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| Date uploaded | a day ago |
| Version | 0.1.2 |
| Download link | RemedyDevTeam-EnemyRespawnHUD-0.1.2.zip |
| Downloads | 163 |
| Dependency string | RemedyDevTeam-EnemyRespawnHUD-0.1.2 |
This mod requires the following mods to function
Rune580-REPO_SteamNetworking_Lib
API/Library for networking using Steamworks socket relays. Very much WIP, but still usable, mostly.
Preferred version: 0.1.2BepInEx-BepInExPack
BepInEx pack for Mono Unity games. Preconfigured and ready to use.
Preferred version: 5.4.2305README
Enemy Respawn HUD
A persistent, configurable enemy HUD for R.E.P.O. It shows active enemies and individual respawn timers without opening the scoreboard.
Features
- Appears during active levels only while tracked enemies are present; stays hidden in menus, lobbies, the shop, and while TAB is held.
- Per-enemy rows, including IDs when enemies share a name.
- Uses R.E.P.O.'s HUD font with transparent text and no panel background.
- Large countdowns pulse during the final five seconds before a respawn.
- Host-authoritative snapshots every 0.5 seconds by default.
- Players joining an ongoing lobby receive the current state on the next snapshot.
- Configurable corner or right-center position, offsets, row limit, visibility filters, and host sync interval.
Requirements
BepInEx 5 and REPO SteamNetworking Lib 0.1.2. Each player who wants to see the HUD needs this mod and the networking library. The host supplies the timer state.
Configuration
After launching once, edit BepInEx/config/com.codex.enemyresphud.cfg. The default position is MiddleRight, 32 px below vertical center, to leave the top-right counters and shop totals clear. The HUD uses the font from R.E.P.O.'s own health or currency UI. Existing configurations using the previous default position are migrated once.
Installation
Install through Thunderstore Mod Manager, or extract the package into the R.E.P.O. game directory.
CHANGELOG
Changelog
0.1.3
- Automatically sizes the HUD to current resolution and text contents.
- Enlarges text and keeps enemy names and statuses close together.
- Limits visible rows to available screen space and summarizes additional enemies.
- Improves enemy detection without requiring a PhotonView on each enemy object.
- Places the nearest respawn countdowns first and uses compact numbers for repeated enemy types.
- Shows a short warning during the final seconds before respawn.
- Keeps the HUD visible during levels, including while TAB is held.
- Shows a status message when enemy data is unavailable.
- Removes the need for configuration files or manual HUD settings.
- Retains host-synchronized enemy states and automatic updates for joining players.