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<rss version="2.0" xmlns:dc="http://purl.org/dc/elements/1.1/" xmlns:sy="http://purl.org/rss/1.0/modules/syndication/"><channel><docs>https://communityedition.medievalengineers.com/mantis/</docs><link>https://communityedition.medievalengineers.com/mantis/</link><description><![CDATA[Medieval Community Edition Bugs - Issues]]></description><title>Medieval Community Edition Bugs - Issues</title><image><title>Medieval Community Edition Bugs - Issues</title><url>https://communityedition.medievalengineers.com/mantis/images/game_logo.png</url><link>https://communityedition.medievalengineers.com/mantis/</link><description><![CDATA[Medieval Community Edition Bugs - Issues]]></description></image><language>en</language><category>All Projects</category><ttl>10</ttl><dc:language>en</dc:language><sy:updatePeriod>hourly</sy:updatePeriod><sy:updateFrequency>1</sy:updateFrequency><item><title>0000565: Supporting research for small blocks broke some vanilla quests</title><author></author><link>https://communityedition.medievalengineers.com/mantis/view.php?id=565</link><description><![CDATA[Some vanilla quests don't actually unlock the block during the quest, and instead only unlock the crafting recipe for the block item.
This makes these quests unable to be completed.

Fixing all the vanilla quests (and possibly modded quests) would be difficult, so instead just make it so small blocks using vanilla block-item style building don't require a research check.]]></description><category>Bug</category><pubDate>Mon, 13 Jul 2026 13:59:55 -0700</pubDate><guid>https://communityedition.medievalengineers.com/mantis/view.php?id=565</guid><comments>https://communityedition.medievalengineers.com/mantis/view.php?id=565#bugnotes</comments></item><item><title>0000563: Group desync when placing catchblocks on a grid without any connected grids</title><author></author><link>https://communityedition.medievalengineers.com/mantis/view.php?id=563</link><description><![CDATA[When an entity gets included in the initial state of two group replicables (due to getting removed from the first group after it has been replicated, and getting added to the second before it has been replicated) and the first group finishes streaming _after_ the second group, both of these groups get loaded into the scene on the client at the same time.  This causes the client to see an entity in two groups at the same time -- since the RPC event buffer for the first group isn't replayed until after both groups have been added to the scene.

The root cause of this is multiple replicable streaming groups can get merged on the client depending on the order in which they finish loading.  Instead of merging replicable streaming groups instead the client should ensure each group is fully loaded into the scene, with all buffered RPC events replayed, before subsequent replicable streaming groups are loaded into the scene.  Ideally those subsequent replicable streaming groups will still get prepared into a staging scene asynchronously though.]]></description><category>Bug</category><pubDate>Mon, 13 Jul 2026 13:59:31 -0700</pubDate><guid>https://communityedition.medievalengineers.com/mantis/view.php?id=563</guid><comments>https://communityedition.medievalengineers.com/mantis/view.php?id=563#bugnotes</comments></item><item><title>0000564: Physics constraint group contents aren't maintained during splits</title><author></author><link>https://communityedition.medievalengineers.com/mantis/view.php?id=564</link><description><![CDATA[Scene group management dispatches entity group change events under the `MyGroup` type instead of the specific group type during splits.  This causes the physics constraint state group to not properly maintain the set of entity state groups.]]></description><category>Bug</category><pubDate>Mon, 13 Jul 2026 13:59:05 -0700</pubDate><guid>https://communityedition.medievalengineers.com/mantis/view.php?id=564</guid><comments>https://communityedition.medievalengineers.com/mantis/view.php?id=564#bugnotes</comments></item><item><title>0000248: Unable to cook more than 3 items</title><author></author><link>https://communityedition.medievalengineers.com/mantis/view.php?id=248</link><description><![CDATA[When baking various kinds of bread, it limits it to three with error &quot;You do not have the required resources&quot; when you do have enough.
Once one finishes, you can then add a another for 3 total.
Normal bread works ok]]></description><category>Bug</category><pubDate>Mon, 13 Jul 2026 12:47:09 -0700</pubDate><guid>https://communityedition.medievalengineers.com/mantis/view.php?id=248</guid><comments>https://communityedition.medievalengineers.com/mantis/view.php?id=248#bugnotes</comments></item><item><title>0000562: Groups become desynchronized when grids merge or split</title><author></author><link>https://communityedition.medievalengineers.com/mantis/view.php?id=562</link><description><![CDATA[When grids merge and/or split it results in client side group consistency failures.  This corrupts the client side state and results in crash chances.]]></description><category>Bug</category><pubDate>Sun, 12 Jul 2026 05:55:17 -0700</pubDate><guid>https://communityedition.medievalengineers.com/mantis/view.php?id=562</guid><comments>https://communityedition.medievalengineers.com/mantis/view.php?id=562#bugnotes</comments></item><item><title>0000554: Likely race condition in AsynchronousLoader.GetObjectImmediately</title><author></author><link>https://communityedition.medievalengineers.com/mantis/view.php?id=554</link><description><![CDATA[AsynchronousLoader.GetObjectImmediately is used from many threads, all at once, when loading XML serializers during definition deserialization (via Storage.TryGetValue, via MyXmlSerializerManager)

The intended threading here is:
1. tA acquires the tracker lock
2. tB blocks on the tracker lock
3. tA reads the current job state, marks it as Working = true
4. tA releases the tracker lock
5. tA acquires the job target lock, and starts to load the item
6. tB with the tracker lock: reads the current job state, notes that it is already working
7. tB, blocks on the job target lock
8. tA finishes loading, releases the job target lock
9. tB with the job target lock, reads the value


The implementation of this has the potential to race where tA, the that that took ownership over loading the item, didn't acquire the work lock prior to tB, the thread that didn't take ownership over loading:

1. tA acquires the tracker lock
2. tB blocks on the tracker lock
3. tA reads the current job state, marks it as Working = true
4. tA releases the tracker lock
5. tB with the tracker lock: reads the current job state, notes that it is already working
6. tB, assuming that tA has already started work, acquires the job target lock
7. tB, immediately releases the job target lock, and assumes the job is done
8. tA acquires the job target lock and loads the item]]></description><category>Bug</category><pubDate>Thu, 09 Jul 2026 10:14:09 -0700</pubDate><guid>https://communityedition.medievalengineers.com/mantis/view.php?id=554</guid><comments>https://communityedition.medievalengineers.com/mantis/view.php?id=554#bugnotes</comments></item><item><title>0000559: Pixel-size culling does not work in shadow stages</title><author></author><link>https://communityedition.medievalengineers.com/mantis/view.php?id=559</link><description><![CDATA[Shadow passes use an orthographic projection, which causes the computed depth value to always be one.
Currently pixel-size culling treats a depth value of one as invalid and skips culling for it.]]></description><category>Bug</category><pubDate>Thu, 09 Jul 2026 10:13:59 -0700</pubDate><guid>https://communityedition.medievalengineers.com/mantis/view.php?id=559</guid><comments>https://communityedition.medievalengineers.com/mantis/view.php?id=559#bugnotes</comments></item><item><title>0000547: Modding support omnibus</title><author></author><link>https://communityedition.medievalengineers.com/mantis/view.php?id=547</link><description><![CDATA[- Search book: the ability to browse all items and blocks through the search function is very useful, however it is not moddable without illegal hacks -- adding true modding support would be great.
- Toolbar items: adding new toolbar items for tools that shouldn't need inventory items is very convenient
- Power provider UI: if new power providers are added they can't have a special UI]]></description><category>Enhancement</category><pubDate>Thu, 09 Jul 2026 10:13:47 -0700</pubDate><guid>https://communityedition.medievalengineers.com/mantis/view.php?id=547</guid><comments>https://communityedition.medievalengineers.com/mantis/view.php?id=547#bugnotes</comments></item><item><title>0000557: OIT treats all billboards farther than 200m the same</title><author></author><link>https://communityedition.medievalengineers.com/mantis/view.php?id=557</link><description><![CDATA[In Globals.hlsli change 200 to 2000 in float invZ = clamp(1 + linearZ / 200, 0.01, 1);
This is an important change as it fixes a problem where transparent materials like particles and billboards look very bright or dark when another transparent material is behind it further than 200m away and also changes the transparency of the material in the back.
Have not noticed any side effects of it being set to 2000.

