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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 1.0.6
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
C: crouch
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 costs 60% of vanilla and attacking costs 67.5%; stamina regeneration begins 0.2 seconds after the last spend
- Walking, sprinting, acceleration, and swimming propulsion run at 150% of vanilla speed; attack speed starts at Muck's 100% baseline 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
- Epic Battle Totems are deterministic rare variants of normal battle totems: a taller black iron-textured body, three vertically separated wave lights, three increasingly large enemy waves, and a rarer powerup reward; Epic World increases their appearance rate
- Mythical Powerups appear through rare 600-gold red powerup chests and occasional Epic Totem rewards. Each chest presents three choices. Dani's Apple Juice, Dani's Whole Milk, Black Horseshoe, MassGainer and Football Sneakers cap at two Mythical stacks; Dracula's Heart caps at one. The selected artifact grants five effective stacks, a linked secondary bonus, a red inventory outline, save persistence, and multiplayer synchronization
- 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, uneven junction depths, and a separate three-way shared cavern. Up to 480 mesh-validated deposits target 50% floor, 30% wall, and 20% ceiling; cave tier supply now targets 30% Stone, 27% Coal, 24% Iron, 11% Gold, then 5/2/0.8/0.2% Mithril/Adamantite/Obamium/Ruby. Missing common nodes are deterministically cloned and network-registered instead of silently substituting rare surface ores. Ten percent of live visible underground nodes may receive one grounded vanilla enemy, with out-of-view 0.07%-per-second replacement rolls and a hard global 300-mob cap
- Cave crossings preserve their owning tunnel walls while synchronously carving foreign visual/collision triangles; non-colliding curved roofs replace false flat ceiling patches, route torches cover long dark stretches, and ceiling ores use temporary generation-only query shells that cannot trap players
- Hidden cave QA renders 100 distinct offscreen views per requested audit and records three-point floor support, capsule headroom, containment, water-edge pixels, graph connectivity, weighted ore distribution, and a live grounded-mob movement test
- Cave ore slots are spatially spread instead of consumed in generator order; audits cover every named route/chamber and report spatial-bin coverage plus nearest-ore distance percentiles
- Every generated mouth now receives its own three-lane floor and standing-capsule audit from outside terrain through the full access route; clipped terrain boundaries preserve surrounding ground, blocking camp structures are relocated, and overlapping foreign chamber floors are carved from both render and collision meshes
- Six networked combat mob types with independent IDs and spawn balance: Goblin Dave Rider, Powder Goblin, Storm Shaman, Crystal Golem, Ember Wyvern, and the Ancient Warden boss; Cave Stalker is removed and neutral wildlife remains Muck's vanilla cows and bulls
- The connected central cavern contains Golitah: a 1.75× red golem with at least twice Bob's configured health, faster movement, 400–800 gold by day, and two Mythical rewards
- 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
1.0.6 bug-fix update
- Enemy population and types now scale predictably for 1–4 players and each difficulty. Tier gates are day 0–2 / day 3 / day 5 (Impossible: day 0–1 / day 2 / day 4).
- Hovering a powerup shows its current stack count and the exact next-stack effect.
- Mythical Chests now use a ruby glow/seal/facet visual and always offer only Mythical powerups.
- Select Replayable in the main menu, or press
F7, for eight local Replayable achievements. These do not alter Steam achievements.
1.0.3 cave escape and structure-orientation hotfix
Escnow offers Return to Surface only while exploring a cave. It briefly blacks out the screen, returns the player to the nearest entrance, and sets HP/hunger to 30%/5%.- Village, camp, tent and cart prefabs retain their native authored rotations; cave safety now relocates structures without rotating their model axes.
1.0.2 timing and bed-control hotfix
- Restored the exact vanilla day-length values for Easy (56), Normal (54), and Gamer (52), while preserving deliberate custom time settings.
- Fixed bed input so the interact press used to enter bed cannot immediately wake the player; wake uses the configured interact, movement, jump, sprint, or crouch key after release.
- Reworked sleeping presentation into a face-up pose, prevents crouch/slide overlays during sleep, and restores the pose immediately on wake or server correction.
