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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
| Date uploaded | 3 hours ago |
| Version | 0.9.5 |
| Download link | Yure-MuckReplayable-0.9.5.zip |
| Downloads | 2 |
| Dependency string | Yure-MuckReplayable-0.9.5 |
This mod requires the following mods to function
BepInEx-BepInExPack_Muck
BepInEx pack for Muck. Preconfigured and ready to use.
Preferred version: 5.4.1101README
Muck Replayable 0.9.5
Installed BepInEx mod for the Steam Mono build of Muck.
Controls
F6: open Public Servers / Worlds from anywhereF5: save the current host run to the active slotF9: continue the active slotF4: sort the backpack and combine partial stacksV: toggle the collision-aware third-person shoulder camera; mouse wheel changes distance- Spectator
LMB/RMB: cycle living players; wheel: zoom;F: follow/free-camera toggle - Shield equipped in the left-hand slot: hold
RMBto block; a shield placed in the main hand can useLMBfor a blunt bash - Bed: interact at night to sleep; movement, jump, interact, or damage wakes the player
C: crouch
Implemented systems
- Finite enemy aggro: line-of-sight acquisition, last-seen search, distance/home leash, target clearing, and return-to-spawn
- Rebalanced HP/damage/day/chest curves; resource-only damage ×2.5; larger stacks; faster processing
- Sprinting and swimming use 60% stamina; jumping costs 60% of vanilla and attacking costs 67.5%; stamina regeneration begins 0.2 seconds after the last spend
- Walking, sprinting, acceleration, and swimming propulsion run at 150% of vanilla speed; base attack speed is ×1.6 and damage is ×1.3
- Passive hunger depletion is 60% of vanilla by default; food restoration values are unchanged
- Every artifact chest now pauses for a three-card choice: tier, icon, current/next stacks, calculated effect, and the original description are shown; all 25 artifact effects use capped diminishing-return curves and the host validates exactly one choice
- Native main-menu Public Servers, Private / Friends, and Worlds buttons; ESC Open Public and Open Private controls; late join synchronizes players, world state, active monsters, shields, sleepers, and upgraded structures
- Host packet sanity checks for mob hits, resource hits, interactions, armor, chests, and building requests
- Minecraft-style list of 24 named host worlds, ordered by last played; clicking selects a world instead of loading it, each row has a two-step recoverable Delete action, and continued worlds support Public/Friends/Private lobby access; compressed atomic saves include backups, seed/day/time, player state, builds, chests, drops, discoveries, and destroyed resource IDs
- New runs bind autosave to an empty slot instead of overwriting an existing run; day-zero saves are blocked, failed Continue attempts are cancelled, unsafe cross-seed hot-loads are refused, and corrupt primaries recover from their backup
- Restored clocks, destroyed resources, builds, chest cells, ground items, and ground powerups are synchronized to connected clients
- Vanilla multiplayer fixes for host powerup double grants, positioned-drop object IDs, repeatable door interaction, stale containers, chest ownership, malformed packets, and duplicate/missing pickup messages
- Rebuilt spectator camera with wrapping target selection, automatic dead/disconnected-target recovery, collision zoom, and a free camera that can move both up and down
- Focused Creative mode: all recipes are visible and crafting/building/repairing costs no resources; developer catalog, flight, invulnerability, and money cheats were removed
- Community-requested QoL: hotbar-first pickup, bounded high-ping pickup cooldown, backpack sorting/stack merging, safe chest shift-click, reliable item/icon redraws, and crash-safe respawning without a valid grave
- Player structures take 40% enemy damage by default while unsupported-structure collapse still behaves normally
- Lightweight English-only mod panels built from Muck's own brown menu texture, orange label colour, and inventory-slot frame
- 281-sample expanded island (configurable), with dependent player spawn radius scaling
- Eight widely separated terrain-cut cave mouths feed a continuous deep backbone, uneven junction depths, and a separate three-way shared cavern. Up to 480 mesh-validated deposits target 50% floor, 30% wall, and 20% ceiling while following a common-to-rare Stone/Coal/Iron/Gold/Mithril/Adamantite/Obamium/Ruby curve; overflow minerals stay safely on the surface. Ten percent of underground nodes may receive one grounded vanilla enemy, with unseen 0.07%-per-second replacement rolls and a hard global 300-mob cap
