RepairCost
Adds a repair cost to damaged equipment.
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About this mod Author’s original text
RepairCost
RepairCost applies a configurable cost whenever an item is repaired.
The final repair cost is calculated based on the item's durability loss and can also scale with item quality.
With this system, RepairCost provides:
- Repair costs based on durability loss
- Optional scaling by item quality
- Configurable repair currency
- Optional repair currency progression based on defeated bosses
- Repairs are blocked when the player does not have enough currency
- Tooltip display showing the repair cost before repairing
How It Works
The repair cost system includes:
- A configurable maximum base repair cost for base quality items
- Cost scaling based on durability loss
- Optional extra scaling based on item quality
- Consumption of the configured repair item after a successful repair
- Repair blocking when the player does not have enough currency
- Optional repair currency progression based on world progression
Repair Currency
RepairCost uses configurable prefabs as the repair currency.
By default, the system includes a progression of repair kits:
- RD_repair_kit_t0
- RD_repair_kit_t1
- RD_repair_kit_t2
- RD_repair_kit_t3
- RD_repair_kit_t4
- RD_repair_kit_t5
- RD_repair_kit_t6
- RD_repair_kit_t7
When currency progression is enabled, the required repair kit changes according to defeated boss progression.
Default progression:
- No boss defeated → RD_repair_kit_t0
- Eikthyr → RD_repair_kit_t1
- The Elder → RD_repair_kit_t2
- Bonemass → RD_repair_kit_t3
- Moder → RD_repair_kit_t4
- Yagluth → RD_repair_kit_t5
- The Queen → RD_repair_kit_t6
- Fader → RD_repair_kit_t7
If BiomeLock is installed, RepairCost uses BiomeLock private keys to control this progression. Otherwise, it uses the game's default global keys.
Currency progression can also be disabled, forcing the system to always use the base repair kit:
- RD_repair_kit_t0
Tooltip
RepairCost displays the repair cost directly in the item tooltip.
Tooltip behavior includes:
- Shows the repair cost for repairable items
- Uses a configurable color when the player can afford the repair
- Uses another configurable color when the player cannot afford the repair
- Can display an invalid currency warning if the configured repair currency is not valid
Features
- Configurable Repair Rules
The repair system can be customized through config settings, including base repair cost, quality scaling, repair currency prefabs, progression behavior, and tooltip colors.
- Server Synchronization
Main settings are synchronized by the server, ensuring that all players use the same repair rules.
- Quality-Based Scaling
Repair cost can scale with item quality, allowing higher quality equipment to cost more to repair.
- Durability-Based Cost
Repair cost scales with durability loss, making lightly damaged items cheaper to repair than heavily worn items.
- Boss-Based Currency Progression
The required repair kit can automatically progress based on defeated bosses.
- BiomeLock Integration
When BiomeLock is installed, progression follows private keys instead of the default global keys.
- Repair Requirement Enforcement
Repairs are blocked when the player does not have enough currency.
Included Items
| Item | Prefab |
|------|--------|
| Repair Kit | RD_repair_kit_t0 |
| Repair Kit I | RD_repair_kit_t1 |
| Repair Kit II | RD_repair_kit_t2 |
| Repair Kit III | RD_repair_kit_t3 |
| Repair Kit IV | RD_repair_kit_t4 |
| Repair Kit V | RD_repair_kit_t5 |
| Repair Kit VI | RD_repair_kit_t6 |
| Repair Kit VII | RD_repair_kit_t7 |
Translation Support
RepairCost supports custom translations through an external YAML file.
A sample YAML file is included in the mod package as a template for additional languages.
Installation (manual)
- Place RepairCost.dll inside your BepInEx\plugins\ folder.
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: