
REPOConomyPlus
Enhanced dynamic economy system with gameplay modifiers! 73+ unique events modify gameplay each level. Includes upgrade rework system (Configurable). Evolution of REPOConomy with new modifier system, difficulty/level/map scaling, and improved UI.Details
⚠️ IMPORTANT NOTICE: REQUIRED FOR ALL CLIENTS ⚠️
This mod must be installed by all players in multiplayer games.
REPOConomyPlus
The Ultimate Enhanced Edition - A complete reimagining of the original REPOConomy mod with revolutionary gameplay modifiers!
Every level brings TWO layers of chaos:
- 🎲 Random Economy Event (104+ unique economy types) - affects valuable prices
- ⚡ Gameplay Modifiers (73+ unique events) - transforms how you play
The result? Every run feels completely different! Fight invisible enemies while prices skyrocket, or navigate in darkness while loot multiplies. The possibilities are endless!
🆕 What's New in REPOConomyPlus?
⚡ Revolutionary Modifier System
- 73+ Unique Gameplay Modifiers that spawn randomly each level
- 4 Categories: Loot, Enemy, Player, Environment
- 2-5 Modifiers per level creating unique challenge combinations
- 5 Difficulty Tiers: Very Good 🟢, Good 🟡, Neutral ⚪, Bad 🟠, Very Bad 🔴
🎯 Dynamic Difficulty System
- Adaptive Scaling based on level, player count, and valuable count
- Real-time Calculation adjusts as the game progresses
- Visual Feedback with color-coded difficulty display (Easy → Extreme)
- Fully Configurable caps and multipliers
🎨 Completely Redesigned UI
- Scrollable Interface with auto-scroll and manual controls
- Category Organization - Economy, Modifiers, Level Scaling, and Map Scaling sections
- Event Icons with color-coded difficulty indicators
- Detailed Descriptions for every modifier and scaling info
- Difficulty Footer showing current challenge level
- Dynamic Height Calculation for smooth scrolling experience
🔧 Enhanced Configuration
- Granular Control over each modifier category
- Separate Event Chances for vanilla and custom events
- Difficulty Customization per level/player/valuable
- Min/Max Modifier Count configuration (2-5 per level)
- Shared Pool Mode - combine all events into one pool with difficulty-adjusted weights
📈 Advanced Scaling Systems (New Feature)
- Level Scaling: Dynamic module, extraction, and haul goal scaling based on completed levels
- Map Scaling: Enemy HP, enemy cap, and map value scaling with exponential/linear progression options
- Flexible Progression: Choose between exponential (accelerating) or linear (steady) scaling curves
- Per-Level Adjustments: Fine-tune scaling multipliers and intervals for balanced gameplay
🔼 Upgrade Rework System (New Feature)
- Introduced a new upgrade scaling mechanic to balance progression
- All upgrades now provide 50% less power by default
- This can be reverted or customized in the config:
Global Upgrades Multiplier = 1.0→ original balanceGlobal Upgrades Multiplier = 0.5→ default new balanceGlobal Upgrades Multiplier = 2.0→ double upgrade strength - Fully configurable and compatible with REPOConfig UI
📊 Economy System (From Original REPOConomy)
On every level (starting from level 2 configurable), the game rolls (with 50% chance) one of 104 unique economy events like Inflation, Chaos, or Treasure Rush — each with different effects on valuable prices. The chance is fully configurable.
Valuable prices are no longer fixed. Instead, each item dynamically rolls a value based on the current economy type and level scaling with (custom config settings).
⚡ Modifier Categories
Below are all available Modifiers and their effects.
More Modifiers will be added with every updates!
