Plan your targets. Count explosives and crafting materials.
Choose each target and method. HP is the remaining health of one object.
One full-health object. Compare the methods separately.
1–6 of 19
| Object / HP | C4 | Rockets | Satchels | Explosive 5.56, AK | Add to calculator |
|---|---|---|---|---|---|
| 1 | 1 | 2 | 18 | ||
| 1 | 1 | 2 | 18 | ||
| 1 | 2 | 4 | 63 | ||
| 1 | 2 | 4 | 63 | ||
| 2 | 3 | 9 | 150 | ||
| 3 | 5 | 15 | 250 |
Wall, Stone
Default server prices. Placement and upgrade are separate stages; previous materials are not deducted.
Include recent cupboard authorizations and applicable lock users. These settings affect the selected blocks’ contribution.
For 1 selected blocks, not the whole base
Starts after upkeep protection ends. Assumes no repairs or new upkeep resources.
Scenario range, not a live destruction timer
Server defaults are used; actual server settings are unknown. Upgrading costs the full destination-grade price without deducting earlier materials. Twig placement is needed only for a new block. Costs round up per block before multiplying by quantity. Same-grade skin changes follow separate rules.
The selected blocks’ contribution is calculated for 24 hours, not the whole base. Native bracket widths are 15/50/125/rest, with default group settings. Count recent cupboard authorizations and applicable lock users. Doors, high walls and other entities have separate rules. Stock rounding and protection history are excluded.
Starts with decay damage, without repairs or new upkeep resources. Uses the selected grade’s default duration, a 10-minute tick, a 0.95–1 random damage factor and a 0.1 indoor factor when enabled. Protection time, initial delay, special entity rules and plugins are excluded. This is a time range, not a live destruction countdown.