You are viewing a potentially older version of this package. View all versions.
LabEnhanced-ClimbAnythingWeaponFix-1.0.0 icon

ClimbAnythingWeaponFix

Stops ClimbAnything from starting a climb on a hand that is already grabbing a weapon - the bug that launches you across the map.

Date uploaded 11 hours ago
Version 1.0.0
Download link LabEnhanced-ClimbAnythingWeaponFix-1.0.0.zip
Downloads 2
Dependency string LabEnhanced-ClimbAnythingWeaponFix-1.0.0

This mod requires the following mods to function

LavaGang-MelonLoader-0.7.3 icon
LavaGang-MelonLoader

The World's First Universal Mod Loader for Unity Games compatible with both Il2Cpp and Mono

Preferred version: 0.7.3
bonelib-BoneLib-3.2.2 icon
bonelib-BoneLib

A BONELAB mod for making life easier for other mod creators.

Preferred version: 3.2.2
Waspothegreat-ClimbAnything-1.0.1 icon
Waspothegreat-ClimbAnything

Allows the player to climb on any surface.

Preferred version: 1.0.1

README

ClimbAnything Weapon Fix

Grip a weapon, get launched across the map? This fixes that.

An add-on for ClimbAnything by Waspothegreat. It does not replace it, modify it, or contain any part of it — you need ClimbAnything installed, and it keeps working exactly as it always has. This only stops it firing on a hand that is busy grabbing something.

The problem

Pick a gun up off a table, a shelf, a rack, or anywhere near a wall, and ClimbAnything can decide that hand is climbing at the same moment BONELAB decides it's grabbing. Your hand ends up welded to the world and holding the weapon, the physics solver picks a fight with itself, and you go flying. It happens most on the left hand, and pressing the trigger before you grip seems to dodge it.

Why it happens

ClimbAnything checks whether your hand is busy by looking at Hand.AttachedReceiver. BONELAB only fills that in once the grab has completely finished — but ClimbAnything starts looking for something to climb the instant the grip leaves zero, which is a good few frames earlier. In that gap a hand that is very much grabbing a gun reports itself as empty, so a climb anchor gets welded to whatever is nearest with an unbreakable joint. BONELAB then attaches the weapon to the same hand, and now two separate physics systems are yanking on one rigidbody.

It only bites sometimes because it also needs something solid within a hand's width of your palm. A table, a shelf, a wall — or the gun itself.

What this does

Two things, both per-hand:

  • Before ClimbAnything starts a climb, it checks whether BONELAB has that hand attached to something, or is about to. If so, no climb anchor gets made.
  • After, as a backstop, if a hand somehow ends up climbing and holding something, the climb anchor is torn down through ClimbAnything's own release path.

A weapon in your other hand never stops the free one from climbing. Ordinary climbing on walls, ledges and level geometry is untouched — the fix only ever looks at whether that hand is grabbing, never at what's nearby.

No weapon names, no collider names, no delays, no left-hand special cases.

Safety

If ClimbAnything isn't installed, or a future version changes internally, this mod says so once in the log and does nothing at all. If anything unexpected happens it fails open — ClimbAnything behaves exactly as if this mod weren't there. It can never break the mod it's patching.

Settings

In BoneMenu under ClimbAnything Weapon Fix:

Setting Default What it does
Enabled On Master switch. Off = ClimbAnything behaves completely unpatched.
Block pending grabs On Also blocks the instant before a grab completes. This is the part that closes the gap. Turn it off if you ever feel it refusing a climb you wanted.
Diagnostic logging Off Logs each grab to the MelonLoader console. Only useful for bug reports.

Credits

ClimbAnything is by Waspothegreat — all credit for the climbing itself goes to them. This is just a compatibility patch and is not affiliated with or endorsed by them.

Fix by Cesar / LabEnhanced.

CHANGELOG

Changelog

1.0.2

Climbing now needs an intentional grip press.

  • ClimbAnything treated a held grip as a standing request to climb: squeeze in open air, walk a hand into a wall seconds later, and it grabbed on by itself. A climb now requires a grip press that belongs to the grab in front of it, so "touch the wall, press grip" climbs and "arrive already holding grip" does not.
  • Fully per-hand. A grip held in one hand never blocks or arms the other.
  • No added latency: pressing grip while the hand is already at a surface climbs on the same frame it always did. An 80 ms window (adjustable) covers reaching and squeezing as one motion.
  • One press buys one climb. If a climb is torn down while the grip is still held — by exhaustion in ClimbStamina, for instance — the hand does not silently reattach when it recovers.
  • New BoneMenu toggles: "Require grip press" and "Grip press window (ms)". Both fixes are independent and either can be turned off on its own.
  • Unchanged: ClimbAnything's physics, surface detection, climb speed and normal climb-anywhere behaviour. Still no compile-time reference to ClimbAnything, and still fails open.

1.0.1

Store page only — the mod itself is byte-for-byte identical to 1.0.0.

  • Trimmed the README and corrected the credit line.

1.0.0

First release.

  • Stops ClimbAnything creating a climb anchor on a hand that BONELAB has already attached to a grip, or is in the middle of attaching. This is the bug that welds your hand to the world while it is also holding a weapon and throws you across the map.
  • Added a backstop that tears down a climb anchor through ClimbAnything's own release path if a hand ends up climbing and holding something at the same time.
  • Works on both hands. A weapon in one hand never stops the other from climbing, and normal climbing on level geometry is unchanged.
  • Disables itself with a single log line if ClimbAnything is missing or a future version changes internally, and fails open on any unexpected error.
  • BoneMenu toggles for the fix, the pending-grab check, and diagnostic logging.