SwagFarming is a custom-crops farming plugin for Minecraft servers running Paper/Spigot 1.21+. It replaces vanilla farming with a configurable crop system, growth mechanics, and a full progression loop.
Status: Active development. SwagFarming is a real, playable plugin with a solid core loop, but several systems referenced in its configuration are not fully wired up yet. This site documents exactly what works today and calls out what doesn't — see Roadmap & Known Limitations before you rely on anything that sounds too good to be true.
- Custom Crops — crops are defined in
crops.ymlwith their own growth stages, biome/light/water requirements, and drop tables. The plugin ships with 5 custom crops plus money trees and ore bushes. - Real-Time, Chunk-Safe Growth — growth is timestamp-based rather than a tick loop, so crops keep growing correctly even through chunk unloads and server restarts.
- Rarity & Quality — every crop has a rarity tier (Common → Mythical) and every harvested drop rolls an independent quality tier (Regular/Silver/Gold/Amethyst) that affects sell price and XP.
- Watering & Fertilizer — watering cans and sprinklers apply a real, measurable growth-speed multiplier; fertilizers add growth speed, quality, or drop-multiplier buffs (or instantly skip growth stages).
- Greenhouses & Farming Minions — buildable regions that boost growth, plus automated ArmorStand minions that harvest crops for you.
- Progression — a farming level/XP curve, a 6-node skill tree (Vault money + skill points), a discovery-based crop codex, 20 achievements, and 5 live leaderboard categories.
- Vault-Powered Shop — sell harvested crops for money, with quality-based multipliers and bulk-sale bonuses.
- Soft Integrations — Vault, PlaceholderAPI, WorldGuard, and MythicMobs/MythicCrucible are genuinely wired in. See Configuration for the honest breakdown of what each integration actually does.
Growth speed and crop quality are built from multiple stacking modifiers — biome match, light level, watering, fertilizer, skills, and greenhouse tier all combine to produce the final rate. There's always more than one way to speed up a crop.
Farming levels gate which crops, greenhouses, and minions you can unlock. Skill points and Vault money (earned by selling crops) are spent on permanent upgrades through the Skill Tree.
Crops, fertilizers, sprinklers, greenhouses, minions, and skills are all defined in YAML. Server owners can add or tune crops without touching Java code — /farmadmin reload picks up changes live.
| Topic | Description | Link |
|---|---|---|
| Installation | Get the plugin running in a few minutes | Installation Guide |
| Planting & Growth | How crops actually grow | Planting & Growth |
| Admin Commands | Full /farmadmin reference |
Admin Commands |
| Roadmap | What's planned but not built yet | Roadmap & Known Limitations |
SwagFarming is honest about its current maturity. A few things worth knowing up front:
- Seasons are not implemented. The
seasonsblock inconfig.ymlexists but there is no code behind it — nothing changes based on season. messages.ymlcurrently has no effect. All in-game messages are hardcoded in the plugin itself; editing this file will not change any message text yet.- Farming minion storage does not survive a restart. Items sitting in a minion's storage are lost when the server restarts.
- ItemsAdder and Oraxen are not actually used at runtime, even though
config.ymlreferences item IDs from both. All in-game items currently use vanilla materials with custom model data.
A complete, itemized list lives on the Roadmap & Known Limitations page — read it before reporting something as "broken" that's simply not built yet.
Questions, bug reports, and feedback are welcome on Discord.
Developer: Swag Built With: Java 17+, Paper API, SQLite
SwagFarming is proprietary software developed for Swag. All rights reserved © 2026.
Need Help? Check the Troubleshooting page or reach out on Discord.