R.E.P.O.R.E.P.O.wiki
One of the level's own fittings, and not loot: the grey steel door of a storage room, lettered Storage.
Picture taken from the game to identify this item; it remains the property of the developer.

Valuables · R.E.P.O. v0.4.0 · read from a local copy

The things that are not loot

There is a kind of object that is explicitly not a valuable.

Not everything that looks worth carrying in R.E.P.O. is a valuable: the game keeps a separate kind of object with its own health and durability, and a valuable can even hide behind a prop that switches it in.

What the game establishes

In play

Not everything in a level that looks worth carrying is loot. The game keeps a kind of object that is explicitly not a valuable, and it is built to be broken rather than sold.

That object has presets of its own: a physical preset, an audio preset and a durability preset. Keeping the three apart is how the same object can be heavy in one level and fragile in another.

It can have health. There is a flag for whether it has any, a maximum, and a value at which it is considered destroyed, so an object can be worn down rather than only broken in one hit.

Breaking it costs health in three tiers: light, medium and heavy. That is the difference between a plate falling over and a shelf being driven into, and it is decided by the object rather than by the thing that hit it.

It has particle colours and its audio preset has a pitch, so what it sounds and looks like when it breaks is configured rather than borrowed from something else.

A valuable can be hidden behind a prop. There is a switch that holds a valuable and a prop together, with a parent for each and a name for the child, and a debug switch for testing it, which is how a valuable can be revealed rather than simply placed.

Some valuables move. There is one that copies a mesh, starts from a position, spins at an angular velocity, lasts a set time and then adds its value to the count — which is why catching it is a matter of timing.

Finding a valuable can be customised too. There is a discovery object with a wait before the tracker picks it up, corner and middle colours, and options for its own sound and its own map marker.

What this entry does not tell you: how much health any object has, what the break tiers cost, or how long an appearing valuable lasts. We have not verified those numbers, so we do not print them.

Related

Version and sources

A local copy of the game, read only. The grounding for each fact is listed on the technical reference pages; nothing here is estimated. Documented build: 0.4.0.