Zehs.REPOLib
1.1.0
See the version list below for details.
dotnet add package Zehs.REPOLib --version 1.1.0
NuGet\Install-Package Zehs.REPOLib -Version 1.1.0
<PackageReference Include="Zehs.REPOLib" Version="1.1.0" />
<PackageVersion Include="Zehs.REPOLib" Version="1.1.0" />
<PackageReference Include="Zehs.REPOLib" />
paket add Zehs.REPOLib --version 1.1.0
#r "nuget: Zehs.REPOLib, 1.1.0"
#addin nuget:?package=Zehs.REPOLib&version=1.1.0
#tool nuget:?package=Zehs.REPOLib&version=1.1.0
REPOLib
Library for adding content to R.E.P.O.
Features
- Registering network prefabs.
- Registering valuables.
Usage
<details><summary>Click to expand</summary><br>
Reference REPOLib in your project's .csproj
file.
<ItemGroup>
<PackageReference Include="Zehs.REPOLib" Version="1.*" />
</ItemGroup>
Add REPOLib as a dependency to your plugin class.
[BepInDependency(REPOLib.MyPluginInfo.PLUGIN_GUID, BepInDependency.DependencyFlags.HardDependency)]
[BepInPlugin("You.YourMod", "YourMod", "1.0.0")]
[BepInDependency(REPOLib.MyPluginInfo.PLUGIN_GUID, BepInDependency.DependencyFlags.HardDependency)]
public class YourMod : BaseUnityPlugin
{
// ...
}
Registering a network prefab.
[BepInPlugin("You.YourMod", "YourMod", "1.0.0")]
[BepInDependency(REPOLib.MyPluginInfo.PLUGIN_GUID, BepInDependency.DependencyFlags.HardDependency)]
public class YourMod : BaseUnityPlugin
{
// ...
private void Awake()
{
// ...
AssetBundle assetBundle = AssetBundle.LoadFromFile("your_assetbundle_file_path");
GameObject prefab = assetBundle.LoadAsset<GameObject>("your_network_prefab");
// Register a network prefab.
REPOLib.Modules.NetworkPrefabs.RegisterNetworkPrefab(prefab);
}
}
Registering a valuable.
[BepInPlugin("You.YourMod", "YourMod", "1.0.0")]
[BepInDependency(REPOLib.MyPluginInfo.PLUGIN_GUID, BepInDependency.DependencyFlags.HardDependency)]
public class YourMod : BaseUnityPlugin
{
// ...
private void Awake()
{
// ...
AssetBundle assetBundle = AssetBundle.LoadFromFile("your_assetbundle_file_path");
GameObject prefab = assetBundle.LoadAsset<GameObject>("your_valuable_prefab");
// Register a valuable.
REPOLib.Modules.Valuables.RegisterValuable(prefab);
}
}
Registering a valuable to a specific level.
[BepInPlugin("You.YourMod", "YourMod", "1.0.0")]
[BepInDependency(REPOLib.MyPluginInfo.PLUGIN_GUID, BepInDependency.DependencyFlags.HardDependency)]
public class YourMod : BaseUnityPlugin
{
// ...
private void Awake()
{
// ...
AssetBundle assetBundle = AssetBundle.LoadFromFile("your_assetbundle_file_path");
GameObject prefab = assetBundle.LoadAsset<GameObject>("your_valuable_prefab");
// Valuables Presets:
// "Valuables - Generic"
// "Valuables - Wizard"
// "Valuables - Manor"
// "Valuables - Arctic"
List<string> presets = new List<string> { "Valuables - Wizard" };
// Register a valuable.
REPOLib.Modules.Valuables.RegisterValuable(prefab, presets);
}
}
</details>
Registering a valuable will automatically register it as a network prefab.
You should only register network prefabs and valuables from your plugins awake function.
You can enable extended logging in the config settings to get more info about valuables being registered, custom network prefabs being spawned, and more.
Contribute
Anyone is free to contribute.
https://github.com/ZehsTeam/REPOLib
Developer Contact
Report bugs, suggest features, or provide feedback:
- GitHub Issues Page: REPOLib
- Email: crithaxxog@gmail.com
- Twitch: CritHaxXoG
- YouTube: Zehs
Product | Versions Compatible and additional computed target framework versions. |
---|---|
.NET | net5.0 was computed. net5.0-windows was computed. net6.0 was computed. net6.0-android was computed. net6.0-ios was computed. net6.0-maccatalyst was computed. net6.0-macos was computed. net6.0-tvos was computed. net6.0-windows was computed. net7.0 was computed. net7.0-android was computed. net7.0-ios was computed. net7.0-maccatalyst was computed. net7.0-macos was computed. net7.0-tvos was computed. net7.0-windows was computed. net8.0 was computed. net8.0-android was computed. net8.0-browser was computed. net8.0-ios was computed. net8.0-maccatalyst was computed. net8.0-macos was computed. net8.0-tvos was computed. net8.0-windows was computed. net9.0 was computed. net9.0-android was computed. net9.0-browser was computed. net9.0-ios was computed. net9.0-maccatalyst was computed. net9.0-macos was computed. net9.0-tvos was computed. net9.0-windows was computed. net10.0 was computed. net10.0-android was computed. net10.0-browser was computed. net10.0-ios was computed. net10.0-maccatalyst was computed. net10.0-macos was computed. net10.0-tvos was computed. net10.0-windows was computed. |
.NET Core | netcoreapp3.0 was computed. netcoreapp3.1 was computed. |
.NET Standard | netstandard2.1 is compatible. |
MonoAndroid | monoandroid was computed. |
MonoMac | monomac was computed. |
MonoTouch | monotouch was computed. |
Tizen | tizen60 was computed. |
Xamarin.iOS | xamarinios was computed. |
Xamarin.Mac | xamarinmac was computed. |
Xamarin.TVOS | xamarintvos was computed. |
Xamarin.WatchOS | xamarinwatchos was computed. |
-
.NETStandard 2.1
- BepInEx.Core (>= 5.4.21)
- BepInEx.PluginInfoProps (>= 2.1.0)
- Newtonsoft.Json (>= 13.0.3)
NuGet packages (2)
Showing the top 2 NuGet packages that depend on Zehs.REPOLib:
Package | Downloads |
---|---|
ImperiumRepo
Imperium is a powerful and highly performant all-in-one debugging tool to test and explore game mechanics and functionality in REPO. |
|
PaintedUtils
Utility Mod for REPO |
GitHub repositories
This package is not used by any popular GitHub repositories.
Version | Downloads | Last updated |
---|---|---|
2.1.0 | 730 | 4/28/2025 |
2.0.1 | 548 | 4/6/2025 |
2.0.0 | 202 | 4/1/2025 |
1.5.0 | 650 | 3/24/2025 |
1.4.2 | 132 | 3/15/2025 |
1.4.1 | 58 | 3/15/2025 |
1.4.0 | 53 | 3/15/2025 |
1.3.1 | 133 | 3/13/2025 |
1.3.0 | 143 | 3/12/2025 |
1.2.0 | 150 | 3/10/2025 |
1.1.0 | 178 | 3/8/2025 |
1.0.2 | 242 | 3/3/2025 |
1.0.1 | 159 | 3/3/2025 |
1.0.0 | 113 | 3/3/2025 |