Releases: ZSG-Studios/IcarusConfigMod
Release list
v0.1.8-beta
v0.1.8-beta updated package.\n\nChanges in this refresh:\n- Adds live bridge v0.3 read-only inventory object/property discovery snapshots at %LOCALAPPDATA%\ZSG Studios\IcarusConfigMod\live_bridge\snapshot.json.\n- Snapshot now uses UE4SS metadata through GetClassPrivate()->ForEachPropertyInChain() and exports inventory/item/slot-like property values for discovered live objects.\n- Live Vault status reports bridge version, inventory candidate count, property hit count, and snapshot path.\n- Live item writes/moves remain guarded until exact Unreal slot mutation is verified from the live property data.\n\nSHA256 IcarusConfigMod.zip: 3C870E19EA307532B000BAE02A1A7784D385EED65AA0BF573292BDD44889D0A4
v0.1.7-beta - Transfer Vault Checked Items
Release Notes
v0.1.7-beta - Transfer Vault Checked Items
This update adds persistent checked row state to the Transfer Vault item browser and improves player inventory names.
Added
- Item rows in the Transfer Vault source browser now show checkbox-style
[ ]/[x]state. - Checked item rows stay checked when switching the inventory dropdown or refreshing the visible list.
- The summary now reports total checked rows and how many checked rows are move-ready JSON items.
Move Checked To Vaultuses checked move-ready JSON items; if nothing is checked, the highlighted row still works as a fallback.- The source browser now works one exposed inventory at a time; the all-inventories working view was removed.
- Internal attachment, ammo-slot, and prospect-manager inventories are hidden from the dropdown.
- Same-name containers are separated with unique suffixes so each dropdown option maps to one actual inventory.
Fixed
- Player recorder inventories now use prospect/local character names when
PlayerIDandChrSlotcan be matched. - View-only live prospect rows can be checked for tracking, but export refuses them until the binary writer is safe.
v0.1.6-beta - Transfer Vault Inventory Names
This update improves the Transfer Vault inventory dropdown labels so items are grouped under the inventory they are actually saved in.
Fixed
- Deployable inventories now prefer
StaticItemDataRowNamenames such asWood Cupboard,Fabricator,Concrete Furnace V2,Oxite Dissolver, and similar rows. - Player recorder inventories are labeled as player inventories instead of generated world container IDs.
- Mount recorder inventories are labeled as mount inventories instead of generated world container IDs.
- Prospect container-manager fallbacks are labeled as
Prospect Inventoryinstead ofIcarusGameMode. - Generated actor IDs are now used only as a fallback when no better owner name is available.
v0.1.5-beta - Transfer Vault Inventory Browser
This update makes the Transfer Vault source browser usable as an inventory viewer instead of one long mixed list.
Added
- Added an inventory dropdown to the Transfer Vault source panel.
- Selecting an inventory filters the item list to that inventory.
- Live prospect blob items now show decoded amounts when available.
- Source rows now use clean item names and simple
x amountdisplay text. - Summary now reports detected inventory count, move-ready JSON items, and view-only live items.
v0.1.4-beta - Transfer Vault Slot Safety
This update adds hard preflight checks before Transfer Vault restore writes.
Fixed
- Transfer Vault restore now checks known target inventory capacity before writing.
- Restore refuses to continue if the target has fewer open slots than the item restore needs.
- Restore refuses inventories that already contain duplicate explicit slot assignments.
- Restore refuses inventories that already contain out-of-range explicit slot assignments.
- MetaInventory saves with no fixed slot cap are treated as append-only JSON inventories, so the app does not invent fake slot limits.
v0.1.3-beta - Transfer Vault Item Viewer
This update improves the Transfer Vault scanner so players can see item names stored inside live prospect inventory data.
Added
- Transfer Vault now decodes
ItemStaticDatarows from compressedProspectBlob.BinaryBlobdata. - Live prospect backpack, world, and container inventory entries are listed with item row names in the source list.
