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Date uploaded | 4 months ago |
Version | 1.1.0 |
Download link | Zehs-REPOLib-1.1.0.zip |
Downloads | 33419 |
Dependency string | Zehs-REPOLib-1.1.0 |
This mod requires the following mods to function

BepInEx-BepInExPack
BepInEx pack for Mono Unity games. Preconfigured and ready to use.
Preferred version: 5.4.2100README
REPOLib
Library for adding content to R.E.P.O.
Features
- Registering network prefabs.
- Registering valuables.
Usage
Click to expand
Reference REPOLib in your project's .csproj
file.
<ItemGroup>
<PackageReference Include="Zehs.REPOLib" Version="1.*" />
</ItemGroup>
Add REPOLib as a dependency to your plugin class.
[BepInDependency(REPOLib.MyPluginInfo.PLUGIN_GUID, BepInDependency.DependencyFlags.HardDependency)]
[BepInPlugin("You.YourMod", "YourMod", "1.0.0")]
[BepInDependency(REPOLib.MyPluginInfo.PLUGIN_GUID, BepInDependency.DependencyFlags.HardDependency)]
public class YourMod : BaseUnityPlugin
{
// ...
}
Registering a network prefab.
[BepInPlugin("You.YourMod", "YourMod", "1.0.0")]
[BepInDependency(REPOLib.MyPluginInfo.PLUGIN_GUID, BepInDependency.DependencyFlags.HardDependency)]
public class YourMod : BaseUnityPlugin
{
// ...
private void Awake()
{
// ...
AssetBundle assetBundle = AssetBundle.LoadFromFile("your_assetbundle_file_path");
GameObject prefab = assetBundle.LoadAsset<GameObject>("your_network_prefab");
// Register a network prefab.
REPOLib.Modules.NetworkPrefabs.RegisterNetworkPrefab(prefab);
}
}
Registering a valuable.
[BepInPlugin("You.YourMod", "YourMod", "1.0.0")]
[BepInDependency(REPOLib.MyPluginInfo.PLUGIN_GUID, BepInDependency.DependencyFlags.HardDependency)]
public class YourMod : BaseUnityPlugin
{
// ...
private void Awake()
{
// ...
AssetBundle assetBundle = AssetBundle.LoadFromFile("your_assetbundle_file_path");
GameObject prefab = assetBundle.LoadAsset<GameObject>("your_valuable_prefab");
// Register a valuable.
REPOLib.Modules.Valuables.RegisterValuable(prefab);
}
}
Registering a valuable to a specific level.
[BepInPlugin("You.YourMod", "YourMod", "1.0.0")]
[BepInDependency(REPOLib.MyPluginInfo.PLUGIN_GUID, BepInDependency.DependencyFlags.HardDependency)]
public class YourMod : BaseUnityPlugin
{
// ...
private void Awake()
{
// ...
AssetBundle assetBundle = AssetBundle.LoadFromFile("your_assetbundle_file_path");
GameObject prefab = assetBundle.LoadAsset<GameObject>("your_valuable_prefab");
// Valuables Presets:
// "Valuables - Generic"
// "Valuables - Wizard"
// "Valuables - Manor"
// "Valuables - Arctic"
List<string> presets = new List<string> { "Valuables - Wizard" };
// Register a valuable.
REPOLib.Modules.Valuables.RegisterValuable(prefab, presets);
}
}
[!NOTE] Registering a valuable will automatically register it as a network prefab.
[!IMPORTANT] You should only register network prefabs and valuables from your plugins awake function.
[!TIP] You can enable extended logging in the config settings to get more info about valuables being registered, custom network prefabs being spawned, and more.
Contribute
Anyone is free to contribute.
https://github.com/ZehsTeam/REPOLib
Developer Contact
Report bugs, suggest features, or provide feedback:
- GitHub Issues Page: REPOLib
- Email: [email protected]
- Twitch: CritHaxXoG
- YouTube: Zehs
CHANGELOG
v2.1.0
- Added Upgrades module. (#29)
- Fixed not being able to spawn vanilla network prefabs in singleplayer.
- Made all extension methods and a few other non-module things private.
- Existing mods using these things should still work, but it is recommended that they switch to another solution.
v2.0.1
- Fixed BundleLoader causing an infinite loading screen when loading invalid content.
- Moved documentation to the R.E.P.O. Modding Wiki.
- Added XML documentation for most public API classes, methods, and properties. (#40)
v2.0.0
- Added support for registering levels. (#32)
- Added new async bundle loading system. (#15)
- Added more safety checks when instantiating a network prefab.
- Changed most of the extended logs to use the
Debug
log level, instead ofInfo
. (#33) - Split the
DeveloperMode
config option into two ones:DeveloperMode
enables developer-only chat commands.VanillaDeveloperMode
enables the vanilla developer keyboard shortcuts.
- Fixed the SpawnEnemy method ignoring the spawnDespawned parameter always spawning enemies not despawned.
- Breaking changes:
- Changed the signature of
BundleLoader.LoadBundle
(due to async loading). - Moved
GenericValuablePresetName
andValuablePresets
fromModules.Valuables
toModules.ValuablePresets
.
- Changed the signature of
Older Versions
v1.5.0
- Added partial name matching to all spawn commands. (#17)
- Added a new developer mode command
Spawn Enemy
.- Usage:
/spawnenemy <name>
(/se
for short) - You must enable
DeveloperMode
mode in the config settings to use developer mode commands. - Note: developer mode commands are host-only!
- Usage:
- Added methods/properties to the Valuables module.
SpawnValuable
- Spawn a valuable.AllValuables
andGetValuables
- Returns a list of all the valuables registered in the game. (Vanilla and Modded)GetValuableByName
andTryGetValuableByName
- Returns a valuable prefab that equals the name.GetValuableThatContainsName
andTryGetValuableThatContainsName
- Returns a valuable prefab that contains the name.
- Added methods/properties to the Items module.
SpawnItem
- Spawn an item.AllItems
andGetItems
- Returns a list of all the items registered in the game. (Vanilla and Modded)GetItemByName
andTryGetItemByName
- Returns an item that equals the name.GetItemThatContainsName
andTryGetItemThatContainsName
- Returns an item that contains the name.
- Added methods/properties to the Enemies module.
SpawnEnemy
- Spawn an enemy.AllEnemies
andGetEnemies
- Returns a list of all the enemies registered in the game. (Vanilla and Modded)GetEnemyByName
andTryGetEnemyByName
- Returns an EnemySetup that equals the name.GetEnemyThatContainsName
andTryGetEnemyThatContainsName
- Returns an EnemySetup that contains the name.
- Added a method to the NetworkPrefabs module.
SpawnNetworkPrefab
- Spawn a network prefab by providing a prefab ID.- This method works in both multiplayer and singleplayer.
- Note: this will only spawn registered network prefabs.
- You can now toggle developer mode using the REPOConfig mod.
- You can now register enemy groups if you have already registered that enemy previously.
v1.4.2
- Removed changelog field from the
Mod
asset. (#14)
REPOLib-Sdk v1.2.0
- Added an
Extra Files
field to theMod
asset. (REPOLib-Sdk#7)- You can put your changelog file here.
v1.4.1
- Added
RaiseMasterClient
toREPOLib.Modules.NetworkingEvents
class. - Added
RaiseEvent
method toREPOLib.Modules.NetworkedEvent
class.- This method works to call in singleplayer.
v1.4.0
- Added REPOLib as default dependency to the
Mod
asset. (#11) - Added
REPOLib.Modules.Utilities
class that contains a functionpublic static void FixAudioMixerGroups(GameObject prefab);
to fix the audio mixer groups on a prefab and their children. (#10) - Registering features (Valuables, Items, Enemies, etc...) will now automatically fix their prefabs audio mixer groups.
- Added
REPOLib.Modules.NetworkedEvent
class to easily manage your event codes when usingPhotonNetwork.RaiseEvent();
(#12)
v1.3.1
- Added changelog field to the
Mod
asset. (#9)
v1.3.0
- Added more validation when registering features to prevent conflicts and errors.
- Added support for registering custom chat /commands. (#5)
- Added some built-in developer mode commands:
/spawnvaluable <name>
,/spawnitem <name>
(/sv
and/si
for short)- You must enable
DeveloperMode
mode in the config settings to use developer mode commands. - Note: developer mode commands are host-only!
- You must enable
- Added some built-in developer mode commands:
v1.2.0
- Added support for registering items.
- Added support for registering enemies. (#2)
- Added support for registering features without code using the REPOLib-Sdk. (#3)
- Features now register network prefabs to have their prefabId match the Resources folder structure.
- You can no longer manually pass in a prefabId when registering a valuable.
v1.1.0
- You can now register valuables to specific levels. (#1)
- Valuables Presets:
Valuables - Generic
,Valuables - Wizard
,Valuables - Manor
,Valuables - Arctic
- Valuables Presets:
v1.0.2
- Small improvement to
NetworkPrefabs.cs
,Valuables.cs
,CustomPrefabPool.cs
,LevelValuablesExtension.cs
, and other. - Added
public static IReadOnlyList<GameObject> RegisteredValuables { get; }
toValuables.cs
v1.0.1
- Updated mod icon.
v1.0.0
- Initial release.