📝 Click to see the full list of all modifiers
🎁 Loot Modifiers (25 Events)
Transform how valuables spawn and behave:
- Jackpot 🟢 - x2 valuables spawned on map
- Golden Touch 🟢 - All valuables worth x2, but 25% fewer spawn
- Value Lottery ⚪ - 10% items get x10 value, rest -50%
- Empty Facility 🟠 - 50% less valuables spawn
- Tiny Only ⚪ - Only tiny valuables spawn
- Small Only ⚪ - Only small valuables spawn
- Medium Only ⚪ - Only medium valuables spawn
- Big Only 🟡 - Only big valuables spawn
- Wide Only 🟡 - Only wide valuables spawn
- Tall Only 🟡 - Only tall valuables spawn
- Very Tall Only 🟢 - Only very tall valuables spawn
- Magnetic Valuables ⚪ - Valuables are attracted to players
- Lucky Find ⚪ - Random valuables appear periodically
- Extraction Magnet ⚪ - Valuables are attracted to extraction points during extraction
- Unbreakable Valuables 🟢 - Valuables never break
- Fragile Valuables 🟠 - Valuables break twice as fast
- Feather Weight 🟢 - All objects are 5x lighter
- Heavy Burden 🔴 - All objects are 3x heavier
- Slippery Chaos 🟠 - All objects slide forever
- Zero Gravity Loot 🟡 - Objects float in zero gravity
- Phantom Objects 🔴 - Objects disappear periodically
- Bouncy Havoc ⚪ - All objects are super bouncy
- Explosive Valuables 🟠 - Valuables explode when broken
- Hot Potato 🟠 - Holding valuables too long hurts
- Compact Storage 🟢 - Valuables shrink in carts
👾 Enemy Modifiers (16 Events)
Change how enemies behave and challenge you:
- Pacifist Mode 🟢 - Enemies don't attack
- Enemy Horde 🔴 - x2 enemies spawn
- Speed Demons 🟠 - Enemies 50% faster
- Invisible Enemies 🔴 - Enemies are invisible
- Tiny/Giant Enemies 🟡🔴 - Size variations
- Boss Rush 🔴 - Only Difficulty 3 enemies spawn
- Fast Spawn 🟠 - Enemies spawn instantly
- Heavy Enemies 🟠 - Enemies require 2x more force to grab
- Light Enemies 🟢 - Enemies require 3x less force to grab
- Instant Respawn 🔴 - Enemies respawn immediately after death
- Persistent Enemies 🟠 - Enemies never despawn
- Frozen Enemies 🟡 - Enemies freeze periodically
- Enemy Multiplication 🔴 - x1.5 enemy spawn rate
- One Hit Kill 🔴 - Any damage kills enemies instantly
- Extraction Chaos 🔴 - Enemies become aggressive during extraction
- Double Enemy Health 🟠 - Enemies have double health
- Double Enemy Damage 🟡 - Enemies take double damage
👤 Player Modifiers (21 Events)
Modify player capabilities and challenges:
- Sonic Speed 🟢 - Players 50% faster
- Turtle Mode 🟠 - Players 50% slower
- Low/Heavy Gravity 🟡🟠 - Gravity modifications
- Glass Cannon 🔴 - Max health = 1
- Tank Mode ⚪ - +100 health, -50% speed
- Infinite Stamina 🟢 - Never run out of energy
- Health Regeneration 🟢 - Slowly regenerate health
- Random Boosts ⚪ - Random stat boosts every 2 minutes
- Inverted Controls 🔴 - Movement controls reversed
- Invisible Players 🔴 - Players can't see each other
- Super Jump 🟢 - Jump 3x higher
- Sticky Feet 🟠 - Players stick to surfaces randomly
- Infinite Ammo 🟢 - All firearms never run out of battery
- Health Vampire 🟡 - Killing enemies restores 10 HP
- Extraction Shield 🟡 - Players become invincible during extraction
- Double Player Damage 🟠 - Players take double damage
- Half Player Damage 🟡 - Players take 50% less damage
- Clumsy 🟠 - Random tumble every 30s
- Flashlight Fail 🔴 - Flashlight doesn't work
- Player Revival 🟢 - Press hotkey to revive once when dead (1 HP)
🌍 Environment Modifiers (9 Events)
Alter the world around you:
- Disco Lights ⚪ - Colors constantly change
- Slippery Floor 🟠 - Physics friction = 0
- Foggy Vision 🟠 - Reduced visibility with fog
- Night Vision 🟡 - Enhanced visibility in darkness
- Time Warp 🔴 - Time slows down periodically
- Extraction Rush 🟠 - Halves extraction time requirement
- Single Extraction 🟢 - Only 1 extraction point spawns per level
- Toxic Air 🟠 - Players take damage over time
- Unbreakable Doors ⚪ - Doors cannot be broken or removed
🎯 Difficulty System Explained
The mod calculates difficulty dynamically based on:
Formula: Difficulty = (Level × LevelMultiplier) + (Players × PlayerMultiplier) + (Valuables × ValuableMultiplier)
Default Values:
- Level: +3.5 difficulty per level
- Players: +0 difficulty per player
- Valuables: +0 difficulty per valuable
- Cap: 100 (fully configurable)
Difficulty Tiers:
- 🟢 Easy (0-20): Easier modifiers, more buffs
- 🟡 Medium (20-40): Balanced mix
- 🟠 Hard (40-60): Challenging modifiers
- 🔴 Very Hard (60-80): Serious challenge
- ⚫ Extreme (80-100): Maximum chaos
Higher difficulty increases the chance of Bad and Very Bad modifiers!
