


A client-side mod for R.E.P.O. that makes multiplayer feel like singleplayer — grabbing, dragging and throwing objects responds instantly instead of waiting a full network round trip for the host to approve it.
This is a from-scratch rewrite of the abandoned NetworkingReworked mod, rebuilt against the current version of the game (the original broke when the game's overcharge update changed the network stream format and internal code).
R.E.P.O. is host-authoritative: when you grab something as a client, your game asks the host for permission, the host simulates the physics, and the result is streamed back to you. On any real connection that means visible input lag and rubberbanding.
NetworkingRevived changes that, only on your machine:
The host and other players are untouched — the host still owns the "real" simulation, damage, breakage, and money. Only you need the mod, and it works in lobbies where the host is completely unmodded.
Objects whose behavior is managed by host-side game logic stay vanilla to avoid breaking things: enemies, tumbled players, hinged objects (doors), and shop/inventory items (weapons, batteries, grenades, upgrades). Those still use the normal host round trip.
BepInEx/config/com.dantdm.networkingrevived.cfg
| Setting | Default | What it does |
|---|---|---|
| SimulateCarts | true | Local prediction for carts |
| SimulateCartContents | true | Items inside your cart ride along locally |
| InstantCartHandle | true | Cart handle grabs register instantly |
| SoftSyncDuration | 1.25 | Seconds of blending back to host state after release |
| SoftSyncStrength | 0.12 | Blend strength per physics tick (higher = snappier) |
NetworkingRevived.dll into BepInEx/plugins.