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Revival-NetworkTweaksRevived-1.0.0 icon

NetworkTweaksRevived

Smooth object syncing + no random timeout kicks. Conflict-free rewrite of REPONetworkTweaks for the current game version.

By Revival
Date uploaded a day ago
Version 1.0.0
Download link Revival-NetworkTweaksRevived-1.0.0.zip
Downloads 48
Dependency string Revival-NetworkTweaksRevived-1.0.0

This mod requires the following mods to function

BepInEx-BepInExPack-5.4.2100 icon
BepInEx-BepInExPack

BepInEx pack for Mono Unity games. Preconfigured and ready to use.

Preferred version: 5.4.2100

README

NetworkTweaksRevived

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

  1. Install BepInEx (BepInExPack for R.E.P.O.).
  2. Drop NetworkTweaksRevived.dll into BepInEx/plugins.
  3. Remove/disable the old REPONetworkTweaks.

Only you need the mod; it works with unmodded hosts and clients.

CHANGELOG

Made by Revival

1.0.1

  • Fixed a critical bug where Photon initialized during plugin loading, silently breaking all connectivity (couldn't host or join, no error shown). Timeout and LateUpdate settings now apply the moment the game brings networking up, like they should.
  • Rebranded under Revival (plugin ID is now com.Revival.networktweaksrevived — config file name changed accordingly)

1.0.0

  • Full rewrite of the REPONetworkTweaks concept for the current R.E.P.O. version
  • Timeout disconnects disabled through Photon peer settings — zero patches, zero conflicts
  • LateUpdate packet dispatch via PUN's public setting — zero patches
  • Hermite snapshot interpolation reimplemented as additive postfixes: vanilla PhotonTransformView (kinematic mirroring, sleep, teleports, KinematicClientForce, RPC sender checks) keeps running, other mods' patches keep working
  • Defers automatically to NetworkingRevived's local simulation when both are installed
  • Detects the legacy REPONetworkTweaks and steps aside with a log warning instead of fighting it
  • SmoothSync self-disables on future game updates if internals change; the other tweaks keep working