Farming
Hemp, cannabis and the FARMER profession: one harvest funnel, four routes into it, and a chain that runs from a foraged seed to a 1,700 coin block.
One harvest, four routes
Every hemp and cannabis harvest on the server passes through a single method. Four player routes and one NPC route call it, and none of them carries its own copy of the rules. If a rule changes, it changes for all of them at once.
| Route | How you trigger it | Detail |
|---|---|---|
| Hand | Break the plant | The break is cancelled and the custom drop is paid instead, so no vanilla berry or pod leaks out. |
| Hoe | Right-click the plant holding any hoe | Detection matches any item whose name ends in _HOE, copper included. |
| Harvest Scythe | Right-click with the forged scythe | Radius 2, so one swing sweeps a 5x5 area and replants every mature plant in it. |
| Village Farmer | A hired NPC working its field | Yield goes into the worker's carry and then into its chest, never onto the ground. |
The funnel runs the same seven steps in the same order every time: resolve the plant, check maturity, check that you are allowed to modify that block, roll the yield, drop the produce and the returned seed, replant the plot at age 0 in one write, then pay FARMER experience and coins if you hold the job.
That order is what makes a duplicate harvest impossible rather than merely unlikely. A harvest only fires on a fully grown plant, and it replants to age 0 in the same block write. Any second call, from a re-fired event or from the scythe passing over its own centre, sees an age 0 plant and does nothing.
The scythe deliberately skips the single-block harvest that a normal hoe right-click would do. Its 5x5 sweep already covers the block you clicked, so without that carve-out the centre plant would be harvested by two code paths in one click.
Explosions and pistons never produce custom produce, because they do not fire the funnel. A plant moved by a piston is still the same plant afterwards.
Planting, the place guard and the growth cap
Both crops sit on ordinary vanilla plant blocks that the plugin has taken over. Planting is a right-click with the seed onto ground the host block can actually survive on. Both hosts are crop blocks, so both need farmland, and both are light gated: below light level 8 the plant pops off, and hemp returns its seed when it does.
| Property | Hemp | Cannabis |
|---|---|---|
| Host block | TORCHFLOWER_CROP | PITCHER_CROP |
| Ground required | Farmland | Farmland |
| Harvestable at age | 1 | 2 |
| Produce per harvest | 2 to 4 hemp leaf | 1 to 2 cannabis bud |
| Seeds returned | 1 | 1 |
| FARMER experience per harvest | 4 | 8 |
| Raw sell price | 20 coins | 55 coins |
The growth cap. Both hosts turn into something else if vanilla lets them grow past their harvest stage. A torchflower crop becomes a torchflower at age 2; a pitcher crop becomes a two-block pitcher plant. Growth ticks and bone meal that would cross that line are cancelled, so a plot stays one harvestable block for as long as you leave it standing.
The place guard. The raw goods sit on vanilla bases that would otherwise do something unhelpful in your hand. A hemp leaf is built on kelp and would be placed as a block; a cannabis bud is built on sweet berries and would be eaten or planted. A non-sneak right-click with one of the raw agriculture items is therefore refused in either hand. The guard is scoped to the agriculture items alone, so nothing else you carry is affected, and the edible end products are exempt from it so they can still be eaten.
Breaking a plant before it is ripe uproots it and returns nothing by default. Custom seeds also cannot be used to breed chickens, because their vanilla right-click is what the guard denies. Use ordinary wheat seeds for that.
Only what you planted counts as a field
A plant is identified by two things together: the block material, and a marker saying this position was planted. The marker is written when the plugin itself creates a plant from a Blacklight seed, it is stored in the chunk, it survives restarts, and it travels with the world file. There is no separate save file and nothing to load at boot.
A harvest does not clear the marker, because the funnel replants the same plot in the same write. Only a genuine uproot clears it.
