
Spawn System Overhaul
Adds full customizability to the spawning of enemies via spawn weights and fixed enemy scaling.
By bcs4313
Last updated | 5 days ago |
Total downloads | 1074 |
Total rating | 0 |
Categories | Mods Misc Monsters Server-side |
Dependency string | bcs4313-Spawn_System_Overhaul-1.0.0 |
Dependants | 0 other packages depend on this package |
This mod requires the following mods to function

BepInEx-BepInExPack
BepInEx pack for Mono Unity games. Preconfigured and ready to use.
Preferred version: 5.4.2100
Evaisa-HookGenPatcher
Generates MonoMod.RuntimeDetour.HookGen's MMHOOK file during the BepInEx preloader phase.
Preferred version: 0.0.5
README
Spawn System Overhaul
This mod completely changes how the spawn system in R.E.P.O works, allowing for an easy customization of spawn weights for all enemies.
Generating the Config
First, load a lobby up to allow the spawn system to register all enemies, including modded ones.
The mod will generate a config for you. You might have to close R.E.P.O for it to show up.
Basic Enemy Scaling
We can configure the basic enemy spawn rate scaling here
Follow the simple linear formula for enemy spawns to get the results you want:
Total Enemy Spawns = BaseEnemySpawns + LevelsCompleted * LevelsCompletedMultiplier
Customizing Individual Enemy Spawns
In this case we can try to configure the head enemy's spawning
spawn weight
The chance for the monster to be picked as a spawn target. A higher weight mean this monster will appear more often than the others.
min level
minimum level for the monster to spawn at all
max level
max level the monster may spawn in
spawn weight curve:
A custom level curve. Each comma separated number represents a multiplier to the enemy spawn weight. So 1.0,5.0,2.0 would mean 1x spawnrate for level one, 5x for level 2, and 2x for level 3 respectively. The multipliers will 'loop around' to the first value if the end is reached.
spawn amount level curve:
A custom level curve. Each comma separated number represents a fixed amount of spawns for the enemy (int). So 1,3,0 would force the enemy to spawn once on level 1, 3 times on level 2, and 0 times on level 3. The multipliers will 'loop around' to the first value if the end is reached.
Note that both level curves don't account for min and max level ranges. The first number will always be for level 1, then level 2, etc.
Currently Planned Features:
- Adding weights for enemies according to the map being played.
- Exponential scaling / easing settings for general enemy scaling.
- Hard cap on spawns for general enemy scaling.