Muck
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Yure-MuckReplayable-0.9.3
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Muck Replayable 0.9.3

Installed BepInEx mod for the Steam Mono build of Muck.

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

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 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.

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