Why the rule exists. Hemp used to sit on the sweet berry bush. Under a model where the block material alone is the crop identity, that made every world-generated berry bush in every taiga into hemp, and a hired worker sweeping a radius would have turned a wild patch into an endless supply. Hemp has since moved to the torchflower crop, which generates in no vanilla biome, in none of the structure templates and nowhere in the shipped Terralith data. Cannabis never had the problem: a pitcher crop cannot generate naturally at all.
The rule in one line: a wild berry bush is not a farm. The plot registry has no opt-out for hired workers, and the plants you find in the world are worth exactly what vanilla says they are worth.
Migrating an older field. Stand in it and run /farm adopt [radius]. Radius defaults to 8 and is clamped to 1 to 16, with a vertical span of 4 blocks either way. It skips unloaded chunks, checks your build rights per block, and admits a plant only where the ground beneath is proof of cultivation: farmland, or, for a plant still on the old hemp host, ground you placed yourself. It reports how many plots it adopted, how many were already registered, and how many it skipped, with the reason. Run inside a natural taiga it registers zero, which is the point.
Plants left on the old hemp host keep working. They convert themselves in place the first time you harvest them, tilling the ground and swapping the host in the same write. The conversion refuses if the light is below 8 or the ground cannot be tilled, and the plot then simply keeps running on the old host. Plots that were never registered at all need a re-plant; the command says so rather than leaving you to guess. Staff have a broader, audited version of the same tool for legacy fields.
Where seeds come from
Farming conserves seeds rather than multiplying them: each harvest returns exactly one seed, whatever the produce roll was. That makes a field self-sustaining once it exists, and it means the first seed has to come from somewhere else.
Mowing grass. Breaking short grass, tall grass, fern or large fern has an additive chance to drop a seed on top of whatever vanilla gives you. There is one roll per break: the cannabis band is checked first, then the hemp band, and you can never get both from the same block. Creative and spectator players are excluded, and claim protection is respected.
| Seed | Base chance | Warm biomes | Elsewhere |
|---|---|---|---|
| Hemp seed | 5% | 5% | 5% |
| Cannabis seed | 0.5% | 1.5% at times 3.0 | 0.15% at times 0.3 |
The biome weighting applies to cannabis only, and the warm list is matched by biome key: jungle, savanna, desert and badlands. Hemp is found at the same rate everywhere.
Buying and selling seeds. Both seeds are stocked by the server shop, hemp at 16 for 800 coins and cannabis at 8 for 6,000, which works out at 50 and 750 per seed before the shop multiplier. Both can also be sold back, at 4 and 12 coins.
Those numbers are deliberately far apart, and the gap is checked at startup rather than trusted. The check reads the live buy price, the live tax schedule and every active income booster, so it still holds if an operator retunes any of them. At the shipped values, even a seed sold under the maximum booster and at zero tax leaves a margin of 38 coins per hemp seed and 714 per cannabis seed in the shop's favour, so no circular buy-and-sell trade can form.
The Farmer NPC
The Village Farmer is a hired worker that harvests a bounded field and banks the yield in its chest. It handles ordinary vanilla crops, and it handles hemp and cannabis through the same funnel you use, with a collector list instead of dropping items on the ground.
| Figure | Value |
|---|---|
| Hire cost | 8,000 coins plus 8 Rift Ore Fragments |
| Upkeep | 120 coins per hour |
| Work interval | Every 100 ticks, so once every 5 seconds |
| Crops per burst | 4 |
| Field radius | 8 blocks around the assigned centre |
| Daily output cap | 2,048 harvests |
| Bone meal per burst | Up to 3 applications |
The Farmer also runs a bone meal pass over its field, capped at 512 positions examined per burst so a large field cannot cost server performance, and it can craft bone meal from bones it holds.
The gate is strict and has no exception. A Farmer harvests marked plots only. There is no setting that loosens this for a worker, because a worker sweeps a radius on a timer and does not walk past a patch the way a person might.
The Farmer gets base drops only. No Fiber Hands roll, no Master Curer bonus, no crop yield buff, and no FARMER experience or coins. Those are player progression rewards, and paying them to a hired worker would mint yield nobody earned and make the best way to play the FARMER job "buy more NPCs". The Farmer increases how much ground you cover; it does not increase what a harvest is worth.
Processing: the station and the bench
Raw leaf and raw bud are the bottom of a chain of thirteen connected items. Drying and curing happen at a built structure; everything downstream of hemp fibre is ordinary crafting.
The Herbalist's Station is a smoker with a hay bale on both sides along one axis, a barrel on both sides along the other, and a dried kelp block underneath. Any rotation works. Right-click the smoker with an empty hand to open it, or type /farm process (or /farm station, alias /agri) while standing near one. Holding any item leaves the smoker completely vanilla, so the station never collides with the sell or plant gestures, and the block still works as a real smoker.
| Conversion | Input | Output |
|---|---|---|
| Dry hemp | 3 Hemp Leaf | 1 Hemp Fiber |
| Dry cannabis | 2 Cannabis Bud | 1 Dried Cannabis |
| Cure cannabis | 2 Dried Cannabis | 1 Cured Cannabis |
Each conversion costs 1 charcoal and no coins. The station has bulk buttons for 16, 32 and a full stack, and bulk is cheaper: the fuel for a batch is halved and rounded up, so a batch of 32 costs 16 charcoal instead of 32. A single click always pays the flat rate. The cost written on the button is the cost you are charged, and the buttons re-read the input slot on every refresh.
The bench recipes take it from there. All of them require the real item, not a lookalike.
| Result | Recipe |
|---|---|
| Hemp Rope | 3 Hemp Fiber in a column |
| Hemp Cloth | 4 Hemp Fiber in a 2 by 2 |
| Hemp Block | 4 Hemp Cloth in a 2 by 2 |
| Reinforced Binding | 2 Hemp Fiber and 1 iron nugget |
| Field Bandage | 2 Hemp Cloth, shapeless |
| Cannabis Joint | 1 Cured Cannabis and 1 paper, shapeless |
Renaming a hemp item breaks its own recipes. The recipes match the exact item including its display name, so a renamed Hemp Fiber or Hemp Cloth stops satisfying the slot it is meant to fill. Rename the finished good, never an ingredient you still need.
Cured Cannabis is edible: it gives Regeneration for 6 seconds and Nausea for 8. The Joint is the stronger version, with Regeneration II for 12 seconds, a short Saturation on top, and 12 seconds of Nausea. Both are still sellable by sneaking, and eating an intermediate simply wastes it.
What everything sells for
You sell a herb good by sneaking and right-clicking with it in your main hand. The payout runs through the taxed sale funnel, you get a receipt in chat, and larger sales are written to the audit log. Everything is also listable on the player market for free.
Each processed tier is worth strictly more than the inputs it consumes, so refining is always the better choice. The hemp line is the utility line and it is long.
| Item | Made from | Input value | Sells for | Markup |
|---|---|---|---|---|
| Hemp Leaf | raw | - | 20 | - |
| Hemp Fiber | 3 leaf | 60 | 72 | +20% |
| Reinforced Binding | 2 fibre and a nugget | 144 in hemp | 190 | +32% |
| Hemp Rope | 3 fibre | 216 | 260 | +20% |
| Hemp Cloth | 4 fibre | 288 | 350 | +22% |
| Field Bandage | 2 cloth | 700 | 850 | +21% |
| Hemp Block | 4 cloth | 1,400 | 1,700 | +21% |
The cannabis line is shorter and steeper, and the money sits at the processed end rather than in raw bud, so it cannot be macro-farmed for coins.
| Item | Made from | Input value | Sells for |
|---|---|---|---|
| Cannabis Bud | raw | - | 55 |
| Dried Cannabis | 2 bud | 110 | 130 |
| Cured Cannabis | 2 dried | 260 | 290 |
| Cannabis Joint | 1 cured and paper | 290 | 600 |
Per unit of raw produce, cannabis is worth far more. The apex joint is 600 coins for 4 buds, so 150 per bud. The apex hemp block is 1,700 coins for 48 leaves, so 35 per leaf. Hemp is the utility crop and cannabis is the cash crop, and the ladder says so in numbers.
