Auto Sell
Selling a product the moment its storage fills, and the tax that applies.
Auto Sell empties a product's storage the moment it fills, paying the owner. It is the module that lets a player stop visiting their farm, and therefore the one whose price and tax settings decide how much money your server prints.
auto-sell:
name: "Automatic Sell"
status: true
default-status: false
permission-required: true
send-message: false
send-to-members: false
everything: true
items:
- WHEAT
- CARROT
| Option | What it does |
|---|---|
status | Whether the module exists on this server |
default-status | Whether a new farmer has it switched on |
permission-required | Requires the owner to hold uxmfarmer.autosell |
send-message | Messages the owner on each sale |
send-to-members | Sends that message to active members as well |
everything | Sells every collected product rather than only the listed ones |
The items list, and what everything does to it
The items list has two different meanings depending on everything:
everything: false— the farmer auto-sells only the listed materials.everything: true— the farmer auto-sells everything it collects, and the list becomes the set of products a player is allowed to toggle in their own auto-sell menu.
The second reading is the one that surprises people. With the default configuration, every product is sold automatically and a player may only opt WHEAT and CARROT out of it.
Money and tax
The sale price comes from your price source — either
unit-price in collected-materials.yml or a live price from your shop plugin. The tax comes from,
in order of precedence:
tax-priceon the product's current leveltax-priceon the producttax-priceingeneral-settings.yml(0.25 by default)
Then uxmfarmer.taxdiscount.<percentage> reduces the result for that player. A player with
uxmfarmer.taxdiscount.50 pays half the tax the level asked for.
Messages
send-message is off by default, and it should usually stay off: a farm at full tilt sells
continuously, and the chat becomes unreadable. notify-when-stock-gets-full in
general-settings.yml is the message players actually want, and it only fires when something has
gone wrong.
If your price source is a shop plugin and a product is not in the shop, the farmer has no price for
it, so it is not sold and the storage fills. Set price-source-hook: default and price everything
in collected-materials.yml if you would rather never have that gap.
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