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.
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About this mod Author’s original text
ClimbStamina
Every hand has its own stamina. Hang too long on one and that hand gives out.
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 mod manager.
Installation
Recommended: install with a 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.
Install & use Install: follow the bundled instructions
- Unzip the archive from playbuff and read the bundled readme / instructions first.
- Most mods rely on the game's mod loader — the usual route is a community mod manager (such as r2modman): pick this game, install, and it handles the loader and dependencies.
- For a manual install, put the mod files into the matching Mod / plugins folder inside the game directory.
- Launch the game to confirm it loaded; mods with listed dependencies need those installed as well.
Install locations vary a lot between mods — the bundled readme is the most reliable guide.
Install these first, or the mod will not work: