White Knuckle
Install with App

Details

Latest version
2.2.6
Last Updated
First Uploaded
Downloads
12.5K
Likes
2
Size
8.8MB
Dependants

Categories

Changelog

2.2.6

  • Updated for the White Knuckle 0.61b update.

2.2.5

  • SB12 Anomaly: the blizzard has been fixed, added more polish.
  • SB12 Anomaly no longer spams the console.

2.2.4

  • Endless Parasite: Fuel Cell Counter patch, and the announcer stays quiet after the first pass.
  • Massless: no phages in Parasite.
  • Liminality: no screechers in Parasite.

2.2.3

  • SB12 Anomaly: colour fixes inside the organism and around the throat, blood-red water, and the scanner gets a Chimney look.
  • Endless Parasite: hot cocoa works again after a loop, and the fuel cell count carries across loops.

2.2.2

  • New for Parasite: Endless Parasite mode and SB12 Anomaly mode.
  • New Challenges window on the main menu, with two challenges for those modes.
  • Modes can now be turned on in other gamemodes too.
  • Wind Tunnel no longer changes items or creatures.

2.2.1

Nebulaetrix's Mutators are temporarily back

Nebulaetrix's mutators have not been updated for the current game, so with their permission this version includes them until their own version is back up. They show in the Campaign settings panel under Modded > Nebulaetrix's Mutators, with the combo names.

  • Devil Daggers, Zen Mode, Zero-G, Volatile, Markiplier%, Amputated, Baby Knuckle, Disoriented, Glass Knuckle, Paraplegic, Wind Tunnel.
  • Not included: Marathon Mode (does not work with the Nest yet) and elkcunK etihW (unfinished).
  • Wind Tunnel on Campaign: hot cocoa can turn up in place of beans, the cryogun in place of the entity scanner, and bloodbugs, small barnacles, slug grubs, pitons and rebar have a 50% chance to be their Chimney versions.

They will be removed again in a later version once Nebulaetrix's own mod is updated.

2.2.0

Nest update content in the picker

  • New Nest bucket under White Knuckle (bluish-purple header), split into Trinkets / Items / Perks like Vanilla and Chimney. Has the new items, the new trinket-side perks and the vanilla Climbing Shoes trinket. Bindings stay in Vanilla.
  • New items: Handgun (loaded), Pipe Wrench, 10mm Ammo, Bandage, Fruit, Meat, Wine, Rho Milk, Bone Rebar, Powercell, Radio; artifacts Rapier, Cleaver, Barnacle Hook, Rho Stone, Lost Floppy.
  • New perks: Ammo Spiracles, Deep Pockets, Adhesive Perspiration, Carnal Bloodlust, Metacarpal Refinement, Motherly Instinct, Strange Disk as trinkets.
  • The No Hammer binding's icon is now included in the package.

Compatibility

  • Rebuilt and verified against the July 2026 White Knuckle (Nest) update.

2.1.4

Fixed

  • Endless-mode leaderboard gating follow-up to 2.1.2/2.1.3 (shipped without a changelog entry).

2.1.3

Added

  • Subtle "CiCi's Trinkets & Bindings Framework Menu — Made & Designed by: Li-0" credit line below the gamemode picker panel. Grey and unobtrusive.

2.1.2

Fixed

  • Mass Damper now disables leaderboards when selected in endless modes.

2.1.1

Fixed

  • Picker description scroll now uses a constant pixels/second rate (12 px/s) instead of a fixed total-time. Long descriptions no longer accelerate and stay readable at the same pace as short ones. Floor at 3s so very short overflows don't snap past.
  • Top/bottom pauses bumped (1.5s / 1.0s) so there's more time to start reading before the scroll kicks in.

2.1.0

Added — Collapsible sections in the picker and gamemode-settings UI

Both pickers and the gamemode-settings panel are now organized into nested, collapsible sections. Click a section header to fold/unfold it; right-click any group header to force-expand it and everything beneath. Open/closed state persists per-section across runs (saved to BepInEx/config/cici_framework_sections.json).

Trinket & Binding pickers auto-classify each entry by source:

  • White Knuckle — vanilla content, further split into Vanilla / Parasite / Chimney / Misc buckets, with Vanilla and Chimney further split into Trinkets / Items / Perks by category. Section headers are tinted to match each bucket's in-game color (pink/red for Vanilla matching the scrollbar pulse, dark green for Parasite, cryo-blue for Chimney).
  • CiCi's Trinkets / Bindings — gold header. Sub-leaves per CiCi mod (Trinket & Binding Framework, Climbing Axes, Shotgun, Lidar Vision, Fake Wand, …) detected automatically from any com.cicismods.* plugin GUID.
  • Modded — non-CiCi external mods, one sub-leaf per mod, labeled with the mod's BepInPlugin display name.

