


A library mod for White Knuckle. Lets other mods register custom Trinkets (run-start picks), Bindings (run-start picks with stronger gameplay effects), and Custom Modes (gamemode-settings toggles like vanilla Hard Mode / Iron Knuckle) so they appear in the picker and the settings panel on Fresh Game.
v2.0.0 breaking change: the 13 mutators that shipped bundled in 1.x have moved to a separate mod, NebulaetrixMutators, maintained directly by Nebulaetrix. Install it to keep Devil Daggers, Marathon, Zen, etc. The framework now exposes the CustomModeRegistry API so any mod can add its own modes the same way Nebulaetrix's does.
This mod does nothing by itself — it's a dependency for other mods.
Just install it. You'll only need it if a mod you use lists this as a dependency — Thunderstore Mod Manager will install it automatically.
The framework exposes two independent registries:
TrinketRegistry — register custom Trinkets and Bindings that appear in the picker on Fresh Game.CustomModeRegistry — register custom gamemode modes (toggles like vanilla Hard Mode / Iron Knuckle) that appear in the settings panel.The two systems are unrelated — use one, the other, or both.
Reference the framework's DLL in your .csproj, then mark your plugin so BepInEx loads us first:
using BepInEx;
using TrinketAndBindingFramework;
using UnityEngine;
using System.Collections.Generic;
[BepInPlugin("com.yourmod.example", "Example Mod", "1.0.0")]
[BepInDependency(TrinketAndBindingFramework.Plugin.GUID)]
public class ExampleMod : BaseUnityPlugin
{
private void Awake()
{
// Trinket / binding / mode registration goes here.
}
}
TrinketRegistry)The picker on Fresh Game lists every registered trinket and binding. The framework handles the UI (icon, title, description tint, mutex enforcement, pip cost), unlock bypass, item granting, and leaderboard gating. You register entries once at Awake.
A Trinket is a small starter pick — usually a starter item or perk. Examples: Wall Runner (climbing axes), Sawed-Off (shotgun + shells).
TrinketRegistry.RegisterTrinket(
id: "yourmod_my_trinket", // unique string
title: "My Trinket", // shown in picker
description: "What it does in one line.",
flavorText: "Optional italic tagline under the description.",
cost: 1, // picker slot cost
icon: myIconSprite, // 32x32-ish Sprite
itemsToGrantFactory: () => new List<Item_Object> { myItemTemplate });
All parameters except id, title, description are optional.
A Binding is a run-modifier — usually changes gameplay rules and increases score. Examples: Alpine Purist (climbing tools banned, axes red & breakable), Infestation (more enemies).
TrinketRegistry.RegisterBinding(
id: "yourmod_my_binding",
title: "My Binding",
description: "Makes the run harder in some way.",
flavorText: "Optional flavor.",
cost: 1,
scoreMultiplierBonus: 0.5f, // +0.5x run score
scoreBonus: 0f, // flat bonus
icon: myIconSprite);
Same signature as RegisterTrinket — under the hood the framework just flags isBinding=true and tints the picker title differently.
itemsToGrantFactory runs at run start (not at registration), so you can lazy-build your item templates without worrying about asset-manager readiness at Awake:
itemsToGrantFactory: () =>
{
try { EnsureMyItemTemplate(); } catch { }
if (MyItemTemplate == null) return new List<Item_Object>();
return new List<Item_Object> { MyItemTemplate, MyItemTemplate }; // 2 copies
}
The returned Item_Object instances are template prefabs — vanilla clones them for the player's bag.
When two of your trinkets shouldn't both be selected (e.g. different starter weapon variants), wire them into a mutex group:
TrinketRegistry.RegisterTrinket(id: "yourmod_sword", title: "Sword", ...);
TrinketRegistry.RegisterTrinket(id: "yourmod_axe", title: "Axe", ...);
TrinketRegistry.RegisterTrinket(id: "yourmod_bow", title: "Bow", ...);
TrinketRegistry.RegisterMutexGroup(
groupId: "yourmod_starting_weapon",
"yourmod_sword", "yourmod_axe", "yourmod_bow");
The picker auto-deselects the others when one is chosen.