1.0.1 gameplay and reliability pass
- Added the central-cavern Golitah encounter and a dedicated networked mob type so its red 1.75× presentation, faster attacks, authoritative health and rewards are consistent for every player
- Added fitted torso armour alongside the validated helmet for Goblin, Woodman and village humanoid rigs; unsupported quadruped/rider rigs remain deliberately excluded to prevent floating grey blocks
- Elite Chiefs now receive their durable health and speed increase as well as their visual treatment
- Mythical chest material is reapplied after pooled/late prefab initialization so 600-gold Mythical chests remain red, and the six named Mythical effects use their intended stack limits
- Updated the runtime feature audit for the uncapped ordinary Horseshoe / 300% Black Horseshoe design
1.0.0 Epic Totem and Mythical stability
- Replaced the distorted root-scaled Epic Totem with a dedicated 3.2-metre, three-tier tower; its foundation, tier blocks, necks and crown use Muck's exact
IronTextureiron-ore texture with a dark tint, while the original ground plate remains undistorted - Added four fire indicators on every tier so cleared-wave state is readable from every direction; each cleared level switches from dark iron ore to orange emission and enables a restrained point light
- Raised solo waves from 3/4/5 random enemies to 6/9/12 curated enemies at ×2.75/×3.50/×4.40 strength, adds party scaling, caps flyers to roughly one fifth of regular slots, and places a non-final miniboss in the last wave
- Added slope and NavMesh spawn validation, eight placement fallbacks, a 295-active-mob safety reserve, partial-wave diagnostics, and automatic retry instead of leaving an activated totem permanently stuck
- Epic Totems now drop two high-quality powerups; the primary reward retains its deterministic 1-in-5 Mythical chance
- Added packet 254 so late joiners receive the active Epic Totem wave, tracked enemies, and already-lit floors instead of seeing a dead or reset tower
- Fixed Mythical chest colouring leaking through a parent anchor and turning an entire house or camp red; configuration is now idempotent and affects only the chest render hierarchy
- Added hidden offscreen renders for both idle and two-wave-lit Epic Totems plus hard checks for exact iron-ore texture use, three levels, preserved root scale, dimensions, wave counts, and packet registration
- Public version is 1.0.6 and multiplayer protocol is 33; every player must update because Golitah adds a networked mob type and synchronized reward chests
0.10.0 Steam hosting hotfix
- Documented the already-shipping Epic Battle Totem and Mythical Powerup systems: three-wave iron totems, rare 600-gold red chests, three-card selection, five effective stacks, linked bonuses, persistence, and network synchronization
- Host actions now validate the live Steam client and Steam ID instead of trusting Muck's stale startup-only connection flag
- The Host Game action stays clickable while Steam is unavailable, performs one guarded reconnect attempt, and shows the precise connection state instead of looking broken
- Lobby creation keeps the setup form and password intact on failure, has a 25-second timeout, validates the returned lobby ID, and opens the lobby only after its metadata is applied
- Local newly-created lobbies are no longer rejected if Steam delivers the lobby-entered callback before Muck Replayable's metadata callback
- Steam callback and P2P packet polling skip uninitialized native interfaces and suppress the known Facepunch per-frame null-reference failure without hiding unrelated exceptions
- Multiplayer protocol remains 29 because no packets, deterministic IDs, or save schemas changed; all participants must use public version 0.10.0
0.10.0 release stabilization
- Hardened late multiplayer mob/player packets with bounded lookups, expanded loading readiness to all 16 supported players, and guarded loading-transition UI references
- Isolated hidden armour/cave audits from normal autosave paths so automated QA cannot create visible day-zero worlds
- Rebuilt the third-person shield as a thin beveled oval attached directly to the left forearm, with a 1.7x world-only scale and synchronized blocking-arm movement
- Replaced the greedy cave backbone walk with a deterministic planar minimum-spanning tree and routes later corridors below existing crossings, preserving both solid floors and standing headroom instead of carving a void at intersecting tunnels
- Made cave audits fail on any floor, headroom, entrance, connectivity, water, mineral coverage, brightness or mob-movement assertion; a four-seed 400-view regression passed every authored route sample
- Added a runtime feature audit covering the 16-player cap, 24 save slots, configured balance values, unique item IDs, shields, bed, charcoal, Obamium equipment, food/tool changes, 256 deterministic artifact offers, artifact curves, custom monsters and both packet directions
