Known issues
Status: TalePainter 1.1.0. The next release isn’t out yet, but the fixes below are already done in the source code.
Fixed for the next release
Section titled “Fixed for the next release”| Problem in 1.1.0 | Workaround until then |
|---|---|
| RAM setting in Preferences has no effect | Edit the start file |
| Mossy cobblestone exports as an error block | Type the correct block name |
| Custom terrains missing in Global Operations | none |
| Modded blocks in custom materials aren’t saved | set up in one go |
| Custom material keeps only one entry | set up in one go, don’t reopen in between |
| Export time remaining is way off | none, more RAM helps |
| Water lilies and duckweed not on the water surface | none |
| Heightmap import without separate X/Y scaling | none |
| Read-only layers can still be changed by some tools | none |
The next release will also stop exports with a world height other than 320, instead of creating a world nobody can join.
Not fixed yet
Section titled “Not fixed yet”| Problem | Workaround |
|---|---|
| Cave and tunnel layers broken | cave tool in Hytale or cave prefabs |
| Resources layer unreliable | don’t use it |
| Plants from custom materials missing under water | paint on dry ground, /fill Fluid_Water in game |
| Global operations only use the union of layers | inverse layers + Except on |
| Image masks limited to 15 colours | none yet |
| Panels can’t be undocked, pin icons missing | none yet |
| Dark mode doesn’t apply | none yet |
| Freeze in fullscreen on some screens | use a window |
| Some chunks don’t load on very large maps (10k × 10k) | send crash logs in a ticket |
Found something new?
Section titled “Found something new?”Report it in the Bug-Reports channel on Discord with your TalePainter version, system and steps to reproduce.
