ChaosCarnival
Cursed farting loot, glowing Fart Goblins, the Klutz clown treatment, and more party chaos for R.E.P.O. Everyone in the lobby installs this mod.Changelog
1.0.36
- Fix the whole lobby getting kicked on level start. ChaosCarnival's network channel was using Photon event code 199 — which is R.E.P.O.'s own "kick from room" signal. Every state update the host sent was read by the game as a kick, so everyone was booted the moment a level began. Moved the mod's traffic to a private code the game doesn't use.
1.0.35
- Fix a lobby/room load hang. The network channel now attaches only once you're actually in a
room, so the mod has no footprint during connect/matchmaking. The loot value-cap removal is
temporarily defaulted OFF while it's confirmed safe for multiplayer level loading (re-enable via
Spawning > RemoveValueCap).
1.0.34
- Custom shop items now honor their spawn chance. The Portal Gun, Weenie Box, Jumper Cables and
Chaos Power-Up are each rolled at
Spawning > ShopItemChanceper level again, instead of being force-enabled every round. (Test Mode still forces all of them on.)
1.0.33
Major multiplayer fixes:
- Fixed all state sync being host-only. Portals, broadcasts, glows, the Klutz tally and every other networked mechanic now reach all players. Root cause: the mod relied on REPOLib's auto-assigned network event codes, which are numbered by mod load order and so differed between the host and clients with different mod sets — every update silently missed. The mod now uses a fixed, self-contained Photon event channel that is identical on every machine.
- Fixed the Klutz only ever blaming the host. Item-break detection in R.E.P.O. runs only on the host, so the break message always came "from" the host. Damage is now attributed to the player who was actually holding (or last threw) the item; purely environmental breaks blame no one.
- Removed the per-level loot value cap. Vanilla R.E.P.O. stops spawning valuables once their
combined value hits the level budget, so a single high-value roll could leave a level with only
1-2 items. Levels now fill their loot spots normally and ChaosCarnival's curse/lottery/contraband
bonuses are pure extra reward. Toggle:
Spawning > RemoveValueCap(default on). - Weenie Hiding Box now works for everyone and can't grab the wrong cart. The deployed cart is identified by its exact network ID (synced to all players) instead of a 0.8s timing window, so its model, glow and hide protection appear for every player — not just the host — and an unrelated cart spawning at the same moment can never be turned into a box.
1.0.0
Initial release & major enhancements:
-
Fart Curse (Bubble Guts) — one random valuable per round glows red; the holder farts through their voice channel with matching voice vibrato, and is hunted by green-glowing Fart Goblins that vanish in a poof when the item is dropped. Audio output fixes ensure clean, audible farts.
-
The Klutz — per-player damage tally, end-of-round Accident Report in chat, clown nose
- [Klutz] nameplate on the round's worst offender (visible to all players).
-
Lottery Item — yellow-glowing valuable whose value re-rolls every ~1.4s (from minus half its base up to 2× base × level), synced for all players; carnival music while held; "Lottery Amount" info label; cash-out announcements in chat.
-
Weenie Hiding Box — purchasable stealth container; players squatting flat inside take no damage and are invisible to monsters.
-
Meltdown Contraband — periodic loot race: a blue-glowing valuable's value (2.5× base) melts every second until the first grab locks it. Chat klaxons included.
-
Host-authoritative state sync (heartbeat + on-change) over REPOLib networking.
-
Full config: per-feature toggles, goblin count, fart timing, vibrato, cosmetic ID, contraband cadence.
-
Random Curse Pool (10 curses) — the cursed item rolls one curse per round, hidden until first grab: Bubble Guts (mic farts + vibrato), The Tiny (half size + squeaky voice), The Jitters (erratic movement), Decay (health drain), Radiation (contagious toxic aura that spreads player-to-player), Confession (TTS blurts), The Sloth (slow-mo
- deep voice), Helium (floaty + balloon voice), The Blind (tunnel vision), The Magnet (nearby loot dragged at the holder). All escorted by Fart Goblins; each toggleable.
-
Avatar Shrink Mechanic (Curse of the Tiny) — multi-transform scaling system that scales body mesh, headgear, clown noses, cosmetics, and visual sub-transforms in unison with clean 1.0x restoration on release.
-
Blackout Protocol — periodic 20s lights-out events: level lights die (player lights survive), nearby loot glows faintly, enemies receive investigate hints toward players.
-
The Snitch — one unmarked valuable screams while carried: red pulse + all enemies pointed at the carrier; publicly unmasked after enough screams.
-
Extraction Roulette — Barker's golden token gamble: each completed extraction rolls a haul modifier: x2/x1.5/x0.75/ x0.5, 30s Monster Nap, or full-crew Healing Wave.
-
Custom Shop Items & Models:
- Jumper Cables — revive fallen teammates by transferring 25 HP; custom imported 3D model scaled to compact hand-held proportions.
- Portal Gun — shoot two-way linked portals (orange exit, blue entry); custom imported 3D model scaled for clean visibility.
- Chaos Power-Up — weapon spawn, full heal, flight, infinite stamina, followed by stamina crash.
-
Audio Subsystem — recursive sound directory resolution and multi-format audio clip decoder (
.mp3,.wav,.oggwith fallback decoding).