- Preserved multiplayer protocol 29 because this release changes no packet IDs or serialized payload layouts
- Public version was 0.10.0; all multiplayer participants must use the same public version
0.9.9 cave distribution and entrance integrity
- Replaced unsafe client dictionary indexers for late mob/player packets with bounded lookups, expanded loading readiness from 10 to 16 slots, guarded loading-transition UI nulls, and prevents hidden QA runs from creating visible day-zero worlds
- Replaced the sideways monster armour slab with a fitted open-face low-poly Goblin helmet; sizing now uses the validated head-owning skinned renderer, custom Dave/raptor display names cannot masquerade as Goblin rigs, and unsupported mobs receive no armour renderer
- Added a real local third-person avatar proxy, synchronized crouch/slide presentation for remote players, deterministic world-space shield poses, host-side client shield mirroring, and late-join shield/stance snapshots
- Rebuilt third-person crouch/sliding for Muck's generic two-bone player rig with additive torso/limb posing, two-leg foot IK and ground anchoring; the former rock-like shield was replaced by a thin beveled ten-sided oval board, shown 1.7x larger on the actual left forearm while blocking raises the real arm locally and remotely without changing first-person scale
- Completed the Obamium equipment line: Axe, Pickaxe, Bow, Arrow and Shovel join the existing Sword, Shield and four armour pieces; all eleven items have tier-5 metadata, recipes, meshes/icons and deterministic multiplayer IDs
- Distributed cave deposits across every route and chamber instead of consuming candidate surfaces in generator order; hidden audits now report section coverage, spatial-bin coverage, and nearest-ore distance percentiles
- Replaced broad whole-triangle mouth removal with subdivided render/collision clipping, a supported entrance apron, buried backing, and per-entrance floor/headroom checks from outside terrain through the complete access route
- Preserved each tunnel's own walls while carving only genuine foreign crossings, including overlapping chamber floors and bridges, so connected routes remain open without exposing unrelated voids
- Kept blocking generated structures outside each cave-mouth reserve and retained deterministic cave topology for every client
- Version 0.9.9 introduced multiplayer protocol 29 for the complete Obamium catalog and revised presentation synchronization
0.9.8 cave, furnace, and material consistency
- Reworked cave continuity as a two-stage whole-network pass: subtle ring/chamber variation prevents self-intersection, every authored path keeps explicit navigation links, and any wall, crossing floor or chamber shell entering the player's 0.22-3.25 m clearance band is removed through the spatial volume index
- Replaced capped per-object cave patches with batched three-point floor, wall and ceiling repair meshes, followed by a second physics-step validation and rare emergency floor fallback; junction sleeves are tighter and every final sample reports floor coverage and capsule headroom
- Removed the remaining straight water-plane boundary in access tunnels by hiding the ocean as the player crosses behind the entrance rocks, with a wider exit envelope and 1.5-second seam hysteresis before restoring it
- Rebuilt cave-mouth carving around full triangle/taper intersection instead of triangle centres, extended the visible walkable entrance landing over coarse terrain cuts, relocates natural resources out of the aperture, and provides a two-second F7 emergency exit plus automatic fall recovery
- Replaced paper-thin entrance, corridor, chamber, and audit-repair floor colliders with closed 0.64-1.8 metre solid volumes, widened their overlap across junction seams, and recovers a falling player after a 4.5 metre unsupported drop instead of waiting near the world floor
- Replaced straight jittered cave tubes with seed-deterministic swept centre-lines: broad bends use zero-offset/zero-slope chamber joins, floor vertices remain stable, and cavern walls use coherent low-frequency lobes instead of independent serrated points
- Converted tunnel floor ribbons and chamber-opening bridges into visible collidable surfaces, widened seam overlap, corrected floor winding, and made the local shield render as a Default-layer world model on the left hand/body while third-person view is active
- Replaced every remaining ground-normal-as-forward rotation path for normal structures, Billy structures, camp buildings, and camp props; generated objects now retain the prefab-authored heading, use the terrain normal as up, and stay seated on the sampled ground point
- Bound spawned normal and powerup chests to their exact structure anchor instead of an arbitrary
Hitablechild; container roots now inherit every later structure rotation/relocation without leaving models floating beside the building - Rebuilt cave containment and mouth geometry to separate bounded visuals from generous collision clearance, repair audited wall/floor gaps, remove water-edge flashes, and prevent large wall triangles from blocking connected exits
