WeaponSpawner
Press F6 to spawn weapons, shop items, valuables, cosmetic boxes and monsters, even when you're not the host. Host and players all need the mod.Weapon Spawner
Press F6 in game to open the spawn menu. Click something and it drops right in front of you. The menu has four tabs:
- Weapons: everything the shop sells: weapons, upgrades, health packs, power crystals, drones, carts, trackers and more.
- Spawnables: anything a level can put on the map by itself: every valuable from every level (grouped by size) and the cosmetic boxes (common, uncommon, rare, ultra rare).
- Monsters: every monster in the game, grouped by tier. Only works in a level, not the truck or shop. A monster appears at the nearest open spot to where you're looking, and it's hostile straight away. Some entries are a group, like
Gnome x4. - Settings: keep spawned items on/off, reset spawned items, and remove the monsters you spawned.
The search box matches names and groups (e.g. upgrade, gun, tiny, cosmetic). On the Spawnables tab it also matches level names, so arctic lists the valuables from that level.
Works for everyone in the lobby, not just the host.
Keeping spawned items
Items you spawn in a level count as bought, so next level they show up in the truck like anything from the shop. This is the host's setting (KeepSpawnedItems, on by default), since the host's game fills the truck.
- The truck still follows the game's limits: each item type has a max you can own, and the truck has only so many slots for each item size. Spawn 30 pistols and you'll only get back what fits.
- Using something up (grenade, mine, health pack) or breaking it removes it, same as a bought one.
- Items spawned in the shop aren't kept. There they act like shop stock, so you'd still have to buy them.
- Only items from the Weapons tab. Valuables and cosmetic boxes are worth money, not things you own.
- Reset spawned items (Settings tab) takes every spawned item off the truck list, so you're back to only what you bought. Ones already lying around stay until the level ends. The mod remembers which items were spawned in the save itself, so this still works after you quit and load the run again. Items spawned before 1.4.0 aren't remembered and can't be reset.
Cosmetic boxes
Extract a cosmetic box like you would in a normal level to unlock a cosmetic. The game normally only counts as many extracted boxes per level as it would spawn on its own, so extra ones would do nothing. With UncapCosmeticBoxes on (the default), every box counts. Each player's own game checks this, so turn it on for everyone.
How it works in multiplayer
In R.E.P.O. only the host can create items. When a non-host picks something, the mod asks the host's game to spawn it, the same way the game's own /spawn command does.
- The host needs the mod too. If the host doesn't have it, nothing spawns and you'll see "No answer. Does the host have WeaponSpawner installed?"
- Everyone needs the same version. Older versions don't know about monsters or the Settings buttons.
- The host can turn off spawning for other players with
AllowClientSpawns.
Config (BepInEx/config/Adir.WeaponSpawner.cfg)
| Section | Key | Default | |
|---|---|---|---|
| General | MenuKey | F6 | Opens/closes the menu |
| General | Items | Shop | What the Weapons tab lists: Weapons = weapons only, Shop = anything the shop/upgrade stand can sell, All = every item in the game |
| Host | AllowClientSpawns | true | Let other players spawn things when you host |
| Host | ClientCooldown | 0.5 | Seconds between spawns per player |
| Host | KeepSpawnedItems | true | Items spawned in a level come back in the truck next level |
| Spawnables | UncapCosmeticBoxes | true | Every extracted cosmetic box counts, not just the game's per-level amount |
Building
dotnet build -c Release builds the DLL and writes a Thunderstore zip to bin/Release/. Import that zip in the mod manager (Settings → Import local mod) so you can enable/disable it there.
