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PourDecisions
A drinking game built into R.E.P.O. Die, get grabbed, smash a valuable, shoot a teammate, and someone owes a drink. Everyone's name shows their tally and the Taxman keeps the tab. Everyone installs it; the host sets the rules.
| Date uploaded | a month ago |
| Version | 1.0.1 |
| Download link | Vippy-PourDecisions-1.0.1.zip |
| Downloads | 50 |
| Dependency string | Vippy-PourDecisions-1.0.1 |
This mod requires the following mods to function
BepInEx-BepInExPack
BepInEx pack for Mono Unity games. Preconfigured and ready to use.
Preferred version: 5.4.2305Vippy-StatsCore
Stat-tracking library for REPO mods: define a stat, two-way multiplayer sync, career persistence, query-by-day, and a built-in pack of player stats.
Preferred version: 0.1.1README
Pour Decisions
Bad calls, worse hangovers.
A note from Vippy
After way too long of a break, I'm finally back and working on these again :D Every one of my mods just got a full pass: bugs fixed, reports read, a few things I'd always meant to do. New builds and fixes land in Vippy's Discord before they hit Thunderstore, so come hang out. Thanks for sticking around.
A drinking game built into R.E.P.O. You still run the job, but now every bit of bad luck costs you. Die, get grabbed, smash a fat valuable, blow the quota, shoot a teammate, and somebody owes a drink. The Taxman keeps the tab and the whole crew can see who's falling behind.
Everyone in the lobby needs it installed. The host sets the rules.
Drink responsibly. If you'd rather play dry, set the unit word to "dare" or "push-up" in the config and it all works the same.
What costs you a drink
- You die. Take your hit. First death of the run stings a little extra.
- You smash a valuable. The bigger the money you just lost, the more you drink.
- Something knocks you over. Down you go, down it goes.
- The head-grabber gets you. Bagged.
- An enemy wakes up. Whole crew sips.
- You shoot or kill a teammate. Hit one of your own and you drink. Actually kill one and you finish your drink.
- You cash out. Everyone toasts the haul, bigger round if you beat the quota.
- The crew wipes. Everybody finishes.
Two more ship switched off, for the crews that want them: a drink when you get revived, and a waterfall at the start of every level.
Every one of these is a toggle with its own number. Four presets to pick from: Casual, Standard, Last Resort, and Custom.
Drink counts on names
Everyone's floating name shows their running tally: Bilbo (12 sips). If someone's not keeping up, you'll see what they still owe in red next to it, so the slow drinkers have nowhere to hide. The whole lobby sees the same numbers. It uses your unit word, and there's one toggle to switch it off.
The Taxman
He only talks in emoji, and he's your bartender now. Back at the truck he reads out everyone's tab, calls out whoever owes the most, and once a run he pulls up the crew's all-time death count so you can see who keeps dying the hardest. The more the crew drinks, the messier his messages get, slurring and trailing off. He never touches the haul or quota numbers, so you can always read what matters. Turn it off if you want a clean screen.
Drunk Semibots also start running their mouths on screen, and the drunker they get the worse it is, right down to ranting about whatever monster keeps killing them this run ("that thing's gotten me four times, we're rivals now"). Heaviest tab takes the crown on the results screen.
Settings
All of it lives in the in-game mod menu (REPOConfig). The host's settings are the ones that matter; everyone else just plays by the host's rules. Pick a preset, tweak any single rule, swap the drink word, hide the overlay, or quiet the Taxman down.
There's also a small drink-responsibly notice on startup. It nudges a little harder if you've been at it a few days in a row. On by default, one toggle to turn off.
Compatibility
- R.E.P.O., host and clients (everyone installs it).
- Built on StatsCore, which it needs to run.
- Assumes one host for the run. If the host leaves mid-run the room falls apart anyway, and drinks don't carry across a host swap.
- Needs REPOConfig for the in-game settings.
- Plays fine with REPOLib mods; it registers nothing of its own.
- Everyone in the lobby should be on the same version. 1.0.1 renamed the internal messages, so a 1.0.0 client in a 1.0.1 room won't get the drinks.
Come hang out
I'm Vippy. I make R.E.P.O. mods and I read every bug report.
| Vippy's Discord | Test builds land here before Thunderstore, you get a say in what comes next, and it's the fastest way to get a bug fixed. Come say hi. |
| GitHub Issues | Bug reports and ideas that deserve a paper trail. |
| R.E.P.O. Modding Server | The whole modding scene, not just me. |
| More of my mods | Everything else I've made for R.E.P.O. |
Keep the mods coming
Everything I make is free and stays free. Two ways to help if you feel like it, neither one expected:
- Ko-fi: buy me a coffee and your name goes on the supporters list in my Discord. Every coffee buys another evening on the next update.
- BisectHosting: hosting a server for Minecraft or anything else your crew plays? Code
vippytakes 25% off, and I get a cut at no cost to you. It's where my own servers live.
CHANGELOG
Changelog
1.0.1
- The wipe drink never actually fired. It was hanging off a message the host never receives, so "finish 'em" has been dead since launch.
- Solo runs never cleared the tab. A singleplayer wipe drops you into a fresh level without passing through the lobby, so the old run's drinks, first blood and results splash all carried over until you quit the game.
- The Taxman's emoji reactions were gated to the truck, where drinks never happen, so they could not fire at all. He reacts on the terminal in the level now.
- A late joiner's tab is now replaced by the host's, not merged into it. Anyone left over from an earlier room used to sit on the leaderboard and count toward how drunk the terminal got.
- Crown lines fire for every arena now, not just the first one of the session.
- Prompt time in the settings does something. It was bound and never read.
- Names with a space in them come back out of the save ledger readable.
- Fewer allocations on the nametags, and no more dead references to the truck screen or the glitch effect across a scene change.
- Internal messages are renamed so they cannot collide with another mod's. Everyone in the lobby needs to be on 1.0.1.
1.0.0
First release.
- Drinks for the usual disasters: dying, getting knocked down, getting head-grabbed, smashing valuables, enemies waking up, extractions, and full-crew wipes.
- Shoot or kill a teammate and you pay for it: hitting one of your own is a round, actually killing one makes you finish your drink.
- Drink counts sit right on everyone's name, like "Bilbo (12 sips)", with what they still owe in red when they're falling behind. The whole lobby sees the same numbers.
- The Taxman keeps the tab back at the truck: emoji reactions, a recap of who owes what, and once a run he pulls the crew's all-time death count off everyone's machine for a body-count standings.
- Drunk Semibots start running their mouths on screen, getting worse the more they drink, right down to ranting about whatever monster keeps killing them this run.
- The truck screen slurs and glitches along with the crew as the tab climbs. Never touches the haul or quota numbers.
- Four presets (Casual, Standard, Last Resort, Custom), every rule tunable on its own.
- Host decides every drink: only the host's config evaluates the rules, then it broadcasts the call. No ruleset is synced.
- Configurable unit word so you can play dry (dare, push-up, whatever you want).
- Drink-responsibly notice on startup, picked at random and leaning harder after a few days running. On by default, toggleable.
- Dev-console test commands (pd ...) behind a config flag.
