Please disclose if any significant portion of your mod was created using AI tools by adding the 'AI Generated' category. Failing to do so may result in the mod being removed from Thunderstore.
| Last updated | 2 days ago |
| Total downloads | 5602 |
| Total rating | 3 |
| Categories | Mods Misc Client-side Server-side Tweaks & Quality Of Life AI Generated |
| Dependency string | Y4NGZ313-BloodVFX-1.1.0 |
| Dependants | 3 other packages depend on this package |
This mod requires the following mods to function
BepInEx-BepInExPack
BepInEx pack for Mono Unity games. Preconfigured and ready to use.
Preferred version: 5.4.2305README
BloodVFX


I am Y4NGZ, an up and coming rapper out of NYC/Detroit. All of my mods are inspired by the music I write. If you are interested in knowing more about me, check out my SoundCloud: https://soundcloud.com/y4ngz
Generative AI usage
The entire code base of this mod was created with generative AI. Assets are free, licensed, paid for, or generated with AI tools. If you do not wish to play with AI-generated content, do not install this mod.
What BloodVFX does
BloodVFX replaces vanilla blood with blood that stays. It splatters nearby walls and floors, sticks to wounded bodies and pools where a body falls. Fatal blasts can burst a body into pieces, and bleeding players leave bloody footprints. It changes visuals only. Damage and combat work exactly as before.

Requirements
Your mod manager installs these automatically:
- BepInExPack
Wounds and splatter
- Wounds - blood stays on a player's body through movement, ragdoll and healing, and clears on respawn or at round end.
- Splatter - walls, floors and props near a hit get blood in the direction of the hit.
- Death pools - a death can leave a puddle where the body lands.
- Creature and finisher blood - supported mods put blood on creature bodies and during finishers.
Each kind of blood has a cap. Past it, the oldest blood fades out. Each player sees the blood only if they have BloodVFX installed, so install it on every client.

Gib deaths
A fatal blast bursts the body into limbs and flesh chunks inside a blood plume, splattering the walls and floors around it. The head stays behind: carry it to the ship and it counts as a recovered body. It scans as "Head of" and the player's name, and Hoarding bugs and Maneater babies treat it like a body. The pieces load at round start, so the first gib does not stutter.
Gibs happen only when every player in the lobby runs this BloodVFX version, and the host's settings decide. Otherwise bodies stay normal for everyone.

Bloody footprints
A wound or a step through a fresh blood pool leaves a short trail of bloody prints that fades
away. You see other players' prints only when the host runs BloodVFX with
Bloody Footprints Enabled on.
Configuration
The configuration file is BepInEx/config/com.y4ngz.bloodfx.cfg. It has a master Enabled
switch, decal caps for walls and floors, player bodies, creature bodies and finishers, an
intensity multiplier, the decal fade time, the maximum viewing distance for new blood, a limit
on blood events per second and Suppress Vanilla Blood Pools to hide the game's own pools.
Enable Bundy Damage Blood turns off blood on Contracted's Stranger only, and
Enable Decals On Room Materials lets blood show on interior walls and tiles.
- Gib deaths -
Gib Deaths Enabled,Gib Death Causes(Blastby default),Gib Piece Lifetime Seconds,Gib Survivor PiecesandGib Chunk Pieces. The host's settings apply. - Gib effects -
Gib Audio Volume, andGib Blood Plumeto turn the plume off and save GPU time. - Footprints -
Bloody Footprints Enabled,Footprint Lifetime Seconds,Footprint Budget,Footprint Steps From WoundandFootprint Steps From Pool.
Compatibility
Independent installation: BloodVFX needs only the libraries listed under Requirements. The other Y4NGZ packages are optional companions - install any combination and each one lights up its extra behavior.
| Mod | What it adds |
|---|---|
| Contracted | The Stranger bleeds when he is hit, and his chainsaw finishers leave BloodVFX gore. |
| LethalCCTV | Persistent blood stays visible when a camera pans back through a corridor. |
Asset credits
GitHub
Source code: https://github.com/y4ngz313/BloodVFX
Bugs
Report bugs at https://github.com/y4ngz313/BloodVFX/issues.