LazyDuchess-WallPlant icon


Adds a new Wall Plant and Graffiti Plant tricks that can be triggered by pressing the jump key when airing into walls.

Last updated 5 months ago
Total downloads 30136
Total rating 9 
Categories Mods
Dependency string LazyDuchess-WallPlant-2.5.7
Dependants 0 other packages depend on this package

This mod requires the following mods to function

BepInEx-BepInExPack-5.4.2100 icon

BepInEx pack for Mono Unity games. Preconfigured and ready to use.

Preferred version: 5.4.2100



BepInEx plugin that adds a Wall Plant and Graffiti Plant (Sticker Slaps) tricks to Bomb Rush Cyberfunk.

wallplant graffplant


Simply hit the jump button as you hit a wall in mid-air to trigger the trick. By default, you will be able to air dash and air boost again after hitting a wall plant, and every wall plant you do in a row without landing/grinding/wallrunning/etc. beforehand will get weaker. You can do up to 4 in a row.

If you hold or press the Spraycan/Interact button as you hit the wall you will spray a small graffiti. The graffiti depends on your character, but you also get the option to use custom ones, and to re-bind the graffiti plant to the slide button or disable it altogether.


A documented BepInEx configuration file will be created the first time you run the mod, called "com.LazyDuchess.BRC.WallPlant.cfg". You can use r2modman to more easily edit it. You can edit most aspects of the mod such as the physics, limits and penalties, and for Graffiti Plants you can edit the size, number of them, etc.

First time you launch the game with the mod a "Wall Plant" folder will be greated in your "BepInEx/config" folder. Inside there is a Graffiti folder, with a Readme.txt containing instructions on how to add your own custom graffiti for graffiti plants.

Building from source

You will need to provide a publicized version of the "Assembly-CSharp.dll" file which can be found in your "Bomb Rush Cyberfunk_Data/Managed" folder. To publicize it, you can use the BepInEx.AssemblyPublicizer tool, and paste the result into "lib/Assembly-CSharp-publicized.dll" in this project's root directory.

In that same lib folder, you will need to place a build of CommonAPI and CrewBoomAPI.