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FixesConfirmed

Conveyor Merger Not Working Fixes

Quick Answer

Check that belts enter merger input ports, the output points toward a clear destination, and every player has updated. Patch 1.0.3 lists the launch-day bug affecting mergers placed by joining players as fixed.

When a Moon Sweepers conveyor merger is not working, the cause is usually one of four things: an incoming belt that ends beside the merger instead of inside an input port, an output belt that is missing or points the wrong way, a blocked destination after the merger, or the launch-day multiplayer bug where mergers placed by joining players did nothing. Patch 1.0.3 (October 24, 2026) lists that last bug as fixed and adds port-to-port snapping between mergers and splitters.

Start by watching where capsules stop. A queue on one incoming belt points at that input. A queue on every incoming belt points at the merger's output or whatever lies beyond it. Capsules that pass the merger and then disappear without money are a station intake problem, not a merger problem.

What a Merger Does

The Merger sits in the Building Tool's Logistics tab, beside the Splitter and the Packager. It takes capsules from several incoming belts and sends them out on one shared belt.

Typical uses:

  • Combining belts from two Robot Vacuum docks into one delivery line toward the station.
  • Bringing the outputs of two Pressure Chambers back onto a single belt after a splitter divided their input.
  • Joining a Packager line, a garage silo line and a processing line before they reach the station intake.

A merger only joins belts that are actually attached to its ports. Two belts lying close to it, or one belt crossing over another, stay separate until each one ends in a merger input.

Moon Sweepers merger input output ports

Check which port is the output before you confirm the Merger.

Symptom and Fix Table

SymptomLikely causeWhat to do
One incoming belt backs up, others flowThat belt is not in an input portRedraw its last section into the port
All incoming belts back upOutput missing, reversed or blockedCheck the output belt and its destination
Capsules pass the merger, no money arrivesBelt never enters the station intakeExtend the final section into the intake
A crewmate's merger does nothingLaunch-day sync bugPut every player on 1.0.3 and recheck ports
Merger refuses to placeCrowded spot or awkward angleMove to open belt, or snap port to port on 1.0.3
Capsules vanish at the station after a mergerPre-patch intake issue or a material the intake does not creditUpdate, then test dust alone

Fix 1: Capsules Queue on One Incoming Belt

If only one branch stops, the merger is probably fine and that branch is not joined to it.

  1. Look closely at where the stopped belt ends. If it finishes against the side of the merger instead of in a port, it is not connected.
  2. Delete the last section of that belt and draw it again so it ends in a free input.
  3. Check its direction arrows. They must point toward the merger.
  4. Send one capsule down that branch and watch it join the output.

Streamers repeatedly hit this while building: a merger that "cannot go from there", a belt that snapped onto the wrong piece, or a merger placed at an angle that left one belt hanging. In each case, removing and redrawing a single short section fixed it.

Fix 2: Every Incoming Belt Is Backed Up

When every input stops, look after the merger.

  • No output belt. A merger with nothing on its output has nowhere to send capsules.
  • Reversed output. If the output belt was drawn toward the merger, it will never carry anything away. Build from the merger outward.
  • Blocked destination. If the shared belt ends in a full or unpowered machine, the queue grows back through the merger to every source.
  • Belt ends short. A shared belt that stops before the station intake fills and then stalls everything feeding it.

A merger is often blamed for a problem at the end of the line. Walk the output belt all the way to its destination before you touch the merger itself.

Moon Sweepers merger processing outputs

Fix 3: Belts Look Connected but Never Join

Belts can be raised and lowered while building. On PC, players report Ctrl plus the mouse wheel adjusts height. That is useful for crossing lines, but it also creates fake connections.

  • A belt passing over another belt does not merge with it. Each one keeps its own route until it ends in a merger port.
  • A belt that arrives at the right spot but at a different height may not attach. Bring it down to the merger's level before the final section.
  • A complicated bend right beside the merger hides gaps. Keep the last stretch into each input straight.

If you meant two belts to stay separate, an elevated crossing is the right tool. If you meant them to combine, end both in the merger.

