It alerts you when a farm plot needs water or fertilizer, and optionally logs the data to a chat channel or a file for later review. 1. Create the file: EcoServer/Mods/AutoFarmMonitor.cs

public static AutoFarmMonitor Obj; public Dictionary<User, List<FarmPlotObject>> PlayerPlots = new();

public void Initialize() Obj = this; Eco.Core.Plugins.PluginManager<ChatCommands>.Add(new FarmMonitorCommands());

[ChatCommand("Check all farm plots", ChatAdminLevel.User)] public static void CheckFarms(User user) var plots = WorldObjectUtil.GetObjectsOfType<FarmPlotObjectEntity>() .Where(p => p.Owner == user).ToList();

ChatManager.ServerMessageToPlayer($"🌾 Farm report: plots.Count plots. thirsty need water, hungry need fertilizer.", user);

public FarmPlotObject(FarmPlotObjectEntity entity, User owner) Entity = entity; Owner = owner; public FarmPlotObjectEntity Entity get; set; public User Owner get; set; public float WaterLevel => Entity.WaterLevel.Normalized; public float FertilizerLevel => Entity.FertilizerLevel.Normalized;

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V0.10.0.1: Eco

It alerts you when a farm plot needs water or fertilizer, and optionally logs the data to a chat channel or a file for later review. 1. Create the file: EcoServer/Mods/AutoFarmMonitor.cs

public static AutoFarmMonitor Obj; public Dictionary<User, List<FarmPlotObject>> PlayerPlots = new(); Eco v0.10.0.1

public void Initialize() Obj = this; Eco.Core.Plugins.PluginManager<ChatCommands>.Add(new FarmMonitorCommands()); It alerts you when a farm plot needs

[ChatCommand("Check all farm plots", ChatAdminLevel.User)] public static void CheckFarms(User user) var plots = WorldObjectUtil.GetObjectsOfType<FarmPlotObjectEntity>() .Where(p => p.Owner == user).ToList(); PlayerPlots = new()

ChatManager.ServerMessageToPlayer($"🌾 Farm report: plots.Count plots. thirsty need water, hungry need fertilizer.", user);

public FarmPlotObject(FarmPlotObjectEntity entity, User owner) Entity = entity; Owner = owner; public FarmPlotObjectEntity Entity get; set; public User Owner get; set; public float WaterLevel => Entity.WaterLevel.Normalized; public float FertilizerLevel => Entity.FertilizerLevel.Normalized;