R.E.P.O.
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Latest version
0.4.2
Last Updated
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2.1K
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212KB
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0.4.2 — Black void and sinking intake

  • Replaced the purple vortex, glowing rim, and energy strips with a plain unlit black opening and dark rim.
  • Let eligible released items ease and shrink into the opening for 0.9 seconds after their collisions are disabled. Their original objects and values remain stored as before.
  • Detect overlap of the item's collider with the opening instead of requiring its midpoint inside the basket, so oversized items can enter while their center remains above the rim.
  • Shortened the default intake pause with the new Storage/IntakeDelay setting. The previous SettleTime setting is no longer used.
  • Kept late-joining peers from replaying intake animation for items already stored in a session.

0.4.1 — Private lobby startup

  • Defer Void Cart's Photon listener until a playable level starts. The 0.4.0 listener could stall the first private lobby connection at “Stuck in loading.”
  • Verified two private lobbies opened with this build, including one run with DefenceBot and ApexPredatorLauncher enabled. One run loaded a playable Museum level. Remote player joining and cart interactions still need separate live verification.

0.4.0 — Weapons storage tab

  • Added a Weapons tab beside Inventory and Cosmetics, with independent counts, search, scrolling, and withdrawal. Unload all includes all three categories.
  • Classified guns, melee weapons, grenades, mines, and launchers using native item types and weapon components. Cosmetic capsules remain in their own tab.
  • Kept original weapon objects and their battery/ammo power and durability; storage does not refill or repair them.
  • Wait for shots/swings to finish and leave armed grenades/mines outside storage. Existing held/equipped and complex-joint restrictions remain.
  • Reset melee motion history on withdrawal using the game's native reset so relocation does not create a false swing.
  • Clear search keyboard focus when reopening the inventory so the B opening key cannot enter a retained search field.

0.3.2 — Cart value and sound fix

  • Combined physical and stored values before the native cart screen receives its normal update. This prevents repeated $500 → $0 → $500 flashes and increase/decrease sounds for unchanged contents.
  • Removed the extra display update that ran on every frame, including skipped native scans. Preserved native scan timing and normal-cart behavior.
  • Kept per-item integer rounding consistent with the game's physical valuable totals and avoided adding a stored valuable twice if another mod makes its collider visible to the native scan.
  • Live regression recorded a stable $500 across 12 updates with zero repeated increase/decrease sounds. After withdrawal, $0 also stayed stable for 12 updates with no repeated sounds; both the goblet and cosmetic capsule returned as their original objects.

0.3.1 — Easier inventory access

  • Added B as an extra open-only key while retaining F8 and Esc for closing.
  • Added a nearby controls/count prompt, visible out-of-range feedback, and immediate cart discovery when opening.
  • Live test recorded storing and withdrawing a goblet and common cosmetic capsule as their original objects with retained stored value/health. Saved run files remained unchanged.

0.3.0 — Purchasable Void Cart

  • Added a separate Void Cart item to the game's randomized shop stock, using the medium cart as its base.
  • Restricted custom void visuals, storage, and inventory interaction to the Void Cart item. Ordinary carts retain their normal names, prices, visuals, and behavior.
  • Set the default base price to $50,500. Vanilla checkout applies the shop multiplier and rounds up to $1,000 steps ($51,000 at 1×). Added Shop/BasePrice configuration; changes require restarting the game.
  • Gave the cart its own vanilla purchase/save item key and prefab registration for later-level recreation. Shop stock and ownership are limited to one Void Cart until it is lost.
  • Budgeted shop offers against the truck's four shared large cart/equipment spaces when a Void Cart is stocked or owned, preventing purchases with no next-level parking space.
  • Kept stored loot limited to the current scene; this version adds no cross-scene inventory persistence.
  • Passed 36 visible Unity integration checks for registration, shop selection/pricing, parking budget, native purchase bookkeeping/reconstruction, prefab pools and ordinary-cart exclusion. Passed 56 protocol checks. Full gameplay checkout, scene/save transitions, storage/extraction, and co-op remain unverified.

0.2.0 — Custom void basket

  • Added original procedural basket geometry with graphite panels, beveled metal rim, and corner reinforcement.
  • Added an opaque black interior, slowly rotating purple vortex, orbiting energy arcs, and illuminated side strips.
  • Fitted the basket to the small, medium, and big cart prefabs while preserving their original controls and physics.
  • Fixed the plugin host being removed during R.E.P.O. startup when BepInEx uses its default manager-visibility setting.
  • Verified all three model variants in the installed Unity runtime and passed 56 protocol validation tests. Later launched a new single-player manor run; storage, extraction, inventory interaction, and co-op were not tested.

0.1.0 — Initial alpha

  • Original-object cart storage without a fixed item-count cap.
  • Scrollable inventory with search and a separate cosmetic capsule tab.
  • Host-authoritative inventory messages, normal extraction integration, and manual withdrawal.
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