Moosepuncher Survival Mod
by Terd Fergasen
1.0.160
Refactor medicine items and vehicle spawns - Updated Moo_PrefabMigration to replace FMMedicineSystem items with base game equivalents, including morphine for epinephrine and tourniquet for splint. - Adjusted Moo_UralSupplyManager to include only vanilla medicine items, removing FMMedicineSystem references. - Modified Moo_ZombieLoot to replace FMMedicineSystem items with saline bags. - Corrected vehicle prefab references in MOO_VehiclePadDeployer and y_Vehilce_spawns.layer to ensure proper spawning of vehicles with updated IDs.
- Game Version
- 1.8.0.13
- Created
- Thu, 24 Sep 2026 22:34:05 GMT
- Last Modified
- Thu, 24 Sep 2026 22:34:15 GMT
1.0.159
fix: Replace legacy key prefabs with new Moo_VaultKeys to prevent migration issues
- Game Version
- 1.8.0.13
- Created
- Thu, 24 Sep 2026 07:16:15 GMT
- Last Modified
- Thu, 24 Sep 2026 07:16:24 GMT
1.0.158
fix: Resolve bedroll duplication issue by implementing ownership ranking
- Game Version
- 1.8.0.13
- Created
- Wed, 23 Sep 2026 18:05:48 GMT
- Last Modified
- Wed, 23 Sep 2026 18:05:57 GMT
1.0.157
Refactor loot and inventory systems; unify plank types and address various bugs - Updated Moo_GasZoneLootAudit to track registered props and improve reporting. - Enhanced Moo_SelfTest with checks for cash bundle GUID collisions and vault key integrity. - Rewrote server-side group state logging in Moo_GroupFix to eliminate false error reports. - Fixed loot category definitions to ensure correct cash bundle references. - Added functionality to MOO_LootPointEntity to track spawn states and prevent double fills. - Improved MOO_LootPointFactory to carry over spawn states during rebuilds. - Implemented null-safe checks in MOO_LootRegistry for registered props. - Adjusted MOO_SCR_PlayerController to prevent unnecessary RPC calls outside gender selection windows. - Noted spawn failures in Moo_HighValueCrate for better debugging. - Refactored MOO_PlayerShopManagerComponent to streamline server logs. - Updated MOO_GenderPicker to ensure proper jump handling during gender selection. - Retired BuildingSystem2 sleeping bags and converted them to bedrolls during base persistence. - Enhanced prefab migration to handle FMCraftTrade planks and ensure compatibility with base building. - Introduced Moo_PlankUnify to consolidate plank types and ensure consistent building materials.
- Game Version
- 1.8.0.13
- Created
- Tue, 22 Sep 2026 22:49:37 GMT
- Last Modified
- Tue, 22 Sep 2026 22:49:46 GMT
1.0.156
Shutdown log noise (no player impact) - Since the 2026-09-18 RHS auto-update, every server shutdown logged ~2,000 VM exceptions in EPF_PersistenceManager.RemoveAsync during world teardown. - Cause: after EPF's shutdown save and reset, an entity spawned during teardown causes EPF to create a blank persistence manager with no database; each entity torn down afterwards tried to delete its record through it and hit a null database. - Verified harmless: the blank manager exists only after the real shutdown save and has no database to modify. Base-part registry matched exactly across four affected restarts. - New Moo_ShutdownDeleteGuard: RemoveAsync with no database is skipped and summarised in one log line instead of one exception per entity. No database while persistence is SETUP/ACTIVE raises [Moo_EPFGuard] WATCHDOG and fails a boot self-test assertion. - Behaviour change: none. No delete occurs that did not occur before.
