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For example a zip line in middle of nowhere doesn't make sense but maybe that zip line is a middle point of a zip line network that the builder has.
A bridge in middle of nowhere is probably part of a group of bridges that the builder use to speed up travel through. Function like a road.
Some bridges are quite useful as a shelter or a landmark in the mountains, especially if you travel to the first prepper, spiritualist, paleonto- and geologist in heavy snowfall.
Try to delete unnecessary structures, if they bother you – they should disappear only in your game then.
that's like asking 'why do people press the big red button when it explicitly says 'don't press the big red button?''
sometimes people just do stupid stuff, even if it'd actively sabotage them or otherwise hinder them just because they can
in that sense, if they see a seemingly pointless bridge to nowhere, you can bet a decent proportion of players are going to use it, despite its apparent lack of utility, and every time they do the owner is granted automatic likes
there are certain situations that are part-and-parcel with premium delivery hunting that necessitate having vehicles available and in perfect condition, even if only to save thirty seconds
if that means having a bike permanently parked near a zipline - underneath a timefall shelter - that is but a few hundred meters or less from a distro center, then so be it
i've done it before for a meager timesave and i'll do it again if i have to
...though sturgeon's law would suggest that 90% of such shelters are placed there for shiggles rather than any actual utility
I always build timefall shelters at cities and distro centers as a courtesy thing, any lost cargo can fully repaired before being dropped off, and repair my own cargo if I'm just passing through, no need to continually create and recycle repair spray. I also don't like using the "pass time" function so I never build them where it actually rains.