RevivalSync

v1.2.23·Updated 2026-08-08

[Experimental - bugs happen, but plays fine] Replacement for NetworkingReworked. Singleplayer-feel multiplayer for R.E.P.O.: instant carts, doors, items, loot, no timeout kicks. Works with unmodded ho

About this mod Author’s original text

RevivalSync

Made by Revival

Source code — help welcome:

(issues, bug reports with logs, and pull requests are all appreciated; see DEVLOG.md there

for the architecture and lessons learned)

One mod that makes R.E.P.O. multiplayer feel like singleplayer — the replacement for

NetworkingReworked, which no longer works on current game versions. Also replaces (and

merges) NetworkingRevived and NetworkTweaksRevived. Rebuilt on NetworkingReworked's

architecture, including its host-state capture technique.

Still experimental. It should work fine for normal play, but this mod predicts

physics locally, so odd behaviour can still show up — an item in the wrong spot, a door

disagreeing with the host, loot behaving strangely in a cart. Nothing that breaks a run

permanently, and every feature can be switched off individually (see Config). Bug

reports with a log attached are genuinely useful.

Credits: several core techniques are adopted from readthisifbad's NetworkingReworked

— the raw host-state capture, the fully-local door model with event-level reconciliation,

and the release-state overwrite that makes throws fly clean. Thank you.

What it does (client-side only — works with unmodded hosts)

  • Instant grabs: valuables, props, items and carts respond the moment you grab them,

no host round trip. Carts follow you at full speed with the game's real steering feel;

weapons aim with your camera using their own orientation tuning; throws fly the way you

threw them. Only self-moving objects (vehicles, drones, the duck) use the game's normal

sync.

  • Instant doors: doors and cabinets run the game's own hinge logic locally, so they

swing the moment you touch them (the host still decides when they break).

  • Synced world: everything you're not holding glides smoothly toward the host's

authoritative state, so desync cannot accumulate. Wedged/stuck objects snap free.

  • Emergency resync (F8): if something ever ends up in the wrong place, press F8 to

teleport every synced object to exactly where the host has it. The key is rebindable —

in the REPOConfig menu just type a key name (F8, K, Mouse3, None to disable) — and

"Auto Resync Seconds" can do it for you on a timer.

  • Smooth everything else: enemies and other host-driven objects move with snapshot

interpolation instead of choppy stepping.

  • No random timeout kicks: Photon's client-side disconnect timer is neutralized via

Photon's own settings (zero patches).

  • Faster networking: packets processed every rendered frame.

Item effects — damage, explosions, battery drain, breaking — stay host-decided exactly

like vanilla; only the physics feel is local.

Known issues

  • Doors and cupboards can occasionally appear desynced from what the host sees

(e.g. open on one screen, closed on the other). This is actively being worked on —

if it happens to you, a report with Verbose Logging on and your LogOutput.log

attached helps a lot.

Both players can (and should) install it — it automatically does nothing while you're the

host and activates when you're the client.

Config

If anything misbehaves for you, you can turn that part of the mod off — every feature

has its own switch in section "1. Main". Easiest with the in-game settings menu from the

REPOConfig mod; otherwise edit BepInEx/config/com.Revival.revivalsync.cfg.

Three sections:

  • 1. Main — plain on/off switches (instant carts / doors / items, no timeout kicks,

smooth enemies). Safe to flip; everything defaults to ON.

  • 2. Fine-Tuning — numbers for how firmly things sync. The defaults are good; touch

only if you're troubleshooting something specific.

  • 3. Debug — Verbose Logging: turn ON before reporting a bug and include your

BepInEx/LogOutput.log with the report.

Install

  • Install BepInEx (BepInExPack for R.E.P.O.).
  • Drop RevivalSync.dll into BepInEx/plugins.
  • Remove NetworkingRevived, NetworkTweaksRevived, NetworkingReworked and REPONetworkTweaks

if you still have them — RevivalSync replac

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
RevivalSync-1.2.23.zip
File size
75.5 KiB