Developing Mods
Ready to start making mods for R.E.P.O.? When you're setting up a new project, you generally have two main paths to choose from.
The best approach depends entirely on your experience level and what your mod actually needs to do.
1. The Unity Workflow
If you are new to modding or just want to create content without writing any code, this is the way to go. Using a patched Unity project is perfect for adding new items, models, and standard assets, especially when paired with tools like REPOLib.
2. The HarmonyX Workflow
If your mod needs to change how the game plays or requires custom logic, you'll need to write some C# scripts. This workflow relies on BepInEx and HarmonyX to patch and modify the game's code directly.
Combining Both Methods
While we list these as two separate methods, combining them is standard practice for larger mods. Most advanced projects use the Unity workflow to build and bundle their custom assets, alongside a HarmonyX project to handle the custom C# code that actually brings those assets to life in-game.