- Six networked combat mob types with independent IDs and spawn balance: Goblin Raptor Rider, Powder Goblin, Storm Shaman, Crystal Golem, Ember Wyvern, and the Ancient Warden boss; Cave Stalker is removed and neutral wildlife remains Muck's vanilla cows and bulls
- Correct weighted spawning now honors each monster's
maxWeight; new enemies ramp in from days 2–7 and the Ancient Warden joins the boss rotation without replacing neutral animal zones - Additional deterministic cosmetic variants remain available for vanilla monsters
- Versioned runtime texture overrides; Unity archives remain untouched
0.9.5 current consolidated build
- Added Impossible after Gamer: enemy health, damage, spawn pressure, and chest-price pressure scale to three times Gamer, with a 300-enemy safety ceiling
- Rebalanced all requested food, soup, mushroom, weapon, tool, and smelting values; added held Gronk Sword critical chance and Wyvern Dagger movement speed
- Added Coal-equivalent Charcoal by smelting Wood, reusing the wood model and coal material/icon/fuel behaviour
- Made chests, furnaces, and cauldrons safely accessible to multiple players at once, with deterministic synchronized chest amounts
- Added host-only live lobby settings, 16-player lobbies, Steam friend invites, pause/game-end Lobby return buttons, cancellable three-second group return, persistent faded dead-player markers, and map pings
- Added Better Statistics-style exact inventory stats and BetterChat-style history, empty-message closing, command limits, and typing-safe hotkeys
- Added
Ccrouching, hotbar-first pickup, 1.3x food-use speed, halved integer revive time, 0.8x full-day duration, and reduced attack/jump stamina costs - Added 30-second sinking artifact chests after the three-choice reward opens
- Removed Cave Stalker. Cave mineral encounters now choose grounded non-flying enemies, activate only for players inside/near caves, respawn only while unseen at 0.07% per second, suppress normal zone spawns underground, and stop globally at 300 mobs
- Added a cave-local ground motor with floor projection, wall/slope steering, and network repositioning from a valid surface NavMesh bootstrap; cave darkness, torch light pools, and water/fog suppression are restored on exit
- Added deterministic structure/resource safety passes for house/tent access, steep slopes, structure overlaps, resources inside buildings, and mobs spawning on structures
- Fixed Chief spin persistence/hitbox, one-shot Woodman hostility, boat/gem-map pickup events, boat-repair hotbar redraw, Bob over-heal, damage-taken statistics, settings/pause navigation, resolution persistence, close-range interaction, achievement reload/Underdog, gameover camera/layout, sound falloff, and workbench material consistency
- Runtime regression: 32/32 blank seeds unique, 161 catalog items with no missing sprites, Wood Shield and Bed recipes visible, Wheat held/drop meshes visible, all 25 artifacts covered, 8 physical entrances, 234/234 tunnel-floor probes, 311 underground ore nodes observed, no portals, and no runtime patch exceptions
- Advanced multiplayer protocol to 16
0.9.4 cave mineral and topology build
- Raised the default cave mineral budget from 384 to 480, added tunnel/chamber wall and ceiling probes, and target-balanced validated surfaces at 50% floor, 30% wall, and 20% ceiling
- Rotated deposits onto the actual mesh normal and used projected renderer bounds to keep every floor, wall, and ceiling model outside the cave shell
- Removed the destructive excess-ore pruning pass, included Stone and Coal in redistribution, and surface-validated every destination before moving its resource root
- Replaced equal type counts with a 26/24/22/13/8/4/2/1 common-to-rare mineral weighting while preserving every unplaced or overflow surface node
- Added one deterministic lazy Cave Stalker to 10% of underground deposits; 90% have no guard and distant guards consume no active AI work
- Segmented chamber walls so only the passage's actual height is open, added collider-free seam liners on the real corridor axis, and changed flat ceiling fans into irregular domes
- Moved every access/backbone/branch tube endpoint to its chamber boundary so no low tunnel roof crosses a room, with short hidden floor colliders spanning only the remaining seam
- Added a spatial index and one-check-per-frame cache for cave occupancy instead of scanning hundreds of tunnel volumes on every patched query
