Concepts
Farmers, products, levels, storage, members and the five modules.
The farmer
One NPC, owned by one player, bound to one region. It has a location, an appearance, a storage, a
member list and a set of module switches. A player buys it with /farmer buy or receives a farmer
egg and right-clicks it into place.
maximum-farmer-per-player caps how many a player may own — 2 by default, raised per player with
uxmfarmer.maxfarmer.<amount>.
Products
Every material the farmer can collect is a product, listed in collected-materials.yml. A
product is not a stack in a chest: it is a counter with a level, a capacity and a unit price. The
farmer adds to the counter; the player sells the counter.
A product the player has switched off is not collected at all — the crop simply does not grow,
unless disabled-products-grow-physically is on.
Levels
Each product has its own level, and each level sets a capacity, a price to reach it, and
optionally its own unit-price and tax-price. Levels can also carry requirements — a
PlaceholderAPI condition the player must satisfy before the money is even asked for — and commands
to run when the level is reached.
Products without their own ladder fall back to default-levels.yml.
Storage and selling
Collected products sit in the farmer's storage up to the current level's capacity. Past that,
farm-manager decides what happens: stop the crop growing, delete the overflow, or drop it on the
ground.
Selling takes the unit price from your price source,
subtracts the tax, and pays the owner or the member who clicked. uxmfarmer.taxdiscount.<percentage>
reduces the tax for that player.
Members and ranks
A farmer has an owner and members. Ranks are defined in languages/<lang>/ranks.yml with a
weight and a list of permissions; a member holds a rank, and the rank decides what they may do —
sell, collect, upgrade, move the farmer, change its skin, read the logs.
Ranks are cumulative by weight: a Leader (weight 500) has everything Member (weight 100) has, plus its own list.
Modules
Five behaviours, each switchable per farmer by the player and per server by you:
| Module | What it does |
|---|---|
| Production | Tracks output rate and income per minute, hour and day |
| Auto Harvest | Harvests and replants ripe crops |
| Auto Kill | Kills configured mobs in range |
| Auto Sell | Sells a product the moment its storage fills |
| XP Collector | Collects XP from mobs that die nearby and lets it be sold |
Each has a permission-required flag. When it is on, the owner must hold the permission —
members inherit the farmer's capabilities, not their own.
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