- Prospect blob summaries now report decoded item rows instead of rough text marker hits.
Limit
- Live prospect blob items are still read-only. Verified JSON-backed meta/loadout items can be moved through the vault, but live backpack, hotbar, belt, equipment, mount cargo, and world container item movement remains disabled until the Unreal property writer is validated.
v0.1.2-beta - Transfer Vault Beta
This update focuses on runtime safety, validation accuracy, and release packaging cleanup.
Added
- Added a
Transfer Vaulttab for an offline shared stash across local Icarus player folders. - Added vault scanning for local SteamID folders, JSON-backed inventories, loadout meta items, active prospects, and prospect members.
- Added exclusive
vault.lockprotection and a transaction ledger attransfer_vault/ledger.jsonl. - Vault export/import creates full save backups first and refuses to move items while Icarus is running.
- Live prospect inventory blobs are detected and reported with item/inventory marker counts.
Fixed
- Fixed carcasses disappearing too quickly after kills.
- Fixed skinning yield targeting the wrong runtime path. Skinning yield now increases carcass recipe output counts instead of changing
D_ToolDamage.Skinning_Efficiency, which could make carcasses deplete faster. - Fixed zero-value runtime math. Baseline
0values now stay0instead of being clamped to1, preventing disabled or sentinel timers from becoming one-second timers. - Fixed free-craft debug/runtime mutation so it does not clear
ResourceInputs, which can drive live resource/item drain. - Added safety handling so stack and container slot settings do not shrink below vanilla baseline during runtime mutation.
- Added carcass recipe safety handling so generic processing/material/free-craft array edits do not mutate carcass processor rows.
Validation
- Debug validation can force supported settings to test values and log before/expected/actual math checks.
- Runtime validation now avoids fake green passes by reporting missing fields, partial application, skipped targets, unsupported targets, and math failures.
- Body diagnostics were added for carcass-related tables when debug validation is enabled.
Known Behavior
- Some settings are table-backed rather than direct live-player writes. Health, stamina, carry capacity, movement speed, and regen mutate
D_CharacterStartingStatsgrants. The game may cache current pawn values, combine them with armor/talents/buffs, or recalculate them only after session load, spawn, respawn, or healing. - Air control is applied as a direct runtime scan of loaded movement components and should be more immediately visible.
- A clean validation log proves the table/runtime target changed as expected, but the in-game HUD may not always display a simple visible
old value * multiplierresult for derived stats.
Packaging
- Player releases use
IcarusConfigMod.exeas the only required launcher. - Players do not need Python, PowerShell scripts, batch files, Visual Studio, CMake, Rust, Nuitka, or PyInstaller.
- Runtime state, logs, generated work files, and save backups are stored under
%LOCALAPPDATA%\ZSG Studios\IcarusConfigMod\. - The player zip should not include source tools, build folders,
.bat,.ps1, or player-side.pylaunch scripts.
Transfer Vault Limit
Current beta support moves verified JSON-backed meta/loadout items. Live backpack, hotbar, belt, equipment, mount cargo, and world container items inside ProspectBlob.BinaryBlob are scan-only until the Unreal property writer is validated.
v0.1.6-beta - Transfer Vault Inventory Names
Release Notes
v0.1.6-beta - Transfer Vault Inventory Names
This update improves the Transfer Vault inventory dropdown labels so items are grouped under the inventory they are actually saved in.
Fixed
- Deployable inventories now prefer
StaticItemDataRowNamenames such asWood Cupboard,Fabricator,Concrete Furnace V2,Oxite Dissolver, and similar rows. - Player recorder inventories are labeled as player inventories instead of generated world container IDs.
- Mount recorder inventories are labeled as mount inventories instead of generated world container IDs.
- Prospect container-manager fallbacks are labeled as
Prospect Inventoryinstead ofIcarusGameMode. - Generated actor IDs are now used only as a fallback when no better owner name is available.
v0.1.5-beta - Transfer Vault Inventory Browser
This update makes the Transfer Vault source browser usable as an inventory viewer instead of one long mixed list.
