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Workshop mod by it_is_Sunshine

Sunshines Collisions Overhaul Arma Reforger Mod

Less GTA, more mil-sim. -Completely fixed tree destruction. -No more ploughing through every obstruction on the map, particularly in small cars.

67323A7B77DD1C42
Sunshines Collisions Overhaul preview

Ranking

Popular#335485.1Rising#193465.0
14Serversrunning this mod
6Observed players nowon servers reporting this mod
1.8kEstimated player-hours (7d)7-day data
DeploymentTop 11%88.9ahead of 89% of tracked mods by servers running it
ActivityTop 21%79.4ahead of 79% of tracked mods by play on those servers
Popularity85.1deployment and activity combined
How those 14 installs happen100% traced
  • Not identified as a dependency12
  • Required by another mod2
Last 30 days
Servers, last 30 days
14 latest18 peak, 17 Oct8 low, 22 Sept

Servers reporting the mod in each hourly observation. Last 30 days.

Daily values
Servers, last 30 days, one row per day (UTC)
DayLastPeakLowObs.
19 Sept13131210
20 Sept10151024
21 Sept1011924
22 Sept1012824
23 Sept1012924
24 Sept912924
25 Sept912924
26 Sept913924
27 Sept1213924
28 Sept10121024
29 Sept11121024
30 Sept11121124
1 Oct10131024
2 Oct10121024
3 Oct12131024
4 Oct1214924
5 Oct12121024
6 Oct12131124
7 Oct12131124
8 Oct12131024
9 Oct11131124
10 Oct13151224
11 Oct13141324
12 Oct14151224
13 Oct14151324
14 Oct14151324
15 Oct14161224
16 Oct14161324
17 Oct16181324
18 Oct14171424
19 Oct14151314
Observed players, last 30 days
6 latest46 peak, 17 Oct0 low, 21 Sept

Sampled player counts on servers reporting the mod; not unique players. Last 30 days.

Daily values
Observed players, last 30 days, one row per day (UTC)
DayLastPeakLowObs.
19 Sept1330810
20 Sept1429424
21 Sept1717024
22 Sept1219024
23 Sept1818124
24 Sept1623124
25 Sept2226024
26 Sept2144324
27 Sept1926124
28 Sept324024
29 Sept910024
30 Sept710124
1 Oct513224
2 Oct715224
3 Oct1930324
4 Oct2225824
5 Oct817024
6 Oct1213224
7 Oct1521224
8 Oct1418124
9 Oct2132224
10 Oct1336324
11 Oct1330524
12 Oct1419124
13 Oct920224
14 Oct1122324
15 Oct1016224
16 Oct2020024
17 Oct1846124
18 Oct726524
19 Oct66014

Calculated Oct 19, 2026, 1:21 PM UTCDerived from observed server and mod activity. Trend positions describe recent observed change, not future adoption.

Summary

Less GTA, more mil-sim. -Completely fixed tree destruction. -No more ploughing through every obstruction on the map, particularly in small cars.

