Tree House
Turn jungle trees into buildable spots for players
  • Fixed bug where Claimable Tree Percent was ignored during plugin load, causing nearly all trees to become claimable instead of the configured share.
  • Tree scanning now waits a bit on startup to make sure everything is loaded first.
  • Like
Reactions: kaffeebohne
  • Fixed an issue where tree-house entities lost stability after a reboot.
  • Fixed an issue that prevented players from continuing construction on already claimed tree-houses after reload.
  • Love
Reactions: kaffeebohne
  • Foundations can no longer be built on tree platforms.
  • Added treehouse.claim permission to control which players can claim tree platforms.
  • You can now set how long players must hold [E] to claim a tree.
  • Fixed game tip and ui sticking around when a tree is destroyed mid-claim or after a player dies or respawns.
  • Silenced creative-mode console spam in the server log.
  • Like
Reactions: Papster
  • Added config option Starter Platform Vertical Offset so you can set how high above the branch the starter platform spawns.
  • Trees that sit in no-build zones (monuments, safe zones, tool-cupboard range, etc.) can no longer be claimed for tree-house building.
  • Fixed an issue where players could keep building freely outside after leaving the tree zone or if the tree was removed.
  • Like
Reactions: Nuebengra
  • Abandoned tree platforms now get cleaned up, freeing the tree for a new claim if only starter floors are left.
  • When a tree platform spawns, it now leaves one triangle floor open on the side facing the claiming player, giving an easy entry gap without having to break anything.
  • Added a new config option Disable Tree Stability which makes all building blocks placed within a claimed tree's build zone fully stable and prevents them from collapsing when enabled.
  • Heart
Reactions: Papster
  • Fixed an issue where trees couldn't be claimed unless vanish was turned on. Trees now respond properly for all players.
Back
Top
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.
Cart