Guide 02 · Troubleshooting

Why a rail doesn’t carry energy

Short answer

A rail carries energy only while it is part of one unbroken chain of your team’s rail from your own generator to the active receiver. Lose any link — a gap, a cut, a piece that expired, a bridge that closed — and nothing flows. And sometimes nothing is wrong at all: pulses leave only once every 3 s.

DiagramWhere a rail network loses powerA schematic rail network. Solid glowing amber rail runs from your generator and is powered. Numbered markers show four faults: 1, a rail started away from the generator, which carries nothing; 2, a powered branch that ends at an inactive receiver and scores nothing; 3, a gap in a branch, after which the rest of it is unpowered; 8, a fresh cut by an azure rival that is still sparking, after which the rest of that branch is unpowered. So no energy reaches the active receiver.rivalinactivereceiverActivereceiverYourgenerator1238
  • powered
  • no power
  • rival rail
Solid and glowing — powered. Dull and dashed — no power. The four markers are the faults you’ll meet most; their numbers match the list below.
Applies to version 1.0describes the current gameUpdated:

01 / First, look

Read the rail

  • Glow or no glow

    The tutorial asks you to Ride along your glowing rail to the marker, and a loading-screen tip warns: A broken rail goes dark. Glow is the first thing to check.

  • “Path broken”

    When your team loses its path to the receiver, the game tells you: Path broken. That is your cue to look along the route for the cut.

  • Count to three

    Just connected and nothing moves? Pulses leave only on the generator’s beat, every 3 s. Give it a moment before you start fixing.

In-game screenshot on Cloud Wharf, round 2 of 3: two dark branches of amber rail lead towards the receiver, which is surrounded by a ring of shields; a glowing azure rail on the right; message “Opponents intercepted”.
In-game screenshot · iPhone · development build, 3 Oct 2026 · botsCloud Wharf, round 2: the two amber branches in the middle are dark, while the azure rail on the right glows. White collars mark the protected rails right at the receiver. “Opponents intercepted” at the top.Open the full frame — In-game screenshot on Cloud Wharf, round 2 of 3: two dark branches of amber rail lead towards the receiver, which is surrounded by a ring of shields; a glowing azure rail on the right; message “Opponents intercepted”.

02 / Diagnosis

Fourteen reasons, three kinds

It was never connected

The rail looks fine, but it isn’t part of the chain.

  1. 1. It doesn’t start at your generator

    Only the part of your team’s network that is linked to your own generator is powered. A rail you started in the middle of the arena carries nothing.

    FixJoin it to a powered rail of your team, or start again at the generator.

  2. 2. It leads to an inactive receiver

    Only one of the three receivers is active each round. A perfect rail to one of the other two scores nothing this round. Overtime uses the central receiver.

    FixFollow the arrow Receiver · 11 m; between rounds, look for the newly marked receiver.

  3. 3. There is a gap

    Rail is laid only when you move to a neighbouring point. A jump, a return to the start after an overload, or being moved off a closing bridge leaves no rail. While the switch reads Rail: off, nothing is laid at all.

    FixRide back over the gap with laying on.

  4. 4. You ran out of resource

    Without resource no new rail is laid — you’ll see No resource. Resource never goes below zero, so the rail simply ends where your resource ran out.

    FixPause for 0.8 s and it refills at 10 per second — or 15 per second on your own powered rail with laying off.

  5. 5. A rival’s rail is in the way

    Every piece of rail belongs to one team. You can’t lay over a rival’s piece — you have to break it first. Rails of different teams that cross each other never connect.

    FixCut it with the pulse tool, wait 1 s for the gap to settle, then ride over it.

  6. 6. It runs on another level

    On Weaving Yard routes run over one another. A rail on a raised deck and a rail on the ground below never connect, even where one passes right over the other.

    FixConnect the levels by riding the ramp.

  7. 7. Both teams claimed the same piece

    If couriers of both teams cross the same free piece at the same moment, nobody lays it. Rare, but it happens in a scramble.

    FixRide over it again.

Diagram
  • An amber rail and an azure rail cross at right angles. There is no shared point: they are not connected.not joined

    Rival rails cross

    Amber and Azure cross — no junction. Energy never jumps across.

  • Two amber rails meet at one shared point and become one network; both are powered from the generator.joined

    Teammates meet

    Two amber branches meet at a point — they join. A teammate’s powered rail powers yours.

  • Side view: one amber rail on a raised deck, another amber rail on the ground beneath it. They do not touch and are not connected.not joined

    Different levels

    A rail on a raised deck passes over a ground rail — still not connected.

Rails connect only at shared points of the same team, on the same level.

It was connected — then something broke

Pulses were flowing, then stopped.

  1. 8. A rival cut it

    The pulse tool breaks a piece of unprotected enemy rail up to 6 m away. The gap sparks for 1 s and can’t be re-laid until it settles. Your team sees the message Path broken.

    FixThe game’s hint: The gap is sparking — wait a second. Then ride over it. The Jumper module can patch up to 4 m for 4 s.

