PeakClawStallFix
Fixes rescue claw range-edge misfires by rechecking a very recent valid surface before the claw enters a no-pull stall.Peak Claw Stall Fix
A PEAK BepInEx mod by Dummy for the Continuum Thunderstore team. Version 1.0.0.
The rescue claw can briefly show a valid wall, then miss when the player moves just beyond its maximum range before the shot completes. The claw fires and slows the player, but applies no pull. This mod rechecks that same wall with a small tolerance so the pull starts.
Install
Install the package with a Thunderstore compatible mod manager. Its BepInExPack_PEAK dependency installs automatically. For a manual installation, copy PeakClawStallFix.dll into BepInEx/plugins/ and restart PEAK.
The mod has no user settings. Its only plugin log message is PeakClawStallFix 1.0.0 loaded.
How the fix decides when to pull
PEAK checks where you are aiming when you hold the rescue claw, then checks again when it fires. If you move slightly away between those checks, the wall can slip just outside the claw's range. The claw fires, but the game treats it as a miss and never starts pulling.
The mod first lets PEAK make its normal firing check. If that check hits something, nothing changes. If it misses, the mod gives the shot one more chance only when all of these are true:
- You aimed at a wall or other solid surface within the last 0.2 seconds, and it was no more than 0.5 game units inside the normal range limit.
- The same player still holds the claw, and the range has not switched between the normal 30-unit limit and the 40-unit downward limit.
- The camera has moved no more than 0.5 game units since that valid aim.
- A fresh check still hits the same surface, at almost the same spot, no more than 0.5 game units beyond the normal limit. A different surface in the way, an empty space, or a target that has moved too far does not qualify.
When every check passes, PEAK receives that fresh wall hit and uses its usual pulling behavior. Otherwise, the shot behaves as it normally would. This extra chance applies to surfaces, not to rescuing another player, and one remembered aim can be used for only one shot.
The fix was thoroughly tested in an isolated PEAK 2.4.c Unity process and manually tested in normal gameplay.
