MuckReplayable
Picking up where Dani left off: shields, monsters, powerups, events, Rainbow Chests and more. Unofficial fan expansion. Discord: discord.gg/ubqXxFGzRUChangelog
1.1.11 Accessory Specification Correction (local candidate)
- Corrected Greed to grant 50% more harvested resources instead of a general loot bonus.
- Changed Deflection to halve incoming projectile damage instead of randomly avoiding damage.
- Changed Power to add one effective Massgainer stack and Speed to grant 50% movement speed.
- Changed Haste to grant 50% attack speed and Defense to add 10 percentage points of defense.
- Set the default melee attack cap to 3.5 attacks per second (5 during Juice), or 4 with Haste (5.5 during Juice).
- Kept existing crafting recipes and permanent accessory slots. Biomes remain work in progress.
1.1.11 Saving, Terrain, Bug Fixes
- Added Steam-account-based participant saves stored with the host world and restored on reconnect.
- Participant state is sent every 5 seconds and on normal exit; the host saves the latest received state.
- Fixed player restore readiness and protected saves from being overwritten after a failed restore.
- Fixed held mouse items not being saved and retained the active world slot across exit callbacks.
- Saved player inventory items by name as well as ID to handle item ID changes.
- Fixed expanded terrain meshes exceeding the 16-bit index limit and improved recovery beneath steep terrain.
- Prevented world placement checks from moving boat fixtures.
- Fixed chest armor using the helmet mesh and adjusted its fit.
- Changed item stats to white and hid accessory information when the inventory is closed.
- Restored health after equipment stats are applied.
- Multiplayer protocol is now 36; all players must update together.
1.1.10
- Oh god I forgot asset folder for few updates
1.1.9 — Accessories and Balancing
- Added Necklace Of Greed: 1 Ancient Core + 69 Gold Bars (+25% loot).
- Added Necklace Of Deflection: 1 Ancient Core + 69 Mithril Bars (15% chance to deflect an incoming hit).
- Added Ring Of Power: 10 Fireballs + 25 Chunkium Bars (+18% base damage).
- Added Ring Of Speed: 10 Lightningballs + 25 Chunkium Bars (+12% movement speed).
- Added Ring Of Haste: 1 Wyvern Claw + 25 Chunkium Bars (+12% attack speed).
- Added Ring Of Defense: 10 Waterballs + 25 Chunkium Bars (+12 defense).
- Added permanent Ring and Necklace slots to the inventory. Right-click an accessory to equip it; equipped accessories cannot be removed or replaced during that run for now.
- Added procedural accessory models and icons, anvil recipe injection, stable item registration, hover descriptions, and run-save persistence.
- Adjusted baseline attack speed to 105% so attacks remain responsive while Ring Of Haste still feels rewarding.
- Advanced the multiplayer compatibility protocol to 35 for the expanded item catalog.
WIP: New biomes, reimplementation of caves, more achievements, and new bosses.
Discord: discord.gg/ubqXxFGzRU
1.1.6
- Added MoreOresWeapons/MuckArrows-style ore bows and arrows: Iron, Gold, Mithril, Adamantite, Obamium, Stone, Ruby and Chunkium, with anvil recipes and synchronized IDs.
- Added Item Stat Display-style hover details for item, weapon, bow, arrow, armour, food, fuel and powerup effects.
- Opened chests now show a detached 30-second sinking visual and opening a container clears horizontal momentum; canonical item IDs/name matching repairs split stacks and failed merges.
- Added a Muck-native Customize button with body-only skin presets and an optional vanilla cap; hair, clothing, armour and held items are excluded from recolouring.
- Dropped loot presses pooled grass using a radius derived from its world-space bounds, improving visibility without removing grass.
- Bob keeps his vanilla flight/grounded patterns and gains an occasional server-authoritative aimed volley while a target is alive.
- Enemy HP bars now have a resource-style dark backing and normalized names (
Dave, notMob.Dave); Blood Moon's purple skull remains a separate non-overlapping badge. - Chest sink duration reduced to 7.5 seconds; enemy damage to player-built structures is now 0.2x (existing 0.4x configs migrate once).
- Restored the full dictionary-based localization service: 23 selectable languages plus Automatic (System), live UI refresh, and language-aware font fallback.
- Added a compact language picker to the vanilla Settings screen with stable one-line controls, clamped layout, and clear hover/active feedback.
- Removed the legacy English-only localization stub and unified settings/content translation through one catalog.
- Kept ProtocolVersion 34 for 1.1.x multiplayer compatibility.
1.1.5
- Hardened furnace and cauldron transactions: full or mismatched output slots no longer consume inputs or fuel, and duplicate recipe requirements cannot over-consume one slot.
- Added aggro bootstrap null-safety and corrected mixed iron inventory contract progress.
1.1.4
- Added three daily World Contracts (Easy / Medium / Hard) with 100 / 250 / 600 gold rewards; contracts expire at the end of their day and stop spawning after Day 10.
- Added Normal, Abandoned, and Fortified camp variants. Abandoned camps contain Gem Map, Boat Map, and a cyan rare powerup chest; Fortified camps contain three elite armoured Goblins and two rare powerup chests; normal camps now use three elite non-armoured Goblins.
- Added the rare Golden Goblin (1% spawn weight) with a 500–2,000 gold drop scaling by night.
- Added Contractor and Golden Touch local achievements.
- Kept all camp spawns on validated ground and synchronized rare chest/map drops to every peer.
- Fixed Epic Battle Totem Map registration across scene reloads; it now marks Epic Totems idempotently and cannot recursively duplicate.
- Added surface terrain-depression recovery for missing-collider holes that place players beneath terrain textures.
- Discord: discord.gg/8ENEusdNzM
1.1.3
- Updated Mythical Powerup artwork in the top-right menu.
- Guaranteed at least two deterministic enemy camps per world.
- Added purple Blood Moon skull visuals to hostile enemies.
- Added the weighted Travelling Merchant loot table for high-tier equipment, gems, and the Epic Battle Totem Map.
- Fixed zero-health ghost villagers and Wyverns spawning underground through the server spawn path.
- Added a red Goliath boss statue and map marker-on-sight; connected caves are suspended while terrain generation is reworked.
- Fixed host death drops being lost after the server marked the host dead; death drops now broadcast once and use a safe land position near water edges.
- Fixed multiplayer merchant stock divergence and refreshed high-tier equipment stats before purchase; remote peers now lazily resolve the same seed-based merchant anchor before interaction.
- Disabled only oversized, paper-thin water-plane colliders even when connected caves are suspended, preventing the visible shoreline seam from pulling players across dry land.
- Added a compact Blood Moon warning banner for the upcoming night and active event.
- Added decorative tables and benches to replayable camps; furniture colliders are removed so they cannot block movement.
- Discord: discord.gg/8ENEusdNzM
WIP: More structures, events, achievements, and customizable world settings.
1.1.2
- Fixed Goliath central-cave spawning and extended its asynchronous retry safety.
- Powerups no longer appear in artifact choices after their effective stack cap is reached.
- Updated the Mythical Powerup artifact-choice UI and live inventory tooltip/count refresh.
- Fixed another cave-access regression, including water-edge colliders and failed cave-mouth floor joins.
- Suppressed oversized, paper-thin water-plane colliders that could extend onto dry land and pull players toward a false water edge.
- Added a purple map marker for the Travelling Merchant once he spawns.
- Added buffed camp enemies with increased stats and armour visuals.
- Host commands
/bloodmoonand/merchantremain available for event testing. - Discord: discord.gg/8ENEusdNzM
WIP: More randomly generated structures, events, achievements, customizable world settings, and more. Stay tuned!
1.1.1
- Unified vanilla Join Lobby callbacks with the single Reforged Join browser flow.
- Prevented duplicate host registration when Steam repeats the local member callback.
- Kept host lobby settings editable when the host receives its own lobby-entered callback.
- Stopped configuration-mismatch join/leave loops and kept host rules authoritative.
- Added a metadata-index fallback for public lobbies created moments before a search.
- Fixed cave water-edge traps by disabling water colliders inside the cave envelope and removing seam-floor colliders that cross another tunnel's player clearance.
- Fixed a cave-access regression by preserving authored chamber seam floors and adding a post-cook, slope-matched repair only for mouths that fail their walkability probe.
- Powerup choices now exclude ordinary and Mythical upgrades that have reached their cap; server validation applies the same rule for multiplayer clients.
- Mythical choice cards and inventory entries now show the real Mythical stack count instead of the old hard-coded “5x” label, refresh their count immediately, and keep the red outline/icon state.
- Added host chat commands
/bloodmoonand/merchant; the latter spawns the Travelling Merchant and adds a purple map marker. - Extended Goliath's asynchronous spawn retry window to prevent missed central-cave encounters.
- Discord: discord.gg/8ENEusdNzM
1.1.0
- Adjusted most powerups so they stack better and are easier to understand. See the Discord server for the detailed values.
- Mythical Chests are now fully functioning and reliably grant Mythical rewards.
- Fixed Wyverns getting stuck underground.
- Fixed Epic Battle Totems not appearing properly.
- Added the Blood Moon event: harder enemies and a changed night theme.
- Added the Travelling Merchant event: watch for an unusual visitor on Night 2.
- Added a randomly generated enemy camp with three buffed villagers protecting Powerup Chests.
- Fixed the multiplayer configuration-mismatch join bug; host rules now remain authoritative.
- Made the local Replayable achievements accessible through the vanilla Achievements button.
- Unified the achievement shell with Back, Vanilla Achievements, and Replayable Achievements tabs, including wider cards and reliable icon fallback.
We also launched a brand-new Discord server!
WIP: More randomly generated structures, events, achievements, customizable world settings, and more. Stay tuned!
1.0.4.4 (1.0.8) — QoL Improvements
- Optimized night enemy population for one to four players and difficulty. Tier 1 is restricted to days 0–2 (0–1 on Impossible); Tier 2 begins on day 3 (day 2 Impossible); Tier 3 begins on day 5 (day 4 Impossible); Tier 4 begins on day 7. Tiers 1–2 retire after day 10, or day 7 on Impossible.
- Improved Mythical Chest readability with a brighter ruby tint, seal, and light while retaining the visible chest texture.
- Kept Mythical rewards guaranteed for every red Mythical Chest.
- Renamed the adjacent local-achievements control to Replayable, next to the native Steam Achievements button.
- Extended the central-cave Goliath spawn retry window so asynchronous world loading cannot skip the encounter.
- Rebuilt cave-mouth and chamber-corridor joins with longer, denser authored floor ribbons; removed the live emergency floor cube that could appear under a player's feet.
- Fixed public-lobby discovery hiding rooms when a guest's local Reforged config differs from the host. Public search now checks the shared protocol only, host rules remain authoritative, and a metadata-index fallback retries newly created rooms.
- Prevented Steam's duplicate self-member callback from registering the host twice; stale leave callbacks are ignored safely.
- Preserved host authority when the host receives its own lobby-entered callback, keeping lobby settings editable and stopping the join/leave loop.
- Unified vanilla Join Lobby callbacks with the single Reforged Join browser flow, preventing duplicate join handlers.
1.0.4.3 (1.0.7)
- Fixed red Mythical Chests being reclassified as ordinary Legendary chests while opening. Red chests now always use the Mythical three-choice reward pool.
1.0.4.2 (1.0.6)
- Removed the cave-mouth fallback slab that could rotate into a solid panel and block the cave entrance.
- Fixed empty reward chests by restoring the original chest-opening flow; if the three-choice offer cannot be created, the chest now falls back safely to its vanilla reward.
1.0.4.1 (1.0.5)
- Fixed cave-mouth access validation with a visible fallback ramp only when the generated floor connection fails.
- Fixed Mythical Chests using an over-bright red material; the chest texture now remains visible under a dark ruby tint.
- Fixed normal and Epic Battle Totems lying sideways by correcting the shrine object instead of its camp root.
- Fixed boat fixtures being snapped out of the boat by terrain placement correction.
- Restored the Steam Achievements menu entry and added a separate More button for Replayable achievements.
