

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:
The repair cost system includes:
RepairCost uses a configurable prefab as the repair currency.
By default, the mod uses:
RD_repair_kitThis item is consumed automatically when a repair is completed successfully.
RepairCost displays the repair cost directly in the item tooltip.
Tooltip behavior includes:
Configurable Repair Rules
The repair system can be customized through config settings, including base repair cost, quality scaling, repair currency prefab, 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.
Repair Requirement Enforcement
Repairs are blocked when the player does not have enough currency.
| Item | Prefab | Recipe |
|---|---|---|
| Repair Kit | RD_repair_kit |
Resin x2 Leather Scraps x2 Flint x1 |
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.
BepInEx\plugins\ folder.