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HoverHauler
Turn the Hauler and Scout into hovercraft! They float over floors, glide across holes, climb stairs by themselves and never tip over. Hold Jump to rise, Crouch to sink. Indestructible mode keeps them from breaking. Host only.
| Date uploaded | 2 weeks ago |
| Version | 1.0.2 |
| Download link | RicketyWrecked-HoverHauler-1.0.2.zip |
| Downloads | 2582 |
| Dependency string | RicketyWrecked-HoverHauler-1.0.2 |
This mod requires the following mods to function
BepInEx-BepInExPack
BepInEx pack for Mono Unity games. Preconfigured and ready to use.
Preferred version: 5.4.2100README
Hover Hauler
Turn R.E.P.O's Hauler and Scout into hovercraft. They float over the floor, glide across holes, climb stairs by themselves and never tip over. Only the host needs the mod.
Highlights
- Hovers. The vehicle floats about half a metre above the floor while someone drives. Steering and speed feel the same as on the ground.
- Rise and sink. Hold Jump to go up (to 4 m) and Crouch to come down. It never rises into the ceiling.
- Climbs stairs on its own. It sees stairs coming, lifts up and tilts its nose to match, so it glides up smoothly. Every driver can go upstairs, even players without the mod. Going down stays level.
- Never falls into holes. Pits, gaps and ledges are floated across at the same height. To drop down a ledge on purpose, hold Crouch at the lowest height.
- Never tips over. It turns freely but can't roll onto its side or flip.
- Parks gently. When nobody's driving it settles to the ground. Left over a hole, it stays floating instead of falling in.
- Indestructible (on by default). Crashes and enemies don't drain its battery bars, so it can't catch fire or explode. Charging still works.
Who needs it
| Player | Needs Hover Hauler? |
|---|---|
| Host | Yes. The host runs the vehicles, so hovering, stairs, hole protection and indestructible mode work for everyone in their game. |
| Driver | Only to use Jump/Crouch to change height. Without the mod a driver still hovers, climbs stairs and is safe from holes, at the normal height. |
| Everyone else | No. They just see a floating Hauler. Players without any mods can still join. |
Controls
| Key | What it does |
|---|---|
| Jump (held) | Rise, up to 4 m. |
| Crouch (held) | Sink, down to 0.25 m. At the lowest height, it also lets you come down a ledge. |
These are whatever keys you have bound to Jump and Crouch.
Settings
Change these in REPOConfig in-game, or in BepInEx/config/ricketywrecked.repo.hoverhauler.cfg. Restart the game after changing them.
| Setting | Default | What it does |
|---|---|---|
Vehicles.Hauler |
on | The Hauler hovers. |
Vehicles.Scout |
on | The Scout (the small Hauler) hovers. |
Vehicles.Indestructible |
on | The Hauler and Scout never lose durability from crashes or enemies. |
Hover.DefaultHeight |
0.5 | Hover height (m) when you get in. |
Hover.MinHeight |
0.25 | Lowest height (m) with Crouch. |
Hover.MaxHeight |
4 | Highest height (m) with Jump. |
Hover.ClimbSpeed |
2 | How fast (m/s) Jump and Crouch change the height. |
Questions
Does it climb onto tables and beds? No. Only real stairs and ramps make it rise. Furniture, single steps and anything that can be moved are ignored.
Can I still pick the Hauler up? Yes. Anyone not riding it can grab and move it as usual.
Does it work with other vehicle mods? It only changes the Hauler and Scout. A mod that also changes how the Hauler moves may not mix well with it.
Technical details
- The Hauler is
Item Vehicle Semiscooterand the ScoutItem Vehicle Semiscooter Small(ItemVehicle); the master client runs their physics inFixedUpdate. - A sphere cast finds the floor. While driving, more casts every 0.25 m up to 2 m ahead (along the direction of travel, or the way it faces when stopped against a step) look for a staircase or ramp: at least two rises in a row, each at most 0.35 m, static level geometry only, up to 1.1 m higher. The vehicle rises to it early and pitches to the stairs' own slope (clamped 15-32 degrees, turned at 120 degrees/s, held 0.5 s between steps) with 0.9 m x sin(pitch) extra lift. One taller jump (furniture) ends the check.