📈 Scaling Systems Explained
The mod includes two advanced scaling systems that progressively increase challenge and rewards as players advance through levels.
🏗️ Level Scaling System
Dynamically scales game elements based on completed levels for balanced long-term progression.
Features:
- Modules: Increases available extraction modules (4 base + scaling additions)
- Extractions: Increases maximum extraction points (0 base + scaling additions)
- Haul Goals: Scales extraction goal requirements for increased challenge
Scaling Types:
- Additive: Fixed amounts added per interval (e.g., +1 module every 3 levels)
- Multiplicative: Exponential growth (e.g., ×2 modules every interval)
Default Configuration:
- Modules: 3 base + 1 every 3 levels (up to level 81)
- Extractions: 0 base + 1 every 10 levels (up to 9 total)
- Haul: 0.7x base × 1.01 per level (up to 1.0x max)
🗺️ Map Scaling System
Scales enemy difficulty and map economics based on current level progression.
Scaling Categories:
- Enemy HP: Increases enemy health (default: ×1.02 per level from level 4)
- Enemy Cap: Increases maximum enemy count (default: ×1.03 per level from level 5)
- Map Value: Increases total valuable prices (default: ×1.03 per level from level 3)
Progression Options:
- Exponential Scaling: Accelerating growth (default behavior)
- Level 1: ×1.00, Level 2: ×1.03, Level 3: ×1.0609, Level 4: ×1.092727
- Linear Scaling: Steady, predictable increases
- Level 1: ×1.00, Level 2: ×1.03, Level 3: ×1.06, Level 4: ×1.09
UI Display:
- Shows current multipliers with percentage increases
- Color-coded display (HP: Red, Cap: Yellow, Value: Green)
- Only appears when scaling is active (multipliers > 1.0)
🎲 Shared Pool Mode
When EnableSharedPool is set to true, the mod switches from category-based selection to a unified event pool:
- All Events Combined: Instead of picking from separate Loot/Enemy/Player/Environment pools, all 73+ events are in one big pool
- Difficulty-Adjusted Weights: Each event type has base weights that scale with difficulty:
- Very Good: 11 → 11-23 (increases with difficulty)
- Good: 23 → 13-23 (slight decrease)
- Neutral: 13 → 7-13 (slight decrease)
- Bad: 43 → 28-43 (slight increase)
- Very Bad: 9 → 9-34 (increases with difficulty)
- Balanced Selection: Events are picked randomly from the combined pool using these scaled weights
- UI Display: Lobby shows "Shared Pool" with chances for each event type across all categories
This mode provides more unpredictable and potentially extreme combinations, as any event can appear regardless of category!
🎮 How Modifiers Work
Event Selection
Each level (starting from level 2):
- Economy Event rolls first (104 possible events)
- 2-5 Random Modifiers are selected based on:
- Current difficulty level
- Enabled categories in config
- Weighted probability (higher difficulty = more bad events)
- Conflict system (no contradicting events together)
Conflict System
Smart event filtering prevents contradictions:
- ❌ Can't have Jackpot + Empty Facility simultaneously
- ❌ Can't have Sonic Speed + Turtle Mode simultaneously
- ❌ Can't have Darkness + Bright Day simultaneously
- ✅ 60+ conflict rules ensure logical combinations
UI Display
Press G anytime to toggle the UI:
- Economy Section: Current economy event and value range
- Modifiers Section: Active gameplay modifiers with icons
- Level Scaling Section: Module, extraction, and haul scaling info
- Map Scaling Section: Enemy HP, cap, and value multipliers (when active)
- Footer: Difficulty, Level, and Player count
- Controls: Auto-scroll after 1.5s, manual scroll with arrow keys
🎨 UI Features
Smart Scrolling
- Auto-scroll starts after 1.5 seconds of inactivity
- Smooth Animation up and down
- Manual Override with ⬆️⬇️ arrow keys
- Auto-hide after 20 seconds (toggle with G)
Visual Indicators
- 🟢 Very Good - Green indicators for buffs
- 🟡 Good - Yellow for beneficial events
- ⚪ Neutral - White for balanced effects
- 🟠 Bad - Orange for challenges
- 🔴 Very Bad - Red for severe challenges
Dynamic Layout
- Category Headers separate Economy and Modifiers
- Color-coded Events match difficulty tier
- Responsive Height adjusts to content
- Bilingual Support (English/Russian)
📋 Example Gameplay Scenarios
📝 Click to see the gameplay examples with mod
Scenario 1: "The Golden Nightmare"
- 💰 Economy: Treasure Rush (+100% to +200% values)
- 🟢 Golden Touch: All valuables x2 value
- 🔴 Invisible Enemies: Can't see threats
- 🟠 Speed Demons: Enemies 50% faster
- 🟢 Sonic Speed: You're 50% faster too
Result: Insanely valuable loot, but terrifying invisible fast enemies!
