R.E.P.O.
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Details

Latest version
1.2.1
Last Updated
First Uploaded
Downloads
8.1K
Likes
0
Size
39KB
Dependants

1.2.1

  • Fix high shelves and tall rooms being split into separate inventories every four metres. Count each authored room across its full height, with the same whole-room total visible on its relevant map layers.
  • Keep genuine upstairs/downstairs rooms separate; use exact 3D containment before bounded shelf ownership and prefer vertical proximity over stale room hints.
  • Include real inactive valuables from the game's started-entity registry and inactive room geometry, while excluding unused cached module geometry and prefab alternatives.
  • Verify initial inventory coverage using the game's spawn target and start count. Show x/? when local inventory or room ownership is incomplete, including unsupported late-join gaps; unknown totals never display green completion.
  • Keep genuine runtime additions, sales, destruction, and movement live. Discovering an existing valuable does not increase its room total.
  • Reduce debug logging to count changes and include inventory coverage diagnostics.
  • Preserve the supplied artwork unchanged.

1.2.0

  • Add discovered/total counters over every room on the map's current floor, enabled by default.
  • Count the game's actual discovered flags, with live updates as valuables move between rooms, enter Valuable Boxes, are sold, or are destroyed.
  • Keep rooms stable after exploration and count doorway overlaps once. Empty rooms display 0/0.
  • Draw native map text that follows map rotation and clipping, with colors for incomplete, fully discovered, and empty rooms.
  • Add an F4 room-counter toggle and configurable map text size.
  • Preserve the author's original artwork unchanged.

1.1.0

  • Updated for R.E.P.O. 0.5.1 (Steam build 26407089).
  • Initialize after local level generation actually finishes, with recovery scans and late-spawn tracking.
  • Count sales when extraction destroys valuables, rather than when valuables enter the extraction area or extraction can still be cancelled.
  • Track valuables stored in Valuable Boxes separately; absorption no longer counts as destruction. Handle box extraction and explosion.
  • Read the game's synchronized cart state and explicit break state; keep temporarily disabled valuables tracked.
  • Show accurate "Accounted for" progress with separate Sold, In Cart, In Box, and Destroyed counts.
  • Respect chat/text input when opening F4 settings and disable aiming/movement while settings are open.
  • Stop repeatedly probing the unavailable legacy input backend on Input System builds; retain the foreground-only Windows fallback.
  • Deduplicate Discover All markers even when the map is hidden.
  • Use the author's supplied ValuableTracker artwork as the package icon.

1.0.4

  • Updated package artwork.
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