 
        Frogpocalypse
Turns picked-up Frog Traps into chaotic, self-replicating cursed objects. Make it rain frogs.
| Last updated | 2 months ago | 
| Total downloads | 4585 | 
| Total rating | 2 | 
| Categories | Mods Valuables Client-side | 
| Dependency string | Omniscye-Frogpocalypse-1.0.0 | 
| Dependants | 5 other packages depend on this package | 
This mod requires the following mods to function
 
                        
                     
                        BepInEx-BepInExPack
BepInEx pack for Mono Unity games. Preconfigured and ready to use.
Preferred version: 5.4.2100README
Frogpocalypse
Frogpocalypse is a chaos mod for R.E.P.O. that turn picked-up Frog Traps into chaotic, self-replicating cursed objects. Make it rain frogs
What It Does
- Any Frog Trap picked up by a player starts the process
- Cloned frogs spawn every 0.5–3 seconds and behave as ragdoll physics objects
- Clones are stripped of networking components, so they don’t interfere with multiplayer
- Cloned frogs do NOT add value and can not be picked up
- Each clone is launched with a bit of force and torque to add to the visual chaos
- Entire frog population is tracked and cleaned to avoid null reference errors
How It Works
- Only you need it installed - Others just need the mod to see the clones rain down
- Uses Harmony to patch FrogTrap.Start()andFrogTrap.Update()methods
- Tracks each frog in a list and assigns them independently
- Duplicates the frog GameObject using Object.Instantiate
- Removes PhotonView and any components related to:
- Networking
- Grabbing
- Discovery
- Value systems
- RPC or interaction logic
 
- Adds force and torque using Unity's Rigidbody physics
- Filters and disables all non-visual MonoBehaviours for clone performance and stability
Usage
- Find and pick up any Frog Trap in-game
- Watch as the frog becomes alive - hopping and cloning itself every few seconds
- The original frog will continue to jump and clone until it breaks or is extracted
Compatibility
- Works with vanilla and most other mods
- Safe for multiplayer: cloned frogs are physics-only and not networked
- Avoids triggering any Photon RPC errors by stripping network components
Technical
- Written in C# using HarmonyLib and UnityEngine
- Tracks frogs using Dictionary<FrogTrap, float>for independent timers
- Dynamically clones frogs with stripped-down components to avoid RPC/Photon bugs
- Physics are added manually to give each clone chaotic movement
- Cleanup logic avoids null reference issues on destroyed frogs
Credits
Created by Omniscye