Production
Measuring output and income per minute, hour and day.
Production is the module that measures. It does not collect anything itself — it watches what the farmer collects and turns it into a rate, so a player can see that their wheat is worth 4,200 an hour and decide whether the next level is worth buying.
production:
enabled: true
permission-required: true
The permission is uxmfarmer.production, held by the farmer's owner.
What it measures
For each product, per minute, per hour and per day:
- Rate — how many units the farmer collected
- Income — that rate multiplied by the product's current price from your price source
Both are available as placeholders, which is how they reach menus and holograms:
%uxmfarmer_<uuid>_production_WHEAT_rate_hourly%
%uxmfarmer_<uuid>_production_WHEAT_income_daily%
The full list is on the Placeholders page.
Reading the numbers
Rates are extrapolated from the per-minute figure, so the hourly number is what the farmer would collect if the last minute repeated. This makes it responsive — a player sees the effect of expanding their farm immediately — but it also means the daily figure jumps around while a crop cycle is in progress. It is a projection, not a total. For totals, use the all-time statistics placeholders.
Income uses the live price for the player asking, which means a player with a
uxmfarmer.taxdiscount.<percentage> permission and one without will see different numbers for the
same farmer. That is correct — the income figure is what you would earn selling it.
Debugging
/uxmfarmer select
/uxmfarmer productiondebug [product]
Prints what the module is counting for the selected farmer. Use it when a player reports that a product shows zero income while its storage is clearly filling — usually the answer is that the product has no price at your price source, so the rate is right and the income is honestly zero.
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