Gamemode settings panel uses the same shape: Vanilla / CiCi's Modes / Modded.

Each header pulses with a soft brightness oscillation, hover-scales slightly, and plays the vanilla UI hover/click sounds. Auto-detection happens at registration time by stack-walking inside RegisterTrinket / RegisterBinding / CustomModeRegistry.Register — consumer mods don't need to do anything.

Other

  • Picker description panel pauses (1.5s → 0.75s) shortened so descriptions scroll into motion sooner.
  • Bindings picker now reflows to a max of 4 columns and gracefully drops to fewer when the panel is narrow.

2.0.0

Breaking: mutators are no longer bundled. They now live in a separate mod, NebulaetrixMutators, maintained directly by Nebulaetrix. Install that mod to keep all 13 modes (Devil Daggers, Marathon, Zen, etc.) available on Campaign's settings panel.

Added — Public CustomModeRegistry API

Other mods can now register their own custom gamemode modes through a public API, the same way they already register trinkets and bindings.

using TrinketAndBindingFramework;

// In your Plugin's Awake:
CustomModeRegistry.Register(
    id: "MyMode",
    displayName: "My Custom Mode",
    description: "What this mode does",
    difficulty: CustomModeRegistry.Difficulty.Hard,
    onToggle: enabled => { MyMode.Enabled = enabled; },
    exclusiveSettingIds: null,
    disablesLeaderboards: true,
    hoverCreditText: "Mode by YourName"
);
CustomModeRegistry.RegisterCombo(new[] { "MyMode", "OtherMode" }, "<color=#ff9500>Combo Name</color>");
CustomModeRegistry.RegisterDisabledLock("WIPMode", "WIP");
CustomModeRegistry.RegisterMutualLink("ModeA", "ModeB");
CustomModeRegistry.RegisterGamemodeAlias("GM_Level_Tester", "Campaign");
CustomModeRegistry.InjectIntoGamemode("Campaign");

The framework handles the picker UI (toggle visual, mutex enforcement, difficulty-colored title, hover-credit text), leaderboard gating, combo display in the green pill list, and save-data persistence. Mode logic stays entirely in your mod.

Removed

  • All 13 mutator mode classes and their Harmony patches moved to NebulaetrixMutators.
  • more_mutators_assets AssetBundle moved to NebulaetrixMutators.
  • Removed MutatorRegistry, MutatorPickerIntegration, MutatorCredit, MarathonBackwardLink, and related types — replaced by the generic CustomModeRegistry / CustomModePickerIntegration / CustomModeCredit / CustomModeLinks infrastructure.

1.4.0

13 Mutator Modes from Nebulaetrix's MoreMutators (v1.1.2) are now live on Campaign's settings panel. Marathon assembles a custom ~110-level Campaign chain end-to-end, mutator combos get fun custom names, and the trinket picker auto-scrolls long descriptions.

Huge thanks to Nebulaetrix for letting me bring MoreMutators content into this framework.

Added — Mutator Modes (on Campaign's settings panel)

  • Devil Daggers (Easy) — shoot rebar from your hands. Hold the fire button (~0.1s) to launch. Combine with Volatile for explosive rebar.
  • Zen Mode (Easy) — no mass, bloodbugs, teeth, turrets, vent things. HP capped low.
  • Zero-G (Easy) — gravity off, drag reduced.
  • Volatile (Medium) — random explosions trigger around you.
  • Markiplier% (Medium) — bag inventory disabled.
  • Amputated (Hard) — right hand locked, upgrade consoles destroyed.
  • Baby Knuckle (Hard) — 50% scale, tweaked hold/jump/speed, weapon recoil.
  • Disoriented (Hard) — camera flipped 180°.
  • Glass Knuckle (Hard) — 0.1 max HP, one-shot to anything.
  • Paraplegic (Hard) — jump disabled.
  • Marathon Mode (Extreme) — full ~110-level Campaign chain end-to-end, silos → pipeworks → habitation → abyss (no Chimney / LadderWarp / Foundations clutter). Within-family chunks reshuffle per run.
  • Wind Tunnel (Extreme) — constant downward blizzard.
  • Backward (elkcunK etihW) — staged as WIP, locked in the picker for now.

Added — Picker UX

  • Auto-scrolling description box. Long trinket / binding descriptions now bob top → bottom → top with pauses inside a masked viewport. Short descriptions (e.g. Carabiner) skip the wrapper entirely so the text shows exactly like vanilla.
  • Per-mutator credit hover. Hovering any of the 13 ported mutators shows "Custom mode originally made by Nebulaetrix (MoreMutators Mod)" under the settings panel.