If you need the live Trinket ScriptableObject for an id you registered (e.g. to check selection state):
var rt = TrinketRegistry.GetRuntimeTrinket("yourmod_my_trinket");
if (rt != null) { /* ... */ }
CustomModeRegistry)The gamemode settings panel (the same one Hard Mode and Iron Knuckle live on) accepts custom toggles. Unlike trinkets they have no picker cost, no item grants, and no per-pick UI — each toggle is a checkbox that flips a static bool in your mod so your Harmony patches can branch on it. Examples: Devil Daggers, Marathon Mode, Glass Knuckle (all in NebulaetrixMutators).
The framework handles the toggle UI (difficulty color, hover credit, mutex enforcement, lock visuals), leaderboard gating, save persistence, and run-start flag sync. Mode logic stays entirely in your mod.
public static class MyMode
{
public static bool Enabled;
public static void Set(bool v) => Enabled = v;
}
// In Awake:
CustomModeRegistry.Register(
id: "MyMode", // unique string, save key
displayName: "My Mode", // shown on toggle
description: "What the mode does, one line.",
difficulty: CustomModeRegistry.Difficulty.Hard, // Easy/Medium/Hard/Extreme, drives toggle color
onToggle: MyMode.Set, // called when player ticks/unticks and at run-start sync
exclusiveSettingIds: null, // optional: ids that grey-out when this is on
disablesLeaderboards: true, // optional: ticking this flips the "leaderboards disabled" gate
hoverCreditText: "Mode by YourName"); // optional: shown at panel bottom on hover
CustomModeRegistry.InjectIntoGamemode("Campaign"); // required: opt into the gamemode(s) this mode appears on
Important: the mode is invisible until at least one InjectIntoGamemode(...) call lists a gamemode for it. You can call it for multiple gamemodes ("Campaign", "Chimney", etc.).
The framework only owns the UI and the flag plumbing — your mod is responsible for the actual behavior:
[HarmonyPatch(typeof(ENT_Player), "Movement")]
internal static class MyModePatch
{
[HarmonyPostfix]
private static void Postfix(ENT_Player __instance)
{
if (!MyMode.Enabled) return;
__instance.speed = 0.1f; // do your thing
}
}
When the active mode set exactly matches a registered combo, the green pill list in UI_GamemodeOptionsText swaps to the combo display string instead:
CustomModeRegistry.RegisterCombo(
new[] { "MyMode", "OtherMode" },
"<color=#ff9500>Total Annihilation</color>");
If your mode redirects one gamemode to another at load time (Marathon redirects Campaign → GM_Level_Tester), register the alias so the framework's run-start sync still reads the source's saveData:
CustomModeRegistry.RegisterGamemodeAlias("GM_Level_Tester", "Campaign");
If a mode isn't shippable yet, mark it locked. The toggle shows the grey vanilla-locked visual, clicks are blocked, and any stale "on" state in saveData is stripped:
CustomModeRegistry.RegisterDisabledLock("MyWipMode", "WIP");
When two modes imply each other (one is on, the other "would also activate" if ticked), link them so the other tile tints orange while the first is on:
CustomModeRegistry.RegisterMutualLink("ModeA", "ModeB");
bool on = CustomModeRegistry.IsActive("MyMode");
bool anyOn = CustomModeRegistry.AnyActive();
IsActive reads from the current gamemode's HasActiveSetting, so it tracks the saved selection rather than a local cached bool. Use your own static Enabled flag inside hot paths instead.
Wall Runner (trinket), Alpine Purist (binding), Free Climber (trinket).Sawed-Off (trinket), Infestation (binding).CustomModeRegistry, plus combo names, a WIP-locked mode, a mutual link, and a gamemode alias. Read its Plugin.cs for an end-to-end example covering every CustomModeRegistry feature.