general-settings.yml
Prices, limits, collection rules, members and notifications.
This file is the economy and the rules. config.yml decides which plugins uxmFarmer talks to;
this one decides what a farmer costs and what a player is allowed to do with it.
Prices and limits
maximum-farmer-per-player: 2
farmer-price: 15000.0
tax-price: 0.25
return-price-on-delete: true
return-percent: 75
| Key | Meaning |
|---|---|
maximum-farmer-per-player | Raised per player with uxmfarmer.maxfarmer.<amount> |
farmer-price | Charged by /farmer buy |
tax-price | Default tax on sales, as a fraction (0.25 is 25%) |
return-price-on-delete | Refunds the full price when a farmer is deleted |
return-percent | Percentage refunded by /farmer return |
tax-price here is the floor; a product or a level may override it, and
uxmfarmer.taxdiscount.<percentage> reduces whatever applies. Tax is the main sink in this plugin (it is where the money a farmer generates goes back out of the economy)
so tune it before you tune
prices.
The commands players get
farmer-command-opens-gui: false
farmer-command-opens-buy-menu: true
disable-buy-command: false
sell-all-requires-confirmation: true
where-players-can-reach-farmer: NEAR_FARMER
where-players-can-reach-farmer has two values:
NEAR_FARMER: the player must be standing near their farmer.EVERYWHERE: the player can use it from anywhere on their island.
EVERYWHERE only works with island hooks. Every other region hook behaves as NEAR_FARMER
regardless of what you set here.
disable-buy-command: true removes purchasing entirely, leaving farmer eggs as the only source,
which is how you sell farmers through a crate or a store instead of a command.
Collection rules
disabled-products-grow-physically: false
collect-dropped-items: true
collect-player-dropped-items: true
collect-player-dropped-items-by-default: true
collect-custom-items: false
collect-custom-items means items with a custom name, custom lore or any enchantment. It is off by
default and should stay off: a custom item has no price and no place in a product storage, and
collecting one is how a player loses it.
disabled-products-grow-physically: true makes switched-off crops grow as vanilla crops. It costs
real performance on an island world and is documented in the file itself as not recommended.
Upgrades
upgrade-all-upgrades-everything: false
upgrade-all-must-meet-all-requirements: false
upgrade-all-discount: 50
only-owners-can-upgrade: false
Covered on Storage and Levels.
Members
adding-member-requires-permission: false
add-new-region-members-to-farmer: true
remove-leaving-region-members-from-farmer: true
transfer-farmer-ownership-to-region-owner-on-leave: true
disable-transfer: false
Covered on Members and Ranks.
Notifications
glow-if-stock-is-full: true
notify-when-stock-gets-full:
enabled: true
notify-members: true
notify-amount: 3
notify-amount caps how many times a player is told about the same full product, so a farm that
stays full does not become a chat spammer.
Placement
place-farmer-on-region-creation: false
first-location:
enabled: false
modify-by: -5.5, 1.5, 3.5
rotation: -88, 0.8
With place-farmer-on-region-creation: true, every new island or claim gets a farmer immediately.
first-location then decides where it stands, as an offset from the region centre and a pitch and
yaw. Tune it against your island schematic: the default offset assumes a particular layout and will
put the farmer inside a wall on most others.
GriefDefender does not support place-farmer-on-region-creation at all. ProtectionStones supports
it but the plugin recommends leaving it off there.
Input
add-member:
required-online: true
input-type: SIGN
chat-timeout: 15
take-amount:
input-type: SIGN
chat-timeout: 8
SIGN opens a sign editor; CHAT waits for the player's next message for chat-timeout seconds.
Sign input is more reliable when other plugins are handling chat.
Logs and defaults
disable-logs: false
farmer-visible-by-default: true
default-click-actions:
- "[menu] main"
- "[sound] ENTITY_ALLAY_AMBIENT_WITHOUT_ITEM"
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