Added
- Added an inventory dropdown to the Transfer Vault source panel.
- Selecting an inventory filters the item list to that inventory.
- Live prospect blob items now show decoded amounts when available.
- Source rows now use clean item names and simple
x amountdisplay text. - Summary now reports detected inventory count, move-ready JSON items, and view-only live items.
v0.1.4-beta - Transfer Vault Slot Safety
This update adds hard preflight checks before Transfer Vault restore writes.
Fixed
- Transfer Vault restore now checks known target inventory capacity before writing.
- Restore refuses to continue if the target has fewer open slots than the item restore needs.
- Restore refuses inventories that already contain duplicate explicit slot assignments.
- Restore refuses inventories that already contain out-of-range explicit slot assignments.
- MetaInventory saves with no fixed slot cap are treated as append-only JSON inventories, so the app does not invent fake slot limits.
v0.1.3-beta - Transfer Vault Item Viewer
This update improves the Transfer Vault scanner so players can see item names stored inside live prospect inventory data.
Added
- Transfer Vault now decodes
ItemStaticDatarows from compressedProspectBlob.BinaryBlobdata. - Live prospect backpack, world, and container inventory entries are listed with item row names in the source list.
- Prospect blob summaries now report decoded item rows instead of rough text marker hits.
Limit
- Live prospect blob items are still read-only. Verified JSON-backed meta/loadout items can be moved through the vault, but live backpack, hotbar, belt, equipment, mount cargo, and world container item movement remains disabled until the Unreal property writer is validated.
v0.1.2-beta - Transfer Vault Beta
This update focuses on runtime safety, validation accuracy, and release packaging cleanup.
Added
- Added a
Transfer Vaulttab for an offline shared stash across local Icarus player folders. - Added vault scanning for local SteamID folders, JSON-backed inventories, loadout meta items, active prospects, and prospect members.
- Added exclusive
vault.lockprotection and a transaction ledger attransfer_vault/ledger.jsonl. - Vault export/import creates full save backups first and refuses to move items while Icarus is running.
- Live prospect inventory blobs are detected and reported with item/inventory marker counts.
Fixed
- Fixed carcasses disappearing too quickly after kills.
- Fixed skinning yield targeting the wrong runtime path. Skinning yield now increases carcass recipe output counts instead of changing
D_ToolDamage.Skinning_Efficiency, which could make carcasses deplete faster. - Fixed zero-value runtime math. Baseline
0values now stay0instead of being clamped to1, preventing disabled or sentinel timers from becoming one-second timers. - Fixed free-craft debug/runtime mutation so it does not clear
ResourceInputs, which can drive live resource/item drain. - Added safety handling so stack and container slot settings do not shrink below vanilla baseline during runtime mutation.
- Added carcass recipe safety handling so generic processing/material/free-craft array edits do not mutate carcass processor rows.
Validation
- Debug validation can force supported settings to test values and log before/expected/actual math checks.
- Runtime validation now avoids fake green passes by reporting missing fields, partial application, skipped targets, unsupported targets, and math failures.
- Body diagnostics were added for carcass-related tables when debug validation is enabled.
Known Behavior
- Some settings are table-backed rather than direct live-player writes. Health, stamina, carry capacity, movement speed, and regen mutate
D_CharacterStartingStatsgrants. The game may cache current pawn values, combine them with armor/talents/buffs, or recalculate them only after session load, spawn, respawn, or healing. - Air control is applied as a direct runtime scan of loaded movement components and should be more immediately visible.
- A clean validation log proves the table/runtime target changed as expected, but the in-game HUD may not always display a simple visible
old value * multiplierresult for derived stats.
Packaging
- Player releases use
IcarusConfigMod.exeas the only required launcher. - Players do not need Python, PowerShell scripts, batch files, Visual Studio, CMake, Rust, Nuitka, or PyInstaller.
