ZeroGravityExtraction
Zero-gravity extraction pads for R.E.P.O. Flip a pad and your loot floats up the chute, so you stack the haul vertically instead of cramming the floor. Valuables, items, weapons, Semibots and enemies all lift off. Host-only.Changelog
1.1.2
- Modded clients learn the host runs the mod from a room property instead of a one-shot RPC sent while they're still loading, so a late joiner always gets their grab spot.
- Every toggle path (head touch, grab, client request) shares one cooldown. A client spamming toggle requests can't machine-gun the drone sound any more.
- Flipping Enabled off mid-run now stops the float and removes the grab spots instead of leaving a pad floating until the level ends.
- The staff resolver ranks candidates: the game's own staff wins, a look-alike registered through REPOLib only fills in when no vanilla staff is there. Bundle-only orbs are still skipped.
- Pads stay out of the shop. The till is an extraction point like any other, so it was getting a grab spot and your shopping could be flipped to zero gravity mid-purchase.
- A finished pad hands its grab spot back. The spot used to stay behind for the rest of the level, still reading as a button and still playing the drone sound on a pad that couldn't float anything.
- Grabbing the spot no longer puts "Illegal view ID: 0" in everyone's console. It's built locally on each client, so it has no networked view to send the game's grab calls through, and it doesn't need one.
- A zero-gravity drone gets its own targeting back when it's packed up. Vanilla+ left it hunting non-valuables for the rest of the run, even after you turned Vanilla+ off.
- Someone joining a lobby with a pad already floating gets the sparkle on the next tick instead of waiting out the refresh cycle.
- The head-touch check no longer allocates every frame on the host, and it sweeps the phys-grab layers instead of every layer in the level, so a head landing on top of a big stack can't get lost behind the platform and the room volume.
1.1.1
- Compatibility fix for mods that add their own zero-gravity item. The float now always locks onto the vanilla staff. REPO_JP-DroneToOrbItem carries the same effect chain but ships its orb in an asset bundle, and if the resolver grabbed that instead of the staff the multiplayer float came back empty, because that orb can't be network-spawned the way the staff's can. The resolver skips any non-Resources look-alike now, so the two mods run together without a third-party patch.
1.1.0
- The non-host button only answers to a dead Semibot head now, and a touch is enough (the Poke speed setting is gone). Anything-goes poking kept flipping pads by accident; a head on the switch is deliberate, on-theme, and still works for completely unmodded lobbies.
- Multiplayer floats now go through the game's own networked area effect, so every client sees the sparkle and the float, not just the host's physics sync. Singleplayer keeps the smooth local affect.
- The float service survives level changes cleanly now: per-level state resets when a new level spawns instead of trusting stale entries against recycled IDs.
1.0.0
First release.
- Flip an extraction pad to zero gravity and everything in it floats with the game's own zero-gravity staff effect, so you can stack a haul up the chute instead of cramming it onto the pad. It settles back down once it leaves.
- Floats valuables, items, weapons, Semibots and enemies, each with its own toggle.
- Toggle a pad by grabbing the spot if you have the mod, or by poking it with something fast if you don't. The non-host button can be switched off, and the poke sensitivity has Low/Medium/High settings.
- Vanilla+ mode: instead of floating the whole pad for free, power a zero-gravity zone with a deployed drone latched onto the pad. It drains the drone's battery while it runs.
- Host-only install. The rest of the lobby sees the float whether or not they have the mod.
