Moosepuncher Survival Mod

by Terd Fergasen

1.0.130

feat: Implement loot action for various crate prefabs and enhance loot spawning logic


- Added ActionsManagerComponent to LootCrate_Base, LootCrate_Bunker, and LootCrate_GM_Base for user interaction.
- Updated UIInfo to display "Loot" action for user contexts in crates.
- Modified SCR_UniversalInventoryStorageComponent to allow higher capacity for loot storage.
- Changed loot action name from "search" to "Loot" in CargoContainer prefabs.
- Updated Moo_WornContainerActionFix to ensure loot actions are visible for containers with loot.
- Introduced Moo_HighValueCrate class to manage loot contents for hand-placed crates, ensuring they fill correctly upon opening.
- Enhanced vehicle reaping logic to protect player-owned vehicles from being culled for three weeks.
Game Version
1.8.0.10
Created
Mon, 31 Aug 2026 19:12:44 GMT
Last Modified
Mon, 31 Aug 2026 19:12:51 GMT

1.0.129

feat: Implement mid-air character restoration to prevent fall damage on reconnect and disable trader damage
Game Version
1.8.0.10
Created
Mon, 31 Aug 2026 02:23:40 GMT
Last Modified
Mon, 31 Aug 2026 02:23:48 GMT

1.0.128

fix: Remove Moo_BuildingSystemInsertGuard to prevent silent item loss during inventory restoration
Game Version
1.8.0.10
Created
Sun, 30 Aug 2026 19:49:59 GMT
Last Modified
Sun, 30 Aug 2026 19:50:07 GMT

1.0.127

feat: Prevent named loot trucks from being saved to ensure they respawn at their original locations
Game Version
1.8.0.10
Created
Sun, 30 Aug 2026 00:55:59 GMT
Last Modified
Sun, 30 Aug 2026 00:56:07 GMT

1.0.126

feat: Implement loot truck respawn logic to prevent permanent removal of destroyed trucks
Game Version
1.8.0.10
Created
Sun, 30 Aug 2026 00:32:29 GMT
Last Modified
Sun, 30 Aug 2026 00:32:37 GMT

1.0.125

feat: Implement BuildingSystemInsertGuard to prevent crashes during item insertion at boot
Game Version
1.8.0.10
Created
Sun, 30 Aug 2026 00:16:14 GMT
Last Modified
Sun, 30 Aug 2026 00:16:23 GMT

1.0.124

feat: Enhance AI character record janitor with additional sanity checks and UUID validation
Game Version
1.8.0.10
Created
Sat, 29 Aug 2026 23:48:48 GMT
Last Modified
Sat, 29 Aug 2026 23:48:57 GMT

1.0.123

feat: Implement AI character record cleanup to remove stale records from autosaves
Game Version
1.8.0.10
Created
Sat, 29 Aug 2026 23:26:46 GMT
Last Modified
Sat, 29 Aug 2026 23:27:04 GMT

1.0.122

feat: Implement vehicle reseating to restore vehicles to their saved positions after loading
Game Version
1.8.0.10
Created
Sat, 29 Aug 2026 18:37:05 GMT
Last Modified
Sat, 29 Aug 2026 18:37:15 GMT

1.0.121

Contraband: the fence bought drugs the world could not produce. Loot pools
build from the TRADER shop configs and MOO_Shop_BlackMarket.conf was never
one of them, so every drug existed only in the shop and in Moo_AdminSpawn's
!i index.

- New CLS_CONTRABAND, fed from FoggysInventoryItems (already a dependency).
- Deliberately in no container tier: reachable only via the RollContraband
  pre-roll in PickFor, so a rare item stays rare and stays out of fridges
  and tills.
- Per-location chance: police 14, industrial 8, residential 6, medical 5,
  military 3. Ounces only in industrial and police pools; medical gets
  opiates and uppers, no bricks.
- Excluded from the money, food, medicine and tiny tiers - each of those
  exists to fix a reported bug and must not be reopened.
- Pool prices are the fence's SELL price so the quality tournament values a
  stash the way the trader does.
- Lists lazily allocated; the Game module static-init budget is near its cap.