- Runtime state, logs, generated work files, and save backups are stored under
%LOCALAPPDATA%\ZSG Studios\IcarusConfigMod\. - The player zip should not include source tools, build folders,
.bat,.ps1, or player-side.pylaunch scripts.
Transfer Vault Limit
Current beta support moves verified JSON-backed meta/loadout items. Live backpack, hotbar, belt, equipment, mount cargo, and world container items inside ProspectBlob.BinaryBlob are scan-only until the Unreal property writer is validated.
v0.1.5-beta - Transfer Vault Inventory Browser
Release Notes
v0.1.5-beta - Transfer Vault Inventory Browser
This update makes the Transfer Vault source browser usable as an inventory viewer instead of one long mixed list.
Added
- Added an inventory dropdown to the Transfer Vault source panel.
- Selecting an inventory filters the item list to that inventory.
- Live prospect blob items now show decoded amounts when available.
- Source rows now use clean item names and simple
x amountdisplay text. - Summary now reports detected inventory count, move-ready JSON items, and view-only live items.
v0.1.4-beta - Transfer Vault Slot Safety
This update adds hard preflight checks before Transfer Vault restore writes.
Fixed
- Transfer Vault restore now checks known target inventory capacity before writing.
- Restore refuses to continue if the target has fewer open slots than the item restore needs.
- Restore refuses inventories that already contain duplicate explicit slot assignments.
- Restore refuses inventories that already contain out-of-range explicit slot assignments.
- MetaInventory saves with no fixed slot cap are treated as append-only JSON inventories, so the app does not invent fake slot limits.
v0.1.3-beta - Transfer Vault Item Viewer
This update improves the Transfer Vault scanner so players can see item names stored inside live prospect inventory data.
Added
- Transfer Vault now decodes
ItemStaticDatarows from compressedProspectBlob.BinaryBlobdata. - Live prospect backpack, world, and container inventory entries are listed with item row names in the source list.
- Prospect blob summaries now report decoded item rows instead of rough text marker hits.
Limit
- Live prospect blob items are still read-only. Verified JSON-backed meta/loadout items can be moved through the vault, but live backpack, hotbar, belt, equipment, mount cargo, and world container item movement remains disabled until the Unreal property writer is validated.
v0.1.2-beta - Transfer Vault Beta
This update focuses on runtime safety, validation accuracy, and release packaging cleanup.
Added
- Added a
Transfer Vaulttab for an offline shared stash across local Icarus player folders. - Added vault scanning for local SteamID folders, JSON-backed inventories, loadout meta items, active prospects, and prospect members.
- Added exclusive
vault.lockprotection and a transaction ledger attransfer_vault/ledger.jsonl. - Vault export/import creates full save backups first and refuses to move items while Icarus is running.
- Live prospect inventory blobs are detected and reported with item/inventory marker counts.
Fixed
- Fixed carcasses disappearing too quickly after kills.
- Fixed skinning yield targeting the wrong runtime path. Skinning yield now increases carcass recipe output counts instead of changing
D_ToolDamage.Skinning_Efficiency, which could make carcasses deplete faster. - Fixed zero-value runtime math. Baseline
0values now stay0instead of being clamped to1, preventing disabled or sentinel timers from becoming one-second timers. - Fixed free-craft debug/runtime mutation so it does not clear
ResourceInputs, which can drive live resource/item drain. - Added safety handling so stack and container slot settings do not shrink below vanilla baseline during runtime mutation.
- Added carcass recipe safety handling so generic processing/material/free-craft array edits do not mutate carcass processor rows.
Validation
- Debug validation can force supported settings to test values and log before/expected/actual math checks.
- Runtime validation now avoids fake green passes by reporting missing fields, partial application, skipped targets, unsupported targets, and math failures.
- Body diagnostics were added for carcass-related tables when debug validation is enabled.
Known Behavior
- Some settings are table-backed rather than direct live-player writes. Health, stamina, carry capacity, movement speed, and regen mutate
D_CharacterStartingStatsgrants. The game may cache current pawn values, combine them with armor/talents/buffs, or recalculate them only after session load, spawn, respawn, or healing. - Air control is applied as a direct runtime scan of loaded movement components and should be more immediately visible.
