EasyGear
[AI-generated] Raises item durability (worn equipment too: helmet/chest/legs/cape). Repairs gear when you use a workbench, plus optional auto-repair on entering a station. Client-only.
About this mod Machine translation
EasyGear
AI generated statement: This module is written by the AI agent (WorkBuddy) under the clear needs and itemized acceptance of the user;
Functional design, real-device testing and release decisions are all led by users.
Equipment maintenance. Split from EasyQoL according to functional purposes, it is a pure client module.
1.0.5 (2026-09-25) Deletion: The original item 4 "Be able to switch weapons/tools while running" has been deleted entirely
—— Together with PlayerCheckRunPatch / ClearActionQueuePatch two patch classes, 4 - Equip While Running
Remove the configuration section together. This function was hung in the wrong method during 1.0.2 / 1.0.3 due to a patch (hanging on Humanoid.ClearActionQueue
The empty implementation) has never taken effect. After the mount point is fixed in 1.0.4, it will no longer be retained at the user's decision.
⇒ The current EasyGear has three functions: durability, range repair, and pit-stop automatic repair. See CHANGELOG.md for the ins and outs.
1.0.1 (2026-09-17) Fix: Durability multipliers (weapons/tools/shields) were not working at all before.
The root cause is that the two mount points ObjectDB.Awake / ZNetScene.Awake were missed in EasyVitals during the split.
As a result, the durability rewrite function of this module became dead code. See CHANGELOG.md for details.
1.0.3 (2026-09-17) Fixed: Durability multiplier has no effect on the armor worn (helmet/breastplate/trousers/cloak).
Armor does not use m_useDurabilityDrain, but directly sets the damage value in Player.DamageArmorDurability
Subtracted from durability (hardcoded, doesn't read any multiplier). Now a separate patch is installed and recalculated according to "damage ÷ multiplier". See CHANGELOG.md for details.
Features (3 items)
| # | Function | Default | Configuration Section |
| --- | --- | --- | --- |
| 1 | Weapon/Tool/Bow/Shield Durability + Wearing Armor (Helm/Breastplate/Pants/Cloak) | 5x (LossReduction) | 1 - Item Durability |
| 2 | Hammer "Area Repair" | Radius 30 meters | 2 - Area Repair |
| 3 | Auto Repair At Station | On (including backpack, 150 ms/piece) | 3 - Auto Repair At Station |
Character/Gameplay Values (Weight/Food/Potion/Map/Boss Power/Rested/Equipment Slow) in EasyVitals.
Configuration
BepInEx/config/easygear.client.only.cfg
- 1 - Item Durability → Mode Choose one of three:
- LossReduction (default) = durability consumption ÷ multiplier. The equipment is significantly more durable, but the number in the item tooltip decreases very slowly.
- MaxDurability = Durability upper limit × multiplier. You can see it in the prompt at a glance; existing equipment needs to be repaired with a hammer before it is full.
- Both = Do both (lifespan is about ×25, use with caution).
- 2 - Area Repair → Verbose defaults to true (the actual configuration of the original EasyQoL is used):
For each scope repair, record a line in the log for how many parts were repaired.
- 3 - Auto Repair At Station → IntervalMilliseconds is the interval for repairing each piece (default 150);
When you have a lot of equipment, you can clearly see the durability bar being filled up one by one. Fill with 0 = full in an instant.
If there is still a section [4 - Equip While Running] in the old cfg, you can just ignore it——
This function has been eliminated in 1.0.5, BepInEx will no longer read it (leave it without reporting an error; if you want to be clear, delete those lines yourself).
⚠️ You must restart the game after making changes (BepInEx only reads the configuration once in the plug-in Awake).
Implementation points
- Durability - Two code paths must be handled separately:
- Weapon / Tool / Bow / Shield / Placement: ObjectDB prefab data rewriting
(ObjectDB.Awake + ZNetScene.Awake), change the original value of SharedData.m_useDurabilityDrain to the magnification and idempotence.
- Wearing armor (helmet/chest/trousers/cloak): Do not go to the field above.
Player.DamageArmorDurability(HitData) directly subtracts the damage value …
Install & use Install: BepInEx plugin
- The archive from playbuff is the mod itself — usually a BepInEx plugin (a .dll or a plugin folder once unzipped).
- Recommended: use a community mod manager (such as r2modman) — pick this game, import the mod, and the manager sets up BepInEx and its dependencies for you.
- Manual route: install the BepInEx loader in the game folder, then drop the unzipped .dll or plugin folder into BepInEx/plugins/.
- Launch the game — the BepInEx console logs every plugin it loads; seeing this mod in the log means it is installed.
Mods with listed dependencies need those installed too, or they will not load. Options are usually changed in-game or in the plugin's config file. In multiplayer, the host and every client need the same mods installed.
Install these first, or the mod will not work: