Reforestation

Reforestation 1.4.1

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Keeps forests dense by replanting trees after they are cut down
This plugin helps keep your map from looking dull and dead by automatically planting new trees after existing ones are harvested. This ensures forests remain dense and don’t become barren as players chop them down throughout the wipe.




Recommended Plugins

  • Remineration - Spawns additional ore nodes close to mined spots.

Tree Replanting

When a player cuts down a tree, the plugin schedules a new tree to be planted after a short delay. It searches for a suitable spot near the original tree and plants a tree of the same type in that spot, maintaining the natural look of the forest.

Trees are categorized by their type and the biome they belong to. Below are the tree types organized by their respective biomes:
  • TundraBirchBig
  • TundraBirchLarge
  • TundraBirchMedium
  • TundraBirchSmall
  • TundraBirchTiny
  • TundraPineDead
  • TundraPine
  • TundraPineSapling
  • TundraDouglasFir
  • TempAmericanBeech
  • TempBirch
  • TempPine
  • TempOak
  • AridPalm
  • Swamp
  • ArcticDouglasFir
  • ArcticPine
  • ArcticPineDead
  • ArcticPineSapling

Configuration

JSON:
{
  "Version": "1.4.0",
  "Delay Before Planting Trees Seconds": 60.0,
  "Minimum Number Of Trees To Plant": 1,
  "Maximum Number Of Trees To Plant": 3,
  "Chance To Plant Each Tree": 50,
  "Minimum Search Radius For Planting Site": 5.0,
  "Maximum Search Radius For Planting Site": 30.0,
  "Maximum Search Attempts For Planting Site": 10,
  "Allowable Distance From Nearby Trees": 2.0,
  "Building Check Radius": 5.0,
  "Excluded Biomes": [
    "Arid"
  ],
  "Excluded Tree Prefabs": [
"assets/bundled/prefabs/autospawn/resource/v3_arid_forest/palm_tree_tall_a_entity.prefab",
"assets/bundled/prefabs/autospawn/resource/v3_arid_forest/palm_tree_tall_b_entity.prefab"
  ]
}
  • Delay Before Planting Trees Seconds - The delay in seconds before new trees are planted after a tree is harvested.
  • Minimum Number Of Trees To Plant - The minimum number of trees to be planted each time.
  • Maximum Number Of Trees To Plant - The maximum number of trees to be planted each time.
  • Chance To Plant Each Tree - The percentage chance to plant each tree. Values range from 0 (no chance) to 100 (always plant).
  • Minimum Search Radius For Planting Site - The closest distance from the tree’s original position where the plugin will start searching for a suitable new planting location.
  • Maximum Search Radius For Planting Site - The farthest distance from the tree’s original position within which the plugin will search for a new planting location.
  • Maximum Search Attempts For Planting Site - The maximum number of attempts to find a suitable planting site.
  • Allowable Distance From Nearby Trees - The minimum distance required from nearby trees to plant a new tree.
  • Building Check Radius - The distance within which buildings are checked to prevent new trees from spawning inside or too close to them.
  • Excluded Biomes- Trees cut down in these biomes will not be automatically replanted. The biomes include:
    • Arid
    • Arctic
    • Tundra
    • Temperate
  • Excluded Tree Prefabs - A list of specific tree prefabs (by their asset paths) that will not be considered for automatic replanting.
Author
VisEntities
Downloads
200
First release
Last update

Ratings

5.00 star(s) 2 reviews

Also by VisEntities

Latest updates

  1. 1.4.1

    Prevent tree planting on roads, rails, or inside rock formations.
  2. 1.4.0

    Added Excluded Tree Prefabs config option, allowing to specify which tree prefabs should not be...
  3. 1.3.0

    Fixed an issue where trees cut down by fast tools, like chainsaws, would trigger multiple...

Latest reviews

If you like this plugin, and you like to keep your forests DENSE.. this plugin is perfect! adjust the amount of trees and timeframe to spawn them in order to adjust how dense you want to keep your forests. If you like this, I'd recommend using Remineration plugin here as well, same idea, but it's for NODE spawns.
Well, to me this plugin makes perfect sense and if you think about it for a while it will make perfect sense for you as well. The author had a brilliant idea perfectly implemented. This feature should be in the game natively. :-)
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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. 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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