
Date uploaded | 2 weeks ago |
Version | 2.0.0 |
Download link | Zehs-REPOLib-2.0.0.zip |
Downloads | 575311 |
Dependency string | Zehs-REPOLib-2.0.0 |
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 levels.
- ResourcesHelper to help get network prefab IDs.
- Method to spawn network prefabs. (Which works in both multiplayer and singleplayer)
- Methods to get valuables and spawn valuables.
- Methods to get items and spawn items.
- Methods to get enemies and spawn enemies.
- Registering custom chat /commands
- Built-in dev mode commands:
Spawn Valuable
,Spawn Item
,Spawn Enemy
- Built-in dev mode commands:
- Fixing audio mixer groups.
- Making networked events.
- 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);
}
}
Levels
Registering a 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");
Level level = assetBundle.LoadAsset<Level>("your_level");
// Register a level.
REPOLib.Modules.Levels.RegisterLevel(level);
}
}
Chat commands
Registering a chat /command.
using REPOLib.Commands;
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)
{
// ...
}
}
Fixing audio mixer groups
Fixing audio mixer groups on a prefab and their children.
[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_prefab");
// Fix the audio mixer groups on a prefab and their children.
REPOLib.Modules.Utilities.FixAudioMixerGroups(prefab);
}
}
Registering any features will automatically fix their prefabs audio mixer groups.
Networked events
Creating a networked event.
using ExitGames.Client.Photon;
using REPOLib.Modules;
[BepInPlugin("You.YourMod", "YourMod", "1.0.0")]
[BepInDependency(REPOLib.MyPluginInfo.PLUGIN_GUID, BepInDependency.DependencyFlags.HardDependency)]
public class YourMod : BaseUnityPlugin
{
// ...
public static NetworkedEvent ExampleEvent;
private void Awake()
{
// ...
ExampleEvent = new NetworkedEvent("My Example Event", HandleExampleEvent);
}
// EventData is from ExitGames.Client.Photon
private static void HandleExampleEvent(EventData eventData)
{
string message = (string)eventData.CustomData;
Debug.Log($"Received message from example event: {message}");
}
}
Calling a networked event.
// The data you are sending through your networked event.
string message = "Hello World!";
// Call networked event on everyone. (This works in singleplayer)
ExampleEvent.RaiseEvent(message, REPOLib.Modules.NetworkingEvents.RaiseAll, SendOptions.SendReliable);
// Call networked event on everyone but yourself. (This works in singleplayer)
ExampleEvent.RaiseEvent(message, REPOLib.Modules.NetworkingEvents.RaiseOthers, SendOptions.SendReliable);
// Call networked event on the master client. (This works in singleplayer)
ExampleEvent.RaiseEvent(message, REPOLib.Modules.NetworkingEvents.RaiseMasterClient, SendOptions.SendReliable);
[!NOTE] Registering features (Valuables, Items, Enemies, etc...) automatically registers their prefabs as a network prefab.
[!NOTE] Registering features (Valuables, Items, Enemies, etc...) automatically fixes their prefabs audio mixer groups.
[!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.
Chat Commands
[!IMPORTANT] You must enable
DeveloperMode
in the config settings to use developer mode commands.
Chat commands currently only work in multiplayer since you need access to the in-game chat to use commands.
This mod comes with a few built-in chat commands:
1. Spawn Valuable /spawnvaluable <name>
This command will spawn a valuable in front of you.
Replace <name>
with the name of the valuable prefab.
Names are not case-sensitive.
Example usage: /spawnvaluable diamond
This command has multiple aliases: /spawnval
, /sv
This command requires developer mode to be enabled.
This command is host-only!
2. Spawn Item /spawnitem <name>
This command will spawn an item in front of you.
Replace <name>
with the name of the item or item prefab.
Names are not case-sensitive.
Example usage: /spawnitem gun
This command has one alias: /si
This command requires developer mode to be enabled.
This command is host-only!
3. Spawn Enemy /spawnenemy <name>
This command will spawn an enemy on top of you after a few seconds.
Replace <name>
with the name of the enemy or enemy prefab.
Names are not case-sensitive.
Example usage: /spawnenemy huntsman
This command has one alias: /se
This command requires developer mode to be enabled.
This command is host-only!
[!TIP] Commands can be enabled/disabled in the config settings.
If you are a mod developer and want to add your own custom chat commands to your mod, check the Usage > Chat commands
section.
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.
Bundle Loading
REPOLib loads any bundles under the plugins
folder with the .repobundle
extension. These bundles are then scanned for Mod
and Content
assets, which allows codeless registration of features in tandem with REPOLib-Sdk.
Bundles are loaded asynchronously, which enables other mods to do their initialization while files are being read from disk, which in turn leads to shorter startup times. Hence, using this system is the preferred way to use this library, even if you're already writing your own plugin code.
[!WARNING] If you're writing a mod that interacts with modded content, remember that all REPOLib content may not be registered by game start because of async bundle loading.
To work around this, either do your initialization at a later stage (for example when joining a lobby) or subscribe to the
REPOLib.BundleLoader.OnAllBundlesLoaded
event (however this requires a dependency on REPOLib).
If you want more control over the loading of bundles, you can use the public APIs from REPOLib.BundleLoader
.
using REPOLib;
using UnityEngine;
using System.Collections;
BundleLoader.LoadBundle(
"/path/to/bundle",
// Callback when the bundle has finished loading, which is guaranteed to happen before the player joins a lobby.
// Note that this needs to return an IEnumerator.
OnBundleLoaded,
// If this is true, REPOLib will load and register all Content assets from the bundle, as if it was loaded automatically.
// Defaults to false.
loadContents: true
);
IEnumerator OnBundleLoaded(AssetBundle bundle) {
Debug.Log("My bundle was loaded!");
// Do some more (asynchronous) setup logic,
// or, if loadContents is false, load and register your content
yield break;
}
[!IMPORTANT] If you are loading bundles manually, do not give them the
.repobundle
extension, as that will make them load twice.
Developer Contact
Report bugs, suggest features, or provide feedback:
Discord Server | Forum | Post |
---|---|---|
R.E.P.O. Modding Server | #released-mods |
REPOLib |
- GitHub Issues Page: REPOLib
- Email: crithaxxog@gmail.com
- Twitch: CritHaxXoG
- YouTube: Zehs
CHANGELOG
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
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.