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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