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Yure-MuckReplayable-1.1.10 icon

MuckReplayable

Oh god I forgot asset folder for few updates

Date uploaded 2 weeks ago
Version 1.1.10
Download link Yure-MuckReplayable-1.1.10.zip
Downloads 316
Dependency string Yure-MuckReplayable-1.1.10

This mod requires the following mods to function

BepInEx-BepInExPack_Muck-5.4.1101 icon
BepInEx-BepInExPack_Muck

BepInEx pack for Muck. Preconfigured and ready to use.

Preferred version: 5.4.1101

README

Muck Replayable 1.1.10

1.1.10

  • Oh god I forgot asset folder for few updates

1.1.9 — Accessories and Balancing

  • Added Necklace Of Greed: 1 Ancient Core + 69 Gold Bars (+25% loot).
  • Added Necklace Of Deflection: 1 Ancient Core + 69 Mithril Bars (15% chance to deflect an incoming hit).
  • Added Ring Of Power: 10 Fireballs + 25 Chunkium Bars (+18% base damage).
  • Added Ring Of Speed: 10 Lightningballs + 25 Chunkium Bars (+12% movement speed).
  • Added Ring Of Haste: 1 Wyvern Claw + 25 Chunkium Bars (+12% attack speed).
  • Added Ring Of Defense: 10 Waterballs + 25 Chunkium Bars (+12 defense).
  • Right-click an accessory in the inventory to equip it. One Ring and one Necklace can be equipped, and neither can be removed or replaced during the current run for now.
  • Equipped accessories are shown in the inventory overlay and preserved by Replayable run saves.
  • Baseline attack speed is now 105%, leaving Ring Of Haste as a meaningful upgrade.

WIP: New biomes, reimplementation of caves, more achievements, and new bosses.

Join our Discord server

1.1.6 — Content integration, customization and stability

  • Added ore-tier bows and arrows with anvil recipes, multiplayer-safe IDs, tier damage and material-tinted visuals. The set covers Iron, Gold, Mithril, Adamantite, Obamium, Stone, Ruby and Chunkium variants.
  • Added compact hover stat display for items, weapons, bows, arrows, armour, food and fuel, with powerup stack/current-effect details.
  • Opened chests now leave a non-interactive visual copy that sinks smoothly for 7.5 seconds before disappearing; opening a container also clears horizontal player momentum so the UI cannot pull the player sideways.
  • Canonicalized runtime item IDs/max stacks and made stack comparison name-safe, fixing split stacks and items that refuse to combine after re-hosting.
  • Added a Muck-styled Customize menu button with four body-skin presets and an optional vanilla helmet-cap mesh. Hair, clothes, armour, eyes and held items are never recoloured.
  • Dropped items now press nearby pooled grass in a radius derived from their collider/renderer size, keeping rocks, flint and stations readable without hiding the world grass.
  • Ore weapon registration is idempotent across scene reloads and keeps generated assets alive for multiplayer late joins.
  • Bob retains his vanilla flight/grounded attacks and now adds a server-authoritative aimed volley every 18–24 seconds while he has a live target.
  • Enemy HP bars now use the resource-inspector treatment: dark backing, readable normalized mob name (for example Dave, never Mob.Dave), and a separate purple Blood Moon skull badge that does not overlap the bar.
  • Opened-chest sink time is now 7.5 seconds, and enemy damage against player-built structures is migrated from 0.4x to 0.2x.

1.1.6 — Multilingual UI and UX polish

  • Restored the dictionary-based localization service with 23 selectable languages plus Automatic (System). The language row is available from the vanilla Settings screen and saves immediately.
  • Compatible with optional BepInEx/config/UU9.Muck.Translater/Translation/<language>.cfg key=value dictionaries for server-side label overrides, following the same lightweight workflow as Muck Translater.
  • Added language-aware font fallback, including bundled/OS fonts, Arabic shaping, and live refresh of existing Unity UI and TextMeshPro labels.
  • Added a compact one-line language picker with bounded geometry, clear hover/active states, and no text wrapping so it remains usable at small and ultrawide resolutions.
  • Refined localization lifecycle and removed the legacy English-only text stub; settings and content translation now share one catalog.
  • Kept ProtocolVersion 34 so 1.1.6 clients remain network-compatible with the 1.1.x packet contract.

Installed BepInEx mod for the Steam Mono build of Muck.

Join the Muck Replayable Discord server for detailed powerup values, testing, and updates.

1.1.5 — Stability and Transaction Safety

  • Hardened furnace/cauldron transactions against output overflow and duplicate ingredient consumption.
  • Added bootstrap null-safety for aggro patches and fixed mixed iron inventory contract counting.

1.1.4 — World Contracts, Camp Variants, Golden Goblin, and Achievements

  • Three daily World Contracts are selected deterministically (Easy / Medium / Hard), award 100 / 250 / 600 gold, expire at day end, and stop appearing after Day 10.
  • Normal camps now use three elite non-armoured Goblins. Abandoned camps contain a Gem Map, Boat Map, and cyan rare Powerup Chest. Fortified camps contain three elite armoured Goblins and two rare Powerup Chests.
  • The rare Golden Goblin has a 1% spawn weight and drops 500–2,000 gold based on the current day.
  • Camp maps, guards, and rare chests are synchronized for every multiplayer peer; spawns are validated against ground and NavMesh.
  • Epic Battle Totem Map registration is stable across re-hosts/scene reloads, with idempotent Epic Totem markers and no recursive duplication.
  • Surface terrain-depression recovery lifts players out of missing-collider holes beneath terrain textures.
  • Added local Contractor and Golden Touch achievements.

1.1.3 — Event Improvements, Bug Fixes, and QoL

  • Mythical Powerup icons now use the updated high-contrast artwork in the top-right inventory.
  • Every world now reserves two deterministic enemy camps, each with three buffed guards and two Powerup Chests.
  • Blood Moon enemies receive a purple glowing skull marker and the Blood Moon lighting remains host-authoritative.
  • The Travelling Merchant now uses a weighted high-tier loot table for Mithril, Adamantite, Obamium, gems, and the Epic Battle Totem Map.
  • Removed zero-health hostile “ghost” villagers before they can follow players.
  • Wyvern spawns are surface-validated through both SpawnMob and ServerSpawnNewMob paths.
  • Goliath has a red boss statue and a map marker when seen; its central-cave encounter remains disabled while connected caves are suspended for terrain rework.
  • Vanilla caves are intentionally untouched; the experimental connected-cave network is suspended in this release.
  • Death drops now remain authoritative after the death flag is set, including host deaths, and are moved above water-edge seams when necessary.
  • Merchant stock is reconfigured deterministically on every peer and high-tier item stats are refreshed at purchase time, including late-loading remote clients.
  • Oversized paper-thin water-plane colliders are suppressed at the surface as well as near cave mouths, removing the false shoreline pull without hiding water visuals.
  • A compact warning banner announces Blood Moon nights and the active event.
  • Replayable camps now include decorative tables and benches built from lightweight primitives with no blocking colliders.

