DUXPLIMA Documentation

Auto Harvest

Harvesting and replanting crops, the piston requirement, and full storage.

Auto Harvest is the module that does the farming. When a crop in the list reaches maturity the farmer harvests it, replants it, and puts the yield into storage instead of on the ground.

auto-harvest:
  name: "Automatic Harvest"
  status: true
  default-status: false
  permission-required: true
  required-piston: false
  extended-piston-check: false
  drop-item-if-stock-full: true
OptionWhat it does
statusWhether the module exists on this server at all
default-statusWhether a new farmer has it switched on
permission-requiredRequires the owner to hold uxmfarmer.autoharvest
required-pistonCrops in piston-check-items are only harvested if a piston is aimed at them
extended-piston-checkChanges how that piston search works — see below
drop-item-if-stock-fullDrops the yield on the ground when storage cannot take it

The crop list

items is everything the module will harvest:

items:
  - WHEAT
  - COCOA
  - CACTUS
  - SUGAR_CANE
  - NETHER_WART
  - PUMPKIN
  - BAMBOO
  - SWEET_BERRY_BUSH
  - BEETROOTS
  - MELON
  - CARROTS
  - POTATOES

A material here still needs an entry in collected-materials.yml to have a price, a capacity and a level ladder. Harvesting a product with no entry gives the player something they cannot sell.

Piston requirement

required-piston: true makes the module refuse to harvest anything in piston-check-items unless there is a piston next to it. This exists so players still have to build a farm rather than placing a farmer next to a field and walking away.

The two search modes differ in where they look:

Where it searchesDoes aim matter
extended-piston-check: falseAbove, below, west, east, north and south of the cropYes — the piston must face the crop
extended-piston-check: trueAbove, and the upper block west, east, north and southNo

The extended mode is the forgiving one: it looks a block higher, which is where players usually put pistons in a real harvester design, and it does not care which way they face.

Growth and storage

disabled-products-grow-physically in general-settings.yml decides what happens to a product the player has switched off. Left at false, those crops do not grow at all — the farmer simply skips them and the server does no work. Setting it to true makes them grow as vanilla crops, which looks better and costs real performance on a busy island world.

When storage is full, farm-manager takes over:

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

The defaults stop growth at a full stock and clean up anything that reached the ground anyway. This is the configuration that costs the least; turning on drop-items-to-ground-if-not-enabled-or-full produces a floor covered in item entities, which is exactly the problem this plugin exists to remove.

Tell players when they are full

notify-when-stock-gets-full in general-settings.yml messages the owner — or every active member, with notify-members: true — when a product fills up. Without it the first sign a player gets is that their farm has quietly stopped producing.