One Hit Repair

One Hit Repair 1.0.0

One tap to repair or demolish, no more spamming the hammer

This Rust plugin lets players fully repair any structure or deployable with a single hammer hit, and also demolish anything instantly, even after the vanilla demolish window has passed. You can choose whether repairs consume resources or are free. To demolish, players simply hold a configurable key while hitting the entity with a hammer.




Permissions

  • onehitrepair.repair - Required to use the one-hit repair feature (when permissions are enabled).
  • onehitrepair.demolish - Required to use the one-hit demolition feature (when permissions are enabled).

Configuration

JSON:
{
  "Version": "1.0.0",
  "Enable Permissions": true,
  "Repair Settings": {
    "Enabled": true,
    "Require Building Privilege": true,
    "Respect Recently Damaged Cooldown": true,
    "Respect Vanilla Single-Hit Heal Cap (50 HP)": false,
    "Charge Resources": true,
    "Affect Non-Building Entities When Free": true
  },
  "Demolition Settings": {
    "Enabled": true,
    "Require Building Privilege": true,
    "Activation Key": "RELOAD",
    "Activation Window Seconds": 0.5,
    "Show Tip On Hammer Equip": true,
    "Tip Cooldown Seconds": 120.0,
    "Tip Style (0=Blue, 1=Red)": 2
  }
}
General Settings
  • Enable Permissions - If true, players need permission to repair or demolish. If false, anyone can use the features.
Repair Settings
  • Enabled - Enables or disables one-hit repair entirely.
  • Require Building Privilege - If true, players must be inside their building privilege to repair.
  • Respect Recently Damaged Cooldown - If true, prevents repair if the structure was recently damaged (like vanilla cooldown).
  • Respect Vanilla Single-Hit Heal Cap - If true, limits each hit to a maximum of 50 HP healed.
  • Charge Resources - If true, consumes repair resources normally. If false, repair is free.
  • Affect Non-Building Entities When Free - When Charge Resources is false, this decides if free repair should also work on deployables like turrets, boxes, etc.
Demolition Settings
  • Enabled - Enables or disables one-hit demolition.
  • Require Building Privilege - If true, players must be inside building privilege to demolish.
  • Activation Key - The key players must press (e.g. RELOAD) to activate demolition mode. You can also use:
    • USE (e.g., the E key)
    • SPRINT (Shift)
    • JUMP (Spacebar)
    • DUCK (Ctrl)
    • FIRE_SECONDARY (Right click)
  • Activation Window Seconds - Time window (in seconds) after pressing the key where demolition is active.
  • Show Tip On Hammer Equip - If true, displays a tip on screen when players equip a hammer explaining how to demolish.
  • Tip Cooldown Seconds - How long to wait before the tip is shown again.
  • Tip Style - Sets the visual style of the demolition tip toast.

Localization

JSON:
{
    "Tip.Demolition": "Hold <color=#ffd800>{0}</color> while holding the hammer to <b>demolish</b> with one hit."
}
Author
VisEntities
License duration
Unlimited
Price
7.99 USD
First release
Last update

Ratings

0.00 star(s) 0 reviews

Also by VisEntities

Back
Top
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. Parameters in < > are required, while [ ] are optional.
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.
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. Ensure 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.
Cart