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