- Made cave enemies acquire players across the connected underground graph, refresh moving targets, and steer around blocked corners; unsupported monster rigs no longer receive floating armour
- Made furnace output strictly server-authoritative at one ore to one bar, rejects stale result-slot increases, synchronizes canonical cells to all peers, and tracks fuel uses independently per furnace
- Fixed Rock and smeltable ores remaining at the vanilla stack cap because Muck serializes them as
ItemType.Axe; catalog entries and copied inventory/chest/drop instances now use the configured material limit - Replaced separate public/private hosting actions with one Host Game setup for a single-line room name, optional hashed password and optional public listing; saved worlds use the same setup and locked rooms validate before joining
- Replaced the drawn bed icon with a transparent render of the exact runtime 3D mesh/material, matched the placement ghost to the final non-uniform bed scale, and kept dropped beds compact
- Made the released day/night cycle 2.5x slower, while retaining the 7x night skip only when every living player is validated on a real nearby bed; destroyed, stale and distant bed states now wake automatically
- Creative mode now opens powerup chests for free at the chest itself, rejects player and monster damage, and continuously preserves hunger and stamina without falsifying the displayed coin balance
- Hunger now drains at 0.25x during ordinary activity, 1.75x while stamina is actively refilling, and 5x while sleeping or recovering from complete exhaustion; the exhaustion rate remains until stamina reaches 95%
- Bed crafting now costs 10 Wood and 5 Flax Fibers at a Workbench instead of rare Dark Oak Wood
- Replaced cauldron self-sent chest updates with one host-authoritative recipe transaction, so cooking continues safely while the UI is closed and cannot leave ingredient/output cells permanently locked
- Processor cells with zero-amount ghost items are normalized to empty, stale locks are repaired when reopened, and last-item drag packets are accepted as an empty slot instead of being clamped back to one
- IMGUI overlays now install an invisible raycast shield so clicks cannot pass through to vanilla buttons; server/world content is clipped and scrollable above a fixed footer, artifact choices stack vertically on small screens, and cloned native buttons are kept inside their parent panel with stable layout participation
- Version 0.9.8 used multiplayer protocol 26 for its processor transactions, hosting, sleep timing, Creative rules, and deterministic cave topology
0.9.7 bed and menu polish
- Fixed material stack normalization for Rock and smeltable ores, which vanilla serializes as
ItemType.Axe; runtime catalog prototypes and every copied inventory/chest/drop instance now receive the configured 250-material limit while real tools, food and buildables retain their own caps - Rebuilt cave containment around radial chamber volumes and rectangular corridor volumes, preventing chamber-box corners from falsely hiding water or deleting valid walls
- Split every terrain mouth into a short, narrow visual cut and a longer physical clearance mesh; the visible terrain no longer inherits the oversized collision hole
- Reduced oversized junction liners while widening only their floor bridges, and checks wall triangle centres, vertices and edge midpoints before carving blockers across a connected passage
- Made delayed floor-gap repairs visible and raised the bounded repair budget so audited holes cannot remain merely because an earlier low cap was reached
- Hides the opaque ocean plane almost immediately after crossing the cave volume, eliminating the remaining water-line flash without changing the gradual cave lighting transition
- Replaced furnace completion with one host-owned transaction that consumes one ore and produces one bar, then broadcasts the three exact cells without routing host chest packets back into itself; clients can only decrease the result slot, and each furnace now owns an independent fuel-use counter instead of sharing Coal's mutable asset state
- Cave enemies now treat occupants of the same connected cave as detectable, refresh their live player target, and use twelve-direction wall steering when a direct route is obstructed
- Restricts procedural monster armour to a single collider-free helmet on a validated Goblin skinned head bone; unsupported rigs receive no plate geometry and stale floating pieces are removed
- Added a delayed anti-trap collision carve after the entire cave network exists: only wall triangles crossing a different passage's walkable interior are removed, while floors, ordinary outer walls and all visual geometry remain intact
- Raised and guaranteed cave common-ore supply to 30% Stone, 27% Coal and 24% Iron, with deterministic resource IDs for any required cloned nodes; Gold follows at 11% and upper tiers retain a descending tail
