R.E.P.O.
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1.0.3
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Hover Hauler

Turn R.E.P.O's Hauler and Scout into hovercraft. They float over the floor, glide across holes, climb stairs by themselves and never tip over. Only the host needs the mod.

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Highlights

  • Hovers. The vehicle floats about half a metre above the floor while someone drives. Steering and speed feel the same as on the ground.
  • Rise and sink. Hold Jump to go up (to 4 m) and Crouch to come down. It never rises into the ceiling.
  • Climbs stairs on its own. It sees stairs coming, lifts up and tilts its nose to match, so it glides up smoothly. Every driver can go upstairs, even players without the mod. Going down stays level.
  • Never falls into death pits. Pits, gaps and ledges are floated across at the same height. To drop down a ledge on purpose, hold Crouch at the lowest height: it comes down to the floor below, but never into a death pit.
  • Never tips over. It turns freely but can't roll onto its side or flip.
  • Boosts only when you want. It drives at its normal top speed and left/right simply steer. Only while you hold Sprint does it boost and drift: the extra speed that builds up after top speed, the push up ramps, drifting, drift boosts and boost pads. No more surprise bursts on stairs, slopes or every turn.
  • Parks gently. When nobody's driving it settles to the ground, and you can pull it down from a balcony or a ledge to the floor below. Left over a death pit, it stays floating instead of falling in.
  • Indestructible (on by default). Crashes and enemies don't drain its battery bars, so it can't catch fire or explode. Charging still works.

Who needs it

Player Needs Hover Hauler?
Host Yes. The host runs the vehicles, so hovering, stairs, hole protection and indestructible mode work for everyone in their game.
Driver Only to use Jump/Crouch to change height. Without the mod a driver still hovers, climbs stairs and is safe from holes, at the normal height, and can boost with Sprint (as long as they have stamina).
Everyone else No. They just see a floating Hauler. Players without any mods can still join.

Controls

Key What it does
Jump (held) Rise, up to 4 m.
Crouch (held) Sink, down to 0.25 m. At the lowest height, it also lets you come down a ledge (never into a death pit).
Sprint (held) Boost and drift. Without it the vehicle never goes past its normal top speed, and left/right just steer.

These are whatever keys you have bound to Jump, Crouch and Sprint.

Settings

Change these in REPOConfig in-game, or in BepInEx/config/ricketywrecked.repo.hoverhauler.cfg. Restart the game after changing them.

Setting Default What it does
Vehicles.Hauler on The Hauler hovers.
Vehicles.Scout on The Scout (the small Hauler) hovers.
Vehicles.Indestructible on The Hauler and Scout never lose durability from crashes or enemies.
Vehicles.BoostOnlyWithSprint on The Hauler and Scout only boost and drift while the driver holds Sprint. Off = the game's normal boosting and drifting.
Hover.DefaultHeight 0.5 Hover height (m) when you get in.
Hover.MinHeight 0.25 Lowest height (m) with Crouch.
Hover.MaxHeight 4 Highest height (m) with Jump.
Hover.ClimbSpeed 2 How fast (m/s) Jump and Crouch change the height.

Questions

Does it climb onto tables and beds? No. Only real stairs and ramps make it rise. Furniture, single steps and anything that can be moved are ignored.

Can I still pick the Hauler up? Yes. Anyone not riding it can grab and move it as usual.

Does it work with other vehicle mods? It only changes the Hauler and Scout. A mod that also changes how the Hauler moves may not mix well with it.

Technical details

  • The Hauler is Item Vehicle Semiscooter and the Scout Item Vehicle Semiscooter Small (ItemVehicle); the master client runs their physics in FixedUpdate.
  • A sphere cast finds the floor. While driving, more casts every 0.25 m up to 2 m ahead (along the direction of travel, or the way it faces when stopped against a step) look for a staircase or ramp: at least two rises in a row, each at most 0.35 m, static level geometry only, up to 1.1 m higher. The vehicle rises to it early and pitches to the stairs' own slope (clamped 15-32 degrees, turned at 120 degrees/s, held 0.5 s between steps) with 0.9 m x sin(pitch) extra lift. One taller jump (furniture) ends the check.
  • Rises and drops of up to 0.6 m are followed under the vehicle; a bigger drop holds the previous floor height. The height is held by predicting the vertical speed after the physics step from Rigidbody.GetAccumulatedForce() and gravity, and adding exactly the velocity change needed.
  • While hovering, the game's PerformGroundCheck reports the wheels as grounded, so the driving model and fall damage behave as on the ground.
  • Upright: X/Z rotation is frozen (and restored afterwards) and the vehicle is turned level, keeping its heading.
  • A parked vehicle is woken up (a still body falls asleep and ignores gravity) and its fall is capped at 2.5 m/s. Over a death pit it's held at the old floor height. A death pit is found the way the game's own enemies find one: no floor below, or the game's death-pit trigger above the floor that's there. Any real floor below, however far down, is fine to come down to.
  • Drivers who aren't the host send their Jump/Crouch state to the host (raise-event 164); the host only accepts it from the vehicle's driver.
  • Indestructible: ApplyEnemyHitDurabilityLoss is skipped, and any other drop in ItemBattery.batteryLife is put back right after UpdateImpactDetection / Update.

Support

All my mods are free and always will be. If they made your lobby better, a tip helps me keep testing, fixing and adding new features. Thank you! 💛

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License

Copyright (c) 2026 RicketyWrecked. All rights reserved. You may download and play with this mod, and list it as a dependency in your own Thunderstore modpack. You may not copy, modify, decompile, reuse or re-upload any of it without written permission. See the included LICENSE file. Permission requests: Discord.

Credits

Made by RicketyWrecked. Not affiliated with the R.E.P.O developers.

Questions, bug reports, or suggestions: Discord.

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