DirtyMass
Replace the rising mass with yellow urine or brown fecal sludge. Includes foam, floating lumps and an F6 selector. For White Knuckle Beta 0.61.
About this mod Author’s original text
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.
Install & use Install: follow the bundled instructions
- Unzip the archive from playbuff and read the bundled readme / instructions first.
- Most mods rely on the game's mod loader — the usual route is a community mod manager (such as r2modman): pick this game, install, and it handles the loader and dependencies.
- For a manual install, put the mod files into the matching Mod / plugins folder inside the game directory.
- Launch the game to confirm it loaded; mods with listed dependencies need those installed as well.
Install locations vary a lot between mods — the bundled readme is the most reliable guide.
Install these first, or the mod will not work: