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InterestingLevels
Makes every R.E.P.O. map feel new: varied layouts, themed loot rooms, risky shortcuts, monster nests, jackpot items and wild modifiers. Works with modded valuables and levels. Only the host needs it.
| Date uploaded | a week ago |
| Version | 1.4.2 |
| Download link | ExtraCreamyMilk-InterestingLevels-1.4.2.zip |
| Downloads | 1020 |
| Dependency string | ExtraCreamyMilk-InterestingLevels-1.4.2 |
This mod requires the following mods to function
BepInEx-BepInExPack
BepInEx pack for Mono Unity games. Preconfigured and ready to use.
Preferred version: 5.4.2305README
Interesting Levels
Every R.E.P.O. map feels new. Levels get real layouts (winding halls, hubs, spirals), rooms with a purpose (vaults, loot rooms, monster nests, jackpots), risky shortcuts and the occasional wild twist. All of it is built around the valuables you actually have installed, including modded ones.
Only the host needs this mod. Everyone else just joins as usual: the host builds the map and the game sends it to all players, including late joiners. No feature needs other players to install anything.
What it does
Layouts
- Maps come in different shapes: long and winding, a big central hub with spokes, compact and dense, or the game's own style.
- Many maps get a second route between areas, so you aren't always walking back the way you came.
- Rooms near the truck are calmer; rooms deep in are harder and hold better loot. Going deep is a choice.
- Extraction points are spread out, so they never all sit in one corner.
- No two maps in a row look alike. The mod remembers recent maps (even between sessions) and makes a different one.
Special rooms
- Vault: a hard-to-reach room with extra, valuable loot.
- Hidden room: tucked away off a side corridor, with a small bonus.
- Hazard room: the hardest version of a room, with valuable but fragile loot.
- Quiet room: a calmer room on the main route to regroup.
Themed loot rooms
- Fragile Gallery: only breakable, high-value valuables. Careful.
- Heavy Storage: only big and wide valuables. Bring the cart and a friend.
- Junk Room: lots of tiny, cheap valuables. Worth the time?
Centerpiece rooms. Some maps keep space for one of the level's big four-tile rooms in the middle of a hub or where routes meet.
Risky shortcuts. Some maps have two ways into the deep part: a short route through a chain of dangerous rooms, or a longer, calmer way round. The calm way matters when you're pushing a cart. Small maps get a small version: one dangerous room as the short way, with a normal route around it.
Full maps. When the mod puts pricier loot somewhere (deep rooms, vaults, themed and crazy rooms), the level's loot budget grows to match, so a map still has about as many valuables as the base game would give it. Gold Rush is the exception: fewer, pricier valuables on purpose.
Easing in. The first levels of a run stay calm: small maps get at most one themed or crazy room, and the crazy features below start on level 3 and get more common over the next few levels (with RepoRPG, over its chapters).
Extraction pacing. The haul goal is split unevenly: a small first extraction near the truck, bigger ones after, and a big final one deep in. The total stays the same.
Crazy but fair (rare, at most two per map, never on two maps in a row)
- Monster Nest: a deep room full of monsters guarding a jackpot valuable. They stay home until disturbed. Where the map allows, the nest has more than one way in, so you can lure them out or sneak past.
- Domino Room: shelves and tables stacked with fragile valuables. One bump, throw or monster can set off a chain reaction.
- Explosive Pantry: a room stocked with explosive valuables, with good loot next door. Never by the truck or an extraction point.
- Jackpot: one huge, fragile valuable deep in the map, worth a big part of the haul goal. Losing it hurts, but you can still make the goal without it.
- Wildcard level: two map modifiers at once, with bonus loot.
- Stranded Start: every extraction point is far from the truck. The first one is still a fair walk and asks for less.
- Spiral: the map winds inwards to a centre room with the best loot. Extraction points are on the outer rings, and one shortcut cuts between rings. Smaller maps get a short spiral: one loop around the centre room.
- Escalating: each extraction you complete brings another monster, and the first one wakes the nest. The last extraction is hard, but fair.
