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RepoDeathCounter
Per-player death counter shown in the truck, now with each player's nemesis (the enemy that's killed them most), a run total, and your own row highlighted. Host-authoritative, synced to all clients, and saved per run.
By matsu
| Date uploaded | 2 weeks ago |
| Version | 1.3.2 |
| Download link | matsu-RepoDeathCounter-1.3.2.zip |
| Downloads | 2155 |
| Dependency string | matsu-RepoDeathCounter-1.3.2 |
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
REPO Death Counter
A simple per-player death counter for R.E.P.O., shown in the truck between levels.
Features
- Shows how many times each player has died, listed in the top-right of the truck lobby.
- Nemesis: each player's row also shows the enemy that has killed them the most, so you can see who keeps getting bullied by which monster.
- Host-authoritative & synced: the host counts every death and broadcasts the tally to all clients, so everyone sees the same numbers in real time.
- Late-join friendly: players who join mid-run (e.g. via LateJoinNow) receive the current tally automatically.
- Persistent per save: counts are saved per save slot, so reloading a saved run keeps its accumulated deaths across sessions.
- Keyed by Steam ID, so counts stay attached to the right player even after name changes or rejoining.
Notes
- Everyone who wants to see the overlay must install the mod (the UI is drawn client-side); the counting itself is driven by the host.
- The overlay only appears in the truck lobby. Toggle it with the
Display / ShowOverlayconfig option. - Death data is stored separately from the game's own save files (under the game's persistentDataPath), so it never touches vanilla save integrity.
Config
BepInEx/config/matsu.repo.deathcounter.cfg → [Display]
ShowOverlay(defaulttrue)Corner— TopRight (default) / TopLeft / BottomRight / BottomLeftFontSize,TitleFontSize— text sizesTextColorHex,TitleColorHex— hex RGB colors (e.g.FFFFFF)SortMode— DeathsAscending (fewest on top, default) / DeathsDescending / NameAscending / NameDescendingShowTotal(defaulttrue) — adds a "Total" line summing everyone's deathsHighlightSelf(defaulttrue) — draws your own row in a different colorSelfColorHex(defaultFFD700, gold) — your row's color whenHighlightSelfis onShowNemesis(defaulttrue) — shows the enemy that has killed each player the most (☠ Huntsman)
Bug reports & requests
Found a bug or have a feature request? Please use this form: https://docs.google.com/forms/d/e/1FAIpQLSfl7f-oNiwjXjd7mUkfQoqBIhbJhQhhfV-ZmovjJVQ9orwuYQ/viewform
REPO Death Counter(日本語)
R.E.P.O. 用の、プレイヤーごとの「死亡回数カウンター」。レベル間のトラック内に表示されます。
特徴
- 各プレイヤーの死亡回数を、トラック・ロビーの右上に一覧表示します。
- 天敵表示: 各プレイヤーを最も多く殺した敵も表示。誰がどのモンスターに毎回やられているか一目で分かります。
- ホスト権威&同期: ホストが全員の死亡を集計し、全クライアントへ配信。全員がリアルタイムで同じ数字を見られます。
- 途中参加対応: ラン途中で参加した人(LateJoinNow など)にも、現在の集計が自動で同期されます。
- セーブごとに永続化: セーブスロット単位で保存されるので、セーブを再ロードしても累積の死亡数が引き継がれます。
- キーは Steam ID。改名や再参加をしても、正しいプレイヤーにカウントが紐づきます。
注意
- オーバーレイを見るには各自がMODを入れる必要があります(UIはクライアント側描画)。カウント自体はホストが管理します。
- オーバーレイはトラック・ロビーでのみ表示。
Display / ShowOverlay設定でオン/オフできます。 - 死亡データはゲーム本体のセーブとは別ファイル(persistentDataPath 配下)に保存され、バニラのセーブ整合性には一切触れません。
設定
BepInEx/config/matsu.repo.deathcounter.cfg → [Display]
ShowOverlay(既定true)Corner— TopRight(既定)/ TopLeft / BottomRight / BottomLeft(表示コーナー)FontSize,TitleFontSize— 文字サイズTextColorHex,TitleColorHex— 文字色(16進RGB, 例FFFFFF)SortMode— DeathsAscending(デス少ない順で上・既定)/ DeathsDescending / NameAscending / NameDescendingShowTotal(既定true)— 全員の死亡数合計を「Total」として一番下に表示HighlightSelf(既定true)— 自分の行だけ色を変えて分かりやすく表示SelfColorHex(既定FFD700, ゴールド)—HighlightSelf有効時の自分の行の色ShowNemesis(既定true)— 各プレイヤーを最も殺した敵(天敵)を☠ Huntsmanのように表示
バグ報告・要望
不具合報告や機能要望はこちらのフォームからお願いします: https://docs.google.com/forms/d/e/1FAIpQLSfl7f-oNiwjXjd7mUkfQoqBIhbJhQhhfV-ZmovjJVQ9orwuYQ/viewform
