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BLOODLAB
BLOODLAB is a simple blood mod. BoneLib isn't needed, but I added the dependency because I like dependencies.
By leonfwfw
| Date uploaded | 3 weeks ago |
| Version | 0.6.7 |
| Download link | leonfwfw-BLOODLAB-0.6.7.zip |
| Downloads | 169 |
| Dependency string | leonfwfw-BLOODLAB-0.6.7 |
This mod requires the following mods to function
gnonme-BoneLib
A BONELAB mod for making life easier for other mod creators.
Preferred version: 3.0.0README
BloodLab BONELAB Mod
Quick install
- Build
build/BloodLabMod.csprojinRelease. - Copy
build/build_out/net6.0/Bloodworks_RagdollCompatible_Bonelab.dllinto BONELAB'sMods/folder. - Launch BONELAB with MelonLoader installed.
This version generates its blood decals, droplets, and puddles at runtime, so no prefab setup is required.
This repository contains a MelonLoader-compatible BONELAB mod implementing a realistic blood and bleeding system.
Files are in ModSource/ and are ready to be compiled into a Unity/MelonLoader mod DLL.
Key features implemented in code:
- Impact blood particles and physics droplets
- Persistent wounds attached to body parts
- Realistic bleeding over time
- Physics-based droplets that create puddles
- Wall splatters (decals)
- Weapon and player blood tracking
- Object pooling and configurable limits
Build & MelonLoader setup:
- Create a Unity project (2020.3 LTS or compatible with BONELAB modding workflow).
- Copy
ModSource/*.csinto anAssembly Definitionor compile into a DLL using a C# project targeting the game's runtime. - Add MelonLoader and required references (UnityEngine.dll, UnityEngine.CoreModule.dll, etc.) to the build.
- Build the project in
Release. - Place the produced DLL into BONELAB’s MelonLoader
Mods/folder.
Plug-and-play notes:
- The current mod version generates blood decals, droplets, and puddles at runtime.
- No external
BloodPrefabs/resources are required. - The final DLL output is
build/build_out/net6.0/Bloodworks_RagdollCompatible_Bonelab.dll.
Compatibility:
- Works alongside an existing ragdoll mod because it only detects impacts and triggers blood effects.
- It does not modify ragdoll joints, physics, or transforms.
Integration notes:
HookManager.OnEntityHit(...)is the central integration point. Call it from BONELAB's damage handlers for bullets, melee, explosions, and environmental damage.- Use
BodyPartIdentifier.Identify(root, hitTransform)to guess a body part. - For player bleeding, call
PlayerBloodManager.AddWound(playerTransform, localPos, normal, damage, bodyPart).
Configuration:
- A
BloodLabModConfig.jsonis created in the game's data path on first run. Edit it to adjust multipliers and performance limits.
License: Use and adapt freely for personal modding. Credit is appreciated.
CHANGELOG
Changelog
0.6.9 (current version)
- Added blood pooling or whatever the hell
- Fixed spaghetti code
- Thanks for 1.4k downloads! I appreciate it. I hope to be able to make more mods soon.
0.6.8
- Added BoneMenu support
- Added Blood Settings menu
- Improved compatibility
- Thanks for 633+ downloads ❤️
0.6.7
- Initial release