DUXPLIMA Documentation

Conversions

Turning stored products into other products inside the farmer.

A conversion turns products the farmer is holding into a different product, inside the storage, without the player ever holding an item. Nine gold nuggets become an ingot; nine ingots become a block. It is how you give raw output a reason to be refined instead of sold.

Conversions live in languages/<lang>/conversions.yml and appear in the conversions menu.

A conversion

gold-nugget-to-ingot:
  item:
    material: GOLD_INGOT
    display-name: "<gold><b>Gold Ingot"
    lore:
      - "<gray>Convert all nuggets into ingots."
      - "<dark_gray>▪ <gray>Available Operations: <green><possible_conversions>"
      - "<dark_gray>▪ <gray>Available Gold Nuggets: <green><papi:'uxmfarmer_<uuid>_amount_GOLD_NUGGET'>"
  conversion-type: BOTH
  requirements:
    price: 1000
    static-price: false
    products:
      - 9:GOLD_NUGGET
  converts-to:
    products:
      - 1:GOLD_INGOT
    messages:
      - "<prefix> <gray>Processed <white><processed_conversions> <gray>times."
    money: 0
  cooldown: 30

The key — gold-nugget-to-ingot — is the conversion's id. item is what the player sees in the menu, written in MiniMessage, and <papi:'...'> reads a placeholder inline so the lore can show live stock.

Conversion type

ValueBehaviour
SINGLEOne conversion per click
ALLEverything possible in one click
BOTHLeft-click converts one, shift-click converts all

Requirements

KeyMeaning
priceMoney charged per conversion
static-priceWhen true, converting all costs price once rather than once per conversion
productsWhat is consumed, written amount:MATERIAL
placeholdersPlaceholderAPI conditions, same shape as level requirements

static-price: false with conversion-type: ALL is the combination that charges properly for bulk work. Setting it to true makes converting a full storage cost the same as converting nine nuggets, which is almost never what you want unless the fee is a nominal one.

Output

KeyMeaning
productsWhat is produced, written amount:MATERIAL
moneyMoney paid to the player
actionsMenu actions run afterwards, e.g. [close]
player-commandsCommands run as the player
console-commandsCommands run from console
messagesMessages sent to the player

Each of those last four has a matching execute-...-per-convert or send-messages-per-convert flag. Left at false, a convert-all runs the commands and sends the messages once. Set to true and they fire per conversion — which for a full storage means hundreds of command executions, so treat true as something you enable deliberately for a cheap action, never for a command.

<processed_conversions> in a message is how many conversions actually happened, and <possible_conversions> in lore is how many the player could do right now.

Cooldown

cooldown is in seconds and is per player per conversion. Thirty seconds is enough to stop a macro from converting in a loop while staying invisible to a player using the menu normally.