Another shader adjustment that would be nice to have is in Clouds.hsls
These changes prevents the sun from shining through thick cloud layers when its low on the horizon and improves the interaction of the sun with the clouds when its going behind the horizon
The following 2 lines need to be replaced

float shadingMultiplier = clamp(pow(abs((1 - dot(input.normal, frame_.Light.directionalLightVec)) / 2), 2.0), 0.025, 1);
output = float4(colorSample, alphaSample) * shadingMultiplier * edgeFactor;

with:

// Planet-scale day/night from cloud shell position
float3 shellNormal = normalize(input.positionWorld.xyz - centerPosition);

// If this lights the wrong side, remove the minus sign.
float3 sunDir = -frame_.Light.directionalLightVec;

// Sun angle relative to the viewer-side horizon
float3 viewNormal = normalize(cameraPosition - centerPosition);
float viewSun = dot(viewNormal, sunDir);

// Manual smoothstep for broad global sunset fade
float globalSunFade = saturate((viewSun - (-0.45)) / (0.00 - (-0.45)));
globalSunFade = globalSunFade * globalSunFade * (3.0 - 2.0 * globalSunFade);

// Manual smoothstep for local day/night band
float localDay = saturate(dot(shellNormal, sunDir) + 0.6);
localDay = localDay * localDay * (3.0 - 2.0 * localDay);

// Local cloud detail lighting
float detailLight = saturate(dot(input.normal, sunDir));
detailLight = lerp(0.45, 1.0, detailLight * detailLight);

// Final lighting
float lighting = globalSunFade * localDay * detailLight;

float cloudAlpha = saturate(alphaSample * edgeFactor);

// Extra thickness where sunlit clouds would otherwise let the sun through
float occlusionBoost = lerp(1.5, 2.5, globalSunFade * localDay);
cloudAlpha = 1.0 - pow(1.0 - cloudAlpha, occlusionBoost);

output.rgb = colorSample * edgeFactor * lighting;
output.a = cloudAlpha;]]></description><category>Enhancement</category><pubDate>Thu, 09 Jul 2026 10:13:40 -0700</pubDate><guid>https://communityedition.medievalengineers.com/mantis/view.php?id=557</guid><comments>https://communityedition.medievalengineers.com/mantis/view.php?id=557#bugnotes</comments></item><item><title>0000556: RopeReleaseComponent crashes game</title><author></author><link>https://communityedition.medievalengineers.com/mantis/view.php?id=556</link><description><![CDATA[The rope release component disconnects a rope when the angle exceeds a certain value.  It does this during the constraint update process, which results in an invalid state.