Balance: merchant prices and weights follow the published 1.1.3 table; camp guards remain stronger than ordinary villagers without scaling their loot.

1.1.2 — Cave, Powerup and Event Hotfixes

  • Fixed Goliath central-cave spawning.
  • Powerup choices now hide upgrades that cannot stack any further.
  • Updated Mythical Powerup choice cards and live inventory text/icon refresh.
  • Fixed another cave-access and water-edge regression.
  • Added a purple map marker when the Travelling Merchant spawns.
  • Added buffed, armoured camp enemies.
  • Host testing commands: /bloodmoon and /merchant.

1.1.1 — Multiplayer and Join Flow Fixes

Host event commands

While hosting, type /bloodmoon in chat to force the next Blood Moon night, or /merchant to summon the Travelling Merchant immediately. The merchant is marked with a purple Merchant icon on the map. Commands are host-only and are ignored safely by clients.

  • Unified the vanilla Join Lobby callback and Reforged Join browser.
  • Fixed duplicate host avatars and host settings becoming uneditable after lobby entry.
  • Fixed public lobby discovery and configuration-mismatch join/leave loops.
  • Multiplayer protocol remains 33 for this compatible patch release.

Controls

  • F6: open Public Servers / Worlds from anywhere
  • F5: save the current host run to the active slot
  • F9: continue the active slot
  • F4: sort the backpack and combine partial stacks
  • V: 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 RMB to block; a shield placed in the main hand can use LMB for 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; attack speed starts at Muck's 100% baseline 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
  • Epic Battle Totems are deterministic rare variants of normal battle totems: a taller black iron-textured body, three vertically separated wave lights, three increasingly large enemy waves, and a rarer powerup reward; Epic World increases their appearance rate
  • Mythical Powerups appear through rare 600-gold red powerup chests and occasional Epic Totem rewards. Each chest presents three choices. Dani's Apple Juice, Dani's Whole Milk, Black Horseshoe, MassGainer and Football Sneakers cap at two Mythical stacks; Dracula's Heart caps at one. The selected artifact grants five effective stacks, a linked secondary bonus, a red inventory outline, save persistence, and multiplayer synchronization
  • 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; cave tier supply now targets 30% Stone, 27% Coal, 24% Iron, 11% Gold, then 5/2/0.8/0.2% Mithril/Adamantite/Obamium/Ruby. Missing common nodes are deterministically cloned and network-registered instead of silently substituting rare surface ores. Ten percent of live visible underground nodes may receive one grounded vanilla enemy, with out-of-view 0.07%-per-second replacement rolls and a hard global 300-mob cap
  • Cave crossings preserve their owning tunnel walls while synchronously carving foreign visual/collision triangles; non-colliding curved roofs replace false flat ceiling patches, route torches cover long dark stretches, and ceiling ores use temporary generation-only query shells that cannot trap players
  • Hidden cave QA renders 100 distinct offscreen views per requested audit and records three-point floor support, capsule headroom, containment, water-edge pixels, graph connectivity, weighted ore distribution, and a live grounded-mob movement test
  • Cave ore slots are spatially spread instead of consumed in generator order; audits cover every named route/chamber and report spatial-bin coverage plus nearest-ore distance percentiles
  • Every generated mouth now receives its own three-lane floor and standing-capsule audit from outside terrain through the full access route; clipped terrain boundaries preserve surrounding ground, blocking camp structures are relocated, and overlapping foreign chamber floors are carved from both render and collision meshes
  • Six networked combat mob types with independent IDs and spawn balance: Goblin Dave 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
  • The connected central cavern contains Golitah: a 1.75× red golem with at least twice Bob's configured health, faster movement, 400–800 gold by day, and two Mythical rewards
  • 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

1.1.0 — Powerup Overhaul, Events & Bug Fixes

  • Rebalanced stacking and descriptions for core, rare and legendary powerups.

  • Added Blood Moon nights with a red theme and stronger enemies.

  • Added the Night 2 Travelling Merchant with randomized trades.

  • Added a seeded enemy camp with three buffed villagers and two powerup chests.

  • Fixed Wyverns being spawned underground and repaired the Epic Totem visual retry path.

  • Enemy population and types now scale predictably for 1–4 players and each difficulty. Tier gates are day 0–2 / day 3 / day 5 (Impossible: day 0–1 / day 2 / day 4).

  • Hovering a powerup shows its current stack count and the exact next-stack effect.

  • Mythical Chests now use a ruby glow/seal/facet visual and always offer only Mythical powerups.

  • Select Replayable in the main menu, or press F7, for eight local Replayable achievements. These do not alter Steam achievements.

1.0.3 cave escape and structure-orientation hotfix

  • Esc now offers Return to Surface only while exploring a cave. It briefly blacks out the screen, returns the player to the nearest entrance, and sets HP/hunger to 30%/5%.
  • Village, camp, tent and cart prefabs retain their native authored rotations; cave safety now relocates structures without rotating their model axes.

1.0.2 timing and bed-control hotfix

  • Restored the exact vanilla day-length values for Easy (56), Normal (54), and Gamer (52), while preserving deliberate custom time settings.
  • Fixed bed input so the interact press used to enter bed cannot immediately wake the player; wake uses the configured interact, movement, jump, sprint, or crouch key after release.
  • Reworked sleeping presentation into a face-up pose, prevents crouch/slide overlays during sleep, and restores the pose immediately on wake or server correction.