Removed

  • Helping Hand mutator (player can already give themselves perks through the picker).

1.3.1

Fixed

  • Linux install: archive was packed with backslash path separators, which Linux extractors treated as part of the filename instead of as folders. Repackaged with spec-compliant forward slashes so the mod installs cleanly without manual file moves.

1.3.0

Polished picker UX: leaderboard handling is now per-selection, slot indicator handles stacked items, scrolling feels smooth, and each grid has its own pulsing scrollbar.

Added

  • Centralized leaderboard gating. The picker now disables leaderboards only when the player has actually picked something that warrants it, and re-enables them when those selections are cleared. A red LEADERBOARDS DISABLED label appears at the top of the picker while disabling selections are active.
    • In Campaign, Chimney, and Endless modes (which natively shipped the picker): only framework-pooled entries, external mod entries, and Contortions Totem disable leaderboards. Picking only the vanilla picker entries (Carabiner, Iron Knuckle, Pitons & Beans, etc.) keeps leaderboards on.
    • In every other gamemode (Challenge, Parasite, tutorials, dev): the picker still works, but any selection disables leaderboards.
  • Stack-aware slot indicator. The pip bar at the top-right of the picker now counts each stack of a stackable trinket as one slot instead of one slot per trinket type. Stack a perk three times → three pips light up.
  • Slot indicator overflow. Past 5 slots the bar shows a [+N] overflow indicator instead of growing off-screen.
  • Smooth wheel scrolling. The picker's icon grids glide on a smooth-damp curve instead of snapping a fixed distance per wheel notch.
  • Per-grid scrollbars with pulsing handles — magenta for trinkets, red for bindings — visible whenever the grid actually has overflow.

1.2.1

Added

  • Holiday Piton, Holiday Rebar, and Holiday Rope Rebar start-of-run trinkets — Christmas/Chimney variants of the existing climbing-item starters. Cryo-blue titles, route into the Chimney bucket in the picker.

1.2.0

Vanilla picker is now content-rich out of the box: every vanilla perk shows up as a Trinket or Binding, and most vanilla items show up as start-of-run grants.

Added

  • Every vanilla Perk is now mirrored into the picker as either a Trinket (beneficial) or Binding (gameplay change), with category-tinted title colors.
  • Vanilla tools as one-pick Trinkets (Cryo-Gun, Flare Gun, Flashlight, Wrench, Scanner) — mutex-locked so only one tool starts the run.
  • Vanilla artifacts as one-pick Trinkets (Glove, Remote, Spear, Timepiece, Translocator) — mutex-locked.
  • Vanilla consumables as stackable Trinkets, max 12 each (Blink Eye, Canned Food, Delta-0052, Food Bar, Grub, Injector, Inoculator, Lemon Roach, Milk, Pills, Hot Cocoa, Cookie, Candy Cauldron).
  • Vanilla climbing items as stackable Trinkets, max 12 each (Rope Rebar, Explosive Rebar, Rope, Auto Piton, Brick, Piton, Rebar).
  • Vanilla misc / Other items as stackable Trinkets, max 12 each (Flare, Gold/Platinum/Ruby Roach, Floppy Disks T1–T3).
  • New No Hammer binding: bans the starting hammer + any world-spawned hammer for the run.
  • Stack-count overlay on stackable trinkets — left-click adds a stack, right-click removes one.
  • Picker scroll on the trinket and binding grids so the bigger entry list still fits.
  • Picker ordering is now bucketed: vanilla originals first, external mods next, framework-added entries last (sub-sorted by Vanilla → Halloween/Parasite → Christmas/Chimney update, then category, then grey-then-colored, then tier).

API

  • Public TrinketRegistry.Bucket and Category enums for mods that want to slot themselves into the framework's ordering.

1.1.0

Picker now appears in every gamemode — Challenge, Parasite, and any future modes — and every vanilla trinket / binding shows up too.

1.0.0

Initial release.

Added

  • Public TrinketRegistry API for mods to register custom Trinkets (run-start modifiers) and Bindings (run-start modifiers with stronger gameplay effects).
  • Trinkets and Bindings registered via this framework appear in the run-start picker on Fresh Game.
  • Per-trinket itemsToGrantFactory callback runs at gamemode start to hand the player starter items.
  • Custom icons, custom display names, custom descriptions, and custom title-color tags are all supported.

Notes

  • This mod is a library. It does nothing on its own.
Thunderstore development is made possible with ads. Please consider making an exception to your adblock.