1.0.4
- Rebalanced night enemy population for 1–4 players and every difficulty. Tier 1 is exclusive through day 2 (day 1 on Impossible); Tier 2 starts on day 3 (day 2 Impossible); Tier 3 starts on day 5 (day 4 Impossible).
- Added explicit powerup tooltip statistics: current stacks and the exact next-stack effect are shown for every powerup.
- Upgraded Mythical Chests with a red glow, ruby seal, three ruby facets, and a guaranteed choice of three Mythical powerups. Paid Mythical chests are still 600 gold; Golitah reward chests remain free.
- Added eight local, non-Steam Replayable achievements and the Replayable main-menu entry (
F7also opens it): Impossible clears, Mythical chest, Golitah, all Mythicals, Epic Totem, sub-12-day Impossible, all normal totems, and all wood types.
1.0.3
- Replaced the cave's automatic recovery/teleport behaviour with an explicit Return to Surface button in the pause menu. It is available only while inside a cave (plus a short post-fall grace period), briefly blacks out the screen, moves the player to the nearest cave entrance, and leaves them at 30% HP and 5% hunger.
- Fixed village and camp props being rotated sideways or upside down. Generated structures now retain their prefab-authored model rotation; cave-mouth avoidance and safety auditing move structures without guessing a universal model axis.
- Removed the cart-specific 90-degree rotation heuristic that could turn Wooden Carts onto their side.
1.0.2
- Restored the exact vanilla day-length values for every difficulty instead of applying the accelerated mod defaults.
- Fixed bed wake-up input, configured-key prompts, sleeping pose orientation, third-person sleeping presentation, and stale remote sleep/crouch/slide poses.
1.0.1
- Added the Golitah cave boss, two synchronized free Mythical reward chests, and the six Mythical powerup variants.
- Added the deterministic Prime Golem visual, Elite Chief scaling, live run statistics, broader enemy sight, surface iron distribution safeguards, and host-safe chest recovery.
- Added package metadata and icon validation for the Thunderstore release archive.
- Advanced multiplayer protocol to 33. Every player must use the same release.
1.0.0
- Hotfix: fixed Wooden Cart and other camp/structure roots being tilted up to 90 degrees by steep placement normals; carts now keep their authored heading, remain world-upright and are seated by their rendered bottom
- Hotfix: replaced the Epic Totem's ordinary golem with an Epic-only dark Prime Golem at exactly 1.75x final visual scale and 2.5x health, damage, movement and attack-rate stats
- Hotfix: rebuilt Epic waves as one Prime Golem plus complete five-enemy squads, giving solo totals of 6/11/16 instead of the former 6/9/12 random composition; the first support squad is always five Ember Wyverns
- Added hidden live-spawn assertions for one Prime Golem per wave, five-member support grouping and exact Prime combat scaling, plus a real Wooden Cart prefab render/grounding audit
- Advanced multiplayer protocol to 31 because Prime Golem adds a synchronized custom mob type; the public package remains 1.0.0
- Rebuilt Epic Battle Totems as independent 3.2-metre, three-tier towers using Muck's exact
IronTextureiron-ore texture; the vanilla root, platform, collider and interaction scale are no longer stretched - Added four dark iron wave panels per tier, visible from every side, which switch to orange emission and a local fire light as each of the three waves is cleared
- Rebalanced solo Epic waves to 6/11/16 enemies: one Prime Golem plus one/two/three complete five-member support squads at ×2.75/×3.50/×4.40 support strength
- Replaced single-ray random spawning with slope and NavMesh validation, eight placement fallbacks, a 295-mob safety reserve, partial-wave diagnostics and delayed retry when no safe ground is available
- Increased Epic Totem completion rewards from one to two high-quality powerups while retaining the deterministic 1-in-5 Mythical roll on the primary reward
- Added client packet 254 and late-join snapshots for active Epic Totem wave number, tracked mob IDs and cleared-floor lights
- Fixed Mythical chest setup recolouring its parent house/camp through
transform.root; setup is idempotent and now touches only the chest's own renderer hierarchy - Added deterministic hidden renders of idle and two-wave-lit Epic Totems, with hard assertions for exact iron-ore texture use, three tiers, preserved root scale, sane bounds, difficulty targets and packet registration
- Advanced the public version to 1.0.0 and multiplayer protocol to 31 so older clients without Epic snapshot or Prime Golem synchronization cannot join