1.0.1 gameplay and reliability pass

  • Added the central-cavern Golitah encounter and a dedicated networked mob type so its red 1.75× presentation, faster attacks, authoritative health and rewards are consistent for every player
  • Added fitted torso armour alongside the validated helmet for Goblin, Woodman and village humanoid rigs; unsupported quadruped/rider rigs remain deliberately excluded to prevent floating grey blocks
  • Elite Chiefs now receive their durable health and speed increase as well as their visual treatment
  • Mythical chest material is reapplied after pooled/late prefab initialization so 600-gold Mythical chests remain red, and the six named Mythical effects use their intended stack limits
  • Updated the runtime feature audit for the uncapped ordinary Horseshoe / 300% Black Horseshoe design

1.0.0 Epic Totem and Mythical stability

  • Replaced the distorted root-scaled Epic Totem with a dedicated 3.2-metre, three-tier tower; its foundation, tier blocks, necks and crown use Muck's exact IronTexture iron-ore texture with a dark tint, while the original ground plate remains undistorted
  • Added four fire indicators on every tier so cleared-wave state is readable from every direction; each cleared level switches from dark iron ore to orange emission and enables a restrained point light
  • Raised solo waves from 3/4/5 random enemies to 6/9/12 curated enemies at ×2.75/×3.50/×4.40 strength, adds party scaling, caps flyers to roughly one fifth of regular slots, and places a non-final miniboss in the last wave
  • Added slope and NavMesh spawn validation, eight placement fallbacks, a 295-active-mob safety reserve, partial-wave diagnostics, and automatic retry instead of leaving an activated totem permanently stuck
  • Epic Totems now drop two high-quality powerups; the primary reward retains its deterministic 1-in-5 Mythical chance
  • Added packet 254 so late joiners receive the active Epic Totem wave, tracked enemies, and already-lit floors instead of seeing a dead or reset tower
  • Fixed Mythical chest colouring leaking through a parent anchor and turning an entire house or camp red; configuration is now idempotent and affects only the chest render hierarchy
  • Added hidden offscreen renders for both idle and two-wave-lit Epic Totems plus hard checks for exact iron-ore texture use, three levels, preserved root scale, dimensions, wave counts, and packet registration
  • Public package version was 1.0.0 for this historical release. Multiplayer protocol was 33.

0.10.0 Steam hosting hotfix

  • Documented the already-shipping Epic Battle Totem and Mythical Powerup systems: three-wave iron totems, rare 600-gold red chests, three-card selection, five effective stacks, linked bonuses, persistence, and network synchronization
  • Host actions now validate the live Steam client and Steam ID instead of trusting Muck's stale startup-only connection flag
  • The Host Game action stays clickable while Steam is unavailable, performs one guarded reconnect attempt, and shows the precise connection state instead of looking broken
  • Lobby creation keeps the setup form and password intact on failure, has a 25-second timeout, validates the returned lobby ID, and opens the lobby only after its metadata is applied
  • Local newly-created lobbies are no longer rejected if Steam delivers the lobby-entered callback before Muck Replayable's metadata callback
  • Steam callback and P2P packet polling skip uninitialized native interfaces and suppress the known Facepunch per-frame null-reference failure without hiding unrelated exceptions
  • Multiplayer protocol remains 29 because no packets, deterministic IDs, or save schemas changed; all participants must use public version 0.10.0

0.10.0 release stabilization

  • Hardened late multiplayer mob/player packets with bounded lookups, expanded loading readiness to all 16 supported players, and guarded loading-transition UI references
  • Isolated hidden armour/cave audits from normal autosave paths so automated QA cannot create visible day-zero worlds
  • Rebuilt the third-person shield as a thin beveled oval attached directly to the left forearm, with a 1.7x world-only scale and synchronized blocking-arm movement
  • Replaced the greedy cave backbone walk with a deterministic planar minimum-spanning tree and routes later corridors below existing crossings, preserving both solid floors and standing headroom instead of carving a void at intersecting tunnels
  • Made cave audits fail on any floor, headroom, entrance, connectivity, water, mineral coverage, brightness or mob-movement assertion; a four-seed 400-view regression passed every authored route sample
  • Added a runtime feature audit covering the 16-player cap, 24 save slots, configured balance values, unique item IDs, shields, bed, charcoal, Obamium equipment, food/tool changes, 256 deterministic artifact offers, artifact curves, custom monsters and both packet directions
  • Preserved multiplayer protocol 29 because this release changes no packet IDs or serialized payload layouts
  • Public version was 0.10.0; all multiplayer participants must use the same public version

0.9.9 cave distribution and entrance integrity

  • Replaced unsafe client dictionary indexers for late mob/player packets with bounded lookups, expanded loading readiness from 10 to 16 slots, guarded loading-transition UI nulls, and prevents hidden QA runs from creating visible day-zero worlds
  • Replaced the sideways monster armour slab with a fitted open-face low-poly Goblin helmet; sizing now uses the validated head-owning skinned renderer, custom Dave/raptor display names cannot masquerade as Goblin rigs, and unsupported mobs receive no armour renderer
  • Added a real local third-person avatar proxy, synchronized crouch/slide presentation for remote players, deterministic world-space shield poses, host-side client shield mirroring, and late-join shield/stance snapshots
  • Rebuilt third-person crouch/sliding for Muck's generic two-bone player rig with additive torso/limb posing, two-leg foot IK and ground anchoring; the former rock-like shield was replaced by a thin beveled ten-sided oval board, shown 1.7x larger on the actual left forearm while blocking raises the real arm locally and remotely without changing first-person scale
  • Completed the Obamium equipment line: Axe, Pickaxe, Bow, Arrow and Shovel join the existing Sword, Shield and four armour pieces; all eleven items have tier-5 metadata, recipes, meshes/icons and deterministic multiplayer IDs
  • Distributed cave deposits across every route and chamber instead of consuming candidate surfaces in generator order; hidden audits now report section coverage, spatial-bin coverage, and nearest-ore distance percentiles
  • Replaced broad whole-triangle mouth removal with subdivided render/collision clipping, a supported entrance apron, buried backing, and per-entrance floor/headroom checks from outside terrain through the complete access route
  • Preserved each tunnel's own walls while carving only genuine foreign crossings, including overlapping chamber floors and bridges, so connected routes remain open without exposing unrelated voids
  • Kept blocking generated structures outside each cave-mouth reserve and retained deterministic cave topology for every client
  • Version 0.9.9 introduced multiplayer protocol 29 for the complete Obamium catalog and revised presentation synchronization

