Graveyard Keeper 2
Install with App

Details

Latest version
0.1.5
Last Updated
First Uploaded
Downloads
234
Likes
1
Size
117KB
Dependants

Categories

Changelog

All notable changes to GK2+ (Graveyard Keeper Plus) are documented here.

GK2+ follows Semantic Versioning.

[Unreleased]

[0.1.5] - 2026-09-26

Added

  • Shared Storage: configurable Current Zone or Global access to eligible storage from normal chest windows and the character inventory while retaining GK2's native inventory behavior.
  • Character Inventory Access child setting for Shared Storage.
  • Use Items From Storage child setting for supported remote consumable Use actions.
  • Craft From Selected Scope child setting, extending native crafting plus blueprint/building material access to eligible Global storage when enabled.
  • Bigger Item Stacks: scale live native stack limits from 2x through 20x, with a grouped main-menu multiplier control.
  • Spawn Item cheat: searchable/paged native item picker, configurable quantity, and native item creation/inventory insertion through GK2's own item pipeline.

Changed

  • Binary child settings now toggle directly in the GK2+ menu instead of opening a two-choice picker; multi-choice settings still use the selector.
  • Shared Chests has been reframed player-facing as Shared Storage while retaining its existing internal config ID for compatibility.
  • Feature-setting rows now use deterministic ordering instead of registration order.
  • Child settings can be grouped directly beneath their parent feature, with tighter spacing between parent/child rows than between separate features.
  • Child settings remain visible but become disabled/greyed while their parent feature is OFF, preserving the configured value for later re-enable.
  • Generated BepInEx setting descriptions now point normal users toward the GK2+ menu while explicitly supporting advanced direct/mod-manager config editing as a next-launch workflow.

Fixed

  • Cheats-tab layout now keeps the Spawn Item row separated from Heal Player / Refill Energy instead of overlapping the third action row.

Validation

  • Bigger Item Stacks validated at 2x and 3x, including a 150-item stack from a native 50-item limit.

  • Save/reload downgrade test confirmed existing over-cap stacks are preserved and GK2 normalizes them when later moved/adjusted.

  • Spawn Item validated with native item materialization and player-inventory insertion.

  • Stack multiplier parent/child ordering and disabled-child UI behavior validated in runtime testing.

  • Global Shared Storage validated across character inventory and normal chest windows, including cross-zone transfers.

  • Remote consumable Use validated from eligible Shared Storage.

  • Global crafting and blueprint/building resource checks plus actual remote resource consumption validated.

  • Current Zone / Global scope switching and child-option UX validated.

Compatibility

  • Shared Storage creates no custom shared-storage save data and can be disabled or narrowed by child capability when another mod should own overlapping storage behavior.
  • Bigger Item Stacks restores only stack-limit values that still match GK2+'s last applied value, preserving later third-party changes.

Known Issues

  • Use Items From Storage currently supports consumable Use behavior only; Equip, Plant, Fertilize, Destroy, and hotbar actions remain player-inventory only.
  • Spawn Item is intended primarily for normal inventory items in v0.1.5; big carryables and world-linked definitions are not yet routed through GK2's native physical drop/carry path.
  • Configurable GK2+ menu hotkey and Continuous Planting remain in development and are not included in v0.1.5.

[0.1.0] - 2026-09-25

Added

  • First functional gameplay release of GK2+.
  • Native-style Save Game button in the in-game pause menu.
  • Manual saves use GK2's own save system and preserve mid-day player/world state without forcing sleep or advancing the day.
  • Exit-to-main-menu confirmation now shows the active slot's real last-save age/time.
  • Functional Cheats tab with +1/+5/+10/+100 Silver, +1/+5/+10/+100 Gold, Heal Player, and Refill Energy.
  • Reusable UI action registration so feature modules can expose controls without embedding feature logic in ModMenuController.
  • Per-save cheat-taint sidecar that permanently marks a save lineage after the first confirmed cheat use.
  • Achievement integrity guard that blocks GK2's platform achievement progress/unlock boundary while a cheat-tainted save is active.
  • First-cheat native confirmation dialog warning that achievements will be disabled for the save and its GK2+ backups.
  • Cheat-taint propagation to existing and future GK2+ safety backups.
  • Persistent GK2+ F2 menu lifecycle across both the main menu and active gameplay.
  • Dedicated top-level overlay Canvas so GK2+ renders above native game windows while open.
  • Save-safety framework for protected persistent mutations.
  • Save mutation risk classifications for Low, Moderate, and High-risk actions.
  • On-demand save checkpoints that copy the active slot data/info files before Moderate/High-risk mutations.
  • Per-slot backup retention capped at five backup directories.
  • Performance/resource standards covering CPU, GPU, RAM, GC, disk I/O, logging, and lifecycle cleanup.
  • Save-safety architecture documentation.

