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Pathfinding and Colony Layout Optimization

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In Timberborn, the physical layout of your colony determines how efficiently your beavers work. A poorly designed settlement forces beavers to spend half their day walking between buildings, while an optimized layout keeps travel times short and productivity high. This guide covers beaver pathfinding mechanics, storage placement strategies, vertical building with Platforms and Stairs, the Zipline and Tubeway transit systems, and proven district layout templates for maximum efficiency.

How Beaver Pathfinding Works

Beavers in Timberborn use a shortest-path algorithm to navigate between their current location and their destination. They will always take the route with the lowest travel cost, which is primarily determined by distance. Paths, bridges, stairs, and platforms all count as walkable surfaces, and beavers can traverse them in any direction. However, not all surfaces have the same effective travel speed.

Walking on constructed Paths is the baseline movement speed. Walking on bare ground is slightly slower, making it worthwhile to connect frequently traveled routes with proper paths. Stairs and Spiral Stairs allow vertical movement but take longer to traverse than horizontal paths of equivalent tile distance, since beavers must climb. Bridges allow beavers to cross gaps and rivers without descending and climbing back up, saving significant travel time compared to going around obstacles at ground level.

Beavers do not path through buildings. If a large structure blocks the direct route between a workplace and housing, beavers must walk around it. This means that placing large buildings in the middle of your district's path network can create significant detours. Always leave clear path corridors through your building clusters, and avoid creating dead-ends that force beavers to backtrack.

Optimal Storage Placement Near Workplaces

Storage placement is arguably the single most impactful layout decision you can make. Every production building has an input-output cycle: workers retrieve raw materials from storage, process them, then deposit finished goods in storage. The less time beavers spend walking to and from storage, the more time they spend actually producing. The goal is to minimize the average distance between each workplace and its associated storage buildings.

For Lumberjack Flags, place Log Piles within 5 tiles of the flag. Lumberjacks harvest trees across a wide area, but they always return logs to the nearest Log Pile. A Log Pile placed directly adjacent to the flag minimizes the return trip. For Lumber Mills (which convert logs to Planks), place the Log Pile input storage on one side and a Plank storage on the other, so the worker has short walks in both directions.

Farmhouses should have a Small Warehouse or food-specific storage within 3 to 5 tiles. When crops are harvested, the farmer carries them to the nearest valid storage. If that storage is 20 tiles away, the farmer spends a significant portion of their workday walking instead of farming. Similarly, Water Pumps should be adjacent to Water Tanks so pumped water is stored immediately without long Hauler trips.

Production chains (sequences of buildings where output from one feeds input to another) benefit enormously from co-location. Place your Wheat farm near the Bakery, the Bakery near food storage, and food storage near housing. This creates a tight production loop where resources flow through the chain with minimal transport overhead. The difference between a well-organized production chain and a scattered one can be 30 to 50 percent in effective output.

Path Networks and Route Design

A well-designed path network is the circulatory system of your colony. The key principle is to create a grid or hub-and-spoke layout that connects all major areas with direct routes. Avoid winding paths that add unnecessary distance. Every extra tile a beaver walks is time not spent working, eating, sleeping, or enjoying leisure.

The hub-and-spoke model works well for smaller colonies. Place your District Center (the hub) centrally, with straight paths radiating outward to clusters of workplaces, housing, and leisure buildings (the spokes). Each cluster should be internally connected with short paths so beavers can move between buildings within the cluster without returning to the hub.

For larger colonies, a grid layout is more scalable. Build a main east-west path and a main north-south path through the center of your district, creating a cross. Branch secondary paths off these main arteries to reach building clusters. This grid ensures that the maximum path length between any two points in the district is minimized, as beavers can take the shortest combination of main and branch paths.

Path width matters for congestion. A single-tile-wide path works for low-traffic areas, but high-traffic corridors (such as the route between housing and the main workplace cluster) should be 2 tiles wide. While beavers can technically pass through each other, congestion on narrow paths can cause slight delays as beavers navigate around each other. Two-tile-wide paths eliminate this issue.

Vertical Building with Platforms and Stairs

Timberborn supports full 3D building, and vertical construction is essential for efficient colony layout. Platforms are flat surfaces that can be placed at any height, creating additional building space above ground level. Stairs and Spiral Stairs connect different elevation levels, allowing beavers to move up and down between platform layers.

The primary use of vertical building is to reclaim space. In Timberborn, ground-level space near water is extremely valuable for farming and water infrastructure. By placing housing and leisure buildings on platforms above ground-level workplaces, you can effectively double your usable area. A common technique is to build a platform layer over your water pumps and storage tanks, then place housing on top of that platform with Stairs connecting to ground level.

With Update 7, terrain blocks can be placed on all solid surfaces, including roofs, platforms, and overhangs. This means you can grow crops on top of buildings, turning your rooftops into farms. This is a game-changing technique for hard mode, where ground-level farmland is limited. Placing soil and irrigating it on a platform above your housing district creates additional food production without consuming any ground-level real estate.

When building vertically, pay attention to stair placement. Each staircase takes time for beavers to climb, adding to travel time. Place stairs at the most trafficked connection points and avoid designs that require beavers to climb multiple flights of stairs to reach common destinations. A single Spiral Staircase that connects ground level to a 3-high platform is more efficient than 3 separate single-height staircases spread across different locations, because beavers only need to path to one vertical transit point.

Zipline Transit System (Folktails)

Introduced in Update 7, Ziplines are the Folktails' rapid transit system. Ziplines allow beavers and bots to travel above the landscape at 2.5 times normal walking speed, bypassing ground-level obstacles entirely. In terms of effective path length, a Zipline covers the same distance as a regular path in only 40 percent of the time. A 100-tile distance that would take a beaver 100 units of travel time on paths takes only 40 units via Zipline.

Ziplines require support structures at each end and at intervals along their length. They work best for connecting distant areas that would otherwise require long, winding ground-level paths. The ideal use case is connecting a remote lumber or mining district to your main settlement. Instead of building a 50-tile ground path through rough terrain, a Zipline can connect the two points directly, cutting travel time by 60 percent.

Zipline networks can be extended and branched, creating an above-ground transit web that covers your entire colony. For large Folktails settlements, building a Zipline backbone connecting your 3 to 4 main districts dramatically reduces inter-district travel time. Beavers transferring between districts or Haulers moving resources will use Ziplines automatically if they provide the shortest effective path.

The cost of Ziplines includes support pylons and the cable itself, requiring logs and planks. While not cheap in the early game, the productivity gains from reduced travel time pay for themselves quickly in mid-to-late game colonies where districts are spread across the map. Prioritize Zipline construction between your highest-traffic inter-district routes first.

Tubeway Transit System (Iron Teeth)

Iron Teeth have access to Tubeways, their equivalent of rapid transit. Tubeways are enclosed tube structures that beavers and bots travel through at 4 times normal walking speed. In effective path terms, a Tubeway covers the same distance as a regular path in only 25 percent of the time. A 100-tile walk becomes the equivalent of just 25 tiles via Tubeway, making them even faster than Folktails Ziplines.

Tubeways have several advantages beyond raw speed. They are water-proof and badwater-proof, meaning beavers can safely transit through areas flooded with contaminated water during badtides. This makes Tubeways essential for hard mode Iron Teeth colonies where badtide isolation is critical. You can route a Tubeway through a contaminated zone to connect two clean districts, maintaining logistics even during the worst badtide events.

Tubeway modules can be joined horizontally like regular paths, but they also connect vertically. This means you can build a Tubeway network that goes up, over, and through terrain features without needing separate stairs or bridges. A single Tubeway network can handle both horizontal transit and vertical elevation changes, simplifying your infrastructure.

The trade-off is cost. Tubeways require metal in addition to wood, and the metal cost adds up quickly for long-distance networks. Prioritize Tubeway construction for your most critical routes: the connection between your main district and your water infrastructure, the route between housing and the primary workplace cluster, and any transit through badwater-prone areas.

Reducing Travel Time: Practical Strategies

Beyond transit systems, several practical strategies reduce travel time across your colony. First, assign beavers to workplaces near their housing. The game handles this automatically to some extent, but you can influence it by placing housing clusters adjacent to specific workplace clusters. Beavers tend to choose the nearest available bed, so housing near workplaces reduces commute time.

Second, place leisure buildings centrally between housing and workplaces. Beavers visit leisure buildings during their off-hours, and if these buildings are near both home and work, the transition between activities requires minimal walking. A Campfire placed between a Lodge cluster and a Lumberjack Flag cluster serves both areas efficiently.

Third, use Haulers strategically. Haulers are dedicated transport workers who carry resources between storage buildings. By placing Hauler posts near production buildings, you ensure that finished goods are quickly moved to central storage without production workers leaving their stations. This is especially impactful for Lumberjacks and Farmers, who would otherwise carry each load of resources to storage personally.

Fourth, minimize river crossings. Every bridge or crossing point adds distance if beavers need to detour to reach it. Build bridges at the most-trafficked crossing points and consider multiple smaller bridges rather than one large one if your colony spans both sides of a river. Each beaver should be able to reach the nearest bridge within 10 tiles of their most common route.

District Layout Templates

Here are proven layout templates for different colony sizes and objectives. Template 1: The Compact Starter (15 to 20 beavers). Place the District Center in the middle. Housing (4 to 5 Lodges) goes directly north of the center. Workplaces (Lumberjack, Gatherer, Farmhouse) go south toward the water source. Storage (Log Piles, Water Tanks, Small Warehouse) sits between housing and workplaces. Leisure buildings (Campfire) go east of the center. The Inventor goes west. Total footprint: approximately 15 by 15 tiles.

Template 2: The Production Hub (25 to 35 beavers). Expand the compact layout by adding a dedicated production row along the waterfront: Water Pumps, Lumber Mill, Bakery, and Grill in a line with storage between each building. Housing expands upward (north) with a second row of Lodges or a platform level above the production row. Leisure buildings fill in between housing rows. Add a second Inventor or Observatory (Folktails) on the eastern edge. Total footprint: approximately 20 by 25 tiles.

Template 3: The Multi-District Network (40-plus beavers). Your main district uses Template 2. Satellite districts specialize in single resources: a lumber district (Lumberjacks, Foresters, Log Piles, minimal housing), a mining district (Mine, Smelter, metal storage, minimal housing), and a farming district (Farmhouses, crop fields, food processing, storage). Connect satellites to the main district with Ziplines (Folktails) or Tubeways (Iron Teeth). Each satellite needs 8 to 12 beavers with their own housing, water access, and basic leisure.

High-Density vs. Spread Layouts

Colony layout philosophy falls into two camps: high-density packing versus spread-out designs. High-density layouts minimize travel time by cramming as many buildings as possible into a small area, often using vertical platforms to stack multiple layers. The advantage is efficiency: beavers spend the absolute minimum time walking. The disadvantage is that high-density layouts are harder to expand, more vulnerable to single points of failure (one contaminated water source affects everything), and can create pathing congestion.

Spread layouts distribute buildings across a wider area, typically following natural terrain features. Water infrastructure goes near the river, farms go on irrigated land, housing goes on dry high ground, and industry fills in between. The advantage is resilience: a problem in one area does not cascade to others, and you have room to expand. The disadvantage is longer travel times and more complex path networks.

For normal difficulty, either approach works well. For hard mode, a hybrid approach is recommended: tight, high-density core districts connected by rapid transit (Ziplines or Tubeways) to specialized satellite districts. The core district houses your critical infrastructure (water storage, food processing, housing, leisure) in a compact layout for maximum efficiency. Satellite districts spread out to access remote resources, with minimal on-site populations and maximum automation.

Iron Teeth have a natural advantage in high-density layouts thanks to stackable Log Piles, the Deep Water Pump (which requires less surface area near water), and Tubeways that handle vertical transit efficiently. Folktails benefit from spread layouts that take advantage of Windmill placement (which benefits from open space) and natural irrigation patterns. Choose the approach that complements your faction's strengths and the specific map's geography.

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