0.10.0 host/network hotfix refresh
- Added the missing release notes for the already-implemented Epic Battle Totems: deterministic rare black iron variants, taller three-tier visuals, three escalating enemy waves with one light per cleared wave, and higher-quality rewards; normal worlds use a 1-in-8 variant roll and Epic World uses 1-in-3
- Added the missing release notes for Mythical Powerups: eligible high-tier powerup chests can become 600-gold red Mythical chests (1-in-7 normally, 1-in-3 in Epic World), retain the three-card choice flow, and grant the chosen artifact at five effective stacks plus a linked secondary bonus
- Mythical ownership is marked with a red inventory outline and tooltip, saved with the world, restored on continue, and synchronized to multiplayer clients; completed Epic Totems also have a deterministic 1-in-5 Mythical reward chance
- Replaced Muck's stale startup-only Steam connection check with live
SteamClientand Steam ID validation throughout hosting and joining - Kept Host Game clickable during a connection failure so it can perform one guarded reconnect and display a useful status instead of acting like a dead button
- Added a bounded lobby-creation routine that preserves the form on failure, times out after 25 seconds, validates the returned lobby ID, and applies metadata before opening the lobby
- Prevented Steam's entered-before-created callback race from rejecting the host's own new lobby as an incompatible vanilla room
- Guarded vanilla Steam callback and P2P polling against uninitialized native interfaces, fixing the repeated
SteamNetworking.IsP2PPacketAvailablenull-reference exception - Kept multiplayer protocol 29 because packet IDs, payload layouts, deterministic item IDs, and save schemas are unchanged
0.10.0 release stabilization
- Hardened late mob/player packet handling with bounded lookups, expanded loading readiness from 10 to 16 players, and guarded loading-transition UI references
- Prevented hidden cave and armour audits from writing day-zero worlds into the normal save list
- Replaced the third-person shield's thick pointed block with a thin beveled ten-sided oval attached to the left forearm, using a world-only 1.7x scale and synchronized blocking-arm movement
- Replaced crossing-prone greedy cave backbone generation with a deterministic planar minimum-spanning tree and smooth vertical avoidance for later route crossings, eliminating both the foreign-floor headroom trap and the void created by simply carving that floor
- Strengthened cave QA with hard assertions and per-sample reports, and added a runtime feature audit for player/save limits, balance, custom items and recipes, artifacts, monsters and custom packet handlers
- Kept multiplayer protocol 29 because no packet IDs, payload layouts, deterministic item IDs, or saved-world schemas changed in this release
0.9.9
- Replaced unsafe client dictionary indexers for late mob/player packets, expanded loading readiness from 10 to 16 slots, guarded loading-transition UI nulls, and prevents hidden QA runs from creating visible day-zero worlds
- Rebuilt local and remote crouch/sliding around Muck's actual generic player rig, with additive poses and two-foot IK; replaced the thick pointed shield block with a thin beveled ten-sided oval board that is 1.7x larger on the left forearm and follows the constrained blocking arm without changing first-person scale
- Added Obamium Axe, Pickaxe, Bow, Arrow and Shovel, restored all existing Obamium Sword/armour recipes to the Anvil UI, assigned the complete eleven-item set tier-5 metadata and deterministic network IDs, and added purple runtime materials/icons for the new tools
- Added a true local third-person avatar, multiplayer crouch/slide presentation packets, deterministic idle/blocking shield placement, host-side remote shield mirroring, and late-join presentation snapshots
- Replaced the horizontal monster armour plate with a fitted open-face low-poly Goblin helmet, derives its scale from the skinned renderer that owns the real head bone, and rejects Dave/raptor or other unsupported rigs instead of leaving floating pieces
- Replaced input-order cave ore selection with deterministic farthest-point surface spreading; every long route/chamber is now populated and audits report section coverage plus mean, p95 and maximum nearest-ore distance
- Replaced whole-triangle terrain mouth deletion with matching subdivided render/collision clipping, opened the apron-to-tunnel collision join, and added buried visual backing so entrance ground no longer exposes broad water wedges
