Tree House
Turn jungle trees into buildable spots for players
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This Rust 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

Walk up to a jungle tree and hold E to claim it. A small starter platform appears so you can begin building right away.

Once claimed, the area around the tree becomes your build spot. Your placed building parts decay normally over time, but the tree itself is protected from damage while it's yours.

Your treehouse spot survives server restarts, so if you log in there, you can keep building. If everything you placed on that tree is removed, the spot automatically opens up again for someone else.

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": "1.4.0",
  "Percentage Of Trees That Can Be Claimed (0-100)": 35,
  "Skip Trees Within This Radius Of Any No-Build Zone": 10.0,
  "Claim Duration Seconds": 5.0,
  "Starter Platform Vertical Offset": 6.0,
  "Disable Stability Inside Tree Build Zones": true,
  "Blocked Prefabs In Tree Build Zones (Exact Paths)": [
    "assets/prefabs/building core/foundation/foundation.prefab",
    "assets/prefabs/building core/foundation.triangle/foundation.triangle.prefab"
  ],
  "Size Of Tree Build Zone (Square Side Length)": 20.0,
  "Maximum Trees Each Player Can Claim (0 Disables)": 2
}
  • Percentage Of Trees That Can Be Claimed - Chance that a tree becomes claimable when scanned/spawned (0 = none, 100 = all).
  • Skip Trees Within This Radius Of Any No-Build Zone - Distance (meters) around a tree to avoid if it's near any external no-build trigger.
  • Claim Duration Seconds - How long a player must hold the use key to claim a tree.
  • Starter Platform Vertical Offset - Height (meters) above the branch where the starter platform pieces spawn.
  • Disable Stability Inside Tree Build Zones - When true, stability is forced “grounded” inside claimed zones to prevent collapses.
  • Blocked Prefabs In Tree Build Zones - Prefab paths that are not allowed to be built inside tree zones; players are told which item is blocked.
  • Size Of Tree Build Zone - Width/depth (meters) of the cubic build zone around the tree (height is fixed internally).

Stored Data

JSON:
{
  "Claimed Trees": {
    "2653789431": {
      "Entities": [40123, 40124, 40125],
      "Owner Id": 76561198012345678,
      "Claimed At": "2025-08-18T14:22:35Z"
    },
    "2653789432": {
      "Entities": [50111, 50112],
      "Owner Id": 76561198098765432,
      "Claimed At": "2025-08-19T09:05:12Z"
    }
  }
}
  • Claimed Trees - All trees that players have claimed. The number shown is the tree's ID.
  • Entities - The building pieces linked to that tree, listed by their in-game IDs.
  • Owner Id - The SteamID64 of the player who claimed the tree.
  • Claimed At - When the claim was made (UTC time).

Localization

JSON:
{
  "UI.ClaimingBranch": "Claiming branch…",
  "Tip.HoldToClaim": "Hold [E] to claim this branch",
  "Tip.ClaimLimitReached": "Claim limit reached",
  "Error.ClaimLimitMax": "You can only claim {0} tree(s).",
  "Error.BlockedPrefab": "{0} cannot be built on this branch."
}
Author
VisEntities
License duration
Unlimited
Price
17.99 USD
First release
Last update

Ratings

5.00 star(s) 4 reviews

Also by VisEntities

Latest updates

  1. 1.4.1

    Fixed null error when a tree or its tree house was destroyed.
  2. 1.4.0

    New: You can now limit how many trees each player can claim (set the number in config; 0...
  3. 1.3.3

    Added support for the two new vine tree variants introduced in the June 5th Rust update. Added...

Latest reviews

easily one of the landmark plugins since rust was released, it has totally changed the jungle biome. we have players now who literally run to the jungle on wipe day who would be otherwise running away from it lol. the fact you can make multiple tree houses and link them with bridges etc is truly a work of art. this plugin alone prompted me to buy volcano and tornado also. a truly experience changing mod that should of been part of the game a long time ago. thx vis!
I recently purchased this plugin and I have to say it's truly fantastic! You can clearly feel the care and attention the author put into its creation.

It significantly expands the gameplay possibilities, introducing new and original gameplay mechanics, such as the ability to build on trees.

A well-made plugin and highly recommended!
Excellent, you can take advantage of the jungle and break away from the traditional approach, which my players like. And the creator's quick response speaks to the responsibility he puts into his work.
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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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