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The Slime Gun
A futuristic Slime Gun for R.E.P.O. - coats enemies in toxic goo that slows and damages them, while healing friendly players (who are still slowed).
CHANGELOG
Changelog
0.2.15
- Added host-authoritative slime hit requests for multiplayer so enemy damage, enemy slow, and friendly healing are applied by the room host instead of each client guessing locally.
- Added synced target coat RPCs so non-shooting players receive the same lasting slime coat on slimed enemies and players.
- Kept spray droplets cosmetic-only over the network while syncing compact target-hit events to reduce multiplayer spam and lag.
- Preserved local visual feedback for the shooter while the host confirms and broadcasts the real slime effect.
- Throttled repeated hit refresh RPCs per target so sustained spraying refreshes slime without flooding a multiplayer lobby.
0.2.14
- Added a Photon RPC spray proxy so other players can see visual slime droplets while the local player fires the Slime Gun.
- Keeps remote spray visuals cosmetic-only to avoid duplicate hit, damage, heal, or coating application on non-owning clients.
0.2.13
- Fixed friendly healing by routing slime heal ticks through the game's real
PlayerHealth.HealOtherpath used by health packs.
0.2.12
- Removed aggregate target body wraps that could create giant slime piles away from the shot target.
- Added size-gated per-renderer goo bands so coating stays attached to enemy body parts instead of unrelated level/truck objects.
- Tightened visual root selection to reject roots whose renderer bounds are too large to be a normal enemy body.
- Replaced the remaining band-only coat with duplicate mesh shells that reuse each enemy renderer's existing mesh without reading mesh vertices.
- Added world-space shell following so the translucent slime coat moves with animated enemies instead of freezing as a one-frame clone.
- Tuned the coat to use two larger, softer transparent green layers for a thicker gelatin look.
- Kept smaller slime splats on top of the body shell for chunky goo texture.
0.2.11
- Reworked enemy goo visuals from sparse random blobs into denser body-wrap sheets plus smaller splats, so targets read as coated instead of dotted.
- Tightened splat placement closer to renderer bounds to reduce floating leaf-like patches.
0.2.10
- Replaced unreadable runtime mesh cloning with cheap attached goo patches so coating no longer spams mesh access errors or freezes the game.
- Refreshes an existing slime effect on repeated hits instead of rebuilding visuals and stacking slow modifiers every glob.
- Removed the temporary
HurtColliderdamage tick path that caused null-reference errors.
0.2.9
- Uses renderer property blocks in addition to material edits, setting both
_Colorand URP_BaseColorfor slime coating. - Re-applies slime visuals in
LateUpdateso enemy scripts cannot overwrite the coat later in the frame. - Walks up the enemy hierarchy to find the nearest visual root when the hit
Enemycomponent is not on the rendered body object. - Logs the number of renderers/materials selected for goo tinting to help diagnose any remaining enemy-specific shader issues.
0.2.8
- Split persistent body tinting from the stricter mesh-overlay renderer filter so a rejected overlay cannot remove all visible coating.
- Re-applies the green emissive slime tint every frame while coated, preventing enemy damage flashes/material controllers from wiping it out.
- Keeps the original material colors cached and restores them when the slime dissolves.
0.2.7
- Restored body coating on enemies by allowing real mesh/skinned renderers through while still rejecting obvious helper geometry.
- Routed slime DOT through the game's
HurtCollider.EnemyHurtpath first so normal hit feedback can fire on each tick. - Set the Thunderstore package ID to
The_Slime_Gunand README display name to "The Slime Gun!!".
0.2.6
- Filtered helper, hitbox, trigger, range, debug, and invisible renderers out of slime tint/coating so utility spheres do not become giant green balls.
- Removed the fallback target sphere when no valid body renderer is found.
- Increased enemy slime damage to 3x base damage and capped enemy damage ticks at 0.25 seconds for much faster DOT.
0.2.5
- Removed persistent free-floating coat blobs from slimed targets.
- Inflated cloned target meshes slightly along their normals so the goo overlay sits outside the body instead of hiding inside or z-fighting.
- Kept a tiny fallback shell only for targets with no usable renderers.
0.2.4
- Replaced active goo coating shells with mesh-shaped renderer overlays so slime follows enemy bodies instead of appearing as a sphere.
- Extended slime effect duration by 2.5x at runtime, including existing config installs.
- Increased enemy damage ticks by 1.5x while a target remains coated.
