Please disclose if any significant portion of your mod was created using AI tools by adding the 'AI Generated' category. Failing to do so may result in the mod being removed from Thunderstore.
NetworkTweaksRevived
Smooth object syncing + no random timeout kicks. Conflict-free rewrite of REPONetworkTweaks. Made by Revival.
By Revival
| Last updated | 15 hours ago |
| Total downloads | 227 |
| Total rating | 1 |
| Categories | Mods Tools Client-side Server-side AI Generated Quality Of Life |
| Dependency string | Revival-NetworkTweaksRevived-1.0.1 |
| Dependants | 0 other packages depend on this package |
This mod requires the following mods to function
BepInEx-BepInExPack
BepInEx pack for Mono Unity games. Preconfigured and ready to use.
Preferred version: 5.4.2100README
NetworkTweaksRevived
Made by Revival
A client-side mod for R.E.P.O. that smooths out networked movement and stops Photon from randomly kicking you out of lobbies. It's a from-scratch rewrite of BlueAmulet's abandoned REPONetworkTweaks, rebuilt for the current game version and redesigned to not conflict with other mods.
Features
- No more random timeout disconnects — Photon's client-side timeout is effectively disabled via Photon's own settings (a 1-hour grace instead of ~10 seconds). No game code is patched for this, so it can never conflict with anything.
- Faster packet processing — network messages are dispatched every rendered frame (LateUpdate) instead of on the physics tick.
- SmoothSync — synced objects (props, carts, doors, enemies) move with snapshot (Hermite) interpolation instead of choppy corrections. Adapts to the host's real send rate, handles packet loss, and optionally projects slightly into the future to hide latency.
Why this doesn't break other mods (unlike the original)
The original REPONetworkTweaks replaced PhotonTransformView outright: it disabled the
vanilla sync code and forced every client rigidbody kinematic. Any other mod touching
object syncing broke, and newer game features that live in the vanilla code path
(kinematic mirroring, KinematicClientForce, the RPC sender checks) silently stopped
working.
NetworkTweaksRevived is additive: the vanilla sync code still runs untouched, and the smoother position is applied on top afterwards. No skip-original prefixes, no IL surgery, no replaced components.
- Fully coordinates with NetworkingRevived (my singleplayer-feel prediction mod): objects you're simulating locally are left alone automatically. Use both together for the best experience.
- If the old REPONetworkTweaks is still installed, SmoothSync turns itself off for the session and tells you in the log instead of double-fighting over objects.
- If a game update changes internals, SmoothSync disables itself gracefully; the timeout and LateUpdate tweaks keep working (they don't depend on game code at all).
Config
BepInEx/config/com.Revival.networktweaksrevived.cfg
| Setting | Default | What it does |
|---|---|---|
| DisableTimeout | true | Stop client-side timeout disconnects |
| PhotonLateUpdate | true | Dispatch packets every frame |
| SmoothSync.Enabled | true | Hermite interpolation for synced objects |
| SmoothSync.Extrapolate | true | Keep moving briefly when updates are late |
| SmoothSync.Future | 1.0 | Latency hiding (update intervals ahead) |
| SmoothSync.RateSmoothing | 0.1 | Send-rate adaptation speed |
| SmoothSync.TimingThreshold | 1.0 | Seconds before data counts as discontinuous |
Install
- Install BepInEx (BepInExPack for R.E.P.O.).
- Drop
NetworkTweaksRevived.dllintoBepInEx/plugins. - Remove/disable the old REPONetworkTweaks.
Only you need the mod; it works with unmodded hosts and clients.