CustomTimer
A configurable mission timer mod for REPO with multiplayer support.
About this mod Author’s original text
CustomTimer
A configurable mission timer mod for R.E.P.O., designed to add time pressure and flexible control to runs — including multiplayer support.
Features
- Mission timer with configurable initial time
- Stage-based time bonuses (official and modded stages)
- Player-count based time scaling
- Multiple behaviors when time runs out
- Multiplayer-safe synchronization
- Optional HUD display
- Chat commands for runtime control
- Configurable per-stage time overrides
- Designed to be stable across level reloads
🔔 Timer Notifications
This mod includes host-authoritative timer notifications via Chat and the truck screen.
Notifications are triggered only on timer state changes (not every tick),
and are designed to be readable both visually and audibly.
⚠ Installation Notes
- If only the host has this mod installed:
- Timer logic works as normal.
- Truck screen timer notifications are visible to all players.
- To use all features (including chat-based and TTS-friendly notifications),
clients must also have the mod installed.
For the best experience, installing the mod on both host and clients is recommended.
⚙ Configuration (Quick Overview)
Timer notifications can be customized via the config file.
[Chat Notify]
Enable = true
EnableCountdownChat = true
EnableThresholdChat = false
EnableBonusChat = true
ThresholdSeconds = 60,30,20,10
CooldownSeconds = 5
[Truck Notify]
Enable = true
Notes
- Chat notifications are optimized for TTS / voice readability.
- Truck screen notifications use a visual mm:ss format.
- Chat and Truck notifications can be enabled or disabled independently.
✨ Additional Features (Brief)
- Countdown notifications from 10 → 1 seconds
- Timer start / pause / resume notifications
- Bonus time and forced time updates
- Time-up announcement at 0 seconds
Time-Up Behavior
You can configure what happens when the timer reaches zero:
- KillAll
All players are killed. GameOver handling is left to the game itself.
- ReloadImmediate
The level is immediately reloaded.
- KillNonTruckPlayers (Recommended / Default)
Only players who have not reached the Truck are killed.
Players who successfully reached the Truck and received the final heal survive.
👉 This is the default and recommended option, as it feels the most fair and consistent in co-op play.
Configuration
All settings are available via the BepInEx config file.
General
- Enable / disable the mod
- Base initial timer value
Timer Limits & Blackout Behavior
- Time Cap
- Optionally limit the maximum timer value.
- When enabled, the timer will never exceed the configured maximum.
- This cap applies to:
- Initial time
- Stage bonuses
- Player scaling bonuses
- Time added during the run
- Blackout Override
- When the final extraction is completed and the stage enters blackout,
the remaining time can be forcibly overwritten to a fixed value.
- This is host-authoritative and synchronized to all clients.
- Blackout Restrictions
- After blackout begins:
- Time bonuses are disabled
- The timer cannot be increased further
These options allow you to control late-game pacing and prevent excessive time stacking.
Player Scaling
- Add bonus time when player count is below a threshold
- Fully configurable per missing player
Stage Bonus
- Add or subtract time based on stage category:
- Museum
- Manor
- Arctic
- Wizard
- Other / Modded stages
Stage Time Overrides
You can define custom time bonuses for specific stages:
stage_name:seconds,another_stage:-120
These values are added to the base timer and can be updated in-game using commands.
HUD
- Toggle timer HUD on/off
Debug
- Enable or disable debug logging
Commands
Commands are entered via chat and are host-only.
- /time
Toggle pause / resume for the timer.
- /timeset
Immediately overwrite the current remaining time.
- /timemapset
Register a time bonus for the current stage if it belongs to the Other category.
The value is saved to the config and applied in f
Install & use Install: BepInEx plugin
- The archive from playbuff is the mod itself — usually a BepInEx plugin (a .dll or a plugin folder once unzipped).
- 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.
- Manual route: install the BepInEx loader in the game folder, then drop the unzipped .dll or plugin folder into BepInEx/plugins/.
- 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.
Install these first, or the mod will not work: