SharedUpgradesPlus

v1.6.0·Updated 2026-09-05

Host-only shared upgrades for R.E.P.O. Chance-based sharing, late join sync, modded upgrade support. Alternative to SharedUpgrades and BetterTeamUpgrades.

Screenshots 1 screenshots

About this mod Author’s original text

SharedUpgradesPlus

Share upgrades with your whole team in R.E.P.O.

HOST ONLY. Only the host needs this installed. Your friends play completely vanilla.

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.

Features

  • Chance-based sharing. Set a % chance for upgrades to be shared. Roll it per teammate, or once per purchase so the whole team gets the level together. 100% for full team sharing, lower if you want it to feel earned.
  • Shared upgrade limiting. Cap how many times a given upgrade type can be redistributed to the team without limiting how high any one person can take it.
  • Per-upgrade toggle. Enable or disable sharing individually for each upgrade type in the config file.
  • Late join sync. Players joining mid-run or between runs (with ReturnToLobby) receive the team's upgrades automatically. Loading a save catches up anyone the save file has nothing for, which is what keeps a lobby return from leaving people behind.
  • Price scaling. Optional, off by default. One purchase kits out the team, so the shop can charge for the copies. See ScalePriceWithSharing below.
  • Vanilla and modded upgrade support. Works with MoreUpgrades and other upgrade mods out of the box.
  • Auto-discovery. Picks up new upgrades automatically, won't break when R.E.P.O. ships new ones.

Config

General

| Setting | Default | Description |

|---|---|---|

| EnableSharedUpgrades | true | Enable or disable all upgrade sharing |

| SharedUpgradesChance | 100 | Percent chance per upgrade level to be shared with each player |

| SharedUpgradesChanceMode | Each player | Roll the share chance per teammate, or Whole team to roll once per purchase so the whole team gets the upgrade or nobody does |

| LateJoinSync | true | Sync upgrades to players who join mid-run, and to anyone a loaded save has nothing for |

| EnableModdedUpgrades | true | Sync upgrades added by other mods |

| AvoidMoreUpgradesDoubleShare | true | When MoreUpgrades is set to team-share one of its own upgrades, leave that one to it instead of sharing it a second time |

| ScalePriceWithSharing | false | Charge for the copies: an upgrade in the shop costs more the more teammates it would go out to |

| PricePerExtraCopy | 100 | Percent of the base price added per teammate who would receive the upgrade, 0 to 300. Only used when ScalePriceWithSharing is on |

| LogLevel | Off | How much goes in the log: key events only, per-player results (Debug), or the full trace (Verbose) |

Effects

| Setting | Default | Description |

|---|---|---|

| EnableSharedUpgradeHeal | false | Heal players to full HP when receiving a shared health upgrade |

| EnableShareNotification | true | Visual effect when upgrades are shared with you |

Per-Upgrade (one entry per upgrade type, auto-generated)

| Setting | Default | Description |

|---|---|---|

| [Upgrade Name] | true | Enable sharing for this upgrade |

| [Upgrade Name] Share Limit | 0 | Others won't receive this upgrade past this level (0 = unlimited) |

Supports REPOConfig for live in-game config changes without restarting.

How price scaling counts

With ScalePriceWithSharing on, an upgrade's shop price becomes base (1 + PricePerExtraCopy% recipients). recipients is how many teammates that one purchase would hand a copy to: every player who would receive the upgrade under your config (its per-upgrade toggle is on, they are under its share limit, SharedUpgradesChance is above zero), minus one for whoever ends up buying it.

Below 100% share chance the count is still everyone who could receive it, not a roll. The shop has to put a single number on the item before anyone touches it, so a price that rolled the dice would be a lie half the time. The shelf re-prices if someone joins or leaves while you're in th

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
SharedUpgradesPlus-1.6.0.zip
File size
98.6 KiB
SHA-256
7f5e420584c280de39f6e0efd475bbfff8e27be50cab7a6c6608d904f91fc9ad
Stored at
2026-10-06 19:14