- Stopped rebuilding native menu and pause UI hierarchies every second, bounded late-village scans, and removed per-frame reflection allocations inside caves
- Removed decorative cave-rock mesh colliders that caused snagging and inflated the physics broadphase
- Joined the surface arch directly to the access tube, spread crowded junction endpoints, separated the shared cavern, and removed closed far-link tubes that could intersect each other
- Cached duplicate monster line-of-sight checks and staggered mob/build scans to prevent synchronized AI spikes
- Rebuilt chamber shells with a separate outer annulus so connecting tunnels cut real wall, floor, and ceiling apertures instead of intersecting closed chamber faces
- Widened chamber apertures to exceed their tunnel width and removed duplicate horizontal sleeves that crossed sloped access routes
- Added a smooth 48-metre entrance-slope transition so every access route reaches its junction horizontally without a ceiling collision or one-way ledge
- Extended and widened physical terrain cuts, required entrance raycasts to hit the actual map collider, and rejected terrain profiles that would expose a tunnel
- Prevented short seed-dependent links from silently disappearing and allowed connected caves even when a seed contains no vanilla cave prefab
- Cached hidden water renderers, constrained the deep-cave biome override, and guaranteed temporary water-height restoration after errors
- Kept vanilla and Replayable cave markers together, migrated discovery keys to stable positions, and reduced expensive late-village scans
- Kept Muck's original Cow and Bull as the only naturally spawning neutral animals while retaining custom enemies and the Ancient Warden
- Fixed intermittent Workbench and Anvil recipe disappearance and kept Wood Shield, metal shields, and Bed visible at their correct stations
- Advanced multiplayer protocol to 15 because cave topology and synchronized performance structures changed
0.9.2 connected-cave and terrain hotfix
- Blank-seed worlds now use independent GUID/time/counter entropy instead of Unity's replayable global random sequence; a live audit generated 32/32 unique non-zero seeds
- World rows now select without entering, expose their own two-step recoverable delete action, and open continued worlds as normal host lobbies with Public, Friends, or Private access instead of auto-starting as if joining a server
- Active host worlds save synchronously and atomically when leaving the world or quitting the application, with duplicate shutdown callbacks safely throttled
- Wood Shield is pinned to the Workbench tool tab and costs only 10 Wood; Bed is pinned to the Workbench build tab and costs only 15 Wood
- Structure chest loot tables have independent chances for Wood Shield (9%), Steel/Iron Shield (4.5%), and Gold Shield (3%), with duplicate injection prevented
- Shield visuals now snap directly into their resting pose on equip, avoid the far-to-near fly-in, and communicate blocking through a raised face-on pose with only a small scale change; remote players use the same distinction
- Preserved vanilla
Cavestructures and place Replayable entrances separately, at least 85 metres from them and 230 metres from one another - Fixed an out-of-range cross-link query that previously stopped generation after the eight surface-access tunnels, leaving them disconnected and empty
- Restored the complete backbone, three long cross-links, shared cavern, junctions, and raised the default underground ore target from 288 to 384 nodes
- Retained a balanced target of 48 original surface metal deposits and prune only excess nodes, so early progression no longer requires finding a cave immediately
- Rejected low coastal entrance locations and require every entrance to sit at least eighteen metres above the water plane
- Raised and narrowed the access tunnel, added a buried walkable apron across each mouth, removed colliders from decorative seam stones, and cut coarse terrain triangles that could bridge or block an entrance
- Shortened terrain cuts once the descending tube is below ground, added asymmetric seam stones and irregular chamber-opening blends, and deepened corridor overlap through every junction so the network reads as one continuous cave
- Force-disabled every water renderer while underground, replaced DayCycle's camera-height underwater fog with normal surface fog, and restored both states on exit
- Guarded landmark discovery messages against destroyed vanilla UI references
- Village candidates are rescanned after world generation, so a camp created after the initial map pass still appears once the player discovers it
