AdaptiveMoneyBags
Splits surplus quota money into multiple bags with dynamic sizes based on their value. Adds realism and difficulty to the extraction phase.Adaptive Money Bags
A realism-focused overhaul of how surplus quota money is returned to the player.
Vanilla R.E.P.O. always turns your entire surplus into one single bag, regardless of how much money is left over. A 15,000 USD surplus and a 100,000 USD surplus both produce one object with the same visual size — there is no visual feedback about how much the bag is actually worth, and a huge surplus becomes one oversized, unwieldy object that struggles to fit through doorways.
Adaptive Money Bags replaces that logic with a more grounded system: the returned surplus is broken into multiple bags when it is large enough, and each bag's physical size scales with the amount of money it holds. What you see is what you carry.
Core changes
1. Surplus is split into multiple bags
When the surplus exceeds a single bag's reasonable carrying capacity, it is divided into several bags instead of being crammed into one. This reflects how a real payout would be handled — you would not stuff 80,000 USD into one sack.
- Surplus up to 13,000 USD → one bag, as before.
- Surplus 13,001 – 200,000 USD → split into up to 5 bags.
- Surplus above 200,000 USD → split into up to 7 bags.
2. Bag size reflects bag value
Each bag's visual scale is mapped to the amount of money inside it, so players can estimate a bag's worth by looking at it.
- ~150 USD → tiny, barely noticeable bag (scale 0.25)
- ~2,000 USD → small, clearly visible bag (scale 0.55)
- ~10,000 USD → full-size vanilla bag (scale 1.00)
- ~13,000 USD → slightly enlarged bag (scale 1.30, maximum)
The maximum scale is deliberately capped at 1.30x. This keeps the physical collider small enough to pass through standard doorways — an important consideration on higher quotas where a single oversized bag would be impossible to extract.
3. Randomization (up to a limit)
For surpluses up to 200,000 USD, each bag receives a randomized amount within ±30% of its fair share. This means two consecutive runs with the same surplus can produce noticeably different bag layouts — a 50,000 USD surplus might yield [12,000 / 8,500 / 12,700 / 8,000 / 8,800] on one run and [9,200 / 13,000 / 11,400 / 8,000 / 8,400] on another.
Above 200,000 USD, randomization is disabled and bags are distributed evenly. This guarantees that the full surplus is preserved and every bag fits within the scale cap.
4. No money is lost
Every surplus value is fully distributed across the spawned bags. When the surplus is large enough that a single bag would exceed the scale cap, the value is spread across more bags instead of being truncated.
Why this makes the game harder
This is not a "free money" mod. In fact, it changes the difficulty curve in three concrete ways:
- More trips. A large surplus now requires multiple carry runs instead of one. Players must coordinate to move 5–7 bags from one extraction point to another, often under pressure.
- Physical routing matters. Each bag is a separate physics object. Bags can be knocked off ledges, lost, or dropped when a player is grabbed by a monster. A single bag was one risk; seven bags are seven risks.
- Value estimation. Because bag size now correlates with value, players who pay attention can prioritize which bags to carry first when time or space is limited. This rewards observation and planning.
The result is a more deliberate extraction phase, closer to how a real payout operation would feel.
Recommended companion mods
This mod multiplies the number of physical objects on the map, which makes the extraction phase noticeably more demanding. To keep it playable and enjoyable, the following quality-of-life mods are strongly recommended:
- Bigger Cart / Increased Cart Capacity — with 5–7 bags per quota, a single vanilla cart is not enough. A larger cart (or one with expanded capacity) lets your team move the whole payout in fewer trips and keeps the challenge about coordination rather than pure tedium.
- Quota Submit Button — a button that lets you submit everything currently on the extraction point, even if the total value exceeds the current quota.
Features
- Dynamic splitting of surplus into multiple bags based on amount.
- Visual scale directly tied to bag value.
- Randomized distribution for organic, non-uniform results (up to 200,000 USD).
- Hard cap on bag scale to preserve physics and doorway accessibility.
- Designed to work in co-op sessions.
- Works with any save, no configuration required.
Installation
- Install BepInEx (BepInExPack for R.E.P.O.).
- Install REPOLib.
- Drop
AdaptiveMoneyBags.dllintoBepInEx/plugins/. - Launch the game.
Configuration
The mod is currently plug-and-play with no config file. All tunable values (bag caps, thresholds, scale limits) are constants in the source. If there is enough interest, a config file will be added in a future update.
Compatibility
- R.E.P.O. (Steam version)
- Requires BepInEx and REPOLib.
- Recommended for all clients. The host applies the effects, but installing the mod on every client is strongly recommended to avoid desync and ensure everyone sees the same bags.
Roadmap
Possible future additions:
- Config file with sliders for bag caps and scale limits.
Source / Feedback
Bug reports and suggestions are welcome. If you enjoy the mod, leaving a rating helps others find it.
And yes — watching your team scramble across the map chasing seven runaway money bags is its own reward.
