White Knuckle
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Safehouse Blackjack

By Battery_Boy.

An early playable blackjack mod for White Knuckle. It places a blackjack station in secured interlude areas and deliberately scavenges its presentation from the game itself:

  • the wager controls use the exact crane-arrow meshes positioned in the Blender scene;
  • Hit and Stand use the exact ordinary button meshes positioned in the Blender scene, with the source button's native press audio;
  • the wallet and wager displays use the six saved mechanical roach-counter wheels, animated by the game's native counter code and rate-limited ticker sound;
  • playing cards use the exact saved note/paper mesh, retain the game's pickup behavior, and carry their value text when held;
  • the table is the upside-down upgrade-console geometry from the editable Blender scene, with all original computer interactions removed;
  • resized desktop-computer meshes hold the two mechanical counter displays;
  • the cut top of the Recycler acts as a dispenser and shoots pickup note-cards onto the layout;
  • the exact four-pane bank monitor shows the player hand/total on its red panes and the dealer hand/total on its yellow panes while retaining White Knuckle's animated CRT materials;
  • five custom PA voice clips have a configurable chance to play after a completed hand, with a short random delay and shuffled no-repeat selection;
  • the radio, mug, skull, hand wheel, book, and front grate are the exact game meshes positioned in the editable Blender scene;
  • the front-mounted lever and housing remain exactly where they were modeled as inert decoration;
  • the two training-finish PA shooters retain their exact Blender positions and 35-degree upward aim, firing the native confetti and whistle together after a player win;
  • a loss fires the game's native smoke effect from the central machine, paired with the native electrical_powerdown_01 sound and no sparks;
  • a paper rules note on the player's top-left corner explains Stand, Hit/Deal, the red/yellow hand displays, and that lost roaches are not returned;
  • the station has no added chairs or stools.

Every visible furniture, button, counter-wheel, and card mesh is exported from the editable Blender scene with its saved transform. Runtime-only interaction and pickup components are kept invisible so game prefab offsets cannot change the modeled arrangement. Materials still come from the running game.

For playtest reliability, the station is also placed directly in front of the local player in the first playable spawn room (M1_Intro_01).

Three interludes currently have automatic room-local placements:

  • Silo to Pipeworks;
  • Habitation Shaft;
  • Habitation to Abyss.

Silo to Pipeworks uses the exact machine-root position and rotation saved in the full-room Blender placement file. The station is attached during that M_Level's initialization with a prefab-local transform, so it is already part of the room before the player enters and inherits every procedural world translation or rotation. Its saved placement is not changed by the player position or a floor ray. The two other configured interludes continue to use their entrance/spawn anchors until their own full-room Blender placements are authored.

Current multiplayer behavior

The current multiplayer behavior is intentionally local-dealer multiplayer: each player has an independent blackjack hand and wager in their own game instance, while remote player bodies can gather around the same physical table positions. This fits Simple Multiplayer's separate-run architecture and avoids one player's game changing another player's roach wallet.

A later shared-table mode can synchronize one dealer shoe, turn order, and other players' visible hands through Simple Multiplayer's lobby/member data. Poker is deliberately deferred until blackjack is solid.

Rules

  • Dealer stands on soft 17 by default (configurable).
  • Natural blackjack pays 3:2.
  • A normal win pays 1:1.
  • A push returns the wager.
  • Hit, stand, and double down are supported.
  • Split and insurance are not included yet.

The default wager step and minimum are 2 so a 3:2 payout always produces a whole number of roaches.

The five general custom PA clips each have an equal chance of selection after losses and pushes. The supplied Blackjack_Win_PA.mp3 is reserved for player wins and natural blackjacks. By default, 35% of completed hands trigger the appropriate announcement after a random 0.65–2.25 second delay. The setting Audio.PAAnnouncementChancePercent can be changed from 0 (disabled) to 100 (after every hand). Clips are shuffled so the same general announcement cannot immediately repeat when a new cycle starts.

Economy

The default is RunRoaches, so the left counter always follows the player's real, spendable roaches from the current run. Roaches earned or spent elsewhere update the blackjack counter live, and blackjack wagers and payouts change that same wallet. The generated BepInEx config can instead switch to:

  • FacilityCredits for permanent credits; or
  • PracticeChips for a separate balance that never changes game currency.

Install with r2modman

  1. Select White Knuckle and the profile you use for multiplayer.
  2. Make sure BepInEx is installed.
  3. Open Settings, choose Import local mod, and select the supplied zip.
  4. Launch with Start modded.

Every player should install the same package. Simple Multiplayer is optional for solo play.

Controls

Use the four physical controls on the computer table: Hit, Stand, wager down, and wager up. The lever is decorative and never blocks play. While wagering, Hit deals the opening hand or starts the next round; during the player's turn it draws another card. Keyboard fallbacks remain available:

  • Up / Down: change wager
  • Enter: deal or start the next round
  • H: hit
  • S: stand
  • D: double down
  • F6: force the table to appear in front of the player (works even if the room's safe-area flag is late or missing)
  • F7: unused; the runtime layout is locked to the Blender file

From the player's side, the left mechanical counter is the player's live run-roach balance and the right counter is the current wager. Their place values are assigned right-to-left—ones on the right, tens in the middle, hundreds on the left—and the numbered faces are horizontally unmirrored. Third and later cards fan into the center lane so they do not run behind the controls.

The four CRT panes read left to right as player cards, player total, dealer cards, and dealer total. During the player's turn, the dealer pane masks the face-down card as ?? and shows only the visible subtotal with +?; both reveal when the dealer plays. The physical note-cards remain optional pickups, and a picked-up face-down dealer card stays hidden until the normal reveal.

The old compact debug panel has been removed so it cannot cover the finished physical layout.

The complete station is now 0.27436 m lower than the previous export, exactly matching the latest saved Blender file. The visible meshes, button interaction boxes, card roots and dispenser path, wheel pivots, CRT readouts, and retained decorative lever all share that same vertical adjustment.

First-test feedback that matters most

  • Which safe area you were in.
  • Whether the table spawned on open floor or intersected scenery.
  • Which objects the log reports for action button, crane up button, crane down button, counter, and card under Blackjack asset census.
  • Whether the physical controls highlight and respond to the normal interact input.
  • Whether the same table location lines up for both players in Simple Multiplayer.

The BepInEx log is available through r2modman's Settings > Browse profile folder, then BepInEx/LogOutput.log.

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