- A clean validation log proves the table/runtime target changed as expected, but the in-game HUD may not always display a simple visible
old value * multiplierresult for derived stats.
Packaging
- Player releases use
IcarusConfigMod.exeas the only required launcher. - Players do not need Python, PowerShell scripts, batch files, Visual Studio, CMake, Rust, Nuitka, or PyInstaller.
- Runtime state, logs, generated work files, and save backups are stored under
%LOCALAPPDATA%\ZSG Studios\IcarusConfigMod\. - The player zip should not include source tools, build folders,
.bat,.ps1, or player-side.pylaunch scripts.
Transfer Vault Limit
Current beta support moves verified JSON-backed meta/loadout items. Live backpack, hotbar, belt, equipment, mount cargo, and world container items inside ProspectBlob.BinaryBlob are scan-only until the Unreal property writer is validated.
v0.1.4-beta - Transfer Vault Slot Safety
Release Notes
v0.1.4-beta - Transfer Vault Slot Safety
This update adds hard preflight checks before Transfer Vault restore writes.
Fixed
- Transfer Vault restore now checks known target inventory capacity before writing.
- Restore refuses to continue if the target has fewer open slots than the item restore needs.
- Restore refuses inventories that already contain duplicate explicit slot assignments.
- Restore refuses inventories that already contain out-of-range explicit slot assignments.
- MetaInventory saves with no fixed slot cap are treated as append-only JSON inventories, so the app does not invent fake slot limits.
v0.1.3-beta - Transfer Vault Item Viewer
This update improves the Transfer Vault scanner so players can see item names stored inside live prospect inventory data.
Added
- Transfer Vault now decodes
ItemStaticDatarows from compressedProspectBlob.BinaryBlobdata. - Live prospect backpack, world, and container inventory entries are listed with item row names in the source list.
- Prospect blob summaries now report decoded item rows instead of rough text marker hits.
Limit
- Live prospect blob items are still read-only. Verified JSON-backed meta/loadout items can be moved through the vault, but live backpack, hotbar, belt, equipment, mount cargo, and world container item movement remains disabled until the Unreal property writer is validated.
v0.1.2-beta - Transfer Vault Beta
This update focuses on runtime safety, validation accuracy, and release packaging cleanup.
Added
- Added a
Transfer Vaulttab for an offline shared stash across local Icarus player folders. - Added vault scanning for local SteamID folders, JSON-backed inventories, loadout meta items, active prospects, and prospect members.
- Added exclusive
vault.lockprotection and a transaction ledger attransfer_vault/ledger.jsonl. - Vault export/import creates full save backups first and refuses to move items while Icarus is running.
- Live prospect inventory blobs are detected and reported with item/inventory marker counts.
Fixed
- Fixed carcasses disappearing too quickly after kills.
- Fixed skinning yield targeting the wrong runtime path. Skinning yield now increases carcass recipe output counts instead of changing
D_ToolDamage.Skinning_Efficiency, which could make carcasses deplete faster. - Fixed zero-value runtime math. Baseline
0values now stay0instead of being clamped to1, preventing disabled or sentinel timers from becoming one-second timers. - Fixed free-craft debug/runtime mutation so it does not clear
ResourceInputs, which can drive live resource/item drain. - Added safety handling so stack and container slot settings do not shrink below vanilla baseline during runtime mutation.
- Added carcass recipe safety handling so generic processing/material/free-craft array edits do not mutate carcass processor rows.
Validation
- Debug validation can force supported settings to test values and log before/expected/actual math checks.
- Runtime validation now avoids fake green passes by reporting missing fields, partial application, skipped targets, unsupported targets, and math failures.
- Body diagnostics were added for carcass-related tables when debug validation is enabled.