  2. 9. It expired

    Each piece lives 30 s after it was laid or last refreshed. For the last 3 s the game warns that it is fading — then it’s gone.

    FixRefresh it: ride over your own rail with laying on (0.25 per metre).

  3. 10. A length cap trimmed it

    One player can keep up to 80 m of active rail, a team up to 240 m. Go over and your oldest pieces flicker for 1 s under the warning Oldest rail will vanish, then disappear. They still conduct during that second.

    FixDon’t sprawl: keep one tidy route and let a teammate lay the backup.

  4. 11. The bridge closed

    Rail on a bridge conducts only while the bridge is open, and a bridge stays open only while some team powers one of its terminals. When that power goes, the game shows Bridge closing: 3s; then the bridge closes and pulses on it drop.

    FixKeep a rail on the terminal powered, or route around the bridge.

  5. 12. The round ended

    At the end of every round all rails and bridges reset, and pulses or sparks still on the way vanish without points. Nothing is sent during the break.

    FixStart the next round from your generator towards the newly marked receiver.

Diagram · real numbers
A piece of rail lives 30 s after it was laid or last refreshed; the last 3 s are its fading warning. Riding over it with laying on restarts the clock. After a cut the gap sparks for 1 s; then it can be laid again.

Nothing is broken — it’s timing

The chain is fine; you are just watching the wrong moment.

  1. 13. The pulse dropped on the way

    A pulse checks its rail at every step. If the rail ahead is cut — or a cut behind it takes away its power — it drops as a spark. At junctions it can still switch to another powered path.

    FixGrab the spark and stay inside the receiver ring for 0.4 s. It lasts 6 s on the ground, 12 s in total — and a rival can grab it too.

  2. 14. It’s just the beat

    Pulses leave only on the 3 s beat. Extra routes and loops don’t speed it up — it is still one pulse per beat per team.

    FixNothing to fix. Wait for the next beat.

In-game screenshot on Coil Garden: the courier carries a spark; HUD reads “Spark picked up” and “You have the spark · 10s left — Stay in the receiver”; arrow “Receiver · 11 m”.
In-game screenshot · iPhone · development build, 3 Oct 2026 · botsWhen a pulse drops, it isn’t lost yet. Here the courier has picked up a spark: “You have the spark · 10s left — Stay in the receiver”, and the arrow shows “Receiver · 11 m”.Open the full frame — In-game screenshot on Coil Garden: the courier carries a spark; HUD reads “Spark picked up” and “You have the spark · 10s left — Stay in the receiver”; arrow “Receiver · 11 m”.

03 / Myths

What does not stop energy

  • Rails are not walls: couriers ride over any rail, theirs or yours.
  • Your own rail inside your start zone can’t be broken.
  • Rails within 1.6 m of the active receiver can’t be broken — by either team.
  • A piece under your Insulator absorbs the shot for 3 s.
  • A Jumper patch conducts while it lasts (4 s); ride over it with laying on to make it permanent.
  • Loops and extra branches do no harm. They don’t raise the rate either.

VELTRAIL 1.0.0 · build 1

Where the numbers come from

Every number on this page is read from the data files of VELTRAIL 1.0 (build 1). When an update changes the balance, the page changes with it.

Last compared with the game’s files:

Show the table (20)
WhatValueSource
Generator beat (one pulse per…)3 sGame balance databalance.json · pulse.emission_period_s
Resource refill, per second10 per secondGame balance databalance.json · rail.regen_per_s
Refill starts after you stop spending0.8 sGame balance databalance.json · rail.regen_delay_s
Refill on your own powered rail, laying off15 per secondGame balance databalance.json · rail.regen_on_rail_per_s
Pulse tool reach6 mGame balance databalance.json · tool.range
Sparking gap after a cut1 sGame balance databalance.json · rail.break_lock_s
Jumper: longest stretch4 mModule datamodules.json · modules[id=jumper].max_length
Jumper: repair lasts4 sModule datamodules.json · modules[id=jumper].duration_s
Life of a piece of rail30 sGame balance databalance.json · rail.edge_life_s
Blinking before it expires3 sGame balance databalance.json · rail.expiring_warn_s
Refreshing your rail, per metre0.25 per metreGame balance databalance.json · rail.cost_refresh_per_m
Active rail per player80 mGame balance databalance.json · rail.player_cap_m
Active rail per team240 mGame balance databalance.json · rail.team_cap_m
Warning before the oldest rail is trimmed1 sGame balance databalance.json · rail.trim_warn_s
Bridge closing warning3 sGame balance databalance.json · bridge.closing_warn_s
Hand delivery: time inside the receiver ring0.4 sGame balance databalance.json · spark.delivery_hold_s
Spark on the ground6 sGame balance databalance.json · spark.ground_life_s
Spark, total life12 sGame balance databalance.json · spark.total_life_s
Protected zone around the active receiver1.6 mGame balance databalance.json · rule_options.receiver_guard_m
Insulator: shield time3 sModule datamodules.json · modules[id=insulator].duration_s