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.
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
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
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
Thunderstore development is made possible with ads. Please consider making an exception to your adblock.