0.2.3
- Removed runtime mass/drag stabilization so the Slime Gun handles like normal held weapons again.
- Reworked the goo coat to wrap each visible target renderer instead of centering one coat around the target root.
- Increased goo coat opacity slightly so full-body coverage is easier to read while it dissolves.
0.2.2
- Retuned the muzzle spray from sparse piddling droplets into a dense, narrow, fast pressurized stream.
- Reduced effective battery drain to make sustained spraying viable.
- Kept target contact coverage separate from visible droplet size so the stream stays readable while still coating targets.
0.2.1
- Bumped package version so r2modman local installs pick up the new DLL instead of reusing 0.2.0.
- Made the fired slime stream narrow and tiny at the muzzle while preserving a larger invisible hit/coating radius.
- Mirrored the custom slime tank into the item battery at runtime so the HUD charge can drain while spraying.
- Strengthened enemy slow coverage through projectile overlap checks and broader enemy speed/cooldown suppression.
0.1.9
- Fixed the Slime Gun firing path to follow the item's toggle/trigger state instead of only a held interact check.
- Cleared inherited handgun impact callbacks so dropping or bumping the Slime Gun no longer calls
ItemGun.Misfire. - Lowered the visual model against the pickup collider so the gun rests on the ground instead of floating.
0.1.8
- Swapped the visual source to the newer textured Meshy foam blaster FBX and its texture maps.
- Removed the cleanup-added duplicate rear grip so the imported gun keeps one main hand grip.
- Fitted the slime barrel marker to the actual orange nozzle-tip mesh instead of a guessed item-space offset.
- Removed the camera-forward spawn offset so slime globs originate from the muzzle marker, not above the held gun.
0.1.7
- Changed Slime Gun firing to use the held item's Interact input path instead of an emote key.
- Moved firing logic onto the Slime Gun's own PhysGrabObject update so the gun itself owns the spray.
- Auto-fitted the imported cleaned FBX to explicit weapon-length bounds to prevent microscopic model scale.
0.1.6
- Fixed slime firing so it only triggers while holding the Slime Gun, not while using the interact beam.
- Moved slime glob spawning to the Slime Gun barrel marker so goo comes from the weapon instead of the player's hands.
- Mounted the cleaned FBX at root item scale and enlarged the pickup bounds to match normal weapon sizing.
- Strengthened the translucent glowing goo coating on slimed enemies and friendlies for visible slow feedback.
0.1.5
- Scaled up the cleaned FBX in the held item prefab so it is no longer tiny.
- Added left mouse button as a direct spray input fallback now that inherited ItemGun firing is disabled.
- Enlarged slime spray blobs so the custom goo effect is visible without the old laser/tracer.
0.1.4
- Added procedural color textures for the cleaned FBX.
- Preserved the cleaned base mesh's colored material regions instead of flattening it to one material.
- Added molded-plastic variation, grip/nozzle ribbing, pressure-tube banding, and swirly translucent goo canister texture.
0.1.3
- Replaced the primitive placeholder with a cleaned Blender pass of the supplied Meshy FBX.
- Smoothed and reduced the rough single-mesh source asset, then added cleaner modeled details.
- Added two fat rounded translucent goo canisters, straps, nozzle, grip, and foregrip as named mesh parts.
- Normalized Unity materials for clean toy-like color, low bloom, and translucent canister glow.
0.1.2
- Disabled inherited handgun shooting, line/tracer, particle, and light effects.
- Rebuilt the visible Slime Gun as a chunky supersoaker-style rifle with two fat top goo canisters.
- Reduced canister glow to tiny pulses so it no longer acts like a flashlight.
- Reworked slime spray into bigger, slower, wider translucent goo blobs.
0.1.1
- Tightened Slime Gun pickup colliders now that the held angle is corrected.
- Recentered the force grab point for easier pickup.
- Rotated the Slime Gun visual 180 degrees so it points outward while held.
- Reworked firing from a laser-like shot into a slower translucent goo spray.
- Added stronger slow suppression and brighter gelatinous coating visuals on hit targets.
- Reworked the gun visual with twin top goo canisters and softer canister glow instead of a bright muzzle light.
0.1.0
- Initial prototype release.
- Slime Gun controller attaches to the local player on game start.
- Fires green slime globs that slow enemies (+ DOT) and heal friendly players (+ slow).
- Full config support for all damage, healing, and tank parameters.
- Slime visual tint applied to coated targets.
- NavMeshAgent and Rigidbody slow restored cleanly when the effect expires.