Known Behavior
- Some settings are table-backed rather than direct live-player writes. Health, stamina, carry capacity, movement speed, and regen mutate
D_CharacterStartingStatsgrants. The game may cache current pawn values, combine them with armor/talents/buffs, or recalculate them only after session load, spawn, respawn, or healing. - Air control is applied as a direct runtime scan of loaded movement components and should be more immediately visible.
- A clean validation log proves the table/runtime target changed as expected, but the in-game HUD may not always display a simple visible
old value * multiplierresult for derived stats.
Packaging
- Player releases use
IcarusConfigMod.exeas the only required launcher. - Players do not need Python, PowerShell scripts, batch files, Visual Studio, CMake, Rust, Nuitka, or PyInstaller.
- Runtime state, logs, generated work files, and save backups are stored under
%LOCALAPPDATA%\ZSG Studios\IcarusConfigMod\. - The player zip should not include source tools, build folders,
.bat,.ps1, or player-side.pylaunch scripts.
Transfer Vault Limit
Current beta support moves verified JSON-backed meta/loadout items. Live backpack, hotbar, belt, equipment, mount cargo, and world container items inside ProspectBlob.BinaryBlob are scan-only until the Unreal property writer is validated.
v0.1.3-beta - Transfer Vault Item Viewer
Release Notes
v0.1.3-beta - Transfer Vault Item Viewer
This update improves the Transfer Vault scanner so players can see item names stored inside live prospect inventory data.
Added
- Transfer Vault now decodes
ItemStaticDatarows from compressedProspectBlob.BinaryBlobdata. - Live prospect backpack, world, and container inventory entries are listed with item row names in the source list.
- Prospect blob summaries now report decoded item rows instead of rough text marker hits.
Limit
- Live prospect blob items are still read-only. Verified JSON-backed meta/loadout items can be moved through the vault, but live backpack, hotbar, belt, equipment, mount cargo, and world container item movement remains disabled until the Unreal property writer is validated.
v0.1.2-beta - Transfer Vault Beta
This update focuses on runtime safety, validation accuracy, and release packaging cleanup.
Added
- Added a
Transfer Vaulttab for an offline shared stash across local Icarus player folders. - Added vault scanning for local SteamID folders, JSON-backed inventories, loadout meta items, active prospects, and prospect members.
- Added exclusive
vault.lockprotection and a transaction ledger attransfer_vault/ledger.jsonl. - Vault export/import creates full save backups first and refuses to move items while Icarus is running.
- Live prospect inventory blobs are detected and reported with item/inventory marker counts.
Fixed
- Fixed carcasses disappearing too quickly after kills.
- Fixed skinning yield targeting the wrong runtime path. Skinning yield now increases carcass recipe output counts instead of changing
D_ToolDamage.Skinning_Efficiency, which could make carcasses deplete faster. - Fixed zero-value runtime math. Baseline
0values now stay0instead of being clamped to1, preventing disabled or sentinel timers from becoming one-second timers. - Fixed free-craft debug/runtime mutation so it does not clear
ResourceInputs, which can drive live resource/item drain. - Added safety handling so stack and container slot settings do not shrink below vanilla baseline during runtime mutation.
- Added carcass recipe safety handling so generic processing/material/free-craft array edits do not mutate carcass processor rows.
Validation
- Debug validation can force supported settings to test values and log before/expected/actual math checks.
- Runtime validation now avoids fake green passes by reporting missing fields, partial application, skipped targets, unsupported targets, and math failures.
- Body diagnostics were added for carcass-related tables when debug validation is enabled.
Known Behavior
- Some settings are table-backed rather than direct live-player writes. Health, stamina, carry capacity, movement speed, and regen mutate
D_CharacterStartingStatsgrants. The game may cache current pawn values, combine them with armor/talents/buffs, or recalculate them only after session load, spawn, respawn, or healing. - Air control is applied as a direct runtime scan of loaded movement components and should be more immediately visible.
- A clean validation log proves the table/runtime target changed as expected, but the in-game HUD may not always display a simple visible
old value * multiplierresult for derived stats.