- Cave mineral guards now require the exact registered ore object to be alive, active and visibly rendered, use the ore's real position for activation, and never spawn while any player is looking at it
- Removed the two unintended upper-arc collision strips from straight and curved tunnel meshes; these strips could fold across sloped joins as invisible walls even though the passage looked open
- Made three-card artifact selection mandatory even for profiles carrying the retired disabled setting, and blocked the vanilla random-artifact fallback when offer creation fails
- Detached underground minerals from their original surface
DrawChunks/LOD lists, activates them immediately after placement, and uses a 240-metre multiplayer-aware cave culler so deposits stay visible without rendering all 480 island-wide - Added bounded render-only corridor wall-seam repair while preserving intentional chamber/tunnel openings; this closes visible outside-void gaps without introducing new trapping colliders
- Rejected Woodman/trader ground hits inside the cave volume and retries up to 16 surface positions, while excluding villagers from cave guard selection and cave movement conversion
- Fixed tipped houses/tents before slope placement, parented normal and powerup chests to their generated structure, recovered legacy detached contents by spawn anchors, and revalidated every attachment after relocation
- Excluded vanilla caves from movable-building correction so their entrances and terrain remain aligned
- Reworked monster armour placement around a validated Goblin head rig, removed world-axis offsets, reduced plate dimensions, and omits armour when a compatible skinned attachment does not exist
- Split cave render geometry from movement collision: tunnel/chamber ceilings remain visible but upper collision faces are omitted, preventing hidden overlapping roofs from trapping players at junctions
- Added player-capsule headroom checks to the delayed cave integrity audit and embedded wall/ceiling minerals farther into the shell so their colliders cannot hang across the walking envelope
- Added a server-authoritative shield surge: each blocked hit has a tier-scaled 10–16% chance to triple that hit's damage reduction, capped at 90%; health and hit-message paths reuse the same roll
- Stopped the world safety audit from flattening every prefab's authored X/Z basis, added proportion-based repair for tipped towers/totems, and restored authored tilt for player-build previews and placed structures
- Replaced temporary cube monster armour with collider-free, faceted low-poly helmet/chest/shoulder plates and removes stray ground/rock placeholder renderers from custom monsters 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 while keeping its collider, interaction and sleep anchors aligned
- Inset the headboard inside the frame and changed the Workbench recipe from 15 Wood to 20 Dark Oak Wood
- Replaced the redundant Host Lobby button with Worlds and added a separate single-line Multiplayer button
- Advanced multiplayer protocol to 19 so peers with the earlier 0.9.7 resource-ID stream cannot enter a world using deterministic common-ore supplements
0.9.6 visual-stability build
- Added two-sided cave walls, continuous floor seals, gradual entrance lighting/water transitions, full fog restoration, and cave ambient light at roughly three times normal night brightness
- Rebuilt beds and corrected their build scale, physical collider, destruction drop, pickup scale, placement, sleep pose and camera; refined shield IDs, bash reach and first/third-person block poses
- Repaired sideways battle totems, made Goblin Riders use Lil Dave without stray ground/rock pieces, and consolidated server/world access into one hub
- Sealed the entrance ramp silhouette, made emergency cave repairs collider-only, grounded torches after collider cooking, and removed shield pose depth/scale popping
- Added small-screen-safe artifact cards, clipped single-line buttons, bounded server/world windows, and clearer outlined map discovery markers
- Fixed frame-alternating cave water visibility and stale cave fog on scene changes; sleep poses now apply after animation and restore cleanly
- Attached monster armour to body bones with effect/passenger bounds excluded, retained vanilla neutral cows/bulls, and made remaining compact-screen overlays responsive
0.9.5 consolidated systems
- Added Impossible after Gamer: enemy health, damage, spawn pressure, and chest-price pressure scale to three times Gamer, with a 300-enemy safety ceiling
- Rebalanced all requested food, soup, mushroom, weapon, tool, and smelting values; added held Gronk Sword critical chance and Wyvern Dagger movement speed
- Added Coal-equivalent Charcoal by smelting Wood, reusing the wood model and coal material/icon/fuel behaviour
- Made chests, furnaces, and cauldrons safely accessible to multiple players at once, with deterministic synchronized chest amounts