Rope disconnects here:
```
MyHavokConstraint&lt;HkRopeConstraintData&gt;.OnDeactivate()
MyRopeConstraint.OnDeactivate()
MyConstraint.Deactivate()
MyPhysicsConstraintGroup.OnLinkRemoved()
MyTieredComponentGroup&lt;MyPhysicsComponentBase, MyConstraintAttachmentComponent&gt;.RemoveLink()
MyScene.GroupRemoveLinkInternal&lt;VRage.Components.Physics.MyPhysicsConstraintGroup, VRage.Components.Physics.MyConstraintAttachmentComponent&gt;()
MyScene.GroupRemoveLinkSynchronized&lt;VRage.Components.Physics.MyPhysicsConstraintGroup, VRage.Components.Physics.MyConstraintAttachmentComponent&gt;()
MyScene.Unlink&lt;VRage.Components.Physics.MyPhysicsConstraintGroup, VRage.Components.Physics.MyConstraintAttachmentComponent&gt;()
GroupProxyExtensions.Unlink&lt;VRage.Components.Physics.MyPhysicsConstraintGroup, VRage.Components.Physics.MyConstraintAttachmentComponent&gt;()
MyConstraint.Disconnect()
MyRopeReleaseComponent.UpdateRelease()
MyRopeReleaseComponent.OnConstraintUpdate()
MyConstraint.Update()
MyBreakableConstraint&lt;HkRopeConstraintData&gt;.Update()
MyRopeConstraint.Update()
MyPhysicsConstraintGroup.Update()
```
But then immediately after disconnection, the update proceeds and the other side of the constraint attempts to update and fails because the constraint is now invalid:
```
MyLockableRopeDrumComponent.OnConstraintUpdate() // the constraint is null here, which causes a crash
MyConstraint.Update()
MyBreakableConstraint&lt;HkRopeConstraintData&gt;.Update()
MyRopeConstraint.Update()
MyPhysicsConstraintGroup.Update()
```]]></description><category>Bug</category><pubDate>Thu, 09 Jul 2026 10:13:29 -0700</pubDate><guid>https://communityedition.medievalengineers.com/mantis/view.php?id=556</guid><comments>https://communityedition.medievalengineers.com/mantis/view.php?id=556#bugnotes</comments></item><item><title>0000558: Don't wrap exceptions when a debugger is attached</title><author></author><link>https://communityedition.medievalengineers.com/mantis/view.php?id=558</link><description><![CDATA[Exception wrapping when the debugger is attached moves the break point around, making it much harder to debug.]]></description><category>Enhancement</category><pubDate>Thu, 09 Jul 2026 10:13:19 -0700</pubDate><guid>https://communityedition.medievalengineers.com/mantis/view.php?id=558</guid><comments>https://communityedition.medievalengineers.com/mantis/view.php?id=558#bugnotes</comments></item><item><title>0000555: MyInventory.CanRemoveItems only works with excess items</title><author></author><link>https://communityedition.medievalengineers.com/mantis/view.php?id=555</link><description><![CDATA[The method only returns true when a matching stack is found that doesn't need any items removed instead of terminating when no more items need to be removed.]]></description><category>Bug</category><pubDate>Thu, 09 Jul 2026 10:13:01 -0700</pubDate><guid>https://communityedition.medievalengineers.com/mantis/view.php?id=555</guid><comments>https://communityedition.medievalengineers.com/mantis/view.php?id=555#bugnotes</comments></item><item><title>0000561: Character stand up check uses wrong height</title><author></author><link>https://communityedition.medievalengineers.com/mantis/view.php?id=561</link><description><![CDATA[Before the character stands up the game checks that there is space to do so, but it does this check using a hard coded height.]]></description><category>Bug</category><pubDate>Thu, 02 Jul 2026 11:29:54 -0700</pubDate><guid>https://communityedition.medievalengineers.com/mantis/view.php?id=561</guid><comments>https://communityedition.medievalengineers.com/mantis/view.php?id=561#bugnotes</comments></item><item><title>0000560: Disable client physics prediction for most things</title><author></author><link>https://communityedition.medievalengineers.com/mantis/view.php?id=560</link><description><![CDATA[Client side physics based prediction is the leading cause of desync resulting in things flying apart on the client.
Additionally, using it makes the ephemeral desync from things like environment sector, voxel, inventory, etc streaming significantly more harmful.

ME:CE should follow in the path of SE and disable client side physics prediction for the vast majority of things; possibly everything except the player.]]></description><category>Enhancement</category><pubDate>Thu, 02 Jul 2026 11:11:59 -0700</pubDate><guid>https://communityedition.medievalengineers.com/mantis/view.php?id=560</guid><comments>https://communityedition.medievalengineers.com/mantis/view.php?id=560#bugnotes</comments></item><item><title>0000477: Planet environment component streams entire vegetation state to all clients</title><author></author><link>https://communityedition.medievalengineers.com/mantis/view.php?id=477</link><description><![CDATA[The planet environment component doesn't use a custom replicable which causes it to use default object builder serialization.

Since the planet environment component's OB has an instantaneous snapshot of the entire planet's vegetation state all of this data gets transmitted to clients, even when it's not anywhere near the joining player.  This data can easily add up to 5-10MB of extra data when joining a server for older game files.]]></description><category>Bug</category><pubDate>Thu, 02 Jul 2026 11:05:37 -0700</pubDate><guid>https://communityedition.medievalengineers.com/mantis/view.php?id=477</guid><comments>https://communityedition.medievalengineers.com/mantis/view.php?id=477#bugnotes</comments></item><item><title>0000489: Block entities are double replicated</title><author></author><link>https://communityedition.medievalengineers.com/mantis/view.php?id=489</link><description><![CDATA[A brief investigation of block replication makes it appear that block entities get replicated twice.  Once as part of the owning grid's entity replicable's grid hierarchy component and once as part of the block entity replicable.]]></description><category>Bug</category><pubDate>Thu, 02 Jul 2026 11:05:30 -0700</pubDate><guid>https://communityedition.medievalengineers.com/mantis/view.php?id=489</guid><comments>https://communityedition.medievalengineers.com/mantis/view.php?id=489#bugnotes</comments></item><item><title>0000490: State group based components get replicated twice</title><author></author><link>https://communityedition.medievalengineers.com/mantis/view.php?id=490</link><description><![CDATA[Components that define custom replicables with custom IMyReplicableSerializationData implementations get serialized twice, once by the owning entity replicable and once by the custom IMyReplicableSerializationData.  Practically this means that inventory items are always sent upfront with the block entity, then are sent again as part of component replicable / state group.

There should probably be an addition to IMyReplicableSerializationData that allows for the replicable to either redact parts of the component's object builder sent via entity replicable, or just a simple flag to omit the component's object builder in the entity replicable.]]></description><category>Bug</category><pubDate>Thu, 02 Jul 2026 11:05:23 -0700</pubDate><guid>https://communityedition.medievalengineers.com/mantis/view.php?id=490</guid><comments>https://communityedition.medievalengineers.com/mantis/view.php?id=490#bugnotes</comments></item><item><title>0000418: Cache compiled script assemblies</title><author></author><link>https://communityedition.medievalengineers.com/mantis/view.php?id=418</link><description><![CDATA[On the larger mod packs compiling script assemblies takes a fairly long time.  #309 will be introducing a persistent caching framework, that we could extend to be used when compiling mod scripts.  As long as we declare all the inputs in the cache key hash function it should work well.]]></description><category>Enhancement</category><pubDate>Thu, 02 Jul 2026 11:04:18 -0700</pubDate><guid>https://communityedition.medievalengineers.com/mantis/view.php?id=418</guid><comments>https://communityedition.medievalengineers.com/mantis/view.php?id=418#bugnotes</comments></item><item><title>0000546: RPC flag enum serialization is incorrect</title><author></author><link>https://communityedition.medievalengineers.com/mantis/view.php?id=546</link><description><![CDATA[If an enum has only one or two defined values then it will always serialize using a compact zero or one bit representation.
For `[Flags]` enums this isn't correct because values that aren't listed in the enum are permitted.]]></description><category>Bug</category><pubDate>Thu, 02 Jul 2026 11:04:02 -0700</pubDate><guid>https://communityedition.medievalengineers.com/mantis/view.php?id=546</guid><comments>https://communityedition.medievalengineers.com/mantis/view.php?id=546#bugnotes</comments></item><item><title>0000266: Grids occasionally vanish when loading chunks</title><author></author><link>https://communityedition.medievalengineers.com/mantis/view.php?id=266</link><description><![CDATA[When loading chunks the grids contained within them can sometimes vanish from the world.  This appears to mainly happen when a single grid in a group fails to load because it has already been loaded, and the rest of the group is then discarded.

For people experiencing this issue please leave a the following here in a private note:
- a world download from a backup prior to discovering the vanished grid OR the server name, admin name, and a timestamp+timezones of discovering the vanished grid
- a kingdom, region, and area ID of where the vanished grid was
- what direction you approached the vanished grid from.  If you logged in and it was missing state that.]]></description><category>Bug</category><pubDate>Thu, 02 Jul 2026 11:03:47 -0700</pubDate><guid>https://communityedition.medievalengineers.com/mantis/view.php?id=266</guid><comments>https://communityedition.medievalengineers.com/mantis/view.php?id=266#bugnotes</comments></item><item><title>0000548: Dedicated server fails to download recently updated mods</title><author></author><link>https://communityedition.medievalengineers.com/mantis/view.php?id=548</link><description><![CDATA[Recently updated mods use zstd depot compression, and the steamworks.net version used with ME doesn't seem to support this.

Upgrading steamworks.net and the steam client binaries seems to resolve this issue.]]></description><category>Bug</category><pubDate>Thu, 02 Jul 2026 11:02:55 -0700</pubDate><guid>https://communityedition.medievalengineers.com/mantis/view.php?id=548</guid><comments>https://communityedition.medievalengineers.com/mantis/view.php?id=548#bugnotes</comments></item><item><title>0000553: XML serializers aren't pregenerated for many game types</title><author></author><link>https://communityedition.medievalengineers.com/mantis/view.php?id=553</link><description><![CDATA[The game pregenerates a lot of XML serializers, however many of these have incorrect annotations or locations to allow this to actually work.
Fixing these and adding tests would be useful, and might fix some of the issues with running ME:CE on Linux using Wine, which typically fails during game serializer generation.]]></description><category>Bug</category><pubDate>Thu, 02 Jul 2026 11:02:41 -0700</pubDate><guid>https://communityedition.medievalengineers.com/mantis/view.php?id=553</guid><comments>https://communityedition.medievalengineers.com/mantis/view.php?id=553#bugnotes</comments></item><item><title>0000551: Modding request for MyBillboard: add UV variables</title><author></author><link>https://communityedition.medievalengineers.com/mantis/view.php?id=551</link><description><![CDATA[I would like to be able to set UV's directly in the MyBillboard class.
I have currently added it like this to custom DLLs:

In MyBillboard:
public Vector2? UV0;
public Vector2? UV1;
public Vector2? UV2;
public Vector2? UV3;

In MyBillboardRenderer -&gt; GatherInternal:
...
myBillboardVertexData.V3.Position = (Vector3)vector3D4;
if (myBillboard.UV0 != null)
{
	myBillboardVertexData.V0.Texcoord = new HalfVector2(myBillboard.UV0.Value);
	myBillboardVertexData.V1.Texcoord = new HalfVector2(myBillboard.UV1.Value);
	myBillboardVertexData.V2.Texcoord = new HalfVector2(myBillboard.UV2.Value);
	myBillboardVertexData.V3.Texcoord = new HalfVector2(myBillboard.UV3.Value);
}
else
{
....
}
MyBillboardRenderer.m_arrayDataBillboards.Data[i] = myBillboardData;
...

Also this code ( MyTransparentMaterials.GetMaterial(myBillboard.Material) ) is used a lot of times and not very performance friendly. Being able to set a material reference directly rather than a string would be good]]></description><category>Enhancement</category><pubDate>Thu, 02 Jul 2026 11:02:07 -0700</pubDate><guid>https://communityedition.medievalengineers.com/mantis/view.php?id=551</guid><comments>https://communityedition.medievalengineers.com/mantis/view.php?id=551#bugnotes</comments></item><item><title>0000351: Small grid block construction doesn't respect component list</title><author></author><link>https://communityedition.medievalengineers.com/mantis/view.php?id=351</link><description><![CDATA[The mechanics of placing small grid blocks force you to use the BlockItem of the given Block as prerequisite, This makes it impossible to set any other items as requirement and makes the &lt;Component&gt; feature redundant.

In case of block grousp the situation is similar, always the first BlockItem of the Block on the list is the prerequisite for the whole group. This means that all groups wanting to use a common item, need to begin with the very same block.

It would be great to be able to set the components independently, as well as be able to potentially require InventoryItems also.

This problem has been brought up and talked about on the Medieval Industrialists discord. I'm including the link to it for context:
https://discord.com/channels/566687200742473728/567854364727705630/987122804791083028]]></description><category>Enhancement</category><pubDate>Thu, 02 Jul 2026 11:01:41 -0700</pubDate><guid>https://communityedition.medievalengineers.com/mantis/view.php?id=351</guid><comments>https://communityedition.medievalengineers.com/mantis/view.php?id=351#bugnotes</comments></item><item><title>0000549: Camera matrix used at rendering time doesn't match matrix used when computing crosshair</title><author></author><link>https://communityedition.medievalengineers.com/mantis/view.php?id=549</link><description><![CDATA[It seems like the 3D crosshair gets computed against a one tick in the future (or in the past) camera matrix, causing it to jitter around the center of the screen during camera motion when yawed.]]></description><category>Bug</category><pubDate>Tue, 23 Dec 2025 06:04:19 -0800</pubDate><guid>https://communityedition.medievalengineers.com/mantis/view.php?id=549</guid><comments>https://communityedition.medievalengineers.com/mantis/view.php?id=549#bugnotes</comments></item></channel></rss>