- Advanced multiplayer protocol to 11 so older clients cannot generate mismatched cave topology
- The regression audit now checks entrance blockers and aprons, custom animal silhouette parts, cave floors and ores, water/fog suppression, save-on-exit, and runtime exceptions without treating vanilla caves as portals
0.9.1 button-label rendering hotfix
- Fixed all main-menu labels disappearing even though their TextMeshPro components reported valid text, color, font, and alpha
- Stopped rewriting the layout and visibility state of every vanilla button once per second
- New Public Servers, Private / Friends, Worlds, Open Public, and Open Private labels now inherit Muck's native geometry and only receive safe one-line sizing
- Verified the rendered main menu and the complete ESC menu from real screenshots, not only component-state logging
0.9.0 private join, stamina, shields, sleep, third person, and post-victory play
- Added a dedicated one-line
Private / Friendsmain-menu button and matching browser tab. It scans compatible Steam friend lobbies without asking for a lobby code; Steam invitations continue to join directly - Hardened all native main- and pause-menu labels so cloned buttons remain active, opaque, single-line, correctly sized, and in a deterministic order
- Changed jump and attack stamina costs to 75% of their vanilla values and added a real 0.2-second regeneration delay after every spend
- Reworked all seven shields to use Muck's actual
LeftHandedinventory cell. Equipping no longer grants shield HP or passive armor stats - Shield passive/raised reductions are 5/15%, 7/21%, 9/27%, 11/33%, 13/39%, 15/45%, and 17/51% by tier; raising the shield is exactly three times its passive effect
- Added independent left-hand first-person rendering: the shield rests small at the lower-left edge, moves toward the left-center while blocking, faces correctly, and never replaces the main-hand item
- Synchronized equipped shield tier and raised/lowered pose for remote players, while the host remains authoritative for damage reduction
- Added a
Vthird-person shoulder camera with obstruction collision and wheel zoom - Added a craftable Bed to the Workbench. Beds work only at night; sleeping locks local movement, wakes safely, synchronizes the lying pose, and makes night run at x7 only while every living connected player is asleep
- Final-boss victory now grants completion, restores the world and player controls, and returns everyone to the island instead of permanently ending the run
- Advanced the multiplayer protocol to 10 and verified the new catalog, recipes, live bed building/sleep acceleration, shield slot/visuals, 100→95 passive and 100→85 raised Wood Shield damage, and the delayed stamina refill in a live world
0.8.1 tiered shields (historical; behavior superseded by 0.9.0)
- Added seven real, non-stacking shield items with generated Muck-style icons and low-poly held models: Wood, Gold, Steel, Mithril, Adamantite, Obamium, and Chunkium
- Wood Shield is crafted in the Workbench tool tab; all metal shields are crafted in the Anvil weapon tab and unlock through their normal materials
- Equipping a shield in Muck's existing left-hand shield slot adds 12/18/24/32/42/52/60 rechargeable shield capacity by tier and displays a separate first-person shield model without replacing the main-hand weapon
- Holding RMB raises the shield, drains 5 stamina per second, consumes additional stamina when struck, and blocks 22%/28%/34%/40%/47%/53%/58% damage by tier
- LMB performs a blunt shield bash for 9/12/15/18/23/28/32 base damage by tier
- Shield item IDs, equipped visuals, block state, and reduced damage are synchronized in multiplayer; item IDs remain stable in world saves
- Advanced the multiplayer protocol to 9 so clients without the shield catalog cannot join an incompatible world
- Runtime verification covered the shield slot's
LeftHandedrestriction and save-cell membership, all seven recipes, sprites, meshes, materials, Workbench/Anvil placement, the equipped model, +12 Wood Shield capacity, and 100→78 Wood Shield block damage
0.8.0 Replayable identity, natural caves, combat and building progression
- Renamed the mod, assembly, lobby branding, package, and network protocol to Muck Replayable
- Fixed native and custom buttons to one line and deterministic visual order; added separate Open Public and Open Private pause-menu actions
