Extended Demolish

Extended Demolish 1.0.0

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Lets you change how long players can demolish their own structures
This plugin extends the demolish window in Rust so players have more time to remove what they've built. You can set custom durations for each permission group, making it perfect for VIP perks or creative servers.

Note: This only applies to newly placed building blocks, it doesn't affect structures that were already built before the plugin was installed.



Recommended Plugins

  • Build Refund - Demolishing structures returns some of the original cost.

Permissions

Permissions are automatically generated from the keys in the Demolish Times config. For example, a key like vip creates the permission extendeddemolish.vip.

Players with a matching permission will get the demolish time set for that key. If a player has multiple permissions, the first match in the config is used.

Configuration

JSON:
{
  "Demolish Times": {
    "default": 600,
    "vip": 1200
  }
}
  • Demolish Times - A list of permission suffixes and their assigned demolish durations (in seconds). Each entry generates a permission like extendeddemolish.<suffix>. The plugin checks which permission the player has and applies the matching demolish time.
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Author
VisEntities
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11
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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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