Reforestation (Legacy Thread)

Status
Not open for further replies.
Hey, i want to make a custom map, where is 50% in whole map is forest tophology. wonder if this plugin able to fill up that huge area of trees... want to make a map that looks like a jungle... Or maybe rust have a max number of trees to be able spawn, and when you reach specific number of trees, it not spawn more anymore ?
 
Hey, i want to make a custom map, where is 50% in whole map is forest tophology. wonder if this plugin able to fill up that huge area of trees... want to make a map that looks like a jungle... Or maybe rust have a max number of trees to be able spawn, and when you reach specific number of trees, it not spawn more anymore ?
That's unrelated to how the plugin works, new trees are only planted when an existing tree is cut down, and you can control the range for replanting and the number of new trees to replant
 
That's unrelated to how the plugin works, new trees are only planted when an existing tree is cut down, and you can control the range for replanting and the number of new trees to replant
Oh got it. So depends on a map i do, if i have for example in a map 1000 trees then plugin replant only those specific 1000 trees. Ok now i fully understand how plugin works, so my job is to make a map with more trees as i wish, then plugin do his job to keep them alive ;) Thank you
 
Oh got it. So depends on a map i do, if i have for example in a map 1000 trees then plugin replant only those specific 1000 trees. Ok now i fully understand how plugin works, so my job is to make a map with more trees as i wish, then plugin do his job to keep them alive ;) Thank you
Not exactly, let me explain, suppose your map initially has only 10 trees, and you've configured the plugin to replant 3 or even 5 trees for every one that’s cut down. That means each tree removed leads to 5 new ones being planted, so if you start with 10 trees, you'll end up with 50, and when those 50 are cut down, they become 250, and so on... (assuming the new trees are successfully replanted of course)
 
Not exactly, let me explain, suppose your map initially has only 10 trees, and you've configured the plugin to replant 3 or even 5 trees for every one that’s cut down. That means each tree removed leads to 5 new ones being planted, so if you start with 10 trees, you'll end up with 50, and when those 50 are cut down, they become 250, and so on... (assuming the new trees are successfully replanted of course)
ohh ok
 
Seems the prefabs have changed.

Couldn't find prefab "assets/bundled/prefabs/autospawn/resource/v3_arctic_forestside/pine_b_snow.prefab"

Couldn't find prefab "assets/bundled/prefabs/autospawn/resource/v3_tundra_forest/pine_d.prefab"
Couldn't find prefab "assets/bundled/prefabs/autospawn/resource/v3_tundra_field/pine_b.prefab"
Couldn't find prefab "assets/bundled/prefabs/autospawn/resource/v3_tundra_forest/pine_d.prefab"
Couldn't find prefab "assets/bundled/prefabs/autospawn/resource/v3_tundra_field/pine_d.prefab"
Couldn't find prefab "assets/bundled/prefabs/autospawn/resource/v3_tundra_field/pine_a.prefab"
 
Seems the prefabs have changed.
Couldn't find prefab "assets/bundled/prefabs/autospawn/resource/v3_arctic_forestside/pine_b_snow.prefab"
Couldn't find prefab "assets/bundled/prefabs/autospawn/resource/v3_tundra_forest/pine_d.prefab"
Couldn't find prefab "assets/bundled/prefabs/autospawn/resource/v3_tundra_field/pine_b.prefab"
Couldn't find prefab "assets/bundled/prefabs/autospawn/resource/v3_tundra_forest/pine_d.prefab"
Couldn't find prefab "assets/bundled/prefabs/autospawn/resource/v3_tundra_field/pine_d.prefab"
Couldn't find prefab "assets/bundled/prefabs/autospawn/resource/v3_tundra_field/pine_a.prefab"
Yeah, it seems Facepunch made some changes. I'll check what the new ones are and if they haven't been removed, I'll replace them accordingly. Thanks for the heads up
 
Hello :)) Thank you for the wonderful plugin... I have some problem, the plugin is set up cut down one tree one got one. But I also have a plugin magic tree? And that's when they plant magic trees and plant a lot of get oak forests on half the map :)))))))))))))))))). And I have never seen this before ... Can I do something about it? Thanks for your attention :)))
 
Status
Not open for further replies.
Back
Top
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.
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.
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.
Cart