Map modifiers
Rare, at most one per level (two on a Wildcard level). The truck screen tells everyone which one is active.
| Modifier | What it does |
|---|---|
| Sprawling | A bigger map with more loot. |
| Labyrinth | More loops and turns. |
| Treasure Pocket | There's a vault somewhere. |
| Gold Rush | Fewer valuables, all of them pricey. |
| Long Haul | Every extraction point is deep in the map. |
| Crowded | More monsters, more loot. |
| Scavenger Hunt | Tiny valuables tucked into hidden rooms and behind props. |
Wildcard levels only combine pairs that stay fair. For example, Crowded + Gold Rush or Long Haul + Labyrinth can happen, but Crowded + Long Haul can't.
Works with your mods
- Modded valuables: valuables from any mod are found and used. Levels get extra spawn spots for sizes they're short of (big modded valuables often are). No single valuable mod can take over a map. Broken modded valuables are skipped instead of breaking the level.
- Modded levels: laid out like the game's own levels when they have the usual room types; otherwise left as their makers designed them. Custom level sizes work too.
- RepoRPG: works alongside it. Its difficulty presets, player scaling, valuable scaling, bosses and classes (including Scavenger and Appraiser) all apply as usual. The Jackpot is a wide or tall valuable whenever the level has one, so the Courier's Dispatch can't send it off.
- The haul goal is always checked against what players can actually reach, after every other mod has changed it.
Settings
Settings are in BepInEx/config/interestinglevels.repo.cfg, or in game with a config menu mod such as REPOConfig. Only the host's settings matter.
Main switches (all on by default):
- Layout variety, special rooms, themed loot rooms, centerpiece rooms, risky shortcuts
- Map modifiers (and each modifier's weight), the truck screen message
- Extraction pacing (and how uneven it is)
- Each crazy feature, its chance, and the most crazy features per map
- Easing in: the first level with crazy features (3), how fast they ramp up, and the small-map size (under 8 rooms)
- Keeping maps full, and the fewest valuables per room (also for Gold Rush)
- Clutter cleanup
- Tuning log (see below)
Tuning log
The host writes one line per level to BepInEx/config/InterestingLevels.tuning.jsonl: the level, its size, features and modifiers, the valuables (count and value), the haul goal, whether it was completed, deaths and time taken. It stays on your computer; nothing is sent anywhere. The file is capped (512 KB by default; the older part is kept as InterestingLevels.tuning.old.jsonl), and you can turn it off with Tuning log under 8. Advanced. If you'd like to help balance the mod, you can attach it to a bug report or suggestion.
Compatibility notes
- ExtractionGoalSetter: extraction pacing turns itself off when it's installed, so the two never fight.
- Other layout mods: if another mod also changes the level layout, this mod keeps the game's layout (there's a setting for this).
- The map screen can't show the active modifier (each player's map is drawn on their own machine); the truck screen shows it instead.
- A level always loads. If anything goes wrong, that part is skipped for the level and the game's own behaviour fills in.
Bug reports
Please report bugs at: [add your bug report link here]
Include:
- Your
BepInEx/LogOutput.log(from the host, after the problem happened) - The level name, and the seed if the log shows one (search the log for "seed")
- Your mod list (or your mod manager's profile code)
Changelog
See the Changelog tab on this page.
CHANGELOG
Changelog
1.4.3
Fixed
- Too many valuables on later levels (for example 79 on level 9, where the base game spawns about 35-45). Three causes:
- "Keep maps full" raised the loot budget for every pricey valuable, even ones the game itself would have picked, and never lowered it. Now it only evens out picks the mod changed, by the difference to the game's own pick for that spot, both ways (cheaper picks lower it), and by at most 25% of the level's budget.
- The vault bonus was added to every size (up to +6 each) while the log said +6. It's now 6 in total, spread over the sizes the vault has spots for.
- Loot features stacked without limit. Now every feature that adds loot shares one cap per level: by default at most 1.3x the base game's count for that level. Past it, each gets its share in proportion.
- The minimum valuables per room is now only a floor: it never adds past the cap.
Changed
- Defaults: Wildcard loot bonus 1 (none), Scavenger Hunt weight 0.5, Junk Room weight 0.5 (lower until the new numbers are confirmed in play). Modifier and theme weights now accept decimals.
- New settings under 5. Valuables: "Most valuables vs. the base game" (1.3) and "Keep maps full: most budget change" (0.25).
- The debug log and the tuning log show the base game's count and budget for each level, the mod's count and value as a ratio to it, and what each feature asked for and got.
1.4.2
Fixed
- Spiral maps no longer roll together with Long Haul (a spiral's extraction points are on its outer rings), and a Wildcard level never adds Long Haul to a spiral or a Stranded Start map.
- Stranded Start never puts an extraction point next to the truck's part of the map; if a map can't manage that, it's made without Stranded Start.
- Maps whose only way out is the truck (the smallest levels) no longer get extra rooms for a shortcut or spiral.
- A map that only fits the small shortcut no longer keeps the extra rooms meant for the full one.
- When the Modifiers or Special rooms step fails, Wildcard levels and the spiral's centre vault are skipped too, as intended.
1.4.1
Added
- Small shortcuts: maps too small for a full risky shortcut can get a short one, a single dangerous room with a normal route around it.
- Small spirals: when a full spiral doesn't fit, the map can get a short one, a single loop around the centre room.
- Tuning log: one line per level in
BepInEx/config/InterestingLevels.tuning.jsonl(stays on your computer, size-limited, can be turned off).
Changed
- Maps stay full of loot. When the mod picks pricier valuables (deep rooms, vaults, hidden rooms, themed and crazy rooms), the level's loot budget grows to match, so maps get about as many valuables as the base game. With RepoRPG its value scaling still decides what everything is worth. Gold Rush still has fewer, pricier valuables. There's also a minimum number of valuables per room.
- Calmer start to a run. Small maps (under 8 rooms) get at most one themed or crazy room. The crazy features start on level 3 and get more common over the next levels; with RepoRPG, over its chapters. All of this can be changed in the settings.
Fixed
- Early levels sometimes had very few valuables (for example 5 on level 1), because pricey picks used up the loot budget.
1.4.0
Added
- Crazy but fair features. They're rare, at most two show up on one map, and none appears on two maps in a row.
- Monster Nest: a deep room with extra monsters guarding a jackpot valuable. They stay home until someone comes close.
- Domino Room: shelves and tables stacked with fragile valuables.
- Explosive Pantry: a room full of explosive valuables, with good loot next door.
- Jackpot: one huge, fragile valuable worth a big part of the haul goal. You can still make the goal without it.
- Wildcard level: two map modifiers at once, with bonus loot.
- Stranded Start: every extraction point is far from the truck; the first one asks for less.
- Spiral: the map winds inwards to a centre room with the best loot, with one shortcut between rings.
- Escalating: each completed extraction brings another monster and wakes the nest.
- Every new feature has its own on/off switch and chance in the settings.
Changed
- New, clearer mod page and description.
- The valuable list is now prepared in the main menu, so the first level loads faster.
- The full valuable list goes to its own file instead of filling the log.
Fixed
- A short freeze at the end of a level's loading while the map history was saved.
1.3.0
Added
- Themed loot rooms: Fragile Gallery, Heavy Storage and Junk Room.
- Extraction pacing: a small first extraction, bigger ones after, the same total.
- New map modifiers: Gold Rush, Long Haul, Crowded and Scavenger Hunt.
- Centerpiece rooms: space for the level's big four-tile room in a spot that matters.
- Risky shortcuts: a short, dangerous way into the deep part, next to a longer, calmer way round.
- The active modifier is shown on the truck screen for everyone.
1.2.0
Changed
- Much safer: if any part of the mod runs into a problem, only that part is skipped for the level and the level still loads.
- After a game update, only the parts that no longer fit turn off, with a notice for the host.
- The map history and settings files can't be damaged by a crash; a damaged file is set aside and rebuilt.
Fixed
- Valuables were sometimes left out when their spawn spot was blocked.
1.1.0
Added
- No repeated maps: a new map that looks too much like a recent one is remade, even across sessions.
- Recent layouts, modifiers, special rooms and start rooms are picked less often; repeated rooms are turned a different way.
- Rare surprises: a vault at the end of a long route, a grand hub, or a long drop.
- Clutter cleanup: no valuables in doorways, extraction areas or the truck area, nothing stuck or stacked, no overfull rooms.
1.0.0
- First release: map shapes, loops and side branches, special rooms (vault, hidden, hazard, quiet), better loot deeper in, spread-out extraction points, map modifiers (Sprawling, Labyrinth, Treasure Pocket), support for modded valuables, and a haul goal that always stays reachable.