Scenario 2: "Easy Money"
- 💰 Economy: Stable (default ranges)
- 🟢 Jackpot: x2 valuables on map
- 🟢 Pacifist Mode: Enemies don't attack
- 🟡 Bright Day: x3 lighting
- ⚪ Disco Lights: Just for fun
Result: Relaxing loot collection with visual flair!
Scenario 3: "Extreme Challenge"
- 💰 Economy: Crash & Burn (-90% to 0% values)
- 🔴 Glass Cannon: 1 HP only
- 🔴 Enemy Horde: x2 enemies
- 🔴 Invisible Players: Can't see teammates
- 🟠 Darkness: x0.1 lighting
Result: Hardcore survival mode with minimal rewards!
📖 How It Works (Quick Guide)
🔍 Click to Expand Full Guide
🧩 1. Level Start
- Host rolls 1 Economy Event (affects prices)
- Host rolls 2-5 Modifiers (affects gameplay)
- All data synced to clients via Photon
💰 2. Economy Application
Each valuable gets a unique price within the current range:
- Base range from config (default: -5% to +10%)
- Modified by economy event
- Scaled by level (default: +1% per level)
- Random roll within final range
⚡ 3. Modifier Application
Modifiers apply immediately on level load:
- Loot: Changes valuable spawning/behavior
- Enemy: Modifies AI behavior/stats
- Player: Affects player capabilities
- Environment: Alters world conditions
🎯 4. Difficulty Calculation
Difficulty = (Level × 1) + (Players × 0) + (Valuables × 0)
Example: Level 5, 4 players, 100 valuables
= (5 × 3.5) + (4 × 0) + (100 × 0)
= 17.5 + 0 + 0 = 5 (Easy difficulty)
📊 5. UI Display
- Shows at level start automatically
- Press G to toggle anytime
- Auto-scrolls through all modifiers
- Hides after 20 seconds (or toggle off)
🔧 Configuration
💡 Recommended: Install the REPOConfig mod to change these settings directly in-game via a GUI.
Located in:
BepInEx/config/PxntxrezStudio.REPOConomyPlus.cfg
Below are all available configuration options.
📝 Click to see available configurations
🔹 Economy
| Setting | Description | Default |
|---|---|---|
| DefaultBaseMin | Base minimum multiplier applied before level scaling | 5.0 |
| DefaultBaseMax | Base maximum multiplier applied before level scaling | 10.0 |
| UseTwoStepPercentRoll | Separate negative and positive percent rolls | false |
| PercentRollMode | Determines weighed percentage RNG: Random = Uniform (Flat), Stable = Near center (Bell curve), Volatile = Near Min/Max (Inverse bell curve), Dynamic (Changes per level) | Random |
| EconomyStartLevel | Level at which economy events can begin | 2 |
| NoEvents | Force all runs to use Stable economy (disable events) | false |
| DisableVanillaEvents | If true, disables all built-in vanilla events. Only custom events will be used, if EnableCustomEvents enabled. | false |
| EnableCustomEvents | Enable loading of custom economy events from JSON files to appear in-game. | true |
🔹 LevelScale
| Setting | Description | Default |
|---|---|---|
| LevelScaleMin | Percent increase added to minimum per level | 1 |
| LevelScaleMax | Percent increase added to maximum per level | 2 |
🔹 Limits
| Setting | Description | Default |
|---|---|---|
| ClampMinLimit | Lowest allowed percent (e.g. –100% reduction) | 100.0 |
| ClampMaxLimit | Highest allowed percent (e.g. +10000% increase) | 10000.0 |
🔹 EconomyChance
| Setting | Description | Default |
|---|---|---|
| UseEventsChance | Enable the event drop system based on chance. | true |
| EventChance | Chance (1–100) for an event to occur instead of a stable economy | 50 |
🔹 CustomEconomyChance
| Setting | Description | Default |
|---|---|---|
| UseCustomEventChance | Enable a separate chance check for custom events (only applies if UseEventsChance is true). If this feature is disabled, there will be a 50/50 chance of either a vanilla event or a custom event occurring. | true |
| CustomEventChance | Chance (1–100%) for custom events to occur instead of vanilla events if UseCustomEventChance is enabled. | 50 |
🔹 Debug
| Setting | Description | Default |
|---|---|---|
| ShowTotalMapValue | Log (In console) total dollar value of all valuables on the map | false |
🔹 UI Settings
| Setting | Description | Default |
|---|---|---|
| UI Language | Language used for the economy UI | English |
| UIToggleHotkey | Hotkey to toggle the economy UI on/off | G |
| UIAutoShowOnLevelStart | Automatically show UI when entering a level | true |
