Reforestation (Legacy Thread)

Status
Not open for further replies.
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 :)))
I didn't quite understand, could you clarify what the magic tree plugin does that conflicts with Reforestation? Reforestation only triggers replanting when a tree is cut down by a player
 
This is a famous plugin so called (Magic Tree) When cutting trees sometimes player gets a seed, planting it in the ground grows a tree with resources (only oak) When it is cut down resources fall in the form of boxes .... So your plugin counts them for the tree and plants a new oak tree. And if you consider that for a month they can extract 100 - 200 seeds on the server appear oak forests :))))))))). Is there any way to exclude oak trees from the plugin? I can try it myself, but I don't want to do it without your permission... Thank you
 
Sorry to bother you, it's me again :)))) I think after the global update only pine trees appear....
It seems to be working for me, I added all the palm tree prefabs to the Excluded Tree Prefabs config like this:
JSON:
  "Excluded Tree Prefabs": [
      "assets/bundled/prefabs/autospawn/resource/v3_arid_forest/palm_tree_med_a_entity.prefab",
      "assets/bundled/prefabs/autospawn/resource/v3_arid_forest/palm_tree_short_a_entity.prefab",
      "assets/bundled/prefabs/autospawn/resource/v3_arid_forest/palm_tree_short_b_entity.prefab",
      "assets/bundled/prefabs/autospawn/resource/v3_arid_forest/palm_tree_short_c_entity.prefab",
      "assets/bundled/prefabs/autospawn/resource/v3_arid_forest/palm_tree_tall_a_entity.prefab",
      "assets/bundled/prefabs/autospawn/resource/v3_arid_forest/palm_tree_tall_b_entity.prefab",
      "assets/bundled/prefabs/autospawn/resource/v3_arid_forestside/palm_tree_short_a_entity.prefab",
      "assets/bundled/prefabs/autospawn/resource/v3_arid_forestside/palm_tree_short_b_entity.prefab",
      "assets/bundled/prefabs/autospawn/resource/v3_arid_forestside/palm_tree_short_c_entity.prefab"
  ]
and when I cut down a palm tree, it didn't replant, but all other trees did

make sure to include all prefab variations to stop them from spawning. If the issue is with trees not spawning, it could be simply due to the plugin not finding a valid spawn point or the replanting chance not being met
 
JSON:
"Version": "1.4.0",
  "Delay Before Planting Trees Seconds": 30.0,
  "Minimum Number Of Trees To Plant": 1,
  "Maximum Number Of Trees To Plant": 3,
  "Chance To Plant Each Tree": 100,
  "Minimum Search Radius For Planting Site": 5.0,
  "Maximum Search Radius For Planting Site": 30.0,
  "Maximum Search Attempts For Planting Site": 10,
  "Allowable Distance From Nearby Trees": 2.0,
  "Building Check Radius": 5.0,
  "Excluded Biomes": [],
  "Excluded Tree Prefabs": [
"assets/bundled/prefabs/autospawn/resource/v3_temp_field_large/oak_b.prefab"
]
 
No it doesn't work, tried it on two of my servers, on my personal computer, watching players ... Only Christmas trees grow ... Created a map with a perfectly flat surface removed all topologies except the forest and the result is also it can be seen in the image, and below the image from the server ... I will also attach my config....
Thank you for your attention .

elk1.png
 

Attachments

No it doesn't work, tried it on two of my servers, on my personal computer, watching players ... Only Christmas trees grow ... Created a map with a perfectly flat surface removed all topologies except the forest and the result is also it can be seen in the image, and below the image from the server ... I will also attach my config....
Thank you for your attention .
Could you share the map?
 
Please give me permission to study and correct, I do not pretend to co-authorship or anything else. Everything I do or find I will send here, without distribution in any form. I will try to find and fix my problem myself :) Thanks for your attention :)
 
Please give me permission to study and correct, I do not pretend to co-authorship or anything else. Everything I do or find I will send here, without distribution in any form. I will try to find and fix my problem myself :) Thanks for your attention :)
I don't mind, but again, I have tested this countless times and it has always worked. The issue is likely that it can't find a valid planting site, your area might be too crowded with trees or other entities, or another plugin could be interfering
 
Thank you, I respect other people's work and I trust your opinion completely, but Christmas trees grow and only Christmas trees, they wouldn't grow if there was no space. The other plugin I will check by disabling everything but the plugin seems to have stopped working 3 updates ago, no new plugins have been installed in the meantime. If I find the cause I will write everything in detail anyway. Thanks for your understanding and permission :)
 
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