MuckReplayable
Replayable Muck overhaul with private friend joining, true off-hand shields, beds, third person, world saves, connected caves, balanced artifacts, new mobs, and major fixes.Muck Replayable 0.9.3
Installed BepInEx mod for the Steam Mono build of Muck.
Controls
F6: open Public Servers / Worlds from anywhereF5: save the current host run to the active slotF9: continue the active slotF4: sort the backpack and combine partial stacksV: toggle the collision-aware third-person shoulder camera; mouse wheel changes distance- Spectator
LMB/RMB: cycle living players; wheel: zoom;F: follow/free-camera toggle - Shield equipped in the left-hand slot: hold
RMBto block; a shield placed in the main hand can useLMBfor a blunt bash - Bed: interact at night to sleep; movement, jump, interact, or damage wakes the player
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 and attacking each cost 75% of vanilla; stamina regeneration begins 0.2 seconds after the last spend
- Walking, sprinting, acceleration, and swimming propulsion run at 150% of vanilla speed; base attack speed is ×1.5 and damage is ×1.3
- Passive hunger depletion is 60% of vanilla by default; food restoration values are unchanged
- Every artifact chest now pauses for a three-card choice: tier, icon, current/next stacks, calculated effect, and the original description are shown; all 25 artifact effects use capped diminishing-return curves and the host validates exactly one choice
- Native main-menu Public Servers, Private / Friends, and Worlds buttons; ESC Open Public and Open Private controls; late join synchronizes players, world state, active monsters, shields, sleepers, and upgraded structures
- Host packet sanity checks for mob hits, resource hits, interactions, armor, chests, and building requests
- Minecraft-style list of 24 named host worlds, ordered by last played; clicking selects a world instead of loading it, each row has a two-step recoverable Delete action, and continued worlds support Public/Friends/Private lobby access; compressed atomic saves include backups, seed/day/time, player state, builds, chests, drops, discoveries, and destroyed resource IDs
- New runs bind autosave to an empty slot instead of overwriting an existing run; day-zero saves are blocked, failed Continue attempts are cancelled, unsafe cross-seed hot-loads are refused, and corrupt primaries recover from their backup
- Restored clocks, destroyed resources, builds, chest cells, ground items, and ground powerups are synchronized to connected clients
- Vanilla multiplayer fixes for host powerup double grants, positioned-drop object IDs, repeatable door interaction, stale containers, chest ownership, malformed packets, and duplicate/missing pickup messages
- Rebuilt spectator camera with wrapping target selection, automatic dead/disconnected-target recovery, collision zoom, and a free camera that can move both up and down
- Focused Creative mode: all recipes are visible and crafting/building/repairing costs no resources; developer catalog, flight, invulnerability, and money cheats were removed
- Community-requested QoL: hotbar-first pickup, bounded high-ping pickup cooldown, backpack sorting/stack merging, safe chest shift-click, reliable item/icon redraws, and crash-safe respawning without a valid grave
- Player structures take 40% enemy damage by default while unsupported-structure collapse still behaves normally
- Lightweight English-only mod panels built from Muck's own brown menu texture, orange label colour, and inventory-slot frame
- 281-sample expanded island (configurable), with dependent player spawn radius scaling
- Eight widely separated terrain-cut cave mouths feed a continuous deep backbone, three long cross-links, uneven junction depths, and a three-way shared cavern; the default distribution targets up to 384 balanced cave ores while retaining 48 surface deposits, with no portals, exposed tunnel pipes, or underwater cave rendering
- Seven networked combat mob types with independent IDs and spawn balance: Goblin Raptor Rider, Cave Stalker, Powder Goblin, Storm Shaman, Crystal Golem, Ember Wyvern, and the Ancient Warden boss; neutral wildlife remains Muck's vanilla cows and bulls
- Correct weighted spawning now honors each monster's
maxWeight; new enemies ramp in from days 2–7 and the Ancient Warden joins the boss rotation without replacing neutral animal zones - Additional deterministic cosmetic variants remain available for vanilla monsters
- Versioned runtime texture overrides; Unity archives remain untouched
0.9.3 current consolidated build
- 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 14 because cave topology and synchronized landmark keys changed
0.9.2 connected-cave and terrain hotfix
- Blank-seed worlds now use independent GUID/time/counter entropy instead of Unity's replayable global random sequence; a live audit generated 32/32 unique non-zero seeds
- World rows now select without entering, expose their own two-step recoverable delete action, and open continued worlds as normal host lobbies with Public, Friends, or Private access instead of auto-starting as if joining a server
- Active host worlds save synchronously and atomically when leaving the world or quitting the application, with duplicate shutdown callbacks safely throttled
