Chainbound
Chains PEAK players together with simulated physics links, stable chain groups, pull-in, and lobby mod checks.
By PatchNote
CHANGELOG
Changelog
0.2.16
- Late join catch-up retries during the spawn window so other late-join teleport mods do not win the final position.
- Chain shuffling now groups nearby players together, keeps explicit open slots, and avoids stealing reserved reconnect slots.
- Chain visuals render above rain/fog overlays more reliably.
- Added
PunishTKsafety handling for kicks, cooked launch items, and fart shroom launch effects. - Hanging stamina regen now detects upper chain support more consistently.
- Chainbound gameplay now stays inert in rooms where the host has not published Chainbound settings.
- Added a top-center in-run warning for players who join without Chainbound or with the wrong version.
- Added
ChainboundAPIso other mods can read group assignments and subscribe to group changes. - Added extra stamina drain for rope/vine/climb-handle anchors supporting taut dangling players, with load split between supports.
0.2.15
- Chain groups now keep stable player slots, so reconnecting should put players back in the same group instead of shifting everyone by join order.
- Rejoining players who spawn far away are caught up near their previous chain neighbors when possible.
- Hosts can shuffle chain order with a keybind, and campfires can shuffle the order automatically.
- Default settings now match the current playtest config.
0.2.14
- Initial public release.