RedeemAllTokens
Spend your whole stack of shop tokens at once instead of one at a time.Redeem All Tokens
Spend your entire stack of shop tokens at once, instead of feeding them into the machine one at a time and sitting through the reveal animation for every single one.
Usage
Escape → Mods → Redeem All Tokens → Redeem All Tokens = ON.
It switches itself back to OFF — it's a button, not a setting. Your whole stack is spent immediately and you get a summary of what you got.
What it actually does
The rewards come from the game's own rules. For each token it asks MetaManager.CosmeticLockedGet for a locked
cosmetic of that rarity and unlocks it; if that rarity is exhausted it pays out currency on the machine's own table
(2 / 4 / 8 / 15 by rarity). Tokens are spent newest-first, exactly as CosmeticShopMachine.RewardSet does.
So you get precisely what feeding them in one at a time would have given you — same unlock chances, same payouts, just without the several minutes of animation. Nothing is fabricated and no drop rates are changed.
Multiplayer
Only you need the mod. Cosmetic unlocks live in your own save and are never networked, so nothing is forced on anyone else and vanilla players in your lobby are unaffected.
One honest limitation: run currency is host-authoritative — SemiFunc.StatSetRunCurrency silently does nothing on a
client. So if you are not the host, the mod redeems every token that gives you a cosmetic and keeps the ones
that would have paid out cash, rather than burning them for nothing. It tells you how many it kept. Spend those while
hosting or in singleplayer.
That only comes up once you've unlocked everything at a given rarity. Before then, nearly every token is a cosmetic and you'd never notice.
Requirements
REPOConfig provides the settings page the buttons live on. It's listed as a dependency, so your mod manager will pull it in.
Notes
- You need to be in a game, not sitting in the main menu.
- Nothing is touched beyond what the shop machine itself writes: your cosmetic unlocks, your token stack, and run currency when you're the host.
- Built against R.E.P.O. v0.4.4. If a game update moves the relevant pieces, the mod logs an error and disables itself rather than misbehaving.
