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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>0000575: Add blueprint folders</title><author></author><link>https://communityedition.medievalengineers.com/mantis/view.php?id=575</link><description><![CDATA[Managing blueprints is extremely tedious due to the sheer amount and the poor sorting. Folders would help a lot. This is not a new request, but I coudn't find a ticket]]></description><category>Enhancement</category><pubDate>Wed, 05 Aug 2026 10:29:13 -0700</pubDate><guid>https://communityedition.medievalengineers.com/mantis/view.php?id=575</guid><comments>https://communityedition.medievalengineers.com/mantis/view.php?id=575#bugnotes</comments></item><item><title>0000573: Add mod names to the downloaded mods</title><author></author><link>https://communityedition.medievalengineers.com/mantis/view.php?id=573</link><description><![CDATA[Downloaded mods are all saved with their mod ID as name which makes it inconvenient to find something. It would be nice of the mod name could be added]]></description><category>Documentation</category><pubDate>Sat, 01 Aug 2026 07:51:20 -0700</pubDate><guid>https://communityedition.medievalengineers.com/mantis/view.php?id=573</guid><comments>https://communityedition.medievalengineers.com/mantis/view.php?id=573#bugnotes</comments></item><item><title>0000572: Making long crafting queue overview easier</title><author></author><link>https://communityedition.medievalengineers.com/mantis/view.php?id=572</link><description><![CDATA[Instead of having tons of entries on long crafting queues it would help with readability if there was a counter on one instance of the recipe. Like in any RTS game when you produce 20 units it says &quot;x20&quot; and doesn't add 20 icons to a the list.]]></description><category>Feature Request</category><pubDate>Sat, 01 Aug 2026 03:17:52 -0700</pubDate><guid>https://communityedition.medievalengineers.com/mantis/view.php?id=572</guid><comments>https://communityedition.medievalengineers.com/mantis/view.php?id=572#bugnotes</comments></item><item><title>0000571: Cube block toolbar item doesn't check medieval master for enabled state</title><author></author><link>https://communityedition.medievalengineers.com/mantis/view.php?id=571</link><description><![CDATA[Players with medieval master enabled need to have placement components in their inventory to be able to place blocks that use singular toolbar items]]></description><category>Bug</category><pubDate>Fri, 31 Jul 2026 12:24:28 -0700</pubDate><guid>https://communityedition.medievalengineers.com/mantis/view.php?id=571</guid><comments>https://communityedition.medievalengineers.com/mantis/view.php?id=571#bugnotes</comments></item><item><title>0000570: Game crashes when exit to windows</title><author></author><link>https://communityedition.medievalengineers.com/mantis/view.php?id=570</link><description><![CDATA[Game crashes on exit to windows. Not a big deal, just wanted to report.]]></description><category>Bug</category><pubDate>Tue, 28 Jul 2026 16:42:12 -0700</pubDate><guid>https://communityedition.medievalengineers.com/mantis/view.php?id=570</guid><comments>https://communityedition.medievalengineers.com/mantis/view.php?id=570#bugnotes</comments></item><item><title>0000370: Roof Battlement Compound Build Issue</title><author></author><link>https://communityedition.medievalengineers.com/mantis/view.php?id=370</link><description><![CDATA[When using the &quot;Roof Battlement, Left&quot; unable to compound build a sloped roof within the same block space. This works fine when using the &quot;Roof Battlement, Right&quot;. First noticed this on a server and reproduced in a local world. Get the same results with all roof types - thatch, wood and tile.]]></description><category>Bug</category><pubDate>Mon, 20 Jul 2026 12:16:49 -0700</pubDate><guid>https://communityedition.medievalengineers.com/mantis/view.php?id=370</guid><comments>https://communityedition.medievalengineers.com/mantis/view.php?id=370#bugnotes</comments></item><item><title>0000496: randomised ore thickness</title><author></author><link>https://communityedition.medievalengineers.com/mantis/view.php?id=496</link><description><![CDATA[It would be nice to have a bit of variation in ore veins without the huge effort of painting and defining it pixel by pixel. Currently a number is given but a range would be preferable
Two values can be entered for depth/thickness and start. The ore will be generated with random numbers between these two values
Current definition:
		&lt;Ore Depth=&quot;16&quot; Value=&quot;145&quot; ColorInfluence=&quot;8&quot; TargetColor=&quot;#61d700&quot; Start=&quot;1&quot; Type=&quot;CopperOre&quot; /&gt;
Target definition:
		&lt;Ore Depth=&quot;16;24&quot; Value=&quot;145&quot; ColorInfluence=&quot;8&quot; TargetColor=&quot;#61d700&quot; Start=&quot;1;3&quot; Type=&quot;CopperOre&quot; /&gt;