- Added host-only live lobby settings, 16-player lobbies, Steam friend invites, pause/game-end Lobby return buttons, cancellable three-second group return, persistent faded dead-player markers, and map pings
- Added Better Statistics-style exact inventory stats and BetterChat-style history, empty-message closing, command limits, and typing-safe hotkeys
- Added
Ccrouching, hotbar-first pickup, 1.3x food-use speed, halved integer revive time, 0.8x full-day duration, and reduced attack/jump stamina costs - Added 30-second sinking artifact chests after the three-choice reward opens
- Removed Cave Stalker. Cave mineral encounters now choose grounded non-flying enemies, activate only for players inside/near caves, respawn only while unseen at 0.07% per second, suppress normal zone spawns underground, and stop globally at 300 mobs
- Added a cave-local ground motor with floor projection, wall/slope steering, and network repositioning from a valid surface NavMesh bootstrap; cave darkness, torch light pools, and water/fog suppression are restored on exit
- Replaced the flat entrance placeholder with a continuous 27-degree natural ramp, tapered terrain excavation after the tunnel becomes buried, and embedded asymmetric mouth rocks
- Widened the actual tunnel walking shelf and every chamber floor bridge; oversized render-only joint liners plus ceiling seals now cover the complete irregular wall aperture instead of leaving lateral floor or sky gaps
- Added a delayed collider audit for every generated tunnel ring and chamber sample, bounded automatic floor sealing, spaced underground deposits, and low-cost mineral position recovery
- Decoupled cave enemies from visible NavMesh position updates, added collider-safe knockback, removed per-step raycast allocations, and limited initial guard bursts to two spawns per second
- Fixed the artifact-choice IMGUI event continuing after a selected card closed the overlay, which produced the only exception found in the preceding live log
- Added deterministic structure/resource safety passes for house/tent access, steep slopes, structure overlaps, resources inside buildings, and mobs spawning on structures
- Fixed Chief spin persistence/hitbox, one-shot Woodman hostility, boat/gem-map pickup events, boat-repair hotbar redraw, Bob over-heal, damage-taken statistics, settings/pause navigation, resolution persistence, close-range interaction, achievement reload/Underdog, gameover camera/layout, sound falloff, and workbench material consistency
- Runtime regression: 32/32 blank seeds unique, 161 catalog items with no missing sprites, Wood Shield and Bed recipes visible, Wheat held/drop meshes visible, all 25 artifacts covered, 8 physical entrances, 234/234 tunnel-floor probes, 311 underground ore nodes observed, no portals, and no runtime patch exceptions
- Advanced multiplayer protocol to 17 because the deterministic cave topology and joint geometry changed
0.9.4 cave mineral and topology build
- Raised the default cave mineral budget from 384 to 480, added tunnel/chamber wall and ceiling probes, and target-balanced validated surfaces at 50% floor, 30% wall, and 20% ceiling
- Rotated deposits onto the actual mesh normal and used projected renderer bounds to keep every floor, wall, and ceiling model outside the cave shell
- Removed the destructive excess-ore pruning pass, included Stone and Coal in redistribution, and surface-validated every destination before moving its resource root
- Replaced equal type counts with a 26/24/22/13/8/4/2/1 common-to-rare mineral weighting while preserving every unplaced or overflow surface node
- Added one deterministic lazy Cave Stalker to 10% of underground deposits; 90% have no guard and distant guards consume no active AI work
- Segmented chamber walls so only the passage's actual height is open, added collider-free seam liners on the real corridor axis, and changed flat ceiling fans into irregular domes
- Moved every access/backbone/branch tube endpoint to its chamber boundary so no low tunnel roof crosses a room, with short hidden floor colliders spanning only the remaining seam
- Added a spatial index and one-check-per-frame cache for cave occupancy instead of scanning hundreds of tunnel volumes on every patched query
- Stopped rebuilding native menu and pause UI hierarchies every second, bounded late-village scans, and removed per-frame reflection allocations inside caves
- Removed decorative cave-rock mesh colliders that caused snagging and inflated the physics broadphase
- Joined the surface arch directly to the access tube, spread crowded junction endpoints, separated the shared cavern, and removed closed far-link tubes that could intersect each other
- Cached duplicate monster line-of-sight checks and staggered mob/build scans to prevent synchronized AI spikes
- 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 15 because cave topology and synchronized performance structures 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.