Features

Farms

Every member can run a farm entirely from Discord: buy crops, animals and buildings, keep them fed and in repair, and sell what they produce. A server that runs a Minecraft server can also let members walk around their farm in game.

Turning farms on

Farms are off until an admin switches them on in Dashboard → Farms → Config. The same page sets the farm price (1,000 by default), how many days someone must have been in the server before buying (7), the starting reserve and feed, and how harshly shortages wear a farm down.

Switching farms on fills the shop. Your server gets the default catalogue — the buildings, crops, animals and produce below, with their prices, upkeep, production, housing and birth chances — so /farm shop has something in it from the first minute. Edit any of it, add your own, or delete what you do not want at the bottom of the same Config page; Guaca never overwrites a catalogue you have changed.

Starting a farm

/farm create opens one, paid from cash. Each member can own one farm. /farm status shows its card, /farm list ranks every farm in the server by what it makes per day, and your /balance hub shows your farm at a glance.

# farms

luig used /farm status

Guaca APP Today at 13:30
Rancho Luig · Homestead
Farm card
The card /farm status posts: condition, housing, plot space, reserve, what is on the farm, and what it earns per day. On a server with Minecraft it also draws the plot.

The reserve

A farm has its own money, the reserve, kept apart from your wallet. /farm deposit moves cash in and /farm withdraw takes it back out; nothing else moves money between them. Purchases, upgrades, repairs and daily upkeep are all paid from the reserve. The reserve counts toward your net worth, and like the bank it cannot be robbed.

Stocking it

  • Crops need no feed and are the cheapest start. Animals eat feed every day and produce more valuable goods. Buildings produce nothing themselves; they give crops and animals somewhere to live.
  • A purchase must pass two limits: there has to be housing for it (every tier includes a little, and buildings add more), and the plot must have a free space, because every building, crop and animal takes one, up to the tier’s limit. Some items also need a minimum tier or another building first.
  • /farm shop shows what you can buy right now and, for everything else, exactly which limit is in the way. Feed for your animals is bought with /farm buy too.

Crops

No feed, cheapest start

  • Wheat Plot 🥑 150 5 wheat a day
  • Carrot Patch 🥑 220 6 carrots · tier 2

Animals

Eat feed, breed in pairs

  • Chicken 🥑 120 4 eggs · 1 feed
  • Cow 🥑 400 6 milk · 2 feed
  • Pig 🥑 300 3 truffles · tier 2
  • Alpaca 🥑 1,400 4 wool · needs a barn

Buildings

Make room, produce nothing

  • Field 🥑 400 +4 crop housing
  • Chicken Coop 🥑 600 +4 animal housing
  • Barn 🥑 1,200 +8 animal housing
  • Greenhouse 🥑 2,000 +10 crop housing · tier 3
The default catalogue every server starts with. Admins change every figure, and add or remove items, in Dashboard → Farms → Config.

Tiers

/farm upgrade moves the farm up a tier, paid from the reserve. A higher tier has more space and more built-in housing, and multiplies both production and upkeep. The defaults:

TierUpgrade costSpacesProductionUpkeep
1 · Smallholding—61×1×
2 · Homestead3,000101.2×1.05×
3 · Farmstead12,000161.45×1.1×
4 · Estate35,000221.75×1.15×
5 · Plantation90,000302.1×1.2×

The farm day

Once a day, shortly after midnight in the server’s time zone, every farm settles:

  1. Upkeep is paid from the reserve, and animals eat their feed.
  2. Condition wears down by 1%. If the reserve or the feed has run short for more than 3 days in a row, it also drops 10% for missing money and 20% for missing feed.
  3. Production is added to the farm’s store: what the catalogue says each item makes, times the tier multiplier, times the condition. A farm at 50% condition makes half as much.
  4. Births: every pair of the same animal has a chance to produce a newborn, if there is room for it. By default chickens 25%, pigs 15%, cows 10% and alpacas 5%, with at most one newborn per kind per night.
ConditionRange
Healthy76–100%
Worn51–75%
Poor26–50%
Critical1–25%
Failed0%

/farm repair brings the condition back to 100%. The price grows with the damage and with the value of everything on the farm, so letting a farm fall apart and repairing it once a month is never the cheap option.

Selling

The farm sells for you. Each night the settlement sells what the farm grew and puts the money in the reserve, so produce becomes income without anybody remembering to do it. Feed is never sold — it is the one thing keeping the animals fed. A server can switch this off in Dashboard → Farms.

/farm sell still works, for anyone who would rather hold produce back or sell part of it. It also takes back anything standing on the plot — a building, an animal or a crop — at half what it cost. A building that still houses animals or crops has to be emptied first.

The jornalero

/farm jornalero hires a farmhand for 50 a day, taken from the farm reserve. Every three hours he looks at your farm and, when something is worth saying, writes to you privately — in a Discord DM, and out loud in Minecraft if you happen to be standing there.

If there is nothing worth saying, he says nothing. A farm that is fed, solvent, in good condition and fully built hears from him not at all, and he will not repeat the same warning within a day unless it has got worse. He is worth having because he stays quiet.

What he talks about, in the order of what ignoring it costs you tonight: a reserve that cannot pay tomorrow’s upkeep, feed about to run out, condition low enough to cut the yield and stop the breeding, produce sitting unsold — what the farm grows is not money until you sell it — empty housing worth filling and what would pay for itself fastest, an animal that needs a pair to breed, and how far you are from the next tier.

/farm jornalero on its own asks him now. He is paid after upkeep and feed each night, so he can never be the reason a farm falls behind — and a farm that cannot pay him loses him rather than going into debt. Dismiss him whenever you like; nothing more is charged.

Minecraft (optional)

Farms are a Discord feature first: nobody needs Minecraft to play. A server that runs its own Minecraft Java server with the Guaca Farms plugin can connect it in Dashboard → Farms → Config, and each farm then also exists as a plot in a shared town.

  • /farm link with your Minecraft username whitelists you and gives you a code, valid for 15 minutes, to type in game with /link.
  • In the town, your animals, crops and buildings stand on your plot, with a house you can have rebuilt as your tier grows. Only you can build on your plot.
  • In game you can check, buy, sell and upgrade your farm from a menu or the terminal beside your front door, and run /work, /hustle and /crime, which share their settings and cooldowns with Discord. Results are posted to the game channel set in the dashboard.

The town is more than the plots by now — there is a console that runs the real bot commands from in game, a casino in the castle and a portal out to the wild. It has its own page: Minecraft.

Farms in the dashboard

  • Overview: how many farms there are, which need attention, total reserves, linked players and, when connected, the Minecraft server’s status.
  • A farm: everything on it, with actions to rebuild missing things in game or reset the farm.
  • Config, Players (unlink a Minecraft account), the command queue sent to the game, and an audit log.

Commands