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ItemBundles
Adds bundled items that affect the whole team!
| Date uploaded | a month ago |
| Version | 1.5.2 |
| Download link | SeroRonin-ItemBundles-1.5.2.zip |
| Downloads | 14873 |
| Dependency string | SeroRonin-ItemBundles-1.5.2 |
This mod requires the following mods to function
BepInEx-BepInExPack
BepInEx pack for Mono Unity games. Preconfigured and ready to use.
Preferred version: 5.4.2305README
Adds item bundles that randomly replace items in the shop pool (configurable)
I wanted a team-wide upgrade option that didn't feel as cheatsy or plain as sharing every single upgrade for the normal price, so I made this, a mixed solution to the team-upgrade problem with additional benefits and physical items!
Bundles have the following benefits:
- Cost 33% less than the individual items would cost*
- Grenades/Mines: Spawns one item per player
- Upgrades: Spawns one upgrade box per player
- Health Packs: Heals each living player, and any excess healing is redistributed. Be sure to revive your teammates for the maximum effect!
Grenades, Mines and Upgrades can be used in the shop to split the bundle into its respective items, forfeiting the discount. The initial prompt is not visible and requires a confirmation to open.
*Unboxing an Upgrade Bundle outside of the shop counts as "purchasing" the individual items, meaning you only save money on the initial purchase. Future shop prices scale regularly.
This mod is required by both host and clients
Configurability:
Configuration for this mod follows a hierarchy of General > Item Type > Item, with the latter taking priority over the former if it set to anything other than its default value of -1
- Chance: Percentage chance that an item within the shop pool will be replaced with its Bundle variant (Default: 20)
- Max: How many items in the pool can be turned into a bundle per shop cycle. Follows a budget for each category (Default: -1, meaning no limit)
- Minimum per Bundle (where applicable): The minimum number of items that a bundle can have, regardless of the player cap. (Default: 0)
- Price Multiplier: Total cost multiplier of bundle, applied after base cost calculations (Default: 66.66)
The "Chance" entry is a percentage for each item in the POOL before the shop is populated, not a percent chance for it to show up in the shop itself. "Chance" works normally for rerolling.
If you'd like to take advantage of this mod in Singleplayer, there is a "Developer" config option called "Fake Players" that adds to player count values used by this mod. It is only visible in the Thunderstone/R2Modman configs, not ingame
Mod Compatibility:
Upgrade Bundles are dynamically generated when the game starts up, meaning any upgrade should be supported by default. Any mod that manipulates upgrades or the shop will likely have issues. Please report any issues you have so I may address them in future updates!
| Mod | Compatibility | Last Tested | Notes |
|:----------------|:-------------:|:-----------:||-------|
| MoreUpgrades |
| v1.5.2 | Bundles take most MoreUpgrades configurations into account when calculating prices (config changes require a restart) |
| MoreShopItems |
| v1.5.2 ||
| NoItemSpawnLimit|
| v1.5.2 | "Max" config will be ignored if this mod is installed |
| SLRUpgrades |
| v1.5.2 | Untested in MP. SLRUpgrades might have an incompatibillity with the mod I use for multiplayer testing |
| NikkisUpgrades |
| v1.5.2 ||
| GoopUpgrades |
| v1.5.2 ||
| RepoRoles_Classic |
| v1.5.2 ||
Known Issues
- On clients, opening a bundle in a shop sometimes requires an additional press
- Changing
Minimum per Bundlesetting does not update prices for existing items
Possible Future Features:
- Randomization of bundle item count
- Grenade and Mine bundles that give random types but are extra discounted
- Autogen support for other modded grenades and mines
If you have any issues, report them to me through either the mod listing on the R.E.P.O Modding Discord or on github
If you like my mods, please consider supporting me via one of the badges below!
CHANGELOG
v1.5.2
- Fixed major issues with mod compatibility
- Upgrade bundles now properly make use of "Fake Players" or "Min per Bundle" configurations
- Removed compatibility listings for broken mods: VanillaUpgrades, PocketCartPlus, GoldItems
v1.5.1
- Updated for The Cosmetic Update and REPOLib 4.0+
- Changed how "Max in Shop" criteria works: Item Type max is now a overall budget and can be set lower than invidivual item max values (Priority: Upgrades > Grenades/Mines > Healthpacks)
THERE ARE CHANGES TO THE CONFIGURATION SETUP I recommend a fresh config file to clear out unused data (delete through your mod manager to generate a new one on next launch)
v1.5.0
- Updated for Monster Update and REPOLib 3.0+
- Upgrade Bundles now spawn more neatly in the truck
- Weapon and Upgrade bundles can now be used in the shop, splitting them into individual items while forfeiting the discount
- Upgrade Bundle Dynamic Generation now looks for ALL modded upgrade items, not just ones registered via REPOLib's upgrade system
- Added initial compatibility layer for GoldItems (only gold upgrade for now)
THERE ARE MANY CHANGES TO THE CONFIGURATION SETUP I recommend a fresh config file to clear out unused data (delete through your mod manager to generate a new one on next launch)
v1.4.1
- Fixed issue where upgrade bundles would spawn on map start, causing a softlock involving doors
- Fixed upgrade bundles not moving on clients
- Fixed upgrade bundles not increasing the cost of future upgrades properly
- Fixed consumable bundles not being usable
- Added an initial impulse force to items spawned from consumable bundles
- Adjusted inventory icons for the following bundles: stun grenades, explosive mines
- Changed "Stun Mines" to "Trapzaps"
v1.4.0
- Added experimental system for automatically generating bundles for upgrades built from the following bases: Vanilla, REPOLib, MoreUpgrades
- Above system adds automatic support for any installed REPOLib upgrades and any future vanilla upgrades
- Upgrade bundles now spawn upgrade items instead of applying the upgrade directly
- Upgrade bundles no longer count as a single purchase, now that they spawn the original upgrades
- Updated icon
v1.3.1
- Fixed an issue with upgrade bundle price scaling not being calculated correctly
- Better Support for MoreUpgrades: MoreUpgrades Bundles now take MoreUpgrades configuration into account when calculating prices
- Added Support for VanillaUpgrades: Vanilla Bundles take VanillaUpgrades configuration into account when calculating prices
v1.3.0
- Added custom assets for bundles
- Added a config option for disabling bundles in Singleplayer (on by default)
- Added experimental/partial support for MoreUpgrades (see main page for compatibility issues)
- Changed bundle subtext to display amount ( from "[Bundle]" to "[Bundle of X]" )
- Fixed FPS dropping when holding bundles
- Fixed a compatibility issue with the ItemsBounceBack mod making certain bundles not despawn when used
- Fixed a bug where healthpacks could be used at full health
- New icon
v1.2.1
- Fixed upgrade bundles prices not scaling
- Added new configuration for bundle price percent scaling, allows for 0 to 200, default of 66.66
v1.2.0
- Change the way bundles spawn to increase configurability and avoid changing the shop pool weighting
- Health and Upgrade bundles no longer spawn in singleplayer
- Added Configuration
- Changed consumable bundle item spawning offsets
- Fixed Stun Grenade Bundles detonating immediately upon spawning
v1.1.0
- Changed the way bundles display their name
- Added Health Pack Bundles
- Added Grenade Bundles
- Added Mine Bundles
v1.0.0
- Initial Release
