StarRupture

StarRupture

Multi-rails, long-range rails, bugs
Curious: Is it just me or are long range sets of multirails broken? I ran some rails about maybe a kilometer, in a bus. Three rails, then six, then nine as I added more factories along the way. The intent was for them all to dump out at a larger base at the end.

I've checked all the rails. They're connected, to 3-rail multirails, start to finish. I've taken note of which goods are on which rail, though I've seen items flip from rail to rail on multirails sometimes anyway.

I have, at the end of all these, supply depots set up to test good acquisition. Nope. Nothing gets transferred. For a while one rail was running copper ore as expected to a building materials fabricator, but then after I deleted and re-built one of the rails, it stopped.

What is going on? Are rails just bugged? It's transmitting power but just seems to refuse to consider itself connected for goods transport.
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Showing 1-15 of 38 comments
i witnessed this line skipping thing inside my main base aswell ...
after rebuilding that rail , its back to normal until i reload
Well, i ran a single rail alongside the multi, with one of the products, to a depot. If it's just a single rail without hitting the 3 rail multi thing, works fine. If i connect it to the multi-rail, it fails.

Neat. Great. Lot of time spent building that bus is just shot, I guess.
Originally posted by Spirit:
i witnessed this line skipping thing inside my main base aswell ...
after rebuilding that rail , its back to normal until i reload
Rebuilding any one of the rails from start to finish fixes that rail. It took me like an hour+ to run all these, i'm not going to go re-run them. Man. I know it's early access, but that's pretty terrible.
add those storage things along the way and all is fine .. for me anyway.
I'm already having bugged single rails.
What I do is I downgrade V2 rails to V1 and then upgrade them back again.
This somehow fixes it.
It’s on their roadmap to fix it, just like the keybind issues for AZERTY and arrow-key users. Too bad they don’t work very fast. I guess it will be finished in a year… or ten… whenever they feel like it just like so many companies that abuse the early access system.

Or maybe they’ve already dropped this project and are working on something else for another company. You’ll never really know, because the developers only answer questions in their Discord echo chambers, where they have full control. Go figure…

I don’t think there will be much added this year... Oh well… Hytale tomorrow new worlds to explore. Hopefully that one works... Ahhh, and it doesn’t use the UE5 engine; they what ? they made their own. Maybe key bindings will actually work there. Let’s cross our fingers.
Originally posted by 🕹️Mr.Griffin:
Or maybe they’ve already dropped this project and are working on something else for another company. You’ll never really know, because the developers only answer questions in their Discord echo chambers, where they have full control. Go figure…

The game's release date was less than a week ago and there's already been one patch. I think you might be jumping the gun being all doomer on this.
the "rail hopping" seems to be a bug with mixed levels of rails. Upgrading all rails to level 2 seems have fixed the problem in our base, and it also never occured again since we never build level 1 rails any more.
1. 3-lane pass through acting as a splitter
2. After some time mats are not beeing transported for no reason (mostly after loading the game/save)
2a. Even if it is a dedicated lane.
2b. I think that splitters/3-lane holders are messing this most often
3. Afer changing a factory product or removing the building mats are not redirected and they are just blocking rails.
3a. This also does not stop pulling mats from the source so if you cleanup the lane they will return anyway.
3b. Soem mats are lost in the half of the way.
4. Some other issues I don't remember details that forced me to rebuild the whole lanes.
4a. Which not always helps

Sushi rails with crossings are not working as expected. Sushi with splitters are broken. Dedicated lanes are against the concept and they don't work either.

In general most of the issues with rails are very basic (but probably very complex in the code) and should not occur even in EA. Imho this is something that should be well tested at the beginning since game heavly relays on such mechanics.

I'm tired of constant walking around and wondering why rail is not working so I'm giving up and will see after few monts if I wil remembver about this game...
Originally posted by Quait:
the "rail hopping" seems to be a bug with mixed levels of rails. Upgrading all rails to level 2 seems have fixed the problem in our base, and it also never occured again since we never build level 1 rails any more.
These were starting with level 2. Rebuilding or changing level seems to fix the issue . I don't know. Weird bug.
Originally posted by Drib:
These were starting with level 2. Rebuilding or changing level seems to fix the issue . I don't know. Weird bug.
I'm already having issues with them without multirails, like the fabritcator is right infront of the the other fabricator requesting its stuff and not delivering it.....
I found this too. Later I change all long range rail to flying drone.
Avoid multirails like a plague, those are completely bugged and doesn't work in any shape or form, have same exact thruput as basic splitter rail, so just use that. Atleast until there is an actual bug fix for it.
save and reload solves most issues, not all though
For me, save and reload brokes the system. Tested it.
Had 3 outputs :
1 - Tungsten sheet
2 - Tungsten beam
3 - Tungsten rod

I used Splitter 3 to 1 > 1 rail > Spliter 1 to 3 > 3 multirail > 3 multirail > storage depo acting as requester for each resource. It worked. They merged to one, then split to separate lines on both multirail foundations.

Pull completed. Saved game. Loaded game. Removed one stack from each depo. Request started :
3 to 1 - OK
1 rail - OK
Splitter 1 to 3 - OK
1st multirail - only used one rail
2nd multirail - only used one rail(hopped to other one compared to 1st multirail)
Last step - OK

Finished request. Removed the rail that was used. All repeated, game used different rail. Removed that one. Game used last rail. Removed that rail, made a new rail.
Request did not started.
Removed new rail, placed another. Request failed.

Had to remove both multirails platforms, remade them, then it worked as it should have - 3 lines for 3 products.
Saved game - loaded game - broken.

Tested multiple rail system with splitters, mergers, does not matter, allways end up using one rail in 3 multirail system after reload.

Can break even with 1 rail system, after reloading, if you remove single rail and replace them, the game somehow counts this as new logical circuit. Had to remove more part for it to update.

Long distance rails is the same issue, if used multirails. If using one, it can happen as well, and has to be rebuild. Not all, just 2 or 3 rail foundations closest to where the drones get stuck.
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Date Posted: Jan 11 @ 2:14pm
Posts: 38