Zehs.REPOLib
1.3.1
See the version list below for details.
dotnet add package Zehs.REPOLib --version 1.3.1
NuGet\Install-Package Zehs.REPOLib -Version 1.3.1
<PackageReference Include="Zehs.REPOLib" Version="1.3.1" />
<PackageVersion Include="Zehs.REPOLib" Version="1.3.1" />
<PackageReference Include="Zehs.REPOLib" />
paket add Zehs.REPOLib --version 1.3.1
#r "nuget: Zehs.REPOLib, 1.3.1"
#addin nuget:?package=Zehs.REPOLib&version=1.3.1
#tool nuget:?package=Zehs.REPOLib&version=1.3.1
REPOLib
Library for adding content to R.E.P.O.
Features
- Registering network prefabs.
- Registering valuables.
- Registering items.
- Registering enemies.
- Registering custom chat /commands
- Built-in dev mode commands: Spawn Valuable, Spawn Item
- Registering features without code using the REPOLib-Sdk.
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
{
// ...
}
<details><summary>Network prefabs</summary><br>
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);
}
}
</details>
<details><summary>Valuables</summary><br>
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>
<details><summary>Items</summary><br>
Registering an item.
[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");
Item item = assetBundle.LoadAsset<Item>("your_item");
// Register an item.
REPOLib.Modules.Items.RegisterItem(item);
}
}
</details>
<details><summary>Enemies</summary><br>
Registering an enemy.
[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");
EnemySetup enemy = assetBundle.LoadAsset<EnemySetup>("your_enemy_setup");
// Register an enemy.
REPOLib.Modules.Enemies.RegisterEnemy(enemy);
}
}
</details>
<details><summary>Chat commands</summary><br>
Registering a chat /command.
public static class YourCommand
{
// ...
[CommandInitializer]
public static void Initialize()
{
// Perform any setup or caching
}
[CommandExecution(
"Your Command Name",
"Description of what the command does and how to use it.",
enabledByDefault: true,
requiresDeveloperMode: false,
)]
[CommandAlias("yourcommand")]
[CommandAlias("yourcmd")]
public static void Execute(string args)
{
// ...
}
}
</details> </details>
Registering valuables, items, and enemies automatically registers their prefabs as a network prefab.
You should only register network prefabs and features from your plugin's awake function.
You can enable extended logging in the config settings to get more info about features being registered, custom network prefabs being spawned, and more.
Chat Commands
You must enable DeveloperMode
in the config settings to use developer mode commands.
Chat commands currently only work in multiplayer since you need access to the in-game chat to use commands.
This mod comes with a few built-in chat commands:
1. Spawn Valuable /spawnvaluable <name>
This command will spawn a valuable in front of you.
Replace <name>
with the name of the valuable prefab.
Names are not case-sensitive.
Example usage: /spawnvaluable diamond
This command has multiple aliases: /spawnval
, /sv
<ins>This command requires developer mode to be enabled.</ins>
<ins>This command is host-only!</ins>
2. Spawn Item /spawnitem <name>
This command will spawn an item in front of you.
Replace <name>
with the name of the item or item prefab.
Names are not case-sensitive.
Example usage: /spawnitem gun
This command has one alias: /si
<ins>This command requires developer mode to be enabled.</ins>
<ins>This command is host-only!</ins>
Commands can be enabled/disabled in the config settings.
If you are a mod developer and want to add your own custom chat commands to your mod, check the Usage > Chat commands
section.
Contribute
Anyone is free to contribute.
https://github.com/ZehsTeam/REPOLib
To set up the project, copy the REPOLib.csproj.user.example
file to REPOLib.csproj.user
. If needed, change the settings found in that file.
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)
- R.E.P.O.GameLibs.Steam (>= 0.1.2-ngd.0)
NuGet packages (2)
Showing the top 2 NuGet packages that depend on Zehs.REPOLib:
Package | Downloads |
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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 | 700 | 4/28/2025 |
2.0.1 | 547 | 4/6/2025 |
2.0.0 | 200 | 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 | 52 | 3/15/2025 |
1.3.1 | 132 | 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 |