Two checks run at startup on the live prices. A step that pays less than the inputs it consumes is a hard fault and is named in the console with the percentage. A step that is profitable but thinner than the 1.20 floor is logged as a notice rather than treated as broken, so an operator can retune a price without a red boot line.
Two known limits. Crop and shop sales can now be multiplied by an income booster, up to a ceiling of 3.0, which is worth knowing before you compare your takings with someone else's. And there is no typed sell command for any of the thirteen priced goods: sneak and right-click is currently the only way to sell one to the server.
The FARMER profession
FARMER is profession number 15, the last one added to the list, and it is passive: there is no sneak ability to trigger and no cooldown to watch. You slot it like any other job and it pays you for harvesting.
Income and experience are awarded by the crop funnel itself, which means every one of the four harvest routes pays the same way. The base rate is the common income tier, 10 coins per harvest before your job rank multiplier, and the experience is 4 per hemp harvest and 8 per cannabis harvest. Everything routes through the shared anti-exploit path, so idle time, repetitive patterns and diminishing returns all apply exactly as they do to every other job.
Fiber Hands
A counter trait in the style of the other threshold perks. Every hemp or cannabis harvest you make while holding FARMER increments the counter by one, and it never resets. Once the counter passes 50, each further harvest has a 30% chance to yield one extra unit of raw produce on top of the normal roll.
The bonus lands where the yield is calculated, not in a listener afterwards. That is what stops a single 5x5 scythe swing from multiplying it by 25.
Master Curer
The second counter trait, and it fires at the station rather than in the field. On a cure conversion, and only on a cure conversion, the counter goes up by one; past 25 the conversion has a 30% chance to produce one extra Cured Cannabis. In a bulk run the roll happens per conversion rather than once and scaled, so a batch of 32 has the same expected bonus as running 32 single conversions.
FARMER has no mastery paths. That is deliberate rather than missing, and the job menu skips the mastery prompt for it instead of offering an empty picker.
Hemp as equipment
Three hemp goods do something you cannot get any other way. This is the part of the chain that makes hemp worth growing even when you are not selling it.
Field Bandage
Two Hemp Cloth, shapeless. Eating one gives Regeneration II for 6 seconds, and it works at a full hunger bar, which is the state you are actually in after a fight. It is out of combat only: while you carry a combat tag the use is refused, and the refusal does not consume the bandage. A denied heal never costs you the item.
Hemp Rope
Three Hemp Fiber in a column. Its base is a lead, so every ordinary leashable mob already works through vanilla. What the rope adds is six mob types a normal lead refuses:
- Panda
- Goat
- Fox
- Turtle
- Axolotl
- Sniffer
The rope is consumed only after the leash actually attaches, so a refusal costs you nothing. There is one real trade-off: an untied or snapped rope comes back as a plain vanilla lead, so the crafting premium is lost on the round trip.
Reinforced Binding
Two Hemp Fiber and one iron nugget. Using one on a forged item restores 150 points of durability, and what makes it worth crafting is what it does not charge. No ingot, no coins, and none of the roughly 10% of maximum durability that an ordinary forge repair shaves off permanently. A forged tool repaired with bindings does not slowly degrade into a shorter-lived version of itself.
It consumes exactly one binding, from the slot it found it in, and it leaves the ordinary ingot repair untouched for everyone who does not carry one.
Much of the newer agriculture material is recorded in the plugin documentation as code-written and not yet server-verified. The numbers on this page are read from the shipped defaults; prices, chances and caps are all tunable, so what you see in game may have been retuned.