branchrust_reboot/main/fruit_treescancel
24 Commits over 61 Days - 0.02cph!
Reduced coconut.tree network range to 128.
Stop coconuts spawning on palm_tree_tropical_med_a until i find a way of stopping the tree sway.
Increased chance of apples/beehive spawning on oak_d to 25% from 15%.
Adjusted coconut tree spawn chance to 25% (left it at 100% by mistake).
S2P tropical Island 2 + 3
Disabled saving on both the apple.tree and coconut.tree prefabs (this stops the fruit piling up and floating after server restarts oops).
Replaced array with a list and use Facepunch.pool instead of allocating an array each time.
Set the positon and rotation of the fruit straight away.
Removed apple chance from oak_f. Instead move to oak_e which has a chance of spawning apples and a beehive.
General code clean up.
S2P tropical island 1, 2, 3 and 4.
Removed the coconuts from the big palm trees. Its really difficult to see the coconuts + the taller trees visually sway a lot more and currently the coconuts do not sway with the tree so it looks terrible.
Added coconuts to small_a, small_b, small_c and med_a
Created a coconut lootspawn and additional prefab. Added to palm_tree_tropical_small_b for testing
Enabled dropAtExactPosition on the beehive.natural
Apples have a 15% chance to spawn on oak_d and oak_f (we want apple trees to be rare)
Added a way for apples to spawn in the exact location their loot container is on the trees.
Before:
https://files.facepunch.com/lukester/2026/October/10_18-53-GlassGallowaycow.mp4
Now:
https://files.facepunch.com/lukester/2026/October/10_18-48-TimelyBaboon.mp4
- Apples have a very small chance of surviving (10% chance) if you dont harvest them before harvesting the tree (coconuts will have a much higher chance of surviving)
- Removed the chance of fruit to fall when hitting a tree
- Natural beehives will still always spawn honeycomb + the swarm when fully harvesting a tree. This behaviour remains unchanged
Restored beehives to oak_b,c and e.
oak_e has 100% chance to spawn beehive (just for testing)
Added 3 apples to oak_d for now for testing
Added apple to the manifest
Re-implemented all the previous logic from the hackweek branch
Added Apple.tree prefab and LootSpawn.Apple.
Added 3 apples to oak_d and they're all spawning correctly but dont spawn when trying to harvesting
Trees additions support multiple prefabs instead of just one