
Valuables · R.E.P.O. v0.4.0 · read from a local copy
The valuables you can find
Valuables are sorted into a set of size kinds from tiny to very tall.
Valuables in R.E.P.O. come in families rather than one list: the game ships crystal balls, eyes, pendants, tentacles and more, and sorts them by size so a level can choose what it holds.
What the game establishes
- Valuables are sorted into a set of size kinds from tiny to very tall. (checked against the game's own files)
- A level records the valuables it prefers. (checked against the game's own files)
- The game ships valuables as families, including a crystal ball, an eye, a pendant, fire and a tentacle. (checked against the game's own files)
- Valuables carry separate glass and metallic surfaces. (checked against the game's own files)
- A valuable also carries a volume type of its own, with a debug volume and debug meshes. (checked against the game's own files)
- The manor's own valuables include a coffin with a separate lid. (checked against the game's own files)
- A trophy is a valuable of its own, with a manor version shipped beside it. (checked against the game's own files)
- The arctic set's own valuables include a calculator, a keycard and a flashlight, and its tools are filed as valuables too, an icepick and a jackhammer among them. (checked against the game's own files)
In play
Valuables come in families. The game ships them grouped by what they are, with crystal balls, eyes, pendants, tentacles, fire and server equipment among them, which is why a level holds a mixture rather than one kind of object.
They are sorted by size. The game keeps a set of size kinds running from tiny through small, medium, big, wide and tall to very tall, which is why what a level holds can be chosen by how it fits.
Size is not the same as worth. The same family can appear at more than one size, so recognising an object is not the same as knowing its value.
Some are glass and some are metal. The game ships separate glass and metallic surfaces for its valuables, which is why two objects of the same family can look quite different.
The game decides what appears. Preferred valuables are recorded for each level, so what you find is chosen rather than left entirely to chance.
It pays to learn the families. Because the same shapes come round again, recognising one on sight tells you roughly what you are looking at before you pick it up.
What this entry does not tell you: what anything is worth, how many valuables exist, or the odds of any one appearing. We have not verified those numbers, so we do not print them.
Related
ValuablesValuables and the loot you carry outValuables are separate objects, each with its own behaviour.
Maps and levelsThe level themes and what they holdThe game ships separate level artwork per theme, including arctic, manor, museum and forest.Version and sources
A local copy of the game, read only. Identifiers are listed on the technical reference pages; nothing here is estimated. Documented build: 0.4.0.