
Valuables · R.E.P.O. v0.4.0 · read from a local copy
Valuables that are also tools
A flamethrower is a valuable with a fuel timer, a trigger and flame emitters, and a sound for running empty.
Several of the valuables in R.E.P.O. are devices rather than ornaments: a flamethrower and an extinguisher run on fuel, a jackhammer makes dust, and the ice saw and the barrel trap anyone who disturbs them.
What the game establishes
- A flamethrower is a valuable with a fuel timer, a trigger and flame emitters, and a sound for running empty. (checked against the game's own files)
- The fire extinguisher uses the same kinds of parts as the flamethrower. (checked against the game's own files)
- The jackhammer has start, end and looping sounds with an impact loop, a collider and particles for dirt and dust. (checked against the game's own files)
- The ice saw is a trap as well as a valuable, with triggered and active states, a timer and a rarity level for triggering. (checked against the game's own files)
- The ice saw has a blade with its own curve and speed, spark particles and a collider that hurts. (checked against the game's own files)
- A barrel is also a trap valuable rather than a plain object. (checked against the game's own files)
- The musical valuable keeps its own keys, octave range, volume and pitch shift. (checked against the game's own files)
- The crystal ball keeps a looping sound, an aim direction and a camera position of its own. (checked against the game's own files)
- The game files the jackhammer and the fire extinguisher as valuables in its own asset names. (checked against the game's own files)
- A musical valuable keeps its own start and end keys, with an amount for the low ones. (checked against the game's own files)
In play
Not every valuable in R.E.P.O. only sits there waiting to be carried. Several of them are tools, and the game keeps them as valuables with a device inside, so what makes one worth money is also what makes it useful.
A flamethrower is one of them. It has a fuel timer, a trigger mesh and emitters that mark where the flame ends, along with a sound for when it runs empty, which is why it can be spent rather than only carried around.
A fire extinguisher works the same way. It uses the same kinds of parts — a fuel timer, a trigger and flame emitters — so putting out a fire depends on how much is left in the device rather than on a switch that is on or off.
A jackhammer is a valuable that makes a mess. It has its own start, end and looping sounds with an impact loop, a collider, and particles for dirt and for dust, so breaking something open is a noisy job the game has modelled rather than a single animation.
Some of them are traps as well as loot. The ice saw is a trap that happens to be worth taking: it has a triggered state and an active state, a timer that turns it on, a blade with a curve and a speed of its own, spark particles, a collider that hurts, and a level of rarity that decides how likely it is to go off at all.
A barrel is in the same position. It is a trap valuable rather than a plain object, which is why disturbing one is a decision rather than a formality.
Others play music. There is a musical valuable with a set of keys, an octave range, a volume and a pitch shift, so a valuable can be something you play rather than only something you carry.
One of them is a way of looking around. The crystal ball keeps a looping sound, an aim direction and a camera position of its own.
What can be played is arranged as well. A musical valuable keeps its own first and last key along with an amount for the low notes, which is why the sound it makes is a set rather than whatever you happen to press.
The images beside this entry are the game's own: the jackhammer and the fire extinguisher that the game itself files as valuables.
What this entry does not tell you: what any of these is worth, how much fuel one holds, or how likely a trap valuable is to trigger. We have not verified those numbers, so we do not print them.
Related
ValuablesThe valuables you can findValuables are sorted into a set of size kinds from tiny to very tall.
ValuablesValuables that fight backSome valuables are built on a trap behaviour rather than being inert props.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.