Official Workshop description

Search for my server "Operation Sunshine" if you want to join a hardcore, vanilla+ (less than 1gb download) community that is playing with this mod and my others too. This is one of my various immersive mods, aimed at making the game feel more mil-sim and less arcade-y (within my very limited capabilities). Here I address the fragility of so many of the world's objects, restoring their significance as barriers and obstructions for any ground force. I also fix how some of these objects were inconsistently set as indestructible (e.g. double gates where one door was fragile as glass, yet the other door was set to indestructible). And MOST SIGNIFICANTLY: this mod fixes the comical collision issues with every tree in the game which has been allowing vehicles to ghost through them entirely at certain speed/mass combos - or just fell them with the lightest bump. ========================= TREE COLLISION OVERHAUL: Restores the significance of forest areas as geographical obstructions and addresses their comical behaviour by: 1. Preventing any vehicle being able to ghost through trees and tree stumps. 2. Preventing trees from being felled by small taps and scrapes (depends entirely on mass + velocity). -Trees are no longer felled when you scrape past them or tap them with a vehicle. No more sarkas and willy jeeps felling forests as they scrape against the trees. -Tree stumps will no longer ever allow any kind of vehicle to ghost through them. This allows forests to remain as a significant tactical obstruction for even the largest vehicles whilst preserving the cinematic destructive effect. -Depending on the size and mass of the vehicle, provided its base can clear the indestructible tree stump it will to some degree be possible to plough through a tree as you might expect. It just could hurt, or likely kill. -This also means helicopters can no longer fell entire forests by hovering through the canopy. Trees will catch rotor blades; high speed collisions are destructive. -High explosives are still capable of felling trees (e.g. mortars) but will still never destroy the stumps. -The collision of all trees is normalised across their various types, meaning identical trees which are only different in colour will no longer have completely different collision properties. ========================= PREFABS OVERHAULED: The exhaustive list of all object types affected is as follows: - Haybales; - Street benches; - Fixed rubbish bins (not the wheelies); - Every single sign in the game (their poles specifically); - Fences panels - dependent on size and composition (e.g. wooden is weaker than metal); - Fence doors and gate posts - dependent on size and composition. The posts are always more resistant than the gate that hangs off of it; - Fence panels dependent on size and composition (e.g. metal > wood); - Clothes lines in gardens; - Message/map boards, particularly those planted by metal poles; - Bus sheds; - Street lights; - Hydrants and well pumps; - Brick wall gates; - Motorway crash barriers will actually stop most vehicles at most speeds, including lorries; - Town "pipe" barriers - the ones designed to stop cars from crashing into pedestrians. - Concrete bridge posts and bridge railings. - Industial shipping containers; - Mine carts & mine trains. Overall, the aim of the prefab overhaul is to make it so you cannot GTA your way through the world, particuarly in small cars. This incentivises lighter vehicles to stick to the roads or move methodically cross-country or in towns by restoring the signifcance of barriers and obstructions across the lands of Reforger. A couple of objects exceed IRL expectations due to my inability to dial in the properties precisely: US light jeeps need beware of farm pole fences and garden fences, but mostly everything feels much better. ========================= If you notice any weird or immersion-breaking behaviour then please let me know: Discord: sunshine0536 Twitch: it_is_Sunshine ========================= YOU NO LONGER NEED THIS MOD: https://reforger.armaplatform.com/workshop/672D7D316D2126A5-SunshinesNOTreeDestruction PLEASE REMOVE IT.

Servers running this mod

14

14 currently listed servers report Sunshines Collisions Overhaul in its mod list. Showing the 5 with the most players.

View all 14 servers

Versions

8
published · approved · 401 KiB
published · approved · 401 KiB
published · approved · 399 KiB
published · approved · 409 KiB
published · approved · 407 KiB
published · approved · 335 KiB
published · approved · 332 KiB
published · approved · 332 KiB
1.0.7Game 1.8.0.10 · 401 KiB · Aug 13, 2026
Dependencies: 0Scenarios: 0PublishedApproved
Tested and updated for Reforger v1.8.

config.json entry

{
  "modId": "67323A7B77DD1C42",
  "name": "Sunshines Collisions Overhaul",
  "version": "1.0.7"
}

Use Sunshines Collisions Overhaul on your server

Add Sunshines Collisions Overhaul to the game.mods array of your server config.json. The config generator builds the full file, the mod manager keeps the mod list and its dependencies organized, and the config validator checks an existing config. The adding mods guide and mod dependencies guide walk through it step by step.

Fetch this mod from the API

The same metadata is available as JSON. See the API quickstart, the V2 reference, or the V1 reference.

GET https://api.reforgermods.net/v2/mods/67323A7B77DD1C42
GET https://api.reforgermods.net/v2/mods/67323A7B77DD1C42/versions

Data is cached from Arma Reforger Workshop metadata and may be stale. reforgermods.net is independent and is not affiliated with Bohemia Interactive.