0.9.8 cave, furnace, and material consistency

  • Reworked cave continuity as a two-stage whole-network pass: subtle ring/chamber variation prevents self-intersection, every authored path keeps explicit navigation links, and any wall, crossing floor or chamber shell entering the player's 0.22-3.25 m clearance band is removed through the spatial volume index
  • Replaced capped per-object cave patches with batched three-point floor, wall and ceiling repair meshes, followed by a second physics-step validation and rare emergency floor fallback; junction sleeves are tighter and every final sample reports floor coverage and capsule headroom
  • Removed the remaining straight water-plane boundary in access tunnels by hiding the ocean as the player crosses behind the entrance rocks, with a wider exit envelope and 1.5-second seam hysteresis before restoring it
  • Rebuilt cave-mouth carving around full triangle/taper intersection instead of triangle centres, extended the visible walkable entrance landing over coarse terrain cuts, relocates natural resources out of the aperture, and provides a two-second F7 emergency exit plus automatic fall recovery
  • Replaced paper-thin entrance, corridor, chamber, and audit-repair floor colliders with closed 0.64-1.8 metre solid volumes, widened their overlap across junction seams, and recovers a falling player after a 4.5 metre unsupported drop instead of waiting near the world floor
  • Replaced straight jittered cave tubes with seed-deterministic swept centre-lines: broad bends use zero-offset/zero-slope chamber joins, floor vertices remain stable, and cavern walls use coherent low-frequency lobes instead of independent serrated points
  • Converted tunnel floor ribbons and chamber-opening bridges into visible collidable surfaces, widened seam overlap, corrected floor winding, and made the local shield render as a Default-layer world model on the left hand/body while third-person view is active
  • Replaced every remaining ground-normal-as-forward rotation path for normal structures, Billy structures, camp buildings, and camp props; generated objects now retain the prefab-authored heading, use the terrain normal as up, and stay seated on the sampled ground point
  • Bound spawned normal and powerup chests to their exact structure anchor instead of an arbitrary Hitable child; container roots now inherit every later structure rotation/relocation without leaving models floating beside the building
  • Rebuilt cave containment and mouth geometry to separate bounded visuals from generous collision clearance, repair audited wall/floor gaps, remove water-edge flashes, and prevent large wall triangles from blocking connected exits
  • Made cave enemies acquire players across the connected underground graph, refresh moving targets, and steer around blocked corners; unsupported monster rigs no longer receive floating armour
  • Made furnace output strictly server-authoritative at one ore to one bar, rejects stale result-slot increases, synchronizes canonical cells to all peers, and tracks fuel uses independently per furnace
  • Fixed Rock and smeltable ores remaining at the vanilla stack cap because Muck serializes them as ItemType.Axe; catalog entries and copied inventory/chest/drop instances now use the configured material limit
  • Replaced separate public/private hosting actions with one Host Game setup for a single-line room name, optional hashed password and optional public listing; saved worlds use the same setup and locked rooms validate before joining
  • Replaced the drawn bed icon with a transparent render of the exact runtime 3D mesh/material, matched the placement ghost to the final non-uniform bed scale, and kept dropped beds compact
  • Made the released day/night cycle 2.5x slower, while retaining the 7x night skip only when every living player is validated on a real nearby bed; destroyed, stale and distant bed states now wake automatically
  • Creative mode now opens powerup chests for free at the chest itself, rejects player and monster damage, and continuously preserves hunger and stamina without falsifying the displayed coin balance
  • Hunger now drains at 0.25x during ordinary activity, 1.75x while stamina is actively refilling, and 5x while sleeping or recovering from complete exhaustion; the exhaustion rate remains until stamina reaches 95%
  • Bed crafting now costs 10 Wood and 5 Flax Fibers at a Workbench instead of rare Dark Oak Wood
  • Replaced cauldron self-sent chest updates with one host-authoritative recipe transaction, so cooking continues safely while the UI is closed and cannot leave ingredient/output cells permanently locked
  • Processor cells with zero-amount ghost items are normalized to empty, stale locks are repaired when reopened, and last-item drag packets are accepted as an empty slot instead of being clamped back to one
  • IMGUI overlays now install an invisible raycast shield so clicks cannot pass through to vanilla buttons; server/world content is clipped and scrollable above a fixed footer, artifact choices stack vertically on small screens, and cloned native buttons are kept inside their parent panel with stable layout participation
  • Version 0.9.8 used multiplayer protocol 26 for its processor transactions, hosting, sleep timing, Creative rules, and deterministic cave topology

0.9.7 bed and menu polish

  • Fixed material stack normalization for Rock and smeltable ores, which vanilla serializes as ItemType.Axe; runtime catalog prototypes and every copied inventory/chest/drop instance now receive the configured 250-material limit while real tools, food and buildables retain their own caps
  • Rebuilt cave containment around radial chamber volumes and rectangular corridor volumes, preventing chamber-box corners from falsely hiding water or deleting valid walls
  • Split every terrain mouth into a short, narrow visual cut and a longer physical clearance mesh; the visible terrain no longer inherits the oversized collision hole
  • Reduced oversized junction liners while widening only their floor bridges, and checks wall triangle centres, vertices and edge midpoints before carving blockers across a connected passage
  • Made delayed floor-gap repairs visible and raised the bounded repair budget so audited holes cannot remain merely because an earlier low cap was reached
  • Hides the opaque ocean plane almost immediately after crossing the cave volume, eliminating the remaining water-line flash without changing the gradual cave lighting transition
  • Replaced furnace completion with one host-owned transaction that consumes one ore and produces one bar, then broadcasts the three exact cells without routing host chest packets back into itself; clients can only decrease the result slot, and each furnace now owns an independent fuel-use counter instead of sharing Coal's mutable asset state
  • Cave enemies now treat occupants of the same connected cave as detectable, refresh their live player target, and use twelve-direction wall steering when a direct route is obstructed
  • Restricts procedural monster armour to a single collider-free helmet on a validated Goblin skinned head bone; unsupported rigs receive no plate geometry and stale floating pieces are removed
  • Added a delayed anti-trap collision carve after the entire cave network exists: only wall triangles crossing a different passage's walkable interior are removed, while floors, ordinary outer walls and all visual geometry remain intact
  • Raised and guaranteed cave common-ore supply to 30% Stone, 27% Coal and 24% Iron, with deterministic resource IDs for any required cloned nodes; Gold follows at 11% and upper tiers retain a descending tail
  • Cave mineral guards now require the exact registered ore object to be alive, active and visibly rendered, use the ore's real position for activation, and never spawn while any player is looking at it
  • Removed the two unintended upper-arc collision strips from straight and curved tunnel meshes; these strips could fold across sloped joins as invisible walls even though the passage looked open
  • Made three-card artifact selection mandatory even for profiles carrying the retired disabled setting, and blocked the vanilla random-artifact fallback when offer creation fails
  • Detached underground minerals from their original surface DrawChunks/LOD lists, activates them immediately after placement, and uses a 240-metre multiplayer-aware cave culler so deposits stay visible without rendering all 480 island-wide
  • Added bounded render-only corridor wall-seam repair while preserving intentional chamber/tunnel openings; this closes visible outside-void gaps without introducing new trapping colliders
  • Rejected Woodman/trader ground hits inside the cave volume and retries up to 16 surface positions, while excluding villagers from cave guard selection and cave movement conversion
  • Fixed tipped houses/tents before slope placement, parented normal and powerup chests to their generated structure, recovered legacy detached contents by spawn anchors, and revalidated every attachment after relocation
  • Excluded vanilla caves from movable-building correction so their entrances and terrain remain aligned
  • Reworked monster armour placement around a validated Goblin head rig, removed world-axis offsets, reduced plate dimensions, and omits armour when a compatible skinned attachment does not exist
  • Split cave render geometry from movement collision: tunnel/chamber ceilings remain visible but upper collision faces are omitted, preventing hidden overlapping roofs from trapping players at junctions
  • Added player-capsule headroom checks to the delayed cave integrity audit and embedded wall/ceiling minerals farther into the shell so their colliders cannot hang across the walking envelope
  • Added a server-authoritative shield surge: each blocked hit has a tier-scaled 10–16% chance to triple that hit's damage reduction, capped at 90%; health and hit-message paths reuse the same roll
  • Stopped the world safety audit from flattening every prefab's authored X/Z basis, added proportion-based repair for tipped towers/totems, and restored authored tilt for player-build previews and placed structures
  • Replaced temporary cube monster armour with collider-free, faceted low-poly helmet/chest/shoulder plates and removes stray ground/rock placeholder renderers from custom monsters 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 while keeping its collider, interaction and sleep anchors aligned
  • Inset the headboard inside the frame and changed the Workbench recipe from 15 Wood to 20 Dark Oak Wood
  • Replaced the redundant Host Lobby button with Worlds and added a separate single-line Multiplayer button
  • Advanced multiplayer protocol to 19 so peers with the earlier 0.9.7 resource-ID stream cannot enter a world using deterministic common-ore supplements