- Replaced the artificial radial cave hub/ring with a seed-deterministic connected backbone, long loops, asymmetric junctions, and a deep shared cavern; moved entrance tubes below terrain and removed portal-like collars
- Added discovery-only Trader markers alongside caves, villages, and the ship
- Added deterministic iron/gold/adamantite-style armor plates to a day-scaled share of normal monsters, with a modest matching health increase
- Player baseline: movement ×1.5, attack speed ×1.5, damage ×1.3, critical chance +10 percentage points, attacks consume one reduced jump of stamina, jump cost −50% from the previous mod value, and stamina refill time is halved
- Daylight lasts ×1.3 and night lasts ×0.8 relative to 0.7.0
- Bob moves ×1.2 and uses an 85% wider flight area; Guardian laser damage and spike radius are halved
- Hammer hits now repair damaged player structures or upgrade full-health structures through three durability tiers; furnaces and cauldrons process faster at higher tiers, upgrades synchronize in multiplayer, and tier/HP persist in world saves
- Rebalanced Creative to exactly its intended scope: complete recipe unlocks and free crafting/building/repairing, without unrelated cheats or developer UI
- Verified clean BepInEx startup with one plugin loaded and zero Harmony, exception, or error log entries
0.7.0 worlds, join-in-progress, discoveries, and artifact balance
- Added native Muck main-menu buttons for Public Servers and Worlds; the obsolete code-entry join widget is hidden
- Replaced numbered save controls with a latest-first 24-world list; clicking a world creates its lobby and continues it directly
- Added an ESC pause-menu Open to Public toggle and code-free joining of compatible running worlds
- Added late-join bootstrapping for player roster, clock/day, builds, chests, dropped items, removed resources, discovered landmarks, and already-active monsters
- Made cave, village, and ship map icons discovery-based and persistent per world instead of revealing the island immediately
- Rebalanced the actual runtime getters for all 25 artifacts with readable current-to-next values and hard caps on runaway stacking
- Reworked cave chamber openings with narrow mesh cuts, overlapping rock sleeves, closed low-poly decorations, additional chamber ore slots, and warmer junction lighting
- Audited the runtime with 24 save slots, all 25 artifacts, hidden/discovered markers, 8 entrances, 24 principal routes, 288 cave ores, zero portals, and zero exceptions
0.6.0 movement, native UI, and terrain caves
- Multiplied player walk/run caps, movement force, and swimming propulsion by 1.2; multiplayer rule matching includes the value
- Replaced the custom dark/gold dashboard skin with textures and colours sampled directly from Muck's active menu and inventory UI
- Replaced four stretched cube walls per route with UV-tiled, irregular 16-sided terrain tunnel meshes and procedural cavern chambers
- Sorted ring connections by polar angle so outer routes cannot criss-cross because of entrance ordering
- Put ore slots in surface-access tunnels as well as the hub/ring, with 288 unique balanced nodes in the audited world
- Added exact cave-volume checks that disable swimming drag, stamina drain, drowning, underwater audio, and the global water renderer while underground
- Enlarged and enclosed the central cavern, cut tapered surface approaches through terrain, and retained Ground-layer mesh collision throughout
- Hardened stale monster target handling against player-disconnect races
- Added the supplied REPLAYABLE marketplace icon
0.5.8 item UI and map repair
- Removed the oversized enriched-tooltip override and restored Muck's original item descriptions
- Added defensive cleanup for obsolete translation overlays and re-enabled their original TextMeshPro labels
- Forced inventory, chest, hotbar, held-item, and pickup icon refreshes at the points where vanilla UI state changes
- Rebuilt hotbar-first pickup ordering without duplicate or inactive-cell assumptions
- Added a configurable 1024px detailed map with bilinear terrain sampling, hill shading, subtle contour lines, sharper lakes/coastlines, cave markers, and a ship marker
- Runtime regression audit passed all 152 items: zero missing sprites, zero missing materials, visible held/dropped Wheat, and matching populated/visible chest cells
0.5.9 progression blockers and performance
- Made dropped Wheat wider, permanently upright, and more strongly outlined so its very thin vanilla mesh cannot disappear when it falls flat
- Reduced passive hunger depletion to 60% without changing food healing, stamina restoration, or hunger restoration