In this example the ore would start between 1-3m underground and would be 16-24m thick]]></description><category>Feature Request</category><pubDate>Fri, 17 Jul 2026 20:20:19 -0700</pubDate><guid>https://communityedition.medievalengineers.com/mantis/view.php?id=496</guid><comments>https://communityedition.medievalengineers.com/mantis/view.php?id=496#bugnotes</comments></item><item><title>0000077: Allow cuttable environment items to customize the required energy</title><author></author><link>https://communityedition.medievalengineers.com/mantis/view.php?id=77</link><description><![CDATA[Currently the kinetic energy required to apply the &quot;Cut&quot; action to an environment item is hard coded at 100kJ.  This should be lower for younger trees, and even lower for saplings/bushes.  It should be controlled as part of the action definition for that environment item.]]></description><category>Feature Request</category><pubDate>Fri, 17 Jul 2026 05:20:45 -0700</pubDate><guid>https://communityedition.medievalengineers.com/mantis/view.php?id=77</guid><comments>https://communityedition.medievalengineers.com/mantis/view.php?id=77#bugnotes</comments></item><item><title>0000411: Implement SMAA to reduce flickering on alpha masked objects and improve clarity</title><author></author><link>https://communityedition.medievalengineers.com/mantis/view.php?id=411</link><description><![CDATA[http://www.iryoku.com/smaa/downloads/SMAA-Enhanced-Subpixel-Morphological-Antialiasing.pdf]]></description><category>Feature Request</category><pubDate>Fri, 17 Jul 2026 05:20:34 -0700</pubDate><guid>https://communityedition.medievalengineers.com/mantis/view.php?id=411</guid><comments>https://communityedition.medievalengineers.com/mantis/view.php?id=411#bugnotes</comments></item><item><title>0000113: Allow multiple rope materials</title><author></author><link>https://communityedition.medievalengineers.com/mantis/view.php?id=113</link><description><![CDATA[Rope material is hardcoded in MyRenderMessageEnum.CreateLineBasedObject
__ROPE_MATERIAL

Use texture name as material like __ROPE_MATERIAL_rope_cm
add this name to MyRenderMessageUpdateLineBasedObject.
The texture name then needs to be saved where rope object id's are saved (RopeConstraint, rope tool, ...)

Even easier fix would be to use the object id to make materials unique, but I assume this would cost too much performance.

Bonus feature: add a float to MyRenderMessageUpdateLineBasedObject for the rope width set in MyLineHelpers.GenerateVertexData]]></description><category>Feature Request</category><pubDate>Fri, 17 Jul 2026 05:20:27 -0700</pubDate><guid>https://communityedition.medievalengineers.com/mantis/view.php?id=113</guid><comments>https://communityedition.medievalengineers.com/mantis/view.php?id=113#bugnotes</comments></item><item><title>0000080: Rope Instancing</title><author></author><link>https://communityedition.medievalengineers.com/mantis/view.php?id=80</link><description><![CDATA[Currently every rope is a separate render entity.  Ideally ropes would be bound to a parent cull object and rendered with some type of instancing.]]></description><category>Enhancement</category><pubDate>Fri, 17 Jul 2026 05:20:20 -0700</pubDate><guid>https://communityedition.medievalengineers.com/mantis/view.php?id=80</guid><comments>https://communityedition.medievalengineers.com/mantis/view.php?id=80#bugnotes</comments></item><item><title>0000385: Environment items don't maintain position through LOD switches</title><author></author><link>https://communityedition.medievalengineers.com/mantis/view.php?id=385</link><description><![CDATA[When generating environment sector items all the items for LODs requested LOD to minimum LOD are generated, such that every lower level of detail is a strict subset of of the higher detail sectors.  However the random seed and coordinate system for the lower detail generation still uses the high detail seed/coordinate system, which causes inconsistencies when LODs switch.

This is difficult to fix since fixing it the &quot;correct&quot; way will move existing environment sector items.  An alternative might be to generate low level of detail sectors by running generation for the included levels of detail on the max detail sector.]]></description><category>Bug</category><pubDate>Fri, 17 Jul 2026 05:20:12 -0700</pubDate><guid>https://communityedition.medievalengineers.com/mantis/view.php?id=385</guid><comments>https://communityedition.medievalengineers.com/mantis/view.php?id=385#bugnotes</comments></item><item><title>0000392: Sound font backed MIDI playback for mods</title><author></author><link>https://communityedition.medievalengineers.com/mantis/view.php?id=392</link><description><![CDATA[A really cool feature would being able to play arbitrary instrumental songs using mods over chat or a similar system.
To support this we would need to add a way for mods to load a MIDI sound font and then play that MIDI using the sound font.]]></description><category>Feature Request</category><pubDate>Fri, 17 Jul 2026 05:19:58 -0700</pubDate><guid>https://communityedition.medievalengineers.com/mantis/view.php?id=392</guid><comments>https://communityedition.medievalengineers.com/mantis/view.php?id=392#bugnotes</comments></item><item><title>0000033: Bush collision is annoying</title><author></author><link>https://communityedition.medievalengineers.com/mantis/view.php?id=33</link><description><![CDATA[Bushes will stop any vehicles dead when hit. A tweak mod already exists to fix this: https://steamcommunity.com/sharedfiles/filedetails/?id=2225848209

Two fixes would be:
1. Remove the collision entirely. You would just go through them easily.

2. Make them break when hit and not stop or damage the vehicle so that they don't stop you.]]></description><category>Enhancement</category><pubDate>Fri, 17 Jul 2026 05:19:47 -0700</pubDate><guid>https://communityedition.medievalengineers.com/mantis/view.php?id=33</guid><comments>https://communityedition.medievalengineers.com/mantis/view.php?id=33#bugnotes</comments></item><item><title>0000150: Input processor swallows unregistered shortcuts</title><author></author><link>https://communityedition.medievalengineers.com/mantis/view.php?id=150</link><description><![CDATA[MyInputProcessor examines all shortcuts loaded in the game, even if they aren't currently active with an input context, and discards lower priority (fewer modifier) shortcuts.  This means that registering a Ctrl+F shortcut on a rarely activated input context (for example, when sitting on a chair) will mean that a binding for just F will never receive an event when Ctrl+F is pressed.

This is debatably intended, in which case this should require an exact modifiers match all the time, or it's not intended, in which case this should start with the match closest to exact, and then ignore modifiers one at a time until a matching shortcut is found.

Making this worse, MyShortcutStorage.GetAllShortcuts doesn't filter out multimap entries that have an empty values set, causing shortcuts to be returned even if they have been removed from the user's bindings or if they are the default binding for the shortcut declared by a mod.]]></description><category>Bug</category><pubDate>Fri, 17 Jul 2026 05:19:38 -0700</pubDate><guid>https://communityedition.medievalengineers.com/mantis/view.php?id=150</guid><comments>https://communityedition.medievalengineers.com/mantis/view.php?id=150#bugnotes</comments></item><item><title>0000243: Attachment physics cause bugged grid movement when dynamic</title><author></author><link>https://communityedition.medievalengineers.com/mantis/view.php?id=243</link><description><![CDATA[When a small block containing an attachment with physics is placed on a dynamic grid and said dynamic grid is reloaded, it starts floating away and/or moving erratically, similarly to when the &quot;catch block bug&quot; happens.