Little Bird (WCS_AH-6M):
- MH6M and MH6M_Supply added to the helicopter pad pool. Armed variants
  deliberately omitted per the existing TRANSPORT, NOT GUNSHIPS rule.
- Three trader entries in MOO_Shop_Aircraft.conf, priced under the Huey.
- addon.gproj: WCS_Armaments, AKI_Core, WCS_AH-6M.
- No change needed to the air budget: GetCategory matches 'helicopter' and
  the prefab path is Prefabs/Vehicles/Helicopters/AH6M/."
Game Version
1.8.0.10
Created
Sat, 29 Aug 2026 08:27:49 GMT
Last Modified
Sat, 29 Aug 2026 08:27:56 GMT

1.0.120

feat: Add gender selection feature during character spawn


- Implemented MOO_GenderPicker to allow players to choose their gender by jumping within the first 15 seconds of spawning.
- Introduced MOO_GenderHUD to display the current gender selection status on the screen.
- Created layout for MOO_GenderHUD to show "MALE" / "FEMALE" labels and a hint to jump for changing gender.
- Added support for gender-specific visual identities in FactionIdentity_USSR.conf.
- Ensured that character appearance updates correctly when gender is changed.
Game Version
1.8.0.10
Created
Thu, 27 Aug 2026 02:21:46 GMT
Last Modified
Thu, 27 Aug 2026 02:21:53 GMT

1.0.119

Fixed: a script exception thrown every few minutes by the camp cleanup sweep when it examined terrain objects that have no prefab
Game Version
1.8.0.10
Created
Mon, 24 Aug 2026 21:47:55 GMT
Last Modified
Mon, 24 Aug 2026 21:48:04 GMT

1.0.118

Added: a $1000 note. ATM withdrawals now pay out in the fewest notes possible, largest first, instead of stacks of $100 bills. Added: the trader accepts and gives change in $1000 notes. Fixed: change from a purchase was paid entirely in $1 bills. Fixed: vehicle sales paid out in $100 bills only.
Game Version
1.8.0.10
Created
Mon, 24 Aug 2026 19:43:01 GMT
Last Modified
Mon, 24 Aug 2026 19:43:10 GMT

1.0.117

Fixed: a screen effect pulsed continuously while health was regenerating from morphine, epinephrine or passive healing. Healing is now silent. The brief effect when an injector is used is unchanged.
Game Version
1.8.0.10
Created
Mon, 24 Aug 2026 19:25:24 GMT
Last Modified
Mon, 24 Aug 2026 19:25:33 GMT

1.0.116

Fixed: morphine and epinephrine could not be used at all once your limbs had healed, even with most of your health missing. Both now always work while you have health to restore. Added: morphine restores 10 health over 1 minute, epinephrine restores 50 over 5 minutes. The two stack with each other. The same injector cannot be used again until the previous dose has finished. Added: health regenerates on its own while food and water are both above 90 percent, at 1 point every 10 seconds. Above 70 percent it regenerates more slowly. Bleeding stops regeneration until you bandage.
Game Version
1.8.0.10
Created
Mon, 24 Aug 2026 18:54:02 GMT
Last Modified
Mon, 24 Aug 2026 18:54:10 GMT

1.0.115

Fixed: players could not enter or claim a vehicle after killing its AI crew.
Dead crew are now moved out of the seats and the vehicle is released.
Fixed: vehicle and helicopter numbers were capped at values tuned for Everon
regardless of map. Caps are now derived from map size and settlement count.
Chernarus goes from 60 ground and 12 aircraft to 144 and 24.
Fixed: zombie numbers in settlements are now sized from measured building
counts on every map instead of being skipped on maps with a spawn layer.
Improved: roaming zombie groups are far more common and come in two sizes,
small packs between settlements and large hordes moving between cities.
Game Version
1.8.0.10
Created
Mon, 24 Aug 2026 17:58:28 GMT
Last Modified
Mon, 24 Aug 2026 17:58:39 GMT

1.0.114

feat: Implement camp vehicle cleanup to prevent duplication from legacy data
Game Version
1.8.0.10
Created
Mon, 24 Aug 2026 16:27:50 GMT
Last Modified
Mon, 24 Aug 2026 16:28:01 GMT

1.0.113

feat: Refactor zombie population management to dynamically size based on building counts
Game Version
1.8.0.10
Created
Sun, 23 Aug 2026 19:59:48 GMT
Last Modified
Sun, 23 Aug 2026 19:59:55 GMT

1.0.112

Increase Chernarus zombies
Game Version
1.8.0.10
Created
Sat, 22 Aug 2026 23:08:55 GMT
Last Modified
Sat, 22 Aug 2026 23:09:06 GMT

1.0.111

feat: Implement item discard logic to prevent world loot from persisting in the save database
Game Version
1.8.0.10
Created
Sat, 22 Aug 2026 02:36:12 GMT
Last Modified
Sat, 22 Aug 2026 02:36:19 GMT

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