Fix 4: Mergers Built by Crewmates Do Nothing

At launch, players described a merger that worked for the host but not for a joining player. The workaround was to let the host place every merger and splitter.

The 1.0.3 notes state that splitters and mergers built by crewmates now work. To use that fix:

  1. Confirm everyone is on 1.0.3. The notes say all crewmates must be on 1.0.3 to play together.
  2. Check the old merger's ports and belts as in Fix 1 and Fix 2. A crewmate's merger can be wired wrong like anyone else's.
  3. If a merger placed before the update still fails, replace that single merger instead of the whole line.

Asking the host to rebuild it is still a reasonable test, but no longer a rule.

Fix 5: Capsules Disappear at the Station Without Pay

This symptom is often reported as a merger bug because it showed up on lines with mergers. It is really a station intake issue.

  • Launch build: players reported containers entering a base port, never registering and vanishing without money. One reply said leftover dust sitting in the manual intake inside the base stopped the port from counting new containers, and emptying it helped.
  • Patch 1.0.3: the deposit intake now pays exactly what its screen shows, and dust and stone arriving by belt are paid as they come in.
  • Processed sand: the patch note names dust and stone. Moon Sand is not named, and an early report said sand and stone on a belt did not auto-sell. Stone is now covered; for sand, test a small batch before trusting it.

After updating, a player workaround from launch is still a useful test: if a merger seems to eat cargo, skip it for a moment and run one belt straight into the station intake. If that direct belt pays, put the merger back and look at its ports.

Fix 6: The Merger Will Not Place

Mergers and splitters need room around their ports. Placement fails most often when the spot is crowded by machines, solar panels or other belts.

  1. Move the merger to a clear stretch of belt with open space on every side.
  2. Plan where each incoming belt will come from before placing it, so you are not forcing a belt into a port that faces away.
  3. On 1.0.3, snap a merger directly onto a splitter or another merger, port to port, when you need them close together.
  4. If an existing machine is in the way, reroute belts around it rather than demolishing the machine. Players report removal refunds of about 75%.

Isolate the Merger with a Direct Belt Test

When you cannot tell what is failing, test each piece on its own.

  1. Pick one source, such as a Robot Vacuum dock.
  2. Run a short belt from it straight into the station intake and confirm money arrives.
  3. Put the merger on that belt with only this one input and confirm capsules still sell.
  4. Connect a second source to the merger's other input.
  5. Add further inputs one at a time.

The step where selling stops tells you exactly which belt or port to redraw. Conveyor is only $0.50 per meter, so this kind of test costs very little.

Robot Vacuum dock with a short blue conveyor preview being drawn from it across the lunar ground

A short single belt from the dock is the quickest way to test the line without the Merger.

Merger Layouts That Avoid Problems

A few habits make mergers far less fussy:

  • Merge late, near the destination. Keep each source on its own belt for most of the route and combine them close to the station. A fault then affects one line instead of all of them.
  • Merge processed outputs after the machines. When two Pressure Chambers share a split input, bring their sand outputs back together with a merger before the delivery belt.
  • Keep raw dust and sand apart when a Stone Press needs both. The press takes dust and sand on separate inputs. Merging them into one belt before the press removes the separation it needs.
  • Leave space. Build mergers where you can reach every port, and leave straight belt on each side for later changes.

Version Notes for Old Merger Advice

Advice you may seeCurrent status
Only the host should place mergersFixed in 1.0.3 for crewmate-built mergers
Mergers eat capsules at the baseThe intake was changed in 1.0.3 to pay on arrival for dust and stone
Mergers cannot sit next to splitters1.0.3 adds port-to-port snapping
Sand and stone never auto-sellStone is now named as paid on arrival; sand is not named

The developers also list automation reliability and production issues as ongoing work after 1.0.3. If a merger still fails after every check here, note the version, the exact layout and what the capsules do, and report it through the official community channels.

A merger that works shows capsules from each input taking turns onto the output, a shared belt that keeps moving, and money that rises when that belt reaches the station. When all three happen, the merger is fine and any remaining problem belongs elsewhere in the factory.