- Added per-entrance floor, capsule-clearance and full access-route audits; relocated tents/camp structures outside a 26-metre mouth reserve and removes only chamber floors/bridges crossing a foreign player route
- Made cave anti-trap carving source-aware so it preserves each tunnel's own walls, cuts both render and collision meshes at genuine crossings, and no longer leaves visible walls that players or mobs can pass through
- Removed 795 false flat-ceiling repairs caused by intentionally non-colliding upper shells; ceiling ore placement now uses generation-only query meshes that are removed before play
- Added deterministic low-cost route torches and brighter cave ambience, restored the exact 50/30/20 floor/wall/ceiling mineral split, and classifies generic Rock nodes by CoalTexture before Stone
- Added a hidden Creative cave audit that renders and measures 100 distinct views, checks floor/headroom/containment/water pixels, validates weighted ore counts and proves a spawned cave mob can route without leaving the cave
- Rebuilt whole-network cave continuity around low-variance rings, explicit authored navigation links and spatially indexed player-clearance carving that removes walls, crossing floors and chamber shells from the actual movement capsule
- Batched unlimited three-point floor plus wall/ceiling visual repairs into two meshes, tightened junction sleeves, and added a second physics-step final audit with emergency floor fallback instead of leaving later gaps unprocessed
- Hid the opaque ocean plane as soon as the player crosses behind a cave mouth, with spatial and timed exit hysteresis so a volume seam cannot reveal or flash the straight water boundary underground
- Replaced centre-only cave-mouth carving with complete tapered triangle intersection, expanded and deep-skirted the walkable entrance landing, relocates blocking natural resources, and added hold-F7 emergency exit with automatic fall recovery
- Made tunnel safety floors and chamber-opening bridges both visible and collidable, corrected floor winding/overlap, and added a world-layer local shield model for third-person view with humanoid-left-hand and body-orientation fallbacks
- Removed the remaining 90-degree structure rotation paths in normal, Billy and camp generators by preserving each prefab's authored heading, treating terrain normals as up, and reseating corrected roots on the sampled ground
- Attached generated chests and powerup containers to the exact unused structure anchor, replacing the old arbitrary
Hitableparent and 1.5-metre error tolerance that left objects floating beside corrected buildings - Split cave-mouth rendering from physical clearance, corrected radial chamber containment, tightened oversized junction liners, expanded visible floor repair, and removed remaining water-boundary flashes
- Extended anti-trap geometry checks across triangle centres, vertices and edges so visually open exits cannot retain a collidable wall wedge
- Improved underground target acquisition, live destination refresh and twelve-direction wall steering; monster armour is limited to a validated collider-free Goblin helmet
- Made furnaces server-authoritative at exactly one ore per bar, rejects stale client result increases, echoes accepted cells to all peers and tracks each furnace's fuel uses independently
- Fixed Rock and smeltable ores ignoring the 250 material cap because their vanilla records are incorrectly serialized as
ItemType.Axe; copied item instances are normalized too - Advanced the public package to 0.9.9 and multiplayer protocol to 29 so clients without the complete Obamium catalog and revised presentation synchronization cannot join the same world
0.9.7
- Fixed Rock, Iron/Gold/Mithril/Adamantite Ore and other smeltable resources remaining at the vanilla stack cap because Muck serializes them as
ItemType.Axe; stack limits are normalized on both catalog items and all copied instances - Split cave-mouth terrain into independent bounded visual and generous collision meshes, so entrances stay physically open without cutting a giant visible hole through the island
- Replaced box-shaped chamber occupancy with radial containment, tightened render-only junction liners, widened only the safe floor bridge, and hides the ocean plane at the cave boundary to remove water-edge flashes
- Extended the anti-trap pass from triangle centres to vertices and edge midpoints, while visible delayed floor repairs now cover up to 256 audited gaps