0.9.6 visual-stability build

  • Added two-sided cave walls, continuous floor seals, gradual entrance lighting/water transitions, full fog restoration, and cave ambient light at roughly three times normal night brightness
  • Rebuilt beds and corrected their build scale, physical collider, destruction drop, pickup scale, placement, sleep pose and camera; refined shield IDs, bash reach and first/third-person block poses
  • Repaired sideways battle totems, made Goblin Riders use Lil Dave without stray ground/rock pieces, and consolidated server/world access into one hub
  • Sealed the entrance ramp silhouette, made emergency cave repairs collider-only, grounded torches after collider cooking, and removed shield pose depth/scale popping
  • Added small-screen-safe artifact cards, clipped single-line buttons, bounded server/world windows, and clearer outlined map discovery markers
  • Fixed frame-alternating cave water visibility and stale cave fog on scene changes; sleep poses now apply after animation and restore cleanly
  • Attached monster armour to body bones with effect/passenger bounds excluded, retained vanilla neutral cows/bulls, and made remaining compact-screen overlays responsive

0.9.5 consolidated systems

  • 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 C crouching, 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
  • Replaced the flat entrance placeholder with a continuous 27-degree natural ramp, tapered terrain excavation after the tunnel becomes buried, and embedded asymmetric mouth rocks
  • Widened the actual tunnel walking shelf and every chamber floor bridge; oversized render-only joint liners plus ceiling seals now cover the complete irregular wall aperture instead of leaving lateral floor or sky gaps
  • Added a delayed collider audit for every generated tunnel ring and chamber sample, bounded automatic floor sealing, spaced underground deposits, and low-cost mineral position recovery
  • Decoupled cave enemies from visible NavMesh position updates, added collider-safe knockback, removed per-step raycast allocations, and limited initial guard bursts to two spawns per second
  • Fixed the artifact-choice IMGUI event continuing after a selected card closed the overlay, which produced the only exception found in the preceding live log
  • 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 17 because the deterministic cave topology and joint geometry changed

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 Cave structures 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 / Friends main-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 LeftHanded inventory 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 V third-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 LeftHanded restriction 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.Language config 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 vanilla Adamanite Ore typo

0.5.5 localization and UI fixes

  • Added a prominent 언어 / Language picker 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

1.1.11 Accessory Specification Correction (local candidate)

  • Corrected Greed to grant 50% more harvested resources instead of a general loot bonus.
  • Changed Deflection to halve incoming projectile damage instead of randomly avoiding damage.
  • Changed Power to add one effective Massgainer stack and Speed to grant 50% movement speed.
  • Changed Haste to grant 50% attack speed and Defense to add 10 percentage points of defense.
  • Set the default melee attack cap to 3.5 attacks per second (5 during Juice), or 4 with Haste (5.5 during Juice).
  • Kept existing crafting recipes and permanent accessory slots. Biomes remain work in progress.

1.1.11 Saving, Terrain, Bug Fixes

  • Added Steam-account-based participant saves stored with the host world and restored on reconnect.
  • Participant state is sent every 5 seconds and on normal exit; the host saves the latest received state.
  • Fixed player restore readiness and protected saves from being overwritten after a failed restore.
  • Fixed held mouse items not being saved and retained the active world slot across exit callbacks.
  • Saved player inventory items by name as well as ID to handle item ID changes.
  • Fixed expanded terrain meshes exceeding the 16-bit index limit and improved recovery beneath steep terrain.
  • Prevented world placement checks from moving boat fixtures.
  • Fixed chest armor using the helmet mesh and adjusted its fit.
  • Changed item stats to white and hid accessory information when the inventory is closed.
  • Restored health after equipment stats are applied.
  • Multiplayer protocol is now 36; all players must update together.

1.1.10

  • Oh god I forgot asset folder for few updates

1.1.9 — Accessories and Balancing

  • Added Necklace Of Greed: 1 Ancient Core + 69 Gold Bars (+25% loot).
  • Added Necklace Of Deflection: 1 Ancient Core + 69 Mithril Bars (15% chance to deflect an incoming hit).
  • Added Ring Of Power: 10 Fireballs + 25 Chunkium Bars (+18% base damage).
  • Added Ring Of Speed: 10 Lightningballs + 25 Chunkium Bars (+12% movement speed).
  • Added Ring Of Haste: 1 Wyvern Claw + 25 Chunkium Bars (+12% attack speed).
  • Added Ring Of Defense: 10 Waterballs + 25 Chunkium Bars (+12 defense).
  • Added permanent Ring and Necklace slots to the inventory. Right-click an accessory to equip it; equipped accessories cannot be removed or replaced during that run for now.
  • Added procedural accessory models and icons, anvil recipe injection, stable item registration, hover descriptions, and run-save persistence.
  • Adjusted baseline attack speed to 105% so attacks remain responsive while Ring Of Haste still feels rewarding.
  • Advanced the multiplayer compatibility protocol to 35 for the expanded item catalog.

WIP: New biomes, reimplementation of caves, more achievements, and new bosses.