- Wood Shield is pinned to the Workbench tool tab and costs only 10 Wood; Bed is pinned to the Workbench build tab and costs only 15 Wood
- Structure chest loot tables have independent chances for Wood Shield (9%), Steel/Iron Shield (4.5%), and Gold Shield (3%), with duplicate injection prevented
- Shield visuals now snap directly into their resting pose on equip, avoid the far-to-near fly-in, and communicate blocking through a raised face-on pose with only a small scale change; remote players use the same distinction
- Preserved vanilla
Cavestructures and place Replayable entrances separately, at least 85 metres from them and 230 metres from one another - Fixed an out-of-range cross-link query that previously stopped generation after the eight surface-access tunnels, leaving them disconnected and empty
- Restored the complete backbone, three long cross-links, shared cavern, junctions, and raised the default underground ore target from 288 to 384 nodes
- Retained a balanced target of 48 original surface metal deposits and prune only excess nodes, so early progression no longer requires finding a cave immediately
- Rejected low coastal entrance locations and require every entrance to sit at least eighteen metres above the water plane
- Raised and narrowed the access tunnel, added a buried walkable apron across each mouth, removed colliders from decorative seam stones, and cut coarse terrain triangles that could bridge or block an entrance
- Shortened terrain cuts once the descending tube is below ground, added asymmetric seam stones and irregular chamber-opening blends, and deepened corridor overlap through every junction so the network reads as one continuous cave
- Force-disabled every water renderer while underground, replaced DayCycle's camera-height underwater fog with normal surface fog, and restored both states on exit
- Guarded landmark discovery messages against destroyed vanilla UI references
- Village candidates are rescanned after world generation, so a camp created after the initial map pass still appears once the player discovers it
- Advanced multiplayer protocol to 11 so older clients cannot generate mismatched cave topology
- The regression audit now checks entrance blockers and aprons, custom animal silhouette parts, cave floors and ores, water/fog suppression, save-on-exit, and runtime exceptions without treating vanilla caves as portals
0.9.1 button-label rendering hotfix
- Fixed all main-menu labels disappearing even though their TextMeshPro components reported valid text, color, font, and alpha
- Stopped rewriting the layout and visibility state of every vanilla button once per second
- New Public Servers, Private / Friends, Worlds, Open Public, and Open Private labels now inherit Muck's native geometry and only receive safe one-line sizing
- Verified the rendered main menu and the complete ESC menu from real screenshots, not only component-state logging
0.9.0 private join, stamina, shields, sleep, third person, and post-victory play
- Added a dedicated one-line
Private / Friendsmain-menu button and matching browser tab. It scans compatible Steam friend lobbies without asking for a lobby code; Steam invitations continue to join directly - Hardened all native main- and pause-menu labels so cloned buttons remain active, opaque, single-line, correctly sized, and in a deterministic order
- Changed jump and attack stamina costs to 75% of their vanilla values and added a real 0.2-second regeneration delay after every spend
- Reworked all seven shields to use Muck's actual
LeftHandedinventory cell. Equipping no longer grants shield HP or passive armor stats - Shield passive/raised reductions are 5/15%, 7/21%, 9/27%, 11/33%, 13/39%, 15/45%, and 17/51% by tier; raising the shield is exactly three times its passive effect
- Added independent left-hand first-person rendering: the shield rests small at the lower-left edge, moves toward the left-center while blocking, faces correctly, and never replaces the main-hand item
- Synchronized equipped shield tier and raised/lowered pose for remote players, while the host remains authoritative for damage reduction
- Added a
Vthird-person shoulder camera with obstruction collision and wheel zoom - Added a craftable Bed to the Workbench. Beds work only at night; sleeping locks local movement, wakes safely, synchronizes the lying pose, and makes night run at x7 only while every living connected player is asleep
- Final-boss victory now grants completion, restores the world and player controls, and returns everyone to the island instead of permanently ending the run
- Advanced the multiplayer protocol to 10 and verified the new catalog, recipes, live bed building/sleep acceleration, shield slot/visuals, 100→95 passive and 100→85 raised Wood Shield damage, and the delayed stamina refill in a live world
0.8.1 tiered shields (historical; behavior superseded by 0.9.0)
- Added seven real, non-stacking shield items with generated Muck-style icons and low-poly held models: Wood, Gold, Steel, Mithril, Adamantite, Obamium, and Chunkium
- Wood Shield is crafted in the Workbench tool tab; all metal shields are crafted in the Anvil weapon tab and unlock through their normal materials
- Equipping a shield in Muck's existing left-hand shield slot adds 12/18/24/32/42/52/60 rechargeable shield capacity by tier and displays a separate first-person shield model without replacing the main-hand weapon
- Holding RMB raises the shield, drains 5 stamina per second, consumes additional stamina when struck, and blocks 22%/28%/34%/40%/47%/53%/58% damage by tier
- LMB performs a blunt shield bash for 9/12/15/18/23/28/32 base damage by tier
- Shield item IDs, equipped visuals, block state, and reduced damage are synchronized in multiplayer; item IDs remain stable in world saves
- Advanced the multiplayer protocol to 9 so clients without the shield catalog cannot join an incompatible world
- Runtime verification covered the shield slot's
LeftHandedrestriction and save-cell membership, all seven recipes, sprites, meshes, materials, Workbench/Anvil placement, the equipped model, +12 Wood Shield capacity, and 100→78 Wood Shield block damage
0.8.0 Replayable identity, natural caves, combat and building progression
- Renamed the mod, assembly, lobby branding, package, and network protocol to Muck Replayable
- Fixed native and custom buttons to one line and deterministic visual order; added separate Open Public and Open Private pause-menu actions
- Replaced the artificial radial cave hub/ring with a seed-deterministic connected backbone, long loops, asymmetric junctions, and a deep shared cavern; moved entrance tubes below terrain and removed portal-like collars
- Added discovery-only Trader markers alongside caves, villages, and the ship
- Added deterministic iron/gold/adamantite-style armor plates to a day-scaled share of normal monsters, with a modest matching health increase
- Player baseline: movement ×1.5, attack speed ×1.5, damage ×1.3, critical chance +10 percentage points, attacks consume one reduced jump of stamina, jump cost −50% from the previous mod value, and stamina refill time is halved
- Daylight lasts ×1.3 and night lasts ×0.8 relative to 0.7.0
- Bob moves ×1.2 and uses an 85% wider flight area; Guardian laser damage and spike radius are halved
- Hammer hits now repair damaged player structures or upgrade full-health structures through three durability tiers; furnaces and cauldrons process faster at higher tiers, upgrades synchronize in multiplayer, and tier/HP persist in world saves
- Rebalanced Creative to exactly its intended scope: complete recipe unlocks and free crafting/building/repairing, without unrelated cheats or developer UI
- Verified clean BepInEx startup with one plugin loaded and zero Harmony, exception, or error log entries
0.7.0 worlds, join-in-progress, discoveries, and artifact balance
- Added native Muck main-menu buttons for Public Servers and Worlds; the obsolete code-entry join widget is hidden
- Replaced numbered save controls with a latest-first 24-world list; clicking a world creates its lobby and continues it directly
- Added an ESC pause-menu Open to Public toggle and code-free joining of compatible running worlds
- Added late-join bootstrapping for player roster, clock/day, builds, chests, dropped items, removed resources, discovered landmarks, and already-active monsters
- Made cave, village, and ship map icons discovery-based and persistent per world instead of revealing the island immediately
- Rebalanced the actual runtime getters for all 25 artifacts with readable current-to-next values and hard caps on runaway stacking
- Reworked cave chamber openings with narrow mesh cuts, overlapping rock sleeves, closed low-poly decorations, additional chamber ore slots, and warmer junction lighting
- Audited the runtime with 24 save slots, all 25 artifacts, hidden/discovered markers, 8 entrances, 24 principal routes, 288 cave ores, zero portals, and zero exceptions
0.6.0 movement, native UI, and terrain caves
- Multiplied player walk/run caps, movement force, and swimming propulsion by 1.2; multiplayer rule matching includes the value
- Replaced the custom dark/gold dashboard skin with textures and colours sampled directly from Muck's active menu and inventory UI
- Replaced four stretched cube walls per route with UV-tiled, irregular 16-sided terrain tunnel meshes and procedural cavern chambers
- Sorted ring connections by polar angle so outer routes cannot criss-cross because of entrance ordering
- Put ore slots in surface-access tunnels as well as the hub/ring, with 288 unique balanced nodes in the audited world
- Added exact cave-volume checks that disable swimming drag, stamina drain, drowning, underwater audio, and the global water renderer while underground
- Enlarged and enclosed the central cavern, cut tapered surface approaches through terrain, and retained Ground-layer mesh collision throughout
- Hardened stale monster target handling against player-disconnect races
- Added the supplied REPLAYABLE marketplace icon
0.5.8 item UI and map repair
- Removed the oversized enriched-tooltip override and restored Muck's original item descriptions
- Added defensive cleanup for obsolete translation overlays and re-enabled their original TextMeshPro labels
- Forced inventory, chest, hotbar, held-item, and pickup icon refreshes at the points where vanilla UI state changes
