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
| Option | What it does |
|---|---|
status | Whether the module exists on this server at all |
default-status | Whether a new farmer has it switched on |
permission-required | Requires the owner to hold uxmfarmer.autoharvest |
required-piston | Crops in piston-check-items are only harvested if a piston is aimed at them |
extended-piston-check | Changes how that piston search works — see below |
drop-item-if-stock-full | Drops 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 searches | Does aim matter | |
|---|---|---|
extended-piston-check: false | Above, below, west, east, north and south of the crop | Yes — the piston must face the crop |
extended-piston-check: true | Above, and the upper block west, east, north and south | No |
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.
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.
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