Muck
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Size
4.2MB
Dependency string
Yure-MuckReplayable-0.9.4
Dependants

Changelog

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
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