Connectors not working
If a structure shows as disconnected or never receives workers, the fix is almost always the camp link — not the building itself.
The one rule
Every structure on an island must be linked to a Pirate Camp with connectors before it can operate. Free connectors — bridge, road, cliff path — are in the bottom HUD. Place a chain from the camp to the building and wait for pirates to walk the route.
Neighbours connect automatically
Buildings placed right next to each other share a short automatic link. You still need a path back to the camp for anything farther away. If only the near neighbour works, extend the connector line toward the camp.
Second camp / new island area
Opening a satellite camp is a common trap: you raise production on the new terrace but forget the connector run back to that area's Pirate Camp. Each camp is its own network — goods do not teleport between camps without a full connector path (and often a warehouse hop for long distances).
Fast transport vs. correct direction
Zip lines are fast but only go downhill. Elevators move vertically; aerial lifts move horizontally. Pirates travel both ways on a route — sending them up a zip line every trip slows the whole chain. Use a main road on flat ground and cliff paths on ridges.
Warehouses for long hauls
For very long connector runs, place a warehouse halfway. Fetchers stage goods there so the next leg does not starve the building at the end of the line.