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LabEnhanced-ClimbStamina-2.0.1 icon

ClimbStamina

Per-hand climbing stamina: each hand drains, recovers, slips and fails on its own. Wrist gauges, staged haptic warnings, crumbling grip, panic catches, reach and climb-speed costs.

Date uploaded 2 weeks ago
Version 2.0.1
Download link LabEnhanced-ClimbStamina-2.0.1.zip
Downloads 659
Dependency string LabEnhanced-ClimbStamina-2.0.1

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

README

ClimbStamina

Every hand has its own stamina. Hang too long on one and that hand gives out.

The wrist stamina gauges in action

Updates

2.0.1

The new and improved ClimbStamina — rebuilt from the ground up around per-hand stamina.

  • Updated the icon.
  • Each hand now has its own stamina bar, shown as a holographic gauge on that wrist. The hand doing the holding drains; the free hand recovers; run one to zero and only that hand lets go.
  • Planting both hands is a real rest: recovery starts slow and picks up speed the longer you hold on.
  • Your grip physically crumbles near the end — centimetre slips with a hard thud in the last seconds before a hand fails.
  • Controller vibration now tells the whole story: gentle pulses from 50% that smoothly grow with fatigue, a strong sustained rumble about one second before the hand actually fails (based on how fast you're really draining), and a hard thump when it lets go.
  • Climbing fast costs more — the ascend penalty now scales with how quickly you're actually moving up. Reaching far sideways still makes the supporting arm pay extra.
  • Catching a fall with one hand hurts; catching it with both is much cheaper on each.
  • The old shared-pool mode and the floating bar HUD are gone. The settings menu is down to five switches: Enabled, Crumbling Grip, Ledge Rest, Hand Gauges, and Show Percentage — every finer number still lives in the config file.

Features

  • Per-hand stamina: the hand holding you up drains (8/s default, more when climbing fast or reaching far); the free hand slowly recovers while you hang; both hands planted recovers properly, starting slow and accelerating — about 5 seconds from empty
  • Wrist gauge HUD: a holographic arc on each wrist that fades in when that hand has something to report and stays out of the way when it doesn't. Placement and size are tunable in the cfg (one setting drives both wrists, mirrored)
  • Haptic language: silent while you're safe; smooth pulses build from 50% stamina only on a hand that's actually under load; a strong sustained rumble means "switch hands NOW" — timed to roughly one second before that hand really fails at its current drain rate; one hard thump as the grip goes
  • Crumbling grip: in the last seconds of a hold, the grip physically slips — short centimetre sags with a sharp thud, quicker and deeper as the hand empties. Slips never open your hand; letting go only happens at zero
  • Per-hand exhaustion: an empty hand releases and stays locked out until it refills — the other hand keeps holding if it has anything left
  • Panic grab: catching a climbable surface mid-fall costs an instant chunk of the catching hand's stamina (12% default) — catch with both hands and each pays much less
  • Hanging is what drains — standing on the floor while holding a rung costs nothing. Detection uses the game's own climb/hang physics state
  • Avatar strength scaling (optional, cfg): stronger avatars drain slower, weaker ones faster, from the avatar's upper-body strength stat
  • Five-switch BoneMenu page: Enabled, Crumbling Grip, Ledge Rest (both-hands recovery on/off), Hand Gauges, and Show Percentage (hide the big number, keep the arcs). All rates, thresholds, haptic strength, and gauge placement remain live preferences in UserData/MelonPreferences.cfg
  • No popups: all feedback is the gauges and the haptics — no notification spam while you climb

Requirements

  • MelonLoader 0.7.x
  • BoneLib 3.2.2+

Both are installed automatically when you use a Thunderstore mod manager.

Installation

Recommended: install with a Thunderstore mod manager (r2modman / Gale) — dependencies are handled for you.

Manual: with MelonLoader and BoneLib installed, copy Mods/ClimbStamina.dll from this package into your BONELAB Mods folder.

Usage

Grab bare level geometry, ladder rungs, or wall bars and the wrist gauges appear. A hand drains while it's what's holding you up, recovers when it's free, and rests properly when both hands are planted. Run a hand to zero and it lets go — that hand stays locked until its gauge refills. The switches live in BoneMenu → Climb Stamina; the finer numbers in UserData/MelonPreferences.cfg.

Compatibility

  • BONELAB Patch 6 — built and tested against it
  • Fusion — runs local-only alongside it: grip events are filtered to your own rig, and releases go through the game's standard detach path, which Fusion relays. Stamina is not synchronized between players
  • WallGrabJump — wall jumps draw from the same per-hand stamina: the hand(s) holding the wall pay for the jump
  • ClimbAnything (Waspothegreat, 1.0.x) — optional compatibility: climbing through ClimbAnything drains the same per-hand stamina with the same gauges, haptics, and panic grab, and an exhausted hand releases its ClimbAnything hold too. ClimbAnything is a separate mod, not a dependency — nothing changes when it isn't installed, and ClimbStamina adds no climb-anywhere functionality itself
  • Other climb-anywhere mods — surfaces made grabbable through the game's real grip system are covered by the stamina rules automatically

Credits

CHANGELOG

Changelog

2.0.0

The per-hand rebuild. The shared-pool ("Legacy") mode and the floating bar HUD are removed; per-hand stamina with the wrist gauges is the mod now.

