
Mutators
Inject some chaos (and possibly despair) into your R.E.P.O. runs with Mutators! A random modifier will be chosen to alter your current level in some way.Details
R.E.P.O. Mutators
Inject some chaos (and possibly despair) into your R.E.P.O. runs with Mutators! A random modifier will be chosen to alter your current level in some way. NOTE: Everyone needs this mod for it to work. FOR THE BEST EXPERIENCE IT IS RECOMMENDED THAT EVERYONE IS ON THE EXACT SAME VERSION OF THE MUTATORS MOD. Singleplayer currently experimental, beta branch not supported.
Current Mutators
- Apollo 11 – All players and items have zero gravity.
- Rusty Servos – Players can't jump but gain increased grab range.
- Ultra-Violence – Immediately activates the final extraction phase.
- Handle with Care – All valuables are worth double, but they break instantly.
- One Shot, One Kill – Any damage taken by a player is lethal.
- Duck This – Ducks aggro on sight instead of on interaction.
- Out With a Bang – Enemies explode upon death.
- Hunting Season – No valuables spawn; weapons spawn instead. Enemy respawn time is reduced to 10 seconds, and the orb drop cap is removed.
- Protect the President – A random player becomes the "President." If they die, everyone else self-destructs.
- There Can Only Be One - All enemy spawns are the same monster (e.g. all Robe.)
- Volatile Cargo - Valuables explode when destroyed, explosion size and damage scales with value.
- Sealed Away - Valuables have a chance to spawn weakened monsters when destroyed.
- Protect The Weak - A random player becomes the "Bodyguard." They die if they are the last person standing.
- Firing My Laser - Unlocks Special Action: Laser. Semibots may fire a laser on a configurable cooldown, they fire this laser when taking damage.
- Voiceover: Player voices are randomly swapped between all players
- The Floor Is Lava: Every second, players take damage when touching unpadded surfaces
Configuration
- Mutators are selected via a weighted random system. The weight of each mutator can be adjusted in the config.
- Setting a mutator’s weight to
0
will prevent it from being selected. - Mutators can be locked between certain levels.
- Some mutators have additional config options. These may be documented in the future. For now, check your config file.
- The host's config always takes precedence. If this does not appear to be the case, please submit a bug report.
Versioning
- The mod launches at version
0.0.1
. - While below version
1.0.0
, breaking changes will occur on MINOR version bumps. - After
1.0.0
, breaking changes will be reserved for MAJOR version bumps. - Changes to mutators will always occur on a MINOR version bump, unless they cannot cause desyncs—then they will happen on a PATCH.
Upcoming features
- More mutators
- Support for multiple mutators active at once (planned for version
2.0.0
) - General improvements to mutators and internal systems
Suggestions and issues
Suggestions can be made in the dedicated thread in the R.E.P.O. Modding Server on Discord or though Github issues. Any issues found may also be reported though these channels, although creating a Github issue is is preferred.
For developers
Interested in contributing? Check out the GitHub repository. Please make sure to follow the versioning guidelines outlined above.
Adding Mutators via Your Own Mod
You can register your own mutators without including them in this mod:
- Use the
MutatorManager
static singleton to register custom mutators. - Mutators are currently NOT namespaced. However, this will likely change in the future.
- Use the
.dll
file included in the mod download for now. A NuGet package may be released later if there’s enough demand. - See the GitHub repo for code examples and documentation.