- Rebuilt cave ore placement around 72 unique slots per tunnel and deterministically removed hundreds of stacked renderers/colliders
- Replaced portal-based cave boxes with eight real terrain openings and continuous walkable ramps; every entrance shares a large hub and outer ring, and all cave geometry uses the proper Ground layer
- Cached world summaries instead of decompressing complete saves on every IMGUI event; 2,400 cached lookups complete in about 106 ms in the current runtime audit
- Changed autosave compression to the low-stall GZip mode and replaced per-build full item scans with a prefab lookup
- Removed duplicate renderer/material texture scans, reduced detailed-map terrain sampling by about 80%, and throttled monster building searches
- Replaced default IMGUI windows with a unified dark-stone/gold game UI for the F6 hub, lobby browser, save archive, artifact cards, Creative catalog, and spectator HUD
0.5.7 UI responsiveness rollback
- Removed the language picker, translation patches, font registration, TextMeshPro replacement overlays, and recurring whole-scene UI scans
- Restored Muck's original English text components so button transitions, clicking, and selection are no longer intercepted by localization code
- Removed the obsolete
Platform.Languageconfig entry and Korean font assets from the installed/shareable package - Kept a tiny English-only string table solely for UI introduced by Reforged itself
0.5.6 Korean localization completion (superseded by 0.5.7)
- Audited the actual active and inactive UI trees in both Menu and GameAfterLobby scenes instead of relying on guessed label names
- Translated the remaining lobby, gameplay settings, crafting, pause, respawn, trade, loading, day, victory/defeat, interaction, boss, and system-chat strings
- Added non-destructive Korean display names for all 152 vanilla items and all 25 artifacts; internal names used by recipes, networking, saves, and achievements remain unchanged
- Added Korean item descriptions, crafting requirements, pickup/unlock messages, inventory statistics, entity names, and custom Reforged mob/boss names
- Corrected mismatches such as
Inverted Mouse Horizontal,Max FPS,Show Grass, and the vanillaAdamanite Oretypo
0.5.5 localization and UI fixes
- Added a prominent
언어 / Languagepicker to the vanilla Settings screen; F6 is no longer required to discover language selection - Bundled the official Gmarket Sans Medium TTF and apply it to the complete Korean canvas/IMGUI interface, including English hotkey labels
- Translated previously hard-coded Korean-facing save, Continue, lobby compatibility, Creative, spectator, backpack, catalog, and artifact-choice text
- Added Korean names and descriptions for every artifact displayed by the three-choice chest UI
- Added Korean translations for common vanilla Settings headings, controls, graphics/video/audio labels, and option values
0.5.3 bug fixes
- Fixed expanded-island map generation indexing so non-vanilla map sizes no longer crash while creating the minimap texture
- Artifact offers now fall back safely when fewer than three compatible powerups exist, remain modal, and restore the original input/cursor state after repeated opens
- Reforged mob registration is idempotent; vanilla cosmetic variants cannot stack twice on one mob
- Cosmetic goblin passengers are stripped before activation so they cannot register phantom AI, physics, collision, or sound objects
- Resource/mob hit validation now rejects missing players and destroyed targets before vanilla handlers dereference them
- Fixed host disconnect shutdown races, Continue/lobby scene races, creative flight during camera transitions, and unsupported even island-size settings
- Texture replacement skips shaders without
_MainTex, eliminating repeated material warnings
Important paths
- Installed plugin:
BepInEx/plugins/MuckReplayable.dll - Config:
BepInEx/config/kr.codex.muckreplayable.cfg - Run saves:
BepInEx/config/MuckReforged/Saves - Installed texture overrides:
BepInEx/plugins/MuckReplayableAssets/Textures - Extracted originals and ImageGen outputs:
MuckReforged/art - Pre-loader backup:
MuckReforged/backup-pre-bepinex-5.4.23.5 - Shareable release archives:
MuckReforged/releases
The save system is host-owned. Remote players keep vanilla client-authoritative inventory behavior; the host file is the canonical world checkpoint.
Multiplayer peers running Reforged must use the same protocol version. Reforged lobbies advertise a distinct game version so vanilla clients cannot enter a world containing custom mob IDs.
CHANGELOG
Changelog
0.9.8
- Split cave-mouth rendering from physical clearance, corrected radial chamber containment, tightened oversized junction liners, expanded visible floor repair, and removed remaining water-boundary flashes
- Extended anti-trap geometry checks across triangle centres, vertices and edges so visually open exits cannot retain a collidable wall wedge
- Improved underground target acquisition, live destination refresh and twelve-direction wall steering; monster armour is limited to a validated collider-free Goblin helmet
- Made furnaces server-authoritative at exactly one ore per bar, rejects stale client result increases, echoes accepted cells to all peers and tracks each furnace's fuel uses independently
- Fixed Rock and smeltable ores ignoring the 250 material cap because their vanilla records are incorrectly serialized as
ItemType.Axe; copied item instances are normalized too - Advanced the public package to 0.9.8 while retaining multiplayer protocol 19
0.9.7
- Fixed Rock, Iron/Gold/Mithril/Adamantite Ore and other smeltable resources remaining at the vanilla stack cap because Muck serializes them as
ItemType.Axe; stack limits are normalized on both catalog items and all copied instances - Split cave-mouth terrain into independent bounded visual and generous collision meshes, so entrances stay physically open without cutting a giant visible hole through the island
- Replaced box-shaped chamber occupancy with radial containment, tightened render-only junction liners, widened only the safe floor bridge, and hides the ocean plane at the cave boundary to remove water-edge flashes
- Extended the anti-trap pass from triangle centres to vertices and edge midpoints, while visible delayed floor repairs now cover up to 256 audited gaps
- Made furnace completion a single server-authoritative 1-ore-to-1-bar transaction, rejects stale client packets that increase the result slot, echoes canonical processor cells to every peer, and gives every furnace its own fuel-use counter instead of mutating Coal's shared asset state
- Let underground mobs detect players anywhere in the same connected cave, refresh moving targets, and sweep twelve steering directions instead of idling at a blocked corner
- Restricted monster armour to one collider-free helmet attached to a validated Goblin skinned head bone; stale and unsupported plates are removed instead of floating around arbitrary mobs
- Added a full-network anti-trap collision pass that carves only wall triangles crossing another tunnel/chamber walkable interior, eliminating enclosed overlap pockets without removing floors or ordinary cave boundaries
- Guaranteed a much denser common cave distribution (30% Stone, 27% Coal, 24% Iron, 11% Gold) and deterministically creates/network-registers missing common nodes instead of filling the cave with upper tiers
- Restricted mineral guards to live, registered, active and rendered ore nodes; guards use the actual ore position and cannot appear while a player is looking at the deposit
- Removed erroneous upper-arc movement triangles from both tunnel generators, fixing invisible collision walls at sloped transitions and mesh joins
- Forced every artifact chest through the three-card selection flow, migrated profiles with the retired toggle disabled, and removed the last vanilla random-reward fallback
- Fixed invisible cave minerals by removing relocated nodes from their original surface chunk/LOD lists, activating them on placement, and assigning multiplayer-aware distance culling underground
- Added delayed render-only repairs for unintended tunnel wall gaps without sealing chamber or tunnel-end openings
- Prevented Woodman/trader zones from accepting cave-floor ray hits, retries safe surface positions, and excludes villagers from cave encounters and cave motors
- Fixed 90-degree-tipped houses/tents before bounds placement and made spawned normal/powerup chests follow every structure rotation and relocation; a post-generation anchor audit repairs any remaining detached contents
- Excluded vanilla cave prefabs from movable-building correction so their terrain mouths stay aligned
- Repositioned and resized monster armour from validated rig bones instead of world axes; incompatible pieces are omitted instead of floating beside non-humanoid mobs
- Separated cave visuals from movement collision: ceilings still render, but upper tunnel/chamber faces no longer form hidden collision traps where procedural pieces overlap
- Added delayed player-capsule headroom auditing and partially embedded ceiling/wall ores to keep their colliders outside the walking envelope
- Added a server-authoritative, tier-scaled 10–16% shield surge chance that triples one hit's damage reduction (90% cap) without rerolling during multiplayer damage synchronization
