StarRupture

StarRupture

Multirail 3 not Wortking
So I tryed to set Up a long distance 3 Multirail Setup to get Titan near my core base.
Everything is attaching smooth and I love it (Satisfactory needs that)
But then Splitting one of those 3 Lines into Multi once to start Producing doesen´t work.
Tryed to attach a Singel Full Line (what would be a waste) to just one let´s say smelter doesen´t work either. All lines are just dead. (Checked the Power upkeep everywhere aswell)

Getting mad i just started a singel line on one of those 3 Titan Cores and it works at an instant.

Any Ideas? Or did someone get those 3 Multirails to work?
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Showing 1-15 of 39 comments
Had a similar issue and just had to run separate lines for each output. There’s an item you unlock later on that helps move items longer distances, so I’m just dealing with the mess until I unlock that. Hopefully they can get a hot fix out for the rail issues.
The same thing happened to me, and what I did was remove just the rail (not the supports that give it height and distance). That way it was faster. Then I reconnected everything — it was only three rails — and it all worked again.

The drones with cargo stay there with a red LED beeping, but I have no idea why that happens. In the end, this fixed it. I think the game doesn’t handle it very well if you build one line first and then split it to other places, but I’m not 100% sure.

Some bugs also got fixed just by saving and reloading the game. But yeah, it’s really frustrating to have everything connected and see that the cargo just won’t move.
This issue with multirails not working needs to be fixed asap or just remove them. spent over an hour trying to get them to work and nothing.
Same for me, tried to use multi-rail and it would not transport anything. It does power up the equipment but does not transfer material.
If everything is connected and the multirail doesn't want to transfer resources between buildings, save your game and reload. At least that's what helped me when Ore Excavators didn't want to start mining.
Confirmed. :snaggletooth:

As thenoname711 has previously stated, a simple save & load will fix it. I have a stupidly overengineered setup with 3 production centers for Tungsten, Titanium and Calcium that feed into my center base where I produce the more advanced items. By doing this, I can go big without having to worry about exceeding cooling capacity at my main base. However, the caveat to this is this required very long multirail runs that feed into an equally long main bus that funnel into my main base. I have to do the S&L thing each and every time I edit one of my outputs from the main bus. That said, this is definitely a repeatable error and I am sure this will be addressed and patched soon.
I have this exact same issue. Multirail 3 is definitely *bugged*, this requires a hotfix. I have an enormous line running secondary wolfrum, titanium and helium to my main base, and as soon as you add a splitter, or try branch off in anyway, the whole line stops working, I've spent hours trying the "process of elimination" and confirmed fix at this stage is to rebuild the entire line. Didn't even test the Save and Reload. Optimistic when this happens again, a simple load will fix it. Will test and report back.
Reloading has worked for me. It was super annoying. I was using it as a multidirectional rail between two bases. When I added the second rail the first one stopped working, I suspect that when a change happens (like adding supply/removing demand) the game does a recalc but only for that single rail of the multirail and wipes the rest, but the init logic on load must to a proper calc of all. I probably won't use it again until fixed.
I wish I had seen this topic a few minutes ago, I just made one with a video showing the problem

https://steamcommunity.com/app/1631270/discussions/0/695375795020909713/

I've tried saving/reloading multiple times and... sometimes it sort of works? For now I'm just going to assume multirails are just broken. It sucks because I built my entire production line using them and now all that work is basically pointless until they fix this issue.
In multiplayer the 3 rail systems are actually mixing all the items and running as 1 rail until the last 3 rail support splits the rails... sometimes correctly, sometimes not. Ie. we had fun figuring out why 3 rail system going from the NE helium mines to the starting base sometimes had helium and glass on same rail... which then broke the system when one material couldn't go anywhere...

In our case you could even go watch the drones jump from one rail to another at each 3 rail pole. :s
Originally posted by Lanka:
In our case you could even go watch the drones jump from one rail to another at each 3 rail pole. :s

Yeah, this is happening in my singleplayer game too. The multirail poles are sometimes acting like a merger, only outputting on one rail at a time, so 3 rails go in but it only outputs on one of the outgoing rails. I'm going to rip up my entire base and try a different feeding system because of this.
check with deconstruction on -> some of the supports arn't detecting that they are connected to all the rails replace those and it fixed mine
Try reloading a save file, if your rails are not working.
Never had a problem with either of rails etc. Rail need requestor at the end to start moving goods. If some carts are catched on it when you change something, carts will loose their destination and start beeping. Approach such beeping cart and hold E to get all holding carts. Also make sure destination machine is enabled and has enough power and empty incoming slots. 3 way splitters/mergers have direction which is determined by first rail connected to it. If you connect other rails backwards it will not work.
It was occurred at last summer playtest. I disappoint that Creepy Jar does not fix it.
FYI, to repair rails, you should recreate rails again. It is safe that check part of rails are well worked by placing storage as destination before stretching.
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Date Posted: Jan 6 @ 7:12pm
Posts: 39