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NetworkingRevived
Client-side prediction for R.E.P.O. - grabbing, dragging and throwing feels like singleplayer. Made by Revival.
By Revival
| Last updated | 17 hours ago |
| Total downloads | 257 |
| Total rating | 1 |
| Categories | Mods Client-side Server-side AI Generated Quality Of Life |
| Dependency string | Revival-NetworkingRevived-1.1.2 |
| 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
NetworkingRevived
Made by Revival
A client-side mod for R.E.P.O. that makes multiplayer feel like singleplayer — grabbing, dragging and throwing objects responds instantly instead of waiting a full network round trip for the host to approve it.
This is a from-scratch rewrite of the abandoned NetworkingReworked mod, rebuilt against the current version of the game (the original broke when the game's overcharge update changed the network stream format and internal code).
What it does
R.E.P.O. is host-authoritative: when you grab something as a client, your game asks the host for permission, the host simulates the physics, and the result is streamed back to you. On any real connection that means visible input lag and rubberbanding.
NetworkingRevived changes that, only on your machine:
- The moment you grab a valuable, prop, or cart, your game registers the grab and simulates the physics locally — zero delay.
- While you hold it, the host's (laggy) position updates are recorded but not applied.
- When you let go or throw, the object smoothly blends back to the host's authoritative state over about a second, so there's no snapping and no permanent desync.
- If you drag a cart, the items riding inside it are simulated too, so they don't jitter.
The host and other players are untouched — the host still owns the "real" simulation, damage, breakage, and money. Only you need the mod, and it works in lobbies where the host is completely unmodded.
What is intentionally NOT predicted
Objects whose behavior is managed by host-side game logic stay vanilla to avoid breaking things: enemies, tumbled players, hinged objects (doors), and shop/inventory items (weapons, batteries, grenades, upgrades). Those still use the normal host round trip.
Config
BepInEx/config/com.Revival.networkingrevived.cfg
| Setting | Default | What it does |
|---|---|---|
| SimulateCarts | true | Local prediction for carts |
| SimulateCartContents | true | Items inside your cart ride along locally |
| InstantCartHandle | true | Cart handle grabs register instantly |
| SoftSyncDuration | 1.25 | Seconds of blending back to host state after release |
| SoftSyncStrength | 0.12 | Blend strength per physics tick (higher = snappier) |
Install
- Install BepInEx (BepInExPack for R.E.P.O.).
- Drop
NetworkingRevived.dllintoBepInEx/plugins. - Remove/disable the old NetworkingReworked mod if you still have it — they patch the same code and must not run together.
Known quirks
- A brief re-align jitter after throwing is normal — that's the hand-back to the host.
- If you and another player grab the same object at the same moment, whoever's client you're watching wins locally until it settles.
- If the game updates and internals change, the mod disables itself and logs an error instead of breaking your game — check the BepInEx console/log after game patches.