- Game Version
- 1.8.0.13
- Created
- Tue, 22 Sep 2026 02:54:16 GMT
- Last Modified
- Tue, 22 Sep 2026 02:54:25 GMT
1.0.155
Base spawn bedroll (replaces the BuildingSystem2 sleeping bag) - BS2's sleeping bag cannot function on this server: it keys beds by vanilla PersistenceSystem id (base parts are restored as fresh entities, so the id changes every restart) and respawns via vanilla SCR_SpawnLogic (this server uses EPF). Its "Bed spawn is on cooldown" hint is its success message. - New Moo_BaseSpawn bedroll: place it in your base; respawn after death puts you at it. Logging in with a living character is unaffected. - One per player. Placing a new bedroll packs the previous one up into an item where it lies - never deleted. - Owner-only pack-up, re-verified server-side. - 5-minute spawn-camp guard: dying again within 5 min of a bedroll spawn gives a normal spawn instead. - Identity-less (all-zero UID) sessions cannot own a bedroll. - Persists across restarts: owner UID + exact position via EPF save data, with snap-back, mirroring the personal locker. - Fail-safe: any doubt falls through to the normal random spawn. - Trader: BS2 Sleeping Bag is now trade-in only (buy 0, sell 1500). Bedroll listed at buy 2500 / sell 1250. Bedroll excluded from loot pools. - New log lines: [Moo_BaseSpawn] placed / respawning at bedroll / packed up / spawn-camp guard / WATCHDOG (two saved bedrolls for one owner). RHS Glock 17 in loot - RHS registered the Glock 17 magazines in a faction catalog but not the pistol, and no shop sold it, so mags dropped and the gun never did. - Glock 17 and Glock 17 tan added to the military and police weapon pools, alongside the M9 and PM, at the same value. Deduplicated in case RHS catalogues it in future. - Boot self-test verifies both Glock prefabs still resolve after RHS updates.
- Game Version
- 1.8.0.13
- Created
- Tue, 22 Sep 2026 02:37:22 GMT
- Last Modified
- Tue, 22 Sep 2026 02:37:37 GMT
1.0.154
Trader destroying nearby vehicles (severity 0 — player property) - Report 2026-09-17: buying a helicopter at the trader destroyed two other players' parked helicopters; selling regularly took the wrong vehicle. - Buying sphere-queried 12 m around the pad and SafeDelete'd every vehicle it found, with no ownership, claimed, or on-the-pad test. Removed entirely. - Selling used a filter that stored the FIRST hit within 15 m and returned false to stop the query, so it deleted whichever vehicle the engine listed first and paid the seller for it. Removed entirely. - New Moo_ShopPad is the single definition of "on the pad" (6 m), shared by buying, selling and the shop UI, which previously used 12 / 15 / 30 m. - Buying never deletes. If the pad is occupied the spawn relocates to offset rings at 10 m then 16 m; if nothing is clear the purchase is refused before any payment is taken. - Selling requires exactly one vehicle on the pad. Zero or more than one refuses with a message rather than guessing. - Every vehicle sale now logs prefab, position, price and player. Previously there was no log line for a vehicle sale at all. - FilterCollectVehicles and FilterAnyVehicle deleted from the source rather than left unused. - Known gap: no per-player vehicle ownership exists in the mod, so the trader cannot verify the seller owns the vehicle on the pad.
- Game Version
- 1.8.0.13
- Created
- Thu, 17 Sep 2026 05:51:51 GMT
- Last Modified
- Thu, 17 Sep 2026 05:52:09 GMT
1.0.153
fix: Implement safeguards against data loss in persistence systems and ensure player-owned items are not overwritten
- Game Version
- 1.8.0.13
- Created
- Wed, 16 Sep 2026 01:41:44 GMT
- Last Modified
- Wed, 16 Sep 2026 01:42:01 GMT
1.0.152
fix: Implement safeguards against data loss in persistence systems by preventing writes after load failures
- Game Version
- 1.8.0.13
- Created
- Mon, 14 Sep 2026 19:55:22 GMT
- Last Modified
- Mon, 14 Sep 2026 19:55:31 GMT
1.0.151
Vehicles on player-built structures - A restored vehicle no longer falls off what it was parked on. Gravity is held off from the moment EPF restores it until 25 s in, once base parts are back, then released. Previously 7-11 vehicles per boot fell to the terrain and were put back 25 s later; now they do not fall at all. - The correction pass is retained as a net for any vehicle with no physics body at hand-over. New [MOO_Reseat] held / WATCHDOG lines report whether the hold did its job. - A reseat that does not hold is no longer silent. LEFT THE SPOT names the prefab and both positions when a vehicle is off its saved spot and was deliberately not moved back (previously dropped with no log line at all). - The hold can never strand a vehicle: released on boarding (compartment slots read once a second), on a timer scheduled before the first hold, and by an unconditional safety sweep at 120 s. Boot self-test asserts all four timings. - New read-only Moo_VehicleDeckWatch on the 10-min vehicle census logs IN-SESSION DROP if a parked, empty vehicle loses its support while the server is up. Observation only - nothing is moved.
