EnemyDrops
Monsters drop items when they die. Fully configurable. Only the host needs to have it. Native BepInEx.Enemy Drops
Make monsters drop items when they die — fully configurable and host-only.
Only Host, clients don't need it. Native BepInEx mod.
Inspired by the original REPO Enemy Drops mod by ImVertro.
This version is a fully native BepInEx implementation for users who prefer not to use MelonLoader, with additional usability improvements.
What's new in v2.0
- Keep Enemy Drops Between Levels: You can now bring dropped items into the truck or keep them in your inventory to preserve them across levels and save them with your run!
- Configurable Preservation Cap: New
MaxPreservedItemssetting (default: 10) to balance your run progression. - Dynamic Slot Recycling: Consuming or destroying a preserved item frees up space for new enemy drops.
- Informative Telemetry: Clear console logs alert you when an item is secured or when the capacity limit is reached.
- Engine Modernization: Complete rewrite powered by
RepoAPIfor flawless host-only replication and performance.
Features
- Monsters drop items upon death based on their danger level.
- Configure drop chances and weights for every item per monster difficulty tier.
- Set a maximum limit on item drops per level.
- Visual Distinction (Color Modification): Optional color tinting and multipliers on enemy-dropped items while keeping all original surface textures, screen displays, labels, and details intact (disabled by default).
- Centered Light Aura: A soft, pulsating reddish point light aura centered directly inside enemy-dropped items that automatically dims or switches off when held or equipped (enabled by default).
- Item Preservation: Option to keep items secured in the truck or inventory across subsequent levels.
- Preservation Limit: Configurable cap on the maximum number of enemy-dropped items that can be preserved simultaneously (default: 10).
- Only the host needs to have the mod installed — clients do not.
- 100% native BepInEx implementation.
Requirements
Installation
- Install the latest BepInEx Pack.
- Place
EnemyDrops.dllinto yourBepInEx/pluginsfolder. - Launch the game once — the configuration file will be generated automatically inside
BepInEx/config.
Configuration
All settings are controlled through the generated file: osmarbriones.EnemyDrops.cfg
located in BepInEx/config.
General Settings
MaxDropsPerLevel(Default:200): Maximum number of items that can drop in a single level.PreserveItemsBetweenLevels(Default:false): When enabled (true), enemy-dropped items that players carry to safety inside the truck or keep in their inventory will persist into future levels and be saved with your run.MaxPreservedItems(Default:10): Maximum number of enemy-dropped items that can be preserved simultaneously. Standard shop-purchased items do not count toward this limit.
How Item Preservation Works
When PreserveItemsBetweenLevels is enabled (true), you can save enemy drops across levels and into your saved game:
- Securing items: An item is considered secured if it is inside the truck room, held/grabbed by any player, stored in a player's inventory slot, or placed near the truck entrance (within 8 meters).
- Preservation cap (
MaxPreservedItems): You can keep up to the configured limit (default: 10) of enemy drops active at the same time. If more secured enemy drops are brought than the cap allows, items up to the limit are preserved and any surplus is discarded. - Shop items are exempt: Items purchased from the shop do not count toward this limit.
- Dynamic slot recycling: When you consume (e.g. syringe, medkit) or lose a preserved item, its slot is freed up automatically so new enemy drops can take its place.
- Host-authoritative: Only the host needs this enabled. Items secured by any player (host or connected clients) are properly evaluated and saved.
Visual Settings
EnableColorModification(Default:false): Enables custom color tinting and multipliers on enemy-dropped items while preserving original textures and displays.ColorMultiplierR(Default:0.55): Red multiplier applied to the material colors (0.0 to 2.0).ColorMultiplierG(Default:0.55): Green multiplier applied to the material colors (0.0 to 2.0).ColorMultiplierB(Default:0.55): Blue multiplier applied to the material colors (0.0 to 2.0).ColorAdd(Default:0.05): Additive offset applied to the material colors (-1.0 to 1.0).EnableDropAura(Default:true): Enables a soft, pulsating reddish light aura centered inside dropped items.AuraIntensity(Default:0.8): Controls the brightness and intensity of the reddish drop aura.AuraRange(Default:3.5): Controls how far the light aura reaches in meters.
Difficulty-Based Drop Tables
The .cfg file includes three difficulty sections:
[Easy Monsters (Elsa for example)]
[Med. Monsters (Chef for example)]
[Hard Monsters (Robe for example)]
Each section contains entries like:
## Weight for "Item Gun Shotgun" on medium monsters. (range 0..12)
# Setting type: Int32
# Default value: 2
# Acceptable value range: From 0 to 12
Item Gun Shotgun = 2
How weights work
- A value of 0 means the item will not drop for that monster difficulty.
- Higher numbers increase the probability of the item being selected when a monster dies.
- You have full control over which items appear for each difficulty tier.
Issues & Bug Reports
Please report any bugs or suggest features on GitHub:
https://github.com/OsmarBriones/EnemyDrops/issues
Credits
- Based on the original concept from REPO Enemy Drops by ImVertro.
- Developed by Osmar Briones.
- Special thanks to Rucio for the REPO 0.4.0+ compatibility fix and weapon item additions.