CHANGELOG
Changelog
1.3.2
- Fixed: death counts survived a save wipe / starting a fresh campaign in the same save slot. The reset
logic only watched for the save FILE NAME changing, but a total-party-wipe (Arena failure) or starting a
new campaign reuses the same save slot with fresh contents — so old counts silently carried over. Now
hooks the game's own
RunManager.ResetProgress(its single choke point for "this save's progress is now zero") directly, so death counts reset in lockstep with everything else the save wipes. - Fixed: some shop deaths still counted despite
IgnoreShopDeaths. Shop detection relied solely on the current level being registered as a shop level, which doesn't always hold. Now also checks whether aShopManageris actually active in the scene, independent of level registration.
1.3.1
- Shop death exclusion: deaths that occur while in the shop no longer count (toggle via
Counting / IgnoreShopDeaths, default on). - Improved death-cause detection: enemies that kill via impact or tumble (e.g. body-slam, dash)
are now attributed correctly instead of always showing "Environment". Works in singleplayer and
for all players in multiplayer. New cause categories:
Fall(fell to death),Player(killed by another player's physics throw), and enemy name for impact kills. - Far fewer false "Environment" deaths:
- Networked damage (explosions, mod abilities) is now tracked too, and traced back to the enemy that caused it.
- The contact window was widened (3.5s -> 8s) so being grabbed/dragged before dying still counts as that enemy's kill.
- New host-side fallback: if a death would still read "Environment", it's attributed to the nearest live enemy at the death spot - this also fixes causes for players running an older version of this mod. True environment deaths (pits, crushers) still show "Environment".
1.3.0
- Nemesis tracking: each player's row now shows the enemy that has killed them the most (e.g.
Player: 5 ☠ Huntsman). Non-enemy deaths (falls, etc.) count as "Environment". Toggle withDisplay / ShowNemesis. Causes are synced to all clients and saved per run like the counts.
1.2.0
- Added a Total line at the bottom of the overlay, summing every player's deaths (toggle with
Display / ShowTotal). - Your own row is now highlighted in a distinct color by default, so you can find your count at a
glance (
Display / HighlightSelf, color viaDisplay / SelfColorHex, default gold). - README now includes a bug reports & feature requests section with a link to the shared feedback form.
1.1.0
- The overlay is now customizable via config (
BepInEx/config/matsu.repo.deathcounter.cfg,[Display]):- Corner — anchor the overlay to any screen corner (default top-right).
- FontSize / TitleFontSize — text sizes.
- TextColorHex / TitleColorHex — text colors as hex RGB.
- SortMode — list order: fewest deaths on top (default), most on top, or by name (A–Z / Z–A).
1.0.2
- Re-inspected and hardened the Photon integration for a stable public release.
- Added defensive guards around the on-screen overlay and the per-frame update loop, so a reflection or state error can never spam the log or interfere with anything else.
1.0.1
- Fixed a serious bug where the mod registered its Photon callbacks at plugin load (during the connection handshake). This could make the multiplayer lobby hang and the invite button fail to appear. Photon callbacks are now registered only while you are actually inside a room, and removed again on leaving — the connection handshake is never touched.
1.0.0
- Initial release. Per-player death counter shown in the truck lobby. Host-authoritative, synced to all clients (including late joiners) via lightweight Photon events, and persisted per save slot (keyed by Steam ID) so counts survive across sessions.