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Yoink

Latest release1.2.1
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RequiresMelonLoader 0.7.3, S1API Forked 3.1.1

🛟 Need help or found a bug? Get support at support.doodesch.de/yoink.

A hand winch for Schedule I. Aim at anything with a rigidbody, fire the hook, and reel it in. Built for the case the game has no answer to: a van wedged between two walls, dropped through the world geometry, or parked somewhere it can never drive out of.

Yoink in action: a car hauled in on the winch cable

Hook the car, hold right click, walk backwards. The cable tightens as the winch takes the load.

The hook bites the spot under your crosshair, not the object’s centre. Pull a van by its rear corner and it swings round; pull it by the nose and it comes at you straight. On something wedged, that choice is usually the difference between freeing it and grinding it further in.

It reels anything with a rigidbody: vehicles, barrels, crates, litter. A parked car gets its handbrake released first, because the game leaves it permanently applied on anything nobody is driving, and without that no amount of force moves it a centimetre. A car with an NPC at the wheel is held in neutral for as long as the hook is in it, because an AI driver otherwise brakes against the cable every frame.

It bites people too. A shot that lands on somebody takes them off their feet and drags the whole body, and they get back up by themselves once you let go - the same knockdown and the same recovery the game uses when a car clips a pedestrian. Set HookPeople to false if you would rather it did not.

The cable is simulated rather than drawn. It sags under its own weight, rests on the ground instead of hanging through it, takes about half a second to tighten when the winch bites, and snaps if you walk too far.

Co-op works. The host owns the physics and a client’s pull travels as an intent, and if another player is sitting in the vehicle you hooked, their machine applies the force, because that is who owns it.

  1. Buy the Winch in the hardware store ($80 by default).
  2. Equip it. Left click fires the hook at whatever you are looking at; click again to let go.
  3. Hold right click to reel. Walk backwards while holding it and the load follows you out.

The rope breaks at 25 m, and reeling stops once the load is about 2.5 m away so it does not end up in your face. Both are configurable.

Everything lives in UserData/MelonPreferences.cfg under [Yoink]:

SettingDefaultWhat it does
PullNewtons40000Pull force, about a four-tonne recovery winch. Real mass applies - a loaded van moves slower than a bin.
MaxSpeed1.5How fast the hook point is reeled in, m/s.
HookRange15How far the hook can be fired, metres.
BreakDistance25The rope snaps past this, metres.
StopDistance2.5Reeling stops once the load is this close.
RopeSegments20Points in the rope simulation. More is smoother, slightly more expensive.
RopeCollisiontrueRope slack rests on the ground instead of hanging through it.
ShopPrice80What it costs on the shelf. Read once when the item is registered.
HookPeopletrueWhether the hook bites people and drags them.
Knockdown60How hard a hooked person is knocked over, in newton-seconds.

The mod says why in the console every time it refuses a hook: nothing within Xm (nothing hookable in range), has no rigidbody (scenery), is fixed in place (kinematic, and no winch moves a building).

If it hooked but nothing happens, it is usually one of three things. Another player is sitting in the vehicle, in which case their machine owns it. Or it is wedged hard and wants a different hook point - aim at the corner that has somewhere to go. Or it is simply heavy: raise PullNewtons.

PullNewtons and MaxSpeed do different jobs. The force decides whether a heavy thing moves at all; the speed caps how fast anything is allowed to arrive. Raising the force will not make a barrel come faster, because the speed ceiling binds first. Raising the speed will not free a stuck van.

Everyone needs the mod. The machine that owns an object applies the force to it, so a pull on a networked object goes through the host, and a pull on a vehicle another player is sitting in is handed to their machine, which is the only one whose forces that vehicle accepts. A vehicle an NPC is driving stays the host’s. The rope is not networked and does not need to be.

Co-op is implemented and reviewed but has not been run with two players since the physics rework.

Built by DooDesch on S1API by ifBars. Winch sound effect by fadestyle.

MIT. See LICENSE.md.