- Game Version
- 1.8.0.13
- Created
- Sun, 13 Sep 2026 18:13:22 GMT
- Last Modified
- Sun, 13 Sep 2026 18:13:33 GMT
1.0.150
Tack on
- Game Version
- 1.8.0.13
- Created
- Thu, 10 Sep 2026 05:44:37 GMT
- Last Modified
- Thu, 10 Sep 2026 05:44:45 GMT
1.0.149
fix: Update SurfaceUnder calls to use IEntity parameter for accurate placement
- Game Version
- 1.8.0.13
- Created
- Thu, 10 Sep 2026 05:42:22 GMT
- Last Modified
- Thu, 10 Sep 2026 05:42:31 GMT
1.0.148
Refactor static initializers across multiple classes to use pooled EnsureStatics method - Moved class-level static initializers to a single generated function for each class to prevent server boot issues caused by exceeding instruction limits. - Updated `Moo_SimpleItemPersistence`, `Moo_UralSupplyManager`, `MOO_EveronLegacyData`, `MOO_SiteDeployer` to initialize static arrays on demand. - Ensured that EnsureStatics is called at the beginning of relevant methods to avoid null references.
- Game Version
- 1.8.0.13
- Created
- Thu, 10 Sep 2026 00:57:54 GMT
- Last Modified
- Thu, 10 Sep 2026 00:58:03 GMT
1.0.147
feat: Update lantern prefab references and add toggle functionality for light
- Game Version
- 1.8.0.13
- Created
- Thu, 10 Sep 2026 00:33:24 GMT
- Last Modified
- Thu, 10 Sep 2026 00:33:40 GMT
1.0.146
feat: Add lantern item with deployment and packing functionality, including loot pool integration
- Game Version
- 1.8.0.13
- Created
- Mon, 07 Sep 2026 20:11:10 GMT
- Last Modified
- Mon, 07 Sep 2026 20:11:18 GMT
1.0.145
feat: Add checks for ghillie suit presence in loot pools to prevent unintended distribution
- Game Version
- 1.8.0.13
- Created
- Sun, 06 Sep 2026 19:43:30 GMT
- Last Modified
- Sun, 06 Sep 2026 19:43:39 GMT
1.0.144
feat: Implement gas-zone crate handling and ghillie loot system - Added IsGasZonePath method to Moo_HighValueCrate for identifying gas-zone paths. - Enhanced logging for high-value crate fills to track extras placed. - Introduced Moo_GasZoneLootAudit to identify containers in gas zones without loot access. - Created Moo_GhillieLoot to manage the placement of Wookie ghillie suits in gas zones and AI camps. - Updated MOO_FDA_Core to run self-tests and schedule audits on server start. - Improved MOO_SiteDeployer to prevent static props from spawning inside buildings. - Added checks for big static props to ensure proper placement during site deployment.
- Game Version
- 1.8.0.13
- Created
- Sun, 06 Sep 2026 19:28:26 GMT
- Last Modified
- Sun, 06 Sep 2026 19:28:41 GMT
1.0.143
feat: Implement Moo_SelfTest for boot assertions on game requirements - Added Moo_SelfTest class to run assertions at server boot, ensuring critical game rules are met. - Implemented tests for locker protection, vehicle cap binding, owner rule enforcement, loot action duration, trader site reroll path, and prefab resolution. - Results are logged and recorded for review without blocking server startup. feat: Create Moo_VaultLootAction for custom keyed loot container handling - Developed Moo_VaultLootAction to replace FM_CatalogLootAction and FM_CatalogLootSpawnerComponent. - Ensured compatibility with Moosepuncher's logic and eliminated dependency on third-party mods. - Implemented key requirement checks and container filling logic upon opening. feat: Introduce Moo_LockerProtection to safeguard player lockers - Established a system to prevent accidental locker deletions by implementing SafeDelete and resurrection mechanisms. - Added sanctioning for legitimate deletions and logging for refused delete attempts. - Implemented resurrection logic for lockers deleted mid-session. feat: Add Moo_PrefabMigration for seamless prefab retirement - Developed a migration system to replace retired prefabs with Moosepuncher equivalents without database intervention. - Implemented self-healing and self-expiring logic to ensure legacy keys are replaced during load. - Added logging for migration counts to inform server owners of changes.