Packaging
- Player releases use
IcarusConfigMod.exeas the only required launcher. - Players do not need Python, PowerShell scripts, batch files, Visual Studio, CMake, Rust, Nuitka, or PyInstaller.
- Runtime state, logs, generated work files, and save backups are stored under
%LOCALAPPDATA%\ZSG Studios\IcarusConfigMod\. - The player zip should not include source tools, build folders,
.bat,.ps1, or player-side.pylaunch scripts.
Transfer Vault Limit
Current beta support moves verified JSON-backed meta/loadout items. Live backpack, hotbar, belt, equipment, mount cargo, and world container items inside ProspectBlob.BinaryBlob are scan-only until the Unreal property writer is validated.
Icarus Configuration Mod v0.1.2 Beta
Release Notes
v0.1.2-beta - Transfer Vault Beta
This update focuses on runtime safety, validation accuracy, and release packaging cleanup.
Added
- Added a
Transfer Vaulttab for an offline shared stash across local Icarus player folders. - Added vault scanning for local SteamID folders, JSON-backed inventories, loadout meta items, active prospects, and prospect members.
- Added exclusive
vault.lockprotection and a transaction ledger attransfer_vault/ledger.jsonl. - Vault export/import creates full save backups first and refuses to move items while Icarus is running.
- Live prospect inventory blobs are detected and reported with item/inventory marker counts.
Fixed
- Fixed carcasses disappearing too quickly after kills.
- Fixed skinning yield targeting the wrong runtime path. Skinning yield now increases carcass recipe output counts instead of changing
D_ToolDamage.Skinning_Efficiency, which could make carcasses deplete faster. - Fixed zero-value runtime math. Baseline
0values now stay0instead of being clamped to1, preventing disabled or sentinel timers from becoming one-second timers. - Fixed free-craft debug/runtime mutation so it does not clear
ResourceInputs, which can drive live resource/item drain. - Added safety handling so stack and container slot settings do not shrink below vanilla baseline during runtime mutation.
- Added carcass recipe safety handling so generic processing/material/free-craft array edits do not mutate carcass processor rows.
Validation
- Debug validation can force supported settings to test values and log before/expected/actual math checks.
- Runtime validation now avoids fake green passes by reporting missing fields, partial application, skipped targets, unsupported targets, and math failures.
- Body diagnostics were added for carcass-related tables when debug validation is enabled.
Known Behavior
- Some settings are table-backed rather than direct live-player writes. Health, stamina, carry capacity, movement speed, and regen mutate
D_CharacterStartingStatsgrants. The game may cache current pawn values, combine them with armor/talents/buffs, or recalculate them only after session load, spawn, respawn, or healing. - Air control is applied as a direct runtime scan of loaded movement components and should be more immediately visible.
- A clean validation log proves the table/runtime target changed as expected, but the in-game HUD may not always display a simple visible
old value * multiplierresult for derived stats.
Packaging
- Player releases use
IcarusConfigMod.exeas the only required launcher. - Players do not need Python, PowerShell scripts, batch files, Visual Studio, CMake, Rust, Nuitka, or PyInstaller.
- Runtime state, logs, generated work files, and save backups are stored under
%LOCALAPPDATA%\ZSG Studios\IcarusConfigMod\. - The player zip should not include source tools, build folders,
.bat,.ps1, or player-side.pylaunch scripts.
Transfer Vault Limit
Current beta support moves verified JSON-backed meta/loadout items. Live backpack, hotbar, belt, equipment, mount cargo, and world container items inside ProspectBlob.BinaryBlob are scan-only until the Unreal property writer is validated.
Icarus Configuration Mod v0.1.1 Beta
Release Notes
v0.1.1-beta - Runtime Fix Update
This update focuses on runtime safety, validation accuracy, and release packaging cleanup.
Fixed
- Fixed carcasses disappearing too quickly after kills.
