RevivalSync
[Experimental] Replacement for NetworkingReworked. Singleplayer-feel multiplayer for R.E.P.O. v0.5.0+: instant carts, doors, items, no timeout kicks. Works with unmodded hosts. CartSpeedSync is not supported and gets auto-disabled. By Revival.RevivalSync
Made by Revival
Source code — help welcome: https://github.com/Vladtheosis/RevivalSync
(issues, bug reports with logs, and pull requests are all appreciated; see DEVLOG.md there
for the architecture and lessons learned)
One mod that makes R.E.P.O. multiplayer feel like singleplayer — the replacement for NetworkingReworked, which no longer works on current game versions. Also replaces (and merges) NetworkingRevived and NetworkTweaksRevived. Rebuilt on NetworkingReworked's architecture, including its host-state capture technique.
Still experimental. It should work fine for normal play, but this mod predicts physics locally, so odd behaviour can still show up — an item in the wrong spot, a door disagreeing with the host, loot behaving strangely in a cart. Nothing that breaks a run permanently, and every feature can be switched off individually (see Config). Bug reports with a log attached are genuinely useful.
Game version: 1.3.0 and newer are for R.E.P.O. v0.5.0+. The game rewrote its object sync in v0.5.0, so older RevivalSync versions switch themselves off on it (and 1.3.0 switches itself off on older game versions). If the game updates and breaks something again, the mod detects it at startup and turns itself off rather than misbehaving.
Credits: several core techniques are adopted from readthisifbad's NetworkingReworked — the host-state capture design, the fully-local door model with event-level reconciliation, and the release-state overwrite that makes throws fly clean. Thank you.
What it does (client-side only — works with unmodded hosts)
- Instant grabs: valuables, props, items and carts respond the moment you grab them, no host round trip. Carts follow you at full speed with the game's real steering feel; weapons aim with your camera using their own orientation tuning; throws fly the way you threw them. Only self-moving objects (vehicles, drones, the duck) use the game's normal sync.
- Instant doors: doors and cabinets run the game's own hinge logic locally, so they swing the moment you touch them (the host still decides when they break).
- Synced world: everything you're not holding glides smoothly toward the host's authoritative state, so desync cannot accumulate. Wedged/stuck objects snap free.
- Emergency resync (F8): if something ever ends up in the wrong place, press F8 to teleport every synced object to exactly where the host has it. The key is rebindable — in the REPOConfig menu just type a key name (F8, K, Mouse3, None to disable) — and "Auto Resync Seconds" can do it for you on a timer.
- Trajectory Matching (experimental, off by default): thrown items follow the host's flight path while in the air instead of settling after they land; pushed carts get only their real disagreements corrected, never the normal lag trail.
- Smooth everything else: enemies and other host-driven objects move with snapshot interpolation instead of choppy stepping.
- No random timeout kicks: Photon's client-side disconnect timer is neutralized via Photon's own settings (zero patches).
- Faster networking: packets processed every rendered frame.
Item effects — damage, explosions, battery drain, breaking — stay host-decided exactly like vanilla; only the physics feel is local.
Compatibility
- CartSpeedSync — not supported. If it is installed, RevivalSync switches it off automatically (it makes your copy of a held cart run ahead of the host's). RevivalSync already gives you instant carts.
- REPO Fidelity — supported. RevivalSync removes one REPO Fidelity performance shortcut that would otherwise disable Instant Cart Handle; the rest of REPO Fidelity is untouched.
- Self_Hosted_Photon — supported. On game v0.5.0 its region page crashes (a removed Steam login call); RevivalSync patches in the new call so hosting on your own Photon server works. PhotonV4ServerVoiceFix needs nothing from RevivalSync.
- REPOConfig / MenuLib — use the REPOModding versions (REPOConfig 1.2.7+, MenuLib
2.6.0+), which work on game v0.5.0. The older nickklmao uploads do not. RevivalSync itself
works fine without them — edit
BepInEx/config/com.Revival.revivalsync.cfginstead.
Known issues
- Doors and cupboards can occasionally appear desynced from what the host sees
(e.g. open on one screen, closed on the other). This is actively being worked on —
if it happens to you, a report with
Verbose Loggingon and yourLogOutput.logattached helps a lot.
Both players can (and should) install it — it automatically does nothing while you're the host and activates when you're the client.
Config
If anything misbehaves for you, you can turn that part of the mod off — every feature
has its own switch in section "1. Main". Easiest with the in-game settings menu from the
REPOConfig mod; otherwise edit BepInEx/config/com.Revival.revivalsync.cfg.
Three sections:
- 1. Main — plain on/off switches (instant carts / doors / items, no timeout kicks, smooth enemies). Safe to flip; everything defaults to ON.
- 2. Fine-Tuning — numbers for how firmly things sync. The defaults are good; touch only if you're troubleshooting something specific.
- 3. Debug —
Verbose Logging: turn ON before reporting a bug and include yourBepInEx/LogOutput.logwith the report.
Install
- Install BepInEx (BepInExPack for R.E.P.O.).
- Drop
RevivalSync.dllintoBepInEx/plugins. - Remove NetworkingRevived, NetworkTweaksRevived, NetworkingReworked and REPONetworkTweaks if you still have them — RevivalSync replaces all of them and will warn if they're present.
