Please disclose if any significant portion of your mod was created using AI tools by adding the 'AI Generated' category. Failing to do so may result in the mod being removed from Thunderstore.
CartFix
Updated for R.E.P.O. v0.4 — loaded carts no longer feel heavy or slow to turn. Cart mass scales with payload so items stop draining momentum, and in-cart items stay put through slow turns. Host-only; install on the host, all players benefit.
CHANGELOG
Changelog
1.0.3
- Updated: Rebuilt for R.E.P.O. v0.4. The patched methods (
PhysGrabCart.CartMassOverride,PhysGrabObjectImpactDetector.FixedUpdate) and every cart field the mod reads are unchanged in v0.4 — recompile is sufficient and behavior is identical to 1.0.2 on the new game build.
1.0.2
- Mass scaling is now load-aware.
CartMassOverrideadds twice the summed mass of items currently in the cart's tray, so an empty cart stays at vanilla 4 and a loaded cart scales proportionally with its payload. Replaces the old flat 6x multiplier, which over-weighted empty carts and under-scaled very heavy loads. - Dropped the persistent
rb.masschange atPhysGrabCart.Start. That was leaking the mass bonus into weak-grab lifts, door collisions while coasting, and every other cart interaction where no one was actively pushing. Scope is now strictly "during an active push." - In-cart adhesion now only kicks in below vanilla's 1 m/s threshold (vanilla handles everything above), and skips items moving fast relative to the cart. Fixes thrown valuables snapping in mid-air over the cart and dropping straight down without their throw momentum.
1.0.1
- Docs: added before/after comparison GIFs to README (control, back-and-forth, grab-and-spin, basic maneuver). No functional changes.
1.0.0
- HeavyMass: scales cart Rigidbody mass and
CartMassOverridecalls. Loaded turn rate returns to roughly empty-cart feel. - LerpBoost: items sync to cart velocity every physics tick, including angular contribution. No more drift into cart walls on turns.