🔹 Difficulty System
| Setting | Description | Default |
|---|---|---|
| DifficultyPerLevel | How much difficulty to add per level (e.g., level 5 = +5 difficulty) | 1 |
| DifficultyPerPlayer | How much difficulty to add per player (e.g., 4 players = +0 difficulty) | 0 |
| DifficultyPerValuable | How much difficulty to add per valuable on map (e.g., 100 valuables = +0 difficulty) | 0 |
| DifficultyMaxCap | Maximum difficulty cap. Difficulty will never go above this value. | 100 |
🔹 Level Scaling
| Setting | Description | Default |
|---|---|---|
| EnableLevelScaling | Enable level scaling for modules, extractions, and haul multiplier | true |
| EnableMultiplicativeScaling | Enable multiplicative scaling instead of additive | false |
| MinModules | Minimum number of modules per level | 4 |
| MaxModulesLevel | Up to which level modules will increase | 81 |
| ModulesInterval | Every how many levels to add modules | 3 |
| ModulesPerInterval | How many modules to add every interval levels | 1 |
| BaseExtractions | Base number of extractions (0 = 1 extraction) | 0 |
| MaxExtractions | Maximum number of extractions | 9 |
| ExtractionsInterval | Every how many levels to add extractions | 10 |
| ExtractionsPerInterval | How many extractions to add every interval levels | 1 |
| BaseHaulMultiplier | Base haul goal multiplier | 0.7 |
| MaxHaulMultiplier | Maximum haul multiplier | 1.0 |
| MaxHaulLevel | Up to which level haul multiplier will increase | 30 |
| HaulIncreasePerLevel | How much to increase haul multiplier per level | 0.01 |
🔹 Enemy HP Scaling
| Setting | Description | Default |
|---|---|---|
| EnableEnemyHPScaling | Enable enemy HP scaling per level | true |
| StartLevel | Level at which enemy HP scaling starts | 3 |
| Multiplier | Enemy HP multiplier per level (1.02 = +2% per level) | 1.02 |
| UseExponentialScaling | Use exponential scaling (pow) instead of linear scaling | true |
🔹 Enemy Cap Scaling
| Setting | Description | Default |
|---|---|---|
| EnableEnemyCapScaling | Enable max enemy cap scaling per level | true |
| StartLevel | Level at which enemy cap scaling starts | 4 |
| Multiplier | Max enemy cap multiplier per level (1.03 = +3 per level) | 1.03 |
| UseExponentialScaling | Use exponential scaling (pow) instead of linear scaling | true |
🔹 Map Value Scaling
| Setting | Description | Default |
|---|---|---|
| EnableMapValueScaling | Enable total map value scaling per level | true |
| StartLevel | Level at which map value scaling starts | 2 |
| Multiplier | Total map value multiplier per level (1.02 = +2% per level) | 1.02 |
| UseExponentialScaling | Use exponential scaling (pow) instead of linear scaling | true |
🔹 Upgrades Rework
| Setting | Description | Default |
|---|---|---|
| GlobalUpgradesMultiplier | Multiplier for upgrades (1.0 = default, 2.0 = double upgrades bonus) | 0.5 |
🔹 Player Revival
| Setting | Description | Default |
|---|---|---|
| RevivalHotkey | Hotkey to revive player when dead (only works once per player per round). | R |
🔹 Event Modifiers
| Setting | Description | Default |
|---|---|---|
| ModifierStartLevel | At what level modifiers will start appearing (1–12). 1 = immediately, 2 = from the second level, etc. | 2 |
| MinModifierCount | Minimum number of gameplay modifiers per level (2-5) | 2 |
| MaxModifierCount | Maximum number of gameplay modifiers per level (2-5) | 5 |
| EnableLootModifiers | Enable loot-related events (e.g., Jackpot, Empty Facility, Value Lottery) | true |
| EnableEnemyModifiers | Enable enemy-related events (e.g., Enemy Horde, Speed Demons, Pacifist Mode) | true |
| EnablePlayerModifiers | Enable player-related events (e.g., Sonic Speed, Glass Cannon, Infinite Stamina) | true |
| EnableEnvironmentModifiers | Enable environment-related events (e.g., Darkness, Disco Lights) | true |
| EnableSharedPool | Enable shared pool mode: all events are in one pool, selected based on difficulty-adjusted chances instead of separate category pools. | false |
🔹 Individual Economy Enables
Individual economy events can be enabled/disabled in the "Economies" section of the config. Each economy type has its own enable/disable setting.
🔹 Individual Modifier Enables
Individual modifier events can be enabled/disabled in the "Modifiers" section of the config. Each modifier has its own enable/disable setting.
📊 Complete Economy List (104 Varieties)
Below are all available Economies and their effects.
More economies will be added with every updates!
📝 Click to see the full list of all economies
| Event (EconomyType) | Effect on baseMin / baseMax |
In-Game Description |
|---|---|---|
| Stable | No change (Uses the values from the config) | Economy by default |
| Deflation | –10% min, –5% max | Market Crash |
| Inflation | +0% min, +10% max | Moment to Get Rich! |
| Chaos | –10% min, +10% max | Financial chaos... |
| FreezeMarket | 0% min, 0% max | Economy frozen :( |
| BlackMarketSurge | –10% min, +20% max | Values have become more expensive... |
| Overload | –100% min, +100% max | 50/50 |
| RareBoom | +5% min, +30% max | Values are suddenly in price! |
| CommonCrash | –30% min, –10% max | Values are devalued! |
| LegendaryOnlyMatters | –20% min, +5% max | Only the best makes sense... |
| EchoMarket | –25%→0% min, 0%→+25% max (random) | Prices are jumping like crazy... |
| ReverseInflation | –15% min, –5% max | Budget is better than wealth... |
| LuxuryHunt | +10% min, +40% max | Values are much more expensive! |
| DumpsterDive | +5% min, +60% max | Everything has become expensive! |
| ExtraProfit | +0% min, +50% max | Today you can sell more profitably! |
| ScamSeason | –30% min, –10% max | Prices are falling... :( |
| SuddenDrop | –50% min, –20% max | Almost everything has depreciated! |
| TreasureRush | +100% min, +200% max | Every value is — treasure! |
| ZeroGravity | –50% min, +150% max | Everything is unstable... |
| Turbulence | ±30% equally to min & max (random) | Prices behave unpredictably... |
| BubbleBurst | –40% min, –5% max | The market was booming... until it wasn’t |
| CollectorsFrenzy | +30% min, +80% max | Everything is worth more than it should be |
| PanicSale | –40% min, –20% max | Players are panic-selling everything for pennies! |
| EconomicTwister | Ignores min/max — 0%→200% per valuable | Every valuable gets a completely random value. |
| TaxAudit | –15% min, –15% max | The Tax Department has reviewed your valuables. |
| Crash & Burn | –90% min, 0% max | The market is collapsing — brace for losses. |
| GoldenHour | +20% min, +50% max | A perfect time to sell — prices are booming! |
| CrystalBubble | +50% min, +100% max | Market euphoria! Prices are sky-high… for now |
| CoinDecay | –20% min, –60% max | Everything feels worthless. Time to sell or hold? |
| EchoCrash | ±50% equally to min & max (random) | Residual shockwaves shake the market unpredictably |
| SpeculationBubble | –20% min, +100% max | Prices are inflating without logic... Bubble may burst any time! |
| ColdStorage | –10% min, –10% max | Nothing sells well. Prices are frozen under market value |
| PriceWhirlwind | –60%→0% min, 0%→+60% max (random) | An unstable market surge throws prices into a whirlwind! |
| ExperimentalPricing | –20% min, +40% max | Prices fluctuate wildly due to market experiments |
| ShadowMarket | –60% min, +5% max | A secret market drains value from most valuables |
| AuctionFever | +10% min, +80% max | A bidding war is driving prices through the roof! |
| MemoryMarket | ±5% random offset to current range | Prices mirror the past — but with a twist |
| LoopbackSpike | Doubles current min/max range | History repeats with extreme volatility |
| GlitchedGoldrush | Sets min/max to +20% / +100% | Something’s broken… but you’re getting rich |
| MarketEclipse | –5% min, +5% max | An economic blackout... almost no movement |
| JackpotMirage | Random –50% to +150% | Everything looks like gold... but some of it’s fool’s gold |
| CollectorsVoid | –90% min, –50% max | All value is lost — nothing is collectible anymore |
| VolatileExperiment | –100% min, +250% max | A dangerous economic experiment — chaos reigns |
| CleanSweep | +0% min, +5% max | A calm period — nothing to fear, nothing to gain |
| ValueVortex | –100% → +100% (per valuable, random) | A swirling mess of prices — unpredictable and wild |
| TemporalSurge | –20% min, +60% max | Prices shift with a pulse of time itself. |
| EchoOfWealth | Keeps previous range | Prices mimic those from two levels ago. |
| ArtifactBloat | +50% min, +100% max | Old junk is now gold. |
| MarketDrain | –60% min, –30% max | All prices slowly drain into the void. |
| InversionProtocol | Flips positive/negative | Low-value becomes high-value. High-value drops. |