Changed

  • GK2UIService now owns the persistent mod-menu controller lifecycle.
  • GK2+ menu hosting moved from a main-menu-specific presentation hierarchy to the persistent game GUI root.
  • Save-safety backups use a generation/checkpoint model so repeated risky actions reuse one backup until GK2 loads or writes a save.
  • Backup copies are streamed instead of buffered as whole-save managed byte arrays.
  • Money cheats use GK2's native money resource path and native resource-change feedback.
  • Refill Energy targets the normal work/action energy resource.
  • Cheat actions fail closed if the achievement guard cannot initialize.
  • Development/release guidance now treats performance, resource efficiency, and cheat-integrity behavior as release requirements.

Fixed

  • F2 menu no longer disappears after entering gameplay.
  • Vanilla windows and interaction prompts no longer render above the GK2+ overlay.
  • TMP/native-label initialization failure introduced during the first persistent-UI refactor.
  • UI shutdown handling during Unity teardown.
  • Pause-menu Save Game label no longer reverts to Settings after localization callbacks.
  • Cheat action layout now wraps into compact rows instead of overflowing one row.
  • Refill action now restores the correct player energy resource rather than combat stamina.

Validation

Runtime validation completed for:

  • Manual Save from the pause menu.
  • Manual save reload at the same player location without sleeping.
  • Persistence of moved world-object state across manual save/reload.
  • Native last-save timestamp display before and after manual save.
  • Keyboard/mouse and controller navigation for the pause-menu Save Game flow.
  • Silver/Gold cheat increments and native money-change feedback.
  • One Moderate-risk safety checkpoint for repeated money actions within the same save generation.
  • Reuse of that checkpoint across multiple money actions.
  • Refill Energy restoring the visible work-energy bar.
  • First-cheat warning dialog.
  • Persistent active-slot cheat-taint sidecar.
  • Cheat-taint persistence after closing/reopening.
  • Propagation of cheat taint to all five retained GK2+ backup directories.

Compatibility

  • Persistent UI changes remain isolated to GK2+'s own overlay rather than injecting tabs directly into vanilla windows.
  • Pause-menu Save Game integration clones/reuses native-style controls and delegates persistence to GK2's own save system.
  • Achievement protection patches only the platform progress/unlock boundary and leaves GK2's internal achievement bookkeeping intact.
  • Runtime recon remains a development-only tool and is not required for normal GK2+ operation.

Known Issues

  • Heal Player uses GK2's native full-heal path and validates successfully at full health, but still needs a hands-on test while the player is actually damaged.
  • Cheat-taint persistence and the achievement guard are implemented and validated at the save/backup level; a naturally triggered platform achievement attempt has not yet been observed in runtime testing.
  • Additional gameplay/QoL modules and cheat actions are still under development.
  • Automated backup restore is intentionally not implemented yet.
  • The in-game Nexus Mods button remains disabled until the restored/public Nexus page URL is configured.

[0.0.1] - 2026-09-24

Added

  • Initial public GK2+ foundation release.
  • BepInEx plugin bootstrap and Harmony integration foundation.
  • Modular feature registry and feature base architecture.
  • Master GK2+ enable/disable configuration.
  • Compatibility scanner for loaded BepInEx plugins.
  • Shared framework service scaffold for events, saves, world access, inventory, crafting, farming, zombies, quests, localization, UI, and diagnostics.
  • Native-style GK2+ main-menu status badge showing the loaded version and status.
  • Native-style F2 mod-menu shell on the Graveyard Keeper 2 main menu.
  • Esc and Close-button handling for the menu shell.
  • General, Inventory, Crafting, Farming, Zombies, Cheats, and More menu tabs.
  • GitHub and bug-report actions on the More page.
  • Public reconnaissance tooling under tools/recon/.
  • Central project-link configuration so the Nexus Mods URL can be enabled after the public page is created.

Compatibility

  • Built for Graveyard Keeper 2 on Windows x64.
  • Development baseline uses BepInEx 5.4.23.5.
  • Development baseline uses Unity 6000.3.x.
  • Targets .NET Standard 2.1.
  • Gameplay feature modules are not enabled in this release, minimizing gameplay-system conflicts in the foundation build.

Known Issues

  • The custom F2 menu in v0.0.1 works from the main menu only.
  • Gameplay/QoL modules and cheat actions are not included in v0.0.1.
  • Feature settings pages show development placeholders.
  • The Nexus Mods button is disabled in v0.0.1.
Thunderstore development is made possible with ads. Please consider making an exception to your adblock.