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 successor to (and
merger of) NetworkingRevived and NetworkTweaksRevived, rebuilt on the architecture of the
original NetworkingReworked with its host-state capture technique.
Credits: several core techniques are adopted from readthisifbad's NetworkingReworked
— the raw host-state capture, 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.
- 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.
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 Logging on and your LogOutput.log
attached 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
BepInEx/config/com.Revival.revivalsync.cfg (or the in-game mod settings menu if you use
REPOConfig). 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 your
BepInEx/LogOutput.log with the report.
Install
- Install BepInEx (BepInExPack for R.E.P.O.).
- Drop
RevivalSync.dll into BepInEx/plugins.
- Remove NetworkingRevived, NetworkTweaksRevived, NetworkingReworked and REPONetworkTweaks
if you still have them — RevivalSync replaces all of them and will warn if they're present.