Litterally changelog
All notable changes to Litterally are documented in this file. The format is based on Keep a Changelog, and this project adheres to Semantic Versioning.
[1.1.0] - 2026-08-04
Section titled “[1.1.0] - 2026-08-04”Changed
Section titled “Changed”- New installs now get the vanilla amount of trash.
TrashMultiplierused to default to 10, which meant installing a performance mod also multiplied your litter by ten. Set it back up whenever you want the piles; the layer keeps them just as cheap.- Already playing? Your
MelonPreferences.cfgkeeps whatever you have set. Change it there if you want the new default.
- Already playing? Your
[1.0.1] - 2026-08-04
Section titled “[1.0.1] - 2026-08-04”- Turning on the debug stats panel or the trash highlighting no longer crashes the game. Both drew
their boxes in a way this build of the game does not support (
ShowStatsPanel,ShowActiveItemsandShowRangesin MelonPreferences).
[1.0.0] - 2026-06-20
Section titled “[1.0.0] - 2026-06-20”First public release.
- Routes the game’s own generated trash into a cheap GPU-instanced field (rendered in a few draw calls, stored as compact arrays) so the map can hold tens of thousands of trash items at a playable frame rate.
- Materializes real, interactable
TrashItems only in the small working set around the player and cleaners - everything else stays virtual until you (or a cleaner) get near it. - Keeps all base-game behaviour: pick up / throw nearby trash, cleaners roam and collect and dispose litter as usual, and persistence is preserved.
- Sleeping-dynamic materialized physics: nearby trash settles into natural resting poses, collides realistically, can be shoved or thrown, then auto-sleeps so it stops costing.
- Compact save blob: the field is saved as one blob and restored on load, written outside the game’s save folder so it can never bloat or corrupt your save.
- Good citizen: only the game generator’s own trash is absorbed; trash another mod creates directly is left untouched.
- Render distance cap for the instanced field (
RenderDistance) - a perf win when looking across open ground, with no effect on interaction range. - Settings:
EnablePerformanceLayer,EnableInMultiplayer,MaxRealItems,MaterializeDistance,RenderDistance,TrashMultiplier,ActivePhysics, plus opt-in on-screen overlays (ShowFpsCounter,ShowActiveItems,ShowStatsPanel,ShowRanges).
- The instanced field is local-only, so the performance layer auto-disables in multiplayer
to avoid desync (set
EnableInMultiplayerto try it anyway). Host-authoritative multiplayer support is a planned follow-up.