| SyntheticDemand | Random +0% to +80% max increase | Artificial demand spikes at random. |
| TaxFrenzy | –50% min, –20% max | Tax rates hit hard! Prices plummet. |
| AssetDump | –80% min, +20% max | Everyone’s dumping assets! |
| SmugglersSurge | Custom (based on item value) | Expensive items skyrocket, cheap ones tank |
| CollectorsCraze | +200% for rare, –10~–30% for others | Rare collectibles soar — the rest is junk |
| MarketKraken | 30% of items get ×4, others = $0 | The market goes wild. 30% of valuables get ×4 boost! |
| MarketBoom | +20% min, +50% max | Prices surge across the entire market! |
| PriceLockdown | –5% min, +5% max | All prices are frozen by decree |
| WildSpeculation | –50%→+100% min & max (random) | Speculators drive prices wildly up and down! |
| SilentAuction | +0% min, +30% max | Auctions run in silence, prices unclear |
| FlashCrash | –50% min, –20% max | Instant crash wiping out asset values! |
| CryptoSurge | +10% min, +100% max | Cryptocurrencies push the market sky-high! |
| ResourceRush | +5% min, +25% max | Resource scarcity drives prices up |
| DemandSpike | +0% min, +60% max | Explosive demand floods the market! |
| SupplyShortage | –20% min, –5% max | Severe supply shortages cripple prices |
| ConsumerConfidence | +5% min, +15% max | Consumers irrationally confident! |
| MarketMeltup | +50% min, +200% max | A melt-up as prices climb uncontrollably! |
| BargainHunt | –10% min, +10% max | Hunting bargains—some crash, others spike |
| MarketRebound | +10% min, +20% max | After a crash, the market swiftly rebounds! |
| PriceCascade | random –20%→0% min, 0%→+20% max | Prices cascade downward, but may bounce back |
| BullRun | +30% min, +60% max | A bull run—prices charge skyward! |
| BearTrap | –60% min, –30% max | A bear trap—brief gains before a fall… |
| PanicBuying | +50% min, +100% max | Players panic-buy—supplies vanish! |
| SupplyGlut | –50% min, +10% max | Oversupply—prices sink under glut |
| SpeculatorFrenzy | ±40% equally to min & max (random) | Speculators push prices to chaotic extremes! |
| ValueStabilizer | clamp to ±5% | Regulatory measures keep prices in check |
| MarketMirroring | repeat previous range | The market mirrors its previous level |
| InflationSpike | +15% min, +25% max | A sudden spike in inflation! |
| DeflationDip | –15% min, –25% max | Prices plunge into a deflationary dip |
| EconomicEquilibrium | 0% min, 0% max | A perfect balance of supply and demand |
| PriceSurge | +20% min, +40% max | Sudden price surge—everything jumps 20–40%! |
| BargainBlitz | –30% min, –10% max | Flash discounts—prices drop 30–10% instantly! |
| CollectorCarnival | if ≥50% → ×2; else –10% | Collectibles ×2, others −10%. |
| GhostPrices | ±25% equally to min & max (random) | Ghostly prices—random offset ±25%. |
| BarterBonanza | –20% min, +15% max | Barter bonanza—low items down, high items up. |
| SeasonalShift | +15% min, –5% max | Seasonal shift—min +15%, max −5%. |
| BlackoutSale | –50%→–30% equally to min & max (random) | Blackout sale—prices slashed −50…−30%. |
| InflationEbb | –20% min, –10% max | Inflation ebb—prices fall 10–20%. |
| FoolsGold | –10% base, +0→+50% offset (random) | Fool’s Gold—some +50%, others −10%. |
| HoardersHavoc | –40% min, +10% max | Hoarder’s Havoc—cheap −40%, expensive +10%. |
| PennyPinch | –60%→–40% equally to min & max (rand.) | Penny Pinch—prices slump −60…−40%. |
| Trendsetter | +30%→+60% equally to min & max (rand.) | Trendsetter—premium items surge +30…+60%! |
| Price Spike | +40% min, +80% max | Prices suddenly spike across the board! |
| Clearance | –60% min, –20% max | Massive clearance cuts values everywhere! |
| Boomerang Market | –20%→+10% min, +10%→+40% max | Values swing back—but unpredictably! |
| Silent Dip | –10% min, –5% max | Quiet dip... nothing sells well |
| Luxury Only | –40% min, +5% max | Only luxury items hold value now |
| Early Bubble | +30% min, +100% max | A bubble forms early—brace for boom |
| Late Deflation | –70% min, –10% max | Late-stage deflation drains the market |
| Price Slalom | ±30% equally (random) | A slalom of ups and downs |
| False Demand | +10% min, +40% max | Artificial demand inflates prices! |
| Underground Trade | –40% min, +5% max | Trade continues in the shadows |
| Crystal Crash | –100% min, –40% max | The bubble shatters into a crystal crash |
| Ghost Rush | +50% min, +150% max | Phantom value rushes sweep the market! |
All events roll each level (if level ≥ EventsStartLevel and chance roll succeeds) and are clamped between ClampMinLimit and ClampMaxLimit.