This is probably more a feature suggestion, but since the current result is an in game bug, that can be caused accidentally by a player, I'm reporting it as that.]]></description><category>Bug</category><pubDate>Fri, 17 Jul 2026 05:19:31 -0700</pubDate><guid>https://communityedition.medievalengineers.com/mantis/view.php?id=243</guid><comments>https://communityedition.medievalengineers.com/mantis/view.php?id=243#bugnotes</comments></item><item><title>0000352: Consider removing local coordinate systems</title><author></author><link>https://communityedition.medievalengineers.com/mantis/view.php?id=352</link><description><![CDATA[Currently there are local coordinate systems that are stored in the global session component MyCoordinateSystem.

This seems to only really be used so when building a new grid near an existing grid the alignment snaps to the other grid.  It should be possible to do this by just querying the pruning structure for nearby grids and snapping the build placer to those grids.

The local coordinate system code is also used when connecting grids together using GridSmallToLargeComponent.  This should probably just be done by comparing the orientation and position of the two grids directly.

Reasons to remove:
- all coordinate systems appear to be persisted on the session
- there's some bug where fractured grids take over the coordinate system's orientation and cause it to move around, making future builds snap to a weird orientation]]></description><category>Enhancement</category><pubDate>Fri, 17 Jul 2026 05:19:22 -0700</pubDate><guid>https://communityedition.medievalengineers.com/mantis/view.php?id=352</guid><comments>https://communityedition.medievalengineers.com/mantis/view.php?id=352#bugnotes</comments></item><item><title>0000156: That one "Neon Green" Foliage</title><author></author><link>https://communityedition.medievalengineers.com/mantis/view.php?id=156</link><description><![CDATA[There is this one cactus in the desert area of the game. It's LOD looks very weird. It has this overly neon-look, which makes pop stick out of the games visuals. It almost looks like a dev texture. I know it's a little thing but it throws me out of the immersion every time i see it.]]></description><category>Enhancement</category><pubDate>Fri, 17 Jul 2026 05:19:15 -0700</pubDate><guid>https://communityedition.medievalengineers.com/mantis/view.php?id=156</guid><comments>https://communityedition.medievalengineers.com/mantis/view.php?id=156#bugnotes</comments></item><item><title>0000382: Incorrect models</title><author></author><link>https://communityedition.medievalengineers.com/mantis/view.php?id=382</link><description><![CDATA[The Wheat_Grown_LOD1 model is much smaller than Wheat_Grown, causing very visible differences when the LOD switch occurs.

The PlantWithHerbs, PlantWithoutHerbsSapling, and PlantWithoutHerbs all have badly fitting UVs on the lower fronds that lead to a neighboring texture region leaking in, and overdraw.

Missing a withered herbs model.]]></description><category>Bug</category><pubDate>Fri, 17 Jul 2026 05:19:04 -0700</pubDate><guid>https://communityedition.medievalengineers.com/mantis/view.php?id=382</guid><comments>https://communityedition.medievalengineers.com/mantis/view.php?id=382#bugnotes</comments></item><item><title>0000374: Support decals on grids</title><author></author><link>https://communityedition.medievalengineers.com/mantis/view.php?id=374</link><description><![CDATA[During the 0.7.0 changes the ability for grids to receive decals after impacts / damage was removed.  Support for this should be re-added.]]></description><category>Enhancement</category><pubDate>Fri, 17 Jul 2026 05:18:57 -0700</pubDate><guid>https://communityedition.medievalengineers.com/mantis/view.php?id=374</guid><comments>https://communityedition.medievalengineers.com/mantis/view.php?id=374#bugnotes</comments></item><item><title>0000366: Incorrect textures</title><author></author><link>https://communityedition.medievalengineers.com/mantis/view.php?id=366</link><description><![CDATA[PineTree22m_LOD3's texture (LeafConifersLOD3, bottom right) is the wrong color of green, causing abrupt LOD transitions
SteppeYellowGrass_Grass_4_ng and SteppeYellowGrass_Grass_6_ng have incorrect normal map and glossiness values.
Glossiness of leaves in PalmTreesLOD3_ng and PalmTree_ng needs to match.]]></description><category>Bug</category><pubDate>Fri, 17 Jul 2026 05:18:47 -0700</pubDate><guid>https://communityedition.medievalengineers.com/mantis/view.php?id=366</guid><comments>https://communityedition.medievalengineers.com/mantis/view.php?id=366#bugnotes</comments></item><item><title>0000329: Unable to remove safe area</title><author></author><link>https://communityedition.medievalengineers.com/mantis/view.php?id=329</link><description><![CDATA[I have a rented server set up with several safe zones, and have had issues removing safe areas in creative game mode. You can press F on it to remove, as it says in-game, but the reference in sandbox_0 remains. I ended up needing to manually remove them via editing.

The map may have changed game modes several times too in case that is of any relevance




Side note: I tried renaming Mining Area to customize them too, but the game just re-names them on load]]></description><category>Bug</category><pubDate>Fri, 17 Jul 2026 05:17:15 -0700</pubDate><guid>https://communityedition.medievalengineers.com/mantis/view.php?id=329</guid><comments>https://communityedition.medievalengineers.com/mantis/view.php?id=329#bugnotes</comments></item><item><title>0000234: Barbarians and deer drop from the sky when spawning (+ no fall damage?)</title><author></author><link>https://communityedition.medievalengineers.com/mantis/view.php?id=234</link><description><![CDATA[As the title says. 
The heights they drop from can vary, sometimes it's just half a block, sometimes it's several meters. 
From this I conclude they also take no fall damage (probably a workaround to prevent them from immediately dying upon spawn).]]></description><category>Bug</category><pubDate>Fri, 17 Jul 2026 05:17:06 -0700</pubDate><guid>https://communityedition.medievalengineers.com/mantis/view.php?id=234</guid><comments>https://communityedition.medievalengineers.com/mantis/view.php?id=234#bugnotes</comments></item><item><title>0000136: Character gets stuck in crossbow reload animation when the crossbow breaks</title><author></author><link>https://communityedition.medievalengineers.com/mantis/view.php?id=136</link><description><![CDATA[When you shoot a crossbow and it breaks afterwards, your character gets stuck in the crossbow reload animation, causing the character's arms act weirdly with other tools and extreme slowdown when running around.
Only a respawn fixes it and resets the character's animation.]]></description><category>Bug</category><pubDate>Fri, 17 Jul 2026 05:16:59 -0700</pubDate><guid>https://communityedition.medievalengineers.com/mantis/view.php?id=136</guid><comments>https://communityedition.medievalengineers.com/mantis/view.php?id=136#bugnotes</comments></item><item><title>0000528: Session temporary files are not cleaned up</title><author></author><link>https://communityedition.medievalengineers.com/mantis/view.php?id=528</link><description><![CDATA[Temporary files are put in `%AppData%\MedievalEngineers\CurrentSession`, and are intended to be cleaned up once the files get moved to the final location during a save operation.
However while the files to get copied to the final location, the temporary files are not deleted until a new world is loaded.

This causes roughly the entire save worth of files to be leaked after each auto save, and not recovered until the session reloads.  This is BAD but currently no data gets lost and fixing this is too dangerous to rush.
Until this is resolved ensure your game (servers) restart often enough that your host don't run out of disk space.]]></description><category>Bug</category><pubDate>Fri, 17 Jul 2026 05:11:07 -0700</pubDate><guid>https://communityedition.medievalengineers.com/mantis/view.php?id=528</guid><comments>https://communityedition.medievalengineers.com/mantis/view.php?id=528#bugnotes</comments></item></channel></rss>
