Build Refund

Build Refund 1.0.0

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Demolishing structures returns some of the original cost
This plugin refunds a percentage of the materials used to upgrade a structure when it's demolished. The percentage refunded can be adjusted in the config.

Players do not get refunded the base twig cost but instead what they spent to upgrade it. For example, demolishing a metal wall does not return 50 wood (twig cost) but instead 200 metal fragments—the cost of upgrading a wall to metal.




Potential Conflicts

If you're using the No Gibs plugin, this plugin won't work correctly unless Disable Debris Spawn For Demolished Structures is set to false in No Gibs' settings.

Recommended Plugins

  • Extended Demolish - Lets you change how long players can demolish their own structures.

Permissions

  • buildrefund.use - Allows a player to receive refunds when demolishing structures.

Configuration

JSON:
{
  "Version": "1.0.0",
  "Refund Percentage": 100
}
  • Refund Percentage - The percentage of upgrade materials refunded when demolishing a structure.

Localization

JSON:
{
  "RefundSummary": "Refund issued for demolishing {0} (Grade: {1}):\n{2}"
}
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Author
VisEntities
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This plugin uses Oxide's permission system. Grant or revoke permissions using oxide.grant and oxide.revoke. You can assign them to individual players or groups using their Steam id or group name.
Chat commands start with a /, while console commands can be entered directly in the F1 console or server console. Use find <keyword> in console to search for available commands related to the plugin.
Settings are stored in the config file found under the config/ directory. You can edit this file manually, then reload the plugin to apply your changes.
Persistent data is saved in the data/ directory. This includes things like saved settings, usage stats, or player progress depending on the plugin. Deleting a data file will reset stored progress or customizations.
Language files are located in the lang/ folder. To translate messages, copy the en.json file into your target language folder (e.g. fr, de) and edit the values. Reload the plugin after changes to apply new messages.
This section lists public methods exposed by the plugin for use in other plugins. You can call these via the CallHook method. Make sure the plugin is loaded before calling its API to avoid null reference errors.
These are custom hooks that other plugins can listen for. Simply define a method with the same name and expected parameters in your plugin to handle the event. Hooks are triggered at key moments and are useful for extending or reacting to plugin behavior.
These hooks are injected into the game's code using Harmony. They let the plugin run code at key points in the game's internal logic. You can return values to block or modify behavior. Use with caution — these are powerful and can affect core mechanics.
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