Power Shaft
Overview
Power Shafts are the transmission lines that form power networks in Timberborn. They carry horsepower from generators to consumers and create the connected grid through which all powered buildings share a common supply. Power Shafts connect automatically to nearby shaft segments and to buildings within range, so new sections integrate into existing networks without manual wiring. They function both horizontally and vertically when the appropriate variant is unlocked, and they work underwater without being affected by flooding.
There are two practical classes of shaft: the basic horizontal shaft and the vertical-capable variant. The basic horizontal shaft is immediately available and is cheap to build, serving to connect buildings on the same elevation. Vertical Power Shafts unlock at 40 



The power shaft system has been reworked across updates. Prior to Update 6, vertical transmission used several specialized modules that produced staircase-shaped powerlines. Update 6 simplified vertical distribution by splitting and later replacing variants. In Update 7 the system was overhauled again: power connections now behave similarly to tubeways and no longer require demolition of existing shafts to add junctions. The Update 7 change introduced an adaptive omnidirectional shaft plus a Vertical variant, removing the need for workarounds and making expansion and branching straightforward.
Power Shafts visually rotate when the network has power. The rotation speed matches the network’s supply-to-demand ratio: shafts turn more slowly when supply is low and reach a set maximum speed when supply exceeds demand. Power cannot be halted by removing or disabling shaft segments; power flow can only be stopped at generators. For controllable segmentation of a network, players use Clutches as switchable breaks in the shaft network rather than trying to disable shafts themselves.
Designing shaft layouts benefits from a central trunk line with branches to individual buildings or clusters. Buildings connect automatically to the nearest shaft if within range, but the building detail panel should be checked to confirm actual connection. Because shafts can function underwater, they allow flexible routing around water features and through submerged areas, but buildings connected to underwater shafts still require placement and flood-safe design appropriate for those building types. Existing shafts built in older saves are converted to the current variants when a save is loaded in newer versions.
- Power Shafts connect automatically to nearby shafts and to buildings within connection range; you do not need a direct shaft on every door.
- Unlock Vertical Power Shafts at 40 Science to transmit power between elevations and to power buildings from below.
- Use the Update 7 adaptive shaft system to add junctions and branches without demolishing existing segments.
- Shafts rotate to indicate network power state; rotation speed gives a quick visual of supply versus demand.
- Shafts cannot be switched off; place Clutches at strategic points to isolate districts or prioritize critical consumers.
- Plan a central trunk with branches to minimize total shaft length and simplify troubleshooting.
Other entities of this type
- Advanced Breeding Pod
- Agora
- Aquatic Farmhouse
- Aquifer Drill
- Aquifer Drill
- 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)
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