REPOPowers
In-game powers menu: fly, noclip, teleport, telekinesis, puppet other players, spawn items/valuables/enemies, heal/revive/teleport players. Fully rebindable keys.
About this mod Author’s original text
REPO Powers v1.0.0
A BepInEx mod for R.E.P.O. adding an in-game powers menu: fly, noclip, teleport,
telekinesis, puppeting other players, spawning items/valuables/enemies, and
healing/reviving/teleporting other players. All keybinds are rebindable from the
in-game menu (default: F4 to open it).
Built against BepInExPack 5.4.2305 and REPOLib 4.2.0.
Installation ( Mod Manager)
- Open Mod Manager and select your R.E.P.O. profile (the one that
already has BepInExPack 5.4.2305 and REPOLib 4.2.0 installed).
- Click Install from file... / drag-and-drop and select this
REPOPowers-1.0.0.zip, or manually:
- Click the profile folder icon to open it in your file explorer.
- Extract REPOPowers.dll into BepInEx\plugins\REPOPowers\REPOPowers.dll
(create the REPOPowers folder if it doesn't exist).
- Launch the game through Mod Manager (the "Start modded" button).
- In-game, press F4 to open the REPO Powers menu.
You do not need to install anything into the raw game folder, and the
original Assembly-CSharp.dll / REPOLib.dll are never modified - REPO Powers
is a standalone plugin DLL that hooks in via BepInEx/Harmony at runtime.
Default Keybinds (all rebindable in the menu)
| Power | Default Key |
|---|---|
| Open/close menu | F4 |
| Fly | F5 |
| Noclip | F6 |
| Self Teleport (to crosshair) | F7 |
| Telekinesis (extended grab) | F8 |
| Heal Target | F9 |
| Revive Target | F10 |
| Teleport Target To Crosshair | F11 |
| Puppet Target (hold) | F12 |
| Spawn Item | Alt+F1 |
| Spawn Valuable | Alt+F2 |
| Spawn Enemy | Alt+F3 |
To rebind: open the menu, click the key label next to any power, then press the
new key you want. Bindings are saved to your BepInEx config file automatically
(BepInEx/config/yourname.repopowers.cfg) and persist across restarts.
For Heal / Revive / Teleport Target / Puppet Target, use the "Target
Player" selector at the top of the menu (`` buttons) to pick who the
power applies to before pressing its key.
For Spawn Item / Spawn Valuable / Spawn Enemy, use the `` selector
next to each of those rows in the menu to choose what will be spawned, then
press that power's key to spawn it a couple of meters in front of you.
What actually works for host vs. non-host, and why
This section is here because the request behind this mod was explicit: don't
claim something works over the network if the game's own architecture doesn't
allow it. Every power below was checked against the actual decompiled game and
REPOLib code before being implemented — this isn't a guess.
REPO's player movement is client-authoritative. Each player's own game
client is the only one that ever simulates that player's physics/position;
everyone else just receives the replicated result. This one fact drives almost
every decision below.
| Power | Host | Client | How / why |
|---|---|---|---|
| Fly | ✅ | ✅ | Moves only your own, locally-owned avatar. Replicates for free exactly like normal movement. |
| Noclip | ✅ | ✅ | Same as Fly, plus disabling your own colliders (a purely local Unity property). |
| Self Teleport | ✅ | ✅ | Moves only your own avatar. |
| Telekinesis | ✅ | ✅ | Extends the range/strength of your own existing grab-beam (PhysGrabber), reusing the game's already-networked grab/hold/throw logic end-to-end. |
| Heal Target | ✅ | ✅ | Calls PlayerHealth.HealOther(...), the game's own public method for networking a heal to another player - not something we added. |
| Revive Target | ✅ | ✅ | Calls PlayerAvatar.Revive(...), the game's own public method, confirmed by disassembly to trigger its internal networked RPC regardless of who calls it. |
| Spawn Item / Valuable | ✅ | ✅ (expected) | Uses REPOLib's Items.SpawnItem / Valuables.SpawnValuable. Photon PUN2 (REPO's networking library) does not restrict object instantiation to the host, so this should work identically for any client. |
| Spawn Enemy | ✅ (recommended) | ⚠️ Untested | Spawns the enemy's prefab directly via PhotonNetwork.Instantiate, since R
Install & use Install: follow the bundled instructions
- Unzip the archive from playbuff and read the bundled readme / instructions first.
- Most mods rely on the game's mod loader — the usual route is a community mod manager (such as r2modman): pick this game, install, and it handles the loader and dependencies.
- For a manual install, put the mod files into the matching Mod / plugins folder inside the game directory.
- Launch the game to confirm it loaded; mods with listed dependencies need those installed as well.
Install locations vary a lot between mods — the bundled readme is the most reliable guide.