
Date uploaded | 11 hours ago |
Version | 1.3.0 |
Download link | Zehs-REPOLib-1.3.0.zip |
Downloads | 5112 |
Dependency string | Zehs-REPOLib-1.3.0 |
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.
- Registering items.
- Registering enemies.
- Registering custom chat /commands
- Built-in dev mode commands: Spawn Valuable, Spawn Item
- Registering features without code using the REPOLib-Sdk.
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
{
// ...
}
Network prefabs
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);
}
}
Valuables
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);
}
}
Items
Registering an item.
[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");
Item item = assetBundle.LoadAsset<Item>("your_item");
// Register an item.
REPOLib.Modules.Items.RegisterItem(item);
}
}
Enemies
Registering an enemy.
[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");
EnemySetup enemy = assetBundle.LoadAsset<EnemySetup>("your_enemy_setup");
// Register an enemy.
REPOLib.Modules.Enemies.RegisterEnemy(enemy);
}
}
Chat commands
Registering a chat /command.
public static class YourCommand
{
// ...
[CommandInitializer]
public static void Initialize()
{
// Perform any setup or caching
}
[CommandExecution(
"Your Command Name",
"Description of what the command does and how to use it.",
enabledByDefault: true,
requiresDeveloperMode: false,
)]
[CommandAlias("yourcommand")]
[CommandAlias("yourcmd")]
public static void Execute(string args)
{
// ...
}
}
[!NOTE] Registering valuables, items, and enemies automatically registers their prefabs as a network prefab.
[!IMPORTANT] You should only register network prefabs and features from your plugin's awake function.
[!TIP] You can enable extended logging in the config settings to get more info about features being registered, custom network prefabs being spawned, and more.
[!TIP] You can enable developer mode in the config settings to get access to the
/spawnvaluable <name>
and/spawnitem <name>
chat commands (/sv
and/si
for short). HOST ONLY!
Contribute
Anyone is free to contribute.
https://github.com/ZehsTeam/REPOLib
To set up the project, copy the REPOLib.csproj.user.example
file to REPOLib.csproj.user
. If needed, change the settings found in that file.
Developer Contact
Report bugs, suggest features, or provide feedback:
- GitHub Issues Page: REPOLib
- Email: [email protected]
- Twitch: CritHaxXoG
- YouTube: Zehs
CHANGELOG
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 dev mode commands:
/spawnvaluable <name>
,/spawnitem <name>
(/sv
and/si
for short)- You must enable
DeveloperMode
mode in the config settings to use dev mode commands. - Note: Dev mode commands are host-only!
- You must enable
- Added some built-in dev 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.