- Made furnace completion a single server-authoritative 1-ore-to-1-bar transaction, rejects stale client packets that increase the result slot, echoes canonical processor cells to every peer, and gives every furnace its own fuel-use counter instead of mutating Coal's shared asset state
- Let underground mobs detect players anywhere in the same connected cave, refresh moving targets, and sweep twelve steering directions instead of idling at a blocked corner
- Restricted monster armour to one collider-free helmet attached to a validated Goblin skinned head bone; stale and unsupported plates are removed instead of floating around arbitrary mobs
- Added a full-network anti-trap collision pass that carves only wall triangles crossing another tunnel/chamber walkable interior, eliminating enclosed overlap pockets without removing floors or ordinary cave boundaries
- Guaranteed a much denser common cave distribution (30% Stone, 27% Coal, 24% Iron, 11% Gold) and deterministically creates/network-registers missing common nodes instead of filling the cave with upper tiers
- Restricted mineral guards to live, registered, active and rendered ore nodes; guards use the actual ore position and cannot appear while a player is looking at the deposit
- Removed erroneous upper-arc movement triangles from both tunnel generators, fixing invisible collision walls at sloped transitions and mesh joins
- Forced every artifact chest through the three-card selection flow, migrated profiles with the retired toggle disabled, and removed the last vanilla random-reward fallback
- Fixed invisible cave minerals by removing relocated nodes from their original surface chunk/LOD lists, activating them on placement, and assigning multiplayer-aware distance culling underground
- Added delayed render-only repairs for unintended tunnel wall gaps without sealing chamber or tunnel-end openings
- Prevented Woodman/trader zones from accepting cave-floor ray hits, retries safe surface positions, and excludes villagers from cave encounters and cave motors
- Fixed 90-degree-tipped houses/tents before bounds placement and made spawned normal/powerup chests follow every structure rotation and relocation; a post-generation anchor audit repairs any remaining detached contents
- Excluded vanilla cave prefabs from movable-building correction so their terrain mouths stay aligned
- Repositioned and resized monster armour from validated rig bones instead of world axes; incompatible pieces are omitted instead of floating beside non-humanoid mobs
- Separated cave visuals from movement collision: ceilings still render, but upper tunnel/chamber faces no longer form hidden collision traps where procedural pieces overlap
- Added delayed player-capsule headroom auditing and partially embedded ceiling/wall ores to keep their colliders outside the walking envelope
- Added a server-authoritative, tier-scaled 10–16% shield surge chance that triples one hit's damage reduction (90% cap) without rerolling during multiplayer damage synchronization
- Preserved authored world-structure bases, repaired visibly tipped towers/totems by rendered proportions, and applied build-item X/Z corrections consistently to previews and placed/saved builds
- Replaced cube monster armour with faceted collider-free low-poly plates and stripped stray ground/rock placeholder renderers from custom mobs and riders
- Rebuilt the Bed inventory icon at 192px with a clearer wide isometric silhouette, inset headboard, outlined frame, distinct linen, pillow, folded blanket, highlights, shadow and visible legs
- Enlarged the placed Bed to 2.4x width, 1.5x height and 3.75x length with matching collision, interaction, sleep pose and sleep-camera anchors
- Inset the Bed headboard inside the frame and raised its Workbench recipe from 15 Wood to 20 Dark Oak Wood
- Replaced the redundant vanilla Host Lobby entry with Worlds and separated Multiplayer into its own single-line main-menu button
- Advanced multiplayer protocol to 19 because deterministic common-ore supplements extend the synchronized resource-ID stream
0.9.6
- Inset the Bed headboard posts and rails inside the frame envelope and raised its Workbench recipe from 15 Wood to 20 Dark Oak Wood
- Enlarged the placed Bed to 2.4x width, 1.5x height and 3.75x length, with matching collision, interaction, sleep pose, and sleep-camera anchors
- Replaced the redundant vanilla Host Lobby entry with Worlds and separated Multiplayer into its own single-line main-menu button
- Rebuilt cave rendering with independent two-sided visual geometry so walls no longer disappear from their reverse side
- Added continuous tunnel and chamber floor seals to cover procedural seams without duplicate movement colliders
- Replaced the instant cave blackout with an entrance-distance/depth fade, restored every fog setting on exit, delayed ocean hiding behind full cave occlusion, and raised cave ambient light to roughly three times normal night intensity
- Rebuilt the Bed as a compact multi-part low-poly model with a generated wood/linen atlas and isometric icon; fixed its 2x build ghost, inherited floor collider, wrong destruction drop, oversized pickup, placement rotation, sleep alignment, remote pose and accumulating camera roll
- Corrected shield ID allocation, main-hand bash range/scale, first-person idle/block positions, transition speed and multiplayer pose readability
- Preserved and automatically repairs the authored orientation of sideways battle totems
- Made the Goblin Rider use Lil Dave explicitly and stripped cosmetic ground/rock renderers from its passenger model
- Consolidated the three main-menu entries and two pause-menu access buttons into one Servers / Worlds hub, with Public, Private / Invite and Closed host controls inside it
- Closed the entrance ramp sides and underside, hid emergency collider-only floor patches, and added delayed floor anchoring so cave torches cannot remain suspended after mesh cooking
- Removed shield depth/scale popping between idle and block poses; clipped and auto-sized single-line menu labels, compacted small-screen artifact cards, and added outlined anti-aliased discovery markers
- Clamped the world/server hub to the current display and kept its world rows stable and single-line at smaller resolutions
- Fixed deep-cave water renderers alternating off/on every frame, and restore cave fog/ambient overrides immediately during scene reset to prevent stale sky lighting
- Moved sleep posing after animation updates, uses the humanoid hips when available, restores the exact original pose on wake, and corrected malformed bed prompt markup
- Filtered particles, passengers, weapons and oversized effect bounds out of monster armour sizing; armour pieces now follow matching head/chest/shoulder bones instead of floating at the root
- Kept neutral cow/bull visuals vanilla, stopped permanent per-frame landmark renaming, and made spectator, server/world and save-list layouts responsive at smaller resolutions
- Kept the public package version at 0.9.6 and advanced the deterministic multiplayer protocol to 18
0.9.5
- Rebalanced mushrooms, apples, pies, soups, Chunky Hammer, Chunkium processing, Chief's Spear, Adamantite Pickaxe, Gronk's Sword and Wyvern Dagger
- Added Coal-equivalent Charcoal from smelted Wood
- Added Impossible difficulty at three times Gamer combat/economy pressure and capped all active mobs at 300
- Added 16-player lobbies, host-only live settings, Steam friend invites, cancellable group return-to-lobby, simultaneous shared containers, faded dead-player markers and map pings
- Added accurate inventory statistics, chat history/commands, C crouching, hotbar-first pickup, faster eating, shorter full days, halved integer revive time and reduced attack/jump stamina use
- Added 30-second artifact-chest sinking after three-choice selection
- Removed Cave Stalker and replaced it with grounded, unseen, ore-linked cave encounters using a 0.07% per-second respawn roll
- Added dark cave ambience, real torch light pools, underground ambient-spawn suppression, surface-NavMesh bootstrapping and a cave-local wall/floor-aware motor
- Replaced the floating flat entrance apron with a continuous 27-degree ramp and tapered terrain cut; rebuilt the mouth as embedded, asymmetric rockwork
- Widened tunnel shelves and chamber bridges, added complete aperture liners/ceiling seals, and added delayed floor/wall/ceiling integrity auditing with bounded floor repair
- Spaced and stabilized cave minerals, removed cave-mob raycast allocations and NavMesh snap-back, added wall-safe knockback, and limited guard spawn bursts
- Fixed the artifact-choice overlay continuing to draw cleared choices after a selection
- Added deterministic structure/resource spawn safety plus the requested multiplayer, UI, achievement, interaction, audio, combat and persistence fixes
- Completed a live menu-to-world regression audit with 32 unique seeds, 161 item records, visible recipes/Wheat, 25 artifact effects, 8 connected entrances, 234/234 tunnel floor probes and no runtime patch exceptions
- Advanced multiplayer protocol to 17 for the corrected deterministic cave topology
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
