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.
| Date uploaded | 3 weeks ago |
| Version | 1.1.0 |
| Download link | Y4NGZ313-BloodVFX-1.1.0.zip |
| Downloads | 3999 |
| Dependency string | Y4NGZ313-BloodVFX-1.1.0 |
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.
CHANGELOG
BloodVFX changelog
1.1.1
- Creature mods can open sustained, pulsed blood streams (six per creature) with a Creature Streams Enabled toggle, caps and a Creature Stream Emission Multiplier (default 4) for thickness (#1439).
BloodFXGibApi.RequestGibaccepts a living host DebugTools dummy as the victim, so a creature mod's kill of a dummy can gib it on the host (Y4NGZPerformance#48, #1414).- Named-killer gib outcomes (Jester, Ghost Girl, Eyeless Dog, Forest Giant, Cadaver Bloom) now also work on a living host DebugTools dummy (Y4NGZPerformance#48, #1414).
- Gib deaths can come from named killers (Jester, Ghost Girl) and from creature mods, with per-source rules and chances the host sets in new
08 - Blood FXkeys (#1414). - Partial gibs: an Eyeless Dog tears one or two limbs off while it shakes the body, and causes in
Gib Partial Causestake one limb fromGib Partial Limbs; the body stays recoverable (#1414). - Forest Giant and Cadaver Bloom deaths now throw flesh chunks and blood from the giant's mouth or the bursting bloom for every player; death, items and body count stay vanilla (#1414).
- Gib deaths follow how hard a body is thrown, whatever the killer:
Gib Full Velocity(30 m/s) bursts it,Gib Partial Velocity(12 m/s) takes a limb or splits the Barber's body (#1571). - The
Gib Source Spike TrapandGib Source Barbersettings are gone; old entries in an existing config are ignored (#1571). - A corpse's limb that hits something hard soon after death tears off on every player's screen:
Gib Impact Velocity(14 m/s),Gib Impact Window Seconds(2),Gib Impact Max Limbs(2) (#1571). - Impact tears are host-decided and stay off while any player runs a BloodVFX without them (#1571).
1.1.0
- Every distinct hit now leaves a wound on the torso, arms or legs that moves onto the corpse, and arm wounds show on your first-person arms (#1301).
Body Decal Cap Per Playernow defaults to 8 for new configs, and new settings cover gib deaths and bloody footprints (#1301).- Bloody footprints: a wound or a fresh death pool leaves a short, fading trail of prints that other players and late joiners see (#1301).
- Gib deaths: a fatal death from a chosen cause, Blast by default, bursts the body into pieces and leaves only the head, only when every player runs a compatible BloodVFX (#1301).
- A gibbed player's head can now be picked up; carried to the ship it counts as a recovered body (8% penalty instead of 20%). It shows as
Head of <name>on the scanner, Hoarding bugs can carry it off like a body, and a Maneater baby can eat it like a body, after which that body cannot be recovered. Gibs also scatter torso, pelvis and more flesh pieces, throw a bigger blood cloud and can play burst and landing sounds; new settings Gib Survivor Pieces, Gib Chunk Pieces and Gib Audio Volume (#1301). - The blood bundle adds the gib kit and boot-print decals, and body wound decals use redder, more readable materials (#1301).
- Gib pieces from a landmine or other explosion now fly outward from the blast in different directions instead of dropping where the player stood, and the death splatters blood over the floor and walls around it (#1301).
- The last player's death no longer wipes its gore: gib pieces, blood decals and pools stay until the ship reaches orbit, and on a normal departure gore now clears at orbit rather than at lever pull (#1301).
- More gibs: a blast death throws every survivor piece the config allows and most of its chunks;
Gib Survivor Piecesnow defaults to 6 andGib Chunk Piecesto 14 (max 16), and existing configs keep their stored values (4 and 12) and say so once at load (#1301). - Explosive gib deaths splatter more blood on the walls around the blast, flying gib pieces smear the walls they hit, and each gib death's blood marks share half the
World Decal Cap, keeping room for its wall marks ahead of chunk spots (#1301). - Gib deaths are louder: the burst layers two clips and plays through the same mixer as a landmine's explosion, flesh chunks make quieter landing sounds, the sounds stay at full volume out to 3 m, and a landing sound no longer cuts off the burst (#1301).
- A gib burst now also throws a short plume of blood splats from the blast (new setting Gib Blood Plume, on by default), and the gib burst and landing sounds are slightly louder (#1301).
- Gib deaths prewarm their pieces, plume, decals, head and sounds at round start, and log per-stage timings, to remove the first-gib hitch (#1301).
1.0.0
- Initial release: HDRP decal-based blood and gore for Lethal Company, split out of Y4NGZCompany into its own plugin (#393).
- Persistent wound decals, pooling and splatter, driven by a small public API so other mods can use it too.
- The blood prefab bundle includes the chute and wound blood categories (#374).