DUXPLIMA Documentation

modules.yml

The five modules, the farm manager, and why permissions check the owner.

Six sections: the five player-facing modules, and farm-manager, which is not a module players see but the rules for what happens to items the farmer cannot take.

The shape of a module

auto-harvest:
  name: "Automatic Harvest"
  status: true
  default-status: false
  permission-required: true
KeyMeaning
nameShown in menus
statusWhether the module exists on this server
default-statusWhether a new farmer has it switched on
permission-requiredWhether the owner needs the module's permission

status: false removes the module from every farmer and every menu. default-status only decides the starting position of a switch players can flip themselves.

The permission rule

When permission-required is true, the permission is checked against the farmer's owner, not the player using the farmer. A member with uxmfarmer.autosell on a farmer whose owner lacks it still cannot auto-sell, and a member without it on a farmer whose owner has it can.

This is deliberate: the farmer's capabilities belong to the farmer, and the member's rank permissions decide what they may do with those capabilities. It also means a rank perk stops applying to a player's farmer the moment their rank expires.

/uxmfarmer checkperm <player> <permission> is how you check what the plugin currently believes, and /uxmfarmer clearpermcache is how you fix a stale answer.

Module permissions

SectionPermission
productionuxmfarmer.production
auto-harvestuxmfarmer.autoharvest
auto-killuxmfarmer.autokill
auto-selluxmfarmer.autosell
xp-collectoruxmfarmer.xpcollector

auto-kill and auto-sell additionally have .modify variants that gate changing their settings separately from using them.

farm-manager

farm-manager:
  disable-growing-if-stock-is-full: true
  remove-remaining-drops-from-ground: true
  remove-drops-if-stock-is-full: true
  drop-items-to-ground-if-not-enabled-or-full: false
KeyWhat it does
disable-growing-if-stock-is-fullCrops stop growing once the product's storage is full
remove-remaining-drops-from-groundDeletes the overflow after the storage takes what it can
remove-drops-if-stock-is-fullDeletes drops entirely when the storage is already full
drop-items-to-ground-if-not-enabled-or-fullLeaves them on the floor instead

farm-manager requires auto-harvest to be doing something; on its own it has nothing to manage.

The defaults are the cheap configuration and the right starting point. The last option is the expensive one — it converts every overflowing farm into a pile of item entities, and on a server with a hundred islands that is the difference between a healthy tick and a bad one.

Module-specific keys

Each module has settings beyond the four common ones. They are documented with the module:

  • Auto Harvestitems, piston-check-items, required-piston, extended-piston-check, drop-item-if-stock-full
  • Auto Killmobs, only-kill-spawner-mobs
  • Auto Selleverything, items, send-message, send-to-members
  • XP Collectorxp-unit-price, xp-tax, sellable-by-default