You are viewing a potentially older version of this package.
View all versions.
| Date uploaded | a month ago |
| Version | 1.0.2 |
| Download link | RJs_REPO_Mods-ValuableTracker-1.0.2.zip |
| Downloads | 119 |
| Dependency string | RJs_REPO_Mods-ValuableTracker-1.0.2 |
This mod requires the following mods to function
BepInEx-BepInExPack
BepInEx pack for Mono Unity games. Preconfigured and ready to use.
Preferred version: 5.4.2304README
Valuable Tracker
Valuable Tracker is a client-side utility mod for R.E.P.O. that adds a real-time HUD to track loot during your run. It solves the mystery of "Did I lose that item, or did it count?" by distinguishing between items extracted via the tube and items lost to the void. This also helps if you are aiming to collect all the valuables in the level.
Features
- Real-Time Counter: Displays
Items: X / Yon your HUD, showing exactly how many valuables are currently on the map versus how many you have successfully extracted. - Loss Detection: Instantly updates to show a red "Lost: Z" counter if a valuable falls off the map or is destroyed without being sold.
- Smart Positioning: Automatically detects if other mods (like MapValueTracker) are occupying the HUD slot and adjusts its position down to prevent overlapping text.
- Extraction Confirmation: Uses a smart "Receipt System" to ensure items sucked into the extraction tube are correctly counted as success, even if they are destroyed instantly by the game engine.
- Completionist Indicator: Text turns Green when you have successfully extracted 100% of the remaining items on the map.
Recommended Companions
While this mod works perfectly on its own, it pairs beautifully with these mods to give you a complete HUD information suite:
- Map Value Tracker by Tansinator
- Tracks the total dollar value of the loot, while this mod tracks the count.
- LevelNumberUI by ironbean
- Displays the current Level Number on the HUD (as seen in the screenshots).
How It Works
The mod hooks into the game's RoundDirector. When the level generates, it scans all ValuableObjects.
- When you throw an item in the tube, the mod intercepts the sale event and marks the item as Extracted.
- If an item is destroyed (falls into the abyss) without that extraction event, the mod marks it as Lost.
Manual Installation
- Install BepInEx: Download and install BepInExPack for R.E.P.O.
- Download Mod: Download the
ValuableTracker.zipfile. - Extract: Unzip the file and copy
ValuableTracker.dll. - Place File: Paste the dll into your game's plugin folder:
\steamapps\common\R.E.P.O\BepInEx\plugins\
- Launch: Run the game.
Changelog
v1.0.2
- Fixed an oopsie. Uploaded the wrong file and forgot to include .dll!
v1.0.1
- Attempted to fix the oopsie.
v1.0.0
- Initial Release.
- Added live tracking UI.
- Implemented "Receipt Logic" to fix bugs where extracted items were counted as lost.
CHANGELOG
1.0.8
Fixed
- Lost item tracker was not tracking items broken during extraction after the recent change in valuable detection logic.
- Session Hint Reset: The "Press [Key] to open settings" hint now correctly resets when returning to the Main Menu, ensuring it appears once per session start.
Changed
- Mutual Exclusion: The Settings Menu now respects the game's native UI state. If the Pause Menu or Terminal is opened, the Tracker Settings will automatically close to prevent overlapping. NOTE: You will no longer be able to open the Tracker Settings Menu in the game menu. You must be in-game to open the Tracker Settings Menu.
- Keybinds are now displayed with user-friendly names (e.g., "Numpad 1" instead of "Keypad1") in both the menu and the helper text.
Technical Explanation
- Hierarchy Mismatch Resolution: The game's extraction logic (
RoundDirector) tracks the physical Parent object, while the tracker monitors the specificValuableObjectComponent. A recursive hierarchy check was implemented to verify if the tracked item (or its parent) exists in thedollarHaulList, preventing valid extractions from being flagged as "Lost." - Zombie State Detection: "Broken" items are often disabled in the hierarchy (
SetActive(false)) rather than immediately destroyed from memory. The tracker now explicitly checks!activeInHierarchyand value thresholds to correctly categorize disabled items as Lost. - Native Menu Integration Strategy: The settings panel is now registered as a
MenuPageto properly align with the game's object lifecycle. However, leveraging the game's native input blocking for a custom overlay proved unreliable. To resolve this, a Mutual Exclusion Protocol was implemented: the code now actively monitorsMenuManager.currentMenuStatevia reflection to enforce a "one menu at a time" rule, automatically preventing the Tracker settings from opening if the Terminal or Pause menu is active.
1.0.7
Fixed
- Duck and Elsa will no longer be detected as valuable items.
- Any Physics Grabbable object will no longer be immediately treated as valuable items. Instead, we look for objects that are actually valuables.
- The Items In Cart counter will no longer turn to green when the number of items is fulfilled. This was an unintended design that was overridden by a standardized method, which caused it to also turn green.
Technical Explanation
- The item detection logic has been shifted from reflecting the raw
itemsInCartCountinteger to iterating through theitemsInCartlist. By performing aGetComponent<ValuableObject>()check on each entry—matching the logic used by the cart's own haul display and the extraction point—the HUD now correctly filters out anyPhysGrabObjectthat does not possess a monetary value defined by theValuableDirector. - UI Scoping: The HUD display logic was updated to use Rich Text Tags specifically for the main item counter. This prevents color inheritance, ensuring that green "fulfillment" highlighting is scoped only to the total item count while the "In Cart" display remains the default standardized color.
1.0.6
Fixed
- Fixed a bug with the UI setting toggles.
1.0.5
Changed
- Corrected READ.md
1.0.4
Added
- New Interactive Settings Menu (Press F4 to Open).
- Added "In Cart" counter to HUD to track items ready for extraction.
- Added "Reset to Default Settings" button in the menu.
- Added audio feedback when interacting with menu toggles.
- Added a contextual hint to fire once per session upon the first time a level's gameplay state becomes fully visible.
Changed
- Refactored HUD logic into a separate module for better performance.
- Styled the settings menu to match the R.E.P.O. Amber aesthetic.
Fixed
- Improved UI collision logic to prevent overlapping with other HUD mods.
v1.0.3
- I promise this is the final hotfix. Updated README with clearer installation instructions.
- Transferred all changelogs from README.md to CHANGELOG.md
1.0.2
- Fixed an oopsie. Uploaded the wrong file and forgot to include .dll!
1.0.1
- Attempted to fix the oopsie.
1.0.0
- Initial release.
- Added HUD tracker for extracted and lost items.
- Implemented smart positioning to avoid overlapping with Map Value Tracker.