  • Each hand owns its stamina: the supporting hand drains (8/s default), the free hand drips back slowly while you hang, and planting both hands is a real rest — recovery starts slow and accelerates, roughly 5 seconds from empty. An empty hand releases and locks out alone until it refills.
  • Wrist gauge HUD: a holographic arc per wrist that fades in when that hand has something to report. One mirrored set of placement settings for both wrists (cfg).
  • Haptic language rebuilt as one continuous curve: pulses build smoothly from 50% (only on a hand under load), a strong sustained rumble arrives about one second before that hand actually fails — computed from its live drain rate, reach and climb speed included — and the release lands as one hard thump.
  • Crumbling grip: in the last seconds of a hold, real centimetre slips with a hard low thud, quicker and deeper as the hand empties. Slips never open the hand; release only happens at zero.
  • Ascending drain now scales with real climb speed (the flat multiplier only ever charged one rate no matter how fast you went). Reaching far sideways still drains the supporting arm up to 2x.
  • Panic catches are per hand: a one-hand catch pays the full price, a catch shared by both hands costs each much less — including when the second hand joins a beat after the first.
  • Wall jumps (WallGrabJump) bill the hand(s) actually on the wall: a one-hand jump charges that hand in full, a two-hand push-off slightly less each, and the aiming hand pays nothing.
  • Regeneration eases in everywhere: recovery starts slow and picks up pace instead of refilling at one flat speed. Airborne/ground refills land at about 6 and 5.4 seconds from empty.
  • The HUD is pre-built while a level loads, removing the stutter on the first wall grab.
  • BoneMenu trimmed to five switches: Enabled, Crumbling Grip, Ledge Rest (both-hands recovery on/off), Hand Gauges, and Show Percentage (hide the wrist numbers, keep the arcs). Everything else stays tunable in MelonPreferences.cfg.
  • New icon, new showcase.

1.4.1

  • Round poles and pipes — the kind you climb with all four limbs — now cost stamina like any other climb. They were free the whole time: the mod only counted a hold as climbing if the game called the surface static, and those poles are authored as grips mounted straight onto the scene, which failed that test. Anything the player cannot actually move now counts. Guns, crates and NPCs still do not, so holding a weapon still costs nothing.

1.4.0

  • Ledge Rest: grab a real ledge with both hands and stamina drains way slower (0.575/s against 4/s on a wall). It is a rest, not a refill — the bar still goes down while you hang.
  • Ledges are found from the geometry itself, so it works on any level and with ClimbAnything. Hanging off the face, sitting on the lip, or resting a hand over the top all count as the same ledge.
  • One hand on a ledge still costs the normal one-hand rate. The rest is something you earn with both hands.

1.3.4

  • Fixed the bar freezing on a small red sliver right before exhaustion — it now drains smoothly to completely empty, exactly when your grip gives out.
  • Rebalanced the defaults so climbing, fall-catches and wall jumps all fit in one bar: drain 8/s one-handed and 4/s two-handed (was 10 and 5), panic grab costs 12% (was 20%), and airborne regen is a little faster.

1.3.3

  • The stamina bar no longer shows a percent number by default — there's a Show Percentage toggle if you want it back. EXHAUSTED still shows.
  • Trimmed the BoneMenu page down to the settings worth tweaking; the fine-tuning values moved to MelonPreferences.cfg.

1.3.2

  • Store page update only — no changes to the mod itself.

1.3.1

  • Optional compatibility with Waspothegreat's ClimbAnything (1.0.x): its climbing now drains stamina with the same one/two-hand rates, HUD, haptics, and panic grab, and exhaustion releases its holds and blocks climbing until recovery. ClimbAnything stays a separate mod and is not required — nothing changes without it.
  • Removed the last two popup notifications ("Grip weakening…" and "Too exhausted to climb."). Feedback is now entirely the stamina bar and haptics.

1.3.0

  • Panic grab: catching a climbable surface mid-fall (4+ m/s downward by default) costs an instant 20% stamina, briefly raises drain while your grip steadies, and fires a hard haptic thump on the catching hand. Three new BoneMenu settings: Panic Grab, Panic Fall Speed, Panic Stamina Cost %.
  • New package icon.

1.2.1

  • Removed the EXHAUSTED and Ready-to-climb popup notifications - the HUD label and haptics carry those moments.

1.2.0

  • Controller haptics: a continuous danger curve below 35% stamina — pulses grow smoothly stronger and closer together as the bar empties, only on hands that are actually climbing, plus one strong release pulse when grip gives out.
  • New BoneMenu settings: Haptic Feedback (on/off) and Haptic Strength (0–2).

1.1.6

  • Initial public release.
  • Climbing stamina system with a shared pool for both hands: one-hand and two-hand drain rates, ascending multiplier, optional avatar strength scaling.
  • Exhaustion: forced release of both hands and a climbing block until the bar refills to a configurable percent (default 100%).
  • World-space rounded stamina bar with outline, low-stamina glow, and wall-aware placement.
  • BoneMenu settings page; all values adjustable live in-game.