modules.yml
The five modules, the farm manager, and why permissions check the owner.
Six sections: the five player-facing modules, and farm-manager, which is not a module players see
but the rules for what happens to items the farmer cannot take.
The shape of a module
auto-harvest:
name: "Automatic Harvest"
status: true
default-status: false
permission-required: true
| Key | Meaning |
|---|---|
name | Shown in menus |
status | Whether the module exists on this server |
default-status | Whether a new farmer has it switched on |
permission-required | Whether the owner needs the module's permission |
status: false removes the module from every farmer and every menu. default-status only decides
the starting position of a switch players can flip themselves.
The permission rule
When permission-required is true, the permission is checked against the farmer's owner, not
the player using the farmer. A member with uxmfarmer.autosell on a farmer whose owner lacks it
still cannot auto-sell, and a member without it on a farmer whose owner has it can.
This is deliberate: the farmer's capabilities belong to the farmer, and the member's rank permissions decide what they may do with those capabilities. It also means a rank perk stops applying to a player's farmer the moment their rank expires.
/uxmfarmer checkperm <player> <permission> is how you check what the plugin currently believes,
and /uxmfarmer clearpermcache is how you fix a stale answer.
Module permissions
| Section | Permission |
|---|---|
production | uxmfarmer.production |
auto-harvest | uxmfarmer.autoharvest |
auto-kill | uxmfarmer.autokill |
auto-sell | uxmfarmer.autosell |
xp-collector | uxmfarmer.xpcollector |
auto-kill and auto-sell additionally have .modify variants that gate changing their settings
separately from using them.
farm-manager
farm-manager:
disable-growing-if-stock-is-full: true
remove-remaining-drops-from-ground: true
remove-drops-if-stock-is-full: true
drop-items-to-ground-if-not-enabled-or-full: false
| Key | What it does |
|---|---|
disable-growing-if-stock-is-full | Crops stop growing once the product's storage is full |
remove-remaining-drops-from-ground | Deletes the overflow after the storage takes what it can |
remove-drops-if-stock-is-full | Deletes drops entirely when the storage is already full |
drop-items-to-ground-if-not-enabled-or-full | Leaves them on the floor instead |
farm-manager requires auto-harvest to be doing something; on its own it has nothing to manage.
The defaults are the cheap configuration and the right starting point. The last option is the expensive one — it converts every overflowing farm into a pile of item entities, and on a server with a hundred islands that is the difference between a healthy tick and a bad one.
Module-specific keys
Each module has settings beyond the four common ones. They are documented with the module:
- Auto Harvest —
items,piston-check-items,required-piston,extended-piston-check,drop-item-if-stock-full - Auto Kill —
mobs,only-kill-spawner-mobs - Auto Sell —
everything,items,send-message,send-to-members - XP Collector —
xp-unit-price,xp-tax,sellable-by-default
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