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Multigrasp
Local-only R.E.P.O. Multigrasp mod: fix multiple grabbed objects in place, toggle follow/world anchoring, passthrough mode, and optional enemy anchoring.
By khalil
| Last updated | 4 hours ago |
| Total downloads | 65 |
| Total rating | 0 |
| Categories | Mods Misc Client-side Server-side AI Generated Quality Of Life |
| Dependency string | khalil-Multigrasp-1.0.1 |
| 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: 5.4.2305README
Multigrasp
Multigrasp is a local-only / single-player-focused R.E.P.O. BepInEx plugin that lets you fix grabbed physics objects in place, keep multiple objects anchored, release them with hotkeys, optionally make anchored objects pass through obstacles, and optionally allow anchoring enemy / monster physics objects.
Important multiplayer notice
This mod does not implement multiplayer synchronization.
The anchor state, passthrough state, object forces, and release/toggle actions are all handled locally. Because of this, the mod is not suitable for use as a synchronized multiplayer client mod. Other players or the host will not receive authoritative synchronized anchor data from this plugin.
If anyone wants to make a patch, fork, or modified version that adds multiplayer synchronization, you do not need my permission. You may modify and redistribute the code freely, including multiplayer-sync versions, as long as you keep a link back to the original mod page / original source link in your release notes or README.
Original link: please keep the original Thunderstore or source page link for this mod when redistributing modified versions.
What the mod does
When you grab a physics object and press the fix hotkey, Multigrasp records the object's current physical pose and grab point. After that, the mod applies smooth local physics corrections to keep the object at the saved anchor pose.
Instead of teleporting objects, Multigrasp uses bounded velocity and angular-velocity corrections:
- Linear correction uses
Rigidbody.AddForce(..., ForceMode.VelocityChange). - Angular correction uses
Rigidbody.AddTorque(..., ForceMode.VelocityChange). - The correction is clamped to avoid extreme physics impulses.
- The object remains a normal physics object and can still be interacted with.
If you grab an already anchored object, the mod pauses the anchor force while you are actively holding it, then resumes anchoring after you let go.
Hotkeys
| Key | Action |
|---|---|
F short press while holding an object |
Fix / anchor the currently grabbed object. |
Hold F |
Release all fixed objects. |
C while holding a fixed object |
Release only the currently held fixed object. |
R |
Toggle whether fixed objects follow the player or stay fixed in world space. |
V |
Toggle passthrough mode. When enabled, all currently fixed objects and future fixed objects ignore collisions / obstacles. Press again to restore normal collision behavior. |
Anchor modes
Follow-player mode
In follow-player mode, fixed objects keep their saved offset relative to the local player. This is useful when you want anchored objects to move along with you.
World-fixed mode
In world-fixed mode, fixed objects stay at their saved world position and rotation.
Press R to switch between these modes. Existing anchors are updated immediately, and future anchors use the current mode.
Passthrough mode
Press V to toggle passthrough mode.
When passthrough mode is enabled:
- Existing fixed objects stop colliding with the world and can pass through walls / obstacles.
- Future fixed objects inherit passthrough mode automatically.
- Anchor physics still runs locally, so objects remain fixed while ignoring collisions.
When passthrough mode is disabled:
- Existing fixed objects restore their original collision state.
- Future fixed objects use normal collision behavior.
Collision state is also restored when an anchor is removed, when all anchors are released, or when the plugin is unloaded.
Configuration
The config file is generated by BepInEx after the game runs once:
BepInEx/config/com.zhuanban.repo.multigrasp.cfg
Available options:
Logging.VerboseLogs
Default:
VerboseLogs = false
When enabled, Multigrasp prints detailed local diagnostics about anchor capture, anchor force pause/resume, fixed object state, and config values.
Gameplay.EnableScrollDistanceOverride
Default:
EnableScrollDistanceOverride = true
When enabled, objects that force their grab distance every frame can still be adjusted locally with the game's pull/push input while held.
Gameplay.AllowEnemyAnchors
Default:
AllowEnemyAnchors = false
When disabled, Multigrasp refuses to fix enemy / monster physics objects.
When enabled, Multigrasp skips the enemy / monster rejection check and allows those objects to be anchored locally.
Installation
Mod manager installation
Install with Thunderstore Mod Manager / r2modman. The package places the plugin DLL under:
BepInEx/plugins/Multigrasp/Multigrasp.dll
Manual installation
- Install BepInEx for R.E.P.O.
- Extract this package.
- Copy
BepInEx/plugins/Multigrasp/Multigrasp.dllinto your game'sBepInEx/plugins/Multigrasp/folder. - Start the game once to generate the config file.
Usage flow
- Grab a physics object normally.
- Short-press
Fto fix it. - Let go of the object; it remains anchored.
- Repeat with more objects to keep multiple objects fixed.
- Press
Rto switch between following the player and staying in world space. - Press
Vto let fixed objects pass through obstacles; pressVagain to restore normal collision. - Press
Cwhile holding a fixed object to release only that object. - Hold
Fto release all fixed objects.
Troubleshooting
- If an object cannot be fixed, make sure you are currently grabbing a valid physics object.
- Enemy / monster objects require
AllowEnemyAnchors = true. - Player / tumble objects are intentionally rejected.
- If you need diagnostics, set
VerboseLogs = trueand checkBepInEx/LogOutput.log.
Permissions
You may modify, patch, fork, and redistribute this mod without asking for additional permission, including versions that add multiplayer synchronization. Please keep a link to the original mod page / original source link when redistributing modified versions.