SharedUpgradesPlus
Host-only shared upgrades for R.E.P.O. Chance-based sharing, late join sync, modded upgrade support. Alternative to SharedUpgrades and BetterTeamUpgrades.SharedUpgradesPlus
Share upgrades with your whole team in R.E.P.O.
HOST ONLY. Only the host needs this installed. Your friends play completely vanilla.
A note from Vippy
After way too long of a break, I'm finally back and working on these again :D Every one of my mods just got a full pass: bugs fixed, reports read, a few things I'd always meant to do. New builds and fixes land in Vippy's Discord before they hit Thunderstore, so come hang out. Thanks for sticking around.
Features
- Chance-based sharing. Set a % chance for upgrades to be shared. Roll it per teammate, or once per purchase so the whole team gets the level together. 100% for full team sharing, lower if you want it to feel earned.
- Shared upgrade limiting. Cap how many times a given upgrade type can be redistributed to the team without limiting how high any one person can take it.
- Per-upgrade toggle. Enable or disable sharing individually for each upgrade type in the config file.
- Late join sync. Players joining mid-run or between runs (with ReturnToLobby) receive the team's upgrades automatically. Loading a save catches up anyone the save file has nothing for, which is what keeps a lobby return from leaving people behind.
- Price scaling. Optional, off by default. One purchase kits out the team, so the shop can charge for the copies. See
ScalePriceWithSharingbelow. - Vanilla and modded upgrade support. Works with MoreUpgrades and other upgrade mods out of the box.
- Auto-discovery. Picks up new upgrades automatically, won't break when R.E.P.O. ships new ones.
Config
General
| Setting | Default | Description |
|---|---|---|
| EnableSharedUpgrades | true |
Enable or disable all upgrade sharing |
| SharedUpgradesChance | 100 |
Percent chance per upgrade level to be shared with each player |
| SharedUpgradesChanceMode | Each player |
Roll the share chance per teammate, or Whole team to roll once per purchase so the whole team gets the upgrade or nobody does |
| LateJoinSync | true |
Sync upgrades to players who join mid-run, and to anyone a loaded save has nothing for |
| EnableModdedUpgrades | true |
Sync upgrades added by other mods |
| AvoidMoreUpgradesDoubleShare | true |
When MoreUpgrades is set to team-share one of its own upgrades, leave that one to it instead of sharing it a second time |
| ScalePriceWithSharing | false |
Charge for the copies: an upgrade in the shop costs more the more teammates it would go out to |
| PricePerExtraCopy | 100 |
Percent of the base price added per teammate who would receive the upgrade, 0 to 300. Only used when ScalePriceWithSharing is on |
| LogLevel | Off |
How much goes in the log: key events only, per-player results (Debug), or the full trace (Verbose) |
Effects
| Setting | Default | Description |
|---|---|---|
| EnableSharedUpgradeHeal | false |
Heal players to full HP when receiving a shared health upgrade |
| EnableShareNotification | true |
Visual effect when upgrades are shared with you |
Per-Upgrade (one entry per upgrade type, auto-generated)
| Setting | Default | Description |
|---|---|---|
| [Upgrade Name] | true |
Enable sharing for this upgrade |
| [Upgrade Name] Share Limit | 0 |
Others won't receive this upgrade past this level (0 = unlimited) |
Supports REPOConfig for live in-game config changes without restarting.
How price scaling counts
With ScalePriceWithSharing on, an upgrade's shop price becomes base * (1 + PricePerExtraCopy% * recipients). recipients is how many teammates that one purchase would hand a copy to: every player who would receive the upgrade under your config (its per-upgrade toggle is on, they are under its share limit, SharedUpgradesChance is above zero), minus one for whoever ends up buying it.
Below 100% share chance the count is still everyone who could receive it, not a roll. The shop has to put a single number on the item before anyone touches it, so a price that rolled the dice would be a lie half the time. The shelf re-prices if someone joins or leaves while you're in the shop.
Turned off, the mod does not touch shop prices at all.
Standing on the shoulders of giants
Mods like SharedUpgrades and BetterTeamUpgrades showed the community what shared upgrades could be. SharedUpgradesPlus builds on that foundation.
Maintenance
SharedUpgradesPlus is feature complete as far as I'm concerned. I'm not planning new features but I'll keep it maintained, so if you run into a bug or have a feature idea that makes sense, open an issue on GitHub and I'll take a look.
Come hang out
I'm Vippy. I make R.E.P.O. mods and I read every bug report.
| Vippy's Discord | Test builds land here before Thunderstore, you get a say in what comes next, and it's the fastest way to get a bug fixed. Come say hi. |
| GitHub Issues | Bug reports and ideas that deserve a paper trail. |
| R.E.P.O. Modding Server | The whole modding scene, not just me. |
| This mod in the modding server | Its #released-mods thread. |
| More of my mods | Everything else I've made for R.E.P.O. |
Keep the mods coming
Everything I make is free and stays free. Two ways to help if you feel like it, neither one expected:
- Ko-fi: buy me a coffee and your name goes on the supporters list in my Discord. Every coffee buys another evening on the next update.
- BisectHosting: hosting a server for Minecraft or anything else your crew plays? Code
vippytakes 25% off, and I get a cut at no cost to you. It's where my own servers live.