Discord: discord.gg/ubqXxFGzRU

1.1.6

  • Added MoreOresWeapons/MuckArrows-style ore bows and arrows: Iron, Gold, Mithril, Adamantite, Obamium, Stone, Ruby and Chunkium, with anvil recipes and synchronized IDs.
  • Added Item Stat Display-style hover details for item, weapon, bow, arrow, armour, food, fuel and powerup effects.
  • Opened chests now show a detached 30-second sinking visual and opening a container clears horizontal momentum; canonical item IDs/name matching repairs split stacks and failed merges.
  • Added a Muck-native Customize button with body-only skin presets and an optional vanilla cap; hair, clothing, armour and held items are excluded from recolouring.
  • Dropped loot presses pooled grass using a radius derived from its world-space bounds, improving visibility without removing grass.
  • Bob keeps his vanilla flight/grounded patterns and gains an occasional server-authoritative aimed volley while a target is alive.
  • Enemy HP bars now have a resource-style dark backing and normalized names (Dave, not Mob.Dave); Blood Moon's purple skull remains a separate non-overlapping badge.
  • Chest sink duration reduced to 7.5 seconds; enemy damage to player-built structures is now 0.2x (existing 0.4x configs migrate once).
  • Restored the full dictionary-based localization service: 23 selectable languages plus Automatic (System), live UI refresh, and language-aware font fallback.
  • Added a compact language picker to the vanilla Settings screen with stable one-line controls, clamped layout, and clear hover/active feedback.
  • Removed the legacy English-only localization stub and unified settings/content translation through one catalog.
  • Kept ProtocolVersion 34 for 1.1.x multiplayer compatibility.

1.1.5

  • Hardened furnace and cauldron transactions: full or mismatched output slots no longer consume inputs or fuel, and duplicate recipe requirements cannot over-consume one slot.
  • Added aggro bootstrap null-safety and corrected mixed iron inventory contract progress.

1.1.4

  • Added three daily World Contracts (Easy / Medium / Hard) with 100 / 250 / 600 gold rewards; contracts expire at the end of their day and stop spawning after Day 10.
  • Added Normal, Abandoned, and Fortified camp variants. Abandoned camps contain Gem Map, Boat Map, and a cyan rare powerup chest; Fortified camps contain three elite armoured Goblins and two rare powerup chests; normal camps now use three elite non-armoured Goblins.
  • Added the rare Golden Goblin (1% spawn weight) with a 500–2,000 gold drop scaling by night.
  • Added Contractor and Golden Touch local achievements.
  • Kept all camp spawns on validated ground and synchronized rare chest/map drops to every peer.
  • Fixed Epic Battle Totem Map registration across scene reloads; it now marks Epic Totems idempotently and cannot recursively duplicate.
  • Added surface terrain-depression recovery for missing-collider holes that place players beneath terrain textures.
  • Discord: discord.gg/8ENEusdNzM

1.1.3

  • Updated Mythical Powerup artwork in the top-right menu.
  • Guaranteed at least two deterministic enemy camps per world.
  • Added purple Blood Moon skull visuals to hostile enemies.
  • Added the weighted Travelling Merchant loot table for high-tier equipment, gems, and the Epic Battle Totem Map.
  • Fixed zero-health ghost villagers and Wyverns spawning underground through the server spawn path.
  • Added a red Goliath boss statue and map marker-on-sight; connected caves are suspended while terrain generation is reworked.
  • Fixed host death drops being lost after the server marked the host dead; death drops now broadcast once and use a safe land position near water edges.
  • Fixed multiplayer merchant stock divergence and refreshed high-tier equipment stats before purchase; remote peers now lazily resolve the same seed-based merchant anchor before interaction.
  • Disabled only oversized, paper-thin water-plane colliders even when connected caves are suspended, preventing the visible shoreline seam from pulling players across dry land.
  • Added a compact Blood Moon warning banner for the upcoming night and active event.
  • Added decorative tables and benches to replayable camps; furniture colliders are removed so they cannot block movement.
  • Discord: discord.gg/8ENEusdNzM

WIP: More structures, events, achievements, and customizable world settings.

1.1.2

  • Fixed Goliath central-cave spawning and extended its asynchronous retry safety.
  • Powerups no longer appear in artifact choices after their effective stack cap is reached.
  • Updated the Mythical Powerup artifact-choice UI and live inventory tooltip/count refresh.
  • Fixed another cave-access regression, including water-edge colliders and failed cave-mouth floor joins.
  • Suppressed oversized, paper-thin water-plane colliders that could extend onto dry land and pull players toward a false water edge.
  • Added a purple map marker for the Travelling Merchant once he spawns.
  • Added buffed camp enemies with increased stats and armour visuals.
  • Host commands /bloodmoon and /merchant remain available for event testing.
  • Discord: discord.gg/8ENEusdNzM

WIP: More randomly generated structures, events, achievements, customizable world settings, and more. Stay tuned!

1.1.1

  • Unified vanilla Join Lobby callbacks with the single Reforged Join browser flow.
  • Prevented duplicate host registration when Steam repeats the local member callback.
  • Kept host lobby settings editable when the host receives its own lobby-entered callback.
  • Stopped configuration-mismatch join/leave loops and kept host rules authoritative.
  • Added a metadata-index fallback for public lobbies created moments before a search.
  • Fixed cave water-edge traps by disabling water colliders inside the cave envelope and removing seam-floor colliders that cross another tunnel's player clearance.
  • Fixed a cave-access regression by preserving authored chamber seam floors and adding a post-cook, slope-matched repair only for mouths that fail their walkability probe.
  • Powerup choices now exclude ordinary and Mythical upgrades that have reached their cap; server validation applies the same rule for multiplayer clients.
  • Mythical choice cards and inventory entries now show the real Mythical stack count instead of the old hard-coded “5x” label, refresh their count immediately, and keep the red outline/icon state.
  • Added host chat commands /bloodmoon and /merchant; the latter spawns the Travelling Merchant and adds a purple map marker.
  • Extended Goliath's asynchronous spawn retry window to prevent missed central-cave encounters.
  • Discord: discord.gg/8ENEusdNzM

1.1.0

  • Adjusted most powerups so they stack better and are easier to understand. See the Discord server for the detailed values.
  • Mythical Chests are now fully functioning and reliably grant Mythical rewards.
  • Fixed Wyverns getting stuck underground.
  • Fixed Epic Battle Totems not appearing properly.
  • Added the Blood Moon event: harder enemies and a changed night theme.
  • Added the Travelling Merchant event: watch for an unusual visitor on Night 2.
  • Added a randomly generated enemy camp with three buffed villagers protecting Powerup Chests.
  • Fixed the multiplayer configuration-mismatch join bug; host rules now remain authoritative.
  • Made the local Replayable achievements accessible through the vanilla Achievements button.
  • Unified the achievement shell with Back, Vanilla Achievements, and Replayable Achievements tabs, including wider cards and reliable icon fallback.

We also launched a brand-new Discord server!

