SharedUpgradesPlus
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
- 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: