MuckReplayable
Replayable Muck overhaul with private friend joining, true off-hand shields, beds, third person, world saves, connected caves, balanced artifacts, new mobs, and major fixes.
By Yure
CHANGELOG
Changelog
0.9.5
- Rebalanced mushrooms, apples, pies, soups, Chunky Hammer, Chunkium processing, Chief's Spear, Adamantite Pickaxe, Gronk's Sword and Wyvern Dagger
- Added Coal-equivalent Charcoal from smelted Wood
- Added Impossible difficulty at three times Gamer combat/economy pressure and capped all active mobs at 300
- Added 16-player lobbies, host-only live settings, Steam friend invites, cancellable group return-to-lobby, simultaneous shared containers, faded dead-player markers and map pings
- Added accurate inventory statistics, chat history/commands, C crouching, hotbar-first pickup, faster eating, shorter full days, halved integer revive time and reduced attack/jump stamina use
- Added 30-second artifact-chest sinking after three-choice selection
- Removed Cave Stalker and replaced it with grounded, unseen, ore-linked cave encounters using a 0.07% per-second respawn roll
- Added dark cave ambience, real torch light pools, underground ambient-spawn suppression, surface-NavMesh bootstrapping and a cave-local wall/floor-aware motor
- Added deterministic structure/resource spawn safety plus the requested multiplayer, UI, achievement, interaction, audio, combat and persistence fixes
- Completed a live menu-to-world regression audit with 32 unique seeds, 161 item records, visible recipes/Wheat, 25 artifact effects, 8 connected entrances, 234/234 tunnel floor probes and no runtime patch exceptions
- Advanced multiplayer protocol to 16
0.9.4
- Raised the default underground mineral target from 384 to 480 and migrated existing 72/96-slot configurations to the new budget
- Added mesh-validated wall and ceiling deposits in tunnels, junctions, and the shared cavern; selected cave surfaces target 50% floor, 30% wall, and 20% ceiling
- Aligned each mineral model to its surface normal with projected-bounds placement so wall and ceiling deposits neither float nor disappear inside the shell
- Kept ore guards floor-projected even when their associated deposit is attached to a wall or ceiling
0.9.3
- Stopped deleting every unselected mineral root during cave redistribution; invalid cave slots now leave their resources safely on the surface
- Added Rock and Coal to cave minerals and replaced equal-per-type selection with a 26/24/22/13/8/4/2/1 Stone-to-Ruby progression curve
- Ground-validated every underground deposit, aligned its visible base above the cave floor, and retained all overflow surface minerals
- Added a deterministic per-deposit guard roll: 90% empty and 10% one lazily activated Cave Stalker, with no island-wide idle AI swarm
- Filled chamber wall cuts above and below each passage, added collider-free axis-aligned seam liners, and replaced flat chamber ceilings with irregular domes
- Terminated access, backbone, and branch tubes at chamber boundaries instead of room centres, removing low tunnel roofs from inside caverns; added narrow hidden floor bridges across every seam
- Spatially indexed cave occupancy checks and cached the result once per frame
- Stopped repeated native UI reconstruction, bounded village discovery scans, and removed cave reflection allocations
- Removed decorative cave-rock colliders and synchronized AI scan spikes
- Connected surface arches directly, separated junctions and the shared cavern, and removed intersecting far-link tubes
- Rebuilt cavern apertures and entrance transitions to remove collidable wall, floor, and ceiling intersections
- Added terrain-only entrance placement, inward terrain-profile validation, and safer physical terrain cuts
- Prevented short cave links from disappearing and supported custom cave generation without vanilla cave prefabs
- Stabilized cave/village discovery keys, retained vanilla cave markers, and reduced repeated scene scans
- Cached cave water renderers and constrained deep-cave biome overrides
- Kept vanilla Cow and Bull as the only naturally spawning neutral animals
- Fixed intermittent Workbench and Anvil recipe disappearance for shields and Bed
- Advanced multiplayer protocol to 15 for the corrected cave topology
0.9.2
- Generated independent non-repeating seeds for blank-seed worlds; verified 32/32 unique non-zero results
- Changed saved-world rows to selection-first management with explicit host, Public/Friends/Private access, and a recoverable two-step Delete action on every row
- Continued worlds now open the native host lobby and wait for Start Game instead of auto-entering
- Added synchronous atomic save-on-exit for active host worlds when leaving a run or quitting the application
- Made Workbench Wood Shield cost only 10 Wood and Workbench Bed cost only 15 Wood, and removed the shield equip fly-in while clarifying its raised block pose
- Added Wood Shield (9%), Steel/Iron Shield (4.5%), and Gold Shield (3%) to structure chest loot tables
- Preserved vanilla cave structures and keep Replayable entrances at least 85 metres away from them and 230 metres apart
- Fixed an out-of-range cross-link query that left the eight access tunnels disconnected and prevented the backbone, shared cavern, junctions, and ores from spawning
- Restored 64 connected cave meshes, deepened all junction overlaps, and added irregular stone blends around cave seams
- Rejected low coastal entrances, added a buried walkable apron, removed blocking seam-rock colliders, cut coarse terrain triangles across cave mouths, and added natural rock shoulders around edges
- Raised the default cave target from 288 to 384 balanced ore nodes while retaining a balanced target of 48 original surface deposits
- Suppressed water rendering and DayCycle underwater fog throughout cave volumes while preserving normal rendering after exit
- Guarded discovery notifications against stale UI references, rescan late-generated villages so discovered camps always receive map markers, and retained multiplayer protocol 11 with a stricter rules signature
- Reworked Forest Stag and Razor Boar silhouettes with distinct muzzles/snouts, ears, branched antlers or tusks, tails and mane pieces rather than colour-only cow variants
- Expanded the regression audit to check entrance blockers and aprons, animal silhouette parts, cave floors and ores, water/fog suppression, save-on-exit, and runtime exceptions
0.9.1
- Fixed every main-menu button label disappearing after the mod rewrote vanilla TextMeshPro layout state
- Removed the once-per-second global label mutation and retained Muck's native button geometry
- Kept new Public, Private / Friends, Worlds, Open Public, and Open Private labels single-line through safe per-label sizing
- Verified rendered main-menu and ESC-menu screenshots with every label visible
0.9.0
- Added code-free Private / Friends lobby discovery and fixed invisible, wrapped, and unstable native menu labels
- Set attack and jump stamina costs to 75% of vanilla and delayed regeneration by 0.2 seconds after every spend
- Reworked shields as real synchronized left-hand equipment: no shield HP bonus, passive 5-17% reduction, raised strength exactly x3, and corrected first-person/resting/blocking poses
- Added a collision-aware V-toggle third-person shoulder camera with wheel zoom
- Added Workbench beds, night-only synchronized sleep, wake conditions, and x7 night speed while every living player sleeps
- Changed final-boss victory to grant completion and return all players to the persistent island instead of ending the run
- Advanced multiplayer protocol to 10 and completed live-world regression checks for menus, stamina, shield damage/visuals, crafting, bed construction, and sleep acceleration
0.8.1
- Added Wood, Gold, Steel, Mithril, Adamantite, Obamium, and Chunkium shields with stable item IDs, generated icons, low-poly models, tiered recipes, and save support through Muck's existing left-hand shield slot
- Added RMB stamina-based blocking, rechargeable held-shield capacity, tiered damage reduction, and LMB blunt shield bashes
- Synchronized blocking and authoritative reduced damage for multiplayer and advanced the network protocol to 9
- Added scene-order-safe Workbench/Anvil recipe injection and verified all seven item records, recipes, sprites, meshes, materials, equipping, shield capacity, and damage reduction in a live world
0.8.0
- Renamed the mod and package to Muck Replayable and advanced the multiplayer protocol to 8
- Added fixed one-line button labels, deterministic menu order, and separate ESC Open Public / Open Private controls
- Replaced the artificial radial cave hub with an asymmetric deep backbone, three long cross-links, varied junction depths, and a shared cavern
- Moved entrance tunnels below terrain, removed portal-like collars, retained continuous physical walking, and kept 288 underground ores
- Added discovery-only map markers for individual traders
- Added day-scaled armored monster variants using low-poly armor plates and modest health bonuses
- Set movement and attack speed to x1.5, base damage to x1.3, and critical chance to +10 percentage points
- Made attacks consume one reduced jump of stamina, halved the previous jump cost, and doubled stamina recharge
- Extended daytime x1.3, shortened night to x0.8, widened Bob's travel area and speed, and halved Guardian laser damage/spike radius
- Simplified Creative to all recipes unlocked and resource-free crafting/building/repairing only
- Added hammer repair and three structure upgrade tiers with durability, faster upgraded furnaces/cauldrons, save persistence, and multiplayer synchronization
- Verified a clean BepInEx startup with zero errors, exceptions, or Harmony failures