Tree House
Turn jungle trees into buildable spots for players
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This plugin allows players to turn jungle vine trees into buildable spots. Instead of just building on flat land, players can create high-up bases in the jungle canopy using these tall swinging trees.

How It Works

Some vine swinging trees in the jungle biome are randomly marked as buildable upon plugin load. These trees are protected and can't be damaged.

Players can claim one by standing near it and holding [E]. After holding for a few seconds, the tree becomes theirs and is marked as a safe building spot. A small platform appears, and a build zone is created around the tree, allowing full freedom to build a base up in the jungle canopy.

Permissions

  • treehouse.claim - Allows a player to claim an eligible vine-swinging tree, triggers construction of the starter platform, and grants creative/build privileges inside that tree's build zone.

Configuration

JSON:
{
  "Version": "1.3.0",
  "Claimable Tree Percent (0-100)": 35,
  "Disable Tree Stability": false,
  "Starter Platform Vertical Offset": 6.0,
  "Claim Duration Seconds": 5.0
}
  • Claimable Tree Percent -Controls how many vine-swinging jungle trees are made buildable. A higher number means more trees will be available. Set to 0 to disable or 100 to mark all of them.
  • Disable Tree Stability - When enabled, all building blocks placed inside a claimed tree's build zone will be treated as fully stable and won't collapse.
  • Starter Platform Vertical Offset - Increase this value to raise the build height or lower it to spawn platforms closer to the branch surface.
  • Claim Duration Seconds - Time (in seconds) a player must hold the claim key (E) to finish claiming a tree and spawn the starter platform.
Author
VisEntities
License duration
Unlimited
Price
9.99 USD
First release
Last update

Ratings

5.00 star(s) 1 reviews

Also by VisEntities

Latest updates

  1. 1.3.2

    Fixed bug where Claimable Tree Percent was ignored during plugin load, causing nearly all trees...
  2. 1.3.1

    Fixed an issue where tree-house entities lost stability after a reboot. Fixed an issue that...
  3. 1.3.0

    Foundations can no longer be built on tree platforms. Added treehouse.claim permission to...

Latest reviews

This is a fun and pretty cool plugin to build a base in a jungle tree. A couple early glitches for me but outstanding support to sort things right away. I am loving this for my server and highly recommend it
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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. 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.
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