- Rises and drops of up to 0.6 m are followed under the vehicle; a bigger drop holds the previous floor height. The height is held by predicting the vertical speed after the physics step from
Rigidbody.GetAccumulatedForce()and gravity, and adding exactly the velocity change needed. - While hovering, the game's
PerformGroundCheckreports the wheels as grounded, so the driving model and fall damage behave as on the ground. - Upright: X/Z rotation is frozen (and restored afterwards) and the vehicle is turned level, keeping its heading.
- A parked vehicle is woken up (a still body falls asleep and ignores gravity) and its fall is capped at 2.5 m/s. Over a hole (no floor, or one more than 3 m down) it's held at the old floor height.
- Drivers who aren't the host send their Jump/Crouch state to the host (raise-event 164); the host only accepts it from the vehicle's driver.
- Indestructible:
ApplyEnemyHitDurabilityLossis skipped, and any other drop inItemBattery.batteryLifeis put back right afterUpdateImpactDetection/Update.
License
Copyright (c) 2026 RicketyWrecked. All rights reserved. You may download and play with this mod, and list it as a dependency in your own Thunderstore modpack. You may not copy, modify, decompile, reuse or re-upload any of it without written permission. See the included LICENSE file. Permission requests: Discord.
Credits
Made by RicketyWrecked. Not affiliated with the R.E.P.O developers.
Questions, bug reports, or suggestions: Discord.
CHANGELOG
Changelog
1.0.3
-
A parked vehicle can be pulled down from a balcony or ledge again. It was held up over any drop deeper than 3 m, as if it were a hole, so it only came down near stairs. Now it comes down gently to any real floor below, however far down.
-
Still never falls into a death pit: pits are now found the way the game's own enemies find them (no floor below, or the game's death-pit trigger). Parked, pushed or knocked over one, it floats at the edge's height. Holding Crouch at the lowest height comes down to the floor below, but never into a death pit (before, crouching over a pit with no floor in sight could sink it).
-
Boosts and drifts only while you hold Sprint (new setting
BoostOnlyWithSprint, on). The Hauler and Scout drive at their normal top speed and left/right simply steer. The game's boosts and drifting only kick in while the driver holds Sprint (whatever key it's bound to):- the extra speed that keeps building after top speed;
- the push up ramps, which the hover's nose-up stair climb also set off;
- drifting: the game started a drift on every tap of left or right while hovering, snapping the vehicle toward the camera and then giving a drift boost;
- drift boosts and boost pads.
The host decides. Drivers with the mod send their Sprint key; for drivers without it, the game's own sprinting state is used (holding Sprint while seated, with stamina left).
-
Fixed: a vehicle sitting on the floor right beside a death pit was sometimes treated as being over it, so it stopped following the floor.
-
A Ko-fi support button on this page.
1.0.2
- A vehicle parked over a hole logs "Kept a parked vehicle from falling into a hole" once, instead of several times a second while it bobs at its hold height. Nothing else changes.
1.0.1
- Climbs stairs by itself: it looks ahead and rises before reaching higher steps, and tips its nose up to match the stairs (15-32 degrees) and lifts a little extra while going up, so it goes up smoothly without catching on the steps. Going down stays level. Drivers without this mod (who can't use Jump) used to get stuck at the bottom of stairs.
- New icon.
- No longer sets a parked vehicle's spin while the game holds it still (kinematic), which logged a Unity warning.
1.0.0
- Initial release: hovering Hauler and Scout (Jump up, Crouch down), never falls into holes, always upright, gentle settling when parked, indestructible mode (on by default).