- Fixed skinning yield targeting the wrong runtime path. Skinning yield now increases carcass recipe output counts instead of changing
D_ToolDamage.Skinning_Efficiency, which could make carcasses deplete faster. - Fixed zero-value runtime math. Baseline
0values now stay0instead of being clamped to1, preventing disabled or sentinel timers from becoming one-second timers. - Fixed free-craft debug/runtime mutation so it does not clear
ResourceInputs, which can drive live resource/item drain. - Added safety handling so stack and container slot settings do not shrink below vanilla baseline during runtime mutation.
- Added carcass recipe safety handling so generic processing/material/free-craft array edits do not mutate carcass processor rows.
Validation
- Debug validation can force supported settings to test values and log before/expected/actual math checks.
- Runtime validation now avoids fake green passes by reporting missing fields, partial application, skipped targets, unsupported targets, and math failures.
- Body diagnostics were added for carcass-related tables when debug validation is enabled.
Known Behavior
- Some settings are table-backed rather than direct live-player writes. Health, stamina, carry capacity, movement speed, and regen mutate
D_CharacterStartingStatsgrants. The game may cache current pawn values, combine them with armor/talents/buffs, or recalculate them only after session load, spawn, respawn, or healing. - Air control is applied as a direct runtime scan of loaded movement components and should be more immediately visible.
- A clean validation log proves the table/runtime target changed as expected, but the in-game HUD may not always display a simple visible
old value * multiplierresult for derived stats.
Packaging
- Player releases use
IcarusConfigMod.exeas the only required launcher. - Players do not need Python, PowerShell scripts, batch files, Visual Studio, CMake, Rust, Nuitka, or PyInstaller.
- Runtime state, logs, generated work files, and save backups are stored under
%LOCALAPPDATA%\ZSG Studios\IcarusConfigMod\. - The player zip should not include source tools, build folders,
.bat,.ps1, or player-side.pylaunch scripts.
Icarus Configuration Mod v0.1.0 Beta
Release Notes
Beta Runtime Fix Update
This update focuses on runtime safety, validation accuracy, and release packaging cleanup.
Fixed
- Fixed carcasses disappearing too quickly after kills.
- Fixed skinning yield targeting the wrong runtime path. Skinning yield now increases carcass recipe output counts instead of changing
D_ToolDamage.Skinning_Efficiency, which could make carcasses deplete faster. - Fixed zero-value runtime math. Baseline
0values now stay0instead of being clamped to1, preventing disabled or sentinel timers from becoming one-second timers. - Fixed free-craft debug/runtime mutation so it does not clear
ResourceInputs, which can drive live resource/item drain. - Added safety handling so stack and container slot settings do not shrink below vanilla baseline during runtime mutation.
- Added carcass recipe safety handling so generic processing/material/free-craft array edits do not mutate carcass processor rows.
Validation
- Debug validation can force supported settings to test values and log before/expected/actual math checks.
- Runtime validation now avoids fake green passes by reporting missing fields, partial application, skipped targets, unsupported targets, and math failures.
- Body diagnostics were added for carcass-related tables when debug validation is enabled.
Known Behavior
- Some settings are table-backed rather than direct live-player writes. Health, stamina, carry capacity, movement speed, and regen mutate
D_CharacterStartingStatsgrants. The game may cache current pawn values, combine them with armor/talents/buffs, or recalculate them only after session load, spawn, respawn, or healing. - Air control is applied as a direct runtime scan of loaded movement components and should be more immediately visible.
- A clean validation log proves the table/runtime target changed as expected, but the in-game HUD may not always display a simple visible
old value * multiplierresult for derived stats.
Packaging
- Player releases use
IcarusConfigMod.exeas the only required launcher. - Players do not need Python, PowerShell scripts, batch files, Visual Studio, CMake, Rust, Nuitka, or PyInstaller.
- Runtime state, logs, generated work files, and save backups are stored under
%LOCALAPPDATA%\ZSG Studios\IcarusConfigMod\. - The player zip should not include source tools, build folders,
.bat,.ps1, or player-side.pylaunch scripts.