Tree House transforms jungle vine trees into claimable building platforms. Players can claim trees by holding the use key, which spawns a starter platform and opens up the tree as a buildable zone.
Once claimed, trees are protected from damage. Configure what percentage of trees on the map can be claimed, limit how many trees each player can own, and control the size of build zones. Optionally disable stability requirements so players can build without needing pillars or foundations.
Features
- Tree claiming system - Players hold
Enear claimable trees to claim them and spawn a starter platform - Configurable tree availability - Control what percentage of jungle trees can be claimed
- Starter platform generation - Automatically builds a 6-piece triangle floor platform when a tree is claimed
- Build zone visualization - Shows zone boundaries to players inside claimed trees
- Stability override - Optionally disable stability requirements for all structures inside tree build zones
- Claim limits - Set maximum number of trees each player can claim
- Tree damage protection - Claimed trees cannot be damaged or destroyed
- Persistent storage - Tracks claimed trees and their structures across server restarts
How It Works
Tree Discovery & Claiming
When the plugin loads, it scans all jungle vine trees on the map. Based on the configured percentage, a random selection of trees are marked as claimable.Trees are skipped if:
- They're within the configured radius of a no-build zone (monuments, safe zones, and other protected areas)
- They already have building blocks attached (already claimed)
treehouse.claim permission who enter a claimable tree's zone see a tip to hold E. A progress bar UI appears while holding the use key. After the configured claim duration, the tree is claimed.Starter Platform
When a player successfully claims a tree, a starter platform of 6 triangle floors spawns in a circle around the tree at the configured vertical offset. One floor piece facing the player is omitted to create an entrance. The platform is automatically owned by the claiming player and uses twig grade.Tree Protection
Claimed trees are protected from damage. Any damage dealt to a claimed tree is scaled to zero, preventing destruction. This ensures player bases remain intact. Unclaimed trees can be damaged and destroyed normally.Stability Management
IfDisable Stability Inside Tree Build Zones is enabled, all building blocks placed in tree zones are marked as grounded with 100% stability. This prevents them from collapsing even though they're high up in a tree.If disabled, normal stability rules apply and structures need proper support.
Permissions
treehouse.claim-- Allows players to claim jungle trees
Configuration
JSON:
{
"Version": "1.5.0",
"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,
"Deployables Allowed On Walls (partial match)": [
"tunalight",
"sign",
"picture",
"spinner",
"neonsign",
"flasherlight",
"sirenlight",
"searchlight",
"simplelight",
"smart.alarm",
"doorbell"
],
"Deployables Allowed On Ceilings (partial match)": [
"lantern",
"ceilinglight",
"chandelier"
],
"Force Default Rotation On Walls (partial match, overrides creative free-rotation)": [
"counter"
],
"Force Default Rotation On Ceilings (partial match, overrides creative free-rotation)": [],
"Deployables Blocked On Building Blocks (partial match, cannot be placed on building blocks)": [
"plants/"
]
}
Tree Claiming Settings
Percentage Of Trees That Can Be Claimed-- What percentage of jungle vine trees on the map will be claimable. Set to100to make all trees claimable, or0to disable tree claiming entirelySkip Trees Within This Radius Of Any No-Build Zone-- Trees within this distance from no-build zones will not be made claimable. Prevents trees near monuments or other protected areas from being claimableClaim Duration Seconds-- How long (in seconds) a player must hold the use key to claim a treeMaximum Trees Each Player Can Claim-- Maximum number of trees each player can claim. Set to0to remove the limit entirely
Build Zone Settings
Size Of Tree Build Zone-- The width and depth of the cubic build zone around claimed trees. Height is always 45 metersStarter Platform Vertical Offset-- How high above the tree's base position the starter platform spawns. Adjust based on tree model heightsDisable Stability Inside Tree Build Zones-- Whentrue, building blocks are marked as stable so they won't collapse. Whenfalse, normal stability rules apply and structures need ground support
Building Restrictions
Blocked Prefabs In Tree Build Zones-- Prefabs that cannot be built inside tree zones. Uses exact path matching - you must provide the full prefab path likeassets/prefabs/building core/foundation/foundation.prefabDeployables Blocked On Building Blocks-- Deployables that cannot be placed directly on building blocks (floors, walls, foundations, etc.). Uses partial matching -plants/blocks all planter variants. Useful for items that should only go on deployables
Surface-Based Deployable Control
These settings use partial prefab path matching, meaning you only need to include part of the item's name. For example,sign will match sign.wooden, sign.large.wood, sign.pictureframe, etc. This lets you control entire categories of items without listing every variant.Floor placement has no restrictions.
Deployables Allowed On Walls-- Deployables that can be placed on vertical surfaces. Unlisted items are blockedDeployables Allowed On Ceilings-- Deployables that can be placed on overhead surfaces. Unlisted items are blockedForce Default Rotation On Walls-- Deployables that should snap to proper wall orientation instead of using creative mode's free rotation. Fixes items that look wrong when freely rotatedForce Default Rotation On Ceilings-- Deployables that should snap to proper ceiling orientation instead of using creative mode's free rotation
Stored Data
JSON:
{
"Claimed Trees": {
"12345678": {
"Entities": [98765432, 98765433, 98765434],
"Owner Id": 76561198000000000,
"Claimed At": "2026-02-14T10:30:00Z"
}
}
}
Entities-- Array of network Ids for all building blocks and deployables placed in this tree's build zoneOwner Id-- Steam Id of the player who claimed the treeClaimed At-- UTC timestamp when the tree was claimed
Data Cleanup
The plugin automatically removes tree data when:- The tree entity itself is destroyed
- All structures in the tree's build zone are removed (tree returns to unclaimed state)
- The tree entity no longer exists on server restart
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.",
"Error.WrongSurface": "Cannot place this item on this surface.",
"Error.BlockedOnBuildingBlock": "{0} cannot be placed directly on building blocks."
}
