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ZeroGravityExtraction
Zero-gravity extraction pads for R.E.P.O. Flip a pad and your loot floats up the chute, so you stack the haul vertically instead of cramming the floor. Valuables, items, weapons, Semibots and enemies all lift off. Host-only.
| Date uploaded | 2 weeks ago |
| Version | 1.1.2 |
| Download link | Vippy-ZeroGravityExtraction-1.1.2.zip |
| Downloads | 1170 |
| Dependency string | Vippy-ZeroGravityExtraction-1.1.2 |
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
ZeroGravityExtraction
Zero-gravity extraction pads for R.E.P.O. Flip a pad and your whole haul floats up the chute, so you stack loot vertically instead of fighting for floor space. Host-only, the rest of the lobby needs nothing.
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.
Extraction points are cramped. You've got a pile of loot to hand in and a tiny pad to balance it on, and half of it tumbles off while you're wrestling the next valuable into place. This mod hands you the rest of the room: flip a pad to zero gravity and your haul floats straight up the extraction chute, so you stack it vertically instead of fighting over floor space.
Anything standing in an active pad lifts off and drifts with the same shimmer the zero-gravity staff leaves behind: loot, props, Semibots, enemies, all of it. Step out of the pad and it settles back down.
Only the host needs the mod. The host runs the physics, so the rest of the lobby watches things float whether they've installed anything or not.
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Turning a pad on
There's one small spot at the pad's grab point, and it takes two kinds of input:
- Touch it with a head. Hold or toss a dead Semibot head onto the spot and the pad flips. Only heads count, so a stray tumble or a chucked valuable can't trip it by accident. No mod required on your end, so this is how an unmodded lobby flips the switch. (You can turn this off in the config if you'd rather keep it grab-only.)
- Grab it. If you've got the mod, that same spot reads as a button. Grab it the way you'd grab the extraction button and it toggles.
The head is the key: carry it to the switch or toss it onto the spot, and a touch is enough.
Vanilla+
Want to earn it instead? Turn on Vanilla+. Now the pad won't float on its own; you power it with a zero-gravity drone. Deploy one near the pad and let it clamp onto the grab point; while it's latched on with battery to spare, the pad floats and the drone drains the way it always does. Switch the drone off or run it dry and the zone drops.
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What floats
Five toggles, all on by default: Valuables, Items, Weapons, Players (Semibots) and Enemies. Switch off whatever you'd rather keep nailed to the floor.
Config
- Enabled: master switch for the mod.
- Vanilla+: off by default; on swaps the touch/grab pad for the drone-powered zone.
- Non-host button: lets anyone flip a pad by touching the spot with a dead Semibot head. On by default; turn it off to keep toggling to modded players grabbing it.
- Valuables / Items / Weapons / Players / Enemies: what gets lifted.
- LogLevel: Off unless you're chasing a problem.
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
1.1.2
- Modded clients learn the host runs the mod from a room property instead of a one-shot RPC sent while they're still loading, so a late joiner always gets their grab spot.
- Every toggle path (head touch, grab, client request) shares one cooldown. A client spamming toggle requests can't machine-gun the drone sound any more.
- Flipping Enabled off mid-run now stops the float and removes the grab spots instead of leaving a pad floating until the level ends.
- The staff resolver ranks candidates: the game's own staff wins, a look-alike registered through REPOLib only fills in when no vanilla staff is there. Bundle-only orbs are still skipped.
- Pads stay out of the shop. The till is an extraction point like any other, so it was getting a grab spot and your shopping could be flipped to zero gravity mid-purchase.
- A finished pad hands its grab spot back. The spot used to stay behind for the rest of the level, still reading as a button and still playing the drone sound on a pad that couldn't float anything.
- Grabbing the spot no longer puts "Illegal view ID: 0" in everyone's console. It's built locally on each client, so it has no networked view to send the game's grab calls through, and it doesn't need one.
- A zero-gravity drone gets its own targeting back when it's packed up. Vanilla+ left it hunting non-valuables for the rest of the run, even after you turned Vanilla+ off.
- Someone joining a lobby with a pad already floating gets the sparkle on the next tick instead of waiting out the refresh cycle.
- The head-touch check no longer allocates every frame on the host, and it sweeps the phys-grab layers instead of every layer in the level, so a head landing on top of a big stack can't get lost behind the platform and the room volume.
1.1.1
- Compatibility fix for mods that add their own zero-gravity item. The float now always locks onto the vanilla staff. REPO_JP-DroneToOrbItem carries the same effect chain but ships its orb in an asset bundle, and if the resolver grabbed that instead of the staff the multiplayer float came back empty, because that orb can't be network-spawned the way the staff's can. The resolver skips any non-Resources look-alike now, so the two mods run together without a third-party patch.
1.1.0
- The non-host button only answers to a dead Semibot head now, and a touch is enough (the Poke speed setting is gone). Anything-goes poking kept flipping pads by accident; a head on the switch is deliberate, on-theme, and still works for completely unmodded lobbies.
- Multiplayer floats now go through the game's own networked area effect, so every client sees the sparkle and the float, not just the host's physics sync. Singleplayer keeps the smooth local affect.
- The float service survives level changes cleanly now: per-level state resets when a new level spawns instead of trusting stale entries against recycled IDs.
1.0.0
First release.
- Flip an extraction pad to zero gravity and everything in it floats with the game's own zero-gravity staff effect, so you can stack a haul up the chute instead of cramming it onto the pad. It settles back down once it leaves.
- Floats valuables, items, weapons, Semibots and enemies, each with its own toggle.
- Toggle a pad by grabbing the spot if you have the mod, or by poking it with something fast if you don't. The non-host button can be switched off, and the poke sensitivity has Low/Medium/High settings.
- Vanilla+ mode: instead of floating the whole pad for free, power a zero-gravity zone with a deployed drone latched onto the pad. It drains the drone's battery while it runs.
- Host-only install. The rest of the lobby sees the float whether or not they have the mod.
