Alpha: a purchasable Void Cart with an endless black opening, smooth sinking intake for large loot, and searchable Inventory, Weapons and Cosmetics tabs. Press B or F8 nearby. Stored contents do not persist between levels or saves.
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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