REPO Active
Remote activate extraction points via native OnClick chain; supports manual/auto, discovery, and multiplayer discovery via host.
About this mod Machine translation
REPO_Active v5.2.5
This is a practical mod for REPO:
it supports remote extraction-point activation using the game's native ExtractionPoint.OnClick() logic.
It keeps full in-game feedback (broadcast + marker + reward), and provides stable route planning, manual control, and optional auto mode.
This mod reduces map-running pressure and improves overall gameplay flow.
TL;DR: the mod guarantees the last point is the one closest to spawn, which makes full submission routes easier to finish and return. Middle extraction points are ordered by global shortest-path planning, like having a reliable teammate pre-plan and guide your route.
It supports manual/auto modes, whether to discover all extraction points by default, activation only among player-discovered extraction points (to preserve exploration gameplay), and even remote activation in other players' rooms (an accidental but potentially useful behavior).
Extraction Point States
- Extraction point: a map point that can be opened.
- Not activated: the point has not been opened yet.
- Activated: the point is currently open and active.
- Submitted/Completed: this point is finished and no longer joins later activation steps.
Features
- Remote activation with native behavior: uses the same OnClick logic as in-game interaction, with results equivalent to pressing the extraction-point activation button manually.
- Predictable order: queue planning is based on NavMesh path distance to reduce backtracking. Rule: lock the spawn-nearest point as first, lock the nearest-to-spawn among remaining points as last, order middle points by inter-point optimal path, and auto-replan when unexpected activation happens.
- Safety first: when a point is already active, the mod will not start another activation.
- Discovery filter: when DiscoverAllPoints=false, only discovered points are eligible for activation.
- Multiplayer host flow: discovery logic can combine all players' positions and is applied by the host.
- Manual-mode exploration planning: the spawn-nearest remaining point is locked as the final activation target (regardless of discovery); it is only allowed when it is the only point left on the map.
Fixed Issues
- Fixed the common "random activation / wrong order" problem. The old behavior used straight-line coordinate distance, which could produce wrong activation order.
- Route ordering is now more reasonable: it uses actual path distance, not only linear distance.
- If a point is already active, the mod will not force-open a new one, avoiding conflicts.
- This version should be the stable complete version.
Current Activation Rules
- Build candidate points (all points or discovered-only).
- Generate one activation queue.
- Activate only the first point in the queue each time.
- If the actual activated point is not the target point, replan the queue immediately.
- If any point is currently active, do not send a new activation request.
Hotkey
- F3: in manual mode, activate the next point in the queue.
Configuration
Config file: BepInEx\\config\\angelcomilk.repo_active.cfg
- AutoActivate: whether to auto-activate extraction points.
- ActivateNearestKey: manual activation key (default F3).
- DiscoverAllPoints: whether all extraction points are discovered by default.
Installation (r2modman)
- Import the zip.
- Confirm DLL path:
BepInEx\\plugins\\REPO_Active\\REPO_Active.dll
Author
AngelcoMilk - Angel Cotton
Source:
REPO_Active v5.2.5
This is a useful module for REPO:
It can remotely activate extraction points and uses the game's native ExtractionPoint.OnClick() logic.
Preserves full game feedback (broadcasts + markers + rewards) and provides stable planning sequences, manual control and optional automatic mode.
This mod can help you reduce the burden of running the map and significantly improve the overall gaming experience.
Flow saving: This module ensures that the last point is the closest to the birth point - it is convenient to submit all the runs and go home, and the intermediate …
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: