node construction sites).

Practical notes for using ziplines:

  • Build Zipline Stations for entry/exit points, Zipline Pylons to span long distances with minimal footprint, and Zipline Beams for short connector segments. Each node type has distinct size, cost, and build time.
  • Create multiple nearby Stations to form junctions and give Beavers flexible route choices, since a single node only connects two links.
  • Mind slopes and the 30-block length limit when planning routes; steep terrain or large gaps require intermediate Pylons or Stations.
  • Because travellers are exposed, avoid routing ziplines through contaminated water or other hazardous fluids unless exposure is acceptable.
  • Use ziplines to extend the effective range of resource and work buildings to reach remote plots or to connect production hubs rapidly.
  • Faster units overtake slower ones without traffic jams; there are no lanes, so plan for mixed-speed traffic on the same lines.
  • When removing or redesigning connections, plan for the possibility of Stranded units and provide nearby exits or Stations to catch them.

Ziplines were introduced in Update 7 and serve as a high-speed complement to other transport systems such as Tubeways, with distinct limitations on builder access and exposure to the environment. Images commonly show Beavers carrying heavy materials while traversing high zipline spans, emphasizing their role in rapid logistics and long-range access.

Other entities of this type