- Preserved authored world-structure bases, repaired visibly tipped towers/totems by rendered proportions, and applied build-item X/Z corrections consistently to previews and placed/saved builds
- Replaced cube monster armour with faceted collider-free low-poly plates and stripped stray ground/rock placeholder renderers from custom mobs and riders
- Rebuilt the Bed inventory icon at 192px with a clearer wide isometric silhouette, inset headboard, outlined frame, distinct linen, pillow, folded blanket, highlights, shadow and visible legs
- Enlarged the placed Bed to 2.4x width, 1.5x height and 3.75x length with matching collision, interaction, sleep pose and sleep-camera anchors
- Inset the Bed headboard inside the frame and raised its Workbench recipe from 15 Wood to 20 Dark Oak Wood
- Replaced the redundant vanilla Host Lobby entry with Worlds and separated Multiplayer into its own single-line main-menu button
- Advanced multiplayer protocol to 19 because deterministic common-ore supplements extend the synchronized resource-ID stream
0.9.6
- Inset the Bed headboard posts and rails inside the frame envelope and raised its Workbench recipe from 15 Wood to 20 Dark Oak Wood
- Enlarged the placed Bed to 2.4x width, 1.5x height and 3.75x length, with matching collision, interaction, sleep pose, and sleep-camera anchors
- Replaced the redundant vanilla Host Lobby entry with Worlds and separated Multiplayer into its own single-line main-menu button
- Rebuilt cave rendering with independent two-sided visual geometry so walls no longer disappear from their reverse side
- Added continuous tunnel and chamber floor seals to cover procedural seams without duplicate movement colliders
- Replaced the instant cave blackout with an entrance-distance/depth fade, restored every fog setting on exit, delayed ocean hiding behind full cave occlusion, and raised cave ambient light to roughly three times normal night intensity
- Rebuilt the Bed as a compact multi-part low-poly model with a generated wood/linen atlas and isometric icon; fixed its 2x build ghost, inherited floor collider, wrong destruction drop, oversized pickup, placement rotation, sleep alignment, remote pose and accumulating camera roll
- Corrected shield ID allocation, main-hand bash range/scale, first-person idle/block positions, transition speed and multiplayer pose readability
- Preserved and automatically repairs the authored orientation of sideways battle totems
- Made the Goblin Rider use Lil Dave explicitly and stripped cosmetic ground/rock renderers from its passenger model
- Consolidated the three main-menu entries and two pause-menu access buttons into one Servers / Worlds hub, with Public, Private / Invite and Closed host controls inside it
- Closed the entrance ramp sides and underside, hid emergency collider-only floor patches, and added delayed floor anchoring so cave torches cannot remain suspended after mesh cooking
- Removed shield depth/scale popping between idle and block poses; clipped and auto-sized single-line menu labels, compacted small-screen artifact cards, and added outlined anti-aliased discovery markers
- Clamped the world/server hub to the current display and kept its world rows stable and single-line at smaller resolutions
- Fixed deep-cave water renderers alternating off/on every frame, and restore cave fog/ambient overrides immediately during scene reset to prevent stale sky lighting
- Moved sleep posing after animation updates, uses the humanoid hips when available, restores the exact original pose on wake, and corrected malformed bed prompt markup
- Filtered particles, passengers, weapons and oversized effect bounds out of monster armour sizing; armour pieces now follow matching head/chest/shoulder bones instead of floating at the root
- Kept neutral cow/bull visuals vanilla, stopped permanent per-frame landmark renaming, and made spectator, server/world and save-list layouts responsive at smaller resolutions
- Kept the public package version at 0.9.6 and advanced the deterministic multiplayer protocol to 18
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
- Replaced the floating flat entrance apron with a continuous 27-degree ramp and tapered terrain cut; rebuilt the mouth as embedded, asymmetric rockwork
- Widened tunnel shelves and chamber bridges, added complete aperture liners/ceiling seals, and added delayed floor/wall/ceiling integrity auditing with bounded floor repair
- Spaced and stabilized cave minerals, removed cave-mob raycast allocations and NavMesh snap-back, added wall-safe knockback, and limited guard spawn bursts
- Fixed the artifact-choice overlay continuing to draw cleared choices after a selection
- 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 17 for the corrected deterministic cave topology
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