MuckReplayable
Picking up where Dani left off: shields, monsters, powerups, events, Rainbow Chests and more. Unofficial fan expansion. Discord: discord.gg/ubqXxFGzRU
| Date uploaded | 2 days ago |
| Version | 1.1.11 |
| Download link | Yure-MuckReplayable-1.1.11.zip |
| Downloads | 98 |
| Dependency string | Yure-MuckReplayable-1.1.11 |
This mod requires the following mods to function
BepInEx-BepInExPack_Muck
BepInEx pack for Muck. Preconfigured and ready to use.
Preferred version: 5.4.1101README
Muck Replayable
We're picking up where Dani left off — bringing Muck the updates we'd love to keep playing.
Muck Replayable is a community-made expansion that gives you more to explore, fight, build and work towards, whether you're surviving alone or with friends. Our goal is to keep the spirit of Muck while giving every run more variety and a reason to come back.
What We Add
- Shields, new monsters, bosses and tougher encounters
- More weapons, Obamium equipment, rings and necklaces
- Epic and Mythical powerups and three-artifact reward choices
- Rainbow Chests with slot-machine reels, random gold costs and one reward of your choice
- Blood Moons, a Travelling Merchant, enemy camps and daily World Contracts
- More achievements, beds, third-person view and building improvements
- World saves, multiplayer player saves and lobbies for up to 16 players
- Item stats, balance changes, bug fixes and continued play after victory
And we're still working on more.
Join The Community
Got an idea, found a bug, or want to follow the next update? Come talk to us and help shape what Muck Replayable becomes.
Our Discord Server: Join Muck Replayable
WIP: New Biomes, Reimplementation Of Caves, More Achievements, New Bosses.
Fishing, fish, sharks, a fisherman trader and proximity chat are community suggestions, not features included in this build.
Playing Together
Install with a Thunderstore-compatible mod manager and the required BepInEx dependency. For manual installation, keep MuckReplayable.dll and the entire MuckReplayableAssets folder together inside BepInEx/plugins.
Everyone in a lobby needs the same build: 1.1.11, protocol 37. Back up saves before updating. Normal exits attempt to save; a crash or forced shutdown can lose recent progress.
See Latest Update Notes, Player Guide and the preserved Changelog.
Muck Replayable is an unofficial fan-made mod, not an official Dani update and not affiliated with or endorsed by Dani.
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, notMob.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
/bloodmoonand/merchantremain 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
/bloodmoonand/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 (
F7also 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
IronTextureiron-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
SteamClientand 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.IsP2PPacketAvailablenull-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
Hitableparent 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