CartFix

v1.0.5·Updated 2026-09-05

Loaded carts no longer feel heavy or slow to turn on R.E.P.O. v0.4. Cart mass scales with payload so items stop draining momentum, and in-cart items stay put through slow turns. Host-only; install on

Screenshots 1 screenshots

About this mod Author’s original text

CartFix

Fixes loaded carts in R.E.P.O. feeling heavy, sluggish, and slow to push and turn.

A note from Vippy

After way too long of a break, I'm finally back and working on these again:D Every one of my mods just got a full pass: bugs fixed, reports read, a few things I'd always meant to do. New builds and fixes land in Vippy's Discord before they hit, so come hang out. Thanks for sticking around.

Built against the current R.E.P.O. release (v0.4.4.3). 1.0.2 and older will not load on v0.4.

Control clip: empty cart, CartFix toggling mid-way. No visible difference; the mod doesn't touch empty-cart behavior.

Why a loaded cart stalls

An empty cart turns at roughly 4 rad/s. Load it up with 70 valuables and that drops to around 0.4 rad/s. A 10x hit from payload alone. The cart barely corners, feels heavy to push, and takes forever to get back up to speed.

The cause is a mass mismatch. PhysGrabCart.rb.mass sits around 8 kg, and the game overrides it down to 4 kg while someone is actively pushing. 70 small valuables at 0.5 kg each is 35 kg sitting inside a 4 kg cart. Every physics tick, Unity's contact solver hands the payload most of the impulse share, and the items physically resist the velocity CartSteer is trying to write.

Whether this was a deliberate weight mechanic or an oversight isn't clear. Vanilla already halves cart mass during steering, which suggests the cart is supposed to feel light and responsive. The payload drag just wasn't accounted for.

Comparisons

Each clip is a single take with CartFix toggling in the middle. Same cart, same input on both sides of the toggle. Two speeds per scenario; the faster the input, the more obvious the difference becomes.

Back and forth push

| Slow | Fast |

|:---: |:---: |

| | |

Push, stop, reverse. In vanilla every direction change nearly parks the cart because the payload drags momentum out of each reversal. With CartFix the cart carries the momentum the input is asking for. The gap between input and response widens under load, and the harder you push the more obvious it gets.

Grab and spin

| Slow | Fast |

|:---: |:---: |

| | |

Rotation while grabbed. Watch the items in the tray. In vanilla the cart rotates around them and they end up against the walls. With CartFix they come along with the rotation.

Basic maneuver

| Slow | Fast |

|:---: |:---: |

| | |

Normal corridor pushing. Corners tighten, acceleration comes back, and items stay where you put them.

How CartFix fixes it

Two small Harmony patches, each scoped to one specific cart situation.

Mass during an active push. When CartMassOverride fires during a grab, CartFix sums the masses of items currently in the cart's tray and adds twice that (the Load mass factor, see below) to the override. Empty carts still get the vanilla 4. A loaded cart ends up heavier than its own payload, which is what keeps cart momentum from being drained into items on every contact. Steering input itself is untouched; CartSteer writes velocity directly, independent of mass. The same scaling lands on a parked small cart, where vanilla already holds it at 8 so it sits still.

If CartMassOverride ever shows up with something other than vanilla's flat 4 or 8, because semiwork made steering load-aware or another mod changed the number first, CartFix leaves that value alone and prints one warning in the BepInEx log instead of stacking on top.

In-cart adhesion below 1 m/s. Vanilla already lerps in-cart items toward cart velocity once the cart is moving faster than 1 m/s. CartFix adds a softer pull below that threshold so items don't drift into cart walls during slow turns or accel-from-rest. Thrown items keep their momentum. A relative-velocity gate skips items still in flight, and any tick where vanilla already moved the item is skipped outright, so the two pulls never stack.

Nothing else is modified. Weak-grab lifts, door collisions while coasting, empty-cart physics: unchanged.

Host-side only. The underlying game methods only r

Install & use Install: BepInEx plugin

  1. The archive from playbuff is the mod itself — usually a BepInEx plugin (a .dll or a plugin folder once unzipped).
  2. Recommended: use a community mod manager (such as r2modman) — pick this game, import the mod, and the manager sets up BepInEx and its dependencies for you.
  3. Manual route: install the BepInEx loader in the game folder, then drop the unzipped .dll or plugin folder into BepInEx/plugins/.
  4. Launch the game — the BepInEx console logs every plugin it loads; seeing this mod in the log means it is installed.

Mods with listed dependencies need those installed too, or they will not load. Options are usually changed in-game or in the plugin's config file.

Dependencies

Install these first, or the mod will not work:

BepInEx-BepInExPack

File & checksum

Filename
CartFix-1.0.5.zip
File size
55.5 KiB