WIP: More randomly generated structures, events, achievements, customizable world settings, and more. Stay tuned!

1.0.4.4 (1.0.8) — QoL Improvements

  • Optimized night enemy population for one to four players and difficulty. Tier 1 is restricted to days 0–2 (0–1 on Impossible); Tier 2 begins on day 3 (day 2 Impossible); Tier 3 begins on day 5 (day 4 Impossible); Tier 4 begins on day 7. Tiers 1–2 retire after day 10, or day 7 on Impossible.
  • Improved Mythical Chest readability with a brighter ruby tint, seal, and light while retaining the visible chest texture.
  • Kept Mythical rewards guaranteed for every red Mythical Chest.
  • Renamed the adjacent local-achievements control to Replayable, next to the native Steam Achievements button.
  • Extended the central-cave Goliath spawn retry window so asynchronous world loading cannot skip the encounter.
  • Rebuilt cave-mouth and chamber-corridor joins with longer, denser authored floor ribbons; removed the live emergency floor cube that could appear under a player's feet.
  • Fixed public-lobby discovery hiding rooms when a guest's local Reforged config differs from the host. Public search now checks the shared protocol only, host rules remain authoritative, and a metadata-index fallback retries newly created rooms.
  • Prevented Steam's duplicate self-member callback from registering the host twice; stale leave callbacks are ignored safely.
  • Preserved host authority when the host receives its own lobby-entered callback, keeping lobby settings editable and stopping the join/leave loop.
  • Unified vanilla Join Lobby callbacks with the single Reforged Join browser flow, preventing duplicate join handlers.

1.0.4.3 (1.0.7)

  • Fixed red Mythical Chests being reclassified as ordinary Legendary chests while opening. Red chests now always use the Mythical three-choice reward pool.

1.0.4.2 (1.0.6)

  • Removed the cave-mouth fallback slab that could rotate into a solid panel and block the cave entrance.
  • Fixed empty reward chests by restoring the original chest-opening flow; if the three-choice offer cannot be created, the chest now falls back safely to its vanilla reward.

1.0.4.1 (1.0.5)

  • Fixed cave-mouth access validation with a visible fallback ramp only when the generated floor connection fails.
  • Fixed Mythical Chests using an over-bright red material; the chest texture now remains visible under a dark ruby tint.
  • Fixed normal and Epic Battle Totems lying sideways by correcting the shrine object instead of its camp root.
  • Fixed boat fixtures being snapped out of the boat by terrain placement correction.
  • Restored the Steam Achievements menu entry and added a separate More button for Replayable achievements.

1.0.4

  • Rebalanced night enemy population for 1–4 players and every difficulty. Tier 1 is exclusive through day 2 (day 1 on Impossible); Tier 2 starts on day 3 (day 2 Impossible); Tier 3 starts on day 5 (day 4 Impossible).
  • Added explicit powerup tooltip statistics: current stacks and the exact next-stack effect are shown for every powerup.
  • Upgraded Mythical Chests with a red glow, ruby seal, three ruby facets, and a guaranteed choice of three Mythical powerups. Paid Mythical chests are still 600 gold; Golitah reward chests remain free.
  • Added eight local, non-Steam Replayable achievements and the Replayable main-menu entry (F7 also opens it): Impossible clears, Mythical chest, Golitah, all Mythicals, Epic Totem, sub-12-day Impossible, all normal totems, and all wood types.

1.0.3

  • Replaced the cave's automatic recovery/teleport behaviour with an explicit Return to Surface button in the pause menu. It is available only while inside a cave (plus a short post-fall grace period), briefly blacks out the screen, moves the player to the nearest cave entrance, and leaves them at 30% HP and 5% hunger.
  • Fixed village and camp props being rotated sideways or upside down. Generated structures now retain their prefab-authored model rotation; cave-mouth avoidance and safety auditing move structures without guessing a universal model axis.
  • Removed the cart-specific 90-degree rotation heuristic that could turn Wooden Carts onto their side.

1.0.2

  • Restored the exact vanilla day-length values for every difficulty instead of applying the accelerated mod defaults.
  • Fixed bed wake-up input, configured-key prompts, sleeping pose orientation, third-person sleeping presentation, and stale remote sleep/crouch/slide poses.

1.0.1

  • Added the Golitah cave boss, two synchronized free Mythical reward chests, and the six Mythical powerup variants.
  • Added the deterministic Prime Golem visual, Elite Chief scaling, live run statistics, broader enemy sight, surface iron distribution safeguards, and host-safe chest recovery.
  • Added package metadata and icon validation for the Thunderstore release archive.
  • Advanced multiplayer protocol to 33. Every player must use the same release.

1.0.0

  • Hotfix: fixed Wooden Cart and other camp/structure roots being tilted up to 90 degrees by steep placement normals; carts now keep their authored heading, remain world-upright and are seated by their rendered bottom
  • Hotfix: replaced the Epic Totem's ordinary golem with an Epic-only dark Prime Golem at exactly 1.75x final visual scale and 2.5x health, damage, movement and attack-rate stats
  • Hotfix: rebuilt Epic waves as one Prime Golem plus complete five-enemy squads, giving solo totals of 6/11/16 instead of the former 6/9/12 random composition; the first support squad is always five Ember Wyverns
  • Added hidden live-spawn assertions for one Prime Golem per wave, five-member support grouping and exact Prime combat scaling, plus a real Wooden Cart prefab render/grounding audit
  • Advanced multiplayer protocol to 31 because Prime Golem adds a synchronized custom mob type; the public package remains 1.0.0
  • Rebuilt Epic Battle Totems as independent 3.2-metre, three-tier towers using Muck's exact IronTexture iron-ore texture; the vanilla root, platform, collider and interaction scale are no longer stretched
  • Added four dark iron wave panels per tier, visible from every side, which switch to orange emission and a local fire light as each of the three waves is cleared
  • Rebalanced solo Epic waves to 6/11/16 enemies: one Prime Golem plus one/two/three complete five-member support squads at ×2.75/×3.50/×4.40 support strength
  • Replaced single-ray random spawning with slope and NavMesh validation, eight placement fallbacks, a 295-mob safety reserve, partial-wave diagnostics and delayed retry when no safe ground is available
  • Increased Epic Totem completion rewards from one to two high-quality powerups while retaining the deterministic 1-in-5 Mythical roll on the primary reward
  • Added client packet 254 and late-join snapshots for active Epic Totem wave number, tracked mob IDs and cleared-floor lights
  • Fixed Mythical chest setup recolouring its parent house/camp through transform.root; setup is idempotent and now touches only the chest's own renderer hierarchy
  • Added deterministic hidden renders of idle and two-wave-lit Epic Totems, with hard assertions for exact iron-ore texture use, three tiers, preserved root scale, sane bounds, difficulty targets and packet registration
  • Advanced the public version to 1.0.0 and multiplayer protocol to 31 so older clients without Epic snapshot or Prime Golem synchronization cannot join

