
ItemBundles
Adds bundled items that affect the whole team!Details
Adds item bundles that randomly replace items in the shop pool (configurable)
I wanted a team-wide upgrade option that didn't feel as cheatsy or plain as sharing every single upgrade for the normal price, so I made this, a mixed solution to the team-upgrade problem with additional benefits and physical items!
Bundles have the following benefits:
- All Bundles: Cost 33% less than the individual items would cost
- Grenades/Mines: Spawns one item per player
- Upgrades: Spawns one upgrade box per player
- Health Packs: Heals each living player, and any excess healing is redistributed. Be sure to revive your teammates for the maximum effect!
Grenades, Mines and Upgrades can be used in the shop to split the bundle into its respective items, forfeiting the discount. The initial prompt is not visible and requires a confirmation to open.
Unboxing an Upgrade Bundle outside of the shop counts as "purchasing" the individual items, meaning you save money on the initial purchase but the future shop prices scale as if you had made the individual purchases
This mod is required by both host and clients
Configurability:
Configuration for this mod follows a hierarchy of General > Item Type > Item, with the latter taking priority over the former if it set to anything other than its default value of -1
- Chance: Percentage chance that an item within the shop pool will be replaced with its Bundle variant (Default: 20)
- Max: How many items in the pool can be turned into a bundle per shop cycle (Default: -1, meaning no limit)
- Minimum per Bundle (where applicable): The minimum number of items that a bundle can have, regardless of the player cap. Price will still scale accordingly. (Default: 0)
- Price Multiplier: Total cost multiplier of bundle (Default: 66.66)
The "Chance" entry is a percentage for each item in the POOL before the shop is populated, not a percent chance for it to show up in the shop itself. The "Price Multiplier" is the multiplication of the total cost (item cost * player count * price multiplier)
If you'd like to take advantage of this mod in Singleplayer, there is a "Developer" config option called "Fake Players" that adds to player count values used by this mod. It is only visible in the Thunderstone/R2Modman configs, not ingame
Mod Compatibility:
Upgrade Bundles are dynamically generated when the game starts up, meaning any upgrade should be supported by default. Any mod that manipulates upgrades or the shop will likely have issues. Please report any issues you have so I may address them in future updates!
| Mod | Compatibility | Notes |
|---|---|---|
| MoreUpgrades | ![]() |
Bundles take most MoreUpgrades configurations into account when calculating prices (config changes require a restart) |
| VanillaUpgrades | ![]() |
Not currently updated, support will be added once it is functional again |
| MoreShopItems | ![]() |
|
| SLRUpgrades | ![]() |
Untested in MP. SLRUpgrades might have an incompatibillity with the mod I use for multiplayer testing |
| NikkisUpgrades | ![]() |
|
| GoopUpgrades | ![]() |
|
| RepoRoles_Classic | ![]() |
|
| PocketCartPlus | ![]() |
|
| GoldItems | ![]() |
Only supports the Gold Upgrade atm |
Known Issues
- On clients, opening a bundle in a shop sometimes requires an additional press
Possible Future Features:
- Grenade and Mine bundles that give random types but are extra discounted
If you have any issues, report them to me through either the mod listing on the R.E.P.O Modding Discord or on github
If you like my mods, please consider supporting me via one of the badges below!