- Game Version
- 1.8.0.13
- Created
- Sat, 05 Sep 2026 21:53:53 GMT
- Last Modified
- Sat, 05 Sep 2026 21:54:03 GMT
1.0.142
feat: Implement trader marker verification and respawn logic to ensure visibility on player map
- Game Version
- 1.8.0.10
- Created
- Fri, 04 Sep 2026 03:53:39 GMT
- Last Modified
- Fri, 04 Sep 2026 03:53:50 GMT
1.0.141
feat: Enhance vehicle reaping logic and site deployment to prevent overlap with solid geometry
- Game Version
- 1.8.0.10
- Created
- Fri, 04 Sep 2026 03:19:53 GMT
- Last Modified
- Fri, 04 Sep 2026 03:20:09 GMT
1.0.140
fix: Set Duration to 0 for various loot container entities to improve gameplay consistency
- Game Version
- 1.8.0.10
- Created
- Fri, 04 Sep 2026 02:31:34 GMT
- Last Modified
- Fri, 04 Sep 2026 02:31:43 GMT
1.0.139
feat: Add radio items to admin spawn command for improved gameplay experience
- Game Version
- 1.8.0.10
- Created
- Thu, 03 Sep 2026 05:33:20 GMT
- Last Modified
- Thu, 03 Sep 2026 05:33:28 GMT
1.0.138
feat: Implement corpse lifetime management to ensure player bodies persist for one hour
- Game Version
- 1.8.0.10
- Created
- Thu, 03 Sep 2026 04:42:19 GMT
- Last Modified
- Thu, 03 Sep 2026 04:42:28 GMT
1.0.137
fix: Extend gender selection window to 30 seconds and improve logging for player actions
- Game Version
- 1.8.0.10
- Created
- Thu, 03 Sep 2026 04:17:10 GMT
- Last Modified
- Thu, 03 Sep 2026 04:17:22 GMT
1.0.136
feat: Implement root entity collection hygiene to manage dangling IDs and improve server stability
- Game Version
- 1.8.0.10
- Created
- Thu, 03 Sep 2026 03:35:01 GMT
- Last Modified
- Thu, 03 Sep 2026 03:35:08 GMT
1.0.135
feat: Implement persistence hygiene to prevent dangling vehicle IDs and improve login stability
- Game Version
- 1.8.0.10
- Created
- Thu, 03 Sep 2026 03:09:24 GMT
- Last Modified
- Thu, 03 Sep 2026 03:09:34 GMT
1.0.134
feat: Implement trader site management system to allow server owners to control trader placement and history
- Game Version
- 1.8.0.10
- Created
- Thu, 03 Sep 2026 01:23:20 GMT
- Last Modified
- Thu, 03 Sep 2026 01:23:29 GMT
1.0.133
feat: Enhance vehicle claiming logic to prevent premature expiration and improve occupancy detection
- Game Version
- 1.8.0.10
- Created
- Wed, 02 Sep 2026 20:04:26 GMT
- Last Modified
- Wed, 02 Sep 2026 20:04:36 GMT
1.0.132
feat: Enhance loot point functionality and improve gas zone AI behavior
- Game Version
- 1.8.0.10
- Created
- Wed, 02 Sep 2026 01:43:07 GMT
- Last Modified
- Wed, 02 Sep 2026 01:43:15 GMT
1.0.131
Refactor loot and AI management systems for improved gameplay mechanics - Updated `Moo_WornContainerActionFix` to ensure prompts for key vaults remain visible, addressing issues with loot visibility. - Introduced `Moo_WarnOnMissingIdentity` in `EPF_MooBasicSpawnLogic` to log warnings when players lack a valid Bohemia identity, preventing confusion over character persistence. - Adjusted `MOO_TownZombieManager` to refine cultist spawn rates and added gas zone AI garrisoning, enhancing gameplay dynamics in toxic areas. - Implemented `Moo_NoProjectilePersistence` to restrict AI character persistence to prevent unintended player data loss. - Enhanced `Moo_UralSupplyManager` to include vault key drops in supply trucks, increasing loot variety. - Created `Moo_VaultKeys` to manage vault key generation and placement across various game elements, ensuring balanced distribution. - Developed `Moo_GasZoneSafety` to prevent AI from entering toxic zones, implementing gas mask mechanics for enhanced realism and gameplay integrity.
- Game Version
- 1.8.0.10
- Created
- Tue, 01 Sep 2026 06:39:22 GMT
- Last Modified
- Tue, 01 Sep 2026 06:39:30 GMT