- Rebuilt hotbar-first pickup ordering without duplicate or inactive-cell assumptions
- Added a configurable 1024px detailed map with bilinear terrain sampling, hill shading, subtle contour lines, sharper lakes/coastlines, cave markers, and a ship marker
- Runtime regression audit passed all 152 items: zero missing sprites, zero missing materials, visible held/dropped Wheat, and matching populated/visible chest cells
0.5.9 progression blockers and performance
- Made dropped Wheat wider, permanently upright, and more strongly outlined so its very thin vanilla mesh cannot disappear when it falls flat
- Reduced passive hunger depletion to 60% without changing food healing, stamina restoration, or hunger restoration
- Rebuilt cave ore placement around 72 unique slots per tunnel and deterministically removed hundreds of stacked renderers/colliders
- Replaced portal-based cave boxes with eight real terrain openings and continuous walkable ramps; every entrance shares a large hub and outer ring, and all cave geometry uses the proper Ground layer
- Cached world summaries instead of decompressing complete saves on every IMGUI event; 2,400 cached lookups complete in about 106 ms in the current runtime audit
- Changed autosave compression to the low-stall GZip mode and replaced per-build full item scans with a prefab lookup
- Removed duplicate renderer/material texture scans, reduced detailed-map terrain sampling by about 80%, and throttled monster building searches
- Replaced default IMGUI windows with a unified dark-stone/gold game UI for the F6 hub, lobby browser, save archive, artifact cards, Creative catalog, and spectator HUD
0.5.7 UI responsiveness rollback
- Removed the language picker, translation patches, font registration, TextMeshPro replacement overlays, and recurring whole-scene UI scans
- Restored Muck's original English text components so button transitions, clicking, and selection are no longer intercepted by localization code
- Removed the obsolete
Platform.Languageconfig entry and Korean font assets from the installed/shareable package - Kept a tiny English-only string table solely for UI introduced by Reforged itself
0.5.6 Korean localization completion (superseded by 0.5.7)
- Audited the actual active and inactive UI trees in both Menu and GameAfterLobby scenes instead of relying on guessed label names
- Translated the remaining lobby, gameplay settings, crafting, pause, respawn, trade, loading, day, victory/defeat, interaction, boss, and system-chat strings
- Added non-destructive Korean display names for all 152 vanilla items and all 25 artifacts; internal names used by recipes, networking, saves, and achievements remain unchanged
- Added Korean item descriptions, crafting requirements, pickup/unlock messages, inventory statistics, entity names, and custom Reforged mob/boss names
- Corrected mismatches such as
Inverted Mouse Horizontal,Max FPS,Show Grass, and the vanillaAdamanite Oretypo
0.5.5 localization and UI fixes
- Added a prominent
언어 / Languagepicker to the vanilla Settings screen; F6 is no longer required to discover language selection - Bundled the official Gmarket Sans Medium TTF and apply it to the complete Korean canvas/IMGUI interface, including English hotkey labels
- Translated previously hard-coded Korean-facing save, Continue, lobby compatibility, Creative, spectator, backpack, catalog, and artifact-choice text
- Added Korean names and descriptions for every artifact displayed by the three-choice chest UI
- Added Korean translations for common vanilla Settings headings, controls, graphics/video/audio labels, and option values
0.5.3 bug fixes
- Fixed expanded-island map generation indexing so non-vanilla map sizes no longer crash while creating the minimap texture
- Artifact offers now fall back safely when fewer than three compatible powerups exist, remain modal, and restore the original input/cursor state after repeated opens
- Reforged mob registration is idempotent; vanilla cosmetic variants cannot stack twice on one mob
- Cosmetic goblin passengers are stripped before activation so they cannot register phantom AI, physics, collision, or sound objects
- Resource/mob hit validation now rejects missing players and destroyed targets before vanilla handlers dereference them
- Fixed host disconnect shutdown races, Continue/lobby scene races, creative flight during camera transitions, and unsupported even island-size settings
- Texture replacement skips shaders without
_MainTex, eliminating repeated material warnings
Important paths
- Installed plugin:
BepInEx/plugins/MuckReplayable.dll - Config:
BepInEx/config/kr.codex.muckreplayable.cfg - Run saves:
BepInEx/config/MuckReforged/Saves - Installed texture overrides:
BepInEx/plugins/MuckReplayableAssets/Textures - Extracted originals and ImageGen outputs:
MuckReforged/art - Pre-loader backup:
MuckReforged/backup-pre-bepinex-5.4.23.5 - Shareable release archives:
MuckReforged/releases
The save system is host-owned. Remote players keep vanilla client-authoritative inventory behavior; the host file is the canonical world checkpoint.
Multiplayer peers running Reforged must use the same protocol version. Reforged lobbies advertise a distinct game version so vanilla clients cannot enter a world containing custom mob IDs.
