White Knuckle
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Details

Latest version
0.1.4
Last Updated
First Uploaded
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242
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1
Size
110KB
Dependants

DirtyMass

Choose what chases you up the shaft.

0.1.4 adds a fully English menu, status messages and instructions, plus a new icon split diagonally between the mod's feces and urine textures. Close the game and replace the existing DirtyMass.dll; do not keep an extra copy in plugins. Configuration persists.

DirtyMass replaces White Knuckle's rising mass with either urine or feces.

  • Urine: amber swirls, expanding ripples and clustered, gently bobbing foam.
  • Feces: dark brown sludge with floating lumps and a slower surface flow.
  • F6: open the English selector and choose URINE or FECES.
  • The selection applies during the current run and is saved automatically.
  • The menu shows the version and apply/wait/error status. Selecting a mode again retries a failed application.
  • MOD: ON / MOD: OFF toggles the replacement and restores the original appearance.

The default is Urine. Opening the selector during a run pauses through the game's normal pause system. Closing it returns to the pause menu; use the game's Resume control to continue.

Installation

Requires BepInEx 5. Built against the user's White Knuckle Beta 0.61 assemblies.

With r2modman, open your White Knuckle profile and its profile folder. Copy the archive's BepInEx folder into that profile folder, then choose Start modded. For a manual BepInEx installation, copy the same folder into the game directory.

The resulting plugin path is:

BepInEx/plugins/DirtyMass/DirtyMass.dll

Only this DLL is required; textures and geometry are generated by the plugin.

Configuration

After the first launch, edit BepInEx/config/ilya.whiteknuckle.dirtymass.cfg while the game is closed, or use a compatible BepInEx configuration manager.

Section Setting Default Values
General Enabled true true / false
General MassType Urine Urine / Feces
Controls MenuKey F6 Unity KeyCode name

Rebind MenuKey if another mod uses F6.

Scope and compatibility

This is a cosmetic replacement. Native mass movement, death detection, perks, progress and save data continue to use the game's own code. No Harmony patches are installed and no new gameplay entities or colliders are created.

The plugin targets DEN_DeathFloor, its visual root and UT_GooVisualOverride. It uses private material instances and cleans up its textures, meshes and UI. Readable flat meshes receive a private copy with world-sized UVs, restored on disable. Foam and lumps use deterministic world cells; moving the view window never translates retained details horizontally. The mass's environmental stain texture follows the selected palette when the native game still owns that texture. Existing mass audio remains native.

Compiled and checked against the supplied game DLLs. Not yet play-tested in Unity. Shader appearance, every location-specific visual override and interaction with other visual mods need an in-game check. The plugin uses an available unlit surface shader, or a Standard material with a textured emission path that keeps its colour with no Unity scene lighting. A separate UI/Default colour pass, when available, runs after opaque depth with an explicit LessEqual depth test to avoid material fog. It does not change scene fog, camera clipping or gameplay. Camera clipping and screen postprocessing can still hide a distant surface; the log records distance/fog/culling parameters for diagnosis. If none of the base surface shaders is available, the menu reports an application error.

Source and reproducible build instructions are included in Source/.

Author: Ilylllk1n5.

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