0.10.0 host/network hotfix refresh

  • Added the missing release notes for the already-implemented Epic Battle Totems: deterministic rare black iron variants, taller three-tier visuals, three escalating enemy waves with one light per cleared wave, and higher-quality rewards; normal worlds use a 1-in-8 variant roll and Epic World uses 1-in-3
  • Added the missing release notes for Mythical Powerups: eligible high-tier powerup chests can become 600-gold red Mythical chests (1-in-7 normally, 1-in-3 in Epic World), retain the three-card choice flow, and grant the chosen artifact at five effective stacks plus a linked secondary bonus
  • Mythical ownership is marked with a red inventory outline and tooltip, saved with the world, restored on continue, and synchronized to multiplayer clients; completed Epic Totems also have a deterministic 1-in-5 Mythical reward chance
  • Replaced Muck's stale startup-only Steam connection check with live SteamClient and Steam ID validation throughout hosting and joining
  • Kept Host Game clickable during a connection failure so it can perform one guarded reconnect and display a useful status instead of acting like a dead button
  • Added a bounded lobby-creation routine that preserves the form on failure, times out after 25 seconds, validates the returned lobby ID, and applies metadata before opening the lobby
  • Prevented Steam's entered-before-created callback race from rejecting the host's own new lobby as an incompatible vanilla room
  • Guarded vanilla Steam callback and P2P polling against uninitialized native interfaces, fixing the repeated SteamNetworking.IsP2PPacketAvailable null-reference exception
  • Kept multiplayer protocol 29 because packet IDs, payload layouts, deterministic item IDs, and save schemas are unchanged

0.10.0 release stabilization

  • Hardened late mob/player packet handling with bounded lookups, expanded loading readiness from 10 to 16 players, and guarded loading-transition UI references
  • Prevented hidden cave and armour audits from writing day-zero worlds into the normal save list
  • Replaced the third-person shield's thick pointed block with a thin beveled ten-sided oval attached to the left forearm, using a world-only 1.7x scale and synchronized blocking-arm movement
  • Replaced crossing-prone greedy cave backbone generation with a deterministic planar minimum-spanning tree and smooth vertical avoidance for later route crossings, eliminating both the foreign-floor headroom trap and the void created by simply carving that floor
  • Strengthened cave QA with hard assertions and per-sample reports, and added a runtime feature audit for player/save limits, balance, custom items and recipes, artifacts, monsters and custom packet handlers
  • Kept multiplayer protocol 29 because no packet IDs, payload layouts, deterministic item IDs, or saved-world schemas changed in this release

0.9.9

  • Replaced unsafe client dictionary indexers for late mob/player packets, expanded loading readiness from 10 to 16 slots, guarded loading-transition UI nulls, and prevents hidden QA runs from creating visible day-zero worlds
  • Rebuilt local and remote crouch/sliding around Muck's actual generic player rig, with additive poses and two-foot IK; replaced the thick pointed shield block with a thin beveled ten-sided oval board that is 1.7x larger on the left forearm and follows the constrained blocking arm without changing first-person scale
  • Added Obamium Axe, Pickaxe, Bow, Arrow and Shovel, restored all existing Obamium Sword/armour recipes to the Anvil UI, assigned the complete eleven-item set tier-5 metadata and deterministic network IDs, and added purple runtime materials/icons for the new tools
  • Added a true local third-person avatar, multiplayer crouch/slide presentation packets, deterministic idle/blocking shield placement, host-side remote shield mirroring, and late-join presentation snapshots
  • Replaced the horizontal monster armour plate with a fitted open-face low-poly Goblin helmet, derives its scale from the skinned renderer that owns the real head bone, and rejects Dave/raptor or other unsupported rigs instead of leaving floating pieces
  • Replaced input-order cave ore selection with deterministic farthest-point surface spreading; every long route/chamber is now populated and audits report section coverage plus mean, p95 and maximum nearest-ore distance
  • Replaced whole-triangle terrain mouth deletion with matching subdivided render/collision clipping, opened the apron-to-tunnel collision join, and added buried visual backing so entrance ground no longer exposes broad water wedges
  • Added per-entrance floor, capsule-clearance and full access-route audits; relocated tents/camp structures outside a 26-metre mouth reserve and removes only chamber floors/bridges crossing a foreign player route
  • Made cave anti-trap carving source-aware so it preserves each tunnel's own walls, cuts both render and collision meshes at genuine crossings, and no longer leaves visible walls that players or mobs can pass through
  • Removed 795 false flat-ceiling repairs caused by intentionally non-colliding upper shells; ceiling ore placement now uses generation-only query meshes that are removed before play
  • Added deterministic low-cost route torches and brighter cave ambience, restored the exact 50/30/20 floor/wall/ceiling mineral split, and classifies generic Rock nodes by CoalTexture before Stone
  • Added a hidden Creative cave audit that renders and measures 100 distinct views, checks floor/headroom/containment/water pixels, validates weighted ore counts and proves a spawned cave mob can route without leaving the cave
  • Rebuilt whole-network cave continuity around low-variance rings, explicit authored navigation links and spatially indexed player-clearance carving that removes walls, crossing floors and chamber shells from the actual movement capsule
  • Batched unlimited three-point floor plus wall/ceiling visual repairs into two meshes, tightened junction sleeves, and added a second physics-step final audit with emergency floor fallback instead of leaving later gaps unprocessed
  • Hid the opaque ocean plane as soon as the player crosses behind a cave mouth, with spatial and timed exit hysteresis so a volume seam cannot reveal or flash the straight water boundary underground
  • Replaced centre-only cave-mouth carving with complete tapered triangle intersection, expanded and deep-skirted the walkable entrance landing, relocates blocking natural resources, and added hold-F7 emergency exit with automatic fall recovery
  • Made tunnel safety floors and chamber-opening bridges both visible and collidable, corrected floor winding/overlap, and added a world-layer local shield model for third-person view with humanoid-left-hand and body-orientation fallbacks
  • Removed the remaining 90-degree structure rotation paths in normal, Billy and camp generators by preserving each prefab's authored heading, treating terrain normals as up, and reseating corrected roots on the sampled ground
  • Attached generated chests and powerup containers to the exact unused structure anchor, replacing the old arbitrary Hitable parent and 1.5-metre error tolerance that left objects floating beside corrected buildings
  • 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 0.9.9 and multiplayer protocol to 29 so clients without the complete Obamium catalog and revised presentation synchronization cannot join the same world

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