🛠️ Custom Events Support
Create your own economy events! Full JSON support inherited from original REPOConomy.
📝 Click for Custom Events Guide
JSON Structure
[
{
"id": "my_event",
"name_en": "My Event",
"name_ru": "Моё Событие",
"desc_en": "Description",
"desc_ru": "Описание",
"color": [255, 200, 100],
"min": -10.0,
"max": 20.0,
"useDelta": true
}
]
Place files in: BepInEx/config/CustomEvents/*.json
Note: Custom economy events only. Custom modifiers coming in future updates!
💾 Installation
- Install BepInExPack for R.E.P.O.
- (Optional) Install REPOConfig for in-game GUI
- Download and extract
REPOConomyPlus.dll - Place in
BepInEx/pluginsfolder - Launch R.E.P.O. and enjoy the chaos!
🔄 Differences from Original REPOConomy
| Feature | REPOConomy | REPOConomyPlus |
|---|---|---|
| Economy Events | ✅ 104 events | ✅ 104 events |
| Gameplay Modifiers | ❌ None | ✅ 73 events |
| Difficulty System | ❌ None | ✅ Dynamic scaling |
| Level Scaling | ❌ None | ✅ Modules/Extractions/Haul |
| Map Scaling | ❌ None | ✅ Enemy HP/Cap/Value scaling |
| Scaling Progression | ❌ None | ✅ Exponential/Linear options |
| UI Design | ✅ Basic | ✅ Enhanced scrollable |
| Event Categories | ❌ None | ✅ 4 categories |
| Conflict System | ❌ Basic | ✅ Advanced |
| Custom Events | ✅ Yes | ✅ Yes (economy only) |
| Multiplayer Sync | ✅ Basic | ✅ Enhanced |
🔗 Compatibility
- ✅ Supports valuables from other mods
- ✅ Supports latest Version of R.E.P.O.
- ✅ Compatible with REPOConfig for GUI configuration
- ✅ Works with existing custom economy JSON files
- ⚠️ Not compatible with original REPOConomy (use one or the other)
🔗 Mod Compatibility
REPOConomyPlus is currently compatible with the following mods:
- ✅ REPORoles_Classic - Classic role system integration
- ✅ Unique_Potions - Unique potion effects support
- ✅ RepoAdminMenu - Administrative menu compatibility
More mod compatibilities will be added in future updates!
If you find a conflicting mod or one that's not compatible with REPOConomyPlus, please report it on our Discord server!
🐛 Known Issues
- Extraction Magnet modifier may cause FPS drops on maps with many valuables due to physics calculations running every frame during extraction. This is being investigated for optimization.
- Report bugs on Discord or GitHub.
📞 Support & Community
Report bugs, suggest features, or provide feedback:
| Discord Server | Channel | Post |
|---|---|---|
| Pxntxrez Studio | #released-mods |
REPOConomyPlus |
🙏 Credits
- Original Mod: REPOConomy by PxntxrezStudio
- Enhanced By: PxntxrezStudio
- Special Thanks: Darkmega, larion, Crony, Jettcodey, garrett. (For ideas and help in improving the mod)
License
- This mod is provided under the MIT License.
Made with ❤️ by PxntxrezStudio
Transform every R.E.P.O. run into a unique adventure!
"More events and new features coming soon!"
